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-rw-r--r--.github/workflows/godot_cpp_test.yml2
-rw-r--r--.mailmap6
-rw-r--r--AUTHORS.md19
-rw-r--r--CHANGELOG.md5192
-rw-r--r--DONORS.md187
-rw-r--r--SConstruct11
-rw-r--r--core/error/error_macros.cpp51
-rw-r--r--core/error/error_macros.h13
-rw-r--r--core/extension/gdextension.cpp11
-rw-r--r--core/io/file_access_pack.cpp4
-rw-r--r--core/io/image.cpp106
-rw-r--r--core/io/resource_loader.cpp10
-rw-r--r--core/math/math_funcs.h12
-rw-r--r--core/math/transform_interpolator.cpp338
-rw-r--r--core/math/transform_interpolator.h51
-rw-r--r--core/os/main_loop.h1
-rw-r--r--core/string/ustring.cpp83
-rw-r--r--core/templates/cowdata.h13
-rw-r--r--doc/classes/@GlobalScope.xml6
-rw-r--r--doc/classes/Animation.xml2
-rw-r--r--doc/classes/AnimationMixer.xml3
-rw-r--r--doc/classes/CompositorEffect.xml2
-rw-r--r--doc/classes/EditorImportPlugin.xml8
-rw-r--r--doc/classes/Node3D.xml8
-rw-r--r--doc/classes/Object.xml2
-rw-r--r--doc/classes/ProjectSettings.xml7
-rw-r--r--doc/classes/RenderingServer.xml16
-rw-r--r--doc/classes/ResourceImporterOBJ.xml3
-rw-r--r--doc/classes/SkeletonModifier3D.xml1
-rw-r--r--doc/classes/Viewport.xml1
-rw-r--r--doc/classes/VisibleOnScreenNotifier2D.xml2
-rw-r--r--doc/classes/VisibleOnScreenNotifier3D.xml2
-rw-r--r--doc/translations/de.po228
-rw-r--r--doc/translations/es.po809
-rw-r--r--doc/translations/it.po57255
-rw-r--r--doc/translations/zh_CN.po527
-rw-r--r--doc/translations/zh_TW.po999
-rw-r--r--drivers/d3d12/rendering_device_driver_d3d12.cpp58
-rw-r--r--drivers/gles3/shader_gles3.cpp5
-rw-r--r--drivers/gles3/storage/config.cpp2
-rw-r--r--drivers/gles3/storage/config.h3
-rw-r--r--drivers/unix/file_access_unix.cpp2
-rw-r--r--editor/animation_track_editor.cpp6
-rw-r--r--editor/editor_file_system.cpp2
-rw-r--r--editor/editor_help.cpp1
-rw-r--r--editor/editor_properties_array_dict.cpp6
-rw-r--r--editor/gui/scene_tree_editor.cpp14
-rw-r--r--editor/import/3d/resource_importer_obj.cpp26
-rw-r--r--editor/import/3d/resource_importer_scene.cpp8
-rw-r--r--editor/plugins/animation_player_editor_plugin.cpp2
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp49
-rw-r--r--editor/translations/editor/ar.po20
-rw-r--r--editor/translations/editor/ca.po38
-rw-r--r--editor/translations/editor/cs.po6
-rw-r--r--editor/translations/editor/de.po74
-rw-r--r--editor/translations/editor/el.po6
-rw-r--r--editor/translations/editor/eo.po6
-rw-r--r--editor/translations/editor/es.po70
-rw-r--r--editor/translations/editor/es_AR.po6
-rw-r--r--editor/translations/editor/et.po6
-rw-r--r--editor/translations/editor/fa.po6
-rw-r--r--editor/translations/editor/fi.po6
-rw-r--r--editor/translations/editor/fr.po162
-rw-r--r--editor/translations/editor/ga.po19068
-rw-r--r--editor/translations/editor/gl.po96
-rw-r--r--editor/translations/editor/hu.po6
-rw-r--r--editor/translations/editor/id.po83
-rw-r--r--editor/translations/editor/it.po5864
-rw-r--r--editor/translations/editor/ja.po16
-rw-r--r--editor/translations/editor/ka.po115
-rw-r--r--editor/translations/editor/ko.po20
-rw-r--r--editor/translations/editor/lv.po6
-rw-r--r--editor/translations/editor/nl.po6
-rw-r--r--editor/translations/editor/pl.po74
-rw-r--r--editor/translations/editor/pt.po198
-rw-r--r--editor/translations/editor/pt_BR.po6
-rw-r--r--editor/translations/editor/ru.po1287
-rw-r--r--editor/translations/editor/sv.po33
-rw-r--r--editor/translations/editor/th.po6
-rw-r--r--editor/translations/editor/tr.po99
-rw-r--r--editor/translations/editor/uk.po429
-rw-r--r--editor/translations/editor/vi.po6
-rw-r--r--editor/translations/editor/zh_CN.po102
-rw-r--r--editor/translations/editor/zh_TW.po6
-rw-r--r--editor/translations/extractable/ar.po12
-rw-r--r--editor/translations/extractable/de.po12
-rw-r--r--editor/translations/extractable/es.po12
-rw-r--r--editor/translations/extractable/extractable.pot16
-rw-r--r--editor/translations/extractable/fr.po12
-rw-r--r--editor/translations/extractable/it.po6
-rw-r--r--editor/translations/extractable/ja.po12
-rw-r--r--editor/translations/extractable/ko.po12
-rw-r--r--editor/translations/extractable/pl.po12
-rw-r--r--editor/translations/extractable/pt.po12
-rw-r--r--editor/translations/extractable/pt_BR.po12
-rw-r--r--editor/translations/extractable/ru.po12
-rw-r--r--editor/translations/extractable/tr.po12
-rw-r--r--editor/translations/extractable/uk.po6
-rw-r--r--editor/translations/extractable/zh_CN.po12
-rw-r--r--editor/translations/extractable/zh_TW.po12
-rw-r--r--editor/translations/properties/es.po16
-rw-r--r--editor/translations/properties/fr.po24
-rw-r--r--editor/translations/properties/ga.po10917
-rw-r--r--editor/translations/properties/it.po1545
-rw-r--r--editor/translations/properties/ka.po149
-rw-r--r--editor/translations/properties/pt.po9
-rw-r--r--editor/translations/properties/ru.po6318
-rw-r--r--editor/translations/properties/tr.po8
-rw-r--r--editor/translations/properties/zh_CN.po10
-rw-r--r--main/main.cpp14
-rw-r--r--main/main_timer_sync.cpp11
-rw-r--r--misc/dist/macos_tools.app/Contents/Info.plist4
-rw-r--r--misc/dist/windows/godot.iss2
-rw-r--r--misc/extension_api_validation/4.2-stable_4.3-stable.expected (renamed from misc/extension_api_validation/4.2-stable.expected)0
-rw-r--r--misc/extension_api_validation/4.3-stable.expected9
-rw-r--r--modules/gdscript/gdscript_cache.cpp10
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.csproj2
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/Godot.SourceGenerators.csproj2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharpEditor/GodotSharpEditor.csproj2
-rw-r--r--platform/android/export/export_plugin.cpp13
-rw-r--r--platform/android/java/app/build.gradle68
-rw-r--r--platform/android/java/app/config.gradle16
-rw-r--r--platform/android/java/build.gradle232
-rw-r--r--platform/ios/export/export_plugin.cpp2
-rw-r--r--platform/linuxbsd/wayland/wayland_thread.cpp38
-rw-r--r--platform/macos/joypad_macos.mm5
-rw-r--r--platform/macos/os_macos.h1
-rw-r--r--platform/macos/os_macos.mm12
-rw-r--r--platform/windows/display_server_windows.cpp16
-rw-r--r--platform/windows/os_windows.cpp30
-rw-r--r--scene/2d/gpu_particles_2d.cpp23
-rw-r--r--scene/3d/camera_3d.cpp138
-rw-r--r--scene/3d/camera_3d.h32
-rw-r--r--scene/3d/gpu_particles_3d.cpp22
-rw-r--r--scene/3d/lightmap_gi.cpp3
-rw-r--r--scene/3d/node_3d.cpp147
-rw-r--r--scene/3d/node_3d.h45
-rw-r--r--scene/3d/skeleton_ik_3d.cpp6
-rw-r--r--scene/3d/visual_instance_3d.cpp78
-rw-r--r--scene/3d/visual_instance_3d.h3
-rw-r--r--scene/gui/popup_menu.cpp1
-rw-r--r--scene/main/node.cpp35
-rw-r--r--scene/main/node.h25
-rw-r--r--scene/main/scene_tree.cpp65
-rw-r--r--scene/main/scene_tree.h16
-rw-r--r--scene/main/viewport.cpp8
-rw-r--r--scene/resources/3d/importer_mesh.cpp31
-rw-r--r--scene/resources/3d/importer_mesh.h4
-rw-r--r--scene/resources/3d/primitive_meshes.cpp42
-rw-r--r--scene/resources/3d/primitive_meshes.h5
-rw-r--r--scene/resources/animation.cpp7
-rw-r--r--scene/resources/animation.h1
-rw-r--r--scene/resources/audio_stream_polyphonic.cpp4
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp10
-rw-r--r--servers/rendering/renderer_scene_cull.cpp281
-rw-r--r--servers/rendering/renderer_scene_cull.h64
-rw-r--r--servers/rendering/rendering_method.h12
-rw-r--r--servers/rendering/rendering_server_constants.h48
-rw-r--r--servers/rendering/rendering_server_default.cpp14
-rw-r--r--servers/rendering/rendering_server_default.h5
-rw-r--r--servers/rendering/shader_language.cpp1
-rw-r--r--servers/rendering_server.cpp2
-rw-r--r--servers/rendering_server.h5
-rw-r--r--tests/core/object/test_class_db.h15
-rw-r--r--thirdparty/README.md2
-rw-r--r--thirdparty/spirv-reflect/patches/1-specialization-constants.patch (renamed from thirdparty/spirv-reflect/patches/specialization-constants.patch)0
-rw-r--r--thirdparty/spirv-reflect/patches/2-zero-size-for-sc-sized-arrays.patch18
-rw-r--r--thirdparty/spirv-reflect/spirv_reflect.c7
-rw-r--r--version.py4
170 files changed, 106555 insertions, 8452 deletions
diff --git a/.github/workflows/godot_cpp_test.yml b/.github/workflows/godot_cpp_test.yml
index 57114dacfc..e1c37bbc1e 100644
--- a/.github/workflows/godot_cpp_test.yml
+++ b/.github/workflows/godot_cpp_test.yml
@@ -7,7 +7,7 @@ env:
# Used for the cache key. Add version suffix to force clean build.
GODOT_BASE_BRANCH: master
# Used for the godot-cpp checkout.
- GODOT_CPP_BRANCH: '4.2'
+ GODOT_CPP_BRANCH: '4.3'
concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-cpp-tests
diff --git a/.mailmap b/.mailmap
index c4e7cf1743..078d6c606b 100644
--- a/.mailmap
+++ b/.mailmap
@@ -26,10 +26,13 @@ ChibiDenDen <pdaniq@gmail.com>
Chris Bradfield <chris@kidscancode.org> <cb@scribe.net>
Clay John <claynjohn@gmail.com>
Clay John <claynjohn@gmail.com> <clayjohn@shaw.ca>
+CookieBadger <emil.dobetsberger@gmail.com>
Dana Olson <dana@shineuponthee.com> <adolson@gmail.com>
dankan1890 <mewuidev2@gmail.com>
Daniel J. Ramirez <djrmuv@gmail.com>
David Cambré <david.cambre@gmail.com> <David.Cambre@gmail.com>
+DmitriySalnikov <salnikov.mine@yandex.ru>
+DmitriySalnikov <salnikov.mine@yandex.ru> <dimokgamer@gmail.com>
Dominik 'dreamsComeTrue' Jasiński <dominikjasinski@o2.pl>
DeeJayLSP <djlsplays@gmail.com> <60024671+DeeJayLSP@users.noreply.github.com>
Emmanuel Barroga <emmanuelbarroga@gmail.com>
@@ -66,6 +69,8 @@ Ignacio Etcheverry <ignalfonsore@gmail.com> <neikeq@users.noreply.github.com>
Ilaria Cislaghi <cislaghi.ilaria@gmail.com>
Ilaria Cislaghi <cislaghi.ilaria@gmail.com> <ilaria.cislaghi@simedis.com>
Indah Sylvia <ISylvox@yahoo.com>
+Ivan Shakhov <ivan.shakhov@jetbrains.com> <Ivan.Shakhov@jetbrains.com>
+Ivan Shakhov <ivan.shakhov@jetbrains.com> <van800@gmail.com>
iwek <miwanczuk7@gmail.com>
J08nY <johny@neuromancer.sk> <jancar.jj@gmail.com>
J08nY <johny@neuromancer.sk> <J08nY@users.noreply.github.com>
@@ -108,6 +113,7 @@ Marcin Zawiejski <dragmz@gmail.com>
Marcus Elg <marcusaccounts@yahoo.se>
Mariano Javier Suligoy <marianognu.easyrpg@gmail.com>
Mario Schlack <m4r10.5ch14ck@gmail.com>
+Mark DiBarry <markdibarry@protonmail.com>
marxin <mliska@suse.cz>
marynate <mary.w.nate@gmail.com> <marynate@github.com>
Mateo Kuruk Miccino <mateomiccino@gmail.com>
diff --git a/AUTHORS.md b/AUTHORS.md
index 0f000a1a75..76d78dcefa 100644
--- a/AUTHORS.md
+++ b/AUTHORS.md
@@ -28,8 +28,10 @@ name is available.
(in alphabetical order, with over 10 commits excluding merges)
Aaron Franke (aaronfranke)
+ Aaron Pagano (aaronp64)
Aaron Record (LightningAA)
Adam Scott (adamscott)
+ Alexander Hartmann (Alex2782)
Alexander Holland (AlexHolly)
Alex Drozd (brno32)
Alexey Khoroshavin (allkhor)
@@ -58,8 +60,8 @@ name is available.
Bernhard Liebl (poke1024)
Bhuvan Vemula (Bhu1-V)
bitsawer
- BlueCube3310
Błażej Szczygieł (zaps166)
+ BlueCube3310
Bojidar Marinov (bojidar-bg)
Brian Semrau (briansemrau)
Bruno Lourenço (MadEqua)
@@ -70,8 +72,10 @@ name is available.
Carter Anderson (cart)
ChibiDenDen
Chris Bradfield (cbscribe)
+ Christian Kaiser (ckaiser)
Clay John (clayjohn)
ConteZero
+ CookieBadger
Dana Olson (adolson)
Daniel J. Ramirez (djrm)
Daniel Rakos (aqnuep)
@@ -89,6 +93,7 @@ name is available.
Douglas Leão (DeeJayLSP)
DualMatrix
Ellen Poe (ellenhp)
+ Emilio Coppola (coppolaemilio)
Emmanuel Barroga (codecustard)
Emmanuel Leblond (touilleMan)
Eoin O'Neill (Eoin-ONeill-Yokai)
@@ -120,6 +125,7 @@ name is available.
Haoyu Qiu (timothyqiu)
Hein-Pieter van Braam-Stewart (hpvb)
Hendrik Brucker (Geometror)
+ Hilderin
hilfazer
Hiroshi Ogawa (hi-ogawa)
HolonProduction
@@ -128,10 +134,11 @@ name is available.
Hugo Locurcio (Calinou)
Ian Bishop (ianb96)
Ibrahn Sahir (ibrahn)
- Ignacio Etcheverry (neikeq)
+ Ignacio Roldán Etcheverry (neikeq)
Igor Kordiukiewicz (IgorKordiukiewicz)
Ilaria Cislaghi (QbieShay)
Indah Sylvia (ISylvox)
+ Ivan Šachov (van800)
J08nY
Jake Young (Duroxxigar)
Jakub Grzesik (kubecz3k)
@@ -167,6 +174,8 @@ name is available.
Lucien Menassol (Kanabenki)
Lyuma
Maganty Rushyendra (mrushyendra)
+ Magian (magian1127)
+ Mai Lavelle (maiself)
Malcolm Nixon (Malcolmnixon)
Manuele Finocchiaro (m4nu3lf)
Marcel Admiraal (madmiraal)
@@ -179,6 +188,7 @@ name is available.
Mario Schlack (hurikhan)
Marios Staikopoulos (marstaik)
Marius Hanl (Maran23)
+ Mark DiBarry (markdibarry)
Mark Riedesel (klowner)
Markus Sauermann (Sauermann)
Martin Capitanio (capnm)
@@ -206,6 +216,7 @@ name is available.
Muhammad Huri (CakHuri)
muiroc
myaaaaaaaaa
+ Nathalie Galla (MurderVeggie)
Nathan Franke (nathanfranke)
Nathan Lovato (NathanLovato)
Nathan Warden (NathanWarden)
@@ -235,8 +246,8 @@ name is available.
Poommetee Ketson (Noshyaar)
Przemysław Gołąb (n-pigeon)
Rafael M. G. (rafallus)
- Raffaele Picca (RPicster)
Rafał Mikrut (qarmin)
+ Raffaele Picca (RPicster)
Ralf Hölzemer (rollenrolm)
Ramesh Ravone (RameshRavone)
Raphael2048
@@ -304,5 +315,7 @@ name is available.
Zher Huei Lee (leezh)
Zi Ye (MajorMcDoom)
ZuBsPaCe
+ Дмитрий Сальников (DmitriySalnikov)
+ 忘忧の (Daylily-Zeleen)
谢天 (jsjtxietian)
风青山 (Rindbee)
diff --git a/CHANGELOG.md b/CHANGELOG.md
index a4d95412f7..9bc9173813 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -7,12 +7,12 @@ previous feature release. It is equivalent to the listings on our
Changelogs for earlier feature releases are available in their respective Git
branches, and linked at the [end of this file](#Past-releases).
-## 4.2 - 2023-11-30
+## 4.3 - 2024-08-15
-- [Release announcement](https://godotengine.org/article/godot-4-2-arrives-in-style)
-- [Migration guide](https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.2.html)
-- [Interactive changelog](https://godotengine.github.io/godot-interactive-changelog/#4.2)
-- [Breaking changes](https://github.com/godotengine/godot/pulls?q=is%3Apr+is%3Amerged+label%3A%22breaks+compat%22+milestone%3A4.2)
+- [Release announcement](https://godotengine.org/releases/4.3/)
+- [Migration guide](https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.3.html)
+- [Interactive changelog](https://godotengine.github.io/godot-interactive-changelog/#4.3)
+- [Breaking changes](https://github.com/godotengine/godot/pulls?q=is%3Apr+is%3Amerged+label%3A%22breaks+compat%22+milestone%3A4.3)
Table of contents:
@@ -48,1895 +48,3473 @@ Table of contents:
#### 2D
-- Greatly improve Y-sort performance on TileMaps ([GH-73813](https://github.com/godotengine/godot/pull/73813)).
-- Add separate editor plugin for TileMap and TileSet ([GH-74717](https://github.com/godotengine/godot/pull/74717)).
-- Cleanup tiles outside the texture ([GH-77986](https://github.com/godotengine/godot/pull/77986)).
-- Move TileMap layers to their own class ([GH-78328](https://github.com/godotengine/godot/pull/78328)).
-- Add option to swap default Alt+scroll zooming behavior in 2D editor ([GH-78451](https://github.com/godotengine/godot/pull/78451)).
-- Add white rect to TileMap selection tool ([GH-78519](https://github.com/godotengine/godot/pull/78519)).
-- Improve string drawing in the tiledata editor ([GH-78522](https://github.com/godotengine/godot/pull/78522)).
-- Make sure the shortcut key respects the context in `TileSetAtlasSourceEditor` ([GH-78920](https://github.com/godotengine/godot/pull/78920)).
-- Fix `Camera2D.rotating` not being converted and reversed properly ([GH-79264](https://github.com/godotengine/godot/pull/79264)).
-- Streamline creating tile atlas sources ([GH-79285](https://github.com/godotengine/godot/pull/79285)).
-- Rework modifying tile source ID ([GH-79419](https://github.com/godotengine/godot/pull/79419)).
-- Allow using floating-point bone sizes and outline widths in the 2D editor ([GH-79434](https://github.com/godotengine/godot/pull/79434)).
-- Add option to expand tile polygon editors ([GH-79512](https://github.com/godotengine/godot/pull/79512)).
-- Add `is_conformal` method to Basis and Transform2D ([GH-79523](https://github.com/godotengine/godot/pull/79523)).
-- Improve message when no tile is selected to edit ([GH-79562](https://github.com/godotengine/godot/pull/79562)).
-- Fix crash when deleting tileset terrains ([GH-79618](https://github.com/godotengine/godot/pull/79618)).
-- Fix Camera2D crash when edited scene root is null ([GH-79645](https://github.com/godotengine/godot/pull/79645)).
-- Auto create tile for multiple atlases ([GH-79678](https://github.com/godotengine/godot/pull/79678)).
-- Fix `CanvasModulate` logic for modulating the canvas ([GH-79747](https://github.com/godotengine/godot/pull/79747)).
-- Fix `get_cursor_shape()` in tile atlas editor ([GH-79837](https://github.com/godotengine/godot/pull/79837)).
-- Fix crash when executing `TileMap.fix_invalid_tiles` ([GH-79851](https://github.com/godotengine/godot/pull/79851)).
-- Improve atlas tile size dragging ([GH-79899](https://github.com/godotengine/godot/pull/79899)).
-- Add help label about creating multiple/big tiles ([GH-79904](https://github.com/godotengine/godot/pull/79904)).
-- Properly clear scene tiles ([GH-79941](https://github.com/godotengine/godot/pull/79941)).
-- Edit TileSet source on double click ([GH-80037](https://github.com/godotengine/godot/pull/80037)).
-- Fix "a number is required" error when printing RID ([GH-80122](https://github.com/godotengine/godot/pull/80122)).
-- Ignore null "id" in tile source proxy ([GH-80135](https://github.com/godotengine/godot/pull/80135)).
-- Add per-tile flipping and transposing ([GH-80144](https://github.com/godotengine/godot/pull/80144)).
-- Fix multiple usability issues in the texture region editor ([GH-80435](https://github.com/godotengine/godot/pull/80435)).
-- Fix TileSet with TileMap handling ([GH-80462](https://github.com/godotengine/godot/pull/80462)).
-- Fix TileSet not disappearing on deselecting TileMap ([GH-80529](https://github.com/godotengine/godot/pull/80529)).
-- TileMap: Check for possible scenes to be erased ([GH-80658](https://github.com/godotengine/godot/pull/80658)).
-- Pass missing arguments to `TileMap::get_used_cells_by_id` ([GH-80729](https://github.com/godotengine/godot/pull/80729)).
-- Improve scene tiles workflow ([GH-80754](https://github.com/godotengine/godot/pull/80754)).
-- Simplify making texture nodes in 2D editor ([GH-80771](https://github.com/godotengine/godot/pull/80771)).
-- Add `px` suffix for TileSet `separation` property ([GH-80934](https://github.com/godotengine/godot/pull/80934)).
-- Convert TileSet Atlas Merge input images to RGBA8 to match output, if needed ([GH-80943](https://github.com/godotengine/godot/pull/80943)).
-- Call `add_child` after `set_rect` to fix size bug ([GH-80968](https://github.com/godotengine/godot/pull/80968)).
-- Added checks to remove meta arrays when creating and undoing guides ([GH-81011](https://github.com/godotengine/godot/pull/81011)).
-- Improve TileMap performances by using quadrants only for rendering ([GH-81070](https://github.com/godotengine/godot/pull/81070)).
-- Allow configuring primary line X/Ys separately ([GH-81255](https://github.com/godotengine/godot/pull/81255)).
-- Fix `TileMap::get_used_rect` incorrectly handling empty layers ([GH-81423](https://github.com/godotengine/godot/pull/81423)).
-- Fix rotated 2D movement gizmo ([GH-81735](https://github.com/godotengine/godot/pull/81735)).
-- Incorporate min and max zoom limits into the EditorZoomWidget ([GH-81812](https://github.com/godotengine/godot/pull/81812)).
-- Fix TileMap editor so that pressing control deselects cells correctly ([GH-81925](https://github.com/godotengine/godot/pull/81925)).
-- Don't allow transforming scene tiles ([GH-81971](https://github.com/godotengine/godot/pull/81971)).
-- Fix animated tile time-slice calculation accumulating float errors ([GH-82360](https://github.com/godotengine/godot/pull/82360)).
-- Fix transform calculations for drag-moving CanvasItems in editor ([GH-82667](https://github.com/godotengine/godot/pull/82667)).
-- Prioritize points in polygon editor hover ([GH-82853](https://github.com/godotengine/godot/pull/82853)).
-- Fixes undo/redo in tileset polygon editor ([GH-83093](https://github.com/godotengine/godot/pull/83093)).
-- Warn users when TileMap is set as Y-sorted but no layer is ([GH-83144](https://github.com/godotengine/godot/pull/83144)).
-- Fix tilemap live editing while game is running ([GH-83146](https://github.com/godotengine/godot/pull/83146)).
-- Update `TileMap` layer draw index when it's dirty ([GH-83151](https://github.com/godotengine/godot/pull/83151)).
-- Swap TileMap and TileSet buttons ([GH-83244](https://github.com/godotengine/godot/pull/83244)).
-- Allow disabling the built-in tilemap navigation ([GH-83273](https://github.com/godotengine/godot/pull/83273)).
-- Fix cannot update remote after disabling `use_global_coordinates` in `RemoteTransform2D` ([GH-83323](https://github.com/godotengine/godot/pull/83323)).
-- Fix screen center position returned for rotated Camera2D ([GH-83427](https://github.com/godotengine/godot/pull/83427)).
-- Fix bug where TileMap wouldn't update material correctly on assignment ([GH-83475](https://github.com/godotengine/godot/pull/83475)).
-- Allow normal maps on TileMaps that use texture padding ([GH-83489](https://github.com/godotengine/godot/pull/83489)).
-- Fix Polygon2D undo on transforming vertices ([GH-83659](https://github.com/godotengine/godot/pull/83659)).
-- Fix TileSet painting options appear out of screen ([GH-83790](https://github.com/godotengine/godot/pull/83790)).
-- Fix normals in TileSet when using CanvasTextures ([GH-83887](https://github.com/godotengine/godot/pull/83887)).
-- Fix TileMap layer reverts and defaults ([GH-83888](https://github.com/godotengine/godot/pull/83888)).
-- Fix `get_used_rect`, `get_used_cells` and `get_used_cells_by_id` in TileMap after a call to `clear()` ([GH-83890](https://github.com/godotengine/godot/pull/83890)).
-- Fix Y-sort origin not working when set in TileMap runtime updates ([GH-84004](https://github.com/godotengine/godot/pull/84004)).
-- Fix 2D bone weight editor not accounting for offset ([GH-84070](https://github.com/godotengine/godot/pull/84070)).
-- Prevent crash and error spam related to Sprite2D with a region ([GH-84361](https://github.com/godotengine/godot/pull/84361)).
-- TileMap: Fix compatibility code for old `cell_quadrant_size` property name ([GH-85463](https://github.com/godotengine/godot/pull/85463)).
+- Add temporary pivot for rotating multiple 2D nodes ([GH-58375](https://github.com/godotengine/godot/pull/58375)).
+- Reorganize some code to have 2D things grouped together ([GH-66744](https://github.com/godotengine/godot/pull/66744)).
+- Add option to toggle visibility of Position gizmos in 2D editor, organize existing options ([GH-75005](https://github.com/godotengine/godot/pull/75005)).
+- Changed the way the rotation of a curve at a point is evaluated to match PathFollow2D ([GH-78378](https://github.com/godotengine/godot/pull/78378)).
+- Organize 2D audio, camera, and physics in Viewport ([GH-79183](https://github.com/godotengine/godot/pull/79183)).
+- Extend minimum/maximum zoom level of TextureRegion editor ([GH-79436](https://github.com/godotengine/godot/pull/79436)).
+- Add tooltips for tile source types ([GH-79918](https://github.com/godotengine/godot/pull/79918)).
+- Add Texture2D and Texture3D icons ([GH-81169](https://github.com/godotengine/godot/pull/81169)).
+- Add a button to clear curve points in the Path2D editor ([GH-81325](https://github.com/godotengine/godot/pull/81325)).
+- Improve UV editor zoom behavior ([GH-83731](https://github.com/godotengine/godot/pull/83731)).
+- Fix UV editor not using texture transform ([GH-84076](https://github.com/godotengine/godot/pull/84076)).
+- Fix slow raycast editing ([GH-84164](https://github.com/godotengine/godot/pull/84164)).
+- Add zoom controls to Sprite2DPlugin converter preview ([GH-84353](https://github.com/godotengine/godot/pull/84353)).
+- Select newly added nodes on drag and drop in 2D viewport ([GH-84356](https://github.com/godotengine/godot/pull/84356)).
+- Fix generating terrain icon with certain image formats ([GH-84507](https://github.com/godotengine/godot/pull/84507)).
+- Move tile transforms handling cache to TileData ([GH-84660](https://github.com/godotengine/godot/pull/84660)).
+- Add region rect and frames support to Sprite2DPlugin converter ([GH-84754](https://github.com/godotengine/godot/pull/84754)).
+- Fix typo in TileMap editor tooltip ([GH-85452](https://github.com/godotengine/godot/pull/85452)).
+- Keep scene tiles even if the TileMap is invisible ([GH-85753](https://github.com/godotengine/godot/pull/85753)).
+- Move TileMapLayer to its own files ([GH-85791](https://github.com/godotengine/godot/pull/85791)).
+- Add descriptions for tile properties ([GH-85868](https://github.com/godotengine/godot/pull/85868)).
+- Fix TileMap occluders ([GH-85893](https://github.com/godotengine/godot/pull/85893)).
+- Change suffix of SkeletonModification2DTwoBoneIK from m to px ([GH-86056](https://github.com/godotengine/godot/pull/86056)).
+- Reset TileMap editor `drag_type` when the toolbar mode is not selected ([GH-86066](https://github.com/godotengine/godot/pull/86066)).
+- Fix `UndoRedo history mismatch` when creating a new tile atlas ([GH-86387](https://github.com/godotengine/godot/pull/86387)).
+- Fix potential infinite loop when calculating tile editor zoom level ([GH-86568](https://github.com/godotengine/godot/pull/86568)).
+- Tweak tile atlas help label positions ([GH-86694](https://github.com/godotengine/godot/pull/86694)).
+- Allow `ui_cancel` to unselect all nodes in all edit modes in 2D, matching 3D behavior ([GH-86805](https://github.com/godotengine/godot/pull/86805)).
+- Fix `TileMap` quadrant canvas item position not being local ([GH-86847](https://github.com/godotengine/godot/pull/86847)).
+- Fix 2D viewport texture drop issue with global history registration ([GH-86933](https://github.com/godotengine/godot/pull/86933)).
+- Made tooltip on `TileSet` Paint Button give more information when disabled ([GH-86947](https://github.com/godotengine/godot/pull/86947)).
+- Add `CanvasItem::get_canvas_layer_node()` ([GH-87095](https://github.com/godotengine/godot/pull/87095)).
+- Make TileMapLayers extend Node2D and work as children of TileMap ([GH-87115](https://github.com/godotengine/godot/pull/87115)).
+- Fix some `TileMap` debug drawing truncating to ints ([GH-87160](https://github.com/godotengine/godot/pull/87160)).
+- Remove unnecessary `_set_global_invalid` added by mistake ([GH-87328](https://github.com/godotengine/godot/pull/87328)).
+- Update the viewport if CanvasItem top level is changed ([GH-87343](https://github.com/godotengine/godot/pull/87343)).
+- Change TileMapEditor to TileMapLayerEditor ([GH-87379](https://github.com/godotengine/godot/pull/87379)).
+- Add new Parallax2D node ([GH-87391](https://github.com/godotengine/godot/pull/87391)).
+- Editor: Fix threading problems with `TileMap` preview ([GH-87470](https://github.com/godotengine/godot/pull/87470)).
+- Prevent threading problems in `TileMap` ([GH-87478](https://github.com/godotengine/godot/pull/87478)).
+- Fix `Camera2D` is enabled when dragging scene files to the `CanvasItemEditor` ([GH-87743](https://github.com/godotengine/godot/pull/87743)).
+- Fix `TextureRegionEditor::_pan_callback` deferred called with only one argument ([GH-87771](https://github.com/godotengine/godot/pull/87771)).
+- Fix duplicating/copying `TileMap` ([GH-88105](https://github.com/godotengine/godot/pull/88105)).
+- Fix `TileMap::move_layer` incorrectly moving child `TileMapLayer` nodes ([GH-88157](https://github.com/godotengine/godot/pull/88157)).
+- Fix regression where a tile's custom material was ignored ([GH-88190](https://github.com/godotengine/godot/pull/88190)).
+- Fix `CanvasItem`/`Node3D` editor plugin drag drop transform calculation ([GH-88279](https://github.com/godotengine/godot/pull/88279)).
+- Fix TileSet sources duplication ([GH-88280](https://github.com/godotengine/godot/pull/88280)).
+- Tweak TileMap editor's missing source message to use "bottom panel" term ([GH-88290](https://github.com/godotengine/godot/pull/88290)).
+- Make TileMapLayers internal ([GH-88378](https://github.com/godotengine/godot/pull/88378)).
+- Remember frames when selecting `SpriteFrame` frames ([GH-88413](https://github.com/godotengine/godot/pull/88413)).
+- Expose pixel snapping settings add pixel-art notes ([GH-88456](https://github.com/godotengine/godot/pull/88456)).
+- Fix a memory leak with TileMap runtime updates ([GH-88629](https://github.com/godotengine/godot/pull/88629)).
+- Show instantiating or inherit message when using drag to instantiate in 2D ([GH-88829](https://github.com/godotengine/godot/pull/88829)).
+- TileSet: Fix crash when deleting dragged polygon point ([GH-88912](https://github.com/godotengine/godot/pull/88912)).
+- Remove almost all remaining dependencies of TileMapLayer on TileMap ([GH-88966](https://github.com/godotengine/godot/pull/88966)).
+- Disable lock and group buttons when selected item is not CanvasItem ([GH-88997](https://github.com/godotengine/godot/pull/88997)).
+- Fix editor crash when unsupported `Resource` is dropped in scene ([GH-89126](https://github.com/godotengine/godot/pull/89126)).
+- Update lock and group button state when selection changed in CanvasItemEditor ([GH-89132](https://github.com/godotengine/godot/pull/89132)).
+- Expose TileMapLayer ([GH-89179](https://github.com/godotengine/godot/pull/89179)).
+- Make CanvasItem's "drawing outside of NOTIFICATION_DRAW" error a macro ([GH-89298](https://github.com/godotengine/godot/pull/89298)).
+- Fix center view button appears outside the GenericTilePolygonEditor ([GH-89434](https://github.com/godotengine/godot/pull/89434)).
+- Fix call queue problems when loading TileSet ([GH-89493](https://github.com/godotengine/godot/pull/89493)).
+- Avoid passing zoom scale for ParallaxLayer mirror ([GH-89572](https://github.com/godotengine/godot/pull/89572)).
+- Account for scale in scroll logic for `Parallax2D` ([GH-89627](https://github.com/godotengine/godot/pull/89627)).
+- Fix Path2D's add new point's UndoRedo bug ([GH-89874](https://github.com/godotengine/godot/pull/89874)).
+- TileSet: Expose `TileData.is_valid_terrain_peering_bit` ([GH-89911](https://github.com/godotengine/godot/pull/89911)).
+- Replace Clipper1 library by Clipper2 library ([GH-90153](https://github.com/godotengine/godot/pull/90153)).
+- Ensure `Camera2D.position_smoothing_speed` is non-negative ([GH-90167](https://github.com/godotengine/godot/pull/90167)).
+- Correctly update TileMapLayer highlighting when disabling it ([GH-90204](https://github.com/godotengine/godot/pull/90204)).
+- Fix "no cached rect" errors in TileMapLayer editor ([GH-90207](https://github.com/godotengine/godot/pull/90207)).
+- Fix strange visual bug with camera and external change ([GH-90317](https://github.com/godotengine/godot/pull/90317)).
+- TileSet: Don't save angular and linear physics velocities if they have their default values ([GH-90384](https://github.com/godotengine/godot/pull/90384)).
+- Fix selection rect drawing in `TileSet` editor when create/remove tiles with separation ([GH-90709](https://github.com/godotengine/godot/pull/90709)).
+- Fix rendering transform of Y-sorted branch-root ([GH-90749](https://github.com/godotengine/godot/pull/90749)).
+- Fix TileMap enabling Y-sort on child nodes ([GH-90752](https://github.com/godotengine/godot/pull/90752)).
+- Reuse single erase pattern in tile editor ([GH-90817](https://github.com/godotengine/godot/pull/90817)).
+- Editor: Fix crash when editing TileMap ([GH-90849](https://github.com/godotengine/godot/pull/90849)).
+- Don't store TileMapLayer data if empty ([GH-90907](https://github.com/godotengine/godot/pull/90907)).
+- Fix typo in Camera2D node's anchor mode ([GH-91076](https://github.com/godotengine/godot/pull/91076)).
+- Fix Parallax2D physics interpolation ([GH-91706](https://github.com/godotengine/godot/pull/91706)).
+- Add support for AtlasTexture in `draw_polygon()` ([GH-91724](https://github.com/godotengine/godot/pull/91724)).
+- Fix 2d editor selection persisting after application loses focus ([GH-91732](https://github.com/godotengine/godot/pull/91732)).
+- Fix TileMap selection pattern being needlessly reorganized ([GH-91905](https://github.com/godotengine/godot/pull/91905)).
+- Allow selecting TileMapLayers by clicking them ([GH-92016](https://github.com/godotengine/godot/pull/92016)).
+- Fix tile polygon grid not covering whole tile ([GH-92171](https://github.com/godotengine/godot/pull/92171)).
+- Remove some TileMap dependencies from TileMapLayer ([GH-92194](https://github.com/godotengine/godot/pull/92194)).
+- Display custom data name instead of indices in TileData inspector ([GH-92322](https://github.com/godotengine/godot/pull/92322)).
+- Fix TileSet caching wrong collision layer shapes for shapes comprising several polygons ([GH-92373](https://github.com/godotengine/godot/pull/92373)).
+- Optimize usage of position icon in 2D editor ([GH-92392](https://github.com/godotengine/godot/pull/92392)).
+- Fix incorrect cull boundary for scaled and repeated Parallax2D children ([GH-92763](https://github.com/godotengine/godot/pull/92763)).
+- Implement X-draw-order switch in TileMapLayer ([GH-92787](https://github.com/godotengine/godot/pull/92787)).
+- Make texture filtering in TileAtlasView consistent ([GH-92926](https://github.com/godotengine/godot/pull/92926)).
+- Update Camera2D gizmos when screen size changes ([GH-92992](https://github.com/godotengine/godot/pull/92992)).
+- Fix tile polygon editor grid and missing update ([GH-93047](https://github.com/godotengine/godot/pull/93047)).
+- Allow canceling actions in Path2D editor ([GH-93087](https://github.com/godotengine/godot/pull/93087)).
+- Store TileMapLayer selection in scene's history ([GH-93475](https://github.com/godotengine/godot/pull/93475)).
+- Fix snapping lines don't disappearing after drag anchors ([GH-93527](https://github.com/godotengine/godot/pull/93527)).
+- Fix TileSet property painter popup showing clear color ([GH-93609](https://github.com/godotengine/godot/pull/93609)).
+- Prevent selecting when a CanvasItem is selected ([GH-93671](https://github.com/godotengine/godot/pull/93671)).
+- Fix some TileMapLayer editing problems ([GH-93747](https://github.com/godotengine/godot/pull/93747)).
+- Fix RMB erasing of tiles ([GH-93850](https://github.com/godotengine/godot/pull/93850)).
+- Fix crash in tile physics editor ([GH-93971](https://github.com/godotengine/godot/pull/93971)).
+- Fix crash in the TileMapLayer editor when using editable children ([GH-93974](https://github.com/godotengine/godot/pull/93974)).
+- Add pixel snap for `Parallax2D` ([GH-94014](https://github.com/godotengine/godot/pull/94014)).
+- Remove unused assignment in Parallax2D ([GH-94035](https://github.com/godotengine/godot/pull/94035)).
+- Fixes/node configuration warning dialog text ([GH-94147](https://github.com/godotengine/godot/pull/94147)).
+- Make sure that selected tile source is remembered ([GH-94356](https://github.com/godotengine/godot/pull/94356)).
#### 3D
-- Re-add a Camera3D icon gizmo to the 3D editor ([GH-53104](https://github.com/godotengine/godot/pull/53104)).
-- Implement numeric blender-style transforms ([GH-58389](https://github.com/godotengine/godot/pull/58389)).
-- Wrap mouse for blender-style transforms ([GH-59467](https://github.com/godotengine/godot/pull/59467)).
-- Improve editing of box collision shapes ([GH-71092](https://github.com/godotengine/godot/pull/71092)).
-- Show visual-oriented 3D node gizmos only when selected ([GH-75303](https://github.com/godotengine/godot/pull/75303)).
-- Fix Camera3D `project_*` methods not accounting for frustum offset ([GH-75806](https://github.com/godotengine/godot/pull/75806)).
-- Avoid reimporting lightmap textures every getter call ([GH-77788](https://github.com/godotengine/godot/pull/77788)).
-- Fix 3D viewport grid disappearing on scene tab changes ([GH-78694](https://github.com/godotengine/godot/pull/78694)).
-- Fix VoxelGI saving VoxelGIData as a built-in file, despite being prompted to save it to an external file ([GH-78772](https://github.com/godotengine/godot/pull/78772)).
-- Expose `compute_convex_mesh_points` function to GDScript ([GH-78871](https://github.com/godotengine/godot/pull/78871)).
-- Change property hint range for camera attributes exposure multiplier ([GH-79138](https://github.com/godotengine/godot/pull/79138)).
-- Make CSGShape follow curve's tilt in Path mode ([GH-79355](https://github.com/godotengine/godot/pull/79355)).
-- Convert some Callables to `callable_mp()` ([GH-79373](https://github.com/godotengine/godot/pull/79373)).
-- Initialize View Frame Time estimates to match 120 FPS ([GH-80124](https://github.com/godotengine/godot/pull/80124)).
-- Add helper for 3D gizmos and unify box ([GH-80278](https://github.com/godotengine/godot/pull/80278)).
-- Add handles to control Curve3D tilt ([GH-80329](https://github.com/godotengine/godot/pull/80329)).
-- Allow setting values greater than the maximum in TorusMesh inspector ([GH-80441](https://github.com/godotengine/godot/pull/80441)).
-- Add `global_basis` property to `Node3D` ([GH-80512](https://github.com/godotengine/godot/pull/80512)).
-- Cleanup MeshLibrary changed signals ([GH-80782](https://github.com/godotengine/godot/pull/80782)).
-- Improve Path3D gizmo usability ([GH-80802](https://github.com/godotengine/godot/pull/80802)).
-- GridMap: Ensure the visibility is updated when entering the tree ([GH-81106](https://github.com/godotengine/godot/pull/81106)).
-- Fix some keys triggering their actions twice in GridMap ([GH-81531](https://github.com/godotengine/godot/pull/81531)).
-- Add 3D editor gizmo icons for Decal, LightmapProbe and FogVolume ([GH-81554](https://github.com/godotengine/godot/pull/81554)).
-- Fix local 3D translation editing ([GH-81609](https://github.com/godotengine/godot/pull/81609)).
-- Fix Curve3D baking up vectors for nontrivial curves ([GH-81885](https://github.com/godotengine/godot/pull/81885)).
-- Update mesh list UI immediately after setting mesh library in gridmap ([GH-81914](https://github.com/godotengine/godot/pull/81914)).
-- Optimize and tweak some SVGs, improve consistency between icons, and fix broken masks in light mode ([GH-82133](https://github.com/godotengine/godot/pull/82133)).
-- Fix grid snapping for box shape gizmos ([GH-82381](https://github.com/godotengine/godot/pull/82381)).
-- Make 3D editor gizmos and debug shapes ignore fog ([GH-82413](https://github.com/godotengine/godot/pull/82413)).
-- Tweak Camera3D `size` property hint to make dragging more useful ([GH-82604](https://github.com/godotengine/godot/pull/82604)).
-- Make gizmo plugin handle `SpriteBase3D` instead of `Sprite3D` ([GH-82901](https://github.com/godotengine/godot/pull/82901)).
-- Enable UV2 on primitive meshes when using the MeshInstance3D context menu ([GH-82937](https://github.com/godotengine/godot/pull/82937)).
-- Add an editor tool to automatically upgrade and re-save meshes ([GH-83613](https://github.com/godotengine/godot/pull/83613)).
-- Fix some `Node3DEditor` snapping issues ([GH-84049](https://github.com/godotengine/godot/pull/84049)).
-- Fix PlaneMesh tangents for 'Face X' orientation ([GH-84097](https://github.com/godotengine/godot/pull/84097)).
-- Hide CSGShape's `debug_collision_shape` when it is invisible ([GH-84174](https://github.com/godotengine/godot/pull/84174)).
+- Fix PathFollow3D update issues ([GH-80233](https://github.com/godotengine/godot/pull/80233)).
+- Make ShaderMaterial always the last option in inspector resource dropdowns ([GH-81996](https://github.com/godotengine/godot/pull/81996)).
+- Prompt require editor restart to user when gizmo color changed ([GH-82872](https://github.com/godotengine/godot/pull/82872)).
+- Reduce minimum capsule/cylinder mesh rings to 0 ([GH-82887](https://github.com/godotengine/godot/pull/82887)).
+- Expose 3D Delaunay tetrahedralization in `Geometry3D` ([GH-83353](https://github.com/godotengine/godot/pull/83353)).
+- Improve Curve3D debug drawing ([GH-83698](https://github.com/godotengine/godot/pull/83698)).
+- Optimize Path3DGizmo mesh generation ([GH-83741](https://github.com/godotengine/godot/pull/83741)).
+- Use screen-aligned quads for origin lines to avoid issues on NVidia ([GH-83895](https://github.com/godotengine/godot/pull/83895)).
+- Select newly added nodes on drag and drop in 3D viewport ([GH-84347](https://github.com/godotengine/godot/pull/84347)).
+- Fix material drag and drop ([GH-84486](https://github.com/godotengine/godot/pull/84486)).
+- Fix `Node3D` children using `top_level` in different position in-editor versus runtime ([GH-84643](https://github.com/godotengine/godot/pull/84643)).
+- Only allow MeshInstance3D-inherited nodes in MultiMesh Populate Surface dialog ([GH-84933](https://github.com/godotengine/godot/pull/84933)).
+- Notify CSGPolygon about transform changes in Path3D ([GH-85455](https://github.com/godotengine/godot/pull/85455)).
+- Prevent `Camera3D.current` from being set to `true` automatically in the editor ([GH-85594](https://github.com/godotengine/godot/pull/85594)).
+- Add static body creation equivalent for all collision shape sibling creations ([GH-86627](https://github.com/godotengine/godot/pull/86627)).
+- Clarify the FOV setting in the 3D editor camera is vertical FOV ([GH-86690](https://github.com/godotengine/godot/pull/86690)).
+- Fix AABB Ray intersection - return inside ([GH-86755](https://github.com/godotengine/godot/pull/86755)).
+- Prevent division by 0 when creating vertices of a PrismMesh ([GH-86931](https://github.com/godotengine/godot/pull/86931)).
+- Use SceneStringNames in Skeleton3DEditorPlugin ([GH-87048](https://github.com/godotengine/godot/pull/87048)).
+- Fix position and basis of 3D Scenes instantiated via drag and drop ([GH-87126](https://github.com/godotengine/godot/pull/87126)).
+- Properly change GridMap floors while selecting ([GH-87131](https://github.com/godotengine/godot/pull/87131)).
+- Do not commit transforms and handles if no changes were made ([GH-87161](https://github.com/godotengine/godot/pull/87161)).
+- Rename camera `near` and `far` private members to avoid conflict with `Windows.h` defines ([GH-87164](https://github.com/godotengine/godot/pull/87164)).
+- Show warning for GeometryInstance3D transparency in Mobile/Compatibility ([GH-87231](https://github.com/godotengine/godot/pull/87231)).
+- Make viewport message dependent on framerate not physics step ([GH-87631](https://github.com/godotengine/godot/pull/87631)).
+- Fix a regression that breaks gizmo transforming when 'View Gizmos' is off ([GH-87769](https://github.com/godotengine/godot/pull/87769)).
+- Use subgizmos for Path3D position editing and declutter the UI ([GH-87901](https://github.com/godotengine/godot/pull/87901)).
+- Fix a regression when multiple nodes are selected and drag transform is attempted w/o gizmo ([GH-87922](https://github.com/godotengine/godot/pull/87922)).
+- Fix new region select with selection when over geometry ([GH-87948](https://github.com/godotengine/godot/pull/87948)).
+- Show modifier key functionality on all the editor tools ([GH-87989](https://github.com/godotengine/godot/pull/87989)).
+- Add ability to hide grid per viewport ([GH-88584](https://github.com/godotengine/godot/pull/88584)).
+- Fix 3D editor project settings update ([GH-88645](https://github.com/godotengine/godot/pull/88645)).
+- Show instantiating message with position when using to drag to instantiate in 3D ([GH-88774](https://github.com/godotengine/godot/pull/88774)).
+- Include tangent in SurfaceTool vertex compare operator ([GH-88890](https://github.com/godotengine/godot/pull/88890)).
+- Don't access Node3D/Node2D/Control global transform in `reparent` unless needed ([GH-89003](https://github.com/godotengine/godot/pull/89003)).
+- Make `Label3D` obey auto translation ([GH-89056](https://github.com/godotengine/godot/pull/89056)).
+- Expose PrimitiveMesh's `request_update` method ([GH-89170](https://github.com/godotengine/godot/pull/89170)).
+- Match #89126 for 3D: check for `Resource` type instead of extension ([GH-89177](https://github.com/godotengine/godot/pull/89177)).
+- Use 3D editor gizmo helper for FogVolume to allow dragging individual faces ([GH-89320](https://github.com/godotengine/godot/pull/89320)).
+- GLTF export: Remove snapping and fix validation ([GH-89352](https://github.com/godotengine/godot/pull/89352)).
+- GLTF export: Use sparse accessors for morph targets ([GH-89356](https://github.com/godotengine/godot/pull/89356)).
+- Disable all 3D nodes, physics, and resources when compiling without 3D ([GH-89381](https://github.com/godotengine/godot/pull/89381)).
+- Add Gizmo to display 3D custom AABB ([GH-89538](https://github.com/godotengine/godot/pull/89538)).
+- UX and stability improvements for `Path3D` node ([GH-89847](https://github.com/godotengine/godot/pull/89847)).
+- Fix Path3D picking working incorrectly when viewport is in half resolution ([GH-89901](https://github.com/godotengine/godot/pull/89901)).
+- Support "clear points" function in Path3D topmenu bar ([GH-89933](https://github.com/godotengine/godot/pull/89933)).
+- Allow wrapping for begin rotate transformation to bring it in line with Blender ([GH-90098](https://github.com/godotengine/godot/pull/90098)).
+- Allow drag and dropping ShaderMaterial in 3D viewport ([GH-90102](https://github.com/godotengine/godot/pull/90102)).
+- Fix gizmo on top material option having no effect ([GH-90183](https://github.com/godotengine/godot/pull/90183)).
+- Fix 3d axes flickering in the negative direction when extremely zoomed out ([GH-90255](https://github.com/godotengine/godot/pull/90255)).
+- Fix `Node3D.set_global_rotation()` resetting node scale ([GH-90584](https://github.com/godotengine/godot/pull/90584)).
+- Fix `RayCast3D`'s debug draw transform not updating ([GH-90800](https://github.com/godotengine/godot/pull/90800)).
+- Expose `create_from_arrays` in SurfaceTool and cleanup some naming ([GH-90834](https://github.com/godotengine/godot/pull/90834)).
+- Subscribe to correct tracker signals ([GH-91031](https://github.com/godotengine/godot/pull/91031)).
+- Fix `Path3D` tilt gizmo raycasting against local plane ([GH-91109](https://github.com/godotengine/godot/pull/91109)).
+- Simplify the GPUParticles3D editor gizmo to improve readability ([GH-91226](https://github.com/godotengine/godot/pull/91226)).
+- Add MultiNodeEdit support to MeshInstance3D editor ([GH-91620](https://github.com/godotengine/godot/pull/91620)).
+- Disallow selection of ownerless nodes ([GH-92188](https://github.com/godotengine/godot/pull/92188)).
+- Fix bounding box glitch ([GH-92275](https://github.com/godotengine/godot/pull/92275)).
+- Fix null `debug_shape` being updated when `CollisionObject3D`'s transform changed ([GH-92302](https://github.com/godotengine/godot/pull/92302)).
+- Make CSG shape dirty after changing Snap ([GH-93242](https://github.com/godotengine/godot/pull/93242)).
+- Improve `SurfaceTool::generate_tangents` UV error message ([GH-93326](https://github.com/godotengine/godot/pull/93326)).
+- Fix invalid inheritance of `OccluderInstance3D` ([GH-93354](https://github.com/godotengine/godot/pull/93354)).
+- Fix Subviewport keeps using removed Camera3D child ([GH-93377](https://github.com/godotengine/godot/pull/93377)).
+- Fix crash in Node3DEditorViewport selecting on empty scene ([GH-93404](https://github.com/godotengine/godot/pull/93404)).
+- Improve viewport rotation gizmo drawing ([GH-93639](https://github.com/godotengine/godot/pull/93639)).
+- Add alternative shortcut for Align Transform to View in the 3D editor ([GH-93675](https://github.com/godotengine/godot/pull/93675)).
+- Fix "selectable nodes at position clicked" feature in 3D editor ([GH-94387](https://github.com/godotengine/godot/pull/94387)).
#### Animation
-- Skip keyframe creation dialog when holding Shift in the animation editor ([GH-54524](https://github.com/godotengine/godot/pull/54524)).
-- Allow changing imported AnimationLibrary names in AnimationPlayer in the editor ([GH-67965](https://github.com/godotengine/godot/pull/67965)).
-- Add animation playback preview to scene import settings ([GH-76367](https://github.com/godotengine/godot/pull/76367)).
-- Additional cleanup of bone editors ([GH-77096](https://github.com/godotengine/godot/pull/77096)).
-- Add `TileSetAtlasSource::TileAnimationMode` options and allow to shuffle tile animations ([GH-77257](https://github.com/godotengine/godot/pull/77257)).
-- Include animation frames in tile atlas merge ([GH-77316](https://github.com/godotengine/godot/pull/77316)).
-- Fix infinite loop state check in `AnimationStateMachine` ([GH-79141](https://github.com/godotengine/godot/pull/79141)).
-- Add 3.x compatibility for animation loop mode ([GH-79155](https://github.com/godotengine/godot/pull/79155)).
-- Fix `Animation::subtract_variant` for affine transforms ([GH-79279](https://github.com/godotengine/godot/pull/79279)).
-- Fix `AnimationNodeTransition` with negative time scale ([GH-79403](https://github.com/godotengine/godot/pull/79403)).
-- Fix `tween_property` on `Basis` to properly update its value ([GH-79426](https://github.com/godotengine/godot/pull/79426)).
-- Fix the error when clicking AnimationTree in the editor ([GH-79588](https://github.com/godotengine/godot/pull/79588)).
-- Make `AnimationNodeBlendTree` use `RBMap` instead `HashMap` ([GH-79595](https://github.com/godotengine/godot/pull/79595)).
-- Fix rename animation in SpriteFramesEditor ([GH-79600](https://github.com/godotengine/godot/pull/79600)).
-- SpriteFrames Editor: Fix FPS applied to two animations when switching animation ([GH-79692](https://github.com/godotengine/godot/pull/79692)).
-- Make animation name list scroll to new animation in `SpriteEditor` ([GH-79743](https://github.com/godotengine/godot/pull/79743)).
-- SpriteFrames Editor: Fix Frame Duration applied to wrong frame when switching frame ([GH-79872](https://github.com/godotengine/godot/pull/79872)).
-- Improve and clarify paused Tweens ([GH-79879](https://github.com/godotengine/godot/pull/79879)).
-- Avoid emitting signals if the animation is not ready to be processed ([GH-80367](https://github.com/godotengine/godot/pull/80367)).
-- Fix initial value with delay in PropertyTweener ([GH-80702](https://github.com/godotengine/godot/pull/80702)).
-- Ensure methods skipped by `AnimationPlayer::seek` are not called ([GH-80708](https://github.com/godotengine/godot/pull/80708)).
-- Implement `AnimationMixer` as a base class of `AnimationPlayer` and `AnimationTree` ([GH-80813](https://github.com/godotengine/godot/pull/80813)).
-- Revive onion skinning ([GH-80939](https://github.com/godotengine/godot/pull/80939)).
-- Prevent errors if Tween callback's object is freed ([GH-81127](https://github.com/godotengine/godot/pull/81127)).
-- Select node when clicked in AnimationPlayer timeline ([GH-81188](https://github.com/godotengine/godot/pull/81188)).
-- Fix incorrect cast when animating `int` ([GH-81296](https://github.com/godotengine/godot/pull/81296)).
-- Fix animation keyframes being skipped when played backwards ([GH-81452](https://github.com/godotengine/godot/pull/81452)).
-- Check if property exists before tweening ([GH-81525](https://github.com/godotengine/godot/pull/81525)).
-- Ignore method track when drawing line between keys ([GH-81563](https://github.com/godotengine/godot/pull/81563)).
-- Hide animation toolbar above the viewport correctly when switching scenes ([GH-81606](https://github.com/godotengine/godot/pull/81606)).
-- Defer updating the animations Tree in SpriteFramesEditor to avoid crashes ([GH-81643](https://github.com/godotengine/godot/pull/81643)).
-- SceneTreeDock: Remove animation tracks with correct indices ([GH-81651](https://github.com/godotengine/godot/pull/81651)).
-- Fix BoneAttachment3D signal connection ([GH-81695](https://github.com/godotengine/godot/pull/81695)).
-- Fix crash when clicking on "Interpolation Mode" with nonexistent node path ([GH-81779](https://github.com/godotengine/godot/pull/81779)).
-- Improve retarget auto-mapping algorithm ([GH-81843](https://github.com/godotengine/godot/pull/81843)).
-- Fix theme access and improve UX in AnimationTree editor ([GH-82210](https://github.com/godotengine/godot/pull/82210)).
-- Fix `SkeletonIK3D` editor preview when changing active node ([GH-82391](https://github.com/godotengine/godot/pull/82391)).
-- Reimport bone attachment fixes ([GH-82471](https://github.com/godotengine/godot/pull/82471)).
-- Fix "Some nodes are referenced by animation tracks" when deleting instance ([GH-82486](https://github.com/godotengine/godot/pull/82486)).
-- Fix GroupedStateMachine reset ([GH-82563](https://github.com/godotengine/godot/pull/82563)).
-- Fix crash when deleting the player in `AnimationPlayerEditorPlugin` ([GH-82573](https://github.com/godotengine/godot/pull/82573)).
-- Limit animation audio clip inspector offset sliders to clip length ([GH-82627](https://github.com/godotengine/godot/pull/82627)).
-- Tweak AnimationPlayer speed scale property hint to make dragging more useful ([GH-82641](https://github.com/godotengine/godot/pull/82641)).
-- Fix `AnimationPlayer::play()` process unwanted start between the same animations ([GH-82898](https://github.com/godotengine/godot/pull/82898)).
-- AnimationMixer: Fix non-numeric misc type (`Resource`, `Dictionary` & etc.) values cannot be blended with `UpdateMode.UPDATE_CONTINUOUS` ([GH-83030](https://github.com/godotengine/godot/pull/83030)).
-- Move animation slice processing to `_post_fix_animations` ([GH-83036](https://github.com/godotengine/godot/pull/83036)).
-- Set new SkeletonRestFixer tracks as imported ([GH-83076](https://github.com/godotengine/godot/pull/83076)).
-- Fix editor crash when re-importing GLTF while animation is playing ([GH-83104](https://github.com/godotengine/godot/pull/83104)).
-- Show AnimationMixer warning for non-numeric types only when relevant ([GH-83417](https://github.com/godotengine/godot/pull/83417)).
-- Fix onion skinning internals activating audio/method/animation tracks ([GH-83430](https://github.com/godotengine/godot/pull/83430)).
-- Remove AnimationMixer bindings only bound in the editor ([GH-83440](https://github.com/godotengine/godot/pull/83440)).
-- Re-add close button for nodes in `AnimationNodeBlendTree` editor ([GH-83507](https://github.com/godotengine/godot/pull/83507)).
-- Automatic reconnection of nodes in blend tree ([GH-83534](https://github.com/godotengine/godot/pull/83534)).
-- Add vertical scrolling to bézier track editor ([GH-83776](https://github.com/godotengine/godot/pull/83776)).
-- Ensure AnimationPlayer evaluate animations when autoplay is enabled and node becomes ready ([GH-83781](https://github.com/godotengine/godot/pull/83781)).
-- Fix animation track paths updated by scene dock ([GH-83934](https://github.com/godotengine/godot/pull/83934)).
-- Unpress buttons in AnimationTree when switching to read-only mode ([GH-84052](https://github.com/godotengine/godot/pull/84052)).
-- Fix invalid return from some more `_get/_set` ([GH-84060](https://github.com/godotengine/godot/pull/84060)).
-- Add descriptive warning for animation track hint fails ([GH-84129](https://github.com/godotengine/godot/pull/84129)).
-- Fix AnimationTimeline time not updating when dragged ([GH-84170](https://github.com/godotengine/godot/pull/84170)).
-- Avoid popping up dialogs excessively in the Animation editor ([GH-84208](https://github.com/godotengine/godot/pull/84208)).
-- Fix perform_node_renames handling of AnimationMixers track paths ([GH-84282](https://github.com/godotengine/godot/pull/84282)).
-- Unexpose internal data property of `AnimationLibrary` ([GH-84376](https://github.com/godotengine/godot/pull/84376)).
-- Add `PackedArray` to the list of enforcing `Discrete` for `AnimationMixer` ([GH-84390](https://github.com/godotengine/godot/pull/84390)).
-- Fix RESET not effective when saving inactive scene ([GH-84405](https://github.com/godotengine/godot/pull/84405)).
-- Change AnimationLibEditor's mixer to actual Mixer ([GH-84551](https://github.com/godotengine/godot/pull/84551)).
-- Remove AnimatedSprite pointer when clearing editor ([GH-84625](https://github.com/godotengine/godot/pull/84625)).
-- Rework blending method in `Variant` animation for `Int`/`Array`/`String` ([GH-84815](https://github.com/godotengine/godot/pull/84815)).
-- Fix ValueTrack with Resource is leaking ([GH-84942](https://github.com/godotengine/godot/pull/84942)).
-- Fix seeking bug in AnimationPlayerEditor ([GH-85193](https://github.com/godotengine/godot/pull/85193)).
-- Clear seeked/started flag after seeking/advancing in AnimationPlayer ([GH-85221](https://github.com/godotengine/godot/pull/85221)).
-- Bind `_reset`/`_restore` in AnimationMixer ([GH-85254](https://github.com/godotengine/godot/pull/85254)).
-- Fix TrackCache memory crash ([GH-85266](https://github.com/godotengine/godot/pull/85266)).
-- Perform safe copies in `AnimatedValuesBackup::get_cache_copy()` ([GH-85302](https://github.com/godotengine/godot/pull/85302)).
-- Fix a crash when trying to restore uncopyable animation tracks ([GH-85308](https://github.com/godotengine/godot/pull/85308)).
-- Check the seeking if it is processed immediately after playback as a special case ([GH-85366](https://github.com/godotengine/godot/pull/85366)).
-- Make AnimationPlaybackTrack keep state when stopping ([GH-85411](https://github.com/godotengine/godot/pull/85411)).
-- AnimationMixer: Validate ObjectID before blend in case the object was freed ([GH-85461](https://github.com/godotengine/godot/pull/85461)).
+- Autocomplete properties in `tween_property` ([GH-76591](https://github.com/godotengine/godot/pull/76591)).
+- Add useful functions to `FilterEdit` in `AnimationBlendTreeEditor` ([GH-76654](https://github.com/godotengine/godot/pull/76654)).
+- Simplify right-click track insertion code ([GH-80860](https://github.com/godotengine/godot/pull/80860)).
+- Fix reset value when adding new Bezier track ([GH-82012](https://github.com/godotengine/godot/pull/82012)).
+- Add `set_custom_interpolator()` to PropertyTweener ([GH-82306](https://github.com/godotengine/godot/pull/82306)).
+- Refactor function `calculate_length_and_rotation()` from Skeleton2D ([GH-83397](https://github.com/godotengine/godot/pull/83397)).
+- Fix setting bezier track handle mode from inspector ([GH-83533](https://github.com/godotengine/godot/pull/83533)).
+- Make AnimationPlayerEditor read-only edit rules more permissive ([GH-84268](https://github.com/godotengine/godot/pull/84268)).
+- Fix errors and warnings when loading Skeleton2D Modifications ([GH-84474](https://github.com/godotengine/godot/pull/84474)).
+- Make AnimationTree reference AnimationPlayer instead of AnimationMixer ([GH-84583](https://github.com/godotengine/godot/pull/84583)).
+- Replace memory allocation point of ValueTrack correctly in AnimationMixer ([GH-85001](https://github.com/godotengine/godot/pull/85001)).
+- Fix imported track flag on sliced animations ([GH-85061](https://github.com/godotengine/godot/pull/85061)).
+- Improve usability of zooming in the animation editor ([GH-85142](https://github.com/godotengine/godot/pull/85142)).
+- Fix custom type icon sizes in animation tracks ([GH-85367](https://github.com/godotengine/godot/pull/85367)).
+- Prevent a crash when calling `AnimationMixer::restore` with an invalid resource ([GH-85428](https://github.com/godotengine/godot/pull/85428)).
+- Add multi-selection for `SpriteFramesEditor` ([GH-85494](https://github.com/godotengine/godot/pull/85494)).
+- Copy track update mode when adding reset key ([GH-85540](https://github.com/godotengine/godot/pull/85540)).
+- Fix AnimationPlayer seeking for Discrete keys ([GH-85569](https://github.com/godotengine/godot/pull/85569)).
+- Make unstore AnimationLibrary if AnimationTree is assigned AnimationPlayer ([GH-85575](https://github.com/godotengine/godot/pull/85575)).
+- Fix Tween loop initial value ([GH-85681](https://github.com/godotengine/godot/pull/85681)).
+- Remove differences of the code between old AnimationTree and AnimationMixer ([GH-85794](https://github.com/godotengine/godot/pull/85794)).
+- Fix linear interpolation not working with mixed (int/float) keyframes ([GH-86046](https://github.com/godotengine/godot/pull/86046)).
+- Fix animated tile random start time not scaled to animation duration ([GH-86210](https://github.com/godotengine/godot/pull/86210)).
+- Make default `blend_left` consider current blend amount ([GH-86221](https://github.com/godotengine/godot/pull/86221)).
+- Fix discrete key retrieval method after start ([GH-86227](https://github.com/godotengine/godot/pull/86227)).
+- Fix `blend_node` crash with invalid AnimationNode reference ([GH-86321](https://github.com/godotengine/godot/pull/86321)).
+- Add `cubic_interpolate_in_time_variant()` to Animation ([GH-86601](https://github.com/godotengine/godot/pull/86601)).
+- Add some options to Project Settings to silence warnings in AnimationMixer caching ([GH-86608](https://github.com/godotengine/godot/pull/86608)).
+- Add a `CallbackModeDiscrete` property to `AnimationMixer` to handle the case of blending Continuous and Discrete tracks ([GH-86629](https://github.com/godotengine/godot/pull/86629)).
+- Make default options of int value track refer to RESET animation ([GH-86630](https://github.com/godotengine/godot/pull/86630)).
+- Fix some animation state corruptions on activate and reset on save ([GH-86644](https://github.com/godotengine/godot/pull/86644)).
+- Fix invalid 3-to-4 renames of `add_animation` to `add_animation_library` ([GH-86647](https://github.com/godotengine/godot/pull/86647)).
+- Make the retrieval of audio tracks consistent and implement trimming to AnimationTrackEditor shortcut and clean-up ([GH-86661](https://github.com/godotengine/godot/pull/86661)).
+- Fix TrackCache conflict when tracks have same name but different type ([GH-86687](https://github.com/godotengine/godot/pull/86687)).
+- Add `AnimationMixer::capture()` and `AnimationPlayer::play_with_capture()` as substitute of update mode capture ([GH-86715](https://github.com/godotengine/godot/pull/86715)).
+- Add autocompletion options for AnimatedSprite's other play methods ([GH-86733](https://github.com/godotengine/godot/pull/86733)).
+- Add icon, tooltip, rename button in AnimationLibraryEditor for clarity ([GH-86736](https://github.com/godotengine/godot/pull/86736)).
+- Add autocompletion for SpriteFrames' methods ([GH-86754](https://github.com/godotengine/godot/pull/86754)).
+- Add autocompletion for AnimationLibrary & AnimationMixer's methods ([GH-86799](https://github.com/godotengine/godot/pull/86799)).
+- Copy InterpolationType / LoopMode for all track & UseBlend option for audio when adding reset keys ([GH-86867](https://github.com/godotengine/godot/pull/86867)).
+- Add Autocompletion for AnimationNodeStateMachine & AnimationNodeBlendTree ([GH-86884](https://github.com/godotengine/godot/pull/86884)).
+- Add autocompletion to AnimationNode ([GH-86888](https://github.com/godotengine/godot/pull/86888)).
+- Skeleton3D: Convert 3.x skeletons ([GH-87050](https://github.com/godotengine/godot/pull/87050)).
+- Add auto fit timeline and bezier scale on animation editor ([GH-87078](https://github.com/godotengine/godot/pull/87078)).
+- Rework AnimationNode process for retrieving the semantic time info ([GH-87171](https://github.com/godotengine/godot/pull/87171)).
+- Implement consistent functionality for select, copy, paste, and duplicate in AnimationPlayer ([GH-87250](https://github.com/godotengine/godot/pull/87250)).
+- Fix passing int to tween's `from` with float property will be forced to interpolate as int ([GH-87459](https://github.com/godotengine/godot/pull/87459)).
+- Allow `Node.create_tween()` outside SceneTree ([GH-87701](https://github.com/godotengine/godot/pull/87701)).
+- Fix cubic interpolation wrong argument for the time ([GH-87772](https://github.com/godotengine/godot/pull/87772)).
+- Fix quaternion keyframe optimization for collinear rotation over 180 degrees ([GH-87817](https://github.com/godotengine/godot/pull/87817)).
+- Fix vertical zoom factor in Animation Bezier Editor ([GH-87857](https://github.com/godotengine/godot/pull/87857)).
+- Fix unintentional translations in AnimationTree ([GH-87887](https://github.com/godotengine/godot/pull/87887)).
+- Implement a base class `SkeletonModifier3D` as refactoring for nodes that may modify `Skeleton3D` ([GH-87888](https://github.com/godotengine/godot/pull/87888)).
+- Fix converted 3.x `Skeleton3D` missing pose ([GH-88009](https://github.com/godotengine/godot/pull/88009)).
+- Fix wrongly named compat binding ([GH-88110](https://github.com/godotengine/godot/pull/88110)).
+- Improve AnimationMixer warnings ([GH-88247](https://github.com/godotengine/godot/pull/88247)).
+- Remove unused signals in AnimationBezierTrackEdit ([GH-88302](https://github.com/godotengine/godot/pull/88302)).
+- Implement Cut Selected Keys in AnimationPlayer ([GH-88350](https://github.com/godotengine/godot/pull/88350)).
+- Fix Bezier Editor HandleMode UndoRedo History mismatch ([GH-88352](https://github.com/godotengine/godot/pull/88352)).
+- Fix Bezier Editor throwing error when adding key with Ctrl+Click ([GH-88360](https://github.com/godotengine/godot/pull/88360)).
+- Fix various bugs in Animation key right click actions ([GH-88445](https://github.com/godotengine/godot/pull/88445)).
+- Fix crash with animation audio track offset ([GH-88446](https://github.com/godotengine/godot/pull/88446)).
+- Fix Animation Bezier Editor key selection bugs ([GH-88459](https://github.com/godotengine/godot/pull/88459)).
+- Fix some conditions for BezierTrack to distinguish between ValueTrack ([GH-88488](https://github.com/godotengine/godot/pull/88488)).
+- Make `ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT` be default for AnimationPlayer ([GH-88492](https://github.com/godotengine/godot/pull/88492)).
+- Fix snapping multiple keys in Animation ([GH-88498](https://github.com/godotengine/godot/pull/88498)).
+- Fix AnimationMixer breaking animations with redundant check ([GH-88557](https://github.com/godotengine/godot/pull/88557)).
+- Force non-numeric ValueTrack to use Discrete with Dominant ([GH-88661](https://github.com/godotengine/godot/pull/88661)).
+- Make `Skeleton3D::add_bone` return the new bone index ([GH-88791](https://github.com/godotengine/godot/pull/88791)).
+- Add new scene import option to import as Skeleton ([GH-88819](https://github.com/godotengine/godot/pull/88819)).
+- Retargeting option to use a template for silhouette ([GH-88824](https://github.com/godotengine/godot/pull/88824)).
+- Improvements to `Tween` memory management ([GH-88856](https://github.com/godotengine/godot/pull/88856)).
+- Fix `BoneAttachment3D` responding to only local transform changes ([GH-88884](https://github.com/godotengine/godot/pull/88884)).
+- Fix animation player error dialog focus ([GH-88926](https://github.com/godotengine/godot/pull/88926)).
+- Fix wrong line of making flag to discrete in AnimationMixer ([GH-89329](https://github.com/godotengine/godot/pull/89329)).
+- Make AnimationMixer consider Discrete for RESET track ([GH-89389](https://github.com/godotengine/godot/pull/89389)).
+- Move the line of infinity loop checking in AnimationStateMachine ([GH-89575](https://github.com/godotengine/godot/pull/89575)).
+- Add option to import skeleton rest as RESET animation ([GH-89629](https://github.com/godotengine/godot/pull/89629)).
+- Fix AnimationPlayer pin behavior ([GH-89732](https://github.com/godotengine/godot/pull/89732)).
+- Fix SpriteFrames editor visibility problems ([GH-89754](https://github.com/godotengine/godot/pull/89754)).
+- Fix AnimationPlaybackTrack seeking behavior overall ([GH-89794](https://github.com/godotengine/godot/pull/89794)).
+- Expose `SkeletonProfile.set/is_required` ([GH-89970](https://github.com/godotengine/godot/pull/89970)).
+- Fix setting animation save paths on import breaking on Windows ([GH-90003](https://github.com/godotengine/godot/pull/90003)).
+- Fix loop condition in bone mapping ([GH-90019](https://github.com/godotengine/godot/pull/90019)).
+- Add tips detection to auto mapping in bone mapper ([GH-90050](https://github.com/godotengine/godot/pull/90050)).
+- Apply "Remove Immutable Tracks" after post-import ([GH-90064](https://github.com/godotengine/godot/pull/90064)).
+- Remove unavailable property binding `reset_on_save` from Skeleton3D ([GH-90231](https://github.com/godotengine/godot/pull/90231)).
+- Fix Skeleton3D build error with `deprecated=no` ([GH-90308](https://github.com/godotengine/godot/pull/90308)).
+- Separate value/bezier track caching process in AnimationMixer ([GH-90438](https://github.com/godotengine/godot/pull/90438)).
+- Static allocation bones copy for SkeletonModifier ([GH-90517](https://github.com/godotengine/godot/pull/90517)).
+- Remove `bone_pose_updated` signal and replace it with the `skeleton_updated` signal ([GH-90575](https://github.com/godotengine/godot/pull/90575)).
+- Add SkeletonIK3D `get`/`set_interpolation` compat from #87888 ([GH-90780](https://github.com/godotengine/godot/pull/90780)).
+- Set animation step from importers. Increase default step from 10 to 30FPS ([GH-90894](https://github.com/godotengine/godot/pull/90894)).
+- Make seeking animation playback track consider internal seeking ([GH-90960](https://github.com/godotengine/godot/pull/90960)).
+- Modify allocation process of the PhysicalBoneSimulator in Skeleton3D ([GH-91122](https://github.com/godotengine/godot/pull/91122)).
+- Make adding track process to set interpolation type on creating RESET ([GH-91237](https://github.com/godotengine/godot/pull/91237)).
+- Make activating on ready in AnimationPlayer respect the property value ([GH-91242](https://github.com/godotengine/godot/pull/91242)).
+- Add `auto_capture` option to AnimationPlayer ([GH-91437](https://github.com/godotengine/godot/pull/91437)).
+- Add argument options to AnimationPlayer for auto capture ([GH-91481](https://github.com/godotengine/godot/pull/91481)).
+- Avoid incorrect computing anchor of Control node when reset on save with `saving` flag ([GH-91495](https://github.com/godotengine/godot/pull/91495)).
+- Allow users to override `SkeletonModifier3D._process_modification` ([GH-91507](https://github.com/godotengine/godot/pull/91507)).
+- Editor: Don't open `AnimationLibrary` as a scene ([GH-91522](https://github.com/godotengine/godot/pull/91522)).
+- Make retarget keep global rest of unmapped bones if there are no mapped bones on the child ([GH-91560](https://github.com/godotengine/godot/pull/91560)).
+- Make silhouette fixer option visibility dependent on availability ([GH-91641](https://github.com/godotengine/godot/pull/91641)).
+- Invert start offset on AnimationNode custom timeline ([GH-91822](https://github.com/godotengine/godot/pull/91822)).
+- Fix errors on pressing autoplay in sprite frames editor ([GH-91830](https://github.com/godotengine/godot/pull/91830)).
+- Fix wrong usage of `parameters_base_path` StringName ([GH-91944](https://github.com/godotengine/godot/pull/91944)).
+- Skeleton rest fixer: Apply orthonormalized scale to anims ([GH-92012](https://github.com/godotengine/godot/pull/92012)).
+- Fix Deterministic blending with Dominant/Recessive doesn't have initial value even if there is no Discrete track ([GH-92126](https://github.com/godotengine/godot/pull/92126)).
+- Replace List with LocalVector on Skeleton3D's bone transform update ([GH-92164](https://github.com/godotengine/godot/pull/92164)).
+- Support Import As Skeleton Bones on glTF and AnimationLibrary import ([GH-92196](https://github.com/godotengine/godot/pull/92196)).
+- Fix mesh instance not updated when changing blend shape values ([GH-92244](https://github.com/godotengine/godot/pull/92244)).
+- Add `bake_fps` for FBXDocument, GLTFDocument and both import-export ([GH-92284](https://github.com/godotengine/godot/pull/92284)).
+- Fix animation player controls being enabled when no player is selected ([GH-92473](https://github.com/godotengine/godot/pull/92473)).
+- Fix error after create a new animation in an empty AnimationPlayer ([GH-92495](https://github.com/godotengine/godot/pull/92495)).
+- Add blend point check to `AnimationNodeBlendSpace2D::_process()` ([GH-92636](https://github.com/godotengine/godot/pull/92636)).
+- Fix unstable AnimationTrackEditor snapping value ([GH-92670](https://github.com/godotengine/godot/pull/92670)).
+- Fix BlendSpace2D sync flagging line ([GH-92739](https://github.com/godotengine/godot/pull/92739)).
+- Fix shader for SkeletonGizmo to follow renderer's reversed-z change ([GH-92774](https://github.com/godotengine/godot/pull/92774)).
+- Fix seeking Animation immediately after playback for Discrete track ([GH-92861](https://github.com/godotengine/godot/pull/92861)).
+- Don't allow creating invalid RESET keys ([GH-92870](https://github.com/godotengine/godot/pull/92870)).
+- Expose `get_skeleton()` from `SkeletonModifier3D` ([GH-92896](https://github.com/godotengine/godot/pull/92896)).
+- Add `get_concatenated_bone_names()` to `Skeleton3D` for `SkeletonModifier3D`'s enum hints ([GH-92925](https://github.com/godotengine/godot/pull/92925)).
+- Fix unbound child bones of the PhysicalBone aren't modified ([GH-92931](https://github.com/godotengine/godot/pull/92931)).
+- Restore "Confirm Insert Track" editor setting ([GH-92985](https://github.com/godotengine/godot/pull/92985)).
+- Fix force continuous with un-interpolatable value is not applied correctly ([GH-93185](https://github.com/godotengine/godot/pull/93185)).
+- AnimationTrackEdit: Cancel key drag when popup is shown ([GH-93257](https://github.com/godotengine/godot/pull/93257)).
+- Fix displaying selected Bezier animation keys in inspector ([GH-93408](https://github.com/godotengine/godot/pull/93408)).
+- Reset when disabling override pose in BoneAttachment3D ([GH-93482](https://github.com/godotengine/godot/pull/93482)).
+- Fix animation Bezier editor crash when using undo after deleting AnimationPlayer ([GH-93492](https://github.com/godotengine/godot/pull/93492)).
+- Optimize update flag by SkeletonModifier ([GH-93502](https://github.com/godotengine/godot/pull/93502)).
+- Rework migration of `animate_physical_bones` for compatibility ([GH-93504](https://github.com/godotengine/godot/pull/93504)).
+- Make AnimationTrackCaches invalid when animation is added ([GH-93505](https://github.com/godotengine/godot/pull/93505)).
+- Fix `AnimatedSprite2D/3D::play` using wrong `end_frame` when playing backwards ([GH-93548](https://github.com/godotengine/godot/pull/93548)).
+- Revert the default InterpolationType with angle property to Linear ([GH-93696](https://github.com/godotengine/godot/pull/93696)).
+- Fix Bezier track init value on caching without RESET animation ([GH-93785](https://github.com/godotengine/godot/pull/93785)).
+- Fix sprite frame editor crash with null `frames` pointer ([GH-93846](https://github.com/godotengine/godot/pull/93846)).
+- Fix inconsistent behavior of Bezier editor undo operations upon selection of different animation ([GH-93860](https://github.com/godotengine/godot/pull/93860)).
+- Fix AnimationPlayer `blend_times` sorting ([GH-93876](https://github.com/godotengine/godot/pull/93876)).
+- Clamp bezier handle length to half the length of animation ([GH-93930](https://github.com/godotengine/godot/pull/93930)).
+- Fix broken sync between animation TrackEditor and PlayerEditor ([GH-93980](https://github.com/godotengine/godot/pull/93980)).
+- Fix property type of Sprite3D `frame_coords` to Vector2i from Vector2 ([GH-93982](https://github.com/godotengine/godot/pull/93982)).
+- Fix focus shortcut when in the bezier curve editor ([GH-94054](https://github.com/godotengine/godot/pull/94054)).
+- Re-add `Skeleton3D::animate_physical_bones` property ([GH-94291](https://github.com/godotengine/godot/pull/94291)).
+- Fix the behavior of after selecting animation on AnimationPlayerEditor to reset position to `0` ([GH-94302](https://github.com/godotengine/godot/pull/94302)).
+- Fix StateMachine process when transition to end & optimize StringName ([GH-94304](https://github.com/godotengine/godot/pull/94304)).
+- Handle internal seek on AnimationPlayer to process discrete correctly ([GH-94420](https://github.com/godotengine/godot/pull/94420)).
+- Add approximate comparing static methods to Animation and make Animation code use them ([GH-94554](https://github.com/godotengine/godot/pull/94554)).
+- AnimationMixer: Fix `processed_hashes` type to `Animation::TypeHash` instead of `int` ([GH-94722](https://github.com/godotengine/godot/pull/94722)).
+- Fix BlendShapeTrack insertion not working ([GH-94738](https://github.com/godotengine/godot/pull/94738)).
+- Determine `break_loop_at_end` 1 frame earlier using prediction by delta ([GH-94858](https://github.com/godotengine/godot/pull/94858)).
+- Make NodeTimeInfo be not stored in tscn to prevent AnimationTree version control contamination ([GH-94859](https://github.com/godotengine/godot/pull/94859)).
+- Snap current position to the edge on animation finished ([GH-95023](https://github.com/godotengine/godot/pull/95023)).
+- Fix crash on reimport scene with animations ([GH-95084](https://github.com/godotengine/godot/pull/95084)).
+- Make `Skeleton3D` bone simulator an internal child ([GH-95239](https://github.com/godotengine/godot/pull/95239)).
+- Make `Animation::capture_included` read-only ([GH-95377](https://github.com/godotengine/godot/pull/95377)).
+- Editor: Fix missing bind for animation editor callback ([GH-95400](https://github.com/godotengine/godot/pull/95400)).
+- Prevent to seek doubly on AnimationPlayerEditor ([GH-95405](https://github.com/godotengine/godot/pull/95405)).
+- Editor: Fix `AnimationTrackEditor::timeline_changed` signal ([GH-95481](https://github.com/godotengine/godot/pull/95481)).
#### Assetlib
-- Fix long plugin names breaking the UI ([GH-80555](https://github.com/godotengine/godot/pull/80555)).
-- Improve handling of archives when installing assets ([GH-81358](https://github.com/godotengine/godot/pull/81358)).
-- Allow to specify target folder when installing assets ([GH-81620](https://github.com/godotengine/godot/pull/81620)).
+- Improve error reporting in the asset library and in related types ([GH-87628](https://github.com/godotengine/godot/pull/87628)).
+- Fix broken layout of asset library page ([GH-88761](https://github.com/godotengine/godot/pull/88761)).
+- Rename Official support level to Featured in the editor asset library ([GH-89987](https://github.com/godotengine/godot/pull/89987)).
#### Audio
-- PulseAudio: Remove `get_latency()` caching ([GH-45152](https://github.com/godotengine/godot/pull/45152)).
-- Context aware MIDI event printing ([GH-68820](https://github.com/godotengine/godot/pull/68820)).
-- Add build option to enable MP1 and MP2 support in minimp3 ([GH-72729](https://github.com/godotengine/godot/pull/72729)).
-- Add a `--audio-output-latency` command-line argument ([GH-78013](https://github.com/godotengine/godot/pull/78013)).
-- Implement loading OGG files from buffer and file path ([GH-78084](https://github.com/godotengine/godot/pull/78084)).
-- Simpler default values for AudioStreamRandomizer ([GH-80171](https://github.com/godotengine/godot/pull/80171)).
-- Fix OGG audio loop offset pop ([GH-80452](https://github.com/godotengine/godot/pull/80452)).
-- Add project settings for AVAudioSessionCategory on iOS ([GH-81196](https://github.com/godotengine/godot/pull/81196)).
-- Remove some dead declarations in `audio_stream_player.h` ([GH-81485](https://github.com/godotengine/godot/pull/81485)).
-- Fix audio stream generators getting freed accidentally ([GH-81508](https://github.com/godotengine/godot/pull/81508)).
-- Add a `bus_renamed` AudioServer signal ([GH-81641](https://github.com/godotengine/godot/pull/81641)).
-- Only warn once about OGG seeking issues ([GH-81704](https://github.com/godotengine/godot/pull/81704)).
-- Tweak property order in the inspector for AudioStreamRandomizer ([GH-82411](https://github.com/godotengine/godot/pull/82411)).
-- Fix `AudioStreamRandomizer.random_volume_offset_db` not working ([GH-82478](https://github.com/godotengine/godot/pull/82478)).
-- Fix pausing stream on entering tree ([GH-83779](https://github.com/godotengine/godot/pull/83779)).
-- Fix OGG Vorbis infinite error spam with corrupt file ([GH-84723](https://github.com/godotengine/godot/pull/84723)).
+- Add interactive music support ([GH-64488](https://github.com/godotengine/godot/pull/64488)).
+- Overhaul AudioStreamPlayer's documentation ([GH-81858](https://github.com/godotengine/godot/pull/81858)).
+- Fix importing WAV files with odd chunk sizes ([GH-85556](https://github.com/godotengine/godot/pull/85556)).
+- Fix permanently selected audio bus effects ([GH-85879](https://github.com/godotengine/godot/pull/85879)).
+- Fix `OggPacketSequencePlayback::next_ogg_packet()` never returning false ([GH-85996](https://github.com/godotengine/godot/pull/85996)).
+- Implement audio stream playback parameters ([GH-86473](https://github.com/godotengine/godot/pull/86473)).
+- Optimize `AudioServer::_driver_process()` ([GH-86581](https://github.com/godotengine/godot/pull/86581)).
+- Fix `AudioServer::start_playback_stream` does not iterate through given bus volumes ([GH-86584](https://github.com/godotengine/godot/pull/86584)).
+- Add autocompletion for ClassDB & AudioServer ([GH-86777](https://github.com/godotengine/godot/pull/86777)).
+- Fix playback position label update in Audio Stream Importer ([GH-86824](https://github.com/godotengine/godot/pull/86824)).
+- Fix member names of `AudioFrame` to match extension ([GH-87006](https://github.com/godotengine/godot/pull/87006)).
+- Fix Dummy audio driver initialization issue on WASAPI output device initialization failure ([GH-87010](https://github.com/godotengine/godot/pull/87010)).
+- Add AudioStreamPlayerInternal to unify stream players ([GH-87061](https://github.com/godotengine/godot/pull/87061)).
+- Fix a possible crash when importing an OGG file with zero-length packets ([GH-87246](https://github.com/godotengine/godot/pull/87246)).
+- Fix AudioStreamPlayer3D autoplay and internal notifications ([GH-87732](https://github.com/godotengine/godot/pull/87732)).
+- Fix wrong process method in AudioStreamPlayer ([GH-87830](https://github.com/godotengine/godot/pull/87830)).
+- Fix data race regarding `prof_time` in `AudioDriver` and `AudioServer` ([GH-88005](https://github.com/godotengine/godot/pull/88005)).
+- AudioEffectPitchShift: Prevent negative size memset (GCC warning) ([GH-88509](https://github.com/godotengine/godot/pull/88509)).
+- AudioEffectPitchShift: Actually fix `-Wstringop-overflow warning` ([GH-88658](https://github.com/godotengine/godot/pull/88658)).
+- Fix low volume sound output on iOS when Play and Record category is used ([GH-89006](https://github.com/godotengine/godot/pull/89006)).
+- WAV importer: Use cubic interpolation on resampler ([GH-89071](https://github.com/godotengine/godot/pull/89071)).
+- Add AudioEffectHardLimiter as a rework of audio limiter effect ([GH-89088](https://github.com/godotengine/godot/pull/89088)).
+- Fix audio crackling issues due to incorrect WASAPI buffer size ([GH-89283](https://github.com/godotengine/godot/pull/89283)).
+- Prevent crash in interactive playback ([GH-90481](https://github.com/godotengine/godot/pull/90481)).
+- Move MIDI parsing up from ALSA driver to platform independent driver ([GH-90485](https://github.com/godotengine/godot/pull/90485)).
+- Check for NaN in `set_volume_db` functions ([GH-90861](https://github.com/godotengine/godot/pull/90861)).
+- Add QOA (Quite OK Audio) as a WAV compression mode ([GH-91014](https://github.com/godotengine/godot/pull/91014)).
+- Don't ignore `audio/driver/output_latency.web` ([GH-91141](https://github.com/godotengine/godot/pull/91141)).
+- Add sample playback support for Web exports ([GH-91382](https://github.com/godotengine/godot/pull/91382)).
+- Use data length on QOA checks instead of min size ([GH-91714](https://github.com/godotengine/godot/pull/91714)).
+- Fix error in AudioStreamPlayer2D ([GH-91929](https://github.com/godotengine/godot/pull/91929)).
+- Use COM smart pointers in WASAPI driver ([GH-91975](https://github.com/godotengine/godot/pull/91975)).
+- Fix polyphonic audio streams with id > 1 cannot be stopped or changed (MSVC mis-optimization) ([GH-93120](https://github.com/godotengine/godot/pull/93120)).
+- Fix pausing issues when using Web Audio samples ([GH-93362](https://github.com/godotengine/godot/pull/93362)).
+- Remove superfluous non-working sample playing check ([GH-93428](https://github.com/godotengine/godot/pull/93428)).
+- Add vertical separation to audio bus ([GH-93507](https://github.com/godotengine/godot/pull/93507)).
+- Fix Web samples finished missing signal ([GH-94044](https://github.com/godotengine/godot/pull/94044)).
+- Fix audio samples not being able to be "finished" ([GH-94268](https://github.com/godotengine/godot/pull/94268)).
+- Fix new stream types `mix()` not returning 0 when inactive ([GH-94514](https://github.com/godotengine/godot/pull/94514)).
+- Fix typo that prevented samples finishing ([GH-94800](https://github.com/godotengine/godot/pull/94800)).
+- Web: Gracefully handle non-finite audio volumes ([GH-94869](https://github.com/godotengine/godot/pull/94869)).
+- Expand columns in the audio interactive transition editor ([GH-95134](https://github.com/godotengine/godot/pull/95134)).
+- AudioStreamPolyphonic: Implement stopping with sample playback ([GH-95321](https://github.com/godotengine/godot/pull/95321)).
#### Buildsystem
-- SCons: Add `object_prefix` option ([GH-62652](https://github.com/godotengine/godot/pull/62652)).
-- Allow unbundling OpenXR (for Linux distros) ([GH-73443](https://github.com/godotengine/godot/pull/73443)).
-- Add a Linux ThreadSanitizer job to CI ([GH-73777](https://github.com/godotengine/godot/pull/73777)).
-- libpng: Enable intrinsics on x86/SSE2, ppc64/VSX, and all arm/NEON ([GH-78325](https://github.com/godotengine/godot/pull/78325)).
-- Add static check for overzealous .gitignores and fix an example of such ([GH-78908](https://github.com/godotengine/godot/pull/78908)).
-- SCons : Add `scu_limit` argument ([GH-78959](https://github.com/godotengine/godot/pull/78959)).
-- Linux: Fix build with `use_sowrap=no` and various warnings/errors ([GH-79097](https://github.com/godotengine/godot/pull/79097)).
-- Linux: Allow unbundling brotli to use system library ([GH-79101](https://github.com/godotengine/godot/pull/79101)).
-- Linux: Link libsquish directly when unbundling, .pc file unreliable ([GH-79105](https://github.com/godotengine/godot/pull/79105)).
-- Fix build options configuration for Visual Studio projects ([GH-79238](https://github.com/godotengine/godot/pull/79238)).
-- CI: Allow skipping our GHA workflows with `DISABLE_GODOT_CI` variable ([GH-79321](https://github.com/godotengine/godot/pull/79321)).
-- Fix `doc_status.py` trying to get removed `version` tag from XML ([GH-79406](https://github.com/godotengine/godot/pull/79406)).
-- Have `core_bind.h` Thread type syntax match `core_bind.cpp` ([GH-79466](https://github.com/godotengine/godot/pull/79466)).
-- Web: Use `fvisibility=hidden` for side module when `dlink_enabled` ([GH-79578](https://github.com/godotengine/godot/pull/79578)).
-- Header formatting commits to `.git-blame-ignore-revs` ([GH-79615](https://github.com/godotengine/godot/pull/79615)).
-- Fix gcc builds failing on Windows ([GH-79724](https://github.com/godotengine/godot/pull/79724)).
-- Windows: Try using objcopy and strip with prefix and without prefix ([GH-79871](https://github.com/godotengine/godot/pull/79871)).
-- CI: Extract godot-cpp testing into its own job ([GH-80091](https://github.com/godotengine/godot/pull/80091)).
-- CI: Free disk space on Linux runners ([GH-80115](https://github.com/godotengine/godot/pull/80115)).
-- CI: Compare API compatibility against both 4.0 and 4.1 ([GH-80354](https://github.com/godotengine/godot/pull/80354)).
-- Suppress NavigationServer race conditions ([GH-80392](https://github.com/godotengine/godot/pull/80392)).
-- Fix API validation script on macOS ([GH-80471](https://github.com/godotengine/godot/pull/80471)).
-- SCons: Disable misbehaving MSVC incremental linking ([GH-80482](https://github.com/godotengine/godot/pull/80482)).
-- SCons: Carry over the `windows_subsystem` setting to the generated vsproj ([GH-80547](https://github.com/godotengine/godot/pull/80547)).
-- SCons: Disable C++ exception handling ([GH-80612](https://github.com/godotengine/godot/pull/80612)).
-- Fix GCC `-Wmaybe-uninitialized` warnings ([GH-80615](https://github.com/godotengine/godot/pull/80615)).
-- SCons: Enable `/WX` on LINKFLAGS for MSVC with `werror=yes` ([GH-80711](https://github.com/godotengine/godot/pull/80711)).
-- SCons: Make ktx module require basis_universal ([GH-80789](https://github.com/godotengine/godot/pull/80789)).
-- Windows: Add main executable to the console wrapper dependencies to prevent simultaneous linking ([GH-80918](https://github.com/godotengine/godot/pull/80918)).
-- Assign extension validation files to the GDExtension and .NET teams in CODEOWNERS ([GH-81116](https://github.com/godotengine/godot/pull/81116)).
-- Remove too greedy gcov/lcov ignores from `.gitignore` ([GH-81120](https://github.com/godotengine/godot/pull/81120)).
-- SCons: Add option for MSVC incremental linking ([GH-81144](https://github.com/godotengine/godot/pull/81144)).
-- CI: Bump version for `actions/checkout@v4` and `actions/setup-dotnet@v3` ([GH-81302](https://github.com/godotengine/godot/pull/81302)).
-- CI: Compat checks: Make fetching the reference API more robust ([GH-81337](https://github.com/godotengine/godot/pull/81337)).
-- Web: Workaround Emscripten 3.1.42+ LTO regression ([GH-81340](https://github.com/godotengine/godot/pull/81340)).
-- UWP: Remove platform port, needs to be redone from scratch for 4.x ([GH-81416](https://github.com/godotengine/godot/pull/81416)).
-- Haiku: Remove remnants of past WIP platform port ([GH-81420](https://github.com/godotengine/godot/pull/81420)).
-- Web: Fix version check for missing scalbnf LTO workaround ([GH-81869](https://github.com/godotengine/godot/pull/81869)).
-- macOS: Workaround Xcode 15 linker bug ([GH-81968](https://github.com/godotengine/godot/pull/81968)).
-- SCons: Fix Python 3.12 SyntaxError with regex escape sequences ([GH-82290](https://github.com/godotengine/godot/pull/82290)).
-- Windows: Remove `MSVC` define redundant with `_MSC_VER` ([GH-82304](https://github.com/godotengine/godot/pull/82304)).
-- Updated compiler version detection ([GH-82325](https://github.com/godotengine/godot/pull/82325)).
-- Fix compiler detection ([GH-82352](https://github.com/godotengine/godot/pull/82352)).
-- Fix build on MSVC 2017 ([GH-82450](https://github.com/godotengine/godot/pull/82450)).
-- iOS: Fix build with Xcode 15 ([GH-82458](https://github.com/godotengine/godot/pull/82458)).
-- Web: Fix `dlink_enabled` build ([GH-82633](https://github.com/godotengine/godot/pull/82633)).
-- SCons: Change `check_c_headers` from tuple array to dictionary ([GH-82638](https://github.com/godotengine/godot/pull/82638)).
-- Validate `code` tags for class and member references ([GH-82691](https://github.com/godotengine/godot/pull/82691)).
-- Fix building without GDScript ([GH-82985](https://github.com/godotengine/godot/pull/82985)).
-- CI: Switch mesa PPA from kisak-mesa to turtle ([GH-83147](https://github.com/godotengine/godot/pull/83147)).
-- CI: Workaround recently broken add-apt-repository on GHA ([GH-83214](https://github.com/godotengine/godot/pull/83214)).
-- X11: Fix unused variables warning when `touch` is disabled ([GH-83265](https://github.com/godotengine/godot/pull/83265)).
-- Bump the java version to version 17 ([GH-83515](https://github.com/godotengine/godot/pull/83515)).
-- SCons: Use CXXFLAGS to disable exceptions, it's only for C++ ([GH-83618](https://github.com/godotengine/godot/pull/83618)).
-- Web: Fix closure compiler builds using BIGINT ([GH-83720](https://github.com/godotengine/godot/pull/83720)).
-- SCons: Reduce and cleanup verbose output for SCU builds ([GH-83996](https://github.com/godotengine/godot/pull/83996)).
-- Use colored output on CI for Doctest ([GH-84100](https://github.com/godotengine/godot/pull/84100)).
-- Linux: Remove hardcoded lib path for x86 cross-compilation ([GH-84307](https://github.com/godotengine/godot/pull/84307)).
-- Replace the use of the `ANDROID_SDK_ROOT` env variable with `ANDROID_HOME` ([GH-84316](https://github.com/godotengine/godot/pull/84316)).
-- CI: Pin Emscripten to 3.1.39 ([GH-84717](https://github.com/godotengine/godot/pull/84717)).
-- Donors: Change tiers to match Dev Fund, sync latest data ([GH-84884](https://github.com/godotengine/godot/pull/84884)).
-- makerst: Disallow user-contributed notes on the class index page ([GH-85006](https://github.com/godotengine/godot/pull/85006)).
-- Use mingw-std-threads in MinGW builds ([GH-85039](https://github.com/godotengine/godot/pull/85039)).
-- Avoid conflict between mingw-std-threads and Clang's own ([GH-85208](https://github.com/godotengine/godot/pull/85208)).
-- Fix generating vsproj with SCons 4.6.0+ ([GH-85357](https://github.com/godotengine/godot/pull/85357)).
-- Add unsigned char cast ifdef ([GH-85500](https://github.com/godotengine/godot/pull/85500)).
+- Add option in SCons to clone env variables ([GH-70770](https://github.com/godotengine/godot/pull/70770)).
+- SCons: Add `stack_size` and `default_pthread_stack_size` options to Web target ([GH-75166](https://github.com/godotengine/godot/pull/75166)).
+- SCons: Add `-ffile-prefix-map` GCC/Clang option to make debug file paths relative ([GH-78232](https://github.com/godotengine/godot/pull/78232)).
+- MinGW: Force separate debug symbols if executable size is larger than 1.9 GB ([GH-79875](https://github.com/godotengine/godot/pull/79875)).
+- Remove lgtm.yml since LGTM is now replaced by Github Code Scanning ([GH-81874](https://github.com/godotengine/godot/pull/81874)).
+- Identify pull request builds from GitHub Actions with the PR number ([GH-83448](https://github.com/godotengine/godot/pull/83448)).
+- CI: Enable ANGLE static linking ([GH-84175](https://github.com/godotengine/godot/pull/84175)).
+- Add `generate_apk=yes` to generate an APK after building ([GH-84440](https://github.com/godotengine/godot/pull/84440)).
+- Use Python venv if detected when building VS project ([GH-84593](https://github.com/godotengine/godot/pull/84593)).
+- Only build glslang if Vulkan or Direct3D 12 rendering is enabled ([GH-84613](https://github.com/godotengine/godot/pull/84613)).
+- Add parameter to allow generation of the Godot native shared libraries from gradle ([GH-84674](https://github.com/godotengine/godot/pull/84674)).
+- New Visual Studio project generation logic that supports any platform that wants to opt in ([GH-84885](https://github.com/godotengine/godot/pull/84885)).
+- Alias `platform=javascript` SCons option to `platform=web` ([GH-84979](https://github.com/godotengine/godot/pull/84979)).
+- SCons: Add two new `COMSTR` environment variables ([GH-85153](https://github.com/godotengine/godot/pull/85153)).
+- SCons: Update mypy ([GH-85192](https://github.com/godotengine/godot/pull/85192)).
+- Run `Clean` in Windows SCsub to clean up debug files ([GH-85197](https://github.com/godotengine/godot/pull/85197)).
+- macOS: Check Apple specific version instead of generic clang version ([GH-85206](https://github.com/godotengine/godot/pull/85206)).
+- SCons: Change `Environment` type hints to `SConsEnvironment` ([GH-85322](https://github.com/godotengine/godot/pull/85322)).
+- Fix the Web platform team's codeowners link ([GH-85746](https://github.com/godotengine/godot/pull/85746)).
+- Refactor and fix `make_virtuals.py` ([GH-85770](https://github.com/godotengine/godot/pull/85770)).
+- Fix invalid Python escape sequences ([GH-85818](https://github.com/godotengine/godot/pull/85818)).
+- Instruct users to add code/errors as text in issues ([GH-86006](https://github.com/godotengine/godot/pull/86006)).
+- Set what were default values for Web platform linker flags `-sSTACK_SIZE` and `-sDEFAULT_PTHREAD_STACK_SIZE` ([GH-86036](https://github.com/godotengine/godot/pull/86036)).
+- D3D12: Add missing DLL architecture paths for the 32-bit builds ([GH-86107](https://github.com/godotengine/godot/pull/86107)).
+- Mention `etcpak` changes in thirdparty/README.md ([GH-86236](https://github.com/godotengine/godot/pull/86236)).
+- [iOS/macOS] Add option to automatically build (and sign / archive) bundles ([GH-86255](https://github.com/godotengine/godot/pull/86255)).
+- Allow detecting when building as an engine module ([GH-86269](https://github.com/godotengine/godot/pull/86269)).
+- Fix Clang `-Winconsistent-missing-override` warning ([GH-86392](https://github.com/godotengine/godot/pull/86392)).
+- Add a python script to install Direct3D 12 SDK components ([GH-86717](https://github.com/godotengine/godot/pull/86717)).
+- Fix some build errors with `disable_3d=yes` ([GH-86874](https://github.com/godotengine/godot/pull/86874)).
+- SCons: Fix `CCFLAGS`, `LINKFLAGS`, etc. command line overrides ([GH-86964](https://github.com/godotengine/godot/pull/86964)).
+- Add `tests/python_build` to clang-format pre-commit hook ignore list ([GH-87000](https://github.com/godotengine/godot/pull/87000)).
+- Revamp `godot.natvis` to improve VS debugging experience ([GH-87053](https://github.com/godotengine/godot/pull/87053)).
+- SCons: Silence redundant MSVC output ([GH-87154](https://github.com/godotengine/godot/pull/87154)).
+- makerst: Suggest using `[code skip-lint]` to skip warnings if intended ([GH-87218](https://github.com/godotengine/godot/pull/87218)).
+- Windows: Remove `dxc_path` check ([GH-87247](https://github.com/godotengine/godot/pull/87247)).
+- macOS: Fix MoltenVK SDK detection after file location changes in 1.3.275.0 ([GH-87305](https://github.com/godotengine/godot/pull/87305)).
+- Update Android dependencies for the project ([GH-87346](https://github.com/godotengine/godot/pull/87346)).
+- iOS: Update linker flags for Xcode 15.2 ([GH-87358](https://github.com/godotengine/godot/pull/87358)).
+- Linux: Add support for PCK embedding section with non GNU-ld linkers ([GH-87464](https://github.com/godotengine/godot/pull/87464)).
+- CI: Update `mymindstorm/setup-emsdk` to v14, should fix cache folder conflicts ([GH-87575](https://github.com/godotengine/godot/pull/87575)).
+- SCons: Fix Windows cross-compilation from Linux after #86717 ([GH-87609](https://github.com/godotengine/godot/pull/87609)).
+- SCons: Add proper MinGW support to D3D12 deps install script ([GH-87619](https://github.com/godotengine/godot/pull/87619)).
+- D3D12: Add support for building with pre-11.0.0 MinGW versions, make PIX runtime opt-in ([GH-87624](https://github.com/godotengine/godot/pull/87624)).
+- Undefine yet another macro from Windows headers ([GH-87627](https://github.com/godotengine/godot/pull/87627)).
+- Avoid non-constant-expression cannot be narrowed on Windows on mingw ([GH-87720](https://github.com/godotengine/godot/pull/87720)).
+- Use raw strings for D3D12 install messages ([GH-87734](https://github.com/godotengine/godot/pull/87734)).
+- Wayland: Disable backend at build-time if wayland-scanner is missing ([GH-87765](https://github.com/godotengine/godot/pull/87765)).
+- Fix `godot.natvis` after CowData 64-bit promotion ([GH-87848](https://github.com/godotengine/godot/pull/87848)).
+- CI scripts: Fix `printf` for format checks ([GH-87864](https://github.com/godotengine/godot/pull/87864)).
+- Add basic Emacs `.gitignore` entries ([GH-87878](https://github.com/godotengine/godot/pull/87878)).
+- macOS: Check Vulkan SDK version when looking for MoltenVK libs ([GH-87960](https://github.com/godotengine/godot/pull/87960)).
+- Fix emscripten 3.1.51 breaking change about `*glGetProcAddress()` ([GH-87981](https://github.com/godotengine/godot/pull/87981)).
+- Web: Bump closure compiler spec to `ECMASCRIPT_2021` ([GH-88010](https://github.com/godotengine/godot/pull/88010)).
+- SCons: Fix incremental builds breaking when querying the dependency tree from a SCsub ([GH-88025](https://github.com/godotengine/godot/pull/88025)).
+- Silence wayland-scanner check in buildsystem ([GH-88028](https://github.com/godotengine/godot/pull/88028)).
+- SCons: Use r-strings for wayland-scanner builder command ([GH-88134](https://github.com/godotengine/godot/pull/88134)).
+- Add first interaction action to better inform newcomers ([GH-88137](https://github.com/godotengine/godot/pull/88137)).
+- Remove 3.x references in the pull request template ([GH-88159](https://github.com/godotengine/godot/pull/88159)).
+- Visual Studio: Don't override user options. Add additional vs hint information ([GH-88244](https://github.com/godotengine/godot/pull/88244)).
+- C#: Let platforms signal if they support the mono module or not ([GH-88245](https://github.com/godotengine/godot/pull/88245)).
+- Visual Studio: Fix user workflows with custom user VS configurations ([GH-88253](https://github.com/godotengine/godot/pull/88253)).
+- Avoid unqualified-id "near" and "far" in Node3DEditor/Viewport ([GH-88270](https://github.com/godotengine/godot/pull/88270)).
+- Fix gradle build errors when the build path contains non-ASCII characters ([GH-88304](https://github.com/godotengine/godot/pull/88304)).
+- Always enable debug symbols when developing with Android Studio ([GH-88382](https://github.com/godotengine/godot/pull/88382)).
+- Fix running tests in template builds ([GH-88452](https://github.com/godotengine/godot/pull/88452)).
+- Fix formatting in bug report template ([GH-88457](https://github.com/godotengine/godot/pull/88457)).
+- Windows: Make D3D12 loading dynamic to support pre-Windows 10 versions ([GH-88496](https://github.com/godotengine/godot/pull/88496)).
+- Disable the crash handler if `execinfo=no` scons option is set ([GH-88520](https://github.com/godotengine/godot/pull/88520)).
+- OS_LinuxBSD: Add missing RenderServer include for `get_video_adapter_driver_info` ([GH-88525](https://github.com/godotengine/godot/pull/88525)).
+- Add `WASM_BIGINT` linker flag to the web build ([GH-88594](https://github.com/godotengine/godot/pull/88594)).
+- CI: Update actions to latest versions, use default runner .NET version ([GH-88671](https://github.com/godotengine/godot/pull/88671)).
+- Fix some additional errors with 3D disabled ([GH-88704](https://github.com/godotengine/godot/pull/88704)).
+- Replace hand-written pre-commit hooks with `pre-commit` Python tool ([GH-88866](https://github.com/godotengine/godot/pull/88866)).
+- Visual Studio: Improve performance of parsing project file ([GH-88949](https://github.com/godotengine/godot/pull/88949)).
+- Fix compilation errors when `DISABLE_DEPRECATED` is defined ([GH-88958](https://github.com/godotengine/godot/pull/88958)).
+- Pre-commit: Update to clang-format 17.0.6 and black 24.2.0 ([GH-88959](https://github.com/godotengine/godot/pull/88959)).
+- Fix linking NavigationServer2D/3D with all classes disabled in build profile ([GH-88986](https://github.com/godotengine/godot/pull/88986)).
+- macOS: Fix some deprecation warnings ([GH-88987](https://github.com/godotengine/godot/pull/88987)).
+- SCons: Set `silence_msvc` to false by default ([GH-89159](https://github.com/godotengine/godot/pull/89159)).
+- Fix build on MSVC 2017 ([GH-89168](https://github.com/godotengine/godot/pull/89168)).
+- Fix POT generation missing some strings when built-in ones are enabled ([GH-89227](https://github.com/godotengine/godot/pull/89227)).
+- Windows: Avoid `scale_with_dpi` constexpr compiler error ([GH-89303](https://github.com/godotengine/godot/pull/89303)).
+- Fix MoltenVK detection ([GH-89327](https://github.com/godotengine/godot/pull/89327)).
+- Enforce `\n` eol for Python writes ([GH-89333](https://github.com/godotengine/godot/pull/89333)).
+- SCons: Ensure `with` statement where applicable ([GH-89361](https://github.com/godotengine/godot/pull/89361)).
+- SCons: Convert remaining `run_in_subprocess` to `env.Run` ([GH-89365](https://github.com/godotengine/godot/pull/89365)).
+- SCons: Remove `run_in_subprocess` & `subprocess_main` dependencies ([GH-89393](https://github.com/godotengine/godot/pull/89393)).
+- Pre-commit: Fix `copyright_headers.py` to run on all relevant files ([GH-89421](https://github.com/godotengine/godot/pull/89421)).
+- SCons: Enable the experimental Ninja backend and minimize timestamp changes to generated code ([GH-89452](https://github.com/godotengine/godot/pull/89452)).
+- Fix GCC build warning ([GH-89453](https://github.com/godotengine/godot/pull/89453)).
+- Fix `compiledb` SCons tool availability ([GH-89481](https://github.com/godotengine/godot/pull/89481)).
+- SCons: Disable verbose output for SCU build ([GH-89483](https://github.com/godotengine/godot/pull/89483)).
+- CI: Enable submodules on the checkout action ([GH-89552](https://github.com/godotengine/godot/pull/89552)).
+- Fix some build errors with `disable_3d=yes` ([GH-89760](https://github.com/godotengine/godot/pull/89760)).
+- Fix encoding when reading files ([GH-89858](https://github.com/godotengine/godot/pull/89858)).
+- CI: Work around diff size limit for static checks ([GH-89944](https://github.com/godotengine/godot/pull/89944)).
+- CI: Improve fetching of changed files ([GH-89980](https://github.com/godotengine/godot/pull/89980)).
+- SCons: Fix Ninja compilation with MSVC ([GH-90208](https://github.com/godotengine/godot/pull/90208)).
+- SCons: Refactor `selected_platform` conditional ([GH-90214](https://github.com/godotengine/godot/pull/90214)).
+- Fix first interaction line breaks ([GH-90221](https://github.com/godotengine/godot/pull/90221)).
+- Remove buggy first interaction ([GH-90261](https://github.com/godotengine/godot/pull/90261)).
+- SCons: Ensure *all* generated files can be cleaned ([GH-90270](https://github.com/godotengine/godot/pull/90270)).
+- Bump GitHub workflows to SCons 4.7 ([GH-90304](https://github.com/godotengine/godot/pull/90304)).
+- SCons: Fix SCU build regression on Windows ([GH-90450](https://github.com/godotengine/godot/pull/90450)).
+- Replace `black` formatter with `ruff` ([GH-90457](https://github.com/godotengine/godot/pull/90457)).
+- Ensure all Visual Studio files are generated with CRLF ([GH-90495](https://github.com/godotengine/godot/pull/90495)).
+- mbedTLS: Add patch to fix build errors with some MSVC versions ([GH-90535](https://github.com/godotengine/godot/pull/90535)).
+- SCons: Silence MSVC output bloat without hiding errors ([GH-90551](https://github.com/godotengine/godot/pull/90551)).
+- Visual Studio: Fix indentation in sln file, VS is VERY PICKY ([GH-90579](https://github.com/godotengine/godot/pull/90579)).
+- Fix infinite while loop on empty added file ([GH-90588](https://github.com/godotengine/godot/pull/90588)).
+- SCons: Fix `silence_msvc` regression ([GH-90626](https://github.com/godotengine/godot/pull/90626)).
+- mbedTLS: Fix build without the module on MinGW ([GH-90691](https://github.com/godotengine/godot/pull/90691)).
+- SCons: Make new `debug_paths_relative` option opt-in ([GH-90692](https://github.com/godotengine/godot/pull/90692)).
+- Only define `ENGINE_UPDATE_CHECK_ENABLED` in editor builds ([GH-90781](https://github.com/godotengine/godot/pull/90781)).
+- SCons: Convert `env_base` to `env` ([GH-90814](https://github.com/godotengine/godot/pull/90814)).
+- SCons: Utilize native Variable alias functionality ([GH-90857](https://github.com/godotengine/godot/pull/90857)).
+- SCons: Disable `show_progress` with Ninja ([GH-90858](https://github.com/godotengine/godot/pull/90858)).
+- Web: Fix building for web on Windows ([GH-90939](https://github.com/godotengine/godot/pull/90939)).
+- SCons: Only use alias if SCons v4.3 or later ([GH-91072](https://github.com/godotengine/godot/pull/91072)).
+- CI: [macOS] Fix CI with new GitHub runners ([GH-91074](https://github.com/godotengine/godot/pull/91074)).
+- SCons: `scons_version` to environment variable ([GH-91080](https://github.com/godotengine/godot/pull/91080)).
+- CI: [macOS] Build for both `arm64` and `x86_64` ([GH-91106](https://github.com/godotengine/godot/pull/91106)).
+- Web: Fix closure compiler typedef annotation ([GH-91202](https://github.com/godotengine/godot/pull/91202)).
+- Fix GCC 14 `-Wtemplate-id-cdtor` warnings ([GH-91208](https://github.com/godotengine/godot/pull/91208)).
+- SCons: Colorize warnings/errors during generation ([GH-91220](https://github.com/godotengine/godot/pull/91220)).
+- Add a GDB pretty printer to aid in debugging ([GH-91280](https://github.com/godotengine/godot/pull/91280)).
+- SCons: Fixes for warn/error colorization ([GH-91318](https://github.com/godotengine/godot/pull/91318)).
+- Fix for Android build on Windows ([GH-91339](https://github.com/godotengine/godot/pull/91339)).
+- mbedtls: Disable AESCE on Linux ARM32, doesn't compile on our target arch ([GH-91356](https://github.com/godotengine/godot/pull/91356)).
+- Fix arm64/Windows build ([GH-91360](https://github.com/godotengine/godot/pull/91360)).
+- Update dependencies in D3D12 SDK installer script ([GH-91416](https://github.com/godotengine/godot/pull/91416)).
+- CI: Speedup `pre-commit` static check ([GH-91417](https://github.com/godotengine/godot/pull/91417)).
+- Remove "AnalyzeTemporaryDtors" from clang-tidy file ([GH-91559](https://github.com/godotengine/godot/pull/91559)).
+- Fix missing space in missing sdkmanager error message ([GH-91574](https://github.com/godotengine/godot/pull/91574)).
+- CI: Overhaul static checks to use `pre-commit` ([GH-91597](https://github.com/godotengine/godot/pull/91597)).
+- SCons: Generate all scripts natively, implement wrapper function ([GH-91624](https://github.com/godotengine/godot/pull/91624)).
+- miniupnpc: Disable socket timeout on Windows, matching upstream ([GH-91636](https://github.com/godotengine/godot/pull/91636)).
+- Fix `builtin_embree=no` build linking the wrong version of Embree ([GH-91684](https://github.com/godotengine/godot/pull/91684)).
+- CI: Use Emscripten 3.1.59 for Web platform ([GH-91687](https://github.com/godotengine/godot/pull/91687)).
+- SCons: Process platform-specific flags earlier ([GH-91791](https://github.com/godotengine/godot/pull/91791)).
+- SCons: Preserve `Environment` values when updating `Variables` ([GH-91792](https://github.com/godotengine/godot/pull/91792)).
+- Web: Fix debug symbols in web builds ([GH-91800](https://github.com/godotengine/godot/pull/91800)).
+- Set `execinfo=no` by default when compiling for Linux/*BSD ([GH-91817](https://github.com/godotengine/godot/pull/91817)).
+- SCons: Bump minimum supported GCC version to GCC 9 ([GH-91833](https://github.com/godotengine/godot/pull/91833)).
+- CI: Re-add `CHANGED_FILES` logic for pre-commit checks ([GH-91835](https://github.com/godotengine/godot/pull/91835)).
+- Don't define `NO_EDITOR_SPLASH` in export templates ([GH-91866](https://github.com/godotengine/godot/pull/91866)).
+- SCons: Fix generation of `disabled_classes.gen.h` after #91624 ([GH-91870](https://github.com/godotengine/godot/pull/91870)).
+- SCons: Fix `silence_msvc` implementation errors ([GH-91890](https://github.com/godotengine/godot/pull/91890)).
+- thorvg: Disable webp loader if corresponding module is disabled ([GH-91901](https://github.com/godotengine/godot/pull/91901)).
+- CI: Consolidate pysettings via `pyproject.toml` ([GH-91954](https://github.com/godotengine/godot/pull/91954)).
+- SCons: Add options to override AR, AR and RC flags ([GH-91972](https://github.com/godotengine/godot/pull/91972)).
+- CI: Fix for jsdoc hook in pre-commit ([GH-92013](https://github.com/godotengine/godot/pull/92013)).
+- SCons: Minor fixes/adjustments for web compilation ([GH-92026](https://github.com/godotengine/godot/pull/92026)).
+- SCons: Restore compatibility with SCons < 4.0.0 ([GH-92041](https://github.com/godotengine/godot/pull/92041)).
+- SCons: Bump min version to 3.1.2, test it on CI with one Linux job ([GH-92043](https://github.com/godotengine/godot/pull/92043)).
+- SCons: Fix potential Windows ANSI exception ([GH-92087](https://github.com/godotengine/godot/pull/92087)).
+- SCons: Convert platform `get_flags` to dictionary ([GH-92124](https://github.com/godotengine/godot/pull/92124)).
+- Fix detecting when Gradle is invoked from Studio ([GH-92176](https://github.com/godotengine/godot/pull/92176)).
+- Pre-commit: Allow adding downstream hooks without (less) risk of conflicts ([GH-92204](https://github.com/godotengine/godot/pull/92204)).
+- Linux: Enable build config `wayland=yes use_sowrap=no` ([GH-92324](https://github.com/godotengine/godot/pull/92324)).
+- SCons: Fix `RES` race condition ([GH-92325](https://github.com/godotengine/godot/pull/92325)).
+- Fix build with `vulkan=no` and `d3d12=no` after #91505 ([GH-92364](https://github.com/godotengine/godot/pull/92364)).
+- Fix use of undeclared identifier `__cpuidex` error on MinGW ([GH-92488](https://github.com/godotengine/godot/pull/92488)).
+- Fix multichar warning in `windows_utils.cpp` ([GH-92541](https://github.com/godotengine/godot/pull/92541)).
+- SCons: Fix `mono` dependency ([GH-92661](https://github.com/godotengine/godot/pull/92661)).
+- CI: Make local python hooks multi-platform ([GH-92697](https://github.com/godotengine/godot/pull/92697)).
+- CI: Migrate codespell logic to `pyproject.toml` ([GH-92728](https://github.com/godotengine/godot/pull/92728)).
+- Windows: Fix 32-bit MinGW LTO build ([GH-92753](https://github.com/godotengine/godot/pull/92753)).
+- Style: Optimize `.svg` files via `svgo`; add as pre-commit hook ([GH-92766](https://github.com/godotengine/godot/pull/92766)).
+- Ignore Kate's build file ([GH-92803](https://github.com/godotengine/godot/pull/92803)).
+- Fix building glslang on platforms without `<filesystem>` ([GH-92819](https://github.com/godotengine/godot/pull/92819)).
+- Android: Change the way `doNotStrip` is set ([GH-92859](https://github.com/godotengine/godot/pull/92859)).
+- Replace deprecated `USE_WEBGL2` linker flag ([GH-92988](https://github.com/godotengine/godot/pull/92988)).
+- CI: Hotfix for build error with newer clang++ ([GH-92993](https://github.com/godotengine/godot/pull/92993)).
+- Web: Fix thread+dlink builds with emscripten 3.1.61+git ([GH-93143](https://github.com/godotengine/godot/pull/93143)).
+- Enable usage of asan-enabled versions of prebuilt libraries ([GH-93152](https://github.com/godotengine/godot/pull/93152)).
+- CI: Add manual pre-commit hook for `clang-tidy` ([GH-93271](https://github.com/godotengine/godot/pull/93271)).
+- Fix building with `use_volk=yes` on MacOS ([GH-93331](https://github.com/godotengine/godot/pull/93331)).
+- Fix not using `encoding="utf-8"` when writing to files or reading from them ([GH-93342](https://github.com/godotengine/godot/pull/93342)).
+- [Windows/ARM64] Fix raycast/embree ARM64 build with LLVM/MinGW ([GH-93364](https://github.com/godotengine/godot/pull/93364)).
+- [LLVM/MinGW] Fix/suppress DX12 related warnings ([GH-93369](https://github.com/godotengine/godot/pull/93369)).
+- CI: Keep GHA artifacts for 60 days ([GH-93421](https://github.com/godotengine/godot/pull/93421)).
+- Remove private glslang include ([GH-93471](https://github.com/godotengine/godot/pull/93471)).
+- Disable `*glGetProcAddress()` on the web ([GH-93489](https://github.com/godotengine/godot/pull/93489)).
+- Fix type-limits warning in `windows_utils` ([GH-93491](https://github.com/godotengine/godot/pull/93491)).
+- Style: Relocate `godot_gdb_pretty_print.py` ([GH-93511](https://github.com/godotengine/godot/pull/93511)).
+- CI: Add editor target to Android builds config ([GH-93553](https://github.com/godotengine/godot/pull/93553)).
+- Windows: Fix arch detection via `VCTOOLSINSTALLDIR` if not first in `PATH` ([GH-93589](https://github.com/godotengine/godot/pull/93589)).
+- SCons: Fix output with `vsproj=yes` ([GH-93753](https://github.com/godotengine/godot/pull/93753)).
+- Web: Remove unnecessary `EMCC_FORCE_STDLIBS` in dlink builds ([GH-93853](https://github.com/godotengine/godot/pull/93853)).
+- SCons: Don't override cl flags on msvc ([GH-94078](https://github.com/godotengine/godot/pull/94078)).
+- SCons: Default `optimize` to `auto`, fixing `target`/`dev_build` inference for Web ([GH-94107](https://github.com/godotengine/godot/pull/94107)).
+- SCons: Pass optimization flags to the linker too, needed by Emscripten ([GH-94109](https://github.com/godotengine/godot/pull/94109)).
+- SCons: Fix build fetching `git_timestamp` if git `log.showsignature=true` ([GH-94115](https://github.com/godotengine/godot/pull/94115)).
+- Fix VS project generation with SCons 4.8.0+ ([GH-94117](https://github.com/godotengine/godot/pull/94117)).
+- Fix a couple GCC 14 `-Wmaybe-uninitialized` warnings ([GH-94133](https://github.com/godotengine/godot/pull/94133)).
+- CI: Upload build cache before running tests ([GH-94314](https://github.com/godotengine/godot/pull/94314)).
+- CI: Bump SCons version (4.7.0→4.8.0) ([GH-94444](https://github.com/godotengine/godot/pull/94444)).
+- Windows: Fix release export template build for ARM64 Windows ([GH-94533](https://github.com/godotengine/godot/pull/94533)).
+- Fix `header_guards.py` so it detects the copyright header properly ([GH-94652](https://github.com/godotengine/godot/pull/94652)).
+- Web: Fix closure compiler builds, enable it in CI ([GH-94789](https://github.com/godotengine/godot/pull/94789)).
+- Automatically enable `doNotStrip` for dev builds ([GH-94887](https://github.com/godotengine/godot/pull/94887)).
+- Enable ASTC encoder build when building with ANGLE ([GH-94903](https://github.com/godotengine/godot/pull/94903)).
+- SCons: Load optional ninja tool before setting its options ([GH-94993](https://github.com/godotengine/godot/pull/94993)).
+- macOS: Fix `generate_bundle` build flag for .NET builds ([GH-95189](https://github.com/godotengine/godot/pull/95189)).
+- CI: Update Emscripten to 3.1.64 ([GH-95277](https://github.com/godotengine/godot/pull/95277)).
+- Make sure not to generate the compile_commands.json when not asked ([GH-95338](https://github.com/godotengine/godot/pull/95338)).
#### C#
-- Allow readonly and writeonly C# properties to be accessed from GDScript ([GH-67304](https://github.com/godotengine/godot/pull/67304)).
-- Support exporting for Android ([GH-73257](https://github.com/godotengine/godot/pull/73257)).
-- Fix crash with `DisposablesTracker_OnGodotShuttingDown` ([GH-78157](https://github.com/godotengine/godot/pull/78157)).
-- Add `PropertyHint.Enum` support to `Array<StringName>` ([GH-78264](https://github.com/godotengine/godot/pull/78264)).
-- Check if JetBrains Rider editor path is empty ([GH-78516](https://github.com/godotengine/godot/pull/78516)).
-- Automatically generate version defines ([GH-78722](https://github.com/godotengine/godot/pull/78722)).
-- Update the RiderPathLocator to support the JetBrains Toolbox 2.0 ([GH-78832](https://github.com/godotengine/godot/pull/78832)).
-- Add platform name to the exported data directory ([GH-78846](https://github.com/godotengine/godot/pull/78846)).
-- Fix deserialization of delegates that are 0-parameter overloads ([GH-78877](https://github.com/godotengine/godot/pull/78877)).
-- Add a Roslyn analyzer for global classes ([GH-79007](https://github.com/godotengine/godot/pull/79007)).
-- Add missing `useModelFront` parameter to GodotSharp Basis and Transform ([GH-79082](https://github.com/godotengine/godot/pull/79082)).
-- Compare symbol names without null flow state ([GH-79094](https://github.com/godotengine/godot/pull/79094)).
-- Add null check before calling `UnregisterGodotObject` ([GH-79151](https://github.com/godotengine/godot/pull/79151)).
-- Fix command line exporting ([GH-79173](https://github.com/godotengine/godot/pull/79173)).
-- Add a warning about C# differences to the class reference ([GH-79206](https://github.com/godotengine/godot/pull/79206)).
-- Document generated members ([GH-79239](https://github.com/godotengine/godot/pull/79239)).
-- Print error when MethodBind/Callable call fails ([GH-79249](https://github.com/godotengine/godot/pull/79249)).
-- Improve `GD.PushError` and `GD.PushWarning` ([GH-79280](https://github.com/godotengine/godot/pull/79280)).
-- Fix MSVC dotnet builds failing if running `dev_mode` ([GH-79351](https://github.com/godotengine/godot/pull/79351)).
-- Move build button to EditorRunBar ([GH-79357](https://github.com/godotengine/godot/pull/79357)).
-- Fix line in OpenInExternalEditor ([GH-79404](https://github.com/godotengine/godot/pull/79404)).
-- Generate instance types for singletons ([GH-79470](https://github.com/godotengine/godot/pull/79470)).
-- Suppress NU5128 warning ([GH-79501](https://github.com/godotengine/godot/pull/79501)).
-- Fix issues in C# documentation comments ([GH-79748](https://github.com/godotengine/godot/pull/79748)).
-- Delegate opening files for Rider to the RiderPathLocator NuGet package ([GH-79958](https://github.com/godotengine/godot/pull/79958)).
-- Mono: Avoid dictionary lookup for common colors ([GH-80047](https://github.com/godotengine/godot/pull/80047)).
-- Show alert if .NET assemblies dir does not exist ([GH-80212](https://github.com/godotengine/godot/pull/80212)).
-- Redesign MSBuild panel ([GH-80260](https://github.com/godotengine/godot/pull/80260)).
-- Fix typo in parameter name in documentation ([GH-80303](https://github.com/godotengine/godot/pull/80303)).
-- Improve diagnostic messages and add help link ([GH-80489](https://github.com/godotengine/godot/pull/80489)).
-- Fix exporting for Android ([GH-80521](https://github.com/godotengine/godot/pull/80521)).
-- Generate and use compat methods ([GH-80527](https://github.com/godotengine/godot/pull/80527)).
-- Implement `proxy_name` for EnumInterface ([GH-80628](https://github.com/godotengine/godot/pull/80628)).
-- Include argument types in generated methods ([GH-80629](https://github.com/godotengine/godot/pull/80629)).
-- paramref now properly tagged in documentation ([GH-80630](https://github.com/godotengine/godot/pull/80630)).
-- Fixed delegate docstring logic ([GH-80631](https://github.com/godotengine/godot/pull/80631)).
-- Dereference editor types in core documentation ([GH-80632](https://github.com/godotengine/godot/pull/80632)).
-- CI: Propagate error code when glue generation fails ([GH-80846](https://github.com/godotengine/godot/pull/80846)).
-- Updated C# example of AddPropertyInfo ([GH-80851](https://github.com/godotengine/godot/pull/80851)).
-- Replace `StringNameCache` with `SNAME` ([GH-81073](https://github.com/godotengine/godot/pull/81073)).
-- Add abstract class support ([GH-81101](https://github.com/godotengine/godot/pull/81101)).
-- Replace usage of deprecated `project_settings_changed` signal ([GH-81175](https://github.com/godotengine/godot/pull/81175)).
-- Fix int's C# documentation ([GH-81227](https://github.com/godotengine/godot/pull/81227)).
-- Expose `asinh`, `acosh` and `atanh` in Mathf ([GH-81229](https://github.com/godotengine/godot/pull/81229)).
-- Fix double unregistration on dispose of Array ([GH-81230](https://github.com/godotengine/godot/pull/81230)).
-- Hide hostfxr not found error ([GH-81690](https://github.com/godotengine/godot/pull/81690)).
-- Move `bindings_generator` warnings to `.editorconfig` ([GH-81703](https://github.com/godotengine/godot/pull/81703)).
-- Make C# static methods accessible ([GH-81783](https://github.com/godotengine/godot/pull/81783)).
-- Fixed VS 2022 Mac compatibility ([GH-81802](https://github.com/godotengine/godot/pull/81802)).
-- Add Vector2/3/4i.MAX and MIN ([GH-81819](https://github.com/godotengine/godot/pull/81819)).
-- Implemented `{project}` placeholder for external dotnet editor ([GH-81847](https://github.com/godotengine/godot/pull/81847)).
-- CS1591 from `NoWarn` to `suggestion` ([GH-81934](https://github.com/godotengine/godot/pull/81934)).
-- Use `HashCode.Combine()` for basic composite types instead of xor ([GH-82240](https://github.com/godotengine/godot/pull/82240)).
-- Remove compat method that is now generated ([GH-82375](https://github.com/godotengine/godot/pull/82375)).
-- Fixed an error in `Vector3.BezierDerivative` in mono module ([GH-82664](https://github.com/godotengine/godot/pull/82664)).
-- Fix C# editor dialogs ([GH-82683](https://github.com/godotengine/godot/pull/82683)).
-- Add C# iOS support ([GH-82729](https://github.com/godotengine/godot/pull/82729)).
-- Add C# compat members for 4.2 changes ([GH-82740](https://github.com/godotengine/godot/pull/82740)).
-- Add checks to Android export ([GH-82762](https://github.com/godotengine/godot/pull/82762)).
-- Report diagnostic for Node exports in a type that doesn't derive from Node ([GH-82918](https://github.com/godotengine/godot/pull/82918)).
-- Fix unresolved `inheritdoc` links in `Compat.cs` ([GH-83001](https://github.com/godotengine/godot/pull/83001)).
-- Untyped to typed `ArgumentNullException` ([GH-83051](https://github.com/godotengine/godot/pull/83051)).
-- Fix MSVC dotnet `dev_mode` regression ([GH-83114](https://github.com/godotengine/godot/pull/83114)).
-- Fix lookup for singleton instance types ([GH-83249](https://github.com/godotengine/godot/pull/83249)).
-- Fallback to the latest SDK ([GH-83325](https://github.com/godotengine/godot/pull/83325)).
-- Fix converting default Callables to native ([GH-83357](https://github.com/godotengine/godot/pull/83357)).
-- Allow exporting games without C# ([GH-83422](https://github.com/godotengine/godot/pull/83422)).
-- Clarify C# docs for operators performing `xform_inv` ([GH-83514](https://github.com/godotengine/godot/pull/83514)).
-- Fix C# docs to use the proper XML ([GH-83529](https://github.com/godotengine/godot/pull/83529)).
-- Fix generated nested class order ([GH-83532](https://github.com/godotengine/godot/pull/83532)).
-- Add `NOTIFICATION_PREDELETE_CLEANUP` notification to fix C# `Dispose()` ([GH-83670](https://github.com/godotengine/godot/pull/83670)).
-- Free dialogs when exiting the editor ([GH-83809](https://github.com/godotengine/godot/pull/83809)).
-- Fix node names of submenu items across the editor ([GH-84617](https://github.com/godotengine/godot/pull/84617)).
-- Rename `Vector2/3/4I.Min/Max` to `MinValue/MaxValue` ([GH-84663](https://github.com/godotengine/godot/pull/84663)).
-- Fail `callp` silently if script is not valid ([GH-84897](https://github.com/godotengine/godot/pull/84897)).
-- iOS: Fix dotnet export ([GH-84945](https://github.com/godotengine/godot/pull/84945)).
+- Add analyzer release tracking ([GH-80343](https://github.com/godotengine/godot/pull/80343)).
+- Allow Editor to reload external changes of scripts ([GH-82113](https://github.com/godotengine/godot/pull/82113)).
+- Add unit tests for C# source generators ([GH-82955](https://github.com/godotengine/godot/pull/82955)).
+- [C#] Enable nullability for variant structs ([GH-82980](https://github.com/godotengine/godot/pull/82980)).
+- [C#] Enable nullability for variant classes ([GH-82983](https://github.com/godotengine/godot/pull/82983)).
+- [.NET] Fix serialization of delegates capturing variables ([GH-83217](https://github.com/godotengine/godot/pull/83217)).
+- Bindings generator langword check ([GH-83504](https://github.com/godotengine/godot/pull/83504)).
+- Disable "Activate now" when creating addons ([GH-83578](https://github.com/godotengine/godot/pull/83578)).
+- Use `get_instance_binding` instead of set ([GH-84947](https://github.com/godotengine/godot/pull/84947)).
+- Bump the `JetBrains.Rider.PathLocator` PackageReference to 1.0.8 ([GH-85460](https://github.com/godotengine/godot/pull/85460)).
+- Fix C# script loader does not work reliably ([GH-85504](https://github.com/godotengine/godot/pull/85504)).
+- .NET: Add a warning in the inspector when properties might be out of sync ([GH-85869](https://github.com/godotengine/godot/pull/85869)).
+- Allow using `[MustBeVariant]` in generic typed attributes ([GH-85908](https://github.com/godotengine/godot/pull/85908)).
+- Implement function to throw on null pointers ([GH-85975](https://github.com/godotengine/godot/pull/85975)).
+- Correctly free relevant scripts when closing scene tabs ([GH-86008](https://github.com/godotengine/godot/pull/86008)).
+- Use string literal instead of nameof ([GH-86373](https://github.com/godotengine/godot/pull/86373)).
+- Upgrade TFM for `net472` and some `netstandard2.0` projects ([GH-86454](https://github.com/godotengine/godot/pull/86454)).
+- Add unit tests for C# diagnostic analyzers ([GH-86528](https://github.com/godotengine/godot/pull/86528)).
+- Fix typo in GD0103 error link ([GH-86592](https://github.com/godotengine/godot/pull/86592)).
+- Add code sample language parity check to `make_rst.py` ([GH-86971](https://github.com/godotengine/godot/pull/86971)).
+- Fix return type hint for methods ([GH-86972](https://github.com/godotengine/godot/pull/86972)).
+- Enforce globalization code quality rules ([GH-87133](https://github.com/godotengine/godot/pull/87133)).
+- Enable nullable environment for `GodotTools` ([GH-87137](https://github.com/godotengine/godot/pull/87137)).
+- Provide a roslyn analyzers corresponding to the GD0001 and GD0002 ([GH-87253](https://github.com/godotengine/godot/pull/87253)).
+- [C#] Fix `Encloses` failing on shared upper bound for `AABB` and `Rect2(I)` ([GH-87264](https://github.com/godotengine/godot/pull/87264)).
+- Use SymbolEqualityComparer ([GH-87342](https://github.com/godotengine/godot/pull/87342)).
+- Clean a number of C# warnings ([GH-87518](https://github.com/godotengine/godot/pull/87518)).
+- Fix incorrect GC handle for non-instantiable types ([GH-87526](https://github.com/godotengine/godot/pull/87526)).
+- Fix sorting for generic types when reloading assemblies ([GH-87550](https://github.com/godotengine/godot/pull/87550)).
+- Fix not assigning `runtime_initialized` when initializing with AOT ([GH-87597](https://github.com/godotengine/godot/pull/87597)).
+- Fix possible deadlock when creating scripts during a background garbage collection ([GH-87669](https://github.com/godotengine/godot/pull/87669)).
+- Remove unused code ([GH-87679](https://github.com/godotengine/godot/pull/87679)).
+- Fix issues for StringName reference in `CSharpInstanceBridge.Get` ([GH-87682](https://github.com/godotengine/godot/pull/87682)).
+- Fix incorrect condition for error filtering ([GH-87790](https://github.com/godotengine/godot/pull/87790)).
+- Throw exception when solution file is missing during exporting ([GH-87829](https://github.com/godotengine/godot/pull/87829)).
+- Fix duplicate key issue on reload ([GH-87838](https://github.com/godotengine/godot/pull/87838)).
+- Improve handling of generic C# types ([GH-87890](https://github.com/godotengine/godot/pull/87890)).
+- Add `Callable` `call_deferred()` C# example ([GH-87928](https://github.com/godotengine/godot/pull/87928)).
+- Disable signal callback generation in C# ([GH-87952](https://github.com/godotengine/godot/pull/87952)).
+- Fix crash when reloading scripts ([GH-88048](https://github.com/godotengine/godot/pull/88048)).
+- Fix C# "out of sync" notice with external editors ([GH-88076](https://github.com/godotengine/godot/pull/88076)).
+- Fix processing exclusions during export ([GH-88238](https://github.com/godotengine/godot/pull/88238)).
+- Fix missing CowData 64-bit promotion for `PackedInt32Array` ([GH-88268](https://github.com/godotengine/godot/pull/88268)).
+- Run source generators tests in CI ([GH-88295](https://github.com/godotengine/godot/pull/88295)).
+- Various fixes to generic scripts ([GH-88371](https://github.com/godotengine/godot/pull/88371)).
+- Match Core implementation of `BinToInt` & `HexToInt` ([GH-88453](https://github.com/godotengine/godot/pull/88453)).
+- [.NET] Clean diagnostic rules ([GH-88469](https://github.com/godotengine/godot/pull/88469)).
+- Fix building OpenVisualStudio executable ([GH-88475](https://github.com/godotengine/godot/pull/88475)).
+- [.NET] Test and fix exports diagnostics ([GH-88495](https://github.com/godotengine/godot/pull/88495)).
+- Bump `Rider.PathLocator` nuget version, which provides a fix for detecting Rider installations ([GH-88544](https://github.com/godotengine/godot/pull/88544)).
+- [.NET] Better `.editorconfig` setup in `modules/mono/` ([GH-88570](https://github.com/godotengine/godot/pull/88570)).
+- Fix Script Editor saves C# files as embedded scripts ([GH-88692](https://github.com/godotengine/godot/pull/88692)).
+- Add deprecated message to generated bindings ([GH-88730](https://github.com/godotengine/godot/pull/88730)).
+- Revise implementation of C# `Aabb.GetSupport` to match the implementation in `core` ([GH-88919](https://github.com/godotengine/godot/pull/88919)).
+- Only check for empty deprecation message if deprecated ([GH-88921](https://github.com/godotengine/godot/pull/88921)).
+- Move dotnet-format script to pre-commit ([GH-88933](https://github.com/godotengine/godot/pull/88933)).
+- Fix C# epsilon compiler error on double precision build ([GH-88994](https://github.com/godotengine/godot/pull/88994)).
+- [.NET] Fix interpolated strings in ScriptPropertyDefVal ([GH-89007](https://github.com/godotengine/godot/pull/89007)).
+- Hint fallback property as node when it is a node ([GH-89175](https://github.com/godotengine/godot/pull/89175)).
+- Fix warnings in GodotSharp ([GH-89317](https://github.com/godotengine/godot/pull/89317)).
+- Implement `InvariantCulture` on Variant strings ([GH-89547](https://github.com/godotengine/godot/pull/89547)).
+- Add property `UsingGodotNETSdk` to Godot.NET.Sdk ([GH-89652](https://github.com/godotengine/godot/pull/89652)).
+- Fix errors when creating `Variant` from null array ([GH-89756](https://github.com/godotengine/godot/pull/89756)).
+- [C#] Fix `Transform3D.InterpolateWith` applying rotation before scale ([GH-89843](https://github.com/godotengine/godot/pull/89843)).
+- Fix regression with C# build editor crash due to `EditorHelpHighlighter` ([GH-89861](https://github.com/godotengine/godot/pull/89861)).
+- Make internal properties and property accessors public (but hidden) ([GH-90002](https://github.com/godotengine/godot/pull/90002)).
+- Add DebugView for Array and Dictionary, based of the DebugView from the .NET Foundation ([GH-90060](https://github.com/godotengine/godot/pull/90060)).
+- Fix "Create C# solution" dialog ([GH-90118](https://github.com/godotengine/godot/pull/90118)).
+- [.NET] Disable output embedding on macOS, move it to the advanced options on other platforms ([GH-90422](https://github.com/godotengine/godot/pull/90422)).
+- Fix ExprMatch for case sensitive matching ([GH-90678](https://github.com/godotengine/godot/pull/90678)).
+- Change order of operation for C# types reloading ([GH-90837](https://github.com/godotengine/godot/pull/90837)).
+- Don't return MethodInfo for overloaded methods ([GH-90968](https://github.com/godotengine/godot/pull/90968)).
+- Enforce using .NET SDK >= 8 ([GH-91079](https://github.com/godotengine/godot/pull/91079)).
+- Fill copyright field in .csproj files to ensure that nuget packages will have both license and copyright fields filled ([GH-91144](https://github.com/godotengine/godot/pull/91144)).
+- Fix `StringExtensions.CompareTo` IndexOutOfRangeException ([GH-91203](https://github.com/godotengine/godot/pull/91203)).
+- Ignore late bound methods in MustBeVariantAnalyzer ([GH-91368](https://github.com/godotengine/godot/pull/91368)).
+- Fix generator crash w/ generic arrays ([GH-91375](https://github.com/godotengine/godot/pull/91375)).
+- Fix attributes for `sln`/`csproj` files ([GH-91479](https://github.com/godotengine/godot/pull/91479)).
+- .NET: Prevent generating mono glue in project folder ([GH-91509](https://github.com/godotengine/godot/pull/91509)).
+- [C#] Unexpose `GodotSharp` ([GH-91557](https://github.com/godotengine/godot/pull/91557)).
+- CSharpScript should not own method infos of the base class ([GH-91564](https://github.com/godotengine/godot/pull/91564)).
+- Fix C# Hint NodeType and ResourceType HintString ([GH-91645](https://github.com/godotengine/godot/pull/91645)).
+- Specify a runtime rollforward for OpenVisualStudio ([GH-91670](https://github.com/godotengine/godot/pull/91670)).
+- Fix comparison warnings in `StringExtensions.cs` ([GH-91763](https://github.com/godotengine/godot/pull/91763)).
+- [C#] Remove useless `isFirstEntry` and useless `source.Append("else ")` ([GH-91924](https://github.com/godotengine/godot/pull/91924)).
+- Fix ContextMenu `Copy Error` is off in `MSBuild` Panel ([GH-91996](https://github.com/godotengine/godot/pull/91996)).
+- Skip method name when checking CallError ([GH-92800](https://github.com/godotengine/godot/pull/92800)).
+- Fix freeze after building C# project with a lot of files ([GH-92893](https://github.com/godotengine/godot/pull/92893)).
+- Escape generated members ([GH-93198](https://github.com/godotengine/godot/pull/93198)).
+- macOS: Fix codesigning of .NET helper executables when sandboxing is disabled ([GH-94518](https://github.com/godotengine/godot/pull/94518)).
+- Replace .NET detection code with `ClassDB::class_exists("CSharpScript")` ([GH-94680](https://github.com/godotengine/godot/pull/94680)).
#### Codestyle
-- Made hidden ProjectSettings groups more explicit ([GH-61818](https://github.com/godotengine/godot/pull/61818)).
-- Extract StyleBoxFlat, StyleBoxTexture and StyleBoxLine in their own file ([GH-68396](https://github.com/godotengine/godot/pull/68396)).
-- Extract and reorganize texture resource classes ([GH-68460](https://github.com/godotengine/godot/pull/68460)).
-- Add command-line option to run a `MainLoop` by its global class name ([GH-78045](https://github.com/godotengine/godot/pull/78045)).
-- Remove unnecessary value assignments throughout the codebase ([GH-78538](https://github.com/godotengine/godot/pull/78538)).
-- Remove uses of `vformat()` with no placeholders ([GH-78797](https://github.com/godotengine/godot/pull/78797)).
-- Unify and streamline connecting to Resource changes ([GH-78993](https://github.com/godotengine/godot/pull/78993)).
-- Remove unused struct from NavigationMesh ([GH-79713](https://github.com/godotengine/godot/pull/79713)).
-- Update NavObstacle creation to new Mutex style ([GH-79916](https://github.com/godotengine/godot/pull/79916)).
-- Use compile-time Unicode string conversion ([GH-80362](https://github.com/godotengine/godot/pull/80362)).
-- Undefine `typed_array.h` templates after use ([GH-80792](https://github.com/godotengine/godot/pull/80792)).
-- Remove debug print ([GH-81129](https://github.com/godotengine/godot/pull/81129)).
-- Extract `ScriptInstance` into its own file to simplify includes ([GH-81388](https://github.com/godotengine/godot/pull/81388)).
-- Don't use auto where not warranted ([GH-81414](https://github.com/godotengine/godot/pull/81414)).
-- Core: Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable ([GH-81487](https://github.com/godotengine/godot/pull/81487)).
-- [Scene,Main] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable ([GH-81568](https://github.com/godotengine/godot/pull/81568)).
-- [Drivers,Platform] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable ([GH-81583](https://github.com/godotengine/godot/pull/81583)).
-- Editor: Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable ([GH-81705](https://github.com/godotengine/godot/pull/81705)).
-- Modules: Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable ([GH-81760](https://github.com/godotengine/godot/pull/81760)).
-- Fix typo in `heuristic_euclidian` helper in AStarGrid2D ([GH-82297](https://github.com/godotengine/godot/pull/82297)).
-- Servers: Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable ([GH-82313](https://github.com/godotengine/godot/pull/82313)).
-- Fix some typos in source ([GH-82779](https://github.com/godotengine/godot/pull/82779)).
-- Replace `sanity` with `safety` for checks ([GH-83002](https://github.com/godotengine/godot/pull/83002)).
-- Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable ([GH-83003](https://github.com/godotengine/godot/pull/83003)).
-- Fix incorrect null check ([GH-83068](https://github.com/godotengine/godot/pull/83068)).
-- Clean up some Editor, OpenXR, VideoStream code ([GH-83683](https://github.com/godotengine/godot/pull/83683)).
-- Solve race condition between AThousandShips and Akien ([GH-83740](https://github.com/godotengine/godot/pull/83740)).
-- Don't use TTR/RTR for ERR/WARN prints ([GH-84774](https://github.com/godotengine/godot/pull/84774)).
+- Move 2D and 3D resources to their own folders ([GH-50148](https://github.com/godotengine/godot/pull/50148)).
+- Add const lvalue ref to container parameters ([GH-51156](https://github.com/godotengine/godot/pull/51156)).
+- Use `Packed*Array` over `Vector<T>` in Variant ([GH-67220](https://github.com/godotengine/godot/pull/67220)).
+- Use `Packed*Array` over `Vector<T>` in TypedArray ([GH-67226](https://github.com/godotengine/godot/pull/67226)).
+- Add shorthand for using singleton string names ([GH-81303](https://github.com/godotengine/godot/pull/81303)).
+- Add deprecation notice to a duplicate method of class `Window` ([GH-83014](https://github.com/godotengine/godot/pull/83014)).
+- Move 2D-only and 3D-only navigation code to its own subfolder ([GH-83133](https://github.com/godotengine/godot/pull/83133)).
+- Add const references in `String` class ([GH-84375](https://github.com/godotengine/godot/pull/84375)).
+- Clean unnecessary copy detected by clang-tidy ([GH-84508](https://github.com/godotengine/godot/pull/84508)).
+- Remove unnecessary assignments ([GH-85071](https://github.com/godotengine/godot/pull/85071)).
+- Unify parameter names for RendererCanvasCull ([GH-85421](https://github.com/godotengine/godot/pull/85421)).
+- Remove GridMap navigation_layers leftover ([GH-85447](https://github.com/godotengine/godot/pull/85447)).
+- Improve message about resources in use at exit ([GH-85464](https://github.com/godotengine/godot/pull/85464)).
+- Style: Mark clang-format 16 as supported for pre-commit hook ([GH-85837](https://github.com/godotengine/godot/pull/85837)).
+- Improve DynamicBVH code to make it clearer how the stack/heap works ([GH-86059](https://github.com/godotengine/godot/pull/86059)).
+- Update deferred calls to use Callables ([GH-86301](https://github.com/godotengine/godot/pull/86301)).
+- Fix various spelling errors across engine solution ([GH-86787](https://github.com/godotengine/godot/pull/86787)).
+- Change AudioStreamPlayer autoplay and GLTFBufferView getters to be const ([GH-86907](https://github.com/godotengine/godot/pull/86907)).
+- Add const lvalue ref to `core/*` container parameters ([GH-86966](https://github.com/godotengine/godot/pull/86966)).
+- Fix `#if *_ENABLED` inconsistencies, should check if defined ([GH-87286](https://github.com/godotengine/godot/pull/87286)).
+- Simplify RefCounted check in `free()` ([GH-87331](https://github.com/godotengine/godot/pull/87331)).
+- Remove unused `prev_rot` variable ([GH-87345](https://github.com/godotengine/godot/pull/87345)).
+- Null check improvements ([GH-87370](https://github.com/godotengine/godot/pull/87370)).
+- Replace error checks against `size` with `is_empty` ([GH-87371](https://github.com/godotengine/godot/pull/87371)).
+- Remove unnecessary `this->` expressions ([GH-87688](https://github.com/godotengine/godot/pull/87688)).
+- Use `_v` shorthand for type traits and `if constexpr` where appropriate ([GH-87871](https://github.com/godotengine/godot/pull/87871)).
+- Add PropertyListHelper in all simple cases ([GH-88306](https://github.com/godotengine/godot/pull/88306)).
+- Fixed binary representation typo in comment ([GH-88326](https://github.com/godotengine/godot/pull/88326)).
+- Remove `_HashUnion` from `StringName` ([GH-88339](https://github.com/godotengine/godot/pull/88339)).
+- Core: Codestyle improvements to math types ([GH-88467](https://github.com/godotengine/godot/pull/88467)).
+- Use `ED_IS_SHORTCUT` macro instead of `matches_event` ([GH-88547](https://github.com/godotengine/godot/pull/88547)).
+- Remove word duplicates in comments and strings, and fix casing and punctuation ([GH-88733](https://github.com/godotengine/godot/pull/88733)).
+- Remove self includes in some files ([GH-88918](https://github.com/godotengine/godot/pull/88918)).
+- Use `Vector*` component-wise `min/max/clamp` functions where applicable ([GH-89111](https://github.com/godotengine/godot/pull/89111)).
+- Core: Move `#includes` from `project_settings.h` into `project_settings.cpp` ([GH-89113](https://github.com/godotengine/godot/pull/89113)).
+- Enforce template syntax `typename` over `class` ([GH-89270](https://github.com/godotengine/godot/pull/89270)).
+- Refactor how file cache entries are stored ([GH-89301](https://github.com/godotengine/godot/pull/89301)).
+- Wayland: Stop unreachable warning ([GH-89306](https://github.com/godotengine/godot/pull/89306)).
+- clang-tidy: Enforce `modernize-use-nullptr` ([GH-89422](https://github.com/godotengine/godot/pull/89422)).
+- Rename some arguments called "position" ([GH-89721](https://github.com/godotengine/godot/pull/89721)).
+- Remove pointless `_notification()` function in `EditorPropertyOTVariation` ([GH-89823](https://github.com/godotengine/godot/pull/89823)).
+- Add `override` mark to ResourceFormat class ([GH-89863](https://github.com/godotengine/godot/pull/89863)).
+- Android: Remove redundant semicolons from Kotlin/gradle files ([GH-90147](https://github.com/godotengine/godot/pull/90147)).
+- Update lingering `do/while(0)` defines ([GH-90218](https://github.com/godotengine/godot/pull/90218)).
+- Core: Replace `_NO_DISCARD_` macro with `[[nodiscard]]` ([GH-90582](https://github.com/godotengine/godot/pull/90582)).
+- Remove some unused SceneTree properties ([GH-90598](https://github.com/godotengine/godot/pull/90598)).
+- Move NavigationMeshSourceGeometryData(2D/3D) to the 2D/3D subfolders ([GH-90729](https://github.com/godotengine/godot/pull/90729)).
+- Rename internal `is_ascii_char` to `is_ascii_alphabet_char` ([GH-90931](https://github.com/godotengine/godot/pull/90931)).
+- Redefine `GetSimpleTypeT<>` in terms of `<type_traits>` ([GH-91104](https://github.com/godotengine/godot/pull/91104)).
+- Misc code cleanup ([GH-91183](https://github.com/godotengine/godot/pull/91183)).
+- ResourceImporterWAV: Remove unnecessary var declaration ([GH-91214](https://github.com/godotengine/godot/pull/91214)).
+- Remove unused variable `Viewport::gui.last_mouse_focus` ([GH-91400](https://github.com/godotengine/godot/pull/91400)).
+- Remove unused code to convert text resource format to binary ([GH-91488](https://github.com/godotengine/godot/pull/91488)).
+- Replace `find` with `contains/has` where applicable ([GH-91619](https://github.com/godotengine/godot/pull/91619)).
+- Fix various typos with codespell ([GH-91650](https://github.com/godotengine/godot/pull/91650)).
+- Style: Trim trailing whitespace and ensure newline at EOF ([GH-91696](https://github.com/godotengine/godot/pull/91696)).
+- Web: Update to eslint 9 ([GH-91863](https://github.com/godotengine/godot/pull/91863)).
+- Use Core/Scene stringnames consistently ([GH-91909](https://github.com/godotengine/godot/pull/91909)).
+- Cleanup unused/underused singleton StringNames ([GH-91948](https://github.com/godotengine/godot/pull/91948)).
+- CI: Fix incorrect executable perms ([GH-92053](https://github.com/godotengine/godot/pull/92053)).
+- Automatically use property count in PropertyListHelper ([GH-92283](https://github.com/godotengine/godot/pull/92283)).
+- Replace `.bind(...).call_deferred()` with `.call_deferred(...)` ([GH-92427](https://github.com/godotengine/godot/pull/92427)).
+- Style: Change esthetic -> aesthetic ([GH-93977](https://github.com/godotengine/godot/pull/93977)).
#### Core
-- Check parameter validity in `Object::set_script` ([GH-46125](https://github.com/godotengine/godot/pull/46125)).
-- Add `settings_changed` signal to ProjectSettings ([GH-62038](https://github.com/godotengine/godot/pull/62038)).
-- Fix the behavior of the resource property of the sub-scene root node on instantiation ([GH-65011](https://github.com/godotengine/godot/pull/65011)).
-- Disallow invalid escape sequences in `JSON.parse` ([GH-66170](https://github.com/godotengine/godot/pull/66170)).
-- Reimplement Resource.`_setup_local_to_scene` & deprecate signal ([GH-67080](https://github.com/godotengine/godot/pull/67080)).
-- Deprecate `Resource.setup_local_to_scene` ([GH-67082](https://github.com/godotengine/godot/pull/67082)).
-- Fix crash when saving resources with circular references ([GH-68281](https://github.com/godotengine/godot/pull/68281)).
-- Add `type_string()` utility ([GH-69624](https://github.com/godotengine/godot/pull/69624)).
-- Add a type conversion method to Variant Utility and expose to scripting ([GH-70080](https://github.com/godotengine/godot/pull/70080)).
-- Ensure `MainLoop` and its custom script is set right after it's resolved ([GH-70771](https://github.com/godotengine/godot/pull/70771)).
-- Ensure that SceneTree is initialized and finalized at correct time ([GH-72248](https://github.com/godotengine/godot/pull/72248)).
-- Avoid sorting CallableCustomMethodPointers by their actual address values ([GH-72346](https://github.com/godotengine/godot/pull/72346)).
-- Remove unused `threaded_array_processor.h` ([GH-74012](https://github.com/godotengine/godot/pull/74012)).
-- Expose and document `Image.get_mipmap_count()` ([GH-74142](https://github.com/godotengine/godot/pull/74142)).
-- Fix `Image.convert()` overwriting custom mipmaps ([GH-74238](https://github.com/godotengine/godot/pull/74238)).
-- Support numeric/binary hash comparison for floats derived from Variants (as well as existing semantic comparison) ([GH-74588](https://github.com/godotengine/godot/pull/74588)).
-- Expose `_validate_property()` for scripting ([GH-75778](https://github.com/godotengine/godot/pull/75778)).
-- Add function `ZIPReader::file_exists` ([GH-76860](https://github.com/godotengine/godot/pull/76860)).
-- Add `Node.get_tree_string` and `Node.get_tree_string_pretty` ([GH-77072](https://github.com/godotengine/godot/pull/77072)).
-- Add a `--max-fps` command-line argument to set a FPS limit ([GH-78012](https://github.com/godotengine/godot/pull/78012)).
-- Make a header for VariantUtilityFunctions ([GH-78108](https://github.com/godotengine/godot/pull/78108)).
-- Added `Image::load_svg_from_(buffer|string)` ([GH-78248](https://github.com/godotengine/godot/pull/78248)).
-- Add inverse hyperbolic functions `asinh()`, `acosh()` & `atanh()` ([GH-78404](https://github.com/godotengine/godot/pull/78404)).
-- Add `String.reverse` method ([GH-78529](https://github.com/godotengine/godot/pull/78529)).
-- Refactor CallQueue flushing for clarity ([GH-78612](https://github.com/godotengine/godot/pull/78612)).
-- Fix `Object::notification` order ([GH-78634](https://github.com/godotengine/godot/pull/78634)).
-- Allow renaming child nodes in `_ready` ([GH-78706](https://github.com/godotengine/godot/pull/78706)).
-- Support loading of translations on threads ([GH-78747](https://github.com/godotengine/godot/pull/78747)).
-- Fix zero-sized WorkerThreadPool not processing group tasks ([GH-78845](https://github.com/godotengine/godot/pull/78845)).
-- Fix `Node::add_sibling` parent check ([GH-78847](https://github.com/godotengine/godot/pull/78847)).
-- Fix error when non-ASCII characters in resource pack path ([GH-78935](https://github.com/godotengine/godot/pull/78935)).
-- Reimplement scene change ([GH-78988](https://github.com/godotengine/godot/pull/78988)).
-- Improve error message for `Node.set_owner` ([GH-79000](https://github.com/godotengine/godot/pull/79000)).
-- Fix range error for `Array.slice` ([GH-79103](https://github.com/godotengine/godot/pull/79103)).
-- TextServer: Remove excessive Dictionary checks ([GH-79166](https://github.com/godotengine/godot/pull/79166)).
-- Fix erroneous `pad_zeros()` warning ([GH-79202](https://github.com/godotengine/godot/pull/79202)).
-- Fix `PackedScene::get_last_modified_time()` always returns `0` ([GH-79237](https://github.com/godotengine/godot/pull/79237)).
-- Add vararg `call()` method to C++ Callable ([GH-79341](https://github.com/godotengine/godot/pull/79341)).
-- Fix byte to float color conversion in `DisplayServerWindows::screen_get_pixel` ([GH-79350](https://github.com/godotengine/godot/pull/79350)).
-- Fix recursion level check for array stringification ([GH-79370](https://github.com/godotengine/godot/pull/79370)).
-- Fix script name of Hant and Hans ([GH-79654](https://github.com/godotengine/godot/pull/79654)).
-- Mention expected resource type in ResourceLoader load error ([GH-79737](https://github.com/godotengine/godot/pull/79737)).
-- Add determinant check for minimized windows ([GH-79766](https://github.com/godotengine/godot/pull/79766)).
-- FastNoiseLite: Fix cellular jitter using incorrect default value ([GH-79922](https://github.com/godotengine/godot/pull/79922)).
-- Disable error condition for accessing safe rect ([GH-79937](https://github.com/godotengine/godot/pull/79937)).
-- Fix life cycle of ResourceImporterTexture not tracked properly ([GH-79954](https://github.com/godotengine/godot/pull/79954)).
-- String: Fix Unicode parsing error message encoding and related JSON tests ([GH-79980](https://github.com/godotengine/godot/pull/79980)).
-- Fix life cycle of ResourceImporterTexture better ([GH-79981](https://github.com/godotengine/godot/pull/79981)).
-- Fix global transform validity for `Node2D` and `Control` ([GH-80105](https://github.com/godotengine/godot/pull/80105)).
-- Fix typo in modulo error message ([GH-80114](https://github.com/godotengine/godot/pull/80114)).
-- Actually store safe-rect in embedder ([GH-80117](https://github.com/godotengine/godot/pull/80117)).
-- Usage notes for DEV_ASSERT macro ([GH-80156](https://github.com/godotengine/godot/pull/80156)).
-- Avoid crash on exiting due to late prints ([GH-80161](https://github.com/godotengine/godot/pull/80161)).
-- Add `rotate_toward` and `angle_difference` methods ([GH-80225](https://github.com/godotengine/godot/pull/80225)).
-- Avoid retrieving the object ID of a stack variable if it is nil ([GH-80256](https://github.com/godotengine/godot/pull/80256)).
-- Remove `CanvasItem::_invalidate_global_transform` ([GH-80320](https://github.com/godotengine/godot/pull/80320)).
-- Use StringName consistently to refer to the Master audio bus name ([GH-80381](https://github.com/godotengine/godot/pull/80381)).
-- Deprecate `project_settings_changed` signal ([GH-80450](https://github.com/godotengine/godot/pull/80450)).
-- Remove `DDS_INDEXED` from DDSFormat ([GH-80669](https://github.com/godotengine/godot/pull/80669)).
-- Allow to get a list of visible embedded `Window`s ([GH-80673](https://github.com/godotengine/godot/pull/80673)).
-- Fix CanvasItem notification thread guard ([GH-80752](https://github.com/godotengine/godot/pull/80752)).
-- Optimize `String.left()` and `String.right()` ([GH-80824](https://github.com/godotengine/godot/pull/80824)).
-- Implement center window function ([GH-81012](https://github.com/godotengine/godot/pull/81012)).
-- Fix `JavaScriptBridge.eval()` never returning PackedByteArray ([GH-81015](https://github.com/godotengine/godot/pull/81015)).
-- Add check to ensure registered classes are declared ([GH-81020](https://github.com/godotengine/godot/pull/81020)).
-- Fix recursion level check for `VariantWriter::write()` with objects ([GH-81123](https://github.com/godotengine/godot/pull/81123)).
-- Fix comparison of `Callable`s with binds ([GH-81131](https://github.com/godotengine/godot/pull/81131)).
-- Fix consistency of GradientTexture changes ([GH-81137](https://github.com/godotengine/godot/pull/81137)).
-- Fix for non-deterministic behavior in PCKPacker ([GH-81280](https://github.com/godotengine/godot/pull/81280)).
-- String: Fix string conversion for -0.0 float values ([GH-81328](https://github.com/godotengine/godot/pull/81328)).
-- Fix `SIGN(NAN)` returning 1 ([GH-81464](https://github.com/godotengine/godot/pull/81464)).
-- Use pass by reference in ZIPPacker & ZIPReader signatures ([GH-81501](https://github.com/godotengine/godot/pull/81501)).
-- Add `Vector2/3/4i.MAX` and `MIN` ([GH-81741](https://github.com/godotengine/godot/pull/81741)).
-- Crypto: Fix `generate_random_bytes` for large chunks ([GH-81884](https://github.com/godotengine/godot/pull/81884)).
-- Fix allocation size overflow check in `CowData` ([GH-81917](https://github.com/godotengine/godot/pull/81917)).
-- Remove unnecessary line from `Projection::get_z_far` ([GH-81986](https://github.com/godotengine/godot/pull/81986)).
-- Make all render driver project settings require restart ([GH-82008](https://github.com/godotengine/godot/pull/82008)).
-- Add support for ImageTexture3D serialization ([GH-82055](https://github.com/godotengine/godot/pull/82055)).
-- Made signal handling more uniform during crashes ([GH-82163](https://github.com/godotengine/godot/pull/82163)).
-- Replace `radians` range hint with `radians_as_degrees` ([GH-82195](https://github.com/godotengine/godot/pull/82195)).
-- Fix not being able to set Node process priority in certain cases ([GH-82358](https://github.com/godotengine/godot/pull/82358)).
-- Fix axis getting mixed up when split leaf ([GH-82436](https://github.com/godotengine/godot/pull/82436)).
-- Error handling for `FileAccess.get_file_as_*` ([GH-82595](https://github.com/godotengine/godot/pull/82595)).
-- Do not replace starting digit with underscore when making identifier ([GH-82786](https://github.com/godotengine/godot/pull/82786)).
-- Fix `RBMap`'s, iterator-based, `remove()` ([GH-82797](https://github.com/godotengine/godot/pull/82797)).
-- Add missing double-precision flag for Vector4 & Projection in `encode_variant` ([GH-83202](https://github.com/godotengine/godot/pull/83202)).
-- Update `triangulate_delaunay()` to avoid needless reallocations ([GH-83434](https://github.com/godotengine/godot/pull/83434)).
-- Fix heap-use-after-free when resource loaded with `load_threaded_request` is never fetched ([GH-83782](https://github.com/godotengine/godot/pull/83782)).
-- Fix `FastNoiseLite.get_seamless_image` function crash with bad param ([GH-83978](https://github.com/godotengine/godot/pull/83978)).
-- Fix invalid return from some `_get/_set` ([GH-84054](https://github.com/godotengine/godot/pull/84054)).
-- Prevent `encode_variant` doing `memcpy` from `nullptr` ([GH-84155](https://github.com/godotengine/godot/pull/84155)).
-- Fix uninitialized variable in `Image::fix_alpha_edges()` ([GH-84173](https://github.com/godotengine/godot/pull/84173)).
-- Fix `FastNoiseLite.get_image` crashes with bad param ([GH-84181](https://github.com/godotengine/godot/pull/84181)).
-- Add comment why off-by-one error is hard to fix ([GH-84297](https://github.com/godotengine/godot/pull/84297)).
-- Remove unused `NOTIFICATION_NODE_RECACHE_REQUESTED` notification ([GH-84419](https://github.com/godotengine/godot/pull/84419)).
-- Keep Variant type after `zero()` ([GH-84597](https://github.com/godotengine/godot/pull/84597)).
-- Make languages bookkeeping thread-safe ([GH-84657](https://github.com/godotengine/godot/pull/84657)).
-- Fix crash when saving compressed image as JPG & WebP ([GH-84758](https://github.com/godotengine/godot/pull/84758)).
-- Fix translation remapping check for imported resources ([GH-84791](https://github.com/godotengine/godot/pull/84791)).
-- Let languages init & finish run without locks held ([GH-84847](https://github.com/godotengine/godot/pull/84847)).
-- Fix `sizeof` usage for Variant pointers in `alloca` ([GH-84925](https://github.com/godotengine/godot/pull/84925)).
-- Let scene replacement benefit from certain late pieces of frame logic ([GH-85184](https://github.com/godotengine/godot/pull/85184)).
-- Prevent read-after-free in the queued CallableCustomStaticMethodPointer, fixes `slot >= slot_max` errors in release templates ([GH-85280](https://github.com/godotengine/godot/pull/85280)).
+- Add colors to the command-line help ([GH-36252](https://github.com/godotengine/godot/pull/36252)).
+- Rename `VariantZeroAssigner` to `VariantDefaultInitializer` ([GH-59186](https://github.com/godotengine/godot/pull/59186)).
+- Add `merged` method to allow returning Dictionary after merging ([GH-65526](https://github.com/godotengine/godot/pull/65526)).
+- Fix recursive resource local to scene (array/dictionary properties on resources) ([GH-71578](https://github.com/godotengine/godot/pull/71578)).
+- Add Unicode support to `String.to_*_case()` methods ([GH-75846](https://github.com/godotengine/godot/pull/75846)).
+- Optimize `Color::find_named_color()` ([GH-75860](https://github.com/godotengine/godot/pull/75860)).
+- Add a `get_or_add` method to Dictionary ([GH-78095](https://github.com/godotengine/godot/pull/78095)).
+- Add SceneTree.get_node_count_in_group() ([GH-78206](https://github.com/godotengine/godot/pull/78206)).
+- Add typed array support for binary serialization ([GH-78219](https://github.com/godotengine/godot/pull/78219)).
+- Set language encoding flag when using `ZIPPacker` ([GH-78732](https://github.com/godotengine/godot/pull/78732)).
+- Fix crash caused by stale owner ([GH-78997](https://github.com/godotengine/godot/pull/78997)).
+- TextServer: Fix `get_word_breaks` and its uses ([GH-79054](https://github.com/godotengine/godot/pull/79054)).
+- Add `--no-header` option ([GH-79179](https://github.com/godotengine/godot/pull/79179)).
+- Expose `Vector*` component-wise and scalar `min/max` to scripting ([GH-80223](https://github.com/godotengine/godot/pull/80223)).
+- Expose `Script.get_global_name()` ([GH-80487](https://github.com/godotengine/godot/pull/80487)).
+- Fix `reparent()` losing owner ([GH-81506](https://github.com/godotengine/godot/pull/81506)).
+- Add `is_valid_letter()` to `TextServer` ([GH-81639](https://github.com/godotengine/godot/pull/81639)).
+- Add `NodePath::slice` method ([GH-81822](https://github.com/godotengine/godot/pull/81822)).
+- Merge `uid_cache.bin` and `global_script_class_cache.cfg` after mounting PCKs ([GH-82084](https://github.com/godotengine/godot/pull/82084)).
+- Help compilers optimize `Object::cast_to()` ([GH-82903](https://github.com/godotengine/godot/pull/82903)).
+- Implement `Vector2i/3i/4i` methods: `distance_to` and `distance_squared_to` ([GH-83163](https://github.com/godotengine/godot/pull/83163)).
+- Fix Basis `is_orthogonal` and `is_rotation` methods, add `is_orthonormal` ([GH-83229](https://github.com/godotengine/godot/pull/83229)).
+- Add `const char *` overloads to String class ([GH-84379](https://github.com/godotengine/godot/pull/84379)).
+- Add const references detected by clang-tidy ([GH-84445](https://github.com/godotengine/godot/pull/84445)).
+- Optimize `String.humanize_size()` ([GH-84462](https://github.com/godotengine/godot/pull/84462)).
+- Make `varray()` variadic ([GH-84581](https://github.com/godotengine/godot/pull/84581)).
+- Prevent encoding/decoding objects that cannot be instantiated ([GH-84611](https://github.com/godotengine/godot/pull/84611)).
+- Prevent crash on conversion of invalid data in `Image` ([GH-84782](https://github.com/godotengine/godot/pull/84782)).
+- Fix duplicating sub-scene may get two copies of internal node ([GH-84824](https://github.com/godotengine/godot/pull/84824)).
+- When saving a resource with an exported typed array, check whether the type is an external resource ([GH-85024](https://github.com/godotengine/godot/pull/85024)).
+- Prevent copying of `SelfList` and `SelfList::List` ([GH-85180](https://github.com/godotengine/godot/pull/85180)).
+- Fix crash when hashing empty `CharString` ([GH-85389](https://github.com/godotengine/godot/pull/85389)).
+- UndoRedo: Fix `MERGE_ALL` commit from repeating actions ([GH-85390](https://github.com/godotengine/godot/pull/85390)).
+- Prevent infinite recursion when printing errors ([GH-85397](https://github.com/godotengine/godot/pull/85397)).
+- Add `PackedVector4Array` Variant type ([GH-85474](https://github.com/godotengine/godot/pull/85474)).
+- Fix property groups overriding real properties ([GH-85486](https://github.com/godotengine/godot/pull/85486)).
+- Issue template: Change version field to "Tested versions", asking to test earlier versions ([GH-85554](https://github.com/godotengine/godot/pull/85554)).
+- Fix RegEx `search_all` for zero length matches/lookahead ([GH-85783](https://github.com/godotengine/godot/pull/85783)).
+- Do not reload resources and send notification if locale is not changed ([GH-85787](https://github.com/godotengine/godot/pull/85787)).
+- Fix `FileAccessPack::get_buffer` updating position past the length of file ([GH-85991](https://github.com/godotengine/godot/pull/85991)).
+- Fix `RegEx.sub` truncating string when `end` is used ([GH-86052](https://github.com/godotengine/godot/pull/86052)).
+- Include `name` field in MethodInfo operator == ([GH-86259](https://github.com/godotengine/godot/pull/86259)).
+- Add `PackedRealArray` as an alias for `Vector<real_t>` ([GH-86324](https://github.com/godotengine/godot/pull/86324)).
+- Improve error message in text resource format parser ([GH-86350](https://github.com/godotengine/godot/pull/86350)).
+- Add and expose Basis/Transform2D/3D division by float operator ([GH-86364](https://github.com/godotengine/godot/pull/86364)).
+- Suggest `--headless` CLI argument in DisplayServer not found error message ([GH-86409](https://github.com/godotengine/godot/pull/86409)).
+- Fix data race in PagedArray ([GH-86412](https://github.com/godotengine/godot/pull/86412)).
+- Ensure special characters are escaped in TSCN connections and editable hint ([GH-86417](https://github.com/godotengine/godot/pull/86417)).
+- Add iteration support to `Array` ([GH-86518](https://github.com/godotengine/godot/pull/86518)).
+- Remove traces of the extinct RID preallocate feature ([GH-86570](https://github.com/godotengine/godot/pull/86570)).
+- Enhance & fix `WorkerThreadPool` ([GH-86587](https://github.com/godotengine/godot/pull/86587)).
+- Initialize pointers in `a_star.cpp` ([GH-86590](https://github.com/godotengine/godot/pull/86590)).
+- Improve GDExtension Tools Integration with Editor Debug Tooling ([GH-86721](https://github.com/godotengine/godot/pull/86721)).
+- Promote CowData to 64 bits ([GH-86730](https://github.com/godotengine/godot/pull/86730)).
+- Optimize comparisons for Object's `get_argument_options` ([GH-86743](https://github.com/godotengine/godot/pull/86743)).
+- Add autocompletion for `Engine.get_singleton` & similar ([GH-86753](https://github.com/godotengine/godot/pull/86753)).
+- Pseudolocalization: Prevent out of bounds reads ([GH-86827](https://github.com/godotengine/godot/pull/86827)).
+- Avoid regressing in progress reporting in resource load ([GH-86845](https://github.com/godotengine/godot/pull/86845)).
+- Add autocompletion to `get_node_or_null` ([GH-86891](https://github.com/godotengine/godot/pull/86891)).
+- Fix wrong fail condition in compressed texture's `_set_data` ([GH-86950](https://github.com/godotengine/godot/pull/86950)).
+- Fix ZIPPacker storing file permissions unexpectedly ([GH-86985](https://github.com/godotengine/godot/pull/86985)).
+- Fix² behavior of ResourceFormatLoader `CACHE_MODE_REPLACE` ([GH-87008](https://github.com/godotengine/godot/pull/87008)).
+- Give EXR saving methods a default value of false like the bindings ([GH-87062](https://github.com/godotengine/godot/pull/87062)).
+- Fix `AABB.encloses` failing on shared upper bound ([GH-87118](https://github.com/godotengine/godot/pull/87118)).
+- Fix deadlock in `RemoteDebugger::debug` ([GH-87169](https://github.com/godotengine/godot/pull/87169)).
+- Fix inaccuracies in the report of leaked objects ([GH-87222](https://github.com/godotengine/godot/pull/87222)).
+- Fix renaming a node to the name of its siblings breaking NodePath ([GH-87252](https://github.com/godotengine/godot/pull/87252)).
+- Fix `resource_local_to_scene` in arrays and dictionaries ([GH-87268](https://github.com/godotengine/godot/pull/87268)).
+- Display values in vector/quaternion math function errors ([GH-87300](https://github.com/godotengine/godot/pull/87300)).
+- Implement maximum undo steps in UndoRedo ([GH-87353](https://github.com/godotengine/godot/pull/87353)).
+- Add `--log-file` command line argument to write output log to a file ([GH-87373](https://github.com/godotengine/godot/pull/87373)).
+- Fix property of type Node duplication when script is attached to a child node ([GH-87387](https://github.com/godotengine/godot/pull/87387)).
+- Explicitly initialize all of `FileAccess::create_func[ACCESS_MAX]` ([GH-87389](https://github.com/godotengine/godot/pull/87389)).
+- Add check for negative `buffer_size` inside `StreamPeerGZIP::start_(de)compression` ([GH-87448](https://github.com/godotengine/godot/pull/87448)).
+- Remove now unused `year` member from `version.py` ([GH-87543](https://github.com/godotengine/godot/pull/87543)).
+- Fix `FileAccessMemory` off by one error in `eof_reached` ([GH-87571](https://github.com/godotengine/godot/pull/87571)).
+- Manage time singleton in `register_core_types` ([GH-87635](https://github.com/godotengine/godot/pull/87635)).
+- Add methods to get argument count of methods ([GH-87680](https://github.com/godotengine/godot/pull/87680)).
+- Fix `ResourceLoader.load_threaded_get_status` returning `[0]` constantly in exported projects ([GH-87711](https://github.com/godotengine/godot/pull/87711)).
+- Make Callable `bind` method const ([GH-87778](https://github.com/godotengine/godot/pull/87778)).
+- Improve `CowData` and `Memory` metadata alignment ([GH-87814](https://github.com/godotengine/godot/pull/87814)).
+- Implement a XOR operator for BitField ([GH-87831](https://github.com/godotengine/godot/pull/87831)).
+- Update visuals immediately after resizing `Placeholder*` textures ([GH-87854](https://github.com/godotengine/godot/pull/87854)).
+- Fix `rpc` call from name based `Callable`s ([GH-87858](https://github.com/godotengine/godot/pull/87858)).
+- Extract `SafeBinaryMutex` to separate header ([GH-87893](https://github.com/godotengine/godot/pull/87893)).
+- [TextServer / Font] Do not duplicate images to prevent unnecessary embedding ([GH-87971](https://github.com/godotengine/godot/pull/87971)).
+- Add newer Variant types to `typed_array.h` ([GH-87992](https://github.com/godotengine/godot/pull/87992)).
+- Expose scene unique id functionality in Resource ([GH-88111](https://github.com/godotengine/godot/pull/88111)).
+- Link hash table primes externally to prevent data duplication in binary ([GH-88178](https://github.com/godotengine/godot/pull/88178)).
+- Allow Ref `instantiate` to accept constructor args ([GH-88183](https://github.com/godotengine/godot/pull/88183)).
+- Link `xid_start` and `xid_continue` externally to prevent data duplication in binary ([GH-88203](https://github.com/godotengine/godot/pull/88203)).
+- Fix inherited scenes produce errors in editor when `editable_children` is true ([GH-88426](https://github.com/godotengine/godot/pull/88426)).
+- Fix owner when importing meshes ([GH-88497](https://github.com/godotengine/godot/pull/88497)).
+- Upgrade some array helper classes to 64 bits ([GH-88551](https://github.com/godotengine/godot/pull/88551)).
+- Improve thread safety of resource loading ([GH-88561](https://github.com/godotengine/godot/pull/88561)).
+- Enhance cache modes in resource loading ([GH-88664](https://github.com/godotengine/godot/pull/88664)).
+- Remove spammy dev-mode message about load deadlock prevention ([GH-88706](https://github.com/godotengine/godot/pull/88706)).
+- Fix shared exported variables of inherited scenes ([GH-88741](https://github.com/godotengine/godot/pull/88741)).
+- Add all `Viewport.debug_draw` enum options to dropdown ([GH-88755](https://github.com/godotengine/godot/pull/88755)).
+- Image: Add static `is_format_compressed` function ([GH-88763](https://github.com/godotengine/godot/pull/88763)).
+- Fix inefficient list iteration in Node ([GH-88785](https://github.com/godotengine/godot/pull/88785)).
+- Do overflow check in when generating NoiseTexture3D ([GH-88823](https://github.com/godotengine/godot/pull/88823)).
+- Add `RandomNumberGenerator::rand_weighted` method ([GH-88883](https://github.com/godotengine/godot/pull/88883)).
+- Fix `RandomNumberGenerator::rand_weighted` return type ([GH-89104](https://github.com/godotengine/godot/pull/89104)).
+- Add scalar versions of `Vector*` `min/max/clamp/snap(ped)` ([GH-89114](https://github.com/godotengine/godot/pull/89114)).
+- Save PackedByteArrays as base64 encoded ([GH-89186](https://github.com/godotengine/godot/pull/89186)).
+- Fix `String::begins_with` when both strings are empty ([GH-89194](https://github.com/godotengine/godot/pull/89194)).
+- Fix sharing of typed arrays from constructor ([GH-89197](https://github.com/godotengine/godot/pull/89197)).
+- Refactor OS exit code to be `EXIT_SUCCESS` by default ([GH-89229](https://github.com/godotengine/godot/pull/89229)).
+- Clarify bounce and reflect docs and update param names ([GH-89404](https://github.com/godotengine/godot/pull/89404)).
+- Fix error where update wouldn't reconnect the signal it should have reconnected and led to errors and crash ([GH-89447](https://github.com/godotengine/godot/pull/89447)).
+- Disconnect one-shot signals before calling callbacks ([GH-89451](https://github.com/godotengine/godot/pull/89451)).
+- Add output type to DAP `output` events ([GH-89475](https://github.com/godotengine/godot/pull/89475)).
+- Prevent further infinite recursion when printing errors ([GH-89490](https://github.com/godotengine/godot/pull/89490)).
+- Fix `rand_weighted` not using the current state ([GH-89619](https://github.com/godotengine/godot/pull/89619)).
+- Fix crash on `reparent()` with Node containing internal children ([GH-89628](https://github.com/godotengine/godot/pull/89628)).
+- Fix property access on read-only `Dictionary` ([GH-89647](https://github.com/godotengine/godot/pull/89647)).
+- Stop possible underrun when processing a string ([GH-89671](https://github.com/godotengine/godot/pull/89671)).
+- Properly skip printing version header with `--no-header` ([GH-89679](https://github.com/godotengine/godot/pull/89679)).
+- Always look for unique node names in owner if not found in owned nodes ([GH-89686](https://github.com/godotengine/godot/pull/89686)).
+- Fix incorrect file sort method ([GH-89857](https://github.com/godotengine/godot/pull/89857)).
+- Remove a redundant `MAX` comparison within a loop in `compute_image_metrics` ([GH-89889](https://github.com/godotengine/godot/pull/89889)).
+- Return `ERR_UNAVAILABLE` if native dialog is not supported ([GH-89902](https://github.com/godotengine/godot/pull/89902)).
+- Fix regression when duplicating a node with a resource attached ([GH-89957](https://github.com/godotengine/godot/pull/89957)).
+- Use fixed-width integer types in Variant ([GH-89984](https://github.com/godotengine/godot/pull/89984)).
+- Fix `ResourceLoader.load` cache with relative paths ([GH-90038](https://github.com/godotengine/godot/pull/90038)).
+- Fix some uses of `float` and `real_t` in `core/math` ([GH-90063](https://github.com/godotengine/godot/pull/90063)).
+- Don't allow copying file into its own path ([GH-90069](https://github.com/godotengine/godot/pull/90069)).
+- Fix load subtask not being registered leading to false progress values ([GH-90091](https://github.com/godotengine/godot/pull/90091)).
+- Fix `Variant::construct` of `Object` ([GH-90134](https://github.com/godotengine/godot/pull/90134)).
+- Use WorkerThreadPool for Server threads (enhanced) ([GH-90268](https://github.com/godotengine/godot/pull/90268)).
+- Make InstancePlaceholders in charge of resolving node references in instances ([GH-90306](https://github.com/godotengine/godot/pull/90306)).
+- IO: Fix marshall decoding when script is NIL ([GH-90335](https://github.com/godotengine/godot/pull/90335)).
+- Expose `ClassDB::is_enum_bitfield` as `ClassDB::is_class_enum_bitfield` ([GH-90368](https://github.com/godotengine/godot/pull/90368)).
+- Fix `ZIPReader.get_files()` error on empty zip files ([GH-90404](https://github.com/godotengine/godot/pull/90404)).
+- CommandQueueMT: Fix flush re-entrancy ([GH-90470](https://github.com/godotengine/godot/pull/90470)).
+- Revert pack trimming introduced by #82084 ([GH-90476](https://github.com/godotengine/godot/pull/90476)).
+- Use `<type_traits>` where applicable ([GH-90540](https://github.com/godotengine/godot/pull/90540)).
+- Don't print warning messages for DisplayServer functions in headless mode ([GH-90549](https://github.com/godotengine/godot/pull/90549)).
+- Fix incorrect comparison for `Array` const iterator ([GH-90631](https://github.com/godotengine/godot/pull/90631)).
+- Fix `Window.hide()` crash when `force_native` changes ([GH-90637](https://github.com/godotengine/godot/pull/90637)).
+- Implement `Object.remove_user_signal(signal: StringName)` ([GH-90674](https://github.com/godotengine/godot/pull/90674)).
+- Fix `RefCounted` handling in `marshalls.cpp` ([GH-90693](https://github.com/godotengine/godot/pull/90693)).
+- Reduce and prevent unnecessary random-access to `List` ([GH-90705](https://github.com/godotengine/godot/pull/90705)).
+- Fix incorrect name of internal Basis global scale getter ([GH-90748](https://github.com/godotengine/godot/pull/90748)).
+- Fix binary serialization of objects in typed arrays ([GH-90751](https://github.com/godotengine/godot/pull/90751)).
+- CommandQueueMT: Optimize & fix handling of sync/ret commands ([GH-90760](https://github.com/godotengine/godot/pull/90760)).
+- WorkerThreadPool: Polish yielding (fix corner case, remove misleading warning) ([GH-90809](https://github.com/godotengine/godot/pull/90809)).
+- WorkerThreadPool: Fix yield-over for not-yet-started tasks ([GH-90865](https://github.com/godotengine/godot/pull/90865)).
+- Utilize initializer lists in Variant constructors ([GH-90866](https://github.com/godotengine/godot/pull/90866)).
+- Use compatible text resource format when possible ([GH-90889](https://github.com/godotengine/godot/pull/90889)).
+- Strip ANSI escape codes from file logging ([GH-90900](https://github.com/godotengine/godot/pull/90900)).
+- Fix `SurfaceTool.create_from_arrays` crash with bad index ([GH-91198](https://github.com/godotengine/godot/pull/91198)).
+- Use unztell64 in FileAccessZIP to ensure 64 bit return ([GH-91210](https://github.com/godotengine/godot/pull/91210)).
+- Fix unsafe uses of `Callable.is_null()` ([GH-91247](https://github.com/godotengine/godot/pull/91247)).
+- Add a note for `String::reverse` to warn about its implementation ([GH-91321](https://github.com/godotengine/godot/pull/91321)).
+- Fix a performance regression when duplicating a node ([GH-91329](https://github.com/godotengine/godot/pull/91329)).
+- Revert premul alpha to spell without the T ([GH-91399](https://github.com/godotengine/godot/pull/91399)).
+- Fix crash when executing `Image.save_jpg_to_buffer` ([GH-91590](https://github.com/godotengine/godot/pull/91590)).
+- Add case-insensitive `String::containsn` ([GH-91611](https://github.com/godotengine/godot/pull/91611)).
+- Add `LocalVector::has` for convenience ([GH-91621](https://github.com/godotengine/godot/pull/91621)).
+- Let materials' shaders update happen on loader threads ([GH-91630](https://github.com/godotengine/godot/pull/91630)).
+- Fix crash when adding a child while duplicating a node ([GH-91677](https://github.com/godotengine/godot/pull/91677)).
+- CommandQueueMT: Fix sync command awaiters missing the chance ([GH-91725](https://github.com/godotengine/godot/pull/91725)).
+- CommandQueueMT: Pre-allocate memory to avoid a bunch of allocations at startup ([GH-91727](https://github.com/godotengine/godot/pull/91727)).
+- Fix memory leak when ASTC compression fails ([GH-91745](https://github.com/godotengine/godot/pull/91745)).
+- Add an identity check to resource unregistration from cache ([GH-91897](https://github.com/godotengine/godot/pull/91897)).
+- Fix `DisplayServer` overrides ([GH-91900](https://github.com/godotengine/godot/pull/91900)).
+- Scene: Add `SceneStringNames::pressed` ([GH-91939](https://github.com/godotengine/godot/pull/91939)).
+- Scene: Add `SceneStringNames::id_pressed` ([GH-91949](https://github.com/godotengine/godot/pull/91949)).
+- Scene: Add `SceneStringNames::panel` ([GH-91950](https://github.com/godotengine/godot/pull/91950)).
+- Use `CoreStringNames::normal` in more places ([GH-91953](https://github.com/godotengine/godot/pull/91953)).
+- Re-add Variant class initializer, fix comment ([GH-91955](https://github.com/godotengine/godot/pull/91955)).
+- Scene: Add `SceneStringNames::font(_size/_color)` ([GH-92588](https://github.com/godotengine/godot/pull/92588)).
+- Scene: Add `SceneStringNames::confirmed` ([GH-92639](https://github.com/godotengine/godot/pull/92639)).
+- Scene: Add `SceneStringNames::text/value_changed` ([GH-92640](https://github.com/godotengine/godot/pull/92640)).
+- Duplicate properties first before remapping resources ([GH-92678](https://github.com/godotengine/godot/pull/92678)).
+- Fix callable not clearing freed pointer ([GH-92722](https://github.com/godotengine/godot/pull/92722)).
+- Fix some incorrect uses of `String` over `StringName` ([GH-92723](https://github.com/godotengine/godot/pull/92723)).
+- Release Engine before unregistering core types ([GH-92733](https://github.com/godotengine/godot/pull/92733)).
+- ResourceLoader: Avoid deadlock when awaiting a loader thread that failed early ([GH-93082](https://github.com/godotengine/godot/pull/93082)).
+- Remove no longer needed thread safety measures ([GH-93091](https://github.com/godotengine/godot/pull/93091)).
+- ResourceLoader: Let the caller thread use its own message queue override ([GH-93124](https://github.com/godotengine/godot/pull/93124)).
+- Crypto: Expose `OS.get_entropy` ([GH-93177](https://github.com/godotengine/godot/pull/93177)).
+- Improve PO plural translation rules handling ([GH-93262](https://github.com/godotengine/godot/pull/93262)).
+- Fix missing cleanup and null checks for various singletons ([GH-93292](https://github.com/godotengine/godot/pull/93292)).
+- Fix cleanup order in `unregister_core_types()` ([GH-93293](https://github.com/godotengine/godot/pull/93293)).
+- Fix typo in preprocessor symbol ([GH-93367](https://github.com/godotengine/godot/pull/93367)).
+- Fix storing of Node Array properties ([GH-93430](https://github.com/godotengine/godot/pull/93430)).
+- Lookup method also in base scripts of a PlaceHolderScriptInstance ([GH-93452](https://github.com/godotengine/godot/pull/93452)).
+- ResourceLoader: Fix handling of uncached loads ([GH-93540](https://github.com/godotengine/godot/pull/93540)).
+- Fix duplicating nodes with Array properties ([GH-93672](https://github.com/godotengine/godot/pull/93672)).
+- ResourceLoader: Support polling and get-before-complete on the main thread ([GH-93695](https://github.com/godotengine/godot/pull/93695)).
+- WorkerThreadPool: Fix wrong pointer used in the case of BinaryMutex ([GH-93709](https://github.com/godotengine/godot/pull/93709)).
+- Improve `vformat` error reporting on `sprintf` failure ([GH-93897](https://github.com/godotengine/godot/pull/93897)).
+- ResourceLoader: Fixup management of thread-specific status ([GH-93928](https://github.com/godotengine/godot/pull/93928)).
+- Add a check to prevent user to call `AStarGrid2D::update` when its not needed ([GH-93993](https://github.com/godotengine/godot/pull/93993)).
+- Fix UTF-8 misinterpreted as Latin-1 when logging to file ([GH-94006](https://github.com/godotengine/godot/pull/94006)).
+- ResourceLoader: Fix error message due to already-awaited tasks being re-awaited ([GH-94070](https://github.com/godotengine/godot/pull/94070)).
+- Optimize `Node::is_readable_from_caller_thread()` by prioritizing the most common case ([GH-94230](https://github.com/godotengine/godot/pull/94230)).
+- Fix TypedArray encoding when full objects is disabled ([GH-94379](https://github.com/godotengine/godot/pull/94379)).
+- Batch of fixes for WorkerThreadPool and ResourceLoader (safe set) ([GH-94526](https://github.com/godotengine/godot/pull/94526)).
+- End benchmark of `Main::setup` properly before calling `setup2` ([GH-94587](https://github.com/godotengine/godot/pull/94587)).
+- Apply `prefer_wayland` only if no display driver is set ([GH-94774](https://github.com/godotengine/godot/pull/94774)).
+- Fix use-after-free in WorkerThreadPool ([GH-94832](https://github.com/godotengine/godot/pull/94832)).
+- ResourceLoader: Let resource setup late steps invoke loading in turn ([GH-94910](https://github.com/godotengine/godot/pull/94910)).
+- ResourceLoader: Add check to prevent double free crashes ([GH-95186](https://github.com/godotengine/godot/pull/95186)).
+- Fix use-after-free in `FileAccess::exists` ([GH-95311](https://github.com/godotengine/godot/pull/95311)).
+- ResourceLoader: Fix error on querying progress for uncached loads ([GH-95476](https://github.com/godotengine/godot/pull/95476)).
#### Documentation
-- Document when to use `_unhandled_key_input` over `_unhandled_input` ([GH-42100](https://github.com/godotengine/godot/pull/42100)).
-- Overhaul Rect2 & Rect2i Documentation ([GH-69816](https://github.com/godotengine/godot/pull/69816)).
-- Improve documentation of `nearest_po2()` ([GH-72091](https://github.com/godotengine/godot/pull/72091)).
-- Improve the top docs sections of VFX classes ([GH-78865](https://github.com/godotengine/godot/pull/78865)).
-- Fix a typo in the `String.to_float` description ([GH-78989](https://github.com/godotengine/godot/pull/78989)).
-- Fix a typo in the TLSOptions documentation ([GH-79048](https://github.com/godotengine/godot/pull/79048)).
-- Doctool: Remove version attribute from XML header ([GH-79092](https://github.com/godotengine/godot/pull/79092)).
-- Fix incorrect documentation for `Engine.get_architecture_name()` ([GH-79174](https://github.com/godotengine/godot/pull/79174)).
-- Fix various typos in documentation ([GH-79223](https://github.com/godotengine/godot/pull/79223)).
-- Fix rigid body `contact_monitor` property description ([GH-79250](https://github.com/godotengine/godot/pull/79250)).
-- Add performance note for parsing source geometry ([GH-79252](https://github.com/godotengine/godot/pull/79252)).
-- Clarify return value of `get_dependencies()` ([GH-79306](https://github.com/godotengine/godot/pull/79306)).
-- Clarify `EditorExportPlugin::add_file` only remaps in `_export_file` ([GH-79310](https://github.com/godotengine/godot/pull/79310)).
-- Fix documentation for consistency ([GH-79353](https://github.com/godotengine/godot/pull/79353)).
-- Add detail to NavigationAgent signal descriptions ([GH-79401](https://github.com/godotengine/godot/pull/79401)).
-- Fill in descriptions for import options in the class reference ([GH-79405](https://github.com/godotengine/godot/pull/79405)).
-- Clarify the purpose of RichTextLabel text highlight padding ([GH-79571](https://github.com/godotengine/godot/pull/79571)).
-- Clarify when the `changed` signal is emitted for `Resource` and `Material` ([GH-79656](https://github.com/godotengine/godot/pull/79656)).
-- Fix many typos in documentation ([GH-79661](https://github.com/godotengine/godot/pull/79661)).
-- Add detail to emitting docs for particles ([GH-79720](https://github.com/godotengine/godot/pull/79720)).
-- Clarify `set_multiplayer_authority` documentation regarding propagation ([GH-79764](https://github.com/godotengine/godot/pull/79764)).
-- Fix some mixups between 2D/3D in documentation ([GH-79781](https://github.com/godotengine/godot/pull/79781)).
-- Update outdated C# code sample in `AStarGrid2D` documentation ([GH-79794](https://github.com/godotengine/godot/pull/79794)).
-- Document `linear_stiffness` in SoftBody3D ([GH-79933](https://github.com/godotengine/godot/pull/79933)).
-- Add note about mouse movement input events in `MouseFilter` constants ([GH-79934](https://github.com/godotengine/godot/pull/79934)).
-- Update C# example of `tween_method` with a parameter to the lambda method ([GH-79962](https://github.com/godotengine/godot/pull/79962)).
-- Avoid punning `[param enabled]` in documentation ([GH-80066](https://github.com/godotengine/godot/pull/80066)).
-- Fix invalid use of markdown syntax in classref ([GH-80109](https://github.com/godotengine/godot/pull/80109)).
-- Overhaul bool documentation ([GH-80141](https://github.com/godotengine/godot/pull/80141)).
-- Fix packet details of ENetConnection `EventType` `EVENT_RECEIVE` documentation ([GH-80182](https://github.com/godotengine/godot/pull/80182)).
-- Document that `Input.is_action_*` should not be used during input-handling ([GH-80185](https://github.com/godotengine/godot/pull/80185)).
-- Revert incorrect `Rect2.expand` description ([GH-80217](https://github.com/godotengine/godot/pull/80217)).
-- Fix various typos in classref ([GH-80243](https://github.com/godotengine/godot/pull/80243)).
-- Fix wrong example output of `float*Color` in classref ([GH-80245](https://github.com/godotengine/godot/pull/80245)).
-- Clarify relationship between `basis` and `transform` properties of `Node3D` ([GH-80254](https://github.com/godotengine/godot/pull/80254)).
-- Clarify `SceneTree.current_scene` functionality ([GH-80264](https://github.com/godotengine/godot/pull/80264)).
-- Consistency for NodePath doc code examples ([GH-80443](https://github.com/godotengine/godot/pull/80443)).
-- Document `RenderingServer.get_video_adapter_name()` may report a fixed name ([GH-80445](https://github.com/godotengine/godot/pull/80445)).
-- Fixed tiny spelling error in NavigationAgent2D docs ([GH-80474](https://github.com/godotengine/godot/pull/80474)).
-- Fix example for `Object._set` documentation ([GH-80475](https://github.com/godotengine/godot/pull/80475)).
-- Document behavior of the `application/config/version` project setting ([GH-80511](https://github.com/godotengine/godot/pull/80511)).
-- Clarify the behavior of CSGMesh using ArrayMesh ([GH-80543](https://github.com/godotengine/godot/pull/80543)).
-- Change documentation spelling of macOS key 'Command' to match guidelines ([GH-80567](https://github.com/godotengine/godot/pull/80567)).
-- docs: Fix link to two's complement wiki page ([GH-80608](https://github.com/godotengine/godot/pull/80608)).
-- Add missing tutorials to documentation classes ([GH-80653](https://github.com/godotengine/godot/pull/80653)).
-- Clarify existence of groups ([GH-80677](https://github.com/godotengine/godot/pull/80677)).
-- Document `pick_random` for empty arrays ([GH-80694](https://github.com/godotengine/godot/pull/80694)).
-- Fix empty XML tag doc in XMLParser.xml ([GH-80698](https://github.com/godotengine/godot/pull/80698)).
-- Add missing RenderingDevice method descriptions ([GH-80716](https://github.com/godotengine/godot/pull/80716)).
-- Document mouse-picking limit of 64 objects ([GH-80875](https://github.com/godotengine/godot/pull/80875)).
-- Fix various typos in classref ([GH-80884](https://github.com/godotengine/godot/pull/80884)).
-- Clarify Array class methods that return error ([GH-80936](https://github.com/godotengine/godot/pull/80936)).
-- Rephrase ConfigFile class methods error description ([GH-80970](https://github.com/godotengine/godot/pull/80970)).
-- Improve XMLParser's documentation ([GH-80997](https://github.com/godotengine/godot/pull/80997)).
-- Improve Line2D documentation ([GH-81084](https://github.com/godotengine/godot/pull/81084)).
-- Add a note about `SceneTree.create_tween()` method ([GH-81087](https://github.com/godotengine/godot/pull/81087)).
-- Improve `MeshDataTool.get_face_vertex()` method description ([GH-81088](https://github.com/godotengine/godot/pull/81088)).
-- Improve `Object.get_property_list()` method description ([GH-81093](https://github.com/godotengine/godot/pull/81093)).
-- Some grammar and punctuation enhancements in the class reference ([GH-81097](https://github.com/godotengine/godot/pull/81097)).
-- Grammatical improvements for the RayCast 2D and 3D class references ([GH-81132](https://github.com/godotengine/godot/pull/81132)).
-- Fix typo in WebRTCPeerConnection documentation ([GH-81157](https://github.com/godotengine/godot/pull/81157)).
-- Document integer scaling functionality and limitation ([GH-81176](https://github.com/godotengine/godot/pull/81176)).
-- Fix typos in NavigationAgent3D documentation ([GH-81190](https://github.com/godotengine/godot/pull/81190)).
-- Fix misleading description of `MeshDataTool.get_vertex()` method ([GH-81212](https://github.com/godotengine/godot/pull/81212)).
-- Use `[constant]` instead of `[code]` when possible ([GH-81228](https://github.com/godotengine/godot/pull/81228)).
-- Fix typos in LineEdit documentation ([GH-81232](https://github.com/godotengine/godot/pull/81232)).
-- docs: Update AABB `get_support` description ([GH-81249](https://github.com/godotengine/godot/pull/81249)).
-- Improve canvas layer index documentation ([GH-81270](https://github.com/godotengine/godot/pull/81270)).
-- Fix unmatched brackets in the documentation ([GH-81330](https://github.com/godotengine/godot/pull/81330)).
-- Fix description of dock slot usage in the documentation ([GH-81445](https://github.com/godotengine/godot/pull/81445)).
-- Document ScrollContainer signals being emitted for touch events only ([GH-81517](https://github.com/godotengine/godot/pull/81517)).
-- Doc: Reference String <-> PackedByteArray conversions from each other ([GH-81564](https://github.com/godotengine/godot/pull/81564)).
-- Fix typos in EditorDebuggerPlugin and RDShaderSPIRV classref ([GH-81565](https://github.com/godotengine/godot/pull/81565)).
-- Add an example for `Dictionary.merge()`, mention lack of recursion ([GH-81622](https://github.com/godotengine/godot/pull/81622)).
-- Add missing `is_deprecated` flag on the `SurfaceTool.generate_lod` function ([GH-81634](https://github.com/godotengine/godot/pull/81634)).
-- Add note about format to splash image description ([GH-81672](https://github.com/godotengine/godot/pull/81672)).
-- Add missing documentation for `Skeleton3D` methods ([GH-81697](https://github.com/godotengine/godot/pull/81697)).
-- Improve VisibleOnScreen classes' docs ([GH-81774](https://github.com/godotengine/godot/pull/81774)).
-- Fix required parameter values for 2D textures in `RenderingDevice.texture_clear()` ([GH-81936](https://github.com/godotengine/godot/pull/81936)).
-- Fix example in gravity project settings doc ([GH-81967](https://github.com/godotengine/godot/pull/81967)).
-- docs: Fix incorrect GL format code for 16 bit float formats ([GH-82050](https://github.com/godotengine/godot/pull/82050)).
-- Fix documentation on how to get the keycode string from a `physical_keycode` ([GH-82092](https://github.com/godotengine/godot/pull/82092)).
-- Docs: Update and sync Window and DisplayServer window mode descriptions ([GH-82179](https://github.com/godotengine/godot/pull/82179)).
-- Document that `resource_name` is not always supported ([GH-82406](https://github.com/godotengine/godot/pull/82406)).
-- Clarify difference between surface material and surface override material ([GH-82499](https://github.com/godotengine/godot/pull/82499)).
-- Fix metadata name in MovieWriter.xml ([GH-82541](https://github.com/godotengine/godot/pull/82541)).
-- Improve SeparationRayShape docs ([GH-82544](https://github.com/godotengine/godot/pull/82544)).
-- Fix `RefCounted.unreference()` documentation providing wrong info ([GH-82557](https://github.com/godotengine/godot/pull/82557)).
-- Document `get_time_zone_from_system` will return a localized timezone name ([GH-82609](https://github.com/godotengine/godot/pull/82609)).
-- Improve `NavigationAgent3D.target_position` documentation readability ([GH-82671](https://github.com/godotengine/godot/pull/82671)).
-- Add docs for Node3DGizmo to clarify its link to EditorNode3DGizmo ([GH-82681](https://github.com/godotengine/godot/pull/82681)).
-- Clarify `AStarGrid2D.is_in_bounds` functionality ([GH-82724](https://github.com/godotengine/godot/pull/82724)).
-- Fix typos in documentation: `than/then` and `loose/lose` ([GH-82748](https://github.com/godotengine/godot/pull/82748)).
-- Add a recommendation to turn on type hints with untyped declaration warning ([GH-82801](https://github.com/godotengine/godot/pull/82801)).
-- Clarify `change_dir()` and access scopes ([GH-82849](https://github.com/godotengine/godot/pull/82849)).
-- Specify the behavior of `get_tree()` when the node is not in the scene tree ([GH-82863](https://github.com/godotengine/godot/pull/82863)).
-- Added docs for DRAW_ORDER_REVERSE_LIFETIME constant and minor XR log improvement ([GH-82866](https://github.com/godotengine/godot/pull/82866)).
-- Fixed a missing word ([GH-82883](https://github.com/godotengine/godot/pull/82883)).
-- Add `sdf_collision` property description to LightOccluder2D ([GH-82906](https://github.com/godotengine/godot/pull/82906)).
-- Explain circular references and how to break them ([GH-82942](https://github.com/godotengine/godot/pull/82942)).
-- Update `draw_polyline` documentation to clarify negative width behavior ([GH-82991](https://github.com/godotengine/godot/pull/82991)).
-- Add documentation on which buttons JOY_BUTTON_START corresponds to ([GH-83013](https://github.com/godotengine/godot/pull/83013)).
-- Update SpinBox documentation to include resetting to min/max behavior ([GH-83038](https://github.com/godotengine/godot/pull/83038)).
-- Add semicolon to OS documentation case statement ([GH-83066](https://github.com/godotengine/godot/pull/83066)).
-- Cleanup various repository documentation files ([GH-83095](https://github.com/godotengine/godot/pull/83095)).
-- Make error suggestion less ambiguous ([GH-83327](https://github.com/godotengine/godot/pull/83327)).
-- Document UID behavior in ResourceSaver's save function ([GH-83388](https://github.com/godotengine/godot/pull/83388)).
-- Docs: Fix link to Android Gradle build tutorial ([GH-83433](https://github.com/godotengine/godot/pull/83433)).
-- Document `AudioStreamGeneratorPlayback.get_skips()` ([GH-83435](https://github.com/godotengine/godot/pull/83435)).
-- Fix description of `Animation::copy_track` ([GH-83441](https://github.com/godotengine/godot/pull/83441)).
-- Clarify docs for operators performing `xform_inv` ([GH-83461](https://github.com/godotengine/godot/pull/83461)).
-- Doc: Change return type of `_Set` method from `void` to `bool` in C# code example ([GH-83602](https://github.com/godotengine/godot/pull/83602)).
-- Fix Object class C# syntax error ([GH-83609](https://github.com/godotengine/godot/pull/83609)).
-- Clarify `NOTIFICATION_SCROLL_BEGIN/END` behavior ([GH-83636](https://github.com/godotengine/godot/pull/83636)).
-- Fill remaining global scope constant descriptions ([GH-83652](https://github.com/godotengine/godot/pull/83652)).
-- ProjectSettings: Fix description of physics jitter ([GH-83768](https://github.com/godotengine/godot/pull/83768)).
-- Add C# Example to ImmediateMesh.xml ([GH-83839](https://github.com/godotengine/godot/pull/83839)).
-- Improve documentation related for particle subemitters, collision and attractors ([GH-83916](https://github.com/godotengine/godot/pull/83916)).
-- Fill out Material documentation and clarify `render_priority` and `next_pass` sorting ([GH-83931](https://github.com/godotengine/godot/pull/83931)).
-- Fixed `window_width_override` description ([GH-84101](https://github.com/godotengine/godot/pull/84101)).
-- Fix typo in ConcavePolygonShape2D/3D description ([GH-84111](https://github.com/godotengine/godot/pull/84111)).
-- Add missing word in `NOTIFICATION_POST_ENTER_TREE` documentation ([GH-84224](https://github.com/godotengine/godot/pull/84224)).
-- Fix documentation in MultiplayerAPIExtension ([GH-84226](https://github.com/godotengine/godot/pull/84226)).
-- Add a description for the `velocity_pivot` parameter ([GH-84276](https://github.com/godotengine/godot/pull/84276)).
-- Update `add_submenu_item` doc to mention that submenu should already exist ([GH-84283](https://github.com/godotengine/godot/pull/84283)).
-- Clarify that `get_time_zone_from_system` will return a localized timezone name ([GH-84301](https://github.com/godotengine/godot/pull/84301)).
-- Fix sentence in RandomNumberGenerator.xml ([GH-84322](https://github.com/godotengine/godot/pull/84322)).
-- Update the description for the `InputEventMagnifyGesture` and `InputEventPanGesture` gestures ([GH-84408](https://github.com/godotengine/godot/pull/84408)).
-- Sync changes between ShapeCast and RayCast class references ([GH-84567](https://github.com/godotengine/godot/pull/84567)).
-- Resolve collisions in reference anchors added for methods ([GH-84618](https://github.com/godotengine/godot/pull/84618)).
-- Add C# example for the AudioStreamGenerator code snippet ([GH-84648](https://github.com/godotengine/godot/pull/84648)).
-- Remove a redundant semicolon from `max_fps` documentation ([GH-84667](https://github.com/godotengine/godot/pull/84667)).
-- Clarify that `DisplayServer.window_set_*_callback` aren't supported on Window nodes ([GH-84669](https://github.com/godotengine/godot/pull/84669)).
-- Fix link in the docs about ResourceImporterTextureAtlas ([GH-84698](https://github.com/godotengine/godot/pull/84698)).
-- Fix a property reference in `EditorSpinSlider` documentation ([GH-84709](https://github.com/godotengine/godot/pull/84709)).
-- Fix typo in `TextureServer.font_get_face_index()` description ([GH-84784](https://github.com/godotengine/godot/pull/84784)).
-- Link to runtime loading/saving tutorial and improve Image documentation ([GH-84844](https://github.com/godotengine/godot/pull/84844)).
-- Mark `SubViewportContainer::_propagate_input_event` experimental ([GH-84911](https://github.com/godotengine/godot/pull/84911)).
-- Fix translation po file not found when `make rst LANGARG=zh_CN` ([GH-85073](https://github.com/godotengine/godot/pull/85073)).
-- Enhance `SceneTree.change_scene*()` methods' docs ([GH-85279](https://github.com/godotengine/godot/pull/85279)).
-- Add changelog for Godot 4.2 ([GH-85510](https://github.com/godotengine/godot/pull/85509)).
+- Overhaul Node documentation ([GH-68560](https://github.com/godotengine/godot/pull/68560)).
+- Tweak SceneTree Documentation ([GH-68649](https://github.com/godotengine/godot/pull/68649)).
+- Overhaul Array documentation ([GH-69451](https://github.com/godotengine/godot/pull/69451)).
+- Use `Signal.emit` instead of `emit_signal` in Object examples ([GH-69662](https://github.com/godotengine/godot/pull/69662)).
+- Document the upsides and downsides of packed arrays versus typed arrays ([GH-78257](https://github.com/godotengine/godot/pull/78257)).
+- Update typed arrays documentation ([GH-79075](https://github.com/godotengine/godot/pull/79075)).
+- Clarify `Tween.set_parallel()` ([GH-79758](https://github.com/godotengine/godot/pull/79758)).
+- Clarify that `Callable` will not be encoded with `var_to_bytes` ([GH-79813](https://github.com/godotengine/godot/pull/79813)).
+- Clarify when to construct a StringName ahead of time ([GH-79815](https://github.com/godotengine/godot/pull/79815)).
+- Explain which nodes receive `NOTIFICATION_WM_SIZE_CHANGED` ([GH-80094](https://github.com/godotengine/godot/pull/80094)).
+- Fix physics server force integration docs ([GH-80166](https://github.com/godotengine/godot/pull/80166)).
+- Overhaul NodePath documentation ([GH-80183](https://github.com/godotengine/godot/pull/80183)).
+- Overhaul OS documentation ([GH-80282](https://github.com/godotengine/godot/pull/80282)).
+- Overhaul Engine singleton documentation ([GH-80372](https://github.com/godotengine/godot/pull/80372)).
+- Make RST docs consistent with Editor Help docs ([GH-80690](https://github.com/godotengine/godot/pull/80690)).
+- Improve docs on how ParallaxLayer mirroring works ([GH-80896](https://github.com/godotengine/godot/pull/80896)).
+- Clarify `PackedByteArray.decompress*` limitations with external data ([GH-81689](https://github.com/godotengine/godot/pull/81689)).
+- Tweaks to ViewportTexture's Documentation ([GH-81864](https://github.com/godotengine/godot/pull/81864)).
+- Document worker thread pool project settings and `TreeItem.uncollapse_tree()` ([GH-82376](https://github.com/godotengine/godot/pull/82376)).
+- Clarify some descriptions regarding resource cache ([GH-82884](https://github.com/godotengine/godot/pull/82884)).
+- Improve Node's documentation on `process_mode` related members/methods ([GH-82889](https://github.com/godotengine/godot/pull/82889)).
+- Rewrite docs for physics damping project settings ([GH-82950](https://github.com/godotengine/godot/pull/82950)).
+- Document Bounce = 1.0 not being sufficient for infinite energy conservation ([GH-82968](https://github.com/godotengine/godot/pull/82968)).
+- Clarify that some `ParticleProcessMaterial` properties have effect over the lifetime ([GH-83606](https://github.com/godotengine/godot/pull/83606)).
+- Clarify emitting behavior of GPU particles ([GH-83622](https://github.com/godotengine/godot/pull/83622)).
+- Expanded documentation for vector slide and project ([GH-83691](https://github.com/godotengine/godot/pull/83691)).
+- Add instructions to get shape of `RayCast2D/3D` ([GH-83735](https://github.com/godotengine/godot/pull/83735)).
+- Improve and clarify texture filtering documentation ([GH-83907](https://github.com/godotengine/godot/pull/83907)).
+- Clarify behavior of RayCast when `get_collision_point()` is used inside a collision shape ([GH-84085](https://github.com/godotengine/godot/pull/84085)).
+- Complete the docs for Quaternion ([GH-84140](https://github.com/godotengine/godot/pull/84140)).
+- Add details about `AudioEffectCapture.clear_buffer()` and `get_buffer()` ([GH-84584](https://github.com/godotengine/godot/pull/84584)).
+- Avoid punning enum names in documentation ([GH-84652](https://github.com/godotengine/godot/pull/84652)).
+- Clarify that `@GlobalScope.clamp` does not do component-wise clamping ([GH-84656](https://github.com/godotengine/godot/pull/84656)).
+- Add performance note to `Array.resize()` ([GH-84666](https://github.com/godotengine/godot/pull/84666)).
+- Add description to `AnimationNodeStateMachine.replace_node` ([GH-84734](https://github.com/godotengine/godot/pull/84734)).
+- Document changing the window's resizable status at runtime ([GH-84886](https://github.com/godotengine/godot/pull/84886)).
+- Update WorkerThreadPool doc to mention every task should be waited so that any allocated resources can be cleaned up ([GH-84926](https://github.com/godotengine/godot/pull/84926)).
+- Fix example in `NodePath.get_name()` documentation ([GH-85240](https://github.com/godotengine/godot/pull/85240)).
+- Add descriptions to all RDUniform methods ([GH-85336](https://github.com/godotengine/godot/pull/85336)).
+- Improve documentation for dynamic properties ([GH-85450](https://github.com/godotengine/godot/pull/85450)).
+- Clarify difference between Capture and Record audio effects ([GH-85468](https://github.com/godotengine/godot/pull/85468)).
+- Fix documentation for `icon_and_font_color` editor setting ([GH-85491](https://github.com/godotengine/godot/pull/85491)).
+- Fix the documentation of `Bone2D::apply_rest` ([GH-85503](https://github.com/godotengine/godot/pull/85503)).
+- Improve documentation for `CameraAttributesPhysical.exposure_shutter_speed` ([GH-85599](https://github.com/godotengine/godot/pull/85599)).
+- Explain parameter usage in GPUParticles3D and GPUParticles2D ([GH-85717](https://github.com/godotengine/godot/pull/85717)).
+- Clarify Shapecast safe/unsafe fraction difference in class reference ([GH-85839](https://github.com/godotengine/godot/pull/85839)).
+- Fix missing heading in translated online class reference ([GH-85877](https://github.com/godotengine/godot/pull/85877)).
+- Document `AudioServer.playback_speed_scale` in `Engine.time_scale` ([GH-86071](https://github.com/godotengine/godot/pull/86071)).
+- Update the description of the method `get_connection_list` in GraphEdit ([GH-86161](https://github.com/godotengine/godot/pull/86161)).
+- Add description for rendering/limits/spatial_indexer/threaded_cull_minimum_instances ([GH-86246](https://github.com/godotengine/godot/pull/86246)).
+- Add descriptions to remaining properties of RDSamplerState ([GH-86273](https://github.com/godotengine/godot/pull/86273)).
+- Remove pointer to deprecated class page from Skeleton3D ([GH-86326](https://github.com/godotengine/godot/pull/86326)).
+- Improve RichTextLabel `install_effect()` documentation ([GH-86331](https://github.com/godotengine/godot/pull/86331)).
+- Add note that a large value for `Label.outline_size` is not recommended ([GH-86345](https://github.com/godotengine/godot/pull/86345)).
+- Clarify doc: `Node.get_child` returns null for invalid index ([GH-86349](https://github.com/godotengine/godot/pull/86349)).
+- Fix various typos in documentation ([GH-86549](https://github.com/godotengine/godot/pull/86549)).
+- Fix several reported issues in String's documentation ([GH-86639](https://github.com/godotengine/godot/pull/86639)).
+- Correct C# syntax in `_validate_property` example for the Object class ([GH-86649](https://github.com/godotengine/godot/pull/86649)).
+- Add code examples to Basis' documentation ([GH-86664](https://github.com/godotengine/godot/pull/86664)).
+- Link to mentioned articles in the docs instead of just naming them ([GH-86666](https://github.com/godotengine/godot/pull/86666)).
+- Fix incorrect VehicleWheel3D Roll Influence description ([GH-86672](https://github.com/godotengine/godot/pull/86672)).
+- Update `get_image` doc to mention that it will return an empty image with invalid texture ([GH-86685](https://github.com/godotengine/godot/pull/86685)).
+- Improve all documentation about MIDI support ([GH-86693](https://github.com/godotengine/godot/pull/86693)).
+- Add C# examples in `Basis.xml` ([GH-86742](https://github.com/godotengine/godot/pull/86742)).
+- Fix various typos in documentation ([GH-86820](https://github.com/godotengine/godot/pull/86820)).
+- Add documentation to JavaClass & JavaClassWrapper ([GH-86839](https://github.com/godotengine/godot/pull/86839)).
+- Specify how CanvasTexture does not work in 3D ([GH-86848](https://github.com/godotengine/godot/pull/86848)).
+- Add a few notes to Sprite3D's documentation ([GH-86872](https://github.com/godotengine/godot/pull/86872)).
+- Add missing descriptions to TextServer's constants ([GH-86895](https://github.com/godotengine/godot/pull/86895)).
+- Post-merge fixes to Node & OS documentation ([GH-86903](https://github.com/godotengine/godot/pull/86903)).
+- Fill the documentation of a few overlooked classes ([GH-86927](https://github.com/godotengine/godot/pull/86927)).
+- Add missing documentation for AudioStream & AudioStreamPlayback ([GH-86958](https://github.com/godotengine/godot/pull/86958)).
+- Add class reference documentation for GDExtension & GDExtensionManager ([GH-86968](https://github.com/godotengine/godot/pull/86968)).
+- Add documentation to EditorExportPlatformWeb ([GH-86977](https://github.com/godotengine/godot/pull/86977)).
+- Add missing documentation to Viewport ([GH-86994](https://github.com/godotengine/godot/pull/86994)).
+- Add missing descriptions for Image's documentation ([GH-86997](https://github.com/godotengine/godot/pull/86997)).
+- Add missing descriptions to PrimitiveMesh and SoftBody3D ([GH-87011](https://github.com/godotengine/godot/pull/87011)).
+- Add documentation to PhysicsServer2DExtension ([GH-87018](https://github.com/godotengine/godot/pull/87018)).
+- Mention `CollisionPolygon2D.polygon` is local to the given CollisionPolygon2D ([GH-87024](https://github.com/godotengine/godot/pull/87024)).
+- Add documentation to PhysicsDirectBodyState2DExtension ([GH-87030](https://github.com/godotengine/godot/pull/87030)).
+- Add miscellaneous documentation to some classes ([GH-87042](https://github.com/godotengine/godot/pull/87042)).
+- Add missing descriptions to remaining signals ([GH-87047](https://github.com/godotengine/godot/pull/87047)).
+- Add descriptions to a few RenderingDevice's PipelineDynamicStateFlags ([GH-87082](https://github.com/godotengine/godot/pull/87082)).
+- Overhaul AABB's documentation ([GH-87114](https://github.com/godotengine/godot/pull/87114)).
+- Add descriptions to the remaining properties of RDPipelineDepthStencilState ([GH-87156](https://github.com/godotengine/godot/pull/87156)).
+- Overhaul Basis' documentation ([GH-87175](https://github.com/godotengine/godot/pull/87175)).
+- Include `animation.length` in Animation example ([GH-87180](https://github.com/godotengine/godot/pull/87180)).
+- Overhaul Quaternion documentation ([GH-87181](https://github.com/godotengine/godot/pull/87181)).
+- Replace some "uncommon" words in class reference ([GH-87223](https://github.com/godotengine/godot/pull/87223)).
+- Add missing descriptions for SliderJoint3D's `param` methods ([GH-87244](https://github.com/godotengine/godot/pull/87244)).
+- Add "missing description" tag to constant & enum documentation ([GH-87259](https://github.com/godotengine/godot/pull/87259)).
+- Overhaul Transform3D documentation ([GH-87334](https://github.com/godotengine/godot/pull/87334)).
+- Document bone list for SkeletonProfileHumanoid ([GH-87372](https://github.com/godotengine/godot/pull/87372)).
+- Use latest doc version in issue template ([GH-87409](https://github.com/godotengine/godot/pull/87409)).
+- Tweak Timer documentation ([GH-87436](https://github.com/godotengine/godot/pull/87436)).
+- Tweak XROrigin3D documentation ([GH-87444](https://github.com/godotengine/godot/pull/87444)).
+- Clarify sizing of main screen plugins ([GH-87445](https://github.com/godotengine/godot/pull/87445)).
+- Tweak Joint2D and Joint3D documentation for consistency ([GH-87446](https://github.com/godotengine/godot/pull/87446)).
+- Fix several minor class reference issues ([GH-87523](https://github.com/godotengine/godot/pull/87523)).
+- Modify display and documentation of attenuation for Light3D ([GH-87583](https://github.com/godotengine/godot/pull/87583)).
+- Mention Multiplayer.`get_remote_sender_id`'s 0 after await ([GH-87610](https://github.com/godotengine/godot/pull/87610)).
+- Mention and deprecate InputEventJoypadButton's pressure ([GH-87676](https://github.com/godotengine/godot/pull/87676)).
+- Add descriptions to the remaining properties of RDPipelineRasterizationState ([GH-87768](https://github.com/godotengine/godot/pull/87768)).
+- Minor fix in DisplayServer docs to include Linux & Windows in `FEATURE_NATIVE_DIALOG` ([GH-87913](https://github.com/godotengine/godot/pull/87913)).
+- Fix inverted link in docs ([GH-87951](https://github.com/godotengine/godot/pull/87951)).
+- Remove duplicate `ARRAY_CUSTOM_RGBA8_UNORM` ref in Mesh docs ([GH-87973](https://github.com/godotengine/godot/pull/87973)).
+- Document `OS.execute()` limitations on Android ([GH-87983](https://github.com/godotengine/godot/pull/87983)).
+- Fix docs for Color class regarding bits per component ([GH-87985](https://github.com/godotengine/godot/pull/87985)).
+- Improve documentation on Android package unique name ([GH-88024](https://github.com/godotengine/godot/pull/88024)).
+- Document initial position project settings not affecting run from editor ([GH-88040](https://github.com/godotengine/godot/pull/88040)).
+- Document using RichTextLabel's `meta_clicked` to handle clickable URLs ([GH-88255](https://github.com/godotengine/godot/pull/88255)).
+- Fix type-o in `OpenXRAPIExtension` docs for `is_environment_blend_mode_alpha_supported()` ([GH-88298](https://github.com/godotengine/godot/pull/88298)).
+- Treat deprecated/experimental members as documented ([GH-88401](https://github.com/godotengine/godot/pull/88401)).
+- Update many Deprecated/Experimental descriptions for consistency ([GH-88443](https://github.com/godotengine/godot/pull/88443)).
+- Fix function description for `Font.get_char_size()` ([GH-88444](https://github.com/godotengine/godot/pull/88444)).
+- Fix some leftover references to `hint_albedo` in docs ([GH-88503](https://github.com/godotengine/godot/pull/88503)).
+- Fix "dimensionnal" typo ([GH-88559](https://github.com/godotengine/godot/pull/88559)).
+- Clarify that `is_pixel_opaque` function gets position in local coordinates ([GH-88593](https://github.com/godotengine/godot/pull/88593)).
+- C#: Document that MainLoop needs to be registered in the global class ([GH-88635](https://github.com/godotengine/godot/pull/88635)).
+- Add keywords to improve search in the class reference ([GH-88641](https://github.com/godotengine/godot/pull/88641)).
+- Docs: Fix some experimental/deprecated hints ([GH-88708](https://github.com/godotengine/godot/pull/88708)).
+- Clarify behavior of opening a new file in `FileAccess` ([GH-88758](https://github.com/godotengine/godot/pull/88758)).
+- Doc: Fix GDScript casing of `String.num_scientific` ([GH-88767](https://github.com/godotengine/godot/pull/88767)).
+- Document that `parse_input_event` doesn't influence the OS ([GH-88810](https://github.com/godotengine/godot/pull/88810)).
+- Add necessary elaboration to documentation for `Node3D::get_parent_node_3d` ([GH-88841](https://github.com/godotengine/godot/pull/88841)).
+- Explain gutter types in the TextEdit documentation ([GH-88875](https://github.com/godotengine/godot/pull/88875)).
+- Clarify C# Color opacity comment ([GH-88909](https://github.com/godotengine/godot/pull/88909)).
+- Doc: Fix some incorrect uses of "children" ([GH-88920](https://github.com/godotengine/godot/pull/88920)).
+- RTL: Clarify that line, paragraph, and character numbers are zero-indexed ([GH-88956](https://github.com/godotengine/godot/pull/88956)).
+- Doc: Clarify some details about deferred calls ([GH-88961](https://github.com/godotengine/godot/pull/88961)).
+- Move `rendering/2d/snap/snap_2d_vertices_to_pixel` setting to advanced view ([GH-88963](https://github.com/godotengine/godot/pull/88963)).
+- Overhaul some "uncommon" wording in class reference ([GH-89036](https://github.com/godotengine/godot/pull/89036)).
+- Document environment glow restrictions in the Compatibility rendering method ([GH-89059](https://github.com/godotengine/godot/pull/89059)).
+- [C#] Fix typo in `Color` documentation ([GH-89092](https://github.com/godotengine/godot/pull/89092)).
+- Fix documentation of `XMLParser::get_node_name()` ([GH-89141](https://github.com/godotengine/godot/pull/89141)).
+- Class reference: Improve TileMap `get_cell_atlas_coords` documentation ([GH-89146](https://github.com/godotengine/godot/pull/89146)).
+- Address a few issues in Transform3D documentation ([GH-89147](https://github.com/godotengine/godot/pull/89147)).
+- Update file dialog filter documentation ([GH-89150](https://github.com/godotengine/godot/pull/89150)).
+- Docs: [C#] Use `PropertyName` constants in more places ([GH-89246](https://github.com/godotengine/godot/pull/89246)).
+- Doc: Clarify `bsearch(_custom)` behavior ([GH-89280](https://github.com/godotengine/godot/pull/89280)).
+- Reduce indentation in `XRInterface` class document example code ([GH-89282](https://github.com/godotengine/godot/pull/89282)).
+- Use `[codeblock lang=text]` more often in class reference ([GH-89316](https://github.com/godotengine/godot/pull/89316)).
+- Add keywords to `PhysicsBody{2D,3D}.test_move()` for easier discoverability ([GH-89318](https://github.com/godotengine/godot/pull/89318)).
+- Fix RST generation for `[codeblock lang=text]` ([GH-89380](https://github.com/godotengine/godot/pull/89380)).
+- Doc: Fix some incorrect uses of `a/an` ([GH-89444](https://github.com/godotengine/godot/pull/89444)).
+- Doc: Clarify description for `get_unix_time_from_system` on UTC ([GH-89454](https://github.com/godotengine/godot/pull/89454)).
+- Fix description of touch input position ([GH-89509](https://github.com/godotengine/godot/pull/89509)).
+- Doc: Fix Parallax2D use of closer/further ([GH-89590](https://github.com/godotengine/godot/pull/89590)).
+- Doc: Clarify behavior of `String.format` with keys in replacements ([GH-89608](https://github.com/godotengine/godot/pull/89608)).
+- Fix documentation for receiving light from light probes ([GH-89699](https://github.com/godotengine/godot/pull/89699)).
+- Doc: Fix casing of some C# names ([GH-89710](https://github.com/godotengine/godot/pull/89710)).
+- Improve some notification and translation docs ([GH-89815](https://github.com/godotengine/godot/pull/89815)).
+- Add reference to InputEventJoypadButton in `_shortcut_input` doc ([GH-89838](https://github.com/godotengine/godot/pull/89838)).
+- Fix wrong return type mention in `AStarGrid2D` docs ([GH-89862](https://github.com/godotengine/godot/pull/89862)).
+- Doc: Document loading behavior with relative paths ([GH-90039](https://github.com/godotengine/godot/pull/90039)).
+- Doc: Clarify the behavior of `Vector2/3.cross` and mention parallel vectors ([GH-90072](https://github.com/godotengine/godot/pull/90072)).
+- Fix small error in Variant doc ([GH-90088](https://github.com/godotengine/godot/pull/90088)).
+- Doc: Improve description of `y_sort_enabled` ([GH-90096](https://github.com/godotengine/godot/pull/90096)).
+- Clarify `UndoRedo` `MergeMode` and `add_*_reference` docs ([GH-90263](https://github.com/godotengine/godot/pull/90263)).
+- Update the location of editor theme ([GH-90307](https://github.com/godotengine/godot/pull/90307)).
+- Update links to outdated asset library demos ([GH-90310](https://github.com/godotengine/godot/pull/90310)).
+- Doc: Add hint for required ios camera plugin in CameraServer documentation ([GH-90389](https://github.com/godotengine/godot/pull/90389)).
+- Fix `RenderingServer.instance_set_transform` docs saying it's not global ([GH-90396](https://github.com/godotengine/godot/pull/90396)).
+- Document Area3D wind properties only affecting SoftBody3D ([GH-90407](https://github.com/godotengine/godot/pull/90407)).
+- Surface normals are not the same thing as collision normals for `move_and_slide()` ([GH-90460](https://github.com/godotengine/godot/pull/90460)).
+- Improve `custom_minimum_size` description ([GH-90521](https://github.com/godotengine/godot/pull/90521)).
+- Doc: Fix incorrect reference to `input_pickable` ([GH-90622](https://github.com/godotengine/godot/pull/90622)).
+- Doc: Clarify behavior of `FileAccess.get_line` ([GH-90766](https://github.com/godotengine/godot/pull/90766)).
+- Update outdated `low_processor_usage_mode` doc ([GH-90785](https://github.com/godotengine/godot/pull/90785)).
+- Remove experimental flag from `remove_user_signal()` ([GH-90862](https://github.com/godotengine/godot/pull/90862)).
+- Correct AnimationNode documentation where it mentions multiple inputs ([GH-90962](https://github.com/godotengine/godot/pull/90962)).
+- Clarify docs for ParticleProcessMaterial `emission_box_extents` ([GH-90967](https://github.com/godotengine/godot/pull/90967)).
+- Fix incorrect C# in `OS.get_cmdline_args` docs ([GH-90985](https://github.com/godotengine/godot/pull/90985)).
+- Document AudioEffectSpectrumAnalyzerInstance, clarify relationship with AudioEffectSpectrumAnalyzer ([GH-91034](https://github.com/godotengine/godot/pull/91034)).
+- Clarify transform inheritance of CanvasItem nodes ([GH-91110](https://github.com/godotengine/godot/pull/91110)).
+- Fix syntax error in `camera_attributes_set_exposure` documentation ([GH-91129](https://github.com/godotengine/godot/pull/91129)).
+- Docs: Fix FileAccess example conflicting with global scope `load` ([GH-91189](https://github.com/godotengine/godot/pull/91189)).
+- Fix documentation typo that flipped the description of `window_set_max_size` and `window_set_min_size` ([GH-91234](https://github.com/godotengine/godot/pull/91234)).
+- Make it clear `Node2D.look_at()` aligns the +X axis ([GH-91293](https://github.com/godotengine/godot/pull/91293)).
+- Mention ProjectSettings won't be affected by `convert_text_resources_to_binary` ([GH-91300](https://github.com/godotengine/godot/pull/91300)).
+- Update Variant documentation comment about `class_name` ([GH-91313](https://github.com/godotengine/godot/pull/91313)).
+- Document 0, 90, 180, and 270 degree TileMap cell rotations ([GH-91330](https://github.com/godotengine/godot/pull/91330)).
+- Update CryptoKey documentation to mention ECC ([GH-91348](https://github.com/godotengine/godot/pull/91348)).
+- Update the description and parameter name for Vector3 reflect to correct how the plane is constructed ([GH-91376](https://github.com/godotengine/godot/pull/91376)).
+- Remove text saying low processor mode only works on desktop ([GH-91393](https://github.com/godotengine/godot/pull/91393)).
+- Minor `PackedScene` documentation improvements ([GH-91415](https://github.com/godotengine/godot/pull/91415)).
+- Fix outdated `AudioEffectSpectrumAnalyzer` documentation ([GH-91423](https://github.com/godotengine/godot/pull/91423)).
+- Fix incorrect example in the documentation for the `expand` method in `Rect2` ([GH-91446](https://github.com/godotengine/godot/pull/91446)).
+- Class reference: Add self-links to methods, properties, etc ([GH-91537](https://github.com/godotengine/godot/pull/91537)).
+- Add notes in Object documentation about TranslationServer methods ([GH-91544](https://github.com/godotengine/godot/pull/91544)).
+- Update ResourceLoader docs to clarify behavior when no file is found during load call ([GH-91571](https://github.com/godotengine/godot/pull/91571)).
+- Update `area_create` description in `PhysicsServer2D/3D` to clear up possible confusions ([GH-91581](https://github.com/godotengine/godot/pull/91581)).
+- Add docs note about remap returning undefined when istart == istop ([GH-91615](https://github.com/godotengine/godot/pull/91615)).
+- Add missing bone name return information ([GH-91658](https://github.com/godotengine/godot/pull/91658)).
+- Doc: Update Crypto example ([GH-91761](https://github.com/godotengine/godot/pull/91761)).
+- Fix a typo in the GridMap docs ([GH-91917](https://github.com/godotengine/godot/pull/91917)).
+- Fix hashing context example ([GH-91920](https://github.com/godotengine/godot/pull/91920)).
+- TextServer: Add notes about high level text/font classes and getting active server instance ([GH-91974](https://github.com/godotengine/godot/pull/91974)).
+- Improve documentation on TreeItem's cell modes ([GH-92112](https://github.com/godotengine/godot/pull/92112)).
+- Fix example for Basis * Vector3 in documentation ([GH-92117](https://github.com/godotengine/godot/pull/92117)).
+- Clarify `is_polygon_clockwise()` coordinate system ([GH-92154](https://github.com/godotengine/godot/pull/92154)).
+- Fix confusing descriptions of ConfirmationDialog ([GH-92242](https://github.com/godotengine/godot/pull/92242)).
+- Explain `add_to_end` parameter of `add_property_editor()` ([GH-92272](https://github.com/godotengine/godot/pull/92272)).
+- Clarify `velocity_computed` signal description ([GH-92293](https://github.com/godotengine/godot/pull/92293)).
+- Fix outdated `vsync_mode` project setting documentation ([GH-92363](https://github.com/godotengine/godot/pull/92363)).
+- Improve `Mesh` class description ([GH-92380](https://github.com/godotengine/godot/pull/92380)).
+- Improve description of `find_item_by_name()` method in `MeshLibrary` class documentation ([GH-92416](https://github.com/godotengine/godot/pull/92416)).
+- Fix `PhysicsMaterial` description being limited to 3D ([GH-92451](https://github.com/godotengine/godot/pull/92451)).
+- Fix Light3D BakeMode enum documentation ([GH-92456](https://github.com/godotengine/godot/pull/92456)).
+- RTL: Add references to cell and column configuration methods ([GH-92508](https://github.com/godotengine/godot/pull/92508)).
+- Fix mismatched parentheses in class reference ([GH-92535](https://github.com/godotengine/godot/pull/92535)).
+- Improve `AudioStreamPlaylist` class reference ([GH-92674](https://github.com/godotengine/godot/pull/92674)).
+- Clarify the results of `VectorN.normalized()` in the docs ([GH-92707](https://github.com/godotengine/godot/pull/92707)).
+- Correct documentation for Omni and Spot light distance attenuation ([GH-92716](https://github.com/godotengine/godot/pull/92716)).
+- Remove note about night sky in PhysicalSkyMaterial ([GH-92758](https://github.com/godotengine/godot/pull/92758)).
+- Fix description for `Input.vibrate_handheld()` ([GH-92860](https://github.com/godotengine/godot/pull/92860)).
+- Update Node docs to change iOS to Android for `NOTIFICATION_WM_GO_BACK_REQUEST` ([GH-93189](https://github.com/godotengine/godot/pull/93189)).
+- Doc: Clarify the session-specific nature of `RID` and `ObjectID` ([GH-93190](https://github.com/godotengine/godot/pull/93190)).
+- Fix description of `Vector2/3.dot` ([GH-93195](https://github.com/godotengine/godot/pull/93195)).
+- Mention inverse of hex functions in `Color` ([GH-93218](https://github.com/godotengine/godot/pull/93218)).
+- Animation: Document frame duration units in `SpriteFrames` ([GH-93233](https://github.com/godotengine/godot/pull/93233)).
+- Clarify lightmap rebaking being required for LightmapProbe changes ([GH-93373](https://github.com/godotengine/godot/pull/93373)).
+- Change suggestion in `CONTRIBUTING.md` to avoid spam ([GH-93468](https://github.com/godotengine/godot/pull/93468)).
+- Fix incorrect text in ResourceImporterWAV description ([GH-93497](https://github.com/godotengine/godot/pull/93497)).
+- Change "sample" to "stream" in AudioStreamWAV documentation ([GH-93499](https://github.com/godotengine/godot/pull/93499)).
+- Add "repeat" keyword alias for InputEvent "echo" in the class reference ([GH-93562](https://github.com/godotengine/godot/pull/93562)).
+- Clarify word separator docs about shortcuts ([GH-93665](https://github.com/godotengine/godot/pull/93665)).
+- Update note regarding 3D MSAA and foveated rendering ([GH-93685](https://github.com/godotengine/godot/pull/93685)).
+- GraphEdit: Add a note about the behavior of `get_children()` ([GH-93732](https://github.com/godotengine/godot/pull/93732)).
+- Fix asset pipeline coordinate systems doc url ([GH-93770](https://github.com/godotengine/godot/pull/93770)).
+- Fix "icon" parameter in EditorPlugin.add_custom_type is not optional but doc says it is ([GH-93777](https://github.com/godotengine/godot/pull/93777)).
+- Doc: Fix inverted Y position description of y-sorting ([GH-93804](https://github.com/godotengine/godot/pull/93804)).
+- Fix info about global library in `add_animation_library` method docs ([GH-93818](https://github.com/godotengine/godot/pull/93818)).
+- Update documentation for new `EditorExportPlugin` behavior ([GH-93820](https://github.com/godotengine/godot/pull/93820)).
+- Fix AnimationMixer docs example code for `get_root_motion_rotation_accumulator` ([GH-93855](https://github.com/godotengine/godot/pull/93855)).
+- Clarify that the `Mesh.ARRAY_NORMAL` array will normalize its contents internally ([GH-93872](https://github.com/godotengine/godot/pull/93872)).
+- Add `:` to node properties, to differentiate them from node paths ([GH-93890](https://github.com/godotengine/godot/pull/93890)).
+- Mention `timeout` unit in `ENetConnection::service` docs ([GH-93927](https://github.com/godotengine/godot/pull/93927)).
+- Clarify `get_executable_path` documentation for Mac ([GH-93944](https://github.com/godotengine/godot/pull/93944)).
+- Clarify that `ENetConnection`'s `create_host` and `service` must be called on client and server ([GH-93987](https://github.com/godotengine/godot/pull/93987)).
+- Update docs for `Animation.track_set_path` and `AnimationMixer.root_motion_track` ([GH-94007](https://github.com/godotengine/godot/pull/94007)).
+- Clarify that some exclude properties of physics query parameters are copied ([GH-94059](https://github.com/godotengine/godot/pull/94059)).
+- Overhaul Transform2D documentation ([GH-94127](https://github.com/godotengine/godot/pull/94127)).
+- Add `push_url` as a keyword for `push_meta` ([GH-94129](https://github.com/godotengine/godot/pull/94129)).
+- Clarify that `Resource.duplicate(true)` doesn't duplicate subresources inside `Array` or `Dictionary` properties ([GH-94142](https://github.com/godotengine/godot/pull/94142)).
+- Fix unclear `PROPERTY_USAGE_STORAGE`/`EDITOR` description ([GH-94155](https://github.com/godotengine/godot/pull/94155)).
+- Docs: Add some notes about native file dialog limitations ([GH-94161](https://github.com/godotengine/godot/pull/94161)).
+- Clean up RenderDataExtension's descriptions ([GH-94217](https://github.com/godotengine/godot/pull/94217)).
+- Add a note of `loop_mode` for `custom_timeline` to the `NodeAnimation` docs ([GH-94299](https://github.com/godotengine/godot/pull/94299)).
+- Clarify `clipboard_get_image()` ([GH-94325](https://github.com/godotengine/godot/pull/94325)).
+- Some improvements to TileSetScenesCollectionSource docs ([GH-94329](https://github.com/godotengine/godot/pull/94329)).
+- Clarify `is_visible_in_tree()` in CanvasItem ([GH-94331](https://github.com/godotengine/godot/pull/94331)).
+- Fix typo in AABB docs ([GH-94389](https://github.com/godotengine/godot/pull/94389)).
+- Fix texture compression descriptions in RenderingDevice docs ([GH-94393](https://github.com/godotengine/godot/pull/94393)).
+- Add tutorial link to Parallax2D doc ([GH-94433](https://github.com/godotengine/godot/pull/94433)).
+- Font: Fix typo in `get_supported_variation_list` example ([GH-94443](https://github.com/godotengine/godot/pull/94443)).
+- Add note about `Script.has_source_code` and GDScript binary tokenization ([GH-94527](https://github.com/godotengine/godot/pull/94527)).
+- Clarify documentation for `AnimationPlayer.queue` ([GH-94541](https://github.com/godotengine/godot/pull/94541)).
+- Add note to `shadow_mesh` docs to warn about improper usage ([GH-94547](https://github.com/godotengine/godot/pull/94547)).
+- Update link in CONTRIBUTING.md ([GH-94565](https://github.com/godotengine/godot/pull/94565)).
+- Document update spinner never displaying with `--debug-canvas-item-redraw` ([GH-94702](https://github.com/godotengine/godot/pull/94702)).
+- Add link to notification docs in SceneTree docs ([GH-94719](https://github.com/godotengine/godot/pull/94719)).
+- Update documentation for places to receive InputEventShortcut ([GH-94745](https://github.com/godotengine/godot/pull/94745)).
+- Fix typo in Array's `sort()` method description ([GH-94842](https://github.com/godotengine/godot/pull/94842)).
+- Fix doc on Vector2.cs's `/` operator ([GH-94850](https://github.com/godotengine/godot/pull/94850)).
+- Document alternatives to some static Color methods ([GH-94879](https://github.com/godotengine/godot/pull/94879)).
+- Mention Multimesh custom data will be compressed to half in Compatibility ([GH-94942](https://github.com/godotengine/godot/pull/94942)).
+- Fix type-o in `MobileVRInterface` sample code in docs: `xr` -> `use_xr` ([GH-94994](https://github.com/godotengine/godot/pull/94994)).
+- Fix typo in EditorPlugin `_forward_3d_draw_over_viewport(overlay)` method example ([GH-94997](https://github.com/godotengine/godot/pull/94997)).
+- Document support 3D premultiplied alpha in ResourceImporterTexture ([GH-95004](https://github.com/godotengine/godot/pull/95004)).
+- Clean up English in JSON documentation ([GH-95041](https://github.com/godotengine/godot/pull/95041)).
+- Fix several typos in the documentation ([GH-95046](https://github.com/godotengine/godot/pull/95046)).
+- Document converting a TileMap node to TileMapLayer using the editor ([GH-95069](https://github.com/godotengine/godot/pull/95069)).
+- Document expected coordinates in `PopupMenu.popup()` ([GH-95164](https://github.com/godotengine/godot/pull/95164)).
+- Fix documentation of `EditorImportPlugin._Import` ([GH-95335](https://github.com/godotengine/godot/pull/95335)).
+- Fix typo in EditorImportPlugin docs ([GH-95336](https://github.com/godotengine/godot/pull/95336)).
+- Fix check in `Object._ValidateProperty` example ([GH-95341](https://github.com/godotengine/godot/pull/95341)).
+- Clarify usage of CompositorEffect as an abstract base class ([GH-95347](https://github.com/godotengine/godot/pull/95347)).
+- Incorrect reference to VisibleOnScreenEnabler3D/2D in VisibleOnScreenNotifier3D/2D documentation ([GH-95409](https://github.com/godotengine/godot/pull/95409)).
+- Add Animation tutorial links to class reference by 4.3 ([GH-95434](https://github.com/godotengine/godot/pull/95434)).
#### Editor
-- Replace all flags with one value when holding Ctrl/Cmd in the layers editor ([GH-39364](https://github.com/godotengine/godot/pull/39364)).
-- Improve `CodeEdit`'s toggle comments behavior ([GH-44557](https://github.com/godotengine/godot/pull/44557)).
-- Document editor import options in the class reference ([GH-49524](https://github.com/godotengine/godot/pull/49524)).
-- Reorganize buttons in the project manager ([GH-50674](https://github.com/godotengine/godot/pull/50674)).
-- Streamline the project import workflow ([GH-51478](https://github.com/godotengine/godot/pull/51478)).
-- Focus current node after connecting ([GH-54071](https://github.com/godotengine/godot/pull/54071)).
-- Allow enter key to add properties to replication editor list ([GH-65558](https://github.com/godotengine/godot/pull/65558)).
-- Add editor setting to toggle automatic code completion ([GH-68140](https://github.com/godotengine/godot/pull/68140)).
-- Replace Ctrl in editor shortcuts with Cmd or Ctrl depending on platform ([GH-71905](https://github.com/godotengine/godot/pull/71905)).
-- Overhaul the Gradient Editor ([GH-71915](https://github.com/godotengine/godot/pull/71915)).
-- Don't save scripts when exiting editor ([GH-73641](https://github.com/godotengine/godot/pull/73641)).
-- Fix Filter Files shortcut input is not properly handled ([GH-73981](https://github.com/godotengine/godot/pull/73981)).
-- Fix conversion of hex color strings in project converter ([GH-74026](https://github.com/godotengine/godot/pull/74026)).
-- Add coloring for completion of vector components ([GH-74809](https://github.com/godotengine/godot/pull/74809)).
-- Expose 'Reimport' on right-click context menu in the FileSystem panel ([GH-75137](https://github.com/godotengine/godot/pull/75137)).
-- Added `--gpu-index` to `forwardable_cli_arguments` ([GH-75198](https://github.com/godotengine/godot/pull/75198)).
-- Enhance NodePath property editing ([GH-75274](https://github.com/godotengine/godot/pull/75274)).
-- Ensure binds are duplicated with `Node` signals ([GH-75382](https://github.com/godotengine/godot/pull/75382)).
-- Make `EditorInterface` accessible as a singleton ([GH-75694](https://github.com/godotengine/godot/pull/75694)).
-- Apply new input validation method for Create Plugin dialog ([GH-76778](https://github.com/godotengine/godot/pull/76778)).
-- Expose `save_all_scenes` method to EditorInterface ([GH-77537](https://github.com/godotengine/godot/pull/77537)).
-- Increase vertical size of `CurveEdit` when `Inspector` widens ([GH-77625](https://github.com/godotengine/godot/pull/77625)).
-- Allow to pick which Resources will be made unique ([GH-77855](https://github.com/godotengine/godot/pull/77855)).
-- Fix batch rename for unique name and empty name ([GH-78292](https://github.com/godotengine/godot/pull/78292)).
-- Change light themes default contrast from -0.08 to -0.06 ([GH-78297](https://github.com/godotengine/godot/pull/78297)).
-- Auto-update properties when replacing a node ([GH-78300](https://github.com/godotengine/godot/pull/78300)).
-- Only display 15 nodes in the Recent section of the Create New Node dialog ([GH-78309](https://github.com/godotengine/godot/pull/78309)).
-- Fix tooltip of enum value without description ([GH-78524](https://github.com/godotengine/godot/pull/78524)).
-- Speed up closing multiple scripts ([GH-78604](https://github.com/godotengine/godot/pull/78604)).
-- Re-enable docs cache with fixes ([GH-78615](https://github.com/godotengine/godot/pull/78615)).
-- Use bullet points in shader editor creation dialog ([GH-78631](https://github.com/godotengine/godot/pull/78631)).
-- Tweak documentation to use bold font when a class is referencing itself ([GH-78649](https://github.com/godotengine/godot/pull/78649)).
-- Fix indentation in script templates ([GH-78675](https://github.com/godotengine/godot/pull/78675)).
-- Standardize dialog input validation as a new class ([GH-78744](https://github.com/godotengine/godot/pull/78744)).
-- Sort project tags before saving ([GH-78775](https://github.com/godotengine/godot/pull/78775)).
-- Project converter: Use same rendering driver as Project Manager ([GH-78795](https://github.com/godotengine/godot/pull/78795)).
-- Fix drag-dropping nodes to parent with internal nodes ([GH-78816](https://github.com/godotengine/godot/pull/78816)).
-- Fix history mismatch ([GH-78827](https://github.com/godotengine/godot/pull/78827)).
-- Improve material and mesh preview buttons ([GH-78858](https://github.com/godotengine/godot/pull/78858)).
-- Add icons for 3D texture classes ([GH-78903](https://github.com/godotengine/godot/pull/78903)).
-- Fix dropping files from `res://` to `res://` ([GH-78914](https://github.com/godotengine/godot/pull/78914)).
-- Do not change a node unique name to the same name ([GH-78925](https://github.com/godotengine/godot/pull/78925)).
-- Translate "No match" message in FindReplaceBar ([GH-78938](https://github.com/godotengine/godot/pull/78938)).
-- Windows: Always double-quote path when launching explorer.exe to browse ([GH-78963](https://github.com/godotengine/godot/pull/78963)).
-- [Terminal Output] Reset text properties after `print_rich` ([GH-79017](https://github.com/godotengine/godot/pull/79017)).
-- Fix missing arrows in integer vector properties ([GH-79021](https://github.com/godotengine/godot/pull/79021)).
-- Optimize SVG icons and remove unused Transpose icon ([GH-79062](https://github.com/godotengine/godot/pull/79062)).
-- Collapse bottom panel if there is no active tab ([GH-79078](https://github.com/godotengine/godot/pull/79078)).
-- Fix `ui_cancel` action not closing `FindReplaceBar` ([GH-79079](https://github.com/godotengine/godot/pull/79079)).
-- Add tooltip description wrapping in scene tree and plugin settings ([GH-79090](https://github.com/godotengine/godot/pull/79090)).
-- Improve user-friendliness of project version mismatch message ([GH-79118](https://github.com/godotengine/godot/pull/79118)).
-- Optimize Variant icons and a few others ([GH-79161](https://github.com/godotengine/godot/pull/79161)).
-- Don't grab theme icons for scripts ([GH-79203](https://github.com/godotengine/godot/pull/79203)).
-- Show only compatible nodes in 'Select a node' window ([GH-79213](https://github.com/godotengine/godot/pull/79213)).
-- Assume root when dropping node to unassigned script ([GH-79258](https://github.com/godotengine/godot/pull/79258)).
-- Keep `GraphNode` port icons crisp at high zoom levels and remove artifacts ([GH-79262](https://github.com/godotengine/godot/pull/79262)).
-- Hide/show `AcceptDialog`'s button spacer on button visibility changed ([GH-79274](https://github.com/godotengine/godot/pull/79274)).
-- Change explicit 'Godot 4.0' references to 'Godot 4' ([GH-79277](https://github.com/godotengine/godot/pull/79277)).
-- Fix dragged nodes icon size ([GH-79283](https://github.com/godotengine/godot/pull/79283)).
-- Improve text in popup warning, remove "upgrade or downgrade" text ([GH-79299](https://github.com/godotengine/godot/pull/79299)).
-- Allow adding a custom side menu to EditorFileDialog ([GH-79313](https://github.com/godotengine/godot/pull/79313)).
-- Make indentation indicators translatable ([GH-79358](https://github.com/godotengine/godot/pull/79358)).
-- Improve signal callback generation ([GH-79366](https://github.com/godotengine/godot/pull/79366)).
-- Add missing word to text of the alert dialog ([GH-79381](https://github.com/godotengine/godot/pull/79381)).
-- Disable irrelevant scene tab context menu items ([GH-79382](https://github.com/godotengine/godot/pull/79382)).
-- Don't use splash minimum display time in editor ([GH-79388](https://github.com/godotengine/godot/pull/79388)).
-- Include display server type in "Copy System Info" ([GH-79396](https://github.com/godotengine/godot/pull/79396)).
-- Fix rendering driver in Copy System Info for the Compatibility rendering method ([GH-79416](https://github.com/godotengine/godot/pull/79416)).
-- Add icons to some placeholder classes ([GH-79431](https://github.com/godotengine/godot/pull/79431)).
-- Hide explicitly specified flag value in Inspector ([GH-79457](https://github.com/godotengine/godot/pull/79457)).
-- Add a shortcut to paste nodes as sibling of the selected node ([GH-79467](https://github.com/godotengine/godot/pull/79467)).
-- Emit `history_changed` on merged UndoRedo actions ([GH-79484](https://github.com/godotengine/godot/pull/79484)).
-- Show valid types in SceneTreeDialog ([GH-79593](https://github.com/godotengine/godot/pull/79593)).
-- Fix wrong Curve connection ([GH-79609](https://github.com/godotengine/godot/pull/79609)).
-- Add Ctrl+/ as a shortcut to toggle comment in addition to Ctrl+K ([GH-79610](https://github.com/godotengine/godot/pull/79610)).
-- Make Help.svg not look disabled ([GH-79613](https://github.com/godotengine/godot/pull/79613)).
-- Avoid duplicating the "Filters" section ([GH-79650](https://github.com/godotengine/godot/pull/79650)).
-- Fix arg count checks in `SceneDebugger` ([GH-79655](https://github.com/godotengine/godot/pull/79655)).
-- Add placeholder items to TileSet layer list ([GH-79676](https://github.com/godotengine/godot/pull/79676)).
-- Change the text for the flat button preview to follow pattern ([GH-79734](https://github.com/godotengine/godot/pull/79734)).
-- Fix typo in ResourceImporterImageFont ([GH-79736](https://github.com/godotengine/godot/pull/79736)).
-- In Create New Scene dialog derive the default root node name based on `editor/naming/node_name_casing` ([GH-79756](https://github.com/godotengine/godot/pull/79756)).
-- Make the single window mode check more strict ([GH-79793](https://github.com/godotengine/godot/pull/79793)).
-- Make blend file importer warnings translatable ([GH-79807](https://github.com/godotengine/godot/pull/79807)).
-- Fix undo methods for DELETE in EditorAutoloadSettings ([GH-79832](https://github.com/godotengine/godot/pull/79832)).
-- Fix usability issues with scene tabs ([GH-79852](https://github.com/godotengine/godot/pull/79852)).
-- Add tooltips to the plugin editor creation dialog ([GH-79891](https://github.com/godotengine/godot/pull/79891)).
-- Fix spacing between icon and "Output" button ([GH-79908](https://github.com/godotengine/godot/pull/79908)).
-- Fix crash when using "Close All Tabs" ([GH-79917](https://github.com/godotengine/godot/pull/79917)).
-- Automatically add path to built-in scripts ([GH-79920](https://github.com/godotengine/godot/pull/79920)).
-- Sort system font menu in Inspector ([GH-79928](https://github.com/godotengine/godot/pull/79928)).
-- Fix out of bounds access when updating current scene ([GH-79945](https://github.com/godotengine/godot/pull/79945)).
-- Uncollapse favorites by default in the editor FileSystem dock ([GH-79971](https://github.com/godotengine/godot/pull/79971)).
-- Reverse condition for skipping directories ([GH-79984](https://github.com/godotengine/godot/pull/79984)).
-- Fix escaping issues with POT generator ([GH-80058](https://github.com/godotengine/godot/pull/80058)).
-- Fix API hash related crash in `EditorSettings` ([GH-80089](https://github.com/godotengine/godot/pull/80089)).
-- Add UndoRedo icon ([GH-80102](https://github.com/godotengine/godot/pull/80102)).
-- Add FileAccess and DirAccess icons ([GH-80103](https://github.com/godotengine/godot/pull/80103)).
-- Add path to missing import texture metadata to error message ([GH-80107](https://github.com/godotengine/godot/pull/80107)).
-- Add an icon to the Performance object ([GH-80113](https://github.com/godotengine/godot/pull/80113)).
-- Optimize and fix up some SVGs ([GH-80119](https://github.com/godotengine/godot/pull/80119)).
-- Add ShaderInclude class icon ([GH-80129](https://github.com/godotengine/godot/pull/80129)).
-- Use the gray color for all abstract classes ([GH-80184](https://github.com/godotengine/godot/pull/80184)).
-- Horizontal split view for Filesystem Dock ([GH-80241](https://github.com/godotengine/godot/pull/80241)).
-- Fix menu items that trigger secondary interface missing ellipsis ([GH-80355](https://github.com/godotengine/godot/pull/80355)).
-- Improve Signal Dock for script classes ([GH-80411](https://github.com/godotengine/godot/pull/80411)).
-- Add custom color support to project folders ([GH-80440](https://github.com/godotengine/godot/pull/80440)).
-- [Editor Log] Clear rich print tags only after the last line ([GH-80476](https://github.com/godotengine/godot/pull/80476)).
-- Extract editor scene tabs into their own component ([GH-80490](https://github.com/godotengine/godot/pull/80490)).
-- Fixes Scene corruption when child scene is renamed in another directory ([GH-80503](https://github.com/godotengine/godot/pull/80503)).
-- Avoid unnecessary inspector updates when loading or switching scenes ([GH-80517](https://github.com/godotengine/godot/pull/80517)).
-- Add EditorStringNames singleton ([GH-80573](https://github.com/godotengine/godot/pull/80573)).
-- Add CurveXYZTexture icon ([GH-80598](https://github.com/godotengine/godot/pull/80598)).
-- Fix crash on exit where `TileSet` calls destroyed `TileSetAtlasSourceEditor` ([GH-80607](https://github.com/godotengine/godot/pull/80607)).
-- Fix `TileMapEditorPlugin` crash by storing tilemap ID instead of pointer ([GH-80610](https://github.com/godotengine/godot/pull/80610)).
-- Add PortableCompressedTexture2D icon ([GH-80659](https://github.com/godotengine/godot/pull/80659)).
-- Make the NavigationAgent3D icon more readable ([GH-80661](https://github.com/godotengine/godot/pull/80661)).
-- Recurse into resources to check for changed node paths ([GH-80721](https://github.com/godotengine/godot/pull/80721)).
-- Add a RegEx icon ([GH-80724](https://github.com/godotengine/godot/pull/80724)).
-- Don't cache script signal descriptions ([GH-80726](https://github.com/godotengine/godot/pull/80726)).
-- Disable translation of root name on scene creation ([GH-80811](https://github.com/godotengine/godot/pull/80811)).
-- Avoid creating any useless undo action when dragging nodes in place ([GH-80817](https://github.com/godotengine/godot/pull/80817)).
-- Unedit nodes early when closing scene tab ([GH-80849](https://github.com/godotengine/godot/pull/80849)).
-- Save "Show Built-In Actions" state to project metadata ([GH-80879](https://github.com/godotengine/godot/pull/80879)).
-- Differentiate between core and editor-only singletons ([GH-80962](https://github.com/godotengine/godot/pull/80962)).
-- Cleanup some `GLOBAL_DEF`s ([GH-80972](https://github.com/godotengine/godot/pull/80972)).
-- Add a property hint range to Auto Refresh Interval editor setting ([GH-80975](https://github.com/godotengine/godot/pull/80975)).
-- Display time of last save in the unsaved changes confirmation editor dialog ([GH-80976](https://github.com/godotengine/godot/pull/80976)).
-- Fix paste value emptying an array on some right click location ([GH-80977](https://github.com/godotengine/godot/pull/80977)).
-- Move the new RegEx icons into their respective module ([GH-80998](https://github.com/godotengine/godot/pull/80998)).
-- FileSystemDock: Don't update current path on rename when file list has focus ([GH-81007](https://github.com/godotengine/godot/pull/81007)).
-- Improve warnings when running scripts in the editor ([GH-81022](https://github.com/godotengine/godot/pull/81022)).
-- Properly remember custom text color in scene tree ([GH-81061](https://github.com/godotengine/godot/pull/81061)).
-- Fix Quick Open not opening binary resources ([GH-81068](https://github.com/godotengine/godot/pull/81068)).
-- Refactor disabling scene tab context menu options ([GH-81072](https://github.com/godotengine/godot/pull/81072)).
-- Prevent creating any type of file with a leading dot ([GH-81075](https://github.com/godotengine/godot/pull/81075)).
-- Signal Connection Dock improvements ([GH-81092](https://github.com/godotengine/godot/pull/81092)).
-- Fix a crash when built-in script is not saved and have syntax error ([GH-81156](https://github.com/godotengine/godot/pull/81156)).
-- Use `ui_text_submit` instead of `ui_accept` to confirm and close text prompts ([GH-81189](https://github.com/godotengine/godot/pull/81189)).
-- Inspector and Signal docks improvements ([GH-81221](https://github.com/godotengine/godot/pull/81221)).
-- Fix `EditorFileDialog` clears the file name on changing directory ([GH-81226](https://github.com/godotengine/godot/pull/81226)).
-- Fix clamping logic in `EditorSpinSlider` ([GH-81278](https://github.com/godotengine/godot/pull/81278)).
-- Show doc tooltips when hovering properties in the theme editor ([GH-81284](https://github.com/godotengine/godot/pull/81284)).
-- Change precedence in rules to make location after proper casing ([GH-81304](https://github.com/godotengine/godot/pull/81304)).
-- Fix TextFile not reloading when changed from external editors ([GH-81319](https://github.com/godotengine/godot/pull/81319)).
-- Check the native base of scripts when resolving icons ([GH-81336](https://github.com/godotengine/godot/pull/81336)).
-- Fix saving editor folder colors ([GH-81344](https://github.com/godotengine/godot/pull/81344)).
-- Avoid text substitution in EditorHelp messages ([GH-81346](https://github.com/godotengine/godot/pull/81346)).
-- Update folder colors when moving or renaming ([GH-81380](https://github.com/godotengine/godot/pull/81380)).
-- Rearrange "Main Menu > Help" items ([GH-81399](https://github.com/godotengine/godot/pull/81399)).
-- Remove leftover debug print in `FileSystemDock` ([GH-81407](https://github.com/godotengine/godot/pull/81407)).
-- Fix property array tooltip shows wrong ID on later pages ([GH-81408](https://github.com/godotengine/godot/pull/81408)).
-- Fix bugs of copying scene root node or pasting node as scene root ([GH-81415](https://github.com/godotengine/godot/pull/81415)).
-- Expose `EditorInspector::get_edited_object` to GDScript ([GH-81425](https://github.com/godotengine/godot/pull/81425)).
-- Fix unexpected behaviors of using Duplicate To on folders ([GH-81437](https://github.com/godotengine/godot/pull/81437)).
-- Fix FindReplaceBar losing focus too early ([GH-81450](https://github.com/godotengine/godot/pull/81450)).
-- Ignore empty lines when uncommenting code ([GH-81486](https://github.com/godotengine/godot/pull/81486)).
-- SceneTreeDock: Avoid changing the currently edited object when attaching a script ([GH-81510](https://github.com/godotengine/godot/pull/81510)).
-- Allow contextual plugins to persist temporarily ([GH-81523](https://github.com/godotengine/godot/pull/81523)).
-- Improve undo action names ([GH-81569](https://github.com/godotengine/godot/pull/81569)).
-- Make editor support `--fullscreen` command-line argument ([GH-81608](https://github.com/godotengine/godot/pull/81608)).
-- Add XML files to default TextFile extensions in the editor ([GH-81625](https://github.com/godotengine/godot/pull/81625)).
-- Avoid resetting the code completion popup excessively ([GH-81633](https://github.com/godotengine/godot/pull/81633)).
-- Fix dependency handling on move or rename in the filesystem dock ([GH-81657](https://github.com/godotengine/godot/pull/81657)).
-- Don't paste nodes as sibling of scene root ([GH-81673](https://github.com/godotengine/godot/pull/81673)).
-- Clarify filtering by node type and group in the Scene tree dock ([GH-81675](https://github.com/godotengine/godot/pull/81675)).
-- Create a field when Ctrl-dropping a resource into the code editor ([GH-81708](https://github.com/godotengine/godot/pull/81708)).
-- Make LineEdit secret character easier to change and enter ([GH-81724](https://github.com/godotengine/godot/pull/81724)).
-- Fix folder moving in file system dock ([GH-81725](https://github.com/godotengine/godot/pull/81725)).
-- Fix internal `CONNECT_INHERITED` being saved in PackedScene & Make Local ([GH-81737](https://github.com/godotengine/godot/pull/81737)).
-- Fix Connection dock's popups always allowing disconnect ([GH-81750](https://github.com/godotengine/godot/pull/81750)).
-- Change icon for position key ([GH-81751](https://github.com/godotengine/godot/pull/81751)).
-- Add Ctrl+P as shortcut to quick open files in addition to Shift+Alt+O ([GH-81770](https://github.com/godotengine/godot/pull/81770)).
-- Make editor camera speed indicator use `m/s` and `m` ([GH-81810](https://github.com/godotengine/godot/pull/81810)).
-- Fix grayed out paint icons ([GH-81813](https://github.com/godotengine/godot/pull/81813)).
-- Add CanvasTexture icon ([GH-81834](https://github.com/godotengine/godot/pull/81834)).
-- Make UIDs clickable in the script editor ([GH-81927](https://github.com/godotengine/godot/pull/81927)).
-- Improve the Torus icons ([GH-81978](https://github.com/godotengine/godot/pull/81978)).
-- While dragging files don't move not selected cursor item in filesystem-dock ([GH-82045](https://github.com/godotengine/godot/pull/82045)).
-- Revamp how documentation tooltips work ([GH-82051](https://github.com/godotengine/godot/pull/82051)).
-- Fix several issues with renaming in FileSystem dock ([GH-82075](https://github.com/godotengine/godot/pull/82075)).
-- Fix skeleton 3d editor's toolbar ui deleted from wrong container ([GH-82131](https://github.com/godotengine/godot/pull/82131)).
-- Fix leak when calling `remove_control_from_menu_panel` ([GH-82171](https://github.com/godotengine/godot/pull/82171)).
-- Fix CurveEdit crash when dragging the curve if it is null ([GH-82181](https://github.com/godotengine/godot/pull/82181)).
-- Add call validation to CommandPalette ([GH-82194](https://github.com/godotengine/godot/pull/82194)).
-- Remove the separator from ItemList's thumbnails mode ([GH-82236](https://github.com/godotengine/godot/pull/82236)).
-- Fix missing dependency warning popup ([GH-82244](https://github.com/godotengine/godot/pull/82244)).
-- Fix can't unset exported typed array element when the type is set to Node ([GH-82287](https://github.com/godotengine/godot/pull/82287)).
-- Fix ScriptCreateDialog not accepting on submit ([GH-82328](https://github.com/godotengine/godot/pull/82328)).
-- Add error checks for DirAccess creation ([GH-82347](https://github.com/godotengine/godot/pull/82347)).
-- Color match editor log toggles and flat pressed buttons ([GH-82365](https://github.com/godotengine/godot/pull/82365)).
-- Fix submenus deleted accidentally ([GH-82371](https://github.com/godotengine/godot/pull/82371)).
-- Fix leak when closing theme editor preview tabs ([GH-82442](https://github.com/godotengine/godot/pull/82442)).
-- Make terrains peering bit property names translatable ([GH-82509](https://github.com/godotengine/godot/pull/82509)).
-- Don't remove favorite files in EditorFileDialog ([GH-82537](https://github.com/godotengine/godot/pull/82537)).
-- Use theme icon size when calculating category minimum size ([GH-82540](https://github.com/godotengine/godot/pull/82540)).
-- Add more context to some `Window` errors ([GH-82590](https://github.com/godotengine/godot/pull/82590)).
-- "Whole Words" search can detect word boundaries inside the search term ([GH-82694](https://github.com/godotengine/godot/pull/82694)).
-- Search terms are now highlighted when the bar opens with a selection ([GH-82707](https://github.com/godotengine/godot/pull/82707)).
-- Fix node icons appearing too big in some cases ([GH-82728](https://github.com/godotengine/godot/pull/82728)).
-- Fix loading floating dock layout ([GH-82742](https://github.com/godotengine/godot/pull/82742)).
-- Removes extents to size conversion ([GH-82754](https://github.com/godotengine/godot/pull/82754)).
-- Fix checking the visibility condition of selected file in the Godot editor's dock ([GH-82806](https://github.com/godotengine/godot/pull/82806)).
-- Fix unsaved changes not getting discarded ([GH-82847](https://github.com/godotengine/godot/pull/82847)).
-- Provide translation strings for folder colors ([GH-82858](https://github.com/godotengine/godot/pull/82858)).
-- Fix debugger behavior with multi-session debugging ([GH-82868](https://github.com/godotengine/godot/pull/82868)).
-- Disable disconnect button for inherited signals ([GH-82875](https://github.com/godotengine/godot/pull/82875)).
-- Fix garbled text in editor toasters ([GH-82913](https://github.com/godotengine/godot/pull/82913)).
-- Don't apply frame delay project setting to the editor ([GH-82929](https://github.com/godotengine/godot/pull/82929)).
-- Tweak metadata property tooltip to avoid being misleading ([GH-82940](https://github.com/godotengine/godot/pull/82940)).
-- Fix dependency menu not showing up if scene failed to load ([GH-83024](https://github.com/godotengine/godot/pull/83024)).
-- Fix `EditorFileSystemDirectory::get_file_deps()` may return wrong result ([GH-83081](https://github.com/godotengine/godot/pull/83081)).
-- Fix some issues with `EditorHelpTooltip` ([GH-83094](https://github.com/godotengine/godot/pull/83094)).
-- Fix highlight rect in "Whole search" being slightly offset ([GH-83101](https://github.com/godotengine/godot/pull/83101)).
-- Don't auto translate theme type list ([GH-83177](https://github.com/godotengine/godot/pull/83177)).
-- Project Manager: Open project when "Enter" is pressed when the search box is focused ([GH-83210](https://github.com/godotengine/godot/pull/83210)).
-- Disable port name auto translation in Visual Shader editor ([GH-83233](https://github.com/godotengine/godot/pull/83233)).
-- Fix saving wrong edited scene state when switching scene tabs ([GH-83251](https://github.com/godotengine/godot/pull/83251)).
-- Don't try updating wrong NodePaths in resources ([GH-83263](https://github.com/godotengine/godot/pull/83263)).
-- Keep focus on floating window when showing ProgressDialog ([GH-83290](https://github.com/godotengine/godot/pull/83290)).
-- Fix FindReplaceBar focus problems ([GH-83335](https://github.com/godotengine/godot/pull/83335)).
-- Remove toggling of unique names in subscenes ([GH-83370](https://github.com/godotengine/godot/pull/83370)).
-- Fix multiple comment delimiter break toggle comment shortcut ([GH-83382](https://github.com/godotengine/godot/pull/83382)).
-- Disallow 'Make Local' command on inherited nodes ([GH-83386](https://github.com/godotengine/godot/pull/83386)).
-- Disable "Edit Transitions..." item if no animations are present ([GH-83402](https://github.com/godotengine/godot/pull/83402)).
-- Set `icon_max_width` in the ConnectionsDock tree ([GH-83447](https://github.com/godotengine/godot/pull/83447)).
-- Fix close button in FindReplaceBar ([GH-83459](https://github.com/godotengine/godot/pull/83459)).
-- Prevent crash when creating custom file tooltip ([GH-83487](https://github.com/godotengine/godot/pull/83487)).
-- Mesh instance UV2 unwrapping improvements ([GH-83498](https://github.com/godotengine/godot/pull/83498)).
-- Fix StringName leaks in GDExtension, core, and editor themes ([GH-83562](https://github.com/godotengine/godot/pull/83562)).
-- Enable new addon after hiding ProjectSettings ([GH-83576](https://github.com/godotengine/godot/pull/83576)).
-- Fix ownership bugs in node copy and pasting ([GH-83596](https://github.com/godotengine/godot/pull/83596)).
-- Support duplication of foreign nodes ([GH-83597](https://github.com/godotengine/godot/pull/83597)).
-- Fix crash on recovered orphaned nodes ([GH-83604](https://github.com/godotengine/godot/pull/83604)).
-- Fix StringName leaks in VariantParser ([GH-83619](https://github.com/godotengine/godot/pull/83619)).
-- Improve threading in ClassDB and EditorHelp ([GH-83695](https://github.com/godotengine/godot/pull/83695)).
-- Fix wrong shader rename in 3-to-4 project converter ([GH-83708](https://github.com/godotengine/godot/pull/83708)).
-- Clamp the height of description text for property selectors ([GH-83745](https://github.com/godotengine/godot/pull/83745)).
-- Fix "as" capitalization in editor strings ([GH-83815](https://github.com/godotengine/godot/pull/83815)).
-- Remove margins from editor scrollbars ([GH-83868](https://github.com/godotengine/godot/pull/83868)).
-- Fix potential crash on failed move ([GH-83937](https://github.com/godotengine/godot/pull/83937)).
-- Use Hashset for dependency list when moving ([GH-83941](https://github.com/godotengine/godot/pull/83941)).
-- Limit custom icons size in various editor widgets ([GH-84011](https://github.com/godotengine/godot/pull/84011)).
-- Add read-only info to resource embedded in other scenes ([GH-84048](https://github.com/godotengine/godot/pull/84048)).
-- Ignore path error for built-in scripts/shaders ([GH-84077](https://github.com/godotengine/godot/pull/84077)).
-- Change dropdown type filter from Texture to Texture2D in certain nodes ([GH-84113](https://github.com/godotengine/godot/pull/84113)).
-- Fix file rename crash after toggling split mode ([GH-84217](https://github.com/godotengine/godot/pull/84217)).
-- Fix crash on rename collision in thumbnail grid ([GH-84218](https://github.com/godotengine/godot/pull/84218)).
-- Make remote inspector groups not foldable ([GH-84257](https://github.com/godotengine/godot/pull/84257)).
-- Automatically pick the Android SDK path using environment variables ([GH-84285](https://github.com/godotengine/godot/pull/84285)).
-- Fix pressing save in Import Defaults not working ([GH-84291](https://github.com/godotengine/godot/pull/84291)).
-- Disconnect `EditorNode` from file dialogs on destruction ([GH-84302](https://github.com/godotengine/godot/pull/84302)).
-- Fix CSGShape debug_collision_shape crash ([GH-84338](https://github.com/godotengine/godot/pull/84338)).
-- Polish & fix editor help cache generation ([GH-84354](https://github.com/godotengine/godot/pull/84354)).
-- Fix inverted condition when unwrapping lightmap ([GH-84374](https://github.com/godotengine/godot/pull/84374)).
-- Fix engine configuration icons using old convention ([GH-84404](https://github.com/godotengine/godot/pull/84404)).
-- Tweak FastNoiseLite property hints for better slider usability ([GH-84494](https://github.com/godotengine/godot/pull/84494)).
-- Fix pressing Enter being ignored in "Create Shader" dialog ([GH-84539](https://github.com/godotengine/godot/pull/84539)).
-- Fix for stopping the Undo History being desynchronized from actual Undo queue ([GH-84557](https://github.com/godotengine/godot/pull/84557)).
-- Correctly set up shortcut context in the shader editor ([GH-84614](https://github.com/godotengine/godot/pull/84614)).
-- Save scene when saving built-in resource ([GH-84630](https://github.com/godotengine/godot/pull/84630)).
-- Abort threaded preview generators on exit ([GH-84716](https://github.com/godotengine/godot/pull/84716)).
-- Fix texture region editor not selecting restored snap mode ([GH-84762](https://github.com/godotengine/godot/pull/84762)).
-- Reduced output spam from rapid property changes ([GH-84795](https://github.com/godotengine/godot/pull/84795)).
-- Remove EditorFileDialog warning when skipping project directories ([GH-84797](https://github.com/godotengine/godot/pull/84797)).
-- macOS: Cleanup default GL driver setting ([GH-84929](https://github.com/godotengine/godot/pull/84929)).
-- Make script/shader editor save shortcuts unique again ([GH-84931](https://github.com/godotengine/godot/pull/84931)).
-- Provide more context when scene fails to load ([GH-85083](https://github.com/godotengine/godot/pull/85083)).
-- Add Save As... option to EditorResourcePicker ([GH-85150](https://github.com/godotengine/godot/pull/85150)).
-- Avoid saving scene while already saving the scene ([GH-85154](https://github.com/godotengine/godot/pull/85154)).
-- Fix project name being overwritten every time `show_dialog` is called ([GH-85169](https://github.com/godotengine/godot/pull/85169)).
-- Rework the surface upgrade tool to inform users without blocking ([GH-85222](https://github.com/godotengine/godot/pull/85222)).
-- Fix crash caused by conflicting menu option IDs ([GH-85227](https://github.com/godotengine/godot/pull/85227)).
-- Suppress surface upgrade warnings when showing SurfaceUpgradeTool warning ([GH-85249](https://github.com/godotengine/godot/pull/85249)).
-- Save and restore previous window mode when toggling full-screen ([GH-85427](https://github.com/godotengine/godot/pull/85427)).
-- Disable a prohibitively slow code branch when reparenting nodes ([GH-85517](https://github.com/godotengine/godot/pull/85517)).
+- Add a V-Sync editor setting ([GH-48364](https://github.com/godotengine/godot/pull/48364)).
+- Automatically create folder in project manager create and import ([GH-56420](https://github.com/godotengine/godot/pull/56420)).
+- Display the build date in the editor and when starting the engine ([GH-59247](https://github.com/godotengine/godot/pull/59247)).
+- Implement project-wide node groups ([GH-60965](https://github.com/godotengine/godot/pull/60965)).
+- Fix behavior of 'Editable Children' toggle ([GH-60974](https://github.com/godotengine/godot/pull/60974)).
+- Decrease the default idle parse delay in the script editor ([GH-61814](https://github.com/godotengine/godot/pull/61814)).
+- Store line change in script navigation history ([GH-63515](https://github.com/godotengine/godot/pull/63515)).
+- Allow to set custom feature tags for testing ([GH-63529](https://github.com/godotengine/godot/pull/63529)).
+- Add a dialog to customize run instances ([GH-65753](https://github.com/godotengine/godot/pull/65753)).
+- Use `check_changed_settings_in_group()` everywhere ([GH-69032](https://github.com/godotengine/godot/pull/69032)).
+- Allow easily renaming multiple nodes ([GH-69087](https://github.com/godotengine/godot/pull/69087)).
+- Allow loading custom ProjectSettings instance ([GH-75048](https://github.com/godotengine/godot/pull/75048)).
+- Add colored margin in Inspector for arrays and dictionaries ([GH-75482](https://github.com/godotengine/godot/pull/75482)).
+- Fix missing script time for some functions in profiler ([GH-75623](https://github.com/godotengine/godot/pull/75623)).
+- Add automatic checking for engine updates ([GH-75916](https://github.com/godotengine/godot/pull/75916)).
+- Add tooltip plugin for AudioStream ([GH-77069](https://github.com/godotengine/godot/pull/77069)).
+- Cache `TreeItem`s between runs in `EditorHelpSearch` ([GH-77471](https://github.com/godotengine/godot/pull/77471)).
+- Add inheriting classes to `DocTools` ([GH-77554](https://github.com/godotengine/godot/pull/77554)).
+- Add a way to invalidate preview cache ([GH-77697](https://github.com/godotengine/godot/pull/77697)).
+- Fix incorrect check on importing project ([GH-77832](https://github.com/godotengine/godot/pull/77832)).
+- Fix custom resource icons in FileSystem ([GH-77932](https://github.com/godotengine/godot/pull/77932)).
+- Allow configuring the script filename casing rule ([GH-78119](https://github.com/godotengine/godot/pull/78119)).
+- Add search keywords to the class reference ([GH-78990](https://github.com/godotengine/godot/pull/78990)).
+- Enable optional minimal SteamAPI integration for usage time tracking (editor only) ([GH-79126](https://github.com/godotengine/godot/pull/79126)).
+- Ignore directory entries in TPZ ([GH-79374](https://github.com/godotengine/godot/pull/79374)).
+- Add size check to prevent popup bigger than the screen itself ([GH-79617](https://github.com/godotengine/godot/pull/79617)).
+- Load project metadata file only when needed ([GH-79785](https://github.com/godotengine/godot/pull/79785)).
+- Add a way to force history for undoredo ([GH-79796](https://github.com/godotengine/godot/pull/79796)).
+- Remove exp hint of a few properties ([GH-80326](https://github.com/godotengine/godot/pull/80326)).
+- Rework `update_property` for array ([GH-80706](https://github.com/godotengine/godot/pull/80706)).
+- Add PhysicsMaterial icon ([GH-81044](https://github.com/godotengine/godot/pull/81044)).
+- Improve "Add" button consistency in Project Settings ([GH-81905](https://github.com/godotengine/godot/pull/81905)).
+- Set `open_dominant_script_on_scene_change` to off by default ([GH-81906](https://github.com/godotengine/godot/pull/81906)).
+- Make the search bars in the "Project Settings" dialog grab focus when they appear ([GH-82283](https://github.com/godotengine/godot/pull/82283)).
+- Add support for exporting script classes without a name ([GH-82528](https://github.com/godotengine/godot/pull/82528)).
+- Fix saving branch as scene saves children without owner set ([GH-82802](https://github.com/godotengine/godot/pull/82802)).
+- Allow to remove signal connections using `Delete` ([GH-82821](https://github.com/godotengine/godot/pull/82821)).
+- Add context support for editor property name i18n ([GH-82852](https://github.com/godotengine/godot/pull/82852)).
+- Add compatibility rename of `(v)align` properties of `Label` ([GH-82894](https://github.com/godotengine/godot/pull/82894)).
+- Allow Ctrl + KP / and Ctrl + # to toggle comment in the script editor ([GH-83109](https://github.com/godotengine/godot/pull/83109)).
+- (Un)Fold event categories by double click ([GH-83248](https://github.com/godotengine/godot/pull/83248)).
+- Fix export variable of type Node pointing to a wrong child node when duplicating ([GH-83343](https://github.com/godotengine/godot/pull/83343)).
+- Allow to load multiple animation/libraries at once in the animation manager ([GH-83503](https://github.com/godotengine/godot/pull/83503)).
+- Only update `EditorSceneTabs` tabs when necessary ([GH-83957](https://github.com/godotengine/godot/pull/83957)).
+- Fix UV editor not showing polygon correctly ([GH-84116](https://github.com/godotengine/godot/pull/84116)).
+- Fix nodes being deselected upon reparenting ([GH-84135](https://github.com/godotengine/godot/pull/84135)).
+- Extract `EditorDockManager` from `EditorNode` ([GH-84193](https://github.com/godotengine/godot/pull/84193)).
+- Inspector: Fix clearing array/dictionary element with `<Object#null>` ([GH-84237](https://github.com/godotengine/godot/pull/84237)).
+- Preserve inspector focus when opening script from scene tree ([GH-84284](https://github.com/godotengine/godot/pull/84284)).
+- Allow dragging editable children ([GH-84310](https://github.com/godotengine/godot/pull/84310)).
+- Hide private enums from documentation ([GH-84396](https://github.com/godotengine/godot/pull/84396)).
+- Disable multi-window buttons instead of hiding them when support is unavailable ([GH-84515](https://github.com/godotengine/godot/pull/84515)).
+- Fix errors on file rename or move in the Filesystem Dock ([GH-84520](https://github.com/godotengine/godot/pull/84520)).
+- Add tooltip for toggling favorite nodes ([GH-84619](https://github.com/godotengine/godot/pull/84619)).
+- Add PropertyListHelper ([GH-84635](https://github.com/godotengine/godot/pull/84635)).
+- Clarify description of "group selected" ([GH-84788](https://github.com/godotengine/godot/pull/84788)).
+- Fix unlimited project option ranges that could cause crashes ([GH-84800](https://github.com/godotengine/godot/pull/84800)).
+- Fix folder color not showing up in file dialogs ([GH-84837](https://github.com/godotengine/godot/pull/84837)).
+- Add "Show In FileSystem" to the Scene hierarchy right-click ([GH-84882](https://github.com/godotengine/godot/pull/84882)).
+- Prevent race condition on initial breakpoints from DAP ([GH-84895](https://github.com/godotengine/godot/pull/84895)).
+- Do not bother with line colors if `line_number_gutter` is not yet calculated ([GH-84907](https://github.com/godotengine/godot/pull/84907)).
+- Improve search/replace bar behavior ([GH-84932](https://github.com/godotengine/godot/pull/84932)).
+- Add an option to center children around the new parent when reparenting ([GH-84995](https://github.com/godotengine/godot/pull/84995)).
+- Fix issue with 3D scene drag and drop preview node ([GH-85087](https://github.com/godotengine/godot/pull/85087)).
+- Don't abort loading when `ext_resource` is missing ([GH-85159](https://github.com/godotengine/godot/pull/85159)).
+- Add further details on properties returning `Packed*Array` ([GH-85207](https://github.com/godotengine/godot/pull/85207)).
+- Don't insert newline while saving ([GH-85228](https://github.com/godotengine/godot/pull/85228)).
+- Use the flat button style on switches in scene and node docks ([GH-85236](https://github.com/godotengine/godot/pull/85236)).
+- Use `SafeNumeric` to protect `max_index` in ImportThreadData ([GH-85295](https://github.com/godotengine/godot/pull/85295)).
+- Make copy & paste params skip `resource_path` ([GH-85362](https://github.com/godotengine/godot/pull/85362)).
+- Improve SceneTreeEditor usability ([GH-85386](https://github.com/godotengine/godot/pull/85386)).
+- Make it possible to show code hint and code completion at the same time ([GH-85436](https://github.com/godotengine/godot/pull/85436)).
+- Improve Control hiding in PluginConfigDialog ([GH-85470](https://github.com/godotengine/godot/pull/85470)).
+- Update NodePaths only in built-in resources ([GH-85502](https://github.com/godotengine/godot/pull/85502)).
+- Expose `Node.is_part_of_edited_scene()` ([GH-85515](https://github.com/godotengine/godot/pull/85515)).
+- Fix for Cmd-B shortcut conflict on macOS ([GH-85527](https://github.com/godotengine/godot/pull/85527)).
+- Fix SnapGrid is almost invisible in light theme ([GH-85585](https://github.com/godotengine/godot/pull/85585)).
+- Defer creating new editor process in "Quit to Project List" just like in "Reload Current Project" ([GH-85654](https://github.com/godotengine/godot/pull/85654)).
+- Mark `gui/theme/custom` and `gui/theme/custom_font` as basic properties ([GH-85660](https://github.com/godotengine/godot/pull/85660)).
+- Add separate feature tags for editor runtime ([GH-85678](https://github.com/godotengine/godot/pull/85678)).
+- Hide Node dock successfully on undo/redo and deletion ([GH-85686](https://github.com/godotengine/godot/pull/85686)).
+- Fix theme application in various editor dialogs ([GH-85745](https://github.com/godotengine/godot/pull/85745)).
+- Improve engine startup/shutdown benchmarks ([GH-85885](https://github.com/godotengine/godot/pull/85885)).
+- Add a editor FileSystem dock action to open a terminal in selected folder ([GH-85923](https://github.com/godotengine/godot/pull/85923)).
+- Stop the searching of `find in files` in folders that have `.gdignore` ([GH-85943](https://github.com/godotengine/godot/pull/85943)).
+- Tweak Help menu icons for better visibility of commonly used items ([GH-85978](https://github.com/godotengine/godot/pull/85978)).
+- Disable Add button when theme item name is empty ([GH-86044](https://github.com/godotengine/godot/pull/86044)).
+- Fix "Class name cannot be empty" error when sorting no import files sort by type ([GH-86064](https://github.com/godotengine/godot/pull/86064)).
+- Stop using `RTR()` inside the "editor" folder ([GH-86143](https://github.com/godotengine/godot/pull/86143)).
+- Properly select the newly duplicated file ([GH-86164](https://github.com/godotengine/godot/pull/86164)).
+- Fix file disappearing when renaming dependencies ([GH-86177](https://github.com/godotengine/godot/pull/86177)).
+- Fix duplicating multiple nodes at different depths in `SceneTreeDock` ([GH-86211](https://github.com/godotengine/godot/pull/86211)).
+- Add option to add built-in strings in the POT generation ([GH-86222](https://github.com/godotengine/godot/pull/86222)).
+- Use `set_value_no_signal` in editor property code ([GH-86266](https://github.com/godotengine/godot/pull/86266)).
+- Allow node visibility to work with custom user-provided node types ([GH-86268](https://github.com/godotengine/godot/pull/86268)).
+- Optimize scanning routines in the project manager ([GH-86271](https://github.com/godotengine/godot/pull/86271)).
+- Fix scene dock search losing its default tooltip after typing an invalid filter ([GH-86278](https://github.com/godotengine/godot/pull/86278)).
+- Add input action name to window title in input map editor ([GH-86280](https://github.com/godotengine/godot/pull/86280)).
+- Add hover highlight to main editor buttons ([GH-86378](https://github.com/godotengine/godot/pull/86378)).
+- Strip edges of editor layout names ([GH-86386](https://github.com/godotengine/godot/pull/86386)).
+- Clear sub-resources list when no sub-resource exists ([GH-86388](https://github.com/godotengine/godot/pull/86388)).
+- Fix internal profiling button being visible when disabled in settings ([GH-86398](https://github.com/godotengine/godot/pull/86398)).
+- Improve action name for ungroup button in Scene dock ([GH-86431](https://github.com/godotengine/godot/pull/86431)).
+- Improve performance of the 'Create New Node' dialog ([GH-86447](https://github.com/godotengine/godot/pull/86447)).
+- Use ObjectID's instead of node pointers to track scene groups to prevent crash ([GH-86462](https://github.com/godotengine/godot/pull/86462)).
+- Store horizontal and vertical split offsets separately in FileSystem dock ([GH-86476](https://github.com/godotengine/godot/pull/86476)).
+- Fix scene parser reading non-built-in scripts for POT generation ([GH-86479](https://github.com/godotengine/godot/pull/86479)).
+- Improve `EditorDirDialog` ([GH-86486](https://github.com/godotengine/godot/pull/86486)).
+- Improve Path2D editing ([GH-86542](https://github.com/godotengine/godot/pull/86542)).
+- Project upgrade tool: Better space handling in "export" ([GH-86598](https://github.com/godotengine/godot/pull/86598)).
+- Don't update tree on deselect ([GH-86605](https://github.com/godotengine/godot/pull/86605)).
+- Add option for editor to follow system theme and accent colors ([GH-86610](https://github.com/godotengine/godot/pull/86610)).
+- Fix possible crash (use after free) in ScriptTextEditor ([GH-86633](https://github.com/godotengine/godot/pull/86633)).
+- Improved synchronization of Transforms during live debug sessions ([GH-86659](https://github.com/godotengine/godot/pull/86659)).
+- Automatically add path to built-in shaders ([GH-86668](https://github.com/godotengine/godot/pull/86668)).
+- Stop escaping `'` on POT generation ([GH-86669](https://github.com/godotengine/godot/pull/86669)).
+- Improve saving of built-in resources ([GH-86705](https://github.com/godotengine/godot/pull/86705)).
+- Removed unused code related to command palette ([GH-86723](https://github.com/godotengine/godot/pull/86723)).
+- Update modified shortcuts in command palette ([GH-86727](https://github.com/godotengine/godot/pull/86727)).
+- Fix missing autocompletion for inheriting classes ([GH-86729](https://github.com/godotengine/godot/pull/86729)).
+- Ignore internal children when replacing node ([GH-86745](https://github.com/godotengine/godot/pull/86745)).
+- Add autocompletion for ProjectSettings' methods ([GH-86758](https://github.com/godotengine/godot/pull/86758)).
+- Add autocompletion for InputMap's methods ([GH-86764](https://github.com/godotengine/godot/pull/86764)).
+- Allow to move FileSystem dock to bottom and drag resources across bottom docks ([GH-86765](https://github.com/godotengine/godot/pull/86765)).
+- Display functions that were previously forgotten in Profiler ([GH-86772](https://github.com/godotengine/godot/pull/86772)).
+- Allow opening scenes with missing scene dependency ([GH-86781](https://github.com/godotengine/godot/pull/86781)).
+- Allow all editor modes to select nodes in the viewport ([GH-86804](https://github.com/godotengine/godot/pull/86804)).
+- Added compatibility for Blend Mode in `Light2D`/`PointLight2D` when converting from Godot 3 to 4 ([GH-86811](https://github.com/godotengine/godot/pull/86811)).
+- Parse the names of children of `TabContainer`s on POT generation ([GH-86878](https://github.com/godotengine/godot/pull/86878)).
+- Add autocompletion for a few EditorInterface methods ([GH-86893](https://github.com/godotengine/godot/pull/86893)).
+- A couple of enhancements to user-visible threading semantics ([GH-86957](https://github.com/godotengine/godot/pull/86957)).
+- Fix missing icons for custom resources in EditorResourcePicker ([GH-86979](https://github.com/godotengine/godot/pull/86979)).
+- Implement `trim_final_newlines` setting and functionality ([GH-87099](https://github.com/godotengine/godot/pull/87099)).
+- Capitalize OIDN in editor settings and properties ([GH-87108](https://github.com/godotengine/godot/pull/87108)).
+- Fix thumbnail disappears if FileSystemDock is floated ([GH-87121](https://github.com/godotengine/godot/pull/87121)).
+- Fix icon corrupted when nested array editors are opened before opening main array editor ([GH-87143](https://github.com/godotengine/godot/pull/87143)).
+- Fix reloading current scene forgetting path ([GH-87170](https://github.com/godotengine/godot/pull/87170)).
+- Add tooltips to the export buttons ([GH-87183](https://github.com/godotengine/godot/pull/87183)).
+- Add autocompletion for TranslationServer ([GH-87191](https://github.com/godotengine/godot/pull/87191)).
+- Optimize SceneTree's `change_scene_to_file` autocompletion ([GH-87197](https://github.com/godotengine/godot/pull/87197)).
+- Add support for search shortcut to all docks ([GH-87200](https://github.com/godotengine/godot/pull/87200)).
+- Handle clickable `[url]` tags in `print_rich()` editor output log ([GH-87216](https://github.com/godotengine/godot/pull/87216)).
+- Add color in built-in documentation for overridden properties ([GH-87255](https://github.com/godotengine/godot/pull/87255)).
+- Reorganize project manager code ([GH-87266](https://github.com/godotengine/godot/pull/87266)).
+- Display path in tooltips of sub-resource list ([GH-87280](https://github.com/godotengine/godot/pull/87280)).
+- Improve editor theme generation after the refactor ([GH-87293](https://github.com/godotengine/godot/pull/87293)).
+- Replace built-in docs codeblock's leading spaces with tabs ([GH-87301](https://github.com/godotengine/godot/pull/87301)).
+- Add copy codeblock button to built-in documentation ([GH-87363](https://github.com/godotengine/godot/pull/87363)).
+- Fix shortcut name consistency in SceneTreeDock ([GH-87419](https://github.com/godotengine/godot/pull/87419)).
+- Improve layout and UX of the project manager ([GH-87443](https://github.com/godotengine/godot/pull/87443)).
+- Fix selection regression in `EditorHelpSearch` ([GH-87476](https://github.com/godotengine/godot/pull/87476)).
+- Make the text editor consistent with the script editor ([GH-87510](https://github.com/godotengine/godot/pull/87510)).
+- Remove incorrect C# rename from the project converter ([GH-87533](https://github.com/godotengine/godot/pull/87533)).
+- Improve appearance of Node configuration warnings ([GH-87535](https://github.com/godotengine/godot/pull/87535)).
+- Fix editor will freeze when modifying filesystem filter path in Split Mode ([GH-87563](https://github.com/godotengine/godot/pull/87563)).
+- Change scene drag-and-drop modifier behavior in the 2D and 3D editors ([GH-87623](https://github.com/godotengine/godot/pull/87623)).
+- Generate script resource preview without parsing ([GH-87625](https://github.com/godotengine/godot/pull/87625)).
+- Fix editor profiler script function sort order ([GH-87661](https://github.com/godotengine/godot/pull/87661)).
+- Fix editor properties vector ratio breaking when an element is set to zero ([GH-87740](https://github.com/godotengine/godot/pull/87740)).
+- Some editor code cleanup ([GH-87755](https://github.com/godotengine/godot/pull/87755)).
+- Extract BottomPanel from EditorNode ([GH-87760](https://github.com/godotengine/godot/pull/87760)).
+- Remove duplicated callings `set()` from SceneTreeDock ([GH-87834](https://github.com/godotengine/godot/pull/87834)).
+- Remove unnecessary focus methods and directly bind to `set_close_on_escape` ([GH-87870](https://github.com/godotengine/godot/pull/87870)).
+- Fix sorting of files/dirs in dialogs ([GH-87874](https://github.com/godotengine/godot/pull/87874)).
+- Fix frame number underflow in visual profiler ([GH-87876](https://github.com/godotengine/godot/pull/87876)).
+- Do not use `NOTIFICATION_PHYSICS_PROCESS` for 2D Editor ([GH-87886](https://github.com/godotengine/godot/pull/87886)).
+- Fix `display/window/size/window_{width,height}_override` to permit `0` ([GH-87907](https://github.com/godotengine/godot/pull/87907)).
+- Check if history exists before discarding ([GH-87980](https://github.com/godotengine/godot/pull/87980)).
+- Refactor and fix issues in Editor Dock Manager ([GH-88003](https://github.com/godotengine/godot/pull/88003)).
+- Tweak error and warning colors and fix `StatusWarning` icon visibility on light themes ([GH-88058](https://github.com/godotengine/godot/pull/88058)).
+- Web: Refactor Editor web server ([GH-88063](https://github.com/godotengine/godot/pull/88063)).
+- Add editor shortcuts to toggle bottom panel visibility ([GH-88081](https://github.com/godotengine/godot/pull/88081)).
+- Use indeterminate progressbars for editor downloads (export templates & assets) ([GH-88084](https://github.com/godotengine/godot/pull/88084)).
+- Show update spinner by default in `dev_build=yes` editor builds ([GH-88106](https://github.com/godotengine/godot/pull/88106)).
+- Fix data race against `EditorFileSystem.scanning_changes_done` ([GH-88124](https://github.com/godotengine/godot/pull/88124)).
+- Use `SafeFlag` for `EditorHTTPServer.server_quit` ([GH-88155](https://github.com/godotengine/godot/pull/88155)).
+- Use highlighted version of the tab icon in the bottom file system dock ([GH-88191](https://github.com/godotengine/godot/pull/88191)).
+- Asset Library author link, description popup size and UX details ([GH-88229](https://github.com/godotengine/godot/pull/88229)).
+- Fix update property for dictionaries so that it updates only what is necessary ([GH-88231](https://github.com/godotengine/godot/pull/88231)).
+- Fix an edge case bug in drag-and-drop Node3D spawning ([GH-88269](https://github.com/godotengine/godot/pull/88269)).
+- Rework how script is edited when clicking icon ([GH-88288](https://github.com/godotengine/godot/pull/88288)).
+- Add support for search shortcut to signal connection dialog ([GH-88317](https://github.com/godotengine/godot/pull/88317)).
+- Fix skipping normal category followed by custom one ([GH-88318](https://github.com/godotengine/godot/pull/88318)).
+- Focus value editor on type change in Dictionary and Array editors ([GH-88322](https://github.com/godotengine/godot/pull/88322)).
+- Add const lvalue ref to `editor/*` container parameters ([GH-88368](https://github.com/godotengine/godot/pull/88368)).
+- Improve look of Donors list in Editor's About ([GH-88370](https://github.com/godotengine/godot/pull/88370)).
+- Move EditorNode setting registration so they are in class reference ([GH-88380](https://github.com/godotengine/godot/pull/88380)).
+- Fix Skeleton3D insert key tooltips ([GH-88386](https://github.com/godotengine/godot/pull/88386)).
+- Fix resource previews not created in compatibility rendering ([GH-88391](https://github.com/godotengine/godot/pull/88391)).
+- Show keywords in `EditorHelpSearch` ([GH-88450](https://github.com/godotengine/godot/pull/88450)).
+- Hide Search Results by default and show it on first search ([GH-88465](https://github.com/godotengine/godot/pull/88465)).
+- Improve merging of docs on generation ([GH-88514](https://github.com/godotengine/godot/pull/88514)).
+- Add separate program case for Godot Resources ([GH-88523](https://github.com/godotengine/godot/pull/88523)).
+- Fix crash on documentation generation on macOS ([GH-88545](https://github.com/godotengine/godot/pull/88545)).
+- Fix crash on changing resource type of dictionary new key/value while editing the resource ([GH-88572](https://github.com/godotengine/godot/pull/88572)).
+- Add `android` to auto-generated `.gitignore` ([GH-88591](https://github.com/godotengine/godot/pull/88591)).
+- Remove error when property is outside inspector ([GH-88597](https://github.com/godotengine/godot/pull/88597)).
+- Improve user experience for VCS metadata generator menu button to mitigate accidentally overriding ([GH-88609](https://github.com/godotengine/godot/pull/88609)).
+- Add a `h_separation` between icons in `CheckButton`/`CheckBox` ([GH-88615](https://github.com/godotengine/godot/pull/88615)).
+- Dictionary Editor: Keep the type of the last added item ([GH-88636](https://github.com/godotengine/godot/pull/88636)).
+- Fix editor hover style margins when Draw Extra Borders is enabled ([GH-88652](https://github.com/godotengine/godot/pull/88652)).
+- Add tokenized search support to Quick Open dialog and FileSystem filter ([GH-88660](https://github.com/godotengine/godot/pull/88660)).
+- Remove some redundant method calls from ScriptEditor ([GH-88675](https://github.com/godotengine/godot/pull/88675)).
+- Improve Run Instances Dialog ([GH-88685](https://github.com/godotengine/godot/pull/88685)).
+- Fix undo/redo behavior of ColorPicker and add ability to cancel/confirm color selection ([GH-88690](https://github.com/godotengine/godot/pull/88690)).
+- Fix leak of scene used for customization during export ([GH-88726](https://github.com/godotengine/godot/pull/88726)).
+- Fix removing element in array inspector not changing page when emptying page ([GH-88731](https://github.com/godotengine/godot/pull/88731)).
+- Fix the text editor theme not being applied on editor start ([GH-88742](https://github.com/godotengine/godot/pull/88742)).
+- Inspector `(N changes)` indicator propagates upwards ([GH-88814](https://github.com/godotengine/godot/pull/88814)).
+- Fix toggling a plugin makes its name black ([GH-88817](https://github.com/godotengine/godot/pull/88817)).
+- Add create folder icon ([GH-88825](https://github.com/godotengine/godot/pull/88825)).
+- Add browse folder and browse file icons ([GH-88827](https://github.com/godotengine/godot/pull/88827)).
+- Save scene and global checkbox options of History window ([GH-88833](https://github.com/godotengine/godot/pull/88833)).
+- Fix paste Value can empty a dictionary depending on right-click location ([GH-88849](https://github.com/godotengine/godot/pull/88849)).
+- Remove redundant space after enum/flags word in editor docs ([GH-88911](https://github.com/godotengine/godot/pull/88911)).
+- Modify shortcut for closing scene on macOS only ([GH-88913](https://github.com/godotengine/godot/pull/88913)).
+- Allow docks to be closed and opened ([GH-89017](https://github.com/godotengine/godot/pull/89017)).
+- Add autocompletion for EditorSettings' methods ([GH-89043](https://github.com/godotengine/godot/pull/89043)).
+- Use `META_UNDERLINE_ON_HOVER` in built-in class reference ([GH-89049](https://github.com/godotengine/godot/pull/89049)).
+- Display deprecated/experimental messages in tooltips ([GH-89058](https://github.com/godotengine/godot/pull/89058)).
+- Remember search text in Find/Replace in Files dialog ([GH-89085](https://github.com/godotengine/godot/pull/89085)).
+- Improve how Project & Editor Settings look in built-in docs ([GH-89086](https://github.com/godotengine/godot/pull/89086)).
+- Do not attempt to set cursor shape in headless mode ([GH-89099](https://github.com/godotengine/godot/pull/89099)).
+- Add missing `variablesReference` field to DAP `evaluate` request ([GH-89110](https://github.com/godotengine/godot/pull/89110)).
+- Fix undo action names for node replacement ([GH-89121](https://github.com/godotengine/godot/pull/89121)).
+- Fix documentation of localization related editor settings ([GH-89135](https://github.com/godotengine/godot/pull/89135)).
+- Change Editable Children menu action to be keyboard shortcuttable ([GH-89142](https://github.com/godotengine/godot/pull/89142)).
+- Add Enter shortcut to add a shader global in the editor ([GH-89184](https://github.com/godotengine/godot/pull/89184)).
+- Fix AssetLibrary not going online when clicking button ([GH-89200](https://github.com/godotengine/godot/pull/89200)).
+- Fix wrong undo-redo action when dropping files containing circular dependencies ([GH-89204](https://github.com/godotengine/godot/pull/89204)).
+- Don't refresh mirrors for development builds in editor export template manager ([GH-89236](https://github.com/godotengine/godot/pull/89236)).
+- Add `FolderCreate` icon to the project dialog ([GH-89240](https://github.com/godotengine/godot/pull/89240)).
+- Fix region section not ignoring #region and #endregion when in a string ([GH-89242](https://github.com/godotengine/godot/pull/89242)).
+- Don't store values when loading them ([GH-89248](https://github.com/godotengine/godot/pull/89248)).
+- Allow connecting signals to existing methods without opening the script editor ([GH-89249](https://github.com/godotengine/godot/pull/89249)).
+- Speed up inspector updates for TileMap ([GH-89251](https://github.com/godotengine/godot/pull/89251)).
+- Add missing normal and hover states to `EditorLogFilterButton` ([GH-89255](https://github.com/godotengine/godot/pull/89255)).
+- Fix how scripts reload outside of ScriptEditor ([GH-89261](https://github.com/godotengine/godot/pull/89261)).
+- Editor Help: Add syntax highlighting for code blocks ([GH-89263](https://github.com/godotengine/godot/pull/89263)).
+- Move `snap_controls_to_pixels` from process to projects settings changed method ([GH-89264](https://github.com/godotengine/godot/pull/89264)).
+- Fix possible crash when converting a node to other in visual shader ([GH-89292](https://github.com/godotengine/godot/pull/89292)).
+- Fix ScriptCreateDialog so it does not select the file extension when it's opened ([GH-89315](https://github.com/godotengine/godot/pull/89315)).
+- Fix compiler warning when highlighting codeblocks in editor help ([GH-89332](https://github.com/godotengine/godot/pull/89332)).
+- Defer `ActionMapEditor::_action_edited` signal to prevent tree updates when tree is blocked ([GH-89346](https://github.com/godotengine/godot/pull/89346)).
+- Fix PluginConfigDialog crash in editor build without any language support ([GH-89378](https://github.com/godotengine/godot/pull/89378)).
+- Select method name edit when opening connection dialog ([GH-89405](https://github.com/godotengine/godot/pull/89405)).
+- Allow batch drag and drop in typed array of Node and NodePath ([GH-89406](https://github.com/godotengine/godot/pull/89406)).
+- Fix main editor button margins while using a custom theme ([GH-89462](https://github.com/godotengine/godot/pull/89462)).
+- Fix some translations not properly falling back ([GH-89489](https://github.com/godotengine/godot/pull/89489)).
+- Make the "Clear Output" shortcut not require panel focus ([GH-89505](https://github.com/godotengine/godot/pull/89505)).
+- Remove redundant code from `EditorSpinSlider` ([GH-89518](https://github.com/godotengine/godot/pull/89518)).
+- Fix translation fallback not working in the Project Manager ([GH-89519](https://github.com/godotengine/godot/pull/89519)).
+- Fix FileSystem dock auto translating files ([GH-89546](https://github.com/godotengine/godot/pull/89546)).
+- Fix unexpected auto translation of editor `Tree` content ([GH-89599](https://github.com/godotengine/godot/pull/89599)).
+- Make "Pick Color"'s result less precise, keep only 3 decimals ([GH-89630](https://github.com/godotengine/godot/pull/89630)).
+- Fix same-name (sub)groups interfering in Inspector ([GH-89631](https://github.com/godotengine/godot/pull/89631)).
+- Resource file not found error when loading Favorite icon ([GH-89642](https://github.com/godotengine/godot/pull/89642)).
+- Add `Open in Terminal` to the file system empty click ([GH-89658](https://github.com/godotengine/godot/pull/89658)).
+- Fix text color in `EditorHelpHighlighter` ([GH-89704](https://github.com/godotengine/godot/pull/89704)).
+- Add progress bar when updating scene groups ([GH-89739](https://github.com/godotengine/godot/pull/89739)).
+- Remove stray item icon from tabs menu ([GH-89747](https://github.com/godotengine/godot/pull/89747)).
+- Make project naming setting available in project manager ([GH-89788](https://github.com/godotengine/godot/pull/89788)).
+- Disable Clear All button when not filtering in Settings ([GH-89798](https://github.com/godotengine/godot/pull/89798)).
+- Translate "Line N" as a whole ([GH-89799](https://github.com/godotengine/godot/pull/89799)).
+- Fix heap-use-after-free when converting scene group to global ([GH-89801](https://github.com/godotengine/godot/pull/89801)).
+- Add necessary flags when opening directory with xfce4-terminal ([GH-89803](https://github.com/godotengine/godot/pull/89803)).
+- Disable shader editor's undo/redo menu items when they do nothing ([GH-89806](https://github.com/godotengine/godot/pull/89806)).
+- Don't error multiple times when trying to load missing default bus layout ([GH-89808](https://github.com/godotengine/godot/pull/89808)).
+- Fix missing i18n for some editor strings ([GH-89811](https://github.com/godotengine/godot/pull/89811)).
+- macOS: Use `expand_to_title` for the project manager ([GH-89831](https://github.com/godotengine/godot/pull/89831)).
+- Extremely minor tooltip updates for Debug menu ([GH-89837](https://github.com/godotengine/godot/pull/89837)).
+- Fix wrong values displayed after duplicating an audio bus ([GH-89841](https://github.com/godotengine/godot/pull/89841)).
+- Improve replication editor's pin button ([GH-89883](https://github.com/godotengine/godot/pull/89883)).
+- Fix wrong extension filter for dependency editor ([GH-89912](https://github.com/godotengine/godot/pull/89912)).
+- Disable auto-translation in sub-resource list menu ([GH-89915](https://github.com/godotengine/godot/pull/89915)).
+- Refactor check for overridden methods in inner classes ([GH-89922](https://github.com/godotengine/godot/pull/89922)).
+- Relax grid parameter constraints in texture region editor ([GH-89931](https://github.com/godotengine/godot/pull/89931)).
+- Fix unexpected auto-translation of more editor components ([GH-89963](https://github.com/godotengine/godot/pull/89963)).
+- Reset `tab_closing_menu_option` when canceling closing editor ([GH-89974](https://github.com/godotengine/godot/pull/89974)).
+- Disable auto-translation of titles in `AssetLib` ([GH-89978](https://github.com/godotengine/godot/pull/89978)).
+- Fix node duplication in update after external changes ([GH-89992](https://github.com/godotengine/godot/pull/89992)).
+- Fix debugger tree error on editor start ([GH-90022](https://github.com/godotengine/godot/pull/90022)).
+- Fix scroll to description ([GH-90035](https://github.com/godotengine/godot/pull/90035)).
+- Fix FileSystemDock behavior when dropping an item in the current folder ([GH-90062](https://github.com/godotengine/godot/pull/90062)).
+- Include 'Orphan Resource Explorer' and 'Upgrade Mesh Surfaces' in Command Palette ([GH-90078](https://github.com/godotengine/godot/pull/90078)).
+- [Project Manager] Replace title bar logo with color variant ([GH-90080](https://github.com/godotengine/godot/pull/90080)).
+- Improve string extraction of ETR POT file ([GH-90162](https://github.com/godotengine/godot/pull/90162)).
+- Expose `goto_help` for GDExtension on `ScriptEditor` ([GH-90189](https://github.com/godotengine/godot/pull/90189)).
+- Fix crash on invalid values in EditorPropertyArray/Dict ([GH-90265](https://github.com/godotengine/godot/pull/90265)).
+- SceneTreeEditor: Fix crash when TreeItem is removed before callback ([GH-90266](https://github.com/godotengine/godot/pull/90266)).
+- Ignore `ERR_FILE_CANT_OPEN` error when loading ([GH-90269](https://github.com/godotengine/godot/pull/90269)).
+- Prevent dropping Resource to the same resource picker ([GH-90278](https://github.com/godotengine/godot/pull/90278)).
+- Fix duplicated folder reference in Godot Editor after changing filename case ([GH-90280](https://github.com/godotengine/godot/pull/90280)).
+- Inspect hovered node while dragging ([GH-90378](https://github.com/godotengine/godot/pull/90378)).
+- Fix `_node_assign` will crash when `base_node` is nullptr ([GH-90414](https://github.com/godotengine/godot/pull/90414)).
+- Add option to copy absolute path in file system dock popup ([GH-90421](https://github.com/godotengine/godot/pull/90421)).
+- Correctly replace scene root when `must_reload` in `EditorData::check_and_update_scene()` ([GH-90432](https://github.com/godotengine/godot/pull/90432)).
+- Move engine build profile editor to Tools submenu ([GH-90441](https://github.com/godotengine/godot/pull/90441)).
+- Fix `theme_override` tooltip caching ([GH-90446](https://github.com/godotengine/godot/pull/90446)).
+- Fix caret last fit when moving to line end ([GH-90455](https://github.com/godotengine/godot/pull/90455)).
+- Fix enum detection for unnamed classes ([GH-90488](https://github.com/godotengine/godot/pull/90488)).
+- Fix connection dialog raise error when it was previously opened in another scene ([GH-90514](https://github.com/godotengine/godot/pull/90514)).
+- Fix folder colors not saving after project.godot is modified externally ([GH-90525](https://github.com/godotengine/godot/pull/90525)).
+- Make the inherited scene root node unable to change type ([GH-90536](https://github.com/godotengine/godot/pull/90536)).
+- Fix crash when dragging scene files to 2D/3D screen ([GH-90559](https://github.com/godotengine/godot/pull/90559)).
+- Make the loading scene open in the current scene tab if the current scene is empty ([GH-90566](https://github.com/godotengine/godot/pull/90566)).
+- Rearrange "Open In" menu items of FileSystem dock ([GH-90570](https://github.com/godotengine/godot/pull/90570)).
+- Improve error when scene/resource is saved with newer format ([GH-90571](https://github.com/godotengine/godot/pull/90571)).
+- Fix heap-use-after-free error in TileMapLayerEditor ([GH-90583](https://github.com/godotengine/godot/pull/90583)).
+- Fix folder colors not present in editor dir dialog ([GH-90651](https://github.com/godotengine/godot/pull/90651)).
+- Fix going forward backward in editor selection history ([GH-90653](https://github.com/godotengine/godot/pull/90653)).
+- Improve UX when saving newer files on disk ([GH-90660](https://github.com/godotengine/godot/pull/90660)).
+- Prevent crash when dropping Resource that can't load ([GH-90664](https://github.com/godotengine/godot/pull/90664)).
+- Rename Q&A to Forum in the Help top bar ([GH-90676](https://github.com/godotengine/godot/pull/90676)).
+- Fix editor's file explorer will show directories that should be skipped ([GH-90680](https://github.com/godotengine/godot/pull/90680)).
+- Allow closing scene tab preview using Escape ([GH-90720](https://github.com/godotengine/godot/pull/90720)).
+- Change update checker version source ([GH-90742](https://github.com/godotengine/godot/pull/90742)).
+- Display Godot version and last edited timestamp in project manager ([GH-90770](https://github.com/godotengine/godot/pull/90770)).
+- Don't show scene group progress for 1 scene ([GH-90784](https://github.com/godotengine/godot/pull/90784)).
+- Disable Create button for abstract classes ([GH-90807](https://github.com/godotengine/godot/pull/90807)).
+- Avoid double editing when clicking AnimatedSprite ([GH-90815](https://github.com/godotengine/godot/pull/90815)).
+- Fix folder color not cleared for removed subfolders ([GH-90829](https://github.com/godotengine/godot/pull/90829)).
+- Fix input map shortcuts incorrectly edited on cancel ([GH-90835](https://github.com/godotengine/godot/pull/90835)).
+- Fix folder scan replacing project list ([GH-90845](https://github.com/godotengine/godot/pull/90845)).
+- Use minor version in EditorSettings file name ([GH-90875](https://github.com/godotengine/godot/pull/90875)).
+- Add option to open online doc for selected class in script editor ([GH-90952](https://github.com/godotengine/godot/pull/90952)).
+- Organize existing code for editor plugins ([GH-90975](https://github.com/godotengine/godot/pull/90975)).
+- Hide update status label when no action is required ([GH-91026](https://github.com/godotengine/godot/pull/91026)).
+- Add editor setting to keep bottom panel state on play and stop game ([GH-91033](https://github.com/godotengine/godot/pull/91033)).
+- Allow setting editor dock tabs to icon only ([GH-91039](https://github.com/godotengine/godot/pull/91039)).
+- Remove `uv_editor_bounds` editor setting ([GH-91073](https://github.com/godotengine/godot/pull/91073)).
+- Further speed up closing multiple scripts ([GH-91081](https://github.com/godotengine/godot/pull/91081)).
+- Increase width of project settings window ([GH-91087](https://github.com/godotengine/godot/pull/91087)).
+- Fix error when moving FileSystem dock ([GH-91090](https://github.com/godotengine/godot/pull/91090)).
+- Avoid double handling of rename in the file system dock ([GH-91112](https://github.com/godotengine/godot/pull/91112)).
+- Register text enter for script base class ([GH-91113](https://github.com/godotengine/godot/pull/91113)).
+- Add show in filesystem option for file favorites ([GH-91158](https://github.com/godotengine/godot/pull/91158)).
+- Don't edit current when changing docks v2 ([GH-91168](https://github.com/godotengine/godot/pull/91168)).
+- Improve Audio Bus button pressed state visibility ([GH-91236](https://github.com/godotengine/godot/pull/91236)).
+- Add text to icon-only interpolation OptionButton in blend space editor ([GH-91238](https://github.com/godotengine/godot/pull/91238)).
+- Only add warning label for Layout group in Control category ([GH-91252](https://github.com/godotengine/godot/pull/91252)).
+- Fix reparenting after hover delay ([GH-91265](https://github.com/godotengine/godot/pull/91265)).
+- Rework global class hiding in addons ([GH-91337](https://github.com/godotengine/godot/pull/91337)).
+- Increase threshold for files per directory in editor Find in Files ([GH-91338](https://github.com/godotengine/godot/pull/91338)).
+- Remove code duplication for adding global script class ([GH-91379](https://github.com/godotengine/godot/pull/91379)).
+- Fix editor spin slider RTL and margin ([GH-91384](https://github.com/godotengine/godot/pull/91384)).
+- Fix crash when switching main screen from a disabled plugin main screen if code editor is floating ([GH-91396](https://github.com/godotengine/godot/pull/91396)).
+- Ensure `--doctool` is run from root directory ([GH-91407](https://github.com/godotengine/godot/pull/91407)).
+- Fix selecting root when opening scene ([GH-91435](https://github.com/godotengine/godot/pull/91435)).
+- DAP: Fix typo in parsing of PackedVector3Array ([GH-91468](https://github.com/godotengine/godot/pull/91468)).
+- Fix `FileSystemDock` thumbnails sometimes not displaying ([GH-91471](https://github.com/godotengine/godot/pull/91471)).
+- Keep docks menu open when opening dock ([GH-91484](https://github.com/godotengine/godot/pull/91484)).
+- Prevent some shortcut errors when generating docs ([GH-91515](https://github.com/godotengine/godot/pull/91515)).
+- Fix EditorInspector crash when exiting ([GH-91538](https://github.com/godotengine/godot/pull/91538)).
+- Remove error messages caused by Save on Focus feature ([GH-91555](https://github.com/godotengine/godot/pull/91555)).
+- Fix infinite call loop on theme change ([GH-91595](https://github.com/godotengine/godot/pull/91595)).
+- Update `ConnectDialog::_filter_method_list` to be case insensitive for search string ([GH-91598](https://github.com/godotengine/godot/pull/91598)).
+- Limit icon size in `EditorDebuggerTree` ([GH-91622](https://github.com/godotengine/godot/pull/91622)).
+- Fix temporary Euler when editing quaternion ([GH-91678](https://github.com/godotengine/godot/pull/91678)).
+- Fix i18n in AudioStreamInteractive transition editor ([GH-91693](https://github.com/godotengine/godot/pull/91693)).
+- Revert `as_sortable_control()` change in SplitContainer ([GH-91708](https://github.com/godotengine/godot/pull/91708)).
+- Improve transition enabled header in interactive music editor ([GH-91709](https://github.com/godotengine/godot/pull/91709)).
+- Fix `EditorHelpBitTooltip` + `ProgressDialog` causes crash ([GH-91716](https://github.com/godotengine/godot/pull/91716)).
+- Fix `PropertyListHelper::_get_property` returning a valid value even if an index is outside the array valid indices ([GH-91760](https://github.com/godotengine/godot/pull/91760)).
+- Fix Sprite2D editor history mismatch ([GH-91777](https://github.com/godotengine/godot/pull/91777)).
+- Select next text to replace ([GH-91779](https://github.com/godotengine/godot/pull/91779)).
+- Fix long category name display in Inspector ([GH-91820](https://github.com/godotengine/godot/pull/91820)).
+- Fix FileBrowse and FolderBrowse icon style fill not getting replaced ([GH-91821](https://github.com/godotengine/godot/pull/91821)).
+- Move "Add a new scene" button when Scene Tabs settings change ([GH-91859](https://github.com/godotengine/godot/pull/91859)).
+- Change default parenting behavior when drag-and-dropping to 2d and 3d editor ([GH-91874](https://github.com/godotengine/godot/pull/91874)).
+- Make performance monitor names translatable ([GH-91927](https://github.com/godotengine/godot/pull/91927)).
+- Add Dutch translation for Linux desktop file ([GH-91928](https://github.com/godotengine/godot/pull/91928)).
+- Fix categories and tooltips in `TileSet` editor ([GH-91932](https://github.com/godotengine/godot/pull/91932)).
+- Skip unnecessary updates to scene groups and scripts ([GH-91980](https://github.com/godotengine/godot/pull/91980)).
+- Create AudioStreamPlayer when dropping AudioStream ([GH-92004](https://github.com/godotengine/godot/pull/92004)).
+- Fix default NodePaths saved in scene ([GH-92095](https://github.com/godotengine/godot/pull/92095)).
+- Disable follow focus while updating inspector ([GH-92108](https://github.com/godotengine/godot/pull/92108)).
+- Change the AudioStreamPlayer icons to be clearer ([GH-92116](https://github.com/godotengine/godot/pull/92116)).
+- Fix log rebuilding crashing when there's no messages ([GH-92128](https://github.com/godotengine/godot/pull/92128)).
+- Editor Feature Profile: Only rebuild selected TreeItem and all children when a property is edited ([GH-92136](https://github.com/godotengine/godot/pull/92136)).
+- Don't translate preview in node batch rename dialog ([GH-92192](https://github.com/godotengine/godot/pull/92192)).
+- Fix unchecking theme overrides not creating an undo action ([GH-92207](https://github.com/godotengine/godot/pull/92207)).
+- Fix array variable with `@export_multiline` not registering changes ([GH-92225](https://github.com/godotengine/godot/pull/92225)).
+- Prevent label width from flickering rapidly in editor frametime panel ([GH-92231](https://github.com/godotengine/godot/pull/92231)).
+- Fix scene hash not updated when scene is empty ([GH-92253](https://github.com/godotengine/godot/pull/92253)).
+- Fix TextEdit HScroll hiding after wrapping ([GH-92271](https://github.com/godotengine/godot/pull/92271)).
+- Fix theme StyleBox override parameter completion ([GH-92296](https://github.com/godotengine/godot/pull/92296)).
+- Fix crash on dictionary initialization after return to default in C# ([GH-92351](https://github.com/godotengine/godot/pull/92351)).
+- Fix profiler seek line color in light modes, update on theme change ([GH-92389](https://github.com/godotengine/godot/pull/92389)).
+- Avoid editor error reporting using resource loader thread's call queues ([GH-92426](https://github.com/godotengine/godot/pull/92426)).
+- Select text in SpriteFramesEditor spin boxes on focus ([GH-92442](https://github.com/godotengine/godot/pull/92442)).
+- Prevent connect `scroll_to_paragraph` multiple times to `class_desc` ([GH-92454](https://github.com/godotengine/godot/pull/92454)).
+- Set `doc_name` even when categories are hidden in the inspector ([GH-92457](https://github.com/godotengine/godot/pull/92457)).
+- Make signal connections dialog method picker respect bind/unbind ([GH-92465](https://github.com/godotengine/godot/pull/92465)).
+- Fix error when dropping image onto the scene dock ([GH-92470](https://github.com/godotengine/godot/pull/92470)).
+- Add missing space around the ratio lock button ([GH-92482](https://github.com/godotengine/godot/pull/92482)).
+- Add range hint for `SubViewportContainer.stretch_shrink` ([GH-92500](https://github.com/godotengine/godot/pull/92500)).
+- Fix AudioStreamPlayer icons, improve audio resource picker styling ([GH-92504](https://github.com/godotengine/godot/pull/92504)).
+- Fix Window position preview in the editor ([GH-92506](https://github.com/godotengine/godot/pull/92506)).
+- Remove unused `base_hint` from EditorPropertyNodePath ([GH-92511](https://github.com/godotengine/godot/pull/92511)).
+- Enable custom separators to treat different characters as words ([GH-92514](https://github.com/godotengine/godot/pull/92514)).
+- Update Add Scene button after TabBar resizes ([GH-92559](https://github.com/godotengine/godot/pull/92559)).
+- Update editor `Window` preview position when resizing window ([GH-92577](https://github.com/godotengine/godot/pull/92577)).
+- Rework and simplify update checking logic ([GH-92597](https://github.com/godotengine/godot/pull/92597)).
+- Fix project settings reloading ([GH-92633](https://github.com/godotengine/godot/pull/92633)).
+- Consistently display script icons for nodes in connect dialog's scene tree editor ([GH-92648](https://github.com/godotengine/godot/pull/92648)).
+- Tweak property name style selector in the editor inspector ([GH-92665](https://github.com/godotengine/godot/pull/92665)).
+- Fix huge .tscn icon and icon in background of File System panel ([GH-92669](https://github.com/godotengine/godot/pull/92669)).
+- Swap last edited date and version/warning in Project Manager ([GH-92751](https://github.com/godotengine/godot/pull/92751)).
+- Call `EditorNode::set_edited_scene()` manually instead of via the `replacing_by` signal ([GH-92760](https://github.com/godotengine/godot/pull/92760)).
+- Add Globals tab to reorganize Project Settings dialog ([GH-92770](https://github.com/godotengine/godot/pull/92770)).
+- Fix editor screenshots menu button's tooltip ([GH-92836](https://github.com/godotengine/godot/pull/92836)).
+- Remove unused order variable from EditorResourcePreview ([GH-92871](https://github.com/godotengine/godot/pull/92871)).
+- Add missing inspector dock update after node deletion ([GH-92930](https://github.com/godotengine/godot/pull/92930)).
+- Fix theme updating of the inspector sections ([GH-93000](https://github.com/godotengine/godot/pull/93000)).
+- Fix EditorFileSystem `update_files` after #92893 ([GH-93006](https://github.com/godotengine/godot/pull/93006)).
+- System info: Remove empty parentheses when video adapter driver name is unknown ([GH-93033](https://github.com/godotengine/godot/pull/93033)).
+- Fix `EditorHelpBit` title height is wrong on initialization ([GH-93040](https://github.com/godotengine/godot/pull/93040)).
+- Fix find highlight when switching scripts ([GH-93056](https://github.com/godotengine/godot/pull/93056)).
+- Fix EditorProperty spacing ([GH-93089](https://github.com/godotengine/godot/pull/93089)).
+- Fix not being able to reopen signals panel immediately after connecting a signal ([GH-93110](https://github.com/godotengine/godot/pull/93110)).
+- Fix crash when trying to undo SpriteFrames animation rename ([GH-93112](https://github.com/godotengine/godot/pull/93112)).
+- Material: Fix marking as ready ([GH-93127](https://github.com/godotengine/godot/pull/93127)).
+- Center the label in EditorObjectSelector ([GH-93129](https://github.com/godotengine/godot/pull/93129)).
+- Fix noticeable freeze after saving a scene ([GH-93147](https://github.com/godotengine/godot/pull/93147)).
+- Fix bug when downloading export templates and re-opening the template manager ([GH-93148](https://github.com/godotengine/godot/pull/93148)).
+- Add missing TTR's for EditorProgress ([GH-93150](https://github.com/godotengine/godot/pull/93150)).
+- EditorProgress: Use `BackgroundProgress` instead of `ProgressDialog` when called for a thread ([GH-93160](https://github.com/godotengine/godot/pull/93160)).
+- Allow theming movie writer button icon color ([GH-93223](https://github.com/godotengine/godot/pull/93223)).
+- Allow theming renderer colors ([GH-93229](https://github.com/godotengine/godot/pull/93229)).
+- Unload addons before quitting to allow cleanup ([GH-93238](https://github.com/godotengine/godot/pull/93238)).
+- Prevent generating preview for zero sized texture ([GH-93255](https://github.com/godotengine/godot/pull/93255)).
+- Fix incorrect autoload path in error ([GH-93294](https://github.com/godotengine/godot/pull/93294)).
+- Add missing RTL styles for InspectorActionButton ([GH-93318](https://github.com/godotengine/godot/pull/93318)).
+- Add missing style overrides for viewport overlay buttons ([GH-93361](https://github.com/godotengine/godot/pull/93361)).
+- Fix determining the availability of a new version ([GH-93391](https://github.com/godotengine/godot/pull/93391)).
+- Make inspector spacing more themable ([GH-93435](https://github.com/godotengine/godot/pull/93435)).
+- Add missing RTL styles for MainScreenButton ([GH-93520](https://github.com/godotengine/godot/pull/93520)).
+- Include "PopupMenu" labels in POT gen ([GH-93521](https://github.com/godotengine/godot/pull/93521)).
+- Add brief description tooltips to EditorResourcePicker ([GH-93523](https://github.com/godotengine/godot/pull/93523)).
+- Update import dock when selecting resource in resource panel ([GH-93533](https://github.com/godotengine/godot/pull/93533)).
+- Fix reselecting scene tree node after inspecting a resource ([GH-93543](https://github.com/godotengine/godot/pull/93543)).
+- Center the label of EditorValidationPanel ([GH-93544](https://github.com/godotengine/godot/pull/93544)).
+- Remove editor pseudolocalization debug feature ([GH-93554](https://github.com/godotengine/godot/pull/93554)).
+- Fix crash on exit with shader editor ([GH-93558](https://github.com/godotengine/godot/pull/93558)).
+- Fix clear custom color on invalid `tree_item_inspected` causing `Index p_column = 0 is out of bounds (cells.size() = 0).` error message ([GH-93576](https://github.com/godotengine/godot/pull/93576)).
+- Add comment for editor particles Restart Emission shortcut not using Cmd on macOS ([GH-93581](https://github.com/godotengine/godot/pull/93581)).
+- Add missing punctuation to the default TextEdit word separators ([GH-93656](https://github.com/godotengine/godot/pull/93656)).
+- Center the label in overview of script editor ([GH-93661](https://github.com/godotengine/godot/pull/93661)).
+- Fix find result current match count issues ([GH-93674](https://github.com/godotengine/godot/pull/93674)).
+- Fix unnecessary overbright modulates used in a few editors ([GH-93720](https://github.com/godotengine/godot/pull/93720)).
+- Speed up scene group scanning for text scenes ([GH-93723](https://github.com/godotengine/godot/pull/93723)).
+- Make the frame time and info boxes use same margins ([GH-93736](https://github.com/godotengine/godot/pull/93736)).
+- Set max width for icons in the quick open popup ([GH-93743](https://github.com/godotengine/godot/pull/93743)).
+- macOS: Change the distraction-free mode shortcut ([GH-93789](https://github.com/godotengine/godot/pull/93789)).
+- Update Node dock when theme changes ([GH-93868](https://github.com/godotengine/godot/pull/93868)).
+- Fix a bunch of orphan StringName errors at ProjectSettings/Editor exit ([GH-93888](https://github.com/godotengine/godot/pull/93888)).
+- Fix custom resources often missing from Quick Load dialog ([GH-93909](https://github.com/godotengine/godot/pull/93909)).
+- Fix default font variation values handling in the property inspector ([GH-93957](https://github.com/godotengine/godot/pull/93957)).
+- Fix `EditorHelpBitTooltip` for Signals dock ([GH-93967](https://github.com/godotengine/godot/pull/93967)).
+- Update font preview directly instead of invalidating property list ([GH-93968](https://github.com/godotengine/godot/pull/93968)).
+- Ignore trailing slashes in new project’s path when disabling Create Folder ([GH-94015](https://github.com/godotengine/godot/pull/94015)).
+- Fix first time of Toggle Last Opened Bottom Panel opens Output panel ([GH-94040](https://github.com/godotengine/godot/pull/94040)).
+- Fix Toggle Last Opened Bottom Panel not working after restoring FileSystem Dock to the side ([GH-94053](https://github.com/godotengine/godot/pull/94053)).
+- Fix ScriptEditor `request_save_previous_state` signal type ([GH-94057](https://github.com/godotengine/godot/pull/94057)).
+- Let EditorLog use the right call queue for thread safety ([GH-94079](https://github.com/godotengine/godot/pull/94079)).
+- Fix editor inspector crashing when the old object is no longer valid ([GH-94101](https://github.com/godotengine/godot/pull/94101)).
+- Fix wrong inspected node after drag&drop ([GH-94105](https://github.com/godotengine/godot/pull/94105)).
+- Make `fdialog_project` up to become the child of `ProjectManager` instead of child of `ProjectDialog` ([GH-94113](https://github.com/godotengine/godot/pull/94113)).
+- Unload addons when using `--import` or `--quit` ([GH-94116](https://github.com/godotengine/godot/pull/94116)).
+- Fix edited node being removed before editor plugin handles focus loss ([GH-94162](https://github.com/godotengine/godot/pull/94162)).
+- Fix resources being skipped in InstancePlaceholder ([GH-94345](https://github.com/godotengine/godot/pull/94345)).
+- Fix removing a folder that contains a file is not removed from the FileSystem Dock ([GH-94435](https://github.com/godotengine/godot/pull/94435)).
+- Fix crash when adding scenes with a group to the level scene ([GH-94450](https://github.com/godotengine/godot/pull/94450)).
+- Consider tabs when calculating column for jump to error ([GH-94474](https://github.com/godotengine/godot/pull/94474)).
+- Disable unique name in scene when making a node the root node ([GH-94491](https://github.com/godotengine/godot/pull/94491)).
+- Improve Curve preview colors for consistency ([GH-94494](https://github.com/godotengine/godot/pull/94494)).
+- Fix incorrect Curve editor preview thumbnail scaling ([GH-94571](https://github.com/godotengine/godot/pull/94571)).
+- Fix editor crash when editor settings resource is invalid ([GH-94593](https://github.com/godotengine/godot/pull/94593)).
+- Increase threshold for displaying scene group update progress ([GH-94594](https://github.com/godotengine/godot/pull/94594)).
+- Change .gitignore to only exclude root android template folder ([GH-94597](https://github.com/godotengine/godot/pull/94597)).
+- Fix Object encoded as id in dictionaries to be represented as int in the inspector ([GH-94610](https://github.com/godotengine/godot/pull/94610)).
+- Fix certain resource previews empty with GL compat ([GH-94619](https://github.com/godotengine/godot/pull/94619)).
+- Parse `auto_translate` when generating a POT file ([GH-94622](https://github.com/godotengine/godot/pull/94622)).
+- Fix node gets wrongly selected after moving another node in the tree ([GH-94649](https://github.com/godotengine/godot/pull/94649)).
+- Android Editor: Make progress dialog visible again ([GH-94662](https://github.com/godotengine/godot/pull/94662)).
+- Fix editor settings still displayed when replaced ([GH-94932](https://github.com/godotengine/godot/pull/94932)).
+- Split editor documentation cache by minor version ([GH-94980](https://github.com/godotengine/godot/pull/94980)).
+- Fix global class cache file not present when no class name ([GH-94991](https://github.com/godotengine/godot/pull/94991)).
+- Fix project name cleared when browsing path ([GH-95062](https://github.com/godotengine/godot/pull/95062)).
+- [Android editor] Enable the display scale option in the Project manager's quick settings ([GH-95082](https://github.com/godotengine/godot/pull/95082)).
+- [Android editor] Fix issue with importing projects ([GH-95086](https://github.com/godotengine/godot/pull/95086)).
+- Don't drop `PackedScene` as property ([GH-95090](https://github.com/godotengine/godot/pull/95090)).
+- Initialize project name when importing project ([GH-95245](https://github.com/godotengine/godot/pull/95245)).
+- Fix use-after-free in `EditorHelp` ([GH-95307](https://github.com/godotengine/godot/pull/95307)).
+- Fix order of Lock and Group icons in SceneTree ([GH-95329](https://github.com/godotengine/godot/pull/95329)).
+- Fix label update for dict on item deletion ([GH-95364](https://github.com/godotengine/godot/pull/95364)).
+- Fix FileSystem not updated on file deletion ([GH-95533](https://github.com/godotengine/godot/pull/95533)).
#### Export
-- Add a "version" project setting and use it in new export presets ([GH-35555](https://github.com/godotengine/godot/pull/35555)).
-- Implement iOS one-click deploy ([GH-70662](https://github.com/godotengine/godot/pull/70662)).
-- Add options to show icon in Android TV and run app as Android launcher ([GH-78164](https://github.com/godotengine/godot/pull/78164)).
-- Add a button in the export dialog to fix missing texture formats ([GH-78457](https://github.com/godotengine/godot/pull/78457)).
-- iOS: Add `export_project_only` flag ([GH-78641](https://github.com/godotengine/godot/pull/78641)).
-- Re-architect how Android plugins are packaged and handled at export time ([GH-78958](https://github.com/godotengine/godot/pull/78958)).
-- Fix export options of scripted `EditorExportPlugin`s ([GH-79025](https://github.com/godotengine/godot/pull/79025)).
-- Android: Add option to always use WiFi to connect to remote debug ([GH-79504](https://github.com/godotengine/godot/pull/79504)).
-- Improve headings for the export mode in the Export dialog ([GH-79725](https://github.com/godotengine/godot/pull/79725)).
-- [macOS Export] Disable unpacked .app bundle export on Windows ([GH-79950](https://github.com/godotengine/godot/pull/79950)).
-- Fix Windows console wrapper and icon being swapped ([GH-80357](https://github.com/godotengine/godot/pull/80357)).
-- Add export setting to control whether to show the Godot app in the app library ([GH-80569](https://github.com/godotengine/godot/pull/80569)).
-- Fix redundant enter tree notification in project export texture format ([GH-80967](https://github.com/godotengine/godot/pull/80967)).
-- [iOS export] Switch export target extension based on export type ([GH-81365](https://github.com/godotengine/godot/pull/81365)).
-- Expose `EditorExportPlatform::get_os_name()` ([GH-81430](https://github.com/godotengine/godot/pull/81430)).
-- Fix `SubViewport` with `UPDATE_WHEN_VISIBLE` not working properly in exported project ([GH-81607](https://github.com/godotengine/godot/pull/81607)).
-- [macOS export] Fix GDExtension framework `+x` flag errors, allow recursive signing on non macOS platform ([GH-81969](https://github.com/godotengine/godot/pull/81969)).
-- Fix TextServer data export ([GH-82103](https://github.com/godotengine/godot/pull/82103)).
-- iOS: Fix build on Xcode 14 and older ([GH-83088](https://github.com/godotengine/godot/pull/83088)).
-- macOS: Remove deprecated altool notarization support, disable rcodesign for C# version ([GH-83482](https://github.com/godotengine/godot/pull/83482)).
-- Use "version" project setting as macOS/iOS "short_version" fallback ([GH-83686](https://github.com/godotengine/godot/pull/83686)).
-- Improve app / file version validation ([GH-84296](https://github.com/godotengine/godot/pull/84296)).
-- [macOS export] Improve icon generation ([GH-84521](https://github.com/godotengine/godot/pull/84521)).
-- Preserve the output from the gradle build command ([GH-84779](https://github.com/godotengine/godot/pull/84779)).
-- Prevent the surface upgrade tool from running during export ([GH-85136](https://github.com/godotengine/godot/pull/85136)).
-- iOS: Check if Xcode is installed in one-click deploy code ([GH-85168](https://github.com/godotengine/godot/pull/85168)).
+- Provide ability to override `EditorExportPlugin::_export_end()` in C++ ([GH-72572](https://github.com/godotengine/godot/pull/72572)).
+- Ensure Android keystore username and password are checked on export ([GH-83702](https://github.com/godotengine/godot/pull/83702)).
+- [iOS export] Add export options for performance capabilities and min. iOS version ([GH-84162](https://github.com/godotengine/godot/pull/84162)).
+- Update the validation logic for the package name ([GH-84676](https://github.com/godotengine/godot/pull/84676)).
+- Add `single`/`double` as export features automatically ([GH-84711](https://github.com/godotengine/godot/pull/84711)).
+- Fix order of operations for macOS template check ([GH-84990](https://github.com/godotengine/godot/pull/84990)).
+- [iOS one-click] Add support for Xcode 15 devicectl ([GH-85546](https://github.com/godotengine/godot/pull/85546)).
+- iOS: Use `mdfind` to check if Xcode is installed in one-click deploy code ([GH-85774](https://github.com/godotengine/godot/pull/85774)).
+- Add option to install android build template for export ([GH-85819](https://github.com/godotengine/godot/pull/85819)).
+- Ensure more export errors are reported to users ([GH-85845](https://github.com/godotengine/godot/pull/85845)).
+- Add PWA option to ensure cross-origin isolation headers on web export ([GH-86089](https://github.com/godotengine/godot/pull/86089)).
+- D3D12: Automatically copy runtime DLLs during export ([GH-86093](https://github.com/godotengine/godot/pull/86093)).
+- Set an appropriate minimum size for labels in windows that display incorrectly ([GH-86145](https://github.com/godotengine/godot/pull/86145)).
+- [iOS export] Improve `.xcframework` exporting ([GH-86288](https://github.com/godotengine/godot/pull/86288)).
+- iOS: Remove deprecated LaunchImages support and switch to Storyboard by default ([GH-86312](https://github.com/godotengine/godot/pull/86312)).
+- Specify the path to the Java SDK used for the Android gradle build ([GH-86383](https://github.com/godotengine/godot/pull/86383)).
+- Add logging when macOS export will fail due to disabled texture formats ([GH-86769](https://github.com/godotengine/godot/pull/86769)).
+- Hide Keystore Release password on Android's Export window ([GH-86882](https://github.com/godotengine/godot/pull/86882)).
+- [macOS export] Fix RLE icon generation ([GH-86934](https://github.com/godotengine/godot/pull/86934)).
+- [macOS/iOS export] Add option to set custom Info.plist data ([GH-87029](https://github.com/godotengine/godot/pull/87029)).
+- Add clearer error message for missing project icon during Android export ([GH-87208](https://github.com/godotengine/godot/pull/87208)).
+- Add basic multimesh data needed for headless export to the Dummy rendering server ([GH-87390](https://github.com/godotengine/godot/pull/87390)).
+- Add DummyShader handling to Dummy RenderingServer to ensure shader parameters are saved in headless export ([GH-87392](https://github.com/godotengine/godot/pull/87392)).
+- GDScript: Reintroduce binary tokenization on export ([GH-87634](https://github.com/godotengine/godot/pull/87634)).
+- [macOS export] Allow unpacked .app export in "Distribution" export mode ([GH-87657](https://github.com/godotengine/godot/pull/87657)).
+- Remove workaround in GLTF exporter that double converts `ra` textures to `rg` ([GH-87775](https://github.com/godotengine/godot/pull/87775)).
+- Don't invoke adb with no runnable Android preset ([GH-87823](https://github.com/godotengine/godot/pull/87823)).
+- macOS: Generate min. `Info.plist` for frameworks if it's missing. Validate framework bundle ID characters ([GH-87908](https://github.com/godotengine/godot/pull/87908)).
+- Fix data race regarding `server_quit` in `EditorExportPlatformWeb` ([GH-88043](https://github.com/godotengine/godot/pull/88043)).
+- Assign missing surface data fields in dummy render server ([GH-88210](https://github.com/godotengine/godot/pull/88210)).
+- Allow export plugins to override export option values ([GH-88291](https://github.com/godotengine/godot/pull/88291)).
+- Android: Allow using alternative Gradle build directory ([GH-88297](https://github.com/godotengine/godot/pull/88297)).
+- Unify settings for PC texture formats, removed obsoleted ETC feature ([GH-88325](https://github.com/godotengine/godot/pull/88325)).
+- GDScript: Fix extension comparison for exported scripts ([GH-88365](https://github.com/godotengine/godot/pull/88365)).
+- Add export setting to specify whether the native libraries should be compressed for the gradle build ([GH-88385](https://github.com/godotengine/godot/pull/88385)).
+- Add an `Advanced Options` toggle to the editor export preset ([GH-88419](https://github.com/godotengine/godot/pull/88419)).
+- Display a warning if device CPU architecture is not active in the export preset ([GH-88611](https://github.com/godotengine/godot/pull/88611)).
+- Physics: Fix exporting with 3D disabled ([GH-88668](https://github.com/godotengine/godot/pull/88668)).
+- Update the list of advanced export options for the Android platform ([GH-88840](https://github.com/godotengine/godot/pull/88840)).
+- GDScript: Canonicalize script path in FQCN ([GH-88853](https://github.com/godotengine/godot/pull/88853)).
+- Don't attempt shutting down adb on exit if not started ([GH-88865](https://github.com/godotengine/godot/pull/88865)).
+- GDScript: Fix paths in `ResourceFormatLoaderGDScript::load()` ([GH-89005](https://github.com/godotengine/godot/pull/89005)).
+- Linux: Handle export preset compat with 'Linux/X11' platform name ([GH-89044](https://github.com/godotengine/godot/pull/89044)).
+- Update the Android export validation logic to account for the custom gradle android source template ([GH-89173](https://github.com/godotengine/godot/pull/89173)).
+- Use relative file base offset for embedded PCK ([GH-89214](https://github.com/godotengine/godot/pull/89214)).
+- Fix reporting exit code when command line export fails ([GH-89234](https://github.com/godotengine/godot/pull/89234)).
+- iOS: Restore backward compatibility with old export templates ([GH-89348](https://github.com/godotengine/godot/pull/89348)).
+- GDScript: Fix continuation lines in `GDScriptTokenizerBuffer` ([GH-89472](https://github.com/godotengine/godot/pull/89472)).
+- Windows: Fix exporting as ZIP when console wrapper and/or embedded PCK is enabled ([GH-89511](https://github.com/godotengine/godot/pull/89511)).
+- Fix `gdextensionlibs.json` storage path in Android gradle build ([GH-89579](https://github.com/godotengine/godot/pull/89579)).
+- [iOS Export] Check directory content before deleting old export leftovers ([GH-89790](https://github.com/godotengine/godot/pull/89790)).
+- Allow skipping imported resource files from export ([GH-90365](https://github.com/godotengine/godot/pull/90365)).
+- [iOS export] Add support for privacy manifest configuration ([GH-90375](https://github.com/godotengine/godot/pull/90375)).
+- Android: Add `POST_NOTIFICATIONS` permission to the list of permissions available in the Export dialog ([GH-90377](https://github.com/godotengine/godot/pull/90377)).
+- [iOS Export] Fix adding static libs to the Xcode project ([GH-90379](https://github.com/godotengine/godot/pull/90379)).
+- Windows: Support all possible suffixes for console wrapper ([GH-90387](https://github.com/godotengine/godot/pull/90387)).
+- [macOS export] Detect embedded helper executables using MachO header ([GH-90428](https://github.com/godotengine/godot/pull/90428)).
+- Add `--import` command-line flag ([GH-90431](https://github.com/godotengine/godot/pull/90431)).
+- Android: Standardize permission descriptions, add urls, remove deprecated tag from non-deprecated permission ([GH-90546](https://github.com/godotengine/godot/pull/90546)).
+- Fix issue with resolving the path for the Android keystore file ([GH-90603](https://github.com/godotengine/godot/pull/90603)).
+- Fix the logic to load export preset's options overrides ([GH-90606](https://github.com/godotengine/godot/pull/90606)).
+- Automatically generate the Android debug keystore ([GH-90611](https://github.com/godotengine/godot/pull/90611)).
+- Web: Fix serve.py utility on Windows ([GH-90698](https://github.com/godotengine/godot/pull/90698)).
+- Fix issue causing the `copyAndRename*` task to fail on occasions on Windows machines ([GH-90802](https://github.com/godotengine/godot/pull/90802)).
+- Splash image support and new progress bar for HTML5 Web Export ([GH-91128](https://github.com/godotengine/godot/pull/91128)).
+- Fix export dialog sizing issue on small devices ([GH-91291](https://github.com/godotengine/godot/pull/91291)).
+- Add more Remote Debug options to the web platform ([GH-91369](https://github.com/godotengine/godot/pull/91369)).
+- [macOS export] Add support for privacy manifest configuration ([GH-91377](https://github.com/godotengine/godot/pull/91377)).
+- Default to non-threaded export setting for the web ([GH-91623](https://github.com/godotengine/godot/pull/91623)).
+- Web: Fix splash screen background color in HTML shell ([GH-91852](https://github.com/godotengine/godot/pull/91852)).
+- Web: Fix quotes style in HTML shell head include ([GH-91856](https://github.com/godotengine/godot/pull/91856)).
+- Disable remote debug button when there are no runnable presets ([GH-92032](https://github.com/godotengine/godot/pull/92032)).
+- Use `GLOBAL_GET` for `window_{height,width}_override` ([GH-92075](https://github.com/godotengine/godot/pull/92075)).
+- Fix web export state for Remote Debug ([GH-92163](https://github.com/godotengine/godot/pull/92163)).
+- Ensure that Godot's version of `libc++_shared.so` is always selected ([GH-92525](https://github.com/godotengine/godot/pull/92525)).
+- Fix iOS exports never embedding framework bundles ([GH-92692](https://github.com/godotengine/godot/pull/92692)).
+- [iOS export] Automatically generate ARM64 simulator library from device library if it's missing ([GH-92750](https://github.com/godotengine/godot/pull/92750)).
+- Fix issues related to code-signing for macOS exports ([GH-93101](https://github.com/godotengine/godot/pull/93101)).
+- Android: Revert hiding of custom templates under the `Advanced Options` toggle ([GH-93551](https://github.com/godotengine/godot/pull/93551)).
+- Web: Add "threads"/"nothreads" feature tags to export presets ([GH-93556](https://github.com/godotengine/godot/pull/93556)).
+- Add `nothreads` feature tag to signify lack of `THREADS_ENABLED` ([GH-93563](https://github.com/godotengine/godot/pull/93563)).
+- EditorExportPlugin: Call `_export_file` for all resource types ([GH-93878](https://github.com/godotengine/godot/pull/93878)).
+- Fix error when exporting files without import parameters ([GH-94405](https://github.com/godotengine/godot/pull/94405)).
+- Fix issue preventing enabling the remote button for Android/iOS ([GH-94425](https://github.com/godotengine/godot/pull/94425)).
+- [macOS export] Do not stop export on signing errors ([GH-94677](https://github.com/godotengine/godot/pull/94677)).
+- Fix Android export failing with custom keystores and no JDK setup in the OS environment ([GH-94809](https://github.com/godotengine/godot/pull/94809)).
+- Windows: Improve editor grouping, set friendly name registry key for exported projects ([GH-94976](https://github.com/godotengine/godot/pull/94976)).
+- iOS: Fix dylib GDExtension conversion ([GH-95323](https://github.com/godotengine/godot/pull/95323)).
#### GDExtension
-- Fix GDExtension classes derived from abstract GDExtension classes always being registered as abstract ([GH-67512](https://github.com/godotengine/godot/pull/67512)).
-- Add GDExtension support for OpenXR extension wrappers ([GH-68259](https://github.com/godotengine/godot/pull/68259)).
-- Allow GDExtension to register unexposed classes ([GH-70329](https://github.com/godotengine/godot/pull/70329)).
-- Set vararg methods' ptrcall of builtin classes, and let them can be called without arguments ([GH-76047](https://github.com/godotengine/godot/pull/76047)).
-- Add GDExtension function to construct StringName directly from `char*` ([GH-78580](https://github.com/godotengine/godot/pull/78580)).
-- Allow implementing `get_class_category` in GDExtension ([GH-78995](https://github.com/godotengine/godot/pull/78995)).
-- Allow CallableCustom objects to be created from GDExtensions ([GH-79005](https://github.com/godotengine/godot/pull/79005)).
-- Allow resizing Strings from GDExtension ([GH-79156](https://github.com/godotengine/godot/pull/79156)).
-- Prevent GDExtensions from trying to remove editor plugins at shutdown ([GH-79492](https://github.com/godotengine/godot/pull/79492)).
-- Fix `_get_property_list` not working correctly in parent classes ([GH-79683](https://github.com/godotengine/godot/pull/79683)).
-- Add `_bind_compatibility_methods` to Object ([GH-79702](https://github.com/godotengine/godot/pull/79702)).
-- Fix incorrect virtual function in `VideoStream.set_paused` ([GH-79710](https://github.com/godotengine/godot/pull/79710)).
-- Add support for indexed properties in GDExtension ([GH-79763](https://github.com/godotengine/godot/pull/79763)).
-- Add `get_script_instance` to GDExtension ([GH-80040](https://github.com/godotengine/godot/pull/80040)).
-- `PtrToArg::convert()` uses const-reference where possible ([GH-80075](https://github.com/godotengine/godot/pull/80075)).
-- Fix or workaround recent extension API compatibility issues ([GH-80168](https://github.com/godotengine/godot/pull/80168)).
-- Copy DLL to a temp file before opening ([GH-80188](https://github.com/godotengine/godot/pull/80188)).
-- CI: Make extension API compatibility check mandatory ([GH-80220](https://github.com/godotengine/godot/pull/80220)).
-- Implement reloading of GDExtensions ([GH-80284](https://github.com/godotengine/godot/pull/80284)).
-- Add compatibility notice after #78266 ([GH-80374](https://github.com/godotengine/godot/pull/80374)).
-- Expose PlaceHolderScriptInstance to GDExtension ([GH-80394](https://github.com/godotengine/godot/pull/80394)).
-- Fix version check for GDExtension ([GH-80591](https://github.com/godotengine/godot/pull/80591)).
-- Use `String::resize()` and `CharString` in `text_server_adv` again ([GH-80642](https://github.com/godotengine/godot/pull/80642)).
-- Add functions for non-ptr style virtual calls in GDExtension ([GH-80671](https://github.com/godotengine/godot/pull/80671)).
-- SCons: Fix ThorVG build option in TextServers with #80095 ([GH-80713](https://github.com/godotengine/godot/pull/80713)).
-- Remove DLL copy if it fails to load ([GH-80720](https://github.com/godotengine/godot/pull/80720)).
-- Godot Android plugin re-architecture ([GH-80740](https://github.com/godotengine/godot/pull/80740)).
-- Exclude unexposed classes from the `extension_api.json` ([GH-80852](https://github.com/godotengine/godot/pull/80852)).
-- Fix overriding `_export_begin`, `_export_file` and `_export_end` from GDExtension ([GH-80999](https://github.com/godotengine/godot/pull/80999)).
-- Allocate `GDExtensionScriptInstanceInfo2` for compatibility on the heap to prevent crash ([GH-81206](https://github.com/godotengine/godot/pull/81206)).
-- Use godot-cpp 4.1 for the "Godot CPP" CI workflow to prevent circular dependency ([GH-81238](https://github.com/godotengine/godot/pull/81238)).
-- fix `bool` unknown in C ([GH-81247](https://github.com/godotengine/godot/pull/81247)).
-- Allow implementing `ScriptInstance::validate_property()` from GDExtension ([GH-81261](https://github.com/godotengine/godot/pull/81261)).
-- Fix bindings of `PhysicsServer3DRenderingServerHandler` ([GH-81298](https://github.com/godotengine/godot/pull/81298)).
-- Add compatibility methods for RenderingDevice BarrierMask ([GH-81356](https://github.com/godotengine/godot/pull/81356)).
-- Allow implementing `Object::_validate_property()` from GDExtension ([GH-81515](https://github.com/godotengine/godot/pull/81515)).
-- Fix method hashes with default arguments ([GH-81521](https://github.com/godotengine/godot/pull/81521)).
-- Delete left-over DLL copy before making a new copy ([GH-81576](https://github.com/godotengine/godot/pull/81576)).
-- Expose `texture_create_from_extension` to GDExtension ([GH-82168](https://github.com/godotengine/godot/pull/82168)).
-- Remove redundant method bind hash check ([GH-82191](https://github.com/godotengine/godot/pull/82191)).
-- Optionally include documentation in GDExtension API dump ([GH-82331](https://github.com/godotengine/godot/pull/82331)).
-- Fix type of `notification_func` ([GH-82332](https://github.com/godotengine/godot/pull/82332)).
-- Moved `face_index` field in 3D `RayResult` to end of struct ([GH-82403](https://github.com/godotengine/godot/pull/82403)).
-- Fix inconsistent `last_modified_time` handling in GDExtension ([GH-82603](https://github.com/godotengine/godot/pull/82603)).
-- Don't deprecate old method of getting script category ([GH-82682](https://github.com/godotengine/godot/pull/82682)).
-- Fixes to allow object-less callables throughout Godot ([GH-82695](https://github.com/godotengine/godot/pull/82695)).
-- Web: Catch using GDExtensions in a non-dlink build ([GH-82790](https://github.com/godotengine/godot/pull/82790)).
-- Convert `validated_call()` to `ptrcall()` (rather than `call()`) ([GH-82794](https://github.com/godotengine/godot/pull/82794)).
-- Expose `Object::free_instance_binding()` to GDExtension ([GH-82799](https://github.com/godotengine/godot/pull/82799)).
-- Resolve relative icon paths for GDExtensions ([GH-82842](https://github.com/godotengine/godot/pull/82842)).
-- Fix extensions loading/initializing even when entry point fails ([GH-82861](https://github.com/godotengine/godot/pull/82861)).
-- Remove I/O error popup when failing to load/unload extension ([GH-82907](https://github.com/godotengine/godot/pull/82907)).
-- On Linux, favor local symbols when loading a shared library ([GH-82973](https://github.com/godotengine/godot/pull/82973)).
-- Use correct return pointer for validated calls that return `Variant` ([GH-83054](https://github.com/godotengine/godot/pull/83054)).
-- Fix incorrect error message about vararg methods ([GH-83107](https://github.com/godotengine/godot/pull/83107)).
-- Fix missing editor singletons when dumping extension api ([GH-83239](https://github.com/godotengine/godot/pull/83239)).
-- Prevent issues with the editor trying to reload GDExtensions through its usual mechanism ([GH-83285](https://github.com/godotengine/godot/pull/83285)).
-- Add brief description in GDExtension API dump with docs ([GH-83318](https://github.com/godotengine/godot/pull/83318)).
-- Fix comment in `gdextension_interface.h` ([GH-83415](https://github.com/godotengine/godot/pull/83415)).
-- Allow coexistence of GDScript and GDExtension virtual methods in the same object ([GH-83583](https://github.com/godotengine/godot/pull/83583)).
-- Add `path` option to `ScriptLanguageExtension::_validate` ([GH-83588](https://github.com/godotengine/godot/pull/83588)).
-- Fix `variant_iter_get()` actually calling `iter_next()` ([GH-83681](https://github.com/godotengine/godot/pull/83681)).
-- Fixed error on loading extensions ([GH-83734](https://github.com/godotengine/godot/pull/83734)).
-- Use `ObjectID` when creating custom callable ([GH-83800](https://github.com/godotengine/godot/pull/83800)).
-- Linux: Disable `RTLD_DEEPBIND` mode for `dlopen()` in sanitizer builds ([GH-84210](https://github.com/godotengine/godot/pull/84210)).
-- Save and compare modification times separately for reload ([GH-84315](https://github.com/godotengine/godot/pull/84315)).
-- [iOS, GDExtension] Fix loading and exporting static libraries and xcframeworks ([GH-84493](https://github.com/godotengine/godot/pull/84493)).
-- Change `GDExtension`'s `library_path` back to an absolute path ([GH-84620](https://github.com/godotengine/godot/pull/84620)).
-- Remove Android specific abis from the export preset feature list ([GH-84720](https://github.com/godotengine/godot/pull/84720)).
-- Check that `GDExtensionCompatHashes` are valid when generating `extension_api.json` ([GH-84973](https://github.com/godotengine/godot/pull/84973)).
-- iOS: Fix GDExtension init callback array reallocation ([GH-85216](https://github.com/godotengine/godot/pull/85216)).
+- Allow registering "runtime classes" from GDExtension ([GH-82554](https://github.com/godotengine/godot/pull/82554)).
+- Add an interface for loading extra documentation ([GH-83747](https://github.com/godotengine/godot/pull/83747)).
+- Fix some DEFVALs to use the right type ([GH-84906](https://github.com/godotengine/godot/pull/84906)).
+- Fix updating cached singletons when reloading GDScripts ([GH-85373](https://github.com/godotengine/godot/pull/85373)).
+- CI: Add 4.2-stable.expected file for GDExtension compatibility checks ([GH-85748](https://github.com/godotengine/godot/pull/85748)).
+- Fix overriding `CollisionObject3D::_mouse_enter()` and `_mouse_exit()` from GDExtension ([GH-85870](https://github.com/godotengine/godot/pull/85870)).
+- Fix operator documentation in GDExtension API dump with docs ([GH-86087](https://github.com/godotengine/godot/pull/86087)).
+- Replace `GDVIRTUAL_CALL` with `GDVIRTUAL_REQUIRED_CALL` where applicable ([GH-86169](https://github.com/godotengine/godot/pull/86169)).
+- Correctly register editor-only module classes with the API ([GH-86209](https://github.com/godotengine/godot/pull/86209)).
+- Fix `ScriptLanguageExtension::_find_function` argument names ([GH-86520](https://github.com/godotengine/godot/pull/86520)).
+- Distinguish between dynamic library not found and can't be opened ([GH-86682](https://github.com/godotengine/godot/pull/86682)).
+- Fix Android dynamic library loading ([GH-86792](https://github.com/godotengine/godot/pull/86792)).
+- Editor: Add missing virtual bind to `EditorNode3DGizmo(Plugin)` ([GH-86881](https://github.com/godotengine/godot/pull/86881)).
+- Fix virtual calls for GDExtension in `CollisionObject2D` ([GH-86908](https://github.com/godotengine/godot/pull/86908)).
+- Add renaming of PDB files to avoid blocking them ([GH-87117](https://github.com/godotengine/godot/pull/87117)).
+- Allow GDExtensions to register virtual methods and call them on scripts ([GH-87758](https://github.com/godotengine/godot/pull/87758)).
+- Expose `NOTIFICATION_EXTENSION_RELOADED` to `ClassDB` ([GH-87863](https://github.com/godotengine/godot/pull/87863)).
+- Add null check for GDExtension deinitialization ([GH-87938](https://github.com/godotengine/godot/pull/87938)).
+- Fix `gdextension_compat_hashes.cpp` for double precision builds ([GH-88188](https://github.com/godotengine/godot/pull/88188)).
+- Fix loading GDExtension dependencies on Android ([GH-88381](https://github.com/godotengine/godot/pull/88381)).
+- Allow GDExtensions to set a `compatibility_maximum` ([GH-88417](https://github.com/godotengine/godot/pull/88417)).
+- Unbind GDExtension methods that can't reasonably be used ([GH-88418](https://github.com/godotengine/godot/pull/88418)).
+- Fix `-Wtype-limits` warning in `compatibility_maximum` patch check ([GH-88527](https://github.com/godotengine/godot/pull/88527)).
+- Expose OpenXR hand tracker handles ([GH-88566](https://github.com/godotengine/godot/pull/88566)).
+- Allow registering "runtime classes" in modules (not just GDExtension) ([GH-88683](https://github.com/godotengine/godot/pull/88683)).
+- Use godot-cpp 4.2 for the "Godot CPP" CI workflow ([GH-88736](https://github.com/godotengine/godot/pull/88736)).
+- Fix calling ancestor methods on runtime classes ([GH-88870](https://github.com/godotengine/godot/pull/88870)).
+- Add extension support for argument count to `ScriptInstance` ([GH-89050](https://github.com/godotengine/godot/pull/89050)).
+- Pass count when freeing method and property lists for script instances ([GH-89055](https://github.com/godotengine/godot/pull/89055)).
+- TextServer: Use GDVIRTUAL_REQUIRED_CALL for required extensions methods, update extension docs ([GH-89207](https://github.com/godotengine/godot/pull/89207)).
+- OpenXR: Allow GDExtensions to provide multiple, ordered composition layers ([GH-89460](https://github.com/godotengine/godot/pull/89460)).
+- Print correct path when unable to find GDExtension library ([GH-89677](https://github.com/godotengine/godot/pull/89677)).
+- Bind constants related to 6DOF joints ([GH-89851](https://github.com/godotengine/godot/pull/89851)).
+- Fix `Resource::get_rid override` not working in GDExtension ([GH-90273](https://github.com/godotengine/godot/pull/90273)).
+- XR: Fix binds for composition layer virtuals ([GH-90391](https://github.com/godotengine/godot/pull/90391)).
+- Use `likely()` in `PtrToArg<T *>` when checking for null `Object *`s ([GH-90394](https://github.com/godotengine/godot/pull/90394)).
+- Fix GDExtension hot reload for classes not created via `ClassDB::instantiate()` ([GH-90447](https://github.com/godotengine/godot/pull/90447)).
+- Defer call to `set_break_language` ([GH-90776](https://github.com/godotengine/godot/pull/90776)).
+- Compatibility: Add stub for VisualShaderNodeComment ([GH-90797](https://github.com/godotengine/godot/pull/90797)).
+- Expose `ClassDB::class_get_property_default_value` method ([GH-90916](https://github.com/godotengine/godot/pull/90916)).
+- Fix missing library path breaking hot reloading ([GH-90961](https://github.com/godotengine/godot/pull/90961)).
+- Fix GDExtension documentation disappearing after hot-reload ([GH-91126](https://github.com/godotengine/godot/pull/91126)).
+- Fix ptrcalls to static GDExtension methods ([GH-91153](https://github.com/godotengine/godot/pull/91153)).
+- Provide `free_property_list_func` with length of array ([GH-91179](https://github.com/godotengine/godot/pull/91179)).
+- Bind compatibility GDExtension methods removed in #88418 ([GH-91502](https://github.com/godotengine/godot/pull/91502)).
+- Generate docs from GDExtensions using `--gdextension-docs` with `--doctool` ([GH-91518](https://github.com/godotengine/godot/pull/91518)).
+- Add default implementation of `ScriptLanguageExtension::preferred_file_name_casing` ([GH-91570](https://github.com/godotengine/godot/pull/91570)).
+- Prevent crash during shutdown as singletons are deleted ([GH-91806](https://github.com/godotengine/godot/pull/91806)).
+- Release Engine after unregistering GDExtensions ([GH-92060](https://github.com/godotengine/godot/pull/92060)).
+- Don't use `ERR_PRINT_ONCE()` for runtime class error because it will hide errors ([GH-92216](https://github.com/godotengine/godot/pull/92216)).
+- Fix `ClassDB` not checking for editor classes properly ([GH-92345](https://github.com/godotengine/godot/pull/92345)).
+- [TextServer, GDExtension] Fix building text servers as GDExtension, expose new/changed low-level methods to GDExtension API ([GH-92715](https://github.com/godotengine/godot/pull/92715)).
+- Use GDExtension `to_string` in Node ([GH-92827](https://github.com/godotengine/godot/pull/92827)).
+- Make `profiling_get_frame_data` call the correct GDVIRTUAL method ([GH-93281](https://github.com/godotengine/godot/pull/93281)).
+- Object: Use const correct `GDExtensionConstStringNamePtr` ([GH-93288](https://github.com/godotengine/godot/pull/93288)).
+- Fix setting base class properties on a runtime class ([GH-94089](https://github.com/godotengine/godot/pull/94089)).
+- GDExtension docs: Advise bindings to use `uint64_t` for bitfields ([GH-94307](https://github.com/godotengine/godot/pull/94307)).
+- Fix to restore `library_path` as absolute path ([GH-94373](https://github.com/godotengine/godot/pull/94373)).
#### GDScript
-- Highlight doc comments in a different color ([GH-72751](https://github.com/godotengine/godot/pull/72751)).
-- Fix jumping to function definition using `Ctrl+LMB` or the "Lookup Symbol" button ([GH-73196](https://github.com/godotengine/godot/pull/73196)).
-- Improve GDScript identifier tokenization ([GH-73226](https://github.com/godotengine/godot/pull/73226)).
-- Add code region folding to CodeEdit ([GH-74843](https://github.com/godotengine/godot/pull/74843)).
-- Add raw string literals (r-strings) ([GH-74995](https://github.com/godotengine/godot/pull/74995)).
-- Show script errors from depended scripts ([GH-75216](https://github.com/godotengine/godot/pull/75216)).
-- Fix for not being able to ignore shadowing warnings on class scope ([GH-75620](https://github.com/godotengine/godot/pull/75620)).
-- Add a script method to get its class icon ([GH-75656](https://github.com/godotengine/godot/pull/75656)).
-- Improve call analysis ([GH-75988](https://github.com/godotengine/godot/pull/75988)).
-- Support threads in the script debugger ([GH-76582](https://github.com/godotengine/godot/pull/76582)).
-- Fix conflict between property and group names ([GH-78254](https://github.com/godotengine/godot/pull/78254)).
-- Add error message when a GDScript resource fails to load ([GH-78540](https://github.com/godotengine/godot/pull/78540)).
-- Check `get_node()` shorthand in static functions ([GH-78552](https://github.com/godotengine/godot/pull/78552)).
-- Editor: Remove unused Class Name field from Create Script dialog ([GH-78573](https://github.com/godotengine/godot/pull/78573)).
-- Fix incorrect error message for utility functions ([GH-78882](https://github.com/godotengine/godot/pull/78882)).
-- Add `@deprecated` and `@experimental` doc comment tags ([GH-78941](https://github.com/godotengine/godot/pull/78941)).
-- Fix regression with GDScript enum descriptions now showing up in documentation ([GH-78953](https://github.com/godotengine/godot/pull/78953)).
-- Add static analysis error reporting in `GDScriptCache::get_full_script()` ([GH-79163](https://github.com/godotengine/godot/pull/79163)).
-- Make onready variables created from dropping nodes include custom types ([GH-79198](https://github.com/godotengine/godot/pull/79198)).
-- Solve `_populate_class_members()` cyclic dependency problem ([GH-79205](https://github.com/godotengine/godot/pull/79205)).
-- Properly track extents of constants ([GH-79301](https://github.com/godotengine/godot/pull/79301)).
-- Load global classes when running debug tests ([GH-79425](https://github.com/godotengine/godot/pull/79425)).
-- Fix subscript resolution for constant non-metatypes ([GH-79510](https://github.com/godotengine/godot/pull/79510)).
-- Change GDScript tests to use InstancePlaceholder as the example abstract class ([GH-79524](https://github.com/godotengine/godot/pull/79524)).
-- Highlight comment markers (`TODO`, `FIXME`, etc.) ([GH-79761](https://github.com/godotengine/godot/pull/79761)).
-- Fix bug with identifier shadowed below in current scope ([GH-79880](https://github.com/godotengine/godot/pull/79880)).
-- Replace ptrcalls on MethodBind to validated calls ([GH-79893](https://github.com/godotengine/godot/pull/79893)).
-- Add validation for `@export_node_path` annotation arguments ([GH-79935](https://github.com/godotengine/godot/pull/79935)).
-- Optimize operators by assuming the types ([GH-79990](https://github.com/godotengine/godot/pull/79990)).
-- Add constant string support for POT generator ([GH-80020](https://github.com/godotengine/godot/pull/80020)).
-- Implement pattern guards for match statement ([GH-80085](https://github.com/godotengine/godot/pull/80085)).
-- Fix regression with native signal not found ([GH-80165](https://github.com/godotengine/godot/pull/80165)).
-- Add static typing for `for` loop variable ([GH-80247](https://github.com/godotengine/godot/pull/80247)).
-- Assign temporary path to preloaded resources ([GH-80281](https://github.com/godotengine/godot/pull/80281)).
-- Fix completion option location not found ([GH-80283](https://github.com/godotengine/godot/pull/80283)).
-- Allow mixed indentation on blank lines ([GH-80365](https://github.com/godotengine/godot/pull/80365)).
-- Fix `get_method` from named lambda ([GH-80506](https://github.com/godotengine/godot/pull/80506)).
-- Fix "Identifier not found" error when accessing inner class from inside ([GH-80510](https://github.com/godotengine/godot/pull/80510)).
-- Fix superfluous `"` in error message ([GH-80568](https://github.com/godotengine/godot/pull/80568)).
-- Check if any global script class is shadowed by a variable ([GH-80587](https://github.com/godotengine/godot/pull/80587)).
-- Fixes LSP connection error when launched in a separate thread ([GH-80686](https://github.com/godotengine/godot/pull/80686)).
-- Improve DocGen ([GH-80745](https://github.com/godotengine/godot/pull/80745)).
-- Fix expected argument count for `Callable` call errors ([GH-80844](https://github.com/godotengine/godot/pull/80844)).
-- Fix lambda resolution with cyclic references ([GH-80923](https://github.com/godotengine/godot/pull/80923)).
-- Allow using local constants as types ([GH-80964](https://github.com/godotengine/godot/pull/80964)).
-- Language Server: Improve hovered symbol resolution, fix renaming bugs, implement reference lookup ([GH-80973](https://github.com/godotengine/godot/pull/80973)).
-- Fix `_get_debug_tooltip` crash if tooltip string is too large ([GH-81018](https://github.com/godotengine/godot/pull/81018)).
-- Fix highlighting of hex numbers with separators ([GH-81039](https://github.com/godotengine/godot/pull/81039)).
-- Fix `get_*_list()` methods return incorrect info ([GH-81079](https://github.com/godotengine/godot/pull/81079)).
-- Optimize GDScript VM codegen for MSVC ([GH-81200](https://github.com/godotengine/godot/pull/81200)).
-- Fix subclass methods not inheriting RPC info ([GH-81201](https://github.com/godotengine/godot/pull/81201)).
-- Fix an error when dragging nodes into built-in scripts because script does not inherit Node ([GH-81299](https://github.com/godotengine/godot/pull/81299)).
-- Don't make array literal typed in weak type context ([GH-81332](https://github.com/godotengine/godot/pull/81332)).
-- Add an optional `untyped_declaration` warning ([GH-81355](https://github.com/godotengine/godot/pull/81355)).
-- Remove `REDUNDANT_FOR_VARIABLE_TYPE` warning ([GH-81440](https://github.com/godotengine/godot/pull/81440)).
-- Fix compilation of expressions compiling other classes ([GH-81577](https://github.com/godotengine/godot/pull/81577)).
-- Fix dumping of signal API parameters ([GH-81599](https://github.com/godotengine/godot/pull/81599)).
-- Fix some lambda bugs ([GH-81605](https://github.com/godotengine/godot/pull/81605)).
-- Fix lambda hot reloading ([GH-81628](https://github.com/godotengine/godot/pull/81628)).
-- Fix POT generator crash on assignee with index ([GH-81653](https://github.com/godotengine/godot/pull/81653)).
-- Fix and improve doc comment parsing ([GH-81699](https://github.com/godotengine/godot/pull/81699)).
-- Add check for `super()` methods not being implemented ([GH-81808](https://github.com/godotengine/godot/pull/81808)).
-- LSP: Fix autocomplete quote handling ([GH-81833](https://github.com/godotengine/godot/pull/81833)).
-- LSP: Add `--lsp-port` as a command line argument ([GH-81844](https://github.com/godotengine/godot/pull/81844)).
-- Rewrite a small comment in GDScript tokenizer code ([GH-81881](https://github.com/godotengine/godot/pull/81881)).
-- Make array literal typed if `for` loop variable type is specified ([GH-82030](https://github.com/godotengine/godot/pull/82030)).
-- GDScript DocGen: Fix and improve appearance of metatypes and values ([GH-82067](https://github.com/godotengine/godot/pull/82067)).
-- Prevent constructing and inheriting engine singletons ([GH-82098](https://github.com/godotengine/godot/pull/82098)).
-- Fix `--gdscript-docs` tool failing when autoloads are used in the project ([GH-82116](https://github.com/godotengine/godot/pull/82116)).
-- Add `INFERRED_DECLARATION` warning ([GH-82139](https://github.com/godotengine/godot/pull/82139)).
-- Fix duplication of inherited script properties ([GH-82186](https://github.com/godotengine/godot/pull/82186)).
-- Fix crash with `GDScriptNativeClass` ([GH-82294](https://github.com/godotengine/godot/pull/82294)).
-- Fix for GDScriptHighlighter dictionaries as function arguments ([GH-82326](https://github.com/godotengine/godot/pull/82326)).
-- Add return type covariance and parameter type contravariance ([GH-82477](https://github.com/godotengine/godot/pull/82477)).
-- Improve highlighting of types ([GH-82516](https://github.com/godotengine/godot/pull/82516)).
-- Fix `UNSAFE_CALL_ARGUMENT` warning for `Variant` constructors ([GH-82547](https://github.com/godotengine/godot/pull/82547)).
-- Core: Fix `Object::has_method()` for script static methods ([GH-82767](https://github.com/godotengine/godot/pull/82767)).
-- Fix `native_type` is empty for autoload without script ([GH-82784](https://github.com/godotengine/godot/pull/82784)).
-- Fix unresolved datatype for incomplete binary operator ([GH-82789](https://github.com/godotengine/godot/pull/82789)).
-- Add error when exporting node in non `Node`-derived classes ([GH-82843](https://github.com/godotengine/godot/pull/82843)).
-- Fixes internal Script Editor crash with External Editor active ([GH-82956](https://github.com/godotengine/godot/pull/82956)).
-- Fix external editor hot reload for GDScript ([GH-82986](https://github.com/godotengine/godot/pull/82986)).
-- Fix GDScript cache assigning UID as scene path ([GH-83039](https://github.com/godotengine/godot/pull/83039)).
-- GDScript DocGen: Fix regression with return metatypes ([GH-83049](https://github.com/godotengine/godot/pull/83049)).
-- Deleting unnecessary include in GDScriptParser ([GH-83050](https://github.com/godotengine/godot/pull/83050)).
-- Fix modifying base script exports not propagating to derived scripts ([GH-83123](https://github.com/godotengine/godot/pull/83123)).
-- Add autocompletion for static variables accessed via class ([GH-83150](https://github.com/godotengine/godot/pull/83150)).
-- Code Editor: Fix regression with using doc comments for code regions ([GH-83216](https://github.com/godotengine/godot/pull/83216)).
-- Fix unresolved datatype for incomplete expressions ([GH-83257](https://github.com/godotengine/godot/pull/83257)).
-- Fix grammar typo in GDScript error message ([GH-83455](https://github.com/godotengine/godot/pull/83455)).
-- Fix non-static call is allowed in static var lambda body ([GH-83486](https://github.com/godotengine/godot/pull/83486)).
-- Fix `GDScriptCache::get_full_script` eating parsing errors because of early exit ([GH-83540](https://github.com/godotengine/godot/pull/83540)).
-- Don't optimize division and modulo on debug ([GH-83569](https://github.com/godotengine/godot/pull/83569)).
-- Fix comment typo in `gdscript_parser.h` ([GH-83792](https://github.com/godotengine/godot/pull/83792)).
-- SCons: Fix build with GDScript LSP disabled ([GH-84191](https://github.com/godotengine/godot/pull/84191)).
-- Fix lambda cross-thread dynamics (take 2) ([GH-85248](https://github.com/godotengine/godot/pull/85248)).
-- Fix GDScript thread-exit routine assuming thread-enter was called ([GH-85432](https://github.com/godotengine/godot/pull/85432)).
+- Add editor settings for autocompletion with NodePath and StringName ([GH-66481](https://github.com/godotengine/godot/pull/66481)).
+- Add `@export_custom` annotation ([GH-72912](https://github.com/godotengine/godot/pull/72912)).
+- Improve autocompletion with `get_node` ([GH-79386](https://github.com/godotengine/godot/pull/79386)).
+- Update completion menu even if no options exist ([GH-79387](https://github.com/godotengine/godot/pull/79387)).
+- Add module description in markdown ([GH-81345](https://github.com/godotengine/godot/pull/81345)).
+- Documentation: Add support for deprecated/experimental messages ([GH-81458](https://github.com/godotengine/godot/pull/81458)).
+- Include lambda dependencies ([GH-81629](https://github.com/godotengine/godot/pull/81629)).
+- Change GDScriptDataType `container_element_type` to vector container ([GH-81662](https://github.com/godotengine/godot/pull/81662)).
+- Add `@export_storage` annotation ([GH-82122](https://github.com/godotengine/godot/pull/82122)).
+- Core: Allow methods of built-in `Variant` types to be used as Callables ([GH-82264](https://github.com/godotengine/godot/pull/82264)).
+- Improve error messages for invalid indexing ([GH-82639](https://github.com/godotengine/godot/pull/82639)).
+- Allow `@export`ed Arrays to set property hints for their elements ([GH-82952](https://github.com/godotengine/godot/pull/82952)).
+- Fix `@warning_ignore` annotation issues ([GH-83037](https://github.com/godotengine/godot/pull/83037)).
+- Allow empty parentheses for property getter declaration ([GH-83120](https://github.com/godotengine/godot/pull/83120)).
+- Highlight code region comments ([GH-83220](https://github.com/godotengine/godot/pull/83220)).
+- Fix `UNSAFE_CAST` warning ([GH-84043](https://github.com/godotengine/godot/pull/84043)).
+- Fix crash when extending taken-over named class ([GH-84148](https://github.com/godotengine/godot/pull/84148)).
+- Autocompletion: Mark datatype as constant for constant arrays ([GH-84492](https://github.com/godotengine/godot/pull/84492)).
+- Fix autocompletion for enum members in the core classes ([GH-84532](https://github.com/godotengine/godot/pull/84532)).
+- Fix autocompletion after DOLLAR token ([GH-84706](https://github.com/godotengine/godot/pull/84706)).
+- Fix DAP breakpoints being cleared on closed scripts ([GH-84898](https://github.com/godotengine/godot/pull/84898)).
+- Add unit test runner for autocompletion ([GH-85178](https://github.com/godotengine/godot/pull/85178)).
+- Filter groups and categories from autocompletion ([GH-85196](https://github.com/godotengine/godot/pull/85196)).
+- Handle global classes when resolving type from `PropertyInfo` ([GH-85215](https://github.com/godotengine/godot/pull/85215)).
+- Prefer identifiers annotated type if assigned type is incompatible to it ([GH-85224](https://github.com/godotengine/godot/pull/85224)).
+- Handle global classes when resolving property location ([GH-85239](https://github.com/godotengine/godot/pull/85239)).
+- Generate `arghint` for script types ([GH-85382](https://github.com/godotengine/godot/pull/85382)).
+- Suggest scene unique nodes in `get_node` autocompletion ([GH-85384](https://github.com/godotengine/godot/pull/85384)).
+- Make annotations register statically in parser ([GH-85487](https://github.com/godotengine/godot/pull/85487)).
+- Move "Expected indented block" error message's line number back to where the error is ([GH-85488](https://github.com/godotengine/godot/pull/85488)).
+- Stop caching packed scenes in GDScript cache (on preload) ([GH-85501](https://github.com/godotengine/godot/pull/85501)).
+- Speed up `GDScript::get_must_clear_dependencies()` ([GH-85603](https://github.com/godotengine/godot/pull/85603)).
+- Make GDScriptAnalyzer aware of properties from other languages ([GH-85703](https://github.com/godotengine/godot/pull/85703)).
+- Adjust `STATIC_CALLED_ON_INSTANCE` warning to not force native type ([GH-85918](https://github.com/godotengine/godot/pull/85918)).
+- Fix accessing static function as `Callable` in static context ([GH-86088](https://github.com/godotengine/godot/pull/86088)).
+- Fix POT generator skips some nodes ([GH-86091](https://github.com/godotengine/godot/pull/86091)).
+- Fix regression when autocompleting subscript on get node ([GH-86111](https://github.com/godotengine/godot/pull/86111)).
+- Fix type highlighting ([GH-86176](https://github.com/godotengine/godot/pull/86176)).
+- Fix the autocomplete function for the `self` keyword ([GH-86341](https://github.com/godotengine/godot/pull/86341)).
+- Fix POT generator skips some nodes (part 2) ([GH-86471](https://github.com/godotengine/godot/pull/86471)).
+- Fix symbol lookup in index subscript ([GH-86554](https://github.com/godotengine/godot/pull/86554)).
+- Lambda hotswap fixes ([GH-86569](https://github.com/godotengine/godot/pull/86569)).
+- Improve sorting of enum autocompletion ([GH-86667](https://github.com/godotengine/godot/pull/86667)).
+- Hot-reload changed scripts only ([GH-86676](https://github.com/godotengine/godot/pull/86676)).
+- Add `StringName` support to `@GDScript.len` ([GH-86704](https://github.com/godotengine/godot/pull/86704)).
+- Allow utility functions to be used as `Callable` ([GH-86823](https://github.com/godotengine/godot/pull/86823)).
+- Allow specifying a scene in completion tests ([GH-86961](https://github.com/godotengine/godot/pull/86961)).
+- Add tests for `get_node` autocompletion ([GH-86973](https://github.com/godotengine/godot/pull/86973)).
+- Improve error message when a GDScript instance fails to be constructed ([GH-86999](https://github.com/godotengine/godot/pull/86999)).
+- Simplify script paths to ensure proper resource path checks ([GH-87124](https://github.com/godotengine/godot/pull/87124)).
+- Handle GDScript in `_type_from_variant` for autocompletion ([GH-87278](https://github.com/godotengine/godot/pull/87278)).
+- Allow `free()` to be used as Callable ([GH-87294](https://github.com/godotengine/godot/pull/87294)).
+- Better hide internal properties from users ([GH-87381](https://github.com/godotengine/godot/pull/87381)).
+- Use autoload singleton name in `GDScriptDocGen` ([GH-87421](https://github.com/godotengine/godot/pull/87421)).
+- Make `GDScriptUtilityCallable` return call error when method is invalid ([GH-87783](https://github.com/godotengine/godot/pull/87783)).
+- Add `is not` operator ([GH-87939](https://github.com/godotengine/godot/pull/87939)).
+- Prevent running `String` number functions on invalid literal ([GH-87941](https://github.com/godotengine/godot/pull/87941)).
+- Set `has_type` false if it is `BUILTIN` but `Variant::NIL` ([GH-88020](https://github.com/godotengine/godot/pull/88020)).
+- Enable Add Type Hints editor setting by default ([GH-88026](https://github.com/godotengine/godot/pull/88026)).
+- Fix NodePath autocompletion to ensure paths are quoted when required ([GH-88071](https://github.com/godotengine/godot/pull/88071)).
+- Add fallback argument hints for default values ([GH-88211](https://github.com/godotengine/godot/pull/88211)).
+- Fix type highlighting after whitespace ([GH-88876](https://github.com/godotengine/godot/pull/88876)).
+- Clean up some unused code ([GH-88899](https://github.com/godotengine/godot/pull/88899)).
+- Core: Add `Callable.create` static method for `Variant` callables ([GH-88948](https://github.com/godotengine/godot/pull/88948)).
+- Fix some test file paths ([GH-89151](https://github.com/godotengine/godot/pull/89151)).
+- Fix use after free in `GDScriptLanguage::debug_get_globals` ([GH-89274](https://github.com/godotengine/godot/pull/89274)).
+- Allow LSP to process multiple messages per poll ([GH-89284](https://github.com/godotengine/godot/pull/89284)).
+- Fix enum autocompletion for core classes ([GH-89382](https://github.com/godotengine/godot/pull/89382)).
+- Update `@GDScript` documentation ([GH-89484](https://github.com/godotengine/godot/pull/89484)).
+- Fix missing gutter icon for inner class method overrides ([GH-89545](https://github.com/godotengine/godot/pull/89545)).
+- Fix object iterator opcodes ([GH-89639](https://github.com/godotengine/godot/pull/89639)).
+- Correctly report invalid read-only access ([GH-89648](https://github.com/godotengine/godot/pull/89648)).
+- Fix `for` expression is highlighted as type ([GH-89659](https://github.com/godotengine/godot/pull/89659)).
+- Improve DocGen for non-constant expressions ([GH-89738](https://github.com/godotengine/godot/pull/89738)).
+- Completion Tests: Add script to owner ([GH-89884](https://github.com/godotengine/godot/pull/89884)).
+- Fix uninitialized local variables not being reset ([GH-89990](https://github.com/godotengine/godot/pull/89990)).
+- Fix errors when renaming/moving/deleting global scripts ([GH-90186](https://github.com/godotengine/godot/pull/90186)).
+- Don't pass `self` when calling a static function from a non-static context ([GH-90223](https://github.com/godotengine/godot/pull/90223)).
+- Fix multiline array/dictionary match statements ([GH-90373](https://github.com/godotengine/godot/pull/90373)).
+- Add tests for signal await with parameters ([GH-90398](https://github.com/godotengine/godot/pull/90398)).
+- Fix highlighting escapes in multiline raw strings ([GH-90419](https://github.com/godotengine/godot/pull/90419)).
+- Don't warn on unassigned for builtin-typed variables ([GH-90442](https://github.com/godotengine/godot/pull/90442)).
+- Infer type with string format operator ([GH-90448](https://github.com/godotengine/godot/pull/90448)).
+- Register the export info correctly when a script is used as the variable type for Node ([GH-90487](https://github.com/godotengine/godot/pull/90487)).
+- Resolve types from autoload scenes ([GH-90498](https://github.com/godotengine/godot/pull/90498)).
+- Assume constructor to be accessible from class ([GH-90552](https://github.com/godotengine/godot/pull/90552)).
+- Allow casting enum to int ([GH-90580](https://github.com/godotengine/godot/pull/90580)).
+- Fix out of date errors in depended scripts ([GH-90601](https://github.com/godotengine/godot/pull/90601)).
+- Fix some export annotation issues ([GH-90716](https://github.com/godotengine/godot/pull/90716)).
+- Warn when enum variable has no default ([GH-90756](https://github.com/godotengine/godot/pull/90756)).
+- Suppress unused constant warning with underscore ([GH-90794](https://github.com/godotengine/godot/pull/90794)).
+- LSP: Have `GDScriptWorkspace::list_script_files` respect `.gdignore` ([GH-90949](https://github.com/godotengine/godot/pull/90949)).
+- Fix test `reset_uninit_local_vars.gd` failure ([GH-91120](https://github.com/godotengine/godot/pull/91120)).
+- Perform validated calls with static methods ([GH-91192](https://github.com/godotengine/godot/pull/91192)).
+- Call implicit ready on base script first ([GH-91364](https://github.com/godotengine/godot/pull/91364)).
+- Fix access non-static members in static context ([GH-91412](https://github.com/godotengine/godot/pull/91412)).
+- Initialize static variables with defaults in-editor ([GH-91472](https://github.com/godotengine/godot/pull/91472)).
+- Autocompletion: Analyze CLASS types as they are encountered ([GH-91653](https://github.com/godotengine/godot/pull/91653)).
+- Show custom icons in autocompletion suggestions ([GH-91923](https://github.com/godotengine/godot/pull/91923)).
+- Add support for `atr` and `atr_n` to POT generator ([GH-91951](https://github.com/godotengine/godot/pull/91951)).
+- Fix `STANDALONE_EXPRESSION` warning for `preload()` ([GH-92027](https://github.com/godotengine/godot/pull/92027)).
+- Fix segfault on invalid script ([GH-92035](https://github.com/godotengine/godot/pull/92035)).
+- Fix broken built-in script reloading ([GH-92177](https://github.com/godotengine/godot/pull/92177)).
+- Fix lambdas capturing non-local variables ([GH-92241](https://github.com/godotengine/godot/pull/92241)).
+- Fix completion for `new` arguments ([GH-92251](https://github.com/godotengine/godot/pull/92251)).
+- Fix synchronization of global class name ([GH-92303](https://github.com/godotengine/godot/pull/92303)).
+- DAP: Add `--dap-port` as a command line argument ([GH-92336](https://github.com/godotengine/godot/pull/92336)).
+- [GDScript LSP] Fix `show_native_symbol_in_editor` ([GH-92386](https://github.com/godotengine/godot/pull/92386)).
+- Fix subscript resolution on constant non-metatype GDScript base ([GH-92544](https://github.com/godotengine/godot/pull/92544)).
+- Do not produce `INFERRED_DECLARATION` on type import ([GH-92558](https://github.com/godotengine/godot/pull/92558)).
+- Partially allow member lookup on invalid scripts ([GH-92609](https://github.com/godotengine/godot/pull/92609)).
+- Invalidate cached parser chain when reloading ([GH-92616](https://github.com/godotengine/godot/pull/92616)).
+- Add more autocompletion tests ([GH-92688](https://github.com/godotengine/godot/pull/92688)).
+- Editor: Hide GDScript internal functions from method selectors ([GH-92802](https://github.com/godotengine/godot/pull/92802)).
+- Add coloring for completion of Color components ([GH-92874](https://github.com/godotengine/godot/pull/92874)).
+- Fix goto definition for `new` method ([GH-92885](https://github.com/godotengine/godot/pull/92885)).
+- Avoid deadlock possibility in multi-threaded load ([GH-93032](https://github.com/godotengine/godot/pull/93032)).
+- Autocompletion: Add support for string name option in more places ([GH-93057](https://github.com/godotengine/godot/pull/93057)).
+- Fix mismatched external parser with binary exports ([GH-93166](https://github.com/godotengine/godot/pull/93166)).
+- Enhance handling of cyclic dependencies ([GH-93346](https://github.com/godotengine/godot/pull/93346)).
+- Fix non-global class export ([GH-93384](https://github.com/godotengine/godot/pull/93384)).
+- Fix symbol lookup for native enums ([GH-93566](https://github.com/godotengine/godot/pull/93566)).
+- Fix editor crash when invalid global class script path ([GH-93575](https://github.com/godotengine/godot/pull/93575)).
+- Add `CONFUSABLE_CAPTURE_REASSIGNMENT` warning ([GH-93691](https://github.com/godotengine/godot/pull/93691)).
+- Fix false positive `CONFUSABLE_CAPTURE_REASSIGNMENT` warnings ([GH-93699](https://github.com/godotengine/godot/pull/93699)).
+- Autocompletion: Don't use `in` operator to decide over variant lookup ([GH-93815](https://github.com/godotengine/godot/pull/93815)).
+- Fix GDScript analyzer error when instantiating EditorPlugins ([GH-93942](https://github.com/godotengine/godot/pull/93942)).
+- Fix `get_argument_count` for lambda `Callable`s ([GH-93964](https://github.com/godotengine/godot/pull/93964)).
+- Fix implicit cast to typed array when passing parameter ([GH-94025](https://github.com/godotengine/godot/pull/94025)).
+- Fix `get_method` for lambda self `Callable`s ([GH-94076](https://github.com/godotengine/godot/pull/94076)).
+- Fix "Mismatched external parser" for autoloads ([GH-94131](https://github.com/godotengine/godot/pull/94131)).
+- Call setter on simple setter chain without getter ([GH-94138](https://github.com/godotengine/godot/pull/94138)).
+- Make errors on `RefCounted.free()` more accurate ([GH-94238](https://github.com/godotengine/godot/pull/94238)).
+- Restore support for `Token::UNDERSCORE` in identifiers ([GH-94327](https://github.com/godotengine/godot/pull/94327)).
+- Autocompletion: Register depended parsers with the main parser ([GH-94424](https://github.com/godotengine/godot/pull/94424)).
+- Speed up `GDScriptLanguage::finish` ([GH-94505](https://github.com/godotengine/godot/pull/94505)).
+- Fix false positive cases of `ENUM_VARIABLE_WITHOUT_DEFAULT` ([GH-94635](https://github.com/godotengine/godot/pull/94635)).
+- Fix incorrect default values ​​in `_make_arguments_hint()` ([GH-94664](https://github.com/godotengine/godot/pull/94664)).
+- Fix incorrect setter call for reference types ([GH-94674](https://github.com/godotengine/godot/pull/94674)).
+- GDScriptTestRunner: Fix compiler error output ([GH-94676](https://github.com/godotengine/godot/pull/94676)).
+- GDScriptCache: Clear abandoned parser refs ([GH-94678](https://github.com/godotengine/godot/pull/94678)).
+- Fix locals clearing after exiting `while` block ([GH-94730](https://github.com/godotengine/godot/pull/94730)).
+- Fix common mismatched external parser errors (second try) ([GH-94871](https://github.com/godotengine/godot/pull/94871)).
+- Fix unnecessary calls to `remove_parser` ([GH-95115](https://github.com/godotengine/godot/pull/95115)).
+- Fix resolve class inheritance after file rename ([GH-95330](https://github.com/godotengine/godot/pull/95330)).
#### GUI
-- Add option to allow echo events in menu shortcuts ([GH-36493](https://github.com/godotengine/godot/pull/36493)).
-- Expose and rename ItemList's `_check_shape_changed` to `force_update_list_size` ([GH-63634](https://github.com/godotengine/godot/pull/63634)).
-- Add Duplicate Lines shortcut to CodeTextEditor ([GH-66553](https://github.com/godotengine/godot/pull/66553)).
-- Refactor `mouse_entered` and `mouse_exited` signals ([GH-67791](https://github.com/godotengine/godot/pull/67791)).
-- Fix cursor behavior for multiselect in Tree while holding CTRL ([GH-71024](https://github.com/godotengine/godot/pull/71024)).
-- Fix code completion override of home and end keys ([GH-71519](https://github.com/godotengine/godot/pull/71519)).
-- ItemList: Clarify distinction between disabled and selected in sending signals ([GH-74250](https://github.com/godotengine/godot/pull/74250)).
-- Add `inner_item_margin_*` Theme constants to the Tree control ([GH-75460](https://github.com/godotengine/godot/pull/75460)).
-- Expose finding valid focus neighbors of a `Control` by side ([GH-76027](https://github.com/godotengine/godot/pull/76027)).
-- Fix RichTextLabel character line and paragraph index getters ([GH-76759](https://github.com/godotengine/godot/pull/76759)).
-- Add a `[pulse]` built-in effect to RichTextLabel ([GH-77117](https://github.com/godotengine/godot/pull/77117)).
-- Fix unnecessary break when calculating the height of visible lines ([GH-77280](https://github.com/godotengine/godot/pull/77280)).
-- Prevent disappearance of mouse when SpinBox is hidden while dragging ([GH-77804](https://github.com/godotengine/godot/pull/77804)).
-- Make it possible to change character transform in RichTextEffect ([GH-77819](https://github.com/godotengine/godot/pull/77819)).
-- Add `loop` property to VideoStreamPlayer ([GH-77857](https://github.com/godotengine/godot/pull/77857)).
-- Expose VideoStreamPlayer video length ([GH-77858](https://github.com/godotengine/godot/pull/77858)).
-- Ensure that `_drop_physics_mouseover` only happens when necessary ([GH-78078](https://github.com/godotengine/godot/pull/78078)).
-- Use S, V in hue bar of ColorPicker ([GH-78100](https://github.com/godotengine/godot/pull/78100)).
-- Move registration of `fallbacks` property in the base Font class ([GH-78266](https://github.com/godotengine/godot/pull/78266)).
-- Add ability to set the tooltip text of a `TreeItem` button ([GH-78393](https://github.com/godotengine/godot/pull/78393)).
-- Make GraphEdit's cpp virtuals equal to gdscript ([GH-78426](https://github.com/godotengine/godot/pull/78426)).
-- Fix ColorPicker margin theme property ([GH-78468](https://github.com/godotengine/godot/pull/78468)).
-- Embedded Popups store their safe_rect in their embedder ([GH-78476](https://github.com/godotengine/godot/pull/78476)).
-- Fix text overlapping icon in `Tree` ([GH-78756](https://github.com/godotengine/godot/pull/78756)).
-- Enable `InputEvent`-filtering in `SubViewportContainer` ([GH-78762](https://github.com/godotengine/godot/pull/78762)).
-- Fix disabled slider highlighting ([GH-78776](https://github.com/godotengine/godot/pull/78776)).
-- Fix delay on tab resizing when (un)hovering tabs ([GH-78777](https://github.com/godotengine/godot/pull/78777)).
-- Fix invalid minimum size for translated messages in option button ([GH-78835](https://github.com/godotengine/godot/pull/78835)).
-- Fix incorrect property names in `FontFile::_get_property_list()` ([GH-78907](https://github.com/godotengine/godot/pull/78907)).
-- Add compatibility properties to `TouchScreenButton` ([GH-78940](https://github.com/godotengine/godot/pull/78940)).
-- RTL: Add `pop_all`, `push_context` and `pop_context` methods, and use it for `print_rich` to avoid unclosed tags ([GH-79011](https://github.com/godotengine/godot/pull/79011)).
-- Move cached values into `color_mode.cpp` and apply fixes to OKHSL ([GH-79037](https://github.com/godotengine/godot/pull/79037)).
-- Bind missing default value for `RichTextLabel` methods ([GH-79053](https://github.com/godotengine/godot/pull/79053)).
-- Rename `button_pressed` default signal binding to avoid shadowing ([GH-79064](https://github.com/godotengine/godot/pull/79064)).
-- Revert "Fix focusloss of non-exclusive `AcceptDialog` with `close_on_escape`" ([GH-79084](https://github.com/godotengine/godot/pull/79084)).
-- Allow to focus individual tabs in `TabBar`/`TabContainer` ([GH-79104](https://github.com/godotengine/godot/pull/79104)).
-- Enabled missing Tree title button font and font size theme settings ([GH-79165](https://github.com/godotengine/godot/pull/79165)).
-- Debug CanvasItem redraw ([GH-79169](https://github.com/godotengine/godot/pull/79169)).
-- Deselect curve point with RMB on the empty space ([GH-79175](https://github.com/godotengine/godot/pull/79175)).
-- Add `closed` property to Line2D ([GH-79182](https://github.com/godotengine/godot/pull/79182)).
-- Update FileDialog button activity when `file_mode` is changed ([GH-79211](https://github.com/godotengine/godot/pull/79211)).
-- Make `SubViewportContainer` event propagation aware of focused Control ([GH-79248](https://github.com/godotengine/godot/pull/79248)).
-- HarfBuzz: Update to version 8.0.0 ([GH-79260](https://github.com/godotengine/godot/pull/79260)).
-- ICU4C: Update to version 73.2 ([GH-79272](https://github.com/godotengine/godot/pull/79272)).
-- FreeType: Update to version 2.13.1 ([GH-79273](https://github.com/godotengine/godot/pull/79273)).
-- Check `FLAG_POPUP` to close an AcceptDialog when parent is focused ([GH-79293](https://github.com/godotengine/godot/pull/79293)).
-- Remove GraphNode's comment property and related functionality ([GH-79307](https://github.com/godotengine/godot/pull/79307)).
-- Clean up/refactor GraphEdit ([GH-79308](https://github.com/godotengine/godot/pull/79308)).
-- Clean up/refactor GraphNode and make it more flexible ([GH-79311](https://github.com/godotengine/godot/pull/79311)).
-- Fix `Tree` performance regression by using cache ([GH-79325](https://github.com/godotengine/godot/pull/79325)).
-- macOS: Add `about_to_open` and `popup_hide` callback for the global menus ([GH-79361](https://github.com/godotengine/godot/pull/79361)).
-- Add a default theme for unfocused Windows ([GH-79393](https://github.com/godotengine/godot/pull/79393)).
-- Fix Button clipping when internal margins exist ([GH-79455](https://github.com/godotengine/godot/pull/79455)).
-- Fix native popups auto-closing when interacting with non-client area ([GH-79456](https://github.com/godotengine/godot/pull/79456)).
-- Make `OptionButton` resize when disabling "Fit to Longest Item" ([GH-79494](https://github.com/godotengine/godot/pull/79494)).
-- Add drag'n'drop text option for `LineEdit` and `RichTextLabel` ([GH-79563](https://github.com/godotengine/godot/pull/79563)).
-- macOS: Fix uncapped frame rate for windows in the non-active workspaces ([GH-79572](https://github.com/godotengine/godot/pull/79572)).
-- Fix `root_node_layout_direction` project setting being incorrectly exposed as a range ([GH-79611](https://github.com/godotengine/godot/pull/79611)).
-- Fix corner radius not scaling with theme scale in the default theme ([GH-79640](https://github.com/godotengine/godot/pull/79640)).
-- Snap CharFX offset to nearest pixel when setting is enabled ([GH-79705](https://github.com/godotengine/godot/pull/79705)).
-- Remove spaces from input of HTML color in color picker ([GH-79782](https://github.com/godotengine/godot/pull/79782)).
-- Correctly display tooltips for buttons in Tree when they overlap cell content ([GH-79792](https://github.com/godotengine/godot/pull/79792)).
-- Prevent SubViewportContainer overriding Subviewport's cursor with its own cursor ([GH-79805](https://github.com/godotengine/godot/pull/79805)).
-- RichTextLabel: Ensure the `select_all` function selects all items ([GH-79818](https://github.com/godotengine/godot/pull/79818)).
-- [Text Server] Fix ellipsis outline drawing ([GH-79844](https://github.com/godotengine/godot/pull/79844)).
-- Label: Remove extra line spacing from Label minimum size calculations ([GH-79913](https://github.com/godotengine/godot/pull/79913)).
-- Fix Tree check propagation not unchecking parent items ([GH-79946](https://github.com/godotengine/godot/pull/79946)).
-- Free submenu children when clearing PopupMenu ([GH-79965](https://github.com/godotengine/godot/pull/79965)).
-- Expose `Window`'s `_get_contents_minimum_size()` to scripting ([GH-80178](https://github.com/godotengine/godot/pull/80178)).
-- Handle potential platform-specific `Window` mouse-enter/exit bugs gracefully ([GH-80187](https://github.com/godotengine/godot/pull/80187)).
-- Add shortcut handling to `OptionButton` ([GH-80203](https://github.com/godotengine/godot/pull/80203)).
-- Improve `Window._get_contents_minimum_size()`'s code ([GH-80219](https://github.com/godotengine/godot/pull/80219)).
-- Expose the `TabBar` of a `TabContainer` ([GH-80227](https://github.com/godotengine/godot/pull/80227)).
-- Fix scrolling `PopupMenu` on keyboard/controller input ([GH-80271](https://github.com/godotengine/godot/pull/80271)).
-- Further separate icon from text of buttons in both editor and default themes ([GH-80285](https://github.com/godotengine/godot/pull/80285)).
-- Dismiss currently visible or upcoming tooltips when pressing Escape ([GH-80364](https://github.com/godotengine/godot/pull/80364)).
-- Fix `OptionButton` minimum size when "Fit Longest Item" is enabled ([GH-80366](https://github.com/godotengine/godot/pull/80366)).
-- Fix `Button` text when the overrun behavior is other than "No Trimming" ([GH-80402](https://github.com/godotengine/godot/pull/80402)).
-- RTL: Add support for image dynamic updating, padding, tooltips and size in percent ([GH-80410](https://github.com/godotengine/godot/pull/80410)).
-- Fix CodeEdit completion being very slow in certain cases ([GH-80472](https://github.com/godotengine/godot/pull/80472)).
-- Support other input methods on Popup/Dialogs' `_input_from_window` ([GH-80594](https://github.com/godotengine/godot/pull/80594)).
-- [Bitmap fonts] Add support for scaling ([GH-80605](https://github.com/godotengine/godot/pull/80605)).
-- RTL: Improve scroll bar responsiveness during updates ([GH-80606](https://github.com/godotengine/godot/pull/80606)).
-- Add buttons to reorder inspector array items without dragging ([GH-80617](https://github.com/godotengine/godot/pull/80617)).
-- Fix 2D/3D viewport context switching issues when script editor is floating ([GH-80647](https://github.com/godotengine/godot/pull/80647)).
-- TextServer: Fix system font fallback and caret/selection behavior for composite characters ([GH-80650](https://github.com/godotengine/godot/pull/80650)).
-- Allow comma as a decimal separator for SpinBox ([GH-80699](https://github.com/godotengine/godot/pull/80699)).
-- TextServer: Fix issues with character breaks, add more tests ([GH-80777](https://github.com/godotengine/godot/pull/80777)).
-- Fix crash when hiding subwindow during popup of new subwindow ([GH-80780](https://github.com/godotengine/godot/pull/80780)).
-- Exit early in `TextEdit::_get_column_pos_of_word` to improve highlight performance ([GH-80809](https://github.com/godotengine/godot/pull/80809)).
-- Fix "Go to parent folder" in `EditorFileDialog` ([GH-80821](https://github.com/godotengine/godot/pull/80821)).
-- RTL: Fix `remove_paragraph` crashes ([GH-80847](https://github.com/godotengine/godot/pull/80847)).
-- RTL: Adds "lang" tag to allow overriding language specific text rendering without starting a new paragraph ([GH-80848](https://github.com/godotengine/godot/pull/80848)).
-- RTL: Improve performance by using list iterators for item/paragraph removal ([GH-80857](https://github.com/godotengine/godot/pull/80857)).
-- Fix ColorPicker deferred mode not working for sliders ([GH-80916](https://github.com/godotengine/godot/pull/80916)).
-- TextServer: Store extra spacing of individual font variations ([GH-80954](https://github.com/godotengine/godot/pull/80954)).
-- Deselect multi caret when alt clicking on it ([GH-80956](https://github.com/godotengine/godot/pull/80956)).
-- FileDialog: Avoid selecting the first item automatically in Open Folder Mode ([GH-81034](https://github.com/godotengine/godot/pull/81034)).
-- Fix setting TabContainer's `font_hovered_color` theme property ([GH-81040](https://github.com/godotengine/godot/pull/81040)).
-- RTL: Fix character line index for non-visual characters and characters on the line edge ([GH-81064](https://github.com/godotengine/godot/pull/81064)).
-- Move default theme files to `scene/theme` ([GH-81065](https://github.com/godotengine/godot/pull/81065)).
-- Only allow finite numbers in `Range.value` ([GH-81076](https://github.com/godotengine/godot/pull/81076)).
-- Fix SpinBox not clearing text on improper input ([GH-81094](https://github.com/godotengine/godot/pull/81094)).
-- TextServer: Fix SVG emoji placement ([GH-81103](https://github.com/godotengine/godot/pull/81103)).
-- Fix a crash when plugin tries to call `make_mesh_previews` on enable ([GH-81121](https://github.com/godotengine/godot/pull/81121)).
-- Unfocus LineEdit when pressing Escape ([GH-81128](https://github.com/godotengine/godot/pull/81128)).
-- Implement a system to contextualize global themes ([GH-81130](https://github.com/godotengine/godot/pull/81130)).
-- ItemList: Draw separators before selected style boxes ([GH-81155](https://github.com/godotengine/godot/pull/81155)).
-- Fix TreeItem range slider not working properly ([GH-81174](https://github.com/godotengine/godot/pull/81174)).
-- Fix ItemList not updating when icon scale changes ([GH-81268](https://github.com/godotengine/godot/pull/81268)).
-- Fix ThemeDB initialization in tests ([GH-81305](https://github.com/godotengine/godot/pull/81305)).
-- Register theme properties with ThemeDB ([GH-81312](https://github.com/godotengine/godot/pull/81312)).
-- Update and properly list versions of the built-in fonts ([GH-81326](https://github.com/godotengine/godot/pull/81326)).
-- Fix `TextEdit.get_rect_at_line_column returning` negative pos even though cursor is in viewable area of the control ([GH-81354](https://github.com/godotengine/godot/pull/81354)).
-- TextServer: Use locale or first span language to select preferred direction for neutral text ([GH-81361](https://github.com/godotengine/godot/pull/81361)).
-- Remove unnecessary validity checks from `Button` and `TextureRect` ([GH-81383](https://github.com/godotengine/godot/pull/81383)).
-- Fix TextEdit placeholder with Inherited text direction ([GH-81396](https://github.com/godotengine/godot/pull/81396)).
-- TextServer: Pass Dictionary properties by value and check property values instead of references ([GH-81406](https://github.com/godotengine/godot/pull/81406)).
-- Fix subpixel layouts in text rendering ([GH-81438](https://github.com/godotengine/godot/pull/81438)).
-- LineEdit: Update line edit offset on text delete ([GH-81443](https://github.com/godotengine/godot/pull/81443)).
-- Correctly setup tooltip's style as theme variation ([GH-81463](https://github.com/godotengine/godot/pull/81463)).
-- Fix submenu alignment with parent menu item ([GH-81477](https://github.com/godotengine/godot/pull/81477)).
-- Fix accessing editor theme items throughout the UI ([GH-81516](https://github.com/godotengine/godot/pull/81516)).
-- Hide the `dialog_text` property from `FileDialog` ([GH-81546](https://github.com/godotengine/godot/pull/81546)).
-- Bind remaining theme properties to their respective classes ([GH-81551](https://github.com/godotengine/godot/pull/81551)).
-- Improve the looks of 2D/3D viewport contextual toolbars ([GH-81557](https://github.com/godotengine/godot/pull/81557)).
-- Use bound theme properties for documentation ([GH-81573](https://github.com/godotengine/godot/pull/81573)).
-- Make `GraphEdit` toolbar more customizable ([GH-81582](https://github.com/godotengine/godot/pull/81582)).
-- Fix GraphEdit port valid connections incorrectly checking sides ([GH-81600](https://github.com/godotengine/godot/pull/81600)).
-- Expose `PopupMenu` `activate_item_by_event` method ([GH-81621](https://github.com/godotengine/godot/pull/81621)).
-- Fix SpinBox will reset unsubmitted text when redrawing ([GH-81638](https://github.com/godotengine/godot/pull/81638)).
-- Remove the equality check for `TabBar.set_tab_metadata` ([GH-81648](https://github.com/godotengine/godot/pull/81648)).
-- Enable transparent background for GUI tooltips ([GH-81669](https://github.com/godotengine/godot/pull/81669)).
-- Connect `CodeHighlighter` with `TextEdit` without friend-access ([GH-81921](https://github.com/godotengine/godot/pull/81921)).
-- Replace flat buttons with flat-styled buttons with a visible pressed state ([GH-81939](https://github.com/godotengine/godot/pull/81939)).
-- Check for type variations in inherited themes ([GH-82218](https://github.com/godotengine/godot/pull/82218)).
-- Fix tooltips behaving incorrectly on `Tree` nodes ([GH-82226](https://github.com/godotengine/godot/pull/82226)).
-- Add Font and Mesh icons that aren't grayed out ([GH-82302](https://github.com/godotengine/godot/pull/82302)).
-- Rename close requests to delete requests in `GraphEdit` ([GH-82370](https://github.com/godotengine/godot/pull/82370)).
-- Make hovered tabs be drawn with the unselected's width at minimum ([GH-82384](https://github.com/godotengine/godot/pull/82384)).
-- Document, cleanup and fix some theme properties ([GH-82409](https://github.com/godotengine/godot/pull/82409)).
-- TextServer: Store font extra spacing variations without making a full copy of font ([GH-82475](https://github.com/godotengine/godot/pull/82475)).
-- FileDialog: Make `set_visible` compatible with native dialogs ([GH-82552](https://github.com/godotengine/godot/pull/82552)).
-- Tweak the region folding icons ([GH-82653](https://github.com/godotengine/godot/pull/82653)).
-- Fix storing invalid item height values in `ItemList` ([GH-82660](https://github.com/godotengine/godot/pull/82660)).
-- SystemFont: Check name when selecting the best matching face from a collection ([GH-82712](https://github.com/godotengine/godot/pull/82712)).
-- [File Dialog] Do not open native file dialogs in the edited scene ([GH-82743](https://github.com/godotengine/godot/pull/82743)).
-- Organize TextEdit's inspector ([GH-82776](https://github.com/godotengine/godot/pull/82776)).
-- Place LineEdit secret in its own section ([GH-82811](https://github.com/godotengine/godot/pull/82811)).
-- Accept cancel event when unfocusing LineEdit ([GH-82914](https://github.com/godotengine/godot/pull/82914)).
-- Fix right-click menu position for the debugger breakpoint tree ([GH-82924](https://github.com/godotengine/godot/pull/82924)).
-- RTL: Remove unnecessary glyph position rounding ([GH-82970](https://github.com/godotengine/godot/pull/82970)).
-- Do not apply extra spacing twice ([GH-83062](https://github.com/godotengine/godot/pull/83062)).
-- Allow clicking buttons of non-selectable TreeItems ([GH-83065](https://github.com/godotengine/godot/pull/83065)).
-- Remove vertical scrollbar padding from line width calc ([GH-83286](https://github.com/godotengine/godot/pull/83286)).
-- Fix phantom tab right button ([GH-83296](https://github.com/godotengine/godot/pull/83296)).
-- Fix incorrect offset of `PopupMenu` separator icons ([GH-83517](https://github.com/godotengine/godot/pull/83517)).
-- Add bulk change guards to successive theme overrides in Editor and GUI ([GH-83626](https://github.com/godotengine/godot/pull/83626)).
-- Fix `TabBar` and `TabContainer` dragging issues ([GH-83637](https://github.com/godotengine/godot/pull/83637)).
-- Fix missing initial position modes for the main window ([GH-83824](https://github.com/godotengine/godot/pull/83824)).
-- TextServerAdvanced: Keep dynamically loaded ICU data in memory ([GH-83827](https://github.com/godotengine/godot/pull/83827)).
-- Increase precision of RAW mode in ColorPicker ([GH-83851](https://github.com/godotengine/godot/pull/83851)).
-- Fix GraphNode slot index inconsistency ([GH-83892](https://github.com/godotengine/godot/pull/83892)).
-- Save current tab in `TabBar` and `TabContainer` ([GH-83893](https://github.com/godotengine/godot/pull/83893)).
-- Fix BaseButton `shortcut_feedback`'s timer will raise error when the button is removed from the scene tree ([GH-83925](https://github.com/godotengine/godot/pull/83925)).
-- Translate TextEdit placeholder ([GH-83946](https://github.com/godotengine/godot/pull/83946)).
-- Ensure input event is valid in `PopupMenu::activate_item_by_event` ([GH-83952](https://github.com/godotengine/godot/pull/83952)).
-- [Menu Bar] Update min. size when items are added/removed/changed ([GH-83961](https://github.com/godotengine/godot/pull/83961)).
-- Fix disabled tabs being selected when removing the current one ([GH-83963](https://github.com/godotengine/godot/pull/83963)).
-- Fix `TabContainer` drag to rearrange issue ([GH-83966](https://github.com/godotengine/godot/pull/83966)).
-- Fix TreeItem truncating node names too much when using a custom icon ([GH-84001](https://github.com/godotengine/godot/pull/84001)).
-- Add foreign validation warning for rename actions ([GH-84022](https://github.com/godotengine/godot/pull/84022)).
-- Include empty type variations in `Theme::get_type_list` ([GH-84127](https://github.com/godotengine/godot/pull/84127)).
-- [Text Mesh] Fix incorrectly cached glyph offsets ([GH-84180](https://github.com/godotengine/godot/pull/84180)).
-- Fix `activate_item_by_event` infinite recursion crash ([GH-84183](https://github.com/godotengine/godot/pull/84183)).
-- TextServer: Fix glyph comparator ambiguous output ([GH-84232](https://github.com/godotengine/godot/pull/84232)).
-- RTL: Fix underline/strikethrough line color changes ([GH-84233](https://github.com/godotengine/godot/pull/84233)).
-- TextServer: Fix line breaks for dropcap and resizing embedded objects ([GH-84287](https://github.com/godotengine/godot/pull/84287)).
-- Fix `ColorPicker` shape icon is invisible until shape is changed ([GH-84535](https://github.com/godotengine/godot/pull/84535)).
-- Make mouse enter/exit notifications match mouse events ([GH-84547](https://github.com/godotengine/godot/pull/84547)).
-- RTL: Fix list bullet alignment ([GH-84605](https://github.com/godotengine/godot/pull/84605)).
-- Warn about autowrapped labels in containers ([GH-84662](https://github.com/godotengine/godot/pull/84662)).
-- Allow auto-generated node names in `PopupMenu::add_submenu_item` ([GH-84668](https://github.com/godotengine/godot/pull/84668)).
-- Add protection in `RichTextLabel.update_image` to prevent crash ([GH-84833](https://github.com/godotengine/godot/pull/84833)).
-- Make Tree's `set_selected` check if the TreeItem belongs to the tree ([GH-84870](https://github.com/godotengine/godot/pull/84870)).
-- Fix remapped font reloading on locale change ([GH-84873](https://github.com/godotengine/godot/pull/84873)).
-- RTL: Fix excessive underline and table border draw calls ([GH-84874](https://github.com/godotengine/godot/pull/84874)).
-- Add GraphEdit connection layer child as internal ([GH-85009](https://github.com/godotengine/godot/pull/85009)).
-- Fix crash when hiding a Control during mouse-entering ([GH-85284](https://github.com/godotengine/godot/pull/85284)).
-- Fix crash on late mouse enter/exit event arrival ([GH-85418](https://github.com/godotengine/godot/pull/85418)).
+- Use black for font outlines by default instead of white ([GH-54641](https://github.com/godotengine/godot/pull/54641)).
+- Make the drawing logic clearer in `Button` ([GH-64351](https://github.com/godotengine/godot/pull/64351)).
+- Toggle control expand flag directly via top bar ([GH-65258](https://github.com/godotengine/godot/pull/65258)).
+- Add FlowContainer wrap options for center alignment ([GH-72323](https://github.com/godotengine/godot/pull/72323)).
+- Show selected end of line in TextEdit ([GH-72341](https://github.com/godotengine/godot/pull/72341)).
+- Add option to reverse FlowContainer fill direction (HFlow bottom-to-top, VFlow right-to-left) ([GH-74195](https://github.com/godotengine/godot/pull/74195)).
+- DisplayServer: Use screen "usable rect" instead of full rect to calculate initial window rect ([GH-75489](https://github.com/godotengine/godot/pull/75489)).
+- Make editor inspector follow focus ([GH-78960](https://github.com/godotengine/godot/pull/78960)).
+- Fix read-only EditorSpinSlider display ([GH-80544](https://github.com/godotengine/godot/pull/80544)).
+- Trigger zoom from pan gestures when pressing ctrl ([GH-80994](https://github.com/godotengine/godot/pull/80994)).
+- Add Ctrl + L / Cmd + Shift + G shortcut to focus path bar in FileDialog ([GH-81177](https://github.com/godotengine/godot/pull/81177)).
+- Enable scrolling of output with UI scale changes ([GH-82079](https://github.com/godotengine/godot/pull/82079)).
+- Option to put TabContainer tabs at bottom ([GH-82468](https://github.com/godotengine/godot/pull/82468)).
+- Fix opening docs writing extra navigation history ([GH-82498](https://github.com/godotengine/godot/pull/82498)).
+- [Text Overrun] Add option to set custom ellipsis character, add support for system font fallback ([GH-82661](https://github.com/godotengine/godot/pull/82661)).
+- Add `set_slot_custom_icon` and `get_slot_custom_icon` to GraphNode ([GH-82669](https://github.com/godotengine/godot/pull/82669)).
+- PopupMenu: Handle `physical_keycode` and `key_label` of shortcuts ([GH-82897](https://github.com/godotengine/godot/pull/82897)).
+- PopupMenu: Handle shortcuts with "global" flag directly ([GH-82900](https://github.com/godotengine/godot/pull/82900)).
+- Support updating tooltip immediately after editor description change ([GH-82916](https://github.com/godotengine/godot/pull/82916)).
+- Show revert button for MeshInstance3D blendshape values ([GH-82984](https://github.com/godotengine/godot/pull/82984)).
+- Add automatic translation of items to ItemList ([GH-83577](https://github.com/godotengine/godot/pull/83577)).
+- Make ProgressBar reflect the real value in the percent label when "allow greater" is checked ([GH-83623](https://github.com/godotengine/godot/pull/83623)).
+- Add dotted grid to GraphEdit ([GH-83785](https://github.com/godotengine/godot/pull/83785)).
+- Fix dock visibility issues ([GH-84122](https://github.com/godotengine/godot/pull/84122)).
+- Label: Add get_character_bounds method to get bounding rectangles of the characters ([GH-84185](https://github.com/godotengine/godot/pull/84185)).
+- RichTextLabel: Fix `remove_paragraph` crash by popping current ([GH-84312](https://github.com/godotengine/godot/pull/84312)).
+- Allow additional hexadecimal color codes in ColorPicker ([GH-84442](https://github.com/godotengine/godot/pull/84442)).
+- Cache allowed types in EditorResourcePicker ([GH-84443](https://github.com/godotengine/godot/pull/84443)).
+- Don't check resource type assigned in property ([GH-84446](https://github.com/godotengine/godot/pull/84446)).
+- Display a revert icon on ColorPicker's old sample ([GH-84527](https://github.com/godotengine/godot/pull/84527)).
+- Fetch override list from ThemeDB ([GH-84760](https://github.com/godotengine/godot/pull/84760)).
+- Fetch theme editor items from ThemeDB ([GH-84763](https://github.com/godotengine/godot/pull/84763)).
+- VideoPlayer: Fix reloading translation remapped stream ([GH-84794](https://github.com/godotengine/godot/pull/84794)).
+- Implement disabled state for Checkbox in Tree ([GH-84845](https://github.com/godotengine/godot/pull/84845)).
+- Hide ineffective TextureProgressBar properties in the editor ([GH-84940](https://github.com/godotengine/godot/pull/84940)).
+- Use disabled icons for CheckBox in DefaultTheme ([GH-84946](https://github.com/godotengine/godot/pull/84946)).
+- Fix conflicted indeterminate state in asset importer ([GH-84953](https://github.com/godotengine/godot/pull/84953)).
+- Editor: Add option to override editor UI layout direction ([GH-85000](https://github.com/godotengine/godot/pull/85000)).
+- Fetch argument options from ThemeDB ([GH-85015](https://github.com/godotengine/godot/pull/85015)).
+- Highlight error lines in minimap ([GH-85054](https://github.com/godotengine/godot/pull/85054)).
+- Restored Control properties when you undo a parenting of a Control to a Container ([GH-85181](https://github.com/godotengine/godot/pull/85181)).
+- Fix updating delimiter cache of `CodeEdit` when typing on the first line ([GH-85191](https://github.com/godotengine/godot/pull/85191)).
+- Make sure `Window`'s title is respected before we compute the size ([GH-85312](https://github.com/godotengine/godot/pull/85312)).
+- Fix crash on hiding grandparent Control on mouse exit ([GH-85313](https://github.com/godotengine/godot/pull/85313)).
+- Fixes for undo in text editor grouping unrelated actions ([GH-85325](https://github.com/godotengine/godot/pull/85325)).
+- RTL: Fix CharFX character offset calculation ([GH-85363](https://github.com/godotengine/godot/pull/85363)).
+- Add methods to add submenus without using names ([GH-85477](https://github.com/godotengine/godot/pull/85477)).
+- Limit window size updates on title change ([GH-85542](https://github.com/godotengine/godot/pull/85542)).
+- Ensure slider grabs focus only when it can ([GH-85652](https://github.com/godotengine/godot/pull/85652)).
+- Fix unnecessarily quantizing current color in color picker ([GH-85749](https://github.com/godotengine/godot/pull/85749)).
+- Fix size and visuals of the `InputEventConfigurationDialog` ([GH-85790](https://github.com/godotengine/godot/pull/85790)).
+- Allow dragging selection when selecting whole words in `LineEdit` ([GH-85801](https://github.com/godotengine/godot/pull/85801)).
+- Limit window size updates on title translation change ([GH-85828](https://github.com/godotengine/godot/pull/85828)).
+- Correctly enforce minimum window size in editor ([GH-85887](https://github.com/godotengine/godot/pull/85887)).
+- Windows: Set application user model ID to prevent editor / running project and different versions of editor taskbar icon stacking ([GH-85905](https://github.com/godotengine/godot/pull/85905)).
+- TextServer: Implement soft hyphen handling ([GH-85940](https://github.com/godotengine/godot/pull/85940)).
+- Expose a method to get hovered Control in Viewport ([GH-85966](https://github.com/godotengine/godot/pull/85966)).
+- Prevent crash when calling `set_text()` on a removed TreeItem ([GH-86028](https://github.com/godotengine/godot/pull/86028)).
+- Fix theme access in the Groups editor ([GH-86031](https://github.com/godotengine/godot/pull/86031)).
+- Fix `ColorPicker`'s alpha slider arrow offset ([GH-86034](https://github.com/godotengine/godot/pull/86034)).
+- TextServer: Do not draw non-visual characters ([GH-86065](https://github.com/godotengine/godot/pull/86065)).
+- Fix so undoing complex operations in `TextEdit` will restore selections ([GH-86118](https://github.com/godotengine/godot/pull/86118)).
+- Remember last `color_mode` and `picker_shape` in `ColorPicker`s in the editor ([GH-86129](https://github.com/godotengine/godot/pull/86129)).
+- Fix Popup hover and height calculation are off by some pixels ([GH-86141](https://github.com/godotengine/godot/pull/86141)).
+- Rework `GraphEdit` connections (drawing, API, optimizations) ([GH-86158](https://github.com/godotengine/godot/pull/86158)).
+- Fix various issues with the folder color lookup ([GH-86171](https://github.com/godotengine/godot/pull/86171)).
+- Fix `Node` selection when navigating `Tree` with Arrow keys ([GH-86218](https://github.com/godotengine/godot/pull/86218)).
+- Fix changing `gui_embed_subwindows` while a child window is displayed ([GH-86220](https://github.com/godotengine/godot/pull/86220)).
+- macOS: Fix updating editor tab titles in the dock menu ([GH-86290](https://github.com/godotengine/godot/pull/86290)).
+- Fix `MenuBar` and `MenuButton` hover position scaling properly with the scale factor multiplier ([GH-86304](https://github.com/godotengine/godot/pull/86304)).
+- MenuBar: Store and use global menu item indices ([GH-86322](https://github.com/godotengine/godot/pull/86322)).
+- Emit slider's `drag_started` signal before the first value change ([GH-86377](https://github.com/godotengine/godot/pull/86377)).
+- Implement a `transient_to_focused` Window mode ([GH-86446](https://github.com/godotengine/godot/pull/86446)).
+- Fix double `text_changed` signal when overwriting selection in LineEdit ([GH-86460](https://github.com/godotengine/godot/pull/86460)).
+- Fix D&D viewport position calculation ([GH-86511](https://github.com/godotengine/godot/pull/86511)).
+- Fix non-embedded tooltips, popups and dialogs resizing to match Viewport content scale factors != 1.0 ([GH-86553](https://github.com/godotengine/godot/pull/86553)).
+- Make `LineEdit` scrolling show as much text as possible ([GH-86732](https://github.com/godotengine/godot/pull/86732)).
+- In `merge_with` also merge some default fields of theme ([GH-86894](https://github.com/godotengine/godot/pull/86894)).
+- Overhaul multicaret editing and selection in TextEdit ([GH-86978](https://github.com/godotengine/godot/pull/86978)).
+- Fix `LineEdit` caret rendering/positioning on Undo ([GH-87012](https://github.com/godotengine/godot/pull/87012)).
+- Button: Add autowrap feature ([GH-87025](https://github.com/godotengine/godot/pull/87025)).
+- Refactor editor theme generation and add spacing presets ([GH-87085](https://github.com/godotengine/godot/pull/87085)).
+- Allow no tabs to be selected in TabBar and TabContainer ([GH-87194](https://github.com/godotengine/godot/pull/87194)).
+- macOS: Do not unbind PopupMenu from global menu on `clear` call ([GH-87249](https://github.com/godotengine/godot/pull/87249)).
+- [Native File Dialog] Add support for adding custom options to the dialogs (w/o editor changes) ([GH-87303](https://github.com/godotengine/godot/pull/87303)).
+- Add indeterminate mode to ProgressBar ([GH-87318](https://github.com/godotengine/godot/pull/87318)).
+- TextServer: Fix precision loss in the string drawing methods ([GH-87335](https://github.com/godotengine/godot/pull/87335)).
+- Add method to get "base" system UI color and system theme change callback ([GH-87384](https://github.com/godotengine/godot/pull/87384)).
+- Expose `PopupMenu` `get_item_multistate()` and `set/get_item_multistate_max()` ([GH-87395](https://github.com/godotengine/godot/pull/87395)).
+- Redraw `TreeItem` on more changes ([GH-87415](https://github.com/godotengine/godot/pull/87415)).
+- Use callable for `TreeItem` custom draw ([GH-87417](https://github.com/godotengine/godot/pull/87417)).
+- Fix issue where `set_global_position(global_position)` in `Control` resulted in a different result than `global_position` ([GH-87432](https://github.com/godotengine/godot/pull/87432)).
+- Move `global_menu_*` methods to a separate `NativeMenu` class ([GH-87452](https://github.com/godotengine/godot/pull/87452)).
+- Fix PopupMenu doesn't respect its ScrollContainer's margins ([GH-87462](https://github.com/godotengine/godot/pull/87462)).
+- Fix forgetting `h_separation` when internal elements exist ([GH-87474](https://github.com/godotengine/godot/pull/87474)).
+- Fix TextEdit IME issues ([GH-87479](https://github.com/godotengine/godot/pull/87479)).
+- Rework the auto translation system ([GH-87530](https://github.com/godotengine/godot/pull/87530)).
+- Replace internal usage of ImageTexture in VideoStreamPlayer for Texture2D ([GH-87555](https://github.com/godotengine/godot/pull/87555)).
+- RTL: Connect image update signals ([GH-87587](https://github.com/godotengine/godot/pull/87587)).
+- [TextServer / Font] Add support for customizable baseline offset ([GH-87668](https://github.com/godotengine/godot/pull/87668)).
+- TreeItem: Add `get_button_color()` ([GH-87686](https://github.com/godotengine/godot/pull/87686)).
+- Fix script editor `undo` shortcut with global menu enabled ([GH-87773](https://github.com/godotengine/godot/pull/87773)).
+- Automatically set viewport background to transparent when window flag is set ([GH-87856](https://github.com/godotengine/godot/pull/87856)).
+- Fix freeze in TextEdit with `scroll_past_end_of_file` and `fit_content_height` ([GH-87880](https://github.com/godotengine/godot/pull/87880)).
+- Add 'Skip to next (text) occurrence' feature to text editor ([GH-87883](https://github.com/godotengine/godot/pull/87883)).
+- macOS: Fix changing main menu item names ([GH-87912](https://github.com/godotengine/godot/pull/87912)).
+- Only recurse depth wise in `Tree::_count_selected_items` ([GH-87943](https://github.com/godotengine/godot/pull/87943)).
+- macOS: Do not show file type popup in the native file dialog if there's only one option, improve `*.*` filter handling ([GH-87954](https://github.com/godotengine/godot/pull/87954)).
+- Fix `set_item_submenu` infinite recursion crash ([GH-87967](https://github.com/godotengine/godot/pull/87967)).
+- Implement GraphFrame and integrate it in VisualShader ([GH-88014](https://github.com/godotengine/godot/pull/88014)).
+- Fix `Slider`'s mouse drag position when grabber is centered ([GH-88068](https://github.com/godotengine/godot/pull/88068)).
+- TextServer: Fix bitmap font kerning override ([GH-88089](https://github.com/godotengine/godot/pull/88089)).
+- TextServer: Add extra fallback step, to lookup for individual characters ([GH-88091](https://github.com/godotengine/godot/pull/88091)).
+- Tweak property order in the inspector for OptionButton ([GH-88145](https://github.com/godotengine/godot/pull/88145)).
+- Add PropertyListHelper to PopupMenu ([GH-88162](https://github.com/godotengine/godot/pull/88162)).
+- Font: Do not use trim with ellipsis in the basic Font string drawing functions ([GH-88185](https://github.com/godotengine/godot/pull/88185)).
+- Fix vertical alignment of editor version `LinkButton` in the bottom panel ([GH-88197](https://github.com/godotengine/godot/pull/88197)).
+- Fix recursive Tree expand/collapse shortcuts not working ([GH-88265](https://github.com/godotengine/godot/pull/88265)).
+- Fix `TabBar` size when theme changes ([GH-88293](https://github.com/godotengine/godot/pull/88293)).
+- Add `is_visible_in_tree` in `TreeItem` ([GH-88300](https://github.com/godotengine/godot/pull/88300)).
+- [Fallback TextServer] Add support for non breaking spaces ([GH-88344](https://github.com/godotengine/godot/pull/88344)).
+- Fix ItemList click detection gaps ([GH-88347](https://github.com/godotengine/godot/pull/88347)).
+- Editor: Improve clarity and style of `ResourcePicker` menu ([GH-88435](https://github.com/godotengine/godot/pull/88435)).
+- Editor: Add missing ellipses to menu options that open dialogs ([GH-88436](https://github.com/godotengine/godot/pull/88436)).
+- Improve text editor status bar and zooming UX ([GH-88474](https://github.com/godotengine/godot/pull/88474)).
+- Tweak property order in the inspector for TabBar ([GH-88477](https://github.com/godotengine/godot/pull/88477)).
+- Fix `LineEdit` delete all the way to the left/right when something is selected ([GH-88479](https://github.com/godotengine/godot/pull/88479)).
+- Fix error spam when adding tabs to `TabBar` without deselect ([GH-88494](https://github.com/godotengine/godot/pull/88494)).
+- Fix regression in auto translation overhaul ([GH-88521](https://github.com/godotengine/godot/pull/88521)).
+- TextEdit: Add support for optional wrapped line indentation ([GH-88546](https://github.com/godotengine/godot/pull/88546)).
+- Hide separators in ItemList in editor theme ([GH-88575](https://github.com/godotengine/godot/pull/88575)).
+- Fix item positioning, text alignment & unwanted clipping of ItemList items ([GH-88577](https://github.com/godotengine/godot/pull/88577)).
+- Fix `RichTextLabel`'s tag stack being overridden on translation change ([GH-88598](https://github.com/godotengine/godot/pull/88598)).
+- Fix implementation of `property_can_revert()` in PropertyListHelper ([GH-88665](https://github.com/godotengine/godot/pull/88665)).
+- Don't translate filenames in FileSystem dock ([GH-88716](https://github.com/godotengine/godot/pull/88716)).
+- If SpinBox text can't be parsed use last updated text ([GH-88794](https://github.com/godotengine/godot/pull/88794)).
+- Mention how Control focus loss affects `Viewport.gui_focus_change` ([GH-88811](https://github.com/godotengine/godot/pull/88811)).
+- Fix crash when selecting re-added `TreeItem::Cell` ([GH-88917](https://github.com/godotengine/godot/pull/88917)).
+- Fix mouse entered notifications ([GH-88992](https://github.com/godotengine/godot/pull/88992)).
+- RTL: Add optional `push_meta` argument to control how meta underline is drawn ([GH-89024](https://github.com/godotengine/godot/pull/89024)).
+- Add auto translation to `Tree` ([GH-89032](https://github.com/godotengine/godot/pull/89032)).
+- Fix issues with text clearing in `RichTextLabel` ([GH-89100](https://github.com/godotengine/godot/pull/89100)).
+- Label3D: Calculate AABB from the full text rect instead of individual glyphs ([GH-89145](https://github.com/godotengine/godot/pull/89145)).
+- RTL: Fix meta hover area detection ([GH-89158](https://github.com/godotengine/godot/pull/89158)).
+- TextServer: Fix fallback line breaking code adding two breaks for CR-LF ([GH-89171](https://github.com/godotengine/godot/pull/89171)).
+- Window: Allow to override viewport and project settings and force use of native window ([GH-89172](https://github.com/godotengine/godot/pull/89172)).
+- NativeMenu: Add checks to avoid unnecessary warnings ([GH-89224](https://github.com/godotengine/godot/pull/89224)).
+- Add text tooltip for TabBar & TabContainer ([GH-89247](https://github.com/godotengine/godot/pull/89247)).
+- NativeMenu: Implement native popup menu support on Windows ([GH-89273](https://github.com/godotengine/godot/pull/89273)).
+- StatusIndicator: Add method to get indicator icon screen rect ([GH-89275](https://github.com/godotengine/godot/pull/89275)).
+- Fix packed scene translation parser missing strings ([GH-89286](https://github.com/godotengine/godot/pull/89286)).
+- Add pre-4.3 Editor theme color names for compatibility ([GH-89302](https://github.com/godotengine/godot/pull/89302)).
+- Fix Label3D, TextMesh & Font not following project default theme in editor ([GH-89311](https://github.com/godotengine/godot/pull/89311)).
+- Font: Add option to disable embedded bitmaps loading ([GH-89383](https://github.com/godotengine/godot/pull/89383)).
+- RTL: Use "visible characters" property for inline object visibility ([GH-89395](https://github.com/godotengine/godot/pull/89395)).
+- Fix some AcceptDialog argument types ([GH-89419](https://github.com/godotengine/godot/pull/89419)).
+- Fix help label will be partly outside the view area at 150% editor scale ([GH-89437](https://github.com/godotengine/godot/pull/89437)).
+- Fix bug related to multicursor and backspacing with brackets ([GH-89469](https://github.com/godotengine/godot/pull/89469)).
+- Fix `Control::set_global_position` for rotated/scaled transforms ([GH-89502](https://github.com/godotengine/godot/pull/89502)).
+- Fix NativeMenu layout direction on macOS, add extra check for Windows menu ([GH-89506](https://github.com/godotengine/godot/pull/89506)).
+- Label: Move shadow drawing into a separate draw step ([GH-89510](https://github.com/godotengine/godot/pull/89510)).
+- NativeMenu: Fix MinGW build ([GH-89513](https://github.com/godotengine/godot/pull/89513)).
+- NativeMenu: Fix changes lost due to incorrect rebase (menu goes under task bar, dark mode, item text get, docs) and check to ensure help menu is not using native menu on Windows ([GH-89540](https://github.com/godotengine/godot/pull/89540)).
+- StatusIndicator: Switch API to use Texture2D instead of Image, improve handling on macOS, add method to set native popup menu directly ([GH-89588](https://github.com/godotengine/godot/pull/89588)).
+- Fix TextEdit selection end of line drawing for wrapped lines and gaps ([GH-89625](https://github.com/godotengine/godot/pull/89625)).
+- Fix `empty_clicked` signal in Tree when using `hide_root` ([GH-89664](https://github.com/godotengine/godot/pull/89664)).
+- Font: Apply oversampling to the "embolden" strength ([GH-89666](https://github.com/godotengine/godot/pull/89666)).
+- Do not apply `force_native` to the edited scene windows ([GH-89673](https://github.com/godotengine/godot/pull/89673)).
+- Add minimum width/height to dialog buttons ([GH-89693](https://github.com/godotengine/godot/pull/89693)).
+- RTL: Move shadow and foreground/background boxes drawing into a separate draw steps ([GH-89705](https://github.com/godotengine/godot/pull/89705)).
+- Fix a pixel misalignment in the blue robot logo ([GH-89711](https://github.com/godotengine/godot/pull/89711)).
+- [Native File Dialog] Add support for using native dialogs in the editor ([GH-89735](https://github.com/godotengine/godot/pull/89735)).
+- Prefer family name in fonts' names table ([GH-89817](https://github.com/godotengine/godot/pull/89817)).
+- Correct FileDialog Theme overrides ([GH-89845](https://github.com/godotengine/godot/pull/89845)).
+- MenuBar: Use NativeMenu RIDs instead of indices to track items ([GH-89875](https://github.com/godotengine/godot/pull/89875)).
+- NativeMenu: Move files to the `display` subfolder ([GH-89900](https://github.com/godotengine/godot/pull/89900)).
+- Remove Control z-index warning ([GH-89956](https://github.com/godotengine/godot/pull/89956)).
+- Fix TreeItem shows cell edit in the wrong column when `select_mode=Row` and TreeItem has multiple columns ([GH-89977](https://github.com/godotengine/godot/pull/89977)).
+- Make `TextEdit.clip_contents` more transparent to users ([GH-89993](https://github.com/godotengine/godot/pull/89993)).
+- TextServer: Expose ICU title case string conversion to scripting ([GH-90196](https://github.com/godotengine/godot/pull/90196)).
+- Fix error message when removing only child from GraphNode ([GH-90229](https://github.com/godotengine/godot/pull/90229)).
+- Fix potential null access in `TextEdit` ([GH-90274](https://github.com/godotengine/godot/pull/90274)).
+- Remove border roundness inside panels of `AcceptDialog` windows ([GH-90283](https://github.com/godotengine/godot/pull/90283)).
+- Fix built-in `FileDialog` appearing instead of the native one on some cases ([GH-90318](https://github.com/godotengine/godot/pull/90318)).
+- TextServer: Improve empty glyph handling to allow glyphs smaller than 2px and avoid unnecessary texture updates ([GH-90349](https://github.com/godotengine/godot/pull/90349)).
+- RTL: Add support for character code BBCode tag `[char=...]` ([GH-90405](https://github.com/godotengine/godot/pull/90405)).
+- Fix `TabContainer` desync when tabs share names ([GH-90415](https://github.com/godotengine/godot/pull/90415)).
+- RTL: Fix dropcaps and list prefixes not taking visible characters into account ([GH-90472](https://github.com/godotengine/godot/pull/90472)).
+- RTL: Rewrite `remove_paragraph` code ([GH-90518](https://github.com/godotengine/godot/pull/90518)).
+- Remove `Popup`'s unused "panel" style ([GH-90633](https://github.com/godotengine/godot/pull/90633)).
+- Fix submenus erroneously closing on some occasions ([GH-90639](https://github.com/godotengine/godot/pull/90639)).
+- Fix decimal and hex ranges not working with image fonts ([GH-90647](https://github.com/godotengine/godot/pull/90647)).
+- Don't store deprecated `auto_translate` property ([GH-90685](https://github.com/godotengine/godot/pull/90685)).
+- Add project setting for root node auto translate mode ([GH-90730](https://github.com/godotengine/godot/pull/90730)).
+- Improve TextEdit/LineEdit word selection ([GH-90732](https://github.com/godotengine/godot/pull/90732)).
+- Fix potential infinite loop when using global menu ([GH-90791](https://github.com/godotengine/godot/pull/90791)).
+- Button: Fix theme elements size rounding errors not keeping sufficient space for the text ([GH-90838](https://github.com/godotengine/godot/pull/90838)).
+- Fix TreeItem button handling ([GH-90839](https://github.com/godotengine/godot/pull/90839)).
+- Revert "Correctly display tooltips for buttons in Tree when they overlap cell content ([GH-90842](https://github.com/godotengine/godot/pull/90842)).
+- Fix buttons offset to the right when dialog is at minsize ([GH-90852](https://github.com/godotengine/godot/pull/90852)).
+- Don't translate ColorPicker color labels ([GH-90869](https://github.com/godotengine/godot/pull/90869)).
+- Fix crash when GraphFrame `sb_to_draw_panel` is not a StyleBoxFlat ([GH-90874](https://github.com/godotengine/godot/pull/90874)).
+- Fix offset of node filter menu separator icon ([GH-90886](https://github.com/godotengine/godot/pull/90886)).
+- Fix TabContainer not redrawing after toggling tab icon ([GH-90942](https://github.com/godotengine/godot/pull/90942)).
+- Enable `Scrolling` signal when scrolling with middle mouse on `RichTextLabel` or `ScrollContainer` ([GH-90988](https://github.com/godotengine/godot/pull/90988)).
+- Add line limit to Output Log in Editor ([GH-91012](https://github.com/godotengine/godot/pull/91012)).
+- Fix TabContainer using wrong content rect after tab title update ([GH-91038](https://github.com/godotengine/godot/pull/91038)).
+- Fix wrong Tree column title position ([GH-91044](https://github.com/godotengine/godot/pull/91044)).
+- Fix port cache calculation in GraphNode ([GH-91083](https://github.com/godotengine/godot/pull/91083)).
+- Fix Tree minimum size calculation ([GH-91095](https://github.com/godotengine/godot/pull/91095)).
+- RTL: Add extra argument to `remove_paragraph` to skip cache invalidation and a method for manual cache invalidation ([GH-91098](https://github.com/godotengine/godot/pull/91098)).
+- PopupMenu: Fix incorrect vertical scroll bar visible at fractional content scale ([GH-91114](https://github.com/godotengine/godot/pull/91114)).
+- Use TextEdit caret color for minimap highlight (fix minimap regression) ([GH-91137](https://github.com/godotengine/godot/pull/91137)).
+- Add no-change check to `Label3D::set_text` ([GH-91177](https://github.com/godotengine/godot/pull/91177)).
+- Fix `TabContainer` regressions related to switching tabs in certain cases ([GH-91188](https://github.com/godotengine/godot/pull/91188)).
+- Don't use vscroll when fit to content height in TextEdit ([GH-91190](https://github.com/godotengine/godot/pull/91190)).
+- Allow setting max icon width per tab for TabContainer ([GH-91193](https://github.com/godotengine/godot/pull/91193)).
+- Fix RichTextLabel "Scroll Following" randomly stops working ([GH-91275](https://github.com/godotengine/godot/pull/91275)).
+- Fix disabled files in FileDialog using the wrong color ([GH-91281](https://github.com/godotengine/godot/pull/91281)).
+- Update `LineEdit` to include `read_only` StyleBox in `get_minimum_size()` ([GH-91326](https://github.com/godotengine/godot/pull/91326)).
+- Windows: Fix `WINDOW_EVENT_FOCUS_IN` not delivered in some cases ([GH-91361](https://github.com/godotengine/godot/pull/91361)).
+- Unhide carets in add selection for occurrence and fix error ([GH-91390](https://github.com/godotengine/godot/pull/91390)).
+- Make `mouse_focus` and `mouse_focus_mask` consistent for `force_drag` ([GH-91425](https://github.com/godotengine/godot/pull/91425)).
+- Fix TextEdit crash with multiple carets disabled and paste ([GH-91457](https://github.com/godotengine/godot/pull/91457)).
+- Add `as_sortable_control()` to unify Container checks ([GH-91613](https://github.com/godotengine/godot/pull/91613)).
+- Fold TreeItems when clicking to the left of fold icon ([GH-91699](https://github.com/godotengine/godot/pull/91699)).
+- Fix CheckBox and CheckButton not using `icon_max_width` ([GH-91700](https://github.com/godotengine/godot/pull/91700)).
+- Fix TextEdit minimap tab drawing and click check ([GH-91720](https://github.com/godotengine/godot/pull/91720)).
+- Use `as_sortable_control()` in SplitContainer ([GH-91728](https://github.com/godotengine/godot/pull/91728)).
+- Fix placement of ColorPicker in the editor ([GH-91757](https://github.com/godotengine/godot/pull/91757)).
+- Fallback to default theme for variation items ([GH-91793](https://github.com/godotengine/godot/pull/91793)).
+- Round the icon's drawing rect when drawing the button ([GH-91802](https://github.com/godotengine/godot/pull/91802)).
+- Fix Control resizing wrongly after "change type" in editor ([GH-91804](https://github.com/godotengine/godot/pull/91804)).
+- Editor: Add editor setting to control `disable_embedded_bitmaps` property of the editor fonts ([GH-91931](https://github.com/godotengine/godot/pull/91931)).
+- GraphEdit: Fix GraphNode's ports interactable through other GraphNodes ([GH-91991](https://github.com/godotengine/godot/pull/91991)).
+- Fix tooltip mouse position conversion for scaled controls ([GH-91997](https://github.com/godotengine/godot/pull/91997)).
+- Improve button min. size calculation ([GH-92009](https://github.com/godotengine/godot/pull/92009)).
+- Fix Tree and FileSystemList edit popup double events and ESC behavior ([GH-92042](https://github.com/godotengine/godot/pull/92042)).
+- Fix scrollbar issues in `ScrollContainer` ([GH-92138](https://github.com/godotengine/godot/pull/92138)).
+- Fix TextureButton's click mask texture size ignored if missing normal texture ([GH-92222](https://github.com/godotengine/godot/pull/92222)).
+- Fix `PopupMenu` focus issues after `Viewport::set_embedding_subwindows` is changed ([GH-92243](https://github.com/godotengine/godot/pull/92243)).
+- Fix crash during code editor folding and LSP ([GH-92301](https://github.com/godotengine/godot/pull/92301)).
+- Fix `get_position_with_decorations` and `get_size_with_decorations` for embedded windows ([GH-92317](https://github.com/godotengine/godot/pull/92317)).
+- Remove duplicate if/else code in `TextEdit::_notification` ([GH-92342](https://github.com/godotengine/godot/pull/92342)).
+- Fix duplicate AcceptDialog cancel/confirm events ([GH-92460](https://github.com/godotengine/godot/pull/92460)).
+- RTL: Use real text/object height instead of line height for meta click/hover detection ([GH-92461](https://github.com/godotengine/godot/pull/92461)).
+- GraphEdit: Convert to minimap line after getting connection line ([GH-92463](https://github.com/godotengine/godot/pull/92463)).
+- Invalidate `Control` global transform before notifying about resize / rect change ([GH-92489](https://github.com/godotengine/godot/pull/92489)).
+- TextEdit: Use style margins for selection in read-only mode ([GH-92505](https://github.com/godotengine/godot/pull/92505)).
+- Fix minimap error when moving to the top ([GH-92557](https://github.com/godotengine/godot/pull/92557)).
+- RTL: Clear default justification flags if custom are set ([GH-92565](https://github.com/godotengine/godot/pull/92565)).
+- Fix `RichTextLabel` table overlapping with next line ([GH-92605](https://github.com/godotengine/godot/pull/92605)).
+- Fix `NOTIFICATION_SORT_CHILDREN` is called twice on startup ([GH-92645](https://github.com/godotengine/godot/pull/92645)).
+- Fix popup windows content margins ([GH-92647](https://github.com/godotengine/godot/pull/92647)).
+- Add visibility mode to `as_sortable_control()` ([GH-92664](https://github.com/godotengine/godot/pull/92664)).
+- Button: Adds theme option to align button text and icon to either largest or current stylebox ([GH-92701](https://github.com/godotengine/godot/pull/92701)).
+- Force canvas item update on oversampling change ([GH-92731](https://github.com/godotengine/godot/pull/92731)).
+- Fix IME activation in subviewports ([GH-92740](https://github.com/godotengine/godot/pull/92740)).
+- RTL: Fix nested ordered lists inside unordered lists ([GH-92745](https://github.com/godotengine/godot/pull/92745)).
+- macOS: Improve native menu open/close callbacks ([GH-92781](https://github.com/godotengine/godot/pull/92781)).
+- Fix excessive canvas items updates ([GH-92808](https://github.com/godotengine/godot/pull/92808)).
+- Stop color picker tooltip from stealing input events ([GH-92843](https://github.com/godotengine/godot/pull/92843)).
+- Force editor progress dialog size update ([GH-92856](https://github.com/godotengine/godot/pull/92856)).
+- Fix `TextureProgressBar` radial mode invalid polygon edge case ([GH-92901](https://github.com/godotengine/godot/pull/92901)).
+- Window: Fix mouse hover state of the main window when mouse enter event was sent before setting callbacks ([GH-92908](https://github.com/godotengine/godot/pull/92908)).
+- Fix native file dialogs being shown on `set_visible(false)` ([GH-92943](https://github.com/godotengine/godot/pull/92943)).
+- RTL: Fix list item prefix width not taken into account ([GH-92968](https://github.com/godotengine/godot/pull/92968)).
+- Fix `Container::pending_sort` tracking ([GH-93008](https://github.com/godotengine/godot/pull/93008)).
+- TextEdit: Don't error when undo stack is empty ([GH-93042](https://github.com/godotengine/godot/pull/93042)).
+- Button: Do not include internal margins into base button minimum size ([GH-93128](https://github.com/godotengine/godot/pull/93128)).
+- RTL: Fix `align_to_row` for the last table row ([GH-93137](https://github.com/godotengine/godot/pull/93137)).
+- RTL: Fix table h/v separation alignment ([GH-93140](https://github.com/godotengine/godot/pull/93140)).
+- Fix engine crashing when using Down Arrow selection on Tree with no selection ([GH-93179](https://github.com/godotengine/godot/pull/93179)).
+- TextServer: Save advances rounding remainders to prevent rounding error accumulation ([GH-93256](https://github.com/godotengine/godot/pull/93256)).
+- Fix GridContainer minimum size when there's a hidden parent ([GH-93386](https://github.com/godotengine/godot/pull/93386)).
+- Fix FlowContainer scale from also scaling wrap point ([GH-93444](https://github.com/godotengine/godot/pull/93444)).
+- Fix atlas texture positioning in circular TextureProgressBar ([GH-93467](https://github.com/godotengine/godot/pull/93467)).
+- Fix subwindow titlebar redraw on oversampling change ([GH-93490](https://github.com/godotengine/godot/pull/93490)).
+- CodeEdit: Fix move lines up/down viewport and selection issues ([GH-93607](https://github.com/godotengine/godot/pull/93607)).
+- Hide unused category vboxes in inspector ([GH-93627](https://github.com/godotengine/godot/pull/93627)).
+- Button: Use `align_to_largest_stylebox` for min. size calculation ([GH-93708](https://github.com/godotengine/godot/pull/93708)).
+- Fix RichTextLabel fade set `start_index` to command offset ([GH-93721](https://github.com/godotengine/godot/pull/93721)).
+- Change GUI controls pixel snap to round halfway towards positive infinity (`floor(x + 0.5)`) ([GH-93749](https://github.com/godotengine/godot/pull/93749)).
+- Fix division by zero in aspect ratio calculation ([GH-93764](https://github.com/godotengine/godot/pull/93764)).
+- Fix `AtlasTexture::draw_rect` flipping for non-zero margin ([GH-93828](https://github.com/godotengine/godot/pull/93828)).
+- Fix some VisualShader features for high DPI displays/custom UI scales ([GH-93903](https://github.com/godotengine/godot/pull/93903)).
+- Fix `Control` nodes emitting unnecessary `resized` signals ([GH-93908](https://github.com/godotengine/godot/pull/93908)).
+- Fix dropping on selection in script editor ([GH-93959](https://github.com/godotengine/godot/pull/93959)).
+- Fix connections not updated after GraphNode slot update ([GH-93999](https://github.com/godotengine/godot/pull/93999)).
+- Fix RichTextLabel + `ui_down` scrolling too far ([GH-94003](https://github.com/godotengine/godot/pull/94003)).
+- NativeMenu: Do not auto toggle check/multi-state items. Add `is_native_menu` method ([GH-94061](https://github.com/godotengine/godot/pull/94061)).
+- Fix LCD font AA modulation in RendererRD ([GH-94064](https://github.com/godotengine/godot/pull/94064)).
+- Fix container minimum size with hidden parent ([GH-94085](https://github.com/godotengine/godot/pull/94085)).
+- Prevent confirm button being overridden to "Open" when in save file mode ([GH-94172](https://github.com/godotengine/godot/pull/94172)).
+- Avoid `FlowContainer` crash with `TextureRect` using `EXPAND_FIT_*` expand modes ([GH-94286](https://github.com/godotengine/godot/pull/94286)).
+- macOS: Fix code completion list scrolling with trackpad ([GH-94363](https://github.com/godotengine/godot/pull/94363)).
+- Fix input lock issue when drag scrolling on a `Tree` element on touchscreen devices ([GH-94422](https://github.com/godotengine/godot/pull/94422)).
+- Fix ScriptEditor scrolling horizontally when reopening script ([GH-94439](https://github.com/godotengine/godot/pull/94439)).
+- Fix game window stops responding when debugger pauses ([GH-94452](https://github.com/godotengine/godot/pull/94452)).
+- RTL: Fix text size rounding with MSDF fonts ([GH-94606](https://github.com/godotengine/godot/pull/94606)).
+- ScrollContainer: Fix RTL on follow focus ([GH-94621](https://github.com/godotengine/godot/pull/94621)).
+- GraphEdit: Correctly disconnect signal to `connection_layer` ([GH-94810](https://github.com/godotengine/godot/pull/94810)).
+- Fix `TextEdit` scroll properties editor hint suffix ([GH-94821](https://github.com/godotengine/godot/pull/94821)).
+- Fix TextEdit placeholder fit content height ([GH-94848](https://github.com/godotengine/godot/pull/94848)).
+- Use legacy color picking in single window mode ([GH-94931](https://github.com/godotengine/godot/pull/94931)).
+- Windows: Check if transparency is enabled in the project setting before applying DWM blur ([GH-95009](https://github.com/godotengine/godot/pull/95009)).
+- Fix GraphEdit port snapping in certain edge cases ([GH-95059](https://github.com/godotengine/godot/pull/95059)).
+- Font: Add check for cyclic base font dependencies ([GH-95083](https://github.com/godotengine/godot/pull/95083)).
+- Clear `TabBar` tab close button's rect after it's hidden ([GH-95122](https://github.com/godotengine/godot/pull/95122)).
+- PopupMenu: Increase mouse button release timeout and reset it from `post_popup` ([GH-95232](https://github.com/godotengine/godot/pull/95232)).
+- Stop popup release timeout on click ([GH-95432](https://github.com/godotengine/godot/pull/95432)).
#### Import
-- Fix ImageTextureLayered serialization issues ([GH-71394](https://github.com/godotengine/godot/pull/71394)).
-- Add support for KTX image format so that we can use Basis Universal for GLTF ([GH-76572](https://github.com/godotengine/godot/pull/76572)).
-- Add more physics options to the Scene importer ([GH-77533](https://github.com/godotengine/godot/pull/77533)).
-- Fix reimporting files with non lowercase name extension ([GH-78567](https://github.com/godotengine/godot/pull/78567)).
-- Add support for GLTF extension KHR_materials_emissive_strength ([GH-78621](https://github.com/godotengine/godot/pull/78621)).
-- GLTF: Internal renames in material parsing code ([GH-78622](https://github.com/godotengine/godot/pull/78622)).
-- Add layer, shadow and visibility range options to the Scene importer ([GH-78803](https://github.com/godotengine/godot/pull/78803)).
-- Allow change import type without restarting editor ([GH-78890](https://github.com/godotengine/godot/pull/78890)).
-- Fix property hint class name type string restriction and replace mode ([GH-79139](https://github.com/godotengine/godot/pull/79139)).
-- Lossy WebP: Enable sharp RGB to YUV conversion ([GH-79257](https://github.com/godotengine/godot/pull/79257)).
-- Add copyright to GLTFState ([GH-79267](https://github.com/godotengine/godot/pull/79267)).
-- GLTF: Allow specifying export image format including from extensions ([GH-79314](https://github.com/godotengine/godot/pull/79314)).
-- Add `KHR_materials_emissive_strength` extension support for exporting GLTFs ([GH-79421](https://github.com/godotengine/godot/pull/79421)).
-- GLTF: Preserve the original bytes when extracting a texture while importing ([GH-79533](https://github.com/godotengine/godot/pull/79533)).
-- Add `export_preserialize` to the GLTF export process ([GH-79623](https://github.com/godotengine/godot/pull/79623)).
-- Set `base_path` and `filename` during GLTF export when writing to a file ([GH-79636](https://github.com/godotengine/godot/pull/79636)).
-- Improve overriding the root type or root name in the scene importer ([GH-79774](https://github.com/godotengine/godot/pull/79774)).
-- Cosmetic changes in GLTF node generation code ([GH-79775](https://github.com/godotengine/godot/pull/79775)).
-- Improve GLTF export logic for scene root nodes ([GH-79801](https://github.com/godotengine/godot/pull/79801)).
-- Fix reimporting scene with default values selected ([GH-79907](https://github.com/godotengine/godot/pull/79907)).
-- Update ThorVG to v0.10.0 ([GH-80095](https://github.com/godotengine/godot/pull/80095)).
-- Fix error message when reimporting resources with an empty scene open ([GH-80149](https://github.com/godotengine/godot/pull/80149)).
-- More cosmetic improvements in the GLTF code ([GH-80205](https://github.com/godotengine/godot/pull/80205)).
-- Fix doubly-reserved unique names in GLTF scene name assignment ([GH-80270](https://github.com/godotengine/godot/pull/80270)).
-- GLTF: Improve logic for keeping track of the real root node ([GH-80272](https://github.com/godotengine/godot/pull/80272)).
-- Use image index instead of texture index for `source_images` ([GH-80314](https://github.com/godotengine/godot/pull/80314)).
-- Register and cleanup resource importer singletons in a predictable way ([GH-80377](https://github.com/godotengine/godot/pull/80377)).
-- GLTF: Add center of mass property ([GH-80463](https://github.com/godotengine/godot/pull/80463)).
-- Limit mesh complexity in LOD generation to prevent crashing ([GH-80467](https://github.com/godotengine/godot/pull/80467)).
-- Fixed editor filesystem/import properties not being caught by the doctool ([GH-80576](https://github.com/godotengine/godot/pull/80576)).
-- GLTF: Add a comment for skinned mesh tree placement ([GH-80807](https://github.com/godotengine/godot/pull/80807)).
-- Fix skeletons when generating multiple Godot scenes from one GLTF ([GH-80831](https://github.com/godotengine/godot/pull/80831)).
-- Make DDS loading code only check for R channel bitmask when loading grayscale images ([GH-80862](https://github.com/godotengine/godot/pull/80862)).
-- Update Importing 3D scenes links to match splitting PR ([GH-80872](https://github.com/godotengine/godot/pull/80872)).
-- Fix "Import Defaults" selector not being initialized incorrectly ([GH-80914](https://github.com/godotengine/godot/pull/80914)).
-- Fix grayscale DDS loading ([GH-81134](https://github.com/godotengine/godot/pull/81134)).
-- Update Blender export flags for 3.6 ([GH-81194](https://github.com/godotengine/godot/pull/81194)).
-- GLTF: Change "Camera3D" generated node name to "Camera" ([GH-81264](https://github.com/godotengine/godot/pull/81264)).
-- GLTF: Add root node export options and `GODOT_single_root` extension ([GH-81851](https://github.com/godotengine/godot/pull/81851)).
-- Fix ImporterMesh bone weight handling during lightmap unwrap ([GH-81854](https://github.com/godotengine/godot/pull/81854)).
-- Disable bounding box shadows for advanced scene importer ([GH-82190](https://github.com/godotengine/godot/pull/82190)).
-- Fix GLTF importer forcing vertex colors on all materials ([GH-82272](https://github.com/godotengine/godot/pull/82272)).
-- Avoid crash when generating LODs on meshes with non-finite vertices ([GH-82285](https://github.com/godotengine/godot/pull/82285)).
-- Fix Image import crash ([GH-82408](https://github.com/godotengine/godot/pull/82408)).
-- Avoid import dock cleanup for non-loadable assets ([GH-82490](https://github.com/godotengine/godot/pull/82490)).
-- Fix the Advanced Import Settings window's 3D camera ([GH-82591](https://github.com/godotengine/godot/pull/82591)).
-- ThorVG: update to v0.11.1 ([GH-83281](https://github.com/godotengine/godot/pull/83281)).
-- Make translation importer skip not-supported lang tag, make it more robust ([GH-83600](https://github.com/godotengine/godot/pull/83600)).
-- Prevent crash from importing a certain kind of invalid GLTF ([GH-83663](https://github.com/godotengine/godot/pull/83663)).
-- Fix infinite loop when importing 3D object named "-colonly" ([GH-83764](https://github.com/godotengine/godot/pull/83764)).
-- Fix crash when reimporting with Skeleton3D selected ([GH-83964](https://github.com/godotengine/godot/pull/83964)).
-- Add method check for `_notify_skeleton_bones_renamed` ([GH-83986](https://github.com/godotengine/godot/pull/83986)).
-- Enhance checks and user experience around tangent arrays in meshes ([GH-84252](https://github.com/godotengine/godot/pull/84252)).
-- Implement glTF compatibility system for files imported in older Godot versions ([GH-84271](https://github.com/godotengine/godot/pull/84271)).
-- Scan the filesystem in the first frame when using headless mode ([GH-84570](https://github.com/godotengine/godot/pull/84570)).
-- Use the Blender file name instead of the generated GLTF file name ([GH-84678](https://github.com/godotengine/godot/pull/84678)).
-- Fix Resource Importer use after free ([GH-84872](https://github.com/godotengine/godot/pull/84872)).
+- Move 3D scene import classes to their own folder ([GH-51569](https://github.com/godotengine/godot/pull/51569)).
+- Blend import: Allow importing `active_collection_only` ([GH-73941](https://github.com/godotengine/godot/pull/73941)).
+- Tweak environment in the Advanced Import Settings dialog ([GH-75787](https://github.com/godotengine/godot/pull/75787)).
+- Add secondary light to 3D Advanced Import Settings ([GH-76140](https://github.com/godotengine/godot/pull/76140)).
+- Add an editor setting to import resources while unfocused ([GH-76991](https://github.com/godotengine/godot/pull/76991)).
+- Fix lossless formats in PortableCompressedTexture2D ([GH-77712](https://github.com/godotengine/godot/pull/77712)).
+- GLTF: Update `OMI_physics_body`, add `OMI_physics_shape`, keep `OMI_collider` ([GH-78967](https://github.com/godotengine/godot/pull/78967)).
+- Add export settings to the export dialog for GLTF ([GH-79316](https://github.com/godotengine/godot/pull/79316)).
+- Refactor DDS loading code ([GH-80900](https://github.com/godotengine/godot/pull/80900)).
+- Support loading more DDS formats ([GH-81220](https://github.com/godotengine/godot/pull/81220)).
+- Add ufbx for FBX importing ([GH-81746](https://github.com/godotengine/godot/pull/81746)).
+- Rename ImportSettings dialogs to have "Dialog" in the name ([GH-82899](https://github.com/godotengine/godot/pull/82899)).
+- Fix referring to ResourceImporterScene static importers via instances ([GH-82988](https://github.com/godotengine/godot/pull/82988)).
+- Fix desynced duplicate GLTFNode transform properties ([GH-83231](https://github.com/godotengine/godot/pull/83231)).
+- Fix Scene Importer crashing when animation or mesh save paths are invalid ([GH-83856](https://github.com/godotengine/godot/pull/83856)).
+- Do not mutate source Image in `Image::save_jpg` and use encoder return value ([GH-84546](https://github.com/godotengine/godot/pull/84546)).
+- Add support for comment (ignorable) column in translation csv ([GH-84569](https://github.com/godotengine/godot/pull/84569)).
+- Reimport file when .import changes ([GH-84974](https://github.com/godotengine/godot/pull/84974)).
+- Fix memory leak on error paths in tinyexr loader ([GH-85002](https://github.com/godotengine/godot/pull/85002)).
+- Replace `//` with `\\` before sending path to Blender ([GH-85335](https://github.com/godotengine/godot/pull/85335)).
+- Update `blender_path` behavior to require exact path to executable instead of trying to guess it ([GH-85448](https://github.com/godotengine/godot/pull/85448)).
+- Added proper timeout for blender rpc connection ([GH-85519](https://github.com/godotengine/godot/pull/85519)).
+- Fix memory corruption and assert failures in convex decomposition ([GH-85631](https://github.com/godotengine/godot/pull/85631)).
+- Add toaster notifications for import warnings ([GH-85807](https://github.com/godotengine/godot/pull/85807)).
+- Improve normal map VRAM Compression with RGTC ([GH-85842](https://github.com/godotengine/godot/pull/85842)).
+- Fix squish RGTC_R decompression corruption ([GH-85863](https://github.com/godotengine/godot/pull/85863)).
+- Prevent overriding file info of another file when reimport creates extra files ([GH-85922](https://github.com/godotengine/godot/pull/85922)).
+- Fix `squish` DXT5 RA-As-RG channel swapping ([GH-85967](https://github.com/godotengine/godot/pull/85967)).
+- GLTF: Import step interpolation for loc/rot/scale as nearest ([GH-86016](https://github.com/godotengine/godot/pull/86016)).
+- Do not print error when editor meta was not found as it will be reimported anyway after ([GH-86137](https://github.com/godotengine/godot/pull/86137)).
+- Disable mesh compression if vertex `position.z` is always 0 ([GH-86144](https://github.com/godotengine/godot/pull/86144)).
+- Implement `ETC2_R` and `ETC2_RG` compression to etcpak ([GH-86313](https://github.com/godotengine/godot/pull/86313)).
+- Support unspecified linear size in DDS files ([GH-86336](https://github.com/godotengine/godot/pull/86336)).
+- Add obj importer changes to use ImporterMesh ([GH-86365](https://github.com/godotengine/godot/pull/86365)).
+- GLTF: Fix three bugs which prevented extracted textures from being refreshed ([GH-86504](https://github.com/godotengine/godot/pull/86504)).
+- Fix data format storage method for PortableCompressedTexture2D ([GH-86835](https://github.com/godotengine/godot/pull/86835)).
+- Fix BasisUniversal ETC RA as RG transcoding ([GH-86916](https://github.com/godotengine/godot/pull/86916)).
+- Misc changes to the GLTF module before audio PR ([GH-87063](https://github.com/godotengine/godot/pull/87063)).
+- Use ETC2 compression for grayscale images ([GH-87144](https://github.com/godotengine/godot/pull/87144)).
+- Allow configuring the maximum width for atlas import ([GH-87145](https://github.com/godotengine/godot/pull/87145)).
+- Run resource previewer on the main thread if using GL compatibility ([GH-87229](https://github.com/godotengine/godot/pull/87229)).
+- Fix crash in `GLTFBufferView::load_buffer_view_data` ([GH-87306](https://github.com/godotengine/godot/pull/87306)).
+- Retain meta data set on importer nodes ([GH-87584](https://github.com/godotengine/godot/pull/87584)).
+- Fix crash when previewing a scene with a mesh as the root node ([GH-87781](https://github.com/godotengine/godot/pull/87781)).
+- Make MeshLibrary export do recursive depth-search for MeshInstance3D nodes ([GH-87923](https://github.com/godotengine/godot/pull/87923)).
+- Fix crash when importing a GLTF file with a skeleton as the root ([GH-87933](https://github.com/godotengine/godot/pull/87933)).
+- Fix GLTF exporting invalid meshes and attempting to export gizmo meshes ([GH-87934](https://github.com/godotengine/godot/pull/87934)).
+- Add "skip file" import option to skip (and exclude from export) importable formats, auto set it for the images used by bitmap font ([GH-87972](https://github.com/godotengine/godot/pull/87972)).
+- Optimize when colliders are regenerated for imported meshes ([GH-88045](https://github.com/godotengine/godot/pull/88045)).
+- Font: Allow overriding advances, offsets and kerning in the ImageFont import settings ([GH-88088](https://github.com/godotengine/godot/pull/88088)).
+- Fix exporting trigger shapes in GLTF ([GH-88201](https://github.com/godotengine/godot/pull/88201)).
+- Add support for explicitly-defined compound triggers in GLTF files ([GH-88301](https://github.com/godotengine/godot/pull/88301)).
+- Clean up and optimize BasisUniversal ([GH-88464](https://github.com/godotengine/godot/pull/88464)).
+- Add ASTC support to BasisUniversal ([GH-88485](https://github.com/godotengine/godot/pull/88485)).
+- Rework viewport capture in preview generation ([GH-88589](https://github.com/godotengine/godot/pull/88589)).
+- BasisUniversal: Fix texture decompression ([GH-88676](https://github.com/godotengine/godot/pull/88676)).
+- Properly calculate binormal when creating SurfaceTool from arrays ([GH-88725](https://github.com/godotengine/godot/pull/88725)).
+- Multiple fixes for compressed meshes ([GH-88738](https://github.com/godotengine/godot/pull/88738)).
+- Allow preserving the initial bone pose in rest fixer ([GH-88821](https://github.com/godotengine/godot/pull/88821)).
+- EditorFileSystem: Add verbose print for file being (re)imported ([GH-88904](https://github.com/godotengine/godot/pull/88904)).
+- Fix wrong indexing when generating dummy tangents in GLTF import ([GH-88931](https://github.com/godotengine/godot/pull/88931)).
+- Only store vertices referenced by the indices per surface in the glTF importer ([GH-89418](https://github.com/godotengine/godot/pull/89418)).
+- BasisUniversal: Fix artifacts on images with resolutions not divisible by 4 ([GH-89426](https://github.com/godotengine/godot/pull/89426)).
+- Default to trimesh for generated collision shapes in Advanced Import Settings ([GH-89461](https://github.com/godotengine/godot/pull/89461)).
+- Fix method bindings in FBXDocument by making them virtual in GLTFDocument ([GH-89532](https://github.com/godotengine/godot/pull/89532)).
+- GLTF: Extract converting hull points to mesh to a helper function ([GH-89542](https://github.com/godotengine/godot/pull/89542)).
+- Fix crash when columns are skipped in CSV translation ([GH-89573](https://github.com/godotengine/godot/pull/89573)).
+- Fix import and saving related crashes ([GH-89780](https://github.com/godotengine/godot/pull/89780)).
+- Fix 2 bugs with scale of position tracks in rest fixer ([GH-90065](https://github.com/godotengine/godot/pull/90065)).
+- GLTF export: Propagate `property_list_changed` from extensions ([GH-90225](https://github.com/godotengine/godot/pull/90225)).
+- Separate Shape3D resource logic in GLTFPhysicsShape ([GH-90230](https://github.com/godotengine/godot/pull/90230)).
+- Fix `GLTFDocument.append_from_scene` crash on null node ([GH-90505](https://github.com/godotengine/godot/pull/90505)).
+- Fix errors when re-importing 3D asset files ([GH-90531](https://github.com/godotengine/godot/pull/90531)).
+- FBX: Fix material colors ([GH-90554](https://github.com/godotengine/godot/pull/90554)).
+- Rename accessor GLTFType to GLTFAccessorType, fix verbose prints, document GLTFAccessor ([GH-90560](https://github.com/godotengine/godot/pull/90560)).
+- Fix error when loading SVG imported as Image ([GH-90573](https://github.com/godotengine/godot/pull/90573)).
+- Fix FBX texture path resolving ([GH-90635](https://github.com/godotengine/godot/pull/90635)).
+- Remove unused Make Streamable option from scene import dialog ([GH-90722](https://github.com/godotengine/godot/pull/90722)).
+- Fix FBX and glTF when root nodes are skeleton bones ([GH-90789](https://github.com/godotengine/godot/pull/90789)).
+- Resolve bind poses from FBX clusters instead of FBX poses ([GH-91036](https://github.com/godotengine/godot/pull/91036)).
+- fbx: Avoid name conflict with humanoid "Root" bone ([GH-91045](https://github.com/godotengine/godot/pull/91045)).
+- Fix errors/crashes related to skipped imports ([GH-91078](https://github.com/godotengine/godot/pull/91078)).
+- Enable tangents in blend shape format when using normals ([GH-91372](https://github.com/godotengine/godot/pull/91372)).
+- FBX: Fix handling missing skins using ufbx importer ([GH-91526](https://github.com/godotengine/godot/pull/91526)).
+- FBX: Print ufbx load warnings on import ([GH-91529](https://github.com/godotengine/godot/pull/91529)).
+- GLTF export improvements ([GH-91783](https://github.com/godotengine/godot/pull/91783)).
+- Editor: Ensure font image rows/columns are positive ([GH-91829](https://github.com/godotengine/godot/pull/91829)).
+- Improve memory usage for image import and `PortableCompressedTexture2D` ([GH-92179](https://github.com/godotengine/godot/pull/92179)).
+- FBX: Change trimming default and use FBX2glTF for compatibility ([GH-92197](https://github.com/godotengine/godot/pull/92197)).
+- Fix script properties being lost and prevent node reference corruption upon scene reimport ([GH-92279](https://github.com/godotengine/godot/pull/92279)).
+- Fix reimporting assets with csv in the project ([GH-92320](https://github.com/godotengine/godot/pull/92320)).
+- Fix GLTFDocument so it can export CSG Meshes correctly ([GH-92368](https://github.com/godotengine/godot/pull/92368)).
+- Avoid crash when importing .glsl in headless ([GH-92539](https://github.com/godotengine/godot/pull/92539)).
+- Rename FBX2glTF binary path setting back to 4.2 name ([GH-92571](https://github.com/godotengine/godot/pull/92571)).
+- Fix same importer will be added multiple times in `get_importers_for_extension` ([GH-92718](https://github.com/godotengine/godot/pull/92718)).
+- Fix Keep/Skip File import selection crash ([GH-92815](https://github.com/godotengine/godot/pull/92815)).
+- Fix incorrect camera transform of animation view in the import window ([GH-92974](https://github.com/godotengine/godot/pull/92974)).
+- [Image Font Importer] Fix reading advance after hex/dec range ([GH-93074](https://github.com/godotengine/godot/pull/93074)).
+- Unset the owner of `ImporterMeshInstance3D` before adding it to skeleton's child ([GH-93117](https://github.com/godotengine/godot/pull/93117)).
+- [Image Font Importer] Adds support for `\uXXXX` in the kerning config strings ([GH-93119](https://github.com/godotengine/godot/pull/93119)).
+- Fix ProgressDialog crash when importing TTF font ([GH-93161](https://github.com/godotengine/godot/pull/93161)).
+- Avoid crashing when scene import settings are empty ([GH-93284](https://github.com/godotengine/godot/pull/93284)).
+- Remove `monospace/fixed-width` from the `ResourceImporterImageFont` name and description ([GH-93337](https://github.com/godotengine/godot/pull/93337)).
+- Fix `browse_dialog` in Blender scene importer to accept files ([GH-93411](https://github.com/godotengine/godot/pull/93411)).
+- Make Basis Universal import quiet unless engine is in verbose mode ([GH-93442](https://github.com/godotengine/godot/pull/93442)).
+- Fix default collision shape on imported rigidbody ([GH-93506](https://github.com/godotengine/godot/pull/93506)).
+- Editor: Fix importers add-ons after 93238 ([GH-93518](https://github.com/godotengine/godot/pull/93518)).
+- Use Hermite instead of Bezier for glTF spline interpolation ([GH-93597](https://github.com/godotengine/godot/pull/93597)).
+- Fix reimport by scan parsing dependency paths incorrectly ([GH-93765](https://github.com/godotengine/godot/pull/93765)).
+- Fix adding a translation CSV results in errors on initial import for many types of resources ([GH-93919](https://github.com/godotengine/godot/pull/93919)).
+- Move GLTFAccessorType into GLTFAccessor ([GH-93920](https://github.com/godotengine/godot/pull/93920)).
+- Update vertex color import to handle Blender 4.2 upwards ([GH-93998](https://github.com/godotengine/godot/pull/93998)).
+- Fix .blend files with quotation marks in filename fail to import ([GH-94004](https://github.com/godotengine/godot/pull/94004)).
+- Fix re-import glb model doesn't change the old glb model ([GH-94020](https://github.com/godotengine/godot/pull/94020)).
+- Fix missing options in Project Import Defaults ([GH-94058](https://github.com/godotengine/godot/pull/94058)).
+- Fix instanced .blend/GLTF scenes lose all children after update until .tscn is reopened ([GH-94093](https://github.com/godotengine/godot/pull/94093)).
+- Fix error message being printed when importing an OBJ with no surfaces ([GH-94102](https://github.com/godotengine/godot/pull/94102)).
+- Don't attempt to re-import broken files if they didn't change ([GH-94357](https://github.com/godotengine/godot/pull/94357)).
+- Fix handling of missing bin file in gltf separate ([GH-94506](https://github.com/godotengine/godot/pull/94506)).
+- Fix LOD generation for meshes with tangents & mirrored UVs ([GH-94682](https://github.com/godotengine/godot/pull/94682)).
+- Android Editor: Disable file reimport when .import changes ([GH-94691](https://github.com/godotengine/godot/pull/94691)).
+- Fix obj's name set in wrong order when importing ([GH-94968](https://github.com/godotengine/godot/pull/94968)).
+- Fix reimporting textures after changing import project settings ([GH-94975](https://github.com/godotengine/godot/pull/94975)).
+- Fix performance issue reimport file reload scene ([GH-95225](https://github.com/godotengine/godot/pull/95225)).
+- Fix reimport file multiple scenes ([GH-95264](https://github.com/godotengine/godot/pull/95264)).
#### Input
-- Check if input marked handled before processing additional CollisionObjects ([GH-48800](https://github.com/godotengine/godot/pull/48800)).
-- Add Unit tests for viewport.cpp Physics 2D Picking ([GH-73477](https://github.com/godotengine/godot/pull/73477)).
-- Fix code editor scrolling experience on track pads ([GH-73502](https://github.com/godotengine/godot/pull/73502)).
-- Prevent double input events on gamepad when running through steam input ([GH-76045](https://github.com/godotengine/godot/pull/76045)).
-- Implement `DisplayServer.keyboard_get_label_from_physical` method ([GH-77993](https://github.com/godotengine/godot/pull/77993)).
-- Fix Physics Picking captured Object initialization ([GH-78383](https://github.com/godotengine/godot/pull/78383)).
-- Add the ability to get per-platform information for joypads ([GH-78539](https://github.com/godotengine/godot/pull/78539)).
-- Mention Xbox menu button by name in Start button description ([GH-78701](https://github.com/godotengine/godot/pull/78701)).
-- Android: Set `echo` property for the physical keyboard events ([GH-79089](https://github.com/godotengine/godot/pull/79089)).
-- Fix physics passive hovering with `MOUSE_FILTER_IGNORE` ([GH-79443](https://github.com/godotengine/godot/pull/79443)).
-- Make GridMap shortcuts editable and not conflict with other plugins ([GH-79529](https://github.com/godotengine/godot/pull/79529)).
-- Separate input-handled-state for different events during physics-picking ([GH-79546](https://github.com/godotengine/godot/pull/79546)).
-- Fix crash on Windows when closing `Window` ([GH-80142](https://github.com/godotengine/godot/pull/80142)).
-- Ensure TileMap editor shortcuts are handled ([GH-80317](https://github.com/godotengine/godot/pull/80317)).
-- Fix nodes receiving mouse events in black bars of `Window` ([GH-80334](https://github.com/godotengine/godot/pull/80334)).
-- Properly load multiple action sets in XR ([GH-80419](https://github.com/godotengine/godot/pull/80419)).
-- Ensure `joy_connection_changed` is emitted on the main thread ([GH-80432](https://github.com/godotengine/godot/pull/80432)).
-- Android Stylus pressure and tilt support ([GH-80644](https://github.com/godotengine/godot/pull/80644)).
-- Fix GridMap shortcuts that should not be physical ([GH-80774](https://github.com/godotengine/godot/pull/80774)).
-- Fix action state when multiple events are assigned ([GH-80859](https://github.com/godotengine/godot/pull/80859)).
-- Fix Android input routing logic when using a hardware keyboard ([GH-80932](https://github.com/godotengine/godot/pull/80932)).
-- Add missing YEN, SECTION and OPENURL names to keycode mappings ([GH-81054](https://github.com/godotengine/godot/pull/81054)).
-- Prevent axis-based actions from getting stuck ([GH-81170](https://github.com/godotengine/godot/pull/81170)).
-- Android: Fix joypad trigger value range ([GH-81322](https://github.com/godotengine/godot/pull/81322)).
-- Fix `Input.is_action_just_pressed` flicker on joypad axes ([GH-82056](https://github.com/godotengine/godot/pull/82056)).
-- Make InputEventShortcut always pressed ([GH-82203](https://github.com/godotengine/godot/pull/82203)).
-- Sync controller mappings DB with SDL2 community repo ([GH-82245](https://github.com/godotengine/godot/pull/82245)).
-- Add XInput device ID for wireless Series 2 Elite controller ([GH-82508](https://github.com/godotengine/godot/pull/82508)).
-- Fix the timeframe when the Android gestures properties are retrieved ([GH-83173](https://github.com/godotengine/godot/pull/83173)).
-- Fix Android logic for deferred window input events being inverted ([GH-83301](https://github.com/godotengine/godot/pull/83301)).
-- Fix shortcut input for `EditorSceneTabs` ([GH-83501](https://github.com/godotengine/godot/pull/83501)).
-- Sync controller mappings DB with SDL2 community repo ([GH-83845](https://github.com/godotengine/godot/pull/83845)).
-- Add save shortcut for text shader editor to prevent it propagating to scene ([GH-84064](https://github.com/godotengine/godot/pull/84064)).
-- Fix stuck cursor in Advanced Scene Importer ([GH-84661](https://github.com/godotengine/godot/pull/84661)).
-- Rework input actions to be reliable ([GH-84685](https://github.com/godotengine/godot/pull/84685)).
+- Add setting for picking only top-most overlapping collision object ([GH-75688](https://github.com/godotengine/godot/pull/75688)).
+- Fix `push_input` events not going through after first pressed mouse event ([GH-77730](https://github.com/godotengine/godot/pull/77730)).
+- Web: Add IME input support ([GH-79362](https://github.com/godotengine/godot/pull/79362)).
+- Support detecting and mapping Ctrl/Alt/Shift/Meta by their left/right physical location ([GH-80231](https://github.com/godotengine/godot/pull/80231)).
+- Ensure the active window gains the keyboard focus ([GH-80548](https://github.com/godotengine/godot/pull/80548)).
+- Fix controller vibration in macOS and migrate to GameController API ([GH-80709](https://github.com/godotengine/godot/pull/80709)).
+- Fix internal events not being delivered to some Window types ([GH-81243](https://github.com/godotengine/godot/pull/81243)).
+- Add support for OpenXR hand interaction extension ([GH-81533](https://github.com/godotengine/godot/pull/81533)).
+- Add screen-related attributes to mouse input events ([GH-82800](https://github.com/godotengine/godot/pull/82800)).
+- Fix InputEventScreenDrag on Android ([GH-84331](https://github.com/godotengine/godot/pull/84331)).
+- Windows: Make Windows Ink tablet API default, add dummy driver to disable tablet input ([GH-84708](https://github.com/godotengine/godot/pull/84708)).
+- Rework Input action pressed state to support multiple controllers ([GH-84943](https://github.com/godotengine/godot/pull/84943)).
+- X11: Send IME update notification deferred ([GH-85306](https://github.com/godotengine/godot/pull/85306)).
+- Fix IME key event being erased in macOS ([GH-85458](https://github.com/godotengine/godot/pull/85458)).
+- Fix horizontal scroll in editor's 2D view ([GH-85473](https://github.com/godotengine/godot/pull/85473)).
+- Add `event_index` to InputEventAction ([GH-86010](https://github.com/godotengine/godot/pull/86010)).
+- Add bindings for setting and getting emulation mouse from touch and touch from mouse in input ([GH-86081](https://github.com/godotengine/godot/pull/86081)).
+- Add MIDI controller device index to `InputEventMIDI.device` property ([GH-86620](https://github.com/godotengine/godot/pull/86620)).
+- Prevent escape key from closing Editor Settings window when filtering for shortcuts ([GH-86654](https://github.com/godotengine/godot/pull/86654)).
+- Clear drag preview nodes on `NOTIFICATION_DRAG_END` ([GH-87125](https://github.com/godotengine/godot/pull/87125)).
+- macOS: Handle Trackpad / Magic Mouse swipe events and simulate XBUTTON1 / XBUTTON2 buttons ([GH-87277](https://github.com/godotengine/godot/pull/87277)).
+- Check action exists in `Input.action_press` and `action_release` ([GH-87324](https://github.com/godotengine/godot/pull/87324)).
+- Fix SubViewport physics picking ([GH-87385](https://github.com/godotengine/godot/pull/87385)).
+- macOS: Fix missing modifier + space key down events ([GH-87498](https://github.com/godotengine/godot/pull/87498)).
+- Add cancel transformation shortcut to 2D to match 3D ([GH-87616](https://github.com/godotengine/godot/pull/87616)).
+- Remove unused internal Variable `Viewport::gui_input_group` ([GH-87632](https://github.com/godotengine/godot/pull/87632)).
+- Fix LineEdit behavior for deleting all the way to the left/right ([GH-88057](https://github.com/godotengine/godot/pull/88057)).
+- Add rotary input support for Android platform ([GH-88130](https://github.com/godotengine/godot/pull/88130)).
+- Allow aborting `SpinSlider` value changes ([GH-88275](https://github.com/godotengine/godot/pull/88275)).
+- macOS: Fix `Ctrl+Tab` and `Ctrl+Shift+Tab` not working ([GH-88334](https://github.com/godotengine/godot/pull/88334)).
+- Handle warped mouse motion as floating point ([GH-88343](https://github.com/godotengine/godot/pull/88343)).
+- macOS: Fix the "Toggle Hidden Files" shortcut ([GH-88389](https://github.com/godotengine/godot/pull/88389)).
+- Fix global position for `InputEventMouse` in `viewport::push_input` ([GH-88473](https://github.com/godotengine/godot/pull/88473)).
+- macOS: Ignore window decorations in confined mouse mode to match other platforms ([GH-88519](https://github.com/godotengine/godot/pull/88519)).
+- Wayland: Restore tablet support and handle multiple tools ([GH-88744](https://github.com/godotengine/godot/pull/88744)).
+- Improve `cursor_set_custom_image()` method ([GH-88970](https://github.com/godotengine/godot/pull/88970)).
+- macOS: Enable input from controllers in the background ([GH-88978](https://github.com/godotengine/godot/pull/88978)).
+- Expose `DEVICE_ID_EMULATION` constant in InputEvent ([GH-89526](https://github.com/godotengine/godot/pull/89526)).
+- Fix mouse events when `physics_object_picking_first_only` enabled ([GH-89643](https://github.com/godotengine/godot/pull/89643)).
+- Prohibit execution of delayed input events by different means ([GH-89920](https://github.com/godotengine/godot/pull/89920)).
+- Fix a special case for button masks ([GH-89926](https://github.com/godotengine/godot/pull/89926)).
+- Fix `Input.action_press()` accepting out-of-bounds strength values ([GH-89946](https://github.com/godotengine/godot/pull/89946)).
+- Windows: Fix mouse handling regression ([GH-90382](https://github.com/godotengine/godot/pull/90382)).
+- Update undo redo allowed after switching scene tab ([GH-90616](https://github.com/godotengine/godot/pull/90616)).
+- iOS: Fix sensors orientation ([GH-91050](https://github.com/godotengine/godot/pull/91050)).
+- Add `amplitude` argument to `Input.vibrate_handheld` ([GH-91143](https://github.com/godotengine/godot/pull/91143)).
+- Fix Steam input "crc" errors, and some other Coverity reports of uninitialized scalar variable ([GH-91454](https://github.com/godotengine/godot/pull/91454)).
+- [Web IME] Fix suggestion window position in Chromium based browsers ([GH-91695](https://github.com/godotengine/godot/pull/91695)).
+- Disable viewports inputs when dragging and dropping into the viewport ([GH-91845](https://github.com/godotengine/godot/pull/91845)).
+- Use Option+Cmd+Left/Right for script editor history navigation on macOS ([GH-91887](https://github.com/godotengine/godot/pull/91887)).
+- Fix invalid detection of mouse input ([GH-92133](https://github.com/godotengine/godot/pull/92133)).
+- Clean `Input::frame_parsed_events` before de-initialising scripting languages to ensure no script created events exist at the exit ([GH-92201](https://github.com/godotengine/godot/pull/92201)).
+- Remove duplicate shortcut definitions ([GH-92223](https://github.com/godotengine/godot/pull/92223)).
+- Windows: Use current keyboard state instead of saved values for modifier keys ([GH-92415](https://github.com/godotengine/godot/pull/92415)).
+- Use current mouse button state instead of saved values ([GH-92424](https://github.com/godotengine/godot/pull/92424)).
+- Fix creating cursor image from `AtlasTexture` ([GH-92702](https://github.com/godotengine/godot/pull/92702)).
+- Fix Windows Activate Process leading to stuck input ([GH-92742](https://github.com/godotengine/godot/pull/92742)).
+- Add input event callback to `DisplayServerHeadless` ([GH-92806](https://github.com/godotengine/godot/pull/92806)).
+- Fix Left Joystick motion not registering on Android ([GH-93011](https://github.com/godotengine/godot/pull/93011)).
+- Wayland: Implement IME support ([GH-93021](https://github.com/godotengine/godot/pull/93021)).
+- Window: Ignore duplicate mouse enter events ([GH-93100](https://github.com/godotengine/godot/pull/93100)).
+- Windows Input use GetKeyState instead of GetAsyncKeyState ([GH-93105](https://github.com/godotengine/godot/pull/93105)).
+- Prevent node rename shortcut from stealing focus from controls ([GH-93165](https://github.com/godotengine/godot/pull/93165)).
+- Fix ruler tool sticks after right click ([GH-93174](https://github.com/godotengine/godot/pull/93174)).
+- Fix trackpads and graphics tablets being recognized as controllers on Linux/*BSD ([GH-93352](https://github.com/godotengine/godot/pull/93352)).
+- Add stub method for `mouse_get_position` in headless display server ([GH-93494](https://github.com/godotengine/godot/pull/93494)).
+- Fix undoredo handling in some dialogs ([GH-93898](https://github.com/godotengine/godot/pull/93898)).
+- Wayland: Scale relative pointer motion ([GH-94021](https://github.com/godotengine/godot/pull/94021)).
+- Web: Fix IME blocking controls ([GH-94024](https://github.com/godotengine/godot/pull/94024)).
+- Fix custom Ctrl-Space shortcut in Script Editor adds a space ([GH-94033](https://github.com/godotengine/godot/pull/94033)).
+- Cleanup Android input on render thread settings ([GH-94052](https://github.com/godotengine/godot/pull/94052)).
+- Winink: Check pointer button states ([GH-94063](https://github.com/godotengine/godot/pull/94063)).
+- Add Home/End to text caret movements on macOS ([GH-94073](https://github.com/godotengine/godot/pull/94073)).
+- [iOS/Text Input] Avoid deleting and reentering unchanged part of text ([GH-94114](https://github.com/godotengine/godot/pull/94114)).
+- Fix physics tick count in `Input.action_press` and `Input.action_release` ([GH-94413](https://github.com/godotengine/godot/pull/94413)).
+- Fix update mouse cursor state wrong mouse position ([GH-94987](https://github.com/godotengine/godot/pull/94987)).
+- X11: Use motion event button state instead of async state ([GH-95008](https://github.com/godotengine/godot/pull/95008)).
+- Windows: Reject `WM_POINTER(UP/DOWN)` messages for non pen pointer type ([GH-95155](https://github.com/godotengine/godot/pull/95155)).
#### Multiplayer
-- Disallow nested custom multiplayers in `SceneTree` ([GH-77829](https://github.com/godotengine/godot/pull/77829)).
-- Prevent crash when accessing `Node` Multiplayer from thread ([GH-79332](https://github.com/godotengine/godot/pull/79332)).
-- Use `get/set_indexed` in MultiplayerSynchronizer ([GH-79479](https://github.com/godotengine/godot/pull/79479)).
-- [Net/ENet] Better handle truncated socket messages ([GH-79699](https://github.com/godotengine/godot/pull/79699)).
-- ENet: Properly set transfer flags when using custom channels ([GH-80293](https://github.com/godotengine/godot/pull/80293)).
-- Fix watch properties not being correctly removed ([GH-81033](https://github.com/godotengine/godot/pull/81033)).
-- Improve SceneReplicationConfig editor UX + optimizations ([GH-81136](https://github.com/godotengine/godot/pull/81136)).
-- Various performance optimizations ([GH-82777](https://github.com/godotengine/godot/pull/82777)).
-- Copy network authority when instancing placeholders ([GH-82846](https://github.com/godotengine/godot/pull/82846)).
-- Fix synchronizer init and reset ([GH-83264](https://github.com/godotengine/godot/pull/83264)).
-- Fix "on change" indexed properties ([GH-83279](https://github.com/godotengine/godot/pull/83279)).
-- Display multiplayer authority ID in remote debugger ([GH-83437](https://github.com/godotengine/godot/pull/83437)).
+- Fix `complete_auth` notifying the wrong peer ([GH-86257](https://github.com/godotengine/godot/pull/86257)).
+- Fix auth not waiting for confirmation in some cases ([GH-86260](https://github.com/godotengine/godot/pull/86260)).
+- Fix spawned nodes not working after reset ([GH-87185](https://github.com/godotengine/godot/pull/87185)).
+- Fix remote net ID cleanup ([GH-87186](https://github.com/godotengine/godot/pull/87186)).
+- Handle cleanup of "scene cache" nodes ([GH-87190](https://github.com/godotengine/godot/pull/87190)).
+- Networking scene multiplayer: Fix removing connected peer during disconnection ([GH-88826](https://github.com/godotengine/godot/pull/88826)).
+- Fix replication config reload error ([GH-89108](https://github.com/godotengine/godot/pull/89108)).
+- Fix node config warning not updating for `Multiplayer{Spawner,Synchronizer}` ([GH-89839](https://github.com/godotengine/godot/pull/89839)).
+- Gracefully handle cache confirmation of deleted nodes ([GH-90027](https://github.com/godotengine/godot/pull/90027)).
+- Fix dead code doing unnecessary allocation ([GH-90315](https://github.com/godotengine/godot/pull/90315)).
+- Fix `disconnect_peer` not doing the proper cleanup ([GH-91011](https://github.com/godotengine/godot/pull/91011)).
+- Modify MultiplayerSpawner scene path error checking ([GH-91084](https://github.com/godotengine/godot/pull/91084)).
+- Fix Multiplayer Spawner freeing node after client disconnected Issue ([GH-92359](https://github.com/godotengine/godot/pull/92359)).
+- Fix undo not updating spawn checkbox in replication editor ([GH-92735](https://github.com/godotengine/godot/pull/92735)).
+- Instantiate a replication config on synchronizer creation ([GH-93374](https://github.com/godotengine/godot/pull/93374)).
+- Partially revert cache cleanup, track paths as fallback ([GH-94984](https://github.com/godotengine/godot/pull/94984)).
+- ENet: Better handle disconnected peers in DTLS server ([GH-95067](https://github.com/godotengine/godot/pull/95067)).
+- Avoid error spam in relay protocol when clients disconnect ([GH-95192](https://github.com/godotengine/godot/pull/95192)).
+- Fix relay protocol routing with negative targets ([GH-95194](https://github.com/godotengine/godot/pull/95194)).
#### Navigation
-- Add NavigationRegion function to change navigation map ([GH-77191](https://github.com/godotengine/godot/pull/77191)).
-- Add ProjectSettings navigation map default up ([GH-78365](https://github.com/godotengine/godot/pull/78365)).
-- Add more basic tests for `NavigationServer3D` ([GH-78480](https://github.com/godotengine/godot/pull/78480)).
-- Add advanced `NavigationServer3D` tests ([GH-78667](https://github.com/godotengine/godot/pull/78667)).
-- Fix closest possible navigation path position ([GH-79004](https://github.com/godotengine/godot/pull/79004)).
-- Add NavigationServer API to enable regions and links ([GH-79129](https://github.com/godotengine/godot/pull/79129)).
-- Mark NavigationServer3D.region_bake_navigation_mesh() as deprecated ([GH-79137](https://github.com/godotengine/godot/pull/79137)).
-- Add `clear` function to NavigationMesh / NavigationPolygon ([GH-79157](https://github.com/godotengine/godot/pull/79157)).
-- Fix pathfinding funnel adding unwanted point ([GH-79228](https://github.com/godotengine/godot/pull/79228)).
-- Fix NavigationObstacle2D debug position ([GH-79392](https://github.com/godotengine/godot/pull/79392)).
-- Make NavigationRegion3D baking NavMesh on the main thread not finish deferred ([GH-79465](https://github.com/godotengine/godot/pull/79465)).
-- Change 2D navigation ProjectSettings from integers to floats ([GH-79483](https://github.com/godotengine/godot/pull/79483)).
-- Set default `cell_size` on new TileMap Layer navigation layer maps ([GH-79485](https://github.com/godotengine/godot/pull/79485)).
-- Add more hints to navigation map cell size errors ([GH-79489](https://github.com/godotengine/godot/pull/79489)).
-- Add a `fill_region` method to the `AStarGrid2D` ([GH-79495](https://github.com/godotengine/godot/pull/79495)).
-- Move navigation mesh baking to NavigationServer ([GH-79643](https://github.com/godotengine/godot/pull/79643)).
-- Disable NavigationMesh `edge_max_length` property by default ([GH-79786](https://github.com/godotengine/godot/pull/79786)).
-- Add multi-threaded NavMesh baking to NavigationServer ([GH-79972](https://github.com/godotengine/godot/pull/79972)).
-- Fix NavMesh `map_update_id` returning 0 results in errors ([GH-80189](https://github.com/godotengine/godot/pull/80189)).
-- Fix missing include for `NavigationMesh` ([GH-80408](https://github.com/godotengine/godot/pull/80408)).
-- Add 2D navigation mesh baking ([GH-80796](https://github.com/godotengine/godot/pull/80796)).
-- Suppress expected errors in navigation-related unit tests ([GH-80833](https://github.com/godotengine/godot/pull/80833)).
-- Fix compiling with 3D disabled due to unused navigation variable ([GH-81295](https://github.com/godotengine/godot/pull/81295)).
-- Core: Some code style improvements to `AStarGrid2D` ([GH-81900](https://github.com/godotengine/godot/pull/81900)).
-- Fix typo in dev assert in NavMeshGenerator2D ([GH-82368](https://github.com/godotengine/godot/pull/82368)).
-- Update TileMap to use new navigation polygon baking ([GH-82465](https://github.com/godotengine/godot/pull/82465)).
-- Fix NavigationObstacle3D debug being affected by rotation and scale ([GH-82593](https://github.com/godotengine/godot/pull/82593)).
-- Fix enabling NavigationRegion3D saved disabled ([GH-83365](https://github.com/godotengine/godot/pull/83365)).
-- Fix "Navigation map synchronization error" when using NavigationRegion2D ([GH-83568](https://github.com/godotengine/godot/pull/83568)).
-- Fix NavRegion sync error messages ([GH-83574](https://github.com/godotengine/godot/pull/83574)).
-- Fix NavigationObstacle3D height ([GH-83701](https://github.com/godotengine/godot/pull/83701)).
-- Fix NavigationAgent3D stored y-axis velocity and make it optional ([GH-83705](https://github.com/godotengine/godot/pull/83705)).
-- Fix NavigationLink enabled toggle ([GH-83709](https://github.com/godotengine/godot/pull/83709)).
-- Fix hole in heightmap navigation mesh baking ([GH-83783](https://github.com/godotengine/godot/pull/83783)).
-- Fix potential crashes with TileMap navmesh baking ([GH-83891](https://github.com/godotengine/godot/pull/83891)).
-- Fix NavigationObstacle3DEditor parenting error ([GH-84055](https://github.com/godotengine/godot/pull/84055)).
-- Fix NavigationObstacle elevation ([GH-84830](https://github.com/godotengine/godot/pull/84830)).
-- Fix NavigationObstacle height ([GH-84857](https://github.com/godotengine/godot/pull/84857)).
+- Add NavigationServer random point queries ([GH-75098](https://github.com/godotengine/godot/pull/75098)).
+- Make navigation map spatial queries thread-safe ([GH-79577](https://github.com/godotengine/godot/pull/79577)).
+- Add isometric cell shape mode to `AStarGrid2D` ([GH-81267](https://github.com/godotengine/godot/pull/81267)).
+- Make `target_desired_distance` affect the navigation of `NavigationAgent2D/3D` ([GH-82561](https://github.com/godotengine/godot/pull/82561)).
+- Fix missing NavigationLink property updates in constructor ([GH-83802](https://github.com/godotengine/godot/pull/83802)).
+- Fix missing NavigationRegion property updates in constructor ([GH-83812](https://github.com/godotengine/godot/pull/83812)).
+- Fix missing NavigationAgent property updates in constructor ([GH-83814](https://github.com/godotengine/godot/pull/83814)).
+- Fix missing NavigationObstacle property updates in constructor ([GH-83816](https://github.com/godotengine/godot/pull/83816)).
+- Add function to get navigation map iteration id from NavigationServer ([GH-84275](https://github.com/godotengine/godot/pull/84275)).
+- Improve NavigationServer NavMap sync error msgs ([GH-84278](https://github.com/godotengine/godot/pull/84278)).
+- Add missing getters to navigation servers ([GH-84729](https://github.com/godotengine/godot/pull/84729)).
+- Fix memory leak in 'NavigationServer3D' involving static obstacles ([GH-84816](https://github.com/godotengine/godot/pull/84816)).
+- Do not use travel cost for minimum when re-selecting end point ([GH-85253](https://github.com/godotengine/godot/pull/85253)).
+- Fix NavigationRegion2D transform update ([GH-85258](https://github.com/godotengine/godot/pull/85258)).
+- Make 2D navigation mesh baking parse all TileMapLayers ([GH-85856](https://github.com/godotengine/godot/pull/85856)).
+- Fix default NavigationPolygon source geometry group name ([GH-86458](https://github.com/godotengine/godot/pull/86458)).
+- Add NavigationMesh `border_size` property for tile baking ([GH-87378](https://github.com/godotengine/godot/pull/87378)).
+- Auto-bake edited NavigationPolygons in the Editor on a timer ([GH-87504](https://github.com/godotengine/godot/pull/87504)).
+- Expose `is_baking` method in navigation servers and region nodes ([GH-87715](https://github.com/godotengine/godot/pull/87715)).
+- Add means for fixing navmap synchronization errors ([GH-87959](https://github.com/godotengine/godot/pull/87959)).
+- Add NavigationPolygon `border_size` property for tile baking ([GH-87961](https://github.com/godotengine/godot/pull/87961)).
+- Add a partial path return option for AStar ([GH-88047](https://github.com/godotengine/godot/pull/88047)).
+- Fix property hints for parsed collision mask ([GH-88156](https://github.com/godotengine/godot/pull/88156)).
+- Fix NavigationRegion errors from signal changes ([GH-88164](https://github.com/godotengine/godot/pull/88164)).
+- Extend `NavigationMeshSourceGeometryData[23]D` to allow data merging ([GH-88221](https://github.com/godotengine/godot/pull/88221)).
+- Remove NavigationServerDummy warnings ([GH-88375](https://github.com/godotengine/godot/pull/88375)).
+- Add some missing compile checks ([GH-88679](https://github.com/godotengine/godot/pull/88679)).
+- Add debug visual for NavigationRegion2D bake rect ([GH-88701](https://github.com/godotengine/godot/pull/88701)).
+- Fix NavigationObstacle2D debug being affected by Node2D transform ([GH-88895](https://github.com/godotengine/godot/pull/88895)).
+- Fix NavigationObstacle3D debug not reacting to visibility changes ([GH-89009](https://github.com/godotengine/godot/pull/89009)).
+- Add NavigationObstacle options to affect navigation mesh baking ([GH-89034](https://github.com/godotengine/godot/pull/89034)).
+- Add navigation baking crash prevention mechanism ([GH-89692](https://github.com/godotengine/godot/pull/89692)).
+- Change 2D navigation mesh baking to use floating point coordinates ([GH-89929](https://github.com/godotengine/godot/pull/89929)).
+- Fix `NavigationServer.set_debug_enabled()` doing nothing ([GH-90200](https://github.com/godotengine/godot/pull/90200)).
+- Add navigation path simplification ([GH-90434](https://github.com/godotengine/godot/pull/90434)).
+- Fix NavigationMeshSourceGeometryData merge crash ([GH-90504](https://github.com/godotengine/godot/pull/90504)).
+- Use threads for baking navigation mesh inside editor ([GH-90508](https://github.com/godotengine/godot/pull/90508)).
+- Use fmod for navigation mesh border size warning ([GH-90602](https://github.com/godotengine/godot/pull/90602)).
+- Update NavigationRegion tests RID function ([GH-90744](https://github.com/godotengine/godot/pull/90744)).
+- Remove experimental `constrain_avoidance` from `NavigationRegion2D` ([GH-90747](https://github.com/godotengine/godot/pull/90747)).
+- Add navigation mesh source geometry parsers and callbacks ([GH-90876](https://github.com/godotengine/godot/pull/90876)).
+- Warn that navigation mesh baking from Meshes is bad for runtime performance ([GH-90921](https://github.com/godotengine/godot/pull/90921)).
+- Add NavigationMeshSourceGeometryData append functions ([GH-90935](https://github.com/godotengine/godot/pull/90935)).
+- NavigationRegion test suppress warning about visual meshes ([GH-91103](https://github.com/godotengine/godot/pull/91103)).
+- Fix TileMapLayer navmesh baking ([GH-91464](https://github.com/godotengine/godot/pull/91464)).
+- Allow editing `NavigationObstacle2D` shape vertices ([GH-91872](https://github.com/godotengine/godot/pull/91872)).
+- Remove duplicated vertices after 3D NavigationMesh bake ([GH-92181](https://github.com/godotengine/godot/pull/92181)).
+- Fix NavigationRegion3D not reacting to runtime debug enabled change ([GH-92288](https://github.com/godotengine/godot/pull/92288)).
+- Improve NavigationRegion2D debug performance ([GH-92372](https://github.com/godotengine/godot/pull/92372)).
+- Fix crash when baking TileMap navigation ([GH-92422](https://github.com/godotengine/godot/pull/92422)).
+- Fix `NavigationServer3D.get_closest_point_to_segment()` with `use_collision` ([GH-92850](https://github.com/godotengine/godot/pull/92850)).
+- TileSet: Transform rotated navigation (sub)-polygons individually ([GH-92955](https://github.com/godotengine/godot/pull/92955)).
+- Fix NavigationRegion2D debug not clearing canvas item ([GH-92991](https://github.com/godotengine/godot/pull/92991)).
+- Fix NavigationRegion2D editor plugin clear button not updating debug visuals ([GH-92994](https://github.com/godotengine/godot/pull/92994)).
+- Fix closest edge and face check in `NavigationServer3D.map_get_closest_point_to_segment` ([GH-93227](https://github.com/godotengine/godot/pull/93227)).
+- Fix thread-use causing navigation mesh data corruption ([GH-93392](https://github.com/godotengine/godot/pull/93392)).
+- Fix thread-use causing navigation source geometry data corruption ([GH-93407](https://github.com/godotengine/godot/pull/93407)).
+- Fix potential crash due to invalid navigation mesh ref ([GH-93423](https://github.com/godotengine/godot/pull/93423)).
+- Fix thread-use causing navigation polygon data corruption ([GH-93426](https://github.com/godotengine/godot/pull/93426)).
+- Remove unused navigation polygon properties ([GH-93485](https://github.com/godotengine/godot/pull/93485)).
+- `NavigationServer3D.map_get_closest_point_to_segment` - add an additional shortest distance check ([GH-93541](https://github.com/godotengine/godot/pull/93541)).
+- Fix NavigationPolygon not updating consistently on rebakes ([GH-94362](https://github.com/godotengine/godot/pull/94362)).
#### Network
-- Fix `rpc` calls with binds ([GH-78551](https://github.com/godotengine/godot/pull/78551)).
-- Web: Fix WebSocket returning empty close-reason ([GH-79407](https://github.com/godotengine/godot/pull/79407)).
-- Web: Always return -1 as body length in HTTPClientWeb ([GH-79846](https://github.com/godotengine/godot/pull/79846)).
+- Add unit test for `IP.resolve_hostname` ([GH-81465](https://github.com/godotengine/godot/pull/81465)).
+- UPNP: Use local variable for UPNPUrls to stop memory leak ([GH-89897](https://github.com/godotengine/godot/pull/89897)).
+- mbedTLS: Update to new LTS v3.6.0 ([GH-90482](https://github.com/godotengine/godot/pull/90482)).
+- Fix missing return in `StreamPeerTCP::poll` when connection is `STATUS_CONNECTED` ([GH-90741](https://github.com/godotengine/godot/pull/90741)).
+- Crypto: Expose `get_system_ca_certificates` ([GH-93176](https://github.com/godotengine/godot/pull/93176)).
+- Crypto: Expose TLSOptions getters ([GH-93178](https://github.com/godotengine/godot/pull/93178)).
+- WebSocket: Allow reusing closing and closed peers ([GH-94168](https://github.com/godotengine/godot/pull/94168)).
+- WebSocket: Ensure `TCP_NODELAY` is always set ([GH-94618](https://github.com/godotengine/godot/pull/94618)).
+- WS: Fix `set_no_delay` on Windows ([GH-95233](https://github.com/godotengine/godot/pull/95233)).
#### Particles
-- Add `finished` signal to CPUParticles ([GH-76853](https://github.com/godotengine/godot/pull/76853)).
-- Add `finished` signal to GPUParticles ([GH-76859](https://github.com/godotengine/godot/pull/76859)).
-- Initialize particles instance buffer in case it is used before being updated ([GH-78852](https://github.com/godotengine/godot/pull/78852)).
-- Add option to center image when loading particle emission mask ([GH-78944](https://github.com/godotengine/godot/pull/78944)).
-- Unify error condition for particles trail lifetime ([GH-79270](https://github.com/godotengine/godot/pull/79270)).
-- Particle internal refactor and additions for more artistic control ([GH-79527](https://github.com/godotengine/godot/pull/79527)).
-- Fix particle shader deterministic random values ([GH-80638](https://github.com/godotengine/godot/pull/80638)).
-- Add motion vector support for GPU 3D Particles ([GH-80688](https://github.com/godotengine/godot/pull/80688)).
-- Implement conversion from `CPUParticles` to `GPUParticles` (3D/2D) ([GH-80779](https://github.com/godotengine/godot/pull/80779)).
-- Fix GPUParticles2D offset stutter ([GH-80984](https://github.com/godotengine/godot/pull/80984)).
-- Fix z-billboard + y to velocity transform alignment to correctly respect non-uniform scale ([GH-81315](https://github.com/godotengine/godot/pull/81315)).
-- Fix errors when freeing GPUParticles ([GH-82431](https://github.com/godotengine/godot/pull/82431)).
-- Fixed multiple particle issues: division by zero, color ramp override, scale dependent on amount ratio ([GH-83488](https://github.com/godotengine/godot/pull/83488)).
-- Fix typo in particles process material when using emission color texture ([GH-83620](https://github.com/godotengine/godot/pull/83620)).
-- Fix massive performance hit due to enabling collision ([GH-83749](https://github.com/godotengine/godot/pull/83749)).
-- Fix directed points not working, and fix friction formula ([GH-83831](https://github.com/godotengine/godot/pull/83831)).
-- Fix `noise_direction` variable used before initialized in particle shader when using turbulence with collisions ([GH-83881](https://github.com/godotengine/godot/pull/83881)).
-- Fix invalid parameter ranges ([GH-84006](https://github.com/godotengine/godot/pull/84006)).
-- Fix friction being in the correct if/else branch ([GH-84028](https://github.com/godotengine/godot/pull/84028)).
-- Fix damp as friction not updating shader code ([GH-84029](https://github.com/godotengine/godot/pull/84029)).
-- Fix wrong rotation matrix for orbit z velocity ([GH-84056](https://github.com/godotengine/godot/pull/84056)).
-- Fix turbulence post rework ([GH-84103](https://github.com/godotengine/godot/pull/84103)).
-- OpenGL: Fix uninitialized memory usage for GPUParticles `interp_to_end` ([GH-84189](https://github.com/godotengine/godot/pull/84189)).
-- Fix several Material texture parameter updates ([GH-84303](https://github.com/godotengine/godot/pull/84303)).
-- Fix several ParticleProcessMaterial texture names ([GH-84829](https://github.com/godotengine/godot/pull/84829)).
-- Fix radial inwards velocity clamping incorrectly (regression from #83488) ([GH-85252](https://github.com/godotengine/godot/pull/85252)).
+- Support custom AABBs within MultiMesh resources ([GH-79833](https://github.com/godotengine/godot/pull/79833)).
+- Improve editing of min/max particle properties ([GH-81260](https://github.com/godotengine/godot/pull/81260)).
+- Fix `CPUParticles2D` tangential force does not match `GPUParticles2D` ([GH-84575](https://github.com/godotengine/godot/pull/84575)).
+- Only allow MeshInstance3D-based nodes in particles emission shape node selector ([GH-84891](https://github.com/godotengine/godot/pull/84891)).
+- Correctly emit sub-emitter's emission at the end ([GH-85189](https://github.com/godotengine/godot/pull/85189)).
+- Fix particle spread values affecting particle velocity ([GH-85880](https://github.com/godotengine/godot/pull/85880)).
+- Only update particle velocity when it changes ([GH-86474](https://github.com/godotengine/godot/pull/86474)).
+- Fix collided particles getting stuck with zero velocity ([GH-87320](https://github.com/godotengine/godot/pull/87320)).
+- Fix CPU/GPUParticles2D bugs on Compatibility Rendering (GLES3) on Adreno 3XX devices ([GH-88816](https://github.com/godotengine/godot/pull/88816)).
+- Fix early activation of particle trail sections ([GH-89042](https://github.com/godotengine/godot/pull/89042)).
+- Fix error in AABB calculation for particles with USERDATA ([GH-89046](https://github.com/godotengine/godot/pull/89046)).
+- Fix `update_property()` in particle material editor ([GH-89048](https://github.com/godotengine/godot/pull/89048)).
+- Fix `USERDATA` built-ins for GLES3 particle shaders ([GH-89094](https://github.com/godotengine/godot/pull/89094)).
+- Fix `CPUParticles3D` using angle incorrectly when `ROTATE_Y` is set ([GH-89595](https://github.com/godotengine/godot/pull/89595)).
+- Fix `INSTANCE_CUSTOM.w` not being assigned correctly in CPUParticles 2D and 3D ([GH-90095](https://github.com/godotengine/godot/pull/90095)).
+- Fix inverted GPUParticlesCollisionHeightField3D ([GH-91219](https://github.com/godotengine/godot/pull/91219)).
+- Fix particle cylinder emission shape random distribution ([GH-91223](https://github.com/godotengine/godot/pull/91223)).
+- Fix sqrt application for radius in particle ring emission ([GH-91449](https://github.com/godotengine/godot/pull/91449)).
+- Add Ctrl + R keyboard shortcut to restart particle emission in the editor ([GH-92134](https://github.com/godotengine/godot/pull/92134)).
+- Fix 2d sdf collision for TileMapLayer Occluders ([GH-92173](https://github.com/godotengine/godot/pull/92173)).
+- Fix collided 3D GPU particles sometimes jittering ([GH-92474](https://github.com/godotengine/godot/pull/92474)).
+- Fix USERDATA not copied when trails started ([GH-93595](https://github.com/godotengine/godot/pull/93595)).
#### Physics
-- Add ability to get face index and barycentric coordinates from raycast ([GH-71233](https://github.com/godotengine/godot/pull/71233)).
-- Add Mass Distribution, Deactivation, Solver inspector property groups ([GH-77943](https://github.com/godotengine/godot/pull/77943)).
-- Correctly set mass for a rigid body with custom inertia and center of mass ([GH-78757](https://github.com/godotengine/godot/pull/78757)).
-- Add `hit_back_faces` property to `RayCast3D` ([GH-79330](https://github.com/godotengine/godot/pull/79330)).
-- Add state sync after call to `_integrate_forces` in `_body_state_changed` ([GH-79977](https://github.com/godotengine/godot/pull/79977)).
-- Fix unit suffix for `HingeJoint3D`'s target velocity ([GH-80523](https://github.com/godotengine/godot/pull/80523)).
-- Fix gizmo for `BoxShape3D` ([GH-80689](https://github.com/godotengine/godot/pull/80689)).
-- Expose the `get_rid` method of Joint2D and Joint3D ([GH-80736](https://github.com/godotengine/godot/pull/80736)).
-- Fix possible crash when Control overrides mouse input on Area2D ([GH-81006](https://github.com/godotengine/godot/pull/81006)).
-- Update PinJoint2D API with angle limits and motor speed ([GH-81610](https://github.com/godotengine/godot/pull/81610)).
-- Fix missing clear for some `set_exclude*` query parameter methods ([GH-82043](https://github.com/godotengine/godot/pull/82043)).
-- Fix performance regression in RigidBody2D/3D and PhysicalBone3D ([GH-82393](https://github.com/godotengine/godot/pull/82393)).
-- Fix not refitting upward from leaf nodes ([GH-82482](https://github.com/godotengine/godot/pull/82482)).
-- Tweak Gravity Scale property hints to make dragging more useful ([GH-82634](https://github.com/godotengine/godot/pull/82634)).
-- Allow TileMap physics/navigation to still work when hidden ([GH-83560](https://github.com/godotengine/godot/pull/83560)).
-- Fix unit suffixes for `Generic6DOFJoint` ([GH-83672](https://github.com/godotengine/godot/pull/83672)).
-- Ensure SoftBody3D does not use compressed mesh format ([GH-84165](https://github.com/godotengine/godot/pull/84165)).
-- Fix rotated tile collision not working at runtime ([GH-84261](https://github.com/godotengine/godot/pull/84261)).
-- Fix transform changes in `_integrate_forces` being overwritten ([GH-84799](https://github.com/godotengine/godot/pull/84799)).
-- Fix transform sync in `RigidBody*D::_body_state_changed` ([GH-84924](https://github.com/godotengine/godot/pull/84924)).
-- Update tilemap physics' World2D on reparenting ([GH-84968](https://github.com/godotengine/godot/pull/84968)).
+- Disable registering 3D physics types when 3D is disabled ([GH-79185](https://github.com/godotengine/godot/pull/79185)).
+- Prevent mapping areas with invalid IDs for `Area2D/3D` ([GH-79460](https://github.com/godotengine/godot/pull/79460)).
+- Clear monitoring in `Area*` when its space changes to invalid ([GH-81809](https://github.com/godotengine/godot/pull/81809)).
+- Change ShapeCast3D and RayCast3D debug to use RenderingServer directly ([GH-82599](https://github.com/godotengine/godot/pull/82599)).
+- Orthonormalize PhysicalBone3D transforms when resetting them ([GH-82933](https://github.com/godotengine/godot/pull/82933)).
+- Fix body leaving area gravity influence ([GH-82961](https://github.com/godotengine/godot/pull/82961)).
+- Replace confusing code in `GodotCapsuleShape2D::get_supports` ([GH-83655](https://github.com/godotengine/godot/pull/83655)).
+- Fix CollisionObject3D Gizmo not updated after calling `shape_owner_*` functions ([GH-84610](https://github.com/godotengine/godot/pull/84610)).
+- Expose a method to get gravity for any physics body ([GH-84640](https://github.com/godotengine/godot/pull/84640)).
+- Fix `PhysicsShapeQueryParameters3D.motion` type wrongly set to Vector2 ([GH-85393](https://github.com/godotengine/godot/pull/85393)).
+- Improve visualization of WorldBoundary2D editor ([GH-86208](https://github.com/godotengine/godot/pull/86208)).
+- Check skeleton RID when using cached AABB ([GH-86245](https://github.com/godotengine/godot/pull/86245)).
+- Add warning for using concave shape on CharacterBody3D ([GH-86576](https://github.com/godotengine/godot/pull/86576)).
+- Fix bounding boxes not being calculated properly and not respecting top-level nodes ([GH-87132](https://github.com/godotengine/godot/pull/87132)).
+- Make CharacterBody properties public ([GH-87167](https://github.com/godotengine/godot/pull/87167)).
+- RayCast2D and RayCast3D: warn to check `is_colliding` before `get_collision_point` and `get_collision_normal` ([GH-87414](https://github.com/godotengine/godot/pull/87414)).
+- Bind physics server methods related to `SoftBody3D` ([GH-87502](https://github.com/godotengine/godot/pull/87502)).
+- Fix error when pinning soft body point without attachment ([GH-87506](https://github.com/godotengine/godot/pull/87506)).
+- Add HeightMapShape3D functions to get min / max height ([GH-87881](https://github.com/godotengine/godot/pull/87881)).
+- Add HeightMapShape3D update with Image data ([GH-87889](https://github.com/godotengine/godot/pull/87889)).
+- Fix `max_collisions` not being passed in `PhysicsBody3D::test_move` ([GH-87903](https://github.com/godotengine/godot/pull/87903)).
+- Fix crash with `PhysicsBody2D/3D::get_gravity` with invalid state ([GH-87976](https://github.com/godotengine/godot/pull/87976)).
+- Fix `get_contact_count` sometimes being incorrect in `_process` ([GH-88019](https://github.com/godotengine/godot/pull/88019)).
+- `GodotCollisionSolver2D::solve_concave`: Fix culling in case of motion ([GH-88282](https://github.com/godotengine/godot/pull/88282)).
+- Fix `SoftBody3D` for double-precision builds ([GH-88402](https://github.com/godotengine/godot/pull/88402)).
+- Physics interpolation (2D) ([GH-88424](https://github.com/godotengine/godot/pull/88424)).
+- Split monolithic physics class files ([GH-88862](https://github.com/godotengine/godot/pull/88862)).
+- Fix physics platform crash ([GH-88947](https://github.com/godotengine/godot/pull/88947)).
+- Move Max Contacts Reported below Contact Monitor in RigidBody inspector ([GH-89459](https://github.com/godotengine/godot/pull/89459)).
+- Increase precision of RigidBody `mass` property ([GH-89468](https://github.com/godotengine/godot/pull/89468)).
+- Allow for 32 max collisions in `test_body_motion` ([GH-89517](https://github.com/godotengine/godot/pull/89517)).
+- Fix concave `CollisionPolygon2D` debug drawing and docs ([GH-89820](https://github.com/godotengine/godot/pull/89820)).
+- Fix separating axes for 3D cylinder-face collisions ([GH-89960](https://github.com/godotengine/godot/pull/89960)).
+- Make physics debug respect shape outline setting inside editor ([GH-90113](https://github.com/godotengine/godot/pull/90113)).
+- Specify that `get_floor_normal()` does not return the surface normal ([GH-90254](https://github.com/godotengine/godot/pull/90254)).
+- Fix PinJoint2D deferred call error ([GH-90340](https://github.com/godotengine/godot/pull/90340)).
+- GridMap: Fix `physics_material` property ([GH-90503](https://github.com/godotengine/godot/pull/90503)).
+- Store `ObjectID` instead of pointer for KinematicCollision owner ([GH-90668](https://github.com/godotengine/godot/pull/90668)).
+- Increase size of WorldBoundaryShape to be much larger ([GH-90763](https://github.com/godotengine/godot/pull/90763)).
+- Fix `move_and_slide` wall slide acceleration (3D) ([GH-90915](https://github.com/godotengine/godot/pull/90915)).
+- Use same colors for editor and running project for collision/path debug ([GH-90966](https://github.com/godotengine/godot/pull/90966)).
+- Deprecate unused parameter `angular_limit/softness` in `HingeJoint3D` ([GH-91127](https://github.com/godotengine/godot/pull/91127)).
+- Update `body_create` description in PhysicsServer2D/3D ([GH-91596](https://github.com/godotengine/godot/pull/91596)).
+- Add useful error msg in `GodotSoftBody3D::set_mesh` ([GH-91896](https://github.com/godotengine/godot/pull/91896)).
+- Avoid duplicate connect in Joint2D and Joint3D `_update_joint` ([GH-91936](https://github.com/godotengine/godot/pull/91936)).
+- Bind shape margin methods for `PhysicsServer3D` ([GH-92110](https://github.com/godotengine/godot/pull/92110)).
+- GodotPhysics: Fix crash on null space ([GH-93286](https://github.com/godotengine/godot/pull/93286)).
+- Fix physics tick counter ([GH-94039](https://github.com/godotengine/godot/pull/94039)).
+- Only print physics sync warning on dev builds to avoid warning spam from using `move_and_slide` ([GH-94279](https://github.com/godotengine/godot/pull/94279)).
+- Fix dynamic-stack-buffer-overflow crash when executing random functions on random physics objects ([GH-94521](https://github.com/godotengine/godot/pull/94521)).
+- Bind `PhysicsServer*D::body_set_state_sync_callback` ([GH-94653](https://github.com/godotengine/godot/pull/94653)).
#### Plugin
-- Add `_get_unsaved_status()` method to EditorPlugin and implement it for script and shader editors ([GH-67503](https://github.com/godotengine/godot/pull/67503)).
-- Expose editor viewports in EditorInterface ([GH-68696](https://github.com/godotengine/godot/pull/68696)).
-- Allow changing feature profile via `EditorInterface` ([GH-74382](https://github.com/godotengine/godot/pull/74382)).
-- Fix Camera2D is not working inside a MainScreenEditorPlugin ([GH-79867](https://github.com/godotengine/godot/pull/79867)).
-- Keep `_export_begin()`'s `path` argument always consistent ([GH-81016](https://github.com/godotengine/godot/pull/81016)).
-- Relax restriction on loading v1 Android plugins on Godot 4.2+ ([GH-81368](https://github.com/godotengine/godot/pull/81368)).
-- Cleanups and improvements to the Godot Android library api ([GH-82893](https://github.com/godotengine/godot/pull/82893)).
-- Editor: Fix `remove_control_from_dock` fails when dock is floating ([GH-83512](https://github.com/godotengine/godot/pull/83512)).
+- Use existing `plugin.cfg` in configuration dialog ([GH-79723](https://github.com/godotengine/godot/pull/79723)).
+- Expose `SceneTreeDialog` and `PropertySelector` via `EditorInterface` ([GH-81655](https://github.com/godotengine/godot/pull/81655)).
+- Fix creating and updating plugin with dot in folder name ([GH-83329](https://github.com/godotengine/godot/pull/83329)).
+- Correctly check scripts that must inherit `EditorPlugin` ([GH-85271](https://github.com/godotengine/godot/pull/85271)).
+- Save external data even without scene ([GH-85513](https://github.com/godotengine/godot/pull/85513)).
+- Always call `_can_handle()` before `_parse_property()` ([GH-86467](https://github.com/godotengine/godot/pull/86467)).
+- Editor: Add `EditorPlugin::scene_saved` signal ([GH-87332](https://github.com/godotengine/godot/pull/87332)).
+- Editor: Fix `_parse_category()` is not called for custom categories ([GH-87915](https://github.com/godotengine/godot/pull/87915)).
+- Improve Project Settings' Plugin display ([GH-88308](https://github.com/godotengine/godot/pull/88308)).
+- Update scene tabs after marking as unsaved ([GH-90135](https://github.com/godotengine/godot/pull/90135)).
+- Fix `add_root_node()` being no-op ([GH-90136](https://github.com/godotengine/godot/pull/90136)).
+- Expose `EditorFileDialog::popup_file_dialog()` to GDScript and GDExtension ([GH-91331](https://github.com/godotengine/godot/pull/91331)).
+- Add logic to unregister the Godot plugins on engine termination ([GH-92143](https://github.com/godotengine/godot/pull/92143)).
+- Prevent static XCFramework bundles from being embedded on iOS ([GH-92519](https://github.com/godotengine/godot/pull/92519)).
#### Porting
-- [macOS, sandbox] Implement optional native file selection dialog support for sandboxed apps ([GH-47499](https://github.com/godotengine/godot/pull/47499)).
-- Add `clipboard_has/get_image` methods to DisplayServer ([GH-63826](https://github.com/godotengine/godot/pull/63826)).
-- Refactor Godot Android architecture ([GH-76821](https://github.com/godotengine/godot/pull/76821)).
-- Windows: Flash both the window caption and taskbar button on `request_attention` ([GH-78263](https://github.com/godotengine/godot/pull/78263)).
-- Add error checks and harmonize behavior of the `set_icon` method ([GH-78437](https://github.com/godotengine/godot/pull/78437)).
-- Fix formatting of dlopen error message on Windows ([GH-78802](https://github.com/godotengine/godot/pull/78802)).
-- macOS: Fix `set_native_icon` crash with empty or invalid ICNS file ([GH-79010](https://github.com/godotengine/godot/pull/79010)).
-- Windows: Fix setting initial non-exclusive window mode ([GH-79016](https://github.com/godotengine/godot/pull/79016)).
-- [macOS/iOS] Set MoltenVK logging level based on `--verbose` flag ([GH-79061](https://github.com/godotengine/godot/pull/79061)).
-- Fix the fallback logic of `OS::shell_show_in_file_manager` ([GH-79087](https://github.com/godotengine/godot/pull/79087)).
-- Avoid freeze when interacting with menus on Wayland by re-aquiring next swapchain image after updating swapchain ([GH-79143](https://github.com/godotengine/godot/pull/79143)).
-- Fix Linux `move_to_trash` wrongly reporting files as not found ([GH-79284](https://github.com/godotengine/godot/pull/79284)).
-- Fix `ProjectSettings::localize_path` for Windows paths ([GH-79342](https://github.com/godotengine/godot/pull/79342)).
-- Windows: Implement native file selection dialog support ([GH-79574](https://github.com/godotengine/godot/pull/79574)).
-- Fix NullPointerException when registering the sensors ([GH-79681](https://github.com/godotengine/godot/pull/79681)).
-- Windows: Initialize COM as apartment-threaded ([GH-79693](https://github.com/godotengine/godot/pull/79693)).
-- Add `proxy_to_pthread` option to `platform=web` ([GH-79711](https://github.com/godotengine/godot/pull/79711)).
-- Fix file permissions for the web platform (affects every Unix-like platform) ([GH-79866](https://github.com/godotengine/godot/pull/79866)).
-- Use EWMH for `DisplayServerX11::_window_minimize_check()` implementation ([GH-80036](https://github.com/godotengine/godot/pull/80036)).
-- Web: Update npm packages ([GH-80092](https://github.com/godotengine/godot/pull/80092)).
-- [Linux/Freedesktop] Implement native file selection dialog support ([GH-80104](https://github.com/godotengine/godot/pull/80104)).
-- Windows: Do not force redraw window background on mouse pass-through region change ([GH-80153](https://github.com/godotengine/godot/pull/80153)).
-- X11: Do not fail DisplayServer init if non-essential extensions are missing ([GH-80240](https://github.com/godotengine/godot/pull/80240)).
-- Track hovered `Window` in `DisplayServerX11` ([GH-80279](https://github.com/godotengine/godot/pull/80279)).
-- FileAccess: Add methods to get/set "hidden" and "read-only" attributes on macOS/BSD and Windows ([GH-80404](https://github.com/godotengine/godot/pull/80404)).
-- DisplayServer: Add method to estimate window title bar size ([GH-80409](https://github.com/godotengine/godot/pull/80409)).
-- macOS: Fix missing mouse exit events on window close ([GH-80439](https://github.com/godotengine/godot/pull/80439)).
-- Android: Change the default "org.godotengine" package name to "com.example" ([GH-80761](https://github.com/godotengine/godot/pull/80761)).
-- [Native File Dialogs] Refocus last focused window on close ([GH-80952](https://github.com/godotengine/godot/pull/80952)).
-- Make Windows' safe save more resilient ([GH-81001](https://github.com/godotengine/godot/pull/81001)).
-- Fix JavaScript callback memory leak issue ([GH-81105](https://github.com/godotengine/godot/pull/81105)).
-- [Native File Dialogs] Improve filter list handling, add selected filter to the callback ([GH-81218](https://github.com/godotengine/godot/pull/81218)).
-- macOS: Fix live resize with the latest MoltenVK version ([GH-81339](https://github.com/godotengine/godot/pull/81339)).
-- Implement `clipboard_get`/`has_image` for X11 ([GH-81439](https://github.com/godotengine/godot/pull/81439)).
-- Web: Disable raycast module by default (no occlusion culling) ([GH-81716](https://github.com/godotengine/godot/pull/81716)).
-- Windows: Use clear color for non exclusive fullscreen border, fix maximize for borderless window switching to exclusive fs ([GH-82031](https://github.com/godotengine/godot/pull/82031)).
-- macOS: Enforce non-zero window size ([GH-82037](https://github.com/godotengine/godot/pull/82037)).
-- X11: Add support for using EGL/GLES instead of GLX ([GH-82101](https://github.com/godotengine/godot/pull/82101)).
-- Support dark mode on Android and iOS ([GH-82230](https://github.com/godotengine/godot/pull/82230)).
-- macOS: Fix borderless mode on macOS 13.6+ ([GH-82357](https://github.com/godotengine/godot/pull/82357)).
-- macOS: Check all exclusive fullscreen windows before setting presentation mode ([GH-82423](https://github.com/godotengine/godot/pull/82423)).
-- Web: Clarify that `OS.get_unique_id` is not supported ([GH-82441](https://github.com/godotengine/godot/pull/82441)).
-- Fix `godot_js_wrapper_create_cb` regression ([GH-82736](https://github.com/godotengine/godot/pull/82736)).
-- macOS: Fix ambiguous method call with older SDKs ([GH-82876](https://github.com/godotengine/godot/pull/82876)).
-- Add method to check if filesystem is case sensitive ([GH-82957](https://github.com/godotengine/godot/pull/82957)).
-- macOS: Use occlusionState instead of isOnActiveSpace to determine when window is drawable ([GH-83096](https://github.com/godotengine/godot/pull/83096)).
-- Web: Improve Emscripten `locateFile` glue ([GH-83165](https://github.com/godotengine/godot/pull/83165)).
-- Add error messages to the native menu and file dialogs callback ([GH-83181](https://github.com/godotengine/godot/pull/83181)).
-- macOS: Fix crash when using system default menu shortcuts ([GH-83243](https://github.com/godotengine/godot/pull/83243)).
-- Linux: Implement `DirAccess.is_case_sensitive` for EXT4 and F2FS ([GH-83266](https://github.com/godotengine/godot/pull/83266)).
-- Improve X11 `screen_get_refresh_rate` performance ([GH-83902](https://github.com/godotengine/godot/pull/83902)).
-- Add support for EGL 1.4 ([GH-83930](https://github.com/godotengine/godot/pull/83930)).
-- Update the `launchMode` for the `GodotApp` activity ([GH-83954](https://github.com/godotengine/godot/pull/83954)).
-- Fix freeze when requesting clipboard image from our own window ([GH-83970](https://github.com/godotengine/godot/pull/83970)).
-- Fix macOS and Windows build with statically linked ANGLE/EGL ([GH-83988](https://github.com/godotengine/godot/pull/83988)).
-- TTS_Linux: Fix size_t template issue on OpenBSD by using int consistently ([GH-84017](https://github.com/godotengine/godot/pull/84017)).
-- Fix retrieving command line flags in Android ([GH-84102](https://github.com/godotengine/godot/pull/84102)).
-- Fix Android editor crash issue when pressing Back ([GH-84414](https://github.com/godotengine/godot/pull/84414)).
-- Fix Android disabling splash screen Show Image ([GH-84491](https://github.com/godotengine/godot/pull/84491)).
-- Fix bug where maximized->fullscreen->windowed mode stays maximized ([GH-84504](https://github.com/godotengine/godot/pull/84504)).
-- X11: Add fallback from desktop GL to GLES, suppress PRIME detector error spam ([GH-84513](https://github.com/godotengine/godot/pull/84513)).
-- macOS: Fix fullscreen <-> exclusive fullscreen transition ([GH-84649](https://github.com/godotengine/godot/pull/84649)).
-- macOS: Fix transparent and borderless flags interaction with full-screen mode ([GH-84683](https://github.com/godotengine/godot/pull/84683)).
-- macOS: Process events before changing title style to update window frame ([GH-84927](https://github.com/godotengine/godot/pull/84927)).
-- Fix issue causing Godot Android apps / games to freeze on close ([GH-85454](https://github.com/godotengine/godot/pull/85454)).
-- Fix an issue causing the running project window to loop-restart when closed ([GH-85457](https://github.com/godotengine/godot/pull/85457)).
+- Windows: Enable crash reporter on MinGW builds ([GH-61006](https://github.com/godotengine/godot/pull/61006)).
+- Windows: Improve warning for path casing ([GH-71975](https://github.com/godotengine/godot/pull/71975)).
+- Implement support for application status indicators (tray icons) ([GH-80211](https://github.com/godotengine/godot/pull/80211)).
+- macOS: Add support for native help menu search callbacks, integrate editor help ([GH-83819](https://github.com/godotengine/godot/pull/83819)).
+- macOS: Add default Window and Help menus, allow special menu customization ([GH-83987](https://github.com/godotengine/godot/pull/83987)).
+- Use platform-specific methods for FileAccess reading and writing ([GH-84107](https://github.com/godotengine/godot/pull/84107)).
+- Windows: Use CCD API to get fractional screen refresh rates ([GH-84246](https://github.com/godotengine/godot/pull/84246)).
+- Robustify handling of activation & focus on Windows ([GH-84363](https://github.com/godotengine/godot/pull/84363)).
+- Fix NetBSD executable path ([GH-84469](https://github.com/godotengine/godot/pull/84469)).
+- Make `screen_get_refresh_rate()` respect iOS Low Power Mode ([GH-85026](https://github.com/godotengine/godot/pull/85026)).
+- Enhance mobile suspend MainLoop notifications ([GH-85100](https://github.com/godotengine/godot/pull/85100)).
+- Windows: Fix NVIDIA app profile creation ([GH-85188](https://github.com/godotengine/godot/pull/85188)).
+- Do not consume mouse messages in windows with `no_focus` on Windows OS ([GH-85484](https://github.com/godotengine/godot/pull/85484)).
+- Add `THREADS_ENABLED` macro in order to compile Godot to run on the main thread ([GH-85939](https://github.com/godotengine/godot/pull/85939)).
+- Android: Ensure cleanup of all subobjects in the OpenSL audio driver ([GH-85955](https://github.com/godotengine/godot/pull/85955)).
+- X11: Partial fix for Editor and Project Manager stealing focus on some window managers ([GH-86101](https://github.com/godotengine/godot/pull/86101)).
+- Fix key mapping for `XK_KP_Delete` key ([GH-86160](https://github.com/godotengine/godot/pull/86160)).
+- Add Wayland support ([GH-86180](https://github.com/godotengine/godot/pull/86180)).
+- Android: Update the logic used to start / stop the render thread ([GH-86379](https://github.com/godotengine/godot/pull/86379)).
+- X11: Fix Godot stealing focus on alternative window managers ([GH-86441](https://github.com/godotengine/godot/pull/86441)).
+- Fix `OS.get_system_font_path` and `OS.get_system_font_path_for_text` to return correct slashes ([GH-86552](https://github.com/godotengine/godot/pull/86552)).
+- Fix virtual keyboard for decimal values on Android ([GH-86619](https://github.com/godotengine/godot/pull/86619)).
+- X11: Don't re-set input focus if the given window already has it (fixes Godot stealing input focus on i3) ([GH-86671](https://github.com/godotengine/godot/pull/86671)).
+- iOS: Set provisioning style for both `iPhone Developer` and `iPhone Distribution` to automatic ([GH-86748](https://github.com/godotengine/godot/pull/86748)).
+- Fix `get_window_safe_area` on Android ([GH-86761](https://github.com/godotengine/godot/pull/86761)).
+- Attempt parsing environment variables as UTF-8 ([GH-86936](https://github.com/godotengine/godot/pull/86936)).
+- iOS: Improve logger ([GH-87077](https://github.com/godotengine/godot/pull/87077)).
+- Android: Disable automatic permissions request ([GH-87080](https://github.com/godotengine/godot/pull/87080)).
+- Fix DX12 build on older MSVC versions, fix missing PIX include ([GH-87206](https://github.com/godotengine/godot/pull/87206)).
+- Use `os_unfair_lock` on Apple platforms ([GH-87393](https://github.com/godotengine/godot/pull/87393)).
+- macOS: Update window visible state on deminiaturize ([GH-87465](https://github.com/godotengine/godot/pull/87465)).
+- Make dark mode Title Bar work on Windows 10 1909 (build:18363) and above ([GH-87549](https://github.com/godotengine/godot/pull/87549)).
+- Wayland: Suspend window after frame timeout or suspend state ([GH-87750](https://github.com/godotengine/godot/pull/87750)).
+- Wayland: Implement `window_get_native_handle` ([GH-87764](https://github.com/godotengine/godot/pull/87764)).
+- Wayland: Add support for native file dialogs ([GH-87776](https://github.com/godotengine/godot/pull/87776)).
+- macOS: Use autorelease pools ([GH-87836](https://github.com/godotengine/godot/pull/87836)).
+- macOS: Add SIGTRAP to the crash handler ([GH-87842](https://github.com/godotengine/godot/pull/87842)).
+- Add workaround for emscripten >= 3.1.47 LTO build ([GH-87956](https://github.com/godotengine/godot/pull/87956)).
+- wayland: Update to 1.22.0 ([GH-87977](https://github.com/godotengine/godot/pull/87977)).
+- [macOS / iOS] Switch Vulkan init to `VK_EXT_metal_surface` extension ([GH-87999](https://github.com/godotengine/godot/pull/87999)).
+- macOS: Enabled secure restorable state ([GH-88050](https://github.com/godotengine/godot/pull/88050)).
+- Handle display driver preferences consistently between editor and projects ([GH-88065](https://github.com/godotengine/godot/pull/88065)).
+- macOS: Allow `open_shell` to handle filenames without `file://` ([GH-88126](https://github.com/godotengine/godot/pull/88126)).
+- Windows: Fix windows `is_path_invalid`, and apply it to directory creation ([GH-88129](https://github.com/godotengine/godot/pull/88129)).
+- Fix invalid file path handling in Windows when there is dot in the file name ([GH-88144](https://github.com/godotengine/godot/pull/88144)).
+- FileSystem dock: Fix opening a Linux terminal ([GH-88173](https://github.com/godotengine/godot/pull/88173)).
+- Fix the fetching of images in `CF_DIB` format in `DisplayServerWindows::clipboard_get_image` ([GH-88220](https://github.com/godotengine/godot/pull/88220)).
+- macOS: Fix color picker on HDR screens ([GH-88274](https://github.com/godotengine/godot/pull/88274)).
+- Windows: Add support for enabling Alt+Space menu and fix borderless maximize ([GH-88329](https://github.com/godotengine/godot/pull/88329)).
+- [Android 14] Fix GodotEditText white box showing during editor load ([GH-88351](https://github.com/godotengine/godot/pull/88351)).
+- libdecor: Update to 0.2.2 ([GH-88374](https://github.com/godotengine/godot/pull/88374)).
+- Windows: Fix reading non-BGRA8 DIBs from clipboard ([GH-88405](https://github.com/godotengine/godot/pull/88405)).
+- macOS: Add null checks for `NSString stringWithUTF8String` ([GH-88694](https://github.com/godotengine/godot/pull/88694)).
+- [macOS/Windows] Fix application indicator destruction ([GH-88932](https://github.com/godotengine/godot/pull/88932)).
+- Windows: Implement `dialog_show` and `dialog_input_text` for `DisplayServer` ([GH-88957](https://github.com/godotengine/godot/pull/88957)).
+- DisplayServer: Add error messages and descriptions to callbacks ([GH-89033](https://github.com/godotengine/godot/pull/89033)).
+- Fix FileAccessUnix on OpenBSD where `UF_HIDDEN` isn't supported ([GH-89064](https://github.com/godotengine/godot/pull/89064)).
+- Wayland: Fix tilt handling ([GH-89112](https://github.com/godotengine/godot/pull/89112)).
+- Wayland: Properly report all used features ([GH-89178](https://github.com/godotengine/godot/pull/89178)).
+- Check if DisplayServer supports icons before attempting setting it ([GH-89181](https://github.com/godotengine/godot/pull/89181)).
+- Windows: Fix `FreeLibrary` not always being called in `DisplayServerWindows::dialog_show` ([GH-89192](https://github.com/godotengine/godot/pull/89192)).
+- Implement pipe API for executed processes IO redirection ([GH-89206](https://github.com/godotengine/godot/pull/89206)).
+- Add `PermissionsUtil#requestPermissions(...)` to provide the ability to request multiple permissions at a time ([GH-89260](https://github.com/godotengine/godot/pull/89260)).
+- Wayland: Stop possible Null pointer dereferences ([GH-89307](https://github.com/godotengine/godot/pull/89307)).
+- Wayland: Setup next cursor frame callback only if animated ([GH-89328](https://github.com/godotengine/godot/pull/89328)).
+- Windows: Disable fallback to ANGLE logic when compiled w/o ANGLE support ([GH-89351](https://github.com/godotengine/godot/pull/89351)).
+- Wayland: Workaround API limitation in screen/UI scale logic ([GH-89574](https://github.com/godotengine/godot/pull/89574)).
+- iOS: Fix AirPods routing when Play and Record category is used ([GH-89594](https://github.com/godotengine/godot/pull/89594)).
+- Fix platform name in the message about unsupported CPU architecture ([GH-89598](https://github.com/godotengine/godot/pull/89598)).
+- Android: Fix UnsupportedOperationException remove from non-ArrayList ([GH-89703](https://github.com/godotengine/godot/pull/89703)).
+- Wayland: Fix typo in input code ([GH-89707](https://github.com/godotengine/godot/pull/89707)).
+- X11: Add more details to large icon size warning ([GH-89716](https://github.com/godotengine/godot/pull/89716)).
+- Fix `EXIT_SUCCESS` on MacOS ([GH-89855](https://github.com/godotengine/godot/pull/89855)).
+- Fix `EXIT_SUCCESS` on Android ([GH-89887](https://github.com/godotengine/godot/pull/89887)).
+- DisplayServer: Add separate feature flags for different native dialog types ([GH-89907](https://github.com/godotengine/godot/pull/89907)).
+- [Linux/Portal] Fix incorrect DBus connection usage ([GH-89935](https://github.com/godotengine/godot/pull/89935)).
+- macOS: Fix non-global native menu shortcuts ([GH-89953](https://github.com/godotengine/godot/pull/89953)).
+- Android: Prevent potential NPEs and improve nullability handling ([GH-89999](https://github.com/godotengine/godot/pull/89999)).
+- Android: Improve performance of sensor readings ([GH-90000](https://github.com/godotengine/godot/pull/90000)).
+- Fix issue with moving maximized window in macOS ([GH-90101](https://github.com/godotengine/godot/pull/90101)).
+- Fix macOS menu bar & dock stop appearing after closing sub-window ([GH-90131](https://github.com/godotengine/godot/pull/90131)).
+- Android: Extract parsing command line file to a separate class + add unit tests ([GH-90146](https://github.com/godotengine/godot/pull/90146)).
+- Make sysctl calls on FreeBSD ([GH-90295](https://github.com/godotengine/godot/pull/90295)).
+- Add `OS.get_process_exit_code()` method ([GH-90358](https://github.com/godotengine/godot/pull/90358)).
+- FileAccess: Implement `resize` method ([GH-90403](https://github.com/godotengine/godot/pull/90403)).
+- Fix the initialization order for the iOS driver ([GH-90538](https://github.com/godotengine/godot/pull/90538)).
+- [Unix / DirAccess] Fix removing directory symlinks with `remove`, ensure `erase_contents_recursive` is not following directory symlinks ([GH-90562](https://github.com/godotengine/godot/pull/90562)).
+- Fix leakage of JNI object references ([GH-90710](https://github.com/godotengine/godot/pull/90710)).
+- macOS: Fix native file dialog with empty filter list ([GH-90783](https://github.com/godotengine/godot/pull/90783)).
+- Cleanup Android file errors ([GH-91017](https://github.com/godotengine/godot/pull/91017)).
+- iOS: Change default iPad landscape orientation from "left" to "right" ([GH-91052](https://github.com/godotengine/godot/pull/91052)).
+- DBus: Process file dialog callback in the main event loop instead of using deferred call ([GH-91071](https://github.com/godotengine/godot/pull/91071)).
+- Add symlink API support for Windows, expose symlink methods ([GH-91100](https://github.com/godotengine/godot/pull/91100)).
+- Windows: Improve console IO redirection ([GH-91147](https://github.com/godotengine/godot/pull/91147)).
+- Wayland: Improve compositor compatibility by allowing older globals ([GH-91196](https://github.com/godotengine/godot/pull/91196)).
+- Wayland: Add support for OpenGL ES driver ([GH-91466](https://github.com/godotengine/godot/pull/91466)).
+- DisplayServer: Add method to check if window transparency is supported and enabled ([GH-91505](https://github.com/godotengine/godot/pull/91505)).
+- Switch to the WindowInsetsAnimationCompat api ([GH-91895](https://github.com/godotengine/godot/pull/91895)).
+- X11: Fallback to root window size, when Xinerama extension is available, but return zero screens ([GH-91933](https://github.com/godotengine/godot/pull/91933)).
+- Windows: Use CRLF in the terminal prints ([GH-92158](https://github.com/godotengine/godot/pull/92158)).
+- Use `OS::delay_usec()` to avoid using deprecated `usleep()` on Linux ([GH-92208](https://github.com/godotengine/godot/pull/92208)).
+- Properly set window class in Wayland ([GH-92252](https://github.com/godotengine/godot/pull/92252)).
+- Wayland: Implement `is_window_transparency_available` ([GH-92353](https://github.com/godotengine/godot/pull/92353)).
+- [macOS, X11] Fix duplicate window close requests ([GH-92458](https://github.com/godotengine/godot/pull/92458)).
+- Fix -empty string- console log in web export (cosmetic) ([GH-92468](https://github.com/godotengine/godot/pull/92468)).
+- Make displayed Web errors more meaningful ([GH-92553](https://github.com/godotengine/godot/pull/92553)).
+- Android: Remove the limit on the number of the SignalInfo creation function parameters ([GH-92580](https://github.com/godotengine/godot/pull/92580)).
+- EGL: Use `EGL_EXT_platform_base` whenever possible ([GH-92663](https://github.com/godotengine/godot/pull/92663)).
+- Consolidate the ProjectManager and Editor windows into a single Android Activity class ([GH-92704](https://github.com/godotengine/godot/pull/92704)).
+- Android: Fix invalid return value when multiple permission requests are dispatched ([GH-92709](https://github.com/godotengine/godot/pull/92709)).
+- Improve native menu and status indicator icons conversion and checks ([GH-92826](https://github.com/godotengine/godot/pull/92826)).
+- Update the Android splash screen logic ([GH-92965](https://github.com/godotengine/godot/pull/92965)).
+- X11: Detect XWayland and disable screen capture support ([GH-93072](https://github.com/godotengine/godot/pull/93072)).
+- Windows: Add Windows version and Wine checks for Windows 10+ dark mode API ([GH-93126](https://github.com/godotengine/godot/pull/93126)).
+- Tweak warning messages related to V-Sync on OpenGL ([GH-93239](https://github.com/godotengine/godot/pull/93239)).
+- Web: Fix checking for OpenGL extensions with Emscripten 3.1.51 and later ([GH-93560](https://github.com/godotengine/godot/pull/93560)).
+- Prevent folder names with trailing periods from being used automatically ([GH-93564](https://github.com/godotengine/godot/pull/93564)).
+- Fix text editor stealing focus from "Find in Files" dialog on X11 ([GH-93682](https://github.com/godotengine/godot/pull/93682)).
+- Wayland: Minimize surface commits and limit them to the main thread ([GH-93684](https://github.com/godotengine/godot/pull/93684)).
+- Windows: Restore to windowed mode using `SW_NORMAL` ([GH-93733](https://github.com/godotengine/godot/pull/93733)).
+- Add `bigint` support on JS value conversion ([GH-93750](https://github.com/godotengine/godot/pull/93750)).
+- Fix assignations to non-existing keys and clean-up Web audio library ([GH-93754](https://github.com/godotengine/godot/pull/93754)).
+- Remove duplicate styling from editor ([GH-93902](https://github.com/godotengine/godot/pull/93902)).
+- Fix preloading a zip in the web editor ([GH-93906](https://github.com/godotengine/godot/pull/93906)).
+- Android: Fix crashes and ANRs reported by the Google Play Console ([GH-93933](https://github.com/godotengine/godot/pull/93933)).
+- Fix caret can disappear from script editor on Windows ([GH-93976](https://github.com/godotengine/godot/pull/93976)).
+- Windows: Fix build error due to missing definition of Texture2D ([GH-94067](https://github.com/godotengine/godot/pull/94067)).
+- Windows: Fix reading keyboard layout names ([GH-94120](https://github.com/godotengine/godot/pull/94120)).
+- Remove unused `is_wow64` method in `OS_Windows` ([GH-94187](https://github.com/godotengine/godot/pull/94187)).
+- macOS: Fix drag-and-drop feedback ([GH-94232](https://github.com/godotengine/godot/pull/94232)).
+- Windows: Fix wrong initial size passed to rendering driver ([GH-94398](https://github.com/godotengine/godot/pull/94398)).
+- Wayland: Commit surface on window creation ([GH-94402](https://github.com/godotengine/godot/pull/94402)).
+- Wayland: Check for suspended flag when unsuspending ([GH-94411](https://github.com/godotengine/godot/pull/94411)).
+- Windows: Update ANGLE surface size when window is resized ([GH-94428](https://github.com/godotengine/godot/pull/94428)).
+- [Android Editor] Resolve issues with the editor touchscreen settings ([GH-94468](https://github.com/godotengine/godot/pull/94468)).
+- Linux/X11: Fix memory leak from created screen images ([GH-94473](https://github.com/godotengine/godot/pull/94473)).
+- Wayland: Fix error spam when interacting with decorations ([GH-94557](https://github.com/godotengine/godot/pull/94557)).
+- Disable FP contraction ([GH-94655](https://github.com/godotengine/godot/pull/94655)).
+- Fix the cleanup logic for the Android render thread ([GH-94661](https://github.com/godotengine/godot/pull/94661)).
+- Pass window exclusive and transient properties for subwindow creation ([GH-94706](https://github.com/godotengine/godot/pull/94706)).
+- Fix crash that occurs on termination of the Godot engine on Android ([GH-94923](https://github.com/godotengine/godot/pull/94923)).
+- Windows: Improve OpenGL/ANGLE switching on ARM64 ([GH-94943](https://github.com/godotengine/godot/pull/94943)).
+- Add missing null check before disconnecting source ([GH-94958](https://github.com/godotengine/godot/pull/94958)).
+- macOS: Fix `is_process_running` and `kill` for bundled apps ([GH-94978](https://github.com/godotengine/godot/pull/94978)).
+- macOS: Attempt to terminate process normally before using `forceTerminate` ([GH-95191](https://github.com/godotengine/godot/pull/95191)).
+- macOS: Load `OpenGL.framework` by path to avoid issues with non-Latin executable names ([GH-95235](https://github.com/godotengine/godot/pull/95235)).
+- macOS: Remove kill override ([GH-95295](https://github.com/godotengine/godot/pull/95295)).
+- Wayland: Avoid recreating input objects on capability change ([GH-95331](https://github.com/godotengine/godot/pull/95331)).
+- macOS: Fix wrong object type in joypad queue ([GH-95425](https://github.com/godotengine/godot/pull/95425)).
+- DisplayServerWindows: Fix logic when creating with transient parent ([GH-95526](https://github.com/godotengine/godot/pull/95526)).
#### Rendering
-- Fix directional LightmapGI being too dark with static lights ([GH-61910](https://github.com/godotengine/godot/pull/61910)).
-- [macOS/Windows] Add optional ANGLE backed OpenGL renderer support (runtime backend selection) ([GH-72831](https://github.com/godotengine/godot/pull/72831)).
-- Abort on startup with a visible alert if required Vulkan features are missing ([GH-73999](https://github.com/godotengine/godot/pull/73999)).
-- Add content scale stretch modes, implement integer scaling ([GH-75784](https://github.com/godotengine/godot/pull/75784)).
-- Draw frustum splices on top of direction shadow atlas for debug purposes ([GH-77085](https://github.com/godotengine/godot/pull/77085)).
-- Split raster barrier into vertex and fragment barrier ([GH-77420](https://github.com/godotengine/godot/pull/77420)).
-- Implement 3D shadows in the GL Compatibility renderer ([GH-77496](https://github.com/godotengine/godot/pull/77496)).
-- Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders ([GH-77740](https://github.com/godotengine/godot/pull/77740)).
-- Add support for GLSL source-level debugging with RenderDoc ([GH-77975](https://github.com/godotengine/godot/pull/77975)).
-- Use Gaussian approximation for backbuffer mipmaps in GL Compatibility renderer ([GH-78168](https://github.com/godotengine/godot/pull/78168)).
-- Clear specular buffer if sky mode is canvas and screen space effects are used ([GH-78624](https://github.com/godotengine/godot/pull/78624)).
-- Fix threading bug in Vulkan rendering device ([GH-78794](https://github.com/godotengine/godot/pull/78794)).
-- Fix sanitizers reports about octahedral tangents in RenderingServer ([GH-78902](https://github.com/godotengine/godot/pull/78902)).
-- Take eye offset into account for depth in StandardMaterial3D ([GH-79049](https://github.com/godotengine/godot/pull/79049)).
-- Expose RenderSceneBuffers(RD) through ClassDB ([GH-79142](https://github.com/godotengine/godot/pull/79142)).
-- Clear the previously set state when configuring for a new scene root node ([GH-79201](https://github.com/godotengine/godot/pull/79201)).
-- Add custom texture create function ([GH-79288](https://github.com/godotengine/godot/pull/79288)).
-- Fix missing `_THREAD_SAFE_METHOD_` missing from `RenderingDeviceVulkan` `submit` and `sync` ([GH-79526](https://github.com/godotengine/godot/pull/79526)).
-- Fix crash when calling `get_video_adapter_*` in a thread ([GH-79528](https://github.com/godotengine/godot/pull/79528)).
-- GLES3: Reset anisotropic filtering when changing texture filtering mode ([GH-79568](https://github.com/godotengine/godot/pull/79568)).
-- Fix bad LOD selection when Camera in Mesh AABB ([GH-79590](https://github.com/godotengine/godot/pull/79590)).
-- Fix instance uniform data buffer update delay ([GH-79603](https://github.com/godotengine/godot/pull/79603)).
-- ShaderRD compilation groups ([GH-79606](https://github.com/godotengine/godot/pull/79606)).
-- Revert the change of the limit for interpolation of F0 for dielectrics and metals for Screen Space Reflections ([GH-79624](https://github.com/godotengine/godot/pull/79624)).
-- Fix GLES3 multimesh rendering when using colors or custom data ([GH-79660](https://github.com/godotengine/godot/pull/79660)).
-- GLES3: Don't call `glTexParameter*` for invalid filter and repeat modes ([GH-79685](https://github.com/godotengine/godot/pull/79685)).
-- Add ability to call code on rendering thread ([GH-79696](https://github.com/godotengine/godot/pull/79696)).
-- Unbind the framebuffer when updating meshes ([GH-79772](https://github.com/godotengine/godot/pull/79772)).
-- Mobile: Uncomment code required for fog rendering on clear color ([GH-79776](https://github.com/godotengine/godot/pull/79776)).
-- Use defaults to initialize sky data in case of no sky ([GH-79812](https://github.com/godotengine/godot/pull/79812)).
-- Fix Vulkan multithreaded compute list and GPU particle processing ([GH-79849](https://github.com/godotengine/godot/pull/79849)).
-- Fix use of discard in shaders ([GH-79865](https://github.com/godotengine/godot/pull/79865)).
-- Lazily allocate RIDs for PlaceholderTextures to avoid allocating GPU resources unless used ([GH-79874](https://github.com/godotengine/godot/pull/79874)).
-- Fix transparent viewport backgrounds with custom clear color ([GH-79876](https://github.com/godotengine/godot/pull/79876)).
-- Check if shader cache directory is available before using cache ([GH-79883](https://github.com/godotengine/godot/pull/79883)).
-- Vulkan: Fix dangling pointers in `_clean_up_swap_chain` ([GH-79884](https://github.com/godotengine/godot/pull/79884)).
-- Add exceptions for breakage introduced in RD barriers ([GH-79911](https://github.com/godotengine/godot/pull/79911)).
-- Make Fresnel darken SSR instead of blending with specular ([GH-79921](https://github.com/godotengine/godot/pull/79921)).
-- Initialize MSDF parameters in BaseMaterial3D with default ([GH-79983](https://github.com/godotengine/godot/pull/79983)).
-- Fix uninitialized variable ending up sent to Vulkan ([GH-80034](https://github.com/godotengine/godot/pull/80034)).
-- Enable depth writes during shadow pass and depth pass. Disable during color pass ([GH-80070](https://github.com/godotengine/godot/pull/80070)).
-- Fix validation layer warnings ([GH-80071](https://github.com/godotengine/godot/pull/80071)).
-- Fix GLES3 changing 2D shadow atlas size is broken ([GH-80151](https://github.com/godotengine/godot/pull/80151)).
-- Add option to enable HDR rendering in 2D ([GH-80215](https://github.com/godotengine/godot/pull/80215)).
-- Initialize shader placeholders up front ([GH-80222](https://github.com/godotengine/godot/pull/80222)).
-- Fix motion vectors being corrupted when using `precision=double` ([GH-80257](https://github.com/godotengine/godot/pull/80257)).
-- Vulkan: Fix sanitizers error with empty shader name ([GH-80288](https://github.com/godotengine/godot/pull/80288)).
-- Enhance Vulkan PSO caching ([GH-80296](https://github.com/godotengine/godot/pull/80296)).
-- Use fullscreen tri instead of quad ([GH-80311](https://github.com/godotengine/godot/pull/80311)).
-- Fix validation error when enabling SSIL alone ([GH-80315](https://github.com/godotengine/godot/pull/80315)).
-- Ensure `POINT_SIZE` takes effect in the canvas item shader ([GH-80323](https://github.com/godotengine/godot/pull/80323)).
-- Fix integer underflow when rounding up in VoxelGI ([GH-80356](https://github.com/godotengine/godot/pull/80356)).
-- Fix issue with four subpasses always been requested in mobile renderer ([GH-80368](https://github.com/godotengine/godot/pull/80368)).
-- Remove GPU readback from `NoiseTexture3D.get_format()` ([GH-80407](https://github.com/godotengine/godot/pull/80407)).
-- Improve handling of motion vectors for multimesh instances ([GH-80414](https://github.com/godotengine/godot/pull/80414)).
-- Add `buffer_copy` method to RenderingDevice ([GH-80424](https://github.com/godotengine/godot/pull/80424)).
-- Clamp Volumetric Fog Length property to prevent rendering issues ([GH-80485](https://github.com/godotengine/godot/pull/80485)).
-- Fix tonemapper, incorrect vertex count was specified ([GH-80502](https://github.com/godotengine/godot/pull/80502)).
-- Fix critical regressions introduced in PR #80414 ([GH-80552](https://github.com/godotengine/godot/pull/80552)).
-- Fix validation error when resizing window ([GH-80571](https://github.com/godotengine/godot/pull/80571)).
-- Add motion vector support for animated surfaces ([GH-80618](https://github.com/godotengine/godot/pull/80618)).
-- Fallback to linear color texture when using 2D HDR and MSDF font ([GH-80651](https://github.com/godotengine/godot/pull/80651)).
-- Fix global shader uniform texture loading ([GH-80654](https://github.com/godotengine/godot/pull/80654)).
-- Improve visual feedback when using the motion vectors debug view option ([GH-80723](https://github.com/godotengine/godot/pull/80723)).
-- Fix Vulkan texture update ([GH-80781](https://github.com/godotengine/godot/pull/80781)).
-- Fix memory access error for `MultiMesh` with GLES3 ([GH-80788](https://github.com/godotengine/godot/pull/80788)).
-- Fix Vulkan crash with many Omni/SpotLights, Decals or ReflectionProbes ([GH-80845](https://github.com/godotengine/godot/pull/80845)).
-- Implement OpenXR Foveated rendering support ([GH-80881](https://github.com/godotengine/godot/pull/80881)).
-- Clear SDFGI textures when created ([GH-80889](https://github.com/godotengine/godot/pull/80889)).
-- Fix integer value for `GL_MAX_UNIFORM_BLOCK_SIZE` overflowing ([GH-80909](https://github.com/godotengine/godot/pull/80909)).
-- Fix missing decal mask in mobile renderer ([GH-80911](https://github.com/godotengine/godot/pull/80911)).
-- Fix clear color on mobile renderer ([GH-80933](https://github.com/godotengine/godot/pull/80933)).
-- Fix volumetric fog NaN values in textures from starting at a zero Vector2 ([GH-80992](https://github.com/godotengine/godot/pull/80992)).
-- GLES3: Fix `glMapBufferRange` return null when `r_index + last_item_index > max_instance` ([GH-81036](https://github.com/godotengine/godot/pull/81036)).
-- Fix missing `EARLY_FRAGMENT_TESTS_BIT` barrier flags ([GH-81059](https://github.com/godotengine/godot/pull/81059)).
-- Fix VoxelGI CameraAttributes exposure normalization handling ([GH-81067](https://github.com/godotengine/godot/pull/81067)).
-- Flip convention of motion vectors ([GH-81074](https://github.com/godotengine/godot/pull/81074)).
-- Fixup special case of cluster render ([GH-81081](https://github.com/godotengine/godot/pull/81081)).
-- Fix VoxelGI static light pairing ([GH-81124](https://github.com/godotengine/godot/pull/81124)).
-- Vertex and attribute compression ([GH-81138](https://github.com/godotengine/godot/pull/81138)).
-- Add render mode to use world coordinates in canvas item shader ([GH-81160](https://github.com/godotengine/godot/pull/81160)).
-- Reset SDFGI when changing editor scene tabs ([GH-81167](https://github.com/godotengine/godot/pull/81167)).
-- Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support ([GH-81197](https://github.com/godotengine/godot/pull/81197)).
-- Add placeholder RID to GradientTexture1D ([GH-81198](https://github.com/godotengine/godot/pull/81198)).
-- vulkan: Update all components to Vulkan SDK 1.3.261.1 ([GH-81219](https://github.com/godotengine/godot/pull/81219)).
-- Windows: Fix not applying NVIDIA profile to new executables ([GH-81251](https://github.com/godotengine/godot/pull/81251)).
-- Implement render mode `fog_disabled` and BaseMaterial3D setting Disable Fog ([GH-81286](https://github.com/godotengine/godot/pull/81286)).
-- Use 16-bit index buffers instead of 32 when unnecessary ([GH-81288](https://github.com/godotengine/godot/pull/81288)).
-- Fix `RDPipelineColorBlendState.attachments` setter ([GH-81333](https://github.com/godotengine/godot/pull/81333)).
-- Fix mipmap bias behavior by refactoring how samplers are created by Material Storage ([GH-81350](https://github.com/godotengine/godot/pull/81350)).
-- Fix clear color's alpha value will affects 2D editor in Compatibility mode ([GH-81395](https://github.com/godotengine/godot/pull/81395)).
-- Propagate error correctly when max texture size for lightmaps is too small ([GH-81543](https://github.com/godotengine/godot/pull/81543)).
-- Fix LightmapGI baking with GridMap ([GH-81545](https://github.com/godotengine/godot/pull/81545)).
-- Fix GLES3 instanced rendering color and custom data defaults ([GH-81575](https://github.com/godotengine/godot/pull/81575)).
-- Fix VoxelGI MultiMesh and CSG mesh baking ([GH-81616](https://github.com/godotengine/godot/pull/81616)).
-- Improve GLES3 scene renderer compatibility with older devices ([GH-81650](https://github.com/godotengine/godot/pull/81650)).
-- Replace OIDN denoiser in Lightmapper with a JNLM denoiser compute shader ([GH-81659](https://github.com/godotengine/godot/pull/81659)).
-- Fix validation error when using pipeline cache control ([GH-81771](https://github.com/godotengine/godot/pull/81771)).
-- Fix massive validation errors when enabling TAA + MSAA ([GH-81775](https://github.com/godotengine/godot/pull/81775)).
-- Opt-in to Vulkan features we actually use ([GH-81827](https://github.com/godotengine/godot/pull/81827)).
-- Add half-pixel offset to lightmapper rasterization ([GH-81872](https://github.com/godotengine/godot/pull/81872)).
-- Polish a few things in Vulkan RD ([GH-81912](https://github.com/godotengine/godot/pull/81912)).
-- Fix LightmapGI shading sometimes being unlit or black ([GH-81951](https://github.com/godotengine/godot/pull/81951)).
-- Rewrite the GPU Lightmapper's indirect logic to match Godot 3.5's CPU Lightmapper ([GH-82068](https://github.com/godotengine/godot/pull/82068)).
-- Fix ShaderGlobalsOverride property handling ([GH-82100](https://github.com/godotengine/godot/pull/82100)).
-- Linux/OpenGL: Don't force vsync in the editor ([GH-82221](https://github.com/godotengine/godot/pull/82221)).
-- Fix RaycastOcclusionCull World3D scenario memory leak ([GH-82291](https://github.com/godotengine/godot/pull/82291)).
-- Optimizing glow behavior ([GH-82353](https://github.com/godotengine/godot/pull/82353)).
-- Add device info to GLES3 shader cache key hash ([GH-82359](https://github.com/godotengine/godot/pull/82359)).
-- ANGLE: Add fallback control options and defaults ([GH-82364](https://github.com/godotengine/godot/pull/82364)).
-- Clamp ReflectionProbe Max Distance to 262,144 to fix rendering issues ([GH-82415](https://github.com/godotengine/godot/pull/82415)).
-- Fix Decal clamping to positive values not being applied to RenderingServer ([GH-82416](https://github.com/godotengine/godot/pull/82416)).
-- GLES3: Avoid freeing proxy textures clearing owner's data ([GH-82430](https://github.com/godotengine/godot/pull/82430)).
-- Avoid trying to free null RIDs in FSR2 teardown ([GH-82445](https://github.com/godotengine/godot/pull/82445)).
-- Fix mismatch between surface vertex array generation inside the function and the caller ([GH-82451](https://github.com/godotengine/godot/pull/82451)).
-- Disable `lightmapper_rd` module in non-editor builds (and in Android editor) ([GH-82521](https://github.com/godotengine/godot/pull/82521)).
-- Make the lightmapper not dilate before denoising ([GH-82533](https://github.com/godotengine/godot/pull/82533)).
-- Use internal texture at internal resolution for calculating luminance (FSR2) ([GH-82534](https://github.com/godotengine/godot/pull/82534)).
-- Fix cluster artifacts and negative light ([GH-82546](https://github.com/godotengine/godot/pull/82546)).
-- Workaround crash due to null shader when running XR project with `--xr-mode` off ([GH-82679](https://github.com/godotengine/godot/pull/82679)).
-- OpenXR: Properly skip frame render when the XR runtime is not yet ready ([GH-82752](https://github.com/godotengine/godot/pull/82752)).
-- Forgot to add debanding to config object ([GH-82766](https://github.com/godotengine/godot/pull/82766)).
-- Re-add optional OIDN denoise as an external executable ([GH-82832](https://github.com/godotengine/godot/pull/82832)).
-- Fog shader: Fix undeclared identifier `global_variables` ([GH-82877](https://github.com/godotengine/godot/pull/82877)).
-- Avoid default fallback material when using `world_vertex_coords` ([GH-82886](https://github.com/godotengine/godot/pull/82886)).
-- Only perform modelview transform on tangent and binormal when vertex shader is in local space ([GH-82892](https://github.com/godotengine/godot/pull/82892)).
-- Directional 2 Split Shadow stabilization fix ([GH-82974](https://github.com/godotengine/godot/pull/82974)).
-- Fix VoxelGI bake memory leak ([GH-83035](https://github.com/godotengine/godot/pull/83035)).
-- Fix `trace_ray()` function in the lightmapper missing hits with large triangles ([GH-83040](https://github.com/godotengine/godot/pull/83040)).
-- Fix incorrect check in `_dict_to_surf` ([GH-83056](https://github.com/godotengine/godot/pull/83056)).
-- Fix incorrect vertex data size calculation in `ImmediateMesh` ([GH-83100](https://github.com/godotengine/godot/pull/83100)).
-- Fix compatibility shadow size not being initialized ([GH-83141](https://github.com/godotengine/godot/pull/83141)).
-- Disable update spinner when debug redraw is active ([GH-83143](https://github.com/godotengine/godot/pull/83143)).
-- Fix BaseMaterial3D update with certain material settings ([GH-83145](https://github.com/godotengine/godot/pull/83145)).
-- Fix a few cases where surface format is still 32 bits ([GH-83169](https://github.com/godotengine/godot/pull/83169)).
-- Sanitize tangents when creating mesh surfaces to avoid triggering the compressed mesh path in the shader ([GH-83179](https://github.com/godotengine/godot/pull/83179)).
-- Add an extra backbuffer color texture that can be used when an upscaler is in use ([GH-83192](https://github.com/godotengine/godot/pull/83192)).
-- Fix `TextureStorage` not assigning default scale ([GH-83199](https://github.com/godotengine/godot/pull/83199)).
-- Cleanup instances of using uint32_t for mesh formats ([GH-83211](https://github.com/godotengine/godot/pull/83211)).
-- Fix OpenGL directional shadow last split fading ([GH-83252](https://github.com/godotengine/godot/pull/83252)).
-- Optimize lightmapper using triangle clusters on the acceleration structure ([GH-83284](https://github.com/godotengine/godot/pull/83284)).
-- Fix disabling depth prepass break opaque materials ([GH-83371](https://github.com/godotengine/godot/pull/83371)).
-- Fix Mobile renderer shader instance uniform access ([GH-83400](https://github.com/godotengine/godot/pull/83400)).
-- Pass viewport size to shadow pass instead of using Vector2i(1,1) ([GH-83491](https://github.com/godotengine/godot/pull/83491)).
-- Ensure that only visible paired lights are used ([GH-83493](https://github.com/godotengine/godot/pull/83493)).
-- Bump version of Vulkan RD binary shader format ([GH-83563](https://github.com/godotengine/godot/pull/83563)).
-- Fix shadow map debug visualization camera frustum index buffer size ([GH-83639](https://github.com/godotengine/godot/pull/83639)).
-- Fixing incorrect normal map when using triplanar world mapping and mesh rotation ([GH-83658](https://github.com/godotengine/godot/pull/83658)).
-- Some more fixes for compressed meshes ([GH-83704](https://github.com/godotengine/godot/pull/83704)).
-- macOS: Fallback to native OpenGL renderer if ANGLE initialization failed ([GH-83753](https://github.com/godotengine/godot/pull/83753)).
-- Fix `GPUParticles3D` on the Meta Quest 2 with OpenGL renderer ([GH-83756](https://github.com/godotengine/godot/pull/83756)).
-- Add property hint for 2D shadow size project setting ([GH-83760](https://github.com/godotengine/godot/pull/83760)).
-- Ensure `r_aabb` is always used when creating surfaces through the RenderingServer ([GH-83840](https://github.com/godotengine/godot/pull/83840)).
-- Fix LightmapGI taking editor-only and sky-only lights into account ([GH-83861](https://github.com/godotengine/godot/pull/83861)).
-- Add padding to normal attribute in Compatibility renderer to match the RD renderers ([GH-83906](https://github.com/godotengine/godot/pull/83906)).
-- Fix reading shadow filter quality from project settings in compatibility ([GH-83998](https://github.com/godotengine/godot/pull/83998)).
-- Fix crash when upgrading meshes from 3.x format ([GH-84047](https://github.com/godotengine/godot/pull/84047)).
-- Fix multiple issues with UV compression ([GH-84159](https://github.com/godotengine/godot/pull/84159)).
-- Parse OpenGL and Vulkan strings as UTF-8 ([GH-84197](https://github.com/godotengine/godot/pull/84197)).
-- Overhaul the SurfaceUpgradeTool ([GH-84200](https://github.com/godotengine/godot/pull/84200)).
-- Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage ([GH-84211](https://github.com/godotengine/godot/pull/84211)).
-- Fix cubemap downsampler logic ([GH-84223](https://github.com/godotengine/godot/pull/84223)).
-- Fix WebXR on desktop emulator by resetting active texture unit ([GH-84267](https://github.com/godotengine/godot/pull/84267)).
-- macOS: Improve ANGLE support detection ([GH-84288](https://github.com/godotengine/godot/pull/84288)).
-- Use default samplers in base uniform set when rendering to reflection probes ([GH-84317](https://github.com/godotengine/godot/pull/84317)).
-- Windows: Add some AMD GPUs to the OpenGL blocklist ([GH-84568](https://github.com/godotengine/godot/pull/84568)).
-- Create tangent array if mesh created without tangents ([GH-84576](https://github.com/godotengine/godot/pull/84576)).
-- Fix FogMaterial memory leak ([GH-84702](https://github.com/godotengine/godot/pull/84702)).
-- GLES3: Protect against bogus `glGetShaderInfoLog` return values ([GH-84741](https://github.com/godotengine/godot/pull/84741)).
-- GLES3: Ensure all ShaderData is properly initialized in `set_code` ([GH-84752](https://github.com/godotengine/godot/pull/84752)).
-- Ensure optional CopyEffects variants are loaded last ([GH-84883](https://github.com/godotengine/godot/pull/84883)).
-- Renderer Viewport correct `sizeof` usage ([GH-84952](https://github.com/godotengine/godot/pull/84952)).
-- GLES3: Fix iOS Simulator by removing incorrect `system_fbo` overwrite ([GH-84955](https://github.com/godotengine/godot/pull/84955)).
-- Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene ([GH-84957](https://github.com/godotengine/godot/pull/84957)).
-- Prevent crash in `_nvapi_disable_threaded_optimization` when attached to renderdoc ([GH-85121](https://github.com/godotengine/godot/pull/85121)).
-- Avoid division by zero in the fix surface compatibility routine ([GH-85138](https://github.com/godotengine/godot/pull/85138)).
-- Fix potential double-close of draw command label ([GH-85147](https://github.com/godotengine/godot/pull/85147)).
-- Enable non-multiview advanced shader group whenever advanced shaders are requested ([GH-85194](https://github.com/godotengine/godot/pull/85194)).
+- Add `texel_scale` property to LightmapGI ([GH-64908](https://github.com/godotengine/godot/pull/64908)).
+- Add Direct3D 12 rendering driver (Mesa NIR approach) ([GH-70315](https://github.com/godotengine/godot/pull/70315)).
+- Make the rendering method dropdown also affect mobile if compatible ([GH-72461](https://github.com/godotengine/godot/pull/72461)).
+- Fix shadows for billboarded Sprite3D's ([GH-72638](https://github.com/godotengine/godot/pull/72638)).
+- Add option to bake a mesh from blend shape mix ([GH-76725](https://github.com/godotengine/godot/pull/76725)).
+- Update Y-sort position of the first item in the sorted subtree ([GH-79452](https://github.com/godotengine/godot/pull/79452)).
+- Implement hooks into renderer ([GH-80214](https://github.com/godotengine/godot/pull/80214)).
+- Improve warning messages related to Vulkan pipeline cache ([GH-80232](https://github.com/godotengine/godot/pull/80232)).
+- OpenGL: Implement 3D Texture support ([GH-80363](https://github.com/godotengine/godot/pull/80363)).
+- Fix potential integer underflow in rounded up divisions ([GH-80390](https://github.com/godotengine/godot/pull/80390)).
+- Improve split blending logic for Vulkan ([GH-82668](https://github.com/godotengine/godot/pull/82668)).
+- Add thread guard for `force_draw` and update related documentation ([GH-82953](https://github.com/godotengine/godot/pull/82953)).
+- Split `RenderingDevice` into API-agnostic and `RenderingDeviceDriver` parts ([GH-83452](https://github.com/godotengine/godot/pull/83452)).
+- Fix buffer updates going to the wrong cmd buffer if barriers were 0 ([GH-83736](https://github.com/godotengine/godot/pull/83736)).
+- Expose `energy_multiplier` to remaining SkyMaterials ([GH-83938](https://github.com/godotengine/godot/pull/83938)).
+- Add 3D MSAA and scaling support to GLES3 ([GH-83976](https://github.com/godotengine/godot/pull/83976)).
+- Merge passes in Vulkan mobile renderer ([GH-84169](https://github.com/godotengine/godot/pull/84169)).
+- Fix bad parameter for `rendering_method` crashes Godot ([GH-84241](https://github.com/godotengine/godot/pull/84241)).
+- Skip swapchain logic if there is nothing to present (Android OpenXR) ([GH-84244](https://github.com/godotengine/godot/pull/84244)).
+- Add `shadows_disabled` macro in Compatibility renderer ([GH-84416](https://github.com/godotengine/godot/pull/84416)).
+- Transform mesh's AABB to skeleton's space when calculating mesh's bounds ([GH-84451](https://github.com/godotengine/godot/pull/84451)).
+- Fix Camera2D frame delay (port from 3.x) ([GH-84465](https://github.com/godotengine/godot/pull/84465)).
+- Extend `CanvasItem::draw_circle()`, making it also draw unfilled circle ([GH-84472](https://github.com/godotengine/godot/pull/84472)).
+- CanvasItem draw implement antialiasing for `circle`, `rect`, `multiline`, and `dashedline` ([GH-84523](https://github.com/godotengine/godot/pull/84523)).
+- Use render pass uniform set to store viewport samplers ([GH-84637](https://github.com/godotengine/godot/pull/84637)).
+- Add MSAA support for WebXR ([GH-84686](https://github.com/godotengine/godot/pull/84686)).
+- Only copy the relevant portion of the screen when copying to backbuffer in Compatibility backend ([GH-84733](https://github.com/godotengine/godot/pull/84733)).
+- Shadow volume culling and tighter shadow caster culling ([GH-84745](https://github.com/godotengine/godot/pull/84745)).
+- Add optional depth fog to Environment ([GH-84792](https://github.com/godotengine/godot/pull/84792)).
+- Vulkan: Fix incorrect access to the buffers on Android ([GH-84852](https://github.com/godotengine/godot/pull/84852)).
+- Store ArrayMesh path in RenderingServer for use in error messages ([GH-84894](https://github.com/godotengine/godot/pull/84894)).
+- Acyclic Command Graph for Rendering Device ([GH-84976](https://github.com/godotengine/godot/pull/84976)).
+- Use vertex input mask for creating vertex arrays ([GH-85092](https://github.com/godotengine/godot/pull/85092)).
+- OpenGL: Implement rendering of lightmaps ([GH-85120](https://github.com/godotengine/godot/pull/85120)).
+- Remove GI methods in parentheses from light baking options ([GH-85219](https://github.com/godotengine/godot/pull/85219)).
+- Fix typo in BaseMaterial3D conversion from 3.x SpatialMaterial ([GH-85269](https://github.com/godotengine/godot/pull/85269)).
+- Force ANGLE on all pre GCN 4th gen. AMD/ATI GPUs ([GH-85273](https://github.com/godotengine/godot/pull/85273)).
+- Add property change guards to Sprite2D, Sprite3D and AnimatedSprite2D ([GH-85311](https://github.com/godotengine/godot/pull/85311)).
+- Fix invalid `frame` index when Sprite2D's `hframes` or `vframes` change ([GH-85317](https://github.com/godotengine/godot/pull/85317)).
+- Use render method from OS instead of project settings in compositor RD ([GH-85387](https://github.com/godotengine/godot/pull/85387)).
+- Avoid crashes when engine leaks canvas items and friends ([GH-85520](https://github.com/godotengine/godot/pull/85520)).
+- Apply some low-hanging fruit optimizations to Vulkan RD ([GH-85532](https://github.com/godotengine/godot/pull/85532)).
+- Add premult alpha blending to 3D (spatial) shaders ([GH-85609](https://github.com/godotengine/godot/pull/85609)).
+- Add wireframe for compatibility mode ([GH-85621](https://github.com/godotengine/godot/pull/85621)).
+- Set ReflectionProbe frame before mapping id in mobile renderer ([GH-85635](https://github.com/godotengine/godot/pull/85635)).
+- Add a descriptive error message when creating a mesh surface from the wrong array type ([GH-85646](https://github.com/godotengine/godot/pull/85646)).
+- GLES3: Skip batches with zero instance count while rendering canvas ([GH-85778](https://github.com/godotengine/godot/pull/85778)).
+- macOS: Switch ANGLE backend to ANGLE over OpenGL, switch default compatibility renderer back to native ([GH-85785](https://github.com/godotengine/godot/pull/85785)).
+- Expose `copy_effects` compute shader in Mobile backend ([GH-85793](https://github.com/godotengine/godot/pull/85793)).
+- Implement render info counters for the 2D renderer ([GH-85811](https://github.com/godotengine/godot/pull/85811)).
+- Fix CanvasOcclusionShaderRD format error with double precision build ([GH-85822](https://github.com/godotengine/godot/pull/85822)).
+- Ensure that 2D meshes use a proper input mask ([GH-85972](https://github.com/godotengine/godot/pull/85972)).
+- Windows: Always use ANGLE in ARM builds ([GH-86001](https://github.com/godotengine/godot/pull/86001)).
+- Fix radiance for sky in GLES stereo rendering ([GH-86018](https://github.com/godotengine/godot/pull/86018)).
+- Fix Volumetric Fog VoxelGI updates ([GH-86023](https://github.com/godotengine/godot/pull/86023)).
+- Remove dead code from `DisplayServerWindows::window_set_size` ([GH-86029](https://github.com/godotengine/godot/pull/86029)).
+- Add a reflection mask to the reflection probes ([GH-86073](https://github.com/godotengine/godot/pull/86073)).
+- Jitter raster occlusion camera to reduce false positives ([GH-86121](https://github.com/godotengine/godot/pull/86121)).
+- Reduce the number of samplers used by the scene shaders ([GH-86219](https://github.com/godotengine/godot/pull/86219)).
+- Use best fit normals for storing screen space normals ([GH-86316](https://github.com/godotengine/godot/pull/86316)).
+- Fix wrong error message when graphics pipeline creation fails ([GH-86405](https://github.com/godotengine/godot/pull/86405)).
+- Add `RD_ENABLED` when `VULKAN_ENABLED` or `D3D12_ENABLED` is added ([GH-86435](https://github.com/godotengine/godot/pull/86435)).
+- Fix MSVC 14.1 complaining about "attempting to reference a deleted function" in RenderPassClearValue ([GH-86507](https://github.com/godotengine/godot/pull/86507)).
+- Fix incorrect `CAMERA_DIRECTION_WORLD` calculation ([GH-86516](https://github.com/godotengine/godot/pull/86516)).
+- RenderingDevice: Fix uniform sets wrongly assumed to be bound ([GH-86522](https://github.com/godotengine/godot/pull/86522)).
+- D3D12: Dynamically load Agility SDK ([GH-86551](https://github.com/godotengine/godot/pull/86551)).
+- Fix LightmapperRD division warning in MSVC ([GH-86555](https://github.com/godotengine/godot/pull/86555)).
+- Fix Polygon2D to Skeleton2D transform calculation ([GH-86557](https://github.com/godotengine/godot/pull/86557)).
+- Support CUSTOM shader attributes in 2D ([GH-86564](https://github.com/godotengine/godot/pull/86564)).
+- Tiny fix for lightmapper DDA ([GH-86583](https://github.com/godotengine/godot/pull/86583)).
+- Implement overdraw, lighting, and unshaded debug draw modes for OpenGL ([GH-86677](https://github.com/godotengine/godot/pull/86677)).
+- Add autocompletion for RenderingServer's global shader methods & `has_os_feature` ([GH-86798](https://github.com/godotengine/godot/pull/86798)).
+- Fix global transform being wrong on entering tree ([GH-86841](https://github.com/godotengine/godot/pull/86841)).
+- Avoid several null-dereferences of ApiContextRD ([GH-86843](https://github.com/godotengine/godot/pull/86843)).
+- Fix usage of index offsets in RenderingDevice ([GH-86852](https://github.com/godotengine/godot/pull/86852)).
+- Fix determination of copyable layout for compressed textures in Vulkan ([GH-86855](https://github.com/godotengine/godot/pull/86855)).
+- Fix build warning with memset value being too large ([GH-86920](https://github.com/godotengine/godot/pull/86920)).
+- Fix SSR not working properly in stereo ([GH-86996](https://github.com/godotengine/godot/pull/86996)).
+- Windows: Add support for hex vendor/device IDs in the Angle blocklist. Add Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist ([GH-87013](https://github.com/godotengine/godot/pull/87013)).
+- Fix incorrect mapping of initial action as clear region continue to clear ([GH-87022](https://github.com/godotengine/godot/pull/87022)).
+- Deprecate RenderingServer's `has_feature` and Features enum ([GH-87035](https://github.com/godotengine/godot/pull/87035)).
+- Default to 32-bit depth map on Forward+ renderer and 24-bit only on Mobile renderer ([GH-87057](https://github.com/godotengine/godot/pull/87057)).
+- Fix UV issues in Compatibility renderer ([GH-87067](https://github.com/godotengine/godot/pull/87067)).
+- Add `shader_cache_dir_valid` check to `_save_to_cache` ([GH-87096](https://github.com/godotengine/godot/pull/87096)).
+- Fix build warning with memset value being too large ([GH-87155](https://github.com/godotengine/godot/pull/87155)).
+- Fix 2D normals for transposed texture ([GH-87225](https://github.com/godotengine/godot/pull/87225)).
+- Stabilize snapping 2D transforms to pixel ([GH-87297](https://github.com/godotengine/godot/pull/87297)).
+- D3D12 RDD: Fix wrong argument when resolving timestamp queries ([GH-87298](https://github.com/godotengine/godot/pull/87298)).
+- Finish splitting functionality of the `RenderingDevice` backends into `RenderingDeviceDriver` ([GH-87340](https://github.com/godotengine/godot/pull/87340)).
+- Fix memory leak from not clearing the buffer barrier vector properly on the render graph ([GH-87349](https://github.com/godotengine/godot/pull/87349)).
+- Fix Compatibility Rendering (GLES3) on old and low budget devices ([GH-87352](https://github.com/godotengine/godot/pull/87352)).
+- Implement glow/bloom on compatibility renderer ([GH-87360](https://github.com/godotengine/godot/pull/87360)).
+- Add GLES3 infrastructure for lightmap baking in the compatibility backend ([GH-87386](https://github.com/godotengine/godot/pull/87386)).
+- Add `ivec` variants to `multiview_uv` for stereo rendering ([GH-87460](https://github.com/godotengine/godot/pull/87460)).
+- OpenXR: Cleanup swapchain logic (was Fix render target multiplier) ([GH-87466](https://github.com/godotengine/godot/pull/87466)).
+- Direct3D 12: Let NIR runtime data and push constants use the same register scheme as bindings ([GH-87482](https://github.com/godotengine/godot/pull/87482)).
+- Disable scissor test after rendering batches in compatibility renderer ([GH-87489](https://github.com/godotengine/godot/pull/87489)).
+- Clean up outdated `USE_LIGHT_SHADER_CODE` usage ([GH-87495](https://github.com/godotengine/godot/pull/87495)).
+- Fix framebuffer created for reflection probe in mobile renderer ([GH-87505](https://github.com/godotengine/godot/pull/87505)).
+- Fix validation errors by improving stage and slice tracking behavior of RenderingDeviceGraph ([GH-87512](https://github.com/godotengine/godot/pull/87512)).
+- Avoid saving the `texture_rd_rid` property of TextureRD resources ([GH-87541](https://github.com/godotengine/godot/pull/87541)).
+- Significantly improve the speed of shader compilation in compatibility backend ([GH-87553](https://github.com/godotengine/godot/pull/87553)).
+- Direct3D 12: Make format feature check more defensive ([GH-87570](https://github.com/godotengine/godot/pull/87570)).
+- Direct3D 12: Fix and enable custom debug printing ([GH-87572](https://github.com/godotengine/godot/pull/87572)).
+- Direct3D 12: Include in CODEOWNERS ([GH-87574](https://github.com/godotengine/godot/pull/87574)).
+- Do not use a linear sampler on lightmapper when retrieving grid data ([GH-87618](https://github.com/godotengine/godot/pull/87618)).
+- Direct3D 12: Query support for 16-bit operations ([GH-87670](https://github.com/godotengine/godot/pull/87670)).
+- Add check in `CompressedTextureLayered::get_layer_data` to prevent crash ([GH-87694](https://github.com/godotengine/godot/pull/87694)).
+- Free dummy renderer objects ([GH-87710](https://github.com/godotengine/godot/pull/87710)).
+- Enforce calling RenderingDevice code from rendering thread in TextureRD classes ([GH-87721](https://github.com/godotengine/godot/pull/87721)).
+- Do not reflect the origin lines in a mirror ([GH-87757](https://github.com/godotengine/godot/pull/87757)).
+- Direct3D 12: Avoid terrible leak related to command allocators ([GH-87795](https://github.com/godotengine/godot/pull/87795)).
+- Namespace shader cache files by graphics API ([GH-87796](https://github.com/godotengine/godot/pull/87796)).
+- Direct3D 12: Enhance management of texture data life cycle ([GH-87872](https://github.com/godotengine/godot/pull/87872)).
+- Direct 3D 12: Implement proper fallback for format casting ([GH-88027](https://github.com/godotengine/godot/pull/88027)).
+- Add reflection probe support to compatibility renderer ([GH-88056](https://github.com/godotengine/godot/pull/88056)).
+- Fix missing instance type in dummy renderer ([GH-88097](https://github.com/godotengine/godot/pull/88097)).
+- Make `RID_Owner<Texture>` threadsafe in `TextureStorage` for GLES3 ([GH-88205](https://github.com/godotengine/godot/pull/88205)).
+- Direct3D 12: Fix cubemap slicing ([GH-88252](https://github.com/godotengine/godot/pull/88252)).
+- D3D12: Improve shader validation handling ([GH-88254](https://github.com/godotengine/godot/pull/88254)).
+- Fix swap chain errors when application starts minimized ([GH-88289](https://github.com/godotengine/godot/pull/88289)).
+- Disable ReShade in the editor and project manager (if run via Vulkan) ([GH-88316](https://github.com/godotengine/godot/pull/88316)).
+- Use Reverse Z for the depth buffer ([GH-88328](https://github.com/godotengine/godot/pull/88328)).
+- Add validation to render graph for draw and compute lists ([GH-88331](https://github.com/godotengine/godot/pull/88331)).
+- Handle `VK_SUBOPTIMAL_KHR` as a valid error code to fix Android performance ([GH-88361](https://github.com/godotengine/godot/pull/88361)).
+- Fix unshaded debug draw mode for LightmapGI ([GH-88384](https://github.com/godotengine/godot/pull/88384)).
+- Allow VisibleOnScreenNotifier2D/3D to have empty `enable_node_path` ([GH-88403](https://github.com/godotengine/godot/pull/88403)).
+- Make dummy rendering server appear as a high end platform to fix vulkan shader compile error when exporting ([GH-88409](https://github.com/godotengine/godot/pull/88409)).
+- Fix reversed custom `AABB` check when recalculating multimesh `AABB`s ([GH-88506](https://github.com/godotengine/godot/pull/88506)).
+- D3D12: Define GUIDs directly ([GH-88540](https://github.com/godotengine/godot/pull/88540)).
+- Merge execute and present commands for RenderingDeviceDriver ([GH-88560](https://github.com/godotengine/godot/pull/88560)).
+- Fix shader cache with transform feedback on some Android devices ([GH-88573](https://github.com/godotengine/godot/pull/88573)).
+- Fail early if shader mode is invalid in dummy renderer ([GH-88581](https://github.com/godotengine/godot/pull/88581)).
+- Remove unnecessary AABB initialization for CPUParticles ([GH-88602](https://github.com/godotengine/godot/pull/88602)).
+- Change glow calculation back to `max(r,g,b)` ([GH-88612](https://github.com/godotengine/godot/pull/88612)).
+- Remove tracking logic for input attachments as it's not necessary ([GH-88631](https://github.com/godotengine/godot/pull/88631)).
+- Fix OpenGL on Android after adding optional depth fog ([GH-88633](https://github.com/godotengine/godot/pull/88633)).
+- Use barriers between all blur passes with SSAO and SSIL ([GH-88649](https://github.com/godotengine/godot/pull/88649)).
+- Implement VisibilityNotifier3D in the compatibility backend ([GH-88684](https://github.com/godotengine/godot/pull/88684)).
+- Consistently use `system_fbo` instead of binding 0 as it is needed for iOS devices ([GH-88745](https://github.com/godotengine/godot/pull/88745)).
+- Fix rendering issue with depth in WebXR ([GH-88787](https://github.com/godotengine/godot/pull/88787)).
+- Add fix for TAA passes rendering black meshes on XR ([GH-88830](https://github.com/godotengine/godot/pull/88830)).
+- Add `compositor_free` branch in Compatibility scene renderer free function ([GH-88873](https://github.com/godotengine/godot/pull/88873)).
+- Ensure proper vertex input masks are used in 2D compatibility renderer ([GH-88938](https://github.com/godotengine/godot/pull/88938)).
+- Direct3D 12: Fix shader model support check for devices not aware of the highest ones ([GH-89038](https://github.com/godotengine/godot/pull/89038)).
+- Fix never ending loop with overlapping probes ([GH-89134](https://github.com/godotengine/godot/pull/89134)).
+- Vulkan: Don't warn about invalid pipelines cache if missing ([GH-89180](https://github.com/godotengine/godot/pull/89180)).
+- Make shader binary alignment handling simpler and more robust ([GH-89209](https://github.com/godotengine/godot/pull/89209)).
+- Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals ([GH-89253](https://github.com/godotengine/godot/pull/89253)).
+- Make `ShaderDescription` and related types public ([GH-89277](https://github.com/godotengine/godot/pull/89277)).
+- Fix lightmap captures not applied in one octant ([GH-89281](https://github.com/godotengine/godot/pull/89281)).
+- Increase coverage of timestamps for visual profiler ([GH-89398](https://github.com/godotengine/godot/pull/89398)).
+- Ensure specialization constants come sorted from reflection ([GH-89420](https://github.com/godotengine/godot/pull/89420)).
+- Set a minimum of 0.01 for proximity fade to avoid undefined behavior in shader ([GH-89432](https://github.com/godotengine/godot/pull/89432)).
+- Fix missed light clusters when inside clipped lights ([GH-89450](https://github.com/godotengine/godot/pull/89450)).
+- Fix shader compilation error when enabling texture MSDF and UV1 Triplanar at the same time ([GH-89470](https://github.com/godotengine/godot/pull/89470)).
+- Expose bindings to compute dispatch indirect of rendering device ([GH-89491](https://github.com/godotengine/godot/pull/89491)).
+- Allow BaseMaterial3D height/dither fade to work with Compatibility rendering ([GH-89528](https://github.com/godotengine/godot/pull/89528)).
+- Fix mobile renderer RID leaks ([GH-89531](https://github.com/godotengine/godot/pull/89531)).
+- Tighter shadow culling - fix light colinear to frustum edge ([GH-89714](https://github.com/godotengine/godot/pull/89714)).
+- Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance ([GH-89729](https://github.com/godotengine/godot/pull/89729)).
+- OpenXR: Change timing of xrWaitFrame and fix XR multithreading issues ([GH-89734](https://github.com/godotengine/godot/pull/89734)).
+- Add missing `RenderInfoType` enum to `Viewport` ([GH-89805](https://github.com/godotengine/godot/pull/89805)).
+- Fix decal modulate being passed as srgb instead of as linear color ([GH-89849](https://github.com/godotengine/godot/pull/89849)).
+- Add support for OpenXR composition layers ([GH-89880](https://github.com/godotengine/godot/pull/89880)).
+- Improvements to VRS/Foveated rendering ([GH-89894](https://github.com/godotengine/godot/pull/89894)).
+- TileMap: Fix forcing cleanup on exiting tree/canvas ([GH-89975](https://github.com/godotengine/godot/pull/89975)).
+- Fix `RenderingDevice::get_driver_resource` crash or incorrect result with certain resources ([GH-90011](https://github.com/godotengine/godot/pull/90011)).
+- Add early return when setting `transparent_bg` ([GH-90055](https://github.com/godotengine/godot/pull/90055)).
+- Expose `MeshInstance3D.get_skin_reference` and add docs ([GH-90056](https://github.com/godotengine/godot/pull/90056)).
+- Don't use subpasses when we're using Canvas background mode in Mobile ([GH-90191](https://github.com/godotengine/godot/pull/90191)).
+- Allow Decal Emission Energy values above 128 in the inspector ([GH-90217](https://github.com/godotengine/godot/pull/90217)).
+- Fix OpenGL `_shadow_atlas_find_shadow` error when light instance is freed ([GH-90233](https://github.com/godotengine/godot/pull/90233)).
+- Fix per-node physics interpolation setting ([GH-90246](https://github.com/godotengine/godot/pull/90246)).
+- Add toggle for enabling or disabling RenderingDevice's pipeline cache ([GH-90271](https://github.com/godotengine/godot/pull/90271)).
+- Fix sharing World2D between SubViewports causes 2D lights of one SubViewport to go missing ([GH-90282](https://github.com/godotengine/godot/pull/90282)).
+- Avoid compiler error with RenderingContextDriverVulkanWindows ([GH-90326](https://github.com/godotengine/godot/pull/90326)).
+- OpenXR: Apply fix for reverse Z ([GH-90416](https://github.com/godotengine/godot/pull/90416)).
+- Fix GeometryInstance3D Custom AABB assignment in the editor not working ([GH-90440](https://github.com/godotengine/godot/pull/90440)).
+- Clear RIDs of weight buffers when freeing to avoid double free ([GH-90458](https://github.com/godotengine/godot/pull/90458)).
+- Fix incorrect bounds check in RenderingDevice push constant ([GH-90620](https://github.com/godotengine/godot/pull/90620)).
+- Delaunay3D/LightmapGI: Improve triangulation ([GH-90701](https://github.com/godotengine/godot/pull/90701)).
+- LightmapGI: Reduce warnings and increase probe accuracy ([GH-90702](https://github.com/godotengine/godot/pull/90702)).
+- Fix `Line2D` joints with `joint_mode` set to Round rendered "flipped" for a 180 degree angle ([GH-90786](https://github.com/godotengine/godot/pull/90786)).
+- Use a src rect for copying from screen with CanvasGroup in the mobile backend ([GH-90821](https://github.com/godotengine/godot/pull/90821)).
+- Revert change to default depth clear value in `draw_list_begin()` ([GH-90828](https://github.com/godotengine/godot/pull/90828)).
+- LightmapGI: Fix seam blending with directional lightmaps ([GH-90848](https://github.com/godotengine/godot/pull/90848)).
+- Fix LightOccluder2D SDF Collision Enable/Disable ([GH-90883](https://github.com/godotengine/godot/pull/90883)).
+- Ensure minimum block size is respected when doing GPU to CPU copies of compressed textures ([GH-90911](https://github.com/godotengine/godot/pull/90911)).
+- Avoid writing out of range data over valid data in CVTT decompress methods when decompressing small mip levels ([GH-90912](https://github.com/godotengine/godot/pull/90912)).
+- Apply additional fixes to servers' threading ([GH-90913](https://github.com/godotengine/godot/pull/90913)).
+- Exit light calculation early when pixel outside of light bounding rectangle ([GH-90920](https://github.com/godotengine/godot/pull/90920)).
+- Handle compressed images in `TileSetAtlasSource::_create_padded_image_texture` ([GH-90994](https://github.com/godotengine/godot/pull/90994)).
+- Fix issue with copy shader not working in multiview ([GH-91059](https://github.com/godotengine/godot/pull/91059)).
+- Fix issue in shadow to opacity ([GH-91096](https://github.com/godotengine/godot/pull/91096)).
+- Add `LIGHT_VERTEX` to fragment shader ([GH-91136](https://github.com/godotengine/godot/pull/91136)).
+- Fix crash on compatibility fallback when vkCreateRenderPass2KHR is unavailable ([GH-91169](https://github.com/godotengine/godot/pull/91169)).
+- Tweak appearance of 3D editor gizmo icons ([GH-91174](https://github.com/godotengine/godot/pull/91174)).
+- Add adjustments and color correction to Compatibility renderer ([GH-91176](https://github.com/godotengine/godot/pull/91176)).
+- Properly calculate penumbra for soft shadows with reverse z ([GH-91191](https://github.com/godotengine/godot/pull/91191)).
+- Fix incorrect memory read when capacity changes in RD Graph ([GH-91312](https://github.com/godotengine/godot/pull/91312)).
+- Ensure that environment is available before checking for BCS ([GH-91322](https://github.com/godotengine/godot/pull/91322)).
+- Fix SDFGI being used in unshaded debug draw ([GH-91344](https://github.com/godotengine/godot/pull/91344)).
+- Ensure global shader sampler parameters are initialized when loading ([GH-91414](https://github.com/godotengine/godot/pull/91414)).
+- Fix typo in shader breaking gles3 ([GH-91426](https://github.com/godotengine/godot/pull/91426)).
+- Use a full screen triangle for mipmap calculations in mobile renderer ([GH-91480](https://github.com/godotengine/godot/pull/91480)).
+- Add optional driver workaround to RenderingDevice for Adreno 6XX ([GH-91514](https://github.com/godotengine/godot/pull/91514)).
+- Add draw and dispatch count to timestamp validation ([GH-91530](https://github.com/godotengine/godot/pull/91530)).
+- Properly set size of shadow atlas quadrant when subdivision is 8 or higher ([GH-91545](https://github.com/godotengine/godot/pull/91545)).
+- Add a project setting to configure the maximum number of timestamps ([GH-91551](https://github.com/godotengine/godot/pull/91551)).
+- LightmapGI: Fix lightleaks caused by insufficient padding and add denoiser range property for LightmapGI ([GH-91601](https://github.com/godotengine/godot/pull/91601)).
+- Skip rendering sky if viewport is set to transparent background ([GH-91642](https://github.com/godotengine/godot/pull/91642)).
+- Add support for enhanced barriers in D3D12 ([GH-91769](https://github.com/godotengine/godot/pull/91769)).
+- Tighter light culling - fix directional lights colinear case ([GH-91790](https://github.com/godotengine/godot/pull/91790)).
+- Rewrite reprojection for FSR2 to work correctly with Reverse-Z ([GH-91799](https://github.com/godotengine/godot/pull/91799)).
+- Do not use MSAA versions of textures on debug views ([GH-91808](https://github.com/godotengine/godot/pull/91808)).
+- Fix MultiMesh buffer cache in transforms-only case ([GH-91846](https://github.com/godotengine/godot/pull/91846)).
+- Fix compatibility renderer load of compressed layered `GL_TEXTURE_2D_ARRAY` ([GH-91853](https://github.com/godotengine/godot/pull/91853)).
+- Fix lightmapper seam blending ([GH-91985](https://github.com/godotengine/godot/pull/91985)).
+- Optimize usage of "prepare for use" in draw and dispatch commands ([GH-91989](https://github.com/godotengine/godot/pull/91989)).
+- Increase coverage of VRAM debugger and add support to RD backends ([GH-92000](https://github.com/godotengine/godot/pull/92000)).
+- vulkan: Update all components to Vulkan SDK 1.3.283.0 ([GH-92010](https://github.com/godotengine/godot/pull/92010)).
+- Add context getter to RenderingDevice ([GH-92045](https://github.com/godotengine/godot/pull/92045)).
+- Tight shadow culling - increase epsilon to prevent flickering ([GH-92078](https://github.com/godotengine/godot/pull/92078)).
+- Stereo rendering: Fix omni lights ([GH-92186](https://github.com/godotengine/godot/pull/92186)).
+- Only apply LOD when camera is outside the AABB of mesh in mobile renderer ([GH-92232](https://github.com/godotengine/godot/pull/92232)).
+- Reduce allocations each time a render pass begins in RenderingDevice ([GH-92258](https://github.com/godotengine/godot/pull/92258)).
+- Fix LOD selection in compatibility backend and clean up LOD code ([GH-92287](https://github.com/godotengine/godot/pull/92287)).
+- Fix albedo value wraparound in Compatibility render mode ([GH-92388](https://github.com/godotengine/godot/pull/92388)).
+- Separate linear and sRGB uniform buffers in RD rendering backends ([GH-92444](https://github.com/godotengine/godot/pull/92444)).
+- Disable `camera_effects` when debug draw is active ([GH-92524](https://github.com/godotengine/godot/pull/92524)).
+- Add more validation to UBO size and alignment in Compatibility renderer ([GH-92568](https://github.com/godotengine/godot/pull/92568)).
+- RenderingDevice: Reject creation of textures with no usage ([GH-92587](https://github.com/godotengine/godot/pull/92587)).
+- Fix Adreno 3xx compatibility for devices with newer driver versions ([GH-92741](https://github.com/godotengine/godot/pull/92741)).
+- Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx ([GH-92817](https://github.com/godotengine/godot/pull/92817)).
+- Make query for `GL_MAX_VIEWPORT_DIMS` compatible with web exports ([GH-92851](https://github.com/godotengine/godot/pull/92851)).
+- Fix depth clear value for uv2 baking in compatibility renderer ([GH-92887](https://github.com/godotengine/godot/pull/92887)).
+- Ensure Motion Vectors are enabled by particles and skeletons when using the Motion Vector debug draw option ([GH-93055](https://github.com/godotengine/godot/pull/93055)).
+- Ensure post processing happens when adjustments are enabled in the Compatibility renderer ([GH-93060](https://github.com/godotengine/godot/pull/93060)).
+- Track compositor effects that use motion vectors ([GH-93068](https://github.com/godotengine/godot/pull/93068)).
+- Ensure sky reflection is updated when ambient mode is set to background ([GH-93107](https://github.com/godotengine/godot/pull/93107)).
+- Add Parallax2D repeats in ysort child collection ([GH-93182](https://github.com/godotengine/godot/pull/93182)).
+- Fix `TileMapLayer` not respecting physics interpolation mode ([GH-93279](https://github.com/godotengine/godot/pull/93279)).
+- AnimatedTexture: Fix crash when loaded from a thread ([GH-93340](https://github.com/godotengine/godot/pull/93340)).
+- Fix ubo tag placement in canvas.glsl fragment shader ([GH-93343](https://github.com/godotengine/godot/pull/93343)).
+- Physics interpolation: Fix 2D skinning ([GH-93368](https://github.com/godotengine/godot/pull/93368)).
+- Remove unused flag and code from canvas renderer ([GH-93376](https://github.com/godotengine/godot/pull/93376)).
+- Fix incorrect enabling of post process in OpenGL ([GH-93530](https://github.com/godotengine/godot/pull/93530)).
+- Add safety check when setting several rendering effect quality ([GH-93617](https://github.com/godotengine/godot/pull/93617)).
+- Make RenderSceneData take projection correction into account ([GH-93630](https://github.com/godotengine/godot/pull/93630)).
+- Use `PackedVector4Array` instead of float array for vec4 array uniform ([GH-93635](https://github.com/godotengine/godot/pull/93635)).
+- Remove warning when project setting requests a larger global shader uniform buffer than the hardware supports ([GH-93645](https://github.com/godotengine/godot/pull/93645)).
+- Remove useless instantiation in `RDShaderFile::parse_versions_from_text` ([GH-93649](https://github.com/godotengine/godot/pull/93649)).
+- Improve handling of rendering startup errors ([GH-93706](https://github.com/godotengine/godot/pull/93706)).
+- D3D12: Use the right state for resources in certain heap types ([GH-93707](https://github.com/godotengine/godot/pull/93707)).
+- Windows: Disable G-SYNC in windowed mode ([GH-93737](https://github.com/godotengine/godot/pull/93737)).
+- Replace pixel rounding with `floor(x + 0.5)` ([GH-93740](https://github.com/godotengine/godot/pull/93740)).
+- Fix inconsistent CanvasModulate color in 2D HDR ([GH-93802](https://github.com/godotengine/godot/pull/93802)).
+- Physics Interpolation - Fix `interpolated_transform_2d` ([GH-93852](https://github.com/godotengine/godot/pull/93852)).
+- Android: Fix the issue causing the logo to not show when using the `compatibility` renderer ([GH-93891](https://github.com/godotengine/godot/pull/93891)).
+- Fix AABB computation for position compression to not depend on vertex order ([GH-93916](https://github.com/godotengine/godot/pull/93916)).
+- Fix compatibility renderer `depth_prepass_alpha` ([GH-93931](https://github.com/godotengine/godot/pull/93931)).
+- MoltenVK: Fix downscaled hiDPI window pixelation ([GH-93950](https://github.com/godotengine/godot/pull/93950)).
+- Pre transparent compositor effects needs to run later ([GH-93960](https://github.com/godotengine/godot/pull/93960)).
+- Physics Interpolation: Fix behavior on pause ([GH-94036](https://github.com/godotengine/godot/pull/94036)).
+- RenderingDevice: Leave handling of compressed block granularity to the driver ([GH-94069](https://github.com/godotengine/godot/pull/94069)).
+- Use `GL_COLOR_ATTACHMENT` in depth prepass when using Multiview ([GH-94095](https://github.com/godotengine/godot/pull/94095)).
+- Remove our `ERR_ON_RENDER_THREAD` guard, it is not reliable ([GH-94121](https://github.com/godotengine/godot/pull/94121)).
+- Silence Vulkan "Unable to acquire framebuffer." swapchain error ([GH-94135](https://github.com/godotengine/godot/pull/94135)).
+- Properly linearize depth buffer for SSAO when using orthogonal camera ([GH-94153](https://github.com/godotengine/godot/pull/94153)).
+- Fix SSR orientation issues when using orthogonal camera ([GH-94184](https://github.com/godotengine/godot/pull/94184)).
+- D3D12: Get rid of `DXIL.dll`! ([GH-94203](https://github.com/godotengine/godot/pull/94203)).
+- Fix black `get_texture()` on viewport in compatibility mode with HDR enabled ([GH-94233](https://github.com/godotengine/godot/pull/94233)).
+- Lightmapper: Ensure the atlas is big enough to fit padded UV maps ([GH-94236](https://github.com/godotengine/godot/pull/94236)).
+- Lightmapper: Prevent infinite loop while blitting lightmaps into an atlas ([GH-94237](https://github.com/godotengine/godot/pull/94237)).
+- Fix Image CowData crash when baking large lightmaps ([GH-94243](https://github.com/godotengine/godot/pull/94243)).
+- D3D12: Avoid enabling depth bounds test if unsupported ([GH-94267](https://github.com/godotengine/godot/pull/94267)).
+- Use a spec constant to control whether the MultiMesh branch is used in the vertex shader ([GH-94289](https://github.com/godotengine/godot/pull/94289)).
+- Fix empty region in AtlasTexture ([GH-94365](https://github.com/godotengine/godot/pull/94365)).
+- Expose more state in RenderSceneBuffersRD ([GH-94388](https://github.com/godotengine/godot/pull/94388)).
+- Restore default clear color after displaying boot splash ([GH-94404](https://github.com/godotengine/godot/pull/94404)).
+- Always render when XR is enabled, even if no OS windows can draw ([GH-94412](https://github.com/godotengine/godot/pull/94412)).
+- Add warning when use FSR1 on renderer other than forward plus ([GH-94492](https://github.com/godotengine/godot/pull/94492)).
+- SDFGI: Fix crash if `update_data` is nullptr ([GH-94535](https://github.com/godotengine/godot/pull/94535)).
+- GLES3: Fix directional shadow on Metal ANGLE ([GH-94556](https://github.com/godotengine/godot/pull/94556)).
+- Fix FOG shader issue in Compatibility mode ([GH-94564](https://github.com/godotengine/godot/pull/94564)).
+- Support 64-bit image sizes for VRAM compression ([GH-94598](https://github.com/godotengine/godot/pull/94598)).
+- Fix crash when assigning more textures than expected to texture array ([GH-94628](https://github.com/godotengine/godot/pull/94628)).
+- Fix position from vertex shader partially uninitialized ([GH-94629](https://github.com/godotengine/godot/pull/94629)).
+- Fix newly baked lightmap can't override previously baked at same path ([GH-94645](https://github.com/godotengine/godot/pull/94645)).
+- RenderingDevice: Fix getting cubemap layer data ([GH-94656](https://github.com/godotengine/godot/pull/94656)).
+- Remove linearization of canvas modulate in GLES3 backend ([GH-94707](https://github.com/godotengine/godot/pull/94707)).
+- RenderingDevice: Use correct layer count for Cubemaps during boundary checks ([GH-94708](https://github.com/godotengine/godot/pull/94708)).
+- Windows: Use default aggregate initialization for NVAPI settings ([GH-94735](https://github.com/godotengine/godot/pull/94735)).
+- Windows: Fall back to D3D12 if Vulkan is not supported and vice versa ([GH-94796](https://github.com/godotengine/godot/pull/94796)).
+- Fix regression around OpenGL swapchain optimization for OpenXR ([GH-94894](https://github.com/godotengine/godot/pull/94894)).
+- D3D12: Avoid cases of redundant render target clears ([GH-95064](https://github.com/godotengine/godot/pull/95064)).
+- D3D12: Avoid crash on exit ([GH-95074](https://github.com/godotengine/godot/pull/95074)).
+- Fix LightmapGI causes crash when using `--headless` ([GH-95103](https://github.com/godotengine/godot/pull/95103)).
#### Shaders
-- Improve shader editor templates to be more descriptive ([GH-51863](https://github.com/godotengine/godot/pull/51863)).
-- Add more useful Visual Shader nodes ([GH-72664](https://github.com/godotengine/godot/pull/72664)).
-- Add DEPTH to the visual shader output (for spatial mode) ([GH-73691](https://github.com/godotengine/godot/pull/73691)).
-- Support shader preprocessor concatenation symbol ([GH-74737](https://github.com/godotengine/godot/pull/74737)).
-- Make the dragging connections more user-friendly in visual shaders ([GH-78547](https://github.com/godotengine/godot/pull/78547)).
-- Fix invalid shader compilation when using `hint_normal_roughness_texture` in mobile backend ([GH-78839](https://github.com/godotengine/godot/pull/78839)).
-- Fix using uint suffix at the hex number declaration in shaders ([GH-78906](https://github.com/godotengine/godot/pull/78906)).
-- Fix shader language float literal precision truncation ([GH-78972](https://github.com/godotengine/godot/pull/78972)).
-- Fix "Create Shader Node" window position when visual shader editor is floating ([GH-78996](https://github.com/godotengine/godot/pull/78996)).
-- Allow more hint types for uniform arrays ([GH-79100](https://github.com/godotengine/godot/pull/79100)).
-- Make shader preprocessor keyword colors consistent ([GH-79112](https://github.com/godotengine/godot/pull/79112)).
-- Fix comments and indentation in `.gdshaderinc` files ([GH-79158](https://github.com/godotengine/godot/pull/79158)).
-- Fix shader type detection ([GH-79287](https://github.com/godotengine/godot/pull/79287)).
-- Add autocomplete for filter/repeat hints on uniform arrays ([GH-79402](https://github.com/godotengine/godot/pull/79402)).
-- Add error for undefined function in shader ([GH-79459](https://github.com/godotengine/godot/pull/79459)).
-- Remove debugging print from shader cache ([GH-80125](https://github.com/godotengine/godot/pull/80125)).
-- Fix Shader and ShaderInclude resource loading ([GH-80705](https://github.com/godotengine/godot/pull/80705)).
-- Fix empty shader resource loading ([GH-81300](https://github.com/godotengine/godot/pull/81300)).
-- Fix shader language preprocessor include marker handling ([GH-81381](https://github.com/godotengine/godot/pull/81381)).
-- Fix shader text editor include file reloading ([GH-81410](https://github.com/godotengine/godot/pull/81410)).
-- Fix int to uint implicit cast error when use mat3 uniform in compatibility renderer ([GH-81494](https://github.com/godotengine/godot/pull/81494)).
-- Re-allows constants in global space to be initialized with function call ([GH-81619](https://github.com/godotengine/godot/pull/81619)).
-- Implement drop-down list properties to the custom visual shader nodes ([GH-81688](https://github.com/godotengine/godot/pull/81688)).
-- Visual Shaders: Make output-ports for vector types expandable by default ([GH-82088](https://github.com/godotengine/godot/pull/82088)).
-- Add preprocessor pass on visual shader when showing generated code ([GH-82570](https://github.com/godotengine/godot/pull/82570)).
-- Fix typo in `shader_language.cpp` ([GH-83004](https://github.com/godotengine/godot/pull/83004)).
-- Close shader in Shader Editor tab when deleting shader file in FileSystem panel ([GH-83137](https://github.com/godotengine/godot/pull/83137)).
-- Fix parameter shader node not declared when only connected to a VaryingSetter ([GH-83189](https://github.com/godotengine/godot/pull/83189)).
-- Fix bool varying's generated code will be modified with flat ([GH-83194](https://github.com/godotengine/godot/pull/83194)).
-- Fix visual shader crash when arranging ([GH-83678](https://github.com/godotengine/godot/pull/83678)).
-- Prevent `_allocate_placeholders` crash if `p_version->variants` is null ([GH-83780](https://github.com/godotengine/godot/pull/83780)).
-- Fix inability to uncomment code in text shader editor ([GH-83822](https://github.com/godotengine/godot/pull/83822)).
-- Fix assign with swizzle in shader not doing varying validation check ([GH-83830](https://github.com/godotengine/godot/pull/83830)).
-- Properly rename `INSTANCE_ID` and `VERTEX_ID` in canvas item shaders in the compatibility backend ([GH-84585](https://github.com/godotengine/godot/pull/84585)).
-- Don't store shader edit path in metadata ([GH-84628](https://github.com/godotengine/godot/pull/84628)).
-- Fix VisualShader Texture2DParameter node filter bug ([GH-84768](https://github.com/godotengine/godot/pull/84768)).
-- Fix VisualShader connection use after free ([GH-84832](https://github.com/godotengine/godot/pull/84832)).
-- Make `AMOUNT_RATIO` constant in the shader language specification ([GH-85086](https://github.com/godotengine/godot/pull/85086)).
-- Set some dialogs in the VisualShader editor to be exclusive ([GH-85205](https://github.com/godotengine/godot/pull/85205)).
+- Automatically ensure correct normals in Compatibility renderer ([GH-82804](https://github.com/godotengine/godot/pull/82804)).
+- Add connection related functionality to VisualShader (deleting, dropping/inserting a node) ([GH-83510](https://github.com/godotengine/godot/pull/83510)).
+- Add extra warning messages to `VisualShaderNodeTextureParameter` ([GH-83729](https://github.com/godotengine/godot/pull/83729)).
+- Refactor the parsing of port names in visual shader's expressions ([GH-83956](https://github.com/godotengine/godot/pull/83956)).
+- Fix visual shader's `screen_uv` input preview uses position of node rather than a sample area like uv ([GH-84348](https://github.com/godotengine/godot/pull/84348)).
+- Comment the shader template light function by default ([GH-84594](https://github.com/godotengine/godot/pull/84594)).
+- VisualShader: Refactor use of Connection ([GH-84969](https://github.com/godotengine/godot/pull/84969)).
+- Fix uint's suffix is not highlighted in text shader editor ([GH-85014](https://github.com/godotengine/godot/pull/85014)).
+- Redesign the graph editor for visual shaders ([GH-85017](https://github.com/godotengine/godot/pull/85017)).
+- Add a specific error when creating a ViewportTexture in a Texture2D node ([GH-85723](https://github.com/godotengine/godot/pull/85723)).
+- Sync visual shader's distance fade using circular fade ([GH-86596](https://github.com/godotengine/godot/pull/86596)).
+- Handle built-in shaders when closing scene ([GH-86710](https://github.com/godotengine/godot/pull/86710)).
+- Add missing check when insert function `normal_roughness_compatibility` ([GH-87207](https://github.com/godotengine/godot/pull/87207)).
+- Check if the ref shader is valid in visual shader's `_update_option_menu` ([GH-87356](https://github.com/godotengine/godot/pull/87356)).
+- Fix `ShaderMaterial::_property_get_revert` crash when given non-existing `p_name` ([GH-87603](https://github.com/godotengine/godot/pull/87603)).
+- Fully initialize all members of structs `IdentifierActions`, `GeneratedCode` and `DefaultIdentifierActions` ([GH-88021](https://github.com/godotengine/godot/pull/88021)).
+- Make editing properties more intuitive in VisualShader ([GH-88951](https://github.com/godotengine/godot/pull/88951)).
+- Add percent (`%`) sign to Remainder node name in visual shaders ([GH-88980](https://github.com/godotengine/godot/pull/88980)).
+- Change shader compiler default setting to avoid doctool error ([GH-88996](https://github.com/godotengine/godot/pull/88996)).
+- Fix some missing categories in visual shader nodes ([GH-89190](https://github.com/godotengine/godot/pull/89190)).
+- Use raw string literals for BaseMaterial3D shader code generation ([GH-89267](https://github.com/godotengine/godot/pull/89267)).
+- Rendering: Add hints to some uniform `PropertyInfo`s ([GH-89488](https://github.com/godotengine/godot/pull/89488)).
+- Improve the editor native shader source visualizer ([GH-89690](https://github.com/godotengine/godot/pull/89690)).
+- Fix false positive errors in gdshaderinc files ([GH-89752](https://github.com/godotengine/godot/pull/89752)).
+- VisualShader: Remove invalid graph connections when ports are removed ([GH-89810](https://github.com/godotengine/godot/pull/89810)).
+- Implement documentation comments and tooltips for shader uniform in the inspector ([GH-90161](https://github.com/godotengine/godot/pull/90161)).
+- VisualShader: Add reroute node and improve port drawing ([GH-90534](https://github.com/godotengine/godot/pull/90534)).
+- Warn users when assigning `VERTEX` directly to `POSITION` due to compatibility breakage from Reverse Z changes ([GH-90587](https://github.com/godotengine/godot/pull/90587)).
+- Fix incorrect behavior at expanding an output port in visual shader node ([GH-90787](https://github.com/godotengine/godot/pull/90787)).
+- Fix editor crash when shader has incorrect global array declaration ([GH-90792](https://github.com/godotengine/godot/pull/90792)).
+- Fix shader crash on zero vector and negative x vector in particles processing ([GH-90810](https://github.com/godotengine/godot/pull/90810)).
+- Handle Vector4 default input values in visual shaders ([GH-90850](https://github.com/godotengine/godot/pull/90850)).
+- Prevent expanding output port in visual shader expression ([GH-90892](https://github.com/godotengine/godot/pull/90892)).
+- Allow compressed texture array and cubemap types in shader globals editor ([GH-91164](https://github.com/godotengine/godot/pull/91164)).
+- Don't run Shader doc comments logic outside the editor ([GH-91307](https://github.com/godotengine/godot/pull/91307)).
+- Fix shader highlighting the interruption in `color_region` caused by `disabled_branch_regions` ([GH-91497](https://github.com/godotengine/godot/pull/91497)).
+- Resolve conflict between shader uniform tooltips `/**` and general annotation `/**/` ([GH-91549](https://github.com/godotengine/godot/pull/91549)).
+- Fix shader error on mobile when using `LIGHT_VERTEX` ([GH-91566](https://github.com/godotengine/godot/pull/91566)).
+- Make native shader source visualizer highlight uint suffix ([GH-91647](https://github.com/godotengine/godot/pull/91647)).
+- Fix code style for generated shader code from ParticleProcessMaterial ([GH-91946](https://github.com/godotengine/godot/pull/91946)).
+- Prevent add shader uniform doc when DocTool is not inited ([GH-92145](https://github.com/godotengine/godot/pull/92145)).
+- Fix error when duplicating visual shader node inside a Frame ([GH-92151](https://github.com/godotengine/godot/pull/92151)).
+- Fix completion of functions with struct param/return type in shaders ([GH-92464](https://github.com/godotengine/godot/pull/92464)).
+- Prevent using built-ins for func names in shaders ([GH-92564](https://github.com/godotengine/godot/pull/92564)).
+- Fix `VisualShaderNodeVaryingGetter` expanded ports adding ".x" to shader ([GH-92847](https://github.com/godotengine/godot/pull/92847)).
+- Fix incorrect preview port in visual shader ([GH-93153](https://github.com/godotengine/godot/pull/93153)).
+- Fix bugs in visual shader varyings ([GH-93219](https://github.com/godotengine/godot/pull/93219)).
+- Prevent changing some built-ins in spatial shaders ([GH-93269](https://github.com/godotengine/godot/pull/93269)).
+- Add few new outputs to the visual shaders ([GH-93338](https://github.com/godotengine/godot/pull/93338)).
+- Forbid calling of derivative functions in incorrect functions ([GH-93358](https://github.com/godotengine/godot/pull/93358)).
+- Fix visual shader not being updated when switching tabs ([GH-93385](https://github.com/godotengine/godot/pull/93385)).
+- Fix crash on shader constant initialization on MinGW compiler ([GH-93469](https://github.com/godotengine/godot/pull/93469)).
+- Prevent shader crash when doing invalid operation on boolean vector ([GH-93793](https://github.com/godotengine/godot/pull/93793)).
+- Fix orphan StringName's in ShaderLanguage ([GH-93849](https://github.com/godotengine/godot/pull/93849)).
+- Improve code for setup of `global_func_set` in `ShaderLanguage` ([GH-93866](https://github.com/godotengine/godot/pull/93866)).
+- Add `SwitchVector4D` shortcut to visual shader members ([GH-94272](https://github.com/godotengine/godot/pull/94272)).
+- Make ShaderLanguage's parser recognize sampler passed in from array ([GH-94462](https://github.com/godotengine/godot/pull/94462)).
+- Few fixes for `VisualShaderNodeRotationByAxis` ([GH-94497](https://github.com/godotengine/godot/pull/94497)).
+- Fix internal connection count decreased if visual shader node removed ([GH-94498](https://github.com/godotengine/godot/pull/94498)).
+- Fix warning printing for `VisualShaderNodeTextureParameter` ([GH-94611](https://github.com/godotengine/godot/pull/94611)).
+- Fix shader crash when using a varying in separate func before it defined ([GH-94671](https://github.com/godotengine/godot/pull/94671)).
+- Fix incorrect passing of parameter to visual shader preview ([GH-94729](https://github.com/godotengine/godot/pull/94729)).
+- Update shader list after saving `gdshaderinc` file ([GH-94787](https://github.com/godotengine/godot/pull/94787)).
+- Emit `normal_roughness` compatibility code in custom functions ([GH-94812](https://github.com/godotengine/godot/pull/94812)).
+- Fix expanded output ports disconnection on updating in visual shader ([GH-94875](https://github.com/godotengine/godot/pull/94875)).
+- Restrict sampler hint validation to only screen texture hints ([GH-94902](https://github.com/godotengine/godot/pull/94902)).
+- VisualShader: Reduce size changes of nodes when connecting/disconnecting ([GH-95061](https://github.com/godotengine/godot/pull/95061)).
#### Tests
-- Add unit tests for Variant for operator overloading ([GH-76244](https://github.com/godotengine/godot/pull/76244)).
-- Add a test suite for TranslationServer ([GH-79331](https://github.com/godotengine/godot/pull/79331)).
-- Add unit tests for PackedScene ([GH-79440](https://github.com/godotengine/godot/pull/79440)).
-- Add a test suite to InputEvent ([GH-79444](https://github.com/godotengine/godot/pull/79444)).
-- Remove use of `std::string` in test ([GH-80422](https://github.com/godotengine/godot/pull/80422)).
-- Improve PackedScene unit test for complex scene ([GH-80423](https://github.com/godotengine/godot/pull/80423)).
-- Fix errors when testing `Resource` ([GH-81456](https://github.com/godotengine/godot/pull/81456)).
-- Adds additional tests for RegEx class ([GH-82225](https://github.com/godotengine/godot/pull/82225)).
-- Simplify Geometry3D tests ([GH-82288](https://github.com/godotengine/godot/pull/82288)).
-- Fix Variant assignment to Vec2 tests ([GH-83959](https://github.com/godotengine/godot/pull/83959)).
+- Add `closest_points_between_segments()` basis path tests for Geometry2D ([GH-48652](https://github.com/godotengine/godot/pull/48652)).
+- Fix PathFollow tests, Add PathFollow3D forward test ([GH-51372](https://github.com/godotengine/godot/pull/51372)).
+- Add rotation unit tests for Transform3D ([GH-61013](https://github.com/godotengine/godot/pull/61013)).
+- Improve PackedScene unit test by covering more methods ([GH-80819](https://github.com/godotengine/godot/pull/80819)).
+- Add additional tests for RegEx ([GH-81742](https://github.com/godotengine/godot/pull/81742)).
+- Add unit tests for Camera3D ([GH-84826](https://github.com/godotengine/godot/pull/84826)).
+- Add more C++ unit tests for String to number conversions ([GH-85666](https://github.com/godotengine/godot/pull/85666)).
+- Test global transform when adding detached tree ([GH-87270](https://github.com/godotengine/godot/pull/87270)).
+- Add `ImageTexture` unit tests ([GH-88044](https://github.com/godotengine/godot/pull/88044)).
+- Fix test regression without editor ([GH-88449](https://github.com/godotengine/godot/pull/88449)).
+- Add unit tests for Camera2D ([GH-88614](https://github.com/godotengine/godot/pull/88614)).
+- Add unit tests for CryptoKey ([GH-89021](https://github.com/godotengine/godot/pull/89021)).
+- Add unit tests for JSONRPC ([GH-89124](https://github.com/godotengine/godot/pull/89124)).
+- Add unit test for Vector2 `plane_project` ([GH-89617](https://github.com/godotengine/godot/pull/89617)).
+- Add unit tests for `OAHashMap` ([GH-90313](https://github.com/godotengine/godot/pull/90313)).
+- Add more unit tests for Transform2D ([GH-90506](https://github.com/godotengine/godot/pull/90506)).
+- Exit with an error if using `--test` on binary without unit tests compiled ([GH-90507](https://github.com/godotengine/godot/pull/90507)).
+- Remove NavigationRegion3D race condition that fails on CI ([GH-90613](https://github.com/godotengine/godot/pull/90613)).
+- Disable NavigationServer3D async bake test with race condition ([GH-90804](https://github.com/godotengine/godot/pull/90804)).
+- Suppress expected errors in resource unit tests ([GH-91028](https://github.com/godotengine/godot/pull/91028)).
+- Add unit test cases for ImageTexture3D ([GH-91233](https://github.com/godotengine/godot/pull/91233)).
+- Add Timer unit tests ([GH-91395](https://github.com/godotengine/godot/pull/91395)).
+- Expand tests for `Curve2D/3D` ([GH-91880](https://github.com/godotengine/godot/pull/91880)).
+- Use subfolder for temporary test files ([GH-92810](https://github.com/godotengine/godot/pull/92810)).
+- Fix some invalid error messages ([GH-93135](https://github.com/godotengine/godot/pull/93135)).
+- Fix unit tests in template builds ([GH-93745](https://github.com/godotengine/godot/pull/93745)).
+- CI: Run unit tests on desktop release templates ([GH-93780](https://github.com/godotengine/godot/pull/93780)).
+- Fix compilation failure in `test_graph_node.h` with `disable_exceptions=false` ([GH-94834](https://github.com/godotengine/godot/pull/94834)).
+- Fix Vector4, Vector4i, and Projection missing from ClassDB tests ([GH-95517](https://github.com/godotengine/godot/pull/95517)).
#### Thirdparty
-- brotli: Sync with upstream 1.1.0 ([GH-82580](https://github.com/godotengine/godot/pull/82580)).
-- freetype: Update to version 2.13.2 ([GH-81110](https://github.com/godotengine/godot/pull/81110)).
-- harfbuzz: Update to version 8.2.2 ([GH-84080](https://github.com/godotengine/godot/pull/84080)).
-- libpng: Update to upstream 1.6.40 ([GH-80262](https://github.com/godotengine/godot/pull/80262)).
-- libwebp: Sync with upstream 1.3.2 ([GH-81663](https://github.com/godotengine/godot/pull/81663)).
-- mbedtls: Fix MSVC ARM build after 2.28.3 enabled AES-NI intrinsics ([GH-81405](https://github.com/godotengine/godot/pull/81405)).
-- mbedtls: Update to version 2.28.5 ([GH-83721](https://github.com/godotengine/godot/pull/83721)).
-- mbedtls: Backport Windows fix to use bcrypt for entropy ([GH-84042](https://github.com/godotengine/godot/pull/84042)).
-- miniupnpc: Update to version 2.2.5 ([GH-80382](https://github.com/godotengine/godot/pull/80382)).
-- minizip: Fix `ZIPReader` failing to open empty zip files ([GH-73310](https://github.com/godotengine/godot/pull/73310)).
-- minizip: Backport patch to fix CVE-2023-45853 ([GH-85509](https://github.com/godotengine/godot/pull/85509)).
-- openxr: Sync with upstream 1.0.31, don't build obsolete dispatch table ([GH-83984](https://github.com/godotengine/godot/pull/83984)).
-- r128: Update to include latest fix for intrinsics being incorrect included ([GH-84537](https://github.com/godotengine/godot/pull/84537)).
-- thorvg: Update to 0.11.2 ([GH-83656](https://github.com/godotengine/godot/pull/83656)).
-- tinyexr: Sync with upstream 1.0.7 ([GH-80384](https://github.com/godotengine/godot/pull/80384)).
-- zlib/minizip: Update to version 1.3 ([GH-81111](https://github.com/godotengine/godot/pull/81111)).
+- astcenc: Update to 4.7.0 ([GH-80375](https://github.com/godotengine/godot/pull/80375)).
+- ICU4C: Update to version 74.1 ([GH-84289](https://github.com/godotengine/godot/pull/84289)).
+- meshoptimizer: Update to v0.20 (with a reduced patch) ([GH-84384](https://github.com/godotengine/godot/pull/84384)).
+- Fix README from `linuxbsd_headers` ([GH-86607](https://github.com/godotengine/godot/pull/86607)).
+- ThorVG: Update from v0.11.2 to v0.11.6 ([GH-86623](https://github.com/godotengine/godot/pull/86623)).
+- ThorVG: Update from v0.11.6 to v0.12.0 ([GH-86846](https://github.com/godotengine/godot/pull/86846)).
+- OpenXR: Update to version 1.0.33 ([GH-86980](https://github.com/godotengine/godot/pull/86980)).
+- vulkan: Update components to Vulkan SDK 1.3.268.0 ([GH-87091](https://github.com/godotengine/godot/pull/87091)).
+- ThorVG: update from v0.12.0 to v0.12.1 ([GH-87105](https://github.com/godotengine/godot/pull/87105)).
+- zlib/minizip: Update to version 1.3.1 ([GH-87527](https://github.com/godotengine/godot/pull/87527)).
+- certs: Sync with Mozilla bundle as of Dec 13, 2023 ([GH-87581](https://github.com/godotengine/godot/pull/87581)).
+- ThorVG: update from v0.12.1 to v0.12.3 ([GH-87612](https://github.com/godotengine/godot/pull/87612)).
+- mbedtls: Update to upstream version 2.28.7 ([GH-87738](https://github.com/godotengine/godot/pull/87738)).
+- Sync controller mappings DB with SDL2 community repo ([GH-87741](https://github.com/godotengine/godot/pull/87741)).
+- ThorVG: update from v0.12.3 to v0.12.4 ([GH-87869](https://github.com/godotengine/godot/pull/87869)).
+- wayland-protocols: Update to 1.33 ([GH-87982](https://github.com/godotengine/godot/pull/87982)).
+- etcpak: Sync with upstream ([GH-87984](https://github.com/godotengine/godot/pull/87984)).
+- vulkan: Update all components to Vulkan SDK 1.3.275.0 ([GH-88011](https://github.com/godotengine/godot/pull/88011)).
+- thorvg: Re-enable thread support, made opt-in upstream ([GH-88053](https://github.com/godotengine/godot/pull/88053)).
+- libktx: Update to 4.3.1 ([GH-88075](https://github.com/godotengine/godot/pull/88075)).
+- ThorVG: update from v0.12.4 to v0.12.5 ([GH-88094](https://github.com/godotengine/godot/pull/88094)).
+- miniupnpc: Update to version 2.2.6 ([GH-88285](https://github.com/godotengine/godot/pull/88285)).
+- basis_universal: Unbundle jpgd to fix symbol conflict, use our newer copy with SSE2 support ([GH-88508](https://github.com/godotengine/godot/pull/88508)).
+- FastNoiseLite: Sync with 1.1.0, clean up SCsub ([GH-88526](https://github.com/godotengine/godot/pull/88526)).
+- tinyexr: Update to 1.0.8 ([GH-88702](https://github.com/godotengine/godot/pull/88702)).
+- embree: Update to 4.3.1 ([GH-88783](https://github.com/godotengine/godot/pull/88783)).
+- clipper2: Update to 1.3.0 ([GH-89025](https://github.com/godotengine/godot/pull/89025)).
+- harfbuzz: Update to 8.3.0 ([GH-89304](https://github.com/godotengine/godot/pull/89304)).
+- libpng: Update to 1.6.43 ([GH-89314](https://github.com/godotengine/godot/pull/89314)).
+- thorvg: Update to 0.12.7 ([GH-89337](https://github.com/godotengine/godot/pull/89337)).
+- pcre2: Update to 10.43 ([GH-89371](https://github.com/godotengine/godot/pull/89371)).
+- Update ICU and msdfgen ([GH-89414](https://github.com/godotengine/godot/pull/89414)).
+- pcre2: Remove unused sjlit files after last update ([GH-89495](https://github.com/godotengine/godot/pull/89495)).
+- iOS: Disable PCRE2 JIT ([GH-89507](https://github.com/godotengine/godot/pull/89507)).
+- meshoptimizer: State used version explicitly ([GH-89544](https://github.com/godotengine/godot/pull/89544)).
+- thorvg: Update to 0.12.9 ([GH-89591](https://github.com/godotengine/godot/pull/89591)).
+- mbedtls: Update to upstream version 2.28.8 ([GH-90209](https://github.com/godotengine/godot/pull/90209)).
+- certs: Sync with Mozilla bundle as of Mar 11, 2024 ([GH-90211](https://github.com/godotengine/godot/pull/90211)).
+- thorvg: Update to 0.12.10 ([GH-90243](https://github.com/godotengine/godot/pull/90243)).
+- enet: Sync with upstream commit c44b7d0 ([GH-90244](https://github.com/godotengine/godot/pull/90244)).
+- harfbuzz: Update to 8.4.0 ([GH-90247](https://github.com/godotengine/godot/pull/90247)).
+- libktx: Update to 4.3.2 ([GH-90248](https://github.com/godotengine/godot/pull/90248)).
+- miniupnpc: Update to 2.2.7 ([GH-90250](https://github.com/godotengine/godot/pull/90250)).
+- squish: Clean up patches, add LICENSE.txt ([GH-90251](https://github.com/godotengine/godot/pull/90251)).
+- zstd: Update to upstream version 1.5.6 ([GH-90253](https://github.com/godotengine/godot/pull/90253)).
+- Sync controller mappings DB with SDL2 community repo ([GH-90406](https://github.com/godotengine/godot/pull/90406)).
+- Sync controller mappings DB with SDL 2 community repo ([GH-91108](https://github.com/godotengine/godot/pull/91108)).
+- FBX: Update ufbx to v0.14.0 ([GH-91528](https://github.com/godotengine/godot/pull/91528)).
+- thorvg: Update to 0.13.3, add webp loader ([GH-91788](https://github.com/godotengine/godot/pull/91788)).
+- Update ICU to 75.1 ([GH-91937](https://github.com/godotengine/godot/pull/91937)).
+- astcenc: Update to 4.8.0 ([GH-91941](https://github.com/godotengine/godot/pull/91941)).
+- enet: Update to 1.3.18 ([GH-91942](https://github.com/godotengine/godot/pull/91942)).
+- libwebp: Update to 1.4.0 ([GH-91943](https://github.com/godotengine/godot/pull/91943)).
+- Update HarfBuzz to 8.5.0 ([GH-91959](https://github.com/godotengine/godot/pull/91959)).
+- thorvg: Update to 0.13.5 + hotfix for GCC x86_32 build ([GH-92567](https://github.com/godotengine/godot/pull/92567)).
+- qoa: Apply upstream patches ([GH-92905](https://github.com/godotengine/godot/pull/92905)).
+- ThorVG: Update to 0.13.7 ([GH-92915](https://github.com/godotengine/godot/pull/92915)).
+- thorvg: Update to 0.13.8 ([GH-93378](https://github.com/godotengine/godot/pull/93378)).
+- ThorVG: Update to 0.14.0 ([GH-93655](https://github.com/godotengine/godot/pull/93655)).
+- thorvg: Update to 0.14.1 ([GH-94103](https://github.com/godotengine/godot/pull/94103)).
+- embree: Fix include order causing unwanted dllexport symbols ([GH-94256](https://github.com/godotengine/godot/pull/94256)).
+- ThorVG: Update to 0.14.2 ([GH-94258](https://github.com/godotengine/godot/pull/94258)).
+- Windows: Add `libSynchronization` to link flags ([GH-94466](https://github.com/godotengine/godot/pull/94466)).
+- Remove unused Bitstream Vera license ([GH-94823](https://github.com/godotengine/godot/pull/94823)).
+- Windows: Remove libSynchronization ([GH-94836](https://github.com/godotengine/godot/pull/94836)).
#### XR
-- Expose OpenXR raw hand tracking data ([GH-78032](https://github.com/godotengine/godot/pull/78032)).
-- Fix issue with accessing hand tracking without timing info ([GH-78817](https://github.com/godotengine/godot/pull/78817)).
-- Change to new PICO interaction profiles ([GH-79570](https://github.com/godotengine/godot/pull/79570)).
-- Compile OpenXR into MacOS build ([GH-79614](https://github.com/godotengine/godot/pull/79614)).
-- Optimized the XRTracker by reusing XRPose objects to minimize garbage collection overhead in C# ([GH-80198](https://github.com/godotengine/godot/pull/80198)).
-- Fix casts of XR handles in OpenXRExtensionWrapperExtension ([GH-80656](https://github.com/godotengine/godot/pull/80656)).
-- Remove error print from `XRServer.find_interface` ([GH-80730](https://github.com/godotengine/godot/pull/80730)).
-- Ensure OpenXR classes are declared properly ([GH-81037](https://github.com/godotengine/godot/pull/81037)).
-- Add XR tracking state-change signals ([GH-81239](https://github.com/godotengine/godot/pull/81239)).
-- OpenXR: Fix missing add profile for Huawei ([GH-81534](https://github.com/godotengine/godot/pull/81534)).
-- OpenXR: Fix error spam if session hasn't started yet ([GH-81536](https://github.com/godotengine/godot/pull/81536)).
-- Fix issue with OpenXR environment blend mode not being applied properly ([GH-81561](https://github.com/godotengine/godot/pull/81561)).
-- Add support for the OpenXR Eye gaze interaction extension ([GH-82614](https://github.com/godotengine/godot/pull/82614)).
-- OpenXR - add access to hand joint validity flags ([GH-82715](https://github.com/godotengine/godot/pull/82715)).
-- OpenXR: Fix small hand tracking issues ([GH-82722](https://github.com/godotengine/godot/pull/82722)).
-- Skip 2D rendering if stereo enabled and fix couple of MSAA issues ([GH-83649](https://github.com/godotengine/godot/pull/83649)).
-- Revert to `proxy_to_pthread=no` as default ([GH-83837](https://github.com/godotengine/godot/pull/83837)).
-- Fix OpenXR sample count ([GH-84099](https://github.com/godotengine/godot/pull/84099)).
+- Remove unused grip touch action from default OpenXR action map ([GH-85048](https://github.com/godotengine/godot/pull/85048)).
+- OpenXR: Add runtime selection dropdown ([GH-85117](https://github.com/godotengine/godot/pull/85117)).
+- OpenXR: Add support for retrieving play area ([GH-85163](https://github.com/godotengine/godot/pull/85163)).
+- OpenXR: Add support for hand tracking source extension ([GH-85204](https://github.com/godotengine/godot/pull/85204)).
+- Cleanup of OpenXR module SCons config ([GH-86537](https://github.com/godotengine/godot/pull/86537)).
+- Add ability to drive full-body avatars using OpenXRHand ([GH-86906](https://github.com/godotengine/godot/pull/86906)).
+- OpenXR: Add Meta touch plus interaction profile ([GH-86982](https://github.com/godotengine/godot/pull/86982)).
+- Add support for OpenXR local floor extension ([GH-87235](https://github.com/godotengine/godot/pull/87235)).
+- Add bone update option to OpenXRHand to allow preserving original hand scale ([GH-87240](https://github.com/godotengine/godot/pull/87240)).
+- OpenXR: Make it possible to implement vendor extensions to hand tracking from GDExtension ([GH-87546](https://github.com/godotengine/godot/pull/87546)).
+- OpenXR: Allow moving vendor passthrough extensions to GDExtension ([GH-87630](https://github.com/godotengine/godot/pull/87630)).
+- OpenXR: Allow changing play area mode during active session ([GH-87745](https://github.com/godotengine/godot/pull/87745)).
+- Enable getting suggested tracker names from OpenXR extensions ([GH-88311](https://github.com/godotengine/godot/pull/88311)).
+- Add XR Face Tracking support ([GH-88312](https://github.com/godotengine/godot/pull/88312)).
+- WebXR: Add support for hand tracking ([GH-88411](https://github.com/godotengine/godot/pull/88411)).
+- OpenXR: Update to version 1.0.34 ([GH-88574](https://github.com/godotengine/godot/pull/88574)).
+- Provide generic interface for XR hand tracking ([GH-88639](https://github.com/godotengine/godot/pull/88639)).
+- Fix crash when using OpenXR extension wrappers from GDExtension ([GH-88689](https://github.com/godotengine/godot/pull/88689)).
+- Fix building on MinGW ([GH-88724](https://github.com/godotengine/godot/pull/88724)).
+- Fix lint errors in WebXR module ([GH-88740](https://github.com/godotengine/godot/pull/88740)).
+- OpenXR: Register eye gaze even when disabled ([GH-88754](https://github.com/godotengine/godot/pull/88754)).
+- Add body tracking support ([GH-88798](https://github.com/godotengine/godot/pull/88798)).
+- Fix XR Body crouching and climbing ([GH-89103](https://github.com/godotengine/godot/pull/89103)).
+- Fix XRHandModifier3D scaling ([GH-89130](https://github.com/godotengine/godot/pull/89130)).
+- Expose `profile_changed` signal to XRController3D ([GH-89219](https://github.com/godotengine/godot/pull/89219)).
+- Consistently use `USE_MULTIVIEW` as the define in shaders ([GH-89376](https://github.com/godotengine/godot/pull/89376)).
+- Improve warning when XR shaders are not enabled ([GH-89397](https://github.com/godotengine/godot/pull/89397)).
+- Disable XR server when compiling without 3D ([GH-89411](https://github.com/godotengine/godot/pull/89411)).
+- Fix XRBodyModifier3D hip driving for avatars no Root bone ([GH-89727](https://github.com/godotengine/godot/pull/89727)).
+- Tweak OpenXR alert to mention WMR only on Windows ([GH-89968](https://github.com/godotengine/godot/pull/89968)).
+- Allow OpenXR extensions to add properties to the OpenXRCompositionLayer node ([GH-90237](https://github.com/godotengine/godot/pull/90237)).
+- Add `intersects_ray()` method to `OpenXRCompositionLayer` ([GH-90286](https://github.com/godotengine/godot/pull/90286)).
+- OpenXR: Add refresh rate signal support ([GH-90374](https://github.com/godotengine/godot/pull/90374)).
+- Rework XR Trackers to have a common ancestor ([GH-90645](https://github.com/godotengine/godot/pull/90645)).
+- Revert `OpenXRHand` to its pre-`SkeletonModifier3D` state ([GH-90759](https://github.com/godotengine/godot/pull/90759)).
+- Mark `OpenXRCompositionLayer` and its children as experimental ([GH-90761](https://github.com/godotengine/godot/pull/90761)).
+- Remove the Hand enum from XRHandTracker ([GH-91130](https://github.com/godotengine/godot/pull/91130)).
+- Add a new property named `offset_rect` to `MobileVRInterface` ([GH-91140](https://github.com/godotengine/godot/pull/91140)).
+- MobileVR: Orientation is progressive and needs to be initialized ([GH-91305](https://github.com/godotengine/godot/pull/91305)).
+- Store previous relative transforms in `XRHandModifier3D` ([GH-91335](https://github.com/godotengine/godot/pull/91335)).
+- OpenXR: Allow composition layers to enable hole punching ([GH-91485](https://github.com/godotengine/godot/pull/91485)).
+- OpenXR: Fix composition layers not having correct play space ([GH-91686](https://github.com/godotengine/godot/pull/91686)).
+- Fix `layer_viewport` getting cleared on `OpenXRCompositionLayer` in editor ([GH-91775](https://github.com/godotengine/godot/pull/91775)).
+- Fix sample count on OpenXR composition layers ([GH-91952](https://github.com/godotengine/godot/pull/91952)).
+- OpenXR: Fix updating swapchain for foveation ([GH-92137](https://github.com/godotengine/godot/pull/92137)).
+- Allow `OpenXRCompositionLayer` property `layer_viewport` to always be assigned `nullptr` ([GH-92200](https://github.com/godotengine/godot/pull/92200)).
+- Apply reference frame transform to `OpenXRCompositionLayer` nodes ([GH-92339](https://github.com/godotengine/godot/pull/92339)).
+- Set `XRHandTracker` property `has_tracking_data` to true only when palm joint is tracked ([GH-92801](https://github.com/godotengine/godot/pull/92801)).
+- OpenXR: Add HTC/MSFT hand interaction profiles ([GH-93075](https://github.com/godotengine/godot/pull/93075)).
+- Check for bad input in `make_vrs_texture` ([GH-93536](https://github.com/godotengine/godot/pull/93536)).
+- WebXR: Fix closure compiler mangling `XRSession.enabledFeatures` ([GH-93593](https://github.com/godotengine/godot/pull/93593)).
+- Fix WebXR palm joint calculation to include rotation ([GH-93614](https://github.com/godotengine/godot/pull/93614)).
+- Improve WebXR API docs related to hand tracking support ([GH-93633](https://github.com/godotengine/godot/pull/93633)).
+- Fix support for environment blend modes on `WebXRInterface` ([GH-93646](https://github.com/godotengine/godot/pull/93646)).
+- OpenXR: Fix `LOCAL_FLOOR` emulation on HTC Vive XR Elite ([GH-93678](https://github.com/godotengine/godot/pull/93678)).
+- OpenXR: Couple of small fixes on the action map ([GH-94158](https://github.com/godotengine/godot/pull/94158)).
+- Fix creating default action map ([GH-94457](https://github.com/godotengine/godot/pull/94457)).
+- OpenXR: Fix enabling passthrough via environment blend mode in project settings ([GH-94550](https://github.com/godotengine/godot/pull/94550)).
## Past releases
+- [4.2](https://github.com/godotengine/godot/blob/4.2-stable/CHANGELOG.md)
- [4.1](https://github.com/godotengine/godot/blob/4.1-stable/CHANGELOG.md)
- [4.0](https://github.com/godotengine/godot/blob/4.0-stable/CHANGELOG.md)
- [3.5](https://github.com/godotengine/godot/blob/3.5-stable/CHANGELOG.md)
diff --git a/DONORS.md b/DONORS.md
index b629578675..899c44306c 100644
--- a/DONORS.md
+++ b/DONORS.md
@@ -18,7 +18,6 @@ generous deed immortalized in the next stable release of Godot Engine.
## Platinum sponsors
Google Play <https://play.google.com/>
- Heroic Labs <https://heroiclabs.com/>
Ramatak <https://ramatak.com/>
V-Sekai <https://github.com/V-Sekai>
W4 Games <https://w4games.com/>
@@ -34,67 +33,61 @@ generous deed immortalized in the next stable release of Godot Engine.
Broken Rules <https://brokenrul.es/>
Chasing Carrots <https://www.chasing-carrots.com/>
+ Copia Wealth Studios <https://copiawealthstudios.com/>
Indoor Astronaut <https://indoorastronaut.ch/>
+ Load Complete <https://loadcomplete.com/>
Null <https://null.com/>
Orbital Knight <https://www.orbitalknight.com/>
Playful Studios <https://playfulstudios.com/>
## Diamond members
+ Bippinbits <http://domekeepergame.com/>
Sealow
- Sylv <https://rankith.itch.io/unnamed-space-idle-prototype/>
- And 4 anonymous donors
+ And 5 anonymous donors
## Titanium members
Adriaan de Jongh <https://adriaan.games/>
+ Anitya Space <https://www.anitya.space/>
Basically Games
FDG Entertainment <https://www.fdg-entertainment.com/>
Game Dev Artisan <https://gamedevartisan.com/>
Garry Newman
Isaiah Smith <https://www.isaiahsmith.dev/>
- Kenney <https://kenney.nl/>
Libretrend <https://libretrend.com/>
Life Art Studios <https://lifeartstudios.net/>
Lucid Silence Games
Matthew Campbell
- Maxim Karsten
PolyMars <https://polymars.dev/>
RPG in a Box <https://www.rpginabox.com/>
Razenpok <https://www.youtube.com/watch?v=-QxI-RP6-HM>
Smirk Software <https://smirk.gg/>
- Sterling Long <https://www.sterlinglong.me/>
- Sunshower <https://github.com/Phanterm>
- TrampolineTales <https://trampolinetales.com/>
粟二华 (Su Erhua)
- And 4 anonymous donors
+ And 6 anonymous donors
## Platinum members
Andy Touch
BlockImperiumGames (BIG)
- Christian Baune
Christoph Woinke
Christopher Shifflett
+ Cody Bentley
Darrin Massena
- Druvsaft
Edward Flick
- getIntoGameDev
+ GetIntoGameDev
HP van Braam
iCommitGames
Jonah Stich
- Justin McGettigan
- Justo Delgado Baudí
katnamag
Marek Belski
Matthew Ekenstedt
Memories in 8Bit
Mike King
- Nassor Paulino da Silva
Neal Gompa (Conan Kudo)
+ Radivarig
Ronnie Cheng
Ryan Heath
- Samantha
Scott Pezza
ShikadiGum
Silver Creek Entertainment
@@ -102,35 +95,36 @@ generous deed immortalized in the next stable release of Godot Engine.
Stephan Kessler
Stephan Lanfermann
TigerJ
- Tim Yuen
Violin Iliev
Vladimír Chvátil
- And 15 anonymous donors
+ And 16 anonymous donors
## Gold members
- @reilaos
+ 80px
+ afreytes
alMoo Games
Alva Majo
- Amadan Interactive (Cillian Clifford)
Antti Vesanen
- Artur Ilkaev
Asher Glick
- Ben Burbank
- Ben Rog-Wilhelm
+ Axthelm
+ Bellbird Studio
Benito
Benjamin Sarsgard
+ Ben Rog-Wilhelm
Bernd Barsuhn
- Blake Farnsworth
+ BetaTester704
Brian Levinsen
Brut
+ Bryce Dixon
+ c64cosmin
Carlo del Mundo
- Chickensoft
+ Cindy Trieu
ClarkThyLord
- Cosmin Munteanu
- cowoder
- Coy Humphrey
+ Codex404
+ cora
Daniel Eichler
+ Daniel Krafft
David Chen Zhen
David Coles
David Hubber
@@ -138,85 +132,112 @@ generous deed immortalized in the next stable release of Godot Engine.
Deakcor
Delton Ding
dfseifert
- Don't You Know Who I Am? Inc.
+ dgehrig
+ dhanielk
+ Distorted Realities
Dono
+ Don't You Know Who I Am? Inc.
Dustuu
Edelweiss
- ElektroFox
- endaye
Ends
- Eren Öğrül
+ Eren Ogrul
+ Eric Brand
Eric Phy
Faisal Al-Kubaisi (QatariGameDev)
FeralBytes
- Garrus Vakarian
+ Festzeltgaming.de
+ Gaudipern
GlassBrick
Grau
Guangzhou Lingchan
- Here's my 20 cents
+ Hayden Oliver
hiulit
Illyan
+ Ivan Tabashki
Jacob (HACKhalo2 Studios)
Jam
Jason Cawood
Javier Roman
+ Jeff Hungerford
+ Jeronimo Schreyer
Joel Martinez
+ Johannes Wuensch
John Gabriel
- Jon Woodward
+ Jonas Yamazaki
José Canepa
+ Joshua Stelly
Justin Sasso
+ Kalydi Balázs
KAR Games
- Karasu Studio
+ Kiri "ExpiredPopsicle" Artemis
+ KOGA Mitsuhiro (@shiena)
korinVR
Kristian Kriehl
+ Lars Thießen
+ Lisandro Lorea (Red Mage Games)
Logan Apple
Luca Junge
- Luca Vazzano
LyaaaaaGames
- MHDante
- Malcolm Nixon
+ m1n1ster
Manuel Requena
Mara Huldra
Martin Šenkeřík
- Megabit Interactive
Michael Gooch
Modus Ponens
+ Moshe Harris
+ Moth
+ Mr. Byte
+ Nassor Paulino da Silva
nezticle
Niklas Wahrman
+ Niwl Games
NotNet
- Obelisk Island Studios
+ Oathbringer
+ Officine Pixel
ohanaya3
+ Okatima AB
Oleksii Nosov
- Pav Soor
- RAWRLAB Games
- RadenTheFolf
+ Osirisa
+ Patrick Traynor
+ Petr Malac
+ pirey
Rafa Laguna
+ @reilaos
Request
re:thinc
- Robin Ward
- Saltlight Studio
+ Richard Ivánek
+ Rudi P
Samuel Judd
ScoreSpace
+ Shiny Shinken
Silverclad Studios
Sofox
Space Kraken Studios
+ spacesloth
Spoony Panda
TANAKA Yu
- TaraSophieDev
+ TaraSophieDev (pls fix #43093)
+ Thad Guidry
ThatGamer
- ThePolyglotProgrammer
+ The Polyglot Programmer
+ TheRiverNyx
+ Thomas Lobig
Tim Nedvyga
Tom Langwaldt
Trevor Slocum
tukon
+ Tyler C
Vagastella
Vincent Foulon
+ Vojtech Lacina
+ Watchinofoye
Weasel Games
+ Wilson Birney
+ Wolfram
WuotanStudios.com
- Yury K.
- Zee Weasel
Zhu Li
zikes
+ 嗯大爷
Alex Khayrullin
Algebrute
@@ -226,30 +247,24 @@ generous deed immortalized in the next stable release of Godot Engine.
Ari
Arisaka Mayuki
Arthur S. Muszynski
- Bread
Cameron Connolly
Charlie Whitfield
Craig Ostrin
Craig Swain
CzechBlueBear
- Daniel Eichler
Dennis Belfrage
Emily A. Bellows
- Eric Brand
Felix Winterhalter
Fransiska
Harry Tumber
- Harvey Fong
James Couzens
Jared White
Jesús Chicharro
Joel Fivat
Johnathan Kupferer
Josef Stumpfegger
- Josh Nygaard
Joshua Lesperance
Kelteseth
- Khora
kickmaniac
Liam Smyth
LoparPanda
@@ -281,24 +296,16 @@ generous deed immortalized in the next stable release of Godot Engine.
toto bibi
Valryia
VoidPointer
- wpbirney420
Yifan Lai
- zkip lan
Aaron Mayfield
Adam Carr
Adam Smeltzer
Adisibio
- Adrien de Pierres
- Agustinus Arya
Aidan Marwick
Aidan O'Flannagain
- aiekick
- Aiguo Wang
AJWolbers
- Aki Mimoto
Alan Beauchamp
- Alejandro Saucedo
Alexander Erlemann
Alex Clavelle
alex raeside
@@ -308,25 +315,20 @@ generous deed immortalized in the next stable release of Godot Engine.
Ano Nim
Arch Toasty
Arda Erol
+ A Really Tall Horse
Arturo Rosales
Ash K
Aubrey Falconer
Austin Miller
AzulCrescent
- Balázs Batári
Beau Seymour
Benedikt
- Ben Visness
- Bill Thibault
Bread
Brian Ford
Caleb Makela
Cameron Meyer
Carl van der Geest
- Cerno_b
- ChainZ
Checkpoint Charlie
- chendrak
Chris Cavalluzzi
Chris Jagusch
Chris Lee
@@ -334,16 +336,13 @@ generous deed immortalized in the next stable release of Godot Engine.
Christian Ringshofer
Christoph Czurda
Christophe Gagnier
- Ciyvius
Cody Parker
Conall O
Corchari
Corey W
- cynwav
Dakota Watkins
Daniele Tolomelli
Daniel Ramos
- Daren Scot Wilson
Dave Jansen
Davesnothere
David Baker
@@ -354,10 +353,8 @@ generous deed immortalized in the next stable release of Godot Engine.
Devin R
Dimitri Roche
Donovan Hutcheon
- dragoon
Ducky
Duodecimal
- Edward Swartz
Egon Elbre
Elijah Anderson
Eric Persson
@@ -370,13 +367,9 @@ generous deed immortalized in the next stable release of Godot Engine.
Frying☆Pan
Game Endeavor
gamerminstrel
- Garrett Steffen
Gary Thomas
gebba
- Green Fox
Greyson Richey
- Grominet
- Guldoman
Guo Hongci
Haplo
Helge Maus
@@ -392,9 +385,6 @@ generous deed immortalized in the next stable release of Godot Engine.
Jamie Massey
JARKKO PARVIAINEN
Jason Evans
- Jeff Hungerford
- Jeffrey Berube
- Jennifer Graves
Joakim Askenbäck
Jonas
Jonas Arndt
@@ -403,17 +393,11 @@ generous deed immortalized in the next stable release of Godot Engine.
Jon Sully
Joseph Catrambone
Josh Taylor
- Joshua Heidrich
Juanfran
- Juan Maggi
Julian le Roux
Justin Spedding
- Kalydi Balázs
- Keegan Scott
Keith Bradner
- Kent Jofur
kindzadza
- Kodera Software
KsyTek Games
Kyle Burnett
Kyle Haltermann
@@ -438,7 +422,6 @@ generous deed immortalized in the next stable release of Godot Engine.
Martin Liška
Martin Trbola
Matěj Drábek
- Mateo Navarrete
Mathieu
Matt Edwards
Maverick
@@ -447,14 +430,9 @@ generous deed immortalized in the next stable release of Godot Engine.
Melissa Mears
Metal Demon 2000
Michael Morrison
- Michal Skwarek
- Mikael Nordenberg
- Mikayla
Mike Copley
Molly Jameson
- MoltenGears
Moritz Weissenberger
- MrAZIE
Mrjemandem
naonya3
Nathaniel
@@ -464,12 +442,9 @@ generous deed immortalized in the next stable release of Godot Engine.
Nerdforge
Nerdyninja
Nick Eldrenkamp
- Nicolas Rosset
Nik Rudenko
Noel Billig
- Oscar Domingo
ozrk
- Parth Patel
Patrick Horn
Patrickm
Patrick Nafarrete
@@ -477,24 +452,20 @@ generous deed immortalized in the next stable release of Godot Engine.
Paul Gieske
Paul Mozet
Pete
- Philip Ludington (MrPhil)
Phoenix Jauregui
Pierre Caye
Pixel Archipel
Point08
- Portponky
PsycHead
Quincy Quincy
Quinn Morrison
Raghava Kovvali
- RagingRoosevelt
Ragnar Pettersson
Rammeow
Rebecca H
Richard Hayes
Riley
RobotCritter
- Roka
Roland Rząsa
Russ
Ryan Groom
@@ -502,22 +473,16 @@ generous deed immortalized in the next stable release of Godot Engine.
Satnam Singh
Sebastian Michailidis
SeongWan Kim
- Sessamekesh
Shane Lillie
Shane Spoor
Shaun Kohanowski
- simdee
Simon Jonas Larsen
Simon Schoenenberger
Sina Yeganeh
- sirn
Skalli
slavfox
- smbe19
smo1704
SpicyCactuar
- SquidgySapphic
- Squirrel
Stephen Rice
Stephen Schlie
Sven Walter
@@ -527,20 +492,14 @@ generous deed immortalized in the next stable release of Godot Engine.
TheVoiceInMyHead
Thibaut DECROMBECQUE
thomas
- Thomas Bechtold
Thomas Pickett
Tim Drumheller
Tim Klein
- Timothy B. MacDonald
- Tim Raveling
- Tim Riley
Tom Webster
Trent Skinner
- Tyler Stafos
Tyler Stepke
Uther
Vaughan Ling
- vgmoose
vlnx
Wapiti .
Wiley Thompson
@@ -549,7 +508,7 @@ generous deed immortalized in the next stable release of Godot Engine.
ケルベロス
貴宏 小松
- And 201 anonymous donors
+ And 181 anonymous donors
## Silver and bronze donors
diff --git a/SConstruct b/SConstruct
index a1f28b1fc6..0ae8f1a387 100644
--- a/SConstruct
+++ b/SConstruct
@@ -1011,11 +1011,12 @@ if env["vsproj"]:
env.vs_incs = []
env.vs_srcs = []
-if env["compiledb"] and env.scons_version < (4, 0, 0):
- # Generating the compilation DB (`compile_commands.json`) requires SCons 4.0.0 or later.
- print_error("The `compiledb=yes` option requires SCons 4.0 or later, but your version is %s." % scons_raw_version)
- Exit(255)
-if env.scons_version >= (4, 0, 0):
+if env["compiledb"]:
+ if env.scons_version < (4, 0, 0):
+ # Generating the compilation DB (`compile_commands.json`) requires SCons 4.0.0 or later.
+ print_error("The `compiledb=yes` option requires SCons 4.0 or later, but your version is %s." % scons_raw_version)
+ Exit(255)
+
env.Tool("compilation_db")
env.Alias("compiledb", env.CompilationDatabase())
diff --git a/core/error/error_macros.cpp b/core/error/error_macros.cpp
index 8376c0aaf8..813ee7684f 100644
--- a/core/error/error_macros.cpp
+++ b/core/error/error_macros.cpp
@@ -34,6 +34,12 @@
#include "core/os/os.h"
#include "core/string/ustring.h"
+// Optional physics interpolation warnings try to include the path to the relevant node.
+#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
+#include "core/config/project_settings.h"
+#include "scene/main/node.h"
+#endif
+
static ErrorHandlerList *error_handler_list = nullptr;
void add_error_handler(ErrorHandlerList *p_handler) {
@@ -128,3 +134,48 @@ void _err_print_index_error(const char *p_function, const char *p_file, int p_li
void _err_flush_stdout() {
fflush(stdout);
}
+
+// Prevent error spam by limiting the warnings to a certain frequency.
+void _physics_interpolation_warning(const char *p_function, const char *p_file, int p_line, ObjectID p_id, const char *p_warn_string) {
+#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
+ const uint32_t warn_max = 2048;
+ const uint32_t warn_timeout_seconds = 15;
+
+ static uint32_t warn_count = warn_max;
+ static uint32_t warn_timeout = warn_timeout_seconds;
+
+ uint32_t time_now = UINT32_MAX;
+
+ if (warn_count) {
+ warn_count--;
+ }
+
+ if (!warn_count) {
+ time_now = OS::get_singleton()->get_ticks_msec() / 1000;
+ }
+
+ if ((warn_count == 0) && (time_now >= warn_timeout)) {
+ warn_count = warn_max;
+ warn_timeout = time_now + warn_timeout_seconds;
+
+ if (GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
+ // UINT64_MAX means unused.
+ if (p_id.operator uint64_t() == UINT64_MAX) {
+ _err_print_error(p_function, p_file, p_line, "[Physics interpolation] " + String(p_warn_string) + " (possibly benign).", false, ERR_HANDLER_WARNING);
+ } else {
+ String node_name;
+ if (p_id.is_valid()) {
+ Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id));
+ if (node && node->is_inside_tree()) {
+ node_name = "\"" + String(node->get_path()) + "\"";
+ } else {
+ node_name = "\"unknown\"";
+ }
+ }
+
+ _err_print_error(p_function, p_file, p_line, "[Physics interpolation] " + String(p_warn_string) + ": " + node_name + " (possibly benign).", false, ERR_HANDLER_WARNING);
+ }
+ }
+ }
+#endif
+}
diff --git a/core/error/error_macros.h b/core/error/error_macros.h
index ab7dbcbd44..d31adb72be 100644
--- a/core/error/error_macros.h
+++ b/core/error/error_macros.h
@@ -31,6 +31,7 @@
#ifndef ERROR_MACROS_H
#define ERROR_MACROS_H
+#include "core/object/object_id.h"
#include "core/typedefs.h"
#include <atomic> // We'd normally use safe_refcount.h, but that would cause circular includes.
@@ -71,6 +72,8 @@ void _err_print_index_error(const char *p_function, const char *p_file, int p_li
void _err_print_index_error(const char *p_function, const char *p_file, int p_line, int64_t p_index, int64_t p_size, const char *p_index_str, const char *p_size_str, const String &p_message, bool p_editor_notify = false, bool fatal = false);
void _err_flush_stdout();
+void _physics_interpolation_warning(const char *p_function, const char *p_file, int p_line, ObjectID p_id, const char *p_warn_string);
+
#ifdef __GNUC__
//#define FUNCTION_STR __PRETTY_FUNCTION__ - too annoying
#define FUNCTION_STR __FUNCTION__
@@ -832,4 +835,14 @@ void _err_flush_stdout();
#define DEV_CHECK_ONCE(m_cond)
#endif
+/**
+ * Physics Interpolation warnings.
+ * These are spam protection warnings.
+ */
+#define PHYSICS_INTERPOLATION_NODE_WARNING(m_object_id, m_string) \
+ _physics_interpolation_warning(FUNCTION_STR, __FILE__, __LINE__, m_object_id, m_string)
+
+#define PHYSICS_INTERPOLATION_WARNING(m_string) \
+ _physics_interpolation_warning(FUNCTION_STR, __FILE__, __LINE__, UINT64_MAX, m_string)
+
#endif // ERROR_MACROS_H
diff --git a/core/extension/gdextension.cpp b/core/extension/gdextension.cpp
index 8e2366fc95..cb6832ea39 100644
--- a/core/extension/gdextension.cpp
+++ b/core/extension/gdextension.cpp
@@ -781,23 +781,14 @@ Error GDExtension::open_library(const String &p_path, const String &p_entry_symb
}
}
- String actual_lib_path;
OS::GDExtensionData data = {
true, // also_set_library_path
- &actual_lib_path, // r_resolved_path
+ &library_path, // r_resolved_path
Engine::get_singleton()->is_editor_hint(), // generate_temp_files
&abs_dependencies_paths, // library_dependencies
};
Error err = OS::get_singleton()->open_dynamic_library(abs_path, library, &data);
- if (actual_lib_path.get_file() != abs_path.get_file()) {
- // If temporary files are generated, let's change the library path to point at the original,
- // because that's what we want to check to see if it's changed.
- library_path = actual_lib_path.get_base_dir().path_join(p_path.get_file());
- } else {
- library_path = actual_lib_path;
- }
-
ERR_FAIL_COND_V_MSG(err == ERR_FILE_NOT_FOUND, err, "GDExtension dynamic library not found: " + abs_path);
ERR_FAIL_COND_V_MSG(err != OK, err, "Can't open GDExtension dynamic library: " + abs_path);
diff --git a/core/io/file_access_pack.cpp b/core/io/file_access_pack.cpp
index 991b94db38..02bf0a6039 100644
--- a/core/io/file_access_pack.cpp
+++ b/core/io/file_access_pack.cpp
@@ -119,6 +119,10 @@ void PackedData::_free_packed_dirs(PackedDir *p_dir) {
}
PackedData::~PackedData() {
+ if (singleton == this) {
+ singleton = nullptr;
+ }
+
for (int i = 0; i < sources.size(); i++) {
memdelete(sources[i]);
}
diff --git a/core/io/image.cpp b/core/io/image.cpp
index d0598e4dc6..b35d405662 100644
--- a/core/io/image.cpp
+++ b/core/io/image.cpp
@@ -501,6 +501,38 @@ static void _convert(int p_width, int p_height, const uint8_t *p_src, uint8_t *p
}
}
+template <typename T, uint32_t read_channels, uint32_t write_channels, T def_zero, T def_one>
+static void _convert_fast(int p_width, int p_height, const T *p_src, T *p_dst) {
+ uint32_t dst_count = 0;
+ uint32_t src_count = 0;
+
+ const int resolution = p_width * p_height;
+
+ for (int i = 0; i < resolution; i++) {
+ memcpy(p_dst + dst_count, p_src + src_count, MIN(read_channels, write_channels) * sizeof(T));
+
+ if constexpr (write_channels > read_channels) {
+ const T def_value[4] = { def_zero, def_zero, def_zero, def_one };
+ memcpy(p_dst + dst_count + read_channels, &def_value[read_channels], (write_channels - read_channels) * sizeof(T));
+ }
+
+ dst_count += write_channels;
+ src_count += read_channels;
+ }
+}
+
+static bool _are_formats_compatible(Image::Format p_format0, Image::Format p_format1) {
+ if (p_format0 <= Image::FORMAT_RGBA8 && p_format1 <= Image::FORMAT_RGBA8) {
+ return true;
+ } else if (p_format0 <= Image::FORMAT_RGBAH && p_format0 >= Image::FORMAT_RH && p_format1 <= Image::FORMAT_RGBAH && p_format1 >= Image::FORMAT_RH) {
+ return true;
+ } else if (p_format0 <= Image::FORMAT_RGBAF && p_format0 >= Image::FORMAT_RF && p_format1 <= Image::FORMAT_RGBAF && p_format1 >= Image::FORMAT_RF) {
+ return true;
+ }
+
+ return false;
+}
+
void Image::convert(Format p_new_format) {
ERR_FAIL_INDEX_MSG(p_new_format, FORMAT_MAX, "The Image format specified (" + itos(p_new_format) + ") is out of range. See Image's Format enum.");
if (data.size() == 0) {
@@ -517,7 +549,7 @@ void Image::convert(Format p_new_format) {
if (Image::is_format_compressed(format) || Image::is_format_compressed(p_new_format)) {
ERR_FAIL_MSG("Cannot convert to <-> from compressed formats. Use compress() and decompress() instead.");
- } else if (format > FORMAT_RGBA8 || p_new_format > FORMAT_RGBA8) {
+ } else if (!_are_formats_compatible(format, p_new_format)) {
//use put/set pixel which is slower but works with non byte formats
Image new_img(width, height, mipmaps, p_new_format);
@@ -648,6 +680,78 @@ void Image::convert(Format p_new_format) {
case FORMAT_RGBA8 | (FORMAT_RGB8 << 8):
_convert<3, true, 3, false, false, false>(mip_width, mip_height, rptr, wptr);
break;
+ case FORMAT_RH | (FORMAT_RGH << 8):
+ _convert_fast<uint16_t, 1, 2, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RH | (FORMAT_RGBH << 8):
+ _convert_fast<uint16_t, 1, 3, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RH | (FORMAT_RGBAH << 8):
+ _convert_fast<uint16_t, 1, 4, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RGH | (FORMAT_RH << 8):
+ _convert_fast<uint16_t, 2, 1, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RGH | (FORMAT_RGBH << 8):
+ _convert_fast<uint16_t, 2, 3, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RGH | (FORMAT_RGBAH << 8):
+ _convert_fast<uint16_t, 2, 4, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RGBH | (FORMAT_RH << 8):
+ _convert_fast<uint16_t, 3, 1, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RGBH | (FORMAT_RGH << 8):
+ _convert_fast<uint16_t, 3, 2, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RGBH | (FORMAT_RGBAH << 8):
+ _convert_fast<uint16_t, 3, 4, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RGBAH | (FORMAT_RH << 8):
+ _convert_fast<uint16_t, 4, 1, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RGBAH | (FORMAT_RGH << 8):
+ _convert_fast<uint16_t, 4, 2, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RGBAH | (FORMAT_RGBH << 8):
+ _convert_fast<uint16_t, 4, 3, 0x0000, 0x3C00>(mip_width, mip_height, (const uint16_t *)rptr, (uint16_t *)wptr);
+ break;
+ case FORMAT_RF | (FORMAT_RGF << 8):
+ _convert_fast<uint32_t, 1, 2, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RF | (FORMAT_RGBF << 8):
+ _convert_fast<uint32_t, 1, 3, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RF | (FORMAT_RGBAF << 8):
+ _convert_fast<uint32_t, 1, 4, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RGF | (FORMAT_RF << 8):
+ _convert_fast<uint32_t, 2, 1, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RGF | (FORMAT_RGBF << 8):
+ _convert_fast<uint32_t, 2, 3, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RGF | (FORMAT_RGBAF << 8):
+ _convert_fast<uint32_t, 2, 4, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RGBF | (FORMAT_RF << 8):
+ _convert_fast<uint32_t, 3, 1, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RGBF | (FORMAT_RGF << 8):
+ _convert_fast<uint32_t, 3, 2, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RGBF | (FORMAT_RGBAF << 8):
+ _convert_fast<uint32_t, 3, 4, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RGBAF | (FORMAT_RF << 8):
+ _convert_fast<uint32_t, 4, 1, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RGBAF | (FORMAT_RGF << 8):
+ _convert_fast<uint32_t, 4, 2, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
+ case FORMAT_RGBAF | (FORMAT_RGBF << 8):
+ _convert_fast<uint32_t, 4, 3, 0x00000000, 0x3F800000>(mip_width, mip_height, (const uint32_t *)rptr, (uint32_t *)wptr);
+ break;
}
}
diff --git a/core/io/resource_loader.cpp b/core/io/resource_loader.cpp
index c5582ad231..928bb95de3 100644
--- a/core/io/resource_loader.cpp
+++ b/core/io/resource_loader.cpp
@@ -474,6 +474,7 @@ Ref<ResourceLoader::LoadToken> ResourceLoader::_load_start(const String &p_path,
bool ignoring_cache = p_cache_mode == ResourceFormatLoader::CACHE_MODE_IGNORE || p_cache_mode == ResourceFormatLoader::CACHE_MODE_IGNORE_DEEP;
Ref<LoadToken> load_token;
+ bool must_not_register = false;
ThreadLoadTask unregistered_load_task; // Once set, must be valid up to the call to do the load.
ThreadLoadTask *load_task_ptr = nullptr;
bool run_on_current_thread = false;
@@ -516,8 +517,9 @@ Ref<ResourceLoader::LoadToken> ResourceLoader::_load_start(const String &p_path,
}
}
- // Cache-ignoring tasks aren't registered in the map and so must finish within scope.
- if (ignoring_cache) {
+ // If we want to ignore cache, but there's another task loading it, we can't add this one to the map and we also have to finish within scope.
+ must_not_register = ignoring_cache && thread_load_tasks.has(local_path);
+ if (must_not_register) {
load_token->local_path.clear();
unregistered_load_task = load_task;
load_task_ptr = &unregistered_load_task;
@@ -528,7 +530,7 @@ Ref<ResourceLoader::LoadToken> ResourceLoader::_load_start(const String &p_path,
}
}
- run_on_current_thread = ignoring_cache || p_thread_mode == LOAD_THREAD_FROM_CURRENT;
+ run_on_current_thread = must_not_register || p_thread_mode == LOAD_THREAD_FROM_CURRENT;
if (run_on_current_thread) {
load_task_ptr->thread_id = Thread::get_caller_id();
@@ -539,7 +541,7 @@ Ref<ResourceLoader::LoadToken> ResourceLoader::_load_start(const String &p_path,
if (run_on_current_thread) {
_thread_load_function(load_task_ptr);
- if (ignoring_cache) {
+ if (must_not_register) {
load_token->res_if_unregistered = load_task_ptr->resource;
}
}
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 3060f31970..fd53ed28fd 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -447,14 +447,22 @@ public:
static _ALWAYS_INLINE_ double smoothstep(double p_from, double p_to, double p_s) {
if (is_equal_approx(p_from, p_to)) {
- return p_from;
+ if (likely(p_from <= p_to)) {
+ return p_s <= p_from ? 0.0 : 1.0;
+ } else {
+ return p_s <= p_to ? 1.0 : 0.0;
+ }
}
double s = CLAMP((p_s - p_from) / (p_to - p_from), 0.0, 1.0);
return s * s * (3.0 - 2.0 * s);
}
static _ALWAYS_INLINE_ float smoothstep(float p_from, float p_to, float p_s) {
if (is_equal_approx(p_from, p_to)) {
- return p_from;
+ if (likely(p_from <= p_to)) {
+ return p_s <= p_from ? 0.0f : 1.0f;
+ } else {
+ return p_s <= p_to ? 1.0f : 0.0f;
+ }
}
float s = CLAMP((p_s - p_from) / (p_to - p_from), 0.0f, 1.0f);
return s * s * (3.0f - 2.0f * s);
diff --git a/core/math/transform_interpolator.cpp b/core/math/transform_interpolator.cpp
index 6a564b0ca7..1cd35b3d1a 100644
--- a/core/math/transform_interpolator.cpp
+++ b/core/math/transform_interpolator.cpp
@@ -31,6 +31,7 @@
#include "transform_interpolator.h"
#include "core/math/transform_2d.h"
+#include "core/math/transform_3d.h"
void TransformInterpolator::interpolate_transform_2d(const Transform2D &p_prev, const Transform2D &p_curr, Transform2D &r_result, real_t p_fraction) {
// Special case for physics interpolation, if flipping, don't interpolate basis.
@@ -44,3 +45,340 @@ void TransformInterpolator::interpolate_transform_2d(const Transform2D &p_prev,
r_result = p_prev.interpolate_with(p_curr, p_fraction);
}
+
+void TransformInterpolator::interpolate_transform_3d(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction) {
+ r_result.origin = p_prev.origin + ((p_curr.origin - p_prev.origin) * p_fraction);
+ interpolate_basis(p_prev.basis, p_curr.basis, r_result.basis, p_fraction);
+}
+
+void TransformInterpolator::interpolate_basis(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction) {
+ Method method = find_method(p_prev, p_curr);
+ interpolate_basis_via_method(p_prev, p_curr, r_result, p_fraction, method);
+}
+
+void TransformInterpolator::interpolate_transform_3d_via_method(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction, Method p_method) {
+ r_result.origin = p_prev.origin + ((p_curr.origin - p_prev.origin) * p_fraction);
+ interpolate_basis_via_method(p_prev.basis, p_curr.basis, r_result.basis, p_fraction, p_method);
+}
+
+void TransformInterpolator::interpolate_basis_via_method(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction, Method p_method) {
+ switch (p_method) {
+ default: {
+ interpolate_basis_linear(p_prev, p_curr, r_result, p_fraction);
+ } break;
+ case INTERP_SLERP: {
+ r_result = _basis_slerp_unchecked(p_prev, p_curr, p_fraction);
+ } break;
+ case INTERP_SCALED_SLERP: {
+ interpolate_basis_scaled_slerp(p_prev, p_curr, r_result, p_fraction);
+ } break;
+ }
+}
+
+Quaternion TransformInterpolator::_basis_to_quat_unchecked(const Basis &p_basis) {
+ Basis m = p_basis;
+ real_t trace = m.rows[0][0] + m.rows[1][1] + m.rows[2][2];
+ real_t temp[4];
+
+ if (trace > 0.0) {
+ real_t s = Math::sqrt(trace + 1.0f);
+ temp[3] = (s * 0.5f);
+ s = 0.5f / s;
+
+ temp[0] = ((m.rows[2][1] - m.rows[1][2]) * s);
+ temp[1] = ((m.rows[0][2] - m.rows[2][0]) * s);
+ temp[2] = ((m.rows[1][0] - m.rows[0][1]) * s);
+ } else {
+ int i = m.rows[0][0] < m.rows[1][1]
+ ? (m.rows[1][1] < m.rows[2][2] ? 2 : 1)
+ : (m.rows[0][0] < m.rows[2][2] ? 2 : 0);
+ int j = (i + 1) % 3;
+ int k = (i + 2) % 3;
+
+ real_t s = Math::sqrt(m.rows[i][i] - m.rows[j][j] - m.rows[k][k] + 1.0f);
+ temp[i] = s * 0.5f;
+ s = 0.5f / s;
+
+ temp[3] = (m.rows[k][j] - m.rows[j][k]) * s;
+ temp[j] = (m.rows[j][i] + m.rows[i][j]) * s;
+ temp[k] = (m.rows[k][i] + m.rows[i][k]) * s;
+ }
+
+ return Quaternion(temp[0], temp[1], temp[2], temp[3]);
+}
+
+Quaternion TransformInterpolator::_quat_slerp_unchecked(const Quaternion &p_from, const Quaternion &p_to, real_t p_fraction) {
+ Quaternion to1;
+ real_t omega, cosom, sinom, scale0, scale1;
+
+ // Calculate cosine.
+ cosom = p_from.dot(p_to);
+
+ // Adjust signs (if necessary)
+ if (cosom < 0.0f) {
+ cosom = -cosom;
+ to1.x = -p_to.x;
+ to1.y = -p_to.y;
+ to1.z = -p_to.z;
+ to1.w = -p_to.w;
+ } else {
+ to1.x = p_to.x;
+ to1.y = p_to.y;
+ to1.z = p_to.z;
+ to1.w = p_to.w;
+ }
+
+ // Calculate coefficients.
+
+ // This check could possibly be removed as we dealt with this
+ // case in the find_method() function, but is left for safety, it probably
+ // isn't a bottleneck.
+ if ((1.0f - cosom) > (real_t)CMP_EPSILON) {
+ // standard case (slerp)
+ omega = Math::acos(cosom);
+ sinom = Math::sin(omega);
+ scale0 = Math::sin((1.0f - p_fraction) * omega) / sinom;
+ scale1 = Math::sin(p_fraction * omega) / sinom;
+ } else {
+ // "from" and "to" quaternions are very close
+ // ... so we can do a linear interpolation
+ scale0 = 1.0f - p_fraction;
+ scale1 = p_fraction;
+ }
+ // Calculate final values.
+ return Quaternion(
+ scale0 * p_from.x + scale1 * to1.x,
+ scale0 * p_from.y + scale1 * to1.y,
+ scale0 * p_from.z + scale1 * to1.z,
+ scale0 * p_from.w + scale1 * to1.w);
+}
+
+Basis TransformInterpolator::_basis_slerp_unchecked(Basis p_from, Basis p_to, real_t p_fraction) {
+ Quaternion from = _basis_to_quat_unchecked(p_from);
+ Quaternion to = _basis_to_quat_unchecked(p_to);
+
+ Basis b(_quat_slerp_unchecked(from, to, p_fraction));
+ return b;
+}
+
+void TransformInterpolator::interpolate_basis_scaled_slerp(Basis p_prev, Basis p_curr, Basis &r_result, real_t p_fraction) {
+ // Normalize both and find lengths.
+ Vector3 lengths_prev = _basis_orthonormalize(p_prev);
+ Vector3 lengths_curr = _basis_orthonormalize(p_curr);
+
+ r_result = _basis_slerp_unchecked(p_prev, p_curr, p_fraction);
+
+ // Now the result is unit length basis, we need to scale.
+ Vector3 lengths_lerped = lengths_prev + ((lengths_curr - lengths_prev) * p_fraction);
+
+ // Keep a note that the column / row order of the basis is weird,
+ // so keep an eye for bugs with this.
+ r_result[0] *= lengths_lerped;
+ r_result[1] *= lengths_lerped;
+ r_result[2] *= lengths_lerped;
+}
+
+void TransformInterpolator::interpolate_basis_linear(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction) {
+ // Interpolate basis.
+ r_result = p_prev.lerp(p_curr, p_fraction);
+
+ // It turns out we need to guard against zero scale basis.
+ // This is kind of silly, as we should probably fix the bugs elsewhere in Godot that can't deal with
+ // zero scale, but until that time...
+ for (int n = 0; n < 3; n++) {
+ Vector3 &axis = r_result[n];
+
+ // Not ok, this could cause errors due to bugs elsewhere,
+ // so we will bodge set this to a small value.
+ const real_t smallest = 0.0001f;
+ const real_t smallest_squared = smallest * smallest;
+ if (axis.length_squared() < smallest_squared) {
+ // Setting a different component to the smallest
+ // helps prevent the situation where all the axes are pointing in the same direction,
+ // which could be a problem for e.g. cross products...
+ axis[n] = smallest;
+ }
+ }
+}
+
+// Returns length.
+real_t TransformInterpolator::_vec3_normalize(Vector3 &p_vec) {
+ real_t lengthsq = p_vec.length_squared();
+ if (lengthsq == 0.0f) {
+ p_vec.x = p_vec.y = p_vec.z = 0.0f;
+ return 0.0f;
+ }
+ real_t length = Math::sqrt(lengthsq);
+ p_vec.x /= length;
+ p_vec.y /= length;
+ p_vec.z /= length;
+ return length;
+}
+
+// Returns lengths.
+Vector3 TransformInterpolator::_basis_orthonormalize(Basis &r_basis) {
+ // Gram-Schmidt Process.
+
+ Vector3 x = r_basis.get_column(0);
+ Vector3 y = r_basis.get_column(1);
+ Vector3 z = r_basis.get_column(2);
+
+ Vector3 lengths;
+
+ lengths.x = _vec3_normalize(x);
+ y = (y - x * (x.dot(y)));
+ lengths.y = _vec3_normalize(y);
+ z = (z - x * (x.dot(z)) - y * (y.dot(z)));
+ lengths.z = _vec3_normalize(z);
+
+ r_basis.set_column(0, x);
+ r_basis.set_column(1, y);
+ r_basis.set_column(2, z);
+
+ return lengths;
+}
+
+TransformInterpolator::Method TransformInterpolator::_test_basis(Basis p_basis, bool r_needed_normalize, Quaternion &r_quat) {
+ // Axis lengths.
+ Vector3 al = Vector3(p_basis.get_column(0).length_squared(),
+ p_basis.get_column(1).length_squared(),
+ p_basis.get_column(2).length_squared());
+
+ // Non unit scale?
+ if (r_needed_normalize || !_vec3_is_equal_approx(al, Vector3(1.0, 1.0, 1.0), (real_t)0.001f)) {
+ // If the basis is not normalized (at least approximately), it will fail the checks needed for slerp.
+ // So we try to detect a scaled (but not sheared) basis, which we *can* slerp by normalizing first,
+ // and lerping the scales separately.
+
+ // If any of the axes are really small, it is unlikely to be a valid rotation, or is scaled too small to deal with float error.
+ const real_t sl_epsilon = 0.00001f;
+ if ((al.x < sl_epsilon) ||
+ (al.y < sl_epsilon) ||
+ (al.z < sl_epsilon)) {
+ return INTERP_LERP;
+ }
+
+ // Normalize the basis.
+ Basis norm_basis = p_basis;
+
+ al.x = Math::sqrt(al.x);
+ al.y = Math::sqrt(al.y);
+ al.z = Math::sqrt(al.z);
+
+ norm_basis.set_column(0, norm_basis.get_column(0) / al.x);
+ norm_basis.set_column(1, norm_basis.get_column(1) / al.y);
+ norm_basis.set_column(2, norm_basis.get_column(2) / al.z);
+
+ // This doesn't appear necessary, as the later checks will catch it.
+ // if (!_basis_is_orthogonal_any_scale(norm_basis)) {
+ // return INTERP_LERP;
+ // }
+
+ p_basis = norm_basis;
+
+ // Orthonormalize not necessary as normal normalization(!) works if the
+ // axes are orthonormal.
+ // p_basis.orthonormalize();
+
+ // If we needed to normalize one of the two bases, we will need to normalize both,
+ // regardless of whether the 2nd needs it, just to make sure it takes the path to return
+ // INTERP_SCALED_LERP on the 2nd call of _test_basis.
+ r_needed_normalize = true;
+ }
+
+ // Apply less stringent tests than the built in slerp, the standard Godot slerp
+ // is too susceptible to float error to be useful.
+ real_t det = p_basis.determinant();
+ if (!Math::is_equal_approx(det, 1, (real_t)0.01f)) {
+ return INTERP_LERP;
+ }
+
+ if (!_basis_is_orthogonal(p_basis)) {
+ return INTERP_LERP;
+ }
+
+ // TODO: This could possibly be less stringent too, check this.
+ r_quat = _basis_to_quat_unchecked(p_basis);
+ if (!r_quat.is_normalized()) {
+ return INTERP_LERP;
+ }
+
+ return r_needed_normalize ? INTERP_SCALED_SLERP : INTERP_SLERP;
+}
+
+// This check doesn't seem to be needed but is preserved in case of bugs.
+bool TransformInterpolator::_basis_is_orthogonal_any_scale(const Basis &p_basis) {
+ Vector3 cross = p_basis.get_column(0).cross(p_basis.get_column(1));
+ real_t l = _vec3_normalize(cross);
+ // Too small numbers, revert to lerp.
+ if (l < 0.001f) {
+ return false;
+ }
+
+ const real_t epsilon = 0.9995f;
+
+ real_t dot = cross.dot(p_basis.get_column(2));
+ if (dot < epsilon) {
+ return false;
+ }
+
+ cross = p_basis.get_column(1).cross(p_basis.get_column(2));
+ l = _vec3_normalize(cross);
+ // Too small numbers, revert to lerp.
+ if (l < 0.001f) {
+ return false;
+ }
+
+ dot = cross.dot(p_basis.get_column(0));
+ if (dot < epsilon) {
+ return false;
+ }
+
+ return true;
+}
+
+bool TransformInterpolator::_basis_is_orthogonal(const Basis &p_basis, real_t p_epsilon) {
+ Basis identity;
+ Basis m = p_basis * p_basis.transposed();
+
+ // Less stringent tests than the standard Godot slerp.
+ if (!_vec3_is_equal_approx(m[0], identity[0], p_epsilon) || !_vec3_is_equal_approx(m[1], identity[1], p_epsilon) || !_vec3_is_equal_approx(m[2], identity[2], p_epsilon)) {
+ return false;
+ }
+ return true;
+}
+
+real_t TransformInterpolator::checksum_transform_3d(const Transform3D &p_transform) {
+ // just a really basic checksum, this can probably be improved
+ real_t sum = _vec3_sum(p_transform.origin);
+ sum -= _vec3_sum(p_transform.basis.rows[0]);
+ sum += _vec3_sum(p_transform.basis.rows[1]);
+ sum -= _vec3_sum(p_transform.basis.rows[2]);
+ return sum;
+}
+
+TransformInterpolator::Method TransformInterpolator::find_method(const Basis &p_a, const Basis &p_b) {
+ bool needed_normalize = false;
+
+ Quaternion q0;
+ Method method = _test_basis(p_a, needed_normalize, q0);
+ if (method == INTERP_LERP) {
+ return method;
+ }
+
+ Quaternion q1;
+ method = _test_basis(p_b, needed_normalize, q1);
+ if (method == INTERP_LERP) {
+ return method;
+ }
+
+ // Are they close together?
+ // Apply the same test that will revert to lerp as is present in the slerp routine.
+ // Calculate cosine.
+ real_t cosom = Math::abs(q0.dot(q1));
+ if ((1.0f - cosom) <= (real_t)CMP_EPSILON) {
+ return INTERP_LERP;
+ }
+
+ return method;
+}
diff --git a/core/math/transform_interpolator.h b/core/math/transform_interpolator.h
index a9bce2bd7f..cc556707e4 100644
--- a/core/math/transform_interpolator.h
+++ b/core/math/transform_interpolator.h
@@ -32,15 +32,64 @@
#define TRANSFORM_INTERPOLATOR_H
#include "core/math/math_defs.h"
+#include "core/math/vector3.h"
+
+// Keep all the functions for fixed timestep interpolation together.
+// There are two stages involved:
+// Finding a method, for determining the interpolation method between two
+// keyframes (which are physics ticks).
+// And applying that pre-determined method.
+
+// Pre-determining the method makes sense because it is expensive and often
+// several frames may occur between each physics tick, which will make it cheaper
+// than performing every frame.
struct Transform2D;
+struct Transform3D;
+struct Basis;
+struct Quaternion;
class TransformInterpolator {
+public:
+ enum Method {
+ INTERP_LERP,
+ INTERP_SLERP,
+ INTERP_SCALED_SLERP,
+ };
+
private:
- static bool _sign(real_t p_val) { return p_val >= 0; }
+ _FORCE_INLINE_ static bool _sign(real_t p_val) { return p_val >= 0; }
+ static real_t _vec3_sum(const Vector3 &p_pt) { return p_pt.x + p_pt.y + p_pt.z; }
+ static real_t _vec3_normalize(Vector3 &p_vec);
+ _FORCE_INLINE_ static bool _vec3_is_equal_approx(const Vector3 &p_a, const Vector3 &p_b, real_t p_tolerance) {
+ return Math::is_equal_approx(p_a.x, p_b.x, p_tolerance) && Math::is_equal_approx(p_a.y, p_b.y, p_tolerance) && Math::is_equal_approx(p_a.z, p_b.z, p_tolerance);
+ }
+ static Vector3 _basis_orthonormalize(Basis &r_basis);
+ static Method _test_basis(Basis p_basis, bool r_needed_normalize, Quaternion &r_quat);
+ static Basis _basis_slerp_unchecked(Basis p_from, Basis p_to, real_t p_fraction);
+ static Quaternion _quat_slerp_unchecked(const Quaternion &p_from, const Quaternion &p_to, real_t p_fraction);
+ static Quaternion _basis_to_quat_unchecked(const Basis &p_basis);
+ static bool _basis_is_orthogonal(const Basis &p_basis, real_t p_epsilon = 0.01f);
+ static bool _basis_is_orthogonal_any_scale(const Basis &p_basis);
+
+ static void interpolate_basis_linear(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction);
+ static void interpolate_basis_scaled_slerp(Basis p_prev, Basis p_curr, Basis &r_result, real_t p_fraction);
public:
static void interpolate_transform_2d(const Transform2D &p_prev, const Transform2D &p_curr, Transform2D &r_result, real_t p_fraction);
+
+ // Generic functions, use when you don't know what method should be used, e.g. from GDScript.
+ // These will be slower.
+ static void interpolate_transform_3d(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction);
+ static void interpolate_basis(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction);
+
+ // Optimized function when you know ahead of time the method.
+ static void interpolate_transform_3d_via_method(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction, Method p_method);
+ static void interpolate_basis_via_method(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction, Method p_method);
+
+ static real_t checksum_transform_3d(const Transform3D &p_transform);
+
+ static Method find_method(const Basis &p_a, const Basis &p_b);
};
#endif // TRANSFORM_INTERPOLATOR_H
diff --git a/core/os/main_loop.h b/core/os/main_loop.h
index e48541d074..9c22cbaf3c 100644
--- a/core/os/main_loop.h
+++ b/core/os/main_loop.h
@@ -64,6 +64,7 @@ public:
virtual void initialize();
virtual void iteration_prepare() {}
virtual bool physics_process(double p_time);
+ virtual void iteration_end() {}
virtual bool process(double p_time);
virtual void finalize();
diff --git a/core/string/ustring.cpp b/core/string/ustring.cpp
index 3d37e17ef8..cf19a1d48f 100644
--- a/core/string/ustring.cpp
+++ b/core/string/ustring.cpp
@@ -1639,13 +1639,43 @@ Vector<int> String::split_ints_mk(const Vector<String> &p_splitters, bool p_allo
}
String String::join(const Vector<String> &parts) const {
+ if (parts.is_empty()) {
+ return String();
+ } else if (parts.size() == 1) {
+ return parts[0];
+ }
+
+ const int this_length = length();
+
+ int new_size = (parts.size() - 1) * this_length;
+ for (const String &part : parts) {
+ new_size += part.length();
+ }
+ new_size += 1;
+
String ret;
- for (int i = 0; i < parts.size(); ++i) {
- if (i > 0) {
- ret += *this;
+ ret.resize(new_size);
+ char32_t *ret_ptrw = ret.ptrw();
+ const char32_t *this_ptr = ptr();
+
+ bool first = true;
+ for (const String &part : parts) {
+ if (first) {
+ first = false;
+ } else if (this_length) {
+ memcpy(ret_ptrw, this_ptr, this_length * sizeof(char32_t));
+ ret_ptrw += this_length;
+ }
+
+ const int part_length = part.length();
+ if (part_length) {
+ memcpy(ret_ptrw, part.ptr(), part_length * sizeof(char32_t));
+ ret_ptrw += part_length;
}
- ret += parts[i];
}
+
+ *ret_ptrw = 0;
+
return ret;
}
@@ -3149,7 +3179,7 @@ Vector<uint8_t> String::sha256_buffer() const {
}
String String::insert(int p_at_pos, const String &p_string) const {
- if (p_at_pos < 0) {
+ if (p_string.is_empty() || p_at_pos < 0) {
return *this;
}
@@ -3157,17 +3187,27 @@ String String::insert(int p_at_pos, const String &p_string) const {
p_at_pos = length();
}
- String pre;
+ String ret;
+ ret.resize(length() + p_string.length() + 1);
+ char32_t *ret_ptrw = ret.ptrw();
+ const char32_t *this_ptr = ptr();
+
if (p_at_pos > 0) {
- pre = substr(0, p_at_pos);
+ memcpy(ret_ptrw, this_ptr, p_at_pos * sizeof(char32_t));
+ ret_ptrw += p_at_pos;
}
- String post;
+ memcpy(ret_ptrw, p_string.ptr(), p_string.length() * sizeof(char32_t));
+ ret_ptrw += p_string.length();
+
if (p_at_pos < length()) {
- post = substr(p_at_pos, length() - p_at_pos);
+ memcpy(ret_ptrw, this_ptr + p_at_pos, (length() - p_at_pos) * sizeof(char32_t));
+ ret_ptrw += length() - p_at_pos;
}
- return pre + p_string + post;
+ *ret_ptrw = 0;
+
+ return ret;
}
String String::erase(int p_pos, int p_chars) const {
@@ -5321,6 +5361,11 @@ String String::lpad(int min_length, const String &character) const {
// "fish %s %d pie" % ["frog", 12]
// In case of an error, the string returned is the error description and "error" is true.
String String::sprintf(const Array &values, bool *error) const {
+ static const String ZERO("0");
+ static const String SPACE(" ");
+ static const String MINUS("-");
+ static const String PLUS("+");
+
String formatted;
char32_t *self = (char32_t *)get_data();
bool in_format = false;
@@ -5343,7 +5388,7 @@ String String::sprintf(const Array &values, bool *error) const {
if (in_format) { // We have % - let's see what else we get.
switch (c) {
case '%': { // Replace %% with %
- formatted += chr(c);
+ formatted += c;
in_format = false;
break;
}
@@ -5393,7 +5438,7 @@ String String::sprintf(const Array &values, bool *error) const {
// Padding.
int pad_chars_count = (negative || show_sign) ? min_chars - 1 : min_chars;
- String pad_char = pad_with_zeros ? String("0") : String(" ");
+ const String &pad_char = pad_with_zeros ? ZERO : SPACE;
if (left_justified) {
str = str.rpad(pad_chars_count, pad_char);
} else {
@@ -5402,7 +5447,7 @@ String String::sprintf(const Array &values, bool *error) const {
// Sign.
if (show_sign || negative) {
- String sign_char = negative ? "-" : "+";
+ const String &sign_char = negative ? MINUS : PLUS;
if (left_justified) {
str = str.insert(0, sign_char);
} else {
@@ -5439,7 +5484,7 @@ String String::sprintf(const Array &values, bool *error) const {
// Padding. Leave room for sign later if required.
int pad_chars_count = (is_negative || show_sign) ? min_chars - 1 : min_chars;
- String pad_char = (pad_with_zeros && is_finite) ? String("0") : String(" "); // Never pad NaN or inf with zeros
+ const String &pad_char = (pad_with_zeros && is_finite) ? ZERO : SPACE; // Never pad NaN or inf with zeros
if (left_justified) {
str = str.rpad(pad_chars_count, pad_char);
} else {
@@ -5448,7 +5493,7 @@ String String::sprintf(const Array &values, bool *error) const {
// Add sign if needed.
if (show_sign || is_negative) {
- String sign_char = is_negative ? "-" : "+";
+ const String &sign_char = is_negative ? MINUS : PLUS;
if (left_justified) {
str = str.insert(0, sign_char);
} else {
@@ -5501,7 +5546,7 @@ String String::sprintf(const Array &values, bool *error) const {
// Padding. Leave room for sign later if required.
int pad_chars_count = val < 0 ? min_chars - 1 : min_chars;
- String pad_char = (pad_with_zeros && is_finite) ? String("0") : String(" "); // Never pad NaN or inf with zeros
+ const String &pad_char = (pad_with_zeros && is_finite) ? ZERO : SPACE; // Never pad NaN or inf with zeros
if (left_justified) {
number_str = number_str.rpad(pad_chars_count, pad_char);
} else {
@@ -5511,9 +5556,9 @@ String String::sprintf(const Array &values, bool *error) const {
// Add sign if needed.
if (val < 0) {
if (left_justified) {
- number_str = number_str.insert(0, "-");
+ number_str = number_str.insert(0, MINUS);
} else {
- number_str = number_str.insert(pad_with_zeros ? 0 : number_str.length() - initial_len, "-");
+ number_str = number_str.insert(pad_with_zeros ? 0 : number_str.length() - initial_len, MINUS);
}
}
@@ -5678,7 +5723,7 @@ String String::sprintf(const Array &values, bool *error) const {
in_decimals = false;
break;
default:
- formatted += chr(c);
+ formatted += c;
}
}
}
diff --git a/core/templates/cowdata.h b/core/templates/cowdata.h
index f22ae1f1d3..6f818956ea 100644
--- a/core/templates/cowdata.h
+++ b/core/templates/cowdata.h
@@ -222,12 +222,15 @@ public:
}
Error insert(Size p_pos, const T &p_val) {
- ERR_FAIL_INDEX_V(p_pos, size() + 1, ERR_INVALID_PARAMETER);
- resize(size() + 1);
- for (Size i = (size() - 1); i > p_pos; i--) {
- set(i, get(i - 1));
+ Size new_size = size() + 1;
+ ERR_FAIL_INDEX_V(p_pos, new_size, ERR_INVALID_PARAMETER);
+ Error err = resize(new_size);
+ ERR_FAIL_COND_V(err, err);
+ T *p = ptrw();
+ for (Size i = new_size - 1; i > p_pos; i--) {
+ p[i] = p[i - 1];
}
- set(p_pos, p_val);
+ p[p_pos] = p_val;
return OK;
}
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 2cd3a51722..339bbb71dd 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -1248,8 +1248,9 @@
<param index="1" name="to" type="float" />
<param index="2" name="x" type="float" />
<description>
- Returns the result of smoothly interpolating the value of [param x] between [code]0[/code] and [code]1[/code], based on the where [param x] lies with respect to the edges [param from] and [param to].
- The return value is [code]0[/code] if [code]x &lt;= from[/code], and [code]1[/code] if [code]x &gt;= to[/code]. If [param x] lies between [param from] and [param to], the returned value follows an S-shaped curve that maps [param x] between [code]0[/code] and [code]1[/code].
+ Returns a smooth cubic Hermite interpolation between [code]0[/code] and [code]1[/code].
+ For positive ranges (when [code]from &lt;= to[/code]) the return value is [code]0[/code] when [code]x &lt;= from[/code], and [code]1[/code] when [code]x &gt;= to[/code]. If [param x] lies between [param from] and [param to], the return value follows an S-shaped curve that smoothly transitions from [code]0[/code] to [code]1[/code].
+ For negative ranges (when [code]from &gt; to[/code]) the function is mirrored and returns [code]1[/code] when [code]x &lt;= to[/code] and [code]0[/code] when [code]x &gt;= from[/code].
This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = 3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].
[codeblock]
smoothstep(0, 2, -5.0) # Returns 0.0
@@ -1259,6 +1260,7 @@
[/codeblock]
Compared to [method ease] with a curve value of [code]-1.6521[/code], [method smoothstep] returns the smoothest possible curve with no sudden changes in the derivative. If you need to perform more advanced transitions, use [Tween] or [AnimationPlayer].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, -1.6521) return values[/url]
+ [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/smoothstep_range.webp]Smoothstep() return values with positive, zero, and negative ranges[/url]
</description>
</method>
<method name="snapped">
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index 80fd52c684..942299cc7e 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -599,7 +599,7 @@
</method>
</methods>
<members>
- <member name="capture_included" type="bool" setter="_set_capture_included" getter="is_capture_included" default="false">
+ <member name="capture_included" type="bool" setter="" getter="is_capture_included" default="false">
Returns [code]true[/code] if the capture track is included. This is a cached readonly value for performance.
</member>
<member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
diff --git a/doc/classes/AnimationMixer.xml b/doc/classes/AnimationMixer.xml
index 58ef118e46..dc1bee4336 100644
--- a/doc/classes/AnimationMixer.xml
+++ b/doc/classes/AnimationMixer.xml
@@ -8,6 +8,7 @@
After instantiating the playback information data within the extended class, the blending is processed by the [AnimationMixer].
</description>
<tutorials>
+ <link title="Migrating Animations from Godot 4.0 to 4.3">https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/</link>
</tutorials>
<methods>
<method name="_post_process_key_value" qualifiers="virtual const">
@@ -122,7 +123,7 @@
move_and_slide()
[/gdscript]
[/codeblocks]
- By using this in combination with [method get_root_motion_position_accumulator], you can apply the root motion position more correctly to account for the rotation of the node.
+ By using this in combination with [method get_root_motion_rotation_accumulator], you can apply the root motion position more correctly to account for the rotation of the node.
[codeblocks]
[gdscript]
func _process(delta):
diff --git a/doc/classes/CompositorEffect.xml b/doc/classes/CompositorEffect.xml
index b05dc44cf6..cf3aa9fca4 100644
--- a/doc/classes/CompositorEffect.xml
+++ b/doc/classes/CompositorEffect.xml
@@ -4,7 +4,7 @@
This resource allows for creating a custom rendering effect.
</brief_description>
<description>
- This resource defines a custom rendering effect that can be applied to [Viewport]s through the viewports' [Environment]. You can implement a callback that is called during rendering at a given stage of the rendering pipeline and allows you to insert additional passes. Note that this callback happens on the rendering thread.
+ This resource defines a custom rendering effect that can be applied to [Viewport]s through the viewports' [Environment]. You can implement a callback that is called during rendering at a given stage of the rendering pipeline and allows you to insert additional passes. Note that this callback happens on the rendering thread. CompositorEffect is an abstract base class and must be extended to implement specific rendering logic.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index 88a6eeec26..28614b6631 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -98,18 +98,18 @@
};
}
- public override int _Import(string sourceFile, string savePath, Godot.Collections.Dictionary options, Godot.Collections.Array&lt;string&gt; platformVariants, Godot.Collections.Array&lt;string&gt; genFiles)
+ public override Error _Import(string sourceFile, string savePath, Godot.Collections.Dictionary options, Godot.Collections.Array&lt;string&gt; platformVariants, Godot.Collections.Array&lt;string&gt; genFiles)
{
using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags.Read);
if (file.GetError() != Error.Ok)
{
- return (int)Error.Failed;
+ return Error.Failed;
}
var mesh = new ArrayMesh();
// Fill the Mesh with data read in "file", left as an exercise to the reader.
string filename = $"{savePath}.{_GetSaveExtension()}";
- return (int)ResourceSaver.Save(mesh, filename);
+ return ResourceSaver.Save(mesh, filename);
}
}
[/csharp]
@@ -241,7 +241,7 @@
<param index="2" name="custom_importer" type="String" default="&quot;&quot;" />
<param index="3" name="generator_parameters" type="Variant" default="null" />
<description>
- This function can only be called during the [method _import] callback and it allows manually importing resources from it. This is useful when the imported file generates external resources that require importing (as example, images). Custom parameters for the ".import" file can be passed via the [param custom_options]. Additionally, in cases where multiple importers can handle a file, the [param custom_importer] ca be specified to force a specific one. This function performs a resource import and returns immediately with a success or error code. [param generator_parameters] defines optional extra metadata which will be stored as [code skip-lint]generator_parameters[/code] in the [code]remap[/code] section of the [code].import[/code] file, for example to store a md5 hash of the source data.
+ This function can only be called during the [method _import] callback and it allows manually importing resources from it. This is useful when the imported file generates external resources that require importing (as example, images). Custom parameters for the ".import" file can be passed via the [param custom_options]. Additionally, in cases where multiple importers can handle a file, the [param custom_importer] can be specified to force a specific one. This function performs a resource import and returns immediately with a success or error code. [param generator_parameters] defines optional extra metadata which will be stored as [code skip-lint]generator_parameters[/code] in the [code]remap[/code] section of the [code].import[/code] file, for example to store a md5 hash of the source data.
</description>
</method>
</methods>
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 125c7ef3ee..ae13af4b82 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -46,6 +46,14 @@
Returns all the gizmos attached to this [Node3D].
</description>
</method>
+ <method name="get_global_transform_interpolated">
+ <return type="Transform3D" />
+ <description>
+ When using physics interpolation, there will be circumstances in which you want to know the interpolated (displayed) transform of a node rather than the standard transform (which may only be accurate to the most recent physics tick).
+ This is particularly important for frame-based operations that take place in [method Node._process], rather than [method Node._physics_process]. Examples include [Camera3D]s focusing on a node, or finding where to fire lasers from on a frame rather than physics tick.
+ [b]Note:[/b] This function creates an interpolation pump on the [Node3D] the first time it is called, which can respond to physics interpolation resets. If you get problems with "streaking" when initially following a [Node3D], be sure to call [method get_global_transform_interpolated] at least once [i]before[/i] resetting the [Node3D] physics interpolation.
+ </description>
+ </method>
<method name="get_parent_node_3d" qualifiers="const">
<return type="Node3D" />
<description>
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index eecb3ca525..ed420f4587 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -341,7 +341,7 @@
public override void _ValidateProperty(Godot.Collections.Dictionary property)
{
- if (property["name"].AsStringName() == PropertyName.Number &amp;&amp; IsNumberEditable)
+ if (property["name"].AsStringName() == PropertyName.Number &amp;&amp; !IsNumberEditable)
{
var usage = property["usage"].As&lt;PropertyUsageFlags&gt;() | PropertyUsageFlags.ReadOnly;
property["usage"] = (int)usage;
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b20b374382..ff2c0bbfd9 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -630,6 +630,10 @@
<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
Maximum call stack allowed for debugging GDScript.
</member>
+ <member name="debug/settings/physics_interpolation/enable_warnings" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], enables warnings which can help pinpoint where nodes are being incorrectly updated, which will result in incorrect interpolation and visual glitches.
+ When a node is being interpolated, it is essential that the transform is set during [method Node._physics_process] (during a physics tick) rather than [method Node._process] (during a frame).
+ </member>
<member name="debug/settings/profiler/max_functions" type="int" setter="" getter="" default="16384">
Maximum number of functions per frame allowed when profiling.
</member>
@@ -2322,7 +2326,8 @@
</member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
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.
- [b]Note:[/b] When using a physics interpolation solution (such as enabling [member physics/common/physics_interpolation] or using a custom solution), the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code].
+ [b]Note:[/b] Jitter fix is automatically disabled at runtime when [member physics/common/physics_interpolation] is enabled.
+ [b]Note:[/b] When using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code].
[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.
</member>
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 3c9f0fc7af..d86b82b72a 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1855,6 +1855,14 @@
Sets the visibility range values for the given geometry instance. Equivalent to [member GeometryInstance3D.visibility_range_begin] and related properties.
</description>
</method>
+ <method name="instance_reset_physics_interpolation">
+ <return type="void" />
+ <param index="0" name="instance" type="RID" />
+ <description>
+ Prevents physics interpolation for the current physics tick.
+ This is useful when moving an instance to a new location, to give an instantaneous change rather than interpolation from the previous location.
+ </description>
+ </method>
<method name="instance_set_base">
<return type="void" />
<param index="0" name="instance" type="RID" />
@@ -1896,6 +1904,14 @@
If [code]true[/code], ignores both frustum and occlusion culling on the specified 3D geometry instance. This is not the same as [member GeometryInstance3D.ignore_occlusion_culling], which only ignores occlusion culling and leaves frustum culling intact.
</description>
</method>
+ <method name="instance_set_interpolated">
+ <return type="void" />
+ <param index="0" name="instance" type="RID" />
+ <param index="1" name="interpolated" type="bool" />
+ <description>
+ Turns on and off physics interpolation for the instance.
+ </description>
+ </method>
<method name="instance_set_layer_mask">
<return type="void" />
<param index="0" name="instance" type="RID" />
diff --git a/doc/classes/ResourceImporterOBJ.xml b/doc/classes/ResourceImporterOBJ.xml
index 55043a311c..a63dddb0e8 100644
--- a/doc/classes/ResourceImporterOBJ.xml
+++ b/doc/classes/ResourceImporterOBJ.xml
@@ -21,9 +21,6 @@
<member name="offset_mesh" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
Offsets the mesh's data by the specified value. This can be used to work around misaligned meshes without having to modify the source file.
</member>
- <member name="optimize_mesh" type="bool" setter="" getter="" default="true">
- Unused parameter. This currently has no effect.
- </member>
<member name="scale_mesh" type="Vector3" setter="" getter="" default="Vector3(1, 1, 1)">
Scales the mesh's data by the specified value. This can be used to work around misscaled meshes without having to modify the source file.
</member>
diff --git a/doc/classes/SkeletonModifier3D.xml b/doc/classes/SkeletonModifier3D.xml
index cb51ab6f89..7b1d70179a 100644
--- a/doc/classes/SkeletonModifier3D.xml
+++ b/doc/classes/SkeletonModifier3D.xml
@@ -9,6 +9,7 @@
This node should be used to implement custom IK solvers, constraints, or skeleton physics.
</description>
<tutorials>
+ <link title="Design of the Skeleton Modifier 3D">https://godotengine.org/article/design-of-the-skeleton-modifier-3d/</link>
</tutorials>
<methods>
<method name="_process_modification" qualifiers="virtual">
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index b288ee7ff6..f57185ae87 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -301,6 +301,7 @@
<member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false">
If [code]true[/code], the viewport will use a unique copy of the [World3D] defined in [member world_3d].
</member>
+ <member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" overrides="Node" enum="Node.PhysicsInterpolationMode" default="1" />
<member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false">
If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
[b]Note:[/b] The number of simultaneously pickable objects is limited to 64 and they are selected in a non-deterministic order, which can be different in each picking process.
diff --git a/doc/classes/VisibleOnScreenNotifier2D.xml b/doc/classes/VisibleOnScreenNotifier2D.xml
index cf4a0c0018..418abb6d17 100644
--- a/doc/classes/VisibleOnScreenNotifier2D.xml
+++ b/doc/classes/VisibleOnScreenNotifier2D.xml
@@ -4,7 +4,7 @@
A rectangular region of 2D space that detects whether it is visible on screen.
</brief_description>
<description>
- [VisibleOnScreenEnabler2D] represents a rectangular region of 2D space. When any part of this region becomes visible on screen or in a viewport, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
+ [VisibleOnScreenNotifier2D] represents a rectangular region of 2D space. When any part of this region becomes visible on screen or in a viewport, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
If you want a node to be enabled automatically when this region is visible on screen, use [VisibleOnScreenEnabler2D].
[b]Note:[/b] [VisibleOnScreenNotifier2D] uses the render culling code to determine whether it's visible on screen, so it won't function unless [member CanvasItem.visible] is set to [code]true[/code].
</description>
diff --git a/doc/classes/VisibleOnScreenNotifier3D.xml b/doc/classes/VisibleOnScreenNotifier3D.xml
index 38d55cd331..ce8a4b398d 100644
--- a/doc/classes/VisibleOnScreenNotifier3D.xml
+++ b/doc/classes/VisibleOnScreenNotifier3D.xml
@@ -4,7 +4,7 @@
A box-shaped region of 3D space that detects whether it is visible on screen.
</brief_description>
<description>
- [VisibleOnScreenEnabler3D] represents a box-shaped region of 3D space. When any part of this region becomes visible on screen or in a [Camera3D]'s view, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
+ [VisibleOnScreenNotifier3D] represents a box-shaped region of 3D space. When any part of this region becomes visible on screen or in a [Camera3D]'s view, it will emit a [signal screen_entered] signal, and likewise it will emit a [signal screen_exited] signal when no part of it remains visible.
If you want a node to be enabled automatically when this region is visible on screen, use [VisibleOnScreenEnabler3D].
[b]Note:[/b] [VisibleOnScreenNotifier3D] uses an approximate heuristic that doesn't take walls and other occlusion into account, unless occlusion culling is used. It also won't function unless [member Node3D.visible] is set to [code]true[/code].
</description>
diff --git a/doc/translations/de.po b/doc/translations/de.po
index abd63b2681..2a24be1d56 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -91,12 +91,15 @@
# Dirk Graf <bb3234@web.de>, 2024.
# dass2608 <jarvisseekamp@gmail.com>, 2024.
# Random Person Games <ranpergames@gmail.com>, 2024.
+# thereisno anderson <thereisnoanderson@users.noreply.hosted.weblate.org>, 2024.
+# Johannes Oskar Silvennoinen <johannes.silvennoinen44@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2024-07-27 00:54+0000\n"
-"Last-Translator: Coxcopi70f00b67b61542fe <hn_vogel@gmx.net>\n"
+"PO-Revision-Date: 2024-08-13 23:09+0000\n"
+"Last-Translator: Johannes Oskar Silvennoinen <johannes.silvennoinen44@gmail."
+"com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/de/>\n"
"Language: de\n"
@@ -1006,6 +1009,84 @@ msgstr ""
"stattdessen zu einem Laufzeitfehler."
msgid ""
+"Mark the following property as exported (editable in the Inspector dock and "
+"saved to disk). To control the type of the exported property, use the type "
+"hint notation.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
+"\n"
+"# Built-in types.\n"
+"@export var string = \"\"\n"
+"@export var int_number = 5\n"
+"@export var float_number: float = 5\n"
+"\n"
+"# Enums.\n"
+"@export var type: Variant.Type\n"
+"@export var format: Image.Format\n"
+"@export var direction: Direction\n"
+"\n"
+"# Resources.\n"
+"@export var image: Image\n"
+"@export var custom_resource: CustomResource\n"
+"\n"
+"# Nodes.\n"
+"@export var node: Node\n"
+"@export var custom_node: CustomNode\n"
+"\n"
+"# Typed arrays.\n"
+"@export var int_array: Array[int]\n"
+"@export var direction_array: Array[Direction]\n"
+"@export var image_array: Array[Image]\n"
+"@export var node_array: Array[Node]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Custom resources and nodes should be registered as global "
+"classes using [code]class_name[/code], since the Inspector currently only "
+"supports global classes. Otherwise, a less specific type will be exported "
+"instead.\n"
+"[b]Note:[/b] Node export is only supported in [Node]-derived classes and has "
+"a number of other limitations."
+msgstr ""
+"Markiert die folgende Eigenschaft als exportiert (editierbar im Inspector-"
+"Dock und auf der Festplatte gespeichert). Um den Typ der exportierten "
+"Eigenschaft zu steuern, verwenden Sie die Type-Hint-Notation.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
+"\n"
+"# Built-in-Typen.\n"
+"@export var string = \"\"\n"
+"@export var int_number = 5\n"
+"@export var float_number: float = 5\n"
+"\n"
+"# Enums.\n"
+"@export var type: Variant.Type\n"
+"@export var format: Image.Format\n"
+"@export var direction: Direction\n"
+"\n"
+"# Ressourcen.\n"
+"@export var image: Image\n"
+"@export var custom_resource: CustomResource\n"
+"\n"
+"# Nodes.\n"
+"@export var node: Node\n"
+"@export var custom_node: CustomNode\n"
+"\n"
+"# Typisierte Arrays.\n"
+"@export var int_array: Array[int]\n"
+"@export var direction_array: Array[Direction]\n"
+"@export var image_array: Array[Image]\n"
+"@export var node_array: Array[Node]\n"
+"[/codeblock]\n"
+"[b]Hinweis:[/b] Benutzerdefinierte Ressourcen und Nodes sollten als globale "
+"Klassen mit [code]class_name[/code] registriert werden da der Inspector "
+"zurzeit nur globale Klassen unterstüzt.\n"
+"[b]Hinweis:[/b] Der Node export funktioniert nur in [Node] abgeleiteten "
+"Klassen und hat dazu noch einige andere Einschränkungen."
+
+msgid ""
"Define a new category for the following exported properties. This helps to "
"organize properties in the Inspector dock.\n"
"See also [constant PROPERTY_USAGE_CATEGORY].\n"
@@ -6675,6 +6756,20 @@ msgstr ""
"Die Eigenschaft wird nicht gespeichert und wird im Editor nicht angezeigt. "
"Dies ist die Standardeinstellung für nicht exportierte Eigenschaften."
+msgid ""
+"The property is serialized and saved in the scene file (default for exported "
+"properties)."
+msgstr ""
+"Die Eigenschaft wird serialisiert und in der Szenendatei gespeichert (Für "
+"exportierte Eigenschaften standardgemäß)."
+
+msgid ""
+"The property is shown in the [EditorInspector] (default for exported "
+"properties)."
+msgstr ""
+"Die Eigenschaft wird im [EditorInspector] angezeigt (Für exportierte "
+"Eigenschaften standardgemäß)."
+
msgid "The property is excluded from the class reference."
msgstr "Die Eigenschaft ist von der Klassenreferenz ausgeschlossen."
@@ -9017,6 +9112,22 @@ msgid "Sets the value of an existing key."
msgstr "Setzt den Wert eines vorhandenen Schlüssels."
msgid ""
+"Sets the path of a track. Paths must be valid scene-tree paths to a node and "
+"must be specified starting from the [member AnimationMixer.root_node] that "
+"will reproduce the animation. Tracks that control properties or bones must "
+"append their name after the path, separated by [code]\":\"[/code].\n"
+"For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/"
+"mesh:transform/local\"[/code]."
+msgstr ""
+"Legt den Pfad einer Spur fest. Pfade müssen gültige scene-tree zu einem "
+"Knoten sein und müssen ausgehend vom [member AnimationMixer.root_node], der "
+"die Animation wiedergeben wird, angegeben werden. Spuren, die Eigenschaften "
+"oder Bones steuern, müssen ihren Namen nach dem Pfad anhängen, getrennt durch "
+"[code]\":\"[/code].\n"
+"Beispiel: [code]\"character/skeleton:ankle\"[/code] oder [code]\"character/"
+"mesh:transform/local\"[/code]."
+
+msgid ""
"Swaps the track [param track_idx]'s index position with the track [param "
"with_idx]."
msgstr ""
@@ -9060,6 +9171,16 @@ msgstr ""
"diese vor oder nach dem Ende liegen kann, um eine korrekte Interpolation und "
"Schleifenbildung zu gewährleisten."
+msgid ""
+"Determines the behavior of both ends of the animation timeline during "
+"animation playback. This is used for correct interpolation of animation "
+"cycles, and for hinting the player that it must restart the animation."
+msgstr ""
+"Bestimmt das Verhalten beider Enden der Animationszeitachse während der "
+"Animationswiedergabe. Dies wird verwendet, um Animationszyklen korrekt zu "
+"interpolieren und dem Spieler mitzuteilen, dass er die Animation neu starten "
+"muss."
+
msgid "The animation step value."
msgstr "Der Animationsschrittwert."
@@ -9150,10 +9271,25 @@ msgstr ""
"[b]Hinweis:[/b] Der Ergebniswert ist immer normalisiert und stimmt "
"möglicherweise nicht mit dem Schlüsselwert überein."
+msgid "Update between keyframes and hold the value."
+msgstr "Aktualisiert zwischen Keyframes und behalten ihren Wert."
+
msgid "Update at the keyframes."
msgstr "Aktualisierung an den Keyframes."
msgid ""
+"Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value "
+"of the current object and perform interpolation in some methods. See also "
+"[method AnimationMixer.capture], [member AnimationPlayer."
+"playback_auto_capture], and [method AnimationPlayer.play_with_capture]."
+msgstr ""
+"Identisch mit [Konstante UPDATE_CONTINUOUS], fungiert jedoch als Flag, um den "
+"Wert des aktuellen Objekts zu erfassen und in einigen Methoden eine "
+"Interpolation durchzuführen. Siehe auch [Methode AnimationMixer.capture], "
+"[Member AnimationPlayer.playback_auto_capture] und [Methode AnimationPlayer."
+"play_with_capture]."
+
+msgid ""
"At both ends of the animation, the animation will be repeated without "
"changing the playback direction."
msgstr ""
@@ -9253,86 +9389,6 @@ msgstr ""
"Bewegt die Animationen manuell um die angegebene Zeit (in Sekunden) weiter."
msgid ""
-"Retrieve the motion delta of position with the [member root_motion_track] as "
-"a [Vector3] that can be used elsewhere.\n"
-"If [member root_motion_track] is not a path to a track of type [constant "
-"Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n"
-"See also [member root_motion_track] and [RootMotionView].\n"
-"The most basic example is applying position to [CharacterBody3D]:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var current_rotation: Quaternion\n"
-"\n"
-"func _process(delta):\n"
-" if Input.is_action_just_pressed(\"animate\"):\n"
-" current_rotation = get_quaternion()\n"
-" state_machine.travel(\"Animate\")\n"
-" var velocity: Vector3 = current_rotation * animation_tree."
-"get_root_motion_position() / delta\n"
-" set_velocity(velocity)\n"
-" move_and_slide()\n"
-"[/gdscript]\n"
-"[/codeblocks]\n"
-"By using this in combination with [method "
-"get_root_motion_position_accumulator], you can apply the root motion position "
-"more correctly to account for the rotation of the node.\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"func _process(delta):\n"
-" if Input.is_action_just_pressed(\"animate\"):\n"
-" state_machine.travel(\"Animate\")\n"
-" set_quaternion(get_quaternion() * animation_tree."
-"get_root_motion_rotation())\n"
-" var velocity: Vector3 = (animation_tree."
-"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
-"animation_tree.get_root_motion_position() / delta\n"
-" set_velocity(velocity)\n"
-" move_and_slide()\n"
-"[/gdscript]\n"
-"[/codeblocks]"
-msgstr ""
-"Liefert das Bewegungsdelta der Position mit dem [member root_motion_track] "
-"als [Vector3], der anderweitig verwendet werden kann.\n"
-"Wenn [member root_motion_track] kein Pfad zu einer Spur vom Typ [constant "
-"Animation.TYPE_POSITION_3D] ist, wird [code]Vector3(0, 0, 0)[/code] "
-"zurückgegeben.\n"
-"Siehe auch [member root_motion_track] und [RootMotionView].\n"
-"Das einfachste Beispiel ist die Anwendung der Position auf "
-"[CharacterBody3D]:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var current_rotation: Quaternion\n"
-"\n"
-"func _process(delta):\n"
-" if Input.is_action_just_pressed(\"animate\"):\n"
-" current_rotation = get_quaternion()\n"
-" state_machine.travel(\"Animate\")\n"
-" var velocity: Vector3 = current_rotation * animation_tree."
-"get_root_motion_position() / delta\n"
-" set_velocity(velocity)\n"
-" move_and_slide()\n"
-"[/gdscript]\n"
-"[/codeblocks]\n"
-"Wenn Sie dies in Kombination mit [method "
-"get_root_motion_position_accumulator] verwenden, können Sie die "
-"Wurzelbewegungsposition korrekter anwenden, um die Drehung des Knotens (Node) "
-"zu berücksichtigen.\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"func _process(delta):\n"
-" if Input.is_action_just_pressed(\"animate\"):\n"
-" state_machine.travel(\"Animate\")\n"
-" set_quaternion(get_quaternion() * animation_tree."
-"get_root_motion_rotation())\n"
-" var velocity: Vector3 = (animation_tree."
-"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
-"animation_tree.get_root_motion_position() / delta\n"
-" set_velocity(velocity)\n"
-" move_and_slide()\n"
-"[/gdscript]\n"
-"[/codeblocks]"
-
-msgid ""
"Retrieve the blended value of the position tracks with the [member "
"root_motion_track] as a [Vector3] that can be used elsewhere.\n"
"This is useful in cases where you want to respect the initial key values of "
@@ -9813,14 +9869,6 @@ msgstr ""
"Animation, die als Ausgabe verwendet werden soll. Es ist eine der "
"Animationen, die von [member AnimationTree.anim_player] bereitgestellt werden."
-msgid ""
-"If [member use_custom_timeline] is [code]true[/code], override the loop "
-"settings of the original [Animation] resource with the value."
-msgstr ""
-"Wenn [member use_custom_timeline] auf [code]true[/code] gesetzt ist, wird der "
-"loop-Parameter der ursprünglichen [Animation] Ressource mit diesem Wert "
-"überschrieben."
-
msgid "Determines the playback direction of the animation."
msgstr "Bestimmt die Abspielrichtung der Animation."
diff --git a/doc/translations/es.po b/doc/translations/es.po
index 4fe2808fbc..abf1e2c4ef 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -83,12 +83,17 @@
# José Artigas <squander@users.noreply.hosted.weblate.org>, 2024.
# Zgtale <zgtale1@hotmail.com>, 2024.
# Juan Matias Olmos <ma7as@protonmail.com>, 2024.
+# Juan Castro <castrotio09172002@gmail.com>, 2024.
+# Alejandro Moctezuma <moctezumaalejandro25@gmail.com>, 2024.
+# gallegonovato <fran-carro@hotmail.es>, 2024.
+# Andres David Calderon <andresdavidcalderonjimenez@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2024-07-30 16:40+0000\n"
-"Last-Translator: Juan Matias Olmos <ma7as@protonmail.com>\n"
+"PO-Revision-Date: 2024-08-07 15:09+0000\n"
+"Last-Translator: Andres David Calderon <andresdavidcalderonjimenez@gmail."
+"com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@@ -168,7 +173,7 @@ msgid "Theme Property Descriptions"
msgstr "Descripciones de las propiedades del tema"
msgid "Inherits:"
-msgstr "Herencia:"
+msgstr "Hereda:"
msgid "Inherited By:"
msgstr "Heredado por:"
@@ -180,13 +185,13 @@ msgid "Default"
msgstr "Predeterminado"
msgid "Setter"
-msgstr "Método de Establecimiento o Setter"
+msgstr "Setter"
msgid "value"
msgstr "valor"
msgid "Getter"
-msgstr "Método de Acceso al Valor o Getter"
+msgstr "Getter"
msgid ""
"This method should typically be overridden by the user to have any effect."
@@ -1521,6 +1526,34 @@ msgstr ""
"argumentos de cualquier tipo en una cadena de la mejor manera posible y los "
"imprime en la consola."
+msgid ""
+"Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], "
+"where its first element is the randomized [int] value, and the second element "
+"is the same as [param seed]. Passing the same [param seed] consistently "
+"returns the same array.\n"
+"[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random "
+"number generator, currently implemented as a 64 bit integer.\n"
+"[codeblock]\n"
+"var a = rand_from_seed(4)\n"
+"\n"
+"print(a[0])\t# Prints 2879024997\n"
+"print(a[1])\t# Prints 4\n"
+"[/codeblock]"
+msgstr ""
+"dado un [param seed], retorna un [PackedInt64Array] de tamaño [code]2[/code], "
+"donde su primer elemento es el valor aleatorizado [int], y el segundo "
+"elemento es el mismo que [param seed]. Pasar el mismo [param seed] "
+"consistentemente retorna el mismo array.\n"
+"[b]Nota:[/b] \"Semila\" Aquí se refiere al estado interno del generador de "
+"numeros pseudo aleatorio, en este momento implementado como un entero de 64 "
+"bits.\n"
+"[codeblock]\n"
+"var a = rand_from_seed(4)\n"
+"\n"
+"print(a[0]\t)# Prints 2879024997\n"
+"print(a[1])\t# Prints 4\n"
+"[/codeblock]"
+
msgid "The [AudioServer] singleton."
msgstr "El singleton [AudioServer]."
@@ -12364,6 +12397,121 @@ msgid "Emitted when node visibility changes."
msgstr "Emitido cuando cambia la visibilidad del nodo."
msgid ""
+"The [NodePath] built-in [Variant] type represents a path to a node or "
+"property in a hierarchy of nodes. It is designed to be efficiently passed "
+"into many built-in methods (such as [method Node.get_node], [method Object."
+"set_indexed], [method Tween.tween_property], etc.) without a hard dependence "
+"on the node or property they point to.\n"
+"A node path is represented as a [String] composed of slash-separated ([code]/"
+"[/code]) node names and colon-separated ([code]:[/code]) property names (also "
+"called \"subnames\"). Similar to a filesystem path, [code]\"..\"[/code] and "
+"[code]\".\"[/code] are special node names. They refer to the parent node and "
+"the current node, respectively.\n"
+"The following examples are paths relative to the current node:\n"
+"[codeblock]\n"
+"^\"A\" # Points to the direct child A.\n"
+"^\"A/B\" # Points to A's child B.\n"
+"^\".\" # Points to the current node.\n"
+"^\"..\" # Points to the parent node.\n"
+"^\"../C\" # Points to the sibling node C.\n"
+"^\"../..\" # Points to the grandparent node.\n"
+"[/codeblock]\n"
+"A leading slash means the path is absolute, and begins from the [SceneTree]:\n"
+"[codeblock]\n"
+"^\"/root\" # Points to the SceneTree's root Window.\n"
+"^\"/root/Title\" # May point to the main scene's root node named "
+"\"Title\".\n"
+"^\"/root/Global\" # May point to an autoloaded node or scene named "
+"\"Global\".\n"
+"[/codeblock]\n"
+"Despite their name, node paths may also point to a property:\n"
+"[codeblock]\n"
+"^\":position\" # Points to this object's position.\n"
+"^\":position:x\" # Points to this object's position in the x axis.\n"
+"^\"Camera3D:rotation:y\" # Points to the child Camera3D and its y rotation.\n"
+"^\"/root:size:x\" # Points to the root Window and its width.\n"
+"[/codeblock]\n"
+"In some situations, it's possible to omit the leading [code]:[/code] when "
+"pointing to an object's property. As an example, this is the case with "
+"[method Object.set_indexed] and [method Tween.tween_property], as those "
+"methods call [method NodePath.get_as_property_path] under the hood. However, "
+"it's generally recommended to keep the [code]:[/code] prefix.\n"
+"Node paths cannot check whether they are valid and may point to nodes or "
+"properties that do not exist. Their meaning depends entirely on the context "
+"in which they're used.\n"
+"You usually do not have to worry about the [NodePath] type, as strings are "
+"automatically converted to the type when necessary. There are still times "
+"when defining node paths is useful. For example, exported [NodePath] "
+"properties allow you to easily select any node within the currently edited "
+"scene. They are also automatically updated when moving, renaming or deleting "
+"nodes in the scene tree editor. See also [annotation @GDScript."
+"@export_node_path].\n"
+"See also [StringName], which is a similar type designed for optimized "
+"strings.\n"
+"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/"
+"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] "
+"will always evaluate to [code]true[/code]."
+msgstr ""
+"El tipo [Variant] integrado [NodePath] representa una ruta a un nodo o "
+"propiedad en una jerarquía de nodos. Está diseñado para pasarse de manera "
+"eficiente a muchos métodos integrados (como [method Node.get_node], [method "
+"Object.set_indexed], [method Tween.tween_property], etc.) sin una dependencia "
+"estricta del nodo o propiedad al que apuntan.\n"
+"Una ruta de nodo se representa como una [String] compuesta por nombres de "
+"nodo separados por barras ([code]/[/code]) y nombres de propiedad separados "
+"por dos puntos ([code]:[/code]) (también llamados \"subnombres\"). De manera "
+"similar a una ruta de sistema de archivos, [code]\"..\"[/code] y [code]\".\"[/"
+"code] son nombres de nodo especiales. Hacen referencia al nodo superior y al "
+"nodo actual, respectivamente.\n"
+"Los siguientes ejemplos son rutas relativas al nodo actual:\n"
+"[codeblock]\n"
+"^\"A\" # Apunta al hijo directo A.\n"
+"^\"A/B\" # Apunta al hijo B de A.\n"
+"^\".\" # Apunta al nodo actual.\n"
+"^\"..\" # Apunta al nodo padre.\n"
+"^\"../C\" # Apunta al nodo hermano C.\n"
+"^\"../..\" # Apunta al nodo abuelo.\n"
+"[/codeblock]\n"
+"Una barra diagonal inicial significa que la ruta es absoluta y comienza desde "
+"[SceneTree]:\n"
+"[codeblock]\n"
+"^\"/root\" # Apunta a la ventana raíz de SceneTree.\n"
+"^\"/root/Title\" # Puede apuntar al nodo raíz de la escena principal llamado "
+"\"Title\".\n"
+"^\"/root/Global\" # Puede apuntar a un nodo o escena cargados automáticamente "
+"llamados \"Global\".\n"
+"[/codeblock]\n"
+"A pesar de su nombre, las rutas de nodos también pueden apuntar a una "
+"propiedad:\n"
+"[codeblock]\n"
+"^\":position\" # Apunta a la posición de este objeto.\n"
+"^\":position:x\" # Apunta a la posición de este objeto en el eje x.\n"
+"^\"Camera3D:rotation:y\" # Apunta a la cámara secundaria Camera3D y su "
+"rotación y.\n"
+"^\"/root:size:x\" # Apunta a la ventana raíz y su ancho.\n"
+"[/codeblock]\n"
+"En algunas situaciones, es posible omitir el prefijo [code]:[/code] inicial "
+"cuando se apunta a la propiedad de un objeto. Como ejemplo, este es el caso "
+"de [method Object.set_indexed] y [method Tween.tween_property], ya que esos "
+"métodos llaman a [method NodePath.get_as_property_path] en segundo plano. Sin "
+"embargo, generalmente se recomienda mantener el prefijo [code]:[/code].\n"
+"Las rutas de nodos no pueden comprobar si son válidas y pueden apuntar a "
+"nodos o propiedades que no existen. Su significado depende completamente del "
+"contexto en el que se utilizan.\n"
+"Normalmente no hay que preocuparse por el tipo [NodePath], ya que las cadenas "
+"se convierten automáticamente al tipo cuando es necesario. Aún hay ocasiones "
+"en las que definir rutas de nodos es útil. Por ejemplo, las propiedades "
+"[NodePath] exportadas permiten seleccionar fácilmente cualquier nodo dentro "
+"de la escena que se está editando actualmente. También se actualizan "
+"automáticamente al mover, renombrar o eliminar nodos en el editor del árbol "
+"de escenas. Consulte también [anotación @GDScript.@export_node_path].\n"
+"Consulte también [StringName], que es un tipo similar diseñado para cadenas "
+"optimizadas.\n"
+"[b]Nota:[/b] En un contexto booleano, un [NodePath] se evaluará como "
+"[code]false[/code] si está vacío ([code]NodePath(\"\")[/code]). De lo "
+"contrario, un [NodePath] siempre se evaluará como [code]true[/code]."
+
+msgid ""
"If [code]true[/code], the resulting texture contains a normal map created "
"from the original noise interpreted as a bump map."
msgstr ""
@@ -12496,6 +12644,360 @@ msgid "Object notifications"
msgstr "Notificaciones de objeto"
msgid ""
+"Connects a [param signal] by name to a [param callable]. Optional [param "
+"flags] can be also added to configure the connection's behavior (see [enum "
+"ConnectFlags] constants).\n"
+"A signal can only be connected once to the same [Callable]. If the signal is "
+"already connected, this method returns [constant ERR_INVALID_PARAMETER] and "
+"pushes an error message, unless the signal is connected with [constant "
+"CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first "
+"to check for existing connections.\n"
+"If the [param callable]'s object is freed, the connection will be lost.\n"
+"[b]Examples with recommended syntax:[/b]\n"
+"Connecting signals is one of the most common operations in Godot and the API "
+"gives many options to do so, which are described further down. The code block "
+"below shows the recommended approach.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" var button = Button.new()\n"
+" # `button_down` here is a Signal variant type, and we thus call the "
+"Signal.connect() method, not Object.connect().\n"
+" # See discussion below for a more in-depth overview of the API.\n"
+" button.button_down.connect(_on_button_down)\n"
+"\n"
+" # This assumes that a `Player` class exists, which defines a `hit` "
+"signal.\n"
+" var player = Player.new()\n"
+" # We use Signal.connect() again, and we also use the Callable.bind() "
+"method,\n"
+" # which returns a new Callable with the parameter binds.\n"
+" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n"
+"\n"
+"func _on_button_down():\n"
+" print(\"Button down!\")\n"
+"\n"
+"func _on_player_hit(weapon_type, damage):\n"
+" print(\"Hit with weapon %s for %d damage.\" % [weapon_type, damage])\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" var button = new Button();\n"
+" // C# supports passing signals as events, so we can use this idiomatic "
+"construct:\n"
+" button.ButtonDown += OnButtonDown;\n"
+"\n"
+" // This assumes that a `Player` class exists, which defines a `Hit` "
+"signal.\n"
+" var player = new Player();\n"
+" // We can use lambdas when we need to bind additional parameters.\n"
+" player.Hit += () => OnPlayerHit(\"sword\", 100);\n"
+"}\n"
+"\n"
+"private void OnButtonDown()\n"
+"{\n"
+" GD.Print(\"Button down!\");\n"
+"}\n"
+"\n"
+"private void OnPlayerHit(string weaponType, int damage)\n"
+"{\n"
+" GD.Print($\"Hit with weapon {weaponType} for {damage} damage.\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b][code skip-lint]Object.connect()[/code] or [code skip-lint]Signal.connect()"
+"[/code]?[/b]\n"
+"As seen above, the recommended method to connect signals is not [method "
+"Object.connect]. The code block below shows the four options for connecting "
+"signals, using either this legacy method or the recommended [method Signal."
+"connect], and using either an implicit [Callable] or a manually defined one.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" var button = Button.new()\n"
+" # Option 1: Object.connect() with an implicit Callable for the defined "
+"function.\n"
+" button.connect(\"button_down\", _on_button_down)\n"
+" # Option 2: Object.connect() with a constructed Callable using a target "
+"object and method name.\n"
+" button.connect(\"button_down\", Callable(self, \"_on_button_down\"))\n"
+" # Option 3: Signal.connect() with an implicit Callable for the defined "
+"function.\n"
+" button.button_down.connect(_on_button_down)\n"
+" # Option 4: Signal.connect() with a constructed Callable using a target "
+"object and method name.\n"
+" button.button_down.connect(Callable(self, \"_on_button_down\"))\n"
+"\n"
+"func _on_button_down():\n"
+" print(\"Button down!\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" var button = new Button();\n"
+" // Option 1: In C#, we can use signals as events and connect with this "
+"idiomatic syntax:\n"
+" button.ButtonDown += OnButtonDown;\n"
+" // Option 2: GodotObject.Connect() with a constructed Callable from a "
+"method group.\n"
+" button.Connect(Button.SignalName.ButtonDown, Callable."
+"From(OnButtonDown));\n"
+" // Option 3: GodotObject.Connect() with a constructed Callable using a "
+"target object and method name.\n"
+" button.Connect(Button.SignalName.ButtonDown, new Callable(this, "
+"MethodName.OnButtonDown));\n"
+"}\n"
+"\n"
+"private void OnButtonDown()\n"
+"{\n"
+" GD.Print(\"Button down!\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"While all options have the same outcome ([code]button[/code]'s [signal "
+"BaseButton.button_down] signal will be connected to [code]_on_button_down[/"
+"code]), [b]option 3[/b] offers the best validation: it will print a compile-"
+"time error if either the [code]button_down[/code] [Signal] or the "
+"[code]_on_button_down[/code] [Callable] are not defined. On the other hand, "
+"[b]option 2[/b] only relies on string names and will only be able to validate "
+"either names at runtime: it will print a runtime error if "
+"[code]\"button_down\"[/code] doesn't correspond to a signal, or if "
+"[code]\"_on_button_down\"[/code] is not a registered method in the object "
+"[code]self[/code]. The main reason for using options 1, 2, or 4 would be if "
+"you actually need to use strings (e.g. to connect signals programmatically "
+"based on strings read from a configuration file). Otherwise, option 3 is the "
+"recommended (and fastest) method.\n"
+"[b]Binding and passing parameters:[/b]\n"
+"The syntax to bind parameters is through [method Callable.bind], which "
+"returns a copy of the [Callable] with its parameters bound.\n"
+"When calling [method emit_signal] or [method Signal.emit], the signal "
+"parameters can be also passed. The examples below show the relationship "
+"between these signal parameters and bound parameters.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" # This assumes that a `Player` class exists, which defines a `hit` "
+"signal.\n"
+" var player = Player.new()\n"
+" # Using Callable.bind().\n"
+" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n"
+"\n"
+" # Parameters added when emitting the signal are passed first.\n"
+" player.hit.emit(\"Dark lord\", 5)\n"
+"\n"
+"# We pass two arguments when emitting (`hit_by`, `level`),\n"
+"# and bind two more arguments when connecting (`weapon_type`, `damage`).\n"
+"func _on_player_hit(hit_by, level, weapon_type, damage):\n"
+" print(\"Hit by %s (level %d) with weapon %s for %d damage.\" % [hit_by, "
+"level, weapon_type, damage])\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" // This assumes that a `Player` class exists, which defines a `Hit` "
+"signal.\n"
+" var player = new Player();\n"
+" // Using lambda expressions that create a closure that captures the "
+"additional parameters.\n"
+" // The lambda only receives the parameters defined by the signal's "
+"delegate.\n"
+" player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, \"sword\", "
+"100);\n"
+"\n"
+" // Parameters added when emitting the signal are passed first.\n"
+" player.EmitSignal(SignalName.Hit, \"Dark lord\", 5);\n"
+"}\n"
+"\n"
+"// We pass two arguments when emitting (`hit_by`, `level`),\n"
+"// and bind two more arguments when connecting (`weapon_type`, `damage`).\n"
+"private void OnPlayerHit(string hitBy, int level, string weaponType, int "
+"damage)\n"
+"{\n"
+" GD.Print($\"Hit by {hitBy} (level {level}) with weapon {weaponType} for "
+"{damage} damage.\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Conecta una señal [param signal] por nombre a una función [param callable]. "
+"También se pueden agregar indicadores [param flags] opcionales para "
+"configurar el comportamiento de la conexión (consulte las constantes [enum "
+"ConnectFlags]).\n"
+"Una señal solo se puede conectar una vez al mismo [Callable]. Si la señal ya "
+"está conectada, este método devuelve [constant ERR_INVALID_PARAMETER] y envía "
+"un mensaje de error, a menos que la señal esté conectada con [constant "
+"CONNECT_REFERENCE_COUNTED]. Para evitar esto, use primero [method "
+"is_connected] para verificar si existen conexiones.\n"
+"Si se libera el objeto del [param callable], se perderá la conexión.\n"
+"[b]Ejemplos con sintaxis recomendada:[/b]\n"
+"Conectar una señal es una de las operaciones más comunes en Godot y la API "
+"ofrece muchas opciones para hacerlo, que se describen más adelante. El bloque "
+"de código a continuación muestra el enfoque recomendado.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" var button = Button.new()\n"
+" # Aquí, `button_down` es un tipo de variante de Signal, y por lo tanto "
+"llamamos al método Signal.connect(), no a Object.connect().\n"
+" # Vea la discusión a continuación para obtener una descripción más "
+"detallada de la API.\n"
+" button.button_down.connect(_on_button_down)\n"
+"\n"
+" # Se asume que existe una clase `Player`, que define una señal `hit`.\n"
+" var player = Player.new()\n"
+" # Usamos Signal.connect() nuevamente, y también usamos el método Callable."
+"bind(),\n"
+" # que devuelve un nuevo Callable con el argumento vinculado.\n"
+" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n"
+"\n"
+"func _on_button_down():\n"
+" print(\"¡Botón abajo!\")\n"
+"\n"
+"func _on_player_hit(weapon_type, damage):\n"
+" print(\"Golpea con el arma %s con %d de daño.\" % [weapon_type, damage])\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" var button = new Button();\n"
+" // C# admite el paso de señales como eventos, por lo que podemos usar "
+"esta construcción idiomática:\n"
+" button.ButtonDown += OnButtonDown;\n"
+"\n"
+" // Se asume que existe una clase `Player`, que define una señal `Hit`.\n"
+" var player = new Player();\n"
+" // Podemos usar lambdas cuando necesitamos vincular argumentos "
+"adicionales.\n"
+" player.Hit += () => OnPlayerHit(\"sword\", 100);\n"
+"}\n"
+"\n"
+"private void OnButtonDown()\n"
+"{\n"
+" GD.Print(\"¡Botón abajo!\");\n"
+"}\n"
+"\n"
+"private void OnPlayerHit(string weaponType, int damage)\n"
+"{\n"
+" GD.Print($\"Golpea con el arma {weaponType} con {damage} de daño.\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b][code skip-lint]Object.connect()[/code] o [code skip-lint]Signal.connect()"
+"[/code]?[/b]\n"
+"Como se vio anteriormente, el método recomendado para conectar señales no es "
+"[method Object.connect]. El bloque de código a continuación muestra las "
+"cuatro opciones para conectar señales, ya sea usando este método heredado o "
+"el [method Signal.connect] recomendado, y usando un [Callable] implícito o "
+"uno definido manualmente.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" var button = Button.new()\n"
+" # Opción 1: Object.connect() con un Callable implícito para la función "
+"definida.\n"
+" button.connect(\"button_down\", _on_button_down)\n"
+" # Opción 2: Object.connect() con un Callable construido usando un objeto "
+"de destino y un nombre de método.\n"
+" button.connect(\"button_down\", Callable(self, \"_on_button_down\"))\n"
+" # Opción 3: Signal.connect() con un Callable implícito para la función "
+"definida.\n"
+" button.button_down.connect(_on_button_down)\n"
+" # Opción 4: Signal.connect() con un Callable construido usando un objeto "
+"de destino y un nombre de método.\n"
+" button.button_down.connect(Callable(self, \"_on_button_down\"))\n"
+"\n"
+"func _on_button_down():\n"
+" print(\"¡Botón abajo!\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" var button = new Button();\n"
+" // Opción 1: En C#, podemos usar señales como eventos y conectarnos con "
+"esta sintaxis idiomática:\n"
+" button.ButtonDown += OnButtonDown;\n"
+" // Opción 2: GodotObject.Connect() con un Callable construido a partir de "
+"un grupo de métodos.\n"
+" button.Connect(Button.SignalName.ButtonDown, Callable."
+"From(OnButtonDown));\n"
+" // Opción 3: GodotObject.Connect() con un Callable construido usando un "
+"objeto de destino y un nombre de método.\n"
+" button.Connect(Button.SignalName.ButtonDown, new Callable(this, "
+"MethodName.OnButtonDown));\n"
+"}\n"
+"\n"
+"private void OnButtonDown()\n"
+"{\n"
+" GD.Print(\"¡Botón abajo!\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Si bien todas las opciones tienen el mismo resultado (la señal [signal "
+"BaseButton.button_down] de [code]button[/code] se conectará a "
+"[code]_on_button_down[/code]), la [b]opción 3[/b] ofrece la mejor validación: "
+"imprimirá un error en tiempo de compilación si no se definen [Signal] "
+"[code]button_down[/code] o [Callable] [code]_on_button_down[/code]. Por otro "
+"lado, la [b]opción 2[/b] solo depende de nombres de cadenas y solo se podrá "
+"validar el nombre en tiempo de ejecución: imprimirá un error de tiempo de "
+"ejecución si [code]\"button_down\"[/code] no corresponde a una señal, o si "
+"[code]\"_on_button_down\"[/code] no es un método registrado en el objeto "
+"[code]self[/code]. La razón principal para usar las opciones 1, 2 o 4 sería "
+"si realmente necesita usar cadenas (por ejemplo, para conectar señales "
+"programáticamente en función de las cadenas leídas de un archivo de "
+"configuración). De lo contrario, la opción 3 es el método recomendado (y más "
+"rápido).\n"
+"[b]Enlace y paso de parámetros:[/b]\n"
+"La sintaxis para enlazar parámetros es a través de [method Callable.bind], "
+"que devuelve una copia de [Callable] con sus parámetros vinculados.\n"
+"Al llamar a [method emit_signal] o [method Signal.emit], también se pueden "
+"pasar los argumentos de la señal. Los ejemplos a continuación muestran la "
+"relación entre estos argumentos de señal y los parámetros vinculados.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" # Se asume que existe una clase `Player`, que define una señal `hit`.\n"
+" var player = Player.new()\n"
+" # Uso de Callable.bind().\n"
+" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n"
+"\n"
+" # Los parámetros agregados al emitir la señal se pasan primero.\n"
+" player.hit.emit(\"Dark lord\", 5)\n"
+"\n"
+"# Pasamos dos argumentos al emitir (`hit_by`, `level`),\n"
+"# y vinculamos dos argumentos más al conectar (`weapon_type`, `damage`).\n"
+"func _on_player_hit(hit_by, level, weapon_type, damage):\n"
+" print(\"Golpeado por %s (nivel %d) con arma %s causando %d de daño.\" % "
+"[hit_by, level, weapon_type, damage])\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" // Se asume que existe una clase `Player`, que define una señal `Hit`.\n"
+" var player = new Player();\n"
+" // Utilizando expresiones lambda que crean un cierre que captura los "
+"parámetros adicionales.\n"
+" // La lambda solo recibe los parámetros definidos por el delegado de la "
+"señal.\n"
+" player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, \"sword\", "
+"100);\n"
+" \n"
+" // Los parámetros añadidos al emitir la señal se pasan primero.\n"
+" player.EmitSignal(SignalName.Hit, \"Dark lord\", 5);\n"
+"}\n"
+"\n"
+"// Pasamos dos argumentos al emitir (`hit_by`, `level`),\n"
+"// y vinculamos dos argumentos más al conectar (`weapon_type`, `damage`).\n"
+"private void OnPlayerHit(string hitBy, int level, string weaponType, int "
+"damage)\n"
+"{\n"
+" GD.Print($\"Golpeado por {hitBy} (level {level}) con arma {weaponType} "
+"causando {damage} de daño.\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
"Returns [code]true[/code] if the [method Node.queue_free] method was called "
"for the object."
msgstr ""
@@ -12797,6 +13299,15 @@ msgstr "El estilo del fondo de [PanelContainer]."
msgid "A node used to create a parallax scrolling background."
msgstr "Un nodo usado para crear un fondo de desplazamiento de paralaje."
+msgid "2D Parallax"
+msgstr "Parallax 2D"
+
+msgid ""
+"Velocity at which the offset scrolls automatically, in pixels per second."
+msgstr ""
+"Velocidad en la que el offset se desplaza automáticamente, en píxeles por "
+"segundo."
+
msgid "The base position offset for all [ParallaxLayer] children."
msgstr ""
"El dezplazamiento de la posición base para todos los [ParallaxLayer] hijos."
@@ -12978,10 +13489,10 @@ msgid ""
"of [PathFollow2D]). As such, the curve should usually start with a zero "
"vector ([code](0, 0)[/code])."
msgstr ""
-"Puede tener nodos infantiles [PathFollow2D] moviéndose a lo largo de la "
-"[Curve2D]. Vea [PathFollow2D] para más información sobre el uso.\n"
-"[b]Nota:[/b] La trayectoria se considera relativa a los nodos movidos (hijos "
-"de [PathFollow2D]). Como tal, la curva debería comenzar normalmente con un "
+"Puede tener nodos hijos [PathFollow2D] moviéndose a lo largo de la [Curve2D]. "
+"Vea [PathFollow2D] para más información sobre el uso.\n"
+"[b]Nota:[/b] El camino es considerado relativo a los nodos movidos (hijos de "
+"[PathFollow2D]). Como tal, la curva debería comenzar normalmente con un "
"vector cero ([code](0, 0)[/code])."
msgid "A [Curve2D] describing the path."
@@ -18095,6 +18606,286 @@ msgstr "Tipo de malla interna."
msgid "Mesh type used internally for collision calculations."
msgstr "Tipo de malla utilizada internamente para los cálculos de colisión."
+msgid ""
+"Tweens are mostly useful for animations requiring a numerical property to be "
+"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-"
+"betweening[/i], an animation technique where you specify [i]keyframes[/i] and "
+"the computer interpolates the frames that appear between them. Animating "
+"something with a [Tween] is called tweening.\n"
+"[Tween] is more suited than [AnimationPlayer] for animations where you don't "
+"know the final values in advance. For example, interpolating a dynamically-"
+"chosen camera zoom value is best done with a [Tween]; it would be difficult "
+"to do the same thing with an [AnimationPlayer] node. Tweens are also more "
+"light-weight than [AnimationPlayer], so they are very much suited for simple "
+"animations or general tasks that don't require visual tweaking provided by "
+"the editor. They can be used in a \"fire-and-forget\" manner for some logic "
+"that normally would be done by code. You can e.g. make something shoot "
+"periodically by using a looped [CallbackTweener] with a delay.\n"
+"A [Tween] can be created by using either [method SceneTree.create_tween] or "
+"[method Node.create_tween]. [Tween]s created manually (i.e. by using "
+"[code]Tween.new()[/code]) are invalid and can't be used for tweening values.\n"
+"A tween animation is created by adding [Tweener]s to the [Tween] object, "
+"using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite.queue_free)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = GetTree().CreateTween();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
+"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
+"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
+"chained method call can be used to tweak the properties of this [Tweener]. "
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite.queue_free)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = GetTree().CreateTween();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)."
+"SetTrans(Tween.TransitionType.Sine);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)."
+"SetTrans(Tween.TransitionType.Bounce);\n"
+"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Most of the [Tween] methods can be chained this way too. In the following "
+"example the [Tween] is bound to the running script's node and a default "
+"transition is set for its [Tweener]s:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite.queue_free)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween."
+"TransitionType.Elastic);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
+"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Another interesting use for [Tween]s is animating arbitrary sets of objects:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween();\n"
+"foreach (Node sprite in GetChildren())\n"
+" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"In the example above, all children of a node are moved one after another to "
+"position (0, 0).\n"
+"You should avoid using more than one [Tween] per object's property. If two or "
+"more tweens animate one property at the same time, the last one created will "
+"take priority and assign the final value. If you want to interrupt and "
+"restart an animation, consider assigning the [Tween] to a variable:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Abort the previous animation.\n"
+" tween = create_tween()\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"private Tween _tween;\n"
+"\n"
+"public void Animate()\n"
+"{\n"
+" if (_tween != null)\n"
+" _tween.Kill(); // Abort the previous animation\n"
+" _tween = CreateTween();\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Some [Tweener]s use transitions and eases. The first accepts a [enum "
+"TransitionType] constant, and refers to the way the timing of the animation "
+"is handled (see [url=https://easings.net/]easings.net[/url] for some "
+"examples). The second accepts an [enum EaseType] constant, and controls where "
+"the [code]trans_type[/code] is applied to the interpolation (in the "
+"beginning, the end, or both). If you don't know which transition and easing "
+"to pick, you can try different [enum TransitionType] constants with [constant "
+"EASE_IN_OUT], and use the one that looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n"
+"[b]Note:[/b] Tweens are not designed to be re-used and trying to do so "
+"results in an undefined behavior. Create a new Tween for each animation and "
+"every time you replay an animation from start. Keep in mind that Tweens start "
+"immediately, so only create a Tween when you want to start animating.\n"
+"[b]Note:[/b] The tween is processed after all of the nodes in the current "
+"frame, i.e. node's [method Node._process] method would be called before the "
+"tween (or [method Node._physics_process] depending on the value passed to "
+"[method set_process_mode])."
+msgstr ""
+"Los interpoladores (tweens) son útiles principalmente para animaciones que "
+"requieren que se interpole una propiedad numérica en un rango de valores. El "
+"nombre [i]tween[/i] proviene de [i]in-betweening[/i], una técnica de "
+"animación en la que se especifican [i]frames clave[/i] y la computadora "
+"interpola los frame que aparecen entre ellos. Animar algo con un [Tween] se "
+"llama interpolación (tweening).\n"
+"Un [Tween] es más adecuado que [AnimationPlayer] para animaciones en las que "
+"no se conocen los valores finales de antemano. Por ejemplo, la interpolación "
+"de un valor de zoom de cámara elegido dinámicamente se realiza mejor con un "
+"[Tween]; sería difícil hacer lo mismo con un nodo [AnimationPlayer]. Los "
+"tweens también son más livianos que [AnimationPlayer], por lo que son muy "
+"adecuados para animaciones simples o tareas generales que no requieren "
+"ajustes visuales proporcionados por el editor. Se pueden utilizar de forma "
+"\"activar y olvidar\" para alguna lógica que normalmente se llevaría a cabo "
+"mediante código. Por ejemplo, se puede hacer que algo se active "
+"periódicamente mediante un [CallbackTweener] en bucle con un retraso.\n"
+"Se puede crear un [Tween] mediante el [method SceneTree.create_tween] o el "
+"[method Node.create_tween]. Los [Tween]s creados manualmente (es decir, "
+"mediante [code]Tween.new()[/code]) no son válidos y no se pueden utilizar "
+"para valores de interpolación.\n"
+"Una animación de interpolación se crea agregando [Tweener]s al objeto "
+"[Tween], utilizando [method tween_property], [method tween_interval], [method "
+"tween_callback] o [method tween_method]:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite.queue_free)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = GetTree().CreateTween();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
+"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Esta secuencia hará que el nodo [code]$Sprite[/code] se vuelva rojo, luego se "
+"encoja, antes de finalmente llamar al [method Node.queue_free] para liberar "
+"el sprite. Los [Tweener] se ejecutan uno tras otro de manera predeterminada. "
+"Este comportamiento se puede cambiar usando [method parallel] y [method "
+"set_parallel].\n"
+"Cuando se crea un [Tweener] con uno de los métodos [code]tween_*[/code], se "
+"puede usar una llamada de método encadenada para modificar las propiedades de "
+"este [Tweener]. Por ejemplo, si desea establecer un tipo de transición "
+"diferente en el ejemplo anterior, puede utilizar [method set_trans]:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween."
+"TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
+"TRANS_BOUNCE)\n"
+"tween.tween_callback($Sprite.queue_free)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = GetTree().CreateTween();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)."
+"SetTrans(Tween.TransitionType.Sine);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)."
+"SetTrans(Tween.TransitionType.Bounce);\n"
+"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"La mayoría de los métodos [Tween] también se pueden encadenar de esta manera. "
+"En el siguiente ejemplo, el [Tween] está vinculado al nodo del script en "
+"ejecución y se establece una transición predeterminada para sus [Tweener]s:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite.queue_free)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween."
+"TransitionType.Elastic);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
+"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Otro uso interesante de los [Tween] es animar conjuntos arbitrarios de "
+"objetos:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween()\n"
+"for sprite in get_children():\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween();\n"
+"foreach (Node sprite in GetChildren())\n"
+" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"En el ejemplo anterior, todos los hijos de un nodo se mueven uno tras otro a "
+"la posición (0, 0).\n"
+"Debe evitar usar más de un [Tween] por propiedad del objeto. Si dos o más "
+"interpolaciones animan una propiedad al mismo tiempo, la última creada tendrá "
+"prioridad y asignará el valor final. Si desea interrumpir y reiniciar una "
+"animación, considere asignar el [Tween] a una variable:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Aborta la animación anterior.\n"
+" tween = create_tween()\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"private Tween _tween;\n"
+"\n"
+"public void Animate()\n"
+"{\n"
+" if (_tween != null)\n"
+" _tween.Kill(); // Cancelar la animación anterior\n"
+" _tween = CreateTween();\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Algunos [Tweener] usan transiciones y suavizados. El primero acepta una "
+"constante [enum TransitionType] y hace referencia a la forma en que se maneja "
+"el tiempo de la animación (consulte [url=https://easings.net/]easings.net[/"
+"url] para ver algunos ejemplos). El segundo acepta una constante [enum "
+"EaseType] y controla dónde se aplica el [code]trans_type[/code] a la "
+"interpolación (al principio, al final o en ambos). Si no sabe qué transición "
+"y suavizado elegir, puede probar diferentes constantes [enum TransitionType] "
+"con [constant EASE_IN_OUT] y usar la que se vea mejor.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.webp]Conjunto de trucos sobre tipos de transiciones y "
+"suavizado de interpolaciones[/url]\n"
+"[b]Nota:[/b] Las interpolaciones no están diseñadas para reutilizarse y, si "
+"se intenta hacerlo, se obtendrá un comportamiento indefinido. Crea una nueva "
+"interpolación para cada animación y cada vez que vuelvas a reproducir una "
+"animación desde el principio. Ten en cuenta que las interpolaciones comienzan "
+"inmediatamente, así que crea una sola cuando quieras empezar a animar.\n"
+"[b]Nota:[/b] La interpolación se procesa después de todos los nodos del frame "
+"actual, es decir, el método [method Node._process] del nodo se llamaría antes "
+"que la interpolación (o [method Node._physics_process], según el valor que se "
+"pase a [method set_process_mode])."
+
msgid "The animation is interpolated linearly."
msgstr "La animación se interpola linealmente."
diff --git a/doc/translations/it.po b/doc/translations/it.po
index 3c644583b3..b03efdbacd 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -43,7 +43,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2024-07-31 15:41+0000\n"
+"PO-Revision-Date: 2024-08-12 20:09+0000\n"
"Last-Translator: Micky <micheledevita2@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/it/>\n"
@@ -396,8 +396,8 @@ msgid ""
"a = char(8364) # a is \"€\"\n"
"[/codeblock]"
msgstr ""
-"Ritorna un singolo carattere come una stringa (String) dato il codice Unicode "
-"(compatibile con il codice ASCII).\n"
+"Restituisce un singolo carattere (come [String]) dal codice Unicode "
+"specificato (compatibile con il codice ASCII).\n"
"[codeblock]\n"
"a = char(65) # a è \"A\"\n"
"a = char(65 + 32) # a è \"a\"\n"
@@ -419,7 +419,7 @@ msgid ""
"print(b is Array) # Prints false\n"
"[/codeblock]"
msgstr ""
-"Converte [param what] ad un altro tipo nel miglior modo possibile. [param "
+"Converte [param what] a un altro tipo nel miglior modo possibile. [param "
"type] usa i valori di [enum Variant.Type].\n"
"[codeblock]\n"
"var a = [4, 2.5, 1.2]\n"
@@ -463,7 +463,7 @@ msgid ""
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
"will return an empty array."
msgstr ""
-"Restituisce un array di dizionari che rappresentano lo stack di chiamate "
+"Restituisce un array di dizionari che rappresentano la pila di chiamate "
"attuale. Vedi anche [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
@@ -698,23 +698,23 @@ msgid ""
"0.1\n"
"[/codeblock]"
msgstr ""
-"Ritorna un array contenente l'intervallo fornito. [method range] può essere "
-"chiamato in tre modi:\n"
+"Restituisce un array contenente l'intervallo fornito. [method range] può "
+"essere chiamato in tre modi:\n"
"[code]range(n:int)[/code]: Parte da 0, incrementa di 1 a ogni passaggio, e si "
"ferma [i]prima di[/i][code]n[/code]. L'argomento [code]n[/code] è "
"[b]esclusivo[/b].\n"
"[code]range(b: int, n: int)[/code]: Parte da [code]b[/code], incrementa di 1 "
-"ad ogni passaggio, e si ferma [i]prima di[/i][code]n[/code].Gli argomenti "
+"a ogni passaggio, e si ferma [i]prima[/i] di [code]n[/code]. Gli argomenti "
"[code]b[/code] e [code]n[/code] sono, rispettivamente, [b]inclusivo[/b] ed "
"[b]esclusivo[/b].\n"
"[code]range(b: int, n: int, s: int)[/code]: Parte da [code]b[/code], aumenta/"
-"diminuisce di [code]s[/code] ad ogni passaggio, e si ferma [i]prima di[/i]"
+"diminuisce di [code]s[/code] a ogni passaggio, e si ferma [i]prima[/i] di "
"[code]n[/code]. Gli argomenti [code]b[/code] e [code]n[/code] sono, "
"rispettivamente, [b]inclusivi[/b] ed [b]esclusivi[/b]. L'argomento [code]s[/"
"code] [b]può[/b] essere negativo, ma non [code]0[/code]. Se [code]s[/code] è "
"[code]0[/code], un messaggio di errore verrà stampato su schermo.\n"
"[method range] converte tutti gli argomenti a [int] prima di processarli.\n"
-"[b]Nota:[/b] Ritorna un array vuoto se nessun valore soddisfa i requisiti "
+"[b]Nota:[/b] Restituisce un array vuoto se nessun valore soddisfa i requisiti "
"(es. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
"Esempi:\n"
"[codeblock]\n"
@@ -798,7 +798,7 @@ msgstr ""
"risulterà in infinità negativa se è il numeratore è positivo, quindi dividere "
"per [code]0.0[/code] non è lo stesso di dividere per [code]-0.0[/code] "
"(nonostante [code]0.0 == -0.0[/code] ritorni [code]true[/code]).\n"
-"[b]Attenzione:[/b] L'infinità numerica è solo un concetto per numeri a "
+"[b]Attenzione:[/b] L'infinità numerica è solo un concetto per numeri in "
"virgola mobile, e non ha equivalenti per numeri interi. Dividere un numero "
"intero per [code]0[/code] non risulterà in [constant INF] e risulterà, "
"invece, in un errore durante l'esecuzione."
@@ -819,12 +819,12 @@ msgstr ""
"\"Not a Number\", indica un valore in virgola mobile non valido. [constant "
"NAN] ha proprietà particolari, tra cui quella di restituire sempre "
"[code]true[/code] per l'operatore [code]!=[/code], e per gli altri operatori "
-"di uguaglianza ritorna sempre [code]false[/code] . Ciò si applica anche nei "
-"confronti con se stesso ([code]NAN == NAN[/code] ritorna [code]false[/code] e "
-"[code]NAN != NAN[/code] ritorna [code]true[/code]). È restituito da alcune "
-"operazioni non valide, come una divisione di [code]0.0[/code] per [code]0.0[/"
-"code] in virgola mobile.\n"
-"[b]Nota:[/b] \"Not a Number\" è correlato solo ad operazioni su numeri con "
+"di uguaglianza restituisce sempre [code]false[/code] . Ciò si applica anche "
+"nei confronti con se stesso ([code]NAN == NAN[/code] restituisce [code]false[/"
+"code] e [code]NAN != NAN[/code] restituisce [code]true[/code]). È restituito "
+"da alcune operazioni non valide, come una divisione di [code]0.0[/code] per "
+"[code]0.0[/code] in virgola mobile.\n"
+"[b]Nota:[/b] \"Not a Number\" riguarda solo le operazioni su numeri in "
"virgola mobile, non ha quindi un corrispettivo per gli interi. La divisione "
"dell'intero [code]0[/code] per [code]0[/code] non produrrà un [constant NAN] "
"ma genererà un errore run-time."
@@ -998,7 +998,7 @@ msgid ""
"@export_exp_easing var speeds: Array[float]\n"
"[/codeblock]"
msgstr ""
-"Esportare una proprietà a virgola mobile con un widget di editor di "
+"Esportare una proprietà in virgola mobile con un widget di editor di "
"allentamento. Ulteriori suggerimenti possono essere forniti per regolare il "
"comportamento del widget. [code]\"attenuation\"[/code] capovolge la curva, "
"che lo rende più intuitivo per modificare le proprietà di attenuazione. "
@@ -1090,7 +1090,7 @@ msgstr ""
"[/codeblock]\n"
"[b]Nota:[/b] Un valore di flag deve essere almeno [code]1[/code] e al massimo "
"[code]2 ** 32 - 1[/code].\n"
-"[b]Nota:[/b] A differenza di [annotazione @export_enum], il valore esplicito "
+"[b]Nota:[/b] A differenza di [annotation @export_enum], il valore esplicito "
"precedente non è preso in considerazione. Nell'esempio seguente, A è 16, B è "
"2, C è 4.\n"
"[codeblock]\n"
@@ -1315,12 +1315,12 @@ msgid ""
"@export var ungrouped_number = 3\n"
"[/codeblock]"
msgstr ""
-"Definisce un nuovo gruppo per le seguenti proprietà esportate. Questo aiuta "
-"ad organizzare le proprietà nel pannello dell'ispettore. I gruppi possono "
-"essere aggiunti con un prefisso [param prefix] opzionale, che include nel "
-"gruppo solo le proprietà che hanno questo prefisso. Il raggruppamento si "
-"romperà alla prima proprietà che non ha il prefisso. Il prefisso è anche "
-"rimosso dal nome della proprietà nel pannello dell'ispettore.\n"
+"Definisce un nuovo gruppo per le seguenti proprietà esportate. Questo aiuta a "
+"organizzare le proprietà nel pannello dell'ispettore. I gruppi possono essere "
+"aggiunti con un prefisso [param prefix] opzionale, che include nel gruppo "
+"solo le proprietà che hanno questo prefisso. Il raggruppamento si romperà "
+"alla prima proprietà che non ha il prefisso. Il prefisso è anche rimosso dal "
+"nome della proprietà nel pannello dell'ispettore.\n"
"Se non viene fornito [param prefix], ogni proprietà seguente verrà aggiunta "
"al gruppo. Il gruppo termina quando viene definito il prossimo gruppo o "
"categoria. Puoi anche forzare la fine di un gruppo utilizzando questa "
@@ -1448,7 +1448,7 @@ msgstr ""
"[PackedFloat32Array], o [PackedFloat64 valueArray. L'intervallo deve essere "
"definito da [param min] e [param max], così come un opzionale passo ([param "
"step]) e una varietà di ulteriori suggerimenti. Il passo ([param step]) è "
-"predefinito a [code]1[/code] per le proprietà di interi. Per i numeri a "
+"predefinito a [code]1[/code] per le proprietà di interi. Per i numeri in "
"virgola mobile questo valore dipende dall'impostazione [member EditorSettings."
"interface/inspector/default_float_step].\n"
"Se vengono forniti suggerimenti [code]\"or_greater\"[/code] e "
@@ -1524,7 +1524,7 @@ msgid ""
"subgroups."
msgstr ""
"Definire un nuovo sottogruppo per le seguenti proprietà esportate. Questo "
-"aiuta ad organizzare le proprietà nel pannello dell'ispettore. I sottogruppi "
+"aiuta a organizzare le proprietà nel pannello dell'ispettore. I sottogruppi "
"funzionano esattamente come i gruppi, tranne che hanno bisogno di un gruppo "
"genitore per esistere. Vedi [annotation @export_group].\n"
"Vedi anche [constant PROPERTY_USAGE_SUBGROUP].\n"
@@ -1563,7 +1563,7 @@ msgstr ""
"[/codeblock]\n"
"[b]Nota:[/b] Solo lo script può avere un'icona personalizzata. Le classi "
"interne non sono supportate.\n"
-"[b]Nota:[/b] Poichè le annotazioni descrivono il loro soggetto, l'annotazione "
+"[b]Nota:[/b] Poiché le annotazioni descrivono il loro soggetto, l'annotazione "
"[annotation @icon] deve essere posta prima della definizione di classe e di "
"eredità.\n"
"[b]Nota:[/b] A differenza di altre annotazioni, l'argomento dell'annotazione "
@@ -1819,8 +1819,8 @@ msgid ""
"var a = absf(-1.2)\n"
"[/codeblock]"
msgstr ""
-"Ritorna il valore assoluto del parametro [float] [param x] (ovvero un numero "
-"positivo).\n"
+"Restituisce il valore assoluto del parametro [float] [param x] (ovvero un "
+"numero positivo).\n"
"[codeblock]\n"
"# a è 1.2\n"
"var a = absf(-1.2)\n"
@@ -1833,8 +1833,8 @@ msgid ""
"var a = absi(-1)\n"
"[/codeblock]"
msgstr ""
-"Ritorna il valore assoluto del parametro [int] [param x] (ovvero un numero "
-"positivo).\n"
+"Restituisce il valore assoluto del parametro [int] [param x] (ovvero un "
+"numero positivo).\n"
"[codeblock]\n"
"# a è 1\n"
"var a = absi(-1)\n"
@@ -1904,10 +1904,10 @@ msgid ""
"var s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
-"Ritorna l'arcoseno di [param x] in radianti. Usato per trovare l'angolo del "
-"seno di [param x]. [param x] sarà compreso tra [code]1[/code] e [code] -1[/"
-"code] (inclusivo), per evitare che [method asin] ritorni [constant @GDScript."
-"NAN].\n"
+"Restituisce l'arcoseno di [param x] in radianti. Usato per trovare l'angolo "
+"del seno di [param x]. [param x] sarà compreso tra [code]1[/code] e [code] "
+"-1[/code] (inclusivo), per evitare che [method asin] ritorni [constant "
+"@GDScript.NAN].\n"
"[codeblock]\n"
"# s è 0.523599 oppure 30 gradi se convertito con rad_to_deg(s)\n"
"var s = asin(0.5)\n"
@@ -1923,8 +1923,8 @@ msgid ""
"[/codeblock]"
msgstr ""
"Restituisce l'arco iperbolico (chiamato anche inverso) di seno di [param x], "
-"ritornando un valore in radianti. Usalo per ottenere l'angolo da un angolo di "
-"seno in spazio iperbolico.\n"
+"restituendo un valore in radianti. Usalo per ottenere l'angolo da un angolo "
+"di seno in spazio iperbolico.\n"
"[codeblock]\n"
"var a = asinh(0.9) # Restituisce 0.8088669356527824\n"
"sinh(a) # Restituisce 0.9\n"
@@ -2023,6 +2023,16 @@ msgstr ""
"punti [param control_1], [param control_2], e [param end] forniti."
msgid ""
+"Decodes a byte array back to a [Variant] value, without decoding objects.\n"
+"[b]Note:[/b] If you need object deserialization, see [method "
+"bytes_to_var_with_objects]."
+msgstr ""
+"Decodifica un array di byte in un valore [Variant], senza decodificare gli "
+"oggetti.\n"
+"[b]Nota:[/b] Se hai bisogno di deserializzare gli oggetti, vedi [method "
+"bytes_to_var_with_objects]."
+
+msgid ""
"Decodes a byte array back to a [Variant] value. Decoding objects is allowed.\n"
"[b]Warning:[/b] Deserialized object can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
@@ -2048,7 +2058,7 @@ msgid ""
"[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], "
"[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]."
msgstr ""
-"Arrotonda [param x] per eccesso (verso l'infinito positivo), ritornando il "
+"Arrotonda [param x] per eccesso (verso l'infinito positivo), restituendo il "
"più piccolo numero intero non minore di [param x]. I tipi supportati sono: "
"[int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], "
"[Vector4i].\n"
@@ -2065,18 +2075,18 @@ msgid ""
"whole number that is not less than [param x].\n"
"A type-safe version of [method ceil], returning a [float]."
msgstr ""
-"Arrotonda [param x] per eccesso (verso l'infinito positivo), ritornando il "
+"Arrotonda [param x] per eccesso (verso l'infinito positivo), restituendo il "
"più piccolo numero intero non minore di [param x].\n"
-"Una versione di tipo sicuro di [method ceil], ritornante un [float]."
+"Una versione di tipo sicuro di [method ceil], restituente un [float]."
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 an [int]."
msgstr ""
-"Arrotonda [param x] per eccesso (verso l'infinito positivo), ritornando il "
+"Arrotonda [param x] per eccesso (verso l'infinito positivo), restituendo il "
"più piccolo numero intero non minore di [param x].\n"
-"Una versione di tipo sicuro di [method ceil], ritornante un [int]."
+"Una versione di tipo sicuro di [method ceil], restituente un [int]."
msgid ""
"Clamps the [param value], returning a [Variant] not less than [param min] and "
@@ -2130,7 +2140,7 @@ msgid ""
"var b = clampf(speed, -1.0, 1.0) # b is -1.0\n"
"[/codeblock]"
msgstr ""
-"Limita [param value], ritornando un [float] non minore di [param min] e non "
+"Limita [param value], restituendo un [float] non minore di [param min] e non "
"maggiore di [param max].\n"
"[codeblock]\n"
"var speed = 42.1\n"
@@ -2151,7 +2161,7 @@ msgid ""
"var b = clampi(speed, -1, 1) # b is -1\n"
"[/codeblock]"
msgstr ""
-"Limita [param value], ritornando un [int] non minore di [param min] e non "
+"Limita [param value], restituendo un [int] non minore di [param min] e non "
"maggiore di [param max].\n"
"[codeblock]\n"
"var speed = 42\n"
@@ -2260,7 +2270,7 @@ msgid ""
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [method Tween.interpolate_value]."
msgstr ""
-"Ritorna un valore \"allentato\" di [param x] basato su una funzione di "
+"Restituisce un valore \"allentato\" di [param x] basato su una funzione di "
"allentamento definita con [param curve]. Questa funzione è basata su un "
"esponente. [param curve] può essere qualunque numero decimale, con valori "
"specifici che portano ai seguenti comportamenti:\n"
@@ -2346,7 +2356,7 @@ msgid ""
msgstr ""
"Arrotonda [param x] verso il basso (verso l'infinito negativo), restituendo "
"il numero intero più grande non maggiore di [param x].\n"
-"Una versione a tipo sicuro di [method floor], che ritorna un [float]."
+"Una versione a tipo sicuro di [method floor], che restituisce un [float]."
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
@@ -2357,7 +2367,7 @@ msgid ""
msgstr ""
"Arrotonda [param x] verso il basso (verso l'infinito negativo), restituendo "
"il numero intero più grande non maggiore di [param x].\n"
-"Una versione a tipo sicuro di [method floor], che ritorna un [int].\n"
+"Una versione a tipo sicuro di [method floor], che restituisce un [int].\n"
"[b]Nota:[/b] Questa funzione [i]non[/i] è lo stesso di [code]int(x)[/code], "
"che arrotonda verso 0."
@@ -2470,13 +2480,14 @@ msgstr ""
"Restituisce l'istanza di [Object] che corrisponde a [param instance_id]. "
"Tutti gli oggetti hanno un ID istanza unico. Vedi anche [method Object."
"get_instance_id].\n"
+"[codeblocks]\n"
"[gdscript]\n"
"var foo = \"bar\"\n"
"\n"
"func _ready():\n"
" var id = get_instance_id()\n"
" var inst = instance_from_id(id)\n"
-" print(inst.foo) # Stampa bar\n"
+" print(inst.foo) # Prints bar\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyNode : Node\n"
@@ -2487,7 +2498,7 @@ msgstr ""
" {\n"
" ulong id = GetInstanceId();\n"
" var inst = (MyNode)InstanceFromId(Id);\n"
-" GD.Print(inst.Foo); // Stampa bar\n"
+" GD.Print(inst.Foo); // Prints bar\n"
" }\n"
"}\n"
"[/csharp]\n"
@@ -2515,26 +2526,27 @@ msgid ""
"See also [method lerp], which performs the reverse of this operation, and "
"[method remap] to map a continuous series of values to another."
msgstr ""
-"Ritorna un fattore di interpolazione o estrapolazione considerando "
+"Restituisce un fattore di interpolazione o estrapolazione considerando "
"l'intervallo specificato con [param from] e [param to], e il valore "
"interpolato specificato in [param weight]. Il valore di ritorno rimarrà tra "
"[code]0.0[/code] e [code]1.0[/code] se [param weight] è tra [param from] e "
"[param to] (inclusi). Se [param weight] si trova al di fuori di questo "
-"intervallo, allora un fattore di estrapolazione verrà ritornato (ritorna un "
-"valore minore di [code]0.0[/code] o maggiore di [code]1.0[/code]). Usa "
+"intervallo, allora un fattore di estrapolazione verrà restituito (restituisce "
+"un valore minore di [code]0.0[/code] o maggiore di [code]1.0[/code]). Usa "
"[method clamp] sul risultato di [method inverse_lerp] se è un risultato non "
"desiderato.\n"
"[codeblock]\n"
"# Il rapporto di interpolazione nella chiamata di lerp() è minore di 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# middle ora è 27.5.\n"
+"\n"
"# Ora, fingiamo di aver dimenticato il rapporto originale e lo vogliamo "
"riottenere.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# ratio ora vale 0.75.\n"
"[/codeblock]\n"
"Vedi anche [method lerp] che esegue l'inverso di questa operazione, e [method "
-"remap] per mappare una serie continua di valori ad un altra."
+"remap] per mappare una serie continua di valori a un altra."
msgid ""
"Returns [code]true[/code] if [param a] and [param b] are approximately equal "
@@ -2594,8 +2606,8 @@ msgid ""
"This function is faster than using [method is_equal_approx] with one value as "
"zero."
msgstr ""
-"Ritorna [code]true[/code] se [param x] è zero o quasi zero. Il confronto è "
-"eseguito usando un calcolo di tolleranza con un piccolo epsilon interno.\n"
+"Restituisce [code]true[/code] se [param x] è zero o quasi zero. Il confronto "
+"è eseguito usando un calcolo di tolleranza con un piccolo epsilon interno.\n"
"Questo metodo è più veloce di [method is_equal_approx] con uno dei valori "
"impostati a zero."
@@ -2634,7 +2646,7 @@ msgstr ""
"Vedi anche [method inverse_lerp] che esegue l'inverso di questa operazione. "
"Per eseguire un'interpolazione alleggerita con [method lerp], combinalo con "
"[method ease] o [method smoothstep]. Vedi anche [method remap] per mappare "
-"una serie continua di valori ad un altra.\n"
+"una serie continua di valori a un altra.\n"
"[b]Nota:[/b] Per migliore sicurezza di tipo, usa [method lerpf], [method "
"Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color."
"lerp], [method Quaternion.slerp] o [method Basis.slerp]."
@@ -2679,7 +2691,7 @@ msgstr ""
"[param from] e [param to]. Tuttavia, quando questi due angoli sono "
"approssimativamente [code]PI + k * TAU[/code] distanti per qualsiasi numero "
"intero [code]k[/code], non è ovvio in quale modo si interpolano a causa di "
-"errori di precisione a virgola mobile. Per esempio, [code]lerp_angle(0, PI, "
+"errori di precisione in virgola mobile. Per esempio, [code]lerp_angle(0, PI, "
"weight)[/code] interpola in senso anti-orario, mentre [code]lerp_angle(0, PI "
"+ 5 * TAU, weight)[/code] interpola in senso orario."
@@ -3086,7 +3098,7 @@ msgid ""
"print(a[1])\t# Prints 4\n"
"[/codeblock]"
msgstr ""
-"Dato un seme ([param seed]), restituisce un [PackedInt64Array] di dimensione "
+"Dato un [param seed], restituisce un [PackedInt64Array] di dimensione "
"[code]2[/code], dove il suo primo elemento è il valore [int] randomizzato, e "
"il secondo elemento è lo stesso di [param seed]. Passando lo stesso [param "
"seed] restituisce costantemente lo stesso array.\n"
@@ -3107,7 +3119,7 @@ msgid ""
"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/"
"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm."
msgstr ""
-"Restituisce un valore a virgola mobile, pseudocasuale e [url=https://en."
+"Restituisce un valore in virgola mobile, pseudocasuale e [url=https://en."
"wikipedia.org/wiki/Normal_distribution]normalmente distribuito[/url] dalla "
"media specificata ([param mean]) e una deviazione standard ([param "
"deviation]). Questa è anche conosciuta come una distribuzione gaussiana.\n"
@@ -3122,11 +3134,11 @@ msgid ""
"If you need to fix the seed to have consistent, reproducible results, use "
"[method seed] to initialize the random number generator."
msgstr ""
-"Randomizza il seme (o lo stato interno) del generatore di numeri casuali. "
+"Randomizza il seed (o lo stato interno) del generatore di numeri casuali. "
"L'implementazione attuale utilizza un numero basato sul tempo del "
"dispositivo.\n"
"[b]Nota:[/b] Questa funzione viene chiamata automaticamente quando il "
-"progetto viene eseguito. Se è necessario fissare il seme per avere risultati "
+"progetto viene eseguito. Se è necessario fissare il seed per avere risultati "
"consistenti e riproducibilii, utilizza [method seed] per inizializzare il "
"generatore di numeri casuali."
@@ -3177,9 +3189,9 @@ msgstr ""
"equidistanti. I tipi supportati sono: [int], [float], [Vector2], [Vector2i], "
"[Vector3], [Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
-"round(2.4) # Ritorna 2\n"
-"round(2.5) # Ritorna 3\n"
-"round(2.6) # Ritorna 3\n"
+"round(2.4) # Restituisce 2\n"
+"round(2.5) # Restituisce 3\n"
+"round(2.6) # Restituisce 3\n"
"[/codeblock]\n"
"Consulta inoltre [method floor], [method ceil], e [method snapped].\n"
"[b]Note:[/b] Per sicurezza di tipo maggiore, use [method roundf], [method "
@@ -3193,7 +3205,7 @@ msgid ""
msgstr ""
"Arrotonda [param x] al numero intero più vicino, e lontano da 0 nei casi "
"equidistanti.\n"
-"Una versione di tipo sicuro di [method round], che ritorna un [float]."
+"Una versione di tipo sicuro di [method round], che restituisce un [float]."
msgid ""
"Rounds [param x] to the nearest whole number, with halfway cases rounded away "
@@ -3202,7 +3214,7 @@ msgid ""
msgstr ""
"Arrotonda [param x] al numero intero più vicino, e lontano da 0 nei casi "
"equidistanti.\n"
-"Una versione di tipo sicuro di [method round], che ritorna un [int]."
+"Una versione di tipo sicuro di [method round], che restituisce un [int]."
msgid ""
"Sets the seed for the random number generator to [param base]. Setting the "
@@ -3227,8 +3239,8 @@ msgid ""
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
-"Imposta il seme per il generatore di numeri casuale a [param seed]. Impostare "
-"il seme manualmente può garantire risultati costanti e ripetibili per la "
+"Imposta il seed per il generatore di numeri casuale a [param seed]. Impostare "
+"il seed manualmente può garantire risultati costanti e ripetibili per la "
"maggior parte delle funzioni di casualità.\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -3269,7 +3281,7 @@ msgid ""
msgstr ""
"Restituisce lo stesso tipo di [Variant] di [param x], con [code]-1[/code] per "
"i valori negativi, [code]1[/code] per i valori positivi, e [code]0[/code] per "
-"gli zeri. Per i valori [code]nan[/code] ritorna 0.\n"
+"gli zeri. Per i valori [code]nan[/code] restituisce 0.\n"
"I tipi supportati sono: [int], [float], [Vector2], [Vector2i], [Vector3], "
"[Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
@@ -3416,7 +3428,7 @@ msgid ""
"[method Vector4i.snapped]."
msgstr ""
"Restituisce il multiplo di [param step] che è più vicino a [param x]. Questo "
-"può essere anche utilizzato per arrotondare un numero a virgola mobile ad un "
+"può essere anche utilizzato per arrotondare un numero in virgola mobile a un "
"numero arbitrario di cifre decimali.\n"
"Il valore di ritorno è dello stesso tipo di [Variant] di [param step]. I tipi "
"supportati sono: [int], [float], [Vector2], [Vector2i], [Vector3], "
@@ -3444,7 +3456,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Restituisce il multiplo di [param step] che è più vicino a [param x]. Questo "
-"può essere anche utilizzato per arrotondare un numero a virgola mobile ad un "
+"può essere anche utilizzato per arrotondare un numero in virgola mobile a un "
"numero arbitrario di cifre decimali.\n"
"Una versione di tipo sicuro di [method snapped], che restituisce un [float].\n"
"[codeblock]\n"
@@ -3500,7 +3512,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Restituisce la posizione della prima cifra diversa da zero, dopo il punto "
-"decimale. Il massimo valore restituito è 10, dovuto ad una scelta "
+"decimale. Il massimo valore restituito è 10, dovuto a una scelta "
"implementativa.\n"
"[codeblock]\n"
"var n = step_decimals(5) # n è 0\n"
@@ -3654,7 +3666,7 @@ msgid ""
"[/codeblock]\n"
"See also [method type_string]."
msgstr ""
-"Ritorna il tipo interno della [Variant] [param variable], utilizzando i "
+"Restituisce il tipo interno della [Variant] [param variable], utilizzando i "
"valori di [enum Variant.Type].\n"
"[codeblock]\n"
"var json = JSON.new()\n"
@@ -3725,7 +3737,7 @@ msgid ""
msgstr ""
"Restituisce un'istanza di [WeakRef] che mantiene un riferimento debole (weak) "
"all'oggetto [param obj]. Restituisce un istanza di [WeakRef] vuota se [param "
-"obj] è [code]null[/code]. Stampa un errore e ritorna [code]null[/code] se "
+"obj] è [code]null[/code]. Stampa un errore e restituisce [code]null[/code] se "
"[param obj] non è né derivato da un [Object] né [code]null[/code].\n"
"Un riferimento debole non è sufficiente per mantenere l'oggetto in vita: se è "
"l'unico riferimento rimasto il garbage collector è autorizzato a deallocarlo "
@@ -5237,9 +5249,9 @@ msgid ""
"[b]Note:[/b] Many functions do not return an error code, but will print error "
"messages to standard output."
msgstr ""
-"I metodi che ritornano [enum Error] ritornano [constant OK] quando non "
-"risulta alcun errore.\n"
-"Dato che [constant OK] ha valore di 0, e tutte gli altri codici sono interi "
+"I metodi che restituiscono [enum Error] restituiscono [constant OK] quando "
+"non risulta alcun errore.\n"
+"Poiché [constant OK] ha valore di 0, e tutte gli altri codici sono interi "
"positivi, può essere utilizzato anche nei controlli booleani.\n"
"[b]Esempio:[/b]\n"
"[codeblock]\n"
@@ -5251,7 +5263,7 @@ msgstr ""
"if error:\n"
" printerr(\"Still failing!\")\n"
"[/codeblock]\n"
-"[b]Note:[/b] Molte funzioni non ritornano un code di errore, ma stampano "
+"[b]Note:[/b] Molte funzioni non restituiscono un code di errore, ma stampano "
"messaggi di errore sullo standard output."
msgid "Generic error."
@@ -5703,7 +5715,7 @@ msgstr ""
"sostituito con il carattere segreto."
msgid "Represents the size of the [enum PropertyHint] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum PropertyHint]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum PropertyHint]."
msgid ""
"The property is not stored, and does not display in the editor. This is the "
@@ -5748,7 +5760,7 @@ msgstr "La proprietà non salva il suo stato in [PackedScene]."
msgid "Editing the property prompts the user for restarting the editor."
msgstr ""
-"In seguito ad una modifica della proprietà, sarà chiesto all'utente di "
+"In seguito a una modifica della proprietà, sarà chiesto all'utente di "
"riavviare l'editor."
msgid ""
@@ -6021,7 +6033,7 @@ msgid "Variable is of type [PackedVector4Array]."
msgstr "La variabile è di tipo [PackedVector4Array]."
msgid "Represents the size of the [enum Variant.Type] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Variant.Type]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Variant.Type]."
msgid "Equality operator ([code]==[/code])."
msgstr "Operatore uguaglianza ([code]==[/code])."
@@ -6099,7 +6111,7 @@ msgid "Logical IN operator ([code]in[/code])."
msgstr "Operatore IN logico ([code]in[/code])."
msgid "Represents the size of the [enum Variant.Operator] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Variant.Operator]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Variant.Operator]."
msgid "A 3D axis-aligned bounding box."
msgstr "Una bounding box 3D allineata agli assi."
@@ -6119,22 +6131,22 @@ msgid ""
"if both [member position] and [member size] are zero (equal to [constant "
"Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]."
msgstr ""
-"Il tipo di [Variant] incorporato [AABB] rappresenta una bounding box "
-"allineata agli assi in uno spazio 3D. Essa è definita dalla sua posizione "
-"([member position]) e dimensioni ([member size]), che sono [Vector3]. Viene "
-"spesso utilizzato per dei test rapidi di sovrapposizione (vedi [method "
-"intersects]). Nonostante [AABB] sia allineato alle assi, può essere combinato "
-"con [Transform3D] per rappresentare una bounding box ruotata o inclinata.\n"
-"Utilizza le coordinate a virgola mobile. La controparte 2D a [AABB] è "
+"Il tipo di [Variant] integrato [AABB] rappresenta una bounding box allineata "
+"agli assi in uno spazio 3D. Essa è definita dalla sua posizione ([member "
+"position]) e dimensioni ([member size]), che sono [Vector3]. Viene spesso "
+"utilizzato per dei test rapidi di sovrapposizione (vedi [method intersects]). "
+"Nonostante [AABB] sia allineato alle assi, può essere combinato con "
+"[Transform3D] per rappresentare una bounding box ruotata o inclinata.\n"
+"Utilizza le coordinate in virgola mobile. La controparte 2D a [AABB] è "
"[Rect2]. Non esiste una versione di [AABB] che utilizza delle coordinate "
"intere.\n"
"[b]Nota:[/b] I valori negativi per [member size] non sono supportati. Con "
"dimensioni negative, la maggior parte dei metodi [AABB] non funzionano "
"correttamente. Utilizza [method abs] per ottenere un [AABB] equivalente con "
"una dimensione non negativa.\n"
-"[b]Nota:[/b] In un contesto booleano, un [AABB] valuta a [code]false[/code] "
-"se entrambi [member position] e [member size] sono zero (pari a [constant "
-"Vector3.ZERO]). Altrimenti, valuta sempre a [code]true[/code]."
+"[b]Nota:[/b] In un contesto booleano, un [AABB] è valutato come [code]false[/"
+"code] se sia [member position] sia [member size] sono zero (pari a [constant "
+"Vector3.ZERO]). Altrimenti, è sempre valutato come [code]true[/code]."
msgid "Math documentation index"
msgstr "Indice della documentazione di matematica"
@@ -6156,7 +6168,9 @@ msgid "Constructs an [AABB] as a copy of the given [AABB]."
msgstr "Costruisce un [AABB] come copia dell'[AABB] specificato."
msgid "Constructs an [AABB] by [param position] and [param size]."
-msgstr "Costruisce un [AABB] da [param position] e [param size]."
+msgstr ""
+"Costruisce un [AABB] dalla posizione ([param position]) e dimensioni ([param "
+"size])."
msgid ""
"Returns an [AABB] equivalent to this bounding box, with its width, height, "
@@ -6464,7 +6478,7 @@ msgid ""
"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 ""
-"Ritorna il primo punto in cui questa bounding box e il raggio fornito si "
+"Restituisce il primo punto in cui questa bounding box e il raggio fornito si "
"intersecano, come [Vector3]. Se non si verifica alcuna intersezione, "
"restituisce [code]null[/code].\n"
"Il raggio comincia da [param from], guarda verso la direzione [param dir] e "
@@ -6476,8 +6490,8 @@ msgid ""
"code].\n"
"The segment begins at [param from] and ends at [param to]."
msgstr ""
-"Ritorna il primo punto in cui questa bounding box e il segmento fornito si "
-"intersecano, come [Vector3]. Se non si verifica alcuna intersezione, "
+"Restituisce il primo punto in cui questa bounding box e il segmento fornito "
+"si intersecano, come [Vector3]. Se non si verifica alcuna intersezione, "
"restituisce [code]null[/code].\n"
"Il raggio comincia da [param from], e finisce a [param to]."
@@ -6561,13 +6575,13 @@ msgid ""
"[method Transform3D.affine_inverse]."
msgstr ""
"Trasforma (moltiplica) inversamente l'[AABB] dalla matrice di trasformazione "
-"[Transform3D] fornita, supponendo che la base di trasformazione sia "
-"ortonormale (cioè rotazione/riflessione va bene, ma scala/distorsione non lo "
-"è).\n"
+"[Transform3D] fornita, presupponendo che la base di trasformazione sia "
+"ortonormale (ovvero rotazione/riflessione vanno bene, ma scala/distorsione "
+"no).\n"
"[code]abb * Transform[/code] è equivalente a [code]transform.inverse() * "
"aabb[/code]. Vedi [method Transform3D.inverse].\n"
"Per trasformare dall'inverso di una trasformazione affine (ad esempio con "
-"scaling) [code]transform.affine_inverse() * aabb[/code] può essere invece "
+"scala) [code]transform.affine_inverse() * aabb[/code] può essere invece "
"utilizzato. Vedi [method Transform3D.affine_inverse]."
msgid ""
@@ -7045,13 +7059,13 @@ msgstr ""
"in movimento."
msgid "3D Physics Tests Demo"
-msgstr "Dimostrazione dei test di fisica 3D"
+msgstr "Demo dei test di fisica 3D"
msgid "Third Person Shooter (TPS) Demo"
-msgstr "Dimostrazione di sparatutto in terza persona (TPS)"
+msgstr "Demo di sparatutto in terza persona (TPS)"
msgid "3D Voxel Demo"
-msgstr "Dimostrazione di voxel 3D"
+msgstr "Demo di voxel 3D"
msgid ""
"If [code]true[/code], the body's movement will be synchronized to the physics "
@@ -7089,7 +7103,7 @@ msgid "2D Sprite animation"
msgstr "Animazione di sprite 2D"
msgid "2D Dodge The Creeps Demo"
-msgstr "Dimostrazione 2D di \"Dodge The Creeps\""
+msgstr "Demo 2D \"Dodge The Creeps\""
msgid ""
"Returns the actual playing speed of current animation or [code]0[/code] if "
@@ -7515,7 +7529,7 @@ msgid ""
"code], the audio playback volume changes depending on the blend value."
msgstr ""
"Imposta se la traccia sarà fusa con altre animazioni. Se [code]true[/code], "
-"il volume di riproduzione dell'audio cambia a seconda del valore di blending."
+"il volume di riproduzione dell'audio cambia a seconda del valore di fusione."
msgid ""
"Returns the in handle of the key identified by [param key_idx]. The [param "
@@ -7618,7 +7632,7 @@ msgid ""
"-1."
msgstr ""
"Restituisce l'indice della traccia specificata. Se la traccia non è trovata, "
-"ritorna -1."
+"restituisce -1."
msgid "Returns the amount of tracks in the animation."
msgstr "Restituisce la quantità di tracce nell'animazione."
@@ -7880,7 +7894,7 @@ msgid "3D scale track (values are stored in [Vector3]s)."
msgstr "Traccia di scala 3D (i valori sono memorizzati in [Vector3])."
msgid "Blend shape track."
-msgstr "Traccia di blend shape."
+msgstr "Traccia di forme di fusione."
msgid "Method tracks call functions with given arguments per key."
msgstr ""
@@ -8087,10 +8101,10 @@ msgid ""
"the blending is processed by the [AnimationMixer]."
msgstr ""
"Classe di base per [AnimationPlayer] e [AnimationTree] per gestire le liste "
-"di animazione. Ha anche proprietà e metodi generali per la riproduzione e il "
-"blending.\n"
-"Dopo aver istanziato i dati di riproduzione all'interno de una classe che la "
-"estende, il blending viene elaborato dall'[AnimationMixer]."
+"di animazione. Ha anche proprietà e metodi generali per la riproduzione e la "
+"fusione.\n"
+"Dopo aver istanziato i dati di riproduzione all'interno di una classe che la "
+"estende, la fusione è viene elaborata dall'[AnimationMixer]."
msgid "A virtual function for processing after getting a key during playback."
msgstr ""
@@ -8118,9 +8132,9 @@ msgstr ""
"[constant Animation.UPDATE_CAPTURE], memorizza i valori attuali degli oggetti "
"indicati dal percorso della traccia come cache. Se c'è già una cache "
"catturata, la vecchia cache viene scartata.\n"
-"Dopo questo, interpolerà con il risultato attuale di blending dell'animazione "
+"Dopodiché, interpolerà con il risultato attuale della fusione dell'animazione "
"durante il processo di riproduzione per il tempo specificato da [param "
-"duration], funzionando come un crossfade.\n"
+"duration], funzionando come una dissolvenza incrociata.\n"
"È possibile specificare [param trans_type] come la curva per "
"l'interpolazione. Per ottenere migliori risultati, potrebbe essere opportuno "
"specificare [constant Tween.TRANS_LINEAR] per i casi in cui la prima chiave "
@@ -8220,15 +8234,14 @@ msgstr ""
"Normalmente, le tracce possono essere impostate su [constant Animation."
"UPDATE_DISCRETE] per aggiornare raramente, di solito quando si utilizza "
"l'interpolazione più vicino.\n"
-"Tuttavia, quando si esegue il blending con [constant Animation."
-"UPDATE_CONTINUOUS] sono considerati diversi risultati. [member "
+"Tuttavia, quando si esegue la fusione con [constant Animation."
+"UPDATE_CONTINUOUS] diversi risultati sono considerati. [member "
"callback_mode_discrete] lo specifica esplicitamente. Vedi anche [enum "
"AnimationCallbackModeDiscrete].\n"
-"Per abbellire i risultati con blending, si consiglia di impostare questo a "
-"[constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] per aggiornare "
-"ogni frame durante il blending. Altri valori esistono per compatibilità e "
-"vanno bene se non è presente blending, ma se non è così, potrebbe produrre "
-"artefatti."
+"Per abbellire i risultati fusi, si consiglia di impostare questo a [constant "
+"ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] per aggiornare ogni frame "
+"durante la fusione. Altri valori esistono per compatibilità e vanno bene se "
+"non è presente una fusione, ma se non è così, potrebbe produrre artefatti."
msgid "The call mode used for \"Call Method\" tracks."
msgstr ""
@@ -8257,25 +8270,24 @@ msgid ""
"normalized to make the total amount [code]1.0[/code] and the result will be "
"equal to [AnimationNodeBlend2] with the amount [code]0.5[/code]."
msgstr ""
-"Se [code]true[/code], il blending utilizza l'algoritmo deterministico. Il "
-"peso totale non è normalizzato e il risultato è accumulato con un valore "
-"iniziale ([code]0[/code] o una animazione [code]\"RESET\"[/code] se "
-"presente).\n"
-"Ciò significa che se la quantità totale di blending è [code]0.0[/code], il "
+"Se [code]true[/code], la fusione usa l'algoritmo deterministico. Il peso "
+"totale non è normalizzato e il risultato è accumulato con un valore iniziale "
+"([code]0[/code] o una animazione [code]\"RESET\"[/code] se presente).\n"
+"Ciò significa che se la quantità totale della fusione è [code]0.0[/code], il "
"risultato è uguale all'animazione [code]\"RESET\"[/code].\n"
"Se il numero di tracce tra le animazioni fuse è diverso, l'animazione con la "
"traccia mancante è trattata come se avesse il valore iniziale.\n"
-"Se [code]false[/code], Il blending non utilizza l'algoritmo deterministico. "
-"Il peso totale è normalizzato e sempre [code]1.0[/code]. Se il numero di "
-"tracce tra le animazioni fuse è diverso, non si fa nulla sull'animazione a "
-"cui manca una traccia.\n"
-"[b]Nota:[/b] In [AnimationTree], il blending con [AnimationNodeAdd2], "
+"Se [code]false[/code], la fusione non usa l'algoritmo deterministico. Il peso "
+"totale è normalizzato e sempre [code]1.0[/code]. Se il numero di tracce tra "
+"le animazioni fuse è diverso, non si fa nulla sull'animazione a cui manca una "
+"traccia.\n"
+"[b]Nota:[/b] In [AnimationTree], la fusione con [AnimationNodeAdd2], "
"[AnimationNodeAdd3], [AnimationNodeSub2] o il peso maggiore di [code]1.0[/"
"code] potrebbe produrre risultati inaspettati.\n"
-"Ad esempio, se [AnimationNodeAdd2] esegue il blending di due nodi con il "
-"numero [code]1.0[/code], allora il peso totale sarà [code]2.0[/code] ma sarà "
-"normalizzato per rendere il numero totale [code]1.0[/code] e il risultato "
-"sarà uguale a [AnimationNodeBlend2] con la il numero [code]0.5[/code]."
+"Ad esempio, se [AnimationNodeAdd2] fonde due nodi con il numero [code]1.0[/"
+"code], allora il peso totale sarà [code]2.0[/code] ma sarà normalizzato per "
+"rendere il numero totale [code]1.0[/code] e il risultato sarà uguale a "
+"[AnimationNodeBlend2] con la il numero [code]0.5[/code]."
msgid ""
"This is used by the editor. If set to [code]true[/code], the scene will be "
@@ -8350,7 +8362,7 @@ msgid ""
"Notifies when the blending result related have been applied to the target "
"objects."
msgstr ""
-"Informa quando il risultato di blending correlato è stato applicato agli "
+"Informa quando il risultato di fusione correlato è stato applicato agli "
"oggetti di destinazione."
msgid "Notifies when the property related process have been updated."
@@ -8401,7 +8413,7 @@ msgid ""
"values."
msgstr ""
"Un valore di una traccia con [constant Animation.UPDATE_DISCRETE] ha la "
-"precedenza quando si esegue il blending tra i valori di una traccia [constant "
+"precedenza quando si esegue la fusione tra i valori di una traccia [constant "
"Animation.UPDATE_CONTINUOUS] o [constant Animation.UPDATE_CAPTURE] e i valori "
"di una traccia [constant Animation.UPDATE_DISCRETE]."
@@ -8413,8 +8425,8 @@ msgid ""
"default behavior for [AnimationPlayer]."
msgstr ""
"Un valore di una traccia con [constant Animation.UPDATE_CONTINUOUS] o "
-"[constant Animation.UPDATE_CAPTURE] ha la precedenza quando si esegue il "
-"blending tra i valori di una traccia [constant Animation.UPDATE_CONTINUOUS] o "
+"[constant Animation.UPDATE_CAPTURE] ha la precedenza quando si esegue la "
+"fusione tra i valori di una traccia [constant Animation.UPDATE_CONTINUOUS] o "
"[constant Animation.UPDATE_CAPTURE] e i valori di una traccia [constant "
"Animation.UPDATE_DISCRETE]. Questo è il comportamento predefinito per "
"[AnimationPlayer]."
@@ -8448,7 +8460,7 @@ msgid ""
"returns [code]-1[/code]."
msgstr ""
"Restituisce l'indice di ingresso che corrisponde a [param name]. Se non "
-"trovato, ritorna [code]-1[/code]."
+"trovato, restituisce [code]-1[/code]."
msgid "Returns whether the given path is filtered."
msgstr "Restituisce se il percorso fornito è filtrato."
@@ -8469,13 +8481,12 @@ msgstr ""
"Restituisce l'[AnimationNode] riferito dal punto all'indice [param point]."
msgid "Removes the point at index [param point] from the blend axis."
-msgstr "Rimuove il punto all'indice [param point] dall'asse di blending."
+msgstr "Rimuove il punto all'indice [param point] dall'asse di fusione."
msgid ""
"Updates the position of the point at index [param point] on the blend axis."
msgstr ""
-"Aggiorna la posizione del punto all'indice [param point] sull'asse di "
-"blending."
+"Aggiorna la posizione del punto all'indice [param point] sull'asse di fusione."
msgid ""
"Controls the interpolation between animations. See [enum BlendMode] constants."
@@ -8487,14 +8498,14 @@ msgid ""
"The blend space's axis's upper limit for the points' position. See [method "
"add_blend_point]."
msgstr ""
-"Il limite superiore dell'asse di blending per la posizione dei punti. Vedi "
+"Il limite superiore dell'asse di fusione per la posizione dei punti. Vedi "
"[method add_blend_point]."
msgid ""
"The blend space's axis's lower limit for the points' position. See [method "
"add_blend_point]."
msgstr ""
-"Il limite inferiore dell'asse di blending per la posizione dei punti. Vedi "
+"Il limite inferiore dell'asse di fusione per la posizione dei punti. Vedi "
"[method add_blend_point]."
msgid "Position increment to snap to when moving a point on the axis."
@@ -8515,18 +8526,18 @@ msgstr ""
"dell'indice [param triangle]."
msgid "Removes the point at index [param point] from the blend space."
-msgstr "Rimuove il punto all'indice [param point] dallo spazio di blending."
+msgstr "Rimuove il punto all'indice [param point] dallo spazio di fusione."
msgid "Removes the triangle at index [param triangle] from the blend space."
msgstr ""
-"Rimuove il triangolo all'indice [param triangle] dallo spazio di blending."
+"Rimuove il triangolo all'indice [param triangle] dallo spazio di fusione."
msgid ""
"If [code]true[/code], the blend space is triangulated automatically. The mesh "
"updates every time you add or remove points with [method add_blend_point] and "
"[method remove_blend_point]."
msgstr ""
-"Se [code]true[/code], lo spazio di blending è triangolato automaticamente. La "
+"Se [code]true[/code], lo spazio di fusione è triangolato automaticamente. La "
"mesh si aggiorna ogni volta che aggiungi o rimuovi punti con [method "
"add_blend_point] e [method remove_blend_point]."
@@ -8535,29 +8546,29 @@ msgid ""
"[method add_blend_point]."
msgstr ""
"Il limite superiore per la posizione dei punti sugli assi X e Y nello spazio "
-"di blending. Vedi [method add_blend_point]."
+"di fusione. Vedi [method add_blend_point]."
msgid ""
"The blend space's X and Y axes' lower limit for the points' position. See "
"[method add_blend_point]."
msgstr ""
"Il limite inferiore per la posizione dei punti sugli assi X e Y nello spazio "
-"di blending. Vedi [method add_blend_point]."
+"di fusione. Vedi [method add_blend_point]."
msgid "Position increment to snap to when moving a point."
msgstr "Incremento dello scatto di posizione quando si sposta un punto."
msgid "Name of the blend space's X axis."
-msgstr "Nome dell'asse X nello spazio di blending."
+msgstr "Nome dell'asse X nello spazio di fusione."
msgid "Name of the blend space's Y axis."
-msgstr "Nome dell'asse Y nello spazio di blending."
+msgstr "Nome dell'asse Y nello spazio di fusione."
msgid ""
"Emitted every time the blend space's triangles are created, removed, or when "
"one of their vertices changes position."
msgstr ""
-"Emesso ogni volta che i triangoli dello spazio di blending vengono creati, "
+"Emesso ogni volta che i triangoli dello spazio di fusione vengono creati, "
"rimossi o quando uno dei loro vertici cambia di posizione."
msgid ""
@@ -8717,7 +8728,7 @@ msgstr ""
"downstream, il tempo di elaborazione effettivo sarà 0.5 secondi."
msgid "The blend type."
-msgstr "Il tipo di blending."
+msgstr "Il tipo di fusione."
msgid "The default state of the request. Nothing is done."
msgstr "Lo stato predefinito della richiesta. Niente è eseguito."
@@ -8893,7 +8904,7 @@ msgid ""
"state machine's start node and end node gives good results."
msgstr ""
"Se [code]true[/code], tratta la dissolvenza incrociata ai nodi iniziali e "
-"finali come un blending con l'animazione di RESET.\n"
+"finali come una fusione con l'animazione di RESET.\n"
"Nella maggior parte dei casi, quando ulteriori dissolvenze incrociate sono "
"effettuate nell'[AnimationNode] genitore della macchina a stati, impostando "
"questa proprietà a [code]false[/code] e corrispondente il tempo di "
@@ -9216,7 +9227,7 @@ msgstr ""
"Questo nodo di animazione è solitamente usato per cancellare qualsiasi posa "
"aggiuntiva dall'animazione per la sorgente di animazione \"add\" in "
"[AnimationNodeAdd2] o [AnimationNodeAdd3].\n"
-"In generale, il valore di blending dovrebbe essere nell'intervallo [code]"
+"In generale, il valore della fusione dovrebbe essere nell'intervallo [code]"
"[0.0, 1.0][/code], ma i valori al di fuori di questo intervallo possono "
"essere utilizzati per animazioni amplificate o invertite.\n"
"[b]Nota:[/b] Questo calcolo è diverso dall'uso di un valore negativo in "
@@ -9483,7 +9494,7 @@ msgid ""
msgstr ""
"Un riproduttore di animazioni è utilizzato per la riproduzione generale di "
"animazioni. Contiene un dizionario di risorse [AnimationLibrary] e tempi di "
-"blending personalizzati tra le transizioni delle animazioni.\n"
+"fusione personalizzati tra le transizioni delle animazioni.\n"
"Alcuni metodi e proprietà usano una singola chiave per fare riferimento "
"direttamente a un'animazione. Queste chiavi sono formattate come la chiave "
"per la libreria, seguita da una barra obliqua, e poi la chiave per "
@@ -9519,7 +9530,7 @@ msgid ""
"Returns the blend time (in seconds) between two animations, referenced by "
"their keys."
msgstr ""
-"Restituisce il tempo di blending (in secondi) tra due animazioni, riferite "
+"Restituisce il tempo di fusione (in secondi) tra due animazioni, riferite "
"dalle loro chiavi."
msgid "Use [member AnimationMixer.callback_mode_method] instead."
@@ -9565,7 +9576,7 @@ msgid ""
"Specifies a blend time (in seconds) between two animations, referenced by "
"their keys."
msgstr ""
-"Restituisce il tempo di blending (in secondi) tra due animazioni, riferite "
+"Restituisce il tempo di fusione (in secondi) tra due animazioni, riferite "
"dalle loro chiavi."
msgid "Sets the call mode used for \"Call Method\" tracks."
@@ -9750,11 +9761,11 @@ msgstr ""
"prodotto di un altro [AnimationRootNode]. Utilizzato per [member "
"AnimationTree.tree_root] o in altri [AnimationRootNode].\n"
"Esempi di nodi di radice incorporati includono [AnimationNodeBlendTree] "
-"(permette di mischiare i nodi tra loro utilizzando vari modi), "
-"[AnimationNodeStateMachine] (permette di configurare il blending e le "
-"transizioni tra i nodi utilizzando un modello di macchina a stati), "
-"[AnimationNodeBlendSpace2D] (permette il blending lineare tra [b]tre[/b] "
-"[AnimationNode]), [AnimationNodeBlendSpace1D] (permette il blending lineare "
+"(permette di mischiare i nodi tra loro attraverso vari modi), "
+"[AnimationNodeStateMachine] (permette di configurare la fusione e le "
+"transizioni tra i nodi attraverso un modello di macchina a stati), "
+"[AnimationNodeBlendSpace2D] (permette la fusione lineare tra [b]tre[/b] "
+"[AnimationNode]), [AnimationNodeBlendSpace1D] (permette la fusione lineare "
"soltanto tra [b]due[/b] [AnimationNode])."
msgid "A node used for advanced animation transitions in an [AnimationPlayer]."
@@ -9829,10 +9840,10 @@ msgid "Using Area2D"
msgstr "Utilizzare l'Area2D"
msgid "2D Pong Demo"
-msgstr "Dimostrazione di Pong 2D"
+msgstr "Demo 2D \"Pong 2D\""
msgid "2D Platformer Demo"
-msgstr "Dimostrazione di gioco di piattaforme in 2D"
+msgstr "Demo di gioco di piattaforme in 2D"
msgid ""
"Returns a list of intersecting [Area2D]s. The overlapping area's [member "
@@ -10271,7 +10282,7 @@ msgstr ""
"[CollisionPolygon3D]."
msgid "GUI in 3D Viewport Demo"
-msgstr "Dimostrazione di GUI in Viewport 3D"
+msgstr "Demo di GUI in Viewport 3D"
msgid ""
"Returns a list of intersecting [Area3D]s. The overlapping area's [member "
@@ -10760,7 +10771,7 @@ msgid ""
"print(nums) # Prints [1, 2, 3, 4, 5, 6]\n"
"[/codeblock]"
msgstr ""
-"Appende un altro [param array] alla fine di questo array.\n"
+"Accoda un altro [param array] alla fine di questo array.\n"
"[codeblock]\n"
"numeri = [1, 2, 3]\n"
"var aggiuntivi = [4, 5, 6]\n"
@@ -11278,8 +11289,8 @@ msgid ""
"reduce]."
msgstr ""
"Restituisce il valore massimo contenuto nell'array, se tutti gli elementi "
-"possono essere confrontati. Altrimenti, ritorna [code]null[/code]. Vedi anche "
-"[method min].\n"
+"possono essere confrontati. Altrimenti, restituisce [code]null[/code]. Vedi "
+"anche [method min].\n"
"Per trovare il valore massimo utilizzando un comparatore personalizzato, è "
"possibile utilizzare [method reduce]."
@@ -11288,8 +11299,8 @@ msgid ""
"compared. Otherwise, returns [code]null[/code]. See also [method max]."
msgstr ""
"Restituisce il valore minimo contenuto nell'array, se tutti gli elementi "
-"possono essere confrontati. Altrimenti, ritorna [code]null[/code]. Vedi anche "
-"[method max]."
+"possono essere confrontati. Altrimenti, restituisce [code]null[/code]. Vedi "
+"anche [method max]."
msgid ""
"Returns a random element from the array. Generates an error and returns "
@@ -11322,7 +11333,7 @@ msgstr ""
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Nota:[/b] Come molte funzioni simili nel motore (come ad esempio [method "
-"@GlobalScope.randi] o [method shuffle]), questo metodo utilizza un seme "
+"@GlobalScope.randi] o [method shuffle]), questo metodo utilizza un seed "
"casuale, comune e globale. Per ottenere un risultato prevedibile da questo "
"metodo, vedi [method @GlobalScope.seed]."
@@ -11513,7 +11524,7 @@ msgid ""
msgstr ""
"Rimescola tutti gli elementi dell'array in un ordine casuale.\n"
"[b]Nota:[/b] Come molte funzioni simili nel motore (come ad esempio [method "
-"@GlobalScope.randi] o [method pick_random]), questo metodo utilizza un seme "
+"@GlobalScope.randi] o [method pick_random]), questo metodo utilizza un seed "
"casuale, comune e globale. Per ottenere un risultato prevedibile da questo "
"metodo, vedi [method @GlobalScope.seed]."
@@ -11522,7 +11533,7 @@ msgid ""
"always return [code]0[/code]. See also [method is_empty]."
msgstr ""
"Restituisce il numero di elementi nell'array. Gli array vuoti ([code][][/"
-"code]) ritornano sempre [code]0[/code]. Vedi anche [method is_empty]."
+"code]) restituiscono sempre [code]0[/code]. Vedi anche [method is_empty]."
msgid ""
"Returns a new [Array] containing this array's elements, from index [param "
@@ -11908,21 +11919,21 @@ msgid ""
"Adds name for a blend shape that will be added with [method "
"add_surface_from_arrays]. Must be called before surface is added."
msgstr ""
-"Aggiunge il nome per una forma di blending che verrà aggiunta con [method "
+"Aggiunge il nome per una forma di fusione che sarà aggiunta con [method "
"add_surface_from_arrays]. Deve essere chiamato prima che la superficie sia "
"aggiunta."
msgid "Removes all blend shapes from this [ArrayMesh]."
-msgstr "Rimuove tutte le forme di blending da questo [ArrayMesh]."
+msgstr "Rimuove tutte le forme di fusione da questo [ArrayMesh]."
msgid "Removes all surfaces from this [ArrayMesh]."
msgstr "Rimuove tutte le superfici da questo [ArrayMesh]."
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
-msgstr "Restituisce il numero di forme di blending che il [ArrayMesh] possiede."
+msgstr "Restituisce il numero di forme di fusione contenute nel [ArrayMesh]."
msgid "Returns the name of the blend shape at this index."
-msgstr "Restituisce il nome della forma di blending a questo indice."
+msgstr "Restituisce il nome della forma di fusione a questo indice."
msgid ""
"Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping."
@@ -11934,7 +11945,7 @@ msgid "Regenerates tangents for each of the [ArrayMesh]'s surfaces."
msgstr "Rigenera le tangenti per ciascuna delle superfici di [ArrayMesh]."
msgid "Sets the name of the blend shape at this index."
-msgstr "Imposta il nome della forma di blending in questo indice."
+msgstr "Imposta il nome della forma di fusione in questo indice."
msgid "Gets the name assigned to this surface."
msgstr "Ottiene il nome assegnato a questa superficie."
@@ -11951,7 +11962,7 @@ msgstr "Imposta un nome per una determinata superficie."
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
msgstr ""
-"Imposta la modalità di forma di blending a uno di quelle di [enum Mesh."
+"Imposta la modalità della forma di fusione a una di quelle di [enum Mesh."
"BlendShapeMode]."
msgid ""
@@ -11994,8 +12005,8 @@ msgstr ""
"[ArrayOccluder3D] memorizza una forma di poligono arbitrario 3D che può "
"essere utilizzato dal sistema di occlusion culling del motore. Questo è "
"analogo a [ArrayMesh], ma per gli occlusori.\n"
-"Vedi la documentazione di [OccluderInstance3D] per le istruzioni sulla "
-"configurazione dell'occlusion culling."
+"Consulta la documentazione di [OccluderInstance3D] per istruzioni su come "
+"configurare l'occlusion culling."
msgid "Occlusion culling"
msgstr "Occlusion culling"
@@ -12322,7 +12333,7 @@ msgstr ""
"[/codeblocks]"
msgid "Returns the number of points currently in the points pool."
-msgstr "Restituisce il numero di punti attualmente nel pool dei punti."
+msgstr "Restituisce il numero di punti attualmente nell'insieme dei punti."
msgid "Returns an array of all point IDs."
msgstr "Restituisce un array di tutti gli ID dei punti."
@@ -12355,7 +12366,7 @@ msgstr ""
"Restituisce la scala di peso del punto associato all'[param id] fornito."
msgid "Returns whether a point associated with the given [param id] exists."
-msgstr "Ritorna se esiste un punto associato all'[param id] fornito."
+msgstr "Restituisce se esiste un punto associato all'[param id] fornito."
msgid ""
"Returns whether a point is disabled or not for pathfinding. By default, all "
@@ -12905,7 +12916,7 @@ msgstr ""
"[/codeblock]"
msgid "Represents the size of the [enum Heuristic] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Heuristic]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Heuristic]."
msgid ""
"The pathfinding algorithm will ignore solid neighbors around the target cell "
@@ -12939,7 +12950,7 @@ msgstr ""
"specifico del percorso."
msgid "Represents the size of the [enum DiagonalMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum DiagonalMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum DiagonalMode]."
msgid "Rectangular cell shape."
msgstr "Forma di cella rettangolare."
@@ -12961,7 +12972,7 @@ msgstr ""
"destra, e quello verticale va verso l'alto e a destra."
msgid "Represents the size of the [enum CellShape] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum CellShape]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum CellShape]."
msgid "A texture that crops out part of another Texture2D."
msgstr "Una texture che ritaglia parte di un'altra Texture2D."
@@ -13057,7 +13068,7 @@ msgid "Audio buses"
msgstr "Bus audio"
msgid "Audio Microphone Record Demo"
-msgstr "Dimostrazione di registro audio dal microfono"
+msgstr "Demo di registro audio dal microfono"
msgid ""
"Override this method to customize the [AudioEffectInstance] created when this "
@@ -13190,7 +13201,7 @@ msgstr ""
"Restituisce un [PackedVector2Array] contenente esattamente il numero fornito "
"di campioni audio se disponibili, o un [PackedVector2Array] vuoto se solo i "
"dati insufficienti erano disponibili.\n"
-"I campioni sono valori PCM a virgola mobile con segno tra [code]-1[/code] e "
+"I campioni sono valori PCM in virgola mobile con segno tra [code]-1[/code] e "
"[code]1[/code]. Dovrai scalarli se vuoi utilizzarli come campioni interi da 8 "
"o 16 bit. ([code]v = 0x7fff * samples[0].x[/code])"
@@ -13970,7 +13981,7 @@ msgstr ""
"veloce. Latenza più alta, ma la più stabile nel tempo."
msgid "Represents the size of the [enum FFTSize] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum FFTSize]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum FFTSize]."
msgid "Audio effect used for recording the sound from an audio bus."
msgstr ""
@@ -14279,7 +14290,7 @@ msgstr ""
"riproducibile) e della loro riproduzione tramite un'interfaccia vocale."
msgid "Audio Device Changer Demo"
-msgstr "Dimostrazione del cambio di periferiche audio"
+msgstr "Demo di cambio di periferiche audio"
msgid "Adds a bus at [param at_position]."
msgstr "Aggiunge un bus a [param at_position]."
@@ -14591,7 +14602,7 @@ msgstr ""
"considerata come campione."
msgid "Represents the size of the [enum PlaybackType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum PlaybackType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum PlaybackType]."
msgid "Base class for audio streams."
msgstr "Classe di base per i flussi audio."
@@ -14862,7 +14873,7 @@ msgid ""
"Return the destination time position for a transition (see [method "
"add_transition])."
msgstr ""
-"Ritorna la posizione del tempo di destinazione per una transizione (vedi "
+"Restituisce la posizione del tempo di destinazione per una transizione (vedi "
"[method add_transition])."
msgid "Plays real-time audio input data."
@@ -14887,7 +14898,7 @@ msgstr ""
"e le impostazioni sulla privacy del sistema operativo."
msgid "Audio Mic Record Demo"
-msgstr "Dimostrazione di registrazione del microfono"
+msgstr "Demo di registrazione del microfono"
msgid "MP3 audio stream driver."
msgstr "Driver di flusso audio MP3."
@@ -15138,23 +15149,6 @@ msgid "A node for audio playback."
msgstr "Un nodo per la riproduzione audio."
msgid ""
-"The [AudioStreamPlayer] node plays an audio stream non-positionally. It is "
-"ideal for user interfaces, menus, or background music.\n"
-"To use this node, [member stream] needs to be set to a valid [AudioStream] "
-"resource. Playing more than one sound at the time is also supported, see "
-"[member max_polyphony].\n"
-"If you need to play audio at a specific position, use [AudioStreamPlayer2D] "
-"or [AudioStreamPlayer3D] instead."
-msgstr ""
-"Il nodo [AudioStreamPlayer] riproduce un flusso audio in modo non "
-"posizionale. È ideale per le interfacce utente, menù o musica di sottofondo.\n"
-"Per utilizzare questo nodo, [member stream] deve essere impostato su una "
-"risorsa [AudioStream] valida. È supportata anche la riproduzione di più suoni "
-"alla volta, vedi [member max_polyphony].\n"
-"Se è necessario riprodurre l'audio in una posizione specifica, usa invece "
-"[AudioStreamPlayer2D] o [AudioStreamPlayer3D]."
-
-msgid ""
"Returns the position in the [AudioStream] of the latest sound, in seconds. "
"Returns [code]0.0[/code] if no sounds are playing.\n"
"[b]Note:[/b] The position is not always accurate, as the [AudioServer] does "
@@ -15535,9 +15529,6 @@ msgid "Set the total amount of streams that will be played back synchronized."
msgstr ""
"Imposta la quantità totale dei flussi che verranno riprodotti sincronizzati."
-msgid "Maximum amount of streams that can be synchrohized."
-msgstr "Quantità massima dei flussi che possono essere sincronizzati."
-
msgid "Stores audio data loaded from WAV files."
msgstr "Memorizza i dati audio caricati dai file WAV."
@@ -16183,7 +16174,7 @@ msgid ""
"[b]Note:[/b] Values other than [code]Mix[/code] force the object into the "
"transparent pipeline. See [enum BlendMode]."
msgstr ""
-"La modalità di blending del materiale.\n"
+"La modalità di fusione del materiale.\n"
"[b]Nota:[/b] Valori diversi da [code]Mix[/code] forzano l'oggetto nella "
"pipeline di trasparenza. Vedi [enum BlendMode]."
@@ -17169,7 +17160,7 @@ msgstr ""
"metallico."
msgid "Represents the size of the [enum TextureParam] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum TextureParam]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum TextureParam]."
msgid ""
"The texture filter reads from the nearest pixel only. This makes the texture "
@@ -17256,7 +17247,7 @@ msgstr ""
"default_filters/anisotropic_filtering_level]."
msgid "Represents the size of the [enum TextureFilter] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum TextureFilter]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum TextureFilter]."
msgid "Use [code]UV[/code] with the detail texture."
msgstr "Usa [code]UV[/code] per la texture dei dettagli."
@@ -17311,7 +17302,7 @@ msgstr ""
"dell'ombra. Questo supporta anche la proiezione di ombre."
msgid "Represents the size of the [enum Transparency] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Transparency]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Transparency]."
msgid ""
"The object will not receive shadows. This is the fastest to render, but it "
@@ -17336,7 +17327,7 @@ msgstr ""
"modalità funzionerà come [constant SHADING_MODE_PER_PIXEL])."
msgid "Represents the size of the [enum ShadingMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ShadingMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ShadingMode]."
msgid "Constant for setting [member emission_enabled]."
msgstr "Costante per impostare [member emission_enabled]."
@@ -17375,13 +17366,13 @@ msgid "Constant for setting [member detail_enabled]."
msgstr "Costante per impostare [member detail_enabled]."
msgid "Represents the size of the [enum Feature] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Feature]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Feature]."
msgid ""
"Default blend mode. The color of the object is blended over the background "
"based on the object's alpha value."
msgstr ""
-"Modalità di blending predefinita. Il colore dell'oggetto è sfumato sullo "
+"Modalità di fusione predefinita. Il colore dell'oggetto è sfumato sullo "
"sfondo in base al valore alfa dell'oggetto."
msgid "The color of the object is added to the background."
@@ -17626,7 +17617,7 @@ msgstr ""
"Disabilita la ricezione della nebbia basata sulla profondità o volumetrica."
msgid "Represents the size of the [enum Flags] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Flags]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Flags]."
msgid "Diffuse scattering ignores roughness."
msgstr "La dispersione diffusa ignora la rugosità."
@@ -17792,16 +17783,16 @@ msgstr ""
"che normalizzata, il che le consente di rappresentare solo rotazioni. Una "
"base è [b]conforme[/b] se è sia ortogonale che uniforme, il che garantisce "
"che non sia distorta.\n"
-"Per un'introduzione generale, vedere il tutorial su [url=$DOCS_URL/tutorials/"
+"Per un'introduzione generale, consulta il tutorial [url=$DOCS_URL/tutorials/"
"math/matrices_and_transforms.html]Matrici e trasformazioni[/url].\n"
"[b]Nota:[/b] Godot utilizza un [url=https://it.wikipedia.org/wiki/"
"Regola_della_mano_destra]sistema di coordinate destrorso[/url], che è uno "
-"standard comune. Per le direzioni, la convenzione per i tipi predefiniti come "
+"standard comune. Per le direzioni, la convenzione per i tipi integrati come "
"[Camera3D] prevede che -Z punti in avanti (+X è destra, +Y è su e +Z è "
"indietro). Altri oggetti possono utilizzare convenzioni di direzione diverse. "
"Per ulteriori informazioni, consulta il tutorial [url=$DOCS_URL/tutorials/"
"assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-"
-"direction-conventions]Convenzioni per la direzione delle risorse 3D[/url].\n"
+"direction-conventions]Convenzioni sulla direzione delle risorse 3D[/url].\n"
"[b]Nota:[/b] Le matrici di base sono esposte come ordine di [url=https://www."
"mindcontrol.org/~hplus/graphics/matrix-layout.html]colonna prima[/url], che è "
"lo stesso di OpenGL. Tuttavia, sono memorizzati internamente in ordine di "
@@ -17814,10 +17805,10 @@ msgid "Using 3D transforms"
msgstr "Utilizzare le trasformazioni 3D"
msgid "Matrix Transform Demo"
-msgstr "Dimostrazione di trasformazione di matrice"
+msgstr "Demo di trasformazione di matrice"
msgid "2.5D Game Demo"
-msgstr "Dimostrazione di gioco 2.5D"
+msgstr "Demo di gioco 2.5D"
msgid "Constructs a [Basis] identical to the [constant IDENTITY]."
msgstr "Costruisce un [Basis] identico al [constant IDENTITY]."
@@ -18475,8 +18466,8 @@ msgid ""
"This constant can be used to make your code clearer, and for consistency with "
"C#."
msgstr ""
-"La base identità. Questa è una base senza rotazione, senza inclinazione, e la "
-"sua scala è [code]1[/code]. Ciò significa che:\n"
+"La base di identità. Questa è una base senza rotazione, senza inclinazione, e "
+"con scala pari a [code]1[/code]. Ciò significa che:\n"
"- Il [member x] punta a destra ([constant Vector3.RIGHT]);\n"
"- Il [member y] punta in alto ([constant Vector3.UP]);\n"
"- Il [member z] punta indietro ([constant Vector3.BACK]).\n"
@@ -18492,7 +18483,7 @@ msgstr ""
"# | 0 | 1 | 0\n"
"# | 0 | 0 | 1\n"
"[/codeblock]\n"
-"Questo è identico alla creazione di [costruttore Basis] senza parametri. "
+"Questo è identico alla creazione di [constructor Basis] senza parametri. "
"Questa costante può essere usata per rendere il codice più chiaro e per "
"coerenza con C#."
@@ -18584,7 +18575,7 @@ msgid ""
"Multiplies all components of the [Basis] by the given [float]. This affects "
"the basis's scale uniformly, resizing all 3 axes by the [param right] value."
msgstr ""
-"Moltiplica tutti i componenti di [Basis] per il [float] indicato. Ciò "
+"Moltiplica tutti i componenti del [Basis] per il [float] indicato. Ciò "
"influenza la scala della base in modo uniforme, ridimensionando tutti e 3 gli "
"assi del valore [param right]."
@@ -18592,7 +18583,7 @@ msgid ""
"Multiplies all components of the [Basis] by the given [int]. This affects the "
"basis's scale uniformly, resizing all 3 axes by the [param right] value."
msgstr ""
-"Moltiplica tutti i componenti di [Basis] per il [int] indicato. Ciò influenza "
+"Moltiplica tutti i componenti del [Basis] per l'[int] indicato. Ciò influenza "
"la scala della base in modo uniforme, ridimensionando tutti e 3 gli assi del "
"valore [param right]."
@@ -18932,7 +18923,7 @@ msgid ""
"Returns [code]true[/code] if the left operand is [code]false[/code] and the "
"right operand is [code]true[/code]."
msgstr ""
-"Ritorna [code]true[/code] se l'operando sinistro è [code]false[/code] e "
+"Restituisce [code]true[/code] se l'operando sinistro è [code]false[/code] e "
"l'operando destro è [code]true[/code]."
msgid ""
@@ -18948,7 +18939,7 @@ msgid ""
"Returns [code]true[/code] if the left operand is [code]true[/code] and the "
"right operand is [code]false[/code]."
msgstr ""
-"Ritorna [code]true[/code] se l'operando sinistro è [code]true[/code] e "
+"Restituisce [code]true[/code] se l'operando sinistro è [code]true[/code] e "
"l'operando destro è [code]false[/code]."
msgid "A container that arranges its child controls horizontally or vertically."
@@ -19015,8 +19006,8 @@ msgid ""
msgstr ""
"[BoxOccluder3D] memorizza una forma cuboide che può essere utilizzata dal "
"sistema di occlusion culling del motore.\n"
-"Vedi la documentazione di [OccluderInstance3D] per istruzioni sulla "
-"configurazione dell'occlusion culling."
+"Consulta la documentazione di [OccluderInstance3D] per istruzioni su come "
+"configurare l'occlusion culling."
msgid "A 3D box shape used for physics collision."
msgstr "Una forma di scatola 3D utilizzata per la collisione di fisica."
@@ -19099,7 +19090,7 @@ msgstr ""
"movimenti o azioni di gioco."
msgid "Operating System Testing Demo"
-msgstr "Dimostrazione di test di sistema operativo"
+msgstr "Demo di test di sistema operativo"
msgid ""
"Text alignment policy for the button's text, use one of the [enum "
@@ -21348,7 +21339,7 @@ msgstr ""
"alle posizioni pari sono riflessi."
msgid "Represents the size of the [enum TextureRepeat] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum TextureRepeat]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum TextureRepeat]."
msgid "Child draws over parent and is not clipped."
msgstr "Il nodo figlio disegna sopra il nodo genitore e non è ritagliato."
@@ -21369,7 +21360,7 @@ msgstr ""
"figlio nella sua area visibile."
msgid "Represents the size of the [enum ClipChildrenMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ClipChildrenMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ClipChildrenMode]."
msgid "A material for [CanvasItem]s."
msgstr "Un materiale per i [CanvasItem]."
@@ -21435,23 +21426,23 @@ msgid ""
"Mix blending mode. Colors are assumed to be independent of the alpha "
"(opacity) value."
msgstr ""
-"Modalità di blending mista. Si presuppone che i colori siano indipendenti dal "
+"Modalità di fusione mista. Si presuppone che i colori siano indipendenti dal "
"valore alfa (opacità)."
msgid "Additive blending mode."
-msgstr "Modalità di blending additiva."
+msgstr "Modalità di fusione additiva."
msgid "Subtractive blending mode."
-msgstr "Modalità di blending sottrattiva."
+msgstr "Modalità di fusione sottrattiva."
msgid "Multiplicative blending mode."
-msgstr "Modalità di blending moltiplicativa."
+msgstr "Modalità di fusione moltiplicativa."
msgid ""
"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
"(opacity) value."
msgstr ""
-"Modalità di blending mista. Si presuppone che i colori siano premoltiplicati "
+"Modalità di fusione mista. Si presuppone che i colori siano premoltiplicati "
"per il valore alfa (opacità)."
msgid "Render the material as if there were no light."
@@ -21833,21 +21824,21 @@ msgid ""
"Returns whether [param class] or its ancestry has an enum called [param name] "
"or not."
msgstr ""
-"Ritorna se la classe [param class] o uno dei suoi antenati ha un'enumerazione "
-"chiamata [param name] o meno."
+"Restituisce se la classe [param class] o uno dei suoi antenati ha "
+"un'enumerazione chiamata [param name] o meno."
msgid ""
"Returns whether [param class] or its ancestry has an integer constant called "
"[param name] or not."
msgstr ""
-"Ritorna se la classe [param class] o uno dei suoi antenati ha una constante "
-"intera chiamata [param name] o meno."
+"Restituisce se la classe [param class] o uno dei suoi antenati ha una "
+"constante intera chiamata [param name] o meno."
msgid ""
"Returns whether [param class] (or its ancestry if [param no_inheritance] is "
"[code]false[/code]) has a method called [param method] or not."
msgstr ""
-"Ritorna se la classe [param class] (o uno dei suoi antenati se [param "
+"Restituisce se la classe [param class] (o uno dei suoi antenati se [param "
"no_inheritance] è [code]false[/code])) ha un metodo chiamato [param name] o "
"meno."
@@ -21855,7 +21846,7 @@ msgid ""
"Returns whether [param class] or its ancestry has a signal called [param "
"signal] or not."
msgstr ""
-"Ritorna se la classe [param class] o uno dei suoi antenati ha un segnale "
+"Restituisce se la classe [param class] o uno dei suoi antenati ha un segnale "
"chiamato [param name] o meno."
msgid "Sets [param property] value of [param object] to [param value]."
@@ -21887,7 +21878,7 @@ msgid ""
"no_inheritance] is [code]false[/code]) has an enum called [param enum] that "
"is a bitfield."
msgstr ""
-"Ritorna se la classe [param class] (o le sue classi antenate se [param "
+"Restituisce se la classe [param class] (o le sue classi antenate se [param "
"no_inheritance] è [code]false[/code]) ha un'enumerazione chiamata [param "
"enum] che è un bitfield."
@@ -22489,7 +22480,7 @@ msgstr ""
"color_constants.png]Foglio riassuntivo delle costanti di colore[/url]"
msgid "Tween Interpolation Demo"
-msgstr "Dimostrazione di interpolazione Tween"
+msgstr "Demo di interpolazione Tween"
msgid ""
"Constructs a default [Color] from opaque black. This is the same as [constant "
@@ -22497,7 +22488,7 @@ msgid ""
"[b]Note:[/b] in C#, constructs an empty color with all of its components set "
"to [code]0.0[/code] (transparent black)."
msgstr ""
-"Costruisce un [Colore] predefinito dal nero opaco. È lo stesso di [constant "
+"Costruisce un [Color] predefinito dal nero opaco. È lo stesso di [constant "
"BLACK].\n"
"[b]Nota:[/b] in C#, costruisce un colore vuoto con tutti i suoi componenti "
"impostati su [code]0.0[/code] (nero trasparente)."
@@ -22723,6 +22714,21 @@ msgstr ""
"FORMAT_RGBE9995]."
msgid ""
+"Creates a [Color] from the given string, which can be either an HTML color "
+"code or a named color (case-insensitive). Returns [param default] if the "
+"color cannot be inferred from the string.\n"
+"If you want to create a color from String in a constant expression, use the "
+"equivalent constructor instead (i.e. [code]Color(\"color string\")[/code])."
+msgstr ""
+"Crea un [Color] dalla stringa specificata, che può essere un codice colore "
+"HTML o un colore con nome (senza distinzione tra maiuscole e minuscole). "
+"Restituisce [param default] se il colore non può essere dedotto dalla "
+"stringa.\n"
+"Se desideri creare un colore da stringa in un'espressione costante, utilizza "
+"invece il costruttore equivalente (ad esempio [code]Color(\"color string\")[/"
+"code])."
+
+msgid ""
"Returns the light intensity of the color, as a value between 0.0 and 1.0 "
"(inclusive). This is useful when determining light or dark color. Colors with "
"a luminance smaller than 0.5 can be generally considered dark.\n"
@@ -23977,7 +23983,7 @@ msgstr ""
"viewport a cui viene aggiunto."
msgid "Represents the size of the [enum EffectCallbackType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum EffectCallbackType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum EffectCallbackType]."
msgid "Loads the texture from the specified [param path]."
msgstr "Carica la texture dal percorso [param path] specificato."
@@ -24088,7 +24094,7 @@ msgstr ""
"La torsione è bloccata se inferiore a 0,05."
msgid "Represents the size of the [enum Param] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Param]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Param]."
msgid "Helper class to handle INI-style files."
msgstr "Classe di supporto per gestire i file in stile INI."
@@ -24815,7 +24821,8 @@ msgid ""
msgstr ""
"Restituisce il valore di scala di base predefinito dal primo [Theme] "
"corrispondente nell'albero se quel [Theme] ha un valore [member Theme."
-"default_base_scale] valido. Vedi [method get_theme_color] per i dettagli."
+"default_base_scale] valido.\n"
+"Vedi [method get_theme_color] per i dettagli."
msgid ""
"Returns the default font from the first matching [Theme] in the tree if that "
@@ -24823,7 +24830,7 @@ msgid ""
"See [method get_theme_color] for details."
msgstr ""
"Restituisce il carattere predefinito dal primo [Theme] corrispondente "
-"nell'albero se quel [Theme] ha un valore [member Theme.default_font] valido. "
+"nell'albero se quel [Theme] ha un valore [member Theme.default_font] valido.\n"
"Vedi [method get_theme_color] per i dettagli."
msgid ""
@@ -24833,7 +24840,8 @@ msgid ""
msgstr ""
"Restituisce la dimensione del carattere predefinito dal primo [Theme] "
"corrispondente nell'albero se quel [Theme] ha un valore [member Theme."
-"default_font_size] valido. Vedi [method get_theme_color] per i dettagli."
+"default_font_size] valido.\n"
+"Vedi [method get_theme_color] per i dettagli."
msgid ""
"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
@@ -26981,7 +26989,7 @@ msgid ""
"set_param_curve] to set animation speed properties."
msgstr ""
"Da utilizzare con [method set_param_min], [method set_param_max], e [method "
-"set_param_curve] per impostare le proprietà della velocità di animazione.."
+"set_param_curve] per impostare le proprietà della velocità di animazione."
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
@@ -26991,7 +26999,7 @@ msgstr ""
"set_param_curve] per impostare le proprietà dell'offset di animazione."
msgid "Represents the size of the [enum Parameter] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Parameter]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Parameter]."
msgid ""
"Use with [method set_particle_flag] to set [member particle_flag_align_y]."
@@ -27004,7 +27012,7 @@ msgstr ""
"Presente per coerenza con i nodi delle particelle 3D, mai utilizzato in 2D."
msgid "Represents the size of the [enum ParticleFlags] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ParticleFlags]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ParticleFlags]."
msgid "All particles will be emitted from a single point."
msgstr "Tutte le particelle saranno emesse da un unico punto."
@@ -27047,7 +27055,7 @@ msgstr ""
"sarà modulato per [member emission_colors]."
msgid "Represents the size of the [enum EmissionShape] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum EmissionShape]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum EmissionShape]."
msgid "A CPU-based 3D particle emitter."
msgstr "Un emettitore di particelle 3D basato su CPU."
@@ -29114,41 +29122,6 @@ msgstr ""
"valore di [param overwrite], ma non verranno mai uniti insieme."
msgid ""
-"Returns a copy of this dictionary merged with the other [param dictionary]. "
-"By default, duplicate keys are not copied over, unless [param overwrite] is "
-"[code]true[/code]. See also [method merge].\n"
-"This method is useful for quickly making dictionaries with default values:\n"
-"[codeblock]\n"
-"var base = { \"fruit\": \"apple\", \"vegetable\": \"potato\" }\n"
-"var extra = { \"fruit\": \"orange\", \"dressing\": \"vinegar\" }\n"
-"# Prints { \"fruit\": \"orange\", \"vegetable\": \"potato\", \"dressing\": "
-"\"vinegar\" }\n"
-"print(extra.merged(base))\n"
-"# Prints { \"fruit\": \"apple\", \"vegetable\": \"potato\", \"dressing\": "
-"\"vinegar\" }\n"
-"print(extra.merged(base, true))\n"
-"[/codeblock]\n"
-"See also [method merge]."
-msgstr ""
-"Restituisce una copia di questo dizionario unita all'altro [param "
-"dictionary]. Per impostazione predefinita, le chiavi duplicate non vengono "
-"copiate, a meno che [param overwrite] non sia [code]true[/code]. Vedi anche "
-"[method merge].\n"
-"Questo metodo è utile per creare rapidamente dizionari con valori "
-"predefiniti:\n"
-"[codeblock]\n"
-"var base = { \"fruit\": \"apple\", \"vegetable\": \"potato\" }\n"
-"var extra = { \"fruit\": \"orange\", \"dressing\": \"vinegar\" }\n"
-"# Stampa { \"fruit\": \"orange\", \"vegetable\": \"potato\", \"dressing\": "
-"\"vinegar\" }\n"
-"print(extra.merged(base))\n"
-"# Stampa { \"fruit\": \"apple\", \"vegetable\": \"potato\", \"dressing\": "
-"\"vinegar\" }\n"
-"print(extra.merged(base, true))\n"
-"[/codeblock]\n"
-"Vedi anche [method merge]."
-
-msgid ""
"Returns [code]true[/code] if the two dictionaries contain the same keys and "
"values, inner [Dictionary] and [Array] keys and values are compared "
"recursively."
@@ -29401,7 +29374,7 @@ msgstr ""
"Inizializza il flusso usato per elencare tutti i file e le cartelle "
"attraverso la funzione [method get_next], chiudendo il flusso attualmente "
"aperto se necessario. Una volta elaborato, il flusso dovrebbe essere "
-"solitamente chiuso con [metodo list_dir_end].\n"
+"solitamente chiuso con [method list_dir_end].\n"
"Influenzato da [member include_hidden] e [member include_navigational].\n"
"[b]Nota:[/b] L'ordine dei file e delle cartelle restituito da questo metodo "
"non è deterministico e può variare tra i sistemi operativi. Se desideri un "
@@ -29789,7 +29762,7 @@ msgid ""
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"Restituisce l'indice dell'elemento con la [param tag] specificata. Gli indici "
-"sono automaticamente assegnati ad ogni elemento dal motore, e non possono "
+"sono automaticamente assegnati a ogni elemento dal motore, e non possono "
"essere impostati manualmente.\n"
"[b]Nota:[/b] Questo metodo è implementato solo su macOS."
@@ -29800,7 +29773,7 @@ msgid ""
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"Restituisce l'indice dell'elemento con il testo specificato. Gli indici sono "
-"automaticamente assegnati ad ogni elemento dal motore, e non possono essere "
+"automaticamente assegnati a ogni elemento dal motore, e non possono essere "
"impostati manualmente.\n"
"[b]Nota:[/b] Questo metodo è implementato solo su macOS."
@@ -29848,7 +29821,7 @@ msgid ""
msgstr ""
"Restituisce i metadati della voce specificata, che potrebbe essere di "
"qualunque tipo. È possibile impostarli con [method global_menu_set_item_tag], "
-"che fornisce un modo semplice di assegnare dati di contesto alle voci.\n"
+"che fornisce un modo semplice per assegnare dati di contesto alle voci.\n"
"[b]Nota:[/b] Questo metodo è implementato solo su macOS."
msgid ""
@@ -30009,7 +29982,7 @@ msgid ""
msgstr ""
"Imposta il metadati di una voce, che può essere di qualunque tipo. Puoi "
"successivamente ricavarli con [method global_menu_get_item_tag], che fornisce "
-"un modo semplice di assegnare dati di contesto alle voci.\n"
+"un modo semplice per assegnare dati di contesto alle voci.\n"
"[b]Nota:[/b] Questo metodo è implementato solo su macOS."
msgid ""
@@ -30327,8 +30300,8 @@ msgid ""
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
-"Restituisce [code]true[/code] se il sintetizzatore sta generando un "
-"espressione, o ha un'enunciazione in fila di attesa.\n"
+"Restituisce [code]true[/code] se il sintetizzatore sta generando "
+"un'espressione, o ha un'enunciazione in fila di attesa.\n"
"[b]Nota:[/b] Questo metodo è implementato su Android, iOS, Web, Linux (X11/"
"Wayland), macOS, and Windows.\n"
"[b]Nota:[/b] [member ProjectSettings.audio/general/text_to_speech] dovrebbe "
@@ -30454,7 +30427,7 @@ msgid "Virtual phone number keypad."
msgstr "Tastiera virtuale per numeri di telefono."
msgid "Represents the size of the [enum CursorShape] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum CursorShape]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum CursorShape]."
msgid "The native file dialog allows selecting one, and only one file."
msgstr ""
@@ -32421,7 +32394,7 @@ msgid "Return the file extensions supported."
msgstr "Restituite le estensioni di file supportate."
msgid "Return whether this importer is active."
-msgstr "Ritorna se questo importatore è abilitato."
+msgstr "Restituisce se questo importatore è abilitato."
msgid "Gets the name of the options preset at this index."
msgstr "Ottiene il nome del preset delle opzioni a questo indice."
@@ -32930,7 +32903,7 @@ msgstr ""
"predefinito)."
msgid "Represents the size of the [enum DockSlot] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum DockSlot]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum DockSlot]."
msgid "Forwards the [InputEvent] to other EditorPlugins."
msgstr "Inoltra l'[InputEvent] ad altri EditorPlugin."
@@ -33108,7 +33081,7 @@ msgid ""
"Returns [code]true[/code] if the setting specified by [param name] exists, "
"[code]false[/code] otherwise."
msgstr ""
-"Ritorna [code]true[/code] se l'impostazione specificata da [param name] "
+"Restituisce [code]true[/code] se l'impostazione specificata da [param name] "
"esiste, altrimenti [code]false[/code]."
msgid ""
@@ -35024,8 +34997,8 @@ msgid ""
"The maximum layer ID to display. Only effective when using the [constant "
"BG_CANVAS] background mode."
msgstr ""
-"L'ID del livello massimo da visualizzare. Efficace solo quando si utilizza la "
-"modalità di sfondo [constant BG_CANVAS]."
+"L'ID dello strato massimo da visualizzare. Efficace solo quando si utilizza "
+"la modalità di sfondo [constant BG_CANVAS]."
msgid ""
"The [Color] displayed for clear areas of the scene. Only effective when using "
@@ -35399,7 +35372,7 @@ msgid ""
"implementation optimized for low-end devices."
msgstr ""
"Quando si usa [constant GLOW_BLEND_MODE_MIX] per [member glow_blend_mode], "
-"questo controlla quanto l'immagine sorgente è fusa con il livello del "
+"questo controlla quanto l'immagine sorgente è fusa con lo strato del "
"bagliore. Un valore di [code]0.0[/code] rende il rendering del bagliore "
"invisibile , mentre un valore di [code]1.0[/code] equivale a [constant "
"GLOW_BLEND_MODE_REPLACE].\n"
@@ -36111,7 +36084,7 @@ msgid "Displays a camera feed in the background."
msgstr "Visualizza un feed di una telecamera nello sfondo."
msgid "Represents the size of the [enum BGMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum BGMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum BGMode]."
msgid ""
"Gather ambient light from whichever source is specified as the background."
@@ -36158,8 +36131,8 @@ 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 ""
-"Operatore mappatore di toni Reinhardt. Esegue una variazione sui colori dei "
-"pixel renderizzati con questa formula: [code]color = color / (1 + color)[/"
+"Operatore di mappatore dei toni Reinhardt. Esegue una variazione sui colori "
+"dei pixel renderizzati con questa formula: [code]color = color / (1 + color)[/"
"code]. Questo evita il clipping dei punti più luminosi, ma l'immagine "
"risultante può apparire un po' opaca."
@@ -36168,7 +36141,7 @@ msgid ""
"resulting image that usually looks more vivid than [constant "
"TONE_MAPPER_REINHARDT]."
msgstr ""
-"Operatore di mappatore di toni filmico. In questo modo si evita il clipping "
+"Operatore di mappatore dei toni filmico. In questo modo si evita il clipping "
"dei punti più luminosi, con un'immagine risultante che solitamente appare più "
"vivida di [constant TONE_MAPPER_REINHARDT]."
@@ -36180,33 +36153,33 @@ msgid ""
"[constant TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
-"Usa il mappatore di toni Academy Color Encoding System. ACES è leggermente "
+"Usa il mappatore dei toni Academy Color Encoding System. ACES è leggermente "
"più costoso di altre opzioni, ma gestisce l'illuminazione intensa in modo più "
"realistico, desaturandola man mano che diventa più luminosa. Un risultato in "
"ACES in genere appare più contrastato rispetto a [constant "
"TONE_MAPPER_REINHARDT] e [constant TONE_MAPPER_FILMIC].\n"
-"[b]Nota:[/b] Questo operatore di mappatore di toni è chiamato \"ACES Fitted\" "
-"in Godot 3.x."
+"[b]Nota:[/b] Questo operatore di mappatore dei toni è chiamato \"ACES "
+"Fitted\" in Godot 3.x."
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
msgstr ""
"Modalità di fusione bagliore additivo. Utilizzata principalmente per "
-"particelle, bagliori (bloom), riflesso lente, sorgenti luminose."
+"particelle, luce soffusa (bloom), riflesso lente, sorgenti luminose."
msgid ""
"Screen glow blending mode. Increases brightness, used frequently with bloom."
msgstr ""
"Modalità di fusione bagliore schermo. Aumenta la luminosità, usata "
-"frequentemente con il bagliore (bloom)."
+"frequentemente con la luce soffusa (bloom)."
msgid ""
"Soft light glow blending mode. Modifies contrast, exposes shadows and "
"highlights (vivid bloom)."
msgstr ""
"Modalità di fusione di luce soffusa. Modifica il contrasto, espone ombre e "
-"luci (bagliore vivido)."
+"luci (bloom vivido)."
msgid ""
"Replace glow blending mode. Replaces all pixels' color by the glow value. "
@@ -36354,7 +36327,7 @@ msgid "Translate the noise input coordinates by the given [Vector3]."
msgstr "Traduce le coordinate di input del noise con il [Vector3] fornito."
msgid "The random number seed for all noise types."
-msgstr "Il seme numerico casuale per tutti i tipi di noise."
+msgstr "Il seed numerico casuale per tutti i tipi di noise."
msgid ""
"A lattice of points are assigned random values then interpolated based on "
@@ -36557,7 +36530,7 @@ msgstr "Fornisce metodi per le operazioni di lettura e scrittura dei file."
msgid "Returns next [param length] bytes of the file as a [PackedByteArray]."
msgstr ""
-"Ritorna i prossimi byte (di lunghezza [param length]) del file come un "
+"Restituisce i prossimi byte (di lunghezza [param length]) del file come un "
"[PackedByteArray]."
msgid "Returns the next 64 bits from the file as a floating-point number."
@@ -36821,7 +36794,7 @@ msgid "Emitted when folders change color."
msgstr "Emesso quando le cartelle cambiano colore."
msgid "A built-in type for floating-point numbers."
-msgstr "Tipo integrato per i numeri a virgola mobile."
+msgstr "Tipo integrato per i numeri in virgola mobile."
msgid ""
"The [float] built-in type is a 64-bit double-precision floating-point number, "
@@ -36843,8 +36816,8 @@ msgstr ""
"Il tipo integrato [float] è un numero in virgola mobile a doppia precisione a "
"64 bit, equivalente a [code]double[/code] in C++. Questo tipo ha 14 cifre "
"decimali affidabili di precisione. Il valore massimo di un [float] è circa "
-"[code]1.79769e308[/code] e il minimo è circa [code]-1.79769e308[/code]. Molti "
-"metodi e proprietà nel motore usano invece numeri in virgola mobile a "
+"[code]1.79769e308[/code] e il minimo è circa [code]-1.79769e308[/code].\n"
+"Molti metodi e proprietà nel motore usano invece numeri in virgola mobile a "
"precisione singola a 32 bit, equivalenti a [code skip-lint]float[/code] in C+"
"+, che hanno 6 cifre decimali affidabili di precisione. Per strutture dati "
"come [Vector2] e [Vector3], Godot usa numeri in virgola mobile a 32 bit per "
@@ -36912,7 +36885,7 @@ msgid ""
"print(1.5 * Color(0.5, 0.5, 0.5)) # Prints \"(0.75, 0.75, 0.75, 1.5)\"\n"
"[/codeblock]"
msgstr ""
-"Moltiplica ogni componente del [Colore], compreso l'alfa, per il [float] "
+"Moltiplica ogni componente del [Color], compreso l'alfa, per il [float] "
"fornito.\n"
"[codeblock]\n"
"print(1.5 * Color(0.5, 0.5, 0.5)) # Stampa \"(0.75, 0.75, 0.75, 1.5)\"\n"
@@ -37292,7 +37265,7 @@ msgid ""
"[Color] of the [FogVolume] independently from light sources."
msgstr ""
"Il [Color] della luce emessa dal [FogVolume]. La luce emessa non proietterà "
-"luce o ombre su altri oggetti, ma può essere utile per modulare il [Colore] "
+"luce o ombre su altri oggetti, ma può essere utile per modulare il [Color] "
"del [FogVolume] indipendentemente dalle sorgenti luminose."
msgid ""
@@ -37652,7 +37625,7 @@ msgid "Maximum acceleration for the motor at the axes."
msgstr "Accelerazione massima del motore sugli assi."
msgid "Represents the size of the [enum Flag] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Flag]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Flag]."
msgid "Provides methods for some common 2D geometric operations."
msgstr "Fornisce metodi per alcune operazioni geometriche 2D comuni."
@@ -38069,7 +38042,7 @@ msgstr ""
"ridimensioni una mesh con un fattore maggiore di 6,0."
msgid "Represents the size of the [enum LightmapScale] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum LightmapScale]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum LightmapScale]."
msgid ""
"Will not fade itself nor its visibility dependencies, hysteresis will be used "
@@ -39273,7 +39246,7 @@ msgstr ""
"particelle distanti."
msgid "Represents the size of the [enum Resolution] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Resolution]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Resolution]."
msgid ""
"Only update the heightmap when the [GPUParticlesCollisionHeightField3D] node "
@@ -39978,12 +39951,12 @@ msgstr "Il colore del contorno del rettangolo di selezione."
msgid "The horizontal range within which a port can be grabbed (inner side)."
msgstr ""
-"Il campo orizzontale entro il quale è possibile afferrare una porta (lato "
+"La portata orizzontale entro il quale è possibile afferrare una porta (lato "
"interno)."
msgid "The horizontal range within which a port can be grabbed (outer side)."
msgstr ""
-"Il campo orizzontale entro il quale è possibile afferrare una porta (lato "
+"La portata orizzontale entro il quale è possibile afferrare una porta (lato "
"esterno)."
msgid "The icon for the grid toggle button."
@@ -40700,7 +40673,7 @@ msgid "TLS certificates"
msgstr "Certificati TLS"
msgid "Represents the size of the [enum Method] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Method]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Method]."
msgid "Status: Disconnected from the server."
msgstr "Stato: Disconnesso dal server."
@@ -41649,7 +41622,7 @@ msgstr ""
"memorizzato con 8 bit."
msgid "Represents the size of the [enum Format] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Format]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Format]."
msgid "Image does not have alpha."
msgstr "L'immagine non ha alfa (opacità)."
@@ -41676,7 +41649,7 @@ msgid "Use ASTC compression."
msgstr "Utilizza la compressione ASTC."
msgid "Represents the size of the [enum CompressMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum CompressMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum CompressMode]."
msgid "The image only uses one channel for luminance (grayscale)."
msgstr "L'immagine utilizza un solo canale per la luminanza (scala di grigi)."
@@ -41787,10 +41760,10 @@ msgstr ""
"precedenza."
msgid "Returns the number of blend shapes that the mesh holds."
-msgstr "Restituisce il numero di forme di blending che la mesh mantiene."
+msgstr "Restituisce il numero di forme di fusione contenute nella mesh."
msgid "Returns the blend shape mode for this Mesh."
-msgstr "Restituisce la modalità forma blending per questo Mesh."
+msgstr "Restituisce la modalità delle forme di fusione per questo Mesh."
msgid ""
"Returns the arrays for the vertices, normals, UVs, etc. that make up the "
@@ -43954,7 +43927,7 @@ msgid ""
"Returns the colliding body's attached [Object] given a collision index (the "
"deepest collision by default)."
msgstr ""
-"Restituisce l'[Oggetto] associato al corpo in collisione, dato un indice di "
+"Restituisce l'[Object] associato al corpo in collisione, dato un indice di "
"collisione (per impostazione predefinita, la collisione più profonda)."
msgid ""
@@ -44417,7 +44390,7 @@ msgstr ""
"sempre delle stesse dimensioni sullo schermo."
msgid "Represents the size of the [enum DrawFlags] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum DrawFlags]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum DrawFlags]."
msgid ""
"This mode performs standard alpha blending. It can display translucent areas, "
@@ -44467,7 +44440,7 @@ msgstr ""
"Questa modalità disegna pixel completamente opachi nel prepassaggio di "
"profondità. È più lenta di [constant ALPHA_CUT_DISABLED] o [constant "
"ALPHA_CUT_DISCARD], ma consente di visualizzare aree traslucide e bordi lisci "
-"utilizzando un ordinamento corretto.\n"
+"usando un ordinamento corretto.\n"
"[b]Nota:[/b] Quando si utilizza testo con glifi sovrapposti (ad esempio, "
"corsivi), questa modalità potrebbe causare problemi di ordinamento della "
"trasparenza tra il testo principale e il contorno."
@@ -45874,7 +45847,7 @@ msgid "Inserts soft hyphen (SHY) character."
msgstr "Inserisce il carattere trattino morbido (SHY)."
msgid "Represents the size of the [enum MenuItems] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum MenuItems]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum MenuItems]."
msgid ""
"Color of the [LineEdit]'s caret (text cursor). This can be set to a fully "
@@ -46918,7 +46891,7 @@ msgstr ""
"è in coppie che indicano l'inizio e la fine di ciascuna linea."
msgid "Represents the size of the [enum ArrayType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ArrayType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ArrayType]."
msgid ""
"Indicates this custom channel contains unsigned normalized byte colors from 0 "
@@ -46981,7 +46954,7 @@ msgstr ""
"completi, codificati come [PackedFloat32Array]."
msgid "Represents the size of the [enum ArrayCustomFormat] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ArrayCustomFormat]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ArrayCustomFormat]."
msgid ""
"Mesh array contains vertices. All meshes require a vertex array so this "
@@ -48094,41 +48067,6 @@ msgstr "Restituisce il [Transform3D] di un'istanza specifica."
msgid "Returns the [Transform2D] of a specific instance."
msgstr "Restituisce il [Transform2D] di un'istanza specifica."
-msgid ""
-"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
-"existing vertex colors. This allows for different color tinting per "
-"instance.\n"
-"For the color to take effect, ensure that [member use_colors] is [code]true[/"
-"code] on the [MultiMesh] and [member BaseMaterial3D."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material. If you "
-"intend to set an absolute color instead of tinting, make sure the material's "
-"albedo color is set to pure white ([code]Color(1, 1, 1)[/code])."
-msgstr ""
-"Imposta il colore di un'istanza specifica [i]moltiplicando[/i] i colori dei "
-"vertici esistenti della mesh. Ciò consente diverse tinte di colore per "
-"istanza.\n"
-"Affinché il colore abbia effetto, assicurati che [member use_colors] sia "
-"[code]true[/code] sul [MultiMesh] e che [member BaseMaterial3D."
-"vertex_color_use_as_albedo] sia [code]true[/code] sul materiale. Se intendi "
-"impostare un colore assoluto anziché una tinta, assicurati che il colore "
-"dell'albedo del materiale sia impostato su bianco puro ([code]Color(1, 1, 1)[/"
-"code])."
-
-msgid ""
-"Sets custom data for a specific instance. [param custom_data] is a [Color] "
-"type only to contain 4 floating-point numbers.\n"
-"For the custom data to be used, ensure that [member use_custom_data] is "
-"[code]true[/code].\n"
-"This custom instance data has to be manually accessed in your custom shader "
-"using [code]INSTANCE_CUSTOM[/code]."
-msgstr ""
-"Imposta i dati personalizzati per un'istanza specifica. [param custom_data] è "
-"un tipo [Color] che contiene solo 4 numeri in virgola mobile.\n"
-"Per utilizzare i dati personalizzati, assicurati che [member use_custom_data] "
-"sia [code]true[/code].\n"
-"Questi dati di istanza personalizzati devono essere accessibili manualmente "
-"nel tuo shader personalizzato tramite [code]INSTANCE_CUSTOM[/code]."
-
msgid "Sets the [Transform3D] for a specific instance."
msgstr "Imposta il [Transform3D] per un'istanza specifica."
@@ -48530,6 +48468,31 @@ msgstr ""
"[b]Nota:[/b] Questo metodo è implementato su macOS e Windows."
msgid ""
+"Returns [code]true[/code] if the item at index [param idx] is hidden.\n"
+"See [method set_item_hidden] for more info on how to hide an item.\n"
+"[b]Note:[/b] This method is implemented only on macOS."
+msgstr ""
+"Restituisce [code]true[/code] se la voce all'indice [param idx] è nascosta.\n"
+"Vedi [method set_item_hidden] per ulteriori informazioni su come nascondere "
+"una voce.\n"
+"[b]Nota:[/b] Questo metodo è implementato solo su macOS."
+
+msgid ""
+"Returns [code]true[/code] if the menu is currently opened.\n"
+"[b]Note:[/b] This method is implemented only on macOS."
+msgstr ""
+"Restituisce [code]true[/code] se il menu è attualmente aperto.\n"
+"[b]Nota:[/b] Questo metodo è implementato solo su macOS."
+
+msgid ""
+"Return [code]true[/code] is global menu is a special system menu.\n"
+"[b]Note:[/b] This method is implemented only on macOS."
+msgstr ""
+"Restituisce [code]true[/code] se il menu globale è un menu speciale di "
+"sistema.\n"
+"[b]Nota:[/b] Questo metodo è implementato solo su macOS."
+
+msgid ""
"Shows the global menu at [param position] in the screen coordinates.\n"
"[b]Note:[/b] This method is implemented on macOS and Windows."
msgstr ""
@@ -48538,6 +48501,42 @@ msgstr ""
"[b]Nota:[/b] Questo metodo è implementato su macOS e Windows."
msgid ""
+"Sets the metadata of an item, which may be of any type. You can later get it "
+"with [method get_item_tag], which provides a simple way of assigning context "
+"data to items.\n"
+"[b]Note:[/b] This method is implemented on macOS and Windows."
+msgstr ""
+"Imposta i metadati di una voce, che possono essere di qualunque tipo. Puoi "
+"ottenerli in seguito con [method get_item_tag], che fornisce un modo semplice "
+"per assegnare dati di contesto alle voci.\n"
+"[b]Nota:[/b] Questo metodo è implementato su macOS e Windows."
+
+msgid ""
+"Sets the text of the item at index [param idx].\n"
+"[b]Note:[/b] This method is implemented on macOS and Windows."
+msgstr ""
+"Imposta il testo della voce all'indice [param idx].\n"
+"[b]Nota:[/b] Questo metodo è implementato su macOS e Windows."
+
+msgid ""
+"Sets the minimum width of the global menu.\n"
+"[b]Note:[/b] This method is implemented only on macOS."
+msgstr ""
+"Imposta la larghezza minima del menu globale.\n"
+"[b]Nota:[/b] Questo metodo è implementato solo su macOS."
+
+msgid "Invalid special system menu ID."
+msgstr "ID del menu speciale di sistema non valido."
+
+msgid "Global main menu ID."
+msgstr "ID del menu principale globale."
+
+msgid "A 2D agent used to pathfind to a position while avoiding obstacles."
+msgstr ""
+"Un agente 2D utilizzato per individuare il percorso verso una posizione "
+"evitando gli ostacoli."
+
+msgid ""
"Returns whether or not the specified layer of the [member avoidance_layers] "
"bitmask is enabled, given a [param layer_number] between 1 and 32."
msgstr ""
@@ -48566,6 +48565,19 @@ msgstr ""
"è all'interno di [member target_desired_distance] di [member target_position]."
msgid ""
+"Returns [code]true[/code] if the agent reached the target, i.e. the agent "
+"moved within [member target_desired_distance] of the [member "
+"target_position]. It may not always be possible to reach the target but it "
+"should always be possible to reach the final position. See [method "
+"get_final_position]."
+msgstr ""
+"Restituisce [code]true[/code] se l'agente ha raggiunto la sua destinazione, "
+"ovvero l'agente si è spostato all'interno di [member target_desired_distance] "
+"del [member target_position]. Potrebbe non essere sempre possibile "
+"raggiungere la destinazione, ma dovrebbe essere sempre possibile raggiungere "
+"la posizione finale. Vedi [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."
@@ -48584,6 +48596,48 @@ msgid "If [code]true[/code] shows debug visuals for this agent."
msgstr "Se [code]true[/code] mostra visuali di debug per questo agente."
msgid ""
+"If [member debug_use_custom] is [code]true[/code] uses this color for this "
+"agent instead of global color."
+msgstr ""
+"Se [member debug_use_custom] è [code]true[/code] utilizza questo colore per "
+"questo agente invece del colore globale."
+
+msgid ""
+"If [member debug_use_custom] is [code]true[/code] uses this line width for "
+"rendering paths for this agent instead of global line width."
+msgstr ""
+"Se [member debug_use_custom] è [code]true[/code], utilizza questo spessore di "
+"linea per il rendering dei percorsi per questo agente anziché lo spessore di "
+"linea globale."
+
+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 ""
+"Se [member debug_use_custom] è [code]true[/code], è utilizzata questa "
+"dimensione di punto rasterizzato per renderizzare i punti del percorso per "
+"questo agente anziché la dimensione di punto globale."
+
+msgid ""
+"If [code]true[/code] uses the defined [member debug_path_custom_color] for "
+"this agent instead of global color."
+msgstr ""
+"Se [code]true[/code] utilizza il colore [member debug_path_custom_color] "
+"definito per questo agente invece del colore globale."
+
+msgid "The maximum number of neighbors for the agent to consider."
+msgstr ""
+"Il numero massimo di vicini che l'agente può prendere in considerazione."
+
+msgid "The maximum speed that an agent can move."
+msgstr "La velocità massima alla quale un agente può muoversi."
+
+msgid "A 3D agent used to pathfind to a position while avoiding obstacles."
+msgstr ""
+"Un agente 3D utilizzato per individuare il percorso verso una posizione "
+"evitando gli ostacoli."
+
+msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PackedVector3Array]."
msgstr ""
@@ -48594,6 +48648,13 @@ msgid "Returns the [RID] of this agent on the [NavigationServer3D]."
msgstr "Restituisce il [RID] di questo agente sul [NavigationServer3D]."
msgid ""
+"A link between two positions on [NavigationRegion2D]s that agents can be "
+"routed through."
+msgstr ""
+"Un collegamento tra due posizioni su [NavigationRegion2D] attraverso cui gli "
+"agenti possono essere instradati."
+
+msgid ""
"Returns the [member end_position] that is relative to the link as a global "
"position."
msgstr ""
@@ -48624,11 +48685,125 @@ msgstr ""
"Imposta la posizione [member start_position] relativa al collegamento da una "
"posizione [param position] in coordinate globali."
+msgid ""
+"Whether this link can be traveled in both directions or only from [member "
+"start_position] to [member end_position]."
+msgstr ""
+"Se questo collegamento può essere percorso in entrambe le direzioni o solo da "
+"[member start_position] a [member end_position]."
+
+msgid ""
+"Whether this link is currently active. If [code]false[/code], [method "
+"NavigationServer2D.map_get_path] will ignore this link."
+msgstr ""
+"Se questo collegamento è attualmente attivo. Se [code]false[/code], [method "
+"NavigationServer2D.map_get_path] ignorerà questo collegamento."
+
+msgid ""
+"Ending position of the link.\n"
+"This position will search out the nearest polygon in the navigation mesh to "
+"attach to.\n"
+"The distance the link will search is controlled by [method NavigationServer2D."
+"map_set_link_connection_radius]."
+msgstr ""
+"Posizione finale del collegamento.\n"
+"Questa posizione cercherà il poligono più vicino nella mesh di navigazione a "
+"cui collegarsi.\n"
+"La distanza in cui sarà effettuata la ricerca del collegamento è controllata "
+"da [method NavigationServer2D.map_set_link_connection_radius]."
+
+msgid ""
+"Starting position of the link.\n"
+"This position will search out the nearest polygon in the navigation mesh to "
+"attach to.\n"
+"The distance the link will search is controlled by [method NavigationServer2D."
+"map_set_link_connection_radius]."
+msgstr ""
+"Posizione finale del collegamento.\n"
+"Questa posizione cercherà il poligono più vicino nella mesh di navigazione a "
+"cui collegarsi.\n"
+"La distanza in cui sarà effettuata la ricerca del collegamento è controllata "
+"da [method NavigationServer2D.map_set_link_connection_radius]."
+
msgid "Returns the [RID] of this link on the [NavigationServer3D]."
msgstr "Restituisce il [RID] di questo collegamento sul [NavigationServer3D]."
+msgid ""
+"Whether this link is currently active. If [code]false[/code], [method "
+"NavigationServer3D.map_get_path] will ignore this link."
+msgstr ""
+"Se questo collegamento è attualmente attivo. Se [code]false[/code], [method "
+"NavigationServer3D.map_get_path] ignorerà questo collegamento."
+
+msgid ""
+"Ending position of the link.\n"
+"This position will search out the nearest polygon in the navigation mesh to "
+"attach to.\n"
+"The distance the link will search is controlled by [method NavigationServer3D."
+"map_set_link_connection_radius]."
+msgstr ""
+"Posizione finale del collegamento.\n"
+"Questa posizione cercherà il poligono più vicino nella mesh di navigazione a "
+"cui collegarsi.\n"
+"La distanza in cui sarà effettuata la ricerca del collegamento è controllata "
+"da [method NavigationServer3D.map_set_link_connection_radius]."
+
+msgid ""
+"Starting position of the link.\n"
+"This position will search out the nearest polygon in the navigation mesh to "
+"attach to.\n"
+"The distance the link will search is controlled by [method NavigationServer3D."
+"map_set_link_connection_radius]."
+msgstr ""
+"Posizione iniziale del collegamento.\n"
+"Questa posizione cercherà il poligono più vicino nella mesh di navigazione a "
+"cui collegarsi.\n"
+"La distanza in cui sarà effettuata la ricerca del collegamento è controllata "
+"da [method NavigationServer3D.map_set_link_connection_radius]."
+
+msgid "A navigation mesh that defines traversable areas and obstacles."
+msgstr ""
+"Una mesh di navigazione che definisce le aree attraversabili e gli ostacoli."
+
+msgid ""
+"A navigation mesh is a collection of polygons that define which areas of an "
+"environment are traversable to aid agents in pathfinding through complicated "
+"spaces."
+msgstr ""
+"Una mesh di navigazione è una collezione di poligoni che definiscono quali "
+"aree di un ambiente sono attraversabili per aiutare gli agenti a trovare il "
+"percorso attraverso spazi complicati."
+
+msgid "Using NavigationMeshes"
+msgstr "Utilizzo dei NavigationMesh"
+
msgid "3D Navigation Demo"
-msgstr "Dimostrazione Navigazione 3D"
+msgstr "Demo di Navigazione 3D"
+
+msgid ""
+"Adds a polygon using the indices of the vertices you get when calling [method "
+"get_vertices]."
+msgstr ""
+"Aggiunge un poligono utilizzando gli indici dei vertici ottenuti chiamando "
+"[method get_vertices]."
+
+msgid "Clears the internal arrays for vertices and polygon indices."
+msgstr "Svuota gli array interni per i vertici e gli indici dei poligoni."
+
+msgid ""
+"Clears the array of polygons, but it doesn't clear the array of vertices."
+msgstr "Svuota l'array di poligoni, ma non svuota l'array di vertici."
+
+msgid ""
+"Initializes the navigation mesh by setting the vertices and indices according "
+"to a [Mesh].\n"
+"[b]Note:[/b] The given [param mesh] must be of type [constant Mesh."
+"PRIMITIVE_TRIANGLES] and have an index array."
+msgstr ""
+"Inizializza la mesh di navigazione impostando i vertici e gli indici secondo "
+"una [Mesh].\n"
+"[b]Nota:[/b] [param mesh] deve essere di tipo [constant Mesh."
+"PRIMITIVE_TRIANGLES] e avere un array di indici."
msgid ""
"Returns whether or not the specified layer of the [member "
@@ -48638,21 +48813,43 @@ msgstr ""
"Restituisce se lo strato specificato del bitmask [member "
"geometry_collision_mask] è abilitato, dato un [param layer_number] tra 1 e 32."
+msgid ""
+"Returns a [PackedInt32Array] containing the indices of the vertices of a "
+"created polygon."
+msgstr ""
+"Restituisce un [PackedInt32Array] contenente gli indici dei vertici di un "
+"poligono creato."
+
msgid "Returns the number of polygons in the navigation mesh."
msgstr "Restituisce il numero di poligoni nella mesh di navigazione."
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+"Se l'elaborazione dell'[AABB] ha un volume, l'elaborazionedella mesh di "
+"navigazione sarà limitata all'area che la racchiude."
+
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr "L'offset di posizione applicato all'[AABB] [member filter_baking_aabb]."
+
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr ""
"Se [code]true[/code], segna bordi che sono sporgenze come non camminabili."
msgid "Represents the size of the [enum SamplePartitionType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum SamplePartitionType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum SamplePartitionType]."
msgid "Represents the size of the [enum ParsedGeometryType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ParsedGeometryType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ParsedGeometryType]."
msgid "Represents the size of the [enum SourceGeometryMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum SourceGeometryMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum SourceGeometryMode]."
+
+msgid "Helper class for creating and clearing navigation meshes."
+msgstr ""
+"Classe di supporto per la creazione e la cancellazione delle mesh di "
+"navigazione."
msgid ""
"Bakes the [param navigation_mesh] with source geometry collected starting "
@@ -48668,6 +48865,9 @@ msgstr ""
"Rimuove tutti i poligoni e i vertici dalla risorsa [param navigation_mesh] "
"fornita."
+msgid "Clears the internal data."
+msgstr "Svuota i dati interni."
+
msgid "Returns all the obstructed area outlines arrays."
msgstr "Restituisce tutti gli array di contorni per le aree ostruite."
@@ -48707,10 +48907,38 @@ msgstr "Imposta il raggio di evasione per l'ostacolo."
msgid "Returns the [RID] of this obstacle on the [NavigationServer3D]."
msgstr "Restituisce il [RID] di questo ostacolo sul [NavigationServer3D]."
+msgid "Provides parameters for 2D navigation path queries."
+msgstr "Fornisce parametri per le richieste sul percorso di navigazione 2D."
+
+msgid ""
+"By changing various properties of this object, such as the start and target "
+"position, you can configure path queries to the [NavigationServer2D]."
+msgstr ""
+"Modificando varie proprietà di questo oggetto, come la posizione iniziale e "
+"di destinazione, è possibile configurare richieste di percorso sul "
+"[NavigationServer2D]."
+
+msgid "Using NavigationPathQueryObjects"
+msgstr "Utilizzo di NavigationPathQueryObject"
+
msgid "The navigation map [RID] used in the path query."
msgstr ""
"Il [RID] della mappa di navigazione utilizzata nella richiesta del percorso."
+msgid "Include all available metadata about the returned path."
+msgstr "Include tutti i metadati disponibili sul percorso restituito."
+
+msgid "Provides parameters for 3D navigation path queries."
+msgstr "Fornisce parametri per le richieste sul percorso di navigazione 3D."
+
+msgid ""
+"By changing various properties of this object, such as the start and target "
+"position, you can configure path queries to the [NavigationServer3D]."
+msgstr ""
+"Modificando varie proprietà di questo oggetto, come la posizione iniziale e "
+"di destinazione, è possibile configurare richieste di percorso sul "
+"[NavigationServer3D]."
+
msgid "Represents the result of a 2D pathfinding query."
msgstr "Rappresenta il risultato di una richiesta di ricerca del percorso 2D."
@@ -48731,8 +48959,14 @@ msgstr ""
"Questa classe memorizza il risultato di una richiesta di percorso di "
"navigazione 3D dal [NavigationServer3D]."
+msgid ""
+"A 2D navigation mesh that describes a traversable surface for pathfinding."
+msgstr ""
+"Una mesh di navigazione 2D che descrive una superficie attraversabile per la "
+"ricerca del percorso."
+
msgid "Navigation Polygon 2D Demo"
-msgstr "Dimostrazione poligono di navigazione"
+msgstr "Demo di poligono di navigazione 2D"
msgid ""
"Returns whether or not the specified layer of the [member "
@@ -48742,6 +48976,26 @@ msgstr ""
"Restituisce se lo strato specificato del [member parsed_collision_mask] è "
"abilitato, dato un [param layer_number] tra 1 e 32."
+msgid "Returns the count of all polygons."
+msgstr "Restituisce il numero di tutti i poligoni."
+
+msgid ""
+"Returns a [PackedVector2Array] containing all the vertices being used to "
+"create the polygons."
+msgstr ""
+"Restituisce un [PackedVector2Array] contenente tutti i vertici utilizzati per "
+"creare i poligoni."
+
+msgid ""
+"Use [method NavigationServer2D.parse_source_geometry_data] and [method "
+"NavigationServer2D.bake_from_source_geometry_data] instead."
+msgstr ""
+"Utilizza invece [method NavigationServer2D.parse_source_geometry_data] e "
+"[method NavigationServer2D.bake_from_source_geometry_data]."
+
+msgid "Creates polygons from the outlines added in the editor or by script."
+msgstr "Crea poligoni dai contorni aggiunti nell'editor o tramite script."
+
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member parsed_collision_mask], given a [param layer_number] between 1 and 32."
@@ -48749,6 +49003,12 @@ msgstr ""
"Basato su [param value], attiva o disattiva lo strato specificato nel [member "
"parsed_collision_mask], dato un [param layer_number] tra 1 e 32."
+msgid ""
+"A traversable 2D region that [NavigationAgent2D]s can use for pathfinding."
+msgstr ""
+"Una regione 2D attraversabile che gli [NavigationAgent2D] possono utilizzare "
+"per la ricerca del percorso."
+
msgid "Returns the current navigation map [RID] used by this region."
msgstr ""
"Restituisce il [RID] attuale della mappa di navigazione utilizzata da questa "
@@ -48764,6 +49024,12 @@ msgstr ""
"Restituisce [code]true[/code] quando il [NavigationPolygon] è in fase di "
"preprocessazione su un thread in background."
+msgid ""
+"A traversable 3D region that [NavigationAgent3D]s can use for pathfinding."
+msgstr ""
+"Una regione 3D attraversabile che gli [NavigationAgent3D] possono utilizzare "
+"per la ricerca del percorso."
+
msgid "Returns the [RID] of this region on the [NavigationServer3D]."
msgstr "Restituisce il [RID] di questa regione sul [NavigationServer3D]."
@@ -48774,9 +49040,16 @@ msgstr ""
"Restituisce [code]true[/code] quando il [NavigationMesh] è in fase di "
"preprocessazione su un thread in background."
+msgid "A server interface for low-level 2D navigation access."
+msgstr ""
+"Un'interfaccia server per l'accesso di basso livello alla navigazione 2D."
+
msgid "Using NavigationServer"
msgstr "Utilizzo del NavigationServer"
+msgid "Creates the agent."
+msgstr "Crea l'agente."
+
msgid "Return [code]true[/code] if the specified [param agent] uses avoidance."
msgstr ""
"Restituisce [code]true[/code] se l'agente specificato [param agent] usa "
@@ -48883,9 +49156,16 @@ msgstr "Restituisce la posizione finale di questo collegamento [param link]."
msgid "Returns the enter cost of this [param link]."
msgstr "Restituisce il costo di entrata di questo collegamento [param link]."
+msgid ""
+"Returns the navigation map [RID] the requested [param link] is currently "
+"assigned to."
+msgstr ""
+"Restituisce il [RID] della mappa di navigazione a cui è attualmente assegnato "
+"il collegamento ([param link]) richiesto."
+
msgid "Returns the navigation layers for this [param link]."
msgstr ""
-"Restituisce gli strati di navigazione per questo collegamento [param link]."
+"Restituisce gli strati di navigazione per questo collegamento ([param link])."
msgid "Returns the [code]ObjectID[/code] of the object which manages this link."
msgstr ""
@@ -48936,6 +49216,13 @@ msgstr ""
"travel_cost]."
msgid ""
+"Returns all navigation agents [RID]s that are currently assigned to the "
+"requested navigation [param map]."
+msgstr ""
+"Restituisce i [RID] di tutti gli agenti di navigazione attualmente assegnati "
+"alla mappa di navigazione ([param map]) richiesta."
+
+msgid ""
"Returns the map cell size used to rasterize the navigation mesh vertices."
msgstr ""
"Restituisce le dimensioni della cella della mappa utilizzata per rasterizzare "
@@ -48956,7 +49243,7 @@ msgstr ""
"attualmente assegnati alla mappa di navigazione richiesta [param map]."
msgid "Returns true if the map is active."
-msgstr "Ritorna true se la mappa è attiva."
+msgstr "Restituisce true se la mappa è attiva."
msgid "Sets the map active."
msgstr "Imposta la mappa come attiva."
@@ -48975,6 +49262,13 @@ msgstr ""
"Restituisce il bitmask [code]avoidance_layers[/code] dell'ostacolo "
"specificato [param obstacle]."
+msgid ""
+"Returns the navigation map [RID] the requested [param obstacle] is currently "
+"assigned to."
+msgstr ""
+"Restituisce il [RID] della mappa di navigazione a cui è attualmente assegnato "
+"l'ostacolo ([param obstacle]) richiesto."
+
msgid "Returns [code]true[/code] if the specified [param obstacle] is paused."
msgstr ""
"Restituisce [code]true[/code] se l'ostacolo specificato [param obstacle] è in "
@@ -49024,6 +49318,9 @@ msgstr "Imposta la posizione dell'ostacolo in spazio globale."
msgid "Sets the radius of the dynamic obstacle."
msgstr "Imposta il raggio dell'ostacolo dinamico."
+msgid "Creates a new region."
+msgstr "Crea una nuova regione."
+
msgid "Returns [code]true[/code] if the specified [param region] is enabled."
msgstr ""
"Restituisce [code]true[/code] se la regione specifica [param region] è "
@@ -49082,6 +49379,23 @@ msgid "If [code]true[/code] enables debug mode on the NavigationServer."
msgstr "Se [code]true[/code] abilita la modalità di debug sul NavigationServer."
msgid ""
+"Emitted when a navigation map is updated, when a region moves or is modified."
+msgstr ""
+"Emesso quando una mappa di navigazione viene aggiornata, quando una regione "
+"si sposta o viene modificata."
+
+msgid ""
+"Emitted when navigation debug settings are changed. Only available in debug "
+"builds."
+msgstr ""
+"Emesso quando le impostazioni di debug di navigazione vengono modificate. "
+"Disponibile solo nelle build di debug."
+
+msgid "A server interface for low-level 3D navigation access."
+msgstr ""
+"Un'interfaccia server per l'accesso di basso livello alla navigazione 3D."
+
+msgid ""
"Returns [code]true[/code] if the provided [param agent] has avoidance enabled."
msgstr ""
"Restituisce [code]true[/code] se l'agente fornito [param agent] ha l'evasione "
@@ -49106,9 +49420,16 @@ msgstr ""
"di preprocessazione su un thread in background."
msgid ""
+"Returns the map cell size used to rasterize the navigation mesh vertices on "
+"the XZ plane."
+msgstr ""
+"Restituisce le dimensioni delle celle della mappa utilizzate per rasterizzare "
+"i vertici della mesh di navigazione sul piano XZ."
+
+msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
msgstr ""
-"Restituisce il normale per il punto restituito da [method "
+"Restituisce la normale per il punto restituito da [method "
"map_get_closest_point]."
msgid "Returns the map's up direction."
@@ -49136,6 +49457,13 @@ msgstr ""
"spazio globale."
msgid ""
+"Sets if the [param obstacle] uses the 2D avoidance or the 3D avoidance while "
+"avoidance is enabled."
+msgstr ""
+"Imposta se l'ostacolo [param obstacle] utilizza l'evasione 2D o l'evasione 3D "
+"mentre l'evasione è abilitata."
+
+msgid ""
"If [param enabled] is [code]true[/code], the specified [param region] will "
"contribute to its current navigation map."
msgstr ""
@@ -49151,12 +49479,37 @@ msgstr "Costante per ottenere il numero di mappe di navigazione attive."
msgid "Constant to get the number of active navigation regions."
msgstr "Costante per ottenere il numero di regioni di navigazione attive."
+msgid ""
+"Constant to get the number of active navigation agents processing avoidance."
+msgstr ""
+"Costante per ottenere il numero di agenti di navigazione attivi che stanno "
+"elaborando l'evasione."
+
msgid "Constant to get the number of active navigation links."
msgstr "Costante per ottenere il numero di collegamenti di navigazione attivi."
msgid "Constant to get the number of navigation mesh polygons."
msgstr "Costante per ottenere il numero di poligoni di mesh di navigazione."
+msgid ""
+"A control that displays a texture by keeping its corners intact, but tiling "
+"its edges and center."
+msgstr ""
+"Un controllo che visualizza una texture mantenendone intatti gli angoli, ma "
+"piastrellandone i bordi e il centro."
+
+msgid ""
+"Also known as 9-slice panels, [NinePatchRect] produces clean panels of any "
+"size based on a small texture. To do so, it splits the texture in a 3×3 grid. "
+"When you scale the node, it tiles the texture's edges horizontally or "
+"vertically, tiles the center on both axes, and leaves the corners unchanged."
+msgstr ""
+"Noto anche come pannello a 9 sezioni, [NinePatchRect] produce pannelli puliti "
+"di qualsiasi dimensioni basati su una piccola texture. Per farlo, divide la "
+"texture in una griglia 3×3. Quando si ridimensiona il nodo, piastrella i "
+"bordi della texture orizzontalmente o verticalmente, piastrella il centro su "
+"entrambi gli assi e lascia gli angoli invariati."
+
msgid "Returns the size of the margin on the specified [enum Side]."
msgstr ""
"Restituisce la dimensione del margine sul lato specificato come [enum Side]."
@@ -49168,10 +49521,247 @@ msgstr ""
"Imposta la dimensione del margine sul lato specificato come [enum Side] a "
"[param value] in pixel."
+msgid ""
+"The stretch mode to use for horizontal stretching/tiling. See [enum "
+"NinePatchRect.AxisStretchMode] for possible values."
+msgstr ""
+"La modalità di allungamento da usare per estendere la texture "
+"orizzontalmente. Vedi [enum NinePatchRect.AxisStretchMode] per i valori "
+"possibili."
+
+msgid ""
+"The stretch mode to use for vertical stretching/tiling. See [enum "
+"NinePatchRect.AxisStretchMode] for possible values."
+msgstr ""
+"La modalità di allungamento da usare per estendere la texture verticalmente. "
+"Vedi [enum NinePatchRect.AxisStretchMode] per i valori possibili."
+
+msgid ""
+"If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
+"borders."
+msgstr ""
+"Se [code]true[/code], disegna il centro del pannello. Altrimenti, disegna "
+"solo i bordi delle 9 sezioni."
+
+msgid ""
+"The height of the 9-slice'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 ""
+"L'altezza della riga inferiore del pannello a 9-sezioni. Un margine di 16 "
+"significa che il lato e gli angoli inferiori del pannello avranno un'altezza "
+"di 16 pixel. Puoi impostare tutti e 4 i valori di margine individualmente per "
+"creare pannelli con bordi non uniformi."
+
+msgid ""
+"The width of the 9-slice's left column. A margin of 16 means the 9-slice's "
+"left corners and side will have a width of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+"La larghezza della colonna sinistra del pannello a 9-sezioni. Un margine di "
+"16 significa che il lato e gli angoli sinistri del pannello avranno una "
+"larghezza di 16 pixel. Puoi impostare tutti e 4 i valori di margine "
+"individualmente per creare pannelli con bordi non uniformi."
+
+msgid ""
+"The width of the 9-slice's right column. A margin of 16 means the 9-slice's "
+"right corners and side will have a width of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+"La larghezza della colonna destra del pannello a 9-sezioni. Un margine di 16 "
+"significa che il lato e gli angoli destri del pannello avranno una larghezza "
+"di 16 pixel. Puoi impostare tutti e 4 i valori di margine individualmente per "
+"creare pannelli con bordi non uniformi."
+
+msgid ""
+"The height of the 9-slice's top row. A margin of 16 means the 9-slice's top "
+"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 ""
+"L'altezza della riga superiore del pannello a 9-sezioni. Un margine di 16 "
+"significa che il lato e gli angoli superiori del pannello avranno un'altezza "
+"di 16 pixel. Puoi impostare tutti e 4 i valori di margine individualmente per "
+"creare pannelli con bordi non uniformi."
+
+msgid ""
+"Rectangular region of the texture to sample from. If you're working with an "
+"atlas, use this property to define the area the 9-slice should use. All other "
+"properties are relative to this one. If the rect is empty, NinePatchRect will "
+"use the whole texture."
+msgstr ""
+"Regione rettangolare della texture da utilizzare. Se stai lavorando con un "
+"atlas, usa questa proprietà per definire l'area che il pannello a 9-slice "
+"dovrebbe usare. Tutte le altre proprietà sono relative a questa. Se il "
+"rettangolo è vuoto, NinePatchRect userà l'intera texture."
+
+msgid "The node's texture resource."
+msgstr "La risorsa texture del nodo."
+
+msgid "Emitted when the node's texture changes."
+msgstr "Emesso quando la texture del nodo cambia."
+
+msgid ""
+"Stretches the center texture across the NinePatchRect. This may cause the "
+"texture to be distorted."
+msgstr ""
+"Estende la texture centrale lungo il NinePatchRect. Ciò potrebbe causare una "
+"distorsione della texture."
+
+msgid ""
+"Repeats the center texture across the NinePatchRect. This won't cause any "
+"visible distortion. The texture must be seamless for this to work without "
+"displaying artifacts between edges."
+msgstr ""
+"Ripete la texture centrale lungo il NinePatchRect. Ciò non causerà alcuna "
+"distorsione evidente. La texture deve essere continua affinché funzioni senza "
+"visualizzare artefatti tra i bordi."
+
+msgid ""
+"Repeats the center texture across the NinePatchRect, but will also stretch "
+"the texture to make sure each tile is visible in full. This may cause the "
+"texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. "
+"The texture must be seamless for this to work without displaying artifacts "
+"between edges."
+msgstr ""
+"Ripete la texture centrale lungo il NinePatchRect, ma estende anche la "
+"texture per assicurarsi che ogni ripetizione sia visibile per intero. Ciò "
+"potrebbe causare una distorsione della texture, ma inferiore a [constant "
+"AXIS_STRETCH_MODE_STRETCH]. La texture deve essere continua affinché funzioni "
+"senza visualizzare artefatti tra i bordi."
+
+msgid "Base class for all scene objects."
+msgstr "Classe di base per tutti gli oggetti della scena."
+
msgid "Nodes and scenes"
msgstr "Nodi e scene"
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 ""
+"Aggiunge il nodo al gruppo nominato [param group]. I gruppi possono essere "
+"utili per organizzare un sottoinsieme di nodi, ad esempio [code]\"nemici\"[/"
+"code] o [code]\"collezionabili\"[/code]. Vedi le note nella descrizione e i "
+"metodi sui gruppi in [SceneTree].\n"
+"Se [param persistent] è [code]true[/code], il gruppo sarà memorizzato quando "
+"salvato all'interno di un [PackedScene]. Tutti i gruppi creati e visualizzati "
+"nel pannello Nodo sono persistenti.\n"
+"[b]Nota:[/b] per migliorare le prestazioni, l'ordine dei nomi dei gruppi "
+"[i]non[/i] è garantito e può variare tra le esecuzioni del progetto. "
+"Pertanto, non fare affidamento sull'ordine dei gruppi.\n"
+"[b]Nota:[/b] I metodi sui gruppi di [SceneTree] [i]non[/i] funzioneranno su "
+"questo nodo se non si trova all'interno dell'albero (vedi [method "
+"is_inside_tree])."
+
+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 ""
+"Restituisce la finestra ([Window]) che contiene questo nodo, oppure l'ultimo "
+"figlio esclusivo in una catena di finestre che inizia con quella che contiene "
+"questo nodo."
+
+msgid ""
+"Returns the peer ID of the multiplayer authority for this node. See [method "
+"set_multiplayer_authority]."
+msgstr ""
+"Restituisce l'ID peer dell'autorità multigiocatore per questo nodo. Vedi "
+"[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 lang=text]\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 ""
+"Recupera un nodo. Il [NodePath] può essere un percorso relativo (da questo "
+"nodo) o un percorso assoluto (da [member SceneTree.root]) a un nodo. Se il "
+"percorso [param path] non punta a un nodo valido, genera un errore e "
+"restituisce [code]null[/code]. I tentativi di accedere ai metodi sul valore "
+"restituito genereranno un errore [i]\"Attempt to call <metodo> on a null "
+"instance.\"[/i].\n"
+"[b]Nota:[/b] Il recupero tramite percorso assoluto funziona solo quando il "
+"nodo è all'interno dell'albero della scena (vedi [method is_inside_tree]).\n"
+"[b]Esempio:[/b] Supponiamo che questo metodo venga chiamato dal nodo "
+"Personaggio, all'interno del seguente albero:\n"
+"[codeblock lang=text]\n"
+" ┖╴root\n"
+" ┠╴Personaggio (sei qui!)\n"
+" ┃ ┠╴Spada\n"
+" ┃ ┖╴Zaino\n"
+" ┃ ┖╴Pugnale\n"
+" ┠╴MioGioco\n"
+" ┖╴Palude\n"
+" ┠╴Alligatore\n"
+" ┠╴Zanzara\n"
+" ┖╴Goblin\n"
+"[/codeblock]\n"
+"Le seguenti chiamate restituiranno un nodo valido:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"get_node(\"Spada\")\n"
+"get_node(\"Zaino/Pugnale\")\n"
+"get_node(\"../Swamp/Alligator\")\n"
+"get_node(\"/root/MioGioco\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GetNode(\"Spada\");\n"
+"GetNode(\"Zaino/Pugnale\");\n"
+"GetNode(\"../Palude/Alligatore\");\n"
+"GetNode(\"/root/MioGioco\");\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 ""
+"Recupera un nodo tramite [NodePath]. Simile a [method get_node], ma non "
+"genera un errore se il percorso [param path] non punta a un nodo valido."
+
+msgid ""
"Returns this node's parent node, or [code]null[/code] if the node doesn't "
"have a parent."
msgstr ""
@@ -49179,11 +49769,138 @@ msgstr ""
"non ha un genitore."
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 ""
+"Restituisce il percorso assoluto del nodo, relativo al [member SceneTree."
+"root]. Se il nodo non si trova all'interno dell'albero di scena, questo "
+"metodo fallisce e restituisce un [NodePath] vuoto."
+
+msgid ""
+"Returns the relative [NodePath] from this node to the specified [param node]. "
+"Both nodes must be in the same [SceneTree] or scene hierarchy, otherwise this "
+"method fails and returns an empty [NodePath].\n"
+"If [param use_unique_path] is [code]true[/code], returns the shortest path "
+"accounting for this node's unique name (see [member unique_name_in_owner]).\n"
+"[b]Note:[/b] If you get a relative path which starts from a unique node, the "
+"path may be longer than a normal relative path, due to the addition of the "
+"unique node's name."
+msgstr ""
+"Restituisce il [NodePath] relativo da questo nodo al nodo [param node] "
+"specificato. Entrambi i nodi devono essere presenti nello stesso [SceneTree] "
+"o gerarchia di scena, altrimenti questo metodo fallisce e restituisce un "
+"[NodePath] vuoto.\n"
+"Se [param use_unique_path] è [code]true[/code], restituisce il percorso più "
+"breve tenendo conto del nome univoco di questo nodo (vedi [member "
+"unique_name_in_owner]).\n"
+"[b]Nota:[/b] Se si ottiene un percorso relativo che inizia da un nodo "
+"univoco, il percorso potrebbe essere più lungo di un normale percorso "
+"relativo, a causa dell'aggiunta del nome univoco del nodo."
+
+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 ""
+"Restituisce il tempo trascorso (in secondi) dall'ultimo callback di fisica. "
+"Questo valore è identico al parametro [code]delta[/code] di [method "
+"_physics_process], ed è spesso costante in fase di esecuzione, a meno che non "
+"venga modificato [member Engine.physics_ticks_per_second]. Vedi anche "
+"[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 ""
+"Restituisce il tempo trascorso (in secondi) dall'ultimo callback di processo. "
+"Questo valore è identico al parametro [code]delta[/code] di [method _process] "
+"e può variare da frame a frame. Vedi anche [constant NOTIFICATION_PROCESS]."
+
+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 ""
+"Restituisce lo [SceneTree] che contiene questo nodo. Se questo nodo non è "
+"all'interno dell'albero, genera un errore e restituisce [code]null[/code]. "
+"Vedi anche [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/"
+"UX.\n"
+"May print, for example:\n"
+"[codeblock lang=text]\n"
+"TheGame\n"
+"TheGame/Menu\n"
+"TheGame/Menu/Label\n"
+"TheGame/Menu/Camera2D\n"
+"TheGame/SplashScreen\n"
+"TheGame/SplashScreen/Camera2D\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce l'albero come [String]. Utilizzato principalmente per scopi di "
+"debug. Questa versione visualizza il percorso relativo al nodo attuale ed è "
+"utile per copiare/incollare nella funzione [method get_node]. Può anche "
+"essere utilizzato nell'interfaccia utente di gioco.\n"
+"Può stampare, ad esempio:\n"
+"[codeblock lang=text]\n"
+"TheGame\n"
+"TheGame/Menu\n"
+"TheGame/Menu/Label\n"
+"TheGame/Menu/Camera2D\n"
+"TheGame/SplashScreen\n"
+"TheGame/SplashScreen/Camera2D\n"
+"[/codeblock]"
+
+msgid ""
+"Similar to [method get_tree_string], this returns the tree as a [String]. "
+"This version displays a more graphical representation similar to what is "
+"displayed in the Scene Dock. It is useful for inspecting larger trees.\n"
+"May print, for example:\n"
+"[codeblock lang=text]\n"
+" ┖╴TheGame\n"
+" ┠╴Menu\n"
+" ┃ ┠╴Label\n"
+" ┃ ┖╴Camera2D\n"
+" ┖╴SplashScreen\n"
+" ┖╴Camera2D\n"
+"[/codeblock]"
+msgstr ""
+"Simile a [method get_tree_string], restituisce l'albero come [String]. Questa "
+"versione visualizza una rappresentazione più grafica simile a quella "
+"visualizzata nel pannello di Scena. È utile per ispezionare alberi più "
+"grandi.\n"
+"Può stampare, ad esempio:\n"
+"[codeblock lang=text]\n"
+"┖╴TheGame\n"
+"┠╴Menu\n"
+"┃ ┠╴Label\n"
+"┃ ┖╴Camera2D\n"
+"┖╴SplashScreen\n"
+"┖╴Camera2D\n"
+"[/codeblock]"
+
+msgid ""
"Returns the node's closest [Viewport] ancestor, if the node is inside the "
"tree. Otherwise, returns [code]null[/code]."
msgstr ""
-"Ritorna il [Viewport] progenitore più vicino a questo nodo, se il nodo è "
-"all'interno dell'albero. Altrimenti, ritorna [code]null[/code]."
+"Restituisce il [Viewport] progenitore più vicino a questo nodo, se il nodo è "
+"all'interno dell'albero. Altrimenti, restituisce [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])."
+msgstr ""
+"Restituisce la finestra ([Window]) che contiene questo nodo. Se il nodo è "
+"nella finestra principale, ciò equivale a ottenere il nodo radice "
+"([code]get_tree().get_root()[/code])."
msgid ""
"Returns [code]true[/code] if the [param path] points to a valid node. See "
@@ -49193,6 +49910,19 @@ msgstr ""
"nodo valido. Vedi anche [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 ""
+"Restituisce [code]true[/code] se il percorso [param path] punta a un nodo "
+"valido e i suoi sottonomi puntano a una [Resource] valida, ad esempio "
+"[code]Area2D/CollisionShape2D:shape[/code]. Le proprietà che non sono di tipo "
+"[Resource] (come i nodi o altri tipi [Variant]) non sono considerate. Vedi "
+"anche [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 ""
@@ -49226,6 +49956,16 @@ msgstr ""
"seguito è di solito elaborato per ultimo."
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 ""
+"Restituisce [code]true[/code] se questo nodo è stato aggiunto al gruppo "
+"[param group] specificato. Vedi [method add_to_group] e [method "
+"remove_from_group]. Vedi anche le note nella descrizione e i metodi dei "
+"gruppi di [SceneTree]."
+
+msgid ""
"Returns [code]true[/code] if this node is currently inside a [SceneTree]. See "
"also [method get_tree]."
msgstr ""
@@ -49236,8 +49976,8 @@ msgid ""
"Returns [code]true[/code] if the local system is the multiplayer authority of "
"this node."
msgstr ""
-"Restituisce [code]true[/code] se il sistema locale è l'autorità di "
-"multiplayer di questo nodo."
+"Restituisce [code]true[/code] se il sistema locale è l'autorità "
+"multigiocatore di questo nodo."
msgid ""
"Returns [code]true[/code] if the node is ready, i.e. it's inside scene tree "
@@ -49245,8 +49985,8 @@ msgid ""
"[method request_ready] resets it back to [code]false[/code]."
msgstr ""
"Restituisce [code]true[/code] se il nodo è pronto, cioè è all'interno "
-"dell'albero di scene e tutti i suoi figli sono inizializzati. [method "
-"request_ready] reimposta questo valore a [code]false[/code]."
+"dell'albero di scene e tutti i suoi figli sono inizializzati.\n"
+"[method request_ready] reimposta questo valore a [code]false[/code]."
msgid ""
"Returns [code]true[/code] if the node is part of the scene currently opened "
@@ -49256,16 +49996,929 @@ msgstr ""
"aperta nell'editor."
msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled for this node "
+"(see [member physics_interpolation_mode]).\n"
+"[b]Note:[/b] Interpolation will only be active if both the flag is set "
+"[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
+"be tested using [method is_physics_interpolated_and_enabled]."
+msgstr ""
+"Restituisce [code]true[/code] se l'interpolazione fisica è abilitata per "
+"questo nodo (vedi [member physics_interpolation_mode]).\n"
+"[b]Nota:[/b] L'interpolazione sarà attiva solo se il flag è impostato [b]e[/"
+"b] l'interpolazione fisica è abilitata nello [SceneTree]. Ciò può essere "
+"testato usando [method is_physics_interpolated_and_enabled]."
+
+msgid ""
+"Returns [code]true[/code] if physics interpolation is enabled (see [member "
+"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
+"This is a convenience version of [method is_physics_interpolated] that also "
+"checks whether physics interpolation is enabled globally.\n"
+"See [member SceneTree.physics_interpolation] and [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+"Restituisce [code]true[/code] se l'interpolazione fisica è abilitata (vedi "
+"[member physics_interpolation_mode]) [b]e[/b] abilitata nello [SceneTree].\n"
+"Questa è una versione conveniente di [method is_physics_interpolated] che "
+"controlla anche se l'interpolazione fisica è abilitata globalmente.\n"
+"Vedi [member SceneTree.physics_interpolation] e [member ProjectSettings."
+"physics/common/physics_interpolation]."
+
+msgid ""
+"Returns [code]true[/code] if physics processing is enabled (see [method "
+"set_physics_process])."
+msgstr ""
+"Restituisce [code]true[/code] se il processo di fisica è abilitato (vedi "
+"[method set_physics_process])."
+
+msgid ""
+"Returns [code]true[/code] if internal physics processing is enabled (see "
+"[method set_physics_process_internal])."
+msgstr ""
+"Restituisce [code]true[/code] se il processo interno di fisica è abilitato "
+"(vedi [method set_physics_process])."
+
+msgid ""
+"Returns [code]true[/code] if processing is enabled (see [method set_process])."
+msgstr ""
+"Restituisce [code]true[/code] se il processo è abilitato (vedi [method "
+"set_process])."
+
+msgid ""
+"Returns [code]true[/code] if the node is processing input (see [method "
+"set_process_input])."
+msgstr ""
+"Restituisce [code]true[/code] se il nodo sta elaborando gli input (vedi "
+"[method set_process_input])."
+
+msgid ""
+"Returns [code]true[/code] if internal processing is enabled (see [method "
+"set_process_internal])."
+msgstr ""
+"Restituisce [code]true[/code] se il processo interno è abilitato (vedi "
+"[method set_process_internal])."
+
+msgid ""
"Returns [code]true[/code] if the node is processing shortcuts (see [method "
"set_process_shortcut_input])."
msgstr ""
"Restituisce [code]true[/code] se il nodo sta elaborando scorciatoie (vedi "
"[method set_process_shortcut_input])."
+msgid ""
+"Returns [code]true[/code] if the node is processing unhandled input (see "
+"[method set_process_unhandled_input])."
+msgstr ""
+"Restituisce [code]true[/code] se il nodo sta elaborando gli input non gestiti "
+"(vedi [method set_process_unhandled_input])."
+
+msgid ""
+"Returns [code]true[/code] if the node is processing unhandled key input (see "
+"[method set_process_unhandled_key_input])."
+msgstr ""
+"Restituisce [code]true[/code] se il nodo sta elaborando gli input di tasti "
+"non gestiti (vedi [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 ""
+"Sposta il nodo figlio [param child_node] all'indice specificato. L'indice di "
+"un nodo è l'ordine tra i suoi fratelli. Se [param to_index] è negativo, "
+"l'indice è conteggiato dalla fine della lista. Vedi anche [method get_child] "
+"e [method get_index].\n"
+"[b]Nota:[/b] L'ordine di elaborazione di diversi callback del motore ([method "
+"_ready], [method _process], ecc.) e le notifiche inviate tramite [method "
+"propagate_notification] sono influenzate dall'ordine di albero. Anche i nodi "
+"[CanvasItem] sono renderizzati nell'ordine di albero. Vedi anche [member "
+"process_priority]."
+
+msgid "Similar to [method call_deferred_thread_group], but for notifications."
+msgstr "Simile a [method call_deferred_thread_group], ma per le notifiche."
+
+msgid "Similar to [method call_thread_safe], but for notifications."
+msgstr "Simile a [method call_thread_safe], ma per le notifiche."
+
+msgid ""
+"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 ""
+"Stampa tutti i nodi orfani (nodi al di fuori del [SceneTree]). Utile per il "
+"debug.\n"
+"[b]Nota:[/b] Questo metodo funziona solo nelle build di debug. Non fa nulla "
+"in un progetto esportato in modalità di rilascio."
+
+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"
+"May print, for example:\n"
+"[codeblock lang=text]\n"
+".\n"
+"Menu\n"
+"Menu/Label\n"
+"Menu/Camera2D\n"
+"SplashScreen\n"
+"SplashScreen/Camera2D\n"
+"[/codeblock]"
+msgstr ""
+"Stampa il nodo e i suoi figli sulla console, ricorsivamente. Il nodo non deve "
+"essere all'interno dell'albero. Questo metodo restituisce [NodePath] relativi "
+"a questo nodo ed è utile per copiare/incollare in [method get_node]. Vedi "
+"anche [method print_tree_pretty].\n"
+"Può stampare, ad esempio:\n"
+"[codeblock lang=text]\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"
+"May print, for example:\n"
+"[codeblock lang=text]\n"
+" ┖╴TheGame\n"
+" ┠╴Menu\n"
+" ┃ ┠╴Label\n"
+" ┃ ┖╴Camera2D\n"
+" ┖╴SplashScreen\n"
+" ┖╴Camera2D\n"
+"[/codeblock]"
+msgstr ""
+"Stampa il nodo e i suoi figli sulla console, ricorsivamente. Il nodo non deve "
+"essere all'interno dell'albero. Simile a [method print_tree], ma la "
+"rappresentazione grafica è simile a quella visualizzata nel pannello di Scena "
+"dell'editor. È utile per ispezionare alberi più grandi.\n"
+"Può stampare, ad esempio:\n"
+"[codeblock lang=text]\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 ""
+"Chiama il metodo con il nome [param method], passando [param args] come "
+"argomenti, su questo nodo e su tutti i suoi figli, ricorsivamente.\n"
+"Se [param parent_first] è [code]true[/code], il metodo è chiamato prima su "
+"questo nodo, poi su tutti i suoi figli. Se [code]false[/code], i metodi dei "
+"figli sono chiamati prima."
+
+msgid ""
+"Calls [method Object.notification] with [param what] on this node and all of "
+"its children, recursively."
+msgstr ""
+"Chiama [method Object.notification] con [param what] su questo nodo e tutti i "
+"suoi figli, ricorsivamente."
+
+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 ""
+"Accoda questo nodo per essere eliminato alla fine del frame attuale. Quando è "
+"eliminato, sono eliminati anche tutti i suoi figli e tutti i riferimenti al "
+"nodo e ai suoi figli diventano non validi.\n"
+"A differenza di [method Object.free], il nodo non è eliminato subito ed è "
+"ancora possibile accedervi prima dell'eliminazione. È anche sicuro chiamare "
+"[method queue_free] più volte. Usa [method Object.is_queued_for_deletion] per "
+"verificare se il nodo sarà eliminato alla fine del frame.\n"
+"[b]Nota:[/b] Il nodo sarà liberato solo dopo che tutte le altre chiamate "
+"differite saranno terminate. Usare questo metodo non è sempre equivalente a "
+"chiamare [method Object.free] tramite [method Object.call_deferred]."
+
+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 ""
+"Rimuove un nodo figlio [param node]. [param node], insieme ai suoi figli, non "
+"sono [b]eliminati[/b]. Per eliminare un nodo, vedi [method queue_free].\n"
+"[b]Nota:[/b] Quando questo nodo è all'interno dell'albero, questo metodo "
+"imposta il [member owner] del [param node] rimosso (o dei suoi discendenti) "
+"su [code]null[/code], se il loro [member owner] non è più un antenato (vedi "
+"[method is_ancestor_of])."
+
+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 ""
+"Rimuove il nodo dal gruppo nominato [param group]. Non fa nulla se il nodo "
+"non è nel gruppo [param group]. Vedi anche le note nella descrizione e i "
+"metodi dei gruppi di [SceneTree]."
+
+msgid ""
+"Changes the parent of this [Node] to the [param new_parent]. The node needs "
+"to already have a parent. The node's [member owner] is preserved if its owner "
+"is still reachable from the new location (i.e., the node is still a "
+"descendant of the new parent after the operation).\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 ""
+"Cambia il genitore di questo [Node] al nuovo genitore [param new_parent]. Il "
+"nodo deve già avere un genitore. Il [member owner] del nodo è preservato se "
+"il suo proprietario è ancora raggiungibile dalla nuova posizione (ad esempio, "
+"il nodo è ancora un discendente del nuovo genitore dopo l'operazione).\n"
+"Se [param keep_global_transform] è [code]true[/code], la trasformazione "
+"globale del nodo sarà preservata se supportata. [Node2D], [Node3D] e "
+"[Control] supportano questo argomento (ma [Control] mantiene solo la "
+"posizione)."
+
+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 ""
+"Sostituisce questo nodo con il nodo [param node] specificato. Tutti i figli "
+"di questo nodo vengono spostati in [param node].\n"
+"Se [param keep_groups] è [code]true[/code], il [param node] verrà aggiunto "
+"agli stessi gruppi in cui si trova il nodo sostituito (vedi [method "
+"add_to_group]).\n"
+"[b]Attenzione:[/b] Il nodo sostituito viene rimosso dall'albero, ma [b]non[/"
+"b] viene eliminato. Per evitare perdite di memoria, memorizza un riferimento "
+"al nodo in una variabile o usa [method Object.free]."
+
+msgid ""
+"Similar to [method call_deferred_thread_group], but for setting properties."
+msgstr ""
+"Simile a [method call_deferred_thread_group], ma per impostare le proprietà."
+
+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 ""
+"Se impostato su [code]true[/code], il nodo appare minimizzato nel pannello di "
+"Scena. Pertanto, tutti i suoi figli sono nascosti. Questo metodo è pensato "
+"all'uso nelle estensioni e negli strumenti dell'editor, ma funziona anche "
+"nelle build di rilascio. Vedi anche [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 ""
+"Imposta su [code]true[/code] per consentire a tutti i nodi posseduti dal nodo "
+"[param node] di essere disponibili e modificabili nel pannello di Scena, "
+"anche se il loro [member owner] non è la radice della scena. Questo metodo è "
+"pensato all'uso nelle estensioni e negli strumenti dell'editor, ma funziona "
+"anche nelle build di rilascio. Vedi anche [method is_editable_instance]."
+
+msgid ""
+"If set to [code]true[/code], enables physics (fixed framerate) processing. "
+"When a node is being processed, it will receive a [constant "
+"NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine."
+"physics_ticks_per_second] to change) interval (and the [method "
+"_physics_process] callback will be called if it exists).\n"
+"[b]Note:[/b] If [method _physics_process] is overridden, this will be "
+"automatically enabled before [method _ready] is called."
+msgstr ""
+"Se impostato su [code]true[/code], abilita il processo di fisica (framerate "
+"fisso). Quando un nodo viene processato, riceverà una [constant "
+"NOTIFICATION_PHYSICS_PROCESS] a un intervallo fisso. (solitamente 60 FPS, "
+"vedi [member Engine.physics_ticks_per_second] per modificarlo) (e verrà "
+"chiamato il callback [method _physics_process] se esiste).\n"
+"[b]Nota:[/b] Se [method _physics_process] è sovrascritto, questo sarà "
+"automaticamente abilitato prima che [method _ready] sia chiamato."
+
+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 ""
+"Se impostato su [code]true[/code], abilita la fisica interna per questo nodo. "
+"Il processo interno di fisica avviene in modo isolato dalle normali chiamate "
+"a [method _physics_process] ed è utilizzata da alcuni nodi internamente per "
+"garantire il loro corretto funzionamento, anche se il nodo è in pausa o il "
+"processo di fisica è disabilitato per gli script ([method "
+"set_physics_process]).\n"
+"[b]Attenzione:[/b] I nodi integrati si basano sull'elaborazione interna per "
+"la loro logica interna. Disabilitarla non è sicuro e potrebbe portare a "
+"comportamenti imprevisti. Utilizza questo metodo se sai cosa stai facendo."
+
+msgid ""
+"If set to [code]true[/code], enables processing. When a node is being "
+"processed, it will receive a [constant NOTIFICATION_PROCESS] on every drawn "
+"frame (and the [method _process] callback will be called if it exists).\n"
+"[b]Note:[/b] If [method _process] is overridden, this will be automatically "
+"enabled before [method _ready] is called.\n"
+"[b]Note:[/b] This method only affects the [method _process] callback, i.e. it "
+"has no effect on other callbacks like [method _physics_process]. If you want "
+"to disable all processing for the node, set [member process_mode] to "
+"[constant PROCESS_MODE_DISABLED]."
+msgstr ""
+"Se impostato su [code]true[/code], abilita il processo. Quando un nodo viene "
+"processato, riceverà una [constant NOTIFICATION_PROCESS] su ogni frame "
+"disegnato (e verrà chiamato il callback [method _process] se esiste).\n"
+"[b]Nota:[/b] Se [method _process] è sovrascritto, questo sarà automaticamente "
+"abilitato prima che [method _ready] sia chiamato.\n"
+"[b]Nota:[/b] Questo metodo influisce solo sul callback [method _process], "
+"ovvero non ha effetto su altri callback come [method _physics_process]. Se "
+"vuoi disabilitare tutta l'elaborazione per il nodo, imposta [member "
+"process_mode] su [constant PROCESS_MODE_DISABLED]."
+
+msgid ""
+"If set to [code]true[/code], enables input processing.\n"
+"[b]Note:[/b] If [method _input] is overridden, this will be automatically "
+"enabled before [method _ready] is called. Input processing is also already "
+"enabled for GUI controls, such as [Button] and [TextEdit]."
+msgstr ""
+"Se impostato su [code]true[/code], abilita l'elaborazione degli input.\n"
+"[b]Nota:[/b] Se [method _input] è sovrascritto, questo sarà automaticamente "
+"abilitato prima che [method _ready] sia chiamato. L'elaborazione degli input "
+"è inoltre già abilitata per i controlli della GUI, come [Button] e [TextEdit]."
+
+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 ""
+"Se impostato su [code]true[/code], abilita il processo interno per questo "
+"nodo. Il processo interno avviene in modo isolato dalle normali chiamate a "
+"[method _process] ed è utilizzato da alcuni nodi internamente per garantire "
+"il loro corretto funzionamento, anche se il nodo è in pausa o il processo è "
+"disabilitato per gli script ([method set_process]).\n"
+"[b]Attenzione:[/b] I nodi integrati si basano sull'elaborazione interna per "
+"la loro logica interna. Disabilitarla non è sicuro e potrebbe portare a "
+"comportamenti imprevisti. Utilizza questo metodo se sai cosa stai facendo."
+
+msgid ""
+"If set to [code]true[/code], enables shortcut processing for this node.\n"
+"[b]Note:[/b] If [method _shortcut_input] is overridden, this will be "
+"automatically enabled before [method _ready] is called."
+msgstr ""
+"Se impostato su [code]true[/code], abilita l'elaborazione delle scorciatoie "
+"per questo nodo.\n"
+"[b]Nota:[/b] Se [method _shortcut_input] è sovrascritto, questo sarà "
+"automaticamente abilitato prima che [method _ready] sia chiamato."
+
+msgid ""
+"If set to [code]true[/code], enables unhandled input processing. It enables "
+"the node to receive all input that was not previously handled (usually by a "
+"[Control]).\n"
+"[b]Note:[/b] If [method _unhandled_input] is overridden, this will be "
+"automatically enabled before [method _ready] is called. Unhandled input "
+"processing is also already enabled for GUI controls, such as [Button] and "
+"[TextEdit]."
+msgstr ""
+"Se impostato su [code]true[/code], abilita l'elaborazione degli input non "
+"gestiti. Consente al nodo di ricevere tutti gli input che non sono stati "
+"gestiti in precedenza (solitamente da un [Control]).\n"
+"[b]Nota:[/b] Se [method _unhandled_input] è sovrascritto, questo sarà "
+"automaticamente abilitato prima che [method _ready] sia chiamato. "
+"L'elaborazione degli input non gestiti è inoltre già abilitata per i "
+"controlli della GUI, come [Button] e [TextEdit]."
+
+msgid ""
+"If set to [code]true[/code], enables unhandled key input processing.\n"
+"[b]Note:[/b] If [method _unhandled_key_input] is overridden, this will be "
+"automatically enabled before [method _ready] is called."
+msgstr ""
+"Se impostato su [code]true[/code], abilita l'elaborazione degli input di "
+"tasti non gestiti.\n"
+"[b]Nota:[/b] Se [method _unhandled_key_input] è sovrascritto, questo sarà "
+"automaticamente abilitato prima che [method _ready] sia chiamato."
+
+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 ""
+"Se impostato su [code]true[/code], il nodo diventa un [InstancePlaceholder] "
+"quando è impacchettato e istanziato da un [PackedScene]. Vedi anche [method "
+"get_scene_instance_load_placeholder]."
+
+msgid "Similar to [method call_thread_safe], but for setting properties."
+msgstr "Simile a [method call_thread_safe], ma per impostare le proprietà."
+
+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 ""
+"Aggiorna gli avvisi visualizzati per questo nodo nel pannello di Scena. Usa "
+"[method _get_configuration_warnings] per personalizzare i messaggi di avviso "
+"da visualizzare."
+
+msgid ""
+"Defines if any text should automatically change to its translated version "
+"depending on the current locale (for nodes such as [Label], [RichTextLabel], "
+"[Window], etc.). Also decides if the node's strings should be parsed for POT "
+"generation.\n"
+"[b]Note:[/b] For the root node, auto translate mode can also be set via "
+"[member ProjectSettings.internationalization/rendering/"
+"root_node_auto_translate]."
+msgstr ""
+"Definisce se un testo deve essere automaticamente cambiato nella sua versione "
+"tradotta in base alle impostazioni locali attuali (per nodi come [Label], "
+"[RichTextLabel], [Window], ecc.). Decide anche se le stringhe del nodo devono "
+"essere analizzate per la generazione del POT.\n"
+"[b]Nota:[/b] Per il nodo radice, la modalità di traduzione automatica può "
+"essere impostata anche tramite [member ProjectSettings.internationalization/"
+"rendering/root_node_auto_translate]."
+
+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 ""
+"Una descrizione facoltativa per il nodo. Sarà visualizzata come suggerimento "
+"quando si passa il mouse sul nodo nel pannello di Scena dell'editor."
+
+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 "
+"[MultiplayerAPI] to the new path, you will have to update this manually."
+msgstr ""
+"L'istanza di [MultiplayerAPI] associata a questo nodo. Vedi [method SceneTree."
+"get_multiplayer].\n"
+"[b]Nota:[/b] Rinominare il nodo o spostarlo nell'albero non sposterà la "
+"[MultiplayerAPI] nel nuovo percorso, sarà necessario aggiornarlo manualmente."
+
+msgid ""
+"The name of the node. This name must be unique among the siblings (other "
+"child nodes from the same parent). When set to an existing sibling's name, "
+"the node is automatically renamed.\n"
+"[b]Note:[/b] When changing the name, the following characters will be "
+"replaced with an underscore: ([code].[/code] [code]:[/code] [code]@[/code] "
+"[code]/[/code] [code]\"[/code] [code]%[/code]). In particular, the [code]@[/"
+"code] character is reserved for auto-generated names. See also [method String."
+"validate_node_name]."
+msgstr ""
+"Il nome del nodo. Questo nome deve essere univoco tra i fratelli (altri nodi "
+"figlio dello stesso genitore). Quando impostato sul nome di un fratello "
+"esistente, il nodo viene automaticamente rinominato.\n"
+"[b]Nota:[/b] Quando si modifica il nome, i seguenti caratteri saranno "
+"sostituiti con un trattino basso: ([code].[/code] [code]:[/code] [code]@[/"
+"code] [code]/[/code] [code]\"[/code] [code]%[/code]). In particolare, il "
+"carattere [code]@[/code] è riservato ai nomi generati automaticamente. Vedere "
+"anche [method String.validate_node_name]."
+
+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 ""
+"Il proprietario di questo nodo. Il proprietario deve essere un antenato di "
+"questo nodo. Quando si impacchetta il nodo proprietario in un [PackedScene], "
+"tutti i nodi posseduti da esso sono salvati con esso.\n"
+"[b]Nota:[/b] Nell'editor, i nodi non posseduti dalla radice della scena di "
+"solito non sono visualizzati nel pannello di Scena e [b]non[/b] saranno "
+"salvati. Per evitare ciò, ricorda di impostare il proprietario dopo aver "
+"chiamato [method add_child]. Vedi anche ([member unique_name_in_owner])"
+
+msgid ""
+"The node's processing behavior (see [enum ProcessMode]). To check if the node "
+"can process in its current mode, use [method can_process]."
+msgstr ""
+"Il comportamento di elaborazione del nodo (vedi [enum ProcessMode]). Per "
+"verificare se il nodo può eseguire l'elaborazione nella sua modalità attuale, "
+"usa [method can_process]."
+
+msgid ""
+"Similar to [member process_priority] but for [constant "
+"NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal "
+"version."
+msgstr ""
+"Simile a [member process_priority] ma per [constant "
+"NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] o la sua versione "
+"interna."
+
+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 ""
+"L'ordine di esecuzione dei callback di processo ([method _process], [method "
+"_physics_process] ed elaborazione interna) del nodo. I nodi il cui valore di "
+"priorità è [i]inferiore[/i] chiamano per primi i loro callback di processo, a "
+"prescindere dall'ordine nell'albero."
+
+msgid ""
+"Change the process thread group order. Groups with a lesser order will "
+"process before groups with a greater order. This is useful when a large "
+"amount of nodes process in sub thread and, afterwards, another group wants to "
+"collect their result in the main thread, as an example."
+msgstr ""
+"Cambia l'ordine del gruppo di thread di processo. I gruppi con un ordine "
+"inferiore saranno elaborati prima dei gruppi con un ordine superiore. Questo "
+"è utile quando una grande quantità di nodi elabora in un thread secondario e, "
+"in seguito, un altro gruppo desidera raccogliere il loro risultato nel thread "
+"principale, ad esempio."
+
+msgid ""
+"The original scene's file path, if the node has been instantiated from a "
+"[PackedScene] file. Only scene root nodes contains this."
+msgstr ""
+"Il percorso del file della scena originale, se il nodo è stato istanziato da "
+"un file [PackedScene]. Solo i nodi radice della scena lo contengono."
+
+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 ""
+"Se [code]true[/code], il nodo è accessibile da qualsiasi nodo che condivide "
+"lo stesso [member owner] o dal [member owner] stesso, con la sintassi "
+"speciale [code]%Name[/code] nel metodo [method get_node].\n"
+"[b]Nota:[/b] Se un altro nodo con lo stesso [member owner] condivide lo "
+"stesso [member name] di questo nodo, l'altro nodo non sarà più accessibile "
+"come univoco."
+
+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 ""
+"Emesso quando il nodo figlio [param node] entra nel [SceneTree], solitamente "
+"perché questo nodo è entrato nell'albero (vedi [signal tree_entered]) o è "
+"stato chiamato [method add_child].\n"
+"Questo segnale viene emesso [i]dopo[/i] [constant NOTIFICATION_ENTER_TREE] e "
+"[signal tree_entered] del nodo figlio."
+
+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 ""
+"Emesso quando il figlio [param node] sta per uscire dal [SceneTree], "
+"solitamente perché questo nodo sta uscendo dall'albero (vedi [signal "
+"tree_exiting]), o perché il figlio [param node] sta per essere rimosso o "
+"liberato.\n"
+"Quando viene ricevuto questo segnale, il figlio [param node] è ancora "
+"accessibile all'interno dell'albero. Questo segnale viene emesso [i]dopo[/i] "
+"[signal tree_exiting] e [constant NOTIFICATION_EXIT_TREE] del figlio."
+
+msgid ""
+"Emitted when the list of children is changed. This happens when child nodes "
+"are added, moved or removed."
+msgstr ""
+"Emesso quando la lista dei figli viene cambiata. Ciò accade quando i nodi "
+"figli vengono aggiunti, spostati o rimossi."
+
msgid "Emitted when the node's editor description field changed."
msgstr "Emesso quando il campo della descrizione dell'editor del nodo cambia."
msgid ""
+"Emitted when the node is considered ready, after [method _ready] is called."
+msgstr ""
+"Emesso quando il nodo è considerato pronto, dopo che [method _ready] è stato "
+"chiamato."
+
+msgid ""
+"Emitted when the node's [member name] is changed, if the node is inside the "
+"tree."
+msgstr ""
+"Emesso quando il [member name] del nodo viene cambiato, se il nodo si trova "
+"all'interno dell'albero."
+
+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 "
+"the original parent node, but [i]before[/i] all original child nodes have "
+"been reparented to [param node]."
+msgstr ""
+"Emesso quando questo nodo viene sostituito da [param node], vedi [method "
+"replace_by].\n"
+"Questo segnale viene emesso [i]dopo[/i] che [param node] è stato aggiunto "
+"come figlio del nodo padre originale, ma [i]prima[/i] che tutti i nodi figlio "
+"originali siano stati riassegnati a [param node]."
+
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
+msgstr ""
+"Emesso quando il nodo entra nell'albero.\n"
+"Questo segnale viene emesso [i]dopo[/i] la notifica corrispondente [constant "
+"NOTIFICATION_ENTER_TREE]."
+
+msgid ""
+"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 ""
+"Emesso dopo che il nodo esce dall'albero e non è più attivo.\n"
+"Questo segnale viene emesso [i]dopo[/i] la notifica corrispondente [constant "
+"NOTIFICATION_EXIT_TREE]."
+
+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 ""
+"Emesso quando il nodo sta per uscire dall'albero. Il nodo è ancora valido. In "
+"quanto tale, questo è il posto giusto per la de-inizializzazione (o un "
+"\"distruttore\", se preferisci).\n"
+"Questo segnale viene emesso [i]dopo[/i] il metodo [method _exit_tree] del "
+"nodo e [i]prima[/i] della notifica corrispondente [constant "
+"NOTIFICATION_EXIT_TREE]."
+
+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 ""
+"Notifica ricevuta quando il nodo entra in uno [SceneTree]. Vedi [method "
+"_enter_tree].\n"
+"Questa notifica viene ricevuta [i]prima[/i] del segnale correlato [signal "
+"tree_entered]."
+
+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 ""
+"Notifica ricevuta quando il nodo sta per uscire da uno [SceneTree]. Vedi "
+"[method _exit_tree].\n"
+"Questa notifica viene ricevuta [i]dopo[/i] il segnale correlato [signal "
+"tree_exiting]."
+
+msgid ""
+"This notification is no longer sent by the engine. Use [constant "
+"NOTIFICATION_CHILD_ORDER_CHANGED] instead."
+msgstr ""
+"Questa notifica non viene più inviata dal motore. Utilizza invece [constant "
+"NOTIFICATION_CHILD_ORDER_CHANGED]."
+
+msgid "Notification received when the node is ready. See [method _ready]."
+msgstr "Notifica ricevuta quando il nodo è pronto. Vedi [method _ready]."
+
+msgid ""
+"Notification received when the node is paused. See [member process_mode]."
+msgstr ""
+"Notifica ricevuta quando il nodo è messo in pausa. Vedi [member process_mode]."
+
+msgid ""
+"Notification received when the node is unpaused. See [member process_mode]."
+msgstr "Notifica ricevuta quando il nodo è ripreso. Vedi [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 ""
+"Notifica ricevuta dall'albero ogni frame di fisica quando [method "
+"is_physics_processing] restituisce [code]true[/code]. Vedi [method "
+"_physics_process]."
+
+msgid ""
+"Notification received from the tree every rendered frame when [method "
+"is_processing] returns [code]true[/code]. See [method _process]."
+msgstr ""
+"Notifica ricevuta dall'albero ogni frame renderizzato quando [method "
+"is_processing] restituisce [code]true[/code]. Vedi [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 ""
+"Notifica ricevuta quando il nodo viene impostato come figlio di un altro nodo "
+"(vedi [method add_child] e [method add_sibling]).\n"
+"[b]Nota:[/b] Questo [i]non[/i] significa che il nodo è entrato nel "
+"[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 ""
+"Notifica ricevuta quando il nodo padre chiama [method remove_child] su questo "
+"nodo.\n"
+"[b]Nota:[/b] Questo [i]non[/i] significa che il nodo è uscito dal [SceneTree]."
+
+msgid ""
+"Notification received [i]only[/i] by the newly instantiated scene root node, "
+"when [method PackedScene.instantiate] is completed."
+msgstr ""
+"Notifica ricevuta [i]solo[/i] dal nodo radice appena istanziato da una scena, "
+"quando [method PackedScene.instantiate] è completato."
+
+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 "
+"[method Control._get_drag_data]) or using [method Control.force_drag].\n"
+"Use [method Viewport.gui_get_drag_data] to get the dragged data."
+msgstr ""
+"Notifica ricevuta quando inizia un'operazione di trascinamento. Tutti i nodi "
+"ricevono questa notifica, non solo quello trascinato.\n"
+"Può essere attivata trascinando un [Control] che fornisce dati di "
+"trascinamento (vedi [method Control._get_drag_data]) o tramite [method "
+"Control.force_drag].\n"
+"Utilizza [method Viewport.gui_get_drag_data] per ottenere i dati trascinati."
+
+msgid ""
+"Notification received when a drag operation ends.\n"
+"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
+msgstr ""
+"Notifica ricevuta al termine di un'operazione di trascinamento.\n"
+"Utilizza [method Viewport.gui_is_drag_successful] per verificare se il "
+"trascinamento è riuscito."
+
+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 ""
+"Notifica ricevuta quando il [member name] del nodo o di uno dei [member name] "
+"dei suoi antenati viene modificato. Questa notifica [i]non[/i] viene ricevuta "
+"quando il nodo viene rimosso dal [SceneTree]."
+
+msgid ""
+"Notification received when the list of children is changed. This happens when "
+"child nodes are added, moved or removed."
+msgstr ""
+"Notifica ricevuta quando la lista dei figli viene modificata. Ciò accade "
+"quando i nodi figli vengono aggiunti, spostati o rimossi."
+
+msgid ""
+"Notification received from the tree every rendered frame when [method "
+"is_processing_internal] returns [code]true[/code]."
+msgstr ""
+"Notifica ricevuta dall'albero per ogni frame renderizzato quando [method "
+"is_processing_internal] restituisce [code]true[/code]."
+
+msgid ""
+"Notification received from the tree every physics frame when [method "
+"is_physics_processing_internal] returns [code]true[/code]."
+msgstr ""
+"Notifica ricevuta dall'albero per ogni frame di fisica quando [method "
+"is_physics_processing_internal] restituisce [code]true[/code]."
+
+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 ""
+"Notifica ricevuta quando il nodo entra nell'albero, appena prima che "
+"[constant NOTIFICATION_READY] possa essere ricevuto. A differenza di "
+"quest'ultimo, viene inviato ogni volta che il nodo entra nell'albero, non "
+"solo una volta."
+
+msgid ""
+"Notification received when the node is disabled. See [constant "
+"PROCESS_MODE_DISABLED]."
+msgstr ""
+"Notifica ricevuta quando il nodo viene disabilitato. Vedi [constant "
+"PROCESS_MODE_DISABLED]."
+
+msgid ""
+"Notification received when the node is enabled again after being disabled. "
+"See [constant PROCESS_MODE_DISABLED]."
+msgstr ""
+"Notifica ricevuta quando il nodo viene nuovamente abilitato dopo essere stato "
+"disabilitato. Vedi [constant PROCESS_MODE_DISABLED]."
+
+msgid ""
+"Notification received when [method reset_physics_interpolation] is called on "
+"the node or its ancestors."
+msgstr ""
+"Notifica ricevuta quando viene chiamato [method reset_physics_interpolation] "
+"sul nodo o sui suoi antenati."
+
+msgid ""
+"Notification received right before the scene with the node is saved in the "
+"editor. This notification is only sent in the Godot editor and will not occur "
+"in exported projects."
+msgstr ""
+"Notifica ricevuta subito prima che la scena con il nodo sia salvata "
+"nell'editor. Questa notifica è inviata solo nell'editor di Godot e non si "
+"verificherà nei progetti esportati."
+
+msgid ""
+"Notification received right after the scene with the node is saved in the "
+"editor. This notification is only sent in the Godot editor and will not occur "
+"in exported projects."
+msgstr ""
+"Notifica ricevuta subito dopo che la scena con il nodo è stata salvata "
+"nell'editor. Questa notifica è inviata solo nell'editor di Godot e non si "
+"verificherà nei progetti esportati."
+
+msgid ""
+"Notification received when the mouse enters the window.\n"
+"Implemented for embedded windows and on desktop and web platforms."
+msgstr ""
+"Notifica ricevuta quando il mouse entra nella finestra.\n"
+"Implementato per finestre incorporate e su piattaforme desktop e web."
+
+msgid ""
+"Notification received when the mouse leaves the window.\n"
+"Implemented for embedded windows and on desktop and web platforms."
+msgstr ""
+"Notifica ricevuta quando il mouse esce dalla finestra.\n"
+"Implementato per finestre incorporate e su piattaforme desktop e web."
+
+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 ""
+"Notifica ricevuta dal sistema operativo quando l'antenato [Window] del nodo è "
+"focalizzato. Questo può essere da un cambio di focus tra due finestre della "
+"stessa istanza del motore, o dal desktop del sistema operativo o da "
+"un'applicazione di terze parti a una finestra del gioco (nel qual caso viene "
+"anche ricevuta [constant NOTIFICATION_APPLICATION_FOCUS_IN]).\n"
+"Un nodo [Window] riceve questa notifica quando è focalizzato."
+
+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 ""
+"Notifica ricevuta dal sistema operativo quando l'antenato [Window] del nodo è "
+"defocalizzato. Questo può essere da un cambio di focus tra due finestre della "
+"stessa istanza del motore, o da una finestra del gioco al desktop del sistema "
+"operativo o a un'applicazione di terze parti (nel qual caso viene anche "
+"ricevuta [constant NOTIFICATION_APPLICATION_FOCUS_OUT]).\n"
+"Un nodo [Window] riceve questa notifica quando è defocalizzato."
+
+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."
+msgstr ""
+"Notifica ricevuta dal sistema operativo quando viene inviata una richiesta di "
+"chiusura (ad esempio, chiusura della finestra con un pulsante \"Chiudi\" o "
+"[kbd]Alt + F4[/kbd]).\n"
+"Implementato su piattaforme desktop."
+
+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 Android."
@@ -49275,9 +50928,416 @@ msgstr ""
"NOTIFICATION_WM_GO_BACK_REQUEST].\n"
"Implementato solo su Android."
+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 ""
+"Notifica ricevuta quando la finestra viene ridimensionata.\n"
+"[b]Nota:[/b] Solo il nodo [Window] ridimensionato riceve questa notifica e "
+"non viene propagata ai nodi figlio."
+
+msgid ""
+"Notification received from the OS when the screen's dots per inch (DPI) scale "
+"is changed. Only implemented on macOS."
+msgstr ""
+"Notifica ricevuta dal sistema operativo quando la scala dei punti per pollice "
+"(DPI) dello schermo viene modificata. Implementata solo su macOS."
+
+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 "
+"it's currently focused or not."
+msgstr ""
+"Notifica ricevuta quando il cursore del mouse entra nell'area visibile della "
+"[Viewport], che non è nascosta dietro altri [Control] o [Window], a "
+"condizione che il suo [member Viewport.gui_disable_input] sia [code]false[/"
+"code] e a prescindere dal fatto che sia attualmente focalizzata o meno."
+
+msgid ""
+"Notification received when the mouse cursor leaves 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 "
+"it's currently focused or not."
+msgstr ""
+"Notifica ricevuta quando il cursore del mouse esce dall'area visibile della "
+"[Viewport], che non è nascosta dietro altri [Control] o [Window], a "
+"condizione che il suo [member Viewport.gui_disable_input] sia [code]false[/"
+"code] e a prescindere dal fatto che sia attualmente focalizzata o meno."
+
+msgid ""
+"Notification received from the OS when the application is exceeding its "
+"allocated memory.\n"
+"Implemented only on iOS."
+msgstr ""
+"Notifica ricevuta dal sistema operativo quando l'applicazione sta eccedendo "
+"la sua memoria allocata.\n"
+"Implementato solo su iOS."
+
+msgid ""
+"Notification received when translations may have changed. Can be triggered by "
+"the user changing the locale, changing [member auto_translate_mode] or when "
+"the node enters the scene tree. Can be used to respond to language changes, "
+"for example to change the UI strings on the fly. Useful when working with the "
+"built-in translation support, like [method Object.tr].\n"
+"[b]Note:[/b] This notification is received alongside [constant "
+"NOTIFICATION_ENTER_TREE], so if you are instantiating a scene, the child "
+"nodes will not be initialized yet. You can use it to setup translations for "
+"this node, child nodes created from script, or if you want to access child "
+"nodes added in the editor, make sure the node is ready using [method "
+"is_node_ready].\n"
+"[codeblock]\n"
+"func _notification(what):\n"
+" if what == NOTIFICATION_TRANSLATION_CHANGED:\n"
+" if not is_node_ready():\n"
+" await ready # Wait until ready signal.\n"
+" $Label.text = atr(\"%d Bananas\") % banana_counter\n"
+"[/codeblock]"
+msgstr ""
+"Notifica ricevuta quando le traduzioni potrebbero essere cambiate. Può essere "
+"attivata dall'utente che cambia le impostazioni locali, cambiando [member "
+"auto_translate_mode] o quando il nodo entra nell'albero della scena. Può "
+"essere utilizzata per rispondere alle modifiche della lingua, ad esempio per "
+"cambiare le stringhe dell'interfaccia utente al volo. Utile quando si lavora "
+"con il supporto di traduzione integrato, come [method Object.tr].\n"
+"[b]Nota:[/b] Questa notifica viene ricevuta insieme a [constant "
+"NOTIFICATION_ENTER_TREE], quindi se si sta creando un'istanza di una scena, i "
+"nodi figli non saranno ancora inizializzati. È possibile utilizzarla per "
+"impostare le traduzioni per questo nodo, i nodi figli creati dallo script o, "
+"se si desidera accedere ai nodi figli aggiunti nell'editor, assicurarsi che "
+"il nodo sia pronto tramite [method is_node_ready].\n"
+"[codeblock]\n"
+"func _notification(what):\n"
+" if what == NOTIFICATION_TRANSLATION_CHANGED:\n"
+" if not is_node_ready():\n"
+" await ready # Attendi il segnale ready.\n"
+" $Label.text = atr(\"%d Bananas\") % banana_counter\n"
+"[/codeblock]"
+
+msgid ""
+"Notification received from the OS when a request for \"About\" information is "
+"sent.\n"
+"Implemented only on macOS."
+msgstr ""
+"Notifica ricevuta dal sistema operativo quando viene inviata una richiesta "
+"per le informazioni \"About\".\n"
+"Implementato solo su macOS."
+
+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 ""
+"Notifica ricevuta dal gestore dei crash di Godot quando il motore sta per "
+"arrestarsi.\n"
+"Implementato su piattaforme desktop, se il gestore dei crash è abilitato."
+
+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 ""
+"Notifica ricevuta dal sistema operativo quando si verifica un aggiornamento "
+"dell'Input Method Engine (ad esempio, modifica della posizione del cursore "
+"IME o della stringa di composizione).\n"
+"Implementato solo su macOS."
+
+msgid "Notification received when the [TextServer] is changed."
+msgstr "Notifica ricevuta quando il [TextServer] viene modificato."
+
+msgid ""
+"Inherits [member process_mode] from the node's parent. This is the default "
+"for any newly created node."
+msgstr ""
+"Eredita [member process_mode] dal nodo padre. Questa è l'impostazione "
+"predefinita per qualsiasi nodo appena creato."
+
+msgid ""
+"Stops processing when [member SceneTree.paused] is [code]true[/code]. This is "
+"the inverse of [constant PROCESS_MODE_WHEN_PAUSED], and the default for the "
+"root node."
+msgstr ""
+"Interrompe l'elaborazione quando [member SceneTree.paused] è [code]true[/"
+"code]. Questo è l'inverso di [constant PROCESS_MODE_WHEN_PAUSED] e "
+"l'impostazione predefinita per il nodo radice."
+
+msgid ""
+"Process [b]only[/b] when [member SceneTree.paused] is [code]true[/code]. This "
+"is the inverse of [constant PROCESS_MODE_PAUSABLE]."
+msgstr ""
+"Elabora [b]solo[/b] quando [member SceneTree.paused] è [code]true[/code]. "
+"Questo è l'inverso di [constant PROCESS_MODE_PAUSABLE]."
+
+msgid ""
+"Always process. Keeps processing, ignoring [member SceneTree.paused]. This is "
+"the inverse of [constant PROCESS_MODE_DISABLED]."
+msgstr ""
+"Elabora sempre. Continua a elaborare, ignorando [member SceneTree.paused]. "
+"Questo è l'inverso di [constant PROCESS_MODE_DISABLED]."
+
+msgid ""
+"Never process. Completely disables processing, ignoring [member SceneTree."
+"paused]. This is the inverse of [constant PROCESS_MODE_ALWAYS]."
+msgstr ""
+"Non elaborare mai. Disattiva completamente l'elaborazione, ignorando [member "
+"SceneTree.paused]. Questo è l'inverso di [constant PROCESS_MODE_ALWAYS]."
+
+msgid ""
+"Process this node based on the thread group mode of the first parent (or "
+"grandparent) node that has a thread group mode that is not inherit. See "
+"[member process_thread_group] for more information."
+msgstr ""
+"Elabora questo nodo in base alla modalità di gruppo thread del primo nodo "
+"genitore (o antenato) che ha una modalità di gruppo thread che non è "
+"ereditata. Vedi [member process_thread_group] per ulteriori informazioni."
+
+msgid ""
+"Process this node (and child nodes set to inherit) on the main thread. See "
+"[member process_thread_group] for more information."
+msgstr ""
+"Elabora questo nodo (e i nodi figlio impostati per ereditare) sul thread "
+"principale. Vedi [member process_thread_group] per ulteriori informazioni."
+
+msgid ""
+"Process this node (and child nodes set to inherit) on a sub-thread. See "
+"[member process_thread_group] for more information."
+msgstr ""
+"Elabora questo nodo (e i nodi figlio impostati per ereditare) su un thread "
+"secondario. Vedi [member process_thread_group] per ulteriori informazioni."
+
+msgid ""
+"Allows this node to process threaded messages created with [method "
+"call_deferred_thread_group] right before [method _process] is called."
+msgstr ""
+"Consente a questo nodo di elaborare messaggi da thread creati con [method "
+"call_deferred_thread_group] subito prima che sia chiamato [method _process]."
+
+msgid ""
+"Allows this node to process threaded messages created with [method "
+"call_deferred_thread_group] right before [method _physics_process] is called."
+msgstr ""
+"Consente a questo nodo di elaborare messaggi da thread creati con [method "
+"call_deferred_thread_group] subito prima che sia chiamato [method "
+"_physics_process]."
+
+msgid ""
+"Allows this node to process threaded messages created with [method "
+"call_deferred_thread_group] right before either [method _process] or [method "
+"_physics_process] are called."
+msgstr ""
+"Consente a questo nodo di elaborare messaggi da thread creati con [method "
+"call_deferred_thread_group] subito prima che sia chiamato [method _process] o "
+"[method _physics_process]."
+
+msgid ""
+"Inherits [member physics_interpolation_mode] from the node's parent. This is "
+"the default for any newly created node."
+msgstr ""
+"Eredita [member physics_interpolation_mode] dal nodo padre. Questa è "
+"l'impostazione predefinita per qualsiasi nodo appena creato."
+
+msgid ""
+"Enables physics interpolation for this node and for children set to [constant "
+"PHYSICS_INTERPOLATION_MODE_INHERIT]. This is the default for the root node."
+msgstr ""
+"Abilita l'interpolazione fisica per questo nodo e per i figli impostati su "
+"[constant PHYSICS_INTERPOLATION_MODE_INHERIT]. Questa è l'impostazione "
+"predefinita per il nodo radice."
+
+msgid ""
+"Disables physics interpolation for this node and for children set to "
+"[constant PHYSICS_INTERPOLATION_MODE_INHERIT]."
+msgstr ""
+"Disabilita l'interpolazione fisica per questo nodo e per i nodi figlio "
+"impostati su [constant PHYSICS_INTERPOLATION_MODE_INHERIT]."
+
+msgid "Duplicate the node's signal connections."
+msgstr "Duplica le connessioni del segnale del nodo."
+
+msgid "Duplicate the node's groups."
+msgstr "Duplica i gruppi del nodo."
+
+msgid ""
+"Duplicate the node's script (also overriding the duplicated children's "
+"scripts, if combined with [constant DUPLICATE_USE_INSTANTIATION])."
+msgstr ""
+"Duplica lo script del nodo (sovrascrivendo anche gli script dei figli "
+"duplicati, se combinato con [constant DUPLICATE_USE_INSTANTIATION])."
+
+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 ""
+"Duplica utilizzando [method PackedScene.instantiate]. Se il nodo proviene da "
+"una scena salvata su disco, riutilizza [method PackedScene.instantiate] come "
+"base per il nodo duplicato e i suoi figli."
+
+msgid "The node will not be internal."
+msgstr "Il nodo non sarà interno."
+
+msgid ""
+"The node will be placed at the beginning of the parent's children, before any "
+"non-internal sibling."
+msgstr ""
+"Il nodo sarà posizionato all'inizio dei figli del genitore, prima di "
+"qualsiasi fratello non interno."
+
+msgid ""
+"The node will be placed at the end of the parent's children, after any non-"
+"internal sibling."
+msgstr ""
+"Il nodo sarà posizionato alla fine dei figli del genitore, dopo qualsiasi "
+"fratello non interno."
+
+msgid ""
+"Inherits [member auto_translate_mode] from the node's parent. This is the "
+"default for any newly created node."
+msgstr ""
+"Eredita [member auto_translate_mode] dal nodo padre. Questa è l'impostazione "
+"predefinita per qualsiasi nodo appena creato."
+
+msgid ""
+"Always automatically translate. This is the inverse of [constant "
+"AUTO_TRANSLATE_MODE_DISABLED], and the default for the root node."
+msgstr ""
+"Traduci sempre automaticamente. Questo è l'inverso di [constant "
+"AUTO_TRANSLATE_MODE_DISABLED], ed è l'impostazione predefinita per il nodo "
+"radice."
+
+msgid ""
+"Never automatically translate. This is the inverse of [constant "
+"AUTO_TRANSLATE_MODE_ALWAYS].\n"
+"String parsing for POT generation will be skipped for this node and children "
+"that are set to [constant AUTO_TRANSLATE_MODE_INHERIT]."
+msgstr ""
+"Non tradurre mai automaticamente. Questo è l'inverso di [constant "
+"AUTO_TRANSLATE_MODE_ALWAYS].\n"
+"L'analisi delle stringhe per la generazione di POT sarà saltata per questo "
+"nodo e per i figli impostati su [constant AUTO_TRANSLATE_MODE_INHERIT]."
+
+msgid ""
+"A 2D game object, inherited by all 2D-related nodes. Has a position, "
+"rotation, scale, and Z index."
+msgstr ""
+"Un oggetto di gioco 2D, ereditato da tutti i nodi correlati al 2D. Ha una "
+"posizione, una rotazione, una scala e un indice Z."
+
+msgid ""
+"A 2D game object, with a transform (position, rotation, and scale). All 2D "
+"nodes, including physics objects and sprites, inherit from Node2D. Use Node2D "
+"as a parent node to move, scale and rotate children in a 2D project. Also "
+"gives control of the node's render order."
+msgstr ""
+"Un oggetto di gioco 2D, con una trasformazione (posizione, rotazione e "
+"scala). Tutti i nodi 2D, inclusi gli oggetti fisici e gli sprite, ereditano "
+"da Node2D. Utilizza Node2D come nodo padre per spostare, scalare e ruotare i "
+"figli in un progetto 2D. Fornisce inoltre il controllo dell'ordine di "
+"rendering del nodo."
+
+msgid "All 2D Demos"
+msgstr "Tutte le demo 2D"
+
+msgid "Multiplies the current scale by the [param ratio] vector."
+msgstr "Moltiplica la scala attuale per il vettore [param ratio]."
+
+msgid ""
+"Returns the angle between the node and the [param point] in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"node2d_get_angle_to.png]Illustration of the returned angle.[/url]"
+msgstr ""
+"Restituisce l'angolo tra il nodo e il punto [param point] in radianti.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"node2d_get_angle_to.png]Illustrazione dell'angolo restituito.[/url]"
+
+msgid "Returns the [Transform2D] relative to this node's parent."
+msgstr "Restituisce il [Transform2D] relativo al nodo padre di questo nodo."
+
+msgid "Adds the [param offset] vector to the node's global position."
+msgstr "Aggiunge il vettore [param offset] alla posizione globale del nodo."
+
+msgid ""
+"Rotates the node so that its local +X axis points towards the [param point], "
+"which is expected to use global coordinates.\n"
+"[param point] should not be the same as the node's position, otherwise the "
+"node always looks to the right."
+msgstr ""
+"Ruota il nodo in modo che il suo asse +X locale punti verso il punto [param "
+"point], che dovrebbe utilizzare coordinate globali.\n"
+"[param point] non dovrebbe essere uguale alla posizione del nodo, altrimenti "
+"il nodo guarda sempre a destra."
+
+msgid ""
+"Applies a local translation on the node's X axis based on the [method Node."
+"_process]'s [param delta]. If [param scaled] is [code]false[/code], "
+"normalizes the movement."
+msgstr ""
+"Applica una traslazione locale sull'asse X del nodo in base al [param delta] "
+"di [method Node._process]. Se [param scaled] è [code]false[/code], normalizza "
+"il movimento."
+
+msgid ""
+"Applies a local translation on the node's Y axis based on the [method Node."
+"_process]'s [param delta]. If [param scaled] is [code]false[/code], "
+"normalizes the movement."
+msgstr ""
+"Applica una traslazione locale sull'asse Y del nodo in base al [param delta] "
+"di [method Node._process]. Se [param scaled] è [code]false[/code], normalizza "
+"il movimento."
+
+msgid ""
+"Applies a rotation to the node, in radians, starting from its current "
+"rotation."
+msgstr ""
+"Applica una rotazione al nodo, in radianti, a partire dalla sua rotazione "
+"attuale."
+
+msgid ""
+"Transforms the provided local position into a position in global coordinate "
+"space. The input is expected to be local relative to the [Node2D] it is "
+"called on. e.g. Applying this method to the positions of child nodes will "
+"correctly transform their positions into the global coordinate space, but "
+"applying it to a node's own position will give an incorrect result, as it "
+"will incorporate the node's own transformation into its global position."
+msgstr ""
+"Trasforma la posizione locale fornita in una posizione nello spazio di "
+"coordinate globali. L'input dovrebbe essere locale rispetto al [Node2D] su "
+"cui viene chiamato. Ad esempio, applicando questo metodo alle posizioni dei "
+"nodi figli, le loro posizioni saranno trasformate correttamente nello spazio "
+"di coordinate globali, ma applicandolo alla posizione del nodo stesso si "
+"otterrà un risultato non corretto, poiché incorporerà la trasformazione del "
+"nodo stesso nella sua posizione globale."
+
+msgid ""
+"Transforms the provided global position into a position in local coordinate "
+"space. The output will be local relative to the [Node2D] it is called on. e."
+"g. It is appropriate for determining the positions of child nodes, but it is "
+"not appropriate for determining its own position relative to its parent."
+msgstr ""
+"Trasforma la posizione globale fornita in una posizione nello spazio delle "
+"coordinate locali. L'output sarà locale rispetto al [Node2D] su cui viene "
+"chiamato. Ad esempio, è appropriato per determinare le posizioni dei nodi "
+"figli, ma non è appropriato per determinare la propria posizione rispetto al "
+"proprio genitore."
+
+msgid "Translates the node by the given [param offset] in local coordinates."
+msgstr ""
+"Trasla il nodo in base a [param offset] specificato in coordinate locali."
+
msgid "Global position."
msgstr "Posizione globale."
+msgid "Global rotation in radians."
+msgstr "Rotazione globale in radianti."
+
+msgid ""
+"Helper property to access [member global_rotation] in degrees instead of "
+"radians."
+msgstr ""
+"Proprietà di supporto per accedere a [member global_rotation] in gradi "
+"anziché in radianti."
+
msgid "Global scale."
msgstr "Scala globale."
@@ -49287,31 +51347,956 @@ msgstr "Inclinazione globale in radianti."
msgid "Global [Transform2D]."
msgstr "[Transform2D] globale."
+msgid "Position, relative to the node's parent."
+msgstr "La posizione, relativa al nodo genitore."
+
+msgid ""
+"Rotation in radians, relative to the node's parent.\n"
+"[b]Note:[/b] This property is edited in the inspector in degrees. If you want "
+"to use degrees in a script, use [member rotation_degrees]."
+msgstr ""
+"Rotazione in radianti, relativa al genitore del nodo.\n"
+"[b]Nota:[/b] Questa proprietà è modificata nell'ispettore in gradi. Se vuoi "
+"usare i gradi in uno script, usa [member rotation_degrees]."
+
+msgid ""
+"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
+"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, negative scales on the X axis will be "
+"changed to negative scales on the Y axis and a rotation of 180 degrees when "
+"decomposed."
+msgstr ""
+"La scala del nodo. Valore non scalato: [code](1, 1)[/code].\n"
+"[b]Nota:[/b] Le scale X negative in 2D non sono scomponibili dalla matrice di "
+"trasformazione. A causa del modo in cui la scala è rappresentata con le "
+"matrici di trasformazione in Godot, le scale negative sull'asse X saranno "
+"modificate in scale negative sull'asse Y e una rotazione di 180 gradi quando "
+"scomposte."
+
+msgid ""
+"Slants the node.\n"
+"[b]Note:[/b] Skew is X axis only."
+msgstr ""
+"Inclina il nodo.\n"
+"[b]Nota:[/b] L'inclinazione è solo sull'asse X."
+
msgid "Local [Transform2D]."
msgstr "[Transform2D] locale."
+msgid "Most basic 3D game object, parent of all 3D-related nodes."
+msgstr ""
+"L'oggetto di gioco 3D più basilare, ereditato da tutti i nodi correlati al 3D."
+
+msgid ""
+"Most basic 3D game object, with a [Transform3D] and visibility settings. All "
+"other 3D game objects inherit from [Node3D]. Use [Node3D] as a parent node to "
+"move, scale, rotate and show/hide children in a 3D project.\n"
+"Affine operations (rotate, scale, translate) happen in parent's local "
+"coordinate system, unless the [Node3D] object is set as top-level. Affine "
+"operations in this coordinate system correspond to direct affine operations "
+"on the [Node3D]'s transform. The word local below refers to this coordinate "
+"system. The coordinate system that is attached to the [Node3D] object itself "
+"is referred to as object-local coordinate system.\n"
+"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
+"parameters must have angles specified as [i]radians[/i]. To convert degrees "
+"to radians, use [method @GlobalScope.deg_to_rad].\n"
+"[b]Note:[/b] Be aware that \"Spatial\" nodes are now called \"Node3D\" "
+"starting with Godot 4. Any Godot 3.x references to \"Spatial\" nodes refer to "
+"\"Node3D\" in Godot 4."
+msgstr ""
+"L'oggetto di gioco 3D più basilare, con un [Transform3D] e impostazioni di "
+"visibilità. Tutti gli altri oggetti di gioco 3D ereditano da [Node3D]. Usa "
+"[Node3D] come nodo genitore per spostare, ridimensionare, ruotare e mostrare "
+"o nascondere i figli in un progetto 3D.\n"
+"Le operazioni affini (ruotare, ridimensionare, traslare) avvengono nel "
+"sistema di coordinate locale del genitore, a meno che l'oggetto [Node3D] non "
+"sia impostato come di livello superiore. Le operazioni affini in questo "
+"sistema di coordinate corrispondono alle operazioni affini dirette sulla "
+"trasformazione di [Node3D]. La parola \"locale\" di seguito si riferisce a "
+"questo sistema di coordinate. Il sistema di coordinate che è associato "
+"all'oggetto [Node3D] stesso è definito sistema di coordinate locale "
+"dell'oggetto.\n"
+"[b]Nota:[/b] Salvo diversamente specificato, tutti i metodi che hanno "
+"parametri di angolo devono avere angoli specificati come [i]radianti[/i]. Per "
+"convertire i gradi in radianti, usa [method @GlobalScope.deg_to_rad].\n"
+"[b]Nota:[/b] Tieni presente che i nodi \"Spaziali\" ora sono chiamati "
+"\"Node3D\" a partire da Godot 4. Tutti i riferimenti Godot 3.x ai nodi "
+"\"Spaziali\" si riferiscono a \"Node3D\" in Godot 4."
+
msgid "Introduction to 3D"
msgstr "Introduzione al 3D"
+msgid "All 3D Demos"
+msgstr "Tutte le demo 3D"
+
msgid "Clear all gizmos attached to this [Node3D]."
msgstr "Cancella tutto gizmo attaccati a questo [Node3D]."
msgid "Returns all the gizmos attached to this [Node3D]."
msgstr "Restituisce tutti i gizmo attaccati a questo [Node3D]."
+msgid ""
+"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local "
+"transformation scale."
+msgstr ""
+"Restituisce se questo nodo utilizza una scala di [code](1, 1, 1)[/code] o la "
+"sua scala di trasformazione locale."
+
+msgid ""
+"Returns whether the node notifies about its global and local transformation "
+"changes. [Node3D] will not propagate this by default."
+msgstr ""
+"Restituisce se il nodo notifica le modifiche alla sua trasformazione globale "
+"e locale. Per impostazione predefinita, [Node3D] non propagherà questa "
+"informazione."
+
+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."
+msgstr ""
+"Restituisce [code]true[/code] se il nodo è presente nel [SceneTree], la sua "
+"proprietà [member visible] è [code]true[/code] e tutti i suoi antenati sono "
+"visibili. Se un antenato è nascosto, questo nodo non sarà visibile "
+"nell'albero della scena."
+
+msgid ""
+"Rotates the node so that the local forward axis (-Z, [constant Vector3."
+"FORWARD]) points toward the [param target] position.\n"
+"The local up axis (+Y) points as close to the [param up] vector as possible "
+"while staying perpendicular to the local forward axis. The resulting "
+"transform is orthogonal, and the scale is preserved. Non-uniform scaling may "
+"not work correctly.\n"
+"The [param target] position cannot be the same as the node's position, the "
+"[param up] vector cannot be zero, and the direction from the node's position "
+"to the [param target] vector cannot be parallel to the [param up] vector.\n"
+"Operations take place in global space, which means that the node must be in "
+"the scene tree.\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 ""
+"Ruota il nodo in modo che l'asse locale in avanti (-Z, [constant Vector3."
+"FORWARD]) punti verso la posizione [param target].\n"
+"L'asse locale in alto (+Y) punta il più vicino possibile al vettore [param "
+"up], pur rimanendo perpendicolare all'asse locale in avanti. La "
+"trasformazione risultante è ortogonale e la scala è conservata. Una scalatura "
+"non uniforme potrebbe non funzionare correttamente.\n"
+"La posizione [param target] non può essere la stessa della posizione del "
+"nodo, il vettore [param up] non può essere zero e la direzione dalla "
+"posizione del nodo al vettore [param target] non può essere parallela al "
+"vettore [param up].\n"
+"Le operazioni avvengono nello spazio globale, il che significa che il nodo "
+"deve essere nell'albero di scene.\n"
+"Se [param use_model_front] è [code]true[/code], l'asse +Z (asset front) viene "
+"trattato come in avanti (implica che +X sia a sinistra) e punta verso la "
+"posizione [param target]. Per impostazione predefinita, l'asse -Z (avanti per "
+"la telecamera) viene trattato come in avanti (implica che +X sia a destra)."
+
+msgid ""
+"Moves the node to the specified [param position], and then rotates the node "
+"to point toward the [param target] as per [method look_at]. Operations take "
+"place in global space."
+msgstr ""
+"Sposta il nodo nella posizione [param position], quindi ruota il nodo in modo "
+"che punti verso [param target] come da [method look_at]. Le operazioni "
+"avvengono nello spazio globale."
+
+msgid ""
+"Resets this node's transformations (like scale, skew and taper) preserving "
+"its rotation and translation by performing Gram-Schmidt orthonormalization on "
+"this node's [Transform3D]."
+msgstr ""
+"Ripristina le trasformazioni di questo nodo (come scala, inclinazione e "
+"conicità) preservandone la rotazione e la traslazione eseguendo "
+"l'ortonormalizzazione di Gram-Schmidt sul [Transform3D] di questo nodo."
+
+msgid ""
+"Rotates the local transformation around axis, a unit [Vector3], by specified "
+"angle in radians."
+msgstr ""
+"Ruota la trasformazione locale attorno all'asse, un [Vector3] unitario, per "
+"l'angolo specificato in radianti."
+
+msgid ""
+"Rotates the local transformation around axis, a unit [Vector3], by specified "
+"angle in radians. The rotation axis is in object-local coordinate system."
+msgstr ""
+"Ruota la trasformazione locale attorno all'asse, un [Vector3] unitario, per "
+"l'angolo specificato in radianti. L'asse di rotazione è nel sistema di "
+"coordinate locale dell'oggetto."
+
+msgid "Rotates the local transformation around the X axis by angle in radians."
+msgstr ""
+"Ruota la trasformazione locale attorno all'asse X per l'angolo in radianti."
+
+msgid "Rotates the local transformation around the Y axis by angle in radians."
+msgstr ""
+"Ruota la trasformazione locale attorno all'asse Y per l'angolo in radianti."
+
+msgid "Rotates the local transformation around the Z axis by angle in radians."
+msgstr ""
+"Ruota la trasformazione locale attorno all'asse Z per l'angolo in radianti."
+
+msgid ""
+"Scales the local transformation by given 3D scale factors in object-local "
+"coordinate system."
+msgstr ""
+"Scala la trasformazione locale in base ai fattori di scala 3D specificati nel "
+"sistema di coordinate locale dell'oggetto."
+
+msgid ""
+"Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local "
+"transformation scale. Changes to the local transformation scale are preserved."
+msgstr ""
+"Imposta se il nodo utilizza una scala di [code](1, 1, 1)[/code] o la sua "
+"scala di trasformazione locale. Le modifiche alla scala di trasformazione "
+"locale sono conservate."
+
+msgid ""
+"Reset all transformations for this node (sets its [Transform3D] to the "
+"identity matrix)."
+msgstr ""
+"Ripristina tutte le trasformazioni per questo nodo (imposta il suo "
+"[Transform3D] sulla matrice d'identità)."
+
+msgid ""
+"Sets whether the node ignores notification that its transformation (global or "
+"local) changed."
+msgstr ""
+"Imposta se il nodo ignora la notifica che la sua trasformazione (globale o "
+"locale) è cambiata."
+
+msgid ""
+"Sets whether the node notifies about its local transformation changes. "
+"[Node3D] will not propagate this by default."
+msgstr ""
+"Imposta se il nodo deve notificare le modifiche alla trasformazione locale. "
+"Per impostazione predefinita, [Node3D] non propagherà questa impostazione."
+
+msgid ""
+"Sets whether the node notifies about its global and local transformation "
+"changes. [Node3D] will not propagate this by default, unless it is in the "
+"editor context and it has a valid gizmo."
+msgstr ""
+"Imposta se il nodo notifica le modifiche alle sue trasformazioni globali e "
+"locali. [Node3D] non propagherà questa impostazione per impostazione "
+"predefinita, a meno che non si trovi nel contesto dell'editor e abbia un "
+"gizmo valido."
+
+msgid ""
+"Set subgizmo selection for this node in the editor.\n"
+"[b]Note:[/b] The gizmo object would typically be an instance of "
+"[EditorNode3DGizmo], but the argument type is kept generic to avoid creating "
+"a dependency on editor classes in [Node3D]."
+msgstr ""
+"Imposta la selezione del subgizmo per questo nodo nell'editor.\n"
+"[b]Nota:[/b] L'oggetto gizmo sarebbe in genere un'istanza di "
+"[EditorNode3DGizmo], ma il tipo di argomento è mantenuto generico per evitare "
+"di creare una dipendenza dalle classi dell'editor in [Node3D]."
+
+msgid ""
+"Enables rendering of this node. Changes [member visible] to [code]true[/code]."
+msgstr ""
+"Abilita il rendering di questo nodo. Cambia [member visible] a [code]true[/"
+"code]."
+
+msgid ""
+"Transforms [param local_point] from this node's local space to world space."
+msgstr ""
+"Trasforma il punto [param local_point] dallo spazio locale di questo nodo "
+"allo spazio mondiale."
+
+msgid ""
+"Transforms [param global_point] from world space to this node's local space."
+msgstr ""
+"Trasforma il punto [param global_point] dallo spazio mondiale allo spazio "
+"locale di questo nodo."
+
+msgid ""
+"Changes the node's position by the given offset [Vector3].\n"
+"Note that the translation [param offset] is affected by the node's scale, so "
+"if scaled by e.g. [code](10, 1, 1)[/code], a translation by an offset of "
+"[code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) to the X "
+"coordinate."
+msgstr ""
+"Modifica la posizione del nodo in base all'offset specificato come "
+"[Vector3].\n"
+"Nota che l'[param offset] di traslazione è influenzato dalla scala del nodo, "
+"quindi se ridimensionato ad esempio di [code](10, 1, 1)[/code], una "
+"traslazione di un offset di [code](2, 0, 0)[/code] aggiungerebbe in realtà 20 "
+"([code]2 * 10[/code]) alla coordinata X."
+
+msgid ""
+"Changes the node's position by the given offset [Vector3] in local space."
+msgstr ""
+"Modifica la posizione del nodo in base all'offset specificato come [Vector3] "
+"nello spazio locale."
+
msgid "Updates all the [Node3D] gizmos attached to this node."
msgstr "Aggiorna tutti i gizmo per [Node3D] attaccati a questo nodo."
+msgid ""
+"Basis of the [member transform] property. Represents the rotation, scale, and "
+"shear of this node."
+msgstr ""
+"Base della proprietà [member transform]. Rappresenta la rotazione, la scala e "
+"l'inclinazione di questo nodo."
+
+msgid ""
+"Global basis of this node. This is equivalent to [code]global_transform."
+"basis[/code]."
+msgstr ""
+"Base globale di questo nodo. Equivale a [code]global_transform.basis[/code]."
+
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+"La posizione globale di questo nodo. Equivale a [code]global_transform."
+"origin[/code]."
+
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters of "
+"the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+"Parte della rotazione della trasformazione globale in radianti, specificata "
+"in termini di angoli di Eulero YXZ nel formato (angolo X, angolo Y, angolo "
+"Z).\n"
+"[b]Nota:[/b] In senso matematico, la rotazione è una matrice e non un "
+"vettore. I tre angoli di Eulero, che sono i tre parametri indipendenti della "
+"parametrizzazione dell'angolo di Eulero della matrice di rotazione, sono "
+"memorizzati in una struttura dati [Vector3] non perché la rotazione è un "
+"vettore, ma solo perché [Vector3] esiste come una comoda struttura dati per "
+"memorizzare 3 numeri in virgola mobile. Pertanto, applicare operazioni affini "
+"sul \"vettore\" di rotazione non è significativo."
+
+msgid "World3D space (global) [Transform3D] of this node."
+msgstr "[Transform3D] nello spazio del World3D (globale) di questo nodo."
+
+msgid ""
+"Local position or translation of this node relative to the parent. This is "
+"equivalent to [code]transform.origin[/code]."
+msgstr ""
+"Posizione locale o traslazione di questo nodo rispetto al genitore. Equivale "
+"a [code]transform.origin[/code]."
+
+msgid ""
+"Access to the node rotation as a [Quaternion]. This property is ideal for "
+"tweening complex rotations."
+msgstr ""
+"Accesso alla rotazione del nodo come [Quaternion]. Questa proprietà è ideale "
+"per l'interpolazione di rotazioni complesse."
+
+msgid ""
+"Rotation part of the local transformation in radians, specified in terms of "
+"Euler angles. The angles construct a rotation in the order specified by the "
+"[member rotation_order] property.\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters of "
+"the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful.\n"
+"[b]Note:[/b] This property is edited in the inspector in degrees. If you want "
+"to use degrees in a script, use [member rotation_degrees]."
+msgstr ""
+"Parte di rotazione della trasformazione locale in radianti, specificata in "
+"termini di angoli di Eulero. Gli angoli costruiscono una rotazione "
+"nell'ordine specificato dalla proprietà [member rotation_order].\n"
+"[b]Nota:[/b] In senso matematico, la rotazione è una matrice e non un "
+"vettore. I tre angoli di Eulero, che sono i tre parametri indipendenti della "
+"parametrizzazione dell'angolo di Eulero della matrice di rotazione, sono "
+"memorizzati in una struttura dati [Vector3] non perché la rotazione è un "
+"vettore, ma solo perché [Vector3] esiste come una comoda struttura dati per "
+"memorizzare 3 numeri in virgola mobile. Pertanto, applicare operazioni affini "
+"sul \"vettore\" di rotazione non è significativo.\n"
+"[b]Nota:[/b] Questa proprietà è modificata nell'ispettore in gradi. Se si "
+"desidera utilizzare i gradi in uno script, utilizza [member rotation_degrees]."
+
+msgid "Specify how rotation (and scale) will be presented in the editor."
+msgstr ""
+"Specifica come la rotazione (e la scala) saranno presentate nell'editor."
+
+msgid ""
+"Specify the axis rotation order of the [member rotation] property. The final "
+"orientation is constructed by rotating the Euler angles in the order "
+"specified by this property."
+msgstr ""
+"Specificare l'ordine di rotazione delle assi della proprietà [member "
+"rotation]. L'orientamento finale è costruito ruotando gli angoli di Eulero "
+"nell'ordine specificato da questa proprietà."
+
+msgid ""
+"Scale part of the local transformation.\n"
+"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
+"transformation matrix. Due to the way scale is represented with "
+"transformation matrices in Godot, the scale values will either be all "
+"positive or all negative.\n"
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
+"property. For example, [Light3D]s are not visually affected by [member scale]."
+msgstr ""
+"Parte di scala della trasformazione locale.\n"
+"[b]Nota:[/b] Le scale negative miste in 3D non sono scomponibili dalla "
+"matrice di trasformazione. A causa del modo in cui la scala è rappresentata "
+"con le matrici di trasformazione in Godot, i valori di scala saranno tutti "
+"positivi o tutti negativi.\n"
+"[b]Nota:[/b] Non tutti i nodi sono ridimensionati visivamente dalla proprietà "
+"[member scale]. Ad esempio, i [Light3D] non sono influenzati visivamente da "
+"[member scale]."
+
+msgid ""
+"If [code]true[/code], the node will not inherit its transformations from its "
+"parent. Node transformations are only in global space."
+msgstr ""
+"Se [code]true[/code], il nodo non erediterà le sue trasformazioni dal suo "
+"genitore. Le trasformazioni del nodo sono solo nello spazio globale."
+
+msgid "Local space [Transform3D] of this node, with respect to the parent node."
+msgstr ""
+"[Transform3D] nello spazio locale di questo nodo, rispetto al nodo padre."
+
+msgid ""
+"Defines the visibility range parent for this node and its subtree. The "
+"visibility parent must be a GeometryInstance3D. Any visual instance will only "
+"be visible if the visibility parent (and all of its visibility ancestors) is "
+"hidden by being closer to the camera than its own [member GeometryInstance3D."
+"visibility_range_begin]. Nodes hidden via the [member Node3D.visible] "
+"property are essentially removed from the visibility dependency tree, so "
+"dependent instances will not take the hidden node or its ancestors into "
+"account."
+msgstr ""
+"Definisce il genitore dell'intervallo di visibilità per questo nodo e il suo "
+"sottoalbero. Il genitore di visibilità deve essere un GeometryInstance3D. "
+"Qualsiasi istanza visiva sarà visibile solo se il genitore di visibilità (e "
+"tutti i suoi antenati di visibilità) è nascosto perché più vicino alla "
+"telecamera rispetto al suo [member GeometryInstance3D."
+"visibility_range_begin]. I nodi nascosti tramite la proprietà [member Node3D."
+"visible] sono essenzialmente rimossi dall'albero delle dipendenze di "
+"visibilità, quindi le istanze dipendenti non terranno conto del nodo nascosto "
+"o dei suoi antenati."
+
+msgid ""
+"If [code]true[/code], this node is drawn. The node is only visible if all of "
+"its ancestors are visible as well (in other words, [method "
+"is_visible_in_tree] must return [code]true[/code])."
+msgstr ""
+"Se [code]true[/code], questo nodo è disegnato. Il nodo è visibile solo se "
+"sono visibili anche tutti i suoi antenati (in altre parole, [method "
+"is_visible_in_tree] deve restituire [code]true[/code])."
+
+msgid "Emitted when node visibility changes."
+msgstr "Emesso quando la visibilità del nodo cambia."
+
+msgid ""
+"[Node3D] nodes receive this notification when their global transform changes. "
+"This means that either the current or a parent node changed its transform.\n"
+"In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first "
+"need to ask for it, with [method set_notify_transform]. The notification is "
+"also sent if the node is in the editor context and it has at least one valid "
+"gizmo."
+msgstr ""
+"I nodi [Node3D] ricevono questa notifica quando la loro trasformazione "
+"globale cambia. Ciò significa che il nodo attuale o un nodo genitore ha "
+"cambiato la sua trasformazione.\n"
+"Affinché [constant NOTIFICATION_TRANSFORM_CHANGED] funzioni, gli utenti "
+"devono prima richiederla, con [method set_notify_transform]. La notifica "
+"viene inviata anche se il nodo si trova nel contesto dell'editor e ha almeno "
+"un gizmo valido."
+
+msgid ""
+"[Node3D] nodes receive this notification when they are registered to new "
+"[World3D] resource."
+msgstr ""
+"I nodi [Node3D] ricevono questa notifica quando vengono registrati in una "
+"nuova risorsa [World3D]."
+
+msgid ""
+"[Node3D] nodes receive this notification when they are unregistered from "
+"current [World3D] resource."
+msgstr ""
+"I nodi [Node3D] ricevono questa notifica quando sono deregistrati dalla "
+"risorsa [World3D] attuale."
+
+msgid "[Node3D] nodes receive this notification when their visibility changes."
+msgstr ""
+"I nodi [Node3D] ricevono questa notifica quando la loro visibilità cambia."
+
+msgid ""
+"[Node3D] nodes receive this notification when their local transform changes. "
+"This is not received when the transform of a parent node is changed.\n"
+"In order for [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] to work, users "
+"first need to ask for it, with [method set_notify_local_transform]."
+msgstr ""
+"I nodi [Node3D] ricevono questa notifica quando la loro trasformazione locale "
+"cambia. Questa non viene ricevuta quando viene modificata la trasformazione "
+"di un nodo genitore.\n"
+"Affinché [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] funzioni, gli utenti "
+"devono prima richiederla, con [method set_notify_local_transform]."
+
+msgid "The rotation is edited using [Vector3] Euler angles."
+msgstr "La rotazione è modificata tramite angoli di Eulero in un [Vector3]."
+
+msgid "The rotation is edited using a [Quaternion]."
+msgstr "La rotazione è modificata tramite un [Quaternion]."
+
+msgid ""
+"The rotation is edited using a [Basis]. In this mode, [member scale] can't be "
+"edited separately."
+msgstr ""
+"La rotazione è modificata tramite una [Basis]. In questa modalità, [member "
+"scale] non può essere modificata separatamente."
+
+msgid "Abstract class to expose editor gizmos for [Node3D]."
+msgstr "Classe astratta per esporre i gizmo dell'editor per [Node3D]."
+
+msgid ""
+"This abstract class helps connect the [Node3D] scene with the editor-specific "
+"[EditorNode3DGizmo] class.\n"
+"[Node3DGizmo] by itself has no exposed API, refer to [method Node3D."
+"add_gizmo] and pass it an [EditorNode3DGizmo] instance."
+msgstr ""
+"Questa classe astratta aiuta a connettere la scena [Node3D] con la classe "
+"[EditorNode3DGizmo] specifica dell'editor.\n"
+"[Node3DGizmo] di per sé non ha API esposte, fai riferimento a [method Node3D."
+"add_gizmo] e passagli un'istanza di [EditorNode3DGizmo]."
+
+msgid "A pre-parsed scene tree path."
+msgstr "Un percorso dell'albero di scena pre-interpretato."
+
+msgid ""
+"The [NodePath] built-in [Variant] type represents a path to a node or "
+"property in a hierarchy of nodes. It is designed to be efficiently passed "
+"into many built-in methods (such as [method Node.get_node], [method Object."
+"set_indexed], [method Tween.tween_property], etc.) without a hard dependence "
+"on the node or property they point to.\n"
+"A node path is represented as a [String] composed of slash-separated ([code]/"
+"[/code]) node names and colon-separated ([code]:[/code]) property names (also "
+"called \"subnames\"). Similar to a filesystem path, [code]\"..\"[/code] and "
+"[code]\".\"[/code] are special node names. They refer to the parent node and "
+"the current node, respectively.\n"
+"The following examples are paths relative to the current node:\n"
+"[codeblock]\n"
+"^\"A\" # Points to the direct child A.\n"
+"^\"A/B\" # Points to A's child B.\n"
+"^\".\" # Points to the current node.\n"
+"^\"..\" # Points to the parent node.\n"
+"^\"../C\" # Points to the sibling node C.\n"
+"^\"../..\" # Points to the grandparent node.\n"
+"[/codeblock]\n"
+"A leading slash means the path is absolute, and begins from the [SceneTree]:\n"
+"[codeblock]\n"
+"^\"/root\" # Points to the SceneTree's root Window.\n"
+"^\"/root/Title\" # May point to the main scene's root node named "
+"\"Title\".\n"
+"^\"/root/Global\" # May point to an autoloaded node or scene named "
+"\"Global\".\n"
+"[/codeblock]\n"
+"Despite their name, node paths may also point to a property:\n"
+"[codeblock]\n"
+"^\":position\" # Points to this object's position.\n"
+"^\":position:x\" # Points to this object's position in the x axis.\n"
+"^\"Camera3D:rotation:y\" # Points to the child Camera3D and its y rotation.\n"
+"^\"/root:size:x\" # Points to the root Window and its width.\n"
+"[/codeblock]\n"
+"In some situations, it's possible to omit the leading [code]:[/code] when "
+"pointing to an object's property. As an example, this is the case with "
+"[method Object.set_indexed] and [method Tween.tween_property], as those "
+"methods call [method NodePath.get_as_property_path] under the hood. However, "
+"it's generally recommended to keep the [code]:[/code] prefix.\n"
+"Node paths cannot check whether they are valid and may point to nodes or "
+"properties that do not exist. Their meaning depends entirely on the context "
+"in which they're used.\n"
+"You usually do not have to worry about the [NodePath] type, as strings are "
+"automatically converted to the type when necessary. There are still times "
+"when defining node paths is useful. For example, exported [NodePath] "
+"properties allow you to easily select any node within the currently edited "
+"scene. They are also automatically updated when moving, renaming or deleting "
+"nodes in the scene tree editor. See also [annotation @GDScript."
+"@export_node_path].\n"
+"See also [StringName], which is a similar type designed for optimized "
+"strings.\n"
+"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/"
+"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] "
+"will always evaluate to [code]true[/code]."
+msgstr ""
+"Il tipo di [Variant] incorporato [NodePath] rappresenta un percorso verso un "
+"nodo o una proprietà in una gerarchia di nodi. È progettato per essere "
+"passato efficientemente a molti metodi integrati (come [method Node."
+"get_node], [method Object.set_indexed], [method Tween.tween_property], ecc.) "
+"senza una dipendenza rigida al nodo o alla proprietà a cui puntano.\n"
+"Un percorso di nodo è rappresentato come una [String] composta da nomi di "
+"nodi separati da barra ([code]/[/code]) e nomi di proprietà separati da due "
+"punti ([code]:[/code]) (chiamati anche \"sottonomi\"). Simili a un percorso "
+"di file system, [code]\"..\"[/code] e [code]\".\"[/code] sono nomi di nodo "
+"speciali. Si riferiscono rispettivamente al nodo padre e al nodo attuale.\n"
+"Gli esempi seguenti sono percorsi relativi al nodo attuale:\n"
+"[codeblock]\n"
+"^\"A\" # Punta al figlio diretto A.\n"
+"^\"A/B\" # Punta al figlio di A, B.\n"
+"^\".\" # Punta al nodo attuale.\n"
+"^\"..\" # Punta al nodo genitore.\n"
+"^\"../C\" # Punta al nodo fratello C.\n"
+"^\"../..\" # Punta al nodo nonno.\n"
+"[/codeblock]\n"
+"Una barra iniziale indica che il percorso è assoluto e inizia dal "
+"[SceneTree]:\n"
+"[codeblock]\n"
+"^\"/root\" # Punta al Window radice di SceneTree.\n"
+"^\"/root/Title\" # Può puntare al nodo radice della scena principale "
+"denominato \"Title\".\n"
+"^\"/root/Global\" # Può puntare a un nodo o a una scena autoload "
+"denominata \"Global\".\n"
+"[/codeblock]\n"
+"Nonostante il loro nome, i percorsi dei nodi possono anche puntare a una "
+"proprietà:\n"
+"[codeblock]\n"
+"^\":position\" # Punta alla posizione di questo oggetto.\n"
+"^\":position:x\" # Punta alla posizione di questo oggetto sull'asse "
+"x.\n"
+"^\"Camera3D:rotation:y\" # Punta alla Camera3D figlia e alla sua rotazione "
+"y.\n"
+"^\"/root:size:x\" # Punta alla Window radice e alla sua larghezza.\n"
+"[/codeblock]\n"
+"In alcune situazioni, è possibile omettere il [code]:[/code] iniziale quando "
+"si punta alla proprietà di un oggetto. Ad esempio, questo è il caso di "
+"[method Object.set_indexed] e [method Tween.tween_property], poiché tali "
+"metodi chiamano [method NodePath.get_as_property_path] internamente. "
+"Tuttavia, in genere si consiglia di mantenere il prefisso [code]:[/code].\n"
+"I percorsi dei nodi non possono verificare se sono validi e possono puntare a "
+"nodi o proprietà inesistenti. Il loro significato dipende interamente dal "
+"contesto in cui vengono utilizzati.\n"
+"Di solito non devi preoccuparti del tipo [NodePath], poiché le stringhe "
+"vengono automaticamente convertite in questo tipo quando necessario. Ci sono "
+"comunque momenti in cui definire i percorsi dei nodi è utile. Ad esempio, le "
+"proprietà [NodePath] esportate ti consentono di selezionare facilmente "
+"qualsiasi nodo all'interno della scena attualmente modificata. Sono inoltre "
+"aggiornate automaticamente quando sposti, rinomini o elimini nodi nell'editor "
+"dell'albero della scena. Vedi anche [annotation @GDScript."
+"@export_node_path].\n"
+"Vedi anche [StringName], che è un tipo simile progettato per stringhe "
+"ottimizzate.\n"
+"[b]Nota:[/b] In un contesto booleano, un [NodePath] sarà valutato come "
+"[code]false[/code] se è vuoto ([code]NodePath(\"\")[/code]). Altrimenti, un "
+"[NodePath] sarà sempre valutato come [code]true[/code]."
+
+msgid "2D Role Playing Game (RPG) Demo"
+msgstr "Demo di gioco di ruolo (RPG) 2D"
+
+msgid "Constructs an empty [NodePath]."
+msgstr "Costruisce un [NodePath] vuoto."
+
msgid "Constructs a [NodePath] as a copy of the given [NodePath]."
msgstr "Costruisce un [NodePath] come copia del [NodePath] specificato."
msgid ""
+"Constructs a [NodePath] from a [String]. The created path is absolute if "
+"prefixed with a slash (see [method is_absolute]).\n"
+"The \"subnames\" optionally included after the path to the target node can "
+"point to properties, and can also be nested.\n"
+"Examples of strings that could be node paths:\n"
+"[codeblock]\n"
+"# Points to the Sprite2D node.\n"
+"\"Level/RigidBody2D/Sprite2D\"\n"
+"\n"
+"# Points to the Sprite2D node and its \"texture\" resource.\n"
+"# get_node() would retrieve the Sprite2D, while get_node_and_resource()\n"
+"# would retrieve both the Sprite2D node and the \"texture\" resource.\n"
+"\"Level/RigidBody2D/Sprite2D:texture\"\n"
+"\n"
+"# Points to the Sprite2D node and its \"position\" property.\n"
+"\"Level/RigidBody2D/Sprite2D:position\"\n"
+"\n"
+"# Points to the Sprite2D node and the \"x\" component of its \"position\" "
+"property.\n"
+"\"Level/RigidBody2D/Sprite2D:position:x\"\n"
+"\n"
+"# Points to the RigidBody2D node as an absolute path beginning from the "
+"SceneTree.\n"
+"\"/root/Level/RigidBody2D\"\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In GDScript, it's also possible to convert a constant string "
+"into a node path by prefixing it with [code]^[/code]. [code]^\"path/to/"
+"node\"[/code] is equivalent to [code]NodePath(\"path/to/node\")[/code]."
+msgstr ""
+"Costruisce un [NodePath] da una [String]. Il percorso creato è assoluto se "
+"preceduto da una barra (vedi [method is_absolute]).\n"
+"I \"sottonomi\" facoltativamente inclusi dopo il percorso al nodo di "
+"destinazione possono puntare a proprietà e possono anche essere annidati.\n"
+"Esempi di stringhe che potrebbero essere percorsi di nodi:\n"
+"[codeblock]\n"
+"# Punta al nodo Sprite2D.\n"
+"\"Level/RigidBody2D/Sprite2D\"\n"
+"\n"
+"# Punta al nodo Sprite2D e alla sua risorsa \"texture\".\n"
+"# get_node() recupererebbe Sprite2D, mentre get_node_and_resource()\n"
+"# recupererebbe sia il nodo Sprite2D sia la risorsa \"texture\".\n"
+"\"Level/RigidBody2D/Sprite2D:texture\"\n"
+"\n"
+"# Punta al nodo Sprite2D e alla sua proprietà \"position\".\n"
+"\"Level/RigidBody2D/Sprite2D:position\"\n"
+"\n"
+"# Punta al nodo Sprite2D e al componente \"x\" della sua proprietà "
+"\"position\".\n"
+"\"Level/RigidBody2D/Sprite2D:position:x\"\n"
+"\n"
+"# Punta al nodo RigidBody2D come percorso assoluto che inizia dal SceneTree.\n"
+"\"/root/Level/RigidBody2D\"\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] In GDScript, è anche possibile convertire una stringa costante "
+"in un percorso di nodo prefissandola con [code]^[/code]. [code]^\"path/to/"
+"node\"[/code] equivale a [code]NodePath(\"path/to/node\")[/code]."
+
+msgid ""
+"Returns a copy of this node path with a colon character ([code]:[/code]) "
+"prefixed, transforming it to a pure property path with no node names "
+"(relative to the current node).\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# node_path points to the \"x\" property of the child node named "
+"\"position\".\n"
+"var node_path = ^\"position:x\"\n"
+"\n"
+"# property_path points to the \"position\" in the \"x\" axis of this node.\n"
+"var property_path = node_path.get_as_property_path()\n"
+"print(property_path) # Prints \":position:x\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// nodePath points to the \"x\" property of the child node named "
+"\"position\".\n"
+"var nodePath = new NodePath(\"position:x\");\n"
+"\n"
+"// propertyPath points to the \"position\" in the \"x\" axis of this node.\n"
+"NodePath propertyPath = nodePath.GetAsPropertyPath();\n"
+"GD.Print(propertyPath); // Prints \":position:x\".\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce una copia di questo percorso del nodo con un carattere due punti "
+"([code]:[/code]) come prefisso, trasformandolo in un percorso di proprietà "
+"puro senza nomi di nodo (relativo al nodo attuale).\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# node_path punta alla proprietà \"x\" del nodo figlio denominato "
+"\"position\".\n"
+"var node_path = ^\"position:x\"\n"
+"\n"
+"# property_path punta alla \"position\" nell'asse \"x\" di questo nodo.\n"
+"var property_path = node_path.get_as_property_path()\n"
+"print(property_path) # Stampa \":position:x\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// node_path punta alla proprietà \"x\" del nodo figlio denominato "
+"\"position\".\n"
+"var nodePath = new NodePath(\"position:x\");\n"
+"\n"
+"// property_path punta alla \"position\" nell'asse \"x\" di questo nodo.\n"
+"NodePath propertyPath = nodePath.GetAsPropertyPath();\n"
+"GD.Print(propertyPath); // Stampa \":position:x\".\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns all node names concatenated with a slash character ([code]/[/code]) "
+"as a single [StringName]."
+msgstr ""
+"Restituisce tutti i nomi dei nodi concatenati con un carattere barra ([code]/"
+"[/code]) come un singolo [StringName]."
+
+msgid ""
+"Returns all property subnames concatenated with a colon character ([code]:[/"
+"code]) as a single [StringName].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node_path = ^\"Sprite2D:texture:resource_name\"\n"
+"print(node_path.get_concatenated_subnames()) # Prints \"texture:"
+"resource_name\".\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var nodePath = new NodePath(\"Sprite2D:texture:resource_name\");\n"
+"GD.Print(nodePath.GetConcatenatedSubnames()); // Prints \"texture:"
+"resource_name\".\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce tutti i sottonomi di proprietà concatenati con un carattere due "
+"punti ([code]:[/code]) come un singolo [StringName].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node_path = ^\"Sprite2D:texture:resource_name\"\n"
+"print(node_path.get_concatenated_subnames()) # Stampa \"texture:"
+"resource_name\".\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var nodePath = new NodePath(\"Sprite2D:texture:resource_name\");\n"
+"GD.Print(nodePath.GetConcatenatedSubnames()); // Stampa \"texture:"
+"resource_name\".\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns the node name indicated by [param idx], starting from 0. If [param "
+"idx] is out of bounds, an error is generated. See also [method "
+"get_subname_count] and [method get_name_count].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var sprite_path = NodePath(\"../RigidBody2D/Sprite2D\")\n"
+"print(sprite_path.get_name(0)) # Prints \"..\".\n"
+"print(sprite_path.get_name(1)) # Prints \"RigidBody2D\".\n"
+"print(sprite_path.get_name(2)) # Prints \"Sprite\".\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var spritePath = new NodePath(\"../RigidBody2D/Sprite2D\");\n"
+"GD.Print(spritePath.GetName(0)); // Prints \"..\".\n"
+"GD.Print(spritePath.GetName(1)); // Prints \"PathFollow2D\".\n"
+"GD.Print(spritePath.GetName(2)); // Prints \"Sprite\".\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce il nome del nodo indicato dall'indice [param idx], a partire da "
+"0. Se [param idx] è fuori dai limiti, viene generato un errore. Vedi anche "
+"[method get_subname_count] e [method get_name_count].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var sprite_path = NodePath(\"../RigidBody2D/Sprite2D\")\n"
+"print(sprite_path.get_name(0)) # Stampa \"..\".\n"
+"print(sprite_path.get_name(1)) # Stampa \"RigidBody2D\".\n"
+"print(sprite_path.get_name(2)) # Stampa \"Sprite\".\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var spritePath = new NodePath(\"../RigidBody2D/Sprite2D\");\n"
+"GD.Print(spritePath.GetName(0)); // Stampa \"..\".\n"
+"GD.Print(spritePath.GetName(1)); // Stampa \"PathFollow2D\".\n"
+"GD.Print(spritePath.GetName(2)); // Stampa \"Sprite\".\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns the number of node names in the path. Property subnames are not "
+"included.\n"
+"For example, [code]\"../RigidBody2D/Sprite2D:texture\"[/code] contains 3 node "
+"names."
+msgstr ""
+"Restituisce il numero di nomi di nodi nel percorso. I sottonomi delle "
+"proprietà non sono inclusi.\n"
+"Ad esempio, [code]\"../RigidBody2D/Sprite2D:texture\"[/code] contiene 3 nomi "
+"di nodi."
+
+msgid ""
+"Returns the property name indicated by [param idx], starting from 0. If "
+"[param idx] is out of bounds, an error is generated. See also [method "
+"get_subname_count].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var path_to_name = NodePath(\"Sprite2D:texture:resource_name\")\n"
+"print(path_to_name.get_subname(0)) # Prints \"texture\".\n"
+"print(path_to_name.get_subname(1)) # Prints \"resource_name\".\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var pathToName = new NodePath(\"Sprite2D:texture:resource_name\");\n"
+"GD.Print(pathToName.GetSubname(0)); // Prints \"texture\".\n"
+"GD.Print(pathToName.GetSubname(1)); // Prints \"resource_name\".\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce il nome di proprietà indicato dall'indice [param idx], a partire "
+"da 0. Se [param idx] è fuori dai limiti, viene generato un errore. Vedi anche "
+"[method get_subname_count].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var path_to_name = NodePath(\"Sprite2D:texture:resource_name\")\n"
+"print(path_to_name.get_subname(0)) # Stampa \"texture\".\n"
+"print(path_to_name.get_subname(1)) # Stampa \"resource_name\".\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var pathToName = new NodePath(\"Sprite2D:texture:resource_name\");\n"
+"GD.Print(pathToName.GetSubname(0)); // Stampa \"texture\".\n"
+"GD.Print(pathToName.GetSubname(1)); // Stampa \"resource_name\".\n"
+"[/csharp]\n"
+"[/codici]"
+
+msgid ""
+"Returns the number of property names (\"subnames\") in the path. Each subname "
+"in the node path is listed after a colon character ([code]:[/code]).\n"
+"For example, [code]\"Level/RigidBody2D/Sprite2D:texture:resource_name\"[/"
+"code] contains 2 subnames."
+msgstr ""
+"Restituisce il numero di nomi di proprietà (\"sottonomi\") nel percorso. Ogni "
+"sottonome nel percorso del nodo è elencato dopo un carattere due punti "
+"([code]:[/code]).\n"
+"Ad esempio, [code]\"Level/RigidBody2D/Sprite2D:texture:resource_name\"[/code] "
+"contiene 2 sottonomi."
+
+msgid ""
+"Returns the 32-bit hash value representing the node path's contents.\n"
+"[b]Note:[/b] Node paths with equal hash values are [i]not[/i] guaranteed to "
+"be the same, as a result of hash collisions. Node paths with different hash "
+"values are guaranteed to be different."
+msgstr ""
+"Restituisce il valore hash a 32 bit che rappresenta il contenuto del percorso "
+"del nodo.\n"
+"[b]Nota:[/b] I percorsi dei nodi con valori hash uguali [i]non[/i] sono "
+"garantiti che siano gli stessi, a causa delle collisioni di hash. I percorsi "
+"dei nodi con valori hash diversi sono garantiti di essere diversi."
+
+msgid ""
+"Returns [code]true[/code] if the node path is absolute. Unlike a relative "
+"path, an absolute path is represented by a leading slash character ([code]/[/"
+"code]) and always begins from the [SceneTree]. It can be used to reliably "
+"access nodes from the root node (e.g. [code]\"/root/Global\"[/code] if an "
+"autoload named \"Global\" exists)."
+msgstr ""
+"Restituisce [code]true[/code] se il percorso del nodo è assoluto. A "
+"differenza di un percorso relativo, un percorso assoluto è rappresentato da "
+"un carattere barra iniziale ([code]/[/code]) e parte sempre dal [SceneTree]. "
+"Può essere utilizzato per accedere in modo affidabile ai nodi dal nodo radice "
+"(ad esempio [code]\"/root/Global\"[/code] se esiste un autoload denominato "
+"\"Global\")."
+
+msgid ""
"Returns [code]true[/code] if the node path has been constructed from an empty "
"[String] ([code]\"\"[/code])."
msgstr ""
"Restituisce [code]true[/code] se il percorso di nodo è stato costruito da una "
"stringa vuota ([code]\"\"[/code])."
+msgid ""
+"Returns the slice of the [NodePath], from [param begin] (inclusive) to [param "
+"end] (exclusive), as a new [NodePath].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"sum of [method get_name_count] and [method get_subname_count], so the default "
+"value for [param end] makes it slice to the end of the [NodePath] by default "
+"(i.e. [code]path.slice(1)[/code] is a shorthand for [code]path.slice(1, path."
+"get_name_count() + path.get_subname_count())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a shorthand "
+"for [code]path.slice(0, path.get_name_count() + path.get_subname_count() - 2)"
+"[/code])."
+msgstr ""
+"Restituisce la porzione del [NodePath], da [param begin] (incluso) a [param "
+"end] (escluso), come un nuovo [NodePath].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla somma di "
+"[method get_name_count] e [method get_subname_count], quindi il valore "
+"predefinito per [param end] lo fa suddividere fino alla fine di [NodePath] "
+"per impostazione predefinita (ad esempio, [code]path.slice(1)[/code] è "
+"un'abbreviazione di [code]path.slice(1, path.get_name_count() + path."
+"get_subname_count())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine del "
+"[NodePath] (ad esempio, [code]path.slice(0, -2)[/code] è un'abbreviazione di "
+"[code]path.slice(0, path.get_name_count() + path.get_subname_count() - 2)[/"
+"code])."
+
msgid "Returns [code]true[/code] if two node paths are not equal."
msgstr "Restituisce [code]true[/code] se due percorsi di nodo non sono uguali."
@@ -49322,6 +52307,29 @@ msgstr ""
"Restituisce [code]true[/code] se due percorsi di nodo sono uguali, cioè sono "
"composti dagli stessi nodi e sottonomi nello stesso ordine."
+msgid "Abstract base class for noise generators."
+msgstr "Classe base astratta per generatori di noise."
+
+msgid ""
+"This class defines the interface for noise generation libraries to inherit "
+"from.\n"
+"A default [method get_seamless_image] implementation is provided for "
+"libraries that do not provide seamless noise. This function requests a larger "
+"image from the [method get_image] method, reverses the quadrants of the "
+"image, then uses the strips of extra width to blend over the seams.\n"
+"Inheriting noise classes can optionally override this function to provide a "
+"more optimal algorithm."
+msgstr ""
+"Questa classe definisce l'interfaccia da cui ereditare le librerie di "
+"generazione del noise.\n"
+"Un'implementazione predefinita per [method get_seamless_image] è fornita per "
+"le librerie che non forniscono noise senza cucitutre. Questa funzione "
+"richiede un'immagine più grande dal metodo [method get_image], inverte i "
+"quadranti dell'immagine, quindi usa le strisce di larghezza aggiuntive per "
+"sfumare sulle cuciture.\n"
+"Le classi di noise ereditate possono facoltativamente sovrascrivere questa "
+"funzione per fornire un algoritmo più ottimale."
+
msgid "Returns the 1D noise value at the given (x) coordinate."
msgstr "Restituisce il valore del rumore 1D nella coordinata (x) fornita."
@@ -49331,6 +52339,9 @@ msgstr "Restituisce il valore del rumore 2D nella posizione indicata."
msgid "Returns the 3D noise value at the given position."
msgstr "Restituisce il valore del rumore 3D nella posizione indicata."
+msgid "A 2D texture filled with noise generated by a [Noise] object."
+msgstr "Una texture 2D riempita con noise generato da un oggetto [Noise]."
+
msgid "Height of the generated texture (in pixels)."
msgstr "Altezza della texture generata (in pixel)."
@@ -49344,12 +52355,137 @@ msgstr ""
msgid "Width of the generated texture (in pixels)."
msgstr "Larghezza della texture generata (in pixel)."
+msgid "A 3D texture filled with noise generated by a [Noise] object."
+msgstr "Una texture 3D riempita con noise generato da un oggetto [Noise]."
+
msgid "Depth of the generated texture (in pixels)."
msgstr "Profondità della texture generata (in pixel)."
+msgid "Base class for all other classes in the engine."
+msgstr "Classe di base per tutte le altre classi nel motore."
+
+msgid ""
+"An advanced [Variant] type. All classes in the engine inherit from Object. "
+"Each class may define new properties, methods or signals, which are available "
+"to all inheriting classes. For example, a [Sprite2D] instance is able to call "
+"[method Node.add_child] because it inherits from [Node].\n"
+"You can create new instances, using [code]Object.new()[/code] in GDScript, or "
+"[code]new GodotObject[/code] in C#.\n"
+"To delete an Object instance, call [method free]. This is necessary for most "
+"classes inheriting Object, because they do not manage memory on their own, "
+"and will otherwise cause memory leaks when no longer in use. There are a few "
+"classes that perform memory management. For example, [RefCounted] (and by "
+"extension [Resource]) deletes itself when no longer referenced, and [Node] "
+"deletes its children when freed.\n"
+"Objects can have a [Script] attached to them. Once the [Script] is "
+"instantiated, it effectively acts as an extension to the base class, allowing "
+"it to define and inherit new properties, methods and signals.\n"
+"Inside a [Script], [method _get_property_list] may be overridden to customize "
+"properties in several ways. This allows them to be available to the editor, "
+"display as lists of options, sub-divide into groups, save on disk, etc. "
+"Scripting languages offer easier ways to customize properties, such as with "
+"the [annotation @GDScript.@export] annotation.\n"
+"Godot is very dynamic. An object's script, and therefore its properties, "
+"methods and signals, can be changed at run-time. Because of this, there can "
+"be occasions where, for example, a property required by a method may not "
+"exist. To prevent run-time errors, see methods such as [method set], [method "
+"get], [method call], [method has_method], [method has_signal], etc. Note that "
+"these methods are [b]much[/b] slower than direct references.\n"
+"In GDScript, you can also check if a given property, method, or signal name "
+"exists in an object with the [code]in[/code] operator:\n"
+"[codeblock]\n"
+"var node = Node.new()\n"
+"print(\"name\" in node) # Prints true\n"
+"print(\"get_parent\" in node) # Prints true\n"
+"print(\"tree_entered\" in node) # Prints true\n"
+"print(\"unknown\" in node) # Prints false\n"
+"[/codeblock]\n"
+"Notifications are [int] constants commonly sent and received by objects. For "
+"example, on every rendered frame, the [SceneTree] notifies nodes inside the "
+"tree with a [constant Node.NOTIFICATION_PROCESS]. The nodes receive it and "
+"may call [method Node._process] to update. To make use of notifications, see "
+"[method notification] and [method _notification].\n"
+"Lastly, every object can also contain metadata (data about data). [method "
+"set_meta] can be useful to store information that the object itself does not "
+"depend on. To keep your code clean, making excessive use of metadata is "
+"discouraged.\n"
+"[b]Note:[/b] Unlike references to a [RefCounted], references to an object "
+"stored in a variable can become invalid without being set to [code]null[/"
+"code]. To check if an object has been deleted, do [i]not[/i] compare it "
+"against [code]null[/code]. Instead, use [method @GlobalScope."
+"is_instance_valid]. It's also recommended to inherit from [RefCounted] for "
+"classes storing data instead of [Object].\n"
+"[b]Note:[/b] The [code]script[/code] is not exposed like most properties. To "
+"set or get an object's [Script] in code, use [method set_script] and [method "
+"get_script], respectively."
+msgstr ""
+"Un tipo di [Variant] avanzato. Tutte le classi nel motore ereditano da "
+"Object. Ogni classe può definire nuove proprietà, metodi o segnali, che sono "
+"disponibili per tutte le classi ereditanti. Ad esempio, un'istanza [Sprite2D] "
+"è in grado di chiamare [method Node.add_child] perché eredita da [Node].\n"
+"Puoi creare nuove istanze, usando [code]Object.new()[/code] in GDScript, o "
+"[code]new GodotObject[/code] in C#.\n"
+"Per eliminare un'istanza di Object, chiama [method free]. Ciò è necessario "
+"per la maggior parte delle classi che ereditano Object, perché non gestiscono "
+"la memoria da sole e altrimenti causeranno perdite di memoria quando non sono "
+"più in uso. Esistono alcune classi che gestiscono la loro memoria. Ad "
+"esempio, [RefCounted] (e per estensione [Resource]) elimina se stesso quando "
+"non è più referenziato e [Node] elimina i suoi figli quando viene liberato.\n"
+"Gli oggetti possono avere uno [Script] allegato. Una volta istanziato lo "
+"[Script], agisce effettivamente come un'estensione della classe base, "
+"consentendogli di definire ed ereditare nuove proprietà, metodi e segnali.\n"
+"All'interno di uno [Script], [method _get_property_list] può essere "
+"sovrascritto per personalizzare le proprietà in diversi modi. Ciò consente "
+"loro di essere disponibili all'editor, di essere visualizzate come liste di "
+"opzioni, di essere suddivise in gruppi, di essere salvate su disco, ecc. I "
+"linguaggi di scripting offrono modi più semplici per personalizzare le "
+"proprietà, come con l'annotazione [annotation @GDScript.@export].\n"
+"Godot è molto dinamico. Lo script di un oggetto, e quindi le sue proprietà, "
+"metodi e segnali, possono essere modificati in fase di esecuzione. Per questo "
+"motivo, possono esserci occasioni in cui, ad esempio, una proprietà richiesta "
+"da un metodo potrebbe non esistere. Per evitare errori di durante "
+"l'esecuzione, vedi metodi come [method set], [method get], [method call], "
+"[method has_method], [method has_signal], ecc. Nota che questi metodi sono "
+"[b]molto[/b] più lenti dei riferimenti diretti.\n"
+"In GDScript, è anche possibile verificare se una determinata proprietà, "
+"metodo o nome di segnale esiste in un oggetto con l'operatore [code]in[/"
+"code]:\n"
+"[codeblock]\n"
+"var node = Node.new()\n"
+"print(\"name\" in node) # Stampa true\n"
+"print(\"get_parent\" in node) # Stampa true\n"
+"print(\"tree_entered\" in node) # Stampa true\n"
+"print(\"unknown\" in node) # Stampa false\n"
+"[/codeblock]\n"
+"Le notifiche sono costanti [int] comunemente inviate e ricevute dagli "
+"oggetti. Ad esempio, su ogni frame renderizzato, [SceneTree] notifica i nodi "
+"all'interno dell'albero con una [const Node.NOTIFICATION_PROCESS]. I nodi la "
+"ricevono e possono chiamare [method Node._process] per aggiornarsi. Per "
+"utilizzare le notifiche, vedi [method notification] e [method "
+"_notification].\n"
+"Infine, ogni oggetto può anche contenere metadati (dati sui dati). [method "
+"set_meta] può essere utile per memorizzare informazioni da cui l'oggetto "
+"stesso non dipende. Per mantenere pulito il codice, si sconsiglia di fare un "
+"uso eccessivo di metadati.\n"
+"[b]Nota:[/b] A differenza di riferimenti a un [RefCounted], i riferimenti a "
+"un oggetto memorizzato in una variabile possono diventare non validi senza "
+"essere impostati su [code]null[/code]. Per verificare se un oggetto è stato "
+"eliminato, [i]non[/i] confrontarlo con [code]null[/code]. Invece, usa [method "
+"@GlobalScope.is_instance_valid]. Si consiglia inoltre di ereditare da "
+"[RefCounted] per le classi che memorizzano dati anziché [Object].\n"
+"[b]Nota:[/b] Lo [code]script[/code] non è esposto come la maggior parte delle "
+"proprietà. Per impostare o ottenere lo [Script] di un oggetto in codice, usa "
+"rispettivamente [method set_script] e [method get_script]."
+
msgid "Object class introduction"
msgstr "Introduzione della classe Object"
+msgid "When and how to avoid using nodes for everything"
+msgstr "Quando e come evitare di usare i nodi per tutto"
+
+msgid "Object notifications"
+msgstr "Notifiche di oggetti"
+
msgid ""
"Returns [code]true[/code] if the object is allowed to translate messages with "
"[method tr] and [method tr_n]. See also [method set_message_translation]."
@@ -49357,12 +52493,358 @@ msgstr ""
"Restituisce [code]true[/code] se all'oggetto è permesso tradurre i messaggi "
"con [method tr] e [method tr_n]. Vedi anche [method set_message_translation]."
+msgid ""
+"If this method is called during [constant NOTIFICATION_PREDELETE], this "
+"object will reject being freed and will remain allocated. This is mostly an "
+"internal function used for error handling to avoid the user from freeing "
+"objects when they are not intended to."
+msgstr ""
+"Se questo metodo viene chiamato durante [constant NOTIFICATION_PREDELETE], "
+"questo oggetto rifiuterà di liberarsi e rimarrà allocato. Questa è "
+"principalmente una funzione interna utilizzata per la gestione degli errori "
+"per evitare che l'utente liberi oggetti quando non è previsto."
+
+msgid ""
+"Disconnects a [param signal] by name from a given [param callable]. If the "
+"connection does not exist, generates an error. Use [method is_connected] to "
+"make sure that the connection exists."
+msgstr ""
+"Disconnette il segnale denominato [param signal] dal chiamabile [param "
+"callable]. Se la connessione non esiste, genera un errore. Usa [method "
+"is_connected] per assicurarti che la connessione esista."
+
+msgid ""
+"Deletes the object from memory. Pre-existing references to the object become "
+"invalid, and any attempt to access them will result in a run-time error. "
+"Checking the references with [method @GlobalScope.is_instance_valid] will "
+"return [code]false[/code]."
+msgstr ""
+"Elimina l'oggetto dalla memoria. I riferimenti preesistenti all'oggetto "
+"diventano non validi e qualsiasi tentativo di accedervi causerà un errore di "
+"esecuzione. Controllare i riferimenti con [method @GlobalScope."
+"is_instance_valid] restituirà [code]false[/code]."
+
+msgid ""
+"Returns the [Variant] value of the given [param property]. If the [param "
+"property] does not exist, this method returns [code]null[/code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node = Node2D.new()\n"
+"node.rotation = 1.5\n"
+"var a = node.get(\"rotation\") # a is 1.5\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var node = new Node2D();\n"
+"node.Rotation = 1.5f;\n"
+"var a = node.Get(Node2D.PropertyName.Rotation); // a is 1.5\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
+"built-in Godot properties. Prefer using the names exposed in the "
+"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
+"each call."
+msgstr ""
+"Restituisce il valore [Variant] della proprietà [param property] specificata. "
+"Se la proprietà [param property] non esiste, questo metodo restituisce "
+"[code]null[/code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node = Node2D.new()\n"
+"node.rotation = 1.5\n"
+"var a = node.get(\"rotation\") # a è 1.5\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var node = new Node2D();\n"
+"node.Rotation = 1.5f;\n"
+"var a = node.Get(Node2D.PropertyName.Rotation); // a è 1.5\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] In C#, [param property] deve essere in snake_case quando si fa "
+"riferimento alle proprietà integrate di Godot. Preferisci utilizzare i nomi "
+"esposti nella classe [code]PropertyName[/code] per evitare di allocare un "
+"nuovo [StringName] a ogni chiamata."
+
+msgid ""
+"Returns the object's built-in class name, as a [String]. See also [method "
+"is_class].\n"
+"[b]Note:[/b] This method ignores [code]class_name[/code] declarations. If "
+"this object's script has defined a [code]class_name[/code], the base, built-"
+"in class name is returned instead."
+msgstr ""
+"Restituisce il nome della classe integrata dell'oggetto, come [String]. Vedi "
+"anche [method is_class].\n"
+"[b]Nota:[/b] Questo metodo ignora le dichiarazioni [code]class_name[/code]. "
+"Se lo script di questo oggetto ha definito un [code]class_name[/code], viene "
+"restituito invece il nome della classe integrata di base."
+
+msgid ""
+"Returns an [Array] of signal connections received by this object. Each "
+"connection is represented as a [Dictionary] that contains three entries:\n"
+"- [code]signal[/code] is a reference to the [Signal];\n"
+"- [code]callable[/code] is a reference to the [Callable];\n"
+"- [code]flags[/code] is a combination of [enum ConnectFlags]."
+msgstr ""
+"Restituisce un [Array] di connessioni di segnale ricevute da questo oggetto. "
+"Ogni connessione è rappresentata come un [Dictionary] che contiene tre voci:\n"
+"- [code]signal[/code] è un riferimento al [Signal];\n"
+"- [code]callable[/code] è un riferimento al [Callable];\n"
+"- [code]flags[/code] è una combinazione di [enum ConnectFlags]."
+
+msgid ""
+"Gets the object's property indexed by the given [param property_path]. The "
+"path should be a [NodePath] relative to the current object and can use the "
+"colon character ([code]:[/code]) to access nested properties.\n"
+"[b]Examples:[/b] [code]\"position:x\"[/code] or [code]\"material:next_pass:"
+"blend_mode\"[/code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node = Node2D.new()\n"
+"node.position = Vector2(5, -10)\n"
+"var a = node.get_indexed(\"position\") # a is Vector2(5, -10)\n"
+"var b = node.get_indexed(\"position:y\") # b is -10\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var node = new Node2D();\n"
+"node.Position = new Vector2(5, -10);\n"
+"var a = node.GetIndexed(\"position\"); // a is Vector2(5, -10)\n"
+"var b = node.GetIndexed(\"position:y\"); // b is -10\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] In C#, [param property_path] must be in snake_case when "
+"referring to built-in Godot properties. Prefer using the names exposed in the "
+"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
+"each call.\n"
+"[b]Note:[/b] This method does not support actual paths to nodes in the "
+"[SceneTree], only sub-property paths. In the context of nodes, use [method "
+"Node.get_node_and_resource] instead."
+msgstr ""
+"Ottiene la proprietà dell'oggetto indicizzata dal parametro [param "
+"property_path] specificato. Il percorso deve essere un [NodePath] relativo "
+"all'oggetto attuale e può utilizzare il carattere due punti ([code]:[/code]) "
+"per accedere alle proprietà nidificate.\n"
+"[b]Esempi:[/b] [code]\"position:x\"[/code] o [code]\"material:next_pass:"
+"blend_mode\"[/code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node = Node2D.new()\n"
+"node.position = Vector2(5, -10)\n"
+"var a = node.get_indexed(\"position\") # a è Vector2(5, -10)\n"
+"var b = node.get_indexed(\"position:y\") # b è -10\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var node = new Node2D();\n"
+"node.Position = new Vector2(5, -10);\n"
+"var a = node.GetIndexed(\"position\"); // a è Vector2(5, -10)\n"
+"var b = node.GetIndexed(\"position:y\"); // b è -10\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] In C#, [param property_path] deve essere in snake_case quando si "
+"fa riferimento alle proprietà integrate di Godot. Preferisci usare i nomi "
+"esposti nella classe [code]PropertyName[/code] per evitare di allocare un "
+"nuovo [StringName] a ogni chiamata.\n"
+"[b]Nota:[/b] Questo metodo non supporta percorsi per i nodi in [SceneTree], "
+"solo percorsi di sotto-proprietà. Nel contesto dei nodi, usa invece [method "
+"Node.get_node_and_resource]."
+
+msgid ""
+"Returns the object's unique instance ID. This ID can be saved in "
+"[EncodedObjectAsID], and can be used to retrieve this object instance with "
+"[method @GlobalScope.instance_from_id].\n"
+"[b]Note:[/b] This ID is only useful during the current session. It won't "
+"correspond to a similar object if the ID is sent over a network, or loaded "
+"from a file at a later time."
+msgstr ""
+"Restituisce l'ID univoco di istanza dell'oggetto. Questo ID può essere "
+"salvato in [EncodedObjectAsID] e può essere utilizzato per recuperare questa "
+"istanza di oggetto con [method @GlobalScope.instance_from_id].\n"
+"[b]Nota:[/b] Questo ID è utile solo durante la sessione attuale. Non "
+"corrisponderà a un oggetto simile se l'ID viene inviato tramite rete o "
+"caricato da un file in un secondo momento."
+
+msgid ""
+"Returns the object's metadata value for the given entry [param name]. If the "
+"entry does not exist, returns [param default]. If [param default] is "
+"[code]null[/code], an error is also generated.\n"
+"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
+"StringName.is_valid_identifier] method.\n"
+"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
+"code]) is considered editor-only. Editor-only metadata is not displayed in "
+"the Inspector and should not be edited, although it can still be found by "
+"this method."
+msgstr ""
+"Restituisce il valore del metadato dell'oggetto per la voce [param name] "
+"specificata. Se la voce non esiste, restituisce [param default]. Se [param "
+"default] è [code]null[/code], viene generato anche un errore.\n"
+"[b]Nota:[/b] Il nome di un metadato deve essere un identificatore valido come "
+"per il metodo [method StringName.is_valid_identifier].\n"
+"[b]Nota:[/b] I metadati che hanno un nome che inizia con un trattino basso "
+"([code]_[/code]) sono considerati solo per l'editor. I metadati solo per "
+"l'editor non sono visualizzati nell'Ispettore e non dovrebbero essere "
+"modificati, sebbene si possano comunque trovare con questo metodo."
+
msgid "Returns the object's metadata entry names as a [PackedStringArray]."
msgstr ""
"Restituisce i nomi delle voci dei metadati dell'oggetto come un "
"[PackedStringArray]."
msgid ""
+"Returns the number of arguments of the given [param method] by name.\n"
+"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
+"built-in Godot methods. Prefer using the names exposed in the "
+"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
+"call."
+msgstr ""
+"Restituisce il numero di argomenti del metodo [param method] specificato per "
+"nome.\n"
+"[b]Nota:[/b] In C#, [param method] deve essere in snake_case quando si fa "
+"riferimento a metodi incorporati di Godot. Preferisci usare i nomi esposti "
+"nella classe [code]MethodName[/code] per evitare di allocare un nuovo "
+"[StringName] a ogni chiamata."
+
+msgid ""
+"Returns this object's methods and their signatures as an [Array] of "
+"dictionaries. Each [Dictionary] contains the following entries:\n"
+"- [code]name[/code] is the name of the method, as a [String];\n"
+"- [code]args[/code] is an [Array] of dictionaries representing the "
+"arguments;\n"
+"- [code]default_args[/code] is the default arguments as an [Array] of "
+"variants;\n"
+"- [code]flags[/code] is a combination of [enum MethodFlags];\n"
+"- [code]id[/code] is the method's internal identifier [int];\n"
+"- [code]return[/code] is the returned value, as a [Dictionary];\n"
+"[b]Note:[/b] The dictionaries of [code]args[/code] and [code]return[/code] "
+"are formatted identically to the results of [method get_property_list], "
+"although not all entries are used."
+msgstr ""
+"Restituisce i metodi di questo oggetto e le loro firme sotto forma di un "
+"[Array] di dizionari. Ogni [Dictionary] contiene le seguenti voci:\n"
+"- [code]name[/code] è il nome del metodo, come [String];\n"
+"- [code]args[/code] è un [Array] di dizionari che rappresentano gli "
+"argomenti;\n"
+"- [code]default_args[/code] sono gli argomenti predefiniti come [Array] di "
+"varianti;\n"
+"- [code]flags[/code] è una combinazione di [enum MethodFlags];\n"
+"- [code]id[/code] è l'identificatore interno del metodo, come [int];\n"
+"- [code]return[/code] è il valore restituito, come [Dictionary];\n"
+"[b]Nota:[/b] I dizionari di [code]args[/code] e [code]return[/code] sono "
+"formattati in modo identico ai risultati di [method get_property_list], "
+"sebbene non vengano utilizzate tutte le voci."
+
+msgid ""
+"Returns the object's property list as an [Array] of dictionaries. Each "
+"[Dictionary] contains the following entries:\n"
+"- [code]name[/code] is the property's name, as a [String];\n"
+"- [code]class_name[/code] is an empty [StringName], unless the property is "
+"[constant TYPE_OBJECT] and it inherits from a class;\n"
+"- [code]type[/code] is the property's type, as an [int] (see [enum Variant."
+"Type]);\n"
+"- [code]hint[/code] is [i]how[/i] the property is meant to be edited (see "
+"[enum PropertyHint]);\n"
+"- [code]hint_string[/code] depends on the hint (see [enum PropertyHint]);\n"
+"- [code]usage[/code] is a combination of [enum PropertyUsageFlags].\n"
+"[b]Note:[/b] In GDScript, all class members are treated as properties. In C# "
+"and GDExtension, it may be necessary to explicitly mark class members as "
+"Godot properties using decorators or attributes."
+msgstr ""
+"Restituisce la lista delle proprietà dell'oggetto come [Array] di dizionari. "
+"Ogni [Dictionary] contiene le seguenti voci:\n"
+"- [code]name[/code] è il nome della proprietà, come [String];\n"
+"- [code]class_name[/code] è uno [StringName] vuoto, a meno che la proprietà "
+"non sia [constant TYPE_OBJECT] e non erediti da una classe;\n"
+"- [code]type[/code] è il tipo della proprietà, come [int] (vedi [enum Variant."
+"Type]);\n"
+"- [code]hint[/code] è [i]in che modo[/i] si intende modificare la proprietà "
+"(vedi [enum PropertyHint]);\n"
+"- [code]hint_string[/code] dipende dal suggerimento (vedi [enum "
+"PropertyHint]);\n"
+"- [code]usage[/code] è una combinazione di [enum PropertyUsageFlags].\n"
+"[b]Nota:[/b] In GDScript, tutti i membri di una classe sono trattati come "
+"proprietà. In C# e GDExtension potrebbe essere necessario contrassegnare "
+"esplicitamente i membri di una classe come proprietà di Godot utilizzando "
+"decoratori o attributi."
+
+msgid ""
+"Returns the object's [Script] instance, or [code]null[/code] if no script is "
+"attached."
+msgstr ""
+"Restituisce l'istanza dello [Script] dell'oggetto oppure [code]null[/code] se "
+"nessuno script è allegato."
+
+msgid ""
+"Returns an [Array] of connections for the given [param signal] name. Each "
+"connection is represented as a [Dictionary] that contains three entries:\n"
+"- [code skip-lint]signal[/code] is a reference to the [Signal];\n"
+"- [code]callable[/code] is a reference to the connected [Callable];\n"
+"- [code]flags[/code] is a combination of [enum ConnectFlags]."
+msgstr ""
+"Restituisce un [Array] di connessioni per il segnale denominato [param "
+"signal]. Ogni connessione è rappresentata come [Dictionary] che contiene tre "
+"voci:\n"
+"- [code skip-lint]signal[/code] è un riferimento al [Signal];\n"
+"- [code]callable[/code] è un riferimento al [Callable] connesso;\n"
+"- [code]flags[/code] è una combinazione di [enum ConnectFlags]."
+
+msgid ""
+"Returns the list of existing signals as an [Array] of dictionaries.\n"
+"[b]Note:[/b] Due of the implementation, each [Dictionary] is formatted very "
+"similarly to the returned values of [method get_method_list]."
+msgstr ""
+"Restituisce la lista dei segnali esistenti come [Array] di dizionari.\n"
+"[b]Nota:[/b] A causa dell'implementazione, ogni [Dictionary] è formattato in "
+"modo molto simile ai valori restituiti da [method get_method_list]."
+
+msgid ""
+"Returns [code]true[/code] if a metadata entry is found with the given [param "
+"name]. See also [method get_meta], [method set_meta] and [method "
+"remove_meta].\n"
+"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
+"StringName.is_valid_identifier] method.\n"
+"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
+"code]) is considered editor-only. Editor-only metadata is not displayed in "
+"the Inspector and should not be edited, although it can still be found by "
+"this method."
+msgstr ""
+"Restituisce [code]true[/code] se viene trovata una voce di metadati con il "
+"nome [param name]. Vedi anche [method get_meta], [method set_meta] e [method "
+"remove_meta].\n"
+"[b]Nota:[/b] Il nome di un metadato deve essere un identificatore valido come "
+"per il metodo [method StringName.is_valid_identifier].\n"
+"[b]Nota:[/b] I metadati che hanno un nome che inizia con un trattino basso "
+"([code]_[/code]) sono considerati solo per l'editor. I metadati solo per "
+"l'editor non sono visualizzati nell'Ispettore e non dovrebbero essere "
+"modificati, sebbene si possano comunque trovare con questo metodo."
+
+msgid ""
+"Returns [code]true[/code] if the given [param method] name exists in the "
+"object.\n"
+"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
+"built-in Godot methods. Prefer using the names exposed in the "
+"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
+"call."
+msgstr ""
+"Restituisce [code]true[/code] se un metodo con il nome [param method] esiste "
+"nell'oggetto.\n"
+"[b]Nota:[/b] In C#, [param method] deve essere in snake_case quando si fa "
+"riferimento ai metodi incorporati di Godot. Preferisci usare i nomi esposti "
+"nella classe [code]MethodName[/code] per evitare di allocare un nuovo "
+"[StringName] a ogni chiamata."
+
+msgid ""
+"Returns [code]true[/code] if the given [param signal] name exists in the "
+"object.\n"
+"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
+"built-in Godot methods. Prefer using the names exposed in the "
+"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
+"call."
+msgstr ""
+"Restituisce [code]true[/code] se un segnale con il nome [param signal] esiste "
+"nell'oggetto.\n"
+"[b]Nota:[/b] In C#, [param signal] deve essere in snake_case quando si fa "
+"riferimento ai metodi incorporati di Godot. Preferisci usare i nomi esposti "
+"nella classe [code]MethodName[/code] per evitare di allocare un nuovo "
+"[StringName] a ogni chiamata."
+
+msgid ""
"Returns [code]true[/code] if the given user-defined [param signal] name "
"exists. Only signals added with [method add_user_signal] are included. See "
"also [method remove_user_signal]."
@@ -49379,27 +52861,768 @@ msgstr ""
"segnali. Vedi [method set_block_signals]."
msgid ""
+"Returns [code]true[/code] if the object inherits from the given [param "
+"class]. See also [method get_class].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var sprite2d = Sprite2D.new()\n"
+"sprite2d.is_class(\"Sprite2D\") # Returns true\n"
+"sprite2d.is_class(\"Node\") # Returns true\n"
+"sprite2d.is_class(\"Node3D\") # Returns false\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var sprite2D = new Sprite2D();\n"
+"sprite2D.IsClass(\"Sprite2D\"); // Returns true\n"
+"sprite2D.IsClass(\"Node\"); // Returns true\n"
+"sprite2D.IsClass(\"Node3D\"); // Returns false\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] This method ignores [code]class_name[/code] declarations in the "
+"object's script."
+msgstr ""
+"Restituisce [code]true[/code] se l'oggetto eredita dalla classe [param class] "
+"specificata. Vedi anche [method get_class].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var sprite2d = Sprite2D.new()\n"
+"sprite2d.is_class(\"Sprite2D\") # Restituisce true\n"
+"sprite2d.is_class(\"Node\") # Restituisce true\n"
+"sprite2d.is_class(\"Node3D\") # Restituisce false\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var sprite2D = new Sprite2D();\n"
+"sprite2D.IsClass(\"Sprite2D\"); // Restituisce true\n"
+"sprite2D.IsClass(\"Node\"); // Restituisce true\n"
+"sprite2D.IsClass(\"Node3D\"); // Restituisce false\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Questo metodo ignora le dichiarazioni di [code]class_name[/code] "
+"nello script dell'oggetto."
+
+msgid ""
+"Returns [code]true[/code] if a connection exists between the given [param "
+"signal] name and [param callable].\n"
+"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
+"built-in Godot methods. Prefer using the names exposed in the "
+"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
+"call."
+msgstr ""
+"Restituisce [code]true[/code] se esiste una connessione tra il segnale con il "
+"nome [param signal] e [param callable].\n"
+"[b]Nota:[/b] In C#, [param signal] deve essere in snake_case quando si fa "
+"riferimento a metodi incorporati di Godot. Preferisci usare i nomi esposti "
+"nella classe [code]SignalName[/code] per evitare di allocare un nuovo "
+"[StringName] a ogni chiamata."
+
+msgid ""
+"Returns [code]true[/code] if the [method Node.queue_free] method was called "
+"for the object."
+msgstr ""
+"Restituisce [code]true[/code] se il metodo [method Node.queue_free] è stato "
+"chiamato per l'oggetto."
+
+msgid ""
+"Sends the given [param what] notification to all classes inherited by the "
+"object, triggering calls to [method _notification], starting from the highest "
+"ancestor (the [Object] class) and going down to the object's script.\n"
+"If [param reversed] is [code]true[/code], the call order is reversed.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var player = Node2D.new()\n"
+"player.set_script(load(\"res://player.gd\"))\n"
+"\n"
+"player.notification(NOTIFICATION_ENTER_TREE)\n"
+"# The call order is Object -> Node -> Node2D -> player.gd.\n"
+"\n"
+"player.notification(NOTIFICATION_ENTER_TREE, true)\n"
+"# The call order is player.gd -> Node2D -> Node -> Object.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var player = new Node2D();\n"
+"player.SetScript(GD.Load(\"res://player.gd\"));\n"
+"\n"
+"player.Notification(NotificationEnterTree);\n"
+"// The call order is GodotObject -> Node -> Node2D -> player.gd.\n"
+"\n"
+"player.Notification(NotificationEnterTree, true);\n"
+"// The call order is player.gd -> Node2D -> Node -> GodotObject.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Invia la notifica [param what] specificata a tutte le classi ereditate "
+"dall'oggetto, attivando le chiamate a [method _notification], a partire "
+"dall'antenato più alto (la classe [Object]) e arrivando fino allo script "
+"dell'oggetto.\n"
+"Se [param reversed] è [code]true[/code], l'ordine delle chiamate è "
+"invertito.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var player = Node2D.new()\n"
+"player.set_script(load(\"res://player.gd\"))\n"
+"\n"
+"player.notification(NOTIFICATION_ENTER_TREE)\n"
+"# L'ordine delle chiamate è Object -> Node -> Node2D -> player.gd.\n"
+"\n"
+"player.notification(NOTIFICATION_ENTER_TREE, true)\n"
+"# L'ordine delle chiamate è player.gd -> Node2D -> Node -> Object.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var player = new Node2D();\n"
+"player.SetScript(GD.Load(\"res://player.gd\"));\n"
+"\n"
+"player.Notification(NotificationEnterTree);\n"
+"// L'ordine delle chiamate è GodotObject -> Node -> Node2D -> player.gd.\n"
+"\n"
+"player.Notification(NotificationEnterTree, true);\n"
+"// L'ordine delle chiamate è player.gd -> Node2D -> Node -> GodotObject.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Emits the [signal property_list_changed] signal. This is mainly used to "
+"refresh the editor, so that the Inspector and editor plugins are properly "
+"updated."
+msgstr ""
+"Emette il segnale [signal property_list_changed]. È utilizzato principalmente "
+"per aggiornare l'editor, in modo che le estensioni dell'editor e l'Ispettore "
+"siano aggiornati correttamente."
+
+msgid ""
+"Returns [code]true[/code] if the given [param property] has a custom default "
+"value. Use [method property_get_revert] to get the [param property]'s default "
+"value.\n"
+"[b]Note:[/b] This method is used by the Inspector dock to display a revert "
+"icon. The object must implement [method _property_can_revert] to customize "
+"the default value. If [method _property_can_revert] is not implemented, this "
+"method returns [code]false[/code]."
+msgstr ""
+"Restituisce [code]true[/code] se la proprietà [param property] specificata ha "
+"un valore predefinito personalizzato. Usa [method property_get_revert] per "
+"ottenere il valore predefinito di [param property].\n"
+"[b]Nota:[/b] Questo metodo è utilizzato dal pannello dell'Ispettore per "
+"visualizzare un'icona di ripristino. L'oggetto deve implementare [method "
+"_property_can_revert] per personalizzare il valore predefinito. Se [method "
+"_property_can_revert] non è implementato, questo metodo restituisce "
+"[code]false[/code]."
+
+msgid ""
+"Returns the custom default value of the given [param property]. Use [method "
+"property_can_revert] to check if the [param property] has a custom default "
+"value.\n"
+"[b]Note:[/b] This method is used by the Inspector dock to display a revert "
+"icon. The object must implement [method _property_get_revert] to customize "
+"the default value. If [method _property_get_revert] is not implemented, this "
+"method returns [code]null[/code]."
+msgstr ""
+"Restituisce il valore predefinito personalizzato della proprietà [param "
+"property] specificata. Usa [method property_can_revert] per verificare se la "
+"proprietà [param property] ha un valore predefinito personalizzato.\n"
+"[b]Nota:[/b] Questo metodo è utilizzato dal pannello dell'Ispettore per "
+"visualizzare un'icona di ripristino. L'oggetto deve implementare [method "
+"_property_get_revert] per personalizzare il valore predefinito. Se [method "
+"_property_get_revert] non è implementato, questo metodo restituisce "
+"[code]null[/code]."
+
+msgid ""
+"Removes the given entry [param name] from the object's metadata. See also "
+"[method has_meta], [method get_meta] and [method set_meta].\n"
+"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
+"StringName.is_valid_identifier] method.\n"
+"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
+"code]) is considered editor-only. Editor-only metadata is not displayed in "
+"the Inspector and should not be edited, although it can still be found by "
+"this method."
+msgstr ""
+"Rimuove la voce con il nome [param name] dai metadati dell'oggetto. Vedi "
+"anche [method has_meta], [method get_meta] e [method set_meta].\n"
+"[b]Nota:[/b] Il nome di un metadato deve essere un identificatore valido come "
+"per il metodo [method StringName.is_valid_identifier].\n"
+"[b]Nota:[/b] I metadati che hanno un nome che inizia con un trattino basso "
+"([code]_[/code]) sono considerati solo per l'editor. I metadati solo per "
+"l'editor non sono visualizzati nell'Ispettore e non dovrebbero essere "
+"modificati, sebbene si possano comunque trovare con questo metodo."
+
+msgid ""
"Removes the given user signal [param signal] from the object. See also "
"[method add_user_signal] and [method has_user_signal]."
msgstr ""
"Rimuove il segnale utente con il nome [param signal] dall'oggetto. Vedi anche "
"[method add_user_signal] e [method has_user_signal]."
+msgid ""
+"Assigns [param value] to the given [param property]. If the property does not "
+"exist or the given [param value]'s type doesn't match, nothing happens.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node = Node2D.new()\n"
+"node.set(\"global_scale\", Vector2(8, 2.5))\n"
+"print(node.global_scale) # Prints (8, 2.5)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var node = new Node2D();\n"
+"node.Set(Node2D.PropertyName.GlobalScale, new Vector2(8, 2.5));\n"
+"GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
+"built-in Godot properties. Prefer using the names exposed in the "
+"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
+"each call."
+msgstr ""
+"Assegna [param value] alla proprietà [param property] specificata. Se la "
+"proprietà non esiste o il tipo di [param value] specificato non corrisponde, "
+"non succede nulla.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node = Node2D.new()\n"
+"node.set(\"global_scale\", Vector2(8, 2.5))\n"
+"print(node.global_scale) # Stampa (8, 2.5)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var node = new Node2D();\n"
+"node.Set(Node2D.PropertyName.GlobalScale, new Vector2(8, 2.5));\n"
+"GD.Print(node.GlobalScale); // Stampa Vector2(8, 2.5)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] In C#, [param property] deve essere in snake_case quando si fa "
+"riferimento alle proprietà integrate di Godot. Preferisci utilizzare i nomi "
+"esposti nella classe [code]PropertyName[/code] per evitare di allocare un "
+"nuovo [StringName] a ogni chiamata."
+
+msgid ""
+"If set to [code]true[/code], the object becomes unable to emit signals. As "
+"such, [method emit_signal] and signal connections will not work, until it is "
+"set to [code]false[/code]."
+msgstr ""
+"Se impostato su [code]true[/code], l'oggetto non è più in grado di emettere "
+"segnali. Di conseguenza, [method emit_signal] e le connessioni dei segnali "
+"non funzioneranno, finché non sarà impostato su [code]false[/code]."
+
+msgid ""
+"Assigns [param value] to the given [param property], at the end of the "
+"current frame. This is equivalent to calling [method set] through [method "
+"call_deferred].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node = Node2D.new()\n"
+"add_child(node)\n"
+"\n"
+"node.rotation = 1.5\n"
+"node.set_deferred(\"rotation\", 3.0)\n"
+"print(node.rotation) # Prints 1.5\n"
+"\n"
+"await get_tree().process_frame\n"
+"print(node.rotation) # Prints 3.0\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var node = new Node2D();\n"
+"node.Rotation = 1.5f;\n"
+"node.SetDeferred(Node2D.PropertyName.Rotation, 3f);\n"
+"GD.Print(node.Rotation); // Prints 1.5\n"
+"\n"
+"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n"
+"GD.Print(node.Rotation); // Prints 3.0\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
+"built-in Godot properties. Prefer using the names exposed in the "
+"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
+"each call."
+msgstr ""
+"Assegna [param value] alla proprietà [param property] specificata, alla fine "
+"del frame attuale. Ciò equivale a chiamare [method set] tramite [method "
+"call_deferred].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node = Node2D.new()\n"
+"add_child(node)\n"
+"\n"
+"node.rotation = 1.5\n"
+"node.set_deferred(\"rotation\", 3.0)\n"
+"print(node.rotation) # Stampa 1.5\n"
+"\n"
+"await get_tree().process_frame\n"
+"print(node.rotation) # Stampa 3.0\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var node = new Node2D();\n"
+"node.Rotation = 1.5f;\n"
+"node.SetDeferred(Node2D.PropertyName.Rotation, 3f);\n"
+"GD.Print(node.Rotation); // Stampa 1.5\n"
+"\n"
+"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n"
+"GD.Print(node.Rotation); // Stampa 3.0\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] in C#, [param property] deve essere in snake_case quando si fa "
+"riferimento alle proprietà integrate di Godot. Preferisci usare i nomi "
+"esposti nella classe [code]PropertyName[/code] per evitare di allocare un "
+"nuovo [StringName] a ogni chiamata."
+
+msgid ""
+"Assigns a new [param value] to the property identified by the [param "
+"property_path]. The path should be a [NodePath] relative to this object, and "
+"can use the colon character ([code]:[/code]) to access nested properties.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node = Node2D.new()\n"
+"node.set_indexed(\"position\", Vector2(42, 0))\n"
+"node.set_indexed(\"position:y\", -10)\n"
+"print(node.position) # Prints (42, -10)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var node = new Node2D();\n"
+"node.SetIndexed(\"position\", new Vector2(42, 0));\n"
+"node.SetIndexed(\"position:y\", -10);\n"
+"GD.Print(node.Position); // Prints (42, -10)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] In C#, [param property_path] must be in snake_case when "
+"referring to built-in Godot properties. Prefer using the names exposed in the "
+"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
+"each call."
+msgstr ""
+"Assegna un nuovo [param value] alla proprietà identificata da [param "
+"property_path]. Il percorso dovrebbe essere un [NodePath] relativo a questo "
+"oggetto e può utilizzare il carattere due punti ([code]:[/code]) per accedere "
+"alle proprietà nidificate.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var node = Node2D.new()\n"
+"node.set_indexed(\"position\", Vector2(42, 0))\n"
+"node.set_indexed(\"position:y\", -10)\n"
+"print(node.position) # Stampa (42, -10)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var node = new Node2D();\n"
+"node.SetIndexed(\"position\", new Vector2(42, 0));\n"
+"node.SetIndexed(\"position:y\", -10);\n"
+"GD.Print(node.Position); // Stampa (42, -10)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] In C#, [param property_path] deve essere in snake_case quando si "
+"fa riferimento alle proprietà integrate di Godot. Preferisci usare i nomi "
+"esposti nella classe [code]PropertyName[/code] per evitare di allocare un "
+"nuovo [StringName] a ogni chiamata."
+
+msgid ""
+"If set to [code]true[/code], allows the object to translate messages with "
+"[method tr] and [method tr_n]. Enabled by default. See also [method "
+"can_translate_messages]."
+msgstr ""
+"Se impostato su [code]true[/code], consente all'oggetto di tradurre i "
+"messaggi con [method tr] e [method tr_n]. Abilitato per impostazione "
+"predefinita. Vedi anche [method can_translate_messages]."
+
+msgid ""
+"Adds or changes the entry [param name] inside the object's metadata. The "
+"metadata [param value] can be any [Variant], although some types cannot be "
+"serialized correctly.\n"
+"If [param value] is [code]null[/code], the entry is removed. This is the "
+"equivalent of using [method remove_meta]. See also [method has_meta] and "
+"[method get_meta].\n"
+"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
+"StringName.is_valid_identifier] method.\n"
+"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
+"code]) is considered editor-only. Editor-only metadata is not displayed in "
+"the Inspector and should not be edited, although it can still be found by "
+"this method."
+msgstr ""
+"Aggiunge o modifica la voce con il nome [param name] all'interno dei metadati "
+"dell'oggetto. Per i metadati, [param vaue] può essere un qualsiasi [Variant], "
+"nonostante alcuni tipi non si possano serializzare correttamente.\n"
+"Se [param value] è [code]null[/code], la voce viene rimossa. Ciò equivale a "
+"usare [method remove_meta]. Vedi anche [method has_meta] e [method "
+"get_meta].\n"
+"[b]Nota:[/b] il nome di un metadato deve essere un identificatore valido come "
+"per il metodo [method StringName.is_valid_identifier].\n"
+"[b]Nota:[/b] I metadati che hanno un nome che inizia con un trattino basso "
+"([code]_[/code]) sono considerati solo per l'editor. I metadati solo per "
+"l'editor non sono visualizzati nell'Ispettore e non dovrebbero essere "
+"modificati, sebbene si possano comunque trovare con questo metodo."
+
+msgid ""
+"Attaches [param script] to the object, and instantiates it. As a result, the "
+"script's [method _init] is called. A [Script] is used to extend the object's "
+"functionality.\n"
+"If a script already exists, its instance is detached, and its property values "
+"and state are lost. Built-in property values are still kept."
+msgstr ""
+"Allega [param script] all'oggetto e ne crea un'istanza. Di conseguenza, viene "
+"chiamato il [method _init] dello script. Uno [Script] è utilizzato per "
+"estendere la funzionalità dell'oggetto.\n"
+"Se uno script esiste già, la sua istanza viene staccata e i suoi valori di "
+"proprietà e lo stato vengono persi. I valori di proprietà integrate vengono "
+"comunque mantenuti."
+
+msgid ""
+"Returns a [String] representing the object. Defaults to "
+"[code]\"<ClassName#RID>\"[/code]. Override [method _to_string] to customize "
+"the string representation of the object."
+msgstr ""
+"Restituisce una [String] che rappresenta l'oggetto. Il valore predefinito è "
+"[code]\"<ClassName#RID>\"[/code]. Sovrascrivi [method _to_string] per "
+"personalizzare la rappresentazione in stringa dell'oggetto."
+
+msgid ""
+"Translates a [param message], using the translation catalogs configured in "
+"the Project Settings. Further [param context] can be specified to help with "
+"the translation. Note that most [Control] nodes automatically translate their "
+"strings, so this method is mostly useful for formatted strings or custom "
+"drawn text.\n"
+"If [method can_translate_messages] is [code]false[/code], or no translation "
+"is available, this method returns the [param message] without changes. See "
+"[method set_message_translation].\n"
+"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/"
+"internationalizing_games.html]Internationalizing games[/url].\n"
+"[b]Note:[/b] This method can't be used without an [Object] instance, as it "
+"requires the [method can_translate_messages] method. To translate strings in "
+"a static context, use [method TranslationServer.translate]."
+msgstr ""
+"Traduce il messaggio [param message], utilizzando i cataloghi di traduzione "
+"configurati nelle Impostazioni del progetto. È possibile specificare un "
+"ulteriore contesto ([param context]) per facilitare la traduzione. Nota che "
+"la maggior parte dei nodi [Control] traduce automaticamente le proprie "
+"stringhe, quindi questo metodo è utile soprattutto per stringhe formattate o "
+"testo disegnato personalizzato.\n"
+"Se [method can_translate_messages] è [code]false[/code], o nessuna traduzione "
+"è disponibile, questo metodo restituisce [param message] senza modifiche. "
+"Vedi [method set_message_translation].\n"
+"Per esempi dettagliati, consulta [url=$DOCS_URL/tutorials/i18n/"
+"internationalizing_games.html]Internazionalizzazione dei giochi[/url].\n"
+"[b]Nota:[/b] Questo metodo non può essere utilizzato senza un'istanza di "
+"[Object], poiché richiede il metodo [method can_translate_messages]. Per "
+"tradurre delle stringhe in un contesto statico, usa [method TranslationServer."
+"translate]."
+
+msgid ""
+"Translates a [param message] or [param plural_message], using the translation "
+"catalogs configured in the Project Settings. Further [param context] can be "
+"specified to help with the translation.\n"
+"If [method can_translate_messages] is [code]false[/code], or no translation "
+"is available, this method returns [param message] or [param plural_message], "
+"without changes. See [method set_message_translation].\n"
+"The [param n] is the number, or amount, of the message's subject. It is used "
+"by the translation system to fetch the correct plural form for the current "
+"language.\n"
+"For detailed examples, see [url=$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 to handle these cases with [method tr].\n"
+"[b]Note:[/b] This method can't be used without an [Object] instance, as it "
+"requires the [method can_translate_messages] method. To translate strings in "
+"a static context, use [method TranslationServer.translate_plural]."
+msgstr ""
+"Traduce un il messaggio [param message] o [param plural_message], utilizzando "
+"i cataloghi di traduzione configurati nelle Impostazioni del progetto. È "
+"possibile specificare un ulteriore contesto ([param context]) per facilitare "
+"la traduzione. \n"
+"Se [method can_translate_messages] è [code]false[/code] o nessuna traduzione "
+"è disponibile, questo metodo restituisce [param message] o [param "
+"plural_message], senza modifiche. Vedi [method set_message_translation].\n"
+"[param n] è il numero, o la quantità, del soggetto del messaggio. È "
+"utilizzato dal sistema di traduzione per recuperare la forma plurale corretta "
+"per la lingua attuale.\n"
+"Per esempi dettagliati, consulta [url=$DOCS_URL/tutorials/i18n/"
+"localization_using_gettext.html]Localizzazione tramite gettext[/url].\n"
+"[b]Nota:[/b] i numeri negativi e [float] potrebbero non essere applicati "
+"correttamente ad alcuni soggetti numerabili. Si consiglia di gestire questi "
+"casi con [method tr].\n"
+"[b]Nota:[/b] Questo metodo non può essere utilizzato senza un'istanza di "
+"[Object], poiché richiede il metodo [method can_translate_messages]. Per "
+"tradurre delle stringhe in un contesto statico, usa [method TranslationServer."
+"translate_plural]."
+
+msgid "Emitted when [method notify_property_list_changed] is called."
+msgstr "Emesso quando [method notify_property_list_changed] viene chiamato."
+
+msgid ""
+"Emitted when the object's script is changed.\n"
+"[b]Note:[/b] When this signal is emitted, the new script is not initialized "
+"yet. If you need to access the new script, defer connections to this signal "
+"with [constant CONNECT_DEFERRED]."
+msgstr ""
+"Emesso quando lo script dell'oggetto viene cambiato.\n"
+"[b]Nota:[/b] Quando questo segnale viene emesso, il nuovo script non è ancora "
+"inizializzato. Se devi accedere al nuovo script, differisci le connessioni a "
+"questo segnale con [constant CONNECT_DEFERRED]."
+
+msgid ""
+"Notification received when the object is initialized, before its script is "
+"attached. Used internally."
+msgstr ""
+"Notifica ricevuta quando l'oggetto viene inizializzato, prima che il suo "
+"script venga allegato. Utilizzato internamente."
+
+msgid ""
+"Notification received when the object is about to be deleted. Can act as the "
+"deconstructor of some programming languages."
+msgstr ""
+"Notifica ricevuta quando l'oggetto sta per essere eliminato. Può fungere da "
+"decostruttore di alcuni linguaggi di programmazione."
+
+msgid ""
+"Deferred connections trigger their [Callable]s on idle time (at the end of "
+"the frame), rather than instantly."
+msgstr ""
+"Le connessioni differite attivano i loro [Callable] durante il tempo di "
+"inattività (alla fine del frame), anziché istantaneamente."
+
+msgid ""
+"Persisting connections are stored when the object is serialized (such as when "
+"using [method PackedScene.pack]). In the editor, connections created through "
+"the Node dock are always persisting."
+msgstr ""
+"Le connessioni persistenti sono memorizzate quando l'oggetto viene "
+"serializzato (ad esempio quando si usa [method PackedScene.pack]). "
+"Nell'editor, le connessioni create tramite il pannello di Nodo sono sempre "
+"persistenti."
+
+msgid "One-shot connections disconnect themselves after emission."
+msgstr "Le connessioni a colpo singolo si disconnettono dopo l'emissione."
+
+msgid ""
+"Reference-counted connections can be assigned to the same [Callable] multiple "
+"times. Each disconnection decreases the internal counter. The signal fully "
+"disconnects only when the counter reaches 0."
+msgstr ""
+"Le connessioni con conteggio dei riferimenti possono essere assegnate allo "
+"stesso [Callable] più volte. Ogni disconnessione diminuisce il contatore "
+"interno. Il segnale si disconnette completamente solo quando il contatore "
+"raggiunge 0."
+
+msgid ""
+"Occluder shape resource for use with occlusion culling in "
+"[OccluderInstance3D]."
+msgstr ""
+"Risorsa di forma dell'occlusore da utilizzare con l'occlusion culling in "
+"[OccluderInstance3D]."
+
+msgid ""
+"[Occluder3D] stores an occluder shape that can be used by the engine's "
+"occlusion culling system.\n"
+"See [OccluderInstance3D]'s documentation for instructions on setting up "
+"occlusion culling."
+msgstr ""
+"[Occluder3D] memorizza una forma di occlusione che può essere utilizzata dal "
+"sistema di occlusion culling del motore.\n"
+"Consulta la documentazione di [OccluderInstance3D] per istruzioni su come "
+"configurare l'occlusion culling."
+
msgid "Returns the occluder shape's vertex indices."
msgstr "Restituisce gli indici dei vertici della forma di occlusione."
msgid "Returns the occluder shape's vertex positions."
msgstr "Restituisce le posizioni dei vertici della forma di occlusione."
+msgid ""
+"Provides occlusion culling for 3D nodes, which improves performance in closed "
+"areas."
+msgstr ""
+"Fornisce l'occlusion culling per i nodi 3D, migliorando le prestazioni in "
+"aree chiuse."
+
+msgid "Defines a 2D polygon for LightOccluder2D."
+msgstr "Definisce un poligono 2D per un LightOccluder2D."
+
+msgid ""
+"Editor facility that helps you draw a 2D polygon used as resource for "
+"[LightOccluder2D]."
+msgstr ""
+"Funzionalità dell'editor che ti aiuta a disegnare un poligono 2D utilizzato "
+"come risorsa per un [LightOccluder2D]."
+
+msgid ""
+"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D occludes "
+"the light coming from any direction. An opened OccluderPolygon2D occludes the "
+"light only at its outline's direction."
+msgstr ""
+"Se [code]true[/code], chiude il poligono. Un OccluderPolygon2D chiuso occlude "
+"la luce proveniente da qualsiasi direzione. Un OccluderPolygon2D aperto "
+"occlude la luce solo nella direzione del suo contorno."
+
+msgid "The culling mode to use."
+msgstr "Il modo di culling da utilizzare."
+
+msgid "A [Vector2] array with the index for polygon's vertices positions."
+msgstr ""
+"Un array di [Vector2] con l'indice per le posizioni dei vertici del poligono."
+
+msgid "Culling is disabled. See [member cull_mode]."
+msgstr "Il culling è disabilitato. Vedi [member cull_mode]."
+
+msgid "Culling is performed in the clockwise direction. See [member cull_mode]."
+msgstr "Il culling è eseguito in senso orario. Vedi [member cull_mode]."
+
+msgid ""
+"Culling is performed in the counterclockwise direction. See [member "
+"cull_mode]."
+msgstr "Il culling è eseguito in senso antiorario. Vedi [member cull_mode]."
+
+msgid "A [MultiplayerPeer] which is always connected and acts as a server."
+msgstr "Un [MultiplayerPeer] che è sempre connesso e funge da server."
+
+msgid ""
+"This is the default [member MultiplayerAPI.multiplayer_peer] for the [member "
+"Node.multiplayer]. It mimics the behavior of a server with no peers "
+"connected.\n"
+"This means that the [SceneTree] will act as the multiplayer authority by "
+"default. Calls to [method MultiplayerAPI.is_server] will return [code]true[/"
+"code], and calls to [method MultiplayerAPI.get_unique_id] will return "
+"[constant MultiplayerPeer.TARGET_PEER_SERVER]."
+msgstr ""
+"Questo è il [member MultiplayerAPI.multiplayer_peer] predefinito per [member "
+"Node.multiplayer]. Imita il comportamento di un server senza peer connessi.\n"
+"Ciò significa che il [SceneTree] agirà come autorità multigiocatore per "
+"impostazione predefinita. Le chiamate a [method MultiplayerAPI.is_server] "
+"restituiranno [code]true[/code] e le chiamate a [method MultiplayerAPI."
+"get_unique_id] restituiranno [constant MultiplayerPeer.TARGET_PEER_SERVER]."
+
+msgid "A sequence of Ogg packets."
+msgstr "Una sequenza di pacchetti Ogg."
+
+msgid "The length of this stream, in seconds."
+msgstr "La lunghezza di questo flusso, in secondi."
+
+msgid "Contains the granule positions for each page in this packet sequence."
+msgstr ""
+"Contiene le posizioni dei granuli per ogni pagina in questa sequenza di "
+"pacchetti."
+
+msgid "Contains the raw packets that make up this OggPacketSequence."
+msgstr "Contiene i pacchetti grezzi che compongono questa OggPacketSequence."
+
+msgid ""
+"Holds sample rate information about this sequence. Must be set by another "
+"class that actually understands the codec."
+msgstr ""
+"Contiene informazioni sulla frequenza di campionamento di questa sequenza. "
+"Deve essere impostato da un'altra classe che comprende effettivamente il "
+"codec."
+
+msgid "Omnidirectional light, such as a light bulb or a candle."
+msgstr ""
+"Una luce omnidirezionale, come quella di una lampadina o di una candela."
+
+msgid ""
+"An Omnidirectional light is a type of [Light3D] that emits light in all "
+"directions. The light is attenuated by distance and this attenuation can be "
+"configured by changing its energy, radius, and attenuation parameters.\n"
+"[b]Note:[/b] When using the Mobile rendering method, only 8 omni lights can "
+"be displayed on each mesh resource. Attempting to display more than 8 omni "
+"lights on a single mesh resource will result in omni lights flickering in and "
+"out as the camera moves. When using the Compatibility rendering method, only "
+"8 omni lights can be displayed on each mesh resource by default, but this can "
+"be increased by adjusting [member ProjectSettings.rendering/limits/opengl/"
+"max_lights_per_object].\n"
+"[b]Note:[/b] When using the Mobile or Compatibility rendering methods, omni "
+"lights will only correctly affect meshes whose visibility AABB intersects "
+"with the light's AABB. If using a shader to deform the mesh in a way that "
+"makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] "
+"must be increased on the mesh. Otherwise, the light may not be visible on the "
+"mesh."
+msgstr ""
+"Una luce omnidirezionale è un tipo di [Light3D] che emette luce in tutte le "
+"direzioni. La luce è attenuata dalla distanza e questa attenuazione può "
+"essere configurata modificando i suoi parametri di energia, raggio e "
+"attenuazione.\n"
+"[b]Nota:[/b] Quando si utilizza il metodo di rendering Mobile, solo 8 luci "
+"omni possono essere visualizzate su ogni risorsa mesh. Tentare di "
+"visualizzare più di 8 luci omni su una singola risorsa mesh provocherà uno "
+"sfarfallio delle luci omni mentre la telecamera si muove. Quando si utilizza "
+"il metodo di rendering Compatibilità, solo 8 luci omni possono essere "
+"visualizzate su ogni risorsa mesh per impostazione predefinita, ma questo "
+"limite può essere aumentato regolando [member ProjectSettings.rendering/"
+"limits/opengl/max_lights_per_object].\n"
+"[b]Nota:[/b] Quando si utilizzano i metodi di rendering Mobile o "
+"Compatibilità, le luci omni influenzeranno correttamente solo le mesh il cui "
+"AABB di visibilità interseca l'AABB della luce. Se si usa uno shader per "
+"deformare la mesh in modo che esca dal suo AABB, [member GeometryInstance3D."
+"extra_cull_margin] deve essere aumentato sulla mesh. Altrimenti, la luce "
+"potrebbe non essere visibile sulla mesh."
+
+msgid ""
+"Controls the distance attenuation function for omnilights.\n"
+"A value of [code]0.0[/code] will maintain a constant brightness through most "
+"of the range, but smoothly attenuate the light at the edge of the range. Use "
+"a value of [code]2.0[/code] for physically accurate lights as it results in "
+"the proper inverse square attenutation.\n"
+"[b]Note:[/b] Setting attenuation to [code]2.0[/code] or higher may result in "
+"distant objects receiving minimal light, even within range. For example, with "
+"a range of [code]4096[/code], an object at [code]100[/code] units is "
+"attenuated by a factor of [code]0.0001[/code]. With a default brightness of "
+"[code]1[/code], the light would not be visible at that distance.\n"
+"[b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead "
+"to unexpected results."
+msgstr ""
+"Controlla la funzione di attenuazione della distanza per la luce "
+"omnidirezionale.\n"
+"Un valore di [code]0.0[/code] manterrà una luminosità costante per la maggior "
+"parte della portata, ma attenuerà gradualmente la luce al limite del portata. "
+"Utilizza un valore di [code]2.0[/code] per luci fisicamente accurate in "
+"quanto risulta nella corretta attenuazione del quadrato inverso.\n"
+"[b]Nota:[/b] Impostare l'attenuazione su [code]2.0[/code] o superiore può "
+"comportare che gli oggetti distanti ricevano una luce minima, anche "
+"all'interno del portata. Ad esempio, con un portata di [code]4096[/code], un "
+"oggetto lontano di [code]100[/code] unità è attenuato di un fattore di "
+"[code]0.0001[/code]. Con una luminosità predefinita di [code]1[/code], la "
+"luce non sarebbe visibile a quella distanza.\n"
+"[b]Nota:[/b] Utilizzare valori negativi o superiori a [code]10.0[/code] può "
+"portare a risultati imprevisti."
+
+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 "
+"this radius.\n"
+"[b]Note:[/b] [member omni_range] is not affected by [member Node3D.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
+"Il raggio della luce. Nota che l'area effettivamente illuminata potrebbe "
+"apparire più piccola a seconda del [member omni_attenuation] in uso. A "
+"prescindere dal [member omni_attenuation] in uso, la luce non raggiungerà mai "
+"nulla al di fuori di questo raggio.\n"
+"[b]Nota:[/b] [member omni_range] non è influenzato da [member Node3D.scale] "
+"(la scala della luce o la scala del suo genitore)."
+
+msgid "See [enum ShadowMode]."
+msgstr "Vedi [enum ShadowMode]."
+
+msgid ""
+"Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
+"SHADOW_CUBE], but lower-quality."
+msgstr ""
+"Le ombre sono renderizzate con una texture a doppio paraboloide. Più veloce "
+"di [constant SHADOW_CUBE], ma di qualità inferiore."
+
+msgid ""
+"Shadows are rendered to a cubemap. Slower than [constant "
+"SHADOW_DUAL_PARABOLOID], but higher-quality."
+msgstr ""
+"Le ombre sono renderizzate in una cubemap. Più lento di [constant "
+"SHADOW_DUAL_PARABOLOID], ma di qualità superiore."
+
+msgid "An OpenXR action."
+msgstr "Un'azione OpenXR."
+
msgid "The type of action."
msgstr "Il tipo di azione."
+msgid "The localized description of this action."
+msgstr "La descrizione localizzata di questa azione."
+
msgid "Add an action set."
msgstr "Aggiungi un insieme di azioni."
msgid "Add an interaction profile."
msgstr "Aggiungi un profilo d'interazione."
+msgid "Retrieve an action set by name."
+msgstr "Recupera un insieme di azioni per nome."
+
+msgid "Find an interaction profile by its name (path)."
+msgstr "Trova un profilo di interazione tramite il suo nome (percorso)."
+
msgid "Retrieve the action set at this index."
msgstr "Recupera l'azione impostata su questo indice."
@@ -49410,11 +53633,17 @@ msgid "Retrieve the number of interaction profiles in our action map."
msgstr ""
"Recupera il numero di profili di interazione nella nostra mappa d'azione."
+msgid "Add an action to this action set."
+msgstr "Aggiungi un'azione a questo insieme di azioni."
+
msgid "Retrieve the number of actions in our action set."
-msgstr "Recuperare il numero di azioni nel nostro set di azioni."
+msgstr "Recuperare il numero di azioni nel nostro insieme di azioni."
msgid "The priority for this action set."
-msgstr "La priorità per questo set di azioni."
+msgstr "La priorità per questo insieme di azioni."
+
+msgid "Makes the OpenXR API available for GDExtension."
+msgstr "Rende disponibile l'API di OpenXR per GDExtension."
msgid "XrInstance documentation"
msgstr "Documentazione di XrInstance"
@@ -49442,6 +53671,28 @@ msgid "Returns [code]true[/code] if OpenXR is enabled."
msgstr "Restituisce [code]true[/code] se OpenXR è abilitato."
msgid ""
+"Means that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] isn't "
+"supported at all."
+msgstr ""
+"Significa che [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] non è "
+"affatto supportato."
+
+msgid ""
+"Means that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is really "
+"supported."
+msgstr ""
+"Significa che [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] è "
+"realmente supportato."
+
+msgid ""
+"Means that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is emulated."
+msgstr ""
+"Significa che [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] è emulato."
+
+msgid "The parent class of all OpenXR composition layer nodes."
+msgstr "Classe padre di tutti i nodi OpenXR dei livelli di composizione."
+
+msgid ""
"Returns true if the OpenXR runtime natively supports this composition layer "
"type.\n"
"[b]Note:[/b] This will only return an accurate result after the OpenXR "
@@ -49452,6 +53703,15 @@ msgstr ""
"[b]Nota:[/b] Questo restituirà un risultato preciso solo dopo l'avvio della "
"sessione OpenXR."
+msgid ""
+"The aspect ratio of the slice. Used to set the height relative to the width."
+msgstr ""
+"Il rapporto di aspetto della sezione. Utilizzato per impostare l'altezza "
+"relativa alla larghezza."
+
+msgid "The central angle of the cylinder. Used to set the width."
+msgstr "L'angolo centrale del cilindro. Utilizzato per impostare la larghezza."
+
msgid "The number of segments to use in the fallback mesh."
msgstr "Il numero di segmenti da utilizzare nella mesh di riserva."
@@ -49461,6 +53721,39 @@ msgstr "Il raggio della sfera."
msgid "The dimensions of the quad."
msgstr "Le dimensioni del quad."
+msgid "Tracking the player's left hand."
+msgstr "Tracciando la mano sinistra del giocatore."
+
+msgid "Tracking the player's right hand."
+msgstr "Tracciando la mano destra del giocatore."
+
+msgid "Maximum supported hands."
+msgstr "Numero massimo di mani supportate."
+
+msgid "When player grips, hand skeleton will form a full fist."
+msgstr ""
+"Quando il giocatore afferra, lo scheletro della mano forma un pugno completo."
+
+msgid "Maximum supported motion ranges."
+msgstr "Intervalli di movimento massimi supportati."
+
+msgid "Our OpenXR interface."
+msgstr "La nostra interfaccia OpenXR."
+
+msgid "Setting up XR"
+msgstr "Configurazione dell'XR"
+
+msgid ""
+"Use [member XRHandTracker.hand_tracking_source] obtained from [method "
+"XRServer.get_tracker] instead."
+msgstr ""
+"Utilizza invece [member XRHandTracker.hand_tracking_source] ottenuto da "
+"[method XRServer.get_tracker]."
+
+msgid "Returns [code]true[/code] if the given action set is active."
+msgstr ""
+"Restituisce [code]true[/code] se l'insieme di azioni specificato è attivo."
+
msgid ""
"Returns [code]true[/code] if OpenXR's hand interaction profile is supported "
"and enabled.\n"
@@ -49495,18 +53788,116 @@ msgstr "Valore massimo per l'enumeratore della gamma di movimento."
msgid "Maximum value for the hand tracked source enum."
msgstr "Valore massimo per l'enumeratore della sorgente tracciata della mano."
+msgid "Palm joint."
+msgstr "Giunto del palmo."
+
+msgid "Wrist joint."
+msgstr "Giunto del polso."
+
msgid "Middle distal joint."
msgstr "Giunto medio distale."
msgid "Maximum value for the hand joint enum."
msgstr "Valore massimo per l'enumeratore delle articolazioni della mano."
+msgid "No flags are set."
+msgstr "Nessun flag è impostato."
+
+msgid ""
+"If set, the orientation data is valid, otherwise, the orientation data is "
+"unreliable and should not be used."
+msgstr ""
+"Se impostato, i dati di orientamento sono validi, altrimenti, i dati di "
+"orientamento non sono affidabili e non devono essere utilizzati."
+
msgid ""
"Returns [code]true[/code] if this input/output path is part of this binding."
msgstr ""
"Restituisce [code]true[/code] se questo percorso di uscita o entrata fa parte "
"di questo binding."
+msgid "An optimized translation, used by default for CSV Translations."
+msgstr ""
+"Una traduzione ottimizzata, utilizzata per impostazione predefinita per le "
+"traduzioni CSV."
+
+msgid ""
+"An optimized translation, used by default for CSV Translations. Uses real-"
+"time compressed translations, which results in very small dictionaries."
+msgstr ""
+"Una traduzione ottimizzata, usata per impostazione predefinita per le "
+"traduzioni CSV. Utilizza traduzioni compresse in tempo reale, che risultano "
+"in dizionari molto piccoli."
+
+msgid ""
+"Generates and sets an optimized translation from the given [Translation] "
+"resource."
+msgstr ""
+"Genera e imposta una traduzione ottimizzata dalla risorsa [Translation] "
+"specificata."
+
+msgid "A button that brings up a dropdown with selectable options when pressed."
+msgstr ""
+"Un pulsante che, se premuto, apre un menu a tendina con opzioni selezionabili."
+
+msgid ""
+"[OptionButton] is a type of button that brings up a dropdown with selectable "
+"items when pressed. The item selected becomes the \"current\" item and is "
+"displayed as the button text.\n"
+"See also [BaseButton] which contains common properties and methods associated "
+"with this node.\n"
+"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 "
+"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/"
+"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code].\n"
+"[b]Note:[/b] The [member Button.text] and [member Button.icon] properties are "
+"set automatically based on the selected item. They shouldn't be changed "
+"manually."
+msgstr ""
+"[OptionButton] è un tipo di pulsante che apre un menu a tendina con elementi "
+"selezionabili quando viene premuto. L'elemento selezionato diventa l'elemento "
+"\"attuale\" e viene visualizzato come testo del pulsante.\n"
+"Vedi anche [BaseButton] che contiene proprietà e metodi comuni associati a "
+"questo nodo.\n"
+"[b]Nota:[/b] I valori degli ID utilizzati per gli elementi sono limitati a 32 "
+"bit, non a 64 bit pieni di [int]. Ciò ha un intervallo di [code]-2^32[/code] "
+"a [code]2^32 - 1[/code], ovvero [code]-2147483648[/code] a [code]2147483647[/"
+"code].\n"
+"[b]Nota:[/b] Le proprietà [member Button.text] e [member Button.icon] sono "
+"impostate automaticamente in base all'elemento selezionato. Non dovrebbero "
+"essere modificate manualmente."
+
+msgid ""
+"Adds an item, with a [param texture] icon, text [param label] and "
+"(optionally) [param id]. If no [param id] is passed, the item index will be "
+"used as the item's ID. New items are appended at the end."
+msgstr ""
+"Aggiunge un elemento, con un'icona [param texture], testo [param label] e "
+"(facoltativamente) [param id]. Se nessun [param id] viene passato, l'indice "
+"dell'elemento sarà utilizzato come ID dell'elemento. I nuovi elementi vengono "
+"aggiunti alla fine."
+
+msgid ""
+"Adds an item, with text [param label] and (optionally) [param id]. If no "
+"[param id] is passed, the item index will be used as the item's ID. New items "
+"are appended at the end."
+msgstr ""
+"Aggiunge un elemento, con testo [param label] e (facoltativamente) [param "
+"id]. Se non viene passato alcun [param id], l'indice dell'elemento sarà "
+"utilizzato come ID dell'elemento. I nuovi elementi vengono aggiunti alla fine."
+
+msgid ""
+"Adds a separator to the list of items. Separators help to group items, and "
+"can optionally be given a [param text] header. A separator also gets an index "
+"assigned, and is appended at the end of the item list."
+msgstr ""
+"Aggiunge un separatore alla lista di elementi. I separatori aiutano a "
+"raggruppare gli elementi e possono essere facoltativamente dotati di "
+"un'intestazione [param text]. A un separatore è anche assegnato un indice e "
+"viene aggiunto alla fine della lista di elementi."
+
+msgid "Clears all the items in the [OptionButton]."
+msgstr "Cancella tutti gli elementi nell'[OptionButton]."
+
msgid "Returns the icon of the item at index [param idx]."
msgstr "Restituisce l'icona dell'elemento all'indice [param idx]."
@@ -49514,7 +53905,15 @@ msgid "Returns the ID of the item at index [param idx]."
msgstr "Restituisce l'ID dell'elemento all'indice [param idx]."
msgid "Returns the index of the item with the given [param id]."
-msgstr "Restituisce l'indice dell'elemento con l'[param id] fornito."
+msgstr "Restituisce l'indice dell'elemento con l'[param id] specificato."
+
+msgid ""
+"Retrieves the metadata of an item. Metadata may be any type and can be used "
+"to store extra information about an item, such as an external string ID."
+msgstr ""
+"Recupera i metadati di un elemento. I metadati possono essere di qualunque "
+"tipo e possono essere utilizzati per memorizzare ulteriori informazioni su un "
+"elemento, come un ID esterno."
msgid "Returns the text of the item at index [param idx]."
msgstr "Restituisce il testo dell'elemento all'indice [param idx]."
@@ -49523,6 +53922,31 @@ msgid "Returns the tooltip of the item at index [param idx]."
msgstr "Restituisce la tooltip dell'elemento all'indice [param idx]."
msgid ""
+"Returns the index of the first item which is not disabled, or marked as a "
+"separator. If [param from_last] is [code]true[/code], the items will be "
+"searched in reverse order.\n"
+"Returns [code]-1[/code] if no item is found."
+msgstr ""
+"Restituisce l'indice del primo elemento che non è disabilitato o "
+"contrassegnato come separatore. Se [param from_last] è [code]true[/code], gli "
+"elementi saranno cercati in ordine inverso.\n"
+"Restituisce [code]-1[/code] se non viene trovato alcun elemento."
+
+msgid ""
+"Returns the ID of the selected item, or [code]-1[/code] if no item is "
+"selected."
+msgstr ""
+"Restituisce l'ID dell'elemento selezionato oppure [code]-1[/code] se nessun "
+"elemento è selezionato."
+
+msgid ""
+"Gets the metadata of the selected item. Metadata for items can be set using "
+"[method set_item_metadata]."
+msgstr ""
+"Ottiene i metadati dell'elemento selezionato. I metadati per gli elementi "
+"possono essere impostati utilizzando [method set_item_metadata]."
+
+msgid ""
"Returns [code]true[/code] if this button contains at least one item which is "
"not disabled, or marked as a separator."
msgstr ""
@@ -49539,14 +53963,46 @@ msgid ""
"separator."
msgstr ""
"Restituisce [code]true[/code] se l'elemento all'indice [param idx] è "
-"contrassegnato come un separatore."
+"contrassegnato come separatore."
msgid "Removes the item at index [param idx]."
msgstr "Rimuove l'elemento all'indice [param idx]."
+msgid ""
+"Selects an item by index and makes it the current item. This will work even "
+"if the item is disabled.\n"
+"Passing [code]-1[/code] as the index deselects any currently selected item."
+msgstr ""
+"Seleziona un elemento per indice e lo rende l'elemento attuale. Funzionerà "
+"anche se l'elemento è disabilitato.\n"
+"Passando [code]-1[/code] come indice deseleziona qualunque elemento "
+"attualmente selezionato."
+
+msgid ""
+"Sets whether the item at index [param idx] is disabled.\n"
+"Disabled items are drawn differently in the dropdown and are not selectable "
+"by the user. If the current selected item is set as disabled, it will remain "
+"selected."
+msgstr ""
+"Imposta se l'elemento all'indice [param idx] è disabilitato.\n"
+"Gli elementi disabilitati sono disegnati in modo diverso nel menu a tendina e "
+"non sono selezionabili dall'utente. Se l'elemento attualmente selezionato è "
+"viene disabilitato, rimarrà comunque selezionato."
+
msgid "Sets the icon of the item at index [param idx]."
msgstr "Imposta l'icona dell'elemento all'indice [param idx]."
+msgid "Sets the ID of the item at index [param idx]."
+msgstr "Imposta l'ID dell'elemento all'indice [param idx]."
+
+msgid ""
+"Sets the metadata of an item. Metadata may be of any type and can be used to "
+"store extra information about an item, such as an external string ID."
+msgstr ""
+"Imposta i metadati di un elemento. I metadati possono essere di qualunque "
+"tipo e possono essere utilizzati per memorizzare ulteriori informazioni su un "
+"elemento, come un ID esterno."
+
msgid "Sets the text of the item at index [param idx]."
msgstr "Imposta il testo dell'elemento all'indice [param idx]."
@@ -49554,6 +54010,897 @@ msgid "Sets the tooltip of the item at index [param idx]."
msgstr "Imposta la tooltip dell'elemento all'indice [param idx]."
msgid ""
+"Adjusts popup position and sizing for the [OptionButton], then shows the "
+"[PopupMenu]. Prefer this over using [code]get_popup().popup()[/code]."
+msgstr ""
+"Regola la posizione e le dimensioni di popup per [OptionButton], poi mostra "
+"il [PopupMenu]. Preferisci usare questo metodo piuttosto che "
+"[code]get_popup().popup()[/code]."
+
+msgid ""
+"If [code]true[/code], minimum size will be determined by the longest item's "
+"text, instead of the currently selected one's.\n"
+"[b]Note:[/b] For performance reasons, the minimum size doesn't update "
+"immediately when adding, removing or modifying items."
+msgstr ""
+"Se [code]true[/code], la dimensione minima sarà determinata dal testo "
+"dell'elemento più lungo, invece che da quello attualmente selezionato.\n"
+"[b]Nota:[/b] Per motivi di prestazioni, la dimensione minima non si aggiorna "
+"subito quando si aggiungono, rimuovono o modificano elementi."
+
+msgid "The number of items to select from."
+msgstr "Il numero di elementi tra cui selezionare."
+
+msgid ""
+"The index of the currently selected item, or [code]-1[/code] if no item is "
+"selected."
+msgstr ""
+"Indice dell'elemento attualmente selezionato, oppure [code]-1[/code] se "
+"nessun elemento è selezionato."
+
+msgid ""
+"Emitted when the user navigates to an item using the [member ProjectSettings."
+"input/ui_up] or [member ProjectSettings.input/ui_down] input actions. The "
+"index of the item selected is passed as argument."
+msgstr ""
+"Emesso quando l'utente passa a un elemento utilizzando le azioni di input "
+"[member ProjectSettings.input/ui_up] o [member ProjectSettings.input/"
+"ui_down]. L'indice dell'elemento selezionato viene passato come argomento."
+
+msgid ""
+"Emitted when the current item has been changed by the user. The index of the "
+"item selected is passed as argument.\n"
+"[member allow_reselect] must be enabled to reselect an item."
+msgstr ""
+"Emesso quando l'elemento attuale è stato cambiato dall'utente. L'indice "
+"dell'elemento selezionato viene passato come argomento.\n"
+"[member allow_reselect] deve essere abilitato per selezionare lo stesso "
+"elemento di nuovo."
+
+msgid ""
+"The horizontal space between the arrow icon and the right edge of the button."
+msgstr ""
+"Lo spazio orizzontale tra l'icona della freccia e il bordo destro del "
+"pulsante."
+
+msgid ""
+"If different than [code]0[/code], the arrow icon will be modulated to the "
+"font color."
+msgstr ""
+"Se diverso da [code]0[/code], l'icona della freccia sarà modulata in base al "
+"colore del carattere."
+
+msgid "The arrow icon to be drawn on the right end of the button."
+msgstr "L'icona della freccia da disegnare all'estremità destra del pulsante."
+
+msgid ""
+"A PBR (Physically Based Rendering) material to be used on 3D objects. Uses an "
+"ORM texture."
+msgstr ""
+"Un materiale PBR (Physically Based Rendering) da utilizzare su oggetti 3D. "
+"Utilizza una texture ORM."
+
+msgid ""
+"ORMMaterial3D's properties are inherited from [BaseMaterial3D]. Unlike "
+"[StandardMaterial3D], ORMMaterial3D uses a single texture for ambient "
+"occlusion, roughness and metallic maps, known as an ORM texture."
+msgstr ""
+"Le proprietà di ORMMaterial3D sono ereditate da [BaseMaterial3D]. A "
+"differenza di [StandardMaterial3D], ORMMaterial3D utilizza una singola "
+"texture per l'occlusione ambientale, la rugosità e le mappe metalliche, nota "
+"come texture ORM."
+
+msgid "Provides access to common operating system functionalities."
+msgstr "Fornisce l'accesso alle funzionalità comuni del sistema operativo."
+
+msgid ""
+"The [OS] 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, "
+"clipboard, and TTS were moved to the [DisplayServer] singleton (and the "
+"[Window] class). Functions related to time were removed and are only "
+"available in the [Time] class."
+msgstr ""
+"La classe [OS] racchiude le funzionalità più comuni per comunicare con il "
+"sistema operativo host, come il driver video, i ritardi, le variabili di "
+"ambiente, l'esecuzione di binari, la riga di comando, ecc.\n"
+"[b]Nota:[/b] In Godot 4, le funzioni [OS] riguardo la gestione delle "
+"finestre, agli appunti e al TTS sono state spostate nel singleton "
+"[DisplayServer] (e nella classe [Window]). Le funzioni riguardo il tempo sono "
+"state rimosse e sono disponibili solo nella classe [Time]."
+
+msgid ""
+"Displays a modal dialog box using the host platform's implementation. The "
+"engine execution is blocked until the dialog is closed."
+msgstr ""
+"Visualizza una finestra di dialogo modale utilizzando l'implementazione della "
+"piattaforma host. L'esecuzione del motore è bloccata finché la finestra di "
+"dialogo non viene chiusa."
+
+msgid ""
+"Shuts down the system MIDI driver. Godot will no longer receive "
+"[InputEventMIDI]. See also [method open_midi_inputs] and [method "
+"get_connected_midi_inputs].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+"Spegne il driver MIDI del sistema. Godot non riceverà più [InputEventMIDI]. "
+"Vedi anche [method open_midi_inputs] e [method get_connected_midi_inputs].\n"
+"[b]Nota:[/b] Questo metodo è implementato su Linux, macOS e Windows."
+
+msgid ""
+"Crashes the engine (or the editor if called within a [code]@tool[/code] "
+"script). See also [method kill].\n"
+"[b]Note:[/b] This method 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]."
+msgstr ""
+"Arresta il motore (o l'editor se richiamato all'interno di uno script "
+"[code]@tool[/code]). Vedi anche [method kill].\n"
+"[b]Nota:[/b] Questo metodo dovrebbe essere [i]solo[/i] utilizzato per testare "
+"il gestore dei crash del sistema, non per altri scopi. Per la segnalazione di "
+"errori generali, usa (in ordine di preferenza) [method @GDScript.assert], "
+"[method @GlobalScope.push_error] o [method alert]."
+
+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 is successfully created, this method returns the new process' "
+"ID, which you can use to monitor the process (and potentially terminate it "
+"with [method kill]). If the process cannot be created, this method returns "
+"[code]-1[/code].\n"
+"See [method create_process] if you wish to run a different process.\n"
+"[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows."
+msgstr ""
+"Crea una nuova istanza di Godot che viene eseguita in modo indipendente. Gli "
+"argomenti [param arguments] sono utilizzati nell'ordine specificato e "
+"separati da uno spazio.\n"
+"Se il processo viene creato correttamente, questo metodo restituisce l'ID del "
+"nuovo processo, che puoi utilizzare per monitorare il processo (e "
+"potenzialmente terminarlo con [method kill]). Se il processo non può essere "
+"creato, questo metodo restituisce [code]-1[/code].\n"
+"Consulta [method create_process] se desideri eseguire un processo diverso.\n"
+"[b]Nota:[/b] Questo metodo è implementato su Android, Linux, macOS e Windows."
+
+msgid ""
+"Creates a new process that runs independently of Godot. It will not terminate "
+"when Godot terminates. The path specified in [param path] must exist and be "
+"an executable file or macOS [code].app[/code] bundle. The path is resolved "
+"based on the current platform. 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.\n"
+"If the process is successfully created, this method returns its process ID, "
+"which you can use to monitor the process (and potentially terminate it with "
+"[method kill]). Otherwise, this method returns [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, 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 ""
+"Crea un nuovo processo che viene eseguito indipendentemente da Godot. Non "
+"terminerà quando Godot termina. Il percorso specificato in [param path] deve "
+"esistere ed essere un file eseguibile o un bundle [code].app[/code] per "
+"macOS. Il percorso è risolto in base alla piattaforma attuale. Gli argomenti "
+"[param arguments] sono utilizzati nell'ordine specificato e separati da uno "
+"spazio.\n"
+"Su Windows, se [param open_console] è [code]true[/code] e il processo è "
+"un'applicazione da console, verrà aperta una nuova finestra del terminale.\n"
+"Se il processo viene creato correttamente, questo metodo restituisce il suo "
+"ID di processo, che puoi utilizzare per monitorare il processo (e "
+"potenzialmente terminarlo con [method kill]). Altrimenti, questo metodo "
+"restituisce [code]-1[/code].\n"
+"Ad esempio, eseguendo un'altra istanza del progetto:\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"
+"Vedi [method execute] se desideri eseguire un comando esterno e recuperare i "
+"risultati.\n"
+"[b]Nota:[/b] Questo metodo è implementato su Android, Linux, macOS e "
+"Windows.\n"
+"[b]Nota:[/b] Su macOS, le applicazioni in sandbox sono limitate "
+"all'esecuzione di soli eseguibili di supporto incorporati, specificati "
+"durante l'esportazione o il bundle .app di sistema, i bundle .app di sistema "
+"ignoreranno gli argomenti."
+
+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] does nothing and prints 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, you may use [method "
+"SceneTree.create_timer]. Awaiting with [SceneTreeTimer] delays 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 ""
+"Ritarda l'esecuzione del thread corrente di [param msec] millisecondi. [param "
+"msec] deve essere maggiore o uguale a [code]0[/code]. Altrimenti, [method "
+"delay_msec] non fa nulla e stampa un messaggio di errore.\n"
+"[b]Nota:[/b] [method delay_msec] è un modo [i]bloccante[/i] per ritardare "
+"l'esecuzione del codice. Per ritardare l'esecuzione del codice in modo non "
+"bloccante, puoi usare [method SceneTree.create_timer]. L'attesa con "
+"[SceneTreeTimer] ritarda l'esecuzione del codice sotto la dichiarazione di "
+"[code]await[/code] senza influenzare il resto del progetto (o editor, per "
+"[EditorPlugin] e [EditorScript]).\n"
+"[b]Nota:[/b] Quando [method delay_msec] viene chiamato sul thread principale, "
+"bloccherà il progetto e gli impedirà di ridisegnare e registrare gli input "
+"finché il ritardo non sarà trascorso. Quando si utilizza [method delay_msec] "
+"come parte di un [EditorPlugin] o [EditorScript], l'editor verrà bloccato ma "
+"non il progetto se è in esecuzione (poiché il progetto è un processo figlio "
+"indipendente)."
+
+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] does nothing and prints 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, you may use [method "
+"SceneTree.create_timer]. Awaiting with a [SceneTreeTimer] delays 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 ""
+"Ritarda l'esecuzione del thread corrente di [param usec] microsecondi. [param "
+"usec] deve essere maggiore o uguale a [code]0[/code]. Altrimenti, [method "
+"delay_usec] non fa nulla e stampa un messaggio di errore.\n"
+"[b]Nota:[/b] [method delay_usec] è un modo [i]bloccante[/i] per ritardare "
+"l'esecuzione del codice. Per ritardare l'esecuzione del codice in modo non "
+"bloccante, puoi usare [method SceneTree.create_timer]. L'attesa con "
+"[SceneTreeTimer] ritarda l'esecuzione del codice sotto la dichiarazione di "
+"[code]await[/code] senza influenzare il resto del progetto (o editor, per "
+"[EditorPlugin] e [EditorScript]).\n"
+"[b]Nota:[/b] Quando [method delay_usec] viene chiamato sul thread principale, "
+"bloccherà il progetto e gli impedirà di ridisegnare e registrare gli input "
+"finché il ritardo non sarà trascorso. Quando si utilizza [method delay_usec] "
+"come parte di un [EditorPlugin] o [EditorScript], l'editor verrà bloccato ma "
+"non il progetto se è in esecuzione (poiché il progetto è un processo figlio "
+"indipendente)."
+
+msgid ""
+"Finds the keycode for the given string. The returned values are equivalent to "
+"the [enum Key] constants.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(OS.find_keycode_from_string(\"C\")) # Prints 67 (KEY_C)\n"
+"print(OS.find_keycode_from_string(\"Escape\")) # Prints 4194305 "
+"(KEY_ESCAPE)\n"
+"print(OS.find_keycode_from_string(\"Shift+Tab\")) # Prints 37748738 "
+"(KEY_MASK_SHIFT | KEY_TAB)\n"
+"print(OS.find_keycode_from_string(\"Unknown\")) # Prints 0 (KEY_NONE)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(OS.FindKeycodeFromString(\"C\")); // Prints C (Key.C)\n"
+"GD.Print(OS.FindKeycodeFromString(\"Escape\")); // Prints Escape (Key."
+"Escape)\n"
+"GD.Print(OS.FindKeycodeFromString(\"Shift+Tab\")); // Prints 37748738 "
+"(KeyModifierMask.MaskShift | Key.Tab)\n"
+"GD.Print(OS.FindKeycodeFromString(\"Unknown\")); // Prints None (Key.None)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"See also [method get_keycode_string]."
+msgstr ""
+"Trova il codice tasto per la stringa specificata. I valori restituiti sono "
+"equivalenti alle costanti di [enum Key].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(OS.find_keycode_from_string(\"C\")) # Stampa 67 (KEY_C)\n"
+"print(OS.find_keycode_from_string(\"Escape\")) # Stampa 4194305 "
+"(KEY_ESCAPE)\n"
+"print(OS.find_keycode_from_string(\"Shift+Tab\")) # Stampa 37748738 "
+"(KEY_MASK_SHIFT | KEY_TAB)\n"
+"print(OS.find_keycode_from_string(\"Unknown\")) # Stampa 0 (KEY_NONE)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(OS.FindKeycodeFromString(\"C\")); // Stampa C (Key.C)\n"
+"GD.Print(OS.FindKeycodeFromString(\"Escape\")); // Stampa Escape (Key."
+"Escape)\n"
+"GD.Print(OS.FindKeycodeFromString(\"Shift+Tab\")); // Stampa 37748738 "
+"(KeyModifierMask.MaskShift | Key.Tab)\n"
+"GD.Print(OS.FindKeycodeFromString(\"Unknown\")); // Stampa None (Key.None)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Vedi anche [method get_keycode_string]."
+
+msgid ""
+"Returns the [i]global[/i] cache data directory according to the operating "
+"system's standards.\n"
+"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 ""
+"Restituisce la cartella dei dati della cache [i]globale[/i] in base agli "
+"standard del sistema operativo.\n"
+"Sulla piattaforma Linux/BSD, questo percorso può essere sovrascritto "
+"impostando la variabile d'ambiente [code]XDG_CACHE_HOME[/code] prima di "
+"avviare il progetto. Consulta [url=$DOCS_URL/tutorials/io/data_paths."
+"html]Percorsi dei file nei progetti Godot[/url] nella documentazione per "
+"maggiori informazioni. Vedi anche [method get_config_dir] e [method "
+"get_data_dir].\n"
+"Da non confondere con [method get_user_data_dir], che restituisce il percorso "
+"dei dati utente [i]specifico per il progetto[/i]."
+
+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.contains(\"=\"):\n"
+" var key_value = argument.split(\"=\")\n"
+" arguments[key_value[0].trim_prefix(\"--\")] = 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.trim_prefix(\"--\")] = \"\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var arguments = new Dictionary<string, string>();\n"
+"foreach (var argument in OS.GetCmdlineArgs())\n"
+"{\n"
+" if (argument.Contains('='))\n"
+" {\n"
+" string[] keyValue = argument.Split(\"=\");\n"
+" arguments[keyValue[0].TrimPrefix(\"--\")] = 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[argument.TrimPrefix(\"--\")] = \"\";\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, pass the standard UNIX double "
+"dash ([code]--[/code]) and then the custom arguments, which the engine will "
+"ignore by design. These can be read via [method get_cmdline_user_args]."
+msgstr ""
+"Restituisce gli argomenti della riga di comando passati al motore.\n"
+"Gli argomenti della riga di comando possono essere scritti in qualsiasi "
+"formato, inclusi i formati [code]--chiave valore[/code] e [code]--"
+"chiave=valore[/code], in modo che possano essere analizzati correttamente, "
+"purché gli argomenti della riga di comando personalizzati non siano in "
+"conflitto con gli argomenti del motore.\n"
+"Puoi anche incorporare variabili di ambiente usando il metodo [method "
+"get_environment].\n"
+"Puoi impostare [member ProjectSettings.editor/run/main_run_args] per definire "
+"gli argomenti della riga di comando che devono essere passati dall'editor "
+"durante l'esecuzione del progetto.\n"
+"Ecco un esempio minimo su come interpretare gli argomenti della riga di "
+"comando in un [Dictionary] usando il formato [code]--chiave=valore[/code] per "
+"gli argomenti:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var arguments = {}\n"
+"for argument in OS.get_cmdline_args():\n"
+" if argument.contains(\"=\"):\n"
+" var key_value = argument.split(\"=\")\n"
+" arguments[key_value[0].trim_prefix(\"--\")] = 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.trim_prefix(\"--\")] = \"\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var arguments = new Dictionary<string, string>();\n"
+"foreach (var argument in OS.GetCmdlineArgs())\n"
+"{\n"
+" if (argument.Contains('='))\n"
+" {\n"
+" string[] keyValue = argument.Split(\"=\");\n"
+" arguments[keyValue[0].TrimPrefix(\"--\")] = 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[argument.TrimPrefix(\"--\")] = \"\";\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Non è consigliabile passare direttamente argomenti utente "
+"personalizzati, poiché il motore potrebbe scartarli o modificarli. Invece, "
+"passa il doppio trattino UNIX standard ([code]--[/code]) e poi gli argomenti "
+"personalizzati, che il motore ignorerà per impostazione predefinita. Questi "
+"possono essere letti tramite [method get_cmdline_user_args]."
+
+msgid ""
+"Returns the command-line user arguments passed to the engine. User arguments "
+"are ignored by the engine and reserved for the user. They are passed after "
+"the double dash [code]--[/code] argument. [code]++[/code] may be used when "
+"[code]--[/code] is intercepted by another program (such as [code]startx[/"
+"code]).\n"
+"[codeblock]\n"
+"# Godot has been executed with the following command:\n"
+"# godot --fullscreen -- --level=2 --hardcore\n"
+"\n"
+"OS.get_cmdline_args() # Returns [\"--fullscreen\", \"--level=2\", \"--"
+"hardcore\"]\n"
+"OS.get_cmdline_user_args() # Returns [\"--level=2\", \"--hardcore\"]\n"
+"[/codeblock]\n"
+"To get all passed arguments, use [method get_cmdline_args]."
+msgstr ""
+"Restituisce gli argomenti utente della riga di comando passati al motore. Gli "
+"argomenti utente sono ignorati dal motore e riservati all'utente. Sono "
+"passati dopo l'argomento con doppio trattino [code]--[/code]. [code]++[/code] "
+"può essere utilizzato quando [code]--[/code] è intercettato da un altro "
+"programma (ad esempio [code]startx[/code]).\n"
+"[codeblock]\n"
+"# Godot è stato eseguito con il seguente comando:\n"
+"# godot --fullscreen -- --level=2 --hardcore\n"
+"\n"
+"OS.get_cmdline_args() # Restituisce [\"--fullscreen\", \"--level=2\", "
+"\"--hardcore\"]\n"
+"OS.get_cmdline_user_args() # Restituisce [\"--level=2\", \"--hardcore\"]\n"
+"[/codeblock]\n"
+"Per ottenere tutti gli argomenti passati, utilizza [method get_cmdline_args]."
+
+msgid ""
+"Returns the [i]global[/i] user configuration directory according to the "
+"operating system's standards.\n"
+"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 ""
+"Restituisce la cartella di configurazione utente [i]globale[/i] in base agli "
+"standard del sistema operativo.\n"
+"Sulla piattaforma Linux/BSD, questo percorso può essere sovrascritto "
+"impostando la variabile d'ambiente [code]XDG_CONFIG_HOME[/code] prima di "
+"avviare il progetto. Consulta [url=$DOCS_URL/tutorials/io/data_paths."
+"html]Percorsi dei file nei progetti Godot[/url] nella documentazione per "
+"maggiori informazioni. Vedi anche [method get_cache_dir] e [method "
+"get_data_dir].\n"
+"Da non confondere con [method get_user_data_dir], che restituisce il percorso "
+"dei dati utente [i]specifico per il progetto[/i]."
+
+msgid ""
+"Returns an array of connected MIDI device names, if they exist. Returns an "
+"empty array if the system MIDI driver has not previously been initialized "
+"with [method open_midi_inputs]. See also [method close_midi_inputs].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+"Restituisce un array di nomi di dispositivi MIDI connessi, se esistono. "
+"Restituisce un array vuoto se il driver MIDI di sistema non è stato "
+"inizializzato in precedenza con [method open_midi_inputs]. Vedi anche [method "
+"close_midi_inputs].\n"
+"[b]Nota:[/b] Questo metodo è implementato su Linux, macOS e Windows."
+
+msgid ""
+"Returns the [i]global[/i] user data directory according to the operating "
+"system's standards.\n"
+"On the Linux/BSD platform, this path can be overridden by setting the "
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
+"See [url=$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 ""
+"Restituisce la cartella di dati utente [i]globale[/i] in base agli standard "
+"del sistema operativo.\n"
+"Sulla piattaforma Linux/BSD, questo percorso può essere sovrascritto "
+"impostando la variabile d'ambiente [code]XDG_DATA_HOME[/code] prima di "
+"avviare il progetto. Consulta [url=$DOCS_URL/tutorials/io/data_paths."
+"html]Percorsi dei file nei progetti Godot[/url] nella documentazione per "
+"maggiori informazioni. Vedi anche [method get_cache_dir] e [method "
+"get_config_dir].\n"
+"Da non confondere con [method get_user_data_dir], che restituisce il percorso "
+"dei dati utente [i]specifico per il progetto[/i]."
+
+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 ""
+"Restituisce il nome della distribuzione per le piattaforme Linux e BSD (ad "
+"esempio \"Ubuntu\", \"Manjaro\", \"OpenBSD\", ecc.).\n"
+"Restituisce lo stesso valore di [method get_name] per le ROM Android di "
+"serie, ma tenta di restituire il nome ROM personalizzato per i derivati "
+"Android più diffusi come \"LineageOS\".\n"
+"Restituisce lo stesso valore di [method get_name] per altre piattaforme.\n"
+"[b]Nota:[/b] Questo metodo non è supportato sulla piattaforma Web. "
+"Restituisce una stringa vuota."
+
+msgid ""
+"Generates a [PackedByteArray] of cryptographically secure random bytes with "
+"given [param size].\n"
+"[b]Note:[/b] Generating large quantities of bytes using this method can "
+"result in locking and entropy of lower quality on most platforms. Using "
+"[method Crypto.generate_random_bytes] is preferred in most cases."
+msgstr ""
+"Genera un [PackedByteArray] di byte casuali crittograficamente sicuri di "
+"dimensione [param size].\n"
+"[b]Nota:[/b] La generazione di grandi quantità di byte utilizzando questo "
+"metodo può causare il blocco e l'entropia di qualità inferiore sulla maggior "
+"parte delle piattaforme. L'utilizzo di [method Crypto.generate_random_bytes] "
+"è preferibile nella maggior parte dei casi."
+
+msgid ""
+"Returns the value of the given environment variable, or an empty string if "
+"[param 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.\n"
+"[b]Note:[/b] On macOS, applications do not have access to shell environment "
+"variables."
+msgstr ""
+"Restituisce il valore della variabile d'ambiente specificata o una stringa "
+"vuota se [param variable] non esiste.\n"
+"[b]Nota:[/b] Controlla attentamente le maiuscole e le minuscole di [param "
+"variable]. I nomi delle variabili d'ambiente sono sensibili alle maiuscole e "
+"alle minuscole su tutte le piattaforme, eccetto Windows.\n"
+"[b]Nota:[/b] Su macOS, le applicazioni non hanno accesso alle variabili "
+"d'ambiente della shell."
+
+msgid ""
+"Returns the file path to the current engine executable.\n"
+"[b]Note:[/b] On macOS, if you want to launch another instance of Godot, "
+"always use [method create_instance] instead of relying on the executable path."
+msgstr ""
+"Restituisce il percorso del file eseguibile attuale del motore.\n"
+"[b]Nota:[/b] Su macOS, se vuoi avviare un'altra istanza di Godot, usa sempre "
+"[method create_instance] invece di basarti sul percorso dell'eseguibile."
+
+msgid ""
+"On Android devices: Returns the list of dangerous permissions that have been "
+"granted.\n"
+"On macOS: Returns the list of user selected folders accessible to the "
+"application (sandboxed applications only). Use the native file dialog to "
+"request folder access permission."
+msgstr ""
+"Sui dispositivi Android: Restituisce la lista delle autorizzazioni pericolose "
+"concesse.\n"
+"Su macOS: Restituisce la lista delle cartelle selezionate dall'utente "
+"accessibili all'applicazione (solo applicazioni in sandbox). Usa la finestra "
+"di dialogo nativa dei file per richiedere l'autorizzazione di accesso alle "
+"cartelle."
+
+msgid ""
+"Returns the given keycode as a [String].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(OS.get_keycode_string(KEY_C)) # Prints \"C\"\n"
+"print(OS.get_keycode_string(KEY_ESCAPE)) # Prints \"Escape\"\n"
+"print(OS.get_keycode_string(KEY_MASK_SHIFT | KEY_TAB)) # Prints "
+"\"Shift+Tab\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(OS.GetKeycodeString(Key.C)); // "
+"Prints \"C\"\n"
+"GD.Print(OS.GetKeycodeString(Key.Escape)); // "
+"Prints \"Escape\"\n"
+"GD.Print(OS.GetKeycodeString((Key)KeyModifierMask.MaskShift | Key.Tab)); // "
+"Prints \"Shift+Tab\"\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"See also [method find_keycode_from_string], [member InputEventKey.keycode], "
+"and [method InputEventKey.get_keycode_with_modifiers]."
+msgstr ""
+"Restituisce il codice tasto specificato sotto forma di [String].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(OS.get_keycode_string(KEY_C)) # Stampa \"C\"\n"
+"print(OS.get_keycode_string(KEY_ESCAPE)) # Stampa \"Escape\"\n"
+"print(OS.get_keycode_string(KEY_MASK_SHIFT | KEY_TAB)) # Stampa "
+"\"Shift+Tab\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(OS.GetKeycodeString(Key.C)); // "
+"Stampa \"C\"\n"
+"GD.Print(OS.GetKeycodeString(Key.Escape)); // "
+"Stampa \"Escape\"\n"
+"GD.Print(OS.GetKeycodeString((Key)KeyModifierMask.MaskShift | Key.Tab)); // "
+"Stampa \"Shift+Tab\"\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Vedi anche [method find_keycode_from_string], [member InputEventKey.keycode] "
+"e [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]. Every substring after "
+"[code]language[/code] is optional and may not exist.\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] - 4-letter [url=https://en.wikipedia.org/wiki/"
+"ISO_15924]script code[/url], in title case.\n"
+"- [code]COUNTRY[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
+"ISO_3166-1]country code[/url], in upper case.\n"
+"- [code]VARIANT[/code] - language variant, region and sort order. The variant "
+"can have any number of underscored keywords.\n"
+"- [code]extra[/code] - semicolon separated list of additional key words. This "
+"may include currency, calendar, sort order and numbering system information.\n"
+"If you want only the language code and not the fully specified locale from "
+"the OS, you can use [method get_locale_language]."
+msgstr ""
+"Restituisce le impostazioni locali del sistema operativo host sotto forma di "
+"[String] nel formato [code]language_Script_COUNTRY_VARIANT@extra[/code]. Ogni "
+"sottostringa dopo [code]language[/code] è facoltativa e potrebbe non "
+"esistere.\n"
+"- [code]language[/code] - [url=https://en.wikipedia.org/wiki/"
+"List_of_ISO_639-1_codes]codice lingua[/url] di 2 o 3 lettere, in minuscolo.\n"
+"- [code skip-lint]Script[/code] - [url=https://en.wikipedia.org/wiki/"
+"ISO_15924]codice script[/url] di 4 lettere, in maiuscolo.\n"
+"- [code]COUNTRY[/code] - [url=https://en.wikipedia.org/wiki/ISO_3166-1]codice "
+"paese[/url] di 2 o 3 lettere, in maiuscolo.\n"
+"- [code]VARIANT[/code] - variante di lingua, regione e ordinamento. La "
+"variante può avere un numero qualsiasi di parole chiave con trattini bassi in "
+"mezzo.\n"
+"- [code]extra[/code] - elenco separato da punto e virgola di parole chiave "
+"aggiuntive. Questo può includere informazioni su valuta, calendario, "
+"ordinamento e sistema di numerazione.\n"
+"Se vuoi solo il codice della lingua e non le impostazioni locali "
+"completamente specificate dal sistema operativo, puoi usare [method "
+"get_locale_language]."
+
+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 "
+"[code]language[/code] part of the [method get_locale] string.\n"
+"This can be used to narrow down fully specified locale strings to only the "
+"\"common\" language code, when you don't need the additional information "
+"about country code or variants. For example, for a French Canadian user with "
+"[code]fr_CA[/code] locale, this would return [code]fr[/code]."
+msgstr ""
+"Restituisce il [url=https://en.wikipedia.org/wiki/"
+"List_of_ISO_639-1_codes]codice lingua[/url] a 2 o 3 lettere del locale del "
+"sistema operativo host come stringa che dovrebbe essere coerente su tutte le "
+"piattaforme. Ciò equivale a estrarre la parte [code]language[/code] della "
+"stringa da [method get_locale].\n"
+"Questo può essere utilizzato per restringere le stringhe di locale complete a "
+"solo il codice lingua \"comune\", quando non sono necessarie informazioni "
+"aggiuntive sul codice paese o sulle varianti. Ad esempio, per un utente "
+"franco-canadese con locale [code]fr_CA[/code], questo restituirebbe [code]fr[/"
+"code]."
+
+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."
+msgstr ""
+"Restituisce l'ID del thread principale. Vedi [method get_thread_caller_id].\n"
+"[b]Nota:[/b] gli ID dei thread non sono deterministici e potrebbero essere "
+"riutilizzati al riavvio dell'applicazione."
+
+msgid ""
+"Returns a [Dictionary] containing information about the current memory with "
+"the following entries:\n"
+"- [code]\"physical\"[/code] - total amount of usable physical memory in "
+"bytes. This value can be slightly less than the actual physical memory "
+"amount, since it does not include memory reserved by the kernel and devices.\n"
+"- [code]\"free\"[/code] - amount of physical memory, that can be immediately "
+"allocated without disk access or other costly operations, in bytes. The "
+"process might be able to allocate more physical memory, but this action will "
+"require moving inactive pages to disk, which can be expensive.\n"
+"- [code]\"available\"[/code] - amount of memory that can be allocated without "
+"extending the swap file(s), in bytes. This value includes both physical "
+"memory and swap.\n"
+"- [code]\"stack\"[/code] - size of the current thread stack in bytes.\n"
+"[b]Note:[/b] Each entry's value may be [code]-1[/code] if it is unknown."
+msgstr ""
+"Restituisce un [Dizionario] contenente informazioni sulla memoria attuale con "
+"le seguenti voci:\n"
+"- [code]\"physical\"[/code] - quantità totale di memoria fisica utilizzabile "
+"in byte. Questo valore può essere leggermente inferiore alla quantità "
+"effettiva di memoria fisica, poiché non include la memoria riservata dal "
+"kernel e dai dispositivi.\n"
+"- [code]\"free\"[/code] - quantità di memoria fisica, che può essere "
+"immediatamente allocata senza accesso al disco o altre operazioni costose, in "
+"byte. Il processo potrebbe essere in grado di allocare più memoria fisica, ma "
+"questa azione richiederà lo spostamento delle pagine inattive su disco, il "
+"che può essere costoso.\n"
+"- [code]\"available\"[/code] - quantità di memoria che può essere allocata "
+"senza estendere i file di swap, in byte. Questo valore include sia la memoria "
+"fisica che lo swap.\n"
+"- [code]\"stack\"[/code] - dimensione dello stack del thread attuale in "
+"byte.\n"
+"[b]Nota:[/b] Il valore di ogni voce può essere [code]-1[/code] se è "
+"sconosciuto."
+
+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."
+msgstr ""
+"Restituisce il nome del modello del dispositivo attuale.\n"
+"[b]Nota:[/b] Questo metodo è implementato su Android e iOS. Restituisce "
+"[code]\"GenericDevice\"[/code] su piattaforme non supportate."
+
+msgid ""
+"Returns the name of the host platform.\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 Web, this is [code]\"Web\"[/code].\n"
+"[b]Note:[/b] Custom builds of the engine may support additional platforms, "
+"such as consoles, possibly returning other names.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"match OS.get_name():\n"
+" \"Windows\":\n"
+" print(\"Welcome to Windows!\")\n"
+" \"macOS\":\n"
+" print(\"Welcome to macOS!\")\n"
+" \"Linux\", \"FreeBSD\", \"NetBSD\", \"OpenBSD\", \"BSD\":\n"
+" print(\"Welcome to Linux/BSD!\")\n"
+" \"Android\":\n"
+" print(\"Welcome to Android!\")\n"
+" \"iOS\":\n"
+" print(\"Welcome to iOS!\")\n"
+" \"Web\":\n"
+" print(\"Welcome to the Web!\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"switch (OS.GetName())\n"
+"{\n"
+" case \"Windows\":\n"
+" GD.Print(\"Welcome to Windows\");\n"
+" break;\n"
+" case \"macOS\":\n"
+" GD.Print(\"Welcome to macOS!\");\n"
+" break;\n"
+" case \"Linux\":\n"
+" case \"FreeBSD\":\n"
+" case \"NetBSD\":\n"
+" case \"OpenBSD\":\n"
+" case \"BSD\":\n"
+" GD.Print(\"Welcome to Linux/BSD!\");\n"
+" break;\n"
+" case \"Android\":\n"
+" GD.Print(\"Welcome to Android!\");\n"
+" break;\n"
+" case \"iOS\":\n"
+" GD.Print(\"Welcome to iOS!\");\n"
+" break;\n"
+" case \"Web\":\n"
+" GD.Print(\"Welcome to the Web!\");\n"
+" break;\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] On Web platforms, it is still possible to determine the host "
+"platform's OS with feature tags. See [method has_feature]."
+msgstr ""
+"Restituisce il nome della piattaforma host.\n"
+"- Su Windows, è [code]\"Windows\"[/code].\n"
+"- Su macOS, è [code]\"macOS\"[/code].\n"
+"- Su sistemi operativi basati su Linux, è [code]\"Linux\"[/code].\n"
+"- Su sistemi operativi basati su BSD, è [code]\"FreeBSD\"[/code], "
+"[code]\"NetBSD\"[/code], [code]\"OpenBSD\"[/code] o [code]\"BSD\"[/code] come "
+"fallback.\n"
+"- Su Android, è [code]\"Android\"[/code].\n"
+"- Su iOS, è [code]\"iOS\"[/code].\n"
+"- Su Web, è [code]\"Web\"[/code].\n"
+"[b]Nota:[/b] Le build personalizzate del motore potrebbero supportare "
+"piattaforme aggiuntive, come le console, restituendo eventualmente altri "
+"nomi.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"match OS.get_name():\n"
+" \"Windows\":\n"
+" print(\"Welcome to Windows!\")\n"
+" \"macOS\":\n"
+" print(\"Welcome to macOS!\")\n"
+" \"Linux\", \"FreeBSD\", \"NetBSD\", \"OpenBSD\", \"BSD\":\n"
+" print(\"Welcome to Linux/BSD!\")\n"
+" \"Android\":\n"
+" print(\"Welcome to Android!\")\n"
+" \"iOS\":\n"
+" print(\"Welcome to iOS!\")\n"
+" \"Web\":\n"
+" print(\"Welcome to the Web!\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"switch (OS.GetName())\n"
+"{\n"
+" case \"Windows\":\n"
+" GD.Print(\"Welcome to Windows\");\n"
+" break;\n"
+" case \"macOS\":\n"
+" GD.Print(\"Welcome to macOS!\");\n"
+" break;\n"
+" case \"Linux\":\n"
+" case \"FreeBSD\":\n"
+" case \"NetBSD\":\n"
+" case \"OpenBSD\":\n"
+" case \"BSD\":\n"
+" GD.Print(\"Welcome to Linux/BSD!\");\n"
+" break;\n"
+" case \"Android\":\n"
+" GD.Print(\"Welcome to Android!\");\n"
+" break;\n"
+" case \"iOS\":\n"
+" GD.Print(\"Welcome to iOS!\");\n"
+" break;\n"
+" case \"Web\":\n"
+" GD.Print(\"Welcome to the Web!\");\n"
+" break;\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Sulle piattaforme Web, è comunque possibile determinare il "
+"sistema operativo della piattaforma host con i tag delle funzionalità. Vedi "
+"[method has_feature]."
+
+msgid ""
+"Returns the exit code of a spawned process once it has finished running (see "
+"[method is_process_running]).\n"
+"Returns [code]-1[/code] if the [param pid] is not a PID of a spawned child "
+"process, the process is still running, or the method is not implemented for "
+"the current platform.\n"
+"[b]Note:[/b] Returns [code]-1[/code] if the [param pid] is a macOS bundled "
+"app process.\n"
+"[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows."
+msgstr ""
+"Restituisce il codice di uscita di un processo generato, una volta che ha "
+"terminato l'esecuzione (vedi [method is_process_running]).\n"
+"Restituisce [code]-1[/code] se il [param pid] non è un PID di un processo "
+"figlio generato, il processo è ancora in esecuzione, o il metodo non è "
+"implementato per la piattaforma attuale.\n"
+"[b]Nota:[/b] Restituisce [code]-1[/code] se il [param pid] è un processo di "
+"un app in bundle di macOS.\n"
+"[b]Nota:[/b] Questo metodo è implementato su Android, Linux, macOS e Windows."
+
+msgid ""
"Returns the number used by the host machine to uniquely identify this "
"application.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS, and "
@@ -49565,6 +54912,126 @@ msgstr ""
"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."
+msgstr ""
+"Restituisce il numero di core CPU [i]logici[/i] disponibili sulla macchina "
+"host. Sulle CPU con HyperThreading abilitato, questo numero sarà maggiore del "
+"numero di core CPU [i]fisici[/i]."
+
+msgid ""
+"Returns the full name of the CPU model on the host machine (e.g. "
+"[code]\"Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz\"[/code]).\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 ""
+"Restituisce il nome completo del modello di CPU sulla macchina host (ad "
+"esempio [code]\"Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz\"[/code]).\n"
+"[b]Nota:[/b] Questo metodo è implementato solo su Windows, macOS, Linux e "
+"iOS. Su Android e Web, [method get_processor_name] restituisce una stringa "
+"vuota."
+
+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]."
+msgstr ""
+"Restituisce la lista degli argomenti della riga di comando che saranno "
+"utilizzati quando il progetto si riavvia automaticamente tramite [method "
+"set_restart_on_exit]. Vedi anche [method is_restart_on_exit_set]."
+
+msgid ""
+"Returns the maximum amount of static memory used. Only works in debug builds."
+msgstr ""
+"Restituisce la quantità massima di memoria statica utilizzata. Funziona solo "
+"nelle build di debug."
+
+msgid ""
+"Returns the amount of static memory being used by the program in bytes. Only "
+"works in debug builds."
+msgstr ""
+"Restituisce la quantità di memoria statica utilizzata dal programma in byte. "
+"Funziona solo nelle build di debug."
+
+msgid ""
+"Returns the list of certification authorities trusted by the operating system "
+"as a string of concatenated certificates in PEM format."
+msgstr ""
+"Restituisce l'elenco delle autorità di certificazione considerate attendibili "
+"dal sistema operativo come stringa di certificati concatenati in formato PEM."
+
+msgid ""
+"Returns the path to commonly used folders across different platforms, as "
+"defined by [param dir]. See the [enum SystemDir] constants for available "
+"locations.\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, if [param "
+"shared_storage] is [code]true[/code]. Shared directories have additional "
+"restrictions on Android."
+msgstr ""
+"Restituisce il percorso alle cartelle comunemente utilizzate su diverse "
+"piattaforme, come definito da [param dir]. Vedi le costanti di [enum "
+"SystemDir] per i percorsi disponibili.\n"
+"[b]Nota:[/b] Questo metodo è implementato su Android, Linux, macOS e "
+"Windows.\n"
+"[b]Nota:[/b] L'archiviazione condivisa è implementata su Android e consente "
+"di distinguere tra cartelle specifiche all'app e condivise, se [param "
+"shared_storage] è [code]true[/code]. Le cartelle condivise hanno restrizioni "
+"aggiuntive su Android."
+
+msgid ""
+"Returns the path to the system font file with [param font_name] and style. "
+"Returns an 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 ""
+"Restituisce il percorso al file font di sistema con [param font_name] e "
+"stile. Restituisce una stringa vuota se non vengono trovati font "
+"corrispondenti.\n"
+"I seguenti alias possono essere utilizzati per richiedere font predefiniti: "
+"\"sans-serif\", \"serif\", \"monospace\", \"cursive\" e \"fantasy\".\n"
+"[b]Nota:[/b] Il font restituito potrebbe avere uno stile diverso se lo stile "
+"richiesto non è disponibile.\n"
+"[b]Nota:[/b] Questo metodo è implementato su Android, iOS, Linux, macOS e "
+"Windows."
+
+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 an 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 ""
+"Restituisce un array dei percorsi dei file dei font sostitutivi di sistema, "
+"che sono simili al font con [param font_name] e stile per il testo, le "
+"impostazioni locali e lo script specificati. Restituisce un array vuoto se "
+"non vengono trovati font corrispondenti.\n"
+"I seguenti alias possono essere utilizzati per richiedere i font predefiniti: "
+"\"sans-serif\", \"serif\", \"monospace\", \"cursive\" e \"fantasy\".\n"
+"[b]Nota:[/b] A seconda del sistema operativo, non è garantito che alcuno dei "
+"font restituiti sia adatto per il rendering del testo specificato. I font "
+"devono essere caricati e controllati nell'ordine in cui sono restituiti e "
+"deve essere utilizzato il primo adatto.\n"
+"[b]Nota:[/b] I font restituiti potrebbero avere uno stile diverso se lo stile "
+"richiesto non è disponibile o appartiene a una famiglia di font diversa.\n"
+"[b]Nota:[/b] Questo metodo è implementato su Android, iOS, Linux, macOS e "
+"Windows."
+
+msgid ""
"Returns the list of font family names available.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
@@ -49574,6 +55041,236 @@ msgstr ""
"Windows."
msgid ""
+"Returns the ID of the current thread. This can be used in logs to ease "
+"debugging of multi-threaded applications.\n"
+"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
+"application restarts."
+msgstr ""
+"Restituisce l'ID del thread attuale. Può essere utilizzato nei log per "
+"facilitare il debug delle applicazioni con più thread.\n"
+"[b]Nota:[/b] gli ID dei thread non sono deterministici e potrebbero essere "
+"riutilizzati al riavvio dell'applicazione."
+
+msgid ""
+"Returns a string that is unique to the device.\n"
+"[b]Note:[/b] This string may change without notice if the user reinstalls "
+"their operating system, upgrades it, or modifies 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 this method for security purposes.\n"
+"[b]Note:[/b] On Web, returns an empty string and generates an error, as this "
+"method cannot be implemented for security reasons."
+msgstr ""
+"Restituisce una stringa univoca per il dispositivo.\n"
+"[b]Nota:[/b] Questa stringa potrebbe cambiare senza preavviso se l'utente "
+"reinstalla il sistema operativo, lo aggiorna o modifica il proprio hardware. "
+"Ciò significa che in genere non dovrebbe essere utilizzata per crittografare "
+"dati persistenti, poiché i dati salvati prima di una modifica imprevista "
+"dell'ID diventerebbero inaccessibili. La stringa restituita potrebbe anche "
+"essere falsificata tramite programmi esterni, quindi non fare affidamento "
+"sulla stringa restituita da questo metodo per motivi di sicurezza.\n"
+"[b]Nota:[/b] Sul Web, restituisce una stringa vuota e genera un errore, "
+"poiché questo metodo non può essere implementato per motivi di sicurezza."
+
+msgid ""
+"Returns the absolute directory path where user data is written (the "
+"[code]user://[/code] directory in Godot). The path depends on the project "
+"name and [member ProjectSettings.application/config/use_custom_user_dir].\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 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 ""
+"Restituisce il percorso assoluto della cartella in cui sono scritti i dati "
+"utente (la cartella [code]user://[/code] in Godot). Il percorso dipende dal "
+"nome del progetto e da [member ProjectSettings.application/config/"
+"use_custom_user_dir].\n"
+"- Su Windows, questo è [code]%AppData%\\Godot\\app_userdata\\[project_name][/"
+"code], o [code]%AppData%\\[custom_name][/code] se [code]use_custom_user_dir[/"
+"code] è impostato. [code]%AppData%[/code] si espande in [code]%UserProfile%"
+"\\AppData\\Roaming[/code].\n"
+"- Su macOS, questo è [code]~/Library/Application Support/Godot/app_userdata/"
+"[project_name][/code], o [code]~/Library/Application Support/[custom_name][/"
+"code] se [code]use_custom_user_dir[/code] è impostato.\n"
+"- Su Linux e BSD, questo è [code]~/.local/share/godot/app_userdata/"
+"[project_name][/code], o [code]~/.local/share/[custom_name][/code] se "
+"[code]use_custom_user_dir[/code] è impostato.\n"
+"- Su Android e iOS, questa è una cartella in sandbox in una memoria interna o "
+"esterna, a seconda della configurazione dell'utente.\n"
+"- Sul Web, questa è una cartella virtuale gestita dal browser.\n"
+"Se il nome del progetto è vuoto, [code][project_name][/code] ricorre a [code]"
+"[unnamed project][/code].\n"
+"Da non confondere con [method get_data_dir], che restituisce la cartella home "
+"dell'utente [i]globale[/i] (non specifica del progetto)."
+
+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 may look like [code]10.0.9926[/code] "
+"for a build of Windows 10, and it may 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 ""
+"Restituisce la versione esatta di produzione e build del sistema operativo. "
+"Questa è diversa dalla versione di marca utilizzata nella vendita. Ciò aiuta "
+"a distinguere tra diverse versioni di sistemi operativi, comprese le versioni "
+"minori e build privilegiate e personalizzate.\n"
+"- Per Windows, sono restituite la versione principale e minore, così come il "
+"numero di build. Ad esempio, la stringa restituita potrebbe essere simile a "
+"[code]10.0.9926[/code] per una build di Windows 10 e potrebbe essere simile a "
+"[code]6.1.7601[/code] per una build di Windows 7 SP1.\n"
+"- Per le distribuzioni rolling, come Arch Linux, è restituita una stringa "
+"vuota.\n"
+"- Per macOS e iOS, sono restituite la versione principale e minore, così come "
+"il numero di patch.\n"
+"- Per Android, sono restituiti la versione SDK e il numero di build "
+"incrementale. Se si tratta di una ROM personalizzata, tenta di restituire la "
+"sua versione.\n"
+"[b]Nota:[/b] Questo metodo non è supportato sulla piattaforma Web. "
+"Restituisce una stringa vuota."
+
+msgid ""
+"Returns the video adapter driver name and version for the user's currently "
+"active graphics card, as a [PackedStringArray]. 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 example, on 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 Linux/BSD and Windows when not "
+"running in headless mode. On other platforms, it returns an empty array."
+msgstr ""
+"Restituisce il nome e la versione del driver della scheda video per la scheda "
+"grafica attualmente attiva dell'utente, come [PackedStringArray]. Vedi anche "
+"[method RenderingServer.get_video_adapter_api_version].\n"
+"Il primo elemento contiene il nome del driver, come [code]nvidia[/code], "
+"[code]amdgpu[/code], ecc.\n"
+"Il secondo elemento contiene la versione del driver. Ad esempio, sul driver "
+"[code]nvidia[/code] su una piattaforma Linux/BSD, la versione è nel formato "
+"[code]510.85.02[/code]. Per Windows, il formato del driver è "
+"[code]31.0.15.1659[/code].\n"
+"[b]Nota:[/b] Questo metodo è supportato solo su Linux/BSD e Windows quando "
+"non è in esecuzione in modalità headless. Su altre piattaforme, restituisce "
+"un array vuoto."
+
+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 "
+"variable names are case-sensitive on all platforms except Windows."
+msgstr ""
+"Restituisce [code]true[/code] se esiste la variabile d'ambiente con il nome "
+"[param variable].\n"
+"[b]Nota:[/b] Controlla attentamente le maiuscole e le minuscole di [param "
+"variable]. I nomi delle variabili d'ambiente sono sensibili alle maiuscole e "
+"alle minuscole su tutte le piattaforme, eccetto Windows."
+
+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 the host platform: [code]web_android[/code], "
+"[code]web_ios[/code], [code]web_linuxbsd[/code], [code]web_macos[/code], or "
+"[code]web_windows[/code]."
+msgstr ""
+"Restituisce [code]true[/code] se la funzionalità per il tag di funzionalità "
+"specificato è supportata nell'istanza attualmente in esecuzione, a seconda "
+"della piattaforma, della build, ecc. Può essere utilizzato per verificare se "
+"si sta attualmente eseguendo una build di debug, su una determinata "
+"piattaforma o architettura, ecc. Consulta la documentazione sui "
+"[url=$DOCS_URL/tutorials/export/feature_tags.html]Tag di funzionalità[/url] "
+"per ulteriori dettagli.\n"
+"[b]Nota:[/b] I nomi dei tag sono sensibili alle maiuscole/minuscole.\n"
+"[b]Nota:[/b] Sulla piattaforma Web, uno dei seguenti tag aggiuntivi è "
+"definito per indicare la piattaforma host: [code]web_android[/code], "
+"[code]web_ios[/code], [code]web_linuxbsd[/code], [code]web_macos[/code] o "
+"[code]web_windows[/code]."
+
+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"
+"[b]Note:[/b] 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 ""
+"Restituisce [code]true[/code] se l'eseguibile Godot utilizzato per eseguire "
+"il progetto è un modello di esportazione di [i]debug[/i] o quando viene "
+"eseguito nell'editor.\n"
+"Restituisce [code]false[/code] se l'eseguibile Godot utilizzato per eseguire "
+"il progetto è un modello di esportazione di [i]release[/i].\n"
+"[b]Nota:[/b] Per verificare se l'eseguibile Godot utilizzato per eseguire il "
+"progetto è un modello di esportazione (debug o release), utilizza invece "
+"[code]OS.has_feature(\"template\")[/code]."
+
+msgid ""
+"Returns [code]true[/code] if the input keycode corresponds to a Unicode "
+"character. For a list of codes, see the [enum Key] constants.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(OS.is_keycode_unicode(KEY_G)) # Prints true\n"
+"print(OS.is_keycode_unicode(KEY_KP_4)) # Prints true\n"
+"print(OS.is_keycode_unicode(KEY_TAB)) # Prints false\n"
+"print(OS.is_keycode_unicode(KEY_ESCAPE)) # Prints false\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(OS.IsKeycodeUnicode((long)Key.G)); // Prints true\n"
+"GD.Print(OS.IsKeycodeUnicode((long)Key.Kp4)); // Prints true\n"
+"GD.Print(OS.IsKeycodeUnicode((long)Key.Tab)); // Prints false\n"
+"GD.Print(OS.IsKeycodeUnicode((long)Key.Escape)); // Prints false\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce [code]true[/code] se il codice tasto di input corrisponde a un "
+"carattere Unicode. Per un elenco di codici, vedi le costanti di [enum Key].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(OS.is_keycode_unicode(KEY_G)) # Stampa true\n"
+"print(OS.is_keycode_unicode(KEY_KP_4)) # Stampa true\n"
+"print(OS.is_keycode_unicode(KEY_TAB)) # Stampa false\n"
+"print(OS.is_keycode_unicode(KEY_ESCAPE)) # Stampa false\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(OS.IsKeycodeUnicode((long)Key.G)); // Prints true\n"
+"GD.Print(OS.IsKeycodeUnicode((long)Key.Kp4)); // Prints true\n"
+"GD.Print(OS.IsKeycodeUnicode((long)Key.Tab)); // Prints false\n"
+"GD.Print(OS.IsKeycodeUnicode((long)Key.Escape)); // Prints false\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
"Returns [code]true[/code] if the child process ID ([param pid]) is still "
"running or [code]false[/code] if it has terminated. [param pid] must be a "
"valid ID generated from [method create_process].\n"
@@ -49587,6 +55284,15 @@ msgstr ""
"Windows."
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]."
+msgstr ""
+"Restituisce [code]true[/code] se il progetto sarà riavviato automaticamente "
+"quando esce per qualsiasi motivo, altrimenti [code]false[/code]. Vedi anche "
+"[method set_restart_on_exit] e [method get_restart_on_exit_arguments]."
+
+msgid ""
"Returns [code]true[/code] if the application is running in the sandbox.\n"
"[b]Note:[/b] This method is only implemented on macOS and Linux."
msgstr ""
@@ -49595,6 +55301,90 @@ msgstr ""
"[b]Nota:[/b] Questo metodo è implementato solo su macOS e Linux."
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]. "
+"See also [method @GlobalScope.print_verbose]."
+msgstr ""
+"Restituisce [code]true[/code] se il motore è stato eseguito con l'argomento "
+"della riga di comando [code]--verbose[/code] o [code]-v[/code], oppure se "
+"[member ProjectSettings.debug/settings/stdout/verbose_stdout] è [code]true[/"
+"code]. Vedi anche [method @GlobalScope.print_verbose]."
+
+msgid ""
+"Returns [code]true[/code] if the [code]user://[/code] file system is "
+"persistent, that is, 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 ""
+"Restituisce [code]true[/code] se il file system [code]user://[/code] è "
+"persistente, ovvero il suo stato è lo stesso dopo che un giocatore esce e "
+"riavvia il gioco. Rilevante per la piattaforma Web, dove questa persistenza "
+"potrebbe non essere disponibile."
+
+msgid ""
+"Kill (terminate) the process identified by the given process ID ([param "
+"pid]), such as the ID 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 engine.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+"Termina il processo identificato dall'ID di processo specificato ([param "
+"pid]), come l'ID restituito da [method execute] in modalità non bloccante. "
+"Vedi anche [method crash].\n"
+"[b]Nota:[/b] Questo metodo può essere utilizzato anche per terminare processi "
+"che non sono stati generati dal motore.\n"
+"[b]Nota:[/b] Questo metodo è implementato su Android, iOS, Linux, macOS e "
+"Windows."
+
+msgid ""
+"Moves the file or directory at the given [param path] 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"
+"Returns [constant FAILED] if the file or directory cannot be found, or the "
+"system does not support this method.\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]\n"
+"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
+"Windows.\n"
+"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
+"file will be permanently deleted instead."
+msgstr ""
+"Sposta il file o la cartella nel percorso [param path] specificato nel "
+"cestino del sistema. Vedi anche [method DirAccess.remove].\n"
+"Il metodo accetta solo percorsi globali, quindi potrebbe essere necessario "
+"usare [method ProjectSettings.globalize_path]. Non usarlo per i file in "
+"[code]res://[/code] poiché non funzionerà nei progetti esportati.\n"
+"Restituisce [constant FAILED] se il file o la cartella non possono essere "
+"trovati o il sistema non supporta questo metodo.\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]\n"
+"[b]Nota:[/b] Questo metodo è implementato su Android, Linux, macOS e "
+"Windows.\n"
+"[b]Nota:[/b] Se l'utente ha disabilitato il cestino sul proprio sistema, il "
+"file sarà invece eliminato definitivamente."
+
+msgid ""
"Initializes the singleton for the system MIDI driver, allowing Godot to "
"receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and "
"[method close_midi_inputs].\n"
@@ -49605,48 +55395,1279 @@ msgstr ""
"[method close_midi_inputs].\n"
"[b]Nota:[/b] Questo metodo è implementato su Linux, macOS, e Windows."
+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.\n"
+"[b]Note:[/b] On exported Windows builds, run the console wrapper executable "
+"to access the terminal. Otherwise, the standard input will not work "
+"correctly. If you need a single executable with console support, use a custom "
+"build compiled with the [code]windows_subsystem=console[/code] flag."
+msgstr ""
+"Legge una stringa di input utente dall'input standard (solitamente il "
+"terminale). Questa operazione è [i]bloccante[/i], il che causa il blocco "
+"della finestra se [method read_string_from_stdin] viene chiamato sul thread "
+"principale. Il thread che chiama [method read_string_from_stdin] si bloccherà "
+"finché il programma non riceve un'interruzione di riga nell'input standard "
+"(solitamente quando l'utente preme [kbd]Invio[/kbd]).\n"
+"[b]Nota:[/b] Questo metodo è implementato su Linux, macOS e Windows.\n"
+"[b]Nota:[/b] Nelle build Windows esportate, esegui l'eseguibile wrapper della "
+"console per accedere al terminale. Altrimenti, l'input standard non "
+"funzionerà correttamente. Se hai bisogno di un singolo eseguibile con "
+"supporto per la console, usa una build personalizzata compilata con il flag "
+"[code]windows_subsystem=console[/code]."
+
+msgid ""
+"Requests permission from the OS for the given [param name]. Returns "
+"[code]true[/code] if the permission has been successfully granted.\n"
+"[b]Note:[/b] This method is currently only implemented on Android, to "
+"specifically request permission for [code]\"RECORD_AUDIO\"[/code] by "
+"[code]AudioDriverOpenSL[/code]."
+msgstr ""
+"Richiede l'autorizzazione dal sistema operativo per il [param name] "
+"specificato. Restituisce [code]true[/code] se l'autorizzazione è stata "
+"concessa correttamente.\n"
+"[b]Nota:[/b] Questo metodo è attualmente implementato solo su Android, per "
+"richiedere specificatamente l'autorizzazione per [code]\"RECORD_AUDIO\"[/"
+"code] da [code]AudioDriverOpenSL[/code]."
+
+msgid ""
+"Requests [i]dangerous[/i] permissions from the OS. Returns [code]true[/code] "
+"if permissions have been successfully granted.\n"
+"[b]Note:[/b] This method is only implemented on Android. Normal permissions "
+"are automatically granted at install time in Android applications."
+msgstr ""
+"Richiede autorizzazioni [i]pericolose[/i] dal sistema operativo. Restituisce "
+"[code]true[/code] se le autorizzazioni sono state concesse correttamente.\n"
+"[b]Nota:[/b] Questo metodo è implementato solo su Android. Le autorizzazioni "
+"normali sono concesse automaticamente al momento dell'installazione nelle "
+"applicazioni Android."
+
+msgid ""
+"On macOS (sandboxed applications only), this function clears list of user "
+"selected folders accessible to the application."
+msgstr ""
+"Su macOS (solo applicazioni in sandbox), questa funzione svuota la lista "
+"delle cartelle selezionate dall'utente accessibili all'applicazione."
+
+msgid ""
+"Sets the value of the environment variable [param variable] to [param value]. "
+"The environment variable will be set for the Godot process and any process "
+"executed with [method execute] after running [method set_environment]. 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. On Windows, there is a 32767 characters limit for "
+"the combined length of [param variable], [param value], and the [code]=[/"
+"code] and null terminator characters that will be registered in the "
+"environment block."
+msgstr ""
+"Imposta il valore della variabile di ambiente [param variable] su [param "
+"value]. La variabile di ambiente sarà impostata per il processo Godot e per "
+"qualsiasi processo eseguito con [method execute] dopo l'esecuzione di [method "
+"set_environment]. La variabile di ambiente [i]non[/i] persisterà nei processi "
+"eseguiti dopo la terminazione del processo Godot.\n"
+"[b]Nota:[/b] I nomi delle variabili di ambiente sono sensibili alle maiuscole/"
+"minuscole su tutte le piattaforme, eccetto Windows. Il nome di [param "
+"variable] non può essere vuoto o includere il carattere [code]=[/code]. Su "
+"Windows, c'è un limite di 32767 caratteri per la lunghezza combinata di "
+"[param variable], [param value] e i caratteri di terminazione [code]=[/code] "
+"e null che saranno registrati nel blocco di ambiente."
+
+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"
+"This method 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 ""
+"Se [param restart] è [code]true[/code], riavvia automaticamente il progetto "
+"quando si esce con [method SceneTree.quit] o [constant Node."
+"NOTIFICATION_WM_CLOSE_REQUEST]. È possibile fornire argomenti ([param "
+"arguments]) di riga di comando. Per riavviare il progetto con gli stessi "
+"argomenti della riga di comando utilizzati in origine per eseguire il "
+"progetto, passa [method get_cmdline_args] come valore per [param arguments].\n"
+"Questo metodo può essere utilizzato per applicare modifiche alle impostazioni "
+"che richiedono un riavvio. Vedi anche [method is_restart_on_exit_set] e "
+"[method get_restart_on_exit_arguments].\n"
+"[b]Nota:[/b] Questo metodo è efficace solo sulle piattaforme desktop e solo "
+"quando il progetto non è avviato dall'editor. Non avrà alcun effetto sulle "
+"piattaforme mobili e Web o quando il progetto è avviato dall'editor.\n"
+"[b]Nota:[/b] Se il processo del progetto si blocca o viene [i]terminato[/i] "
+"dall'utente (inviando [code]SIGKILL[/code] invece del solito [code]SIGTERM[/"
+"code]), il progetto non verrà riavviato automaticamente."
+
+msgid ""
+"Assigns the given name to the current thread. Returns [constant "
+"ERR_UNAVAILABLE] if unavailable on the current platform."
+msgstr ""
+"Assegna il nome specificato al thread attuale. Restituisce [constant "
+"ERR_UNAVAILABLE] se non disponibile sulla piattaforma attuale."
+
+msgid ""
+"If [param enabled] is [code]true[/code], when opening a file for writing, a "
+"temporary file is used in its place. When closed, it is automatically applied "
+"to the target file.\n"
+"This can useful when files may be opened by other applications, such as "
+"antiviruses, text editors, or even the Godot editor itself."
+msgstr ""
+"Se [param enable] è [code]true[/code], quando si apre un file per la "
+"scrittura, al suo posto è utilizzato un file temporaneo. Quando è chiuso, è "
+"automaticamente applicato al file di destinazione.\n"
+"Questo può essere utile quando i file possono essere aperti da altre "
+"applicazioni, come antivirus, editor di testo o persino dall'editor di Godot "
+"stesso."
+
+msgid ""
+"Requests the OS to open a resource identified by [param uri] 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] project 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 ""
+"Richiede al sistema operativo di aprire una risorsa identificata da [param "
+"uri] con il programma più appropriato. Ad esempio:\n"
+"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] su Windows "
+"apre l'esploratore file nella cartella Download dell'utente.\n"
+"- [code]OS.shell_open(\"https://godotengine.org\")[/code] apre il browser Web "
+"predefinito sul sito Web ufficiale di Godot.\n"
+"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] apre il client "
+"di posta elettronica predefinito con il campo \"Destinatario\" impostato su "
+"[code]example@example.com[/code]. Consulta [url=https://datatracker.ietf.org/"
+"doc/html/rfc2368]RFC 2368 - Lo schema URL [code]mailto[/code][/url] per un "
+"elenco di campi che possono essere aggiunti.\n"
+"Usa [method ProjectSettings.globalize_path] per convertire un percorso di "
+"progetto [code]res://[/code] o [code]user://[/code] in un percorso di sistema "
+"da usare con questo metodo.\n"
+"[b]Nota:[/b] Usa [method String.uri_encode] per codificare i caratteri "
+"all'interno degli URL in un modo URL-safe e portabile. Ciò è particolarmente "
+"necessario per le interruzioni di riga. Altrimenti, [method shell_open] "
+"potrebbe non funzionare correttamente in un progetto esportato sulla "
+"piattaforma Web.\n"
+"[b]Nota:[/b] Questo metodo è implementato su Android, iOS, Web, Linux, macOS "
+"e Windows."
+
+msgid ""
+"Requests the OS to open the file manager, navigate to the given [param "
+"file_or_dir_path] and select the target file or folder.\n"
+"If [param open_folder] is [code]true[/code] and [param file_or_dir_path] is a "
+"valid directory path, the OS will open the file manager and navigate to the "
+"target folder without selecting anything.\n"
+"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
+"or [code]user://[/code] project path into a system path to use with this "
+"method.\n"
+"[b]Note:[/b] This method is currently 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] prefixed with [code]file://[/code]."
+msgstr ""
+"Richiede al sistema operativo di aprire il gestore dei file, di andare al "
+"[param file_or_dir_path] specificato e di selezionare il file o la cartella "
+"di destinazione.\n"
+"Se [param open_folder] è [code]true[/code] e [param file_or_dir_path] è un "
+"percorso di cartella valido, il sistema operativo aprirà il gestore dei file "
+"e andrà alla cartella di destinazione senza selezionare nulla.\n"
+"Utilizza [method ProjectSettings.globalize_path] per convertire un percorso "
+"di progetto [code]res://[/code] o [code]user://[/code] in un percorso di "
+"sistema da utilizzare con questo metodo.\n"
+"[b]Nota:[/b] Questo metodo è attualmente implementato solo su Windows e "
+"macOS. Su altre piattaforme, ricadrà a [method shell_open] con un percorso di "
+"cartella di [param file_or_dir_path] prefissato con [code]file://[/code]."
+
+msgid ""
+"Removes the given environment variable from the current environment, if it "
+"exists. The [param variable] name cannot be empty or include the [code]=[/"
+"code] character. 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."
+msgstr ""
+"Rimuove la variabile di ambiente specificata dall'ambiente corrente, se "
+"esiste. Il nome [param variable] non può essere vuoto o includere il "
+"carattere [code]=[/code]. La variabile di ambiente sarà rimossa per il "
+"processo Godot e per qualsiasi processo eseguito con [method execute] dopo "
+"l'esecuzione di [method unset_environment]. La rimozione della variabile di "
+"ambiente [i]non[/i] persisterà nei processi eseguiti dopo la terminazione del "
+"processo Godot.\n"
+"[b]Nota:[/b] i nomi delle variabili di ambiente sono sensibili alle maiuscole/"
+"minuscole su tutte le piattaforme, eccetto Windows."
+
+msgid ""
+"If [code]true[/code], the engine filters the time delta measured between each "
+"frame, and attempts to compensate for random variation. This only works on "
+"systems where V-Sync is active.\n"
+"[b]Note:[/b] On start-up, this is the same as [member ProjectSettings."
+"application/run/delta_smoothing]."
+msgstr ""
+"Se [code]true[/code], il motore filtra il delta temporale misurato tra ogni "
+"frame e tenta di compensare la variazione casuale. Funziona solo su sistemi "
+"in cui il V-Sync è attivo.\n"
+"[b]Nota:[/b] All'avvio, è uguale a [member ProjectSettings.application/run/"
+"delta_smoothing]."
+
+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.\n"
+"[b]Note:[/b] On start-up, this is the same as [member ProjectSettings."
+"application/run/low_processor_mode]."
+msgstr ""
+"Se [code]true[/code], il motore ottimizza l'utilizzo ridotto del processore "
+"aggiornando lo schermo solo se necessario. Può migliorare il consumo della "
+"batteria sui dispositivi mobili.\n"
+"[b]Nota:[/b] All'avvio, è uguale a [member ProjectSettings.application/run/"
+"low_processor_mode]."
+
+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. See "
+"also [member low_processor_usage_mode].\n"
+"[b]Note:[/b] On start-up, this is the same as [member ProjectSettings."
+"application/run/low_processor_mode_sleep_usec]."
+msgstr ""
+"La quantità di sospensione tra i frame quando è abilitata la modalità di "
+"utilizzo a basso processore, in microsecondi. Valori più alti comporteranno "
+"un utilizzo inferiore della CPU. Vedi anche [member "
+"low_processor_usage_mode].\n"
+"[b]Nota:[/b] All'avvio, è uguale a [member ProjectSettings.application/run/"
+"low_processor_mode_sleep_usec]."
+
+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 ""
+"Il driver di rendering Vulkan. Richiede il supporto per Vulkan 1.0 e utilizza "
+"automaticamente le funzionalità di Vulkan 1.1 e 1.2, se disponibili."
+
+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 ""
+"Il driver di rendering OpenGL 3. Utilizza OpenGL 3.3 Core Profile su "
+"piattaforme desktop, OpenGL ES 3.0 su dispositivi mobili e WebGL 2.0 su Web."
+
+msgid "The Direct3D 12 rendering driver."
+msgstr "Il driver di rendering Direct3D 12."
+
+msgid "Refers to the Desktop directory path."
+msgstr "Fa riferimento al percorso della cartella Desktop."
+
+msgid "Refers to the DCIM (Digital Camera Images) directory path."
+msgstr ""
+"Fa riferimento al percorso della cartella DCIM (immagini della fotocamera "
+"digitale)."
+
msgid "Refers to the Documents directory path."
-msgstr "Si riferisce al percorso della cartella Documenti."
+msgstr "Fa riferimento al percorso della cartella Documenti."
+
+msgid "Refers to the Downloads directory path."
+msgstr "Fa riferimento al percorso della cartella Download."
+
+msgid "Refers to the Movies (or Videos) directory path."
+msgstr "Fa riferimento al percorso della cartella Film (o Video)."
+
+msgid "Refers to the Music directory path."
+msgstr "Fa riferimento al percorso della cartella Musica."
+
+msgid "Refers to the Pictures directory path."
+msgstr "Fa riferimento al percorso della cartella Immagini."
+
+msgid "Refers to the Ringtones directory path."
+msgstr "Fa riferimento al percorso della cartella Suonerie."
+
+msgid "A packed array of bytes."
+msgstr "Un array compatto di byte."
+
+msgid "Constructs an empty [PackedByteArray]."
+msgstr "Costruisce un [PackedByteArray] vuoto."
msgid "Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]."
msgstr ""
"Costruisce un [PackedByteArray] come copia del [PackedByteArray] specificato."
+msgid ""
+"Constructs a new [PackedByteArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+"Costruisce un nuovo [PackedByteArray]. È possibile passare un [Array] "
+"generico che sarà convertito."
+
+msgid ""
+"Appends an element at the end of the array (alias of [method push_back])."
+msgstr ""
+"Aggiunge un elemento alla fine dell'array (pseudonimo di [method push_back])."
+
+msgid "Appends a [PackedByteArray] at the end of this array."
+msgstr "Accoda un [PackedByteArray] alla fine di questo array."
+
+msgid ""
+"Finds the index of an existing value (or the insertion index that maintains "
+"sorting order, if the value is not yet present in the array) using binary "
+"search. Optionally, a [param before] specifier can be passed. If [code]false[/"
+"code], the returned index comes after all existing entries of the value in "
+"the array.\n"
+"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
+"unexpected behavior."
+msgstr ""
+"Trova l'indice di un valore esistente (o l'indice di inserimento che mantiene "
+"l'ordine di ordinamento, se il valore non è ancora presente nell'array) "
+"utilizzando la ricerca binaria. Facoltativamente, è possibile passare uno "
+"specificatore [param before]. Se [code]false[/code], l'indice restituito "
+"viene dopo tutte le voci esistenti del valore nell'array.\n"
+"[b]Nota:[/b] Chiamare [method bsearch] su un array non ordinato provoca un "
+"comportamento imprevisto."
+
+msgid ""
+"Clears the array. This is equivalent to using [method resize] with a size of "
+"[code]0[/code]."
+msgstr ""
+"Cancella l'array. Ciò equivale a usare [method resize] con una dimensione di "
+"[code]0[/code]."
+
+msgid ""
+"Returns a new [PackedByteArray] with the data compressed. Set the compression "
+"mode using one of [enum FileAccess.CompressionMode]'s constants."
+msgstr ""
+"Restituisce un nuovo [PackedByteArray] con i dati compressi. Imposta la "
+"modalità di compressione utilizzando una delle costanti di [enum FileAccess."
+"CompressionMode]."
+
+msgid ""
+"Decodes a 64-bit floating-point number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
+"code] if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero in virgola mobile a 64 bit dai byte che iniziano da "
+"[param byte_offset]. Fallisce se il numero dei byte è insufficiente. "
+"Restituisce [code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a 32-bit floating-point number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
+"code] if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero in virgola mobile a 32 bit dai byte che iniziano da "
+"[param byte_offset]. Fallisce se il numero dei byte è insufficiente. "
+"Restituisce [code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a 16-bit floating-point number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
+"code] if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero in virgola mobile a 16 bit dai byte che iniziano da "
+"[param byte_offset]. Fallisce se il numero dei byte è insufficiente. "
+"Restituisce [code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a 8-bit signed integer number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
+"if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero intero con segno a 8 bit dai byte che iniziano da [param "
+"byte_offset]. Fallisce se il numero dei byte è insufficiente. Restituisce "
+"[code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a 16-bit signed integer number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
+"if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero intero con segno a 16 bit dai byte che iniziano da "
+"[param byte_offset]. Fallisce se il numero dei byte è insufficiente. "
+"Restituisce [code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a 32-bit signed integer number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
+"if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero intero con segno a 32 bit dai byte che iniziano da "
+"[param byte_offset]. Fallisce se il numero dei byte è insufficiente. "
+"Restituisce [code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a 64-bit signed integer number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
+"if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero intero con segno a 64 bit dai byte che iniziano da "
+"[param byte_offset]. Fallisce se il numero dei byte è insufficiente. "
+"Restituisce [code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a 8-bit unsigned integer number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
+"if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero intero senza segno a 8 bit dai byte che iniziano da "
+"[param byte_offset]. Fallisce se il numero dei byte è insufficiente. "
+"Restituisce [code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a 16-bit unsigned integer number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
+"if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero intero senza segno a 16 bit dai byte che iniziano da "
+"[param byte_offset]. Fallisce se il numero dei byte è insufficiente. "
+"Restituisce [code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a 32-bit unsigned integer number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
+"if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero intero senza segno a 32 bit dai byte che iniziano da "
+"[param byte_offset]. Fallisce se il numero dei byte è insufficiente. "
+"Restituisce [code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a 64-bit unsigned integer number from the bytes starting at [param "
+"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
+"if a valid number can't be decoded."
+msgstr ""
+"Decodifica un numero intero senza segno a 64 bit dai byte che iniziano da "
+"[param byte_offset]. Fallisce se il numero dei byte è insufficiente. "
+"Restituisce [code]0.0[/code] se non è possibile decodificare un numero valido."
+
+msgid ""
+"Decodes a [Variant] from the bytes starting at [param byte_offset]. Returns "
+"[code]null[/code] if a valid variant can't be decoded or the value is "
+"[Object]-derived and [param allow_objects] is [code]false[/code]."
+msgstr ""
+"Decodifica una [Variant] dai byte che iniziano da [param byte_offset]. "
+"Restituisce [code]null[/code] se una variante valida non può essere "
+"decodificata o se il valore deriva da [Object] e [param allow_objects] è "
+"[code]false[/code]."
+
+msgid ""
+"Decodes a size of a [Variant] from the bytes starting at [param byte_offset]. "
+"Requires at least 4 bytes of data starting at the offset, otherwise fails."
+msgstr ""
+"Decodifica la dimensione di una [Variant] dai byte che iniziano da [param "
+"byte_offset]. Richiede almeno 4 byte di dati che iniziano dall'offset, "
+"altrimenti fallisce."
+
+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 ""
+"Restituisce un nuovo [PackedByteArray] con i dati decompressi. Imposta [param "
+"buffer_size] sulla dimensione dei dati non compressi. Imposta la modalità di "
+"compressione usando una delle costanti di [enum FileAccess.CompressionMode].\n"
+"[b]Nota:[/b] Non è garantito che la decompressione funzioni con dati non "
+"compressi da Godot, ad esempio se i dati compressi con la modalità di "
+"compressione deflate non hanno un checksum o un'intestazione."
+
+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 ""
+"Restituisce un nuovo [PackedByteArray] con i dati decompressi. Imposta la "
+"modalità di compressione usando una delle costanti di [enum FileAccess."
+"CompressionMode]. [b]Questo metodo accetta solo le modalità di compressione "
+"brotli, gzip e deflate.[/b]\n"
+"Questo metodo è potenzialmente più lento di [method decompress], poiché "
+"potrebbe dover riallocare il suo buffer di output più volte durante la "
+"decompressione, mentre [method decompress] conosce la dimensione del suo "
+"buffer di output dall'inizio.\n"
+"GZIP ha un rapporto di compressione massimo di 1032:1, il che significa che è "
+"molto probabile che un piccolo payload compresso si decomprima in un output "
+"potenzialmente molto grande. Per proteggersi da questo, puoi fornire una "
+"dimensione massima che questa funzione può allocare in byte tramite [param "
+"max_output_size]. Passando -1 sarà consentito un output illimitato. Se viene "
+"passato un valore positivo e la decompressione supera tale quantità in byte, "
+"verrà restituito un errore.\n"
+"[b]Nota:[/b] Non è garantito che la decompressione funzioni con dati non "
+"compressi da Godot, ad esempio se i dati compressi con la modalità di "
+"compressione deflate non hanno un checksum o un'intestazione."
+
msgid "Creates a copy of the array, and returns it."
msgstr "Crea una copia dell'array, e la restituisce."
msgid "Returns [code]true[/code] if the array contains [param value]."
msgstr "Restituisce [code]true[/code] se l'array contiene [param value]."
+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 ""
+"Inserisce un nuovo elemento in una determinata posizione nell'array. La "
+"posizione deve essere valida o alla fine dell'array ([code]idx == size()[/"
+"code])."
+
+msgid "Returns [code]true[/code] if the array is empty."
+msgstr "Restituisce [code]true[/code] se l'array è vuoto."
+
+msgid "Appends an element at the end of the array."
+msgstr "Appende un elemento alla fine dell'array."
+
+msgid "Removes an element from the array by index."
+msgstr "Rimuove un elemento dall'array in base all'indice."
+
+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 ""
+"Imposta la dimensione dell'array. Se l'array viene ingrandito, riserva gli "
+"elementi alla fine dell'array. Se l'array viene rimpicciolito, tronca l'array "
+"alla nuova dimensione. Chiamare [method resize] una sola volta e assegnare i "
+"nuovi valori è più veloce che aggiungere nuovi elementi uno alla volta."
+
+msgid "Reverses the order of the elements in the array."
+msgstr "Inverte l'ordine degli elementi nell'array."
+
+msgid ""
+"Searches the array in reverse order. Optionally, a start search index can be "
+"passed. If negative, the start index is considered relative to the end of the "
+"array."
+msgstr ""
+"Cerca nell'array in ordine inverso. Facoltativamente, può essere passato un "
+"indice di ricerca iniziale. Se negativo, l'indice di inizio è considerato "
+"relativo alla fine dell'array."
+
+msgid "Changes the byte at the given index."
+msgstr "Modifica il byte all'indice specificato."
+
+msgid "Returns the number of elements in the array."
+msgstr "Restituisce il numero di elementi nell'array."
+
+msgid ""
+"Returns the slice of the [PackedByteArray], from [param begin] (inclusive) to "
+"[param end] (exclusive), as a new [PackedByteArray].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"array size, so the default value for [param end] makes it slice to the size "
+"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
+"[code]arr.slice(1, arr.size())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+msgstr ""
+"Restituisce la sezione del [PackedByteArray], da [param begin] (incluso) a "
+"[param end] (escluso), sotto forma di un nuovo [PackedByteArray].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla "
+"dimensione dell'array, quindi il valore predefinito per [param end] lo "
+"suddivide alla dimensione dell'array per impostazione predefinita (ad "
+"esempio, [code]arr.slice(1)[/code] è un'abbreviazione per [code]arr.slice(1, "
+"arr.size())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine "
+"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Ordina gli elementi dell'array in ordine crescente."
+
+msgid ""
+"Returns a copy of the data converted to a [PackedFloat32Array], where each "
+"block of 4 bytes has been converted to a 32-bit float (C++ [code skip-"
+"lint]float[/code]).\n"
+"The size of the input array must be a multiple of 4 (size of 32-bit float). "
+"The size of the new array will be [code]byte_array.size() / 4[/code].\n"
+"If the original data can't be converted to 32-bit floats, the resulting data "
+"is undefined."
+msgstr ""
+"Restituisce una copia dei dati convertiti in un [PackedFloat32Array], dove "
+"ogni blocco di 4 byte è stato convertito in un float a 32 bit ([code skip-"
+"lint]float[/code] in C++).\n"
+"La dimensione dell'array in input deve essere un multiplo di 4 (dimensione di "
+"float a 32 bit). La dimensione del nuovo array sarà [code]byte_array.size() / "
+"4[/code].\n"
+"Se i dati originali non possono essere convertiti in float a 32 bit, i dati "
+"risultanti sono indefiniti."
+
+msgid ""
+"Returns a copy of the data converted to a [PackedFloat64Array], where each "
+"block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/"
+"code], Godot [float]).\n"
+"The size of the input array must be a multiple of 8 (size of 64-bit double). "
+"The size of the new array will be [code]byte_array.size() / 8[/code].\n"
+"If the original data can't be converted to 64-bit floats, the resulting data "
+"is undefined."
+msgstr ""
+"Restituisce una copia dei dati convertiti in un [PackedFloat32Array], dove "
+"ogni blocco di 8 byte è stato convertito in un float a 64 bit ([code]double[/"
+"code] in C++).\n"
+"La dimensione dell'array in input deve essere un multiplo di 8 (dimensione di "
+"double a 64 bit). La dimensione del nuovo array sarà [code]byte_array."
+"size() / 8[/code].\n"
+"Se i dati originali non possono essere convertiti in float a 64 bit, i dati "
+"risultanti sono indefiniti."
+
+msgid ""
+"Returns a copy of the data converted to a [PackedInt32Array], where each "
+"block of 4 bytes has been converted to a signed 32-bit integer (C++ "
+"[code]int32_t[/code]).\n"
+"The size of the input array must be a multiple of 4 (size of 32-bit integer). "
+"The size of the new array will be [code]byte_array.size() / 4[/code].\n"
+"If the original data can't be converted to signed 32-bit integers, the "
+"resulting data is undefined."
+msgstr ""
+"Restituisce una copia dei dati convertiti in un [PackedInt32Array], dove ogni "
+"blocco di 4 byte è stato convertito in un intero con segno a 32 bit "
+"([code]int32_t[/code] in C++).\n"
+"La dimensione dell'array in input deve essere un multiplo di 4 (dimensione di "
+"intero a 32 bit). La dimensione del nuovo array sarà [code]byte_array."
+"size() / 4[/code].\n"
+"Se i dati originali non possono essere convertiti in interi con segno a 32 "
+"bit, i dati risultanti sono indefiniti."
+
+msgid ""
+"Returns a copy of the data converted to a [PackedInt64Array], where each "
+"block of 8 bytes has been converted to a signed 64-bit integer (C++ "
+"[code]int64_t[/code], Godot [int]).\n"
+"The size of the input array must be a multiple of 8 (size of 64-bit integer). "
+"The size of the new array will be [code]byte_array.size() / 8[/code].\n"
+"If the original data can't be converted to signed 64-bit integers, the "
+"resulting data is undefined."
+msgstr ""
+"Restituisce una copia dei dati convertiti in un [PackedInt32Array], dove ogni "
+"blocco di 8 byte è stato convertito in un intero con segno a 64 bit "
+"([code]int64_t[/code] in C++).\n"
+"La dimensione dell'array in input deve essere un multiplo di 8 (dimensione di "
+"intero a 64 bit). La dimensione del nuovo array sarà [code]byte_array."
+"size() / 8[/code].\n"
+"Se i dati originali non possono essere convertiti in interi con segno a 64 "
+"bit, i dati risultanti sono indefiniti."
+
msgid "Returns [code]true[/code] if contents of the arrays differ."
msgstr "Restituisce [code]true[/code] se i contenuti degli array differiscono."
msgid ""
+"Returns a new [PackedByteArray] with contents of [param right] added at the "
+"end of this array. For better performance, consider using [method "
+"append_array] instead."
+msgstr ""
+"Restituisce un nuovo [PackedByteArray] con il contenuto di [param right] "
+"accodato alla fine di questo array. Per prestazioni migliori, considera "
+"invece di usare [method append_array]."
+
+msgid ""
+"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
+"have all equal bytes at the corresponding indices."
+msgstr ""
+"Restituisce [code]true[/code] se il contenuto di entrambi gli array è lo "
+"stesso, ovvero hanno tutti i byte uguali agli indici corrispondenti."
+
+msgid ""
+"Returns the byte at index [param index]. Negative indices can be used to "
+"access the elements starting from the end. Using index out of array's bounds "
+"will result in an error.\n"
+"Note that the byte is returned as a 64-bit [int]."
+msgstr ""
+"Restituisce il byte all'indice [param index]. Gli indici negativi possono "
+"essere utilizzati per accedere agli elementi partendo dalla fine. Utilizzare "
+"un indice fuori dai limiti dell'array genererà un errore.\n"
+"Nota che il byte è restituito come un [int] a 64 bit."
+
+msgid "A packed array of [Color]s."
+msgstr "Un array compatto di [Color]."
+
+msgid "Constructs an empty [PackedColorArray]."
+msgstr "Costruisce un [PackedColorArray] vuoto."
+
+msgid ""
"Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]."
msgstr ""
"Costruisce un [PackedColorArray] come copia del [PackedColorArray] "
"specificato."
msgid ""
+"Constructs a new [PackedColorArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted.\n"
+"[b]Note:[/b] When initializing a [PackedColorArray] with elements, it must be "
+"initialized with an [Array] of [Color] values:\n"
+"[codeblock]\n"
+"var array = PackedColorArray([Color(0.1, 0.2, 0.3), Color(0.4, 0.5, 0.6)])\n"
+"[/codeblock]"
+msgstr ""
+"Costruisce un nuovo [PackedColorArray]. È possibile passare un [Array] "
+"generico che sarà convertito.\n"
+"[b]Nota:[/b] Quando si inizializza un [PackedColorArray] con elementi, deve "
+"essere inizializzato con un [Array] di valori [Color]:\n"
+"[codeblock]\n"
+"var array = PackedColorArray([Color(0.1, 0.2, 0.3), Color(0.4, 0.5, 0.6)])\n"
+"[/codeblock]"
+
+msgid "Appends a [PackedColorArray] at the end of this array."
+msgstr "Accoda un [PackedColorArray] alla fine di questo array."
+
+msgid "Appends a value to the array."
+msgstr "Accoda un valore all'array."
+
+msgid "Changes the [Color] at the given index."
+msgstr "Modifica il [Color] all'indice specificato."
+
+msgid ""
+"Returns the slice of the [PackedColorArray], from [param begin] (inclusive) "
+"to [param end] (exclusive), as a new [PackedColorArray].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"array size, so the default value for [param end] makes it slice to the size "
+"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
+"[code]arr.slice(1, arr.size())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+msgstr ""
+"Restituisce la sezione del [PackedColorArray], da [param begin] (incluso) a "
+"[param end] (escluso), sotto forma di un nuovo [PackedColorArray].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla "
+"dimensione dell'array, quindi il valore predefinito per [param end] lo "
+"suddivide alla dimensione dell'array per impostazione predefinita (ad "
+"esempio, [code]arr.slice(1)[/code] è un'abbreviazione per [code]arr.slice(1, "
+"arr.size())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine "
+"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+
+msgid "Returns a [PackedByteArray] with each color encoded as bytes."
+msgstr "Restituisce un [PackedByteArray] con ogni colore codificato come byte."
+
+msgid ""
+"Returns a new [PackedColorArray] with contents of [param right] added at the "
+"end of this array. For better performance, consider using [method "
+"append_array] instead."
+msgstr ""
+"Restituisce un nuovo [PackedColorArray] con il contenuto di [param right] "
+"accodato alla fine di questo array. Per prestazioni migliori, considera "
+"invece di usare [method append_array]."
+
+msgid ""
+"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
+"have all equal [Color]s at the corresponding indices."
+msgstr ""
+"Restituisce [code]true[/code] se il contenuto di entrambi gli array è lo "
+"stesso, ovvero hanno tutti i [Color] uguali agli indici corrispondenti."
+
+msgid ""
+"Returns the [Color] at index [param index]. Negative indices can be used to "
+"access the elements starting from the end. Using index out of array's bounds "
+"will result in an error."
+msgstr ""
+"Restituisce il [Color] all'indice [param index]. Gli indici negativi possono "
+"essere utilizzati per accedere agli elementi partendo dalla fine. Utilizzare "
+"un indice fuori dai limiti dell'array genererà un errore."
+
+msgid "Efficiently packs and serializes [Array] or [Dictionary]."
+msgstr "Comprime e serializza in modo efficiente [Array] o [Dictionary]."
+
+msgid ""
+"[PackedDataContainer] can be used to efficiently store data from untyped "
+"containers. The data is packed into raw bytes and can be saved to file. Only "
+"[Array] and [Dictionary] can be stored this way.\n"
+"You can retrieve the data by iterating on the container, which will work as "
+"if iterating on the packed data itself. If the packed container is a "
+"[Dictionary], the data can be retrieved by key names ([String]/[StringName] "
+"only).\n"
+"[codeblock]\n"
+"var data = { \"key\": \"value\", \"another_key\": 123, \"lock\": Vector2() }\n"
+"var packed = PackedDataContainer.new()\n"
+"packed.pack(data)\n"
+"ResourceSaver.save(packed, \"packed_data.res\")\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"var container = load(\"packed_data.res\")\n"
+"for key in container:\n"
+" prints(key, container[key])\n"
+"\n"
+"# Prints:\n"
+"# key value\n"
+"# lock (0, 0)\n"
+"# another_key 123\n"
+"[/codeblock]\n"
+"Nested containers will be packed recursively. While iterating, they will be "
+"returned as [PackedDataContainerRef]."
+msgstr ""
+"[PackedDataContainer] può essere utilizzato per memorizzare in modo "
+"efficiente i dati da contenitori non tipizzati. I dati sono compressi in byte "
+"grezzi e possono essere salvati su file. Solo [Array] e [Dictionary] possono "
+"essere memorizzati in questo modo.\n"
+"È possibile recuperare i dati iterando sul contenitore, che funzionerà come "
+"se si iterasse sui dati compressi stessi. Se il contenitore compresso è un "
+"[Dictionary], i dati possono essere recuperati tramite nomi delle chiavi "
+"(solo [String]/[StringName]).\n"
+"[codeblock]\n"
+"var data = { \"key\": \"value\", \"another_key\": 123, \"lock\": Vector2() }\n"
+"var packed = PackedDataContainer.new()\n"
+"packed.pack(data)\n"
+"ResourceSaver.save(packed, \"packed_data.res\")\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"var container = load(\"packed_data.res\")\n"
+"for key in container:\n"
+" prints(key, container[key])\n"
+"\n"
+"# Stampa:\n"
+"# key value\n"
+"# lock (0, 0)\n"
+"# another_key 123\n"
+"[/codeblock]\n"
+"I contenitori nidificati saranno impacchettati ricorsivamente. Durante un "
+"iterazione, saranno restituiti come [PackedDataContainerRef]."
+
+msgid ""
+"Packs the given container into a binary representation. The [param value] "
+"must be either [Array] or [Dictionary], any other type will result in invalid "
+"data error.\n"
+"[b]Note:[/b] Subsequent calls to this method will overwrite the existing data."
+msgstr ""
+"Comprime il contenitore specificato in una rappresentazione binaria. [param "
+"value] deve essere [Array] o [Dictionary], qualsiasi altro tipo genererà un "
+"errore di dati non validi.\n"
+"[b]Nota:[/b] Ulteriori chiamate a questo metodo sovrascriveranno i dati "
+"esistenti."
+
+msgid ""
+"Returns the size of the packed container (see [method Array.size] and [method "
+"Dictionary.size])."
+msgstr ""
+"Restituisce la dimensione del contenitore compresso (vedi [method Array.size] "
+"e [method Dictionary.size])."
+
+msgid ""
+"An internal class used by [PackedDataContainer] to pack nested arrays and "
+"dictionaries."
+msgstr ""
+"Una classe interna utilizzata da [PackedDataContainer] per impacchettare "
+"array e dizionari annidati."
+
+msgid ""
+"When packing nested containers using [PackedDataContainer], they are "
+"recursively packed into [PackedDataContainerRef] (only applies to [Array] and "
+"[Dictionary]). Their data can be retrieved the same way as from "
+"[PackedDataContainer].\n"
+"[codeblock]\n"
+"var packed = PackedDataContainer.new()\n"
+"packed.pack([1, 2, 3, [\"abc\", \"def\"], 4, 5, 6])\n"
+"\n"
+"for element in packed:\n"
+" if element is PackedDataContainerRef:\n"
+" for subelement in element:\n"
+" print(\"::\", subelement)\n"
+" else:\n"
+" print(element)\n"
+"\n"
+"# Prints:\n"
+"# 1\n"
+"# 2\n"
+"# 3\n"
+"# ::abc\n"
+"# ::def\n"
+"# 4\n"
+"# 5\n"
+"# 6\n"
+"[/codeblock]"
+msgstr ""
+"Quando si impacchettano contenitori innestati tramite un "
+"[PackedDataContainer], sono impacchettati ricorsivamente in un "
+"[PackedDataContainerRef] (si applica solo a [Array] e [Dictionary]). I loro "
+"dati possono essere recuperati nello stesso modo di [PackedDataContainer].\n"
+"[codeblock]\n"
+"var packed = PackedDataContainer.new()\n"
+"packed.pack([1, 2, 3, [\"abc\", \"def\"], 4, 5, 6])\n"
+"\n"
+"for element in packed:\n"
+" if element is PackedDataContainerRef:\n"
+" for subelement in element:\n"
+" print(\"::\", subelement)\n"
+" else:\n"
+" print(element)\n"
+"\n"
+"# Stampa:\n"
+"# 1\n"
+"# 2\n"
+"# 3\n"
+"# ::abc\n"
+"# ::def\n"
+"# 4\n"
+"# 5\n"
+"# 6\n"
+"[/codeblock]"
+
+msgid "A packed array of 32-bit floating-point values."
+msgstr "Un array compatto di valori in virgola mobile a 32 bit."
+
+msgid "Constructs an empty [PackedFloat32Array]."
+msgstr "Costruisce un [PackedFloat32Array] vuoto."
+
+msgid ""
"Constructs a [PackedFloat32Array] as a copy of the given [PackedFloat32Array]."
msgstr ""
"Costruisce un [PackedFloat32Array] come copia del [PackedFloat32Array] "
"specificato."
msgid ""
+"Constructs a new [PackedFloat32Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+"Costruisce un nuovo [PackedFloat32Array]. È possibile passare un [Array] "
+"generico che sarà convertito."
+
+msgid "Appends a [PackedFloat32Array] at the end of this array."
+msgstr "Accoda un [PackedFloat32Array] alla fine di questo array."
+
+msgid ""
+"Finds the index of an existing value (or the insertion index that maintains "
+"sorting order, if the value is not yet present in the array) using binary "
+"search. Optionally, a [param before] specifier can be passed. If [code]false[/"
+"code], the returned index comes after all existing entries of the value in "
+"the array.\n"
+"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
+"unexpected behavior.\n"
+"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
+"numbers. Therefore, the results from this method may not be accurate if NaNs "
+"are included."
+msgstr ""
+"Trova l'indice di un valore esistente (o l'indice di inserimento che mantiene "
+"l'ordine di ordinamento, se il valore non è ancora presente nell'array) "
+"utilizzando la ricerca binaria. Facoltativamente, è possibile passare uno "
+"specificatore [param before]. Se [code]false[/code], l'indice restituito "
+"viene dopo tutte le voci esistenti del valore nell'array.\n"
+"[b]Nota:[/b] Chiamare [method bsearch] su un array non ordinato provoca un "
+"comportamento imprevisto.\n"
+"[b]Nota:[/b] [constant @GDScript.NAN] non si comporta come altri numeri. "
+"Pertanto, i risultati di questo metodo potrebbero non essere accurati se "
+"vengono inclusi i NaN."
+
+msgid ""
+"Returns the number of times an element is in the array.\n"
+"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
+"numbers. Therefore, the results from this method may not be accurate if NaNs "
+"are included."
+msgstr ""
+"Restituisce il numero di volte in cui un elemento è presente nell'array.\n"
+"[b]Nota:[/b] [constant @GDScript.NAN] non si comporta come altri numeri. "
+"Pertanto, i risultati di questo metodo potrebbero non essere accurati se "
+"vengono inclusi i NaN."
+
+msgid ""
+"Searches the array for a value and returns its index or [code]-1[/code] if "
+"not found. Optionally, the initial search index can be passed.\n"
+"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
+"numbers. Therefore, the results from this method may not be accurate if NaNs "
+"are included."
+msgstr ""
+"Cerca un valore nell'array e restituisce il suo indice o [code]-1[/code] se "
+"non lo trova. Facoltativamente, può essere passato l'indice iniziale della "
+"ricerca.\n"
+"[b]Nota:[/b] [constant @GDScript.NAN] non si comporta come altri numeri. "
+"Pertanto, i risultati di questo metodo potrebbero non essere accurati se "
+"vengono inclusi i NaN."
+
+msgid ""
+"Returns [code]true[/code] if the array contains [param value].\n"
+"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
+"numbers. Therefore, the results from this method may not be accurate if NaNs "
+"are included."
+msgstr ""
+"Restituisce [code]true[/code] se l'array contiene [param value].\n"
+"[b]Nota:[/b] [constant @GDScript.NAN] non si comporta come altri numeri. "
+"Pertanto, i risultati di questo metodo potrebbero non essere accurati se "
+"vengono inclusi i NaN."
+
+msgid ""
+"Searches the array in reverse order. Optionally, a start search index can be "
+"passed. If negative, the start index is considered relative to the end of the "
+"array.\n"
+"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
+"numbers. Therefore, the results from this method may not be accurate if NaNs "
+"are included."
+msgstr ""
+"Cerca nell'array in ordine inverso. Facoltativamente, può essere passato un "
+"indice iniziale di ricerca. Se negativo, l'indice iniziale è considerato "
+"relativo alla fine dell'array.\n"
+"[b]Nota:[/b] [constant @GDScript.NAN] non si comporta come altri numeri. "
+"Pertanto, i risultati di questo metodo potrebbero non essere accurati se "
+"vengono inclusi i NaN."
+
+msgid "Changes the float at the given index."
+msgstr "Modifica il float all'indice specificato."
+
+msgid ""
+"Returns the slice of the [PackedFloat32Array], from [param begin] (inclusive) "
+"to [param end] (exclusive), as a new [PackedFloat32Array].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"array size, so the default value for [param end] makes it slice to the size "
+"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
+"[code]arr.slice(1, arr.size())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+msgstr ""
+"Restituisce la sezione del [PackedFloat32Array], da [param begin] (incluso) a "
+"[param end] (escluso), sotto forma di un nuovo [PackedFloat32Array].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla "
+"dimensione dell'array, quindi il valore predefinito per [param end] lo "
+"suddivide alla dimensione dell'array per impostazione predefinita (ad "
+"esempio, [code]arr.slice(1)[/code] è un'abbreviazione per [code]arr.slice(1, "
+"arr.size())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine "
+"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+
+msgid ""
+"Sorts the elements of the array in ascending order.\n"
+"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
+"numbers. Therefore, the results from this method may not be accurate if NaNs "
+"are included."
+msgstr ""
+"Ordina gli elementi dell'array in ordine crescente.\n"
+"[b]Nota:[/b] [constant @GDScript.NAN] non si comporta come altri numeri. "
+"Pertanto, i risultati di questo metodo potrebbero non essere accurati se "
+"vengono inclusi i NaN."
+
+msgid ""
+"Returns a copy of the data converted to a [PackedByteArray], where each "
+"element have been encoded as 4 bytes.\n"
+"The size of the new array will be [code]float32_array.size() * 4[/code]."
+msgstr ""
+"Restituisce una copia dei dati convertiti in un [PackedByteArray], dove ogni "
+"elemento è stato codificato come 4 byte.\n"
+"La dimensione del nuovo array sarà [code]float32_array.size() * 4[/code]."
+
+msgid ""
+"Returns a new [PackedFloat32Array] with contents of [param right] added at "
+"the end of this array. For better performance, consider using [method "
+"append_array] instead."
+msgstr ""
+"Restituisce un nuovo [PackedFloat32Array] con il contenuto di [param right] "
+"accodato alla fine di questo array. Per prestazioni migliori, considera "
+"invece di usare [method append_array]."
+
+msgid ""
+"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
+"have all equal floats at the corresponding indices."
+msgstr ""
+"Restituisce [code]true[/code] se il contenuto di entrambi gli array è lo "
+"stesso, ovvero hanno tutti i float uguali agli indici corrispondenti."
+
+msgid ""
+"Returns the [float] at index [param index]. Negative indices can be used to "
+"access the elements starting from the end. Using index out of array's bounds "
+"will result in an error.\n"
+"Note that [float] type is 64-bit, unlike the values stored in the array."
+msgstr ""
+"Restituisce il [float] all'indice [param index]. Gli indici negativi possono "
+"essere utilizzati per accedere agli elementi partendo dalla fine. Utilizzare "
+"un indice fuori dai limiti dell'array genererà un errore.\n"
+"Tieni presente che il tipo [float] è a 64 bit, a differenza dei valori "
+"memorizzati nell'array."
+
+msgid "A packed array of 64-bit floating-point values."
+msgstr "Un array compatto di valori in virgola mobile a 64 bit."
+
+msgid "Constructs an empty [PackedFloat64Array]."
+msgstr "Costruisce un [PackedFloat64Array] vuoto."
+
+msgid ""
"Constructs a [PackedFloat64Array] as a copy of the given [PackedFloat64Array]."
msgstr ""
"Costruisce un [PackedFloat64Array] come copia del [PackedFloat64Array] "
"specificato."
msgid ""
+"Constructs a new [PackedFloat64Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+"Costruisce un nuovo [PackedFloat64Array]. È possibile passare un [Array] "
+"generico che sarà convertito."
+
+msgid "Appends a [PackedFloat64Array] at the end of this array."
+msgstr "Accoda un [PackedFloat64Array] alla fine di questo array."
+
+msgid ""
+"Returns the slice of the [PackedFloat64Array], from [param begin] (inclusive) "
+"to [param end] (exclusive), as a new [PackedFloat64Array].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"array size, so the default value for [param end] makes it slice to the size "
+"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
+"[code]arr.slice(1, arr.size())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+msgstr ""
+"Restituisce la sezione del [PackedFloat64Array], da [param begin] (incluso) a "
+"[param end] (escluso), sotto forma di un nuovo [PackedFloat64Array].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla "
+"dimensione dell'array, quindi il valore predefinito per [param end] lo "
+"suddivide alla dimensione dell'array per impostazione predefinita (ad "
+"esempio, [code]arr.slice(1)[/code] è un'abbreviazione per [code]arr.slice(1, "
+"arr.size())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine "
+"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+
+msgid ""
+"Returns a copy of the data converted to a [PackedByteArray], where each "
+"element have been encoded as 8 bytes.\n"
+"The size of the new array will be [code]float64_array.size() * 8[/code]."
+msgstr ""
+"Restituisce una copia dei dati convertiti in un [PackedByteArray], dove ogni "
+"elemento è stato codificato come 8 byte.\n"
+"La dimensione del nuovo array sarà [code]float64_array.size() * 8[/code]."
+
+msgid ""
+"Returns a new [PackedFloat64Array] with contents of [param right] added at "
+"the end of this array. For better performance, consider using [method "
+"append_array] instead."
+msgstr ""
+"Restituisce un nuovo [PackedFloat64Array] con il contenuto di [param right] "
+"accodato alla fine di questo array. Per prestazioni migliori, considera "
+"invece di usare [method append_array]."
+
+msgid ""
+"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
+"have all equal doubles at the corresponding indices."
+msgstr ""
+"Restituisce [code]true[/code] se il contenuto di entrambi gli array è lo "
+"stesso, ovvero hanno tutti i double uguali agli indici corrispondenti."
+
+msgid ""
+"Returns the [float] at index [param index]. Negative indices can be used to "
+"access the elements starting from the end. Using index out of array's bounds "
+"will result in an error."
+msgstr ""
+"Restituisce il [float] all'indice [param index]. Gli indici negativi possono "
+"essere utilizzati per accedere agli elementi partendo dalla fine. Utilizzare "
+"un indice fuori dai limiti dell'array genererà un errore."
+
+msgid "A packed array of 32-bit integers."
+msgstr "Un array compatto di interi a 32 bit."
+
+msgid "Constructs an empty [PackedInt32Array]."
+msgstr "Costruisce un [PackedInt32Array] vuoto."
+
+msgid ""
"Constructs a [PackedInt32Array] as a copy of the given [PackedInt32Array]."
msgstr ""
"Costruisce un [PackedInt32Array] come copia del [PackedInt32Array] "
"specificato."
+msgid ""
+"Constructs a new [PackedInt32Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+"Costruisce un nuovo [PackedInt32Array]. È possibile passare un [Array] "
+"generico che sarà convertito."
+
+msgid "Appends a [PackedInt32Array] at the end of this array."
+msgstr "Accoda un [PackedInt32Array] alla fine di questo array."
+
msgid "Changes the integer at the given index."
-msgstr "Modifica l'intero all'indice indicato."
+msgstr "Modifica l'intero all'indice specificato."
+
+msgid ""
+"Returns the slice of the [PackedInt32Array], from [param begin] (inclusive) "
+"to [param end] (exclusive), as a new [PackedInt32Array].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"array size, so the default value for [param end] makes it slice to the size "
+"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
+"[code]arr.slice(1, arr.size())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+msgstr ""
+"Restituisce la sezione del [PackedInt32Array], da [param begin] (incluso) a "
+"[param end] (escluso), sotto forma di un nuovo [PackedInt32Array].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla "
+"dimensione dell'array, quindi il valore predefinito per [param end] lo "
+"suddivide alla dimensione dell'array per impostazione predefinita (ad "
+"esempio, [code]arr.slice(1)[/code] è un'abbreviazione per [code]arr.slice(1, "
+"arr.size())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine "
+"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+
+msgid ""
+"Returns a copy of the data converted to a [PackedByteArray], where each "
+"element have been encoded as 4 bytes.\n"
+"The size of the new array will be [code]int32_array.size() * 4[/code]."
+msgstr ""
+"Restituisce una copia dei dati convertiti in un [PackedByteArray], dove ogni "
+"elemento è stato codificato come 4 byte.\n"
+"La dimensione del nuovo array sarà [code]int32_array.size() * 4[/code]."
+
+msgid ""
+"Returns a new [PackedInt32Array] with contents of [param right] added at the "
+"end of this array. For better performance, consider using [method "
+"append_array] instead."
+msgstr ""
+"Restituisce un nuovo [PackedInt32Array] con il contenuto di [param right] "
+"accodato alla fine di questo array. Per prestazioni migliori, considera "
+"invece di usare [method append_array]."
+
+msgid ""
+"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
+"have all equal ints at the corresponding indices."
+msgstr ""
+"Restituisce [code]true[/code] se il contenuto di entrambi gli array è lo "
+"stesso, ovvero hanno tutti gli interi uguali agli indici corrispondenti."
+
+msgid ""
+"Returns the [int] at index [param index]. Negative indices can be used to "
+"access the elements starting from the end. Using index out of array's bounds "
+"will result in an error.\n"
+"Note that [int] type is 64-bit, unlike the values stored in the array."
+msgstr ""
+"Restituisce l'[int] all'indice [param index]. Gli indici negativi possono "
+"essere utilizzati per accedere agli elementi partendo dalla fine. Utilizzare "
+"un indice fuori dai limiti dell'array genererà un errore.\n"
+"Tieni presente che il tipo [int] è a 64 bit, a differenza dei valori "
+"memorizzati nell'array."
+
+msgid "A packed array of 64-bit integers."
+msgstr "Un array compatto di interi a 64 bit."
+
+msgid "Constructs an empty [PackedInt64Array]."
+msgstr "Costruisce un [PackedInt64Array] vuoto."
msgid ""
"Constructs a [PackedInt64Array] as a copy of the given [PackedInt64Array]."
@@ -49654,28 +56675,689 @@ msgstr ""
"Costruisce un [PackedInt64Array] come copia del [PackedInt64Array] "
"specificato."
+msgid ""
+"Constructs a new [PackedInt64Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+"Costruisce un nuovo [PackedInt64Array]. È possibile passare un [Array] "
+"generico che sarà convertito."
+
+msgid "Appends a [PackedInt64Array] at the end of this array."
+msgstr "Accoda un [PackedInt64Array] alla fine di questo array."
+
+msgid ""
+"Returns the slice of the [PackedInt64Array], from [param begin] (inclusive) "
+"to [param end] (exclusive), as a new [PackedInt64Array].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"array size, so the default value for [param end] makes it slice to the size "
+"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
+"[code]arr.slice(1, arr.size())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+msgstr ""
+"Restituisce la sezione del [PackedInt64Array], da [param begin] (incluso) a "
+"[param end] (escluso), sotto forma di un nuovo [PackedInt64Array].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla "
+"dimensione dell'array, quindi il valore predefinito per [param end] lo "
+"suddivide alla dimensione dell'array per impostazione predefinita (ad "
+"esempio, [code]arr.slice(1)[/code] è un'abbreviazione per [code]arr.slice(1, "
+"arr.size())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine "
+"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+
+msgid ""
+"Returns a copy of the data converted to a [PackedByteArray], where each "
+"element have been encoded as 8 bytes.\n"
+"The size of the new array will be [code]int64_array.size() * 8[/code]."
+msgstr ""
+"Restituisce una copia dei dati convertiti in un [PackedByteArray], dove ogni "
+"elemento è stato codificato come 8 byte.\n"
+"La dimensione del nuovo array sarà [code]int64_array.size() * 8[/code]."
+
+msgid ""
+"Returns a new [PackedInt64Array] with contents of [param right] added at the "
+"end of this array. For better performance, consider using [method "
+"append_array] instead."
+msgstr ""
+"Restituisce un nuovo [PackedInt64Array] con il contenuto di [param right] "
+"accodato alla fine di questo array. Per prestazioni migliori, considera "
+"invece di usare [method append_array]."
+
+msgid ""
+"Returns the [int] at index [param index]. Negative indices can be used to "
+"access the elements starting from the end. Using index out of array's bounds "
+"will result in an error."
+msgstr ""
+"Restituisce l'[int] all'indice [param index]. Gli indici negativi possono "
+"essere utilizzati per accedere agli elementi partendo dalla fine. Utilizzare "
+"un indice fuori dai limiti dell'array genererà un errore."
+
+msgid "An abstraction of a serialized scene."
+msgstr "Un'astrazione di una scena serializzata."
+
+msgid ""
+"A simplified interface to a scene file. Provides access to operations and "
+"checks that can be performed on the scene resource itself.\n"
+"Can be used to save a node to a file. When saving, the node as well as all "
+"the nodes it owns get saved (see [member Node.owner] property).\n"
+"[b]Note:[/b] The node doesn't need to own itself.\n"
+"[b]Example of loading a saved scene:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Use load() instead of preload() if the path isn't known at compile-time.\n"
+"var scene = preload(\"res://scene.tscn\").instantiate()\n"
+"# Add the node as a child of the node the script is attached to.\n"
+"add_child(scene)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// C# has no preload, so you have to always use ResourceLoader."
+"Load<PackedScene>().\n"
+"var scene = ResourceLoader.Load<PackedScene>(\"res://scene.tscn\")."
+"Instantiate();\n"
+"// Add the node as a child of the node the script is attached to.\n"
+"AddChild(scene);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Example of saving a node with different owners:[/b] The following example "
+"creates 3 objects: [Node2D] ([code]node[/code]), [RigidBody2D] ([code]body[/"
+"code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/"
+"code] is a child of [code]body[/code] which is a child of [code]node[/code]. "
+"Only [code]body[/code] is owned by [code]node[/code] and [method pack] will "
+"therefore only save those two nodes, but not [code]collision[/code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Create the objects.\n"
+"var node = Node2D.new()\n"
+"var body = RigidBody2D.new()\n"
+"var collision = CollisionShape2D.new()\n"
+"\n"
+"# Create the object hierarchy.\n"
+"body.add_child(collision)\n"
+"node.add_child(body)\n"
+"\n"
+"# Change owner of `body`, but not of `collision`.\n"
+"body.owner = node\n"
+"var scene = PackedScene.new()\n"
+"\n"
+"# Only `node` and `body` are now packed.\n"
+"var result = scene.pack(node)\n"
+"if result == OK:\n"
+" var error = ResourceSaver.save(scene, \"res://path/name.tscn\") # Or "
+"\"user://...\"\n"
+" if error != OK:\n"
+" push_error(\"An error occurred while saving the scene to disk.\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Create the objects.\n"
+"var node = new Node2D();\n"
+"var body = new RigidBody2D();\n"
+"var collision = new CollisionShape2D();\n"
+"\n"
+"// Create the object hierarchy.\n"
+"body.AddChild(collision);\n"
+"node.AddChild(body);\n"
+"\n"
+"// Change owner of `body`, but not of `collision`.\n"
+"body.Owner = node;\n"
+"var scene = new PackedScene();\n"
+"\n"
+"// Only `node` and `body` are now packed.\n"
+"Error result = scene.Pack(node);\n"
+"if (result == Error.Ok)\n"
+"{\n"
+" Error error = ResourceSaver.Save(scene, \"res://path/name.tscn\"); // Or "
+"\"user://...\"\n"
+" if (error != Error.Ok)\n"
+" {\n"
+" GD.PushError(\"An error occurred while saving the scene to disk.\");\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Un'interfaccia semplificata per un file di scena. Fornisce accesso alle "
+"operazioni e alle verifiche che possono essere eseguite sulla risorsa di "
+"scena stessa.\n"
+"Può essere utilizzato per salvare un nodo in un file. Durante il salvataggio, "
+"il nodo e tutti i nodi posseduti da esso sono salvati (vedi la proprietà "
+"[member Node.owner]).\n"
+"[b]Nota:[/b] Il nodo non deve possedere se stesso.\n"
+"[b]Esempio di caricamento di una scena salvata:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Usa load() invece di preload() se il percorso non è noto in fase di "
+"compilazione.\n"
+"var scene = preload(\"res://scene.tscn\").instantiate()\n"
+"# Aggiunge il nodo come figlio del nodo a cui è associato lo script.\n"
+"add_child(scene)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// C# non ha preload, quindi è necessario usare sempre ResourceLoader."
+"Load<PackedScene>().\n"
+"var scene = ResourceLoader.Load<PackedScene>(\"res://scene.tscn\")."
+"Instantiate();\n"
+"// Aggiunge il nodo come figlio del nodo a cui è associato lo script.\n"
+"AddChild(scene);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Esempio di salvataggio di un nodo con proprietari diversi:[/b] L'esempio "
+"seguente crea 3 oggetti: [Node2D] ([code]node[/code]), [RigidBody2D] "
+"([code]body[/code]) e [CollisionObject2D] ([code]collision[/code]). "
+"[code]collision[/code] è un figlio di [code]body[/code] che è un figlio di "
+"[code]node[/code]. Solo [code]body[/code] è posseduto da [code]node[/code] e "
+"[method pack] salverà quindi solo quei due nodi, ma non [code]collision[/"
+"code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Crea gli oggetti.\n"
+"var node = Node2D.new()\n"
+"var body = RigidBody2D.new()\n"
+"var collision = CollisionShape2D.new()\n"
+"\n"
+"# Crea la gerarchia degli oggetti.\n"
+"body.add_child(collision)\n"
+"node.add_child(body)\n"
+"\n"
+"# Cambia il proprietario di `body`, ma non di `collision`.\n"
+"body.owner = node\n"
+"var scene = PackedScene.new()\n"
+"\n"
+"# Solo `node` e `body` sono ora impacchettati.\n"
+"var result = scene.pack(node)\n"
+"if result == OK:\n"
+" var error = ResourceSaver.save(scene, \"res://path/name.tscn\") # Or "
+"\"user://...\"\n"
+" if error != OK:\n"
+" push_error(\"Si è verificato un errore durante il salvataggio della "
+"scena su disco.\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Crea gli oggetti.\n"
+"var node = new Node2D();\n"
+"var body = new RigidBody2D();\n"
+"var collision = new CollisionShape2D();\n"
+"\n"
+"// Crea la gerarchia degli oggetti.\n"
+"body.AddChild(collision);\n"
+"node.AddChild(body);\n"
+"\n"
+"// Cambia il proprietario di `body`, ma non di `collision`.\n"
+"body.Owner = node;\n"
+"var scene = new PackedScene();\n"
+"\n"
+"// Solo `node` e `body` sono ora impacchettati.\n"
+"Error result = scene.Pack(node);\n"
+"if (result == Error.Ok)\n"
+"{\n"
+" Error error = ResourceSaver.Save(scene, \"res://path/name.tscn\"); // Or "
+"\"user://...\"\n"
+" if (error != Error.Ok)\n"
+" {\n"
+" GD.PushError(\"Si è verificato un errore durante il salvataggio della "
+"scena su disco.\");\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid "Returns [code]true[/code] if the scene file has nodes."
+msgstr "Restituisce [code]true[/code] se il file di scena contiene nodi."
+
msgid "Returns the [SceneState] representing the scene file contents."
msgstr ""
"Restituisce il [SceneState] che rappresenta il contenuto del file di scena."
msgid ""
+"Instantiates the scene's node hierarchy. Triggers child scene "
+"instantiation(s). Triggers a [constant Node.NOTIFICATION_SCENE_INSTANTIATED] "
+"notification on the root node."
+msgstr ""
+"Crea un'istanza della gerarchia dei nodi della scena. Attiva le istanziazioni "
+"delle scene figlio. Attiva una notifica [constant Node."
+"NOTIFICATION_SCENE_INSTANTIATED] sul nodo radice."
+
+msgid ""
+"Packs the [param path] node, and all owned sub-nodes, into this "
+"[PackedScene]. Any existing data will be cleared. See [member Node.owner]."
+msgstr ""
+"Impacchetta il nodo [param path] e tutti i suoi sottonodi posseduti in questo "
+"[PackedScene]. Tutti i dati esistenti saranno cancellati. Vedi [member Node."
+"owner]."
+
+msgid ""
+"A dictionary representation of the scene contents.\n"
+"Available keys include \"names\" and \"variants\" for resources, "
+"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" "
+"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal "
+"connections, and \"version\" for the format style of the PackedScene."
+msgstr ""
+"Una rappresentazione del dizionario dei contenuti della scena.\n"
+"Le chiavi disponibili includono \"names\" e \"variants\" per le risorse, "
+"\"node_count\", \"nodes\", \"node_paths\" per i nodi, \"editable_instances\" "
+"per i percorsi verso i nodi sovrascritti, \"conn_count\" e \"conns\" per le "
+"connessioni dei segnali e \"version\" per lo stile del formato del "
+"PackedScene."
+
+msgid "If passed to [method instantiate], blocks edits to the scene state."
+msgstr ""
+"Se passato a [method instantiate], blocca le modifiche allo stato della scena."
+
+msgid ""
+"If passed to [method instantiate], provides local scene resources to the "
+"local scene.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+"Se passato a [method instantiate], fornisce risorse di scena locali alla "
+"scena locale.\n"
+"[b]Nota:[/b] Disponibile solo nelle build dell'editor."
+
+msgid ""
+"If passed to [method instantiate], provides local scene resources to the "
+"local scene. Only the main scene should receive the main edit state.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+"Se passato a [method instantiate], fornisce risorse di scena locali alla "
+"scena locale. Solo la scena principale dovrebbe ricevere lo stato di modifica "
+"principale.\n"
+"[b]Nota:[/b] Disponibile solo nelle build dell'editor."
+
+msgid ""
+"It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the "
+"scene is being instantiated to be the base of another one.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+"È simile a [constant GEN_EDIT_STATE_MAIN], ma per il caso in cui la scena "
+"viene istanziata per essere la base di un'altra.\n"
+"[b]Nota:[/b] Disponibile solo nelle build dell'editor."
+
+msgid "A packed array of [String]s."
+msgstr "Un array compatto di [String]."
+
+msgid "Constructs an empty [PackedStringArray]."
+msgstr "Costruisce un [PackedStringArray] vuoto."
+
+msgid ""
"Constructs a [PackedStringArray] as a copy of the given [PackedStringArray]."
msgstr ""
"Costruisce un [PackedStringArray] come copia del [PackedStringArray] "
"specificato."
msgid ""
+"Constructs a new [PackedStringArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+"Costruisce un nuovo [PackedStringArray]. È possibile passare un [Array] "
+"generico che sarà convertito."
+
+msgid "Appends a [PackedStringArray] at the end of this array."
+msgstr "Accoda un [PackedStringArray] alla fine di questo array."
+
+msgid "Appends a string element at end of the array."
+msgstr "Accoda un elemento di stringa alla fine dell'array."
+
+msgid "Changes the [String] at the given index."
+msgstr "Modifica la [String] all'indice specificato."
+
+msgid ""
+"Returns the slice of the [PackedStringArray], from [param begin] (inclusive) "
+"to [param end] (exclusive), as a new [PackedStringArray].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"array size, so the default value for [param end] makes it slice to the size "
+"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
+"[code]arr.slice(1, arr.size())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+msgstr ""
+"Restituisce la sezione del [PackedStringArray], da [param begin] (incluso) a "
+"[param end] (escluso), sotto forma di un nuovo [PackedStringArray].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla "
+"dimensione dell'array, quindi il valore predefinito per [param end] lo "
+"suddivide alla dimensione dell'array per impostazione predefinita (ad "
+"esempio, [code]arr.slice(1)[/code] è un'abbreviazione per [code]arr.slice(1, "
+"arr.size())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine "
+"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+
+msgid "Returns a [PackedByteArray] with each string encoded as bytes."
+msgstr "Restituisce un [PackedByteArray] con ogni stringa codificata come byte."
+
+msgid ""
+"Returns a new [PackedStringArray] with contents of [param right] added at the "
+"end of this array. For better performance, consider using [method "
+"append_array] instead."
+msgstr ""
+"Restituisce un nuovo [PackedStringArray] con il contenuto di [param right] "
+"accodato alla fine di questo array. Per prestazioni migliori, considera "
+"invece di usare [method append_array]."
+
+msgid ""
+"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
+"have all equal [String]s at the corresponding indices."
+msgstr ""
+"Restituisce [code]true[/code] se il contenuto di entrambi gli array è lo "
+"stesso, ovvero hanno tutte le [String] uguali agli indici corrispondenti."
+
+msgid ""
+"Returns the [String] at index [param index]. Negative indices can be used to "
+"access the elements starting from the end. Using index out of array's bounds "
+"will result in an error."
+msgstr ""
+"Restituisce la [String] all'indice [param index]. Gli indici negativi possono "
+"essere utilizzati per accedere agli elementi partendo dalla fine. Utilizzare "
+"un indice fuori dai limiti dell'array genererà un errore."
+
+msgid "A packed array of [Vector2]s."
+msgstr "Un array compatto di [Vector2]."
+
+msgid "Grid-based Navigation with AStarGrid2D Demo"
+msgstr "Demo di navigazione basata su griglia con AStarGrid2D"
+
+msgid "Constructs an empty [PackedVector2Array]."
+msgstr "Costruisce un [PackedVector2Array] vuoto."
+
+msgid ""
"Constructs a [PackedVector2Array] as a copy of the given [PackedVector2Array]."
msgstr ""
"Costruisce un [PackedVector2Array] come copia del [PackedVector2Array] "
"specificato."
msgid ""
+"Constructs a new [PackedVector2Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted.\n"
+"[b]Note:[/b] When initializing a [PackedVector2Array] with elements, it must "
+"be initialized with an [Array] of [Vector2] values:\n"
+"[codeblock]\n"
+"var array = PackedVector2Array([Vector2(12, 34), Vector2(56, 78)])\n"
+"[/codeblock]"
+msgstr ""
+"Costruisce un nuovo [PackedVector2Array]. È possibile passare un [Array] "
+"generico che sarà convertito.\n"
+"[b]Nota:[/b] Quando si inizializza un [PackedVector2Array] con elementi, deve "
+"essere inizializzato con un [Array] di valori [Vector2]:\n"
+"[codeblock]\n"
+"var array = PackedVector2Array([Vector2(12, 34), Vector2(56, 78)])\n"
+"[/codeblock]"
+
+msgid "Appends a [PackedVector2Array] at the end of this array."
+msgstr "Accoda un [PackedVector2Array] alla fine di questo array."
+
+msgid ""
+"Finds the index of an existing value (or the insertion index that maintains "
+"sorting order, if the value is not yet present in the array) using binary "
+"search. Optionally, a [param before] specifier can be passed. If [code]false[/"
+"code], the returned index comes after all existing entries of the value in "
+"the array.\n"
+"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
+"unexpected behavior.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this method may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Trova l'indice di un valore esistente (o l'indice di inserimento che mantiene "
+"l'ordine di ordinamento, se il valore non è ancora presente nell'array) "
+"utilizzando la ricerca binaria. Facoltativamente, è possibile passare uno "
+"specificatore [param before]. Se [code]false[/code], l'indice restituito "
+"viene dopo tutte le voci esistenti del valore nell'array.\n"
+"[b]Nota:[/b] Chiamare [method bsearch] su un array non ordinato provoca un "
+"comportamento imprevisto.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano allo stesso modo di altri vettori. Pertanto, i risultati di questo "
+"metodo potrebbero non essere accurati se valori NaN sono inclusi."
+
+msgid ""
+"Returns the number of times an element is in the array.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this method may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Restituisce il numero di volte in cui un elemento è presente nell'array.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano allo stesso modo di altri vettori. Pertanto, i risultati di questo "
+"metodo potrebbero non essere accurati se valori NaN sono inclusi."
+
+msgid ""
+"Searches the array for a value and returns its index or [code]-1[/code] if "
+"not found. Optionally, the initial search index can be passed.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this method may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Cerca un valore nell'array e restituisce il suo indice o [code]-1[/code] se "
+"non lo trova. Facoltativamente, può essere passato l'indice iniziale di "
+"ricerca.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano allo stesso modo di altri vettori. Pertanto, i risultati di questo "
+"metodo potrebbero non essere accurati se valori NaN sono inclusi."
+
+msgid ""
+"Returns [code]true[/code] if the array contains [param value].\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this method may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Restituisce [code]true[/code] se l'array contiene [param value].\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano allo stesso modo di altri vettori. Pertanto, i risultati di questo "
+"metodo potrebbero non essere accurati se valori NaN sono inclusi."
+
+msgid "Inserts a [Vector2] at the end."
+msgstr "Inserisce un [Vector2] alla fine."
+
+msgid ""
+"Searches the array in reverse order. Optionally, a start search index can be "
+"passed. If negative, the start index is considered relative to the end of the "
+"array.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this method may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Cerca nell'array in ordine inverso. Facoltativamente, può essere passato un "
+"indice iniziale di ricerca. Se negativo, l'indice iniziale è considerato "
+"relativo alla fine dell'array.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano allo stesso modo di altri vettori. Pertanto, i risultati di questo "
+"metodo potrebbero non essere accurati se valori NaN sono inclusi."
+
+msgid "Changes the [Vector2] at the given index."
+msgstr "Modifica il [Vector2] all'indice specificato."
+
+msgid ""
+"Returns the slice of the [PackedVector2Array], from [param begin] (inclusive) "
+"to [param end] (exclusive), as a new [PackedVector2Array].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"array size, so the default value for [param end] makes it slice to the size "
+"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
+"[code]arr.slice(1, arr.size())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+msgstr ""
+"Restituisce la sezione del [PackedVector2Array], da [param begin] (incluso) a "
+"[param end] (escluso), sotto forma di un nuovo [PackedVector2Array].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla "
+"dimensione dell'array, quindi il valore predefinito per [param end] lo "
+"suddivide alla dimensione dell'array per impostazione predefinita (ad "
+"esempio, [code]arr.slice(1)[/code] è un'abbreviazione per [code]arr.slice(1, "
+"arr.size())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine "
+"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+
+msgid ""
+"Sorts the elements of the array in ascending order.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this method may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Ordina gli elementi dell'array in ordine crescente.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano allo stesso modo di altri vettori. Pertanto, i risultati di questo "
+"metodo potrebbero non essere accurati se valori NaN sono inclusi."
+
+msgid "Returns a [PackedByteArray] with each vector encoded as bytes."
+msgstr "Restituisce un [PackedByteArray] con ogni vettore codificato come byte."
+
+msgid ""
+"Returns a new [PackedVector2Array] with all vectors in this array inversely "
+"transformed (multiplied) by the given [Transform2D] transformation matrix, "
+"under the assumption that the transformation basis is orthonormal (i.e. "
+"rotation/reflection is fine, scaling/skew is not).\n"
+"[code]array * transform[/code] is equivalent to [code]transform.inverse() * "
+"array[/code]. See [method Transform2D.inverse].\n"
+"For transforming by inverse of an affine transformation (e.g. with scaling) "
+"[code]transform.affine_inverse() * array[/code] can be used instead. See "
+"[method Transform2D.affine_inverse]."
+msgstr ""
+"Restituisce un nuovo [PackedVector2Array] con tutti i vettori in questo array "
+"trasformati inversamente (moltiplicati) per la matrice di trasformazione "
+"[Transform2D] specificata, presupponendo che la base di trasformazione sia "
+"ortonormale (ovvero rotazione/riflessione vanno bene, ma scala/distorsione "
+"no).\n"
+"[code]array * transform[/code] è equivalente a [code]transform.inverse() * "
+"array[/code]. Vedi [method Transform2D.inverse].\n"
+"Per la trasformazione tramite l'inverso di una trasformazione affine (ad "
+"esempio con scala), è possibile utilizzare [code]transform.affine_inverse() * "
+"array[/code]. Vedi [method Transform2D.affine_inverse]."
+
+msgid ""
+"Returns a new [PackedVector2Array] with contents of [param right] added at "
+"the end of this array. For better performance, consider using [method "
+"append_array] instead."
+msgstr ""
+"Restituisce un nuovo [PackedVector2Array] con il contenuto di [param right] "
+"accodato alla fine di questo array. Per prestazioni migliori, considera "
+"invece di usare [method append_array]."
+
+msgid ""
+"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
+"have all equal [Vector2]s at the corresponding indices."
+msgstr ""
+"Restituisce [code]true[/code] se il contenuto di entrambi gli array è lo "
+"stesso, ovvero hanno tutti i [Vector2] uguali agli indici corrispondenti."
+
+msgid ""
+"Returns the [Vector2] at index [param index]. Negative indices can be used to "
+"access the elements starting from the end. Using index out of array's bounds "
+"will result in an error."
+msgstr ""
+"Restituisce il [Vector2] all'indice [param index]. Gli indici negativi "
+"possono essere utilizzati per accedere agli elementi partendo dalla fine. "
+"Utilizzare un indice fuori dai limiti dell'array genererà un errore."
+
+msgid "A packed array of [Vector3]s."
+msgstr "Un array compatto di [Vector3]."
+
+msgid "Constructs an empty [PackedVector3Array]."
+msgstr "Costruisce un [PackedVector3Array] vuoto."
+
+msgid ""
"Constructs a [PackedVector3Array] as a copy of the given [PackedVector3Array]."
msgstr ""
"Costruisce un [PackedVector3Array] come copia del [PackedVector3Array] "
"specificato."
+msgid ""
+"Constructs a new [PackedVector3Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted.\n"
+"[b]Note:[/b] When initializing a [PackedVector3Array] with elements, it must "
+"be initialized with an [Array] of [Vector3] values:\n"
+"[codeblock]\n"
+"var array = PackedVector3Array([Vector3(12, 34, 56), Vector3(78, 90, 12)])\n"
+"[/codeblock]"
+msgstr ""
+"Costruisce un nuovo [PackedVector3Array]. È possibile passare un [Array] "
+"generico che sarà convertito.\n"
+"[b]Nota:[/b] Quando si inizializza un [PackedVector3Array] con elementi, deve "
+"essere inizializzato con un [Array] di valori [Vector3]:\n"
+"[codeblock]\n"
+"var array = PackedVector3Array([Vector3(12, 34, 56), Vector3(78, 90, 12)])\n"
+"[/codeblock]"
+
+msgid "Appends a [PackedVector3Array] at the end of this array."
+msgstr "Accoda un [PackedVector3Array] alla fine di questo array."
+
+msgid "Inserts a [Vector3] at the end."
+msgstr "Inserisce un [Vector3] alla fine."
+
+msgid "Changes the [Vector3] at the given index."
+msgstr "Modifica il [Vector3] all'indice specificato."
+
+msgid ""
+"Returns the slice of the [PackedVector3Array], from [param begin] (inclusive) "
+"to [param end] (exclusive), as a new [PackedVector3Array].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"array size, so the default value for [param end] makes it slice to the size "
+"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
+"[code]arr.slice(1, arr.size())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+msgstr ""
+"Restituisce la sezione del [PackedVector3Array], da [param begin] (incluso) a "
+"[param end] (escluso), sotto forma di un nuovo [PackedVector3Array].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla "
+"dimensione dell'array, quindi il valore predefinito per [param end] lo "
+"suddivide alla dimensione dell'array per impostazione predefinita (ad "
+"esempio, [code]arr.slice(1)[/code] è un'abbreviazione per [code]arr.slice(1, "
+"arr.size())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine "
+"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+
+msgid ""
+"Returns a new [PackedVector3Array] with all vectors in this array inversely "
+"transformed (multiplied) 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"
+"[code]array * transform[/code] is equivalent to [code]transform.inverse() * "
+"array[/code]. See [method Transform3D.inverse].\n"
+"For transforming by inverse of an affine transformation (e.g. with scaling) "
+"[code]transform.affine_inverse() * array[/code] can be used instead. See "
+"[method Transform3D.affine_inverse]."
+msgstr ""
+"Restituisce un nuovo [PackedVector3Array] con tutti i vettori in questo array "
+"trasformati inversamente (moltiplicati) per la matrice di trasformazione "
+"[Transform3D] specificata, presupponendo che la base di trasformazione sia "
+"ortonormale (ovvero rotazione/riflessione vanno bene, ma scala/distorsione "
+"no).\n"
+"[code]array * transform[/code] è equivalente a [code]transform.inverse() * "
+"array[/code]. Vedi [method Transform3D.inverse].\n"
+"Per la trasformazione tramite l'inverso di una trasformazione affine (ad "
+"esempio con scala), è possibile utilizzare [code]transform.affine_inverse() * "
+"array[/code]. Vedi [method Transform3D.affine_inverse]."
+
+msgid ""
+"Returns a new [PackedVector3Array] with contents of [param right] added at "
+"the end of this array. For better performance, consider using [method "
+"append_array] instead."
+msgstr ""
+"Restituisce un nuovo [PackedVector3Array] con il contenuto di [param right] "
+"accodato alla fine di questo array. Per prestazioni migliori, considera "
+"invece di usare [method append_array]."
+
+msgid ""
+"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
+"have all equal [Vector3]s at the corresponding indices."
+msgstr ""
+"Restituisce [code]true[/code] se il contenuto di entrambi gli array è lo "
+"stesso, ovvero hanno tutti i [Vector3] uguali agli indici corrispondenti."
+
+msgid ""
+"Returns the [Vector3] at index [param index]. Negative indices can be used to "
+"access the elements starting from the end. Using index out of array's bounds "
+"will result in an error."
+msgstr ""
+"Restituisce il [Vector3] all'indice [param index]. Gli indici negativi "
+"possono essere utilizzati per accedere agli elementi partendo dalla fine. "
+"Utilizzare un indice fuori dai limiti dell'array genererà un errore."
+
+msgid "A packed array of [Vector4]s."
+msgstr "Un array compatto di [Vector4]."
+
msgid "Constructs an empty [PackedVector4Array]."
msgstr "Costruisce un [PackedVector4Array] vuoto."
@@ -49685,21 +57367,260 @@ msgstr ""
"Costruisce un [PackedVector4Array] come copia del [PackedVector4Array] "
"specificato."
+msgid ""
+"Constructs a new [PackedVector4Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted.\n"
+"[b]Note:[/b] When initializing a [PackedVector4Array] with elements, it must "
+"be initialized with an [Array] of [Vector4] values:\n"
+"[codeblock]\n"
+"var array = PackedVector4Array([Vector4(12, 34, 56, 78), Vector4(90, 12, 34, "
+"56)])\n"
+"[/codeblock]"
+msgstr ""
+"Costruisce un nuovo [PackedVector4Array]. È possibile passare un [Array] "
+"generico che sarà convertito.\n"
+"[b]Nota:[/b] Quando si inizializza un [PackedVector4Array] con elementi, deve "
+"essere inizializzato con un [Array] di valori [Vector4]:\n"
+"[codeblock]\n"
+"var array = PackedVector4Array([Vector4(12, 34, 56, 78), Vector4(90, 12, 34, "
+"56)])\n"
+"[/codeblock]"
+
+msgid "Appends a [PackedVector4Array] at the end of this array."
+msgstr "Accoda un [PackedVector4Array] alla fine di questo array."
+
msgid "Inserts a [Vector4] at the end."
-msgstr "Inserire un [Vector4] alla fine."
+msgstr "Inserisce un [Vector4] alla fine."
+
+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."
+msgstr ""
+"Imposta la dimensione dell'array. Se l'array viene ingrandito, riserva gli "
+"elementi alla fine dell'array. Se l'array viene rimpicciolito, tronca l'array "
+"alla nuova dimensione."
msgid "Changes the [Vector4] at the given index."
-msgstr "Modifica il [Vector4] all'indice fornito."
+msgstr "Modifica il [Vector4] all'indice specificato."
+
+msgid ""
+"Returns the slice of the [PackedVector4Array], from [param begin] (inclusive) "
+"to [param end] (exclusive), as a new [PackedVector4Array].\n"
+"The absolute value of [param begin] and [param end] will be clamped to the "
+"array size, so the default value for [param end] makes it slice to the size "
+"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
+"[code]arr.slice(1, arr.size())[/code]).\n"
+"If either [param begin] or [param end] are negative, they will be relative to "
+"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+msgstr ""
+"Restituisce la sezione del [PackedVector4Array], da [param begin] (incluso) a "
+"[param end] (escluso), sotto forma di un nuovo [PackedVector4Array].\n"
+"Il valore assoluto di [param begin] e [param end] sarà limitato alla "
+"dimensione dell'array, quindi il valore predefinito per [param end] lo "
+"suddivide alla dimensione dell'array per impostazione predefinita (ad "
+"esempio, [code]arr.slice(1)[/code] è un'abbreviazione per [code]arr.slice(1, "
+"arr.size())[/code]).\n"
+"Se [param begin] o [param end] sono negativi, saranno relativi alla fine "
+"dell'array (ad esempio, [code]arr.slice(0, -2)[/code] è un'abbreviazione per "
+"[code]arr.slice(0, arr.size() - 2)[/code])."
+
+msgid ""
+"Returns a new [PackedVector4Array] with contents of [param right] added at "
+"the end of this array. For better performance, consider using [method "
+"append_array] instead."
+msgstr ""
+"Restituisce un nuovo [PackedVector4Array] con il contenuto di [param right] "
+"accodato alla fine di questo array. Per prestazioni migliori, considera "
+"invece di usare [method append_array]."
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal [Vector4]s at the corresponding indices."
msgstr ""
-"Restituisce [code]true[/code] se i contenuti di entrambi gli array sono gli "
-"stessi, cioè hanno [Vector4] tutti uguali agli indici corrispondenti."
+"Restituisce [code]true[/code] se il contenuto di entrambi gli array è lo "
+"stesso, ovvero hanno tutti i [Vector4] uguali agli indici corrispondenti."
+
+msgid ""
+"Returns the [Vector4] at index [param index]. Negative indices can be used to "
+"access the elements starting from the end. Using index out of array's bounds "
+"will result in an error."
+msgstr ""
+"Restituisce il [Vector4] all'indice [param index]. Gli indici negativi "
+"possono essere utilizzati per accedere agli elementi partendo dalla fine. "
+"Utilizzare un indice fuori dai limiti dell'array genererà un errore."
+
+msgid "Abstraction and base class for packet-based protocols."
+msgstr "Astrazione e classe di base per i protocolli basati su pacchetti."
+
+msgid "Returns the number of packets currently available in the ring-buffer."
+msgstr ""
+"Restituisce il numero di pacchetti attualmente disponibili nel buffer "
+"circolare."
+
+msgid "Gets a raw packet."
+msgstr "Ottiene un pacchetto grezzo."
+
+msgid ""
+"Returns the error state of the last packet received (via [method get_packet] "
+"and [method get_var])."
+msgstr ""
+"Restituisce lo stato di errore dell'ultimo pacchetto ricevuto (tramite "
+"[method get_packet] e [method get_var])."
+
+msgid "Sends a raw packet."
+msgstr "Invia un pacchetto grezzo."
+
+msgid ""
+"Maximum buffer size allowed when encoding [Variant]s. Raise this value to "
+"support heavier memory allocations.\n"
+"The [method put_var] method allocates memory on the stack, and the buffer "
+"used will grow automatically to the closest power of two to match the size of "
+"the [Variant]. If the [Variant] is bigger than [member "
+"encode_buffer_max_size], the method will error out with [constant "
+"ERR_OUT_OF_MEMORY]."
+msgstr ""
+"Dimensione massima del buffer consentita durante la codifica di [Variant]. "
+"Aumenta questo valore per supportare allocazioni di memoria più pesanti.\n"
+"Il metodo [method put_var] alloca memoria sullo stack e il buffer utilizzato "
+"crescerà automaticamente alla potenza di due più vicina per corrispondere "
+"alla dimensione di [Variant]. Se [Variant] è più grande di [member "
+"encode_buffer_max_size], il metodo genererà un errore con [constant "
+"ERR_OUT_OF_MEMORY]."
+
+msgid "DTLS packet peer."
+msgstr "Peer di pacchetto DTLS."
+
+msgid "UDP packet peer."
+msgstr "Peer di pacchetto UDP."
+
+msgid "A GUI control that displays a [StyleBox]."
+msgstr "Un controllo GUI che visualizza uno [StyleBox]."
+
+msgid ""
+"[Panel] is a GUI control that displays a [StyleBox]. See also "
+"[PanelContainer]."
+msgstr ""
+"[Panel] è un controllo GUI che visualizza uno [StyleBox]. Vedi anche "
+"[PanelContainer]."
+
+msgid "Hierarchical Finite State Machine Demo"
+msgstr "Demo di macchina a stati finiti gerarchica"
msgid "The [StyleBox] of this control."
-msgstr "La [StyleBox] di questo controllo."
+msgstr "Lo [StyleBox] di questo controllo."
+
+msgid ""
+"A container that keeps its child controls within the area of a [StyleBox]."
+msgstr ""
+"Un contenitore che mantiene i suoi controlli figli all'interno dell'area di "
+"uno [StyleBox]."
+
+msgid ""
+"A container that keeps its child controls within the area of a [StyleBox]. "
+"Useful for giving controls an outline."
+msgstr ""
+"Un contenitore che mantiene i suoi controlli figli all'interno dell'area di "
+"uno [StyleBox]. Utile per dare un contorno ai controlli."
+
+msgid "The style of [PanelContainer]'s background."
+msgstr "Lo stile dello sfondo del [PanelContainer]."
+
+msgid ""
+"A material that provides a special texture to a [Sky], usually an HDR "
+"panorama."
+msgstr ""
+"Un materiale che fornisce una texture speciale a una risorsa [Sky], "
+"solitamente un panorama HDR."
+
+msgid ""
+"A resource referenced in a [Sky] that is used to draw a background. "
+"[PanoramaSkyMaterial] functions similar to skyboxes in other engines, except "
+"it uses an equirectangular sky map instead of a [Cubemap].\n"
+"Using an HDR panorama is strongly recommended for accurate, high-quality "
+"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR "
+"([code].exr[/code]) image formats for this purpose.\n"
+"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
+"cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an "
+"equirectangular sky map."
+msgstr ""
+"Una risorsa referenziata in una risorsa [Sky] che viene utilizzata per "
+"disegnare uno sfondo. [PanoramaSkyMaterial] funziona in modo simile agli "
+"skybox in altri motori, tranne che utilizza una mappa di cielo "
+"equirettangolare invece di una [Cubemap].\n"
+"L'utilizzo di un panorama HDR è fortemente consigliato per riflessi accurati "
+"e di alta qualità. Godot supporta i formati di immagine Radiance HDR ([code]."
+"hdr[/code]) e OpenEXR ([code].exr[/code]) per questo scopo.\n"
+"Puoi utilizzare [url=https://danilw.github.io/GLSL-howto/"
+"cubemap_to_panorama_js/cubemap_to_panorama.html]questo strumento[/url] per "
+"convertire una cubemap in una mappa di cielo equirettangolare."
+
+msgid ""
+"The sky's overall brightness multiplier. Higher values result in a brighter "
+"sky."
+msgstr ""
+"Il moltiplicatore di luminosità complessiva del cielo. Valori più alti "
+"risultato in un cielo più luminoso."
+
+msgid ""
+"A boolean value to determine if the background texture should be filtered or "
+"not."
+msgstr ""
+"Un valore booleano per determinare se la texture di sfondo deve essere "
+"filtrata o meno."
+
+msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]."
+msgstr "La [Texture2D] da applicare al [PanoramaSkyMaterial]."
+
+msgid ""
+"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The "
+"implementation may change in the future."
+msgstr ""
+"Questo nodo è pensato per sostituire [ParallaxBackground] e [ParallaxLayer]. "
+"L'implementazione potrebbe cambiare in futuro."
+
+msgid "A node used to create a parallax scrolling background."
+msgstr "Un nodo usato per creare uno sfondo a scorrimento parallasse."
+
+msgid ""
+"A [Parallax2D] is used to create a parallax effect. It can move at a "
+"different speed relative to the camera movement using [member scroll_scale]. "
+"This creates an illusion of depth in a 2D game. If manual scrolling is "
+"desired, the [Camera2D] position can be ignored with [member "
+"ignore_camera_scroll].\n"
+"[b]Note:[/b] Any changes to this node's position made after it enters the "
+"scene tree will be overridden if [member ignore_camera_scroll] is "
+"[code]false[/code] or [member screen_offset] is modified."
+msgstr ""
+"Un [Parallax2D] è usato per creare un effetto parallasse. Può muoversi a una "
+"velocità diversa rispetto al movimento della telecamera tramite [member "
+"scroll_scale]. Ciò crea un'illusione di profondità in un gioco 2D. Se si "
+"desidera lo scorrimento manuale, la posizione della [Camera2D] può essere "
+"ignorata con [member ignore_camera_scroll].\n"
+"[b]Nota:[/b] Qualsiasi modifica alla posizione di questo nodo apportata dopo "
+"che è entrato nell'albero di scena verrà ignorata se [member "
+"ignore_camera_scroll] è [code]false[/code] o se [member screen_offset] viene "
+"modificato."
+
+msgid "2D Parallax"
+msgstr "Parallasse 2D"
+
+msgid ""
+"Velocity at which the offset scrolls automatically, in pixels per second."
+msgstr ""
+"La velocità alla quale lo scostamento scorre automaticamente, in pixel al "
+"secondo."
+
+msgid ""
+"If [code]true[/code], this [Parallax2D] is offset by the current camera's "
+"position. If the [Parallax2D] is in a [CanvasLayer] separate from the current "
+"camera, it may be desired to match the value with [member CanvasLayer."
+"follow_viewport_enabled]."
+msgstr ""
+"Se [code]true[/code], questo [Parallax2D] è scostato dalla posizione della "
+"telecamera attuale. Se [Parallax2D] è in un [CanvasLayer] separato dalla "
+"telecamera attuale, potrebbe essere opportuno abbinare il valore con [member "
+"CanvasLayer.follow_viewport_enabled]."
msgid ""
"If [code]true[/code], [Parallax2D]'s position is not affected by the position "
@@ -49708,6 +57629,212 @@ msgstr ""
"Se [code]true[/code], la posizione del [Parallax2D] non è influenzata dalla "
"posizione della telecamera."
+msgid ""
+"Top-left limits for scrolling to begin. If the camera is outside of this "
+"limit, the [Parallax2D] stops scrolling. Must be lower than [member "
+"limit_end] minus the viewport size to work."
+msgstr ""
+"Limiti in alto a sinistra per l'inizio dello scorrimento. Se la telecamera è "
+"al di fuori di questo limite, il [Parallax2D] smette di scorrere. Deve essere "
+"inferiore a [member limit_end] meno le dimensioni del viewport per funzionare."
+
+msgid ""
+"Bottom-right limits for scrolling to end. If the camera is outside of this "
+"limit, the [Parallax2D] will stop scrolling. Must be higher than [member "
+"limit_begin] and the viewport size combined to work."
+msgstr ""
+"Limiti in alto a sinistra per la fine dello scorrimento. Se la telecamera è "
+"al di fuori di questo limite, il [Parallax2D] smette di scorrere. Deve essere "
+"superiore a [member limit_begin] e combinato con le dimensioni del viewport "
+"per funzionare."
+
+msgid ""
+"Repeats the [Texture2D] of each of this node's children and offsets them by "
+"this value. When scrolling, the node's position loops, giving the illusion of "
+"an infinite scrolling background if the values are larger than the screen "
+"size. If an axis is set to [code]0[/code], the [Texture2D] will not be "
+"repeated."
+msgstr ""
+"Ripete la [Texture2D] di ciascuno dei figli di questo nodo e li scosta con "
+"questo valore. Durante lo scorrimento, la posizione del nodo si ripete, dando "
+"l'illusione di uno sfondo a scorrimento infinito se i valori sono più grandi "
+"delle dimensioni dello schermo. Se un asse è impostato su [code]0[/code], la "
+"[Texture2D] non sarà ripetuta."
+
+msgid ""
+"Overrides the amount of times the texture repeats. Each texture copy spreads "
+"evenly from the original by [member repeat_size]. Useful for when zooming out "
+"with a camera."
+msgstr ""
+"Sostituisce il numero di volte in cui la texture si ripete. Ogni copia della "
+"texture si sparge uniformemente dall'originale dal fattore [member "
+"repeat_size]. Utile quando si esegue lo zoom indietro con una telecamera."
+
+msgid ""
+"Offset used to scroll this [Parallax2D]. This value is updated automatically "
+"unless [member ignore_camera_scroll] is [code]true[/code]."
+msgstr ""
+"Lo scostamento utilizzato per scorrere questo [Parallax2D]. Questo valore è "
+"aggiornato automaticamente a meno che [member ignore_camera_scroll] non sia "
+"[code]true[/code]."
+
+msgid ""
+"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member "
+"Node2D.position], but will not be overridden.\n"
+"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than "
+"[code]0[/code]."
+msgstr ""
+"Lo scostamento del [Parallax2D]. Simile a [member screen_offset] e [member "
+"Node2D.position], ma non sarà sovrascritto.\n"
+"[b]Nota:[/b] I valori si ripeteranno se [member repeat_size] è impostato su "
+"un valore maggiore di [code]0[/code]."
+
+msgid ""
+"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate "
+"distance from the camera.\n"
+"For example, a value of [code]1[/code] scrolls at the same speed as the "
+"camera. A value greater than [code]1[/code] scrolls faster, making objects "
+"appear closer. Less than [code]1[/code] scrolls slower, making objects appear "
+"further, and a value of [code]0[/code] stops the objects completely."
+msgstr ""
+"Moltiplicatore per lo scostamento finale del [Parallax2D]. Può essere "
+"utilizzato per simulare la distanza dalla telecamera.\n"
+"Ad esempio, un valore di [code]1[/code] scorre alla stessa velocità della "
+"telecamera. Un valore maggiore di [code]1[/code] scorre più velocemente, "
+"facendo apparire gli oggetti più vicini. Un valore minore di [code]1[/code] "
+"scorre più lentamente, facendo apparire gli oggetti più lontani, e un valore "
+"di [code]0[/code] ferma completamente gli oggetti."
+
+msgid ""
+"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a "
+"parallax effect. Each [ParallaxLayer] can move at a different speed using "
+"[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a "
+"2D game. If not used with a [Camera2D], you must manually calculate the "
+"[member scroll_offset].\n"
+"[b]Note:[/b] Each [ParallaxBackground] is drawn on one specific [Viewport] "
+"and cannot be shared between multiple [Viewport]s, see [member CanvasLayer."
+"custom_viewport]. When using multiple [Viewport]s, for example in a split-"
+"screen game, you need create an individual [ParallaxBackground] for each "
+"[Viewport] you want it to be drawn on."
+msgstr ""
+"Un ParallaxBackground usa uno o più nodi figli [ParallaxLayer] per creare un "
+"effetto parallasse. Ogni [ParallaxLayer] può muoversi a una velocità diversa "
+"tramite [member ParallaxLayer.motion_offset]. Questo crea un'illusione di "
+"profondità in un gioco 2D. Se non usato con un [Camera2D], devi calcolare "
+"manualmente [member scroll_offset].\n"
+"[b]Nota:[/b] Ogni [ParallaxBackground] è disegnato su uno specifico "
+"[Viewport] e non può essere condiviso tra più [Viewport], vedi [member "
+"CanvasLayer.custom_viewport]. Quando usi più [Viewport], ad esempio in un "
+"gioco a schermo diviso, devi creare un singolo [ParallaxBackground] per ogni "
+"[Viewport] su cui vuoi che sia disegnato."
+
+msgid "The base position offset for all [ParallaxLayer] children."
+msgstr ""
+"Lo scostamento della posizione di base per tutti i figli [ParallaxLayer]."
+
+msgid "The base motion scale for all [ParallaxLayer] children."
+msgstr "La scala di movimento di base per tutti i figli [ParallaxLayer]."
+
+msgid ""
+"If [code]true[/code], elements in [ParallaxLayer] child aren't affected by "
+"the zoom level of the camera."
+msgstr ""
+"Se [code]true[/code], gli elementi nel [ParallaxLayer] figlio non sono "
+"influenzati dal livello di zoom della telecamera."
+
+msgid ""
+"Top-left limits for scrolling to begin. If the camera is outside of this "
+"limit, the background will stop scrolling. Must be lower than [member "
+"scroll_limit_end] to work."
+msgstr ""
+"Limiti in alto a sinistra per l'inizio dello scorrimento. Se la telecamera è "
+"al di fuori di questo limite, lo sfondo smetterà di scorrere. Deve essere "
+"inferiore a [member scroll_limit_end] per funzionare."
+
+msgid ""
+"Bottom-right limits for scrolling to end. If the camera is outside of this "
+"limit, the background will stop scrolling. Must be higher than [member "
+"scroll_limit_begin] to work."
+msgstr ""
+"Limiti in basso a destra per la fine dello scorrimento. Se la telecamera è al "
+"di fuori di questo limite, lo sfondo smetterà di scorrere. Deve essere "
+"superiore a [member scroll_limit_begin] per funzionare."
+
+msgid ""
+"The ParallaxBackground's scroll value. Calculated automatically when using a "
+"[Camera2D], but can be used to manually manage scrolling when no camera is "
+"present."
+msgstr ""
+"Valore di scorrimento del ParallaxBackground. Calcolato automaticamente "
+"quando si utilizza una [Camera2D], ma può essere utilizzato per gestire "
+"manualmente lo scorrimento quando nessuna telecamera è presente."
+
+msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
+msgstr ""
+"Un livello di scorrimento parallasse da utilizzare con [ParallaxBackground]."
+
+msgid ""
+"A ParallaxLayer must be the child of a [ParallaxBackground] node. Each "
+"ParallaxLayer can be set to move at different speeds relative to the camera "
+"movement or the [member ParallaxBackground.scroll_offset] value.\n"
+"This node's children will be affected by its scroll offset.\n"
+"[b]Note:[/b] Any changes to this node's position and scale made after it "
+"enters the scene will be ignored."
+msgstr ""
+"Un ParallaxLayer deve essere figlio di un nodo [ParallaxBackground]. Ogni "
+"ParallaxLayer può essere impostato per muoversi a velocità diverse rispetto "
+"al movimento della telecamera o al valore [member ParallaxBackground."
+"scroll_offset].\n"
+"I figli di questo nodo saranno influenzati dal suo offset di scorrimento.\n"
+"[b]Nota:[/b] Tutte le modifiche alla posizione e alla scala di questo nodo "
+"apportate dopo il suo ingresso nella scena saranno ignorate."
+
+msgid ""
+"The ParallaxLayer's offset relative to the parent ParallaxBackground's "
+"[member ParallaxBackground.scroll_offset]."
+msgstr ""
+"Offset del ParallaxLayer rispetto a [member ParallaxBackground.scroll_offset] "
+"del ParallaxBackground genitore."
+
+msgid ""
+"Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
+"it will not scroll."
+msgstr ""
+"Moltiplica il movimento del ParallaxLayer. Se un asse è impostato su [code]0[/"
+"code], non scorrerà."
+
+msgid ""
+"Holds a particle configuration for [GPUParticles2D] or [GPUParticles3D] nodes."
+msgstr ""
+"Contiene una configurazione di particelle per i nodi [GPUParticles2D] o "
+"[GPUParticles3D]."
+
+msgid ""
+"[ParticleProcessMaterial] defines particle properties and behavior. It is "
+"used in the [code]process_material[/code] of the [GPUParticles2D] and "
+"[GPUParticles3D] nodes. Some of this material's properties are applied to "
+"each particle when emitted, while others can have a [CurveTexture] or a "
+"[GradientTexture1D] applied to vary numerical or color values over the "
+"lifetime of the particle."
+msgstr ""
+"[ParticleProcessMaterial] definisce le proprietà e il comportamento delle "
+"particelle. È utilizzato nel [code]process_material[/code] dei nodi "
+"[GPUParticles2D] e [GPUParticles3D]. Alcune delle proprietà di questo "
+"materiale vengono applicate a ciascuna particella quando viene emessa, mentre "
+"altre possono avere una [CurveTexture] o una [GradientTexture1D] applicata "
+"per variare i valori numerici o di colore durante la durata della particella."
+
+msgid ""
+"Returns the minimum and maximum values of the given [param param] as a "
+"vector.\n"
+"The [code]x[/code] component of the returned vector corresponds to minimum "
+"and the [code]y[/code] component corresponds to maximum."
+msgstr ""
+"Restituisce i valori minimo e massimo del parametro [param param], sotto "
+"forma di vettore.\n"
+"Il componente [code]x[/code] del vettore restituito corrisponde al minimo e "
+"il componente [code]y[/code] corrisponde al massimo."
+
msgid "Returns the [Texture2D] used by the specified parameter."
msgstr "Restituisce la [Texture2D] utilizzata dal parametro specificato."
@@ -49718,6 +57845,15 @@ msgstr ""
"Restituisce [code]true[/code] se il flag di particelle specificato è "
"abilitato. Vedi [enum ParticleFlags] per le opzioni."
+msgid ""
+"Sets the minimum and maximum values of the given [param param].\n"
+"The [code]x[/code] component of the argument vector corresponds to minimum "
+"and the [code]y[/code] component corresponds to maximum."
+msgstr ""
+"Imposta i valori minimo e massimo del parametro [param param].\n"
+"Il componente [code]x[/code] del vettore specificato corrisponde al minimo e "
+"il componente [code]y[/code] corrisponde al massimo."
+
msgid "Sets the maximum value range for the given parameter."
msgstr "Imposta l'intervallo di valore massimo per il parametro indicato."
@@ -49735,6 +57871,321 @@ msgstr ""
"ParticleFlags] per le opzioni."
msgid ""
+"The alpha value of each particle's color will be multiplied by this "
+"[CurveTexture] over its lifetime."
+msgstr ""
+"Il valore alfa del colore di ogni particella sarà moltiplicato per questa "
+"[CurveTexture] nel corso della sua durata."
+
+msgid "Each particle's rotation will be animated along this [CurveTexture]."
+msgstr ""
+"La rotazione di ogni particella sarà animata lungo questa [CurveTexture]."
+
+msgid ""
+"Maximum initial rotation applied to each particle, in degrees.\n"
+"Only applied when [member particle_flag_disable_z] or [member "
+"particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being "
+"used to draw the particle is using [constant BaseMaterial3D."
+"BILLBOARD_PARTICLES]."
+msgstr ""
+"Rotazione iniziale massima applicata a ciascuna particella, in gradi.\n"
+"Applicata solo quando [member partition_flag_disable_z] o [member "
+"partition_flag_rotate_y] sono [code]true[/code] o il [BaseMaterial3D] "
+"utilizzato per disegnare la particella utilizza [constant BaseMaterial3D."
+"BILLBOARD_PARTICLES]."
+
+msgid ""
+"Each particle's angular velocity (rotation speed) will vary along this "
+"[CurveTexture] over its lifetime."
+msgstr ""
+"La velocità angolare di ogni particella (velocità di rotazione) varierà lungo "
+"questa [CurveTexture] nel corso della sua durata."
+
+msgid ""
+"Maximum initial angular velocity (rotation speed) applied to each particle in "
+"[i]degrees[/i] per second.\n"
+"Only applied when [member particle_flag_disable_z] or [member "
+"particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being "
+"used to draw the particle is using [constant BaseMaterial3D."
+"BILLBOARD_PARTICLES]."
+msgstr ""
+"Velocità angolare iniziale massima (velocità di rotazione) applicata a ogni "
+"particella in [i]gradi[/i] al secondo.\n"
+"Applicata solo quando [member partition_flag_disable_z] o [member "
+"partition_flag_rotate_y] sono [code]true[/code] o il [BaseMaterial3D] "
+"utilizzato per disegnare la particella utilizza [constant BaseMaterial3D."
+"BILLBOARD_PARTICLES]."
+
+msgid "Each particle's animation offset will vary along this [CurveTexture]."
+msgstr ""
+"L'offset dell'animazione di ogni particella varierà lungo questa "
+"[CurveTexture]."
+
+msgid "Each particle's animation speed will vary along this [CurveTexture]."
+msgstr ""
+"La velocità dell'animazione di ogni particella varierà lungo questa "
+"[CurveTexture]."
+
+msgid ""
+"If [code]true[/code], interaction with particle attractors is enabled. In 3D, "
+"attraction only occurs within the area defined by the [GPUParticles3D] node's "
+"[member GPUParticles3D.visibility_aabb]."
+msgstr ""
+"Se [code]true[/code], l'interazione con gli attrattori di particelle è "
+"abilitata. In 3D, l'attrazione avviene solo all'interno dell'area definita "
+"dal nodo [GPUParticles3D] [member GPUParticles3D.visibility_aabb]."
+
+msgid ""
+"The particles' bounciness. Values range from [code]0[/code] (no bounce) to "
+"[code]1[/code] (full bounciness). Only effective if [member collision_mode] "
+"is [constant COLLISION_RIGID]."
+msgstr ""
+"Il rimbalzo delle particelle. I valori variano da [code]0[/code] (nessun "
+"rimbalzo) a [code]1[/code] (rimbalzo totale). Efficace solo se [member "
+"collision_mode] è [constant COLLISION_RIGID]."
+
+msgid ""
+"The particles' friction. Values range from [code]0[/code] (frictionless) to "
+"[code]1[/code] (maximum friction). Only effective if [member collision_mode] "
+"is [constant COLLISION_RIGID]."
+msgstr ""
+"L'attrito delle particelle. I valori variano da [code]0[/code] (senza "
+"attrito) a [code]1[/code] (attrito massimo). Efficace solo se [member "
+"collision_mode] è [constant COLLISION_RIGID]."
+
+msgid ""
+"The particles' collision mode.\n"
+"[b]Note:[/b] 3D Particles can only collide with [GPUParticlesCollision3D] "
+"nodes, not [PhysicsBody3D] nodes. To make particles collide with various "
+"objects, you can add [GPUParticlesCollision3D] nodes as children of "
+"[PhysicsBody3D] nodes. In 3D, collisions only occur within the area defined "
+"by the [GPUParticles3D] node's [member GPUParticles3D.visibility_aabb].\n"
+"[b]Note:[/b] 2D Particles can only collide with [LightOccluder2D] nodes, not "
+"[PhysicsBody2D] nodes."
+msgstr ""
+"La modalità di collisione delle particelle.\n"
+"[b]Nota:[/b] Le particelle 3D possono collidere solo con i nodi "
+"[GPUParticlesCollision3D], non con i nodi [PhysicsBody3D]. Per far collidere "
+"le particelle con vari oggetti, puoi aggiungere i nodi "
+"[GPUParticlesCollision3D] come figli dei nodi [PhysicsBody3D]. In 3D, le "
+"collisioni si verificano solo all'interno dell'area definita dal nodo "
+"[GPUParticles3D] [member GPUParticles3D.visibility_aabb].\n"
+"[b]Nota:[/b] Le particelle 2D possono collidere solo con i nodi "
+"[LightOccluder2D], non con i nodi [PhysicsBody2D]."
+
+msgid ""
+"If [code]true[/code], [member GPUParticles3D.collision_base_size] is "
+"multiplied by the particle's effective scale (see [member scale_min], [member "
+"scale_max], [member scale_curve], and [member scale_over_velocity_curve])."
+msgstr ""
+"Se [code]true[/code], [member GPUParticles3D.collision_base_size] viene "
+"moltiplicato per la scala effettiva della particella (vedi [member "
+"scale_min], [member scale_max], [member scale_curve] e [member "
+"scale_over_velocity_curve])."
+
+msgid ""
+"Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] "
+"is defined, it will be multiplied by this color.\n"
+"[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To "
+"have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D."
+"vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a "
+"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
+"shader's [code]fragment()[/code] function. Otherwise, [member color] will "
+"have no visible effect."
+msgstr ""
+"Il colore iniziale di ogni particella. Se la [code]texture[/code] di "
+"[GPUParticles2D] è definita, sarà moltiplicata per questo colore.\n"
+"[b]Nota:[/b] [member color] moltiplica i colori dei vertici della mesh di "
+"particelle. Per avere un effetto visibile su un [BaseMaterial3D], [member "
+"BaseMaterial3D.vertex_color_use_as_albedo] [i]deve[/i] essere [code]true[/"
+"code]. Per uno [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] deve "
+"essere inserito nella funzione [code]fragment()[/code] dello shader. "
+"Altrimenti, [member color] non avrà alcun effetto visibile."
+
+msgid "Damping will vary along this [CurveTexture]."
+msgstr "Lo smorzamento varierà lungo questa [CurveTexture]."
+
+msgid ""
+"A curve that specifies the velocity along each of the axes of the particle "
+"system along its lifetime.\n"
+"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
+"velocity_limit_curve] instead."
+msgstr ""
+"Una curva che specifica la velocità lungo ciascuno degli assi del sistema di "
+"particelle nel corso della sua durata.\n"
+"[b]Nota:[/b] Le velocità animate non saranno influenzate dallo smorzamento, "
+"utilizza invece [member velocity_limit_curve]."
+
+msgid ""
+"Maximum directional velocity value, which is multiplied by [member "
+"directional_velocity_curve].\n"
+"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
+"velocity_limit_curve] instead."
+msgstr ""
+"Valore massimo della velocità direzionale, che è moltiplicato per [member "
+"directional_velocity_curve].\n"
+"[b]Nota:[/b] Le velocità animate non saranno influenzate dallo smorzamento, "
+"utilizza invece [member velocity_limit_curve]."
+
+msgid ""
+"Minimum directional velocity value, which is multiplied by [member "
+"directional_velocity_curve].\n"
+"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
+"velocity_limit_curve] instead."
+msgstr ""
+"Valore minimo della velocità direzionale, che è moltiplicato per [member "
+"directional_velocity_curve].\n"
+"[b]Nota:[/b] Le velocità animate non saranno influenzate dallo smorzamento, "
+"utilizza invece [member velocity_limit_curve]."
+
+msgid ""
+"The box's extents if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_BOX].\n"
+"[b]Note:[/b] [member emission_box_extents] starts from the center point and "
+"applies the X, Y, and Z values in both directions. The size is twice the area "
+"of the extents."
+msgstr ""
+"Le estensioni del box se [member emission_shape] è impostato su [constant "
+"EMISSION_SHAPE_BOX].\n"
+"[b]Nota:[/b] [member emission_box_extents] inizia dal punto centrale e "
+"applica i valori X, Y e Z in entrambe le direzioni. La dimensione è il doppio "
+"dell'area delle estensioni."
+
+msgid ""
+"Particle color will be modulated by color determined by sampling this texture "
+"at the same point as the [member emission_point_texture].\n"
+"[b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's "
+"vertex colors. To have a visible effect on a [BaseMaterial3D], [member "
+"BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. "
+"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in "
+"the shader's [code]fragment()[/code] function. Otherwise, [member "
+"emission_color_texture] will have no visible effect."
+msgstr ""
+"Il colore delle particelle sarà modulato dal colore determinato dal "
+"campionamento di questa texture nello stesso punto di [member "
+"emission_point_texture].\n"
+"[b]Nota:[/b] [member emission_color_texture] moltiplica i colori dei vertici "
+"della mesh delle particelle. Per avere un effetto visibile su un "
+"[BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] [i]deve[/"
+"i] essere [code]true[/code]. Per uno [ShaderMaterial], [code]ALBEDO *= COLOR."
+"rgb;[/code] deve essere inserito nella funzione [code]fragment()[/code] dello "
+"shader. Altrimenti, [member emission_color_texture] non avrà alcun effetto "
+"visibile."
+
+msgid ""
+"Each particle's color will be multiplied by this [CurveTexture] over its "
+"lifetime.\n"
+"[b]Note:[/b] This property won't have a visible effect unless the render "
+"material is marked as unshaded."
+msgstr ""
+"Il colore di ogni particella sarà moltiplicato per questa [CurveTexture] nel "
+"corso della sua durata.\n"
+"[b]Nota:[/b] Questa proprietà non avrà un effetto visibile a meno che il "
+"materiale di rendering non sia contrassegnato come senza ombreggiatura."
+
+msgid ""
+"Particle velocity and rotation will be set by sampling this texture at the "
+"same point as the [member emission_point_texture]. Used only in [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
+"node by selecting \"Create Emission Points from Mesh/Node\" under the "
+"\"Particles\" tool in the toolbar."
+msgstr ""
+"La velocità e la rotazione delle particelle saranno impostate campionando "
+"questa texture nello stesso punto di [member emission_point_texture]. "
+"Utilizzato solo in [constant EMISSION_SHAPE_DIRECTED_POINTS]. Può essere "
+"creato automaticamente da mesh o da nodo selezionando \"Crea punti di "
+"emissione per mesh/nodo\" sotto lo strumento \"Particelle\" nella barra degli "
+"strumenti."
+
+msgid ""
+"The number of emission points if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+"Numero di punti di emissione se [member emission_shape] è impostato su "
+"[constant EMISSION_SHAPE_POINTS] o [constant EMISSION_SHAPE_DIRECTED_POINTS]."
+
+msgid ""
+"Particles will be emitted at positions determined by sampling this texture at "
+"a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
+"node by selecting \"Create Emission Points from Mesh/Node\" under the "
+"\"Particles\" tool in the toolbar."
+msgstr ""
+"Le particelle saranno emesse in posizioni determinate dal campionamento di "
+"questa texture in una posizione a caso. Utilizzato con [constant "
+"EMISSION_SHAPE_POINTS] e [constant EMISSION_SHAPE_DIRECTED_POINTS]. Può "
+"essere creato automaticamente da mesh o da nodo selezionando \"Crea punti di "
+"emissione per mesh/nodo\" sotto lo strumento \"Particelle\" nella barra degli "
+"strumenti."
+
+msgid ""
+"Particles will be emitted inside this region. Use [enum EmissionShape] "
+"constants for values."
+msgstr ""
+"Le particelle saranno emesse all'interno di questa regione. Utilizza le "
+"costanti [enum EmissionShape] per i valori."
+
+msgid "The offset for the [member emission_shape], in local space."
+msgstr "L'offset per [member emission_shape], nello spazio locale."
+
+msgid "The scale of the [member emission_shape], in local space."
+msgstr "La scala per [member emission_shape], nello spazio locale."
+
+msgid "Amount of [member spread] along the Y axis."
+msgstr "Quantità di distribuzione ([member spread]) lungo l'asse Y."
+
+msgid "Each particle's hue will vary along this [CurveTexture]."
+msgstr "La tonalità di ogni particella varierà lungo questa [CurveTexture]."
+
+msgid ""
+"Percentage of the velocity of the respective [GPUParticles2D] or "
+"[GPUParticles3D] inherited by each particle when spawning."
+msgstr ""
+"Percentuale della velocità del rispettivo [GPUParticles2D] o [GPUParticles3D] "
+"ereditata da ogni particella quando sono generate."
+
+msgid ""
+"Particle lifetime randomness ratio. The equation for the lifetime of a "
+"particle is [code]lifetime * (1.0 - randf() * lifetime_randomness)[/code]. "
+"For example, a [member lifetime_randomness] of [code]0.4[/code] scales the "
+"lifetime between [code]0.6[/code] to [code]1.0[/code] of its original value."
+msgstr ""
+"Rapporto di casualità della durata della particella. L'equazione per la "
+"durata di una particella è [code]durata* (1.0 - randf() * casualità_durata)[/"
+"code]. Ad esempio, un [member lifetime_randomness] di [code]0.4[/code] "
+"ridimensiona la durata tra [code]0.6[/code] e [code]1.0[/code] del suo valore "
+"originale."
+
+msgid "Each particle's linear acceleration will vary along this [CurveTexture]."
+msgstr ""
+"L'accelerazione lineare di ogni particella varierà lungo questa "
+"[CurveTexture]."
+
+msgid ""
+"Each particle's orbital velocity will vary along this [CurveTexture].\n"
+"[b]Note:[/b] For 3D orbital velocity, use a [CurveXYZTexture].\n"
+"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
+"velocity_limit_curve] instead."
+msgstr ""
+"La velocità orbitale di ogni particella varierà lungo questa [CurveTexture].\n"
+"[b]Nota:[/b] Per la velocità orbitale 3D, usa una [CurveXYZTexture].\n"
+"[b]Nota:[/b] Le velocità animate non saranno influenzate dallo smorzamento, "
+"usa invece [member velocity_limit_curve]."
+
+msgid ""
+"Maximum orbital velocity applied to each particle. Makes the particles circle "
+"around origin. Specified in number of full rotations around origin per "
+"second.\n"
+"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
+"velocity_limit_curve] instead."
+msgstr ""
+"Velocità orbitale massima applicata a ogni particella. Fa circolare le "
+"particelle attorno all'origine. Specificato in numero di rotazioni complete "
+"attorno all'origine al secondo.\n"
+"[b]Nota:[/b] Le velocità animate non saranno influenzate dallo smorzamento, "
+"utilizzare invece [member velocity_limit_curve]."
+
+msgid ""
"Minimum equivalent of [member orbit_velocity_max].\n"
"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
"velocity_limit_curve] instead."
@@ -49743,26 +58194,765 @@ msgstr ""
"[b]Nota:[/b] Le velocità animate non saranno influenzate dallo smorzamento, "
"utilizza [member velocity_limit_curve] invece."
+msgid ""
+"Changes the behavior of the damping properties from a linear deceleration to "
+"a deceleration based on speed percentage."
+msgstr ""
+"Modifica il comportamento delle proprietà di smorzamento da una decelerazione "
+"lineare a una decelerazione basata su una percentuale della velocità."
+
+msgid "If [code]true[/code], particles will not move on the z axis."
+msgstr "Se [code]true[/code], le particelle non si muoveranno sull'asse z."
+
+msgid "Each particle's radial acceleration will vary along this [CurveTexture]."
+msgstr ""
+"L'accelerazione radiale di ogni particella varierà lungo questa "
+"[CurveTexture]."
+
+msgid ""
+"A [CurveTexture] that defines the velocity over the particle's lifetime away "
+"(or toward) the [member velocity_pivot].\n"
+"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
+"velocity_limit_curve] instead."
+msgstr ""
+"Una [CurveTexture] che definisce la velocità nel corso della vita della "
+"particella in allontanamento (o verso) da [member speed_pivot].\n"
+"[b]Nota:[/b] Le velocità animate non saranno influenzate dallo smorzamento, "
+"utilizza invece [member velocity_limit_curve]."
+
+msgid ""
+"Maximum radial velocity applied to each particle. Makes particles move away "
+"from the [member velocity_pivot], or toward it if negative.\n"
+"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
+"velocity_limit_curve] instead."
+msgstr ""
+"Velocità radiale massima applicata a ogni particella. Fa allontanare le "
+"particelle da [member velocity_pivot], o avvicinare ad esso se la velocità è "
+"negativa.\n"
+"[b]Nota:[/b] Le velocità animate non saranno influenzate dallo smorzamento, "
+"utilizza invece [member velocity_limit_curve]."
+
+msgid ""
+"Minimum radial velocity applied to each particle. Makes particles move away "
+"from the [member velocity_pivot], or toward it if negative.\n"
+"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
+"velocity_limit_curve] instead."
+msgstr ""
+"Velocità radiale minima applicata a ogni particella. Fa allontanare le "
+"particelle da [member velocity_pivot], o avvicinare ad esso se la velocità è "
+"negativa.\n"
+"[b]Nota:[/b] Le velocità animate non saranno influenzate dallo smorzamento, "
+"utilizza invece [member velocity_limit_curve]."
+
+msgid ""
+"Each particle's scale will vary along this [CurveTexture] over its lifetime. "
+"If a [CurveXYZTexture] is supplied instead, the scale will be separated per-"
+"axis."
+msgstr ""
+"La scala di ogni particella varierà lungo questa [CurveTexture] nel corso "
+"della sua durata. Se invece viene fornita una [CurveXYZTexture], la scala "
+"sarà separata per asse."
+
msgid "Minimum equivalent of [member scale_max]."
msgstr "Equivalente minimo di [member scale_max]."
msgid ""
+"Either a [CurveTexture] or a [CurveXYZTexture] that scales each particle "
+"based on its velocity."
+msgstr ""
+"Una [CurveTexture] o una [CurveXYZTexture] che ridimensiona ogni particella "
+"in base alla sua velocità."
+
+msgid ""
+"Maximum velocity value reference for [member scale_over_velocity_curve].\n"
+"[member scale_over_velocity_curve] will be interpolated between [member "
+"scale_over_velocity_min] and [member scale_over_velocity_max]."
+msgstr ""
+"Riferimento massimo al valore di velocità per [member "
+"scale_over_velocity_curve].\n"
+"[member scale_over_velocity_curve] sarà interpolato tra [member "
+"scale_over_velocity_min] e [member scale_over_velocity_max]."
+
+msgid ""
+"Minimum velocity value reference for [member scale_over_velocity_curve].\n"
+"[member scale_over_velocity_curve] will be interpolated between [member "
+"scale_over_velocity_min] and [member scale_over_velocity_max]."
+msgstr ""
+"Riferimento minimo al valore di velocità per [member "
+"scale_over_velocity_curve].\n"
+"[member scale_over_velocity_curve] sarà interpolato tra [member "
+"scale_over_velocity_min] e [member scale_over_velocity_max]."
+
+msgid ""
+"The amount of particles to spawn from the subemitter node when a collision "
+"occurs. When combined with [constant COLLISION_HIDE_ON_CONTACT] on the main "
+"particles material, this can be used to achieve effects such as raindrops "
+"hitting the ground.\n"
+"[b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or "
+"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the "
+"main node), relative to the subemitter's particle lifetime. If the number of "
+"particles is exceeded, no new particles will spawn from the subemitter until "
+"enough particles have expired."
+msgstr ""
+"La quantità di particelle da generare dal nodo sottoemettitore quando si "
+"verifica una collisione. Se combinato con [constant "
+"COLLISION_HIDE_ON_CONTACT] sul materiale delle particelle principali, può "
+"essere utilizzato per ottenere effetti come gocce di pioggia che colpiscono "
+"il terreno.\n"
+"[b]Nota:[/b] Questo valore non deve superare [member GPUParticles2D.amount] o "
+"[member GPUParticles3D.amount] definiti sul [i]nodo sottoemettitore[/i] (non "
+"il nodo principale), in relazione alla durata delle particelle del "
+"sottoemettitore. Se il numero di particelle è superato, nessuna nuova "
+"particella sarà generata dal sottoemettitore finché non avranno finito "
+"abbastanza particelle."
+
+msgid ""
+"The amount of particles to spawn from the subemitter node when the particle "
+"expires.\n"
+"[b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or "
+"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the "
+"main node), relative to the subemitter's particle lifetime. If the number of "
+"particles is exceeded, no new particles will spawn from the subemitter until "
+"enough particles have expired."
+msgstr ""
+"Quantità di particelle da generare dal nodo sottoemettitore quando la "
+"particella finisce.\n"
+"[b]Nota:[/b] Questo valore non deve superare [member GPUParticles2D.amount] o "
+"[member GPUParticles3D.amount] definiti sul [i]nodo sottoemettitore[/i] (non "
+"il nodo principale), in relazione alla durata delle particelle del "
+"sottoemettitore. Se il numero di particelle è superato, nessuna nuova "
+"particella sarà generata dal sottoemettitore finché non avranno finito "
+"abbastanza particelle."
+
+msgid ""
+"The frequency at which particles should be emitted from the subemitter node. "
+"One particle will be spawned every [member sub_emitter_frequency] seconds.\n"
+"[b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or "
+"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the "
+"main node), relative to the subemitter's particle lifetime. If the number of "
+"particles is exceeded, no new particles will spawn from the subemitter until "
+"enough particles have expired."
+msgstr ""
+"La frequenza con cui le particelle devono essere emesse dal nodo "
+"sottoemettitore. Una particella verrà generata ogni [member "
+"sub_emitter_frequency] secondi.\n"
+"[b]Nota:[/b] Questo valore non deve superare [member GPUParticles2D.amount] o "
+"[member GPUParticles3D.amount] definiti sul [i]nodo sottoemettitore[/i] (non "
+"il nodo principale), in relazione alla durata delle particelle del "
+"sottoemettitore. Se il numero di particelle è superato, nessuna nuova "
+"particella sarà generata dal sottoemettitore finché non avranno finito "
+"abbastanza particelle."
+
+msgid ""
"If [code]true[/code], the subemitter inherits the parent particle's velocity "
"when it spawns."
msgstr ""
"Se [code]true[/code], il sottoemettitore eredita la velocità della particella "
"madre quando viene generata."
+msgid ""
+"The particle subemitter mode (see [member GPUParticles2D.sub_emitter] and "
+"[member GPUParticles3D.sub_emitter])."
+msgstr ""
+"La modalità del sottoemettitore di particelle (vedi [member GPUParticles2D."
+"sub_emitter] e [member GPUParticles3D.sub_emitter])."
+
+msgid ""
+"Each particle's tangential acceleration will vary along this [CurveTexture]."
+msgstr ""
+"L'accelerazione tangenziale di ogni particella varierà lungo questa "
+"[CurveTexture]."
+
+msgid ""
+"If [code]true[/code], enables turbulence for the particle system. Turbulence "
+"can be used to vary particle movement according to its position (based on a "
+"3D noise pattern). In 3D, [GPUParticlesAttractorVectorField3D] with "
+"[NoiseTexture3D] can be used as an alternative to turbulence that works in "
+"world space and with multiple particle systems reacting in the same way.\n"
+"[b]Note:[/b] Enabling turbulence has a high performance cost on the GPU. Only "
+"enable turbulence on a few particle systems at once at most, and consider "
+"disabling it when targeting mobile/web platforms."
+msgstr ""
+"Se [code]true[/code], abilita la turbolenza per il sistema di particelle. La "
+"turbolenza può essere utilizzata per variare il movimento delle particelle in "
+"base alla loro posizione (in base a un modello di noise 3D). In 3D, "
+"[GPUParticlesAttractorVectorField3D] con [NoiseTexture3D] può essere "
+"utilizzato come alternativa alla turbolenza che funziona nello spazio "
+"mondiale e con più sistemi di particelle che reagiscono allo stesso modo.\n"
+"[b]Nota:[/b] L'abilitazione della turbolenza ha un costo elevato in termini "
+"di prestazioni sulla GPU. Abilita la turbolenza solo su pochi sistemi di "
+"particelle alla volta e considera di disabilitarla per le piattaforme mobili/"
+"web."
+
+msgid ""
+"Maximum turbulence influence on each particle.\n"
+"The actual amount of turbulence influence on each particle is calculated as a "
+"random value between [member turbulence_influence_min] and [member "
+"turbulence_influence_max] and multiplied by the amount of turbulence "
+"influence from [member turbulence_influence_over_life]."
+msgstr ""
+"Influenza massima della turbolenza su ogni particella.\n"
+"La quantità effettiva di influenza della turbolenza su ogni particella viene "
+"calcolata come un valore casuale tra [member turbulence_influence_min] e "
+"[member turbulence_influence_max] e moltiplicata per la quantità di influenza "
+"della turbolenza da [member turbulence_influence_over_life]."
+
+msgid ""
+"Minimum turbulence influence on each particle.\n"
+"The actual amount of turbulence influence on each particle is calculated as a "
+"random value between [member turbulence_influence_min] and [member "
+"turbulence_influence_max] and multiplied by the amount of turbulence "
+"influence from [member turbulence_influence_over_life]."
+msgstr ""
+"Influenza minima della turbolenza su ogni particella.\n"
+"La quantità effettiva di influenza della turbolenza su ogni particella viene "
+"calcolata come un valore casuale tra [member turbulence_influence_min] e "
+"[member turbulence_influence_max] e moltiplicata per la quantità di influenza "
+"della turbolenza da [member turbulence_influence_over_life]."
+
+msgid ""
+"Each particle's amount of turbulence will be influenced along this "
+"[CurveTexture] over its life time."
+msgstr ""
+"La quantità di turbolenza di ogni particella sarà influenzata lungo questa "
+"[CurveTexture] nel corso della sua durata."
+
+msgid ""
+"Maximum displacement of each particle's spawn position by the turbulence.\n"
+"The actual amount of displacement will be a factor of the underlying "
+"turbulence multiplied by a random value between [member "
+"turbulence_initial_displacement_min] and [member "
+"turbulence_initial_displacement_max]."
+msgstr ""
+"Spostamento massimo della posizione in cui ogni particella viene generata, "
+"per la turbolenza.\n"
+"La quantità effettiva di spostamento sarà un fattore della turbolenza "
+"sottostante moltiplicato per un valore casuale tra [member "
+"turbulence_initial_displacement_min] e [member "
+"turbulence_initial_displacement_max]."
+
+msgid ""
+"Minimum displacement of each particle's spawn position by the turbulence.\n"
+"The actual amount of displacement will be a factor of the underlying "
+"turbulence multiplied by a random value between [member "
+"turbulence_initial_displacement_min] and [member "
+"turbulence_initial_displacement_max]."
+msgstr ""
+"Spostamento minimo della posizione in cui ogni particella viene generata, per "
+"la turbolenza.\n"
+"La quantità effettiva di spostamento sarà un fattore della turbolenza "
+"sottostante moltiplicato per un valore casuale tra [member "
+"turbulence_initial_displacement_min] e [member "
+"turbulence_initial_displacement_max]."
+
+msgid ""
+"This value controls the overall scale/frequency of the turbulence noise "
+"pattern.\n"
+"A small scale will result in smaller features with more detail while a high "
+"scale will result in smoother noise with larger features."
+msgstr ""
+"Questo valore controlla la scala/frequenza complessiva del motivo del noise "
+"di turbolenza.\n"
+"Una piccola scala produrrà caratteristiche più piccole con maggiori dettagli, "
+"mentre una scala alta produrrà un noise più uniforme con caratteristiche più "
+"grandi."
+
+msgid ""
+"A scrolling velocity for the turbulence field. This sets a directional trend "
+"for the pattern to move in over time.\n"
+"The default value of [code]Vector3(0, 0, 0)[/code] turns off the scrolling."
+msgstr ""
+"Una velocità di scorrimento per il campo di turbolenza. Ciò stabilisce una "
+"tendenza direzionale affinché il motivo si muova nel tempo.\n"
+"Il valore predefinito di [code]Vector3(0, 0, 0)[/code] disattiva lo "
+"scorrimento."
+
+msgid ""
+"The in-place rate of change of the turbulence field. This defines how quickly "
+"the noise pattern varies over time.\n"
+"A value of 0.0 will result in a fixed pattern."
+msgstr ""
+"Il tasso di variazione sul posto del campo di turbolenza. Definisce la "
+"rapidità con cui il motivo del noise varia nel tempo.\n"
+"Un valore di 0,0 risulterà in un motivo fisso."
+
+msgid ""
+"The turbulence noise strength. Increasing this will result in a stronger, "
+"more contrasting, flow pattern."
+msgstr ""
+"L'intensità del noise di turbolenza. Aumentandolo si otterrà un motivo di "
+"flusso più forte e contrastante."
+
+msgid ""
+"A [CurveTexture] that defines the maximum velocity of a particle during its "
+"lifetime."
+msgstr ""
+"Una [CurveTexture] che definisce la velocità massima di una particella "
+"durante il suo ciclo di vita."
+
+msgid ""
+"A pivot point used to calculate radial and orbital velocity of particles."
+msgstr ""
+"Un punto di rotazione utilizzato per calcolare la velocità radiale e orbitale "
+"delle particelle."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set initial velocity properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà della velocità iniziale."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set angular velocity properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà della velocità angolare."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set orbital velocity properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà della velocità orbitale."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set linear acceleration properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà dell'accelerazione lineare."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set radial acceleration properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà dell'accelerazione radiale."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set tangential acceleration properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà dell'accelerazione tangenziale."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set damping properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà dello smorzamento."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set angle properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà dell'angolazione."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set scale properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà della scala."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set hue variation properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà della variazione di tonalità."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set animation speed properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà della velocità di animazione."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set animation offset properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà dell'offset di animazione."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set radial velocity properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà della velocità radiale."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set directional velocity properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà della velocità direzionale."
+
+msgid ""
+"Use with [method set_param_min], [method set_param_max], and [method "
+"set_param_texture] to set scale over velocity properties."
+msgstr ""
+"Usa con [method set_param_min], [method set_param_max] e [method "
+"set_param_texture] per impostare le proprietà di scala rispetto alla velocità."
+
+msgid ""
+"Particles will be emitted at a position determined by sampling a random point "
+"on the [member emission_point_texture]. Particle color will be modulated by "
+"[member emission_color_texture]."
+msgstr ""
+"Le particelle saranno emesse in una posizione determinata campionando un "
+"punto casuale su [member emission_point_texture]. Il colore delle particelle "
+"sarà modulato da [member emission_color_texture]."
+
+msgid ""
+"Particles will be emitted at a position determined by sampling a random point "
+"on the [member emission_point_texture]. Particle velocity and rotation will "
+"be set based on [member emission_normal_texture]. Particle color will be "
+"modulated by [member emission_color_texture]."
+msgstr ""
+"Le particelle saranno emesse in una posizione determinata campionando un "
+"punto casuale su [member emission_point_texture]. La velocità e la rotazione "
+"delle particelle saranno impostate in base a [member "
+"emission_normal_texture]. Il colore delle particelle sarà modulato da [member "
+"emission_color_texture]."
+
+msgid ""
+"Use with [method set_param_min] and [method set_param_max] to set the "
+"turbulence minimum und maximum influence on each particles velocity."
+msgstr ""
+"Usa con [method set_param_min] e [method set_param_max] per impostare "
+"l'influenza minima e massima della turbolenza sulla velocità di ogni "
+"particella."
+
+msgid ""
+"Use with [method set_param_min] and [method set_param_max] to set the "
+"turbulence minimum and maximum displacement of the particles spawn position."
+msgstr ""
+"Usa con [method set_param_min] e [method set_param_max] per impostare lo "
+"spostamento minimo e massimo per la turbolenza nella posizione in cui sono "
+"generate le particelle."
+
+msgid ""
+"Use with [method set_param_texture] to set the turbulence influence over the "
+"particles life time."
+msgstr ""
+"Utilizzare con [method set_param_texture] per impostare l'influenza della "
+"turbolenza nel corso della durata delle particelle."
+
msgid "Represents the size of the [enum SubEmitterMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum SubEmitterMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum SubEmitterMode]."
+
+msgid ""
+"No collision for particles. Particles will go through "
+"[GPUParticlesCollision3D] nodes."
+msgstr ""
+"Nessuna collisione per le particelle. Le particelle passeranno attraverso i "
+"nodi [GPUParticlesCollision3D]."
+
+msgid ""
+"[RigidBody3D]-style collision for particles using [GPUParticlesCollision3D] "
+"nodes."
+msgstr ""
+"Collisione in stile [RigidBody3D] per le particelle che utilizzano nodi "
+"[GPUParticlesCollision3D]."
+
+msgid ""
+"Hide particles instantly when colliding with a [GPUParticlesCollision3D] "
+"node. This can be combined with a subemitter that uses the [constant "
+"COLLISION_RIGID] collision mode to \"replace\" the parent particle with the "
+"subemitter on impact."
+msgstr ""
+"Nascondi le particelle all'istante quando si scontrano con un nodo "
+"[GPUParticlesCollision3D]. Questo può essere combinato con un sottoemettitore "
+"che usa la modalità di collisione [constant COLLISION_RIGID] per "
+"\"sostituire\" la particella madre con il sottoemettitore all'impatto."
msgid "Represents the size of the [enum CollisionMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum CollisionMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum CollisionMode]."
+
+msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
+msgstr "Contiene un percorso [Curve2D] da seguire per i nodi [PathFollow2D]."
+
+msgid ""
+"Can have [PathFollow2D] child nodes moving along the [Curve2D]. See "
+"[PathFollow2D] for more information on usage.\n"
+"[b]Note:[/b] The path is considered as relative to the moved nodes (children "
+"of [PathFollow2D]). As such, the curve should usually start with a zero "
+"vector ([code](0, 0)[/code])."
+msgstr ""
+"Può avere nodi [PathFollow2D] figli che si muovono lungo la [Curve2D]. Vedi "
+"[PathFollow2D] per ulteriori informazioni sull'utilizzo.\n"
+"[b]Nota:[/b] Il percorso è considerato relativo ai nodi spostati (figli di "
+"[PathFollow2D]). Pertanto, la curva dovrebbe solitamente iniziare con un "
+"vettore zero ([code](0, 0)[/code])."
+
+msgid "A [Curve2D] describing the path."
+msgstr "Una [Curve2D] che descrive il percorso."
+
+msgid "Contains a [Curve3D] path for [PathFollow3D] nodes to follow."
+msgstr "Contiene un percorso [Curve3D] da seguire per i nodi [PathFollow3D]."
+
+msgid ""
+"Can have [PathFollow3D] child nodes moving along the [Curve3D]. See "
+"[PathFollow3D] for more information on the usage.\n"
+"Note that the path is considered as relative to the moved nodes (children of "
+"[PathFollow3D]). As such, the curve should usually start with a zero vector "
+"[code](0, 0, 0)[/code]."
+msgstr ""
+"Può avere nodi [PathFollow3D] figli che si muovono lungo la [Curve3D]. Vedi "
+"[PathFollow3D] per ulteriori informazioni sull'utilizzo.\n"
+"Nota che Il percorso è considerato relativo ai nodi spostati (figli di "
+"[PathFollow3D]). Pertanto, la curva dovrebbe solitamente iniziare con un "
+"vettore zero ([code](0, 0, 0)[/code])."
+
+msgid "A [Curve3D] describing the path."
+msgstr "Una [Curva3D] che descrive il percorso."
+
+msgid "Emitted when the [member curve] changes."
+msgstr "Emesso quando [member curve] cambia."
+
+msgid "Point sampler for a [Path2D]."
+msgstr "Campionatore di punti per un [Path2D]."
+
+msgid ""
+"This node takes its parent [Path2D], and returns the coordinates of a point "
+"within it, given a distance from the first vertex.\n"
+"It is useful for making other nodes follow a path, without coding the "
+"movement pattern. For that, the nodes must be children of this node. The "
+"descendant nodes will then move accordingly when setting the [member "
+"progress] in this node."
+msgstr ""
+"Questo nodo prende il suo [Path2D] genitore e restituisce le coordinate di un "
+"punto al suo interno, data una distanza dal primo vertice.\n"
+"È utile per far sì che altri nodi seguano un percorso, senza scrivere codice "
+"per lo schema di movimento. Per questo, i nodi devono essere figli di questo "
+"nodo. I nodi discendenti si muoveranno di conseguenza quando si imposta "
+"[member progress] in questo nodo."
+
+msgid ""
+"If [code]true[/code], the position between two cached points is interpolated "
+"cubically, and linearly otherwise.\n"
+"The points along the [Curve2D] of the [Path2D] are precomputed before use, "
+"for faster calculations. The point at the requested offset is then calculated "
+"interpolating between two adjacent cached points. This may present a problem "
+"if the curve makes sharp turns, as the cached points may not follow the curve "
+"closely enough.\n"
+"There are two answers to this problem: either increase the number of cached "
+"points and increase memory consumption, or make a cubic interpolation between "
+"two points at the cost of (slightly) slower calculations."
+msgstr ""
+"Se [code]true[/code], la posizione tra due punti memorizzati nella cache è "
+"interpolata in modo cubico, altrimenti linearmente.\n"
+"I punti lungo la [Curve2D] del [Path2D] sono precalcolati prima dell'uso, per "
+"calcoli più rapidi. Il punto all'offset richiesto è quindi calcolato "
+"interpolando tra due punti adiacenti memorizzati nella cache. Ciò potrebbe "
+"rappresentare un problema se la curva compie giri stretti, poiché i punti "
+"memorizzati nella cache potrebbero non seguire la curva vicino abbastanza.\n"
+"Ci sono due risposte a questo problema: aumenta il numero di punti "
+"memorizzati nella cache, aumentando il consumo di memoria, oppure effettua "
+"un'interpolazione cubica tra due punti, a costo di calcoli (leggermente) più "
+"lenti."
+
+msgid "The node's offset along the curve."
+msgstr "L'offset del nodo lungo la curva."
+
+msgid ""
+"If [code]true[/code], any offset outside the path's length will wrap around, "
+"instead of stopping at the ends. Use it for cyclic paths."
+msgstr ""
+"Se [code]true[/code], qualsiasi offset al di fuori della lunghezza del "
+"percorso sarà avvolto, invece di fermarsi alle estremità. Usalo per percorsi "
+"ciclici."
+
+msgid ""
+"The distance along the path, in pixels. Changing this value sets this node's "
+"position to a point within the path."
+msgstr ""
+"La distanza lungo il percorso, in pixel. La modifica di questo valore imposta "
+"la posizione di questo nodo su un punto all'interno del percorso."
+
+msgid ""
+"The distance along the path as a number in the range 0.0 (for the first "
+"vertex) to 1.0 (for the last). This is just another way of expressing the "
+"progress within the path, as the offset supplied is multiplied internally by "
+"the path's length."
+msgstr ""
+"La distanza lungo il percorso come numero compreso tra 0,0 (per il primo "
+"vertice) e 1,0 (per l'ultimo). Questo è solo un altro modo di esprimere il "
+"progresso all'interno del percorso, poiché l'offset fornito è moltiplicato "
+"internamente per la lunghezza del percorso."
+
+msgid ""
+"If [code]true[/code], this node rotates to follow the path, with the +X "
+"direction facing forward on the path."
+msgstr ""
+"Se [code]true[/code], questo nodo si gira per seguire il percorso, con la "
+"direzione +X rivolta in avanti lungo il percorso."
+
+msgid "The node's offset perpendicular to the curve."
+msgstr "L'offset del nodo perpendicolare alla curva."
+
+msgid "Point sampler for a [Path3D]."
+msgstr "Campionatore di punti per un [Path3D]."
+
+msgid ""
+"This node takes its parent [Path3D], and returns the coordinates of a point "
+"within it, given a distance from the first vertex.\n"
+"It is useful for making other nodes follow a path, without coding the "
+"movement pattern. For that, the nodes must be children of this node. The "
+"descendant nodes will then move accordingly when setting the [member "
+"progress] in this node."
+msgstr ""
+"Questo nodo prende il suo [Path3D] genitore e restituisce le coordinate di un "
+"punto al suo interno, data una distanza dal primo vertice.\n"
+"È utile per far sì che altri nodi seguano un percorso, senza scrivere codice "
+"per lo schema di movimento. Per questo, i nodi devono essere figli di questo "
+"nodo. I nodi discendenti si muoveranno di conseguenza quando si imposta "
+"[member progress] in questo nodo."
+
+msgid ""
+"Correct the [param transform]. [param rotation_mode] implicitly specifies how "
+"posture (forward, up and sideway direction) is calculated."
+msgstr ""
+"Corregge la trasformazione [param transform]. [param rotation_mode] specifica "
+"implicitamente come viene calcolata la postura (direzione anteriore, "
+"superiore e laterale)."
+
+msgid ""
+"If [code]true[/code], the position between two cached points is interpolated "
+"cubically, and linearly otherwise.\n"
+"The points along the [Curve3D] of the [Path3D] are precomputed before use, "
+"for faster calculations. The point at the requested offset is then calculated "
+"interpolating between two adjacent cached points. This may present a problem "
+"if the curve makes sharp turns, as the cached points may not follow the curve "
+"closely enough.\n"
+"There are two answers to this problem: either increase the number of cached "
+"points and increase memory consumption, or make a cubic interpolation between "
+"two points at the cost of (slightly) slower calculations."
+msgstr ""
+"Se [code]true[/code], la posizione tra due punti memorizzati nella cache è "
+"interpolata in modo cubico, altrimenti linearmente.\n"
+"I punti lungo la [Curve3D] del [Path3D] sono precalcolati prima dell'uso, per "
+"calcoli più rapidi. Il punto all'offset richiesto è quindi calcolato "
+"interpolando tra due punti adiacenti memorizzati nella cache. Ciò potrebbe "
+"rappresentare un problema se la curva effettua svolte brusche, poiché i punti "
+"memorizzati nella cache potrebbero non seguire la curva vicino abbastanza.\n"
+"Ci sono due risposte a questo problema: aumenta il numero di punti "
+"memorizzati nella cache, aumentando il consumo di memoria, oppure effettua "
+"un'interpolazione cubica tra due punti, a costo di calcoli (leggermente) più "
+"lenti."
+
+msgid ""
+"The distance from the first vertex, measured in 3D units along the path. "
+"Changing this value sets this node's position to a point within the path."
+msgstr ""
+"La distanza dal primo vertice, misurata in unità 3D lungo il percorso. La "
+"modifica di questo valore imposta la posizione di questo nodo su un punto "
+"all'interno del percorso."
+
+msgid ""
+"The distance from the first vertex, considering 0.0 as the first vertex and "
+"1.0 as the last. This is just another way of expressing the progress within "
+"the path, as the progress supplied is multiplied internally by the path's "
+"length."
+msgstr ""
+"La distanza dal primo vertice, considerando 0,0 come il primo vertice e 1,0 "
+"come l'ultimo. Questo è solo un altro modo di esprimere il progresso "
+"all'interno del percorso, poiché il progresso fornito è moltiplicato "
+"internamente per la lunghezza del percorso."
+
+msgid ""
+"Allows or forbids rotation on one or more axes, depending on the [enum "
+"RotationMode] constants being used."
+msgstr ""
+"Consente o impedisce la rotazione su uno o più assi, a seconda delle costanti "
+"di [enum RotationMode] utilizzate."
msgid "If [code]true[/code], the tilt property of [Curve3D] takes effect."
msgstr ""
"Se [code]true[/code], la proprietà di inclinazione di [Curve3D] ha effetto."
+msgid ""
+"If [code]true[/code], the node moves on the travel path with orienting the +Z "
+"axis as forward. See also [constant Vector3.FORWARD] and [constant Vector3."
+"MODEL_FRONT]."
+msgstr ""
+"Se [code]true[/code], il nodo si sposta sul percorso di viaggio orientando "
+"l'asse +Z in avanti. Vedi anche [constant Vector3.FORWARD] e [constant "
+"Vector3.MODEL_FRONT]."
+
+msgid "Forbids the PathFollow3D to rotate."
+msgstr "Impedisce la rotazione del PathFollow3D."
+
+msgid "Allows the PathFollow3D to rotate in the Y axis only."
+msgstr "Consente al PathFollow3D di ruotare solo lungo l'asse Y."
+
+msgid "Allows the PathFollow3D to rotate in both the X, and Y axes."
+msgstr ""
+"Consente al PathFollow3D di ruotare sia lungo l'asse X, sia lungo l'asse Y."
+
+msgid "Allows the PathFollow3D to rotate in any axis."
+msgstr "Consente a PathFollow3D di ruotare lungo ogni asse."
+
+msgid ""
+"Uses the up vector information in a [Curve3D] to enforce orientation. This "
+"rotation mode requires the [Path3D]'s [member Curve3D.up_vector_enabled] "
+"property to be set to [code]true[/code]."
+msgstr ""
+"Utilizza le informazioni del vettore alto in una [Curve3D] per imporre "
+"l'orientamento. Questa modalità di rotazione richiede che la proprietà "
+"[member Curve3D.up_vector_enabled] di [Path3D] sia impostata su [code]true[/"
+"code]."
+
+msgid "Creates packages that can be loaded into a running project."
+msgstr ""
+"Crea pacchetti che possono essere caricati in un progetto in esecuzione."
+
+msgid "Exposes performance-related data."
+msgstr "Espone i dati relativi alle prestazioni."
+
+msgid ""
+"This class provides access to a number of different monitors related to "
+"performance, such as memory usage, draw calls, and FPS. These are the same as "
+"the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/"
+"b] panel. By using the [method get_monitor] method of this class, you can "
+"access this data from your code.\n"
+"You can add custom monitors using the [method add_custom_monitor] method. "
+"Custom monitors are available in [b]Monitor[/b] tab in the editor's "
+"[b]Debugger[/b] panel together with built-in monitors.\n"
+"[b]Note:[/b] Some of the built-in monitors are only available in debug mode "
+"and will always return [code]0[/code] when used in a project exported in "
+"release mode.\n"
+"[b]Note:[/b] Some of the built-in monitors are not updated in real-time for "
+"performance reasons, so there may be a delay of up to 1 second between "
+"changes.\n"
+"[b]Note:[/b] Custom monitors do not support negative values. Negative values "
+"are clamped to 0."
+msgstr ""
+"Questa classe fornisce l'accesso a diversi monitor correlati alle "
+"prestazioni, come l'utilizzo della memoria, le chiamate di disegno e gli FPS. "
+"Sono gli stessi valori visualizzati nella scheda [b]Monitor[/b] nel pannello "
+"[b]Debugger[/b] dell'editor. Utilizzando il metodo [method get_monitor] di "
+"questa classe, puoi accedere a questi dati dal tuo codice.\n"
+"Puoi aggiungere monitor personalizzati utilizzando il metodo [method "
+"add_custom_monitor]. I monitor personalizzati sono disponibili nella scheda "
+"[b]Monitor[/b] nel pannello [b]Debugger[/b] dell'editor insieme ai monitor "
+"integrati.\n"
+"[b]Nota:[/b] Alcuni dei monitor integrati sono disponibili solo in modalità "
+"debug e restituiranno sempre [code]0[/code] quando utilizzati in un progetto "
+"esportato in modalità release.\n"
+"[b]Nota:[/b] Alcuni monitor integrati non vengono aggiornati in tempo reale "
+"per motivi di prestazioni, pertanto potrebbe verificarsi un ritardo fino a 1 "
+"secondo tra le modifiche.\n"
+"[b]Nota:[/b] I monitor personalizzati non supportano valori negativi. I "
+"valori negativi sono limitati a 0."
+
msgid "Returns the names of active custom monitors in an [Array]."
msgstr "Restituisce i nomi dei monitor personalizzati attivi in un [Array]."
@@ -49773,6 +58963,178 @@ msgstr ""
"Restituisce [code]true[/code] se il monitor personalizzato con l'[param id] "
"fornito è presente, altrimenti [code]false[/code]."
+msgid "Time it took to complete one frame, in seconds. [i]Lower is better.[/i]"
+msgstr ""
+"Tempo impiegato per completare un frame, in secondi. [i]Più basso è, meglio è."
+"[/i]"
+
+msgid ""
+"Time it took to complete one physics frame, in seconds. [i]Lower is better.[/"
+"i]"
+msgstr ""
+"Tempo impiegato per completare un frame di fisica, in secondi. [i]Più basso "
+"è, meglio è.[/i]"
+
+msgid ""
+"Time it took to complete one navigation step, in seconds. This includes "
+"navigation map updates as well as agent avoidance calculations. [i]Lower is "
+"better.[/i]"
+msgstr ""
+"Tempo impiegato per completare un passaggio di navigazione, in secondi. "
+"Include gli aggiornamenti della mappa di navigazione e i calcoli di evasione "
+"degli agenti. [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"Static memory currently used, in bytes. Not available in release builds. "
+"[i]Lower is better.[/i]"
+msgstr ""
+"Memoria statica attualmente utilizzata, in byte. Non disponibile nelle build "
+"di rilascio. [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"Available static memory. Not available in release builds. [i]Lower is better."
+"[/i]"
+msgstr ""
+"Memoria statica disponibile. Non disponibile nelle build di rilascio. [i]Più "
+"basso è, meglio è.[/i]"
+
+msgid ""
+"Largest amount of memory the message queue buffer has used, in bytes. The "
+"message queue is used for deferred functions calls and notifications. "
+"[i]Lower is better.[/i]"
+msgstr ""
+"Quantità massima di memoria che è stata utilizzata dal buffer della coda dei "
+"messaggi, in byte. La coda dei messaggi è utilizzata per le chiamate di "
+"funzioni differite e le notifiche. [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"Number of objects currently instantiated (including nodes). [i]Lower is "
+"better.[/i]"
+msgstr ""
+"Numero di oggetti attualmente istanziati (inclusi i nodi). [i]Più basso è, "
+"meglio è.[/i]"
+
+msgid "Number of resources currently used. [i]Lower is better.[/i]"
+msgstr "Numero di risorse attualmente utilizzate. [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"Number of nodes currently instantiated in the scene tree. This also includes "
+"the root node. [i]Lower is better.[/i]"
+msgstr ""
+"Numero di nodi attualmente istanziati nell'albero di scena. Include anche il "
+"nodo radice. [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"Number of orphan nodes, i.e. nodes which are not parented to a node of the "
+"scene tree. [i]Lower is better.[/i]"
+msgstr ""
+"Numero di nodi orfani, ovvero nodi che non sono imparentati a un nodo "
+"dell'albero di scena. [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"The total number of objects in the last rendered frame. This metric doesn't "
+"include culled objects (either via hiding nodes, frustum culling or occlusion "
+"culling). [i]Lower is better.[/i]"
+msgstr ""
+"Il numero totale di oggetti nell'ultimo frame renderizzato. Questa metrica "
+"non include gli oggetti scartati (tramite i nodi nascosti, il frustum culling "
+"o l'occlusion culling). [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"The total number of vertices or indices rendered in the last rendered frame. "
+"This metric doesn't include primitives from culled objects (either via hiding "
+"nodes, frustum culling or occlusion culling). Due to the depth prepass and "
+"shadow passes, the number of primitives is always higher than the actual "
+"number of vertices in the scene (typically double or triple the original "
+"vertex count). [i]Lower is better.[/i]"
+msgstr ""
+"Il numero totale di vertici o indici renderizzati nell'ultimo frame "
+"renderizzato. Questa metrica non include gli oggetti scartati (tramite i nodi "
+"nascosti, il frustum culling o l'occlusion culling). A causa del prepassaggio "
+"di profondità e dei passaggi di ombreggiatura, il numero di primitivi è "
+"sempre superiore al numero effettivo di vertici nella scena (in genere il "
+"doppio o il triplo del conteggio dei vertici originale). [i]Più basso è, "
+"meglio è.[/i]"
+
+msgid ""
+"The total number of draw calls performed in the last rendered frame. This "
+"metric doesn't include culled objects (either via hiding nodes, frustum "
+"culling or occlusion culling), since they do not result in draw calls. "
+"[i]Lower is better.[/i]"
+msgstr ""
+"Il numero totale di chiamate di disegno eseguite nell'ultimo frame "
+"renderizzato. Questa metrica non include gli oggetti scartati (tramite i nodi "
+"nascosti, il frustum culling o l'occlusion culling), poiché non provocano "
+"chiamate di disegno. [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"The amount of video memory used (texture and vertex memory combined, in "
+"bytes). Since this metric also includes miscellaneous allocations, this value "
+"is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] and "
+"[constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]"
+msgstr ""
+"La quantità di memoria video utilizzata (memoria per le texture e i vertici "
+"combinata, in byte). Poiché questa metrica include anche varie allocazioni, "
+"questo valore è sempre maggiore della somma di [constant "
+"RENDER_TEXTURE_MEM_USED] e [constant RENDER_BUFFER_MEM_USED]. [i]Più basso è, "
+"meglio è.[/i]"
+
+msgid "The amount of texture memory used (in bytes). [i]Lower is better.[/i]"
+msgstr ""
+"La quantità di memoria per le texture utilizzata (in byte). [i]Più basso è, "
+"meglio è.[/i]"
+
+msgid ""
+"The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]"
+msgstr ""
+"La quantità di memoria del buffer di rendering utilizzata (in byte). [i]Più "
+"basso è, meglio è.[/i]"
+
+msgid ""
+"Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i]"
+msgstr ""
+"Numero di nodi [RigidBody2D] attivi nel gioco. [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i]"
+msgstr ""
+"Numero di coppie di collisioni nel motore fisico 2D. [i]Più basso è, meglio è."
+"[/i]"
+
+msgid "Number of islands in the 2D physics engine. [i]Lower is better.[/i]"
+msgstr "Numero di isole nel motore fisico 2D. [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. "
+"[i]Lower is better.[/i]"
+msgstr ""
+"Numero di nodi [RigidBody3D] e [VehicleBody3D] attivi nel gioco. [i]Più basso "
+"è, meglio è.[/i]"
+
+msgid ""
+"Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i]"
+msgstr ""
+"Numero di coppie di collisioni nel motore fisico 3D. [i]Più basso è, meglio è."
+"[/i]"
+
+msgid "Number of islands in the 3D physics engine. [i]Lower is better.[/i]"
+msgstr "Numero di isole nel motore fisico 3D. [i]Più basso è, meglio è.[/i]"
+
+msgid ""
+"Output latency of the [AudioServer]. Equivalent to calling [method "
+"AudioServer.get_output_latency], it is not recommended to call this every "
+"frame."
+msgstr ""
+"Latenza di output dell'[AudioServer]. Equivalente a chiamare [method "
+"AudioServer.get_output_latency], ma non è consigliabile chiamarlo ogni frame."
+
+msgid ""
+"Number of active navigation maps in the [NavigationServer3D]. This also "
+"includes the two empty default navigation maps created by World2D and World3D."
+msgstr ""
+"Numero di mappe di navigazione attive nel [NavigationServer3D]. Include anche "
+"le due mappe di navigazione vuote predefinite, create da World2D e World3D."
+
msgid "Number of active navigation regions in the [NavigationServer3D]."
msgstr "Numero di regioni di navigazione attive nel [NavigationServer3D]."
@@ -49793,8 +59155,73 @@ msgid "Number of navigation mesh polygon edges in the [NavigationServer3D]."
msgstr ""
"Numero di bordi del poligono di mesh di navigazione nel [NavigationServer3D]."
+msgid ""
+"Number of navigation mesh polygon edges that were merged due to edge key "
+"overlap in the [NavigationServer3D]."
+msgstr ""
+"Numero di spigoli poligonali della mesh di navigazione che sono stati uniti a "
+"causa della sovrapposizione delle chiavi dei bordi in [NavigationServer3D]."
+
+msgid ""
+"Number of polygon edges that are considered connected by edge proximity "
+"[NavigationServer3D]."
+msgstr ""
+"Numero di spigoli poligonali considerati connessi dalla prossimità degli "
+"spigoli [NavigationServer3D]."
+
+msgid ""
+"Number of navigation mesh polygon edges that could not be merged in the "
+"[NavigationServer3D]. The edges still may be connected by edge proximity or "
+"with links."
+msgstr ""
+"Numero di spigoli poligonali della mesh di navigazione che non è stato "
+"possibile unire nel [NavigationServer3D]. Gli spigoli possono comunque essere "
+"collegati tramite prossimità degli spigoli o con collegamenti."
+
msgid "Represents the size of the [enum Monitor] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Monitor]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Monitor]."
+
+msgid ""
+"A [RigidBody2D]-derived node used to make [Bone2D]s in a [Skeleton2D] react "
+"to physics."
+msgstr ""
+"Un nodo derivato da [RigidBody2D] utilizzato per far reagire i [Bone2D] in "
+"uno [Skeleton2D] alla fisica."
+
+msgid ""
+"Returns the first [Joint2D] child node, if one exists. This is mainly a "
+"helper function to make it easier to get the [Joint2D] that the "
+"[PhysicalBone2D] is autoconfiguring."
+msgstr ""
+"Restituisce il primo nodo [Joint2D] figlio, se ne esiste uno. Questa è "
+"principalmente una funzione di supporto per rendere più facile ottenere il "
+"[Joint2D] che il [PhysicalBone2D] sta configurando automaticamente."
+
+msgid ""
+"Returns a boolean that indicates whether the [PhysicalBone2D] is running and "
+"simulating using the Godot 2D physics engine. When [code]true[/code], the "
+"PhysicalBone2D node is using physics."
+msgstr ""
+"Restituisce un valore booleano che indica se [PhysicalBone2D] è in esecuzione "
+"e simula utilizzando il motore fisico 2D di Godot. Quando impostato su "
+"[code]true[/code], il nodo PhysicalBone2D sta utilizzando la fisica."
+
+msgid ""
+"If [code]true[/code], the [PhysicalBone2D] will automatically configure the "
+"first [Joint2D] child node. The automatic configuration is limited to setting "
+"up the node properties and positioning the [Joint2D]."
+msgstr ""
+"Se [code]true[/code], [PhysicalBone2D] configurerà automaticamente il primo "
+"nodo [Joint2D] figlio. La configurazione automatica è limitata "
+"all'impostazione delle proprietà del nodo e al posizionamento del [Joint2D]."
+
+msgid "The index of the [Bone2D] that this [PhysicalBone2D] should simulate."
+msgstr "L'indice del [Bone2D] che questo [PhysicalBone2D] dovrebbe simulare."
+
+msgid ""
+"The [NodePath] to the [Bone2D] that this [PhysicalBone2D] should simulate."
+msgstr ""
+"Il [NodePath] verso il [Bone2D] che questo [PhysicalBone2D] dovrebbe simulare."
msgid ""
"If [code]true[/code], the [PhysicalBone2D] will keep the transform of the "
@@ -49803,9 +59230,416 @@ msgstr ""
"Se [code]true[/code], il [PhysicalBone2D] manterrà la trasformazione "
"dell'osso a cui è legato quando viene simulata la fisica."
+msgid ""
+"If [code]true[/code], the [PhysicalBone2D] will start simulating using "
+"physics. If [code]false[/code], the [PhysicalBone2D] will follow the "
+"transform of the [Bone2D] node.\n"
+"[b]Note:[/b] To have the [Bone2D]s visually follow the [PhysicalBone2D], use "
+"a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node "
+"with the [Bone2D] nodes."
+msgstr ""
+"Se [code]true[/code], il [PhysicalBone2D] inizierà a simulare usando la "
+"fisica. Se [code]false[/code], [PhysicalBone2D] seguirà la trasformazione del "
+"nodo [Bone2D].\n"
+"[b]Nota:[/b] Per fare in modo che i [Bone2D] seguano visivamente gli "
+"[PhysicalBone2D], usa una modificazione di "
+"[SkeletonModification2DPhysicalBones] sul nodo [Skeleton2D] con i nodi "
+"[Bone2D]."
+
+msgid "A physics body used to make bones in a [Skeleton3D] react to physics."
+msgstr ""
+"Un corpo fisico utilizzato per far reagire le ossa in uno [Skeleton3D] alla "
+"fisica."
+
+msgid ""
+"Called during physics processing, allowing you to read and safely modify the "
+"simulation state for the object. By default, it is called before the standard "
+"force integration, but the [member custom_integrator] property allows you to "
+"disable the standard force integration and do fully custom force integration "
+"for a body."
+msgstr ""
+"Chiamato durante l'elaborazione di fisica, consente di leggere e modificare "
+"in modo sicuro lo stato di simulazione per l'oggetto. Per impostazione "
+"predefinita, viene chiamato prima dell'integrazione predefinita delle forze, "
+"ma la proprietà [member custom_integrator] consente di disabilitare "
+"l'integrazione delle forze predefinita e di eseguire un'integrazione delle "
+"forze completamente personalizzata per un corpo."
+
+msgid ""
+"Damps the body's rotation. By default, the body will use the [b]Default "
+"Angular Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any "
+"value override set by an [Area3D] the body is in. Depending on [member "
+"angular_damp_mode], you can set [member angular_damp] to be added to or to "
+"replace the body's damping value.\n"
+"See [member ProjectSettings.physics/3d/default_angular_damp] for more details "
+"about damping."
+msgstr ""
+"Smorza la rotazione del corpo. Per impostazione predefinita, il corpo "
+"utilizzerà [b]Smorzamento angolare predefinito[/b] in [b]Progetto > "
+"Impostazioni del progetto> Fisica> 3D[/b], o un valore sostitutivo impostato "
+"da un'[Area3D] in cui si trova il corpo. A seconda di [member "
+"angular_damp_mode], puoi impostare [member angular_damp] in modo che sia "
+"aggiunto o sostituito al valore di smorzamento del corpo.\n"
+"Vedi [member ProjectSettings.physics/3d/default_angular_damp] per ulteriori "
+"dettagli sullo smorzamento."
+
+msgid ""
+"Defines how [member angular_damp] is applied. See [enum DampMode] for "
+"possible values."
+msgstr ""
+"Definisce come [member angular_damp] è applicato. Vedi [enum DampMode] per i "
+"valori possibili."
+
+msgid "The PhysicalBone3D's rotational velocity in [i]radians[/i] per second."
+msgstr "Velocità di rotazione del PhysicalBone3D in [i]radianti[/i] al secondo."
+
+msgid "Sets the body's transform."
+msgstr "Imposta la trasformazione del corpo."
+
+msgid ""
+"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
+"[code]1[/code] (full bounciness).\n"
+"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy "
+"will be lost over time due to linear and angular damping. To have a "
+"[PhysicalBone3D] that preserves all its energy over time, set [member bounce] "
+"to [code]1.0[/code], [member linear_damp_mode] to [constant "
+"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member "
+"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member angular_damp] "
+"to [code]0.0[/code]."
+msgstr ""
+"Il rimbalzo del corpo. I valori variano da [code]0[/code] (nessun rimbalzo) a "
+"[code]1[/code] (rimbalzo totale).\n"
+"[b]Nota:[/b] Anche con [member bounce] impostato su [code]1.0[/code], parte "
+"dell'energia sarà persa nel tempo a causa dello smorzamento lineare e "
+"angolare. Per avere un [PhysicalBone3D] che conservi tutta la sua energia nel "
+"tempo, imposta [member bounce] su [code]1.0[/code], [member linear_damp_mode] "
+"su [constant DAMP_MODE_REPLACE], [member linear_damp] su [code]0.0[/code], "
+"[member angular_damp_mode] su [constant DAMP_MODE_REPLACE] e [member "
+"angular_damp] su [code]0.0[/code]."
+
+msgid ""
+"If [code]true[/code], the body is deactivated when there is no movement, so "
+"it will not take part in the simulation until it is awakened by an external "
+"force."
+msgstr ""
+"Se [code]true[/code], il corpo viene disattivato quando non c'è movimento, "
+"quindi non parteciperà alla simulazione finché non sarà risvegliato da una "
+"forza esterna."
+
+msgid ""
+"If [code]true[/code], the standard force integration (like gravity or "
+"damping) will be disabled for this body. Other than collision response, the "
+"body will only move as determined by the [method _integrate_forces] method, "
+"if that virtual method is overridden.\n"
+"Setting this property will call the method [method PhysicsServer3D."
+"body_set_omit_force_integration] internally."
+msgstr ""
+"Se [code]true[/code], l'integrazione predefinita delle forze (come gravità o "
+"smorzamento) sarà disabilitata per questo corpo. A parte la risposta alla "
+"collisione, il corpo si muoverà solo come determinato dal metodo [method "
+"_integrate_forces], se tale metodo virtuale è sovrascritto.\n"
+"Impostando questa proprietà sarà chiamato internamente il metodo [method "
+"PhysicsServer3D.body_set_omit_force_integration]."
+
+msgid ""
+"The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] "
+"(max friction)."
+msgstr ""
+"L'attrito del corpo, da [code]0[/code] (senza attrito) a [code]1[/code] "
+"(massimo attrito)."
+
+msgid ""
+"This is multiplied by the global 3D gravity setting found in [b]Project > "
+"Project Settings > Physics > 3d[/b] to produce the body's gravity. For "
+"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
+"and 0.5 will apply half gravity to this object."
+msgstr ""
+"Questo è moltiplicato per l'impostazione di gravità 3D globale che si trova "
+"in [b]Progetto > Impostazioni del progetto > Fisica > 3D[/b] per produrre la "
+"gravità del corpo. Ad esempio, un valore di 1 sarà gravità normale, 2 "
+"raddoppierà la gravità e 0,5 dimezzerà la gravità per questo oggetto."
+
+msgid "Sets the joint's transform."
+msgstr "Imposta la trasformazione dell'articolazione."
+
msgid "Sets the joint's rotation in radians."
msgstr "Imposta la rotazione dell'articolazione in radianti."
+msgid "Sets the joint type. See [enum JointType] for possible values."
+msgstr ""
+"Imposta il tipo di articolazione. Vedi [enum JointType] per i valori "
+"possibili."
+
+msgid ""
+"Damps the body's movement. By default, the body will use the [b]Default "
+"Linear Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any "
+"value override set by an [Area3D] the body is in. Depending on [member "
+"linear_damp_mode], you can set [member linear_damp] to be added to or to "
+"replace the body's damping value.\n"
+"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+"Smorza il movimento del corpo. Per impostazione predefinita, il corpo "
+"utilizzerà [b]Smorzamento lineare predefinito[/b] in [b]Progetto > "
+"Impostazioni del progetto > Fisica > 3D[/b], o un valore sostitutivo "
+"impostato da un'[Area3D] in cui si trova il corpo. A seconda di [member "
+"linear_damp_mode], puoi impostare [member linear_damp] in modo che sia "
+"aggiunto o sostituito al valore di smorzamento del corpo.\n"
+"Vedi [member ProjectSettings.physics/3d/default_linear_damp] per ulteriori "
+"dettagli sullo smorzamento."
+
+msgid ""
+"Defines how [member linear_damp] is applied. See [enum DampMode] for possible "
+"values."
+msgstr ""
+"Definisce come [member linear_damp] è applicato. Vedi [enum DampMode] per i "
+"valori possibili."
+
+msgid ""
+"The body's linear velocity in units per second. Can be used sporadically, but "
+"[b]don't set this every frame[/b], because physics may run in another thread "
+"and runs at a different granularity. Use [method _integrate_forces] as your "
+"process loop for precise control of the body state."
+msgstr ""
+"La velocità lineare del corpo in unità al secondo. Può essere usata "
+"sporadicamente, ma [b]non impostarla ogni frame[/b], perché la fisica "
+"potrebbe essere eseguita in un altro thread e funzionare a una granularità "
+"diversa. Usa [method _integrate_forces] come ciclo di processo per un "
+"controllo preciso dello stato del corpo."
+
+msgid "The body's mass."
+msgstr "La massa del corpo."
+
+msgid ""
+"In this mode, the body's damping value is added to any value set in areas or "
+"the default value."
+msgstr ""
+"In questa modalità, il valore di smorzamento del corpo è aggiunto a qualsiasi "
+"valore impostato nelle aree o al valore predefinito."
+
+msgid ""
+"In this mode, the body's damping value replaces any value set in areas or the "
+"default value."
+msgstr ""
+"In questa modalità, il valore di smorzamento del corpo sostituisce qualsiasi "
+"valore impostato nelle aree o il valore predefinito."
+
+msgid ""
+"Node that can be the parent of [PhysicalBone3D] and can apply the simulation "
+"results to [Skeleton3D]."
+msgstr ""
+"Nodo che può essere il genitore di [PhysicalBone3D] e può applicare i "
+"risultati della simulazione a [Skeleton3D]."
+
+msgid ""
+"Returns a boolean that indicates whether the [PhysicalBoneSimulator3D] is "
+"running and simulating."
+msgstr ""
+"Restituisce un valore booleano che indica se [PhysicalBoneSimulator3D] è in "
+"esecuzione e in simulazione."
+
+msgid ""
+"Adds a collision exception to the physical bone.\n"
+"Works just like the [RigidBody3D] node."
+msgstr ""
+"Aggiunge un'eccezione di collisione all'osso fisico.\n"
+"Funziona esattamente come il nodo [RigidBody3D]."
+
+msgid ""
+"Removes a collision exception to the physical bone.\n"
+"Works just like the [RigidBody3D] node."
+msgstr ""
+"Rimuove un'eccezione di collisione dall'osso fisico.\n"
+"Funziona esattamente come il nodo [RigidBody3D]."
+
+msgid ""
+"Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and "
+"reacting to the physics world.\n"
+"Optionally, a list of bone names can be passed-in, allowing only the passed-"
+"in bones to be simulated."
+msgstr ""
+"Indica ai nodi [PhysicalBone3D] nello scheletro di iniziare a simulare e "
+"reagire al mondo fisico.\n"
+"Facoltativamente, è possibile passare una lista di nomi di ossa, consentendo "
+"solo alle ossa passate di essere simulate."
+
+msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating."
+msgstr ""
+"Indica ai nodi [PhysicalBone3D] nello scheletro di interrompere la "
+"simulazione."
+
+msgid ""
+"A material that defines a sky for a [Sky] resource by a set of physical "
+"properties."
+msgstr ""
+"Un materiale che definisce un cielo per una risorsa [Sly] attraverso un "
+"insieme di proprietà fisiche."
+
+msgid ""
+"The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a "
+"sky based on physical properties. This results in a substantially more "
+"realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and "
+"less flexible.\n"
+"The [PhysicalSkyMaterial] only supports one sun. The color, energy, and "
+"direction of the sun are taken from the first [DirectionalLight3D] in the "
+"scene tree."
+msgstr ""
+"[PhysicalSkyMaterial] usa il modello analitico di luce diurna Preetham per "
+"disegnare un cielo basato su proprietà fisiche. Ciò si traduce in un cielo "
+"sostanzialmente più realistico rispetto a [ProceduralSkyMaterial], ma è "
+"leggermente più lento e meno flessibile.\n"
+"[PhysicalSkyMaterial] supporta solo un sole. Il colore, l'energia e la "
+"direzione del sole sono presi dal primo [DirectionalLight3D] nell'albero di "
+"scena."
+
+msgid ""
+"Modulates the [Color] on the bottom half of the sky to represent the ground."
+msgstr ""
+"Modula il [Color] nella metà inferiore del cielo per rappresentare il terreno."
+
+msgid ""
+"Controls the strength of [url=https://en.wikipedia.org/wiki/"
+"Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from "
+"light colliding with larger particles (like water). On earth, Mie scattering "
+"results in a whitish color around the sun and horizon."
+msgstr ""
+"Controlla la forza dello [url=https://it.wikipedia.org/wiki/"
+"Scattering_di_Mie]scattering di Mie[/url] per il cielo. Lo scattering di Mie "
+"deriva dalla collisione della luce con particelle più grandi (come l'acqua). "
+"Sulla Terra, lo scattering di Mie risulta in un colore biancastro attorno al "
+"sole e all'orizzonte."
+
+msgid ""
+"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/"
+"Mie_scattering]Mie scattering[/url] effect. While not physically accurate, "
+"this allows for the creation of alien-looking planets."
+msgstr ""
+"Controlla il [Color] dell'effetto [url=https://it.wikipedia.org/wiki/"
+"Scattering_di_Mie]scattering di Mie[/url]. Sebbene non sia fisicamente "
+"accurato, questo consente la creazione di pianeti dall'aspetto alieno."
+
+msgid ""
+"Controls the direction of the [url=https://en.wikipedia.org/wiki/"
+"Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that "
+"when light hits a particle it's passing through straight forward. A value of "
+"[code]-1[/code] means that all light is scatter backwards."
+msgstr ""
+"Controlla la direzione dello [url=https://it.wikipedia.org/wiki/"
+"Scattering_di_Mie]scattering di Mie[/url]. Un valore di [code]1[/code] "
+"significa che quando la luce colpisce una particella, la attraversa in linea "
+"retta. Un valore di [code]-1[/code] significa che tutta la luce viene "
+"dispersa all'indietro."
+
+msgid ""
+"[Texture2D] for the night sky. This is added to the sky, so if it is bright "
+"enough, it may be visible during the day."
+msgstr ""
+"[Texture2D] per il cielo notturno. Questo è aggiunto al cielo, quindi se è "
+"abbastanza luminoso, potrebbe essere visibile durante il giorno."
+
+msgid ""
+"Controls the strength of the [url=https://en.wikipedia.org/wiki/"
+"Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results "
+"from light colliding with small particles. It is responsible for the blue "
+"color of the sky."
+msgstr ""
+"Controlla la forza dello [url=https://it.wikipedia.org/wiki/"
+"Scattering_di_Rayleigh]scattering di Rayleigh[/url]. Lo scattering di "
+"Rayleigh è il risultato della collisione della luce con piccole particelle. È "
+"responsabile del colore blu del cielo."
+
+msgid ""
+"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/"
+"Rayleigh_scattering]Rayleigh scattering[/url]. While not physically accurate, "
+"this allows for the creation of alien-looking planets. For example, setting "
+"this to a red [Color] results in a Mars-looking atmosphere with a "
+"corresponding blue sunset."
+msgstr ""
+"Controlla il [Color] dello [url=https://it.wikipedia.org/wiki/"
+"Scattering_di_Rayleigh]scattering di Rayleigh[/url]. Sebbene non sia "
+"fisicamente accurato, questo consente la creazione di pianeti dall'aspetto "
+"alieno. Ad esempio, impostando questo su un [Color] rosso si ottiene "
+"un'atmosfera simile a Marte con un tramonto blu corrispondente."
+
+msgid ""
+"Sets the size of the sun disk. Default value is based on Sol's perceived size "
+"from Earth."
+msgstr ""
+"Imposta la dimensione del disco solare. Il valore predefinito è basato sulla "
+"dimensione percepita del Sole dalla Terra."
+
+msgid ""
+"Sets the thickness of the atmosphere. High turbidity creates a foggy-looking "
+"atmosphere, while a low turbidity results in a clearer atmosphere."
+msgstr ""
+"Imposta lo spessore dell'atmosfera. Un'elevata torbidità crea un'atmosfera "
+"dall'aspetto nebbioso, mentre una bassa torbidità risulta in un'atmosfera più "
+"limpida."
+
+msgid ""
+"If [code]true[/code], enables debanding. Debanding adds a small amount of "
+"noise which helps reduce banding that appears from the smooth changes in "
+"color in the sky."
+msgstr ""
+"Se [code]true[/code], abilita il debanding. Il debanding aggiunge una piccola "
+"quantità di rumore che aiuta a ridurre il banding che appare dai cambiamenti "
+"graduali di colore nel cielo."
+
+msgid "Abstract base class for 2D game objects affected by physics."
+msgstr ""
+"Classe di base astratta per gli oggetti di gioco 2D influenzati dalla fisica."
+
+msgid ""
+"[PhysicsBody2D] is an abstract base class for 2D game objects affected by "
+"physics. All 2D physics bodies inherit from it."
+msgstr ""
+"[PhysicsBody2D] è una classe di base astratta per gli oggetti di gioco 2D "
+"influenzati dalla fisica. Tutti i corpi fisici 2D ereditano da essa."
+
+msgid "Adds a body to the list of bodies that this body can't collide with."
+msgstr ""
+"Aggiunge un corpo alla lista dei corpi con cui questo corpo non può entrare "
+"in collisione."
+
+msgid ""
+"Returns an array of nodes that were added as collision exceptions for this "
+"body."
+msgstr ""
+"Restituisce un array di nodi aggiunti come eccezioni di collisione per questo "
+"corpo."
+
+msgid ""
+"Returns the gravity vector computed from all sources that can affect the "
+"body, including all gravity overrides from [Area2D] nodes and the global "
+"world gravity."
+msgstr ""
+"Restituisce il vettore di gravità calcolato da tutte le fonti che possono "
+"influenzare il corpo, inclusi tutte le sostituzioni di gravità dai nodi "
+"[Area2D] e la gravità del mondo globale."
+
+msgid ""
+"Removes a body from the list of bodies that this body can't collide with."
+msgstr ""
+"Rimuove un corpo dalla lista dei corpi con cui questo corpo non può entrare "
+"in collisione."
+
+msgid "Abstract base class for 3D game objects affected by physics."
+msgstr ""
+"Classe di base astratta per gli oggetti di gioco 3D influenzati dalla fisica."
+
+msgid ""
+"[PhysicsBody3D] is an abstract base class for 3D game objects affected by "
+"physics. All 3D physics bodies inherit from it.\n"
+"[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as "
+"expected. It is advised to keep its scale the same on all axes and adjust its "
+"collision shape(s) instead."
+msgstr ""
+"[PhysicsBody3D] è una classe di base astratta per gli oggetti di gioco 3D "
+"influenzati dalla fisica. Tutti i corpi fisici 3D ereditano da essa.\n"
+"[b]Attenzione:[/b] Con una scala non uniforme, questo nodo probabilmente non "
+"si comporterà come previsto. Si consiglia di mantenere la sua scala uguale su "
+"tutti gli assi e di regolare invece le sue forme di collisione."
+
msgid ""
"Returns [code]true[/code] if the specified linear or rotational [param axis] "
"is locked."
@@ -49814,18 +59648,84 @@ msgstr ""
"bloccata."
msgid ""
+"Returns the gravity vector computed from all sources that can affect the "
+"body, including all gravity overrides from [Area3D] nodes and the global "
+"world gravity."
+msgstr ""
+"Restituisce il vettore di gravità calcolato da tutte le fonti che possono "
+"influenzare il corpo, inclusi tutte le sostituzioni di gravità dai nodi "
+"[Area3D] e la gravità del mondo globale."
+
+msgid ""
+"Locks or unlocks the specified linear or rotational [param axis] depending on "
+"the value of [param lock]."
+msgstr ""
+"Blocca o sblocca l'asse lineare o rotazionale specificato da [param axis] a "
+"seconda del valore di [param lock]."
+
+msgid "Lock the body's rotation in the X axis."
+msgstr "Blocca la rotazione del corpo lungo l'asse X."
+
+msgid "Lock the body's rotation in the Y axis."
+msgstr "Blocca la rotazione del corpo lungo l'asse Y."
+
+msgid "Lock the body's rotation in the Z axis."
+msgstr "Blocca la rotazione del corpo lungo l'asse Z."
+
+msgid "Lock the body's linear movement in the X axis."
+msgstr "Blocca il movimento lineare del corpo lungo l'asse X."
+
+msgid "Lock the body's linear movement in the Y axis."
+msgstr "Blocca il movimento lineare del corpo lungo l'asse Y."
+
+msgid "Lock the body's linear movement in the Z axis."
+msgstr "Blocca il movimento lineare del corpo lungo l'asse Z."
+
+msgid "Provides direct access to a physics body in the [PhysicsServer2D]."
+msgstr "Fornisce accesso diretto a un corpo fisico nel [PhysicsServer2D]."
+
+msgid "Returns the collider's [RID]."
+msgstr "Restituisce il [RID] del collisore."
+
+msgid "Returns the collider's object id."
+msgstr "Restituisce l'ID dell'oggetto del collisore."
+
+msgid ""
+"Returns the collider object. This depends on how it was created (will return "
+"a scene node if such was used to create it)."
+msgstr ""
+"Restituisce l'oggetto del collisore. Ciò dipende da come è stato creato "
+"(restituirà un nodo di scena se è stato utilizzato per crearlo)."
+
+msgid ""
"Returns the position of the contact point on the collider in the global "
"coordinate system."
msgstr ""
-"Restituisce la posizione del punto di contatto sul collider nel sistema di "
+"Restituisce la posizione del punto di contatto sul collisore nel sistema di "
"coordinate globale."
+msgid "Returns the collider's shape index."
+msgstr "Restituisce l'indice di forma del collisore."
+
msgid "Returns the velocity vector at the collider's contact point."
-msgstr "Restituisce il vettore di velocità al punto di contatto del collider."
+msgstr "Restituisce il vettore di velocità al punto di contatto del collisore."
+
+msgid ""
+"Returns the number of contacts this body has with other bodies.\n"
+"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
+"monitor contacts. See [member RigidBody2D.contact_monitor]."
+msgstr ""
+"Restituisce il numero di contatti che questo corpo ha con altri corpi.\n"
+"[b]Nota:[/b] Per impostazione predefinita, restituisce 0 a meno che i corpi "
+"non siano configurati per monitorare i contatti. Vedi [member RigidBody2D."
+"contact_monitor]."
msgid "Returns the impulse created by the contact."
msgstr "Restituisce l'impulso creato dal contatto."
+msgid "Returns the local normal at the contact point."
+msgstr "Restituisce la normale locale nel punto di contatto."
+
msgid ""
"Returns the position of the contact point on the body in the global "
"coordinate system."
@@ -49833,21 +59733,368 @@ msgstr ""
"Restituisce la posizione del punto di contatto sul corpo nel sistema di "
"coordinate globale."
+msgid "Returns the local shape index of the collision."
+msgstr "Restituisce l'indice di forma locale della collisione."
+
msgid "Returns the velocity vector at the body's contact point."
msgstr "Restituisce il vettore di velocità al punto di contatto del corpo."
+msgid "Returns the current state of the space, useful for queries."
+msgstr "Restituisce lo stato attuale dello spazio, utile per le interrogazioni."
+
+msgid ""
+"Returns the body's velocity at the given relative position, including both "
+"translation and rotation."
+msgstr ""
+"Restituisce la velocità del corpo nella posizione relativa specificata, "
+"includendo sia la traslazione che la rotazione."
+
+msgid ""
+"Updates the body's linear and angular velocity by applying gravity and "
+"damping for the equivalent of one physics tick."
+msgstr ""
+"Aggiorna la velocità lineare e angolare del corpo applicando gravità e "
+"smorzamento per l'equivalente di un tick di fisica."
+
+msgid ""
+"Sets the body's total constant positional forces applied during each physics "
+"update.\n"
+"See [method add_constant_force] and [method add_constant_central_force]."
+msgstr ""
+"Imposta le forze posizionali costanti totali del corpo applicate durante ogni "
+"aggiornamento di fisica.\n"
+"Vedi [method add_constant_force] e [method add_constant_central_force]."
+
+msgid ""
+"Sets the body's total constant rotational forces applied during each physics "
+"update.\n"
+"See [method add_constant_torque]."
+msgstr ""
+"Imposta le forze rotazionali costanti totali del corpo applicate durante ogni "
+"aggiornamento di fisica.\n"
+"Vedi [method add_constant_torque]."
+
+msgid "The body's rotational velocity in [i]radians[/i] per second."
+msgstr "La velocità di rotazione del corpo in [i]radianti[/i] al secondo."
+
+msgid ""
+"The body's center of mass position relative to the body's center in the "
+"global coordinate system."
+msgstr ""
+"La posizione del centro di massa del corpo rispetto al centro del corpo nel "
+"sistema di coordinate globale."
+
+msgid ""
+"The body's center of mass position in the body's local coordinate system."
+msgstr ""
+"Posizione del centro di massa del corpo nel sistema di coordinate locale del "
+"corpo."
+
+msgid "The inverse of the inertia of the body."
+msgstr "L'inverso dell'inerzia del corpo."
+
+msgid "The inverse of the mass of the body."
+msgstr "L'inverso della massa del corpo."
+
+msgid "The body's linear velocity in pixels per second."
+msgstr "La velocità lineare del corpo in pixel al secondo."
+
+msgid "If [code]true[/code], this body is currently sleeping (not active)."
+msgstr ""
+"Se [code]true[/code], questo corpo è attualmente in riposo (non attivo)."
+
+msgid "The timestep (delta) used for the simulation."
+msgstr "Il passo temporale (delta) utilizzato per la simulazione."
+
+msgid ""
+"The rate at which the body stops rotating, if there are not any other forces "
+"moving it."
+msgstr ""
+"La frequenza alla quale il corpo smette di ruotare, se non ci sono altre "
+"forze che lo muovono."
+
+msgid "The total gravity vector being currently applied to this body."
+msgstr "Il vettore di gravità totale attualmente applicato a questo corpo."
+
+msgid ""
+"The rate at which the body stops moving, if there are not any other forces "
+"moving it."
+msgstr ""
+"La frequenza con cui il corpo smette di muoversi, se non ci sono altre forze "
+"che lo muovono."
+
+msgid "The body's transformation matrix."
+msgstr "La matrice di trasformazione del corpo."
+
+msgid ""
+"Provides virtual methods that can be overridden to create custom "
+"[PhysicsDirectBodyState2D] implementations."
+msgstr ""
+"Fornisce metodi virtuali che possono essere sovrascritti per creare "
+"implementazioni di [PhysicsDirectBodyState2D] personalizzate."
+
+msgid "Provides direct access to a physics body in the [PhysicsServer3D]."
+msgstr "Fornisce accesso diretto a un corpo fisico nel [PhysicsServer3D]."
+
+msgid ""
+"Provides direct access to a physics body in the [PhysicsServer3D], allowing "
+"safe changes to physics properties. This object is passed via the direct "
+"state callback of [RigidBody3D], and is intended for changing the direct "
+"state of that body. See [method RigidBody3D._integrate_forces]."
+msgstr ""
+"Fornisce accesso diretto a un corpo fisico nel [PhysicsServer3D], consentendo "
+"modifiche sicure alle proprietà di fisica. Questo oggetto è passato tramite "
+"il callback di stato diretto di [RigidBody3D] ed è pensato per modificare lo "
+"stato diretto di quel corpo. Vedi [method RigidBody3D._integrate_forces]."
+
+msgid "Returns the collider object."
+msgstr "Restituisce l'oggetto collisore."
+
+msgid "Returns the linear velocity vector at the collider's contact point."
+msgstr ""
+"Restituisce il vettore della velocità lineare nel punto di contatto del "
+"collisore."
+
+msgid ""
+"Returns the number of contacts this body has with other bodies.\n"
+"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
+"monitor contacts. See [member RigidBody3D.contact_monitor]."
+msgstr ""
+"Restituisce il numero di contatti che questo corpo ha con altri corpi.\n"
+"[b]Nota:[/b] Per impostazione predefinita, restituisce 0 a meno che i corpi "
+"non siano configurati per monitorare i contatti. Vedi [member RigidBody3D."
+"contact_monitor]."
+
+msgid "Impulse created by the contact."
+msgstr "Impulso creato dal contatto."
+
msgid "Returns the linear velocity vector at the body's contact point."
msgstr ""
"Restituisce il vettore di velocità lineare al punto di contatto del corpo."
+msgid "The inverse of the inertia tensor of the body."
+msgstr "L'inverso del tensore d'inerzia del corpo."
+
+msgid "The body's linear velocity in units per second."
+msgstr "La velocità lineare del corpo in unità al secondo."
+
+msgid ""
+"Provides virtual methods that can be overridden to create custom "
+"[PhysicsDirectBodyState3D] implementations."
+msgstr ""
+"Fornisce metodi virtuali che possono essere sovrascritti per creare "
+"implementazioni di [PhysicsDirectBodyState3D] personalizzate."
+
+msgid ""
+"Provides virtual methods that can be overridden to create custom "
+"[PhysicsDirectSpaceState3D] implementations."
+msgstr ""
+"Fornisce metodi virtuali che possono essere sovrascritti per creare "
+"implementazioni di [PhysicsDirectSpaceState3D] personalizzate."
+
+msgid ""
+"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_point]."
+msgstr ""
+"Fornisce parametri per [method PhysicsDirectSpaceState2D.intersect_point]."
+
+msgid ""
+"By changing various properties of this object, such as the point position, "
+"you can configure the parameters for [method PhysicsDirectSpaceState2D."
+"intersect_point]."
+msgstr ""
+"Modificando varie proprietà di questo oggetto, come la posizione del punto, è "
+"possibile configurare i parametri per [method PhysicsDirectSpaceState2D."
+"intersect_point]."
+
+msgid ""
+"If different from [code]0[/code], restricts the query to a specific canvas "
+"layer specified by its instance ID. See [method Object.get_instance_id].\n"
+"If [code]0[/code], restricts the query to the Viewport's default canvas layer."
+msgstr ""
+"Se diverso da [code]0[/code], limita l'interrogazione a uno specifico livello "
+"di canvas specificato dal suo ID d'istanza. Vedi [method Object."
+"get_instance_id].\n"
+"Se [code]0[/code], limita l'interrogazione all livello di canvas predefinito "
+"del Viewport."
+
+msgid "If [code]true[/code], the query will take [Area2D]s into account."
+msgstr ""
+"Se [code]true[/code], l'interrogazione prenderà i nodi [Area2D] in "
+"considerazione."
+
+msgid "If [code]true[/code], the query will take [PhysicsBody2D]s into account."
+msgstr ""
+"Se [code]true[/code], l'interrogazione prenderà i nodi [PhysicsBody2D] in "
+"considerazione."
+
+msgid ""
+"The physics layers the query will detect (as a bitmask). By default, all "
+"collision layers are detected. See [url=$DOCS_URL/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+"Gli strati di fisica che l'interrogazione rileverà (come una maschera di "
+"bit). Per impostazione predefinita, sono rilevati tutti gli strati di "
+"collisione. Consulta [url=$DOCS_URL/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Strati di collisione e maschere[/url] nella "
+"documentazione per ulteriori informazioni."
+
+msgid ""
+"The list of object [RID]s that will be excluded from collisions. Use [method "
+"CollisionObject2D.get_rid] to get the [RID] associated with a "
+"[CollisionObject2D]-derived node.\n"
+"[b]Note:[/b] The returned array is copied and any changes to it will not "
+"update the original property value. To update the value you need to modify "
+"the returned array, and then assign it to the property again."
+msgstr ""
+"La lista degli [RID] degli oggetti che saranno esclusi dalle collisioni. Usa "
+"[method CollisionObject2D.get_rid] per ottenere il [RID] associato a un nodo "
+"derivato da [CollisionObject2D].\n"
+"[b]Nota:[/b] L'array restituito è copiato e qualsiasi modifica non aggiornerà "
+"il valore della proprietà originale. Per aggiornare il valore devi modificare "
+"l'array restituito e quindi assegnarlo di nuovo alla proprietà."
+
+msgid "The position being queried for, in global coordinates."
+msgstr "La posizione interrogata, in coordinate globali."
+
+msgid ""
+"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_point]."
+msgstr ""
+"Fornisce parametri per [method PhysicsDirectSpaceState3D.intersect_point]."
+
+msgid ""
+"By changing various properties of this object, such as the point position, "
+"you can configure the parameters for [method PhysicsDirectSpaceState3D."
+"intersect_point]."
+msgstr ""
+"Modificando varie proprietà di questo oggetto, come la posizione del punto, è "
+"possibile configurare i parametri per [method PhysicsDirectSpaceState3D."
+"intersect_point]."
+
msgid "If [code]true[/code], the query will take [Area3D]s into account."
msgstr ""
-"Se [code]true[/code], la richiesta prenderà in considerazione i nodi [Area3D]."
+"Se [code]true[/code], l'interrogazione prenderà i nodi [Area3D] in "
+"considerazione."
msgid "If [code]true[/code], the query will take [PhysicsBody3D]s into account."
msgstr ""
-"Se [code]true[/code], la richiesta prenderà in considerazione i nodi "
-"[PhysicsBody3D]."
+"Se [code]true[/code], l'interrogazione prenderà i nodi [PhysicsBody3D] in "
+"considerazione."
+
+msgid ""
+"The list of object [RID]s that will be excluded from collisions. Use [method "
+"CollisionObject3D.get_rid] to get the [RID] associated with a "
+"[CollisionObject3D]-derived node.\n"
+"[b]Note:[/b] The returned array is copied and any changes to it will not "
+"update the original property value. To update the value you need to modify "
+"the returned array, and then assign it to the property again."
+msgstr ""
+"La lista degli [RID] degli oggetti che saranno esclusi dalle collisioni. Usa "
+"[method CollisionObject3D.get_rid] per ottenere il [RID] associato a un nodo "
+"derivato da [CollisionObject3D].\n"
+"[b]Nota:[/b] L'array restituito è copiato e qualsiasi modifica non aggiornerà "
+"il valore della proprietà originale. Per aggiornare il valore devi modificare "
+"l'array restituito e quindi assegnarlo di nuovo alla proprietà."
+
+msgid ""
+"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_ray]."
+msgstr ""
+"Fornisce parametri per [method PhysicsDirectSpaceState2D.intersect_ray]."
+
+msgid ""
+"By changing various properties of this object, such as the ray position, you "
+"can configure the parameters for [method PhysicsDirectSpaceState2D."
+"intersect_ray]."
+msgstr ""
+"Modificando varie proprietà di questo oggetto, come la posizione del raggio, "
+"è possibile configurare i parametri per [method PhysicsDirectSpaceState2D."
+"intersect_ray]."
+
+msgid ""
+"Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to "
+"quickly create query parameters using the most common options.\n"
+"[codeblock]\n"
+"var query = PhysicsRayQueryParameters2D.create(global_position, "
+"global_position + Vector2(0, 100))\n"
+"var collision = get_world_2d().direct_space_state.intersect_ray(query)\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce un nuovo oggetto [PhysicsRayQueryParameters2D] preconfigurato. "
+"Utilizzalo per creare rapidamente parametri di interrogazione utilizzando le "
+"opzioni più comuni.\n"
+"[codeblock]\n"
+"var query = PhysicsRayQueryParameters2D.create(global_position, "
+"global_position + Vector2(0, 100))\n"
+"var collision = get_world_2d().direct_space_state.intersect_ray(query)\n"
+"[/codeblock]"
+
+msgid "The starting point of the ray being queried for, in global coordinates."
+msgstr "Il punto iniziale del raggio da interrogare, in coordinate globali."
+
+msgid ""
+"If [code]true[/code], the query will detect a hit when starting inside "
+"shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. "
+"Does not affect concave polygon shapes."
+msgstr ""
+"Se [code]true[/code], l'interrogazione rileverà un riscontro se iniziata "
+"all'interno di una forma. In questo caso la normale di collisione sarà "
+"[code]Vector2(0, 0)[/code]. Non influisce sulle forme poligonali concave."
+
+msgid "The ending point of the ray being queried for, in global coordinates."
+msgstr "Il punto finale del raggio da interrogare, in coordinate globali."
+
+msgid ""
+"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_ray]."
+msgstr ""
+"Fornisce parametri per [method PhysicsDirectSpaceState3D.intersect_ray]."
+
+msgid ""
+"By changing various properties of this object, such as the ray position, you "
+"can configure the parameters for [method PhysicsDirectSpaceState3D."
+"intersect_ray]."
+msgstr ""
+"Modificando varie proprietà di questo oggetto, come la posizione del raggio, "
+"è possibile configurare i parametri per [method PhysicsDirectSpaceState3D."
+"intersect_ray]."
+
+msgid ""
+"Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to "
+"quickly create query parameters using the most common options.\n"
+"[codeblock]\n"
+"var query = PhysicsRayQueryParameters3D.create(position, position + "
+"Vector3(0, -10, 0))\n"
+"var collision = get_world_3d().direct_space_state.intersect_ray(query)\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce un nuovo oggetto [PhysicsRayQueryParameters3D] preconfigurato. "
+"Utilizzalo per creare rapidamente parametri di interrogazione utilizzando le "
+"opzioni più comuni.\n"
+"[codeblock]\n"
+"var query = PhysicsRayQueryParameters3D.create(position, position + "
+"Vector3(0, -10, 0))\n"
+"var collision = get_world_3d().direct_space_state.intersect_ray(query)\n"
+"[/codeblock]"
+
+msgid ""
+"If [code]true[/code], the query will hit back faces with concave polygon "
+"shapes with back face enabled or heightmap shapes."
+msgstr ""
+"Se [code]true[/code], l'interrogazione colpirà le facce posteriori delle "
+"forme poligonali concave con faccia posteriore abilitata o forme dalle mappe "
+"di altezza."
+
+msgid ""
+"If [code]true[/code], the query will detect a hit when starting inside "
+"shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/"
+"code]. Does not affect concave polygon shapes or heightmap shapes."
+msgstr ""
+"Se [code]true[/code], l'interrogazione rileverà un riscontro se iniziata "
+"all'interno di una forma. In questo caso la normale di collisione sarà "
+"[code]Vector3(0, 0, 0)[/code]. Non influisce sulle forme poligonali concave o "
+"forme dalle mappe di altezza."
+
+msgid "A server interface for low-level 2D physics access."
+msgstr "Un'interfaccia server per l'accesso di basso livello alla fisica 2D."
msgid "Returns the physics layer or layers the area belongs to, as a bitmask."
msgstr ""
@@ -49885,7 +60132,7 @@ msgstr ""
"vuoto se non è stato assegnato uno spazio."
msgid "Returns the transform matrix of the area."
-msgstr "Restituisce la matrice di trasformazione della zona."
+msgstr "Restituisce la matrice di trasformazione dell'area."
msgid ""
"Sets the value of the given area parameter. See [enum AreaParameter] for the "
@@ -49908,9 +60155,18 @@ msgstr ""
"Restituisce gli strati di fisica a cui il corpo appartiene, come una bitmask."
msgid ""
+"Returns the body's collision priority. This is used in the depenetration "
+"phase of [method body_test_motion]. The higher the priority is, the lower the "
+"penetration into the body will be."
+msgstr ""
+"Restituisce la priorità di collisione del corpo. È utilizzata nella fase di "
+"penetrazione di [method body_test_motion]. Maggiore è la priorità, minore "
+"sarà la penetrazione nel corpo."
+
+msgid ""
"Returns the body's continuous collision detection mode (see [enum CCDMode])."
msgstr ""
-"Restituisce la modalità di rilevamento continuo della collisione del corpo "
+"Restituisce la modalità di rilevamento continuo delle collisioni del corpo "
"(vedi [enum CCDMode])."
msgid ""
@@ -49958,8 +60214,8 @@ msgid ""
"Returns [code]true[/code] if the body is omitting the standard force "
"integration. See [method body_set_omit_force_integration]."
msgstr ""
-"Restituisce [code]true[/code] se il corpo omette l'integrazione standard "
-"della forza. Vedi [method body_set_omit_force_integration]."
+"Restituisce [code]true[/code] se il corpo omette l'integrazione predefinita "
+"delle forze. Vedi [method body_set_omit_force_integration]."
msgid ""
"Sets the body's mode. See [enum BodyMode] for the list of available modes."
@@ -49975,6 +60231,15 @@ msgstr ""
"per l'elenco dei parametri disponibili."
msgid ""
+"Sets the disabled property of the body's shape with the given index. If "
+"[param disabled] is [code]true[/code], then the shape will be ignored in all "
+"collision detection."
+msgstr ""
+"Imposta la proprietà disabilitata della forma del corpo con l'indice "
+"specificato. Se [param disabled] è [code]true[/code], la forma sarà ignorata "
+"in tutti i rilevamenti di collisione."
+
+msgid ""
"Sets the local transform matrix of the body's shape with the given index."
msgstr ""
"Imposta la matrice di trasformazione locale della forma del corpo con "
@@ -49988,6 +60253,13 @@ msgstr ""
"[enum ProcessInfo] per l'elenco degli stati disponibili."
msgid ""
+"Destroys the joint with the given [RID], creates a new uninitialized joint, "
+"and makes the [RID] refer to this new joint."
+msgstr ""
+"Distrugge il giunto con il [RID] specificato, crea un nuovo giunto non "
+"inizializzato e fa in modo che il [RID] si riferisca a questo nuovo giunto."
+
+msgid ""
"Returns the value of the given joint parameter. See [enum JointParam] for the "
"list of available parameters."
msgstr ""
@@ -50004,6 +60276,13 @@ msgstr ""
"Restituisce il valore di un parametro del perno. Vedi [enum PinJointParam] "
"per un elenco di parametri disponibili."
+msgid ""
+"Sets a pin joint parameter. See [enum PinJointParam] for a list of available "
+"parameters."
+msgstr ""
+"Imposta un parametro di un giunto a perno. Vedi [enum PinJointParam] per una "
+"lista dei parametri disponibili."
+
msgid "Returns the shape's type (see [enum ShapeType])."
msgstr "Restituisce il tipo di forma (vedi [enum ShapeType])."
@@ -50024,11 +60303,20 @@ msgstr ""
"Imposta il valore del parametro di spazio specificato. Vedi [enum "
"SpaceParameter] per l'elenco dei parametri disponibili."
+msgid ""
+"Creates a 2D world boundary shape in the physics server, and returns the "
+"[RID] that identifies it. Use [method shape_set_data] to set the shape's "
+"normal direction and distance properties."
+msgstr ""
+"Crea una forma di confine del mondo 2D nel server di fisica e restituisce il "
+"[RID] che la identifica. Utilizza [method shape_set_data] per impostare le "
+"proprietà di direzione normale e distanza della forma."
+
msgid "Represents the size of the [enum BodyParameter] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum BodyParameter]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum BodyParameter]."
msgid "Represents the size of the [enum JointType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum JointType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum JointType]."
msgid "The maximum rotation around the pin."
msgstr "La rotazione massima intorno al perno."
@@ -50039,6 +60327,544 @@ msgstr "La rotazione minima intorno al perno."
msgid "If [code]true[/code], a motor turns the pin."
msgstr "Se [code]true[/code], un motore gira il perno."
+msgid "Constant to get the number of possible collisions."
+msgstr "Costante per ottenere il numero di possibili collisioni."
+
+msgid ""
+"Constant to get the number of space regions where a collision could occur."
+msgstr ""
+"Costante per ottenere il numero di regioni dello spazio in cui potrebbe "
+"verificarsi una collisione."
+
+msgid ""
+"Provides virtual methods that can be overridden to create custom "
+"[PhysicsServer2D] implementations."
+msgstr ""
+"Fornisce metodi virtuali che possono essere sovrascritti per creare "
+"implementazioni di [PhysicsServer2D] personalizzate."
+
+msgid "Overridable version of [method PhysicsServer2D.area_add_shape]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.area_add_shape]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"area_attach_canvas_instance_id]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"area_attach_canvas_instance_id]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"area_attach_object_instance_id]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"area_attach_object_instance_id]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_clear_shapes]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.area_clear_shapes]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_create]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.area_create]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.area_get_canvas_instance_id]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"area_get_canvas_instance_id]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.area_get_collision_layer]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_get_collision_layer]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_get_collision_mask]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_get_collision_mask]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.area_get_object_instance_id]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"area_get_object_instance_id]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_get_param]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.area_get_param]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_get_shape]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.area_get_shape]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_get_shape_count]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_get_shape_count]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.area_get_shape_transform]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_get_shape_transform]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_get_space]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.area_get_space]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_get_transform]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_get_transform]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_remove_shape]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.area_remove_shape]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"area_set_area_monitor_callback]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"area_set_area_monitor_callback]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.area_set_collision_layer]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_set_collision_layer]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_set_collision_mask]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_set_collision_mask]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.area_set_monitor_callback]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"area_set_monitor_callback]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_set_monitorable]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_set_monitorable]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_set_param]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.area_set_param]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_set_shape]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.area_set_shape]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_set_shape_disabled]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_set_shape_disabled]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.area_set_shape_transform]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_set_shape_transform]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_set_space]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.area_set_space]."
+
+msgid "Overridable version of [method PhysicsServer2D.area_set_transform]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.area_set_transform]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_add_collision_exception]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_add_collision_exception]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_add_constant_central_force]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_add_constant_central_force]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_add_constant_force]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_add_constant_force]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_add_constant_torque]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_add_constant_torque]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_add_shape]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_add_shape]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_apply_central_force]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_apply_central_force]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_apply_central_impulse]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_apply_central_impulse]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_apply_force]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_apply_force]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_apply_impulse]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_apply_impulse]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_apply_torque]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_apply_torque]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_apply_torque_impulse]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_apply_torque_impulse]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_attach_canvas_instance_id]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_attach_canvas_instance_id]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_attach_object_instance_id]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_attach_object_instance_id]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_clear_shapes]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_clear_shapes]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_create]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_create]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_get_canvas_instance_id]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_get_canvas_instance_id]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_get_collision_layer]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_get_collision_layer]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_get_collision_mask]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_get_collision_mask]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_get_collision_priority]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_get_collision_priority]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_get_constant_force]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_get_constant_force]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_get_constant_torque]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_get_constant_torque]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_get_continuous_collision_detection_mode]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_get_continuous_collision_detection_mode]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_get_direct_state]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_get_direct_state]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_get_max_contacts_reported]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_get_max_contacts_reported]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_get_mode]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_get_mode]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_get_object_instance_id]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_get_object_instance_id]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_get_param]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_get_param]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_get_shape]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_get_shape]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_get_shape_count]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_get_shape_count]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_get_shape_transform]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_get_shape_transform]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_get_space]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_get_space]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_get_state]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_get_state]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_is_omitting_force_integration]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_is_omitting_force_integration]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_remove_collision_exception]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_remove_collision_exception]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_remove_shape]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_remove_shape]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_reset_mass_properties]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_reset_mass_properties]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_set_axis_velocity]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_set_axis_velocity]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_set_collision_layer]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_set_collision_layer]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_set_collision_mask]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_set_collision_mask]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_set_collision_priority]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_set_collision_priority]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_set_constant_force]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_set_constant_force]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_set_constant_torque]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_set_constant_torque]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_set_continuous_collision_detection_mode]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_set_continuous_collision_detection_mode]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_set_force_integration_callback]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_set_force_integration_callback]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_set_max_contacts_reported]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_set_max_contacts_reported]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_set_mode]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_set_mode]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_set_omit_force_integration]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_set_omit_force_integration]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_set_param]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_set_param]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_set_shape]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_set_shape]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"body_set_shape_as_one_way_collision]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"body_set_shape_as_one_way_collision]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_set_shape_disabled]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_set_shape_disabled]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.body_set_shape_transform]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.body_set_shape_transform]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_set_space]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_set_space]."
+
+msgid "Overridable version of [method PhysicsServer2D.body_set_state]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.body_set_state]."
+
+msgid "Overridable version of [method PhysicsServer2D.capsule_shape_create]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.capsule_shape_create]."
+
+msgid "Overridable version of [method PhysicsServer2D.circle_shape_create]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.circle_shape_create]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.concave_polygon_shape_create]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"concave_polygon_shape_create]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.convex_polygon_shape_create]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"convex_polygon_shape_create]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.damped_spring_joint_get_param]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"damped_spring_joint_get_param]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.damped_spring_joint_set_param]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"damped_spring_joint_set_param]."
+
+msgid "Overridable version of [method PhysicsServer2D.free_rid]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.free_rid]."
+
+msgid "Overridable version of [method PhysicsServer2D.get_process_info]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.get_process_info]."
+
+msgid "Overridable version of [method PhysicsServer2D.joint_clear]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.joint_clear]."
+
+msgid "Overridable version of [method PhysicsServer2D.joint_create]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.joint_create]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"joint_disable_collisions_between_bodies]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"joint_disable_collisions_between_bodies]."
+
+msgid "Overridable version of [method PhysicsServer2D.joint_get_param]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.joint_get_param]."
+
+msgid "Overridable version of [method PhysicsServer2D.joint_get_type]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.joint_get_type]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D."
+"joint_is_disabled_collisions_between_bodies]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"joint_is_disabled_collisions_between_bodies]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.joint_make_damped_spring]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.joint_make_damped_spring]."
+
+msgid "Overridable version of [method PhysicsServer2D.joint_make_groove]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.joint_make_groove]."
+
+msgid "Overridable version of [method PhysicsServer2D.joint_make_pin]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.joint_make_pin]."
+
+msgid "Overridable version of [method PhysicsServer2D.joint_set_param]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.joint_set_param]."
+
+msgid "Overridable version of [method PhysicsServer2D.pin_joint_get_flag]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.pin_joint_get_flag]."
+
+msgid "Overridable version of [method PhysicsServer2D.pin_joint_get_param]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.pin_joint_get_param]."
+
+msgid "Overridable version of [method PhysicsServer2D.pin_joint_set_flag]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.pin_joint_set_flag]."
+
+msgid "Overridable version of [method PhysicsServer2D.pin_joint_set_param]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.pin_joint_set_param]."
+
+msgid "Overridable version of [method PhysicsServer2D.rectangle_shape_create]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.rectangle_shape_create]."
+
+msgid "Overridable version of [method PhysicsServer2D.segment_shape_create]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.segment_shape_create]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.separation_ray_shape_create]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"separation_ray_shape_create]."
+
+msgid "Overridable version of [method PhysicsServer2D.set_active]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.set_active]."
+
+msgid "Overridable version of [method PhysicsServer2D.shape_get_data]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.shape_get_data]."
+
+msgid "Overridable version of [method PhysicsServer2D.shape_get_type]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.shape_get_type]."
+
+msgid "Overridable version of [method PhysicsServer2D.shape_set_data]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.shape_set_data]."
+
+msgid "Overridable version of [method PhysicsServer2D.space_create]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.space_create]."
+
+msgid "Overridable version of [method PhysicsServer2D.space_get_direct_state]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D.space_get_direct_state]."
+
+msgid "Overridable version of [method PhysicsServer2D.space_get_param]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.space_get_param]."
+
+msgid "Overridable version of [method PhysicsServer2D.space_is_active]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.space_is_active]."
+
+msgid "Overridable version of [method PhysicsServer2D.space_set_active]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.space_set_active]."
+
+msgid "Overridable version of [method PhysicsServer2D.space_set_param]."
+msgstr "Versione sovrascrivibile di [method PhysicsServer2D.space_set_param]."
+
+msgid ""
+"Overridable version of [method PhysicsServer2D.world_boundary_shape_create]."
+msgstr ""
+"Versione sovrascrivibile di [method PhysicsServer2D."
+"world_boundary_shape_create]."
+
msgid ""
"Returns [code]true[/code] if the body with the given [RID] is being excluded "
"from [method _body_test_motion]. See also [method Object.get_instance_id]."
@@ -50054,10 +60880,112 @@ msgstr ""
"Restituisce [code]true[/code] se il corpo con il [RID] fornito è escluso da "
"[method _body_test_motion]. Vedi anche [method Object.get_instance_id]."
+msgid "A singleton for managing [PhysicsServer2D] implementations."
+msgstr "Un singleton per gestire le implementazioni di [PhysicsServer2D]."
+
+msgid "A server interface for low-level 3D physics access."
+msgstr "Un'interfaccia server per l'accesso di basso livello alla fisica 3D."
+
msgid "Returns the body's collision priority."
msgstr "Restituisce la priorità di collisione del corpo."
msgid ""
+"Returns the maximum contacts that can be reported. See [method "
+"body_set_max_contacts_reported]."
+msgstr ""
+"Restituisce il numero massimo di contatti che possono essere segnalati. Vedi "
+"[method body_set_max_contacts_reported]."
+
+msgid "Returns the body mode."
+msgstr "Restituisce la modalità del corpo."
+
+msgid ""
+"Returns the value of a body parameter. A list of available parameters is on "
+"the [enum BodyParameter] constants."
+msgstr ""
+"Restituisce il valore di un parametro del corpo. Una lista di parametri "
+"disponibili è presente nelle costanti di [enum BodyParameter]."
+
+msgid "Returns the [RID] of the nth shape of a body."
+msgstr "Restituisce il [RID] della forma n-esima di un corpo."
+
+msgid "Returns the number of shapes assigned to a body."
+msgstr "Restituisce il numero di forme assegnate a un corpo."
+
+msgid "Returns the transform matrix of a body shape."
+msgstr "Restituisce la matrice di trasformazione di una forma del corpo."
+
+msgid "Returns the [RID] of the space assigned to a body."
+msgstr "Restituisce il [RID] dello spazio assegnato a un corpo."
+
+msgid "Returns a body state."
+msgstr "Restituisce uno stato del corpo."
+
+msgid ""
+"If [code]true[/code], the continuous collision detection mode is enabled."
+msgstr ""
+"Se [code]true[/code], la modalità di rilevamento continuo delle collisioni è "
+"abilitata."
+
+msgid "Sets the body's collision priority."
+msgstr "Imposta la priorità di collisione del corpo."
+
+msgid ""
+"Sets the maximum contacts to report. Bodies can keep a log of the contacts "
+"with other bodies. This is enabled by setting the maximum number of contacts "
+"reported to a number greater than 0."
+msgstr ""
+"Imposta il numero massimo di contatti da segnalare. I corpi possono tenere un "
+"registro dei contatti con altri corpi. Ciò è abilitato impostando il numero "
+"massimo di contatti segnalati a un numero maggiore di 0."
+
+msgid "Sets the body mode, from one of the [enum BodyMode] constants."
+msgstr ""
+"Imposta la modalità del corpo, da una delle costanti di [enum BodyMode]."
+
+msgid "Sets the body pickable with rays if [param enable] is set."
+msgstr ""
+"Imposta il corpo per essere selezionabile con i raggi se [param enable] è "
+"impostato."
+
+msgid ""
+"Substitutes a given body shape by another. The old shape is selected by its "
+"index, the new one by its [RID]."
+msgstr ""
+"Sostituisce una determinata forma del corpo con un'altra. La vecchia forma è "
+"selezionata dal suo indice, quella nuova dal suo [RID]."
+
+msgid "Sets the transform matrix for a body shape."
+msgstr "Imposta la matrice di trasformazione per una forma del corpo."
+
+msgid "Assigns a space to the body (see [method space_create])."
+msgstr "Assegna uno spazio al corpo (vedi [method space_create])."
+
+msgid "Sets a body state (see [enum BodyState] constants)."
+msgstr "Imposta lo stato di un corpo (vedi le costanti di [enum BodyState])."
+
+msgid ""
+"Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
+msgstr ""
+"Ottiene un parametro di un cone_twist_joint (vedi le costanti di [enum "
+"ConeTwistJointParam])."
+
+msgid ""
+"Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
+msgstr ""
+"Imposta un parametro di un cone_twist_joint (vedi le costanti di [enum "
+"ConeTwistJointParam])."
+
+msgid ""
+"Destroys any of the objects created by PhysicsServer3D. If the [RID] passed "
+"is not one of the objects that can be created by PhysicsServer3D, an error "
+"will be sent to the console."
+msgstr ""
+"Distrugge uno qualsiasi degli oggetti creati da PhysicsServer3D. Se il [RID] "
+"passato non è uno degli oggetti che possono essere creati dal "
+"PhysicsServer3D, sarà inviato un errore alla console."
+
+msgid ""
"Returns the value of a generic 6DOF joint flag. See [enum G6DOFJointAxisFlag] "
"for the list of available flags."
msgstr ""
@@ -50085,15 +61013,116 @@ msgstr ""
"Imposta il valore di un parametro generico di giunto 6DOF fornito. Vedi [enum "
"G6DOFJointAxisParam] per l'elenco dei parametri disponibili."
+msgid ""
+"Returns information about the current state of the 3D physics engine. See "
+"[enum ProcessInfo] for a list of available states."
+msgstr ""
+"Restituisce informazioni sullo stato attuale del motore fisico 3D. Vedi [enum "
+"ProcessInfo] per una lista degli stati disponibili."
+
+msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
+msgstr ""
+"Ottiene un flag di un hinge_joint (vedi le costanti di [enum HingeJointFlag])."
+
+msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
+msgstr ""
+"Ottiene un parametro di un hinge_joint (vedi le costanti di [enum "
+"HingeJointParam])."
+
+msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
+msgstr ""
+"Imposta un flag di un hinge_joint (vedi le costanti di [enum HingeJointFlag])."
+
+msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
+msgstr ""
+"Imposta un parametro di un hinge_joint (vedi le costanti di [enum "
+"HingeJointParam])."
+
+msgid ""
+"Sets whether the bodies attached to the [Joint3D] will collide with each "
+"other."
+msgstr ""
+"Imposta se i corpi attaccati al [Joint3D] entreranno in collisione tra loro."
+
msgid "Gets the priority value of the Joint3D."
msgstr "Ottiene il valore di priorità del Joint3D."
msgid "Returns the type of the Joint3D."
msgstr "Restituisce il tipo di Joint3D."
+msgid ""
+"Returns whether the bodies attached to the [Joint3D] will collide with each "
+"other."
+msgstr ""
+"Restituisce se i corpi attaccati al [Joint3D] entreranno in collisione tra "
+"loro."
+
+msgid ""
+"Make the joint a generic six degrees of freedom (6DOF) joint. Use [method "
+"generic_6dof_joint_set_flag] and [method generic_6dof_joint_set_param] to set "
+"the joint's flags and parameters respectively."
+msgstr ""
+"Rendi il giunto un giunto generico a sei gradi di libertà (6DOF). Usa [method "
+"generic_6dof_joint_set_flag] e [method generic_6dof_joint_set_param] per "
+"impostare rispettivamente i flag e i parametri del giunto."
+
msgid "Sets the priority value of the Joint3D."
msgstr "Imposta il valore di priorità del Joint3D."
+msgid "Returns position of the joint in the local space of body a of the joint."
+msgstr ""
+"Restituisce la posizione del giunto nello spazio locale del corpo A del "
+"giunto."
+
+msgid "Returns position of the joint in the local space of body b of the joint."
+msgstr ""
+"Restituisce la posizione del giunto nello spazio locale del corpo B del "
+"giunto."
+
+msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
+msgstr ""
+"Ottiene un parametro di un pin_joint (vedi le costanti di [enum "
+"PinJointParam])."
+
+msgid "Sets position of the joint in the local space of body a of the joint."
+msgstr ""
+"Imposta la posizione del giunto nello spazio locale del corpo A del giunto."
+
+msgid "Sets position of the joint in the local space of body b of the joint."
+msgstr ""
+"Imposta la posizione del giunto nello spazio locale del corpo B del giunto."
+
+msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
+msgstr ""
+"Imposta un parametro di un pin_joint (vedi le costanti di [enum "
+"PinJointParam])."
+
+msgid "Activates or deactivates the 3D physics engine."
+msgstr "Attiva o disattiva il motore fisico 3D."
+
+msgid "Returns the shape data."
+msgstr "Restituisce i dati della forma."
+
+msgid ""
+"Returns the collision margin for the shape.\n"
+"[b]Note:[/b] This is not used in Godot Physics, so will always return "
+"[code]0[/code]."
+msgstr ""
+"Restituisce il margine di collisione per la forma.\n"
+"[b]Nota:[/b] Questo non è utilizzato in Godot Physics, quindi restituirà "
+"sempre [code]0[/code]."
+
+msgid "Returns the type of shape (see [enum ShapeType] constants)."
+msgstr ""
+"Restituisce il tipo di una forma (vedi le costanti di [enum ShapeType])."
+
+msgid ""
+"Sets the shape data that defines its shape and size. The data to be passed "
+"depends on the kind of shape created [method shape_get_type]."
+msgstr ""
+"Imposta i dati di forma che definiscono la sua forma e dimensione. I dati da "
+"passare dipendono dal tipo di forma creata [method shape_get_type]."
+
msgid ""
"Sets the collision margin for the shape.\n"
"[b]Note:[/b] This is not used in Godot Physics."
@@ -50101,6 +61130,15 @@ msgstr ""
"Imposta il margine di collisione per la forma.\n"
"[b]Nota:[/b] Questo non è utilizzato in Godot Physics."
+msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
+msgstr ""
+"Ottiene un parametro di un slider_joint (vedi le costanti di [enum "
+"SliderJointParam])."
+
+msgid "Adds the given body to the list of bodies exempt from collisions."
+msgstr ""
+"Aggiunge il corpo specificato alla lista dei corpi esenti da collisioni."
+
msgid "Creates a new soft body and returns its internal [RID]."
msgstr "Crea un nuovo corpo morbido e restituisce il suo [RID] interno."
@@ -50142,6 +61180,20 @@ msgstr "Restituisce la precisione di simulazione del corpo morbido fornito."
msgid "Returns the [RID] of the space assigned to the given soft body."
msgstr "Restituisce il [RID] dello spazio assegnato al corpo morbido fornito."
+msgid ""
+"Returns the given soft body state (see [enum BodyState] constants).\n"
+"[b]Note:[/b] Godot's default physics implementation does not support "
+"[constant BODY_STATE_LINEAR_VELOCITY], [constant "
+"BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant "
+"BODY_STATE_CAN_SLEEP]."
+msgstr ""
+"Restituisce lo stato del corpo morbido specificato (vedi le costanti di [enum "
+"BodyState]).\n"
+"[b]Nota:[/b] L'implementazione fisica predefinita di Godot non supporta "
+"[constant BODY_STATE_LINEAR_VELOCITY], [constant "
+"BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING] o [constant "
+"BODY_STATE_CAN_SLEEP]."
+
msgid "Returns the total mass assigned to the given soft body."
msgstr "Restituisce la massa totale assegnata al corpo morbido fornito."
@@ -50153,6 +61205,21 @@ msgstr ""
"Sposta il punto del corpo morbido fornito a una posizione in coordinate "
"globali."
+msgid ""
+"Pins or unpins the given soft body point based on the value of [param pin].\n"
+"[b]Note:[/b] Pinning a point effectively makes it kinematic, preventing it "
+"from being affected by forces, but you can still move it using [method "
+"soft_body_move_point]."
+msgstr ""
+"Fissa o stacca il punto del corpo morbido specificato in base al valore di "
+"[param pin].\n"
+"[b]Nota:[/b] Fissare un punto lo rende effettivamente cinematico, "
+"impedendogli di essere influenzato dalle forze, ma puoi comunque spostarlo "
+"tramite [method soft_body_move_point]."
+
+msgid "Unpins all points of the given soft body."
+msgstr "Stacca tutti i punti del corpo morbido specificato."
+
msgid "Removes the given body from the list of bodies exempt from collisions."
msgstr "Rimuove il corpo fornito dalla lista dei corpi esenti da collisioni."
@@ -50163,26 +61230,602 @@ msgid "Sets the physics layer or layers the given soft body can collide with."
msgstr ""
"Imposta gli strati di fisica con cui il corpo morbido fornito può collidere."
+msgid ""
+"Sets the damping coefficient of the given soft body. Higher values will slow "
+"down the body more noticeably when forces are applied."
+msgstr ""
+"Imposta il coefficiente di smorzamento del corpo morbido dato. Valori più "
+"alti rallenteranno il corpo in modo più evidente quando vengono applicate "
+"forze."
+
+msgid ""
+"Sets the drag coefficient of the given soft body. Higher values increase this "
+"body's air resistance.\n"
+"[b]Note:[/b] This value is currently unused by Godot's default physics "
+"implementation."
+msgstr ""
+"Imposta il coefficiente di resistenza del corpo morbido specificato. Valori "
+"più alti aumentano la resistenza all'aria di questo corpo.\n"
+"[b]Nota:[/b] Questo valore è attualmente inutilizzato dall'implementazione "
+"fisica predefinita di Godot."
+
+msgid ""
+"Sets the linear stiffness of the given soft body. 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)."
+msgstr ""
+"Imposta la rigidità lineare del corpo morbido specificato. Valori più alti "
+"risulteranno in un corpo più rigido, mentre valori più bassi aumenteranno la "
+"capacità del corpo di piegarsi. Il valore può essere compreso tra [code]0.0[/"
+"code] e [code]1.0[/code] (inclusi)."
+
msgid "Sets the mesh of the given soft body."
msgstr "Imposta la mesh del corpo morbido fornito."
+msgid ""
+"Sets the pressure coefficient of the given soft body. Simulates pressure "
+"build-up from inside this body. Higher values increase the strength of this "
+"effect."
+msgstr ""
+"Imposta il coefficiente di pressione del corpo morbido specificato. Simula "
+"l'accumulo di pressione dall'interno di questo corpo. Valori più alti "
+"aumentano la forza di questo effetto."
+
+msgid ""
+"Sets whether the given soft body will be pickable when using object picking."
+msgstr ""
+"Imposta se il corpo morbido specificato sarà selezionabile quando si utilizza "
+"la selezione degli oggetti."
+
+msgid ""
+"Sets the simulation precision of the given soft body. Increasing this value "
+"will improve the resulting simulation, but can affect performance. Use with "
+"care."
+msgstr ""
+"Imposta la precisione della simulazione del corpo morbido specificato. "
+"Aumentare questo valore migliorerà la simulazione risultante, ma può influire "
+"sulle prestazioni. Usa con cautela."
+
+msgid "Assigns a space to the given soft body (see [method space_create])."
+msgstr ""
+"Assegna uno spazio al corpo morbido specificato (vedi [method space_create])."
+
+msgid ""
+"Sets the given body state for the given body (see [enum BodyState] "
+"constants).\n"
+"[b]Note:[/b] Godot's default physics implementation does not support "
+"[constant BODY_STATE_LINEAR_VELOCITY], [constant "
+"BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant "
+"BODY_STATE_CAN_SLEEP]."
+msgstr ""
+"Imposta lo stato del corpo specificato per il corpo specificato (vedi le "
+"costanti di [enum BodyState]).\n"
+"[b]Nota:[/b] l'implementazione fisica predefinita di Godot non supporta "
+"[constant BODY_STATE_LINEAR_VELOCITY], [constant "
+"BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING] o [constant "
+"BODY_STATE_CAN_SLEEP]."
+
msgid "Sets the total mass for the given soft body."
msgstr "Imposta la massa totale per il corpo morbido fornito."
msgid "Sets the global transform of the given soft body."
msgstr "Imposta la trasformazione globale del corpo morbido fornito."
+msgid ""
+"Requests that the physics server updates the rendering server with the latest "
+"positions of the given soft body's points through the [param "
+"rendering_server_handler] interface."
+msgstr ""
+"Richiede che il server fisico aggiorni il server di rendering con le ultime "
+"posizioni dei punti del corpo morbido specificato tramite l'interfaccia "
+"[param rendering_server_handler]."
+
+msgid ""
+"Creates a space. A space is a collection of parameters for the physics engine "
+"that can be assigned to an area or a body. It can be assigned to an area with "
+"[method area_set_space], or to a body with [method body_set_space]."
+msgstr ""
+"Crea uno spazio. Uno spazio è una collezione di parametri per il motore "
+"fisico che può essere assegnato a un'area o a un corpo. Può essere assegnato "
+"a un'area con [method area_set_space], o a un corpo con [method "
+"body_set_space]."
+
+msgid ""
+"Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object can "
+"be used to make collision/intersection queries."
+msgstr ""
+"Restituisce lo stato di uno spazio, un [PhysicsDirectSpaceState3D]. Questo "
+"oggetto può essere utilizzato per effettuare interrogazioni di collisione o "
+"intersezione."
+
+msgid "Returns the value of a space parameter."
+msgstr "Restituisce il valore di un parametro di uno spazio."
+
+msgid "Returns whether the space is active."
+msgstr "Restituisce se lo spazio è attivo."
+
+msgid ""
+"Marks a space as active. It will not have an effect, unless it is assigned to "
+"an area or body."
+msgstr ""
+"Contrassegna uno spazio come attivo. Non avrà effetto, a meno che non sia "
+"assegnato a un'area o a un corpo."
+
+msgid ""
+"Sets the value for a space parameter. A list of available parameters is on "
+"the [enum SpaceParameter] constants."
+msgstr ""
+"Imposta il valore per un parametro di uno spazio. Una lista di parametri "
+"disponibili è presente nelle costanti di [enum SpaceParameter]."
+
+msgid "The [Joint3D] is a [PinJoint3D]."
+msgstr "Il [Joint3D] è un [PinJoint3D]."
+
msgid "The [Joint3D] is a [HingeJoint3D]."
msgstr "Il [Joint3D] è un [HingeJoint3D]."
+msgid "The [Joint3D] is a [SliderJoint3D]."
+msgstr "Il [Joint3D] è uno [SliderJoint3D]."
+
+msgid "The [Joint3D] is a [ConeTwistJoint3D]."
+msgstr "Il [Joint3D] è un [ConeTwistJoint3D]."
+
+msgid "The [Joint3D] is a [Generic6DOFJoint3D]."
+msgstr "Il [Joint3D] è un [Generic6DOFJoint3D]."
+
+msgid ""
+"The strength with which the pinned objects try to stay in positional relation "
+"to each other.\n"
+"The higher, the stronger."
+msgstr ""
+"La forza con cui gli oggetti fissati cercano di rimanere in relazione "
+"posizionale tra di loro.\n"
+"Più è alta, più è forte."
+
+msgid ""
+"The strength with which the pinned objects try to stay in velocity relation "
+"to each other.\n"
+"The higher, the stronger."
+msgstr ""
+"La forza con cui gli oggetti fissati cercano di rimanere in relazione di "
+"velocità tra loro.\n"
+"Più è alta, più è forte."
+
+msgid ""
+"If above 0, this value is the maximum value for an impulse that this Joint3D "
+"puts on its ends."
+msgstr ""
+"Se superiore a 0, questo valore è il valore massimo per un impulso che questo "
+"Joint3D imprime alle sue estremità."
+
+msgid "The maximum rotation across the Hinge."
+msgstr "La rotazione massima attraverso la cerniera."
+
+msgid "The minimum rotation across the Hinge."
+msgstr "La rotazione minima attraverso la cerniera."
+
+msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
+msgstr ""
+"Se [code]true[/code], la cerniera ha una rotazione massima e una minima."
+
+msgid "If [code]true[/code], a motor turns the Hinge."
+msgstr "Se [code]true[/code], un motore fa girare la cerniera."
+
+msgid ""
+"The maximum difference between the pivot points on their X axis before "
+"damping happens."
+msgstr ""
+"La differenza massima tra i punti di rotazione sul loro asse X prima che si "
+"verifichi lo smorzamento."
+
+msgid ""
+"The minimum difference between the pivot points on their X axis before "
+"damping happens."
+msgstr ""
+"La differenza minima tra i punti di rotazione sul loro asse X prima che si "
+"verifichi lo smorzamento."
+
+msgid ""
+"A factor applied to the movement across the slider axis once the limits get "
+"surpassed. The lower, the slower the movement."
+msgstr ""
+"Un fattore applicato al movimento attraverso l'asse dello slider una volta "
+"superati i limiti. Più è basso, più lento è il movimento."
+
+msgid ""
+"The amount of restitution once the limits are surpassed. The lower, the more "
+"velocity-energy gets lost."
+msgstr ""
+"La quantità di restituzione una volta superati i limiti. Più è bassa, più "
+"energia-velocità viene persa."
+
+msgid "The amount of damping once the slider limits are surpassed."
+msgstr "La quantità di smorzamento una volta superati i limiti dello slider."
+
+msgid ""
+"A factor applied to the movement across the slider axis as long as the slider "
+"is in the limits. The lower, the slower the movement."
+msgstr ""
+"Un fattore applicato al movimento attraverso l'asse dello slider finché lo "
+"slider è nei limiti. Più è basso, più lento è il movimento."
+
+msgid "The amount of restitution inside the slider limits."
+msgstr "La quantità di restituzione all'interno dei limiti dello slider."
+
+msgid "The amount of damping inside the slider limits."
+msgstr "La quantità di smorzamento all'interno dei limiti dello slider."
+
+msgid "A factor applied to the movement across axes orthogonal to the slider."
+msgstr ""
+"Un fattore applicato al movimento lungo gli assi ortogonali allo slider."
+
+msgid ""
+"The amount of restitution when movement is across axes orthogonal to the "
+"slider."
+msgstr ""
+"La quantità di restituzione quando il movimento avviene lungo le assi "
+"ortogonali allo slider."
+
+msgid ""
+"The amount of damping when movement is across axes orthogonal to the slider."
+msgstr ""
+"La quantità di smorzamento quando il movimento avviene lungo le assi "
+"ortogonali allo slider."
+
+msgid "The upper limit of rotation in the slider."
+msgstr "Il limite superiore di rotazione nello slider."
+
+msgid "The lower limit of rotation in the slider."
+msgstr "Il limite inferiore di rotazione nello slider."
+
+msgid "A factor applied to the all rotation once the limit is surpassed."
+msgstr "Un fattore applicato a tutta la rotazione una volta superato il limite."
+
+msgid "The amount of restitution of the rotation when the limit is surpassed."
+msgstr ""
+"La quantità di restituzione della rotazione quando il limite viene superato."
+
+msgid "The amount of damping of the rotation when the limit is surpassed."
+msgstr ""
+"La quantità di smorzamento della rotazione quando il limite viene superato."
+
+msgid "A factor that gets applied to the all rotation in the limits."
+msgstr "Un fattore che è applicato a tutta la rotazione nei limiti."
+
+msgid "The amount of restitution of the rotation in the limits."
+msgstr "La quantità di restituzione della rotazione nei limiti."
+
+msgid "The amount of damping of the rotation in the limits."
+msgstr "La quantità di smorzamento della rotazione nei limiti."
+
+msgid ""
+"A factor that gets applied to the all rotation across axes orthogonal to the "
+"slider."
+msgstr ""
+"Un fattore che è applicato a tutta la rotazione lungo gli assi ortogonali "
+"allo slider."
+
+msgid ""
+"The amount of restitution of the rotation across axes orthogonal to the "
+"slider."
+msgstr ""
+"La quantità di restituzione della rotazione lungo gli assi ortogonali allo "
+"slider."
+
+msgid ""
+"The amount of damping of the rotation across axes orthogonal to the slider."
+msgstr ""
+"La quantità di smorzamento della rotazione lungo gli assi ortogonali allo "
+"slider."
+
msgid "Represents the size of the [enum SliderJointParam] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum SliderJointParam]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum SliderJointParam]."
+
+msgid ""
+"The ease with which the Joint3D twists, if it's too low, it takes more force "
+"to twist the joint."
+msgstr ""
+"La facilità con cui il Joint3D si torce: se è troppo basso, occorre più forza "
+"per torcere il giunto."
+
+msgid ""
+"A factor that gets applied to the movement across the axes. The lower, the "
+"slower the movement."
+msgstr ""
+"Un fattore che è applicato al movimento attraverso gli assi. Più è basso, più "
+"lento è il movimento."
+
+msgid ""
+"The amount of restitution on the axes movement. The lower, the more velocity-"
+"energy gets lost."
+msgstr ""
+"La quantità di restituzione sul movimento degli assi. Più è bassa, più "
+"energia-velocità viene persa."
+
+msgid "The velocity that the joint's linear motor will attempt to reach."
+msgstr "La velocità che il motore lineare del giunto tenterà di raggiungere."
+
+msgid ""
+"The maximum force that the linear motor can apply while trying to reach the "
+"target velocity."
+msgstr ""
+"La forza massima che il motore lineare può applicare mentre tenta di "
+"raggiungere la velocità di destinazione."
+
+msgid "A factor that gets multiplied onto all rotations across the axes."
+msgstr "Un fattore che è moltiplicato per tutte le rotazioni lungo gli assi."
+
+msgid ""
+"When correcting the crossing of limits in rotation across the axes, this "
+"error tolerance factor defines how much the correction gets slowed down. The "
+"lower, the slower."
+msgstr ""
+"Quando si corregge il superamento dei limiti nella rotazione tra gli assi, "
+"questo fattore di tolleranza all'errore definisce quanto viene rallentata la "
+"correzione. Più è basso, più è lento."
msgid "Represents the size of the [enum G6DOFJointAxisParam] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum G6DOFJointAxisParam]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum G6DOFJointAxisParam]."
+
+msgid "If set, linear motion is possible within the given limits."
+msgstr "Se impostato, il movimento lineare è possibile entro i limiti indicati."
+
+msgid "If set, rotational motion is possible."
+msgstr "Se impostato, il movimento rotatorio è possibile."
+
+msgid "If set, there is a rotational motor across these axes."
+msgstr "Se impostato, è presente un motore rotatorio lungo questi assi."
+
+msgid ""
+"If set, there is a linear motor on this axis that targets a specific velocity."
+msgstr ""
+"Se impostato, su questo asse è presente un motore lineare che punta a una "
+"velocità specifica."
msgid "Represents the size of the [enum G6DOFJointAxisFlag] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum G6DOFJointAxisFlag]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum G6DOFJointAxisFlag]."
+
+msgid "The [Shape3D] is a [WorldBoundaryShape3D]."
+msgstr "Lo [Shape3D] è un [WorldBoundaryShape3D]."
+
+msgid "The [Shape3D] is a [SeparationRayShape3D]."
+msgstr "Lo [Shape3D] è un [SeparationRayShape3D]."
+
+msgid "The [Shape3D] is a [SphereShape3D]."
+msgstr "Lo [Shape3D] è un [SphereShape3D]."
+
+msgid "The [Shape3D] is a [BoxShape3D]."
+msgstr "Lo [Shape3D] è un [BoxShape3D]."
+
+msgid "The [Shape3D] is a [CapsuleShape3D]."
+msgstr "Lo [Shape3D] è un [CapsuleShape3D]."
+
+msgid "The [Shape3D] is a [CylinderShape3D]."
+msgstr "Lo [Shape3D] è un [CylinderShape3D]."
+
+msgid "The [Shape3D] is a [ConvexPolygonShape3D]."
+msgstr "Lo [Shape3D] è un [ConvexPolygonShape3D]."
+
+msgid "The [Shape3D] is a [ConcavePolygonShape3D]."
+msgstr "Lo [Shape3D] è un [ConcavePolygonShape3D]."
+
+msgid "The [Shape3D] is a [HeightMapShape3D]."
+msgstr "Lo [Shape3D] è un [HeightMapShape3D]."
+
+msgid ""
+"The [Shape3D] is used internally for a soft body. Any attempt to create this "
+"kind of shape results in an error."
+msgstr ""
+"Lo [Shape3D] è utilizzato internamente per un corpo morbido. Ogni tentativo "
+"di creare questo tipo di forma genera un errore."
+
+msgid ""
+"Constant to set/get gravity override mode in an area. See [enum "
+"AreaSpaceOverrideMode] for possible values."
+msgstr ""
+"Costante per impostare/ottenere la modalità di sostituzione della gravità in "
+"un'area. Vedi [enum AreaSpaceOverrideMode] per i valori possibili."
+
+msgid "Constant to set/get gravity strength in an area."
+msgstr "Costante per impostare/ottenere la forza di gravità in un'area."
+
+msgid "Constant to set/get gravity vector/center in an area."
+msgstr ""
+"Costante per impostare/ottenere il vettore/centro di gravità in un'area."
+
+msgid ""
+"Constant to set/get whether the gravity vector of an area is a direction, or "
+"a center point."
+msgstr ""
+"Costante per impostare/ottenere se il vettore di gravità di un'area è una "
+"direzione o un punto centrale."
+
+msgid ""
+"Constant to set/get linear damping override mode in an area. See [enum "
+"AreaSpaceOverrideMode] for possible values."
+msgstr ""
+"Costante per impostare/ottenere la modalità di sostituzione dello smorzamento "
+"lineare in un'area. Vedi [enum AreaSpaceOverrideMode] per i valori possibili."
+
+msgid "Constant to set/get the linear damping factor of an area."
+msgstr ""
+"Costante per impostare/ottenere il fattore di smorzamento lineare di un'area."
+
+msgid ""
+"Constant to set/get angular damping override mode in an area. See [enum "
+"AreaSpaceOverrideMode] for possible values."
+msgstr ""
+"Costante per impostare/ottenere la modalità di sostituzione dello smorzamento "
+"angolare in un'area. Vedi [enum AreaSpaceOverrideMode] per i valori possibili."
+
+msgid "Constant to set/get the angular damping factor of an area."
+msgstr ""
+"Costante per impostare/ottenere il fattore di smorzamento angolare di un'area."
+
+msgid "Constant to set/get the priority (order of processing) of an area."
+msgstr ""
+"Costante per impostare/ottenere la priorità (ordine di elaborazione) di "
+"un'area."
+
+msgid ""
+"Constant to set/get the magnitude of area-specific wind force. This wind "
+"force only applies to [SoftBody3D] nodes. Other physics bodies are currently "
+"not affected by wind."
+msgstr ""
+"Costante per impostare/ottenere il magnitudo della forza del vento specifica "
+"dell'area. Questa forza del vento si applica solo ai nodi [SoftBody3D]. Altri "
+"corpi fisici al momento non sono influenzati dal vento."
+
+msgid ""
+"Constant to set/get the 3D vector that specifies the origin from which an "
+"area-specific wind blows."
+msgstr ""
+"Costante per impostare/ottenere il vettore 3D che specifica l'origine da cui "
+"soffia un vento di una determinata area."
+
+msgid ""
+"Constant to set/get the 3D vector that specifies the direction in which an "
+"area-specific wind blows."
+msgstr ""
+"Costante per impostare/ottenere il vettore 3D che specifica la direzione in "
+"cui soffia il vento di una determinata area."
+
+msgid ""
+"Constant to set/get the exponential rate at which wind force decreases with "
+"distance from its origin."
+msgstr ""
+"Costante per impostare/ottenere la velocità esponenziale con cui la forza del "
+"vento diminuisce con la distanza dalla sua origine."
+
+msgid "Constant to set/get a body's bounce factor."
+msgstr "Costante per impostare/ottenere il fattore di rimbalzo di un corpo."
+
+msgid "Constant to set/get a body's friction."
+msgstr "Costante per impostare/ottenere l'attrito di un corpo."
+
+msgid "Constant to set/get a body's mass."
+msgstr "Costante per impostare/ottenere la massa di un corpo."
+
+msgid "Constant to set/get a body's inertia."
+msgstr "Costante per impostare/ottenere l'inerzia di un corpo."
+
+msgid ""
+"Constant to set/get a body's center of mass position in the body's local "
+"coordinate system."
+msgstr ""
+"Costante per impostare/ottenere la posizione del centro di massa di un corpo "
+"nel sistema di coordinate locale del corpo."
+
+msgid "Constant to set/get a body's gravity multiplier."
+msgstr ""
+"Costante per impostare/ottenere il fattore di moltiplicazione della gravità "
+"di un corpo."
+
+msgid ""
+"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for "
+"possible values."
+msgstr ""
+"Costante per impostare/ottenere la modalità di smorzamento lineare di un "
+"corpo. Vedi [enum BodyDampMode] per i valori possibili."
+
+msgid ""
+"Constant to set/get a body's angular damping mode. See [enum BodyDampMode] "
+"for possible values."
+msgstr ""
+"Costante per impostare/ottenere la modalità di smorzamento angolare di un "
+"corpo. Vedi [enum BodyDampMode] per i valori possibili."
+
+msgid "Constant to set/get a body's linear damping factor."
+msgstr ""
+"Costante per impostare/ottenere il fattore di smorzamento lineare di un corpo."
+
+msgid "Constant to set/get a body's angular damping factor."
+msgstr ""
+"Costante per impostare/ottenere il fattore di smorzamento angolare di un "
+"corpo."
+
+msgid ""
+"Constant to set/get the maximum distance a pair of bodies has to move before "
+"their collision status has to be recalculated."
+msgstr ""
+"Costante per impostare/ottenere la distanza massima che una coppia di corpi "
+"deve percorrere prima che il loro stato di collisione sia ricalcolato."
+
+msgid ""
+"Constant to set/get the maximum distance a shape can be from another before "
+"they are considered separated and the contact is discarded."
+msgstr ""
+"Costante per impostare/ottenere la distanza massima a cui una forma può "
+"trovarsi da un'altra prima che siano considerate separate e il contatto sia "
+"scartato."
+
+msgid ""
+"Constant to set/get the maximum distance a shape can penetrate another shape "
+"before it is considered a collision."
+msgstr ""
+"Costante per impostare/ottenere la distanza massima entro cui una forma può "
+"penetrare un'altra forma prima che sia considerata una collisione."
+
+msgid ""
+"Constant to set/get the default solver bias for all physics contacts. A "
+"solver bias is a factor controlling how much two objects \"rebound\", after "
+"overlapping, to avoid leaving them in that state because of numerical "
+"imprecision."
+msgstr ""
+"Costante per impostare/ottenere il bias del risolutore predefinito per tutti "
+"i contatti fisici. Un bias del risolutore è un fattore che controlla quanto "
+"due oggetti \"rimbalzano\", dopo la sovrapposizione, per evitare di lasciarli "
+"in quello stato a causa dell'imprecisione numerica."
+
+msgid ""
+"Constant to set/get the threshold linear velocity of activity. A body marked "
+"as potentially inactive for both linear and angular velocity will be put to "
+"sleep after the time given."
+msgstr ""
+"Costante per impostare/ottenere soglia della velocità lineare di attività. Un "
+"corpo contrassegnato come potenzialmente inattivo sia per la velocità lineare "
+"che per quella angolare sarà messo in modalità riposo dopo il tempo indicato."
+
+msgid ""
+"Constant to set/get the threshold angular velocity of activity. A body marked "
+"as potentially inactive for both linear and angular velocity will be put to "
+"sleep after the time given."
+msgstr ""
+"Costante per impostare/ottenere soglia della velocità angolare di attività. "
+"Un corpo contrassegnato come potenzialmente inattivo sia per la velocità "
+"lineare che per quella angolare sarà messo in modalità riposo dopo il tempo "
+"indicato."
+
+msgid ""
+"Constant to set/get the maximum time of activity. A body marked as "
+"potentially inactive for both linear and angular velocity will be put to "
+"sleep after this time."
+msgstr ""
+"Costante per impostare/ottenere il tempo massimo di attività. Un corpo "
+"contrassegnato come potenzialmente inattivo sia per la velocità lineare che "
+"per quella angolare sarà messo in modalità riposo dopo il tempo indicato."
+
+msgid ""
+"Constant to set/get the number of solver iterations for contacts and "
+"constraints. The greater the number of iterations, the more accurate the "
+"collisions and constraints will be. However, a greater number of iterations "
+"requires more CPU power, which can decrease performance."
+msgstr ""
+"Costante per impostare/ottenere il numero di iterazioni del risolutore per "
+"contatti e vincoli. Maggiore è il numero di iterazioni, più accurate saranno "
+"le collisioni e i vincoli. Tuttavia, un numero maggiore di iterazioni "
+"richiede una maggiore potenza della CPU, il che può ridurre le prestazioni."
+
+msgid ""
+"Provides virtual methods that can be overridden to create custom "
+"[PhysicsServer3D] implementations."
+msgstr ""
+"Fornisce metodi virtuali che possono essere sovrascritti per creare "
+"implementazioni di [PhysicsServer3D] personalizzate."
+
+msgid "A singleton for managing [PhysicsServer3D] implementations."
+msgstr "Un singleton per gestire le implementazioni di [PhysicsServer3D]."
msgid "Sets the bounding box for the [SoftBody3D]."
msgstr "Imposta la bounding box per il [SoftBody3D]."
@@ -50201,13 +61844,727 @@ msgstr ""
"Imposta la posizione per il vertice del [SoftBody3D] all'indice specificato "
"da [param vertex_id]."
+msgid ""
+"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_shape]."
+msgstr ""
+"Fornisce parametri per [method PhysicsDirectSpaceState2D.intersect_shape]."
+
+msgid ""
+"By changing various properties of this object, such as the shape, you can "
+"configure the parameters for [method PhysicsDirectSpaceState2D."
+"intersect_shape]."
+msgstr ""
+"Modificando varie proprietà di questo oggetto, come la forma, è possibile "
+"configurare i parametri per [method PhysicsDirectSpaceState2D."
+"intersect_shape]."
+
+msgid "The collision margin for the shape."
+msgstr "Il margine di collisione per la forma."
+
+msgid "The motion of the shape being queried for."
+msgstr "Il movimento della forma da interrogare."
+
+msgid ""
+"The [Shape2D] that will be used for collision/intersection queries. This "
+"stores the actual reference which avoids the shape to be released while being "
+"used for queries, so always prefer using this over [member shape_rid]."
+msgstr ""
+"Lo [Shape2D] che sarà utilizzato per le interrogazioni di collisione o "
+"intersezione. Questo memorizza il riferimento effettivo, il che evita che la "
+"forma sia rilasciata durante l'utilizzo per le interrogazioni, quindi è "
+"sempre preferibile utilizzare questo anziché [member shape_rid]."
+
+msgid "The queried shape's transform matrix."
+msgstr "La matrice di trasformazione della forma interrogata."
+
+msgid ""
+"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_shape]."
+msgstr ""
+"Fornisce parametri per [method PhysicsDirectSpaceState3D.intersect_shape]."
+
+msgid ""
+"By changing various properties of this object, such as the shape, you can "
+"configure the parameters for [method PhysicsDirectSpaceState3D."
+"intersect_shape]."
+msgstr ""
+"Modificando varie proprietà di questo oggetto, come la forma, è possibile "
+"configurare i parametri per [method PhysicsDirectSpaceState3D."
+"intersect_shape]."
+
+msgid ""
+"The [Shape3D] that will be used for collision/intersection queries. This "
+"stores the actual reference which avoids the shape to be released while being "
+"used for queries, so always prefer using this over [member shape_rid]."
+msgstr ""
+"Lo [Shape3D] che sarà utilizzato per le interrogazioni di collisione o "
+"intersezione. Questo memorizza il riferimento effettivo, il che evita che la "
+"forma sia rilasciata durante l'utilizzo per le interrogazioni, quindi è "
+"sempre preferibile utilizzare questo anziché [member shape_rid]."
+
+msgid "Provides parameters for [method PhysicsServer2D.body_test_motion]."
+msgstr "Fornisce parametri per [method PhysicsServer2D.body_test_motion]."
+
+msgid ""
+"By changing various properties of this object, such as the motion, you can "
+"configure the parameters for [method PhysicsServer2D.body_test_motion]."
+msgstr ""
+"Modificando varie proprietà di questo oggetto, come il movimento, è possibile "
+"configurare i parametri per [method PhysicsServer2D.body_test_motion]."
+
+msgid ""
+"If set to [code]true[/code], shapes of type [constant PhysicsServer2D."
+"SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. "
+"Can be useful when snapping to the ground.\n"
+"If set to [code]false[/code], shapes of type [constant PhysicsServer2D."
+"SHAPE_SEPARATION_RAY] are only used for separation when overlapping with "
+"other bodies. That's the main use for separation ray shapes."
+msgstr ""
+"Se impostato su [code]true[/code], le forme di tipo [constant PhysicsServer2D."
+"SHAPE_SEPARATION_RAY] sono utilizzate per rilevare le collisioni e possono "
+"arrestare il movimento. Possono essere utili quando ci si aggancia al suolo.\n"
+"Se impostato su [code]false[/code], le forme di tipo [constant "
+"PhysicsServer2D.SHAPE_SEPARATION_RAY] sono utilizzate solo per la separazione "
+"quando ci si sovrappone ad altri corpi. Questo è l'uso principale per le "
+"forme di raggio di separazione."
+
+msgid ""
+"Optional array of body [RID] to exclude from collision. Use [method "
+"CollisionObject2D.get_rid] to get the [RID] associated with a "
+"[CollisionObject2D]-derived node."
+msgstr ""
+"Array facoltativo di [RID] di corpi da escludere dalle collisioni. Utilizza "
+"[method CollisionObject2D.get_rid] per ottenere il [RID] associato a un nodo "
+"derivato da [CollisionObject2D]."
+
+msgid ""
+"Optional array of object unique instance ID to exclude from collision. See "
+"[method Object.get_instance_id]."
+msgstr ""
+"Array facoltativo di ID univoci di istanze di oggetto da escludere dalla "
+"collisione. Vedi [method Object.get_instance_id]."
+
+msgid ""
+"Transform in global space where the motion should start. Usually set to "
+"[member Node2D.global_transform] for the current body's transform."
+msgstr ""
+"Trasformazione nello spazio globale dove dovrebbe iniziare il movimento. "
+"Solitamente impostato su [member Node2D.global_transform] per la "
+"trasformazione del corpo attuale."
+
+msgid "Increases the size of the shapes involved in the collision detection."
+msgstr ""
+"Aumenta la dimensione delle forme coinvolte nel rilevamento delle collisioni."
+
+msgid "Motion vector to define the length and direction of the motion to test."
+msgstr ""
+"Vettore di movimento per definire la lunghezza e la direzione del movimento "
+"da testare."
+
+msgid ""
+"If set to [code]true[/code], any depenetration from the recovery phase is "
+"reported as a collision; this is used e.g. by [CharacterBody2D] for improving "
+"floor detection during floor snapping.\n"
+"If set to [code]false[/code], only collisions resulting from the motion are "
+"reported, which is generally the desired behavior."
+msgstr ""
+"Se impostato su [code]true[/code], qualsiasi penetrazione dalla fase di "
+"recupero è segnalata come una collisione; questo è utilizzato ad esempio da "
+"[CharacterBody2D] per migliorare il rilevamento del pavimento durante "
+"l'agganciamento al pavimento.\n"
+"Se impostato su [code]false[/code], sono segnalate solo le collisioni "
+"risultanti dal movimento, che è generalmente il comportamento desiderato."
+
+msgid "Provides parameters for [method PhysicsServer3D.body_test_motion]."
+msgstr "Fornisce parametri per [method PhysicsServer3D.body_test_motion]."
+
+msgid ""
+"By changing various properties of this object, such as the motion, you can "
+"configure the parameters for [method PhysicsServer3D.body_test_motion]."
+msgstr ""
+"Modificando varie proprietà di questo oggetto, come il movimento, è possibile "
+"configurare i parametri per [method PhysicsServer3D.body_test_motion]."
+
+msgid ""
+"If set to [code]true[/code], shapes of type [constant PhysicsServer3D."
+"SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. "
+"Can be useful when snapping to the ground.\n"
+"If set to [code]false[/code], shapes of type [constant PhysicsServer3D."
+"SHAPE_SEPARATION_RAY] are only used for separation when overlapping with "
+"other bodies. That's the main use for separation ray shapes."
+msgstr ""
+"Se impostato su [code]true[/code], le forme di tipo [constant PhysicsServer3D."
+"SHAPE_SEPARATION_RAY] sono utilizzate per rilevare le collisioni e possono "
+"arrestare il movimento. Possono essere utili quando ci si aggancia al suolo.\n"
+"Se impostato su [code]false[/code], le forme di tipo [constant "
+"PhysicsServer3D.SHAPE_SEPARATION_RAY] sono utilizzate solo per la separazione "
+"quando ci si sovrappone ad altri corpi. Questo è l'uso principale per le "
+"forme di raggio di separazione."
+
+msgid ""
+"Optional array of body [RID] to exclude from collision. Use [method "
+"CollisionObject3D.get_rid] to get the [RID] associated with a "
+"[CollisionObject3D]-derived node."
+msgstr ""
+"Array facoltativo di [RID] di corpi da escludere dalle collisioni. Utilizza "
+"[method CollisionObject3D.get_rid] per ottenere il [RID] associato a un nodo "
+"derivato da [CollisionObject3D]."
+
+msgid ""
+"Transform in global space where the motion should start. Usually set to "
+"[member Node3D.global_transform] for the current body's transform."
+msgstr ""
+"Trasformazione nello spazio globale dove dovrebbe iniziare il movimento. "
+"Solitamente impostato su [member Node3D.global_transform] per la "
+"trasformazione del corpo attuale."
+
+msgid ""
+"Maximum number of returned collisions, between [code]1[/code] and [code]32[/"
+"code]. Always returns the deepest detected collisions."
+msgstr ""
+"Numero massimo di collisioni restituite, compreso tra [code]1[/code] e "
+"[code]32[/code]. Restituisce sempre le collisioni più profonde rilevate."
+
+msgid ""
+"If set to [code]true[/code], any depenetration from the recovery phase is "
+"reported as a collision; this is used e.g. by [CharacterBody3D] for improving "
+"floor detection during floor snapping.\n"
+"If set to [code]false[/code], only collisions resulting from the motion are "
+"reported, which is generally the desired behavior."
+msgstr ""
+"Se impostato su [code]true[/code], qualsiasi penetrazione dalla fase di "
+"recupero è segnalata come una collisione; questo è utilizzato ad esempio da "
+"[CharacterBody3D] per migliorare il rilevamento del pavimento durante "
+"l'agganciamento al pavimento.\n"
+"Se impostato su [code]false[/code], sono segnalate solo le collisioni "
+"risultanti dal movimento, che è generalmente il comportamento desiderato."
+
+msgid ""
+"Describes the motion and collision result from [method PhysicsServer2D."
+"body_test_motion]."
+msgstr ""
+"Descrive il risultato del movimento e della collisione da [method "
+"PhysicsServer2D.body_test_motion]."
+
+msgid "Returns the colliding body's attached [Object], if a collision occurred."
+msgstr ""
+"Restituisce l'[Oggetto] associato al corpo in collisione, se si è verificata "
+"una collisione."
+
+msgid ""
+"Returns the unique instance ID of the colliding body's attached [Object], if "
+"a collision occurred. See [method Object.get_instance_id]."
+msgstr ""
+"Restituisce l'ID univoco di istanza dell'[Object] associato al corpo in "
+"collisione, se si è verificata una collisione. Vedi [method Object."
+"get_instance_id]."
+
+msgid ""
+"Returns the colliding body's [RID] used by the [PhysicsServer2D], if a "
+"collision occurred."
+msgstr ""
+"Restituisce il [RID] del corpo in collisione utilizzato dal "
+"[PhysicsServer2D], se si è verificata una collisione."
+
+msgid ""
+"Returns the colliding body's shape index, if a collision occurred. See "
+"[CollisionObject2D]."
+msgstr ""
+"Restituisce l'indice della forma del corpo in collisione, se si è verificata "
+"una collisione. Vedi [CollisionObject2D]."
+
+msgid "Returns the colliding body's velocity, if a collision occurred."
+msgstr ""
+"Restituisce la velocità del corpo in collisione, se si è verificata una "
+"collisione."
+
+msgid ""
+"Returns the length of overlap along the collision normal, if a collision "
+"occurred."
+msgstr ""
+"Restituisce la lunghezza della sovrapposizione lungo la normale alla "
+"collisione, se si è verificata una collisione."
+
+msgid "Returns the moving object's colliding shape, if a collision occurred."
+msgstr ""
+"Restituisce la forma di collisione dell'oggetto in movimento, se si è "
+"verificata una collisione."
+
+msgid ""
+"Returns the colliding body's shape's normal at the point of collision, if a "
+"collision occurred."
+msgstr ""
+"Restituisce la normale alla forma del corpo in collisione nel punto di "
+"collisione, se si è verificata una collisione."
+
+msgid ""
+"Returns the point of collision in global coordinates, if a collision occurred."
+msgstr ""
+"Restituisce il punto di collisione in coordinate globali, se si è verificata "
+"una collisione."
+
+msgid ""
+"Returns the maximum fraction of the motion that can occur without a "
+"collision, between [code]0[/code] and [code]1[/code]."
+msgstr ""
+"Restituisce la frazione massima del movimento che può avvenire senza "
+"collisione, tra [code]0[/code] e [code]1[/code]."
+
+msgid ""
+"Returns the minimum fraction of the motion needed to collide, if a collision "
+"occurred, between [code]0[/code] and [code]1[/code]."
+msgstr ""
+"Restituisce la frazione minima del movimento necessaria per entrare in "
+"collisione, se si è verificata una collisione, tra [code]0[/code] e [code]1[/"
+"code]."
+
+msgid ""
+"Describes the motion and collision result from [method PhysicsServer3D."
+"body_test_motion]."
+msgstr ""
+"Descrive il risultato del movimento e della collisione da [method "
+"PhysicsServer3D.body_test_motion]."
+
+msgid ""
+"Returns the unique instance ID of the colliding body's attached [Object] "
+"given a collision index (the deepest collision by default), if a collision "
+"occurred. See [method Object.get_instance_id]."
+msgstr ""
+"Restituisce l'ID univoco di istanza dell'[Object] associato al corpo in "
+"collisione, fornito un indice di collisione (la collisione più profonda per "
+"impostazione predefinita), se si è verificata una collisione. Vedi [method "
+"Object.get_instance_id]."
+
+msgid ""
+"Returns the colliding body's [RID] used by the [PhysicsServer3D] given a "
+"collision index (the deepest collision by default), if a collision occurred."
+msgstr ""
+"Restituisce il [RID] del corpo in collisione utilizzato dal "
+"[PhysicsServer3D], fornito un indice di collisione (la collisione più "
+"profonda per impostazione predefinita), se si è verificata una collisione."
+
+msgid ""
+"Returns the colliding body's shape index given a collision index (the deepest "
+"collision by default), if a collision occurred. See [CollisionObject3D]."
+msgstr ""
+"Restituisce l'indice della forma del corpo in collisione, fornito un indice "
+"di collisione (la collisione più profonda per impostazione predefinita), se "
+"si è verificata una collisione. Vedi [CollisionObject3D]."
+
+msgid ""
+"Returns the colliding body's velocity given a collision index (the deepest "
+"collision by default), if a collision occurred."
+msgstr ""
+"Restituisce la velocità del corpo in collisione, fornito un indice di "
+"collisione (la collisione più profonda per impostazione predefinita), se si è "
+"verificata una collisione."
+
+msgid ""
+"Returns the length of overlap along the collision normal given a collision "
+"index (the deepest collision by default), if a collision occurred."
+msgstr ""
+"Restituisce la lunghezza della sovrapposizione lungo la normale alla "
+"collisione, fornito un indice di collisione (la collisione più profonda per "
+"impostazione predefinita), se si è verificata una collisione."
+
+msgid ""
+"Returns the moving object's colliding shape given a collision index (the "
+"deepest collision by default), if a collision occurred."
+msgstr ""
+"Restituisce la forma di collisione dell'oggetto in movimento, fornito un "
+"indice di collisione (la collisione più profonda per impostazione "
+"predefinita), se si è verificata una collisione."
+
+msgid ""
+"Returns the colliding body's shape's normal at the point of collision given a "
+"collision index (the deepest collision by default), if a collision occurred."
+msgstr ""
+"Restituisce la normale alla forma del corpo in collisione nel punto di "
+"collisione, fornito un indice di collisione (la collisione più profonda per "
+"impostazione predefinita), se si è verificata una collisione."
+
+msgid ""
+"Returns the point of collision in global coordinates given a collision index "
+"(the deepest collision by default), if a collision occurred."
+msgstr ""
+"Restituisce il punto di collisione in coordinate globali, fornito un indice "
+"di collisione ( la collisione più profonda per impostazione predefinita), se "
+"si è verificata una collisione."
+
+msgid ""
+"A physics joint that attaches two 2D physics bodies at a single point, "
+"allowing them to freely rotate."
+msgstr ""
+"Un giunto fisico che collega due corpi fisici 2D in un unico punto, "
+"consentendo loro di ruotare liberamente."
+
+msgid ""
+"A physics joint that attaches two 2D physics bodies at a single point, "
+"allowing them to freely rotate. For example, a [RigidBody2D] can be attached "
+"to a [StaticBody2D] to create a pendulum or a seesaw."
+msgstr ""
+"Un giunto fisico che collega due corpi fisici 2D in un unico punto, "
+"consentendo loro di ruotare liberamente. Ad esempio, un [RigidBody2D] può "
+"essere collegato a uno [StaticBody2D] per creare un pendolo o un'altalena."
+
+msgid ""
+"If [code]true[/code], the pin maximum and minimum rotation, defined by "
+"[member angular_limit_lower] and [member angular_limit_upper] are applied."
+msgstr ""
+"Se [code]true[/code], sono applicate la rotazione massima e minima del perno, "
+"definite da [member angular_limit_lower] e [member angular_limit_upper]."
+
+msgid ""
+"The minimum rotation. Only active if [member angular_limit_enabled] is "
+"[code]true[/code]."
+msgstr ""
+"La rotazione minima. Attiva solo se [member angular_limit_enabled] è "
+"[code]true[/code]."
+
+msgid ""
+"The maximum rotation. Only active if [member angular_limit_enabled] is "
+"[code]true[/code]."
+msgstr ""
+"La rotazione massima. Attiva solo se [member angular_limit_enabled] è "
+"[code]true[/code]."
+
+msgid "When activated, a motor turns the pin."
+msgstr "Quando è attivato, un motore fa girare il perno."
+
+msgid "The higher this value, the more the bond to the pinned partner can flex."
+msgstr ""
+"Più alto è questo valore, maggiore sarà la flessibilità del legame con "
+"l'altro corpo fissato."
+
+msgid ""
+"A physics joint that attaches two 3D physics bodies at a single point, "
+"allowing them to freely rotate."
+msgstr ""
+"Un giunto fisico che collega due corpi fisici 3D in un unico punto, "
+"consentendo loro di ruotare liberamente."
+
+msgid ""
+"A physics joint that attaches two 3D physics bodies at a single point, "
+"allowing them to freely rotate. For example, a [RigidBody3D] can be attached "
+"to a [StaticBody3D] to create a pendulum or a seesaw."
+msgstr ""
+"Un giunto fisico che collega due corpi fisici 3D in un unico punto, "
+"consentendo loro di ruotare liberamente. Ad esempio, un [RigidBody3D] può "
+"essere collegato a uno [StaticBody3D] per creare un pendolo o un'altalena."
+
+msgid ""
+"The force with which the pinned objects stay in positional relation to each "
+"other. The higher, the stronger."
+msgstr ""
+"La forza con cui gli oggetti fissati rimangono in relazione posizionale tra "
+"loro. Più è alta, più è forte."
+
+msgid ""
+"The force with which the pinned objects stay in velocity relation to each "
+"other. The higher, the stronger."
+msgstr ""
+"La forza con cui gli oggetti fissati rimangono in relazione di velocità tra "
+"loro. Più è alta, più è forte."
+
+msgid ""
+"If above 0, this value is the maximum value for an impulse that this Joint3D "
+"produces."
+msgstr ""
+"Se superiore a 0, questo valore è il valore massimo per un impulso prodotto "
+"da questo Joint3D."
+
+msgid "A [Cubemap] without image data."
+msgstr "Una [Cubemap] senza dati di immagine."
+
+msgid ""
+"This class replaces a [Cubemap] or a [Cubemap]-derived class in 2 "
+"conditions:\n"
+"- In dedicated server mode, where the image data shouldn't affect game logic. "
+"This allows reducing the exported PCK's size significantly.\n"
+"- When the [Cubemap]-derived class is missing, for example when using a "
+"different engine version.\n"
+"[b]Note:[/b] This class is not intended for rendering or for use in shaders. "
+"Operations like calculating UV are not guaranteed to work."
+msgstr ""
+"Questa classe sostituisce una [Cubemap] o una classe derivata da [Cubemap] in "
+"2 condizioni:\n"
+"- In modalità server dedicato, dove i dati dell'immagine non dovrebbero "
+"influenzare la logica del gioco. Ciò consente di ridurre significativamente "
+"le dimensioni del PCK esportato.\n"
+"- Quando manca la classe derivata da [Cubemap], ad esempio quando si utilizza "
+"una versione diversa del motore.\n"
+"[b]Nota:[/b] Questa classe non è destinata al rendering o all'uso negli "
+"shader. Non è garantito il funzionamento di operazioni come il calcolo degli "
+"UV."
+
+msgid "A [CubemapArray] without image data."
+msgstr "Un [CubemapArray] senza dati di immagine."
+
+msgid ""
+"This class replaces a [CubemapArray] or a [CubemapArray]-derived class in 2 "
+"conditions:\n"
+"- In dedicated server mode, where the image data shouldn't affect game logic. "
+"This allows reducing the exported PCK's size significantly.\n"
+"- When the [CubemapArray]-derived class is missing, for example when using a "
+"different engine version.\n"
+"[b]Note:[/b] This class is not intended for rendering or for use in shaders. "
+"Operations like calculating UV are not guaranteed to work."
+msgstr ""
+"Questa classe sostituisce una [CubemapArray] o una classe derivata da "
+"[CubemapArray] in 2 condizioni:\n"
+"- In modalità server dedicato, dove i dati dell'immagine non dovrebbero "
+"influenzare la logica del gioco. Ciò consente di ridurre significativamente "
+"le dimensioni del PCK esportato.\n"
+"- Quando manca la classe derivata da [CubemapArray], ad esempio quando si "
+"utilizza una versione diversa del motore.\n"
+"[b]Nota:[/b] Questa classe non è destinata al rendering o all'uso negli "
+"shader. Non è garantito il funzionamento di operazioni come il calcolo degli "
+"UV."
+
+msgid "Placeholder class for a material."
+msgstr "Classe segnaposto per un materiale."
+
+msgid ""
+"This class is used when loading a project that uses a [Material] subclass in "
+"2 conditions:\n"
+"- When running the project exported in dedicated server mode, only the "
+"texture's dimensions are kept (as they may be relied upon for gameplay "
+"purposes or positioning of other elements). This allows reducing the exported "
+"PCK's size significantly.\n"
+"- When this subclass is missing due to using a different engine version or "
+"build (e.g. modules disabled)."
+msgstr ""
+"Questa classe è utilizzata quando si carica un progetto che utilizza una "
+"sottoclasse di [Material] in 2 condizioni:\n"
+"- Quando si esegue il progetto esportato in modalità server dedicato, sono "
+"mantenute solo le dimensioni della texture (poiché potrebbero essere "
+"utilizzate per scopi di gioco o per il posizionamento di altri elementi). Ciò "
+"consente di ridurre significativamente le dimensioni del PCK esportato.\n"
+"- Quando manca questa sottoclasse a causa dell'utilizzo di una versione o "
+"build del motore diversa (ad esempio con moduli disabilitati)."
+
+msgid "Placeholder class for a mesh."
+msgstr "Classe segnaposto per una mesh."
+
+msgid ""
+"This class is used when loading a project that uses a [Mesh] subclass in 2 "
+"conditions:\n"
+"- When running the project exported in dedicated server mode, only the "
+"texture's dimensions are kept (as they may be relied upon for gameplay "
+"purposes or positioning of other elements). This allows reducing the exported "
+"PCK's size significantly.\n"
+"- When this subclass is missing due to using a different engine version or "
+"build (e.g. modules disabled)."
+msgstr ""
+"Questa classe è utilizzata quando si carica un progetto che utilizza una "
+"sottoclasse di [Mesh] in 2 condizioni:\n"
+"- Quando si esegue il progetto esportato in modalità server dedicato, sono "
+"mantenute solo le dimensioni della texture (poiché potrebbero essere "
+"utilizzate per scopi di gioco o per il posizionamento di altri elementi). Ciò "
+"consente di ridurre significativamente le dimensioni del PCK esportato.\n"
+"- Quando manca questa sottoclasse a causa dell'utilizzo di una versione o "
+"build del motore diversa (ad esempio con moduli disabilitati)."
+
+msgid "The smallest [AABB] enclosing this mesh in local space."
+msgstr "Il più piccolo [AABB] che racchiude questa mesh nello spazio locale."
+
+msgid "Placeholder class for a 2-dimensional texture."
+msgstr "Classe segnaposto per una texture bidimensionale."
+
+msgid ""
+"This class is used when loading a project that uses a [Texture2D] subclass in "
+"2 conditions:\n"
+"- When running the project exported in dedicated server mode, only the "
+"texture's dimensions are kept (as they may be relied upon for gameplay "
+"purposes or positioning of other elements). This allows reducing the exported "
+"PCK's size significantly.\n"
+"- When this subclass is missing due to using a different engine version or "
+"build (e.g. modules disabled).\n"
+"[b]Note:[/b] This is not intended to be used as an actual texture for "
+"rendering. It is not guaranteed to work like one in shaders or materials (for "
+"example when calculating UV)."
+msgstr ""
+"Questa classe è utilizzata quando si carica un progetto che utilizza una "
+"sottoclasse di [Texture2D] in 2 condizioni:\n"
+"- Quando si esegue il progetto esportato in modalità server dedicato, sono "
+"mantenute solo le dimensioni della texture (poiché potrebbero essere "
+"utilizzate per scopi di gioco o per il posizionamento di altri elementi). Ciò "
+"consente di ridurre significativamente le dimensioni del PCK esportato.\n"
+"- Quando manca questa sottoclasse a causa dell'utilizzo di una versione o "
+"build del motore diversa (ad esempio con moduli disabilitati).\n"
+"[b]Nota:[/b] Questa non è destinata a essere utilizzata come texture reale "
+"per il rendering. Non è garantito che funzioni come una texture negli shader "
+"o materiali (ad esempio quando si calcolano gli UV)."
+
+msgid "The texture's size (in pixels)."
+msgstr "Le dimensioni della texture (in pixel)."
+
+msgid "Placeholder class for a 2-dimensional texture array."
+msgstr "Classe segnaposto per un array di texture bidimensionale."
+
+msgid "Placeholder class for a 3-dimensional texture."
+msgstr "Classe segnaposto per una texture tridimensionale."
+
+msgid ""
+"This class is used when loading a project that uses a [Texture3D] subclass in "
+"2 conditions:\n"
+"- When running the project exported in dedicated server mode, only the "
+"texture's dimensions are kept (as they may be relied upon for gameplay "
+"purposes or positioning of other elements). This allows reducing the exported "
+"PCK's size significantly.\n"
+"- When this subclass is missing due to using a different engine version or "
+"build (e.g. modules disabled).\n"
+"[b]Note:[/b] This is not intended to be used as an actual texture for "
+"rendering. It is not guaranteed to work like one in shaders or materials (for "
+"example when calculating UV)."
+msgstr ""
+"Questa classe è utilizzata quando si carica un progetto che utilizza una "
+"sottoclasse di [Texture3D] in 2 condizioni:\n"
+"- Quando si esegue il progetto esportato in modalità server dedicato, sono "
+"mantenute solo le dimensioni della texture (poiché potrebbero essere "
+"utilizzate per scopi di gioco o per il posizionamento di altri elementi). Ciò "
+"consente di ridurre significativamente le dimensioni del PCK esportato.\n"
+"- Quando manca questa sottoclasse a causa dell'utilizzo di una versione o "
+"build del motore diversa (ad esempio con moduli disabilitati).\n"
+"[b]Nota:[/b] Questa non è destinata a essere utilizzata come texture reale "
+"per il rendering. Non è garantito che funzioni come una texture negli shader "
+"o materiali (ad esempio quando si calcolano gli UV)."
+
+msgid ""
+"This class is used when loading a project that uses a [TextureLayered] "
+"subclass in 2 conditions:\n"
+"- When running the project exported in dedicated server mode, only the "
+"texture's dimensions are kept (as they may be relied upon for gameplay "
+"purposes or positioning of other elements). This allows reducing the exported "
+"PCK's size significantly.\n"
+"- When this subclass is missing due to using a different engine version or "
+"build (e.g. modules disabled).\n"
+"[b]Note:[/b] This is not intended to be used as an actual texture for "
+"rendering. It is not guaranteed to work like one in shaders or materials (for "
+"example when calculating UV)."
+msgstr ""
+"Questa classe è utilizzata quando si carica un progetto che utilizza una "
+"sottoclasse di [TextureLayered] in 2 condizioni:\n"
+"- Quando si esegue il progetto esportato in modalità server dedicato, sono "
+"mantenute solo le dimensioni della texture (poiché potrebbero essere "
+"utilizzate per scopi di gioco o per il posizionamento di altri elementi). Ciò "
+"consente di ridurre significativamente le dimensioni del PCK esportato.\n"
+"- Quando manca questa sottoclasse a causa dell'utilizzo di una versione o "
+"build del motore diversa (ad esempio con moduli disabilitati).\n"
+"[b]Nota:[/b] Questa non è destinata a essere utilizzata come texture reale "
+"per il rendering. Non è garantito che funzioni come una texture negli shader "
+"o materiali (ad esempio quando si calcolano gli UV)."
+
msgid "The number of layers in the texture array."
msgstr "Il numero di strati nell'array di texture."
+msgid "The size of each texture layer (in pixels)."
+msgstr "Le dimensioni di ogni strato di texture (in pixel)."
+
+msgid "A plane in Hessian normal form."
+msgstr "Un piano in forma normale assiana."
+
+msgid ""
+"Represents a normalized plane equation. [member normal] is the normal of the "
+"plane (a, b, c normalized), and [member d] is the distance from the origin to "
+"the plane (in the direction of \"normal\"). \"Over\" or \"Above\" the plane "
+"is considered the side of the plane towards where the normal is pointing."
+msgstr ""
+"Rappresenta un'equazione di piano normalizzata. [member normal] è la normale "
+"del piano (a, b, c normalizzati), e [member d] è la distanza dall'origine al "
+"piano (nella direzione di \"normale\"). La parte superiore del piano è "
+"considerata il lato del piano verso cui punta la normale."
+
+msgid ""
+"Constructs a default-initialized [Plane] with all components set to [code]0[/"
+"code]."
+msgstr ""
+"Costruisce un [Plane] predefinito con tutti i componenti impostati su "
+"[code]0[/code]."
+
msgid "Constructs a [Plane] as a copy of the given [Plane]."
msgstr "Costruisce un [Plane] come copia del [Plane] specificato."
msgid ""
+"Creates a plane from the four parameters. The three components of the "
+"resulting plane's [member normal] are [param a], [param b] and [param c], and "
+"the plane has a distance of [param d] from the origin."
+msgstr ""
+"Crea un piano dai quattro parametri. I tre componenti della [member normal] "
+"del piano risultante sono [param a], [param b] e [param c], e il piano ha una "
+"distanza di [param d] dall'origine."
+
+msgid ""
+"Creates a plane from the normal vector. The plane will intersect the origin.\n"
+"The [param normal] of the plane must be a unit vector."
+msgstr ""
+"Crea un piano dal vettore normale. Il piano intersecherà l'origine.\n"
+"Il [param normal] del piano deve essere un vettore unitario."
+
+msgid ""
+"Creates a plane from the normal vector and the plane's distance from the "
+"origin.\n"
+"The [param normal] of the plane must be a unit vector."
+msgstr ""
+"Crea un piano dal vettore normale e dalla distanza del piano dall'origine.\n"
+"Il [param normal] del piano deve essere un vettore unitario."
+
+msgid ""
+"Creates a plane from the normal vector and a point on the plane.\n"
+"The [param normal] of the plane must be a unit vector."
+msgstr ""
+"Crea un piano dal vettore normale e da un punto sul piano.\n"
+"Il [param normal] del piano deve essere un vettore unitario."
+
+msgid "Creates a plane from the three points, given in clockwise order."
+msgstr "Crea un piano a partire da tre punti, forniti in senso orario."
+
+msgid ""
+"Returns the shortest distance from the plane to the position [param point]. "
+"If the point is above the plane, the distance will be positive. If below, the "
+"distance will be negative."
+msgstr ""
+"Restituisce la distanza più breve dal piano alla posizione [param point]. Se "
+"il punto è sopra il piano, la distanza sarà positiva. Se è sotto, la distanza "
+"sarà negativa."
+
+msgid "Returns the center of the plane."
+msgstr "Restituisce il centro del piano."
+
+msgid ""
+"Returns [code]true[/code] if [param point] is inside the plane. Comparison "
+"uses a custom minimum [param tolerance] threshold."
+msgstr ""
+"Restituisce [code]true[/code] se la posizione [param point] è all'interno del "
+"piano. Il confronto utilizza una soglia minima di tolleranza personalizzata "
+"([param tolerance])."
+
+msgid ""
+"Returns the intersection point of the three planes [param b], [param c] and "
+"this plane. If no intersection is found, [code]null[/code] is returned."
+msgstr ""
+"Restituisce il punto di intersezione dei tre piani [param b], [param c] e "
+"questo piano. Se nessuna intersezione viene trovata, viene restituito "
+"[code]null[/code]."
+
+msgid ""
+"Returns the intersection point of a ray consisting of the position [param "
+"from] and the direction normal [param dir] with this plane. If no "
+"intersection is found, [code]null[/code] is returned."
+msgstr ""
+"Restituisce il punto di intersezione di un raggio costituito dalla posizione "
+"[param from] e dalla direzione normale [param dir] con questo piano. Se "
+"nessuna intersezione viene trovata, viene restituito [code]null[/code]."
+
+msgid ""
+"Returns the intersection point of a segment from position [param from] to "
+"position [param to] with this plane. If no intersection is found, [code]null[/"
+"code] is returned."
+msgstr ""
+"Restituisce il punto di intersezione di un segmento dalla posizione [param "
+"from] alla posizione [param to] con questo piano. Se nessuna intersezione "
+"viene trovata, viene restituito [code]null[/code]."
+
+msgid ""
"Returns [code]true[/code] if this plane and [param to_plane] are "
"approximately equal, by running [method @GlobalScope.is_equal_approx] on each "
"component."
@@ -50225,31 +62582,888 @@ msgstr ""
msgid "Returns [code]true[/code] if [param point] is located above the plane."
msgstr ""
-"Restituisce [code]true[/code] se il punto [param point] si trova sopra il "
+"Restituisce [code]true[/code] se la posizione [param point] si trova sopra il "
"piano."
msgid ""
+"Returns a copy of the plane, with normalized [member normal] (so it's a unit "
+"vector). Returns [code]Plane(0, 0, 0, 0)[/code] if [member normal] can't be "
+"normalized (it has zero length)."
+msgstr ""
+"Restituisce una copia del piano, con [member normal] normalizzato (diventando "
+"un vettore unitario). Restituisce [code]Plane(0, 0, 0, 0)[/code] se [member "
+"normal] non può essere normalizzato (ha lunghezza zero)."
+
+msgid ""
"Returns the orthogonal projection of [param point] into a point in the plane."
msgstr ""
"Restituisce la proiezione ortogonale del punto [param point] in un punto nel "
"piano."
+msgid ""
+"The distance from the origin to the plane, expressed in terms of [member "
+"normal] (according to its direction and magnitude). Actual absolute distance "
+"from the origin to the plane can be calculated as [code]abs(d) / normal."
+"length()[/code] (if [member normal] has zero length then this [Plane] does "
+"not represent a valid plane).\n"
+"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
+"[code skip-lint]d[/code], while the [code](a, b, c)[/code] coordinates are "
+"represented by the [member normal] property."
+msgstr ""
+"La distanza dall'origine al piano, espressa in termini di [member normal] (in "
+"base alla sua direzione e magnitudine). La distanza assoluta effettiva "
+"dall'origine al piano può essere calcolata come [code]abs(d) / normal.length()"
+"[/code] (se [member normal] ha lunghezza zero, allora questo [Plane] non "
+"rappresenta un piano valido).\n"
+"Nell'equazione scalare del piano [code]ax + by + cz = d[/code], questo è "
+"[code skip-lint]d[/code], mentre le coordinate [code](a, b, c)[/code] sono "
+"rappresentate dalla proprietà [member normal]."
+
+msgid ""
+"The normal of the plane, typically a unit vector. Shouldn't be a zero vector "
+"as [Plane] with such [member normal] does not represent a valid plane.\n"
+"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
+"the vector [code](a, b, c)[/code], where [code skip-lint]d[/code] is the "
+"[member d] property."
+msgstr ""
+"La normale del piano, in genere un vettore unitario. Non dovrebbe essere un "
+"vettore zero poiché un [Plane] con tale [member normal] non rappresenta un "
+"piano valido.\n"
+"Nell'equazione scalare del piano [code]ax + by + cz = d[/code], questo è il "
+"vettore [code](a, b, c)[/code], dove [code skip-lint]d[/code] è la proprietà "
+"[member d]."
+
+msgid "The X component of the plane's [member normal] vector."
+msgstr "Il componente X del vettore [member normal] del piano."
+
+msgid "The Y component of the plane's [member normal] vector."
+msgstr "Il componente Y del vettore [member normal] del piano."
+
+msgid "The Z component of the plane's [member normal] vector."
+msgstr "Il componente Z del vettore [member normal] del piano."
+
+msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
+msgstr ""
+"Un piano che si estende lungo gli assi Y e Z (il vettore normale punta verso "
+"+X)."
+
+msgid "A plane that extends in the X and Z axes (normal vector points +Y)."
+msgstr ""
+"Un piano che si estende lungo gli assi X e Z (il vettore normale punta verso "
+"+Y)."
+
+msgid "A plane that extends in the X and Y axes (normal vector points +Z)."
+msgstr ""
+"Un piano che si estende lungo gli assi X e Y (il vettore normale punta verso "
+"+Z)."
+
+msgid ""
+"Returns [code]true[/code] if the planes 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 ""
+"Restituisce [code]true[/code] se i piani non sono uguali.\n"
+"[b]Nota:[/b] A causa di errori di precisione in virgola mobile, si consiglia "
+"di utilizzare invece [method is_equal_approx], che è più affidabile."
+
+msgid ""
+"Inversely transforms (multiplies) the [Plane] by the given [Transform3D] "
+"transformation matrix.\n"
+"[code]plane * transform[/code] is equivalent to [code]transform."
+"affine_inverse() * plane[/code]. See [method Transform3D.affine_inverse]."
+msgstr ""
+"Trasforma inversamente (moltiplica) il [Plane] per la matrice di "
+"trasformazione [Transform3D] fornita.\n"
+"[code]plane * transform[/code] è equivalente a [code]transform."
+"affine_inverse() * plane[/code]. Vedi [method Transform3D.affine_inverse]."
+
+msgid ""
+"Returns [code]true[/code] if the planes 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 ""
+"Restituisce [code]true[/code] se i piani sono esattamente uguali.\n"
+"[b]Nota:[/b] A causa di errori di precisione in virgola mobile, si consiglia "
+"di utilizzare invece [method is_equal_approx], che è più affidabile."
+
+msgid ""
+"Returns the negative value of the [Plane]. This is the same as writing "
+"[code]Plane(-p.normal, -p.d)[/code]. This operation flips the direction of "
+"the normal vector and also flips the distance value, resulting in a Plane "
+"that is in the same place, but facing the opposite direction."
+msgstr ""
+"Restituisce il valore negativo di [Plane]. Equivale a scrivere [code]Plane(-p."
+"normal, -p.d)[/code]. Questa operazione inverte la direzione del vettore "
+"normale e inverte anche il valore della distanza, ottenendo un piano che si "
+"trova nello stesso posto, ma rivolto nella direzione opposta."
+
+msgid "Class representing a planar [PrimitiveMesh]."
+msgstr "Classe che rappresenta una [PrimitiveMesh] planare."
+
+msgid ""
+"Class representing a planar [PrimitiveMesh]. This flat mesh does not have a "
+"thickness. By default, this mesh is aligned on the X and Z axes; this default "
+"rotation isn't suited for use with billboarded materials. For billboarded "
+"materials, change [member orientation] to [constant FACE_Z].\n"
+"[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you "
+"may stumble upon UV jittering issues depending on the camera angle. To solve "
+"this, increase [member subdivide_depth] and [member subdivide_width] until "
+"you no longer notice UV jittering."
+msgstr ""
+"Classe che rappresenta una [PrimitiveMesh] planare. Questa mesh piatta non ha "
+"spessore. Per impostazione predefinita, questa mesh è allineata sugli assi X "
+"e Z; questa rotazione predefinita non è adatta per l'uso con materiali con il "
+"billboard abilitato. Per i materiali con il billboard abilitato, cambia "
+"[member positioning] in [constant FACE_Z].\n"
+"[b]Nota:[/b] Quando si usa un enorme [PlaneMesh] con texture (ad esempio come "
+"un pavimento), potresti imbatterti in problemi di jittering degli UV a "
+"seconda dell'angolazione della telecamera. Per risolvere questo problema, "
+"aumenta [member subdivide_depth] e [member subdivide_width] finché non noti "
+"più alcun jittering degli UV."
+
+msgid "Offset of the generated plane. Useful for particles."
+msgstr "Offset del piano generato. Utile per le particelle."
+
+msgid ""
+"Direction that the [PlaneMesh] is facing. See [enum Orientation] for options."
+msgstr ""
+"Direzione verso cui è rivolto il [PlaneMesh]. Vedi [enum Orientation] per le "
+"opzioni."
+
+msgid "Size of the generated plane."
+msgstr "Dimensioni del piano generato."
+
+msgid "Number of subdivision along the Z axis."
+msgstr "Numero di suddivisioni lungo l'asse Z."
+
+msgid "Number of subdivision along the X axis."
+msgstr "Numero di suddivisioni lungo l'asse X."
+
+msgid "[PlaneMesh] will face the positive X-axis."
+msgstr "Il [PlaneMesh] sarà rivolto verso l'asse X positivo."
+
+msgid ""
+"[PlaneMesh] will face the positive Y-axis. This matches the behavior of the "
+"[PlaneMesh] in Godot 3.x."
+msgstr ""
+"Il [PlaneMesh] sarà rivolto verso l'asse Y positivo. Ciò corrisponde al "
+"comportamento di un [PlaneMesh] in Godot 3.x."
+
+msgid ""
+"[PlaneMesh] will face the positive Z-axis. This matches the behavior of the "
+"QuadMesh in Godot 3.x."
+msgstr ""
+"Il [PlaneMesh] sarà rivolto verso l'asse Z positivo. Ciò corrisponde al "
+"comportamento di un QuadMesh in Godot 3.x."
+
+msgid "Positional 2D light source."
+msgstr "Sorgente di luce 2D posizionale."
+
+msgid ""
+"Casts light in a 2D environment. This light's shape is defined by a (usually "
+"grayscale) texture."
+msgstr ""
+"Proietta luce in un ambiente 2D. La forma di questa luce è definita da una "
+"texture (solitamente in scala di grigi)."
+
+msgid ""
+"The height of the light. Used with 2D normal mapping. The units are in "
+"pixels, e.g. if the height is 100, then it will illuminate an object 100 "
+"pixels away at a 45° angle to the plane."
+msgstr ""
+"L'altezza della luce. Utilizzata con la mappatura normale 2D. Le unità sono "
+"in pixel, ad esempio se l'altezza è 100, illuminerà un oggetto distante 100 "
+"pixel con un angolo di 45° rispetto al piano."
+
+msgid "The offset of the light's [member texture]."
+msgstr "Lo scostamento della [member texture] della luce."
+
msgid "[Texture2D] used for the light's appearance."
msgstr "[Texture2D] usata per l'aspetto della luce."
+msgid "The [member texture]'s scale factor."
+msgstr "Il fattore di scala della [member texture]."
+
+msgid "Mesh with a single Point primitive."
+msgstr "Mesh con un singolo punto primitivo."
+
+msgid ""
+"The PointMesh is made from a single point. Instead of relying on triangles, "
+"points are rendered as a single rectangle on the screen with a constant size. "
+"They are intended to be used with Particle systems, but can be used as a "
+"cheap way to render constant size billboarded sprites (for example in a point "
+"cloud).\n"
+"PointMeshes, must be used with a material that has a point size. Point size "
+"can be accessed in a shader with [code]POINT_SIZE[/code], or in a "
+"[BaseMaterial3D] by setting [member BaseMaterial3D.use_point_size] and the "
+"variable [member BaseMaterial3D.point_size].\n"
+"When using PointMeshes, properties that normally alter vertices will be "
+"ignored, including billboard mode, grow, and cull face."
+msgstr ""
+"Il PointMesh è costituito da un singolo punto. Invece di basarsi su "
+"triangoli, i punti sono renderizzati come un singolo rettangolo sullo schermo "
+"con una dimensione costante. Sono pensati per l'utilizzo con i sistemi di "
+"particelle, ma possono essere utilizzati come un modo poco costoso per "
+"renderizzare sprite con billboard abilitato di dimensioni costanti (ad "
+"esempio in una nuvola di punti).\n"
+"I PointMesh devono essere utilizzati con un materiale che ha una dimensione "
+"del punto. È possibile accedere alla dimensione del punto in uno shader con "
+"[code]POINT_SIZE[/code], o in un [BaseMaterial3D] impostando [member "
+"BaseMaterial3D.use_point_size] e la variabile [member BaseMaterial3D."
+"point_size].\n"
+"Quando si utilizzano i PointMesh, le proprietà che normalmente alterano i "
+"vertici saranno ignorate, tra cui la modalità di billboard, grow e cull face."
+
+msgid "A 2D polygon."
+msgstr "Un poligono 2D."
+
+msgid ""
+"A Polygon2D is defined by a set of points. Each point is connected to the "
+"next, with the final point being connected to the first, resulting in a "
+"closed polygon. Polygon2Ds can be filled with color (solid or gradient) or "
+"filled with a given texture."
+msgstr ""
+"Un Polygon2D è definito da un insieme di punti. Ogni punto è connesso al "
+"quello successivo, con il punto finale connesso al primo, risultando in un "
+"poligono chiuso. I Polygon2D possono essere riempiti con un colore (solido o "
+"sfumato) o riempiti con una texture fornita."
+
+msgid "Adds a bone with the specified [param path] and [param weights]."
+msgstr ""
+"Aggiunge un osso con il percorso ([param path]) e i pesi ([param weights]) "
+"specificati."
+
+msgid "Removes all bones from this [Polygon2D]."
+msgstr "Rimuove tutte le ossa da questo [Polygon2D]."
+
+msgid "Removes the specified bone from this [Polygon2D]."
+msgstr "Rimuove l'osso specificato da questo [Polygon2D]."
+
+msgid "Returns the number of bones in this [Polygon2D]."
+msgstr "Restituisce il numero di ossa in questo [Polygon2D]."
+
+msgid "Returns the path to the node associated with the specified bone."
+msgstr "Restituisce il percorso verso il nodo associato all'osso specificato."
+
msgid "Returns the weight values of the specified bone."
msgstr "Restituisce i valori di peso dell'osso specificato."
+msgid "Sets the path to the node associated with the specified bone."
+msgstr "Imposta il percorso verso il nodo associato all'osso specificato."
+
+msgid "Sets the weight values for the specified bone."
+msgstr "Imposta i valori dei pesi per l'osso specificato."
+
msgid "If [code]true[/code], polygon edges will be anti-aliased."
msgstr "Se [code]true[/code], è eseguito l'antialias sui bordi del poligono."
msgid ""
+"Internal list of [Bone2D] nodes used by the assigned [member skeleton]. "
+"Edited using the Polygon2D editor (\"UV\" button on the top toolbar)."
+msgstr ""
+"Lista interna dei nodi [Bone2D] utilizzati dallo scheletro assegnato ([member "
+"skeleton]). Modificato tramite l'editor di Polygon2D (pulsante \"UV\" sulla "
+"barra degli strumenti superiore)."
+
+msgid ""
+"The polygon's fill color. If [member texture] is set, it will be multiplied "
+"by this color. It will also be the default color for vertices not set in "
+"[member vertex_colors]."
+msgstr ""
+"Il colore di riempimento del poligono. Se [member texture] è impostata, la "
+"texture sarà moltiplicata per questo colore. Sarà anche il colore predefinito "
+"per i vertici non impostati in [member vertex_colors]."
+
+msgid "Number of internal vertices, used for UV mapping."
+msgstr "Numero di vertici interni, utilizzati per la mappatura UV."
+
+msgid ""
+"Added padding applied to the bounding box when [member invert_enabled] is set "
+"to [code]true[/code]. Setting this value too small may result in a \"Bad "
+"Polygon\" error."
+msgstr ""
+"Aggiunta la spaziatura applicata alla bounding box quando [member "
+"invert_enabled] è impostato su [code]true[/code]. Impostare questo valore "
+"troppo piccolo può causare un errore \"Bad Polygon\"."
+
+msgid ""
"If [code]true[/code], the polygon will be inverted, containing the area "
"outside the defined points and extending to the [member invert_border]."
msgstr ""
"Se [code]true[/code], il poligono sarà invertito, contenente l'area al di "
"fuori dei punti definiti e estendendosi a [member invert_border]."
+msgid "The offset applied to each vertex."
+msgstr "Lo scostamento applicato a ciascun vertice."
+
+msgid ""
+"The polygon's list of vertices. The final point will be connected to the "
+"first."
+msgstr ""
+"La lista dei vertici del poligono. Il punto finale sarà collegato al primo."
+
+msgid ""
+"The list of polygons, in case more than one is being represented. Every "
+"individual polygon is stored as a [PackedInt32Array] where each [int] is an "
+"index to a point in [member polygon]. If empty, this property will be "
+"ignored, and the resulting single polygon will be composed of all points in "
+"[member polygon], using the order they are stored in."
+msgstr ""
+"La lista dei poligoni, nel caso in cui ne sia rappresentato più di uno. Ogni "
+"singolo poligono è memorizzato come [PackedInt32Array] dove ogni [int] è un "
+"indice di un punto in [member polygon]. Se vuoto, questa proprietà sarà "
+"ignorata e il singolo poligono risultante sarà composto da tutti i punti in "
+"[member polygon], utilizzando l'ordine in cui sono memorizzati."
+
+msgid ""
+"Path to a [Skeleton2D] node used for skeleton-based deformations of this "
+"polygon. If empty or invalid, skeletal deformations will not be used."
+msgstr ""
+"Percorso verso un nodo [Skeleton2D] utilizzato per deformazioni scheletriche "
+"di questo poligono. Se vuoto o non valido, le deformazioni scheletriche non "
+"saranno utilizzate."
+
+msgid "The polygon's fill texture. Use [member uv] to set texture coordinates."
+msgstr ""
+"La texture di riempimento del poligono. Usa [member uv] per impostare le "
+"coordinate della texture."
+
+msgid ""
+"Amount to offset the polygon's [member texture]. If set to [code]Vector2(0, 0)"
+"[/code], the texture's origin (its top-left corner) will be placed at the "
+"polygon's position."
+msgstr ""
+"Quantità da spostare la [member texture] del poligono. Se impostato su "
+"[code]Vector2(0, 0)[/code], l'origine della texture (il suo angolo in alto a "
+"sinistra) sarà posizionata nella posizione del poligono."
+
+msgid "The texture's rotation in radians."
+msgstr "La rotazione della texture in radianti."
+
+msgid ""
+"Amount to multiply the [member uv] coordinates when using [member texture]. "
+"Larger values make the texture smaller, and vice versa."
+msgstr ""
+"La quantità per moltiplicare le coordinate [member uv] quando si utilizza "
+"[member texture]. Valori più grandi rendono la texture più piccola e "
+"viceversa."
+
+msgid ""
+"Texture coordinates for each vertex of the polygon. There should be one UV "
+"value per polygon vertex. If there are fewer, undefined vertices will use "
+"[code]Vector2(0, 0)[/code]."
+msgstr ""
+"Coordinate della texture per ogni vertice del poligono. Dovrebbe esserci un "
+"valore UV per ogni vertice del poligono. Se ce ne sono di meno, i vertici non "
+"definiti utilizzeranno [code]Vector2(0, 0)[/code]."
+
+msgid ""
+"Color for each vertex. Colors are interpolated between vertices, resulting in "
+"smooth gradients. There should be one per polygon vertex. If there are fewer, "
+"undefined vertices will use [member color]."
+msgstr ""
+"Colore per ogni vertice. I colori sono interpolati tra i vertici, risultando "
+"in gradienti uniformi. Dovrebbe essercene uno per ogni vertice del poligono. "
+"Se ce ne sono di meno, i vertici non definiti utilizzeranno [member color]."
+
+msgid ""
+"Flat 2D polygon shape for use with occlusion culling in [OccluderInstance3D]."
+msgstr ""
+"Forma poligonale 2D piatta da utilizzare con l'occlusion culling in "
+"[OccluderInstance3D]."
+
+msgid ""
+"[PolygonOccluder3D] stores a polygon shape that can be used by the engine's "
+"occlusion culling system. When an [OccluderInstance3D] with a "
+"[PolygonOccluder3D] is selected in the editor, an editor will appear at the "
+"top of the 3D viewport so you can add/remove points. All points must be "
+"placed on the same 2D plane, which means it is not possible to create "
+"arbitrary 3D shapes with a single [PolygonOccluder3D]. To use arbitrary 3D "
+"shapes as occluders, use [ArrayOccluder3D] or [OccluderInstance3D]'s baking "
+"feature instead.\n"
+"See [OccluderInstance3D]'s documentation for instructions on setting up "
+"occlusion culling."
+msgstr ""
+"[PolygonOccluder3D] memorizza una forma poligonale che può essere utilizzata "
+"dal sistema di occlusion culling del motore. Quando un [OccluderInstance3D] "
+"con un [PolygonOccluder3D] viene selezionato nell'editor, un editor apparirà "
+"nella parte superiore della finestra di visualizzazione 3D, in modo da poter "
+"aggiungere o rimuovere punti. Tutti i punti devono essere posizionati sullo "
+"stesso piano 2D, il che significa che non è possibile creare forme 3D "
+"arbitrarie con un singolo [PolygonOccluder3D]. Per utilizzare forme 3D "
+"arbitrarie come occlusore, usa invece la funzione di precalcolo di "
+"[ArrayOccluder3D] o [OccluderInstance3D].\n"
+"Consulta la documentazione di [OccluderInstance3D] per istruzioni su come "
+"configurare l'occlusion culling."
+
+msgid ""
+"The polygon to use for occlusion culling. The polygon can be convex or "
+"concave, but it should have as few points as possible to maximize "
+"performance.\n"
+"The polygon must [i]not[/i] have intersecting lines. Otherwise, triangulation "
+"will fail (with an error message printed)."
+msgstr ""
+"Il poligono da usare per l'occlusion culling. Il poligono può essere convesso "
+"o concavo, ma dovrebbe avere il minor numero possibile di punti per "
+"massimizzare le prestazioni.\n"
+"Il poligono [i]non[/i] deve avere linee intersecanti. Altrimenti, la "
+"triangolazione fallirà (con un messaggio di errore stampato)."
+
+msgid "Base class for contextual windows and panels with fixed position."
+msgstr ""
+"Classe di base per le finestre e i pannelli contestuali con una posizione "
+"fissa."
+
+msgid ""
+"[Popup] is a base class for contextual windows and panels with fixed "
+"position. It's a modal by default (see [member Window.popup_window]) and "
+"provides methods for implementing custom popup behavior."
+msgstr ""
+"[Popup] è una classe di base per le finestre e i pannelli contestuali con una "
+"posizione fissa. È una modale per impostazione predefinita (vedi [member "
+"Window.popup_window]) e fornisce metodi per implementare un comportamento di "
+"popup personalizzato."
+
+msgid "Emitted when the popup is hidden."
+msgstr "Emesso quando il popup viene nascosto."
+
+msgid "A modal window used to display a list of options."
+msgstr "Una finestra modale utilizzata per visualizzare un elenco di opzioni."
+
+msgid ""
+"[PopupMenu] is a modal window used to display a list of options. Useful for "
+"toolbars and context menus.\n"
+"The size of a [PopupMenu] can be limited by using [member Window.max_size]. "
+"If the height of the list of items is larger than the maximum height of the "
+"[PopupMenu], a [ScrollContainer] within the popup will allow the user to "
+"scroll the contents. If no maximum size is set, or if it is set to [code]0[/"
+"code], the [PopupMenu] height will be limited by its parent rect.\n"
+"All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/"
+"code] to access the last item, [code]-2[/code] to select the second-to-last "
+"item, and so on.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec].\n"
+"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 "
+"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/"
+"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code]."
+msgstr ""
+"[PopupMenu] è una finestra modale utilizzata per visualizzare un elenco di "
+"opzioni. Utile per barre degli strumenti e menu contestuali.\n"
+"La dimensione di un [PopupMenu] può essere limitata tramite [member Window."
+"max_size]. Se l'altezza dell'elenco di elementi è maggiore dell'altezza "
+"massima del [PopupMenu], uno [ScrollContainer] all'interno del popup "
+"consentirà all'utente di scorrere il contenuto. Se nessuna dimensione massima "
+"è impostata o se è impostata su [code]0[/code], l'altezza del [PopupMenu] "
+"sarà limitata dal rettangolo del suo genitore.\n"
+"Tutti i metodi [code]set_*[/code] consentono indici di elementi negativi, "
+"ovvero [code]-1[/code] per accedere all'ultimo elemento, [code]-2[/code] per "
+"selezionare il penultimo elemento e così via.\n"
+"[b]Ricerca incrementale:[/b] Come [ItemList] e [Tree], [PopupMenu] supporta "
+"la ricerca all'interno dell'elenco mentre il controllo è attivo. Premi un "
+"tasto che corrisponde alla prima lettera del nome di un elemento per "
+"selezionare il primo elemento che inizia con la lettera specificata. "
+"Dopodiché, ci sono due modi per eseguire la ricerca incrementale: 1) Premi di "
+"nuovo lo stesso tasto prima della durata del timeout per selezionare "
+"l'elemento successivo che inizia con la stessa lettera. 2) Premi i tasti "
+"delle lettere che corrispondono al resto della parola prima della durata del "
+"timeout per selezionare direttamente l'elemento in questione. Entrambe queste "
+"azioni saranno ripristinate all'inizio dell'elenco se è trascorsa la durata "
+"del timeout dall'ultima pressione di un tasto. Puoi regolare la durata del "
+"timeout modificando [member ProjectSettings.gui/timers/"
+"incremental_search_max_interval_msec].\n"
+"[b]Nota:[/b] I valori degli ID utilizzati per gli elementi sono limitati a 32 "
+"bit, non a 64 bit pieni di [int]. Ciò ha un intervallo di [code]-2^32[/code] "
+"a [code]2^32 - 1[/code], ovvero [code]-2147483648[/code] a [code]2147483647[/"
+"code]."
+
+msgid ""
+"Checks the provided [param event] against the [PopupMenu]'s shortcuts and "
+"accelerators, and activates the first item with matching events. If [param "
+"for_global_only] is [code]true[/code], only shortcuts and accelerators with "
+"[code]global[/code] set to [code]true[/code] will be called.\n"
+"Returns [code]true[/code] if an item was successfully activated.\n"
+"[b]Note:[/b] Certain [Control]s, such as [MenuButton], will call this method "
+"automatically."
+msgstr ""
+"Controlla l'evento [param event] fornito rispetto alle scorciatoie e agli "
+"acceleratori del [PopupMenu] e attiva il primo elemento con gli eventi "
+"corrispondenti. Se [param for_global_only] è [code]true[/code], saranno "
+"chiamati solo le scorciatoie e gli acceleratori con [code]global[/code] "
+"impostato su [code]true[/code].\n"
+"Restituisce [code]true[/code] se un elemento è stato attivato correttamente.\n"
+"[b]Nota:[/b] Alcuni [Control], come [MenuButton], chiameranno questo metodo "
+"automaticamente."
+
+msgid ""
+"Adds a new checkable item 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 "
+"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.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+"Aggiunge un nuovo elemento spuntabile con il testo [param label].\n"
+"È possibile fornire un [param id] facoltativamente, così come un acceleratore "
+"([param accel]). Se nessun [param id] è fornito, ne sarà creato uno "
+"dall'indice. Se nessun [param accel] è fornito, all'elemento sarà assegnato "
+"il valore predefinito 0 (corrispondente a [constant @GlobalScope.KEY_NONE]) "
+"(il che significa che non avrà alcun acceleratore). Consulta [method "
+"get_item_accelerator] per ulteriori informazioni sugli acceleratori.\n"
+"[b]Nota:[/b] Gli elementi spuntabili mostrano solo un segno di spunta, ma non "
+"hanno alcun comportamento di spunta incorporato e devono essere selezionati e "
+"deselezionati manualmente. Consulta [method set_item_checked] per ulteriori "
+"informazioni su come controllarli."
+
+msgid ""
+"Adds a new checkable item and assigns the specified [Shortcut] to it. Sets "
+"the label of the checkbox to the [Shortcut]'s name.\n"
+"An [param id] can optionally be provided. If no [param id] is provided, one "
+"will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+"Aggiunge un nuovo elemento spuntabile e gli assegna la scorciatoia "
+"([Shortcut]) specificata. Imposta l'etichetta della casella di spunta sul "
+"nome del [Shortcut].\n"
+"È possibile fornire un [param id] facoltativamente. Se nessun [param id] è "
+"fornito, ne sarà creato uno dall'indice.\n"
+"[b]Nota:[/b] Gli elementi spuntabili mostrano solo un segno di spunta, ma non "
+"hanno alcun comportamento di spunta incorporato e devono essere selezionati e "
+"deselezionati manualmente. Consulta [method set_item_checked] per ulteriori "
+"informazioni su come controllarli."
+
+msgid ""
+"Adds a new checkable item with text [param label] and icon [param texture].\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.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+"Aggiunge un nuovo elemento spuntabile con il testo [param label] e l'icona "
+"[param texture].\n"
+"È possibile fornire un [param id] facoltativamente, così come un acceleratore "
+"([param accel]). Se nessun [param id] è fornito, ne sarà creato uno "
+"dall'indice. Se nessun [param accel] è fornito, all'elemento sarà assegnato "
+"il valore predefinito 0 (corrispondente a [constant @GlobalScope.KEY_NONE]) "
+"(il che significa che non avrà alcun acceleratore). Consulta [method "
+"get_item_accelerator] per ulteriori informazioni sugli acceleratori.\n"
+"[b]Nota:[/b] Gli elementi spuntabili mostrano solo un segno di spunta, ma non "
+"hanno alcun comportamento di spunta incorporato e devono essere selezionati e "
+"deselezionati manualmente. Consulta [method set_item_checked] per ulteriori "
+"informazioni su come controllarli."
+
+msgid ""
+"Adds a new checkable item and assigns the specified [Shortcut] and icon "
+"[param texture] to it. Sets the label of the checkbox to the [Shortcut]'s "
+"name.\n"
+"An [param id] can optionally be provided. If no [param id] is provided, one "
+"will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+"Aggiunge un nuovo elemento spuntabile e gli assegna la scorciatoia "
+"([Shortcut]) e l'icona [param texture] specificate. Imposta l'etichetta della "
+"casella di spunta sul nome del [Shortcut].\n"
+"È possibile fornire un [param id] facoltativamente. Se nessun [param id] è "
+"fornito, ne sarà creato uno dall'indice.\n"
+"[b]Nota:[/b] Gli elementi spuntabili mostrano solo un segno di spunta, ma non "
+"hanno alcun comportamento di spunta incorporato e devono essere selezionati e "
+"deselezionati manualmente. Consulta [method set_item_checked] per ulteriori "
+"informazioni su come controllarli."
+
+msgid ""
+"Adds a new item with text [param label] and icon [param texture].\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 ""
+"Aggiunge un nuovo elemento con il testo [param label] e l'icona [param "
+"texture].\n"
+"È possibile fornire un [param id] facoltativamente, così come un acceleratore "
+"([param accel]). Se nessun [param id] è fornito, ne sarà creato uno "
+"dall'indice. Se nessun [param accel] è fornito, all'elemento sarà assegnato "
+"il valore predefinito 0 (corrispondente a [constant @GlobalScope.KEY_NONE]) "
+"(il che significa che non avrà alcun acceleratore). Consulta [method "
+"get_item_accelerator] per ulteriori informazioni sugli acceleratori."
+
+msgid "Same as [method add_icon_check_item], but uses a radio check button."
+msgstr ""
+"Uguale a [method add_icon_check_item], ma utilizza un pulsante di controllo "
+"radio."
+
+msgid "Same as [method add_icon_check_shortcut], but uses a radio check button."
+msgstr ""
+"Uguale a [method add_icon_check_shortcut], ma utilizza un pulsante di "
+"controllo radio."
+
+msgid ""
+"Adds a new item and assigns the specified [Shortcut] and icon [param texture] "
+"to it. Sets the label of the checkbox to the [Shortcut]'s name.\n"
+"An [param id] can optionally be provided. If no [param id] is provided, one "
+"will be created from the index.\n"
+"If [param allow_echo] is [code]true[/code], the shortcut can be activated "
+"with echo events."
+msgstr ""
+"Aggiunge un nuovo elemento e gli assegna la scorciatoia ([Shortcut]) e "
+"l'icona [param texture] specificate. Imposta l'etichetta della casella di "
+"spunta sul nome del [Shortcut].\n"
+"È possibile fornire un [param id] facoltativamente. Se nessun [param id] è "
+"fornito, ne sarà creato uno dall'indice.\n"
+"Se [param allow_echo] è [code]true[/code], la scorciatoia può essere attivata "
+"con eventi eco."
+
+msgid ""
+"Adds a new item 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 "
+"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.\n"
+"[b]Note:[/b] The provided [param id] is used only in [signal id_pressed] and "
+"[signal id_focused] signals. It's not related to the [code]index[/code] "
+"arguments in e.g. [method set_item_checked]."
+msgstr ""
+"Aggiunge un nuovo elemento con il testo [param label].\n"
+"È possibile fornire un [param id] facoltativamente, così come un acceleratore "
+"([param accel]). Se nessun [param id] è fornito, ne sarà creato uno "
+"dall'indice. Se nessun [param accel] è fornito, all'elemento sarà assegnato "
+"il valore predefinito 0 (corrispondente a [constant @GlobalScope.KEY_NONE]) "
+"(il che significa che non avrà alcun acceleratore). Consulta [method "
+"get_item_accelerator] per ulteriori informazioni sugli acceleratori.\n"
+"[b]Nota:[/b] Il [param id] fornito è utilizzato solo nei segnali [signal "
+"id_pressed] e [signal id_focused]. Non è correlato agli argomenti "
+"[code]index[/code] ad esempio in [method set_item_checked]."
+
+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]. 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.\n"
+"[b]Note:[/b] Multistate items don't update their state automatically and must "
+"be done manually. See [method toggle_item_multistate], [method "
+"set_item_multistate] and [method get_item_multistate] for more info on how to "
+"control it.\n"
+"Example usage:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" add_multistate_item(\"Item\", 3, 0)\n"
+"\n"
+" index_pressed.connect(func(index: int):\n"
+" toggle_item_multistate(index)\n"
+" match get_item_multistate(index):\n"
+" 0:\n"
+" print(\"First state\")\n"
+" 1:\n"
+" print(\"Second state\")\n"
+" 2:\n"
+" print(\"Third state\")\n"
+" )\n"
+"[/codeblock]"
+msgstr ""
+"Aggiunge un nuovo elemento multistato con il testo [param label].\n"
+"Contrariamente agli elementi binari normali, gli elementi multistato possono "
+"avere più di due stati, come definito da [param max_states]. Il valore "
+"predefinito è definito da [param default_state].\n"
+"È possibile fornire un [param id] facoltativamente, così come un acceleratore "
+"([param accel]). Se nessun [param id] è fornito, ne sarà creato uno "
+"dall'indice. Se nessun [param accel] è fornito, all'elemento sarà assegnato "
+"il valore predefinito 0 (corrispondente a [constant @GlobalScope.KEY_NONE]) "
+"(il che significa che non avrà alcun acceleratore). Consulta [method "
+"get_item_accelerator] per ulteriori informazioni sugli acceleratori.\n"
+"[b]Nota:[/b] gli elementi multistato non aggiornano automaticamente il loro "
+"stato e bisogna farlo manualmente. Consulta [method toggle_item_multistate], "
+"[method set_item_multistate] e [method get_item_multistate] per ulteriori "
+"informazioni su come controllarli.\n"
+"Esempio di utilizzo:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" add_multistate_item(\"Item\", 3, 0)\n"
+"\n"
+" index_pressed.connect(func(index: int):\n"
+" toggle_item_multistate(index)\n"
+" match get_item_multistate(index):\n"
+" 0:\n"
+" print(\"Primo stato\")\n"
+" 1:\n"
+" print(\"Secondo stato\")\n"
+" 2:\n"
+" print(\"Terzo stato\")\n"
+" )\n"
+"[/codeblock]"
+
+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 "
+"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.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+"Aggiunge un nuovo pulsante di controllo radio con il testo [param label].\n"
+"È possibile fornire un [param id] facoltativamente, così come un acceleratore "
+"([param accel]). Se nessun [param id] è fornito, ne sarà creato uno "
+"dall'indice. Se nessun [param accel] è fornito, all'elemento sarà assegnato "
+"il valore predefinito 0 (corrispondente a [constant @GlobalScope.KEY_NONE]) "
+"(il che significa che non avrà alcun acceleratore). Consulta [method "
+"get_item_accelerator] per ulteriori informazioni sugli acceleratori.\n"
+"[b]Nota:[/b] Gli elementi spuntabili mostrano solo un segno di spunta, ma non "
+"hanno alcun comportamento di spunta incorporato e devono essere selezionati e "
+"deselezionati manualmente. Consulta [method set_item_checked] per ulteriori "
+"informazioni su come controllarli."
+
+msgid ""
+"Adds a new radio check button and assigns a [Shortcut] to it. Sets the label "
+"of the checkbox to the [Shortcut]'s name.\n"
+"An [param id] can optionally be provided. If no [param id] is provided, one "
+"will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+"Aggiunge un nuovo pulsante di controllo radio e gli assegna la scorciatoia "
+"([Shortcut]) specificata. Imposta l'etichetta della casella di spunta sul "
+"nome del [Shortcut].\n"
+"È possibile fornire un [param id] facoltativamente. Se nessun [param id] è "
+"fornito, ne sarà creato uno dall'indice.\n"
+"[b]Nota:[/b] Gli elementi spuntabili mostrano solo un segno di spunta, ma non "
+"hanno alcun comportamento di spunta incorporato e devono essere selezionati e "
+"deselezionati manualmente. Consulta [method set_item_checked] per ulteriori "
+"informazioni su come controllarli."
+
+msgid ""
+"Adds a separator between items. Separators also occupy an index, which you "
+"can set by using the [param id] parameter.\n"
+"A [param label] can optionally be provided, which will appear at the center "
+"of the separator."
+msgstr ""
+"Aggiunge un separatore tra gli elementi. Anche i separatori occupano un "
+"indice, che è possibile impostare usando il parametro [param id].\n"
+"È possibile fornire facoltativamente un [param label], che apparirà al centro "
+"del separatore."
+
+msgid ""
+"Adds a [Shortcut].\n"
+"An [param id] can optionally be provided. If no [param id] is provided, one "
+"will be created from the index.\n"
+"If [param allow_echo] is [code]true[/code], the shortcut can be activated "
+"with echo events."
+msgstr ""
+"Aggiunge una scorciatoia ([Shortcut]).\n"
+"È possibile fornire un [param id] facoltativamente. Se nessun [param id] è "
+"fornito, ne sarà creato uno dall'indice.\n"
+"Se [param allow_echo] è [code]true[/code], la scorciatoia può essere attivata "
+"con eventi eco."
+
+msgid "Prefer using [method add_submenu_node_item] instead."
+msgstr "Preferisci invece utilizzare [method add_submenu_node_item]."
+
+msgid ""
+"Adds an item that will act as a submenu of the parent [PopupMenu] node when "
+"clicked. The [param submenu] argument must be the name of an existing "
+"[PopupMenu] that has been added as a child to this node. This submenu will be "
+"shown when the item is clicked, hovered for long enough, or activated using "
+"the [code]ui_select[/code] or [code]ui_right[/code] input actions.\n"
+"An [param id] can optionally be provided. If no [param id] is provided, one "
+"will be created from the index."
+msgstr ""
+"Aggiunge un elemento che fungerà da sottomenu del nodo [PopupMenu] genitore "
+"quando cliccato. L'argomento [param submenu] deve essere il nome di un "
+"[PopupMenu] esistente che è stato aggiunto come figlio a questo nodo. Questo "
+"sottomenu sarà mostrato quando l'elemento viene cliccato, ci si passa sopra "
+"con il mouse per un tempo lungo abbastanza o viene attivato usando le azioni "
+"di input [code]ui_select[/code] o [code]ui_right[/code].\n"
+"È possibile fornire un [param id] facoltativamente. Se nessun [param id] è "
+"fornito, ne sarà creato uno dall'indice."
+
+msgid ""
+"Adds an item that will act as a submenu of the parent [PopupMenu] node when "
+"clicked. This submenu will be shown when the item is clicked, hovered for "
+"long enough, or activated using the [code]ui_select[/code] or [code]ui_right[/"
+"code] input actions.\n"
+"[param submenu] must be either child of this [PopupMenu] or has no parent "
+"node (in which case it will be automatically added as a child). If the [param "
+"submenu] popup has another parent, this method will fail.\n"
+"An [param id] can optionally be provided. If no [param id] is provided, one "
+"will be created from the index."
+msgstr ""
+"Aggiunge un elemento che fungerà da sottomenu del nodo [PopupMenu] genitore "
+"quando cliccato. Questo sottomenu sarà mostrato quando l'elemento viene "
+"cliccato, ci si passa sopra per un tempo lungo abbastanza o viene attivato "
+"usando le azioni di input [code]ui_select[/code] o [code]ui_right[/code].\n"
+"[param submenu] deve essere figlio di questo [PopupMenu] o non avere alcun "
+"nodo genitore (nel qual caso sarà aggiunto automaticamente come figlio). Se "
+"il popup [param submenu] ha un altro genitore, questo metodo fallirà.\n"
+"È possibile fornire un [param id] facoltativamente. Se nessun [param id] è "
+"fornito, ne sarà creato uno dall'indice."
+
+msgid ""
+"Removes all items from the [PopupMenu]. If [param free_submenus] is "
+"[code]true[/code], the submenu nodes are automatically freed."
+msgstr ""
+"Rimuove tutti gli elementi dal [PopupMenu]. Se [param free_submenus] è "
+"[code]true[/code], i nodi del sottomenu sono liberati automaticamente."
+
+msgid ""
+"Returns the index of the currently focused item. Returns [code]-1[/code] if "
+"no item is focused."
+msgstr ""
+"Restituisce l'indice dell'elemento attualmente focalizzato. Restituisce "
+"[code]-1[/code] se nessun elemento è focalizzato."
+
+msgid ""
+"Returns the accelerator of the item at the given [param index]. An "
+"accelerator is a keyboard shortcut that can be pressed to trigger the menu "
+"button even if it's not currently open. The return value is an integer which "
+"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]). "
+"If no accelerator is defined for the specified [param index], [method "
+"get_item_accelerator] returns [code]0[/code] (corresponding to [constant "
+"@GlobalScope.KEY_NONE])."
+msgstr ""
+"Restituisce l'acceleratore dell'elemento all'indice [param index]. Un "
+"acceleratore è una scorciatoia da tastiera che può essere premuta per "
+"attivare il pulsante del menu anche se non è attualmente aperto. Il valore "
+"restituito è un intero che generalmente è una combinazione delle costanti di "
+"[enum KeyModifierMask] e di [enum Key] utilizzando l'operatore OR bit a bit, "
+"come [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]). Se nessun "
+"acceleratore è definito per l'indice [param index], [method "
+"get_item_accelerator] restituisce [code]0[/code] (corrispondente a [constant "
+"@GlobalScope.KEY_NONE])."
+
msgid "Returns the icon of the item at the given [param index]."
msgstr "Restituisce l'icona dell'elemento all'indice [param index]."
@@ -50265,10 +63479,34 @@ msgstr ""
"Restituisce il colore che modula l'icona dell'elemento all'indice [param "
"index]."
+msgid ""
+"Returns the ID of the item at the given [param index]. [code]id[/code] can be "
+"manually assigned, while index can not."
+msgstr ""
+"Restituisce l'ID dell'elemento all'indice [param index]. [code]id[/code] può "
+"essere assegnato manualmente, mentre l'indice no."
+
msgid "Returns the horizontal offset of the item at the given [param index]."
msgstr ""
"Restituisce l'offset orizzontale dell'elemento all'indice [param index]."
+msgid ""
+"Returns the index of the item containing the specified [param id]. Index is "
+"automatically assigned to each item by the engine and can not be set manually."
+msgstr ""
+"Restituisce l'indice dell'elemento contenente l'[param id] specificato. "
+"L'indice è assegnato automaticamente a ciascun elemento dal motore e non può "
+"essere impostato manualmente."
+
+msgid ""
+"Returns the metadata of the specified item, which might be of any type. You "
+"can set it with [method set_item_metadata], which provides a simple way of "
+"assigning context data to items."
+msgstr ""
+"Restituisce i metadati dell'elemento specificato, che possono essere di "
+"qualsiasi tipo. Puoi impostarli con [method set_item_metadata], che fornisce "
+"un modo semplice per assegnare dati di contesto agli elementi."
+
msgid "Returns the state of the item at the given [param index]."
msgstr "Restituisce lo stato dell'elemento all'indice [param index]."
@@ -50280,13 +63518,24 @@ msgid ""
msgstr ""
"Restituisce la [Shortcut] associata con l'elemento all'indice [param index]."
+msgid "Prefer using [method get_item_submenu_node] instead."
+msgstr "Preferisci invece utilizzare [method get_item_submenu_node]."
+
+msgid ""
+"Returns the submenu name of the item at the given [param index]. See [method "
+"add_submenu_item] for more info on how to add a submenu."
+msgstr ""
+"Restituisce il nome del sottomenu dell'elemento all'indice [param index]. "
+"Consulta [method add_submenu_item] Per ulteriori informazioni su come "
+"aggiungere un sottomenu."
+
msgid ""
"Returns the submenu of the item at the given [param index], or [code]null[/"
"code] if no submenu was added. See [method add_submenu_node_item] for more "
"info on how to add a submenu."
msgstr ""
"Restituisce il sottomenù della voce all'indice [param index], o [code]null[/"
-"code] se non è stato aggiunto alcun sottomenù. Vedi [method "
+"code] se non è stato aggiunto alcun sottomenù. Consulta [method "
"add_submenu_node_item] per ulteriori informazioni su come aggiungere un "
"sottomenu."
@@ -50297,12 +63546,90 @@ msgid "Returns the tooltip associated with the item at the given [param index]."
msgstr "Restituisce la tooltip associata all'elemento all'indice [param index]."
msgid ""
+"Returns [code]true[/code] if the item at the given [param index] is checkable "
+"in some way, i.e. if it has a checkbox or radio button.\n"
+"[b]Note:[/b] Checkable items just display a checkmark or radio button, but "
+"don't have any built-in checking behavior and must be checked/unchecked "
+"manually."
+msgstr ""
+"Restituisce [code]true[/code] se l'elemento all'indice [param index] è "
+"spuntabile in qualche modo, ad esempio se ha una casella di spunta o un "
+"pulsante di scelta (radio).\n"
+"[b]Nota:[/b] Gli elementi spuntabili mostrano solo un segno di spunta o un "
+"pulsante di scelta, ma non hanno alcun comportamento di controllo incorporato "
+"e devono essere selezionati e deselezionati manualmente."
+
+msgid ""
"Returns [code]true[/code] if the item at the given [param index] is checked."
msgstr ""
"Restituisce [code]true[/code] se l'elemento all'indice [param index] è "
"spuntato."
msgid ""
+"Returns [code]true[/code] if the item at the given [param index] is disabled. "
+"When it is disabled it can't be selected, or its action invoked.\n"
+"See [method set_item_disabled] for more info on how to disable an item."
+msgstr ""
+"Restituisce [code]true[/code] se l'elemento all'indice [param index] è "
+"disabilitato. Quando è disabilitato non può essere selezionato, e la sua "
+"azione non può essere invocata.\n"
+"Consulta [method set_item_disabled] per ulteriori informazioni su come "
+"disabilitare un elemento."
+
+msgid ""
+"Returns [code]true[/code] if the item at the given [param index] has radio "
+"button-style checkability.\n"
+"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
+"unchecking items in radio groups."
+msgstr ""
+"Restituisce [code]true[/code] se l'elemento all'indice [param index] ha può "
+"essere spuntato come un pulsante di scelta (radio).\n"
+"[b]Nota:[/b] Questo è puramente estetico; devi aggiungere la logica per "
+"selezionare e deselezionare gli elementi nei gruppi di opzioni radio."
+
+msgid ""
+"Returns [code]true[/code] if the item is a separator. If it is, it will be "
+"displayed as a line. See [method add_separator] for more info on how to add a "
+"separator."
+msgstr ""
+"Restituisce [code]true[/code] se l'elemento è un separatore. In tal caso, "
+"sarà visualizzato come una linea. Consulta [method add_separator] per "
+"ulteriori informazioni su come aggiungere un separatore."
+
+msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
+msgstr ""
+"Restituisce [code]true[/code] se la scorciatoia dell'elemento specificato è "
+"disabilitata."
+
+msgid ""
+"Returns [code]true[/code] if the system native menu is supported and "
+"currently used by this [PopupMenu]."
+msgstr ""
+"Restituisce [code]true[/code], se il menu nativo del sistema è supportato e "
+"utilizzato da questo [PopupMenu]."
+
+msgid ""
+"Returns [code]true[/code] if the menu is bound to the special system menu."
+msgstr ""
+"Restituisce [code]true[/code] se il menu è legato al menu speciale del "
+"sistema."
+
+msgid ""
+"Removes the item at the given [param index] from the menu.\n"
+"[b]Note:[/b] The indices of items after the removed item will be shifted by "
+"one."
+msgstr ""
+"Rimuove l'elemento all'indice [param index] dal menu.\n"
+"[b]Nota:[/b] Gli indici degli elementi dopo l'elemento rimosso saranno "
+"spostati di uno."
+
+msgid ""
+"Moves the scroll view to make the item at the given [param index] visible."
+msgstr ""
+"Sposta la vista scorrevole per rendere visibile l'elemento all'indice [param "
+"index]."
+
+msgid ""
"Sets the currently focused item as the given [param index].\n"
"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
@@ -50310,24 +63637,144 @@ msgstr ""
"Passando [code]-1[/code] come indice fa in modo che nessun elemento venga "
"focalizzato."
+msgid ""
+"Sets the accelerator of the item at the given [param index]. An accelerator "
+"is a keyboard shortcut that can be pressed to trigger the menu button even if "
+"it's not currently open. [param accel] 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])."
+msgstr ""
+"Imposta l'acceleratore dell'elemento all'indice [param index]. Un "
+"acceleratore è una scorciatoia da tastiera che può essere premuta per "
+"attivare il pulsante del menu anche se non è attualmente aperto. Il valore "
+"restituito è un intero che generalmente è una combinazione delle costanti di "
+"[enum KeyModifierMask] e di [enum Key] utilizzando l'operatore OR bit a bit, "
+"come [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd])."
+
+msgid ""
+"Sets whether the item at the given [param index] has a checkbox. If "
+"[code]false[/code], sets the type of the item to plain text.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually."
+msgstr ""
+"Imposta se l'elemento all'indice [param index] ha una casella di spunta. Se "
+"[code]false[/code], imposta il tipo dell'elemento su testo semplice.\n"
+"[b]Nota:[/b] gli elementi spuntabili mostrano solo un segno di spunta, ma non "
+"hanno alcun comportamento di controllo incorporato e devono essere "
+"selezionati e deselezionati manualmente."
+
+msgid ""
+"Sets the type of the item at the given [param index] to radio button. If "
+"[code]false[/code], sets the type of the item to plain text."
+msgstr ""
+"Imposta il tipo dell'elemento all'indice [param index] su pulsante di scelta. "
+"Se [code]false[/code], imposta il tipo dell'elemento su testo semplice."
+
+msgid ""
+"Mark the item at the given [param index] as a separator, which means that it "
+"would be displayed as a line. If [code]false[/code], sets the type of the "
+"item to plain text."
+msgstr ""
+"Contrassegna l'elemento all'indice [param index] come separatore, il che "
+"significa che sarà visualizzato come una linea. Se [code]false[/code], "
+"imposta il tipo dell'elemento su testo semplice."
+
+msgid "Sets the checkstate status of the item at the given [param index]."
+msgstr "Imposta lo stato di spunta dell'elemento all'indice [param index]."
+
+msgid ""
+"Enables/disables the item at the given [param index]. When it is disabled, it "
+"can't be selected and its action can't be invoked."
+msgstr ""
+"Abilita o disabilita l'elemento all'indice [param index]. Quando è "
+"disabilitato, non può essere selezionato e la sua azione non può essere "
+"invocata."
+
msgid "Replaces the [Texture2D] icon of the item at the given [param index]."
msgstr "Sostituisce l'icona [Texture2D] dell'elemento all'indice [param index]."
+msgid ""
+"Sets the maximum allowed width of the icon for the item at the given [param "
+"index]. This limit is applied on top of the default size of the icon and on "
+"top of [theme_item icon_max_width]. The height is adjusted according to the "
+"icon's ratio."
+msgstr ""
+"Imposta la larghezza massima consentita dell'icona per l'elemento all'indice "
+"[param index]. Questo limite viene applicato al di sopra della dimensione "
+"predefinita dell'icona e sopra a [theme_item icon_max_width]. L'altezza è "
+"regolata in base al rapporto dell'icona."
+
msgid "Sets a modulating [Color] of the item's icon at the given [param index]."
msgstr ""
"Imposta una modulazione di colore dell'icona dell'elemento all'indice [param "
"index]."
+msgid ""
+"Sets the [param id] of the item at the given [param index].\n"
+"The [param id] is used in [signal id_pressed] and [signal id_focused] signals."
+msgstr ""
+"Imposta l'[param id] dell'elemento all'indice [param index].\n"
+"L'[param id] è utilizzato nei segnali [signal id_pressed] e [signal "
+"id_focused]."
+
msgid "Sets the horizontal offset of the item at the given [param index]."
msgstr "Imposta l'offset orizzontale dell'elemento all'indice [param index]."
msgid ""
+"Sets the metadata of an item, which may be of any type. You can later get it "
+"with [method get_item_metadata], which provides a simple way of assigning "
+"context data to items."
+msgstr ""
+"Imposta i metadati di un elemento, che possono essere di qualsiasi tipo. Puoi "
+"ottenerli in seguito con [method get_item_metadata], che fornisce un modo "
+"semplice per assegnare dati di contesto agli elementi."
+
+msgid ""
+"Sets the state of a multistate item. See [method add_multistate_item] for "
+"details."
+msgstr ""
+"Imposta lo stato di un elemento multistato. Vedi [method add_multistate_item] "
+"per i dettagli."
+
+msgid ""
"Sets the max states of a multistate item. See [method add_multistate_item] "
"for details."
msgstr ""
"Imposta gli stati massimi di un elemento multistato. Vedi [method "
"add_multistate_item] per i dettagli."
+msgid "Sets a [Shortcut] for the item at the given [param index]."
+msgstr ""
+"Imposta una scorciatoia ([Shortcut]) per l'elemento all'indice [param index]."
+
+msgid "Disables the [Shortcut] of the item at the given [param index]."
+msgstr ""
+"Disabilita la scorciatoia ([Shortcut]) dell'elemento all'indice [param index]."
+
+msgid "Prefer using [method set_item_submenu_node] instead."
+msgstr "Preferisci invece utilizzare [method set_item_submenu_node]."
+
+msgid ""
+"Sets the submenu of the item at the given [param index]. The submenu is the "
+"name of a child [PopupMenu] node that would be shown when the item is clicked."
+msgstr ""
+"Imposta il sottomenu dell'elemento all'indice [param index]. Il sottomenu è "
+"il nome di un nodo [PopupMenu] figlio che verrebbe mostrato quando si clicca "
+"sull'elemento."
+
+msgid ""
+"Sets the submenu of the item at the given [param index]. The submenu is a "
+"[PopupMenu] node that would be shown when the item is clicked. It must either "
+"be a child of this [PopupMenu] or has no parent (in which case it will be "
+"automatically added as a child). If the [param submenu] popup has another "
+"parent, this method will fail."
+msgstr ""
+"Imposta il sottomenu dell'elemento all'indice [param index]. Il sottomenu è "
+"un nodo [PopupMenu] che verrebbe mostrato quando si clicca sull'elemento. "
+"Deve essere un figlio di questo [PopupMenu] o non avere un genitore (nel qual "
+"caso sarà automaticamente aggiunto come figlio). Se il popup [param submenu] "
+"ha un altro genitore, questo metodo fallirà."
+
msgid "Sets the text of the item at the given [param index]."
msgstr "Imposta il testo dell'elemento all'indice [param index]."
@@ -50335,39 +63782,627 @@ msgid "Sets the [String] tooltip of the item at the given [param index]."
msgstr ""
"Imposta la stringa della tooltip dell'elemento all'indice [param index]."
+msgid "Toggles the check state of the item at the given [param index]."
+msgstr "Commuta lo stato di spunta dell'elemento all'indice [param index]."
+
+msgid ""
+"Cycle to the next state of a multistate item. See [method "
+"add_multistate_item] for details."
+msgstr ""
+"Passa allo stato successivo di un elemento multistato. Vedi [method "
+"add_multistate_item] per i dettagli."
+
+msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
+msgstr ""
+"Se [code]true[/code], consente di navigare il [PopupMenu] con i tasti delle "
+"lettere."
+
+msgid ""
+"If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
+"is selected."
+msgstr ""
+"Se [code]true[/code], nasconde il [PopupMenu] quando viene selezionata una "
+"casella di spunta o un pulsante di scelta (radio)."
+
+msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
+msgstr ""
+"Se [code]true[/code], nasconde il [PopupMenu] quando viene selezionato un "
+"elemento."
+
+msgid ""
+"If [code]true[/code], hides the [PopupMenu] when a state item is selected."
+msgstr ""
+"Se [code]true[/code], nasconde il [PopupMenu] quando viene selezionato un "
+"elemento di stato."
+
+msgid ""
+"If [code]true[/code], [MenuBar] will use native menu when supported.\n"
+"[b]Note:[/b] If [PopupMenu] is linked to [StatusIndicator], [MenuBar], or "
+"another [PopupMenu] item it can use native menu regardless of this property, "
+"use [method is_native_menu] to check it."
+msgstr ""
+"Se [code]true[/code], il [MenuBar] utilizzerà il menu nativo quando "
+"supportato.\n"
+"[b]Nota:[/b] Se il [PopupMenu] è collegato a uno [StatusIndicator], il "
+"[MenuBar] o un altro elemento [PopupMenu] può utilizzare il menu nativo a "
+"prescindere da questa proprietà, usa [method is_native_menu] per verificarlo."
+
+msgid ""
+"Sets the delay time in seconds for the submenu item to popup on mouse "
+"hovering. If the popup menu is added as a child of another (acting as a "
+"submenu), it will inherit the delay time of the parent menu item."
+msgstr ""
+"Imposta il tempo di ritardo in secondi per la comparsa di un elemento di "
+"sottomenu al passaggio del mouse. Se il menu popup viene aggiunto come figlio "
+"di un altro (agendo come sottomenu), erediterà il tempo di ritardo di un "
+"elemento di menu genitore."
+
+msgid ""
+"If set to one of the values of [enum NativeMenu.SystemMenus], this "
+"[PopupMenu] is bound to the special system menu. Only one [PopupMenu] can be "
+"bound to each special menu at a time."
+msgstr ""
+"Se impostato su uno dei valori di [enum NativeMenu.SystemMenus], questo "
+"[PopupMenu] è associato al menu speciale di sistema. È possibile associare un "
+"solo [PopupMenu] alla volta a ciascun menu speciale."
+
+msgid ""
+"Emitted when the user navigated to an item of some [param id] using the "
+"[member ProjectSettings.input/ui_up] or [member ProjectSettings.input/"
+"ui_down] input action."
+msgstr ""
+"Emesso quando l'utente naviga verso un elemento con un certo [param id] "
+"utilizzando l'azione di input [member ProjectSettings.input/ui_up] o [member "
+"ProjectSettings.input/ui_down]."
+
+msgid ""
+"Emitted when an item of some [param id] is pressed or its accelerator is "
+"activated.\n"
+"[b]Note:[/b] If [param id] is negative (either explicitly or due to "
+"overflow), this will return the corresponding index instead."
+msgstr ""
+"Emesso quando viene premuto un elemento con un certo [param id] o viene "
+"attivato il suo acceleratore.\n"
+"[b]Nota:[/b] Se [param id] è negativo (sia esplicitamente che a causa di un "
+"overflow), sarà invece restituito l'indice corrispondente."
+
+msgid ""
+"Emitted when an item of some [param index] is pressed or its accelerator is "
+"activated."
+msgstr ""
+"Emesso quando viene premuto un elemento con l'indice [param index] o viene "
+"attivato il suo acceleratore."
+
+msgid "Emitted when any item is added, modified or removed."
+msgstr "Emesso quando un elemento viene aggiunto, modificato o rimosso."
+
+msgid ""
+"The text [Color] used for shortcuts and accelerators that show next to the "
+"menu item name when defined. See [method get_item_accelerator] for more info "
+"on accelerators."
+msgstr ""
+"Il [Color] del testo utilizzato per le scorciatoie e gli acceleratori che "
+"sono visualizzati accanto al nome dell'elemento di menu quando definiti. Vedi "
+"[method get_item_accelerator] per ulteriori informazioni sugli acceleratori."
+
+msgid "The default text [Color] for menu items' names."
+msgstr "Il [Color] predefinito del testo per i nomi degli elementi di menu."
+
+msgid "[Color] used for disabled menu items' text."
+msgstr "Il [Color] utilizzato per il testo degli elementi di menu disabilitati."
+
+msgid "[Color] used for the hovered text."
+msgstr "Il [Color] utilizzato per il testo al passaggio del mouse."
+
+msgid "[Color] used for labeled separators' text. See [method add_separator]."
+msgstr ""
+"Il [Color] utilizzato per il testo dei separatori etichettati. Vedi [method "
+"add_separator]."
+
msgid "The tint of text outline of the labeled separator."
msgstr "La tinta dei contorni del testo del separatore etichettato."
+msgid "The horizontal space between the item's elements."
+msgstr "Lo spazio orizzontale tra i componenti dell'elemento."
+
+msgid ""
+"The maximum allowed width of the item's icon. This limit is applied on top of "
+"the default size of the icon, but before the value set with [method "
+"set_item_icon_max_width]. The height is adjusted according to the icon's "
+"ratio."
+msgstr ""
+"La larghezza massima consentita dell'icona dell'elemento. Questo limite è "
+"applicato al di sopra della dimensione predefinita dell'icona, ma prima del "
+"valore impostato con [method set_item_icon_max_width]. L'altezza è regolata "
+"in base al rapporto dell'icona."
+
+msgid "Width of the single indentation level."
+msgstr "Larghezza del singolo livello di indentazione."
+
+msgid "Horizontal padding to the right of the items (or left, in RTL layout)."
+msgstr ""
+"Spaziatura orizzontale a destra degli elementi (o a sinistra, nel layout RTL)."
+
+msgid "Horizontal padding to the left of the items (or right, in RTL layout)."
+msgstr ""
+"Spaziatura orizzontale a sinistra degli elementi (o a destra, nel layout RTL)."
+
+msgid "The size of the labeled separator text outline."
+msgstr "La dimensione del contorno del testo di un separatore etichettato."
+
+msgid "The vertical space between each menu item."
+msgstr "Lo spazio verticale tra ogni elemento di menu."
+
+msgid "[Font] used for the menu items."
+msgstr "Il [Font] utilizzato per gli elementi di menu."
+
+msgid "[Font] used for the labeled separator."
+msgstr "Il [Font] utilizzato per il separatore etichettato."
+
msgid "Font size of the labeled separator."
-msgstr "Dimensione dei caratteri del separatore etichettato."
+msgstr "Dimensione del font di un separatore etichettato."
msgid "Font size of the menu items."
-msgstr "Dimensione dei caratteri degli elementi del menu."
+msgstr "Dimensione del font degli elementi del menu."
+
+msgid "[Texture2D] icon for the checked checkbox items."
+msgstr ""
+"Icona [Texture2D] per gli elementi di casella di spunta che sono spuntati."
+
+msgid "[Texture2D] icon for the checked checkbox items when they are disabled."
+msgstr ""
+"Icona [Texture2D] per gli elementi di casella di spunta quando sono "
+"disabilitati."
+
+msgid "[Texture2D] icon for the checked radio button items."
+msgstr "Icona [Texture2D] per gli elementi di pulsante di scelta spuntati."
+
+msgid ""
+"[Texture2D] icon for the checked radio button items when they are disabled."
+msgstr ""
+"Icona [Texture2D] per gli elementi di pulsante di scelta quando sono "
+"disabilitati."
+
+msgid "[Texture2D] icon for the unchecked radio button items."
+msgstr "Icona [Texture2D] per gli elementi di pulsante di scelta non spuntati."
+
+msgid ""
+"[Texture2D] icon for the unchecked radio button items when they are disabled."
+msgstr ""
+"Icona [Texture2D] per gli elementi di pulsante di scelta non spuntati, quando "
+"sono disabilitati."
+
+msgid "[Texture2D] icon for the submenu arrow (for left-to-right layouts)."
+msgstr ""
+"Icona [Texture2D] per la freccia del sottomenu (per i layout da sinistra a "
+"destra)."
+
+msgid "[Texture2D] icon for the submenu arrow (for right-to-left layouts)."
+msgstr ""
+"Icona [Texture2D] per la freccia del sottomenu (per i layout da destra a "
+"sinistra)."
+
+msgid "[Texture2D] icon for the unchecked checkbox items."
+msgstr ""
+"Icona [Texture2D] per gli elementi di casella di spunta che non sono spuntati."
+
+msgid ""
+"[Texture2D] icon for the unchecked checkbox items when they are disabled."
+msgstr ""
+"Icona [Texture2D] per gli elementi di casella di spunta che non sono "
+"spuntati, quando sono disabilitati."
+
+msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
+msgstr ""
+"Lo [StyleBox] visualizzato quando si passa il mouse su un elemento del "
+"[PopupMenu]."
+
+msgid ""
+"[StyleBox] for the left side of labeled separator. See [method add_separator]."
+msgstr ""
+"Lo [StyleBox] per il lato sinistro del separatore etichettato. Vedi [method "
+"add_separator]."
+
+msgid ""
+"[StyleBox] for the right side of labeled separator. See [method "
+"add_separator]."
+msgstr ""
+"Lo [StyleBox] per il lato destro del separatore etichettato. Vedi [method "
+"add_separator]."
msgid "[StyleBox] for the the background panel."
-msgstr "La [StyleBox] per il pannello di sfondo."
+msgstr "Lo [StyleBox] per il pannello di sfondo."
+
+msgid "[StyleBox] used for the separators. See [method add_separator]."
+msgstr "Lo [StyleBox] utilizzato per i separatori. Vedi [method add_separator]."
+
+msgid "A popup with a panel background."
+msgstr "Un popup con un pannello come sfondo."
+
+msgid ""
+"A popup with a configurable panel background. Any child controls added to "
+"this node will be stretched to fit the panel's size (similar to how "
+"[PanelContainer] works). If you are making windows, see [Window]."
+msgstr ""
+"Un popup con un pannello configurabile di sfondo. Tutti i controlli figli "
+"aggiunti a questo nodo saranno allungati per adattarsi alle dimensioni del "
+"pannello (simile a come [PanelContainer] funziona). Se stai creando finestre, "
+"vedi [Window]."
+
+msgid ""
+"Provides a compressed texture for disk and/or VRAM in a way that is portable."
+msgstr ""
+"Fornisce una texture compressa per disco e/o VRAM in modo che sia portabile."
+
+msgid ""
+"This class allows storing compressed textures as self contained (not "
+"imported) resources.\n"
+"For 2D usage (compressed on disk, uncompressed on VRAM), the lossy and "
+"lossless modes are recommended. For 3D usage (compressed on VRAM) it depends "
+"on the target platform.\n"
+"If you intend to only use desktop, S3TC or BPTC are recommended. For only "
+"mobile, ETC2 is recommended.\n"
+"For portable, self contained 3D textures that work on both desktop and "
+"mobile, Basis Universal is recommended (although it has a small quality cost "
+"and longer compression time as a tradeoff).\n"
+"This resource is intended to be created from code."
+msgstr ""
+"Questa classe consente di memorizzare texture compresse come risorse autonome "
+"(non importate).\n"
+"Per l'utilizzo 2D (compresse su disco, non compresse in VRAM), sono "
+"consigliate le modalità lossy e lossless. Per l'utilizzo 3D (compresse in "
+"VRAM), dipende dalla piattaforma di destinazione.\n"
+"Se intendi usare solo desktop, sono consigliati S3TC o BPTC. Per i "
+"dispositivi mobili, è consigliato ETC2.\n"
+"Per texture 3D portatili e autonome che funzionano sia su desktop che su "
+"dispositivi mobili, è consigliato Basis Universal (nonostante abbia un "
+"piccolo costo di qualità e un tempo di compressione più lungo come "
+"compromesso).\n"
+"Questa risorsa è pensata per essere creata da codice."
msgid "Return whether the flag is overridden for all textures of this type."
msgstr ""
"Restituisce se la flag è sovrascritta per tutte le texture di questo tipo."
msgid ""
+"Overrides the flag globally for all textures of this type. This is used "
+"primarily by the editor."
+msgstr ""
+"Sovrascrive il flag globalmente per tutte le texture di questo tipo. È "
+"utilizzato principalmente dall'editor."
+
+msgid "Allow overriding the texture size (for 2D only)."
+msgstr "Consente di sovrascrivere le dimensioni della texture (solo per 2D)."
+
+msgid ""
+"Base class for all primitive meshes. Handles applying a [Material] to a "
+"primitive mesh."
+msgstr ""
+"Classe di base per tutte le mesh primitive. Gestisce l'applicazione di un "
+"[Material] a una mesh primitiva."
+
+msgid ""
+"Base class for all primitive meshes. Handles applying a [Material] to a "
+"primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], "
+"[PlaneMesh], [PrismMesh], and [SphereMesh]."
+msgstr ""
+"Classe di base per tutte le mesh primitive. Gestisce l'applicazione di un "
+"[Material] a una mesh primitiva. Esempi includono [BoxMesh], [CapsuleMesh], "
+"[CylinderMesh], [PlaneMesh], [PrismMesh] e [SphereMesh]."
+
+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 ""
+"Sovrascrivi questo metodo per personalizzare il modo in cui questa mesh "
+"primitiva dovrebbe essere generata. Dovrebbe restituire un [Array] in cui "
+"ogni elemento è un altro Array di valori necessari per la mesh (vedi le "
+"costanti di [enum Mesh.ArrayType])."
+
+msgid "Request an update of this primitive mesh based on its properties."
+msgstr ""
+"Richiede un aggiornamento di questa mesh primitiva in base alle sue proprietà."
+
+msgid "The current [Material] of the primitive mesh."
+msgstr "Il [Material] attuale della mesh primitiva."
+
+msgid "Class representing a prism-shaped [PrimitiveMesh]."
+msgstr "Classe che rappresenta un [PrimitiveMesh] a forma di prisma."
+
+msgid ""
+"Displacement of the upper edge along the X axis. 0.0 positions edge straight "
+"above the bottom-left edge."
+msgstr ""
+"Spostamento del bordo superiore lungo l'asse X. 0,0 posiziona il bordo "
+"direttamente sopra il bordo inferiore sinistro."
+
+msgid "Size of the prism."
+msgstr "Dimensioni del prisma."
+
+msgid "Number of added edge loops along the Z axis."
+msgstr "Numero di anelli sui bordi aggiunti lungo l'asse Z."
+
+msgid "Number of added edge loops along the Y axis."
+msgstr "Numero di anelli sui bordi aggiunti lungo l'asse Y."
+
+msgid "Number of added edge loops along the X axis."
+msgstr "Numero di anelli sui bordi aggiunti lungo l'asse X."
+
+msgid "A material that defines a simple sky for a [Sky] resource."
+msgstr "Un materiale che definisce un cielo semplice per una risorsa [Sky]."
+
+msgid ""
+"Color of the ground at the bottom. Blends with [member ground_horizon_color]."
+msgstr ""
+"Colore del terreno in basso. Si fonde con [member ground_horizon_color]."
+
+msgid ""
+"How quickly the [member ground_horizon_color] fades into the [member "
+"ground_bottom_color]."
+msgstr ""
+"La rapidità con la quale il [member ground_horizon_color] si sfuma nel "
+"[member ground_bottom_color]."
+
+msgid ""
+"Multiplier for ground color. A higher value will make the ground brighter."
+msgstr ""
+"Moltiplicatore per il colore del terreno. Un valore maggiore renderà il "
+"terreno più luminoso."
+
+msgid ""
+"Color of the ground at the horizon. Blends with [member ground_bottom_color]."
+msgstr ""
+"Colore del terreno all'orizzonte. Si fonde con [member ground_bottom_color]."
+
+msgid ""
+"The sky cover texture to use. This texture must use an equirectangular "
+"projection (similar to [PanoramaSkyMaterial]). The texture's colors will be "
+"[i]added[/i] to the existing sky color, and will be multiplied by [member "
+"sky_energy_multiplier] and [member sky_cover_modulate]. This is mainly suited "
+"to displaying stars at night, but it can also be used to display clouds at "
+"day or night (with a non-physically-accurate look)."
+msgstr ""
+"La texture della copertura del cielo da utilizzare. Questa texture deve usare "
+"una proiezione equirettangolare (simile a [PanoramaSkyMaterial]). I colori "
+"della texture saranno [i]aggiunti[/i] al colore del cielo esistente e saranno "
+"moltiplicati per [member sky_energy_multiplier] e [member "
+"sky_cover_modulate]. Questo è principalmente adatto per visualizzare le "
+"stelle di notte, ma può anche essere usato per visualizzare le nuvole di "
+"giorno o di notte (con un aspetto non fisicamente accurato)."
+
+msgid ""
+"The tint to apply to the [member sky_cover] texture. This can be used to "
+"change the sky cover's colors or opacity independently of the sky energy, "
+"which is useful for day/night or weather transitions. Only effective if a "
+"texture is defined in [member sky_cover]."
+msgstr ""
+"La tinta da applicare alla texture [member sky_cover]. Può essere usata per "
+"cambiare i colori o l'opacità della copertura del cielo indipendentemente "
+"dall'energia del cielo, il che è utile per le transizioni tra giorno e notte "
+"o meteo. Efficace solo se una texture è definita in [member sky_cover]."
+
+msgid ""
+"How quickly the [member sky_horizon_color] fades into the [member "
+"sky_top_color]."
+msgstr ""
+"La rapidità con la quale il [member sky_horizon_color] si sfuma nel [member "
+"sky_top_color]."
+
+msgid "Multiplier for sky color. A higher value will make the sky brighter."
+msgstr ""
+"Moltiplicatore per il colore del cielo. Un valore maggiore renderà il cielo "
+"più luminoso."
+
+msgid "Color of the sky at the horizon. Blends with [member sky_top_color]."
+msgstr "Colore del cielo all'orizzonte. Si fonde con [member sky_top_color]."
+
+msgid "Color of the sky at the top. Blends with [member sky_horizon_color]."
+msgstr "Colore del cielo in alto. Si fonde con [member sky_horizon_color]."
+
+msgid "Distance from center of sun where it fades out completely."
+msgstr "Distanza dal centro del sole dove svanisce completamente."
+
+msgid ""
+"How quickly the sun fades away between the edge of the sun disk and [member "
+"sun_angle_max]."
+msgstr ""
+"Rapidità con la quale il sole svanisce tra il bordo del disco solare e "
+"[member sun_angle_max]."
+
+msgid "A control used for visual representation of a percentage."
+msgstr ""
+"Un controllo utilizzato per la rappresentazione visiva di una percentuale."
+
+msgid ""
+"A control used for visual representation of a percentage. Shows fill "
+"percentage from right to left."
+msgstr ""
+"Un controllo utilizzato per la rappresentazione visiva di una percentuale. "
+"Mostra la percentuale di riempimento da destra a sinistra."
+
+msgid ""
"If [code]false[/code], the [member indeterminate] animation will be paused in "
"the editor."
msgstr ""
-"Se [code]false[/code], l'animazione di [member indeterminate] verrà sospesa "
+"Se [code]false[/code], l'animazione di [member indeterminate] sarà sospesa "
"nell'editor."
+msgid "The fill direction. See [enum FillMode] for possible values."
+msgstr ""
+"La direzione di riempimento. Vedi [enum FillMode] per i valori possibili."
+
+msgid ""
+"When set to [code]true[/code], the progress bar indicates that something is "
+"happening with an animation, but does not show the fill percentage or value."
+msgstr ""
+"Se impostato su [code]true[/code], la barra di avanzamento indica che "
+"qualcosa sta accadendo con un'animazione, ma non mostra la percentuale o il "
+"valore di riempimento."
+
+msgid "If [code]true[/code], the fill percentage is displayed on the bar."
+msgstr ""
+"Se [code]true[/code], la percentuale di riempimento viene visualizzata sulla "
+"barra."
+
+msgid ""
+"The progress bar fills from begin to end horizontally, according to the "
+"language direction. If [method Control.is_layout_rtl] returns [code]false[/"
+"code], it fills from left to right, and if it returns [code]true[/code], it "
+"fills from right to left."
+msgstr ""
+"La barra di avanzamento si riempie orizzontalmente dall'inizio alla fine, in "
+"base alla direzione del linguaggio. Se [method Control.is_layout_rtl] "
+"restituisce [code]false[/code], si riempie da sinistra a destra, e se "
+"restituisce [code]true[/code], si riempie da destra a sinistra."
+
+msgid ""
+"The progress bar fills from end to begin horizontally, according to the "
+"language direction. If [method Control.is_layout_rtl] returns [code]false[/"
+"code], it fills from right to left, and if it returns [code]true[/code], it "
+"fills from left to right."
+msgstr ""
+"La barra di avanzamento si riempie orizzontalmente dalla fine all'inizio, in "
+"base alla direzione del linguaggio. Se [method Control.is_layout_rtl] "
+"restituisce [code]false[/code], si riempie da destra a sinistra, e se "
+"restituisce [code]true[/code], si riempie da sinistra a destra."
+
+msgid "The progress fills from top to bottom."
+msgstr "L'avanzamento si riempie dall'alto verso il basso."
+
+msgid "The progress fills from bottom to top."
+msgstr "L'avanzamento si riempie dal basso verso l'alto."
+
+msgid "The color of the text."
+msgstr "Il colore del testo."
+
+msgid "The tint of text outline of the [ProgressBar]."
+msgstr "La tonalità del contorno del testo della [ProgressBar]."
+
+msgid ""
+"Font used to draw the fill percentage if [member show_percentage] is "
+"[code]true[/code]."
+msgstr ""
+"Il font utilizzato per disegnare la percentuale di riempimento se [member "
+"show_percentage] è [code]true[/code]."
+
+msgid ""
+"Font size used to draw the fill percentage if [member show_percentage] is "
+"[code]true[/code]."
+msgstr ""
+"La dimensione del font utilizzata per disegnare la percentuale di riempimento "
+"se [member show_percentage] è [code]true[/code]."
+
+msgid "The style of the background."
+msgstr "Lo stile dello sfondo."
+
+msgid "The style of the progress (i.e. the part that fills the bar)."
+msgstr "Lo stile dell'avanzamento (ovvero la parte che riempie la barra)."
+
+msgid "A 4×4 matrix for 3D projective transformations."
+msgstr "Una matrice 4×4 per trasformazioni proiettive in 3D."
+
+msgid ""
+"A 4×4 matrix used for 3D projective transformations. It can represent "
+"transformations such as translation, rotation, scaling, shearing, and "
+"perspective division. It consists of four [Vector4] columns.\n"
+"For purely linear transformations (translation, rotation, and scale), it is "
+"recommended to use [Transform3D], as it is more performant and requires less "
+"memory.\n"
+"Used internally as [Camera3D]'s projection matrix."
+msgstr ""
+"Una matrice 4×4 utilizzata per trasformazioni proiettive in 3D. Può "
+"rappresentare trasformazioni quali traslazione, rotazione, scala, "
+"inclinazione e divisione prospettica. È composta da quattro colonne "
+"[Vector4].\n"
+"Per trasformazioni puramente lineari (traslazione, rotazione e scala), si "
+"consiglia di utilizzare [Transform3D], poiché è più performante e richiede "
+"meno memoria.\n"
+"Utilizzata internamente come matrice di proiezione di [Camera3D]."
+
+msgid ""
+"Constructs a default-initialized [Projection] set to [constant IDENTITY]."
+msgstr "Costruisce un [Projection] inizializzato su [constant IDENTITY]."
+
msgid "Constructs a [Projection] as a copy of the given [Projection]."
msgstr "Costruisce un [Projection] come copia del [Projection] specificato."
msgid "Constructs a Projection as a copy of the given [Transform3D]."
msgstr "Costruisce una proiezione come copia del [Trasform3D] specificato."
+msgid "Constructs a Projection from four [Vector4] values (matrix columns)."
+msgstr ""
+"Costruisce una proiezione da quattro valori [Vector4] (colonne della matrice)."
+
+msgid ""
+"Creates a new [Projection] that projects positions from a depth range of "
+"[code]-1[/code] to [code]1[/code] to one that ranges from [code]0[/code] to "
+"[code]1[/code], and flips the projected positions vertically, according to "
+"[param flip_y]."
+msgstr ""
+"Crea una nuova [Projection] che proietta posizioni da un intervallo di "
+"profondità da [code]-1[/code] a [code]1[/code] a uno che varia da [code]0[/"
+"code] a [code]1[/code], e capovolge le posizioni proiettate verticalmente, in "
+"base al [param flip_y]."
+
+msgid ""
+"Creates a new [Projection] that scales a given projection to fit around a "
+"given [AABB] in projection space."
+msgstr ""
+"Crea una nuova [Projection] che ridimensiona una determinata proiezione per "
+"adattarla a un determinato [AABB] nello spazio di proiezione."
+
+msgid ""
+"Creates a new [Projection] that projects positions in a frustum with the "
+"given clipping planes."
+msgstr ""
+"Crea una nuova [Projection] che proietta le posizioni in un tronco con i "
+"piani di ritaglio specificati."
+
+msgid ""
+"Creates a new [Projection] that projects positions into the given [Rect2]."
+msgstr ""
+"Crea una nuova [Projection] che proietta le posizioni nel [Rect2] specificato."
+
+msgid ""
+"Creates a new [Projection] that projects positions using an orthogonal "
+"projection with the given clipping planes."
+msgstr ""
+"Crea una nuova [Projection] che proietta le posizioni utilizzando una "
+"proiezione ortogonale con i piani di ritaglio specificati."
+
+msgid ""
+"Returns a copy of this [Projection] with the signs of the values of the Y "
+"column flipped."
+msgstr ""
+"Restituisce una copia di questa [Projection] con i segni dei valori della "
+"colonna Y invertiti."
+
+msgid ""
+"Returns the dimensions of the far clipping plane of the projection, divided "
+"by two."
+msgstr ""
+"Restituisce le dimensioni del piano di ritaglio lontano della proiezione, "
+"divise per due."
+
msgid "Returns the horizontal field of view of the projection (in degrees)."
msgstr "Restituisce il campo di vista orizzontale della proiezione (in gradi)."
msgid ""
+"Returns the vertical field of view of the projection (in degrees) associated "
+"with the given horizontal field of view (in degrees) and aspect ratio."
+msgstr ""
+"Restituisce il campo visivo verticale della proiezione (in gradi) associato "
+"al campo visivo orizzontale (in gradi) e alle proporzioni specificati."
+
+msgid ""
+"Returns the factor by which the visible level of detail is scaled by this "
+"[Projection]."
+msgstr ""
+"Restituisce il fattore in base al quale il livello di dettaglio visibile è "
+"ridimensionato da questa [Projection]."
+
+msgid ""
"Returns the number of pixels with the given pixel width displayed per meter, "
"after this [Projection] is applied."
msgstr ""
@@ -50375,6 +64410,45 @@ msgstr ""
"dopo che questa proiezione viene applicata."
msgid ""
+"Returns the clipping plane of this [Projection] whose index is given by "
+"[param plane].\n"
+"[param plane] should be equal to one of [constant PLANE_NEAR], [constant "
+"PLANE_FAR], [constant PLANE_LEFT], [constant PLANE_TOP], [constant "
+"PLANE_RIGHT], or [constant PLANE_BOTTOM]."
+msgstr ""
+"Restituisce il piano di ritaglio di questa [Projection] il cui indice è dato "
+"da [param plane].\n"
+"[param plane] dovrebbe essere uguale a uno tra [constant PLANE_NEAR], "
+"[constant PLANE_FAR], [constant PLANE_LEFT], [constant PLANE_TOP], [constant "
+"PLANE_RIGHT] o [constant PLANE_BOTTOM]."
+
+msgid ""
+"Returns the dimensions of the viewport plane that this [Projection] projects "
+"positions onto, divided by two."
+msgstr ""
+"Restituisce le dimensioni del piano della vista su cui questa [Projection] "
+"proietta le posizioni, divise per due."
+
+msgid ""
+"Returns the distance for this [Projection] beyond which positions are clipped."
+msgstr ""
+"Restituisce la distanza per questa [Projection] oltre la quale le posizioni "
+"sono ritagliate."
+
+msgid ""
+"Returns the distance for this [Projection] before which positions are clipped."
+msgstr ""
+"Restituisce la distanza per questa [Proiezione] prima della quale le "
+"posizioni sono ritagliate."
+
+msgid ""
+"Returns a [Projection] that performs the inverse of this [Projection]'s "
+"projective transformation."
+msgstr ""
+"Restituisce una [Projection] che esegue l'inverso della trasformazione "
+"proiettiva di questa [Projection]."
+
+msgid ""
"Returns [code]true[/code] if this [Projection] performs an orthogonal "
"projection."
msgstr ""
@@ -50382,66 +64456,2644 @@ msgstr ""
"ortogonale."
msgid ""
+"Returns a [Projection] with the X and Y values from the given [Vector2] added "
+"to the first and second values of the final column respectively."
+msgstr ""
+"Restituisce una [Projection] con i valori X e Y del [Vector2] specificato "
+"aggiunti rispettivamente al primo e al secondo valore della colonna finale."
+
+msgid ""
+"Returns a [Projection] with the near clipping distance adjusted to be [param "
+"new_znear].\n"
+"[b]Note:[/b] The original [Projection] must be a perspective projection."
+msgstr ""
+"Restituisce una [Projection] con la distanza di ritaglio vicina regolata su "
+"[param new_znear].\n"
+"[b]Nota:[/b] La [Projection] originale deve essere una proiezione prospettica."
+
+msgid ""
+"The projection matrix's W vector (column 3). Equivalent to array index "
+"[code]3[/code]."
+msgstr ""
+"Il vettore W della matrice di proiezione (la colonna 3). Equivalente "
+"all'indice di array [code]3[/code]."
+
+msgid ""
+"The projection matrix's X vector (column 0). Equivalent to array index "
+"[code]0[/code]."
+msgstr ""
+"Il vettore X della matrice di proiezione (la colonna 0). Equivalente "
+"all'indice di array [code]0[/code]."
+
+msgid ""
+"The projection matrix's Y vector (column 1). Equivalent to array index "
+"[code]1[/code]."
+msgstr ""
+"Il vettore Y della matrice di proiezione (la colonna 1). Equivalente "
+"all'indice di array [code]1[/code]."
+
+msgid ""
+"The projection matrix's Z vector (column 2). Equivalent to array index "
+"[code]2[/code]."
+msgstr ""
+"Il vettore Z della matrice di proiezione (la colonna 2). Equivalente "
+"all'indice di array [code]2[/code]."
+
+msgid "The index value of the projection's near clipping plane."
+msgstr "Il valore dell'indice del piano di ritaglio vicino della proiezione."
+
+msgid "The index value of the projection's far clipping plane."
+msgstr "Il valore dell'indice del piano di ritaglio lontano della proiezione."
+
+msgid "The index value of the projection's left clipping plane."
+msgstr "Il valore dell'indice del piano di ritaglio sinistro della proiezione."
+
+msgid "The index value of the projection's top clipping plane."
+msgstr "Il valore dell'indice del piano di ritaglio in alto della proiezione."
+
+msgid "The index value of the projection's right clipping plane."
+msgstr "Il valore dell'indice del piano di ritaglio destro della proiezione."
+
+msgid "The index value of the projection bottom clipping plane."
+msgstr "Il valore dell'indice del piano di ritaglio in basso della proiezione."
+
+msgid ""
+"A [Projection] with no transformation defined. When applied to other data "
+"structures, no transformation is performed."
+msgstr ""
+"Una [Projection] senza trasformazione definita. Quando applicata ad altre "
+"strutture dati, nessuna trasformazione viene eseguita."
+
+msgid ""
+"A [Projection] with all values initialized to 0. When applied to other data "
+"structures, they will be zeroed."
+msgstr ""
+"Una [Projection] con tutti i valori inizializzati a 0. Quando applicati ad "
+"altre strutture dati, verranno azzerati."
+
+msgid ""
+"Returns [code]true[/code] if the projections are not equal.\n"
+"[b]Note:[/b] Due to floating-point precision errors, this may return "
+"[code]true[/code], even if the projections are virtually equal. An "
+"[code]is_equal_approx[/code] method may be added in a future version of Godot."
+msgstr ""
+"Restituisce [code]true[/code] se le proiezioni non sono uguali.\n"
+"[b]Nota:[/b] A causa di errori di precisione in virgola mobile, questo "
+"potrebbe restituire [code]true[/code], anche se le proiezioni sono "
+"virtualmente uguali. Un metodo [code]is_equal_approx[/code] potrebbe essere "
+"aggiunto in una futura versione di Godot."
+
+msgid ""
+"Returns a [Projection] that applies the combined transformations of this "
+"[Projection] and [param right]."
+msgstr ""
+"Restituisce una [Projection] che applica le trasformazioni combinate di "
+"questa [Projection] e [param right]."
+
+msgid "Projects (multiplies) the given [Vector4] by this [Projection] matrix."
+msgstr ""
+"Proietta (moltiplica) il [Vector4] fornito per questa matrice [Projection]."
+
+msgid ""
+"Returns [code]true[/code] if the projections are equal.\n"
+"[b]Note:[/b] Due to floating-point precision errors, this may return "
+"[code]false[/code], even if the projections are virtually equal. An "
+"[code]is_equal_approx[/code] method may be added in a future version of Godot."
+msgstr ""
+"Restituisce [code]true[/code] se le proiezioni sono uguali.\n"
+"[b]Nota:[/b] A causa di errori di precisione in virgola mobile, questo "
+"potrebbe restituire [code]false[/code], anche se le proiezioni sono "
+"virtualmente uguali. Un metodo [code]is_equal_approx[/code] potrebbe essere "
+"aggiunto in una futura versione di Godot."
+
+msgid ""
+"Returns the column of the [Projection] with the given index.\n"
+"Indices are in the following order: x, y, z, w."
+msgstr ""
+"Restituisce la colonna della [Projection] con l'indice specificato.\n"
+"Gli indici sono nel seguente ordine: x, y, z, w."
+
+msgid "Stores globally-accessible variables."
+msgstr "Memorizza le variabili accessibili globalmente."
+
+msgid ""
+"Stores variables that can be accessed from everywhere. Use [method "
+"get_setting], [method set_setting] or [method has_setting] to access them. "
+"Variables stored in [code]project.godot[/code] are also loaded into "
+"[ProjectSettings], making this object very useful for reading custom game "
+"configuration options.\n"
+"When naming a Project Settings property, use the full path to the setting "
+"including the category. For example, [code]\"application/config/name\"[/code] "
+"for the project name. Category and property names can be viewed in the "
+"Project Settings dialog.\n"
+"[b]Feature tags:[/b] Project settings can be overridden for specific "
+"platforms and configurations (debug, release, ...) using [url=$DOCS_URL/"
+"tutorials/export/feature_tags.html]feature tags[/url].\n"
+"[b]Overriding:[/b] Any project setting can be overridden by creating a file "
+"named [code]override.cfg[/code] in the project's root directory. This can "
+"also be used in exported projects by placing this file in the same directory "
+"as the project binary. Overriding will still take the base project settings' "
+"[url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in "
+"account. Therefore, make sure to [i]also[/i] override the setting with the "
+"desired feature tags if you want them to override base project settings on "
+"all platforms and configurations."
+msgstr ""
+"Memorizza variabili a cui è possibile accedere ovunque. Utilizza [method "
+"get_setting], [method set_setting] o [method has_setting] per accedervi. "
+"Anche le variabili memorizzate in [code]project.godot[/code] sono caricate in "
+"[ProjectSettings], rendendo questo oggetto molto utile per leggere le opzioni "
+"di configurazione del gioco personalizzate.\n"
+"Quando si nomina una proprietà delle Impostazioni del progetto, utilizza il "
+"percorso completo all'impostazione, inclusa la categoria. Ad esempio, "
+"[code]\"application/config/name\"[/code] per il nome del progetto. È "
+"possibile visualizzare i nomi delle categorie e delle proprietà nella "
+"finestra di dialogo Impostazioni del progetto.\n"
+"[b]Tag di funzionalità:[/b] È possibile sovrascrivere le impostazioni del "
+"progetto per piattaforme e configurazioni specifiche (debug, release, ...) "
+"attraverso i [url=$DOCS_URL/tutorials/export/feature_tags.html]tag di "
+"funzionalità[/url].\n"
+"[b]Sovrascrittura:[/b] Qualsiasi impostazione del progetto può essere "
+"sovrascritta creando un file denominato [code]override.cfg[/code] nella "
+"cartella principale del progetto. Questo può essere utilizzato anche nei "
+"progetti esportatim posizionando questo file nella stessa cartella "
+"dell'eseguibile del progetto. La sovrascrittura terrà comunque conto dei "
+"[url=$DOCS_URL/tutorials/export/feature_tags.html]tag di funzionalità[/url] "
+"delle Impostazioni del progetto di base. Pertanto, assicurati di "
+"sovrascrivere [i]anche[/i] l'impostazione con i tag di funzionalità "
+"desiderati se vuoi che sovrascrivano le impostazioni del progetto di base su "
+"tutte le piattaforme e configurazioni."
+
+msgid "Clears the whole configuration (not recommended, may break things)."
+msgstr ""
+"Cancella l'intera configurazione (non consigliato, potrebbe causare danni)."
+
+msgid ""
+"Returns an [Array] of registered global classes. Each global class is "
+"represented as a [Dictionary] that contains the following entries:\n"
+"- [code]base[/code] is a name of the base class;\n"
+"- [code]class[/code] is a name of the registered global class;\n"
+"- [code]icon[/code] is a path to a custom icon of the global class, if it has "
+"any;\n"
+"- [code]language[/code] is a name of a programming language in which the "
+"global class is written;\n"
+"- [code]path[/code] is a path to a file containing the global class.\n"
+"[b]Note:[/b] Both the script and the icon paths are local to the project "
+"filesystem, i.e. they start with [code]res://[/code]."
+msgstr ""
+"Restituisce un [Array] di classi globali registrate. Ogni classe globale è "
+"rappresentata come [Dictionary] che contiene le seguenti voci:\n"
+"- [code]base[/code] è un nome della classe base;\n"
+"- [code]class[/code] è un nome della classe globale registrata;\n"
+"- [code]icon[/code] è un percorso a un'icona personalizzata della classe "
+"globale, se ne ha una;\n"
+"- [code]language[/code] è un nome del linguaggio di programmazione in cui è "
+"scritta la classe globale;\n"
+"- [code]path[/code] è un percorso a un file contenente la classe globale.\n"
+"[b]Nota:[/b] Sia lo script che i percorsi delle icone sono locali al file "
+"system del progetto, ovvero iniziano con [code]res://[/code]."
+
+msgid ""
+"Returns the order of a configuration value (influences when saved to the "
+"config file)."
+msgstr ""
+"Restituisce l'ordine di un valore di configurazione (influenza quando viene "
+"salvato nel file di configurazione)."
+
+msgid ""
+"Returns the value of the setting identified by [param name]. If the setting "
+"doesn't exist and [param default_value] is specified, the value of [param "
+"default_value] is returned. Otherwise, [code]null[/code] is returned.\n"
+"[b]Example:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
+"print(ProjectSettings.get_setting(\"application/config/custom_description\", "
+"\"No description specified.\"))\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(ProjectSettings.GetSetting(\"application/config/name\"));\n"
+"GD.Print(ProjectSettings.GetSetting(\"application/config/"
+"custom_description\", \"No description specified.\"));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] This method doesn't take potential feature overrides into "
+"account automatically. Use [method get_setting_with_override] to handle "
+"seamlessly."
+msgstr ""
+"Restituisce il valore dell'impostazione identificata da [param name]. Se "
+"l'impostazione non esiste e [param default_value] viene specificato, viene "
+"restituito il valore di [param default_value]. Altrimenti, viene restituito "
+"[code]null[/code].\n"
+"[b]Esempio:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
+"print(ProjectSettings.get_setting(\"application/config/custom_description\", "
+"\"No description specified.\"))\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(ProjectSettings.GetSetting(\"application/config/name\"));\n"
+"GD.Print(ProjectSettings.GetSetting(\"application/config/"
+"custom_description\", \"No description specified.\"));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Questo metodo non tiene conto automaticamente di eventuali "
+"sovrascritture delle funzionalità. Usa [method get_setting_with_override] per "
+"gestirle senza problemi."
+
+msgid ""
+"Similar to [method get_setting], but applies feature tag overrides if any "
+"exists and is valid.\n"
+"[b]Example:[/b]\n"
+"If the following setting override exists \"application/config/name.windows\", "
+"and the following code is executed:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(ProjectSettings.get_setting_with_override(\"application/config/"
+"name\"))\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(ProjectSettings.GetSettingWithOverride(\"application/config/"
+"name\"));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Then the overridden setting will be returned instead if the project is "
+"running on the [i]Windows[/i] operating system."
+msgstr ""
+"Simile a [method get_setting], ma applica le sovrascritture dei tag di "
+"funzionalità se ne esiste uno ed è valido.\n"
+"[b]Esempio:[/b]\n"
+"Se esiste la seguente sovrascrittura dell'impostazione \"application/config/"
+"name.windows\" e viene eseguito il seguente codice:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(ProjectSettings.get_setting_with_override(\"application/config/"
+"name\"))\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(ProjectSettings.GetSettingWithOverride(\"application/config/"
+"name\"));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Successivamente, l'impostazione sovrascritta sarà restituita al suo posto se "
+"il progetto è in esecuzione sul sistema operativo [i]Windows[/i]."
+
+msgid ""
+"Returns the absolute, native OS path corresponding to the localized [param "
+"path] (starting with [code]res://[/code] or [code]user://[/code]). The "
+"returned path will vary depending on the operating system and user "
+"preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
+"Godot projects[/url] to see what those paths convert to. See also [method "
+"localize_path].\n"
+"[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work "
+"in an exported project. Instead, prepend the executable's base directory to "
+"the path when running from an exported project:\n"
+"[codeblock]\n"
+"var path = \"\"\n"
+"if OS.has_feature(\"editor\"):\n"
+" # Running from an editor binary.\n"
+" # `path` will contain the absolute path to `hello.txt` located in the "
+"project root.\n"
+" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
+"else:\n"
+" # Running from an exported project.\n"
+" # `path` will contain the absolute path to `hello.txt` next to the "
+"executable.\n"
+" # This is *not* identical to using `ProjectSettings.globalize_path()` "
+"with a `res://` path,\n"
+" # but is close enough in spirit.\n"
+" path = OS.get_executable_path().get_base_dir().path_join(\"hello.txt\")\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce il percorso assoluto nativo del sistema operativo corrispondente "
+"al percorso [param path] localizzato (che inizia con [code]res://[/code] o "
+"[code]user://[/code]). Il percorso restituito varia a seconda del sistema "
+"operativo e delle preferenze dell'utente. Consulta [url=$DOCS_URL/tutorials/"
+"io/data_paths.html]Percorsi dei file nei progetti Godot[/url] per vedere in "
+"cosa sono convertiti quei percorsi. Consulta anche [method localize_path].\n"
+"[b]Nota:[/b] [method globalize_path] con [code]res://[/code] non funzionerà "
+"in un progetto esportato. Invece, anteponi la cartella di base "
+"dell'eseguibile al percorso quando esegui da un progetto esportato:\n"
+"[codeblock]\n"
+"var path = \"\"\n"
+"if OS.has_feature(\"editor\"):\n"
+" # In esecuzione da un binario dell'editor.\n"
+" # `path` conterrà il percorso assoluto a `hello.txt` situato nella radice "
+"del progetto.\n"
+" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
+"else:\n"
+" # In esecuzione da un progetto esportato.\n"
+" # `path` conterrà il percorso assoluto per `hello.txt` accanto "
+"all'eseguibile.\n"
+" # Questo *non* è identico all'utilizzo di `ProjectSettings."
+"globalize_path()` con un percorso `res://`,\n"
+" # ma è simile abbastanza.\n"
+" path = OS.get_executable_path().get_base_dir().path_join(\"hello.txt\")\n"
+"[/codeblock]"
+
+msgid "Returns [code]true[/code] if a configuration value is present."
+msgstr ""
+"Restituisce [code]true[/code] se un valore è presente nella configurazione."
+
+msgid ""
+"Loads the contents of the .pck or .zip file specified by [param pack] into "
+"the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on "
+"success.\n"
+"[b]Note:[/b] If a file from [param pack] shares the same path as a file "
+"already in the resource filesystem, any attempts to load that file will use "
+"the file from [param pack] unless [param replace_files] is set to "
+"[code]false[/code].\n"
+"[b]Note:[/b] The optional [param offset] parameter can be used to specify the "
+"offset in bytes to the start of the resource pack. This is only supported "
+"for .pck files."
+msgstr ""
+"Carica il contenuto del file .pck o .zip specificato da [param pack] nel file "
+"system delle risorse ([code]res://[/code]). Restituisce [code]true[/code] in "
+"caso di successo.\n"
+"[b]Nota:[/b] Se un file da [param pack] condivide lo stesso percorso di un "
+"file già presente nel file system delle risorse, qualsiasi tentativo di "
+"caricare quel file utilizzerà il file da [param pack] a meno che [param "
+"replace_files] non sia impostato su [code]false[/code].\n"
+"[b]Nota:[/b] Il parametro facoltativo [param offset] può essere utilizzato "
+"per specificare l'offset in byte all'inizio del pacchetto di risorse. Questo "
+"è supportato solo per i file .pck."
+
+msgid ""
+"Returns the localized path (starting with [code]res://[/code]) corresponding "
+"to the absolute, native OS [param path]. See also [method globalize_path]."
+msgstr ""
+"Restituisce il percorso localizzato (che inizia con [code]res://[/code]) "
+"corrispondente al percorso [param path] assoluto e nativo del sistema "
+"operativo. Vedi anche [method globalize_path]."
+
+msgid ""
+"Saves the configuration to the [code]project.godot[/code] file.\n"
+"[b]Note:[/b] This method is intended to be used by editor plugins, as "
+"modified [ProjectSettings] can't be loaded back in the running app. If you "
+"want to change project settings in exported projects, use [method "
+"save_custom] to save [code]override.cfg[/code] file."
+msgstr ""
+"Salva la configurazione nel file [code]project.godot[/code].\n"
+"[b]Nota:[/b] Questo metodo è pensato per essere utilizzato dalle estensioni "
+"dell'editor, poiché le [ProjectSettings] modificate non possono essere "
+"ricaricate nell'applicazione in esecuzione. Se vuoi modificare le "
+"impostazioni del progetto nei progetti esportati, usa [method save_custom] "
+"per salvare il file [code]override.cfg[/code]."
+
+msgid ""
+"Saves the configuration to a custom file. The file extension must be [code]."
+"godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/"
+"code] (to save in binary format). You can also save [code]override.cfg[/code] "
+"file, which is also text, but can be used in exported projects unlike other "
+"formats."
+msgstr ""
+"Salva la configurazione in un file personalizzato. L'estensione del file deve "
+"essere [code].godot[/code] (per salvare in formato [ConfigFile] basato su "
+"testo) o [code].binary[/code] (per salvare in formato binario). Puoi anche "
+"salvare il file [code]override.cfg[/code], che è anche testo, ma può essere "
+"utilizzato in progetti esportati a differenza di altri formati."
+
+msgid ""
+"Defines if the specified setting is considered basic or advanced. Basic "
+"settings will always be shown in the project settings. Advanced settings will "
+"only be shown if the user enables the \"Advanced Settings\" option."
+msgstr ""
+"Definisce se l'impostazione specificata è considerata di base o avanzata. Le "
+"impostazioni di base saranno sempre mostrate nelle impostazioni del progetto. "
+"Le impostazioni avanzate saranno mostrate solo se l'utente abilita l'opzione "
+"\"Impostazioni avanzate\"."
+
+msgid ""
+"Defines if the specified setting is considered internal. An internal setting "
+"won't show up in the Project Settings dialog. This is mostly useful for "
+"addons that need to store their own internal settings without exposing them "
+"directly to the user."
+msgstr ""
+"Definisce se l'impostazione specificata è considerata interna. "
+"Un'impostazione interna non sarà visualizzata nella finestra di dialogo "
+"Impostazioni del progetto. Ciò è utile soprattutto per i componenti "
+"aggiuntivi che devono memorizzare le proprie impostazioni interne senza "
+"esporle direttamente all'utente."
+
+msgid ""
+"Sets the specified setting's initial value. This is the value the setting "
+"reverts to."
+msgstr ""
+"Imposta il valore iniziale dell'impostazione specificata. Questo è il valore "
+"a cui è ripristinata l'impostazione."
+
+msgid ""
+"Sets the order of a configuration value (influences when saved to the config "
+"file)."
+msgstr ""
+"Imposta l'ordine di un valore di configurazione (influenza quando viene "
+"salvato nel file di configurazione)."
+
+msgid ""
+"Sets whether a setting requires restarting the editor to properly take "
+"effect.\n"
+"[b]Note:[/b] This is just a hint to display to the user that the editor must "
+"be restarted for changes to take effect. Enabling [method "
+"set_restart_if_changed] does [i]not[/i] delay the setting being set when "
+"changed."
+msgstr ""
+"Imposta se un'impostazione richiede il riavvio dell'editor per avere "
+"effetto.\n"
+"[b]Nota:[/b] Questo è solo un suggerimento per mostrare all'utente che "
+"l'editor deve essere riavviato affinché le modifiche abbiano effetto. "
+"Abilitare [method set_restart_if_changed] [i]non[/i] ritarda l'impostazione "
+"quando viene modificata."
+
+msgid ""
+"Sets the value of a setting.\n"
+"[b]Example:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"ProjectSettings.SetSetting(\"application/config/name\", \"Example\");\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"This can also be used to erase custom project settings. To do this change the "
+"setting value to [code]null[/code]."
+msgstr ""
+"Imposta il valore di un'impos[codeblocks]\n"
+"[b]Esempio:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"ProjectSettings.set_setting(\"application/config/name\", \"Esempio\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"ProjectSettings.SetSetting(\"application/config/name\", \"Esempio\");\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Questo può anche essere usato per cancellare le impostazioni personalizzate "
+"del progetto. Per farlo, imposta il valore dell'impostazione su [code]null[/"
+"code]."
+
+msgid ""
+"If [code]true[/code], [AnimationMixer] prints the warning of interpolation "
+"being forced to choose the shortest rotation path due to multiple angle "
+"interpolation types being mixed in the [AnimationMixer] cache."
+msgstr ""
+"Se [code]true[/code], l'[AnimationMixer] stampa l'avviso che l'interpolazione "
+"è costretta a scegliere il percorso di rotazione più breve a causa di più "
+"tipi di interpolazione angolare mischiati nella cache dell'[AnimationMixer]."
+
+msgid ""
+"If [code]true[/code], [AnimationMixer] prints the warning of no matching "
+"object of the track path in the scene."
+msgstr ""
+"Se [code]true[/code], l'[AnimationMixer] stampa l'avviso di nessun oggetto "
+"corrispondente al percorso della traccia nella scena."
+
+msgid "Background color for the boot splash."
+msgstr "Colore di sfondo per l'immagine di avvio."
+
+msgid ""
+"Path to an image used as the boot splash. If left empty, the default Godot "
+"Engine splash will be displayed instead.\n"
+"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is "
+"[code]true[/code].\n"
+"[b]Note:[/b] The only supported format is PNG. Using another image format "
+"will result in an error.\n"
+"[b]Note:[/b] The image will also show when opening the project in the editor. "
+"If you want to display the default splash image in the editor, add an empty "
+"override for [code]editor_hint[/code] feature."
+msgstr ""
+"Percorso di un'immagine utilizzata come splash di avvio. Se lasciato vuoto, "
+"sarà visualizzato lo splash predefinito di Godot Engine.\n"
+"[b]Nota:[/b] Efficace solo se [member application/boot_splash/show_image] è "
+"[code]true[/code].\n"
+"[b]Nota:[/b] L'unico formato supportato è PNG. Utilizzare un altro formato di "
+"immagine genererà un errore.\n"
+"[b]Nota:[/b] L'immagine sarà visualizzata anche quando si apre il progetto "
+"nell'editor. Se si desidera visualizzare l'immagine splash predefinita "
+"nell'editor, aggiungere una sovrascrittura vuota per la funzionalità "
+"[code]editor_hint[/code]."
+
+msgid ""
+"Minimum boot splash display time (in milliseconds). It is not recommended to "
+"set too high values for this setting."
+msgstr ""
+"Tempo minimo di visualizzazione dello splash all'avvio (in millisecondi). Non "
+"è consigliabile impostare valori troppo alti per questa impostazione."
+
+msgid ""
+"If [code]true[/code], displays the image specified in [member application/"
+"boot_splash/image] when the engine starts. If [code]false[/code], only "
+"displays the plain color specified in [member application/boot_splash/"
+"bg_color]."
+msgstr ""
+"Se [code]true[/code], visualizza l'immagine specificata in [member "
+"application/boot_splash/image] all'avvio del motore. Se [code]false[/code], "
+"visualizza solo il colore semplice specificato in [member application/"
+"boot_splash/bg_color]."
+
+msgid ""
+"If [code]true[/code], applies linear filtering when scaling the image "
+"(recommended for high-resolution artwork). If [code]false[/code], uses "
+"nearest-neighbor interpolation (recommended for pixel art)."
+msgstr ""
+"Se [code]true[/code], applica un filtro lineare quando si ridimensiona "
+"l'immagine (consigliato per illustrazioni ad alta risoluzione). Se "
+"[code]false[/code], utilizza l'interpolazione del vicino più prossimo "
+"(consigliata per la pixel art)."
+
+msgid ""
"If [code]true[/code], the application automatically accepts quitting requests."
msgstr ""
"Se [code]true[/code], l'applicazione accetta automaticamente le richieste di "
"uscita."
+msgid ""
+"This user directory is used for storing persistent data ([code]user://[/code] "
+"filesystem). If a custom directory name is defined, this name will be "
+"appended to the system-specific user data directory (same parent folder as "
+"the Godot configuration folder documented in [method OS.get_user_data_dir]).\n"
+"The [member application/config/use_custom_user_dir] setting must be enabled "
+"for this to take effect.\n"
+"[b]Note:[/b] If [member application/config/custom_user_dir_name] contains "
+"trailing periods, they will be stripped as folder names ending with a period "
+"are not allowed on Windows."
+msgstr ""
+"Questa cartella utente è utilizzata per archiviare dati persistenti (file "
+"system [code]user://[/code]). Se è definito un nome personalizzato di "
+"cartella, questo nome sarà aggiunto alla cartella dei dati utente specifica "
+"del sistema (stessa cartella padre della cartella di configurazione Godot "
+"documentata in [method OS.get_user_data_dir]).\n"
+"L'impostazione [member application/config/use_custom_user_dir] deve essere "
+"abilitata affinché ciò abbia effetto.\n"
+"[b]Nota:[/b] se [member application/config/custom_user_dir_name] contiene "
+"punti finali, saranno eliminati poiché i nomi di cartella che terminano con "
+"un punto non sono consentiti su Windows."
+
+msgid ""
+"The project's description, displayed as a tooltip in the Project Manager when "
+"hovering the project."
+msgstr ""
+"Descrizione del progetto, visualizzata come suggerimento nel Gestore dei "
+"progetti quando si passa il mouse sul progetto."
+
+msgid ""
+"Icon used for the project, set when project loads. Exporters will also use "
+"this icon as a fallback if necessary."
+msgstr ""
+"Icona utilizzata per il progetto, impostata quando il progetto viene "
+"caricato. Gli esportatori utilizzeranno questa icona anche come riserva, se "
+"necessario."
+
+msgid ""
+"Icon set in [code].icns[/code] format used on macOS to set the game's icon. "
+"This is done automatically on start by calling [method DisplayServer."
+"set_native_icon]."
+msgstr ""
+"Insieme di icone nel formato [code].icns[/code] utilizzato su macOS per "
+"impostare l'icona del gioco. Ciò avviene automaticamente all'avvio chiamando "
+"[method DisplayServer.set_native_icon]."
+
+msgid ""
+"The project's name. It is used both by the Project Manager and by exporters. "
+"The project name can be translated by translating its value in localization "
+"files. The window title will be set to match the project name automatically "
+"on startup.\n"
+"[b]Note:[/b] Changing this value will also change the user data folder's path "
+"if [member application/config/use_custom_user_dir] is [code]false[/code]. "
+"After renaming the project, you will no longer be able to access existing "
+"data in [code]user://[/code] unless you rename the old folder to match the "
+"new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/"
+"url] in the documentation for more information."
+msgstr ""
+"Il nome del progetto. È utilizzato sia dal Gestore dei progetti che dagli "
+"esportatori. È possibile tradurre il nome del progetto traducendo il suo "
+"valore nei file di localizzazione. Il titolo della finestra sarà impostato in "
+"modo da corrispondere automaticamente al nome del progetto all'avvio.\n"
+"[b]Nota:[/b] La modifica di questo valore modificherà anche il percorso della "
+"cartella dati utente se [member application/config/use_custom_user_dir] è "
+"[code]false[/code]. Dopo aver rinominato il progetto, non sarai più in grado "
+"di accedere ai dati esistenti in [code]user://[/code] a meno che non rinomini "
+"la vecchia cartella in modo che corrisponda al nuovo nome del progetto. "
+"Consulta [url=$DOCS_URL/tutorials/io/data_paths.html]Percorsi dei dati[/url] "
+"nella documentazione per ulteriori informazioni."
+
+msgid ""
+"Translations of the project's name. This setting is used by OS tools to "
+"translate application name on Android, iOS and macOS."
+msgstr ""
+"Traduzioni del nome del progetto. Questa impostazione è utilizzata dagli "
+"strumenti del sistema operativo per tradurre il nome dell'applicazione su "
+"Android, iOS e macOS."
+
+msgid ""
+"Specifies a file to override project settings. For example: [code]user://"
+"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] class "
+"description at the top for more information.\n"
+"[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/"
+"code] will still be read to override the project settings."
+msgstr ""
+"Specifica un file per sovrascrivere le impostazioni del progetto. Ad esempio: "
+"[code]user://custom_settings.cfg[/code]. Per ulteriori informazioni, vedi "
+"\"Sovrascrittura\" nella descrizione della classe [ProjectSettings] in alto.\n"
+"[b]Nota:[/b] A prescindere dal valore di questa impostazione, [code]res://"
+"override.cfg[/code] sarà comunque letto per sovrascrivere le impostazioni del "
+"progetto."
+
+msgid ""
+"If [code]true[/code], the application quits automatically when navigating "
+"back (e.g. using the system \"Back\" button on Android)."
+msgstr ""
+"Se [code]true[/code], l'applicazione si chiude automaticamente quando si "
+"torna indietro (ad esempio utilizzando il pulsante di sistema \"Indietro\" "
+"Android)."
+
+msgid ""
+"If [code]true[/code], the project will save user data to its own user "
+"directory. If [member application/config/custom_user_dir_name] is empty, "
+"[code]<OS user data directory>/<project name>[/code] directory will be used. "
+"If [code]false[/code], the project will save user data to [code]<OS user data "
+"directory>/Godot/app_userdata/<project name>[/code].\n"
+"See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-"
+"user-data-user]File paths in Godot projects[/url]. This setting is only "
+"effective on desktop platforms."
+msgstr ""
+"Se [code]true[/code], il progetto salverà i dati utente nella propria "
+"cartella utente. Se [member application/config/custom_user_dir_name] è vuoto, "
+"sarà utilizzata la cartella [code]<cartella dati utente OS>/<nome del "
+"progetto>[/code]. Se [code]false[/code], il progetto salverà i dati utente in "
+"[code]<cartella dati utente OS>/Godot/app_userdata/<nome dei progetto>[/"
+"code].\n"
+"Consulta anche [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-"
+"persistent-user-data-user]Percorsi file nei progetti Godot[/url]. Questa "
+"impostazione è efficace solo sulle piattaforme desktop."
+
+msgid ""
+"If [code]true[/code], the project will use a hidden directory ([code].godot[/"
+"code]) for storing project-specific data (metadata, shader cache, etc.).\n"
+"If [code]false[/code], a non-hidden directory ([code]godot[/code]) will be "
+"used instead.\n"
+"[b]Note:[/b] Restart the application after changing this setting.\n"
+"[b]Note:[/b] Changing this value can help on platforms or with third-party "
+"tools where hidden directory patterns are disallowed. Only modify this "
+"setting if you know that your environment requires it, as changing the "
+"default can impact compatibility with some external tools or plugins which "
+"expect the default [code].godot[/code] folder."
+msgstr ""
+"Se [code]true[/code], il progetto utilizzerà una cartella nascosta ([code]."
+"godot[/code]) per archiviare dati specifici del progetto (metadati, cache di "
+"shader, ecc.).\n"
+"Se [code]false[/code], sarà utilizzata una cartella non nascosta "
+"([code]godot[/code]).\n"
+"[b]Nota:[/b] Riavvia l'applicazione dopo aver modificato questa "
+"impostazione.\n"
+"[b]Nota:[/b] Modificare questo valore può essere utile su piattaforme o con "
+"strumenti di terze parti in cui i modelli di cartelle nascoste non sono "
+"consentiti. Modificare questa impostazione solo se si sa che il proprio "
+"ambiente lo richiede, poiché la modifica dell'impostazione predefinita può "
+"influire sulla compatibilità con alcuni strumenti o estensioni esterni che si "
+"aspettano la cartella [code].godot[/code] predefinita."
+
+msgid ""
+"The project's human-readable version identifier. This is used by exporters if "
+"the version identifier isn't overridden there. If [member application/config/"
+"version] is an empty string and the version identifier isn't overridden in an "
+"exporter, the exporter will use [code]1.0.0[/code] as a version identifier."
+msgstr ""
+"L'identificatore di versione leggibile in chiaro del progetto. È utilizzato "
+"dagli esportatori se l'identificatore di versione non è sovrascritto lì. Se "
+"[member application/config/version] è una stringa vuota e l'identificatore di "
+"versione non è sovrascritto in un esportatore, l'esportatore utilizzerà "
+"[code]1.0.0[/code] come identificatore di versione."
+
+msgid ""
+"Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
+"This is done automatically on start by calling [method DisplayServer."
+"set_native_icon]."
+msgstr ""
+"Insieme di icone nel formato [code].ico[/code] utilizzato su Windows per "
+"impostare l'icona del gioco. Ciò avviene automaticamente all'avvio chiamando "
+"[method DisplayServer.set_native_icon]."
+
+msgid ""
+"Time samples for frame deltas are subject to random variation introduced by "
+"the platform, even when frames are displayed at regular intervals thanks to V-"
+"Sync. This can lead to jitter. Delta smoothing can often give a better result "
+"by filtering the input deltas to correct for minor fluctuations from the "
+"refresh rate.\n"
+"[b]Note:[/b] Delta smoothing is only attempted when [member display/window/"
+"vsync/vsync_mode] is set to [code]enabled[/code], as it does not work well "
+"without V-Sync.\n"
+"It may take several seconds at a stable frame rate before the smoothing is "
+"initially activated. It will only be active on machines where performance is "
+"adequate to render frames at the refresh rate."
+msgstr ""
+"I campioni di tempo per i delta dei frame sono soggetti a variazioni casuali "
+"introdotte dalla piattaforma, anche quando i frame sono visualizzati a "
+"intervalli regolari grazie al V-Sync. Ciò può causare jitter. Il livellamento "
+"delta può spesso fornire un risultato migliore, filtrando i delta di input "
+"per correggere piccole fluttuazioni dalla frequenza di aggiornamento.\n"
+"[b]Nota:[/b] il livellamento delta è tentato solo quando [member display/"
+"window/vsync/vsync_mode] è impostato su [code]enabled[/code], poiché non "
+"funziona bene senza V-Sync.\n"
+"Potrebbero essere necessari diversi secondi a un frame rate stabile prima che "
+"il delta venga attivato inizialmene. Sarà attivo solo su macchine in cui le "
+"prestazioni sono adeguate per il rendering dei frame alla frequenza di "
+"aggiornamento."
+
+msgid ""
+"If [code]true[/code], disables printing to standard error. If [code]true[/"
+"code], this also hides error and warning messages printed by [method "
+"@GlobalScope.push_error] and [method @GlobalScope.push_warning]. See also "
+"[member application/run/disable_stdout].\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+"Se [code]true[/code], disabilita la stampa su errore standard. Se [code]true[/"
+"code], nasconde anche i messaggi di errore e di avviso stampati da [method "
+"@GlobalScope.push_error] e [method @GlobalScope.push_warning]. Vedi anche "
+"[member application/run/disable_stdout].\n"
+"Le modifiche a questa impostazione saranno applicate solo al riavvio "
+"dell'applicazione."
+
+msgid ""
+"If [code]true[/code], disables printing to standard output. This is "
+"equivalent to starting the editor or project with the [code]--quiet[/code] "
+"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line "
+"argument[/url]. See also [member application/run/disable_stderr].\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+"Se [code]true[/code], disabilita la stampa sull'output standard. Ciò equivale "
+"ad avviare l'editor o il progetto con l'[url=$DOCS_URL/tutorials/editor/"
+"command_line_tutorial.html]argomento della riga di comando[/url] [code]--"
+"quiet[/code] . Vedi anche [member application/run/disable_stderr].\n"
+"Le modifiche a questa impostazione saranno applicate solo al riavvio "
+"dell'applicazione."
+
+msgid ""
+"If [code]true[/code], allows the [kbd]Alt + Space[/kbd] keys to display the "
+"window menu. This menu allows the user to perform various window management "
+"operations such as moving, resizing, or minimizing the window.\n"
+"[b]Note:[/b] When the menu is displayed, project execution will pause until "
+"the menu is [i]fully[/i] closed due to Windows behavior. Consider this when "
+"enabling this setting in a networked multiplayer game. The menu is only "
+"considered fully closed when an option is selected, when the user clicks "
+"outside, or when [kbd]Escape[/kbd] is pressed after bringing up the window "
+"menu [i]and[/i] another key is pressed afterwards.\n"
+"[b]Note:[/b] This setting is implemented only on Windows."
+msgstr ""
+"Se [code]true[/code], consente ai tasti [kbd]Alt + Spazio[/kbd] di "
+"visualizzare il menu della finestra. Questo menu consente all'utente di "
+"eseguire varie operazioni di gestione delle finestre, come spostare, "
+"ridimensionare o ridurre a icona la finestra.\n"
+"[b]Nota:[/b] Quando il menu viene visualizzato, l'esecuzione del progetto si "
+"interromperà finché il menu non sarà [i]completamente[/i] chiuso a causa del "
+"comportamento di Windows. Tienilo in mente quando abiliti questa impostazione "
+"in un gioco multigiocatore in rete. Il menu è considerato completamente "
+"chiuso solo quando viene selezionata un'opzione, quando l'utente clicca "
+"all'esterno o quando viene premuto [kbd]Esc[/kbd] dopo aver richiamato il "
+"menu della finestra [i]e[/i] viene premuto un altro tasto in seguito.\n"
+"[b]Nota:[/b] Questa impostazione è implementata solo su Windows."
+
+msgid ""
+"If [code]true[/code], flushes the standard output stream every time a line is "
+"printed. This affects both terminal logging and file logging.\n"
+"When running a project, this setting must be enabled if you want logs to be "
+"collected by service managers such as systemd/journalctl. This setting is "
+"disabled by default on release builds, since flushing on every printed line "
+"will negatively affect performance if lots of lines are printed in a rapid "
+"succession. Also, if this setting is enabled, logged files will still be "
+"written successfully if the application crashes or is otherwise killed by the "
+"user (without being closed \"normally\").\n"
+"[b]Note:[/b] Regardless of this setting, the standard error stream "
+"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+"Se [code]true[/code], svuota il flusso di output standard ogni volta che "
+"viene stampata una riga. Ciò influisce sia sul logging sul terminale sia sul "
+"logging sui file.\n"
+"Quando si esegue un progetto, questa impostazione deve essere abilitata se si "
+"desidera che i log siano raccolti da gestori di servizi come systemd/"
+"journalctl. Questa impostazione è disabilitata per impostazione predefinita "
+"nelle build di rilascio, poiché svuotare ogni riga stampata influirà "
+"negativamente sulle prestazioni se sono stampate molte righe in rapida "
+"successione. Inoltre, se questa impostazione è abilitata, i file di log "
+"saranno comunque scritti correttamente se l'applicazione si blocca o viene "
+"altrimenti interrotta dall'utente (senza essere chiusi \"normalmente\").\n"
+"[b]Nota:[/b] Indipendentemente da questa impostazione, il flusso di errore "
+"standard ([code]stderr[/code]) è sempre svuotato quando viene stampata una "
+"riga.\n"
+"Le modifiche a questa impostazione saranno applicate solo al riavvio "
+"dell'applicazione."
+
+msgid ""
+"Debug build override for [member application/run/flush_stdout_on_print], as "
+"performance is less important during debugging.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+"Sostituzione per le build di debug per [member application/run/"
+"flush_stdout_on_print], poiché le prestazioni sono meno importanti durante il "
+"debug.\n"
+"Le modifiche a questa impostazione saranno applicate solo al riavvio "
+"dell'applicazione."
+
+msgid ""
+"Forces a [i]constant[/i] delay between frames in the main loop (in "
+"milliseconds). In most situations, [member application/run/max_fps] should be "
+"preferred as an FPS limiter as it's more precise.\n"
+"This setting can be overridden using the [code]--frame-delay <ms;>[/code] "
+"command line argument."
+msgstr ""
+"Forza un ritardo [i]costante[/i] tra i frame nel ciclo principale (in "
+"millisecondi). Nella maggior parte delle situazioni, [member application/run/"
+"max_fps] dovrebbe essere preferito come limitatore di FPS in quanto è più "
+"preciso.\n"
+"Questa impostazione può essere sovrascritta usando l'argomento della riga di "
+"comando [code]--frame-delay <ms;>[/code]."
+
+msgid ""
+"If [code]true[/code], enables low-processor usage mode. When enabled, the "
+"engine takes longer to redraw, but only redraws the screen if necessary. This "
+"may lower power consumption, and is intended for editors or mobile "
+"applications. For most games, because the screen needs to be redrawn every "
+"frame, it is recommended to keep this setting disabled."
+msgstr ""
+"Se [code]true[/code], abilita la modalità di utilizzo a basso processore. "
+"Quando abilitato, il motore impiega più tempo a ridisegnare, ma ridisegna lo "
+"schermo solo se necessario. Questo può ridurre il consumo energetico ed è "
+"pensato per editor o applicazioni mobili. Per la maggior parte dei giochi, "
+"poiché lo schermo deve essere ridisegnato a ogni frame, si consiglia di "
+"mantenere questa impostazione disabilitata."
+
+msgid ""
+"Amount of sleeping between frames when the low-processor usage mode is "
+"enabled (in microseconds). Higher values will result in lower CPU usage."
+msgstr ""
+"Quantità di sospensione tra i frame quando è abilitata la modalità di "
+"utilizzo a basso processore (in microsecondi). Valori più alti determineranno "
+"un utilizzo inferiore della CPU."
+
+msgid "The name of the type implementing the engine's main loop."
+msgstr "Il nome del tipo che implementa il ciclo principale del motore."
+
+msgid "Path to the main scene file that will be loaded when the project runs."
+msgstr ""
+"Percorso al file della scena principale che verrà caricato quando il progetto "
+"viene eseguito."
+
+msgid ""
+"If [code]true[/code], the engine header is printed in the console on startup. "
+"This header describes the current version of the engine, as well as the "
+"renderer being used. This behavior can also be disabled on the command line "
+"with the [code]--no-header[/code] option."
+msgstr ""
+"Se [code]true[/code], l'intestazione del motore è stampata nella console "
+"all'avvio. Questa intestazione descrive la versione corrente del motore, così "
+"come il renderer utilizzato. Questo comportamento può anche essere "
+"disabilitato sulla riga di comando con l'opzione [code]--no-header[/code]."
+
+msgid ""
+"Audio buses will disable automatically when sound goes below a given dB "
+"threshold for a given time. This saves CPU as effects assigned to that bus "
+"will no longer do any processing."
+msgstr ""
+"I bus audio si disattiveranno automaticamente quando il suono scende al di "
+"sotto di una determinata soglia in dB per un determinato periodo di tempo. "
+"Ciò consente di risparmiare CPU poiché gli effetti assegnati a un bus "
+"disattivato non saranno più elaborati."
+
+msgid ""
+"Default [AudioBusLayout] resource file to use in the project, unless "
+"overridden by the scene."
+msgstr ""
+"File di risorsa [AudioBusLayout] predefinito da utilizzare nel progetto, a "
+"meno che non sia sovrascritto dalla scena."
+
+msgid ""
+"Specifies the audio driver to use. This setting is platform-dependent as each "
+"platform supports different audio drivers. If left empty, the default audio "
+"driver will be used.\n"
+"The [code]Dummy[/code] audio driver disables all audio playback and "
+"recording, which is useful for non-game applications as it reduces CPU usage. "
+"It also prevents the engine from appearing as an application playing audio in "
+"the OS' audio mixer.\n"
+"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
+"audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
+"html]command line argument[/url]."
+msgstr ""
+"Specifica il driver audio da utilizzare. Questa impostazione dipende dalla "
+"piattaforma, poiché ogni piattaforma supporta driver audio diversi. Se "
+"lasciato vuoto, sarà utilizzato il driver audio predefinito.\n"
+"Il driver audio [code]Dummy[/code] disabilita tutta la riproduzione e la "
+"registrazione audio, il che è utile per le applicazioni non di gioco, poiché "
+"riduce l'utilizzo della CPU. Inoltre, impedisce al motore di apparire come "
+"un'applicazione che riproduce audio nel mixer audio del sistema operativo.\n"
+"[b]Nota:[/b] Il driver in uso può essere sovrascritto in fase di esecuzione "
+"tramite l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial."
+"html]argomento della riga di comando[/url] [code]--audio-driver[/code]."
+
+msgid ""
+"If [code]true[/code], microphone input will be allowed. This requires "
+"appropriate permissions to be set when exporting to Android or iOS.\n"
+"[b]Note:[/b] If the operating system blocks access to audio input devices "
+"(due to the user's privacy settings), audio capture will only return silence. "
+"On Windows 10 and later, make sure that apps are allowed to access the "
+"microphone in the OS' privacy settings."
+msgstr ""
+"Se [code]true[/code], l'input del microfono sarà consentito. Ciò richiede che "
+"siano impostate le autorizzazioni appropriate durante l'esportazione su "
+"Android o iOS.\n"
+"[b]Nota:[/b] Se il sistema operativo blocca l'accesso ai dispositivi di input "
+"audio (a causa delle impostazioni sulla privacy dell'utente), l'acquisizione "
+"audio restituirà solo silenzio. Su Windows 10 e versioni successive, "
+"assicurati che le app siano autorizzate ad accedere al microfono nelle "
+"impostazioni sulla privacy del sistema operativo."
+
+msgid ""
+"The mixing rate used for audio (in Hz). In general, it's better to not touch "
+"this and leave it to the host operating system."
+msgstr ""
+"La frequenza di mixaggio utilizzata per l'audio (in Hz). In generale, è "
+"meglio non toccarla e lasciarla al sistema operativo host."
+
+msgid ""
+"Safer override for [member audio/driver/mix_rate] in the Web platform. Here "
+"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
+"like forcing the mix rate)."
+msgstr ""
+"Sostituzione più sicura per [member audio/driver/mix_rate] nella piattaforma "
+"Web. Qui [code]0[/code] significa \"lascia che sia il browser a scegliere\" "
+"(poiché ad alcuni browser non piace forzare la frequenza di mixaggio)."
+
+msgid ""
+"Specifies the preferred output latency in milliseconds for audio. Lower "
+"values will result in lower audio latency at the cost of increased CPU usage. "
+"Low values may result in audible crackling on slower hardware.\n"
+"Audio output latency may be constrained by the host operating system and "
+"audio hardware drivers. If the host can not provide the specified audio "
+"output latency then Godot will attempt to use the nearest latency allowed by "
+"the host. As such you should always use [method AudioServer."
+"get_output_latency] to determine the actual audio output latency.\n"
+"Audio output latency can be overridden using the [code]--audio-output-latency "
+"<ms>[/code] command line argument.\n"
+"[b]Note:[/b] This setting is ignored on Android, and on all versions of "
+"Windows prior to Windows 10."
+msgstr ""
+"Specifica la latenza di output preferita in millisecondi per l'audio. Valori "
+"più bassi risultano in una latenza audio inferiore a scapito di un maggiore "
+"utilizzo della CPU. Valori bassi potrebbero causare uno scoppiettii udibile "
+"su hardware più lento.\n"
+"La latenza di output audio potrebbe essere limitata dal sistema operativo "
+"host e dai driver hardware audio. Se l'host non è in grado di fornire la "
+"latenza di output audio specificata, Godot tenterà di utilizzare la latenza "
+"più vicina consentita dall'host. Pertanto, dovresti sempre utilizzare [method "
+"AudioServer.get_output_latency] per determinare la latenza di output audio "
+"effettiva.\n"
+"La latenza di output audio può essere ignorata utilizzando l'argomento della "
+"riga di comando [code]--audio-output-latency <ms>[/code].\n"
+"[b]Nota:[/b] Questa impostazione è ignorata su Android e su tutte le versioni "
+"di Windows precedenti a Windows 10."
+
+msgid ""
+"Safer override for [member audio/driver/output_latency] in the Web platform, "
+"to avoid audio issues especially on mobile devices."
+msgstr ""
+"Sostituzione più sicura per [member audio/driver/output_latency] nella "
+"piattaforma Web, per evitare problemi audio soprattutto sui dispositivi "
+"mobili."
+
+msgid ""
+"The base strength of the panning effect for all [AudioStreamPlayer2D] nodes. "
+"The panning strength can be further scaled on each Node using [member "
+"AudioStreamPlayer2D.panning_strength]. A value of [code]0.0[/code] disables "
+"stereo panning entirely, leaving only volume attenuation in place. A value of "
+"[code]1.0[/code] completely mutes one of the channels if the sound is located "
+"exactly to the left (or right) of the listener.\n"
+"The default value of [code]0.5[/code] is tuned for headphones. When using "
+"speakers, you may find lower values to sound better as speakers have a lower "
+"stereo separation compared to headphones."
+msgstr ""
+"L'intensità di base dell'effetto pan per tutti i nodi [AudioStreamPlayer2D]. "
+"L'intensità del pan può essere ulteriormente scalata su ogni nodo tramite "
+"[member AudioStreamPlayer2D.panning_strength]. Un valore di [code]0.0[/code] "
+"disattiva completamente il pan stereo, rimanendo solo l'attenuazione del "
+"volume. Un valore di [code]1.0[/code] disattiva completamente uno dei canali "
+"se il suono si trova esattamente a sinistra (o a destra) dell'ascoltatore.\n"
+"Il valore predefinito di [code]0.5[/code] è sintonizzato per le cuffie. "
+"Quando si usano altoparlanti, è possibile che valori inferiori suonino meglio "
+"poiché gli altoparlanti hanno una separazione stereo inferiore rispetto alle "
+"cuffie."
+
+msgid ""
+"The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. "
+"The panning strength can be further scaled on each Node using [member "
+"AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables "
+"stereo panning entirely, leaving only volume attenuation in place. A value of "
+"[code]1.0[/code] completely mutes one of the channels if the sound is located "
+"exactly to the left (or right) of the listener.\n"
+"The default value of [code]0.5[/code] is tuned for headphones. When using "
+"speakers, you may find lower values to sound better as speakers have a lower "
+"stereo separation compared to headphones."
+msgstr ""
+"L'intensità di base dell'effetto pan per tutti i nodi [AudioStreamPlayer3D]. "
+"L'intensità del pan può essere ulteriormente scalata su ogni nodo tramite "
+"[member AudioStreamPlayer3D.panning_strength]. Un valore di [code]0.0[/code] "
+"disattiva completamente il pan stereo, rimanendo solo l'attenuazione del "
+"volume. Un valore di [code]1.0[/code] disattiva completamente uno dei canali "
+"se il suono si trova esattamente a sinistra (o a destra) dell'ascoltatore.\n"
+"Il valore predefinito di [code]0.5[/code] è sintonizzato per le cuffie. "
+"Quando si usano altoparlanti, è possibile che valori inferiori suonino meglio "
+"poiché gli altoparlanti hanno una separazione stereo inferiore rispetto alle "
+"cuffie."
+
+msgid ""
+"Specifies the default playback type of the platform.\n"
+"The default value is set to [b]Stream[/b], as most platforms have no issues "
+"mixing streams."
+msgstr ""
+"Specifica il tipo di riproduzione predefinito della piattaforma.\n"
+"Il valore predefinito è impostato su [b]Stream[/b], poiché la maggior parte "
+"delle piattaforme non ha problemi a mixare i flussi."
+
+msgid ""
+"Specifies the default playback type of the Web platform.\n"
+"The default value is set to [b]Sample[/b] as the Web platform is not suited "
+"to mix audio streams outside of the Web Audio API, especially when exporting "
+"a single-threaded game. [b]Sample[/b] allows for lower latency on the web "
+"platform at the cost of flexibility ([AudioEffect]s are not supported).\n"
+"[b]Warning:[/b] Forcing [b]Stream[/b] on the Web platform may cause high "
+"audio latency and crackling, especially when exporting a multi-threaded game."
+msgstr ""
+"Specifica il tipo di riproduzione predefinito della piattaforma Web.\n"
+"Il valore predefinito è impostato su [b]Sample[/b] poiché la piattaforma Web "
+"non è adatta a mixare flussi audio al di fuori della Web Audio API, "
+"specialmente quando si esporta un gioco single-threaded. [b]Sample[/b] "
+"consente una latenza inferiore sulla piattaforma Web a scapito della "
+"flessibilità (gli [AudioEffect] non sono supportati).\n"
+"[b]Warning:[/b] Forzare [b]Stream[/b] sulla piattaforma Web potrebbe causare "
+"un'elevata latenza audio e scoppiettii, specialmente quando si esporta un "
+"gioco multi-threaded."
+
+msgid ""
+"Sets the [url=https://developer.apple.com/documentation/avfaudio/"
+"avaudiosession/categoryoptions/1616611-mixwithothers]mixWithOthers[/url] "
+"option for the AVAudioSession on iOS. This will override the mix behavior, if "
+"the category is set to [code]Play and Record[/code], [code]Playback[/code], "
+"or [code]Multi Route[/code].\n"
+"[code]Ambient[/code] always has this set per default."
+msgstr ""
+"Imposta l'opzione [url=https://developer.apple.com/documentation/avfaudio/"
+"avaudiosession/categoryoptions/1616611-mixwithothers]mixWithOthers[/url] per "
+"AVAudioSession su iOS. Ciò sovrascriverà il comportamento del mix, se la "
+"categoria è impostata su [code]Play and Record[/code], [code]Playback[/code] "
+"o [code]Multi Route[/code].\n"
+"[code]Ambient[/code] ha sempre questa impostazione predefinita."
+
+msgid ""
+"Sets the [url=https://developer.apple.com/documentation/avfaudio/"
+"avaudiosessioncategory]AVAudioSessionCategory[/url] on iOS. Use the "
+"[code]Playback[/code] category to get sound output, even if the phone is in "
+"silent mode."
+msgstr ""
+"Imposta [url=https://developer.apple.com/documentation/avfaudio/"
+"avaudiosessioncategory]AVAudioSessionCategory[/url] su iOS. Utilizza la "
+"categoria [code]Playback[/code] per ottenere l'uscita audio, anche se il "
+"telefono è in modalità silenziosa."
+
+msgid ""
+"If [code]true[/code], text-to-speech support is enabled, see [method "
+"DisplayServer.tts_get_voices] and [method DisplayServer.tts_speak].\n"
+"[b]Note:[/b] Enabling TTS can cause addition idle CPU usage and interfere "
+"with the sleep mode, so consider disabling it if TTS is not used."
+msgstr ""
+"Se [code]true[/code], il supporto text-to-speech è abilitato, vedi [method "
+"DisplayServer.tts_get_voices] e [method DisplayServer.tts_speak].\n"
+"[b]Nota:[/b] Abilitare il TTS può causare un ulteriore utilizzo inattivo "
+"della CPU e interferire con la modalità di riposo, quindi considera di "
+"disabilitarla se il TTS non è utilizzato."
+
+msgid ""
+"Setting to hardcode audio delay when playing video. Best to leave this "
+"unchanged unless you know what you are doing."
+msgstr ""
+"Impostazione per forzare un ritardo audio durante la riproduzione di un "
+"video. Meglio lasciare invariato questo valore, a meno che non si sappia cosa "
+"si sta facendo."
+
+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 ""
+"Se [code]true[/code], le luci ambientali saranno importate dai modelli "
+"COLLADA come [DirectionalLight3D]. Se [code]false[/code], le luci ambientali "
+"saranno ignorate."
+
+msgid ""
+"The default compression level for gzip. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level. "
+"[code]-1[/code] uses the default gzip compression level, which is identical "
+"to [code]6[/code] but could change in the future due to underlying zlib "
+"updates."
+msgstr ""
+"Il livello di compressione predefinito per gzip. Influisce sulle scene e "
+"sulle risorse compresse. Livelli più alti producono file più piccoli a "
+"scapito della velocità di compressione. La velocità di decompressione non è "
+"molto influenzata dal livello di compressione. [code]-1[/code] usa il livello "
+"di compressione predefinito per gzip, che è identico a [code]6[/code] ma "
+"potrebbe cambiare in futuro a causa di aggiornamenti sottostanti di zlib."
+
+msgid ""
+"The default compression level for Zlib. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level. "
+"[code]-1[/code] uses the default gzip compression level, which is identical "
+"to [code]6[/code] but could change in the future due to underlying zlib "
+"updates."
+msgstr ""
+"Il livello di compressione predefinito per Zlib. Influisce sulle scene e "
+"sulle risorse compresse. Livelli più alti producono file più piccoli a "
+"scapito della velocità di compressione. La velocità di decompressione non è "
+"molto influenzata dal livello di compressione. [code]-1[/code] usa il livello "
+"di compressione predefinito per gzip, che è identico a [code]6[/code] ma "
+"potrebbe cambiare in futuro a causa di aggiornamenti sottostanti di zlib."
+
+msgid ""
+"The default compression level for Zstandard. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level."
+msgstr ""
+"Il livello di compressione predefinito per Zstandard. Influisce sulle scene e "
+"sulle risorse compresse. Livelli più alti producono file più piccoli a "
+"scapito della velocità di compressione. La velocità di decompressione non è "
+"molto influenzata dal livello di compressione."
+
+msgid ""
+"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
+"distance matching[/url] in Zstandard."
+msgstr ""
+"Abilita [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
+"distance-matching[/url] in Zstandard."
+
+msgid ""
+"Largest size limit (in power of 2) allowed when compressing using long-"
+"distance matching with Zstandard. Higher values can result in better "
+"compression, but will require more memory when compressing and decompressing."
+msgstr ""
+"Limite di dimensione più grande (in potenza di 2) consentito quando si "
+"comprime usando il long-distance matching con Zstandard. Valori più alti "
+"possono portare a una compressione migliore, ma richiederanno più memoria "
+"durante la compressione e la decompressione."
+
+msgid ""
+"If canvas item redraw debugging is active, this color will be flashed on "
+"canvas items when they redraw."
+msgstr ""
+"Se il debug del ridisegno degli elementi canvas è attivo, questo colore "
+"lampeggerà sugli elementi canvas quando vengono ridisegnati."
+
+msgid ""
+"If canvas item redraw debugging is active, this will be the time the flash "
+"will last each time they redraw."
+msgstr ""
+"Se il debug del ridisegno degli elementi canvas è attivo, questa sarà la "
+"durata del lampo ogni volta che vengono ridisegnati."
+
+msgid ""
+"If [code]true[/code], logs all output and error messages to files. See also "
+"[member debug/file_logging/log_path], [member debug/file_logging/"
+"max_log_files], and [member application/run/flush_stdout_on_print]."
+msgstr ""
+"Se [code]true[/code], salva tutti i messaggi di output e di errore sui file. "
+"Vedi anche [member debug/file_logging/log_path], [member debug/file_logging/"
+"max_log_files] e [member application/run/flush_stdout_on_print]."
+
+msgid ""
+"Desktop override for [member debug/file_logging/enable_file_logging], as log "
+"files are not readily accessible on mobile/Web platforms."
+msgstr ""
+"Sostituzione su piattaforme desktop per [member debug/file_logging/"
+"enable_file_logging], poiché i file di log non sono facilmente accessibili su "
+"piattaforme mobili o Web."
+
+msgid ""
+"Path at which to store log files for the project. Using a path under "
+"[code]user://[/code] is recommended.\n"
+"This can be specified manually on the command line using the [code]--log-file "
+"<file>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
+"html]command line argument[/url]. If this command line argument is specified, "
+"log rotation is automatically disabled (see [member debug/file_logging/"
+"max_log_files])."
+msgstr ""
+"Percorso in cui archiviare i file di log per il progetto. Si consiglia di "
+"utilizzare un percorso in [code]user://[/code].\n"
+"Questo può essere specificato manualmente sulla riga di comando utilizzando "
+"l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argomento della "
+"riga di comando[/url] [code]--log-file <file>[/code] . Se questo argomento "
+"della riga di comando viene specificato, la rotazione dei file di log è "
+"automaticamente disabilitata (vedi [member debug/file_logging/max_log_files])."
+
+msgid ""
+"Specifies the maximum number of log files allowed (used for rotation). Set to "
+"[code]1[/code] to disable log file rotation.\n"
+"If the [code]--log-file <file>[/code] [url=$DOCS_URL/tutorials/editor/"
+"command_line_tutorial.html]command line argument[/url] is used, log rotation "
+"is always disabled."
+msgstr ""
+"Specifica il numero massimo di file di log consentiti (utilizzati per la "
+"rotazione). Imposta su [code]1[/code] per disabilitare la rotazione dei file "
+"di log.\n"
+"Se è utilizzato l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial."
+"html]argomento della riga di comando[/url] [code]--log-file <file>[/code] , "
+"la rotazione dei file di registro è sempre disabilitata."
+
+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 ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una chiamata a [code]assert[/"
+"code] è sempre valutata come falsa."
+
+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 true."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una chiamata a [code]assert[/"
+"code] è sempre valutata come true."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a local variable captured by a lambda is reassigned, "
+"since this does not modify the outer local variable."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una variabile locale catturata "
+"da una lambda è riassegnata, poiché ciò non modifica la variabile locale "
+"esterna."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when an identifier contains characters that can be "
+"confused with something else, like when mixing different alphabets."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando un identificatore contiene "
+"caratteri che si possono confondere con altri, ad esempio quando si mescolano "
+"alfabeti diversi."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when an identifier declared in the nested block has the "
+"same name as an identifier declared below in the parent block."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando un identificatore dichiarato nel "
+"blocco annidato ha lo stesso nome di un identificatore dichiarato in seguito "
+"nel blocco padre."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when an identifier that will be shadowed below in the "
+"block is used."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando è utilizzato un identificatore "
+"che sarà oscurato in seguito nel blocco."
+
+msgid ""
+"This warning is never produced. Instead, an error is generated if the "
+"expression type is known at compile time."
+msgstr ""
+"Questo avviso non è mai prodotto. Invece, viene generato un errore se il tipo "
+"dell'espressione è noto in fase di compilazione."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a constant is used as a function."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una costante è utilizzata come "
+"se fosse una funzione."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when deprecated keywords are used.\n"
+"[b]Note:[/b] There are currently no deprecated keywords, so this warning is "
+"never produced."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando sono utilizzate parole chiave "
+"deprecate.\n"
+"[b]Nota:[/b] Attualmente non ci sono parole chiave deprecate, quindi questo "
+"avviso non è mai prodotto."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when an empty file is parsed."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando viene analizzato un file vuoto."
+
+msgid ""
+"If [code]true[/code], enables specific GDScript warnings (see [code]debug/"
+"gdscript/warnings/*[/code] settings). If [code]false[/code], disables all "
+"GDScript warnings."
+msgstr ""
+"Se [code]true[/code], abilita gli avvisi specifici di GDScript (vedi le "
+"impostazioni [code]debug/gdscript/warnings/*[/code]). Se [code]false[/code], "
+"disabilita tutti gli avvisi di GDScript."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a variable has an enum type but no explicit default "
+"value, but only if the enum does not contain [code]0[/code] as a valid value."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una variabile ha un tipo enum ma "
+"nessun valore predefinito esplicito, ma solo se l'enum non contiene [code]0[/"
+"code] come valore valido."
+
+msgid ""
+"If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
+"not generate warnings."
+msgstr ""
+"f [code]true[/code], gli script nella cartella [code]res://addons[/code] non "
+"genereranno avvisi."
+
+msgid ""
+"This warning is never produced. When a function is used as a property, a "
+"[Callable] is returned."
+msgstr ""
+"Questo avviso non è mai prodotto. Quando una funzione è utilizzata come "
+"proprietà, è restituito un [Callable]."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when using a function as if it is a property."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si utilizza una funzione come se "
+"fosse una proprietà."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when [method Node.get_node] (or the shorthand [code]$[/"
+"code]) is used as default value of a class variable without the "
+"[code]@onready[/code] annotation."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando [method Node.get_node] (o la "
+"forma abbreviata [code]$[/code]) è utilizzato come valore predefinito di una "
+"variabile di classe senza l'annotazione [code]@onready[/code]."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a ternary operator may emit values with incompatible "
+"types."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando un operatore ternario potrebbe "
+"emettere valori con tipi incompatibili."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a static inferred type uses a [Variant] as initial "
+"value, which makes the static type to also be Variant."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando un tipo statico inferito "
+"utilizza un [Variant] come valore iniziale, il che rende Variant anche il "
+"tipo statico."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a variable, constant, or parameter has an implicitly "
+"inferred static type.\n"
+"[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/"
+"gdscript/warnings/untyped_declaration] if you want to always specify the type "
+"explicitly. Having [code]INFERRED_DECLARATION[/code] warning level higher "
+"than [code]UNTYPED_DECLARATION[/code] warning level makes little sense and is "
+"not recommended."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una variabile, una costante o un "
+"parametro ha un tipo statico inferito implicitamente.\n"
+"[b]Nota:[/b] Questo avviso è consigliato [i]in aggiunta[/i] a [member debug/"
+"gdscript/warnings/untyped_declaration] se si desidera specificare sempre il "
+"tipo in modo esplicito. Avere un livello di avviso per "
+"[code]INFERRED_DECLARATION[/code] più alto del livello di avviso per "
+"[code]UNTYPED_DECLARATION[/code] ha poco senso e non è consigliato."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when trying to use an integer as an enum without an "
+"explicit cast."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si tenta di utilizzare un numero "
+"intero come membro di un enumerazione, senza una conversione esplicita."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when trying to use an integer as an enum when there is no "
+"matching enum member for that numeric value."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si tenta di utilizzare un numero "
+"intero come membro di un enumerazione, quando non esiste un membro "
+"nell'enumerazione corrispondente per quel valore numerico."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when dividing an integer by another integer (the decimal "
+"part will be discarded)."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si divide un numero intero per "
+"un altro numero intero (la parte decimale sarà scartata)."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when passing a floating-point value to a function that "
+"expects an integer (it will be converted and lose precision)."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si passa un valore in virgola "
+"mobile a una funzione che si aspetta un numero intero (sarà convertito e "
+"perderà precisione)."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a method in the script overrides a native method, "
+"because it may not behave as expected."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando un metodo nello script "
+"sovrascrive un metodo nativo, perché potrebbe non comportarsi come previsto."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when the [code]@onready[/code] annotation is used together "
+"with the [code]@export[/code] annotation, since it may not behave as expected."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando l'annotazione [code]@onready[/"
+"code] è utilizzata insieme all'annotazione [code]@export[/code], poiché "
+"potrebbe non comportarsi come previsto."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when using a property as if it is a function."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si utilizza una proprietà come "
+"se fosse una funzione."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a function that is not a coroutine is called with "
+"await."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una funzione che non è una "
+"coroutine è chiamata con await."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when the [code]@static_unload[/code] annotation is used in "
+"a script without any static variables."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando l'annotazione "
+"[code]@static_unload[/code] è utilizzata in uno script senza variabili "
+"statiche."
+
+msgid ""
+"When enabled, using a property, enum, or function that was renamed since "
+"Godot 3 will produce a hint if an error occurs."
+msgstr ""
+"Se abilitato, l'uso di una proprietà, di un enumerazione o di una funzione "
+"rinominata da Godot 3 in poi produrrà un suggerimento se si verifica un "
+"errore."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when calling a function without using its return value (by "
+"assigning it to a variable or using it as a function argument). These return "
+"values are sometimes used to indicate possible errors using the [enum Error] "
+"enum."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si chiama una funzione senza "
+"utilizzare il suo valore di ritorno (assegnandolo a una variabile o "
+"utilizzandolo come argomento di una funzione). Questi valori di ritorno sono "
+"talvolta utilizzati per indicare possibili errori tramite l'enumerazione "
+"[enum Error]."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when defining a local or member variable, signal, or enum "
+"that would have the same name as a built-in function or global class name, "
+"thus shadowing it."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si definisce una variabile "
+"locale o membro, un segnale o un enumerazione che avrebbe lo stesso nome di "
+"una funzione integrata o di una classe globale, oscurandolo così."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when defining a local or member variable that would shadow "
+"a member variable that the class defines."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si definisce una variabile "
+"locale o membro che potrebbe oscurare una variabile membro definita dalla "
+"classe."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when defining a local or subclass member variable that "
+"would shadow a variable that is inherited from a parent class."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si definisce una variabile "
+"membro locale o di una sottoclasse che potrebbe oscurare una variabile "
+"ereditata da una classe padre."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when calling an expression that may have no effect on the "
+"surrounding code, such as writing [code]2 + 2[/code] as a statement."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si chiama un'espressione che "
+"potrebbe non avere alcun effetto sul codice circostante, come ad esempio "
+"scrivendo solo [code]2 + 2[/code] come istruzione."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when calling a ternary expression that may have no effect "
+"on the surrounding code, such as writing [code]42 if active else 0[/code] as "
+"a statement."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si chiama un'espressione "
+"ternaria che potrebbe non avere alcun effetto sul codice circostante, come ad "
+"esempio scrivendo solo [code]42 if active else 0[/code] come istruzione."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when calling a static method from an instance of a class "
+"instead of from the class directly."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si chiama un metodo statico da "
+"un'istanza di una classe anziché direttamente dalla classe."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when using a variable that wasn't previously assigned."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si utilizza una variabile che "
+"non è stata assegnata in precedenza."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when assigning a variable using an assignment operator "
+"like [code]+=[/code] if the variable wasn't previously assigned."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si assegna una variabile "
+"attraverso un operatore di assegnazione come [code]+=[/code] se la variabile "
+"non è stata assegnata in precedenza."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when unreachable code is detected (such as after a "
+"[code]return[/code] statement that will always be executed)."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando è rilevato codice non "
+"raggiungibile (ad esempio dopo un'istruzione [code]return[/code] che sarà "
+"sempre eseguita)."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when an unreachable [code]match[/code] pattern is detected."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando viene rilevato uno schema di "
+"[code]match[/code] non raggiungibile."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when using an expression whose type may not be compatible "
+"with the function parameter expected."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si utilizza un'espressione il "
+"cui tipo potrebbe non essere compatibile con il parametro della funzione "
+"previsto."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a [Variant] value is cast to a non-Variant."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando un valore [Variant] è convertito "
+"in un valore non-Variant."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when calling a method whose presence is not guaranteed at "
+"compile-time in the class."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si chiama un metodo la cui "
+"presenza non è garantita in fase di compilazione nella classe."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when accessing a property whose presence is not guaranteed "
+"at compile-time in the class."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si accede a una proprietà la cui "
+"presenza non è garantita in fase di compilazione nella classe."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when returning a call from a [code]void[/code] function "
+"when such call cannot be guaranteed to be also [code]void[/code]."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando si restituisce una chiamata da "
+"una funzione [code]void[/code] quando non si può garantire che tale chiamata "
+"sia anche [code]void[/code]."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a variable or parameter has no static type, or if a "
+"function has no static return type.\n"
+"[b]Note:[/b] This warning is recommended together with [member EditorSettings."
+"text_editor/completion/add_type_hints] to help achieve type safety."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una variabile o un parametro non "
+"ha un tipo statico o se una funzione non ha un tipo restituito statico.\n"
+"[b]Nota:[/b] Questo avviso è consigliato insieme a [member EditorSettings."
+"text_editor/completion/add_type_hints] per aiutare a garantire la sicurezza "
+"del tipo."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a local constant is never used."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una costante locale non è mai "
+"utilizzata."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a function parameter is never used."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando un parametro di una funzione non "
+"è mai utilizzato."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a private member variable is never used."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una variabile membro privata non "
+"è mai utilizzata."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a signal is declared but never explicitly used in the "
+"class."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando un segnale è dichiarato ma mai "
+"utilizzato esplicitamente nella classe."
+
+msgid ""
+"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
+"error respectively when a local variable is unused."
+msgstr ""
+"Se impostato su [code]warn[/code] o [code]error[/code], produce "
+"rispettivamente un avviso o un errore quando una variabile locale non è "
+"utilizzata."
+
+msgid ""
+"Message to be displayed before the backtrace when the engine crashes. By "
+"default, this message is only used in exported projects due to the editor-"
+"only override applied to this setting."
+msgstr ""
+"Messaggio da visualizzare prima del backtrace in caso di crash del motore. "
+"Per impostazione predefinita, questo messaggio è utilizzato solo nei progetti "
+"esportati a causa della sostituzione applicata solo per l'editor a questa "
+"impostazione."
+
+msgid ""
+"Editor-only override for [member debug/settings/crash_handler/message]. Does "
+"not affect exported projects in debug or release mode."
+msgstr ""
+"Sostituzione solo per l'editor per [member debug/settings/crash_handler/"
+"message]. Non influisce sui progetti esportati in modalità debug o release."
+
+msgid "Maximum call stack allowed for debugging GDScript."
+msgstr "Pila di chiamate massima consentita per il debug di GDScript."
+
+msgid "Maximum number of functions per frame allowed when profiling."
+msgstr ""
+"Numero massimo di funzioni per frame consentite durante la profilazione."
+
+msgid ""
+"Maximum number of timestamp query elements allowed per frame for visual "
+"profiling."
+msgstr ""
+"Numero massimo di elementi di interrogazione timestamp consentiti per frame "
+"per la profilazione visiva."
+
+msgid "Print frames per second to standard output every second."
+msgstr "Stampa i frame al secondo sull'output standard ogni secondo."
+
+msgid ""
+"Print GPU profile information to standard output every second. This includes "
+"how long each frame takes the GPU to render on average, broken down into "
+"different steps of the render pipeline, such as CanvasItems, shadows, glow, "
+"etc."
+msgstr ""
+"Stampa le informazioni del profilo della GPU sull'output standard ogni "
+"secondo. Ciò include il tempo medio impiegato dalla GPU per il rendering di "
+"ogni frame, suddiviso in diversi passaggi della pipeline di rendering, come "
+"CanvasItems, ombre, bagliore, ecc."
+
+msgid ""
+"Print more information to standard output when running. It displays "
+"information such as memory leaks, which scenes and resources are being "
+"loaded, etc. This can also be enabled using the [code]--verbose[/code] or "
+"[code]-v[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
+"html]command line argument[/url], even on an exported project. See also "
+"[method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose]."
+msgstr ""
+"Stampa ulteriori informazioni sull'output standard durante l'esecuzione. "
+"Visualizza informazioni come perdite di memoria, quali scene e risorse sono "
+"caricate, ecc. Questo può anche essere abilitato usando l'[url=$DOCS_URL/"
+"tutorials/editor/command_line_tutorial.html]argomento della riga di comando[/"
+"url] [code]--verbose[/code] o [code]-v[/code], anche su un progetto "
+"esportato. Vedi anche [method OS.is_stdout_verbose] e [method @GlobalScope."
+"print_verbose]."
+
+msgid ""
+"When set to [code]true[/code], produces a warning when the shader exceeds "
+"certain device limits. Currently, the only device limit checked is the limit "
+"on uniform buffer size. More device limits will be added in the future."
+msgstr ""
+"Se impostato su [code]true[/code], produce un avviso quando lo shader supera "
+"determinati limiti del dispositivo. Attualmente, l'unico limite del "
+"dispositivo controllato è il limite sulla dimensione uniforme del buffer. In "
+"futuro saranno aggiunti altri limiti del dispositivo."
+
+msgid ""
+"If [code]true[/code], enables specific shader warnings (see [code]debug/"
+"shader_language/warnings/*[/code] settings). If [code]false[/code], disables "
+"all shader warnings."
+msgstr ""
+"Se [code]true[/code], abilita avvisi specifici per gli shader (vedi "
+"impostazioni [code]debug/shader_language/warnings/*[/code]). Se [code]false[/"
+"code], disabilita tutti gli avvisi per gli shader."
+
+msgid ""
+"When set to [code]true[/code], produces a warning when two floating-point "
+"numbers are compared directly with the [code]==[/code] operator or the [code]!"
+"=[/code] operator."
+msgstr ""
+"Se impostato su [code]true[/code], produce un avviso quando due numeri in "
+"virgola mobile sono confrontati direttamente con l'operatore [code]==[/code] "
+"o l'operatore [code]!=[/code]."
+
+msgid ""
+"When set to [code]true[/code], produces a warning upon encountering certain "
+"formatting errors. Currently this only checks for empty statements. More "
+"formatting errors may be added over time."
+msgstr ""
+"Se impostato su [code]true[/code], produce un avviso quando sono rilevati "
+"determinati errori di formattazione. Attualmente verifica solo le istruzioni "
+"vuote. Altri errori di formattazione potrebbero essere aggiunti nel tempo."
+
+msgid ""
+"When set to [code]true[/code], produces a warning when the shader contains "
+"[code]POSITION = vec4(vertex,[/code] as this was very common code written in "
+"Godot 4.2 and earlier that was paired with a QuadMesh to produce a full "
+"screen post processes pass. With the switch to reversed z in 4.3, this trick "
+"no longer works, as it implicitly relied on the [code]VERTEX.z[/code] being 0."
+msgstr ""
+"Se impostato su [code]true[/code], produce un avviso quando lo shader "
+"contiene [code]POSITION = vec4(vertex,[/code] poiché questo era un codice "
+"molto comune scritto in Godot 4.2 e nelle versioni precedenti che era "
+"abbinato a un QuadMesh per produrre un passaggio di processi post a schermo "
+"intero. Con il passaggio a z invertito in 4.3, questo trucco non funziona "
+"più, poiché si basava implicitamente sul fatto che [code]VERTEX.z[/code] "
+"fosse 0."
+
msgid "When set to [code]true[/code], warnings are treated as errors."
msgstr ""
-"Quando impostato su [code]true[/code], gli avvisi vengono trattati come "
-"errori."
+"Quando impostato su [code]true[/code], gli avvisi sono trattati come errori."
msgid ""
"When set to [code]true[/code], produces a warning when a constant is never "
"used."
msgstr ""
"Quando impostato su [code]true[/code], produce un avviso quando una costante "
-"non viene mai utilizzata."
+"non è mai utilizzata."
msgid ""
"When set to [code]true[/code], produces a warning when a function is never "
"used."
msgstr ""
"Quando impostato su [code]true[/code], produce un avviso quando una funzione "
-"non viene mai utilizzata."
+"non è mai utilizzata."
msgid ""
"When set to [code]true[/code], produces a warning when a local variable is "
"never used."
msgstr ""
"Quando impostato su [code]true[/code], produce un avviso quando una variabile "
-"locale non viene mai utilizzata."
+"locale non è mai utilizzata."
msgid ""
"When set to [code]true[/code], produces a warning when a struct is never used."
msgstr ""
"Quando impostato su [code]true[/code], produce un avviso quando uno struct "
-"non viene mai utilizzato."
+"non è mai utilizzato."
msgid ""
"When set to [code]true[/code], produces a warning when a uniform is never "
"used."
msgstr ""
"Quando impostato su [code]true[/code], produce un avviso quando un uniforme "
-"non viene mai utilizzato."
+"non è mai utilizzato."
msgid ""
"When set to [code]true[/code], produces a warning when a varying is never "
"used."
msgstr ""
"Quando impostato su [code]true[/code], produce un avviso quando un varying "
-"non viene mai utilizzato."
+"non è mai utilizzato."
+
+msgid ""
+"Color of the avoidance agents radius, visible when \"Visible Avoidance\" is "
+"enabled in the Debug menu."
+msgstr ""
+"Colore del raggio di evasione degli agenti, visibile quando l'opzione "
+"\"Evasione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"If enabled, displays avoidance agents radius when \"Visible Avoidance\" is "
+"enabled in the Debug menu."
+msgstr ""
+"Se abilitato, visualizza il raggio di evasione degli agenti quando l'opzione "
+"\"Evasione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"If enabled, displays avoidance obstacles radius when \"Visible Avoidance\" is "
+"enabled in the Debug menu."
+msgstr ""
+"Se abilitato, visualizza il raggio di evasione degli ostacoli quando "
+"l'opzione \"Evasione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"If enabled, displays static avoidance obstacles when \"Visible Avoidance\" is "
+"enabled in the Debug menu."
+msgstr ""
+"Se abilitato, visualizza il raggio di evasione degli ostacoli statici quando "
+"l'opzione \"Evasione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"Color of the avoidance obstacles radius, visible when \"Visible Avoidance\" "
+"is enabled in the Debug menu."
+msgstr ""
+"Colore del raggio di evasione degli ostacoli, visibile quando l'opzione "
+"\"Evasione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"Color of the static avoidance obstacles edges when their vertices are winded "
+"in order to push agents in, visible when \"Visible Avoidance\" is enabled in "
+"the Debug menu."
+msgstr ""
+"Colore dei bordi di evasione degli ostacoli statici quando i loro vertici "
+"sono avvolti per spingere gli agenti verso l'interno, visibile quando "
+"l'opzione \"Evasione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"Color of the static avoidance obstacles edges when their vertices are winded "
+"in order to push agents out, visible when \"Visible Avoidance\" is enabled in "
+"the Debug menu."
+msgstr ""
+"Colore dei bordi di evasione degli ostacoli statici quando i loro vertici "
+"sono avvolti per spingere gli agenti verso l'esterno, visibile quando "
+"l'opzione \"Evasione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"Color of the static avoidance obstacles faces when their vertices are winded "
+"in order to push agents in, visible when \"Visible Avoidance\" is enabled in "
+"the Debug menu."
+msgstr ""
+"Colore delle facce di evasione degli ostacoli statici quando i loro vertici "
+"sono avvolti per spingere gli agenti verso l'interno, visibile quando "
+"l'opzione \"Evasione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"Color of the static avoidance obstacles faces when their vertices are winded "
+"in order to push agents out, visible when \"Visible Avoidance\" is enabled in "
+"the Debug menu."
+msgstr ""
+"Colore delle facce di evasione degli ostacoli statici quando i loro vertici "
+"sono avvolti per spingere gli agenti verso l'esterno, visibile quando "
+"l'opzione \"Evasione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"Color of the contact points between collision shapes, visible when \"Visible "
+"Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+"Colore dei punti di contatto tra le forme di collisione, visibili quando "
+"l'opzione \"Forme di collisione visibili\" è abilitata nel menu Debug."
+
+msgid ""
+"Sets whether 2D physics will display collision outlines in game when "
+"\"Visible Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+"Imposta se la fisica 2D visualizzerà i contorni delle collisioni in fase di "
+"esecuzione quando l'opzione \"Forme di collisione visibili\" è abilitata nel "
+"menu Debug."
+
+msgid ""
+"Maximum number of contact points between collision shapes to display when "
+"\"Visible Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+"Il numero massimo di punti di contatto tra le forme di collisione da "
+"visualizzare, quando l'opzione \"Forme di collisione visibili\" è abilitata "
+"nel menu Debug."
+
+msgid ""
+"Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
+"enabled in the Debug menu."
+msgstr ""
+"Il colore delle forme di collisione, visibili quando l'opzione \"Forme di "
+"collisione visibili\" è abilitata nel menu Debug."
+
+msgid ""
+"Color to display enabled navigation agent paths when an agent has debug "
+"enabled."
+msgstr ""
+"Il colore per visualizzare i percorsi degli agenti di navigazione abilitati, "
+"quando per un agente è abilitato il debug."
+
+msgid ""
+"Rasterized size (pixel) used to render navigation agent path points when an "
+"agent has debug enabled."
+msgstr ""
+"Dimensione rasterizzata (in pixel) utilizzata per renderizzare i punti dei "
+"percorsi degli agenti di navigazione quando per un agente è abilitato il "
+"debug."
+
+msgid ""
+"Color to display edge connections between navigation regions, visible when "
+"\"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Il colore per visualizzare le connessioni dei bordi tra le regioni di "
+"navigazione, visibile quando l'opzione \"Navigazione visibile\" è abilitata "
+"nel menu Debug."
+
+msgid ""
+"If enabled, displays navigation agent paths when an agent has debug enabled."
+msgstr ""
+"Se abilitata, visualizza i percorsi degli agenti di navigazione, quando per "
+"un agente è abilitato il debug."
+
+msgid ""
+"If enabled, displays navigation agent paths through geometry when an agent "
+"has debug enabled."
+msgstr ""
+"Se abilitata, visualizza i percorsi degli agenti di navigazione attraverso la "
+"geometria, quando per un agente è abilitato il debug."
+
+msgid ""
+"If enabled, displays edge connections between navigation regions when "
+"\"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Se abilitata, visualizza le connessioni dei bordi tra le regioni di "
+"navigazione, quando l'opzione \"Navigazione visibile\" è abilitata nel menu "
+"Debug."
+
+msgid ""
+"If enabled, displays edge connections between navigation regions through "
+"geometry when \"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Se abilitato, visualizza le connessioni dei bordi tra le regioni di "
+"navigazione attraverso la geometria, quando opzione \"Navigazione visibile\" "
+"è abilitata nel menu Debug."
+
+msgid ""
+"If enabled, displays navigation mesh polygon edges when \"Visible "
+"Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Se abilitata, visualizza i bordi del poligono della mesh di navigazione, "
+"quando \"Navigazione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"If enabled, displays navigation mesh polygon edges through geometry when "
+"\"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Se abilitata, visualizza i bordi del poligono della mesh di navigazione "
+"attraverso la geometria, quando \"Navigazione visibile\" è abilitata nel menu "
+"Debug."
+
+msgid ""
+"If enabled, colorizes each navigation mesh polygon face with a random color "
+"when \"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Se abilitato, colora ogni faccia del poligono della mesh di navigazione con "
+"un colore casuale, quando l'opzione \"Navigazione visibile\" è abilitata nel "
+"menu Debug."
+
+msgid ""
+"If enabled, displays navigation link connections when \"Visible Navigation\" "
+"is enabled in the Debug menu."
+msgstr ""
+"Se abilitato, visualizza i collegamenti di navigazione quando l'opzione "
+"\"Navigazione visibile\" è abilitata nel menu Debug."
+
+msgid ""
+"If enabled, displays navigation link connections through geometry when "
+"\"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Se abilitato, visualizza i collegamenti di navigazione attraverso la "
+"geometria quando l'opzione \"Navigazione visibile\" è abilitata nel menu "
+"Debug."
+
+msgid ""
+"Color to display enabled navigation mesh polygon edges, visible when "
+"\"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Il colore per visualizzare i bordi del poligono di una mesh di navigazione "
+"abilitata, visibile quando l'opzione \"Navigazione visibile\" è abilitata nel "
+"menu Debug."
+
+msgid ""
+"Color to display disabled navigation mesh polygon edges, visible when "
+"\"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Il colore per visualizzare i bordi del poligono di una mesh di navigazione "
+"disabilitata, visibile quando l'opzione \"Navigazione visibile\" è abilitata "
+"nel menu Debug."
+
+msgid ""
+"Color to display enabled navigation mesh polygon faces, visible when "
+"\"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Il colore per visualizzare le facce del poligono di una mesh di navigazione "
+"abilitata, visibile quando l'opzione \"Navigazione visibile\" è abilitata nel "
+"menu Debug."
+
+msgid ""
+"Color to display disabled navigation mesh polygon faces, visible when "
+"\"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Il colore per visualizzare le facce del poligono di una mesh di navigazione "
+"disabilitata, visibile quando l'opzione \"Navigazione visibile\" è abilitata "
+"nel menu Debug."
+
+msgid ""
+"Color to use to display navigation link connections, visible when \"Visible "
+"Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Il colore da utilizzare per visualizzare i collegamenti di navigazione, "
+"visibili quando l'opzione \"Navigazione visibile\" è abilitato nel menu Debug."
+
+msgid ""
+"Color to use to display disabled navigation link connections, visible when "
+"\"Visible Navigation\" is enabled in the Debug menu."
+msgstr ""
+"Il colore da utilizzare per visualizzare i collegamenti di navigazione "
+"disabilitati, visibili quando l'opzione \"Navigazione visibile\" è abilitato "
+"nel menu Debug."
+
+msgid ""
+"Color of the curve path geometry, visible when \"Visible Paths\" is enabled "
+"in the Debug menu."
+msgstr ""
+"Il colore della geometria del percorso di una curva, visibile quando "
+"l'opzione \"Percorsi visibili\" è abilitata nel menu Debug."
+
+msgid ""
+"Line width of the curve path geometry, visible when \"Visible Paths\" is "
+"enabled in the Debug menu."
+msgstr ""
+"Lo spessore della linea della geometria del percorso di una curva, visibile "
+"quando l'opzione \"Percorsi visibili\" è abilitata nel menu Debug."
+
+msgid ""
+"Sets the driver to be used by the display server. This property can not be "
+"edited directly, instead, set the driver using the platform-specific "
+"overrides."
+msgstr ""
+"Imposta il driver che sarà utilizzato dal server di visualizzazione. Questa "
+"proprietà non può essere modificata direttamente, tuttavia, è possibile "
+"impostare il driver utilizzando le sostituzioni specifiche per piattaforma."
+
+msgid "Android override for [member display/display_server/driver]."
+msgstr "Sostituzione per Android per [member display/display_server/driver]."
+
+msgid "iOS override for [member display/display_server/driver]."
+msgstr "Sostituzione per iOS per [member display/display_server/driver]."
+
+msgid "LinuxBSD override for [member display/display_server/driver]."
+msgstr "Sostituzione per LinuxBSD per [member display/display_server/driver]."
+
+msgid "MacOS override for [member display/display_server/driver]."
+msgstr "Sostituzione per macOS per [member display/display_server/driver]."
+
+msgid "Windows override for [member display/display_server/driver]."
+msgstr "Sostituzione per Windows per [member display/display_server/driver]."
+
+msgid "Custom image for the mouse cursor (limited to 256×256)."
+msgstr ""
+"L'immagine personalizzata per il cursore del mouse (limitata a 256×256)."
+
+msgid "Hotspot for the custom mouse cursor image."
+msgstr ""
+"Il punto dove è centrata l'immagine personalizzata del cursore del mouse."
+
+msgid "Position offset for tooltips, relative to the mouse cursor's hotspot."
+msgstr ""
+"Lo spostamento per la posizione dei tooltip, relativo al punto dove è "
+"centrato il cursore del mouse."
+
+msgid ""
+"If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS "
+"and Web. If [code]false[/code], the platform's low-DPI fallback will be used "
+"on HiDPI displays, which causes the window to be displayed in a blurry or "
+"pixelated manner (and can cause various window management bugs). Therefore, "
+"it is recommended to make your project scale to [url=$DOCS_URL/tutorials/"
+"rendering/multiple_resolutions.html]multiple resolutions[/url] instead of "
+"disabling this setting.\n"
+"[b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks "
+"are not supported there."
+msgstr ""
+"Se [code]true[/code], consente la visualizzazione HiDPI su Windows, macOS, "
+"Android, iOS e Web. Se [code]false[/code], il low-DPI di riserva della "
+"piattaforma sarà utilizzato sui display HiDPI, il che provoca una "
+"visualizzazione della finestra in modo sfocato o pixelato (e può causare vari "
+"bug nella gestione delle finestre). Pertanto, si consiglia di adattare il "
+"progetto a [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]più "
+"risoluzioni[/url] invece di disabilitare questa impostazione.\n"
+"[b]Nota:[/b] Questa impostazione non ha effetto su Linux poiché le "
+"alternative con riconoscimento di DPI non sono supportati sulla piattaforma."
+
+msgid ""
+"If [code]true[/code], keeps the screen on (even in case of inactivity), so "
+"the screensaver does not take over. Works on desktop and mobile platforms."
+msgstr ""
+"Se [code]true[/code], mantiene lo schermo acceso (anche in caso di "
+"inattività), in modo che lo screensaver non rilevi inattività. Funziona su "
+"piattaforme desktop e mobili."
+
+msgid ""
+"Editor-only override for [member display/window/energy_saving/"
+"keep_screen_on]. Does not affect running project."
+msgstr ""
+"Sostituzione solo per l'editor per [display membro/finestra/"
+"risparmio_energetico/mantieni_schermo_attivo]. Non influisce sul progetto in "
+"esecuzione."
+
+msgid ""
+"The default screen orientation to use on mobile devices. See [enum "
+"DisplayServer.ScreenOrientation] for possible values.\n"
+"[b]Note:[/b] When set to a portrait orientation, this project setting does "
+"not flip the project resolution's width and height automatically. Instead, "
+"you have to set [member display/window/size/viewport_width] and [member "
+"display/window/size/viewport_height] accordingly."
+msgstr ""
+"L'orientamento predefinito dello schermo da usare sui dispositivi mobili. "
+"Vedi [enum DisplayServer.ScreenOrientation] per i valori possibili.\n"
+"[b]Nota:[/b] Quando è impostato su un orientamento verticale, questa "
+"impostazione del progetto non capovolge automaticamente la larghezza e "
+"l'altezza della risoluzione del progetto. Pertanto, è necessario impostare "
+"[member display/window/size/viewport_width] e [member display/window/size/"
+"viewport_height] manualmente."
+
+msgid ""
+"If [code]true[/code], iOS devices that support high refresh rate/"
+"\"ProMotion\" will be allowed to render at up to 120 frames per second."
+msgstr ""
+"Se [code]true[/code], i dispositivi iOS che supportano un'elevata frequenza "
+"di aggiornamento/\"ProMotion\" potranno eseguire il rendering fino a 120 "
+"frame al secondo."
+
+msgid ""
+"If [code]true[/code], the home indicator is hidden automatically. This only "
+"affects iOS devices without a physical home button."
+msgstr ""
+"Se [code]true[/code], l'indicatore home viene nascosto automaticamente. Ciò "
+"riguarda solo i dispositivi iOS senza un pulsante home fisico."
msgid "If [code]true[/code], the status bar is hidden while the app is running."
msgstr ""
"Se [code]true[/code], la barra di stato è nascosta mentre l'applicazione è in "
"esecuzione."
-msgid "If [code]true[/code] subwindows are embedded in the main window."
+msgid ""
+"If [code]true[/code], it will require two swipes to access iOS UI that uses "
+"gestures.\n"
+"[b]Note:[/b] This setting has no effect on the home indicator if "
+"[code]hide_home_indicator[/code] is [code]true[/code]."
msgstr ""
-"Se [code]true[/code] le sottofinestre sono incorporate nella finestra "
-"principale."
+"Se [code]true[/code], saranno necessari due scorrimenti per accedere "
+"all'interfaccia utente di iOS che utilizza i gesti.\n"
+"[b]Nota:[/b] Questa impostazione non ha effetto sull'indicatore home se "
+"[code]hide_home_indicator[/code] è [code]true[/code]."
+
+msgid ""
+"If [code]true[/code], allows per-pixel transparency for the window "
+"background. This affects performance, so leave it on [code]false[/code] "
+"unless you need it. See also [member display/window/size/transparent] and "
+"[member rendering/viewport/transparent_background]."
+msgstr ""
+"Se [code]true[/code], consente la trasparenza per pixel per lo sfondo della "
+"finestra. Ciò influisce sulle prestazioni, quindi lascialo su [code]false[/"
+"code] a meno che non sia necessario. Vedi anche [member display/window/size/"
+"transparent] e [member rendering/viewport/transparent_background]."
+
+msgid ""
+"Forces the main window to be always on top.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and Web."
+msgstr ""
+"Forza la finestra principale a essere sempre in primo piano.\n"
+"[b]Nota:[/b] Questa impostazione è ignorata su iOS, Android e Web."
+
+msgid ""
+"Forces the main window to be borderless.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and Web."
+msgstr ""
+"Forza la finestra principale a essere senza bordi.\n"
+"[b]Nota:[/b] Questa impostazione è ignorata su iOS, Android e Web."
+
+msgid ""
+"Main window content is expanded to the full size of the window. Unlike a "
+"borderless window, the frame is left intact and can be used to resize the "
+"window, and the title bar is transparent, but has minimize/maximize/close "
+"buttons.\n"
+"[b]Note:[/b] This setting is implemented only on macOS."
+msgstr ""
+"Il contenuto della finestra principale viene espanso fino alle dimensioni "
+"intere della finestra. A differenza di una finestra senza bordi, la cornice è "
+"lasciata intatta e può essere utilizzata per ridimensionare la finestra, e la "
+"barra del titolo è trasparente, ma dispone di pulsanti di minimizzazione, "
+"massimizzazione e chiusura.\n"
+"[b]Nota:[/b] Questa impostazione è implementata solo su macOS."
+
+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]).\n"
+"[b]Note:[/b] This setting only affects the exported project, or when the "
+"project is run from the command line. In the editor, the value of [member "
+"EditorSettings.run/window_placement/rect_custom_position] is used instead."
+msgstr ""
+"Posizione iniziale della finestra principale (in coordinate del desktop "
+"virtuale), questa impostazione è utilizzata solo se [member display/window/"
+"size/initial_position_type] è impostato su \"Absolute\" ([code]0[/code]).\n"
+"[b]Nota:[/b] Questa impostazione influisce solo sul progetto esportato o "
+"quando il progetto è eseguito dalla riga di comando. Nell'editor, è invece "
+"utilizzato invece il valore di [member EditorSettings.run/window_placement/"
+"rect_custom_position]."
+
+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.\n"
+"[b]Note:[/b] This setting only affects the exported project, or when the "
+"project is run from the command line. In the editor, the value of [member "
+"EditorSettings.run/window_placement/rect] is used instead."
+msgstr ""
+"Posizione iniziale della finestra principale.\n"
+"[code]0[/code] - \"Assoluto\", [member display/window/size/initial_position] "
+"è utilizzato per impostare la posizione della finestra.\n"
+"[code]1[/code] - \"Centro dello schermo principale\".\n"
+"[code]2[/code] - \"Centro dell'altro schermo\", [member display/window/size/"
+"initial_screen] è utilizzato per impostare lo schermo.\n"
+"[b]Nota:[/b] Questa impostazione influisce solo sul progetto esportato o "
+"quando il progetto è eseguito dalla riga di comando. Nell'editor, è "
+"utilizzato invece il valore di [member EditorSettings.run/window_placement/"
+"rect]."
+
+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]).\n"
+"[b]Note:[/b] This setting only affects the exported project, or when the "
+"project is run from the command line. In the editor, the value of [member "
+"EditorSettings.run/window_placement/screen] is used instead."
+msgstr ""
+"Schermo iniziale della finestra principale, questa impostazione è utilizzata "
+"solo se [member display/window/size/initial_position_type] è impostato su "
+"\"Centro dell'altro schermo\" ([code]2[/code]).\n"
+"[b]Nota:[/b] Questa impostazione influisce solo sul progetto esportato o "
+"quando il progetto è eseguito dalla riga di comando. Nell'editor, è "
+"utilizzato invece il valore di [member EditorSettings.run/window_placement/"
+"screen]."
+
+msgid ""
+"Main window mode. See [enum DisplayServer.WindowMode] for possible values and "
+"how each mode behaves."
+msgstr ""
+"Modalità della finestra principale. Vedi [enum DisplayServer.WindowMode] per "
+"i valori possibili e il comportamento di ciascuna modalità."
+
+msgid ""
+"Main window can't be focused. No-focus window will ignore all input, except "
+"mouse clicks."
+msgstr ""
+"La finestra principale non può essere messa a fuoco. La finestra senza messa "
+"a fuoco ignorerà tutti gli input, eccetto i clic del mouse."
+
+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 ""
+"Se [code]true[/code], consente alla finestra di essere ridimensionabile per "
+"impostazione predefinita.\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"modificare se la finestra è ridimensionabile in fase di esecuzione, imposta "
+"[member Window.unresizable] invece sulla finestra radice, che può essere "
+"recuperata tramite [code]get_viewport().get_window()[/code]. [member Window."
+"unresizable] assume il valore opposto di questa impostazione.\n"
+"[b]Nota:[/b] Alcuni gestori di finestre possono essere configurati per "
+"ignorare lo stato non ridimensionabile di una finestra. Non fare affidamento "
+"su questa impostazione come garanzia che la finestra non sarà [i]mai[/i] "
+"ridimensionabile.\n"
+"[b]Nota:[/b] Questa impostazione è ignorata su iOS."
+
+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 "
+"must also be made transparent by enabling [member rendering/viewport/"
+"transparent_background].\n"
+"[b]Note:[/b] To use a transparent splash screen, set [member application/"
+"boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code].\n"
+"[b]Note:[/b] This setting has no effect if [member display/window/"
+"per_pixel_transparency/allowed] is set to [code]false[/code]."
+msgstr ""
+"Se [code]true[/code], abilita un suggerimento del gestore delle finestre che "
+"lo sfondo della finestra principale [i]può[/i] essere trasparente. Questo non "
+"rende lo sfondo realmente trasparente. Affinché lo sfondo sia trasparente, "
+"anche la viewport radice deve essere resa trasparente abilitando [member "
+"rendering/viewport/transparent_background].\n"
+"[b]Nota:[/b] Per usare una schermata iniziale trasparente, imposta [member "
+"application/boot_splash/bg_color] su [code]Color(0, 0, 0, 0)[/code].\n"
+"[b]Nota:[/b] Questa impostazione non ha effetto se [member display/window/"
+"per_pixel_transparency/allowed] è impostato su [code]false[/code]."
+
+msgid ""
+"Sets the game's main viewport height. On desktop platforms, this is also the "
+"initial window height, represented by an indigo-colored rectangle in the 2D "
+"editor. Stretch mode settings also use this as a reference when using the "
+"[code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also "
+"[member display/window/size/viewport_width], [member display/window/size/"
+"window_width_override] and [member display/window/size/"
+"window_height_override]."
+msgstr ""
+"Imposta l'altezza della finestra principale del gioco. Sulle piattaforme "
+"desktop, questa è anche l'altezza iniziale della finestra, rappresentata da "
+"un rettangolo color indaco nell'editor 2D. Le impostazioni della modalità di "
+"allungamento la usano anche come riferimento quando si usano le modalità di "
+"allungamento [code]canvas_items[/code] o [code]viewport[/code]. Vedi anche "
+"[member display/window/size/viewport_width], [member display/window/size/"
+"window_width_override] e [member display/window/size/window_height_override]."
+
+msgid ""
+"Sets the game's main viewport width. On desktop platforms, this is also the "
+"initial window width, represented by an indigo-colored rectangle in the 2D "
+"editor. Stretch mode settings also use this as a reference when using the "
+"[code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also "
+"[member display/window/size/viewport_height], [member display/window/size/"
+"window_width_override] and [member display/window/size/"
+"window_height_override]."
+msgstr ""
+"Imposta la larghezza della finestra principale del gioco. Sulle piattaforme "
+"desktop, questa è anche la larghezza iniziale della finestra, rappresentata "
+"da un rettangolo color indaco nell'editor 2D. Le impostazioni della modalità "
+"di allungamento la usano anche come riferimento quando si usano le modalità "
+"di allungamento [code]canvas_items[/code] o [code]viewport[/code]. Vedi anche "
+"[member display/window/size/viewport_height], [member display/window/size/"
+"window_width_override] e [member display/window/size/window_height_override]."
+
+msgid ""
+"On desktop platforms, overrides the game's initial window height. See also "
+"[member display/window/size/window_width_override], [member display/window/"
+"size/viewport_width] and [member display/window/size/viewport_height].\n"
+"[b]Note:[/b] By default, or when set to [code]0[/code], the initial window "
+"height is the [member display/window/size/viewport_height]. This setting is "
+"ignored on iOS, Android, and Web."
+msgstr ""
+"Sulle piattaforme desktop, sovrascrive l'altezza iniziale della finestra del "
+"gioco. Vedi anche [member display/window/size/window_width_override], [member "
+"display/window/size/viewport_width] e [member display/window/size/"
+"viewport_height].\n"
+"[b]Nota:[/b] Per impostazione predefinita, o quando impostato su [code]0[/"
+"code], l'altezza iniziale della finestra è [member display/window/size/"
+"viewport_height]. Questa impostazione è ignorata su iOS, Android e Web."
+
+msgid ""
+"On desktop platforms, overrides the game's initial window width. See also "
+"[member display/window/size/window_height_override], [member display/window/"
+"size/viewport_width] and [member display/window/size/viewport_height].\n"
+"[b]Note:[/b] By default, or when set to [code]0[/code], the initial window "
+"width is the [member display/window/size/viewport_width]. This setting is "
+"ignored on iOS, Android, and Web."
+msgstr ""
+"Sulle piattaforme desktop, sovrascrive la larghezza iniziale della finestra "
+"del gioco. Vedi anche [member display/window/size/window_height_override], "
+"[member display/window/size/viewport_width] e [member display/window/size/"
+"viewport_height].\n"
+"[b]Nota:[/b] Per impostazione predefinita, o quando impostato su [code]0[/"
+"code], la larghezza iniziale della finestra è [member display/window/size/"
+"viewport_width]. Questa impostazione è ignorata su iOS, Android e Web."
+
+msgid ""
+"Defines how the base size is stretched to fit the resolution of the window or "
+"screen.\n"
+"[b]\"disabled\"[/b]: No stretching happens. One unit in the scene corresponds "
+"to one pixel on the screen. In this mode, [member display/window/stretch/"
+"aspect] has no effect. Recommended for non-game applications.\n"
+"[b]\"canvas_items\"[/b]: The base size specified in width and height in the "
+"project settings is stretched to cover the whole screen (taking [member "
+"display/window/stretch/aspect] into account). This means that everything is "
+"rendered directly at the target resolution. 3D is unaffected, while in 2D, "
+"there is no longer a 1:1 correspondence between sprite pixels and screen "
+"pixels, which may result in scaling artifacts. Recommended for most games "
+"that don't use a pixel art aesthetic, although it is possible to use this "
+"stretch mode for pixel art games too (especially in 3D).\n"
+"[b]\"viewport\"[/b]: The size of the root [Viewport] is set precisely to the "
+"base size specified in the Project Settings' Display section. The scene is "
+"rendered to this viewport first. Finally, this viewport is scaled to fit the "
+"screen (taking [member display/window/stretch/aspect] into account). "
+"Recommended for games that use a pixel art aesthetic."
+msgstr ""
+"Definisce come la dimensione di base è allungata per adattarsi alla "
+"risoluzione della finestra o dello schermo.\n"
+"[b]\"disabled\"[/b]: Non avviene alcun allungamento. Un'unità nella scena "
+"corrisponde a un pixel sullo schermo. In questa modalità, [member display/"
+"window/stretch/aspect] non ha effetto. Consigliato per applicazioni non di "
+"gioco.\n"
+"[b]\"canvas_items\"[/b]: Le dimensioni di base specificate in larghezza e "
+"altezza nelle impostazioni del progetto sono allungate per coprire l'intero "
+"schermo (tenendo conto di [member display/window/stretch/aspect]). Ciò "
+"significa che tutto è renderizzato direttamente alla risoluzione di "
+"destinazione. Non influisce sul 3D, mentre sul 2D non c'è più una "
+"corrispondenza 1:1 tra i pixel di sprite e i pixel dello schermo, il che "
+"potrebbe causare artefatti di ridimensionamento. Consigliato per la maggior "
+"parte dei giochi che non utilizzano un'estetica pixel art, sebbene sia "
+"possibile utilizzare questa modalità di allungamento anche per i giochi con "
+"pixel art (specialmente in 3D).\n"
+"[b]\"viewport\"[/b]: Le dimensioni della [Viewport] radice sono impostate "
+"esattamente sulle dimensioni di base specificate nella sezione Display delle "
+"Impostazioni del progetto. La scena è prima renderizzata in questa viewport. "
+"Infine, questa viewport è ridimensionata per adattarsi allo schermo (tenendo "
+"conto di [member display/window/stretch/aspect]). Consigliato per i giochi "
+"che utilizzano un'estetica pixel art."
+
+msgid ""
+"The scale factor multiplier to use for 2D elements. This multiplies the final "
+"scale factor determined by [member display/window/stretch/mode]. If using the "
+"[b]Disabled[/b] stretch mode, this scale factor is applied as-is. This can be "
+"adjusted to make the UI easier to read on certain displays."
+msgstr ""
+"Il moltiplicatore del fattore di scala da usare per gli elementi 2D. Questo "
+"moltiplica il fattore di scala finale determinato da [member display/window/"
+"stretch/mode]. Se si usa la modalità di allungamento [b]Disabled[/b], questo "
+"fattore di scala è applicato così com'è. Questo può essere regolato per "
+"rendere l'interfaccia utente più facile da leggere su alcuni display."
+
+msgid ""
+"The policy to use to determine the final scale factor for 2D elements. This "
+"affects how [member display/window/stretch/scale] is applied, in addition to "
+"the automatic scale factor determined by [member display/window/stretch/"
+"mode].\n"
+"[b]\"fractional\"[/b]: The scale factor will not be modified.\n"
+"[b]\"integer\"[/b]: The scale factor will be floored to an integer value, "
+"which means that the screen size will always be an integer multiple of the "
+"base viewport size. This provides a crisp pixel art appearance.\n"
+"[b]Note:[/b] When using integer scaling with a stretch mode, resizing the "
+"window to be smaller than the base viewport size will clip the contents. "
+"Consider preventing that by setting [member Window.min_size] to the same "
+"value as the base viewport size defined in [member display/window/size/"
+"viewport_width] and [member display/window/size/viewport_height]."
+msgstr ""
+"Il criterio da utilizzare per determinare il fattore di scala finale per gli "
+"elementi 2D. Ciò influisce sul modo in cui [member display/window/stretch/"
+"scale] è applicato, oltre al fattore di scala automatico determinato da "
+"[member display/window/stretch/mode].\n"
+"[b]\"fractional\"[/b]: il fattore di scala non sarà modificato.\n"
+"[b]\"integer\"[/b]: il fattore di scala sarà ridotto a un valore intero, il "
+"che significa che la dimensione dello schermo sarà sempre un multiplo intero "
+"della dimensione base della viewport. Ciò fornisce un aspetto nitido per "
+"pixel art.\n"
+"[b]Nota:[/b] Quando si utilizza la scala intera con una modalità di "
+"allungamento, ridimensionare la finestra in modo che sia più piccola della "
+"dimensione base della viewport taglierà i contenuti. Si consiglia di evitarlo "
+"impostando [member Window.min_size] sullo stesso valore della dimensione base "
+"della viewport definita in [member display/window/size/viewport_width] e "
+"[member display/window/size/viewport_height]."
+
+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 "
+"the future without affecting the .NET assembly."
+msgstr ""
+"Nome dell'assembly .NET. Questo nome è utilizzato come nome dei file [code]."
+"csproj[/code] e [code].sln[/code]. Per impostazione predefinita, è impostato "
+"sul nome del progetto ([member application/config/name]), consentendo di "
+"modificarlo in seguito senza influire sull'assembly .NET."
+
+msgid ""
+"Number of times to attempt assembly reloading after rebuilding .NET "
+"assemblies. Effectively also the timeout in seconds to wait for unloading of "
+"script assemblies to finish."
+msgstr ""
+"Numero di tentativi di ricaricamento dell'assembly dopo aver ricostruito gli "
+"assembly .NET. In pratica è anche il timeout in secondi per attendere il "
+"termine dello scaricamento degli assembly di script."
+
+msgid ""
+"Directory that contains the [code].sln[/code] file. By default, the [code]."
+"sln[/code] files is in the root of the project directory, next to the "
+"[code]project.godot[/code] and [code].csproj[/code] files.\n"
+"Changing this value allows setting up a multi-project scenario where there "
+"are multiple [code].csproj[/code]. Keep in mind that the Godot project is "
+"considered one of the C# projects in the workspace and it's root directory "
+"should contain the [code]project.godot[/code] and [code].csproj[/code] next "
+"to each other."
+msgstr ""
+"Cartella che contiene il file [code].sln[/code]. Per impostazione "
+"predefinita, i file [code].sln[/code] si trovano nella cartella radice del "
+"progetto, accanto ai file [code]project.godot[/code] e [code].csproj[/code].\n"
+"Modificare questo valore consente di configurare uno scenario multi-progetto "
+"in cui sono presenti più file [code].csproj[/code]. Tieni conto che il "
+"progetto Godot è considerato uno dei progetti C# nell'area di lavoro e la sua "
+"cartella radice dovrebbe contenere i file [code]project.godot[/code] e [code]."
+"csproj[/code] uno accanto all'altro."
+
+msgid ""
+"If [code]true[/code], text resource ([code]tres[/code]) and text scene "
+"([code]tscn[/code]) files are converted to their corresponding binary format "
+"on export. This decreases file sizes and speeds up loading slightly.\n"
+"[b]Note:[/b] Because a resource's file extension may change in an exported "
+"project, it is heavily recommended to use [method @GDScript.load] or "
+"[ResourceLoader] instead of [FileAccess] to load resources dynamically.\n"
+"[b]Note:[/b] The project settings file ([code]project.godot[/code]) will "
+"always be converted to binary on export, regardless of this setting."
+msgstr ""
+"Se [code]true[/code], i file di risorse di testo ([code]tres[/code]) e scene "
+"di testo ([code]tscn[/code]) sono convertiti nel formato binario "
+"corrispondente all'esportazione. Ciò riduce le dimensioni dei file e "
+"velocizza leggermente il caricamento.\n"
+"[b]Nota:[/b] Poiché l'estensione del file di una risorsa può cambiare in un "
+"progetto esportato, si consiglia vivamente di utilizzare [method @GDScript."
+"load] o [ResourceLoader] invece di [FileAccess] per caricare le risorse in "
+"modo dinamico.\n"
+"[b]Nota:[/b] Il file delle impostazioni del progetto ([code]project.godot[/"
+"code]) sarà sempre convertito in binario all'esportazione, a prescindere da "
+"questa impostazione."
+
+msgid ""
+"The maximum width to use when importing textures as an atlas. The value will "
+"be rounded to the nearest power of two when used. Use this to prevent "
+"imported textures from growing too large in the other direction."
+msgstr ""
+"La larghezza massima da usare quando si importano texture come atlas. Il "
+"valore sarà arrotondato alla potenza di due più vicina quando utilizzato. Usa "
+"questa impostazione per evitare che le texture importate diventino troppo "
+"grandi nella direzione opposta."
msgid "If [code]true[/code] importing of resources is run on multiple threads."
msgstr ""
@@ -50449,16 +67101,3035 @@ msgstr ""
"thread."
msgid ""
+"If [code]true[/code], requests V-Sync to be disabled when writing a movie "
+"(similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/"
+"b]). This can speed up video writing if the hardware is fast enough to "
+"render, encode and save the video at a framerate higher than the monitor's "
+"refresh rate.\n"
+"[b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the "
+"operating system or graphics driver forces V-Sync with no way for "
+"applications to disable it."
+msgstr ""
+"Se [code]true[/code], richiede che il V-Sync venga disabilitato durante la "
+"scrittura di un filmato (simile all'impostazione di [member display/window/"
+"vsync/vsync_mode] su [b]Disabled[/b]). Ciò può velocizzare la scrittura video "
+"se l'hardware è veloce abbastanza da poter eseguire il rendering, la codifica "
+"e il salvataggio del video a un frame rate superiore alla frequenza di "
+"aggiornamento del monitor.\n"
+"[b]Nota:[/b] [member editor/movie_writer/disable_vsync] non ha alcun effetto "
+"se il sistema operativo o il driver grafico forza il V-Sync senza che le "
+"applicazioni possano disattivarlo."
+
+msgid ""
+"The number of frames per second to record in the video when writing a movie. "
+"Simulation speed will adjust to always match the specified framerate, which "
+"means the engine will appear to run slower at higher [member editor/"
+"movie_writer/fps] values. Certain FPS values will require you to adjust "
+"[member editor/movie_writer/mix_rate] to prevent audio from desynchronizing "
+"over time.\n"
+"This can be specified manually on the command line using the [code]--fixed-"
+"fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
+"html]command line argument[/url]."
+msgstr ""
+"Numero di fotogrammi al secondo da registrare nel video durante la scrittura "
+"di un filmato. La velocità di simulazione sarà regolata per corrispondere "
+"sempre al frame rate specificato, il che significa che il motore sembrerà "
+"funzionare più lentamente a valori di [member editor/movie_writer/fps] più "
+"elevati. Alcuni valori di FPS richiederanno di regolare [member editor/"
+"movie_writer/mix_rate] per evitare che l'audio si desincronizzi nel tempo.\n"
+"Questo può essere specificato manualmente sulla riga di comando utilizzando "
+"l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]argomento della "
+"riga di comando[/url] [code]--fixed-fps <fps>[/code] ."
+
+msgid ""
+"The audio mix rate to use in the recorded audio when writing a movie (in Hz). "
+"This can be different from [member audio/driver/mix_rate], but this value "
+"must be divisible by [member editor/movie_writer/fps] to prevent audio from "
+"desynchronizing over time."
+msgstr ""
+"La frequenza di mixaggio audio da utilizzare nell'audio registrato durante la "
+"scrittura di un filmato (in Hz). Può essere diversa da [member audio/driver/"
+"mix_rate], ma questo valore deve essere divisibile per [member editor/"
+"movie_writer/fps] per evitare che l'audio si desincronizzi nel tempo."
+
+msgid ""
+"The JPEG quality to use when writing a video to an AVI file, between "
+"[code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/"
+"code] values result in better-looking output at the cost of larger file "
+"sizes. Recommended [code]quality[/code] values are between [code]0.75[/code] "
+"and [code]0.9[/code]. Even at quality [code]1.0[/code], JPEG compression "
+"remains lossy.\n"
+"[b]Note:[/b] This does not affect the audio quality or writing PNG image "
+"sequences."
+msgstr ""
+"La qualità JPEG da usare quando si scrive un video in un file AVI, tra "
+"[code]0.01[/code] e [code]1.0[/code] (inclusi). Valori di [code]quality[/"
+"code] più alti producono un risultato di aspetto migliore a scapito di "
+"dimensioni di file più grandi. I valori di [code]quality[/code] consigliati "
+"sono tra [code]0.75[/code] e [code]0.9[/code]. Anche a qualità [code]1.0[/"
+"code], la compressione JPEG rimane con perdite.\n"
+"[b]Nota:[/b] Questo non influisce sulla qualità dell'audio o sulla scrittura "
+"di sequenze di immagini PNG."
+
+msgid ""
+"The output path for the movie. The file extension determines the "
+"[MovieWriter] that will be used.\n"
+"Godot has 2 built-in [MovieWriter]s:\n"
+"- AVI container with MJPEG for video and uncompressed audio ([code].avi[/"
+"code] file extension). Lossy compression, medium file sizes, fast encoding. "
+"The lossy compression quality can be adjusted by changing [member "
+"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be "
+"viewed in most video players, but it must be converted to another format for "
+"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not "
+"support transparency. AVI output is currently limited to a file of 4 GB in "
+"size at most.\n"
+"- PNG image sequence for video and WAV for audio ([code].png[/code] file "
+"extension). Lossless compression, large file sizes, slow encoding. Designed "
+"to be encoded to a video file with another tool such as [url=https://ffmpeg."
+"org/]FFmpeg[/url] after recording. Transparency is currently not supported, "
+"even if the root viewport is set to be transparent.\n"
+"If you need to encode to a different format or pipe a stream through third-"
+"party software, you can extend this [MovieWriter] class to create your own "
+"movie writers.\n"
+"When using PNG output, the frame number will be appended at the end of the "
+"file name. It starts from 0 and is padded with 8 digits to ensure correct "
+"sorting and easier processing. For example, if the output path is [code]/tmp/"
+"hello.png[/code], the first two frames will be [code]/tmp/hello00000000.png[/"
+"code] and [code]/tmp/hello00000001.png[/code]. The audio will be saved at "
+"[code]/tmp/hello.wav[/code]."
+msgstr ""
+"Percorso di output per il filmato. L'estensione del file determina il "
+"[MovieWriter] che sarà utilizzato.\n"
+"Godot ha 2 [MovieWriter] integrati:\n"
+"- Contenitore AVI con MJPEG per video e audio non compresso (estensione file "
+"[code].avi[/code]). Compressione con perdite, dimensioni file medie, codifica "
+"veloce. La qualità della compressione con perdite può essere regolata "
+"modificando [member ProjectSettings.editor/movie_writer/mjpeg_quality]. È "
+"possibile visualizzare il file risultante nella maggior parte dei lettori "
+"video, ma deve essere convertito in un altro formato per la visualizzazione "
+"sul Web o da Godot con [VideoStreamPlayer]. MJPEG non supporta la "
+"trasparenza. L'output AVI è attualmente limitato a un file di dimensioni "
+"massime di 4 GB.\n"
+"- Sequenza di immagini PNG per video e WAV per audio (estensione file [code]."
+"png[/code]). Compressione senza perdite, dimensioni file grandi, codifica "
+"lenta. Progettato per essere codificato in un file video con un altro "
+"strumento come [url=https://ffmpeg.org/]FFmpeg[/url] dopo la registrazione. "
+"La trasparenza non è attualmente supportata, anche se la viewport radice è "
+"impostata come trasparente.\n"
+"Se hai bisogno di codificare in un formato diverso o di trasmettere un flusso "
+"tramite software di terze parti, puoi estendere questa classe [MovieWriter] "
+"per creare i tuoi movie writer.\n"
+"Quando utilizzi l'output PNG, il numero del fotogramma sarà aggiunto alla "
+"fine del nome del file. Inizia da 0 e viene imbottito con 8 cifre per "
+"garantire un ordinamento corretto e un'elaborazione più facile. Ad esempio, "
+"se il percorso di output è [code]/tmp/hello.png[/code], i primi due "
+"fotogrammi saranno [code]/tmp/hello00000000.png[/code] e [code]/tmp/"
+"hello00000001.png[/code]. L'audio sarà salvato in [code]/tmp/hello.wav[/code]."
+
+msgid ""
+"The speaker mode to use in the recorded audio when writing a movie. See [enum "
+"AudioServer.SpeakerMode] for possible values."
+msgstr ""
+"La modalità altoparlante da utilizzare nell'audio registrato durante la "
+"scrittura di un filmato. Vedi [enum AudioServer.SpeakerMode] per i valori "
+"possibili."
+
+msgid ""
+"The format of the default signal callback name (in the Signal Connection "
+"Dialog). The following substitutions are available: [code]{NodeName}[/code], "
+"[code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], "
+"[code]{signalName}[/code], and [code]{signal_name}[/code]."
+msgstr ""
+"Il formato del nome predefinito per un callback di segnale (nella finestra di "
+"dialogo per la connessione di segnale). Sono disponibili le seguenti "
+"sostituzioni: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]"
+"{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code] e "
+"[code]{signal_name}[/code]."
+
+msgid ""
+"The format of the default signal callback name when a signal connects to the "
+"same node that emits it (in the Signal Connection Dialog). The following "
+"substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/"
+"code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}"
+"[/code], and [code]{signal_name}[/code]."
+msgstr ""
+"Il formato del nome predefinito per un callback di segnale quando il segnale "
+"si connette allo stesso nodo che lo emette (nella finestra di dialogo per la "
+"connessione di segnale). Sono disponibili le seguenti sostituzioni: [code]"
+"{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]"
+"{SignalName}[/code], [code]{signalName}[/code] e [code]{signal_name}[/code]."
+
+msgid ""
+"When creating node names automatically, set the type of casing to use in this "
+"project. This is mostly an editor setting."
+msgstr ""
+"Quando si generano i nomi di nodi automaticamente, imposta il tipo di formato "
+"delle maiuscole e minuscole da usare in questo progetto. Questa è per lo più "
+"un'impostazione dell'editor."
+
+msgid ""
+"What to use to separate node name from number. This is mostly an editor "
+"setting."
+msgstr ""
+"Cosa usare per separare il nome del nodo dal numero. Questa è per lo più "
+"un'impostazione dell'editor."
+
+msgid ""
+"When generating scene file names from scene root node, set the type of casing "
+"to use in this project. This is mostly an editor setting."
+msgstr ""
+"Quando si generano i nomi di file di scena automaticamente, imposta il tipo "
+"di formato delle maiuscole e minuscole da usare in questo progetto. Questa è "
+"per lo più un'impostazione dell'editor."
+
+msgid ""
+"When generating script file names from the selected node, set the type of "
+"casing to use in this project. This is mostly an editor setting."
+msgstr ""
+"Quando si generano i nomi di file di script automaticamente, imposta il tipo "
+"di formato delle maiuscole e minuscole da usare in questo progetto. Questa è "
+"per lo più un'impostazione dell'editor."
+
+msgid ""
+"The command-line arguments to append to Godot's own command line when running "
+"the project. This doesn't affect the editor itself.\n"
+"It is possible to make another executable run Godot by using the "
+"[code]%command%[/code] placeholder. The placeholder will be replaced with "
+"Godot's own command line. Program-specific arguments should be placed "
+"[i]before[/i] the placeholder, whereas Godot-specific arguments should be "
+"placed [i]after[/i] the placeholder.\n"
+"For example, this can be used to force the project to run on the dedicated "
+"GPU in an NVIDIA Optimus system on Linux:\n"
+"[codeblock lang=text]\n"
+"prime-run %command%\n"
+"[/codeblock]"
+msgstr ""
+"Argomenti della riga di comando da aggiungere alla riga di comando di Godot "
+"quando si esegue il progetto. Ciò non influisce sull'editor stesso.\n"
+"È possibile far in modo che un altro eseguibile esegua Godot utilizzando il "
+"segnaposto [code]%command%[/code]. Il segnaposto sarà sostituito con la riga "
+"di comando di Godot. Gli argomenti specifici del programma devono essere "
+"posizionati [i]prima[/i] del segnaposto, mentre gli argomenti specifici di "
+"Godot devono essere posizionati [i]dopo[/i] il segnaposto.\n"
+"Ad esempio, questo può essere utilizzato per forzare l'esecuzione del "
+"progetto sulla GPU dedicata in un sistema NVIDIA Optimus su Linux:\n"
+"[codeblock lang=text]\n"
+"prime-run %command%\n"
+"[/codeblock]"
+
+msgid ""
+"Text-based file extensions to include in the script editor's \"Find in "
+"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse "
+"your scene files, especially if you use built-in scripts which are serialized "
+"in the scene files."
+msgstr ""
+"Estensioni di file basati su testo da includere nella funzionalità \"Trova "
+"nei file\" dell'editor di script. Puoi aggiungere ad esempio [code]tscn[/"
+"code] se desideri analizzare anche i file di scena, specialmente se utilizzi "
+"script incorporati che sono serializzati nei file di scena."
+
+msgid ""
+"Search path for project-specific script templates. Godot will search for "
+"script templates both in the editor-specific path and in this project-"
+"specific path."
+msgstr ""
+"Percorso di ricerca per i template di script specifici per il progetto. Godot "
+"cercherà i template di script sia nel percorso specifico dell'editor che in "
+"questo percorso specifico per il progetto."
+
+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/blender_path[/code]. Blender 3.0 "
+"or later is required."
+msgstr ""
+"Se [code]true[/code], i file di scena 3D di Blender con l'estensione [code]."
+"blend[/code] saranno importati convertendoli in glTF 2.0.\n"
+"Ciò richiede la configurazione di un percorso a un eseguibile Blender nelle "
+"impostazioni dell'editor in [code]filesystem/import/blender/blender_path[/"
+"code]. È necessario Blender 3.0 o una versione successiva."
+
+msgid ""
+"Override for [member filesystem/import/blender/enabled] on Android where "
+"Blender can't easily be accessed from Godot."
+msgstr ""
+"Sostituzione per [member filesystem/import/blender/enabled] su Android dove "
+"Blender non è facilmente accessibile da Godot."
+
+msgid ""
+"Override for [member filesystem/import/blender/enabled] on the Web where "
+"Blender can't easily be accessed from Godot."
+msgstr ""
+"Sostituzione per [member filesystem/import/blender/enabled] sul Web dove "
+"Blender non è facilmente accessibile da Godot."
+
+msgid ""
+"If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] "
+"extension will be imported by converting them to glTF 2.0.\n"
+"This requires configuring a path to an FBX2glTF executable in the editor "
+"settings at [member EditorSettings.filesystem/import/fbx/fbx2gltf_path]."
+msgstr ""
+"Se [code]true[/code], i file di scena 3D Autodesk FBX con estensione [code]."
+"fbx[/code] saranno importati convertendoli in glTF 2.0.\n"
+"Ciò richiede la configurazione di un percorso a un eseguibile FBX2glTF nelle "
+"impostazioni dell'editor in [member EditorSettings.filesystem/import/fbx/"
+"fbx2gltf_path]."
+
+msgid ""
+"Override for [member filesystem/import/fbx2gltf/enabled] on Android where "
+"FBX2glTF can't easily be accessed from Godot."
+msgstr ""
+"Sostituzione per [member filesystem/import/fbx2gltf/enabled] su Android dove "
+"FBX2glTF non è facilmente accessibile da Godot."
+
+msgid ""
+"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where "
+"FBX2glTF can't easily be accessed from Godot."
+msgstr ""
+"Sostituzione per [member filesystem/import/fbx2gltf/enabled] sul Web dove "
+"FBX2glTF non è facilmente accessibile da Godot."
+
+msgid ""
+"Default value for [member ScrollContainer.scroll_deadzone], which will be "
+"used for all [ScrollContainer]s unless overridden."
+msgstr ""
+"Valore predefinito per [member ScrollContainer.scroll_deadzone], che sarà "
+"utilizzato per tutti gli [ScrollContainer] a meno che non sia sovrascritto."
+
+msgid ""
+"If [code]true[/code], snaps [Control] node vertices to the nearest pixel to "
+"ensure they remain crisp even when the camera moves or zooms."
+msgstr ""
+"Se [code]true[/code], aggancia i vertici dei nodi [Control] al pixel più "
+"vicino per garantire che rimangano nitidi anche quando la telecamera si muove "
+"o esegue lo zoom."
+
+msgid ""
+"If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on "
+"Windows to follow interface conventions. [method DisplayServer."
+"get_swap_cancel_ok] can be used to query whether buttons are swapped at run-"
+"time.\n"
+"[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by "
+"[method DisplayServer.dialog_show]."
+msgstr ""
+"Se [code]true[/code], scambia i pulsanti [b]Annulla[/b] e [b]OK[/b] nelle "
+"finestre di dialogo su Windows per seguire le convenzioni dell'interfaccia. "
+"[method DisplayServer.get_swap_cancel_ok] può essere utilizzato per "
+"verificare se i pulsanti sono scambiati in fase di esecuzione.\n"
+"[b]Nota:[/b] Questo non influisce sulle finestre di dialogo native come "
+"quelle generate da [method DisplayServer.dialog_show]."
+
+msgid "Maximum undo/redo history size for [TextEdit] fields."
+msgstr ""
+"Dimensione massima della cronologia annulla/ripristina per i campi di "
+"[TextEdit]."
+
+msgid ""
+"Path to a custom [Theme] resource file to use for the project ([code].theme[/"
+"code] or generic [code].tres[/code]/[code].res[/code] extension)."
+msgstr ""
+"Percorso verso un file di risorsa [Theme] personalizzato da utilizzare per il "
+"progetto (con estensione [code].theme[/code] o [code].tres[/code]/[code].res[/"
+"code] generico)."
+
+msgid ""
+"Path to a custom [Font] resource to use as default for all GUI elements of "
+"the project."
+msgstr ""
+"Percorso verso una risorsa [Font] personalizzata da utilizzare come "
+"predefinita per tutti gli elementi dell'interfaccia grafica del progetto."
+
+msgid ""
+"Font anti-aliasing mode for the default project font. See [member FontFile."
+"antialiasing].\n"
+"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
+"project. Use the [b]Import[/b] dock for that instead (see [member "
+"ResourceImporterDynamicFont.antialiasing])."
+msgstr ""
+"Modalità antialiasing per il font predefinito del progetto. Vedi [member "
+"FontFile.antialiasing].\n"
+"[b]Nota:[/b] Questa impostazione non influisce sui [Font] personalizzati "
+"utilizzati nel progetto. Usa invece il pannello [b]Importazione[/b] per "
+"questo (vedi [member ResourceImporterDynamicFont.antialiasing])."
+
+msgid ""
+"If set to [code]true[/code], the default font will have mipmaps generated. "
+"This prevents text from looking grainy when a [Control] is scaled down, or "
+"when a [Label3D] is viewed from a long distance (if [member Label3D."
+"texture_filter] is set to a mode that displays mipmaps).\n"
+"Enabling [member gui/theme/default_font_generate_mipmaps] increases font "
+"generation time and memory usage. Only enable this setting if you actually "
+"need it.\n"
+"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
+"project. Use the [b]Import[/b] dock for that instead (see [member "
+"ResourceImporterDynamicFont.generate_mipmaps])."
+msgstr ""
+"Se impostato su [code]true[/code], il font predefinito avrà mipmap generate. "
+"Ciò impedisce al testo di apparire granuloso quando un [Control] è "
+"rimpicciolito o quando un [Label3D] è visualizzato da molto lontano (se "
+"[member Label3D.texture_filter] è impostato su una modalità che visualizza "
+"mipmap).\n"
+"L'attivazione di [member gui/theme/default_font_generate_mipmaps] aumenta il "
+"tempo di generazione del font e l'utilizzo della memoria. Abilita questa "
+"impostazione solo se ne hai effettivamente bisogno.\n"
+"[b]Nota:[/b] Questa impostazione non influisce sui [Font] personalizzati "
+"utilizzati nel progetto. Usa invece il pannello [b]Importazione[/b] per "
+"questo (vedi [member ResourceImporterDynamicFont.generate_mipmaps])."
+
+msgid ""
+"Font hinting mode for the default project font. See [member FontFile."
+"hinting].\n"
+"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
+"project. Use the [b]Import[/b] dock for that instead (see [member "
+"ResourceImporterDynamicFont.hinting])."
+msgstr ""
+"Modalità suggerimento per il font predefinito del progetto. Vedi [member "
+"FontFile.hinting].\n"
+"[b]Nota:[/b] Questa impostazione non influisce sui [Font] personalizzati "
+"utilizzati nel progetto. Usa invece il pannello [b]Importazione[/b] per "
+"questo (vedi [member ResourceImporterDynamicFont.hinting])."
+
+msgid ""
+"If set to [code]true[/code], the default font will use multichannel signed "
+"distance field (MSDF) for crisp rendering at any size. Since this approach "
+"does not rely on rasterizing the font every time its size changes, this "
+"allows for resizing the font in real-time without any performance penalty. "
+"Text will also not look grainy for [Control]s that are scaled down (or for "
+"[Label3D]s viewed from a long distance).\n"
+"MSDF font rendering can be combined with [member gui/theme/"
+"default_font_generate_mipmaps] to further improve font rendering quality when "
+"scaled down.\n"
+"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
+"project. Use the [b]Import[/b] dock for that instead (see [member "
+"ResourceImporterDynamicFont.multichannel_signed_distance_field])."
+msgstr ""
+"Se impostato su [code]true[/code], il font predefinito utilizzerà il campo di "
+"distanza con segno multicanale (MSDF) per un rendering nitido a qualsiasi "
+"dimensione. Poiché questo approccio non si basa sulla rasterizzazione del "
+"font ogni volta che ne cambia la dimensione, ciò consente di ridimensionare "
+"il font in tempo reale senza alcuna penalità di prestazioni. Il testo non "
+"apparirà granuloso per i [Control] rimpiccioliti (o per i [Label3D] "
+"visualizzati da molto lontano).\n"
+"Il rendering di font MSDF può essere combinato con [member gui/theme/"
+"default_font_generate_mipmaps] per migliorare ulteriormente la qualità del "
+"rendering del font quando è rimpicciolito.\n"
+"[b]Nota:[/b] Questa impostazione non influisce sui [Font] personalizzati "
+"utilizzati nel progetto. Usa invece il pannello [b]Importazione[/b] per "
+"questo (vedi [member ResourceImporterDynamicFont."
+"multichannel_signed_distance_field])."
+
+msgid ""
+"Font glyph subpixel positioning mode for the default project font. See "
+"[member FontFile.subpixel_positioning].\n"
+"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
+"project. Use the [b]Import[/b] dock for that instead (see [member "
+"ResourceImporterDynamicFont.subpixel_positioning])."
+msgstr ""
+"Modalità di posizionamento dei glifi in mezzo ai pixel per il font "
+"predefinito del progetto. Vedere [member FontFile.subpixel_positioning].\n"
+"[b]Nota:[/b] Questa impostazione non influisce sui [Font] personalizzati "
+"utilizzati nel progetto. Usa invece il pannello [b]Importazione[/b] per "
+"questo (vedi [member ResourceImporterDynamicFont.subpixel_positioning])."
+
+msgid ""
+"The default scale factor for [Control]s, when not overridden by a [Theme].\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default scale at runtime, set [member ThemeDB.fallback_base_scale] "
+"instead."
+msgstr ""
+"Il fattore di scala predefinito per i [Control], quando non è sovrascritto da "
+"un [Theme].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"modificare la scala predefinita in fase di esecuzione, imposta invece [member "
+"ThemeDB.fallback_base_scale]."
+
+msgid ""
+"LCD subpixel layout used for font anti-aliasing. See [enum TextServer."
+"FontLCDSubpixelLayout]."
+msgstr ""
+"Layout subpixel LCD utilizzato per l'antialiasing dei font. Vedi [enum "
+"TextServer.FontLCDSubpixelLayout]."
+
+msgid ""
+"When [member BaseButton.shortcut_feedback] is enabled, this is the time the "
+"[BaseButton] will remain highlighted after a shortcut."
+msgstr ""
+"Quando [member BaseButton.shortcut_feedback] è abilitato, questo è il tempo "
+"in cui [BaseButton] rimarrà evidenziato dopo una scorciatoia."
+
+msgid ""
+"Timer setting for incremental search in [Tree], [ItemList], etc. controls (in "
+"milliseconds)."
+msgstr ""
+"Il tempo del timeout per la ricerca incrementale nei controlli [Tree], "
+"[ItemList], ecc. (in millisecondi)."
+
+msgid "Timer for detecting idle in [TextEdit] (in seconds)."
+msgstr "Il tempo per il rilevamento dell'inattività in [TextEdit] (in secondi)."
+
+msgid "Default delay for tooltips (in seconds)."
+msgstr "Ritardo predefinito per i tooltip (in secondi)."
+
+msgid "Delay for tooltips in the editor."
+msgstr "Ritardo predefinito per i tooltip nell'editor."
+
+msgid ""
+"Default [InputEventAction] to confirm a focused button, menu or list item, or "
+"validate input.\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 ""
+"L'[InputEventAction] predefinito per confermare un pulsante, un menu o un "
+"elemento di elenco selezionato, o convalidare l'input.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to discard a modal or pending input.\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 ""
+"L'[InputEventAction] predefinito per scartare un input di modale o in "
+"sospeso.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to copy a selection to the clipboard.\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 ""
+"L'[InputEventAction] predefinito per copiare una selezione negli appunti.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to cut a selection to the clipboard.\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 ""
+"L'[InputEventAction] predefinito per tagliare una selezione negli appunti.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to move down in the UI.\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 ""
+"L'[InputEventAction] predefinito per spostarsi verso il basso "
+"nell'interfaccia utente.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to go to the end position of a [Control] (e.g. "
+"last item in an [ItemList] or a [Tree]), matching the behavior of [constant "
+"KEY_END] on typical desktop UI systems.\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 ""
+"L'[InputEventAction] predefinito per andare alla posizione finale di un "
+"[Control] (ad esempio, l'ultimo elemento in un [ItemList] o un [Tree]), "
+"corrispondente al comportamento di [constant KEY_END] sulle interfacce utente "
+"di tipici sistemi desktop.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to refresh the contents of the current directory "
+"of a [FileDialog].\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 ""
+"L'[InputEventAction] predefinito per aggiornare il contenuto della cartella "
+"attuale di un [FileDialog].\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to toggle showing hidden files and directories in "
+"a [FileDialog].\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 ""
+"L'[InputEventAction] predefinito per attivare/disattivare la visualizzazione "
+"di file e cartelle nascosti in un [FileDialog].\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to go up one directory in a [FileDialog].\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 ""
+"L'[InputEventAction] predefinito per salire di una cartella in un "
+"[FileDialog].\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to focus the next [Control] in the scene. The "
+"focus behavior can be configured via [member Control.focus_next].\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 ""
+"L'[InputEventAction] predefinito per focalizzare il [Control] successivo "
+"nella scena. Il comportamento di focalizzazione può essere configurato "
+"tramite [member Control.focus_next].\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to focus the previous [Control] in the scene. The "
+"focus behavior can be configured via [member Control.focus_previous].\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 ""
+"L'[InputEventAction] predefinito per focalizzare il [Control] precedente "
+"nella scena. Il comportamento di focalizzazione può essere configurato "
+"tramite [member Control.focus_previous].\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to delete a [GraphNode] in a [GraphEdit].\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 ""
+"L'[InputEventAction] predefinito per eliminare un [GraphNode] in un "
+"[GraphEdit].\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to duplicate a [GraphNode] in a [GraphEdit].\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 ""
+"L'[InputEventAction] predefinito per duplicare un [GraphNode] in un "
+"[GraphEdit].\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to go to the start position of a [Control] (e.g. "
+"first item in an [ItemList] or a [Tree]), matching the behavior of [constant "
+"KEY_HOME] on typical desktop UI systems.\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 ""
+"L'[InputEventAction] predefinito per andare alla posizione iniziale di un "
+"[Control] (ad esempio, il primo elemento in un [ItemList] o un [Tree]), "
+"corrispondente al comportamento di [constant KEY_HOME] sulle interfacce "
+"utente di tipici sistemi desktop.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to move left in the UI.\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 ""
+"L'[InputEventAction] predefinito per spostarsi verso sinistra "
+"nell'interfaccia utente.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to open a context menu in a text field.\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 ""
+"L'[InputEventAction] predefinito per aprire un menu contestuale in un campo "
+"di testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to go down a page in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on "
+"typical desktop UI systems.\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 ""
+"L'[InputEventAction] predefinito per andare giù di una pagina in un [Control] "
+"(ad esempio, in un [ItemList] o un [Tree]), corrispondente al comportamento "
+"di [constant KEY_PAGEDOWN] sulle interfacce utente di tipici sistemi "
+"desktop.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to go up a page in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on "
+"typical desktop UI systems.\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 ""
+"L'[InputEventAction] predefinito per andare su di una pagina in un [Control] "
+"(ad esempio, in un [ItemList] o un [Tree]), corrispondente al comportamento "
+"di [constant KEY_PAGEUP] sulle interfacce utente di tipici sistemi desktop.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to paste from the clipboard.\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 ""
+"L'[InputEventAction] predefinito per incollare dagli appunti.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to redo an undone action.\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 ""
+"L'[InputEventAction] predefinito per ripetere un'azione annullata.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to move right in the UI.\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 ""
+"L'[InputEventAction] predefinito per spostarsi verso destra nell'interfaccia "
+"utente.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to select an item in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]).\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 ""
+"L'[InputEventAction] predefinito per selezionare un elemento in un [Controll] "
+"(ad esempio, in un [ItemList] o in un [Tree]).\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+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 ""
+"L'[InputEventAction] predefinito per invertire la direzione di input, ovvero "
+"passare dalla modalità da sinistra a destra a quella da destra a sinistra. "
+"Influisce sui controlli di modifica di testo ([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"
+"If no selection is currently active with the last caret in text fields, "
+"selects the word currently under the caret.\n"
+"The action can be performed sequentially for all occurrences of the selection "
+"of the last caret and for all existing carets.\n"
+"The viewport is adjusted to the latest newly added caret.\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 ""
+"Se una selezione è attualmente attiva con l'ultimo cursore nei campi di "
+"testo, cerca l'occorrenza successiva della selezione, aggiunge un cursore e "
+"seleziona l'occorrenza successiva.\n"
+"Se nessuna selezione è attualmente attiva con l'ultimo cursore nei campi di "
+"testo, seleziona la parola attualmente sotto il cursore.\n"
+"L'azione può essere eseguita in sequenza per tutte le occorrenze della "
+"selezione dell'ultimo cursore e per tutti i cursori esistenti.\n"
+"La vista è aggiustata all'ultimo cursore appena aggiunto.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to delete the character before the text cursor.\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 ""
+"L'[InputEventAction] predefinito per eliminare il carattere prima del cursore "
+"di testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to delete [b]all[/b] text before the text cursor.\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 ""
+"L'[InputEventAction] predefinito per eliminare [b]tutto[/b] il testo prima "
+"del cursore di testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"macOS specific override for the shortcut to delete all text before the text "
+"cursor."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per eliminare tutto il "
+"testo prima del cursore di testo."
+
+msgid ""
+"Default [InputEventAction] to delete all characters before the cursor up "
+"until a whitespace or punctuation character.\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 ""
+"L'[InputEventAction] predefinito per eliminare tutti i caratteri prima del "
+"cursore fino a uno spazio vuoto o un carattere di punteggiatura.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid "macOS specific override for the shortcut to delete a word."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per eliminare una parola."
+
+msgid ""
+"Default [InputEventAction] to add an additional caret above every caret of a "
+"text."
+msgstr ""
+"L'[InputEventAction] predefinito per aggiungere un ulteriore cursore sopra "
+"ogni cursore di un testo."
+
+msgid ""
+"macOS specific override for the shortcut to add a caret above every caret."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per aggiungere un cursore "
+"sopra ogni cursore di testo."
+
+msgid ""
+"Default [InputEventAction] to add an additional caret below every caret of a "
+"text."
+msgstr ""
+"L'[InputEventAction] predefinito per aggiungere un ulteriore cursore sotto "
+"ogni cursore di un testo."
+
+msgid ""
+"macOS specific override for the shortcut to add a caret below every caret."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per aggiungere un cursore "
+"sotto ogni cursore di testo."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor to the end of the 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 ""
+"L'[InputEventAction] predefinito per spostare il cursore alla fine del "
+"testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"macOS specific override for the shortcut to move the text cursor to the end "
+"of the text."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per spostare il cursore "
+"alla fine del testo."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor to the start of the 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 ""
+"L'[InputEventAction] predefinito per spostare il cursore all'inizio del "
+"testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"macOS specific override for the shortcut to move the text cursor to the start "
+"of the text."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per spostare il cursore "
+"all'inizio del testo."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor down.\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 ""
+"Predefinito [InputEventAction] per spostare il cursore di testo in basso.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor left.\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 ""
+"Predefinito [InputEventAction] per spostare il cursore di testo a sinistra.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor to the end of the line.\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 ""
+"L'[InputEventAction] predefinito per spostare il cursore alla fine della "
+"riga.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"macOS specific override for the shortcut to move the text cursor to the end "
+"of the line."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per spostare il cursore "
+"alla fine della riga."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor to the start of the line.\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 ""
+"L'[InputEventAction] predefinito per spostare il cursore all'inizio della "
+"riga.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"macOS specific override for the shortcut to move the text cursor to the start "
+"of the line."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per spostare il cursore "
+"all'inizio della riga."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor down one page.\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 ""
+"L'[InputEventAction] predefinito per spostare il cursore di testo in giù di "
+"una pagina.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor up one page.\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 ""
+"L'[InputEventAction] predefinito per spostare il cursore di testo in su di "
+"una pagina.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor right.\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 ""
+"L'[InputEventAction] predefinito per spostare il cursore di testo a destra.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor up.\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 ""
+"L'[InputEventAction] predefinito per spostare il cursore di testo in alto.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor left to the next "
+"whitespace or punctuation.\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 ""
+"L'[InputEventAction] predefinito per spostare il cursore di testo a sinistra, "
+"sullo spazio vuoto o sulla punteggiatura successiva.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"macOS specific override for the shortcut to move the text cursor back one "
+"word."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per spostare il cursore "
+"del testo indietro di una parola."
+
+msgid ""
+"Default [InputEventAction] to move the text cursor right to the next "
+"whitespace or punctuation.\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 ""
+"L'[InputEventAction] predefinito per spostare il cursore di testo a destra, "
+"sullo spazio vuoto o sulla punteggiatura successiva.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"macOS specific override for the shortcut to move the text cursor forward one "
+"word."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per spostare il cursore "
+"del testo avanti di una parola."
+
+msgid ""
+"If there's only one caret active and with a selection, clears the selection.\n"
+"In case there's more than one caret active, removes the secondary carets and "
+"clears their selections.\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 ""
+"Se c'è un solo cursore attivo e con una selezione, cancella la selezione.\n"
+"Nel caso in cui ci siano più cursori attivi, rimuove i cursori secondari e "
+"cancella le loro selezioni.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+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 ""
+"L'[InputEventAction] predefinito per accettare un suggerimento di "
+"completamento automatico.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+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 ""
+"L'[InputEventAction] predefinito per richiedere il completamento automatico.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+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 ""
+"L'[InputEventAction] predefinito per accettare un suggerimento di "
+"completamento automatico, sostituendo il testo esistente.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+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 "
+"to the action can however be modified."
+msgstr ""
+"L'[InputEventAction] predefinito per rimuovere il rientro del testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to delete the character after the text cursor.\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 ""
+"L'[InputEventAction] predefinito per eliminare il carattere dopo il cursore "
+"di testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to delete [b]all[/b] text after the text cursor.\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 ""
+"L'[InputEventAction] predefinito per eliminare [b]tutto[/b] il testo dopo il "
+"cursore di testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"macOS specific override for the shortcut to delete all text after the text "
+"cursor."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per eliminare tutto il "
+"testo dopo il cursore del testo."
+
+msgid ""
+"Default [InputEventAction] to delete all characters after the cursor up until "
+"a whitespace or punctuation character.\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 ""
+"L'[InputEventAction] predefinito per eliminare tutti i caratteri dopo il "
+"cursore fino a uno spazio vuoto o a un carattere di punteggiatura.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"macOS specific override for the shortcut to delete a word after the text "
+"cursor."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per eliminare una parola "
+"dopo il cursore di testo."
+
+msgid ""
+"Default [InputEventAction] to indent the current line.\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 ""
+"L'[InputEventAction] predefinito per rientrare la riga attuale.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to insert a new line at the position of the text "
+"cursor.\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 ""
+"L'[InputEventAction] predefinito per inserire una nuova riga nella posizione "
+"del cursore di testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to insert a new line before the current one.\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 ""
+"L'[InputEventAction] predefinito per inserire una nuova riga prima di quella "
+"attuale.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to insert a new line after the current one.\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 ""
+"L'[InputEventAction] predefinito per inserire una nuova riga dopo di quella "
+"attuale.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to scroll down one line of 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 ""
+"L'[InputEventAction] predefinito per scorrere in basso di una riga di testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid "macOS specific override for the shortcut to scroll down one line."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per scorrere in basso di "
+"una riga."
+
+msgid ""
+"Default [InputEventAction] to scroll up one line of 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 ""
+"L'[InputEventAction] predefinito per scorrere in alto di una riga di testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid "macOS specific override for the shortcut to scroll up one line."
+msgstr ""
+"Sostituzione specifica su macOS per la scorciatoia per scorrere in alto di "
+"una riga."
+
+msgid ""
+"Default [InputEventAction] to select all 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 ""
+"L'[InputEventAction] predefinito per selezionare tutto il testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"If no selection is currently active, selects the word currently under the "
+"caret in text fields. If a selection is currently active, deselects the "
+"current selection.\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 ""
+"Se nessuna selezione è attiva, seleziona la parola attualmente sotto il "
+"cursore nei campi di testo. Se una selezione è attiva, deseleziona la "
+"selezione attuale.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"macOS specific override for the shortcut to select the word currently under "
+"the caret."
+msgstr ""
+"Sostituzione specifica su macOS per selezionare la parola attualmente sotto "
+"il cursore."
+
+msgid ""
+"If no selection is currently active with the last caret in text fields, "
+"searches for the next occurrence of the the word currently under the caret "
+"and moves the caret to the next occurrence. The action can be performed "
+"sequentially for other occurrences of the word under the last caret.\n"
+"If a selection is currently active with the last caret in text fields, "
+"searches for the next occurrence of the selection, adds a caret, selects the "
+"next occurrence then deselects the previous selection and its associated "
+"caret. The action can be performed sequentially for other occurrences of the "
+"selection of the last caret.\n"
+"The viewport is adjusted to the latest newly added caret.\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 ""
+"Se nessuna selezione è attualmente attiva con l'ultimo cursore nei campi di "
+"testo, cerca l'occorrenza successiva della parola attualmente sotto il "
+"cursore e sposta il cursore all'occorrenza successiva. L'azione può essere "
+"eseguita in sequenza per altre occorrenze della parola sotto l'ultimo "
+"cursore.\n"
+"Se una selezione è attualmente attiva con l'ultimo cursore nei campi di "
+"testo, cerca l'occorrenza successiva della selezione, aggiunge un cursore, "
+"seleziona l'occorrenza successiva, quindi deseleziona la selezione precedente "
+"e il cursore associato. L'azione può essere eseguita in sequenza per altre "
+"occorrenze della selezione dell'ultimo cursore.\n"
+"La vista è aggiustata all'ultimo cursore appena aggiunto.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to submit a text field.\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 ""
+"L'[InputEventAction] predefinito per inviare un campo di testo.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to toggle [i]insert mode[/i] in a text field. "
+"While in insert mode, inserting new text overrides the character after the "
+"cursor, unless the next character is a new line.\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 ""
+"L'[InputEventAction] predefinito per attivare/disattivare la [i]modalità di "
+"inserimento[/i] in un campo di testo. In modalità di inserimento, "
+"l'inserimento di nuovo testo sovrascrive il carattere dopo il cursore, a meno "
+"che il carattere successivo non sia una nuova riga.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to undo the most recent action.\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 ""
+"L'[InputEventAction] predefinito per annullare l'azione più recente.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"Default [InputEventAction] to move up in the UI.\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 ""
+"L'[InputEventAction] predefinito per spostarsi verso l'alto nell'interfaccia "
+"utente.\n"
+"[b]Nota:[/b] Le azioni predefinite [code]ui_*[/code] non possono essere "
+"rimosse in quanto sono necessarie per la logica interna di diversi [Control]. "
+"Gli eventi assegnati all'azione possono tuttavia essere modificati."
+
+msgid ""
+"If [code]true[/code], key/touch/joystick events will be flushed just before "
+"every idle and physics frame.\n"
+"If [code]false[/code], such events will be flushed only once per process "
+"frame, between iterations of the engine.\n"
+"Enabling this can greatly improve the responsiveness to input, specially in "
+"devices that need to run multiple physics frames per visible (process) frame, "
+"because they can't run at the target frame rate.\n"
+"[b]Note:[/b] Currently implemented only on Android."
+msgstr ""
+"Se [code]true[/code], gli eventi di tasto, di tocco o di joystick saranno "
+"svuotati appena prima di ogni frame di processo e di fisica.\n"
+"Se [code]false[/code], tali eventi saranno svuotati solo una volta per frame "
+"di processo, tra le iterazioni del motore.\n"
+"Abilitare questa opzione può migliorare notevolmente la reattività all'input, "
+"specialmente nei dispositivi che devono eseguire più frame di fisica per "
+"frame visibile (di processo), perché non possono essere eseguiti al frame "
+"rate di destinazione.\n"
+"[b]Nota:[/b] Attualmente implementato solo su Android."
+
+msgid ""
+"If [code]true[/code], [method Input.is_action_just_pressed] and [method Input."
+"is_action_just_released] will only return [code]true[/code] if the action is "
+"still in the respective state, i.e. an action that is pressed [i]and[/i] "
+"released on the same frame will be missed.\n"
+"If [code]false[/code], no input will be lost.\n"
+"[b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] "
+"setting. The legacy behavior is to enable supporting old projects that rely "
+"on the old logic, without changes to script."
+msgstr ""
+"Se [code]true[/code], [method Input.is_action_just_pressed] e [method Input."
+"is_action_just_released] restituiranno [code]true[/code] solo se l'azione è "
+"ancora nel rispettivo stato, ovvero un'azione premuta [i]e[/i] rilasciata "
+"sullo stesso frame sarà persa.\n"
+"Se [code]false[/code], nessun input sarà perso.\n"
+"[b]Nota:[/b] Dovresti preferire in quasi tutti i casi lasciarla su "
+"[code]false[/code]. Il comportamento tradizione è per supportare vecchi "
+"progetti che si basano sulla vecchia logica, senza modifiche allo script."
+
+msgid ""
+"Specifies the tablet driver to use. If left empty, the default driver will be "
+"used.\n"
+"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
+"tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
+"html]command line argument[/url]."
+msgstr ""
+"Specifica il driver del tablet da utilizzare. Se lasciato vuoto, sarà "
+"utilizzato il driver predefinito.\n"
+"[b]Nota:[/b] Il driver in uso può essere sovrascritto in fase di esecuzione "
+"tramite l'[url=$DOCS_URL/tutorials/editor/command_line_tutorial."
+"html]argomento della riga di comando[/url] [code]--tablet-driver[/code]."
+
+msgid "Override for [member input_devices/pen_tablet/driver] on Windows."
+msgstr "Sostituzione per [member input_devices/pen_tablet/driver] su Windows."
+
+msgid ""
+"If [code]true[/code], long press events on an Android touchscreen are "
+"transformed into right click events."
+msgstr ""
+"Se [code]true[/code], gli eventi di pressione prolungata su un touchscreen "
+"Android sono trasformati in eventi di clic con il pulsante destro del mouse."
+
+msgid ""
"If [code]true[/code], multi-touch pan and scale gestures are enabled on "
"Android devices."
msgstr ""
"Se [code]true[/code], i gesti di multitocco panoramico e di scala sono "
"abilitati sui dispositivi Android."
+msgid ""
+"On Wear OS devices, defines which axis of the mouse wheel rotary input is "
+"mapped to. This rotary input is usually performed by rotating the physical or "
+"virtual (touch-based) bezel on a smartwatch."
+msgstr ""
+"Sui dispositivi Wear OS, definisce a quale asse è mappato l'input rotativo "
+"della rotellina del mouse. Questo input rotativo è solitamente eseguito "
+"ruotando la ghiera fisica o virtuale (basata sul tocco) su uno smartwatch."
+
+msgid ""
+"If [code]true[/code], sends mouse input events when tapping or swiping on the "
+"touchscreen."
+msgstr ""
+"Se [code]true[/code], invia eventi di input del mouse quando si tocca o si "
+"scorre sul touchscreen."
+
+msgid ""
+"If [code]true[/code], sends touch input events when clicking or dragging the "
+"mouse."
+msgstr ""
+"Se [code]true[/code], invia eventi di input tocco quando si clicca o si "
+"trascina il mouse."
+
+msgid ""
+"The locale to fall back to if a translation isn't available in a given "
+"language. If left empty, [code]en[/code] (English) will be used."
+msgstr ""
+"Le impostazioni locali a cui ricorrere se una traduzione non è disponibile in "
+"una determinata lingua. Se lasciato vuoto, sarà utilizzato [code]en[/code] "
+"(inglese)."
+
+msgid ""
+"If non-empty, this locale will be used when running the project from the "
+"editor."
+msgstr ""
+"Se non è vuoto, queste impostazioni locali saranno utilizzate quando si "
+"esegue il progetto dall'editor."
+
+msgid ""
+"Double vowels in strings during pseudolocalization to simulate the "
+"lengthening of text due to localization."
+msgstr ""
+"Doppie vocali nelle stringhe durante la pseudolocalizzazione per simulare "
+"l'espansione del testo dovuto alla localizzazione."
+
+msgid ""
+"The expansion ratio to use during pseudolocalization. A value of [code]0.3[/"
+"code] is sufficient for most practical purposes, and will increase the length "
+"of each string by 30%."
+msgstr ""
+"Il rapporto di espansione da usare durante la pseudolocalizzazione. Un valore "
+"di [code]0.3[/code] è sufficiente per la maggior parte degli scopi pratici e "
+"aumenterà la lunghezza di ogni stringa del 30%."
+
+msgid ""
+"If [code]true[/code], emulate bidirectional (right-to-left) text when "
+"pseudolocalization is enabled. This can be used to spot issues with RTL "
+"layout and UI mirroring that will crop up if the project is localized to RTL "
+"languages such as Arabic or Hebrew."
+msgstr ""
+"Se [code]true[/code], emula il testo bidirezionale (da destra a sinistra) "
+"quando è abilitata la pseudolocalizzazione. Questo può essere utilizzato per "
+"individuare problemi con il layout RTL e il rispecchiamento dell'interfaccia "
+"utente, che si presenteranno se il progetto è localizzato in lingue RTL come "
+"l'arabo o l'ebraico."
+
+msgid ""
+"Replace all characters in the string with [code]*[/code]. Useful for finding "
+"non-localizable strings."
+msgstr ""
+"Sostituisci tutti i caratteri nella stringa con [code]*[/code]. Utile per "
+"trovare stringhe non localizzabili."
+
+msgid "Prefix that will be prepended to the pseudolocalized string."
+msgstr "Prefisso che sarà anteposto alla stringa pseudolocalizzata."
+
+msgid ""
+"Replace all characters with their accented variants during pseudolocalization."
+msgstr ""
+"Sostituisci tutti i caratteri con le loro varianti accentate durante la "
+"pseudolocalizzazione."
+
+msgid ""
+"Skip placeholders for string formatting like [code]%s[/code] or [code]%f[/"
+"code] during pseudolocalization. Useful to identify strings which need "
+"additional control characters to display correctly."
+msgstr ""
+"Ignora i segnaposto per la formattazione delle stringhe come [code]%s[/code] "
+"o [code]%f[/code] durante la pseudolocalizzazione. Utile per identificare le "
+"stringhe che necessitano di caratteri di controllo aggiuntivi per essere "
+"visualizzate correttamente."
+
+msgid "Suffix that will be appended to the pseudolocalized string."
+msgstr "Suffisso che sarà accodato alla stringa pseudolocalizzata."
+
+msgid ""
+"If [code]true[/code], enables pseudolocalization for the project. This can be "
+"used to spot untranslatable strings or layout issues that may occur once the "
+"project is localized to languages that have longer strings than the source "
+"language.\n"
+"[b]Note:[/b] This property is only read when the project starts. To toggle "
+"pseudolocalization at run-time, use [member TranslationServer."
+"pseudolocalization_enabled] instead."
+msgstr ""
+"Se [code]true[/code], abilita la pseudolocalizzazione per il progetto. Può "
+"essere utilizzata per individuare stringhe non traducibili o problemi di "
+"layout che potrebbero verificarsi una volta che il progetto è localizzato in "
+"lingue che hanno stringhe più lunghe della lingua di origine.\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"attivare o disattivare la pseudolocalizzazione in fase di esecuzione, "
+"utilizza invece [member TranslationServer.pseudolocalization_enabled]."
+
+msgid ""
+"Force layout direction and text writing direction to RTL for all controls."
+msgstr ""
+"Forza la direzione del layout e la direzione di scrittura del testo su destra "
+"a sinistra (RTL) per tutti i controlli."
+
+msgid ""
+"If [code]true[/code], root node will use [constant Node."
+"AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant Node."
+"AUTO_TRANSLATE_MODE_DISABLED] will be used.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the auto translate mode at runtime, set [member Node.auto_translate_mode] of "
+"[member SceneTree.root] instead."
+msgstr ""
+"Se [code]true[/code], il nodo radice utilizzerà [constant Node."
+"AUTO_TRANSLATE_MODE_ALWAYS], altrimenti sarà utilizzata [constant Node."
+"AUTO_TRANSLATE_MODE_DISABLED].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"modificare la modalità di traduzione automatica in fase di esecuzione, "
+"imposta invece [member Node.auto_translate_mode] di [member SceneTree.root]."
+
msgid "Root node default layout direction."
msgstr "Direzione del layout predefinita del nodo radice."
msgid ""
+"Optional name for the 2D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 1. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 1\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 2. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 2\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 3. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 3\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 4. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 4\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 5. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 5\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 6. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 6\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 7. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 7\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 8. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 8\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 9. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 9\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 10. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 10\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 11. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 11\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 12. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 12\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 13. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 13\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 14. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 14\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 15. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 15\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 16. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 16\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 17. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 17\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 18. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 18\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 19. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 19\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 20. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 20\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 21. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 21\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 22. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 22\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 23. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 23\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 24. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 24\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 25. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 25\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 26. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 26\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 27. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 27\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 28. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 28\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 29. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 29\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 30. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 30\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 31. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 31\"."
+
+msgid ""
+"Optional name for the 2D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 2D numero 32. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 32\"."
+
+msgid ""
+"Optional name for the 2D physics layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 1. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 1\"."
+
+msgid ""
+"Optional name for the 2D physics layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 2. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 2\"."
+
+msgid ""
+"Optional name for the 2D physics layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 3. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 3\"."
+
+msgid ""
+"Optional name for the 2D physics layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 3. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 4\"."
+
+msgid ""
+"Optional name for the 2D physics layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 5. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 5\"."
+
+msgid ""
+"Optional name for the 2D physics layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 6. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 6\"."
+
+msgid ""
+"Optional name for the 2D physics layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 7. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 7\"."
+
+msgid ""
+"Optional name for the 2D physics layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 8. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 8\"."
+
+msgid ""
+"Optional name for the 2D physics layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 9. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 9\"."
+
+msgid ""
+"Optional name for the 2D physics layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 10. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 10\"."
+
+msgid ""
+"Optional name for the 2D physics layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 11. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 11\"."
+
+msgid ""
+"Optional name for the 2D physics layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 12. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 12\"."
+
+msgid ""
+"Optional name for the 2D physics layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 13. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 13\"."
+
+msgid ""
+"Optional name for the 2D physics layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 14. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 14\"."
+
+msgid ""
+"Optional name for the 2D physics layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 15. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 15\"."
+
+msgid ""
+"Optional name for the 2D physics layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 16. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 16\"."
+
+msgid ""
+"Optional name for the 2D physics layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 17. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 17\"."
+
+msgid ""
+"Optional name for the 2D physics layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 18. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 18\"."
+
+msgid ""
+"Optional name for the 2D physics layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 19. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 19\"."
+
+msgid ""
+"Optional name for the 2D physics layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 20. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 20\"."
+
+msgid ""
+"Optional name for the 2D physics layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 21. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 21\"."
+
+msgid ""
+"Optional name for the 2D physics layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 22. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 22\"."
+
+msgid ""
+"Optional name for the 2D physics layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 23. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 23\"."
+
+msgid ""
+"Optional name for the 2D physics layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 24. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 24\"."
+
+msgid ""
+"Optional name for the 2D physics layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 25. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 25\"."
+
+msgid ""
+"Optional name for the 2D physics layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 26. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 26\"."
+
+msgid ""
+"Optional name for the 2D physics layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 27. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 27\"."
+
+msgid ""
+"Optional name for the 2D physics layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 28. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 28\"."
+
+msgid ""
+"Optional name for the 2D physics layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 29. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 29\"."
+
+msgid ""
+"Optional name for the 2D physics layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 30. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 30\"."
+
+msgid ""
+"Optional name for the 2D physics layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 31. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 31\"."
+
+msgid ""
+"Optional name for the 2D physics layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 2D numero 32. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 32\"."
+
+msgid ""
+"Optional name for the 2D render layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 1. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 1\"."
+
+msgid ""
+"Optional name for the 2D render layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 2. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 2\"."
+
+msgid ""
+"Optional name for the 2D render layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 3. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 3\"."
+
+msgid ""
+"Optional name for the 2D render layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 4. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 4\"."
+
+msgid ""
+"Optional name for the 2D render layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 5. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 5\"."
+
+msgid ""
+"Optional name for the 2D render layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 6. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 6\"."
+
+msgid ""
+"Optional name for the 2D render layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 7. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 7\"."
+
+msgid ""
+"Optional name for the 2D render layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 8. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 8\"."
+
+msgid ""
+"Optional name for the 2D render layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 9. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 9\"."
+
+msgid ""
+"Optional name for the 2D render layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 10. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 10\"."
+
+msgid ""
+"Optional name for the 2D render layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 11. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 11\"."
+
+msgid ""
+"Optional name for the 2D render layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 12. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 12\"."
+
+msgid ""
+"Optional name for the 2D render layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 13. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 13\"."
+
+msgid ""
+"Optional name for the 2D render layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 14. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 14\"."
+
+msgid ""
+"Optional name for the 2D render layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 15. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 15\"."
+
+msgid ""
+"Optional name for the 2D render layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 16. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 16\"."
+
+msgid ""
+"Optional name for the 2D render layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 17. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 17\"."
+
+msgid ""
+"Optional name for the 2D render layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 18. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 18\"."
+
+msgid ""
+"Optional name for the 2D render layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 19. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 19\"."
+
+msgid ""
+"Optional name for the 2D render layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 2D numero 20. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 20\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 1. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 1\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 2. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 2\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 3. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 3\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 4. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 4\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 5. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 5\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 6. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 6\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 7. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 7\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 8. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 8\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 9. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 9\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 10. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 10\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 11. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 11\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 12. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 12\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 13. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 13\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 14. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 14\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 15. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 15\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 16. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 16\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 17. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 17\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 18. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 18\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 19. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 19\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 20. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 20\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 21. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 21\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 22. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 22\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 23. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 23\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 24. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 24\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 25. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 25\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 26. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 26\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 27. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 27\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 28. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 28\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 29. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 29\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 30. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 30\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 31. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 31\"."
+
+msgid ""
+"Optional name for the 3D navigation layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+"Il nome facoltativo per lo strato di navigazione 3D numero 32. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 32\"."
+
+msgid ""
+"Optional name for the 3D physics layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 1. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 1\"."
+
+msgid ""
+"Optional name for the 3D physics layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 2. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 2\"."
+
+msgid ""
+"Optional name for the 3D physics layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 3. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 3\"."
+
+msgid ""
+"Optional name for the 3D physics layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 4. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 4\"."
+
+msgid ""
+"Optional name for the 3D physics layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 5. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 5\"."
+
+msgid ""
+"Optional name for the 3D physics layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 6. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 6\"."
+
+msgid ""
+"Optional name for the 3D physics layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 7. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 7\"."
+
+msgid ""
+"Optional name for the 3D physics layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 8. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 8\"."
+
+msgid ""
+"Optional name for the 3D physics layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 9. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 9\"."
+
+msgid ""
+"Optional name for the 3D physics layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 10. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 10\"."
+
+msgid ""
+"Optional name for the 3D physics layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 11. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 11\"."
+
+msgid ""
+"Optional name for the 3D physics layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 12. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 12\"."
+
+msgid ""
+"Optional name for the 3D physics layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 13. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 13\"."
+
+msgid ""
+"Optional name for the 3D physics layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 14. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 14\"."
+
+msgid ""
+"Optional name for the 3D physics layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 15. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 15\"."
+
+msgid ""
+"Optional name for the 3D physics layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 16. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 16\"."
+
+msgid ""
+"Optional name for the 3D physics layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 17. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 17\"."
+
+msgid ""
+"Optional name for the 3D physics layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 18. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 18\"."
+
+msgid ""
+"Optional name for the 3D physics layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 19. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 19\"."
+
+msgid ""
+"Optional name for the 3D physics layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 20. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 20\"."
+
+msgid ""
+"Optional name for the 3D physics layer 21. If left empty, the layer will "
+"display as \"Layer 21\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 21. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 21\"."
+
+msgid ""
+"Optional name for the 3D physics layer 22. If left empty, the layer will "
+"display as \"Layer 22\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 22. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 22\"."
+
+msgid ""
+"Optional name for the 3D physics layer 23. If left empty, the layer will "
+"display as \"Layer 23\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 23. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 23\"."
+
+msgid ""
+"Optional name for the 3D physics layer 24. If left empty, the layer will "
+"display as \"Layer 24\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 24. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 24\"."
+
+msgid ""
+"Optional name for the 3D physics layer 25. If left empty, the layer will "
+"display as \"Layer 25\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 25. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 25\"."
+
+msgid ""
+"Optional name for the 3D physics layer 26. If left empty, the layer will "
+"display as \"Layer 26\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 26. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 26\"."
+
+msgid ""
+"Optional name for the 3D physics layer 27. If left empty, the layer will "
+"display as \"Layer 27\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 27. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 27\"."
+
+msgid ""
+"Optional name for the 3D physics layer 28. If left empty, the layer will "
+"display as \"Layer 28\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 28. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 28\"."
+
+msgid ""
+"Optional name for the 3D physics layer 29. If left empty, the layer will "
+"display as \"Layer 29\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 29. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 29\"."
+
+msgid ""
+"Optional name for the 3D physics layer 30. If left empty, the layer will "
+"display as \"Layer 30\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 30. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 30\"."
+
+msgid ""
+"Optional name for the 3D physics layer 31. If left empty, the layer will "
+"display as \"Layer 31\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 31. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 31\"."
+
+msgid ""
+"Optional name for the 3D physics layer 32. If left empty, the layer will "
+"display as \"Layer 32\"."
+msgstr ""
+"Il nome facoltativo per lo strato di fisica 3D numero 32. Se lasciato vuoto, "
+"lo strato sarà visualizzato come \"Strato 32\"."
+
+msgid ""
+"Optional name for the 3D render layer 1. If left empty, the layer will "
+"display as \"Layer 1\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 1. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 1\"."
+
+msgid ""
+"Optional name for the 3D render layer 2. If left empty, the layer will "
+"display as \"Layer 2\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 2. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 2\"."
+
+msgid ""
+"Optional name for the 3D render layer 3. If left empty, the layer will "
+"display as \"Layer 3\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 3. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 3\"."
+
+msgid ""
+"Optional name for the 3D render layer 4. If left empty, the layer will "
+"display as \"Layer 4\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 4. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 4\"."
+
+msgid ""
+"Optional name for the 3D render layer 5. If left empty, the layer will "
+"display as \"Layer 5\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 5. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 5\"."
+
+msgid ""
+"Optional name for the 3D render layer 6. If left empty, the layer will "
+"display as \"Layer 6\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 6. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 6\"."
+
+msgid ""
+"Optional name for the 3D render layer 7. If left empty, the layer will "
+"display as \"Layer 7\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 7. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 7\"."
+
+msgid ""
+"Optional name for the 3D render layer 8. If left empty, the layer will "
+"display as \"Layer 8\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 8. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 8\"."
+
+msgid ""
+"Optional name for the 3D render layer 9. If left empty, the layer will "
+"display as \"Layer 9\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 9. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 9\"."
+
+msgid ""
+"Optional name for the 3D render layer 10. If left empty, the layer will "
+"display as \"Layer 10\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 10. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 10\"."
+
+msgid ""
+"Optional name for the 3D render layer 11. If left empty, the layer will "
+"display as \"Layer 11\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 11. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 11\"."
+
+msgid ""
+"Optional name for the 3D render layer 12. If left empty, the layer will "
+"display as \"Layer 12\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 12. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 12\"."
+
+msgid ""
+"Optional name for the 3D render layer 13. If left empty, the layer will "
+"display as \"Layer 13\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 13. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 13\"."
+
+msgid ""
+"Optional name for the 3D render layer 14. If left empty, the layer will "
+"display as \"Layer 14\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 14. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 14\"."
+
+msgid ""
+"Optional name for the 3D render layer 15. If left empty, the layer will "
+"display as \"Layer 15\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 15. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 15\"."
+
+msgid ""
+"Optional name for the 3D render layer 16. If left empty, the layer will "
+"display as \"Layer 16\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 16. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 16\"."
+
+msgid ""
+"Optional name for the 3D render layer 17. If left empty, the layer will "
+"display as \"Layer 17\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 17. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 17\"."
+
+msgid ""
+"Optional name for the 3D render layer 18. If left empty, the layer will "
+"display as \"Layer 18\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 18. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 18\"."
+
+msgid ""
+"Optional name for the 3D render layer 19. If left empty, the layer will "
+"display as \"Layer 19\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 19. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 19\"."
+
+msgid ""
+"Optional name for the 3D render layer 20. If left empty, the layer will "
+"display as \"Layer 20\"."
+msgstr ""
+"Il nome facoltativo per lo strato di rendering 3D numero 20. Se lasciato "
+"vuoto, lo strato sarà visualizzato come \"Strato 20\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 1. If left empty, the layer "
+"will display as \"Layer 1\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 1. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 1\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 2. If left empty, the layer "
+"will display as \"Layer 2\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 2. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 2\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 3. If left empty, the layer "
+"will display as \"Layer 3\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 3. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 3\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 4. If left empty, the layer "
+"will display as \"Layer 4\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 4. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 4\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 5. If left empty, the layer "
+"will display as \"Layer 5\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 5. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 5\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 6. If left empty, the layer "
+"will display as \"Layer 6\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 6. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 6\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 7. If left empty, the layer "
+"will display as \"Layer 7\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 7. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 7\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 8. If left empty, the layer "
+"will display as \"Layer 8\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 8. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 8\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 9. If left empty, the layer "
+"will display as \"Layer 9\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 9. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 9\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 10. If left empty, the layer "
+"will display as \"Layer 10\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 10. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 10\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 11. If left empty, the layer "
+"will display as \"Layer 11\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 11. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 11\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 12. If left empty, the layer "
+"will display as \"Layer 12\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 12. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 12\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 13. If left empty, the layer "
+"will display as \"Layer 13\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 13. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 13\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 14. If left empty, the layer "
+"will display as \"Layer 14\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 14. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 14\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 15. If left empty, the layer "
+"will display as \"Layer 15\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 15. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 15\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 16. If left empty, the layer "
+"will display as \"Layer 16\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 16. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 16\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 17. If left empty, the layer "
+"will display as \"Layer 17\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 17. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 17\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 18. If left empty, the layer "
+"will display as \"Layer 18\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 18. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 18\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 19. If left empty, the layer "
+"will display as \"Layer 19\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 19. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 19\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 20. If left empty, the layer "
+"will display as \"Layer 20\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 20. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 20\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 21. If left empty, the layer "
+"will display as \"Layer 21\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 21. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 21\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 22. If left empty, the layer "
+"will display as \"Layer 22\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 22. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 22\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 23. If left empty, the layer "
+"will display as \"Layer 23\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 23. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 23\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 24. If left empty, the layer "
+"will display as \"Layer 24\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 24. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 24\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 25. If left empty, the layer "
+"will display as \"Layer 25\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 25. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 25\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 26. If left empty, the layer "
+"will display as \"Layer 26\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 26. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 26\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 27. If left empty, the layer "
+"will display as \"Layer 27\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 27. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 27\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 28. If left empty, the layer "
+"will display as \"Layer 28\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 28. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 28\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 29. If left empty, the layer "
+"will display as \"Layer 29\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 29. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 29\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 30. If left empty, the layer "
+"will display as \"Layer 30\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 30. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 30\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 31. If left empty, the layer "
+"will display as \"Layer 31\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 31. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 31\"."
+
+msgid ""
+"Optional name for the navigation avoidance layer 32. If left empty, the layer "
+"will display as \"Layer 32\"."
+msgstr ""
+"Il nome facoltativo per lo strato di evasione di navigazione 3D numero 32. Se "
+"lasciato vuoto, lo strato sarà visualizzato come \"Strato 32\"."
+
+msgid ""
+"Godot uses a message queue to defer some function calls. If you run out of "
+"space on it (you will see an error), you can increase the size here."
+msgstr ""
+"Godot usa una coda di messaggi per rinviare alcune chiamate di funzione. Se "
+"esaurisci lo spazio (vedrai un errore), puoi aumentare la dimensione qui."
+
+msgid ""
+"Default cell size for 2D navigation maps. See [method NavigationServer2D."
+"map_set_cell_size]."
+msgstr ""
+"La dimensione predefinita della cella per le mappe di navigazione 2D. Vedi "
+"[method NavigationServer2D.map_set_cell_size]."
+
+msgid ""
+"Default edge connection margin for 2D navigation maps. See [method "
+"NavigationServer2D.map_set_edge_connection_margin]."
+msgstr ""
+"Il margine predefinito di connessione del bordo per le mappe di navigazione "
+"2D. Vedi [method NavigationServer2D.map_set_edge_connection_margin]."
+
+msgid ""
+"Default link connection radius for 2D navigation maps. See [method "
+"NavigationServer2D.map_set_link_connection_radius]."
+msgstr ""
+"Il raggio predefinito di connessione del collegamento per le mappe di "
+"navigazione 2D. Vedi [method NavigationServer2D."
+"map_set_link_connection_radius]."
+
+msgid ""
+"If enabled 2D navigation regions will use edge connections to connect with "
+"other navigation regions within proximity of the navigation map edge "
+"connection margin. This setting only affects World2D default navigation maps."
+msgstr ""
+"Se abilitata, le regioni di navigazione 2D utilizzeranno connessioni dei "
+"bordi per connettersi ad altre regioni di navigazione in prossimità del "
+"margine di connessione dei bordi per la mappa di navigazione. Questa "
+"impostazione influisce solo sulle mappe di navigazione predefinite di un "
+"World2D."
+
+msgid ""
+"Default cell height for 3D navigation maps. See [method NavigationServer3D."
+"map_set_cell_height]."
+msgstr ""
+"L'altezza predefinita della cella per le mappe di navigazione 3D. Vedi "
+"[method NavigationServer3D.map_set_cell_height]."
+
+msgid ""
+"Default cell size for 3D navigation maps. See [method NavigationServer3D."
+"map_set_cell_size]."
+msgstr ""
+"La dimensione predefinita della cella per le mappe di navigazione 3D. Vedi "
+"[method NavigationServer3D.map_set_cell_size]."
+
+msgid ""
+"Default edge connection margin for 3D navigation maps. See [method "
+"NavigationServer3D.map_set_edge_connection_margin]."
+msgstr ""
+"Il margine predefinito di connessione del bordo per le mappe di navigazione "
+"3D. Vedi [method NavigationServer3D.map_set_edge_connection_margin]."
+
+msgid ""
+"Default link connection radius for 3D navigation maps. See [method "
+"NavigationServer3D.map_set_link_connection_radius]."
+msgstr ""
+"Il raggio predefinito di connessione del collegamento per le mappe di "
+"navigazione 3D. Vedi [method NavigationServer3D."
+"map_set_link_connection_radius]."
+
+msgid ""
"Default up orientation for 3D navigation maps. See [method NavigationServer3D."
"map_set_up]."
msgstr ""
@@ -50469,17 +70140,1340 @@ msgid ""
"Default merge rasterizer cell scale for 3D navigation maps. See [method "
"NavigationServer3D.map_set_merge_rasterizer_cell_scale]."
msgstr ""
-"Scala predefinita del rasterizzatore di unione celle per le mappe di "
+"La scala predefinita del rasterizzatore di unione celle per le mappe di "
"navigazione 3D. Vedi [method NavigationServer3D."
"map_set_merge_rasterizer_cell_scale]."
msgid ""
+"If enabled 3D navigation regions will use edge connections to connect with "
+"other navigation regions within proximity of the navigation map edge "
+"connection margin. This setting only affects World3D default navigation maps."
+msgstr ""
+"Se abilitata, le regioni di navigazione 3D utilizzeranno connessioni dei "
+"bordi per connettersi ad altre regioni di navigazione in prossimità del "
+"margine di connessione dei bordi per la mappa di navigazione. Questa "
+"impostazione influisce solo sulle mappe di navigazione predefinite di un "
+"World3D."
+
+msgid ""
+"If enabled and avoidance calculations use multiple threads the threads run "
+"with high priority."
+msgstr ""
+"Se abilitato e i calcoli di evasione utilizzano più di un thread, i thread "
+"sono eseguiti con priorità alta."
+
+msgid "If enabled the avoidance calculations use multiple threads."
+msgstr "Se abilitati, i calcoli di evasione utilizzano più di un thread."
+
+msgid ""
+"If enabled and async navmesh baking uses multiple threads the threads run "
+"with high priority."
+msgstr ""
+"Se abilitato e l'elaborazione asincrona di navmesh utilizza più di un thread, "
+"i thread sono eseguiti con priorità alta."
+
+msgid "If enabled the async navmesh baking uses multiple threads."
+msgstr ""
+"Se abilitato l'elaborazione asincrona di navmesh utilizza più di un thread."
+
+msgid ""
+"If enabled, and baking would potentially lead to an engine crash, the baking "
+"will be interrupted and an error message with explanation will be raised."
+msgstr ""
+"Se abilitata, e se l'elaborazione potrebbe potenzialmente causare un crash "
+"del motore, l'elaborazione sarà interrotta e sarà visualizzato un messaggio "
+"di errore con una spiegazione."
+
+msgid ""
+"Maximum number of characters allowed to send as output from the debugger. "
+"Over this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+"Il numero massimo di caratteri consentiti per l'invio come output dal "
+"debugger. Superato questo valore, il contenuto viene eliminato. Ciò aiuta a "
+"non bloccare la connessione del debugger."
+
+msgid ""
+"Maximum number of errors allowed to be sent from the debugger. Over this "
+"value, content is dropped. This helps not to stall the debugger connection."
+msgstr ""
+"Il numero massimo di errori che possono essere inviati dal debugger. Superato "
+"questo valore, il contenuto viene eliminato. Ciò aiuta a non bloccare la "
+"connessione del debugger."
+
+msgid ""
+"Maximum number of messages in the debugger queue. Over this value, content is "
+"dropped. This helps to limit the debugger memory usage."
+msgstr ""
+"Il numero massimo di messaggi nella coda del debugger. Superato questo "
+"valore, il contenuto viene eliminato. Ciò aiuta a limitare l'utilizzo della "
+"memoria del debugger."
+
+msgid ""
+"Maximum number of warnings allowed to be sent from the debugger. Over this "
+"value, content is dropped. This helps not to stall the debugger connection."
+msgstr ""
+"Il numero massimo di avvisi che possono essere inviati dal debugger. Superato "
+"questo valore, il contenuto viene eliminato. Ciò aiuta a non bloccare la "
+"connessione del debugger."
+
+msgid ""
+"Default size of packet peer stream for deserializing Godot data (in bytes, "
+"specified as a power of two). The default value [code]16[/code] is equal to "
+"65,536 bytes. Over this size, data is dropped."
+msgstr ""
+"La dimensione predefinita del flusso peer di pacchetti per la decodifica dei "
+"dati di Godot (in byte, specificati come potenza di due). Il valore "
+"predefinito [code]16[/code] è uguale a 65.536 byte. Superata questa "
+"dimensione, i dati vengono eliminati."
+
+msgid "Timeout (in seconds) for connection attempts using TCP."
+msgstr ""
+"Il tempo di attesa (in secondi) per i tentativi di connessione tramite TCP."
+
+msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
+msgstr ""
+"La dimensione massima (in kiB) per il buffer di input di [WebRTCDataChannel]."
+
+msgid ""
+"The CA certificates bundle to use for TLS connections. If this is set to a "
+"non-empty value, this will [i]override[/i] Godot's default [url=https://"
+"github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates."
+"crt]Mozilla certificate bundle[/url]. If left empty, the default certificate "
+"bundle will be used.\n"
+"If in doubt, leave this setting empty."
+msgstr ""
+"Il pacchetto di certificati CA da utilizzare per le connessioni TLS. Se "
+"impostato su un valore non vuoto, [i]sovrascriverà[/i] il pacchetto di "
+"certificati Mozilla predefinito di Godot [url=https://github.com/godotengine/"
+"godot/blob/master/thirdparty/certs/ca-certificates.crt]. Se lasciato vuoto, "
+"sarà utilizzato il pacchetto di certificati predefinito.\n"
+"In caso di dubbi, lascia questa impostazione vuota."
+
+msgid ""
+"The default rotational motion damping in 2D. Damping is used to gradually "
+"slow down physical objects over time. RigidBodies will fall back to this "
+"value when combining their own damping values and no area damping value is "
+"present.\n"
+"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value "
+"[code]0[/code] objects will keep moving with the same velocity. Greater "
+"values will stop the object faster. A value equal to or greater than the "
+"physics tick rate ([member physics/common/physics_ticks_per_second]) will "
+"bring the object to a stop in one iteration.\n"
+"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning "
+"bodies moving faster will take a longer time to come to rest. They do not "
+"simulate inertia, friction, or air resistance. Therefore heavier or larger "
+"bodies will lose speed at the same proportional rate as lighter or smaller "
+"bodies.\n"
+"During each physics tick, Godot will multiply the linear velocity of "
+"RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. "
+"By default, bodies combine damp factors: [code]combined_damp[/code] is the "
+"sum of the damp value of the body and this value or the area's value the body "
+"is in. See [enum RigidBody2D.DampMode].\n"
+"[b]Warning:[/b] Godot's damping calculations are simulation tick rate "
+"dependent. Changing [member physics/common/physics_ticks_per_second] may "
+"significantly change the outcomes and feel of your simulation. This is true "
+"for the entire range of damping values greater than 0. To get back to a "
+"similar feel, you also need to change your damp values. This needed change is "
+"not proportional and differs from case to case."
+msgstr ""
+"Lo smorzamento del movimento rotatorio predefinito in 2D. Lo smorzamento è "
+"utilizzato per rallentare gradualmente gli oggetti fisici nel tempo. I "
+"RigidBody torneranno a questo valore quando combinano i propri valori di "
+"smorzamento e non è presente alcun valore di smorzamento da un'area.\n"
+"I valori suggeriti sono compresi tra [code]0[/code] e [code]30[/code]. Al "
+"valore [code]0[/code] gli oggetti continueranno a muoversi con la stessa "
+"velocità. Valori maggiori fermeranno l'oggetto più velocemente. Un valore "
+"uguale o maggiore della frequenza di tick di fisica ([member physics/common/"
+"physics_ticks_per_second]) arresterà l'oggetto in una sola iterazione.\n"
+"[b]Nota:[/b] I calcoli dello smorzamento di Godot dipendono dalla velocità, "
+"il che significa che i corpi che si muovono più velocemente impiegheranno più "
+"tempo per fermarsi. Non simulano l'inerzia, l'attrito o la resistenza "
+"dell'aria. Pertanto, i corpi più pesanti o più grandi perderanno velocità "
+"alla stessa frequenza proporzionale dei corpi più leggeri o più piccoli.\n"
+"Durante ogni tick di fisica, Godot moltiplicherà la velocità lineare dei "
+"RigidBody per [code]1.0 - smorzamento_combinato / tick_di_fisica_al_secondo[/"
+"code]. Per impostazione predefinita, i corpi combinano i fattori di "
+"smorzamento: [code]smorzamento_combinato [/code] è la somma del valore di "
+"smorzamento del corpo e di questo valore o del valore dell'area in cui si "
+"trova il corpo. Vedi [enum RigidBody2D.DampMode].\n"
+"[b]Attenzione:[/b] I calcoli di smorzamento di Godot dipendono dalla "
+"frequenza di tick della simulazione. La modifica di [member physics/common/"
+"physics_ticks_per_second] potrebbe modificare significativamente i risultati "
+"e la percezione della simulazione. Ciò è vero per l'intera gamma di valori di "
+"smorzamento maggiori di 0. Per tornare a una percezione simile, è anche "
+"necessario modificare i valori di smorzamento. Questa modifica necessaria non "
+"è proporzionale e varia da caso a caso."
+
+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"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Set the default gravity strength to 980.\n"
+"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
+"PhysicsServer2D.AREA_PARAM_GRAVITY, 980)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Set the default gravity strength to 980.\n"
+"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
+"PhysicsServer2D.AreaParameter.Gravity, 980);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"La forza di gravità predefinita in 2D (in pixel quadrati al secondo).\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"modificare la gravità predefinita in fase di esecuzione, utilizzare il "
+"seguente esempio di codice:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Imposta la forza di gravità predefinita su 980.\n"
+"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
+"PhysicsServer2D.AREA_PARAM_GRAVITY, 980)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Imposta la forza di gravità predefinita su 980.\n"
+"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
+"PhysicsServer2D.AreaParameter.Gravity, 980);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"The default gravity direction in 2D.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity vector at runtime, use the following code sample:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Set the default gravity direction to `Vector2(0, 1)`.\n"
+"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
+"PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Set the default gravity direction to `Vector2(0, 1)`.\n"
+"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
+"PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"La direzione predefinita della gravità in 2D.\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"modificare la gravità predefinita in fase di esecuzione, utilizzare il "
+"seguente esempio di codice:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Imposta la direzione predefinita della gravità su `Vector2(0, 1)`.\n"
+"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
+"PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Imposta la direzione predefinita della gravità su `Vector2(0, 1)`.\n"
+"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
+"PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"The default linear motion damping in 2D. Damping is used to gradually slow "
+"down physical objects over time. RigidBodies will fall back to this value "
+"when combining their own damping values and no area damping value is "
+"present.\n"
+"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value "
+"[code]0[/code] objects will keep moving with the same velocity. Greater "
+"values will stop the object faster. A value equal to or greater than the "
+"physics tick rate ([member physics/common/physics_ticks_per_second]) will "
+"bring the object to a stop in one iteration.\n"
+"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning "
+"bodies moving faster will take a longer time to come to rest. They do not "
+"simulate inertia, friction, or air resistance. Therefore heavier or larger "
+"bodies will lose speed at the same proportional rate as lighter or smaller "
+"bodies.\n"
+"During each physics tick, Godot will multiply the linear velocity of "
+"RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code], "
+"where [code]combined_damp[/code] is the sum of the linear damp of the body "
+"and this value, or the area's value the body is in, assuming the body "
+"defaults to combine damp values. See [enum RigidBody2D.DampMode].\n"
+"[b]Warning:[/b] Godot's damping calculations are simulation tick rate "
+"dependent. Changing [member physics/common/physics_ticks_per_second] may "
+"significantly change the outcomes and feel of your simulation. This is true "
+"for the entire range of damping values greater than 0. To get back to a "
+"similar feel, you also need to change your damp values. This needed change is "
+"not proportional and differs from case to case."
+msgstr ""
+"Lo smorzamento del movimento lineare predefinito in 2D. Lo smorzamento è "
+"utilizzato per rallentare gradualmente gli oggetti fisici nel tempo. I "
+"RigidBody torneranno a questo valore quando combinano i propri valori di "
+"smorzamento e non è presente alcun valore di smorzamento da un'area.\n"
+"I valori suggeriti sono compresi tra [code]0[/code] e [code]30[/code]. Al "
+"valore [code]0[/code] gli oggetti continueranno a muoversi con la stessa "
+"velocità. Valori maggiori fermeranno l'oggetto più velocemente. Un valore "
+"uguale o maggiore della frequenza di tick di fisica ([member physics/common/"
+"physics_ticks_per_second]) arresterà l'oggetto in una sola iterazione.\n"
+"[b]Nota:[/b] I calcoli dello smorzamento di Godot dipendono dalla velocità, "
+"il che significa che i corpi che si muovono più velocemente impiegheranno più "
+"tempo per fermarsi. Non simulano l'inerzia, l'attrito o la resistenza "
+"dell'aria. Pertanto, i corpi più pesanti o più grandi perderanno velocità "
+"alla stessa frequenza proporzionale dei corpi più leggeri o più piccoli.\n"
+"Durante ogni tick di fisica, Godot moltiplicherà la velocità lineare dei "
+"RigidBody per [code]1.0 - smorzamento_combinato / tick_di_fisica_al_secondo[/"
+"code]. Per impostazione predefinita, i corpi combinano i fattori di "
+"smorzamento: [code]smorzamento_combinato [/code] è la somma del valore di "
+"smorzamento del corpo e di questo valore o del valore dell'area in cui si "
+"trova il corpo. Vedi [enum RigidBody2D.DampMode].\n"
+"[b]Attenzione:[/b] I calcoli di smorzamento di Godot dipendono dalla "
+"frequenza di tick della simulazione. La modifica di [member physics/common/"
+"physics_ticks_per_second] potrebbe modificare significativamente i risultati "
+"e la percezione della simulazione. Ciò è vero per l'intera gamma di valori di "
+"smorzamento maggiori di 0. Per tornare a una percezione simile, è anche "
+"necessario modificare i valori di smorzamento. Questa modifica necessaria non "
+"è proporzionale e varia da caso a caso."
+
+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."
+msgstr ""
+"Imposta quale motore di fisica utilizzare per la fisica 2D.\n"
+"\"DEFAULT\" e \"Godot Physics2D\" sono uguali, poiché al momento non è "
+"implementato un server di fisica 2D alternativo."
+
+msgid ""
+"If [code]true[/code], the 2D physics server runs on a separate thread, making "
+"better use of multi-core CPUs. If [code]false[/code], the 2D physics server "
+"runs on the main thread. Running the physics server on a separate thread can "
+"increase performance, but restricts API access to only physics process."
+msgstr ""
+"Se [code]true[/code], il server di fisica 2D è eseguito su un thread "
+"separato, sfruttando al meglio le CPU multi-core. Se [code]false[/code], il "
+"server di fisica 2D è eseguito sul thread principale. Eseguire il server di "
+"fisica su un thread separato può aumentare le prestazioni, ma limita "
+"l'accesso all'API solo sul processo di fisica."
+
+msgid ""
+"Threshold angular velocity under which a 2D physics body will be considered "
+"inactive. See [constant PhysicsServer2D."
+"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
+msgstr ""
+"La velocità angolare di soglia al di sotto della quale un corpo fisico 2D "
+"sarà considerato inattivo. Vedi [constant PhysicsServer2D."
+"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
+
+msgid ""
+"Threshold linear velocity under which a 2D physics body will be considered "
+"inactive. See [constant PhysicsServer2D."
+"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
+msgstr ""
+"La velocità lineare di soglia al di sotto della quale un corpo fisico 2D sarà "
+"considerato inattivo. Vedi [constant PhysicsServer2D."
+"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
+
+msgid ""
+"Maximum distance a shape can penetrate another shape before it is considered "
+"a collision. See [constant PhysicsServer2D."
+"SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]."
+msgstr ""
+"La distanza massima alla quale una forma può penetrare in un'altra forma "
+"prima che sia considerata una collisione. Vedi [constant PhysicsServer2D."
+"SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]."
+
+msgid ""
+"Maximum distance a shape can be from another before they are considered "
+"separated and the contact is discarded. See [constant PhysicsServer2D."
+"SPACE_PARAM_CONTACT_MAX_SEPARATION]."
+msgstr ""
+"La distanza massima alla quale una forma può trovarsi da un'altra prima che "
+"siano considerate separate e il contatto sia scartato. Vedi [constant "
+"PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION]."
+
+msgid ""
+"Maximum distance a pair of bodies has to move before their collision status "
+"has to be recalculated. See [constant PhysicsServer2D."
+"SPACE_PARAM_CONTACT_RECYCLE_RADIUS]."
+msgstr ""
+"La distanza massima che una coppia di corpi deve percorrere prima che il loro "
+"stato di collisione debba essere ricalcolato. Vedi [constant PhysicsServer2D."
+"SPACE_PARAM_CONTACT_RECYCLE_RADIUS]."
+
+msgid ""
+"Default solver bias for all physics constraints. Defines how much bodies "
+"react to enforce constraints. See [constant PhysicsServer2D."
+"SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS].\n"
+"Individual constraints can have a specific bias value (see [member Joint2D."
+"bias])."
+msgstr ""
+"Il bias predefinito del risolutore per tutti i vincoli di fisica. Definisce "
+"quanto i corpi reagiscono per imporre i vincoli. Vedi [constant "
+"PhysicsServer2D.SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS].\n"
+"I vincoli possono singolarmente avere un valore di bias specifico (vedi "
+"[member Joint2D.bias])."
+
+msgid ""
+"Default solver bias for all physics contacts. Defines how much bodies react "
+"to enforce contact separation. See [constant PhysicsServer2D."
+"SPACE_PARAM_CONTACT_DEFAULT_BIAS].\n"
+"Individual shapes can have a specific bias value (see [member Shape2D."
+"custom_solver_bias])."
+msgstr ""
+"Il bias predefinito del risolutore per tutti i contatti di fisica. Definisce "
+"quanto i corpi reagiscono per imporre la separazione dei contatti. Vedi "
+"[constant PhysicsServer2D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].\n"
+"Le forme possono singolarmente avere un valore di bias specifico (vedi "
+"[member Shape2D.custom_solver_bias])."
+
+msgid ""
+"Number of solver iterations for all contacts and constraints. The greater the "
+"number of iterations, the more accurate the collisions will be. However, a "
+"greater number of iterations requires more CPU power, which can decrease "
+"performance. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS]."
+msgstr ""
+"Il numero di iterazioni del risolutore per tutti i contatti e i vincoli. "
+"Maggiore è il numero di iterazioni, più accurate saranno le collisioni. "
+"Tuttavia, un numero maggiore di iterazioni richiede più potenza della CPU, il "
+"che può ridurre le prestazioni. Vedi [constant PhysicsServer2D."
+"SPACE_PARAM_SOLVER_ITERATIONS]."
+
+msgid ""
+"The default rotational motion damping in 3D. Damping is used to gradually "
+"slow down physical objects over time. RigidBodies will fall back to this "
+"value when combining their own damping values and no area damping value is "
+"present.\n"
+"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value "
+"[code]0[/code] objects will keep moving with the same velocity. Greater "
+"values will stop the object faster. A value equal to or greater than the "
+"physics tick rate ([member physics/common/physics_ticks_per_second]) will "
+"bring the object to a stop in one iteration.\n"
+"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning "
+"bodies moving faster will take a longer time to come to rest. They do not "
+"simulate inertia, friction, or air resistance. Therefore heavier or larger "
+"bodies will lose speed at the same proportional rate as lighter or smaller "
+"bodies.\n"
+"During each physics tick, Godot will multiply the angular velocity of "
+"RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. "
+"By default, bodies combine damp factors: [code]combined_damp[/code] is the "
+"sum of the damp value of the body and this value or the area's value the body "
+"is in. See [enum RigidBody3D.DampMode].\n"
+"[b]Warning:[/b] Godot's damping calculations are simulation tick rate "
+"dependent. Changing [member physics/common/physics_ticks_per_second] may "
+"significantly change the outcomes and feel of your simulation. This is true "
+"for the entire range of damping values greater than 0. To get back to a "
+"similar feel, you also need to change your damp values. This needed change is "
+"not proportional and differs from case to case."
+msgstr ""
+"Lo smorzamento del movimento rotatorio predefinito in 3D. Lo smorzamento è "
+"utilizzato per rallentare gradualmente gli oggetti fisici nel tempo. I "
+"RigidBody torneranno a questo valore quando combinano i propri valori di "
+"smorzamento e non è presente alcun valore di smorzamento da un'area.\n"
+"I valori suggeriti sono compresi tra [code]0[/code] e [code]30[/code]. Al "
+"valore [code]0[/code] gli oggetti continueranno a muoversi con la stessa "
+"velocità. Valori maggiori fermeranno l'oggetto più velocemente. Un valore "
+"uguale o maggiore della frequenza di tick di fisica ([member physics/common/"
+"physics_ticks_per_second]) arresterà l'oggetto in una sola iterazione.\n"
+"[b]Nota:[/b] I calcoli dello smorzamento di Godot dipendono dalla velocità, "
+"il che significa che i corpi che si muovono più velocemente impiegheranno più "
+"tempo per fermarsi. Non simulano l'inerzia, l'attrito o la resistenza "
+"dell'aria. Pertanto, i corpi più pesanti o più grandi perderanno velocità "
+"alla stessa frequenza proporzionale dei corpi più leggeri o più piccoli.\n"
+"Durante ogni tick di fisica, Godot moltiplicherà la velocità lineare dei "
+"RigidBody per [code]1.0 - smorzamento_combinato / tick_di_fisica_al_secondo[/"
+"code]. Per impostazione predefinita, i corpi combinano i fattori di "
+"smorzamento: [code]smorzamento_combinato [/code] è la somma del valore di "
+"smorzamento del corpo e di questo valore o del valore dell'area in cui si "
+"trova il corpo. Vedi [enum RigidBody3D.DampMode].\n"
+"[b]Attenzione:[/b] I calcoli di smorzamento di Godot dipendono dalla "
+"frequenza di tick della simulazione. La modifica di [member physics/common/"
+"physics_ticks_per_second] potrebbe modificare significativamente i risultati "
+"e la percezione della simulazione. Ciò è vero per l'intera gamma di valori di "
+"smorzamento maggiori di 0. Per tornare a una percezione simile, è anche "
+"necessario modificare i valori di smorzamento. Questa modifica necessaria non "
+"è proporzionale e varia da caso a caso."
+
+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"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Set the default gravity strength to 9.8.\n"
+"PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, "
+"PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Set the default gravity strength to 9.8.\n"
+"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, "
+"PhysicsServer3D.AreaParameter.Gravity, 9.8);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"La forza di gravità predefinita in32D (in pixel quadrati al secondo).\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"modificare la gravità predefinita in fase di esecuzione, utilizzare il "
+"seguente esempio di codice:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Imposta la forza di gravità predefinita su 9.8.\n"
+"PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, "
+"PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Imposta la forza di gravità predefinita su 9.8.\n"
+"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, "
+"PhysicsServer3D.AreaParameter.Gravity, 9.8);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"The default gravity direction in 3D.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity vector at runtime, use the following code sample:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
+"PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, "
+"PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
+"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, "
+"PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"La direzione predefinita della gravità in 3D.\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"modificare la gravità predefinita in fase di esecuzione, utilizzare il "
+"seguente esempio di codice:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Imposta la direzione predefinita della gravità su `Vector3(0, -1, 0)`.\n"
+"PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, "
+"PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Imposta la direzione predefinita della gravità su `Vector3(0, -1, 0)`.\n"
+"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, "
+"PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"The default linear motion damping in 3D. Damping is used to gradually slow "
+"down physical objects over time. RigidBodies will fall back to this value "
+"when combining their own damping values and no area damping value is "
+"present.\n"
+"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value "
+"[code]0[/code] objects will keep moving with the same velocity. Greater "
+"values will stop the object faster. A value equal to or greater than the "
+"physics tick rate ([member physics/common/physics_ticks_per_second]) will "
+"bring the object to a stop in one iteration.\n"
+"[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning "
+"bodies moving faster will take a longer time to come to rest. They do not "
+"simulate inertia, friction, or air resistance. Therefore heavier or larger "
+"bodies will lose speed at the same proportional rate as lighter or smaller "
+"bodies.\n"
+"During each physics tick, Godot will multiply the linear velocity of "
+"RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. "
+"By default, bodies combine damp factors: [code]combined_damp[/code] is the "
+"sum of the damp value of the body and this value or the area's value the body "
+"is in. See [enum RigidBody3D.DampMode].\n"
+"[b]Warning:[/b] Godot's damping calculations are simulation tick rate "
+"dependent. Changing [member physics/common/physics_ticks_per_second] may "
+"significantly change the outcomes and feel of your simulation. This is true "
+"for the entire range of damping values greater than 0. To get back to a "
+"similar feel, you also need to change your damp values. This needed change is "
+"not proportional and differs from case to case."
+msgstr ""
+"Lo smorzamento del movimento lineare predefinito in 3D. Lo smorzamento è "
+"utilizzato per rallentare gradualmente gli oggetti fisici nel tempo. I "
+"RigidBody torneranno a questo valore quando combinano i propri valori di "
+"smorzamento e non è presente alcun valore di smorzamento da un'area.\n"
+"I valori suggeriti sono compresi tra [code]0[/code] e [code]30[/code]. Al "
+"valore [code]0[/code] gli oggetti continueranno a muoversi con la stessa "
+"velocità. Valori maggiori fermeranno l'oggetto più velocemente. Un valore "
+"uguale o maggiore della frequenza di tick di fisica ([member physics/common/"
+"physics_ticks_per_second]) arresterà l'oggetto in una sola iterazione.\n"
+"[b]Nota:[/b] I calcoli dello smorzamento di Godot dipendono dalla velocità, "
+"il che significa che i corpi che si muovono più velocemente impiegheranno più "
+"tempo per fermarsi. Non simulano l'inerzia, l'attrito o la resistenza "
+"dell'aria. Pertanto, i corpi più pesanti o più grandi perderanno velocità "
+"alla stessa frequenza proporzionale dei corpi più leggeri o più piccoli.\n"
+"Durante ogni tick di fisica, Godot moltiplicherà la velocità lineare dei "
+"RigidBody per [code]1.0 - smorzamento_combinato / tick_di_fisica_al_secondo[/"
+"code]. Per impostazione predefinita, i corpi combinano i fattori di "
+"smorzamento: [code]smorzamento_combinato [/code] è la somma del valore di "
+"smorzamento del corpo e di questo valore o del valore dell'area in cui si "
+"trova il corpo. Vedi [enum RigidBody3D.DampMode].\n"
+"[b]Attenzione:[/b] I calcoli di smorzamento di Godot dipendono dalla "
+"frequenza di tick della simulazione. La modifica di [member physics/common/"
+"physics_ticks_per_second] potrebbe modificare significativamente i risultati "
+"e la percezione della simulazione. Ciò è vero per l'intera gamma di valori di "
+"smorzamento maggiori di 0. Per tornare a una percezione simile, è anche "
+"necessario modificare i valori di smorzamento. Questa modifica necessaria non "
+"è proporzionale e varia da caso a caso."
+
+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."
+msgstr ""
+"Imposta quale motore di fisica utilizzare per la fisica 3D.\n"
+"\"DEFAULT\" e \"Godot Physics2D\" sono uguali, poiché al momento non è "
+"implementato un server di fisica 2D alternativo."
+
+msgid ""
+"If [code]true[/code], the 3D physics server runs on a separate thread, making "
+"better use of multi-core CPUs. If [code]false[/code], the 3D physics server "
+"runs on the main thread. Running the physics server on a separate thread can "
+"increase performance, but restricts API access to only physics process."
+msgstr ""
+"Se [code]true[/code], il server di fisica 3D è eseguito su un thread "
+"separato, sfruttando al meglio le CPU multi-core. Se [code]false[/code], il "
+"server di fisica 3D è eseguito sul thread principale. Eseguire il server di "
+"fisica su un thread separato può aumentare le prestazioni, ma limita "
+"l'accesso all'API solo sul processo di fisica."
+
+msgid ""
+"Threshold angular velocity under which a 3D physics body will be considered "
+"inactive. See [constant PhysicsServer3D."
+"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
+msgstr ""
+"La velocità angolare di soglia al di sotto della quale un corpo fisico 3D "
+"sarà considerato inattivo. Vedi [constant PhysicsServer3D."
+"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
+
+msgid ""
+"Threshold linear velocity under which a 3D physics body will be considered "
+"inactive. See [constant PhysicsServer3D."
+"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
+msgstr ""
+"La velocità lineare di soglia al di sotto della quale un corpo fisico 3D sarà "
+"considerato inattivo. Vedi [constant PhysicsServer3D."
+"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
+
+msgid ""
+"Maximum distance a shape can penetrate another shape before it is considered "
+"a collision. See [constant PhysicsServer3D."
+"SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]."
+msgstr ""
+"La distanza massima alla quale una forma può penetrare in un'altra forma "
+"prima che sia considerata una collisione. Vedi [constant PhysicsServer3D."
+"SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]."
+
+msgid ""
+"Maximum distance a shape can be from another before they are considered "
+"separated and the contact is discarded. See [constant PhysicsServer3D."
+"SPACE_PARAM_CONTACT_MAX_SEPARATION]."
+msgstr ""
+"La distanza massima alla quale una forma può trovarsi da un'altra prima che "
+"siano considerate separate e il contatto sia scartato. Vedi [constant "
+"PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION]."
+
+msgid ""
+"Maximum distance a pair of bodies has to move before their collision status "
+"has to be recalculated. See [constant PhysicsServer3D."
+"SPACE_PARAM_CONTACT_RECYCLE_RADIUS]."
+msgstr ""
+"La distanza massima che una coppia di corpi deve percorrere prima che il loro "
+"stato di collisione debba essere ricalcolato. Vedi [constant PhysicsServer3D."
+"SPACE_PARAM_CONTACT_RECYCLE_RADIUS]."
+
+msgid ""
+"Default solver bias for all physics contacts. Defines how much bodies react "
+"to enforce contact separation. See [constant PhysicsServer3D."
+"SPACE_PARAM_CONTACT_DEFAULT_BIAS].\n"
+"Individual shapes can have a specific bias value (see [member Shape3D."
+"custom_solver_bias])."
+msgstr ""
+"Il bias predefinito del risolutore per tutti i contatti di fisica. Definisce "
+"quanto i corpi reagiscono per imporre la separazione dei contatti. Vedi "
+"[constant PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].\n"
+"Le forme possono singolarmente avere un valore di bias specifico (vedi "
+"[member Shape3D.custom_solver_bias])."
+
+msgid ""
+"Number of solver iterations for all contacts and constraints. The greater the "
+"number of iterations, the more accurate the collisions will be. However, a "
+"greater number of iterations requires more CPU power, which can decrease "
+"performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS]."
+msgstr ""
+"Il numero di iterazioni del risolutore per tutti i contatti e i vincoli. "
+"Maggiore è il numero di iterazioni, più accurate saranno le collisioni. "
+"Tuttavia, un numero maggiore di iterazioni richiede più potenza della CPU, il "
+"che può ridurre le prestazioni. Vedi [constant PhysicsServer3D."
+"SPACE_PARAM_SOLVER_ITERATIONS]."
+
+msgid ""
+"Time (in seconds) of inactivity before which a 3D physics body will put to "
+"sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
+msgstr ""
+"Il tempo (in secondi) di inattività prima del quale un corpo fisico 3D sarà "
+"messo in modalità di riposo. Vedi [constant PhysicsServer3D."
+"SPACE_PARAM_BODY_TIME_TO_SLEEP]."
+
+msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
+msgstr "Abilita [member Viewport.physics_object_picking] nella viewport radice."
+
+msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of physics "
+"objects between the last two transforms, so that smooth motion is seen even "
+"when physics ticks do not coincide with rendered frames. See also [member "
+"Node.physics_interpolation_mode] and [method Node."
+"reset_physics_interpolation].\n"
+"[b]Note:[/b] If [code]true[/code], the physics jitter fix should be disabled "
+"by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code].\n"
+"[b]Note:[/b] This property is only read when the project starts. To toggle "
+"physics interpolation at runtime, set [member SceneTree."
+"physics_interpolation] instead.\n"
+"[b]Note:[/b] This feature is currently only implemented in the 2D renderer."
+msgstr ""
+"Se [code]true[/code], il renderer interpolerà le trasformazioni degli oggetti "
+"fisici tra le ultime due trasformazioni, in modo che un movimento fluido sia "
+"visibile anche quando i tick di fisica non coincidono con i frame "
+"renderizzati. Vedi anche [member Node.physics_interpolation_mode] e [method "
+"Node.reset_physics_interpolation].\n"
+"[b]Nota:[/b] Se [code]true[/code], la correzione del jitter di fisica "
+"dovrebbe essere disabilitata impostando [member physics/common/"
+"physics_jitter_fix] su [code]0.0[/code].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"attivare/disattivare l'interpolazione fisica in fase di esecuzione, imposta "
+"invece [member SceneTree.physics_interpolation].\n"
+"[b]Nota:[/b] Questa funzionalità è attualmente implementata solo nel renderer "
+"2D."
+
+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"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the physics FPS at runtime, set [member Engine.physics_ticks_per_second] "
+"instead.\n"
+"[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics "
+"ticks may be simulated per rendered frame at most. If more physics ticks have "
+"to be simulated per rendered frame to keep up with rendering, the project "
+"will appear to slow down (even if [code]delta[/code] is used consistently in "
+"physics calculations). Therefore, it is recommended to also increase [member "
+"physics/common/max_physics_steps_per_frame] if increasing [member physics/"
+"common/physics_ticks_per_second] significantly above its default value."
+msgstr ""
+"Numero di iterazioni fisse al secondo. Controlla la frequenza con cui vengono "
+"eseguiti i metodi di simulazione fisica e [method Node._physics_process]. "
+"Vedi anche [member application/run/max_fps].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"modificare gli FPS di fisica in fase di esecuzione, imposta invece [member "
+"Engine.physics_ticks_per_second].\n"
+"[b]Nota:[/b] Possono essere simulati al massimo solo il numero [member "
+"max_physics_steps_per_frame] di tick di fisica per frame renderizzato. Se è "
+"necessario simulare più tick di fisica per ogni frame renderizzato per tenere "
+"il passo con il rendering, il progetto sembrerà rallentare (anche se "
+"[code]delta[/code] è utilizzato in modo coerente nei calcoli fisici). "
+"Pertanto, si consiglia di aumentare anche [member physics/common/"
+"max_physics_steps_per_frame] se si aumenta [member physics/common/"
+"physics_ticks_per_second] drasticamente al di sopra del suo valore "
+"predefinito."
+
+msgid ""
+"The size of the 2D shadow atlas in pixels. Higher values result in more "
+"precise [Light2D] shadows, at the cost of performance and video memory usage. "
+"The specified value is rounded up to the nearest power of 2.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the 2D shadow atlas size at runtime, use [method RenderingServer."
+"canvas_set_shadow_texture_size] instead."
+msgstr ""
+"La dimensione dell'atlante delle ombre 2D in pixel. Valori più alti producono "
+"ombre [Light2D] più precise, a scapito delle prestazioni e dell'utilizzo "
+"della memoria video. Il valore specificato è arrotondato alla potenza di 2 "
+"più vicina.\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"modificare la dimensione dell'atlante delle ombre 2D in fase di esecuzione, "
+"utilizza invece [method RenderingServer.canvas_set_shadow_texture_size]."
+
+msgid ""
+"If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. "
+"Useful for low-resolution pixel art games. Their position can still be sub-"
+"pixel, but the decimals will not have effect as the position is rounded. 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].\n"
+"[b]Note:[/b] It is not recommended to use this setting together with [member "
+"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even "
+"less smooth. Prefer only enabling this setting instead."
+msgstr ""
+"Se [code]true[/code], i nodi [CanvasItem] si agganceranno internamente ai "
+"pixel interi. Utile per i giochi con pixel art a bassa risoluzione. La loro "
+"posizione può essere ancora in mezzo ai pixel, ma i decimali non avranno "
+"effetto poiché la posizione è arrotondata. Ciò può portare a un aspetto più "
+"nitido a costo di un movimento meno fluido, soprattutto quando è abilitata la "
+"smussatura su un [Camera2D].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"attivare/disattivare la l'agganciamento delle trasformazioni 2D in fase di "
+"esecuzione, utilizza invece [method RenderingServer."
+"viewport_set_snap_2d_transforms_to_pixel] sulla [Viewport] radice.\n"
+"[b]Nota:[/b] I nodi [Control] sono agganciati al pixel più vicino per "
+"impostazione predefinita. Ciò è controllato da [member gui/common/"
+"snap_controls_to_pixels].\n"
+"[b]Nota:[/b] Non è consigliabile usare questa impostazione insieme a [member "
+"rendering/2d/snap/snap_2d_vertices_to_pixel], poiché il movimento potrebbe "
+"apparire ancora meno fluido. Si consiglia di abilitare solo questa "
+"impostazione."
+
+msgid ""
+"If [code]true[/code], vertices of [CanvasItem] nodes will snap to full "
+"pixels. Useful for low-resolution pixel art games. 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].\n"
+"[b]Note:[/b] It is not recommended to use this setting together with [member "
+"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even "
+"less smooth. Prefer only enabling that setting instead."
+msgstr ""
+"Se [code]true[/code], i vertici dei [CanvasItem] si agganceranno internamente "
+"ai pixel interi. Utile per i giochi con pixel art a bassa risoluzione. "
+"Influisce solo sulle posizioni finali dei vertici, non sulle trasformazioni. "
+"Ciò può portare a un aspetto più nitido a costo di un movimento meno fluido, "
+"soprattutto quando è abilitata la smussatura su un [Camera2D].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"attivare/disattivare la l'agganciamento dei vertici 2D in fase di esecuzione, "
+"utilizza invece [method RenderingServer."
+"viewport_set_snap_2d_transforms_to_pixel] sulla [Viewport] radice.\n"
+"[b]Nota:[/b] I nodi [Control] sono agganciati al pixel più vicino per "
+"impostazione predefinita. Ciò è controllato da [member gui/common/"
+"snap_controls_to_pixels].\n"
+"[b]Nota:[/b] Non è consigliabile usare questa impostazione insieme a [member "
+"rendering/2d/snap/snap_2d_transforms_to_pixel], poiché il movimento potrebbe "
+"apparire ancora meno fluido. Si consiglia di abilitare solo "
+"quell'impostazione."
+
+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 "
+"hardware, especially integrated graphics due to their limited memory "
+"bandwidth. This has no effect on shader-induced aliasing or texture "
+"aliasing.\n"
+"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering "
+"methods, not Compatibility."
+msgstr ""
+"Imposta il numero di campioni MSAA da usare per il rendering 2D/Canvas (come "
+"potenza di due). Lo MSAA è usato per ridurre l'aliasing attorno ai bordi dei "
+"poligoni. Un valore MSAA più alto produce bordi più lisci ma può essere "
+"notevolmente più lento su alcuni hardware, specialmente sulla grafica "
+"integrata a causa della loro limitata larghezza di banda di memoria. Questo "
+"non ha alcun effetto sull'aliasing indotto dallo shader o sull'aliasing delle "
+"texture.\n"
+"[b]Nota:[/b] Lo MSAA è supportato solo nei metodi di rendering Forward+ e "
+"Mobile, non Compatibilità."
+
+msgid ""
+"Sets the number of MSAA samples to use for 3D 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 "
+"hardware, especially integrated graphics due to their limited memory "
+"bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, "
+"which provides higher quality but is much more expensive. This has no effect "
+"on shader-induced aliasing or texture aliasing."
+msgstr ""
+"Imposta il numero di campioni MSAA da usare per il rendering 3D (come potenza "
+"di due). Lo MSAA è usato per ridurre l'aliasing attorno ai bordi dei "
+"poligoni. Un valore MSAA più alto produce bordi più lisci ma può essere "
+"notevolmente più lento su alcuni hardware, specialmente sulla grafica "
+"integrata a causa della loro limitata larghezza di banda di memoria. Vedi "
+"anche [member rendering/scaling_3d/mode] per il sovracampionamento, che "
+"fornisce una qualità più elevata ma è molto più costoso. Questo non ha alcun "
+"effetto sull'aliasing indotto dallo shader o sull'aliasing delle texture."
+
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed since "
+"the dithering pattern will make lossless-compressed screenshots larger.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set "
+"debanding at run-time, set [member Viewport.use_debanding] on the root "
+"[Viewport] instead."
+msgstr ""
+"Se [code]true[/code], utilizza un filtro di post-elaborazione veloce per "
+"rendere il banding notevolmente meno visibile in 3D. Il rendering 2D [i]non[/"
+"i] è influenzato dal debanding a meno che [member Environment."
+"background_mode] non sia [constant Environment.BG_CANVAS].\n"
+"In alcuni casi, il debanding potrebbe introdurre un motivo di dithering "
+"leggermente evidente. Si consiglia di abilitare il debanding solo quando è "
+"effettivamente necessario, poiché il motivo di dithering renderà più grandi "
+"gli screenshot compressi senza perdita di dati.\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"impostare il debanding in fase di esecuzione, imposta invece [member Viewport."
+"use_debanding] sulla [Viewport] radice."
+
+msgid ""
+"Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works "
+"by jittering the camera and accumulating the images of the last rendered "
+"frames, motion vector rendering is used to account for camera and object "
+"motion. Enabling TAA can make the image blurrier, which is partially "
+"counteracted by automatically using a negative mipmap LOD bias (see [member "
+"rendering/textures/default_filters/texture_mipmap_bias]).\n"
+"[b]Note:[/b] The implementation is not complete yet. Some visual instances "
+"such as particles and skinned meshes may show ghosting artifacts in motion.\n"
+"[b]Note:[/b] TAA is only supported in the Forward+ rendering method, not "
+"Mobile or Compatibility."
+msgstr ""
+"Abilita l'antialiasing temporale per lo schermo [Viewport] predefinito. Il "
+"TAA funziona tremolando la telecamera e accumulando le immagini degli ultimi "
+"fotogrammi renderizzati, il rendering del vettore di movimento è utilizzato "
+"per tenere conto del movimento della telecamera e dell'oggetto. Abilitare il "
+"TAA può rendere l'immagine più sfocata, il che è parzialmente contrastato "
+"dall'uso automatico di un bias di LOD mipmap negativo (vedi [member rendering/"
+"textures/default_filters/texture_mipmap_bias]).\n"
+"[b]Nota:[/b] L'implementazione non è ancora completa. Alcune istanze visive "
+"come particelle e mesh con skin potrebbero mostrare artefatti di ghosting in "
+"movimento.\n"
+"[b]Nota:[/b] Il TAA è supportato solo nel metodo di rendering Forward+, non "
+"Mobile o Compatibilità."
+
+msgid ""
+"[b]Note:[/b] This property is only read when the project starts. To control "
+"the screen-space roughness limiter at runtime, call [method RenderingServer."
+"screen_space_roughness_limiter_set_active] instead."
+msgstr ""
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"controllare il limitatore di ruvidità sullo spazio dello schermo in fase di "
+"esecuzione, chiama invece [method RenderingServer."
+"screen_space_roughness_limiter_set_active]."
+
+msgid ""
+"If [code]true[/code], enables a spatial filter to limit roughness in areas "
+"with high-frequency detail. This can help reduce specular aliasing to an "
+"extent, though not as much as enabling [member rendering/anti_aliasing/"
+"quality/use_taa]. This filter has a small performance cost, so consider "
+"disabling it if it doesn't benefit your scene noticeably.\n"
+"[b]Note:[/b] The screen-space roughness limiter is 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 control "
+"the screen-space roughness limiter at runtime, call [method RenderingServer."
+"screen_space_roughness_limiter_set_active] instead."
+msgstr ""
+"Se [code]true[/code], abilita un filtro spaziale per limitare la ruvidità "
+"nelle aree con dettagli ad alta frequenza. Ciò può aiutare a ridurre "
+"l'aliasing speculare in parte, anche se non tanto quanto l'abilitazione di "
+"[member rendering/anti_aliasing/quality/use_taa]. Questo filtro ha un piccolo "
+"costo in termini di prestazioni, quindi considera di disabilitarlo se la tua "
+"scena non ne usufruisce notevolmente.\n"
+"[b]Nota:[/b] Il limitatore di ruvidità nello spazio dello schermo è "
+"supportato solo nei metodi di rendering Forward+ e Mobile, non "
+"Compatibilità.\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"controllare il limitatore di ruvidità nello spazio dello schermo in fase di "
+"esecuzione, chiama invece [method RenderingServer."
+"screen_space_roughness_limiter_set_active]."
+
+msgid ""
+"Sets the quality of the depth of field effect. Higher quality takes more "
+"samples, which is slower but looks smoother."
+msgstr ""
+"Imposta la qualità dell'effetto di profondità di campo. Una qualità più alta "
+"richiede più campioni, il che è più lento ma appare più fluido."
+
+msgid ""
+"Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the "
+"fastest. Circle is the most realistic, but also the most expensive to compute."
+msgstr ""
+"Imposta la forma della profondità di campo. Può essere Box, Hexagon o Circle. "
+"Box è il più veloce. Circle è il più realistico, ma anche il più costoso da "
+"calcolare."
+
+msgid ""
+"If [code]true[/code], jitters DOF samples to make effect slightly blurrier "
+"and hide lines created from low sample rates. This can result in a slightly "
+"grainy appearance when used with a low number of samples."
+msgstr ""
+"Se [code]true[/code], tremola i campioni di DOF per rendere l'effetto "
+"leggermente più sfocato e per nascondere le linee create da basse frequenze "
+"di campionamento. Ciò può causare un aspetto leggermente granuloso se "
+"utilizzato con un basso numero di campioni."
+
+msgid ""
+"Disables [member rendering/driver/depth_prepass/enable] conditionally for "
+"certain vendors. By default, disables the depth prepass for mobile devices as "
+"mobile devices do not benefit from the depth prepass due to their unique "
+"architecture."
+msgstr ""
+"Disabilita [member rendering/driver/depth_prepass/enable] in modo "
+"condizionale per determinati fornitori. Per impostazione predefinita, "
+"disabilita il prepassaggio di profondità per i dispositivi mobili, in quanto "
+"i dispositivi mobili non ne usufruiscono a causa della loro architettura "
+"unica."
+
+msgid ""
+"If [code]true[/code], performs a previous depth pass before rendering 3D "
+"materials. This increases performance significantly in scenes with high "
+"overdraw, when complex materials and lighting are used. However, in scenes "
+"with few occluded surfaces, the depth prepass may reduce performance. If your "
+"game is viewed from a fixed angle that makes it easy to avoid overdraw (such "
+"as top-down or side-scrolling perspective), consider disabling the depth "
+"prepass to improve performance. This setting can be changed at run-time to "
+"optimize performance depending on the scene currently being viewed.\n"
+"[b]Note:[/b] Depth prepass is only supported when using the Forward+ or "
+"Compatibility rendering method. When using the Mobile rendering method, there "
+"is no depth prepass performed."
+msgstr ""
+"Se [code]true[/code], esegue un passaggio precedente di profondità prima di "
+"eseguire il rendering dei materiali 3D. Ciò aumenta significativamente le "
+"prestazioni nelle scene con un overdraw elevato, quando sono utilizzati "
+"materiali e illuminazione complessi. Tuttavia, nelle scene con poche "
+"superfici occluse, il prepassaggio di profondità potrebbe ridurre le "
+"prestazioni. Se il gioco è visualizzato da un'angolazione fissa che rende "
+"facile evitare l'overdraw (ad esempio una prospettiva dall'alto verso il "
+"basso o a scorrimento laterale), considera di disattivare il prepassaggio di "
+"profondità per migliorare le prestazioni. Questa impostazione può essere "
+"modificata in fase di esecuzione per ottimizzare le prestazioni in base alla "
+"scena attualmente visualizzata.\n"
+"[b]Nota:[/b] il prepassaggio di profondità è supportato solo quando si "
+"utilizza il metodo di rendering Forward+ o Compatibilità. Quando si utilizza "
+"il metodo di rendering Mobile, nessun prepassaggio di profondità è eseguito."
+
+msgid ""
+"This setting has several known bugs which can lead to crashing, especially "
+"when using particles or resizing the window. Not recommended for use in "
+"production at this stage."
+msgstr ""
+"Questa impostazione ha diversi bug noti che possono causare crash, "
+"specialmente quando si usano particelle o si ridimensiona la finestra. Non è "
+"consigliato l'uso in produzione in questa fase."
+
+msgid ""
+"The thread model to use for rendering. Rendering on a thread may improve "
+"performance, but synchronizing to the main thread can cause a bit more jitter."
+msgstr ""
+"Il modello di thread da usare per il rendering. Il rendering su un thread può "
+"migliorare le prestazioni, ma la sincronizzazione con il thread principale "
+"può causare un po' più di tremolio."
+
+msgid ""
+"Default background clear color. Overridable per [Viewport] using its "
+"[Environment]. See [member Environment.background_mode] and [member "
+"Environment.background_color] in particular. To change this default color "
+"programmatically, use [method RenderingServer.set_default_clear_color]."
+msgstr ""
+"Il colore di sfondo predefinito. Sovrascrivibile per [Viewport] usando il suo "
+"[Environment]. Vedi in particolare [member Environment.background_mode] e "
+"[member Environment.background_color]. Per cambiare questo colore predefinito "
+"a livello di programmazione, usa [method RenderingServer."
+"set_default_clear_color]."
+
+msgid ""
+"[Environment] that will be used as a fallback environment in case a scene "
+"does not specify its own environment. The default environment is loaded in at "
+"scene load time regardless of whether you have set an environment or not. If "
+"you do not rely on the fallback environment, you do not need to set this "
+"property."
+msgstr ""
+"L'[Environment] che sarà utilizzato come ambiente di riserva nel caso in cui "
+"una scena non specifichi il proprio ambiente. L'ambiente predefinito viene "
+"caricato al momento del caricamento della scena, a prescindere dal fatto che "
+"tu abbia impostato o meno un ambiente. Se non ti affidi all'ambiente di "
+"riserva, non devi impostare questa proprietà."
+
+msgid ""
+"Sets how the glow effect is upscaled before being copied onto the screen. "
+"Linear is faster, but looks blocky. Bicubic is slower but looks smooth."
+msgstr ""
+"Imposta il modo in cui l'effetto bagliore è ridimensionato prima di essere "
+"copiato sullo schermo. Linear è più veloce, ma ha un aspetto squadrato. "
+"Bicubic è più lento ma ha un aspetto fluido."
+
+msgid ""
+"Lower-end override for [member rendering/environment/glow/upscale_mode] on "
+"mobile devices, due to performance concerns or driver support."
+msgstr ""
+"Override di fascia bassa per [member rendering/environment/glow/upscale_mode] "
+"sui dispositivi mobili, a causa di problemi di prestazioni o di supporto dei "
+"driver."
+
+msgid ""
+"Sets the quality for rough screen-space reflections. Turning off will make "
+"all screen space reflections sharp, while higher values make rough "
+"reflections look better."
+msgstr ""
+"Imposta la qualità per i riflessi ruvidi nello spazio dello schermo. "
+"Disattivandolo, tutti i riflessi nello spazio dello schermo saranno nitidi, "
+"mentre valori più alti miglioreranno i riflessi ruvidi."
+
+msgid ""
+"Quality target to use when [member rendering/environment/ssao/quality] is set "
+"to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and "
+"speed similar to [code]Medium[/code] while a value of [code]1.0[/code] "
+"provides much higher quality than any of the other settings at the cost of "
+"performance."
+msgstr ""
+"La qualità di destinazione da utilizzare quando [member rendering/environment/"
+"ssao/quality] è impostato su [code]Ultra[/code]. Un valore di [code]0.0[/"
+"code] fornisce una qualità e una velocità simili a [code]Medium[/code] mentre "
+"un valore di [code]1.0[/code] fornisce una qualità molto più elevata rispetto "
+"a qualsiasi altra impostazione, a scapito delle prestazioni."
+
+msgid ""
+"Number of blur passes to use when computing screen-space ambient occlusion. A "
+"higher number will result in a smoother look, but will be slower to compute "
+"and will have less high-frequency detail."
+msgstr ""
+"Il numero di passaggi di sfocatura da utilizzare quando si calcola "
+"l'occlusione ambientale nello spazio dello schermo. Un numero più alto "
+"produrrà un aspetto più fluido, ma sarà più lento da calcolare e avrà meno "
+"dettagli ad alta frequenza."
+
+msgid ""
+"Distance at which the screen-space ambient occlusion effect starts to fade "
+"out. Use this hide ambient occlusion at great distances."
+msgstr ""
+"Distanza alla quale l'effetto di occlusione ambientale nello spazio dello "
+"schermo inizia a svanire. Usa questo per nascondere l'occlusione ambientale a "
+"grandi distanze."
+
+msgid ""
+"Distance at which the screen-space ambient occlusion is fully faded out. Use "
+"this hide ambient occlusion at great distances."
+msgstr ""
+"Distanza alla quale l'occlusione ambientale nello spazio sullo schermo è "
+"completamente svanita. Usa questo per nascondere l'occlusione ambientale a "
+"grandi distanze."
+
+msgid ""
+"If [code]true[/code], screen-space ambient occlusion will be rendered at half "
+"size and then upscaled before being added to the scene. This is significantly "
+"faster but may miss small details. If [code]false[/code], screen-space "
+"ambient occlusion will be rendered at full size."
+msgstr ""
+"Se [code]true[/code], l'occlusione ambientale nello spazio sullo schermo sarà "
+"renderizzata a metà dimensioni e poi ingrandita prima di essere aggiunta alla "
+"scena. Questo è significativamente più veloce ma potrebbe perdere piccoli "
+"dettagli. Se [code]false[/code], l'occlusione ambientale nello spazio sullo "
+"schermo sarà renderizzata a dimensioni intere."
+
+msgid ""
+"Sets the quality of the screen-space ambient occlusion effect. Higher values "
+"take more samples and so will result in better quality, at the cost of "
+"performance. Setting to [code]Ultra[/code] will use the [member rendering/"
+"environment/ssao/adaptive_target] setting."
+msgstr ""
+"Imposta la qualità dell'effetto di occlusione ambientale nello spazio sullo "
+"schermo. Valori più alti richiedono più campioni e quindi produrranno una "
+"migliore qualità, a scapito delle prestazioni. Impostandola su [code]Ultra[/"
+"code] sarà utilizzata l'impostazione [member rendering/environment/ssao/"
+"adaptive_target]."
+
+msgid ""
+"Quality target to use when [member rendering/environment/ssil/quality] is set "
+"to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and "
+"speed similar to [code]Medium[/code] while a value of [code]1.0[/code] "
+"provides much higher quality than any of the other settings at the cost of "
+"performance. When using the adaptive target, the performance cost scales with "
+"the complexity of the scene."
+msgstr ""
+"La qualità di destinazione da usare quando [member rendering/environment/ssil/"
+"quality] è impostato su [code]Ultra[/code]. Un valore di [code]0.0[/code] "
+"fornisce una qualità e una velocità simili a [code]Medium[/code] mentre un "
+"valore di [code]1.0[/code] fornisce una qualità molto più alta rispetto a "
+"qualsiasi altra impostazione, a scapito delle prestazioni. Quando si usa la "
+"destinazione adattiva, il costo delle prestazioni aumenta con la complessità "
+"della scena."
+
+msgid ""
+"Number of blur passes to use when computing screen-space indirect lighting. A "
+"higher number will result in a smoother look, but will be slower to compute "
+"and will have less high-frequency detail."
+msgstr ""
+"Il numero di passaggi di sfocatura da utilizzare quando si calcola "
+"l'illuminazione indiretta nello spazio sullo schermo. Un numero più alto "
+"produrrà un aspetto più fluido, ma sarà più lento da calcolare e avrà meno "
+"dettagli ad alta frequenza."
+
+msgid ""
+"Distance at which the screen-space indirect lighting effect starts to fade "
+"out. Use this hide screen-space indirect lighting at great distances."
+msgstr ""
+"La distanza alla quale l'effetto di illuminazione indiretta nello spazio "
+"sullo schermo inizia a svanire. Utilizza questa per nascondere "
+"l'illuminazione indiretta nello spazio sullo schermo da molto lontano."
+
+msgid ""
+"Distance at which the screen-space indirect lighting is fully faded out. Use "
+"this hide screen-space indirect lighting at great distances."
+msgstr ""
+"La distanza alla quale l'effetto di illuminazione indiretta nello spazio "
+"sullo schermo svanisce totalmente. Utilizza questa per nascondere "
+"l'illuminazione indiretta nello spazio sullo schermo da molto lontano."
+
+msgid ""
+"If [code]true[/code], screen-space indirect lighting will be rendered at half "
+"size and then upscaled before being added to the scene. This is significantly "
+"faster but may miss small details and may result in some objects appearing to "
+"glow at their edges."
+msgstr ""
+"Se [code]true[/code], l'illuminazione indiretta nello spazio sullo schermo "
+"sarà renderizzata a metà dimensione e poi ingrandita prima di essere aggiunta "
+"alla scena. Questo è significativamente più veloce ma potrebbe perdere "
+"piccoli dettagli e potrebbe far sì che alcuni oggetti sembrino brillare ai "
+"bordi."
+
+msgid ""
+"Sets the quality of the screen-space indirect lighting effect. Higher values "
+"take more samples and so will result in better quality, at the cost of "
+"performance. Setting to [code]Ultra[/code] will use the [member rendering/"
+"environment/ssil/adaptive_target] setting."
+msgstr ""
+"Imposta la qualità dell'effetto di illuminazione indiretta nello spazio sullo "
+"schermo. Valori più alti richiedono più campioni e quindi produrranno una "
+"qualità migliore, a scapito delle prestazioni. Impostando su [code]Ultra[/"
+"code] sarà utilizzata l'impostazione [member rendering/environment/ssil/"
+"adaptive_target]."
+
+msgid ""
+"Scales the depth over which the subsurface scattering effect is applied. A "
+"high value may allow light to scatter into a part of the mesh or another mesh "
+"that is close in screen space but far in depth. See also [member rendering/"
+"environment/subsurface_scattering/subsurface_scattering_scale].\n"
+"[b]Note:[/b] This property is only read when the project starts. To set the "
+"subsurface scattering depth scale at runtime, call [method RenderingServer."
+"sub_surface_scattering_set_scale] instead."
+msgstr ""
+"Scala la profondità su cui è applicato l'effetto subsurface scattering. Un "
+"valore elevato può consentire alla luce di diffondersi in una parte della "
+"mesh o in un'altra mesh che è vicina nello spazio dello schermo ma lontana in "
+"profondità. Vedi anche [member rendering/environment/subsurface_scattering/"
+"subsurface_scattering_scale].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"impostare la scala della profondità del subsurface scattering in fase di "
+"esecuzione, chiama invece [method RenderingServer."
+"sub_surface_scattering_set_scale]."
+
+msgid ""
+"Sets the quality of the subsurface scattering effect. Higher values are "
+"slower but look nicer. This affects the rendering of materials that have "
+"[member BaseMaterial3D.subsurf_scatter_enabled] set to [code]true[/code], "
+"along with [ShaderMaterial]s that set [code]SSS_STRENGTH[/code].\n"
+"[b]Note:[/b] This property is only read when the project starts. To set the "
+"subsurface scattering quality at runtime, call [method RenderingServer."
+"sub_surface_scattering_set_quality] instead."
+msgstr ""
+"Imposta la qualità dell'effetto subsurface scattering. I valori più alti sono "
+"più lenti ma hanno un aspetto migliore. Ciò influisce sul rendering dei "
+"materiali che hanno [member BaseMaterial3D.subsurf_scatter_enabled] impostato "
+"su [code]true[/code], insieme a [ShaderMaterial] che impostano "
+"[code]SSS_STRENGTH[/code].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"impostare la qualità del subsurface scattering in fase di esecuzione, chiama "
+"invece [method RenderingServer.sub_surface_scattering_set_quality]."
+
+msgid ""
+"Scales the distance over which samples are taken for subsurface scattering "
+"effect. Changing this does not impact performance, but higher values will "
+"result in significant artifacts as the samples will become obviously spread "
+"out. A lower value results in a smaller spread of scattered light. See also "
+"[member rendering/environment/subsurface_scattering/"
+"subsurface_scattering_depth_scale].\n"
+"[b]Note:[/b] This property is only read when the project starts. To set the "
+"subsurface scattering scale at runtime, call [method RenderingServer."
+"sub_surface_scattering_set_scale] instead."
+msgstr ""
+"Scala la distanza su cui sono prelevati i campioni per l'effetto subsurface "
+"scattering. La modifica di questa non influisce sulle prestazioni, ma valori "
+"più alti risulteranno in notevoli artefatti poiché i campioni saranno "
+"notevolmente sparsi. Un valore più basso comporta una minore diffusione della "
+"luce diffusa. Vedi anche [member rendering/environment/subsurface_scattering/"
+"subsurface_scattering_depth_scale].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"impostare la scala del subsurface scattering in fase di esecuzione, chiama "
+"invece [method RenderingServer.sub_surface_scattering_set_scale]."
+
+msgid ""
+"Enables filtering of the volumetric fog effect prior to integration. This "
+"substantially blurs the fog which reduces fine details but also smooths out "
+"harsh edges and aliasing artifacts. Disable when more detail is required."
+msgstr ""
+"Abilita il filtraggio dell'effetto nebbia volumetrica prima "
+"dell'integrazione. Ciò offusca sostanzialmente la nebbia, riducendo i "
+"dettagli fini ma anche attenuando i bordi netti e gli artefatti di aliasing. "
+"Disattiva quando è necessario maggiore dettaglio."
+
+msgid ""
+"Number of slices to use along the depth of the froxel buffer for volumetric "
+"fog. A lower number will be more efficient but may result in artifacts "
+"appearing during camera movement. See also [member Environment."
+"volumetric_fog_length]."
+msgstr ""
+"Numero di sezioni da usare lungo la profondità del buffer di froxel per la "
+"nebbia volumetrica. Un numero inferiore sarà più efficiente ma potrebbe "
+"causare la comparsa di artefatti durante il movimento della telecamera. Vedi "
+"anche [member Environment.volumetric_fog_length]."
+
+msgid ""
+"Base size used to determine size of froxel buffer in the camera X-axis and Y-"
+"axis. The final size is scaled by the aspect ratio of the screen, so actual "
+"values may differ from what is set. Set a larger size for more detailed fog, "
+"set a smaller size for better performance."
+msgstr ""
+"Dimensione base utilizzata per determinare la dimensione del buffer di froxel "
+"nell'asse X e nell'asse Y della telecamera. La dimensione finale è scalata in "
+"base al rapporto di aspetto dello schermo, quindi i valori effettivi "
+"potrebbero essere diversi da quanto impostato. Imposta una dimensione "
+"maggiore per una nebbia più dettagliata, imposta una dimensione minore per "
+"prestazioni migliori."
+
+msgid ""
+"Sets the driver to be used by the renderer when using the Compatibility "
+"renderer. This property can not be edited directly, instead, set the driver "
+"using the platform-specific overrides."
+msgstr ""
+"Imposta il driver da usare per il renderer quando si usa il renderer "
+"Compatibilità. Questa proprietà non può essere modificata direttamente, "
+"invece, imposta il driver usando le sostituzioni specifiche per la "
+"piattaforma."
+
+msgid "Android override for [member rendering/gl_compatibility/driver]."
+msgstr "Sostituzione su Android per [member rendering/gl_compatibility/driver]."
+
+msgid "iOS override for [member rendering/gl_compatibility/driver]."
+msgstr "Sostituzione su iOS per [member rendering/gl_compatibility/driver]."
+
+msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]."
+msgstr ""
+"Sostituzione su LinuxBSD per [member rendering/gl_compatibility/driver]."
+
+msgid "macOS override for [member rendering/gl_compatibility/driver]."
+msgstr "Sostituzione su macOS per [member rendering/gl_compatibility/driver]."
+
+msgid "Web override for [member rendering/gl_compatibility/driver]."
+msgstr "Sostituzione su Web per [member rendering/gl_compatibility/driver]."
+
+msgid "Windows override for [member rendering/gl_compatibility/driver]."
+msgstr "Sostituzione su Windows per [member rendering/gl_compatibility/driver]."
+
+msgid ""
+"If [code]true[/code], the compatibility renderer will fall back to ANGLE if "
+"native OpenGL is not supported or the device is listed in [member rendering/"
+"gl_compatibility/force_angle_on_devices].\n"
+"[b]Note:[/b] This setting is implemented only on Windows."
+msgstr ""
+"Se [code]true[/code], il renderer di compatibilità tornerà ad ANGLE se OpenGL "
+"nativo non è supportato o se il dispositivo è elencato in [member rendering/"
+"gl_compatibility/force_angle_on_devices].\n"
+"[b]Nota:[/b] Questa impostazione è implementata solo su Windows."
+
+msgid ""
"If [code]true[/code], the compatibility renderer will fall back to OpenGLES "
"if desktop OpenGL is not supported.\n"
"[b]Note:[/b] This setting is implemented only on Linux/X11."
msgstr ""
-"Se [code]true[/code], il renderer di compatibilità ricadrà su OpenGLES se il "
-"desktop OpenGL non è supportato.\n"
+"Se [code]true[/code], il renderer di compatibilità tornerà a OpenGLES se il "
+"OpenGL per desktop non è supportato.\n"
"[b]Nota:[/b] Questa impostazione è implementata solo su Linux/X11."
msgid ""
@@ -50487,34 +71481,1635 @@ msgid ""
"OpenGL if ANGLE over Metal is not supported.\n"
"[b]Note:[/b] This setting is implemented only on macOS."
msgstr ""
-"Se [code]true[/code], il renderer di compatibilità ricadrà su OpenGL nativo "
-"se ANGLE sopra Metal non è supportato.\n"
+"Se [code]true[/code], il renderer di compatibilità tornerà a OpenGL nativo se "
+"ANGLE al di sopra di Metal non è supportato.\n"
"[b]Nota:[/b] Questa impostazione è implementata solo su macOS."
+msgid ""
+"An [Array] of devices which should always use the ANGLE renderer.\n"
+"Each entry is a [Dictionary] with the following keys: [code]vendor[/code] and "
+"[code]name[/code]. [code]name[/code] can be set to [code]*[/code] to add all "
+"devices with the specified [code]vendor[/code].\n"
+"[b]Note:[/b] This setting is implemented only on Windows."
+msgstr ""
+"Un [Array] di dispositivi che dovrebbero sempre usare il renderer ANGLE.\n"
+"Ogni voce è un [Dictionary] con le seguenti chiavi: [code]vendor[/code] "
+"(fornitore) e [code]name[/code] (nome). [code]name[/code] può essere "
+"impostato su [code]*[/code] per aggiungere tutti i dispositivi con il "
+"[code]vendor[/code] specificato.\n"
+"[b]Nota:[/b] Questa impostazione è implementata solo su Windows."
+
+msgid ""
+"Maximum number of canvas items commands that can be drawn in a single "
+"viewport update. If more render commands are issued they will be ignored. "
+"Decreasing this limit may improve performance on bandwidth limited devices. "
+"Increase this limit if you find that not all objects are being drawn in a "
+"frame."
+msgstr ""
+"Numero massimo di comandi di elementi canvas che possono essere disegnati in "
+"un singolo aggiornamento di viewport. Se sono inviati più comandi di "
+"rendering, questi saranno ignorati. Ridurre questo limite può migliorare le "
+"prestazioni su dispositivi con larghezza di banda limitata. Aumenta questo "
+"limite se scopri che non tutti gli oggetti vengono disegnati in un frame."
+
+msgid ""
+"If [code]true[/code], disables the threaded optimization feature from the "
+"NVIDIA drivers, which are known to cause stuttering in most OpenGL "
+"applications.\n"
+"[b]Note:[/b] This setting only works on Windows, as threaded optimization is "
+"disabled by default on other platforms."
+msgstr ""
+"Se [code]true[/code], disabilita la funzionalità di ottimizzazione thread dei "
+"driver NVIDIA, che sono noti per causare scatti nella maggior parte delle "
+"applicazioni OpenGL.\n"
+"[b]Nota:[/b] Questa impostazione funziona solo su Windows, poiché "
+"l'ottimizzazione thread è disabilitata per impostazione predefinita su altre "
+"piattaforme."
+
+msgid ""
+"If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment."
+"sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport "
+"size is 1920×1080). This improves performance significantly when VoxelGI or "
+"SDFGI is enabled, at the cost of artifacts that may be visible on polygon "
+"edges. The loss in quality becomes less noticeable as the viewport resolution "
+"increases. [LightmapGI] rendering is not affected by this setting.\n"
+"[b]Note:[/b] This property is only read when the project starts. To set half-"
+"resolution GI at run-time, call [method RenderingServer."
+"gi_set_use_half_resolution] instead."
+msgstr ""
+"Se [code]true[/code], esegue il rendering dei buffer [VoxelGI] e SDFGI "
+"([member Environment.sdfgi_enabled]) a una risoluzione dimezzata (ad esempio "
+"960×540 quando la dimensione della finestra è 1920×1080). Ciò migliora "
+"notevolmente le prestazioni quando VoxelGI o SDFGI è abilitato, a costo di "
+"artefatti che potrebbero essere visibili sui bordi dei poligoni. La perdita "
+"di qualità diventa meno evidente all'aumentare della risoluzione della "
+"finestra. Il rendering di [LightmapGI] non è influenzato da questa "
+"impostazione.\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"impostare GI a metà risoluzione in fase di esecuzione, chiama invece [method "
+"RenderingServer.gi_set_use_half_resolution]."
+
+msgid ""
+"The number of frames to use for converging signed distance field global "
+"illumination. Higher values lead to a less noisy result, at the cost of "
+"taking a longer time to fully converge. This means the scene's global "
+"illumination will be too dark for a longer period of time, especially when "
+"the camera moves fast. The actual convergence speed depends on rendered "
+"framerate. For example, with the default setting of 30 frames, rendering at "
+"60 FPS will make SDFGI fully converge after 0.5 seconds. See also [member "
+"rendering/global_illumination/sdfgi/frames_to_update_lights] and [member "
+"rendering/global_illumination/sdfgi/probe_ray_count].\n"
+"[b]Note:[/b] This property is only read when the project starts. To control "
+"SDFGI convergence speed at runtime, call [method RenderingServer."
+"environment_set_sdfgi_frames_to_converge] instead."
+msgstr ""
+"Numero di frame da utilizzare per la convergenza dell'illuminazione globale "
+"del campo di distanza con segno. Valori più alti portano a un risultato meno "
+"rumoroso, a costo di impiegare più tempo per convergere completamente. Ciò "
+"significa che l'illuminazione globale della scena sarà troppo scura per un "
+"periodo di tempo più lungo, soprattutto quando la telecamera si muove "
+"velocemente. La velocità di convergenza effettiva dipende dal frame rate "
+"renderizzato. Ad esempio, con l'impostazione predefinita di 30 frame, il "
+"rendering a 60 FPS farà convergere completamente SDFGI dopo 0,5 secondi. Vedi "
+"anche [member rendering/global_illumination/sdfgi/frames_to_update_lights] e "
+"[member rendering/global_illumination/sdfgi/probe_ray_count].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"controllare la velocità della convergenza SDFGI in fase di esecuzione, chiama "
+"invece [method RenderingServer.environment_set_sdfgi_frames_to_converge]."
+
+msgid ""
+"The number of frames over which dynamic lights should be updated in signed "
+"distance field global illumination. Higher values take more time to update "
+"indirect lighting coming from dynamic lights, but result in better "
+"performance when many dynamic lights are present. See also [member rendering/"
+"global_illumination/sdfgi/frames_to_converge] and [member rendering/"
+"global_illumination/sdfgi/probe_ray_count].\n"
+"[b]Note:[/b] This only affects [Light3D] nodes whose [member Light3D."
+"light_bake_mode] is [constant Light3D.BAKE_DYNAMIC] (which is the default). "
+"Consider making non-moving lights use the [constant Light3D.BAKE_STATIC] bake "
+"mode to improve performance.\n"
+"[b]Note:[/b] This property is only read when the project starts. To control "
+"SDFGI light update speed at runtime, call [method RenderingServer."
+"environment_set_sdfgi_frames_to_update_light] instead."
+msgstr ""
+"Numero di frame su cui le luci dinamiche devono essere aggiornate "
+"nell'illuminazione globale del campo di distanza con segno. Valori più alti "
+"richiedono più tempo per aggiornare l'illuminazione indiretta proveniente "
+"dalle luci dinamiche, ma comportano prestazioni migliori quando sono presenti "
+"molte luci dinamiche. Vedi anche [member rendering/global_illumination/sdfgi/"
+"frames_to_converge] e [member rendering/global_illumination/sdfgi/"
+"probe_ray_count].\n"
+"[b]Nota:[/b] Questo riguarda solo i nodi [Light3D] il cui [member Light3D."
+"light_bake_mode] è [constant Light3D.BAKE_DYNAMIC] (che è l'impostazione "
+"predefinita). Considera di usare per le luci non in movimento la modalità "
+"precalcolo [constant Light3D.BAKE_STATIC] per migliorare le prestazioni.\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"controllare la velocità di aggiornamento della luce SDFGI in fase di "
+"esecuzione, chiamare invece [method RenderingServer."
+"environment_set_sdfgi_frames_to_update_light]."
+
+msgid ""
+"The number of rays to throw per frame when computing signed distance field "
+"global illumination. Higher values lead to a less noisy result, at the cost "
+"of performance. See also [member rendering/global_illumination/sdfgi/"
+"frames_to_converge] and [member rendering/global_illumination/sdfgi/"
+"frames_to_update_lights].\n"
+"[b]Note:[/b] This property is only read when the project starts. To control "
+"SDFGI quality at runtime, call [method RenderingServer."
+"environment_set_sdfgi_ray_count] instead."
+msgstr ""
+"Il numero di raggi da proiettare per frame quando si calcola l'illuminazione "
+"globale del campo di distanza con segno. Valori più alti portano a un "
+"risultato meno rumoroso, a scapito delle prestazioni. Vedi anche [member "
+"rendering/global_illumination/sdfgi/frames_to_converge] e [member rendering/"
+"global_illumination/sdfgi/frames_to_update_lights].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"controllare la qualità del SDFGI in fase di esecuzione, chiama invece [method "
+"RenderingServer.environment_set_sdfgi_ray_count]."
+
+msgid ""
+"The VoxelGI quality to use. High quality leads to more precise lighting and "
+"better reflections, but is slower to render. This setting does not affect the "
+"baked data and doesn't require baking the [VoxelGI] again to apply.\n"
+"[b]Note:[/b] This property is only read when the project starts. To control "
+"VoxelGI quality at runtime, call [method RenderingServer."
+"voxel_gi_set_quality] instead."
+msgstr ""
+"La qualità di VoxelGI da usare. Un'alta qualità porta a un'illuminazione più "
+"precisa e a riflessi migliori, ma è più lenta da renderizzare. Questa "
+"impostazione non influisce sui dati precalcolati e non richiede di "
+"ricalcolare un [VoxelGI] per applicarla.\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"controllare la qualità di VoxelGI in fase di esecuzione, chiama invece "
+"[method RenderingServer.voxel_gi_set_quality]."
+
+msgid ""
+"The maximum number of rays that can be thrown per pass when baking lightmaps "
+"with [LightmapGI]. Depending on the scene, adjusting this value may result in "
+"higher GPU utilization when baking lightmaps, leading to faster bake times."
+msgstr ""
+"Il numero massimo di raggi che possono essere lanciati per passaggio durante "
+"il baking di lightmap con [LightmapGI]. A seconda della scena, regolare "
+"questo valore potrebbe comportare un utilizzo maggiore della GPU durante il "
+"precalcolo delle mappe di luce, con conseguenti tempi di elaborazione più "
+"rapidi."
+
+msgid ""
+"The maximum number of rays that can be thrown per pass when baking dynamic "
+"object lighting in [LightmapProbe]s with [LightmapGI]. Depending on the "
+"scene, adjusting this value may result in higher GPU utilization when baking "
+"lightmaps, leading to faster bake times."
+msgstr ""
+"Il numero massimo di raggi che possono essere proiettati per ogni passaggio "
+"durante il precalcolo dell'illuminazione dinamica degli oggetti nei "
+"[LightmapProbe] con [LightmapGI]. A seconda della scena, regolare questo "
+"valore può comportare un utilizzo maggiore della GPU durante il baking delle "
+"lightmap, con conseguenti tempi di elaborazione più rapidi."
+
+msgid "The region size to use when baking lightmaps with [LightmapGI]."
+msgstr ""
+"La dimensione della regione da utilizzare durante la preparazione delle mappe "
+"di luce con [LightmapGI]."
+
+msgid ""
+"The number of rays to use for baking dynamic object lighting in "
+"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
+"BAKE_QUALITY_HIGH]."
+msgstr ""
+"Il numero di raggi da usare per la preparazione dell'illuminazione dinamica "
+"degli oggetti nei [LightmapProbe] quando [member LightmapGI.quality] è "
+"[constant LightmapGI.BAKE_QUALITY_HIGH]."
+
+msgid ""
+"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
+"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]."
+msgstr ""
+"Il numero di raggi da usare per la preparazione delle mappe di luce con "
+"[LightmapGI] quando [member LightmapGI.quality] è [constant LightmapGI."
+"BAKE_QUALITY_HIGH]."
+
+msgid ""
+"The number of rays to use for baking dynamic object lighting in "
+"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
+"BAKE_QUALITY_LOW]."
+msgstr ""
+"Il numero di raggi da usare per la preparazione dell'illuminazione dinamica "
+"degli oggetti nei [LightmapProbe] quando [member LightmapGI.quality] è "
+"[constant LightmapGI.BAKE_QUALITY_LOW]."
+
+msgid ""
+"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
+"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]."
+msgstr ""
+"Il numero di raggi da usare per la preparazione delle mappe di luce con "
+"[LightmapGI] quando [member LightmapGI.quality] è [constant LightmapGI."
+"BAKE_QUALITY_LOW]."
+
+msgid ""
+"The number of rays to use for baking dynamic object lighting in "
+"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
+"BAKE_QUALITY_MEDIUM]."
+msgstr ""
+"Il numero di raggi da usare per la preparazione dell'illuminazione dinamica "
+"degli oggetti nei [LightmapProbe] quando [member LightmapGI.quality] è "
+"[constant LightmapGI.BAKE_QUALITY_MEDIUM]."
+
+msgid ""
+"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
+"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]."
+msgstr ""
+"Il numero di raggi da usare per la preparazione delle mappe di luce con "
+"[LightmapGI] quando [member LightmapGI.quality] è [constant LightmapGI."
+"BAKE_QUALITY_MEDIUM]."
+
+msgid ""
+"The number of rays to use for baking dynamic object lighting in "
+"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
+"BAKE_QUALITY_ULTRA]."
+msgstr ""
+"Il numero di raggi da usare per la preparazione dell'illuminazione dinamica "
+"degli oggetti nei [LightmapProbe] quando [member LightmapGI.quality] è "
+"[constant LightmapGI.BAKE_QUALITY_ULTRA]."
+
+msgid ""
+"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
+"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]."
+msgstr ""
+"Il numero di raggi da usare per la preparazione delle mappe di luce con "
+"[LightmapGI] quando [member LightmapGI.quality] è [constant LightmapGI."
+"BAKE_QUALITY_ULTRA]."
+
+msgid ""
+"Denoiser tool used for denoising lightmaps.\n"
+"Using [url=https://www.openimagedenoise.org/]OpenImageDenoise[/url] (OIDN) "
+"requires configuring a path to an OIDN executable in the editor settings at "
+"[member EditorSettings.filesystem/tools/oidn/oidn_denoise_path]. OIDN can be "
+"downloaded from [url=https://www.openimagedenoise.org/downloads."
+"html]OpenImageDenoise's downloads page[/url].\n"
+"OIDN will use GPU acceleration when available. Unlike JNLM which uses compute "
+"shaders for acceleration, OIDN uses vendor-specific acceleration methods. For "
+"GPU acceleration to be available, the following libraries must be installed "
+"on the system depending on your GPU:\n"
+"- NVIDIA GPUs: CUDA libraries\n"
+"- AMD GPUs: HIP libraries\n"
+"- Intel GPUs: SYCL libraries\n"
+"If no GPU acceleration is configured on the system, multi-threaded CPU-based "
+"denoising will be performed instead. This CPU-based denoising is "
+"significantly slower than the JNLM denoiser in most cases."
+msgstr ""
+"Lo strumento Denoiser utilizzato per l'eliminazione del rumore delle mappe di "
+"luce.\n"
+"L'utilizzo di [url=https://www.openimagedenoise.org/]OpenImageDenoise[/url] "
+"(OIDN) richiede la configurazione di un percorso a un eseguibile OIDN nelle "
+"impostazioni dell'editor in [member EditorSettings.filesystem/tools/oidn/"
+"oidn_denoise_path]. OIDN può essere scaricato dalla [url=https://www."
+"openimagedenoise.org/downloads.html]pagina dei download di OpenImageDenoise[/"
+"url].\n"
+"OIDN utilizzerà l'accelerazione GPU quando disponibile. A differenza di JNLM "
+"che utilizza shader di calcolo per l'accelerazione, OIDN utilizza metodi di "
+"accelerazione specifici del fornitore. Per rendere disponibile "
+"l'accelerazione GPU, è necessario installare sul sistema le seguenti "
+"librerie, a seconda della GPU:\n"
+"- GPU NVIDIA: Librerie CUDA\n"
+"- GPU AMD: Librerie HIP\n"
+"- GPU Intel: Librerie SYCL\n"
+"Se sul sistema nessuna accelerazione GPU è configurata, sarà invece eseguita "
+"l'eliminazione del rumore basato sulla CPU multi-thread. Questa eliminazione "
+"basata sulla CPU è significativamente più lenta del denoiser JNLM nella "
+"maggior parte dei casi."
+
+msgid ""
+"The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] "
+"on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled."
+msgstr ""
+"La dimensione dei texel utilizzato per calcolare [member Mesh."
+"lightmap_size_hint] sulle risorse [PrimitiveMesh] se [member PrimitiveMesh."
+"add_uv2] è abilitato."
+
+msgid ""
+"The framerate-independent update speed when representing dynamic object "
+"lighting from [LightmapProbe]s. Higher values make dynamic object lighting "
+"update faster. Higher values can prevent fast-moving objects from having "
+"\"outdated\" indirect lighting displayed on them, at the cost of possible "
+"flickering when an object moves from a bright area to a shaded area."
+msgstr ""
+"La velocità di aggiornamento indipendente dal frame rate quando si "
+"rappresenta l'illuminazione dinamica degli oggetti dai [LightmapProbe]. "
+"Valori più alti velocizzano l'aggiornamento dell'illuminazione dinamica degli "
+"oggetti. Valori più alti possono impedire che gli oggetti in rapido movimento "
+"abbiano un'illuminazione indiretta \"obsoleta\" visualizzata su di essi, a "
+"scapito di un possibile sfarfallio quando un oggetto si sposta da un'area "
+"luminosa a un'area ombreggiata."
+
+msgid ""
+"Use 16 bits for the directional shadow depth map. Enabling this results in "
+"shadows having less precision and may result in shadow acne, but can lead to "
+"performance improvements on some devices."
+msgstr ""
+"Utilizza 16 bit per la mappa direzionale della profondità delle ombre. "
+"Abilitando questa opzione le ombre avranno una precisione minore e potrebbero "
+"causare un'acne delle ombre, ma possono migliorare le prestazioni su alcuni "
+"dispositivi."
+
+msgid ""
+"The directional shadow's size in pixels. Higher values will result in sharper "
+"shadows, at the cost of performance. The value is rounded up to the nearest "
+"power of 2."
+msgstr ""
+"La dimensione delle ombre direzionali in pixel. Valori più alti risulteranno "
+"in ombre più nitide, a scapito delle prestazioni. Il valore è arrotondato "
+"alla potenza di 2 più vicina."
+
+msgid ""
+"Lower-end override for [member rendering/lights_and_shadows/"
+"directional_shadow/size] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+"Sostituzione di fascia bassa per [member rendering/lights_and_shadows/"
+"directional_shadow/size] sui dispositivi mobili, a causa di problemi di "
+"prestazioni o di supporto dei driver."
+
+msgid ""
+"Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality "
+"settings use more samples when reading from shadow maps and are thus slower. "
+"Low quality settings may result in shadows looking grainy.\n"
+"[b]Note:[/b] The Soft Very Low setting will automatically multiply "
+"[i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. "
+"This automatic blur change only affects the constant blur factor defined in "
+"[member Light3D.shadow_blur], not the variable blur performed by "
+"[DirectionalLight3D]s' [member Light3D.light_angular_distance].\n"
+"[b]Note:[/b] The Soft High and Soft Ultra settings will automatically "
+"multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make "
+"better use of the increased sample count. This increased blur also improves "
+"stability of dynamic object shadows."
+msgstr ""
+"Impostazione della qualità per le ombre proiettate dai [DirectionalLight3D]. "
+"Le impostazioni di qualità più elevate utilizzano più campioni durante la "
+"lettura dalle mappe delle ombre e sono quindi più lente. Le impostazioni di "
+"qualità bassa possono far apparire le ombre granulose.\n"
+"[b]Nota:[/b] l'impostazione Soft Very Low moltiplicherà automaticamente la "
+"sfocatura [i]costante[/i] delle ombre per 0,75x, per ridurre la quantità di "
+"rumore visibile. Ciò influisce solo sul fattore di sfocatura costante "
+"definito in [member Light3D.shadow_blur], non sulla sfocatura variabile "
+"eseguita da [member Light3D.light_angular_distance] di [DirectionalLight3D].\n"
+"[b]Nota:[/b] Le impostazioni Soft High e Soft Ultra moltiplicheranno "
+"automaticamente la sfocatura [i]costante[/i] delle ombre rispettivamente per "
+"1,5× e 2× per sfruttare al meglio il numero di campioni aumentato. Ciò "
+"migliora anche la stabilità delle ombre proiettate dagli oggetti dinamici."
+
+msgid ""
+"Lower-end override for [member rendering/lights_and_shadows/"
+"directional_shadow/soft_shadow_filter_quality] on mobile devices, due to "
+"performance concerns or driver support."
+msgstr ""
+"Sostituzione di fascia bassa per [member rendering/lights_and_shadows/"
+"directional_shadow/soft_shadow_filter_quality] sui dispositivi mobili, a "
+"causa di problemi di prestazioni o di supporto dei driver."
+
+msgid ""
+"Use 16 bits for the omni/spot shadow depth map. Enabling this results in "
+"shadows having less precision and may result in shadow acne, but can lead to "
+"performance improvements on some devices."
+msgstr ""
+"Utilizza 16 bit per la mappa di profondità delle ombre omni/spot. Abilitando "
+"questa opzione le ombre avranno una precisione minore e potrebbero causare "
+"un'acne delle ombre, ma possono migliorare le prestazioni su alcuni "
+"dispositivi."
+
+msgid ""
+"Subdivision quadrant size for shadow mapping. See shadow mapping "
+"documentation."
+msgstr ""
+"La dimensione del quadrante di suddivisione per la mappatura delle ombre. "
+"Consulta la documentazione sulla mappatura delle ombre."
+
+msgid ""
+"Size for shadow atlas (used for OmniLights and SpotLights). See documentation."
+msgstr ""
+"La dimensione per l'atlante delle ombre (utilizzato per OmniLight e "
+"SpotLight). Consulta la documentazione."
+
+msgid ""
+"Lower-end override for [member rendering/lights_and_shadows/positional_shadow/"
+"atlas_size] on mobile devices, due to performance concerns or driver support."
+msgstr ""
+"Sostituzione di fascia bassa per [member rendering/lights_and_shadows/"
+"positional_shadow/atlas_size] sui dispositivi mobili, a causa di problemi di "
+"prestazioni o di supporto dei driver."
+
+msgid ""
+"Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher "
+"quality settings use more samples when reading from shadow maps and are thus "
+"slower. Low quality settings may result in shadows looking grainy.\n"
+"[b]Note:[/b] The Soft Very Low setting will automatically multiply "
+"[i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. "
+"This automatic blur change only affects the constant blur factor defined in "
+"[member Light3D.shadow_blur], not the variable blur performed by "
+"[DirectionalLight3D]s' [member Light3D.light_angular_distance].\n"
+"[b]Note:[/b] The Soft High and Soft Ultra settings will automatically "
+"multiply shadow blur by 1.5× and 2× respectively to make better use of the "
+"increased sample count. This increased blur also improves stability of "
+"dynamic object shadows."
+msgstr ""
+"Impostazione della qualità per le ombre proiettate dai [OmniLight3D] e dai "
+"[SpotLight3D]. Le impostazioni di qualità più elevate utilizzano più campioni "
+"durante la lettura dalle mappe delle ombre e sono quindi più lente. Le "
+"impostazioni di qualità bassa possono far apparire le ombre granulose.\n"
+"[b]Nota:[/b] l'impostazione Soft Very Low moltiplicherà automaticamente la "
+"sfocatura [i]costante[/i] delle ombre per 0,75x, per ridurre la quantità di "
+"rumore visibile. Ciò influisce solo sul fattore di sfocatura costante "
+"definito in [member Light3D.shadow_blur], non sulla sfocatura variabile "
+"eseguita da [member Light3D.light_angular_distance] di [DirectionalLight3D].\n"
+"[b]Nota:[/b] Le impostazioni Soft High e Soft Ultra moltiplicheranno "
+"automaticamente la sfocatura delle ombre rispettivamente per 1,5× e 2× per "
+"sfruttare al meglio il numero di campioni aumentato. Ciò migliora anche la "
+"stabilità delle ombre proiettate dagli oggetti dinamici."
+
+msgid ""
+"Lower-end override for [member rendering/lights_and_shadows/positional_shadow/"
+"soft_shadow_filter_quality] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+"Sostituzione di fascia bassa per [member rendering/lights_and_shadows/"
+"positional_shadow/soft_shadow_filter_quality] sui dispositivi mobili, a causa "
+"di problemi di prestazioni o di supporto dei driver."
+
+msgid ""
+"If [code]true[/code], items that cannot cast shadows into the view frustum "
+"will not be rendered into shadow maps.\n"
+"This can increase performance."
+msgstr ""
+"Se [code]true[/code], gli elementi che non possono proiettare ombre nel "
+"tronco della vista non saranno renderizzati nelle mappe di ombre.\n"
+"Ciò può aumentare le prestazioni."
+
+msgid ""
+"Enables the use of physically based units for light sources. Physically based "
+"units tend to be much larger than the arbitrary units used by Godot, but they "
+"can be used to match lighting within Godot to real-world lighting. Due to the "
+"large dynamic range of lighting conditions present in nature, Godot bakes "
+"exposure into the various lighting quantities before rendering. Most light "
+"sources bake exposure automatically at run time based on the active "
+"[CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a "
+"[CameraAttributes] resource to be set at bake time to reduce the dynamic "
+"range. At run time, Godot will automatically reconcile the baked exposure "
+"with the active exposure to ensure lighting remains consistent."
+msgstr ""
+"Consente l'uso di unità basate sulla fisica per le sorgenti luminose. Le "
+"unità basate sulla fisica tendono a essere molto più grandi delle unità "
+"arbitrarie utilizzate da Godot, ma possono essere utilizzate per "
+"corrispondere l'illuminazione all'interno di Godot all'illuminazione del "
+"mondo reale. A causa dell'ampia gamma dinamica delle condizioni di "
+"illuminazione presenti in natura, Godot precalcola l'esposizione nelle varie "
+"quantità di illuminazione prima del rendering. La maggior parte delle "
+"sorgenti luminose precalcola l'esposizione automaticamente in fase di "
+"esecuzione in base alla risorsa [CameraAttributes] attiva, ma i [LightmapGI] "
+"e i [VoxelGI] richiedono che una risorsa [CameraAttributes] sia impostata in "
+"fase di precalcolo per ridurre la gamma dinamica. In fase di esecuzione, "
+"Godot riconcilierà automaticamente l'esposizione precalcolata con "
+"l'esposizione attiva per garantire che l'illuminazione rimanga coerente."
+
+msgid ""
+"The maximum number of clustered elements ([OmniLight3D] + [SpotLight3D] + "
+"[Decal] + [ReflectionProbe]) that can be rendered at once in the camera view. "
+"If there are more clustered elements present in the camera view, some of them "
+"will not be rendered (leading to pop-in during camera movement). Enabling "
+"distance fade on lights and decals ([member Light3D.distance_fade_enabled], "
+"[member Decal.distance_fade_enabled]) can help avoid reaching this limit.\n"
+"Decreasing this value may improve GPU performance on certain setups, even if "
+"the maximum number of clustered elements is never reached in the project.\n"
+"[b]Note:[/b] This setting is only effective when using the Forward+ rendering "
+"method, not Mobile and Compatibility."
+msgstr ""
+"Il numero massimo di elementi raggruppati ([OmniLight3D] + [SpotLight3D] + "
+"[Decal] + [ReflectionProbe]) che possono essere renderizzati allo stesso "
+"tempo nella vista della telecamera. Se sono presenti più elementi raggruppati "
+"nella vista della telecamera, alcuni di essi non saranno renderizzati "
+"(causando un pop-in durante il movimento della telecamera). Abilitare la "
+"dissolvenza a distanza su luci e decalcomanie ([member Light3D."
+"distance_fade_enabled], [member Decal.distance_fade_enabled]) può aiutare a "
+"evitare di raggiungere questo limite.\n"
+"Ridurre questo valore può migliorare le prestazioni della GPU su determinate "
+"configurazioni, anche se il numero massimo di elementi raggruppati non viene "
+"mai raggiunto nel progetto.\n"
+"[b]Nota:[/b] Questa impostazione è efficace solo quando si utilizza il metodo "
+"di rendering Forward+, non Mobile e Compatibility."
+
+msgid ""
+"The maximum number of uniforms that can be used by the global shader uniform "
+"buffer. Each item takes up one slot. In other words, a single uniform float "
+"and a uniform vec4 will take the same amount of space in the buffer.\n"
+"[b]Note:[/b] When using the Compatibility backend, most mobile devices (and "
+"all web exports) will be limited to a maximum size of 1024 due to hardware "
+"constraints."
+msgstr ""
+"Il numero massimo di uniformi che possono essere utilizzate dal buffer "
+"uniforme dello shader globale. Ogni elemento occupa uno slot. In altre "
+"parole, un singolo float uniforme e un vec4 uniforme occuperanno la stessa "
+"quantità di spazio nel buffer.\n"
+"[b]Nota:[/b] Quando si utilizza il backend di Compatibilità, la maggior parte "
+"dei dispositivi mobili (e tutte le esportazioni su web) saranno limitate a "
+"una dimensione massima di 1024 a causa di vincoli di hardware."
+
+msgid ""
+"Max number of omnilights and spotlights renderable per object. At the default "
+"value of 8, this means that each surface can be affected by up to 8 "
+"omnilights and 8 spotlights. This is further limited by hardware support and "
+"[member rendering/limits/opengl/max_renderable_lights]. Setting this low will "
+"slightly reduce memory usage, may decrease shader compile times, and may "
+"result in faster rendering on low-end, mobile, or web devices.\n"
+"[b]Note:[/b] This setting is only effective when using the Compatibility "
+"rendering method, not Forward+ and Mobile."
+msgstr ""
+"Numero massimo di omnilight e spotlight renderizzabili per ogni oggetto. Al "
+"valore predefinito di 8, ciò significa che ogni superficie può essere "
+"influenzata da un massimo di 8 omnilight e 8 spotlight. Ciò è ulteriormente "
+"limitato dal supporto dell'hardware e da [member rendering/limits/opengl/"
+"max_renderable_lights]. Impostando un valore basso si ridurrà leggermente "
+"l'uso della memoria, si potrebbero ridurre i tempi di compilazione dello "
+"shader e si potrebbe velocizzare il rendering su dispositivi di fascia bassa, "
+"mobili o Web.\n"
+"[b]Nota:[/b] Questa impostazione è efficace solo quando si utilizza il metodo "
+"di rendering Compatibilità, non Forward+ e Mobile."
+
+msgid ""
+"Max number of elements renderable in a frame. If more elements than this are "
+"visible per frame, they will not be drawn. Keep in mind elements refer to "
+"mesh surfaces and not meshes themselves. Setting this low will slightly "
+"reduce memory usage and may decrease shader compile times, particularly on "
+"web. For most uses, the default value is suitable, but consider lowering as "
+"much as possible on web export.\n"
+"[b]Note:[/b] This setting is only effective when using the Compatibility "
+"rendering method, not Forward+ and Mobile."
+msgstr ""
+"Il numero massimo di elementi renderizzabili in un frame. Se sono visibili "
+"più elementi di questo valore per frame, non saranno disegnati. Tieni conto "
+"che gli elementi si riferiscono alle superfici dei mesh e non alle mesh "
+"stesse. Impostando un valore basso si ridurrà leggermente l'utilizzo di "
+"memoria e potrebbe diminuire i tempi di compilazione degli shader, in "
+"particolare sul Web. Per la maggior parte degli usi, il valore predefinito è "
+"adatto, ma considera di abbassarlo il più possibile sull'esportazione per "
+"Web.\n"
+"[b]Nota:[/b] Questa impostazione è efficace solo quando si utilizza il metodo "
+"di rendering Compatibilità, non Forward+ e Mobile."
+
+msgid ""
+"Max number of positional lights renderable in a frame. If more lights than "
+"this number are used, they will be ignored. Setting this low will slightly "
+"reduce memory usage and may decrease shader compile times, particularly on "
+"web. For most uses, the default value is suitable, but consider lowering as "
+"much as possible on web export.\n"
+"[b]Note:[/b] This setting is only effective when using the Compatibility "
+"rendering method, not Forward+ and Mobile."
+msgstr ""
+"Il numero massimo di luci posizionali renderizzabili in un frame. Se sono "
+"utilizzate più luci di questo valore, saranno ignorate. Impostando un valore "
+"basso si ridurrà leggermente l'utilizzo della memoria e si potrebbero "
+"diminuire i tempi di compilazione degli shader, in particolare sul Web. Per "
+"la maggior parte degli utilizzi, il valore predefinito è adatto, ma si "
+"consiglia di abbassarlo il più possibile sull'esportazione per Web.\n"
+"[b]Nota:[/b] Questa impostazione è efficace solo quando si utilizza il metodo "
+"di rendering Compatibility, non Forward+ e 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 ""
+"Il numero minimo di istanze che devono essere presenti in una scena per "
+"abilitare i calcoli di culling su più thread. Se una scena ha meno istanze di "
+"questo numero, il culling è eseguito su un singolo thread."
+
+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 "
+"is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] "
+"to improve performance at the cost of geometry detail.\n"
+"[b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not "
+"affect [GeometryInstance3D] visibility ranges (also known as \"manual\" LOD "
+"or hierarchical LOD).\n"
+"[b]Note:[/b] This property is only read when the project starts. To adjust "
+"the automatic LOD threshold at runtime, set [member Viewport."
+"mesh_lod_threshold] on the root [Viewport]."
+msgstr ""
+"Il bias di LOD automatico da utilizzare per le mesh renderizzate all'interno "
+"dei [ReflectionProbe]. Valori più alti utilizzeranno versioni meno "
+"dettagliate delle mesh che hanno variazioni LOD generate. Se impostato su "
+"[code]0.0[/code], il LOD automatico è disabilitato. Aumenta [member rendering/"
+"mesh_lod/lod_change/threshold_pixels] per migliorare le prestazioni, a "
+"scapito dei dettagli della geometria.\n"
+"[b]Nota:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] non "
+"influisce sugli intervalli di visibilità di [GeometryInstance3D] (noti anche "
+"come LOD \"manuale\" o LOD gerarchico).\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"regolare la soglia di LOD automatica in fase di esecuzione, imposta [member "
+"Viewport.mesh_lod_threshold] sulla [Viewport] radice."
+
+msgid ""
+"The [url=https://en.wikipedia.org/wiki/Bounding_volume_hierarchy]Bounding "
+"Volume Hierarchy[/url] quality to use when rendering the occlusion culling "
+"buffer. Higher values will result in more accurate occlusion culling, at the "
+"cost of higher CPU usage. See also [member rendering/occlusion_culling/"
+"occlusion_rays_per_thread].\n"
+"[b]Note:[/b] This property is only read when the project starts. To adjust "
+"the BVH build quality at runtime, use [method RenderingServer."
+"viewport_set_occlusion_culling_build_quality]."
+msgstr ""
+"La qualità del [url=https://en.wikipedia.org/wiki/"
+"Bounding_volume_hierarchy]Bounding Volume Hierarchy[/url] da usare quando si "
+"esegue il rendering del buffer di occlusion culling. Valori più alti "
+"risulteranno in un occlusion culling più accurato, a scapito di un maggiore "
+"utilizzo della CPU. Vedi anche [member rendering/occlusion_culling/"
+"occlusion_rays_per_thread].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"regolare la qualità di costruzione di BVH in fase di esecuzione, utilizza "
+"[method RenderingServer.viewport_set_occlusion_culling_build_quality]."
+
+msgid ""
+"If [code]true[/code], the projection used for rendering the occlusion buffer "
+"will be jittered. This can help prevent objects being incorrectly culled when "
+"visible through small gaps."
+msgstr ""
+"Se [code]true[/code], la proiezione utilizzata per il rendering del buffer di "
+"occlusione sarà tremolata. Ciò può aiutare a evitare che gli oggetti siano "
+"scartati in modo errato quando sono visibili attraverso piccoli spazi."
+
+msgid ""
+"The number of occlusion rays traced per CPU thread. Higher values will result "
+"in more accurate occlusion culling, at the cost of higher CPU usage. The "
+"occlusion culling buffer's pixel count is roughly equal to "
+"[code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code], so it "
+"will depend on the system's CPU. Therefore, CPUs with fewer cores will use a "
+"lower resolution to attempt keeping performance costs even across devices. "
+"See also [member rendering/occlusion_culling/bvh_build_quality].\n"
+"[b]Note:[/b] This property is only read when the project starts. To adjust "
+"the number of occlusion rays traced per thread at runtime, use [method "
+"RenderingServer.viewport_set_occlusion_rays_per_thread]."
+msgstr ""
+"Il numero di raggi di occlusione tracciati per ogni thread della CPU. Valori "
+"più alti risultano in un occlusion culling più accurato, a scapito di un "
+"maggiore utilizzo della CPU. Il numero dei pixel nel buffer dell'occlusion "
+"culling è all'incirca uguale a [code]occlusion_rays_per_thread * "
+"number_of_logical_cpu_cores[/code], quindi dipenderà dalla CPU del sistema. "
+"Pertanto, le CPU con meno core utilizzeranno una risoluzione inferiore per "
+"tentare di mantenere i costi delle prestazioni uniformi tra i dispositivi. "
+"Vedi anche [member rendering/occlusion_culling/bvh_build_quality].\n"
+"[b]Nota:[/b] Questa proprietà è letta solo all'avvio del progetto. Per "
+"regolare il numero di raggi di occlusione tracciati per ogni thread in fase "
+"di esecuzione, utilizza [method RenderingServer."
+"viewport_set_occlusion_rays_per_thread]."
+
+msgid ""
+"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion "
+"culling in 3D in the root viewport. In custom viewports, [member Viewport."
+"use_occlusion_culling] must be set to [code]true[/code] instead.\n"
+"[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable "
+"occlusion culling if you actually plan to use it. Large open scenes with few "
+"or no objects blocking the view will generally not benefit much from "
+"occlusion culling. Large open scenes generally benefit more from mesh LOD and "
+"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and "
+"[member GeometryInstance3D.visibility_range_end]) compared to occlusion "
+"culling.\n"
+"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by "
+"default in Web export templates. It can be enabled by compiling custom Web "
+"export templates with [code]module_raycast_enabled=yes[/code]."
+msgstr ""
+"Se [code]true[/code], i nodi [OccluderInstance3D] saranno utilizzabili per "
+"l'occlusion culling in 3D nella viewport radice. Nelle viewport "
+"personalizzate, [member Viewport.use_occlusion_culling] deve essere impostato "
+"su [code]true[/code].\n"
+"[b]Nota:[/b] L'abilitazione dell'occlusion culling ha un costo sulla CPU. "
+"Abilita l'occlusion culling solo se hai effettivamente intenzione di usarlo. "
+"Grandi scene aperte con pochi o nessun oggetto che blocca la vista in genere "
+"non usufruiranno dall'occlusion culling. Le grandi scene aperte in genere "
+"usufruiranno da mesh LOD e intervalli di visibilità ([member "
+"GeometryInstance3D.visibility_range_begin] e [member GeometryInstance3D."
+"visibility_range_end]) rispetto all'occlusion culling.\n"
+"[b]Nota:[/b] A causa di vincoli di memoria, l'occlusion culling non è "
+"supportato per impostazione predefinita nei modelli di esportazione Web. Può "
+"essere abilitato compilando modelli di esportazione Web personalizzati con "
+"[code]module_raycast_enabled=yes[/code]."
+
+msgid ""
+"Number of cubemaps to store in the reflection atlas. The number of "
+"[ReflectionProbe]s in a scene will be limited by this amount. A higher number "
+"requires more VRAM."
+msgstr ""
+"Il numero di cubemap da memorizzare nell'atlante di riflessione. Il numero di "
+"[ReflectionProbe] in una scena sarà limitato da questa quantità. Un numero "
+"più alto richiede più VRAM."
+
+msgid ""
+"Size of cubemap faces for [ReflectionProbe]s. A higher number requires more "
+"VRAM and may make reflection probe updating slower."
+msgstr ""
+"Le dimensioni delle facce delle cubemap per i [ReflectionProbe]. Un numero "
+"più alto richiede più VRAM e potrebbe rallentare l'aggiornamento delle sonde "
+"di riflessione."
+
+msgid ""
+"Lower-end override for [member rendering/reflections/reflection_atlas/"
+"reflection_size] on mobile devices, due to performance concerns or driver "
+"support."
+msgstr ""
+"Sostituzione di fascia bassa per [member rendering/reflections/"
+"reflection_atlas/reflection_size] sui dispositivi mobili, a causa di problemi "
+"di prestazioni o di supporto dei driver."
+
+msgid ""
+"Use a higher quality variant of the fast filtering algorithm. Significantly "
+"slower than using default quality, but results in smoother reflections. "
+"Should only be used when the scene is especially detailed."
+msgstr ""
+"Usa una variante di qualità superiore dell'algoritmo di filtraggio veloce. "
+"Notevolmente più lento rispetto all'uso della qualità predefinita, ma produce "
+"riflessi più uniformi. Dovrebbe essere usato solo quando la scena è "
+"particolarmente dettagliata."
+
+msgid ""
+"Sets the number of samples to take when using importance sampling for [Sky]s "
+"and [ReflectionProbe]s. A higher value will result in smoother, higher "
+"quality reflections, but increases time to calculate radiance maps. In "
+"general, fewer samples are needed for simpler, low dynamic range environments "
+"while more samples are needed for HDR environments and environments with a "
+"high level of detail."
+msgstr ""
+"Imposta il numero di campioni da prelevare quando si usa il campionamento di "
+"importanza per gli [Sky] e i [ReflectionProbe]. Un valore più alto produrrà "
+"riflessi più uniformi e di qualità superiore, ma aumenterà il tempo di "
+"calcolo delle mappe di radianza. In generale, sono necessari meno campioni "
+"per ambienti più semplici e con bassa gamma dinamica, mentre sono necessari "
+"più campioni per ambienti HDR e ambienti con un livello di dettaglio elevato."
+
+msgid ""
+"Lower-end override for [member rendering/reflections/sky_reflections/"
+"ggx_samples] on mobile devices, due to performance concerns or driver support."
+msgstr ""
+"Sostituzione di fascia bassa per [member rendering/reflections/"
+"sky_reflections/ggx_samples] sui dispositivi mobili, a causa di problemi di "
+"prestazioni o di supporto dei driver."
+
+msgid ""
+"Limits the number of layers to use in radiance maps when using importance "
+"sampling. A lower number will be slightly faster and take up less VRAM."
+msgstr ""
+"Limita il numero di strati da usare nelle mappe di radianza quando si usa il "
+"campionamento di importanza. Un numero inferiore sarà leggermente più veloce "
+"e occuperà meno VRAM."
+
+msgid ""
+"If [code]true[/code], uses texture arrays instead of mipmaps for reflection "
+"probes and panorama backgrounds (sky). This reduces jitter noise and "
+"upscaling artifacts on reflections, but is significantly slower to compute "
+"and uses [member rendering/reflections/sky_reflections/roughness_layers] "
+"times more memory."
+msgstr ""
+"Se [code]true[/code], usa array di texture invece di mipmap per le sonde di "
+"riflessione e gli sfondi panoramici (cielo). Questo riduce il rumore di "
+"tremolio e gli artefatti di upscaling sui riflessi, ma è notevolmente più "
+"lento da calcolare e usa [member rendering/reflections/sky_reflections/"
+"roughness_layers] volte più memoria."
+
+msgid ""
+"Lower-end override for [member rendering/reflections/sky_reflections/"
+"texture_array_reflections] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+"Sostituzione di fascia bassa per [member rendering/reflections/"
+"sky_reflections/texture_array_reflections] sui dispositivi mobili, a causa di "
+"problemi di prestazioni o di supporto dei driver."
+
+msgid ""
+"Sets the renderer that will be used by the project. Options are:\n"
+"[b]Forward Plus[/b]: High-end renderer designed for Desktop devices. Has a "
+"higher base overhead, but scales well with complex scenes. Not suitable for "
+"older devices or mobile.\n"
+"[b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base "
+"overhead than Forward Plus, but does not scale as well to large scenes with "
+"many elements.\n"
+"[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 ""
+"Imposta il renderer che sarà utilizzato dal progetto. Le opzioni sono:\n"
+"[b]Forward Plus[/b]: Renderer di fascia alta progettato per dispositivi "
+"desktop. Ha un overhead di base più elevato, ma si adatta bene alle scene "
+"complesse. Non adatto a dispositivi più vecchi o mobili.\n"
+"[b]Mobile[/b]: Renderer moderno progettato per dispositivi mobili. Ha un "
+"overhead di base inferiore a Forward Plus, ma non si adatta bene alle scene "
+"di grandi dimensioni con molti elementi.\n"
+"[b]Compatibilità GL[/b]: Renderer di fascia bassa progettato per dispositivi "
+"più vecchi. Basato sulle limitazioni delle API OpenGL 3.3/OpenGL ES 3.0/WebGL "
+"2."
+
+msgid ""
+"Override for [member rendering/renderer/rendering_method] on mobile devices."
+msgstr ""
+"Sostituzione per [member rendering/renderer/rendering_method] sui dispositivi "
+"mobili."
+
+msgid "Override for [member rendering/renderer/rendering_method] on web."
+msgstr "Sostituzione per [member rendering/renderer/rendering_method] sul web."
+
+msgid ""
+"Version code of the [url=https://devblogs.microsoft.com/directx/"
+"directx12agility/]Direct3D 12 Agility SDK[/url] to use "
+"([code]D3D12SDKVersion[/code]). This must match the [i]minor[/i] version that "
+"is installed next to the editor binary and in the export templates directory "
+"for the current editor version. For example, if you have [code]1.613.3[/code] "
+"installed, you need to input [code]613[/code] here."
+msgstr ""
+"Il codice di versione di [url=https://devblogs.microsoft.com/directx/"
+"directx12agility/]Direct3D 12 Agility SDK[/url] da utilizzare "
+"([code]D3D12SDKVersion[/code]). Deve corrispondere alla versione [i]minore[/"
+"i] installata accanto al binario dell'editor e nella cartella dei modelli di "
+"esportazione per la versione attuale dell'editor. Ad esempio, se hai "
+"installato [code]1.613.3[/code], devi inserire [code]613[/code] qui."
+
+msgid ""
+"Sets the driver to be used by the renderer when using a RenderingDevice-based "
+"renderer like the clustered renderer or the mobile renderer. This property "
+"can not be edited directly, instead, set the driver using the platform-"
+"specific overrides."
+msgstr ""
+"Imposta il driver da utilizzare dal renderer quando si utilizza un renderer "
+"basato su RenderingDevice, come il renderer clustered o il renderer mobile. "
+"Questa proprietà non può essere modificata direttamente, invece, imposta il "
+"driver tramite le sostituzioni specifiche per la piattaforma."
+
+msgid "Android override for [member rendering/rendering_device/driver]."
+msgstr ""
+"Sostituzione per Android per [member rendering/rendering_device/driver]."
+
+msgid "iOS override for [member rendering/rendering_device/driver]."
+msgstr "Sostituzione per iOS per [member rendering/rendering_device/driver]."
+
+msgid "LinuxBSD override for [member rendering/rendering_device/driver]."
+msgstr ""
+"Sostituzione per LinuxBSD per [member rendering/rendering_device/driver]."
+
+msgid "macOS override for [member rendering/rendering_device/driver]."
+msgstr "Sostituzione per macOS per [member rendering/rendering_device/driver]."
+
+msgid "Windows override for [member rendering/rendering_device/driver]."
+msgstr ""
+"Sostituzione per Windows per [member rendering/rendering_device/driver]."
+
+msgid ""
+"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if "
+"Vulkan is not supported.\n"
+"[b]Note:[/b] This setting is implemented only on Windows."
+msgstr ""
+"Se [code]true[/code], il renderer Forward ricadrà su Direct3D se Vulkan non è "
+"supportato.\n"
+"[b]Nota:[/b] Questa impostazione è implementata solo su Windows."
+
+msgid ""
+"If [code]true[/code], the forward renderer will fall back to Vulkan if "
+"Direct3D 12 is not supported.\n"
+"[b]Note:[/b] This setting is implemented only on Windows."
+msgstr ""
+"Se [code]true[/code], il renderer Forward ricadrà su Vulkan se Direct3D 12 "
+"non è supportato.\n"
+"[b]Nota:[/b] Questa impostazione è implementata solo su Windows."
+
+msgid ""
+"Determines how sharp the upscaled image will be when using the FSR upscaling "
+"mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) "
+"to 2.0. Values above 2.0 won't make a visible difference."
+msgstr ""
+"Determina la nitidezza dell'immagine ingrandita quando si usa la modalità di "
+"ingrandimento FSR. La nitidezza si dimezza con ogni numero intero. I valori "
+"vanno da 0,0 (più nitido) a 2,0. I valori superiori a 2,0 non faranno una "
+"differenza evidente."
+
+msgid ""
+"Enable the shader cache, which stores compiled shaders to disk to prevent "
+"stuttering from shader compilation the next time the shader is needed."
+msgstr ""
+"Abilita la cache degli shader, che memorizza gli shader compilati sul disco "
+"per evitare problemi di compilazione degli shader la prossima volta che gli "
+"shader saranno necessari."
+
+msgid ""
+"If [code]true[/code], uses faster but lower-quality Lambert material lighting "
+"model instead of Burley."
+msgstr ""
+"Se [code]true[/code], utilizza un modello di illuminazione di materiale "
+"Lambert, che è più veloce ma di qualità inferiore rispetto al modello Burley."
+
+msgid ""
+"Lower-end override for [member rendering/shading/overrides/"
+"force_lambert_over_burley] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+"Sostituzione di fascia bassa per [member rendering/shading/overrides/"
+"force_lambert_over_burley] sui dispositivi mobili, a causa di problemi di "
+"prestazioni o di supporto dei driver."
+
+msgid ""
+"If [code]true[/code], forces vertex shading for all rendering. This can "
+"increase performance a lot, but also reduces quality immensely. Can be used "
+"to optimize performance on low-end mobile devices.\n"
+"[b]Note:[/b] This setting currently has no effect, as vertex shading is not "
+"implemented yet."
+msgstr ""
+"Se [code]true[/code], forza l'ombreggiatura dei vertici per tutto il "
+"rendering. Questo può aumentare notevolmente le prestazioni, ma riduce anche "
+"immensamente la qualità. Può essere utilizzato per ottimizzare le prestazioni "
+"su dispositivi mobili di fascia bassa.\n"
+"[b]Nota:[/b] Questa impostazione attualmente non ha alcun effetto, poiché "
+"l'ombreggiatura per vertice non è ancora implementata."
+
+msgid ""
+"Lower-end override for [member rendering/shading/overrides/"
+"force_vertex_shading] on mobile devices, due to performance concerns or "
+"driver support.\n"
+"[b]Note:[/b] This setting currently has no effect, as vertex shading is not "
+"implemented yet."
+msgstr ""
+"Sostituzione di fascia bassa per [member rendering/shading/overrides/"
+"force_vertex_shading] sui dispositivi mobili, a causa di problemi di "
+"prestazioni o di supporto dei driver.\n"
+"[b]Nota:[/b] Questa impostazione attualmente non ha alcun effetto, poiché "
+"l'ombreggiatura per vertice non è ancora implementata."
+
+msgid ""
+"The default texture filtering mode to use on [CanvasItem]s.\n"
+"[b]Note:[/b] For pixel art aesthetics, see also [member rendering/2d/snap/"
+"snap_2d_vertices_to_pixel] and [member rendering/2d/snap/"
+"snap_2d_transforms_to_pixel]."
+msgstr ""
+"La modalità di filtraggio delle texture predefinita da utilizzare sui "
+"[CanvasItem].\n"
+"[b]Nota:[/b] Per l'estetica pixel art, vedi anche [member rendering/2d/snap/"
+"snap_2d_vertices_to_pixel] e [member rendering/2d/snap/"
+"snap_2d_transforms_to_pixel]."
+
+msgid "The default texture repeating mode to use on [CanvasItem]s."
+msgstr ""
+"La modalità di ripetizione delle texture predefinita da utilizzare sui "
+"[CanvasItem]."
+
+msgid ""
+"The filtering quality to use for [Decal] nodes. When using one of the "
+"anisotropic filtering modes, the anisotropic filtering level is controlled by "
+"[member rendering/textures/default_filters/anisotropic_filtering_level]."
+msgstr ""
+"La qualità del filtro da usare per i nodi [Decal]. Quando si usa una delle "
+"modalità di filtro anisotropico, il livello di filtro anisotropico è "
+"controllato da [member rendering/textures/default_filters/"
+"anisotropic_filtering_level]."
+
+msgid ""
+"The filtering quality to use for [OmniLight3D] and [SpotLight3D] projectors. "
+"When using one of the anisotropic filtering modes, the anisotropic filtering "
+"level is controlled by [member rendering/textures/default_filters/"
+"anisotropic_filtering_level]."
+msgstr ""
+"La qualità del filtro da usare per i proiettori [OmniLight3D] e "
+"[SpotLight3D]. Quando si usa una delle modalità di filtro anisotropico, il "
+"livello di filtro anisotropico è controllato da [member rendering/textures/"
+"default_filters/anisotropic_filtering_level]."
+
+msgid ""
+"If [code]true[/code], the texture importer will import lossless textures "
+"using the PNG format. Otherwise, it will default to using WebP."
+msgstr ""
+"Se [code]true[/code], l'importatore di texture importerà texture senza "
+"perdite usando il formato PNG. Altrimenti, userà per impostazione predefinita "
+"il formato WebP."
+
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the Ericsson Texture Compression 2 algorithm for lower quality "
+"textures and normal maps and Adaptable Scalable Texture Compression algorithm "
+"for high quality textures (in 4×4 block size).\n"
+"[b]Note:[/b] This setting is an override. The texture importer will always "
+"import the format the host platform needs, even if this is set to "
+"[code]false[/code].\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].godot/imported/[/code] "
+"folder located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+"Se [code]true[/code], l'importatore di texture importerà texture compresse in "
+"VRAM utilizzando l'algoritmo Ericsson Texture Compression 2 per texture e "
+"mappe normali di bassa qualità, e l'algoritmo Adaptable Scalable Texture "
+"Compression per texture di alta qualità (in blocchi di dimensioni 4×4).\n"
+"[b]Nota:[/b] Questa impostazione è una sostituzione. L'importatore di texture "
+"importerà sempre il formato di cui la piattaforma host ha bisogno, anche se "
+"impostato su [code]false[/code].\n"
+"[b]Nota:[/b] La modifica di questa impostazione [i]non[/i] influisce sulle "
+"texture già importate in precedenza. Per applicare questa impostazione alle "
+"texture già importate, esci dall'editor, rimuovi la cartella [code].godot/"
+"imported/[/code] situata all'interno della cartella del progetto, quindi "
+"riavvia l'editor (vedi [member application/config/"
+"use_hidden_project_data_directory])."
+
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the S3 Texture Compression algorithm (DXT1-5) for lower "
+"quality textures and the BPTC algorithm (BC6H and BC7) for high quality "
+"textures. This algorithm is only supported on PC desktop platforms and "
+"consoles.\n"
+"[b]Note:[/b] This setting is an override. The texture importer will always "
+"import the format the host platform needs, even if this is set to "
+"[code]false[/code].\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].godot/imported/[/code] "
+"folder located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+"Se [code]true[/code], l'importatore di texture importerà texture compresse in "
+"VRAM utilizzando l'algoritmo S3 Texture Compression (DXT1-5) per le texture "
+"di bassa qualità e l'algoritmo BPTC (BC6H e BC7) per le texture di alta "
+"qualità. L'algoritmo è supportato solo su piattaforme desktop e console per "
+"PC.\n"
+"[b]Nota:[/b] Questa impostazione è una sostituzione. L'importatore di texture "
+"importerà sempre il formato di cui la piattaforma host ha bisogno, anche se "
+"impostato su [code]false[/code].\n"
+"[b]Nota:[/b] La modifica di questa impostazione [i]non[/i] influisce sulle "
+"texture già importate in precedenza. Per applicare questa impostazione alle "
+"texture già importate, esci dall'editor, rimuovi la cartella [code].godot/"
+"imported/[/code] situata all'interno della cartella del progetto, quindi "
+"riavvia l'editor (vedi [member application/config/"
+"use_hidden_project_data_directory])."
+
+msgid ""
+"The default compression method for WebP. Affects both lossy and lossless "
+"WebP. A higher value results in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression method. "
+"Supported values are 0 to 6. Note that compression methods above 4 are very "
+"slow and offer very little savings."
+msgstr ""
+"Il metodo di compressione predefinito per WebP. Influisce su WebP sia con "
+"perdita sia senza. Un valore più alto produce file più piccoli a scapito "
+"della velocità di compressione. La velocità di decompressione non è "
+"influenzata in gran parte dal metodo di compressione. I valori supportati "
+"sono da 0 a 6. Nota che i metodi di compressione superiori a 4 sono molto "
+"lenti e offrono pochissimi risparmi."
+
+msgid ""
+"The default compression factor for lossless WebP. Decompression speed is "
+"mostly unaffected by the compression factor. Supported values are 0 to 100."
+msgstr ""
+"Il fattore di compressione predefinito per WebP senza perdite. La velocità di "
+"decompressione non è influenzata in gran parte dal fattore di compressione. I "
+"valori supportati sono da 0 a 100."
+
+msgid ""
+"If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root "
+"viewport. This allows 2D rendering to take advantage of effects requiring "
+"high dynamic range (e.g. 2D glow)."
+msgstr ""
+"Se [code]true[/code], abilita [member Viewport.use_hdr_2d] sulla viewport "
+"radice. Ciò consente al rendering 2D di sfruttare gli effetti che richiedono "
+"un'elevata gamma dinamica (ad esempio, il bagliore 2D)."
+
+msgid ""
+"If [code]true[/code], enables [member Viewport.transparent_bg] on the root "
+"viewport. This allows per-pixel transparency to be effective after also "
+"enabling [member display/window/size/transparent] and [member display/window/"
+"per_pixel_transparency/allowed]."
+msgstr ""
+"Se [code]true[/code], abilita [member Viewport.transparent_bg] sulla viewport "
+"radice. Ciò consente alla trasparenza per pixel di essere effettiva dopo aver "
+"abilitato anche [member display/window/size/transparent] e [member display/"
+"window/per_pixel_transparency/allowed]."
+
+msgid ""
+"Set the default Variable Rate Shading (VRS) mode for the main viewport. See "
+"[member Viewport.vrs_mode] to change this at runtime, and [enum Viewport."
+"VRSMode] for possible values."
+msgstr ""
+"Imposta la modalità predefinita del Variable Rate Shading (VRS) per la "
+"viewport principale. Consulta [member Viewport.vrs_mode] per modificarla in "
+"fase di esecuzione e [enum Viewport.VRSMode] per i valori possibili."
+
+msgid ""
+"If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to "
+"default texture loaded as the VRS image.\n"
+"The texture [i]must[/i] use a lossless compression format so that colors can "
+"be matched precisely. The following VRS densities are mapped to various "
+"colors, with brighter colors representing a lower level of shading "
+"precision:\n"
+"[codeblock lang=text]\n"
+"- 1×1 = rgb(0, 0, 0) - #000000\n"
+"- 1×2 = rgb(0, 85, 0) - #005500\n"
+"- 2×1 = rgb(85, 0, 0) - #550000\n"
+"- 2×2 = rgb(85, 85, 0) - #555500\n"
+"- 2×4 = rgb(85, 170, 0) - #55aa00\n"
+"- 4×2 = rgb(170, 85, 0) - #aa5500\n"
+"- 4×4 = rgb(170, 170, 0) - #aaaa00\n"
+"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n"
+"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n"
+"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n"
+"[/codeblock]"
+msgstr ""
+"Se [member rendering/vrs/mode] è impostato su [b]Texture[/b], questo è il "
+"percorso per la texture predefinita caricata come immagine del VRS.\n"
+"La texture [i]deve[/i] usare un formato di compressione senza perdite, in "
+"modo che i colori possano essere abbinati con precisione. Le seguenti densità "
+"di VRS sono mappate su vari colori, con i colori più brillanti che "
+"rappresentano un livello inferiore di precisione di ombreggiatura:\n"
+"[codeblock lang=text]\n"
+"- 1×1 = rgb(0, 0, 0) - #000000\n"
+"- 1×2 = rgb(0, 85, 0) - #005500\n"
+"- 2×1 = rgb(85, 0, 0) - #550000\n"
+"- 2×2 = rgb(85, 85, 0) - #555500\n"
+"- 2×4 = rgb(85, 170, 0) - #55aa00\n"
+"- 4×2 = rgb(170, 85, 0) - #aa5500\n"
+"- 4×4 = rgb(170, 170, 0) - #aaaa00\n"
+"- 4×8 = rgb(170, 255, 0) - #aaff00 - Non supportato sulla maggior parte degli "
+"hardware\n"
+"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Non supportato sulla maggior parte degli "
+"hardware\n"
+"- 8×8 = rgb(255, 255, 0) - #ffff00 - Non supportato sulla maggior parte degli "
+"hardware\n"
+"[/codeblock]"
+
+msgid ""
+"The ratio of [WorkerThreadPool]'s threads that will be reserved for low-"
+"priority tasks. For example, if 10 threads are available and this value is "
+"set to [code]0.3[/code], 3 of the worker threads will be reserved for low-"
+"priority tasks. The actual value won't exceed the number of CPU cores minus "
+"one, and if possible, at least one worker thread will be dedicated to low-"
+"priority tasks."
+msgstr ""
+"Il rapporto di thread di [WorkerThreadPool] che saranno riservati per le "
+"attività a bassa priorità. Ad esempio, se sono disponibili 10 thread e questo "
+"valore è impostato su [code]0.3[/code], 3 dei thread di lavoro saranno "
+"riservati per le attività a bassa priorità. Il valore effettivo non supererà "
+"il numero di core della CPU meno uno e, se possibile, almeno un thread di "
+"lavoro sarà dedicato alle attività a bassa priorità."
+
+msgid ""
+"Maximum number of threads to be used by [WorkerThreadPool]. Value of "
+"[code]-1[/code] means no limit."
+msgstr ""
+"Il numero massimo di thread da utilizzare dal [WorkerThreadPool]. Un valore "
+"di [code]-1[/code] indica nessun limite."
+
+msgid "Action map configuration to load by default."
+msgstr ""
+"La configurazione della mappa delle azioni da caricare per impostazione "
+"predefinita."
+
msgid "If [code]true[/code], Godot will setup and initialize OpenXR on startup."
msgstr ""
"Se [code]true[/code], Godot configurerà e inizializzerà OpenXR all'avvio."
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 "
+"XR compositor."
+msgstr ""
+"Specifica come l'OpenXR dovrebbe fondersi nell'ambiente. Questo è specifico "
+"per alcuni dispositivi AR e passthrough in cui le immagini della telecamera "
+"sono fuse dal compositore XR."
+
+msgid ""
+"Specify whether to enable eye tracking for this project. Depending on the "
+"platform, additional export configuration may be needed."
+msgstr ""
+"Specifica se abilitare il tracciamento degli occhi per questo progetto. A "
+"seconda della piattaforma, potrebbe essere necessaria una configurazione di "
+"esportazione aggiuntiva."
+
+msgid ""
+"If true the hand interaction profile extension will be activated if supported "
+"by the platform."
+msgstr ""
+"Se è true, l'estensione del profilo di interazione delle mani sarà attivata "
+"se supportata dalla piattaforma."
+
+msgid "If true we enable the hand tracking extension if available."
+msgstr ""
+"Se è true, abilitiamo l'estensione di tracciamento delle mani, se disponibile."
+
+msgid ""
+"Specify whether OpenXR should be configured for an HMD or a hand held device."
+msgstr ""
+"Specifica se OpenXR deve essere configurato per un dispositivo HMD o "
+"portatile."
+
+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].\n"
+"[b]Note:[/b] Only works on the Compatibility rendering method."
+msgstr ""
+"Se è vero e la foveazione è supportata, regolerà automaticamente il livello "
+"di foveazione in base al frame rate fino al livello impostato su [member xr/"
+"openxr/foveation_level].\n"
+"[b]Nota:[/b] Funziona solo con il metodo di rendering Compatibilità."
+
+msgid ""
+"Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = "
+"high.\n"
+"[b]Note:[/b] Only works on the Compatibility rendering method. On platforms "
+"other than Android, if [member rendering/anti_aliasing/quality/msaa_3d] is "
+"enabled, this feature will be disabled."
+msgstr ""
+"Il livello di foveazione applicato se supportato: 0 = off, 1 = basso, 2 = "
+"medio, 3 = alto.\n"
+"[b]Nota:[/b] Funziona solo sul metodo di rendering Compatibilità. Su "
+"piattaforme diverse da Android, se [member rendering/anti_aliasing/quality/"
+"msaa_3d] è abilitato, questa funzionalità sarà disabilitata."
+
+msgid "Specify the default reference space."
+msgstr "Specifica lo spazio di riferimento predefinito."
+
+msgid ""
"If [code]true[/code], Godot will display an alert modal when OpenXR "
"initialization fails on startup."
msgstr ""
"Se [code]true[/code], Godot visualizzerà un modale di avviso quando "
"l'inizializzazione di OpenXR fallisce all'avvio."
+msgid ""
+"If [code]true[/code], OpenXR will manage the depth buffer and use the depth "
+"buffer for advanced reprojection provided this is supported by the XR "
+"runtime. Note that some rendering features in Godot can't be used with this "
+"feature."
+msgstr ""
+"Se [code]true[/code], OpenXR gestirà il buffer di profondità e utilizzerà il "
+"buffer di profondità per la riproiezione avanzata, a condizione che sia "
+"supportato dal runtime XR. Nota che alcune funzionalità di rendering in Godot "
+"non possono essere utilizzate con questa funzionalità."
+
+msgid ""
+"Specify the view configuration with which to configure OpenXR setting up "
+"either Mono or Stereo rendering."
+msgstr ""
+"Specificare la configurazione della vista con cui configurare OpenXR "
+"impostando il rendering Mono o Stereo."
+
msgid "If [code]true[/code], Godot will compile shaders required for XR."
-msgstr "Se [code]true[/code], Godot compilerà gli shaderi necessari per XR."
+msgstr "Se [code]true[/code], Godot compilerà gli shader necessari per XR."
+
+msgid "Emitted when any setting is changed, up to once per process frame."
+msgstr ""
+"Emesso quando viene modificata un'impostazione, fino a una sola volta per "
+"frame di processo."
+
+msgid "Interpolates an [Object]'s property over time."
+msgstr "Interpola una proprietà di un [Object] nel corso del tempo."
+
+msgid ""
+"[PropertyTweener] is used to interpolate a property in an object. See [method "
+"Tween.tween_property] for more usage information.\n"
+"[b]Note:[/b] [method Tween.tween_property] is the only correct way to create "
+"[PropertyTweener]. Any [PropertyTweener] created manually will not function "
+"correctly."
+msgstr ""
+"[PropertyTweener] è utilizzato per interpolare una proprietà in un oggetto. "
+"Vedi [method Tween.tween_property] per ulteriori informazioni sull'utilizzo.\n"
+"[b]Nota:[/b] [method Tween.tween_property] è l'unico modo corretto per creare "
+"[PropertyTweener]. Qualsiasi [PropertyTweener] creato manualmente non "
+"funzionerà correttamente."
+
+msgid ""
+"When called, the final value will be used as a relative value instead.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() #the node will move by 100 pixels to the right\n"
+"[/codeblock]"
+msgstr ""
+"Quando viene chiamato, il valore finale verrà utilizzato come valore "
+"relativo.\n"
+"[b]Esempio:[/b]\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
+"as_relative() # Il nodo si sposterà di 100 pixel verso destra\n"
+"[/codeblock]"
+
+msgid ""
+"Sets a custom initial value to the [PropertyTweener].\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100)) #this will move the node from position (100, 100) to "
+"(200, 100)\n"
+"[/codeblock]"
+msgstr ""
+"Imposta un valore iniziale personalizzato per il [PropertyTweener].\n"
+"[b]Esempio:[/b]\n"
+"[codeblock]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(Vector2(100, 100)) # Questo sposterà il nodo dalla posizione (100, 100) "
+"a (200, 100)\n"
+"[/codeblock]"
+
+msgid ""
+"Makes the [PropertyTweener] use the current property value (i.e. at the time "
+"of creating this [PropertyTweener]) as a starting point. This is equivalent "
+"of using [method from] with the current value. These two calls will do the "
+"same:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+msgstr ""
+"Fa sì che il [PropertyTweener] utilizzi il valore della proprietà attuale (ad "
+"esempio al momento della creazione di questo [PropertyTweener]) come punto di "
+"partenza. Ciò equivale a usare [method from] con il valore attuale. Le due "
+"chiamate seguenti daranno lo stesso risultato:\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from(position)\n"
+"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
+"from_current()\n"
+"[/codeblock]"
+
+msgid ""
+"Allows interpolating the value with a custom easing function. The provided "
+"[param interpolator_method] will be called with a value ranging from "
+"[code]0.0[/code] to [code]1.0[/code] and is expected to return a value within "
+"the same range (values outside the range can be used for overshoot). The "
+"return value of the method is then used for interpolation between initial and "
+"final value. Note that the parameter passed to the method is still subject to "
+"the tweener's own easing.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"@export var curve: Curve\n"
+"\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" # Interpolate the value using a custom curve.\n"
+" tween.tween_property(self, \"position:x\", 300, 1).as_relative()."
+"set_custom_interpolator(tween_curve)\n"
+"\n"
+"func tween_curve(v):\n"
+" return curve.sample_baked(v)\n"
+"[/codeblock]"
+msgstr ""
+"Permette di interpolare il valore con una funzione di allentamento "
+"personalizzata. Il [param interpolator_method] fornito sarà chiamato con un "
+"valore compreso tra [code]0.0[/code] e [code]1.0[/code] e dovrebbe restituire "
+"un valore compreso nello stesso intervallo (i valori al di fuori "
+"dell'intervallo possono essere utilizzati per oltrepassarlo). Il valore "
+"restituito dal metodo è quindi utilizzato per l'interpolazione tra il valore "
+"iniziale e quello finale. Nota che il parametro passato al metodo è ancora "
+"soggetto all'allentamento del tweener.\n"
+"[b]Esempio:[/b]\n"
+"[codeblock]\n"
+"@export var curve: Curve\n"
+"\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" # Interpola il valore utilizzando una curva\n"
+" tween.tween_property(self, \"position:x\", 300, 1).as_relative()."
+"set_custom_interpolator(tween_curve)\n"
+"\n"
+"func tween_curve(v):\n"
+" return curve.sample_baked(v)\n"
+"[/codeblock]"
+
+msgid ""
+"Sets the time in seconds after which the [PropertyTweener] will start "
+"interpolating. By default there's no delay."
+msgstr ""
+"Imposta il tempo in secondi dopo il quale il [PropertyTweener] inizierà "
+"l'interpolazione. Per impostazione predefinita, non c'è alcun ritardo."
+
+msgid "Class representing a square mesh facing the camera."
+msgstr "Classe che rappresenta una mesh quadrata rivolta verso la telecamera."
+
+msgid ""
+"Class representing a square [PrimitiveMesh]. This flat mesh does not have a "
+"thickness. By default, this mesh is aligned on the X and Y axes; this "
+"rotation is more suited for use with billboarded materials. A [QuadMesh] is "
+"equivalent to a [PlaneMesh] except its default [member PlaneMesh.orientation] "
+"is [constant PlaneMesh.FACE_Z]."
+msgstr ""
+"Classe che rappresenta un [PrimitiveMesh] quadrato. Questa mesh piatta non ha "
+"spessore. Per impostazione predefinita, questa mesh è allineata sugli assi X "
+"e Y; questa rotazione è più adatta per l'uso con materiali con billboard "
+"abilitato. Una [QuadMesh] è equivalente a una [PlaneMesh], eccetto che la sua "
+"[member PlaneMesh.orientation] predefinita è [constant PlaneMesh.FACE_Z]."
+
+msgid "2D in 3D Viewport Demo"
+msgstr "Demo di vista 2D in 3D"
+
+msgid "Flat plane shape for use with occlusion culling in [OccluderInstance3D]."
+msgstr ""
+"Forma del piano piatto da utilizzare con l'occlusion culling in "
+"[OccluderInstance3D]."
+
+msgid ""
+"[QuadOccluder3D] stores a flat plane shape that can be used by the engine's "
+"occlusion culling system. See also [PolygonOccluder3D] if you need to "
+"customize the quad's shape.\n"
+"See [OccluderInstance3D]'s documentation for instructions on setting up "
+"occlusion culling."
+msgstr ""
+"[QuadOccluder3D] memorizza una forma di piano piatto che può essere "
+"utilizzata dal sistema di occlusion culling del motore. Vedi anche "
+"[PolygonOccluder3D] se è necessario personalizzare la forma del quad.\n"
+"Consulta la documentazione di [OccluderInstance3D] per istruzioni su come "
+"configurare l'occlusion culling."
+
+msgid "The quad's size in 3D units."
+msgstr "Le dimensioni del quad in unità 3D."
+
+msgid "A unit quaternion used for representing 3D rotations."
+msgstr ""
+"Un quaternione unitario utilizzato per rappresentare le rotazioni in 3D."
+
+msgid ""
+"The [Quaternion] built-in [Variant] type is a 4D data structure that "
+"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/"
+"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. "
+"Compared to the [Basis] type which can store both rotation and scale, "
+"quaternions can [i]only[/i] store rotation.\n"
+"A [Quaternion] is composed by 4 floating-point components: [member w], "
+"[member x], [member y], and [member z]. These components are very compact in "
+"memory, and because of this some operations are more efficient and less "
+"likely to cause floating-point errors. Methods such as [method get_angle], "
+"[method get_axis], and [method slerp] are faster than their [Basis] "
+"counterparts.\n"
+"For a great introduction to quaternions, see [url=https://www.youtube.com/"
+"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know "
+"the math behind quaternions, as Godot provides several helper methods that "
+"handle it for you. These include [method slerp] and [method "
+"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n"
+"[b]Note:[/b] Quaternions must be normalized before being used for rotation "
+"(see [method normalized]).\n"
+"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a "
+"quaternion use 32-bit precision by default, unlike [float] which is always 64-"
+"bit. If double precision is needed, compile the engine with the option "
+"[code]precision=double[/code]."
+msgstr ""
+"Il tipo di [Variant] integrato [Quaternion] è una struttura dati 4D che "
+"rappresenta la rotazione sotto forma di un [url=https://en.wikipedia.org/wiki/"
+"Quaternions_and_spatial_rotation]quaternione di convenzione di Hamilton[/"
+"url]. Rispetto al tipo [Basis] che può memorizzare sia la rotazione che la "
+"scala, i quaternioni possono [i]solo[/i] memorizzare la rotazione.\n"
+"Un [Quaternion] è composto da 4 componenti in virgola mobile: [member w], "
+"[member x], [member y] e [member z]. Questi componenti sono molto compatti in "
+"memoria e per questo motivo alcune operazioni sono più efficienti e hanno "
+"meno probabilità di causare errori in virgola mobile. Metodi come [method "
+"get_angle], [method get_axis] e [method slerp] sono più veloci delle loro "
+"controparti in [Basis].\n"
+"Per un'ottima introduzione ai quaternioni, guarda [url=https://www.youtube."
+"com/watch?v=d4EgbgTm0Bg]questo video di 3Blue1Brown[/url]. Non hai bisogno di "
+"conoscere la matematica dietro i quaternioni, poiché Godot fornisce diversi "
+"metodi di supporto che la gestiscono per te. Questi includono [method slerp] "
+"e [method spherical_cubic_interpolate], così come l'operatore [code]*[/"
+"code].\n"
+"[b]Nota:[/b] I quaternioni devono essere normalizzati prima di essere usati "
+"per la rotazione (vedi [method normalized]).\n"
+"[b]Nota:[/b] Similmente a [Vector2] e [Vector3], i componenti di un "
+"quaternione usano una precisione a 32 bit per impostazione predefinita, a "
+"differenza di [float] che è sempre a 64 bit. Se è necessaria una doppia "
+"precisione, compila il motore con l'opzione [code]precision=double[/code]."
+
+msgid "3Blue1Brown's video on Quaternions"
+msgstr "Video di 3Blue1Brown sui quaternioni"
+
+msgid "Online Quaternion Visualization"
+msgstr "Visualizzazione dei quaternioni online"
+
+msgid "Advanced Quaternion Visualization"
+msgstr "Visualizzazione avanzata dei quaternioni"
+
+msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]."
+msgstr "Costruisce un [Quaternion] identico a [constant IDENTITY]."
msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]."
msgstr "Costruisce un [Quaternion] come copia del [Quaternion] specificato."
msgid ""
+"Constructs a [Quaternion] representing the shortest arc between [param "
+"arc_from] and [param arc_to]. These can be imagined as two points "
+"intersecting a sphere's surface, with a radius of [code]1.0[/code]."
+msgstr ""
+"Costruisce un [Quaternion] che rappresenta l'arco più corto tra [param "
+"arc_from] e [param arc_to]. Si possono immaginare come due punti che "
+"intersecano la superficie di una sfera, con un raggio di [code]1.0[/code]."
+
+msgid ""
+"Constructs a [Quaternion] representing rotation around the [param axis] by "
+"the given [param angle], in radians. The axis must be a normalized vector."
+msgstr ""
+"Costruisce un [Quaternione] che rappresenta la rotazione attorno all'asse "
+"[param axis] per l'angolo [param angle], in radianti. L'asse deve essere un "
+"vettore normalizzato."
+
+msgid ""
+"Constructs a [Quaternion] from the given rotation [Basis].\n"
+"This constructor is faster than [method Basis.get_rotation_quaternion], but "
+"the given basis must be [i]orthonormalized[/i] (see [method Basis."
+"orthonormalized]). Otherwise, the constructor fails and returns [constant "
+"IDENTITY]."
+msgstr ""
+"Costruisce un [Quaternion] dalla [Basis] di rotazione fornita.\n"
+"Questo costruttore è più veloce di [method Basis.get_rotation_quaternion], ma "
+"la base fornita deve essere [i]ortonormalizzata[/i] (vedi [method Basis."
+"orthonormalized]). Altrimenti, il costruttore fallisce e restituisce "
+"[constant IDENTITY]."
+
+msgid ""
+"Constructs a [Quaternion] defined by the given values.\n"
+"[b]Note:[/b] Only normalized quaternions represent rotation; if these values "
+"are not normalized, the new [Quaternion] will not be a valid rotation."
+msgstr ""
+"Costruisce un [Quaternion] definito dai valori forniti.\n"
+"[b]Nota:[/b] Solo i quaternioni normalizzati rappresentano la rotazione; se "
+"questi valori non sono normalizzati, il nuovo [Quaternion] non sarà una "
+"rotazione valida."
+
+msgid ""
+"Returns the angle between this quaternion and [param to]. This is the "
+"magnitude of the angle you would need to rotate by to get from one to the "
+"other.\n"
+"[b]Note:[/b] The magnitude of the floating-point error for this method is "
+"abnormally high, so methods such as [code]is_zero_approx[/code] will not work "
+"reliably."
+msgstr ""
+"Restituisce l'angolo tra questo quaternione e [param to]. Questa è l'ampiezza "
+"dell'angolo di cui dovresti ruotare per passare dall'uno all'altro.\n"
+"[b]Nota:[/b] L'ampiezza dell'errore in virgola mobile per questo metodo è "
+"anormalmente alta, quindi metodi come [code]is_zero_approx[/code] non "
+"funzioneranno in modo affidabile."
+
+msgid ""
+"Returns the dot product between this quaternion and [param with].\n"
+"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z * "
+"with.z) + (quat.w * with.w)[/code]."
+msgstr ""
+"Restituisce il prodotto scalare tra questo quaternione e [param with].\n"
+"Ciò equivale a [code](quat.x * with.x) + (quat.y * with.y) + (quat.z * with."
+"z) + (quat.w * with.w)[/code]."
+
+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 ""
+"Restituisce l'esponenziale di questo quaternione. L'asse di rotazione del "
+"risultato è l'asse di rotazione normalizzato di questo quaternione, l'angolo "
+"del risultato è la lunghezza della parte vettoriale di questo quaternione."
+
+msgid ""
+"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en."
+"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method "
+"always uses the YXZ convention ([constant EULER_ORDER_YXZ])."
+msgstr ""
+"Costruisce un nuovo [Quaternion] dal [Vector3] fornito di [url=https://it."
+"wikipedia.org/wiki/Angoli_di_Eulero]angoli di Eulero[/url], in radianti. "
+"Questo metodo usa sempre la convenzione YXZ ([constant EULER_ORDER_YXZ])."
+
+msgid ""
+"Returns the angle of the rotation represented by this quaternion.\n"
+"[b]Note:[/b] The quaternion must be normalized."
+msgstr ""
+"Restituisce l'angolo di rotazione rappresentato da questo quaternione.\n"
+"[b]Nota:[/b] Il quaternione deve essere normalizzato."
+
+msgid ""
"Returns the rotation axis of the rotation represented by this quaternion."
msgstr ""
"Restituisce l'asse di rotazione della rotazione rappresentata da questo "
"quaternione."
msgid ""
+"Returns this quaternion's rotation as a [Vector3] of [url=https://en."
+"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n"
+"The order of each consecutive rotation can be changed with [param order] (see "
+"[enum EulerOrder] constants). By default, the YXZ convention is used "
+"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), "
+"and lastly Y (yaw). When using the opposite method [method from_euler], this "
+"order is reversed."
+msgstr ""
+"Restituisce la rotazione di questo quaternione sotto forma di un [Vector3] di "
+"[url=https://it.wikipedia.org/wiki/Angoli_di_Eulero]angoli di Eulero[/url], "
+"in radianti.\n"
+"L'ordine di ogni rotazione consecutiva può essere modificato con [param "
+"order] (vedi [enum EulerOrder] costanti). Per impostazione predefinita, è "
+"utilizzata la convenzione YXZ ([constant EULER_ORDER_YXZ]): Z (rollio) è "
+"calcolato per primo, poi X (beccheggio) e infine Y (imbardata). Quando si "
+"utilizza il metodo opposto [method from_euler], questo ordine viene invertito."
+
+msgid ""
+"Returns the inverse version of this quaternion, inverting the sign of every "
+"component except [member w]."
+msgstr ""
+"Restituisce la versione inversa di questo quaternione, invertendo il segno di "
+"ogni componente eccetto [member w]."
+
+msgid ""
"Returns [code]true[/code] if this quaternion and [param to] are approximately "
"equal, by running [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
@@ -50536,12 +73131,127 @@ msgstr ""
"Restituisce [code]true[/code] se questo quaternione è normalizzato. Vedi "
"anche [method normalized]."
+msgid "Returns this quaternion's length, also called magnitude."
+msgstr ""
+"Restituisce la lunghezza di questo quaternione, detta anche magnitudine."
+
+msgid ""
+"Returns this quaternion's length, squared.\n"
+"[b]Note:[/b] This method is faster than [method length], so prefer it if you "
+"only need to compare quaternion lengths."
+msgstr ""
+"Restituisce la lunghezza di questo quaternione, al quadrato.\n"
+"[b]Nota:[/b] Questo metodo è più veloce di [method length], quindi è "
+"preferibile se si desidera solo confrontare le lunghezze dei quaternioni."
+
+msgid ""
+"Returns the logarithm of this quaternion. Multiplies this quaternion's "
+"rotation axis by its rotation angle, and stores the result in the returned "
+"quaternion's vector part ([member x], [member y], and [member z]). The "
+"returned quaternion's real part ([member w]) is always [code]0.0[/code]."
+msgstr ""
+"Restituisce il logaritmo di questo quaternione. Moltiplica l'asse di "
+"rotazione di questo quaternione per il suo angolo di rotazione e memorizza il "
+"risultato nella parte vettoriale del quaternione restituito ([member x], "
+"[member y] e [member z]). La parte reale del quaternione restituito ([member "
+"w]) è sempre [code]0.0[/code]."
+
msgid ""
"Returns a copy of this quaternion, normalized so that its length is "
"[code]1.0[/code]. See also [method is_normalized]."
msgstr ""
"Restituisce una copia di questo quaternione, normalizzato affinché la sua "
-"lunghezza è [code]1.0[/code]. Vedi anche [method is_normalized]."
+"lunghezza sia [code]1.0[/code]. Vedi anche [method is_normalized]."
+
+msgid ""
+"Performs a spherical-linear interpolation with the [param to] quaternion, "
+"given a [param weight] and returns the result. Both this quaternion and "
+"[param to] must be normalized."
+msgstr ""
+"Esegue un'interpolazione sferico-lineare con il quaternione [param to], "
+"specificato un peso ([param weight]) e restituisce il risultato. Sia questo "
+"quaternione che [param to] devono essere normalizzati."
+
+msgid ""
+"Performs a spherical-linear interpolation with the [param to] quaternion, "
+"given a [param weight] and returns the result. Unlike [method slerp], this "
+"method does not check if the rotation path is smaller than 90 degrees. Both "
+"this quaternion and [param to] must be normalized."
+msgstr ""
+"Esegue un'interpolazione sferico-lineare con il quaternione [param to], "
+"specificato un peso ([param weight]) e restituisce il risultato. A differenza "
+"di [method slerp], questo metodo non controlla se il percorso di rotazione è "
+"inferiore a 90 gradi. Sia questo quaternione che [param to] devono essere "
+"normalizzati."
+
+msgid ""
+"Performs a spherical cubic interpolation between quaternions [param pre_a], "
+"this vector, [param b], and [param post_b], by the given amount [param "
+"weight]."
+msgstr ""
+"Esegue un'interpolazione cubica sferica tra quaternioni [param pre_a], questo "
+"vettore, [param b] e [param post_b], per la quantità specificata da [param "
+"weight]."
+
+msgid ""
+"Performs a spherical cubic interpolation between quaternions [param pre_a], "
+"this vector, [param b], and [param post_b], by the given amount [param "
+"weight].\n"
+"It can perform smoother interpolation than [method "
+"spherical_cubic_interpolate] by the time values."
+msgstr ""
+"Esegue un'interpolazione cubica sferica tra quaternioni [param pre_a], questo "
+"vettore, [param b] e [param post_b], per la quantità specificata da [param "
+"weight].\n"
+"Può eseguire un'interpolazione più fluida rispetto a [method "
+"spherical_cubic_interpolate] in base ai valori temporali."
+
+msgid ""
+"W component of the quaternion. This is the \"real\" part.\n"
+"[b]Note:[/b] Quaternion components should usually not be manipulated directly."
+msgstr ""
+"Componente W del quaternione. Questa è la parte \"reale\".\n"
+"[b]Nota:[/b] I componenti di un quaternione solitamente non dovrebbero essere "
+"manipolati direttamente."
+
+msgid ""
+"X component of the quaternion. This is the value along the \"imaginary\" "
+"[code]i[/code] axis.\n"
+"[b]Note:[/b] Quaternion components should usually not be manipulated directly."
+msgstr ""
+"Componente X del quaternione. Questo è il valore lungo l'asse \"immaginario\" "
+"[code]i[/code].\n"
+"[b]Nota:[/b] I componenti di un quaternione solitamente non dovrebbero essere "
+"manipolati direttamente."
+
+msgid ""
+"Y component of the quaternion. This is the value along the \"imaginary\" "
+"[code]j[/code] axis.\n"
+"[b]Note:[/b] Quaternion components should usually not be manipulated directly."
+msgstr ""
+"Componente Y del quaternione. Questo è il valore lungo l'asse \"immaginario\" "
+"[code]j[/code].\n"
+"[b]Nota:[/b] I componenti di un quaternione solitamente non dovrebbero essere "
+"manipolati direttamente."
+
+msgid ""
+"Z component of the quaternion. This is the value along the \"imaginary\" "
+"[code]k[/code] axis.\n"
+"[b]Note:[/b] Quaternion components should usually not be manipulated directly."
+msgstr ""
+"Componente Z del quaternione. Questo è il valore lungo l'asse \"immaginario\" "
+"[code]k[/code].\n"
+"[b]Nota:[/b] I componenti di un quaternione solitamente non dovrebbero essere "
+"manipolati direttamente."
+
+msgid ""
+"The identity quaternion, representing no rotation. This has the same rotation "
+"as [constant Basis.IDENTITY].\n"
+"If a [Vector3] is rotated (multiplied) by this quaternion, it does not change."
+msgstr ""
+"Il quaternione d'identità, che rappresenta nessuna rotazione. Ha la stessa "
+"rotazione di [constant Basis.IDENTITY].\n"
+"Se un [Vector3] è ruotato (moltiplicato) da questo quaternione, non cambia."
msgid ""
"Returns [code]true[/code] if the components of both quaternions are not "
@@ -50555,6 +73265,76 @@ msgstr ""
"invece utilizzare [method is_equal_approx], che è più affidabile."
msgid ""
+"Composes (multiplies) two quaternions. This rotates the [param right] "
+"quaternion (the child) by this quaternion (the parent)."
+msgstr ""
+"Compone (moltiplica) due quaternioni. Questo ruota il quaternione [param "
+"right] (il figlio) di questo quaternione (il genitore)."
+
+msgid ""
+"Rotates (multiplies) the [param right] vector by this quaternion, returning a "
+"[Vector3]."
+msgstr ""
+"Ruota (moltiplica) il vettore [param right] per questo quaternione, "
+"restituendo un [Vector3]."
+
+msgid ""
+"Multiplies each component of the [Quaternion] by the right [float] value.\n"
+"This operation is not meaningful on its own, but it can be used as a part of "
+"a larger expression."
+msgstr ""
+"Moltiplica ogni componente del [Quaternione] per il valore [float] destro.\n"
+"Questa operazione non è significativa di per sé, ma può essere utilizzata "
+"come parte di un'espressione più ampia."
+
+msgid ""
+"Multiplies each component of the [Quaternion] by the right [int] value.\n"
+"This operation is not meaningful on its own, but it can be used as a part of "
+"a larger expression."
+msgstr ""
+"Moltiplica ogni componente del [Quaternion] per il valore [int] destro.\n"
+"Questa operazione non è significativa di per sé, ma può essere utilizzata "
+"come parte di un'espressione più ampia."
+
+msgid ""
+"Adds each component of the left [Quaternion] to the right [Quaternion].\n"
+"This operation is not meaningful on its own, but it can be used as a part of "
+"a larger expression, such as approximating an intermediate rotation between "
+"two nearby rotations."
+msgstr ""
+"Aggiunge ogni componente del [Quaternion] sinistro al [Quaternion] destro.\n"
+"Questa operazione non è significativa di per sé, ma può essere utilizzata "
+"come parte di un'espressione più ampia, come l'approssimazione di una "
+"rotazione intermedia tra due rotazioni vicine."
+
+msgid ""
+"Subtracts each component of the left [Quaternion] by the right [Quaternion].\n"
+"This operation is not meaningful on its own, but it can be used as a part of "
+"a larger expression."
+msgstr ""
+"Sottrae ogni componente del [Quaternion] sinistro dal [Quaternion] destro.\n"
+"Questa operazione non è significativa di per sé, ma può essere utilizzata "
+"come parte di un'espressione più ampia."
+
+msgid ""
+"Divides each component of the [Quaternion] by the right [float] value.\n"
+"This operation is not meaningful on its own, but it can be used as a part of "
+"a larger expression."
+msgstr ""
+"Moltiplica ogni componente del [Quaternion] per il valore [float] destro.\n"
+"Questa operazione non è significativa di per sé, ma può essere utilizzata "
+"come parte di un'espressione più ampia."
+
+msgid ""
+"Divides each component of the [Quaternion] by the right [int] value.\n"
+"This operation is not meaningful on its own, but it can be used as a part of "
+"a larger expression."
+msgstr ""
+"Moltiplica ogni componente del [Quaternion] per il valore [float] destro.\n"
+"Questa operazione non è significativa di per sé, ma può essere utilizzata "
+"come parte di un'espressione più ampia."
+
+msgid ""
"Returns [code]true[/code] if the components of both quaternions are exactly "
"equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
@@ -50566,31 +73346,734 @@ msgstr ""
"invece utilizzare [method is_equal_approx], che è più affidabile."
msgid ""
+"Accesses each component of this quaternion by their index.\n"
+"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the "
+"same as [member y], index [code]2[/code] is the same as [member z], and index "
+"[code]3[/code] is the same as [member w]."
+msgstr ""
+"Accede a ogni componente di questo quaternione tramite il suo indice.\n"
+"L'indice [code]0[/code] è lo stesso di [member x], l'indice [code]1[/code] è "
+"lo stesso di [member y], l'indice [code]2[/code] è lo stesso di [member z] e "
+"l'indice [code]3[/code] è lo stesso di [member w]."
+
+msgid ""
+"Returns the negative value of the [Quaternion]. This is the same as "
+"multiplying all components by [code]-1[/code]. This operation results in a "
+"quaternion that represents the same rotation."
+msgstr ""
+"Restituisce il valore negativo del [Quaternion]. Ciò equivale a moltiplicare "
+"tutti i componenti per [code]-1[/code]. Questa operazione genera un "
+"quaternione che rappresenta la stessa rotazione."
+
+msgid "Provides methods for generating pseudo-random numbers."
+msgstr "Fornisce metodi per generare numeri pseudocasuali."
+
+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 è una classe per generare numeri pseudocasuali. "
+"Attualmente utilizza [url=https://www.pcg-random.org/]PCG32[/url].\n"
+"[b]Nota:[/b] L'algoritmo sottostante è un dettaglio di implementazione e non "
+"ci si dovrebbe basare su di esso.\n"
+"Per generare un numero float casuale (entro un dato intervallo) basato su un "
+"seed dipendente dal tempo:\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 random index with non-uniform weights. Prints an error and returns "
+"[code]-1[/code] if the array is empty.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"\n"
+"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n"
+"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n"
+"\n"
+"# Prints one of the four elements in `my_array`.\n"
+"# It is more likely to print \"four\", and less likely to print \"one\".\n"
+"print(my_array[rng.rand_weighted(weights)])\n"
+"[/gdscript]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce un indice casuale con pesi non uniformi. Stampa un errore e "
+"restituisce [code]-1[/code] se l'array è vuoto.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"\n"
+"var mio_array = [\"uno\", \"due\", \"tre\", \"quattro\"]\n"
+"var pesi = PackedFloat32Array([0.5, 1, 1, 2])\n"
+"\n"
+"# Stampa uno dei quattro elementi in `mio_array`.\n"
+"# È più probabile che stampi \"quattro\" e meno probabile che stampi "
+"\"uno\".\n"
+"print(mio_array[rng.rand_weighted(pesi)])\n"
+"[/gdscript]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] "
+"(inclusive)."
+msgstr ""
+"Restituisce un numero float pseudocasuale compreso tra [code]0.0[/code] e "
+"[code]1.0[/code] (inclusi)."
+
+msgid ""
+"Returns a pseudo-random float between [param from] and [param to] (inclusive)."
+msgstr ""
+"Restituisce un numero float pseudocasuale compreso tra [param from] e [param "
+"to] (inclusi)."
+
+msgid ""
+"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-"
+"distributed[/url], pseudo-random floating-point number from the specified "
+"[param mean] and a standard [param deviation]. This is also known as a "
+"Gaussian distribution.\n"
+"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/"
+"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm."
+msgstr ""
+"Restituisce un numero in virgola mobile pseudo-casuale [url=https://it."
+"wikipedia.org/wiki/Distribuzione_normale]normalmente distribuito[/url] dalla "
+"media ([param mean]) specificata e una deviazione ([param deviation]) "
+"standard. Questa è anche nota come distribuzione gaussiana.\n"
+"[b]Nota:[/b] Questo metodo utilizza l'algoritmo [url=https://it.wikipedia.org/"
+"wiki/Trasformazione_di_Box-Muller]trasformazione di Box-Muller[/url]."
+
+msgid ""
+"Returns a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
+"[code]4294967295[/code] (inclusive)."
+msgstr ""
+"Restituisce un intero pseudocasuale senza segno a 32 bit compreso tra "
+"[code]0[/code] e [code]4294967295[/code] (inclusi)."
+
+msgid ""
+"Returns a pseudo-random 32-bit signed integer between [param from] and [param "
+"to] (inclusive)."
+msgstr ""
+"Restituisce un intero pseudocasuale con segno a 32 bit compreso tra [param "
+"from] e [param to] (inclusi)."
+
+msgid ""
+"Sets up a time-based seed for this [RandomNumberGenerator] instance. Unlike "
+"the [@GlobalScope] random number generation functions, different "
+"[RandomNumberGenerator] instances can use different seeds."
+msgstr ""
+"Imposta un seed basato sul tempo per questa istanza di "
+"[RandomNumberGenerator]. A differenza delle funzioni di generazione di numeri "
+"casuali [@GlobalScope], diverse istanze di [RandomNumberGenerator] possono "
+"usare seed diversi."
+
+msgid ""
+"Initializes the random number generator state based on the given seed value. "
+"A given seed will give a reproducible sequence of pseudo-random numbers.\n"
+"[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
+"similar random streams given similar seeds. Consider using a hash function to "
+"improve your seed quality if they're sourced externally.\n"
+"[b]Note:[/b] Setting this property produces a side effect of changing the "
+"internal [member state], so make sure to initialize the seed [i]before[/i] "
+"modifying the [member state]:\n"
+"[b]Note:[/b] The default value of this property is pseudo-random, and changes "
+"when calling [method randomize]. The [code]0[/code] value documented here is "
+"a placeholder, and not the actual default seed.\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"rng.seed = hash(\"Godot\")\n"
+"rng.state = 100 # Restore to some previously saved state.\n"
+"[/codeblock]"
+msgstr ""
+"Inizializza lo stato del generatore di numeri casuali in base al valore del "
+"seed specificato. Un seed specificato fornirà una sequenza riproducibile di "
+"numeri pseudocasuali.\n"
+"[b]Nota:[/b] L'RNG non ha un effetto valanga e può generare serie di "
+"risultati simili, se forniti seed simili. Considera di utilizzare una "
+"funzione hash per migliorare la qualità dei tuoi seed se provengono "
+"esternamente.\n"
+"[b]Nota:[/b] L'impostazione di questa proprietà produce un effetto "
+"collaterale di modifica dello [member state] interno, quindi assicurati di "
+"inizializzare il seed [i]prima[/i] di modificare lo [member state]:\n"
+"[b]Nota:[/b] Il valore predefinito di questa proprietà è pseudocasuale e "
+"cambia quando si chiama [method randomize]. Il valore [code]0[/code] "
+"documentato qui è un segnaposto e non il seed predefinito effettivo. \n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"rng.seed = hash(\"Godot\")\n"
+"rng.state = 100 # Ripristina uno stato salvato in precedenza.\n"
+"[/codeblock]"
+
+msgid ""
+"The current state of the random number generator. Save and restore this "
+"property to restore the generator to a previous state:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"print(rng.randf())\n"
+"var saved_state = rng.state # Store current state.\n"
+"print(rng.randf()) # Advance internal state.\n"
+"rng.state = saved_state # Restore the state.\n"
+"print(rng.randf()) # Prints the same value as in previous.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Do not set state to arbitrary values, since the random number "
+"generator requires the state to have certain qualities to behave properly. It "
+"should only be set to values that came from the state property itself. To "
+"initialize the random number generator with arbitrary input, use [member "
+"seed] instead.\n"
+"[b]Note:[/b] The default value of this property is pseudo-random, and changes "
+"when calling [method randomize]. The [code]0[/code] value documented here is "
+"a placeholder, and not the actual default seed."
+msgstr ""
+"Lo stato attuale del generatore di numeri casuali. Salva e ripristina questa "
+"proprietà per ripristinare il generatore a uno stato precedente:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"print(rng.randf())\n"
+"var saved_state = rng.state # Memorizza lo stato attuale.\n"
+"print(rng.randf()) # Avanza lo stato interno.\n"
+"rng.state = saved_state # Ripristina lo stato.\n"
+"print(rng.randf()) # Stampa lo stesso valore del precedente.\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Non impostare lo stato su valori arbitrari, poiché il generatore "
+"di numeri casuali richiede che lo stato abbia determinate qualità per "
+"comportarsi correttamente. Dovrebbe essere impostato solo su valori che "
+"provengono dalla proprietà dello stato stessa. Per inizializzare il "
+"generatore di numeri casuali con input arbitrari, usa invece [member seed].\n"
+"[b]Nota:[/b] Il valore predefinito di questa proprietà è pseudocasuale e "
+"cambia quando si chiama [method randomize]. Il valore [code]0[/code] qui "
+"documentato è un segnaposto e non il seed predefinito effettivo."
+
+msgid "Abstract base class for controls that represent a number within a range."
+msgstr ""
+"Classe di base astratta per i controlli che rappresentano un numero "
+"all'interno di un intervallo."
+
+msgid ""
+"Range is an abstract base class for controls that represent a number within a "
+"range, using a configured [member step] and [member page] size. See e.g. "
+"[ScrollBar] and [Slider] for examples of higher-level nodes using Range."
+msgstr ""
+"Range è una classe di base astratta per i controlli che rappresentano un "
+"numero all'interno di un intervallo, utilizzando un passo ([member step]) e "
+"dimensioni di pagina ([member page]) configurati. Vedi ad esempio [ScrollBar] "
+"e [Slider] per esempi di nodi di livello superiore che usano Range."
+
+msgid ""
+"Called when the [Range]'s value is changed (following the same conditions as "
+"[signal value_changed])."
+msgstr ""
+"Chiamato quando il valore del [Range] viene modificato (seguendo le stesse "
+"condizioni di [signal value_changed])."
+
+msgid ""
+"Sets the [Range]'s current value to the specified [param value], without "
+"emitting the [signal value_changed] signal."
+msgstr ""
+"Imposta il valore attuale del [Range] su [param value], senza emettere il "
+"segnale [signal value_changed]."
+
+msgid ""
+"Binds two [Range]s together along with any ranges previously grouped with "
+"either of them. When any of range's member variables change, it will share "
+"the new value with all other ranges in its group."
+msgstr ""
+"Collega due [Range] insieme a qualsiasi intervallo precedentemente "
+"raggruppato con uno di essi. Quando una qualsiasi delle variabili membro "
+"dell'intervallo cambia, condividerà il nuovo valore con tutti gli altri "
+"intervalli nel suo gruppo."
+
+msgid "Stops the [Range] from sharing its member variables with any other."
+msgstr ""
+"Impedisce al [Range] di condividere le sue variabili membro con qualsiasi "
+"altro."
+
+msgid ""
+"If [code]true[/code], [member value] may be greater than [member max_value]."
+msgstr ""
+"Se [code]true[/code], [member value] può essere maggiore di [member "
+"max_value]."
+
+msgid ""
+"If [code]true[/code], [member value] may be less than [member min_value]."
+msgstr ""
+"Se [code]true[/code], [member value] può essere minore di [member min_value]."
+
+msgid ""
+"If [code]true[/code], and [member min_value] is greater than 0, [member "
+"value] will be represented exponentially rather than linearly."
+msgstr ""
+"Se [code]true[/code] e [member min_value] è maggiore di 0, [member value] "
+"sarà rappresentato in modo esponenziale anziché lineare."
+
+msgid ""
+"Maximum value. Range is clamped if [member value] is greater than [member "
+"max_value]."
+msgstr ""
+"Valore massimo. L'intervallo è limitato se [member value] è maggiore di "
+"[member max_value]."
+
+msgid ""
+"Minimum value. Range is clamped if [member value] is less than [member "
+"min_value]."
+msgstr ""
+"Valore minimo. L'intervallo è limitato se [member value] è minore di [member "
+"in_value]."
+
+msgid ""
+"Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size "
+"multiplied by [member page] over the difference between [member min_value] "
+"and [member max_value]."
+msgstr ""
+"Dimensione di pagina. Utilizzato principalmente per [ScrollBar]. La lunghezza "
+"di ScrollBar è la sua dimensione moltiplicata per [member page] sulla "
+"differenza tra [member min_value] e [member max_value]."
+
+msgid "The value mapped between 0 and 1."
+msgstr "Il valore mappato tra 0 e 1."
+
+msgid ""
"If [code]true[/code], [member value] will always be rounded to the nearest "
"integer."
msgstr ""
"Se [code]true[/code], [member value] sarà sempre arrotondato all'intero più "
"vicino."
+msgid ""
+"If greater than 0, [member value] will always be rounded to a multiple of "
+"this property's value. If [member rounded] is also [code]true[/code], [member "
+"value] will first be rounded to a multiple of this property's value, then "
+"rounded to the nearest integer."
+msgstr ""
+"Se maggiore di 0, [member value] sarà sempre arrotondato a un multiplo del "
+"valore di questa proprietà. Se [member rounded] è anche [code]true[/code], "
+"[member value] sarà prima arrotondato a un multiplo del valore di questa "
+"proprietà, e poi arrotondato all'intero più vicino."
+
+msgid ""
+"Range's current value. Changing this property (even via code) will trigger "
+"[signal value_changed] signal. Use [method set_value_no_signal] if you want "
+"to avoid it."
+msgstr ""
+"Valore attuale dell'intervallo. La modifica di questa proprietà (anche "
+"tramite codice) attiverà il segnale [signal value_changed]. Usa [method "
+"set_value_no_signal] se vuoi evitarlo."
+
+msgid ""
+"Emitted when [member min_value], [member max_value], [member page], or "
+"[member step] change."
+msgstr ""
+"Emesso quando [member min_value], [member max_value], [member page], o "
+"[member step] cambia."
+
+msgid ""
+"Emitted when [member value] changes. When used on a [Slider], this is called "
+"continuously while dragging (potentially every frame). If you are performing "
+"an expensive operation in a function connected to [signal value_changed], "
+"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
+"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
+"value_changed] is also emitted when [param value] is set directly via code."
+msgstr ""
+"Emesso quando cambia [member value]. Quando usato su uno [Slider], viene "
+"chiamato continuamente durante il trascinamento (potenzialmente ogni frame). "
+"Se si esegue un'operazione costosa in una funzione connessa a [signal "
+"value_changed], considera di usare un [Timer] [i]antirimbalzo[/i] per "
+"richiamare la funzione meno spesso.\n"
+"[b]Nota:[/b] A differenza di segnali come [signal LineEdit.text_changed], "
+"[signal value_changed] viene emesso anche quando [param value] viene "
+"impostato direttamente tramite codice."
+
+msgid ""
+"A ray in 2D space, used to find the first [CollisionObject2D] it intersects."
+msgstr ""
+"Un raggio nello spazio 2D, utilizzato per trovare il primo "
+"[CollisionObject2D] che interseca."
+
+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.\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 ""
+"Un raycast rappresenta un raggio dalla sua origine alla sua [member "
+"target_position] che trova il [CollisionObject2D] più vicino lungo il suo "
+"percorso, se ne interseca uno.\n"
+"[RayCast2D] può ignorare alcuni oggetti aggiungendoli a un elenco di "
+"eccezioni, facendo in modo che il suoi rapporti di rilevamento ignorino "
+"[Area2D] ([member collide_with_areas]) o [PhysicsBody2D] ([member "
+"collide_with_bodies]), o configurando gli strati di fisica.\n"
+"[RayCast2D] calcola l'intersezione ogni frame di fisica e mantiene il "
+"risultato fino al frame di fisica successivo. Per un raycast immediato, o se "
+"vuoi configurare un [RayCast2D] più volte all'interno dello stesso frame di "
+"fisica, usa [method force_raycast_update].\n"
+"Per passare su una regione nello spazio 2D, puoi approssimare la regione con "
+"più [RayCast2D] o usare [ShapeCast2D]."
+
+msgid ""
+"Adds a collision exception so the ray does not report collisions with the "
+"specified [CollisionObject2D] node."
+msgstr ""
+"Aggiunge un'eccezione di collisione in modo che il raggio non riporti le "
+"collisioni con il nodo [CollisionObject2D] specificato."
+
+msgid ""
+"Adds a collision exception so the ray does not report collisions with the "
+"specified [RID]."
+msgstr ""
+"Aggiunge un'eccezione di collisione in modo che il raggio non riporti le "
+"collisioni con il [RID] specificato."
+
+msgid "Removes all collision exceptions for this ray."
+msgstr "Rimuove tutte le eccezioni di collisione per questo raggio."
+
+msgid ""
+"Updates the collision information for the ray immediately, without waiting "
+"for the next [code]_physics_process[/code] call. Use this method, for "
+"example, when the ray or its parent has changed state.\n"
+"[b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this "
+"to work."
+msgstr ""
+"Aggiorna immediatamente le informazioni di collisione per il raggio, senza "
+"attendere la successiva chiamata [code]_physics_process[/code]. Utilizza "
+"questo metodo, ad esempio, quando il raggio o il suo genitore hanno cambiato "
+"stato.\n"
+"[b]Nota:[/b] [member enabled] non deve essere [code]true[/code] affinché ciò "
+"funzioni."
+
+msgid ""
+"Returns the first object that the ray intersects, or [code]null[/code] if no "
+"object is intersecting the ray (i.e. [method is_colliding] returns "
+"[code]false[/code])."
+msgstr ""
+"Restituisce il primo oggetto che il raggio interseca, oppure [code]null[/"
+"code] se nessun oggetto interseca il raggio (ovvero [method is_colliding] "
+"restituisce [code]false[/code])."
+
+msgid ""
+"Returns the [RID] of the first object that the ray intersects, or an empty "
+"[RID] if no object is intersecting the ray (i.e. [method is_colliding] "
+"returns [code]false[/code])."
+msgstr ""
+"Restituisce il [RID] del primo oggetto che il raggio interseca, oppure un "
+"[RID] vuoto se nessun oggetto interseca il raggio (ovvero [method "
+"is_colliding] restituisce [code]false[/code])."
+
+msgid ""
+"Returns the shape ID of the first object that the ray intersects, or [code]0[/"
+"code] if no object is intersecting the ray (i.e. [method is_colliding] "
+"returns [code]false[/code]).\n"
+"To get the intersected shape node, for a [CollisionObject2D] target, use:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var target = get_collider() # A CollisionObject2D.\n"
+"var shape_id = get_collider_shape() # The shape index in the collider.\n"
+"var owner_id = target.shape_find_owner(shape_id) # The owner ID in the "
+"collider.\n"
+"var shape = target.shape_owner_get_owner(owner_id)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var target = (CollisionObject2D)GetCollider(); // A CollisionObject2D.\n"
+"var shapeId = GetColliderShape(); // The shape index in the collider.\n"
+"var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the "
+"collider.\n"
+"var shape = target.ShapeOwnerGetOwner(ownerId);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce l'ID della forma del primo oggetto che il raggio interseca, o "
+"[code]0[/code] se nessun oggetto interseca il raggio (ovvero [method "
+"is_colliding] restituisce [code]false[/code]).\n"
+"Per ottenere il nodo forma intersecato, per un obiettivo [CollisionObject2D], "
+"usa:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var target = get_collider() # Un CollisionObject2D.\n"
+"var shape_id = get_collider_shape() # L'indice della forma nel collisore.\n"
+"var owner_id = target.shape_find_owner(shape_id) # L'ID del proprietario nel "
+"collisore.\n"
+"var shape = target.shape_owner_get_owner(owner_id)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var target = (CollisionObject2D)GetCollider(); // Un CollisionObject2D.\n"
+"var shapeId = GetColliderShape(); // L'indice della forma nel collisore.\n"
+"var ownerId = target.ShapeFindOwner(shapeId); // L'ID del proprietario nel "
+"collisore.\n"
+"var shape = target.ShapeOwnerGetOwner(ownerId);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns the normal of the intersecting object's shape at the collision point, "
+"or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member "
+"hit_from_inside] is [code]true[/code].\n"
+"[b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] "
+"before calling this method to ensure the returned normal is valid and up-to-"
+"date."
+msgstr ""
+"Restituisce la normale della forma dell'oggetto intersecante nel punto di "
+"collisione, oppure [code]Vector2(0, 0)[/code] se il raggio inizia all'interno "
+"della forma e [member hit_from_inside] è [code]true[/code].\n"
+"[b]Nota:[/b] Verifica che [method is_colliding] restituisca [code]true[/code] "
+"prima di chiamare questo metodo per assicurarti che la normale restituita sia "
+"valida e aggiornata."
+
+msgid ""
+"Returns the collision point at which the ray intersects the closest object, "
+"in the global coordinate system. 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] Check that [method is_colliding] returns [code]true[/code] "
+"before calling this method to ensure the returned point is valid and up-to-"
+"date."
+msgstr ""
+"Restituisce il punto di collisione in cui il raggio interseca l'oggetto più "
+"vicino, nel sistema di coordinate globali. Se [member hit_from_inside] è "
+"[code]true[/code] e il raggio inizia all'interno di una forma di collisione, "
+"questa funzione restituirà il punto di origine del raggio.\n"
+"[b]Nota:[/b] Verifica che [method is_colliding] restituisca [code]true[/code] "
+"prima di chiamare questo metodo per assicurarti che il punto restituito sia "
+"valido e aggiornato."
+
+msgid ""
+"Returns whether any object is intersecting with the ray's vector (considering "
+"the vector length)."
+msgstr ""
+"Restituisce se un oggetto interseca il vettore del raggio (considerando la "
+"lunghezza del vettore)."
+
+msgid ""
+"Removes a collision exception so the ray does report collisions with the "
+"specified [CollisionObject2D] node."
+msgstr ""
+"Rimuove un'eccezione di collisione in modo che il raggio riporti le "
+"collisioni con il nodo [CollisionObject2D] specificato."
+
+msgid ""
+"Removes a collision exception so the ray does report collisions with the "
+"specified [RID]."
+msgstr ""
+"Rimuove un'eccezione di collisione in modo che il raggio riporti le "
+"collisioni con il [RID] specificato."
+
msgid "If [code]true[/code], collisions with [Area2D]s will be reported."
msgstr ""
-"Se [code]true[/code], verranno segnalate le collisioni con i nodi [Area2D]."
+"Se [code]true[/code], saranno riportate le collisioni con i nodi [Area2D]."
msgid "If [code]true[/code], collisions with [PhysicsBody2D]s will be reported."
msgstr ""
-"Se [code]true[/code], verranno segnalate le collisioni con i nodi "
+"Se [code]true[/code], saranno riportate le collisioni con i nodi "
"[PhysicsBody2D]."
+msgid ""
+"The ray's collision mask. Only objects in at least one collision layer "
+"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+"La maschera di collisione del raggio. Saranno rilevati solo gli oggetti in "
+"almeno uno strato di collisione abilitato nella maschera. Vedi [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-masks]Strati "
+"di collisione e maschere[/url] nella documentazione per ulteriori "
+"informazioni."
+
+msgid "If [code]true[/code], collisions will be reported."
+msgstr "Se [code]true[/code], le collisioni saranno riportate."
+
+msgid ""
+"If [code]true[/code], the parent node will be excluded from collision "
+"detection."
+msgstr ""
+"Se [code]true[/code], il nodo genitore sarà escluso dal rilevamento delle "
+"collisioni."
+
+msgid ""
+"If [code]true[/code], the ray will detect a hit when starting inside shapes. "
+"In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does "
+"not affect concave polygon shapes."
+msgstr ""
+"Se [code]true[/code], il raggio rileverà un riscontro se iniziato all'interno "
+"di una forma. In questo caso la normale di collisione sarà [code]Vector2(0, 0)"
+"[/code]. Non influisce sulle forme poligonali concave."
+
+msgid ""
+"The ray's destination point, relative to the RayCast's [code]position[/code]."
+msgstr ""
+"Il punto di destinazione del raggio, relativo alla [code]position[/code] del "
+"RayCast."
+
+msgid ""
+"A ray in 3D space, used to find the first [CollisionObject3D] it intersects."
+msgstr ""
+"Un raggio nello spazio 3D, utilizzato per trovare il primo "
+"[CollisionObject3D] che interseca."
+
+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.\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 ""
+"Un raycast rappresenta un raggio dalla sua origine alla sua [member "
+"target_position] che trova il [CollisionObject3D] più vicino lungo il suo "
+"percorso, se ne interseca uno.\n"
+"[RayCast3D] può ignorare alcuni oggetti aggiungendoli a un elenco di "
+"eccezioni, facendo in modo che il suoi rapporti di rilevamento ignorino "
+"[Area3D] ([member collide_with_areas]) o [PhysicsBody3D] ([member "
+"collide_with_bodies]), o configurando gli strati di fisica.\n"
+"[RayCast3D] calcola l'intersezione ogni frame di fisica e mantiene il "
+"risultato fino al frame di fisica successivo. Per un raycast immediato, o se "
+"vuoi configurare un [RayCast3D] più volte all'interno dello stesso frame di "
+"fisica, usa [method force_raycast_update].\n"
+"Per passare su una regione nello spazio 2D, puoi approssimare la regione con "
+"più [RayCast3D] o usare [ShapeCast3D]."
+
+msgid ""
+"Adds a collision exception so the ray does not report collisions with the "
+"specified [CollisionObject3D] node."
+msgstr ""
+"Aggiunge un'eccezione di collisione in modo che il raggio non riporti le "
+"collisioni con il nodo [CollisionObject3D] specificato."
+
+msgid ""
+"Returns the shape ID of the first object that the ray intersects, or [code]0[/"
+"code] if no object is intersecting the ray (i.e. [method is_colliding] "
+"returns [code]false[/code]).\n"
+"To get the intersected shape node, for a [CollisionObject3D] target, use:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var target = get_collider() # A CollisionObject3D.\n"
+"var shape_id = get_collider_shape() # The shape index in the collider.\n"
+"var owner_id = target.shape_find_owner(shape_id) # The owner ID in the "
+"collider.\n"
+"var shape = target.shape_owner_get_owner(owner_id)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var target = (CollisionObject3D)GetCollider(); // A CollisionObject3D.\n"
+"var shapeId = GetColliderShape(); // The shape index in the collider.\n"
+"var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the "
+"collider.\n"
+"var shape = target.ShapeOwnerGetOwner(ownerId);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce l'ID della forma del primo oggetto che il raggio interseca, o "
+"[code]0[/code] se nessun oggetto interseca il raggio (ovvero [method "
+"is_colliding] restituisce [code]false[/code]).\n"
+"Per ottenere il nodo forma intersecato, per un obiettivo [CollisionObjec32D], "
+"usa:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var target = get_collider() # Un CollisionObject3D.\n"
+"var shape_id = get_collider_shape() # L'indice della forma nel collisore.\n"
+"var owner_id = target.shape_find_owner(shape_id) # L'ID del proprietario nel "
+"collisore.\n"
+"var shape = target.shape_owner_get_owner(owner_id)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var target = (CollisionObject3D)GetCollider(); // Un CollisionObject3D.\n"
+"var shapeId = GetColliderShape(); // L'indice della forma nel collisore.\n"
+"var ownerId = target.ShapeFindOwner(shapeId); // L'ID del proprietario nel "
+"collisore.\n"
+"var shape = target.ShapeOwnerGetOwner(ownerId);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns the collision object's face index at the collision point, or "
+"[code]-1[/code] if the shape intersecting the ray is not a "
+"[ConcavePolygonShape3D]."
+msgstr ""
+"Restituisce l'indice della faccia dell'oggetto di collisione nel punto di "
+"collisione, oppure [code]-1[/code] se la forma che interseca il raggio non è "
+"un [ConcavePolygonShape3D]."
+
+msgid ""
+"Returns the normal of the intersecting object's shape at the collision point, "
+"or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and "
+"[member hit_from_inside] is [code]true[/code].\n"
+"[b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] "
+"before calling this method to ensure the returned normal is valid and up-to-"
+"date."
+msgstr ""
+"Restituisce la normale della forma dell'oggetto intersecante nel punto di "
+"collisione, oppure [code]Vector3(0, 0, 0)[/code] se il raggio inizia "
+"all'interno della forma e [member hit_from_inside] è [code]true[/code].\n"
+"[b]Nota:[/b] Verifica che [method is_colliding] restituisca [code]true[/code] "
+"prima di chiamare questo metodo per assicurarti che la normale restituita sia "
+"valida e aggiornata."
+
+msgid ""
+"Removes a collision exception so the ray does report collisions with the "
+"specified [CollisionObject3D] node."
+msgstr ""
+"Rimuove un'eccezione di collisione in modo che il raggio riporti le "
+"collisioni con il nodo [CollisionObject2D] specificato."
+
msgid "If [code]true[/code], collisions with [Area3D]s will be reported."
msgstr ""
-"Se [code]true[/code], verranno segnalate le collisioni con i nodi [Area3D]."
+"Se [code]true[/code], saranno riportate le collisioni con i nodi [Area3D]."
msgid "If [code]true[/code], collisions with [PhysicsBody3D]s will be reported."
msgstr ""
-"Se [code]true[/code], verranno segnalate le collisioni con i nodi "
+"Se [code]true[/code], saranno riportate le collisioni con i nodi "
"[PhysicsBody3D]."
msgid ""
+"The custom color to use to draw the shape in the editor and at run-time if "
+"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
+"color will be highlighted at run-time if the [RayCast3D] is colliding with "
+"something.\n"
+"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
+"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
+msgstr ""
+"Il colore personalizzato da usare per disegnare la forma nell'editor e in "
+"fase di esecuzione se [b]Forme di collisione visibili[/b] è abilitato nel "
+"menu [b]Debug[/b]. Questo colore verrà evidenziato in fase di esecuzione se "
+"[RayCast3D] entra in collisione con qualcosa.\n"
+"Se impostato su [code]Color(0.0, 0.0, 0.0)[/code] (per impostazione "
+"predefinita), viene utilizzato il colore impostato in [member ProjectSettings."
+"debug/shapes/collision/shape_color]."
+
+msgid ""
+"If set to [code]1[/code], a line is used as the debug shape. Otherwise, a "
+"truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible "
+"Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug "
+"shape to be visible at run-time."
+msgstr ""
+"Se impostato su [code]1[/code], viene utilizzata una linea come forma di "
+"debug. Altrimenti, viene disegnata una piramide troncata per rappresentare il "
+"[RayCast3D]. Richiede che [b]Forme di collisione visibili[/b] sia abilitato "
+"nel menu [b]Debug[/b] affinché la forma di debug sia visibile in fase di "
+"esecuzione."
+
+msgid ""
"If [code]true[/code], collisions will be ignored for this RayCast3D's "
"immediate parent."
msgstr ""
@@ -50598,6 +74081,36 @@ msgstr ""
"immediato di questo RayCast3D."
msgid ""
+"If [code]true[/code], the ray will hit back faces with concave polygon shapes "
+"with back face enabled or heightmap shapes."
+msgstr ""
+"Se [code]true[/code], il raggio colpirà le facce posteriori delle forme di "
+"poligoni concave con facce posteriori abilitate o forme di mappa di altezza."
+
+msgid ""
+"If [code]true[/code], the ray will detect a hit when starting inside shapes. "
+"In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does "
+"not affect shapes with no volume like concave polygon or heightmap."
+msgstr ""
+"Se [code]true[/code], il raggio rileverà un riscontro se iniziato all'interno "
+"di una forma. In questo caso la normale di collisione sarà [code]Vector3(0, "
+"0, 0)[/code]. Non influisce sulle forme senza volume come poligoni concavi o "
+"mappe di altezza."
+
+msgid "Attachment format (used by [RenderingDevice])."
+msgstr "Formato allegato (utilizzato dal [RenderingDevice])."
+
+msgid "This object is used by [RenderingDevice]."
+msgstr "Questo oggetto è utilizzato dal [RenderingDevice]."
+
+msgid "The attachment's data format."
+msgstr "Il formato dei dati dell'allegato."
+
+msgid "The number of samples used when sampling the attachment."
+msgstr ""
+"Il numero di campioni utilizzati durante il campionamento dell'allegato."
+
+msgid ""
"If [code]true[/code], performs the logic operation defined in [member "
"logic_op]."
msgstr ""
@@ -50695,9 +74208,97 @@ msgid "A 2D axis-aligned bounding box using floating-point coordinates."
msgstr ""
"Una bounding box allineata agli assi 2D con coordinate in virgola mobile."
+msgid ""
+"The [Rect2] built-in [Variant] type represents an axis-aligned rectangle in a "
+"2D space. It is defined by its [member position] and [member size], which are "
+"[Vector2]. It is frequently used for fast overlap tests (see [method "
+"intersects]). Although [Rect2] itself is axis-aligned, it can be combined "
+"with [Transform2D] to represent a rotated or skewed rectangle.\n"
+"For integer coordinates, use [Rect2i]. The 3D equivalent to [Rect2] is "
+"[AABB].\n"
+"[b]Note:[/b] Negative values for [member size] are not supported. With "
+"negative size, most [Rect2] methods do not work correctly. Use [method abs] "
+"to get an equivalent [Rect2] with a non-negative size.\n"
+"[b]Note:[/b] In a boolean context, a [Rect2] evaluates to [code]false[/code] "
+"if both [member position] and [member size] are zero (equal to [constant "
+"Vector2.ZERO]). Otherwise, it always evaluates to [code]true[/code]."
+msgstr ""
+"Il tipo di [Variant] integrato [Rect2] rappresenta un rettangolo allineato "
+"agli assi in uno spazio 2D. È definito dalla sua [member position] e [member "
+"size], che sono [Vector2]. Viene spesso utilizzato per test rapidi di "
+"sovrapposizione (vedi [method intersects]). Nonostante [Rect2] sia allineato "
+"agli assi, può essere combinato con [Transform2D] per rappresentare un "
+"rettangolo ruotato o inclinato.\n"
+"Per coordinate intere, usa [Rect2i]. L'equivalente 3D di [Rect2] è [AABB].\n"
+"[b]Nota:[/b] I valori negativi per [member size] non sono supportati. Con "
+"dimensioni negative, la maggior parte dei metodi [Rect2] non funziona "
+"correttamente. Utilizza [method abs] per ottenere un [Rect2] equivalente con "
+"una dimensione non negativa.\n"
+"[b]Nota:[/b] In un contesto booleano, un [Rect2] è valutato come [code]false[/"
+"code] se sia [member position] sia [member size] sono zero (pari a [constant "
+"Vector2.ZERO]). Altrimenti, è sempre valutato come [code]true[/code]."
+
+msgid ""
+"Constructs a [Rect2] with its [member position] and [member size] set to "
+"[constant Vector2.ZERO]."
+msgstr ""
+"Costruisce un [Rect2] con la sua [member position] e [member size] impostate "
+"su [constant Vector2.ZERO]."
+
msgid "Constructs a [Rect2] as a copy of the given [Rect2]."
msgstr "Costruisce un [Rect2] come copia del [Rect2] specificato."
+msgid "Constructs a [Rect2] from a [Rect2i]."
+msgstr "Costruisce un [Rect2] da un [Rect2i]."
+
+msgid "Constructs a [Rect2] by [param position] and [param size]."
+msgstr ""
+"Costruisce un [Rect2] dalla posizione ([param position]) e dimensioni ([param "
+"size])."
+
+msgid ""
+"Constructs a [Rect2] by setting its [member position] to ([param x], [param "
+"y]), and its [member size] to ([param width], [param height])."
+msgstr ""
+"Costruisce un [Rect2] impostando la sua [member position] su ([param x], "
+"[param y]) e la sua [param size] su ([param width], [param height])."
+
+msgid ""
+"Returns a [Rect2] equivalent to this rectangle, with its width and height "
+"modified to be non-negative values, and with its [member position] being the "
+"top-left corner of the rectangle.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rect = Rect2(25, 25, -100, -50)\n"
+"var absolute = rect.abs() # absolute is Rect2(-75, -25, 100, 50)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var rect = new Rect2(25, 25, -100, -50);\n"
+"var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)\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 position] is "
+"the top-left corner, and the [member end] is the bottom-right corner."
+msgstr ""
+"Restituisce un [Rect2] equivalente a questo rettangolo, con la sua larghezza "
+"e altezza modificate per essere valori non negativi e con la sua [member "
+"position] che è l'angolo in alto a sinistra del rettangolo.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rect = Rect2(25, 25, -100, -50)\n"
+"var assoluto = rect.abs() # assoluto è Rect2(-75, -25, 100, 50)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var rect = new Rect2(25, 25, -100, -50);\n"
+"var assoluto = rect.Abs(); // assoluto è Rect2(-75, -25, 100, 50)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Si consiglia di utilizzare questo metodo quando [member size] è "
+"negativo, poiché la maggior parte degli altri metodi in Godot presuppone che "
+"[member position] sia l'angolo in alto a sinistra e [member end] sia l'angolo "
+"in basso a destra."
+
msgid ""
"Returns [code]true[/code] if this rectangle [i]completely[/i] encloses the "
"[param b] rectangle."
@@ -50706,6 +74307,41 @@ msgstr ""
"[i]completamente[/i] il rettangolo [param b]."
msgid ""
+"Returns a copy of this rectangle expanded to align the edges with the given "
+"[param to] point, if necessary.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rect = Rect2(0, 0, 5, 2)\n"
+"\n"
+"rect = rect.expand(Vector2(10, 0)) # rect is Rect2(0, 0, 10, 2)\n"
+"rect = rect.expand(Vector2(-5, 5)) # rect is Rect2(-5, 0, 15, 5)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var rect = new Rect2(0, 0, 5, 2);\n"
+"\n"
+"rect = rect.Expand(new Vector2(10, 0)); // rect is Rect2(0, 0, 10, 2)\n"
+"rect = rect.Expand(new Vector2(-5, 5)); // rect is Rect2(-5, 0, 15, 5)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce una copia di questo rettangolo espanso per allineare i bordi con "
+"il punto [param to] specificato, se necessario.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rect = Rect2(0, 0, 5, 2)\n"
+"\n"
+"rect = rect.expand(Vector2(10, 0)) # rect è Rect2(0, 0, 10, 2)\n"
+"rect = rect.expand(Vector2(-5, 5)) # rect è Rect2(-5, 0, 15, 5)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var rect = new Rect2(0, 0, 5, 2);\n"
+"\n"
+"rect = rect.Expand(new Vector2(10, 0)); // rect è Rect2(0, 0, 10, 2)\n"
+"rect = rect.Expand(new Vector2(-5, 5)); // rect è Rect2(-5, 0, 15, 5)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
"Returns the rectangle's area. This is equivalent to [code]size.x * size.y[/"
"code]. See also [method has_area]."
msgstr ""
@@ -50713,6 +74349,63 @@ msgstr ""
"* size.y[/code]. Vedi anche [method has_area]."
msgid ""
+"Returns the center point of the rectangle. This is the same as [code]position "
+"+ (size / 2.0)[/code]."
+msgstr ""
+"Restituisce il punto centrale del rettangolo. È lo stesso di [code]position + "
+"(size / 2.0)[/code]."
+
+msgid ""
+"Returns a copy of this rectangle extended on all sides by the given [param "
+"amount]. A negative [param amount] shrinks the rectangle instead. See also "
+"[method grow_individual] and [method grow_side].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = Rect2(4, 4, 8, 8).grow(4) # a is Rect2(0, 0, 16, 16)\n"
+"var b = Rect2(0, 0, 8, 4).grow(2) # b is Rect2(-2, -2, 12, 8)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Rect2(4, 4, 8, 8).Grow(4); // a is Rect2(0, 0, 16, 16)\n"
+"var b = new Rect2(0, 0, 8, 4).Grow(2); // b is Rect2(-2, -2, 12, 8)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce una copia di questo rettangolo esteso su tutti i lati dalla "
+"quantità [param amount]. Un [param amount] negativo restringe invece il "
+"rettangolo. Vedi anche [method grow_individual] e [method grow_side].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = Rect2(4, 4, 8, 8).grow(4) # a è Rect2(0, 0, 16, 16)\n"
+"var b = Rect2(0, 0, 8, 4).grow(2) # b è Rect2(-2, -2, 12, 8)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Rect2(4, 4, 8, 8).Grow(4); // a è Rect2(0, 0, 16, 16)\n"
+"var b = new Rect2(0, 0, 8, 4).Grow(2); // b è Rect2(-2, -2, 12, 8)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns a copy of this rectangle with its [param left], [param top], [param "
+"right], and [param bottom] sides extended by the given amounts. Negative "
+"values shrink the sides, instead. See also [method grow] and [method "
+"grow_side]."
+msgstr ""
+"Restituisce una copia di questo rettangolo con i suoi lati sinistro ([param "
+"left]), superiore ([param top]), destro ([param right]) e inferiore ([param "
+"bottom]) estesi delle quantità specificate. I valori negativi, invece, "
+"restringono i lati. Vedi anche [method grow] e [method grow_side]."
+
+msgid ""
+"Returns a copy of this rectangle with its [param side] extended by the given "
+"[param amount] (see [enum Side] constants). A negative [param amount] shrinks "
+"the rectangle, instead. See also [method grow] and [method grow_individual]."
+msgstr ""
+"Restituisce una copia di questo rettangolo con il suo lato ([param side]) "
+"esteso della quantità [param amount] (vedi le costanti di [enum Side]). Un "
+"[param amount] negativo, invece, restringe il rettangolo. Vedi anche [method "
+"grow] e [method grow_individual]."
+
+msgid ""
"Returns [code]true[/code] if this rectangle has positive width and height. "
"See also [method get_area]."
msgstr ""
@@ -50720,6 +74413,58 @@ msgstr ""
"positive. Vedi anche [method get_area]."
msgid ""
+"Returns [code]true[/code] if the rectangle contains the given [param point]. "
+"By convention, points on the right and bottom edges are [b]not[/b] included.\n"
+"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative[/i] "
+"[member size]. Use [method abs] first to get a valid rectangle."
+msgstr ""
+"Restituisce [code]true[/code] se il rettangolo contiene il punto [param "
+"point]. Per convenzione, i punti sui bordi destro e inferiore [b]non[/b] sono "
+"inclusi.\n"
+"[b]Nota:[/b] Questo metodo non è affidabile per un [Rect2] con una [member "
+"size] [i]negativa[/i]. Utilizza prima [method abs] per ottenere un rettangolo "
+"valido."
+
+msgid ""
+"Returns the intersection between this rectangle and [param b]. If the "
+"rectangles do not intersect, returns an empty [Rect2].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rect1 = Rect2(0, 0, 5, 10)\n"
+"var rect2 = Rect2(2, 0, 8, 4)\n"
+"\n"
+"var a = rect1.intersection(rect2) # a is Rect2(2, 0, 3, 4)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var rect1 = new Rect2(0, 0, 5, 10);\n"
+"var rect2 = new Rect2(2, 0, 8, 4);\n"
+"\n"
+"var a = rect1.Intersection(rect2); // a is Rect2(2, 0, 3, 4)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] If you only need to know whether two rectangles are overlapping, "
+"use [method intersects], instead."
+msgstr ""
+"Restituisce l'intersezione tra questo rettangolo e [param b]. Se i rettangoli "
+"non si intersecano, restituisce un [Rect2] vuoto.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rect1 = Rect2(0, 0, 5, 10)\n"
+"var rect2 = Rect2(2, 0, 8, 4)\n"
+"\n"
+"var a = rect1.intersection(rect2) # a è Rect2(2, 0, 3, 4)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var rect1 = new Rect2(0, 0, 5, 10);\n"
+"var rect2 = new Rect2(2, 0, 8, 4);\n"
+"\n"
+"var a = rect1.Intersection(rect2); // a è Rect2(2, 0, 3, 4)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Se hai solo bisogno di sapere se due rettangoli si "
+"sovrappongono, usa invece [method intersects]."
+
+msgid ""
"Returns [code]true[/code] if this rectangle overlaps with the [param b] "
"rectangle. The edges of both rectangles are excluded, unless [param "
"include_borders] is [code]true[/code]."
@@ -50745,6 +74490,42 @@ msgstr ""
"chiamando [method Vector2.is_finite] su [member position] e [member size]."
msgid ""
+"Returns a [Rect2] that encloses both this rectangle and [param b] around the "
+"edges. See also [method encloses]."
+msgstr ""
+"Restituisce un [Rect2] che racchiude sia questo rettangolo che [param b] "
+"attorno ai bordi. Vedi anche [method encloses]."
+
+msgid ""
+"The ending point. This is usually the bottom-right corner of the rectangle, "
+"and is equivalent to [code]position + size[/code]. Setting this point affects "
+"the [member size]."
+msgstr ""
+"Il punto di fine. Di solito è l'angolo in basso a destra del rettangolo ed è "
+"equivalente a [code]posizione + dimensioni[/code]. L'impostazione di questo "
+"punto influisce su [member size]."
+
+msgid "The origin point. This is usually the top-left corner of the rectangle."
+msgstr ""
+"Il punto di origine. Di solito è l'angolo in alto a sinistra del rettangolo."
+
+msgid ""
+"The rectangle's width and height, starting from [member position]. Setting "
+"this value also affects the [member end] point.\n"
+"[b]Note:[/b] It's recommended setting the width and height to non-negative "
+"values, as most methods in Godot assume that the [member position] is the top-"
+"left corner, and the [member end] is the bottom-right corner. To get an "
+"equivalent rectangle with non-negative size, use [method abs]."
+msgstr ""
+"La larghezza e l'altezza del rettangolo, a partire da [member position]. "
+"L'impostazione di questo valore influisce anche sul punto [member end].\n"
+"[b]Nota:[/b] Si consiglia di impostare larghezza e altezza su valori non "
+"negativi, poiché la maggior parte dei metodi in Godot presuppone che [member "
+"position] sia l'angolo in alto a sinistra e [member end] sia l'angolo in "
+"basso a destra. Per ottenere un rettangolo equivalente con dimensioni non "
+"negative, usa [method abs]."
+
+msgid ""
"Returns [code]true[/code] if the [member position] or [member size] of both "
"rectangles are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
@@ -50756,6 +74537,26 @@ msgstr ""
"invece utilizzare [method is_equal_approx], che è più affidabile."
msgid ""
+"Inversely transforms (multiplies) the [Rect2] by the given [Transform2D] "
+"transformation matrix, under the assumption that the transformation basis is "
+"orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n"
+"[code]rect * transform[/code] is equivalent to [code]transform.inverse() * "
+"rect[/code]. See [method Transform2D.inverse].\n"
+"For transforming by inverse of an affine transformation (e.g. with scaling) "
+"[code]transform.affine_inverse() * rect[/code] can be used instead. See "
+"[method Transform2D.affine_inverse]."
+msgstr ""
+"Trasforma inversamente (moltiplica) il [Rect2] per la matrice di "
+"trasformazione [Transform2D] fornita, presupponendo che la base di "
+"trasformazione sia ortonormale (ovvero rotazione/riflessione vanno bene, ma "
+"scala/distorsione no).\n"
+"[code]rect * transform[/code] è equivalente a [code]transform.inverse() * "
+"rect[/code]. Vedi [method Transform2D.inverse].\n"
+"Per trasformare per inverso una trasformazione affine (ad esempio con scala) "
+"può essere utilizzato [code]transform.affine_inverse() * rect[/code]. Vedi "
+"[method Transform2D.affine_inverse]."
+
+msgid ""
"Returns [code]true[/code] if both [member position] and [member size] of the "
"rectangles are exactly equal, respectively.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
@@ -50769,16 +74570,232 @@ msgstr ""
msgid "A 2D axis-aligned bounding box using integer coordinates."
msgstr "Una bounding box allineata agli assi 2D con coordinate intere."
+msgid ""
+"The [Rect2i] built-in [Variant] type represents an axis-aligned rectangle in "
+"a 2D space, using integer coordinates. It is defined by its [member position] "
+"and [member size], which are [Vector2i]. Because it does not rotate, it is "
+"frequently used for fast overlap tests (see [method intersects]).\n"
+"For floating-point coordinates, see [Rect2].\n"
+"[b]Note:[/b] Negative values for [member size] are not supported. With "
+"negative size, most [Rect2i] methods do not work correctly. Use [method abs] "
+"to get an equivalent [Rect2i] with a non-negative size.\n"
+"[b]Note:[/b] In a boolean context, a [Rect2i] evaluates to [code]false[/code] "
+"if both [member position] and [member size] are zero (equal to [constant "
+"Vector2i.ZERO]). Otherwise, it always evaluates to [code]true[/code]."
+msgstr ""
+"Il tipo di [Variant] integrato [Rect2i] rappresenta un rettangolo allineato "
+"agli assi in uno spazio 2D, usando coordinate intere. È definito dalla sua "
+"[member position] e [member size], che sono [Vector2i]. Viene spesso "
+"utilizzato per test rapidi di sovrapposizione (vedi [method intersects]).\n"
+"Per le coordinate in virgola mobile, vedi [Rect2].\n"
+"[b]Nota:[/b] I valori negativi per [member size] non sono supportati. Con "
+"dimensioni negative, la maggior parte dei metodi [Rect2i] non funziona "
+"correttamente. Utilizza [method abs] per ottenere un [Rect2i] equivalente con "
+"una dimensione non negativa.\n"
+"[b]Nota:[/b] In un contesto booleano, un [Rect2i] è valutato come "
+"[code]false[/code] se sia [member position] sia [member size] sono zero (pari "
+"a [constant Vector2.ZERO]). Altrimenti, è sempre valutato come [code]true[/"
+"code]."
+
+msgid ""
+"Constructs a [Rect2i] with its [member position] and [member size] set to "
+"[constant Vector2i.ZERO]."
+msgstr ""
+"Costruisce un [Rect2] con la sua [member position] e [member size] impostate "
+"su [constant Vector2.ZERO]."
+
msgid "Constructs a [Rect2i] as a copy of the given [Rect2i]."
msgstr "Costruisce un [Rect2i] come copia del [Rect2i] specificato."
msgid ""
+"Constructs a [Rect2i] from a [Rect2]. The floating-point coordinates are "
+"truncated."
+msgstr ""
+"Costruisce un [Rect2i] da un [Rect2]. Le coordinate in virgola mobile vengono "
+"troncate."
+
+msgid "Constructs a [Rect2i] by [param position] and [param size]."
+msgstr ""
+"Costruisce un [Rect2i] dalla posizione ([param position]) e dimensioni "
+"([param size])."
+
+msgid ""
+"Constructs a [Rect2i] by setting its [member position] to ([param x], [param "
+"y]), and its [member size] to ([param width], [param height])."
+msgstr ""
+"Costruisce un [Rect2i] impostando la sua [member position] su ([param x], "
+"[param y]) e la sua [param size] su ([param width], [param height])."
+
+msgid ""
+"Returns a [Rect2i] equivalent to this rectangle, with its width and height "
+"modified to be non-negative values, and with its [member position] being the "
+"top-left corner of the rectangle.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rect = Rect2i(25, 25, -100, -50)\n"
+"var absolute = rect.abs() # absolute is Rect2i(-75, -25, 100, 50)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var rect = new Rect2I(25, 25, -100, -50);\n"
+"var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50)\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 position] is "
+"the top-left corner, and the [member end] is the bottom-right corner."
+msgstr ""
+"Restituisce un [Rect2i] equivalente a questo rettangolo, con la sua larghezza "
+"e altezza modificate per essere valori non negativi e con la sua [member "
+"position] che è l'angolo in alto a sinistra del rettangolo.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rect = Rect2i(25, 25, -100, -50)\n"
+"var assoluto = rect.abs() # assoluto è Rect2i(-75, -25, 100, 50)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var rect = new Rect2I(25, 25, -100, -50);\n"
+"var assoluto = rect.Abs(); // assoluto è Rect2I(-75, -25, 100, 50)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Si consiglia di utilizzare questo metodo quando [member size] è "
+"negativo, poiché la maggior parte degli altri metodi in Godot presuppone che "
+"[member position] sia l'angolo in alto a sinistra e [member end] sia l'angolo "
+"in basso a destra."
+
+msgid ""
"Returns [code]true[/code] if this [Rect2i] completely encloses another one."
msgstr ""
"Restituisce [code]true[/code] se questo [Rect2i] racchiude completamente un "
"altro."
msgid ""
+"Returns a copy of this rectangle expanded to align the edges with the given "
+"[param to] point, if necessary.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rect = Rect2i(0, 0, 5, 2)\n"
+"\n"
+"rect = rect.expand(Vector2i(10, 0)) # rect is Rect2i(0, 0, 10, 2)\n"
+"rect = rect.expand(Vector2i(-5, 5)) # rect is Rect2i(-5, 0, 15, 5)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var rect = new Rect2I(0, 0, 5, 2);\n"
+"\n"
+"rect = rect.Expand(new Vector2I(10, 0)); // rect is Rect2I(0, 0, 10, 2)\n"
+"rect = rect.Expand(new Vector2I(-5, 5)); // rect is Rect2I(-5, 0, 15, 5)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce una copia di questo rettangolo espanso per allineare i bordi con "
+"il punto [param to] specificato, se necessario.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var rect = Rect2(0, 0, 5, 2)\n"
+"\n"
+"rect = rect.expand(Vector2i(10, 0)) # rect è Rect2i(0, 0, 10, 2)\n"
+"rect = rect.expand(Vector2i(-5, 5)) # rect è Rect2i(-5, 0, 15, 5)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var rect = new Rect2(0, 0, 5, 2);\n"
+"\n"
+"rect = rect.Expand(new Vector2I(10, 0)); // rect è Rect2I(0, 0, 10, 2)\n"
+"rect = rect.Expand(new Vector2I(-5, 5)); // rect è Rect2I(-5, 0, 15, 5)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns the center point of the rectangle. This is the same as [code]position "
+"+ (size / 2)[/code].\n"
+"[b]Note:[/b] If the [member size] is odd, the result will be rounded towards "
+"[member position]."
+msgstr ""
+"Restituisce il punto centrale del rettangolo. È lo stesso di [code]position + "
+"(size / 2.0)[/code].\n"
+"[b]Nota:[/b] Se [member size] è dispari, il risultato sarà arrotondato verso "
+"[member position]."
+
+msgid ""
+"Returns a copy of this rectangle extended on all sides by the given [param "
+"amount]. A negative [param amount] shrinks the rectangle instead. See also "
+"[method grow_individual] and [method grow_side].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = Rect2i(4, 4, 8, 8).grow(4) # a is Rect2i(0, 0, 16, 16)\n"
+"var b = Rect2i(0, 0, 8, 4).grow(2) # b is Rect2i(-2, -2, 12, 8)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Rect2I(4, 4, 8, 8).Grow(4); // a is Rect2I(0, 0, 16, 16)\n"
+"var b = new Rect2I(0, 0, 8, 4).Grow(2); // b is Rect2I(-2, -2, 12, 8)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce una copia di questo rettangolo esteso su tutti i lati dalla "
+"quantità [param amount]. Un [param amount] negativo restringe invece il "
+"rettangolo. Vedi anche [method grow_individual] e [method grow_side].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = Rect2i(4, 4, 8, 8).grow(4) # a è Rect2i(0, 0, 16, 16)\n"
+"var b = Rect2i(0, 0, 8, 4).grow(2) # b è Rect2i(-2, -2, 12, 8)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = Rect2i(4, 4, 8, 8).grow(4) # a è Rect2i(0, 0, 16, 16)\n"
+"var b = Rect2i(0, 0, 8, 4).grow(2) # b è Rect2i(-2, -2, 12, 8)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns [code]true[/code] if the rectangle contains the given [param point]. "
+"By convention, points on the right and bottom edges are [b]not[/b] included.\n"
+"[b]Note:[/b] This method is not reliable for [Rect2i] with a [i]negative[/i] "
+"[member size]. Use [method abs] first to get a valid rectangle."
+msgstr ""
+"Restituisce [code]true[/code] se il rettangolo contiene il punto [param "
+"point]. Per convenzione, i punti sui bordi destro e inferiore [b]non[/b] sono "
+"inclusi.\n"
+"[b]Nota:[/b] Questo metodo non è affidabile per un [Rect2i] con una [member "
+"size] [i]negativa[/i]. Utilizza prima [method abs] per ottenere un rettangolo "
+"valido."
+
+msgid ""
+"Returns the intersection between this rectangle and [param b]. If the "
+"rectangles do not intersect, returns an empty [Rect2i].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = Rect2i(0, 0, 5, 10)\n"
+"var b = Rect2i(2, 0, 8, 4)\n"
+"\n"
+"var c = a.intersection(b) # c is Rect2i(2, 0, 3, 4)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Rect2I(0, 0, 5, 10);\n"
+"var b = new Rect2I(2, 0, 8, 4);\n"
+"\n"
+"var c = rect1.Intersection(rect2); // c is Rect2I(2, 0, 3, 4)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] If you only need to know whether two rectangles are overlapping, "
+"use [method intersects], instead."
+msgstr ""
+"Restituisce l'intersezione tra questo rettangolo e [param b]. Se i rettangoli "
+"non si intersecano, restituisce un [Rect2i] vuoto.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = Rect2i(0, 0, 5, 10)\n"
+"var b = Rect2i(2, 0, 8, 4)\n"
+"\n"
+"var c = a.intersection(b) # c è Rect2i(2, 0, 3, 4)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Rect2I(0, 0, 5, 10);\n"
+"var b = new Rect2I(2, 0, 8, 4);\n"
+"\n"
+"var c = rect1.Intersection(rect2); // c è Rect2I(2, 0, 3, 4)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Se hai solo bisogno di sapere se due rettangoli si "
+"sovrappongono, usa invece [method intersects]."
+
+msgid ""
"Returns [code]true[/code] if this rectangle overlaps with the [param b] "
"rectangle. The edges of both rectangles are excluded."
msgstr ""
@@ -50786,6 +74803,13 @@ msgstr ""
"rettangolo [param b]. I lati di entrambi i rettangoli sono esclusi."
msgid ""
+"Returns a [Rect2i] that encloses both this rectangle and [param b] around the "
+"edges. See also [method encloses]."
+msgstr ""
+"Restituisce un [Rect2i] che racchiude sia questo rettangolo che [param b] "
+"attorno ai bordi. Vedi anche [method encloses]."
+
+msgid ""
"Returns [code]true[/code] if the [member position] or [member size] of both "
"rectangles are not equal."
msgstr ""
@@ -50799,20 +74823,632 @@ msgstr ""
"Restituisce [code]true[/code] se entrambi [member position] e [member size] "
"dei rettangoli sono uguali, rispettivamente."
+msgid "A 2D rectangle shape used for physics collision."
+msgstr "Una forma di rettangolo 2D utilizzata per le collisioni fisiche."
+
+msgid ""
+"A 2D rectangle shape, intended for use in physics. Usually used to provide a "
+"shape for a [CollisionShape2D].\n"
+"[b]Performance:[/b] [RectangleShape2D] is fast to check collisions against. "
+"It is faster than [CapsuleShape2D], but slower than [CircleShape2D]."
+msgstr ""
+"Una forma di rettangolo 2D, pensata per l'uso in fisica. Solitamente "
+"utilizzata per fornire una forma per un [CollisionShape2D].\n"
+"[b]Prestazioni:[/b] [RectangleShape2D] è veloce per verificare le collisioni. "
+"È più veloce di [CapsuleShape2D], ma più lento di [CircleShape2D]."
+
+msgid "The rectangle's width and height."
+msgstr "La larghezza e l'altezza del rettangolo."
+
+msgid "Base class for reference-counted objects."
+msgstr "Classe di base per oggetti con conteggio dei riferimenti."
+
+msgid ""
+"Base class for any object that keeps a reference count. [Resource] and many "
+"other helper objects inherit this class.\n"
+"Unlike other [Object] types, [RefCounted]s keep an internal reference counter "
+"so that they are automatically released when no longer in use, and only then. "
+"[RefCounted]s therefore do not need to be freed manually with [method Object."
+"free].\n"
+"[RefCounted] instances caught in a cyclic reference will [b]not[/b] be freed "
+"automatically. For example, if a node holds a reference to instance [code]A[/"
+"code], which directly or indirectly holds a reference back to [code]A[/code], "
+"[code]A[/code]'s reference count will be 2. Destruction of the node will "
+"leave [code]A[/code] dangling with a reference count of 1, and there will be "
+"a memory leak. To prevent this, one of the references in the cycle can be "
+"made weak with [method @GlobalScope.weakref].\n"
+"In the vast majority of use cases, instantiating and using [RefCounted]-"
+"derived types is all you need to do. The methods provided in this class are "
+"only for advanced users, and can cause issues if misused.\n"
+"[b]Note:[/b] In C#, reference-counted objects will not be freed instantly "
+"after they are no longer in use. Instead, garbage collection will run "
+"periodically and will free reference-counted objects that are no longer in "
+"use. This means that unused ones will remain in memory for a while before "
+"being removed."
+msgstr ""
+"Classe di base per qualsiasi oggetto che mantiene un conteggio dei "
+"riferimenti. [Resource] e molti altri oggetti di supporto ereditano questa "
+"classe.\n"
+"A differenza di altri tipi di [Object], i [RefCounted] mantengono un "
+"contatore dei riferimenti interno in modo che siano rilasciati "
+"automaticamente quando non sono più in uso, e solo allora. I [RefCounted] non "
+"devono quindi essere liberati manualmente con [method Object.free].\n"
+"Le istanze [RefCounted] catturate in un riferimento ciclico [b]non[/b] "
+"saranno liberate automaticamente. Ad esempio, se un nodo contiene un "
+"riferimento all'istanza [code]A[/code], che contiene direttamente o "
+"indirettamente un riferimento ad [code]A[/code], il conteggio dei riferimenti "
+"di [code]A[/code] sarà 2. La distruzione del nodo lascerà [code]A[/code] "
+"sospeso con un conteggio dei riferimenti di 1 e accadrà una perdita di "
+"memoria. Per evitare ciò, uno dei riferimenti nel ciclo può essere reso "
+"debole con [method @GlobalScope.weakref].\n"
+"Nella stragrande maggioranza dei casi d'uso, è sufficiente istanziare e usare "
+"tipi derivati da [RefCounted]. I metodi forniti in questa classe sono solo "
+"per gli utenti avanzati e possono causare problemi se usati in modo "
+"improprio.\n"
+"[b]Nota:[/b] In C#, gli oggetti con conteggio dei riferimenti non saranno "
+"liberati immediatamente dopo che non sono più in uso. Invece, la garbage "
+"collection sarà eseguita periodicamente e libererà gli oggetti con conteggio "
+"dei riferimenti che non sono più in uso. Ciò significa che quelli "
+"inutilizzati rimarranno in memoria per un po' prima di essere rimossi."
+
msgid "Returns the current reference count."
msgstr "Restituisce il conteggio attuale dei riferimenti."
+msgid ""
+"Initializes the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns whether the initialization was successful."
+msgstr ""
+"Inizializza il contatore di riferimento interno. Usalo solo se sai davvero "
+"cosa stai facendo.\n"
+"Restituisce se l'inizializzazione è riuscita."
+
+msgid ""
+"Increments the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns [code]true[/code] if the increment was successful, [code]false[/code] "
+"otherwise."
+msgstr ""
+"Incrementa il contatore di riferimento interno. Usalo solo se sai davvero "
+"cosa stai facendo.\n"
+"Restituisce [code]true[/code] se l'incremento ha avuto successo, altrimenti "
+"[code]false[/code]."
+
+msgid ""
+"Decrements the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns [code]true[/code] if the object should be freed after the decrement, "
+"[code]false[/code] otherwise."
+msgstr ""
+"Decrementa il contatore di riferimento interno. Usalo solo se sai davvero "
+"cosa stai facendo.\n"
+"Restituisce [code]true[/code] se l'oggetto dovrebbe essere liberato dopo il "
+"decremento, altrimenti [code]false[/code]."
+
+msgid "A rectangle hint for designing UIs."
+msgstr ""
+"Un suggerimento rettangolare per la progettazione delle interfacce utente."
+
+msgid ""
+"A rectangle box that displays only a colored border around its rectangle. It "
+"is used to visualize the extents of a [Control]."
+msgstr ""
+"Un riquadro rettangolare che mostra solo un bordo colorato attorno al suo "
+"rettangolo. È utilizzata per visualizzare le estensioni di un [Control]."
+
msgid "Sets the border color of the [ReferenceRect]."
msgstr "Imposta il colore dei bordi del [ReferenceRect]."
+msgid ""
+"Sets the border width of the [ReferenceRect]. The border grows both inwards "
+"and outwards with respect to the rectangle box."
+msgstr ""
+"Imposta la larghezza del bordo del [ReferenceRect]. Il bordo cresce sia verso "
+"l'interno che verso l'esterno rispetto al rettangolo."
+
+msgid ""
+"If [code]true[/code], the [ReferenceRect] will only be visible while in "
+"editor. Otherwise, [ReferenceRect] will be visible in the running project."
+msgstr ""
+"Se [code]true[/code], il [ReferenceRect] sarà visibile solo nell'editor. "
+"Altrimenti, il [ReferenceRect] sarà visibile nel progetto in esecuzione."
+
+msgid ""
+"Captures its surroundings to create fast, accurate reflections from a given "
+"point."
+msgstr ""
+"Cattura l'ambiente circostante per creare riflessi rapidi e precisi da un "
+"punto fornito."
+
+msgid "Reflection probes"
+msgstr "Sonde di riflessi"
+
+msgid ""
+"The custom ambient color to use within the [ReflectionProbe]'s box defined by "
+"its [member size]. Only effective if [member ambient_mode] is [constant "
+"AMBIENT_COLOR]."
+msgstr ""
+"Il colore ambientale personalizzato da usare all'interno della casella del "
+"[ReflectionProbe] definita dalle sue [member size]. Efficace solo se [member "
+"ambient mode] è [constant AMBIENT_COLOR]."
+
+msgid ""
+"The custom ambient color energy to use within the [ReflectionProbe]'s box "
+"defined by its [member size]. Only effective if [member ambient_mode] is "
+"[constant AMBIENT_COLOR]."
+msgstr ""
+"L'energia del colore ambientale personalizzata da usare all'interno della "
+"casella del [ReflectionProbe] definita dalle sue [member size]. Efficace solo "
+"se [member ambient mode] è [constant AMBIENT_COLOR]."
+
+msgid ""
+"The ambient color to use within the [ReflectionProbe]'s box defined by its "
+"[member size]. The ambient color will smoothly blend with other "
+"[ReflectionProbe]s and the rest of the scene (outside the [ReflectionProbe]'s "
+"box defined by its [member size])."
+msgstr ""
+"Il colore ambientale da usare all'interno della casella del [ReflectionProbe] "
+"definita dalle sue [member size]. Il colore ambientale si fonderà in modo "
+"uniforme con gli altri [ReflectionProbe] e con il resto della scena (al di "
+"fuori della casella di [ReflectionProbe] definita dalle sue [member size])."
+
+msgid ""
+"If [code]true[/code], enables box projection. This makes reflections look "
+"more correct in rectangle-shaped rooms by offsetting the reflection center "
+"depending on the camera's location.\n"
+"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to the "
+"grid, you can rotate the [ReflectionProbe] node."
+msgstr ""
+"Se [code]true[/code], abilita la proiezione della casella. Ciò rende i "
+"riflessi più corretti nelle stanze rettangolari, spostando il centro del "
+"riflesso in base alla posizione della telecamera.\n"
+"[b]Nota:[/b] Per adattare meglio le stanze rettangolari non allineate alla "
+"griglia, puoi ruotare il nodo [ReflectionProbe]."
+
+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. It is best to only include large objects which are "
+"likely to take up a lot of space in the reflection in order to save on "
+"rendering cost.\n"
+"This can also be used to prevent an object from reflecting upon itself (for "
+"instance, a [ReflectionProbe] centered on a vehicle)."
+msgstr ""
+"Imposta la maschera di cull che determina quali oggetti sono disegnati da "
+"questa sonda. Ogni [VisualInstance3D] con uno strato incluso in questa "
+"maschera di selezione sarà renderizzato dalla sonda. È meglio includere solo "
+"oggetti enormi che potrebbero occupare molto spazio nella riflessione per "
+"risparmiare sui costi di rendering.\n"
+"Questo può anche essere utilizzato per impedire a un oggetto di riflettersi "
+"su se stesso (ad esempio, una [ReflectionProbe] centrata su un veicolo)."
+
+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 ""
+"Se [code]true[/code], calcola le ombre nella sonda di riflessione. Ciò "
+"rallenta il rendering della sonda di riflessione; potresti volerlo "
+"disabilitare se usi [constant UPDATE_ALWAYS] [member update_mode]."
+
+msgid ""
+"Defines the reflection intensity. Intensity modulates the strength of the "
+"reflection."
+msgstr ""
+"Definisce l'intensità della riflessione. L'intensità modifica il magnitudo "
+"dell'effetto di riflessione."
+
msgid "If [code]true[/code], reflections will ignore sky contribution."
msgstr "Se [code]true[/code], i riflessi ignoreranno il contributo del cielo."
+msgid ""
+"The maximum distance away from the [ReflectionProbe] an object can be before "
+"it is culled. Decrease this to improve performance, especially when using the "
+"[constant UPDATE_ALWAYS] [member update_mode].\n"
+"[b]Note:[/b] The maximum reflection distance is always at least equal to the "
+"probe's extents. This means that decreasing [member max_distance] will not "
+"always cull objects from reflections, especially if the reflection probe's "
+"box defined by its [member size] is already large."
+msgstr ""
+"La distanza massima dal [ReflectionProbe] a cui può trovarsi un oggetto prima "
+"di essere scartato. Riduci questo valore per migliorare le prestazioni, "
+"specialmente quando si usa [constant UPDATE_ALWAYS] [member update_mode].\n"
+"[b]Nota:[/b] La distanza massima di riflessione è sempre almeno uguale alle "
+"estensioni della sonda. Ciò significa che ridurre [member max_distance] non "
+"scarterà sempre gli oggetti dalle riflessioni, specialmente se la casella "
+"della sonda di riflessione definita dalla sua [member size] è già grande."
+
+msgid ""
+"The automatic LOD bias to use for meshes rendered within the "
+"[ReflectionProbe] (this is analog to [member Viewport.mesh_lod_threshold]). "
+"Higher values will use less detailed versions of meshes that have LOD "
+"variations generated. If set to [code]0.0[/code], automatic LOD is disabled. "
+"Increase [member mesh_lod_threshold] to improve performance at the cost of "
+"geometry detail, especially when using the [constant UPDATE_ALWAYS] [member "
+"update_mode].\n"
+"[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] "
+"visibility ranges (also known as \"manual\" LOD or hierarchical LOD)."
+msgstr ""
+"Il bias di LOD automatico da usare per le mesh renderizzate all'interno del "
+"[ReflectionProbe] (analogo a [member Viewport.mesh_lod_threshold]). Valori "
+"più alti useranno versioni meno dettagliate delle mesh che hanno variazioni "
+"di LOD generate. Se impostato su [code]0.0[/code], il LOD automatico è "
+"disabilitato. Aumentare [member mesh_lod_threshold] per migliorare le "
+"prestazioni a scapito dei dettagli della geometria, specialmente quando si "
+"usa [constant UPDATE_ALWAYS] [member update_mode].\n"
+"[b]Nota:[/b] [member mesh_lod_threshold] non influisce sugli intervalli di "
+"visibilità di [GeometryInstance3D] (noti anche come LOD \"manuale\" o LOD "
+"gerarchico)."
+
+msgid ""
+"Sets the origin offset to be used when this [ReflectionProbe] is in [member "
+"box_projection] mode. This can be set to a non-zero value to ensure a "
+"reflection fits a rectangle-shaped room, while reducing the number of objects "
+"that \"get in the way\" of the reflection."
+msgstr ""
+"Imposta lo spostamento dell'origine da usare quando questo [ReflectionProbe] "
+"è in modalità [member box_projection]. Può essere impostato su un valore "
+"diverso da zero per garantire che una riflessione si adatti a una stanza "
+"rettangolare, riducendo allo stesso tempo il numero di oggetti che "
+"\"intralciano\" la riflessione."
+
+msgid ""
+"Sets the reflection mask which determines what objects have reflections "
+"applied from this probe. Every [VisualInstance3D] with a layer included in "
+"this reflection mask will have reflections applied from this probe. See also "
+"[member cull_mask], which can be used to exclude objects from appearing in "
+"the reflection while still making them affected by the [ReflectionProbe]."
+msgstr ""
+"Imposta la maschera di riflessione che determina quali oggetti hanno riflessi "
+"applicati da questa sonda. Ogni [VisualInstance3D] con uno strato incluso in "
+"questa maschera di riflessione avrà riflessi applicati da questa sonda. Vedi "
+"anche [member cull_mask], che può essere usato per impedire agli oggetti di "
+"apparire nella riflessione, pur rendendoli influenzati dal [ReflectionProbe]."
+
+msgid ""
+"The size of the reflection probe. The larger the size, the more space covered "
+"by the probe, which will lower the perceived resolution. It is best to keep "
+"the size only as large as you need it.\n"
+"[b]Note:[/b] To better fit areas that are not aligned to the grid, you can "
+"rotate the [ReflectionProbe] node."
+msgstr ""
+"Le dimensioni della sonda di riflessione. Maggiori sono le dimensioni, "
+"maggiore è lo spazio coperto dalla sonda, il che abbasserà la risoluzione "
+"percepita. È meglio mantenere le dimensioni solo quanto serve.\n"
+"[b]Nota:[/b] Per adattare meglio le aree che non sono allineate alla griglia, "
+"puoi ruotare il nodo [ReflectionProbe]."
+
+msgid ""
+"Sets how frequently the [ReflectionProbe] is updated. Can be [constant "
+"UPDATE_ONCE] or [constant UPDATE_ALWAYS]."
+msgstr ""
+"Imposta la frequenza con cui il [ReflectionProbe] viene aggiornato. Può "
+"essere [constant UPDATE_ONCE] o [constant UPDATE_ALWAYS]."
+
+msgid ""
+"Update the probe once on the next frame (recommended for most objects). The "
+"corresponding radiance map will be generated over the following six frames. "
+"This takes more time to update than [constant UPDATE_ALWAYS], but it has a "
+"lower performance cost and can result in higher-quality reflections. The "
+"ReflectionProbe is updated when its transform changes, but not when nearby "
+"geometry changes. You can force a [ReflectionProbe] update by moving the "
+"[ReflectionProbe] slightly in any direction."
+msgstr ""
+"Aggiorna la sonda una sola volta sul frame successivo (consigliato per la "
+"maggior parte degli oggetti). La mappa di radianza corrispondente sarà "
+"generata nei sei frame successivi. L'aggiornamento richiede perciò più tempo "
+"rispetto a [constant UPDATE_ALWAYS], ma ha un costo di prestazioni inferiore "
+"e può risultare in riflessi di qualità superiore. ReflectionProbe è "
+"aggiornato quando cambia la sua trasformazione, ma non quando cambia la "
+"geometria vicina. Puoi forzare un aggiornamento del [ReflectionProbe] "
+"spostandolo leggermente in qualsiasi direzione."
+
+msgid ""
+"Update the probe every frame. This provides better results for fast-moving "
+"dynamic objects (such as cars). However, it has a significant performance "
+"cost. Due to the cost, it's recommended to only use one ReflectionProbe with "
+"[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use "
+"[constant UPDATE_ONCE]."
+msgstr ""
+"Aggiorna la sonda a ogni frame. Ciò fornisce risultati migliori per oggetti "
+"dinamici in rapido movimento (come le auto). Tuttavia, ha un costo notevole "
+"in termini di prestazioni. A causa del costo, si consiglia di usare solo un "
+"ReflectionProbe con [constant UPDATE_ALWAYS] al massimo per scena. Per tutti "
+"gli altri casi d'uso, utilizza [constant UPDATE_ONCE]."
+
+msgid ""
+"Do not apply any ambient lighting inside the [ReflectionProbe]'s box defined "
+"by its [member size]."
+msgstr ""
+"Non applicare alcuna illuminazione ambientale all'interno della casella del "
+"[ReflectionProbe] definita dalle sue [member size]."
+
+msgid ""
+"Apply automatically-sourced environment lighting inside the "
+"[ReflectionProbe]'s box defined by its [member size]."
+msgstr ""
+"Applica l'illuminazione ambientale con sorgente automatica all'interno della "
+"casella del [ReflectionProbe] definita dalle sue [member size]."
+
+msgid ""
+"Apply custom ambient lighting inside the [ReflectionProbe]'s box defined by "
+"its [member size]. See [member ambient_color] and [member "
+"ambient_color_energy]."
+msgstr ""
+"Applica un'illuminazione ambientale personalizzata all'interno della casella "
+"del [ReflectionProbe] definita dalle sue [member size]. Vedi [member "
+"ambient_color] e [member ambient_color_energy]."
+
+msgid "Class for searching text for patterns using regular expressions."
+msgstr ""
+"Classe per la ricerca di modelli nel testo, tramite espressioni regolari."
+
+msgid "Creates and compiles a new [RegEx] object."
+msgstr "Crea e compila un nuovo oggetto [RegEx]."
+
+msgid "Returns the number of capturing groups in compiled pattern."
+msgstr "Restituisce il numero di gruppi di cattura nel modello compilato."
+
+msgid ""
+"Returns an array of names of named capturing groups in the compiled pattern. "
+"They are ordered by appearance."
+msgstr ""
+"Restituisce un array di nomi di gruppi di cattura denominati nel pattern "
+"compilato. Sono elencati in ordine di apparizione."
+
+msgid "Returns the original search pattern that was compiled."
+msgstr "Restituisce il modello di ricerca originale compilato."
+
+msgid "Returns whether this object has a valid search pattern assigned."
+msgstr ""
+"Restituisce se a questo oggetto è assegnato un modello di ricerca valido."
+
+msgid ""
+"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
+"of the first matching result if found, otherwise [code]null[/code].\n"
+"The region to search within can be specified with [param offset] and [param "
+"end]. This is useful when searching for another match in the same [param "
+"subject] by calling this method again after a previous success. Note that "
+"setting these parameters differs from passing over a shortened string. For "
+"example, the start anchor [code]^[/code] is not affected by [param offset], "
+"and the character before [param offset] will be checked for the word boundary "
+"[code]\\b[/code]."
+msgstr ""
+"Ricerca nel testo il modello compilato. Restituisce un contenitore "
+"[RegExMatch] del primo risultato corrispondente se trovato, altrimenti "
+"[code]null[/code].\n"
+"La regione in cui cercare può essere specificata con [param offset] e [param "
+"end]. Ciò è utile quando si cerca un'altra corrispondenza nello stesso "
+"soggetto ([param subject]), richiamando questo metodo dopo un successo "
+"precedente. Nota che impostare questi parametri non è la stessa cosa di "
+"passare una stringa abbreviata. Ad esempio, l'ancora di inizio [code]^[/code] "
+"non è influenzata da [param offset] e il carattere prima di [param offset] "
+"sarà controllato per il confine di parola [code]\\b[/code]."
+
+msgid ""
+"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
+"containers for each non-overlapping result. If no results were found, an "
+"empty array is returned instead.\n"
+"The region to search within can be specified with [param offset] and [param "
+"end]. This is useful when searching for another match in the same [param "
+"subject] by calling this method again after a previous success. Note that "
+"setting these parameters differs from passing over a shortened string. For "
+"example, the start anchor [code]^[/code] is not affected by [param offset], "
+"and the character before [param offset] will be checked for the word boundary "
+"[code]\\b[/code]."
+msgstr ""
+"Ricerca nel testo il modello compilato. Restituisce un array di contenitori "
+"[RegExMatch] per ogni risultato non sovrapposto. Se nessun risultato è stato "
+"trovato, viene restituito un array vuoto.\n"
+"La regione in cui cercare può essere specificata con [param offset] e [param "
+"end]. Ciò è utile quando si cerca un'altra corrispondenza nello stesso "
+"soggetto ([param subject]), richiamando questo metodo dopo un successo "
+"precedente. Nota che impostare questi parametri non è la stessa cosa di "
+"passare una stringa abbreviata. Ad esempio, l'ancora di inizio [code]^[/code] "
+"non è influenzata da [param offset] e il carattere prima di [param offset] "
+"sarà controllato per il confine di parola [code]\\b[/code]."
+
+msgid ""
+"Searches the text for the compiled pattern and replaces it with the specified "
+"string. Escapes and backreferences such as [code]$1[/code] and [code]$name[/"
+"code] are expanded and resolved. By default, only the first instance is "
+"replaced, but it can be changed for all instances (global replacement).\n"
+"The region to search within can be specified with [param offset] and [param "
+"end]. This is useful when searching for another match in the same [param "
+"subject] by calling this method again after a previous success. Note that "
+"setting these parameters differs from passing over a shortened string. For "
+"example, the start anchor [code]^[/code] is not affected by [param offset], "
+"and the character before [param offset] will be checked for the word boundary "
+"[code]\\b[/code]."
+msgstr ""
+"Ricerca nel testo il modello compilato e lo sostituisce con la stringa "
+"specificata. Escape e backreference come [code]$1[/code] e [code]$name[/code] "
+"vengono espansi e risolti. Per impostazione predefinita, solo la prima "
+"istanza viene sostituita, ma può essere modificata per tutte le istanze "
+"(sostituzione globale).\n"
+"La regione in cui cercare può essere specificata con [param offset] e [param "
+"end]. Ciò è utile quando si cerca un'altra corrispondenza nello stesso "
+"soggetto ([param subject]), richiamando questo metodo dopo un successo "
+"precedente. Nota che impostare questi parametri non è la stessa cosa di "
+"passare una stringa abbreviata. Ad esempio, l'ancora di inizio [code]^[/code] "
+"non è influenzata da [param offset] e il carattere prima di [param offset] "
+"sarà controllato per il confine di parola [code]\\b[/code]."
+
+msgid "Contains the results of a [RegEx] search."
+msgstr "Contiene i risultati di una ricerca con un [RegEx]."
+
+msgid ""
+"Contains the results of a single [RegEx] match returned by [method RegEx."
+"search] and [method RegEx.search_all]. It can be used to find the position "
+"and range of the match and its capturing groups, and it can extract its "
+"substring for you."
+msgstr ""
+"Contiene i risultati di una singola corrispondenza di un [RegEx] restituita "
+"da [method RegEx.search] e [method RegEx.search_all]. Può essere utilizzato "
+"per trovare la posizione e l'intervallo della corrispondenza e dei suoi "
+"gruppi di cattura, e può estrarre la sua sottostringa per te."
+
+msgid ""
+"Returns the end position of the match within the source string. The end "
+"position of capturing groups can be retrieved by providing its group number "
+"as an integer or its string name (if it's a named group). The default value "
+"of 0 refers to the whole pattern.\n"
+"Returns -1 if the group did not match or doesn't exist."
+msgstr ""
+"Restituisce la posizione finale della corrispondenza all'interno della "
+"stringa sorgente. La posizione finale dei gruppi di cattura può essere "
+"recuperata specificando il numero del gruppo come numero intero o il nome "
+"della stringa (se è un gruppo denominato). Il valore predefinito 0 si "
+"riferisce all'intero modello.\n"
+"Restituisce -1 se il gruppo non corrisponde o non esiste."
+
+msgid "Returns the number of capturing groups."
+msgstr "Restituisce il numero di gruppi di cattura."
+
+msgid ""
+"Returns the starting position of the match within the source string. The "
+"starting position of capturing groups can be retrieved by providing its group "
+"number as an integer or its string name (if it's a named group). The default "
+"value of 0 refers to the whole pattern.\n"
+"Returns -1 if the group did not match or doesn't exist."
+msgstr ""
+"Restituisce la posizione iniziale della corrispondenza all'interno della "
+"stringa sorgente. La posizione iniziale dei gruppi di cattura può essere "
+"recuperata specificando il numero del gruppo come numero intero o il nome "
+"della stringa (se è un gruppo denominato). Il valore predefinito 0 si "
+"riferisce all'intero pattern.\n"
+"Restituisce -1 se il gruppo non corrisponde o non esiste."
+
+msgid ""
+"Returns the substring of the match from the source string. Capturing groups "
+"can be retrieved by providing its group number as an integer or its string "
+"name (if it's a named group). The default value of 0 refers to the whole "
+"pattern.\n"
+"Returns an empty string if the group did not match or doesn't exist."
+msgstr ""
+"Restituisce la sottostringa della corrispondenza dalla stringa sorgente. I "
+"gruppi di cattura possono essere recuperati specificando il numero del gruppo "
+"come numero intero o il nome della stringa (se è un gruppo denominato). Il "
+"valore predefinito 0 si riferisce all'intero modello.\n"
+"Restituisce una stringa vuota se il gruppo non corrisponde o non esiste."
+
+msgid ""
+"A dictionary of named groups and its corresponding group number. Only groups "
+"that were matched are included. If multiple groups have the same name, that "
+"name would refer to the first matching one."
+msgstr ""
+"Un dizionario di gruppi denominati e il numero di gruppo corrispondente. Sono "
+"inclusi solo i gruppi che sono stati abbinati. Se più gruppi hanno lo stesso "
+"nome, tale nome farebbe riferimento al primo corrispondente."
+
+msgid "An [Array] of the match and its capturing groups."
+msgstr "Un [Array] della corrispondenza e dei suoi gruppi di cattura."
+
+msgid ""
+"The source string used with the search pattern to find this matching result."
+msgstr ""
+"La stringa sorgente utilizzata con il modello di ricerca per trovare questo "
+"risultato corrispondente."
+
+msgid ""
+"RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived "
+"node in the scene."
+msgstr ""
+"RemoteTransform2D spinge il proprio [Transform2D] su un altro nodo derivato "
+"da [Node2D] nella scena."
+
+msgid ""
+"RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived "
+"node (called the remote node) in the scene.\n"
+"It can be set to update another node's position, rotation and/or scale. It "
+"can use either global or local coordinates."
+msgstr ""
+"RemoteTransform2D spinge il proprio [Transform2D] su un altro nodo derivato "
+"da [Node2D] (chiamato nodo remoto) nella scena.\n"
+"Può essere impostato per aggiornare la posizione, la rotazione e/o la scala "
+"di un altro nodo. Può usare coordinate globali o locali."
+
+msgid ""
+"[RemoteTransform2D] caches the remote node. It may not notice if the remote "
+"node disappears; [method force_update_cache] forces it to update the cache "
+"again."
+msgstr ""
+"[RemoteTransform2D] memorizza nella cache il nodo remoto. Potrebbe non "
+"accorgersi se il nodo remoto scompare; [method force_update_cache] lo forza "
+"ad aggiornare nuovamente la cache."
+
+msgid ""
+"The [NodePath] to the remote node, relative to the RemoteTransform2D's "
+"position in the scene."
+msgstr ""
+"Il [NodePath] per il nodo remoto, relativo alla posizione di "
+"RemoteTransform2D nella scena."
+
+msgid "If [code]true[/code], the remote node's position is updated."
+msgstr "Se [code]true[/code], la posizione del nodo remoto viene aggiornata."
+
+msgid "If [code]true[/code], the remote node's rotation is updated."
+msgstr "Se [code]true[/code], la rotazione del nodo remoto viene aggiornata."
+
+msgid "If [code]true[/code], the remote node's scale is updated."
+msgstr "Se [code]true[/code], la scala del nodo remoto viene aggiornata."
+
+msgid ""
+"If [code]true[/code], global coordinates are used. If [code]false[/code], "
+"local coordinates are used."
+msgstr ""
+"Se [code]true[/code], sono usate le coordinate globali. Se [code]false[/"
+"code], sono usate le coordinate locali."
+
+msgid ""
+"RemoteTransform3D pushes its own [Transform3D] to another [Node3D] derived "
+"Node in the scene."
+msgstr ""
+"RemoteTransform3D spinge il proprio [Transform3D] su un altro nodo derivato "
+"da [Node3D] nella scena."
+
+msgid ""
+"RemoteTransform3D pushes its own [Transform3D] to another [Node3D] derived "
+"Node (called the remote node) in the scene.\n"
+"It can be set to update another Node's position, rotation and/or scale. It "
+"can use either global or local coordinates."
+msgstr ""
+"RemoteTransform3D spinge il proprio [Transform3D] su un altro nodo derivato "
+"da [Node3D] (chiamato nodo remoto) nella scena.\n"
+"Può essere impostato per aggiornare la posizione, la rotazione e/o la scala "
+"di un altro nodo. Può usare coordinate globali o locali."
+
+msgid ""
+"[RemoteTransform3D] caches the remote node. It may not notice if the remote "
+"node disappears; [method force_update_cache] forces it to update the cache "
+"again."
+msgstr ""
+"[RemoteTransform3D] memorizza nella cache il nodo remoto. Potrebbe non "
+"accorgersi se il nodo remoto scompare; [method force_update_cache] lo forza "
+"ad aggiornare nuovamente la cache."
+
+msgid ""
+"The [NodePath] to the remote node, relative to the RemoteTransform3D's "
+"position in the scene."
+msgstr ""
+"Il [NodePath] per il nodo remoto, relativo alla posizione di "
+"RemoteTransform3D nella scena."
+
+msgid ""
+"Abstract render data object, holds frame data related to rendering a single "
+"frame of a viewport."
+msgstr ""
+"Oggetto astratto con dati di rendering, contiene i dati di frame correlati al "
+"rendering di un singolo frame di una viewport."
+
msgid "Returns the [RenderSceneData] object managing this frames scene data."
msgstr ""
"Restituisce l'oggetto [RenderSceneData] che gestisce i dati della scena in "
"questo frame."
+msgid "Using compute shaders"
+msgstr "Utilizzo degli shader di calcolo"
+
msgid ""
"Returns [code]true[/code] if the compute pipeline specified by the [param "
"compute_pipeline] RID is valid, [code]false[/code] otherwise."
@@ -50891,10 +75527,10 @@ msgstr ""
"altrimenti [code]false[/code]."
msgid "Represents the size of the [enum DeviceType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum DeviceType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum DeviceType]."
msgid "Represents the size of the [enum DataFormat] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum DataFormat]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum DataFormat]."
msgid "1-dimensional texture."
msgstr "Texture a 1 dimensione."
@@ -50909,16 +75545,16 @@ msgid "[Cubemap] texture."
msgstr "Texture [Cubemap]."
msgid "Represents the size of the [enum TextureType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum TextureType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum TextureType]."
msgid "Represents the size of the [enum TextureSamples] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum TextureSamples]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum TextureSamples]."
msgid "Return the sampled value as-is."
msgstr "Restituite il valore prelevato come è."
msgid "Represents the size of the [enum TextureSwizzle] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum TextureSwizzle]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum TextureSwizzle]."
msgid "2-dimensional texture slice."
msgstr "Sezione di texture a 2 dimensioni."
@@ -50930,10 +75566,10 @@ msgid "3-dimensional texture slice."
msgstr "Sezione di texture a 3 dimensioni."
msgid "Represents the size of the [enum SamplerRepeatMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum SamplerRepeatMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum SamplerRepeatMode]."
msgid "Represents the size of the [enum SamplerBorderColor] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum SamplerBorderColor]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum SamplerBorderColor]."
msgid "Sampler uniform."
msgstr "Uniforme campionatore."
@@ -50951,28 +75587,28 @@ msgid "Image buffer uniform."
msgstr "Uniforme di buffer di immagine."
msgid "Represents the size of the [enum UniformType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum UniformType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum UniformType]."
msgid "Represents the size of the [enum RenderPrimitive] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum RenderPrimitive]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum RenderPrimitive]."
msgid "Represents the size of the [enum StencilOperation] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum StencilOperation]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum StencilOperation]."
msgid "Represents the size of the [enum CompareOperator] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum CompareOperator]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum CompareOperator]."
msgid "Invert logic operation."
msgstr "Inverti l'operazione logica."
msgid "Represents the size of the [enum LogicOperation] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum LogicOperation]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum LogicOperation]."
msgid "Represents the size of the [enum BlendFactor] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum BlendFactor]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum BlendFactor]."
msgid "Represents the size of the [enum BlendOperation] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum BlendOperation]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum BlendOperation]."
msgid "Load the previous contents of the framebuffer."
msgstr "Carica il contenuto precedente del framebuffer."
@@ -50981,13 +75617,13 @@ msgid "Clear the whole framebuffer or its specified region."
msgstr "Cancella l'intero framebuffer o una sua regione specificata."
msgid "Represents the size of the [enum InitialAction] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum InitialAction]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum InitialAction]."
msgid "Represents the size of the [enum FinalAction] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum FinalAction]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum FinalAction]."
msgid "Represents the size of the [enum ShaderStage] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ShaderStage]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ShaderStage]."
msgid "Maximum number of texture array layers."
msgstr "Numero massimo di strati di array di texture."
@@ -51001,6 +75637,9 @@ msgstr "Altezza massima della vista (in pixel)."
msgid "Memory taken by textures."
msgstr "Memoria occupata da texture."
+msgid "Server for anything visible."
+msgstr "Server per tutto quello che è visibile."
+
msgid ""
"Sets the compositor used by this camera. Equivalent to [member Camera3D."
"compositor]."
@@ -51009,15 +75648,38 @@ msgstr ""
"Camera3D.compositor]."
msgid ""
+"Sets camera to use perspective projection. Objects on the screen becomes "
+"smaller when they are far away."
+msgstr ""
+"Imposta la telecamera per usare la proiezione prospettica. Gli oggetti sullo "
+"schermo diventano più piccoli quando sono lontani."
+
+msgid "Sets [Transform3D] of camera."
+msgstr "Imposta il [Transform3D] della telecamera."
+
+msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
+msgstr "Imposta il [CanvasItem] per copiare un rettangolo nel backbuffer."
+
+msgid "Sets the index for the [CanvasItem]."
+msgstr "Imposta l'indice per il [CanvasItem]."
+
+msgid ""
"If [param interpolated] is [code]true[/code], turns on physics interpolation "
"for the canvas item."
msgstr ""
"Se [param interpolated] è [code]true[/code], abilita l'interpolazione di "
"fisica per l'elemento di canvas."
+msgid "Sets if the [CanvasItem] uses its parent's material."
+msgstr ""
+"Imposta se il [CanvasItem] utilizza il materiale del suo elemento padre."
+
msgid "Sets the visibility of the [CanvasItem]."
msgstr "Imposta la visibilità del [CanvasItem]."
+msgid "Enables or disables light occluder."
+msgstr "Attiva o disattiva l'occlusore di luce."
+
msgid ""
"If [param interpolated] is [code]true[/code], turns on physics interpolation "
"for the light occluder."
@@ -51032,6 +75694,9 @@ msgstr ""
"Se [param interpolated] è [code]true[/code], abilita l'interpolazione di "
"fisica per le luci del canvas."
+msgid "Sets the shape of the occluder polygon."
+msgstr "Imposta la forma del poligono occlusore."
+
msgid ""
"Sets the texture [param filter] mode to use for the canvas texture specified "
"by the [param canvas_texture] RID."
@@ -51053,6 +75718,78 @@ msgstr ""
"Imposta le dimensioni del decal specificato dal [RID] [param decal] a [param "
"size]. Equivalente a [member Decal.size]."
+msgid ""
+"Sets the [Material] of the fog volume. Can be either a [FogMaterial] or a "
+"custom [ShaderMaterial]."
+msgstr ""
+"Imposta il [Material] del volume di nebbia. Può essere un [FogMaterial] o uno "
+"[ShaderMaterial] personalizzato."
+
+msgid ""
+"Creates a new global shader uniform.\n"
+"[b]Note:[/b] Global shader parameter names are case-sensitive."
+msgstr ""
+"Crea una nuova uniforme globale di shader .\n"
+"[b]Nota:[/b] I nomi dei parametri globali di shader sono sensibili alle "
+"maiuscole e alle minuscole."
+
+msgid ""
+"Returns the value of the global shader uniform specified by [param name].\n"
+"[b]Note:[/b] [method global_shader_parameter_get] has a large performance "
+"penalty as the rendering thread needs to synchronize with the calling thread, "
+"which is slow. Do not use this method during gameplay to avoid stuttering. If "
+"you need to read values in a script after setting them, consider creating an "
+"autoload where you store the values you need to query at the same time you're "
+"setting them as global parameters."
+msgstr ""
+"Restituisce il valore dell'uniforme globale di shader specificato da [member "
+"name].\n"
+"[b]Nota:[/b] [method global_shader_parameter_get] causa una notevole "
+"riduzione delle prestazioni poiché il thread di rendering deve sincronizzarsi "
+"con il thread chiamante, il che è lento. Non usare questo metodo durante il "
+"gioco per evitare scatti. Se hai bisogno di leggere i valori in uno script "
+"dopo averli impostati, considera di creare un caricamento automatico in cui "
+"memorizzi i valori che devi interrogare nello stesso momento in cui li "
+"imposti come parametri globali."
+
+msgid ""
+"Returns the list of global shader uniform names.\n"
+"[b]Note:[/b] [method global_shader_parameter_get] has a large performance "
+"penalty as the rendering thread needs to synchronize with the calling thread, "
+"which is slow. Do not use this method during gameplay to avoid stuttering. If "
+"you need to read values in a script after setting them, consider creating an "
+"autoload where you store the values you need to query at the same time you're "
+"setting them as global parameters."
+msgstr ""
+"Restituisce la lista dei nomi delle uniformi globali di shader.\n"
+"[b]Nota:[/b] [method global_shader_parameter_get] causa una notevole "
+"riduzione delle prestazioni poiché il thread di rendering deve sincronizzarsi "
+"con il thread chiamante, il che è lento. Non usare questo metodo durante il "
+"gioco per evitare scatti. Se hai bisogno di leggere i valori in uno script "
+"dopo averli impostati, considera di creare un caricamento automatico in cui "
+"memorizzi i valori che devi interrogare nello stesso momento in cui li "
+"imposti come parametri globali."
+
+msgid ""
+"Returns the type associated to the global shader uniform specified by [param "
+"name].\n"
+"[b]Note:[/b] [method global_shader_parameter_get] has a large performance "
+"penalty as the rendering thread needs to synchronize with the calling thread, "
+"which is slow. Do not use this method during gameplay to avoid stuttering. If "
+"you need to read values in a script after setting them, consider creating an "
+"autoload where you store the values you need to query at the same time you're "
+"setting them as global parameters."
+msgstr ""
+"Restituisce il tipo associato all'uniforme globale di shader specificata da "
+"[param name].\n"
+"[b]Nota:[/b] [method global_shader_parameter_get] causa una notevole "
+"riduzione delle prestazioni poiché il thread di rendering deve sincronizzarsi "
+"con il thread chiamante, il che è lento. Non usare questo metodo durante il "
+"gioco per evitare scatti. Se hai bisogno di leggere i valori in uno script "
+"dopo averli impostati, considera di creare un caricamento automatico in cui "
+"memorizzi i valori che devi interrogare nello stesso momento in cui li "
+"imposti come parametri globali."
+
msgid "Removes the global shader uniform specified by [param name]."
msgstr "Rimuove l'uniforme globale di shader specificato da [param name]."
@@ -51061,6 +75798,19 @@ msgstr ""
"Imposta l'uniforme globale di shader con nome [param name] a [param value]."
msgid ""
+"Overrides the global shader uniform [param name] with [param value]. "
+"Equivalent to the [ShaderGlobalsOverride] node."
+msgstr ""
+"Sovrascrive l'uniforme globale di shader denominata [param name] con [param "
+"value]. Equivalente al nodo [ShaderGlobalsOverride]."
+
+msgid "This method has not been used since Godot 3.0."
+msgstr "Questo metodo non è stato più utilizzato da Godot 3.0."
+
+msgid "This method does nothing and always returns [code]false[/code]."
+msgstr "Questo metodo non fa nulla e restituisce sempre [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]."
msgstr ""
@@ -51097,6 +75847,13 @@ msgstr ""
"opzioni. Equivalente a [method Light3D.set_param]."
msgid ""
+"Sets the projector texture to use for the specified 3D light. Equivalent to "
+"[member Light3D.light_projector]."
+msgstr ""
+"Imposta la texture del proiettore da usare per la luce 3D specificata. "
+"Equivale a [member Light3D.light_projector]."
+
+msgid ""
"If [code]true[/code], light will cast shadows. Equivalent to [member Light3D."
"shadow_enabled]."
msgstr ""
@@ -51116,6 +75873,19 @@ msgstr ""
msgid "Returns the [Transform3D] of the specified instance."
msgstr "Restituisce il [Transform3D] dell'istanza specificata."
+msgid "Sets the custom AABB for this MultiMesh resource."
+msgstr "Imposta l'AABB personalizzato per questa risorsa MultiMesh."
+
+msgid "Returns [code]true[/code] if particles are currently set to emitting."
+msgstr "Restituisce [code]true[/code] se le particelle sono attualmente emesse."
+
+msgid ""
+"Returns [code]true[/code] if particles are not emitting and particles are set "
+"to inactive."
+msgstr ""
+"Restituisce [code]true[/code] se le particelle non sono emesse e sono "
+"inattive."
+
msgid ""
"Sets the amount ratio for particles to be emitted. Equivalent to [member "
"GPUParticles3D.amount_ratio]."
@@ -51185,6 +75955,17 @@ msgstr ""
"Restituisce il [Transform3D] impostato per un osso specifico di questo "
"scheletro."
+msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
+msgstr ""
+"Restituisce il [Transform2D] impostato per un osso specifico di questo "
+"scheletro."
+
+msgid "Sets the [Transform3D] for a specific bone of this skeleton."
+msgstr "Imposta il [Transform3D] per un osso specifico di questo scheletro."
+
+msgid "Sets the [Transform2D] for a specific bone of this skeleton."
+msgstr "Imposta il [Transform2D] per un osso specifico di questo scheletro."
+
msgid ""
"Returns an [Image] instance from the given [param texture] [RID] and [param "
"layer]."
@@ -51197,6 +75978,24 @@ msgstr "Restituisce il formato per la texture."
msgid "Returns the render target for the viewport."
msgstr "Restituisce l'obiettivo di rendering per il viewport."
+msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
+msgstr ""
+"Se [code]true[/code], imposta la viewport come attiva, altrimenti la imposta "
+"come inattiva."
+
+msgid ""
+"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
+msgstr ""
+"Imposta la modalità di cancellazione di una viewport. Vedi [enum "
+"ViewportClearMode] per le opzioni."
+
+msgid ""
+"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
+"options."
+msgstr ""
+"Imposta la modalità di disegno di debug di una viewport. Vedi [enum "
+"ViewportDebugDraw] per le opzioni."
+
msgid ""
"Sets the default texture filtering mode for the specified [param viewport] "
"RID. See [enum CanvasItemTextureFilter] for options."
@@ -51221,6 +76020,9 @@ msgstr ""
msgid "If [code]true[/code], the viewport's 3D elements are not rendered."
msgstr "Se [code]true[/code], gli elementi 3D del viewport non sono resi."
+msgid "Sets the viewport's global transformation matrix."
+msgstr "Imposta la matrice di trasformazione globale della viewport."
+
msgid ""
"Sets the viewport's parent to the viewport specified by the [param "
"parent_viewport] RID."
@@ -51238,102 +76040,413 @@ msgstr ""
"Se [code]true[/code], il viewport utilizza tecnologie di realtà aumentata o "
"virtuale. Vedi [XRInterface]."
+msgid "This constant is not used by the engine."
+msgstr "Questa costante non èutilizzata dal motore."
+
msgid "The maximum number of surfaces a mesh can have."
msgstr "Il numero massimo di superfici che può avere una mesh."
msgid "Cubemap texture (see [Cubemap])."
msgstr "Texture Cubemap (vedi [Cubemap])."
+msgid "Left face of a [Cubemap]."
+msgstr "Faccia sinistra di una [Cubemap]."
+
+msgid "Right face of a [Cubemap]."
+msgstr "Faccia destra di una [Cubemap]."
+
+msgid "Bottom face of a [Cubemap]."
+msgstr "Faccia inferiore di una [Cubemap]."
+
+msgid "Top face of a [Cubemap]."
+msgstr "Faccia superiore di una [Cubemap]."
+
+msgid "Front face of a [Cubemap]."
+msgstr "Faccia anteriore di una [Cubemap]."
+
+msgid "Back face of a [Cubemap]."
+msgstr "Faccia posteriore di una [Cubemap]."
+
+msgid "Shader is a 3D shader."
+msgstr "Lo shader è utilizzato in 3D."
+
+msgid "Shader is a 2D shader."
+msgstr "Lo shader è utilizzato in 2D."
+
+msgid "Shader is a particle shader (can be used in both 2D and 3D)."
+msgstr ""
+"Lo shader è uno shader di particelle (può essere utilizzato sia in 2D che in "
+"3D)."
+
+msgid "Shader is a 3D sky shader."
+msgstr "Lo shader è utilizzato per il cielo 3D."
+
+msgid "Shader is a 3D fog shader."
+msgstr "Lo shader è utilizzato per la nebbia 3D."
+
msgid "Represents the size of the [enum ShaderMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ShaderMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ShaderMode]."
+
+msgid "The minimum renderpriority of all materials."
+msgstr "La priorità di rendering minima di tutti i materiali."
+
+msgid "The maximum renderpriority of all materials."
+msgstr "La priorità di rendering massima di tutti i materiali."
+
+msgid "Array is a vertex position array."
+msgstr "L'array è un array di posizioni dei vertici."
+
+msgid "Array is a normal array."
+msgstr "L'array è un array di normali."
+
+msgid "Array is a tangent array."
+msgstr "L'array è un array di tangenti."
+
+msgid "Array is a vertex color array."
+msgstr "L'array è un array di colori dei vertici."
+
+msgid "Array is a UV coordinates array."
+msgstr "L'array è un array di coordinate UV."
+
+msgid "Array is a UV coordinates array for the second set of UV coordinates."
+msgstr "L'array è un array di coordinate UV secondarie."
+
+msgid "Array is a custom data array for the first set of custom data."
+msgstr ""
+"L'array è un array di dati personalizzati per il primo insieme di dati "
+"personalizzati."
+
+msgid "Array is a custom data array for the second set of custom data."
+msgstr ""
+"L'array è un array di dati personalizzati per il secondo insieme di dati "
+"personalizzati."
+
+msgid "Array is a custom data array for the third set of custom data."
+msgstr ""
+"L'array è un array di dati personalizzati per il terzo insieme di dati "
+"personalizzati."
+
+msgid "Array is a custom data array for the fourth set of custom data."
+msgstr ""
+"L'array è un array di dati personalizzati per il quarto insieme di dati "
+"personalizzati."
+
+msgid "Array contains bone information."
+msgstr "L'array contiene informazioni sulle ossa."
+
+msgid "Array is weight information."
+msgstr "L'array contiene informazioni sui pesi."
+
+msgid "Array is an index array."
+msgstr "L'array contiene indici."
+
+msgid "Flag used to mark a vertex position array."
+msgstr "Flag utilizzato per contrassegnare un'array di posizioni dei vertici."
+
+msgid "Flag used to mark a normal array."
+msgstr "Flag utilizzato per contrassegnare un'array di normali."
+
+msgid "Flag used to mark a tangent array."
+msgstr "Flag utilizzato per contrassegnare un'array di tangenti."
+
+msgid "Flag used to mark a vertex color array."
+msgstr "Flag utilizzato per contrassegnare un'array di colori dei vertici."
+
+msgid "Flag used to mark a UV coordinates array."
+msgstr "Flag utilizzato per contrassegnare un'array di coordinate UV."
+
+msgid "Flag used to mark a UV coordinates array for the second UV coordinates."
+msgstr ""
+"Flag utilizzato per contrassegnare un'array di coordinate UV secondarie."
+
+msgid ""
+"Flag used to mark an array of custom per-vertex data for the first set of "
+"custom data."
+msgstr ""
+"Flag utilizzato per contrassegnare un array di dati personalizzati per "
+"vertice per il primo insieme di dati personalizzati."
+
+msgid ""
+"Flag used to mark an array of custom per-vertex data for the second set of "
+"custom data."
+msgstr ""
+"Flag utilizzato per contrassegnare un array di dati personalizzati per "
+"vertice per il secondo insieme di dati personalizzati."
+
+msgid ""
+"Flag used to mark an array of custom per-vertex data for the third set of "
+"custom data."
+msgstr ""
+"Flag utilizzato per contrassegnare un array di dati personalizzati per "
+"vertice per il terzo insieme di dati personalizzati."
+
+msgid ""
+"Flag used to mark an array of custom per-vertex data for the fourth set of "
+"custom data."
+msgstr ""
+"Flag utilizzato per contrassegnare un array di dati personalizzati per "
+"vertice per il quarto insieme di dati personalizzati."
+
+msgid "Flag used to mark a bone information array."
+msgstr "Flag utilizzato per contrassegnare un array di informazioni di ossa."
+
+msgid "Flag used to mark a weights array."
+msgstr "Flag utilizzato per contrassegnare un array di pesi."
+
+msgid "Flag used to mark an index array."
+msgstr "Flag utilizzato per contrassegnare un array di indici."
+
+msgid "Flag used to mark that the array uses 8 bone weights instead of 4."
+msgstr ""
+"Flag utilizzato per indicare che l'array utilizza 8 pesi di ossa invece di 4."
+
+msgid "Primitive to draw consists of points."
+msgstr "Il primitivo da disegnare è composto da punti."
+
+msgid "Primitive to draw consists of lines."
+msgstr "Il primitivo da disegnare è composto da linee."
+
+msgid "Primitive to draw consists of triangles."
+msgstr "Il primitivo da disegnare è composto da triangoli."
msgid "Represents the size of the [enum PrimitiveType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum PrimitiveType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum PrimitiveType]."
+
+msgid "Use [Transform2D] to store MultiMesh transform."
+msgstr ""
+"Utilizza un [Transform2D] per memorizzare la trasformazione del MultiMesh."
+
+msgid "Use [Transform3D] to store MultiMesh transform."
+msgstr ""
+"Utilizza un [Transform3D] per memorizzare la trasformazione del MultiMesh."
+
+msgid "The light's influence on specularity."
+msgstr "L'influenza della luce sulla specularità."
+
+msgid "The light's range."
+msgstr "La portata della luce."
+
+msgid ""
+"The size of the light when using spot light or omni light. The angular size "
+"of the light when using directional light."
+msgstr ""
+"La dimensione della luce quando si usa una luce spot o una luce "
+"omnidirezionale. La dimensione angolare della luce quando si usa una luce "
+"direzionale."
+
+msgid "The light's attenuation."
+msgstr "L'attenuazione della luce."
msgid "Represents the size of the [enum LightParam] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum LightParam]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum LightParam]."
msgid "Represents the size of the [enum ShadowQuality] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ShadowQuality]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ShadowQuality]."
msgid "Represents the size of the [enum DecalTexture] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum DecalTexture]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum DecalTexture]."
+
+msgid "Sort particles based on their distance to the camera."
+msgstr "Ordina le particelle in base alla loro distanza dalla telecamera."
msgid ""
"Represents the size of the [enum ParticlesCollisionHeightfieldResolution] "
"enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum "
+"Rappresenta la dimensione dell'enumerazione [enum "
"ParticlesCollisionHeightfieldResolution]."
msgid "Represents the size of the [enum FogVolumeShape] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum FogVolumeShape]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum FogVolumeShape]."
msgid "Represents the size of the [enum ViewportScaling3DMode] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum ViewportScaling3DMode]."
+"Rappresenta la dimensione dell'enumerazione [enum ViewportScaling3DMode]."
msgid "Never clear the viewport's render target."
msgstr "Non cancellare mai l'obiettivo di rendering del viewport."
msgid "Represents the size of the [enum ViewportEnvironmentMode] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum ViewportEnvironmentMode]."
+"Rappresenta la dimensione dell'enumerazione [enum ViewportEnvironmentMode]."
msgid "Represents the size of the [enum ViewportSDFOversize] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ViewportSDFOversize]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ViewportSDFOversize]."
msgid "Represents the size of the [enum ViewportSDFScale] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ViewportSDFScale]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ViewportSDFScale]."
msgid "Represents the size of the [enum ViewportMSAA] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ViewportMSAA]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ViewportMSAA]."
+
+msgid "Do not perform any antialiasing in the full screen post-process."
+msgstr ""
+"Non eseguire alcun antialiasing nella post-elaborazione dell'intero schermo."
msgid "Represents the size of the [enum ViewportScreenSpaceAA] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum ViewportScreenSpaceAA]."
+"Rappresenta la dimensione dell'enumerazione [enum ViewportScreenSpaceAA]."
msgid "Represents the size of the [enum ViewportRenderInfo] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ViewportRenderInfo]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ViewportRenderInfo]."
+
+msgid "Canvas item rendering. This includes all 2D rendering."
+msgstr "Rendering degli elementi canvas. Include tutto il rendering 2D."
msgid "Represents the size of the [enum ViewportRenderInfoType] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum ViewportRenderInfoType]."
+"Rappresenta la dimensione dell'enumerazione [enum ViewportRenderInfoType]."
+
+msgid "Objects are displayed with only the albedo value from [VoxelGI]s."
+msgstr ""
+"Gli oggetti sono visualizzati solo con il valore dell'albedo dei [VoxelGI]."
+
+msgid "Objects are displayed with only the lighting value from [VoxelGI]s."
+msgstr ""
+"Gli oggetti sono visualizzati solo con il valore di illuminazione dei "
+"[VoxelGI]."
+
+msgid "Objects are displayed with only the emission color from [VoxelGI]s."
+msgstr ""
+"Gli oggetti sono visualizzati solo con il valore di emissione dei [VoxelGI]."
+
+msgid "Variable rate shading is disabled."
+msgstr "Il variable rate shading è disabilitato."
+
+msgid ""
+"Variable rate shading uses a texture. Note, for stereoscopic use a texture "
+"atlas with a texture for each view."
+msgstr ""
+"Il variable rate shading utilizza una texture. Nota, per la stereoscopia "
+"utilizza un atlante di texture con una texture per ogni vista."
+
+msgid ""
+"Variable rate shading texture is supplied by the primary [XRInterface]. Note "
+"that this may override the update mode."
+msgstr ""
+"La texture del variable rate shading è fornita dall'[XRInterface] primaria. "
+"Si noti che ciò potrebbe sovrascrivere la modalità di aggiornamento."
msgid "Represents the size of the [enum ViewportVRSMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ViewportVRSMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ViewportVRSMode]."
msgid "Represents the size of the [enum ViewportVRSUpdateMode] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum ViewportVRSUpdateMode]."
+"Rappresenta la dimensione dell'enumerazione [enum ViewportVRSUpdateMode]."
msgid "Represents the size of the [enum EnvironmentBG] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum EnvironmentBG]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum EnvironmentBG]."
+
+msgid "Disable ambient light."
+msgstr "Disattiva la luce ambientale."
+
+msgid "Specify a specific [Color] for ambient light."
+msgstr "Specifica un [Color] specifico per la luce ambientale."
+
+msgid "Disable reflections."
+msgstr "Disattiva i riflessi."
msgid "Represents the size of the [enum EnvironmentSDFGIRayCount] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum EnvironmentSDFGIRayCount]."
+"Rappresenta la dimensione dell'enumerazione [enum EnvironmentSDFGIRayCount]."
msgid "Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum "
+"Rappresenta la dimensione dell'enumerazione [enum "
"EnvironmentSDFGIFramesToConverge]."
msgid ""
"Represents the size of the [enum EnvironmentSDFGIFramesToUpdateLight] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum "
+"Rappresenta la dimensione dell'enumerazione [enum "
"EnvironmentSDFGIFramesToUpdateLight]."
+msgid "The instance does not have a type."
+msgstr "L'istanza non ha un tipo."
+
+msgid "The instance is a mesh."
+msgstr "L'istanza è una mesh."
+
+msgid "The instance is a multimesh."
+msgstr "L'istanza è una multimesh."
+
+msgid "The instance is a particle emitter."
+msgstr "L'istanza è un emettitore di particelle."
+
+msgid "The instance is a GPUParticles collision shape."
+msgstr "L'istanza è una forma di collisione per particelle sulla GPU."
+
+msgid "The instance is a light."
+msgstr "L'istanza è una luce."
+
+msgid "The instance is a reflection probe."
+msgstr "L'istanza è una sonda di riflessione."
+
+msgid "The instance is a decal."
+msgstr "L'istanza è una decalcomania."
+
+msgid "The instance is a VoxelGI."
+msgstr "L'istanza è un VoxelGI."
+
+msgid "The instance is a lightmap."
+msgstr "L'istanza è una mappa di luce."
+
+msgid "The instance is an occlusion culling occluder."
+msgstr "L'istanza è un occlusore per l'occlusion culling."
+
+msgid "The instance is a visible on-screen notifier."
+msgstr "L'istanza è un notificatore di visibilità sullo schermo."
+
+msgid "The instance is a fog volume."
+msgstr "L'istanza è un volume di nebbia."
+
msgid "Represents the size of the [enum InstanceType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum InstanceType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum InstanceType]."
+
+msgid "Allows the instance to be used in baked lighting."
+msgstr ""
+"Consente all'istanza di essere utilizzata nell'illuminazione precalcolata."
+
+msgid "When set, manually requests to draw geometry on next frame."
+msgstr ""
+"Se impostato, richiede manualmente di disegnare la geometria nel frame "
+"successivo."
+
+msgid ""
+"Always draw, even if the instance would be culled by occlusion culling. Does "
+"not affect view frustum culling."
+msgstr ""
+"Disegna sempre, anche se l'istanza verrebbe eliminata dall'occlusion culling. "
+"Non influisce sul frustum culling della vista."
msgid "Represents the size of the [enum InstanceFlags] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum InstanceFlags]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum InstanceFlags]."
+
+msgid "Disable shadows from this instance."
+msgstr "Disattiva le ombre da questa istanza."
+
+msgid "Cast shadows from this instance."
+msgstr "Proietta ombre da questa istanza."
+
+msgid "Max value for [enum CanvasItemTextureFilter] enum."
+msgstr "Valore massimo per l'enumerazione [enum CanvasItemTextureFilter]."
+
+msgid "Uses the default repeat mode for this [Viewport]."
+msgstr "Utilizza la modalità di ripetizione predefinita per questa [Viewport]."
msgid "Represents the size of the [enum GlobalShaderParameterType] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum GlobalShaderParameterType]."
+"Rappresenta la dimensione dell'enumerazione [enum GlobalShaderParameterType]."
+
+msgid ""
+"Number of objects rendered in the current 3D scene. This varies depending on "
+"camera position and rotation."
+msgstr ""
+"Il numero di oggetti renderizzati nella scena 3D attuale. Varia a seconda "
+"della posizione e della rotazione della telecamera."
+
+msgid "Bias applied to mipmaps."
+msgstr "Bias applicato alle mipmap."
msgid "The number of views we're rendering."
msgstr "Il numero di viste che stiamo renderizzando."
@@ -51345,14 +76458,33 @@ msgid "Returns the render target associated with this buffers object."
msgstr ""
"Restituisce l'obiettivo di rendering associato a questo oggetto del buffer."
+msgid "Returns the scaling mode used for upscaling."
+msgstr ""
+"Restituisce la modalità di ridimensionamento utilizzata per l'upscaling."
+
+msgid "Returns the screen-space antialiasing method applied."
+msgstr ""
+"Restituisce il modo dell'antialiasing nello spazio dello schermo applicato."
+
+msgid "Returns the target size of the render buffer (size after upscaling)."
+msgstr ""
+"Restituisce le dimensioni di destinazione del buffer di rendering (dimensioni "
+"dopo l'upscaling)."
+
msgid "Returns a cached texture with this name."
msgstr "Restituisce una texture dalla cache con questo nome."
+msgid "Returns the number of MSAA samples used."
+msgstr "Restituisce il numero di campioni MSAA utilizzati."
+
msgid "Returns the texture size of a given slice of a cached texture."
msgstr ""
"Restituisce le dimensioni della texture di una data sezione di una texture "
"nella cache."
+msgid "Returns [code]true[/code] if debanding is enabled."
+msgstr "Restituisce [code]true[/code] se il debanding è abilitato."
+
msgid "Returns [code]true[/code] if TAA is enabled."
msgstr "Restituisce [code]true[/code] se TAA è abilitato."
@@ -51364,20 +76496,697 @@ msgstr ""
"Restituisce [code]true[/code] se esiste una texture con questo nome nella "
"cache."
+msgid ""
+"Return the [RID] of the uniform buffer containing the scene data as a UBO."
+msgstr ""
+"Restituisce il [RID] del buffer uniforme contenente i dati della scena come "
+"UBO."
+
msgid "Returns the number of views being rendered."
msgstr "Restituisce il numero di viste che sono renderizzate."
+msgid "Base class for serializable objects."
+msgstr "Classe di base per gli oggetti serializzabili."
+
+msgid ""
+"Override this method to return a custom [RID] when [method get_rid] is called."
+msgstr ""
+"Sovrascrivi questo metodo per restituire un [RID] personalizzato quando viene "
+"chiamato [method get_rid]."
+
+msgid ""
+"Override this method to customize the newly duplicated resource created from "
+"[method PackedScene.instantiate], if the original's [member "
+"resource_local_to_scene] is set to [code]true[/code].\n"
+"[b]Example:[/b] Set a random [code]damage[/code] value to every local "
+"resource from an instantiated scene.\n"
+"[codeblock]\n"
+"extends Resource\n"
+"\n"
+"var damage = 0\n"
+"\n"
+"func _setup_local_to_scene():\n"
+" damage = randi_range(10, 40)\n"
+"[/codeblock]"
+msgstr ""
+"Sovrasctivi questo metodo per personalizzare la risorsa appena duplicata "
+"creata da [method PackedScene.instantiate], se il [member "
+"resource_local_to_scene] dell'originale è impostato su [code]true[/code].\n"
+"[b]Esempio:[/b] Imposta un valore casuale di [code]damage[/code] per ogni "
+"risorsa locale da una scena istanziata.\n"
+"[codeblock]\n"
+"extends Resource\n"
+"\n"
+"var damage = 0\n"
+"\n"
+"func _setup_local_to_scene():\n"
+" damage = randi_range(10, 40)\n"
+"[/codeblock]"
+
+msgid ""
+"Duplicates this resource, returning a new resource with its [code]export[/"
+"code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the "
+"original.\n"
+"If [param subresources] is [code]false[/code], a shallow copy is returned; "
+"nested resources within subresources are not duplicated and are shared with "
+"the original resource (with one exception; see below). If [param "
+"subresources] is [code]true[/code], a deep copy is returned; nested "
+"subresources will be duplicated and are not shared (with two exceptions; see "
+"below).\n"
+"[param subresources] is usually respected, with the following exceptions:\n"
+"- Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] "
+"flag are always duplicated.\n"
+"- Subresource properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] "
+"flag are never duplicated.\n"
+"- Subresources inside [Array] and [Dictionary] properties are never "
+"duplicated.\n"
+"[b]Note:[/b] For custom resources, this method will fail if [method Object."
+"_init] has been defined with required parameters."
+msgstr ""
+"Duplica questa risorsa, restituendo una nuova risorsa con le sue proprietà "
+"con [code]export[/code] o [constant PROPERTY_USAGE_STORAGE] copiate "
+"dall'originale.\n"
+"Se [param subresources] è [code]false[/code], viene restituita una copia "
+"superficiale; le risorse nidificate all'interno delle sotto-risorse non sono "
+"duplicate e sono condivise con la risorsa originale (con un'eccezione; vedi "
+"sotto). Se [param subresources] è [code]true[/code], viene restituita una "
+"copia profonda; le sotto-risorse innestate saranno duplicate e non saranno "
+"condivise (con due eccezioni; vedi sotto).\n"
+"[param subresources] è solitamente rispettato, con le seguenti eccezioni:\n"
+"- Le proprietà delle sotto-risorse con il flag [constant "
+"PROPERTY_USAGE_ALWAYS_DUPLICATE] sono sempre duplicate.\n"
+"- Le proprietà delle sotto-risorse con il flag [constant "
+"PROPERTY_USAGE_NEVER_DUPLICATE] non sono mai duplicate.\n"
+"- Le sotto-risorse all'interno delle proprietà [Array] e [Dictionary] non "
+"sono mai duplicate.\n"
+"[b]Nota:[/b] Per le risorse personalizzate, questo metodo fallirà se [method "
+"Object._init] è stato definito con parametri obbligatori."
+
+msgid ""
+"Emits the [signal changed] signal. This method is called automatically for "
+"some built-in resources.\n"
+"[b]Note:[/b] For custom resources, it's recommended to call this method "
+"whenever a meaningful change occurs, such as a modified property. This "
+"ensures that custom [Object]s depending on the resource are properly "
+"updated.\n"
+"[codeblock]\n"
+"var damage:\n"
+" set(new_value):\n"
+" if damage != new_value:\n"
+" damage = new_value\n"
+" emit_changed()\n"
+"[/codeblock]"
+msgstr ""
+"Emette il segnale [signal changed]. Questo metodo viene chiamato "
+"automaticamente per alcune risorse integrate.\n"
+"[b]Nota:[/b] Per le risorse personalizzate, si consiglia di chiamare questo "
+"metodo ogni volta che si verifica una modifica significativa, come una "
+"proprietà modificata. Ciò garantisce che gli [Object] personalizzati che "
+"dipendono dalla risorsa vengano aggiornati correttamente.\n"
+"[codeblock]\n"
+"var damage:\n"
+" set(new_value):\n"
+" if damage != new_value:\n"
+" damage = new_value\n"
+" emit_changed()\n"
+"[/codeblock]"
+
+msgid ""
+"Generates a unique identifier for a resource to be contained inside a "
+"[PackedScene], based on the current date, time, and a random value. The "
+"returned string is only composed of letters ([code]a[/code] to [code]y[/"
+"code]) and numbers ([code]0[/code] to [code]8[/code]). See also [member "
+"resource_scene_unique_id]."
+msgstr ""
+"Genera un identificatore univoco per una risorsa da contenere all'interno di "
+"un [PackedScene], in base alla data e all'ora attuali e a un valore casuale. "
+"La stringa restituita è composta solo da lettere (da [code]a[/code] a "
+"[code]y[/code]) e numeri (da [code]0[/code] a [code]8[/code]). Vedi anche "
+"[member resource_scene_unique_id]."
+
+msgid ""
+"If [member resource_local_to_scene] is set to [code]true[/code] and the "
+"resource has been loaded from a [PackedScene] instantiation, returns the root "
+"[Node] of the scene where this resource is used. Otherwise, returns "
+"[code]null[/code]."
+msgstr ""
+"Se [member resource_local_to_scene] è impostato su [code]true[/code] e la "
+"risorsa è stata caricata da un'istanza [PackedScene], restituisce il [Node] "
+"radice della scena in cui viene usata questa risorsa. Altrimenti, restituisce "
+"[code]null[/code]."
+
+msgid ""
+"Returns the [RID] of this resource (or an empty RID). Many resources (such as "
+"[Texture2D], [Mesh], and so on) are high-level abstractions of resources "
+"stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so "
+"this function will return the original [RID]."
+msgstr ""
+"Restituisce il [RID] di questa risorsa (o un RID vuoto). Molte risorse (come "
+"[Texture2D], [Mesh] e così via) sono astrazioni di alto livello di risorse "
+"memorizzate in un server specializzato ([DisplayServer], [RenderingServer], "
+"ecc.), quindi questa funzione restituirà il loro [RID] originale."
+
+msgid "This method should only be called internally."
+msgstr "Questo metodo dovrebbe essere chiamato solo internamente."
+
+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."
+msgstr ""
+"Chiama [method _setup_local_to_scene]. Se [member resource_local_to_scene] è "
+"impostato su [code]true[/code], questo metodo viene automaticamente chiamato "
+"da [method PackedScene.instantiate] dalla risorsa appena duplicata "
+"all'interno dell'istanza della scena."
+
+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."
+msgstr ""
+"Imposta [member resource_path] su [param path], sovrascrivendo potenzialmente "
+"una voce esistente nella cache per questo percorso. Ulteriori tentativi di "
+"caricare una risorsa sovrascritta per il suo percorso restituiranno invece "
+"questa risorsa."
+
+msgid ""
+"If [code]true[/code], the resource is duplicated for each instance of all "
+"scenes using it. At run-time, the resource can be modified in one scene "
+"without affecting other instances (see [method PackedScene.instantiate]).\n"
+"[b]Note:[/b] Changing this property at run-time has no effect on already "
+"created duplicate resources."
+msgstr ""
+"Se [code]true[/code], la risorsa è duplicata per ogni istanza di tutte le "
+"scene che la utilizzano. In fase di esecuzione, la risorsa può essere "
+"modificata in una scena senza influenzare altre istanze (vedi [method "
+"PackedScene.instantiate]).\n"
+"[b]Nota:[/b] La modifica di questa proprietà in fase di esecuzione non ha "
+"alcun effetto sulle risorse duplicate già create."
+
+msgid ""
+"An optional name for this resource. When defined, its value is displayed to "
+"represent the resource in the Inspector dock. For built-in scripts, the name "
+"is displayed as part of the tab name in the script editor.\n"
+"[b]Note:[/b] Some resource formats do not support resource names. You can "
+"still set the name in the editor or via code, but it will be lost when the "
+"resource is reloaded. For example, only built-in scripts can have a resource "
+"name, while scripts stored in separate files cannot."
+msgstr ""
+"Un nome facoltativo per questa risorsa. Quando definito, il suo valore è "
+"visualizzato per rappresentare la risorsa nel pannello dell'Ispettore. Per "
+"gli script incorporati, il nome è visualizzato come parte del nome della "
+"scheda nell'editor di script.\n"
+"[b]Nota:[/b] Alcuni formati di risorse non supportano i nomi di risorse. Puoi "
+"comunque impostare il nome nell'editor o tramite codice, ma sarà perso quando "
+"la risorsa viene ricaricata. Ad esempio, solo gli script incorporati possono "
+"avere un nome di risorsa, mentre gli script memorizzati in file separati non "
+"possono."
+
+msgid ""
+"The unique path to this resource. If it has been saved to disk, the value "
+"will be its filepath. If the resource is exclusively contained within a "
+"scene, the value will be the [PackedScene]'s filepath, followed by a unique "
+"identifier.\n"
+"[b]Note:[/b] Setting this property manually may fail if a resource with the "
+"same path has already been previously loaded. If necessary, use [method "
+"take_over_path]."
+msgstr ""
+"Il percorso univoco per questa risorsa. Se è stata salvata su disco, il "
+"valore sarà il suo percorso di file. Se la risorsa è contenuta esclusivamente "
+"all'interno di una scena, il valore sarà il percorso di file del "
+"[PackedScene], seguito da un identificatore univoco.\n"
+"[b]Nota:[/b] L'impostazione manuale di questa proprietà potrebbe non riuscire "
+"se una risorsa con lo stesso percorso è già stata caricata in precedenza. Se "
+"necessario, usa [method take_over_path]."
+
+msgid ""
+"An unique identifier relative to the this resource's scene. If left empty, "
+"the ID is automatically generated when this resource is saved inside a "
+"[PackedScene]. If the resource is not inside a scene, this property is empty "
+"by default.\n"
+"[b]Note:[/b] When the [PackedScene] is saved, if multiple resources in the "
+"same scene use the same ID, only the earliest resource in the scene hierarchy "
+"keeps the original ID. The other resources are assigned new IDs from [method "
+"generate_scene_unique_id].\n"
+"[b]Note:[/b] Setting this property does not emit the [signal changed] "
+"signal.\n"
+"[b]Warning:[/b] When setting, the ID must only consist of letters, numbers, "
+"and underscores. Otherwise, it will fail and default to a randomly generated "
+"ID."
+msgstr ""
+"Un identificatore univoco relativo alla scena di questa risorsa. Se lasciato "
+"vuoto, l'ID viene generato automaticamente quando questa risorsa viene "
+"salvata all'interno di un [PackedScene]. Se la risorsa non è all'interno di "
+"una scena, questa proprietà è vuota per impostazione predefinita.\n"
+"[b]Nota:[/b] Quando viene salvato il [PackedScene], se più risorse nella "
+"stessa scena utilizzano lo stesso ID, solo la risorsa più vecchia nella "
+"gerarchia della scena mantiene l'ID originale. Alle altre risorse vengono "
+"assegnati nuovi ID da [method generate_scene_unique_id].\n"
+"[b]Nota:[/b] L'impostazione di questa proprietà non emette il segnale [signal "
+"changed].\n"
+"[b]Attenzione:[/b] Quando si imposta, l'ID deve essere composto solo da "
+"lettere, numeri e trattini bassi. Altrimenti, fallirà e verrà utilizzato per "
+"impostazione predefinita un ID generato casualmente."
+
+msgid ""
+"Emitted when the resource changes, usually when one of its properties is "
+"modified. See also [method emit_changed].\n"
+"[b]Note:[/b] This signal is not emitted automatically for properties of "
+"custom resources. If necessary, a setter needs to be created to emit the "
+"signal."
+msgstr ""
+"Emesso quando la risorsa cambia, solitamente quando una delle sue proprietà "
+"viene modificata. Vedi anche [method emit_changed].\n"
+"[b]Nota:[/b] Questo segnale non viene emesso automaticamente per le proprietà "
+"delle risorse personalizzate. Se necessario, è necessario creare un setter "
+"per emettere il segnale."
+
+msgid ""
+"This signal is only emitted when the resource is created. Override [method "
+"_setup_local_to_scene] instead."
+msgstr ""
+"Questo segnale viene emesso solo quando la risorsa viene creata. Sostituisci "
+"[method _setup_local_to_scene]."
+
+msgid ""
+"Emitted by a newly duplicated resource with [member resource_local_to_scene] "
+"set to [code]true[/code]."
+msgstr ""
+"Emesso da una risorsa appena duplicata con [member resource_local_to_scene] "
+"impostato su [code]true[/code]."
+
+msgid "Loads a specific resource type from a file."
+msgstr "Carica un tipo di risorsa specifico da un file."
+
+msgid "Gets the list of extensions for files this loader is able to read."
+msgstr ""
+"Ottiene la lista delle estensioni dei file che questo caricatore è in grado "
+"di leggere."
+
+msgid ""
+"Gets the class name of the resource associated with the given path. If the "
+"loader cannot handle it, it should return [code]\"\"[/code].\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
+msgstr ""
+"Ottiene il nome della classe della risorsa associata al percorso specificato. "
+"Se il caricatore non riesce a gestirlo, dovrebbe restituire [code]\"\"[/"
+"code].\n"
+"[b]Nota:[/b] I tipi di risorse personalizzati definiti dagli script non sono "
+"noti a [ClassDB], quindi per loro potresti semplicemente restituire "
+"[code]\"Resource\"[/code]."
+
+msgid ""
+"Tells which resource class this loader can load.\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
+msgstr ""
+"Indica quale classe di risorse questo caricatore può caricare.\n"
+"[b]Nota:[/b] I tipi di risorse personalizzati definiti dagli script non sono "
+"noti a [ClassDB], quindi per loro potresti semplicemente restituire "
+"[code]\"Resource\"[/code]."
+
+msgid "Saves a specific resource type to a file."
+msgstr "Salva un tipo specifico di risorsa in un file."
+
+msgid "Returns whether the given resource object can be saved by this saver."
+msgstr ""
+"Restituisce se l'oggetto risorsa specificato può essere salvato da questo "
+"salvatore."
+
+msgid "Base class for resource importers."
+msgstr "Classe di base per gli importatori di risorse."
+
+msgid ""
+"This is the base class for Godot's resource importers. To implement your own "
+"resource importers using editor plugins, see [EditorImportPlugin]."
+msgstr ""
+"Questa è la classe di base per gli importatori di risorse di Godot. Per "
+"implementare i tuoi importatori di risorse usando le estensioni dell'editor, "
+"vedi [EditorImportPlugin]."
+
+msgid "The default import order."
+msgstr "Ordine di importazione predefinito."
+
+msgid "Imports a bitmap font in the BMFont ([code].fnt[/code]) format."
+msgstr "Importa un font bitmap nel formato BMFont ([code].fnt[/code])."
+
+msgid "Bitmap fonts - Using fonts"
+msgstr "Font bitmap - Utilizzo dei font"
+
msgid "If [code]true[/code], uses lossless compression for the resulting font."
msgstr ""
"Se [code]true[/code], utilizza la compressione senza perdite per il font "
"risultante."
+msgid "Font scaling mode."
+msgstr "Modalità di scalatura del font."
+
+msgid "Imports comma-separated values"
+msgstr "Importa valori separati da virgole"
+
+msgid ""
+"Comma-separated values are a plain text table storage format. The format's "
+"simplicity makes it easy to edit in any text editor or spreadsheet software. "
+"This makes it a common choice for game localization.\n"
+"[b]Example CSV file:[/b]\n"
+"[codeblock lang=text]\n"
+"keys,en,es,ja\n"
+"GREET,\"Hello, friend!\",\"Hola, amigo!\",こんにちは\n"
+"ASK,How are you?,Cómo está?,元気ですか\n"
+"BYE,Goodbye,Adiós,さようなら\n"
+"QUOTE,\"\"\"Hello\"\" said the man.\",\"\"\"Hola\"\" dijo el hombre.\",「こん"
+"にちは」男は言いました\n"
+"[/codeblock]"
+msgstr ""
+"I valori separati da virgole (CSV) sono un formato di archiviazione di "
+"tabelle di testo semplice. La semplicità del formato lo rende facile da "
+"modificare in qualsiasi editor di testo o software di fogli di calcolo. Ciò "
+"lo rende una scelta comune per la localizzazione dei giochi.\n"
+"[b]Esempio di file CSV:[/b]\n"
+"[codeblock lang=text]\n"
+"keys,en,es,ja\n"
+"GREET,\"Hello, friend!\",\"Hola, amigo!\",こんにちは\n"
+"ASK,How are you?,Cómo está?,元気ですか\n"
+"BYE,Goodbye,Adiós,さようなら\n"
+"QUOTE,\"\"\"Hello\"\" said the man.\",\"\"\"Hola\"\" dijo el hombre.\",「こん"
+"にちは」男は言いました\n"
+"[/codeblock]"
+
+msgid "Importing translations"
+msgstr "Importazione delle traduzioni"
+
+msgid ""
+"If [code]true[/code], creates an [OptimizedTranslation] instead of a "
+"[Translation]. This makes the resulting file smaller at the cost of a small "
+"CPU overhead."
+msgstr ""
+"Se [code]true[/code], crea un [OptimizedTranslation] invece di un "
+"[Translation]. Ciò rende il file risultante più piccolo a costo di un piccolo "
+"sovraccarico della CPU."
+
+msgid ""
+"The delimiter to use in the CSV file. The default value matches the common "
+"CSV convention. Tab-separated values are sometimes called TSV files."
+msgstr ""
+"Il delimitatore da usare nel file CSV. Il valore predefinito corrisponde alla "
+"comune convenzione di CSV. I valori separati da tabulazione sono talvolta "
+"chiamati file TSV."
+
+msgid ""
+"Imports a TTF, TTC, OTF, OTC, WOFF or WOFF2 font file for font rendering that "
+"adapts to any size."
+msgstr ""
+"Importa un file di font TTF, TTC, OTF, OTC, WOFF o WOFF2 per un rendering dei "
+"font che si adatta a qualsiasi dimensione."
+
+msgid "Dynamic fonts - Using fonts"
+msgstr "Font dinamici - Utilizzo dei font"
+
+msgid ""
+"Override the list of languages supported by this font. If left empty, this is "
+"supplied by the font metadata. There is usually no need to change this. See "
+"also [member script_support]."
+msgstr ""
+"Sovrascrivi la lista delle lingue supportate da questo font. Se lasciato "
+"vuoto, questo viene fornito dai metadati del font. Di solito non c'è bisogno "
+"di cambiarlo. Vedi anche [member script_support]."
+
+msgid ""
+"Override the list of language scripts supported by this font. If left empty, "
+"this is supplied by the font metadata. There is usually no need to change "
+"this. See also [member language_support]."
+msgstr ""
+"Sovrascrive la lista degli script di lingua supportati da questo font. Se "
+"lasciato vuoto, questo viene fornito dai metadati del font. Di solito non c'è "
+"bisogno di cambiarlo. Vedi anche [member language_support]."
+
+msgid "Imports a image for use in scripting, with no rendering capabilities."
+msgstr ""
+"Importa un'immagine da utilizzare negli script, senza funzionalità di "
+"rendering."
+
+msgid "Number of rows in the font image. See also [member columns]."
+msgstr "Numero di righe nell'immagine del font. Vedi anche [member columns]."
+
+msgid ""
+"Imports a 3-dimensional texture ([Texture3D]), a [Texture2DArray], a "
+"[Cubemap] or a [CubemapArray]."
+msgstr ""
+"Importa una texture tridimensionale ([Texture3D]), una [Texture2DArray], una "
+"[Cubemap] o una [CubemapArray]."
+
+msgid ""
+"This imports a 3-dimensional texture, which can then be used in custom "
+"shaders, as a [FogMaterial] density map or as a "
+"[GPUParticlesAttractorVectorField3D]. See also [ResourceImporterTexture] and "
+"[ResourceImporterTextureAtlas]."
+msgstr ""
+"Questo importa una texture tridimensionale, che può poi essere utilizzata "
+"negli shader personalizzati, come mappa di densità [FogMaterial] o come "
+"[GPUParticlesAttractorVectorField3D]. Vedi anche [ResourceImporterTexture] e "
+"[ResourceImporterTextureAtlas]."
+
+msgid ""
+"The quality to use when using the [b]Lossy[/b] compression mode. Higher "
+"values result in better quality, at the cost of larger file sizes. Lossy "
+"quality does not affect memory usage of the imported texture, only its file "
+"size on disk."
+msgstr ""
+"La qualità da usare quando si usa la modalità di compressione [b]Lossy[/b] "
+"(con perdita). Valori più alti risultano in una migliore qualità, a costo di "
+"file di dimensioni maggiori. La qualità lossy non influisce sull'utilizzo "
+"della memoria della texture importata, ma solo sulle dimensioni del file su "
+"disco."
+
+msgid ""
+"The compression mode to use. Each compression mode provides a different "
+"tradeoff:\n"
+"[b]Lossless[/b]: Original quality, high memory usage, high size on disk, fast "
+"import.\n"
+"[b]Lossy:[/b] Reduced quality, high memory usage, low size on disk, fast "
+"import.\n"
+"[b]VRAM Compressed:[/b] Reduced quality, low memory usage, low size on disk, "
+"slowest import. Only use for textures in 3D scenes, not for 2D elements.\n"
+"[b]VRAM Uncompressed:[/b] Original quality, high memory usage, highest size "
+"on disk, fastest import.\n"
+"[b]Basis Universal:[/b] Reduced quality, low memory usage, lowest size on "
+"disk, slow import. Only use for textures in 3D scenes, not for 2D elements.\n"
+"See [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#compress-"
+"mode]Compress mode[/url] in the manual for more details."
+msgstr ""
+"La modalità di compressione da utilizzare. Ogni modalità di compressione "
+"offre un diverso compromesso:\n"
+"[b]Lossless[/b]: Qualità originale, elevato utilizzo di memoria, elevata "
+"dimensione su disco, importazione rapida.\n"
+"[b]Lossy:[/b] Qualità ridotta, elevato utilizzo di memoria, ridotta "
+"dimensione su disco, importazione rapida.\n"
+"[b]VRAM Compressed:[/b] Qualità ridotta, basso utilizzo di memoria, ridotta "
+"dimensione su disco, importazione più lenta. Utilizzare solo per le texture "
+"nelle scene 3D, non per gli elementi 2D.\n"
+"[b]VRAM Uncompressed:[/b] Qualità originale, elevato utilizzo di memoria, "
+"massima dimensione su disco, importazione più rapida.\n"
+"[b]Basis Universal:[/b] Qualità ridotta, basso utilizzo di memoria, minima "
+"dimensione su disco, importazione lenta. Utilizzare solo per le texture nelle "
+"scene 3D, non per gli elementi 2D.\n"
+"Vedi [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#compress-"
+"mode]Modalità di compressione[/url] nel manuale per ulteriori dettagli."
+
+msgid ""
+"If [code]true[/code], smaller versions of the texture are generated on "
+"import. For example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, "
+"8×8, 4×4, 2×2, 1×1). This has several benefits:\n"
+"- Textures will not become grainy in the distance (in 3D), or if scaled down "
+"due to [Camera2D] zoom or [CanvasItem] scale (in 2D).\n"
+"- Performance will improve if the texture is displayed in the distance, since "
+"sampling smaller versions of the original texture is faster and requires less "
+"memory bandwidth.\n"
+"The downside of mipmaps is that they increase memory usage by roughly 33% "
+"(for [Texture2DArray], [Cubemap] and [CubemapArray]) or 14% (for "
+"[Texture3D]).\n"
+"It's recommended to enable mipmaps in 3D. However, in 2D, this should only be "
+"enabled if your project visibly benefits from having mipmaps enabled. If the "
+"camera never zooms out significantly, there won't be a benefit to enabling "
+"mipmaps but memory usage will increase."
+msgstr ""
+"Se [code]true[/code], vengono generate versioni più piccole della texture "
+"durante l'importazione. Ad esempio, una texture 64×64 genererà 6 mipmap "
+"(32×32, 16×16, 8×8, 4×4, 2×2, 1×1). Ciò presenta diversi vantaggi:\n"
+"- Le texture non diventeranno granulose in lontananza (in 3D) o se "
+"rimpicciolite a causa dello zoom di un [Camera2D] o della scala di un "
+"[CanvasItem] (in 2D).\n"
+"- Le prestazioni miglioreranno se la texture è visualizzata in lontananza, "
+"poiché il campionamento di versioni più piccole della texture originale è più "
+"veloce e richiede meno larghezza di banda di memoria.\n"
+"Lo svantaggio delle mipmap è che aumentano l'utilizzo della memoria di circa "
+"il 33% (per [Texture2DArray], [Cubemap] e [CubemapArray]) o del 14% (per "
+"[Texture3D]).\n"
+"Si consiglia di abilitare le mipmap in 3D. Tuttavia, in 2D, questa opzione "
+"dovrebbe essere abilitata solo se il tuo progetto ne usufruisce visivamente. "
+"Se la telecamera non diminuisce mai lo zoom notevolmente, non ci sarà alcun "
+"vantaggio nell'abilitare mipmap, ma l'utilizzo della memoria aumenterà "
+"comunque."
+
+msgid "Unimplemented. This currently has no effect when changed."
+msgstr ""
+"Non implementato. Al momento non ha alcun effetto quando viene modificato."
+
+msgid ""
+"Controls how the cubemap's texture is internally laid out. When using high-"
+"resolution cubemaps, [b]2×3[/b] and [b]3×2[/b] are less prone to exceeding "
+"hardware texture size limits compared to [b]1×6[/b] and [b]6×1[/b]."
+msgstr ""
+"Controlla come la texture della cubemap è disposta internamente. Quando si "
+"usano cubemap ad alta risoluzione, [b]2×3[/b] e [b]3×2[/b] sono meno soggetti "
+"a superare i limiti di dimensioni della texture dell'hardware rispetto a "
+"[b]1×6[/b] e [b]6×1[/b]."
+
+msgid "Imports an MP3 audio file for playback."
+msgstr "Importa un file audio MP3 per la riproduzione."
+
+msgid ""
+"MP3 is a lossy audio format, with worse audio quality compared to "
+"[ResourceImporterOggVorbis] at a given bitrate.\n"
+"In most cases, it's recommended to use Ogg Vorbis over MP3. However, if "
+"you're using an MP3 sound source with no higher quality source available, "
+"then it's recommended to use the MP3 file directly to avoid double lossy "
+"compression.\n"
+"MP3 requires more CPU to decode than [ResourceImporterWAV]. If you need to "
+"play a lot of simultaneous sounds, it's recommended to use WAV for those "
+"sounds instead, especially if targeting low-end devices."
+msgstr ""
+"MP3 è un formato audio lossy (con perdita), con una qualità audio peggiore "
+"rispetto a [ResourceImporterOggVorbis] a un determinato bitrate.\n"
+"Nella maggior parte dei casi, si consiglia di utilizzare Ogg Vorbis apposto "
+"di MP3. Tuttavia, se si utilizza una sorgente audio MP3 senza una sorgente di "
+"qualità superiore disponibile, si consiglia di utilizzare direttamente il "
+"file MP3 per evitare una doppia compressione lossy.\n"
+"MP3 richiede più tempo sulla CPU per la decodifica rispetto a "
+"[ResourceImporterWAV]. Se è necessario riprodurre molti suoni allo stesso "
+"tempo, si consiglia di utilizzare WAV per quei suoni, soprattutto se "
+"destinati a dispositivi di fascia bassa."
+
+msgid "Importing audio samples"
+msgstr "Importazione di campioni audio"
+
+msgid "Imports an OBJ 3D model as an independent [Mesh] or scene."
+msgstr "Importa un modello 3D OBJ come [Mesh] o scena indipendente."
+
+msgid "Importing 3D scenes"
+msgstr "Importazione di scene 3D"
+
+msgid ""
+"If [code]true[/code], mesh compression will not be used. Consider enabling if "
+"you notice blocky artifacts in your mesh normals or UVs, or if you have "
+"meshes that are larger than a few thousand meters in each direction."
+msgstr ""
+"Se [code]true[/code], la compressione della mesh non sarà utilizzata. "
+"Considera di abilitarla se noti artefatti a blocchi nelle normali o UV della "
+"mesh, o se hai mesh più grandi di qualche migliaio di metri in ogni direzione."
+
+msgid "Unused parameter. This currently has no effect."
+msgstr "Parametro non utilizzato. Al momento non ha alcun effetto."
+
+msgid ""
+"Scales the mesh's data by the specified value. This can be used to work "
+"around misscaled meshes without having to modify the source file."
+msgstr ""
+"Scala i dati della mesh in base al valore specificato. Può essere usato per "
+"lavorare attorno a mesh non scalate senza dover modificare il file sorgente."
+
+msgid "Imports an Ogg Vorbis audio file for playback."
+msgstr "Importa un file audio Ogg Vorbis per la riproduzione."
+
+msgid ""
+"Ogg Vorbis is a lossy audio format, with better audio quality compared to "
+"[ResourceImporterMP3] at a given bitrate.\n"
+"In most cases, it's recommended to use Ogg Vorbis over MP3. However, if "
+"you're using an MP3 sound source with no higher quality source available, "
+"then it's recommended to use the MP3 file directly to avoid double lossy "
+"compression.\n"
+"Ogg Vorbis requires more CPU to decode than [ResourceImporterWAV]. If you "
+"need to play a lot of simultaneous sounds, it's recommended to use WAV for "
+"those sounds instead, especially if targeting low-end devices."
+msgstr ""
+"Ogg Vorbis è un formato audio lossy (con perdita), con una migliore qualità "
+"audio rispetto a [ResourceImporterMP3] a un determinato bitrate.\n"
+"Nella maggior parte dei casi, si consiglia di utilizzare Ogg Vorbis al posto "
+"di MP3. Tuttavia, se si utilizza una sorgente audio MP3 senza una sorgente di "
+"qualità superiore disponibile, si consiglia di utilizzare direttamente il "
+"file MP3 per evitare una doppia compressione lossy.\n"
+"Ogg Vorbis richiede più CPU per la decodifica rispetto a "
+"[ResourceImporterWAV]. Se è necessario riprodurre molti suoni allo stesso "
+"tempo, si consiglia di utilizzare WAV per quei suoni, soprattutto se "
+"destinati a dispositivi di fascia bassa."
+
+msgid "Imports a glTF, FBX, Collada or Blender 3D scene."
+msgstr "Importa una scena 3D da glTF, FBX, Collada o Blender."
+
msgid "If [code]true[/code], import animations from the 3D scene."
msgstr "Se [code]true[/code], importa le animazioni dalla scena 3D."
+msgid "Imports an image for use in 2D or 3D rendering."
+msgstr "Importa un'immagine da utilizzare nel rendering 2D o 3D."
+
+msgid "Imports a WAV audio file for playback."
+msgstr "Importa un file audio WAV per la riproduzione."
+
+msgid ""
+"WAV is an uncompressed format, which can provide higher quality compared to "
+"Ogg Vorbis and MP3. It also has the lowest CPU cost to decode. This means "
+"high numbers of WAV sounds can be played at the same time, even on low-end "
+"deviceS."
+msgstr ""
+"WAV è un formato non compresso, il che può fornire una qualità superiore "
+"rispetto a Ogg Vorbis e MP3. Ha anche il costo di CPU più basso per la "
+"decodifica. Ciò significa che è possibile riprodurre un numero elevato di "
+"suoni WAV allo stesso tempo, anche su dispositivi di fascia bassa."
+
+msgid ""
+"If [code]true[/code], normalize the audio volume so that its peak volume is "
+"equal to 0 dB. When enabled, normalization will make audio sound louder "
+"depending on its original peak volume."
+msgstr ""
+"Se [code]true[/code], normalizza il volume audio in modo che il suo volume di "
+"picco sia uguale a 0 dB. Quando abilitata, la normalizzazione renderà il "
+"suono audio più forte a seconda del suo volume di picco originale."
+
+msgid ""
+"If [code]true[/code], forces the imported audio to be mono if the source file "
+"is stereo. This decreases the file size by 50% by merging the two channels "
+"into one."
+msgstr ""
+"Se [code]true[/code], forza l'audio importato a essere mono se il file "
+"sorgente è stereo. Ciò riduce la dimensione del file del 50% unendo i due "
+"canali in uno."
+
+msgid "A singleton for loading resource files."
+msgstr "Un singleton per caricare file di risorse."
+
+msgid "The resource is still being loaded."
+msgstr "La risorsa è ancora in fase di caricamento."
+
+msgid "Some error occurred during loading and it failed."
+msgstr "Si è verificato un errore durante il caricamento e non è riuscito."
+
+msgid ""
+"The resource was loaded successfully and can be accessed via [method "
+"load_threaded_get]."
+msgstr ""
+"La risorsa è stata caricata con successo ed è possibile accedervi tramite "
+"[method load_threaded_get]."
+
+msgid "A node used to preload sub-resources inside a scene."
+msgstr ""
+"Un nodo utilizzato per precaricare sotto-risorse all'interno di una scena."
+
msgid "Returns the resource associated to [param name]."
msgstr "Restituisce la risorsa associata al nome [param name]."
+msgid "Returns the list of resources inside the preloader."
+msgstr "Restituisce la lista delle risorse presenti nel precaricatore."
+
msgid ""
"Returns [code]true[/code] if the preloader contains a resource associated to "
"[param name]."
@@ -51385,21 +77194,270 @@ msgstr ""
"Restituisce [code]true[/code] se il preloader contiene una risorsa associata "
"al nome [param name]."
+msgid "Removes the resource associated to [param name] from the preloader."
+msgstr "Rimuove la risorsa associata al nome [param name] dal precaricatore."
+
+msgid ""
+"Renames a resource inside the preloader from [param name] to [param newname]."
+msgstr ""
+"Rinomina una risorsa all'interno del precaricatore da [param name] a [param "
+"newname]."
+
+msgid "A singleton for saving [Resource]s to the filesystem."
+msgstr "Un singleton per salvare le [Resource] nel file system."
+
+msgid ""
+"Returns the list of extensions available for saving a resource of a given "
+"type."
+msgstr ""
+"Restituisce la lista delle estensioni disponibili per salvare una risorsa di "
+"un determinato tipo."
+
+msgid "Unregisters the given [ResourceFormatSaver]."
+msgstr "Annulla la registrazione del [ResourceFormatSaver] specificato."
+
msgid "No resource saving option."
msgstr "Nessuna opzione di salvataggio di risorse."
+msgid "Save the resource with a path relative to the scene which uses it."
+msgstr "Salva la risorsa con un percorso relativo alla scena che la utilizza."
+
+msgid "Bundles external resources."
+msgstr "Impacchetta le risorse esterne."
+
+msgid ""
+"Changes the [member Resource.resource_path] of the saved resource to match "
+"its new location."
+msgstr ""
+"Modifica il [member Resource.resource_path] della risorsa salvata per "
+"adattarlo alla sua nuova posizione."
+
+msgid ""
+"Do not save editor-specific metadata (identified by their [code]__editor[/"
+"code] prefix)."
+msgstr ""
+"Non salvare i metadati specifici dell'editor (identificati dal prefisso "
+"[code]__editor[/code])."
+
+msgid "Save as big endian (see [member FileAccess.big_endian])."
+msgstr "Salva come big endian (vedi [member FileAccess.big_endian])."
+
+msgid ""
+"Compress the resource on save using [constant FileAccess.COMPRESSION_ZSTD]. "
+"Only available for binary resource types."
+msgstr ""
+"Comprime la risorsa al salvataggio utilizzando [constant FileAccess."
+"COMPRESSION_ZSTD]. Disponibile solo per tipi di risorse binarie."
+
+msgid ""
+"Take over the paths of the saved subresources (see [method Resource."
+"take_over_path])."
+msgstr ""
+"Assumi i percorsi delle sotto-risorse salvate (vedi [method Resource."
+"take_over_path])."
+
+msgid ""
+"A singleton that manages the unique identifiers of all resources within a "
+"project."
+msgstr ""
+"Un singleton che gestisce gli identificatori univoci di tutte le risorse "
+"all'interno di un progetto."
+
+msgid ""
+"Resource UIDs (Unique IDentifiers) allow the engine to keep references "
+"between resources intact, even if files can renamed or moved. They can be "
+"accessed with [code]uid://[/code].\n"
+"[ResourceUID] keeps track of all registered resource UIDs in a project, "
+"generates new UIDs, and converts between their string and integer "
+"representations."
+msgstr ""
+"Gli UID delle risorse (Unique IDentifier) consentono al motore di mantenere "
+"intatti i riferimenti tra le risorse, anche se i file possono essere "
+"rinominati o spostati. Sono accessibili con [code]uid://[/code].\n"
+"[ResourceUID] tiene traccia di tutti gli UID delle risorse registrati in un "
+"progetto, genera nuovi UID e converte tra le loro rappresentazioni di stringa "
+"e di numeri interi."
+
+msgid ""
+"Adds a new UID value which is mapped to the given resource path.\n"
+"Fails with an error if the UID already exists, so be sure to check [method "
+"has_id] beforehand, or use [method set_id] instead."
+msgstr ""
+"Aggiunge un nuovo valore di UID che viene mappato al percorso della risorsa "
+"specificato.\n"
+"Fallisce con un errore se l'UID esiste già, quindi assicurati di controllare "
+"prima [method has_id], oppure usa [method set_id]."
+
+msgid ""
+"Generates a random resource UID which is guaranteed to be unique within the "
+"list of currently loaded UIDs.\n"
+"In order for this UID to be registered, you must call [method add_id] or "
+"[method set_id]."
+msgstr ""
+"Genera un UID di risorsa casuale che è garantito di essere univoco "
+"all'interno della lista degli UID attualmente caricati.\n"
+"Per registrare questo UID, è necessario chiamare [method add_id] o [method "
+"set_id]."
+
+msgid ""
+"Returns the path that the given UID value refers to.\n"
+"Fails with an error if the UID does not exist, so be sure to check [method "
+"has_id] beforehand."
+msgstr ""
+"Restituisce il percorso a cui fa riferimento il valore UID specificato.\n"
+"Fallisce con un errore se l'UID non esiste, quindi assicurati di controllare "
+"prima [method has_id]."
+
msgid "Returns whether the given UID value is known to the cache."
msgstr "Restituisce se il valore UID fornito è presente nella cache."
+msgid "Converts the given UID to a [code]uid://[/code] string value."
+msgstr "Converte l'UID specificato in un valore di stringa [code]uid://[/code]."
+
+msgid ""
+"Removes a loaded UID value from the cache.\n"
+"Fails with an error if the UID does not exist, so be sure to check [method "
+"has_id] beforehand."
+msgstr ""
+"Rimuove un valore UID caricato dalla cache.\n"
+"Fallisce con un errore se l'UID non esiste, quindi assicurati di controllare "
+"prima [method has_id]."
+
+msgid ""
+"Updates the resource path of an existing UID.\n"
+"Fails with an error if the UID does not exist, so be sure to check [method "
+"has_id] beforehand, or use [method add_id] instead."
+msgstr ""
+"Aggiorna il percorso della risorsa di un UID esistente.\n"
+"Fallisce con un errore se l'UID non esiste, quindi assicurati di controllare "
+"prima [method has_id] o di usare [method add_id]."
+
+msgid "Extracts the UID value from the given [code]uid://[/code] string."
+msgstr "Estrae il valore UID dalla stringa [code]uid://[/code] specificata."
+
+msgid ""
+"The value to use for an invalid UID, for example if the resource could not be "
+"loaded.\n"
+"Its text representation is [code]uid://<invalid>[/code]."
+msgstr ""
+"Il valore da utilizzare per un UID non valido, ad esempio se la risorsa non "
+"può essere caricata.\n"
+"La sua rappresentazione testuale è [code]uid://<invalid>[/code]."
+
+msgid "Represents a straight ribbon-shaped [PrimitiveMesh] with variable width."
+msgstr ""
+"Rappresenta una [PrimitiveMesh] a forma di nastro dritto con spessore "
+"variabile."
+
+msgid "3D Particle trails"
+msgstr "Scie di particelle 3D"
+
+msgid ""
+"Determines the size of the ribbon along its length. The size of a particular "
+"section segment is obtained by multiplying the baseline [member size] by the "
+"value of this curve at the given distance. For values smaller than [code]0[/"
+"code], the faces will be inverted."
+msgstr ""
+"Determina la dimensione del nastro lungo la sua lunghezza. La dimensione di "
+"un particolare segmento di sezione si ottiene moltiplicando la dimensione "
+"([member size]) della linea di base per il valore di questa curva alla "
+"distanza data. Per valori inferiori a [code]0[/code], le facce saranno "
+"invertite."
+
msgid "The length of a section of the ribbon."
msgstr "La lunghezza di una sezione del nastro."
+msgid ""
+"The number of segments in a section. The [member curve] is sampled on each "
+"segment to determine its size. Higher values result in a more detailed ribbon "
+"at the cost of performance."
+msgstr ""
+"Il numero di segmenti in una sezione. La [member curve] è campionata su ogni "
+"segmento per determinarne la dimensione. Valori più alti risultano in un "
+"nastro più dettagliato a scapito delle prestazioni."
+
msgid "The total number of sections on the ribbon."
msgstr "Il numero totale di sezioni sul nastro."
msgid "Determines the shape of the ribbon."
msgstr "Determina la forma del nastro."
+msgid ""
+"The baseline size of the ribbon. The size of a particular section segment is "
+"obtained by multiplying this size by the value of the [member curve] at the "
+"given distance."
+msgstr ""
+"La dimensione di base del nastro. La dimensione di un segmento di sezione "
+"particolare si ottiene moltiplicando questa dimensione per il valore della "
+"[member curve] alla distanza specificata."
+
+msgid "Gives the mesh a single flat face."
+msgstr "Conferisce alla mesh una singola faccia piana."
+
+msgid "Gives the mesh two perpendicular flat faces, making a cross shape."
+msgstr ""
+"Conferisce alla mesh due facce piatte perpendicolari, creando una forma a "
+"croce."
+
+msgid "A custom effect for a [RichTextLabel]."
+msgstr "Un effetto personalizzato per un [RichTextLabel]."
+
+msgid ""
+"A control for displaying text that can contain different font styles, images, "
+"and basic formatting."
+msgstr ""
+"Un controllo per visualizzare testo che può contenere diversi stili di "
+"carattere, immagini e formattazione di base."
+
+msgid ""
+"A control for displaying text that can contain custom fonts, images, and "
+"basic formatting. [RichTextLabel] manages these as an internal tag stack. It "
+"also adapts itself to given width/heights.\n"
+"[b]Note:[/b] Assignments to [member text] clear the tag stack and reconstruct "
+"it from the property's contents. Any edits made to [member text] will erase "
+"previous edits made from other manual sources such as [method append_text] "
+"and the [code]push_*[/code] / [method pop] methods.\n"
+"[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For "
+"example, instead of using [code skip-lint][b]bold[i]bold italic[/b]italic[/i]"
+"[/code], use [code skip-lint][b]bold[i]bold italic[/i][/b][i]italic[/i][/"
+"code].\n"
+"[b]Note:[/b] [code]push_*/pop_*[/code] functions won't affect BBCode.\n"
+"[b]Note:[/b] Unlike [Label], [RichTextLabel] doesn't have a [i]property[/i] "
+"to horizontally align text to the center. Instead, enable [member "
+"bbcode_enabled] and surround the text in a [code skip-lint][center][/code] "
+"tag as follows: [code skip-lint][center]Example[/center][/code]. There is "
+"currently no built-in way to vertically align text either, but this can be "
+"emulated by relying on anchors/containers and the [member fit_content] "
+"property."
+msgstr ""
+"Un controllo per visualizzare testo che può contenere font personalizzati, "
+"immagini e formattazione di base. [RichTextLabel] li gestisce come uno stack "
+"di tag interno. Si adatta anche a larghezze o altezze specificate.\n"
+"[b]Nota:[/b] Le assegnazioni a [member text] cancellano lo stack di tag e lo "
+"ricostruiscono dai contenuti della proprietà. Qualsiasi modifica apportata a "
+"[member text] cancellerà le modifiche precedenti apportate da altre sorgenti "
+"manuali come [method append_text] e i metodi [code]push_*[/code] / [method "
+"pop].\n"
+"[b]Nota:[/b] RichTextLabel non supporta i tag BBCode aggrovigliati. Ad "
+"esempio, invece di usare [code skip-lint][b]grassetto[i]grassetto corsivo[/"
+"b]corsivo[/i][/code], usa [code skip-lint][b]grassetto[i]grassetto corsivo[/i]"
+"[/b][i]corsivo[/i][/code].\n"
+"[b]Nota:[/b] Le funzioni [code]push_*/pop_*[/code] non influenzeranno il "
+"BBCode.\n"
+"[b]Nota:[/b] A differenza di [Label], [RichTextLabel] non ha una "
+"[i]proprietà[/i] per allineare orizzontalmente il testo al centro. Invece, "
+"abilita [member bbcode_enabled] e circonda il testo in un tag [code skip-lint]"
+"[center][/code] come segue: [code skip-lint][center]Esempio[/center][/code]. "
+"Attualmente non esiste un modo integrato per allineare verticalmente il "
+"testo, ma questo può essere emulato affidandosi ad ancore e contenitori e "
+"alla proprietà [member fit_content]."
+
+msgid "Rich Text Label with BBCode Demo"
+msgstr "Demo di etichetta di testo avanzato con BBCode"
+
+msgid "Adds raw non-BBCode-parsed text to the tag stack."
+msgstr "Aggiunge testo grezzo non analizzato da BBCode allo stack dei tag."
+
msgid "Returns the text without BBCode mark-up."
msgstr "Restituisce il testo senza marcatura BBCode."
@@ -51421,7 +77479,7 @@ msgstr ""
"selezione è attiva, altrimenti [code]-1[/code]. Non include BBCode."
msgid "Adds a [code skip-lint][bgcolor][/code] tag to the tag stack."
-msgstr "Aggiunge un tag [code skip-lint][bgcolor][/code] alla pila dei tag."
+msgstr "Aggiunge un tag [code skip-lint][bgcolor][/code] allo stack dei tag."
msgid ""
"Adds a [code skip-lint][font][/code] tag with a bold font to the tag stack. "
@@ -51429,28 +77487,45 @@ msgid ""
"in a [code skip-lint][i][/code] tag."
msgstr ""
"Aggiunge un tag [code skip-lint][font][/code] con dei caratteri in grassetto "
-"alla pila dei tag. Questo è lo stesso di aggiungere un tag [code skip-lint][b]"
-"[/code] se non attualmente in un tag [code skip-lint][i][/code]."
+"allo stack dei tag. Questo è lo stesso di aggiungere un tag [code skip-lint]"
+"[b][/code] se non attualmente in un tag [code skip-lint][i][/code]."
msgid ""
"Adds a [code skip-lint][font][/code] tag with a bold italics font to the tag "
"stack."
msgstr ""
"Aggiunge un tag [code skip-lint][font][/code] con dei caratteri in grassetto "
-"corsivo alla pila dei tag."
+"corsivo allo stack dei tag."
msgid "Adds a [code skip-lint][color][/code] tag to the tag stack."
-msgstr "Aggiunge un tag [code skip-lint][color][/code] alla pila dei tag."
+msgstr "Aggiunge un tag [code skip-lint][color][/code] allo stack dei tag."
+
+msgid ""
+"Adds a custom effect tag to the tag stack. The effect does not need to be in "
+"[member custom_effects]. The environment is directly passed to the effect."
+msgstr ""
+"Aggiunge un tag di effetto personalizzato allo stack di tag. L'effetto non "
+"deve essere necessariamente in [member custom_effects]. L'ambiente viene "
+"passato direttamente all'effetto."
+
+msgid ""
+"Adds a [code skip-lint][dropcap][/code] tag to the tag stack. Drop cap "
+"(dropped capital) is a decorative element at the beginning of a paragraph "
+"that is larger than the rest of the text."
+msgstr ""
+"Aggiunge un tag [code skip-lint][dropcap][/code] allo stack dei tag. Il "
+"capolettera è un elemento decorativo all'inizio di un paragrafo che è più "
+"grande del resto del testo."
msgid "Adds a [code skip-lint][fgcolor][/code] tag to the tag stack."
-msgstr "Aggiunge un tag [code skip-lint][fgcolor][/code] alla pila dei tag."
+msgstr "Aggiunge un tag [code skip-lint][fgcolor][/code] allo stack dei tag."
msgid ""
"Adds a [code skip-lint][hint][/code] tag to the tag stack. Same as BBCode "
"[code skip-lint][hint=something]{text}[/hint][/code]."
msgstr ""
-"Aggiunge una tag [code skip-lint][hint][/code] alla pila dei tag. Equivalente "
-"al BBCode [code skip-lint][hint=qualcosa]{testo}[/hint][/code]."
+"Aggiunge una tag [code skip-lint][hint][/code] allo stack dei tag. "
+"Equivalente al BBCode [code skip-lint][hint=qualcosa]{testo}[/hint][/code]."
msgid ""
"Adds a [code skip-lint][font][/code] tag with an italics font to the tag "
@@ -51458,39 +77533,63 @@ msgid ""
"currently in a [code skip-lint][b][/code] tag."
msgstr ""
"Aggiunge un tag [code skip-lint][font][/code] con dei caratteri in corsivo "
-"alla pila dei tag. Questo è lo stesso di aggiungere un tag [code skip-lint][i]"
-"[/code] se non attualmente in un tag [code skip-lint][b][/code]."
+"allo stack dei tag. Questo è lo stesso di aggiungere un tag [code skip-lint]"
+"[i][/code] se non attualmente in un tag [code skip-lint][b][/code]."
msgid ""
"Adds a [code skip-lint][font][/code] tag with a monospace font to the tag "
"stack."
msgstr ""
-"Aggiunge un tag [code skip-lint][font][/code] con dei caratteri monospazio "
-"alla pila dei tag."
+"Aggiunge un tag [code skip-lint][font][/code] con un font monospazio allo "
+"stack dei tag."
msgid ""
"Adds a [code skip-lint][font][/code] tag with a normal font to the tag stack."
msgstr ""
-"Aggiunge un tag [code skip-lint][font][/code] con dei caratteri normali alla "
-"pila dei tag."
+"Aggiunge un tag [code skip-lint][font][/code] con un font normale allo stack "
+"dei tag."
msgid "Adds a [code skip-lint][p][/code] tag to the tag stack."
-msgstr "Aggiunge un tag [code skip-lint][p][/code] alla pila dei tag."
+msgstr "Aggiunge un tag [code skip-lint][p][/code] allo stack dei tag."
msgid "Adds a [code skip-lint][s][/code] tag to the tag stack."
-msgstr "Aggiunge un tag [code skip-lint][s][/code] alla pila dei tag."
+msgstr "Aggiunge un tag [code skip-lint][s][/code] allo stack dei tag."
msgid ""
"Adds a [code skip-lint][table=columns,inline_align][/code] tag to the tag "
"stack. Use [method set_table_column_expand] to set column expansion ratio. "
"Use [method push_cell] to add cells."
msgstr ""
-"Aggiunge un tag [code skip-lint][table=columns,inline_align][/code] alla pila "
-"dei tag. Usa [method set_table_column_expand] per impostare il rapporto di "
-"espansione della colonna. Usa [method push_cell] per aggiungere le celle."
+"Aggiunge un tag [code skip-lint][table=columns,inline_align][/code] allo "
+"stack dei tag. Usa [method set_table_column_expand] per impostare il rapporto "
+"di espansione della colonna. Usa [method push_cell] per aggiungere le celle."
msgid "Adds a [code skip-lint][u][/code] tag to the tag stack."
-msgstr "Aggiunge un tag [code skip-lint][u][/code] alla pila dei tag."
+msgstr "Aggiunge un tag [code skip-lint][u][/code] allo stack dei tag."
+
+msgid ""
+"Select all the text.\n"
+"If [member selection_enabled] is [code]false[/code], no selection will occur."
+msgstr ""
+"Seleziona tutto il testo.\n"
+"Se [member selection_enabled] è [code]false[/code], nessuna selezione sarà "
+"effettuata."
+
+msgid "Sets color of a table cell border."
+msgstr "Imposta il colore del bordo di una cella di tabella."
+
+msgid "Sets inner padding of a table cell."
+msgstr "Imposta la spaziatura interna di una cella di tabella."
+
+msgid ""
+"Sets color of a table cell. Separate colors for alternating rows can be "
+"specified."
+msgstr ""
+"Imposta il colore di una cella di tabella. È possibile specificare colori "
+"separati per righe alternate."
+
+msgid "Sets minimum and maximum size overrides for a table cell."
+msgstr "Imposta le dimensioni minime e massime per una cella di tabella."
msgid ""
"If [code]true[/code], the label's minimum size will be automatically updated "
@@ -51516,14 +77615,247 @@ msgstr ""
"skip-lint][url]{text}[/url][/code]. Queste tag possono chiamare una funzione "
"al click se [signal meta_click] è connesso a una funzione."
+msgid ""
+"The number of spaces associated with a single tab length. Does not affect "
+"[code]\\t[/code] in text tags, only indent tags."
+msgstr ""
+"Il numero di spazi associati a una singola lunghezza di tabulazione. Non "
+"influisce su [code]\\t[/code] nei tag di testo, solo sui tag di rientro."
+
msgid "If [code]true[/code], text processing is done in a background thread."
msgstr ""
"Se [code]true[/code], l'elaborazione del testo è eseguita in un thread in "
"background."
+msgid "Triggers when the mouse exits a meta tag."
+msgstr "Si attiva quando il mouse esce da un tag meta."
+
+msgid "Triggers when the mouse enters a meta tag."
+msgstr "Si attiva quando il mouse entra in un tag meta."
+
+msgid "Each list item has a number marker."
+msgstr "Ogni elemento della lista è contrassegnato da un numero."
+
+msgid "Each list item has a letter marker."
+msgstr "Ogni elemento della lista è contrassegnato da una lettera."
+
+msgid "Each list item has a roman number marker."
+msgstr "Ogni elemento della lista è contrassegnato da un numero romano."
+
+msgid "Each list item has a filled circle marker."
+msgstr "Ogni elemento della lista è contrassegnato da un cerchio pieno."
+
msgid "Selects the whole [RichTextLabel] text."
msgstr "Seleziona tutto il testo del [RichTextLabel]."
+msgid ""
+"Meta tag does not display an underline, even if [member meta_underlined] is "
+"[code]true[/code]."
+msgstr ""
+"Il tag meta non visualizza una sottolineatura, anche se [member "
+"meta_underlined] è [code]true[/code]."
+
+msgid ""
+"If [member meta_underlined] is [code]true[/code], meta tag always display an "
+"underline."
+msgstr ""
+"Se [member meta_underlined] è [code]true[/code], il tag meta visualizza "
+"sempre una sottolineatura."
+
+msgid ""
+"If [member meta_underlined] is [code]true[/code], meta tag display an "
+"underline when the mouse cursor is over it."
+msgstr ""
+"Se [member meta_underlined] è [code]true[/code], il tag meta visualizza una "
+"sottolineatura quando il cursore del mouse si trova sopra di esso."
+
+msgid "If this bit is set, [method update_image] changes image texture."
+msgstr ""
+"Se questo bit è impostato, [method update_image] modifica la texture "
+"dell'immagine."
+
+msgid "If this bit is set, [method update_image] changes image size."
+msgstr ""
+"Se questo bit è impostato, [method update_image] modifica le dimensioni "
+"dell'immagine."
+
+msgid "If this bit is set, [method update_image] changes image color."
+msgstr ""
+"Se questo bit è impostato, [method update_image] modifica il colore "
+"dell'immagine."
+
+msgid ""
+"If this bit is set, [method update_image] changes image inline alignment."
+msgstr ""
+"Se questo bit è impostato, [method update_image] modifica l'allineamento in "
+"riga dell'immagine."
+
+msgid "If this bit is set, [method update_image] changes image texture region."
+msgstr ""
+"Se questo bit è impostato, [method update_image] modifica la regione della "
+"texture dell'immagine."
+
+msgid "If this bit is set, [method update_image] changes image padding."
+msgstr ""
+"Se questo bit è impostato, [method update_image] modifica la spaziatura "
+"dell'immagine."
+
+msgid "If this bit is set, [method update_image] changes image tooltip."
+msgstr ""
+"Se questo bit è impostato, [method update_image] modifica il tooltip "
+"dell'immagine."
+
+msgid ""
+"If this bit is set, [method update_image] changes image width from/to "
+"percents."
+msgstr ""
+"Se questo bit è impostato, [method update_image] modifica le percentuali di "
+"larghezza da/a dell'immagine."
+
+msgid "The default text color."
+msgstr "Il colore predefinito del testo."
+
+msgid "The default tint of text outline."
+msgstr "La tinta predefinita del contorno del testo."
+
+msgid ""
+"The color of selected text, used when [member selection_enabled] is "
+"[code]true[/code]. If equal to [code]Color(0, 0, 0, 0)[/code], it will be "
+"ignored."
+msgstr ""
+"Il colore del testo selezionato, utilizzato quando [member selection_enabled] "
+"è [code]true[/code]. Se uguale a [code]Color(0, 0, 0, 0)[/code], sarà "
+"ignorato."
+
+msgid "The color of the font's shadow."
+msgstr "Il colore dell'ombra del font."
+
+msgid "The color of the selection box."
+msgstr "Il colore del riquadro di selezione."
+
+msgid "The default cell border color."
+msgstr "Il colore predefinito del bordo della cella."
+
+msgid "The default background color for even rows."
+msgstr "Il colore predefinito di sfondo per le righe pari."
+
+msgid "The default background color for odd rows."
+msgstr "Il colore predefinito di sfondo per le righe dispari."
+
+msgid "The vertical space between lines."
+msgstr "Lo spazio verticale tra le righe."
+
+msgid "The horizontal offset of the font's shadow."
+msgstr "Lo spostamento orizzontale dell'ombra del font."
+
+msgid "The vertical offset of the font's shadow."
+msgstr "Lo spostamento verticale dell'ombra del font."
+
+msgid "The horizontal separation of elements in a table."
+msgstr "La separazione orizzontale degli elementi in una tabella."
+
+msgid "The vertical separation of elements in a table."
+msgstr "La separazione verticale degli elementi in una tabella."
+
+msgid ""
+"The horizontal padding around boxes drawn by the [code][fgcolor][/code] and "
+"[code][bgcolor][/code] tags. This does not affect the appearance of text "
+"selection."
+msgstr ""
+"La spaziatura orizzontale attorno ai riquadri disegnati dai tag [code]"
+"[fgcolor][/code] e [code][bgcolor][/code]. Ciò non influisce sull'aspetto "
+"della selezione del testo."
+
+msgid ""
+"The vertical padding around boxes drawn by the [code][fgcolor][/code] and "
+"[code][bgcolor][/code] tags. This does not affect the appearance of text "
+"selection."
+msgstr ""
+"La spaziatura verticale attorno ai riquadri disegnati dai tag [code][fgcolor]"
+"[/code] e [code][bgcolor][/code]. Ciò non influisce sull'aspetto della "
+"selezione del testo."
+
+msgid "The font used for bold text."
+msgstr "Il font utilizzato per il testo in grassetto."
+
+msgid "The font used for bold italics text."
+msgstr "Il font utilizzato per il testo in grassetto e corsivo."
+
+msgid "The font used for italics text."
+msgstr "Il font utilizzato per il testo in corsivo."
+
+msgid "The font used for monospace text."
+msgstr "Il font utilizzato per il testo a spaziatura fissa."
+
+msgid "The default text font."
+msgstr "Il font predefinito di testo."
+
+msgid "The font size used for bold text."
+msgstr "La dimensione del font utilizzata per il testo in grassetto."
+
+msgid "The font size used for bold italics text."
+msgstr "La dimensione del font utilizzata per il testo in grassetto e corsivo."
+
+msgid "The font size used for italics text."
+msgstr "La dimensione del font utilizzata per il testo in corsivo."
+
+msgid "The font size used for monospace text."
+msgstr "La dimensione del font utilizzata per il testo a spaziatura fissa."
+
+msgid "The default text font size."
+msgstr "La dimensione predefinita del font."
+
+msgid ""
+"The background used when the [RichTextLabel] is focused. The [theme_item "
+"focus] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a "
+"partially transparent [StyleBox] should be used to ensure the base [StyleBox] "
+"remains visible. A [StyleBox] that represents an outline or an underline "
+"works well for this purpose. To disable the focus visual effect, assign a "
+"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
+"harm keyboard/controller navigation usability, so this is not recommended for "
+"accessibility reasons."
+msgstr ""
+"Lo sfondo utilizzato quando il [RichTextLabel] è focalizzato. Lo [StyleBox] "
+"di [theme_item focus] è visualizzato [i]sopra[/i] lo [StyleBox] di base, "
+"quindi è necessario utilizzare uno [StyleBox] parzialmente trasparente per "
+"garantire che lo [StyleBox] di base rimanga visibile. Uno [StyleBox] che "
+"rappresenta un contorno o una sottolineatura funziona bene per questo scopo. "
+"Per disabilitare l'effetto visivo del focus, assegna una risorsa "
+"[StyleBoxEmpty]. Tieni presente che disattivare l'effetto visivo di focus "
+"ridurrà l'usabilità della navigazione tramite tastiera o controller, perciò "
+"non è consigliato per motivi di accessibilità."
+
+msgid "The normal background for the [RichTextLabel]."
+msgstr "Lo sfondo normale per il [RichTextLabel]."
+
+msgid "A handle for a [Resource]'s unique identifier."
+msgstr "Un contenitore per l'identificatore univoco di una [Resource]."
+
+msgid ""
+"The RID [Variant] type is used to access a low-level resource by its unique "
+"ID. RIDs are opaque, which means they do not grant access to the resource by "
+"themselves. They are used by the low-level server classes, such as "
+"[DisplayServer], [RenderingServer], [TextServer], etc.\n"
+"A low-level resource may correspond to a high-level [Resource], such as "
+"[Texture] or [Mesh].\n"
+"[b]Note:[/b] RIDs are only useful during the current session. It won't "
+"correspond to a similar resource if sent over a network, or loaded from a "
+"file at a later time."
+msgstr ""
+"Il tipo di [Variant] integrato RID è utilizzato per accedere a una risorsa di "
+"basso livello tramite il suo ID univoco. I RID sono opachi, il che significa "
+"che non garantiscono l'accesso alla risorsa da soli. Sono utilizzati dalle "
+"classi server di basso livello, come [DisplayServer], [RenderingServer], "
+"[TextServer], ecc.\n"
+"Una risorsa di basso livello può corrispondere a una [Resource] di alto "
+"livello, come [Texture] o [Mesh].\n"
+"[b]Nota:[/b] i RID sono utili solo durante la sessione attuale. Non "
+"corrisponderanno a una risorsa simile se inviati tramite una rete o caricati "
+"da un file in un secondo momento."
+
+msgid "Constructs an empty [RID] with the invalid ID [code]0[/code]."
+msgstr "Costruisce un [RID] vuoto con un ID non valido [code]0[/code]."
+
msgid "Constructs a [RID] as a copy of the given [RID]."
msgstr "Costruisce un [RID] come copia del [RID] specificato."
@@ -51570,6 +77902,988 @@ msgstr ""
"Restituisce [code]true[/code] se l'ID del [RID] è maggiore o uguale all'ID di "
"[param right]."
+msgid "A 2D physics body that is moved by a physics simulation."
+msgstr "Un corpo fisico 2D che viene spostato da una simulazione fisica."
+
+msgid ""
+"[RigidBody2D] implements full 2D physics. It cannot be controlled directly, "
+"instead, you must apply forces to it (gravity, impulses, etc.), and the "
+"physics simulation will calculate the resulting movement, rotation, react to "
+"collisions, and affect other physics bodies in its path.\n"
+"The body's behavior can be adjusted via [member lock_rotation], [member "
+"freeze], and [member freeze_mode]. By changing various properties of the "
+"object, such as [member mass], you can control how the physics simulation "
+"acts on it.\n"
+"A rigid body will always maintain its shape and size, even when forces are "
+"applied to it. It is useful for objects that can be interacted with in an "
+"environment, such as a tree that can be knocked over or a stack of crates "
+"that can be pushed around.\n"
+"If you need to override the default physics behavior, you can write a custom "
+"force integration function. See [member custom_integrator].\n"
+"[b]Note:[/b] Changing the 2D transform or [member linear_velocity] of a "
+"[RigidBody2D] very often may lead to some unpredictable behaviors. If you "
+"need to directly affect the body, prefer [method _integrate_forces] as it "
+"allows you to directly access the physics state."
+msgstr ""
+"[RigidBody2D] implementa la fisica 2D completa. Non può essere controllato "
+"direttamente, ma è necessario applicargli delle forze (gravità, impulsi, "
+"ecc.) e la simulazione fisica calcolerà il movimento risultante, la "
+"rotazione, reagirà alle collisioni e influenzerà altri corpi fisici sul suo "
+"percorso.\n"
+"Il comportamento del corpo può essere regolato tramite [member "
+"lock_rotation], [member freeze] e [member freeze_mode]. Modificando varie "
+"proprietà dell'oggetto, come [member mass], puoi controllare come la "
+"simulazione fisica agisce su di esso.\n"
+"Un corpo rigido manterrà sempre la sua forma e dimensione, anche quando gli "
+"vengono applicate delle forze. È utile per oggetti con cui è possibile "
+"interagire in un ambiente, come un albero che può essere abbattuto o una pila "
+"di casse che può essere spinta.\n"
+"Se hai bisogno di sovrascrivere il comportamento fisico predefinito, puoi "
+"scrivere una funzione di integrazione delle forze personalizzata. Vedi "
+"[member custom_integrator].\n"
+"[b]Nota:[/b] Cambiare la trasformazione 2D o [member linear_velocity] di un "
+"[RigidBody2D] molto spesso può portare ad alcuni comportamenti imprevedibili. "
+"Se devi influenzare direttamente il corpo, preferisci [method "
+"_integrate_forces] in quanto ti consente di accedere direttamente allo stato "
+"fisico."
+
+msgid "2D Physics Platformer Demo"
+msgstr "Demo di gioco a piattaforme di fisica 2D"
+
+msgid "Instancing Demo"
+msgstr "Demo di istanziazioni"
+
+msgid ""
+"Applies a rotational force without affecting position. A force is time "
+"dependent and meant to be applied every physics update.\n"
+"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
+"inertia], an active [CollisionShape2D] must be a child of the node, or you "
+"can manually set [member inertia]."
+msgstr ""
+"Applica una forza rotazionale senza influenzare la posizione. Una forza è "
+"dipendente dal tempo e deve essere applicata a ogni aggiornamento della "
+"fisica.\n"
+"[b]Nota:[/b] [member inertia] è necessaria affinché ciò funzioni. Per avere "
+"[member inertia], un [CollisionShape2D] attivo deve essere un figlio del "
+"nodo, oppure puoi impostare manualmente [member inertia]."
+
+msgid ""
+"Applies a rotational impulse to the body without affecting the position.\n"
+"An impulse is time-independent! Applying an impulse every frame would result "
+"in a framerate-dependent force. For this reason, it should only be used when "
+"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
+"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
+"inertia], an active [CollisionShape2D] must be a child of the node, or you "
+"can manually set [member inertia]."
+msgstr ""
+"Applica un impulso rotazionale al corpo senza influenzare la posizione.\n"
+"Un impulso è indipendente dal tempo! Applicare un impulso a ogni frame "
+"risulterebbe in una forza dipendente dal frame rate. Per questo motivo, "
+"dovrebbe essere utilizzato solo quando si simulano impatti una sola volta "
+"(altrimenti, usa le funzioni \"_force\").\n"
+"[b]Nota:[/b] [member inertia] è necessaria affinché ciò funzioni. Per avere "
+"[member inertia], un [CollisionShape2D] attivo deve essere un figlio del "
+"nodo, oppure puoi impostare manualmente [member inertia]."
+
+msgid ""
+"Returns a list of the bodies colliding with this one. Requires [member "
+"contact_monitor] to be set to [code]true[/code] and [member "
+"max_contacts_reported] to be set high enough to detect all the collisions.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, list of collisions is updated once per frame and before the "
+"physics step. Consider using signals instead."
+msgstr ""
+"Restituisce una lista dei corpi in collisione con questo corpo. Richiede che "
+"[member contact_monitor] sia impostato su [code]true[/code] e che [member "
+"max_contacts_reported] sia impostato su un valore alto abbastanza da rilevare "
+"tutte le collisioni.\n"
+"[b]Nota:[/b] Il risultato di questo test non è immediato dopo aver spostato "
+"gli oggetti. Per le prestazioni, la lista delle collisioni è aggiornata una "
+"volta per frame e prima del passaggio di fisica. Si consiglia invece di usare "
+"i segnali."
+
+msgid ""
+"Returns the number of contacts this body has with other bodies. By default, "
+"this returns 0 unless bodies are configured to monitor contacts (see [member "
+"contact_monitor]).\n"
+"[b]Note:[/b] To retrieve the colliding bodies, use [method "
+"get_colliding_bodies]."
+msgstr ""
+"Restituisce il numero di contatti che questo corpo ha con altri corpi. Per "
+"impostazione predefinita, restituisce 0 a meno che i corpi non siano "
+"configurati per monitorare i contatti (vedi [member contact_monitor]).\n"
+"[b]Nota:[/b] Per recuperare i corpi in collisione, usa [method "
+"get_colliding_bodies]."
+
+msgid ""
+"Sets the body's velocity on the given axis. The velocity in the given vector "
+"axis will be set as the given vector length. This is useful for jumping "
+"behavior."
+msgstr ""
+"Imposta la velocità del corpo sull'asse fornito. La velocità nell'asse "
+"vettoriale fornito sarà impostata come la lunghezza vettoriale fornita. Ciò è "
+"utile per un comportamento di salto."
+
+msgid ""
+"Damps the body's rotation. By default, the body will use the [b]Default "
+"Angular Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any "
+"value override set by an [Area2D] the body is in. Depending on [member "
+"angular_damp_mode], you can set [member angular_damp] to be added to or to "
+"replace the body's damping value.\n"
+"See [member ProjectSettings.physics/2d/default_angular_damp] for more details "
+"about damping."
+msgstr ""
+"Smorza la rotazione del corpo. Per impostazione predefinita, il corpo "
+"utilizzerà [b]Smorzamento angolare predefinito[/b] in [b]Progetto > "
+"Impostazioni del progetto > Fisica > 2D[/b] o qualsiasi valore di "
+"sostituzione impostato da un'[Area2D] in cui si trova il corpo. A seconda di "
+"[member angular_damp_mode], puoi impostare [member angular_damp] in modo che "
+"sia aggiunto o sostituito al valore di smorzamento del corpo.\n"
+"Consulta [member ProjectSettings.physics/2d/default_angular_damp] per "
+"ulteriori dettagli sullo smorzamento."
+
+msgid ""
+"If [code]true[/code], the body can enter sleep mode when there is no "
+"movement. See [member sleeping]."
+msgstr ""
+"Se [code]true[/code], il corpo può entrare in modalità di riposo quando non "
+"c'è movimento. Vedi [member sleeping]."
+
+msgid ""
+"The body's custom center of mass, relative to the body's origin position, "
+"when [member center_of_mass_mode] is set to [constant "
+"CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where "
+"applied forces only cause linear acceleration. Applying forces outside of the "
+"center of mass causes angular acceleration.\n"
+"When [member center_of_mass_mode] is set to [constant "
+"CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is "
+"automatically computed."
+msgstr ""
+"Il centro di massa personalizzato del corpo, relativo alla posizione di "
+"origine del corpo, quando [member center_of_mass_mode] è impostato su "
+"[constant CENTER_OF_MASS_MODE_CUSTOM]. Questo è il punto di equilibrio del "
+"corpo, dove le forze applicate causano solo accelerazione lineare. Le forze "
+"applicate all'esterno del centro di massa causano accelerazione angolare.\n"
+"Quando [member center_of_mass_mode] è impostato su [constant "
+"CENTER_OF_MASS_MODE_AUTO] (valore predefinito), il centro di massa è "
+"calcolato automaticamente."
+
+msgid ""
+"Defines the way the body's center of mass is set. See [enum CenterOfMassMode] "
+"for possible values."
+msgstr ""
+"Definisce il modo in cui è impostato il centro di massa del corpo. Vedi [enum "
+"CenterOfMassMode] per i possibili valori."
+
+msgid ""
+"The body's total constant positional forces applied during each physics "
+"update.\n"
+"See [method add_constant_force] and [method add_constant_central_force]."
+msgstr ""
+"Le forze posizionali costanti totali del corpo applicate durante ogni "
+"aggiornamento della fisica.\n"
+"Vedi [method add_constant_force] e [method add_constant_central_force]."
+
+msgid ""
+"The body's total constant rotational forces applied during each physics "
+"update.\n"
+"See [method add_constant_torque]."
+msgstr ""
+"Le forze rotazionali costanti totali del corpo applicate durante ogni "
+"aggiornamento della fisica.\n"
+"Vedi [method add_constant_torque]."
+
+msgid ""
+"If [code]true[/code], the RigidBody2D will emit signals when it collides with "
+"another body.\n"
+"[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning "
+"nothing will be recorded, see [member max_contacts_reported]."
+msgstr ""
+"Se [code]true[/code], il RigidBody2D emetterà segnali quando entra in "
+"collisione con un altro corpo.\n"
+"[b]Nota:[/b] Per impostazione predefinita, il numero massimo di contatti "
+"riportati è impostato su 0, il che significa che non sarà registrato nulla, "
+"vedi [member max_contacts_reported]."
+
+msgid ""
+"Continuous collision detection mode.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide instead of moving it and correcting its movement after collision. "
+"Continuous collision detection is slower, but more precise and misses fewer "
+"collisions with small, fast-moving objects. Raycasting and shapecasting "
+"methods are available. See [enum CCDMode] for details."
+msgstr ""
+"La modalità di rilevamento continuo delle collisioni.\n"
+"Il rilevamento continuo delle collisioni cerca di anticipare dove un corpo in "
+"movimento entrerà in collisione invece di spostarlo e correggerne il "
+"movimento dopo la collisione. Il rilevamento continuo delle collisioni è più "
+"lento, ma più preciso e manca meno collisioni con oggetti piccoli e in rapido "
+"movimento. Sono disponibili i metodi di proiezione raggi e forme. Vedi [enum "
+"CCDMode] per i dettagli."
+
+msgid ""
+"If [code]true[/code], the standard force integration (like gravity or "
+"damping) will be disabled for this body. Other than collision response, the "
+"body will only move as determined by the [method _integrate_forces] method, "
+"if that virtual method is overridden.\n"
+"Setting this property will call the method [method PhysicsServer2D."
+"body_set_omit_force_integration] internally."
+msgstr ""
+"Se [code]true[/code], l'integrazione predefinita delle forze (come gravità o "
+"smorzamento) sarà disabilitata per questo corpo. A parte la risposta alla "
+"collisione, il corpo si muoverà solo come determinato dal metodo [method "
+"_integrate_forces], se tale metodo virtuale è sovrascritto.\n"
+"Impostando questa proprietà sarà chiamato internamente il metodo [method "
+"PhysicsServer2D.body_set_omit_force_integration]."
+
+msgid ""
+"If [code]true[/code], the body is frozen. Gravity and forces are not applied "
+"anymore.\n"
+"See [member freeze_mode] to set the body's behavior when frozen.\n"
+"For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] "
+"instead."
+msgstr ""
+"Se [code]true[/code], il corpo è congelato. La gravità e altre forze non sono "
+"più applicate.\n"
+"Vedi [member freeze_mode] per impostare il comportamento del corpo quando è "
+"congelato.\n"
+"Per un corpo che è sempre congelato, usa invece [StaticBody2D] o "
+"[AnimatableBody2D]."
+
+msgid ""
+"The body's freeze mode. Can be used to set the body's behavior when [member "
+"freeze] is enabled. See [enum FreezeMode] for possible values.\n"
+"For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] "
+"instead."
+msgstr ""
+"La modalità di congelamento del corpo, usata per impostare il comportamento "
+"del corpo quando [member freeze] è abilitato. Vedi [enum FreezeMode] per i "
+"valori possibili.\n"
+"Per un corpo che è sempre congelato, usa invece [StaticBody2D] o "
+"[AnimatableBody2D]."
+
+msgid ""
+"Multiplies the gravity applied to the body. The body's gravity is calculated "
+"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
+"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
+msgstr ""
+"Moltiplica la gravità applicata al corpo. La gravità del corpo è calcolata "
+"dal valore [b]Gravità predefinita[/b] in [b]Progetto > Impostazioni del "
+"progetto > Fisica > 2D[/b] o da qualsiasi vettore di gravità aggiuntivo "
+"applicato dagli [Area2D]."
+
+msgid ""
+"The body's moment of inertia. This is like mass, but for rotation: it "
+"determines how much torque it takes to rotate the body. The moment of inertia "
+"is usually computed automatically from the mass and the shapes, but this "
+"property allows you to set a custom value.\n"
+"If set to [code]0[/code], inertia is automatically computed (default value).\n"
+"[b]Note:[/b] This value does not change when inertia is automatically "
+"computed. Use [PhysicsServer2D] to get the computed inertia.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"@onready var ball = $Ball\n"
+"\n"
+"func get_ball_inertia():\n"
+" return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid())."
+"inverse_inertia\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"private RigidBody2D _ball;\n"
+"\n"
+"public override void _Ready()\n"
+"{\n"
+" _ball = GetNode<RigidBody2D>(\"Ball\");\n"
+"}\n"
+"\n"
+"private float GetBallInertia()\n"
+"{\n"
+" return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid())."
+"InverseInertia;\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Il momento di inerzia del corpo. È come la massa, ma per la rotazione: "
+"determina la quantità di coppia necessaria per ruotare il corpo. Il momento "
+"di inerzia è solitamente calcolato automaticamente dalla massa e dalle forme, "
+"ma questa proprietà consente di impostare un valore personalizzato.\n"
+"Se impostato su [code]0[/code], l'inerzia viene calcolata automaticamente "
+"(valore predefinito).\n"
+"[b]Nota:[/b] Questo valore non cambia quando l'inerzia viene calcolata "
+"automaticamente. Usa il [PhysicsServer2D] per ottenere l'inerzia calcolata.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"@onready var ball = $Ball\n"
+"\n"
+"func get_ball_inertia():\n"
+" return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid())."
+"inverse_inertia\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"private RigidBody2D _ball;\n"
+"\n"
+"public override void _Ready()\n"
+"{\n"
+" _ball = GetNode<RigidBody2D>(\"Ball\");\n"
+"}\n"
+"\n"
+"private float GetBallInertia()\n"
+"{\n"
+" return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid())."
+"InverseInertia;\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Damps the body's movement. By default, the body will use the [b]Default "
+"Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any "
+"value override set by an [Area2D] the body is in. Depending on [member "
+"linear_damp_mode], you can set [member linear_damp] to be added to or to "
+"replace the body's damping value.\n"
+"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+"Smorza il movimento del corpo. Per impostazione predefinita, il corpo "
+"utilizzerà [b]Smorzamento lineare predefinito[/b] in [b]Progetto > "
+"Impostazioni del progetto > Fisica > 2D[/b] o qualsiasi valore di "
+"sostituzione impostato da un'[Area2D] in cui si trova il corpo. A seconda di "
+"[member linear_damp_mode], puoi impostare [member linear_damp] in modo che "
+"sia aggiunto o sostituito al valore di smorzamento del corpo.\n"
+"Consulta [member ProjectSettings.physics/2d/default_linear_damp] per "
+"ulteriori dettagli sullo smorzamento."
+
+msgid ""
+"The body's linear velocity in pixels per second. Can be used sporadically, "
+"but [b]don't set this every frame[/b], because physics may run in another "
+"thread and runs at a different granularity. Use [method _integrate_forces] as "
+"your process loop for precise control of the body state."
+msgstr ""
+"La velocità lineare del corpo in pixel al secondo. Può essere usata "
+"sporadicamente, ma [b]non impostarla per ogni frame[/b], perché la fisica "
+"potrebbe essere eseguita in un altro thread e funzionare a una granularità "
+"diversa. Usa [method _integrate_forces] come ciclo di processo per un "
+"controllo preciso dello stato del corpo."
+
+msgid ""
+"If [code]true[/code], the body cannot rotate. Gravity and forces only apply "
+"linear movement."
+msgstr ""
+"Se [code]true[/code], il corpo non può ruotare. La gravità e le forze "
+"applicano solo un movimento lineare."
+
+msgid ""
+"The maximum number of contacts that will be recorded. Requires a value "
+"greater than 0 and [member contact_monitor] to be set to [code]true[/code] to "
+"start to register contacts. Use [method get_contact_count] to retrieve the "
+"count or [method get_colliding_bodies] to retrieve bodies that have been "
+"collided with.\n"
+"[b]Note:[/b] The number of contacts is different from the number of "
+"collisions. Collisions between parallel edges will result in two contacts "
+"(one at each end), and collisions between parallel faces will result in four "
+"contacts (one at each corner)."
+msgstr ""
+"Il numero massimo di contatti che saranno registrati. Richiede un valore "
+"maggiore di 0 e [member contact_monitor] impostato su [code]true[/code] per "
+"iniziare a registrare i contatti. Usa [method get_contact_count] per "
+"recuperare il conteggio o [method get_colliding_bodies] per recuperare i "
+"corpi con cui si è verificata una collisione.\n"
+"[b]Nota:[/b] Il numero di contatti è diverso dal numero di collisioni. Le "
+"collisioni tra bordi paralleli risulteranno in due contatti (uno a ciascuna "
+"estremità) e le collisioni tra facce parallele risulteranno in quattro "
+"contatti (uno a ciascun angolo)."
+
+msgid ""
+"The physics material override for the body.\n"
+"If a material is assigned to this property, it will be used instead of any "
+"other physics material, such as an inherited one."
+msgstr ""
+"La sostituzione del materiale di fisica per il corpo.\n"
+"Se a questa proprietà è assegnato un materiale, sarà utilizzato al posto di "
+"qualsiasi altro materiale di fisica, come ad esempio uno ereditato."
+
+msgid ""
+"If [code]true[/code], the body will not move and will not calculate forces "
+"until woken up by another body through, for example, a collision, or by using "
+"the [method apply_impulse] or [method apply_force] methods."
+msgstr ""
+"Se [code]true[/code], il corpo non si muoverà e non calcolerà le forze finché "
+"non sarà riattivato da un altro corpo, ad esempio tramite una collisione, o "
+"utilizzando i metodi [method apply_impulse] o [method apply_force]."
+
+msgid ""
+"Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"max_contacts_reported] to be set high enough to detect all the collisions. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[param body] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+"Emesso quando avviene una collisione con un altro [PhysicsBody2D] o "
+"[TileMap]. Richiede che [member contact_monitor] sia impostato su [code]true[/"
+"code] e che [member max_contacts_reported] sia impostato su un valore alto "
+"abbastanza da rilevare tutte le collisioni. Le [TileMap] sono rilevate se il "
+"[TileSet] ha contiene collisioni [Shape2D].\n"
+"[param body] è il [Node], se esiste nell'albero, dell'altro [PhysicsBody2D] o "
+"[TileMap]."
+
+msgid ""
+"Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"max_contacts_reported] to be set high enough to detect all the collisions. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[param body] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+"Emesso quando termina una collisione con un altro [PhysicsBody2D] o "
+"[TileMap]. Richiede che [member contact_monitor] sia impostato su [code]true[/"
+"code] e che [member max_contacts_reported] sia impostato su un valore alto "
+"abbastanza da rilevare tutte le collisioni. Le [TileMap] sono rilevate se il "
+"[TileSet] ha contiene collisioni [Shape2D].\n"
+"[param body] è il [Node], se esiste nell'albero, dell'altro [PhysicsBody2D] o "
+"[TileMap]."
+
+msgid ""
+"Emitted when one of this RigidBody2D's [Shape2D]s collides with another "
+"[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] "
+"to be set to [code]true[/code] and [member max_contacts_reported] to be set "
+"high enough to detect all the collisions. [TileMap]s are detected if the "
+"[TileSet] has Collision [Shape2D]s.\n"
+"[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [PhysicsServer2D].\n"
+"[param body] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap].\n"
+"[param body_shape_index] the index of the [Shape2D] of the other "
+"[PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the "
+"[CollisionShape2D] node with [code]body.shape_owner_get_owner(body."
+"shape_find_owner(body_shape_index))[/code].\n"
+"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D used "
+"by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self."
+"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
+msgstr ""
+"Emesso quando uno degli [Shape2D] di questo RigidBody2D entra in collisione "
+"con un altro [Shape2D] di [PhysicsBody2D] o [TileMap]. Richiede che [member "
+"contact_monitor] sia impostato su [code]true[/code] e che [member "
+"max_contacts_reported] sia impostato su un valore alto abbastanza da rilevare "
+"tutte le collisioni. I [TileMap] sono rilevati se il [TileSet] contiene "
+"collisioni [Shape2D].\n"
+"[param body_rid] è il [RID] del [CollisionObject2D] dell'altro "
+"[PhysicsBody2D] o [TileSet] utilizzato dal [PhysicsServer2D].\n"
+"[param body] è il [Node], se presente nell'albero, dell'altro [PhysicsBody2D] "
+"o [TileMap].\n"
+"[param body_shape_index] l'indice dello [Shape2D] dell'altro [PhysicsBody2D] "
+"o [TileMap] utilizzato dal [PhysicsServer2D]. Ottieni il nodo "
+"[CollisionShape2D] con [code]body.shape_owner_get_owner(body."
+"shape_find_owner(body_shape_index))[/code].\n"
+"[param local_shape_index] è l'indice dello [Shape2D] di questo RigidBody2D "
+"utilizzato dal [PhysicsServer2D]. Ottieni il nodo [CollisionShape2D] con "
+"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/"
+"code]."
+
+msgid ""
+"Emitted when the collision between one of this RigidBody2D's [Shape2D]s and "
+"another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member "
+"contact_monitor] to be set to [code]true[/code] and [member "
+"max_contacts_reported] to be set high enough to detect all the collisions. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [PhysicsServer2D].\n"
+"[param body] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap].\n"
+"[param body_shape_index] the index of the [Shape2D] of the other "
+"[PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the "
+"[CollisionShape2D] node with [code]body.shape_owner_get_owner(body."
+"shape_find_owner(body_shape_index))[/code].\n"
+"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D used "
+"by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self."
+"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
+msgstr ""
+"Emesso quando termina la collisione tra uno degli [Shape2D] di questo "
+"RigidBody2D e un altro [Shape2D] di [PhysicsBody2D] o [TileMap]. Richiede che "
+"[member contact_monitor] sia impostato su [code]true[/code] e che [member "
+"max_contacts_reported] sia impostato su un valore alto abbastanza da rilevare "
+"tutte le collisioni. I [TileMap] sono rilevati se il [TileSet] contiene "
+"collisioni [Shape2D].\n"
+"[param body_rid] è il [RID] del [CollisionObject2D] dell'altro "
+"[PhysicsBody2D] o [TileSet] utilizzato dal [PhysicsServer2D].\n"
+"[param body] è il [Node], se presente nell'albero, dell'altro [PhysicsBody2D] "
+"o [TileMap].\n"
+"[param body_shape_index] l'indice dello [Shape2D] dell'altro [PhysicsBody2D] "
+"o [TileMap] utilizzato dal [PhysicsServer2D]. Ottieni il nodo "
+"[CollisionShape2D] con [code]body.shape_owner_get_owner(body."
+"shape_find_owner(body_shape_index))[/code].\n"
+"[param local_shape_index] è l'indice dello [Shape2D] di questo RigidBody2D "
+"utilizzato dal [PhysicsServer2D]. Ottieni il nodo [CollisionShape2D] con "
+"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/"
+"code]."
+
+msgid ""
+"Emitted when the physics engine changes the body's sleeping state.\n"
+"[b]Note:[/b] Changing the value [member sleeping] will not trigger this "
+"signal. It is only emitted if the sleeping state is changed by the physics "
+"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
+msgstr ""
+"Emesso quando il motore fisico cambia lo stato di riposo del corpo.\n"
+"[b]Nota:[/b] La modifica del valore [member sleeping] non attiverà questo "
+"segnale. Viene emesso solo se lo stato di riposo viene modificato dal motore "
+"fisico o se viene utilizzato [code]emit_signal(\"sleeping_state_changed\")[/"
+"code]."
+
+msgid ""
+"Static body freeze mode (default). The body is not affected by gravity and "
+"forces. It can be only moved by user code and doesn't collide with other "
+"bodies along its path."
+msgstr ""
+"Modalità di congelamento di corpo statico (predefinita). Il corpo non è "
+"influenzato dalla gravità e dalle forze. Può essere spostato solo tramite "
+"codice utente e non entra in collisione con altri corpi lungo il suo percorso."
+
+msgid ""
+"Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but "
+"collides with other bodies along its path when moved. Useful for a frozen "
+"body that needs to be animated."
+msgstr ""
+"Modalità di congelamento di corpo cinematico. Simile a [constant "
+"FREEZE_MODE_STATIC], ma si scontra con altri corpi lungo il suo percorso "
+"quando viene spostato. Utile per un corpo congelato che deve essere animato."
+
+msgid ""
+"In this mode, the body's center of mass is calculated automatically based on "
+"its shapes. This assumes that the shapes' origins are also their center of "
+"mass."
+msgstr ""
+"In questa modalità, il centro di massa del corpo viene calcolato "
+"automaticamente in base alle sue forme. Ciò presuppone che le origini delle "
+"forme siano anche il loro centro di massa."
+
+msgid ""
+"In this mode, the body's center of mass is set through [member "
+"center_of_mass]. Defaults to the body's origin position."
+msgstr ""
+"In questa modalità, il centro di massa del corpo è impostato tramite [member "
+"center_of_mass]. Il valore predefinito è la posizione di origine del corpo."
+
+msgid ""
+"Continuous collision detection disabled. This is the fastest way to detect "
+"body collisions, but can miss small, fast-moving objects."
+msgstr ""
+"Rilevamento continuo delle collisioni disabilitato. Questo è il modo più "
+"rapido per rilevare le collisioni tra corpi, ma potrebbe non rilevare oggetti "
+"piccoli e in rapido movimento."
+
+msgid ""
+"Continuous collision detection enabled using raycasting. This is faster than "
+"shapecasting but less precise."
+msgstr ""
+"Rilevamento continuo delle collisioni abilitato tramite proiezione di raggi. "
+"È più veloce della proiezione di forme ma meno preciso."
+
+msgid ""
+"Continuous collision detection enabled using shapecasting. This is the "
+"slowest CCD method and the most precise."
+msgstr ""
+"Rilevamento continuo delle collisioni abilitato tramite proiezione di forme. "
+"Questo è il metodo di rilevamento più lento e il più preciso."
+
+msgid "A 3D physics body that is moved by a physics simulation."
+msgstr "Un corpo fisico 2D che viene spostato da una simulazione fisica."
+
+msgid ""
+"[RigidBody3D] implements full 3D physics. It cannot be controlled directly, "
+"instead, you must apply forces to it (gravity, impulses, etc.), and the "
+"physics simulation will calculate the resulting movement, rotation, react to "
+"collisions, and affect other physics bodies in its path.\n"
+"The body's behavior can be adjusted via [member lock_rotation], [member "
+"freeze], and [member freeze_mode]. By changing various properties of the "
+"object, such as [member mass], you can control how the physics simulation "
+"acts on it.\n"
+"A rigid body will always maintain its shape and size, even when forces are "
+"applied to it. It is useful for objects that can be interacted with in an "
+"environment, such as a tree that can be knocked over or a stack of crates "
+"that can be pushed around.\n"
+"If you need to override the default physics behavior, you can write a custom "
+"force integration function. See [member custom_integrator].\n"
+"[b]Note:[/b] Changing the 3D transform or [member linear_velocity] of a "
+"[RigidBody3D] very often may lead to some unpredictable behaviors. If you "
+"need to directly affect the body, prefer [method _integrate_forces] as it "
+"allows you to directly access the physics state."
+msgstr ""
+"[RigidBody2D] implementa la fisica 3D completa. Non può essere controllato "
+"direttamente, ma è necessario applicargli delle forze (gravità, impulsi, "
+"ecc.) e la simulazione fisica calcolerà il movimento risultante, la "
+"rotazione, reagirà alle collisioni e influenzerà altri corpi fisici sul suo "
+"percorso.\n"
+"Il comportamento del corpo può essere regolato tramite [member "
+"lock_rotation], [member freeze] e [member freeze_mode]. Modificando varie "
+"proprietà dell'oggetto, come [member mass], puoi controllare come la "
+"simulazione fisica agisce su di esso.\n"
+"Un corpo rigido manterrà sempre la sua forma e dimensione, anche quando gli "
+"vengono applicate delle forze. È utile per oggetti con cui è possibile "
+"interagire in un ambiente, come un albero che può essere abbattuto o una pila "
+"di casse che può essere spinta.\n"
+"Se hai bisogno di sovrascrivere il comportamento fisico predefinito, puoi "
+"scrivere una funzione di integrazione delle forze personalizzata. Vedi "
+"[member custom_integrator].\n"
+"[b]Nota:[/b] Cambiare la trasformazione 3D o [member linear_velocity] di un "
+"[RigidBody3D] molto spesso può portare ad alcuni comportamenti imprevedibili. "
+"Se devi influenzare direttamente il corpo, preferisci [method "
+"_integrate_forces] in quanto ti consente di accedere direttamente allo stato "
+"fisico."
+
+msgid ""
+"Applies a rotational force without affecting position. A force is time "
+"dependent and meant to be applied every physics update.\n"
+"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
+"inertia], an active [CollisionShape3D] must be a child of the node, or you "
+"can manually set [member inertia]."
+msgstr ""
+"Applica una forza rotazionale senza influenzare la posizione. Una forza è "
+"dipendente dal tempo e deve essere applicata a ogni aggiornamento della "
+"fisica.\n"
+"[b]Nota:[/b] [member inertia] è necessaria affinché ciò funzioni. Per avere "
+"[member inertia], un [CollisionShape3D] attivo deve essere un figlio del "
+"nodo, oppure puoi impostare manualmente [member inertia]."
+
+msgid ""
+"Applies a rotational impulse to the body without affecting the position.\n"
+"An impulse is time-independent! Applying an impulse every frame would result "
+"in a framerate-dependent force. For this reason, it should only be used when "
+"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
+"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
+"inertia], an active [CollisionShape3D] must be a child of the node, or you "
+"can manually set [member inertia]."
+msgstr ""
+"Applica un impulso rotazionale al corpo senza influenzare la posizione.\n"
+"Un impulso è indipendente dal tempo! Applicare un impulso a ogni frame "
+"risulterebbe in una forza dipendente dal frame rate. Per questo motivo, "
+"dovrebbe essere utilizzato solo quando si simulano impatti una sola volta "
+"(altrimenti, usa le funzioni \"_force\").\n"
+"[b]Nota:[/b] [member inertia] è necessaria affinché ciò funzioni. Per avere "
+"[member inertia], un [CollisionShape3D] attivo deve essere un figlio del "
+"nodo, oppure puoi impostare manualmente [member inertia]."
+
+msgid ""
+"Returns the inverse inertia tensor basis. This is used to calculate the "
+"angular acceleration resulting from a torque applied to the [RigidBody3D]."
+msgstr ""
+"Restituisce la base del tensore di inerzia inversa. È utilizzata per "
+"calcolare l'accelerazione angolare risultante da una coppia applicata al "
+"[RigidBody3D]."
+
+msgid "The RigidBody3D's rotational velocity in [i]radians[/i] per second."
+msgstr "La velocità di rotazione del RigidBody3D in [i]radianti[/i] al secondo."
+
+msgid ""
+"If [code]true[/code], the RigidBody3D will emit signals when it collides with "
+"another body.\n"
+"[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning "
+"nothing will be recorded, see [member max_contacts_reported]."
+msgstr ""
+"Se [code]true[/code], il RigidBody3D emetterà segnali quando entra in "
+"collisione con un altro corpo.\n"
+"[b]Nota:[/b] Per impostazione predefinita, il numero massimo di contatti "
+"riportati è impostato su 0, il che significa che non sarà registrato nulla, "
+"vedi [member max_contacts_reported]."
+
+msgid ""
+"If [code]true[/code], continuous collision detection is used.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided. "
+"Continuous collision detection is more precise, and misses fewer impacts by "
+"small, fast-moving objects. Not using continuous collision detection is "
+"faster to compute, but can miss small, fast-moving objects."
+msgstr ""
+"Se [code]true[/code], il rilevamento continuo delle collisioni viene usato.\n"
+"Il rilevamento continuo delle collisioni cerca di anticipare dove un corpo in "
+"movimento entrerà in collisione invece di spostarlo e correggerne il "
+"movimento dopo la collisione. Il rilevamento continuo delle collisioni è più "
+"lento, ma più preciso e manca meno collisioni con oggetti piccoli e in rapido "
+"movimento."
+
+msgid ""
+"If [code]true[/code], the body is frozen. Gravity and forces are not applied "
+"anymore.\n"
+"See [member freeze_mode] to set the body's behavior when frozen.\n"
+"For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] "
+"instead."
+msgstr ""
+"Se [code]true[/code], il corpo è congelato. La gravità e altre forze non sono "
+"più applicate.\n"
+"Vedi [member freeze_mode] per impostare il comportamento del corpo quando è "
+"congelato.\n"
+"Per un corpo che è sempre congelato, usa invece [StaticBody3D] o "
+"[AnimatableBody3D]."
+
+msgid ""
+"The body's freeze mode. Can be used to set the body's behavior when [member "
+"freeze] is enabled. See [enum FreezeMode] for possible values.\n"
+"For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] "
+"instead."
+msgstr ""
+"La modalità di congelamento del corpo, usata per impostare il comportamento "
+"del corpo quando [member freeze] è abilitato. Vedi [enum FreezeMode] per i "
+"valori possibili.\n"
+"Per un corpo che è sempre congelato, usa invece [StaticBody3D] o "
+"[AnimatableBody3D]."
+
+msgid ""
+"This is multiplied by the global 3D gravity setting found in [b]Project > "
+"Project Settings > Physics > 3d[/b] to produce RigidBody3D's gravity. For "
+"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
+"and 0.5 will apply half gravity to this object."
+msgstr ""
+"Questo è moltiplicato per l'impostazione di gravità 3D globale che si trova "
+"in [b]Progetto > Impostazioni del progetto > Fisica > 3D[/b] per produrre la "
+"gravità del RigidBody3D. Ad esempio, un valore di 1 sarà gravità normale, 2 "
+"raddoppierà la gravità e 0,5 dimezzerà la gravità per questo oggetto."
+
+msgid ""
+"The body's moment of inertia. This is like mass, but for rotation: it "
+"determines how much torque it takes to rotate the body on each axis. The "
+"moment of inertia is usually computed automatically from the mass and the "
+"shapes, but this property allows you to set a custom value.\n"
+"If set to [constant Vector3.ZERO], inertia is automatically computed (default "
+"value).\n"
+"[b]Note:[/b] This value does not change when inertia is automatically "
+"computed. Use [PhysicsServer3D] to get the computed inertia.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"@onready var ball = $Ball\n"
+"\n"
+"func get_ball_inertia():\n"
+" return PhysicsServer3D.body_get_direct_state(ball.get_rid())."
+"inverse_inertia.inverse()\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"private RigidBody3D _ball;\n"
+"\n"
+"public override void _Ready()\n"
+"{\n"
+" _ball = GetNode<RigidBody3D>(\"Ball\");\n"
+"}\n"
+"\n"
+"private Vector3 GetBallInertia()\n"
+"{\n"
+" return PhysicsServer3D.BodyGetDirectState(_ball.GetRid()).InverseInertia."
+"Inverse();\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Il momento di inerzia del corpo. È come la massa, ma per la rotazione: "
+"determina la quantità di coppia necessaria per ruotare il corpo. Il momento "
+"di inerzia è solitamente calcolato automaticamente dalla massa e dalle forme, "
+"ma questa proprietà consente di impostare un valore personalizzato.\n"
+"Se impostato su [constant Vector3.ZERO], l'inerzia viene calcolata "
+"automaticamente (valore predefinito).\n"
+"[b]Nota:[/b] Questo valore non cambia quando l'inerzia viene calcolata "
+"automaticamente. Usa il [PhysicsServer3D] per ottenere l'inerzia calcolata.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"@onready var ball = $Ball\n"
+"\n"
+"func get_ball_inertia():\n"
+" return PhysicsServer3D.body_get_direct_state(ball.get_rid())."
+"inverse_inertia.inverse()\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"private RigidBody3D _ball;\n"
+"\n"
+"public override void _Ready()\n"
+"{\n"
+" _ball = GetNode<RigidBody3D>(\"Ball\");\n"
+"}\n"
+"\n"
+"private Vector3 GetBallInertia()\n"
+"{\n"
+" return PhysicsServer3D.BodyGetDirectState(_ball.GetRid()).InverseInertia."
+"Inverse();\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"max_contacts_reported] to be set high enough to detect all the collisions. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n"
+"[param body] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody3D] or [GridMap]."
+msgstr ""
+"Emesso quando avviene una collisione con un altro [PhysicsBody3D] o "
+"[GridMap]. Richiede che [member contact_monitor] sia impostato su [code]true[/"
+"code] e che [member max_contacts_reported] sia impostato su un valore alto "
+"abbastanza da rilevare tutte le collisioni. Le [GridMap] sono rilevate se il "
+"[MeshLibrary] ha contiene collisioni [Shape3D].\n"
+"[param body] è il [Node], se esiste nell'albero, dell'altro [PhysicsBody3D] o "
+"[GridMap]."
+
+msgid ""
+"Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. "
+"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
+"max_contacts_reported] to be set high enough to detect all the collisions. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n"
+"[param body] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody3D] or [GridMap]."
+msgstr ""
+"Emesso quando termina la collisione con un altro [PhysicsBody3D] o [GridMap]. "
+"Richiede che [member contact_monitor] sia impostato su [code]true[/code] e "
+"che [member max_contacts_reported] sia impostato su un valore alto abbastanza "
+"da rilevare tutte le collisioni. Le [GridMap] sono rilevate se il "
+"[MeshLibrary] ha contiene collisioni [Shape3D].\n"
+"[param body] è il [Node], se esiste nell'albero, dell'altro [PhysicsBody3D] o "
+"[GridMap]."
+
+msgid ""
+"Emitted when one of this RigidBody3D's [Shape3D]s collides with another "
+"[PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] "
+"to be set to [code]true[/code] and [member max_contacts_reported] to be set "
+"high enough to detect all the collisions. [GridMap]s are detected if the "
+"[MeshLibrary] has Collision [Shape3D]s.\n"
+"[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s "
+"[CollisionObject3D] used by the [PhysicsServer3D].\n"
+"[param body] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody3D] or [GridMap].\n"
+"[param body_shape_index] the index of the [Shape3D] of the other "
+"[PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the "
+"[CollisionShape3D] node with [code]body.shape_owner_get_owner(body."
+"shape_find_owner(body_shape_index))[/code].\n"
+"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D used "
+"by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self."
+"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
+msgstr ""
+"Emesso quando uno degli [Shape3D] di questo RigidBody2D entra in collisione "
+"con un altro [Shape3D] di [PhysicsBody3D] o [GridMap]. Richiede che [member "
+"contact_monitor] sia impostato su [code]true[/code] e che [member "
+"max_contacts_reported] sia impostato su un valore alto abbastanza da rilevare "
+"tutte le collisioni. I [GridMap] sono rilevati se il [MeshLibrary] contiene "
+"collisioni [Shape3D].\n"
+"[param body_rid] è il [RID] del [CollisionObject3D] dell'altro "
+"[PhysicsBody3D] o [GridMap] utilizzato dal [PhysicsServer2D].\n"
+"[param body] è il [Node], se presente nell'albero, dell'altro [PhysicsBody3D] "
+"o [GridMap].\n"
+"[param body_shape_index] l'indice dello [Shape3D] dell'altro [PhysicsBody3D] "
+"o [GridMap] utilizzato dal [PhysicsServer3D]. Ottieni il nodo "
+"[CollisionShape3D] con [code]body.shape_owner_get_owner(body."
+"shape_find_owner(body_shape_index))[/code].\n"
+"[param local_shape_index] è l'indice dello [Shape3D] di questo RigidBody3D "
+"utilizzato dal [PhysicsServer3D]. Ottieni il nodo [CollisionShape3D] con "
+"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/"
+"code]."
+
+msgid ""
+"Emitted when the collision between one of this RigidBody3D's [Shape3D]s and "
+"another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member "
+"contact_monitor] to be set to [code]true[/code] and [member "
+"max_contacts_reported] to be set high enough to detect all the collisions. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n"
+"[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s "
+"[CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if "
+"the Meshes have [Shape3D]s.\n"
+"[param body] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody3D] or [GridMap].\n"
+"[param body_shape_index] the index of the [Shape3D] of the other "
+"[PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the "
+"[CollisionShape3D] node with [code]body.shape_owner_get_owner(body."
+"shape_find_owner(body_shape_index))[/code].\n"
+"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D used "
+"by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self."
+"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
+msgstr ""
+"Emesso quando termina la collisione tra uno degli [Shape3D] di questo "
+"RigidBody3D e un altro [Shape3D] di [PhysicsBody3D] o [GridMap]. Richiede che "
+"[member contact_monitor] sia impostato su [code]true[/code] e che [member "
+"max_contacts_reported] sia impostato su un valore alto abbastanza da rilevare "
+"tutte le collisioni. I [GridMap] sono rilevati se il [MeshLibrary] contiene "
+"collisioni [Shape3D].\n"
+"[param body_rid] è il [RID] del [CollisionObject3D] dell'altro "
+"[PhysicsBody3D] o [GridMap] utilizzato dal [PhysicsServer2D].\n"
+"[param body] è il [Node], se presente nell'albero, dell'altro [PhysicsBody3D] "
+"o [GridMap].\n"
+"[param body_shape_index] l'indice dello [Shape3D] dell'altro [PhysicsBody3D] "
+"o [GridMap] utilizzato dal [PhysicsServer3D]. Ottieni il nodo "
+"[CollisionShape3D] con [code]body.shape_owner_get_owner(body."
+"shape_find_owner(body_shape_index))[/code].\n"
+"[param local_shape_index] è l'indice dello [Shape3D] di questo RigidBody3D "
+"utilizzato dal [PhysicsServer3D]. Ottieni il nodo [CollisionShape3D] con "
+"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/"
+"code]."
+
+msgid "Editor-only helper for setting up root motion in [AnimationMixer]."
+msgstr ""
+"Classe di supporto solo per l'editor per configurare il movimento di radice "
+"in [AnimationMixer]."
+
+msgid ""
+"[i]Root motion[/i] refers to an animation technique where a mesh's skeleton "
+"is used to give impulse to a character. When working with 3D animations, a "
+"popular technique is for animators to use the root skeleton bone to give "
+"motion to the rest of the skeleton. This allows animating characters in a way "
+"where steps actually match the floor below. It also allows precise "
+"interaction with objects during cinematics. See also [AnimationMixer].\n"
+"[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be "
+"hidden automatically in the running project."
+msgstr ""
+"[i]Root motion[/i] si riferisce a una tecnica di animazione in cui lo "
+"scheletro di una mesh viene utilizzato per dare impulso a un personaggio. "
+"Quando si lavora con animazioni in3D, una tecnica popolare per gli animatori "
+"è quella di utilizzare l'osso radice dello scheletro per dare movimento al "
+"resto dello scheletro. Ciò consente di animare i personaggi in un modo in cui "
+"i passi corrispondono effettivamente al pavimento sottostante. Consente "
+"inoltre un'interazione precisa con gli oggetti durante le cinematiche. Vedi "
+"anche [AnimationMixer].\n"
+"[b]Nota:[/b] [RootMotionView] è visibile solo nell'editor. Sarà nascosto "
+"automaticamente nel progetto in esecuzione."
+
+msgid "Using AnimationTree - Root motion"
+msgstr "Utilizzo di AnimationTree - Root motion"
+
+msgid "Path to an [AnimationMixer] node to use as a basis for root motion."
+msgstr ""
+"Percorso verso un nodo [AnimationMixer] da utilizzare come base per il "
+"movimento della radice."
+
+msgid "The grid's cell size in 3D units."
+msgstr "La dimensione delle celle della griglia in unità 3D."
+
+msgid "The grid's color."
+msgstr "Il colore della griglia."
+
+msgid ""
+"The grid's radius in 3D units. The grid's opacity will fade gradually as the "
+"distance from the origin increases until this [member radius] is reached."
+msgstr ""
+"Il raggio della griglia in unità 3D. L'opacità della griglia svanirà "
+"gradualmente man mano che la distanza dall'origine aumenta fino a raggiungere "
+"questo [member radius]."
+
+msgid ""
+"If [code]true[/code], the grid's points will all be on the same Y coordinate "
+"([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
+"coordinate is preserved."
+msgstr ""
+"Se [code]true[/code], tutti i punti della griglia saranno sulla stessa "
+"coordinata Y ([i]local[/i] Y = 0). Se [code]false[/code], la coordinata Y "
+"originale dei punti è preservata."
+
+msgid "High-level multiplayer API implementation."
+msgstr "Implementazione API multigiocatore di alto livello."
+
+msgid ""
+"If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of "
+"object during RPCs.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
+"not use this option if the serialized object comes from untrusted sources to "
+"avoid potential security threat such as remote code execution."
+msgstr ""
+"Se [code]true[/code], la MultiplayerAPI consentirà la codifica e la "
+"decodifica dell'oggetto durante le RPC.\n"
+"[b]Warning:[/b] Gli oggetti deserializzati possono contenere codice che viene "
+"eseguito. Non utilizzare questa opzione se l'oggetto serializzato proviene da "
+"fonti non attendibili per evitare eventuali pericoli di sicurezza come "
+"l'esecuzione di codice remoto."
+
msgid ""
"Returns [code]true[/code] if the given [param path] is configured for "
"synchronization."
@@ -51625,6 +78939,13 @@ msgstr ""
"per essere sincronizzata alla generazione."
msgid ""
+"Use [method property_set_replication_mode] with [constant "
+"REPLICATION_MODE_ALWAYS] instead."
+msgstr ""
+"Usa invece [method property_set_replication_mode] con [constant "
+"REPLICATION_MODE_ALWAYS]."
+
+msgid ""
"Sets whether the property identified by the given [param path] is configured "
"to be synchronized on process."
msgstr ""
@@ -51632,6 +78953,13 @@ msgstr ""
"per essere sincronizzata all'elaborazione."
msgid ""
+"Use [method property_set_replication_mode] with [constant "
+"REPLICATION_MODE_ON_CHANGE] instead."
+msgstr ""
+"Usa invece [method property_set_replication_mode] con [constant "
+"REPLICATION_MODE_ON_CHANGE]."
+
+msgid ""
"Sets whether the property identified by the given [param path] is configured "
"to be reliably synchronized when changes are detected on process."
msgstr ""
@@ -51646,29 +78974,179 @@ msgstr ""
"Rimuove la proprietà identificata dal percorso [param path] dalla "
"configurazione."
+msgid "Do not keep the given property synchronized."
+msgstr "Non mantenere sincronizzata la proprietà specificata."
+
+msgid ""
+"Replicate the given property on process by constantly sending updates using "
+"unreliable transfer mode."
+msgstr ""
+"Replica la proprietà specificata ogni processo, inviando costantemente "
+"aggiornamenti usando una modalità di trasferimento inaffidabile."
+
+msgid ""
+"Replicate the given property on process by sending updates using reliable "
+"transfer mode when its value changes."
+msgstr ""
+"Replica la proprietà specificata ogni processo, inviando aggiornamenti usando "
+"una modalità di trasferimento affidabile quando il suo valore cambia."
+
+msgid "Provides access to a scene file's information."
+msgstr "Fornisce l'accesso alle informazioni di un file di scena."
+
+msgid ""
+"Maintains a list of resources, nodes, exported and overridden properties, and "
+"built-in scripts associated with a scene. They cannot be modified from a "
+"[SceneState], only accessed. Useful for peeking into what a [PackedScene] "
+"contains without instantiating it.\n"
+"This class cannot be instantiated directly, it is retrieved for a given scene "
+"as the result of [method PackedScene.get_state]."
+msgstr ""
+"Mantiene una lista di risorse, nodi, proprietà esportate e sovrascritte e "
+"script incorporati associati a una scena. Non possono essere modificati da "
+"uno [SceneState], ma solo accessibili. Utile per dare un'occhiata a cosa "
+"contiene un [PackedScene] senza istanziarlo.\n"
+"Questa classe non può essere istanziata direttamente, è recuperata per una "
+"determinata scena come risultato di [method PackedScene.get_state]."
+
msgid "Returns the list of bound parameters for the signal at [param idx]."
msgstr ""
"Restituisce la lista dei parametri associati per il segnale all'indice [param "
"idx]."
+msgid ""
+"Returns the number of signal connections in the scene.\n"
+"The [code]idx[/code] argument used to query connection metadata in other "
+"[code]get_connection_*[/code] methods in the interval [code][0, "
+"get_connection_count() - 1][/code]."
+msgstr ""
+"Restituisce il numero delle connessioni di segnali nella scena.\n"
+"L'argomento [code]idx[/code] utilizzato per interrogare i metadati di "
+"connessione in altri metodi [code]get_connection_*[/code] nell'intervallo "
+"[code][0, get_connection_count() - 1][/code]."
+
+msgid ""
+"Returns the connection flags for the signal at [param idx]. See [enum Object."
+"ConnectFlags] constants."
+msgstr ""
+"Restituisce i flag di connessione per il segnale all'indice [param idx]. Vedi "
+"le costanti di [enum Object.ConnectFlags]."
+
msgid "Returns the method connected to the signal at [param idx]."
msgstr "Restituisce il metodo collegato al segnale all'indice [param idx]."
msgid "Returns the name of the signal at [param idx]."
msgstr "Restituisce il nome del segnale all'indice [param idx]."
+msgid ""
+"Returns the path to the node that owns the signal at [param idx], relative to "
+"the root node."
+msgstr ""
+"Restituisce il percorso al nodo proprietario del segnale all'indice [param "
+"idx], relativo al nodo radice."
+
+msgid ""
+"Returns the path to the node that owns the method connected to the signal at "
+"[param idx], relative to the root node."
+msgstr ""
+"Restituisce il percorso al nodo proprietario del metodo connesso al segnale "
+"all'indice [param idx], relativo al nodo radice."
+
msgid "Returns the number of unbound parameters for the signal at [param idx]."
msgstr ""
"Restituisce il numero di parametri rimossi dal segnale all'indice [param idx]."
+msgid ""
+"Returns the number of nodes in the scene.\n"
+"The [code]idx[/code] argument used to query node data in other "
+"[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - "
+"1][/code]."
+msgstr ""
+"Restituisce il numero di nodi nella scena.\n"
+"L'argomento [code]idx[/code] utilizzato per interrogare i dati dei nodi in "
+"altri metodi [code]get_node_*[/code] nell'intervallo [code][0, "
+"get_node_count() - 1][/code]."
+
msgid "Returns the list of group names associated with the node at [param idx]."
msgstr ""
"Restituisce la lista dei nomi di gruppo associati al nodo all'indice [param "
"idx]."
+msgid ""
+"Returns the node's index, which is its position relative to its siblings. "
+"This is only relevant and saved in scenes for cases where new nodes are added "
+"to an instantiated or inherited scene among siblings from the base scene. "
+"Despite the name, this index is not related to the [param idx] argument used "
+"here and in other methods."
+msgstr ""
+"Restituisce l'indice del nodo, che è la sua posizione relativa ai suoi "
+"fratelli. Questo è rilevante e salvato solo nelle scene per i casi in cui "
+"nuovi nodi sono aggiunti a una scena istanziata o ereditata tra i fratelli "
+"dalla scena di base. Nonostante il nome, questo indice non è correlato "
+"all'argomento [param idx] utilizzato qui e in altri metodi."
+
+msgid ""
+"Returns a [PackedScene] for the node at [param idx] (i.e. the whole branch "
+"starting at this node, with its child nodes and resources), or [code]null[/"
+"code] if the node is not an instance."
+msgstr ""
+"Restituisce un [PackedScene] per il nodo all'indice [param idx] (ovvero "
+"l'intero ramo che inizia in questo nodo, con i suoi nodi figlio e le sue "
+"risorse) oppure [code]null[/code] se il nodo non è un'istanza."
+
+msgid ""
+"Returns the path to the represented scene file if the node at [param idx] is "
+"an [InstancePlaceholder]."
+msgstr ""
+"Restituisce il percorso al file di scena rappresentato se il nodo all'indice "
+"[param idx] è un [InstancePlaceholder]."
+
msgid "Returns the name of the node at [param idx]."
msgstr "Restituisce il nome del nodo all'indice [param idx]."
+msgid ""
+"Returns the path to the owner of the node at [param idx], relative to the "
+"root node."
+msgstr ""
+"Restituisce il percorso al proprietario del nodo all'indice [param idx], "
+"relativo al nodo radice."
+
+msgid ""
+"Returns the path to the node at [param idx].\n"
+"If [param for_parent] is [code]true[/code], returns the path of the [param "
+"idx] node's parent instead."
+msgstr ""
+"Restituisce il percorso al nodo all'indice [param idx].\n"
+"Se [param for_parent] è [code]true[/code], restituisce invece il percorso del "
+"genitore del nodo all'indice [param idx]."
+
+msgid ""
+"Returns the number of exported or overridden properties for the node at "
+"[param idx].\n"
+"The [code]prop_idx[/code] argument used to query node property data in other "
+"[code]get_node_property_*[/code] methods in the interval [code][0, "
+"get_node_property_count() - 1][/code]."
+msgstr ""
+"Restituisce il numero di proprietà esportate o sovrascritte per il nodo "
+"all'indice [param idx].\n"
+"L'argomento [code]prop_idx[/code] utilizzato per interrogare i dati delle "
+"proprietà del nodo in altri metodi [code]get_node_property_*[/code] "
+"nell'intervallo [code][0, get_node_property_count() - 1][/code]."
+
+msgid ""
+"Returns the name of the property at [param prop_idx] for the node at [param "
+"idx]."
+msgstr ""
+"Restituisce il nome della proprietà all'indice [param prop_idx] per il nodo "
+"all'indice [param idx]."
+
+msgid ""
+"Returns the value of the property at [param prop_idx] for the node at [param "
+"idx]."
+msgstr ""
+"Restituisce il valore della proprietà all'indice [param prop_idx] per il nodo "
+"all'indice [param idx]."
+
msgid "Returns the type of the node at [param idx]."
msgstr "Restituisce il tipo del nodo all'indice [param idx]."
@@ -51679,6 +79157,267 @@ msgstr ""
"Restituisce [code]true[/code] se il nodo all'indice [param idx] è un "
"[InstancePlaceholder]."
+msgid ""
+"If passed to [method PackedScene.instantiate], blocks edits to the scene "
+"state."
+msgstr ""
+"Se passato a [method PackedScene.instantiate], blocca le modifiche allo stato "
+"della scena."
+
+msgid ""
+"If passed to [method PackedScene.instantiate], provides inherited scene "
+"resources to the local scene.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+"Se passato a [method PackedScene.instantiate], fornisce le risorse di scena "
+"ereditate alla scena locale.\n"
+"[b]Nota:[/b] Disponibile solo nelle build dell'editor."
+
+msgid ""
+"If passed to [method PackedScene.instantiate], provides local scene resources "
+"to the local scene. Only the main scene should receive the main edit state.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+"Se passato a [method PackedScene.instantiate], fornisce le risorse di scena "
+"locali alla scena locale. Solo la scena principale dovrebbe ricevere lo stato "
+"di modifica principale.\n"
+"[b]Nota:[/b] Disponibile solo nelle build dell'editor."
+
+msgid ""
+"If passed to [method PackedScene.instantiate], it's similar to [constant "
+"GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated "
+"to be the base of another one.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+"Se passato a [method PackedScene.instantiate], è simile a [constant "
+"GEN_EDIT_STATE_MAIN], ma per il caso in cui la scena viene istanziata per "
+"essere la base di un'altra.\n"
+"[b]Nota:[/b] Disponibile solo nelle build dell'editor."
+
+msgid "Manages the game loop via a hierarchy of nodes."
+msgstr "Gestisce il ciclo di gioco tramite una gerarchia di nodi."
+
+msgid ""
+"As one of the most important classes, the [SceneTree] manages the hierarchy "
+"of nodes in a scene, as well as scenes themselves. Nodes can be added, "
+"fetched and removed. The whole scene tree (and thus the current scene) can be "
+"paused. Scenes can be loaded, switched and reloaded.\n"
+"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: "
+"every node can be added to as many groups as you want to create, e.g. an "
+"\"enemy\" group. You can then iterate these groups or even call methods and "
+"set properties on all the nodes belonging to any given group.\n"
+"[SceneTree] is the default [MainLoop] implementation used by the engine, and "
+"is thus in charge of the game loop."
+msgstr ""
+"Come una delle classi più importanti, [SceneTree] gestisce la gerarchia dei "
+"nodi in una scena, così come le scene stesse. I nodi possono essere aggiunti, "
+"recuperati e rimossi. L'intero albero di scena (e quindi la scena attuale) "
+"può essere messo in pausa. Le scene possono essere caricate, cambiate e "
+"ricaricate.\n"
+"Puoi anche usare [SceneTree] per organizzare i tuoi nodi in [b]gruppi[/b]: "
+"ogni nodo può essere aggiunto a tutti i gruppi che vuoi creare, ad esempio un "
+"gruppo \"nemico\". Puoi quindi iterare questi gruppi o persino chiamare "
+"metodi e impostare proprietà su tutti i nodi appartenenti a un dato gruppo.\n"
+"[SceneTree] è l'implementazione di [MainLoop] predefinita utilizzata dal "
+"motore, ed è quindi responsabile del ciclo di gioco."
+
+msgid "SceneTree"
+msgstr "Albero di scena"
+
+msgid ""
+"Calls [param method] on each node inside this tree added to the given [param "
+"group]. You can pass arguments to [param method] by specifying them at the "
+"end of this method call. Nodes that cannot call [param method] (either "
+"because the method doesn't exist or the arguments do not match) are ignored. "
+"See also [method set_group] and [method notify_group].\n"
+"[b]Note:[/b] This method acts immediately on all selected nodes at once, "
+"which may cause stuttering in some performance-intensive situations.\n"
+"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
+"built-in Godot methods. Prefer using the names exposed in the "
+"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
+"call."
+msgstr ""
+"Chiama il metodo [param method] su ogni nodo all'interno di questo albero "
+"aggiunto al gruppo [param group]. Puoi passare argomenti a [param method] "
+"specificandoli alla fine di questa chiamata. I nodi che non possono chiamare "
+"[param method] (perché il metodo non esiste o gli argomenti non "
+"corrispondono) sono ignorati. Vedi anche [method set_group] e [method "
+"notify_group].\n"
+"[b]Nota:[/b] Questo metodo agisce immediatamente su tutti i nodi selezionati "
+"allo stesso tempo, il che potrebbe causare scatti in alcune situazioni "
+"intense sulle prestazioni.\n"
+"[b]Nota:[/b] In C#, [param method] deve essere in snake_case quando si fa "
+"riferimento a metodi Godot integrati. Preferisci usare i nomi esposti nella "
+"classe [code]MethodName[/code] per evitare di allocare un nuovo [StringName] "
+"a ogni chiamata."
+
+msgid ""
+"Calls the given [param method] on each node inside this tree added to the "
+"given [param group]. Use [param flags] to customize this method's behavior "
+"(see [enum GroupCallFlags]). Additional arguments for [param method] can be "
+"passed at the end of this method. Nodes that cannot call [param method] "
+"(either because the method doesn't exist or the arguments do not match) are "
+"ignored.\n"
+"[codeblock]\n"
+"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the "
+"frame and in reverse tree order.\n"
+"get_tree().call_group_flags(\n"
+" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n"
+" \"enemies\", \"hide\")\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
+"built-in Godot methods. Prefer using the names exposed in the "
+"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
+"call."
+msgstr ""
+"Chiama il metodo [param method] su ogni nodo all'interno di questo albero "
+"aggiunto al gruppo [param group]. Usa [param flags] per personalizzare il "
+"comportamento di questo metodo (vedi [enum GroupCallFlags]). È possibile "
+"passare ulteriori argomenti a [param method] alla fine di questo metodo. I "
+"nodi che non possono chiamare [param method] (perché il metodo non esiste o "
+"gli argomenti non corrispondono) sono ignorati.\n"
+"[codeblock]\n"
+"# Chiama \"hide\" su tutti i nodi del gruppo \"enemies\", alla fine del frame "
+"e in ordine inverso nell'albero.\n"
+"get_tree().call_group_flags(\n"
+" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n"
+" \"enemies\", \"hide\")\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] In C#, [param method] deve essere in snake_case quando si fa "
+"riferimento ai metodi Godot integrati. Si preferisce utilizzare i nomi "
+"esposti nella classe [code]MethodName[/code] per evitare di allocare un nuovo "
+"[StringName] a ogni chiamata."
+
+msgid ""
+"Changes the running scene to the one at the given [param path], after loading "
+"it into a [PackedScene] and creating a new instance.\n"
+"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param "
+"path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if "
+"that scene cannot be instantiated.\n"
+"[b]Note:[/b] See [method change_scene_to_packed] for details on the order of "
+"operations."
+msgstr ""
+"Sostituisce la scena in esecuzione con quella al percorso [param path], dopo "
+"averla caricata in un [PackedScene] e aver creato una nuova istanza.\n"
+"Restituisce [constant OK] in caso di successo, [constant ERR_CANT_OPEN] se il "
+"percorso [param path] non può essere caricato in un [PackedScene] o [constant "
+"ERR_CANT_CREATE] se quella scena non può essere istanziata.\n"
+"[b]Nota:[/b] Vedi [method change_scene_to_packed] per i dettagli sull'ordine "
+"delle operazioni."
+
+msgid ""
+"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have "
+"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be "
+"automatically freed.\n"
+"If [param process_always] is [code]false[/code], the timer will be paused "
+"when setting [member SceneTree.paused] to [code]true[/code].\n"
+"If [param process_in_physics] is [code]true[/code], the timer will update at "
+"the end of the physics frame, instead of the process frame.\n"
+"If [param ignore_time_scale] is [code]true[/code], the timer will ignore "
+"[member Engine.time_scale] and update with the real, elapsed time.\n"
+"This method is commonly used to create a one-shot delay timer, as in the "
+"following example:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func some_function():\n"
+" print(\"start\")\n"
+" await get_tree().create_timer(1.0).timeout\n"
+" print(\"end\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public async Task SomeFunction()\n"
+"{\n"
+" GD.Print(\"start\");\n"
+" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
+"Timeout);\n"
+" GD.Print(\"end\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in the "
+"tree. A node's [method Node._process] method would be called before the timer "
+"updates (or [method Node._physics_process] if [param process_in_physics] is "
+"set to [code]true[/code])."
+msgstr ""
+"Restituisce un nuovo [SceneTreeTimer]. Dopo che sono trascorsi [param "
+"time_sec] in secondi, il timer emetterà [signal SceneTreeTimer.timeout] e "
+"sarà automaticamente liberato.\n"
+"Se [param process_always] è [code]false[/code], il timer sarà messo in pausa "
+"quando si imposta [member SceneTree.paused] su [code]true[/code].\n"
+"Se [param process_in_physics] è [code]true[/code], il timer sarà aggiornato "
+"alla fine del frame di fisica, invece del frame di processo.\n"
+"Se [param ignore_time_scale] è [code]true[/code], il timer ignorerà [member "
+"Engine.time_scale] e si aggiornerà con il tempo trascorso reale.\n"
+"Questo metodo è comunemente usato per creare un timer di ritardo a colpo "
+"singolo, come nel seguente esempio:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func some_function():\n"
+" print(\"start\")\n"
+" await get_tree().create_timer(1.0).timeout\n"
+" print(\"end\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public async Task SomeFunction()\n"
+"{\n"
+" GD.Print(\"start\");\n"
+" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
+"Timeout);\n"
+" GD.Print(\"end\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] il timer viene sempre elaborato [i]dopo[/i] tutti i nodi "
+"nell'albero. Il metodo [method Node._process] di un nodo verrebbe chiamato "
+"prima dell'aggiornamento del timer (o [method Node._physics_process] se "
+"[param process_in_physics] è impostato su [code]true[/code])."
+
+msgid ""
+"Creates and returns a new [Tween] processed in this tree. The Tween will "
+"start automatically on the next process frame or physics frame (depending on "
+"its [enum Tween.TweenProcessMode]).\n"
+"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. "
+"It may keep working until there is nothing left to animate. If you want the "
+"[Tween] to be automatically killed when the [Node] is freed, use [method Node."
+"create_tween] or [method Tween.bind_node]."
+msgstr ""
+"Crea e restituisce un nuovo [Tween] elaborato in questo albero. Il Tween sarà "
+"avviato automaticamente sul frame di processo o frame di fisica successivo (a "
+"seconda del suo [enum Tween.TweenProcessMode]).\n"
+"[b]Nota:[/b] Un [Tween] creato utilizzando questo metodo non è associato a "
+"nessun [Node]. Può continuare a funzionare finché non c'è più nulla da "
+"animare. Se vuoi che il [Tween] venga automaticamente eliminato quando il "
+"[Node] viene liberato, usa [method Node.create_tween] o [method Tween."
+"bind_node]."
+
+msgid ""
+"Returns the first [Node] found inside the tree, that has been added to the "
+"given [param group], in scene hierarchy order. Returns [code]null[/code] if "
+"no match is found. See also [method get_nodes_in_group]."
+msgstr ""
+"Restituisce il primo [Node] trovato all'interno dell'albero, che è stato "
+"aggiunto al gruppo [param group], in ordine di gerarchia della scena. "
+"Restituisce [code]null[/code] se non viene trovata alcuna corrispondenza. "
+"Vedi anche [method get_nodes_in_group]."
+
+msgid ""
+"Returns how many frames have been processed, since the application started. "
+"This is [i]not[/i] a measurement of elapsed time."
+msgstr ""
+"Restituisce il numero di frame elaborati dall'avvio dell'applicazione. Questa "
+"[i]non[/i] una misura del tempo trascorso."
+
+msgid ""
+"Searches for the [MultiplayerAPI] configured for the given path, if one does "
+"not exist it searches the parent paths until one is found. If the path is "
+"empty, or none is found, the default one is returned. See [method "
+"set_multiplayer]."
+msgstr ""
+"Cerca la [MultiplayerAPI] configurata per il percorso specificato. Se non ne "
+"esiste una, cerca nei percorsi padre finché non ne trova una. Se il percorso "
+"è vuoto o nessuna ne viene trovata, viene restituito quella predefinita. Vedi "
+"[method set_multiplayer]."
+
msgid "Returns the number of nodes inside this tree."
msgstr "Restituisce il numero di nodi all'interno di questo albero."
@@ -51686,15 +79425,321 @@ msgid "Returns the number of nodes assigned to the given group."
msgstr "Restituisce il numero di nodi assegnati al gruppo fornito."
msgid ""
+"Returns an [Array] containing all nodes inside this tree, that have been "
+"added to the given [param group], in scene hierarchy order."
+msgstr ""
+"Restituisce un [Array] contenente tutti i nodi all'interno di questo albero, "
+"che sono stati aggiunti al gruppo [param group], in ordine gerarchico della "
+"scena."
+
+msgid ""
+"Returns an [Array] of currently existing [Tween]s in the tree, including "
+"paused tweens."
+msgstr ""
+"Restituisce un [Array] di [Tween] attualmente esistenti nell'albero, inclusi "
+"i tween in pausa."
+
+msgid ""
"Returns [code]true[/code] if a node added to the given group [param name] "
"exists in the tree."
msgstr ""
"Restituisce [code]true[/code] se un nodo aggiunto al gruppo con nome [param "
"name] esiste nell'albero."
+msgid ""
+"Calls [method Object.notification] with the given [param notification] to all "
+"nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/"
+"tutorials/best_practices/godot_notifications.html]Godot notifications[/url] "
+"and [method call_group] and [method set_group].\n"
+"[b]Note:[/b] This method acts immediately on all selected nodes at once, "
+"which may cause stuttering in some performance-intensive situations."
+msgstr ""
+"Chiama [method Object.notification] con la notifica [param notification] su "
+"tutti i nodi all'interno di questo albero aggiunti al gruppo [param group]. "
+"Vedi anche [url=$DOCS_URL/tutorials/best_practices/godot_notifications."
+"html]Godot notifications[/url], [method call_group] e [method set_group].\n"
+"[b]Nota:[/b] Questo metodo agisce immediatamente su tutti i nodi selezionati "
+"allo stesso tempo, il che potrebbe causare scatti in alcune situazioni "
+"intense sulle prestazioni."
+
+msgid ""
+"Calls [method Object.notification] with the given [param notification] to all "
+"nodes inside this tree added to the [param group]. Use [param call_flags] to "
+"customize this method's behavior (see [enum GroupCallFlags])."
+msgstr ""
+"Chiama [method Object.notification] con la notifica [param notification] su "
+"tutti i nodi all'interno di questo albero aggiunti al gruppo [param group]. "
+"Usa [param call_flags] per personalizzare il comportamento di questo metodo "
+"(vedi [enum GroupCallFlags])."
+
+msgid ""
+"Queues the given [param obj] to be deleted, calling its [method Object.free] "
+"at the end of the current frame. This method is similar to [method Node."
+"queue_free]."
+msgstr ""
+"Mette in coda l'oggetto [param obj] per essere eliminato, chiamando il suo "
+"[method Object.free] alla fine del frame attuale. Questo metodo è simile a "
+"[method Node.queue_free]."
+
+msgid ""
+"Quits the application at the end of the current iteration, with the given "
+"[param exit_code].\n"
+"By convention, an exit code of [code]0[/code] indicates success, whereas any "
+"other exit code indicates an error. For portability reasons, it should be "
+"between [code]0[/code] and [code]125[/code] (inclusive).\n"
+"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the "
+"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS "
+"Human Interface Guidelines[/url], the user is expected to close apps via the "
+"Home button."
+msgstr ""
+"Esce dall'applicazione alla fine dell'iterazione attuale, con il codice di "
+"uscita [param exit_code].\n"
+"Per convenzione, un codice di uscita di [code]0[/code] indica successo, "
+"mentre qualsiasi altro codice di uscita indica un errore. Per motivi di "
+"portabilità, dovrebbe essere compreso tra [code]0[/code] e [code]125[/code] "
+"(inclusi).\n"
+"[b]Nota:[/b] Su iOS questo metodo non funziona. Invece, come consigliato "
+"dalle [url=https://developer.apple.com/library/archive/qa/qa1561/_index."
+"html]linee guida di interfacce iOS[/url], ci si aspetta che l'utente chiuda "
+"le app tramite il pulsante Home."
+
+msgid ""
+"Reloads the currently active scene, replacing [member current_scene] with a "
+"new instance of its original [PackedScene].\n"
+"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
+"current_scene] is defined, [constant ERR_CANT_OPEN] if [member current_scene] "
+"cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the "
+"scene cannot be instantiated."
+msgstr ""
+"Ricarica la scena attualmente attiva, sostituendo [member current_scene] con "
+"una nuova istanza del suo [PackedScene] originale.\n"
+"Restituisce [constant OK] in caso di successo, [constant ERR_UNCONFIGURED] se "
+"nessun [member current_scene] è definito, [constant ERR_CANT_OPEN] se [member "
+"current_scene] non può essere caricato in un [PackedScene] o [constant "
+"ERR_CANT_CREATE] se la scena non può essere istanziata."
+
+msgid ""
+"Sets the given [param property] to [param value] on all nodes inside this "
+"tree added to the given [param group]. Nodes that do not have the [param "
+"property] are ignored. See also [method call_group] and [method "
+"notify_group].\n"
+"[b]Note:[/b] This method acts immediately on all selected nodes at once, "
+"which may cause stuttering in some performance-intensive situations.\n"
+"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
+"built-in Godot properties. Prefer using the names exposed in the "
+"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
+"each call."
+msgstr ""
+"Imposta la proprietà [param property] su [param value] su tutti i nodi "
+"all'interno di questo albero aggiunti al gruppo [param group]. I nodi che non "
+"hanno [param property] sono ignorati. Vedi anche [method call_group] e "
+"[method notify_group].\n"
+"[b]Nota:[/b] Questo metodo agisce immediatamente su tutti i nodi selezionati "
+"allo stesso tempo, il che potrebbe causare scatti in alcune situazioni "
+"intense sulle prestazioni.\n"
+"[b]Nota:[/b] In C#, [param property] deve essere in snake_case quando si fa "
+"riferimento alle proprietà Godot integrate. Preferisci usare i nomi esposti "
+"nella classe [code]PropertyName[/code] per evitare di allocare un nuovo "
+"[StringName] a ogni chiamata."
+
+msgid ""
+"Sets the given [param property] to [param value] on all nodes inside this "
+"tree added to the given [param group]. Nodes that do not have the [param "
+"property] are ignored. Use [param call_flags] to customize this method's "
+"behavior (see [enum GroupCallFlags]).\n"
+"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
+"built-in Godot properties. Prefer using the names exposed in the "
+"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
+"each call."
+msgstr ""
+"Imposta la proprietà [param property] su [param value] su tutti i nodi "
+"all'interno di questo albero aggiunti al gruppo [param group]. I nodi che non "
+"hanno [param property] sono ignorati. Usa [param flags] per personalizzare il "
+"comportamento di questo metodo (vedi [enum GroupCallFlags]).\n"
+"[b]Nota:[/b] In C#, [param property] deve essere in snake_case quando si fa "
+"riferimento alle proprietà Godot integrate. Preferisci usare i nomi esposti "
+"nella classe [code]PropertyName[/code] per evitare di allocare un nuovo "
+"[StringName] a ogni chiamata."
+
+msgid ""
+"Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling "
+"also the relative subpaths), or override the default one if [param root_path] "
+"is empty.\n"
+"[b]Note:[/b] No [MultiplayerAPI] must be configured for the subpath "
+"containing [param root_path], nested custom multiplayers are not allowed. I."
+"e. if one is configured for [code]\"/root/Foo\"[/code] setting one for "
+"[code]\"/root/Foo/Bar\"[/code] will cause an error."
+msgstr ""
+"Imposta una [MultiplayerAPI] personalizzata con il percorso [param root_path] "
+"(che controlla anche i sottopercorsi relativi), o sovrascrive quella "
+"predefinita se [param root_path] è vuoto.\n"
+"[b]Nota:[/b] Nessuna [MultiplayerAPI] deve essere configurata per il "
+"sottopercorso contenente [param root_path], i multiplayer personalizzati "
+"innestati non sono consentiti. Ovvero, se ne è configurato uno per [code]\"/"
+"root/Foo\"[/code] impostandone uno per [code]\"/root/Foo/Bar\"[/code] si "
+"verificherà un errore."
+
+msgid "If a current scene is loaded, calling this method will unload it."
+msgstr "Se una scena attuale è caricata, chiamare questo metodo la libererà."
+
+msgid ""
+"If [code]true[/code], the application automatically accepts quitting "
+"requests.\n"
+"For mobile platforms, see [member quit_on_go_back]."
+msgstr ""
+"Se [code]true[/code], l'applicazione accetta automaticamente le richieste di "
+"uscita.\n"
+"Per le piattaforme mobili, vedi [member quit_on_go_back]."
+
+msgid ""
+"The root node of the currently loaded main scene, usually as a direct child "
+"of [member root]. See also [method change_scene_to_file], [method "
+"change_scene_to_packed], and [method reload_current_scene].\n"
+"[b]Warning:[/b] Setting this property directly may not work as expected, as "
+"it does [i]not[/i] add or remove any nodes from this tree."
+msgstr ""
+"Il nodo radice della scena principale attualmente caricata, solitamente come "
+"figlio diretto di [member root]. Vedi anche [method change_scene_to_file], "
+"[method change_scene_to_packed] e [method reload_current_scene].\n"
+"[b]Attenzione:[/b] L'impostazione diretta di questa proprietà potrebbe non "
+"funzionare come previsto, poiché [i]nessun[/i] nodo è aggiunto o rimosso nodo "
+"da questo albero."
+
+msgid ""
+"If [code]true[/code], collision shapes will be visible when running the game "
+"from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_collisions_hint] while the project is "
+"running will not have the desired effect."
+msgstr ""
+"Se [code]true[/code], le forme di collisione saranno visibili durante "
+"l'esecuzione del gioco dall'editor a scopo di debug.\n"
+"[b]Nota:[/b] Questa proprietà non è progettata per essere modificata in fase "
+"di esecuzione. Modificare il valore di [member debug_collisions_hint] mentre "
+"il progetto è in esecuzione non avrà l'effetto desiderato."
+
+msgid ""
+"If [code]true[/code], navigation polygons will be visible when running the "
+"game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_navigation_hint] while the project is "
+"running will not have the desired effect."
+msgstr ""
+"Se [code]true[/code], i poligoni di navigazione saranno visibili durante "
+"l'esecuzione del gioco dall'editor a scopo di debug.\n"
+"[b]Nota:[/b] Questa proprietà non è progettata per essere modificata in fase "
+"di esecuzione. Modificare il valore di [member debug_navigation_hint] mentre "
+"il progetto è in esecuzione non avrà l'effetto desiderato."
+
+msgid ""
+"If [code]true[/code], curves from [Path2D] and [Path3D] nodes will be visible "
+"when running the game from the editor for debugging purposes.\n"
+"[b]Note:[/b] This property is not designed to be changed at run-time. "
+"Changing the value of [member debug_paths_hint] while the project is running "
+"will not have the desired effect."
+msgstr ""
+"Se [code]true[/code], le curve dai nodi [Path2D] e [Path3D] saranno visibili "
+"durante l'esecuzione del gioco dall'editor a scopo di debug.\n"
+"[b]Nota:[/b] Questa proprietà non è progettata per essere modificata in fase "
+"di esecuzione. Modificare il valore di [member debug_paths_hint] mentre il "
+"progetto è in esecuzione non avrà l'effetto desiderato."
+
+msgid ""
+"The root of the scene currently being edited in the editor. This is usually a "
+"direct child of [member root].\n"
+"[b]Note:[/b] This property does nothing in release builds."
+msgstr ""
+"La radice della scena attualmente in fase di modifica nell'editor. Di solito "
+"è un figlio diretto di [member root].\n"
+"[b]Nota:[/b] Questa proprietà non fa nulla nelle build di rilascio."
+
+msgid ""
+"If [code]true[/code] (default value), enables automatic polling of the "
+"[MultiplayerAPI] for this SceneTree during [signal process_frame].\n"
+"If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] "
+"to process network packets and deliver RPCs. This allows running RPCs in a "
+"different loop (e.g. physics, thread, specific time step) and for manual "
+"[Mutex] protection when accessing the [MultiplayerAPI] from threads."
+msgstr ""
+"Se [code]true[/code] (valore predefinito), abilita il polling automatico di "
+"[MultiplayerAPI] per questo SceneTree durante [signal process_frame].\n"
+"Se [code]false[/code], devi chiamare manualmente [method MultiplayerAPI.poll] "
+"per elaborare i pacchetti di rete e inviare gli RPC. Ciò consente di eseguire "
+"gli RPC in un ciclo diverso (ad esempio fisica, thread, intervallo di tempo "
+"specifico) e per la protezione manuale con [Mutex] quando si accede alla "
+"[MultiplayerAPI] dai thread."
+
+msgid ""
+"If [code]true[/code], the scene tree is considered paused. This causes the "
+"following behavior:\n"
+"- 2D and 3D physics will be stopped, as well as collision detection and "
+"related signals.\n"
+"- Depending on each node's [member Node.process_mode], their [method Node."
+"_process], [method Node._physics_process] and [method Node._input] callback "
+"methods may not called anymore."
+msgstr ""
+"Se [code]true[/code], l'albero di scena è considerato in pausa. Ciò causa il "
+"seguente comportamento:\n"
+"- La fisica 2D e 3D sarà interrotta, così come il rilevamento delle "
+"collisioni e i segnali correlati.\n"
+"- A seconda di [member Node.process_mode] di ciascun nodo, i loro metodi di "
+"callback [method Node._process], [method Node._physics_process] e [method "
+"Node._input] potrebbero non essere più chiamati."
+
+msgid ""
+"If [code]true[/code], the renderer will interpolate the transforms of physics "
+"objects between the last two transforms, so that smooth motion is seen even "
+"when physics ticks do not coincide with rendered frames.\n"
+"The default value of this property is controlled by [member ProjectSettings."
+"physics/common/physics_interpolation]."
+msgstr ""
+"Se [code]true[/code], il renderer interpolerà le trasformazioni degli oggetti "
+"fisici tra le ultime due trasformazioni, in modo che un movimento fluido sia "
+"visualizzato anche quando i tick di fisica non coincidono con i frame "
+"renderizzati.\n"
+"Il valore predefinito di questa proprietà è controllato da [member "
+"ProjectSettings.physics/common/physics_interpolation]."
+
+msgid ""
+"If [code]true[/code], the application quits automatically when navigating "
+"back (e.g. using the system \"Back\" button on Android).\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]."
+msgstr ""
+"Se [code]true[/code], l'applicazione si chiude automaticamente quando si "
+"torna indietro (ad esempio, utilizzando il pulsante di sistema \"Indietro\" "
+"su Android).\n"
+"Per gestire il pulsante \"Torna indietro\" quando questa opzione è "
+"disabilitata, usa [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]."
+
+msgid ""
+"The tree's root [Window]. This is top-most [Node] of the scene tree, and is "
+"always present. An absolute [NodePath] always starts from this node. Children "
+"of the root node may include the loaded [member current_scene], as well as "
+"any [url=$DOCS_URL/tutorials/scripting/singletons_autoload.html]AutoLoad[/"
+"url] configured in the Project Settings.\n"
+"[b]Warning:[/b] Do not delete this node. This will result in unstable "
+"behavior, followed by a crash."
+msgstr ""
+"La radice [Window] dell'albero. Questo è il [Node] più in alto dell'albero "
+"della scena ed è sempre presente. Un [NodePath] assoluto inizia sempre da "
+"questo nodo. I figli del nodo radice possono includere il [member "
+"current_scene] caricato, così come qualsiasi [url=$DOCS_URL/tutorials/"
+"scripting/singletons_autoload.html]AutoLoad[/url] configurato nelle "
+"Impostazioni del progetto.\n"
+"[b]Attenzione:[/b] Non eliminare questo nodo. Ciò risulterà in comportamento "
+"instabile, seguito da un crash."
+
msgid "Emitted when the [param node] enters this tree."
msgstr "Emesso quando il nodo [param node] entra in questo albero."
+msgid ""
+"Emitted when the [param node]'s [method Node.update_configuration_warnings] "
+"is called. Only emitted in the editor."
+msgstr ""
+"Emesso quando viene chiamato [method Node.update_configuration_warnings] del "
+"nodo [param node]. Emesso solo nell'editor."
+
msgid "Emitted when the [param node] exits this tree."
msgstr "Emesso quando il nodo [param node] esce da questo albero."
@@ -51702,9 +79747,253 @@ msgid "Emitted when the [param node]'s [member Node.name] is changed."
msgstr ""
"Emesso quando il nome ([member Node.name]) del nodo [param node] cambia."
+msgid ""
+"Emitted immediately before [method Node._physics_process] is called on every "
+"node in this tree."
+msgstr ""
+"Emesso subito prima che [method Node._physics_process] venga chiamato su ogni "
+"nodo in questo albero."
+
+msgid ""
+"Emitted immediately before [method Node._process] is called on every node in "
+"this tree."
+msgstr ""
+"Emesso subito prima che [method Node._process] venga chiamato su ogni nodo in "
+"questo albero."
+
+msgid ""
+"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, "
+"etc.)."
+msgstr ""
+"Emesso ogni volta che cambia la gerarchia dell'albero (i nodi vengono "
+"spostati, rinominati, ecc.)."
+
+msgid ""
+"Emitted when the [member Node.process_mode] of any node inside the tree is "
+"changed. Only emitted in the editor, to update the visibility of disabled "
+"nodes."
+msgstr ""
+"Emesso quando il [member Node.process_mode] di un nodo qualsiasi all'interno "
+"dell'albero viene modificato. Emesso solo nell'editor, per aggiornare la "
+"visibilità dei nodi disattivati."
+
+msgid "Call nodes within a group with no special behavior (default)."
+msgstr ""
+"Chiama i nodi all'interno di un gruppo senza alcun comportamento speciale "
+"(predefinito)."
+
+msgid ""
+"Call nodes within a group in reverse tree hierarchy order (all nested "
+"children are called before their respective parent nodes)."
+msgstr ""
+"Chiama i nodi all'interno di un gruppo in ordine gerarchico ad albero inverso "
+"(tutti i nodi figlio nidificati vengono chiamati prima dei rispettivi nodi "
+"genitore)."
+
+msgid ""
+"Call nodes within a group at the end of the current frame (can be either "
+"process or physics frame), similar to [method Object.call_deferred]."
+msgstr ""
+"Chiama i nodi all'interno di un gruppo alla fine del frame attuale (può "
+"essere un frame di processo o fisico), simile al [method Object."
+"call_deferred]."
+
+msgid ""
+"Call nodes within a group only once, even if the call is executed many times "
+"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to "
+"work.\n"
+"[b]Note:[/b] Different arguments are not taken into account. Therefore, when "
+"the same call is executed with different arguments, only the first call will "
+"be performed."
+msgstr ""
+"Chiama i nodi all'interno di un gruppo solo una volta, anche se la chiamata "
+"viene eseguita più volte nello stesso frame. Deve essere combinato con "
+"[constant GROUP_CALL_DEFERRED] per funzionare.\n"
+"[b]Nota:[/b] Gli argomenti diversi non sono presi in considerazione. "
+"Pertanto, quando la stessa chiamata viene eseguita con argomenti diversi, "
+"verrà eseguita solo la prima chiamata."
+
+msgid "One-shot timer."
+msgstr "Timer a colpo singolo."
+
+msgid ""
+"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
+"completion. See also [method SceneTree.create_timer].\n"
+"As opposed to [Timer], it does not require the instantiation of a node. "
+"Commonly used to create a one-shot delay timer as in the following example:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func some_function():\n"
+" print(\"Timer started.\")\n"
+" await get_tree().create_timer(1.0).timeout\n"
+" print(\"Timer ended.\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public async Task SomeFunction()\n"
+"{\n"
+" GD.Print(\"Timer started.\");\n"
+" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
+"Timeout);\n"
+" GD.Print(\"Timer ended.\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"The timer will be dereferenced after its time elapses. To preserve the timer, "
+"you can keep a reference to it. See [RefCounted].\n"
+"[b]Note:[/b] The timer is processed after all of the nodes in the current "
+"frame, i.e. node's [method Node._process] method would be called before the "
+"timer (or [method Node._physics_process] if [code]process_in_physics[/code] "
+"in [method SceneTree.create_timer] has been set to [code]true[/code])."
+msgstr ""
+"Un timer a colpo singolo gestito dall'albero della scena, che emette [signal "
+"timeout] al completamento. Vedi anche [method SceneTree.create_timer].\n"
+"A differenza di [Timer], non richiede l'istanziazione di un nodo. Comunemente "
+"utilizzato per creare un timer di ritardo a colpo singolo come nel seguente "
+"esempio:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func some_function():\n"
+" print(\"Timer started.\")\n"
+" await get_tree().create_timer(1.0).timeout\n"
+" print(\"Timer ended.\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public async Task SomeFunction()\n"
+"{\n"
+" GD.Print(\"Timer started.\");\n"
+" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
+"Timeout);\n"
+" GD.Print(\"Timer ended.\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Il timer verrà dereferenziato dopo che il suo tempo è trascorso. Per "
+"conservare il timer, puoi mantenere un riferimento ad esso. Vedi "
+"[RefCounted].\n"
+"[b]Nota:[/b] Il timer viene elaborato dopo tutti i nodi nel frame attuale, "
+"ovvero il metodo [method Node._process] del nodo verrebbe chiamato prima del "
+"timer (o [method Node._physics_process] se [code]process_in_physics[/code] in "
+"[method SceneTree.create_timer] è stato impostato su [code]true[/code])."
+
+msgid "The time remaining (in seconds)."
+msgstr "Il tempo rimanente (in secondi)."
+
+msgid "Emitted when the timer reaches 0."
+msgstr "Emesso quando il timer raggiunge 0."
+
+msgid "A class stored as a resource."
+msgstr "Una classe memorizzata come risorsa."
+
+msgid ""
+"A class stored as a resource. A script extends the functionality of all "
+"objects that instantiate it.\n"
+"This is the base class for all scripts and should not be used directly. "
+"Trying to create a new script with this class will result in an error.\n"
+"The [code]new[/code] method of a script subclass creates a new instance. "
+"[method Object.set_script] extends an existing object, if that object's class "
+"matches one of the script's base classes."
+msgstr ""
+"Una classe memorizzata come risorsa. Uno script estende la funzionalità di "
+"tutti gli oggetti che lo istanziano.\n"
+"Questa è la classe di base per tutti gli script e non dovrebbe essere "
+"utilizzata direttamente. Tentare di creare un nuovo script con questa classe "
+"causerà un errore.\n"
+"Il metodo [code]new[/code] di una sottoclasse di script crea una nuova "
+"istanza. [method Object.set_script] estende un oggetto esistente, se la "
+"classe di quell'oggetto corrisponde a una delle classi di base dello script."
+
+msgid "Scripting documentation index"
+msgstr "Indice della documentazione di scripting"
+
msgid "Returns [code]true[/code] if the script can be instantiated."
msgstr "Restituisce [code]true[/code] se lo script può essere istanziato."
+msgid "Returns the script directly inherited by this script."
+msgstr "Restituisce lo script direttamente ereditato da questo script."
+
+msgid ""
+"Returns the class name associated with the script, if there is one. Returns "
+"an empty string otherwise.\n"
+"To give the script a global name, you can use the [code]class_name[/code] "
+"keyword in GDScript and the [code][GlobalClass][/code] attribute in C#.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"class_name MyNode\n"
+"extends Node\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"using Godot;\n"
+"\n"
+"[GlobalClass]\n"
+"public partial class MyNode : Node\n"
+"{\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce il nome della classe associata allo script, se presente. "
+"Altrimenti, restituisce una stringa vuota.\n"
+"Per assegnare un nome globale allo script, puoi usare la parola chiave "
+"[code]class_name[/code] in GDScript e l'attributo [code][GlobalClass][/code] "
+"in C#.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"class_name MyNode\n"
+"extends Node\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"using Godot;\n"
+"\n"
+"[GlobalClass]\n"
+"public partial class MyNode : Node\n"
+"{\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid "Returns the script's base type."
+msgstr "Restituisce il tipo base dello script."
+
+msgid "Returns the default value of the specified property."
+msgstr "Restituisce il valore predefinito della proprietà specificata."
+
+msgid "Returns a dictionary containing constant names and their values."
+msgstr ""
+"Restituisce un dizionario contenente i nomi delle costanti e i relativi "
+"valori."
+
+msgid "Returns the list of methods in this [Script]."
+msgstr "Restituisce la lista dei metodi in questo [Script]."
+
+msgid "Returns the list of properties in this [Script]."
+msgstr "Restituisce la lista delle proprietà in questo [Script]."
+
+msgid "Returns the list of user signals defined in this [Script]."
+msgstr ""
+"Restituisce la lista dei segnali definiti dall'utente in questo [Script]."
+
+msgid ""
+"Returns [code]true[/code] if the script, or a base class, defines a signal "
+"with the given name."
+msgstr ""
+"Restituisce [code]true[/code] se lo script, o una classe base, definisce un "
+"segnale con il nome specificato."
+
+msgid ""
+"Returns [code]true[/code] if the script contains non-empty source code.\n"
+"[b]Note:[/b] If a script does not have source code, this does not mean that "
+"it is invalid or unusable. For example, a [GDScript] that was exported with "
+"binary tokenization has no source code, but still behaves as expected and "
+"could be instantiated. This can be checked with [method can_instantiate]."
+msgstr ""
+"Restituisce [code]true[/code] se lo script contiene codice sorgente non "
+"vuoto.\n"
+"[b]Nota:[/b] Se uno script non ha codice sorgente, ciò non significa che non "
+"sia valido o inutilizzabile. Ad esempio, un [GDScript] esportato con "
+"tokenizzazione binaria non ha codice sorgente, ma si comporta comunque come "
+"previsto e può essere istanziato. Questo può essere verificato con [method "
+"can_instantiate]."
+
msgid ""
"Returns [code]true[/code] if [param base_object] is an instance of this "
"script."
@@ -51720,11 +80009,62 @@ msgstr ""
"astratto non ha un costruttore e non può essere istanziato."
msgid ""
+"Returns [code]true[/code] if the script is a tool script. A tool script can "
+"run in the editor."
+msgstr ""
+"Restituisce [code]true[/code] se lo script è uno script di strumento. Uno "
+"script di strumento può eseguirsi nell'editor."
+
+msgid "Reloads the script's class implementation. Returns an error code."
+msgstr ""
+"Ricarica l'implementazione della classe dello script. Restituisce un codice "
+"di errore."
+
+msgid ""
+"The script source code or an empty string if source code is not available. "
+"When set, does not reload the class implementation automatically."
+msgstr ""
+"Il codice sorgente dello script o una stringa vuota se il codice sorgente non "
+"è disponibile. Quando impostato, non ricarica automaticamente "
+"l'implementazione della classe."
+
+msgid "Godot editor's popup dialog for creating new [Script] files."
+msgstr ""
+"Finestra di dialogo popup dell'editor Godot per la creazione di nuovi file di "
+"[Script]."
+
+msgid ""
"Returns the [ScriptEditorBase] object that the user is currently editing."
msgstr ""
"Restituisce l'oggetto [ScriptEditorBase] che l'utente sta attualmente "
"modificando."
+msgid "Goes to the specified line in the current script."
+msgstr "Va alla riga specificata nello script attuale."
+
+msgid ""
+"Opens the script create dialog. The script will extend [param base_name]. The "
+"file extension can be omitted from [param base_path]. It will be added based "
+"on the selected scripting language."
+msgstr ""
+"Apre la finestra di dialogo di creazione dello script. Lo script estenderà "
+"[param base_name]. L'estensione del file può essere omessa dal percorso "
+"[param base_path]. Sarà aggiunta in base al linguaggio di scripting "
+"selezionato."
+
+msgid "Base editor for editing scripts in the [ScriptEditor]."
+msgstr "Editor di base per la modifica degli script in [ScriptEditor]."
+
+msgid ""
+"Base editor for editing scripts in the [ScriptEditor]. This does not include "
+"documentation items."
+msgstr ""
+"Editor di base per la modifica degli script in [ScriptEditor]. Non include "
+"elementi di documentazione."
+
+msgid "Emitted when the user requests contextual help."
+msgstr "Emesso quando l'utente richiede aiuto contestuale."
+
msgid ""
"Return the expected argument count for the given [param method], or "
"[code]null[/code] if it can't be determined (which will then fall back to the "
@@ -51749,25 +80089,1352 @@ msgstr ""
msgid "This method is not called by the engine."
msgstr "Questo metodo non è chiamato dal motore."
+msgid "Abstract base class for scrollbars."
+msgstr "Classe di base astratta per le barre di scorrimento."
+
+msgid ""
+"Abstract base class for scrollbars, typically used to navigate through "
+"content that extends beyond the visible area of a control. Scrollbars are "
+"[Range]-based controls."
+msgstr ""
+"Classe di base astratta per le barre di scorrimento, solitamente utilizzata "
+"per navigare attraverso contenuti che si estendono oltre l'area visibile di "
+"un controllo. Le barre di scorrimento sono controlli basati su [Range]."
+
+msgid ""
+"Overrides the step used when clicking increment and decrement buttons or when "
+"using arrow keys when the [ScrollBar] is focused."
+msgstr ""
+"Sostituisce il passo utilizzato quando si clicca sui pulsanti di incremento e "
+"decremento, oppure quando si utilizzano i tasti freccia quando [ScrollBar] è "
+"attivo."
+
+msgid "Emitted when the scrollbar is being scrolled."
+msgstr "Emesso quando si scorre la barra di scorrimento."
+
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] left/up. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+"Icona utilizzata come pulsante per scorrere la [ScrollBar] verso sinistra o "
+"l'alto. Supporta il passo personalizzato tramite la proprietà [member "
+"ScrollBar.custom_step]."
+
+msgid "Displayed when the mouse cursor hovers over the decrement button."
+msgstr ""
+"Visualizzato quando il cursore del mouse passa sopra il pulsante di "
+"decremento."
+
+msgid "Displayed when the decrement button is being pressed."
+msgstr "Visualizzato quando si preme il pulsante di decremento."
+
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] right/down. Supports custom "
+"step using the [member ScrollBar.custom_step] property."
+msgstr ""
+"Icona utilizzata come pulsante per scorrere la [ScrollBar] verso destra o il "
+"basso. Supporta il passo personalizzato tramite la proprietà [member "
+"ScrollBar.custom_step]."
+
+msgid "Displayed when the mouse cursor hovers over the increment button."
+msgstr ""
+"Visualizzato quando il cursore del mouse passa sopra il pulsante di "
+"incremento."
+
+msgid "Displayed when the increment button is being pressed."
+msgstr "Visualizzato quando si preme il pulsante di incremento."
+
+msgid ""
+"Used as texture for the grabber, the draggable element representing current "
+"scroll."
+msgstr ""
+"Utilizzato come texture per il grabber, l'elemento trascinabile che "
+"rappresenta lo scorrimento attuale."
+
+msgid "Used when the mouse hovers over the grabber."
+msgstr "Utilizzato quando il mouse passa sopra il grabber."
+
+msgid "Used when the grabber is being dragged."
+msgstr "Utilizzato quando il grabber è trascinato."
+
+msgid "Used as background of this [ScrollBar]."
+msgstr "Utilizzato come sfondo di questa [ScrollBar]."
+
+msgid "Used as background when the [ScrollBar] has the GUI focus."
+msgstr "Utilizzato come sfondo quando questa [ScrollBar] ha il focus della GUI."
+
+msgid "A container used to provide scrollbars to a child control when needed."
+msgstr ""
+"Un contenitore utilizzato per fornire barre di scorrimento a un controllo "
+"figlio quando necessario."
+
+msgid ""
+"A container used to provide a child control with scrollbars when needed. "
+"Scrollbars will automatically be drawn at the right (for vertical) or bottom "
+"(for horizontal) and will enable dragging to move the viewable Control (and "
+"its children) within the ScrollContainer. Scrollbars will also automatically "
+"resize the grabber based on the [member Control.custom_minimum_size] of the "
+"Control relative to the ScrollContainer."
+msgstr ""
+"Un contenitore utilizzato per fornire barre di scorrimento a un controllo "
+"figlio quando necessario. Le barre di scorrimento saranno automaticamente "
+"disegnate a destra (per verticale) o in basso (per orizzontale) e "
+"consentiranno il trascinamento per spostare il controllo visualizzabile (e i "
+"suoi figli) all'interno dello ScrollContainer. Le barre di scorrimento "
+"ridimensioneranno anche automaticamente il grabber in base al [member Control."
+"custom_minimum_size] del controllo rispetto al contenitore."
+
+msgid ""
+"Ensures the given [param control] is visible (must be a direct or indirect "
+"child of the ScrollContainer). Used by [member follow_focus].\n"
+"[b]Note:[/b] This will not work on a node that was just added during the same "
+"frame. If you want to scroll to a newly added child, you must wait until the "
+"next frame using [signal SceneTree.process_frame]:\n"
+"[codeblock]\n"
+"add_child(child_node)\n"
+"await get_tree().process_frame\n"
+"ensure_control_visible(child_node)\n"
+"[/codeblock]"
+msgstr ""
+"Assicura che il [param control] specificato sia visibile (deve essere un "
+"figlio diretto o indiretto di questo contenitore). Usato da [member "
+"follow_focus].\n"
+"[b]Nota:[/b] Questo non funzionerà su un nodo che è stato appena aggiunto "
+"durante lo stesso frame. Se vuoi scorrere fino a un figlio appena aggiunto, "
+"devi attendere fino al frame successivo usando [signal SceneTree."
+"process_frame]:\n"
+"[codeblock]\n"
+"add_child(child_node)\n"
+"await get_tree().process_frame\n"
+"ensure_control_visible(child_node)\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
+"cause a crash. If you wish to disable or hide a scrollbar, you can use "
+"[member horizontal_scroll_mode]."
+msgstr ""
+"Restituisce la barra di scorrimento orizzontale [HScrollBar] di questo "
+"[ScrollContainer].\n"
+"[b]Attenzione:[/b] Questo è un nodo interno obbligatorio, rimuoverlo e "
+"liberarlo potrebbe causare un crash. Se desideri nascondere una barra di "
+"scorrimento, puoi usare [member CanvasItem.visible]."
+
+msgid ""
+"Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
+"cause a crash. If you wish to disable or hide a scrollbar, you can use "
+"[member vertical_scroll_mode]."
+msgstr ""
+"Restituisce la barra di scorrimento verticale [VScrollBar] di questo "
+"[ScrollContainer].\n"
+"[b]Attenzione:[/b] Questo è un nodo interno obbligatorio, rimuoverlo e "
+"liberarlo potrebbe causare un crash. Se desideri nascondere una barra di "
+"scorrimento, puoi usare [member CanvasItem.visible]."
+
+msgid ""
+"If [code]true[/code], the ScrollContainer will automatically scroll to "
+"focused children (including indirect children) to make sure they are fully "
+"visible."
+msgstr ""
+"Se [code]true[/code], il contenitore scorrerà automaticamente fino agli "
+"elementi figlio selezionati (inclusi quelli indiretti) per assicurarsi che "
+"siano completamente visibili."
+
+msgid ""
+"Controls whether horizontal scrollbar can be used and when it should be "
+"visible. See [enum ScrollMode] for options."
+msgstr ""
+"Controlla se la barra di scorrimento orizzontale può essere utilizzata e "
+"quando deve essere visibile. Vedi [enum ScrollMode] per le opzioni."
+
+msgid ""
+"Deadzone for touch scrolling. Lower deadzone makes the scrolling more "
+"sensitive."
+msgstr ""
+"Zona morta per lo scorrimento touch. Una zona morta più bassa rende lo "
+"scorrimento più sensibile."
+
+msgid ""
+"The current horizontal scroll value.\n"
+"[b]Note:[/b] If you are setting this value in the [method Node._ready] "
+"function or earlier, it needs to be wrapped with [method Object."
+"set_deferred], since scroll bar's [member Range.max_value] is not initialized "
+"yet.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" set_deferred(\"scroll_horizontal\", 600)\n"
+"[/codeblock]"
+msgstr ""
+"Il valore attuale dello scorrimento orizzontale.\n"
+"[b]Nota:[/b] Se si imposta questo valore nella funzione [method Node._ready] "
+"o in precedenza, è necessario racchiuderlo con [method Object.set_deferred], "
+"poiché il valore [member Range.max_value] della barra di scorrimento non è "
+"ancora inizializzato.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" set_deferred(\"scroll_horizontal\", 600)\n"
+"[/codeblock]"
+
+msgid ""
+"Overrides the [member ScrollBar.custom_step] used when clicking the internal "
+"scroll bar's horizontal increment and decrement buttons or when using arrow "
+"keys when the [ScrollBar] is focused."
+msgstr ""
+"Sostituisce il [member ScrollBar.custom_step] utilizzato quando si clicca sui "
+"pulsanti di incremento e decremento orizzontale della barra di scorrimento "
+"interna o quando si utilizzano i tasti freccia quando la [ScrollBar] è attiva."
+
+msgid ""
+"The current vertical scroll value.\n"
+"[b]Note:[/b] Setting it early needs to be deferred, just like in [member "
+"scroll_horizontal].\n"
+"[codeblock]\n"
+"func _ready():\n"
+" set_deferred(\"scroll_vertical\", 600)\n"
+"[/codeblock]"
+msgstr ""
+"Il valore attuale dello scorrimento verticale.\n"
+"[b]Nota:[/b] Impostarlo in anticipo deve essere differito, proprio come in "
+"[member scroll_horizontal].\n"
+"[codeblock]\n"
+"func _ready():\n"
+" set_deferred(\"scroll_vertical\", 600)\n"
+"[/codeblock]"
+
+msgid ""
+"Overrides the [member ScrollBar.custom_step] used when clicking the internal "
+"scroll bar's vertical increment and decrement buttons or when using arrow "
+"keys when the [ScrollBar] is focused."
+msgstr ""
+"Sostituisce il [member ScrollBar.custom_step] utilizzato quando si clicca sui "
+"pulsanti di incremento e decremento verticale della barra di scorrimento "
+"interna o quando si utilizzano i tasti freccia quando la [ScrollBar] è attiva."
+
+msgid ""
+"Controls whether vertical scrollbar can be used and when it should be "
+"visible. See [enum ScrollMode] for options."
+msgstr ""
+"Controlla se la barra di scorrimento verticale può essere utilizzata e quando "
+"deve essere visibile. Vedi [enum ScrollMode] per le opzioni."
+
+msgid ""
+"Emitted when scrolling stops when dragging the scrollable area [i]with a "
+"touch event[/i]. This signal is [i]not[/i] emitted when scrolling by dragging "
+"the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/"
+"gamepad events.\n"
+"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web "
+"platforms when [member ProjectSettings.input_devices/pointing/"
+"emulate_touch_from_mouse] is enabled."
+msgstr ""
+"Emesso quando lo scorrimento viene interrotto quando si trascina l'area "
+"scorrevole [i]con un evento touch[/i]. Questo segnale [i]non[/i] viene emesso "
+"quando si scorre trascinando la barra di scorrimento, scorrendo con la "
+"rotellina del mouse o scorrendo con eventi da tastiera o gamepad.\n"
+"[b]Nota:[/b] Questo segnale viene emesso solo su Android o iOS, o su "
+"piattaforme desktop o web quando [member ProjectSettings.input_devices/"
+"pointing/emulate_touch_from_mouse] è abilitato."
+
+msgid ""
+"Emitted when scrolling starts when dragging the scrollable area w[i]ith a "
+"touch event[/i]. This signal is [i]not[/i] emitted when scrolling by dragging "
+"the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/"
+"gamepad events.\n"
+"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web "
+"platforms when [member ProjectSettings.input_devices/pointing/"
+"emulate_touch_from_mouse] is enabled."
+msgstr ""
+"Emesso quando lo scorrimento viene iniziato quando si trascina l'area "
+"scorrevole [i]con un evento touch[/i]. Questo segnale [i]non[/i] viene emesso "
+"quando si scorre trascinando la barra di scorrimento, scorrendo con la "
+"rotellina del mouse o scorrendo con eventi da tastiera o gamepad.\n"
+"[b]Nota:[/b] Questo segnale viene emesso solo su Android o iOS, o su "
+"piattaforme desktop o web quando [member ProjectSettings.input_devices/"
+"pointing/emulate_touch_from_mouse] è abilitato."
+
+msgid "Scrolling disabled, scrollbar will be invisible."
+msgstr "Scorrimento disabilitato, la barra di scorrimento sarà invisibile."
+
+msgid ""
+"Scrolling enabled, scrollbar will be visible only if necessary, i.e. "
+"container's content is bigger than the container."
+msgstr ""
+"Scorrimento abilitato, la barra di scorrimento sarà visibile solo se "
+"necessario, ovvero se il contenuto del contenitore è più grande del "
+"contenitore stesso."
+
+msgid "Scrolling enabled, scrollbar will be always visible."
+msgstr "Scorrimento abilitato, la barra di scorrimento sarà sempre visibile."
+
+msgid "Scrolling enabled, scrollbar will be hidden."
+msgstr "Scorrimento abilitato, la barra di scorrimento sarà nascosta."
+
+msgid "The background [StyleBox] of the [ScrollContainer]."
+msgstr "Lo [StyleBox] di sfondo del [ScrollContainer]."
+
+msgid "A 2D line segment shape used for physics collision."
+msgstr "Un segmento di linea 2D utilizzato per le collisioni fisiche."
+
+msgid ""
+"A 2D line segment shape, intended for use in physics. Usually used to provide "
+"a shape for a [CollisionShape2D]."
+msgstr ""
+"Una forma di segmento di linea 2D, pensata per l'uso in fisica. Solitamente "
+"utilizzata per fornire una forma per un [CollisionShape2D]."
+
+msgid "The segment's first point position."
+msgstr "La posizione del primo punto del segmento."
+
+msgid "The segment's second point position."
+msgstr "La posizione del secondo punto del segmento."
+
+msgid ""
+"A synchronization mechanism used to control access to a shared resource by "
+"[Thread]s."
+msgstr ""
+"Un meccanismo di sincronizzazione utilizzato per controllare l'accesso a una "
+"risorsa condivisa dai [Thread]."
+
+msgid ""
+"A synchronization semaphore that can be used to synchronize multiple "
+"[Thread]s. Initialized to zero on creation. For a binary version, see "
+"[Mutex].\n"
+"[b]Warning:[/b] Semaphores must be used carefully to avoid deadlocks.\n"
+"[b]Warning:[/b] To guarantee that the operating system is able to perform "
+"proper cleanup (no crashes, no deadlocks), these conditions must be met:\n"
+"- When a [Semaphore]'s reference count reaches zero and it is therefore "
+"destroyed, no threads must be waiting on it.\n"
+"- When a [Thread]'s reference count reaches zero and it is therefore "
+"destroyed, it must not be waiting on any semaphore."
+msgstr ""
+"Un semaforo di sincronizzazione che può essere utilizzato per sincronizzare "
+"più [Thread]. Inizializzato a zero alla creazione. Per una versione binaria, "
+"vedi [Mutex].\n"
+"[b]Attenzione:[/b] I semafori devono essere utilizzati con attenzione per "
+"evitare i deadlock.\n"
+"[b]Attenzione:[/b] Per garantire che il sistema operativo sia in grado di "
+"eseguire una pulizia corretta (nessun crash, nessun deadlock), devono essere "
+"soddisfatte queste condizioni:\n"
+"- Quando il conteggio dei riferimenti di un [Semaphore] raggiunge zero e "
+"viene quindi distrutto, nessun thread deve essere in attesa su di esso.\n"
+"- Quando il conteggio dei riferimenti di un [Thread] raggiunge zero e viene "
+"quindi distrutto, non deve essere in attesa di alcun semaforo."
+
+msgid "Lowers the [Semaphore], allowing one more thread in."
+msgstr "Abbassa il [Semaphore], consentendo l'ingresso di un altro thread."
+
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [code]false[/code]. If non-zero, it returns "
+"[code]true[/code] to report success."
+msgstr ""
+"Come [method wait], ma non blocca l'esecuzione, quindi se il valore è zero, "
+"fallisce immediatamente e restituisce [code]false[/code]. Se è diverso da "
+"zero, restituisce [code]true[/code] per segnalare il successo."
+
+msgid "Waits for the [Semaphore], if its value is zero, blocks until non-zero."
+msgstr ""
+"Attende il [Semaphore], se il suo valore è zero, e blocca l'esecuzione finché "
+"non diventa diverso da zero."
+
+msgid ""
+"A 2D ray shape used for physics collision that tries to separate itself from "
+"any collider."
+msgstr ""
+"Una forma di raggio 2D utilizzata per le collisioni fisiche che tenta di "
+"separarsi da qualsiasi collisore."
+
+msgid ""
+"A 2D ray shape, intended for use in physics. Usually used to provide a shape "
+"for a [CollisionShape2D]. When a [SeparationRayShape2D] collides with an "
+"object, it tries to separate itself from it by moving its endpoint to the "
+"collision point. For example, a [SeparationRayShape2D] next to a character "
+"can allow it to instantly move up when touching stairs."
+msgstr ""
+"Una forma di raggio 2D, pensata per l'uso in fisica. Solitamente utilizzata "
+"per fornire una forma per un [CollisionShape2D]. Quando un "
+"[SeparationRayShape2D] entra in collisione con un oggetto, cerca di "
+"separarsene spostando il suo punto finale sul punto di collisione. Ad "
+"esempio, un [SeparationRayShape2D] accanto a un personaggio può consentirgli "
+"di salire subito quando tocca le scale."
+
+msgid "The ray's length."
+msgstr "La lunghezza del raggio."
+
+msgid ""
+"If [code]false[/code] (default), the shape always separates and returns a "
+"normal along its own direction.\n"
+"If [code]true[/code], the shape can return the correct normal and separate in "
+"any direction, allowing sliding motion on slopes."
+msgstr ""
+"Se [code]false[/code] (predefinito), la forma si separa sempre e restituisce "
+"una normale lungo la propria direzione.\n"
+"Se [code]true[/code], la forma può restituire la normale corretta e separarsi "
+"in qualsiasi direzione, consentendo un movimento di scorrimento sulle "
+"pendenze."
+
+msgid ""
+"A 3D ray shape used for physics collision that tries to separate itself from "
+"any collider."
+msgstr ""
+"Una forma di raggio 3D utilizzata per le collisioni fisiche che tenta di "
+"separarsi da qualsiasi collisore."
+
+msgid ""
+"A 3D ray shape, intended for use in physics. Usually used to provide a shape "
+"for a [CollisionShape3D]. When a [SeparationRayShape3D] collides with an "
+"object, it tries to separate itself from it by moving its endpoint to the "
+"collision point. For example, a [SeparationRayShape3D] next to a character "
+"can allow it to instantly move up when touching stairs."
+msgstr ""
+"Una forma di raggio 3D, pensata per l'uso in fisica. Solitamente utilizzata "
+"per fornire una forma per un [CollisionShape3D]. Quando un "
+"[SeparationRayShape3D] entra in collisione con un oggetto, cerca di "
+"separarsene spostando il suo punto finale sul punto di collisione. Ad "
+"esempio, un [SeparationRayShape3D] accanto a un personaggio può consentirgli "
+"di salire subito quando tocca le scale."
+
+msgid "Abstract base class for separators."
+msgstr "Classe di base astratta per i separatori."
+
+msgid ""
+"Abstract base class for separators, used for separating other controls. "
+"[Separator]s are purely visual and normally drawn as a [StyleBoxLine]."
+msgstr ""
+"Classe di base astratta per separatori, utilizzata per separare altri "
+"controlli. I [Separator] sono puramente visivi e normalmente disegnati come "
+"[StyleBoxLine]."
+
+msgid ""
+"The size of the area covered by the separator. Effectively works like a "
+"minimum width/height."
+msgstr ""
+"La dimensione dell'area coperta dal separatore. Funziona effettivamente come "
+"una larghezza o altezza minima."
+
+msgid ""
+"The style for the separator line. Works best with [StyleBoxLine] (remember to "
+"enable [member StyleBoxLine.vertical] for [VSeparator])."
+msgstr ""
+"Lo stile per la linea di separazione. Funziona meglio con [StyleBoxLine] "
+"(ricordati di abilitare [member StyleBoxLine.vertical] per [VSeparator])."
+
+msgid "A shader implemented in the Godot shading language."
+msgstr "Uno shader implementato nel linguaggio di shading Godot."
+
+msgid ""
+"A custom shader program implemented in the Godot shading language, saved with "
+"the [code].gdshader[/code] extension.\n"
+"This class is used by a [ShaderMaterial] and allows you to write your own "
+"custom behavior for rendering visual items or updating particle information. "
+"For a detailed explanation and usage, please see the tutorials linked below."
+msgstr ""
+"Un programma di shader personalizzato implementato nel linguaggio di shading "
+"Godot, salvato con l'estensione [code].gdshader[/code].\n"
+"Questa classe è utilizzata da uno [ShaderMaterial] e consente di scrivere il "
+"proprio comportamento personalizzato per il rendering di elementi visivi o "
+"l'aggiornamento delle informazioni sulle particelle. Per una spiegazione "
+"dettagliata e l'utilizzo, consultare i tutorial collegati di seguito."
+
+msgid "Shaders documentation index"
+msgstr "Indice di documentazione sugli Shader"
+
+msgid ""
+"Returns the texture that is set as default for the specified parameter.\n"
+"[b]Note:[/b] [param name] must match the name of the uniform in the code "
+"exactly.\n"
+"[b]Note:[/b] If the sampler array is used use [param index] to access the "
+"specified texture."
+msgstr ""
+"Restituisce la texture impostata come predefinita per il parametro "
+"specificato.\n"
+"[b]Nota:[/b] [param name] deve corrispondere esattamente al nome "
+"dell'uniforme nel codice.\n"
+"[b]Nota:[/b] Se viene utilizzato l'array del campionatore, usa [param index] "
+"per accedere alla texture specificata."
+
msgid "Returns the shader mode for the shader."
msgstr "Restituisce la modalità di shader per lo shader."
msgid ""
+"Get the list of shader uniforms that can be assigned to a [ShaderMaterial], "
+"for use with [method ShaderMaterial.set_shader_parameter] and [method "
+"ShaderMaterial.get_shader_parameter]. The parameters returned are contained "
+"in dictionaries in a similar format to the ones returned by [method Object."
+"get_property_list].\n"
+"If argument [param get_groups] is true, parameter grouping hints will be "
+"provided."
+msgstr ""
+"Ottieni la lista delle uniformi dello shader che possono essere assegnate a "
+"uno [ShaderMaterial], per l'uso con [method ShaderMaterial."
+"set_shader_parameter] e [method ShaderMaterial.get_shader_parameter]. I "
+"parametri restituiti sono contenuti in dizionari in un formato simile a "
+"quelli restituiti da [method Object.get_property_list].\n"
+"Se l'argomento [param get_groups] è true, saranno forniti suggerimenti per il "
+"raggruppamento dei parametri."
+
+msgid ""
+"Sets the default texture to be used with a texture uniform. The default is "
+"used if a texture is not set in the [ShaderMaterial].\n"
+"[b]Note:[/b] [param name] must match the name of the uniform in the code "
+"exactly.\n"
+"[b]Note:[/b] If the sampler array is used use [param index] to access the "
+"specified texture."
+msgstr ""
+"Imposta la texture predefinita da utilizzare con l'uniforme di texture.\n"
+"[b]Nota:[/b] [param name] deve corrispondere esattamente al nome "
+"dell'uniforme nel codice.\n"
+"[b]Nota:[/b] Se viene utilizzato l'array del campionatore, usa [param index] "
+"per accedere alla texture specificata."
+
+msgid ""
+"Returns the shader's code as the user has written it, not the full generated "
+"code used internally."
+msgstr ""
+"Restituisce il codice dello shader così come è stato scritto dall'utente, non "
+"il codice generato completo utilizzato internamente."
+
+msgid "Mode used to draw all 3D objects."
+msgstr "Modalità utilizzata per disegnare tutti gli oggetti 3D."
+
+msgid "Mode used to draw all 2D objects."
+msgstr "Modalità utilizzata per disegnare tutti gli oggetti 2D."
+
+msgid ""
+"Mode used to calculate particle information on a per-particle basis. Not used "
+"for drawing."
+msgstr ""
+"Modalità utilizzata per calcolare le informazioni su ciascuna particella "
+"individualmente. Non utilizzata per il disegno."
+
+msgid ""
+"Mode used for drawing skies. Only works with shaders attached to [Sky] "
+"objects."
+msgstr ""
+"Modalità utilizzata per disegnare i cieli. Funziona solo con gli shader "
+"assegnati agli oggetti [Sky]."
+
+msgid "Mode used for setting the color and density of volumetric fog effect."
+msgstr ""
+"Modalità utilizzata per impostare il colore e la densità dell'effetto nebbia "
+"volumetrica."
+
+msgid "A node used to override global shader parameters' values in a scene."
+msgstr ""
+"Un nodo utilizzato per sovrascrivere i valori dei parametri globali di shader "
+"in una scena."
+
+msgid ""
+"Similar to how a [WorldEnvironment] node can be used to override the "
+"environment while a specific scene is loaded, [ShaderGlobalsOverride] can be "
+"used to override global shader parameters temporarily. Once the node is "
+"removed, the project-wide values for the global shader parameters are "
+"restored. See the [RenderingServer] [code]global_shader_parameter_*[/code] "
+"methods for more information.\n"
+"[b]Note:[/b] Only one [ShaderGlobalsOverride] can be used per scene. If there "
+"is more than one [ShaderGlobalsOverride] node in the scene tree, only the "
+"first node (in tree order) will be taken into account.\n"
+"[b]Note:[/b] All [ShaderGlobalsOverride] nodes are made part of a "
+"[code]\"shader_overrides_group\"[/code] group when they are added to the "
+"scene tree. The currently active [ShaderGlobalsOverride] node also has a "
+"[code]\"shader_overrides_group_active\"[/code] group added to it. You can use "
+"this to check which [ShaderGlobalsOverride] node is currently active."
+msgstr ""
+"Similmente a come un nodo [WorldEnvironment] può essere utilizzato per "
+"sovrascrivere l'ambiente mentre una scena specifica è caricata, "
+"[ShaderGlobalsOverride] può essere utilizzato per sovrascrivere "
+"temporaneamente i parametri globali di shader. Una volta rimosso il nodo, i "
+"valori dell'intero progetto per i parametri globali di shader sono "
+"ripristinati. Vedi i metodi [code]global_shader_parameter_*[/code] del "
+"[RenderingServer] per ulteriori informazioni.\n"
+"[b]Nota:[/b] Può essere utilizzato solo uno [ShaderGlobalsOverride] per "
+"scena. Se c'è più di un nodo [ShaderGlobalsOverride] nell'albero di scena, "
+"solo il primo nodo (in ordine di albero) sarà preso in considerazione.\n"
+"[b]Nota:[/b] Tutti i nodi [ShaderGlobalsOverride] sono resi parte di un "
+"gruppo [code]\"shader_overrides_group\"[/code] quando sono aggiunti "
+"all'albero di scena. Il nodo [ShaderGlobalsOverride] attualmente attivo ha "
+"anche un gruppo [code]\"shader_overrides_group_active\"[/code] aggiunto. Puoi "
+"usarlo per verificare quale nodo [ShaderGlobalsOverride] è attualmente attivo."
+
+msgid "Shading language"
+msgstr "Linguaggio di shading"
+
+msgid ""
+"A snippet of shader code to be included in a [Shader] with [code]#include[/"
+"code]."
+msgstr ""
+"Uno snippet di codice di shader da includere in uno [Shader] attraverso "
+"[code]#include[/code]."
+
+msgid ""
+"A shader include file, saved with the [code].gdshaderinc[/code] extension. "
+"This class allows you to define a custom shader snippet that can be included "
+"in a [Shader] by using the preprocessor directive [code]#include[/code], "
+"followed by the file path (e.g. [code]#include \"res://shader_lib."
+"gdshaderinc\"[/code]). The snippet doesn't have to be a valid shader on its "
+"own."
+msgstr ""
+"Un file di inclusione di shader, salvato con l'estensione [code].gdshaderinc[/"
+"code]. Questa classe consente di definire uno snippet di shader "
+"personalizzato che può essere incluso in uno [Shader] attraverso la direttiva "
+"del preprocessore [code]#include[/code], seguita dal percorso del file (ad "
+"esempio [code]#include \"res://shader_lib.gdshaderinc\"[/code]). Lo snippet "
+"non deve essere uno shader valido di per sé."
+
+msgid "Shader preprocessor"
+msgstr "Precalcolo per il processore di shader"
+
+msgid ""
+"Returns the code of the shader include file. The returned text is what the "
+"user has written, not the full generated code used internally."
+msgstr ""
+"Restituisce il codice del file di inclusione dello shader. Il testo "
+"restituito è ciò che l'utente ha scritto, non il codice generato completo "
+"utilizzato internamente."
+
+msgid ""
+"A material defined by a custom [Shader] program and the values of its shader "
+"parameters."
+msgstr ""
+"Un materiale definito da un programma [Shader] personalizzato e dai valori "
+"dei relativi parametri di shader."
+
+msgid ""
+"A material that uses a custom [Shader] program to render visual items (canvas "
+"items, meshes, skies, fog), or to process particles. Compared to other "
+"materials, [ShaderMaterial] gives deeper control over the generated shader "
+"code. For more information, see the shaders documentation index below.\n"
+"Multiple [ShaderMaterial]s can use the same shader and configure different "
+"values for the shader uniforms.\n"
+"[b]Note:[/b] For performance reasons, the [signal Resource.changed] signal is "
+"only emitted when the [member Resource.resource_name] changes. Only in "
+"editor, it is also emitted for [member shader] changes."
+msgstr ""
+"Un materiale che utilizza un programma [Shader] personalizzato per il "
+"rendering di elementi visivi (elementi canvas, mesh, cieli, nebbia) o per "
+"elaborare particelle. Rispetto ad altri materiali, [ShaderMaterial] offre un "
+"controllo più approfondito sul codice shader generato. Per ulteriori "
+"informazioni, consulta l'indice della documentazione degli shader qui sotto.\n"
+"Più [ShaderMaterial] possono usare lo stesso shader e configurare valori "
+"diversi per le uniformi nello shader.\n"
+"[b]Nota:[/b] Per motivi di prestazioni, il segnale [signal Resource.changed] "
+"viene emesso solo quando cambia [member Resource.resource_name]. Solo "
+"nell'editor, viene emesso anche per le modifiche di [member shader]."
+
+msgid ""
+"Returns the current value set for this material of a uniform in the shader."
+msgstr ""
+"Restituisce il valore attuale impostato per questo materiale di un'uniforme "
+"nello shader."
+
+msgid ""
+"Changes the value set for this material of a uniform in the shader.\n"
+"[b]Note:[/b] [param param] is case-sensitive and must match the name of the "
+"uniform in the code exactly (not the capitalized name in the inspector).\n"
+"[b]Note:[/b] Changes to the shader uniform will be effective on all instances "
+"using this [ShaderMaterial]. To prevent this, use per-instance uniforms with "
+"[method GeometryInstance3D.set_instance_shader_parameter] or duplicate the "
+"[ShaderMaterial] resource using [method Resource.duplicate]. Per-instance "
+"uniforms allow for better shader reuse and are therefore faster, so they "
+"should be preferred over duplicating the [ShaderMaterial] when possible."
+msgstr ""
+"Modifica il valore impostato per questo materiale di un'uniforme nello "
+"shader.\n"
+"[b]Nota:[/b] [param param] è sensibile alle maiuscole e alle minuscole e deve "
+"corrispondere esattamente al nome dell'uniforme nel codice (non al nome in "
+"maiuscolo nell'ispettore).\n"
+"[b]Nota:[/b] Le modifiche all'uniforme dello shader saranno effettive su "
+"tutte le istanze che utilizzano questo [ShaderMaterial]. Per evitare ciò, usa "
+"le uniformi per istanza con [method GeometryInstance3D."
+"set_instance_shader_parameter] o duplica la risorsa [ShaderMaterial] tramite "
+"[method Resource.duplicate]. Le uniformi per istanza consentono un migliore "
+"riutilizzo dello shader e sono quindi più veloci, pertanto dovrebbero essere "
+"preferite alla duplicazione dello [ShaderMaterial] quando possibile."
+
+msgid "The [Shader] program used to render this material."
+msgstr "Il programma [Shader] utilizzato per il rendering di questo materiale."
+
+msgid "Abstract base class for 2D shapes used for physics collision."
+msgstr ""
+"Classe di base astratta per forme 2D utilizzate per le collisioni fisiche."
+
+msgid ""
+"Abstract base class for all 2D shapes, intended for use in physics.\n"
+"[b]Performance:[/b] Primitive shapes, especially [CircleShape2D], are fast to "
+"check collisions against. [ConvexPolygonShape2D] is slower, and "
+"[ConcavePolygonShape2D] is the slowest."
+msgstr ""
+"Classe di base astratta per tutte le forme 2D, pensata per l'uso in fisica.\n"
+"[b]Prestazioni:[/b] Le forme primitive, in particolare [CircleShape2D], sono "
+"veloci da verificare per le collisioni. [ConvexPolygonShape2D] è più lenta e "
+"[ConcavePolygonShape2D] è la più lenta."
+
+msgid ""
+"Returns [code]true[/code] if this shape is colliding with another.\n"
+"This method needs the transformation matrix for this shape ([param "
+"local_xform]), the shape to check collisions with ([param with_shape]), and "
+"the transformation matrix of that shape ([param shape_xform])."
+msgstr ""
+"Restituisce [code]true[/code] se questa forma è in collisione con un'altra.\n"
+"Questo metodo necessita della matrice di trasformazione per questa forma "
+"([param local_xform]), della forma con cui verificare le collisioni ([param "
+"with_shape]) e della matrice di trasformazione di quella forma ([param "
+"shape_xform])."
+
+msgid ""
+"Returns a list of contact point pairs where this shape touches another.\n"
+"If there are no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [param with_shape].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - A)."
+"length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
+"This method needs the transformation matrix for this shape ([param "
+"local_xform]), the shape to check collisions with ([param with_shape]), and "
+"the transformation matrix of that shape ([param shape_xform])."
+msgstr ""
+"Restituisce una lista di coppie di punti di contatto in cui questa forma "
+"tocca un'altra.\n"
+"Se non ci sono collisioni, la lista restituita è vuota. Altrimenti, la lista "
+"restituita contiene i punti di contatto disposti in coppie, con elementi che "
+"si alternano tra punti sul confine di questa forma e punti sul confine di "
+"[param with_shape].\n"
+"Una coppia di collisioni A, B può essere utilizzata per calcolare la normale "
+"di collisione con [code](B - A).normalized()[/code] e la profondità di "
+"collisione con [code](B - A).length()[/code]. Queste informazioni sono in "
+"genere utilizzate per separare le forme, in particolare nei risolutori di "
+"collisioni.\n"
+"Questo metodo necessita della matrice di trasformazione per questa forma "
+"([param local_xform]), della forma con cui verificare le collisioni ([param "
+"with_shape]) e della matrice di trasformazione di quella forma ([param "
+"shape_xform])."
+
+msgid ""
+"Returns whether this shape would collide with another, if a given movement "
+"was applied.\n"
+"This method needs the transformation matrix for this shape ([param "
+"local_xform]), the movement to test on this shape ([param local_motion]), the "
+"shape to check collisions with ([param with_shape]), the transformation "
+"matrix of that shape ([param shape_xform]), and the movement to test onto the "
+"other object ([param shape_motion])."
+msgstr ""
+"Restituisce se questa forma entrerebbe in collisione con un'altra, se fosse "
+"applicato un determinato movimento.\n"
+"Questo metodo necessita della matrice di trasformazione per questa forma "
+"([param local_xform]), del movimento da testare su questa forma ([param "
+"local_motion]), della forma con cui verificare le collisioni ([param "
+"with_shape]), della matrice di trasformazione di quella forma ([param "
+"shape_xform]) e del movimento da testare sull'altro oggetto ([param "
+"shape_motion])."
+
+msgid ""
+"Returns a list of contact point pairs where this shape would touch another, "
+"if a given movement was applied.\n"
+"If there would be no collisions, the returned list is empty. Otherwise, the "
+"returned list contains contact points arranged in pairs, with entries "
+"alternating between points on the boundary of this shape and points on the "
+"boundary of [param with_shape].\n"
+"A collision pair A, B can be used to calculate the collision normal with "
+"[code](B - A).normalized()[/code], and the collision depth with [code](B - A)."
+"length()[/code]. This information is typically used to separate shapes, "
+"particularly in collision solvers.\n"
+"This method needs the transformation matrix for this shape ([param "
+"local_xform]), the movement to test on this shape ([param local_motion]), the "
+"shape to check collisions with ([param with_shape]), the transformation "
+"matrix of that shape ([param shape_xform]), and the movement to test onto the "
+"other object ([param shape_motion])."
+msgstr ""
+"Restituisce una lista di coppie di punti di contatto in cui questa forma ne "
+"toccherebbe un'altra, se fosse applicato un determinato movimento.\n"
+"Se non ci fossero collisioni, la lista restituita è vuoto. Altrimenti, la "
+"lista restituita contiene i punti di contatto disposti in coppie, con "
+"elementi che si alternano tra punti sul confine di questa forma e punti sul "
+"confine di [param with_shape].\n"
+"Una coppia di collisioni A, B può essere utilizzata per calcolare la normale "
+"di collisione con [code](B - A).normalized()[/code] e la profondità di "
+"collisione con [code](B - A).length()[/code]. Queste informazioni sono in "
+"genere utilizzate per separare le forme, in particolare nei risolutori di "
+"collisioni.\n"
+"Questo metodo necessita della matrice di trasformazione per questa forma "
+"([param local_xform]), del movimento da testare su questa forma ([param "
+"local_motion]), della forma con cui verificare le collisioni ([param "
+"with_shape]), della matrice di trasformazione di quella forma ([param "
+"shape_xform]) e del movimento da testare sull'altro oggetto ([param "
+"shape_motion])."
+
+msgid ""
+"Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled "
+"with the specified [param color]. The exact drawing method is specific for "
+"each shape and cannot be configured."
+msgstr ""
+"Disegna una forma solida su un [CanvasItem] riempita con il colore [param "
+"color] attraverso l'API del [RenderingServer]. Il metodo di disegno esatto è "
+"specifico per ogni forma e non può essere configurato."
+
+msgid "Returns a [Rect2] representing the shapes boundary."
+msgstr "Restituisce un [Rect2] che rappresenta il confine della forma."
+
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0[/code], the default value from [member ProjectSettings."
+"physics/2d/solver/default_contact_bias] is used."
+msgstr ""
+"Il bias personalizzato del risolutore della forma. Definisce quanto i corpi "
+"reagiscono per imporre la separazione dei contatti quando è coinvolta questa "
+"forma.\n"
+"Quando impostato su [code]0[/code], è usato il valore predefinito da [member "
+"ProjectSettings.physics/2d/solver/default_contact_bias]."
+
+msgid "Abstract base class for 3D shapes used for physics collision."
+msgstr ""
+"Classe di base astratta per forme 3D utilizzate per le collisioni fisiche."
+
+msgid ""
+"Abstract base class for all 3D shapes, intended for use in physics.\n"
+"[b]Performance:[/b] Primitive shapes, especially [SphereShape3D], are fast to "
+"check collisions against. [ConvexPolygonShape3D] and [HeightMapShape3D] are "
+"slower, and [ConcavePolygonShape3D] is the slowest."
+msgstr ""
+"Classe di base astratta per tutte le forme 3D, pensata per l'uso in fisica.\n"
+"[b]Prestazioni:[/b] Le forme primitive, in particolare [SphereShape3D], sono "
+"veloci da verificare per le collisioni. [ConvexPolygonShape3D] e "
+"[HeightMapShape3D] sono più lente, e [ConcavePolygonShape3D] è la più lenta."
+
+msgid ""
+"Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D]."
+msgstr ""
+"Restituisce l'[ArrayMesh] utilizzato per disegnare la collisione di debug per "
+"questo [Shape3D]."
+
+msgid ""
+"The shape's custom solver bias. Defines how much bodies react to enforce "
+"contact separation when this shape is involved.\n"
+"When set to [code]0[/code], the default value from [member ProjectSettings."
+"physics/3d/solver/default_contact_bias] is used."
+msgstr ""
+"Il bias personalizzato del risolutore della forma. Definisce quanto i corpi "
+"reagiscono per imporre la separazione dei contatti quando è coinvolta questa "
+"forma.\n"
+"Quando impostato su [code]0[/code], è usato il valore predefinito da [member "
+"ProjectSettings.physics/3d/solver/default_contact_bias]."
+
+msgid ""
+"The collision margin for the shape. This is not used in Godot Physics.\n"
+"Collision margins allow collision detection to be more efficient by adding an "
+"extra shell around shapes. Collision algorithms are more expensive when "
+"objects overlap by more than their margin, so a higher value for margins is "
+"better for performance, at the cost of accuracy around edges as it makes them "
+"less sharp."
+msgstr ""
+"Il margine di collisione per la forma. Non è utilizzato in Godot Physics.\n"
+"I margini di collisione consentono di rilevare le collisioni in modo più "
+"efficiente aggiungendo un ulteriore guscio attorno alle forme. Gli algoritmi "
+"di collisione sono più costosi quando gli oggetti si sovrappongono per più "
+"del loro margine, quindi un valore più alto per i margini è migliore per le "
+"prestazioni, a scapito della precisione attorno ai bordi poiché li rende meno "
+"nitidi."
+
+msgid "A 2D shape that sweeps a region of space to detect [CollisionObject2D]s."
+msgstr ""
+"Una forma 2D che scansiona una regione di spazio per rilevare i "
+"[CollisionObject2D]."
+
+msgid ""
+"Shape casting allows to detect collision objects by sweeping its [member "
+"shape] along the cast direction determined by [member target_position]. This "
+"is similar to [RayCast2D], but it allows for sweeping a region of space, "
+"rather than just a straight line. [ShapeCast2D] can detect multiple collision "
+"objects. It is useful for things like wide laser beams or snapping a simple "
+"shape to a floor.\n"
+"Immediate collision overlaps can be done with the [member target_position] "
+"set to [code]Vector2(0, 0)[/code] and by calling [method "
+"force_shapecast_update] within the same physics frame. This helps to overcome "
+"some limitations of [Area2D] when used as an instantaneous detection area, as "
+"collision information isn't immediately available to it.\n"
+"[b]Note:[/b] Shape casting is more computationally expensive than ray casting."
+msgstr ""
+"La proiezione di forme consente di rilevare oggetti di collisione "
+"scansionando il suo [member shape] lungo la direzione di proiezione "
+"determinata da [member target_position]. È simile a [RayCast2D], ma consente "
+"di scansionare una regione dello spazio, anziché una semplice linea retta. "
+"[ShapeCast2D] può rilevare più oggetti di collisione. È utile per cose come "
+"ampi raggi laser o per agganciare una forma semplice a un pavimento.\n"
+"Si possono sovrapporre collisioni immediatamente con [member target_position] "
+"impostato su [code]Vector2(0, 0)[/code] e chiamando [method "
+"force_shapecast_update] all'interno dello stesso frame di fisica. Ciò aiuta a "
+"superare alcune limitazioni di [Area2D] quando è utilizzato come area di "
+"rilevamento istantanea, poiché le informazioni di collisione non sono "
+"immediatamente disponibili.\n"
+"[b]Nota:[/b] La proiezione di forme è più costosa da elaborare rispetto alla "
+"proiezione di raggi."
+
+msgid ""
+"Adds a collision exception so the shape does not report collisions with the "
+"specified [CollisionObject2D] node."
+msgstr ""
+"Aggiunge un'eccezione di collisione in modo che la forma non riporti le "
+"collisioni con il nodo [CollisionObject2D] specificato."
+
+msgid ""
+"Adds a collision exception so the shape does not report collisions with the "
+"specified [RID]."
+msgstr ""
+"Aggiunge un'eccezione di collisione in modo che la forma non riporti le "
+"collisioni con il [RID] specificato."
+
+msgid "Removes all collision exceptions for this shape."
+msgstr "Rimuove tutte le eccezioni di collisione per questa forma."
+
+msgid ""
+"Updates the collision information for the shape immediately, without waiting "
+"for the next [code]_physics_process[/code] call. Use this method, for "
+"example, when the shape or its parent has changed state.\n"
+"[b]Note:[/b] [code]enabled == true[/code] is not required for this to work."
+msgstr ""
+"Aggiorna immediatamente le informazioni di collisione per la forma, senza "
+"attendere la successiva chiamata a [code]_physics_process[/code]. Utilizza "
+"questo metodo, ad esempio, quando la forma o il suo genitore hanno cambiato "
+"stato.\n"
+"[b]Nota:[/b] [code]enabled == true[/code] non è necessario affinché ciò "
+"funzioni."
+
+msgid ""
+"The fraction from the [ShapeCast2D]'s origin to its [member target_position] "
+"(between 0 and 1) of how far the shape can move without triggering a "
+"collision."
+msgstr ""
+"La frazione dall'origine del [ShapeCast2D] alla sua [member target_position] "
+"(tra 0 e 1) di quanto la forma può muoversi senza provocare una collisione."
+
+msgid ""
+"The fraction from the [ShapeCast2D]'s origin to its [member target_position] "
+"(between 0 and 1) of how far the shape must move to trigger a collision.\n"
+"In ideal conditions this would be the same as [method "
+"get_closest_collision_safe_fraction], however shape casting is calculated in "
+"discrete steps, so the precise point of collision can occur between two "
+"calculated positions."
+msgstr ""
+"La frazione dall'origine di [ShapeCast2D] alla sua [member target_position] "
+"(tra 0 e 1) di quanto la forma deve muoversi per provocare una collisione.\n"
+"In condizioni ideali, questo sarebbe lo stesso di [method "
+"get_closest_collision_safe_fraction], tuttavia la proiezione della forma "
+"viene calcolata in passaggi discreti, quindi il punto preciso di collisione "
+"può verificarsi tra due posizioni calcolate."
+
+msgid ""
+"Returns the collided [Object] of one of the multiple collisions at [param "
+"index], or [code]null[/code] if no object is intersecting the shape (i.e. "
+"[method is_colliding] returns [code]false[/code])."
+msgstr ""
+"Restituisce l'[Object] in collisione di una delle molteplici collisioni "
+"all'indice [param index], oppure [code]null[/code] se nessun oggetto "
+"interseca la forma (ovvero, [method is_colliding] restituisce [code]false[/"
+"code])."
+
+msgid ""
+"Returns the [RID] of the collided object of one of the multiple collisions at "
+"[param index]."
+msgstr ""
+"Restituisce il [RID] dell'oggetto in collisione di una delle molteplici "
+"collisioni all'indice [param index]."
+
+msgid ""
+"Returns the shape ID of the colliding shape of one of the multiple collisions "
+"at [param index], or [code]0[/code] if no object is intersecting the shape (i."
+"e. [method is_colliding] returns [code]false[/code])."
+msgstr ""
+"Restituisce l'ID della forma in collisione di una delle molteplici collisioni "
+"all'indice [param index], oppure [code]0[/code] se nessun oggetto interseca "
+"la forma (ovvero, [method is_colliding] restituisce [code]false[/code])."
+
+msgid ""
+"The number of collisions detected at the point of impact. Use this to iterate "
+"over multiple collisions as provided by [method get_collider], [method "
+"get_collider_shape], [method get_collision_point], and [method "
+"get_collision_normal] methods."
+msgstr ""
+"Il numero di collisioni rilevate nel punto di impatto. Utilizzalo per iterare "
+"su più collisioni come fornito dai metodi [method get_collider], [method "
+"get_collider_shape], [method get_collision_point] e [method "
+"get_collision_normal]."
+
+msgid ""
+"Returns the normal of one of the multiple collisions at [param index] of the "
+"intersecting object."
+msgstr ""
+"Restituisce la normale di una delle collisioni multiple all'indice [param "
+"index] dell'oggetto intersecante."
+
+msgid ""
+"Returns the collision point of one of the multiple collisions at [param "
+"index] where the shape intersects the colliding object.\n"
+"[b]Note:[/b] this point is in the [b]global[/b] coordinate system."
+msgstr ""
+"Restituisce il punto di collisione di una delle molteplici collisioni "
+"all'indice [param index] dove la forma interseca l'oggetto in collisione.\n"
+"[b]Nota:[/b] Questo punto è nel sistema di coordinate [b]globale[/b]."
+
+msgid ""
+"Returns whether any object is intersecting with the shape's vector "
+"(considering the vector length)."
+msgstr ""
+"Restituisce un valore che indica se un oggetto interseca il vettore della "
+"forma (considerando la lunghezza del vettore)."
+
+msgid ""
+"Removes a collision exception so the shape does report collisions with the "
+"specified [CollisionObject2D] node."
+msgstr ""
+"Rimuove un'eccezione di collisione in modo che la forma riporti le collisioni "
+"con il nodo [CollisionObject2D] specificato."
+
+msgid ""
+"Removes a collision exception so the shape does report collisions with the "
+"specified [RID]."
+msgstr ""
+"Rimuove un'eccezione di collisione in modo che la forma riporti le collisioni "
+"con il [RID] specificato."
+
+msgid ""
+"The shape's collision mask. Only objects in at least one collision layer "
+"enabled in the mask will be detected."
+msgstr ""
+"La maschera di collisione della forma. Saranno rilevati solo gli oggetti in "
+"almeno uno strato di collisione abilitato nella maschera."
+
+msgid ""
+"Returns the complete collision information from the collision sweep. The data "
+"returned is the same as in the [method PhysicsDirectSpaceState2D."
+"get_rest_info] method."
+msgstr ""
+"Restituisce tutte le informazioni sulla collisione dalla scansione delle "
+"collisioni. I dati restituiti sono gli stessi del metodo [method "
+"PhysicsDirectSpaceState2D.get_rest_info]."
+
+msgid ""
+"The collision margin for the shape. A larger margin helps detecting "
+"collisions more consistently, at the cost of precision."
+msgstr ""
+"Il margine di collisione per la forma. Un margine più ampio aiuta a rilevare "
+"le collisioni in modo più coerente, a scapito della precisione."
+
+msgid ""
+"The number of intersections can be limited with this parameter, to reduce the "
+"processing time."
+msgstr ""
+"Con questo parametro è possibile limitare il numero di intersezioni, per "
+"ridurre i tempi di elaborazione."
+
+msgid "The [Shape2D]-derived shape to be used for collision queries."
+msgstr ""
+"La forma derivata da [Shape2D] da utilizzare per le interrogazioni di "
+"collisione."
+
+msgid ""
"The shape's destination point, relative to this node's [code]position[/code]."
msgstr ""
"Il punto di destinazione della forma, rispetto alla [code]position[/code] di "
"questo nodo."
+msgid "A 3D shape that sweeps a region of space to detect [CollisionObject3D]s."
+msgstr ""
+"Una forma 3D che scansiona una regione di spazio per rilevare i "
+"[CollisionObject3D]."
+
+msgid ""
+"Shape casting allows to detect collision objects by sweeping its [member "
+"shape] along the cast direction determined by [member target_position]. This "
+"is similar to [RayCast3D], but it allows for sweeping a region of space, "
+"rather than just a straight line. [ShapeCast3D] can detect multiple collision "
+"objects. It is useful for things like wide laser beams or snapping a simple "
+"shape to a floor.\n"
+"Immediate collision overlaps can be done with the [member target_position] "
+"set to [code]Vector3(0, 0, 0)[/code] and by calling [method "
+"force_shapecast_update] within the same physics frame. This helps to overcome "
+"some limitations of [Area3D] when used as an instantaneous detection area, as "
+"collision information isn't immediately available to it.\n"
+"[b]Note:[/b] Shape casting is more computationally expensive than ray casting."
+msgstr ""
+"La proiezione di forme consente di rilevare oggetti di collisione "
+"scansionando il suo [member shape] lungo la direzione di proiezione "
+"determinata da [member target_position]. È simile a [RayCast3D], ma consente "
+"di scansionare una regione dello spazio, anziché una semplice linea retta. "
+"[ShapeCast3D] può rilevare più oggetti di collisione. È utile per cose come "
+"ampi raggi laser o per agganciare una forma semplice a un pavimento.\n"
+"Si possono sovrapporre collisioni immediatamente con [member target_position] "
+"impostato su [code]Vector2(0, 0, 0)[/code] e chiamando [method "
+"force_shapecast_update] all'interno dello stesso frame di fisica. Ciò aiuta a "
+"superare alcune limitazioni di [Area3D] quando è utilizzato come area di "
+"rilevamento istantanea, poiché le informazioni di collisione non sono "
+"immediatamente disponibili.\n"
+"[b]Nota:[/b] La proiezione di forme è più costosa da elaborare rispetto alla "
+"proiezione di raggi."
+
+msgid ""
+"Adds a collision exception so the shape does not report collisions with the "
+"specified [CollisionObject3D] node."
+msgstr ""
+"Aggiunge un'eccezione di collisione in modo che la forma non riporti le "
+"collisioni con il nodo [CollisionObject3D] specificato."
+
+msgid "Removes all collision exceptions for this [ShapeCast3D]."
+msgstr "Rimuove tutte le eccezioni di collisione per questo [ShapeCast3D]."
+
+msgid ""
+"The fraction from the [ShapeCast3D]'s origin to its [member target_position] "
+"(between 0 and 1) of how far the shape can move without triggering a "
+"collision."
+msgstr ""
+"La frazione dall'origine del [ShapeCast3D] alla sua [member target_position] "
+"(tra 0 e 1) di quanto la forma può muoversi senza provocare una collisione."
+
+msgid ""
+"The fraction from the [ShapeCast3D]'s origin to its [member target_position] "
+"(between 0 and 1) of how far the shape must move to trigger a collision.\n"
+"In ideal conditions this would be the same as [method "
+"get_closest_collision_safe_fraction], however shape casting is calculated in "
+"discrete steps, so the precise point of collision can occur between two "
+"calculated positions."
+msgstr ""
+"La frazione dall'origine di [ShapeCast2D] alla sua [member target_position] "
+"(tra 0 e 1) di quanto la forma deve muoversi per provocare una collisione.\n"
+"In condizioni ideali, questo sarebbe lo stesso di [method "
+"get_closest_collision_safe_fraction], tuttavia la proiezione della forma "
+"viene calcolata in passaggi discreti, quindi il punto preciso di collisione "
+"può verificarsi tra due posizioni calcolate."
+
+msgid ""
+"Removes a collision exception so the shape does report collisions with the "
+"specified [CollisionObject3D] node."
+msgstr ""
+"Rimuove un'eccezione di collisione in modo che la forma riporti le collisioni "
+"con il nodo [CollisionObject3D] specificato."
+
+msgid ""
+"The shape's collision mask. Only objects in at least one collision layer "
+"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+"La maschera di collisione della forma. Saranno rilevati solo gli oggetti in "
+"almeno uno strato di collisione abilitato nella maschera. Vedi [url=$DOCS_URL/"
+"tutorials/physics/physics_introduction.html#collision-layers-and-masks]Strati "
+"di collisione e maschere[/url] nella documentazione per ulteriori "
+"informazioni."
+
+msgid ""
+"Returns the complete collision information from the collision sweep. The data "
+"returned is the same as in the [method PhysicsDirectSpaceState3D."
+"get_rest_info] method."
+msgstr ""
+"Restituisce tutte le informazioni sulla collisione dalla scansione delle "
+"collisioni. I dati restituiti sono gli stessi del metodo [method "
+"PhysicsDirectSpaceState3D.get_rest_info]."
+
+msgid ""
+"The custom color to use to draw the shape in the editor and at run-time if "
+"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
+"color will be highlighted at run-time if the [ShapeCast3D] is colliding with "
+"something.\n"
+"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
+"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
+msgstr ""
+"Il colore personalizzato da usare per disegnare la forma nell'editor e in "
+"fase di esecuzione se [b]Forme di ollisioni visibili[/b] è abilitato nel menu "
+"[b]Debug[/b]. Questo colore sarà evidenziato in fase di esecuzione se "
+"[ShapeCast3D] entra in collisione con qualcosa.\n"
+"Se impostato su [code]Color(0.0, 0.0, 0.0)[/code] (per impostazione "
+"predefinita), è usato il colore impostato in [member ProjectSettings.debug/"
+"shapes/collision/shape_color]."
+
+msgid "The [Shape3D]-derived shape to be used for collision queries."
+msgstr ""
+"La forma derivata da [Shape2D] da utilizzare per le interrogazioni di "
+"collisione."
+
+msgid "A shortcut for binding input."
+msgstr "Una scorciatoia per associare input."
+
+msgid ""
+"Shortcuts are commonly used for interacting with a [Control] element from an "
+"[InputEvent] (also known as hotkeys).\n"
+"One shortcut can contain multiple [InputEvent]'s, allowing the possibility of "
+"triggering one action with multiple different inputs."
+msgstr ""
+"Le scorciatoie sono comunemente utilizzate per interagire con un elemento "
+"[Control] da un [InputEvent] (noti anche come tasti di scelta rapida).\n"
+"Una scorciatoia può contenere più [InputEvent], consentendo la possibilità di "
+"attivare un'azione con più input diversi."
+
msgid "Returns the shortcut's first valid [InputEvent] as a [String]."
msgstr ""
"Restituisce il primo valido [InputEvent] della scorciatoia come [String]."
+msgid "Returns whether [member events] contains an [InputEvent] which is valid."
+msgstr "Restituisce se [member events] contiene un [InputEvent] valido."
+
+msgid ""
+"Returns whether any [InputEvent] in [member events] equals [param event]."
+msgstr ""
+"Restituisce se qualunque degli [InputEvent] in [member events] è uguale a "
+"[param event]."
+
+msgid ""
+"The shortcut's [InputEvent] array.\n"
+"Generally the [InputEvent] used is an [InputEventKey], though it can be any "
+"[InputEvent], including an [InputEventAction]."
+msgstr ""
+"L'array di [InputEvent] della scorciatoia.\n"
+"Generalmente l'[InputEvent] utilizzato è un [InputEventKey], anche se può "
+"essere un qualsiasi tipo di [InputEvent], incluso un [InputEventAction]."
+
+msgid "A built-in type representing a signal of an [Object]."
+msgstr "Un tipo integrato che rappresenta un segnale di un [Object]."
+
+msgid ""
+"[Signal] is a built-in [Variant] type that represents a signal of an [Object] "
+"instance. Like all [Variant] types, it can be stored in variables and passed "
+"to functions. Signals allow all connected [Callable]s (and by extension their "
+"respective objects) to listen and react to events, without directly "
+"referencing one another. This keeps the code flexible and easier to manage.\n"
+"In GDScript, signals can be declared with the [code]signal[/code] keyword. In "
+"C#, you may use the [code][Signal][/code] attribute on a delegate.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"signal attacked\n"
+"\n"
+"# Additional arguments may be declared.\n"
+"# These arguments must be passed when the signal is emitted.\n"
+"signal item_dropped(item_name, amount)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"[Signal]\n"
+"delegate void AttackedEventHandler();\n"
+"\n"
+"// Additional arguments may be declared.\n"
+"// These arguments must be passed when the signal is emitted.\n"
+"[Signal]\n"
+"delegate void ItemDroppedEventHandler(string itemName, int amount);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"[Signal] è un tipo [Variant] integrato che rappresenta un segnale di "
+"un'istanza [Object]. Come tutti i tipi di [Variant], può essere memorizzato "
+"in variabili e passato alle funzioni. I segnali consentono a tutti i "
+"[Callable] connessi (e per estensione ai rispettivi oggetti) di ascoltare e "
+"reagire agli eventi, senza fare riferimento diretto l'uno all'altro. Ciò "
+"mantiene il codice flessibile e più facile da gestire.\n"
+"In GDScript, i segnali possono essere dichiarati con la parola chiave "
+"[code]signal[/code]. In C#, puoi usare l'attributo [code][Signal][/code] su "
+"un delegato.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"signal attacked\n"
+"\n"
+"# È possibile dichiarare argomenti aggiuntivi.\n"
+"# Questi argomenti devono essere passati quando viene emesso il segnale.\n"
+"signal item_dropped(item_name, amount)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"[Signal]\n"
+"delegate void AttackedEventHandler();\n"
+"\n"
+"// È possibile dichiarare argomenti aggiuntivi.\n"
+"// Questi argomenti devono essere passati quando viene emesso il segnale.\n"
+"[Signal]\n"
+"delegate void ItemDroppedEventHandler(string itemName, int amount);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
msgid "Using Signals"
msgstr "Utilizzo dei segnali"
+msgid "GDScript Basics"
+msgstr "Le basi di GDScript"
+
+msgid "Constructs an empty [Signal] with no object nor signal name bound."
+msgstr ""
+"Costruisce un [Signal] vuoto senza oggetto né nome di segnale associato."
+
msgid "Constructs a [Signal] as a copy of the given [Signal]."
msgstr "Costruisce un [Signal] come copia del [Signal] specificato."
+msgid ""
+"Creates a new [Signal] named [param signal] in the specified [param object]."
+msgstr ""
+"Crea un nuovo [Signal] denominato [param signal] nell'oggetto [param object]."
+
+msgid ""
+"Connects this signal to the specified [param callable]. Optional [param "
+"flags] can be also added to configure the connection's behavior (see [enum "
+"Object.ConnectFlags] constants). You can provide additional arguments to the "
+"connected [param callable] by using [method Callable.bind].\n"
+"A signal can only be connected once to the same [Callable]. If the signal is "
+"already connected, returns [constant ERR_INVALID_PARAMETER] and pushes an "
+"error message, unless the signal is connected with [constant Object."
+"CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first "
+"to check for existing connections.\n"
+"[codeblock]\n"
+"for button in $Buttons.get_children():\n"
+" button.pressed.connect(_on_pressed.bind(button))\n"
+"\n"
+"func _on_pressed(button):\n"
+" print(button.name, \" was pressed\")\n"
+"[/codeblock]"
+msgstr ""
+"Collega questo segnale al chiamabile [param callable]. È possibile aggiungere "
+"anche [param flag] facoltativi per configurare il comportamento della "
+"connessione (vedi le costanti di [enum Object.ConnectFlags]). È possibile "
+"fornire argomenti aggiuntivi al [param callable] connesso usando [method "
+"Callable.bind].\n"
+"Un segnale può essere connesso solo una volta allo stesso [Callable]. Se il "
+"segnale è già connesso, restituisce [constant ERR_INVALID_PARAMETER] e invia "
+"un messaggio di errore, a meno che il segnale non sia connesso con [constant "
+"Object.CONNECT_REFERENCE_COUNTED]. Per evitare ciò, usa prima [method "
+"is_connected] per verificare le connessioni esistenti.\n"
+"[codeblock]\n"
+"for button in $Buttons.get_children():\n"
+" button.pressed.connect(_on_pressed.bind(button))\n"
+"\n"
+"func _on_pressed(button):\n"
+" print(button.name, \" was pressed\")\n"
+"[/codeblock]"
+
+msgid ""
+"Disconnects this signal from the specified [Callable]. If the connection does "
+"not exist, generates an error. Use [method is_connected] to make sure that "
+"the connection exists."
+msgstr ""
+"Disconnette questo segnale dal [Callable] specificato. Se la connessione non "
+"esiste, genera un errore. Usa [method is_connected] per assicurarti che la "
+"connessione esista."
+
+msgid ""
+"Emits this signal. All [Callable]s connected to this signal will be "
+"triggered. This method supports a variable number of arguments, so parameters "
+"can be passed as a comma separated list."
+msgstr ""
+"Emette questo segnale. Tutti i [Callable] connessi a questo segnale verranno "
+"attivati. Questo metodo supporta un numero variabile di argomenti, quindi i "
+"parametri possono essere passati come un elenco separato da virgole."
+
+msgid ""
+"Returns an [Array] of connections for this signal. Each connection is "
+"represented as a [Dictionary] that contains three entries:\n"
+"- [code]signal[/code] is a reference to this signal;\n"
+"- [code]callable[/code] is a reference to the connected [Callable];\n"
+"- [code]flags[/code] is a combination of [enum Object.ConnectFlags]."
+msgstr ""
+"Restituisce un [Array] di connessioni per questo segnale. Ogni connessione è "
+"rappresentata come [Dictionary] che contiene tre voci:\n"
+"- [code]signal[/code] è un riferimento a questo segnale;\n"
+"- [code]callable[/code] è un riferimento al [Callable] connesso;\n"
+"- [code]flags[/code] è una combinazione di [enum ConnectFlags]."
+
msgid "Returns the name of this signal."
msgstr "Restituisce il nome di questo segnale."
@@ -51775,6 +81442,13 @@ msgid "Returns the object emitting this signal."
msgstr "Restituisce l'oggetto che emette questo segnale."
msgid ""
+"Returns the ID of the object emitting this signal (see [method Object."
+"get_instance_id])."
+msgstr ""
+"Restituisce l'ID dell'oggetto che emette questo segnale (vedi [method Object."
+"get_instance_id])."
+
+msgid ""
"Returns [code]true[/code] if the specified [Callable] is connected to this "
"signal."
msgstr ""
@@ -51801,12 +81475,146 @@ msgstr ""
"Restituisce [code]true[/code] se entrambi i segnali condividono lo stesso "
"oggetto e nome."
+msgid ""
+"The parent of a hierarchy of [Bone2D]s, used to create a 2D skeletal "
+"animation."
+msgstr ""
+"Il genitore di una gerarchia di [Bone2D], utilizzato per creare un'animazione "
+"scheletrica 2D."
+
+msgid ""
+"[Skeleton2D] parents a hierarchy of [Bone2D] nodes. It holds a reference to "
+"each [Bone2D]'s rest pose and acts as a single point of access to its bones.\n"
+"To set up different types of inverse kinematics for the given Skeleton2D, a "
+"[SkeletonModificationStack2D] should be created. The inverse kinematics be "
+"applied by increasing [member SkeletonModificationStack2D.modification_count] "
+"and creating the desired number of modifications."
+msgstr ""
+"[Skeleton2D] è il genitore di una gerarchia di nodi [Bone2D]. Contiene un "
+"riferimento alla posa di riposo di ogni [Bone2D] e funge da singolo punto di "
+"accesso alle sue ossa.\n"
+"Per impostare diversi tipi di cinematica inversa per un determinato "
+"Skeleton2D, dovrebbe essere creato uno [SkeletonModificationStack2D]. La "
+"cinematica inversa deve essere applicata aumentando [member "
+"SkeletonModificationStack2D.modification_count] e creando il numero "
+"desiderato di modifiche."
+
+msgid "2D skeletons"
+msgstr "Scheletri 2D"
+
+msgid ""
+"Executes all the modifications on the [SkeletonModificationStack2D], if the "
+"Skeleton2D has one assigned."
+msgstr ""
+"Esegue tutte le modifiche dallo [SkeletonModificationStack2D], se lo "
+"Skeleton2D ne ha uno assegnato."
+
+msgid ""
+"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object "
+"to return is identified by the parameter [param idx]. Bones are indexed by "
+"descending the node hierarchy from top to bottom, adding the children of each "
+"branch before moving to the next sibling."
+msgstr ""
+"Restituisce un [Bone2D] dalla gerarchia dei nodi controllata dallo "
+"Skeleton2D. L'oggetto da restituire è identificato dal parametro [param idx]. "
+"Le ossa sono indicizzate discendendo la gerarchia dei nodi dall'alto verso il "
+"basso, aggiungendo i figli di ogni ramo prima di passare al fratello "
+"successivo."
+
+msgid ""
+"Returns the number of [Bone2D] nodes in the node hierarchy parented by "
+"Skeleton2D."
+msgstr ""
+"Restituisce il numero di nodi [Bone2D] nella gerarchia dei nodi controllata "
+"dallo Skeleton2D."
+
msgid "Returns the local pose override transform for [param bone_idx]."
msgstr ""
"Restituisce la trasformazione di sostituzione della posa locale per l'indice "
"[param bone_idx]."
msgid ""
+"Returns the [SkeletonModificationStack2D] attached to this skeleton, if one "
+"exists."
+msgstr ""
+"Restituisce lo [SkeletonModificationStack2D] associato a questo scheletro, se "
+"ne esiste uno."
+
+msgid "Returns the [RID] of a Skeleton2D instance."
+msgstr "Restituisce il [RID] di un'istanza di Skeleton2D."
+
+msgid ""
+"Sets the local pose transform, [param override_pose], for the bone at [param "
+"bone_idx].\n"
+"[param strength] is the interpolation strength that will be used when "
+"applying the pose, and [param persistent] determines if the applied pose will "
+"remain.\n"
+"[b]Note:[/b] The pose transform needs to be a local transform relative to the "
+"[Bone2D] node at [param bone_idx]!"
+msgstr ""
+"Imposta la trasformazione della posa locale, [param override_pose], per "
+"l'osso all'indice [param bone_idx].\n"
+"[param strength] è la forza di interpolazione che verrà usata quando si "
+"applica la posa, e [param persistent] determina se la posa applicata "
+"rimarrà.\n"
+"[b]Nota:[/b] La trasformazione della posa deve essere una trasformazione "
+"locale relativa al nodo [Bone2D] all'indice [param bone_idx]!"
+
+msgid "Sets the [SkeletonModificationStack2D] attached to this skeleton."
+msgstr "Imposta lo [SkeletonModificationStack2D] associato a questo scheletro."
+
+msgid ""
+"Emitted when the [Bone2D] setup attached to this skeletons changes. This is "
+"primarily used internally within the skeleton."
+msgstr ""
+"Emesso quando cambia la configurazione del [Bone2D] collegato a questo "
+"scheletro. È utilizzato principalmente internamente allo scheletro."
+
+msgid ""
+"A node containing a bone hierarchy, used to create a 3D skeletal animation."
+msgstr ""
+"Un nodo contenente una gerarchia di ossa, utilizzato per creare un'animazione "
+"scheletrica in 3D."
+
+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] fornisce un'interfaccia per gestire una gerarchia di ossa, tra "
+"cui posa, riposo e animazione (vedi [Animation]). Può anche usare la fisica "
+"di ragdoll.\n"
+"La trasformazione complessiva di un osso rispetto allo scheletro è "
+"determinata dalla posa dell'osso. Il riposo dell'osso definisce la "
+"trasformazione iniziale della posa dell'osso.\n"
+"Nota che \"posa globale\" di seguito si riferisce alla trasformazione "
+"complessiva dell'osso rispetto allo scheletro, quindi non è la trasformazione "
+"globale/mondiale effettiva dell'osso."
+
+msgid ""
+"Adds a new bone with the given name. Returns the new bone's index, or "
+"[code]-1[/code] if this method fails.\n"
+"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the "
+"[code]:[/code] and [code]/[/code] characters."
+msgstr ""
+"Aggiunge un nuovo osso con il nome specificato. Restituisce l'indice del "
+"nuovo osso o [code]-1[/code] se questo metodo fallisce.\n"
+"[b]Nota:[/b] I nomi degli ossi devono essere univoci, non vuoti e non possono "
+"includere i caratteri [code]:[/code] e [code]/[/code]."
+
+msgid "Clear all the bones in this skeleton."
+msgstr "Elimina tutte le ossa da questo scheletro."
+
+msgid "Removes the global pose override on all bones in the skeleton."
+msgstr ""
+"Rimuove la sostituzione della posa globale su tutte le ossa dello scheletro."
+
+msgid ""
"Returns the bone index that matches [param name] as its name. Returns "
"[code]-1[/code] if no bone with this name exists."
msgstr ""
@@ -51819,6 +81627,13 @@ msgstr ""
"scheletro."
msgid ""
+"Force updates the bone transform for the bone at [param bone_idx] and all of "
+"its children."
+msgstr ""
+"Forza l'aggiornamento della trasformazione per l'osso all'indice [param "
+"bone_idx] e per tutte le sue ossa figlio."
+
+msgid ""
"Returns an array containing the bone indexes of all the child node of the "
"passed in bone, [param bone_idx]."
msgstr ""
@@ -51828,6 +81643,33 @@ msgstr ""
msgid "Returns the number of bones in the skeleton."
msgstr "Restituisce il numero di ossa nello scheletro."
+msgid ""
+"Returns the overall transform of the specified bone, with respect to the "
+"skeleton. Being relative to the skeleton frame, this is not the actual "
+"\"global\" transform of the bone.\n"
+"[b]Note:[/b] This is the global pose you set to the skeleton in the process, "
+"the final global pose can get overridden by modifiers in the deferred "
+"process, if you want to access the final global pose, use [signal "
+"SkeletonModifier3D.modification_processed]."
+msgstr ""
+"Restituisce la trasformazione complessiva dell'osso specificato, rispetto "
+"allo scheletro. Essendo relativa alla struttura dello scheletro, questa non è "
+"la trasformazione \"globale\" effettiva dell'osso.\n"
+"[b]Nota:[/b] Questa è la posa globale che imposti sullo scheletro nel "
+"processo, la posa globale finale può essere sovrascritta dai modificatori nel "
+"processo differito, se vuoi accedere alla posa globale finale, usa [signal "
+"SkeletonModifier3D.modification_processed]."
+
+msgid ""
+"Returns the overall transform of the specified bone, with respect to the "
+"skeleton, but without any global pose overrides. Being relative to the "
+"skeleton frame, this is not the actual \"global\" transform of the bone."
+msgstr ""
+"Restituisce la trasformazione complessiva dell'osso specificato, rispetto "
+"allo scheletro, ma senza alcuna sostituzione di posa globale. Essendo "
+"relativa alla struttura dello scheletro, questa non è la trasformazione "
+"\"globale\" effettiva dell'osso."
+
msgid "Returns the global pose override transform for [param bone_idx]."
msgstr ""
"Restituisce la trasformazione di sostituzione della posa globale per l'indice "
@@ -51840,6 +81682,30 @@ msgid "Returns the name of the bone at index [param bone_idx]."
msgstr "Restituisce il nome dell'osso all'indice [param bone_idx]."
msgid ""
+"Returns the bone index which is the parent of the bone at [param bone_idx]. "
+"If -1, then bone has no parent.\n"
+"[b]Note:[/b] The parent bone returned will always be less than [param "
+"bone_idx]."
+msgstr ""
+"Restituisce l'indice dell'osso che è il genitore dell'osso all'indice [param "
+"bone_idx]. Se -1, l'osso non ha un genitore.\n"
+"[b]Nota:[/b] L'osso genitore restituito sarà sempre inferiore a [param "
+"bone_idx]."
+
+msgid ""
+"Returns the pose transform of the specified bone.\n"
+"[b]Note:[/b] This is the pose you set to the skeleton in the process, the "
+"final pose can get overridden by modifiers in the deferred process, if you "
+"want to access the final pose, use [signal SkeletonModifier3D."
+"modification_processed]."
+msgstr ""
+"Restituisce la trasformazione della posa dell'osso specificato.\n"
+"[b]Nota:[/b] Questa è la posa che imposti allo scheletro nel processo, la "
+"posa finale può essere sovrascritta dai modificatori nel processo differito, "
+"se vuoi accedere alla posa finale, usa [signal SkeletonModifier3D."
+"modification_processed]."
+
+msgid ""
"Returns the pose position of the bone at [param bone_idx]. The returned "
"[Vector3] is in the local coordinate space of the [Skeleton3D] node."
msgstr ""
@@ -51847,6 +81713,15 @@ msgstr ""
"[Vector3] di ritorno è nello spazio di coordinate locale del nodo "
"[Skeleton3D]."
+msgid ""
+"Returns the pose rotation of the bone at [param bone_idx]. The returned "
+"[Quaternion] is local to the bone with respect to the rotation of any parent "
+"bones."
+msgstr ""
+"Restituisce la rotazione della posa dell'osso all'indice [param bone_idx]. Il "
+"[Quaternion] restituito è locale all'osso rispetto alla rotazione di "
+"qualsiasi osso genitore."
+
msgid "Returns the pose scale of the bone at [param bone_idx]."
msgstr "Restituisce la scala di posa dell'osso all'indice [param bone_idx]."
@@ -51855,22 +81730,132 @@ msgstr ""
"Restituisce la trasformazione di riposo per l'osso all'indice [param "
"bone_idx]."
+msgid ""
+"Returns all bone names concatenated with commas ([code],[/code]) as a single "
+"[StringName].\n"
+"It is useful to set it as a hint for the enum property."
+msgstr ""
+"Restituisce tutti i nomi delle ossa concatenati con virgole ([code],[/code]) "
+"come un singolo [StringName].\n"
+"È utile impostarlo come suggerimento per la proprietà enumerata."
+
+msgid ""
+"Returns an array with all of the bones that are parentless. Another way to "
+"look at this is that it returns the indexes of all the bones that are not "
+"dependent or modified by other bones in the Skeleton."
+msgstr ""
+"Restituisce un array con tutte le ossa che sono senza genitori. Un altro modo "
+"di vedere questo metodo è che restituisce gli indici di tutte le ossa che non "
+"sono dipendenti o modificate da altre ossa nello scheletro."
+
+msgid ""
+"Returns the number of times the bone hierarchy has changed within this "
+"skeleton, including renames.\n"
+"The Skeleton version is not serialized: only use within a single instance of "
+"Skeleton3D.\n"
+"Use for invalidating caches in IK solvers and other nodes which process bones."
+msgstr ""
+"Restituisce il numero di volte in cui la gerarchia delle ossa è cambiata "
+"all'interno di questo scheletro, incluse le ossa rinominate.\n"
+"La versione dello scheletro non è serializzata: usala solo all'interno di una "
+"singola istanza di Skeleton3D.\n"
+"Utilizzabile per invalidare le cache nei risolutori IK e altri nodi che "
+"elaborano le ossa."
+
+msgid ""
+"Returns whether the bone pose for the bone at [param bone_idx] is enabled."
+msgstr ""
+"Restituisce se la posa dell'osso per l'osso all'indice [param bone_idx] è "
+"abilitata."
+
msgid "Returns all bones in the skeleton to their rest poses."
msgstr "Ripristina tutte le ossa nello scheletro alle loro pose di riposo."
msgid "Binds the given Skin to the Skeleton."
msgstr "Associa la Skin fornita allo scheletro."
+msgid "Sets all bone poses to rests."
+msgstr "Imposta tutte le posizioni delle ossa come riposi."
+
+msgid ""
+"Disables the pose for the bone at [param bone_idx] if [code]false[/code], "
+"enables the bone pose if [code]true[/code]."
+msgstr ""
+"Disabilita la posa per l'osso all'indice [param bone_idx] se [code]false[/"
+"code], abilita la posa dell'osso se [code]true[/code]."
+
+msgid ""
+"Sets the global pose transform, [param pose], for the bone at [param "
+"bone_idx].\n"
+"[b]Note:[/b] If other bone poses have been changed, this method executes a "
+"dirty poses recalculation and will cause performance to deteriorate. If you "
+"know that multiple global poses will be applied, consider using [method "
+"set_bone_pose] with precalculation."
+msgstr ""
+"Imposta la trasformazione della posa globale, [param pose], per l'osso "
+"all'indice [param bone_idx].\n"
+"[b]Nota:[/b] Se sono state modificate altre pose dell'osso, questo metodo "
+"esegue un ricalcolo delle pose sporche e causerà un deterioramento delle "
+"prestazioni. Se sai che verranno applicate più pose globali, prendi in "
+"considerazione l'utilizzo di [method set_bone_pose] con precalcolo."
+
+msgid ""
+"Sets the global pose transform, [param pose], for the bone at [param "
+"bone_idx].\n"
+"[param amount] is the interpolation strength that will be used when applying "
+"the pose, and [param persistent] determines if the applied pose will remain.\n"
+"[b]Note:[/b] The pose transform needs to be a global pose! To convert a world "
+"transform from a [Node3D] to a global bone pose, multiply the [method "
+"Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by "
+"the desired world transform."
+msgstr ""
+"Imposta la trasformazione della posa globale, [param pose], per l'osso "
+"all'indice [param bone_idx].\n"
+"[param amount] è la forza di interpolazione che sarà usata quando si applica "
+"la posa, e [param persistent] determina se la posa applicata rimarrà.\n"
+"[b]Nota:[/b] La trasformazione della posa deve essere una posa globale! Per "
+"convertire una trasformazione del mondo da un [Node3D] a una posa dell'osso "
+"globale, moltiplica il [method Transform3D.affine_inverse] del [member Node3D."
+"global_transform] del nodo per la trasformazione mondiale desiderata."
+
msgid "Sets the bone name, [param name], for the bone at [param bone_idx]."
msgstr ""
"Imposta il nome dell'osso a [param name] per l'osso all'indice [param "
"bone_idx]."
+msgid ""
+"Sets the bone index [param parent_idx] as the parent of the bone at [param "
+"bone_idx]. If -1, then bone has no parent.\n"
+"[b]Note:[/b] [param parent_idx] must be less than [param bone_idx]."
+msgstr ""
+"Imposta l'osso all'indice [param parent_idx] come genitore dell'osso "
+"all'indice [param bone_idx]. Se -1, l'osso non ha genitore.\n"
+"[b]Nota:[/b] [param parent_idx] deve essere minore di [param bone_idx]."
+
msgid "Sets the pose transform, [param pose], for the bone at [param bone_idx]."
msgstr ""
"Imposta la trasformazione della posa a [param pose] per l'osso all'indice "
"[param bone_idx]."
+msgid ""
+"Sets the pose position of the bone at [param bone_idx] to [param position]. "
+"[param position] is a [Vector3] describing a position local to the "
+"[Skeleton3D] node."
+msgstr ""
+"Imposta la posizione di posa dell'osso all'indice [param bone_idx] su [param "
+"position]. [param position] è un [Vector3] che descrive una posizione locale "
+"al nodo [Skeleton3D]."
+
+msgid ""
+"Sets the pose rotation of the bone at [param bone_idx] to [param rotation]. "
+"[param rotation] is a [Quaternion] describing a rotation in the bone's local "
+"coordinate space with respect to the rotation of any parent bones."
+msgstr ""
+"Imposta la rotazione della posa dell'osso all'indice [param bone_idx] su "
+"[param rotation]. [param rotation] è un [Quaternion] che descrive una "
+"rotazione nello spazio di coordinate locale dell'osso rispetto alla rotazione "
+"di qualsiasi osso genitore."
+
msgid "Sets the pose scale of the bone at [param bone_idx] to [param scale]."
msgstr ""
"Imposta la scala di posa dell'osso all'indice [param bone_idx] a [param "
@@ -51880,34 +81865,688 @@ msgid "Sets the rest transform for bone [param bone_idx]."
msgstr ""
"Imposta la trasformazione di riposto per osso all'indice [param bone_idx]."
+msgid ""
+"Unparents the bone at [param bone_idx] and sets its rest position to that of "
+"its parent prior to being reset."
+msgstr ""
+"Rimuove l'osso all'indice [param bone_idx] dal suo genitore, e imposta la sua "
+"posizione di riposo su quella del suo genitore prima di essere reimpostato."
+
+msgid ""
+"If you follow the recommended workflow and explicitly have "
+"[PhysicalBoneSimulator3D] as a child of [Skeleton3D], you can control whether "
+"it is affected by raycasting without running [method "
+"physical_bones_start_simulation], by its [member SkeletonModifier3D.active].\n"
+"However, for old (deprecated) configurations, [Skeleton3D] has an internal "
+"virtual [PhysicalBoneSimulator3D] for compatibility. This property controls "
+"the internal virtual [PhysicalBoneSimulator3D]'s [member SkeletonModifier3D."
+"active]."
+msgstr ""
+"Se segui il flusso di lavoro consigliato e hai esplicitamente "
+"[PhysicalBoneSimulator3D] come figlio di [Skeleton3D], puoi controllare se è "
+"influenzato dalla proiezione dei raggi senza eseguire [method "
+"physical_bones_start_simulation], tramite il suo [member SkeletonModifier3D."
+"active].\n"
+"Tuttavia, per le vecchie (obsolete) configurazioni, [Skeleton3D] ha un "
+"[PhysicalBoneSimulator3D] virtuale interno per compatibilità. Questa "
+"proprietà controlla il [member SkeletonModifier3D.active] del "
+"[PhysicalBoneSimulator3D] virtuale interno."
+
+msgid "Sets the processing timing for the Modifier."
+msgstr "Imposta i tempi di elaborazione per il Modificatore."
+
+msgid ""
+"Multiplies the 3D position track animation.\n"
+"[b]Note:[/b] Unless this value is [code]1.0[/code], the key value in "
+"animation will not match the actual position value."
+msgstr ""
+"Moltiplica l'animazione della traccia di posizione 3D.\n"
+"[b]Nota:[/b] A meno che questo valore non sia [code]1.0[/code], il valore "
+"chiave nell'animazione non corrisponderà al valore di posizione effettivo."
+
+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 ""
+"Se [code]true[/code], forza le ossa nelle loro pose di riposo predefinite, a "
+"prescindere dai loro valori. Nell'editor, questo impedisce anche che le ossa "
+"siano modificate."
+
+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 ""
+"Emesso quando l'osso all'indice [param bone_idx] viene attivato con [method "
+"set_bone_enabled]. Usa [method is_bone_enabled] per verificare il nuovo "
+"valore."
+
+msgid ""
+"Emitted when the pose is updated.\n"
+"[b]Note:[/b] During the update process, this signal is not fired, so "
+"modification by [SkeletonModifier3D] is not detected."
+msgstr ""
+"Emesso quando la posa viene aggiornata.\n"
+"[b]Nota:[/b] Durante il processo di aggiornamento, questo segnale non viene "
+"attivato, quindi la modificazione da uno [SkeletonModifier3D] non viene "
+"rilevata."
+
msgid "Emitted when the value of [member show_rest_only] changes."
msgstr "Emesso quando il valore di [member show_rest_only] cambia."
+msgid ""
+"Emitted when the final pose has been calculated will be applied to the skin "
+"in the update process.\n"
+"This means that all [SkeletonModifier3D] processing is complete. In order to "
+"detect the completion of the processing of each [SkeletonModifier3D], use "
+"[signal SkeletonModifier3D.modification_processed]."
+msgstr ""
+"Emesso quando la posa finale è stata calcolata e verrà applicata alla skin "
+"nel processo di aggiornamento.\n"
+"Ciò significa che tutta l'elaborazione dello [SkeletonModifier3D] è completa. "
+"Per rilevare il completamento dell'elaborazione di ogni [SkeletonModifier3D], "
+"usa [signal SkeletonModifier3D.modification_processed]."
+
+msgid ""
+"Notification received when this skeleton's pose needs to be updated. In that "
+"case, this is called only once per frame in a deferred process."
+msgstr ""
+"Notifica ricevuta quando la posa di questo scheletro deve essere aggiornata. "
+"In tal caso, viene chiamata solo una volta per frame in un processo differito."
+
+msgid ""
+"Set a flag to process modification during physics frames (see [constant Node."
+"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
+msgstr ""
+"Imposta un flag per elaborare le modificazioni durante i frame di fisica "
+"(vedi [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
+
+msgid ""
+"Set a flag to process modification during process frames (see [constant Node."
+"NOTIFICATION_INTERNAL_PROCESS])."
+msgstr ""
+"Imposta un flag per elaborare le modificazioni durante i frame di processo "
+"(vedi [constant Node.NOTIFICATION_INTERNAL_PROCESS])."
+
+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 ""
+"Un nodo utilizzato per ruotare tutte le ossa di una catena ossea [Skeleton3D] "
+"in modo da posizionare l'osso finale nella posizione 3D desiderata."
+
+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]."
+msgstr ""
+"Restituisce il nodo [Skeleton3D] padre presente quando SkeletonIK è entrato "
+"nello [SceneTree]. Restituisce null se il nodo padre non era un nodo "
+"[Skeleton3D] quando SkeletonIK3D è entrato in [SceneTree]."
+
+msgid ""
+"Returns [code]true[/code] if SkeletonIK is applying IK effects on continues "
+"frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK is "
+"stopped or [method start] was used with the [code]one_time[/code] parameter "
+"set to [code]true[/code]."
+msgstr ""
+"Restituisce [code]true[/code] se SkeletonIK sta applicando effetti IK su "
+"frame continui alle ossa [Skeleton3D]. Restituisce [code]false[/code] se "
+"SkeletonIK è stato arrestato o è stato usato [method start] con il parametro "
+"[code]one_time[/code] impostato su [code]true[/code]."
+
+msgid ""
+"Starts applying IK effects on each frame to the [Skeleton3D] bones but will "
+"only take effect starting on the next frame. If [param one_time] is "
+"[code]true[/code], this will take effect immediately but also reset on the "
+"next frame."
+msgstr ""
+"Inizia ad applicare gli effetti IK su ogni frame alle ossa dello [Skeleton3D] "
+"ma avrà effetto solo a partire dal frame successivo. Se [param one_time] è "
+"[code]true[/code], avrà effetto immediatamente ma verrà anche reimpostato sul "
+"frame successivo."
+
+msgid ""
+"Stops applying IK effects on each frame to the [Skeleton3D] bones and also "
+"calls [method Skeleton3D.clear_bones_global_pose_override] to remove existing "
+"overrides on all bones."
+msgstr ""
+"Interrompe l'applicazione degli effetti IK su ogni frame alle ossa "
+"[Skeleton3D] e richiama anche [method Skeleton3D."
+"clear_bones_global_pose_override] per rimuovere le sostituzioni esistenti su "
+"tutte le ossa."
+
+msgid "Use [member SkeletonModifier3D.influence] instead."
+msgstr "Utilizza invece [member SkeletonModifier3D.influence]."
+
+msgid ""
+"Interpolation value for how much the IK results are applied to the current "
+"skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton "
+"bone transforms completely while a value of [code]0.0[/code] will visually "
+"disable the SkeletonIK."
+msgstr ""
+"Valore di interpolazione per quanto i risultati IK sono applicati alla catena "
+"ossea dello scheletro attuale. Un valore di [code]1.0[/code] sovrascriverà "
+"completamente tutte le trasformazioni ossee dello scheletro mentre un valore "
+"di [code]0.0[/code] disabiliterà visivamente lo SkeletonIK."
+
+msgid ""
+"Secondary target position (first is [member target] property or [member "
+"target_node]) for the IK chain. Use magnet position (pole target) to control "
+"the bending of the IK chain. Only works if the bone chain has more than 2 "
+"bones. The middle chain bone position will be linearly interpolated with the "
+"magnet position."
+msgstr ""
+"Posizione di destinazione secondaria (la prima è la proprietà [member target] "
+"o [member target_node]) per la catena IK. Usa la posizione del magnete "
+"(destinazione del polo) per controllare la flessione della catena IK. "
+"Funziona solo se la catena ossea ha più di 2 ossa. La posizione dell'osso "
+"della catena centrale sarà interpolata linearmente con la posizione del "
+"magnete."
+
+msgid ""
+"Number of iteration loops used by the IK solver to produce more accurate (and "
+"elegant) bone chain results."
+msgstr ""
+"Numero di cicli di iterazione utilizzati dal risolutore IK per produrre "
+"risultati più accurati (ed eleganti) sulla catena ossea."
+
+msgid ""
+"The minimum distance between bone and goal target. If the distance is below "
+"this value, the IK solver stops further iterations."
+msgstr ""
+"La distanza minima tra l'osso e la destinazione. Se la distanza è inferiore a "
+"questo valore, il risolutore IK interrompe ulteriori iterazioni."
+
+msgid ""
+"If [code]true[/code] overwrites the rotation of the tip bone with the "
+"rotation of the [member target] (or [member target_node] if defined)."
+msgstr ""
+"Se [code]true[/code] sovrascrive la rotazione dell'osso della punta con la "
+"rotazione del [member target] (o [member target_node] se definito)."
+
+msgid "The name of the current root bone, the first bone in the IK chain."
+msgstr "Il nome dell'osso radice attuale, il primo osso nella catena IK."
+
+msgid ""
+"First target of the IK chain where the tip bone is placed and, if [member "
+"override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a "
+"[member target_node] path is available the nodes transform is used instead "
+"and this property is ignored."
+msgstr ""
+"Prima destinazione della catena IK in cui è posizionato l'osso della punta e, "
+"se [member override_tip_basis] è [code]true[/code], come viene ruotato l'osso "
+"della punta. Se è disponibile un percorso [member target_node], la "
+"trasformazione dei nodi è usata e questa proprietà viene ignorata."
+
+msgid ""
+"Target node [NodePath] for the IK chain. If available, the node's current "
+"[Transform3D] is used instead of the [member target] property."
+msgstr ""
+"Il [NodePath] del nodo di destinazione] per la catena IK. Se disponibile, è "
+"utilizzato il [Transform3D] attuale del nodo al posto della proprietà [member "
+"target]."
+
+msgid ""
+"The name of the current tip bone, the last bone in the IK chain placed at the "
+"[member target] transform (or [member target_node] if defined)."
+msgstr ""
+"Il nome dell'osso della punta attuale, l'ultimo osso nella catena IK "
+"posizionato nella trasformazione di [member target] (o [member target_node] "
+"se definito)."
+
+msgid ""
+"If [code]true[/code], instructs the IK solver to consider the secondary "
+"magnet target (pole target) when calculating the bone chain. Use the magnet "
+"position (pole target) to control the bending of the IK chain."
+msgstr ""
+"Se [code]true[/code], istruisce il risolutore IK a considerare la "
+"destinazione del magnete secondario (destinazione del polo) quando calcola la "
+"catena ossea. Usa la posizione del magnete (destinazione del polo) per "
+"controllare la flessione della catena IK."
+
+msgid "Base class for resources that operate on [Bone2D]s in a [Skeleton2D]."
+msgstr ""
+"Classe di base per le risorse che operano sui [Bone2D] in uno [Skeleton2D]."
+
+msgid ""
+"This resource provides an interface that can be expanded so code that "
+"operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched "
+"together to create complex interactions.\n"
+"This is used to provide Godot with a flexible and powerful Inverse Kinematics "
+"solution that can be adapted for many different uses."
+msgstr ""
+"Questa risorsa fornisce un'interfaccia che può essere ampliata in modo che il "
+"codice che opera sui nodi [Bone2D] in uno [Skeleton2D] possa essere mescolato "
+"e abbinato insieme per creare interazioni complesse.\n"
+"Questo viene utilizzato per fornire a Godot una soluzione di cinematica "
+"inversa flessibile e potente che può essere adattata per molti usi diversi."
+
+msgid ""
+"Used for drawing [b]editor-only[/b] modification gizmos. This function will "
+"only be called in the Godot editor and can be overridden to draw custom "
+"gizmos.\n"
+"[b]Note:[/b] You will need to use the Skeleton2D from [method "
+"SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the "
+"[SkeletonModification2D] resource cannot draw on its own."
+msgstr ""
+"Utilizzato per disegnare il gizmo di modificazione [b]solo editor[/b]. Questa "
+"funzione verrà chiamata solo nell'editor Godot e può essere sovrascritta per "
+"disegnare gizmo personalizzati.\n"
+"[b]Nota:[/b] Dovrai usare Skeleton2D da [method SkeletonModificationStack2D."
+"get_skeleton] e le sue funzioni di disegno, poiché la risorsa "
+"[SkeletonModification2D] non può disegnare da sola."
+
+msgid ""
+"Executes the given modification. This is where the modification performs "
+"whatever function it is designed to do."
+msgstr ""
+"Esegue la modificazione fornita. Qui è dove la modificazione esegue qualsiasi "
+"funzione per cui è stata progettata."
+
+msgid ""
+"Called when the modification is setup. This is where the modification "
+"performs initialization."
+msgstr ""
+"Chiamato quando la modificazione è impostata. Qui è dove la modificazione "
+"esegue l'inizializzazione."
+
+msgid ""
+"Takes an angle and clamps it so it is within the passed-in [param min] and "
+"[param max] range. [param invert] will inversely clamp the angle, clamping it "
+"to the range outside of the given bounds."
+msgstr ""
+"Prende un angolo e lo limita in modo che rientri nell'intervallo [param min] "
+"e [param max] passati. [param invert] limiterà inversamente l'angolo, "
+"limitandolo nell'intervallo al di fuori dei limiti specificati."
+
+msgid ""
+"Returns whether this modification will call [method _draw_editor_gizmo] in "
+"the Godot editor to draw modification-specific gizmos."
+msgstr ""
+"Restituisce se questa modificazione chiamerà [method _draw_editor_gizmo] "
+"nell'editor di Godot per disegnare i gizmo specifici della modificazione."
+
+msgid "Returns whether this modification has been successfully setup or not."
+msgstr ""
+"Restituisce se questa modificazione è stata impostata correttamente o meno."
+
+msgid ""
+"Returns the [SkeletonModificationStack2D] that this modification is bound to. "
+"Through the modification stack, you can access the Skeleton2D the "
+"modification is operating on."
+msgstr ""
+"Restituisce lo [SkeletonModificationStack2D] a cui è associata questa "
+"modificazione. Attraverso la pila di modificazione, è possibile accedere allo "
+"Skeleton2D su cui sta operando la modificazione."
+
+msgid ""
+"Sets whether this modification will call [method _draw_editor_gizmo] in the "
+"Godot editor to draw modification-specific gizmos."
+msgstr ""
+"Imposta se questa modificazione chiamerà [method _draw_editor_gizmo] "
+"nell'editor Godot per disegnare i gizmo specifici della modificazione."
+
+msgid ""
+"Manually allows you to set the setup state of the modification. This function "
+"should only rarely be used, as the [SkeletonModificationStack2D] the "
+"modification is bound to should handle setting the modification up."
+msgstr ""
+"Consente di impostare manualmente lo stato di configurazione della "
+"modificazione. Questa funzione dovrebbe essere usata solo raramente, poiché "
+"lo [SkeletonModificationStack2D] a cui è associata la modificazione dovrebbe "
+"gestire l'impostazione della modificazione."
+
+msgid ""
+"If [code]true[/code], the modification's [method _execute] function will be "
+"called by the [SkeletonModificationStack2D]."
+msgstr ""
+"Se [code]true[/code], la funzione [method _execute] della modificazione sarà "
+"chiamata dallo [SkeletonModificationStack2D]."
+
+msgid ""
+"The execution mode for the modification. This tells the modification stack "
+"when to execute the modification. Some modifications have settings that are "
+"only available in certain execution modes."
+msgstr ""
+"La modalità di esecuzione per la modificazione. Indica alla pila di "
+"modificazioni quando eseguire la modificazione. Alcune modificazioni hanno "
+"impostazioni disponibili solo in determinate modalità di esecuzione."
+
+msgid ""
+"A modification that uses CCDIK to manipulate a series of bones to reach a "
+"target in 2D."
+msgstr ""
+"Una modificazione che utilizza il CCDIK per manipolare una serie di ossa per "
+"raggiungere un obiettivo in 2D."
+
+msgid ""
+"Returns the [Bone2D] node assigned to the CCDIK joint at [param joint_idx]."
+msgstr ""
+"Restituisce il nodo [Bone2D] assegnato all'articolazione CCDIK all'indice "
+"[param joint_idx]."
+
+msgid ""
+"Returns the index of the [Bone2D] node assigned to the CCDIK joint at [param "
+"joint_idx]."
+msgstr ""
+"Restituisce l'indice del nodo [Bone2D] assegnato all'articolazione CCDIK "
+"all'indice [param joint_idx]."
+
msgid "Returns the minimum angle constraint for the joint at [param joint_idx]."
msgstr ""
"Restituisce il limite minimo dell'angolo per l'articolazione all'indice "
"[param joint_idx]."
+msgid "Sets the [Bone2D] node assigned to the CCDIK joint at [param joint_idx]."
+msgstr ""
+"Imposta il nodo [Bone2D] assegnato all'articolazione CCDIK all'indice [param "
+"joint_idx]."
+
+msgid ""
+"Sets the bone index, [param bone_idx], of the CCDIK joint at [param "
+"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] "
+"of the CCDIK joint based on data provided by the linked skeleton."
+msgstr ""
+"Imposta l'indice osseo, [param bone_idx], dell'articolazione CCDIK su [param "
+"joint_idx]. Quando possibile, questo aggiornerà anche il [code]bone2d_node[/"
+"code] dell'articolazione CCDIK in base ai dati forniti dallo scheletro "
+"collegato."
+
msgid "Sets the maximum angle constraint for the joint at [param joint_idx]."
msgstr ""
"Imposta il limite massimo dell'angolo per l'articolazione all'indice [param "
"joint_idx]."
+msgid "Sets the minimum angle constraint for the joint at [param joint_idx]."
+msgstr ""
+"Imposta il vincolo angolare minimo per l'articolazione all'indice [param "
+"joint_idx]."
+
msgid "The number of CCDIK joints in the CCDIK modification."
-msgstr "Il numero di articolazioni CCDIK nella modifica CCDIK."
+msgstr "Il numero di articolazioni CCDIK nella modificazione CCDIK."
+
+msgid ""
+"The NodePath to the node that is the target for the CCDIK modification. This "
+"node is what the CCDIK chain will attempt to rotate the bone chain to."
+msgstr ""
+"Il NodePath al nodo che è l'obiettivo per la modificazione CCDIK. Questo nodo "
+"è ciò verso cui la catena CCDIK tenterà di ruotare la catena di ossa."
+
+msgid ""
+"The end position of the CCDIK chain. Typically, this should be a child of a "
+"[Bone2D] node attached to the final [Bone2D] in the CCDIK chain."
+msgstr ""
+"La posizione finale della catena CCDIK. In genere, dovrebbe essere un figlio "
+"di un nodo [Bone2D] collegato al [Bone2D] finale nella catena CCDIK."
+
+msgid ""
+"A modification that uses FABRIK to manipulate a series of [Bone2D] nodes to "
+"reach a target."
+msgstr ""
+"Una modificazione che utilizza FABRIK per manipolare una serie di nodi "
+"[Bone2D] per raggiungere un obiettivo."
+
+msgid ""
+"Returns the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]."
+msgstr ""
+"Restituisce il nodo [Bone2D] assegnato all'articolazione FABRIK all'indice "
+"[param joint_idx]."
+
+msgid ""
+"Returns the index of the [Bone2D] node assigned to the FABRIK joint at [param "
+"joint_idx]."
+msgstr ""
+"Restituisce l'indice del nodo [Bone2D] assegnato all'articolazione FABRIK "
+"all'indice [param joint_idx]."
msgid "Returns the magnet position vector for the joint at [param joint_idx]."
msgstr ""
"Restituisce il vettore di posizione magnete per l'articolazione all'indice "
"[param joint_idx]."
+msgid ""
+"Sets the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]."
+msgstr ""
+"Imposta il nodo [Bone2D] assegnato all'articolazione FABRIK all'indice [param "
+"joint_idx]."
+
+msgid ""
+"Sets the bone index, [param bone_idx], of the FABRIK joint at [param "
+"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] "
+"of the FABRIK joint based on data provided by the linked skeleton."
+msgstr ""
+"Imposta l'indice osseo, [param bone_idx], dell'articolazione FABRIK su [param "
+"joint_idx]. Quando possibile, questo aggiornerà anche il [code]bone2d_node[/"
+"code] dell'articolazione FABRIK in base ai dati forniti dallo scheletro "
+"collegato."
+
msgid "Sets the magnet position vector for the joint at [param joint_idx]."
msgstr ""
"Imposta il vettore di posizione magnete per l'articolazione all'indice [param "
"joint_idx]."
msgid "The number of FABRIK joints in the FABRIK modification."
-msgstr "Il numero di articolazioni FABRIK nella modifica FABRIK."
+msgstr "Il numero di articolazioni FABRIK nella modificazione FABRIK."
+
+msgid ""
+"The NodePath to the node that is the target for the FABRIK modification. This "
+"node is what the FABRIK chain will attempt to rotate the bone chain to."
+msgstr ""
+"Il NodePath al nodo che è l'obiettivo per la modificazione FABRIK. Questo "
+"nodo è ciò verso cui la catena FABRIK tenterà di ruotare la catena di ossa."
+
+msgid ""
+"A modification that jiggles [Bone2D] nodes as they move towards a target."
+msgstr ""
+"Una modifica che fa oscillare i nodi [Bone2D] mentre si muovono verso un "
+"obiettivo."
+
+msgid ""
+"Returns the collision mask used by the Jiggle modifier when collisions are "
+"enabled."
+msgstr ""
+"Restituisce la maschera di collisione utilizzata dal modificatore Jiggle "
+"quando le collisioni sono abilitate."
+
+msgid ""
+"Returns the [Bone2D] node assigned to the Jiggle joint at [param joint_idx]."
+msgstr ""
+"Restituisce il nodo [Bone2D] assegnato all'articolazione Jiggle all'indice "
+"[param joint_idx]."
+
+msgid ""
+"Returns the index of the [Bone2D] node assigned to the Jiggle joint at [param "
+"joint_idx]."
+msgstr ""
+"Restituisce l'indice del nodo [Bone2D] assegnato all'articolazione Jiggle "
+"all'indice [param joint_idx]."
+
+msgid "Returns the amount of damping of the Jiggle joint at [param joint_idx]."
+msgstr ""
+"Restituisce la quantità di smorzamento dell'articolazione Jiggle all'indice "
+"[param joint_idx]."
+
+msgid ""
+"Returns a [Vector2] representing the amount of gravity the Jiggle joint at "
+"[param joint_idx] is influenced by."
+msgstr ""
+"Restituisce un [Vector2] che rappresenta la quantità di gravità da cui è "
+"influenzata l'articolazione Jiggle all'indice [param joint_idx]."
+
+msgid "Returns the amount of mass of the jiggle joint at [param joint_idx]."
+msgstr ""
+"Restituisce la quantità di massa dell'articolazione Jiggle all'indice [param "
+"joint_idx]."
+
+msgid ""
+"Returns a boolean that indicates whether the joint at [param joint_idx] is "
+"overriding the default Jiggle joint data defined in the modification."
+msgstr ""
+"Restituisce un valore booleano che indica se l'articolazione all'indice "
+"[param joint_idx] sta sovrascrivendo i dati dell'articolazione Jiggle "
+"predefiniti che sono stati definiti nella modificazione."
+
+msgid "Returns the stiffness of the Jiggle joint at [param joint_idx]."
+msgstr ""
+"Restituisce la rigidità dell'articolazione Jiggle all'indice [param "
+"joint_idx]."
+
+msgid ""
+"Returns a boolean that indicates whether the joint at [param joint_idx] is "
+"using gravity or not."
+msgstr ""
+"Restituisce un valore booleano che indica se l'articolazione all'indice "
+"[param joint_idx] utilizza la gravità oppure no."
+
+msgid ""
+"Returns whether the jiggle modifier is taking physics colliders into account "
+"when solving."
+msgstr ""
+"Restituisce se il modificatore jiggle tiene conto dei collisori fisici "
+"durante la risoluzione."
+
+msgid ""
+"Sets the collision mask that the Jiggle modifier will use when reacting to "
+"colliders, if the Jiggle modifier is set to take colliders into account."
+msgstr ""
+"Imposta la maschera di collisione che il modificatore Jiggle utilizzerà "
+"quando reagisce ai collisori, se il modificatore Jiggle è impostato per "
+"tenere conto dei collisori."
+
+msgid ""
+"Sets the [Bone2D] node assigned to the Jiggle joint at [param joint_idx]."
+msgstr ""
+"Imposta il nodo [Bone2D] assegnato all'articolazione Jiggle all'indice [param "
+"joint_idx]."
+
+msgid ""
+"Sets the bone index, [param bone_idx], of the Jiggle joint at [param "
+"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] "
+"of the Jiggle joint based on data provided by the linked skeleton."
+msgstr ""
+"Imposta l'indice osseo, [param bone_idx], dell'articolazione Jiggle su [param "
+"joint_idx]. Quando possibile, questo aggiornerà anche il [code]bone2d_node[/"
+"code] dell'articolazione Jiggle in base ai dati forniti dallo scheletro "
+"collegato."
+
+msgid "Sets the amount of damping of the Jiggle joint at [param joint_idx]."
+msgstr ""
+"Imposta la quantità di smorzamento dell'articolazione Jiggle all'indice "
+"[param joint_idx]."
+
+msgid "Sets the gravity vector of the Jiggle joint at [param joint_idx]."
+msgstr ""
+"Imposta il vettore di gravità dell'articolazione Jiggle all'indice [param "
+"joint_idx]."
+
+msgid "Sets the of mass of the Jiggle joint at [param joint_idx]."
+msgstr ""
+"Imposta la massa dell'articolazione Jiggle all'indice [param joint_idx]."
+
+msgid ""
+"Sets whether the Jiggle joint at [param joint_idx] should override the "
+"default Jiggle joint settings. Setting this to [code]true[/code] will make "
+"the joint use its own settings rather than the default ones attached to the "
+"modification."
+msgstr ""
+"Imposta se l'articolazione Jiggle all'indice [param joint_idx] deve "
+"sovrascrivere le impostazioni predefinite delle articolazioni Jiggle. "
+"Impostando questo su [code]true[/code] l'articolzione userà le proprie "
+"impostazioni invece di quelle predefinite associate alla modificazione."
+
+msgid "Sets the of stiffness of the Jiggle joint at [param joint_idx]."
+msgstr ""
+"Imposta la rigidità dell'articolazione Jiggle all'indice [param joint_idx]."
+
+msgid "Sets whether the Jiggle joint at [param joint_idx] should use gravity."
+msgstr ""
+"Imposta se l'articolazione Jiggle all'indice [param joint_idx] deve "
+"utilizzare la gravità."
+
+msgid ""
+"If [code]true[/code], the Jiggle modifier will take colliders into account, "
+"keeping them from entering into these collision objects."
+msgstr ""
+"Se [code]true[/code], il modificatore Jiggle terrà conto dei collider, "
+"impedendo loro di entrare in questi oggetti di collisione."
+
+msgid ""
+"The default amount of damping applied to the Jiggle joints, if they are not "
+"overridden. Higher values lead to more of the calculated velocity being "
+"applied."
+msgstr ""
+"La quantità predefinita di smorzamento applicata alle articolazioni Jiggle, "
+"se non è sovrascritta. Valori più alti portano ad applicare una quantità "
+"maggiore della velocità calcolata."
+
+msgid ""
+"The default amount of gravity applied to the Jiggle joints, if they are not "
+"overridden."
+msgstr ""
+"La quantità predefinita di gravità applicata alle articolazioni Jiggle, se "
+"non è sovrascritta."
+
+msgid "The amount of Jiggle joints in the Jiggle modification."
+msgstr "La quantità di articolazioni Jiggle nella modificazione Jiggle."
+
+msgid ""
+"The default amount of mass assigned to the Jiggle joints, if they are not "
+"overridden. Higher values lead to faster movements and more overshooting."
+msgstr ""
+"La quantità predefinita di massa assegnata alle articolazioni Jiggle, se non "
+"è sovrascritta. Valori più alti portano a movimenti più rapidi e a un "
+"maggiore superamento."
+
+msgid ""
+"The default amount of stiffness assigned to the Jiggle joints, if they are "
+"not overridden. Higher values act more like springs, quickly moving into the "
+"correct position."
+msgstr ""
+"La quantità predefinita di rigidità assegnata alle articolazioni Jiggle, se "
+"non è sovrascritta. Valori più alti agiscono più come molle, spostandosi "
+"rapidamente nella posizione corretta."
+
+msgid ""
+"The NodePath to the node that is the target for the Jiggle modification. This "
+"node is what the Jiggle chain will attempt to rotate the bone chain to."
+msgstr ""
+"Il NodePath al nodo che è l'obiettivo per la modificazione Jiggle. Questo "
+"nodo è ciò verso cui la catena Jiggle tenterà di ruotare la catena di ossa."
+
+msgid ""
+"Whether the gravity vector, [member gravity], should be applied to the Jiggle "
+"joints, assuming they are not overriding the default settings."
+msgstr ""
+"Imposta se il vettore di gravità, [member gravity], debba essere applicato "
+"alle articolazioni Jiggle, supponendo che non sovrascrivano le impostazioni "
+"predefinite."
+
+msgid "A modification that rotates a [Bone2D] node to look at a target."
+msgstr "Una modifica che ruota un nodo [Bone2D] per guardare un obiettivo."
+
+msgid ""
+"This [SkeletonModification2D] rotates a bone to look a target. This is "
+"extremely helpful for moving character's head to look at the player, rotating "
+"a turret to look at a target, or any other case where you want to make a bone "
+"rotate towards something quickly and easily."
+msgstr ""
+"Questo [SkeletonModification2D] ruota un osso per guardare un obiettivo. È "
+"estremamente utile per muovere la testa del personaggio per guardare il "
+"giocatore, ruotare una torretta per guardare un bersaglio o qualsiasi altro "
+"caso in cui si voglia far ruotare un osso verso qualcosa in modo rapido e "
+"semplice."
+
+msgid ""
+"Returns the amount of additional rotation that is applied after the LookAt "
+"modification executes."
+msgstr ""
+"Restituisce la quantità di rotazione aggiuntiva applicata dopo l'esecuzione "
+"della modificazione LookAt."
+
+msgid ""
+"Returns whether the constraints to this modification are inverted or not."
+msgstr "Restituisce se i vincoli a questa modifica sono invertiti o meno."
msgid "Returns the constraint's maximum allowed angle."
msgstr "Restituisce l'angolo massimo consentito del vincolo."
@@ -51917,26 +82556,491 @@ msgstr "Restituisce l'angolo minimo consentito del vincolo."
msgid ""
"Returns [code]true[/code] if the LookAt modification is using constraints."
-msgstr "Restituisce [code]true[/code] se la modifica LookAt sta usando vincoli."
+msgstr ""
+"Restituisce [code]true[/code] se la modificazione LookAt sta usando vincoli."
+
+msgid ""
+"Sets the amount of additional rotation that is to be applied after executing "
+"the modification. This allows for offsetting the results by the inputted "
+"rotation amount."
+msgstr ""
+"Imposta la quantità di rotazione aggiuntiva da applicare dopo l'esecuzione "
+"della modificazione. Ciò consente di compensare i risultati in base alla "
+"quantità di rotazione inserita."
+
+msgid ""
+"When [code]true[/code], the modification will use an inverted joint "
+"constraint.\n"
+"An inverted joint constraint only constraints the [Bone2D] to the angles "
+"[i]outside of[/i] the inputted minimum and maximum angles. For this reason, "
+"it is referred to as an inverted joint constraint, as it constraints the "
+"joint to the outside of the inputted values."
+msgstr ""
+"Se [code]true[/code], la modificazione utilizzerà un vincolo di articolazione "
+"invertito.\n"
+"Un vincolo di articolazione invertito vincola [Bone2D] solo agli angoli "
+"[i]esterni[/i] degli angoli minimo e massimo inseriti. Per questo motivo, "
+"viene definito vincolo di articolazione invertito, in quanto vincola "
+"l'articolazione all'esterno dei valori inseriti."
+
+msgid "Sets the constraint's maximum allowed angle."
+msgstr "Imposta l'angolo massimo consentito del vincolo."
+
+msgid "Sets the constraint's minimum allowed angle."
+msgstr "Imposta l'angolo minimo consentito del vincolo."
+
+msgid ""
+"Sets whether this modification will use constraints or not. When [code]true[/"
+"code], constraints will be applied when solving the LookAt modification."
+msgstr ""
+"Imposta se questa modificazione utilizzerà o meno i vincoli. Quando "
+"[code]true[/code], i vincoli saranno applicati quando si risolve la "
+"modificazione LookAt."
+
+msgid "The [Bone2D] node that the modification will operate on."
+msgstr "Il nodo [Bone2D] su cui opererà la modificazione."
+
+msgid "The index of the [Bone2D] node that the modification will operate on."
+msgstr "L'indice del nodo [Bone2D] su cui opererà la modificazione."
+
+msgid ""
+"The NodePath to the node that is the target for the LookAt modification. This "
+"node is what the modification will rotate the [Bone2D] to."
+msgstr ""
+"Il NodePath al nodo che è l'obiettivo per la modificazione LookAt. Questo "
+"nodo è ciò verso cui la modificazione ruoterà il [Bone2D]."
+
+msgid ""
+"Physical bones may be changed in the future to perform the position update of "
+"[Bone2D] on their own, without needing this resource."
+msgstr ""
+"In futuro, le ossa fisiche potrebbero essere modificate per eseguire "
+"autonomamente l'aggiornamento della posizione di [Bone2D], senza bisogno di "
+"questa risorsa."
+
+msgid ""
+"A modification that applies the transforms of [PhysicalBone2D] nodes to "
+"[Bone2D] nodes."
+msgstr ""
+"Una modificazione che applica le trasformazioni dei nodi [PhysicalBone2D] ai "
+"nodi [Bone2D]."
+
+msgid ""
+"This modification takes the transforms of [PhysicalBone2D] nodes and applies "
+"them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics "
+"thanks to the linked [PhysicalBone2D] nodes."
+msgstr ""
+"Questa modificazione prende le trasformazioni dei nodi [PhysicalBone2D] e le "
+"applica ai nodi [Bone2D]. Ciò consente ai nodi [Bone2D] di reagire alla "
+"fisica grazie ai nodi [PhysicalBone2D] collegati."
+
+msgid ""
+"Empties the list of [PhysicalBone2D] nodes and populates it with all "
+"[PhysicalBone2D] nodes that are children of the [Skeleton2D]."
+msgstr ""
+"Svuota la lista dei nodi [PhysicalBone2D] e lo popola con tutti i nodi "
+"[PhysicalBone2D] che sono figli di [Skeleton2D]."
msgid "Returns the [PhysicalBone2D] node at [param joint_idx]."
msgstr "Ripristina il nodo [PhysicalBone2D] a [param joint_idx]."
msgid ""
+"Sets the [PhysicalBone2D] node at [param joint_idx].\n"
+"[b]Note:[/b] This is just the index used for this modification, not the bone "
+"index used in the [Skeleton2D]."
+msgstr ""
+"Imposta il nodo [PhysicalBone2D] all'indice [param joint_idx].\n"
+"[b]Nota:[/b] Questo è solo l'indice utilizzato per questa modificazione, non "
+"l'indice osseo utilizzato in [Skeleton2D]."
+
+msgid ""
+"Tell the [PhysicalBone2D] nodes to start simulating and interacting with the "
+"physics world.\n"
+"Optionally, an array of bone names can be passed to this function, and that "
+"will cause only [PhysicalBone2D] nodes with those names to start simulating."
+msgstr ""
+"Indica ai nodi [PhysicalBone2D] di iniziare a simulare e interagire con il "
+"mondo della fisica.\n"
+"Facoltativamente, è possibile passare un array di nomi di ossa a questa "
+"funzione, e ciò causerà l'inizio della simulazione solo per i nodi "
+"[PhysicalBone2D] con quei nomi."
+
+msgid ""
+"Tell the [PhysicalBone2D] nodes to stop simulating and interacting with the "
+"physics world.\n"
+"Optionally, an array of bone names can be passed to this function, and that "
+"will cause only [PhysicalBone2D] nodes with those names to stop simulating."
+msgstr ""
+"Indica ai nodi [PhysicalBone2D] di interrompere la simulazione e "
+"l'interazione con il mondo della fisica.\n"
+"Facoltativamente, è possibile passare un array di nomi di ossa a questa "
+"funzione, e ciò causerà l'interruzione della simulazione solo per i nodi "
+"[PhysicalBone2D] con quei nomi."
+
+msgid "The number of [PhysicalBone2D] nodes linked in this modification."
+msgstr "Il numero di nodi [PhysicalBone2D] collegati in questa modificazione."
+
+msgid "A modification that holds and executes a [SkeletonModificationStack2D]."
+msgstr ""
+"Una modificazione che contiene ed esegue uno [SkeletonModificationStack2D]."
+
+msgid ""
+"This [SkeletonModification2D] holds a reference to a "
+"[SkeletonModificationStack2D], allowing you to use multiple modification "
+"stacks on a single [Skeleton2D].\n"
+"[b]Note:[/b] The modifications in the held [SkeletonModificationStack2D] will "
+"only be executed if their execution mode matches the execution mode of the "
+"SkeletonModification2DStackHolder."
+msgstr ""
+"Questo [SkeletonModification2D] contiene un riferimento a uno "
+"[SkeletonModificationStack2D], consentendo di utilizzare più pile di "
+"modificazioni su un singolo [Skeleton2D].\n"
+"[b]Nota:[/b] Le modificazioni nello [SkeletonModificationStack2D] contenuto "
+"saranno eseguite solo se la loro modalità di esecuzione corrisponde alla "
+"modalità di esecuzione dello SkeletonModification2DStackHolder."
+
+msgid ""
+"Returns the [SkeletonModificationStack2D] that this modification is holding."
+msgstr ""
+"Restituisce lo [SkeletonModificationStack2D] che questa modificazione "
+"contiene."
+
+msgid ""
+"Sets the [SkeletonModificationStack2D] that this modification is holding. "
+"This modification stack will then be executed when this modification is "
+"executed."
+msgstr ""
+"Imposta lo [SkeletonModificationStack2D] che questa modificazione contiene. "
+"Questa pila di modificazioni sarà quindi eseguita quando questa modificazione "
+"è eseguita."
+
+msgid ""
+"A modification that rotates two bones using the law of cosines to reach the "
+"target."
+msgstr ""
+"Una modificazione che fa ruotare due ossa attraverso la legge dei coseni per "
+"raggiungere l'obiettivo."
+
+msgid ""
+"This [SkeletonModification2D] uses an algorithm typically called TwoBoneIK. "
+"This algorithm works by leveraging the law of cosines and the lengths of the "
+"bones to figure out what rotation the bones currently have, and what rotation "
+"they need to make a complete triangle, where the first bone, the second bone, "
+"and the target form the three vertices of the triangle. Because the algorithm "
+"works by making a triangle, it can only operate on two bones.\n"
+"TwoBoneIK is great for arms, legs, and really any joints that can be "
+"represented by just two bones that bend to reach a target. This solver is "
+"more lightweight than [SkeletonModification2DFABRIK], but gives similar, "
+"natural looking results."
+msgstr ""
+"Questo [SkeletonModification2D] usa un algoritmo denominato in genere "
+"TwoBoneIK. Questo algoritmo funziona sfruttando la legge dei coseni e le "
+"lunghezze delle ossa per capire quale rotazione hanno attualmente le ossa e "
+"quale rotazione devono avere per creare un triangolo completo, dove il primo "
+"osso, il secondo osso e l'obiettivo formano i tre vertici del triangolo. "
+"Poiché l'algoritmo funziona creando un triangolo, può operare solo su due "
+"ossa.\n"
+"TwoBoneIK è ottimo per braccia, gambe e in realtà qualsiasi articolazione che "
+"può essere rappresentata da due sole ossa che si piegano per raggiungere un "
+"obiettivo. Questo risolutore è più leggero di [SkeletonModification2DFABRIK], "
+"ma fornisce risultati simili e dall'aspetto naturale."
+
+msgid ""
+"Returns the [Bone2D] node that is being used as the first bone in the "
+"TwoBoneIK modification."
+msgstr ""
+"Restituisce il nodo [Bone2D] che viene utilizzato come primo osso nella "
+"modificazione TwoBoneIK."
+
+msgid ""
+"Returns the index of the [Bone2D] node that is being used as the first bone "
+"in the TwoBoneIK modification."
+msgstr ""
+"Restituisce l'indice del nodo [Bone2D] che viene utilizzato come primo osso "
+"nella modificazione TwoBoneIK."
+
+msgid ""
+"Returns the [Bone2D] node that is being used as the second bone in the "
+"TwoBoneIK modification."
+msgstr ""
+"Restituisce il nodo [Bone2D] che viene utilizzato come secondo osso nella "
+"modificazione TwoBoneIK."
+
+msgid ""
+"Returns the index of the [Bone2D] node that is being used as the second bone "
+"in the TwoBoneIK modification."
+msgstr ""
+"Restituisce l'indice del nodo [Bone2D] che viene utilizzato come secondo osso "
+"nella modificazione TwoBoneIK."
+
+msgid ""
+"Sets the [Bone2D] node that is being used as the first bone in the TwoBoneIK "
+"modification."
+msgstr ""
+"Imposta il nodo [Bone2D] che è utilizzato come primo osso nella modificazione "
+"TwoBoneIK."
+
+msgid ""
+"Sets the index of the [Bone2D] node that is being used as the first bone in "
+"the TwoBoneIK modification."
+msgstr ""
+"Imposta l'indice del nodo [Bone2D] che è utilizzato come primo osso nella "
+"modificazione TwoBoneIK."
+
+msgid ""
+"Sets the [Bone2D] node that is being used as the second bone in the TwoBoneIK "
+"modification."
+msgstr ""
+"Imposta il nodo [Bone2D] che è utilizzato come secondo osso nella "
+"modificazione TwoBoneIK."
+
+msgid ""
+"Sets the index of the [Bone2D] node that is being used as the second bone in "
+"the TwoBoneIK modification."
+msgstr ""
+"Imposta l'indice del nodo [Bone2D] che è utilizzato come secondo osso nella "
+"modificazione TwoBoneIK."
+
+msgid ""
+"If [code]true[/code], the bones in the modification will blend outward as "
+"opposed to inwards when contracting. If [code]false[/code], the bones will "
+"bend inwards when contracting."
+msgstr ""
+"Se [code]true[/code], le ossa nella modificazione si piegheranno verso "
+"l'esterno anziché verso l'interno quando si contraggono. Se [code]false[/"
+"code], le ossa si piegheranno verso l'interno quando si contraggono."
+
+msgid ""
+"The maximum distance the target can be at. If the target is farther than this "
+"distance, the modification will solve as if it's at this maximum distance. "
+"When set to [code]0[/code], the modification will solve without distance "
+"constraints."
+msgstr ""
+"La distanza massima a cui può trovarsi l'obiettivo. Se l'obiettivo è più "
+"lontano di questa distanza, la modificazione sarà risolta come se si trovasse "
+"a questa distanza massima. Se impostato su [code]0[/code], la modificazione "
+"sarà risolta senza vincoli di distanza."
+
+msgid ""
+"The minimum distance the target can be at. If the target is closer than this "
+"distance, the modification will solve as if it's at this minimum distance. "
+"When set to [code]0[/code], the modification will solve without distance "
+"constraints."
+msgstr ""
+"La distanza minima a cui può trovarsi l'obiettivo. Se l'obiettivo è più "
+"vicino di questa distanza, la modificazione sarà risolta come se si trovasse "
+"a questa distanza minima. Se impostato su [code]0[/code], la modificazione "
+"sarà risolta senza vincoli di distanza."
+
+msgid ""
+"The NodePath to the node that is the target for the TwoBoneIK modification. "
+"This node is what the modification will use when bending the [Bone2D] nodes."
+msgstr ""
+"Il NodePath al nodo che è l'obiettivo per la modificazione TwoBoneIK. Questo "
+"nodo è quello che la modificazione userà per piegare i nodi [Bone2D]."
+
+msgid "A resource that holds a stack of [SkeletonModification2D]s."
+msgstr "Una risorsa che contiene una pila di [SkeletonModification2D]."
+
+msgid ""
+"This resource is used by the Skeleton and holds a stack of "
+"[SkeletonModification2D]s.\n"
+"This controls the order of the modifications and how they are applied. "
+"Modification order is especially important for full-body IK setups, as you "
+"need to execute the modifications in the correct order to get the desired "
+"results. For example, you want to execute a modification on the spine "
+"[i]before[/i] the arms on a humanoid skeleton.\n"
+"This resource also controls how strongly all of the modifications are applied "
+"to the [Skeleton2D]."
+msgstr ""
+"Questa risorsa è utilizzata dallo Skeleton e contiene una pila di "
+"[SkeletonModification2D].\n"
+"Ciò controlla l'ordine delle modificazioni e il modo in cui sono applicate. "
+"L'ordine delle modificazioni è particolarmente importante per le "
+"configurazioni IK a corpo intero, poiché è necessario eseguire le "
+"modificazioni nell'ordine corretto per ottenere i risultati desiderati. Ad "
+"esempio, si desidera eseguire una modificazione sulla colonna vertebrale "
+"[i]prima[/i] delle braccia su uno scheletro umanoide.\n"
+"Questa risorsa controlla anche la forza con cui tutte le modificazioni sono "
+"applicate allo [Skeleton2D]."
+
+msgid "Adds the passed-in [SkeletonModification2D] to the stack."
+msgstr "Aggiunge lo [SkeletonModification2D] specificato alla pila."
+
+msgid ""
+"Deletes the [SkeletonModification2D] at the index position [param mod_idx], "
+"if it exists."
+msgstr ""
+"Elimina lo [SkeletonModification2D] nella posizione di indice [param "
+"mod_idx], se esiste."
+
+msgid "Enables all [SkeletonModification2D]s in the stack."
+msgstr "Abilita tutti gli [SkeletonModification2D] nella pila."
+
+msgid ""
+"Executes all of the [SkeletonModification2D]s in the stack that use the same "
+"execution mode as the passed-in [param execution_mode], starting from index "
+"[code]0[/code] to [member modification_count].\n"
+"[b]Note:[/b] The order of the modifications can matter depending on the "
+"modifications. For example, modifications on a spine should operate before "
+"modifications on the arms in order to get proper results."
+msgstr ""
+"Esegue tutti gli [SkeletonModification2D] nella pila che utilizzano la stessa "
+"modalità di esecuzione di [param execution_mode], a partire dall'indice "
+"[code]0[/code] fino a [member modification_count].\n"
+"[b]Nota:[/b] L'ordine delle modificazioni può essere importante a seconda "
+"delle modificazioni. Ad esempio, le modificazioni su una spina dorsale "
+"dovrebbero essere eseguite prima delle modificazioni sulle braccia per "
+"ottenere risultati adeguati."
+
+msgid ""
+"Returns a boolean that indicates whether the modification stack is setup and "
+"can execute."
+msgstr ""
+"Restituisce un valore booleano che indica se la pila di modificazioni è "
+"configurata e può essere eseguita."
+
+msgid ""
"Returns the [SkeletonModification2D] at the passed-in index, [param mod_idx]."
msgstr ""
"Restituisce il [SkeletonModification2D] all'indice passato [param mod_idx]."
+msgid ""
+"Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound "
+"to."
+msgstr ""
+"Restituisce il nodo [Skeleton2D] a cui è associato lo "
+"SkeletonModificationStack2D."
+
+msgid ""
+"Sets the modification at [param mod_idx] to the passed-in modification, "
+"[param modification]."
+msgstr ""
+"Imposta la modificazione all'indice [param mod_idx] sulla modificazione "
+"passata, [param modification]."
+
+msgid ""
+"Sets up the modification stack so it can execute. This function should be "
+"called by [Skeleton2D] and shouldn't be manually called unless you know what "
+"you are doing."
+msgstr ""
+"Configura la pila di modificazioni in modo che possa essere eseguita. Questa "
+"funzione dovrebbe essere chiamata da uno [Skeleton2D] e non dovrebbe essere "
+"chiamata manualmente a meno che tu non sappia cosa stai facendo."
+
+msgid ""
+"If [code]true[/code], the modification's in the stack will be called. This is "
+"handled automatically through the [Skeleton2D] node."
+msgstr ""
+"Se [code]true[/code], le modificazioni nella pila saranno chiamate. Ciò viene "
+"gestito automaticamente attraverso il nodo [Skeleton2D]."
+
msgid "The number of modifications in the stack."
-msgstr "Il numero di modifiche nello stack."
+msgstr "Il numero di modificazioni nella pila."
+
+msgid ""
+"The interpolation strength of the modifications in stack. A value of [code]0[/"
+"code] will make it where the modifications are not applied, a strength of "
+"[code]0.5[/code] will be half applied, and a strength of [code]1[/code] will "
+"allow the modifications to be fully applied and override the [Skeleton2D] "
+"[Bone2D] poses."
+msgstr ""
+"La forza di interpolazione delle modificazioni nella pila. Con un forza di "
+"[code]0[/code] le modificazioni non sono applicate, con una forza di "
+"[code]0.5[/code] saranno applicate per metà e con una forza di [code]1[/code] "
+"le modificazioni saranno applicate totalmente, sovrascrivendo le pose dei "
+"[Bone2D] dello [Skeleton2D]."
+
+msgid "A Node that may modify Skeleton3D's bone."
+msgstr "Un nodo che può modificare l'osso di uno Skeleton3D."
+
+msgid ""
+"Override this virtual method to implement a custom skeleton modifier. You "
+"should do things like get the [Skeleton3D]'s current pose and apply the pose "
+"here.\n"
+"[method _process_modification] must not apply [member influence] to bone "
+"poses because the [Skeleton3D] automatically applies influence to all bone "
+"poses set by the modifier."
+msgstr ""
+"Sostituisci questo metodo virtuale per implementare un modificatore scheletro "
+"personalizzato. Dovresti fare cose come ottenere la posa attuale di "
+"[Skeleton3D] e applicare la posa qui.\n"
+"[method _process_modification] non deve applicare [member influence] alle "
+"pose delle ossa perché [Skeleton3D] applica automaticamente l'influenza a "
+"tutte le pose delle ossa impostate dal modificatore."
+
+msgid "Get parent [Skeleton3D] node if found."
+msgstr "Ottiene il nodo [Skeleton3D] genitore se trovato."
msgid "If [code]true[/code], the [SkeletonModifier3D] will be processing."
msgstr "Se [code]true[/code], il [SkeletonModifier3D] sarà elaborato."
+msgid ""
+"Sets the influence of the modification.\n"
+"[b]Note:[/b] This value is used by [Skeleton3D] to blend, so the "
+"[SkeletonModifier3D] should always apply only 100% of the result without "
+"interpolation."
+msgstr ""
+"Imposta l'influenza della modificazione.\n"
+"[b]Nota:[/b] Questo valore viene utilizzato da [Skeleton3D] per la fusione, "
+"quindi uno [SkeletonModifier3D] dovrebbe sempre applicare solo il 100% del "
+"risultato senza interpolazione."
+
+msgid ""
+"Notifies when the modification have been finished.\n"
+"[b]Note:[/b] If you want to get the modified bone pose by the modifier, you "
+"must use [method Skeleton3D.get_bone_pose] or [method Skeleton3D."
+"get_bone_global_pose] at the moment this signal is fired."
+msgstr ""
+"Notifica quando la modificazione è stata completata.\n"
+"[b]Nota:[/b] Se vuoi ottenere la posa dell'osso modificata dal modificatore, "
+"devi usare [method Skeleton3D.get_bone_pose] o [method Skeleton3D."
+"get_bone_global_pose] nel momento in cui viene attivato questo segnale."
+
+msgid ""
+"Base class for a profile of a virtual skeleton used as a target for "
+"retargeting."
+msgstr ""
+"Classe di base per un profilo di uno scheletro virtuale utilizzato come "
+"destinazione per il retargeting."
+
+msgid ""
+"This resource is used in [EditorScenePostImport]. Some parameters are "
+"referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes "
+"are rewritten based on the parameters of [SkeletonProfile].\n"
+"[b]Note:[/b] These parameters need to be set only when creating a custom "
+"profile. In [SkeletonProfileHumanoid], they are defined internally as read-"
+"only values."
+msgstr ""
+"Questa risorsa è utilizzata in [EditorScenePostImport]. Alcuni parametri "
+"fanno riferimento alle ossa in [Skeleton3D], [Skin], [Animation] e alcuni "
+"altri nodi sono riscritti in base ai parametri di [SkeletonProfile].\n"
+"[b]Nota:[/b] Questi parametri devono essere impostati solo quando si crea un "
+"profilo personalizzato. In [SkeletonProfileHumanoid], sono definiti "
+"internamente come valori di sola lettura."
+
msgid "Returns the bone index that matches [param bone_name] as its name."
msgstr "Restituisce l'indice dell'osso che ha [param bone_name] come nome."
msgid ""
+"Returns the name of the bone at [param bone_idx] that will be the key name in "
+"the [BoneMap].\n"
+"In the retargeting process, the returned bone name is the bone name of the "
+"target skeleton."
+msgstr ""
+"Restituisce il nome dell'osso all'indice [param bone_idx] che sarà il nome "
+"della chiave nella [BoneMap].\n"
+"Nel processo di retargeting, il nome dell'osso restituito è il nome dell'osso "
+"dello scheletro di destinazione."
+
+msgid ""
+"Returns the name of the bone which is the parent to the bone at [param "
+"bone_idx]. The result is empty if the bone has no parent."
+msgstr ""
+"Restituisce il nome dell'osso che è il genitore dell'osso all'indice [param "
+"bone_idx]. Il risultato è vuoto se l'osso non ha un genitore."
+
+msgid ""
"Returns the name of the bone which is the tail of the bone at [param "
"bone_idx]."
msgstr ""
@@ -51946,6 +83050,23 @@ msgstr ""
msgid "Returns the group of the bone at [param bone_idx]."
msgstr "Restituisce il gruppo dell'osso all'indice [param bone_idx]."
+msgid ""
+"Returns the name of the group at [param group_idx] that will be the drawing "
+"group in the [BoneMap] editor."
+msgstr ""
+"Restituisce il nome del gruppo all'indice [param group_idx] che sarà il "
+"gruppo di disegno nell'editor di [BoneMap]."
+
+msgid ""
+"Returns the offset of the bone at [param bone_idx] that will be the button "
+"position in the [BoneMap] editor.\n"
+"This is the offset with origin at the top left corner of the square."
+msgstr ""
+"Restituisce lo scostamento dell'osso all'indice [param bone_idx] che sarà la "
+"posizione del pulsante nell'editor di [BoneMap].\n"
+"Questo è lo scostamento con origine nell'angolo in alto a sinistra del "
+"quadrato."
+
msgid "Returns the reference pose transform for bone [param bone_idx]."
msgstr ""
"Restituisce la trasformazione della posa di riferimento per osso all'indice "
@@ -51954,9 +83075,71 @@ msgstr ""
msgid "Returns the tail direction of the bone at [param bone_idx]."
msgstr "Restituisce la direzione di coda dell'osso all'indice [param bone_idx]."
+msgid ""
+"Returns the texture of the group at [param group_idx] that will be the "
+"drawing group background image in the [BoneMap] editor."
+msgstr ""
+"Restituisce la texture del gruppo all'indice [param group_idx] che sarà "
+"l'immagine di sfondo del gruppo di disegno nell'editor di [BoneMap]."
+
+msgid ""
+"Returns whether the bone at [param bone_idx] is required for retargeting.\n"
+"This value is used by the bone map editor. If this method returns [code]true[/"
+"code], and no bone is assigned, the handle color will be red on the bone map "
+"editor."
+msgstr ""
+"Restituisce se l'osso all'indice [param bone_idx] è obbligatorio per il "
+"retargeting.\n"
+"Questo valore è utilizzato dall'editor della mappa delle ossa. Se questo "
+"metodo restituisce [code]true[/code] e non è assegnato alcun osso, il colore "
+"della maniglia sarà rosso nell'editor della mappa delle ossa."
+
+msgid ""
+"Sets the name of the bone at [param bone_idx] that will be the key name in "
+"the [BoneMap].\n"
+"In the retargeting process, the setting bone name is the bone name of the "
+"target skeleton."
+msgstr ""
+"Imposta il nome dell'osso all'indice [param bone_idx] che sarà il nome della "
+"chiave nella [BoneMap].\n"
+"Nel processo di retargeting, il nome dell'osso impostato è il nome dell'osso "
+"dello scheletro di destinazione."
+
+msgid ""
+"Sets the bone with name [param bone_parent] as the parent of the bone at "
+"[param bone_idx]. If an empty string is passed, then the bone has no parent."
+msgstr ""
+"Imposta l'osso con nome [param bone_parent] come genitore dell'osso "
+"all'indice [param bone_idx]. Se viene passata una stringa vuota, l'osso non "
+"ha genitore."
+
+msgid ""
+"Sets the bone with name [param bone_tail] as the tail of the bone at [param "
+"bone_idx]."
+msgstr ""
+"Imposta l'osso con nome [param bone_tail] come coda dell'osso all'indice "
+"[param bone_idx]."
+
msgid "Sets the group of the bone at [param bone_idx]."
msgstr "Imposta il gruppo dell'osso all'indice [param bone_idx]."
+msgid ""
+"Sets the name of the group at [param group_idx] that will be the drawing "
+"group in the [BoneMap] editor."
+msgstr ""
+"Imposta il nome del gruppo all'indice [param group_idx] che sarà il gruppo di "
+"disegno nell'editor di [BoneMap]."
+
+msgid ""
+"Sets the offset of the bone at [param bone_idx] that will be the button "
+"position in the [BoneMap] editor.\n"
+"This is the offset with origin at the top left corner of the square."
+msgstr ""
+"Imposta lo scostamento dell'osso all'indice [param bone_idx] che sarà la "
+"posizione del pulsante nell'editor di [BoneMap].\n"
+"Questo è lo scostamento con origine nell'angolo in alto a sinistra del "
+"quadrato."
+
msgid "Sets the reference pose transform for bone [param bone_idx]."
msgstr ""
"Imposta la trasformazione della posa di riferimento per osso all'indice "
@@ -51964,11 +83147,495 @@ msgstr ""
msgid "Sets the required status for bone [param bone_idx] to [param required]."
msgstr ""
-"Imposta lo stato richiesto per osso all'indice [param bone_idx] a [param "
+"Imposta lo stato obbligatorio per osso all'indice [param bone_idx] a [param "
"required]."
+msgid ""
+"Sets the tail direction of the bone at [param bone_idx].\n"
+"[b]Note:[/b] This only specifies the method of calculation. The actual "
+"coordinates required should be stored in an external skeleton, so the "
+"calculation itself needs to be done externally."
+msgstr ""
+"Imposta la direzione della coda dell'osso all'indice [param bone_idx].\n"
+"[b]Nota:[/b] Questo specifica solo il metodo di calcolo. Le coordinate "
+"effettive richieste devono essere memorizzate in uno scheletro esterno, "
+"quindi il calcolo stesso deve essere eseguito esternamente."
+
+msgid ""
+"Sets the texture of the group at [param group_idx] that will be the drawing "
+"group background image in the [BoneMap] editor."
+msgstr ""
+"Imposta la texture del gruppo all'indice [param group_idx] che sarà "
+"l'immagine di sfondo del gruppo di disegno nell'editor di [BoneMap]."
+
+msgid ""
+"The amount of bones in retargeting section's [BoneMap] editor. For example, "
+"[SkeletonProfileHumanoid] has 56 bones.\n"
+"The size of elements in [BoneMap] updates when changing this property in it's "
+"assigned [SkeletonProfile]."
+msgstr ""
+"La quantità di ossa nell'editor di [BoneMap] della sezione di retargeting. Ad "
+"esempio, [SkeletonProfileHumanoid] ha 56 ossa.\n"
+"La dimensione degli elementi in [BoneMap] si aggiorna quando si modifica "
+"questa proprietà nello [SkeletonProfile] assegnato."
+
+msgid ""
+"The amount of groups of bones in retargeting section's [BoneMap] editor. For "
+"example, [SkeletonProfileHumanoid] has 4 groups.\n"
+"This property exists to separate the bone list into several sections in the "
+"editor."
+msgstr ""
+"La quantità di gruppi di ossa nell'editor di [BoneMap] della sezione di "
+"retargeting. Ad esempio, [SkeletonProfileHumanoid] ha 4 gruppi.\n"
+"Questa proprietà esiste per separare l'elenco delle ossa in diverse sezioni "
+"nell'editor."
+
+msgid ""
+"A bone name that will be used as the root bone in [AnimationTree]. This "
+"should be the bone of the parent of hips that exists at the world origin."
+msgstr ""
+"Un nome di osso che sarà utilizzato come osso radice in [AnimationTree]. "
+"Dovrebbe essere l'osso del genitore dell'anca che esiste all'origine del "
+"mondo."
+
+msgid ""
+"A bone name which will use model's height as the coefficient for "
+"normalization. For example, [SkeletonProfileHumanoid] defines it as "
+"[code]Hips[/code]."
+msgstr ""
+"Un nome di osso che utilizzerà l'altezza del modello come coefficiente per la "
+"normalizzazione. Ad esempio, [SkeletonProfileHumanoid] lo definisce come "
+"[code]Hips[/code] (l'anca)."
+
+msgid ""
+"This signal is emitted when change the value in profile. This is used to "
+"update key name in the [BoneMap] and to redraw the [BoneMap] editor.\n"
+"[b]Note:[/b] This signal is not connected directly to editor to simplify the "
+"reference, instead it is passed on to editor through the [BoneMap]."
+msgstr ""
+"Questo segnale viene emesso quando si modifica il valore nel profilo. Viene "
+"utilizzato per aggiornare il nome della chiave nella [BoneMap] e per "
+"ridisegnare l'editor di [BoneMap].\n"
+"[b]Nota:[/b] Questo segnale non è collegato direttamente all'editor per "
+"semplificare il riferimento, ma viene invece trasmesso all'editor attraverso "
+"la [BoneMap]."
+
+msgid "Direction to the average coordinates of bone children."
+msgstr "Direzione delle coordinate medie delle ossa figlio."
+
+msgid "Direction to the coordinates of specified bone child."
+msgstr "Direzione verso le coordinate dell'osso figlio specificato."
+
+msgid "Direction is not calculated."
+msgstr "La direzione non è calcolata."
+
+msgid "A humanoid [SkeletonProfile] preset."
+msgstr "Una preimpostazione di [SkeletonProfile] umanoide ."
+
+msgid ""
+"A [SkeletonProfile] as a preset that is optimized for the human form. This "
+"exists for standardization, so all parameters are read-only.\n"
+"A humanoid skeleton profile contains 54 bones divided in 4 groups: "
+"[code]\"Body\"[/code], [code]\"Face\"[/code], [code]\"LeftHand\"[/code], and "
+"[code]\"RightHand\"[/code]. It is structured as follows:\n"
+"[codeblock lang=text]\n"
+"Root\n"
+"└─ Hips\n"
+" ├─ LeftUpperLeg\n"
+" │ └─ LeftLowerLeg\n"
+" │ └─ LeftFoot\n"
+" │ └─ LeftToes\n"
+" ├─ RightUpperLeg\n"
+" │ └─ RightLowerLeg\n"
+" │ └─ RightFoot\n"
+" │ └─ RightToes\n"
+" └─ Spine\n"
+" └─ Chest\n"
+" └─ UpperChest\n"
+" ├─ Neck\n"
+" │ └─ Head\n"
+" │ ├─ Jaw\n"
+" │ ├─ LeftEye\n"
+" │ └─ RightEye\n"
+" ├─ LeftShoulder\n"
+" │ └─ LeftUpperArm\n"
+" │ └─ LeftLowerArm\n"
+" │ └─ LeftHand\n"
+" │ ├─ LeftThumbMetacarpal\n"
+" │ │ └─ LeftThumbProximal\n"
+" │ ├─ LeftIndexProximal\n"
+" │ │ └─ LeftIndexIntermediate\n"
+" │ │ └─ LeftIndexDistal\n"
+" │ ├─ LeftMiddleProximal\n"
+" │ │ └─ LeftMiddleIntermediate\n"
+" │ │ └─ LeftMiddleDistal\n"
+" │ ├─ LeftRingProximal\n"
+" │ │ └─ LeftRingIntermediate\n"
+" │ │ └─ LeftRingDistal\n"
+" │ └─ LeftLittleProximal\n"
+" │ └─ LeftLittleIntermediate\n"
+" │ └─ LeftLittleDistal\n"
+" └─ RightShoulder\n"
+" └─ RightUpperArm\n"
+" └─ RightLowerArm\n"
+" └─ RightHand\n"
+" ├─ RightThumbMetacarpal\n"
+" │ └─ RightThumbProximal\n"
+" ├─ RightIndexProximal\n"
+" │ └─ RightIndexIntermediate\n"
+" │ └─ RightIndexDistal\n"
+" ├─ RightMiddleProximal\n"
+" │ └─ RightMiddleIntermediate\n"
+" │ └─ RightMiddleDistal\n"
+" ├─ RightRingProximal\n"
+" │ └─ RightRingIntermediate\n"
+" │ └─ RightRingDistal\n"
+" └─ RightLittleProximal\n"
+" └─ RightLittleIntermediate\n"
+" └─ RightLittleDistal\n"
+"[/codeblock]"
+msgstr ""
+"Uno [SkeletonProfile] come preimpostazione ottimizzato per la forma umana. "
+"Esiste per standardizzazione, quindi tutti i parametri sono di sola lettura.\n"
+"Un profilo di scheletro umanoide contiene 54 ossa divise in 4 gruppi: "
+"[code]\"Body\"[/code], [code]\"Face\"[/code], [code]\"LeftHand\"[/code] e "
+"[code]\"RightHand\"[/code]. È strutturato come segue:\n"
+"[codeblock lang=text]\n"
+"Root\n"
+"└─ Hips\n"
+" ├─ LeftUpperLeg\n"
+" │ └─ LeftLowerLeg\n"
+" │ └─ LeftFoot\n"
+" │ └─ LeftToes\n"
+" ├─ RightUpperLeg\n"
+" │ └─ RightLowerLeg\n"
+" │ └─ RightFoot\n"
+" │ └─ RightToes\n"
+" └─ Spine\n"
+" └─ Chest\n"
+" └─ UpperChest\n"
+" ├─ Neck\n"
+" │ └─ Head\n"
+" │ ├─ Jaw\n"
+" │ ├─ LeftEye\n"
+" │ └─ RightEye\n"
+" ├─ LeftShoulder\n"
+" │ └─ LeftUpperArm\n"
+" │ └─ LeftLowerArm\n"
+" │ └─ LeftHand\n"
+" │ ├─ LeftThumbMetacarpal\n"
+" │ │ └─ LeftThumbProximal\n"
+" │ ├─ LeftIndexProximal\n"
+" │ │ └─ LeftIndexIntermediate\n"
+" │ │ └─ LeftIndexDistal\n"
+" │ ├─ LeftMiddleProximal\n"
+" │ │ └─ LeftMiddleIntermediate\n"
+" │ │ └─ LeftMiddleDistal\n"
+" │ ├─ LeftRingProximal\n"
+" │ │ └─ LeftRingIntermediate\n"
+" │ │ └─ LeftRingDistal\n"
+" │ └─ LeftLittleProximal\n"
+" │ └─ LeftLittleIntermediate\n"
+" │ └─ LeftLittleDistal\n"
+" └─ RightShoulder\n"
+" └─ RightUpperArm\n"
+" └─ RightLowerArm\n"
+" └─ RightHand\n"
+" ├─ RightThumbMetacarpal\n"
+" │ └─ RightThumbProximal\n"
+" ├─ RightIndexProximal\n"
+" │ └─ RightIndexIntermediate\n"
+" │ └─ RightIndexDistal\n"
+" ├─ RightMiddleProximal\n"
+" │ └─ RightMiddleIntermediate\n"
+" │ └─ RightMiddleDistal\n"
+" ├─ RightRingProximal\n"
+" │ └─ RightRingIntermediate\n"
+" │ └─ RightRingDistal\n"
+" └─ RightLittleProximal\n"
+" └─ RightLittleIntermediate\n"
+" └─ RightLittleDistal\n"
+"[/codeblock]"
+
+msgid ""
+"A reference-counted holder object for a skeleton RID used in the "
+"[RenderingServer]."
+msgstr ""
+"Un oggetto contenitore con conteggio dei riferimenti per uno scheletro RID "
+"utilizzato nel [RenderingServer]."
+
+msgid ""
+"Returns the [RID] owned by this SkinReference, as returned by [method "
+"RenderingServer.skeleton_create]."
+msgstr ""
+"Restituisce il [RID] posseduto da questo SkinReference, come restituito da "
+"[method RenderingServer.skeleton_create]."
+
+msgid ""
+"Returns the [Skin] connected to this SkinReference. In the case of "
+"[MeshInstance3D] with no [member MeshInstance3D.skin] assigned, this will "
+"reference an internal default [Skin] owned by that [MeshInstance3D].\n"
+"Note that a single [Skin] may have more than one [SkinReference] in the case "
+"that it is shared by meshes across multiple [Skeleton3D] nodes."
+msgstr ""
+"Restituisce lo [Skin] connesso a questo SkinReference. Nel caso di "
+"[MeshInstance3D] senza [member MeshInstance3D.skin] assegnato, questo farà "
+"riferimento a uno [Skin] predefinito interno posseduto da quel "
+"[MeshInstance3D].\n"
+"Nota che un singolo [Skin] può avere più di uno [SkinReference] nel caso in "
+"cui sia condiviso da mesh su più nodi [Skeleton3D]."
+
+msgid "Defines a 3D environment's background by using a [Material]."
+msgstr "Definisce lo sfondo di un ambiente 3D utilizzando un [Material]."
+
+msgid ""
+"The [Sky] class uses a [Material] to render a 3D environment's background and "
+"the light it emits by updating the reflection/radiance cubemaps."
+msgstr ""
+"La classe [Sky] utilizza un [Material] per eseguire il rendering dello sfondo "
+"di un ambiente 3D e della luce che emette aggiornando le cubemap di "
+"riflessione e di radianza."
+
+msgid ""
+"Sets the method for generating the radiance map from the sky. The radiance "
+"map is a cubemap with increasingly blurry versions of the sky corresponding "
+"to different levels of roughness. Radiance maps can be expensive to "
+"calculate. See [enum ProcessMode] for options."
+msgstr ""
+"Imposta il metodo per generare la mappa di radianza dal cielo. La mappa di "
+"radianza è una cubemap con versioni gradualmente più sfocate del cielo "
+"corrispondenti a diversi livelli di ruvidità. Le mappe di radianza possono "
+"essere costose da calcolare. Vedi [enum ProcessMode] per le opzioni."
+
+msgid ""
+"The [Sky]'s radiance map size. The higher the radiance map size, the more "
+"detailed the lighting from the [Sky] will be.\n"
+"See [enum RadianceSize] constants for values.\n"
+"[b]Note:[/b] Some hardware will have trouble with higher radiance sizes, "
+"especially [constant RADIANCE_SIZE_512] and above. Only use such high values "
+"on high-end hardware."
+msgstr ""
+"La dimensione della mappa di radianza dello [Sky]. Maggiore è la dimensione "
+"della mappa di radianza, più dettagliata sarà l'illuminazione dello [Sky].\n"
+"Vedi le costanti [enum RadianceSize] per i valori.\n"
+"[b]Nota:[/b] Alcuni hardware avranno problemi con dimensioni di radianza più "
+"elevate, in particolare [constant RADIANCE_SIZE_512] e superiori. Usa valori "
+"così elevati solo su hardware di fascia alta."
+
+msgid ""
+"[Material] used to draw the background. Can be [PanoramaSkyMaterial], "
+"[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a [ShaderMaterial] if "
+"you want to use your own custom shader."
+msgstr ""
+"Il [Material] utilizzato per disegnare lo sfondo. Può essere "
+"[PanoramaSkyMaterial], [ProceduralSkyMaterial], [PhysicalSkyMaterial] o anche "
+"uno [ShaderMaterial] se si desidera usare uno shader personalizzato."
+
+msgid "Radiance texture size is 32×32 pixels."
+msgstr "Le dimensioni della texture di radianza sono 32×32 pixel."
+
+msgid "Radiance texture size is 64×64 pixels."
+msgstr "Le dimensioni della texture di radianza sono 64×64 pixel."
+
+msgid "Radiance texture size is 128×128 pixels."
+msgstr "Le dimensioni della texture di radianza sono 128×128 pixel."
+
+msgid "Radiance texture size is 256×256 pixels."
+msgstr "Le dimensioni della texture di radianza sono 256×256 pixel."
+
+msgid "Radiance texture size is 512×512 pixels."
+msgstr "Le dimensioni della texture di radianza sono 512×512 pixel."
+
+msgid "Radiance texture size is 1024×1024 pixels."
+msgstr "Le dimensioni della texture di radianza sono 1024×1024 pixel."
+
+msgid "Radiance texture size is 2048×2048 pixels."
+msgstr "Le dimensioni della texture di radianza sono 2048×2048 pixel."
+
msgid "Represents the size of the [enum RadianceSize] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum RadianceSize]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum RadianceSize]."
+
+msgid ""
+"Automatically selects the appropriate process mode based on your sky shader. "
+"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use "
+"[constant PROCESS_MODE_REALTIME]. If your shader uses any of the "
+"[code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant "
+"PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant "
+"PROCESS_MODE_QUALITY]."
+msgstr ""
+"Seleziona automaticamente la modalità di processo appropriata in base al "
+"proprio shader del cielo. Se il proprio shader usa [code]TIME[/code] o "
+"[code]POSITION[/code], questo userà [constant PROCESS_MODE_REALTIME]. Se il "
+"proprio shader usa una qualsiasi delle variabili [code]LIGHT_*[/code] o "
+"uniformi personalizzate, questo usa [constant PROCESS_MODE_INCREMENTAL]. "
+"Altrimenti, il valore predefinito è [constant PROCESS_MODE_QUALITY]."
+
+msgid ""
+"Uses high quality importance sampling to process the radiance map. In "
+"general, this results in much higher quality than [constant "
+"PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be "
+"used if you plan on changing the sky at runtime. If you are finding that the "
+"reflection is not blurry enough and is showing sparkles or fireflies, try "
+"increasing [member ProjectSettings.rendering/reflections/sky_reflections/"
+"ggx_samples]."
+msgstr ""
+"Utilizza un campionamento di importanza di alta qualità per elaborare la "
+"mappa di radianza. In generale, questo risulta in una qualità molto più "
+"elevata di [constant PROCESS_MODE_REALTIME] ma richiede molto più tempo per "
+"essere generato. Non dovrebbe essere usato se si prevede di modificare il "
+"cielo in fase di esecuzione. Se si scopre che il riflesso non è abbastanza "
+"sfocato e mostra scintille o lucciole, prova ad aumentare [member "
+"ProjectSettings.rendering/reflections/sky_reflections/ggx_samples]."
+
+msgid ""
+"Uses the same high quality importance sampling to process the radiance map as "
+"[constant PROCESS_MODE_QUALITY], but updates over several frames. The number "
+"of frames is determined by [member ProjectSettings.rendering/reflections/"
+"sky_reflections/roughness_layers]. Use this when you need highest quality "
+"radiance maps, but have a sky that updates slowly."
+msgstr ""
+"Utilizza lo stesso campionamento di importanza di alta qualità per elaborare "
+"la mappa di radianza come [constant PROCESS_MODE_QUALITY], ma si aggiorna su "
+"più frame. Il numero di frame è determinato da [member ProjectSettings."
+"rendering/reflections/sky_reflections/roughness_layers]. Usalo quando hai "
+"bisogno di mappe di radianza di qualità più elevata, ma hai un cielo che si "
+"aggiorna lentamente."
+
+msgid ""
+"Uses the fast filtering algorithm to process the radiance map. In general "
+"this results in lower quality, but substantially faster run times. If you "
+"need better quality, but still need to update the sky every frame, consider "
+"turning on [member ProjectSettings.rendering/reflections/sky_reflections/"
+"fast_filter_high_quality].\n"
+"[b]Note:[/b] The fast filtering algorithm is limited to 256×256 cubemaps, so "
+"[member radiance_size] must be set to [constant RADIANCE_SIZE_256]. "
+"Otherwise, a warning is printed and the overridden radiance size is ignored."
+msgstr ""
+"Utilizza l'algoritmo di filtraggio veloce per elaborare la mappa di radianza. "
+"In generale, questo risulta in una qualità inferiore, ma tempi di esecuzione "
+"sostanzialmente più rapidi. Se hai bisogno di una qualità migliore, ma devi "
+"comunque aggiornare il cielo ogni frame, considera di attivare [member "
+"ProjectSettings.rendering/reflections/sky_reflections/"
+"fast_filter_high_quality].\n"
+"[b]Nota:[/b] L'algoritmo di filtraggio veloce è limitato a cubemap di "
+"dimensioni 256×256, quindi [member radiance_size] deve essere impostato su "
+"[constant RADIANCE_SIZE_256]. Altrimenti, viene visualizzato un avviso e le "
+"dimensioni di radianza sovrascritte verranno ignorate."
+
+msgid "Abstract base class for sliders."
+msgstr "Classe di base astratta per gli slider."
+
+msgid ""
+"Abstract base class for sliders, used to adjust a value by moving a grabber "
+"along a horizontal or vertical axis. Sliders are [Range]-based controls."
+msgstr ""
+"Classe base astratta per gli slider, utilizzata per regolare un valore "
+"spostando un grabber lungo un asse orizzontale o verticale. Gli slider sono "
+"controlli basati su [Range]."
+
+msgid ""
+"If [code]true[/code], the slider can be interacted with. If [code]false[/"
+"code], the value can be changed only by code."
+msgstr ""
+"Se [code]true[/code], è possibile interagire con lo slider. Se [code]false[/"
+"code], il valore può essere modificato solo tramite codice."
+
+msgid "If [code]true[/code], the value can be changed using the mouse wheel."
+msgstr ""
+"Se [code]true[/code], il valore può essere modificato utilizzando la "
+"rotellina del mouse."
+
+msgid ""
+"Number of ticks displayed on the slider, including border ticks. Ticks are "
+"uniformly-distributed value markers."
+msgstr ""
+"Il numero di tacche visualizzate sullo slider, incluse le tacche sui bordi. "
+"Le tacche sono marcatori di valori distribuiti in modo uniforme."
+
+msgid ""
+"If [code]true[/code], the slider will display ticks for minimum and maximum "
+"values."
+msgstr ""
+"Se [code]true[/code], lo slider visualizzerà delle tacche per i valori minimo "
+"e massimo."
+
+msgid ""
+"Emitted when dragging stops. If [param value_changed] is true, [member Range."
+"value] is different from the value when you started the dragging."
+msgstr ""
+"Emesso quando il trascinamento viene terminato. Se [param value_changed] è "
+"true, [member Range.value] è diverso dal valore di quando è stato avviato il "
+"trascinamento."
+
+msgid ""
+"Emitted when dragging is started. This is emitted before the corresponding "
+"[signal Range.value_changed] signal."
+msgstr ""
+"Emesso quando il trascinamento viene avviato. Viene emesso prima del "
+"corrispondente segnale [signal Range.value_changed]."
+
+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."
+msgstr ""
+"Costante booleana. Se [code]1[/code], la dimensione della texture del grabber "
+"sarà ignorata e si adatterà ai limiti dello slider, basandosi solo sulla sua "
+"posizione centrale."
+
+msgid "Vertical or horizontal offset of the grabber."
+msgstr "Offset verticale o orizzontale del grabber."
+
+msgid "The texture for the grabber (the draggable element)."
+msgstr "La texture per il grabber (l'elemento trascinabile)."
+
+msgid "The texture for the grabber when it's disabled."
+msgstr "La texture del grabber quando è disattivato."
+
+msgid "The texture for the grabber when it's focused."
+msgstr "La texture del grabber quando è focalizzato."
+
+msgid ""
+"The texture for the ticks, visible when [member Slider.tick_count] is greater "
+"than 0."
+msgstr ""
+"La texture per le tacchette, visibile quando [member Slider.tick_count] è "
+"maggiore di 0."
+
+msgid "The background of the area to the left or bottom of the grabber."
+msgstr "Lo sfondo dell'area a sinistra o in basso del grabber."
+
+msgid ""
+"The background of the area to the left or bottom of the grabber that displays "
+"when it's being hovered or focused."
+msgstr ""
+"Lo sfondo dell'area a sinistra o in basso del grabber che è visualizzato "
+"quando ci si passa sopra con il mouse o è focalizzato."
+
+msgid ""
+"The background for the whole slider. Affects the height or width of the "
+"[theme_item grabber_area]."
+msgstr ""
+"Lo sfondo per l'intero slider. Influisce sull'altezza o sulla larghezza di "
+"[theme_item grabber_area]."
+
+msgid ""
+"A physics joint that restricts the movement of a 3D physics body along an "
+"axis relative to another physics body."
+msgstr ""
+"Un giunto fisico che limita il movimento di un corpo fisico 3D lungo un asse "
+"rispetto a un altro corpo fisico."
+
+msgid ""
+"A physics joint that restricts the movement of a 3D physics body along an "
+"axis relative to another physics body. For example, Body A could be a "
+"[StaticBody3D] representing a piston base, while Body B could be a "
+"[RigidBody3D] representing the piston head, moving up and down."
+msgstr ""
+"Un giunto fisico che limita il movimento di un corpo fisico 3D lungo un asse "
+"rispetto a un altro corpo fisico. Ad esempio, il corpo A potrebbe essere uno "
+"[StaticBody2D] che rappresenta la base di un pistone, mentre il corpo B "
+"potrebbe essere un [RigidBody2D] che rappresenta la testa del pistone, "
+"muovendosi verso l'alto e verso il basso."
msgid "Returns the value of the given parameter (see [enum Param] constants)."
msgstr ""
@@ -51979,18 +83646,345 @@ msgid ""
msgstr ""
"Assegna [param value] al parametro indicato (vedi le costanti [enum Param])."
+msgid ""
+"The amount of damping of the rotation when the limit is surpassed.\n"
+"A lower damping value allows a rotation initiated by body A to travel to body "
+"B slower."
+msgstr ""
+"La quantità di smorzamento della rotazione quando il limite viene superato.\n"
+"Un valore di smorzamento inferiore consente alla rotazione avviata dal corpo "
+"A di raggiungere il corpo B più lentamente."
+
+msgid ""
+"The amount of restitution of the rotation when the limit is surpassed.\n"
+"Does not affect damping."
+msgstr ""
+"La quantità di restituzione della rotazione quando il limite viene superato.\n"
+"Non influisce sullo smorzamento."
+
+msgid ""
+"A factor applied to the all rotation once the limit is surpassed.\n"
+"Makes all rotation slower when between 0 and 1."
+msgstr ""
+"Un fattore applicato a tutta la rotazione una volta superato il limite.\n"
+"Rende più lenta tutta la rotazione tra 0 e 1."
+
+msgid "A factor applied to the all rotation in the limits."
+msgstr "Un fattore applicato a tutta la rotazione una volta superato il limite."
+
+msgid ""
+"A factor applied to the all rotation across axes orthogonal to the slider."
+msgstr ""
+"Un fattore applicato a tutta la rotazione lungo gli assi ortogonali allo "
+"slider."
+
+msgid ""
+"The amount of damping that happens once the limit defined by [member "
+"linear_limit/lower_distance] and [member linear_limit/upper_distance] is "
+"surpassed."
+msgstr ""
+"La quantità di smorzamento che avviene una volta superato il limite definito "
+"da [member linear_limit/lower_distance] e [member linear_limit/"
+"upper_distance]."
+
+msgid ""
+"Constant for accessing [member linear_limit/upper_distance]. The maximum "
+"difference between the pivot points on their X axis before damping happens."
+msgstr ""
+"Costante per accedere a [member linear_limit/upper_distance]. La differenza "
+"massima tra i punti di rotazione sul loro asse X prima che avviene lo "
+"smorzamento."
+
+msgid ""
+"Constant for accessing [member linear_limit/lower_distance]. The minimum "
+"difference between the pivot points on their X axis before damping happens."
+msgstr ""
+"Costante per accedere a [member linear_limit/lower_distance]. La differenza "
+"minima tra i punti di rotazione sul loro asse X prima che avviene lo "
+"smorzamento."
+
+msgid ""
+"Constant for accessing [member linear_limit/softness]. A factor applied to "
+"the movement across the slider axis once the limits get surpassed. The lower, "
+"the slower the movement."
+msgstr ""
+"Costante per accedere a [member linear_limit/softness]. Un fattore applicato "
+"al movimento lungo l'asse dello slider una volta superati i limiti. Più è "
+"basso, più lento è il movimento."
+
+msgid ""
+"Constant for accessing [member linear_limit/restitution]. The amount of "
+"restitution once the limits are surpassed. The lower, the more velocity-"
+"energy gets lost."
+msgstr ""
+"Costante per accedere a [member linear_limit/restitution]. La quantità di "
+"restituzione una volta superati i limiti. Più è basso, più energia-velocità "
+"viene persa."
+
+msgid ""
+"Constant for accessing [member linear_limit/damping]. The amount of damping "
+"once the slider limits are surpassed."
+msgstr ""
+"Costante per accedere a [member linear_limit/damping]. La quantità di "
+"smorzamento una volta superati i limiti dello slider."
+
+msgid ""
+"Constant for accessing [member linear_motion/softness]. A factor applied to "
+"the movement across the slider axis as long as the slider is in the limits. "
+"The lower, the slower the movement."
+msgstr ""
+"Costante per accedere a [member linear_motion/softness]. Un fattore applicato "
+"al movimento lungo l'asse dello slider finché il cursore è nei limiti. Più è "
+"basso, più lento è il movimento."
+
+msgid ""
+"Constant for accessing [member linear_motion/restitution]. The amount of "
+"restitution inside the slider limits."
+msgstr ""
+"Costante per accedere a [member linear_motion/restitution]. La quantità di "
+"restituzione entro i limiti dello slider."
+
+msgid ""
+"Constant for accessing [member linear_motion/damping]. The amount of damping "
+"inside the slider limits."
+msgstr ""
+"Costante per accedere a [member linear_motion/damping]. La quantità di "
+"smorzamento entro i limiti dello slider."
+
+msgid ""
+"Constant for accessing [member linear_ortho/softness]. A factor applied to "
+"the movement across axes orthogonal to the slider."
+msgstr ""
+"Costante per accedere a [member linear_ortho/softness]. Un fattore applicato "
+"al movimento lungo gli assi ortogonali allo slider."
+
+msgid ""
+"Constant for accessing [member linear_motion/restitution]. The amount of "
+"restitution when movement is across axes orthogonal to the slider."
+msgstr ""
+"Costante per accedere a [member linear_motion/restitution]. La quantità di "
+"restituzione quando il movimento avviene lungo gli assi ortogonali allo "
+"slider."
+
+msgid ""
+"Constant for accessing [member linear_motion/damping]. The amount of damping "
+"when movement is across axes orthogonal to the slider."
+msgstr ""
+"Costante per accedere a [member linear_motion/damping]. La quantità di "
+"smorzamento quando il movimento avviene lungo gli assi ortogonali allo slider."
+
+msgid ""
+"Constant for accessing [member angular_limit/upper_angle]. The upper limit of "
+"rotation in the slider."
+msgstr ""
+"Costante per accedere a [member angular_limit/upper_angle]. Il limite "
+"superiore di rotazione nello slider."
+
+msgid ""
+"Constant for accessing [member angular_limit/lower_angle]. The lower limit of "
+"rotation in the slider."
+msgstr ""
+"Costante per accedere a [member angular_limit/lower_angle]. Il limite "
+"inferiore di rotazione nello slider."
+
+msgid ""
+"Constant for accessing [member angular_limit/softness]. A factor applied to "
+"the all rotation once the limit is surpassed."
+msgstr ""
+"Costante per accedere a [member angular_limit/softness]. Un fattore applicato "
+"a tutta la rotazione una volta superato il limite."
+
+msgid ""
+"Constant for accessing [member angular_limit/restitution]. The amount of "
+"restitution of the rotation when the limit is surpassed."
+msgstr ""
+"Costante per accedere a [member angular_limit/restitution]. La quantità di "
+"restituzione della rotazione quando il limite viene superato."
+
+msgid ""
+"Constant for accessing [member angular_limit/damping]. The amount of damping "
+"of the rotation when the limit is surpassed."
+msgstr ""
+"Costante per accedere a [member angular_limit/damping]. La quantità di "
+"smorzamento della rotazione quando il limite viene superato."
+
+msgid ""
+"Constant for accessing [member angular_motion/softness]. A factor applied to "
+"the all rotation in the limits."
+msgstr ""
+"Costante per accedere a [member angular_motion/softness]. Un fattore "
+"applicato a tutta la rotazione nei limiti."
+
+msgid ""
+"Constant for accessing [member angular_motion/restitution]. The amount of "
+"restitution of the rotation in the limits."
+msgstr ""
+"Costante per accedere a [member angular_motion/restitution]. La quantità di "
+"restituzione della rotazione nei limiti."
+
+msgid ""
+"Constant for accessing [member angular_motion/damping]. The amount of damping "
+"of the rotation in the limits."
+msgstr ""
+"Costante per accedere a [member angular_motion/damping]. La quantità di "
+"smorzamento della rotazione nei limiti."
+
+msgid ""
+"Constant for accessing [member angular_ortho/softness]. A factor applied to "
+"the all rotation across axes orthogonal to the slider."
+msgstr ""
+"Costante per accedere a [member angular_ortho/softness]. Un fattore applicato "
+"a tutta la rotazione lungo gli assi ortogonali allo slider."
+
+msgid ""
+"Constant for accessing [member angular_ortho/restitution]. The amount of "
+"restitution of the rotation across axes orthogonal to the slider."
+msgstr ""
+"Costante per accedere a [member angular_ortho/restitution]. La quantità di "
+"restituzione della rotazione lungo gli assi ortogonali allo slider."
+
+msgid ""
+"Constant for accessing [member angular_ortho/damping]. The amount of damping "
+"of the rotation across axes orthogonal to the slider."
+msgstr ""
+"Costante per accedere a [member angular_ortho/damping]. La quantità di "
+"smorzamento della rotazione lungo gli assi ortogonali allo slider."
+
+msgid "A deformable 3D physics mesh."
+msgstr "Una mesh di fisica 3D deformabile."
+
+msgid ""
+"A deformable 3D physics mesh. Used to create elastic or deformable objects "
+"such as cloth, rubber, or other flexible materials.\n"
+"Additionally, [SoftBody3D] is subject to wind forces defined in [Area3D] (see "
+"[member Area3D.wind_source_path], [member Area3D.wind_force_magnitude], and "
+"[member Area3D.wind_attenuation_factor]).\n"
+"[b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not "
+"recommended to use them for things that can affect gameplay (such as "
+"trampolines)."
+msgstr ""
+"Una mesh di fisica 3D deformabile. Utilizzata per creare oggetti elastici o "
+"deformabili come stoffa, gomma o altri materiali flessibili.\n"
+"Inoltre, [SoftBody3D] è soggetto alle forze del vento definite in [Area3D] "
+"(vedi [member Area3D.wind_source_path], [member Area3D.wind_force_magnitude] "
+"e [member Area3D.wind_attenuation_factor]).\n"
+"[b]Nota:[/b] Ci sono molti bug noti in [SoftBody3D]. Pertanto, non è "
+"consigliabile utilizzarli per cose che possono influenzare il gameplay (come "
+"i trampolini)."
+
+msgid "SoftBody"
+msgstr "Corpo morbido"
+
msgid "Returns the internal [RID] used by the [PhysicsServer3D] for this body."
msgstr ""
"Restituisce il [RID] interno utilizzato dal [PhysicsServer3D] per questo "
"corpo."
+msgid "Returns local translation of a vertex in the surface array."
+msgstr ""
+"Restituisce la traslazione locale di un vertice nell'array di superfici."
+
msgid "Returns [code]true[/code] if vertex is set to pinned."
msgstr "Restituisce [code]true[/code] se il vertice è impostato come fisso."
+msgid ""
+"Sets the pinned state of a surface vertex. When set to [code]true[/code], the "
+"optional [param attachment_path] can define a [Node3D] the pinned vertex will "
+"be attached to."
+msgstr ""
+"Imposta lo stato fissato di un vertice di superficie. Se impostato su "
+"[code]true[/code], il parametro facoltativo [param attachment_path] può "
+"definire un [Node3D] a cui sarà attaccato il vertice fissato."
+
+msgid ""
+"The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist "
+"in one or more of 32 different layers. See also [member collision_mask].\n"
+"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
+"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
+"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
+"and masks[/url] in the documentation for more information."
+msgstr ""
+"Gli strati di fisica in cui questo SoftBody3D [b]si trova[/b]. Gli oggetti di "
+"collisione possono esistere in uno o più dei 32 strati diversi. Vedi anche "
+"[member collision_mask].\n"
+"[b]Nota:[/b] L'oggetto A può rilevare un contatto con l'oggetto B solo se "
+"l'oggetto B si trova in uno qualsiasi dei strati che l'oggetto A scansiona. "
+"Vedi [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-"
+"layers-and-masks]Strati e maschere di collisione[/url] nella documentazione "
+"per ulteriori informazioni."
+
+msgid ""
+"The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan "
+"one or more of 32 different layers. See also [member collision_layer].\n"
+"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
+"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
+"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
+"and masks[/url] in the documentation for more information."
+msgstr ""
+"Gli strati di fisica che questo SoftBody3D [b]scansiona[/b]. Gli oggetti di "
+"collisione possono esistere in uno o più dei 32 strati diversi. Vedi anche "
+"[member collision_mask].\n"
+"[b]Nota:[/b] L'oggetto A può rilevare un contatto con l'oggetto B solo se "
+"l'oggetto B si trova in uno qualsiasi dei strati che l'oggetto A scansiona. "
+"Vedi [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-"
+"layers-and-masks]Strati e maschere di collisione[/url] nella documentazione "
+"per ulteriori informazioni."
+
+msgid ""
+"The body's damping coefficient. Higher values will slow down the body more "
+"noticeably when forces are applied."
+msgstr ""
+"Il coefficiente di smorzamento del corpo. Valori più alti rallenteranno il "
+"corpo in modo più evidente quando vengono applicate forze."
+
+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 ""
+"Il coefficiente di resistenza aerodinamica del corpo. Valori più alti "
+"aumentano la resistenza all'aria di questo corpo.\n"
+"[b]Nota:[/b] Questo valore è attualmente inutilizzato dall'implementazione "
+"fisica predefinita di Godot."
+
+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)."
+msgstr ""
+"Valori più alti risulteranno in un corpo più rigido, mentre valori più bassi "
+"aumenteranno la capacità del corpo di piegarsi. Il valore può essere compreso "
+"tra [code]0.0[/code] e [code]1.0[/code] (inclusi)."
+
+msgid ""
+"[NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping."
+msgstr ""
+"Il [NodePath] verso un [CollisionObject3D] che questo SoftBody3D dovrebbe "
+"evitare di passare attraverso."
+
+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 ""
+"Il coefficiente di pressione di questo corpo morbido. Simula l'accumulo di "
+"pressione dall'interno di questo corpo. Valori più alti aumentano la forza di "
+"questo effetto."
+
msgid "If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s."
msgstr "Se [code]true[/code], il [SoftBody3D] risponderà ai nodi [RayCast3D]."
msgid ""
+"Increasing this value will improve the resulting simulation, but can affect "
+"performance. Use with care."
+msgstr ""
+"Aumentare questo valore migliorerà la simulazione risultante, ma può influire "
+"sulle prestazioni. Usare con cautela."
+
+msgid "The SoftBody3D's mass."
+msgstr "La massa del SoftBody3D."
+
+msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], remove from the physics simulation to stop all "
"physics interactions with this [SoftBody3D].\n"
@@ -52003,9 +83997,151 @@ msgstr ""
"Riaggiunge il corpo automaticamente alla simulazione di fisica quando il "
"[Node] viene nuovamente elaborato."
+msgid "Class representing a spherical [PrimitiveMesh]."
+msgstr "Classe che rappresenta una [PrimitiveMesh] sferica."
+
+msgid "Full height of the sphere."
+msgstr "Altezza totale della sfera."
+
+msgid ""
+"If [code]true[/code], a hemisphere is created rather than a full sphere.\n"
+"[b]Note:[/b] To get a regular hemisphere, the height and radius of the sphere "
+"must be equal."
+msgstr ""
+"Se [code]true[/code], è creato un emisfero (una mezza sfera) invece di una "
+"sfera intera.\n"
+"[b]Nota:[/b] Per ottenere un emisfero regolare, l'altezza e il raggio della "
+"sfera devono essere uguali."
+
+msgid "Number of radial segments on the sphere."
+msgstr "Il numero di segmenti radiali sulla sfera."
+
+msgid "Radius of sphere."
+msgstr "Il raggio della sfera."
+
+msgid "Number of segments along the height of the sphere."
+msgstr "Il numero di segmenti lungo l'altezza della sfera."
+
+msgid "Spherical shape for use with occlusion culling in [OccluderInstance3D]."
+msgstr ""
+"Una forma sferica da utilizzare con l'occlusion culling in "
+"[OccluderInstance3D]."
+
+msgid ""
+"[SphereOccluder3D] stores a sphere shape that can be used by the engine's "
+"occlusion culling system.\n"
+"See [OccluderInstance3D]'s documentation for instructions on setting up "
+"occlusion culling."
+msgstr ""
+"[SphereOccluder3D] memorizza una forma sferica che può essere utilizzata dal "
+"sistema di occlusion culling del motore.\n"
+"Consulta la documentazione di [OccluderInstance3D] per istruzioni su come "
+"configurare l'occlusion culling."
+
+msgid "The sphere's radius in 3D units."
+msgstr "Il raggio della sfera in unità 3D."
+
+msgid "A 3D sphere shape used for physics collision."
+msgstr "Una forma sferica 3D utilizzata per le collisioni fisiche."
+
+msgid ""
+"A 3D sphere shape, intended for use in physics. Usually used to provide a "
+"shape for a [CollisionShape3D].\n"
+"[b]Performance:[/b] [SphereShape3D] is fast to check collisions against. It "
+"is faster than [BoxShape3D], [CapsuleShape3D], and [CylinderShape3D]."
+msgstr ""
+"Una forma sferica 3D, pensata per l'uso in fisica. Solitamente utilizzata per "
+"fornire una forma per un [CollisionShape3D].\n"
+"[b]Prestazioni:[/b] [SphereShape3D] è veloce nel verificare le collisioni. È "
+"più veloce di [BoxShape3D], [CapsuleShape3D] e [CylinderShape3D]."
+
+msgid "The sphere's radius. The shape's diameter is double the radius."
+msgstr "Il raggio della sfera. Il diametro della forma è il doppio del raggio."
+
msgid "An input field for numbers."
msgstr "Un campo di input per i numeri."
+msgid ""
+"[SpinBox] is a numerical input text field. It allows entering integers and "
+"floating-point numbers.\n"
+"[b]Example:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var spin_box = SpinBox.new()\n"
+"add_child(spin_box)\n"
+"var line_edit = spin_box.get_line_edit()\n"
+"line_edit.context_menu_enabled = false\n"
+"spin_box.horizontal_alignment = LineEdit.HORIZONTAL_ALIGNMENT_RIGHT\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var spinBox = new SpinBox();\n"
+"AddChild(spinBox);\n"
+"var lineEdit = spinBox.GetLineEdit();\n"
+"lineEdit.ContextMenuEnabled = false;\n"
+"spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.Right;\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"The above code will create a [SpinBox], disable context menu on it and set "
+"the text alignment to right.\n"
+"See [Range] class for more options over the [SpinBox].\n"
+"[b]Note:[/b] With the [SpinBox]'s context menu disabled, you can right-click "
+"the bottom half of the spinbox to set the value to its minimum, while right-"
+"clicking the top half sets the value to its maximum.\n"
+"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
+msgstr ""
+"[SpinBox] è un campo di testo di input numerico. Consente di immettere numeri "
+"interi e numeri in virgola mobile.\n"
+"[b]Esempio:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var spin_box = SpinBox.new()\n"
+"add_child(spin_box)\n"
+"var line_edit = spin_box.get_line_edit()\n"
+"line_edit.context_menu_enabled = false\n"
+"spin_box.horizontal_alignment = LineEdit.HORIZONTAL_ALIGNMENT_RIGHT\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var spinBox = new SpinBox();\n"
+"AddChild(spinBox);\n"
+"var lineEdit = spinBox.GetLineEdit();\n"
+"lineEdit.ContextMenuEnabled = false;\n"
+"spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.Right;\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Il codice precedente creerà uno [SpinBox], disabiliterà il menu contestuale e "
+"imposterà l'allineamento del testo a destra.\n"
+"Consulta la classe [Range] per altre opzioni su [SpinBox].\n"
+"[b]Nota:[/b] Con il menu contestuale di [SpinBox] disabilitato, puoi cliccare "
+"con il destro sulla metà inferiore dello spinbox per impostare il valore al "
+"minimo, mentre cliccando con il destro sulla metà superiore, il valore viene "
+"impostato al massimo.\n"
+"[b]Nota:[/b] [SpinBox] dipende su un nodo [LineEdit] sottostante. Per "
+"applicare un tema allo sfondo di uno [SpinBox], aggiungi elementi del tema "
+"per [LineEdit] e personalizzali.\n"
+"[b]Nota:[/b] Se vuoi implementare il trascinamento della selezione per il "
+"[LineEdit] sottostante, puoi usare [method Control.set_drag_forwarding] sul "
+"nodo restituito da [method get_line_edit]."
+
+msgid "Applies the current value of this [SpinBox]."
+msgstr "Applica il valore attuale di questo [SpinBox]."
+
+msgid ""
+"Returns the [LineEdit] instance from this [SpinBox]. You can use it to access "
+"properties and methods of [LineEdit].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
+"cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+"Restituisce l'istanza [LineEdit] da questo [SpinBox]. Puoi utilizzarlo per "
+"accedere alle proprietà e ai metodi di [LineEdit].\n"
+"[b]Attenzione:[/b] Questo è un nodo interno obbligatorio, rimuoverlo e "
+"liberarlo potrebbe causare un crash. Se desideri nascondere questo nodo o uno "
+"dei suoi figli, usa la loro proprietà [member CanvasItem.visible]."
+
msgid "Changes the alignment of the underlying [LineEdit]."
msgstr "Modifica l'allineamento del [LineEdit] sottostante."
@@ -52018,8 +84154,527 @@ msgstr ""
"multiplo di [member custom_arrow_step] quando è interagito con i pulsanti "
"freccia del [SpinBox]."
+msgid ""
+"If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be "
+"read only."
+msgstr ""
+"Se [code]true[/code], lo [SpinBox] sarà modificabile. Altrimenti, sarà di "
+"sola lettura."
+
+msgid ""
+"Adds the specified prefix string before the numerical value of the [SpinBox]."
+msgstr ""
+"Aggiunge la stringa di prefisso specificata prima del valore numerico dello "
+"[SpinBox]."
+
+msgid ""
+"If [code]true[/code], the [SpinBox] will select the whole text when the "
+"[LineEdit] gains focus. Clicking the up and down arrows won't trigger this "
+"behavior."
+msgstr ""
+"Se [code]true[/code], lo [SpinBox] selezionerà tutto il testo quando il "
+"[LineEdit] ottiene il focus. Cliccando sulle frecce su e giù non si attiverà "
+"questo comportamento."
+
+msgid ""
+"Adds the specified suffix string after the numerical value of the [SpinBox]."
+msgstr ""
+"Aggiunge la stringa di suffisso specificata dopo il valore numerico dello "
+"[SpinBox]."
+
+msgid ""
+"Sets the value of the [Range] for this [SpinBox] when the [LineEdit] text is "
+"[i]changed[/i] instead of [i]submitted[/i]. See [signal LineEdit."
+"text_changed] and [signal LineEdit.text_submitted]."
+msgstr ""
+"Imposta il valore del [Range] per questo [SpinBox] quando il testo del "
+"[LineEdit] viene [i]modificato[/i] anziché [i]inviato[/i]. Vedi [signal "
+"LineEdit.text_changed] e [signal LineEdit.text_submitted]."
+
+msgid "Sets a custom [Texture2D] for up and down arrows of the [SpinBox]."
+msgstr ""
+"Imposta una [Texture2D] personalizzata per le frecce su e giù dello [SpinBox]."
+
+msgid ""
+"A container that splits two child controls horizontally or vertically and "
+"provides a grabber for adjusting the split ratio."
+msgstr ""
+"Un contenitore che divide due controlli figlio orizzontalmente o "
+"verticalmente e fornisce un grabber per regolare il rapporto di divisione."
+
+msgid ""
+"A container that accepts only two child controls, then arranges them "
+"horizontally or vertically and creates a divisor between them. The divisor "
+"can be dragged around to change the size relation between the child controls."
+msgstr ""
+"Un contenitore che accetta solo due controlli figlio, quindi li dispone "
+"orizzontalmente o verticalmente e crea un divisore tra di essi. Il divisore "
+"può essere trascinato per modificare la relazione di dimensione tra i "
+"controlli figlio."
+
+msgid ""
+"Clamps the [member split_offset] value to not go outside the currently "
+"possible minimal and maximum values."
+msgstr ""
+"Limita il valore di [member split_offset] per rimanere nell'intervallo "
+"definito dai valori minimo e massimo attualmente possibili."
+
+msgid ""
+"If [code]true[/code], the area of the first [Control] will be collapsed and "
+"the dragger will be disabled."
+msgstr ""
+"Se [code]true[/code], l'area del primo [Control] sarà minimizzata e il "
+"trascinatore sarà disabilitato."
+
+msgid ""
+"Determines the dragger's visibility. See [enum DraggerVisibility] for details."
+msgstr ""
+"Determina la visibilità del trascinatore. Vedi [enum DraggerVisibility] per i "
+"dettagli."
+
+msgid ""
+"The initial offset of the splitting between the two [Control]s, with [code]0[/"
+"code] being at the end of the first [Control]."
+msgstr ""
+"L'offset iniziale della separazione tra i due [Control], dove [code]0[/code] "
+"è la fine del primo [Control]."
+
+msgid ""
+"If [code]true[/code], the [SplitContainer] will arrange its children "
+"vertically, rather than horizontally.\n"
+"Can't be changed when using [HSplitContainer] and [VSplitContainer]."
+msgstr ""
+"Se [code]true[/code], lo [SplitContainer] organizzerà i suoi elementi figlio "
+"verticalmente, anziché orizzontalmente.\n"
+"Non può essere modificato quando si utilizzano [HSplitContainer] e "
+"[VSplitContainer]."
+
+msgid "Emitted when the dragger is dragged by user."
+msgstr "Emesso quando il trascinatore viene trascinato dall'utente."
+
+msgid "The split dragger is visible when the cursor hovers it."
+msgstr "Il trascinatore divisore è visibile quando il cursore ci passa sopra."
+
+msgid "The split dragger is never visible."
+msgstr "Il trascinatore divisore non è mai visibile."
+
+msgid "The split dragger is never visible and its space collapsed."
+msgstr ""
+"Il trascinatore divisore non è mai visibile e il suo spazio è minimizzato."
+
+msgid ""
+"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically "
+"when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
+"visible."
+msgstr ""
+"Valore booleano. Se 1 ([code]true[/code]), il grabber si nasconderà "
+"automaticamente quando non si trova sotto il cursore. Se 0 ([code]false[/"
+"code]), è sempre visibile."
+
+msgid ""
+"The minimum thickness of the area users can click on to grab the splitting "
+"line. If [theme_item separation] or [theme_item h_grabber] / [theme_item "
+"v_grabber]'s thickness are too small, this ensure that the splitting line can "
+"still be dragged."
+msgstr ""
+"Lo spessore minimo dell'area su cui gli utenti possono cliccare per afferrare "
+"la linea di divisione. Se lo spessore di [theme_item separation] o "
+"[theme_item h_grabber] / [theme_item v_grabber] sono troppo piccoli, questo "
+"assicura che sia comunque possibile trascinare la linea di divisione."
+
+msgid "The space between sides of the container."
+msgstr "Lo spazio tra i lati del contenitore."
+
+msgid "The icon used for the grabber drawn in the middle area."
+msgstr "L'icona utilizzata per il grabber disegnato nell'area centrale."
+
+msgid ""
+"The icon used for the grabber drawn in the middle area when [member vertical] "
+"is [code]false[/code]."
+msgstr ""
+"L'icona utilizzata per il grabber disegnato nell'area centrale quando [member "
+"vertical] è [code]false[/code]."
+
+msgid ""
+"The icon used for the grabber drawn in the middle area when [member vertical] "
+"is [code]true[/code]."
+msgstr ""
+"L'icona utilizzata per il grabber disegnato nell'area centrale quando [member "
+"vertical] è [code]true[/code]."
+
+msgid "A spotlight, such as a reflector spotlight or a lantern."
+msgstr "Un faretto, come un riflettore di spettacolo o una lanterna."
+
+msgid ""
+"A Spotlight is a type of [Light3D] node that emits lights in a specific "
+"direction, in the shape of a cone. The light is attenuated through the "
+"distance. This attenuation can be configured by changing the energy, radius "
+"and attenuation parameters of [Light3D].\n"
+"[b]Note:[/b] When using the Mobile rendering method, only 8 spot lights can "
+"be displayed on each mesh resource. Attempting to display more than 8 spot "
+"lights on a single mesh resource will result in spot lights flickering in and "
+"out as the camera moves. When using the Compatibility rendering method, only "
+"8 spot lights can be displayed on each mesh resource by default, but this can "
+"be increased by adjusting [member ProjectSettings.rendering/limits/opengl/"
+"max_lights_per_object].\n"
+"[b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot "
+"lights will only correctly affect meshes whose visibility AABB intersects "
+"with the light's AABB. If using a shader to deform the mesh in a way that "
+"makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] "
+"must be increased on the mesh. Otherwise, the light may not be visible on the "
+"mesh."
+msgstr ""
+"Uno Spotlight è un tipo di nodo [Light3D] che emette luci in una direzione "
+"specifica, a forma di cono. La luce viene attenuata in base alla distanza. "
+"Questa attenuazione può essere configurata modificando i parametri di "
+"energia, raggio e attenuazione di [Light3D].\n"
+"[b]Nota:[/b] Quando si utilizza il metodo di rendering Mobile, solo 8 faretti "
+"possono essere visualizzati su ogni risorsa mesh. Tentare di visualizzare più "
+"di 8 faretti su una singola risorsa mesh provocherà uno sfarfallio dei "
+"faretti mentre la telecamera si muove. Quando si utilizza il metodo di "
+"rendering Compatibilità, solo 8 faretti possono essere visualizzati su ogni "
+"risorsa mesh per impostazione predefinita, ma questo limite può essere "
+"aumentato regolando [member ProjectSettings.rendering/limits/opengl/"
+"max_lights_per_object].\n"
+"[b]Nota:[/b] Quando si utilizzano i metodi di rendering Mobile o "
+"Compatibilità, i faretti influenzeranno correttamente solo le mesh il cui "
+"AABB di visibilità interseca l'AABB della luce. Se si usa uno shader per "
+"deformare la mesh in modo che esca dal suo AABB, [member GeometryInstance3D."
+"extra_cull_margin] deve essere aumentato sulla mesh. Altrimenti, la luce "
+"potrebbe non essere visibile sulla mesh."
+
+msgid ""
+"The spotlight's angle in degrees.\n"
+"[b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
+"L'angolo del faretto in gradi.\n"
+"[b]Nota:[/b] [member spot_angle] non è influenzato da [member Node3D.scale] "
+"(la scala della luce o la scala del suo genitore)."
+
+msgid ""
+"The spotlight's [i]angular[/i] attenuation curve. See also [member "
+"spot_attenuation]."
+msgstr ""
+"La curva di attenuazione [i]angolare[/i] del faretto. Vedi anche [member "
+"spot_attenuation]."
+
+msgid ""
+"Controls the distance attenuation function for spotlights.\n"
+"A value of [code]0.0[/code] will maintain a constant brightness through most "
+"of the range, but smoothly attenuate the light at the edge of the range. Use "
+"a value of [code]2.0[/code] for physically accurate lights as it results in "
+"the proper inverse square attenutation.\n"
+"[b]Note:[/b] Setting attenuation to [code]2.0[/code] or higher may result in "
+"distant objects receiving minimal light, even within range. For example, with "
+"a range of [code]4096[/code], an object at [code]100[/code] units is "
+"attenuated by a factor of [code]0.0001[/code]. With a default brightness of "
+"[code]1[/code], the light would not be visible at that distance.\n"
+"[b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead "
+"to unexpected results."
+msgstr ""
+"Controlla la funzione di attenuazione della distanza per i faretti.\n"
+"Un valore di [code]0.0[/code] manterrà una luminosità costante per la maggior "
+"parte della portata, ma attenuerà gradualmente la luce al limite del portata. "
+"Utilizza un valore di [code]2.0[/code] per luci fisicamente accurate in "
+"quanto risulta nella corretta attenuazione del quadrato inverso.\n"
+"[b]Nota:[/b] Impostare l'attenuazione su [code]2.0[/code] o superiore può "
+"comportare che gli oggetti distanti ricevano una luce minima, anche "
+"all'interno del portata. Ad esempio, con un portata di [code]4096[/code], un "
+"oggetto lontano di [code]100[/code] unità è attenuato di un fattore di "
+"[code]0.0001[/code]. Con una luminosità predefinita di [code]1[/code], la "
+"luce non sarebbe visibile a quella distanza.\n"
+"[b]Nota:[/b] Utilizzare valori negativi o superiori a [code]10.0[/code] può "
+"portare a risultati imprevisti."
+
+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 "
+"light will never reach anything outside this range.\n"
+"[b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] "
+"(the light's scale or its parent's scale)."
+msgstr ""
+"La portata massima raggiungibile dal riflettore. Nota che l'area "
+"effettivamente illuminata potrebbe apparire più piccola a seconda del [member "
+"spot_attenuation] in uso. A prescindere dal [member spot_attenuation] in uso, "
+"la luce non raggiungerà mai nulla al di fuori di questa portata.\n"
+"[b]Nota:[/b] [member spot_range] non è influenzato da [member Node3D.scale] "
+"(la scala della luce o la scala del suo genitore)."
+
+msgid ""
+"A 3D raycast that dynamically moves its children near the collision point."
+msgstr ""
+"Una proiezione di raggio 3D che sposta dinamicamente i suoi nodi figlio "
+"vicino al punto di collisione."
+
+msgid ""
+"[SpringArm3D] casts a ray or a shape along its Z axis and moves all its "
+"direct children to the collision point, with an optional margin. This is "
+"useful for 3rd person cameras that move closer to the player when inside a "
+"tight space (you may need to exclude the player's collider from the "
+"[SpringArm3D]'s collision check)."
+msgstr ""
+"[SpringArm3D] proietta un raggio o una forma lungo il suo asse Z e sposta "
+"tutti i suoi nodi figlio diretti al punto di collisione, con un margine "
+"opzionale. Questo è utile per le telecamere in terza persona che si "
+"avvicinano al giocatore quando si trovano in uno spazio ristretto (potrebbe "
+"essere necessario escludere il collisore del giocatore dalla verifica di "
+"collisione dello [SpringArm3D])."
+
+msgid ""
+"Adds the [PhysicsBody3D] object with the given [RID] to the list of "
+"[PhysicsBody3D] objects excluded from the collision check."
+msgstr ""
+"Aggiunge l'oggetto [PhysicsBody3D] con il [RID] specificato alla lista degli "
+"oggetti [PhysicsBody3D] esclusi dalla verifica delle collisioni."
+
+msgid ""
+"Clears the list of [PhysicsBody3D] objects excluded from the collision check."
+msgstr ""
+"Svuota la lista degli oggetti [PhysicsBody3D] esclusi dalla verifica delle "
+"collisioni."
+
msgid "Returns the spring arm's current length."
-msgstr "Restituisce la lunghezza attuale del braccio molla."
+msgstr "Restituisce la lunghezza attuale del braccio a molla."
+
+msgid ""
+"Removes the given [RID] from the list of [PhysicsBody3D] objects excluded "
+"from the collision check."
+msgstr ""
+"Rimuove il [RID] specificato dalla lista degli oggetti [PhysicsBody3D] "
+"esclusi dalla verifica delle collisioni."
+
+msgid ""
+"The layers against which the collision check shall be done. See "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+"Gli strati su cui deve essere eseguita la verifica delle collisioni. Vedi "
+"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
+"and-masks]Strati e maschere di collisione[/url] nella documentazione per "
+"ulteriori informazioni."
+
+msgid ""
+"When the collision check is made, a candidate length for the SpringArm3D is "
+"given.\n"
+"The margin is then subtracted to this length and the translation is applied "
+"to the child objects of the SpringArm3D.\n"
+"This margin is useful for when the SpringArm3D has a [Camera3D] as a child "
+"node: without the margin, the [Camera3D] would be placed on the exact point "
+"of collision, while with the margin the [Camera3D] would be placed close to "
+"the point of collision."
+msgstr ""
+"Quando è effettuata la verifica di collisione, è fornita una lunghezza "
+"candidata per lo SpringArm3D.\n"
+"Il margine è quindi sottratto a questa lunghezza e la traslazione è applicata "
+"agli oggetti figlio dello SpringArm3D.\n"
+"Questo margine è utile quando lo SpringArm3D ha una [Camera3D] come nodo "
+"figlio: senza il margine, la [Camera3D] sarebbe posizionata sul punto esatto "
+"di collisione, mentre con il margine la [Camera3D] sarebbe posizionata vicino "
+"al punto di collisione."
+
+msgid ""
+"The [Shape3D] to use for the SpringArm3D.\n"
+"When the shape is set, the SpringArm3D will cast the [Shape3D] on its z axis "
+"instead of performing a ray cast."
+msgstr ""
+"Lo [Shape3D] da utilizzare per SpringArm3D.\n"
+"Quando la forma è impostata, lo SpringArm3D eseguirà la proiezione dello "
+"[Shape3D] sul suo asse z invece di eseguire una proiezione di raggio."
+
+msgid ""
+"The maximum extent of the SpringArm3D. This is used as a length for both the "
+"ray and the shape cast used internally to calculate the desired position of "
+"the SpringArm3D's child nodes.\n"
+"To know more about how to perform a shape cast or a ray cast, please consult "
+"the [PhysicsDirectSpaceState3D] documentation."
+msgstr ""
+"L'estensione massima dello SpringArm3D. È usata come lunghezza per la "
+"proiezione sia di raggio che di forma, utilizzata internamente per calcolare "
+"la posizione desiderata dei nodi figlio dello SpringArm3D.\n"
+"Per saperne di più su come eseguire una proiezione di forma o una proiezione "
+"di raggio, consultare la documentazione di [PhysicsDirectSpaceState3D]."
+
+msgid "General-purpose sprite node."
+msgstr "Nodo sprite per uso generale."
+
+msgid ""
+"A node that displays a 2D texture. The texture displayed can be a region from "
+"a larger atlas texture, or a frame from a sprite sheet animation."
+msgstr ""
+"Un nodo che visualizza una texture 2D. La texture visualizzata può essere una "
+"regione di una texture più grande di atlante, o un fotogramma di "
+"un'animazione di foglio di sprite."
+
+msgid ""
+"Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. "
+"Can be used to detect if the Sprite2D was clicked.\n"
+"[b]Example:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _input(event):\n"
+" if event is InputEventMouseButton and event.pressed and event."
+"button_index == MOUSE_BUTTON_LEFT:\n"
+" if get_rect().has_point(to_local(event.position)):\n"
+" print(\"A click!\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Input(InputEvent @event)\n"
+"{\n"
+" if (@event is InputEventMouseButton inputEventMouse)\n"
+" {\n"
+" if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == "
+"MouseButton.Left)\n"
+" {\n"
+" if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))\n"
+" {\n"
+" GD.Print(\"A click!\");\n"
+" }\n"
+" }\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce un [Rect2] che rappresenta il confine dello Sprite2D in "
+"coordinate locali. Può essere utilizzato per rilevare se lo Sprite2D è stato "
+"cliccato.\n"
+"[b]Esempio:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _input(event):\n"
+" if event is InputEventMouseButton and event.pressed and event."
+"button_index == MOUSE_BUTTON_LEFT:\n"
+" if get_rect().has_point(to_local(event.position)):\n"
+" print(\"A click!\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Input(InputEvent @event)\n"
+"{\n"
+" if (@event is InputEventMouseButton inputEventMouse)\n"
+" {\n"
+" if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == "
+"MouseButton.Left)\n"
+" {\n"
+" if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))\n"
+" {\n"
+" GD.Print(\"A click!\");\n"
+" }\n"
+" }\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns [code]true[/code], if the pixel at the given position is opaque and "
+"[code]false[/code] in other case. The position is in local coordinates.\n"
+"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is "
+"[code]null[/code] or if the given position is invalid."
+msgstr ""
+"Restituisce [code]true[/code] se il pixel nella posizione specificata è "
+"opaco, altrimenti [code]false[/code]. La posizione è in coordinate locali.\n"
+"[b]Nota:[/b] Restituisce anche [code]false[/code] se la texture dello sprite "
+"è [code]null[/code] o se la posizione specificata non è valida."
+
+msgid ""
+"If [code]true[/code], texture is centered.\n"
+"[b]Note:[/b] For games with a pixel art aesthetic, textures may appear "
+"deformed when centered. This is caused by their position being between "
+"pixels. To prevent this, set this property to [code]false[/code], or consider "
+"enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] "
+"and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]."
+msgstr ""
+"Se [code]true[/code], la texture è centrata.\n"
+"[b]Nota:[/b] Per i giochi con un'estetica pixel art, le texture potrebbero "
+"apparire deformate quando sono centrate. Ciò è causato dalla loro posizione "
+"tra i pixel. Per evitarlo, imposta questa proprietà su [code]false[/code], "
+"oppure considera di abilitare [member ProjectSettings.rendering/2d/snap/"
+"snap_2d_vertices_to_pixel] e [member ProjectSettings.rendering/2d/snap/"
+"snap_2d_transforms_to_pixel]."
+
+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 ""
+"La fotogramma attuale da visualizzare dal foglio sprite. [member hframes] o "
+"[member vframes] devono essere maggiori di 1. Questa proprietà è regolata "
+"automaticamente quando [member hframes] o [member vframes] sono modificati "
+"per continuare a puntare allo stesso fotogramma visivo (stessa colonna e "
+"riga). Se ciò è impossibile, questo valore è reimpostato su [code]0[/code]."
+
+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 "
+"greater than 1."
+msgstr ""
+"Le coordinate del fotogramma da visualizzare dal foglio sprite. Questo è uno "
+"pseudonimo per la proprietà [member frame]. [member hframes] o [member "
+"vframes] deve essere maggiore di 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 ""
+"Il numero di colonne nel foglio sprite. Quando questa proprietà è modificata, "
+"[member frame] è regolato in modo che è mantenuto lo stesso fotogramma visivo "
+"(stessa riga e colonna). Se ciò è impossibile, [member frame] è reimpostato "
+"su [code]0[/code]."
+
+msgid ""
+"If [code]true[/code], texture is cut from a larger atlas texture. See [member "
+"region_rect]."
+msgstr ""
+"Se [code]true[/code], la texture è ritagliata da una texture più grande "
+"dell'atlante. Vedi [member region_rect]."
+
+msgid ""
+"If [code]true[/code], the outermost pixels get blurred out. [member "
+"region_enabled] must be [code]true[/code]."
+msgstr ""
+"Se [code]true[/code], i pixel più esterni sono sfocati. [member "
+"region_enabled] deve essere [code]true[/code]."
+
+msgid "[Texture2D] object to draw."
+msgstr "L'ogetto [Texture2D] da disegnare."
+
+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 ""
+"Il numero di righe nel foglio sprite. Quando questa proprietà è modificata, "
+"[member frame] è regolato in modo che è mantenuto lo stesso fotogramma visivo "
+"(stessa riga e colonna). Se ciò è impossibile, [member frame] è reimpostato "
+"su [code]0[/code]."
+
+msgid "Emitted when the [member frame] changes."
+msgstr "Emesso quando il [member frame] cambia."
+
+msgid "Emitted when the [member texture] changes."
+msgstr "Emesso quando la [member frame] cambia."
+
+msgid "2D sprite node in a 3D world."
+msgstr "Nodo di sprite 2D in un mondo in 3D."
+
+msgid ""
+"A node that displays a 2D texture in a 3D environment. The texture displayed "
+"can be a region from a larger atlas texture, or a frame from a sprite sheet "
+"animation. See also [SpriteBase3D] where properties such as the billboard "
+"mode are defined."
+msgstr ""
+"Un nodo che visualizza una texture 2D in un ambiente 3D. La texture "
+"visualizzata può essere una regione di una texture più grande di atlante, o "
+"un fotogramma di un'animazione da un foglio di sprite. Vedere anche "
+"[SpriteBase3D] dove sono definite proprietà come la modalità billboard."
msgid ""
"If [code]true[/code], the sprite will use [member region_rect] and display "
@@ -52029,25 +84684,250 @@ msgstr ""
"solo la parte specificata della sua texture."
msgid ""
+"[Texture2D] object to draw. If [member GeometryInstance3D.material_override] "
+"is used, this will be overridden. The size information is still used."
+msgstr ""
+"L'oggetto [Texture2D] da disegnare. Se [member GeometryInstance3D."
+"material_override] è utilizzato, questo sarà sovrascritto. Le informazioni "
+"sulle dimensioni sono comunque utilizzate."
+
+msgid "2D sprite node in 3D environment."
+msgstr "Nodo di sprite 2D nell'ambiente 3D."
+
+msgid ""
+"A node that displays 2D texture information in a 3D environment. See also "
+"[Sprite3D] where many other properties are defined."
+msgstr ""
+"Un nodo che visualizza informazioni di una texture 2D in un ambiente 3D. Vedi "
+"anche [Sprite3D] dove sono definite molte altre proprietà."
+
+msgid ""
+"Returns a [TriangleMesh] with the sprite's vertices following its current "
+"configuration (such as its [member axis] and [member pixel_size])."
+msgstr ""
+"Restituisce un [TriangleMesh] con i vertici dello sprite che seguono la sua "
+"configurazione attuale (ad esempio, [member axis] e [member pixel_size])."
+
+msgid "Returns the rectangle representing this sprite."
+msgstr "Restituisce il rettangolo che rappresenta questo sprite."
+
+msgid ""
"If [code]true[/code], the specified flag will be enabled. See [enum "
"SpriteBase3D.DrawFlags] for a list of flags."
msgstr ""
-"Se [code]true[/code], la flag specificata sarà abilitata. Vedi [enum "
+"Se [code]true[/code], il flag specificato sarà abilitato. Vedi [enum "
"SpriteBase3D.DrawFlags] per una lista di flag."
+msgid "The direction in which the front of the texture faces."
+msgstr "La direzione in cui è rivolta la faccia frontale della texture."
+
+msgid ""
+"The billboard mode to use for the sprite. See [enum BaseMaterial3D."
+"BillboardMode] for possible values.\n"
+"[b]Note:[/b] When billboarding is enabled and the material also casts "
+"shadows, billboards will face [b]the[/b] camera in the scene when rendering "
+"shadows. In scenes with multiple cameras, the intended shadow cannot be "
+"determined and this will result in undefined behavior. See [url=https://"
+"github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for "
+"details."
+msgstr ""
+"La modalità billboard da usare per lo sprite. Vedi [enum BaseMaterial3D."
+"BillboardMode] per i valori possibili.\n"
+"[b]Nota:[/b] quando il billboarding è abilitato e il materiale proietta anche "
+"ombre, i billboard saranno rivolti verso [b]la[/b] telecamera nella scena "
+"durante il rendering delle ombre. Nelle scene con più telecamere, non è "
+"possibile determinare l'ombra desiderata e ciò comporterà un comportamento "
+"indefinito. Vedi [url=https://github.com/godotengine/godot/"
+"pull/72638]Richiesta di pull su GitHub #72638[/url] per i dettagli."
+
+msgid "If [code]true[/code], texture will be centered."
+msgstr "Se [code]true[/code], la texture sarà centrata."
+
+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."
+msgstr ""
+"Se [code]true[/code], la texture è visibile anche dal retro, se [code]false[/"
+"code], è invisibile se guardata da dietro."
+
+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 ambient light.\n"
+"[b]Note:[/b] Unlike [member CanvasItem.modulate] for 2D, colors with values "
+"above [code]1.0[/code] (overbright) are not supported.\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 ""
+"Un valore di colore usato per [i]moltiplicare[/i] i colori della texture. Può "
+"essere usato per la colorazione dell'atmosfera o per simulare il colore della "
+"luce ambientale.\n"
+"[b]Nota:[/b] A differenza di [member CanvasItem.modulate] per il 2D, i colori "
+"con valori superiori a [code]1.0[/code] (sovraluminosità) non sono "
+"supportati.\n"
+"[b]Nota:[/b] Se un [member GeometryInstance3D.material_override] è definito "
+"sul [SpriteBase3D], la sostituzione del materiale deve essere configurata per "
+"tenere conto dei colori dei vertici per l'albedo. Altrimenti, il colore "
+"definito in [member modulate] sarà ignorato. Per un [BaseMaterial3D], [member "
+"BaseMaterial3D.vertex_color_use_as_albedo] deve essere [code]true[/code]. Per "
+"uno [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] deve essere inserito "
+"nella funzione [code]fragment()[/code] dello shader."
+
+msgid "The size of one pixel's width on the sprite to scale it in 3D."
+msgstr ""
+"La dimensione della larghezza di un pixel sullo sprite per ridimensionarlo in "
+"3D."
+
+msgid ""
+"Sets the render priority for the sprite. Higher priority objects will be "
+"sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
+"ALPHA_CUT_DISABLED] (default value).\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+"Imposta la priorità di rendering per lo sprite. Gli oggetti con priorità più "
+"alta saranno ordinati davanti agli oggetti con priorità più bassa.\n"
+"[b]Nota:[/b] Questo si applica solo se [member alpha_cut] è impostato su "
+"[constant ALPHA_CUT_DISABLED] (valore predefinito).\n"
+"[b]Nota:[/b] Questo si applica solo all'ordinamento degli oggetti "
+"trasparenti. Ciò non avrà alcun impatto sul modo in cui gli oggetti "
+"trasparenti sono ordinati rispetto agli oggetti opachi. Questo perché gli "
+"oggetti opachi non sono ordinati, mentre gli oggetti trasparenti sono "
+"ordinati da dietro in avanti (in base alla priorità)."
+
msgid ""
"If [code]true[/code], the [Light3D] in the [Environment] has effects on the "
"sprite."
msgstr ""
-"Se [code]true[/code], la [Light3D] nell'[Environment] ha effetti sulla sprite."
+"Se [code]true[/code], la [Light3D] nell'[Environment] influisce sulla sprite."
+
+msgid ""
+"Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for "
+"options.\n"
+"[b]Note:[/b] Linear filtering may cause artifacts around the edges, which are "
+"especially noticeable on opaque textures. To prevent this, use textures with "
+"transparent or identical colors around the edges."
+msgstr ""
+"Flag di filtro per la texture. Vedi [enum BaseMaterial3D.TextureFilter] per "
+"le opzioni.\n"
+"[b]Nota:[/b] il filtraggio lineare può causare artefatti attorno ai bordi, "
+"che sono particolarmente evidenti sulle texture opache. Per evitare ciò, usa "
+"texture con colori trasparenti o identici attorno ai bordi."
+
+msgid ""
+"If [code]true[/code], the texture's transparency and the opacity are used to "
+"make those parts of the sprite invisible."
+msgstr ""
+"Se [code]true[/code], la trasparenza e l'opacità della texture sono "
+"utilizzate per rendere invisibili quelle parti dello sprite."
+
+msgid ""
+"If set, the texture's transparency and the opacity are used to make those "
+"parts of the sprite invisible."
+msgstr ""
+"Se è impostata, la trasparenza e l'opacità della texture sono utilizzate per "
+"rendere invisibili quelle parti dello sprite."
+
+msgid "If set, lights in the environment affect the sprite."
+msgstr "Se impostato, le luci nell'ambiente influiscono sullo sprite."
+
+msgid ""
+"If set, texture can be seen from the back as well. If not, the texture is "
+"invisible when looking at it from behind."
+msgstr ""
+"Se impostato, la texture può essere vista anche dal retro. Altrimenti, la "
+"texture è invisibile se guardata da dietro."
+
+msgid ""
+"This mode performs standard alpha blending. It can display translucent areas, "
+"but transparency sorting issues may be visible when multiple transparent "
+"materials are overlapping."
+msgstr ""
+"Questa modalità esegue la fusione alfa standard. Può visualizzare aree "
+"traslucide, ma potrebbero essere visibili problemi di ordinamento della "
+"trasparenza quando più materiali trasparenti si sovrappongono."
+
+msgid ""
+"This mode only allows fully transparent or fully opaque pixels. Harsh edges "
+"will be visible unless some form of screen-space antialiasing is enabled (see "
+"[member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). On "
+"the bright side, this mode doesn't suffer from transparency sorting issues "
+"when multiple transparent materials are overlapping. This mode is also known "
+"as [i]alpha testing[/i] or [i]1-bit transparency[/i]."
+msgstr ""
+"Questa modalità consente solo pixel completamente trasparenti o completamente "
+"opachi. Saranno visibili bordi netti a meno che non sia abilitata una qualche "
+"forma di antialiasing di spazio dello schermo (vedi [member ProjectSettings."
+"rendering/anti_aliasing/quality/screen_space_aa]). Questa modalità è anche "
+"nota come [i]alpha testing[/i] o [i]trasparenza a 1 bit[/i]."
+
+msgid ""
+"This mode draws fully opaque pixels in the depth prepass. This is slower than "
+"[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows "
+"displaying translucent areas and smooth edges while using proper sorting."
+msgstr ""
+"Questa modalità disegna pixel completamente opachi nel prepassaggio di "
+"profondità. È più lenta di [constant ALPHA_CUT_DISABLED] o [constant "
+"ALPHA_CUT_DISCARD], ma consente di visualizzare aree traslucide e bordi lisci "
+"usando un ordinamento corretto."
+
+msgid "Sprite frame library for AnimatedSprite2D and AnimatedSprite3D."
+msgstr ""
+"Libreria di fotogrammi di sprite per AnimatedSprite2D e AnimatedSprite3D."
+
+msgid ""
+"Sprite frame library for an [AnimatedSprite2D] or [AnimatedSprite3D] node. "
+"Contains frames and animation data for playback."
+msgstr ""
+"Libreria di fotogrammi di sprite per un nodo [AnimatedSprite2D] o "
+"[AnimatedSprite3D]. Contiene fotogrammi e dati di animazione per la "
+"riproduzione."
+
+msgid "Adds a new [param anim] animation to the library."
+msgstr "Aggiunge una nuova animazione denominata [param anim] alla libreria."
+
+msgid ""
+"Adds a frame to the [param anim] animation. If [param at_position] is "
+"[code]-1[/code], the frame will be added to the end of the animation. [param "
+"duration] specifies the relative duration, see [method get_frame_duration] "
+"for details."
+msgstr ""
+"Aggiunge un fotogramma all'animazione [param anim]. Se [param at_position] è "
+"[code]-1[/code], il fotogramma sarà aggiunto alla fine dell'animazione. "
+"[param duration] specifica la durata relativa, vedi [method "
+"get_frame_duration] per i dettagli."
+
+msgid "Removes all frames from the [param anim] animation."
+msgstr "Rimuove tutti i fotogrammi dall'animazione [param anim]."
+
+msgid ""
+"Removes all animations. An empty [code]default[/code] animation will be "
+"created."
+msgstr ""
+"Rimuove tutte le animazioni. Sarà creata un'animazione denominata "
+"[code]default[/code] vuota."
msgid ""
"Returns [code]true[/code] if the given animation is configured to loop when "
"it finishes playing. Otherwise, returns [code]false[/code]."
msgstr ""
"Restituisce [code]true[/code] se l'animazione fornita è configurata a "
-"ripetersi quando termina la riproduzione. Altrimenti, ritorna [code]false[/"
-"code]."
+"ripetersi quando termina la riproduzione. Altrimenti, restituisce "
+"[code]false[/code]."
+
+msgid ""
+"Returns an array containing the names associated to each animation. Values "
+"are placed in alphabetical order."
+msgstr ""
+"Restituisce un array contenente i nomi associati a ciascuna animazione. I "
+"valori sono disposti in ordine alfabetico."
msgid "Returns the speed in frames per second for the [param anim] animation."
msgstr ""
@@ -52058,6 +84938,33 @@ msgid "Returns the number of frames for the [param anim] animation."
msgstr "Restituisce il numero di fotogrammi per l'animazione [param anim]."
msgid ""
+"Returns a relative duration of the frame [param idx] in the [param anim] "
+"animation (defaults to [code]1.0[/code]). For example, a frame with a "
+"duration of [code]2.0[/code] is displayed twice as long as a frame with a "
+"duration of [code]1.0[/code]. You can calculate the absolute duration (in "
+"seconds) of a frame using the following formula:\n"
+"[codeblock]\n"
+"absolute_duration = relative_duration / (animation_fps * abs(playing_speed))\n"
+"[/codeblock]\n"
+"In this example, [code]playing_speed[/code] refers to either [method "
+"AnimatedSprite2D.get_playing_speed] or [method AnimatedSprite3D."
+"get_playing_speed]."
+msgstr ""
+"Restituisce una durata relativa del fotogramma all'indice [param idx] "
+"nell'animazione [param anim] (il valore predefinito è [code]1.0[/code]). Ad "
+"esempio, un fotogramma con una durata di [code]2.0[/code] è visualizzato il "
+"doppio del tempo di un fotogramma con una durata di [code]1.0[/code]. Puoi "
+"calcolare la durata assoluta (in secondi) di un fotogramma attraverso la "
+"seguente formula:\n"
+"[codeblock]\n"
+"durata_assoluta = durata_relativa / (fps_di_animazione * "
+"abs(velocità_di_riproduzione))\n"
+"[/codeblock]\n"
+"In questo esempio, [code]playing_speed[/code] si riferisce a [method "
+"AnimatedSprite2D.get_playing_speed] o [method AnimatedSprite3D."
+"get_playing_speed]."
+
+msgid ""
"Returns the texture of the frame [param idx] in the [param anim] animation."
msgstr ""
"Restituisce la texture del fotogramma all'indice [param idx] nell'animazione "
@@ -52066,6 +84973,134 @@ msgstr ""
msgid "Returns [code]true[/code] if the [param anim] animation exists."
msgstr "Restituisce [code]true[/code] se l'animazione [param anim] esiste."
+msgid "Removes the [param anim] animation."
+msgstr "Rimuove l'animazione [param anim]."
+
+msgid "Removes the [param anim] animation's frame [param idx]."
+msgstr ""
+"Rimuove il fotogramma all'indice [param idx] dell'animazione [param anim]."
+
+msgid "Changes the [param anim] animation's name to [param newname]."
+msgstr "Cambia il nome dell'animazione [param anim] in [param newname]."
+
+msgid ""
+"If [param loop] is [code]true[/code], the [param anim] animation will loop "
+"when it reaches the end, or the start if it is played in reverse."
+msgstr ""
+"Se [param loop] è [code]true[/code], l'animazione [param anim] sarà "
+"riprodotta in ripetizione quando raggiunge la fine, oppure l'inizio se è "
+"riprodotta al contrario."
+
+msgid "Sets the speed for the [param anim] animation in frames per second."
+msgstr ""
+"Imposta la velocità dell'animazione [param anim] in fotogrammi al secondo."
+
+msgid ""
+"Sets the [param texture] and the [param duration] of the frame [param idx] in "
+"the [param anim] animation. [param duration] specifies the relative duration, "
+"see [method get_frame_duration] for details."
+msgstr ""
+"Imposta la [param texture] e la durata ([param duration]) del fotogramma "
+"all'indice [param idx] nell'animazione [param anim]. [param duration] "
+"specifica la durata relativa, vedi [method get_frame_duration] per i dettagli."
+
+msgid "A PBR (Physically Based Rendering) material to be used on 3D objects."
+msgstr ""
+"Un materiale PBR (Physically Based Rendering) da utilizzare su oggetti 3D."
+
+msgid ""
+"[StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. "
+"[StandardMaterial3D] uses separate textures for ambient occlusion, roughness "
+"and metallic maps. To use a single ORM map for all 3 textures, use an "
+"[ORMMaterial3D] instead."
+msgstr ""
+"Le proprietà di [StandardMaterial3D] sono ereditate da [BaseMaterial3D]. "
+"[StandardMaterial3D] usa texture separate per l'occlusione ambientale, la "
+"ruvidità e le mappe metalliche. Per usare una singola mappa ORM per tutte e 3 "
+"le texture, usa invece un [ORMMaterial3D]."
+
+msgid ""
+"A 2D physics body that can't be moved by external forces. When moved "
+"manually, it doesn't affect other bodies in its path."
+msgstr ""
+"Un corpo fisico 2D che non può essere spostato da forze esterne. Quando viene "
+"spostato manualmente, non influenza gli altri corpi sul suo percorso."
+
+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 "
+"(with [member AnimationMixer.callback_mode_process] set to [constant "
+"AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
+"[RemoteTransform2D].\n"
+"When [StaticBody2D] is moved, it is teleported to its new position without "
+"affecting other physics bodies in its path. If this is not desired, use "
+"[AnimatableBody2D] instead.\n"
+"[StaticBody2D] is useful for completely static objects like floors and walls, "
+"as well as moving surfaces like conveyor belts and circular revolving "
+"platforms (by using [member constant_linear_velocity] and [member "
+"constant_angular_velocity])."
+msgstr ""
+"Un corpo fisico statico 2D. Non può essere spostato da forze o contatti "
+"esterni, ma può essere spostato manualmente con altri modi come codice, gli "
+"[AnimationMixer] (con [member AnimationMixer.callback_mode_process] impostato "
+"su [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]) e "
+"[RemoteTransform2D].\n"
+"Quando uno [StaticBody2D] viene spostato, è teletrasportato nella sua nuova "
+"posizione senza influenzare altri corpi fisici sul suo percorso. Se ciò non è "
+"desiderato, utilizza invece [AnimatableBody2D].\n"
+"[StaticBody2D] è utile per oggetti completamente statici come pavimenti e "
+"pareti, nonché per superfici in movimento come nastri trasportatori e "
+"piattaforme rotanti circolari (tramite [member constant_linear_velocity] e "
+"[member constant_angular_velocity])."
+
+msgid ""
+"The body's constant angular velocity. This does not rotate the body, but "
+"affects touching bodies, as if it were rotating."
+msgstr ""
+"La velocità angolare costante del corpo. Questa non fa ruotare il corpo, ma "
+"influenza i corpi in contatto, come se stesse ruotando."
+
+msgid ""
+"The body's constant linear velocity. This does not move the body, but affects "
+"touching bodies, as if it were moving."
+msgstr ""
+"La velocità lineare costante del corpo. Questa non muove il corpo, ma "
+"influenza i corpi in contatto, come se si stesse muovendo."
+
+msgid ""
+"A 3D physics body that can't be moved by external forces. When moved "
+"manually, it doesn't affect other bodies in its path."
+msgstr ""
+"Un corpo fisico 3D che non può essere spostato da forze esterne. Quando viene "
+"spostato manualmente, non influenza gli altri corpi sul suo percorso."
+
+msgid ""
+"A static 3D 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 "
+"(with [member AnimationMixer.callback_mode_process] set to [constant "
+"AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
+"[RemoteTransform3D].\n"
+"When [StaticBody3D] is moved, it is teleported to its new position without "
+"affecting other physics bodies in its path. If this is not desired, use "
+"[AnimatableBody3D] instead.\n"
+"[StaticBody3D] is useful for completely static objects like floors and walls, "
+"as well as moving surfaces like conveyor belts and circular revolving "
+"platforms (by using [member constant_linear_velocity] and [member "
+"constant_angular_velocity])."
+msgstr ""
+"Un corpo fisico statico 3D. Non può essere spostato da forze o contatti "
+"esterni, ma può essere spostato manualmente con altri modi come codice, gli "
+"[AnimationMixer] (con [member AnimationMixer.callback_mode_process] impostato "
+"su [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]) e "
+"[RemoteTransform3D].\n"
+"Quando uno [StaticBody2D] viene spostato, è teletrasportato nella sua nuova "
+"posizione senza influenzare altri corpi fisici sul suo percorso. Se ciò non è "
+"desiderato, utilizza invece [AnimatableBody3D].\n"
+"[StaticBody3D] è utile per oggetti completamente statici come pavimenti e "
+"pareti, nonché per superfici in movimento come nastri trasportatori e "
+"piattaforme rotanti circolari (tramite [member constant_linear_velocity] e "
+"[member constant_angular_velocity])."
+
msgid ""
"Application status indicator (aka notification area icon).\n"
"[b]Note:[/b] Status indicator is implemented on macOS and Windows."
@@ -52073,8 +85108,30 @@ msgstr ""
"L'indicatore di stato dell'applicazione (cioè l'icona nell'area di notifica)\n"
"[b]Nota:[/b] Questa proprietà è implementata su macOS and Windows."
+msgid ""
+"Returns the status indicator rectangle in screen coordinates. If this status "
+"indicator is not visible, returns an empty [Rect2]."
+msgstr ""
+"Restituisce il rettangolo dell'indicatore di stato nelle coordinate dello "
+"schermo. Se questo indicatore di stato non è visibile, restituisce un [Rect2] "
+"vuoto."
+
+msgid "Status indicator icon."
+msgstr "Icona dell'indicatore di stato."
+
+msgid ""
+"Status indicator native popup menu. If this is set, the [signal pressed] "
+"signal is not emitted.\n"
+"[b]Note:[/b] Native popup is only supported if [NativeMenu] supports "
+"[constant NativeMenu.FEATURE_POPUP_MENU] feature."
+msgstr ""
+"Il menu di popup nativo dell'indicatore di stato. Se impostato, il segnale "
+"[signalpressed] non viene emesso.\n"
+"[b]Nota:[/b] Il popup nativo è supportato solo se [NativeMenu] supporta la "
+"funzionalità [constant NativeMenu.FEATURE_POPUP_MENU]."
+
msgid "Status indicator tooltip."
-msgstr "Tooltip dell'Indicatore di stato."
+msgstr "Il tooltip dell'Indicatore di stato."
msgid "If [code]true[/code], the status indicator is visible."
msgstr "Se [code]true[/code], l'indicatore di stato è visibile."
@@ -52082,19 +85139,135 @@ msgstr "Se [code]true[/code], l'indicatore di stato è visibile."
msgid "Emitted when the status indicator is pressed."
msgstr "Emesso quando l'indicatore di stato viene premuto."
+msgid "Abstract base class for interacting with streams."
+msgstr "Classe di base astratta per interagire con i flussi."
+
msgid "Returns the number of bytes this [StreamPeer] has available."
msgstr ""
"Restituisce il numero di byte che questo [StreamPeer] ha a disposizione."
+msgid "A stream peer used to handle binary data streams."
+msgstr "Un peer di flusso utilizzato per gestire flussi di dati binari."
+
msgid "Returns the current cursor position."
msgstr "Restituisce la posizione attuale del cursore."
msgid "Returns the size of [member data_array]."
msgstr "Restituisce la dimensione di [member data_array]."
+msgid "A stream peer that handles GZIP and deflate compression/decompression."
+msgstr ""
+"Un peer di flusso che gestisce la compressione/decompressione di GZIP e "
+"deflate."
+
+msgid "A stream peer that handles TCP connections."
+msgstr "Un peer di flusso che gestisce le connessioni TCP."
+
+msgid "Disconnects from host."
+msgstr "Si disconnette dall'host."
+
+msgid "Returns the IP of this peer."
+msgstr "Restituisce l'IP di questo peer."
+
+msgid "Returns the port of this peer."
+msgstr "Restituisce la porta di questo peer."
+
+msgid "Returns the status of the connection, see [enum Status]."
+msgstr "Restituisce lo stato della connessione, vedi [enum Status]."
+
+msgid ""
+"The initial status of the [StreamPeerTCP]. This is also the status after "
+"disconnecting."
+msgstr ""
+"Lo stato iniziale dello [StreamPeerTCP]. Questo è anche lo stato dopo la "
+"disconnessione."
+
+msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
+msgstr ""
+"Uno stato che rappresenta uno [StreamPeerTCP] che si sta connettendo a un "
+"host."
+
+msgid "A status representing a [StreamPeerTCP] that is connected to a host."
+msgstr "Uno stato che rappresenta uno [StreamPeerTCP] connesso a un host."
+
+msgid "A status representing a [StreamPeerTCP] in error state."
+msgstr "Uno stato che rappresenta uno [StreamPeerTCP] in stato di errore."
+
+msgid "A stream peer that handles TLS connections."
+msgstr "Un peer di flusso che gestisce le connessioni TLS."
+
+msgid "A status representing a [StreamPeerTLS] that is disconnected."
+msgstr "Uno stato che rappresenta uno [StreamPeerTLS] disconnesso."
+
+msgid "A status representing a [StreamPeerTLS] during handshaking."
+msgstr "Uno stato che rappresenta uno [StreamPeerTLS] durante l'handshake."
+
+msgid "A status representing a [StreamPeerTLS] that is connected to a host."
+msgstr "Uno stato che rappresenta uno [StreamPeerTLS] connesso a un host."
+
+msgid "A status representing a [StreamPeerTLS] in error state."
+msgstr "Uno stato che rappresenta uno [StreamPeerTLS] in stato di errore."
+
+msgid ""
+"An error status that shows a mismatch in the TLS certificate domain presented "
+"by the host and the domain requested for validation."
+msgstr ""
+"Uno stato di errore che indica una mancata corrispondenza tra il dominio del "
+"certificato TLS presentato dall'host e il dominio richiesto per la convalida."
+
+msgid "A built-in type for strings."
+msgstr "Un tipo integrato per le stringhe."
+
+msgid ""
+"This is the built-in string Variant type (and the one used by GDScript). "
+"Strings may contain any number of Unicode characters, and expose methods "
+"useful for manipulating and generating strings. Strings are reference-counted "
+"and use a copy-on-write approach (every modification to a string returns a "
+"new [String]), so passing them around is cheap in resources.\n"
+"Some string methods have corresponding variations. Variations suffixed with "
+"[code]n[/code] ([method countn], [method findn], [method replacen], etc.) are "
+"[b]case-insensitive[/b] (they make no distinction between uppercase and "
+"lowercase letters). Method variations prefixed with [code]r[/code] ([method "
+"rfind], [method rsplit], etc.) are reversed, and start from the end of the "
+"string, instead of the beginning.\n"
+"[b]Note:[/b] In a boolean context, a string will evaluate to [code]false[/"
+"code] if it is empty ([code]\"\"[/code]). Otherwise, a string will always "
+"evaluate to [code]true[/code]. The [code]not[/code] operator cannot be used. "
+"Instead, [method is_empty] should be used to check for empty strings."
+msgstr ""
+"Questo è il tipo di Variant stringa integrato (e quello utilizzato da "
+"GDScript). Le stringhe possono contenere un numero qualsiasi di caratteri "
+"Unicode, ed espongono metodi utili per manipolare e generare stringhe. Le "
+"stringhe sono conteggiate per riferimento e utilizzano un approccio copy-on-"
+"write (ogni modifica a una stringa restituisce una nuova [String]), quindi "
+"passarle in giro è economico in termini di risorse.\n"
+"Alcuni metodi di stringa hanno variazioni corrispondenti. Le variazioni con "
+"suffisso [code]n[/code] ([method countn], [method findn], [method replacen], "
+"ecc.) [b]non fanno distinzione[/b] tra lettere maiuscole e minuscole. Le "
+"variazioni dei metodi con prefisso [code]r[/code] ([method rfind], [method "
+"rsplit], ecc.) sono invertite e iniziano dalla fine della stringa, anziché "
+"dall'inizio.\n"
+"[b]Nota:[/b] In un contesto booleano, una stringa sarà valutata come "
+"[code]false[/code] se è vuota ([code]\"\"[/code]). Altrimenti, una stringa "
+"sarà sempre valutata come [code]true[/code]. L'operatore [code]not[/code] non "
+"può essere usato. Invece, dovrebbe essere usato [method is_empty] per "
+"verificare le stringhe vuote."
+
+msgid "GDScript format strings"
+msgstr "Formattazione di stringhe in GDScript"
+
+msgid "Constructs an empty [String] ([code]\"\"[/code])."
+msgstr "Costruisce un [String] vuoto ([code]\"\"[/code])."
+
msgid "Constructs a [String] as a copy of the given [String]."
msgstr "Costruisce un [String] come copia del [String] specificato."
+msgid "Constructs a new [String] from the given [NodePath]."
+msgstr "Costruisce una nuova [String] dal [NodePath] specificato."
+
+msgid "Constructs a new [String] from the given [StringName]."
+msgstr "Costruisce una nuova [String] dal [StringName] specificato."
+
msgid ""
"Returns [code]true[/code] if the string begins with the given [param text]. "
"See also [method ends_with]."
@@ -52103,6 +85276,220 @@ msgstr ""
"Vedi anche [method end_with]."
msgid ""
+"Returns an array containing the bigrams (pairs of consecutive characters) of "
+"this string.\n"
+"[codeblock]\n"
+"print(\"Get up!\".bigrams()) # Prints [\"Ge\", \"et\", \"t \", \" u\", "
+"\"up\", \"p!\"]\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce un array contenente i bigrammi (coppie di caratteri consecutivi) "
+"di questa stringa.\n"
+"[codeblock]\n"
+"print(\"Vai su!\".bigrams()) # Prints [\"Va\", \"ai\", \"i \", \" s\", "
+"\"su\", \"u!\"]\n"
+"[/codeblock]"
+
+msgid ""
+"Converts the string representing a binary number into an [int]. The string "
+"may optionally be prefixed with [code]\"0b\"[/code], and an additional [code]-"
+"[/code] prefix for negative numbers.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(\"101\".bin_to_int()) # Prints 5\n"
+"print(\"0b101\".bin_to_int()) # Prints 5\n"
+"print(\"-0b10\".bin_to_int()) # Prints -2\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(\"101\".BinToInt()); // Prints 5\n"
+"GD.Print(\"0b101\".BinToInt()); // Prints 5\n"
+"GD.Print(\"-0b10\".BinToInt()); // Prints -2\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Converte la stringa che rappresenta un numero binario in un [int]. La stringa "
+"può essere facoltativamente preceduta da [code]\"0b\"[/code] e da un prefisso "
+"aggiuntivo [code]-[/code] per i numeri negativi.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(\"101\".bin_to_int()) # Stampa 5\n"
+"print(\"0b101\".bin_to_int()) # Stampa 5\n"
+"print(\"-0b10\".bin_to_int()) # Stampa -2\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(\"101\".BinToInt()); // Stampa 5\n"
+"GD.Print(\"0b101\".BinToInt()); // Stampa 5\n"
+"GD.Print(\"-0b10\".BinToInt()); // Stampa -2\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns a copy of the string with escaped characters replaced by their "
+"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/code], "
+"[code]\\\\[/code], [code]\\a[/code], [code]\\b[/code], [code]\\f[/code], "
+"[code]\\n[/code], [code]\\r[/code], [code]\\t[/code], [code]\\v[/code].\n"
+"[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
+"[code]\\uXXXX[/code] escape sequence."
+msgstr ""
+"Restituisce una copia della stringa con i caratteri di escape sostituiti dai "
+"loro significati. Le sequenze di escape supportate sono [code]\\'[/code], "
+"[code]\\\"[/code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/code], "
+"[code]\\f[/code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/code], "
+"[code]\\v[/code].\n"
+"[b]Nota:[/b] A differenza del parser di GDScript, questo metodo non supporta "
+"la sequenza di escape [code]\\uXXXX[/code]."
+
+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 ""
+"Cambia l'aspetto della stringa: sostituisce i trattini bassi ([code]_[/code]) "
+"con spazi, aggiunge spazi prima delle lettere maiuscole nel mezzo di una "
+"parola, converte tutte le lettere in minuscole, e infine converte la prima e "
+"ciascuna successiva a uno spazio in maiuscolo.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"\"move_local_x\".capitalize() # Restituisce \"Move Local X\"\n"
+"\"sceneFile_path\".capitalize() # Restituisce \"Scene File Path\"\n"
+"\"2D, FPS, PNG\".capitalize() # Restituisce \"2d, Fps, Png\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"\"move_local_x\".Capitalize(); // Restituisce \"Move Local X\"\n"
+"\"sceneFile_path\".Capitalize(); // Restituisce \"Scene File Path\"\n"
+"\"2D, FPS, PNG\".Capitalize(); // Restituisce \"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://"
+"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of "
+"each string, which roughly matches the alphabetical order.\n"
+"With different string lengths, returns [code]1[/code] if this string is "
+"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
+"the length of empty strings is [i]always[/i] [code]0[/code].\n"
+"To get a [bool] result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method nocasecmp_to], [method filecasecmp_to], "
+"and [method naturalcasecmp_to]."
+msgstr ""
+"Esegue un confronto con distinzione tra maiuscole e minuscole con un'altra "
+"stringa. Restituisce [code]-1[/code] se minore di, [code]1[/code] se maggiore "
+"di, o [code]0[/code] se uguale. \"Minore di\" e \"maggiore di\" sono "
+"determinati dai [url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]punti di codice Unicode[/url] di ogni stringa, che "
+"corrispondono approssimativamente all'ordine alfabetico.\n"
+"Con stringhe di lunghezze diverse, restituisce [code]1[/code] se questa "
+"stringa è più lunga della stringa [param to], o [code]-1[/code] se più corta. "
+"Nota che la lunghezza delle stringhe vuote è [i]sempre[/i] [code]0[/code].\n"
+"Per ottenere un risultato [bool] da un confronto di stringhe, usa invece "
+"l'operatore [code]==[/code]. Vedi anche [method nocasecmp_to], [method "
+"filecasecmp_to] e [method naturalcasecmp_to]."
+
+msgid ""
+"Returns a single Unicode character from the decimal [param char]. You may use "
+"[url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://www."
+"unicode.org/charts/]unicode.org[/url] as points of reference.\n"
+"[codeblock]\n"
+"print(String.chr(65)) # Prints \"A\"\n"
+"print(String.chr(129302)) # Prints \"🤖\" (robot face emoji)\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce un singolo carattere Unicode dal numero decimale [param char]. "
+"Puoi usare [url=https://unicodelookup.com/]unicodelookup.com[/url] o "
+"[url=https://www.unicode.org/charts/]unicode.org[/url] come punti di "
+"riferimento.\n"
+"[codeblock]\n"
+"print(String.chr(65)) # Stampa \"A\"\n"
+"print(String.chr(129302)) # Stampa \"🤖\" (emoji faccia di robot)\n"
+"[/codeblock]"
+
+msgid ""
+"Returns [code]true[/code] if the string contains [param what]. In GDScript, "
+"this corresponds to the [code]in[/code] operator.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(\"Node\".contains(\"de\")) # Prints true\n"
+"print(\"team\".contains(\"I\")) # Prints false\n"
+"print(\"I\" in \"team\") # Prints false\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(\"Node\".Contains(\"de\")); // Prints true\n"
+"GD.Print(\"team\".Contains(\"I\")); // Prints false\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"If you need to know where [param what] is within the string, use [method "
+"find]. See also [method containsn]."
+msgstr ""
+"Restituisce [code]true[/code] se la stringa contiene [param what]. In "
+"GDScript, questo corrisponde all'operatore [code]in[/code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(\"Node\".contains(\"de\")) # Stampa true\n"
+"print(\"team\".contains(\"I\")) # Stampa false\n"
+"print(\"I\" in \"team\") # Stampa false\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(\"Node\".Contains(\"de\")); // Stampa true\n"
+"GD.Print(\"team\".Contains(\"I\")); // Stampa false\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Se hai bisogno di sapere dove si trova [param what] all'interno della "
+"stringa, usa [method find]. Vedi anche [method containsn]."
+
+msgid ""
+"Returns [code]true[/code] if the string contains [param what], [b]ignoring "
+"case[/b].\n"
+"If you need to know where [param what] is within the string, use [method "
+"findn]. See also [method contains]."
+msgstr ""
+"Restituisce [code]true[/code] se la stringa contiene [param what], "
+"[b]ignorando le maiuscole e le minuscole[/b].\n"
+"Se hai bisogno di sapere dove si trova [param what] all'interno della "
+"stringa, usa [method findn]. Vedi anche [method contains]."
+
+msgid ""
+"Returns the number of occurrences of the substring [param what] between "
+"[param from] and [param to] positions. If [param to] is 0, the search "
+"continues until the end of the string."
+msgstr ""
+"Restituisce il numero di occorrenze della sottostringa [param what] tra le "
+"posizioni [param from] e [param to]. Se [param to] è 0, la ricerca continua "
+"fino alla fine della stringa."
+
+msgid ""
+"Returns the number of occurrences of the substring [param what] between "
+"[param from] and [param to] positions, [b]ignoring case[/b]. If [param to] is "
+"0, the search continues until the end of the string."
+msgstr ""
+"Restituisce il numero di occorrenze della sottostringa [param what] tra le "
+"posizioni [param from] e [param to], [b]ignorando le maiuscole e le "
+"minuscole[/b]. Se [param to] è 0, la ricerca continua fino alla fine della "
+"stringa."
+
+msgid ""
+"Returns a copy of the string with indentation (leading tabs and spaces) "
+"removed. See also [method indent] to add indentation."
+msgstr ""
+"Restituisce una copia della stringa con l'indentazione (le tabulazioni "
+"iniziali e gli spazi) rimossa. Vedi anche [method indent] per aggiungere "
+"un'indentazione."
+
+msgid ""
"Returns [code]true[/code] if the string ends with the given [param text]. See "
"also [method begins_with]."
msgstr ""
@@ -52110,28 +85497,1591 @@ msgstr ""
"text]. Vedi anche [method end_with]."
msgid ""
+"Returns a string with [param chars] characters erased starting from [param "
+"position]. If [param chars] goes beyond the string's length given the "
+"specified [param position], fewer characters will be erased from the returned "
+"string. Returns an empty string if either [param position] or [param chars] "
+"is negative. Returns the original string unmodified if [param chars] is "
+"[code]0[/code]."
+msgstr ""
+"Restituisce una stringa con [param chars] caratteri cancellati a partire "
+"dalla posizione [param position]. Se [param chars] supera la lunghezza della "
+"stringa con la posizione [param position], verranno cancellati meno caratteri "
+"dalla stringa restituita. Restituisce una stringa vuota se [param position] o "
+"[param chars] è negativo. Restituisce la stringa originale non modificata se "
+"[param chars] è [code]0[/code]."
+
+msgid ""
+"Returns the index of the [b]first[/b] occurrence of [param what] in this "
+"string, or [code]-1[/code] if there are none. The search's start can be "
+"specified with [param from], continuing to the end of the string.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(\"Team\".find(\"I\")) # Prints -1\n"
+"\n"
+"print(\"Potato\".find(\"t\")) # Prints 2\n"
+"print(\"Potato\".find(\"t\", 3)) # Prints 4\n"
+"print(\"Potato\".find(\"t\", 5)) # Prints -1\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(\"Team\".Find(\"I\")); // Prints -1\n"
+"\n"
+"GD.Print(\"Potato\".Find(\"t\")); // Prints 2\n"
+"GD.Print(\"Potato\".Find(\"t\", 3)); // Prints 4\n"
+"GD.Print(\"Potato\".Find(\"t\", 5)); // Prints -1\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] If you just want to know whether the string contains [param "
+"what], use [method contains]. In GDScript, you may also use the [code]in[/"
+"code] operator."
+msgstr ""
+"Restituisce l'indice della [b]prima[/b] occorrenza di [param what] in questa "
+"stringa, o [code]-1[/code] se non ce ne sono. L'inizio della ricerca può "
+"essere specificato con [param from], continuando fino alla fine della "
+"stringa.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(\"Team\".find(\"I\")) # Stampa -1\n"
+"\n"
+"print(\"Potato\".find(\"t\")) # Stampa 2\n"
+"print(\"Potato\".find(\"t\", 3)) # Stampa 4\n"
+"print(\"Potato\".find(\"t\", 5)) # Stampa -1\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(\"Team\".Find(\"I\")); // Stampa -1\n"
+"\n"
+"GD.Print(\"Potato\".Find(\"t\")); // Stampa 2\n"
+"GD.Print(\"Potato\".Find(\"t\", 3)); // Stampa 4\n"
+"GD.Print(\"Patata\".Find(\"t\", 5)); // Stampa -1\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Se vuoi solo sapere se la stringa contiene [param what], usa "
+"[method contains]. In GDScript, puoi anche usare l'operatore [code]in[/code]."
+
+msgid ""
+"Returns the index of the [b]first[/b] [b]case-insensitive[/b] occurrence of "
+"[param what] in this string, or [code]-1[/code] if there are none. The "
+"starting search index can be specified with [param from], continuing to the "
+"end of the string."
+msgstr ""
+"Restituisce l'indice della [b]prima[/b] occorrenza di [param what] in questa "
+"stringa o [code]-1[/code] se non ce ne sono, [b]senza distinzione tra "
+"maiuscole e minuscole[/b]. L'indice di ricerca di partenza può essere "
+"specificato con [param from], continuando fino alla fine della stringa."
+
+msgid ""
+"Formats the string by replacing all occurrences of [param placeholder] with "
+"the elements of [param values].\n"
+"[param values] can be a [Dictionary] or an [Array]. Any underscores in [param "
+"placeholder] will be replaced with the corresponding keys in advance. Array "
+"elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\"\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints \"User 42 is Godot.\"\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [param values] is an [Array]. If "
+"[param placeholder] does not contain an underscore, the elements of the "
+"[param values] array will be used to replace one occurrence of the "
+"placeholder in order; If an element of [param values] is another 2-element "
+"array, it'll be interpreted as a key-value pair.\n"
+"[codeblock]\n"
+"# Prints \"User 42 is Godot.\"\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]\n"
+"See also the [url=$DOCS_URL/tutorials/scripting/gdscript/"
+"gdscript_format_string.html]GDScript format string[/url] tutorial.\n"
+"[b]Note:[/b] The replacement of placeholders is not done all at once, instead "
+"each placeholder is replaced in the order they are passed, this means that if "
+"one of the replacement strings contains a key it will also be replaced. This "
+"can be very powerful, but can also cause unexpected results if you are not "
+"careful. If you do not need to perform replacement in the replacement "
+"strings, make sure your replacements do not contain placeholders to ensure "
+"reliable results.\n"
+"[codeblock]\n"
+"print(\"{0} {1}\".format([\"{1}\", \"x\"])) # Prints "
+"\"x x\".\n"
+"print(\"{0} {1}\".format([\"x\", \"{0}\"])) # Prints "
+"\"x {0}\".\n"
+"print(\"{foo} {bar}\".format({\"foo\": \"{bar}\", \"bar\": \"baz\"})) # "
+"Prints \"baz baz\".\n"
+"print(\"{foo} {bar}\".format({\"bar\": \"baz\", \"foo\": \"{bar}\"})) # "
+"Prints \"{bar} baz\".\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In C#, it's recommended to [url=https://learn.microsoft.com/en-"
+"us/dotnet/csharp/language-reference/tokens/interpolated]interpolate strings "
+"with \"$\"[/url], instead."
+msgstr ""
+"Formatta la stringa sostituendo tutte le occorrenze di [param placeholder] "
+"con gli elementi di [param values].\n"
+"[param values] può essere un [Dictionary] o un [Array]. Qualsiasi trattino "
+"basso in [param placeholder] verrà sostituito in anticipo con le chiavi "
+"corrispondenti. Gli elementi di array utilizzano il loro indice come chiavi.\n"
+"[codeblock]\n"
+"# Stampa \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\"\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Stampa \"User 42 is Godot.\"\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Vengono eseguite alcune operazioni aggiuntive quando [param values] è un "
+"[Array]. Se [param placeholder] non contiene un trattino basso, gli elementi "
+"dell'array [param values] verranno utilizzati per sostituire un'occorrenza "
+"del segnaposto in ordine; se un elemento di [param values] è un altro array "
+"di 2 elementi, verrà interpretato come una coppia chiave-valore.\n"
+"[codeblock]\n"
+"# Stampa \"User 42 is Godot.\"\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]\n"
+"Vedere anche il tutorial [url=$DOCS_URL/tutorials/scripting/gdscript/"
+"gdscript_format_string.html]Stringa di formato GDScript[/url].\n"
+"[b]Nota:[/b] La sostituzione dei segnaposto non viene eseguita tutta in una "
+"volta, ma ogni segnaposto viene sostituito nell'ordine in cui viene passato, "
+"il che significa che se una delle stringhe di sostituzione contiene una "
+"chiave, verrà sostituita anche questa. Questo può essere molto potente, ma "
+"può anche causare risultati inaspettati se non si presta attenzione. Se non è "
+"necessario eseguire la sostituzione nelle stringhe di sostituzione, "
+"assicurarsi che le sostituzioni non contengano segnaposto per garantire "
+"risultati affidabili.\n"
+"[codeblock]\n"
+"print(\"{0} {1}\".format([\"{1}\", \"x\"])) # Stampa "
+"\"x x\".\n"
+"print(\"{0} {1}\".format([\"x\", \"{0}\"])) # Stampa "
+"\"x {0}\".\n"
+"print(\"{foo} {bar}\".format({\"foo\": \"{bar}\", \"bar\": \"baz\"})) # "
+"Stampa \"baz baz\".\n"
+"print(\"{foo} {bar}\".format({\"bar\": \"baz\", \"foo\": \"{bar}\"})) # "
+"Stampa \"{bar} baz\".\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] in C#, si consiglia di [url=https://learn.microsoft.com/en-us/"
+"dotnet/csharp/language-reference/tokens/interpolated]interpolare le stringhe "
+"con \"$\"[/url]."
+
+msgid ""
+"If the string is a valid file path, returns the base directory name.\n"
+"[codeblock]\n"
+"var dir_path = \"/path/to/file.txt\".get_base_dir() # dir_path is \"/path/"
+"to\"\n"
+"[/codeblock]"
+msgstr ""
+"Se la stringa è un percorso di file valido, restituisce il nome della "
+"cartella di base.\n"
+"[codeblock]\n"
+"var dir_path = \"/path/to/file.txt\".get_base_dir() # dir_path è \"/path/"
+"to\"\n"
+"[/codeblock]"
+
+msgid ""
+"If the string is a valid file path, returns the full file path, without the "
+"extension.\n"
+"[codeblock]\n"
+"var base = \"/path/to/file.txt\".get_basename() # base is \"/path/to/file\"\n"
+"[/codeblock]"
+msgstr ""
+"Se la stringa è un percorso di file valido, restituisce il percorso completo "
+"del file, senza l'estensione.\n"
+"[codeblock]\n"
+"var base = \"/path/to/file.txt\".get_basename() # base is \"/path/to/file\"\n"
+"[/codeblock]"
+
+msgid ""
+"If the string is a valid file name or path, returns the file extension "
+"without the leading period ([code].[/code]). Otherwise, returns an empty "
+"string.\n"
+"[codeblock]\n"
+"var a = \"/path/to/file.txt\".get_extension() # a is \"txt\"\n"
+"var b = \"cool.txt\".get_extension() # b is \"txt\"\n"
+"var c = \"cool.font.tres\".get_extension() # c is \"tres\"\n"
+"var d = \".pack1\".get_extension() # d is \"pack1\"\n"
+"\n"
+"var e = \"file.txt.\".get_extension() # e is \"\"\n"
+"var f = \"file.txt..\".get_extension() # f is \"\"\n"
+"var g = \"txt\".get_extension() # g is \"\"\n"
+"var h = \"\".get_extension() # h is \"\"\n"
+"[/codeblock]"
+msgstr ""
+"Se la stringa è un nome o un percorso di file valido, restituisce "
+"l'estensione del file senza il punto iniziale ([code].[/code]). Altrimenti, "
+"restituisce una stringa vuota.\n"
+"[codeblock]\n"
+"var a = \"/path/to/file.txt\".get_extension() # a è \"txt\"\n"
+"var b = \"cool.txt\".get_extension() # b è \"txt\"\n"
+"var c = \"cool.font.tres\".get_extension() # c è \"tres\"\n"
+"var d = \".pack1\".get_extension() # d è \"pack1\"\n"
+"\n"
+"var e = \"file.txt.\".get_extension() # e è \"\"\n"
+"var f = \"file.txt..\".get_extension() # f è \"\"\n"
+"var g = \"txt\".get_extension() # g è \"\"\n"
+"var h = \"\".get_extension() # h è \"\"\n"
+"[/codeblock]"
+
+msgid ""
+"If the string is a valid file path, returns the file name, including the "
+"extension.\n"
+"[codeblock]\n"
+"var file = \"/path/to/icon.png\".get_file() # file is \"icon.png\"\n"
+"[/codeblock]"
+msgstr ""
+"Se la stringa è un percorso di file valido, restituisce il nome del file, "
+"inclusa l'estensione.\n"
+"[codeblock]\n"
+"var file = \"/path/to/icon.png\".get_file() # file è \"icon.png\"\n"
+"[/codeblock]"
+
+msgid ""
+"Splits the string using a [param delimiter] and returns the substring at "
+"index [param slice]. Returns the original string if [param delimiter] does "
+"not occur in the string. Returns an empty string if the [param slice] does "
+"not exist.\n"
+"This is faster than [method split], if you only need one substring.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n"
+"[/codeblock]"
+msgstr ""
+"Divide la stringa tramite un [param delimiter] e restituisce la sottostringa "
+"all'indice [param slice]. Restituisce la stringa originale se [param "
+"delimiter] non esiste nella stringa. Restituisce una stringa vuota se la "
+"sezione all'indice [param slice] non esiste.\n"
+"Questo è più veloce di [method split], se hai bisogno di una sola "
+"sottostringa.\n"
+"[b]Esempio:[/b]\n"
+"[codeblock]\n"
+"print(\"sono/un/esempio/ciao\".get_slice(\"/\", 2)) # Stampa \"esempio\"\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the total number of slices when the string is split with the given "
+"[param delimiter] (see [method split])."
+msgstr ""
+"Restituisce il numero totale di sezioni quando la stringa viene divisa con il "
+"[param delimiter] specificato (vedi [method split])."
+
+msgid ""
+"Splits the string using a Unicode character with code [param delimiter] and "
+"returns the substring at index [param slice]. Returns an empty string if the "
+"[param slice] does not exist.\n"
+"This is faster than [method split], if you only need one substring."
+msgstr ""
+"Divide la stringa tramite un carattere Unicode con codice [param delimiter] e "
+"restituisce la sottostringa all'indice [param slice]. Restituisce una stringa "
+"vuota se la sezione all'indice [param slice] non esiste.\n"
+"Questo è più veloce di [method split], se hai bisogno di una sola "
+"sottostringa."
+
+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 ""
+"Restituisce il valore hash a 32 bit che rappresenta il contenuto della "
+"stringa.\n"
+"[b]Nota:[/b] Le stringhe con valori hash uguali [i]non[/i] sono garantite che "
+"siano identiche, a causa delle collisioni di hash. Al contrario, le stringhe "
+"con valori hash diversi sono garantite di essere diverse."
+
+msgid ""
+"Decodes a hexadecimal string as a [PackedByteArray].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var text = \"hello world\"\n"
+"var encoded = text.to_utf8_buffer().hex_encode() # outputs "
+"\"68656c6c6f20776f726c64\"\n"
+"print(buf.hex_decode().get_string_from_utf8())\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var text = \"hello world\";\n"
+"var encoded = text.ToUtf8Buffer().HexEncode(); // outputs "
+"\"68656c6c6f20776f726c64\"\n"
+"GD.Print(buf.HexDecode().GetStringFromUtf8());\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Decodifica una stringa esadecimale come [PackedByteArray].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var text = \"hello world\"\n"
+"var encoded = text.to_utf8_buffer().hex_encode() # produce "
+"\"68656c6c6f20776f726c64\"\n"
+"print(buf.hex_decode().get_string_from_utf8())\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var text = \"hello world\";\n"
+"var encoded = text.ToUtf8Buffer().HexEncode(); // produce "
+"\"68656c6c6f20776f726c64\"\n"
+"GD.Print(buf.HexDecode().GetStringFromUtf8());\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Converts the string representing a hexadecimal number into an [int]. The "
+"string may be optionally prefixed with [code]\"0x\"[/code], and an additional "
+"[code]-[/code] prefix for negative numbers.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(\"0xff\".hex_to_int()) # Prints 255\n"
+"print(\"ab\".hex_to_int()) # Prints 171\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(\"0xff\".HexToInt()); // Prints 255\n"
+"GD.Print(\"ab\".HexToInt()); // Prints 171\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Converte la stringa che rappresenta un numero esadecimale in un [int]. La "
+"stringa può essere facoltativamente preceduta dal prefisso [code]\"0x\"[/"
+"code] e da un prefisso aggiuntivo [code]-[/code] per i numeri negativi.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(\"0xff\".hex_to_int()) # Stampa 255\n"
+"print(\"ab\".hex_to_int()) # Stampa 171\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(\"0xff\".HexToInt()); // Stampa 255\n"
+"GD.Print(\"ab\".HexToInt()); // Stampa 171\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Converts [param size] which represents a number of bytes into a human-"
+"readable form.\n"
+"The result is in [url=https://en.wikipedia.org/wiki/"
+"Binary_prefix#IEC_prefixes]IEC prefix format[/url], which may end in either "
+"[code]\"B\"[/code], [code]\"KiB\"[/code], [code]\"MiB\"[/code], "
+"[code]\"GiB\"[/code], [code]\"TiB\"[/code], [code]\"PiB\"[/code], or "
+"[code]\"EiB\"[/code]."
+msgstr ""
+"Converte [param size] che rappresenta un numero di byte in un formato "
+"leggibile in chiaro.\n"
+"Il risultato è in [url=https://it.wikipedia.org/wiki/"
+"Prefissi_per_multipli_binari]formato per prefissi binari[/url], che può "
+"terminare in [code]\"B\"[/code], [code]\"KiB\"[/code], [code]\"MiB\"[/code], "
+"[code]\"GiB\"[/code], [code]\"TiB\"[/code], [code]\"PiB\"[/code] o "
+"[code]\"EiB\"[/code]."
+
+msgid ""
+"Indents every line of the string with the given [param prefix]. Empty lines "
+"are not indented. See also [method dedent] to remove indentation.\n"
+"For example, the string can be indented with two tabulations using "
+"[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]."
+msgstr ""
+"Rientra ogni riga della stringa con il prefisso [param prefix] specificato. "
+"Le righe vuote non sono rientrate. Vedi anche [method dedent] per rimuovere "
+"l'indentazione.\n"
+"Ad esempio, la stringa può essere rientrata con due tabulazioni usando "
+"[code]\"\\t\\t\"[/code], o quattro spazi usando [code]\" \"[/code]."
+
+msgid "Inserts [param what] at the given [param position] in the string."
+msgstr "Inserisce [param what] nella posizione [param posizion] nella stringa."
+
+msgid ""
+"Returns [code]true[/code] if the string is a path to a file or directory, and "
+"its starting point is explicitly defined. This method is the opposite of "
+"[method is_relative_path].\n"
+"This includes all paths starting with [code]\"res://\"[/code], [code]\"user://"
+"\"[/code], [code]\"C:\\\"[/code], [code]\"/\"[/code], etc."
+msgstr ""
+"Restituisce [code]true[/code] se la stringa è un percorso verso un file o una "
+"cartella e il suo punto di partenza è definito esplicitamente. Questo metodo "
+"è l'opposto di [method is_relative_path].\n"
+"Ciò include tutti i percorsi che iniziano con [code]\"res://\"[/code], "
+"[code]\"user://\"[/code], [code]\"C:\\\"[/code], [code]\"/\"[/code], ecc."
+
+msgid ""
"Returns [code]true[/code] if the string's length is [code]0[/code] "
"([code]\"\"[/code]). See also [method length]."
msgstr ""
"Restituisce [code]true[/code] se la lunghezza della stringa è [code]0[/code] "
"([code]\"\"[/code]). Vedi anche [method length]."
+msgid ""
+"Returns [code]true[/code] if the string is a path, and its starting point is "
+"dependent on context. The path could begin from the current directory, or the "
+"current [Node] (if the string is derived from a [NodePath]), and may "
+"sometimes be prefixed with [code]\"./\"[/code]. This method is the opposite "
+"of [method is_absolute_path]."
+msgstr ""
+"Restituisce [code]true[/code] se la stringa è un percorso e il suo punto di "
+"partenza dipende dal contesto. Il percorso potrebbe iniziare dalla cartella "
+"attuale o dal [Node] attuale (se la stringa è derivata da un [NodePath]) e "
+"può talvolta essere preceduto da [code]\"./\"[/code]. Questo metodo è "
+"l'opposto di [method is_absolute_path]."
+
+msgid ""
+"Returns [code]true[/code] if all characters of this string can be found in "
+"[param text] in their original order.\n"
+"[codeblock]\n"
+"var text = \"Wow, incredible!\"\n"
+"\n"
+"print(\"inedible\".is_subsequence_of(text)) # Prints true\n"
+"print(\"Word!\".is_subsequence_of(text)) # Prints true\n"
+"print(\"Window\".is_subsequence_of(text)) # Prints false\n"
+"print(\"\".is_subsequence_of(text)) # Prints true\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce [code]true[/code] se è possibile trovare tutti i caratteri di "
+"questa stringa in [param text] nel loro ordine originale.\n"
+"[codeblock]\n"
+"var text = \"Wow, incredible!\"\n"
+"\n"
+"print(\"inedible\".is_subsequence_of(text)) # Stampa true\n"
+"print(\"Word!\".is_subsequence_of(text)) # Stampa true\n"
+"print(\"Window\".is_subsequence_of(text)) # Stampa false\n"
+"print(\"\".is_subsequence_of(text)) # Stampa true\n"
+"[/codeblock]"
+
+msgid ""
+"Returns [code]true[/code] if all characters of this string can be found in "
+"[param text] in their original order, [b]ignoring case[/b]."
+msgstr ""
+"Restituisce [code]true[/code] se è possibile trovare tutti i caratteri di "
+"questa stringa in [param text] nel loro ordine originale, [b]ignorando la "
+"distinzione tra le maiuscole e le minuscole[/b]."
+
+msgid ""
+"Returns [code]true[/code] if this string does not contain characters that are "
+"not allowed in file names ([code]:[/code] [code]/[/code] [code]\\[/code] "
+"[code]?[/code] [code]*[/code] [code]\"[/code] [code]|[/code] [code]%[/code] "
+"[code]<[/code] [code]>[/code])."
+msgstr ""
+"Restituisce [code]true[/code] se questa stringa non contiene caratteri non "
+"consentiti nei nomi dei file ([code]:[/code] [code]/[/code] [code]\\[/code] "
+"[code]?[/code] [code]*[/code] [code]\"[/code] [code]|[/code] [code]%[/code] "
+"[code]<[/code] [code]>[/code])."
+
+msgid ""
+"Returns [code]true[/code] if this string represents a valid floating-point "
+"number. A valid float may contain only digits, one decimal point ([code].[/"
+"code]), and the exponent letter ([code]e[/code]). It may also be prefixed "
+"with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any valid "
+"integer is also a valid float (see [method is_valid_int]). See also [method "
+"to_float].\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Prints true\n"
+"print(\"24\".is_valid_float()) # Prints true\n"
+"print(\"7e3\".is_valid_float()) # Prints true\n"
+"print(\"Hello\".is_valid_float()) # Prints false\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce [code]true[/code] se questa stringa rappresenta un numero in "
+"virgola mobile valido. Un float valido può contenere solo cifre, un punto "
+"decimale ([code].[/code]) e la lettera esponente ([code]e[/code]). Può anche "
+"essere preceduto da un segno positivo ([code]+[/code]) o negativo ([code]-[/"
+"code]). Qualsiasi intero valido è anche un float valido (vedi [method "
+"is_valid_int]). Vedi anche [method to_float].\n"
+"[codeblock]\n"
+"print(\"1.7\".is_valid_float()) # Stampa true\n"
+"print(\"24\".is_valid_float()) # Stampa true\n"
+"print(\"7e3\".is_valid_float()) # Stampa true\n"
+"print(\"Hello\".is_valid_float()) # Stampa false\n"
+"[/codeblock]"
+
+msgid ""
+"Returns [code]true[/code] if this string is a valid hexadecimal number. A "
+"valid hexadecimal number only contains digits or letters [code]A[/code] to "
+"[code]F[/code] (either uppercase or lowercase), and may be prefixed with a "
+"positive ([code]+[/code]) or negative ([code]-[/code]) sign.\n"
+"If [param with_prefix] is [code]true[/code], the hexadecimal number needs to "
+"prefixed by [code]\"0x\"[/code] to be considered valid.\n"
+"[codeblock]\n"
+"print(\"A08E\".is_valid_hex_number()) # Prints true\n"
+"print(\"-AbCdEf\".is_valid_hex_number()) # Prints true\n"
+"print(\"2.5\".is_valid_hex_number()) # Prints false\n"
+"\n"
+"print(\"0xDEADC0DE\".is_valid_hex_number(true)) # Prints true\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce [code]true[/code] se questa stringa è un numero esadecimale "
+"valido. Un numero esadecimale valido contiene solo cifre o lettere da "
+"[code]A[/code] a [code]F[/code] (sia maiuscole che minuscole) e può essere "
+"preceduto da un segno positivo ([code]+[/code]) o negativo ([code]-[/code]).\n"
+"Se [param with_prefix] è [code]true[/code], il numero esadecimale deve essere "
+"preceduto da [code]\"0x\"[/code] per essere considerato valido.\n"
+"[codeblock]\n"
+"print(\"A08E\".is_valid_hex_number()) # Stampa true\n"
+"print(\"-AbCdEf\".is_valid_hex_number()) # Stampa true\n"
+"print(\"2.5\".is_valid_hex_number()) # Stampa false\n"
+"\n"
+"print(\"0xDEADC0DE\".is_valid_hex_number(true)) # Stampa true\n"
+"[/codeblock]"
+
+msgid ""
+"Returns [code]true[/code] if this string is a valid color in hexadecimal HTML "
+"notation. The string must be a hexadecimal value (see [method "
+"is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by a "
+"hash sign ([code]#[/code]). Other HTML notations for colors, such as names or "
+"[code]hsl()[/code], are not considered valid. See also [method Color.html]."
+msgstr ""
+"Restituisce [code]true[/code] se questa stringa è un colore valido in "
+"notazione HTML esadecimale. La stringa deve essere un valore esadecimale "
+"(vedi [method is_valid_hex_number]) di 3, 4, 6 o 8 cifre e può essere "
+"preceduta da un cancelletto ([code]#[/code]). Altre notazioni HTML per i "
+"colori, come nomi o [code]hsl()[/code], non sono considerate valide. Vedi "
+"anche [method Color.html]."
+
+msgid ""
+"Returns [code]true[/code] if this string is a valid identifier. A valid "
+"identifier may contain only letters, digits and underscores ([code]_[/code]), "
+"and the first character may not be a digit.\n"
+"[codeblock]\n"
+"print(\"node_2d\".is_valid_identifier()) # Prints true\n"
+"print(\"TYPE_FLOAT\".is_valid_identifier()) # Prints true\n"
+"print(\"1st_method\".is_valid_identifier()) # Prints false\n"
+"print(\"MyMethod#2\".is_valid_identifier()) # Prints false\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce [code]true[/code] se questa stringa è un identificatore valido. "
+"Un identificatore valido può contenere solo lettere, cifre e trattini bassi "
+"([code]_[/code]) e il primo carattere non può essere una cifra.\n"
+"[codeblock]\n"
+"print(\"node_2d\".is_valid_identifier()) # Prints true\n"
+"print(\"TYPE_FLOAT\".is_valid_identifier()) # Prints true\n"
+"print(\"1st_method\".is_valid_identifier()) # Prints false\n"
+"print(\"MyMethod#2\".is_valid_identifier()) # Prints false\n"
+"[/codeblock]"
+
+msgid ""
+"Returns [code]true[/code] if this string represents a valid integer. A valid "
+"integer only contains digits, and may be prefixed with a positive ([code]+[/"
+"code]) or negative ([code]-[/code]) sign. See also [method to_int].\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_int()) # Prints true\n"
+"print(\"1.65\".is_valid_int()) # Prints false\n"
+"print(\"Hi\".is_valid_int()) # Prints false\n"
+"print(\"+3\".is_valid_int()) # Prints true\n"
+"print(\"-12\".is_valid_int()) # Prints true\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce [code]true[/code] se questa stringa rappresenta un numero intero "
+"valido. Un numero intero valido contiene solo cifre e può essere preceduto da "
+"un segno positivo ([code]+[/code]) o negativo ([code]-[/code]). Vedi anche "
+"[method to_int].\n"
+"[codeblock]\n"
+"print(\"7\".is_valid_int()) # Stampa true\n"
+"print(\"1.65\".is_valid_int()) # Stampa false\n"
+"print(\"Hi\".is_valid_int()) # Stampa false\n"
+"print(\"+3\".is_valid_int()) # Stampa true\n"
+"print(\"-12\".is_valid_int()) # Stampa true\n"
+"[/codeblock]"
+
+msgid ""
+"Returns [code]true[/code] if this string represents a well-formatted IPv4 or "
+"IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/"
+"Reserved_IP_addresses]reserved IP addresses[/url] such as [code]\"0.0.0.0\"[/"
+"code] and [code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff\"[/code] as valid."
+msgstr ""
+"Restituisce [code]true[/code] se questa stringa rappresenta un indirizzo IPv4 "
+"o IPv6 ben formattato. Questo metodo considera validi gli [url=https://en."
+"wikipedia.org/wiki/Reserved_IP_addresses]indirizzi IP riservati[/url] come "
+"[code]\"0.0.0.0\"[/code] e [code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff\"[/"
+"code]."
+
+msgid ""
+"Returns the concatenation of [param parts]' elements, with each element "
+"separated by the string calling this method. This method is the opposite of "
+"[method split].\n"
+"[b]Example:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var fruits = [\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"]\n"
+"\n"
+"print(\", \".join(fruits)) # Prints \"Apple, Orange, Pear, Kiwi\"\n"
+"print(\"---\".join(fruits)) # Prints \"Apple---Orange---Pear---Kiwi\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var fruits = new string[] {\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"};\n"
+"\n"
+"// In C#, this method is static.\n"
+"GD.Print(string.Join(\", \", fruits)); // Prints \"Apple, Orange, Pear, "
+"Kiwi\"\n"
+"GD.Print(string.Join(\"---\", fruits)); // Prints \"Apple---Orange---Pear---"
+"Kiwi\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce la concatenazione degli elementi di [param parts], con ogni "
+"elemento separato dalla stringa che chiama questo metodo. Questo metodo è "
+"l'opposto di [method split].\n"
+"[b]Esempio:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var fruits = [\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"]\n"
+"\n"
+"print(\", \".join(fruits)) # Stampa \"Apple, Orange, Pear, Kiwi\"\n"
+"print(\"---\".join(fruits)) # Stampa \"Apple---Orange---Pear---Kiwi\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var fruits = new string[] {\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"};\n"
+"\n"
+"// In C#, questo metodo è statico.\n"
+"GD.Print(string.Join(\", \", fruits)); // Stampa \"Apple, Orange, Pear, "
+"Kiwi\"\n"
+"GD.Print(string.Join(\"---\", fruits)); // Stampa \"Apple---Orange---Pear---"
+"Kiwi\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns a copy of the string with special characters escaped using the JSON "
+"standard. Because it closely matches the C standard, it is possible to use "
+"[method c_unescape] to unescape the string, if necessary."
+msgstr ""
+"Restituisce una copia della stringa con caratteri speciali sottoposti a "
+"escape attraverso lo standard JSON. Poiché corrisponde strettamente allo "
+"standard C, è possibile utilizzare [method c_unescape] per annullare l'escape "
+"della stringa, se necessario."
+
+msgid ""
+"Returns the first [param length] characters from the beginning of the string. "
+"If [param length] is negative, strips the last [param length] characters from "
+"the string's end.\n"
+"[codeblock]\n"
+"print(\"Hello World!\".left(3)) # Prints \"Hel\"\n"
+"print(\"Hello World!\".left(-4)) # Prints \"Hello Wo\"\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce i primi [param length] caratteri dall'inizio della stringa. Se "
+"[param length] è negativo, rimuove gli ultimi [param length] caratteri dalla "
+"fine della stringa.\n"
+"[codeblock]\n"
+"print(\"Hello World!\".left(3)) # Stampa \"Hel\"\n"
+"print(\"Hello World!\".left(-4)) # Stampa \"Hello Wo\"\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the number of characters in the string. Empty strings ([code]\"\"[/"
+"code]) always return [code]0[/code]. See also [method is_empty]."
+msgstr ""
+"Restituisce il numero di caratteri nella stringa. Le stringhe vuote "
+"([code]\"\"[/code]) restituiscono sempre [code]0[/code]. Vedi anche [method "
+"is_empty]."
+
+msgid ""
+"Formats the string to be at least [param min_length] long by adding [param "
+"character]s to the left of the string, if necessary. See also [method rpad]."
+msgstr ""
+"Formatta la stringa in modo che sia lunga almeno [param min_length] "
+"caratteri, aggiungendo più caratteri ([param character]) a sinistra della "
+"stringa, se necessario. Vedi anche [method rpad]."
+
+msgid ""
+"Removes a set of characters defined in [param chars] from the string's "
+"beginning. See also [method rstrip].\n"
+"[b]Note:[/b] [param chars] is not a prefix. Use [method trim_prefix] to "
+"remove a single prefix, rather than a set of characters."
+msgstr ""
+"Rimuove un insieme di caratteri definiti in [param chars] dall'inizio della "
+"stringa. Vedi anche [method rstrip].\n"
+"[b]Nota:[/b] [param chars] non è un prefisso. Usa [method trim_prefix] per "
+"rimuovere un singolo prefisso, invece di insieme di caratteri."
+
+msgid ""
+"Does a simple expression match (also called \"glob\" or \"globbing\"), where "
+"[code]*[/code] matches zero or more arbitrary characters and [code]?[/code] "
+"matches any single character except a period ([code].[/code]). An empty "
+"string or empty expression always evaluates to [code]false[/code]."
+msgstr ""
+"Esegue una corrispondenza di espressione semplice (chiamata anche \"glob\" o "
+"\"globbing\"), dove [code]*[/code] corrisponde a zero o più caratteri "
+"arbitrari e [code]?[/code] corrisponde a qualsiasi singolo carattere tranne "
+"un punto ([code].[/code]). Una stringa vuota o un'espressione vuota viene "
+"sempre valutata come [code]false[/code]."
+
+msgid ""
+"Does a simple [b]case-insensitive[/b] expression match, where [code]*[/code] "
+"matches zero or more arbitrary characters and [code]?[/code] matches any "
+"single character except a period ([code].[/code]). An empty string or empty "
+"expression always evaluates to [code]false[/code]."
+msgstr ""
+"Esegue una corrispondenza di espressione semplice (chiamata anche \"glob\" o "
+"\"globbing\") [b]senza distinzione tra le maiuscole e le minuscole[/b], dove "
+"[code]*[/code] corrisponde a zero o più caratteri arbitrari e [code]?[/code] "
+"corrisponde a qualsiasi singolo carattere tranne un punto ([code].[/code]). "
+"Una stringa vuota o un'espressione vuota viene sempre valutata come "
+"[code]false[/code]."
+
+msgid ""
+"Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the "
+"string as a [PackedByteArray]."
+msgstr ""
+"Restituisce l'[url=https://it.wikipedia.org/wiki/MD5]hash MD5[/url] della "
+"stringa sotto forma di [PackedByteArray]."
+
+msgid ""
+"Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the "
+"string as another [String]."
+msgstr ""
+"Restituisce l'[url=https://it.wikipedia.org/wiki/MD5]hash MD5[/url] della "
+"stringa sotto forma di un altra [String]."
+
+msgid ""
+"Performs a [b]case-sensitive[/b], [i]natural order[/i] 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\" or \"greater than\" are determined "
+"by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode "
+"code points[/url] of each string, which roughly matches the alphabetical "
+"order.\n"
+"When used for sorting, natural order comparison orders sequences of numbers "
+"by the combined value of each digit as is often expected, instead of the "
+"single digit's value. A sorted sequence of numbered strings will be [code]"
+"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", "
+"\"3\", ...][/code].\n"
+"With different string lengths, returns [code]1[/code] if this string is "
+"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
+"the length of empty strings is [i]always[/i] [code]0[/code].\n"
+"To get a [bool] result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method naturalnocasecmp_to], [method "
+"filecasecmp_to], and [method nocasecmp_to]."
+msgstr ""
+"Esegue un confronto [b]con distinzione[/b] tra maiuscole e minuscole e in "
+"[i]ordine naturale[/i] con un'altra stringa. Restituisce [code]-1[/code] se "
+"minore di, [code]1[/code] se maggiore di, o [code]0[/code] se uguale. "
+"\"Minore di\" e \"maggiore di\" sono determinati dai [url=https://en."
+"wikipedia.org/wiki/List_of_Unicode_characters]punti di codice Unicode[/url] "
+"di ogni stringa, che corrispondono approssimativamente all'ordine "
+"alfabetico.\n"
+"Quando viene utilizzato per l'ordinamento, il confronto con l'ordine naturale "
+"ordina sequenze di numeri in base al valore combinato di ciascuna cifra, come "
+"spesso previsto, anziché al valore della singola cifra. Una sequenza ordinata "
+"di stringhe numerate sarà [code][\"1\", \"2\", \"3\", ...][/code], non [code]"
+"[\"1\", \"10\", \"2\", \"3\", ...][/code].\n"
+"Con stringhe di lunghezze diverse, restituisce [code]1[/code] se questa "
+"stringa è più lunga della stringa [param to], o [code]-1[/code] se più corta. "
+"Nota che la lunghezza delle stringhe vuote è [i]sempre[/i] [code]0[/code].\n"
+"Per ottenere un risultato [bool] da un confronto di stringhe, usa invece "
+"l'operatore [code]==[/code]. Vedi anche [method naturalnocasecmp_to], [method "
+"filecasecmp_to] e [method nocasecmp_to]."
+
+msgid ""
+"Performs a [b]case-insensitive[/b], [i]natural order[/i] 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\" or \"greater than\" "
+"are determined by the [url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]Unicode code points[/url] of each string, which "
+"roughly matches the alphabetical order. Internally, lowercase characters are "
+"converted to uppercase for the comparison.\n"
+"When used for sorting, natural order comparison orders sequences of numbers "
+"by the combined value of each digit as is often expected, instead of the "
+"single digit's value. A sorted sequence of numbered strings will be [code]"
+"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", "
+"\"3\", ...][/code].\n"
+"With different string lengths, returns [code]1[/code] if this string is "
+"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
+"the length of empty strings is [i]always[/i] [code]0[/code].\n"
+"To get a [bool] result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method naturalcasecmp_to], [method "
+"filenocasecmp_to], and [method casecmp_to]."
+msgstr ""
+"Esegue un confronto [b]senza distinzione[/b] tra maiuscole e minuscole e in "
+"[i]ordine naturale[/i] con un'altra stringa. Restituisce [code]-1[/code] se "
+"minore di, [code]1[/code] se maggiore di, o [code]0[/code] se uguale. "
+"\"Minore di\" e \"maggiore di\" sono determinati dai [url=https://en."
+"wikipedia.org/wiki/List_of_Unicode_characters]punti di codice Unicode[/url] "
+"di ogni stringa, che corrispondono approssimativamente all'ordine "
+"alfabetico.\n"
+"Quando viene utilizzato per l'ordinamento, il confronto con l'ordine naturale "
+"ordina sequenze di numeri in base al valore combinato di ciascuna cifra, come "
+"spesso previsto, anziché al valore della singola cifra. Una sequenza ordinata "
+"di stringhe numerate sarà [code][\"1\", \"2\", \"3\", ...][/code], non [code]"
+"[\"1\", \"10\", \"2\", \"3\", ...][/code].\n"
+"Con stringhe di lunghezze diverse, restituisce [code]1[/code] se questa "
+"stringa è più lunga della stringa [param to], o [code]-1[/code] se più corta. "
+"Nota che la lunghezza delle stringhe vuote è [i]sempre[/i] [code]0[/code].\n"
+"Per ottenere un risultato [bool] da un confronto di stringhe, usa invece "
+"l'operatore [code]==[/code]. Vedi anche [method naturalcasecmp_to], [method "
+"filenocasecmp_to] e [method casecmp_to]."
+
+msgid ""
+"Performs a [b]case-insensitive[/b] 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\" or \"greater than\" are determined by the "
+"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code "
+"points[/url] of each string, which roughly matches the alphabetical order. "
+"Internally, lowercase characters are converted to uppercase for the "
+"comparison.\n"
+"With different string lengths, returns [code]1[/code] if this string is "
+"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
+"the length of empty strings is [i]always[/i] [code]0[/code].\n"
+"To get a [bool] result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method casecmp_to], [method filenocasecmp_to], "
+"and [method naturalnocasecmp_to]."
+msgstr ""
+"Esegue un confronto [b]senza distinzione tra maiuscole e minuscole[/b] con "
+"un'altra stringa. Restituisce [code]-1[/code] se minore di, [code]1[/code] se "
+"maggiore di, o [code]0[/code] se uguale. \"Minore di\" e \"maggiore di\" sono "
+"determinati dai [url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]punti di codice Unicode[/url] di ogni stringa, che "
+"corrispondono approssimativamente all'ordine alfabetico.\n"
+"Con stringhe di lunghezze diverse, restituisce [code]1[/code] se questa "
+"stringa è più lunga della stringa [param to], o [code]-1[/code] se più corta. "
+"Nota che la lunghezza delle stringhe vuote è [i]sempre[/i] [code]0[/code].\n"
+"Per ottenere un risultato [bool] da un confronto di stringhe, usa invece "
+"l'operatore [code]==[/code]. Vedi anche [method nocasecmp_to], [method "
+"filecasecmp_to] e [method naturalcasecmp_to]."
+
+msgid ""
+"Converts a [float] to a string representation of a decimal number, with the "
+"number of decimal places specified in [param decimals].\n"
+"If [param decimals] is [code]-1[/code] as by default, the string "
+"representation may only have up to 14 significant digits, with digits before "
+"the decimal point having priority over digits after.\n"
+"Trailing zeros are not included in the string. The last digit is rounded, not "
+"truncated.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"String.num(3.141593) # Returns \"3.141593\"\n"
+"String.num(3.141593, 3) # Returns \"3.142\"\n"
+"String.num(3.14159300) # Returns \"3.141593\"\n"
+"\n"
+"# Here, the last digit will be rounded up,\n"
+"# which reduces the total digit count, since trailing zeros are removed:\n"
+"String.num(42.129999, 5) # Returns \"42.13\"\n"
+"\n"
+"# If `decimals` is not specified, the maximum number of significant digits is "
+"14:\n"
+"String.num(-0.0000012345432123454321) # Returns \"-0.00000123454321\"\n"
+"String.num(-10000.0000012345432123454321) # Returns \"-10000.0000012345\"\n"
+"[/codeblock]"
+msgstr ""
+"Converte un [float] in una rappresentazione stringa di un numero decimale, "
+"con il numero di cifre decimali specificato in [param decimals].\n"
+"Se [param decimals] è [code]-1[/code] come predefinito, la rappresentazione "
+"di stringa può avere solo fino a 14 cifre significative, con le cifre prima "
+"del punto decimale che hanno la priorità sulle cifre dopo.\n"
+"Gli zeri finali non sono inclusi nella stringa. L'ultima cifra viene "
+"arrotondata, non troncata.\n"
+"[b]Esempio:[/b]\n"
+"[codeblock]\n"
+"String.num(3.141593) # Restituisce \"3.141593\"\n"
+"String.num(3.141593, 3) # Restituisce \"3.142\"\n"
+"String.num(3.14159300) # Restituisce \"3.141593\"\n"
+"\n"
+"# Qui, l'ultima cifra verrà arrotondata per eccesso,\n"
+"# il che riduce il conteggio totale delle cifre, poiché gli zeri finali "
+"vengono rimossi:\n"
+"String.num(42.129999, 5) # Returns \"42.13\"\n"
+"\n"
+"# Se `decimals` non è specificato, il numero massimo di cifre significative è "
+"14:\n"
+"String.num(-0.0000012345432123454321) # Restituisce "
+"\"-0.00000123454321\"\n"
+"String.num(-10000.0000012345432123454321) # Restituisce "
+"\"-10000.0000012345\"\n"
+"[/codeblock]"
+
+msgid ""
+"Converts the given [param number] to a string representation, with the given "
+"[param base].\n"
+"By default, [param base] is set to decimal ([code]10[/code]). Other common "
+"bases in programming include binary ([code]2[/code]), [url=https://en."
+"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/"
+"code]).\n"
+"If [param capitalize_hex] is [code]true[/code], digits higher than 9 are "
+"represented in uppercase."
+msgstr ""
+"Converte il numero [param number] in una rappresentazione di stringa, con la "
+"[param base] specificata.\n"
+"Per impostazione predefinita, [param base] è impostato su decimale ([code]10[/"
+"code]). Altre basi comuni nella programmazione includono binario ([code]2[/"
+"code]), [url=https://it.wikipedia.org/wiki/Sistema_numerico_ottale]ottale[/"
+"url] ([code]8[/code]), esadecimale ([code]16[/code]).\n"
+"Se [param capitalize_hex] è [code]true[/code], le cifre superiori a 9 sono "
+"rappresentate in maiuscolo."
+
+msgid ""
+"Converts the given [param number] to a string representation, in scientific "
+"notation.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var n = -5.2e8\n"
+"print(n) # Prints -520000000\n"
+"print(String.num_scientific(n)) # Prints -5.2e+08\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// This method is not implemented in C#.\n"
+"// Use `string.ToString()` with \"e\" to achieve similar results.\n"
+"var n = -5.2e8f;\n"
+"GD.Print(n); // Prints -520000000\n"
+"GD.Print(n.ToString(\"e1\")); // Prints -5.2e+008\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] In C#, this method is not implemented. To achieve similar "
+"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-"
+"types/standard-numeric-format-strings]Standard numeric format strings[/url]"
+msgstr ""
+"Converte il numero [param number] in una rappresentazione di stringa, in "
+"notazione scientifica.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var n = -5.2e8\n"
+"print(n) # Stampa -520000000\n"
+"print(String.num_scientific(n)) # Stampa -5.2e+08\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Questo metodo non è implementato in C#.\n"
+"// Usa `string.ToString()` con \"e\" per ottenere risultati simili.\n"
+"var n = -5.2e8f;\n"
+"GD.Print(n); // Stampa -520000000\n"
+"GD.Print(n.ToString(\"e1\")); // Stampa -5.2e+008\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] In C#, questo metodo non è implementato. Per ottenere risultati "
+"simili, consulta le [url=https://learn.microsoft.com/en-us/dotnet/standard/"
+"base-types/standard-numeric-format-strings]Stringhe di formato numerico "
+"standard[/url] di C#"
+
+msgid ""
+"Converts the given unsigned [int] to a string representation, with the given "
+"[param base].\n"
+"By default, [param base] is set to decimal ([code]10[/code]). Other common "
+"bases in programming include binary ([code]2[/code]), [url=https://en."
+"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/"
+"code]).\n"
+"If [param capitalize_hex] is [code]true[/code], digits higher than 9 are "
+"represented in uppercase."
+msgstr ""
+"Converte il numero senza segno [param number] in una rappresentazione di "
+"stringa, con la [param base] specificata.\n"
+"Per impostazione predefinita, [param base] è impostato su decimale ([code]10[/"
+"code]). Altre basi comuni nella programmazione includono binario ([code]2[/"
+"code]), [url=https://it.wikipedia.org/wiki/Sistema_numerico_ottale]ottale[/"
+"url] ([code]8[/code]), esadecimale ([code]16[/code]).\n"
+"Se [param capitalize_hex] è [code]true[/code], le cifre superiori a 9 sono "
+"rappresentate in maiuscolo."
+
+msgid ""
+"Formats the string representing a number to have an exact number of [param "
+"digits] [i]after[/i] the decimal point."
+msgstr ""
+"Formatta la stringa che rappresenta un numero in modo che abbia un numero "
+"esatto di cifre ([param digits]) [i]dopo[/i] il punto decimale."
+
+msgid ""
+"Formats the string representing a number to have an exact number of [param "
+"digits] [i]before[/i] the decimal point."
+msgstr ""
+"Formatta la stringa che rappresenta un numero in modo che abbia un numero "
+"esatto di cifre ([param digits]) [i]prima[/i] del punto decimale."
+
+msgid ""
+"Concatenates [param file] at the end of the string as a subpath, adding "
+"[code]/[/code] if necessary.\n"
+"[b]Example:[/b] [code]\"this/is\".path_join(\"path\") == \"this/is/path\"[/"
+"code]."
+msgstr ""
+"Concatena [param file] alla fine della stringa come sottopercorso, "
+"aggiungendo [code]/[/code] se necessario.\n"
+"[b]Esempio:[/b] [code]\"this/is\".path_join(\"path\") == \"this/is/path\"[/"
+"code]."
+
+msgid ""
+"Repeats this string a number of times. [param count] needs to be greater than "
+"[code]0[/code]. Otherwise, returns an empty string."
+msgstr ""
+"Ripete questa stringa un certo numero di volte. [param count] deve essere "
+"maggiore di [code]0[/code]. Altrimenti, restituisce una stringa vuota."
+
+msgid ""
+"Replaces all occurrences of [param what] inside the string with the given "
+"[param forwhat]."
+msgstr ""
+"Sostituisce tutte le occorrenze di [param what] all'interno della stringa con "
+"il [param forwhat] specificato."
+
+msgid ""
+"Replaces all [b]case-insensitive[/b] occurrences of [param what] inside the "
+"string with the given [param forwhat]."
+msgstr ""
+"Sostituisce tutte le occorrenze [b]senza distinzione tra maiuscole e "
+"minuscole[/b] di [param what] all'interno della stringa con il [param "
+"forwhat] specificato."
+
+msgid ""
+"Returns the copy of this string in reverse order. This operation works on "
+"unicode codepoints, rather than sequences of codepoints, and may break things "
+"like compound letters or emojis."
+msgstr ""
+"Restituisce la copia di questa stringa in ordine inverso. Questa operazione "
+"funziona su punti di codice Unicode, piuttosto che su sequenze di punti di "
+"codice, e potrebbe spezzare elementi come lettere composte o emoji."
+
+msgid ""
+"Returns the index of the [b]last[/b] occurrence of [param what] in this "
+"string, or [code]-1[/code] if there are none. The search's start can be "
+"specified with [param from], continuing to the beginning of the string. This "
+"method is the reverse of [method find]."
+msgstr ""
+"Restituisce l'indice dell'[b]ultima[/b] occorrenza di [param what] in questa "
+"stringa, o [code]-1[/code] se non ce ne sono. L'inizio della ricerca può "
+"essere specificato con [param from], continuando fino all'inizio della "
+"stringa. Questo metodo è l'inverso di [method find]."
+
+msgid ""
+"Returns the index of the [b]last[/b] [b]case-insensitive[/b] occurrence of "
+"[param what] in this string, or [code]-1[/code] if there are none. The "
+"starting search index can be specified with [param from], continuing to the "
+"beginning of the string. This method is the reverse of [method findn]."
+msgstr ""
+"Restituisce l'indice dell'[b]ultima[/b] occorrenza di [param what] in questa "
+"stringa o [code]-1[/code] se non ce ne sono, [b]senza distinzione tra "
+"maiuscole e minuscole[/b]. L'indice di ricerca di partenza può essere "
+"specificato con [param from], continuando fino all'inizio della stringa. "
+"Questo metodo è l'inverso di [method findn]."
+
+msgid ""
+"Returns the last [param length] characters from the end of the string. If "
+"[param length] is negative, strips the first [param length] characters from "
+"the string's beginning.\n"
+"[codeblock]\n"
+"print(\"Hello World!\".right(3)) # Prints \"ld!\"\n"
+"print(\"Hello World!\".right(-4)) # Prints \"o World!\"\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce gli ultimi [param length] caratteri dalla fine della stringa. Se "
+"[param length] è negativo, rimuove i primi [param length] caratteri "
+"dall'inizio della stringa.\n"
+"[codeblock]\n"
+"print(\"Hello World!\".right(3)) # Stampa \"ld!\"\n"
+"print(\"Hello World!\".right(-4)) # Stampa \"o World!\"\n"
+"[/codeblock]"
+
+msgid ""
+"Formats the string to be at least [param min_length] long, by adding [param "
+"character]s to the right of the string, if necessary. See also [method lpad]."
+msgstr ""
+"Formatta la stringa in modo che sia lunga almeno [param min_length] "
+"caratteri, aggiungendo più caratteri ([param character]) a destra della "
+"stringa, se necessario. Vedi anche [method lpad]."
+
+msgid ""
+"Splits the string using a [param delimiter] and returns an array of the "
+"substrings, starting from the end of the string. The splits in the returned "
+"array appear in the same order as the original string. If [param delimiter] "
+"is an empty string, each substring will be a single character.\n"
+"If [param allow_empty] is [code]false[/code], empty strings between adjacent "
+"delimiters are excluded from the array.\n"
+"If [param maxsplit] is greater than [code]0[/code], the number of splits may "
+"not exceed [param maxsplit]. By default, the entire string is split, which is "
+"mostly identical to [method split].\n"
+"[b]Example:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.rsplit(\",\", true, 1)\n"
+"\n"
+"print(some_array.size()) # Prints 2\n"
+"print(some_array[0]) # Prints \"One,Two,Three\"\n"
+"print(some_array[1]) # Prints \"Four\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// In C#, there is no String.RSplit() method.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Divide la stringa tramite un [param delimiter] e restituisce un array delle "
+"sottostringhe, a partire dalla fine della stringa. Se [param delimiter] è una "
+"stringa vuota, ogni sottostringa sarà un singolo carattere. Questo metodo è "
+"l'opposto di [method join].\n"
+"Se [param allow_empty] è [code]false[/code], le stringhe vuote tra "
+"delimitatori adiacenti vengono escluse dall'array.\n"
+"Se [param maxsplit] è maggiore di [code]0[/code], il numero di suddivisioni "
+"non può superare [param maxsplit]. Per impostazione predefinita, l'intera "
+"stringa viene suddivisa.\n"
+"[b]Esempio:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var some_string = \"Uno,Due,Tre,Quattro\"\n"
+"var some_array = some_string.rsplit(\",\", true, 1)\n"
+"\n"
+"print(some_array.size()) # Stampa 2\n"
+"print(some_array[0]) # Stampa \"Uno,Due,Tre\"\n"
+"print(some_array[1]) # Stampa \"Quattro\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// In C#, non esiste il metodo String.RSplit().\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Removes a set of characters defined in [param chars] from the string's end. "
+"See also [method lstrip].\n"
+"[b]Note:[/b] [param chars] is not a suffix. Use [method trim_suffix] to "
+"remove a single suffix, rather than a set of characters."
+msgstr ""
+"Rimuove un insieme di caratteri definiti in [param chars] dalla fine della "
+"stringa. Vedi anche [method lstrip].\n"
+"[b]Nota:[/b] [param chars] non è un suffisso. Usa [method trim_suffix] per "
+"rimuovere un singolo suffisso, invece di insieme di caratteri."
+
+msgid ""
+"Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the "
+"string as a [PackedByteArray]."
+msgstr ""
+"Restituisce l'hash [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] della "
+"stringa sotto forma di [PackedByteArray]."
+
+msgid ""
+"Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the "
+"string as another [String]."
+msgstr ""
+"Restituisce l'hash [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] della "
+"stringa sotto forma di un altra [String]."
+
+msgid ""
+"Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of "
+"the string as a [PackedByteArray]."
+msgstr ""
+"Restituisce l'hash [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] "
+"della stringa sotto forma di [String]."
+
+msgid ""
+"Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of "
+"the string as another [String]."
+msgstr ""
+"Restituisce l'hash [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] "
+"della stringa sotto forma di un altra [String]."
+
+msgid ""
+"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of [code]1.0[/code] means totally "
+"similar, while [code]0.0[/code] means totally dissimilar.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Prints 1.0\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Prints 0.0\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Prints 0.8\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Prints 0.4\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce l'indice di similarità ([url=https://it.wikipedia.org/wiki/"
+"Indice_di_S%C3%B8rensen-Dice]indice di Sørensen-Dice[/url]) di questa stringa "
+"rispetto a un'altra. Un risultato di [code]1.0[/code] significa totalmente "
+"simile, mentre [code]0.0[/code] significa totalmente dissimile.\n"
+"[codeblock]\n"
+"print(\"ABC123\".similarity(\"ABC123\")) # Stampa 1.0\n"
+"print(\"ABC123\".similarity(\"XYZ456\")) # Stampa 0.0\n"
+"print(\"ABC123\".similarity(\"123ABC\")) # Stampa 0.8\n"
+"print(\"ABC123\".similarity(\"abc123\")) # Stampa 0.4\n"
+"[/codeblock]"
+
+msgid ""
+"If the string is a valid file path, converts the string into a canonical "
+"path. This is the shortest possible path, without [code]\"./\"[/code], and "
+"all the unnecessary [code]\"..\"[/code] and [code]\"/\"[/code].\n"
+"[codeblock]\n"
+"var simple_path = \"./path/to///../file\".simplify_path()\n"
+"print(simple_path) # Prints \"path/file\"\n"
+"[/codeblock]"
+msgstr ""
+"Se la stringa è un percorso di file valido, converte la stringa in un "
+"percorso canonico. Questo è il percorso più breve possibile, senza [code]\"./"
+"\"[/code] e tutti gli [code]\".\"[/code] e [code]\"/\"[/code] non necessari.\n"
+"[codeblock]\n"
+"var percorso_semplice = \"./path/to///../file\".simplify_path()\n"
+"print(percorso_semplice ) # Stampa \"path/file\"\n"
+"[/codeblock]"
+
+msgid ""
+"Splits the string using a [param delimiter] and returns an array of the "
+"substrings. If [param delimiter] is an empty string, each substring will be a "
+"single character. This method is the opposite of [method join].\n"
+"If [param allow_empty] is [code]false[/code], empty strings between adjacent "
+"delimiters are excluded from the array.\n"
+"If [param maxsplit] is greater than [code]0[/code], the number of splits may "
+"not exceed [param maxsplit]. By default, the entire string is split.\n"
+"[b]Example:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var some_array = \"One,Two,Three,Four\".split(\",\", true, 2)\n"
+"\n"
+"print(some_array.size()) # Prints 3\n"
+"print(some_array[0]) # Prints \"One\"\n"
+"print(some_array[1]) # Prints \"Two\"\n"
+"print(some_array[2]) # Prints \"Three,Four\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// C#'s `Split()` does not support the `maxsplit` parameter.\n"
+"var someArray = \"One,Two,Three\".Split(\",\");\n"
+"\n"
+"GD.Print(someArray[0]); // Prints \"One\"\n"
+"GD.Print(someArray[1]); // Prints \"Two\"\n"
+"GD.Print(someArray[2]); // Prints \"Three\"\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] If you only need one substring from the array, consider using "
+"[method get_slice] which is faster. If you need to split strings with more "
+"complex rules, use the [RegEx] class instead."
+msgstr ""
+"Divide la stringa tramite un [param delimiter] e restituisce un array delle "
+"sottostringhe. Se [param delimiter] è una stringa vuota, ogni sottostringa "
+"sarà un singolo carattere. Questo metodo è l'opposto di [method join].\n"
+"Se [param allow_empty] è [code]false[/code], le stringhe vuote tra "
+"delimitatori adiacenti vengono escluse dall'array.\n"
+"Se [param maxsplit] è maggiore di [code]0[/code], il numero di suddivisioni "
+"non può superare [param maxsplit]. Per impostazione predefinita, l'intera "
+"stringa viene suddivisa.\n"
+"[b]Esempio:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var some_array = \"Uno,Due,Tre,Quattro\".split(\",\", true, 2)\n"
+"\n"
+"print(some_array.size()) # Stampa 3\n"
+"print(some_array[0]) # Stampa \"Uno\"\n"
+"print(some_array[1]) # Stampa \"Due\"\n"
+"print(some_array[2]) # Stampa \"Tre,Quattro\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// La funzione `Split()` di C# non supporta il parametro `maxsplit`.\n"
+"var someArray = \"Uno,Due,Tre\".Split(\",\");\n"
+"\n"
+"GD.Print(someArray[0]); // Stampa \"Uno\"\n"
+"GD.Print(someArray[1]); // Stampa \"Due\"\n"
+"GD.Print(someArray[2]); // Stampa \"Tre\"\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Se hai bisogno solo di una sottostringa dall'array, considera di "
+"usare [method get_slice] che è più veloce. Se hai bisogno di dividere "
+"stringhe con regole più complesse, usa invece la classe [RegEx]."
+
+msgid ""
+"Splits the string into floats by using a [param delimiter] and returns a "
+"[PackedFloat64Array].\n"
+"If [param allow_empty] is [code]false[/code], empty or invalid [float] "
+"conversions between adjacent delimiters are excluded.\n"
+"[codeblock]\n"
+"var a = \"1,2,4.5\".split_floats(\",\") # a is [1.0, 2.0, 4.5]\n"
+"var c = \"1| ||4.5\".split_floats(\"|\") # c is [1.0, 0.0, 0.0, 4.5]\n"
+"var b = \"1| ||4.5\".split_floats(\"|\", false) # b is [1.0, 4.5]\n"
+"[/codeblock]"
+msgstr ""
+"Divide la stringa in più float tramite un [param delimiter] e restituisce un "
+"[PackedFloat64Array].\n"
+"Se [param allow_empty] è [code]false[/code], le conversioni [float] vuote o "
+"non valide tra delimitatori adiacenti vengono escluse.\n"
+"[codeblock]\n"
+"var a = \"1,2,4.5\".split_floats(\",\") # a è [1.0, 2.0, 4.5]\n"
+"var c = \"1| ||4.5\".split_floats(\"|\") # c è [1.0, 0.0, 0.0, 4.5]\n"
+"var b = \"1| ||4.5\".split_floats(\"|\", false) # b è [1.0, 4.5]\n"
+"[/codeblock]"
+
+msgid ""
+"Strips all non-printable characters from the beginning and the end of the "
+"string. These include spaces, tabulations ([code]\\t[/code]), and newlines "
+"([code]\\n[/code] [code]\\r[/code]).\n"
+"If [param left] is [code]false[/code], ignores the string's beginning. "
+"Likewise, if [param right] is [code]false[/code], ignores the string's end."
+msgstr ""
+"Rimuove tutti i caratteri non stampabili dall'inizio e alla fine della "
+"stringa. Questi includono spazi, tabulazioni ([code]\\t[/code]) e nuove righe "
+"([code]\\n[/code] [code]\\r[/code]).\n"
+"Se [param left] è [code]false[/code], ignora l'inizio della stringa. Allo "
+"stesso modo, se [param right] è [code]false[/code], ignora la fine della "
+"stringa."
+
+msgid ""
+"Strips all escape characters from the string. These include all non-printable "
+"control characters of the first page of the ASCII table (values from 0 to "
+"31), such as tabulation ([code]\\t[/code]) and newline ([code]\\n[/code], "
+"[code]\\r[/code]) characters, but [i]not[/i] spaces."
+msgstr ""
+"Rimuove tutti i caratteri di escape dalla stringa. Questi includono tutti i "
+"caratteri di controllo non stampabili della prima pagina della tabella ASCII "
+"(valori da 0 a 31), come i caratteri di tabulazione ([code]\\t[/code]) e di "
+"nuova riga ([code]\\n[/code], [code]\\r[/code]), ma [i]non[/i] gli spazi."
+
+msgid ""
+"Returns part of the string from the position [param from] with length [param "
+"len]. If [param len] is [code]-1[/code] (as by default), returns the rest of "
+"the string starting from the given position."
+msgstr ""
+"Restituisce parte della stringa dalla posizione [param from] con lunghezza "
+"[param len]. Se [param len] è [code]-1[/code] (come per impostazione "
+"predefinita), restituisce il resto della stringa a partire dalla posizione "
+"specificata."
+
+msgid ""
+"Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/"
+"url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than "
+"[method to_utf8_buffer], but replaces all unsupported characters with spaces. "
+"This is the inverse of [method PackedByteArray.get_string_from_ascii]."
+msgstr ""
+"Converte la stringa in un [PackedByteArray] codificato in [url=https://it."
+"wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1. Questo metodo è leggermente più "
+"veloce di [method to_utf8_buffer], ma sostituisce tutti i caratteri non "
+"supportati con spazi. Questo è l'inverso di [method PackedByteArray."
+"get_string_from_ascii]."
+
msgid "Returns the string converted to [code]camelCase[/code]."
msgstr "Restituisce la stringa convertita in [code]camelCase[/code]."
+msgid ""
+"Converts the string representing a decimal number into a [float]. This method "
+"stops on the first non-number character, except the first decimal point "
+"([code].[/code]) and the exponent letter ([code]e[/code]). See also [method "
+"is_valid_float].\n"
+"[codeblock]\n"
+"var a = \"12.35\".to_float() # a is 12.35\n"
+"var b = \"1.2.3\".to_float() # b is 1.2\n"
+"var c = \"12xy3\".to_float() # c is 12.0\n"
+"var d = \"1e3\".to_float() # d is 1000.0\n"
+"var e = \"Hello!\".to_float() # e is 0.0\n"
+"[/codeblock]"
+msgstr ""
+"Converte la stringa che rappresenta un numero decimale in un [float]. Questo "
+"metodo si ferma sul primo carattere non numerico, eccetto il primo punto "
+"decimale ([code].[/code]) e la lettera di esponente ([code]e[/code]). Vedi "
+"anche [method is_valid_float].\n"
+"[codeblock]\n"
+"var a = \"12.35\".to_float() # a è 12.35\n"
+"var b = \"1.2.3\".to_float() # b è 1.2\n"
+"var c = \"12xy3\".to_float() # c è 12.0\n"
+"var d = \"1e3\".to_float() # d è 1000.0\n"
+"var e = \"Hello!\".to_float() # e è 0.0\n"
+"[/codeblock]"
+
+msgid ""
+"Converts the string representing an integer number into an [int]. This method "
+"removes any non-number character and stops at the first decimal point ([code]."
+"[/code]). See also [method is_valid_int].\n"
+"[codeblock]\n"
+"var a = \"123\".to_int() # a is 123\n"
+"var b = \"x1y2z3\".to_int() # b is 123\n"
+"var c = \"-1.2.3\".to_int() # c is -1\n"
+"var d = \"Hello!\".to_int() # d is 0\n"
+"[/codeblock]"
+msgstr ""
+"Converte la stringa che rappresenta un numero intero in un [int]. Questo "
+"metodo rimuove qualsiasi carattere non numerico e si ferma al primo punto "
+"decimale ([code].[/code]). Vedi anche [method is_valid_int].\n"
+"[codeblock]\n"
+"var a = \"123\".to_int() # a is 123\n"
+"var b = \"x1y2z3\".to_int() # b is 123\n"
+"var c = \"-1.2.3\".to_int() # c is -1\n"
+"var d = \"Hello!\".to_int() # d is 0\n"
+"[/codeblock]"
+
msgid "Returns the string converted to [code]lowercase[/code]."
msgstr "Restituisce la stringa convertita in [code]lowercase[/code]."
msgid "Returns the string converted to [code]PascalCase[/code]."
msgstr "Restituisce la stringa convertita in [code]PascalCase[/code]."
+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 ""
+"Restituisce la stringa convertita in [code]snake_case[/code].\n"
+"[b]Nota:[/b] I numeri seguiti da una [i]singola[/i] lettera non vengono "
+"separati nella conversione per mantenere insieme alcune parole (come "
+"\"2D\").\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"\"Node2D\".to_snake_case() # Restituisce \"node_2d\"\n"
+"\"2nd place\".to_snake_case() # Restituisce \"2_nd_place\"\n"
+"\"Texture3DAssetFolder\".to_snake_case() # Restituisce "
+"\"texture_3d_asset_folder\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"\"Node2D\".ToSnakeCase(); // Restituisce \"node_2d\"\n"
+"\"2nd place\".ToSnakeCase(); // Restituisce \"2_nd_place\"\n"
+"\"Texture3DAssetFolder\".ToSnakeCase(); // Restituisce "
+"\"texture_3d_asset_folder\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
msgid "Returns the string converted to [code]UPPERCASE[/code]."
msgstr "Restituisce la stringa convertita in [code]UPPERCASE[/code]."
+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 "
+"using this method. This is the inverse of [method PackedByteArray."
+"get_string_from_utf8]."
+msgstr ""
+"Converte la stringa in un [PackedByteArray] codificato in [url=https://it."
+"wikipedia.org/wiki/UTF-8]UTF-8[/url]. Questo metodo è leggermente più lento "
+"di [method to_ascii_buffer], ma supporta tutti i caratteri UTF-8. Nella "
+"maggior parte dei casi, è preferibile usare questo metodo. Questo è l'inverso "
+"di [method PackedByteArray.get_string_from_utf8]."
+
+msgid ""
+"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/"
+"url] encoded [PackedByteArray]. This is the inverse of [method "
+"PackedByteArray.get_string_from_utf16]."
+msgstr ""
+"Converte la stringa in un [PackedByteArray] codificato in [url=https://it."
+"wikipedia.org/wiki/UTF-16]UTF-16[/url]. Questo è l'inverso di [method "
+"PackedByteArray.get_string_from_utf16]."
+
+msgid ""
+"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/"
+"url] encoded [PackedByteArray]. This is the inverse of [method "
+"PackedByteArray.get_string_from_utf32]."
+msgstr ""
+"Converte la stringa in un [PackedByteArray] codificato in [url=https://it."
+"wikipedia.org/wiki/UTF-32]UTF-32[/url]. Questo è l'inverso di [method "
+"PackedByteArray.get_string_from_utf32]."
+
+msgid ""
+"Converts the string to a [url=https://en.wikipedia.org/wiki/"
+"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, "
+"UTF-32 on other platforms) encoded [PackedByteArray]. This is the inverse of "
+"[method PackedByteArray.get_string_from_wchar]."
+msgstr ""
+"Converte la stringa in un [PackedByteArray] codificato in [url=https://en."
+"wikipedia.org/wiki/Wide_character]carattere largo[/url] ([code]wchar_t[/"
+"code], UTF-16 su Windows, UTF-32 su altre piattaforme). Questo è l'inverso di "
+"[method PackedByteArray.get_string_from_wchar]."
+
+msgid ""
+"Removes the given [param prefix] from the start of the string, or returns the "
+"string unchanged."
+msgstr ""
+"Rimuove il prefisso [param prefix] dall'inizio della stringa o restituisce la "
+"stringa invariata."
+
+msgid ""
+"Removes the given [param suffix] from the end of the string, or returns the "
+"string unchanged."
+msgstr ""
+"Rimuove il suffisso [param suffix] dalla fine della stringa o restituisce la "
+"stringa invariata."
+
msgid "Returns the character code at position [param at]."
msgstr "Restituisce il codice del carattere alla posizione [param at]."
msgid ""
+"Decodes the string from its URL-encoded format. This method is meant to "
+"properly decode the parameters in a URL when receiving an HTTP request. See "
+"also [method uri_encode].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:"
+"docs\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Decodifica la stringa dal suo formato codificato in URL. Questo metodo è "
+"pensato per decodificare correttamente i parametri in un URL quando si riceve "
+"una richiesta HTTP. Vedi anche [method uri_encode].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"print(url.uri_decode()) # Stampa \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"GD.Print(url.URIDecode()) // Stampa \"$DOCS_URL/?highlight=Godot Engine:"
+"docs\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Encodes the string to URL-friendly format. This method is meant to properly "
+"encode the parameters in a URL when sending an HTTP request. See also [method "
+"uri_decode].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var prefix = \"$DOCS_URL/?highlight=\"\n"
+"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
+"\n"
+"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var prefix = \"$DOCS_URL/?highlight=\";\n"
+"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
+"\n"
+"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Codifica la stringa in un formato compatibile con URL. Questo metodo è "
+"pensato per codificare correttamente i parametri in un URL quando si invia "
+"una richiesta HTTP. Vedi anche [method uri_decode].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var prefix = \"$DOCS_URL/?highlight=\"\n"
+"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
+"\n"
+"print(url) # Stampa \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var prefix = \"$DOCS_URL/?highlight=\";\n"
+"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
+"\n"
+"GD.Print(url); // Stampa \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns a copy of the string with all characters that are not allowed in "
+"[method is_valid_filename] replaced with underscores."
+msgstr ""
+"Restituisce una copia della stringa in cui tutti i caratteri non consentiti "
+"in [method is_valid_filename] vengono sostituiti con trattini bassi."
+
+msgid ""
+"Returns a copy of the string with all characters that are not allowed in "
+"[member Node.name] ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/"
+"code] [code]\"[/code] [code]%[/code]) replaced with underscores."
+msgstr ""
+"Restituisce una copia della stringa con tutti i caratteri non consentiti in "
+"[member Node.name] ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/"
+"code] [code]\"[/code] [code]%[/code]) sostituiti con trattini bassi."
+
+msgid ""
+"Returns a copy of the string with special characters escaped using the XML "
+"standard. If [param escape_quotes] is [code]true[/code], the single quote "
+"([code]'[/code]) and double quote ([code]\"[/code]) characters are also "
+"escaped."
+msgstr ""
+"Restituisce una copia della stringa con caratteri speciali sottoposti a "
+"escape attraverso lo standard XML. Se [param escape_quotes] è [code]true[/"
+"code], anche i caratteri di virgolette singole ([code]'[/code]) e virgolette "
+"doppie ([code]\"[/code]) vengono sottoposti a escape."
+
+msgid ""
+"Returns a copy of the string with escaped characters replaced by their "
+"meanings according to the XML standard."
+msgstr ""
+"Restituisce una copia della stringa con i caratteri di escape sostituiti dai "
+"rispettivi significati, seguendo lo standard XML."
+
+msgid ""
"Returns [code]true[/code] if both strings do not contain the same sequence of "
"characters."
msgstr ""
@@ -52146,6 +87096,76 @@ msgstr ""
"[StringName] fornito."
msgid ""
+"Formats the [String], replacing the placeholders with one or more parameters. "
+"To pass multiple parameters, [param right] needs to be an [Array].\n"
+"[codeblock]\n"
+"print(\"I caught %d fishes!\" % 2) # Prints \"I caught 2 fishes!\"\n"
+"\n"
+"var my_message = \"Travelling to %s, at %2.2f km/h.\"\n"
+"var location = \"Deep Valley\"\n"
+"var speed = 40.3485\n"
+"print(my_message % [location, speed]) # Prints \"Travelling to Deep Valley, "
+"at 40.35 km/h.\"\n"
+"[/codeblock]\n"
+"For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/"
+"gdscript_format_string.html]GDScript format strings[/url] tutorial.\n"
+"[b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://"
+"learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/"
+"interpolated]how to interpolate strings with \"$\"[/url]."
+msgstr ""
+"Formatta la [String], sostituendo i segnaposto con uno o più parametri. Per "
+"passare più parametri, [param right] deve essere un [Array].\n"
+"[codeblock]\n"
+"print(\"Ho pescato %d pesci!\" % 2) # Stampa \"Ho pescato 2 pesci!\"\n"
+"\n"
+"var my_message = \"In viaggio verso %s, a %2.2f km/h.\"\n"
+"var location = \"Deep Valley\"\n"
+"var speed = 40.3485\n"
+"print(my_message % [location, speed]) # Stampa \"In viaggio verso Deep "
+"Valley, a 40.35 km/h.\"\n"
+"[/codeblock]\n"
+"Per ulteriori informazioni, consulta il tutorial [url=$DOCS_URL/tutorials/"
+"scripting/gdscript/gdscript_format_string.html]Formattazione di stringhe in "
+"GDScript[/url].\n"
+"[b]Nota:[/b] in C#, questo operatore non è disponibile. Invece, consulta "
+"[url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/"
+"tokens/interpolated]come interpolare le stringhe con \"$\"[/url]."
+
+msgid ""
+"Appends [param right] at the end of this [String], also known as a string "
+"concatenation."
+msgstr ""
+"Accoda [param right] alla fine di questa [String], noto anche come "
+"concatenazione di stringhe."
+
+msgid ""
+"Appends [param right] at the end of this [String], returning a [String]. This "
+"is also known as a string concatenation."
+msgstr ""
+"Accoda [param right] alla fine di questa [String], restituendo una [String]. "
+"Questo è noto anche come concatenazione di stringhe."
+
+msgid ""
+"Returns [code]true[/code] if the left [String] comes before [param right] in "
+"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
+"url], which roughly matches the alphabetical order. Useful for sorting."
+msgstr ""
+"Restituisce [code]true[/code] se la [String] di sinistra precede [param "
+"right] nell'[url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]ordine Unicode[/url], che corrisponde "
+"approssimativamente all'ordine alfabetico. Utile per l'ordinamento."
+
+msgid ""
+"Returns [code]true[/code] if the left [String] comes before [param right] in "
+"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
+"url], which roughly matches the alphabetical order, or if both are equal."
+msgstr ""
+"Restituisce [code]true[/code] se la [String] di sinistra precede [param "
+"right] nell'[url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]ordine Unicode[/url], che corrisponde "
+"approssimativamente all'ordine alfabetico, oppure se entrambi sono uguali."
+
+msgid ""
"Returns [code]true[/code] if both strings contain the same sequence of "
"characters."
msgstr ""
@@ -52159,10 +87179,336 @@ msgstr ""
"Restituisce [code]true[/code] se questa [String] è equivalente allo "
"[StringName] fornito."
+msgid ""
+"Returns [code]true[/code] if the left [String] comes after [param right] in "
+"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
+"url], which roughly matches the alphabetical order. Useful for sorting."
+msgstr ""
+"Restituisce [code]true[/code] se la [String] di sinistra viene dopo [param "
+"right] nell'[url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]ordine Unicode[/url], che corrisponde "
+"approssimativamente all'ordine alfabetico. Utile per l'ordinamento."
+
+msgid ""
+"Returns [code]true[/code] if the left [String] comes after [param right] in "
+"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
+"url], which roughly matches the alphabetical order, or if both are equal."
+msgstr ""
+"Restituisce [code]true[/code] se la [String] di sinistra viene dopo [param "
+"right] nell'[url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]ordine Unicode[/url], che corrisponde "
+"approssimativamente all'ordine alfabetico, oppure se entrambi sono uguali."
+
+msgid ""
+"Returns a new [String] that only contains the character at [param index]. "
+"Indices start from [code]0[/code]. If [param index] is greater or equal to "
+"[code]0[/code], the character is fetched starting from the beginning of the "
+"string. If [param index] is a negative value, it is fetched starting from the "
+"end. Accessing a string out-of-bounds will cause a run-time error, pausing "
+"the project execution if run from the editor."
+msgstr ""
+"Restituisce una nuova [String] che contiene solo il carattere all'indice "
+"[param index]. Gli indici iniziano da [code]0[/code]. Se [param index] è "
+"maggiore o uguale a [code]0[/code], il carattere viene recuperato a partire "
+"dall'inizio della stringa. Se [param index] è un valore negativo, viene "
+"recuperato a partire dalla fine. L'accesso a una stringa fuori dai limiti "
+"causerà un errore di esecuzione, mettendo in pausa l'esecuzione del progetto "
+"se eseguito dall'editor."
+
+msgid "A built-in type for unique strings."
+msgstr "Un tipo integrato per stringhe univoche."
+
+msgid ""
+"[StringName]s are immutable strings designed for general-purpose "
+"representation of unique names (also called \"string interning\"). Two "
+"[StringName]s with the same value are the same object. Comparing them is "
+"extremely fast compared to regular [String]s.\n"
+"You will usually pass a [String] to methods expecting a [StringName] and it "
+"will be automatically converted (often at compile time), but in rare cases "
+"you can construct a [StringName] ahead of time with the [StringName] "
+"constructor or, in GDScript, the literal syntax [code]&\"example\"[/code]. "
+"Manually constructing a [StringName] allows you to control when the "
+"conversion from [String] occurs or to use the literal and prevent conversions "
+"entirely.\n"
+"See also [NodePath], which is a similar concept specifically designed to "
+"store pre-parsed scene tree paths.\n"
+"All of [String]'s methods are available in this class too. They convert the "
+"[StringName] into a string, and they also return a string. This is highly "
+"inefficient and should only be used if the string is desired.\n"
+"[b]Note:[/b] In C#, an explicit conversion to [code]System.String[/code] is "
+"required to use the methods listed on this page. Use the [code]ToString()[/"
+"code] method to cast a [StringName] to a string, and then use the equivalent "
+"methods in [code]System.String[/code] or [code]StringExtensions[/code].\n"
+"[b]Note:[/b] In a boolean context, a [StringName] will evaluate to "
+"[code]false[/code] if it is empty ([code]StringName(\"\")[/code]). Otherwise, "
+"a [StringName] will always evaluate to [code]true[/code]. The [code]not[/"
+"code] operator cannot be used. Instead, [method is_empty] should be used to "
+"check for empty [StringName]s."
+msgstr ""
+"Gli [StringName] sono stringhe immutabili progettate per la rappresentazione "
+"generica di nomi univoci (chiamata anche \"string interning\"). Due "
+"[StringName] con lo stesso valore sono lo stesso oggetto. Confrontarli è "
+"estremamente veloce rispetto alle normali [String].\n"
+"Di solito passerai una [String] ai metodi che si aspettano uno [StringName] e "
+"sarà convertita automaticamente (spesso in fase di compilazione), ma in rari "
+"casi puoi costruire uno [StringName] in anticipo con il costruttore "
+"[StringName] o, in GDScript, la sintassi letterale [code]&\"example\"[/code]. "
+"La costruzione manuale di uno [StringName] ti consente di controllare quando "
+"avviene la conversione da [String] o di usare la sintassi letterale e "
+"impedire completamente le conversioni.\n"
+"Vedi anche [NodePath], che è un concetto simile progettato specificamente per "
+"memorizzare percorsi di alberi di scene pre-analizzati.\n"
+"Tutti i metodi di [String] sono disponibili anche in questa classe. "
+"Convertono [StringName] in una stringa e restituiscono anche una stringa. "
+"Questo è molto inefficiente e dovrebbe essere utilizzato solo se si desidera "
+"la stringa.\n"
+"[b]Nota:[/b] In C#, è richiesta una conversione esplicita in [code]System."
+"String[/code] per utilizzare i metodi elencati in questa pagina. Usa il "
+"metodo [code]ToString()[/code] per convertire [StringName] in una stringa, "
+"quindi usa i metodi equivalenti in [code]System.String[/code] o "
+"[code]StringExtensions[/code].\n"
+"[b]Nota:[/b] In un contesto booleano, [StringName] sarà valutato come "
+"[code]false[/code] se è vuoto ([code]StringName(\"\")[/code]). Altrimenti, "
+"[StringName] sarà sempre valutato come [code]true[/code]. L'operatore "
+"[code]not[/code] non può essere utilizzato. Invece, dovrebbe essere usato "
+"[method is_empty] per verificare la presenza di [StringName] vuoti."
+
+msgid "Constructs an empty [StringName]."
+msgstr "Costruisce un [StringName] vuoto."
+
msgid "Constructs a [StringName] as a copy of the given [StringName]."
msgstr "Costruisce un [StringName] come copia del [StringName] specificato."
msgid ""
+"Creates a new [StringName] from the given [String]. In GDScript, "
+"[code]StringName(\"example\")[/code] is equivalent to [code]&\"example\"[/"
+"code]."
+msgstr ""
+"Crea un nuovo [StringName] dalla [String] specificata. In GDScript, "
+"[code]StringName(\"example\")[/code] è equivalente a [code]&\"example\"[/"
+"code]."
+
+msgid ""
+"Formats the string by replacing all occurrences of [param placeholder] with "
+"the elements of [param values].\n"
+"[param values] can be a [Dictionary] or an [Array]. Any underscores in [param "
+"placeholder] will be replaced with the corresponding keys in advance. Array "
+"elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\"\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints \"User 42 is Godot.\"\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [param values] is an [Array]. If "
+"[param placeholder] does not contain an underscore, the elements of the "
+"[param values] array will be used to replace one occurrence of the "
+"placeholder in order; If an element of [param values] is another 2-element "
+"array, it'll be interpreted as a key-value pair.\n"
+"[codeblock]\n"
+"# Prints \"User 42 is Godot.\"\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]\n"
+"See also the [url=$DOCS_URL/tutorials/scripting/gdscript/"
+"gdscript_format_string.html]GDScript format string[/url] tutorial.\n"
+"[b]Note:[/b] In C#, it's recommended to [url=https://learn.microsoft.com/en-"
+"us/dotnet/csharp/language-reference/tokens/interpolated]interpolate strings "
+"with \"$\"[/url], instead."
+msgstr ""
+"Formatta la stringa sostituendo tutte le occorrenze di [param placeholder] "
+"con gli elementi di [param values].\n"
+"[param values] può essere un [Dictionary] o un [Array]. Qualsiasi trattino "
+"basso in [param placeholder] verrà sostituito in anticipo con le chiavi "
+"corrispondenti. Gli elementi di array utilizzano il loro indice come chiavi.\n"
+"[codeblock]\n"
+"# Stampa \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\"\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Stampa \"User 42 is Godot.\"\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Vengono eseguite alcune operazioni aggiuntive quando [param values] è un "
+"[Array]. Se [param placeholder] non contiene un trattino basso, gli elementi "
+"dell'array [param values] verranno utilizzati per sostituire un'occorrenza "
+"del segnaposto in ordine; se un elemento di [param values] è un altro array "
+"di 2 elementi, verrà interpretato come una coppia chiave-valore.\n"
+"[codeblock]\n"
+"# Stampa \"User 42 is Godot.\"\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]\n"
+"Vedi anche il tutorial [url=$DOCS_URL/tutorials/scripting/gdscript/"
+"gdscript_format_string.html]Formattazione di stringhe in GDScript[/url].\n"
+"[b]Nota:[/b] in C#, si consiglia di [url=https://learn.microsoft.com/en-us/"
+"dotnet/csharp/language-reference/tokens/interpolated]interpolare le stringhe "
+"con \"$\"[/url]."
+
+msgid ""
+"Splits the string using a [param delimiter] and returns the substring at "
+"index [param slice]. Returns an empty string if the [param slice] does not "
+"exist.\n"
+"This is faster than [method split], if you only need one substring.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n"
+"[/codeblock]"
+msgstr ""
+"Divide la stringa tramite un [param delimiter] e restituisce la sottostringa "
+"all'indice [param slice]. Restituisce una stringa vuota se la sezione "
+"all'indice [param slice] non esiste.\n"
+"Questo è più veloce di [method split], se hai bisogno di una sola "
+"sottostringa.\n"
+"[b]Esempio:[/b]\n"
+"[codeblock]\n"
+"print(\"sono/un/esempio/ciao\".get_slice(\"/\", 2)) # Stampa \"esempio\"\n"
+"[/codeblock]"
+
+msgid ""
+"Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/"
+"url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than "
+"[method to_utf8_buffer], but replaces all unsupported characters with spaces."
+msgstr ""
+"Converte la stringa in un [PackedByteArray] codificato in [url=https://it."
+"wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1. Questo metodo è leggermente più "
+"veloce di [method to_utf8_buffer], ma sostituisce tutti i caratteri non "
+"supportati con spazi."
+
+msgid ""
+"Converts the string representing a decimal number into a [float]. This method "
+"stops on the first non-number character, except the first decimal point "
+"([code].[/code]) and the exponent letter ([code]e[/code]). See also [method "
+"is_valid_float].\n"
+"[codeblock]\n"
+"var a = \"12.35\".to_float() # a is 12.35\n"
+"var b = \"1.2.3\".to_float() # b is 1.2\n"
+"var c = \"12xy3\".to_float() # c is 12.0\n"
+"var d = \"1e3\".to_float() # d is 1000.0\n"
+"var e = \"Hello!\".to_int() # e is 0.0\n"
+"[/codeblock]"
+msgstr ""
+"Converte la stringa che rappresenta un numero decimale in un [float]. Questo "
+"metodo si ferma sul primo carattere non numerico, eccetto il primo punto "
+"decimale ([code].[/code]) e la lettera di esponente ([code]e[/code]). Vedi "
+"anche [method is_valid_float].\n"
+"[codeblock]\n"
+"var a = \"12.35\".to_float() # a è 12.35\n"
+"var b = \"1.2.3\".to_float() # b è 1.2\n"
+"var c = \"12xy3\".to_float() # c è 12.0\n"
+"var d = \"1e3\".to_float() # d è 1000.0\n"
+"var e = \"Hello!\".to_int() # e è 0.0\n"
+"[/codeblock]"
+
+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 "
+"using this method."
+msgstr ""
+"Converte la stringa in un [PackedByteArray] codificato in [url=https://it."
+"wikipedia.org/wiki/UTF-8]UTF-8[/url]. Questo metodo è leggermente più lento "
+"di [method to_ascii_buffer], ma supporta tutti i caratteri UTF-8. Nella "
+"maggior parte dei casi, è preferibile usare questo metodo."
+
+msgid ""
+"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/"
+"url] encoded [PackedByteArray]."
+msgstr ""
+"Converte la stringa in un [PackedByteArray] codificato in [url=https://it."
+"wikipedia.org/wiki/UTF-16]UTF-16[/url]."
+
+msgid ""
+"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/"
+"url] encoded [PackedByteArray]."
+msgstr ""
+"Converte la stringa in un [PackedByteArray] codificato in [url=https://it."
+"wikipedia.org/wiki/UTF-32]UTF-32[/url]."
+
+msgid ""
+"Converts the string to a [url=https://en.wikipedia.org/wiki/"
+"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, "
+"UTF-32 on other platforms) encoded [PackedByteArray]."
+msgstr ""
+"Converte la stringa in un [PackedByteArray] codificato in [url=https://en."
+"wikipedia.org/wiki/Wide_character]carattere largo[/url] ([code]wchar_t[/"
+"code], UTF-16 su Windows, UTF-32 su altre piattaforme)."
+
+msgid ""
+"Decodes the string from its URL-encoded format. This method is meant to "
+"properly decode the parameters in a URL when receiving an HTTP request.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:"
+"docs\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Decodifica la stringa dal suo formato codificato in URL. Questo metodo è "
+"pensato per decodificare correttamente i parametri in un URL quando si riceve "
+"una richiesta HTTP.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"print(url.uri_decode()) # Stampa \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"GD.Print(url.URIDecode()) // Stampa \"$DOCS_URL/?highlight=Godot Engine:"
+"docs\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Encodes the string to URL-friendly format. This method is meant to properly "
+"encode the parameters in a URL when sending an HTTP request.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var prefix = \"$DOCS_URL/?highlight=\"\n"
+"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
+"\n"
+"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var prefix = \"$DOCS_URL/?highlight=\";\n"
+"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
+"\n"
+"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Codifica la stringa in un formato compatibile con URL. Questo metodo è "
+"pensato per codificare correttamente i parametri in un URL quando si invia "
+"una richiesta HTTP.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var prefix = \"$DOCS_URL/?highlight=\"\n"
+"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
+"\n"
+"print(url) # Stampa \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var prefix = \"$DOCS_URL/?highlight=\";\n"
+"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
+"\n"
+"GD.Print(url); // Stampa \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
"Returns [code]true[/code] if this [StringName] is not equivalent to the given "
"[String]."
msgstr ""
@@ -52170,30 +87516,269 @@ msgstr ""
"[String] fornita."
msgid ""
+"Returns [code]true[/code] if the [StringName] and [param right] do not refer "
+"to the same name. Comparisons between [StringName]s are much faster than "
+"regular [String] comparisons."
+msgstr ""
+"Restituisce [code]true[/code] se [StringName] e [param right] non si "
+"riferiscono allo stesso nome. I confronti tra [StringName] sono molto più "
+"rapidi dei comuni confronti tra [String]."
+
+msgid ""
+"Formats the [StringName], replacing the placeholders with one or more "
+"parameters, returning a [String]. To pass multiple parameters, [param right] "
+"needs to be an [Array].\n"
+"For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/"
+"gdscript_format_string.html]GDScript format strings[/url] tutorial.\n"
+"[b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://"
+"learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/"
+"interpolated]how to interpolate strings with \"$\"[/url]."
+msgstr ""
+"Formatta lo [StringName], sostituendo i segnaposto con uno o più parametri. "
+"Per passare più parametri, [param right] deve essere un [Array].\n"
+"Per ulteriori informazioni, consulta il tutorial [url=$DOCS_URL/tutorials/"
+"scripting/gdscript/gdscript_format_string.html]Formattazione di stringhe in "
+"GDScript[/url].\n"
+"[b]Nota:[/b] in C#, questo operatore non è disponibile. Invece, consulta "
+"[url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/"
+"tokens/interpolated]come interpolare le stringhe con \"$\"[/url]."
+
+msgid ""
+"Appends [param right] at the end of this [StringName], returning a [String]. "
+"This is also known as a string concatenation."
+msgstr ""
+"Accoda [param right] alla fine di questo [StringName], restituendo una "
+"[String]. Questo è noto anche come concatenazione di stringhe."
+
+msgid ""
+"Returns [code]true[/code] if the left [StringName]'s pointer comes before "
+"[param right]. Note that this will not match their [url=https://en.wikipedia."
+"org/wiki/List_of_Unicode_characters]Unicode order[/url]."
+msgstr ""
+"Restituisce [code]true[/code] se il puntatore di [StringName] a sinistra "
+"precede quello di [param right]. Nota che questo non corrisponderà al loro "
+"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]ordine Unicode[/"
+"url]."
+
+msgid ""
+"Returns [code]true[/code] if the left [StringName]'s pointer comes before "
+"[param right] or if they are the same. Note that this will not match their "
+"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
+"url]."
+msgstr ""
+"Restituisce [code]true[/code] se il puntatore di [StringName] a sinistra "
+"precede quello di [param right], o se sono uguali. Nota che questo non "
+"corrisponderà al loro [url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]ordine Unicode[/url]."
+
+msgid ""
"Returns [code]true[/code] if this [StringName] is equivalent to the given "
"[String]."
msgstr ""
"Restituisce [code]true[/code] se questo [StringName] è equivalente alla "
"[String] fornita."
+msgid ""
+"Returns [code]true[/code] if the [StringName] and [param right] refer to the "
+"same name. Comparisons between [StringName]s are much faster than regular "
+"[String] comparisons."
+msgstr ""
+"Restituisce [code]true[/code] se [StringName] e [param right] si riferiscono "
+"allo stesso nome. I confronti tra [StringName] sono molto più rapidi dei "
+"comuni confronti tra [String]."
+
+msgid ""
+"Returns [code]true[/code] if the left [StringName]'s pointer comes after "
+"[param right]. Note that this will not match their [url=https://en.wikipedia."
+"org/wiki/List_of_Unicode_characters]Unicode order[/url]."
+msgstr ""
+"Restituisce [code]true[/code] se il puntatore di [StringName] a sinistra "
+"viene dopo quello di [param right]. Nota che questo non corrisponderà al loro "
+"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]ordine Unicode[/"
+"url]."
+
+msgid ""
+"Returns [code]true[/code] if the left [StringName]'s pointer comes after "
+"[param right] or if they are the same. Note that this will not match their "
+"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
+"url]."
+msgstr ""
+"Restituisce [code]true[/code] se il puntatore di [StringName] a sinistra "
+"viene dopo quello di [param right], o se sono uguali. Nota che questo non "
+"corrisponderà al loro [url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]ordine Unicode[/url]."
+
+msgid "Abstract base class for defining stylized boxes for UI elements."
+msgstr ""
+"Classe di base astratta per definire box stilizzati per gli elementi "
+"dell'interfaccia utente."
+
msgid "Returns the default margin of the specified [enum Side]."
msgstr ""
"Restituisce il margine predefinito del lato specificato con [enum Side]."
msgid ""
+"Returns the [CanvasItem] that handles its [constant CanvasItem."
+"NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment."
+msgstr ""
+"Restituisce l'elemento [CanvasItem] che gestisce il suo callback [constant "
+"CanvasItem.NOTIFICATION_DRAW] o [method CanvasItem._draw] in questo momento."
+
+msgid ""
+"Returns the content margin offset for the specified [enum Side].\n"
+"Positive values reduce size inwards, unlike [Control]'s margin values."
+msgstr ""
+"Restituisce l'offset del margine del contenuto per il lato ([enum Side]) "
+"specificato.\n"
+"I valori positivi riducono le dimensioni verso l'interno, a differenza dei "
+"valori del margine di [Control]."
+
+msgid "Returns the minimum size that this stylebox can be shrunk to."
+msgstr ""
+"Restituisce le dimensioni minime alle quali può essere ridotto questo "
+"stylebox."
+
+msgid ""
+"Returns the \"offset\" of a stylebox. This helper function returns a value "
+"equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style."
+"get_margin(MARGIN_TOP))[/code]."
+msgstr ""
+"Restituisce l'\"offset\" di uno stylebox. Questa funzione di supporto "
+"restituisce un valore equivalente a [code]Vector2(style."
+"get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code]."
+
+msgid ""
"Sets the default value of the specified [enum Side] to [param offset] pixels."
msgstr ""
"Imposta il valore predefinito del lato specificato con [enum Side] a [param "
"offset] in pixel."
+msgid "Sets the default margin to [param offset] pixels for all sides."
+msgstr ""
+"Imposta il margine predefinito su [param offset] pixel per tutti i lati."
+
+msgid "Test a position in a rectangle, return whether it passes the mask test."
+msgstr ""
+"Testa una posizione in un rettangolo, restituisce se supera il test della "
+"maschera."
+
+msgid ""
+"The left margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the left.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+"Il margine sinistro per il contenuto di questo style box. Aumentando questo "
+"valore si riduce lo spazio disponibile per il contenuto da sinistra.\n"
+"Consulta [member content_margin_bottom] per ulteriori considerazioni."
+
+msgid ""
+"The right margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the right.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+"Il margine destro per il contenuto di questo style box. Aumentando questo "
+"valore si riduce lo spazio disponibile per il contenuto da destra.\n"
+"Consulta [member content_margin_bottom] per ulteriori considerazioni."
+
+msgid ""
+"The top margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the top.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+"Il margine superiore per il contenuto di questo style box. Aumentando questo "
+"valore si riduce lo spazio disponibile per il contenuto dall'alto.\n"
+"Consulta [member content_margin_bottom] per ulteriori considerazioni."
+
+msgid "An empty [StyleBox] (does not display anything)."
+msgstr "Uno [StyleBox] vuoto (non visualizza nulla)."
+
+msgid ""
+"An empty [StyleBox] that can be used to display nothing instead of the "
+"default style (e.g. it can \"disable\" [code]focus[/code] styles)."
+msgstr ""
+"Uno [StyleBox] vuoto che può essere utilizzato per non visualizzare nulla al "
+"posto dello stile predefinito (ad esempio, può \"disabilitare\" gli stili "
+"[code]focus[/code])."
+
+msgid "A customizable [StyleBox] that doesn't use a texture."
+msgstr "Uno [StyleBox] personalizzabile che non utilizza una texture."
+
+msgid ""
+"By configuring various properties of this style box, you can achieve many "
+"common looks without the need of a texture. This includes optionally rounded "
+"borders, antialiasing, shadows, and skew.\n"
+"Setting corner radius to high values is allowed. As soon as corners overlap, "
+"the stylebox will switch to a relative system.\n"
+"[b]Example:[/b]\n"
+"[codeblock lang=text]\n"
+"height = 30\n"
+"corner_radius_top_left = 50\n"
+"corner_radius_bottom_left = 100\n"
+"[/codeblock]\n"
+"The relative system now would take the 1:2 ratio of the two left corners to "
+"calculate the actual corner width. Both corners added will [b]never[/b] be "
+"more than the height. Result:\n"
+"[codeblock lang=text]\n"
+"corner_radius_top_left: 10\n"
+"corner_radius_bottom_left: 20\n"
+"[/codeblock]"
+msgstr ""
+"Configurando varie proprietà di questo style box, puoi ottenere molti aspetti "
+"comuni senza la necessità di una texture. Ciò include bordi arrotondati "
+"facoltativi, antialiasing, ombre e inclinazione.\n"
+"È consentito impostare il raggio dell'angolo su valori elevati. Non appena "
+"gli angoli si sovrappongono, lo style box passerà a un sistema relativo.\n"
+"[b]Esempio:[/b]\n"
+"[codeblock lang=text]\n"
+"height = 30\n"
+"corner_radius_top_left = 50\n"
+"corner_radius_bottom_left = 100\n"
+"[/codeblock]\n"
+"Il sistema relativo ora prenderebbe il rapporto 1:2 dei due angoli sinistri "
+"per calcolare la larghezza effettiva dell'angolo. Entrambi gli angoli "
+"aggiunti non saranno [b]mai[/b] maggiori dell'altezza. Risultato:\n"
+"[codeblock lang=text]\n"
+"corner_radius_top_left: 10\n"
+"corner_radius_bottom_left: 20\n"
+"[/codeblock]"
+
msgid "Returns the specified [enum Side]'s border width."
msgstr "Restituisce la larghezza del bordo specificato con [enum Side]."
+msgid "Returns the smallest border width out of all four borders."
+msgstr "Restituisce il bordo più fino tra i quattro bordi."
+
+msgid ""
+"Returns the given [param corner]'s radius. See [enum Corner] for possible "
+"values."
+msgstr ""
+"Restituisce il raggio dell'angolo specificato con [param corner]. Vedi [enum "
+"Corner] per i valori possibili."
+
msgid "Returns the size of the specified [enum Side]'s expand margin."
msgstr ""
"Restituisce la dimensione del margine di espansione del lato specificato con "
"[enum Side]."
+msgid "Sets the specified [enum Side]'s border width to [param width] pixels."
+msgstr ""
+"Imposta la larghezza del bordo del lato specificato ([enum Side]) su [param "
+"width] pixel."
+
+msgid "Sets the border width to [param width] pixels for all sides."
+msgstr "Imposta la larghezza del bordo su [param width] pixel per tutti i lati."
+
+msgid ""
+"Sets the corner radius to [param radius] pixels for the given [param corner]. "
+"See [enum Corner] for possible values."
+msgstr ""
+"Imposta il raggio dell'angolo su [param radius] pixel per l'angolo "
+"specificato con [param corner]. Vedi [enum Corner] per i valori possibili."
+
+msgid "Sets the corner radius to [param radius] pixels for all corners."
+msgstr ""
+"Imposta il raggio dell'angolo su [param radius] pixel per tutti gli angoli."
+
msgid ""
"Sets the expand margin to [param size] pixels for the specified [enum Side]."
msgstr ""
@@ -52203,8 +87788,280 @@ msgstr ""
msgid "Sets the expand margin to [param size] pixels for all sides."
msgstr "Imposta il margine di espansione a [param size] pixel per tutti i lati."
+msgid ""
+"Antialiasing draws a small ring around the edges, which fades to "
+"transparency. As a result, edges look much smoother. This is only noticeable "
+"when using rounded corners or [member skew].\n"
+"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
+"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
+"[code]false[/code] to ensure crisp visuals and avoid possible visual glitches."
+msgstr ""
+"L'antialias disegna un piccolo anello attorno ai bordi, che sfuma in "
+"trasparenza. Di conseguenza, i bordi appaiono molto più lisci. Ciò è evidente "
+"solo quando si usano angoli arrotondati o [member skew].\n"
+"[b]Nota:[/b] Quando si usano angoli smussati con angoli di 45 gradi ([member "
+"corner_detail] = 1), si consiglia di impostare [member anti_aliasing] su "
+"[code]false[/code] per garantire immagini nitide ed evitare possibili "
+"problemi visivi."
+
+msgid ""
+"This changes the size of the antialiasing effect. [code]1.0[/code] is "
+"recommended for an optimal result at 100% scale, identical to how rounded "
+"rectangles are rendered in web browsers and most vector drawing software.\n"
+"[b]Note:[/b] Higher values may produce a blur effect but can also create "
+"undesired artifacts on small boxes with large-radius corners."
+msgstr ""
+"Questo modifica la dimensione dell'effetto antialias. [code]1.0[/code] è "
+"consigliato per un risultato ottimale al 100% di scala, identico a come sono "
+"renderizzati i rettangoli arrotondati nei browser Web e nella maggior parte "
+"dei software di disegno vettoriale.\n"
+"[b]Nota:[/b] Valori più alti possono produrre un effetto sfocato ma possono "
+"anche creare artefatti indesiderati su piccoli style box con angoli di ampio "
+"raggio."
+
+msgid "The background color of the stylebox."
+msgstr "Il colore di sfondo dello stylebox."
+
+msgid "If [code]true[/code], the border will fade into the background color."
+msgstr "Se [code]true[/code], il bordo sfumerà nel colore dello sfondo."
+
+msgid "Sets the color of the border."
+msgstr "Imposta il colore del bordo."
+
+msgid "Border width for the bottom border."
+msgstr "Spessore del bordo inferiore."
+
+msgid "Border width for the left border."
+msgstr "Spessore del bordo sinistro."
+
+msgid "Border width for the right border."
+msgstr "Spessore del bordo destro."
+
+msgid "Border width for the top border."
+msgstr "Spessore del bordo superiore."
+
+msgid ""
+"This sets the number of vertices used for each corner. Higher values result "
+"in rounder corners but take more processing power to compute. When choosing a "
+"value, you should take the corner radius ([method set_corner_radius_all]) "
+"into account.\n"
+"For corner radii less than 10, [code]4[/code] or [code]5[/code] should be "
+"enough. For corner radii less than 30, values between [code]8[/code] and "
+"[code]12[/code] should be enough.\n"
+"A corner detail of [code]1[/code] will result in chamfered corners instead of "
+"rounded corners, which is useful for some artistic effects."
+msgstr ""
+"Imposta il numero di vertici usati per ogni angolo. Valori più alti risultano "
+"in angoli più arrotondati, a scapito delle prestazioni. Quando si sceglie un "
+"valore, si dovrebbe tenere in considerazione il raggio dell'angolo ([method "
+"set_corner_radius_all]).\n"
+"Per raggi d'angolo inferiori a 10, [code]4[/code] o [code]5[/code] dovrebbero "
+"essere sufficienti. Per raggi d'angolo inferiori a 30, valori compresi tra "
+"[code]8[/code] e [code]12[/code] dovrebbero essere sufficienti.\n"
+"Un dettaglio d'angolo di [code]1[/code] risulterà in angoli smussati invece "
+"di angoli arrotondati, il che è utile per alcuni effetti artistici."
+
+msgid ""
+"The bottom-left corner's radius. If [code]0[/code], the corner is not rounded."
+msgstr ""
+"Il raggio dell'angolo inferiore sinistro. Se [code]0[/code], l'angolo non è "
+"arrotondato."
+
+msgid ""
+"The bottom-right corner's radius. If [code]0[/code], the corner is not "
+"rounded."
+msgstr ""
+"Il raggio dell'angolo inferiore destro. Se [code]0[/code], l'angolo non è "
+"arrotondato."
+
+msgid ""
+"The top-left corner's radius. If [code]0[/code], the corner is not rounded."
+msgstr ""
+"Il raggio dell'angolo superiore sinistro. Se [code]0[/code], l'angolo non è "
+"arrotondato."
+
+msgid ""
+"The top-right corner's radius. If [code]0[/code], the corner is not rounded."
+msgstr ""
+"Il raggio dell'angolo superiore destro. Se [code]0[/code], l'angolo non è "
+"arrotondato."
+
+msgid "Toggles drawing of the inner part of the stylebox."
+msgstr "Attiva il disegno della parte interna dello stylebox."
+
+msgid ""
+"Expands the stylebox outside of the control rect on the bottom edge. Useful "
+"in combination with [member border_width_bottom] to draw a border outside the "
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+"Espande lo stylebox all'esterno del rettangolo di controllo sul lato "
+"inferiore. Utile in combinazione con [member border_width_bottom] per "
+"disegnare un bordo all'esterno del rettangolo di controllo.\n"
+"[b]Nota:[/b] A differenza di [member StyleBox.content_margin_bottom], [member "
+"expand_margin_bottom] non [i]influenza[/i] la dimensione dell'area cliccabile "
+"per i [Control]. Ciò può avere un impatto negativo sull'usabilità se "
+"utilizzato in modo errato, poiché l'utente potrebbe provare a cliccare su "
+"un'area dello StyleBox che non può effettivamente ricevere clic."
+
+msgid ""
+"Expands the stylebox outside of the control rect on the left edge. Useful in "
+"combination with [member border_width_left] to draw a border outside the "
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
+"expand_margin_left] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
+msgstr ""
+"Espande lo stylebox all'esterno del rettangolo di controllo sul lato "
+"sinistro. Utile in combinazione con [member border_width_left] per disegnare "
+"un bordo all'esterno del rettangolo di controllo.\n"
+"[b]Nota:[/b] A differenza di [member StyleBox.content_margin_left], [member "
+"expand_margin_left] non [i]influenza[/i] la dimensione dell'area cliccabile "
+"per i [Control]. Ciò può avere un impatto negativo sull'usabilità se "
+"utilizzato in modo errato, poiché l'utente potrebbe provare a cliccare su "
+"un'area dello StyleBox che non può effettivamente ricevere clic."
+
+msgid ""
+"Expands the stylebox outside of the control rect on the right edge. Useful in "
+"combination with [member border_width_right] to draw a border outside the "
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
+"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
+"for [Control]s. This can negatively impact usability if used wrong, as the "
+"user may try to click an area of the StyleBox that cannot actually receive "
+"clicks."
+msgstr ""
+"Espande lo stylebox all'esterno del rettangolo di controllo sul lato destro. "
+"Utile in combinazione con [member border_width_right] per disegnare un bordo "
+"all'esterno del rettangolo di controllo.\n"
+"[b]Nota:[/b] A differenza di [member StyleBox.content_margin_right], [member "
+"expand_margin_right] non [i]influenza[/i] la dimensione dell'area cliccabile "
+"per i [Control]. Ciò può avere un impatto negativo sull'usabilità se "
+"utilizzato in modo errato, poiché l'utente potrebbe provare a cliccare su "
+"un'area dello StyleBox che non può effettivamente ricevere clic."
+
+msgid ""
+"Expands the stylebox outside of the control rect on the top edge. Useful in "
+"combination with [member border_width_top] to draw a border outside the "
+"control rect.\n"
+"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
+"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
+"[Control]s. This can negatively impact usability if used wrong, as the user "
+"may try to click an area of the StyleBox that cannot actually receive clicks."
+msgstr ""
+"Espande lo stylebox all'esterno del rettangolo di controllo sul lato "
+"superiore. Utile in combinazione con [member border_width_top] per disegnare "
+"un bordo all'esterno del rettangolo di controllo.\n"
+"[b]Nota:[/b] A differenza di [member StyleBox.content_margin_top], [member "
+"expand_margin_top] non [i]influenza[/i] la dimensione dell'area cliccabile "
+"per i [Control]. Ciò può avere un impatto negativo sull'usabilità se "
+"utilizzato in modo errato, poiché l'utente potrebbe provare a cliccare su "
+"un'area dello StyleBox che non può effettivamente ricevere clic."
+
+msgid ""
+"The color of the shadow. This has no effect if [member shadow_size] is lower "
+"than 1."
+msgstr ""
+"Il colore dell'ombra. Non ha effetto se [member shadow_size] è inferiore a 1."
+
+msgid ""
+"The shadow offset in pixels. Adjusts the position of the shadow relatively to "
+"the stylebox."
+msgstr ""
+"L'offset dell'ombra in pixel. Aggiusta la posizione dell'ombra relativamente "
+"allo stylebox."
+
+msgid "The shadow size in pixels."
+msgstr "La dimensione dell'ombra in pixel."
+
+msgid ""
+"If set to a non-zero value on either axis, [member skew] distorts the "
+"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
+"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
+"upwards (Y axis), while negative values skew the StyleBox towards the left (X "
+"axis) and downwards (Y axis).\n"
+"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
+"increasing the [StyleBox]'s content margin (see [member StyleBox."
+"content_margin_bottom]). It is preferable to increase the content margin "
+"instead of the expand margin (see [member expand_margin_bottom]), as "
+"increasing the expand margin does not increase the size of the clickable area "
+"for [Control]s."
+msgstr ""
+"Se impostato su un valore diverso da zero su entrambi gli assi, [member skew] "
+"distorce lo StyleBox orizzontalmente e/o verticalmente. Può essere utilizzato "
+"per interfacce utente in stile \"futuristico\". I valori positivi inclinano "
+"lo StyleBox verso destra (asse X) e verso l'alto (asse Y), mentre i valori "
+"negativi inclinano lo StyleBox verso sinistra (asse X) e verso il basso (asse "
+"Y).\n"
+"[b]Nota:[/b] Per garantire che il testo non tocchi i bordi dello StyleBox, "
+"considera di aumentare il margine del contenuto dello [StyleBox] (vedi "
+"[member StyleBox.content_margin_bottom]). È preferibile aumentare il margine "
+"del contenuto anziché il margine di espansione (vedi [member "
+"expand_margin_bottom]), poiché l'aumento del margine di espansione non "
+"aumenta la dimensione dell'area cliccabile per i [Control]."
+
+msgid "A [StyleBox] that displays a single line of a given color and thickness."
+msgstr ""
+"Uno [StyleBox] che visualizza una singola linea di un determinato colore e "
+"spessore."
+
+msgid ""
+"A [StyleBox] that displays a single line of a given color and thickness. The "
+"line can be either horizontal or vertical. Useful for separators."
+msgstr ""
+"Uno [StyleBox] che visualizza una singola linea di un determinato colore e "
+"spessore. La linea può essere orizzontale o verticale. Utile per i separatori."
+
+msgid "The line's color."
+msgstr "Il colore della linea."
+
+msgid ""
+"The number of pixels the line will extend before the [StyleBoxLine]'s bounds. "
+"If set to a negative value, the line will begin inside the [StyleBoxLine]'s "
+"bounds."
+msgstr ""
+"Il numero di pixel di cui la linea si estenderà prima dei limiti dello "
+"[StyleBoxLine]. Se impostato su un valore negativo, la linea inizierà "
+"all'interno dei limiti dello [StyleBoxLine]."
+
+msgid ""
+"The number of pixels the line will extend past the [StyleBoxLine]'s bounds. "
+"If set to a negative value, the line will end inside the [StyleBoxLine]'s "
+"bounds."
+msgstr ""
+"Il numero di pixel di cui la linea si estenderà oltre i limiti dello "
+"[StyleBoxLine]. Se impostato su un valore negativo, la linea terminerà "
+"all'interno dei limiti dello [StyleBoxLine]."
+
+msgid "The line's thickness in pixels."
+msgstr "Lo spessore della linea in pixel."
+
+msgid ""
+"If [code]true[/code], the line will be vertical. If [code]false[/code], the "
+"line will be horizontal."
+msgstr ""
+"Se [code]true[/code], la linea sarà verticale. Se [code]false[/code], la "
+"linea sarà orizzontale."
+
msgid "A texture-based nine-patch [StyleBox]."
-msgstr "Una [StyleBox] divisa in nove pezzi basata su una texture."
+msgstr "Uno [StyleBox] divisa in nove sezioni basata su una texture."
+
+msgid ""
+"A texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. "
+"This stylebox performs a 3×3 scaling of a texture, where only the center cell "
+"is fully stretched. This makes it possible to design bordered styles "
+"regardless of the stylebox's size."
+msgstr ""
+"Uno [StyleBox] a nove sezioni basato su texture, in un modo simile a "
+"[NinePatchRect]. Questo stylebox esegue un ridimensionamento 3×3 di una "
+"texture, dove solo la cella centrale è completamente allungata. Ciò rende "
+"possibile progettare stili con bordi a prescindere dalle dimensioni dello "
+"stylebox."
msgid "Returns the expand margin size of the specified [enum Side]."
msgstr ""
@@ -52220,46 +88077,508 @@ msgstr ""
"Imposta il margine a [param size] pixel per il lato specificato come [enum "
"Side]."
+msgid "Sets the margin to [param size] pixels for all sides."
+msgstr "Imposta il margine su [param size] pixel per tutti i lati."
+
+msgid ""
+"Controls how the stylebox's texture will be stretched or tiled horizontally. "
+"See [enum AxisStretchMode] for possible values."
+msgstr ""
+"Controlla come la texture dello stylebox sarà allungata o ripetuta "
+"orizzontalmente. Vedi [enum AxisStretchMode] per i valori possibili."
+
+msgid ""
+"Controls how the stylebox's texture will be stretched or tiled vertically. "
+"See [enum AxisStretchMode] for possible values."
+msgstr ""
+"Controlla come la texture dello stylebox sarà allungata o ripetuta "
+"verticalmente. Vedi [enum AxisStretchMode] per i valori possibili."
+
+msgid ""
+"If [code]true[/code], the nine-patch texture's center tile will be drawn."
+msgstr ""
+"Se [code]true[/code], sarà disegnata la sezione centrale della texture a nove "
+"sezioni."
+
+msgid ""
+"Expands the bottom margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+"Espande il margine inferiore di questo style box quando viene disegnato, in "
+"modo che sia più grande di quanto richiesto."
+
+msgid ""
+"Expands the left margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+"Espande il margine sinistro di questo style box quando viene disegnato, in "
+"modo che sia più grande di quanto richiesto."
+
+msgid ""
+"Expands the right margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+"Espande il margine destro di questo style box quando viene disegnato, in modo "
+"che sia più grande di quanto richiesto."
+
+msgid ""
+"Expands the top margin of this style box when drawing, causing it to be drawn "
+"larger than requested."
+msgstr ""
+"Espande il margine superiore di questo style box quando viene disegnato, in "
+"modo che sia più grande di quanto richiesto."
+
+msgid "Modulates the color of the texture when this style box is drawn."
+msgstr "Modula il colore della texture quando viene disegnato questo style box."
+
+msgid ""
+"Species a sub-region of the texture to use.\n"
+"This is equivalent to first wrapping the texture in an [AtlasTexture] with "
+"the same region.\n"
+"If empty ([code]Rect2(0, 0, 0, 0)[/code]), the whole texture will be used."
+msgstr ""
+"Specifica una sottoregione della texture da usare.\n"
+"Ciò equivale a racchiudere prima la texture in un [AtlasTexture] con la "
+"stessa regione.\n"
+"Se vuoto ([code]Rect2(0, 0, 0, 0)[/code]), sarà usata l'intera texture."
+
+msgid "The texture to use when drawing this style box."
+msgstr "La texture da utilizzare quando si disegna questo style box."
+
+msgid ""
+"Increases the bottom margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the bottom border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_bottom] if it is negative."
+msgstr ""
+"Aumenta il margine inferiore del riquadro 3×3 della texture .\n"
+"Un valore più alto significa che una parte maggiore della texture sorgente è "
+"considerata parte del bordo inferiore del riquadro 3×3.\n"
+"Questo è anche il valore utilizzato come riserva per [member StyleBox."
+"content_margin_bottom] se è negativo."
+
+msgid ""
+"Increases the left margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the left border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_left] if it is negative."
+msgstr ""
+"Aumenta il margine sinistro del riquadro 3×3 della texture .\n"
+"Un valore più alto significa che una parte maggiore della texture sorgente è "
+"considerata parte del bordo sinistro del riquadro 3×3.\n"
+"Questo è anche il valore utilizzato come riserva per [member StyleBox."
+"content_margin_left] se è negativo."
+
+msgid ""
+"Increases the right margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the right border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_right] if it is negative."
+msgstr ""
+"Aumenta il margine destro del riquadro 3×3 della texture .\n"
+"Un valore più alto significa che una parte maggiore della texture sorgente è "
+"considerata parte del bordo destro del riquadro 3×3.\n"
+"Questo è anche il valore utilizzato come riserva per [member StyleBox."
+"content_margin_right] se è negativo."
+
+msgid ""
+"Increases the top margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the top border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_top] if it is negative."
+msgstr ""
+"Aumenta il margine superiore del riquadro 3×3 della texture .\n"
+"Un valore più alto significa che una parte maggiore della texture sorgente è "
+"considerata parte del bordo superiore del riquadro 3×3.\n"
+"Questo è anche il valore utilizzato come riserva per [member StyleBox."
+"content_margin_top] se è negativo."
+
+msgid ""
+"Stretch the stylebox's texture. This results in visible distortion unless the "
+"texture size matches the stylebox's size perfectly."
+msgstr ""
+"Allunga la texture dello stylebox. Ciò provoca una distorsione visiva a meno "
+"che la dimensione della texture non corrisponda perfettamente a quella dello "
+"stylebox."
+
+msgid ""
+"Repeats the stylebox's texture to match the stylebox's size according to the "
+"nine-patch system."
+msgstr ""
+"Ripete la texture dello stylebox per adattarla alle dimensioni dello stylebox "
+"secondo il sistema a nove sezioni."
+
+msgid ""
+"Repeats the stylebox's texture to match the stylebox's size according to the "
+"nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may "
+"be slightly stretched to make the nine-patch texture tile seamlessly."
+msgstr ""
+"Ripete la texture dello stylebox per adattarla alle dimensioni dello stylebox "
+"secondo il sistema a nove sezioni. A differenza di [constant "
+"AXIS_STRETCH_MODE_TILE], la texture può essere leggermente allungata per "
+"ripetere la texture a nove sezioni, senza cuciture."
+
+msgid ""
+"An interface to a game world that doesn't create a window or draw to the "
+"screen directly."
+msgstr ""
+"Un'interfaccia per un mondo di gioco che non crea una finestra né disegna "
+"direttamente sullo schermo."
+
+msgid ""
+"[SubViewport] Isolates a rectangular region of a scene to be displayed "
+"independently. This can be used, for example, to display UI in 3D space.\n"
+"[b]Note:[/b] [SubViewport] is a [Viewport] that isn't a [Window], i.e. it "
+"doesn't draw anything by itself. To display anything, [SubViewport] must have "
+"a non-zero size and be either put inside a [SubViewportContainer] or assigned "
+"to a [ViewportTexture]."
+msgstr ""
+"[SubViewport] Isola una regione rettangolare di una scena da visualizzare in "
+"modo indipendente. Può essere utilizzato, ad esempio, per visualizzare "
+"l'interfaccia utente nello spazio 3D.\n"
+"[b]Nota:[/b] [SubViewport] è un [Viewport] che non è un [Window], ovvero non "
+"disegna nulla da solo. Per visualizzare qualcosa, [SubViewport] deve avere "
+"una dimensione diversa da zero ed essere inserito in un "
+"[SubViewportContainer] o assegnato a una [ViewportTexture]."
+
+msgid "Using Viewports"
+msgstr "Utilizzo dei Viewport"
+
+msgid "3D in 2D Viewport Demo"
+msgstr "Demo di viewport 3D in 2D"
+
+msgid "Screen Capture Demo"
+msgstr "Demo di cattura dello schermo"
+
+msgid "Dynamic Split Screen Demo"
+msgstr "Demo di schermo diviso dinamico"
+
+msgid "3D Resolution Scaling Demo"
+msgstr "Demo di scala della risoluzione 3D"
+
+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 ""
+"La modalità di cancellazione quando la viewport secondaria viene utilizzata "
+"come destinazione di rendering.\n"
+"[b]Nota:[/b] Questa proprietà è destinata all'uso 2D."
+
+msgid "The update mode when the sub-viewport is used as a render target."
+msgstr ""
+"Modalità di aggiornamento quando la viewport secondaria viene utilizzata come "
+"destinazione di rendering."
+
+msgid ""
+"The width and height of the sub-viewport. Must be set to a value greater than "
+"or equal to 2 pixels on both dimensions. Otherwise, nothing will be "
+"displayed.\n"
+"[b]Note:[/b] If the parent node is a [SubViewportContainer] and its [member "
+"SubViewportContainer.stretch] is [code]true[/code], the viewport size cannot "
+"be changed manually."
+msgstr ""
+"La larghezza e l'altezza della viewport secondaria. Deve essere impostata su "
+"un valore maggiore o uguale a 2 pixel su entrambe le dimensioni. Altrimenti, "
+"non sarà visualizzato nulla.\n"
+"[b]Nota:[/b] se il nodo padre è un [SubViewportContainer] e il suo [member "
+"SubViewportContainer.stretch] è [code]true[/code], la dimensione della "
+"viewport non può essere modificata manualmente."
+
+msgid ""
+"The 2D size override of the sub-viewport. If either the width or height is "
+"[code]0[/code], the override is disabled."
+msgstr ""
+"Sostituzione delle dimensioni 2D della viewport secondaria. Se la larghezza o "
+"l'altezza sono [code]0[/code], la sostituzione è disabilitata."
+
msgid "If [code]true[/code], the 2D size override affects stretch as well."
msgstr ""
"Se [code]true[/code], la sostituzione delle dimensioni 2D influisce anche "
"sull'allungamento."
+msgid "Always clear the render target before drawing."
+msgstr "Cancella sempre la destinazione del rendering prima di disegnare."
+
+msgid "Never clear the render target."
+msgstr "Non cancellare mai la destinazione di rendering."
+
+msgid ""
+"Clear the render target on the next frame, then switch to [constant "
+"CLEAR_MODE_NEVER]."
+msgstr ""
+"Cancella la destinazione del rendering nel frame successivo, quindi passa a "
+"[constant CLEAR_MODE_NEVER]."
+
+msgid "Do not update the render target."
+msgstr "Non aggiornare mai la destinazione del rendering."
+
+msgid ""
+"Update the render target once, then switch to [constant UPDATE_DISABLED]."
+msgstr ""
+"Aggiorna la destinazione del rendering una sola volta, quindi passa a "
+"[constant UPDATE_DISABLED]."
+
+msgid ""
+"Update the render target only when it is visible. This is the default value."
+msgstr ""
+"Aggiorna la destinazione del rendering solo quando è visibile. Questo è il "
+"valore predefinito."
+
+msgid "Update the render target only when its parent is visible."
+msgstr ""
+"Aggiorna la destinazione del rendering solo quando il suo genitore è visibile."
+
+msgid "Always update the render target."
+msgstr "Aggiornare sempre la destinazione di rendering."
+
+msgid "A container used for displaying the contents of a [SubViewport]."
+msgstr ""
+"Un contenitore utilizzato per visualizzare il contenuto di un [SubViewport]."
+
+msgid ""
+"A container that displays the contents of underlying [SubViewport] child "
+"nodes. It uses the combined size of the [SubViewport]s as minimum size, "
+"unless [member stretch] is enabled.\n"
+"[b]Note:[/b] Changing a [SubViewportContainer]'s [member Control.scale] will "
+"cause its contents to appear distorted. To change its visual size without "
+"causing distortion, adjust the node's margins instead (if it's not already in "
+"a container).\n"
+"[b]Note:[/b] The [SubViewportContainer] forwards mouse-enter and mouse-exit "
+"notifications to its sub-viewports."
+msgstr ""
+"Un contenitore che visualizza il contenuto dei nodi [SubViewport] figlio "
+"sottostanti. Utilizza la dimensione combinata dei [SubViewport] come "
+"dimensione minima, a meno che [member stretch] non sia abilitato.\n"
+"[b]Nota:[/b] Modificare il [member Control.scale] di un "
+"[SubViewportContainer] distorcerà visivamente il suo contenuto. Per "
+"modificare la sua dimensione visiva senza causare distorsioni, regola invece "
+"i margini del nodo (se non è già in un contenitore).\n"
+"[b]Nota:[/b] Il [SubViewportContainer] inoltra le notifiche di ingresso e "
+"uscita del mouse ai suoi viewport secondari."
+
+msgid ""
+"Virtual method to be implemented by the user. If it returns [code]true[/"
+"code], the [param event] is propagated to [SubViewport] children. Propagation "
+"doesn't happen if it returns [code]false[/code]. If the function is not "
+"implemented, all events are propagated to SubViewports."
+msgstr ""
+"Metodo virtuale da implementare dall'utente. Se restituisce [code]true[/"
+"code], l'evento [param event] viene propagato ai figli [SubViewport]. La "
+"propagazione non avviene se restituisce [code]false[/code]. Se la funzione "
+"non è implementata, tutti gli eventi vengono propagati ai SubViewport."
+
msgid ""
"If [code]true[/code], the sub-viewport will be automatically resized to the "
"control's size.\n"
"[b]Note:[/b] If [code]true[/code], this will prohibit changing [member "
"SubViewport.size] of its children manually."
msgstr ""
-"Se [code]true[/code], il sotto-viewport verrà automaticamente ridimensionato "
-"alle dimensioni del controllo.\n"
+"Se [code]true[/code], il viewport secondario sarà automaticamente "
+"ridimensionato alle dimensioni del controllo.\n"
"[b]Nota:[/b] Se [code]true[/code], questo proibirà il cambiamento di [member "
"SubViewport.size] dei suoi figli manualmente."
+msgid ""
+"Divides the sub-viewport's effective resolution by this value while "
+"preserving its scale. This can be used to speed up rendering.\n"
+"For example, a 1280×720 sub-viewport with [member stretch_shrink] set to "
+"[code]2[/code] will be rendered at 640×360 while occupying the same size in "
+"the container.\n"
+"[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to "
+"work."
+msgstr ""
+"Divide la risoluzione effettiva della viewport secondaria per questo valore, "
+"preservandone la scala. Può essere utilizzato per velocizzare il rendering.\n"
+"Ad esempio, una viewport secondaria da 1280×720 con [member stretch_shrink] "
+"impostato su [code]2[/code] sarà renderizzata a 640×360, occupando le stesse "
+"dimensioni nel contenitore.\n"
+"[b]Nota:[/b] [member stretch] deve essere [code]true[/code] affinché questa "
+"proprietà funzioni."
+
+msgid "Helper tool to create geometry."
+msgstr "Strumento di supporto per la creazione di geometrie."
+
msgid "Returns the axis-aligned bounding box of the vertex positions."
msgstr ""
"Restituisce la bounding box allineata agli assi delle posizioni dei vertici."
+msgid "Sets [Material] to be used by the [Mesh] you are constructing."
+msgstr "Imposta il [Material] da utilizzare per la [Mesh] che stai costruendo."
+
+msgid "Used to indicate a disabled custom channel."
+msgstr "Utilizzato per indicare un canale personalizzato disabilitato."
+
+msgid "Each individual vertex can be influenced by only 4 bone weights."
+msgstr "Ogni singolo vertice può essere influenzato solo da 4 pesi di ossa."
+
+msgid "Each individual vertex can be influenced by up to 8 bone weights."
+msgstr ""
+"Ogni singolo vertice può essere influenzato da un massimo di 8 pesi di ossa."
+
+msgid ""
+"Base class for syntax highlighters. Provides syntax highlighting data to a "
+"[TextEdit]."
+msgstr ""
+"Classe di base per evidenziatori di sintassi. Fornisce dati di evidenziazione "
+"della sintassi a un [TextEdit]."
+
+msgid ""
+"Base class for syntax highlighters. Provides syntax highlighting data to a "
+"[TextEdit]. The associated [TextEdit] will call into the [SyntaxHighlighter] "
+"on an as-needed basis.\n"
+"[b]Note:[/b] A [SyntaxHighlighter] instance should not be used across "
+"multiple [TextEdit] nodes."
+msgstr ""
+"Classe di base per gli evidenziatori di sintassi. Fornisce dati di "
+"evidenziazione della sintassi a un [TextEdit]. Il [TextEdit] associato "
+"chiamerà il [SyntaxHighlighter] in base alle necessità.\n"
+"[b]Nota:[/b] Un'istanza di [SyntaxHighlighter] non deve essere utilizzata su "
+"più nodi [TextEdit]."
+
msgid "Returns the associated [TextEdit] node."
msgstr "Restituisce il nodo [TextEdit] associato."
+msgid ""
+"A font loaded from a system font. Falls back to a default theme font if not "
+"implemented on the host OS."
+msgstr ""
+"Un font caricato da un font di sistema. Ritorna a un font del tema "
+"predefinito se non implementato sul sistema operativo host."
+
+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] carica un font da un font di sistema con il primo nome "
+"corrispondente da [member font_names].\n"
+"Tenterà di abbinare lo stile del font, ma non è garantito.\n"
+"Il font restituito potrebbe far parte di una collezione di font o essere un "
+"font variabile con le funzionalità OpenType \"weight\", \"width\" e/o "
+"\"italic\".\n"
+"Puoi creare un [FontVariation] del font di sistema per un controllo preciso "
+"sulle sue funzionalità.\n"
+"[b]Nota:[/b] Questa classe è implementata su iOS, Linux, macOS e Windows, su "
+"altre piattaforme tornerà al font del tema predefinito."
+
msgid "If set to [code]true[/code], italic or oblique font is preferred."
msgstr ""
"Se impostato su [code]true[/code], il carattere italico o obliquo è preferito."
+msgid "Array of font family names to search, first matching font found is used."
+msgstr ""
+"Array di nomi di famiglie di font da ricercare; è utilizzato il primo font "
+"corrispondente."
+
+msgid ""
+"Preferred font stretch amount, compared to a normal width. A percentage value "
+"between [code]50%[/code] and [code]200%[/code]."
+msgstr ""
+"Quantità preferita dell'allungamento del font, rispetto a una larghezza "
+"normale. Un valore di percentuale compreso tra [code]50%[/code] e [code]200%[/"
+"code]."
+
+msgid ""
+"Preferred weight (boldness) of the font. A value in the [code]100...999[/"
+"code] range, normal font weight is [code]400[/code], bold font weight is "
+"[code]700[/code]."
+msgstr ""
+"Peso preferito (grassetto) del font. Un valore nell'intervallo "
+"[code]100...999[/code], il peso normale dei font è [code]400[/code], il peso "
+"dei font in grassetto è [code]700[/code]."
+
+msgid ""
+"If set to [code]true[/code], auto-hinting is supported and preferred over "
+"font built-in hinting."
+msgstr ""
+"Se impostato su [code]true[/code], il suggerimento automatico è supportato e "
+"preferito rispetto al suggerimento integrato nel font."
+
+msgid "Font hinting mode."
+msgstr "Modalità di suggerimento del font."
+
+msgid ""
+"If set to [code]true[/code], glyphs of all sizes are rendered using single "
+"multichannel signed distance field generated from the dynamic font vector "
+"data."
+msgstr ""
+"Se impostato su [code]true[/code], i glifi di tutte le dimensioni sono "
+"renderizzati utilizzando un singolo campo multicanale di distanza con segno "
+"generato dai dati vettoriali dei font dinamici."
+
+msgid ""
+"Font oversampling factor, if set to [code]0.0[/code] global oversampling "
+"factor is used instead."
+msgstr ""
+"Fattore di sovracampionamento del font, se impostato su [code]0.0[/code] è "
+"invece utilizzato il fattore di sovracampionamento globale."
+
+msgid ""
+"Font glyph subpixel positioning mode. Subpixel positioning provides shaper "
+"text and better kerning for smaller font sizes, at the cost of memory usage "
+"and font rasterization speed. Use [constant TextServer."
+"SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size."
+msgstr ""
+"Modalità di posizionamento in mezzo ai pixel del glifo del font. Il "
+"posizionamento in mezzo ai pixel fornisce testo più definito e migliore "
+"crenatura per dimensioni di font più piccole, a scapito dell'utilizzo di "
+"memoria e della velocità di rasterizzazione del font. Utilizza [constant "
+"TextServer.SUBPIXEL_POSITIONING_AUTO] per abilitarlo automaticamente in base "
+"alla dimensione del font."
+
+msgid "A control that provides a horizontal bar with tabs."
+msgstr "Un controllo che fornisce una barra orizzontale con schede."
+
+msgid ""
+"A control that provides a horizontal bar with tabs. Similar to [TabContainer] "
+"but is only in charge of drawing tabs, not interacting with children."
+msgstr ""
+"Un controllo che fornisce una barra orizzontale con schede. Simile a "
+"[TabContainer] ma è responsabile solo del disegno delle schede, non "
+"dell'interazione con i figli."
+
+msgid "Adds a new tab."
+msgstr "Aggiunge una nuova scheda."
+
+msgid "Clears all tabs."
+msgstr "Cancella tutte le schede."
+
+msgid "Moves the scroll view to make the tab visible."
+msgstr "Sposta la vista scorrevole per rendere visibile la scheda."
+
+msgid ""
+"Returns [code]true[/code] if the offset buttons (the ones that appear when "
+"there's not enough space for all tabs) are visible."
+msgstr ""
+"Restituisce [code]true[/code] se i pulsanti di scostamento (quelli che "
+"compaiono quando non c'è abbastanza spazio per tutte le schede) sono visibili."
+
+msgid "Returns the previously active tab index."
+msgstr "Restituisce l'indice della scheda precedentemente attiva."
+
msgid ""
"Returns the icon for the right button of the tab at index [param tab_idx] or "
"[code]null[/code] if the right button has no icon."
msgstr ""
-"Ritorna l'icona del bottone destro della scheda all'indice [param tab_idx] o "
-"[code]null[/code] se il bottone destro non ha nessuna icona."
+"Restituisce l'icona del bottone destro della scheda all'indice [param "
+"tab_idx] o [code]null[/code] se il bottone destro non ha un'icona."
msgid ""
"Returns the icon for the tab at index [param tab_idx] or [code]null[/code] if "
"the tab has no icon."
msgstr ""
-"Ritorna l'icona della scheda all'indice [param tab_idx] o [code]null[/code] "
-"se la scheda non ha nessuna icona."
+"Restituisce l'icona della scheda all'indice [param tab_idx] o [code]null[/"
+"code] se la scheda non ha un'icona."
msgid ""
"Returns the maximum allowed width of the icon for the tab at index [param "
@@ -52268,9 +88587,34 @@ msgstr ""
"Restituisce la larghezza massima consentita dell'icona per la scheda "
"all'indice [param tab_idx]."
+msgid ""
+"Returns the index of the tab at local coordinates [param point]. Returns "
+"[code]-1[/code] if the point is outside the control boundaries or if there's "
+"no tab at the queried position."
+msgstr ""
+"Restituisce l'indice della scheda nelle coordinate locali [param point]. "
+"Restituisce [code]-1[/code] se il punto è al di fuori dei limiti di controllo "
+"o se nessuna scheda è presente nella posizione interrogata."
+
msgid "Returns tab title language code."
msgstr "Restituisce il codice di lingua del titolo della scheda."
+msgid ""
+"Returns the metadata value set to the tab at index [param tab_idx] using "
+"[method set_tab_metadata]. If no metadata was previously set, returns "
+"[code]null[/code] by default."
+msgstr ""
+"Restituisce il valore dei metadati impostato sulla scheda all'indice [param "
+"tab_idx] tramite [method set_tab_metadata]. Se non sono stati impostati "
+"metadati, restituisce [code]null[/code] per impostazione predefinita."
+
+msgid "Returns the number of hidden tabs offsetted to the left."
+msgstr "Restituisce il numero di schede nascoste spostate verso sinistra."
+
+msgid "Returns tab [Rect2] with local position and size."
+msgstr ""
+"Restituisce il [Rect2] della scheda con la posizione e le dimensioni locali."
+
msgid "Returns tab title text base writing direction."
msgstr ""
"Restituisce la direzione di scrittura di testo base del titolo della scheda."
@@ -52285,19 +88629,90 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if the tab at index [param tab_idx] is disabled."
msgstr ""
-"Ritorna [code]true[/code] se la scheda all'indice [param tab_idx] è "
+"Restituisce [code]true[/code] se la scheda all'indice [param tab_idx] è "
"disabilitata."
msgid "Returns [code]true[/code] if the tab at index [param tab_idx] is hidden."
msgstr ""
-"Ritorna [code]true[/code] se la scheda all'indice [param tab_idx] è nascosta."
+"Restituisce [code]true[/code] se la scheda all'indice [param tab_idx] è "
+"nascosta."
+
+msgid "Moves a tab from [param from] to [param to]."
+msgstr "Muove una scheda da [param from] a [param to]."
msgid "Removes the tab at index [param tab_idx]."
msgstr "Rimuove la scheda all'indice [param tab_idx]."
+msgid ""
+"Selects the first available tab with greater index than the currently "
+"selected. Returns [code]true[/code] if tab selection changed."
+msgstr ""
+"Seleziona la prima scheda disponibile con un indice maggiore di quella "
+"attualmente selezionata. Restituisce [code]true[/code] se la selezione della "
+"scheda è cambiata."
+
+msgid ""
+"Selects the first available tab with lower index than the currently selected. "
+"Returns [code]true[/code] if tab selection changed."
+msgstr ""
+"Seleziona la prima scheda disponibile con un indice minore di quella "
+"attualmente selezionata. Restituisce [code]true[/code] se la selezione della "
+"scheda è cambiata."
+
+msgid ""
+"Sets an [param icon] for the button of the tab at index [param tab_idx] "
+"(located to the right, before the close button), making it visible and "
+"clickable (See [signal tab_button_pressed]). Giving it a [code]null[/code] "
+"value will hide the button."
+msgstr ""
+"Imposta una icona ([param icon]) per il pulsante della scheda all'indice "
+"[param tab_idx] (situato a destra, prima del pulsante di chiusura), "
+"rendendolo visibile e cliccabile (vedi [signal tab_button_pressed]). "
+"Assegnandogli un valore [code]null[/code] il pulsante sarà nascosto."
+
+msgid ""
+"If [param disabled] is [code]true[/code], disables the tab at index [param "
+"tab_idx], making it non-interactable."
+msgstr ""
+"Se [param disabled] è [code]true[/code], disabilita la scheda all'indice "
+"[param tab_idx], rendendola non interattiva."
+
+msgid ""
+"If [param hidden] is [code]true[/code], hides the tab at index [param "
+"tab_idx], making it disappear from the tab area."
+msgstr ""
+"Se [param hidden] è [code]true[/code], nasconde la scheda all'indice [param "
+"tab_idx], facendola scomparire dall'area della scheda."
+
msgid "Sets an [param icon] for the tab at index [param tab_idx]."
msgstr "Imposta un'icona [param icon] per la scheda all'indice [param tab_idx]."
+msgid ""
+"Sets the maximum allowed width of the icon for the tab at index [param "
+"tab_idx]. This limit is applied on top of the default size of the icon and on "
+"top of [theme_item icon_max_width]. The height is adjusted according to the "
+"icon's ratio."
+msgstr ""
+"Imposta la larghezza massima consentita dell'icona per la scheda all'indice "
+"[param tab_idx]. Questo limite viene applicato al di sopra della dimensione "
+"predefinita dell'icona e sopra a [theme_item icon_max_width]. L'altezza è "
+"regolata in base al rapporto dell'icona."
+
+msgid ""
+"Sets language code of tab title used for line-breaking and text shaping "
+"algorithms, if left empty current locale is used instead."
+msgstr ""
+"Imposta il codice lingua del titolo della scheda usato per gli algoritmi di "
+"interruzione di riga e di modifica della forma del testo; se lasciato vuoto, "
+"sono usate le impostazioni locali attuali."
+
+msgid ""
+"Sets the metadata value for the tab at index [param tab_idx], which can be "
+"retrieved later using [method get_tab_metadata]."
+msgstr ""
+"Imposta il valore dei metadati per la scheda all'indice [param tab_idx], che "
+"può essere recuperato in seguito tramite [method get_tab_metadata]."
+
msgid "Sets tab title base writing direction."
msgstr ""
"Imposta la direzione di scrittura di testo base del titolo della scheda."
@@ -52307,29 +88722,229 @@ msgstr ""
"Imposta un titolo [param title] per la scheda all'indice [param tab_idx]."
msgid ""
+"Sets a [param tooltip] for tab at index [param tab_idx].\n"
+"[b]Note:[/b] By default, if the [param tooltip] is empty and the tab text is "
+"truncated (not all characters fit into the tab), the title will be displayed "
+"as a tooltip. To hide the tooltip, assign [code]\" \"[/code] as the [param "
+"tooltip] text."
+msgstr ""
+"Imposta un [param tooltip] per la scheda all'indice [param tab_idx].\n"
+"[b]Nota:[/b] Per impostazione predefinita, se il [param tooltip] è vuoto e il "
+"testo della scheda è troncato (non tutti i caratteri entrano nella scheda), "
+"il titolo sarà visualizzato come tooltip. Per nascondere il tooltip, assegna "
+"[code]\" \"[/code] come testo del [param tooltip]."
+
+msgid ""
+"If [code]true[/code], tabs overflowing this node's width will be hidden, "
+"displaying two navigation buttons instead. Otherwise, this node's minimum "
+"size is updated so that all tabs are visible."
+msgstr ""
+"Se [code]true[/code], le schede che superano la larghezza di questo nodo "
+"saranno nascoste, visualizzando invece due pulsanti di navigazione. "
+"Altrimenti, la dimensione minima di questo nodo è aggiustata in modo che "
+"tutte le schede siano visibili."
+
+msgid ""
+"The index of the current selected tab. A value of [code]-1[/code] means that "
+"no tab is selected and can only be set when [member deselect_enabled] is "
+"[code]true[/code] or if all tabs are hidden or disabled."
+msgstr ""
+"L'indice della scheda attualmente selezionata. Un valore di [code]-1[/code] "
+"significa che nessuna scheda è selezionata e questo valore può essere "
+"impostato solo quando [member deselect_enabled] è [code]true[/code] o se "
+"tutte le schede sono nascoste o disabilitate."
+
+msgid ""
"If [code]true[/code], all tabs can be deselected so that no tab is selected. "
"Click on the current tab to deselect it."
msgstr ""
"Se [code]true[/code], tutte le schede possono essere deselezionate in modo "
-"che non sia selezionata alcuna scheda. Fai clic sulla scheda attuale per "
+"che nessuna scheda sia selezionata. Clicca sulla scheda attuale per "
"deselezionarla."
+msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
+msgstr ""
+"Se [code]true[/code], le schede possono essere riorganizzate trascinandole "
+"con il mouse."
+
+msgid ""
+"Sets the maximum width which all tabs should be limited to. Unlimited if set "
+"to [code]0[/code]."
+msgstr ""
+"Imposta la larghezza massima alla quale devono essere limitate tutte le "
+"schede. Illimitato se impostato su [code]0[/code]."
+
+msgid ""
+"If [code]true[/code], the tab offset will be changed to keep the currently "
+"selected tab visible."
+msgstr ""
+"Se [code]true[/code], lo spostamento delle schede sarà modificato per "
+"mantenere visibile la scheda attualmente selezionata."
+
+msgid ""
+"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
+"scroll view."
+msgstr ""
+"se [code]true[/code], è possibile utilizzare la rotellina di scorrimento del "
+"mouse per navigare nella vista scorrevole."
+
+msgid ""
+"If [code]true[/code], enables selecting a tab with the right mouse button."
+msgstr ""
+"Se [code]true[/code], consente di selezionare una scheda con il pulsante "
+"destro del mouse."
+
+msgid ""
+"Sets the position at which tabs will be placed. See [enum AlignmentMode] for "
+"details."
+msgstr ""
+"Imposta la posizione in cui saranno posizionate le schede. Vedi [enum "
+"AlignmentMode] per i dettagli."
+
+msgid ""
+"Sets when the close button will appear on the tabs. See [enum "
+"CloseButtonDisplayPolicy] for details."
+msgstr ""
+"Imposta quando il pulsante di chiusura apparirà sulle schede. Vedi [enum "
+"CloseButtonDisplayPolicy] per i dettagli."
+
msgid "The number of tabs currently in the bar."
msgstr "Il numero di schede attualmente nella barra."
+msgid ""
+"[TabBar]s with the same rearrange group ID will allow dragging the tabs "
+"between them. Enable drag with [member drag_to_rearrange_enabled].\n"
+"Setting this to [code]-1[/code] will disable rearranging between [TabBar]s."
+msgstr ""
+"Le [TabBar] con lo stesso ID di gruppo di riorganizzazione consentiranno di "
+"trascinare le schede tra di loro. Abilita il trascinamento con [member "
+"drag_to_rearrange_enabled].\n"
+"Impostando questo su [code]-1[/code] sarà disabilitata la riorganizzazione "
+"tra le [TabBar]."
+
+msgid ""
+"Emitted when the active tab is rearranged via mouse drag. See [member "
+"drag_to_rearrange_enabled]."
+msgstr ""
+"Emesso quando la scheda attiva viene riorganizzata tramite il trascinamento "
+"del mouse. Vedi [member drag_to_rearrange_enabled]."
+
+msgid ""
+"Emitted when a tab's right button is pressed. See [method "
+"set_tab_button_icon]."
+msgstr ""
+"Emesso quando viene premuto il pulsante destro di una scheda. Vedi [method "
+"set_tab_button_icon]."
+
+msgid "Emitted when switching to another tab."
+msgstr "Emesso quando si cambia a un'altra scheda."
+
+msgid "Emitted when a tab is clicked, even if it is the current tab."
+msgstr "Emesso quando si clicca su una scheda, anche se è la scheda attuale."
+
+msgid ""
+"Emitted when a tab's close button is pressed.\n"
+"[b]Note:[/b] Tabs are not removed automatically once the close button is "
+"pressed, this behavior needs to be programmed manually. For example:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"$TabBar.tab_close_pressed.connect($TabBar.remove_tab)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GetNode<TabBar>(\"TabBar\").TabClosePressed += GetNode<TabBar>(\"TabBar\")."
+"RemoveTab;\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Emesso quando si preme il pulsante di chiusura di una scheda.\n"
+"[b]Nota:[/b] Le schede non vengono rimosse automaticamente una volta premuto "
+"il pulsante di chiusura, questo comportamento deve essere programmato "
+"manualmente. Ad esempio:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"$TabBar.tab_close_pressed.connect($TabBar.remove_tab)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GetNode<TabBar>(\"TabBar\").TabClosePressed += GetNode<TabBar>(\"TabBar\")."
+"RemoveTab;\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid "Emitted when a tab is hovered by the mouse."
+msgstr "Emesso quando si passa il mouse su una scheda."
+
+msgid ""
+"Emitted when a tab is right-clicked. [member select_with_rmb] must be enabled."
+msgstr ""
+"Emesso quando si clicca con il pulsante destro del mouse su una scheda. "
+"[member select_with_rmb] deve essere abilitato."
+
+msgid ""
+"Emitted when a tab is selected via click, directional input, or script, even "
+"if it is the current tab."
+msgstr ""
+"Emesso quando una scheda viene selezionata tramite clic, input direzionale o "
+"script, anche se è la scheda attuale."
+
msgid "Places tabs to the left."
msgstr "Posiziona le schede a sinistra."
+msgid "Places tabs in the middle."
+msgstr "Posiziona le schede in mezzo."
+
+msgid "Places tabs to the right."
+msgstr "Posiziona le schede a destra."
+
msgid "Represents the size of the [enum AlignmentMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum AlignmentMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum AlignmentMode]."
+
+msgid "Never show the close buttons."
+msgstr "Non mostra mai i pulsanti di chiusura."
+
+msgid "Only show the close button on the currently active tab."
+msgstr "Mostra il pulsante di chiusura solo sulla scheda attualmente attiva."
+
+msgid "Show the close button on all tabs."
+msgstr "Mostra il pulsante di chiusura su tutte le schede."
msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum CloseButtonDisplayPolicy]."
+"Rappresenta la dimensione dell'enumerazione [enum CloseButtonDisplayPolicy]."
+
+msgid "Modulation color for the [theme_item drop_mark] icon."
+msgstr "Il colore di modulazione per l'icona [theme_item drop_mark]."
+
+msgid "Font color of disabled tabs."
+msgstr "Il colore del font delle schede disabilitate."
+
+msgid ""
+"Font color of the currently hovered tab. Does not apply to the selected tab."
+msgstr ""
+"Il colore del font della scheda al passaggio del mouse. Non si applica alla "
+"scheda selezionata."
msgid "The tint of text outline of the tab name."
msgstr "La tinta del contorno del testo per il nome della scheda."
+msgid "Font color of the currently selected tab."
+msgstr "Il colore del font della scheda attualmente selezionata."
+
+msgid "Font color of the other, unselected tabs."
+msgstr "Il colore del font delle altre schede non selezionate."
+
+msgid "The horizontal separation between the elements inside tabs."
+msgstr "La separazione orizzontale tra gli elementi all'interno delle schede."
+
+msgid ""
+"The maximum allowed width of the tab's icon. This limit is applied on top of "
+"the default size of the icon, but before the value set with [method "
+"set_tab_icon_max_width]. The height is adjusted according to the icon's ratio."
+msgstr ""
+"La larghezza massima consentita dell'icona della scheda. Questo limite è "
+"applicato al di sopra della dimensione predefinita dell'icona, ma prima del "
+"valore impostato con [method set_tab_icon_max_width]. L'altezza è regolata in "
+"base al rapporto dell'icona."
+
msgid ""
"The size of the tab text outline.\n"
"[b]Note:[/b] If using a font with [member FontFile."
@@ -52346,8 +88961,157 @@ msgstr ""
"corretto. Altrimenti, il contorno potrebbe sembrare tagliato prima del "
"previsto."
+msgid "The font used to draw tab names."
+msgstr "Il font utilizzato per disegnare i nomi delle schede."
+
msgid "Font size of the tab names."
-msgstr "Dimensione dei caratteri dei nomi delle schede."
+msgstr "La dimensione del font dei nomi delle schede."
+
+msgid "The icon for the close button (see [member tab_close_display_policy])."
+msgstr ""
+"L'icona per il pulsante di chiusura (vedi [member tab_close_display_policy])."
+
+msgid ""
+"Icon for the left arrow button that appears when there are too many tabs to "
+"fit in the container width. When the button is disabled (i.e. the first tab "
+"is visible), it appears semi-transparent."
+msgstr ""
+"L'icona per il pulsante freccia sinistra che appare quando ci sono troppe "
+"schede per adattarsi alla larghezza del contenitore. Quando il pulsante è "
+"disabilitato (ovvero la prima scheda è visibile), appare semi-trasparente."
+
+msgid ""
+"Icon for the left arrow button that appears when there are too many tabs to "
+"fit in the container width. Used when the button is being hovered with the "
+"cursor."
+msgstr ""
+"L'icona per il pulsante freccia sinistra che appare quando ci sono troppe "
+"schede per adattarsi alla larghezza del contenitore. Utilizzato quando si "
+"passa il cursore sul pulsante."
+
+msgid ""
+"Icon shown to indicate where a dragged tab is gonna be dropped (see [member "
+"drag_to_rearrange_enabled])."
+msgstr ""
+"L'icona visualizzata per indicare dove sarà rilasciata una scheda trascinata "
+"(vedi [member drag_to_rearrange_enabled])."
+
+msgid ""
+"Icon for the right arrow button that appears when there are too many tabs to "
+"fit in the container width. When the button is disabled (i.e. the last tab is "
+"visible) it appears semi-transparent."
+msgstr ""
+"L'icona per il pulsante freccia destra che appare quando ci sono troppe "
+"schede per adattarsi alla larghezza del contenitore. Quando il pulsante è "
+"disabilitato (ovvero l'ultima scheda è visibile), appare semi-trasparente."
+
+msgid ""
+"Icon for the right arrow button that appears when there are too many tabs to "
+"fit in the container width. Used when the button is being hovered with the "
+"cursor."
+msgstr ""
+"L'icona per il pulsante freccia destro che appare quando ci sono troppe "
+"schede per adattarsi alla larghezza del contenitore. Utilizzato quando si "
+"passa il cursore sul pulsante."
+
+msgid ""
+"Background of the tab and close buttons when they're being hovered with the "
+"cursor."
+msgstr ""
+"Lo sfondo della scheda e dei pulsanti di chiusura quando ci si passa sopra "
+"con il cursore."
+
+msgid "Background of the tab and close buttons when it's being pressed."
+msgstr ""
+"Lo sfondo della scheda e dei pulsanti di chiusura quando vengono premuti."
+
+msgid "The style of disabled tabs."
+msgstr "Lo stile delle schede disabilitate."
+
+msgid ""
+"[StyleBox] used when the [TabBar] is focused. The [theme_item tab_focus] "
+"[StyleBox] is displayed [i]over[/i] the base [StyleBox] of the selected tab, "
+"so a partially transparent [StyleBox] should be used to ensure the base "
+"[StyleBox] remains visible. A [StyleBox] that represents an outline or an "
+"underline works well for this purpose. To disable the focus visual effect, "
+"assign a [StyleBoxEmpty] resource. Note that disabling the focus visual "
+"effect will harm keyboard/controller navigation usability, so this is not "
+"recommended for accessibility reasons."
+msgstr ""
+"Lo [StyleBox] utilizzato quando il [TabBar] è focalizzato. Lo [StyleBox] di "
+"[theme_item focus] è visualizzato [i]sopra[/i] lo [StyleBox] di base, quindi "
+"è necessario utilizzare uno [StyleBox] parzialmente trasparente per garantire "
+"che lo [StyleBox] di base rimanga visibile. Uno [StyleBox] che rappresenta un "
+"contorno o una sottolineatura funziona bene per questo scopo. Per "
+"disabilitare l'effetto visivo del focus, assegna una risorsa [StyleBoxEmpty]. "
+"Tieni presente che disattivare l'effetto visivo di focus ridurrà l'usabilità "
+"della navigazione tramite tastiera o controller, perciò non è consigliato per "
+"motivi di accessibilità."
+
+msgid ""
+"The style of the currently hovered tab. Does not apply to the selected tab.\n"
+"[b]Note:[/b] This style will be drawn with the same width as [theme_item "
+"tab_unselected] at minimum."
+msgstr ""
+"Lo stile della scheda attualmente visualizzata. Non si applica alla scheda "
+"selezionata.\n"
+"[b]Nota:[/b] Questo stile sarà disegnato con la stessa larghezza di "
+"[theme_item tab_unselected] come minimo."
+
+msgid "The style of the currently selected tab."
+msgstr "Lo stile della scheda attualmente selezionata."
+
+msgid "The style of the other, unselected tabs."
+msgstr "Lo stile delle altre schede non selezionate."
+
+msgid ""
+"A container that creates a tab for each child control, displaying only the "
+"active tab's control."
+msgstr ""
+"Un contenitore che crea una scheda per ogni controllo figlio, visualizzando "
+"solo il controllo della scheda attiva."
+
+msgid ""
+"Arranges child controls into a tabbed view, creating a tab for each one. The "
+"active tab's corresponding control is made visible, while all other child "
+"controls are hidden. Ignores non-control children.\n"
+"[b]Note:[/b] The drawing of the clickable tabs is handled by this node; "
+"[TabBar] is not needed."
+msgstr ""
+"Dispone i controlli figlio in una vista a schede, creando una scheda per "
+"ciascuno. Il controllo corrispondente della scheda attiva è reso visibile, "
+"mentre tutti gli altri controlli figlio sono nascosti. Ignora i figli non di "
+"controllo.\n"
+"[b]Nota:[/b] Il disegno delle schede cliccabili è gestito da questo nodo; "
+"[TabBar] non è necessario."
+
+msgid "Returns the child [Control] node located at the active tab index."
+msgstr ""
+"Restituisce il nodo [Control] figlio situato nell'indice della scheda attiva."
+
+msgid ""
+"Returns the [Popup] node instance if one has been set already with [method "
+"set_popup].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
+"cause a crash. If you wish to hide it or any of its children, use their "
+"[member Window.visible] property."
+msgstr ""
+"Restituisce l'istanza del nodo [Popup] se ne è già stata impostata una con "
+"[method set_popup].\n"
+"[b]Attenzione:[/b] Questo è un nodo interno obbligatorio, rimuoverlo e "
+"liberarlo potrebbe causare un crash. Se desideri nascondere questo nodo o uno "
+"dei suoi figli, usa la loro proprietà [member Window.visible]."
+
+msgid ""
+"Returns the [TabBar] contained in this container.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it or "
+"editing its tabs may cause a crash. If you wish to edit the tabs, use the "
+"methods provided in [TabContainer]."
+msgstr ""
+"Restituisce la [TabBar] contenuta in questo contenitore.\n"
+"[b]Attenzione:[/b] Questo è un nodo interno obbligatorio, rimuoverlo e "
+"liberarlo potrebbe causare un crash. Se si desidera modificare le schede, usa "
+"i metodi forniti in [TabContainer]."
msgid "Returns the button icon from the tab at index [param tab_idx]."
msgstr ""
@@ -52356,12 +89120,41 @@ msgstr ""
msgid "Returns the [Control] node from the tab at index [param tab_idx]."
msgstr "Restituisce il nodo [Control] dalla scheda all'indice [param tab_idx]."
+msgid "Returns the number of tabs."
+msgstr "Restituisce il numero di schede."
+
msgid ""
"Returns the [Texture2D] for the tab at index [param tab_idx] or [code]null[/"
"code] if the tab has no [Texture2D]."
msgstr ""
-"Ritorna la [Texture2D] della scheda all'indice [param tab_idx] o [code]null[/"
-"code] se la scheda non ha nessuna [Texture2D]."
+"Restituisce la [Texture2D] della scheda all'indice [param tab_idx] o "
+"[code]null[/code] se la scheda non ha nessuna [Texture2D]."
+
+msgid ""
+"Returns the index of the tab tied to the given [param control]. The control "
+"must be a child of the [TabContainer]."
+msgstr ""
+"Restituisce l'indice della scheda associata al [param control] specificato. "
+"Il controllo deve essere un figlio del [TabContainer]."
+
+msgid ""
+"Returns the title of the tab at index [param tab_idx]. Tab titles default to "
+"the name of the indexed child node, but this can be overridden with [method "
+"set_tab_title]."
+msgstr ""
+"Restituisce il titolo della scheda all'indice [param tab_idx]. Per "
+"impostazione predefinita, i titoli delle schede sono impostati sul nome del "
+"nodo figlio indicizzato, ma questo può essere sovrascritto con [method "
+"set_tab_title]."
+
+msgid ""
+"If set on a [Popup] node instance, a popup menu icon appears in the top-right "
+"corner of the [TabContainer] (setting it to [code]null[/code] will make it go "
+"away). Clicking it will expand the [Popup] node."
+msgstr ""
+"Se impostato su un'istanza del nodo [Popup], un'icona del menu popup appare "
+"nell'angolo in alto a destra del [TabContainer] (impostandola su [code]null[/"
+"code] la farà scomparire). Cliccando su di essa, il nodo [Popup] si espanderà."
msgid "Sets the button icon from the tab at index [param tab_idx]."
msgstr "Imposta l'icona del pulsante dalla scheda all'indice [param tab_idx]."
@@ -52369,28 +89162,359 @@ msgstr "Imposta l'icona del pulsante dalla scheda all'indice [param tab_idx]."
msgid "Sets an icon for the tab at index [param tab_idx]."
msgstr "Imposta un'icona per la scheda all'indice [param tab_idx]."
+msgid ""
+"Sets a custom title for the tab at index [param tab_idx] (tab titles default "
+"to the name of the indexed child node). Set it back to the child's name to "
+"make the tab default to it again."
+msgstr ""
+"Imposta un titolo personalizzato per la scheda all'indice [param tab_idx] (i "
+"titoli delle schede sono impostati per impostazione predefinita sul nome del "
+"nodo figlio indicizzato). Reimpostalo sul nome del nodo figlio per "
+"ripristinare la scheda al titolo predefinito."
+
+msgid ""
+"Sets a custom tooltip text for tab at index [param tab_idx].\n"
+"[b]Note:[/b] By default, if the [param tooltip] is empty and the tab text is "
+"truncated (not all characters fit into the tab), the title will be displayed "
+"as a tooltip. To hide the tooltip, assign [code]\" \"[/code] as the [param "
+"tooltip] text."
+msgstr ""
+"Imposta un testo di suggerimento personalizzato per la scheda all'indice "
+"[param tab_idx].\n"
+"[b]Nota:[/b] Per impostazione predefinita, se [param tooltip] è vuoto e il "
+"testo della scheda è troncato (non tutti i caratteri entrano nella scheda), "
+"il titolo sarà visualizzato nella tooltip. Per nascondere il tooltip, assegna "
+"[code]\" \"[/code] come testo in [param tooltip]."
+
+msgid ""
+"If [code]true[/code], all tabs are drawn in front of the panel. If "
+"[code]false[/code], inactive tabs are drawn behind the panel."
+msgstr ""
+"Se [code]true[/code], tutte le schede sono disegnate davanti al pannello. Se "
+"[code]false[/code], le schede inattive sono disegnate dietro il pannello."
+
+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].\n"
+"A value of [code]-1[/code] means that no tab is selected."
+msgstr ""
+"L'indice della scheda attuale. Quando impostato, la proprietà [code]visible[/"
+"code] del nodo [Control] a questo indice è impostata su [code]true[/code] e "
+"tutte le altre sono impostate su [code]false[/code].\n"
+"Un valore di [code]-1[/code] significa che nessuna scheda è selezionata."
+
+msgid ""
+"If [code]true[/code], all tabs can be deselected so that no tab is selected. "
+"Click on the [member current_tab] to deselect it.\n"
+"Only the tab header will be shown if no tabs are selected."
+msgstr ""
+"Se [code]true[/code], tutte le schede possono essere deselezionate in modo "
+"che nessuna scheda sia selezionata. Clicca su [member current_tab] per "
+"deselezionarla.\n"
+"Sarà mostrata solo l'intestazione della scheda se nessuna scheda è "
+"selezionata."
+
+msgid ""
+"Sets the position at which tabs will be placed. See [enum TabBar."
+"AlignmentMode] for details."
+msgstr ""
+"Imposta la posizione in cui saranno posizionate le schede. Vedi [enum TabBar."
+"AlignmentMode] per i dettagli."
+
+msgid "The focus access mode for the internal [TabBar] node."
+msgstr ""
+"La modalità di accesso alla focalizzazione per il nodo [TabBar] interno."
+
msgid "Sets the position of the tab bar. See [enum TabPosition] for details."
msgstr ""
"Imposta la posizione della barra delle schede. Vedi [enum TabPosition] per i "
"dettagli."
+msgid ""
+"[TabContainer]s with the same rearrange group ID will allow dragging the tabs "
+"between them. Enable drag with [member drag_to_rearrange_enabled].\n"
+"Setting this to [code]-1[/code] will disable rearranging between "
+"[TabContainer]s."
+msgstr ""
+"I [TabContainer] con lo stesso ID di gruppo di riorganizzazione consentiranno "
+"di trascinare le schede tra di loro. Abilita il trascinamento con [member "
+"drag_to_rearrange_enabled].\n"
+"Impostando questo su [code]-1[/code] sarà disabilitata la riorganizzazione "
+"tra i [TabContainer]."
+
+msgid ""
+"If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
+"and titles are hidden."
+msgstr ""
+"Se [code]true[/code], le schede sono visibili. Se [code]false[/code], il "
+"contenuto e i titoli delle schede sono nascosti."
+
+msgid ""
+"If [code]true[/code], child [Control] nodes that are hidden have their "
+"minimum size take into account in the total, instead of only the currently "
+"visible one."
+msgstr ""
+"Se [code]true[/code], la dimensione minima dei nodi [Control] figlio nascosti "
+"è presa in considerazione per quella totale, invece di solo quella "
+"attualmente visibile."
+
+msgid ""
+"Emitted when the [TabContainer]'s [Popup] button is clicked. See [method "
+"set_popup] for details."
+msgstr ""
+"Emesso quando si clicca sul pulsante [Popup] del [TabContainer]. Vedi [method "
+"set_popup] per i dettagli."
+
+msgid "Emitted when the user clicks on the button icon on this tab."
+msgstr "Emesso quando l'utente clicca sull'icona del pulsante in questa scheda."
+
msgid "Places the tab bar at the top."
msgstr "Posiziona la barra delle schede in alto."
+msgid ""
+"Places the tab bar at the bottom. The tab bar's [StyleBox] will be flipped "
+"vertically."
+msgstr ""
+"Posiziona la barra delle schede in basso. Lo [StyleBox] della barra delle "
+"schede sarà capovolto verticalmente."
+
msgid "Represents the size of the [enum TabPosition] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum TabPosition]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum TabPosition]."
msgid "Font color of the currently hovered tab."
+msgstr "Il colore del font della scheda al passaggio del mouse."
+
+msgid ""
+"The maximum allowed width of the tab's icon. This limit is applied on top of "
+"the default size of the icon, but before the value set with [method TabBar."
+"set_tab_icon_max_width]. The height is adjusted according to the icon's ratio."
+msgstr ""
+"La larghezza massima consentita dell'icona della scheda. Questo limite è "
+"applicato al di sopra della dimensione predefinita dell'icona, ma prima del "
+"valore impostato con [method TabBar.set_tab_icon_max_width]. L'altezza è "
+"regolata in base al rapporto dell'icona."
+
+msgid "Space between tab's name and its icon."
+msgstr "Lo spazio tra il nome della scheda e la sua icona."
+
+msgid ""
+"The space at the left or right edges of the tab bar, accordingly with the "
+"current [member tab_alignment].\n"
+"The margin is ignored with [constant TabBar.ALIGNMENT_RIGHT] if the tabs are "
+"clipped (see [member clip_tabs]) or a popup has been set (see [method "
+"set_popup]). The margin is always ignored with [constant TabBar."
+"ALIGNMENT_CENTER]."
+msgstr ""
+"Lo spazio sui bordi sinistro o destro della barra delle schede, in base "
+"all'attuale [member tab_alignment].\n"
+"Il margine è ignorato con [constant TabBar.ALIGNMENT_RIGHT] se le schede sono "
+"ritagliate (vedi [member clip_tabs]) o è stato impostato un popup (vedi "
+"[method set_popup]). Il margine è sempre ignorato con [constant TabBar."
+"ALIGNMENT_CENTER]."
+
+msgid "The icon for the menu button (see [method set_popup])."
+msgstr "L'icona per il pulsante del menu (vedi [method set_popup])."
+
+msgid ""
+"The icon for the menu button (see [method set_popup]) when it's being hovered "
+"with the cursor."
+msgstr ""
+"L'icona per il pulsante del menu (vedi [method set_popup]) quando ci si passa "
+"sopra con il cursore."
+
+msgid "The style for the background fill."
+msgstr "Lo stile per il riempimento dello sfondo."
+
+msgid ""
+"The style of the currently hovered tab.\n"
+"[b]Note:[/b] This style will be drawn with the same width as [theme_item "
+"tab_unselected] at minimum."
msgstr ""
-"Colore dei caratteri della scheda attualmente in passaggio con il mouse."
+"Lo stile della scheda al passaggio del mouse.\n"
+"[b]Nota:[/b] Questo stile sarà disegnato con la stessa larghezza minima di "
+"[theme_item tab_unselected]."
+
+msgid "The style for the background fill of the [TabBar] area."
+msgstr "Lo stile per il riempimento dello sfondo dell'area del [TabBar]."
+
+msgid "A TCP server."
+msgstr "Un server TCP."
+
+msgid ""
+"A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
+"when it gets an incoming connection.\n"
+"[b]Note:[/b] When exporting to Android, make sure to enable the "
+"[code]INTERNET[/code] permission in the Android export preset before "
+"exporting the project or using one-click deploy. Otherwise, network "
+"communication of any kind will be blocked by Android."
+msgstr ""
+"Un server TCP. Ascolta le connessioni su una porta e restituisce un "
+"[StreamPeerTCP] quando riceve una connessione in arrivo.\n"
+"[b]Nota:[/b] Quando esporti su Android, assicurati di abilitare "
+"l'autorizzazione [code]INTERNET[/code] nel modello di esportazione Android "
+"prima di esportare il progetto o di usare il one-click deploy. Altrimenti, la "
+"comunicazione di rete di qualsiasi tipo sarà bloccata da Android."
msgid "Returns the local port this server is listening to."
msgstr "Restituisce la porta locale che questo server sta ascoltando."
+msgid "Returns [code]true[/code] if a connection is available for taking."
+msgstr ""
+"Restituisce [code]true[/code] se una connessione è disponibile per l'uso."
+
+msgid ""
+"Returns [code]true[/code] if the server is currently listening for "
+"connections."
+msgstr ""
+"Restituisce [code]true[/code] se il server è attualmente in ascolto per nuove "
+"connessioni."
+
+msgid ""
+"Listen on the [param port] binding to [param bind_address].\n"
+"If [param bind_address] is set as [code]\"*\"[/code] (default), the server "
+"will listen on all available addresses (both IPv4 and IPv6).\n"
+"If [param bind_address] is set as [code]\"0.0.0.0\"[/code] (for IPv4) or "
+"[code]\"::\"[/code] (for IPv6), the server will listen on all available "
+"addresses matching that IP type.\n"
+"If [param bind_address] is set to any valid address (e.g. "
+"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will "
+"only listen on the interface with that address (or fail if no interface with "
+"the given address exists)."
+msgstr ""
+"Ascolta sulla porta [param port] associata all'indirizzo [param "
+"bind_address].\n"
+"Se [param bind_address] è impostato come [code]\"*\"[/code] (predefinito), il "
+"server ascolterà tutti gli indirizzi disponibili (sia IPv4 che IPv6).\n"
+"Se [param bind_address] è impostato come [code]\"0.0.0.0\"[/code] (per IPv4) "
+"o [code]\"::\"[/code] (per IPv6), il server ascolterà tutti gli indirizzi "
+"disponibili che corrispondono a quel tipo di IP.\n"
+"Se [param bind_address] è impostato su un indirizzo valido (ad esempio "
+"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], ecc.), il server "
+"ascolterà solo sull'interfaccia con quell'indirizzo (o fallirà se non esiste "
+"alcuna interfaccia con l'indirizzo specificato)."
+
msgid "Stops listening."
msgstr "Smette di ascoltare."
msgid ""
+"If a connection is available, returns a StreamPeerTCP with the connection."
+msgstr ""
+"Se una connessione è disponibile, restituisce uno StreamPeerTCP con la "
+"connessione."
+
+msgid "A multiline text editor."
+msgstr "Un editor di testo multilinea."
+
+msgid ""
+"A multiline text editor. It also has limited facilities for editing code, "
+"such as syntax highlighting support. For more advanced facilities for editing "
+"code, see [CodeEdit].\n"
+"[b]Note:[/b] Most viewport, caret, and edit methods contain a "
+"[code]caret_index[/code] argument for [member caret_multiple] support. The "
+"argument should be one of the following: [code]-1[/code] for all carets, "
+"[code]0[/code] for the main caret, or greater than [code]0[/code] for "
+"secondary carets in the order they were created.\n"
+"[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will "
+"scroll 5 times as fast as it would normally do. This also works in the Godot "
+"script editor."
+msgstr ""
+"Un editor di testo multilinea. Dispone inoltre di funzionalità limitate per "
+"la modifica del codice, come il supporto per l'evidenziazione della sintassi. "
+"Per funzionalità più avanzate per la modifica del codice, vedi [CodeEdit].\n"
+"[b]Nota:[/b] La maggior parte dei metodi \"viewport\", \"caret\" e \"edit\" "
+"contiene un argomento [code]caret_index[/code] per il supporto di più cursori "
+"([member caret_multiple]). L'argomento dovrebbe essere uno dei seguenti: "
+"[code]-1[/code] per tutti i cursori, [code]0[/code] per il cursore principale "
+"o maggiore di [code]0[/code] per i cursori secondari nell'ordine in cui sono "
+"stati creati.\n"
+"[b]Nota:[/b] Quando si tiene premuto [kbd]Alt[/kbd], la rotellina di "
+"scorrimento verticale scorrerà 5 volte più velocemente di quanto farebbe "
+"normalmente. Questo funziona anche nell'editor di script di Godot."
+
+msgid ""
+"Override this method to define what happens when the user presses the "
+"backspace key."
+msgstr ""
+"Sovrascrivi questo metodo per definire cosa succede quando l'utente preme il "
+"tasto backspace."
+
+msgid ""
+"Override this method to define what happens when the user performs a copy "
+"operation."
+msgstr ""
+"Sovrascrivi questo metodo per definire cosa succede quando l'utente esegue "
+"un'operazione di copia."
+
+msgid ""
+"Override this method to define what happens when the user performs a cut "
+"operation."
+msgstr ""
+"Sovrascrivi questo metodo per definire cosa succede quando l'utente esegue "
+"un'operazione di taglio."
+
+msgid ""
+"Override this method to define what happens when the user types in the "
+"provided key [param unicode_char]."
+msgstr ""
+"Sovrascrivi questo metodo per definire cosa succede quando l'utente digita il "
+"tasto fornito ([param unicode_char])."
+
+msgid ""
+"Override this method to define what happens when the user performs a paste "
+"operation."
+msgstr ""
+"Sovrascrivi questo metodo per definire cosa succede quando l'utente esegue "
+"un'operazione di incolla."
+
+msgid ""
+"Override this method to define what happens when the user performs a paste "
+"operation with middle mouse button.\n"
+"[b]Note:[/b] This method is only implemented on Linux."
+msgstr ""
+"Sovrascrivi questo metodo per definire cosa succede quando l'utente esegue "
+"un'operazione di incolla con il tasto centrale del mouse.\n"
+"[b]Nota:[/b] Questo metodo è implementato solo su Linux."
+
+msgid ""
+"Adds a new caret at the given location. Returns the index of the new caret, "
+"or [code]-1[/code] if the location is invalid."
+msgstr ""
+"Aggiunge un nuovo cursore nella posizione specificata. Restituisce l'indice "
+"del cursore, o [code]-1[/code] se la posizione non è valida."
+
+msgid ""
+"Adds an additional caret above or below every caret. If [param below] is "
+"[code]true[/code] the new caret will be added below and above otherwise."
+msgstr ""
+"Aggiunge un cursore aggiuntivo sopra o sotto ogni cursore. Se [param below] è "
+"[code]true[/code] il nuovo cursore sarà aggiunto sotto, altrimenti sopra."
+
+msgid ""
+"Register a new gutter to this [TextEdit]. Use [param at] to have a specific "
+"gutter order. A value of [code]-1[/code] appends the gutter to the right."
+msgstr ""
+"Registra un nuovo gutter in questo [TextEdit]. Usa [param at] per avere un "
+"ordine specifico per i gutter. Un valore di [code]-1[/code] aggiunge il "
+"gutter a destra."
+
+msgid ""
+"Adds a selection and a caret for the next occurrence of the current "
+"selection. If there is no active selection, selects word under caret."
+msgstr ""
+"Aggiunge una selezione e un cursore per l'occorrenza successiva della "
+"selezione attuale. Se non c'è una selezione attiva, seleziona la parola sotto "
+"il cursore."
+
+msgid "No longer necessary since methods now adjust carets themselves."
+msgstr ""
+"Non è più necessario poiché i metodi ora regolano autonomamente i cursori di "
+"testo."
+
+msgid "Adjust the viewport so the caret is visible."
+msgstr "Regola la vista in modo che il cursore sia visibile."
+
+msgid ""
"Applies text from the [url=https://en.wikipedia.org/wiki/Input_method]Input "
"Method Editor[/url] (IME) to each caret and closes the IME if it is open."
msgstr ""
@@ -52398,12 +89522,137 @@ msgstr ""
"Method Editor[/url] (IME) a ogni cursore e chiude l'IME se è aperto."
msgid ""
+"Called when the user presses the backspace key. Can be overridden with "
+"[method _backspace]."
+msgstr ""
+"Chiamato quando l'utente preme il tasto backspace. Può essere sovrascritto "
+"con [method _backspace]."
+
+msgid ""
+"Starts a multipart edit. All edits will be treated as one action until "
+"[method end_complex_operation] is called."
+msgstr ""
+"Avvia una modifica in più parti. Tutte le modifiche saranno trattate come "
+"un'unica azione finché non viene chiamato [method end_complex_operation]."
+
+msgid ""
+"Starts an edit for multiple carets. The edit must be ended with [method "
+"end_multicaret_edit]. Multicaret edits can be used to edit text at multiple "
+"carets and delay merging the carets until the end, so the caret indexes "
+"aren't affected immediately. [method begin_multicaret_edit] and [method "
+"end_multicaret_edit] can be nested, and the merge will happen at the last "
+"[method end_multicaret_edit].\n"
+"Example usage:\n"
+"[codeblock]\n"
+"begin_complex_operation()\n"
+"begin_multicaret_edit()\n"
+"for i in range(get_caret_count()):\n"
+" if multicaret_edit_ignore_caret(i):\n"
+" continue\n"
+" # Logic here.\n"
+"end_multicaret_edit()\n"
+"end_complex_operation()\n"
+"[/codeblock]"
+msgstr ""
+"Avvia una modifica per più cursori. La modifica deve essere terminata con "
+"[method end_multicaret_edit]. Le modifiche per più cursori possono essere "
+"usate per modificare il testo in più cursori e ritardare l'unione dei cursori "
+"fino alla fine, in modo che gli indici dei cursori non siano influenzati "
+"immediatamente. È possibile annidare [method begin_multicaret_edit] e [method "
+"end_multicaret_edit] e l'unione avverrà all'ultimo [method "
+"end_multicaret_edit].\n"
+"Esempio di utilizzo:\n"
+"[codeblock]\n"
+"begin_complex_operation()\n"
+"begin_multicaret_edit()\n"
+"for i in range(get_caret_count()):\n"
+" if multicaret_edit_ignore_caret(i):\n"
+" continue\n"
+" # Logica qui.\n"
+"end_multicaret_edit()\n"
+"end_complex_operation()\n"
+"[/codeblock]"
+
+msgid ""
"Closes the [url=https://en.wikipedia.org/wiki/Input_method]Input Method "
"Editor[/url] (IME) if it is open. Any text in the IME will be lost."
msgstr ""
"Chiude l'[url=https://en.wikipedia.org/wiki/Input_method]Input Method Editor[/"
"url] (IME) se è aperto. Qualsiasi testo nell'IME sarà perso."
+msgid ""
+"Centers the viewport on the line the editing caret is at. This also resets "
+"the [member scroll_horizontal] value to [code]0[/code]."
+msgstr ""
+"Centra la vista sulla riga in cui si trova il cursore di modifica. Ciò "
+"reimposta anche il valore di [member scroll_horizontal] su [code]0[/code]."
+
+msgid "Performs a full reset of [TextEdit], including undo history."
+msgstr ""
+"Esegue un ripristino completo del [TextEdit], inclusa la cronologia degli "
+"annullamenti."
+
+msgid "Clears the undo history."
+msgstr "Cancella la cronologia degli annullamenti."
+
+msgid ""
+"Collapse all carets in the given range to the [param from_line] and [param "
+"from_column] position.\n"
+"[param inclusive] applies to both ends.\n"
+"If [method is_in_mulitcaret_edit] is [code]true[/code], carets that are "
+"collapsed will be [code]true[/code] for [method "
+"multicaret_edit_ignore_caret].\n"
+"[method merge_overlapping_carets] will be called if any carets were collapsed."
+msgstr ""
+"Comprime tutti i cursori nell'intervallo specificato nelle posizioni [param "
+"from_line] e [param from_column].\n"
+"[param inclusive] si applica a entrambe le estremità.\n"
+"Se [method is_in_mulitcaret_edit] è [code]true[/code], i cursori compressi "
+"saranno [code]true[/code] per [method multicaret_edit_ignore_caret].\n"
+"Verrà chiamato [method merge_overlapping_carets] se qualche cursore è stato "
+"compresso."
+
+msgid ""
+"Copies the current text selection. Can be overridden with [method _copy]."
+msgstr ""
+"Copia la selezione di testo attuale. Può essere sovrascritto con [method "
+"_copy]."
+
+msgid "Cut's the current selection. Can be overridden with [method _cut]."
+msgstr "Taglia la selezione attuale. Può essere sovrascritto con [method _cut]."
+
+msgid "Deletes the selected text."
+msgstr "Elimina il testo selezionato."
+
+msgid "Deselects the current selection."
+msgstr "Deseleziona la selezione attuale."
+
+msgid ""
+"Marks the end of steps in the current action started with [method "
+"start_action]."
+msgstr ""
+"Contrassegna la fine dei passaggi nell'azione attuale avviata con [method "
+"start_action]."
+
+msgid ""
+"Ends a multipart edit, started with [method begin_complex_operation]. If "
+"called outside a complex operation, the current operation is pushed onto the "
+"undo/redo stack."
+msgstr ""
+"Termina una modifica in più parti, avviata con [method "
+"begin_complex_operation]. Se chiamata al di fuori di un'operazione complessa, "
+"l'operazione attuale viene inserita nello stack di annullamento/ripristino."
+
+msgid ""
+"Ends an edit for multiple carets, that was started with [method "
+"begin_multicaret_edit]. If this was the last [method end_multicaret_edit] and "
+"[method merge_overlapping_carets] was called, carets will be merged."
+msgstr ""
+"Termina una modifica per più cursori, avviata con [method "
+"begin_multicaret_edit]. Se questo era l'ultimo [method end_multicaret_edit] "
+"ed è stato chiamato [method merge_overlapping_carets], i cursori verranno "
+"uniti."
+
msgid "Returns the column the editing caret is at."
msgstr "Restituisce la colonna su cui si trova il cursore di modifica."
@@ -52413,6 +89662,22 @@ msgstr "Restituisce il numero di cursori in questo [TextEdit]."
msgid "Returns the caret pixel draw position."
msgstr "Restituisce la posizione di disegno del cursore, in pixel."
+msgid ""
+"Carets no longer need to be edited in any specific order. If the carets need "
+"to be sorted, use [method get_sorted_carets] instead."
+msgstr ""
+"I cursori non devono più essere modificati in un ordine specifico. Se i "
+"cursori devono essere ordinati, usa invece [method get_sorted_carets]."
+
+msgid ""
+"Returns a list of caret indexes in their edit order, this done from bottom to "
+"top. Edit order refers to the way actions such as [method "
+"insert_text_at_caret] are applied."
+msgstr ""
+"Restituisce un elenco di indici di cursori nel loro ordine di modifica, dal "
+"basso verso l'alto. L'ordine di modifica si riferisce al modo in cui sono "
+"applicate azioni come [method insert_text_at_caret]."
+
msgid "Returns the line the editing caret is on."
msgstr "Restituisce la riga su cui si trova il cursore di modifica."
@@ -52420,11 +89685,47 @@ msgid "Returns the wrap index the editing caret is on."
msgstr ""
"Restituisce l'indice di avvolgimento su cui si trova il cursore di modifica."
+msgid "Returns the first column containing a non-whitespace character."
+msgstr ""
+"Restituisce la prima colonna contenente un carattere diverso da uno spazio "
+"vuoto."
+
msgid "Returns the first visible line."
msgstr "Restituisce la prima riga visibile."
+msgid "Returns the number of gutters registered."
+msgstr "Restituisce il numero di gutter registrati."
+
+msgid "Returns the name of the gutter at the given index."
+msgstr "Restituisce il nome del gutter all'indice indicato."
+
+msgid ""
+"Returns the type of the gutter at the given index. Gutters can contain icons, "
+"text, or custom visuals. See [enum TextEdit.GutterType] for options."
+msgstr ""
+"Restituisce il tipo di gutter all'indice specificato. I gutter possono "
+"contenere icone, testo o elementi visivi personalizzati. Vedi [enum TextEdit."
+"GutterType] per le opzioni."
+
+msgid "Returns the width of the gutter at the given index."
+msgstr "Restituisce la larghezza del gutter all'indice indicato."
+
msgid "Returns the [HScrollBar] used by [TextEdit]."
-msgstr "Restituisce la [HScrollBar] utilizzata da [TextEdit]."
+msgstr "Restituisce la [HScrollBar] utilizzata dal [TextEdit]."
+
+msgid ""
+"Returns the number of spaces and [code]tab * tab_size[/code] before the first "
+"char."
+msgstr ""
+"Restituisce il numero di spazi e [code]tab * tab_size[/code] prima del primo "
+"carattere."
+
+msgid ""
+"Returns the last visible line. Use [method "
+"get_last_full_visible_line_wrap_index] for the wrap index."
+msgstr ""
+"Restituisce l'ultima riga visibile. Usa [method "
+"get_last_full_visible_line_wrap_index] per l'indice di avvolgimento."
msgid "Returns the last visible wrap index of the last visible line."
msgstr ""
@@ -52434,9 +89735,86 @@ msgstr ""
msgid "Returns the last unhidden line in the entire [TextEdit]."
msgstr "Restituisce l'ultima riga non nascosta nell'intero [TextEdit]."
+msgid "Returns the text of a specific line."
+msgstr "Restituisce il testo per la riga specificata."
+
+msgid ""
+"Returns the current background color of the line. [code]Color(0, 0, 0, 0)[/"
+"code] is returned if no color is set."
+msgstr ""
+"Restituisce il colore di sfondo attuale della linea. [code]Color(0, 0, 0, 0)[/"
+"code] viene restituito se nessun colore è impostato."
+
+msgid ""
+"Returns the line and column at the given position. In the returned vector, "
+"[code]x[/code] is the column, [code]y[/code] is the line. If [param "
+"allow_out_of_bounds] is [code]false[/code] and the position is not over the "
+"text, both vector values will be set to [code]-1[/code]."
+msgstr ""
+"Restituisce la riga e la colonna nella posizione specificata. Nel vettore "
+"restituito, [code]x[/code] è la colonna, [code]y[/code] è la riga. Se [param "
+"allow_out_of_bounds] è [code]false[/code] e la posizione non è sopra il "
+"testo, entrambi i valori del vettore saranno impostati su [code]-1[/code]."
+
msgid "Returns the number of lines in the text."
msgstr "Restituisce il numero di righe nel testo."
+msgid ""
+"Returns the icon currently in [param gutter] at [param line]. This only works "
+"when the gutter type is [constant GUTTER_TYPE_ICON] (see [method "
+"set_gutter_type])."
+msgstr ""
+"Restituisce l'icona attualmente presente nel [param gutter] alla riga [param "
+"line]. Funziona solo quando il tipo di gutter è [constant GUTTER_TYPE_ICON] "
+"(vedi [method set_gutter_type])."
+
+msgid "Returns the color currently in [param gutter] at [param line]."
+msgstr ""
+"Restituisce il colore attuale nel [param gutter] alla riga [param line]."
+
+msgid "Returns the metadata currently in [param gutter] at [param line]."
+msgstr ""
+"Restituisce i metadati attuali nel [param gutter] alla riga [param line]."
+
+msgid ""
+"Returns the text currently in [param gutter] at [param line]. This only works "
+"when the gutter type is [constant GUTTER_TYPE_STRING] (see [method "
+"set_gutter_type])."
+msgstr ""
+"Restituisce il testo attuale nel [param gutter] alla riga [param line]. "
+"Funziona solo quando il tipo di gutter è [constant GUTTER_TYPE_STRING] (vedi "
+"[method set_gutter_type])."
+
+msgid ""
+"Returns the maximum value of the line height among all lines.\n"
+"[b]Note:[/b] The return value is influenced by [theme_item line_spacing] and "
+"[theme_item font_size]. And it will not be less than [code]1[/code]."
+msgstr ""
+"Restituisce il valore massimo dell'altezza della riga tra tutte le righe.\n"
+"[b]Nota:[/b] Il valore restituito è influenzato da [theme_item line_spacing] "
+"e [theme_item font_size]. E non sarà inferiore a [code]1[/code]."
+
+msgid ""
+"Returns an [Array] of line ranges where [code]x[/code] is the first line and "
+"[code]y[/code] is the last line. All lines within these ranges will have a "
+"caret on them or be part of a selection. Each line will only be part of one "
+"line range, even if it has multiple carets on it.\n"
+"If a selection's end column ([method get_selection_to_column]) is at column "
+"[code]0[/code], that line will not be included. If a selection begins on the "
+"line after another selection ends and [param merge_adjacent] is [code]true[/"
+"code], or they begin and end on the same line, one line range will include "
+"both selections."
+msgstr ""
+"Restituisce un [Array] di intervalli di righe in cui [code]x[/code] è la "
+"prima riga e [code]y[/code] è l'ultima riga. Tutte le righe all'interno di "
+"questi intervalli avranno un cursore o faranno parte di una selezione. Ogni "
+"riga farà parte di un solo intervallo di righe, anche se ha più cursori.\n"
+"Se la colonna finale di una selezione ([method get_selection_to_column]) è la "
+"colonna [code]0[/code], quella riga non sarà inclusa. Se una selezione inizia "
+"sulla riga dopo la fine di un'altra selezione e [param merge_adjacent] è "
+"[code]true[/code], oppure iniziano e finiscono sulla stessa riga, un "
+"intervallo di righe includerà entrambe le selezioni."
+
msgid "Returns the width in pixels of the [param wrap_index] on [param line]."
msgstr ""
"Restituisce la larghezza in pixel dell'indice di avvolgimento ([param "
@@ -52448,11 +89826,110 @@ msgstr "Restituisce il numero di volte che la riga fornita è avvolta."
msgid "Returns the wrap index of the given line column."
msgstr "Restituisce l'indice di avvolgimento della colonna di riga fornita."
+msgid "Returns an array of [String]s representing each wrapped index."
+msgstr ""
+"Restituisce un array di [String] che rappresentano ciascun indice avvolto."
+
msgid "Returns the local mouse position adjusted for the text direction."
msgstr ""
"Restituisce la posizione del mouse locale aggiustata per la direzione del "
"testo."
+msgid ""
+"Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
+"displayed when right-clicking on the [TextEdit].\n"
+"You can add custom menu items or remove standard ones. Make sure your IDs "
+"don't conflict with the standard ones (see [enum MenuItems]). For example:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" var menu = get_menu()\n"
+" # Remove all items after \"Redo\".\n"
+" menu.item_count = menu.get_item_index(MENU_REDO) + 1\n"
+" # Add custom items.\n"
+" menu.add_separator()\n"
+" menu.add_item(\"Insert Date\", MENU_MAX + 1)\n"
+" # Connect callback.\n"
+" menu.id_pressed.connect(_on_item_pressed)\n"
+"\n"
+"func _on_item_pressed(id):\n"
+" if id == MENU_MAX + 1:\n"
+" insert_text_at_caret(Time.get_date_string_from_system())\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" var menu = GetMenu();\n"
+" // Remove all items after \"Redo\".\n"
+" menu.ItemCount = menu.GetItemIndex(TextEdit.MenuItems.Redo) + 1;\n"
+" // Add custom items.\n"
+" menu.AddSeparator();\n"
+" menu.AddItem(\"Insert Date\", TextEdit.MenuItems.Max + 1);\n"
+" // Add event handler.\n"
+" menu.IdPressed += OnItemPressed;\n"
+"}\n"
+"\n"
+"public void OnItemPressed(int id)\n"
+"{\n"
+" if (id == TextEdit.MenuItems.Max + 1)\n"
+" {\n"
+" InsertTextAtCaret(Time.GetDateStringFromSystem());\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
+"cause a crash. If you wish to hide it or any of its children, use their "
+"[member Window.visible] property."
+msgstr ""
+"Restituisce il [PopupMenu] di questo [TextEdit]. Per impostazione "
+"predefinita, questo menu viene visualizzato quando si clicca con il pulsante "
+"destro del mouse sul [TextEdit].\n"
+"È possibile aggiungere voci di menu personalizzate o rimuovere quelle "
+"preimpostate. Assicurarsi che gli ID non siano in conflitto con quelli "
+"preimpostati (vedi [enum MenuItems]). Ad esempio:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" var menu = get_menu()\n"
+" # Rimuove tutte le voci dopo \"Ripeti\".\n"
+" menu.item_count = menu.get_item_index(MENU_REDO) + 1\n"
+" #Aggiunge voci personalizzate.\n"
+" menu.add_separator()\n"
+" menu.add_item(\"Insert Date\", MENU_MAX + 1)\n"
+" # Connetti il callback.\n"
+" menu.id_pressed.connect(_on_item_pressed)\n"
+"\n"
+"func _on_item_pressed(id):\n"
+" if id == MENU_MAX + 1:\n"
+" insert_text_at_caret(Time.get_date_string_from_system())\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" var menu = GetMenu();\n"
+" // Rimuove tutte le voci dopo \"Ripeti\".\n"
+" menu.ItemCount = menu.GetItemIndex(TextEdit.MenuItems.Redo) + 1;\n"
+" // Aggiunge voci personalizzate.\n"
+" menu.AddSeparator();\n"
+" menu.AddItem(\"Insert Date\", TextEdit.MenuItems.Max + 1);\n"
+" // Aggiungi lo gestore dell'evento.\n"
+" menu.IdPressed += OnItemPressed;\n"
+"}\n"
+"\n"
+"public void OnItemPressed(int id)\n"
+"{\n"
+" if (id == TextEdit.MenuItems.Max + 1)\n"
+" {\n"
+" InsertTextAtCaret(Time.GetDateStringFromSystem());\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Attenzione:[/b] Questo è un nodo interno obbligatorio, rimuoverlo e "
+"liberarlo potrebbe causare un crash. Se desideri nascondere questo nodo o uno "
+"dei suoi figli, usa la loro proprietà [member Window.visible]."
+
msgid "Returns the equivalent minimap line at [param position]."
msgstr ""
"Restituisce la riga della minimappa equivalente alla posizione [param "
@@ -52462,11 +89939,89 @@ msgid "Returns the number of lines that may be drawn on the minimap."
msgstr ""
"Restituisce il numero di righe che possono essere disegnate sulla minimappa."
+msgid ""
+"Similar to [method get_next_visible_line_offset_from], but takes into account "
+"the line wrap indexes. In the returned vector, [code]x[/code] is the line, "
+"[code]y[/code] is the wrap index."
+msgstr ""
+"Simile a [method get_next_visible_line_offset_from], ma tiene conto degli "
+"indici di avvolgimento della riga. Nel vettore restituito, [code]x[/code] è "
+"la riga, [code]y[/code] è l'indice di avvolgimento."
+
+msgid ""
+"Returns the count to the next visible line from [param line] to [code]line + "
+"visible_amount[/code]. Can also count backwards. For example if a [TextEdit] "
+"has 5 lines with lines 2 and 3 hidden, calling this with [code]line = 1, "
+"visible_amount = 1[/code] would return 3."
+msgstr ""
+"Restituisce il conteggio alla riga successiva visibile da [param line] a "
+"[code]line + visible_amount[/code]. Può anche contare all'indietro. Ad "
+"esempio, se un [TextEdit] ha 5 righe con le righe 2 e 3 nascoste, chiamando "
+"questo metodo con [code]line = 1, visible_amount = 1[/code] verrebbe "
+"restituito 3."
+
+msgid ""
+"Returns the local position for the given [param line] and [param column]. If "
+"[code]x[/code] or [code]y[/code] of the returned vector equal [code]-1[/"
+"code], the position is outside of the viewable area of the control.\n"
+"[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use "
+"[method get_rect_at_line_column] to get the top side position."
+msgstr ""
+"Restituisce la posizione locale per la riga [param line] e la colonna [param "
+"column]. Se [code]x[/code] o [code]y[/code] del vettore restituito sono "
+"uguali a [code]-1[/code], la posizione è al di fuori dell'area visibile del "
+"controllo.\n"
+"[b]Nota:[/b] La posizione Y corrisponde al lato inferiore della riga. Usa "
+"[method get_rect_at_line_column] per ottenere la posizione del lato superiore."
+
+msgid ""
+"Returns the local position and size for the grapheme at the given [param "
+"line] and [param column]. If [code]x[/code] or [code]y[/code] position of the "
+"returned rect equal [code]-1[/code], the position is outside of the viewable "
+"area of the control.\n"
+"[b]Note:[/b] The Y position of the returned rect corresponds to the top side "
+"of the line, unlike [method get_pos_at_line_column] which returns the bottom "
+"side."
+msgstr ""
+"Restituisce la posizione e la dimensione locale del grafema nella riga [param "
+"line] e nella colonna [param column]. Se la posizione [code]x[/code] o "
+"[code]y[/code] del rettangolo restituito è uguale a [code]-1[/code], la "
+"posizione è al di fuori dell'area visibile del controllo.\n"
+"[b]Nota:[/b] La posizione Y del rettangolo restituito corrisponde al lato "
+"superiore della riga, a differenza di [method get_pos_at_line_column] che "
+"restituisce il lato inferiore."
+
+msgid "Returns the last tagged saved version from [method tag_saved_version]."
+msgstr ""
+"Restituisce l'ultima versione salvata marcata da [method tag_saved_version]."
+
msgid "Returns the scroll position for [param wrap_index] of [param line]."
msgstr ""
"Restituisce la posizione di scorrimento per l'indice di avvolgimento ([param "
"wrap_index]) della riga [param line]."
+msgid ""
+"Returns the text inside the selection of a caret, or all the carets if [param "
+"caret_index] is its default value [code]-1[/code]."
+msgstr ""
+"Restituisce il testo all'interno della selezione di un cursore, o di tutti i "
+"cursori, se [param caret_index] è il suo valore predefinito di [code]-1[/"
+"code]."
+
+msgid ""
+"Returns the caret index of the selection at the given [param line] and [param "
+"column], or [code]-1[/code] if there is none.\n"
+"If [param include_edges] is [code]false[/code], the position must be inside "
+"the selection and not at either end. If [param only_selections] is "
+"[code]false[/code], carets without a selection will also be considered."
+msgstr ""
+"Restituisce l'indice del cursore della selezione nella riga [param line] e "
+"nella colonna [param column], oppure [code]-1[/code] se non ce n'è nessuno.\n"
+"Se [param include_edges] è [code]false[/code], la posizione deve essere "
+"all'interno della selezione e non a una delle due estremità. Se [param "
+"only_selections] è [code]false[/code], verranno considerati anche i cursori "
+"senza selezione."
+
msgid "Use [method get_selection_origin_column] instead."
msgstr "Usa [method get_selection_origin_column] invece."
@@ -52484,14 +90039,14 @@ msgid ""
"Returns the selection begin line. Returns the caret line if there is no "
"selection."
msgstr ""
-"Restituisce la linea iniziale della selezione. Restituisce la riga del "
-"cursore se non c'è alcuna selezione."
+"Restituisce la riga iniziale della selezione. Restituisce la riga del cursore "
+"se non c'è alcuna selezione."
msgid "Use [method get_selection_origin_line] instead."
msgstr "Usa [method get_selection_origin_line] invece."
msgid "Returns the original start line of the selection."
-msgstr "Restituisce la linea iniziale originale della selezione."
+msgstr "Restituisce la riga iniziale di origine della selezione."
msgid "Returns the current selection mode."
msgstr "Restituisce la modalità di selezione attuale."
@@ -52524,12 +90079,34 @@ msgstr ""
"Restituisce la riga finale della selezione. Restituisce la riga del cursore "
"se non c'è alcuna selezione."
+msgid ""
+"Returns the carets sorted by selection beginning from lowest line and column "
+"to highest (from top to bottom of text).\n"
+"If [param include_ignored_carets] is [code]false[/code], carets from [method "
+"multicaret_edit_ignore_caret] will be ignored."
+msgstr ""
+"Restituisce i cursori ordinati per selezione a partire dalla riga e dalla "
+"colonna più basse fino a quelle più alte (dall'alto verso il basso del "
+"testo).\n"
+"Se [param include_ignored_carets] è [code]false[/code], i cursori da [method "
+"multicaret_edit_ignore_caret] verranno ignorati."
+
msgid "Returns the [TextEdit]'s' tab size."
-msgstr "Restituisce la dimensione delle schede di [TextEdit]."
+msgstr "Restituisce la dimensione delle schede del [TextEdit]."
+
+msgid "Returns the number of lines that may be drawn."
+msgstr "Restituisce il numero di righe che possono essere disegnate."
msgid "Returns the [VScrollBar] of the [TextEdit]."
msgstr "Restituisce la [VScrollBar] del [TextEdit]."
+msgid ""
+"Returns the current version of the [TextEdit]. The version is a count of "
+"recorded operations by the undo/redo history."
+msgstr ""
+"Restituisce la versione corrente del [TextEdit]. La versione è un conteggio "
+"delle operazioni registrate dalla cronologia annulla/ripristina."
+
msgid "Returns the number of visible lines, including wrapped text."
msgstr "Restituisce il numero di righe visibili, compreso il testo avvolto."
@@ -52542,6 +90119,10 @@ msgstr ""
msgid "Returns the word at [param position]."
msgstr "Restituisce la parola alla posizione [param position]."
+msgid "Returns a [String] text with the word under the caret's location."
+msgstr ""
+"Restituisce un testo [String] con la parola sotto la posizione del cursore."
+
msgid ""
"Returns [code]true[/code] if the user has text in the [url=https://en."
"wikipedia.org/wiki/Input_method]Input Method Editor[/url] (IME)."
@@ -52549,6 +90130,34 @@ msgstr ""
"Restituisce [code]true[/code] se l'utente ha testo nell'[url=https://en."
"wikipedia.org/wiki/Input_method]Input Method Editor[/url] (IME)."
+msgid "Returns [code]true[/code] if a \"redo\" action is available."
+msgstr "Restituisce [code]true[/code] se un'azione \"ripeti\" è disponibile."
+
+msgid "Returns [code]true[/code] if an \"undo\" action is available."
+msgstr "Restituisce [code]true[/code] se un'azione \"annulla\" è disponibile."
+
+msgid "Inserts a new line with [param text] at [param line]."
+msgstr "Inserisce una nuova riga con [param text] a [param line]."
+
+msgid ""
+"Inserts the [param text] at [param line] and [param column].\n"
+"If [param before_selection_begin] is [code]true[/code], carets and selections "
+"that begin at [param line] and [param column] will moved to the end of the "
+"inserted text, along with all carets after it.\n"
+"If [param before_selection_end] is [code]true[/code], selections that end at "
+"[param line] and [param column] will be extended to the end of the inserted "
+"text. These parameters can be used to insert text inside of or outside of "
+"selections."
+msgstr ""
+"Inserisce [param text] alla riga [param line] e colonna [param column].\n"
+"Se [param before_selection_begin] è [code]true[/code], i cursori e le "
+"selezioni che iniziano in [param line] e [param column] saranno spostati alla "
+"fine del testo inserito, insieme a tutti i cursori successivi.\n"
+"Se [param before_selection_end] è [code]true[/code], le selezioni che "
+"terminano in [param line] e [param column] saranno estese alla fine del testo "
+"inserito. Questi parametri possono essere usati per inserire testo "
+"all'interno o all'esterno delle selezioni."
+
msgid "Insert the specified text at the caret position."
msgstr "Inserisce il testo specificato nella posizione del cursore."
@@ -52571,13 +90180,28 @@ msgstr ""
"Restituisce [code]true[/code] se l'utente sta trascinando il mouse per "
"scorrere, selezionare, o trascinare il testo."
+msgid "Returns whether the gutter is clickable."
+msgstr "Restituisce se il gutter è cliccabile."
+
+msgid "Returns whether the gutter is currently drawn."
+msgstr "Restituisce se il gutter è attualmente disegnato."
+
+msgid "Returns whether the gutter is overwritable."
+msgstr "Restituisce se il gutter è sovrascrivibile."
+
msgid ""
"Returns [code]true[/code] if a [method begin_multicaret_edit] has been called "
"and [method end_multicaret_edit] has not yet been called."
msgstr ""
-"Restituisce [code]true[/code] se un [method start_multicaret_edit] è stato "
+"Restituisce [code]true[/code] se [method start_multicaret_edit] è stato "
"chiamato e [method end_multicaret_edit] non è ancora stato chiamato."
+msgid "Returns whether the gutter on the given line is clickable."
+msgstr "Restituisce se il gutter sulla riga specificata è cliccabile."
+
+msgid "Returns if the given line is wrapped."
+msgstr "Restituisce se la riga specificata è avvolta."
+
msgid ""
"Returns whether the mouse is over selection. If [param edges] is [code]true[/"
"code], the edges are considered part of the selection."
@@ -52588,24 +90212,426 @@ msgstr ""
msgid "Returns whether the user is in overtype mode."
msgstr "Restituisce se l'utente è in modalità sovrascrittura."
+msgid ""
+"Merge the gutters from [param from_line] into [param to_line]. Only "
+"overwritable gutters will be copied."
+msgstr ""
+"Unisci i gutter dalla riga [param from_line] alla riga [param to_line]. "
+"Saranno copiati solo i gutter sovrascrivibili."
+
+msgid ""
+"Merges any overlapping carets. Will favor the newest caret, or the caret with "
+"a selection.\n"
+"If [method is_in_mulitcaret_edit] is [code]true[/code], the merge will be "
+"queued to happen at the end of the multicaret edit. See [method "
+"begin_multicaret_edit] and [method end_multicaret_edit].\n"
+"[b]Note:[/b] This is not called when a caret changes position but after "
+"certain actions, so it is possible to get into a state where carets overlap."
+msgstr ""
+"Unisce tutti i cursori sovrapposti. Favorirà il cursore più recente o il "
+"cursore con una selezione.\n"
+"Se [method is_in_mulitcaret_edit] è [code]true[/code], l'unione sarà messa in "
+"coda per essere eseguita alla fine della modifica per più cursori. Vedi "
+"[method begin_multicaret_edit] e [method end_multicaret_edit].\n"
+"[b]Nota:[/b] Questo non viene chiamato quando un cursore cambia posizione, ma "
+"dopo determinate azioni, quindi è possibile entrare in uno stato in cui i "
+"cursori sono sovrapposti."
+
+msgid ""
+"Returns [code]true[/code] if the given [param caret_index] should be ignored "
+"as part of a multicaret edit. See [method begin_multicaret_edit] and [method "
+"end_multicaret_edit]. Carets that should be ignored are ones that were part "
+"of removed text and will likely be merged at the end of the edit, or carets "
+"that were added during the edit.\n"
+"It is recommended to [code]continue[/code] within a loop iterating on "
+"multiple carets if a caret should be ignored."
+msgstr ""
+"Restituisce [code]true[/code] se il cursore [param caret_index] deve essere "
+"ignorato come parte di una modifica per più cursori. Vedi [method "
+"begin_multicaret_edit] e [method end_multicaret_edit]. I cursori che devono "
+"essere ignorati sono quelli che facevano parte del testo rimosso e che "
+"saranno probabilmente uniti alla fine della modifica, oppure i cursori che "
+"sono stati aggiunti durante la modifica.\n"
+"Si consiglia di usare [code]continue[/code] all'interno di un ciclo che "
+"esegue l'iterazione su più cursori se un cursore deve essere ignorato."
+
+msgid "Paste at the current location. Can be overridden with [method _paste]."
+msgstr ""
+"Incolla nella posizione attuale. Può essere sovrascritto con [method _paste]."
+
+msgid "Pastes the primary clipboard."
+msgstr "Incolla gli appunti principali."
+
+msgid "Perform redo operation."
+msgstr "Esegue un operazione ripeti."
+
+msgid ""
+"Removes the given caret index.\n"
+"[b]Note:[/b] This can result in adjustment of all other caret indices."
+msgstr ""
+"Rimuove il cursore all'indice specificato.\n"
+"[b]Nota:[/b] Ciò può comportare l'aggiustamento di tutti gli altri indici dei "
+"cursori."
+
+msgid "Removes the gutter from this [TextEdit]."
+msgstr "Rimuove il gutter da questo [TextEdit]."
+
+msgid ""
+"Removes the line of text at [param line]. Carets on this line will attempt to "
+"match their previous visual x position.\n"
+"If [param move_carets_down] is [code]true[/code] carets will move to the next "
+"line down, otherwise carets will move up."
+msgstr ""
+"Rimuove la riga di testo in [param line]. I cursori su questa riga tenteranno "
+"di corrispondere alla loro precedente posizione x visiva.\n"
+"Se [param move_carets_down] è [code]true[/code] i cursori si sposteranno alla "
+"riga successiva in basso, altrimenti si sposteranno in alto."
+
+msgid "Removes all additional carets."
+msgstr "Rimuove tutti i cursori aggiuntivi."
+
msgid "Removes text between the given positions."
msgstr "Rimuove il testo tra le posizioni indicate."
+msgid ""
+"Perform a search inside the text. Search flags can be specified in the [enum "
+"SearchFlags] enum.\n"
+"In the returned vector, [code]x[/code] is the column, [code]y[/code] is the "
+"line. If no results are found, both are equal to [code]-1[/code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var result = search(\"print\", SEARCH_WHOLE_WORDS, 0, 0)\n"
+"if result.x != -1:\n"
+" # Result found.\n"
+" var line_number = result.y\n"
+" var column_number = result.x\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, 0, "
+"0);\n"
+"if (result.X != -1)\n"
+"{\n"
+" // Result found.\n"
+" int lineNumber = result.Y;\n"
+" int columnNumber = result.X;\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Esegue una ricerca all'interno del testo. I flag di ricerca possono essere "
+"specificati dall' enumerazione [enum SearchFlags].\n"
+"Nel vettore restituito, [code]x[/code] è la colonna, [code]y[/code] è la "
+"riga. Se non vengono trovati risultati, entrambi sono uguali a [code]-1[/"
+"code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var result = search(\"print\", SEARCH_WHOLE_WORDS, 0, 0)\n"
+"if result.x != -1:\n"
+" # Risultato trovato.\n"
+" var line_number = result.y\n"
+" var column_number = result.x\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, 0, "
+"0);\n"
+"if (result.X != -1)\n"
+"{\n"
+" // Risultato trovato.\n"
+" int lineNumber = result.Y;\n"
+" int columnNumber = result.X;\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Selects text from [param origin_line] and [param origin_column] to [param "
+"caret_line] and [param caret_column] for the given [param caret_index]. This "
+"moves the selection origin and the caret. If the positions are the same, the "
+"selection will be deselected.\n"
+"If [member selecting_enabled] is [code]false[/code], no selection will "
+"occur.\n"
+"[b]Note:[/b] If supporting multiple carets this will not check for any "
+"overlap. See [method merge_overlapping_carets]."
+msgstr ""
+"Seleziona il testo dalla riga [param origin_line] e colonna [param "
+"origin_column] alla riga [param caret_line] e colonna [param caret_column] "
+"per il cursore all'indice [param caret_index]. Questo sposta l'origine della "
+"selezione e il cursore. Se le posizioni sono le stesse, la selezione sarà "
+"deselezionata.\n"
+"Se [member selecting_enabled] è [code]false[/code], nessuna selezione sarà "
+"effettuata.\n"
+"[b]Nota:[/b] Se si supportano più cursori, i cursori si potrebbero "
+"sovrapporre. Vedi [method merge_overlapping_carets]."
+
+msgid ""
+"Select all the text.\n"
+"If [member selecting_enabled] is [code]false[/code], no selection will occur."
+msgstr ""
+"Seleziona tutto il testo.\n"
+"Se [member selecting_enabled] è [code]false[/code], nessuna selezione sarà "
+"effettuata."
+
msgid "Selects the word under the caret."
msgstr "Seleziona la parola sotto il cursore."
+msgid ""
+"Moves the caret to the specified [param column] index.\n"
+"If [param adjust_viewport] is [code]true[/code], the viewport will center at "
+"the caret position after the move occurs.\n"
+"[b]Note:[/b] If supporting multiple carets this will not check for any "
+"overlap. See [method merge_overlapping_carets]."
+msgstr ""
+"Sposta il cursore alla colonna [param column].\n"
+"Se [param adjust_viewport] è [code]true[/code], la vista verrà centrata sulla "
+"posizione del cursore dopo lo spostamento.\n"
+"[b]Nota:[/b] Se si supportano più cursori, i cursori si potrebbero "
+"sovrapporre. Vedi [method merge_overlapping_carets]."
+
+msgid ""
+"Moves the caret to the specified [param line] index. The caret column will be "
+"moved to the same visual position it was at the last time [method "
+"set_caret_column] was called, or clamped to the end of the line.\n"
+"If [param adjust_viewport] is [code]true[/code], the viewport will center at "
+"the caret position after the move occurs.\n"
+"If [param can_be_hidden] is [code]true[/code], the specified [param line] can "
+"be hidden.\n"
+"If [param wrap_index] is [code]-1[/code], the caret column will be clamped to "
+"the [param line]'s length. If [param wrap_index] is greater than [code]-1[/"
+"code], the column will be moved to attempt to match the visual x position on "
+"the line's [param wrap_index] to the position from the last time [method "
+"set_caret_column] was called.\n"
+"[b]Note:[/b] If supporting multiple carets this will not check for any "
+"overlap. See [method merge_overlapping_carets]."
+msgstr ""
+"Sposta il cursore alla riga [param line]. La colonna del cursore sarà "
+"spostata nella stessa posizione visiva in cui si trovava l'ultima volta che è "
+"stato chiamato [method set_caret_column], oppure bloccata alla fine della "
+"riga.\n"
+"Se [param adjust_viewport] è [code]true[/code], la vista verrà centrata sulla "
+"posizione del cursore dopo lo spostamento.\n"
+"Se [param can_be_hidden] è [code]true[/code], la riga [param line] può essere "
+"nascosta.\n"
+"Se [param wrap_index] è [code]-1[/code], la colonna del cursore verrà "
+"bloccata alla lunghezza della riga [param line]. Se [param wrap_index] è "
+"maggiore di [code]-1[/code], la colonna sarà spostata per tentare di far "
+"corrispondere la posizione visiva x sull'indice di avvolgimento ([param "
+"wrap_index]) della riga alla posizione dall'ultima volta che è stato chiamato "
+"[method set_caret_column].\n"
+"[b]Nota:[/b] Se si supportano più cursori, i cursori si potrebbero "
+"sovrapporre. Vedi [method merge_overlapping_carets]."
+
+msgid ""
+"Sets the gutter as clickable. This will change the mouse cursor to a pointing "
+"hand when hovering over the gutter."
+msgstr ""
+"Imposta il gutter come cliccabile. Questo cambierà il cursore del mouse in "
+"una mano puntata quando si passa sopra il gutter."
+
+msgid ""
+"Set a custom draw method for the gutter. The callback method must take the "
+"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only "
+"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method "
+"set_gutter_type])."
+msgstr ""
+"Imposta un metodo di disegno personalizzato per il gutter. Il metodo di "
+"callback deve accettare i seguenti argomenti: [code]line: int, gutter: int, "
+"Area: Rect2[/code]. Questo funziona solo quando il tipo di gutter è [constant "
+"GUTTER_TYPE_CUSTOM] (vedi [method set_gutter_type])."
+
+msgid "Sets whether the gutter should be drawn."
+msgstr "Imposta se il gutter deve essere disegnato."
+
+msgid "Sets the name of the gutter."
+msgstr "Imposta il nome del gutter."
+
+msgid "Sets the gutter to overwritable. See [method merge_gutters]."
+msgstr "Imposta il gutter come sovrascrivibile. Vedi [method merge_gutters]."
+
+msgid ""
+"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. "
+"See [enum TextEdit.GutterType] for options."
+msgstr ""
+"Imposta il tipo di gutter. I gutter possono contenere icone, testo o elementi "
+"visivi personalizzati. Vedi [enum TextEdit.GutterType] per le opzioni."
+
+msgid "Set the width of the gutter."
+msgstr "Imposta la larghezza del gutter."
+
+msgid ""
+"Sets the text for a specific [param line].\n"
+"Carets on the line will attempt to keep their visual x position."
+msgstr ""
+"Imposta il testo per la riga [param line].\n"
+"I cursori sulla riga tenteranno di mantenere la loro posizione x visiva."
+
+msgid ""
+"Positions the [param wrap_index] of [param line] at the center of the "
+"viewport."
+msgstr ""
+"Posiziona l'indice di avvolgimento [param wrap_index] della riga [param line] "
+"al centro della vista."
+
+msgid ""
+"Positions the [param wrap_index] of [param line] at the top of the viewport."
+msgstr ""
+"Posiziona l'indice di avvolgimento [param wrap_index] della riga [param line] "
+"nella parte superiore della vista."
+
+msgid ""
+"Positions the [param wrap_index] of [param line] at the bottom of the "
+"viewport."
+msgstr ""
+"Posiziona l'indice di avvolgimento [param wrap_index] della riga [param line] "
+"nella parte inferiore della vista."
+
+msgid ""
+"Sets the current background color of the line. Set to [code]Color(0, 0, 0, 0)"
+"[/code] for no color."
+msgstr ""
+"Imposta il colore di sfondo attuale della riga. Imposta su [code]Color(0, 0, "
+"0, 0)[/code] per nessun colore."
+
+msgid ""
+"If [param clickable] is [code]true[/code], makes the [param gutter] on [param "
+"line] clickable. See [signal gutter_clicked]."
+msgstr ""
+"Se [param clickable] è [code]true[/code], rende cliccabile il [param gutter] "
+"sulla riga [param line]. Vedi [signal gutter_clicked]."
+
+msgid ""
+"Sets the icon for [param gutter] on [param line] to [param icon]. This only "
+"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method "
+"set_gutter_type])."
+msgstr ""
+"Imposta l'icona per il [param gutter] sulla riga [param line] su [param "
+"icon]. Funziona solo quando il tipo di gutter è [constant GUTTER_TYPE_ICON] "
+"(vedi [method set_gutter_type])."
+
+msgid "Sets the color for [param gutter] on [param line] to [param color]."
+msgstr ""
+"Imposta il colore per il [param gutter] sulla riga [param line] su [param "
+"color]."
+
+msgid ""
+"Sets the metadata for [param gutter] on [param line] to [param metadata]."
+msgstr ""
+"Imposta i metadati per il [param gutter] sulla riga [param line] su [param "
+"metadata]."
+
+msgid ""
+"Sets the text for [param gutter] on [param line] to [param text]. This only "
+"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method "
+"set_gutter_type])."
+msgstr ""
+"Imposta il testo per il [param gutter] sulla riga [param line] su [param "
+"text]. Funziona solo quando il tipo di gutter è [constant GUTTER_TYPE_STRING] "
+"(vedi [method set_gutter_type])."
+
+msgid ""
+"If [code]true[/code], sets the user into overtype mode. When the user types "
+"in this mode, it will override existing text."
+msgstr ""
+"Se [code]true[/code], imposta l'utente in modalità sovrascrittura. Quando "
+"l'utente digita in questa modalità, sovrascriverà il testo esistente."
+
+msgid ""
+"Sets the search [param flags]. This is used with [method set_search_text] to "
+"highlight occurrences of the searched text. Search flags can be specified "
+"from the [enum SearchFlags] enum."
+msgstr ""
+"Imposta i flag di ricerca su [param flags]. È utilizzato con [method "
+"set_search_text] per evidenziare le occorrenze del testo cercato. I flag di "
+"ricerca possono essere specificati dall'enumerazione [enum SearchFlags]."
+
msgid "Sets the search text. See [method set_search_flags]."
msgstr "Imposta il testo della ricerca. Vedi [method set_search_flags]."
msgid "Sets the current selection mode."
msgstr "Imposta la modalità di selezione attuale."
+msgid ""
+"Sets the selection origin column to the [param column] for the given [param "
+"caret_index]. If the selection origin is moved to the caret position, the "
+"selection will deselect."
+msgstr ""
+"Imposta la colonna di origine della selezione su [param column] per il "
+"cursore all'indice [param caret_index]. Se l'origine della selezione è "
+"spostata nella posizione del cursore, la selezione sarà deselezionata."
+
+msgid ""
+"Sets the selection origin line to the [param line] for the given [param "
+"caret_index]. If the selection origin is moved to the caret position, the "
+"selection will deselect.\n"
+"If [param can_be_hidden] is [code]false[/code], The line will be set to the "
+"nearest unhidden line below or above.\n"
+"If [param wrap_index] is [code]-1[/code], the selection origin column will be "
+"clamped to the [param line]'s length. If [param wrap_index] is greater than "
+"[code]-1[/code], the column will be moved to attempt to match the visual x "
+"position on the line's [param wrap_index] to the position from the last time "
+"[method set_selection_origin_column] or [method select] was called."
+msgstr ""
+"Imposta la riga di origine della selezione su [param line] per il cursore "
+"all'indice [param caret_index]. Se l'origine della selezione è spostata nella "
+"posizione del cursore, la selezione sarà deselezionata.\n"
+"Se [param can_be_hidden] è [code]false[/code], la riga sarà impostata sulla "
+"riga non nascosta più vicina sotto o sopra.\n"
+"Se [param wrap_index] è [code]-1[/code], la colonna di origine della "
+"selezione verrà bloccata alla lunghezza della riga [param line]. Se [param "
+"wrap_index] è maggiore di [code]-1[/code], la colonna sarà spostata per "
+"tentare di far corrispondere la posizione x visiva sull'indice di "
+"avvolgimento [param wrap_index] della riga alla posizione dall'ultima volta "
+"che è stato chiamato [method set_selection_origin_column] o [method select]."
+
msgid "Sets the tab size for the [TextEdit] to use."
-msgstr "Imposta la dimensione delle schede per l'uso di [TextEdit]."
+msgstr "Imposta la dimensione delle schede usate dal [TextEdit]."
+
+msgid ""
+"Provide custom tooltip text. The callback method must take the following "
+"args: [code]hovered_word: String[/code]."
+msgstr ""
+"Fornisce un testo di suggerimento personalizzato. Il metodo di callback deve "
+"accettare i seguenti argomenti: [code]hovered_word: String[/code]."
+
+msgid ""
+"Moves a selection and a caret for the next occurrence of the current "
+"selection. If there is no active selection, moves to the next occurrence of "
+"the word under caret."
+msgstr ""
+"Sposta una selezione e un cursore per l'occorrenza successiva della selezione "
+"attuale. Se non c'è una selezione attiva, si sposta all'occorrenza successiva "
+"della parola sotto il cursore."
+
+msgid ""
+"Starts an action, will end the current action if [param action] is "
+"different.\n"
+"An action will also end after a call to [method end_action], after [member "
+"ProjectSettings.gui/timers/text_edit_idle_detect_sec] is triggered or a new "
+"undoable step outside the [method start_action] and [method end_action] calls."
+msgstr ""
+"Avvia un'azione, terminerà l'azione attuale se [param action] è diverso.\n"
+"Un'azione terminerà anche dopo una chiamata a [method end_action], dopo che "
+"[member ProjectSettings.gui/timers/text_edit_idle_detect_sec] è attivato o un "
+"nuovo passaggio annullabile al di fuori delle chiamate [method start_action] "
+"e [method end_action]."
+
+msgid "Swaps the two lines. Carets will be swapped with the lines."
+msgstr "Scambia le due righe. I cursori saranno scambiati con le righe."
msgid "Tag the current version as saved."
msgstr "Contrassegna la versione attuale come salvata."
+msgid "Perform undo operation."
+msgstr "Esegue un'operazione di annullamento."
+
+msgid ""
+"If [member wrap_mode] is set to [constant LINE_WRAPPING_BOUNDARY], sets text "
+"wrapping mode. To see how each mode behaves, see [enum TextServer."
+"AutowrapMode]."
+msgstr ""
+"Se [member wrap_mode] è impostato su [constant LINE_WRAPPING_BOUNDARY], "
+"imposta la modalità di avvolgimento del testo. Per vedere come si comporta "
+"ciascuna modalità, vedi [enum TextServer.AutowrapMode]."
+
msgid ""
"If [code]true[/code], caret will be visible when [member editable] is "
"disabled."
@@ -52613,27 +90639,360 @@ msgstr ""
"Se [code]true[/code], il cursore sarà visibile quando [member editable] è "
"disabilitato."
+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 ""
+"Se [code]true[/code], un clic destro sposta il cursore nella posizione del "
+"mouse prima di visualizzare il menu contestuale.\n"
+"Se [code]false[/code], il menu contestuale ignora la posizione del mouse."
+
+msgid "Sets if multiple carets are allowed."
+msgstr "Imposta se sono consentiti più cursori."
+
msgid "Set the type of caret to draw."
msgstr "Imposta il tipo di cursore da disegnare."
msgid ""
+"The characters to consider as word delimiters if [member "
+"use_custom_word_separators] is [code]true[/code]. The characters should be "
+"defined without separation, for example [code]#_![/code]."
+msgstr ""
+"Caratteri da considerare come delimitatori di parola se [member "
+"use_custom_word_separators] è [code]true[/code]. I caratteri devono essere "
+"definiti senza separazione, ad esempio [code]#_![/code]."
+
+msgid ""
"If [code]true[/code], allow drag and drop of selected text. Text can still be "
"dropped from other sources."
msgstr ""
"Se [code]true[/code], consente di trascinare e rilasciare il testo "
-"selezionato. Il testo può comunque rilasciato da altre sorgenti."
+"selezionato. Il testo può comunque essere rilasciato da altre fonti."
+
+msgid ""
+"If [code]true[/code], the \"space\" character will have a visible "
+"representation."
+msgstr ""
+"Se [code]true[/code], il carattere di spazio avrà una rappresentazione visiva."
+
+msgid ""
+"If [code]true[/code], the \"tab\" character will have a visible "
+"representation."
+msgstr ""
+"Se [code]true[/code], il carattere di tabulazione avrà una rappresentazione "
+"visiva."
+
+msgid ""
+"If [code]true[/code], all occurrences of the selected text will be "
+"highlighted."
+msgstr ""
+"Se [code]true[/code], tutte le occorrenze del testo selezionato saranno "
+"evidenziate."
+
+msgid "If [code]true[/code], the line containing the cursor is highlighted."
+msgstr "Se [code]true[/code], la riga contenente il cursore sarà evidenziata."
+
+msgid ""
+"If [code]true[/code], a minimap is shown, providing an outline of your source "
+"code. The minimap uses a fixed-width text size."
+msgstr ""
+"Se [code]true[/code], sarà mostrata una minimappa, che fornisce una "
+"panoramica del codice sorgente. La minimappa utilizza una dimensione di testo "
+"a larghezza fissa."
+
+msgid "The width, in pixels, of the minimap."
+msgstr "La larghezza, in pixel, della minimappa."
+
+msgid ""
+"Text shown when the [TextEdit] is empty. It is [b]not[/b] the [TextEdit]'s "
+"default value (see [member text])."
+msgstr ""
+"Il testo visualizzato quando il [TextEdit] è vuoto. [b]Non[/b] è il valore "
+"predefinito del [TextEdit] (vedi [member text])."
+
+msgid ""
+"If [code]true[/code], [TextEdit] will disable vertical scroll and fit minimum "
+"height to the number of visible lines."
+msgstr ""
+"Se [code]true[/code], il [TextEdit] disabiliterà lo scorrimento verticale e "
+"adatterà l'altezza minima al numero di righe visibili."
+
+msgid ""
+"If there is a horizontal scrollbar, this determines the current horizontal "
+"scroll value in pixels."
+msgstr ""
+"Se è presente una barra di scorrimento orizzontale, questa determina il "
+"valore attuale dello scorrimento orizzontale in pixel."
+
+msgid "Allow scrolling past the last line into \"virtual\" space."
+msgstr "Consente lo scorrimento oltre l'ultima riga nello spazio \"virtuale\"."
+
+msgid "Scroll smoothly over the text rather than jumping to the next location."
+msgstr ""
+"Scorre il testo in modo fluido invece di saltare alla posizione successiva."
+
+msgid ""
+"Sets the scroll speed with the minimap or when [member scroll_smooth] is "
+"enabled."
+msgstr ""
+"Imposta la velocità di scorrimento con la minimappa o quando [member "
+"scroll_smooth] è abilitato."
+
+msgid ""
+"If there is a vertical scrollbar, this determines the current vertical scroll "
+"value in line numbers, starting at 0 for the top line."
+msgstr ""
+"Se è presente una barra di scorrimento verticale, questa determina il valore "
+"attuale dello scorrimento verticale in numeri di riga, a partire da 0 per la "
+"riga in alto."
+
+msgid ""
+"If [code]true[/code], text can be selected.\n"
+"If [code]false[/code], text can not be selected by the user or by the [method "
+"select] or [method select_all] methods."
+msgstr ""
+"Se [code]true[/code], il testo può essere selezionato.\n"
+"Se [code]false[/code], il testo non può essere selezionato dall'utente o dai "
+"metodi [method select] o [method select_all]."
+
+msgid "Sets the [SyntaxHighlighter] to use."
+msgstr "Imposta il [SyntaxHighlighter] da utilizzare."
+
+msgid "String value of the [TextEdit]."
+msgstr "Valore stringa del [TextEdit]."
+
+msgid ""
+"If [code]false[/code], using [kbd]Ctrl + Left[/kbd] or [kbd]Ctrl + Right[/"
+"kbd] ([kbd]Cmd + Left[/kbd] or [kbd]Cmd + Right[/kbd] on macOS) bindings will "
+"use the behavior of [member use_default_word_separators]. If [code]true[/"
+"code], it will also stop the caret if a character within [member "
+"custom_word_separators] is detected. Useful for subword moving. This behavior "
+"also will be applied to the behavior of text selection."
+msgstr ""
+"Se [code]false[/code], le combinazioni [kbd]Ctrl + Sinistra[/kbd] o [kbd]Ctrl "
+"+ Destra[/kbd] ([kbd]Cmd + Sinistra[/kbd] o [kbd]Cmd + Destra[/kbd] su macOS) "
+"useranno il comportamento di [member use_default_word_separators]. Se "
+"[code]true[/code], interromperà anche il cursore se viene rilevato un "
+"carattere all'interno di [member custom_word_separators]. Utile per lo "
+"spostamento fra sotto-parole. Questo comportamento verrà applicato anche al "
+"comportamento della selezione del testo."
+
+msgid ""
+"If [code]false[/code], using [kbd]Ctrl + Left[/kbd] or [kbd]Ctrl + Right[/"
+"kbd] ([kbd]Cmd + Left[/kbd] or [kbd]Cmd + Right[/kbd] on macOS) bindings will "
+"stop moving caret only if a space or punctuation is detected. If [code]true[/"
+"code], it will also stop the caret if a character is part of [code]!\"#$"
+"%&'()*+,-./:;<=>?@[\\]^`{|}~[/code], the Unicode General Punctuation table, "
+"or the Unicode CJK Punctuation table. Useful for subword moving. This "
+"behavior also will be applied to the behavior of text selection."
+msgstr ""
+"Se [code]false[/code], usando le combinazioni [kbd]Ctrl + Sinistra[/kbd] o "
+"[kbd]Ctrl + Destra[/kbd] ([kbd]Cmd + Sinistra[/kbd] o [kbd]Cmd + Destra[/kbd] "
+"su macOS) il cursore sarà interrotto solo se viene rilevato uno spazio o una "
+"punteggiatura. Se [code]true[/code], il cursore sarà interrotto anche se un "
+"carattere fa parte di [code]!\"#$%&'()*+,-./:;<=>?@[\\]^`{|}~[/code], della "
+"tabella di punteggiatura generale Unicode o della tabella di punteggiatura "
+"Unicode CJK. Utile per lo spostamento tra sotto-parole. Questo comportamento "
+"sarà applicato anche al comportamento della selezione del testo."
+
+msgid "Sets the line wrapping mode to use."
+msgstr "Imposta la modalità di avvolgimento riga da utilizzare."
msgid "Emitted when any caret changes position."
msgstr "Emesso quando qualsiasi cursore cambia posizione."
+msgid "Emitted when a gutter is added."
+msgstr "Emesso quando viene aggiunto un gutter."
+
+msgid "Emitted when a gutter is clicked."
+msgstr "Emesso quando un gutter viene cliccato."
+
+msgid "Emitted when a gutter is removed."
+msgstr "Emesso quando un gutter viene rimosso."
+
+msgid ""
+"Emitted immediately when the text changes.\n"
+"When text is added [param from_line] will be less than [param to_line]. On a "
+"remove [param to_line] will be less than [param from_line]."
+msgstr ""
+"Emesso immediatamente quando il testo cambia.\n"
+"Quando viene aggiunto del testo, [param from_line] sarà minore di [param "
+"to_line]. In caso di rimozione, [param to_line] sarà minore di [param "
+"from_line]."
+
+msgid "Emitted when [method clear] is called or [member text] is set."
+msgstr ""
+"Emesso quando viene chiamato [method clear] o viene impostato [member text]."
+
+msgid ""
+"Pastes the clipboard text over the selected text (or at the cursor's "
+"position)."
+msgstr ""
+"Incolla il testo degli appunti sul testo selezionato (o sulla posizione del "
+"cursore)."
+
+msgid "Erases the whole [TextEdit] text."
+msgstr "Cancella l'intero testo del [TextEdit]."
+
+msgid "Selects the whole [TextEdit] text."
+msgstr "Seleziona l'intero testo del [TextEdit]."
+
+msgid "Redoes the previous action."
+msgstr "Ripete l'azione precedente."
+
+msgid "No current action."
+msgstr "Nessuna azione attuale."
+
+msgid "A typing action."
+msgstr "Un'azione di digitazione."
+
+msgid "A backwards delete action."
+msgstr "Un'azione di eliminazione all'indietro."
+
+msgid "A forward delete action."
+msgstr "Un'azione di eliminazione in avanti."
+
+msgid "Match case when searching."
+msgstr "Rispetta le maiuscole e le minuscole durante la ricerca."
+
+msgid "Match whole words when searching."
+msgstr "Abbina parole intere durante la ricerca."
+
+msgid "Search from end to beginning."
+msgstr "Cerca dalla fine all'inizio."
+
+msgid "Vertical line caret."
+msgstr "Cursore di linea verticale."
+
msgid "Block caret."
msgstr "Cursore a blocco."
+msgid "Not selecting."
+msgstr "Nessuna selezione."
+
msgid "Select as if [code]shift[/code] is pressed."
msgstr "Seleziona come se [code]shift[/code] fosse premuto."
+msgid "Select single characters as if the user single clicked."
+msgstr ""
+"Seleziona singoli caratteri come se l'utente avesse cliccato una sola volta."
+
+msgid "Select whole words as if the user double clicked."
+msgstr "Seleziona parole intere come se l'utente avesse cliccato due volte."
+
+msgid "Select whole lines as if the user triple clicked."
+msgstr "Seleziona righe intere come se l'utente avesse cliccato tre volte."
+
+msgid "Line wrapping is disabled."
+msgstr "L'avvolgimento di righe è disattivato."
+
+msgid ""
+"Line wrapping occurs at the control boundary, beyond what would normally be "
+"visible."
+msgstr ""
+"L'avvolgimento di linee avviene al limite del controllo, oltre ciò che "
+"sarebbe visibile normalmente."
+
+msgid ""
+"When a gutter is set to string using [method set_gutter_type], it is used to "
+"contain text set via the [method set_line_gutter_text] method."
+msgstr ""
+"Quando un gutter è impostato su stringa tramite [method set_gutter_type], è "
+"utilizzato per contenere il testo impostato tramite il metodo [method "
+"set_line_gutter_text]."
+
+msgid ""
+"When a gutter is set to icon using [method set_gutter_type], it is used to "
+"contain an icon set via the [method set_line_gutter_icon] method."
+msgstr ""
+"Quando un gutter è impostato su un'icona tramite [method set_gutter_type], è "
+"utilizzato per contenere un'icona impostata tramite il metodo [method "
+"set_line_gutter_icon]."
+
+msgid ""
+"When a gutter is set to custom using [method set_gutter_type], it is used to "
+"contain custom visuals controlled by a callback method set via the [method "
+"set_gutter_custom_draw] method."
+msgstr ""
+"Quando un gutter è impostato su personalizzato tramite [method "
+"set_gutter_type], è utilizzato per contenere elementi visivi personalizzati "
+"controllati da un metodo di callback impostato tramite il metodo [method "
+"set_gutter_custom_draw]."
+
+msgid "Sets the background [Color] of this [TextEdit]."
+msgstr "Imposta il [Color] di sfondo di questo [TextEdit]."
+
+msgid "[Color] of the text behind the caret when using a block caret."
+msgstr ""
+"Il [Color] del testo dietro il cursore quando si utilizza un cursore a blocco."
+
+msgid ""
+"[Color] of the caret. This can be set to a fully transparent color to hide "
+"the caret entirely."
+msgstr ""
+"Il [Color] del cursore. Questo può essere impostato su un colore "
+"completamente trasparente per nascondere completamente il cursore."
+
msgid "Background [Color] of the line containing the caret."
-msgstr "Colore di sfondo della riga che contiene il cursore."
+msgstr "Il [Color] di sfondo della riga che contiene il cursore."
+
+msgid "Sets the font [Color]."
+msgstr "Imposta il [Color] del font."
+
+msgid "The tint of text outline of the [TextEdit]."
+msgstr "La tinta del contorno del testo del [TextEdit]."
+
+msgid "Sets the font [Color] when [member editable] is disabled."
+msgstr "Imposta il [Color] del font quando [member editable] è disabilitato."
+
+msgid ""
+"Sets the [Color] of the selected text. If equal to [code]Color(0, 0, 0, 0)[/"
+"code], it will be ignored."
+msgstr ""
+"Imposta il [Color] del testo selezionato. Se uguale a [code]Color(0, 0, 0, 0)"
+"[/code], sarà ignorato."
+
+msgid "[Color] of the border around text that matches the search query."
+msgstr ""
+"Il [Color] del bordo attorno al testo che corrisponde all'interrogazione di "
+"una ricerca."
+
+msgid "[Color] behind the text that matches the search query."
+msgstr ""
+"Il [Color] dietro il testo che corrisponde all'interrogazione di una ricerca."
+
+msgid "Sets the highlight [Color] of text selections."
+msgstr "Imposta il [Colore di evidenziazione delle selezioni di testo."
+
+msgid ""
+"Sets the highlight [Color] of multiple occurrences. [member "
+"highlight_all_occurrences] has to be enabled."
+msgstr ""
+"Imposta il [Color] di evidenziazione di più occorrenze. [member "
+"highlight_all_occurrences] deve essere abilitato."
+
+msgid ""
+"The caret's width in pixels. Greater values can be used to improve "
+"accessibility by ensuring the caret is easily visible, or to ensure "
+"consistency with a large font size. If set to [code]0[/code] or lower, the "
+"caret width is automatically set to 1 pixel and multiplied by the display "
+"scaling factor."
+msgstr ""
+"La larghezza del cursore in pixel. È possibile utilizzare valori maggiori per "
+"migliorare l'accessibilità garantendo che il cursore sia facilmente visibile "
+"o per garantire la coerenza con una grande dimensione di font. Se impostata "
+"su [code]0[/code] o inferiore, la larghezza del cursore sarà automaticamente "
+"impostata su 1 pixel e moltiplicata per il fattore di scala del display."
+
+msgid "Sets the spacing between the lines."
+msgstr "Imposta la spaziatura tra le righe."
+
+msgid "Sets the default [Font]."
+msgstr "Imposta il [Font] predefinito."
+
+msgid "Sets default font size."
+msgstr "Imposta la dimensione predefinita del font."
msgid "Sets a custom [Texture2D] for space text characters."
msgstr ""
@@ -52644,6 +91003,42 @@ msgstr ""
"Imposta una [Texture2D] personalizzata per i caratteri di tabulazione del "
"testo."
+msgid ""
+"Sets the [StyleBox] when in focus. The [theme_item focus] [StyleBox] is "
+"displayed [i]over[/i] the base [StyleBox], so a partially transparent "
+"[StyleBox] should be used to ensure the base [StyleBox] remains visible. A "
+"[StyleBox] that represents an outline or an underline works well for this "
+"purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] "
+"resource. Note that disabling the focus visual effect will harm keyboard/"
+"controller navigation usability, so this is not recommended for accessibility "
+"reasons."
+msgstr ""
+"Imposta lo [StyleBox] quando è in focus. Lo [StyleBox] di [theme_item focus] "
+"è visualizzato [i]sopra[/i] lo [StyleBox] di base, quindi è necessario "
+"utilizzare uno [StyleBox] parzialmente trasparente per garantire che lo "
+"[StyleBox] di base rimanga visibile. Uno [StyleBox] che rappresenta un "
+"contorno o una sottolineatura funziona bene per questo scopo. Per "
+"disabilitare l'effetto visivo del focus, assegna una risorsa [StyleBoxEmpty]. "
+"Tieni presente che disattivare l'effetto visivo di focus ridurrà l'usabilità "
+"della navigazione tramite tastiera o controller, perciò non è consigliato per "
+"motivi di accessibilità."
+
+msgid "Sets the [StyleBox] of this [TextEdit]."
+msgstr "Imposta lo [StyleBox] di questo [TextEdit]."
+
+msgid ""
+"Sets the [StyleBox] of this [TextEdit] when [member editable] is disabled."
+msgstr ""
+"Imposta lo [StyleBox] di questo [TextEdit] quando [member editable] è "
+"disabilitato."
+
+msgid "Holds a line of text."
+msgstr "Mantiene una riga di testo."
+
+msgid "Abstraction over [TextServer] for handling a single line of text."
+msgstr ""
+"Astrazione sul [TextServer] per la gestione di una singola riga di testo."
+
msgid "Returns thickness of the underline."
msgstr "Restituisce lo spessore della sottolineatura."
@@ -52672,6 +91067,135 @@ msgstr ""
msgid "Text line width."
msgstr "Larghezza della riga di testo."
+msgid "Generate an [PrimitiveMesh] from the text."
+msgstr "Genera un [PrimitiveMesh] dal testo."
+
+msgid ""
+"Generate an [PrimitiveMesh] from the text.\n"
+"TextMesh can be generated only when using dynamic fonts with vector glyph "
+"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
+"containers, like color emoji fonts) are not supported.\n"
+"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
+"height for the front face, 40% for the back face, 10% for the outer edges and "
+"10% for the inner edges."
+msgstr ""
+"Genera un [PrimitiveMesh] dal testo.\n"
+"TextMesh può essere generato solo quando si utilizzano caratteri dinamici con "
+"contorni di glifi vettoriali. I caratteri bitmap (compresi i dati bitmap nei "
+"contenitori TrueType/OpenType, come i caratteri emoji a colori) non sono "
+"supportati.\n"
+"Il layout UV è disposto in 4 fasce orizzontali, dall'alto verso il basso: 40% "
+"dell'altezza per la faccia anteriore, 40% per la faccia posteriore, 10% per i "
+"bordi esterni e 10% per i bordi interni."
+
+msgid "Step (in pixels) used to approximate Bézier curves."
+msgstr "Passo (in pixel) usato per approssimare le curve di Bézier."
+
+msgid ""
+"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
+"generated, and UV layout is changed to use full texture for the front face "
+"only."
+msgstr ""
+"La profondità della mesh, se impostata su [code]0.0[/code], è generata solo "
+"sulla superficie anteriore e il layout UV è modificato per utilizzare la "
+"texture completa solo per la faccia anteriore."
+
+msgid "Font size of the [TextMesh]'s text."
+msgstr "La dimensione del font del testo del [TextMesh]."
+
+msgid ""
+"Language code used for text shaping algorithms, if left empty current locale "
+"is used instead."
+msgstr ""
+"Il codice lingua usato per gli algoritmi di definizione del testo. Se "
+"lasciato vuoto, sono usate le impostazioni locali attuali."
+
+msgid "Vertical space between lines in multiline [TextMesh]."
+msgstr "Spazio verticale tra le righe in un [TextMesh] multilinea."
+
+msgid "The size of one pixel's width on the text to scale it in 3D."
+msgstr "La dimensione di un pixel sul testo per ridimensionarlo in 3D."
+
+msgid ""
+"The text to generate mesh from.\n"
+"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of "
+"[member Node.auto_translate_mode]. If disabling translation is desired, it "
+"should be done manually with [method Object.set_message_translation]."
+msgstr ""
+"Il testo da cui generare la mesh.\n"
+"[b]Nota:[/b] Essendo una [Resource], non segue le regole di [member Node."
+"auto_translate_mode]. Se si desidera disabilitare la traduzione, è necessario "
+"farlo manualmente con [method Object.set_message_translation]."
+
+msgid "Text width (in pixels), used for fill alignment."
+msgstr ""
+"La larghezza del testo (in pixel), usata per l'allineamento di riempimento."
+
+msgid "Holds a paragraph of text."
+msgstr "Contiene un paragrafo di testo."
+
+msgid "Abstraction over [TextServer] for handling a single paragraph of text."
+msgstr ""
+"Astrazione sul [TextServer] per la gestione di un singolo paragrafo di testo."
+
+msgid "Clears text paragraph (removes text and inline objects)."
+msgstr ""
+"Cancella il paragrafo di testo (rimuove il testo e gli oggetti in riga)."
+
+msgid "Removes dropcap."
+msgstr "Rimuove il capolettera."
+
+msgid ""
+"Draw all lines of the text and drop cap into a canvas item at a given "
+"position, with [param color]. [param pos] specifies the top left corner of "
+"the bounding box."
+msgstr ""
+"Disegna tutte le righe del testo e il capolettera in un elemento canvas in "
+"una posizione specificata, con il colore [param color]. [param pos] specifica "
+"l'angolo superiore sinistro del riquadro di delimitazione."
+
+msgid ""
+"Draw drop cap into a canvas item at a given position, with [param color]. "
+"[param pos] specifies the top left corner of the bounding box."
+msgstr ""
+"Disegna il capolettera in un elemento canvas in una posizione specificata, "
+"con il colore [param color]. [param pos] specifica l'angolo superiore "
+"sinistro del riquadro di delimitazione."
+
+msgid ""
+"Draw drop cap outline into a canvas item at a given position, with [param "
+"color]. [param pos] specifies the top left corner of the bounding box."
+msgstr ""
+"Disegna il contorno del capolettera in un elemento canvas in una posizione "
+"specificata, con il colore [param color]. [param pos] specifica l'angolo "
+"superiore sinistro del riquadro di delimitazione."
+
+msgid ""
+"Draw single line of text into a canvas item at a given position, with [param "
+"color]. [param pos] specifies the top left corner of the bounding box."
+msgstr ""
+"Disegna una singola riga in un elemento canvas in una posizione specificata, "
+"con il colore [param color]. [param pos] specifica l'angolo superiore "
+"sinistro del riquadro di delimitazione."
+
+msgid ""
+"Draw outline of the single line of text into a canvas item at a given "
+"position, with [param color]. [param pos] specifies the top left corner of "
+"the bounding box."
+msgstr ""
+"Disegna il contorno di una singola riga in un elemento canvas in una "
+"posizione specificata, con il colore [param color]. [param pos] specifica "
+"l'angolo superiore sinistro del riquadro di delimitazione."
+
+msgid ""
+"Draw outlines of all lines of the text and drop cap into a canvas item at a "
+"given position, with [param color]. [param pos] specifies the top left corner "
+"of the bounding box."
+msgstr ""
+"Disegna i contorni di tutte le righe del testo e del capolettera in un "
+"elemento canvas in una posizione specificata, con [param color]. [param pos] "
+"specifica l'angolo superiore sinistro del riquadro di delimitazione."
+
msgid "Returns number of lines used by dropcap."
msgstr "Restituisce il numero di righe utilizzate dal capo lettera."
@@ -52696,14 +91220,72 @@ msgstr ""
msgid "Returns the size of the bounding box of the paragraph."
msgstr "Restituisce le dimensioni del riquadro del paragrafo."
+msgid "Aligns paragraph to the given tab-stops."
+msgstr "Allinea il paragrafo alle tabulazioni specificate."
+
+msgid "Paragraph horizontal alignment."
+msgstr "Allineamento orizzontale del paragrafo."
+
+msgid "Line breaking rules. For more info see [TextServer]."
+msgstr ""
+"Regole di interruzione di riga. Per ulteriori informazioni, vedi [TextServer]."
+
+msgid ""
+"Custom punctuation character list, used for word breaking. If set to empty "
+"string, server defaults are used."
+msgstr ""
+"Lista di caratteri di punteggiatura personalizzati, utilizzati per la "
+"suddivisione delle parole. Se impostato su stringa vuota, sono utilizzati i "
+"valori predefiniti del server."
+
msgid "Limits the lines of text shown."
msgstr "Limita le righe del testo mostrato."
+msgid "A server interface for font management and text rendering."
+msgstr ""
+"Un'interfaccia server per la gestione dei font e il rendering del testo."
+
+msgid ""
+"[TextServer] is the API backend for managing fonts and rendering text.\n"
+"[b]Note:[/b] This is a low-level API, consider using [TextLine], "
+"[TextParagraph], and [Font] classes instead.\n"
+"This is an abstract class, so to get the currently active [TextServer] "
+"instance, use the following code:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var ts = TextServerManager.get_primary_interface()\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var ts = TextServerManager.GetPrimaryInterface();\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"[TextServer] è il backend API per la gestione dei font e il rendering del "
+"testo.\n"
+"[b]Nota:[/b] Questa è un'API di basso livello, considera di usare le classi "
+"[TextLine], [TextParagraph] e [Font].\n"
+"Questa è una classe astratta, quindi per ottenere l'istanza del [TextServer] "
+"attualmente attiva, usa il seguente codice:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var ts = TextServerManager.get_primary_interface()\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var ts = TextServerManager.GetPrimaryInterface();\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid "Returns font anti-aliasing mode."
+msgstr "Restituisce la modalità antialias del font."
+
msgid "Returns whether the font's embedded bitmap loading is disabled."
msgstr ""
"Restituisce se il caricamento della bitmap incorporata nel carattere è "
"disabilitato."
+msgid "Returns font embolden strength."
+msgstr "Restituisce l'intensità del grassetto del font."
+
msgid "Returns bitmap font fixed size."
msgstr "Restituisce la dimensione fissa della font bitmap."
@@ -52738,6 +91320,14 @@ msgstr ""
"Restituisce [code]true[/code], se il carattere supporta lo script fornito "
"(codice ISO 15924)."
+msgid ""
+"Sets font embolden strength. If [param strength] is not equal to zero, "
+"emboldens the font outlines. Negative values reduce the outline thickness."
+msgstr ""
+"Imposta l'intensità del grassetto del font. Se [param strength] non è uguale "
+"a zero, applica il grassetto ai contorni del font. I valori negativi riducono "
+"lo spessore del contorno."
+
msgid "If set to [code]true[/code] font texture mipmap generation is enabled."
msgstr ""
"Se impostato su [code]true[/code] la generazione delle mipmap per la texture "
@@ -52758,6 +91348,9 @@ msgstr "Imposta i dati dell'immagine della texture nella cache dei caratteri."
msgid "Returns the dictionary of the supported OpenType features."
msgstr "Restituisce il dizionario delle funzionalità OpenType supportate."
+msgid "Frees an object created by this [TextServer]."
+msgstr "Libera un oggetto creato da questo [TextServer]."
+
msgid "Returns text server features, see [enum Feature]."
msgstr "Restituisce le funzionalità del server di testo, vedi [enum Feature]."
@@ -52784,6 +91377,20 @@ msgstr ""
"Restituisce [code]true[/code] se il punto di codice indicato è una lettera "
"valida, ossia appartiene alla categoria Unicode \"L\"."
+msgid ""
+"Converts [param number] from the numeral systems used in [param language] to "
+"Western Arabic (0..9)."
+msgstr ""
+"Converte il numero [param number] dai sistemi numerici utilizzati nella "
+"lingua [param language] in arabo occidentale (0..9)."
+
+msgid ""
+"Default implementation of the BiDi algorithm override function. See [enum "
+"StructuredTextParser] for more info."
+msgstr ""
+"Implementazione predefinita della funzione di sovrascrittura dell'algoritmo "
+"BiDi. Vedi [enum StructuredTextParser] per ulteriori informazioni."
+
msgid "Returns percent sign used in the [param language]."
msgstr ""
"Restituisce il segno di percentuale utilizzato nella lingua [param language]."
@@ -52801,6 +91408,14 @@ msgstr "Restituisce l'array dei confini dei caratteri compositi."
msgid "Returns ellipsis character used for text clipping."
msgstr "Restituisce il carattere di elissi utilizzato per ritagliare il testo."
+msgid ""
+"Returns custom punctuation character list, used for word breaking. If set to "
+"empty string, server defaults are used."
+msgstr ""
+"Restituisce una lista di caratteri di punteggiatura personalizzati, "
+"utilizzati per la suddivisione delle parole. Se impostato su una stringa "
+"vuota, sono utilizzati i valori predefiniti del server."
+
msgid "Returns direction of the text."
msgstr "Restituisce la direzione del testo."
@@ -52825,6 +91440,13 @@ msgstr ""
"Restituisce i confini del carattere composito come offset dall'inizio della "
"riga."
+msgid ""
+"Breaks text to the lines and columns. Returns character ranges for each "
+"segment."
+msgstr ""
+"Suddivide il testo in righe e colonne. Restituisce intervalli di caratteri "
+"per ogni segmento."
+
msgid "Returns the glyph index of the inline object."
msgstr "Restituisce l'indice del glifo dell'oggetto in riga."
@@ -52869,6 +91491,11 @@ msgstr ""
msgid "Returns [code]true[/code] if buffer is successfully shaped."
msgstr "Restituisce [code]true[/code] se il buffer è modellato con successo."
+msgid "Returns composite character end position closest to the [param pos]."
+msgstr ""
+"Restituisce la posizione finale del carattere composito più vicina a [param "
+"pos]."
+
msgid "Returns grapheme end position closest to the [param pos]."
msgstr "Restituisce la posizione finale del grafema più vicina a [param pos]."
@@ -52893,18 +91520,661 @@ msgstr ""
msgid "Returns text glyphs in the logical order."
msgstr "Restituisce glifi di testo nell'ordine logico."
+msgid "Aligns shaped text to the given tab-stops."
+msgstr "Allinea il testo modellato alle tabulazioni specificate."
+
+msgid ""
+"Returns [code]true[/code] if [param string] is likely to be an attempt at "
+"confusing the reader.\n"
+"[b]Note:[/b] Always returns [code]false[/code] if the server does not support "
+"the [constant FEATURE_UNICODE_SECURITY] feature."
+msgstr ""
+"Restituisce [code]true[/code] se è probabile che [param string] sia un "
+"tentativo di confondere il lettore.\n"
+"[b]Nota:[/b] Restituisce sempre [code]false[/code] se il server non supporta "
+"la funzionalità [constant FEATURE_UNICODE_SECURITY]."
+
+msgid ""
+"Returns array of the composite character boundaries.\n"
+"[codeblock]\n"
+"var ts = TextServerManager.get_primary_interface()\n"
+"print(ts.string_get_word_breaks(\"Test ❤️‍🔥 Test\")) # Prints [1, 2, 3, 4, 5, "
+"9, 10, 11, 12, 13, 14]\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce un array dei limiti dei caratteri compositi.\n"
+"[codeblock]\n"
+"var ts = TextServerManager.get_primary_interface()\n"
+"print(ts.string_get_word_breaks(\"Test ❤️‍🔥 Test\")) # Stampa [1, 2, 3, 4, 5, "
+"9, 10, 11, 12, 13, 14]\n"
+"[/codeblock]"
+
+msgid ""
+"Returns an array of the word break boundaries. Elements in the returned array "
+"are the offsets of the start and end of words. Therefore the length of the "
+"array is always even.\n"
+"When [param chars_per_line] is greater than zero, line break boundaries are "
+"returned instead.\n"
+"[codeblock]\n"
+"var ts = TextServerManager.get_primary_interface()\n"
+"print(ts.string_get_word_breaks(\"The Godot Engine, 4\")) # Prints [0, 3, 4, "
+"9, 10, 16, 18, 19], which corresponds to the following substrings: \"The\", "
+"\"Godot\", \"Engine\", \"4\"\n"
+"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 5)) # Prints "
+"[0, 3, 4, 9, 10, 15, 15, 19], which corresponds to the following substrings: "
+"\"The\", \"Godot\", \"Engin\", \"e, 4\"\n"
+"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 10)) # "
+"Prints [0, 9, 10, 19], which corresponds to the following substrings: \"The "
+"Godot\", \"Engine, 4\"\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce un array dei limiti di interruzione delle parole. Gli elementi "
+"nell'array restituito sono gli offset dell'inizio e della fine delle parole. "
+"Pertanto la lunghezza dell'array è sempre pari.\n"
+"Quando [param chars_per_line] è maggiore di zero, vengono invece restituiti i "
+"limiti di interruzione delle righe.\n"
+"[codeblock]\n"
+"var ts = TextServerManager.get_primary_interface()\n"
+"print(ts.string_get_word_breaks(\"The Godot Engine, 4\")) # Stampa [0, 3, 4, "
+"9, 10, 16, 18, 19], che corrisponde alle seguenti sottostringhe: \"The\", "
+"\"Godot\", \"Engine\", \"4\"\n"
+"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 5)) # Stampa "
+"[0, 3, 4, 9, 10, 15, 15, 19], che corrisponde alle seguenti sottostringhe:"
+"\"The\", \"Godot\", \"Engin\", \"e, 4\"\n"
+"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 10)) # "
+"Stampa [0, 9, 10, 19], che corrisponde alle seguenti sottostringhe: \"The "
+"Godot\", \"Engine, 4\"\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the string converted to lowercase.\n"
+"[b]Note:[/b] Casing is locale dependent and context sensitive if server "
+"support [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] feature "
+"(supported by [TextServerAdvanced]).\n"
+"[b]Note:[/b] The result may be longer or shorter than the original."
+msgstr ""
+"Restituisce la stringa convertita in minuscolo.\n"
+"[b]Nota:[/b] La distinzione tra maiuscole e minuscole dipende dalle "
+"impostazioni locali ed è sensibile al contesto se il server supporta la "
+"funzionalità [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] (supportata "
+"da [TextServerAdvanced]).\n"
+"[b]Nota:[/b] Il risultato potrebbe essere più lungo o più corto "
+"dell'originale."
+
+msgid ""
+"Returns the string converted to title case.\n"
+"[b]Note:[/b] Casing is locale dependent and context sensitive if server "
+"support [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] feature "
+"(supported by [TextServerAdvanced]).\n"
+"[b]Note:[/b] The result may be longer or shorter than the original."
+msgstr ""
+"Restituisce la stringa convertita in title case (minuscolo, ma prima lettera "
+"maiuscola).\n"
+"[b]Nota:[/b] La distinzione tra maiuscole e minuscole dipende dalle "
+"impostazioni locali ed è sensibile al contesto se il server supporta la "
+"funzionalità [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] (supportata "
+"da [TextServerAdvanced]).\n"
+"[b]Nota:[/b] Il risultato potrebbe essere più lungo o più corto "
+"dell'originale."
+
+msgid ""
+"Returns the string converted to uppercase.\n"
+"[b]Note:[/b] Casing is locale dependent and context sensitive if server "
+"support [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] feature "
+"(supported by [TextServerAdvanced]).\n"
+"[b]Note:[/b] The result may be longer or shorter than the original."
+msgstr ""
+"Restituisce la stringa convertita in maiuscolo.\n"
+"[b]Nota:[/b] La distinzione tra maiuscole e minuscole dipende dalle "
+"impostazioni locali ed è sensibile al contesto se il server supporta la "
+"funzionalità [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] (supportata "
+"da [TextServerAdvanced]).\n"
+"[b]Nota:[/b] Il risultato potrebbe essere più lungo o più corto "
+"dell'originale."
+
+msgid ""
+"Strips diacritics from the string.\n"
+"[b]Note:[/b] The result may be longer or shorter than the original."
+msgstr ""
+"Rimuove i segni diacritici dalla stringa.\n"
+"[b]Nota:[/b] Il risultato potrebbe essere più lungo o più corto "
+"dell'originale."
+
+msgid "Font glyphs are rasterized as 1-bit bitmaps."
+msgstr "I glifi dei font sono rasterizzati come bitmap a 1 bit."
+
+msgid "Font glyphs are rasterized as 8-bit grayscale anti-aliased bitmaps."
+msgstr ""
+"I glifi dei font sono rasterizzati come bitmap con anti-alias in scala di "
+"grigi a 8 bit."
+
msgid "Represents the size of the [enum FontLCDSubpixelLayout] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum FontLCDSubpixelLayout]."
+"Rappresenta la dimensione dell'enumerazione [enum FontLCDSubpixelLayout]."
+
+msgid "Text direction is determined based on contents and current locale."
+msgstr ""
+"La direzione del testo è determinata in base al contenuto e alle impostazioni "
+"locali attuali."
+
+msgid "Text is written from left to right."
+msgstr "Il testo è scritto da sinistra a destra."
+
+msgid "Text is written from right to left."
+msgstr "Il testo è scritto da destra a sinistra."
+
+msgid ""
+"Text writing direction is the same as base string writing direction. Used for "
+"BiDi override only."
+msgstr ""
+"La direzione di scrittura del testo è la stessa della direzione di scrittura "
+"della stringa base. Utilizzata solo per la sovrascrittura BiDi."
+
+msgid "Text is written horizontally."
+msgstr "Il testo è scritto orizzontalmente."
+
+msgid ""
+"Left to right text is written vertically from top to bottom.\n"
+"Right to left text is written vertically from bottom to top."
+msgstr ""
+"Il testo da sinistra a destra è scritto verticalmente dall'alto verso il "
+"basso.\n"
+"Il testo da destra a sinistra è scritto verticalmente dal basso verso l'alto."
+
+msgid "Do not justify text."
+msgstr "Non giustificare il testo."
+
+msgid "Justify text by adding and removing kashidas."
+msgstr "Giustifica il testo aggiungendo e rimuovendo kashida."
+
+msgid "Justify text by changing width of the spaces between the words."
+msgstr "Giustifica il testo modificando la larghezza degli spazi tra le parole."
+
+msgid "Remove trailing and leading spaces from the justified text."
+msgstr "Rimuovi gli spazi iniziali e finali dal testo giustificato."
+
+msgid "Only apply justification to the part of the text after the last tab."
+msgstr ""
+"Applica la giustificazione solo alla parte del testo dopo l'ultima "
+"tabulazione."
+
+msgid "Apply justification to the trimmed line with ellipsis."
+msgstr "Applica la giustificazione alla linea tagliata con l'ellissi."
+
+msgid "Do not apply justification to the last line of the paragraph."
+msgstr "Non applicare la giustificazione all'ultima riga del paragrafo."
+
+msgid ""
+"Do not apply justification to the last line of the paragraph with visible "
+"characters (takes precedence over [constant JUSTIFICATION_SKIP_LAST_LINE])."
+msgstr ""
+"Non applicare la giustificazione all'ultima riga del paragrafo con caratteri "
+"visibili (ha la precedenza su [constant JUSTIFICATION_SKIP_LAST_LINE])."
+
+msgid ""
+"Always apply justification to the paragraphs with a single line ([constant "
+"JUSTIFICATION_SKIP_LAST_LINE] and [constant "
+"JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS] are ignored)."
+msgstr ""
+"Applicare sempre la giustificazione ai paragrafi con una sola riga ([constant "
+"JUSTIFICATION_SKIP_LAST_LINE] e [constant "
+"JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS] sono ignorati)."
+
+msgid "Autowrap is disabled."
+msgstr "L'avvolgimento automatico è disattivato."
+
+msgid ""
+"Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if "
+"that single word does not fit in one line."
+msgstr ""
+"Si comporta in modo simile a [constant AUTOWRAP_WORD], ma forza "
+"l'interruzione di una parola se questa non entra in una riga."
+
+msgid "Do not break the line."
+msgstr "Non interrompere la riga."
+
+msgid ""
+"Break the line at the line mandatory break characters (e.g. [code]\"\\n\"[/"
+"code])."
+msgstr ""
+"Interrompere la riga in corrispondenza dei caratteri di interruzione "
+"obbligatori (ad esempio [code]\"\\n\"[/code])."
+
+msgid "Break the line between the words."
+msgstr "Interrompere la riga tra le parole."
+
+msgid "Break the line between any unconnected graphemes."
+msgstr "Interrompere la riga tra tutti i grafemi non connessi."
+
+msgid ""
+"Should be used only in conjunction with [constant BREAK_WORD_BOUND], break "
+"the line between any unconnected graphemes, if it's impossible to break it "
+"between the words."
+msgstr ""
+"Dovrebbe essere utilizzato solo insieme a [constant BREAK_WORD_BOUND], "
+"interrompe la riga tra tutti i grafemi non collegati, se è impossibile "
+"interromperla tra le parole."
+
+msgid "Remove edge spaces from the broken line segments."
+msgstr "Rimuove gli spazi dai bordi dei segmenti della riga interrotta."
+
+msgid ""
+"Subtract first line indentation width from all lines after the first one."
+msgstr ""
+"Sottrai la larghezza del rientro della prima riga da tutte le righe "
+"successive alla prima."
+
+msgid ""
+"Trims text before the shaping. e.g, increasing [member Label."
+"visible_characters] or [member RichTextLabel.visible_characters] value is "
+"visually identical to typing the text."
+msgstr ""
+"Ritaglia il testo prima della modellazione. Ad esempio, aumentare il valore "
+"[member Label.visible_characters] o [member RichTextLabel.visible_characters] "
+"è visivamente identico alla digitazione del testo."
+
+msgid ""
+"Displays glyphs that are mapped to the first [member Label."
+"visible_characters] or [member RichTextLabel.visible_characters] characters "
+"from the beginning of the text."
+msgstr ""
+"Visualizza i glifi mappati sui primi [member Label.visible_characters] o "
+"[member RichTextLabel.visible_characters] caratteri dall'inizio del testo."
+
+msgid ""
+"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] "
+"glyphs, starting from the left or from the right, depending on [member "
+"Control.layout_direction] value."
+msgstr ""
+"Visualizza [member Label.visible_ratio] o [member RichTextLabel."
+"visible_ratio] glifi, partendo da sinistra o da destra, a seconda del valore "
+"di [member Control.layout_direction]."
+
+msgid ""
+"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] "
+"glyphs, starting from the left."
+msgstr ""
+"Visualizza [member Label.visible_ratio] o [member RichTextLabel."
+"visible_ratio] glifi, partendo da sinistra."
+
+msgid ""
+"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] "
+"glyphs, starting from the right."
+msgstr ""
+"Visualizza [member Label.visible_ratio] o [member RichTextLabel."
+"visible_ratio] glifi, partendo da destra."
+
+msgid "No text trimming is performed."
+msgstr "Non viene eseguito alcun ritaglio del testo."
msgid "Trims the text per character."
msgstr "Ritaglia il testo per carattere."
-msgid "Spacing at the top of the line."
-msgstr "Spaziatura sopra alla riga."
+msgid "Trims the text per word."
+msgstr "Ritaglia il testo per parola."
+
+msgid ""
+"Trims the text per character and adds an ellipsis to indicate that parts are "
+"hidden."
+msgstr ""
+"Riduce il testo per carattere e aggiunge un'elissi per indicare che alcune "
+"parti sono nascoste."
+
+msgid ""
+"Trims the text per word and adds an ellipsis to indicate that parts are "
+"hidden."
+msgstr ""
+"Riduce il testo per parola e aggiunge un'elissi per indicare che alcune parti "
+"sono nascoste."
+
+msgid "No trimming is performed."
+msgstr "Non viene eseguito alcun ritaglio."
+
+msgid "Trims the text when it exceeds the given width."
+msgstr "Ritaglia il testo quando supera la larghezza specificata."
+
+msgid "Trims the text per word instead of per grapheme."
+msgstr "Ritaglia il testo parola per parola anziché per grafema."
+
+msgid "Determines whether an ellipsis should be added at the end of the text."
+msgstr ""
+"Determina se aggiungere un'elissi (puntini di sospensione) alla fine del "
+"testo."
+
+msgid ""
+"Determines whether the ellipsis at the end of the text is enforced and may "
+"not be hidden."
+msgstr ""
+"Determina se l'elissi (puntini di sospensione) alla fine del testo sono "
+"imposti e non possono essere nascosti."
+
+msgid ""
+"Accounts for the text being justified before attempting to trim it (see [enum "
+"JustificationFlag])."
+msgstr ""
+"Tiene conto del fatto che il testo è giustificato prima di tentare di "
+"ritagliarlo (vedi [enum JustificationFlag])."
+
+msgid "Grapheme is supported by the font, and can be drawn."
+msgstr "Il grafema è supportato dal font e può essere disegnato."
+
+msgid "Grapheme is part of right-to-left or bottom-to-top run."
+msgstr ""
+"Il grafema fa parte dell'esecuzione da destra a sinistra o dal basso verso "
+"l'alto."
+
+msgid ""
+"Grapheme is not part of source text, it was added by justification process."
+msgstr ""
+"Il grafema non fa parte del testo sorgente, è stato aggiunto tramite il "
+"processo di giustificazione."
+
+msgid "Grapheme is whitespace."
+msgstr "Il grafema è spazio vuoto."
+
+msgid "Grapheme is mandatory break point (e.g. [code]\"\\n\"[/code])."
+msgstr ""
+"Il grafema è un punto di interruzione obbligatorio (ad esempio [code]\"\\n\"[/"
+"code])."
+
+msgid "Grapheme is optional break point (e.g. space)."
+msgstr ""
+"Il grafema è un punto di interruzione facoltativo (ad esempio uno spazio)."
+
+msgid "Grapheme is the tabulation character."
+msgstr "Il grafema è il carattere di tabulazione."
+
+msgid "Grapheme is kashida."
+msgstr "Il grafema è kashida."
+
+msgid "Grapheme is punctuation character."
+msgstr "Il grafema è un carattere di punteggiatura."
+
+msgid "Grapheme is underscore character."
+msgstr "Il grafema è un carattere di sottolineatura."
+
+msgid ""
+"Grapheme is connected to the previous grapheme. Breaking line before this "
+"grapheme is not safe."
+msgstr ""
+"Il grafema è collegato al grafema precedente. Interrompere la riga prima di "
+"questo grafema non è sicuro."
+
+msgid "It is safe to insert a U+0640 before this grapheme for elongation."
+msgstr "È sicuro inserire un U+0640 prima di questo grafema per l'allungamento."
+
+msgid "Grapheme is an object replacement character for the embedded object."
+msgstr "Il grafema è un carattere di sostituzione dell'oggetto incorporato."
+
+msgid "Grapheme is a soft hyphen."
+msgstr "Il grafema è un trattino morbido."
+
+msgid "Disables font hinting (smoother but less crisp)."
+msgstr "Disattiva il suggerimento del font (più fluido ma meno nitido)."
+
+msgid "Use the light font hinting mode."
+msgstr "Utilizza la modalità di suggerimento del font leggero."
+
+msgid ""
+"Use the default font hinting mode (crisper but less smooth).\n"
+"[b]Note:[/b] This hinting mode changes both horizontal and vertical glyph "
+"metrics. If applied to monospace font, some glyphs might have different width."
+msgstr ""
+"Usa la modalità di suggerimento predefinita (più nitida ma meno fluida).\n"
+"[b]Nota:[/b] Questa modalità di suggerimento modifica sia le metriche dei "
+"glifi orizzontali che quelle verticali. Se applicata a un font monospazio, "
+"alcuni glifi potrebbero avere una larghezza diversa."
+
+msgid ""
+"Glyph horizontal position is rounded to the whole pixel size, each glyph is "
+"rasterized once."
+msgstr ""
+"La posizione orizzontale del glifo è arrotondata alla dimensione intera del "
+"pixel, ogni glifo è rasterizzato una volta."
+
+msgid ""
+"Glyph horizontal position is rounded based on font size.\n"
+"- To one quarter of the pixel size if font size is smaller or equal to "
+"[constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE].\n"
+"- To one half of the pixel size if font size is smaller or equal to [constant "
+"SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE].\n"
+"- To the whole pixel size for larger fonts."
+msgstr ""
+"La posizione orizzontale del glifo è arrotondata in base alla dimensione del "
+"font.\n"
+"- A un quarto della dimensione in pixel, se la dimensione del font è "
+"inferiore o uguale a [constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE].\n"
+"- A metà della dimensione in pixel, se la dimensione del font è inferiore o "
+"uguale a [constant SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE].\n"
+"- All'intera dimensione in pixel per i font più grandi."
+
+msgid ""
+"Glyph horizontal position is rounded to one half of the pixel size, each "
+"glyph is rasterized up to two times."
+msgstr ""
+"La posizione orizzontale del glifo è arrotondata alla metà della dimensione "
+"del pixel; ogni glifo è rasterizzato fino a due volte."
+
+msgid ""
+"Glyph horizontal position is rounded to one quarter of the pixel size, each "
+"glyph is rasterized up to four times."
+msgstr ""
+"La posizione orizzontale del glifo è arrotondata a un quarto della dimensione "
+"del pixel; ogni glifo è rasterizzato fino a quattro volte."
+
+msgid "TextServer supports simple text layouts."
+msgstr "Il TextServer supporta layout di testo semplici."
+
+msgid "TextServer supports bidirectional text layouts."
+msgstr "Il TextServer supporta layout di testo bidirezionali."
+
+msgid "TextServer supports vertical layouts."
+msgstr "Il TextServer supporta layout verticali."
+
+msgid "TextServer supports complex text shaping."
+msgstr "TextServer supporta la modellazione complessa di testo."
+
+msgid "TextServer supports justification using kashidas."
+msgstr "Il TextServer supporta la giustificazione tramite kashida."
+
+msgid ""
+"TextServer supports complex line/word breaking rules (e.g. dictionary based)."
+msgstr ""
+"TextServer supporta regole complesse di interruzione di riga/parola (ad "
+"esempio basate su dizionari)."
+
+msgid "TextServer supports loading bitmap fonts."
+msgstr "Il TextServer supporta il caricamento di font bitmap."
+
+msgid "TextServer supports loading dynamic (TrueType, OpeType, etc.) fonts."
+msgstr ""
+"Il TextServer supporta il caricamento di font dinamici (TrueType, OpeType, "
+"ecc.)."
+
+msgid ""
+"TextServer supports multichannel signed distance field dynamic font rendering."
+msgstr ""
+"Il TextServer supporta il rendering dei font dinamici con campo multicanale "
+"di distanza con segno."
+
+msgid "TextServer supports loading system fonts."
+msgstr "Il TextServer supporta il caricamento dei font di sistema."
+
+msgid "TextServer supports variable fonts."
+msgstr "Il TextServer supporta i font variabili."
+
+msgid ""
+"TextServer supports locale dependent and context sensitive case conversion."
+msgstr ""
+"Il TextServer supporta la conversione delle maiuscole e delle minuscole in "
+"base al contesto e alle impostazioni locali."
+
+msgid ""
+"TextServer require external data file for some features, see [method "
+"load_support_data]."
+msgstr ""
+"Il TextServer richiede un file esterno di dati per alcune funzionalità, vedi "
+"[method load_support_data]."
+
+msgid ""
+"TextServer supports UAX #31 identifier validation, see [method "
+"is_valid_identifier]."
+msgstr ""
+"Il TextServer supporta la convalida dell'identificatore UAX #31, vedi [method "
+"is_valid_identifier]."
+
+msgid ""
+"TextServer supports [url=https://unicode.org/reports/tr36/]Unicode Technical "
+"Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode Technical "
+"Standard #39[/url] based spoof detection features."
+msgstr ""
+"Il TextServer supporta le funzionalità di rilevamento di spoofing basate su "
+"[url=https://unicode.org/reports/tr36/]Unicode Technical Report #36[/url] e "
+"[url=https://unicode.org/reports/tr39/]Unicode Technical Standard #39[/url]."
+
+msgid "Contour point is on the curve."
+msgstr "Il punto di contorno si trova sulla curva."
+
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a conic "
+"(quadratic) Bézier arc."
+msgstr ""
+"Il punto di contorno non si trova sulla curva, ma funge da punto di controllo "
+"per un arco di Bézier conico (quadratico)."
+
+msgid ""
+"Contour point isn't on the curve, but serves as a control point for a cubic "
+"Bézier arc."
+msgstr ""
+"Il punto di contorno non si trova sulla curva, ma funge da punto di controllo "
+"per un arco di Bézier cubico."
+
+msgid "Spacing for each glyph."
+msgstr "Spaziatura per ogni glifo."
+
+msgid "Spacing for the space character."
+msgstr "Spaziatura per il carattere di spazio."
msgid "Represents the size of the [enum SpacingType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum SpacingType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum SpacingType]."
+
+msgid "Font is bold."
+msgstr "Il font è in grassetto."
+
+msgid "Font is italic or oblique."
+msgstr "Il font è in corsivo o obliquo."
+
+msgid "Font have fixed-width characters."
+msgstr "Il font ha caratteri a larghezza fissa."
+
+msgid "Use default Unicode BiDi algorithm."
+msgstr "Utilizza l'algoritmo Unicode BiDi predefinito."
+
+msgid "BiDi override for URI."
+msgstr "Sovrascrittura BiDi per URI."
+
+msgid "BiDi override for file path."
+msgstr "Sovrascrittura BiDi per il percorso di file."
+
+msgid "BiDi override for email."
+msgstr "Sovrascrittura BiDi per l'email."
+
+msgid "BiDi override for GDScript."
+msgstr "Sovrascrittura BiDi per GDScript."
+
+msgid "User defined structured text BiDi override function."
+msgstr ""
+"Funzione di sovrascrittura BiDi del testo strutturato definito dall'utente."
+
+msgid "Bitmap font is not scaled."
+msgstr "Il font bitmap non è ridimensionato."
+
+msgid ""
+"Bitmap font is scaled to the closest integer multiple of the font's fixed "
+"size. This is the recommended option for pixel art fonts."
+msgstr ""
+"Il font bitmap è ridimensionato al multiplo intero più vicino della "
+"dimensione fissa del font. Questa è l'opzione consigliata per i font pixel "
+"art."
+
+msgid ""
+"Bitmap font is scaled to an arbitrary (fractional) size. This is the "
+"recommended option for non-pixel art fonts."
+msgstr ""
+"Il font bitmap è ridimensionato a una dimensione arbitraria (frazionaria). "
+"Questa è l'opzione consigliata per i font non pixel art."
+
+msgid ""
+"An advanced text server with support for BiDi, complex text layout, and "
+"contextual OpenType features. Used in Godot by default."
+msgstr ""
+"Un server di testo avanzato con supporto per BiDi, layout di testo complesso "
+"e funzionalità OpenType contestuali. Utilizzato in Godot per impostazione "
+"predefinita."
+
+msgid ""
+"An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to "
+"support BiDi, complex text layouts and contextual OpenType features. This is "
+"Godot's default primary [TextServer] interface."
+msgstr ""
+"Un'implementazione di [TextServer] che usa HarfBuzz, ICU e SIL Graphite per "
+"supportare BiDi, layout di testo complessi e funzionalità OpenType "
+"contestuali. Questa è l'interfaccia primaria predefinita di [TextServer] di "
+"Godot."
+
+msgid "A dummy text server that can't render text or manage fonts."
+msgstr ""
+"Un server di testo fittizio che non può renderizzare testo o gestire i font."
+
+msgid ""
+"A dummy [TextServer] interface that doesn't do anything. Useful for freeing "
+"up memory when rendering text is not needed, as text servers are resource-"
+"intensive. It can also be used for performance comparisons in complex GUIs to "
+"check the impact of text rendering.\n"
+"A dummy text server is always available at the start of a project. Here's how "
+"to access it:\n"
+"[codeblock]\n"
+"var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n"
+"if dummy_text_server != null:\n"
+" TextServerManager.set_primary_interface(dummy_text_server)\n"
+" # If the other text servers are unneeded, they can be removed:\n"
+" for i in TextServerManager.get_interface_count():\n"
+" var text_server = TextServerManager.get_interface(i)\n"
+" if text_server != dummy_text_server:\n"
+" TextServerManager.remove_interface(text_server)\n"
+"[/codeblock]\n"
+"The command line argument [code]--text-driver Dummy[/code] (case-sensitive) "
+"can be used to force the \"Dummy\" [TextServer] on any project."
+msgstr ""
+"Un'interfaccia fittizia di [TextServer] che non fa nulla. Utile per liberare "
+"memoria quando non è necessario il rendering del testo, poiché i server di "
+"testo sono ad alta intensità di risorse. Può anche essere utilizzata per "
+"confronti di prestazioni in GUI complesse per verificare l'impatto del "
+"rendering del testo.\n"
+"Un server di testo fittizio è sempre disponibile all'inizio di un progetto. "
+"Ecco come accedervi:\n"
+"[codeblock]\n"
+"var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n"
+"if dummy_text_server != null:\n"
+" TextServerManager.set_primary_interface(dummy_text_server)\n"
+" # If the other text servers are unneeded, they can be removed:\n"
+" for i in TextServerManager.get_interface_count():\n"
+" var text_server = TextServerManager.get_interface(i)\n"
+" if text_server != dummy_text_server:\n"
+" TextServerManager.remove_interface(text_server)\n"
+"[/codeblock]\n"
+"L'argomento della riga di comando [code]--text-driver Dummy[/code] (sensibile "
+"alle maiuscole e alle minuscole) può essere utilizzato per forzare il "
+"[TextServer] \"Dummy\" su qualsiasi progetto."
+
+msgid "Base class for custom [TextServer] implementations (plugins)."
+msgstr ""
+"Classe di base per implementazioni [TextServer] personalizzate (estensioni)."
+
+msgid "External [TextServer] implementations should inherit from this class."
+msgstr ""
+"Le implementazioni esterne di [TextServer] dovrebbero ereditare da questa "
+"classe."
msgid ""
"[b]Required.[/b]\n"
@@ -52934,6 +92204,44 @@ msgstr ""
"[b]Opzionale.[/b]\n"
"Restituisce un indice di faccia attivo della collezione TrueType / OpenType."
+msgid ""
+"A fallback implementation of Godot's text server, without support for BiDi "
+"and complex text layout."
+msgstr ""
+"Un'implementazione di riserva del server di testo di Godot, senza supporto "
+"per BiDi e layout complessi di testo."
+
+msgid ""
+"A fallback implementation of Godot's text server. This fallback is faster "
+"than [TextServerAdvanced] for processing a lot of text, but it does not "
+"support BiDi and complex text layout.\n"
+"[b]Note:[/b] This text server is not part of official Godot binaries. If you "
+"want to use it, compile the engine with the option "
+"[code]module_text_server_fb_enabled=yes[/code]."
+msgstr ""
+"Un'implementazione di riserva del server di testo di Godot. Questo server è "
+"più veloce di [TextServerAdvanced] per l'elaborazione di molto testo, ma non "
+"supporta BiDi e layout complessi di testo.\n"
+"[b]Nota:[/b] Questo server di testo non fa parte dei binari ufficiali di "
+"Godot. Se vuoi usarlo, compila il motore con l'opzione "
+"[code]module_text_server_fb_enabled=yes[/code]."
+
+msgid "A singleton for managing [TextServer] implementations."
+msgstr "Un singleton per la gestione delle implementazioni di [TextServer]."
+
+msgid ""
+"[TextServerManager] is the API backend for loading, enumerating, and "
+"switching [TextServer]s.\n"
+"[b]Note:[/b] Switching text server at runtime is possible, but will "
+"invalidate all fonts and text buffers. Make sure to unload all controls, "
+"fonts, and themes before doing so."
+msgstr ""
+"[TextServerManager] è il backend API per caricare, enumerare e cambiare i "
+"[TextServer].\n"
+"[b]Nota:[/b] Cambiare server di testo in fase di esecuzione è possibile, ma "
+"invaliderà tutti i font e i buffer di testo. Assicurati di svuotare tutti i "
+"controlli, i font e i temi prima di farlo."
+
msgid "Registers a [TextServer] interface."
msgstr "Registra un'interfaccia [TextServer]."
@@ -52946,13 +92254,148 @@ msgstr "Restituisce il numero di interfacce attualmente registrate."
msgid "Returns the primary [TextServer] interface currently in use."
msgstr "Restituisce l'interfaccia principale [TextServer] attualmente in uso."
+msgid "Base class for all texture types."
+msgstr "Classe di base per tutti i tipi di texture."
+
+msgid ""
+"[Texture] is the base class for all texture types. Common texture types are "
+"[Texture2D] and [ImageTexture]. See also [Image]."
+msgstr ""
+"[Texture] è la classe di base per tutti i tipi di texture. I tipi di texture "
+"comuni sono [Texture2D] e [ImageTexture]. Vedi anche [Image]."
+
+msgid "Texture for 2D and 3D."
+msgstr "Texture per 2D e 3D."
+
+msgid ""
+"A texture works by registering an image in the video hardware, which then can "
+"be used in 3D models or 2D [Sprite2D] or GUI [Control].\n"
+"Textures are often created by loading them from a file. See [method @GDScript."
+"load].\n"
+"[Texture2D] is a base for other resources. It cannot be used directly.\n"
+"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
+"hardware limitations. Larger textures may fail to import."
+msgstr ""
+"Una texture funziona registrando un'immagine nell'hardware video, che può poi "
+"essere utilizzata in modelli 3D, 2D [Sprite2D] o [Control] in una GUI.\n"
+"Le texture sono spesso create caricandole da un file. Vedi [method @GDScript."
+"load].\n"
+"[Texture2D] è una base per altre risorse. Non può essere utilizzata "
+"direttamente.\n"
+"[b]Nota:[/b] La dimensione massima di una texture è 16384×16384 pixel a causa "
+"delle limitazioni dell'hardware grafico. Potrebbe non essere possibile "
+"importare texture più grandi."
+
+msgid ""
+"Called when the entire [Texture2D] is requested to be drawn over a "
+"[CanvasItem], with the top-left offset specified in [param pos]. [param "
+"modulate] specifies a multiplier for the colors being drawn, while [param "
+"transpose] specifies whether drawing should be performed in column-major "
+"order instead of row-major order (resulting in 90-degree clockwise "
+"rotation).\n"
+"[b]Note:[/b] This is only used in 2D rendering, not 3D."
+msgstr ""
+"Chiamato quando si richiede che l'intera [Texture2D] sia disegnata su un "
+"[CanvasItem], con l'offset in alto a sinistra specificato in [param pos]. "
+"[param modulate] specifica un moltiplicatore per i colori disegnati, mentre "
+"[param transpose] specifica se il disegno deve essere eseguito in ordine di "
+"colonna anziché in ordine di riga (disegnando la texture ruotata di 90 gradi "
+"in senso orario).\n"
+"[b]Nota:[/b] Questo è utilizzato solo nel rendering 2D, non in quello 3D."
+
+msgid ""
+"Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s "
+"specified [param rect]. [param modulate] specifies a multiplier for the "
+"colors being drawn, while [param transpose] specifies whether drawing should "
+"be performed in column-major order instead of row-major order (resulting in "
+"90-degree clockwise rotation).\n"
+"[b]Note:[/b] This is only used in 2D rendering, not 3D."
+msgstr ""
+"Chiamato quando si richiede che la [Texture2D] sia disegnata nel rettangolo "
+"[param rect] sul [CanvasItem] specificato. [param modulate] specifica un "
+"moltiplicatore per i colori disegnati, mentre [param transpose] specifica se "
+"il disegno deve essere eseguito in ordine di colonna anziché in ordine di "
+"riga (disegnando la texture ruotata di 90 gradi in senso orario).\n"
+"[b]Nota:[/b] Questo è utilizzato solo nel rendering 2D, non in quello 3D."
+
+msgid ""
+"Called when a part of the [Texture2D] specified by [param src_rect]'s "
+"coordinates is requested to be drawn onto [CanvasItem]'s specified [param "
+"rect]. [param modulate] specifies a multiplier for the colors being drawn, "
+"while [param transpose] specifies whether drawing should be performed in "
+"column-major order instead of row-major order (resulting in 90-degree "
+"clockwise rotation).\n"
+"[b]Note:[/b] This is only used in 2D rendering, not 3D."
+msgstr ""
+"Chiamato quando una parte della [Texture2D] specificata dalle coordinate di "
+"[param src_rect] deve essere disegnata nel rettangolo [param rect] sul "
+"[CanvasItem] specificato. [param modulate] specifica un moltiplicatore per i "
+"colori disegnati, mentre [param transpose] specifica se il disegno deve "
+"essere eseguito in ordine di colonna anziché in ordine di riga (disegnando la "
+"texture ruotata di 90 gradi in senso orario).\n"
+"[b]Nota:[/b] Questo è utilizzato solo nel rendering 2D, non in quello 3D."
+
+msgid "Called when the [Texture2D]'s height is queried."
+msgstr "Chiamato quando viene richiesta l'altezza della [Texture2D]."
+
+msgid "Called when the [Texture2D]'s width is queried."
+msgstr "Chiamato quando viene richiesta la larghezza della [Texture2D]."
+
+msgid ""
+"Called when the presence of an alpha channel in the [Texture2D] is queried."
+msgstr ""
+"Chiamato quando viene richiesta la presenza di un canale alfa nella "
+"[Texture2D]."
+
+msgid ""
+"Called when a pixel's opaque state in the [Texture2D] is queried at the "
+"specified [code](x, y)[/code] position."
+msgstr ""
+"Chiamato quando lo stato opaco di un pixel nella [Texture2D] viene richiesto "
+"nella posizione [code](x, y)[/code] specificata."
+
msgid "Creates a placeholder version of this resource ([PlaceholderTexture2D])."
msgstr ""
"Crea una versione segnaposto di questa risorsa ([PlaceholderTexture2D])."
+msgid ""
+"Draws the texture using a [CanvasItem] with the [RenderingServer] API at the "
+"specified [param position]."
+msgstr ""
+"Disegna la texture attraverso un [CanvasItem] con l'API del [RenderingServer] "
+"nella posizione [param position]."
+
+msgid "Draws the texture using a [CanvasItem] with the [RenderingServer] API."
+msgstr ""
+"Disegna la texture attraverso un [CanvasItem] con l'API del [RenderingServer]."
+
+msgid ""
+"Draws a part of the texture using a [CanvasItem] with the [RenderingServer] "
+"API."
+msgstr ""
+"Disegna una parte della texture attraverso un [CanvasItem] con l'API del "
+"[RenderingServer]."
+
msgid "Returns the texture height in pixels."
msgstr "Restituisce l'altezza della texture in pixel."
+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 ""
+"Restituisce un'[Image] che è una copia dei dati da questa [Texture2D] (viene "
+"creata una nuova [Image] ogni volta). È possibile accedere alle [Image] e "
+"manipolarle direttamente.\n"
+"[b]Nota:[/b] Questo restituirà [code]null[/code] se questa [Texture2D] non è "
+"valida.\n"
+"[b]Nota:[/b] Questo recupererà i dati della texture dalla GPU, il che "
+"potrebbe causare problemi di prestazioni in caso di uso eccessivo."
+
msgid "Returns the texture size in pixels."
msgstr "Restituisce le dimensioni della texture in pixel."
@@ -52963,28 +92406,815 @@ msgid "Returns [code]true[/code] if this [Texture2D] has an alpha channel."
msgstr "Restituisce [code]true[/code] se questa [Texture2D] ha un canale alfa."
msgid ""
+"A single texture resource which consists of multiple, separate images. Each "
+"image has the same dimensions and number of mipmap levels."
+msgstr ""
+"Una singola risorsa texture che consiste di più immagini separate. Ogni "
+"immagine ha le stesse dimensioni e lo stesso numero di livelli mipmap."
+
+msgid ""
+"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
+"support trilinear interpolation between the [Image]s, i.e. no blending. See "
+"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
+"cubemap functions.\n"
+"A Texture2DArray is also different from an [AtlasTexture]: In a "
+"Texture2DArray, all images are treated separately. In an atlas, the regions "
+"(i.e. the single images) can be of different sizes. Furthermore, you usually "
+"need to add a padding around the regions, to prevent accidental UV mapping to "
+"more than one region. The same goes for mipmapping: Mipmap chains are handled "
+"separately for each layer. In an atlas, the slicing has to be done manually "
+"in the fragment shader.\n"
+"To create such a texture file yourself, reimport your image files using the "
+"Godot Editor import presets."
+msgstr ""
+"Un Texture2DArray è diverso da un Texture3D: il Texture2DArray non supporta "
+"l'interpolazione trilineare tra le [Image], ovvero nessuna fusione. Vedi "
+"anche [Cubemap] e [CubemapArray], che sono array di texture con funzioni di "
+"cubemap specializzate.\n"
+"Un Texture2DArray è anche diverso da un [AtlasTexture]: in un Texture2DArray, "
+"tutte le immagini sono trattate separatamente. In un atlante, le regioni "
+"(ovvero le singole immagini) possono avere dimensioni diverse. Inoltre, di "
+"solito è necessario aggiungere un imbottitura attorno alle regioni, per "
+"evitare una mappatura UV accidentale su più di una regione. Lo stesso vale "
+"per il mipmapping: le catene di mipmap sono gestite separatamente per ogni "
+"livello. In un atlante, la suddivisione deve essere eseguita manualmente "
+"nello shader dei frammenti.\n"
+"Per creare autonomamente un file di texture di questo tipo, reimporta i file "
+"di immagine attraverso i preset di importazione dell'editor di Godot."
+
+msgid ""
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
msgstr ""
"Crea una versione segnaposto di questa risorsa ([PlaceholderTexture2DArray])."
+msgid ""
+"Texture Array for 2D that is bound to a texture created on the "
+"[RenderingDevice]."
+msgstr ""
+"Un array di texture per il 2D associata a una texture creata sul "
+"[RenderingDevice]."
+
+msgid ""
+"This texture array class allows you to use a 2D array texture created "
+"directly on the [RenderingDevice] as a texture for materials, meshes, etc."
+msgstr ""
+"Questa classe di array di texture consente di utilizzare una texture di array "
+"2D creata direttamente sul [RenderingDevice] come texture per materiali, "
+"mesh, ecc."
+
+msgid ""
+"Texture for 2D that is bound to a texture created on the [RenderingDevice]."
+msgstr ""
+"La texture per il 2D associata a una texture creata sul [RenderingDevice]."
+
+msgid ""
+"This texture class allows you to use a 2D texture created directly on the "
+"[RenderingDevice] as a texture for materials, meshes, etc."
+msgstr ""
+"Questa classe di texture consente di utilizzare una texture 2D creata "
+"direttamente sul [RenderingDevice] come texture per materiali, mesh, ecc."
+
+msgid "The RID of the texture object created on the [RenderingDevice]."
+msgstr "Il RID dell'oggetto texture creato sul [RenderingDevice]."
+
msgid "Base class for 3-dimensional textures."
-msgstr "Classe base per le texture a 3 dimensioni."
+msgstr "Classe di base per le texture a 3 dimensioni."
+
+msgid ""
+"Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used "
+"directly, but contains all the functions necessary for accessing the derived "
+"resource types. [Texture3D] is the base class for all 3-dimensional texture "
+"types. See also [TextureLayered].\n"
+"All images need to have the same width, height and number of mipmap levels.\n"
+"To create such a texture file yourself, reimport your image files using the "
+"Godot Editor import presets."
+msgstr ""
+"Classe di base per [ImageTexture3D] e [CompressedTexture3D]. Non può essere "
+"utilizzata direttamente, ma contiene tutte le funzioni necessarie per "
+"accedere ai tipi di risorse derivati. [Texture3D] è la classe base per tutti "
+"i tipi di texture tridimensionali. Vedi anche [TextureLayered].\n"
+"Tutte le immagini devono avere la stessa larghezza, altezza e numero di "
+"livelli mipmap.\n"
+"Per creare autonomamente un file di texture di questo tipo, reimporta i file "
+"immagine attraverso i preset di importazione del Godot Editor."
+
+msgid "Called when the [Texture3D]'s data is queried."
+msgstr "Chiamato quando i dati della [Texture3D] vengono richiesti."
+
+msgid "Called when the [Texture3D]'s depth is queried."
+msgstr "Chiamato quando la profondità della [Texture3D] viene richiesta."
+
+msgid "Called when the [Texture3D]'s format is queried."
+msgstr "Chiamato quando il formato della [Texture3D] viene richiesto."
+
+msgid "Called when the [Texture3D]'s height is queried."
+msgstr "Chiamato quando l'altezza della [Texture3D] viene richiesta."
+
+msgid "Called when the [Texture3D]'s width is queried."
+msgstr "Chiamato quando la larghezza della [Texture3D] viene richiesta."
+
+msgid "Called when the presence of mipmaps in the [Texture3D] is queried."
+msgstr ""
+"Chiamato quando la presenza di mipmap nella [Texture3D] viene richiesta."
msgid "Creates a placeholder version of this resource ([PlaceholderTexture3D])."
msgstr ""
"Crea una versione segnaposto di questa risorsa ([PlaceholderTexture3D])."
+msgid ""
+"Returns the [Texture3D]'s data as an array of [Image]s. Each [Image] "
+"represents a [i]slice[/i] of the [Texture3D], with different slices mapping "
+"to different depth (Z axis) levels."
+msgstr ""
+"Restituisce i dati della [Texture3D] come un array di [Image]. Ogni [Image] "
+"rappresenta una [i]fetta[/i] di [Texture3D], con diverse fette mappate a "
+"diversi livelli di profondità (asse Z)."
+
+msgid ""
+"Returns the [Texture3D]'s depth in pixels. Depth is typically represented by "
+"the Z axis (a dimension not present in [Texture2D])."
+msgstr ""
+"Restituisce la profondità della [Texture3D] in pixel. La profondità è in "
+"genere rappresentata dall'asse Z (una dimensione non presente in [Texture2D])."
+
+msgid ""
+"Returns the current format being used by this texture. See [enum Image."
+"Format] for details."
+msgstr ""
+"Restituisce il formato attuale usato da questa texture. Vedi [enum Image."
+"Format] per i dettagli."
+
+msgid ""
+"Returns the [Texture3D]'s height in pixels. Width is typically represented by "
+"the Y axis."
+msgstr ""
+"Restituisce l'altezza della [Texture3D] in pixel. La larghezza è in genere "
+"rappresentata dall'asse Y."
+
+msgid ""
+"Returns the [Texture3D]'s width in pixels. Width is typically represented by "
+"the X axis."
+msgstr ""
+"Restituisce la larghezza della [Texture3D] in pixel. La larghezza è "
+"solitamente rappresentata dall'asse X."
+
msgid "Returns [code]true[/code] if the [Texture3D] has generated mipmaps."
-msgstr "Restituisce [code]true[/code] se il [Texture3D] ha mipmap generate."
+msgstr "Restituisce [code]true[/code] se la [Texture3D] ha mipmap generate."
+
+msgid ""
+"Texture for 3D that is bound to a texture created on the [RenderingDevice]."
+msgstr "Texture per il 3D associata a una texture creata sul [RenderingDevice]."
+
+msgid ""
+"This texture class allows you to use a 3D texture created directly on the "
+"[RenderingDevice] as a texture for materials, meshes, etc."
+msgstr ""
+"Questa classe di texture consente di utilizzare una texture 3D creata "
+"direttamente sul [RenderingDevice] come texture per materiali, mesh, ecc."
+
+msgid ""
+"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
+msgstr ""
+"Un pulsante visualizzato con una texture. Supporta gli stati Premuto, "
+"Passante, Disabilitato e Focalizzato."
+
+msgid ""
+"[TextureButton] has the same functionality as [Button], except it uses "
+"sprites instead of Godot's [Theme] resource. It is faster to create, but it "
+"doesn't support localization like more complex [Control]s.\n"
+"The \"normal\" state must contain a texture ([member texture_normal]); other "
+"textures are optional.\n"
+"See also [BaseButton] which contains common properties and methods associated "
+"with this node."
+msgstr ""
+"[TextureButton] ha la stessa funzionalità di [Button], eccetto che usa sprite "
+"invece della risorsa [Theme] di Godot. È più veloce da creare, ma non "
+"supporta la localizzazione come i [Control] più complessi.\n"
+"Lo stato \"normale\" deve contenere una texture ([member texture_normal]); le "
+"altre texture sono opzionali.\n"
+"Vedi anche [BaseButton] che contiene le proprietà e i metodi comuni associati "
+"a questo nodo."
+
+msgid ""
+"If [code]true[/code], the size of the texture won't be considered for minimum "
+"size calculation, so the [TextureButton] can be shrunk down past the texture "
+"size."
+msgstr ""
+"Se [code]true[/code], la dimensione della texture non sarà considerata per il "
+"calcolo della dimensione minima, quindi il [TextureButton] può essere ridotto "
+"oltre la dimensione della texture."
+
+msgid ""
+"Controls the texture's behavior when you resize the node's bounding "
+"rectangle. See the [enum StretchMode] constants for available options."
+msgstr ""
+"Controlla il comportamento della texture quando si ridimensiona il rettangolo "
+"di delimitazione del nodo. Vedi le costanti di [enum StretchMode] per le "
+"opzioni disponibili."
+
+msgid ""
+"Pure black and white [BitMap] image to use for click detection. On the mask, "
+"white pixels represent the button's clickable area. Use it to create buttons "
+"with curved shapes."
+msgstr ""
+"Immagine [BitMap] in puro bianco e nero da usare per il rilevamento dei clic. "
+"Sulla maschera, i pixel bianchi rappresentano l'area cliccabile del pulsante. "
+"Usalo per creare pulsanti con forme curve."
+
+msgid ""
+"Texture to display when the node is disabled. See [member BaseButton."
+"disabled]."
+msgstr ""
+"La texture da visualizzare quando il nodo è disabilitato. Vedi [member "
+"BaseButton.disabled]."
+
+msgid ""
+"Texture to display when the node has mouse or keyboard focus. [member "
+"texture_focused] is displayed [i]over[/i] the base texture, so a partially "
+"transparent texture should be used to ensure the base texture remains "
+"visible. A texture that represents an outline or an underline works well for "
+"this purpose. To disable the focus visual effect, assign a fully transparent "
+"texture of any size. Note that disabling the focus visual effect will harm "
+"keyboard/controller navigation usability, so this is not recommended for "
+"accessibility reasons."
+msgstr ""
+"La texture da visualizzare quando il nodo ha il focus del mouse o della "
+"tastiera. [member texture_focused] è visualizzato [i]sopra[/i] la texture di "
+"base, quindi è necessario utilizzare una texture parzialmente trasparente per "
+"garantire che la texture di base rimanga visibile. Una texture che "
+"rappresenta un contorno o una sottolineatura funziona bene per questo scopo. "
+"Per disabilitare l'effetto visivo del focus, assegna una texture totalmente "
+"trasparente di qualunque dimensione. Tieni presente che disattivare l'effetto "
+"visivo di focus ridurrà l'usabilità della navigazione tramite tastiera o "
+"controller, perciò non è consigliato per motivi di accessibilità."
+
+msgid "Texture to display when the mouse hovers the node."
+msgstr "La texture da visualizzare quando il mouse passa sopra il nodo."
+
+msgid ""
+"Texture to display by default, when the node is [b]not[/b] in the disabled, "
+"hover or pressed state. This texture is still displayed in the focused state, "
+"with [member texture_focused] drawn on top."
+msgstr ""
+"La texture predefinita da visualizzare, quando il nodo [b]non[/b] è in stato "
+"disabilitato, passante o premuto. Questa texture è ancora visualizzata nello "
+"stato focalizzato, con [member texture_focused] disegnata sopra."
+
+msgid ""
+"Texture to display on mouse down over the node, if the node has keyboard "
+"focus and the player presses the Enter key or if the player presses the "
+"[member BaseButton.shortcut] key."
+msgstr ""
+"La texture da visualizzare quando il nodo è premuto con il mouse, sia quando "
+"il nodo ha lo stato attivo da tastiera e l'utente preme il tasto Invio, sia "
+"quando l'utente preme il tasto [member BaseButton.shortcut]."
+
+msgid "Scale to fit the node's bounding rectangle."
+msgstr ""
+"Ridimensiona la texture per adattarla al rettangolo di delimitazione del nodo."
+
+msgid "Tile inside the node's bounding rectangle."
+msgstr "Ripeti all'interno del rettangolo di delimitazione del nodo."
+
+msgid ""
+"The texture keeps its original size and stays in the bounding rectangle's top-"
+"left corner."
+msgstr ""
+"La texture mantiene le sue dimensioni originali e rimane nell'angolo in alto "
+"a sinistra del rettangolo di delimitazione."
+
+msgid ""
+"The texture keeps its original size and stays centered in the node's bounding "
+"rectangle."
+msgstr ""
+"La texture mantiene le sue dimensioni originali e centrata nel rettangolo di "
+"delimitazione del nodo."
+
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, but maintain the "
+"texture's aspect ratio."
+msgstr ""
+"Ridimensiona la texture per adattarla al rettangolo di delimitazione del "
+"nodo, ma mantiene le proporzioni della texture."
+
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, center it, and "
+"maintain its aspect ratio."
+msgstr ""
+"Ridimensiona la texture per adattarla al rettangolo di delimitazione del "
+"nodo, la centra, e mantiene le proporzioni della texture."
+
+msgid ""
+"Scale the texture so that the shorter side fits the bounding rectangle. The "
+"other side clips to the node's limits."
+msgstr ""
+"Ridimensiona la texture in modo che il lato più corto si adatti al rettangolo "
+"di delimitazione. L'altro lato si adatta ai limiti del nodo."
+
+msgid ""
+"Texture Array for Cubemaps that is bound to a texture created on the "
+"[RenderingDevice]."
+msgstr ""
+"Array di texture per le Cubemap, associata a una texture creata sul "
+"[RenderingDevice]."
+
+msgid ""
+"This texture class allows you to use a cubemap array texture created directly "
+"on the [RenderingDevice] as a texture for materials, meshes, etc."
+msgstr ""
+"Questa classe di texture consente di utilizzare un'array di texture cubemap "
+"creato direttamente sul [RenderingDevice] come texture per materiali, mesh, "
+"ecc."
+
+msgid ""
+"Texture for Cubemap that is bound to a texture created on the "
+"[RenderingDevice]."
+msgstr ""
+"Texture per Cubemap associata a una texture creata sul [RenderingDevice]."
+
+msgid ""
+"This texture class allows you to use a cubemap texture created directly on "
+"the [RenderingDevice] as a texture for materials, meshes, etc."
+msgstr ""
+"Questa classe di texture consente di utilizzare texture cubemap creata "
+"direttamente sul [RenderingDevice] come texture per materiali, mesh, ecc."
+
+msgid ""
+"Base class for texture types which contain the data of multiple [Image]s. "
+"Each image is of the same size and format."
+msgstr ""
+"Classe di base per tipi di texture che contengono i dati di più [Image]. Ogni "
+"immagine ha le stesse dimensioni e lo stesso formato."
+
+msgid ""
+"Base class for [ImageTextureLayered] and [CompressedTextureLayered]. Cannot "
+"be used directly, but contains all the functions necessary for accessing the "
+"derived resource types. See also [Texture3D].\n"
+"Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies "
+"the array layer.\n"
+"All images need to have the same width, height and number of mipmap levels.\n"
+"A [TextureLayered] can be loaded with [method ResourceLoader.load].\n"
+"Internally, Godot maps these files to their respective counterparts in the "
+"target rendering driver (Vulkan, OpenGL3)."
+msgstr ""
+"Classe di base per [ImageTextureLayered] e [CompressedTextureLayered]. Non "
+"può essere utilizzata direttamente, ma contiene tutte le funzioni necessarie "
+"per accedere ai tipi di risorse derivati. Vedi anche [Texture3D].\n"
+"I dati sono impostati per livello. Per [Texture2DArray], il livello specifica "
+"il livello dell'array.\n"
+"Tutte le immagini devono avere la stessa larghezza, altezza e numero di "
+"livelli mipmap.\n"
+"Un [TextureLayered] può essere caricato con [method ResourceLoader.load].\n"
+"Internamente, Godot mappa questi file alle rispettive controparti nel driver "
+"di rendering di destinazione (Vulkan, OpenGL3)."
+
+msgid "Called when the [TextureLayered]'s format is queried."
+msgstr "Chiamato quando il formato del [TextureLayered] viene richiesto."
+
+msgid "Called when the [TextureLayered]'s height is queried."
+msgstr "Chiamato quando l'altezza del [TextureLayered] viene richiesta."
+
+msgid "Called when the data for a layer in the [TextureLayered] is queried."
+msgstr ""
+"Chiamato quando i dati per un livello nel [TextureLayered] vengono richiesti."
+
+msgid "Called when the layers' type in the [TextureLayered] is queried."
+msgstr ""
+"Chiamato quando il tipo di livello nel [TextureLayered] viene richiesto."
+
+msgid "Called when the number of layers in the [TextureLayered] is queried."
+msgstr ""
+"Chiamato quando il numero di livelli nel [TextureLayered] viene richiesto."
+
+msgid "Called when the [TextureLayered]'s width queried."
+msgstr "Chiamato quando la larghezza del [TextureLayered] viene richiesta."
+
+msgid "Called when the presence of mipmaps in the [TextureLayered] is queried."
+msgstr ""
+"Chiamato quando la presenza di mipmap nel [TextureLayered] viene richiesta."
+
+msgid ""
+"Returns the height of the texture in pixels. Height is typically represented "
+"by the Y axis."
+msgstr ""
+"Restituisce l'altezza della texture in pixel. L'altezza è solitamente "
+"rappresentata dall'asse Y."
msgid "Returns an [Image] resource with the data from specified [param layer]."
-msgstr "Restituisce una risorsa [Image] con i dati dallo strato [param layer]."
+msgstr "Restituisce una risorsa [Image] con i dati dal livello [param layer]."
+
+msgid ""
+"Returns the [TextureLayered]'s type. The type determines how the data is "
+"accessed, with cubemaps having special types."
+msgstr ""
+"Restituisce il tipo del [TextureLayered]. Il tipo determina come si accede ai "
+"dati, con cubemap che hanno tipi speciali."
msgid "Returns the number of referenced [Image]s."
-msgstr "Restituisce il numero di [Image] in riferimento."
+msgstr "Restituisce il numero di [Image] referenziate."
+
+msgid ""
+"Returns the width of the texture in pixels. Width is typically represented by "
+"the X axis."
+msgstr ""
+"Restituisce la larghezza della texture in pixel. La larghezza è solitamente "
+"rappresentata dall'asse X."
msgid "Returns [code]true[/code] if the layers have generated mipmaps."
-msgstr "Restituisce [code]true[/code] se gli strati hanno mipmap generate."
+msgstr "Restituisce [code]true[/code] se i livelli hanno mipmap generate."
+
+msgid "Texture is a generic [Texture2DArray]."
+msgstr "La texture è un [Texture2DArray] generico."
+
+msgid "Texture is a [Cubemap], with each side in its own layer (6 in total)."
+msgstr ""
+"La texture è una [Cubemap], con ogni lato nel proprio livello (6 in totale)."
+
+msgid "Texture is a [CubemapArray], with each cubemap being made of 6 layers."
+msgstr ""
+"La texture è un [CubemapArray], in cui ogni cubemap è composta da 6 livelli."
+
+msgid "Abstract base class for layered texture RD types."
+msgstr "Classe di base astratta per i tipi RD di texture multilivello."
+
+msgid ""
+"Base class for [Texture2DArrayRD], [TextureCubemapRD] and "
+"[TextureCubemapArrayRD]. Cannot be used directly, but contains all the "
+"functions necessary for accessing the derived resource types."
+msgstr ""
+"Classe di base per [Texture2DArrayRD], [TextureCubemapRD] e "
+"[TextureCubemapArrayRD]. Non può essere utilizzata direttamente, ma contiene "
+"tutte le funzioni necessarie per accedere ai tipi di risorse derivati."
+
+msgid ""
+"Texture-based progress bar. Useful for loading screens and life or stamina "
+"bars."
+msgstr ""
+"Barra di avanzamento basata su texture. Utile per le schermate di caricamento "
+"e le barre di vita o stamina."
+
+msgid ""
+"TextureProgressBar works like [ProgressBar], but uses up to 3 textures "
+"instead of Godot's [Theme] resource. It can be used to create horizontal, "
+"vertical and radial progress bars."
+msgstr ""
+"TextureProgressBar funziona come [ProgressBar], ma usa fino a 3 texture "
+"invece della risorsa [Theme] di Godot. Può essere usata per creare barre di "
+"avanzamento orizzontali, verticali e radiali."
+
+msgid ""
+"Returns the stretch margin with the specified index. See [member "
+"stretch_margin_bottom] and related properties."
+msgstr ""
+"Restituisce il margine di allungamento con l'indice specificato. Vedi [member "
+"stretch_margin_bottom] e le proprietà correlate."
+
+msgid ""
+"Sets the stretch margin with the specified index. See [member "
+"stretch_margin_bottom] and related properties."
+msgstr ""
+"Imposta il margine di allungamento con l'indice specificato. Vedi [member "
+"stretch_margin_bottom] e le proprietà correlate."
+
+msgid ""
+"If [code]true[/code], Godot treats the bar's textures like in "
+"[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like "
+"[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When "
+"using a radial [member fill_mode], this setting will enable stretching."
+msgstr ""
+"Se [code]true[/code], Godot tratta le texture della barra come in "
+"[NinePatchRect]. Usa le proprietà [code]stretch_margin_*[/code] come [member "
+"stretch_margin_bottom] per impostare la griglia 3×3 del nove-sezioni. Quando "
+"usi un [member fill_mode] radiale, questa impostazione abiliterà "
+"l'allungamento."
+
+msgid ""
+"Offsets [member texture_progress] if [member fill_mode] is [constant "
+"FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant "
+"FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]."
+msgstr ""
+"Sposta [member texture_progress] se [member fill_mode] è [constant "
+"FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE] o [constant "
+"FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]."
+
+msgid ""
+"Upper limit for the fill of [member texture_progress] if [member fill_mode] "
+"is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant "
+"FILL_CLOCKWISE_AND_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 ""
+"Il limite superiore per il riempimento di [member texture_progress] se "
+"[member fill_mode] è [constant FILL_CLOCKWISE], [constant "
+"FILL_COUNTER_CLOCKWISE] o [constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. "
+"Quando il [code]value[/code] del nodo è uguale al suo [code]max_value[/code], "
+"la texture si riempie fino a questo angolo.\n"
+"Vedi [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], [constant FILL_COUNTER_CLOCKWISE], "
+"or [constant FILL_CLOCKWISE_AND_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 ""
+"Angolo di partenza per il riempimento di [member texture_progress] se [member "
+"fill_mode] è [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE] o "
+"[constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. Quando il [code]value[/code] "
+"del nodo è uguale al suo [code]min_value[/code], la texture non è "
+"visualizzata. Quando il [code]value[/code] aumenta, la texture si riempie e "
+"tende verso [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. Only "
+"effective if [member nine_patch_stretch] is [code]true[/code]."
+msgstr ""
+"L'altezza della riga inferiore del 9-sezioni. Un margine di 16 significa che "
+"gli angoli inferiori e il lato del 9-sezioni avranno un'altezza di 16 pixel. "
+"Puoi impostare tutti e 4 i valori di margine individualmente per creare "
+"pannelli con bordi non uniformi. Efficace solo se [member nine_patch_stretch] "
+"è [code]true[/code]."
+
+msgid ""
+"The width of the 9-patch's left column. Only effective if [member "
+"nine_patch_stretch] is [code]true[/code]."
+msgstr ""
+"La larghezza della colonna sinistra del 9-sezioni. Efficace solo se [member "
+"nine_patch_stretch] è [code]true[/code]."
+
+msgid ""
+"The width of the 9-patch's right column. Only effective if [member "
+"nine_patch_stretch] is [code]true[/code]."
+msgstr ""
+"La larghezza della colonna destra del 9-sezioni. Efficace solo se [member "
+"nine_patch_stretch] è [code]true[/code]."
+
+msgid ""
+"The height of the 9-patch's top row. Only effective if [member "
+"nine_patch_stretch] is [code]true[/code]."
+msgstr ""
+"L'altezza della riga superiore del 9-sezioni. Efficace solo se [member "
+"nine_patch_stretch] è [code]true[/code]."
+
+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 ""
+"La [Texture2D] che è disegnata sopra la barra di avanzamento. Usalo per "
+"aggiungere evidenziazioni o una cornice superiore che nasconde parte di "
+"[member texture_progress]."
+
+msgid ""
+"[Texture2D] that clips based on the node's [code]value[/code] and [member "
+"fill_mode]. As [code]value[/code] increased, the texture fills up. It shows "
+"entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't "
+"show at all if [code]value[/code] is equal to [code]min_value[/code].\n"
+"The [code]value[/code] property comes from [Range]. See [member Range.value], "
+"[member Range.min_value], [member Range.max_value]."
+msgstr ""
+"La [Texture2D] che è ritagliata in base al [code]value[/code] e al [member "
+"fill_mode] del nodo. Man mano che [code]value[/code] aumenta, la texture si "
+"riempie. È visualizzata completamente quando [code]value[/code] raggiunge "
+"[code]max_value[/code]. Non viene visualizzata affatto se [code]value[/code] "
+"è uguale a [code]min_value[/code].\n"
+"La proprietà [code]value[/code] deriva da [Range]. Vedi [member Range.value], "
+"[member Range.min_value], [member Range.max_value]."
+
+msgid ""
+"The offset of [member texture_progress]. Useful for [member texture_over] and "
+"[member texture_under] with fancy borders, to avoid transparent margins in "
+"your progress texture."
+msgstr ""
+"L'offset di [member texture_progress]. Utile per [member texture_over] e "
+"[member texture_under] con bordi sofisticati, per evitare margini trasparenti "
+"nella texture di avanzamento."
+
+msgid "[Texture2D] that draws under the progress bar. The bar's background."
+msgstr ""
+"La [Texture2D] che è disegnata sotto la barra di avanzamento. Lo sfondo della "
+"barra."
+
+msgid ""
+"Multiplies the color of the bar's [member texture_over] texture. The effect "
+"is similar to [member CanvasItem.modulate], except it only affects this "
+"specific texture instead of the entire node."
+msgstr ""
+"Moltiplica il colore della texture [member texture_over] della barra. "
+"L'effetto è simile a [member CanvasItem.modulate], eccetto che influenza solo "
+"questa texture specifica invece che l'intero nodo."
+
+msgid "Multiplies the color of the bar's [member texture_progress] texture."
+msgstr ""
+"Moltiplica il colore della texture [member texture_progress] della barra."
+
+msgid "Multiplies the color of the bar's [member texture_under] texture."
+msgstr "Moltiplica il colore della texture [member texture_under] della barra."
+
+msgid "The [member texture_progress] fills from left to right."
+msgstr "La [member texture_progress] si riempie da sinistra a destra."
+
+msgid "The [member texture_progress] fills from right to left."
+msgstr "La [member texture_progress] si riempie da destra a sinistra."
+
+msgid "The [member texture_progress] fills from top to bottom."
+msgstr "La [member texture_progress] si riempie dall'alto verso il basso."
+
+msgid "The [member texture_progress] fills from bottom to top."
+msgstr "La [member texture_progress] si riempie dal basso verso l'alto."
+
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"clockwise. See [member radial_center_offset], [member radial_initial_angle] "
+"and [member radial_fill_degrees] to control the way the bar fills up."
+msgstr ""
+"Converte il nodo in una barra radiale. La [member texture_progress] si "
+"riempie in senso orario. Vedi [member radial_center_offset], [member "
+"radial_initial_angle] e [member radial_fill_degrees] per controllare il modo "
+"in cui la barra si riempie."
+
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"counterclockwise. See [member radial_center_offset], [member "
+"radial_initial_angle] and [member radial_fill_degrees] to control the way the "
+"bar fills up."
+msgstr ""
+"Converte il nodo in una barra radiale. La [member texture_progress] si "
+"riempie in senso antiorario. Vedi [member radial_center_offset], [member "
+"radial_initial_angle] e [member radial_fill_degrees] per controllare il modo "
+"in cui la barra si riempie."
+
+msgid ""
+"The [member texture_progress] fills from the center, expanding both towards "
+"the left and the right."
+msgstr ""
+"La [member texture_progress] si riempie dal centro, espandendosi sia verso "
+"sinistra che verso destra."
+
+msgid ""
+"The [member texture_progress] fills from the center, expanding both towards "
+"the top and the bottom."
+msgstr ""
+"La [member texture_progress] si riempie dal centro, espandendosi sia verso "
+"l'alto che verso il basso."
+
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"radially from the center, expanding both clockwise and counterclockwise. See "
+"[member radial_center_offset], [member radial_initial_angle] and [member "
+"radial_fill_degrees] to control the way the bar fills up."
+msgstr ""
+"Converte il nodo in una barra radiale. La [member texture_progress] si "
+"riempie radialmente dal centro, espandendosi sia in senso orario che "
+"antiorario. Vedi [member radial_center_offset], [member radial_initial_angle] "
+"e [member radial_fill_degrees] per controllare il modo in cui la barra si "
+"riempie."
+
+msgid "A control that displays a texture."
+msgstr "Un controllo che visualizza una texture."
+
+msgid ""
+"A control that displays a texture, for example an icon inside a GUI. The "
+"texture's placement can be controlled with the [member stretch_mode] "
+"property. It can scale, tile, or stay centered inside its bounding rectangle."
+msgstr ""
+"Un controllo che visualizza una texture, ad esempio un'icona all'interno di "
+"una GUI. Il posizionamento della texture può essere controllato con la "
+"proprietà [member stretch_mode]. La texture può essere ridimensionata, "
+"ripetuta o centrata all'interno del suo rettangolo di delimitazione."
+
+msgid ""
+"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 [Container] controls. This behavior "
+"may be re-evaluated and changed in the future."
+msgstr ""
+"L'uso di [constant EXPAND_FIT_WIDTH], [constant "
+"EXPAND_FIT_WIDTH_PROPORTIONAL], [constant EXPAND_FIT_HEIGHT] o [constant "
+"EXPAND_FIT_HEIGHT_PROPORTIONAL] potrebbe causare un comportamento instabile "
+"in alcuni controlli [Container]. Questo comportamento potrebbe essere "
+"rivalutato e modificato in futuro."
+
+msgid ""
+"Defines how minimum size is determined based on the texture's size. See [enum "
+"ExpandMode] for options."
+msgstr ""
+"Definisce come le dimensioni minime sono determinate in base alle dimensioni "
+"della texture. Vedi [enum ExpandMode] per le opzioni."
+
+msgid ""
+"Controls the texture's behavior when resizing the node's bounding rectangle. "
+"See [enum StretchMode]."
+msgstr ""
+"Controlla il comportamento della texture quando si ridimensiona il rettangolo "
+"di delimitazione del nodo. Vedi [enum StretchMode]."
+
+msgid "The node's [Texture2D] resource."
+msgstr "La risorsa [Texture2D] del nodo."
+
+msgid ""
+"The minimum size will be equal to texture size, i.e. [TextureRect] can't be "
+"smaller than the texture."
+msgstr ""
+"La dimensione minima sarà uguale alla dimensione della texture, ovvero il "
+"[TextureRect] non può essere più piccolo della texture."
+
+msgid ""
+"The size of the texture won't be considered for minimum size calculation, so "
+"the [TextureRect] can be shrunk down past the texture size."
+msgstr ""
+"La dimensione della texture non sarà presa in considerazione per il calcolo "
+"delle dimensioni minime, quindi il [TextureRect] può essere ridotto oltre le "
+"dimensioni della texture."
+
+msgid ""
+"The height of the texture will be ignored. Minimum width will be equal to the "
+"current height. Useful for horizontal layouts, e.g. inside [HBoxContainer]."
+msgstr ""
+"L'altezza della texture sarà ignorata. La larghezza minima sarà uguale "
+"all'altezza attuale. Utile per i layout orizzontali, ad esempio all'interno "
+"di un [HBoxContainer]."
+
+msgid "Same as [constant EXPAND_FIT_WIDTH], but keeps texture's aspect ratio."
+msgstr ""
+"Uguale a [constant EXPAND_FIT_WIDTH], ma mantiene le proporzioni della "
+"texture."
+
+msgid ""
+"The width of the texture will be ignored. Minimum height will be equal to the "
+"current width. Useful for vertical layouts, e.g. inside [VBoxContainer]."
+msgstr ""
+"La larghezza della texture sarà ignorata. L'altezza minima sarà uguale alla "
+"larghezza attuale. Utile per i layout verticali, ad esempio all'interno di un "
+"[VBoxContainer]."
+
+msgid "Same as [constant EXPAND_FIT_HEIGHT], but keeps texture's aspect ratio."
+msgstr ""
+"Uguale a [constant EXPAND_FIT_HEIGHT], ma mantiene le proporzioni della "
+"texture."
+
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, center it and "
+"maintain its aspect ratio."
+msgstr ""
+"Ridimensiona la texture per adattarla al rettangolo di delimitazione del "
+"nodo, la centra, e mantiene le sue proporzioni."
+
+msgid "A resource used for styling/skinning [Control]s and [Window]s."
+msgstr ""
+"Una risorsa utilizzata per lo stile/l'aspetto dei nodi [Control] e [Window]."
+
+msgid ""
+"A resource used for styling/skinning [Control] and [Window] nodes. While "
+"individual controls can be styled using their local theme overrides (see "
+"[method Control.add_theme_color_override]), theme resources allow you to "
+"store and apply the same settings across all controls sharing the same type "
+"(e.g. style all [Button]s the same). One theme resource can be used for the "
+"entire project, but you can also set a separate theme resource to a branch of "
+"control nodes. A theme resource assigned to a control applies to the control "
+"itself, as well as all of its direct and indirect children (as long as a "
+"chain of controls is uninterrupted).\n"
+"Use [member ProjectSettings.gui/theme/custom] to set up a project-scope theme "
+"that will be available to every control in your project.\n"
+"Use [member Control.theme] of any control node to set up a theme that will be "
+"available to that control and all of its direct and indirect children."
+msgstr ""
+"Una risorsa utilizzata per lo stile/l'aspetto dei nodi [Control] e [Window]. "
+"Mentre i singoli controlli possono essere stilizzati attraverso le loro "
+"sostituzioni locali del tema (vedi [method Control."
+"add_theme_color_override]), le risorse di tema consentono di memorizzare e "
+"applicare le stesse impostazioni a tutti i controlli che condividono lo "
+"stesso tipo (ad esempio, applicare lo stesso stile a tutti i [Button]). Una "
+"risorsa di tema può essere utilizzata per l'intero progetto, ma è anche "
+"possibile impostare una risorsa di tema separata per un ramo di nodi di "
+"controllo. Una risorsa di tema assegnata a un controllo si applica al "
+"controllo stesso, nonché a tutti i suoi figli diretti e indiretti (purché la "
+"catena di controlli non sia interrotta).\n"
+"Usa [member ProjectSettings.gui/theme/custom] per impostare un tema "
+"predefinito del progetto che sarà disponibile per ogni controllo nel "
+"progetto.\n"
+"Usa [member Control.theme] di qualsiasi nodo di controllo per impostare un "
+"tema che sarà disponibile per quel controllo e tutti i suoi figli diretti e "
+"indiretti."
+
+msgid "GUI skinning"
+msgstr "Apparenza GUI"
+
+msgid "Using the theme editor"
+msgstr "Utilizzo dell'editor di tema"
+
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+"Aggiunge un tipo di tema vuoto per ogni tipo di dati valido.\n"
+"[b]Nota:[/b] I tipi vuoti non sono salvati con il tema. Questo metodo esiste "
+"solo per eseguire modifiche in memoria alla risorsa. Usa i metodi "
+"[code]set_*[/code] disponibili per aggiungere elementi del tema."
msgid "Removes all the theme properties defined on the theme resource."
msgstr "Rimuove tutte le proprietà del tema definite sulla risorsa tema."
@@ -53053,6 +93283,411 @@ msgstr ""
"variazione di [param base_type]."
msgid ""
+"The default base scale factor of this theme resource. Used by some controls "
+"to scale their visual properties based on the global scale factor. If this "
+"value is set to [code]0.0[/code], the global scale factor is used (see "
+"[member ThemeDB.fallback_base_scale]).\n"
+"Use [method has_default_base_scale] to check if this value is valid."
+msgstr ""
+"Il fattore predefinito di scala base di questa risorsa tema. Utilizzato da "
+"alcuni controlli per ridimensionare le loro proprietà visive in base al "
+"fattore di scala globale. Se questo valore è impostato su [code]0.0[/code], "
+"viene utilizzato il fattore di scala globale (vedi [member ThemeDB."
+"fallback_base_scale]).\n"
+"Usa [method has_default_base_scale] per verificare se questo valore è valido."
+
+msgid ""
+"The default font of this theme resource. Used as the default value when "
+"trying to fetch a font resource that doesn't exist in this theme or is in "
+"invalid state. If the default font is also missing or invalid, the engine "
+"fallback value is used (see [member ThemeDB.fallback_font]).\n"
+"Use [method has_default_font] to check if this value is valid."
+msgstr ""
+"Il font predefinito di questa risorsa tema. Utilizzato come valore "
+"predefinito quando si tenta di recuperare una risorsa font che non esiste in "
+"questo tema o è in stato non valido. Se anche il font predefinito è mancante "
+"o non valido, viene utilizzato il valore di riserva del motore (vedi [member "
+"ThemeDB.fallback_font]).\n"
+"Usa [method has_default_font] per verificare se questo valore è valido."
+
+msgid ""
+"The default font size of this theme resource. Used as the default value when "
+"trying to fetch a font size value that doesn't exist in this theme or is in "
+"invalid state. If the default font size is also missing or invalid, the "
+"engine fallback value is used (see [member ThemeDB.fallback_font_size]).\n"
+"Values below [code]0[/code] are invalid and can be used to unset the "
+"property. Use [method has_default_font_size] to check if this value is valid."
+msgstr ""
+"La dimensione predefinita del font di questa risorsa tema. Utilizzata come "
+"valore predefinito quando si tenta di recuperare un valore di dimensione del "
+"font che non esiste in questo tema o è in uno stato non valido. Se anche la "
+"dimensione predefinita del font è mancante o non valida, viene utilizzato il "
+"valore di riserva del motore (vedi [member ThemeDB.fallback_font_size]).\n"
+"I valori inferiori a [code]0[/code] non sono validi e possono essere "
+"utilizzati per annullare l'impostazione della proprietà. Usa [method "
+"has_default_font_size] per verificare se questo valore è valido."
+
+msgid "Theme's [Color] item type."
+msgstr "Il tipo di [Color] del tema."
+
+msgid "Theme's constant item type."
+msgstr "Il tipo di costante del tema."
+
+msgid "Theme's [Font] item type."
+msgstr "Il tipo di [Font] del tema."
+
+msgid "Theme's font size item type."
+msgstr "Il tipo di dimensione del font del tema."
+
+msgid "Theme's icon [Texture2D] item type."
+msgstr "Il tipo di icona [Texture2D] del tema."
+
+msgid "Theme's [StyleBox] item type."
+msgstr "Il tipo di [Stylebox] del tema."
+
+msgid "Maximum value for the DataType enum."
+msgstr "Il valore massimo per l'enumerazione DataType."
+
+msgid ""
+"A singleton that provides access to static information about [Theme] "
+"resources used by the engine and by your project."
+msgstr ""
+"Un singleton che fornisce accesso alle informazioni statiche sulle risorse "
+"[Theme] utilizzate dal motore e dal tuo progetto."
+
+msgid ""
+"This singleton provides access to static information about [Theme] resources "
+"used by the engine and by your projects. You can fetch the default engine "
+"theme, as well as your project configured theme.\n"
+"[ThemeDB] also contains fallback values for theme properties."
+msgstr ""
+"Questo singleton fornisce accesso alle informazioni statiche sulle risorse "
+"[Theme] utilizzate dal motore e dai tuoi progetti. Puoi recuperare il tema "
+"predefinito del motore, così come il tema configurato del tuo progetto.\n"
+"Il [ThemeDB] contiene anche valori di riserva per le proprietà del tema."
+
+msgid ""
+"Returns a reference to the default engine [Theme]. This theme resource is "
+"responsible for the out-of-the-box look of [Control] nodes and cannot be "
+"overridden."
+msgstr ""
+"Restituisce un riferimento al [Theme] predefinito del motore. Questa risorsa "
+"tema è responsabile dell'aspetto predefinito dei nodi [Control] e non può "
+"essere sovrascritta."
+
+msgid ""
+"Returns a reference to the custom project [Theme]. This theme resources "
+"allows to override the default engine theme for every control node in the "
+"project.\n"
+"To set the project theme, see [member ProjectSettings.gui/theme/custom]."
+msgstr ""
+"Restituisce un riferimento al [Theme] personalizzato del progetto. Questa "
+"risorsa tema consente di sovrascrivere il tema predefinito del motore per "
+"ogni nodo di controllo nel progetto.\n"
+"Per impostare il tema del progetto, vedi [member ProjectSettings.gui/theme/"
+"custom]."
+
+msgid ""
+"The fallback base scale factor of every [Control] node and [Theme] resource. "
+"Used when no other value is available to the control.\n"
+"See also [member Theme.default_base_scale]."
+msgstr ""
+"Il fattore di scala base di riserva di ogni nodo [Control] e risorsa [Theme]. "
+"Utilizzato quando non è disponibile nessun altro valore per il controllo.\n"
+"Vedi anche [member Theme.default_base_scale]."
+
+msgid ""
+"The fallback font of every [Control] node and [Theme] resource. Used when no "
+"other value is available to the control.\n"
+"See also [member Theme.default_font]."
+msgstr ""
+"Il font di riserva di ogni nodo [Control] e risorsa [Theme]. Utilizzato "
+"quando non è disponibile nessun altro valore per il controllo.\n"
+"Vedi anche [member Theme.default_font]."
+
+msgid ""
+"The fallback font size of every [Control] node and [Theme] resource. Used "
+"when no other value is available to the control.\n"
+"See also [member Theme.default_font_size]."
+msgstr ""
+"La dimensione del font di riserva di ogni nodo [Control] e risorsa [Theme]. "
+"Utilizzata quando non è disponibile nessun altro valore per il controllo.\n"
+"Vedi anche [member Theme.default_font_size]."
+
+msgid ""
+"The fallback icon of every [Control] node and [Theme] resource. Used when no "
+"other value is available to the control."
+msgstr ""
+"L'icona di riserva di ogni nodo [Control] e risorsa [Theme]. Utilizzata "
+"quando non è disponibile nessun altro valore per il controllo."
+
+msgid ""
+"The fallback stylebox of every [Control] node and [Theme] resource. Used when "
+"no other value is available to the control."
+msgstr ""
+"Lo stylebox di riserva di ogni nodo [Control] e risorsa [Theme]. Utilizzato "
+"quando non è disponibile nessun altro valore per il controllo."
+
+msgid ""
+"Emitted when one of the fallback values had been changed. Use it to refresh "
+"the look of controls that may rely on the fallback theme items."
+msgstr ""
+"Emesso quando uno dei valori di riserva è stato modificato. Utilizzalo per "
+"aggiornare l'aspetto dei controlli che potrebbero basarsi sugli elementi del "
+"tema di riserva."
+
+msgid "A unit of execution in a process."
+msgstr "Un unità di esecuzione in un processo."
+
+msgid ""
+"A unit of execution in a process. Can run methods on [Object]s "
+"simultaneously. The use of synchronization via [Mutex] or [Semaphore] is "
+"advised if working with shared objects.\n"
+"[b]Warning:[/b]\n"
+"To ensure proper cleanup without crashes or deadlocks, when a [Thread]'s "
+"reference count reaches zero and it is therefore destroyed, the following "
+"conditions must be met:\n"
+"- It must not have any [Mutex] objects locked.\n"
+"- It must not be waiting on any [Semaphore] objects.\n"
+"- [method wait_to_finish] should have been called on it."
+msgstr ""
+"Un'unità di esecuzione in un processo. Può eseguire metodi sui [Object] "
+"simultaneamente. Si consiglia di utilizzare la sincronizzazione tramite "
+"[Mutex] o [Semaphore] se si lavora con oggetti condivisi.\n"
+"[b]Avviso:[/b]\n"
+"Per garantire una pulizia corretta senza crash o deadlock, quando il "
+"conteggio dei riferimenti di un [Thread] raggiunge zero e viene quindi "
+"distrutto, devono essere soddisfatte le seguenti condizioni:\n"
+"- Non deve avere alcun oggetto [Mutex] bloccato.\n"
+"- Non deve essere in attesa di alcun oggetto [Semaphore].\n"
+"- Si sarebbe dovuto richiamare [method wait_to_finish] su di esso."
+
+msgid ""
+"Returns the current [Thread]'s ID, uniquely identifying it among all threads. "
+"If the [Thread] has not started running or if [method wait_to_finish] has "
+"been called, this returns an empty string."
+msgstr ""
+"Restituisce l'ID del [Thread] attuale, identificandolo in modo univoco tra "
+"tutti i thread. Se il [Thread] non è stato avviato o se è stato chiamato "
+"[method wait_to_finish], restituisce una stringa vuota."
+
+msgid ""
+"Returns [code]true[/code] if this [Thread] is currently running the provided "
+"function. This is useful for determining if [method wait_to_finish] can be "
+"called without blocking the calling thread.\n"
+"To check if a [Thread] is joinable, use [method is_started]."
+msgstr ""
+"Restituisce [code]true[/code] se questo [Thread] sta attualmente eseguendo la "
+"funzione fornita. Ciò è utile per determinare se [method wait_to_finish] può "
+"essere chiamato senza bloccare il thread chiamante.\n"
+"Per verificare se un [Thread] è unibile, usa [method is_started]."
+
+msgid ""
+"Returns [code]true[/code] if this [Thread] has been started. Once started, "
+"this will return [code]true[/code] until it is joined using [method "
+"wait_to_finish]. For checking if a [Thread] is still executing its task, use "
+"[method is_alive]."
+msgstr ""
+"Restituisce [code]true[/code] se questo [Thread] è stato avviato. Una volta "
+"avviato, restituirà [code]true[/code] finché non verrà unito usando [method "
+"wait_to_finish]. Per controllare se un [Thread] sta ancora eseguendo la sua "
+"attività, usa [method is_alive]."
+
+msgid ""
+"Sets whether the thread safety checks the engine normally performs in methods "
+"of certain classes (e.g., [Node]) should happen [b]on the current thread[/"
+"b].\n"
+"The default, for every thread, is that they are enabled (as if called with "
+"[param enabled] being [code]true[/code]).\n"
+"Those checks are conservative. That means that they will only succeed in "
+"considering a call thread-safe (and therefore allow it to happen) if the "
+"engine can guarantee such safety.\n"
+"Because of that, there may be cases where the user may want to disable them "
+"([param enabled] being [code]false[/code]) to make certain operations allowed "
+"again. By doing so, it becomes the user's responsibility to ensure thread "
+"safety (e.g., by using [Mutex]) for those objects that are otherwise "
+"protected by the engine.\n"
+"[b]Note:[/b] This is an advanced usage of the engine. You are advised to use "
+"it only if you know what you are doing and there is no safer way.\n"
+"[b]Note:[/b] This is useful for scripts running on either arbitrary [Thread] "
+"objects or tasks submitted to the [WorkerThreadPool]. It doesn't apply to "
+"code running during [Node] group processing, where the checks will be always "
+"performed.\n"
+"[b]Note:[/b] Even in the case of having disabled the checks in a "
+"[WorkerThreadPool] task, there's no need to re-enable them at the end. The "
+"engine will do so."
+msgstr ""
+"Imposta se i controlli di sicurezza dei thread che il motore esegue "
+"normalmente nei metodi di determinate classi (ad esempio, [Node]) devono "
+"essere eseguiti [b]sul thread attuale[/b].\n"
+"L'impostazione predefinita, per ogni thread, è che siano abilitati (come se "
+"fossero chiamati con [param enable] che è [code]true[/code]).\n"
+"Tali controlli sono prudenti. Ciò significa che riusciranno a considerare una "
+"chiamata thread-safe (e quindi consentiranno che venga eseguita) solo se il "
+"motore può garantire tale sicurezza.\n"
+"Per questo motivo, potrebbero esserci casi in cui l'utente potrebbe volerli "
+"disabilitare ([param enable] che è [code]false[/code]) per consentire "
+"nuovamente determinate operazioni. In questo modo, diventa la responsabilità "
+"dell'utente garantire la sicurezza dei thread (ad esempio, tramite [Mutex]) "
+"per quegli oggetti che sono altrimenti protetti dal motore.\n"
+"[b]Nota:[/b] Questo è un utilizzo avanzato del motore. Si consiglia di usarlo "
+"solo se si sa cosa si sta facendo e non esiste un modo più sicuro.\n"
+"[b]Nota:[/b] Questo è utile per gli script in esecuzione su oggetti [Thread] "
+"arbitrari o attività inviate al [WorkerThreadPool]. Non si applica al codice "
+"in esecuzione durante l'elaborazione di gruppo dei [Node], in cui i controlli "
+"saranno sempre eseguiti.\n"
+"[b]Nota:[/b] Anche nel caso in cui i controlli siano stati disabilitati in "
+"un'attività del [WorkerThreadPool], non è necessario riabilitarli alla fine. "
+"Lo farà il motore."
+
+msgid ""
+"Starts a new [Thread] that calls [param callable].\n"
+"If the method takes some arguments, you can pass them using [method Callable."
+"bind].\n"
+"The [param priority] of the [Thread] can be changed by passing a value from "
+"the [enum Priority] enum.\n"
+"Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure."
+msgstr ""
+"Avvia un nuovo [Thread] che chiama [param callable].\n"
+"Se il chiamabile accetta alcuni argomenti, puoi passarli tramite [method "
+"Callable.bind].\n"
+"Il [param priority] del [Thread] può essere modificato passando un valore "
+"dall'enumerazione [enum Priority].\n"
+"Restituisce [constant OK] in caso di successo o [constant ERR_CANT_CREATE] in "
+"caso di fallimento."
+
+msgid ""
+"Joins the [Thread] and waits for it to finish. Returns the output of the "
+"[Callable] passed to [method start].\n"
+"Should either be used when you want to retrieve the value returned from the "
+"method called by the [Thread] or before freeing the instance that contains "
+"the [Thread].\n"
+"To determine if this can be called without blocking the calling thread, check "
+"if [method is_alive] is [code]false[/code]."
+msgstr ""
+"Unisce il [Thread] e attende che termini. Restituisce il risultato del "
+"[Callable] passato a [method start].\n"
+"Dovrebbe essere usato quando si desidera recuperare il valore restituito dal "
+"metodo chiamato dal [Thread] o prima di liberare l'istanza che contiene il "
+"[Thread].\n"
+"Per determinare se questo può essere chiamato senza bloccare il thread "
+"chiamante, controllare se [method is_alive] è [code]false[/code]."
+
+msgid "A thread running with lower priority than normally."
+msgstr "Un thread in esecuzione con una priorità inferiore al normale."
+
+msgid "A thread with a standard priority."
+msgstr "Un thread con una priorità normale."
+
+msgid "A thread running with higher priority than normally."
+msgstr "Un thread in esecuzione con una priorità superiore al normale."
+
+msgid "Settings for a single tile in a [TileSet]."
+msgstr "Impostazioni per un singolo tassello in un [TileSet]."
+
+msgid ""
+"[TileData] object represents a single tile in a [TileSet]. It is usually "
+"edited using the tileset editor, but it can be modified at runtime using "
+"[method TileMap._tile_data_runtime_update]."
+msgstr ""
+"L'oggetto [TileData] rappresenta un singolo tassello in un [TileSet]. "
+"Solitamente è modificato attraverso l'editor del tileset, ma può essere "
+"modificato in fase di esecuzione attraverso [method TileMap."
+"_tile_data_runtime_update]."
+
+msgid "Adds a collision polygon to the tile on the given TileSet physics layer."
+msgstr ""
+"Aggiunge un poligono di collisione al tassello sul livello di fisica del "
+"TileSet specificato."
+
+msgid ""
+"Returns the one-way margin (for one-way platforms) of the polygon at index "
+"[param polygon_index] for TileSet physics layer with index [param layer_id]."
+msgstr ""
+"Restituisce il margine unidirezionale (per piattaforme unidirezionali) del "
+"poligono all'indice [param polygon_index] per il livello di fisica del "
+"TileSet con l'indice [param layer_id]."
+
+msgid ""
+"Returns the points of the polygon at index [param polygon_index] for TileSet "
+"physics layer with index [param layer_id]."
+msgstr ""
+"Restituisce i punti del poligono all'indice [param polygon_index] per il "
+"livello di fisica del TileSet con l'indice [param layer_id]."
+
+msgid ""
+"Returns how many polygons the tile has for TileSet physics layer with index "
+"[param layer_id]."
+msgstr ""
+"Restituisce il numero di poligoni presenti nel tassello per il livello di "
+"fisica del TileSet con l'indice [param layer_id]."
+
+msgid ""
+"Returns the constant angular velocity applied to objects colliding with this "
+"tile."
+msgstr ""
+"Restituisce la velocità angolare costante applicata agli oggetti che entrano "
+"in collisione con questo tassello."
+
+msgid ""
+"Returns the constant linear velocity applied to objects colliding with this "
+"tile."
+msgstr ""
+"Restituisce la velocità lineare costante applicata agli oggetti che entrano "
+"in collisione con questo tassello."
+
+msgid ""
+"Returns the custom data value for custom data layer named [param layer_name]."
+msgstr ""
+"Restituisce il valore dei dati personalizzati per il livello di dati "
+"personalizzati denominato [param layer_name]."
+
+msgid ""
+"Returns the custom data value for custom data layer with index [param "
+"layer_id]."
+msgstr ""
+"Restituisce il valore dei dati personalizzati per il livello di dati "
+"personalizzati con l'indice [param layer_name]."
+
+msgid ""
+"Returns the navigation polygon of the tile for the TileSet navigation layer "
+"with index [param layer_id].\n"
+"[param flip_h], [param flip_v], and [param transpose] allow transforming the "
+"returned polygon."
+msgstr ""
+"Restituisce il poligono di navigazione del tassello per il livello di "
+"navigazione del TileSet con l'indice [param layer_id].\n"
+"[param flip_h], [param flip_v] e [param transpose] consentono di trasformare "
+"il poligono restituito."
+
+msgid ""
+"Returns the occluder polygon of the tile for the TileSet occlusion layer with "
+"index [param layer_id].\n"
+"[param flip_h], [param flip_v], and [param transpose] allow transforming the "
+"returned polygon."
+msgstr ""
+"Restituisce il poligono di occlusione del tassello per il livello di "
+"occlusione del TileSet con l'indice [param layer_id].\n"
+"[param flip_h], [param flip_v] e [param transpose] consentono di trasformare "
+"il poligono restituito."
+
+msgid ""
+"Returns the tile's terrain bit for the given [param peering_bit] direction. "
+"To check that a direction is valid, use [method is_valid_terrain_peering_bit]."
+msgstr ""
+"Restituisce il bit di terreno del tassello per la direzione [param "
+"peering_bit] specificata. Per verificare che una direzione sia valida, usa "
+"[method is_valid_terrain_peering_bit]."
+
+msgid ""
+"Returns whether one-way collisions are enabled for the polygon at index "
+"[param polygon_index] for TileSet physics layer with index [param layer_id]."
+msgstr ""
+"Restituisce se le collisioni unidirezionali sono abilitate per il poligono "
+"all'indice [param polygon_index] per il livello di fisica del TileSet con "
+"l'indice [param layer_id]."
+
+msgid ""
"Returns whether the given [param peering_bit] direction is valid for this "
"tile."
msgstr ""
@@ -53060,6 +93695,86 @@ msgstr ""
"questo tassello."
msgid ""
+"Removes the polygon at index [param polygon_index] for TileSet physics layer "
+"with index [param layer_id]."
+msgstr ""
+"Rimuove il poligono all'indice [param polygon_index] per il livello di fisica "
+"del TileSet con l'indice [param layer_id]."
+
+msgid ""
+"Enables/disables one-way collisions on the polygon at index [param "
+"polygon_index] for TileSet physics layer with index [param layer_id]."
+msgstr ""
+"Abilita/disabilita le collisioni unidirezionali sul poligono all'indice "
+"[param polygon_index] per il livello di fisica del TileSet con l'indice "
+"[param layer_id]."
+
+msgid ""
+"Sets the points of the polygon at index [param polygon_index] for TileSet "
+"physics layer with index [param layer_id]."
+msgstr ""
+"Imposta i punti del poligono all'indice [param polygon_index] per il livello "
+"di fisica del TileSet con l'indice [param layer_id]."
+
+msgid ""
+"Sets the polygons count for TileSet physics layer with index [param layer_id]."
+msgstr ""
+"Imposta il conteggio dei poligoni per il livello di fisica del TileSet con "
+"l'indice [param layer_id]."
+
+msgid ""
+"Sets the constant angular velocity. This does not rotate the tile. This "
+"angular velocity is applied to objects colliding with this tile."
+msgstr ""
+"Imposta la velocità angolare costante. Ciò non ruota il tassello. Questa "
+"velocità angolare è applicata agli oggetti che entrano in collisione con "
+"questo tassello."
+
+msgid ""
+"Sets the constant linear velocity. This does not move the tile. This linear "
+"velocity is applied to objects colliding with this tile. This is useful to "
+"create conveyor belts."
+msgstr ""
+"Imposta la velocità lineare costante. Ciò non ruota il tassello. Questa "
+"velocità angolare è applicata agli oggetti che entrano in collisione con "
+"questo tassello. Utile per creare nastri trasportatori."
+
+msgid ""
+"Sets the tile's custom data value for the TileSet custom data layer with name "
+"[param layer_name]."
+msgstr ""
+"Imposta il valore dei dati personalizzati del tassello per il livello di dati "
+"personalizzati del TileSet con il nome [param layer_name]."
+
+msgid ""
+"Sets the tile's custom data value for the TileSet custom data layer with "
+"index [param layer_id]."
+msgstr ""
+"Imposta il valore dei dati personalizzati del tassello per il livello di dati "
+"personalizzati del TileSet con l'indice [param layer_id]."
+
+msgid ""
+"Sets the navigation polygon for the TileSet navigation layer with index "
+"[param layer_id]."
+msgstr ""
+"Imposta il poligono di navigazione per il livello di navigazione del TileSet "
+"con l'indice [param layer_id]."
+
+msgid ""
+"Sets the occluder for the TileSet occlusion layer with index [param layer_id]."
+msgstr ""
+"Imposta l'occlusore per il livello di occlusione del TileSet con l'indice "
+"[param layer_id]."
+
+msgid ""
+"Sets the tile's terrain bit for the given [param peering_bit] direction. To "
+"check that a direction is valid, use [method is_valid_terrain_peering_bit]."
+msgstr ""
+"Imposta il bit di terreno del tassello per la direzione [param peering_bit] "
+"specificata. Per verificare che una direzione sia valida, usa [method "
+"is_valid_terrain_peering_bit]."
+
+msgid ""
"If [code]true[/code], the tile will have its texture flipped horizontally."
msgstr ""
"Se [code]true[/code], il tassello avrà la sua texture capovolta "
@@ -53069,15 +93784,102 @@ msgid "If [code]true[/code], the tile will have its texture flipped vertically."
msgstr ""
"Se [code]true[/code], il tassello avrà la sua texture capovolta verticalmente."
+msgid ""
+"The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] "
+"to use the default shader, or a [ShaderMaterial] to use a custom shader."
+msgstr ""
+"Il [Material] da utilizzare per questo [TileData]. Può essere un "
+"[CanvasItemMaterial] per utilizzare lo shader predefinito o un "
+"[ShaderMaterial] per utilizzare uno shader personalizzato."
+
+msgid "Color modulation of the tile."
+msgstr "Modulazione del colore del tassello."
+
+msgid ""
+"Relative probability of this tile being selected when drawing a pattern of "
+"random tiles."
+msgstr ""
+"Probabilità relativa che questo tassello sia selezionato quando si disegna "
+"uno schema di tasselli a caso."
+
+msgid "ID of the terrain from the terrain set that the tile uses."
+msgstr "L'ID del terreno dall'insieme di terreni usato dal tassello."
+
+msgid "ID of the terrain set that the tile uses."
+msgstr "L'ID dell'insieme di terreni usato dal tassello."
+
msgid "Offsets the position of where the tile is drawn."
msgstr "Scosta la posizione dove il tassello è disegnato."
+msgid ""
+"If [code]true[/code], the tile will display transposed, i.e. with horizontal "
+"and vertical texture UVs swapped."
+msgstr ""
+"Se [code]true[/code], il tassello sarà visualizzato trasposto, ovvero con gli "
+"UV della texture orizzontale e verticale scambiati."
+
+msgid "Vertical point of the tile used for determining y-sorted order."
+msgstr ""
+"Il vunto verticale del tassello utilizzato per determinare l'ordinamento in y."
+
+msgid "Ordering index of this tile, relative to [TileMap]."
+msgstr "L'indice di ordinamento di questo tassello, relativo a [TileMap]."
+
+msgid "Emitted when any of the properties are changed."
+msgstr "Emesso quando una qualsiasi delle proprietà viene modificata."
+
+msgid "Node for 2D tile-based maps."
+msgstr "Nodo per mappe basate su tasselli 2D."
+
+msgid ""
+"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of "
+"tiles which are used to create grid-based maps. A TileMap may have several "
+"layers, layouting tiles on top of each other.\n"
+"For performance reasons, all TileMap updates are batched at the end of a "
+"frame. Notably, this means that scene tiles from a "
+"[TileSetScenesCollectionSource] may be initialized after their parent. This "
+"is only queued when inside the scene tree.\n"
+"To force an update earlier on, call [method update_internals]."
+msgstr ""
+"Nodo per mappe basate su tasselli 2D. Le tilemap utilizzano un [TileSet] che "
+"contiene un elenco di tasselli che sono utilizzati per creare mappe basate su "
+"griglia. Una TileMap può avere diversi livelli, disponendo i tasselli uno "
+"sopra l'altro.\n"
+"Per motivi di prestazioni, tutti gli aggiornamenti di TileMap sono "
+"raggruppati alla fine di un frame. In particolare, ciò significa che i "
+"tasselli di scena da un [TileSetScenesCollectionSource] possono essere "
+"inizializzate dopo il loro genitore. Ciò viene messo in coda solo quando si "
+"trova all'interno dell'albero della scena.\n"
+"Per forzare un aggiornamento in anticipo, chiamare [method update_internals]."
+
+msgid "Using Tilemaps"
+msgstr "Utilizzo dei Tilemap"
+
+msgid "2D Hexagonal Demo"
+msgstr "Demo esagonale 2D"
+
+msgid "2D Grid-based Navigation with AStarGrid2D Demo"
+msgstr "Demo di navigazione basata su griglia 2D con AStarGrid2D"
+
+msgid "Clears cells that do not exist in the tileset."
+msgstr "Cancella le celle che non esistono nel tileset."
+
+msgid ""
+"Use [method notify_runtime_tile_data_update] and/or [method update_internals] "
+"instead."
+msgstr ""
+"Utilizza invece [method notify_runtime_tile_data_update] e/o [method "
+"update_internals]."
+
msgid "Forces the TileMap and the layer [param layer] to update."
msgstr "Forza l'aggiornamento del TileMap e del livello [param layer]."
msgid "Returns the number of layers in the TileMap."
msgstr "Restituisce il numero di livelli nel TileMap."
+msgid "Use [method get_layer_navigation_map] instead."
+msgstr "Utilizza invece [method get_layer_navigation_map]."
+
msgid ""
"Returns the [RID] of the [NavigationServer2D] navigation map assigned to the "
"specified TileMap layer [param layer]."
@@ -53091,19 +93893,109 @@ msgstr ""
"Restituisce l'elenco di tutte le celle vicine a quella alle coordinate [param "
"coords]."
+msgid ""
+"Moves the layer at index [param layer] to the given position [param "
+"to_position] in the array."
+msgstr ""
+"Sposta il livello all'indice [param layer] nella posizione [param "
+"to_position] specificata nell'array."
+
msgid "Removes the layer at index [param layer]."
msgstr "Rimuove il livello all'indice [param layer]."
+msgid "Use [method set_layer_navigation_map] instead."
+msgstr "Utilizza invece [method set_layer_navigation_map]."
+
+msgid ""
+"Assigns [param map] as a [NavigationServer2D] navigation map for the "
+"specified TileMap layer [param layer]."
+msgstr ""
+"Assegna [param map] come mappa di navigazione del [NavigationServer2D] per il "
+"livello del TileMap specificato da [param layer]."
+
msgid "Always hide."
msgstr "Nascondi sempre."
msgid "Always show."
msgstr "Mostra sempre."
+msgid ""
+"Node for 2D tile-based maps. A [TileMapLayer] uses a [TileSet] which contain "
+"a list of tiles which are used to create grid-based maps. Unlike the "
+"[TileMap] node, which is deprecated, [TileMapLayer] has only one layer of "
+"tiles. You can use several [TileMapLayer] to achieve the same result as a "
+"[TileMap] node.\n"
+"For performance reasons, all TileMap updates are batched at the end of a "
+"frame. Notably, this means that scene tiles from a "
+"[TileSetScenesCollectionSource] may be initialized after their parent. This "
+"is only queued when inside the scene tree.\n"
+"To force an update earlier on, call [method update_internals]."
+msgstr ""
+"Nodo per mappe basate su tasselli 2D. Un [TileMapLayer] utilizza un [TileSet] "
+"che contiene un elenco di tasselli che sono utilizzati per creare mappe "
+"basate su griglia. A differenza del nodo [TileMap], che è deprecato, "
+"[TileMapLayer] ha un solo livello di tasselli. Puoi utilizzare diversi "
+"[TileMapLayer] per ottenere lo stesso risultato di un nodo [TileMap].\n"
+"Per motivi di prestazioni, tutti gli aggiornamenti di TileMap sono "
+"raggruppati alla fine di un frame. In particolare, ciò significa che i "
+"tasselli di scena da un [TileSetScenesCollectionSource] possono essere "
+"inizializzate dopo il loro genitore. Ciò viene messo in coda solo quando si "
+"trova all'interno dell'albero della scena.\n"
+"Per forzare un aggiornamento in anticipo, chiamare [method update_internals]."
+
+msgid ""
+"Called with a [TileData] object about to be used internally by the "
+"[TileMapLayer], allowing its modification at runtime.\n"
+"This method is only called if [method _use_tile_data_runtime_update] is "
+"implemented and returns [code]true[/code] for the given tile [param coords].\n"
+"[b]Warning:[/b] The [param tile_data] object's sub-resources are the same as "
+"the one in the TileSet. Modifying them might impact the whole TileSet. "
+"Instead, make sure to duplicate those resources.\n"
+"[b]Note:[/b] If the properties of [param tile_data] object should change over "
+"time, use [method notify_runtime_tile_data_update] to notify the "
+"[TileMapLayer] it needs an update."
+msgstr ""
+"Chiamato con un oggetto [TileData] che sta per essere utilizzato internamente "
+"dal [TileMapLayer], consentendone la modifica in fase di esecuzione.\n"
+"Questo metodo viene chiamato solo se [method _use_tile_data_runtime_update] è "
+"implementato e restituisce [code]true[/code] per le coordinate [param coords] "
+"del tassello.\n"
+"[b]Attenzione:[/b] le sotto-risorse dell'oggetto [param tile_data] sono le "
+"stesse di quelle nel TileSet. Modificarle potrebbe avere un impatto "
+"sull'intero TileSet. Assicurati invece di duplicare tali risorse.\n"
+"[b]Nota:[/b] Se le proprietà dell'oggetto [param tile_data] dovessero "
+"cambiare nel tempo, usa [method notify_runtime_tile_data_update] per "
+"notificare al [TileMapLayer] che necessita di un aggiornamento."
+
+msgid ""
+"Should return [code]true[/code] if the tile at coordinates [param coords] "
+"requires a runtime update.\n"
+"[b]Warning:[/b] Make sure this function only returns [code]true[/code] when "
+"needed. Any tile processed at runtime without a need for it will imply a "
+"significant performance penalty.\n"
+"[b]Note:[/b] If the result of this function should change, use [method "
+"notify_runtime_tile_data_update] to notify the [TileMapLayer] it needs an "
+"update."
+msgstr ""
+"Dovrebbe restituire [code]true[/code] se il tassello alle coordinate [param "
+"coords] richiede un aggiornamento in fase di esecuzione.\n"
+"[b]Avviso:[/b] Assicurati che questa funzione restituisca [code]true[/code] "
+"solo quando necessario. Qualsiasi tassello elaborato in fase di esecuzione "
+"senza che ce ne sia bisogno implicherà una notevole penalizzazione delle "
+"prestazioni.\n"
+"[b]Nota:[/b] Se il risultato di questa funzione dovesse cambiare, usa [method "
+"notify_runtime_tile_data_update] per notificare a [TileMapLayer] che "
+"necessita di un aggiornamento."
+
msgid "Erases the cell at coordinates [param coords]."
msgstr "Cancella la cella alle coordinate [param coords]."
msgid ""
+"Clears cells containing tiles that do not exist in the [member tile_set]."
+msgstr ""
+"Cancella le celle contenenti tasselli che non esistono nel [member tile_set]."
+
+msgid ""
"Returns the tile alternative ID of the cell at coordinates [param coords]."
msgstr ""
"Restituisce l'ID tassello alternativo della cella alle coordinate [param "
@@ -53124,26 +94016,422 @@ msgstr ""
"Restituisce l'ID sorgente di tassello della cella alle coordinate [param "
"coords]. Restituisce [code]-1[/code] se la cella non esiste."
+msgid ""
+"Returns the [TileData] object associated with the given cell, or [code]null[/"
+"code] if the cell does not exist or is not a [TileSetAtlasSource].\n"
+"[codeblock]\n"
+"func get_clicked_tile_power():\n"
+" var clicked_cell = tile_map_layer.local_to_map(tile_map_layer."
+"get_local_mouse_position())\n"
+" var data = tile_map_layer.get_cell_tile_data(clicked_cell)\n"
+" if data:\n"
+" return data.get_custom_data(\"power\")\n"
+" else:\n"
+" return 0\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce l'oggetto [TileData] associato alla cella specificata, oppure "
+"[code]null[/code] se la cella non esiste o non è un [TileSetAtlasSource].\n"
+"[codeblock]\n"
+"func get_clicked_tile_power():\n"
+" var clicked_cell = tile_map_layer.local_to_map(tile_map_layer."
+"get_local_mouse_position())\n"
+" var data = tile_map_layer.get_cell_tile_data(clicked_cell)\n"
+" if data:\n"
+" return data.get_custom_data(\"power\")\n"
+" else:\n"
+" return 0\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the coordinates of the tile for given physics body [RID]. Such an "
+"[RID] can be retrieved from [method KinematicCollision2D.get_collider_rid], "
+"when colliding with a tile."
+msgstr ""
+"Restituisce le coordinate del tassello per il [RID] del corpo fisico "
+"specificato. Tale [RID] può essere recuperato da [method KinematicCollision2D."
+"get_collider_rid], quando si verifica una collisione con un tassello."
+
+msgid ""
+"Returns the [RID] of the [NavigationServer2D] navigation used by this "
+"[TileMapLayer].\n"
+"By default this returns the default [World2D] navigation map, unless a custom "
+"map was provided using [method set_navigation_map]."
+msgstr ""
+"Restituisce il [RID] della navigazione del [NavigationServer2D] utilizzata da "
+"questo [TileMapLayer].\n"
+"Per impostazione predefinita, restituisce la mappa di navigazione predefinita "
+"del [World2D], a meno che non sia stata fornita una mappa personalizzata "
+"tramite [method set_navigation_map]."
+
+msgid ""
+"Creates and returns a new [TileMapPattern] from the given array of cells. See "
+"also [method set_pattern]."
+msgstr ""
+"Crea e restituisce un nuovo [TileMapPattern] dall'array di celle specificato. "
+"Vedi anche [method set_pattern]."
+
msgid "Returns the list of all neighboring cells to the one at [param coords]."
msgstr ""
-"Restituisce l'elenco di tutte le celle vicine a quella alle coordinate [param "
+"Restituisce la lista di tutte le celle vicine a quella alle coordinate [param "
"coords]."
+msgid ""
+"Returns a [Vector2i] array with the positions of all cells containing a tile. "
+"A cell is considered empty if its source identifier equals [code]-1[/code], "
+"its atlas coordinate identifier is [code]Vector2(-1, -1)[/code] and its "
+"alternative identifier is [code]-1[/code]."
+msgstr ""
+"Restituisce un array di [Vector2i] con le posizioni di tutte le celle "
+"contenenti un tassello. Una cella è considerata vuota se il suo "
+"identificatore di sorgente è uguale a [code]-1[/code], il suo identificatore "
+"di coordinate atlante è [code]Vector2(-1, -1)[/code] e il suo identificatore "
+"di alternativo è [code]-1[/code]."
+
+msgid ""
+"Returns a [Vector2i] array with the positions of all cells containing a tile. "
+"Tiles may be filtered according to their source ([param source_id]), their "
+"atlas coordinates ([param atlas_coords]), or alternative id ([param "
+"alternative_tile]).\n"
+"If a parameter has its value set to the default one, this parameter is not "
+"used to filter a cell. Thus, if all parameters have their respective default "
+"values, this method returns the same result as [method get_used_cells].\n"
+"A cell is considered empty if its source identifier equals [code]-1[/code], "
+"its atlas coordinate identifier is [code]Vector2(-1, -1)[/code] and its "
+"alternative identifier is [code]-1[/code]."
+msgstr ""
+"Restituisce un array [Vector2i] con le posizioni di tutte le celle contenenti "
+"un tassello. I tasselli possono essere filtrati in base alla loro origine "
+"([param source_id]), alle loro coordinate atlas ([param atlas_coords]) o "
+"all'ID alternativo ([param alternative_tile]).\n"
+"Se un parametro ha il suo valore impostato su quello predefinito, questo "
+"parametro non viene utilizzato per filtrare una cella. Pertanto, se tutti i "
+"parametri hanno i rispettivi valori predefiniti, questo metodo restituisce lo "
+"stesso risultato di [method get_used_cells].\n"
+"Una cella è considerata vuota se il suo identificatore di sorgente è uguale a "
+"[code]-1[/code], il suo identificatore di coordinate atlante è "
+"[code]Vector2(-1, -1)[/code] e il suo identificatore di alternativo è "
+"[code]-1[/code]."
+
msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map."
msgstr ""
"Restituisce un rettangolo che racchiude i tasselli usati (non vuoti) della "
"mappa."
msgid ""
+"Returns whether the provided [param body] [RID] belongs to one of this "
+"[TileMapLayer]'s cells."
+msgstr ""
+"Restituisce se il [RID] [param body] fornito appartiene a una delle celle di "
+"questo [TileMapLayer]."
+
+msgid ""
+"Returns for the given coordinates [param coords_in_pattern] in a "
+"[TileMapPattern] the corresponding cell coordinates if the pattern was pasted "
+"at the [param position_in_tilemap] coordinates (see [method set_pattern]). "
+"This mapping is required as in half-offset tile shapes, the mapping might not "
+"work by calculating [code]position_in_tile_map + coords_in_pattern[/code]."
+msgstr ""
+"Restituisce per le coordinate [param coords_in_pattern] in un "
+"[TileMapPattern] le coordinate della cella corrispondente se il motivo è "
+"stato incollato alle coordinate [param position_in_tilemap] (vedi [method "
+"set_pattern]). Questa mappatura è richiesta poiché nelle forme dei tasselli "
+"con offset dimezzato, la mappatura potrebbe non funzionare calcolando "
+"[code]position_in_tile_map + coords_in_pattern[/code]."
+
+msgid ""
+"Returns the centered position of a cell in the [TileMapLayer]'s local "
+"coordinate space. To convert the returned value into global coordinates, use "
+"[method Node2D.to_global]. See also [method local_to_map].\n"
+"[b]Note:[/b] This may not correspond to the visual position of the tile, i.e. "
+"it ignores the [member TileData.texture_origin] property of individual tiles."
+msgstr ""
+"Restituisce la posizione centrata di una cella nello spazio di coordinate "
+"locali del [TileMapLayer]. Per convertire il valore restituito in coordinate "
+"globali, usa [method Node2D.to_global]. Vedi anche [method local_to_map].\n"
+"[b]Nota:[/b] Questo potrebbe non corrispondere alla posizione visiva del "
+"tassello, ovvero ignora la proprietà [member TileData.texture_origin] dei "
+"singoli tasselli."
+
+msgid ""
+"Notifies the [TileMapLayer] node that calls to [method "
+"_use_tile_data_runtime_update] or [method _tile_data_runtime_update] will "
+"lead to different results. This will thus trigger a [TileMapLayer] update.\n"
+"[b]Warning:[/b] Updating the [TileMapLayer] is computationally expensive and "
+"may impact performance. Try to limit the number of calls to this function to "
+"avoid unnecessary update.\n"
+"[b]Note:[/b] This does not trigger a direct update of the [TileMapLayer], the "
+"update will be done at the end of the frame as usual (unless you call [method "
+"update_internals])."
+msgstr ""
+"Notifica al nodo [TileMapLayer] che le chiamate a [method "
+"_use_tile_data_runtime_update] o [method _tile_data_runtime_update] "
+"porteranno a risultati diversi. Ciò attiverà quindi un aggiornamento del "
+"[TileMapLayer].\n"
+"[b]Attenzione:[/b] L'aggiornamento di [TileMapLayer] è computazionalmente "
+"costoso e potrebbe avere un impatto sulle prestazioni. Prova a limitare il "
+"numero di chiamate a questa funzione per evitare aggiornamenti non "
+"necessari.\n"
+"[b]Nota:[/b] Ciò non attiva un aggiornamento diretto del [TileMapLayer], "
+"l'aggiornamento sarà eseguito alla fine del frame come al solito (a meno che "
+"tu non chiami [method update_internals])."
+
+msgid ""
+"Sets the tile identifiers for the cell at coordinates [param coords]. Each "
+"tile of the [TileSet] is identified using three parts:\n"
+"- The source identifier [param source_id] identifies a [TileSetSource] "
+"identifier. See [method TileSet.set_source_id],\n"
+"- The atlas coordinate identifier [param atlas_coords] identifies a tile "
+"coordinates in the atlas (if the source is a [TileSetAtlasSource]). For "
+"[TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/"
+"code],\n"
+"- The alternative tile identifier [param alternative_tile] identifies a tile "
+"alternative in the atlas (if the source is a [TileSetAtlasSource]), and the "
+"scene for a [TileSetScenesCollectionSource].\n"
+"If [param source_id] is set to [code]-1[/code], [param atlas_coords] to "
+"[code]Vector2i(-1, -1)[/code], or [param alternative_tile] to [code]-1[/"
+"code], the cell will be erased. An erased cell gets [b]all[/b] its "
+"identifiers automatically set to their respective invalid values, namely "
+"[code]-1[/code], [code]Vector2i(-1, -1)[/code] and [code]-1[/code]."
+msgstr ""
+"Imposta gli identificatori del tassello per la cella alle coordinate [param "
+"coords]. Ogni tassello del [TileSet] è identificato utilizzando tre parti:\n"
+"- L'identificatore di sorgente [param source_id] identifica un identificatore "
+"[TileSetSource]. Vedi [method TileSet.set_source_id],\n"
+"- L'identificatore delle coordinate dell'atlante [param atlas_coords] "
+"identifica le coordinate di un tassello nell'atlante (se la sorgente è un "
+"[TileSetAtlasSource]). Per [TileSetScenesCollectionSource] dovrebbe essere "
+"sempre [code]Vector2i(0, 0)[/code],\n"
+"- L'identificatore di tassello alternativo [param alternative_tile] "
+"identifica un'alternativo tassello nell'atlante (se la sorgente è un "
+"[TileSetAtlasSource]) e la scena per un [TileSetScenesCollectionSource].\n"
+"Se [param source_id] è impostato su [code]-1[/code], [param atlas_coords] su "
+"[code]Vector2i(-1, -1)[/code], o [param alternative_tile] su [code]-1[/code], "
+"la cella verrà cancellata. Una cella cancellata ottiene [b]tutti[/b] i suoi "
+"identificatori impostati automaticamente sui rispettivi valori non validi, "
+"ovvero [code]-1[/code], [code]Vector2i(-1, -1)[/code] e [code]-1[/code]."
+
+msgid ""
+"Update all the cells in the [param cells] coordinates array so that they use "
+"the given [param terrain] for the given [param terrain_set]. If an updated "
+"cell has the same terrain as one of its neighboring cells, this function "
+"tries to join the two. This function might update neighboring tiles if needed "
+"to create correct terrain transitions.\n"
+"If [param ignore_empty_terrains] is true, empty terrains will be ignored when "
+"trying to find the best fitting tile for the given terrain constraints.\n"
+"[b]Note:[/b] To work correctly, this method requires the [TileMapLayer]'s "
+"TileSet to have terrains set up with all required terrain combinations. "
+"Otherwise, it may produce unexpected results."
+msgstr ""
+"Aggiorna tutte le celle nell'array di coordinate [param cells] in modo che "
+"usino il terreno [param terrain] per l'insieme di terreni [param "
+"terrain_set]. Se una cella aggiornata ha lo stesso terreno di una delle celle "
+"vicine, questa funzione tenta di unire le due. Questa funzione potrebbe "
+"aggiornare i tasselli vicine se necessario per creare transizioni di terreno "
+"adeguate.\n"
+"Se [param ignore_empty_terrains] è true, i terreni vuoti saranno ignorati "
+"quando si tenta di trovare il tassello più adatto per i vincoli di terreno "
+"specificati.\n"
+"[b]Nota:[/b] Per funzionare correttamente, questo metodo richiede che il "
+"TileSet del [TileMapLayer] abbia terreni impostati con tutte le combinazioni "
+"di terreno richieste. Altrimenti, potrebbe produrre risultati imprevisti."
+
+msgid ""
+"Update all the cells in the [param path] coordinates array so that they use "
+"the given [param terrain] for the given [param terrain_set]. The function "
+"will also connect two successive cell in the path with the same terrain. This "
+"function might update neighboring tiles if needed to create correct terrain "
+"transitions.\n"
+"If [param ignore_empty_terrains] is true, empty terrains will be ignored when "
+"trying to find the best fitting tile for the given terrain constraints.\n"
+"[b]Note:[/b] To work correctly, this method requires the [TileMapLayer]'s "
+"TileSet to have terrains set up with all required terrain combinations. "
+"Otherwise, it may produce unexpected results."
+msgstr ""
+"Aggiorna tutte le celle nell'array di coordinate [param path] in modo che "
+"usino il terreno [param terrain] per l'insieme di terreni [param "
+"terrain_set]. La funzione collegherà anche due celle successive nel percorso "
+"con lo stesso terreno. Questa funzione potrebbe aggiornare i tasselli vicini "
+"se necessario per creare transizioni di terreno adeguate.\n"
+"Se [param ignore_empty_terrains] è true, i terreni vuoti saranno ignorati "
+"quando si tenta di trovare il tassello più adatto per i vincoli di terreno "
+"specificati.\n"
+"[b]Nota:[/b] Per funzionare correttamente, questo metodo richiede che il "
+"TileSet del [TileMapLayer] abbia terreni impostati con tutte le combinazioni "
+"di terreno richieste. Altrimenti, potrebbe produrre risultati imprevisti."
+
+msgid ""
+"Sets a custom [param map] as a [NavigationServer2D] navigation map. If not "
+"set, uses the default [World2D] navigation map instead."
+msgstr ""
+"Imposta una [param map] personalizzata come mappa di navigazione del "
+"[NavigationServer2D]. Se non impostata, utilizza invece la mappa di "
+"navigazione predefinita del [World2D]."
+
+msgid ""
"Pastes the [TileMapPattern] at the given [param position] in the tile map. "
"See also [method get_pattern]."
msgstr ""
"Incolla il [TileMapPattern] alla posizione [param position] nella mappa. Vedi "
"anche [method get_pattern]."
+msgid ""
+"Triggers a direct update of the [TileMapLayer]. Usually, calling this "
+"function is not needed, as [TileMapLayer] node updates automatically when one "
+"of its properties or cells is modified.\n"
+"However, for performance reasons, those updates are batched and delayed to "
+"the end of the frame. Calling this function will force the [TileMapLayer] to "
+"update right away instead.\n"
+"[b]Warning:[/b] Updating the [TileMapLayer] is computationally expensive and "
+"may impact performance. Try to limit the number of updates and how many tiles "
+"they impact."
+msgstr ""
+"Attiva un aggiornamento diretto del [TileMapLayer]. Di solito, non è "
+"necessario chiamare questa funzione, poiché il nodo [TileMapLayer] si "
+"aggiorna automaticamente quando una delle sue proprietà o celle viene "
+"modificata.\n"
+"Tuttavia, per motivi di prestazioni, tali aggiornamenti sono raggruppati e "
+"ritardati alla fine del frame. Chiamare questa funzione forzerà invece "
+"[TileMapLayer] ad aggiornarsi immediatamente.\n"
+"[b]Attenzione:[/b] L'aggiornamento di [TileMapLayer] è computazionalmente "
+"costoso e potrebbe avere un impatto sulle prestazioni. Prova a limitare il "
+"numero di aggiornamenti e il numero di tasselli che influenzano."
+
+msgid "Enable or disable collisions."
+msgstr "Abilita o disabilita le collisioni."
+
+msgid ""
+"Show or hide the [TileMapLayer]'s collision shapes. If set to [constant "
+"DEBUG_VISIBILITY_MODE_DEFAULT], this depends on the show collision debug "
+"settings."
+msgstr ""
+"Mostra o nasconde le forme di collisione del [TileMapLayer]. Se impostato su "
+"[constant DEBUG_VISIBILITY_MODE_DEFAULT], dipende dalle impostazioni di debug "
+"di visualizzazione delle collisioni."
+
+msgid ""
+"If [code]false[/code], disables this [TileMapLayer] completely (rendering, "
+"collision, navigation, scene tiles, etc.)"
+msgstr ""
+"Se [code]false[/code], disabilita completamente questo [TileMapLayer] "
+"(rendering, collisione, navigazione, tasselli di scena, ecc.)"
+
msgid "If [code]true[/code], navigation regions are enabled."
msgstr "Se [code]true[/code], le regioni di navigazione sono abilitate."
+msgid ""
+"Show or hide the [TileMapLayer]'s navigation meshes. If set to [constant "
+"DEBUG_VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug "
+"settings."
+msgstr ""
+"Mostra o nascondi le mesh di navigazione del [TileMapLayer]. Se impostato su "
+"[constant DEBUG_VISIBILITY_MODE_DEFAULT], dipende dalle impostazioni di debug "
+"della navigazione."
+
+msgid ""
+"The [TileMapLayer]'s quadrant size. A quadrant is a group of tiles to be "
+"drawn together on a single canvas item, for optimization purposes. [member "
+"rendering_quadrant_size] defines the length of a square's side, in the map's "
+"coordinate system, that forms the quadrant. Thus, the default quadrant size "
+"groups together [code]16 * 16 = 256[/code] tiles.\n"
+"The quadrant size does not apply on a Y-sorted [TileMapLayer], as tiles are "
+"grouped by Y position instead in that case.\n"
+"[b]Note:[/b] As quadrants are created according to the map's coordinate "
+"system, the quadrant's \"square shape\" might not look like square in the "
+"[TileMapLayer]'s local coordinate system."
+msgstr ""
+"La dimensione del quadrante del [TileMapLayer]. Un quadrante è un gruppo di "
+"tasselli da disegnare insieme su un singolo elemento canvas, per scopi di "
+"ottimizzazione. [member rendering_quadrant_size] definisce la lunghezza del "
+"lato di un quadrato, nel sistema di coordinate della mappa, che forma il "
+"quadrante. Quindi, la dimensione predefinita del quadrante raggruppa insieme "
+"[code]16 * 16 = 256[/code] tasselli.\n"
+"La dimensione del quadrante non si applica a un [TileMapLayer] ordinato per "
+"Y, poiché in quel caso i tasselli sono raggruppati in base alla posizione Y.\n"
+"[b]Nota:[/b] Poiché i quadranti sono creati secondo il sistema di coordinate "
+"della mappa, la \"forma quadrata\" del quadrante potrebbe non apparire "
+"quadrata nel sistema di coordinate locale del [TileMapLayer]."
+
+msgid "The raw tile map data as a byte array."
+msgstr "I dati grezzi della mappa dei tasselli come array di byte."
+
+msgid ""
+"The [TileSet] used by this layer. The textures, collisions, and additional "
+"behavior of all available tiles are stored here."
+msgstr ""
+"Il [TileSet] utilizzato da questo livello. Le texture, le collisioni e il "
+"comportamento aggiuntivo di tutti i tasselli disponibili sono memorizzati qui."
+
+msgid ""
+"If [code]true[/code], this [TileMapLayer] collision shapes will be "
+"instantiated as kinematic bodies. This can be needed for moving "
+"[TileMapLayer] nodes (i.e. moving platforms)."
+msgstr ""
+"Se [code]true[/code], le forme di collisione di questo [TileMapLayer] saranno "
+"istanziate come corpi cinematici. Ciò può essere necessario per spostare i "
+"nodi [TileMapLayer] (ad esempio piattaforme mobili)."
+
+msgid ""
+"If [member CanvasItem.y_sort_enabled] is enabled, setting this to [code]true[/"
+"code] will reverse the order the tiles are drawn on the X-axis."
+msgstr ""
+"Se [member CanvasItem.y_sort_enabled] è abilitato, impostando questo su "
+"[code]true[/code] sarà invertito l'ordine in cui i tasselli sono disegnati "
+"sull'asse X."
+
+msgid ""
+"This Y-sort origin value is added to each tile's Y-sort origin value. This "
+"allows, for example, to fake a different height level. This can be useful for "
+"top-down view games."
+msgstr ""
+"Questo valore di origine di Y-sort viene aggiunto al valore di origine Y-sort "
+"di ogni tile. Ciò consente, ad esempio, di simulare un diverso livello di "
+"altezza. Ciò può essere utile per i giochi con vista dall'alto."
+
+msgid ""
+"Emitted when this [TileMapLayer]'s properties changes. This includes modified "
+"cells, properties, or changes made to its assigned [TileSet].\n"
+"[b]Note:[/b] This signal may be emitted very often when batch-modifying a "
+"[TileMapLayer]. Avoid executing complex processing in a connected function, "
+"and consider delaying it to the end of the frame instead (i.e. calling "
+"[method Object.call_deferred])."
+msgstr ""
+"Emesso quando cambiano le proprietà di questo [TileMapLayer]. Ciò include "
+"celle modificate, proprietà o modifiche apportate al [TileSet] assegnato.\n"
+"[b]Nota:[/b] Questo segnale può essere emesso molto spesso quando si modifica "
+"in blocco un [TileMapLayer]. Evitare di eseguire elaborazioni complesse in "
+"una funzione connessa e considerare di ritardarla alla fine del frame (ad "
+"esempio chiamando [method Object.call_deferred])."
+
+msgid ""
+"Hide the collisions or navigation debug shapes in the editor, and use the "
+"debug settings to determine their visibility in game (i.e. [member SceneTree."
+"debug_collisions_hint] or [member SceneTree.debug_navigation_hint])."
+msgstr ""
+"Nasconde le forme di debug delle collisioni o della navigazione nell'editor e "
+"usa le impostazioni di debug per determinarne la visibilità nel gioco (ad "
+"esempio [member SceneTree.debug_collisions_hint] o [member SceneTree."
+"debug_navigation_hint])."
+
+msgid "Always hide the collisions or navigation debug shapes."
+msgstr "Nascondi sempre le forme di debug delle collisioni o della navigazione."
+
+msgid "Always show the collisions or navigation debug shapes."
+msgstr "Mostra sempre le forme di debug delle collisioni o della navigazione."
+
+msgid "Holds a pattern to be copied from or pasted into [TileMap]s."
+msgstr "Contiene un motivo da copiare o incollare nei [TileMap]."
+
+msgid ""
+"This resource holds a set of cells to help bulk manipulations of [TileMap].\n"
+"A pattern always start at the [code](0,0)[/code] coordinates and cannot have "
+"cells with negative coordinates."
+msgstr ""
+"Questa risorsa contiene un insieme di celle per facilitare le manipolazioni "
+"in blocco di [TileMap].\n"
+"Un motivo inizia sempre alle coordinate [code](0,0)[/code] e non può avere "
+"celle con coordinate negative."
+
msgid "Returns the tile alternative ID of the cell at [param coords]."
msgstr ""
"Restituisce l'ID di tassello alternativo nella cella alle coordinate [param "
@@ -53174,75 +94462,274 @@ msgstr "Restituisce se il motivo è vuoto o no."
msgid "Remove the cell at the given coordinates."
msgstr "Rimuove la cella alle coordinate indicate."
+msgid ""
+"Sets the tile identifiers for the cell at coordinates [param coords]. See "
+"[method TileMap.set_cell]."
+msgstr ""
+"Imposta gli identificatori del tassello per la cella alle coordinate [param "
+"coords]. Vedi [method TileMap.set_cell]."
+
msgid "Sets the size of the pattern."
msgstr "Imposta le dimensioni del motivo."
+msgid "Tile library for tilemaps."
+msgstr "La libreria di tasselli per i tilemap."
+
+msgid ""
+"A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of "
+"[TileSetSource], each of them storing a set of tiles.\n"
+"Tiles can either be from a [TileSetAtlasSource], which renders tiles out of a "
+"texture with support for physics, navigation, etc., or from a "
+"[TileSetScenesCollectionSource], which exposes scene-based tiles.\n"
+"Tiles are referenced by using three IDs: their source ID, their atlas "
+"coordinates ID, and their alternative tile ID.\n"
+"A TileSet can be configured so that its tiles expose more or fewer "
+"properties. To do so, the TileSet resources use property layers, which you "
+"can add or remove depending on your needs.\n"
+"For example, adding a physics layer allows giving collision shapes to your "
+"tiles. Each layer has dedicated properties (physics layer and mask), so you "
+"may add several TileSet physics layers for each type of collision you need.\n"
+"See the functions to add new layers for more information."
+msgstr ""
+"Un TileSet è una libreria di tasselli per una [TileMap]. Un TileSet gestisce "
+"una lista di [TileSetSource], ognuno dei quali memorizza un insieme di "
+"tasselli.\n"
+"I tasselli possono provenire da una [TileSetAtlasSource], che renderizza i "
+"tasselli da una texture con supporto per fisica, navigazione, ecc., oppure da "
+"una [TileSetScenesCollectionSource], che espone tasselli basati su scene.\n"
+"I tile vengono referenziati utilizzando tre ID: il loro ID sorgente, il loro "
+"ID di coordinate atlante e il loro ID tile alternativo.\n"
+"Un TileSet può essere configurato in modo che i suoi tasselli espongano più o "
+"meno proprietà. Per farlo, le risorse TileSet utilizzano livelli di "
+"proprietà, che puoi aggiungere o rimuovere a seconda delle tue esigenze.\n"
+"Ad esempio, l'aggiunta di un livello di fisica consente di dare forme di "
+"collisione ai tuoi tasselli. Ogni tassello ha proprietà dedicate (strati di "
+"fisica e maschera), quindi puoi aggiungere diversi livelli di fisica TileSet "
+"per ogni tipo di collisione di cui hai bisogno.\n"
+"Per ulteriori informazioni, consulta le funzioni per aggiungere nuovi livelli."
+
+msgid ""
+"Adds a custom data layer to the TileSet at the given position [param "
+"to_position] in the array. If [param to_position] is -1, adds it at the end "
+"of the array.\n"
+"Custom data layers allow assigning custom properties to atlas tiles."
+msgstr ""
+"Aggiunge un livello di dati personalizzato al TileSet nella posizione [param "
+"to_position] nell'array. Se [param to_position] è -1, lo aggiunge alla fine "
+"dell'array.\n"
+"I livelli di dati personalizzati consentono di assegnare proprietà "
+"personalizzate ai tasselli dell'atlante."
+
+msgid ""
+"Adds a navigation layer to the TileSet at the given position [param "
+"to_position] in the array. If [param to_position] is -1, adds it at the end "
+"of the array.\n"
+"Navigation layers allow assigning a navigable area to atlas tiles."
+msgstr ""
+"Aggiunge un livello di navigazione al TileSet nella posizione [param "
+"to_position] nell'array. Se [param to_position] è -1, lo aggiunge alla fine "
+"dell'array.\n"
+"I livelli di navigazione consentono di assegnare un'area navigabile ai "
+"tasselli dell'atlante."
+
+msgid ""
+"Adds an occlusion layer to the TileSet at the given position [param "
+"to_position] in the array. If [param to_position] is -1, adds it at the end "
+"of the array.\n"
+"Occlusion layers allow assigning occlusion polygons to atlas tiles."
+msgstr ""
+"Aggiunge un livello di occlusione al TileSet nella posizione [param "
+"to_position] nell'array. Se [param to_position] è -1, lo aggiunge alla fine "
+"dell'array.\n"
+"I livelli di occlusione consentono di assegnare poligoni di occlusione alle "
+"tile atlas."
+
+msgid ""
+"Adds a [TileMapPattern] to be stored in the TileSet resource. If provided, "
+"insert it at the given [param index]."
+msgstr ""
+"Aggiunge un [TileMapPattern] da memorizzare nella risorsa TileSet. Se "
+"fornito, lo inserisce nell'indice [param index]."
+
+msgid ""
+"Adds a physics layer to the TileSet at the given position [param to_position] "
+"in the array. If [param to_position] is -1, adds it at the end of the array.\n"
+"Physics layers allow assigning collision polygons to atlas tiles."
+msgstr ""
+"Aggiunge un livello di fisica al TileSet nella posizione [param to_position] "
+"nell'array. Se [param to_position] è -1, lo aggiunge alla fine dell'array.\n"
+"I livelli di fisica consentono di assegnare poligoni di collisione alle tile "
+"dell'atlante."
+
+msgid ""
+"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] is "
+"not -1, also set its source ID. Otherwise, a unique identifier is "
+"automatically generated.\n"
+"The function returns the added source ID or -1 if the source could not be "
+"added.\n"
+"[b]Warning:[/b] A source cannot belong to two TileSets at the same time. If "
+"the added source was attached to another [TileSet], it will be removed from "
+"that one."
+msgstr ""
+"Aggiunge un [TileSetSource] al TileSet. Se [param atlas_source_id_override] "
+"non è -1, imposta anche il suo ID di sorgente. Altrimenti, generato "
+"automaticamente un identificatore univoco.\n"
+"La funzione restituisce l'ID di sorgente aggiunto o -1 se la sorgente non può "
+"essere aggiunta.\n"
+"[b]Attenzione:[/b] Una sorgente non può appartenere a due TileSet allo stesso "
+"tempo. Se la sorgente aggiunta è stata associata a un altro [TileSet], sarà "
+"rimossa da quest'ultimo."
+
+msgid ""
+"Adds a new terrain to the given terrain set [param terrain_set] at the given "
+"position [param to_position] in the array. If [param to_position] is -1, adds "
+"it at the end of the array."
+msgstr ""
+"Aggiunge un nuovo terreno all'insieme di terreni [param terrain_set] nella "
+"posizione [param to_position] nell'array. Se [param to_position] è -1, lo "
+"aggiunge alla fine dell'array."
+
+msgid ""
+"Adds a new terrain set at the given position [param to_position] in the "
+"array. If [param to_position] is -1, adds it at the end of the array."
+msgstr ""
+"Aggiunge un nuovo insieme di terreni [param terrain_set] nella posizione "
+"[param to_position] nell'array. Se [param to_position] è -1, lo aggiunge alla "
+"fine dell'array."
+
+msgid "Clears tile proxies pointing to invalid tiles."
+msgstr "Cancella i tile proxy che puntano a tasselli non validi."
+
+msgid "Clears all tile proxies."
+msgstr "Cancella i tile proxy."
+
+msgid ""
+"Returns the alternative-level proxy for the given identifiers. The returned "
+"array contains the three proxie's target identifiers (source ID, atlas coords "
+"ID and alternative tile ID).\n"
+"If the TileSet has no proxy for the given identifiers, returns an empty Array."
+msgstr ""
+"Restituisce il proxy di livello alternativo per gli identificatori "
+"specificati. L'array restituito contiene i tre identificatori di destinazione "
+"del proxy (ID sorgente, ID coordinate atlante e ID tassello alternativo).\n"
+"Se il TileSet non ha un proxy per gli identificatori specificati, restituisce "
+"un Array vuoto."
+
+msgid ""
+"Returns the coordinate-level proxy for the given identifiers. The returned "
+"array contains the two target identifiers of the proxy (source ID and atlas "
+"coordinates ID).\n"
+"If the TileSet has no proxy for the given identifiers, returns an empty Array."
+msgstr ""
+"Restituisce il proxy a livello di coordinate per gli identificatori "
+"specificati. L'array restituito contiene i due identificatori di destinazione "
+"del proxy (ID sorgente e ID coordinate atlante).\n"
+"Se il TileSet non ha un proxy per gli identificatori specificati, restituisce "
+"un Array vuoto."
+
msgid "Returns the index of the custom data layer identified by the given name."
msgstr ""
-"Restituisce l'indice dello strato di dati personalizzato identificato dal "
-"nome fornito."
+"Restituisce l'indice del livello di dati personalizzato identificato dal nome "
+"fornito."
msgid "Returns the name of the custom data layer identified by the given index."
msgstr ""
-"Restituisce il nome dello strato di dati personalizzato identificato "
+"Restituisce il nome del livello di dati personalizzato identificato "
"dall'indice fornito."
msgid "Returns the type of the custom data layer identified by the given index."
msgstr ""
-"Restituisce il tipo di strato di dati personalizzato identificato dall'indice "
-"fornito."
+"Restituisce il tipo del livello di dati personalizzato identificato "
+"dall'indice fornito."
msgid "Returns the custom data layers count."
-msgstr "Restituisce il numero degli strati di dati personalizzati."
+msgstr "Restituisce il numero dei livelli di dati personalizzati."
+
+msgid ""
+"Returns whether or not the specified navigation layer of the TileSet "
+"navigation data layer identified by the given [param layer_index] is enabled, "
+"given a navigation_layers [param layer_number] between 1 and 32."
+msgstr ""
+"Restituisce se è abilitato o meno lo strato di navigazione specificato del "
+"livello di dati di navigazione TileSet identificato dall'indice [param "
+"layer_index], fornito un [param layer_number] tra 1 e 32."
msgid ""
"Returns the navigation layers (as in the Navigation server) of the given "
"TileSet navigation layer."
msgstr ""
-"Restituisce gli strati di navigazione (come nel server di navigazione) dello "
-"strato di navigazione fornito."
+"Restituisce gli strati di navigazione (come nel server di navigazione) del "
+"livello di navigazione fornito."
msgid "Returns the navigation layers count."
-msgstr "Restituisce il numero degli strati di navigazione."
+msgstr "Restituisce il numero dei livelli di navigazione."
+
+msgid ""
+"Returns a new unused source ID. This generated ID is the same that a call to "
+"[method add_source] would return."
+msgstr ""
+"Restituisce un nuovo ID di sorgente inutilizzato. Questo ID generato è lo "
+"stesso che restituirebbe una chiamata a [method add_source]."
msgid "Returns the light mask of the occlusion layer."
-msgstr "Restituisce la maschera di luce dello strato di occlusione."
+msgstr "Restituisce la maschera di luce del livello di occlusione."
msgid "Returns if the occluders from this layer use [code]sdf_collision[/code]."
msgstr ""
-"Restituisce se gli occlusori da questo strato usano [code]sdf_collision[/"
+"Restituisce se gli occlusori da questo livello usano [code]sdf_collision[/"
"code]."
msgid "Returns the occlusion layers count."
-msgstr "Restituisce il numero degli strati di occlusione."
+msgstr "Restituisce il numero dei livelli di occlusione."
msgid "Returns the [TileMapPattern] at the given [param index]."
msgstr "Restituisce il [TileMapPattern] all'indice [param index]."
msgid "Returns the number of [TileMapPattern] this tile set handles."
msgstr ""
-"Restituisce il numero di [TileMapPattern] che questo set di tasselli gestisce."
+"Restituisce il numero di [TileMapPattern] che questo insieme di tasselli "
+"gestisce."
+
+msgid ""
+"Returns the collision layer (as in the physics server) bodies on the given "
+"TileSet's physics layer are in."
+msgstr ""
+"Restituisce lo strato di collisione (come nel server di fisica) in cui si "
+"trovano i corpi del livello di fisica del TileSet specificato."
msgid ""
"Returns the collision mask of bodies on the given TileSet's physics layer."
msgstr ""
-"Restituisce la maschera di collisione dei corpi sullo strato di fisica del "
+"Restituisce la maschera di collisione dei corpi sul livello di fisica del "
"TileSet."
msgid ""
"Returns the physics material of bodies on the given TileSet's physics layer."
msgstr ""
-"Restituisce il materiale di fisica dei corpi sullo strato di fisica fornito "
-"di TileSet."
+"Restituisce il materiale di fisica dei corpi sul livello di fisica fornito "
+"del TileSet."
msgid "Returns the physics layers count."
-msgstr "Restituisce il numero degli strati di fisica."
+msgstr "Restituisce il numero dei livelli di fisica."
+
+msgid "Returns the [TileSetSource] with ID [param source_id]."
+msgstr "Restituisce il [TileSetSource] con l'ID [param source_id]."
msgid "Returns the number of [TileSetSource] in this TileSet."
msgstr "Restituisce il numero di [TileSetSource] in questo TileSet."
msgid "Returns the source ID for source with index [param index]."
-msgstr "Restituisce l'ID sorgente per la sorgente con l'indice [param index]."
+msgstr ""
+"Restituisce l'ID di sorgente per la sorgente con l'indice [param index]."
+
+msgid ""
+"Returns the source-level proxy for the given source identifier.\n"
+"If the TileSet has no proxy for the given identifier, returns -1."
+msgstr ""
+"Restituisce il proxy a livello di sorgente per l'identificatore di sorgente "
+"specificato.\n"
+"Se il TileSet non ha un proxy per l'identificatore specificato, restituisce "
+"-1."
msgid "Returns a terrain's color."
msgstr "Restituisce il colore di un terreno."
@@ -53250,11 +94737,14 @@ msgstr "Restituisce il colore di un terreno."
msgid "Returns a terrain's name."
msgstr "Restituisce il nome di un terreno."
+msgid "Returns a terrain set mode."
+msgstr "Restituisce la modalità di un insieme di terreni."
+
msgid "Returns the terrain sets count."
-msgstr "Restituisce il numero dei set di terreni."
+msgstr "Restituisce il numero degli insiemi di terreni."
msgid "Returns the number of terrains in the given terrain set."
-msgstr "Restituisce il numero di terreni nel set di terreni fornito."
+msgstr "Restituisce il numero di terreni nell'insieme di terreni fornito."
msgid ""
"Returns if there is an alternative-level proxy for the given identifiers."
@@ -53273,38 +94763,519 @@ msgstr ""
msgid "Returns if there is a source-level proxy for the given source ID."
msgstr ""
-"Restituisce se esiste un proxy a livello sorgente per l'ID sorgente fornito."
+"Restituisce se esiste un proxy a livello sorgente per l'ID di sorgente "
+"fornito."
+
+msgid ""
+"According to the configured proxies, maps the provided identifiers to a new "
+"set of identifiers. The source ID, atlas coordinates ID and alternative tile "
+"ID are returned as a 3 elements Array.\n"
+"This function first look for matching alternative-level proxies, then "
+"coordinates-level proxies, then source-level proxies.\n"
+"If no proxy corresponding to provided identifiers are found, returns the same "
+"values the ones used as arguments."
+msgstr ""
+"In base ai proxy configurati, mappa gli identificatori forniti a un nuovo "
+"insieme di identificatori. L'ID sorgente, l'ID delle coordinate dell'atlante "
+"e l'ID del tassello alternativo sono restituiti come un array di 3 elementi.\n"
+"Questa funzione cerca prima i proxy a livello alternativo corrispondenti, poi "
+"i proxy a livello delle coordinate, poi i proxy a livello sorgente.\n"
+"Se non viene trovato alcun proxy corrispondente agli identificatori forniti, "
+"restituisce gli stessi valori utilizzati come argomenti."
+
+msgid ""
+"Moves the custom data layer at index [param layer_index] to the given "
+"position [param to_position] in the array. Also updates the atlas tiles "
+"accordingly."
+msgstr ""
+"Sposta il livello di dati personalizzato all'indice [param layer_index] alla "
+"posizione [param to_position] nell'array. Aggiorna anche di conseguenza i "
+"tasselli dell'atlante."
+
+msgid ""
+"Moves the navigation layer at index [param layer_index] to the given position "
+"[param to_position] in the array. Also updates the atlas tiles accordingly."
+msgstr ""
+"Sposta il livello di navigazione all'indice [param layer_index] alla "
+"posizione [param to_position] nell'array. Aggiorna anche di conseguenza i "
+"tasselli dell'atlante."
+
+msgid ""
+"Moves the occlusion layer at index [param layer_index] to the given position "
+"[param to_position] in the array. Also updates the atlas tiles accordingly."
+msgstr ""
+"Sposta il livello di occlusione all'indice [param layer_index] alla posizione "
+"[param to_position] nell'array. Aggiorna anche di conseguenza i tasselli "
+"dell'atlante."
+
+msgid ""
+"Moves the physics layer at index [param layer_index] to the given position "
+"[param to_position] in the array. Also updates the atlas tiles accordingly."
+msgstr ""
+"Sposta il livello di fisica all'indice [param layer_index] alla posizione "
+"[param to_position] nell'array. Aggiorna anche di conseguenza i tasselli "
+"dell'atlante."
+
+msgid ""
+"Moves the terrain at index [param terrain_index] for terrain set [param "
+"terrain_set] to the given position [param to_position] in the array. Also "
+"updates the atlas tiles accordingly."
+msgstr ""
+"Sposta il terreno all'indice [param terrain_index] per l'insieme di terreni "
+"[param terrain_set] alla posizione [param to_position] nell'array. Aggiorna "
+"anche di conseguenza i tasselli dell'atlante."
+
+msgid ""
+"Moves the terrain set at index [param terrain_set] to the given position "
+"[param to_position] in the array. Also updates the atlas tiles accordingly."
+msgstr ""
+"Sposta l'insieme di terreni all'indice [param terrain_set] alla posizione "
+"[param to_position] nell'array. Aggiorna anche di conseguenza i tasselli "
+"dell'atlante."
+
+msgid "Removes an alternative-level proxy for the given identifiers."
+msgstr ""
+"Rimuove un proxy a livello alternativo per gli identificatori specificati."
+
+msgid "Removes a coordinates-level proxy for the given identifiers."
+msgstr "Rimuove un proxy di coordinate per gli identificatori specificati."
+
+msgid ""
+"Removes the custom data layer at index [param layer_index]. Also updates the "
+"atlas tiles accordingly."
+msgstr ""
+"Rimuove il livello di dati personalizzati all'indice [param layer_index]. "
+"Aggiorna anche di conseguenza i tasselli dell'atlante."
+
+msgid ""
+"Removes the navigation layer at index [param layer_index]. Also updates the "
+"atlas tiles accordingly."
+msgstr ""
+"Rimuove il livello di navigazione all'indice [param layer_index]. Aggiorna "
+"anche di conseguenza i tasselli dell'atlante."
+
+msgid ""
+"Removes the occlusion layer at index [param layer_index]. Also updates the "
+"atlas tiles accordingly."
+msgstr ""
+"Rimuove il livello di occlusione all'indice [param layer_index]. Aggiorna "
+"anche di conseguenza i tasselli dell'atlante."
+
+msgid "Remove the [TileMapPattern] at the given index."
+msgstr "Rimuove il [TileMapPattern] all'indice specificato."
+
+msgid ""
+"Removes the physics layer at index [param layer_index]. Also updates the "
+"atlas tiles accordingly."
+msgstr ""
+"Rimuove il livello di fisica all'indice [param layer_index]. Aggiorna anche "
+"di conseguenza i tasselli dell'atlante."
msgid "Removes the source with the given source ID."
msgstr "Rimuove la sorgente con l'ID sorgente fornito."
+msgid "Removes a source-level tile proxy."
+msgstr "Rimuove un proxy di tasselli a livello di sorgente."
+
+msgid ""
+"Removes the terrain at index [param terrain_index] in the given terrain set "
+"[param terrain_set]. Also updates the atlas tiles accordingly."
+msgstr ""
+"Rimuove il terreno all'indice [param terrain_index] nell'insieme di terreni "
+"[param terrain_set]. Aggiorna anche di conseguenza i tasselli dell'atlante."
+
+msgid ""
+"Removes the terrain set at index [param terrain_set]. Also updates the atlas "
+"tiles accordingly."
+msgstr ""
+"Rimuove l'insieme di terreni all'indice [param terrain_index]. Aggiorna anche "
+"di conseguenza i tasselli dell'atlante."
+
+msgid ""
+"Create an alternative-level proxy for the given identifiers. A proxy will map "
+"set of tile identifiers to another set of identifiers.\n"
+"This can be used to replace a tile in all TileMaps using this TileSet, as "
+"TileMap nodes will find and use the proxy's target tile when one is "
+"available.\n"
+"Proxied tiles can be automatically replaced in TileMap nodes using the editor."
+msgstr ""
+"Crea un proxy a livello alternativo per gli identificatori forniti. Un proxy "
+"mapperà un insieme di identificatori di tasselli su un altro insieme di "
+"identificatori.\n"
+"Questo può essere utilizzato per sostituire un tassello in tutte le TileMap "
+"che usano questo TileSet, poiché i nodi TileMap troveranno e usano il "
+"tassello di destinazione del proxy quando ne sarà disponibile uno.\n"
+"I proxy di tasselli possono essere sostituiti automaticamente nei nodi "
+"TileMap attraverso l'editor."
+
+msgid ""
+"Creates a coordinates-level proxy for the given identifiers. A proxy will map "
+"set of tile identifiers to another set of identifiers. The alternative tile "
+"ID is kept the same when using coordinates-level proxies.\n"
+"This can be used to replace a tile in all TileMaps using this TileSet, as "
+"TileMap nodes will find and use the proxy's target tile when one is "
+"available.\n"
+"Proxied tiles can be automatically replaced in TileMap nodes using the editor."
+msgstr ""
+"Crea un proxy a livello di coordinate per gli identificatori forniti. Un "
+"proxy mapperà un insieme di identificatori di tasselli su un altro insieme di "
+"identificatori. L'ID tassello alternativo rimane invariato quando si "
+"utilizzano proxy a livello di coordinate.\n"
+"Questo può essere utilizzato per sostituire un tassello in tutte le TileMap "
+"che usano questo TileSet, poiché i nodi TileMap troveranno e usano il "
+"tassello di destinazione del proxy quando ne sarà disponibile uno.\n"
+"I proxy di tasselli possono essere sostituiti automaticamente nei nodi "
+"TileMap attraverso l'editor."
+
+msgid ""
+"Sets the name of the custom data layer identified by the given index. Names "
+"are identifiers of the layer therefore if the name is already taken it will "
+"fail and raise an error."
+msgstr ""
+"Imposta il nome del livello di dati personalizzati specificato dall'indice "
+"specificato. I nomi sono identificatori del livello, pertanto se il nome è "
+"già utilizzato, fallirà e genererà un errore."
+
+msgid "Sets the type of the custom data layer identified by the given index."
+msgstr ""
+"Imposta il tipo del livello di dati personalizzati identificato dall'indice "
+"specificato."
+
+msgid ""
+"Based on [param value], enables or disables the specified navigation layer of "
+"the TileSet navigation data layer identified by the given [param "
+"layer_index], given a navigation_layers [param layer_number] between 1 and 32."
+msgstr ""
+"In base a [param value], abilita o disabilita lo strato di navigazione "
+"specificato del livello di navigazione del TileSet identificato dal [param "
+"layer_index], fornito un numero [parametro layer_number] compreso tra 1 e 32."
+
+msgid ""
+"Sets the navigation layers (as in the navigation server) for navigation "
+"regions in the given TileSet navigation layer."
+msgstr ""
+"Imposta gli strati di navigazione (come nel server di navigazione) per le "
+"regioni di navigazione nel livello di navigazione del TileSet specificato."
+
+msgid ""
+"Sets the occlusion layer (as in the rendering server) for occluders in the "
+"given TileSet occlusion layer."
+msgstr ""
+"Imposta gli strati di occlusione (come nel server di rendering ) per gli "
+"occlusori nel livello di occlusione del TileSet specificato."
+
msgid ""
"Enables or disables SDF collision for occluders in the given TileSet "
"occlusion layer."
msgstr ""
-"Attiva o disattiva la collisione SDF per gli occlusori nello strato di "
-"occlusione di TileSet fornito."
+"Attiva o disattiva la collisione SDF per gli occlusori nel livello di "
+"occlusione del TileSet fornito."
+
+msgid ""
+"Sets the physics layer (as in the physics server) for bodies in the given "
+"TileSet physics layer."
+msgstr ""
+"Imposta gli strati di fisica (come nel server di fisica) per i corpi nel "
+"livello di fisica del TileSet specificato."
+
+msgid "Sets the physics material for bodies in the given TileSet physics layer."
+msgstr ""
+"Imposta il materiale di fisica per i corpi nel livello di fisica del TileSet "
+"specificato."
+
+msgid "Changes a source's ID."
+msgstr "Modifica l'ID di una sorgente."
+
+msgid ""
+"Creates a source-level proxy for the given source ID. A proxy will map set of "
+"tile identifiers to another set of identifiers. Both the atlas coordinates ID "
+"and the alternative tile ID are kept the same when using source-level "
+"proxies.\n"
+"This can be used to replace a source in all TileMaps using this TileSet, as "
+"TileMap nodes will find and use the proxy's target source when one is "
+"available.\n"
+"Proxied tiles can be automatically replaced in TileMap nodes using the editor."
+msgstr ""
+"Crea un proxy a livello sorgente per l'ID sorgente specificato. Un proxy "
+"mapperà un insieme di identificatori di tasselli a un altro insieme di "
+"identificatori. Sia l'ID delle coordinate dell'atlante che l'ID di tassello "
+"alternativo rimangono invariati quando si usano proxy a livello sorgente.\n"
+"Questo può essere utilizzato per sostituire un tassello in tutte le TileMap "
+"che usano questo TileSet, poiché i nodi TileMap troveranno e usano il "
+"tassello di destinazione del proxy quando ne sarà disponibile uno.\n"
+"I proxy di tasselli possono essere sostituiti automaticamente nei nodi "
+"TileMap attraverso l'editor."
+
+msgid ""
+"Sets a terrain's color. This color is used for identifying the different "
+"terrains in the TileSet editor."
+msgstr ""
+"Imposta il colore di un terreno. Questo colore è utilizzato per identificare "
+"i diversi terreni nell'editor di TileSet."
msgid "Sets a terrain's name."
msgstr "Imposta il nome di un terreno."
+msgid ""
+"Sets a terrain mode. Each mode determines which bits of a tile shape is used "
+"to match the neighboring tiles' terrains."
+msgstr ""
+"Imposta la modalità di un terreno. Ogni modalità determina quali bit di una "
+"forma di tassello sono usati per abbinare i terreni dei tasselli adiacenti."
+
+msgid ""
+"For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), "
+"changes the way tiles are indexed in the TileMap grid."
+msgstr ""
+"Per tutte le forme con offset a metà (isometrica, esagonale e quadrata con "
+"offset a metà), modifica il modo in cui i tasselli sono indicizzati nella "
+"griglia del TileMap."
+
+msgid ""
+"For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), "
+"determines the offset axis."
+msgstr ""
+"Per tutte le forme con offset a metà (isometrica, esagonale e quadrata con "
+"offset a metà), determina l'asse dell'offset."
+
+msgid "The tile shape."
+msgstr "La forma dei tasselli."
+
+msgid ""
+"The tile size, in pixels. For all tile shapes, this size corresponds to the "
+"encompassing rectangle of the tile shape. This is thus the minimal cell size "
+"required in an atlas."
+msgstr ""
+"Le dimensioni dei tasselli, in pixel. Per tutte le forme di tasselli, queste "
+"dimensioni corrispondono al rettangolo che racchiude la forma del tassello. "
+"Queste sono quindi le dimensioni minime della cella necessarie in un atlante."
+
+msgid "Enables/Disable uv clipping when rendering the tiles."
+msgstr "Abilita/disabilita il ritaglio di UV durante il rendering dei tasselli."
+
+msgid "Rectangular tile shape."
+msgstr "Forma di tassello rettangolare."
+
+msgid ""
+"Diamond tile shape (for isometric look).\n"
+"[b]Note:[/b] Isometric [TileSet] works best if [TileMap] and all its layers "
+"have Y-sort enabled."
+msgstr ""
+"Forma di tassello a diamante (per un aspetto isometrico).\n"
+"[b]Nota:[/b] Un [TileSet] isometrico funziona meglio se [TileMap] e tutti i "
+"suoi livelli hanno ordinamento per Y abilitato."
+
+msgid ""
+"Rectangular tile shape with one row/column out of two offset by half a tile."
+msgstr ""
+"Forma di tassello rettangolare con una riga/colonna su due sfalsata di mezzo "
+"tassello."
+
+msgid "Hexagonal tile shape."
+msgstr "Forma di tassello esagonale."
+
+msgid ""
+"Tile coordinates layout where both axis stay consistent with their respective "
+"local horizontal and vertical axis."
+msgstr ""
+"Disposizione di coordinate dei tasselli in cui entrambi gli assi rimangono "
+"coerenti con i rispettivi assi locali orizzontali e verticali."
+
+msgid ""
+"Same as [constant TILE_LAYOUT_STACKED], but the first half-offset is negative "
+"instead of positive."
+msgstr ""
+"Uguale a [constant TILE_LAYOUT_STACKED], ma il primo offset a metà è negativo "
+"invece di positivo."
+
+msgid ""
+"Tile coordinates layout where the horizontal axis stay horizontal, and the "
+"vertical one goes down-right."
+msgstr ""
+"Disposizione delle coordinate dei tasselli in cui l'asse orizzontale rimane "
+"orizzontale e quello verticale va in basso a destra."
+
+msgid ""
+"Tile coordinates layout where the vertical axis stay vertical, and the "
+"horizontal one goes down-right."
+msgstr ""
+"Disposizione delle coordinate dei tasselli in cui l'asse verticale rimane "
+"verticale e quello orizzontale va in basso a destra."
+
+msgid ""
+"Tile coordinates layout where the horizontal axis goes up-right, and the "
+"vertical one goes down-right."
+msgstr ""
+"Disposizione delle coordinate dei tasselli in cui l'asse orizzontale va in "
+"alto a destra e quello verticale va in basso a destra."
+
+msgid ""
+"Tile coordinates layout where the horizontal axis goes down-right, and the "
+"vertical one goes down-left."
+msgstr ""
+"Disposizione delle coordinate dei tasselli in cui l'asse orizzontale va in "
+"basso a destra e quello verticale va in basso a sinistra."
+
msgid "Horizontal half-offset."
-msgstr "Mezzo-offset orizzontale."
+msgstr "Offset a metà orizzontale."
+
+msgid "Vertical half-offset."
+msgstr "Offset a metà verticale."
+
+msgid "Neighbor on the right side."
+msgstr "Il vicino a destra."
msgid "Neighbor in the right corner."
-msgstr "Vicino nell'angolo destro."
+msgstr "Il vicino nell'angolo destro."
+
+msgid "Neighbor on the bottom right side."
+msgstr "Il vicino in basso a destra."
msgid "Neighbor in the bottom right corner."
-msgstr "Vicino nell'angolo in basso a destra."
+msgstr "Il vicino nell'angolo in basso a destra."
+
+msgid "Neighbor on the bottom side."
+msgstr "Il vicino in basso."
+
+msgid "Neighbor in the bottom corner."
+msgstr "Il vicino nell'angolo in basso."
+
+msgid "Neighbor on the bottom left side."
+msgstr "Il vicino in basso a sinistra."
msgid "Neighbor in the bottom left corner."
-msgstr "Vicino nell'angolo in basso a sinistra."
+msgstr "Il vicino nell'angolo in basso a sinistra."
+
+msgid "Neighbor on the left side."
+msgstr "Il vicino a sinistra."
+
+msgid "Neighbor in the left corner."
+msgstr "Il vicino nell'angolo a sinistra."
+
+msgid "Neighbor on the top left side."
+msgstr "Il vicino in alto a sinistra."
msgid "Neighbor in the top left corner."
-msgstr "Vicino nell'angolo in alto a sinistra."
+msgstr "Il vicino nell'angolo in alto a sinistra."
+
+msgid "Neighbor on the top side."
+msgstr "Il vicino in alto."
+
+msgid "Neighbor in the top corner."
+msgstr "Il vicino nell'angolo in alto."
+
+msgid "Neighbor on the top right side."
+msgstr "Il vicino nell'angolo in alto a destra."
msgid "Neighbor in the top right corner."
-msgstr "Vicino nell'angolo in alto a destra."
+msgstr "Il vicino nell'angolo in alto a destra."
+
+msgid ""
+"Requires both corners and side to match with neighboring tiles' terrains."
+msgstr ""
+"Richiede che sia gli angoli che i lati corrispondano ai terreni dei tasselli "
+"vicini."
+
+msgid "Requires corners to match with neighboring tiles' terrains."
+msgstr "Richiede che gli angoli corrispondano ai terreni dei tasselli vicini."
+
+msgid "Requires sides to match with neighboring tiles' terrains."
+msgstr "Richiede che i lati corrispondano ai terreni dei tasselli vicini."
+
+msgid "Exposes a 2D atlas texture as a set of tiles for a [TileSet] resource."
+msgstr ""
+"Espone una texture di atlante 2D come un insieme di tasselli per una risorsa "
+"[TileSet]."
+
+msgid ""
+"Removes all tiles that don't fit the available texture area. This method "
+"iterates over all the source's tiles, so it's advised to use [method "
+"has_tiles_outside_texture] beforehand."
+msgstr ""
+"Rimuove tutti i tasselli che non rientrano nell'area della texture "
+"disponibile. Questo metodo esegue un iterazione su tutti i tasselli della "
+"sorgente, quindi è consigliabile usare [method has_tiles_outside_texture] in "
+"anticipo."
+
+msgid ""
+"Creates an alternative tile for the tile at coordinates [param atlas_coords]. "
+"If [param alternative_id_override] is -1, give it an automatically generated "
+"unique ID, or assigns it the given ID otherwise.\n"
+"Returns the new alternative identifier, or -1 if the alternative could not be "
+"created with a provided [param alternative_id_override]."
+msgstr ""
+"Crea un tassello alternativo per il tassello alle coordinate [param "
+"atlas_coords]. Se [param alternative_id_override] è -1, assegna un ID univoco "
+"generato automaticamente, altrimenti assegna l'ID specificato.\n"
+"Restituisce il nuovo identificatore alternativo, oppure -1 se l'alternativa "
+"non può essere creata con il [param alternative_id_override] fornito."
+
+msgid ""
+"Creates a new tile at coordinates [param atlas_coords] with the given [param "
+"size]."
+msgstr ""
+"Crea un nuovo tassello alle coordinate [param atlas_coords] con le dimensioni "
+"[param size]."
+
+msgid ""
+"Returns the atlas grid size, which depends on how many tiles can fit in the "
+"texture. It thus depends on the [member texture]'s size, the atlas [member "
+"margins], and the tiles' [member texture_region_size]."
+msgstr ""
+"Restituisce le dimensioni della griglia dell'atlante, che dipende da quanti "
+"tasselli possono essere inseriti nella texture. Dipende quindi dalle "
+"dimensioni della [member texture], dai [member margins] dell'atlante e dalle "
+"[member texture_region_size] dei tasselli."
+
+msgid ""
+"Returns the alternative ID a following call to [method "
+"create_alternative_tile] would return."
+msgstr ""
+"Restituisce l'ID alternativo che restituirebbe una chiamata successiva al "
+"[method create_alternative_tile]."
+
+msgid ""
+"If [member use_texture_padding] is [code]false[/code], returns [member "
+"texture]. Otherwise, returns and internal [ImageTexture] created that "
+"includes the padding."
+msgstr ""
+"Se [member use_texture_padding] è [code]false[/code], restituisce [member "
+"texture]. Altrimenti, restituisce una [ImageTexture] interna creata che "
+"include il padding."
+
+msgid ""
+"Returns the region of the tile at coordinates [param atlas_coords] for the "
+"given [param frame] inside the texture returned by [method "
+"get_runtime_texture].\n"
+"[b]Note:[/b] If [member use_texture_padding] is [code]false[/code], returns "
+"the same as [method get_tile_texture_region]."
+msgstr ""
+"Restituisce la regione del tassello alle coordinate [param atlas_coords] per "
+"il fotogramma [param frame] all'interno della texture restituita da [method "
+"get_runtime_texture].\n"
+"[b]Nota:[/b] Se [member use_texture_padding] è [code]false[/code], "
+"restituisce lo stesso di [method get_tile_texture_region]."
+
+msgid ""
+"Returns how many columns the tile at [param atlas_coords] has in its "
+"animation layout."
+msgstr ""
+"Restituisce il numero di colonne presenti nel layout di animazione del "
+"tassello alle coordinate [param atlas_coords]."
+
+msgid ""
+"Returns the animation frame duration of frame [param frame_index] for the "
+"tile at coordinates [param atlas_coords]."
+msgstr ""
+"Restituisce la durata del fotogramma all'indice [param frame_index] "
+"dell'animazione per il tassello alle coordinate [param atlas_coords]."
+
+msgid ""
+"Returns how many animation frames has the tile at coordinates [param "
+"atlas_coords]."
+msgstr ""
+"Restituisce il numero di fotogrammi dell'animazione presenti nel tassello "
+"alle coordinate [param atlas_coords]."
msgid ""
"Returns the tile animation mode of the tile at [param atlas_coords]. See also "
@@ -53314,60 +95285,1359 @@ msgstr ""
"atlas_coords]. Vedi anche [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 ""
+"Restituisce la separazione (come nella griglia dell'atlante) tra ciascun "
+"fotogramma di un tassello animato alle coordinate [param atlas_coords]."
+
+msgid ""
"Returns the animation speed of the tile at coordinates [param atlas_coords]."
msgstr ""
"Restituisce la velocità di animazione del tassello alle coordinate [param "
"atlas_coords]."
msgid ""
+"Returns the sum of the sum of the frame durations of the tile at coordinates "
+"[param atlas_coords]. This value needs to be divided by the animation speed "
+"to get the actual animation loop duration."
+msgstr ""
+"Restituisce la somma di tutte le durate dei fotogrammi del tassello alle "
+"coordinate [param atlas_coords]. Questo valore deve essere diviso per la "
+"velocità di animazione per ottenere la durata effettiva del ciclo di "
+"animazione."
+
+msgid ""
+"If there is a tile covering the [param atlas_coords] coordinates, returns the "
+"top-left coordinates of the tile (thus its coordinate ID). Returns "
+"[code]Vector2i(-1, -1)[/code] otherwise."
+msgstr ""
+"Se è presente un tassello che copre le coordinate [param atlas_coords], "
+"restituisce le coordinate in alto a sinistra del tassello (quindi il suo ID "
+"di coordinate). Altrimenti restituisce [code]Vector2i(-1, -1)[/code]."
+
+msgid ""
+"Returns the [TileData] object for the given atlas coordinates and alternative "
+"ID."
+msgstr ""
+"Restituisce l'oggetto [TileData] per le coordinate dell'atlante specificate e "
+"l'ID alternativo."
+
+msgid ""
+"Returns the size of the tile (in the grid coordinates system) at coordinates "
+"[param atlas_coords]."
+msgstr ""
+"Restituisce le dimensioni del tassello (nel sistema di coordinate della "
+"griglia) alle coordinate [param atlas_coords]."
+
+msgid ""
+"Returns a tile's texture region in the atlas texture. For animated tiles, a "
+"[param frame] argument might be provided for the different frames of the "
+"animation."
+msgstr ""
+"Restituisce la regione di texture di un tassello nella texture d'atlante. Per "
+"tasselli animati, potrebbe essere fornito un argomento [param frame] per i "
+"diversi fotogrammi dell'animazione."
+
+msgid ""
+"Returns an array of tiles coordinates ID that will be automatically removed "
+"when modifying one or several of those properties: [param texture], [param "
+"margins], [param separation] or [param texture_region_size]. This can be used "
+"to undo changes that would have caused tiles data loss."
+msgstr ""
+"Restituisce un array di ID di coordinate dei tasselli che saranno rimossi "
+"automaticamente quando si modifica una o più di queste proprietà: [param "
+"texture], [param margins], [param separation] o [param texture_region_size]. "
+"Può essere utilizzato per annullare le modifiche che avrebbero causato la "
+"perdita di dati dei tasselli."
+
+msgid ""
+"Returns whether there is enough room in an atlas to create/modify a tile with "
+"the given properties. If [param ignored_tile] is provided, act as is the "
+"given tile was not present in the atlas. This may be used when you want to "
+"modify a tile's properties."
+msgstr ""
+"Restituisce se c'è abbastanza spazio in un atlante per creare o modificare un "
+"tassello con le proprietà specificate. Se viene fornito [param ignored_tile], "
+"si comporta come se il tassello specificato non fosse presente nell'atlante. "
+"Questo può essere usato quando si desidera modificare le proprietà di un "
+"tassello."
+
+msgid ""
+"Checks if the source has any tiles that don't fit the texture area (either "
+"partially or completely)."
+msgstr ""
+"Verifica se la sorgente contiene tasselli che non rientrano nell'area della "
+"texture (parzialmente o completamente)."
+
+msgid ""
+"Move the tile and its alternatives at the [param atlas_coords] coordinates to "
+"the [param new_atlas_coords] coordinates with the [param new_size] size. This "
+"functions will fail if a tile is already present in the given area.\n"
+"If [param new_atlas_coords] is [code]Vector2i(-1, -1)[/code], keeps the "
+"tile's coordinates. If [param new_size] is [code]Vector2i(-1, -1)[/code], "
+"keeps the tile's size.\n"
+"To avoid an error, first check if a move is possible using [method "
+"has_room_for_tile]."
+msgstr ""
+"Sposta il tassello e le sue alternative dalle coordinate [param atlas_coords] "
+"alle coordinate [param new_atlas_coords] con le dimensioni [param new_size]. "
+"Questa funzione fallirà se un tassello è già presente nell'area specificata.\n"
+"Se [param new_atlas_coords] è [code]Vector2i(-1, -1)[/code], mantiene le "
+"coordinate del tassello. Se [param new_size] è [code]Vector2i(-1, -1)[/code], "
+"mantiene le dimensioni del tassello.\n"
+"Per evitare un errore, verifica prima se è possibile uno spostamento tramite "
+"[method has_room_for_tile]."
+
+msgid ""
+"Remove a tile's alternative with alternative ID [param alternative_tile].\n"
+"Calling this function with [param alternative_tile] equals to 0 will fail, as "
+"the base tile alternative cannot be removed."
+msgstr ""
+"Rimuovi l'alternativa di un tassello con l'ID alternativo [param "
+"alternative_tile].\n"
+"La chiamata di questa funzione con [param alternative_tile] uguale a 0 "
+"fallirà, poiché l'alternativa base del tassello non può essere rimossa."
+
+msgid "Remove a tile and its alternative at coordinates [param atlas_coords]."
+msgstr ""
+"Rimuovi un tassello e la sua alternativa alle coordinate [param atlas_coords]."
+
+msgid ""
+"Change a tile's alternative ID from [param alternative_tile] to [param "
+"new_id].\n"
+"Calling this function with [param new_id] of 0 will fail, as the base tile "
+"alternative cannot be moved."
+msgstr ""
+"Cambia l'ID alternativo di un tassello da [param alternative_tile] a [param "
+"new_id].\n"
+"La chiamata di questa funzione con [param new_id] di 0 fallirà, poiché "
+"l'alternativa base del tassello non può essere spostata."
+
+msgid ""
+"Sets the number of columns in the animation layout of the tile at coordinates "
+"[param atlas_coords]. If set to 0, then the different frames of the animation "
+"are laid out as a single horizontal line in the atlas."
+msgstr ""
+"Imposta il numero di colonne nel layout di animazione del tassello alle "
+"coordinate [param atlas_coords]. Se impostato su 0, i diversi fotogrammi "
+"dell'animazione saranno disposti come una singola linea orizzontale "
+"nell'atlante."
+
+msgid ""
+"Sets the animation frame [param duration] of frame [param frame_index] for "
+"the tile at coordinates [param atlas_coords]."
+msgstr ""
+"Imposta la durata del fotogramma [parameter frame_index] dell'animazione per "
+"il tassello alle coordinate [param atlas_coords] su [param duration]."
+
+msgid ""
+"Sets how many animation frames the tile at coordinates [param atlas_coords] "
+"has."
+msgstr ""
+"Imposta il numero di fotogrammi di animazione presenti nel tassello alle "
+"coordinate [param atlas_coords]."
+
+msgid ""
"Sets the tile animation mode of the tile at [param atlas_coords] to [param "
"mode]. See also [method get_tile_animation_mode]."
msgstr ""
"Imposta la modalità di animazione del tassello alle coordinate [param "
"atlas_coords] a [param mode]. Vedi anche [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 ""
+"Imposta il margine (nei tasselli della griglia) tra ogni tassello nel layout "
+"di animazione del tassello alle coordinate [param atlas_coords]."
+
+msgid ""
+"Sets the animation speed of the tile at coordinates [param atlas_coords] has."
+msgstr ""
+"Imposta la velocità di animazione del tassello alle coordinate [param "
+"atlas_coords]."
+
+msgid "Margins, in pixels, to offset the origin of the grid in the texture."
+msgstr ""
+"I margini, in pixel, per spostare l'origine della griglia nella texture."
+
+msgid "Separation, in pixels, between each tile texture region of the grid."
+msgstr ""
+"La separazione, in pixel, tra ciascuna regione della texture dei tasselli "
+"della griglia."
+
msgid "The atlas texture."
-msgstr "La texture atlas."
+msgstr "La texture d'atlante."
+
+msgid ""
+"The base tile size in the texture (in pixel). This size must be bigger than "
+"the TileSet's [code]tile_size[/code] value."
+msgstr ""
+"La dimensione base di un tassello nella texture (in pixel). Questa dimensione "
+"deve essere maggiore del valore [code]tile_size[/code] del TileSet."
+
+msgid ""
+"If [code]true[/code], generates an internal texture with an additional one "
+"pixel padding around each tile. Texture padding avoids a common artifact "
+"where lines appear between tiles.\n"
+"Disabling this setting might lead a small performance improvement, as "
+"generating the internal texture requires both memory and processing time when "
+"the TileSetAtlasSource resource is modified."
+msgstr ""
+"Se [code]true[/code], genera una texture interna con un ulteriore padding di "
+"un pixel attorno a ogni tassello. Il padding della texture evita un artefatto "
+"comune in cui compaiono linee tra i tasselli.\n"
+"Disabilitare questa impostazione potrebbe portare a un piccolo miglioramento "
+"delle prestazioni, poiché la generazione della texture interna richiede sia "
+"memoria che tempo di elaborazione quando la risorsa TileSetAtlasSource viene "
+"modificata."
+
+msgid "Tile animations start at same time, looking identical."
+msgstr ""
+"Le animazioni dei tasselli iniziano allo stesso tempo, sembrando identiche."
+
+msgid "Tile animations start at random times, looking varied."
+msgstr "Le animazioni dei tasselli iniziano in momenti a caso, apparendo varie."
msgid "Represents the size of the [enum TileAnimationMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum TileAnimationMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum TileAnimationMode]."
+
+msgid ""
+"Represents cell's horizontal flip flag. Should be used directly with "
+"[TileMap] to flip placed tiles by altering their alternative IDs.\n"
+"[codeblock]\n"
+"var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))\n"
+"if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:\n"
+" # If tile is not already flipped, flip it.\n"
+" $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, "
+"alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] These transformations can be combined to do the equivalent of 0, "
+"90, 180, and 270 degree rotations, as shown below:\n"
+"[codeblock]\n"
+"enum TileTransform {\n"
+" ROTATE_0 = 0,\n"
+" ROTATE_90 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource."
+"TRANSFORM_FLIP_H,\n"
+" ROTATE_180 = TileSetAtlasSource.TRANSFORM_FLIP_H | TileSetAtlasSource."
+"TRANSFORM_FLIP_V,\n"
+" ROTATE_270 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource."
+"TRANSFORM_FLIP_V,\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+"Rappresenta il flag di capovolgimento orizzontale della cella. Dovrebbe "
+"essere utilizzato direttamente con [TileMap] per capovolgere i tasselli "
+"posizionati modificandone gli ID alternativi.\n"
+"[codeblock]\n"
+"var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))\n"
+"if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:\n"
+" # Se la tessera non è già capovolta, capovolgila.\n"
+" $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, "
+"alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Queste trasformazioni possono essere combinate per ottenere "
+"l'equivalente di rotazioni di 0, 90, 180 e 270 gradi, come mostrato di "
+"seguito:\n"
+"[codeblock]\n"
+"enum TileTransform {\n"
+" ROTATE_0 = 0,\n"
+" ROTATE_90 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource."
+"TRANSFORM_FLIP_H,\n"
+" ROTATE_180 = TileSetAtlasSource.TRANSFORM_FLIP_H | TileSetAtlasSource."
+"TRANSFORM_FLIP_V,\n"
+" ROTATE_270 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource."
+"TRANSFORM_FLIP_V,\n"
+"}\n"
+"[/codeblock]"
+
+msgid ""
+"Represents cell's vertical flip flag. See [constant TRANSFORM_FLIP_H] for "
+"usage."
+msgstr ""
+"Rappresenta il flag di capovolgimento verticale della cella. Vedi [constant "
+"TRANSFORM_FLIP_H] per l'utilizzo."
+
+msgid ""
+"Represents cell's transposed flag. See [constant TRANSFORM_FLIP_H] for usage."
+msgstr ""
+"Rappresenta il flag di trasposizione della cella. Vedi [constant "
+"TRANSFORM_FLIP_H] per l'utilizzo."
+
+msgid "Exposes a set of scenes as tiles for a [TileSet] resource."
+msgstr "Espone un insieme di scene come tasselli per una risorsa [TileSet]."
+
+msgid ""
+"Creates a scene-based tile out of the given scene.\n"
+"Returns a newly generated unique ID."
+msgstr ""
+"Crea un tassello basato su una scena dalla scena specificata.\n"
+"Restituisce un ID univoco appena generato."
+
+msgid ""
+"Returns the scene ID a following call to [method create_scene_tile] would "
+"return."
+msgstr ""
+"Restituisce l'ID di scena che una chiamata successiva a [method "
+"create_scene_tile] restituirebbe."
+
+msgid ""
+"Returns whether the scene tile with [param id] displays a placeholder in the "
+"editor."
+msgstr ""
+"Restituisce se il tassello di scena con [param id] visualizza un segnaposto "
+"nell'editor."
msgid "Returns the scene tile ID of the scene tile at [param index]."
msgstr ""
"Restituisce l'ID tassello di scena del tassello di scena all'indice [param "
"index]."
+msgid "Returns the [PackedScene] resource of scene tile with [param id]."
+msgstr ""
+"Restituisce la risorsa [PackedScene] del tassello di scena con [param id]."
+
msgid "Returns the number or scene tiles this TileSet source has."
msgstr ""
-"Restituisce il numero di tasselli di scena che questa sorgente di TileSet ha."
+"Restituisce il numero di tasselli di scena presenti in questa sorgente di "
+"TileSet."
msgid "Returns whether this TileSet source has a scene tile with [param id]."
msgstr ""
-"Ritorna se questa sorgente di TileSet ha un tassello di scena con l'[param "
-"id] fornito."
+"Restituisce se questa sorgente di TileSet ha un tassello di scena con "
+"l'[param id] fornito."
+
+msgid "Remove the scene tile with [param id]."
+msgstr "Rimuovi il tassello di scena con l'[param id] fornito."
+
+msgid ""
+"Sets whether or not the scene tile with [param id] should display a "
+"placeholder in the editor. This might be useful for scenes that are not "
+"visible."
+msgstr ""
+"Imposta se il tassello di scena con [param id] debba visualizzare o meno un "
+"segnaposto nell'editor. Potrebbe essere utile per le scene che non sono "
+"visibili."
+
+msgid ""
+"Changes a scene tile's ID from [param id] to [param new_id]. This will fail "
+"if there is already a tile with an ID equal to [param new_id]."
+msgstr ""
+"Modifica l'ID di un tassello di scena da [param id] a [param new_id]. "
+"L'operazione fallirà se è già presente un tassello con un ID uguale a [param "
+"new_id]."
+
+msgid ""
+"Assigns a [PackedScene] resource to the scene tile with [param id]. This will "
+"fail if the scene does not extend CanvasItem, as positioning properties are "
+"needed to place the scene on the TileMap."
+msgstr ""
+"Assegna una risorsa [PackedScene] al tassello di scena con [param id]. "
+"L'operazione fallirà se la scena non estende CanvasItem, poiché sono "
+"necessarie proprietà di posizionamento per collocare la scena sul TileMap."
+
+msgid "Exposes a set of tiles for a [TileSet] resource."
+msgstr "Espone un insieme di tasselli per una risorsa [TileSet]."
+
+msgid ""
+"Exposes a set of tiles for a [TileSet] resource.\n"
+"Tiles in a source are indexed with two IDs, coordinates ID (of type Vector2i) "
+"and an alternative ID (of type int), named according to their use in the "
+"[TileSetAtlasSource] class.\n"
+"Depending on the TileSet source type, those IDs might have restrictions on "
+"their values, this is why the base [TileSetSource] class only exposes getters "
+"for them.\n"
+"You can iterate over all tiles exposed by a TileSetSource by first iterating "
+"over coordinates IDs using [method get_tiles_count] and [method get_tile_id], "
+"then over alternative IDs using [method get_alternative_tiles_count] and "
+"[method get_alternative_tile_id].\n"
+"[b]Warning:[/b] [TileSetSource] can only be added to one TileSet at the same "
+"time. Calling [method TileSet.add_source] on a second [TileSet] will remove "
+"the source from the first one."
+msgstr ""
+"Espone un insieme di tasselli per una risorsa [TileSet].\n"
+"I tasselli in una sorgente sono indicizzati con due ID, ID coordinate (di "
+"tipo Vector2i) e un ID alternativo (di tipo int), denominati in base al loro "
+"utilizzo nella classe [TileSetAtlasSource].\n"
+"A seconda del tipo di sorgente TileSet, tali ID potrebbero avere delle "
+"restrizioni sui loro valori, ecco perché la classe base [TileSetSource] "
+"espone solo i getter per essi.\n"
+"È possibile scorrere tutti i tasselli esposti da un TileSetSource scorrendo "
+"prima sugli ID coordinate tramite [method get_tiles_count] e [method "
+"get_tile_id], quindi sugli ID alternativi tramite [method "
+"get_alternative_tiles_count] e [method get_alternative_tile_id].\n"
+"[b]Attenzione:[/b] [TileSetSource] può essere aggiunto a un solo TileSet alla "
+"volta. Chiamando [method TileSet.add_source] su un secondo [TileSet] sarà "
+"rimossa la sorgente dal primo."
+
+msgid ""
+"Returns the alternative ID for the tile with coordinates ID [param "
+"atlas_coords] at index [param index]."
+msgstr ""
+"Restituisce l'ID alternativo per il tassello con le coordinate ID [param "
+"atlas_coords] all'indice [param index]."
+
+msgid ""
+"Returns the number of alternatives tiles for the coordinates ID [param "
+"atlas_coords].\n"
+"For [TileSetAtlasSource], this always return at least 1, as the base tile "
+"with ID 0 is always part of the alternatives list.\n"
+"Returns -1 if there is not tile at the given coords."
+msgstr ""
+"Restituisce il numero di tasselli alternativi per le coordinate ID [param "
+"atlas_coords].\n"
+"Per [TileSetAtlasSource], questo restituisce sempre almeno 1, poiché il "
+"tassello base con ID 0 fa sempre parte della lista delle alternative.\n"
+"Restituisce -1 se non è presente un tassello alle coordinate specificate."
+
+msgid "Returns the tile coordinates ID of the tile with index [param index]."
+msgstr "Restituisce l'ID di coordinate del tassello con l'indice [param index]."
+
+msgid ""
+"Returns how many tiles this atlas source defines (not including alternative "
+"tiles)."
+msgstr ""
+"Restituisce il numero di tasselli definiti da questa sorgente dell'atlante "
+"(non inclusi i tasselli alternativi)."
+
+msgid ""
+"Returns if the base tile at coordinates [param atlas_coords] has an "
+"alternative with ID [param alternative_tile]."
+msgstr ""
+"Restituisce se il tassello base alle coordinate [param atlas_coords] ha "
+"un'alternativa con ID [param alternative_tile]."
+
+msgid ""
+"Returns if this atlas has a tile with coordinates ID [param atlas_coords]."
+msgstr ""
+"Restituisce se questo atlante ha un tassello con ID di coordinate [param "
+"atlas_coords]."
+
+msgid "A singleton for working with time data."
+msgstr "Un singleton per lavorare con i dati sul tempo."
+
+msgid ""
+"The Time singleton allows converting time between various formats and also "
+"getting time information from the system.\n"
+"This class conforms with as many of the ISO 8601 standards as possible. All "
+"dates follow the Proleptic Gregorian calendar. As such, the day before "
+"[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/"
+"code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the "
+"year before that (2 BC) being [code]-1[/code], etc.\n"
+"Conversion methods assume \"the same timezone\", and do not handle timezone "
+"conversions or DST automatically. Leap seconds are also not handled, they "
+"must be done manually if desired. Suffixes such as \"Z\" are not handled, you "
+"need to strip them away manually.\n"
+"When getting time information from the system, the time can either be in the "
+"local timezone or UTC depending on the [code]utc[/code] parameter. However, "
+"the [method get_unix_time_from_system] method always uses UTC as it returns "
+"the seconds passed since the [url=https://en.wikipedia.org/wiki/"
+"Unix_time]Unix epoch[/url].\n"
+"[b]Important:[/b] The [code]_from_system[/code] methods use the system clock "
+"that the user can manually set. [b]Never use[/b] this method for precise time "
+"calculation since its results are subject to automatic adjustments by the "
+"user or the operating system. [b]Always use[/b] [method get_ticks_usec] or "
+"[method get_ticks_msec] for precise time calculation instead, since they are "
+"guaranteed to be monotonic (i.e. never decrease)."
+msgstr ""
+"Il singleton Time consente di convertire l'ora tra vari formati e anche di "
+"ottenere informazioni sull'ora dal sistema.\n"
+"Questa classe è conforme al maggior numero possibile di standard ISO 8601. "
+"Tutte le date seguono il calendario gregoriano prolettico. Pertanto, il "
+"giorno prima del [code]1582-10-15[/code] è [code]1582-10-14[/code], non "
+"[code]1582-10-04[/code]. L'anno prima del 1 d.C. (noto anche come 1 a.C.) è "
+"il numero [code]0[/code], mentre l'anno prima (2 a.C.) è [code]-1[/code], "
+"ecc.\n"
+"I metodi di conversione presuppongono \"lo stesso fuso orario\" e non "
+"gestiscono automaticamente le conversioni di fuso orario o l'ora legale. "
+"Anche i secondi intercalari non sono gestiti, è necessario farlo manualmente "
+"se lo si desidera. I suffissi come \"Z\" non sono gestiti, è necessario "
+"eliminarli manualmente.\n"
+"Quando si ottengono informazioni sull'ora dal sistema, l'ora può essere nel "
+"fuso orario locale o UTC a seconda del parametro [code]utc[/code]. Tuttavia, "
+"il metodo [method get_unix_time_from_system] usa sempre UTC poiché "
+"restituisce i secondi trascorsi dall'[url=https://it.wikipedia.org/wiki/"
+"Tempo_(Unix)]epoca Unix[/url].\n"
+"[b]Importante:[/b] I metodi [code]_from_system[/code] usano l'orologio di "
+"sistema che l'utente può impostare manualmente. [b]Non usare mai[/b] questo "
+"metodo per un calcolo preciso dell'ora poiché i suoi risultati sono soggetti "
+"a regolazioni automatiche da parte dell'utente o del sistema operativo. "
+"[b]Usa sempre[/b] [method get_ticks_usec] o [method get_ticks_msec] per un "
+"calcolo preciso dell'ora, poiché è garantito che siano monotoni (cioè non "
+"diminuiscano mai)."
+
+msgid ""
+"Returns the current date as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], and [code]weekday[/code].\n"
+"The returned values are in the system's local time when [param utc] is "
+"[code]false[/code], otherwise they are in UTC."
+msgstr ""
+"Restituisce la data attuale come dizionario di chiavi: [code]year[/code] "
+"(anno), [code]month[/code] (mese), [code]day[/code] (giorno) e [code]weekday[/"
+"code] (giorno della settimana).\n"
+"I valori restituiti sono nell'ora locale del sistema quando [param utc] è "
+"[code]false[/code], altrimenti sono in UTC."
+
+msgid ""
+"Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], and [code]weekday[/code]."
+msgstr ""
+"Converte il timestamp Unix specificato in un dizionario di chiavi: "
+"[code]year[/code] (anno), [code]month[/code] (mese), [code]day[/code] "
+"(giorno) e [code]weekday[/code] (giorno della settimana)."
+
+msgid ""
+"Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n"
+"The returned values are in the system's local time when [param utc] is "
+"[code]false[/code], otherwise they are in UTC."
+msgstr ""
+"Restituisce la data attuale come stringa di data ISO 8601 (AAAA-MM-GG).\n"
+"I valori restituiti sono nell'ora locale del sistema quando [param utc] è "
+"[code]false[/code], altrimenti sono in UTC."
+
+msgid ""
+"Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
+msgstr ""
+"Converte il timestamp Unix specificato in una stringa con formato di data ISO "
+"8601 (AAAA-MM-GG)."
+
+msgid ""
+"Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a "
+"dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], "
+"[code skip-lint]weekday[/code], [code]hour[/code], [code]minute[/code], and "
+"[code]second[/code].\n"
+"If [param weekday] is [code]false[/code], then the [code skip-lint]weekday[/"
+"code] entry is excluded (the calculation is relatively expensive).\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored silently."
+msgstr ""
+"Converte la stringa di data e ora ISO 8601 specificata (AAAA-MM-GGTHH:MM:SS) "
+"in un dizionario di chiavi: [code]year[/code], [code]month[/code], [code]day[/"
+"code], [code skip-lint]weekday[/code], [code]hour[/code], [code]minute[/code] "
+"e [code]second[/code].\n"
+"Se [param weekday] è [code]false[/code], la voce [code skip-lint]weekday[/"
+"code] viene esclusa (il calcolo è relativamente costoso).\n"
+"[b]Nota:[/b] Qualsiasi frazione decimale nella stringa del tempo sarà "
+"ignorata silenziosamente."
+
+msgid ""
+"Returns the current date as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
+"code], [code]minute[/code], [code]second[/code], and [code]dst[/code] "
+"(Daylight Savings Time)."
+msgstr ""
+"Restituisce la data attuale come dizionario di chiavi: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
+"code], [code]minute[/code], [code]second[/code] e [code]dst[/code] (ora "
+"legale)."
+
+msgid ""
+"Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
+"code], [code]minute[/code], and [code]second[/code].\n"
+"The returned Dictionary's values will be the same as the [method "
+"get_datetime_dict_from_system] if the Unix timestamp is the current time, "
+"with the exception of Daylight Savings Time as it cannot be determined from "
+"the epoch."
+msgstr ""
+"Converte il timestamp Unix specificato in un dizionario di chiavi: "
+"[code]year[/code], [code]month[/code], [code]day[/code], [code]weekday[/"
+"code], [code]hour[/code], [code]minute[/code], e [code]second[/code].\n"
+"I valori del dizionario restituito saranno gli stessi di [method "
+"get_datetime_dict_from_system] se il timestamp Unix è l'ora corrente, ad "
+"eccezione dell'ora legale, poiché non può essere determinata dall'epoca."
+
+msgid ""
+"Converts the given dictionary of keys to an ISO 8601 date and time string "
+"(YYYY-MM-DDTHH:MM:SS).\n"
+"The given dictionary can be populated with the following keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/"
+"code], and [code]second[/code]. Any other entries (including [code]dst[/"
+"code]) are ignored.\n"
+"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
+"omitted, they default to the equivalent values for the Unix epoch timestamp 0 "
+"(1970-01-01 at 00:00:00).\n"
+"If [param use_space] is [code]true[/code], the date and time bits are "
+"separated by an empty space character instead of the letter T."
+msgstr ""
+"Converte il dizionario di chiavi specificato in una stringa di data e ora ISO "
+"8601 (AAAA-MM-GGTHH:MM:SS).\n"
+"Il dizionario specificato può essere popolato con le seguenti chiavi: "
+"[code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], "
+"[code]minute[/code], e [code]second[/code]. Tutte le altre voci (incluso "
+"[code]dst[/code]) sono ignorate.\n"
+"Se il dizionario è vuoto, viene restituito [code]0[/code]. Se alcune chiavi "
+"sono omesse, sono impostate sui valori predefiniti equivalenti per il "
+"timestamp dell'epoca Unix 0 (1970-01-01 alle 00:00:00).\n"
+"Se [param use_space] è [code]true[/code], i bit di data e ora sono separati "
+"da uno spazio vuoto anziché dalla lettera T."
+
+msgid ""
+"Returns the current date and time as an ISO 8601 date and time string (YYYY-"
+"MM-DDTHH:MM:SS).\n"
+"The returned values are in the system's local time when [param utc] is "
+"[code]false[/code], otherwise they are in UTC.\n"
+"If [param use_space] is [code]true[/code], the date and time bits are "
+"separated by an empty space character instead of the letter T."
+msgstr ""
+"Restituisce la data e l'ora attuale come stringa di data e ora ISO 8601 (AAAA-"
+"MM-GGTHH:MM:SS).\n"
+"I valori restituiti sono nell'ora locale del sistema quando [param utc] è "
+"[code]false[/code], altrimenti sono in UTC.\n"
+"Se [param use_space] è [code]true[/code], i bit di data e ora sono separati "
+"da uno spazio vuoto anziché dalla lettera T."
+
+msgid ""
+"Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-"
+"MM-DDTHH:MM:SS).\n"
+"If [param use_space] is [code]true[/code], the date and time bits are "
+"separated by an empty space character instead of the letter T."
+msgstr ""
+"Converte il timestamp Unix specificato in una stringa data e ora ISO 8601 "
+"(AAAA-MM-GGTHH:MM:SS).\n"
+"Se [param use_space] è [code]true[/code], i bit di data e ora sono separati "
+"da uno spazio vuoto anziché dalla lettera T."
+
+msgid ""
+"Converts the given timezone offset in minutes to a timezone offset string. "
+"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
+"\"+00:00\"."
+msgstr ""
+"Converte l'offset di fuso orario specificato in minuti in una stringa di "
+"offset di fuso orario. Ad esempio, -480 restituisce \"-08:00\", 345 "
+"restituisce \"+05:45\" e 0 restituisce \"+00:00\"."
+
+msgid ""
+"Returns the amount of time passed in milliseconds since the engine started.\n"
+"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
+"roughly 500 million years)."
+msgstr ""
+"Restituisce la quantità di tempo trascorso in millisecondi dall'avvio del "
+"motore.\n"
+"Sarà sempre positivo o 0 e utilizzerà un valore a 64 bit (sarà ripristinato "
+"dopo circa 500 milioni di anni)."
+
+msgid ""
+"Returns the amount of time passed in microseconds since the engine started.\n"
+"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
+"roughly half a million years)."
+msgstr ""
+"Restituisce la quantità di tempo trascorso in microsecondi dall'avvio del "
+"motore.\n"
+"Sarà sempre positivo o 0 e utilizzerà un valore a 64 bit (sarà ripristinato "
+"dopo circa mezzo milione di anni)."
+
+msgid ""
+"Returns the current time as a dictionary of keys: [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code].\n"
+"The returned values are in the system's local time when [param utc] is "
+"[code]false[/code], otherwise they are in UTC."
+msgstr ""
+"Restituisce l'ora attuale come dizionario di chiavi: [code]hour[/code] (ore), "
+"[code]minute[/code] (minuti), e [code]second[/code] (secondi).\n"
+"I valori restituiti sono nell'ora locale del sistema quando [param utc] è "
+"[code]false[/code], altrimenti sono in UTC."
+
+msgid ""
+"Converts the given time to a dictionary of keys: [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code]."
+msgstr ""
+"Converte l'ora specificata in un dizionario di chiavi: [code]hour[/code], "
+"[code]minute[/code], and [code]second[/code]."
+
+msgid ""
+"Returns the current time as an ISO 8601 time string (HH:MM:SS).\n"
+"The returned values are in the system's local time when [param utc] is "
+"[code]false[/code], otherwise they are in UTC."
+msgstr ""
+"Restituisce l'ora attuale come stringa di ora ISO 8601 (HH:MM:SS).\n"
+"I valori restituiti sono nell'ora locale del sistema quando [param utc] è "
+"[code]false[/code], altrimenti sono in UTC."
+
+msgid "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
+msgstr ""
+"Converte il timestamp Unix specificato in una stringa di formato d'ora ISO "
+"8601 (HH:MM:SS)."
+
+msgid ""
+"Returns the current time zone as a dictionary of keys: [code]bias[/code] and "
+"[code]name[/code].\n"
+"- [code]bias[/code] is the offset from UTC in minutes, since not all time "
+"zones are multiples of an hour from UTC.\n"
+"- [code]name[/code] is the localized name of the time zone, according to the "
+"OS locale settings of the current user."
+msgstr ""
+"Restituisce il fuso orario attuale come dizionario di chiavi: [code]bias[/"
+"code] e [code]name[/code].\n"
+"- [code]bias[/code] è l'offset da UTC in minuti, poiché non tutti i fusi "
+"orari sono multipli di un'ora da UTC.\n"
+"- [code]name[/code] è il nome localizzato del fuso orario, in base alle "
+"impostazioni locali del sistema operativo dell'utente attuale."
+
+msgid ""
+"Converts a dictionary of time values to a Unix timestamp.\n"
+"The given dictionary can be populated with the following keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/"
+"code], and [code]second[/code]. Any other entries (including [code]dst[/"
+"code]) are ignored.\n"
+"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
+"omitted, they default to the equivalent values for the Unix epoch timestamp 0 "
+"(1970-01-01 at 00:00:00).\n"
+"You can pass the output from [method get_datetime_dict_from_unix_time] "
+"directly into this function and get the same as what was put in.\n"
+"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
+"timezone conversion, so the timestamp will be in the same timezone as the "
+"given datetime dictionary."
+msgstr ""
+"Converte un dizionario di valori di tempo in un timestamp Unix.\n"
+"Il dizionario specificato può essere popolato con le seguenti chiavi: "
+"[code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], "
+"[code]minute[/code] e [code]second[/code]. Tutte le altre voci (incluso "
+"[code]dst[/code]) sono ignorate.\n"
+"Se il dizionario è vuoto, viene restituito [code]0[/code]. Se alcune chiavi "
+"sono omesse, sono impostate sui valori predefiniti equivalenti per il "
+"timestamp Unix epoch 0 (1970-01-01 alle 00:00:00).\n"
+"Puoi passare il risultato da [method get_datetime_dict_from_unix_time] "
+"direttamente in questa funzione e ottenere lo stesso di quanto inserito.\n"
+"[b]Nota:[/b] I timestamp Unix sono spesso in UTC. Questo metodo non esegue "
+"alcuna conversione di fuso orario, quindi il timestamp sarà nello stesso fuso "
+"orario del dizionario di data e ora specificato."
+
+msgid ""
+"Converts the given ISO 8601 date and/or time string to a Unix timestamp. The "
+"string can contain a date only, a time only, or both.\n"
+"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
+"timezone conversion, so the timestamp will be in the same timezone as the "
+"given datetime string.\n"
+"[b]Note:[/b] Any decimal fraction in the time string will be ignored silently."
+msgstr ""
+"Converte la stringa data e/o ora ISO 8601 specificata in un timestamp Unix. "
+"La stringa può contenere solo una data, solo un'ora o entrambe.\n"
+"[b]Nota:[/b] I timestamp Unix sono spesso in UTC. Questo metodo non esegue "
+"alcuna conversione di fuso orario, quindi il timestamp sarà nello stesso fuso "
+"orario della stringa data/ora specificata.\n"
+"[b]Nota:[/b] Qualsiasi frazione decimale nella stringa di ora sarà ignorata "
+"silenziosamente."
+
+msgid ""
+"Returns the current Unix timestamp in seconds based on the system time in "
+"UTC. This method is implemented by the operating system and always returns "
+"the time in UTC. The Unix timestamp is the number of seconds passed since "
+"1970-01-01 at 00:00:00, the [url=https://en.wikipedia.org/wiki/Unix_time]Unix "
+"epoch[/url].\n"
+"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
+"returns the timestamp as a [float] for sub-second precision."
+msgstr ""
+"Restituisce il timestamp Unix attuale in secondi in base all'ora di sistema "
+"in UTC. Questo metodo è implementato dal sistema operativo e restituisce "
+"sempre l'ora in UTC. Il timestamp Unix è il numero di secondi trascorsi dal "
+"1970-01-01 alle 00:00:00, l'[url=https://it.wikipedia.org/wiki/"
+"Tempo_(Unix)]epoca Unix[/url].\n"
+"[b]Nota:[/b] A differenza di altri metodi che utilizzano timestamp interi, "
+"questo metodo restituisce il timestamp come [float] per una precisione al di "
+"sotto di un secondo."
+
+msgid "The month of January, represented numerically as [code]01[/code]."
+msgstr "Il mese di gennaio, rappresentato numericamente come [code]01[/code]."
+
+msgid "The month of February, represented numerically as [code]02[/code]."
+msgstr "Il mese di febbraio, rappresentato numericamente come [code]02[/code]."
+
+msgid "The month of March, represented numerically as [code]03[/code]."
+msgstr "Il mese di marzo, rappresentato numericamente come [code]03[/code]."
+
+msgid "The month of April, represented numerically as [code]04[/code]."
+msgstr "Il mese di aprile, rappresentato numericamente come [code]04[/code]."
+
+msgid "The month of May, represented numerically as [code]05[/code]."
+msgstr "Il mese di maggio, rappresentato numericamente come [code]05[/code]."
+
+msgid "The month of June, represented numerically as [code]06[/code]."
+msgstr "Il mese di giugno, rappresentato numericamente come [code]06[/code]."
+
+msgid "The month of July, represented numerically as [code]07[/code]."
+msgstr "Il mese di luglio, rappresentato numericamente come [code]07[/code]."
+
+msgid "The month of August, represented numerically as [code]08[/code]."
+msgstr "Il mese di agosto, rappresentato numericamente come [code]08[/code]."
+
+msgid "The month of September, represented numerically as [code]09[/code]."
+msgstr "Il mese di settembre, rappresentato numericamente come [code]09[/code]."
+
+msgid "The month of October, represented numerically as [code]10[/code]."
+msgstr "Il mese di ottobre, rappresentato numericamente come [code]10[/code]."
+
+msgid "The month of November, represented numerically as [code]11[/code]."
+msgstr "Il mese di novembre, rappresentato numericamente come [code]11[/code]."
+
+msgid "The month of December, represented numerically as [code]12[/code]."
+msgstr "Il mese di dicembre, rappresentato numericamente come [code]12[/code]."
+
+msgid "The day of the week Sunday, represented numerically as [code]0[/code]."
+msgstr ""
+"Il giorno della settimana, domenica, rappresentato numericamente come "
+"[code]0[/code]."
+
+msgid "The day of the week Monday, represented numerically as [code]1[/code]."
+msgstr ""
+"Il giorno della settimana, lunedì, rappresentato numericamente come [code]1[/"
+"code]."
+
+msgid "The day of the week Tuesday, represented numerically as [code]2[/code]."
+msgstr ""
+"Il giorno della settimana, martedì, rappresentato numericamente come [code]2[/"
+"code]."
+
+msgid ""
+"The day of the week Wednesday, represented numerically as [code]3[/code]."
+msgstr ""
+"Il giorno della settimana, mercoledì, rappresentato numericamente come "
+"[code]3[/code]."
+
+msgid "The day of the week Thursday, represented numerically as [code]4[/code]."
+msgstr ""
+"Il giorno della settimana, giovedì, rappresentato numericamente come [code]4[/"
+"code]."
+
+msgid "The day of the week Friday, represented numerically as [code]5[/code]."
+msgstr ""
+"Il giorno della settimana, venerdì, rappresentato numericamente come [code]5[/"
+"code]."
+
+msgid "The day of the week Saturday, represented numerically as [code]6[/code]."
+msgstr ""
+"Il giorno della settimana, sabato, rappresentato numericamente come [code]6[/"
+"code]."
+
+msgid "A countdown timer."
+msgstr "Un timer per il conto alla rovescia."
+
+msgid ""
+"The [Timer] node is a countdown timer and is the simplest way to handle time-"
+"based logic in the engine. When a timer reaches the end of its [member "
+"wait_time], it will emit the [signal timeout] signal.\n"
+"After a timer enters the tree, it can be manually started with [method "
+"start]. A timer node is also started automatically if [member autostart] is "
+"[code]true[/code].\n"
+"Without requiring much code, a timer node can be added and configured in the "
+"editor. The [signal timeout] signal it emits can also be connected through "
+"the Node dock in the editor:\n"
+"[codeblock]\n"
+"func _on_timer_timeout():\n"
+" print(\"Time to attack!\")\n"
+"[/codeblock]\n"
+"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
+"[method SceneTree.create_timer].\n"
+"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher "
+"the time scale, the sooner timers will end. How often a timer processes may "
+"depend on the framerate or [member Engine.physics_ticks_per_second]."
+msgstr ""
+"Il nodo [Timer] è un timer per il conto alla rovescia ed è il modo più "
+"semplice per gestire la logica basata sul tempo nel motore. Quando un timer "
+"raggiunge la fine del suo [member wait_time], emetterà il segnale [signal "
+"timeout].\n"
+"Dopo che un timer entra nell'albero, può essere avviato manualmente con "
+"[method start]. Un nodo timer viene avviato automaticamente anche se [member "
+"autostart] è [code]true[/code].\n"
+"Senza richiedere molto codice, un nodo timer può essere aggiunto e "
+"configurato nell'editor. Il segnale [signal timeout] che emette può anche "
+"essere collegato tramite il pannello Nodo nell'editor:\n"
+"[codeblock]\n"
+"func _on_timer_timeout():\n"
+" print(\"È ora di attaccare!\")\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Per creare un timer a colpo singolo senza istanziare un nodo, "
+"usa [method SceneTree.create_timer].\n"
+"[b]Nota:[/b] I timer sono influenzati da [member Engine.time_scale]. Più alta "
+"è la scala temporale, prima scadranno i timer. La frequenza con cui un timer "
+"elabora può dipendere dal frame rate o da [member Engine."
+"physics_ticks_per_second]."
msgid "Returns [code]true[/code] if the timer is stopped or has not started."
msgstr "Restituisce [code]true[/code] se il timer è fermato o non è iniziato."
+msgid ""
+"Starts the timer, if it was not started already. Fails if the timer is not "
+"inside the tree. If [param time_sec] is greater than [code]0[/code], this "
+"value is used for the [member wait_time].\n"
+"[b]Note:[/b] This method does not resume a paused timer. See [member paused]."
+msgstr ""
+"Avvia il timer, se non è già stato avviato. Fallisce se il timer non è "
+"all'interno dell'albero. Se [param time_sec] è maggiore di [code]0[/code], "
+"questo valore viene usato per [member wait_time].\n"
+"[b]Nota:[/b] Questo metodo non riprende un timer in pausa. Vedi [member "
+"paused]."
+
+msgid "Stops the timer."
+msgstr "Arresta il timer."
+
+msgid ""
+"If [code]true[/code], the timer will start immediately when it enters the "
+"scene tree.\n"
+"[b]Note:[/b] After the timer enters the tree, this property is automatically "
+"set to [code]false[/code]."
+msgstr ""
+"Se [code]true[/code], il timer si avvierà immediatamente quando entra "
+"nell'albero di scena.\n"
+"[b]Nota:[/b] Dopo che il timer entra nell'albero, questa proprietà viene "
+"automaticamente impostata su [code]false[/code]."
+
+msgid ""
+"If [code]true[/code], the timer will stop after reaching the end. Otherwise, "
+"as by default, the timer will automatically restart."
+msgstr ""
+"Se [code]true[/code], il timer si fermerà dopo aver raggiunto la fine. "
+"Altrimenti, come impostazione predefinita, il timer si riavvierà "
+"automaticamente."
+
+msgid ""
+"If [code]true[/code], the timer is paused. A paused timer does not process "
+"until this property is set back to [code]false[/code], even when [method "
+"start] is called."
+msgstr ""
+"Se [code]true[/code], il timer è in pausa. Un timer in pausa non elabora "
+"finché questa proprietà non viene reimpostata su [code]false[/code], anche "
+"quando viene chiamato [method start]."
+
+msgid ""
+"Specifies when the timer is updated during the main loop (see [enum "
+"TimerProcessCallback])."
+msgstr ""
+"Specifica quando il timer è aggiornato durante il ciclo principale (vedi "
+"[enum TimerProcessCallback])."
+
+msgid ""
+"The timer's remaining time in seconds. This is always [code]0[/code] if the "
+"timer is stopped.\n"
+"[b]Note:[/b] This property is read-only and cannot be modified. It is based "
+"on [member wait_time]."
+msgstr ""
+"Il tempo rimanente del timer in secondi. È sempre [code]0[/code] se il timer "
+"è fermo.\n"
+"[b]Nota:[/b] Questa proprietà è di sola lettura e non può essere modificata. "
+"Si basa su [member wait_time]."
+
+msgid ""
+"The time required for the timer to end, in seconds. This property can also be "
+"set every time [method start] is called.\n"
+"[b]Note:[/b] Timers can only process once per physics or process frame "
+"(depending on the [member process_callback]). An unstable framerate may cause "
+"the timer to end inconsistently, which is especially noticeable if the wait "
+"time is lower than roughly [code]0.05[/code] seconds. For very short timers, "
+"it is recommended to write your own code instead of using a [Timer] node. "
+"Timers are also affected by [member Engine.time_scale]."
+msgstr ""
+"Il tempo richiesto per allo scadere del timer, in secondi. Questa proprietà "
+"può anche essere impostata ogni volta che viene chiamato [method start].\n"
+"[b]Nota:[/b] I timer possono elaborare solo una volta per frame di fisica o "
+"di processo (a seconda del [member process_callback]). Un framerate instabile "
+"può causare la fine incoerente del timer, il che è particolarmente evidente "
+"se il tempo di attesa è inferiore a circa [code]0.05[/code] secondi. Per "
+"timer molto brevi, si consiglia di scrivere il proprio codice invece di "
+"utilizzare un nodo [Timer]. I timer sono inoltre influenzati da [member "
+"Engine.time_scale]."
+
msgid "Emitted when the timer reaches the end."
msgstr "Emesso quando il timer raggiunge la fine."
+msgid ""
+"Update the timer every physics process frame (see [constant Node."
+"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
+msgstr ""
+"Aggiorna il timer a ogni frame di processo di fisica (vedi [constant Node."
+"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
+
+msgid ""
+"Update the timer every process (rendered) frame (see [constant Node."
+"NOTIFICATION_INTERNAL_PROCESS])."
+msgstr ""
+"Aggiorna il timer a ogni frame di processo (renderizzato) (vedi [constant "
+"Node.NOTIFICATION_INTERNAL_PROCESS])."
+
+msgid "TLS configuration for clients and servers."
+msgstr "Configurazione TLS per client e server."
+
+msgid ""
+"Returns the [X509Certificate] specified when creating with [method TLSOptions."
+"server]."
+msgstr ""
+"Restituisce il [X509Certificate] specificato durante la creazione con [method "
+"TLSOptions.server]."
+
+msgid ""
+"Returns the [CryptoKey] specified when creating with [method TLSOptions."
+"server]."
+msgstr ""
+"Restituisce il [CryptoKey] specificato durante la creazione con [method "
+"TLSOptions.server]."
+
+msgid ""
+"Returns [code]true[/code] if created with [method TLSOptions.server], "
+"[code]false[/code] otherwise."
+msgstr ""
+"Restituisce [code]true[/code] se creato con [method TLSOptions.server], "
+"altrimenti [code]false[/code]."
+
+msgid ""
+"Returns [code]true[/code] if created with [method TLSOptions.client_unsafe], "
+"[code]false[/code] otherwise."
+msgstr ""
+"Restituisce [code]true[/code] se creato con [method TLSOptions."
+"client_unsafe], altrimenti [code]false[/code]."
+
+msgid ""
+"Creates a TLS server configuration using the provided [param key] and [param "
+"certificate].\n"
+"[b]Note:[/b] The [param certificate] should include the full certificate "
+"chain up to the signing CA (certificates file can be concatenated using a "
+"general purpose text editor)."
+msgstr ""
+"Crea una configurazione del server TLS utilizzando la chiave [param key] e il "
+"certificato [param certificate] forniti.\n"
+"[b]Nota:[/b] [param certificate] dovrebbe includere l'intera catena di "
+"certificati fino alla CA firmataria (il file dei certificati può essere "
+"concatenato utilizzando un editor di testo generico)."
+
+msgid "Class representing a torus [PrimitiveMesh]."
+msgstr "Classe che rappresenta un [PrimitiveMesh] toro."
+
+msgid "Button for touch screen devices for gameplay use."
+msgstr "Pulsante per dispositivi touch screen per l'utilizzo nel gioco."
+
+msgid ""
+"TouchScreenButton allows you to create on-screen buttons for touch devices. "
+"It's intended for gameplay use, such as a unit you have to touch to move. "
+"Unlike [Button], TouchScreenButton supports multitouch out of the box. "
+"Several TouchScreenButtons can be pressed at the same time with touch input.\n"
+"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set "
+"anchors on it. If you want to create menus or user interfaces, you may want "
+"to use [Button] nodes instead. To make button nodes react to touch events, "
+"you can enable the Emulate Mouse option in the Project Settings.\n"
+"You can configure TouchScreenButton to be visible only on touch devices, "
+"helping you develop your game both for desktop and mobile devices."
+msgstr ""
+"TouchScreenButton consente di creare pulsanti sullo schermo per dispositivi "
+"touch. È pensato per l'uso nel gameplay, come un'unità che devi toccare per "
+"muoverti. A differenza di [Button], TouchScreenButton supporta il multitouch "
+"pronto all'uso. È possibile premere più TouchScreenButton allo stesso tempo "
+"con input di tocco.\n"
+"Questo nodo eredita da [Node2D]. A differenza dei nodi [Control], non è "
+"possibile impostare ancore su di esso. Se vuoi creare menu o interfacce "
+"utente, potresti voler usare i nodi [Button]. Per far reagire i nodi pulsante "
+"agli eventi di tocco, puoi abilitare l'opzione Emula mouse nelle Impostazioni "
+"del progetto.\n"
+"Puoi configurare TouchScreenButton in modo che sia visibile solo sui "
+"dispositivi touch, aiutandoti a sviluppare il tuo gioco sia per i desktop sia "
+"per i dispositivi mobili."
+
+msgid "Returns [code]true[/code] if this button is currently pressed."
+msgstr "Restituisce [code]true[/code] se questo pulsante è attualmente premuto."
+
+msgid "The button's action. Actions can be handled with [InputEventAction]."
+msgstr ""
+"L'azione del pulsante. Le azioni possono essere gestite con "
+"[InputEventAction]."
+
+msgid "The button's bitmask."
+msgstr "La maschera di bit del pulsante."
+
+msgid ""
+"If [code]true[/code], the [signal pressed] and [signal released] signals are "
+"emitted whenever a pressed finger goes in and out of the button, even if the "
+"pressure started outside the active area of the button.\n"
+"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
+msgstr ""
+"Se [code]true[/code], i segnali [signal pressed] e [signal released] sono "
+"emessi ogni volta che un dito premuto entra ed esce dal pulsante, anche se la "
+"pressione è iniziata all'esterno dell'area attiva del pulsante.\n"
+"[b]Nota:[/b] Questa è una modalità di pressione \"pass-by\" (non \"bypass\")."
+
+msgid "The button's shape."
+msgstr "La forma del pulsante."
+
+msgid ""
+"If [code]true[/code], the button's shape is centered in the provided texture. "
+"If no texture is used, this property has no effect."
+msgstr ""
+"Se [code]true[/code], la forma del pulsante è centrata nella texture fornita. "
+"Se nessuna texture è utilizzata, questa proprietà non ha effetto."
+
msgid "If [code]true[/code], the button's shape is visible in the editor."
msgstr "Se [code]true[/code], la forma del bottone è visibile nell'editor."
+msgid "The button's texture for the normal state."
+msgstr "La texture del pulsante per lo stato normale."
+
+msgid "The button's texture for the pressed state."
+msgstr "La texture del pulsante per lo stato premuto."
+
+msgid ""
+"The button's visibility mode. See [enum VisibilityMode] for possible values."
+msgstr ""
+"La modalità di visibilità del pulsante. Vedi [enum VisibilityMode] per i "
+"valori possibili."
+
+msgid "Emitted when the button is pressed (down)."
+msgstr "Emesso quando il pulsante viene premuto."
+
+msgid "Emitted when the button is released (up)."
+msgstr "Emesso quando il pulsante viene rilasciato."
+
msgid "Always visible."
msgstr "Sempre visibile."
+msgid "Visible on touch screens only."
+msgstr "Visibile solo sui touchscreen."
+
+msgid "A 2×3 matrix representing a 2D transformation."
+msgstr "Una matrice 2×3 che rappresenta una trasformazione 2D."
+
+msgid ""
+"The [Transform2D] built-in [Variant] type is a 2×3 [url=https://en.wikipedia."
+"org/wiki/Matrix_(mathematics)]matrix[/url] representing a transformation in "
+"2D space. It contains three [Vector2] values: [member x], [member y], and "
+"[member origin]. Together, they can represent translation, rotation, scale, "
+"and skew.\n"
+"The [member x] and [member y] axes form a 2×2 matrix, known as the "
+"transform's [b]basis[/b]. The length of each axis ([method Vector2.length]) "
+"influences the transform's scale, while the direction of all axes influence "
+"the rotation. Usually, both axes are perpendicular to one another. However, "
+"when you rotate one axis individually, the transform becomes skewed. Applying "
+"a skewed transform to a 2D sprite will make the sprite appear distorted.\n"
+"For a general introduction, see the [url=$DOCS_URL/tutorials/math/"
+"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n"
+"[b]Note:[/b] Unlike [Transform3D], there is no 2D equivalent to the [Basis] "
+"type. All mentions of \"basis\" refer to the [member x] and [member y] "
+"components of [Transform2D]."
+msgstr ""
+"Il tipo di [Variant] integrato [Transform2D] è una [url=https://it.wikipedia."
+"org/wiki/Matrice]matrice[/url] 2×3 che rappresenta una trasformazione nello "
+"spazio 2D. Contiene tre valori [Vector2]: [member x], [member y] e [member "
+"origin]. Insieme, possono rappresentare traslazione, rotazione, scala e "
+"inclinazione.\n"
+"Gli assi [member x] e [member y] formano una matrice 2×2, nota come [b]base[/"
+"b] della trasformazione. La lunghezza di ogni asse ([method Vector2.length]) "
+"influenza la scala della trasformazione, mentre la direzione di tutti gli "
+"assi influenza la rotazione. Di solito, entrambi gli assi sono perpendicolari "
+"tra loro. Tuttavia, quando si ruota un asse individualmente, la "
+"trasformazione diventa inclinata. L'applicazione di una trasformazione "
+"inclinata a uno sprite 2D farà apparire lo sprite distorto.\n"
+"Per un'introduzione generale, consulta il tutorial [url=$DOCS_URL/tutorials/"
+"math/matrices_and_transforms.html]Matrici e trasformazioni[/url].\n"
+"[b]Nota:[/b] A differenza di [Transform3D], non esiste un equivalente 2D del "
+"tipo [Basis]. Tutte le menzioni di \"base\" si riferiscono ai componenti "
+"[member x] e [member y] di [Transform2D]."
+
+msgid "Constructs a [Transform2D] identical to [constant IDENTITY]."
+msgstr "Costruisce un [Transform2D] identico a [constant IDENTITY]."
+
msgid "Constructs a [Transform2D] as a copy of the given [Transform2D]."
msgstr "Costruisce un [Transform2D] come copia del [Transform2D] specificato."
+msgid "Constructs a [Transform2D] from a given angle (in radians) and position."
+msgstr ""
+"Costruisce un [Transform2D] da un determinato angolo (in radianti) e "
+"posizione."
+
+msgid ""
+"Constructs a [Transform2D] from a given angle (in radians), scale, skew (in "
+"radians), and position."
+msgstr ""
+"Costruisce un [Transform2D] da un determinato angolo (in radianti), scala, "
+"inclinazione (in radianti) e posizione."
+
+msgid ""
+"Constructs a [Transform2D] from 3 [Vector2] values representing [member x], "
+"[member y], and the [member origin] (the three matrix columns)."
+msgstr ""
+"Costruisce un [Transform2D] da 3 valori [Vector2] che rappresentano [member "
+"x], [member y] e [member origin] (le tre colonne della matrice)."
+
+msgid ""
+"Returns the inverted version of this transform. Unlike [method inverse], this "
+"method works with almost any basis, including non-uniform ones, but is "
+"slower. See also [method inverse].\n"
+"[b]Note:[/b] For this method to return correctly, the transform's basis needs "
+"to have a determinant that is not exactly [code]0[/code] (see [method "
+"determinant])."
+msgstr ""
+"Restituisce la versione invertita di questa trasformazione. A differenza di "
+"[method inverse], questo metodo funziona con quasi tutte le basi, comprese "
+"quelle non uniformi, ma è più lento. Vedi anche [method inverso].\n"
+"[b]Nota:[/b] Affinché questo metodo restituisca correttamente, la base della "
+"trasformazione deve avere un determinante che non sia esattamente [code]0[/"
+"code] (vedi [method determinant])."
+
+msgid ""
+"Returns a copy of the [param v] vector, transformed (multiplied) by the "
+"transform basis's matrix. Unlike the multiplication operator ([code]*[/"
+"code]), this method ignores the [member origin]."
+msgstr ""
+"Restituisce una copia del vettore [param v], trasformato (moltiplicato) per "
+"la matrice della base di trasformazione. A differenza dell'operatore di "
+"moltiplicazione ([code]*[/code]), questo metodo ignora l'[member origin]."
+
+msgid ""
+"Returns a copy of the [param v] vector, transformed (multiplied) by the "
+"inverse transform basis's matrix (see [method inverse]). This method ignores "
+"the [member origin].\n"
+"[b]Note:[/b] This method assumes that this transform's basis is "
+"[i]orthonormal[/i] (see [method orthonormalized]). If the basis is not "
+"orthonormal, [code]transform.affine_inverse().basis_xform(vector)[/code] "
+"should be used instead (see [method affine_inverse])."
+msgstr ""
+"Restituisce una copia del vettore [param v], trasformato (moltiplicato) per "
+"la matrice della base di trasformazione inversa (vedi [method inverse]). "
+"Questo metodo ignora l'[member origin].\n"
+"[b]Nota:[/b] Questo metodo presuppone che la base di questa trasformazione "
+"sia [i]ortonormale[/i] (vedi [method orthonormalized]). Se la base non è "
+"ortonormale, dovrebbe essere usato [code]transform.affine_inverse()."
+"basis_xform(vector)[/code] (vedi [method affline_inverse])."
+
+msgid ""
+"Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] "
+"of this transform basis's matrix. For advanced math, this number can be used "
+"to determine a few attributes:\n"
+"- If the determinant is exactly [code]0[/code], the basis is not invertible "
+"(see [method inverse]).\n"
+"- If the determinant is a negative number, the basis represents a negative "
+"scale.\n"
+"[b]Note:[/b] If the basis's scale is the same for every axis, its determinant "
+"is always that scale by the power of 2."
+msgstr ""
+"Restituisce il [url=https://it.wikipedia.org/wiki/"
+"Determinante_(algebra)]determinante[/url] della matrice di questa base di "
+"trasformazione. Per la matematica avanzata, questo numero può essere "
+"utilizzato per determinare alcuni attributi:\n"
+"- Se il determinante è esattamente [code]0[/code], la base non è invertibile "
+"(vedi [method inverse]).\n"
+"- Se il determinante è un numero negativo, la base rappresenta una scala "
+"negativa.\n"
+"[b]Nota:[/b] Se la scala della base è la stessa per ogni asse, il suo "
+"determinante è sempre quella scala alla potenza di 2."
+
+msgid "Returns this transform's translation. Equivalent to [member origin]."
+msgstr ""
+"Restituisce la traslazione di questa trasformazione. Equivale a [member "
+"origin]."
+
+msgid ""
+"Returns this transform's rotation (in radians). This is equivalent to [member "
+"x]'s angle (see [method Vector2.angle])."
+msgstr ""
+"Restituisce la rotazione di questa trasformazione (in radianti). Ciò equivale "
+"all'angolo di [member x] (vedi [method Vector2.angle])."
+
+msgid ""
+"Returns the length of both [member x] and [member y], as a [Vector2]. If this "
+"transform's basis is not skewed, this value is the scaling factor. It is not "
+"affected by rotation.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var my_transform = Transform2D(\n"
+" Vector2(2, 0),\n"
+" Vector2(0, 4),\n"
+" Vector2(0, 0)\n"
+")\n"
+"# Rotating the Transform2D in any way preserves its scale.\n"
+"my_transform = my_transform.rotated(TAU / 2)\n"
+"\n"
+"print(my_transform.get_scale()) # Prints (2, 4).\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var myTransform = new Transform2D(\n"
+" Vector3(2.0f, 0.0f),\n"
+" Vector3(0.0f, 4.0f),\n"
+" Vector3(0.0f, 0.0f)\n"
+");\n"
+"// Rotating the Transform2D in any way preserves its scale.\n"
+"myTransform = myTransform.Rotated(Mathf.Tau / 2.0f);\n"
+"\n"
+"GD.Print(myTransform.GetScale()); // Prints (2, 4, 8).\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] If the value returned by [method determinant] is negative, the "
+"scale is also negative."
+msgstr ""
+"Restituisce la lunghezza di [member x] e [member y], come [Vector2]. Se la "
+"base di questa trasformazione non è distorta, questo valore è il fattore di "
+"scala. Non è influenzato dalla rotazione.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var my_transform = Transform2D(\n"
+" Vector2(2, 0),\n"
+" Vector2(0, 4),\n"
+" Vector2(0, 0)\n"
+")\n"
+"# Ruotare il Transform2D in qualsiasi modo ne preserva la scala.\n"
+"my_transform = my_transform.rotated(TAU / 2)\n"
+"\n"
+"print(my_transform.get_scale()) # Stampa (2, 4).\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var myTransform = new Transform2D(\n"
+" Vector3(2.0f, 0.0f),\n"
+" Vector3(0.0f, 4.0f),\n"
+" Vector3(0.0f, 0.0f)\n"
+");\n"
+"// Ruotare il Transform2D in qualsiasi modo ne preserva la scala.\n"
+"myTransform = myTransform.Rotated(Mathf.Tau / 2.0f);\n"
+"\n"
+"GD.Print(myTransform.GetScale()); // Stampa (2, 4, 8).\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Nota:[/b] Se il valore restituito da [method determinant] è negativo, "
+"anche la scala è negativa."
+
+msgid "Returns this transform's skew (in radians)."
+msgstr "Restituisce l'inclinazione di questa trasformazione (in radianti)."
+
+msgid ""
+"Returns the result of the linear interpolation between this transform and "
+"[param xform] by the given [param weight].\n"
+"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] "
+"(inclusive). Values outside this range are allowed and can be used to perform "
+"[i]extrapolation[/i] instead."
+msgstr ""
+"Restituisce il risultato dell'interpolazione lineare tra questa "
+"trasformazione e [param xform] per il peso [param weight].\n"
+"[param weight] dovrebbe essere compreso tra [code]0.0[/code] e [code]1.0[/"
+"code] (inclusi). I valori al di fuori di questo intervallo sono consentiti e "
+"possono essere utilizzati per eseguire un'[i]estrapolazione[/i]."
+
+msgid ""
+"Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverted "
+"version of this transform[/url].\n"
+"[b]Note:[/b] For this method to return correctly, the transform's basis needs "
+"to be [i]orthonormal[/i] (see [method orthonormalized]). That means, the "
+"basis should only represent a rotation. If it does not, use [method "
+"affine_inverse] instead."
+msgstr ""
+"Restituisce la [url=https://it.wikipedia.org/wiki/"
+"Matrice_invertibile]versione invertita di questa trasformazione[/url].\n"
+"[b]Nota:[/b] Affinché questo metodo restituisca correttamente, la base della "
+"trasformazione deve essere [i]ortonormale[/i] (vedi [method "
+"orthonormalized]). Ciò significa che la base dovrebbe rappresentare solo una "
+"rotazione. In caso contrario, usa invece [method affine_inverse]."
+
+msgid ""
+"Returns [code]true[/code] if this transform's basis is conformal. A conformal "
+"basis is both [i]orthogonal[/i] (the axes are perpendicular to each other) "
+"and [i]uniform[/i] (the axes share the same length). This method can be "
+"especially useful during physics calculations."
+msgstr ""
+"Restituisce [code]true[/code] se la base di questa trasformazione è conforme. "
+"Una base conforme è sia [i]ortogonale[/i] (gli assi sono perpendicolari tra "
+"loro) sia [i]uniforme[/i] (gli assi condividono la stessa lunghezza). Questo "
+"metodo può essere particolarmente utile durante i calcoli di fisica."
+
msgid ""
"Returns [code]true[/code] if this transform and [param xform] are "
"approximately equal, by running [method @GlobalScope.is_equal_approx] on each "
"component."
msgstr ""
"Restituisce [code]true[/code] se questa trasformazione e [param xform] sono "
-"approssimativamente eguali, chiamando [method @GDScript.is_equal_approx] su "
+"approssimativamente uguali, chiamando [method @GDScript.is_equal_approx] su "
"ogni componente."
msgid ""
@@ -53378,6 +96648,212 @@ msgstr ""
"[method @GlobalScope.is_finite] su ogni componente."
msgid ""
+"Returns a copy of the transform rotated such that the rotated X-axis points "
+"towards the [param target] position, in global space."
+msgstr ""
+"Restituisce una copia della trasformazione ruotata in modo che l'asse X "
+"ruotato punti verso la posizione [param target], nello spazio globale."
+
+msgid ""
+"Returns a copy of this transform with its basis orthonormalized. An "
+"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to "
+"each other) and [i]normalized[/i] (the axes have a length of [code]1[/code]), "
+"which also means it can only represent rotation."
+msgstr ""
+"Restituisce una copia di questa trasformazione con la sua base "
+"ortonormalizzata. Una base ortonormale è sia [i]ortogonale[/i] (gli assi sono "
+"perpendicolari tra loro) sia [i]normalizzata[/i] (gli assi hanno una "
+"lunghezza di [code]1[/code]), il che significa anche che può rappresentare "
+"solo la rotazione."
+
+msgid ""
+"Returns a copy of the transform rotated by the given [param angle] (in "
+"radians).\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
+"the left, i.e., [code]R * X[/code].\n"
+"This can be seen as transforming with respect to the global/parent frame."
+msgstr ""
+"Restituisce una copia della trasformazione ruotata dell'angolo [param angle] "
+"(in radianti).\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una corrispondente trasformazione "
+"di rotazione [code]R[/code] da sinistra, ovvero [code]R * X[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame globale/"
+"padre."
+
+msgid ""
+"Returns a copy of the transform rotated by the given [param angle] (in "
+"radians).\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
+"the right, i.e., [code]X * R[/code].\n"
+"This can be seen as transforming with respect to the local frame."
+msgstr ""
+"Restituisce una copia della trasformazione ruotata dell'angolo [param angle] "
+"(in radianti).\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una corrispondente trasformazione "
+"di rotazione [code]R[/code] da destra, ovvero [code]X * R[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame locale."
+
+msgid ""
+"Returns a copy of the transform scaled by the given [param scale] factor.\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the "
+"left, i.e., [code]S * X[/code].\n"
+"This can be seen as transforming with respect to the global/parent frame."
+msgstr ""
+"Restituisce una copia della trasformazione scalata dal fattore [param scale] "
+"specificato.\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una trasformazione di scala "
+"corrispondente [code]S[/code] da sinistra, ovvero [code]S * X[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame globale/"
+"padre."
+
+msgid ""
+"Returns a copy of the transform scaled by the given [param scale] factor.\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the "
+"right, i.e., [code]X * S[/code].\n"
+"This can be seen as transforming with respect to the local frame."
+msgstr ""
+"Restituisce una copia della trasformazione scalata dal fattore [param scale] "
+"specificato.\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una trasformazione di scala "
+"corrispondente [code]S[/code] da destra, ovvero [code]X * S[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame locale."
+
+msgid ""
+"Returns a copy of the transform translated by the given [param offset].\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding translation transform [code]T[/code] from "
+"the left, i.e., [code]T * X[/code].\n"
+"This can be seen as transforming with respect to the global/parent frame."
+msgstr ""
+"Restituisce una copia della trasformazione traslata dal valore di [param "
+"offset].\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una corrispondente trasformazione "
+"di traslazione [code]T[/code] da sinistra, ovvero [code]T * X[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame globale/"
+"padre."
+
+msgid ""
+"Returns a copy of the transform translated by the given [param offset].\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding translation transform [code]T[/code] from "
+"the right, i.e., [code]X * T[/code].\n"
+"This can be seen as transforming with respect to the local frame."
+msgstr ""
+"Restituisce una copia della trasformazione traslata dal valore di [param "
+"offset].\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una corrispondente trasformazione "
+"di traslazione [code]T[/code] da destra, ovvero [code]X * T[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame locale."
+
+msgid ""
+"The translation offset of this transform, and the column [code]2[/code] of "
+"the matrix. In 2D space, this can be seen as the position."
+msgstr ""
+"L'offset di traslazione di questa trasformazione e la colonna [code]2[/code] "
+"della matrice. Nello spazio 2D, questo può essere visto come la posizione."
+
+msgid ""
+"The transform basis's X axis, and the column [code]0[/code] of the matrix. "
+"Combined with [member y], this represents the transform's rotation, scale, "
+"and skew.\n"
+"On the identity transform, this vector points right ([constant Vector2."
+"RIGHT])."
+msgstr ""
+"L'asse X della base di trasformazione e la colonna [code]0[/code] della "
+"matrice. Combinato con [member y], questo rappresenta la rotazione, la scala "
+"e l'inclinazione della trasformazione.\n"
+"Sulla trasformazione di identità, questo vettore punta a destra ([constant "
+"Vector2.RIGHT])."
+
+msgid ""
+"The transform basis's Y axis, and the column [code]1[/code] of the matrix. "
+"Combined with [member x], this represents the transform's rotation, scale, "
+"and skew.\n"
+"On the identity transform, this vector points up ([constant Vector2.UP])."
+msgstr ""
+"L'asse Y della base di trasformazione e la colonna [code]1[/code] della "
+"matrice. Combinato con [member x], questo rappresenta la rotazione, la scala "
+"e l'inclinazione della trasformazione.\n"
+"Sulla trasformazione di identità, questo vettore punta in alto ([constant "
+"Vector2.UP])."
+
+msgid ""
+"The identity [Transform2D]. A transform with no translation, no rotation, and "
+"its scale being [code]1[/code]. When multiplied by another [Variant] such as "
+"[Rect2] or another [Transform2D], no transformation occurs. This means that:\n"
+"- The [member x] points right ([constant Vector2.RIGHT]);\n"
+"- The [member y] points up ([constant Vector2.UP]).\n"
+"[codeblock]\n"
+"var transform = Transform2D.IDENTITY\n"
+"print(\"| X | Y | Origin\")\n"
+"print(\"| %s | %s | %s\" % [transform.x.x, transform.y.x, transform.origin."
+"x])\n"
+"print(\"| %s | %s | %s\" % [transform.x.y, transform.y.y, transform.origin."
+"y])\n"
+"# Prints:\n"
+"# | X | Y | Origin\n"
+"# | 1 | 0 | 0\n"
+"# | 0 | 1 | 0\n"
+"[/codeblock]\n"
+"This is identical to creating [constructor Transform2D] without any "
+"parameters. This constant can be used to make your code clearer, and for "
+"consistency with C#."
+msgstr ""
+"Il [Transform2D] di identità. Una trasformazione senza traslazione, senza "
+"rotazione e con scala pari a [code]1[/code]. Quando moltiplicata per un'altra "
+"[Variant] come [Rect2] o un'altra [Transform2D], non si verifica alcuna "
+"trasformazione. Ciò significa che:\n"
+"- Il [member x] punta a destra ([constant Vector2.RIGHT]);\n"
+"- Il [member y] punta in alto ([constant Vector2.UP]).\n"
+"[codeblock]\n"
+"var transform = Transform2D.IDENTITY\n"
+"print(\"| X | Y | Origin\")\n"
+"print(\"| %s | %s | %s\" % [transform.x.x, transform.y.x, transform.origin."
+"x])\n"
+"print(\"| %s | %s | %s\" % [transform.x.y, transform.y.y, transform.origin."
+"y])\n"
+"# Stampa:\n"
+"# | X | Y | Origin\n"
+"# | 1 | 0 | 0\n"
+"# | 0 | 1 | 0\n"
+"[/codeblock]\n"
+"Questo è identico alla creazione di [constructor Transform2D] senza "
+"parametri. Questa costante può essere usata per rendere il codice più chiaro "
+"e per coerenza con C#."
+
+msgid ""
+"When any transform is multiplied by [constant FLIP_X], it negates all "
+"components of the [member x] axis (the X column).\n"
+"When [constant FLIP_X] is multiplied by any basis, it negates the [member "
+"Vector2.x] component of all axes (the X row)."
+msgstr ""
+"Quando una qualsiasi trasformazione è moltiplicata per [constant FLIP_X], "
+"nega tutti i componenti dell'asse [member x] (la colonna X).\n"
+"Quando [constant FLIP_X] è moltiplicata per qualsiasi base, nega il "
+"componente [member Vector2.x] di tutti gli assi (la riga X)."
+
+msgid ""
+"When any transform is multiplied by [constant FLIP_Y], it negates all "
+"components of the [member y] axis (the Y column).\n"
+"When [constant FLIP_Y] is multiplied by any basis, it negates the [member "
+"Vector2.y] component of all axes (the Y row)."
+msgstr ""
+"Quando una qualsiasi trasformazione è moltiplicata per [constant FLIP_Y], "
+"nega tutti i componenti dell'asse [member y] (la colonna Y).\n"
+"Quando [constant FLIP_Y] è moltiplicata per qualsiasi base, nega il "
+"componente [member Vector2.y] di tutti gli assi (la riga Y)."
+
+msgid ""
"Returns [code]true[/code] if the components of both transforms are not "
"equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
@@ -53389,6 +96865,74 @@ msgstr ""
"invece utilizzare [method is_equal_approx], che è più affidabile."
msgid ""
+"Transforms (multiplies) every [Vector2] element of the given "
+"[PackedVector2Array] by this transformation matrix.\n"
+"On larger arrays, this operation is much faster than transforming each "
+"[Vector2] individually."
+msgstr ""
+"Trasforma (moltiplica) ogni elemento [Vector2] del [PackedVector2Array] "
+"specificato per questa matrice di trasformazione.\n"
+"Su array più grandi, questa operazione è molto più veloce della "
+"trasformazione di ogni singolo [Vector2]."
+
+msgid "Transforms (multiplies) the [Rect2] by this transformation matrix."
+msgstr "Trasforma (moltiplica) il [Rect2] per questa matrice di trasformazione."
+
+msgid ""
+"Transforms (multiplies) this transform by the [param right] transform.\n"
+"This is the operation performed between parent and child [CanvasItem] nodes.\n"
+"[b]Note:[/b] If you need to only modify one attribute of this transform, "
+"consider using one of the following methods, instead:\n"
+"- For translation, see [method translated] or [method translated_local].\n"
+"- For rotation, see [method rotated] or [method rotated_local].\n"
+"- For scale, see [method scaled] or [method scaled_local]."
+msgstr ""
+"Trasforma (moltiplica) questa trasformazione per la trasformazione [param "
+"right].\n"
+"Questa è l'operazione eseguita tra i nodi [CanvasItem] genitore e figlio.\n"
+"[b]Nota:[/b] Se devi modificare solo un attributo di questa trasformazione, "
+"considera di usare uno dei seguenti metodi:\n"
+"- Per la traduzione, vedi [method translated] o [method translated_local].\n"
+"- Per la rotazione, vedi [method rotated] o [method rotated_local].\n"
+"- Per la scala, vedi [method scaled] o [method scaled_local]."
+
+msgid "Transforms (multiplies) the [Vector2] by this transformation matrix."
+msgstr ""
+"Trasforma (moltiplica) il [Vector2] per questa matrice di trasformazione."
+
+msgid ""
+"Multiplies all components of the [Transform2D] by the given [float], "
+"including the [member origin]. This affects the transform's scale uniformly."
+msgstr ""
+"Moltiplica tutti i componenti del [Transform2D] per il [float] indicato, "
+"incluso l'[member origin]. Ciò influenza la scala della trasformazione in "
+"modo uniforme."
+
+msgid ""
+"Multiplies all components of the [Transform2D] by the given [int], including "
+"the [member origin]. This affects the transform's scale uniformly."
+msgstr ""
+"Moltiplica tutti i componenti del [Transform2D] per l'[int] indicato, incluso "
+"l'[member origin]. Ciò influenza la scala della trasformazione in modo "
+"uniforme."
+
+msgid ""
+"Divides all components of the [Transform2D] by the given [float], including "
+"the [member origin]. This affects the transform's scale uniformly."
+msgstr ""
+"Divide tutti i componenti del [Transform2D] per il [float] indicato, incluso "
+"l'[member origin]. Ciò influenza la scala della trasformazione in modo "
+"uniforme."
+
+msgid ""
+"Divides all components of the [Transform2D] by the given [int], including the "
+"[member origin]. This affects the transform's scale uniformly."
+msgstr ""
+"Divide tutti i componenti del [Transform2D] per l'[int] indicato, incluso "
+"l'[member origin]. Ciò influenza la scala della trasformazione in modo "
+"uniforme."
+
+msgid ""
"Returns [code]true[/code] if the components of both transforms are exactly "
"equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
@@ -53399,18 +96943,478 @@ msgstr ""
"[b]Note:[/b] A causa di errori di precisione per virgola mobile, considera "
"invece utilizzare [method is_equal_approx], che è più affidabile."
+msgid ""
+"Accesses each axis (column) of this transform by their index. Index [code]0[/"
+"code] is the same as [member x], index [code]1[/code] is the same as [member "
+"y], and index [code]2[/code] is the same as [member origin]."
+msgstr ""
+"Accede a ciascun asse (colonna) di questa trasformazione tramite il loro "
+"indice. L'indice [code]0[/code] è lo stesso di [member x], l'indice [code]1[/"
+"code] è lo stesso di [member y] e l'indice [code]2[/code] è lo stesso di "
+"[member origin]."
+
+msgid "A 3×4 matrix representing a 3D transformation."
+msgstr "Una matrice 3×4 che rappresenta una trasformazione 3D."
+
+msgid ""
+"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a "
+"transformation in 3D space. It contains a [Basis], which on its own can "
+"represent rotation, scale, and shear. Additionally, combined with its own "
+"[member origin], the transform can also represent a translation.\n"
+"For a general introduction, see the [url=$DOCS_URL/tutorials/math/"
+"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n"
+"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-"
+"hand_rule]right-handed coordinate system[/url], which is a common standard. "
+"For directions, the convention for built-in types like [Camera3D] is for -Z "
+"to point forward (+X is right, +Y is up, and +Z is back). Other objects may "
+"use different direction conventions. For more information, see the "
+"[url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/"
+"model_export_considerations.html#d-asset-direction-conventions]3D asset "
+"direction conventions[/url] tutorial."
+msgstr ""
+"Il tipo di [Variant] integrato [Transform3D] è una matrice 3×4 che "
+"rappresenta una trasformazione nello spazio 3D. Contiene una [Basis], che da "
+"sola può rappresentare rotazione, scala e inclinazione. Inoltre, combinata "
+"con la sua [member origin], la trasformazione può anche rappresentare una "
+"traslazione.\n"
+"Per un'introduzione generale, consulta il tutorial [url=$DOCS_URL/tutorials/"
+"math/matrices_and_transforms.html]Matrici e trasformazioni[/url].\n"
+"[b]Nota:[/b] Godot utilizza un [url=https://it.wikipedia.org/wiki/"
+"Regola_della_mano_destra]sistema di coordinate destrorso[/url], che è uno "
+"standard comune. Per le direzioni, la convenzione per i tipi integrati come "
+"[Camera3D] prevede che -Z punti in avanti (+X è destra, +Y è su +Z è "
+"indietro). Altri oggetti possono utilizzare convenzioni di direzione diverse. "
+"Per ulteriori informazioni, consulta il tutorial [url=$DOCS_URL/tutorials/"
+"assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-"
+"direction-conventions]Convenzioni sulla direzione delle risorse 3D[/url]."
+
+msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]."
+msgstr "Costruisce un [Transform3D] identico a [constant IDENTITY]."
+
msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]."
msgstr "Costruisce un [Transform3D] come copia del [Transform3D] specificato."
msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]."
msgstr "Costruisce un [Transform3D] da un [Basis] e [Vector3]."
+msgid ""
+"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a "
+"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last "
+"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], "
+"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new "
+"transform)."
+msgstr ""
+"Costruisce un [Transform3D] da una [Projection]. Poiché [Transform3D] è una "
+"matrice 3×4 e [Projection] è una matrice 4×4, questa operazione scarta "
+"l'ultima riga della matrice di proiezione ([code]from.x.w[/code], [code]from."
+"y.w[/code], [code]from.z.w[/code] e [code]from.w.w[/code] non sono inclusi "
+"nella nuova trasformazione)."
+
+msgid ""
+"Constructs a [Transform3D] from four [Vector3] values (also called matrix "
+"columns).\n"
+"The first three arguments are the [member basis]'s axes ([member Basis.x], "
+"[member Basis.y], and [member Basis.z])."
+msgstr ""
+"Costruisce un [Transform3D] da quattro valori [Vector3] (chiamati anche "
+"colonne di matrice).\n"
+"I primi tre argomenti sono gli assi della [member basis] ([member Basis.x], "
+"[member Basis.y] e [member Basis.z])."
+
+msgid ""
+"Returns the inverted version of this transform. Unlike [method inverse], this "
+"method works with almost any [member basis], including non-uniform ones, but "
+"is slower. See also [method Basis.inverse].\n"
+"[b]Note:[/b] For this method to return correctly, the transform's [member "
+"basis] needs to have a determinant that is not exactly [code]0[/code] (see "
+"[method Basis.determinant])."
+msgstr ""
+"Restituisce la versione invertita di questa trasformazione. A differenza di "
+"[method inverse], questo metodo funziona con quasi ogni [member basis], "
+"comprese quelle non uniformi, ma è più lento. Vedi anche [method Basis."
+"inverse].\n"
+"[b]Nota:[/b] Affinché questo metodo restituisca correttamente, la [member "
+"basis] della trasformazione deve avere un determinante che non sia "
+"esattamente [code]0[/code] (vedi [method Basis.determinant])."
+
+msgid ""
+"Returns the inverted version of this transform. See also [method Basis."
+"inverse].\n"
+"[b]Note:[/b] For this method to return correctly, the transform's [member "
+"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). "
+"That means, the basis should only represent a rotation. If it does not, use "
+"[method affine_inverse] instead."
+msgstr ""
+"Restituisce la versione invertita di questa trasformazione. Vedi anche "
+"[method Basis.inverse].\n"
+"[b]Nota:[/b] Affinché questo metodo restituisca correttamente, la [member "
+"basis] della trasformazione deve essere [i]ortonormale[/i] (vedi [method "
+"Basis.orthonormalized]). Ciò significa che la base dovrebbe rappresentare "
+"solo una rotazione. In caso contrario, usa invece [method affine_inverse]."
+
+msgid ""
+"Returns a copy of this transform rotated so 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 transform is "
+"orthonormalized. The existing rotation, scale, and skew information from the "
+"original transform is discarded. The [param target] and [param up] vectors "
+"cannot be zero, cannot be parallel to each other, and are defined in global/"
+"parent space.\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 ""
+"Restituisce una copia di questa trasformazione ruotata in modo che l'asse "
+"anteriore (-Z) punti verso la posizione [param target].\n"
+"L'asse superiore (+Y) punta il più vicino possibile al vettore [param up], "
+"pur rimanendo perpendicolare all'asse anteriore. La trasformazione risultante "
+"è ortonormalizzata. Le informazioni esistenti sulla rotazione, scala e "
+"inclinazione della trasformazione originale vengono scartate. I vettori "
+"[param target] e [param up] non possono essere zero, non possono essere "
+"paralleli tra loro e sono definiti nello spazio globale/padre.\n"
+"Se [param use_model_front] è [code]true[/code], l'asse +Z (asset front) viene "
+"trattato come anteriore (implica che +X sia a sinistra) e punta verso la "
+"posizione [param target]. Per impostazione predefinita, l'asse -Z (avanti per "
+"la telecamera) viene trattato come anteriore (implica che +X sia a destra)."
+
+msgid ""
+"Returns a copy of this transform with its [member basis] orthonormalized. An "
+"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to "
+"each other) and [i]normalized[/i] (the axes have a length of [code]1[/code]), "
+"which also means it can only represent rotation. See also [method Basis."
+"orthonormalized]."
+msgstr ""
+"Restituisce una copia di questa trasformazione con la sua [member basis] "
+"ortonormalizzata. Una base ortonormale è sia [i]ortogonale[/i] (gli assi sono "
+"perpendicolari tra loro) sia [i]normalizzata[/i] (gli assi hanno una "
+"lunghezza di [code]1[/code]), il che significa anche che può rappresentare "
+"solo la rotazione. Vedi anche [method Basis.orthonormalized]."
+
+msgid ""
+"Returns a copy of this transform rotated around the given [param axis] by the "
+"given [param angle] (in radians).\n"
+"The [param axis] must be a normalized vector.\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
+"the left, i.e., [code]R * X[/code].\n"
+"This can be seen as transforming with respect to the global/parent frame."
+msgstr ""
+"Restituisce una copia di questa trasformazione ruotata attorno all'asse "
+"[param axis] dell'angolo [param angle] (in radianti).\n"
+"L'asse [param axis] deve essere un vettore normalizzato.\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una corrispondente trasformazione "
+"di rotazione [code]R[/code] da sinistra, ovvero, [code]R * X[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame globale/"
+"padre."
+
+msgid ""
+"Returns a copy of this transform rotated around the given [param axis] by the "
+"given [param angle] (in radians).\n"
+"The [param axis] must be a normalized vector.\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
+"the right, i.e., [code]X * R[/code].\n"
+"This can be seen as transforming with respect to the local frame."
+msgstr ""
+"Restituisce una copia di questa trasformazione ruotata attorno all'asse "
+"[param axis] dell'angolo [param angle] (in radianti).\n"
+"L'asse [param axis] deve essere un vettore normalizzato.\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una corrispondente trasformazione "
+"di rotazione [code]R[/code] da destra, ovvero, [code]X * R[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame locale."
+
+msgid ""
+"Returns a copy of this transform scaled by the given [param scale] factor.\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the "
+"left, i.e., [code]S * X[/code].\n"
+"This can be seen as transforming with respect to the global/parent frame."
+msgstr ""
+"Restituisce una copia di questa trasformazione scalata dal fattore [param "
+"scale] specificato.\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una trasformazione di scala "
+"corrispondente [code]S[/code] da sinistra, ovvero [code]S * X[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame globale/"
+"padre."
+
+msgid ""
+"Returns a copy of this transform scaled by the given [param scale] factor.\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the "
+"right, i.e., [code]X * S[/code].\n"
+"This can be seen as transforming with respect to the local frame."
+msgstr ""
+"Restituisce una copia di questa trasformazione scalata dal fattore [param "
+"scale] specificato.\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una trasformazione di scala "
+"corrispondente [code]S[/code] da destra, ovvero [code]X * S[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame locale."
+
+msgid ""
+"Returns a copy of this transform translated by the given [param offset].\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding translation transform [code]T[/code] from "
+"the left, i.e., [code]T * X[/code].\n"
+"This can be seen as transforming with respect to the global/parent frame."
+msgstr ""
+"Restituisce una copia di questa trasformazione traslata dal valore di [param "
+"offset].\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una corrispondente trasformazione "
+"di traslazione [code]T[/code] da sinistra, ovvero [code]T * X[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame globale/"
+"padre."
+
+msgid ""
+"Returns a copy of this transform translated by the given [param offset].\n"
+"This method is an optimized version of multiplying the given transform "
+"[code]X[/code] with a corresponding translation transform [code]T[/code] from "
+"the right, i.e., [code]X * T[/code].\n"
+"This can be seen as transforming with respect to the local frame."
+msgstr ""
+"Restituisce una copia di questa trasformazione traslata dal valore di [param "
+"offset].\n"
+"Questo metodo è una versione ottimizzata della moltiplicazione della "
+"trasformazione fornita [code]X[/code] con una corrispondente trasformazione "
+"di traslazione [code]T[/code] da destra, ovvero [code]X * T[/code].\n"
+"Questo può essere visto come una trasformazione rispetto al frame locale."
+
+msgid ""
+"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], "
+"[member Basis.y], and [member Basis.z]). Together, these represent the "
+"transform's rotation, scale, and shear."
+msgstr ""
+"La [Basis] di questa trasformazione. È composta da 3 assi ([member Basis.x], "
+"[member Basis.y] e [member Basis.z]). Insieme, rappresentano la rotazione, la "
+"scala e l'inclinazione della trasformazione."
+
+msgid ""
+"The translation offset of this transform. In 3D space, this can be seen as "
+"the position."
+msgstr ""
+"L'offset di traslazione di questa trasformazione. Nello spazio 3D, questo può "
+"essere visto come la posizione."
+
+msgid ""
+"A transform with no translation, no rotation, and its scale being [code]1[/"
+"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n"
+"When multiplied by another [Variant] such as [AABB] or another [Transform3D], "
+"no transformation occurs."
+msgstr ""
+"Una trasformazione senza traslazione, senza rotazione e con scala pari a "
+"[code]1[/code]. La sua [member basis] è uguale a [constant Basis.IDENTITY].\n"
+"Quando moltiplicata per un'altra [Variant] come [AABB] o un'altra "
+"[Transform3D], non si verifica alcuna trasformazione."
+
+msgid ""
+"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its "
+"[member basis] is equal to [constant Basis.FLIP_X]."
+msgstr ""
+"[Transform3D] con specchiatura applicata perpendicolarmente al piano YZ. La "
+"sua [member basis] è uguale a [constant Basis.FLIP_X]."
+
+msgid ""
+"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its "
+"[member basis] is equal to [constant Basis.FLIP_Y]."
+msgstr ""
+"[Transform3D] con specchiatura applicata perpendicolarmente al piano XZ . La "
+"sua [member basis] è uguale a [constant Basis.FLIP_Y]."
+
+msgid ""
+"[Transform3D] with mirroring applied perpendicular to the XY plane. Its "
+"[member basis] is equal to [constant Basis.FLIP_Z]."
+msgstr ""
+"[Transform3D] con specchiatura applicata perpendicolarmente al piano XY. La "
+"sua [member basis] è uguale a [constant Basis.FLIP_Z]."
+
+msgid "Transforms (multiplies) the [AABB] by this transformation matrix."
+msgstr "Trasforma (moltiplica) l'[AABB] per questa matrice di trasformazione."
+
+msgid ""
+"Transforms (multiplies) every [Vector3] element of the given "
+"[PackedVector3Array] by this transformation matrix.\n"
+"On larger arrays, this operation is much faster than transforming each "
+"[Vector3] individually."
+msgstr ""
+"Trasforma (moltiplica) ogni elemento [Vector3] del [PackedVector3Array] "
+"specificato per questa matrice di trasformazione.\n"
+"Su array più grandi, questa operazione è molto più veloce della "
+"trasformazione di ogni singolo [Vector3]."
+
+msgid "Transforms (multiplies) the [Plane] by this transformation matrix."
+msgstr "Trasforma (moltiplica) il [Plane] per questa matrice di trasformazione."
+
+msgid ""
+"Transforms (multiplies) this transform by the [param right] transform.\n"
+"This is the operation performed between parent and child [Node3D]s.\n"
+"[b]Note:[/b] If you need to only modify one attribute of this transform, "
+"consider using one of the following methods, instead:\n"
+"- For translation, see [method translated] or [method translated_local].\n"
+"- For rotation, see [method rotated] or [method rotated_local].\n"
+"- For scale, see [method scaled] or [method scaled_local]."
+msgstr ""
+"Trasforma (moltiplica) questa trasformazione per la trasformazione [param "
+"right].\n"
+"Questa è l'operazione eseguita tra i nodi [Node3D] genitore e figlio.\n"
+"[b]Nota:[/b] Se devi modificare solo un attributo di questa trasformazione, "
+"considera di usare uno dei seguenti metodi:\n"
+"- Per la traduzione, vedi [method translated] o [method translated_local].\n"
+"- Per la rotazione, vedi [method rotated] o [method rotated_local].\n"
+"- Per la scala, vedi [method scaled] o [method scaled_local]."
+
+msgid "Transforms (multiplies) the [Vector3] by this transformation matrix."
+msgstr ""
+"Trasforma (moltiplica) il [Vector3] per questa matrice di trasformazione."
+
+msgid ""
+"Multiplies all components of the [Transform3D] by the given [float], "
+"including the [member origin]. This affects the transform's scale uniformly, "
+"scaling the [member basis]."
+msgstr ""
+"Moltiplica tutti i componenti del [Transform3D] per il [float] indicato, "
+"incluso l'[member origin]. Ciò influenza la scala della trasformazione in "
+"modo uniforme, ridimensionando la [member basis]."
+
+msgid ""
+"Multiplies all components of the [Transform3D] by the given [int], including "
+"the [member origin]. This affects the transform's scale uniformly, scaling "
+"the [member basis]."
+msgstr ""
+"Moltiplica tutti i componenti del [Transform3D] per l'[int] indicato, incluso "
+"l'[member origin]. Ciò influenza la scala della trasformazione in modo "
+"uniforme, ridimensionando la [member basis]."
+
+msgid ""
+"Divides all components of the [Transform3D] by the given [float], including "
+"the [member origin]. This affects the transform's scale uniformly, scaling "
+"the [member basis]."
+msgstr ""
+"Divide tutti i componenti del [Transform3D] per il [float] indicato, incluso "
+"l'[member origin]. Ciò influenza la scala della trasformazione in modo "
+"uniforme, ridimensionando la [member basis]."
+
+msgid ""
+"Divides all components of the [Transform3D] by the given [int], including the "
+"[member origin]. This affects the transform's scale uniformly, scaling the "
+"[member basis]."
+msgstr ""
+"Divide tutti i componenti del [Transform3D] per l'[int] indicato, incluso "
+"l'[member origin]. Ciò influenza la scala della trasformazione in modo "
+"uniforme, ridimensionando la [member basis]."
+
+msgid ""
+"A language translation that maps a collection of strings to their individual "
+"translations."
+msgstr ""
+"Una traduzione linguistica che mappa una raccolta di stringhe alle loro "
+"singole traduzioni."
+
+msgid ""
+"[Translation]s are resources that can be loaded and unloaded on demand. They "
+"map a collection of strings to their individual translations, and they also "
+"provide convenience methods for pluralization."
+msgstr ""
+"I [Translation] sono risorse che possono essere caricate e scaricate su "
+"richiesta. Mappano una raccolta di stringhe alle loro singole traduzioni e "
+"forniscono anche metodi di convenienza per la pluralizzazione."
+
+msgid "Internationalizing games"
+msgstr "Internazionalizzazione dei giochi"
+
+msgid "Locales"
+msgstr "Localizzazione"
+
+msgid "Virtual method to override [method get_message]."
+msgstr "Metodo virtuale per sovrascrivere [method get_message]."
+
+msgid "Virtual method to override [method get_plural_message]."
+msgstr "Metodo virtuale per sovrascrivere [method get_plural_message]."
+
+msgid ""
+"Adds a message if nonexistent, followed by its translation.\n"
+"An additional context could be used to specify the translation context or "
+"differentiate polysemic words."
+msgstr ""
+"Aggiunge un messaggio se non esiste, seguito dalla sua traduzione.\n"
+"Un contesto aggiuntivo potrebbe essere usato per specificare il contesto "
+"della traduzione o differenziare le parole polisemiche."
+
+msgid ""
+"Adds a message involving plural translation if nonexistent, followed by its "
+"translation.\n"
+"An additional context could be used to specify the translation context or "
+"differentiate polysemic words."
+msgstr ""
+"Aggiunge un messaggio che include una traduzione al plurale se non esiste, "
+"seguito dalla sua traduzione.\n"
+"Un ulteriore contesto potrebbe essere usato per specificare il contesto della "
+"traduzione o differenziare le parole polisemiche."
+
+msgid "Erases a message."
+msgstr "Elimina un messaggio."
+
+msgid "Returns a message's translation."
+msgstr "Restituisce la traduzione di un messaggio."
+
+msgid "Returns the number of existing messages."
+msgstr "Restituisce il numero di messaggi esistenti."
+
+msgid "Returns all the messages (keys)."
+msgstr "Restituisce tutti i messaggi (chiavi)."
+
+msgid ""
+"Returns a message's translation involving plurals.\n"
+"The number [param n] is the number or quantity of the plural object. It will "
+"be used to guide the translation system to fetch the correct plural form for "
+"the selected language."
+msgstr ""
+"Restituisce la traduzione di un messaggio che include i plurali.\n"
+"Il numero [param n] è il numero o la quantità dell'oggetto plurale. Sarà "
+"utilizzato per guidare il sistema di traduzione a recuperare la forma plurale "
+"corretta per la lingua selezionata."
+
msgid "Returns all the messages (translated text)."
msgstr "Restituisce tutti i messaggi (testo tradotto)."
+msgid "The locale of the translation."
+msgstr "La lingua della traduzione."
+
+msgid "The server responsible for language translations."
+msgstr "Il server responsabile delle traduzioni linguistiche."
+
+msgid ""
+"The server that manages all language translations. Translations can be added "
+"to or removed from it."
+msgstr ""
+"Il server che gestisce tutte le traduzioni linguistiche. Le traduzioni "
+"possono essere aggiunte o rimosse da esso."
+
+msgid "Adds a [Translation] resource."
+msgstr "Aggiunge una risorsa [Translation]."
+
+msgid "Clears the server from all translations."
+msgstr "Cancella tutte le traduzioni dal server."
+
+msgid ""
+"Compares two locales and returns a similarity score between [code]0[/code] "
+"(no match) and [code]10[/code] (full match)."
+msgstr ""
+"Confronta due impostazioni locali e restituisce un punteggio di similarità "
+"tra [code]0[/code] (nessuna corrispondenza) e [code]10[/code] (corrispondenza "
+"totale)."
+
msgid "Returns an array of known country codes."
msgstr "Restituisce un array di codici paese noti."
+msgid "Returns array of known language codes."
+msgstr "Restituisce un array di codici di lingua noti."
+
msgid "Returns an array of known script codes."
msgstr "Restituisce un array di codici di script noti."
@@ -53426,18 +97430,280 @@ msgstr ""
msgid "Returns an array of all loaded locales of the project."
msgstr "Restituisce un array di tutti i locali caricati del progetto."
+msgid ""
+"Returns the current locale of the project.\n"
+"See also [method OS.get_locale] and [method OS.get_locale_language] to query "
+"the locale of the user system."
+msgstr ""
+"Restituisce l'impostazione locale attuale del progetto.\n"
+"Vedi anche [method OF.get_locale] e [method OF.get_locale language] per "
+"recuperare l'impostazione locale del sistema utente."
+
+msgid ""
+"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
+"would return [code]\"English (United States)\"[/code])."
+msgstr ""
+"Restituisce la lingua di un'impostazione locale e la sua variante (ad esempio "
+"[code]\"en_US\"[/code] restituirebbe [code]\"English (United States)\"[/"
+"code])."
+
msgid "Returns a readable script name for the [param script] code."
msgstr "Restituisce un nome di script leggibile per il codice [param script]."
msgid ""
+"Returns the current locale of the editor.\n"
+"[b]Note:[/b] When called from an exported project returns the same value as "
+"[method get_locale]."
+msgstr ""
+"Restituisce l'impostazione locale attuale dell'editor.\n"
+"[b]Nota:[/b] Quando viene chiamato da un progetto esportato, restituisce lo "
+"stesso valore di [method get_locale]."
+
+msgid ""
+"Returns the [Translation] instance based on the [param locale] passed in.\n"
+"It will return [code]null[/code] if there is no [Translation] instance that "
+"matches the [param locale]."
+msgstr ""
+"Restituisce l'istanza [Translation] in base al [param locale] passato.\n"
+"Restituirà [code]null[/code] se non esiste alcuna istanza [Translation] che "
+"corrisponde al [param locale]."
+
+msgid ""
"Returns the pseudolocalized string based on the [param message] passed in."
msgstr ""
"Restituisce la stringa pseudolocalizzata in base al messaggio [param message] "
"passato."
+msgid "Reparses the pseudolocalization options and reloads the translation."
+msgstr "Riesamina le opzioni di pseudolocalizzazione e ricarica la traduzione."
+
+msgid "Removes the given translation from the server."
+msgstr "Rimuove la traduzione specificata dal server."
+
+msgid ""
+"Sets the locale of the project. The [param locale] string will be "
+"standardized to match known locales (e.g. [code]en-US[/code] would be matched "
+"to [code]en_US[/code]).\n"
+"If translations have been loaded beforehand for the new locale, they will be "
+"applied."
+msgstr ""
+"Imposta l'impostazione locale del progetto. La stringa [param locale] sarà "
+"standardizzata per corrispondere alle impostazioni locali note (ad esempio, "
+"[code]en-US[/code] sarebbe abbinata a [code]en_US[/code]).\n"
+"Se sono state caricate traduzioni in precedenza per la nuova impostazione "
+"locale, saranno applicate."
+
+msgid ""
+"Returns a [param locale] string standardized to match known locales (e.g. "
+"[code]en-US[/code] would be matched to [code]en_US[/code])."
+msgstr ""
+"Restituisce una stringa [param locale] standardizzata per corrispondere alle "
+"impostazioni locali note (ad esempio, [code]en-US[/code] sarebbe abbinato a "
+"[code]en_US[/code])."
+
+msgid ""
+"Returns the current locale's translation for the given message (key) and "
+"context."
+msgstr ""
+"Restituisce la traduzione dell'impostazione locale attuale per il messaggio "
+"(chiave) e il contesto specificati."
+
+msgid ""
+"Returns the current locale's translation for the given message (key), plural "
+"message and context.\n"
+"The number [param n] is the number or quantity of the plural object. It will "
+"be used to guide the translation system to fetch the correct plural form for "
+"the selected language."
+msgstr ""
+"Restituisce la traduzione dell'impostazione locale attuale per il messaggio "
+"specificato (chiave), messaggio plurale e contesto.\n"
+"Il numero [param n] è il numero o la quantità dell'oggetto plurale. Sarà "
+"usato per guidare il sistema di traduzione a recuperare la forma plurale "
+"corretta per la lingua selezionata."
+
+msgid ""
+"If [code]true[/code], enables the use of pseudolocalization. See [member "
+"ProjectSettings.internationalization/pseudolocalization/"
+"use_pseudolocalization] for details."
+msgstr ""
+"Se [code]true[/code], abilita l'uso della pseudolocalizzazione. Vedi [member "
+"ProjectSettings.internationalization/pseudolocalization/"
+"use_pseudolocalization] per i dettagli."
+
+msgid ""
+"A control used to show a set of internal [TreeItem]s in a hierarchical "
+"structure."
+msgstr ""
+"Un controllo utilizzato per mostrare un set di [TreeItem] interni in una "
+"struttura gerarchica."
+
+msgid ""
+"A control used to show a set of internal [TreeItem]s in a hierarchical "
+"structure. The tree items can be selected, expanded and collapsed. The tree "
+"can have multiple columns with custom controls like [LineEdit]s, buttons and "
+"popups. It can be useful for structured displays and interactions.\n"
+"Trees are built via code, using [TreeItem] objects to create the structure. "
+"They have a single root, but multiple roots can be simulated with [member "
+"hide_root]:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" var tree = Tree.new()\n"
+" var root = tree.create_item()\n"
+" tree.hide_root = true\n"
+" var child1 = tree.create_item(root)\n"
+" var child2 = tree.create_item(root)\n"
+" var subchild1 = tree.create_item(child1)\n"
+" subchild1.set_text(0, \"Subchild1\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" var tree = new Tree();\n"
+" TreeItem root = tree.CreateItem();\n"
+" tree.HideRoot = true;\n"
+" TreeItem child1 = tree.CreateItem(root);\n"
+" TreeItem child2 = tree.CreateItem(root);\n"
+" TreeItem subchild1 = tree.CreateItem(child1);\n"
+" subchild1.SetText(0, \"Subchild1\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
+"TreeItem.get_next] and [method TreeItem.get_first_child] after getting the "
+"root through [method get_root]. You can use [method Object.free] on a "
+"[TreeItem] to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
+msgstr ""
+"Un controllo utilizzato per mostrare un insieme di [TreeItem] interni in una "
+"struttura gerarchica. È possibile selezionare, espandere e comprimere gli "
+"elementi dell'albero. L'albero può avere più colonne con controlli "
+"personalizzati come [LineEdit], pulsanti e popup. Può essere utile per "
+"visualizzazioni e interazioni strutturate. Gli alberi sono creati tramite "
+"codice, attraverso oggetti [TreeItem] per creare la struttura. Hanno una sola "
+"radice, ma è possibile simulare più radici con [member hide_root]:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" var tree = Tree.new()\n"
+" var root = tree.create_item()\n"
+" tree.hide_root = true\n"
+" var child1 = tree.create_item(root)\n"
+" var child2 = tree.create_item(root)\n"
+" var subchild1 = tree.create_item(child1)\n"
+" subchild1.set_text(0, \"Subchild1\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" var tree = new Tree();\n"
+" TreeItem root = tree.CreateItem();\n"
+" tree.HideRoot = true;\n"
+" TreeItem child1 = tree.CreateItem(root);\n"
+" TreeItem child2 = tree.CreateItem(root);\n"
+" TreeItem subchild1 = tree.CreateItem(child1);\n"
+" subchild1.SetText(0, \"Subchild1\");\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"\n"
+"Per scorrere tutti gli oggetti [TreeItem] in un oggetto [Tree], usa [method "
+"TreeItem.get_next] e [method TreeItem.get_first_child] dopo aver ottenuto la "
+"radice tramite [method get_root]. È possibile utilizzare [method Object.free] "
+"su un [TreeItem] per rimuoverlo da, [Tree].\n"
+"[b]Ricerca incrementale:[/b] Come [ItemList] e [PopupMenu], [Tree] supporta "
+"la ricerca all'interno dell'elenco mentre il controllo è attivo. Premi un "
+"tasto che corrisponde alla prima lettera del nome di un elemento per "
+"selezionare il primo elemento che inizia con la lettera specificata. "
+"Dopodiché, ci sono due modi per eseguire la ricerca incrementale: 1) Premi di "
+"nuovo lo stesso tasto prima della durata del timeout per selezionare "
+"l'elemento successivo che inizia con la stessa lettera. 2) Premi i tasti "
+"delle lettere che corrispondono al resto della parola prima della durata del "
+"timeout per selezionare direttamente l'elemento in questione. Entrambe queste "
+"azioni saranno ripristinate all'inizio dell'elenco se è trascorsa la durata "
+"del timeout dall'ultima pressione di un tasto. Puoi regolare la durata del "
+"timeout modificando [member ProjectSettings.gui/timers/"
+"incremental_search_max_interval_msec]."
+
+msgid "Clears the tree. This removes all items."
+msgstr "Svuota l'albero. Questo rimuove tutti gli elementi."
+
+msgid ""
+"Creates an item in the tree and adds it as a child of [param parent], which "
+"can be either a valid [TreeItem] or [code]null[/code].\n"
+"If [param parent] is [code]null[/code], the root item will be the parent, or "
+"the new item will be the root itself if the tree is empty.\n"
+"The new item will be the [param index]-th child of parent, or it will be the "
+"last child if there are not enough siblings."
+msgstr ""
+"Crea un elemento nell'albero e lo aggiunge come figlio di [param parent], che "
+"può essere un [TreeItem] valido o [code]null[/code].\n"
+"Se [param parent] è [code]null[/code], l'elemento radice sarà il genitore, "
+"oppure il nuovo elemento sarà la radice stessa se l'albero è vuoto.\n"
+"Il nuovo elemento sarà il [param index]-esimo figlio del genitore, oppure "
+"sarà l'ultimo figlio se non ci sono abbastanza fratelli."
+
+msgid ""
+"Deselects all tree items (rows and columns). In [constant SELECT_MULTI] mode "
+"also removes selection cursor."
+msgstr ""
+"Deseleziona tutti gli elementi dell'albero (righe e colonne). In modalità "
+"[constant SELECT_MULTI] rimuove anche il cursore di selezione."
+
+msgid ""
+"Edits the selected tree item as if it was clicked.\n"
+"Either the item must be set editable with [method TreeItem.set_editable] or "
+"[param force_edit] must be [code]true[/code].\n"
+"Returns [code]true[/code] if the item could be edited. Fails if no item is "
+"selected."
+msgstr ""
+"Modifica l'elemento selezionato dell'albero come se fosse stato cliccato.\n"
+"L'elemento deve essere impostato come modificabile con [method TreeItem."
+"set_editable] oppure [parameter force_edit] deve essere [code]true[/code].\n"
+"Restituisce [code]true[/code] se l'elemento può essere modificato. Fallisce "
+"se nessun elemento è selezionato."
+
+msgid ""
+"Makes the currently focused cell visible.\n"
+"This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this "
+"will not do horizontal scrolling, as all the cells in the selected row is "
+"focused logically.\n"
+"[b]Note:[/b] Despite the name of this method, the focus cursor itself is only "
+"visible in [constant SELECT_MULTI] mode."
+msgstr ""
+"Rende visibile la cella attualmente focalizzata.\n"
+"Questo farà scorrere l'albero se necessario. In modalità [constant "
+"SELECT_ROW], questo non eseguirà lo scorrimento orizzontale, poiché tutte le "
+"celle nella riga selezionata sono focalizzate logicamente.\n"
+"[b]Nota:[/b] Nonostante il nome di questo metodo, il cursore di "
+"focalizzazione stesso è visibile solo in modalità [constant SELECT_MULTI]."
+
+msgid "Returns the button ID at [param position], or -1 if no button is there."
+msgstr ""
+"Restituisce l'ID del pulsante alla posizione [param position] oppure -1 se "
+"non è presente alcun pulsante."
+
+msgid "Returns the column index at [param position], or -1 if no item is there."
+msgstr ""
+"Restituisce l'indice della colonna alla posizione [param position] oppure -1 "
+"se non è presente alcun elemento."
+
msgid "Returns the expand ratio assigned to the column."
msgstr "Restituisce il rapporto di espansione assegnato alla colonna."
+msgid "Returns the column's title."
+msgstr "Restituisce il titolo della colonna."
+
msgid "Returns the column title alignment."
msgstr "Restituisce l'allineamento del titolo della colonna."
@@ -53447,10 +97713,162 @@ msgstr "Restituisce la direzione di scrittura base del titolo della colonna."
msgid "Returns column title language code."
msgstr "Restituisce il codice di lingua del titolo della colonna."
+msgid "Returns the column's width in pixels."
+msgstr "Restituisce la larghezza della colonna in pixel."
+
+msgid ""
+"Returns the rectangle for custom popups. Helper to create custom cell "
+"controls that display a popup. See [method TreeItem.set_cell_mode]."
+msgstr ""
+"Restituisce il rettangolo per i popup personalizzati. Metodo di supporto per "
+"creare controlli di cella personalizzati che visualizzano un popup. Vedi "
+"[method TreeItem.set_cell_mode]."
+
+msgid ""
+"Returns the drop section at [param position], or -100 if no item is there.\n"
+"Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and "
+"\"below item\" drop sections, respectively. See [enum DropModeFlags] for a "
+"description of each drop section.\n"
+"To get the item which the returned drop section is relative to, use [method "
+"get_item_at_position]."
+msgstr ""
+"Restituisce la sezione di rilascio in [param position], o -100 se non è "
+"presente alcun elemento.\n"
+"I valori -1, 0 o 1 saranno restituiti rispettivamente per le sezioni di "
+"rilascio \"sopra l'elemento\", \"sull'elemento\" e \"sotto l'elemento\". Vedi "
+"[enum DropModeFlags] per una descrizione di ciascuna sezione di rilascio.\n"
+"Per ottenere l'elemento a cui è relativa la sezione di rilascio restituita, "
+"usa [method get_item_at_position]."
+
+msgid ""
+"Returns the currently edited item. Can be used with [signal item_edited] to "
+"get the item that was modified.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+"\n"
+"func on_Tree_item_edited():\n"
+" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" GetNode<Tree>(\"Tree\").ItemEdited += OnTreeItemEdited;\n"
+"}\n"
+"\n"
+"public void OnTreeItemEdited()\n"
+"{\n"
+" GD.Print(GetNode<Tree>(\"Tree\").GetEdited()); // This item just got "
+"edited (e.g. checked).\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Restituisce l'elemento attualmente modificato. Può essere usato con [signal "
+"item_edited] per ottenere l'elemento che è stato modificato.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+"\n"
+"func on_Tree_item_edited():\n"
+" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" GetNode<Tree>(\"Tree\").ItemEdited += OnTreeItemEdited;\n"
+"}\n"
+"\n"
+"public void OnTreeItemEdited()\n"
+"{\n"
+" GD.Print(GetNode<Tree>(\"Tree\").GetEdited()); // This item just got "
+"edited (e.g. checked).\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
msgid "Returns the column for the currently edited item."
msgstr "Restituisce la colonna per l'elemento attualmente modificato."
msgid ""
+"Returns the rectangle area for the specified [TreeItem]. If [param column] is "
+"specified, only get the position and size of that column, otherwise get the "
+"rectangle containing all columns. If a button index is specified, the "
+"rectangle of that button will be returned."
+msgstr ""
+"Restituisce l'area del rettangolo per il [TreeItem] specificato. Se è "
+"specificato [param column], ottiene solo la posizione e la dimensione di "
+"quella colonna, altrimenti ottiene il rettangolo contenente tutte le colonne. "
+"Se è specificato un indice di pulsante, sarà restituito il rettangolo di quel "
+"pulsante."
+
+msgid ""
+"Returns the tree item at the specified position (relative to the tree origin "
+"position)."
+msgstr ""
+"Restituisce l'elemento dell'albero nella posizione specificata (relativa alla "
+"posizione di origine dell'albero)."
+
+msgid ""
+"Returns the next selected [TreeItem] after the given one, or [code]null[/"
+"code] if the end is reached.\n"
+"If [param from] is [code]null[/code], this returns the first selected item."
+msgstr ""
+"Restituisce il successivo [TreeItem] selezionato dopo quello specificato, "
+"oppure [code]null[/code] se viene raggiunta la fine.\n"
+"Se [param from] è [code]null[/code], restituisce il primo elemento "
+"selezionato."
+
+msgid "Returns the last pressed button's index."
+msgstr "Restituisce l'indice dell'ultimo pulsante premuto."
+
+msgid "Returns the tree's root item, or [code]null[/code] if the tree is empty."
+msgstr ""
+"Restituisce l'elemento radice dell'albero, o [code]null[/code] se l'albero è "
+"vuoto."
+
+msgid "Returns the current scrolling position."
+msgstr "Restituisce la posizione di scorrimento attuale."
+
+msgid ""
+"Returns the currently focused item, or [code]null[/code] if no item is "
+"focused.\n"
+"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused item "
+"is same as the selected item. In [constant SELECT_MULTI] mode, the focused "
+"item is the item under the focus cursor, not necessarily selected.\n"
+"To get the currently selected item(s), use [method get_next_selected]."
+msgstr ""
+"Restituisce l'elemento attualmente focalizzato, o [code]null[/code] se nessun "
+"elemento è focalizzato.\n"
+"Nelle modalità [constant SELECT_ROW] e [constant SELECT_SINGLE], l'elemento "
+"focalizzato è lo stesso dell'elemento selezionato. Nella modalità [constant "
+"SELECT_MULTI], l'elemento focalizzato è l'elemento sotto il cursore di "
+"focalizzazione, non necessariamente selezionato.\n"
+"Per ottenere gli elementi attualmente selezionati, usa [method "
+"get_next_selected]."
+
+msgid ""
+"Returns the currently focused column, or -1 if no column is focused.\n"
+"In [constant SELECT_SINGLE] mode, the focused column is the selected column. "
+"In [constant SELECT_ROW] mode, the focused column is always 0 if any item is "
+"selected. In [constant SELECT_MULTI] mode, the focused column is the column "
+"under the focus cursor, and there are not necessarily any column selected.\n"
+"To tell whether a column of an item is selected, use [method TreeItem."
+"is_selected]."
+msgstr ""
+"Restituisce la colonna attualmente focalizzata, o -1 se nessuna colonna è "
+"focalizzata.\n"
+"In modalità [constant SELECT_SINGLE], la colonna focalizzata è la colonna "
+"selezionata. In modalità [constant SELECT_ROW], la colonna focalizzata è "
+"sempre 0 se è selezionato un elemento. In modalità [constant SELECT_MULTI], "
+"la colonna focalizzata è la colonna sotto il cursore di focalizzazione, e non "
+"ci sono necessariamente colonne selezionate.\n"
+"Per sapere se una colonna di un elemento è selezionata, usa [method TreeItem."
+"is_selected]."
+
+msgid ""
"Returns [code]true[/code] if the column has enabled clipping (see [method "
"set_column_clip_content])."
msgstr ""
@@ -53464,8 +97882,78 @@ msgstr ""
"Restituisce [code]true[/code] se la colonna ha abilitato l'espansione (vedi "
"[method set_column_expand])."
+msgid "Causes the [Tree] to jump to the specified [TreeItem]."
+msgstr "Fa in modo che il [Tree] salti al [TreeItem] specificato."
+
+msgid ""
+"Allows to enable clipping for column's content, making the content size "
+"ignored."
+msgstr ""
+"Permette di abilitare il ritaglio del contenuto della colonna, rendendo "
+"ignorata la dimensione del contenuto."
+
+msgid ""
+"Overrides the calculated minimum width of a column. It can be set to [code]0[/"
+"code] to restore the default behavior. Columns that have the \"Expand\" flag "
+"will use their \"min_width\" in a similar fashion to [member Control."
+"size_flags_stretch_ratio]."
+msgstr ""
+"Sovrascrive la larghezza minima calcolata di una colonna. Può essere "
+"impostato su [code]0[/code] per ripristinare il comportamento predefinito. Le "
+"colonne che hanno il flag \"Espandi\" utilizzeranno la loro larghezza minima "
+"in modo simile a [member Control.size_flags_stretch_ratio]."
+
+msgid ""
+"If [code]true[/code], the column will have the \"Expand\" flag of [Control]. "
+"Columns that have the \"Expand\" flag will use their expand ratio in a "
+"similar fashion to [member Control.size_flags_stretch_ratio] (see [method "
+"set_column_expand_ratio])."
+msgstr ""
+"Se [code]true[/code], la colonna avrà il flag \"Espandi\" di [Control]. Le "
+"colonne che hanno il flag \"Espandi\" utilizzeranno il loro rapporto di "
+"espansione in modo simile a [member Control.size_flags_stretch_ratio] (vedi "
+"[method set_column_expand_ratio])."
+
+msgid ""
+"Sets the relative expand ratio for a column. See [method set_column_expand]."
+msgstr ""
+"Imposta il rapporto di espansione relativo per una colonna. Vedi [method "
+"set_column_expand]."
+
+msgid "Sets the title of a column."
+msgstr "Imposta il titolo di una colonna."
+
+msgid ""
+"Sets the column title alignment. Note that [constant @GlobalScope."
+"HORIZONTAL_ALIGNMENT_FILL] is not supported for column titles."
+msgstr ""
+"Imposta l'allineamento del titolo di una colonna. Nota che [constant "
+"@GlobalScope.HORIZONTAL_ALIGNMENT_FILL] non è supportato per i titoli delle "
+"colonne."
+
msgid "Sets column title base writing direction."
-msgstr "Imposta la direzione di scrittura del titolo della colonna."
+msgstr "Imposta la direzione di scrittura del titolo di una colonna."
+
+msgid ""
+"Sets language code of column title used for line-breaking and text shaping "
+"algorithms, if left empty current locale is used instead."
+msgstr ""
+"Imposta il codice lingua del titolo di una colonna, usato per gli algoritmi "
+"di interruzione di riga e di modifica della forma del testo; se lasciato "
+"vuoto, sono utilizzate le impostazioni locali attuali."
+
+msgid "Selects the specified [TreeItem] and column."
+msgstr "Seleziona l'elemento [TreeItem] e la colonna specificati."
+
+msgid "If [code]true[/code], the currently selected cell may be selected again."
+msgstr ""
+"Se [code]true[/code], la cella attualmente selezionata può essere selezionata "
+"di nuovo."
+
+msgid "If [code]true[/code], a right mouse button click can select items."
+msgstr ""
+"Se [code]true[/code], è possibile selezionare gli elementi cliccando con il "
+"pulsante destro del mouse."
msgid ""
"If [code]true[/code], allows navigating the [Tree] with letter keys through "
@@ -53474,6 +97962,317 @@ msgstr ""
"Se [code]true[/code], consente di navigare il [Tree] con i tasti di lettera "
"attraverso la ricerca incrementale."
+msgid "If [code]true[/code], column titles are visible."
+msgstr "Se [code]true[/code], i titoli delle colonne sono visibili."
+
+msgid "The number of columns."
+msgstr "Il numero di colonne."
+
+msgid ""
+"The drop mode as an OR combination of flags. See [enum DropModeFlags] "
+"constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. "
+"Setting this during [method Control._can_drop_data] is recommended.\n"
+"This controls the drop sections, i.e. the decision and drawing of possible "
+"drop locations based on the mouse position."
+msgstr ""
+"La modalità di rilascio come combinazione OR di flag. Vedi le costanti [enum "
+"DropModeFlags]. Una volta eseguito il rilascio, torna a [constant "
+"DROP_MODE_DISABLED]. Si consiglia di impostarlo durante [method Control."
+"_can_drop_data].\n"
+"Questo controlla le sezioni di rilascio, ovvero la decisione e il disegno di "
+"possibili posizioni di rilascio in base alla posizione del mouse."
+
+msgid ""
+"If [code]true[/code], recursive folding is enabled for this [Tree]. Holding "
+"down [kbd]Shift[/kbd] while clicking the fold arrow or using [code]ui_right[/"
+"code]/[code]ui_left[/code] shortcuts collapses or uncollapses the [TreeItem] "
+"and all its descendants."
+msgstr ""
+"Se [code]true[/code], la compressione ricorsiva è abilitata per questo "
+"[Tree]. Tenendo premuto [kbd]Shift[/kbd] mentre si clicca sulla freccia di "
+"compressione, o attraverso le scorciatoie [code]ui_right[/code]/"
+"[code]ui_left[/code], si comprime o si decomprime il [TreeItem] e tutti i "
+"suoi discendenti."
+
+msgid "If [code]true[/code], the folding arrow is hidden."
+msgstr "Se [code]true[/code], la freccia di compressione è nascosta."
+
+msgid "If [code]true[/code], the tree's root is hidden."
+msgstr "Se [code]true[/code], la radice dell'albero è nascosta."
+
+msgid "If [code]true[/code], enables horizontal scrolling."
+msgstr "Se [code]true[/code], abilita lo scorrimento orizzontale."
+
+msgid "If [code]true[/code], enables vertical scrolling."
+msgstr "Se [code]true[/code], abilita lo scorrimento verticale."
+
+msgid ""
+"Allows single or multiple selection. See the [enum SelectMode] constants."
+msgstr ""
+"Permette di selezionare un solo o più elementi. Vedi le costanti di [enum "
+"SelectMode]."
+
+msgid ""
+"Emitted when a button on the tree was pressed (see [method TreeItem."
+"add_button])."
+msgstr ""
+"Emesso quando viene premuto un pulsante sull'albero (vedi [method TreeItem."
+"add_button])."
+
+msgid "Emitted when a cell is selected."
+msgstr "Emesso quando una cella viene selezionata."
+
+msgid ""
+"Emitted when [method TreeItem.propagate_check] is called. Connect to this "
+"signal to process the items that are affected when [method TreeItem."
+"propagate_check] is invoked. The order that the items affected will be "
+"processed is as follows: the item that invoked the method, children of that "
+"item, and finally parents of that item."
+msgstr ""
+"Emesso quando viene chiamato [method TreeItem.propagate_check]. Connettiti a "
+"questo segnale per elaborare gli elementi influenzati quando viene richiamato "
+"[method TreeItem.propagate_check]. L'ordine in cui sono elaborati gli "
+"elementi influenzati è il seguente: l'elemento che ha richiamato il metodo, i "
+"figli di quell'elemento e infine i genitori di quell'elemento."
+
+msgid ""
+"Emitted when a column's title is clicked with either [constant "
+"MOUSE_BUTTON_LEFT] or [constant MOUSE_BUTTON_RIGHT]."
+msgstr ""
+"Emesso quando il titolo di una colonna viene cliccato con [constant "
+"MOUSE_BUTTON_LEFT] o [constant MOUSE_BUTTON_RIGHT]."
+
+msgid ""
+"Emitted when an item with [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
+"with a mouse button."
+msgstr ""
+"Emesso quando viene cliccato con qualunque pulsante del mouse un elemento con "
+"[constant TreeItem.CELL_MODE_CUSTOM]."
+
+msgid ""
+"Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
+"to be edited."
+msgstr ""
+"Emesso quando una cella con [constant TreeItem.CELL_MODE_CUSTOM] viene "
+"cliccata per essere modificata."
+
+msgid "Emitted when a mouse button is clicked in the empty space of the tree."
+msgstr ""
+"Emesso quando lo spazio vuoto dell'albero viene cliccato con un pulsante "
+"qualsiasi del mouse."
+
+msgid ""
+"Emitted when an item is double-clicked, or selected with a [code]ui_accept[/"
+"code] input event (e.g. using [kbd]Enter[/kbd] or [kbd]Space[/kbd] on the "
+"keyboard)."
+msgstr ""
+"Emesso quando un elemento viene cliccato due volte, o lo si seleziona con un "
+"evento di input [code]ui_accept[/code] (ad esempio tramite [kbd]Invio[/kbd] o "
+"[kbd]Spazio[/kbd] sulla tastiera)."
+
+msgid "Emitted when an item is collapsed by a click on the folding arrow."
+msgstr ""
+"Emesso quando un elemento viene compresso cliccando sulla freccia di "
+"compressione."
+
+msgid "Emitted when an item is edited."
+msgstr "Emesso quando un elemento viene modificato."
+
+msgid ""
+"Emitted when an item's icon is double-clicked. For a signal that emits when "
+"any part of the item is double-clicked, see [signal item_activated]."
+msgstr ""
+"Emesso quando l'icona di un elemento viene cliccata due volte. Per un segnale "
+"che viene emesso quando si clicca due volte su una qualsiasi parte "
+"dell'elemento, vedi [signal item_activated]."
+
+msgid "Emitted when an item is selected with a mouse button."
+msgstr "Emesso quando un elemento viene selezionato con un pulsante del mouse."
+
+msgid "Emitted when an item is selected."
+msgstr "Emesso quando viene selezionato un elemento."
+
+msgid ""
+"Emitted instead of [signal item_selected] if [member select_mode] is set to "
+"[constant SELECT_MULTI]."
+msgstr ""
+"Emesso al posto di [signal item_selected] se [member select_mode] è impostato "
+"su [constant SELECT_MULTI]."
+
+msgid "Emitted when a left mouse button click does not select any item."
+msgstr ""
+"Emesso quando un clic con il pulsante sinistro del mouse non seleziona alcun "
+"elemento."
+
+msgid ""
+"Allows selection of a single cell at a time. From the perspective of items, "
+"only a single item is allowed to be selected. And there is only one column "
+"selected in the selected item.\n"
+"The focus cursor is always hidden in this mode, but it is positioned at the "
+"current selection, making the currently selected item the currently focused "
+"item."
+msgstr ""
+"Permette la selezione di una singola cella alla volta. Dal punto di vista "
+"degli elementi, è consentito selezionare solo un singolo elemento. E c'è solo "
+"una colonna selezionata nell'elemento selezionato.\n"
+"Il cursore di focalizzazione è sempre nascosto in questa modalità, ma è "
+"posizionato sulla selezione attuale, rendendo l'elemento attualmente "
+"selezionato anche l'elemento attualmente focalizzato."
+
+msgid ""
+"Allows selection of a single row at a time. From the perspective of items, "
+"only a single items is allowed to be selected. And all the columns are "
+"selected in the selected item.\n"
+"The focus cursor is always hidden in this mode, but it is positioned at the "
+"first column of the current selection, making the currently selected item the "
+"currently focused item."
+msgstr ""
+"Permette la selezione di una singola riga alla volta. Dal punto di vista "
+"degli elementi, è consentito selezionare solo un singolo elemento. E tutte le "
+"colonne sono selezionate nell'elemento selezionato.\n"
+"Il cursore di focalizzazione sempre nascosto in questa modalità, ma è "
+"posizionato sulla prima colonna della selezione attuale, rendendo l'elemento "
+"attualmente selezionato anche l'elemento attualmente focalizzato."
+
+msgid ""
+"Allows selection of multiple cells at the same time. From the perspective of "
+"items, multiple items are allowed to be selected. And there can be multiple "
+"columns selected in each selected item.\n"
+"The focus cursor is visible in this mode, the item or column under the cursor "
+"is not necessarily selected."
+msgstr ""
+"Permette la selezione di più celle allo stesso tempo. Dal punto di vista "
+"degli elementi, è consentito selezionare più elementi. E possono essere "
+"selezionate più colonne in ogni elemento selezionato.\n"
+"Il cursore di focalizzazione è visibile in questa modalità, l'elemento o la "
+"colonna sotto il cursore non è necessariamente selezionato."
+
+msgid ""
+"Disables all drop sections, but still allows to detect the \"on item\" drop "
+"section by [method get_drop_section_at_position].\n"
+"[b]Note:[/b] This is the default flag, it has no effect when combined with "
+"other flags."
+msgstr ""
+"Disattiva tutte le sezioni di rilascio, ma consente comunque di rilevare la "
+"sezione di rilascio \"sull'elemento\" tramite [method "
+"get_drop_section_at_position].\n"
+"[b]Nota:[/b] Questo è il flag predefinito, non ha effetto se combinato con "
+"altri flag."
+
+msgid ""
+"Enables the \"on item\" drop section. This drop section covers the entire "
+"item.\n"
+"When combined with [constant DROP_MODE_INBETWEEN], this drop section halves "
+"the height and stays centered vertically."
+msgstr ""
+"Abilita la sezione di rilascio \"sull'elemento\". Questa sezione di rilascio "
+"copre l'intero oggetto.\n"
+"Quando combinata con [constant DROP_MODE_INBETWEEN], questa sezione di "
+"rilascio dimezza l'altezza e rimane centrata verticalmente."
+
+msgid ""
+"Enables \"above item\" and \"below item\" drop sections. The \"above item\" "
+"drop section covers the top half of the item, and the \"below item\" drop "
+"section covers the bottom half.\n"
+"When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves "
+"the height and stays on top / bottom accordingly."
+msgstr ""
+"Abilita le sezioni di rilascio \"sopra l'elemento\" e \"sotto l'elemento\". "
+"La sezione di rilascio \"sopra l'elemento\" copre la metà superiore "
+"dell'elemento, mentre la sezione di rilascio \"sotto l'elemento\" copre la "
+"metà inferiore.\n"
+"Quando combinate con [constant DROP_MODE_ON_ITEM], queste sezioni di rilascio "
+"dimezzano l'altezza e rimangono dunque in alto o in basso."
+
+msgid ""
+"The [Color] of the relationship lines between the selected [TreeItem] and its "
+"children."
+msgstr ""
+"Il [Color] delle linee di relazione tra il [TreeItem] selezionato e i suoi "
+"elementi figlio."
+
+msgid ""
+"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
+"hovered."
+msgstr ""
+"Il [Color] del testo per una cella in modalità [constant TreeItem."
+"CELL_MODE_CUSTOM] al passaggio del mouse."
+
+msgid ""
+"[Color] used to draw possible drop locations. See [enum DropModeFlags] "
+"constants for further description of drop locations."
+msgstr ""
+"Il [Colorr] usato per disegnare possibili posizioni di rilascio. Vedi le "
+"costanti di [enum DropModeFlags] per una descrizione più dettagliata delle "
+"posizioni di rilascio."
+
+msgid ""
+"Text [Color] for a [constant TreeItem.CELL_MODE_CHECK] mode cell when it's "
+"non-editable (see [method TreeItem.set_editable])."
+msgstr ""
+"Il [Color] del testo per una cella in modalità [constant TreeItem."
+"CELL_MODE_CHECK] quando non è modificabile (vedi [method TreeItem."
+"set_editable])."
+
+msgid "[Color] of the guideline."
+msgstr "Il [Color] delle linee guida."
+
+msgid ""
+"The [Color] of the relationship lines between the selected [TreeItem] and its "
+"parents."
+msgstr ""
+"Il [Color] delle linee di relazione tra il [TreeItem] selezionato e i suoi "
+"genitori."
+
+msgid "The default [Color] of the relationship lines."
+msgstr "Il [Color] predefinito delle linee di relazione."
+
+msgid "Default text [Color] of the title button."
+msgstr "Il [Color] predefinito del titolo del pulsante."
+
+msgid "The horizontal space between each button in a cell."
+msgstr "Lo spazio orizzontale tra ciascun pulsante in una cella."
+
+msgid ""
+"The width of the relationship lines between the selected [TreeItem] and its "
+"children."
+msgstr ""
+"Lo spessore delle linee di relazione tra il [TreeItem] selezionato e i suoi "
+"elementi figlio."
+
+msgid ""
+"Draws the guidelines if not zero, this acts as a boolean. The guideline is a "
+"horizontal line drawn at the bottom of each item."
+msgstr ""
+"Disegna le linee guida, se non è zero, agisce come un valore booleano. La "
+"linea guida è una linea orizzontale disegnata in fondo a ogni elemento."
+
+msgid ""
+"Draws the relationship lines if not zero, this acts as a boolean. "
+"Relationship lines are drawn at the start of child items to show hierarchy."
+msgstr ""
+"Disegna le linee di relazione, se non è zero, agisce come un valore booleano. "
+"Le linee di relazione sono disegnate all'inizio degli elementi figlio per "
+"mostrare la gerarchia."
+
+msgid ""
+"The horizontal space between item cells. This is also used as the margin at "
+"the start of an item when folding is disabled."
+msgstr ""
+"Lo spazio orizzontale tra le celle degli elementi. Viene anche utilizzato "
+"come margine all'inizio di un elemento quando la compressione è disabilitata."
+
+msgid ""
+"The maximum allowed width of the icon in item's cells. This limit is applied "
+"on top of the default size of the icon, but before the value set with [method "
+"TreeItem.set_icon_max_width]. The height is adjusted according to the icon's "
+"ratio."
+msgstr ""
+"La larghezza massima consentita dell'icona nelle celle dell'elemento. Questo "
+"limite è applicato al di sopra della dimensione predefinita dell'icona, ma "
+"prima del valore impostato con [method TreeItem.set_icon_max_width]. "
+"L'altezza è regolata in base al rapporto dell'icona."
+
msgid "The inner bottom margin of a cell."
msgstr "Il margine inferiore interno di una cella."
@@ -53486,8 +98285,304 @@ msgstr "Il margine destro interno di una cella."
msgid "The inner top margin of a cell."
msgstr "Il margine superiore interno di una cella."
+msgid ""
+"The horizontal margin at the start of an item. This is used when folding is "
+"enabled for the item."
+msgstr ""
+"Il margine orizzontale all'inizio di un elemento. È utilizzato quando la "
+"compressione è abilitata per l'elemento."
+
+msgid ""
+"The space between the parent relationship lines for the selected [TreeItem] "
+"and the relationship lines to its siblings that are not selected."
+msgstr ""
+"Lo spazio tra le linee di relazione padre per il [TreeItem] selezionato e le "
+"linee di relazione con i suoi fratelli che non sono selezionati."
+
+msgid ""
+"The width of the relationship lines between the selected [TreeItem] and its "
+"parents."
+msgstr ""
+"Lo spessore delle linee di relazione tra il [TreeItem] selezionato e i suoi "
+"genitori."
+
+msgid "The default width of the relationship lines."
+msgstr "La larghezza predefinita delle linee di relazione."
+
+msgid ""
+"The maximum distance between the mouse cursor and the control's border to "
+"trigger border scrolling when dragging."
+msgstr ""
+"La distanza massima tra il cursore del mouse e il bordo del controllo per "
+"attivare lo scorrimento del bordo durante il trascinamento."
+
+msgid "The speed of border scrolling."
+msgstr "La velocità di scorrimento dei bordi."
+
+msgid "The horizontal separation of tree content and scrollbar."
+msgstr ""
+"La separazione orizzontale del contenuto dell'albero e della barra di "
+"scorrimento."
+
+msgid ""
+"The bottom margin of the scrollbars. When negative, uses [theme_item panel] "
+"bottom margin."
+msgstr ""
+"Il margine inferiore delle barre di scorrimento. Quando è negativo, usa il "
+"margine inferiore di [theme_item panel]."
+
+msgid ""
+"The left margin of the horizontal scrollbar. When negative, uses [theme_item "
+"panel] left margin."
+msgstr ""
+"Il margine sinistro della barra di scorrimento orizzontale. Se negativo, usa "
+"il margine sinistro di [theme_item panel]."
+
+msgid ""
+"The right margin of the scrollbars. When negative, uses [theme_item panel] "
+"right margin."
+msgstr ""
+"Il margine destro delle barre di scorrimento. Se negativo, usa il margine "
+"destro di [theme_item panel]."
+
+msgid ""
+"The top margin of the vertical scrollbar. When negative, uses [theme_item "
+"panel] top margin."
+msgstr ""
+"Il margine superiore della barra di scorrimento verticale. Se negativo, usa "
+"il margine superiore di [theme_item panel]."
+
+msgid "The vertical separation of tree content and scrollbar."
+msgstr ""
+"La separazione verticale del contenuto dell'albero e della barra di "
+"scorrimento."
+
+msgid ""
+"The vertical padding inside each item, i.e. the distance between the item's "
+"content and top/bottom border."
+msgstr ""
+"Il riempimento verticale all'interno di ogni elemento, ovvero la distanza tra "
+"il contenuto dell'elemento e il bordo superiore/inferiore."
+
+msgid "[Font] of the title button's text."
+msgstr "Il [Font] del testo del pulsante del titolo."
+
msgid "Font size of the title button's text."
-msgstr "La dimensione del carattere del testo del pulsante del titolo."
+msgstr "La dimensione del font del testo del pulsante del titolo."
+
+msgid "The arrow icon used when a foldable item is not collapsed."
+msgstr ""
+"L'icona della freccia usata quando un elemento richiudibile non è compresso."
+
+msgid ""
+"The arrow icon used when a foldable item is collapsed (for left-to-right "
+"layouts)."
+msgstr ""
+"L'icona della freccia usata quando un elemento richiudibile è compresso (per "
+"layout da sinistra a destra)."
+
+msgid ""
+"The arrow icon used when a foldable item is collapsed (for right-to-left "
+"layouts)."
+msgstr ""
+"L'icona della freccia usata quando un elemento richiudibile è compresso (per "
+"layout da destra a sinistra)."
+
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is checked and editable (see [method TreeItem.set_editable])."
+msgstr ""
+"L'icona di spunta da visualizzare quando una cella nella modalità [constant "
+"TreeItem.CELL_MODE_CHECK] è spuntata e modificabile (vedi [method TreeItem."
+"set_editable])."
+
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is checked and non-editable (see [method TreeItem.set_editable])."
+msgstr ""
+"L'icona di spunta da visualizzare quando una cella nella modalità [constant "
+"TreeItem.CELL_MODE_CHECK] è spuntata e non modificabile (vedi [method "
+"TreeItem.set_editable])."
+
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is indeterminate and editable (see [method TreeItem.set_editable])."
+msgstr ""
+"L'icona di spunta da visualizzare quando una cella nella modalità [constant "
+"TreeItem.CELL_MODE_CHECK] è indeterminata e modificabile (vedi [method "
+"TreeItem.set_editable])."
+
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is indeterminate and non-editable (see [method TreeItem.set_editable])."
+msgstr ""
+"L'icona di spunta da visualizzare quando una cella nella modalità [constant "
+"TreeItem.CELL_MODE_CHECK] è indeterminata e non modificabile (vedi [method "
+"TreeItem.set_editable])."
+
+msgid ""
+"The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
+"cell."
+msgstr ""
+"L'icona della freccia da visualizzare per una cella nella modalità [constant "
+"TreeItem.CELL_MODE_RANGE]."
+
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is unchecked and editable (see [method TreeItem.set_editable])."
+msgstr ""
+"L'icona di spunta da visualizzare quando una cella nella modalità [constant "
+"TreeItem.CELL_MODE_CHECK] è non spuntata e modificabile (vedi [method "
+"TreeItem.set_editable])."
+
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is unchecked and non-editable (see [method TreeItem.set_editable])."
+msgstr ""
+"L'icona di spunta da visualizzare quando una cella nella modalità [constant "
+"TreeItem.CELL_MODE_CHECK] non è spuntata né modificabile (vedi [method "
+"TreeItem.set_editable])."
+
+msgid ""
+"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
+"mode cell."
+msgstr ""
+"L'icona della freccia su/giù da visualizzare per una cella nella modalità "
+"[constant TreeItem.CELL_MODE_RANGE]."
+
+msgid "[StyleBox] used when a button in the tree is pressed."
+msgstr "Lo [StyleBox] utilizzato quando un pulsante nell'albero è premuto."
+
+msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
+msgstr ""
+"Lo [StyleBox] utilizzato per il cursore, quando il [Tree] è focalizzato."
+
+msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
+msgstr ""
+"Lo [StyleBox] utilizzato per il cursore, quando il [Tree] non è focalizzato."
+
+msgid ""
+"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when "
+"button is enabled with [method TreeItem.set_custom_as_button]."
+msgstr ""
+"Lo [StyleBox] predefinito per una cella in modalità [constant TreeItem."
+"CELL_MODE_CUSTOM] quando il pulsante è abilitato con [method TreeItem."
+"set_custom_as_button]."
+
+msgid ""
+"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode button cell when "
+"it's hovered."
+msgstr ""
+"Lo [StyleBox] per un pulsante di una cella nella modalità [constant TreeItem."
+"CELL_MODE_CUSTOM] al passaggio del mouse."
+
+msgid ""
+"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode button cell when "
+"it's pressed."
+msgstr ""
+"Lo [StyleBox] per un pulsante di una cella nella modalità [constant TreeItem."
+"CELL_MODE_CUSTOM] quando è premuto."
+
+msgid "The focused style for the [Tree], drawn on top of everything."
+msgstr "Lo stile focalizzato per il [Tree], disegnato sopra ogni cosa."
+
+msgid "The background style for the [Tree]."
+msgstr "Lo stile di sfondo del [Tree]."
+
+msgid ""
+"[StyleBox] for the selected items, used when the [Tree] is not being focused."
+msgstr ""
+"Lo [StyleBox] per gli elementi selezionati, quando il [Tree] non è "
+"focalizzato."
+
+msgid ""
+"[StyleBox] for the selected items, used when the [Tree] is being focused."
+msgstr ""
+"Lo [StyleBox] per gli elementi selezionati, quando il [Tree] è focalizzato."
+
+msgid "[StyleBox] used when the title button is being hovered."
+msgstr "Lo [StyleBox] del pulsante del titolo al passaggio del mouse."
+
+msgid "Default [StyleBox] for the title button."
+msgstr "Lo [StyleBox] predefinito del pulsante del titolo."
+
+msgid "[StyleBox] used when the title button is being pressed."
+msgstr "Lo [StyleBox] del pulsante del titolo quando è premuto."
+
+msgid "An internal control for a single item inside [Tree]."
+msgstr "Un controllo interno per un singolo elemento all'interno di un [Tree]."
+
+msgid ""
+"A single item of a [Tree] control. It can contain other [TreeItem]s as "
+"children, which allows it to create a hierarchy. It can also contain text and "
+"buttons. [TreeItem] is not a [Node], it is internal to the [Tree].\n"
+"To create a [TreeItem], use [method Tree.create_item] or [method TreeItem."
+"create_child]. To remove a [TreeItem], use [method Object.free].\n"
+"[b]Note:[/b] The ID values used for buttons are 32-bit, unlike [int] which is "
+"always 64-bit. They go from [code]-2147483648[/code] to [code]2147483647[/"
+"code]."
+msgstr ""
+"Un singolo elemento di un controllo [Tree]. Può contenere altri [TreeItem] "
+"come figli, il che gli consente di creare una gerarchia. Può anche contenere "
+"testo e pulsanti. [TreeItem] non è un [Node], è interno al [Tree].\n"
+"Per creare un [TreeItem], usa [method Tree.create_item] o [method TreeItem."
+"create_child]. Per rimuovere un [TreeItem], usa [method Object.free].\n"
+"[b]Nota:[/b] I valori degli ID utilizzati per gli elementi sono limitati a 32 "
+"bit, a differenza di [int] che è sempre a 64 bit. Variano da "
+"[code]-2147483648[/code] a [code]2147483647[/code]."
+
+msgid ""
+"Adds a button with [Texture2D] [param button] at column [param column]. The "
+"[param id] is used to identify the button in the according [signal Tree."
+"button_clicked] signal and can be different from the buttons index. If not "
+"specified, the next available index is used, which may be retrieved by "
+"calling [method get_button_count] immediately before this method. Optionally, "
+"the button can be [param disabled] and have a [param tooltip_text]."
+msgstr ""
+"Aggiunge un pulsante con [Texture2D] [param button] alla colonna [param "
+"column]. L'[param id] è utilizzato per identificare il pulsante nel segnale "
+"[signal Tree.button_clicked] corrispondente e può essere diverso dall'indice "
+"del pulsante. Se non specificato, è utilizzato l'indice successivo "
+"disponibile, che può essere recuperato chiamando [method get_button_count] "
+"subito prima di questo metodo. Facoltativamente, il pulsante può essere "
+"disabilitato ([param disabled]) e avere un suggerimento ([param "
+"tooltip_text])."
+
+msgid ""
+"Adds a previously unparented [TreeItem] as a direct child of this one. The "
+"[param child] item must not be a part of any [Tree] or parented to any "
+"[TreeItem]. See also [method remove_child]."
+msgstr ""
+"Aggiunge un [TreeItem] senza genitore come figlio diretto di questo. "
+"L'elemento [param child] non deve essere parte di alcun [Tree] o associato a "
+"alcun [TreeItem]. Vedi anche [method remove_child]."
+
+msgid ""
+"Calls the [param method] on the actual TreeItem and its children recursively. "
+"Pass parameters as a comma separated list."
+msgstr ""
+"Chiama il metodo [param method] sul TreeItem effettivo e sui suoi figli in "
+"modo ricorsivo. Passa i parametri come un elenco separato da virgole."
+
+msgid "Resets the background color for the given column to default."
+msgstr "Ripristina il colore predefinito di sfondo per la colonna specificata."
+
+msgid "Resets the color for the given column to default."
+msgstr "Ripristina il colore per la colonna specificata al valore predefinito."
+
+msgid ""
+"Creates an item and adds it as a child.\n"
+"The new item will be inserted as position [param index] (the default value "
+"[code]-1[/code] means the last position), or it will be the last child if "
+"[param index] is higher than the child count."
+msgstr ""
+"Crea un elemento e lo aggiunge come figlio.\n"
+"Il nuovo elemento sarà inserito alla posizione [param index] (il valore "
+"predefinito [code]-1[/code] indica l'ultima posizione), oppure sarà l'ultimo "
+"figlio se [param index] è superiore al numero dei figli."
+
+msgid "Deselects the given column."
+msgstr "Deseleziona la colonna specificata."
msgid ""
"Removes the button at index [param button_index] in column [param column]."
@@ -53496,6 +98591,14 @@ msgstr ""
"column]."
msgid ""
+"Returns the text autowrap mode in the given [param column]. By default it is "
+"[constant TextServer.AUTOWRAP_OFF]."
+msgstr ""
+"Restituisce la modalità di avvolgimento automatico del testo nella colonna "
+"[param column]. Per impostazione predefinita è [constant TextServer."
+"AUTOWRAP_OFF]."
+
+msgid ""
"Returns the [Texture2D] of the button at index [param button_index] in column "
"[param column]."
msgstr ""
@@ -53534,6 +98637,19 @@ msgstr ""
"Restituisce il testo della tooltip per il pulsante all'indice [param "
"button_index] nella colonna [param column]."
+msgid "Returns the column's cell mode."
+msgstr "Restituisce la modalità di cella della colonna."
+
+msgid ""
+"Returns a child item by its [param index] (see [method get_child_count]). "
+"This method is often used for iterating all children of an item.\n"
+"Negative indices access the children from the last one."
+msgstr ""
+"Restituisce un elemento figlio tramite il suo indice [param index] (vedi "
+"[method get_child_count]). Questo metodo è spesso utilizzato per iterare "
+"tutti i figli di un elemento.\n"
+"Gli indici negativi accedono ai figli dall'ultimo."
+
msgid "Returns the number of child items."
msgstr "Restituisce il numero di elementi figli."
@@ -53542,7 +98658,7 @@ msgstr "Restituisce un array di riferimenti ai figli dell'elemento."
msgid "Returns the custom background color of column [param column]."
msgstr ""
-"Restituisce il colore di sfondo personalizzato della colonna [param column]."
+"Restituisce il colore personalizzato di sfondo della colonna [param column]."
msgid "Returns the custom color of column [param column]."
msgstr "Restituisce il colore personalizzato della colonna [param column]."
@@ -53550,13 +98666,26 @@ msgstr "Restituisce il colore personalizzato della colonna [param column]."
msgid "Returns the custom callback of column [param column]."
msgstr "Restituisce il callback personalizzato della colonna [param column]."
+msgid "Returns custom font used to draw text in the column [param column]."
+msgstr ""
+"Restituisce il font personalizzato utilizzato per disegnare il testo nella "
+"colonna [param column]."
+
+msgid "Returns custom font size used to draw text in the column [param column]."
+msgstr ""
+"Restituisce la dimensione personalizzata del font utilizzata per disegnare il "
+"testo nella colonna [param column]."
+
+msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
+msgstr "Restituisce [code]true[/code] se [code]expand_right[/code] è impostato."
+
msgid "Returns the TreeItem's first child."
msgstr "Restituisce il primo figlio del TreeItem."
msgid "Returns the given column's icon [Texture2D]. Error if no icon is set."
msgstr ""
-"Restituisce l'icona [Texture2D] della colonna fornita. Errore se non è "
-"impostata alcuna icona."
+"Restituisce l'icona [Texture2D] della colonna specificata. Genera un errore "
+"se nessuna icona è impostata."
msgid ""
"Returns the maximum allowed width of the icon in the given [param column]."
@@ -53564,8 +98693,106 @@ msgstr ""
"Restituisce la larghezza massima consentita dell'icona nella colonna [param "
"column]."
+msgid "Returns the [Color] modulating the column's icon."
+msgstr "Restituisce il [Color] che modula l'icona della colonna."
+
msgid "Returns the icon [Texture2D] region as [Rect2]."
-msgstr "Restituisce la regione dell'icona [Texture2D] come [Rect2]."
+msgstr "Restituisce la regione dell'icona [Texture2D] sotto forma di [Rect2]."
+
+msgid ""
+"Returns the node's order in the tree. For example, if called on the first "
+"child item the position is [code]0[/code]."
+msgstr ""
+"Restituisce l'ordine del nodo nell'albero. Ad esempio, se chiamato sul primo "
+"elemento figlio, la posizione è [code]0[/code]."
+
+msgid ""
+"Returns the metadata value that was set for the given column using [method "
+"set_metadata]."
+msgstr ""
+"Restituisce il valore dei metadati impostato per la colonna specificata "
+"attraverso [method set_metadata]."
+
+msgid ""
+"Returns the next sibling TreeItem in the tree or a null object if there is "
+"none."
+msgstr ""
+"Restituisce il TreeItem successivo nell'albero oppure un oggetto null se non "
+"ce n'è nessuno."
+
+msgid ""
+"Returns the next TreeItem in the tree (in the context of a depth-first "
+"search) or a [code]null[/code] object if there is none.\n"
+"If [param wrap] is enabled, the method will wrap around to the first element "
+"in the tree when called on the last element, otherwise it returns [code]null[/"
+"code]."
+msgstr ""
+"Restituisce il TreeItem successivo nell'albero (nel contesto di una ricerca "
+"di prima profondità) o un oggetto [code]null[/code] se non ce n'è nessuno.\n"
+"Se [param wrap] è abilitato, il metodo si avvolgerà sul primo elemento "
+"nell'albero quando viene chiamato sull'ultimo elemento, altrimenti "
+"restituisce [code]null[/code]."
+
+msgid ""
+"Returns the next visible TreeItem in the tree (in the context of a depth-"
+"first search) or a [code]null[/code] object if there is none.\n"
+"If [param wrap] is enabled, the method will wrap around to the first visible "
+"element in the tree when called on the last visible element, otherwise it "
+"returns [code]null[/code]."
+msgstr ""
+"Restituisce il TreeItem successivo nell'albero (nel contesto di una ricerca "
+"in profondità) o un oggetto [code]null[/code] se non ce n'è nessuno.\n"
+"Se [param wrap] è abilitato, il metodo si avvolgerà sul primo elemento "
+"nell'albero quando viene chiamato sull'ultimo elemento, altrimenti "
+"restituisce [code]null[/code]."
+
+msgid "Returns the parent TreeItem or a null object if there is none."
+msgstr ""
+"Restituisce l'oggetto TreeItem padre, o un oggetto null se non è presente."
+
+msgid ""
+"Returns the previous sibling TreeItem in the tree or a null object if there "
+"is none."
+msgstr ""
+"Restituisce il TreeItem precedente nell'albero, o un oggetto null se non ce "
+"n'è nessuno."
+
+msgid ""
+"Returns the previous TreeItem in the tree (in the context of a depth-first "
+"search) or a [code]null[/code] object if there is none.\n"
+"If [param wrap] is enabled, the method will wrap around to the last element "
+"in the tree when called on the first visible element, otherwise it returns "
+"[code]null[/code]."
+msgstr ""
+"Restituisce il TreeItem precedente nell'albero (nel contesto di una ricerca "
+"in profondità) o un oggetto [code]null[/code] se non ce n'è nessuno.\n"
+"Se [param wrap] è abilitato, il metodo si avvolgerà all'ultimo elemento "
+"nell'albero quando viene chiamato sul primo elemento visibile, altrimenti "
+"restituisce [code]null[/code]."
+
+msgid ""
+"Returns the previous visible sibling TreeItem in the tree (in the context of "
+"a depth-first search) or a [code]null[/code] object if there is none.\n"
+"If [param wrap] is enabled, the method will wrap around to the last visible "
+"element in the tree when called on the first visible element, otherwise it "
+"returns [code]null[/code]."
+msgstr ""
+"Restituisce il precedente TreeItem fratello visibile nell'albero (nel "
+"contesto di una ricerca in profondità) o un oggetto [code]null[/code] se non "
+"ce n'è nessuno.\n"
+"Se [param wrap] è abilitato, il metodo si avvolgerà all'ultimo elemento "
+"visibile nell'albero quando viene chiamato sul primo elemento visibile, "
+"altrimenti restituisce [code]null[/code]."
+
+msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
+msgstr "Restituisce il valore di una colonna [constant CELL_MODE_RANGE]."
+
+msgid ""
+"Returns a dictionary containing the range parameters for a given column. The "
+"keys are \"min\", \"max\", \"step\", and \"expr\"."
+msgstr ""
+"Restituisce un dizionario contenente i parametri di intervallo per una "
+"determinata colonna. Le chiavi sono \"min\", \"max\", \"step\" e \"expr\"."
msgid "Returns the BiDi algorithm override set for this cell."
msgstr ""
@@ -53574,6 +98801,24 @@ msgstr ""
msgid "Returns the additional BiDi options set for this cell."
msgstr "Restituisce le opzioni BiDi aggiuntive impostate per questa cella."
+msgid "Gets the suffix string shown after the column value."
+msgstr "Ottiene il suffisso mostrato dopo il valore della colonna."
+
+msgid "Returns the given column's text."
+msgstr "Restituisce il testo della colonna specificata."
+
+msgid "Returns the given column's text alignment."
+msgstr "Restituisce l'allineamento del testo della colonna specificata."
+
+msgid ""
+"Returns the clipping behavior when the text exceeds the item's bounding "
+"rectangle in the given [param column]. By default it is [constant TextServer."
+"OVERRUN_TRIM_ELLIPSIS]."
+msgstr ""
+"Restituisce il comportamento di ritaglio quando il testo supera il rettangolo "
+"di delimitazione dell'elemento nella colonna [param column]. Per impostazione "
+"predefinita è [constant TextServer.OVERRUN_TRIM_ELLIPSIS]."
+
msgid "Returns the given column's tooltip text."
msgstr "Restituisce il testo della tooltip della colonna indicata."
@@ -53581,10 +98826,20 @@ msgid "Returns the [Tree] that owns this TreeItem."
msgstr "Restituisce il [Tree] che possiede questo TreeItem."
msgid ""
+"Returns [code]true[/code] if this [TreeItem], or any of its descendants, is "
+"collapsed.\n"
+"If [param only_visible] is [code]true[/code] it ignores non-visible "
+"[TreeItem]s."
+msgstr ""
+"Restituisce [code]true[/code] se questo [TreeItem], o uno qualsiasi dei suoi "
+"discendenti, è compresso.\n"
+"Se [param only_visible] è [code]true[/code] ignora i [TreeItem] non visibili."
+
+msgid ""
"Returns [code]true[/code] if the button at index [param button_index] for the "
"given [param column] is disabled."
msgstr ""
-"Restituisce [code]true[/code] se il bottone all'indice [param button_index] "
+"Restituisce [code]true[/code] se il pulsante all'indice [param button_index] "
"per la colonna [param column] è disabilitato."
msgid "Returns [code]true[/code] if the given [param column] is checked."
@@ -53594,7 +98849,7 @@ msgid ""
"Returns [code]true[/code] if the cell was made into a button with [method "
"set_custom_as_button]."
msgstr ""
-"Restituisce [code]true[/code] se la cella è stata fatta in un pulsante con "
+"Restituisce [code]true[/code] se la cella è stata resa in un pulsante con "
"[method set_custom_as_button]."
msgid ""
@@ -53626,10 +98881,89 @@ msgstr ""
"Restituisce [code]true[/code] se [member visibile] è [code]true[/code] e "
"tutti i suoi progenitori sono anche visibili."
+msgid ""
+"Moves this TreeItem right after the given [param item].\n"
+"[b]Note:[/b] You can't move to the root or move the root."
+msgstr ""
+"Sposta questo TreeItem subito dopo l'elemento [param item].\n"
+"[b]Nota:[/b] Non puoi spostarti alla radice o spostare la radice."
+
+msgid ""
+"Moves this TreeItem right before the given [param item].\n"
+"[b]Note:[/b] You can't move to the root or move the root."
+msgstr ""
+"Sposta questo TreeItem subito prima dell'elemento [param item].\n"
+"[b]Nota:[/b] Non puoi spostarti alla radice o spostare la radice."
+
+msgid ""
+"Propagates this item's checked status to its children and parents for the "
+"given [param column]. It is possible to process the items affected by this "
+"method call by connecting to [signal Tree.check_propagated_to_item]. The "
+"order that the items affected will be processed is as follows: the item "
+"invoking this method, children of that item, and finally parents of that "
+"item. If [param emit_signal] is [code]false[/code], then [signal Tree."
+"check_propagated_to_item] will not be emitted."
+msgstr ""
+"Propaga lo stato di spunta di questo elemento ai suoi figli e genitori per la "
+"colonna [param column]. È possibile elaborare gli elementi influenzati da "
+"questa chiamata di metodo connettendosi a [signal Tree."
+"check_propagated_to_item]. L'ordine in cui gli elementi influenzati saranno "
+"elaborati è il seguente: l'elemento che invoca questo metodo, i figli di "
+"quell'elemento e infine i genitori di quell'elemento. Se [param emit_signal] "
+"è [code]false[/code], allora [signal Tree.check_propagated_to_item] non verrà "
+"emesso."
+
+msgid ""
+"Removes the given child [TreeItem] and all its children from the [Tree]. Note "
+"that it doesn't free the item from memory, so it can be reused later (see "
+"[method add_child]). To completely remove a [TreeItem] use [method Object."
+"free].\n"
+"[b]Note:[/b] If you want to move a child from one [Tree] to another, then "
+"instead of removing and adding it manually you can use [method move_before] "
+"or [method move_after]."
+msgstr ""
+"Rimuove il [TreeItem] figlio specificato e tutti i suoi figli dal [Tree]. "
+"Nota che non libera l'elemento dalla memoria, quindi può essere riutilizzato "
+"in seguito (vedi [method add_child]). Per rimuovere completamente un "
+"[TreeItem] usa [method Object.free].\n"
+"[b]Nota:[/b] Se vuoi spostare un figlio da un [Tree] a un altro, invece di "
+"rimuoverlo e aggiungerlo manualmente puoi usare [method move_before] o "
+"[method move_after]."
+
msgid "Selects the given [param column]."
msgstr "Seleziona la colonna [param column]."
msgid ""
+"Sets the autowrap mode in the given [param column]. If set to something other "
+"than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the "
+"cell's bounding rectangle."
+msgstr ""
+"Imposta la modalità di avvolgimento automatico nella colonna [param column]. "
+"Se impostato su un valore diverso da [constant TextServer.AUTOWRAP_OFF], il "
+"testo è inserito nel rettangolo di delimitazione della cella."
+
+msgid ""
+"Sets the given column's button [Texture2D] at index [param button_index] to "
+"[param button]."
+msgstr ""
+"Imposta la [Texture2D] del pulsante della colonna specificata all'indice "
+"[param button_index] su [param button]."
+
+msgid ""
+"Sets the given column's button color at index [param button_index] to [param "
+"color]."
+msgstr ""
+"Imposta il colore del pulsante della colonna specificata all'indice [param "
+"button_index] su [param color]."
+
+msgid ""
+"If [code]true[/code], disables the button at index [param button_index] in "
+"the given [param column]."
+msgstr ""
+"Se [code]true[/code], disattiva il pulsante all'indice [param button_index] "
+"nella colonna [param column]."
+
+msgid ""
"Sets the tooltip text for the button at index [param button_index] in the "
"given [param column]."
msgstr ""
@@ -53637,6 +98971,14 @@ msgstr ""
"button_index] nella colonna [param column]."
msgid ""
+"Sets the given column's cell mode to [param mode]. This determines how the "
+"cell is displayed and edited. See [enum TreeCellMode] constants for details."
+msgstr ""
+"Imposta la modalità di cella della colonna specificata su [param mode]. Ciò "
+"determina come la cella è visualizzata e modificata. Vedi le costanti di "
+"[enum TreeCellMode] per i dettagli."
+
+msgid ""
"If [param checked] is [code]true[/code], the given [param column] is checked. "
"Clears column's indeterminate status."
msgstr ""
@@ -53644,6 +98986,81 @@ msgstr ""
"Cancella lo stato indeterminato della colonna."
msgid ""
+"Collapses or uncollapses this [TreeItem] and all the descendants of this item."
+msgstr ""
+"Comprime o decomprime questo [TreeItem] e tutti i discendenti di questo "
+"elemento."
+
+msgid ""
+"Makes a cell with [constant CELL_MODE_CUSTOM] display as a non-flat button "
+"with a [StyleBox]."
+msgstr ""
+"Visualizza una cella con [constant CELL_MODE_CUSTOM] come un pulsante non "
+"piatto con uno [StyleBox]."
+
+msgid ""
+"Sets the given column's custom background color and whether to just use it as "
+"an outline."
+msgstr ""
+"Imposta il colore personalizzato di sfondo della colonna specificata e se "
+"utilizzarlo solo come contorno."
+
+msgid "Sets the given column's custom color."
+msgstr "Imposta il colore personalizzato della colonna specificata."
+
+msgid "Use [method TreeItem.set_custom_draw_callback] instead."
+msgstr "Utilizza invece [method TreeItem.set_custom_draw_callback]."
+
+msgid ""
+"Sets the given column's custom draw callback to the [param callback] method "
+"on [param object].\n"
+"The method named [param callback] should accept two arguments: the [TreeItem] "
+"that is drawn and its position and size as a [Rect2]."
+msgstr ""
+"Imposta il callback di disegno personalizzato della colonna specificata sul "
+"metodo [param callback] su [param object].\n"
+"Il metodo denominato [param callback] deve accettare due argomenti: il "
+"[TreeItem] disegnato e la sua posizione e dimensione come [Rect2]."
+
+msgid ""
+"Sets the given column's custom draw callback. Use an empty [Callable] ([code "
+"skip-lint]Callable()[/code]) to clear the custom callback. The cell has to be "
+"in [constant CELL_MODE_CUSTOM] to use this feature.\n"
+"The [param callback] should accept two arguments: the [TreeItem] that is "
+"drawn and its position and size as a [Rect2]."
+msgstr ""
+"Imposta il callback di disegno personalizzato della colonna specificata. "
+"Utilizza un [Callable] vuoto ([code skip-lint]Callable()[/code]) per "
+"cancellare il callback personalizzato. La cella deve essere in [constant "
+"CELL_MODE_CUSTOM] per utilizzare questa funzionalità.\n"
+"Il [param callback] dovrebbe accettare due argomenti: il [TreeItem] disegnato "
+"e la sua posizione e dimensione come [Rect2]."
+
+msgid "Sets custom font used to draw text in the given [param column]."
+msgstr ""
+"Imposta il font personalizzato utilizzato per disegnare il testo nella "
+"colonna [param column]."
+
+msgid "Sets custom font size used to draw text in the given [param column]."
+msgstr ""
+"Imposta la dimensione personalizzata del font utilizzata per disegnare il "
+"testo nella colonna [param column]."
+
+msgid ""
+"If [param multiline] is [code]true[/code], the given [param column] is "
+"multiline editable.\n"
+"[b]Note:[/b] This option only affects the type of control ([LineEdit] or "
+"[TextEdit]) that appears when editing the column. You can set multiline "
+"values with [method set_text] even if the column is not multiline editable."
+msgstr ""
+"Se [param multiline] è [code]true[/code], la colonna [param column] è "
+"modificabile su più righe.\n"
+"[b]Nota:[/b] Questa opzione influisce solo sul tipo di controllo ([LineEdit] "
+"o [TextEdit]) che appare quando si modifica la colonna. È possibile impostare "
+"valori multilinea con [method set_text] anche se la colonna non è "
+"modificabile su più righe."
+
+msgid ""
"If [param enabled] is [code]true[/code], the given [param column] is editable."
msgstr ""
"Se [param enabled] è [code]true[/code], la colonna [param column] è "
@@ -53664,6 +99081,57 @@ msgstr ""
"modalità [constant CELL_MODE_ICON]."
msgid ""
+"Sets the maximum allowed width of the icon in the given [param column]. This "
+"limit is applied on top of the default size of the icon and on top of "
+"[theme_item Tree.icon_max_width]. The height is adjusted according to the "
+"icon's ratio."
+msgstr ""
+"Imposta la larghezza massima consentita dell'icona nella colonna [param "
+"column]. Questo limite viene applicato al di sopra della dimensione "
+"predefinita dell'icona e sopra a [theme_item Tree.icon_max_width]. L'altezza "
+"è regolata in base al rapporto dell'icona."
+
+msgid "Modulates the given column's icon with [param modulate]."
+msgstr "Modula l'icona della colonna specificata con [param modulate]."
+
+msgid "Sets the given column's icon's texture region."
+msgstr "Imposta la regione della texture dell'icona della colonna specificata."
+
+msgid ""
+"If [param indeterminate] is [code]true[/code], the given [param column] is "
+"marked indeterminate.\n"
+"[b]Note:[/b] If set [code]true[/code] from [code]false[/code], then column is "
+"cleared of checked status."
+msgstr ""
+"Se [param indeterminate] è [code]true[/code], la colonna [param column] è "
+"contrassegnata come indeterminata.\n"
+"[b]Nota:[/b] Se impostato da [code]false[/code] a [code]true[/code], la "
+"colonna viene cancellata dallo stato di spunta."
+
+msgid ""
+"Sets the metadata value for the given column, which can be retrieved later "
+"using [method get_metadata]. This can be used, for example, to store a "
+"reference to the original data."
+msgstr ""
+"Imposta il valore dei metadati per la colonna specificata, che può essere "
+"recuperato in seguito attraverso [method get_metadata]. Può essere "
+"utilizzato, ad esempio, per memorizzare un riferimento ai dati originali."
+
+msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
+msgstr "Imposta il valore di una colonna [constant CELL_MODE_RANGE]."
+
+msgid ""
+"Sets the range of accepted values for a column. The column must be in the "
+"[constant CELL_MODE_RANGE] mode.\n"
+"If [param expr] is [code]true[/code], the edit mode slider will use an "
+"exponential scale as with [member Range.exp_edit]."
+msgstr ""
+"Imposta l'intervallo di valori accettati per una colonna. La colonna deve "
+"essere in modalità [constant CELL_MODE_RANGE].\n"
+"Se [param expr] è [code]true[/code], lo slider della modalità di modifica "
+"utilizzerà una scala esponenziale come con [member Range.exp_edit]."
+
+msgid ""
"If [param selectable] is [code]true[/code], the given [param column] is "
"selectable."
msgstr ""
@@ -53671,52 +99139,1964 @@ msgstr ""
"selezionabile."
msgid ""
+"Set BiDi algorithm override for the structured text. Has effect for cells "
+"that display text."
+msgstr ""
+"Imposta la sostituzione dell'algoritmo BiDi per il testo strutturato. Ha "
+"effetto sulle celle che visualizzano testo."
+
+msgid ""
+"Set additional options for BiDi override. Has effect for cells that display "
+"text."
+msgstr ""
+"Imposta opzioni aggiuntive per la sostituzione BiDi. Ha effetto sulle celle "
+"che visualizzano testo."
+
+msgid ""
+"Sets a string to be shown after a column's value (for example, a unit "
+"abbreviation)."
+msgstr ""
+"Imposta una stringa da visualizzare dopo il valore di una colonna (ad "
+"esempio, un'abbreviazione di unità)."
+
+msgid "Sets the given column's text value."
+msgstr "Imposta il valore del testo della colonna specificata."
+
+msgid ""
+"Sets the given column's text alignment. See [enum HorizontalAlignment] for "
+"possible values."
+msgstr ""
+"Imposta l'allineamento del testo della colonna specificata. Vedi [enum "
+"HorizontalAlignment] per i valori possibili."
+
+msgid ""
"Sets the clipping behavior when the text exceeds the item's bounding "
"rectangle in the given [param column]."
msgstr ""
-"Imposta il comportamento di ritaglio quando il testo supera il rettangolo "
-"limite dell'elemento nella colonna [param column]."
+"Imposta il comportamento di ritaglio quando il testo supera il rettangolo di "
+"delimitazione dell'elemento nella colonna [param column]."
+
+msgid "Sets the given column's tooltip text."
+msgstr "Imposta il testo del tooltip della colonna specificata."
+
+msgid ""
+"Uncollapses all [TreeItem]s necessary to reveal this [TreeItem], i.e. all "
+"ancestor [TreeItem]s."
+msgstr ""
+"Decomprime tutti i [TreeItem] necessari per rivelare questo [TreeItem], "
+"ovvero tutti i [TreeItem] antenati."
+
+msgid "If [code]true[/code], the TreeItem is collapsed."
+msgstr "Se [code]true[/code], il TreeItem è compresso."
+
+msgid "The custom minimum height."
+msgstr "L'altezza minima personalizzata."
+
+msgid "If [code]true[/code], folding is disabled for this TreeItem."
+msgstr ""
+"Se [code]true[/code], la compressione è disabilitata per questo TreeItem."
+
+msgid ""
+"If [code]true[/code], the [TreeItem] is visible (default).\n"
+"Note that if a [TreeItem] is set to not be visible, none of its children will "
+"be visible either."
+msgstr ""
+"Se [code]true[/code], il [TreeItem] è visibile (predefinito).\n"
+"Nota che se un [TreeItem] è impostato per non essere visibile, nessuno dei "
+"suoi figli sarà visibile."
+
+msgid ""
+"Cell shows a string label. When editable, the text can be edited using a "
+"[LineEdit], or a [TextEdit] popup if [method set_edit_multiline] is used."
+msgstr ""
+"La cella mostra un'etichetta stringa. Quando modificabile, il testo può "
+"essere modificato attraverso un popup [LineEdit] o [TextEdit] se [method "
+"set_edit_multiline] è usato."
+
+msgid ""
+"Cell shows a checkbox, optionally with text. The checkbox can be pressed, "
+"released, or indeterminate (via [method set_indeterminate]). The checkbox "
+"can't be clicked unless the cell is editable."
+msgstr ""
+"La cella mostra una casella di spunta, facoltativamente con del testo. La "
+"casella di spunta può essere premuta, rilasciata o indeterminata (tramite "
+"[method set_indeterminate]). La casella di spunta non può essere cliccata a "
+"meno che la cella non sia modificabile."
+
+msgid ""
+"Cell shows a numeric range. When editable, it can be edited using a range "
+"slider. Use [method set_range] to set the value and [method set_range_config] "
+"to configure the range.\n"
+"This cell can also be used in a text dropdown mode when you assign a text "
+"with [method set_text]. Separate options with a comma, e.g. [code]\"Option1,"
+"Option2,Option3\"[/code]."
+msgstr ""
+"La cella mostra un intervallo numerico. Quando è modificabile, può essere "
+"modificato utilizzando uno slider di intervallo. Usa [method set_range] per "
+"impostare il valore e [method set_range_config] per configurare "
+"l'intervallo.\n"
+"Questa cella può anche essere usata in modalità testo a tendina quando si "
+"assegna un testo con [method set_text]. Separare le opzioni con una virgola, "
+"ad esempio [code]\"Opzione1,Opzione2,Opzione3\"[/code]."
+
+msgid "Cell shows an icon. It can't be edited nor display text."
+msgstr ""
+"La cella mostra un'icona. Non può essere modificata né visualizzare testo."
+
+msgid ""
+"Cell shows as a clickable button. It will display an arrow similar to "
+"[OptionButton], but doesn't feature a dropdown (for that you can use "
+"[constant CELL_MODE_RANGE]). Clicking the button emits the [signal Tree."
+"item_edited] signal. The button is flat by default, you can use [method "
+"set_custom_as_button] to display it with a [StyleBox].\n"
+"This mode also supports custom drawing using [method "
+"set_custom_draw_callback]."
+msgstr ""
+"La cella è visualizzata come un pulsante cliccabile. Visualizzerà una freccia "
+"simile a [OptionButton], ma non presenta un menu a tendina (per quello puoi "
+"usare [constant CELL_MODE_RANGE]). Cliccando sul pulsante viene emesso il "
+"segnale [signal Tree.item_edited]. Il pulsante è predefinito piatto, puoi "
+"usare [method set_custom_as_button] per visualizzarlo con uno [StyleBox].\n"
+"Questa modalità supporta anche il disegno personalizzato attraverso [method "
+"set_custom_draw_callback]."
+
+msgid "Internal mesh type."
+msgstr "Tipo di mesh interno."
+
+msgid "Mesh type used internally for collision calculations."
+msgstr "Tipo di mesh utilizzato internamente per i calcoli delle collisioni."
+
+msgid "Represents a straight tube-shaped [PrimitiveMesh] with variable width."
+msgstr ""
+"Rappresenta un [PrimitiveMesh] a forma di tubo dritto con spessore variabile."
+
+msgid ""
+"[TubeTrailMesh] represents a straight tube-shaped mesh with variable width. "
+"The tube is composed of a number of cylindrical sections, each with the same "
+"[member section_length] and number of [member section_rings]. A [member "
+"curve] is sampled along the total length of the tube, meaning that the curve "
+"determines the radius of the tube along its length.\n"
+"This primitive mesh is usually used for particle trails."
+msgstr ""
+"[TubeTrailMesh] rappresenta una mesh a forma di tubo dritto con spessore "
+"variabile. Il tubo è composto da un certo numero di sezioni cilindriche, "
+"ciascuna con la stessa [member section_length] e numero di [member "
+"section_rings]. Una [member curve] viene campionata lungo la lunghezza totale "
+"del tubo, il che significa che la curva determina il raggio del tubo lungo la "
+"sua lunghezza.\n"
+"Questa mesh primitiva è solitamente utilizzata per le scie di particelle."
+
+msgid ""
+"If [code]true[/code], generates a cap at the bottom of the tube. This can be "
+"set to [code]false[/code] to speed up generation and rendering when the cap "
+"is never seen by the camera."
+msgstr ""
+"Se [code]true[/code], genera un tappo nella parte inferiore del tubo. Può "
+"essere impostato su [code]false[/code] per accelerare la generazione e il "
+"rendering quando il tappo non è mai visto dalla telecamera."
+
+msgid ""
+"If [code]true[/code], generates a cap at the top of the tube. This can be set "
+"to [code]false[/code] to speed up generation and rendering when the cap is "
+"never seen by the camera."
+msgstr ""
+"Se [code]true[/code], genera un tappo nella parte superiore del tubo. Può "
+"essere impostato su [code]false[/code] per accelerare la generazione e il "
+"rendering quando il tappo non è mai visto dalla telecamera."
+
+msgid ""
+"Determines the radius of the tube along its length. The radius of a "
+"particular section ring is obtained by multiplying the baseline [member "
+"radius] by the value of this curve at the given distance. For values smaller "
+"than [code]0[/code], the faces will be inverted."
+msgstr ""
+"Determina il raggio del tubo lungo la sua lunghezza. Il raggio di un "
+"particolare anello di sezione si ottiene moltiplicando la linea di base "
+"[member radius] per il valore di questa curva alla distanza fornita. Per "
+"valori inferiori a [code]0[/code], le facce saranno invertite."
+
+msgid ""
+"The number of sides on the tube. For example, a value of [code]5[/code] means "
+"the tube will be pentagonal. Higher values result in a more detailed tube at "
+"the cost of performance."
+msgstr ""
+"Il numero di lati del tubo. Ad esempio, un valore di [code]5[/code] significa "
+"che il tubo sarà pentagonale. Valori più alti producono un tubo più "
+"dettagliato a scapito delle prestazioni."
+
+msgid ""
+"The baseline radius of the tube. The radius of a particular section ring is "
+"obtained by multiplying this radius by the value of the [member curve] at the "
+"given distance."
+msgstr ""
+"Il raggio di base del tubo. Il raggio di un particolare anello di sezione si "
+"ottiene moltiplicando questo raggio per il valore della [member curve] alla "
+"distanza fornita."
msgid "The length of a section of the tube."
msgstr "La lunghezza di una sezione del tubo."
+msgid ""
+"The number of rings in a section. The [member curve] is sampled on each ring "
+"to determine its radius. Higher values result in a more detailed tube at the "
+"cost of performance."
+msgstr ""
+"Il numero di anelli in una sezione. La [member curve] viene campionata su "
+"ogni anello per determinarne il raggio. Valori più alti producono un tubo più "
+"dettagliato a scapito delle prestazioni."
+
msgid "The total number of sections on the tube."
msgstr "Il numero totale di sezioni sul tubo."
msgid ""
+"Lightweight object used for general-purpose animation via script, using "
+"[Tweener]s."
+msgstr ""
+"Oggetto leggero utilizzato per animazioni generiche tramite script, "
+"utilizzando i [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 ""
+"I tween sono utili soprattutto per le animazioni che richiedono che una "
+"proprietà numerica sia interpolata su un intervallo di valori. Il nome "
+"[i]tween[/i] deriva da [i]in-betweening[/i], una tecnica di animazione in cui "
+"si specificano i [i]fotogrammi chiave[/i] e il computer interpola i "
+"fotogrammi che compaiono tra di essi. L'animazione di qualcosa con un [Tween] "
+"è chiamata tweening.\n"
+"[Tween] è più adatto di [AnimationPlayer] per le animazioni in cui non si "
+"conoscono in anticipo i valori finali. Ad esempio, l'interpolazione del "
+"valore di zoom di una telecamera scelta dinamicamente è meglio eseguita con "
+"un [Tween]; sarebbe difficile fare la stessa cosa con un nodo "
+"[AnimationPlayer]. I tween sono anche più leggeri di [AnimationPlayer], "
+"quindi sono molto adatti per animazioni semplici o attività generali che non "
+"richiedono modifiche visive fornite dall'editor. Possono essere utilizzati in "
+"modalità \"fire-and-forget\" per una logica che normalmente sarebbe eseguita "
+"dal codice. Ad esempio, puoi far in modo che qualcosa spari periodicamente "
+"tramite un [CallbackTweener] in ripetizione con un ritardo.\n"
+"Un [Tween] può essere creato usando [method SceneTree.create_tween] o [method "
+"Node.create_tween]. I [Tween] creati manualmente (ad esempio usando "
+"[code]Tween.new()[/code]) non sono validi e non possono essere usati per i "
+"valori di tweening.\n"
+"Un'animazione tween è creata aggiungendo [Tweener] all'oggetto [Tween], "
+"usando [method tween_property], [method tween_interval], [method "
+"tween_callback] o [method tween_method]:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
+"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
+"tween.tween_callback($Sprite.queue_free)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = GetTree().CreateTween();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
+"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Questa sequenza farà diventare rosso il nodo [code]$Sprite[/code], poi si "
+"restringerà, prima di chiamare infine [method Node.queue_free] per liberare "
+"lo sprite. I [Tweener] sono eseguiti uno dopo l'altro come comportamento "
+"predefinito. Ciò può essere modificato tramite [method parallel] e [method "
+"set_parallel].\n"
+"Quando un [Tweener] viene creato con uno dei metodi [code]tween_*[/code], è "
+"possibile utilizzare una chiamata di metodo concatenata per modificare le "
+"proprietà di questo [Tweener]. Ad esempio, se si desidera impostare un tipo "
+"di transizione diverso nell'esempio precedente, è possibile usare [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($Sprite.queue_free)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = GetTree().CreateTween();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)."
+"SetTrans(Tween.TransitionType.Sine);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)."
+"SetTrans(Tween.TransitionType.Bounce);\n"
+"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Anche la maggior parte dei metodi di [Tween] possono essere concatenati in "
+"questo modo. Nell'esempio seguente, il [Tween] è associato al nodo dello "
+"script in esecuzione ed è impostata una transizione predefinita per i suoi "
+"[Tweener]:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
+"TRANS_ELASTIC)\n"
+"tween.tween_property($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"
+"Un altro uso interessante per [Tween] è l'animazione di insiemi arbitrari di "
+"oggetti:\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"
+"Nell'esempio precedente, tutti i figli di un nodo sono spostati uno dopo "
+"l'altro nella posizione (0, 0).\n"
+"Dovresti evitare di usare più di un [Tween] per proprietà di un oggetto. Se "
+"due o più tween animano una proprietà allo stesso tempo, l'ultimo creato avrà "
+"la priorità e assegnerà il valore finale. Se vuoi interrompere e riavviare "
+"un'animazione, considera di assegnare il [Tween] a una variabile:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween\n"
+"func animate():\n"
+" if tween:\n"
+" tween.kill() # Interrompe l'animazione precedente.\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(); // Interrompe l'animazione precedente.\n"
+" _tween = CreateTween();\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Alcuni [Tweener] usano transizioni e allentamenti. La prima accetta una "
+"costante [enum TransitionType] e si riferisce al modo in cui viene gestita la "
+"tempistica dell'animazione (vedi [url=https://easings.net/]easings.net[/url] "
+"per alcuni esempi). La seconda accetta una costante [enum EaseType] e "
+"controlla dove [code]trans_type[/code] viene applicato all'interpolazione "
+"(all'inizio, alla fine o in entrambi). Se non sai quale transizione e "
+"allentamento scegliere, puoi provare le diverse costanti [enum "
+"TransitionType] con [constant EASE_IN_OUT] e usare quella che sembra "
+"migliore.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.webp]Foglio riassuntivo sui tipi di transizione e di "
+"allentamento dei Tween[/url]\n"
+"[b]Nota:[/b] I Tween non sono progettati per essere riutilizzati e tentare di "
+"farlo risulta in comportamento indefinito. Crea un nuovo Tween per ogni "
+"animazione e ogni volta che riproduci un'animazione dall'inizio. Tieni "
+"presente che i Tween si avviano immediatamente, quindi crea un Tween solo "
+"quando vuoi iniziare l'animazione.\n"
+"[b]Nota:[/b] Il Tween è elaborato dopo tutti i nodi nel frame attuale, ovvero "
+"il metodo [method Node._process] del nodo sarebbe chiamato prima del Tween (o "
+"[method Node._physics_process] a seconda del valore passato a [method "
+"set_process_mode])."
+
+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 "
+"when the object is not inside tree and the [Tween] will be automatically "
+"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] will "
+"make the pausing behavior dependent on the bound node.\n"
+"For a shorter way to create and bind a [Tween], you can use [method Node."
+"create_tween]."
+msgstr ""
+"Associa questo [Tween] al nodo [param node]. I [Tween] sono elaborati "
+"direttamente dal [SceneTree], quindi sono eseguiti indipendentemente dai nodi "
+"animati. Quando colleghi un [Node] al [Tween], il [Tween] interromperà "
+"l'animazione quando l'oggetto non si trova all'interno dell'albero e il "
+"[Tween] sarà automaticamente interrotto quando l'oggetto associato verrà "
+"liberato. Inoltre, [constant TWEEN_PAUSE_BOUND] renderà il comportamento di "
+"pausa dipendente dal nodo associato.\n"
+"Per un modo più breve per creare e associare un [Tween], puoi usare [method "
+"Node.create_tween]."
+
+msgid ""
+"Used to chain two [Tweener]s after [method set_parallel] is called with "
+"[code]true[/code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Will run parallelly with above.\n"
+"tween.chain().tween_property(...) # Will run after two above are finished.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween().SetParallel(true);\n"
+"tween.TweenProperty(...);\n"
+"tween.TweenProperty(...); // Will run parallelly with above.\n"
+"tween.Chain().TweenProperty(...); // Will run after two above are finished.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Utilizzato per concatenare due [Tweener] dopo che [method set_parallel] è "
+"stato chiamato con [code]true[/code].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween().set_parallel(true)\n"
+"tween.tween_property(...)\n"
+"tween.tween_property(...) # Sarà eseguito parallelamente a quanto sopra.\n"
+"tween.chain().tween_property(...) # Sarà eseguito dopo che i due sopra sono "
+"terminati.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween().SetParallel(true);\n"
+"tween.TweenProperty(...);\n"
+"tween.TweenProperty(...); // Sarà eseguito parallelamente a quanto sopra.\n"
+"tween.Chain().TweenProperty(...); // Sarà eseguito dopo che i due sopra sono "
+"terminati.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Processes the [Tween] by the given [param delta] value, in seconds. This is "
+"mostly useful for manual control when the [Tween] is paused. It can also be "
+"used to end the [Tween] animation immediately, by setting [param delta] "
+"longer than the whole duration of the [Tween] animation.\n"
+"Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't "
+"finished."
+msgstr ""
+"Elabora il [Tween] in base al valore [param delta] specificato, in secondi. "
+"Questo è utile soprattutto per un controllo manuale quando il [Tween] è in "
+"pausa. Può anche essere utilizzato per terminare immediatamente l'animazione "
+"del [Tween], impostando [param delta] più lungo dell'intera durata "
+"dell'animazione del [Tween].\n"
+"Restituisce [code]true[/code] se il [Tween] ha ancora dei [Tweener] che non "
+"sono terminati."
+
+msgid ""
+"Returns the number of remaining loops for this [Tween] (see [method "
+"set_loops]). A return value of [code]-1[/code] indicates an infinitely "
+"looping [Tween], and a return value of [code]0[/code] indicates that the "
+"[Tween] has already finished."
+msgstr ""
+"Restituisce il numero di cicli rimanenti per questo [Tween] (vedi [method "
+"set_loops]). Un valore restituito pari a [code]-1[/code] indica un [Tween] in "
+"ciclo infinito, mentre un valore restituito pari a [code]0[/code] indica che "
+"il [Tween] ha già terminato."
+
+msgid ""
+"Returns the total time in seconds the [Tween] has been animating (i.e. the "
+"time since it started, not counting pauses etc.). The time is affected by "
+"[method set_speed_scale], and [method stop] will reset it to [code]0[/code].\n"
+"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
+"after the [Tween] has finished animating will be slightly greater than the "
+"actual [Tween] duration."
+msgstr ""
+"Restituisce il tempo totale in secondi in cui il [Tween] è stato in "
+"animazione (ad esempio il tempo trascorso dall'inizio, senza contare le "
+"pause, ecc.). Il tempo è influenzato da [method set_speed_scale] e [method "
+"stop] lo reimposterà su [code]0[/code].\n"
+"[b]Nota:[/b] Poiché risulta dall'accumulo di delta di frame, il tempo "
+"restituito dopo che il [Tween] ha terminato l'animazione sarà leggermente "
+"maggiore della durata effettiva del [Tween]."
+
+msgid ""
+"This method can be used for manual interpolation of a value, when you don't "
+"want [Tween] to do animating for you. It's similar to [method @GlobalScope."
+"lerp], but with support for custom transition and easing.\n"
+"[param initial_value] is the starting value of the interpolation.\n"
+"[param delta_value] is the change of the value in the interpolation, i.e. "
+"it's equal to [code]final_value - initial_value[/code].\n"
+"[param elapsed_time] is the time in seconds that passed after the "
+"interpolation started and it's used to control the position of the "
+"interpolation. E.g. when it's equal to half of the [param duration], the "
+"interpolated value will be halfway between initial and final values. This "
+"value can also be greater than [param duration] or lower than 0, which will "
+"extrapolate the value.\n"
+"[param duration] is the total time of the interpolation.\n"
+"[b]Note:[/b] If [param duration] is equal to [code]0[/code], the method will "
+"always return the final value, regardless of [param elapsed_time] provided."
+msgstr ""
+"Questo metodo può essere utilizzato per l'interpolazione manuale di un "
+"valore, quando non vuoi che il [Tween] esegua l'animazione per te. È simile a "
+"[method @GlobalScope.lerp], ma con supporto per transizione e allentamento "
+"personalizzate.\n"
+"[param initial_value] è il valore iniziale dell'interpolazione.\n"
+"[param delta_value] è la modifica del valore nell'interpolazione, ovvero è "
+"uguale a [code]final_value - initial_value[/code].\n"
+"[param elapsed_time] è il tempo in secondi trascorso dopo l'inizio "
+"dell'interpolazione ed è utilizzato per controllare la posizione "
+"dell'interpolazione. Ad esempio, quando è uguale alla metà di [param "
+"duration], il valore interpolato sarà a metà tra i valori iniziale e finale. "
+"Questo valore può anche essere maggiore di [param duration] o minore di 0, il "
+"che estrapolerà il valore.\n"
+"[param duration] è il tempo totale dell'interpolazione.\n"
+"[b]Nota:[/b] Se [param duration] è uguale a [code]0[/code], il metodo "
+"restituirà sempre il valore finale, a prescindere dal [param elapsed_time] "
+"fornito."
+
+msgid ""
+"Returns whether the [Tween] is currently running, i.e. it wasn't paused and "
+"it's not finished."
+msgstr ""
+"Restituisce un valore che indica se il [Tween] è attualmente in esecuzione, "
+"ovvero se non è stato messo in pausa e non ha terminato."
+
+msgid ""
+"Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained "
+"by the scene tree (i.e. the array from [method SceneTree."
+"get_processed_tweens] will contain this [Tween]). A [Tween] might become "
+"invalid when it has finished tweening, is killed, or when created with "
+"[code]Tween.new()[/code]. Invalid [Tween]s can't have [Tweener]s appended."
+msgstr ""
+"Restituisce un valore che indica se il [Tween] è valido. Un [Tween] valido è "
+"un [Tween] contenuto nell'albero della scena (ad esempio, l'array da [method "
+"SceneTree.get_processed_tweens] conterrà questo [Tween]). Un [Tween] potrebbe "
+"diventare non valido quando ha terminato il tweening, è interrotto o quando è "
+"creato con [code]Tween.new()[/code]. I [Tween] non validi non possono avere "
+"[Tweener] aggiunti."
+
+msgid "Aborts all tweening operations and invalidates the [Tween]."
+msgstr "Interrompe tutte le operazioni di tweening e invalida il [Tween]."
+
+msgid ""
+"Makes the next [Tweener] run parallelly to the previous one.\n"
+"[b]Example:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween();\n"
+"tween.TweenProperty(...);\n"
+"tween.Parallel().TweenProperty(...);\n"
+"tween.Parallel().TweenProperty(...);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"All [Tweener]s in the example will run at the same time.\n"
+"You can make the [Tween] parallel by default by using [method set_parallel]."
+msgstr ""
+"Fa in modo che il [Tweener] successivo sia eseguito parallelamente al "
+"precedente.\n"
+"[b]Esempio:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween()\n"
+"tween.tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"tween.parallel().tween_property(...)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween();\n"
+"tween.TweenProperty(...);\n"
+"tween.Parallel().TweenProperty(...);\n"
+"tween.Parallel().TweenProperty(...);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Tutti i [Tweener] nell'esempio saranno eseguiti allo stesso tempo.\n"
+"Puoi rendere il [Tween] parallelo per impostazione predefinita attraverso "
+"[method set_parallel]."
+
+msgid ""
+"Pauses the tweening. The animation can be resumed by using [method play].\n"
+"[b]Note:[/b] If a Tween is paused and not bound to any node, it will exist "
+"indefinitely until manually started or invalidated. If you lose a reference "
+"to such Tween, you can retrieve it using [method SceneTree."
+"get_processed_tweens]."
+msgstr ""
+"Mette in pausa il tweening. L'animazione può essere ripresa usando [method "
+"play].\n"
+"[b]Nota:[/b] Se un Tween è in pausa e non è associato a nessun nodo, esisterà "
+"indefinitamente finché non sarà avviato manualmente o invalidato. Se perdi un "
+"riferimento a tale Tween, puoi recuperarlo usando [method SceneTree."
+"get_processed_tweens]."
+
+msgid "Resumes a paused or stopped [Tween]."
+msgstr "Riprende un [Tween] in pausa o interrotto."
+
+msgid ""
+"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [Tween].\n"
+"If not specified, the default value is [constant EASE_IN_OUT]."
+msgstr ""
+"Imposta il tipo di allentamento predefinito per i [PropertyTweener] e i "
+"[MethodTweener] animati da questo [Tween].\n"
+"Se non specificato, il valore predefinito è [constant EASE_IN_OUT]."
+
+msgid ""
+"Sets the number of times the tweening sequence will be repeated, i.e. "
+"[code]set_loops(2)[/code] will run the animation twice.\n"
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
+"animation impossible).\n"
+"[b]Warning:[/b] Make sure to always add some duration/delay when using "
+"infinite loops. To prevent the game freezing, 0-duration looped animations (e."
+"g. a single [CallbackTweener] with no delay) are stopped after a small number "
+"of loops, which may produce unexpected results. If a [Tween]'s lifetime "
+"depends on some node, always use [method bind_node]."
+msgstr ""
+"Imposta il numero di volte in cui la sequenza di tweening sarà ripetuta, ad "
+"esempio [code]set_loops(2)[/code] eseguirà l'animazione due volte.\n"
+"La chiamata a questo metodo senza argomenti farà in modo che [Tween] sia "
+"eseguito all'infinito, finché non è interrotto con [method kill], il nodo "
+"associato al [Tween] viene liberato o tutti gli oggetti animati sono stati "
+"liberati (il che rende impossibile un'ulteriore animazione).\n"
+"[b]Attenzione:[/b] Assicurati di aggiungere sempre una certa durata/ritardo "
+"quando utilizzi cicli infiniti. Per evitare che il gioco si blocchi, le "
+"animazioni in ciclo di durata 0 (ad esempio un singolo [CallbackTweener] "
+"senza ritardo) vengono interrotte dopo un piccolo numero di cicli, il che "
+"potrebbe produrre risultati imprevisti. Se la durata di un [Tween] dipende da "
+"un nodo, usa sempre [method 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.\n"
+"[b]Note:[/b] Just like with [method parallel], the tweener added right before "
+"this method will also be part of the parallel step.\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(300, 0), 0.5)\n"
+"tween.set_parallel()\n"
+"tween.tween_property(self, \"modulate\", Color.GREEN, 0.5) # Runs together "
+"with the position tweener.\n"
+"[/codeblock]"
+msgstr ""
+"Se [param parallel] è [code]true[/code], i [Tweener] aggiunti dopo questo "
+"metodo saranno eseguiti simultaneamente per impostazione predefinita, anziché "
+"in sequenza.\n"
+"[b]Nota:[/b] Proprio come con [method parallel], anche il tweener aggiunto "
+"prima di questo metodo farà parte del passaggio parallelo.\n"
+"[codeblock]\n"
+"tween.tween_property(self, \"position\", Vector2(300, 0), 0.5)\n"
+"tween.set_parallel()\n"
+"tween.tween_property(self, \"modulate\", Color.GREEN, 0.5) # È eseguito "
+"insieme al tweener di position.\n"
+"[/codeblock]"
+
+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]."
+msgstr ""
+"Determina il comportamento del [Tween] quando lo [SceneTree] è in pausa. "
+"Controlla [enum TweenPauseMode] per le opzioni.\n"
+"Il valore predefinito è [constant TWEEN_PAUSE_BOUND]."
+
+msgid ""
+"Determines whether the [Tween] should run after process frames (see [method "
+"Node._process]) or physics frames (see [method Node._physics_process]).\n"
+"Default value is [constant TWEEN_PROCESS_IDLE]."
+msgstr ""
+"Determina se il [Tween] deve essere eseguito dopo i frame di processo (vedi "
+"[method Node._process]) o i frame di fisica (vedi [method Node."
+"_physics_process]).\n"
+"Il valore predefinito è [constant TWEEN_PROCESS_IDLE]."
+
+msgid ""
+"Scales the speed of tweening. This affects all [Tweener]s and their delays."
+msgstr ""
+"Scala la velocità di tweening. Questo influisce su tutti i [Tweener] e i loro "
+"ritardi."
+
+msgid ""
+"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
+"animated by this [Tween].\n"
+"If not specified, the default value is [constant TRANS_LINEAR]."
+msgstr ""
+"Imposta il tipo di transizione predefinito per i [PropertyTweener] e i "
+"[MethodTweener] animati da questo [Tween].\n"
+"Se non specificato, il valore predefinito è [constant TRANS_LINEAR]."
+
+msgid ""
+"Stops the tweening and resets the [Tween] to its initial state. This will not "
+"remove any appended [Tweener]s.\n"
+"[b]Note:[/b] If a Tween is stopped and not bound to any node, it will exist "
+"indefinitely until manually started or invalidated. If you lose a reference "
+"to such Tween, you can retrieve it using [method SceneTree."
+"get_processed_tweens]."
+msgstr ""
+"Arresta il tweening e ripristina il [Tween] al suo stato iniziale. Questo non "
+"rimuoverà alcun [Tweener] aggiunto.\n"
+"[b]Nota:[/b] Se un Tween viene arrestato e non è associato a nessun nodo, "
+"esisterà indefinitamente finché non sarà avviato manualmente o invalidato. Se "
+"perdi un riferimento a tale Tween, puoi recuperarlo usando [method SceneTree."
+"get_processed_tweens]."
+
+msgid ""
+"Creates and appends a [CallbackTweener]. This method can be used to call an "
+"arbitrary method in any object. Use [method Callable.bind] to bind additional "
+"arguments for the call.\n"
+"[b]Example:[/b] Object that keeps shooting every 1 second:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(shoot).set_delay(1)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = GetTree().CreateTween().SetLoops();\n"
+"tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Example:[/b] Turning a sprite red and then blue, with 2 second delay:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2)\n"
+"tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = GetTree().CreateTween();\n"
+"Sprite2D sprite = GetNode<Sprite2D>(\"Sprite\");\n"
+"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red))."
+"SetDelay(2.0f);\n"
+"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue))."
+"SetDelay(2.0f);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Crea e aggiunge un [CallbackTweener]. Questo metodo può essere usato per "
+"chiamare un metodo arbitrario in qualsiasi oggetto. Usa [method Callable."
+"bind] per associare argomenti aggiuntivi per la chiamata.\n"
+"[b]Esempio:[/b] Oggetto che continua a sparare ogni 1 secondo:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween().set_loops()\n"
+"tween.tween_callback(shoot).set_delay(1)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = GetTree().CreateTween().SetLoops();\n"
+"tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Esempio:[/b] Convertire uno sprite in rosso e poi in blu, con un ritardo "
+"di 2 secondi:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = get_tree().create_tween()\n"
+"tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2)\n"
+"tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = GetTree().CreateTween();\n"
+"Sprite2D sprite = GetNode<Sprite2D>(\"Sprite\");\n"
+"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red))."
+"SetDelay(2.0f);\n"
+"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue))."
+"SetDelay(2.0f);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Creates and appends an [IntervalTweener]. This method can be used to create "
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [Tween] acts as a "
+"timer). [param time] is the length of the interval, in seconds.\n"
+"[b]Example:[/b] Creating an interval in code execution:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# ... some code\n"
+"await create_tween().tween_interval(2).finished\n"
+"# ... more code\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// ... some code\n"
+"await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName."
+"Finished);\n"
+"// ... more code\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Example:[/b] Creating an object that moves back and forth and jumps every "
+"few seconds:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(jump)\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(jump)\n"
+"tween.tween_interval(2)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween().SetLoops();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", 200.0f, 1.0f)."
+"AsRelative();\n"
+"tween.TweenCallback(Callable.From(Jump));\n"
+"tween.TweenInterval(2.0f);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", -200.0f, 1.0f)."
+"AsRelative();\n"
+"tween.TweenCallback(Callable.From(Jump));\n"
+"tween.TweenInterval(2.0f);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Crea e aggiunge un [IntervalTweener]. Questo metodo può essere usato per "
+"creare ritardi nell'animazione tween, come alternativa all'utilizzo del "
+"ritardo in altri [Tweener], o quando non c'è animazione (nel qual caso il "
+"[Tween] funge da timer). [param time] è la durata dell'intervallo, in "
+"secondi.\n"
+"[b]Esempio:[/b] Creazione di un intervallo nell'esecuzione del codice:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# ... un po' di codice\n"
+"await create_tween().tween_interval(2).finished\n"
+"# ... altro codice\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// ... un po' di codice\n"
+"await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName."
+"Finished);\n"
+"// ... altro codice\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Esempio:[/b] Creazione di un oggetto che si muove avanti e indietro e "
+"salta ogni pochi secondi:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween().set_loops()\n"
+"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
+"tween.tween_callback(jump)\n"
+"tween.tween_interval(2)\n"
+"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
+"tween.tween_callback(jump)\n"
+"tween.tween_interval(2)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween().SetLoops();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", 200.0f, 1.0f)."
+"AsRelative();\n"
+"tween.TweenCallback(Callable.From(Jump));\n"
+"tween.TweenInterval(2.0f);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", -200.0f, 1.0f)."
+"AsRelative();\n"
+"tween.TweenCallback(Callable.From(Jump));\n"
+"tween.TweenInterval(2.0f);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Creates and appends a [MethodTweener]. This method is similar to a "
+"combination of [method tween_callback] and [method tween_property]. It calls "
+"a method over time with a tweened value provided as an argument. The value is "
+"tweened between [param from] and [param to] over the time specified by [param "
+"duration], in seconds. Use [method Callable.bind] to bind additional "
+"arguments for the call. You can use [method MethodTweener.set_ease] and "
+"[method MethodTweener.set_trans] to tweak the easing and transition of the "
+"value or [method MethodTweener.set_delay] to delay the tweening.\n"
+"[b]Example:[/b] Making a 3D object look from one point to another point:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, "
+"0, -1), 1) # The look_at() method takes up vector as second argument.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween();\n"
+"tween.TweenMethod(Callable.From((Vector3 target) => LookAt(target, Vector3."
+"Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), "
+"1.0f); // Use lambdas to bind additional arguments for the call.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Example:[/b] Setting the text of a [Label], using an intermediate method "
+"and after a delay:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" base._Ready();\n"
+"\n"
+" Tween tween = CreateTween();\n"
+" tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f)."
+"SetDelay(1.0f);\n"
+"}\n"
+"\n"
+"private void SetLabelText(int value)\n"
+"{\n"
+" GetNode<Label>(\"Label\").Text = $\"Counting {value}\";\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Crea e aggiunge un [MethodTweener]. Questo metodo è simile a una combinazione "
+"di [method tween_callback] e [method tween_property]. Chiama un metodo nel "
+"tempo con un valore interpolato fornito come argomento. Il valore è "
+"interpolato tra [param from] e [param to] nel tempo specificato da [param "
+"duration], in secondi. Usa [method Callable.bind] per associare ulteriori "
+"argomenti per la chiamata. Puoi usare [method MethodTweener.set_ease] e "
+"[method MethodTweener.set_trans] per modificare l'allentamento e la "
+"transizione del valore o [method MethodTweener.set_delay] per ritardare "
+"l'interpolazione.\n"
+"[b]Esempio:[/b] Fare in modo che un oggetto 3D guardi da un punto a un altro "
+"punto:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween()\n"
+"tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, "
+"0, -1), 1) # Il metodo look_at() accetta il vettore UP come secondo "
+"argomento.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween();\n"
+"tween.TweenMethod(Callable.From((Vector3 target) => LookAt(target, Vector3."
+"Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), "
+"1.0f); // Usa le lambda per associare ulteriori argomenti per la chiamata.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Esempio:[/b] Impostazione del testo di una [Label], attraverso un metodo "
+"intermedio e dopo un ritardo:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"func _ready():\n"
+" var tween = create_tween()\n"
+" tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)\n"
+"\n"
+"func set_label_text(value: int):\n"
+" $Label.text = \"Counting \" + str(value)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public override void _Ready()\n"
+"{\n"
+" base._Ready();\n"
+"\n"
+" Tween tween = CreateTween();\n"
+" tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f)."
+"SetDelay(1.0f);\n"
+"}\n"
+"\n"
+"private void SetLabelText(int value)\n"
+"{\n"
+" GetNode<Label>(\"Label\").Text = $\"Counting {value}\";\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Creates and appends a [PropertyTweener]. This method tweens a [param "
+"property] of an [param object] between an initial value and [param final_val] "
+"in a span of time equal to [param duration], in seconds. The initial value by "
+"default is the property's value at the time the tweening of the "
+"[PropertyTweener] starts.\n"
+"[b]Example:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(100.0f, "
+"200.0f), 1.0f);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(200.0f, "
+"300.0f), 1.0f);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"will move the sprite to position (100, 200) and then to (200, 300). If you "
+"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
+"the starting position will be overwritten by the given value instead. See "
+"other methods in [PropertyTweener] to see how the tweening can be tweaked "
+"further.\n"
+"[b]Note:[/b] You can find the correct property name by hovering over the "
+"property in the Inspector. You can also provide the components of a property "
+"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
+"code]), where it would only apply to that particular component.\n"
+"[b]Example:[/b] Moving an object twice from the same position, with different "
+"transition types:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
+"300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
+"300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType."
+"Expo);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Crea e aggiunge un [PropertyTweener]. Questo metodo interpola una proprietà "
+"con nome [param property] di un [param object] tra un valore iniziale e "
+"[param final_val] in un intervallo di tempo pari a [param duration], in "
+"secondi. Il valore iniziale predefinito è il valore della proprietà al "
+"momento in cui inizia l'interpolazione di [PropertyTweener].\n"
+"[b]Esempio:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
+"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(100.0f, "
+"200.0f), 1.0f);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(200.0f, "
+"300.0f), 1.0f);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"sposterà lo sprite in posizione (100, 200) e poi in (200, 300). Se usi "
+"[method PropertyTweener.from] o [method PropertyTweener.from_current], la "
+"posizione di partenza sarà invece sovrascritta dal valore specificato. "
+"Consulta gli altri metodi in [PropertyTweener] per vedere come il tweening "
+"può essere ulteriormente modificato.\n"
+"[b]Nota:[/b] Puoi trovare il nome corretto della proprietà passando il mouse "
+"sulla proprietà nell'Ispettore. Puoi anche fornire i componenti di una "
+"proprietà direttamente usando [code]\"property:component\"[/code] (ad esempio "
+"[code]position:x[/code]), dove si applicherebbe solo a quel particolare "
+"componente.\n"
+"[b]Esempio:[/b] Spostare un oggetto due volte dalla stessa posizione, con "
+"diversi tipi di transizione:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var tween = create_tween()\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().set_trans(Tween.TRANS_SINE)\n"
+"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
+"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Tween tween = CreateTween();\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
+"300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine);\n"
+"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
+"300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType."
+"Expo);\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Emitted when the [Tween] has finished all tweening. Never emitted when the "
+"[Tween] is set to infinite looping (see [method set_loops])."
+msgstr ""
+"Emesso quando il [Tween] ha terminato tutto il tweening. Non emesso mai "
+"quando il [Tween] è impostato su ciclo infinito (vedi [method set_loops])."
+
+msgid ""
+"Emitted when a full loop is complete (see [method set_loops]), providing the "
+"loop index. This signal is not emitted after the final loop, use [signal "
+"finished] instead for this case."
+msgstr ""
+"Emesso quando un ciclo intero è completato (vedi [method set_loops]), "
+"fornendo l'indice del ciclo. Questo segnale non viene emesso dopo il ciclo "
+"finale, usa invece [signal finished] per questo caso."
+
+msgid ""
+"Emitted when one step of the [Tween] is complete, providing the step index. "
+"One step is either a single [Tweener] or a group of [Tweener]s running in "
+"parallel."
+msgstr ""
+"Emesso quando un passaggio del [Tween] è completato, fornendo l'indice del "
+"passaggio. Un passaggio è un singolo [Tweener] o un gruppo di [Tweener] in "
+"esecuzione in parallelo."
+
+msgid ""
+"The [Tween] updates after each physics frame (see [method Node."
+"_physics_process])."
+msgstr ""
+"Il [Tween] si aggiorna dopo ogni frame di fisica (vedi [method Node."
+"_physics_process])."
+
+msgid ""
+"The [Tween] updates after each process frame (see [method Node._process])."
+msgstr ""
+"Il [Tween] si aggiorna dopo ogni frame di processo (vedi [method Node."
+"_process])."
+
+msgid ""
+"If the [Tween] has a bound node, it will process when that node can process "
+"(see [member Node.process_mode]). Otherwise it's the same as [constant "
+"TWEEN_PAUSE_STOP]."
+msgstr ""
+"Se il [Tween] ha un nodo associato, sarà elaborato quando quel nodo può "
+"elaborare (vedi [member Node.process_mode]). Altrimenti è lo stesso di "
+"[constant TWEEN_PAUSE_STOP]."
+
+msgid "If [SceneTree] is paused, the [Tween] will also pause."
+msgstr "Se lo [SceneTree] è in pausa, anche il [Tween] sarà messo in pausa."
+
+msgid "The [Tween] will process regardless of whether [SceneTree] is paused."
+msgstr ""
+"Il [Tween] sarà elaborato a prescindere dal fatto che [SceneTree] sia in "
+"pausa o meno."
+
+msgid "The animation is interpolated linearly."
+msgstr "L'animazione è interpolata linearmente."
+
+msgid "The animation is interpolated using a sine function."
+msgstr "L'animazione è interpolata tramite una funzione sinusoidale."
+
+msgid ""
+"The animation is interpolated with a quintic (to the power of 5) function."
+msgstr ""
+"L'animazione è interpolata con una funzione quintica (alla potenza di 5)."
+
+msgid ""
+"The animation is interpolated with a quartic (to the power of 4) function."
+msgstr ""
+"L'animazione è interpolata con una funzione quartica (alla potenza di 4)."
+
+msgid ""
+"The animation is interpolated with a quadratic (to the power of 2) function."
+msgstr ""
+"L'animazione è interpolata con una funzione quadratica (alla potenza di 2)."
+
+msgid ""
+"The animation is interpolated with an exponential (to the power of x) "
+"function."
+msgstr ""
+"L'animazione è interpolata con una funzione esponenziale (alla potenza di x)."
+
+msgid ""
+"The animation is interpolated with elasticity, wiggling around the edges."
+msgstr ""
+"L'animazione è interpolata con elasticità, oscillando lungo le estremità."
+
+msgid "The animation is interpolated with a cubic (to the power of 3) function."
+msgstr "L'animazione è interpolata con una funzione cubica (alla potenza di 3)."
+
+msgid "The animation is interpolated with a function using square roots."
+msgstr "L'animazione è interpolata con una funzione radice quadrata."
+
+msgid "The animation is interpolated by bouncing at the end."
+msgstr "L'animazione è interpolata rimbalzando alla fine."
+
+msgid "The animation is interpolated backing out at ends."
+msgstr "L'animazione è interpolata tornando indietro alle estremità."
+
+msgid "The animation is interpolated like a spring towards the end."
+msgstr "L'animazione è interpolata come una molla verso la fine."
+
+msgid "The interpolation starts slowly and speeds up towards the end."
+msgstr "L'interpolazione inizia lentamente e accelera verso la fine."
+
+msgid "The interpolation starts quickly and slows down towards the end."
+msgstr "L'interpolazione inizia rapidamente e rallenta verso la fine."
+
+msgid ""
+"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
+"interpolation is slowest at both ends."
+msgstr ""
+"Una combinazione di [constant EASE_IN] e [constant EASE_OUT]. "
+"L'interpolazione è più lenta ad entrambe le estremità."
+
+msgid ""
+"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
+"interpolation is fastest at both ends."
+msgstr ""
+"Una combinazione di [constant EASE_IN] e [constant EASE_OUT]. "
+"L'interpolazione è più rapida ad entrambe le estremità."
+
+msgid "Abstract class for all Tweeners used by [Tween]."
+msgstr "Classe astratta per tutti i Tweener utilizzati da [Tween]."
+
+msgid ""
+"Tweeners are objects that perform a specific animating task, e.g. "
+"interpolating a property or calling a method at a given time. A [Tweener] "
+"can't be created manually, you need to use a dedicated method from [Tween]."
+msgstr ""
+"I tweener sono oggetti che eseguono un'attività di animazione specifica, ad "
+"esempio interpolare una proprietà o chiamare un metodo in un determinato "
+"momento. Un [Tweener] non può essere creato manualmente, è necessario usare "
+"un metodo dedicato da [Tween]."
+
+msgid "Emitted when the [Tweener] has just finished its job."
+msgstr "Emesso quando il [Tweener] ha appena terminato la sua interpolazione."
+
+msgid "Helper class to implement a UDP server."
+msgstr "Classe di supporto per implementare un server UDP."
+
+msgid ""
"Returns [code]true[/code] if a packet with a new address/port combination was "
"received on the socket."
msgstr ""
-"Ritorna [code]true[/code] se un pacchetto con una nuova combinazione "
+"Restituisce [code]true[/code] se un pacchetto con una nuova combinazione "
"indirizzo/porta è stato ricevuto sul socket."
+msgid "Returns [code]true[/code] if the socket is open and listening on a port."
+msgstr ""
+"Restituisce [code]true[/code] se il socket è aperto e in ascolto su una porta."
+
+msgid ""
+"Starts the server by opening a UDP socket listening on the given [param "
+"port]. You can optionally specify a [param bind_address] to only listen for "
+"packets sent to that address. See also [method PacketPeerUDP.bind]."
+msgstr ""
+"Avvia il server aprendo un socket UDP in ascolto sulla porta [param port]. "
+"Facoltativamente, puoi specificare un [param bind_address] per ascoltare solo "
+"i pacchetti inviati a quell'indirizzo. Vedi anche [method PacketPeerUDP.bind]."
+
+msgid ""
+"Call this method at regular intervals (e.g. inside [method Node._process]) to "
+"process new packets. And packet from known address/port pair will be "
+"delivered to the appropriate [PacketPeerUDP], any packet received from an "
+"unknown address/port pair will be added as a pending connection (see [method "
+"is_connection_available], [method take_connection]). The maximum number of "
+"pending connection is defined via [member max_pending_connections]."
+msgstr ""
+"Chiama questo metodo a intervalli regolari (ad esempio all'interno di [method "
+"Node._process]) per elaborare nuovi pacchetti. E il pacchetto dalla coppia "
+"indirizzo/porta nota sarà consegnato al [PacketPeerUDP] appropriato, "
+"qualsiasi pacchetto ricevuto da una coppia indirizzo/porta sconosciuta sarà "
+"aggiunto come connessione in sospeso (vedi [method is_connection_available], "
+"[method take_connection]). Il numero massimo di connessioni in sospeso è "
+"definito tramite [member max_pending_connections]."
+
+msgid ""
+"Stops the server, closing the UDP socket if open. Will close all connected "
+"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
+"be notified)."
+msgstr ""
+"Arresta il server, chiudendo il socket UDP se aperto. Chiuderà tutti i "
+"[PacketPeerUDP] connessi accettati tramite [method take_connection] (i peer "
+"remoti non saranno notificati)."
+
+msgid ""
+"Returns the first pending connection (connected to the appropriate address/"
+"port). Will return [code]null[/code] if no new connection is available. See "
+"also [method is_connection_available], [method PacketPeerUDP.connect_to_host]."
+msgstr ""
+"Restituisce la prima connessione in sospeso (connesso all'indirizzo/porta "
+"appropriato). Restituirà [code]null[/code] se nessuna nuova connessione è "
+"disponibile. Vedi anche [method is_connection_available], [method "
+"PacketPeerUDP.connect_to_host]."
+
+msgid ""
+"Define the maximum number of pending connections, during [method poll], any "
+"new pending connection exceeding that value will be automatically dropped. "
+"Setting this value to [code]0[/code] effectively prevents any new pending "
+"connection to be accepted (e.g. when all your players have connected)."
+msgstr ""
+"Definisci il numero massimo di connessioni in sospeso, durante [method poll], "
+"qualsiasi nuova connessione in sospeso che superi quel valore sarà "
+"automaticamente eliminata. Impostando questo valore su [code]0[/code] si "
+"impedisce effettivamente che qualsiasi nuova connessione in sospeso sia "
+"accettata (ad esempio quando tutti i tuoi giocatori si sono connessi)."
+
+msgid ""
+"Provides a high-level interface for implementing undo and redo operations."
+msgstr ""
+"Fornisce un'interfaccia di alto livello per implementare le operazioni di "
+"annullamento e ripetizione."
+
+msgid ""
+"UndoRedo works by registering methods and property changes inside "
+"\"actions\". You can create an action, then provide ways to do and undo this "
+"action using function calls and property changes, then commit the action.\n"
+"When an action is committed, all of the [code]do_*[/code] methods will run. "
+"If the [method undo] method is used, the [code]undo_*[/code] methods will "
+"run. If the [method redo] method is used, once again, all of the [code]do_*[/"
+"code] methods will run.\n"
+"Here's an example on how to add an action:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var undo_redo = UndoRedo.new()\n"
+"\n"
+"func do_something():\n"
+" pass # Put your code here.\n"
+"\n"
+"func undo_something():\n"
+" pass # Put here the code that reverts what's done by \"do_something()\".\n"
+"\n"
+"func _on_my_button_pressed():\n"
+" var node = get_node(\"MyNode2D\")\n"
+" undo_redo.create_action(\"Move the node\")\n"
+" undo_redo.add_do_method(do_something)\n"
+" undo_redo.add_undo_method(undo_something)\n"
+" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
+" undo_redo.add_undo_property(node, \"position\", node.position)\n"
+" undo_redo.commit_action()\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"private UndoRedo _undoRedo;\n"
+"\n"
+"public override void _Ready()\n"
+"{\n"
+" _undoRedo = new UndoRedo();\n"
+"}\n"
+"\n"
+"public void DoSomething()\n"
+"{\n"
+" // Put your code here.\n"
+"}\n"
+"\n"
+"public void UndoSomething()\n"
+"{\n"
+" // Put here the code that reverts what's done by \"DoSomething()\".\n"
+"}\n"
+"\n"
+"private void OnMyButtonPressed()\n"
+"{\n"
+" var node = GetNode<Node2D>(\"MyNode2D\");\n"
+" _undoRedo.CreateAction(\"Move the node\");\n"
+" _undoRedo.AddDoMethod(new Callable(this, MethodName.DoSomething));\n"
+" _undoRedo.AddUndoMethod(new Callable(this, MethodName.UndoSomething));\n"
+" _undoRedo.AddDoProperty(node, \"position\", new Vector2(100, 100));\n"
+" _undoRedo.AddUndoProperty(node, \"position\", node.Position);\n"
+" _undoRedo.CommitAction();\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Before calling any of the [code]add_(un)do_*[/code] methods, you need to "
+"first call [method create_action]. Afterwards you need to call [method "
+"commit_action].\n"
+"If you don't need to register a method, you can leave [method add_do_method] "
+"and [method add_undo_method] out; the same goes for properties. You can also "
+"register more than one method/property.\n"
+"If you are making an [EditorPlugin] and want to integrate into the editor's "
+"undo history, use [EditorUndoRedoManager] instead.\n"
+"If you are registering multiple properties/method which depend on one "
+"another, be aware that by default undo operation are called in the same order "
+"they have been added. Therefore instead of grouping do operation with their "
+"undo operations it is better to group do on one side and undo on the other as "
+"shown below.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"undo_redo.create_action(\"Add object\")\n"
+"\n"
+"# DO\n"
+"undo_redo.add_do_method(_create_object)\n"
+"undo_redo.add_do_method(_add_object_to_singleton)\n"
+"\n"
+"# UNDO\n"
+"undo_redo.add_undo_method(_remove_object_from_singleton)\n"
+"undo_redo.add_undo_method(_destroy_that_object)\n"
+"\n"
+"undo_redo.commit_action()\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"_undo_redo.CreateAction(\"Add object\");\n"
+"\n"
+"// DO\n"
+"_undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));\n"
+"_undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));\n"
+"\n"
+"// UNDO\n"
+"_undo_redo.AddUndoMethod(new Callable(this, MethodName."
+"RemoveObjectFromSingleton));\n"
+"_undo_redo.AddUndoMethod(new Callable(this, MethodName.DestroyThatObject));\n"
+"\n"
+"_undo_redo.CommitAction();\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"UndoRedo funziona registrando metodi e modifiche di proprietà all'interno di "
+"\"azioni\". È possibile creare un'azione, quindi fornire modi per eseguire e "
+"annullare l'azione attraverso le chiamate di funzione e modifiche di "
+"proprietà, quindi confermare l'azione.\n"
+"Quando un'azione è eseguita, tutti i metodi [code]do_*[/code] saranno "
+"eseguiti. Se è usato il metodo [method undo], i metodi [code]undo_*[/code] "
+"saranno eseguiti. Se è usato il metodo [method redo], ancora una volta, tutti "
+"i metodi [code]do_*[/code] saranno eseguiti.\n"
+"Ecco un esempio su come aggiungere un'azione:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var undo_redo = UndoRedo.new()\n"
+"\n"
+"func do_something():\n"
+" pass # Inserisci qui il codice.\n"
+"\n"
+"func undo_something():\n"
+" pass # Inserisci qui il codice che annulla quanto eseguito da "
+"\"do_something()\".\n"
+"\n"
+"func _on_my_button_pressed():\n"
+" var node = get_node(\"MyNode2D\")\n"
+" undo_redo.create_action(\"Move the node\")\n"
+" undo_redo.add_do_method(do_something)\n"
+" undo_redo.add_undo_method(undo_something)\n"
+" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
+" undo_redo.add_undo_property(node, \"position\", node.position)\n"
+" undo_redo.commit_action()\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"private UndoRedo _undoRedo;\n"
+"\n"
+"public override void _Ready()\n"
+"{\n"
+" _undoRedo = new UndoRedo();\n"
+"}\n"
+"\n"
+"public void DoSomething()\n"
+"{\n"
+" // Inserisci qui il codice.\n"
+"}\n"
+"\n"
+"public void UndoSomething()\n"
+"{\n"
+" // Inserisci qui il codice che annulla quanto eseguito da "
+"\"DoSomething()\".\n"
+"}\n"
+"\n"
+"private void OnMyButtonPressed()\n"
+"{\n"
+" var node = GetNode<Node2D>(\"MyNode2D\");\n"
+" _undoRedo.CreateAction(\"Move the node\");\n"
+" _undoRedo.AddDoMethod(new Callable(this, MethodName.DoSomething));\n"
+" _undoRedo.AddUndoMethod(new Callable(this, MethodName.UndoSomething));\n"
+" _undoRedo.AddDoProperty(node, \"position\", new Vector2(100, 100));\n"
+" _undoRedo.AddUndoProperty(node, \"position\", node.Position);\n"
+" _undoRedo.CommitAction();\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Prima di chiamare uno qualsiasi dei metodi [code]add_(un)do_*[/code], bisogna "
+"prima chiamare [method create_action]. Dopodiché bisogna chiamare [method "
+"commit_action].\n"
+"Se non c'è bisogno di registrare un metodo, è possibile omettere [method "
+"add_do_method] e [method add_undo_method]; lo stesso vale per le proprietà. È "
+"possibile anche registrare più di un metodo/proprietà.\n"
+"Se stai creando un [EditorPlugin] e vuoi integrarlo nella cronologia degli "
+"annullamenti dell'editor, usa invece [EditorUndoRedoManager].\n"
+"Se stai registrando più proprietà/metodi che dipendono l'uno dall'altro, "
+"tieni presente che per impostazione predefinita le operazioni di annullamento "
+"sono chiamate nello stesso ordine in cui sono state aggiunte. Pertanto, "
+"invece di raggruppare le operazioni di ripetizione con le relative operazioni "
+"di annullamento, è meglio raggruppare le ripetizioni da un lato e gli "
+"annullamenti dall'altro come mostrato di seguito.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"undo_redo.create_action(\"Add object\")\n"
+"\n"
+"# DO (Esegui/Ripeti)\n"
+"undo_redo.add_do_method(_create_object)\n"
+"undo_redo.add_do_method(_add_object_to_singleton)\n"
+"\n"
+"# UNDO (Annulla)\n"
+"undo_redo.add_undo_method(_remove_object_from_singleton)\n"
+"undo_redo.add_undo_method(_destroy_that_object)\n"
+"\n"
+"undo_redo.commit_action()\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"_undo_redo.CreateAction(\"Add object\");\n"
+"\n"
+"// DO (Esegui/Ripeti)\n"
+"_undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));\n"
+"_undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));\n"
+"\n"
+"// UNDO (Annulla)\n"
+"_undo_redo.AddUndoMethod(new Callable(this, MethodName."
+"RemoveObjectFromSingleton));\n"
+"_undo_redo.AddUndoMethod(new Callable(this, MethodName.DestroyThatObject));\n"
+"\n"
+"_undo_redo.CommitAction();\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid "Register a [Callable] that will be called when the action is committed."
+msgstr ""
+"Registra un [Callable] che sarà chiamato quando l'azione viene eseguita."
+
+msgid ""
+"Register a [param property] that would change its value to [param value] when "
+"the action is committed."
+msgstr ""
+"Registra una proprietà denominata [param property] che cambierà il suo valore "
+"in [param value] quando l'azione viene eseguita."
+
+msgid ""
+"Register a reference to an object that will be erased if the \"do\" history "
+"is deleted. This is useful for objects added by the \"do\" action and removed "
+"by the \"undo\" action.\n"
+"When the \"do\" history is deleted, if the object is a [RefCounted], it will "
+"be unreferenced. Otherwise, it will be freed. Do not use for resources.\n"
+"[codeblock]\n"
+"var node = Node2D.new()\n"
+"undo_redo.create_action(\"Add node\")\n"
+"undo_redo.add_do_method(add_child.bind(node))\n"
+"undo_redo.add_do_reference(node)\n"
+"undo_redo.add_undo_method(remove_child.bind(node))\n"
+"undo_redo.commit_action()\n"
+"[/codeblock]"
+msgstr ""
+"Registra un riferimento a un oggetto che sarà cancellato se la cronologia "
+"\"do\" viene eliminata. Questo è utile per gli oggetti aggiunti dall'azione "
+"\"do\" e rimossi dall'azione \"undo\".\n"
+"Quando la cronologia \"do\" viene eliminata, se l'oggetto è un [RefCounted], "
+"non verrà più referenziato. Altrimenti, verrà liberato. Non usarlo per le "
+"risorse.\n"
+"[codeblock]\n"
+"var node = Node2D.new()\n"
+"undo_redo.create_action(\"Add node\")\n"
+"undo_redo.add_do_method(add_child.bind(node))\n"
+"undo_redo.add_do_reference(node)\n"
+"undo_redo.add_undo_method(remove_child.bind(node))\n"
+"undo_redo.commit_action()\n"
+"[/codeblock]"
+
+msgid "Register a [Callable] that will be called when the action is undone."
+msgstr ""
+"Registra un [Callable] che verrà chiamato quando l'azione viene annullata."
+
+msgid ""
+"Register a [param property] that would change its value to [param value] when "
+"the action is undone."
+msgstr ""
+"Registra una proprietà denominata [param property] che cambierà il suo valore "
+"in [param value] quando l'azione viene annullata."
+
+msgid ""
+"Register a reference to an object that will be erased if the \"undo\" history "
+"is deleted. This is useful for objects added by the \"undo\" action and "
+"removed by the \"do\" action.\n"
+"When the \"undo\" history is deleted, if the object is a [RefCounted], it "
+"will be unreferenced. Otherwise, it will be freed. Do not use for resources.\n"
+"[codeblock]\n"
+"var node = $Node2D\n"
+"undo_redo.create_action(\"Remove node\")\n"
+"undo_redo.add_do_method(remove_child.bind(node))\n"
+"undo_redo.add_undo_method(add_child.bind(node))\n"
+"undo_redo.add_undo_reference(node)\n"
+"undo_redo.commit_action()\n"
+"[/codeblock]"
+msgstr ""
+"Registra un riferimento a un oggetto che sarà cancellato se la cronologia "
+"\"undo\" viene eliminata. Questo è utile per gli oggetti aggiunti dall'azione "
+"\"undo\" e rimossi dall'azione \"do\".\n"
+"Quando la cronologia \"undo\" viene eliminata, se l'oggetto è un "
+"[RefCounted], non verrà più referenziato. Altrimenti, verrà liberato. Non "
+"usarlo per le risorse.\n"
+"[codeblock]\n"
+"var node = $Node2D\n"
+"undo_redo.create_action(\"Remove node\")\n"
+"undo_redo.add_do_method(remove_child.bind(node))\n"
+"undo_redo.add_undo_method(add_child.bind(node))\n"
+"undo_redo.add_undo_reference(node)\n"
+"undo_redo.commit_action()\n"
+"[/codeblock]"
+
+msgid ""
+"Clear the undo/redo history and associated references.\n"
+"Passing [code]false[/code] to [param increase_version] will prevent the "
+"version number from increasing when the history is cleared."
+msgstr ""
+"Cancella la cronologia annulla/ripeti e i riferimenti associati.\n"
+"Passando [code]false[/code] a [param increase_version] si impedirà che il "
+"numero di versione aumenti quando la cronologia viene cancellata."
+
+msgid ""
+"Commit the action. If [param execute] is [code]true[/code] (which it is by "
+"default), all \"do\" methods/properties are called/set when this function is "
+"called."
+msgstr ""
+"Esegue l'azione. Se [param execute] è [code]true[/code] (che è di default), "
+"tutti i metodi/proprietà \"do\" vengono chiamati/impostati quando questa "
+"funzione viene chiamata."
+
+msgid ""
+"Create a new action. After this is called, do all your calls to [method "
+"add_do_method], [method add_undo_method], [method add_do_property], and "
+"[method add_undo_property], then commit the action with [method "
+"commit_action].\n"
+"The way actions are merged is dictated by [param merge_mode]. See [enum "
+"MergeMode] for details.\n"
+"The way undo operation are ordered in actions is dictated by [param "
+"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo "
+"option are ordered in the same order they were added. Which means the first "
+"operation to be added will be the first to be undone."
+msgstr ""
+"Crea una nuova azione. Dopo che questa è stata chiamata, esegui tutte le "
+"chiamate a [method add_do_method], [method add_undo_method], [method "
+"add_do_property] e [method add_undo_property], quindi compii l'azione con "
+"[method commit_action].\n"
+"Il modo in cui le azioni sono unite è dettato da [param merge_mode]. Vedi "
+"[enum MergeMode] per i dettagli.\n"
+"Il modo in cui le operazioni di annullamento sono ordinate nelle azioni è "
+"dettato da [param backward_undo_ops]. Quando [param backward_undo_ops] è "
+"[code]false[/code] le opzioni di annullamento sono ordinate nello stesso "
+"ordine in cui sono state aggiunte. Ciò significa che la prima operazione ad "
+"essere aggiunta sarà la prima ad essere annullata."
+
+msgid ""
+"Stops marking operations as to be processed even if the action gets merged "
+"with another in the [constant MERGE_ENDS] mode. See [method "
+"start_force_keep_in_merge_ends]."
+msgstr ""
+"Smette di contrassegnare le operazioni come da elaborare anche se l'azione "
+"viene unita a un'altra nella modalità [constant MERGE_ENDS]. Vedi [method "
+"start_force_keep_in_merge_ends]."
+
msgid "Gets the action name from its index."
msgstr "Ottiene il nome dell'azione dal suo indice."
msgid "Gets the index of the current action."
msgstr "Ottiene l'indice dell'azione attuale."
+msgid ""
+"Gets the name of the current action, equivalent to "
+"[code]get_action_name(get_current_action())[/code]."
+msgstr ""
+"Ottiene il nome dell'azione attuale, equivalente a "
+"[code]get_action_name(get_current_action())[/code]."
+
msgid "Returns how many elements are in the history."
msgstr "Restituisce quanti elementi sono presenti nella cronologia."
+msgid ""
+"Gets the version. Every time a new action is committed, the [UndoRedo]'s "
+"version number is increased automatically.\n"
+"This is useful mostly to check if something changed from a saved version."
+msgstr ""
+"Ottiene la versione. Ogni volta che viene compiuta una nuova azione, il "
+"numero di versione di [UndoRedo] viene incrementato automaticamente.\n"
+"Questo è utile soprattutto per controllare se qualcosa è cambiato rispetto a "
+"una versione salvata."
+
+msgid ""
+"Returns [code]true[/code] if the [UndoRedo] is currently committing the "
+"action, i.e. running its \"do\" method or property change (see [method "
+"commit_action])."
+msgstr ""
+"Restituisce [code]true[/code] se [UndoRedo] sta attualmente eseguendo "
+"l'azione, ovvero sta eseguendo il suo metodo \"do\" o la modifica della "
+"proprietà (vedi [method commit_action])."
+
+msgid "Redo the last action."
+msgstr "Ripete l'ultima azione."
+
+msgid ""
+"Marks the next \"do\" and \"undo\" operations to be processed even if the "
+"action gets merged with another in the [constant MERGE_ENDS] mode. Return to "
+"normal operation using [method end_force_keep_in_merge_ends]."
+msgstr ""
+"Contrassegna le prossime operazioni \"do\" e \"undo\" da elaborare anche se "
+"l'azione viene unita a un'altra nella modalità [constant MERGE_ENDS]. Ritorna "
+"al normale funzionamento usando [method end_force_keep_in_merge_ends]."
+
+msgid "Undo the last action."
+msgstr "Annulla l'ultima azione."
+
+msgid ""
+"The maximum number of steps that can be stored in the undo/redo history. If "
+"the number of stored steps exceeds this limit, older steps are removed from "
+"history and can no longer be reached by calling [method undo]. A value of "
+"[code]0[/code] or lower means no limit."
+msgstr ""
+"Il numero massimo di passaggi che possono essere memorizzati nella cronologia "
+"di annullamento/ripetizione. Se il numero di passaggi memorizzati supera "
+"questo limite, i passaggi più vecchi sono rimossi dalla cronologia e non "
+"possono più essere raggiunti chiamando [method undo]. Un valore di [code]0[/"
+"code] o inferiore significa nessun limite."
+
+msgid "Called when [method undo] or [method redo] was called."
+msgstr "Chiamato quando [method undo] o [method redo] sono stati chiamati."
+
+msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
+msgstr "Fa sì che le operazioni \"do\"/\"undo\" rimangano in azioni separate."
+
+msgid ""
+"Merges this action with the previous one if they have the same name. Keeps "
+"only the first action's \"undo\" operations and the last action's \"do\" "
+"operations. Useful for sequential changes to a single value."
+msgstr ""
+"Unisce questa azione con quella precedente se hanno lo stesso nome. Mantiene "
+"solo le operazioni \"undo\" della prima azione e le operazioni \"do\" "
+"dell'ultima azione. Utile per modifiche sequenziali a un singolo valore."
+
+msgid "Merges this action with the previous one if they have the same name."
+msgstr "Unisce questa azione a quella precedente se hanno lo stesso nome."
+
+msgid "Uniform set cache manager for Rendering Device based renderers."
+msgstr ""
+"Gestore di cache di set di uniformi per i renderer basati su Rendering Device."
+
+msgid ""
+"Universal Plug and Play (UPnP) functions for network device discovery, "
+"querying and port forwarding."
+msgstr ""
+"Funzioni di Universal Plug and Play (UPnP) per il rilevamento dei dispositivi "
+"di rete, l'interrogazione e il port forwarding."
+
+msgid "Adds the given [UPNPDevice] to the list of discovered devices."
+msgstr ""
+"Aggiunge il dispositivo [UPNPDevice] specificato alla lista dei dispositivi "
+"rilevati."
+
+msgid "Clears the list of discovered devices."
+msgstr "Svuota la lista dei dispositivi rilevati."
+
msgid "Returns the [UPNPDevice] at the given [param index]."
-msgstr "Restituisce il [UPNPDevice] all'indice [param index]."
+msgstr "Restituisce l'[UPNPDevice] all'indice [param index]."
+
+msgid "Returns the number of discovered [UPNPDevice]s."
+msgstr "Restituisce il numero di [UPNPDevice] rilevati."
+
+msgid ""
+"Returns the default gateway. That is the first discovered [UPNPDevice] that "
+"is also a valid IGD (InternetGatewayDevice)."
+msgstr ""
+"Restituisce il gateway predefinito. Questo è il primo [UPNPDevice] rilevato "
+"che è anche un IGD (InternetGatewayDevice) valido."
+
+msgid ""
+"Returns the external [IP] address of the default gateway (see [method "
+"get_gateway]) as string. Returns an empty string on error."
+msgstr ""
+"Restituisce l'indirizzo [IP] esterno del gateway predefinito (vedi [method "
+"get_gateway]) come sotto forma di stringa. Restituisce una stringa vuota in "
+"caso di errore."
msgid "Removes the device at [param index] from the list of discovered devices."
msgstr ""
"Rimuove il dispositivo all'indice [param index] dalla lista dei dispositivi "
-"scoperti."
+"rilevati."
msgid ""
"Sets the device at [param index] from the list of discovered devices to "
"[param device]."
msgstr ""
"Imposta il dispositivo all'indice [param index] dalla lista dei dispositivi "
-"scoperti a [param device]."
+"rilevati a [param device]."
+
+msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
+msgstr ""
+"Se [code]true[/code], l'IPv6 è utilizzato per il rilevamento dei [UPNPDevice]."
+
+msgid ""
+"If [code]0[/code], the local port to use for discovery is chosen "
+"automatically by the system. If [code]1[/code], discovery will be done from "
+"the source port 1900 (same as destination port). Otherwise, the value will be "
+"used as the port."
+msgstr ""
+"Se [code]0[/code], la porta locale da usare per la scoperta è scelta "
+"automaticamente dal sistema. Se [code]1[/code], la scoperta sarà fatta dalla "
+"porta sorgente 1900 (la stessa della porta di destinazione). Altrimenti, il "
+"valore sarà usato come porta."
+
+msgid ""
+"Multicast interface to use for discovery. Uses the default multicast "
+"interface if empty."
+msgstr ""
+"Interfaccia multicast da usare per la rilevazione. Utilizza l'interfaccia "
+"multicast predefinita se vuota."
+
+msgid "UPNP command or discovery was successful."
+msgstr "Il comando o il rilevamento di UPNP è andato a buon fine."
+
+msgid ""
+"Not authorized to use the command on the [UPNPDevice]. May be returned when "
+"the user disabled UPNP on their router."
+msgstr ""
+"Non autorizzato a utilizzare il comando su [UPNPDevice]. Può essere "
+"restituito quando l'utente ha disabilitato UPNP sul proprio router."
+
+msgid ""
+"No port mapping was found for the given port, protocol combination on the "
+"given [UPNPDevice]."
+msgstr ""
+"Non è stata trovata alcuna mappatura di porte per la porta specificata, la "
+"combinazione di protocolli sul [UPNPDevice] specificato."
msgid "Inconsistent parameters."
msgstr "Parametri inconsistenti."
+msgid ""
+"No such entry in array. May be returned if a given port, protocol combination "
+"is not found on an [UPNPDevice]."
+msgstr ""
+"Nessuna voce di questo tipo nell'array. Può essere restituito se una "
+"determinata combinazione di porta e protocollo non viene trovata su un "
+"[UPNPDevice]."
+
+msgid "The action failed."
+msgstr "L'azione non è riuscita."
+
+msgid ""
+"The [UPNPDevice] does not allow wildcard values for the source IP address."
+msgstr "L'[UPNPDevice] non consente valori jolly per l'indirizzo IP sorgente."
+
+msgid "The [UPNPDevice] does not allow wildcard values for the external port."
+msgstr "L'[UPNPDevice] non consente valori jolly per la porta esterna."
+
+msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
+msgstr "L'[UPNPDevice] non consente valori jolly per la porta interna."
+
+msgid "The remote host value must be a wildcard."
+msgstr "Il valore dell'host remoto deve essere un carattere jolly."
+
+msgid "The external port value must be a wildcard."
+msgstr "Il valore della porta esterna deve essere un carattere jolly."
+
+msgid ""
+"No port maps are available. May also be returned if port mapping "
+"functionality is not available."
+msgstr ""
+"Non sono disponibili mappe di porte. Potrebbe anche essere restituito se la "
+"funzionalità di mappatura di porte non è disponibile."
+
+msgid ""
+"Conflict with other mechanism. May be returned instead of [constant "
+"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an "
+"existing one."
+msgstr ""
+"In conflitto con un altro meccanismo. Può essere restituito al posto di "
+"[constant UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] se una mappatura di porte "
+"è in conflitto con una esistente."
+
+msgid "Conflict with an existing port mapping."
+msgstr "In conflitto con una mappatura di porte esistente."
+
+msgid "External and internal port values must be the same."
+msgstr "I valori delle porte esterne e interne devono essere gli stessi."
+
+msgid "Invalid gateway."
+msgstr "Gateway non valida."
+
msgid "Invalid port."
msgstr "Porta non valida."
@@ -53738,15 +101118,112 @@ msgstr "Parametro non valido."
msgid "HTTP error."
msgstr "Errore HTTP."
+msgid "Socket error."
+msgstr "Errore di socket."
+
+msgid "Error allocating memory."
+msgstr "Errore di allocazione di memoria."
+
+msgid ""
+"No gateway available. You may need to call [method discover] first, or "
+"discovery didn't detect any valid IGDs (InternetGatewayDevices)."
+msgstr ""
+"Nessun gateway disponibile. Potresti dover chiamare prima [method discover] "
+"oppure il rilevamento non ha rilevato alcun IGD (InternetGatewayDevice) "
+"valido."
+
+msgid ""
+"No devices available. You may need to call [method discover] first, or "
+"discovery didn't detect any valid [UPNPDevice]s."
+msgstr ""
+"Nessun dispositivo disponibile. Potresti dover chiamare prima [method "
+"discover] oppure il rilevamento non ha rilevato alcun [UPNPDevice] valido."
+
msgid "Unknown error."
msgstr "Errore sconosciuto."
+msgid "Universal Plug and Play (UPnP) device."
+msgstr "Dispositivo Universal Plug and Play (UPnP)."
+
+msgid ""
+"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
+"utility functions. Provides low-level access to UPNP control commands. Allows "
+"to manage port mappings (port forwarding) and to query network information of "
+"the device (like local and external IP address and status). Note that methods "
+"on this class are synchronous and block the calling thread."
+msgstr ""
+"Dispositivo Universal Plug and Play (UPnP). Vedi [UPNP] per le funzioni di "
+"utilità e rilevamento UPnP. Fornisce accesso di basso livello ai comandi di "
+"controllo UPNP. Consente di gestire le mappature di porte (port forwarding) e "
+"di interrogare le informazioni di rete del dispositivo (come indirizzo IP "
+"locale ed esterno e stato). Si noti che i metodi su questa classe sono "
+"sincroni e bloccano il thread chiamante."
+
+msgid ""
+"Adds a port mapping to forward the given external port on this [UPNPDevice] "
+"for the given protocol to the local machine. See [method UPNP."
+"add_port_mapping]."
+msgstr ""
+"Aggiunge una mappatura di porte per inoltrare la porta esterna specificata su "
+"questo [UPNPDevice] per il protocollo specificato alla macchina locale. Vedi "
+"[method UPNP.add_port_mapping]."
+
+msgid ""
+"Deletes the port mapping identified by the given port and protocol "
+"combination on this device. See [method UPNP.delete_port_mapping]."
+msgstr ""
+"Elimina la mappatura di porte identificata dalla combinazione di porta e "
+"protocollo specificata su questo dispositivo. Vedi [method UPNP."
+"delete_port_mapping]."
+
+msgid ""
+"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
+"which potentially supports port forwarding."
+msgstr ""
+"Restituisce [code]true[/code] se questo è un IGD (InternetGatewayDevice) "
+"valido che potenzialmente supporta il port forwarding."
+
+msgid "Returns the external IP address of this [UPNPDevice] or an empty string."
+msgstr ""
+"Restituisce l'indirizzo IP esterno di questo [UPNPDevice] o una stringa vuota."
+
+msgid "URL to the device description."
+msgstr "URL della descrizione del dispositivo."
+
+msgid "IDG control URL."
+msgstr "URL di controllo IDG."
+
+msgid ""
+"Address of the local machine in the network connecting it to this "
+"[UPNPDevice]."
+msgstr ""
+"Indirizzo della macchina locale nella rete che la connette a questo "
+"[UPNPDevice]."
+
+msgid "IGD service type."
+msgstr "Tipo di servizio IGD."
+
+msgid "IGD status. See [enum IGDStatus]."
+msgstr "Stato IGD. Vedi [enum IGDStatus]."
+
msgid "Service type."
msgstr "Tipo di servizio."
msgid "OK."
msgstr "OK."
+msgid "Empty HTTP response."
+msgstr "Risposta HTTP vuota."
+
+msgid "This value is no longer used."
+msgstr "Questo valore non è più utilizzato."
+
+msgid "Returned response contained no URLs."
+msgstr "la risposta restituita non conteneva un URL."
+
+msgid "Not a valid IGD."
+msgstr "Non è un IGD valido."
+
msgid "Disconnected."
msgstr "Disconnesso."
@@ -53756,47 +101233,327 @@ msgstr "Dispositivo sconosciuto."
msgid "Invalid control."
msgstr "Controllo non valido."
+msgid "Memory allocation error."
+msgstr "Errore di allocazione di memoria."
+
+msgid "The most important data type in Godot."
+msgstr "Il tipo di dati più importante in Godot."
+
msgid "Variant class introduction"
msgstr "Introduzione della classe Variant"
+msgid "A container that arranges its child controls vertically."
+msgstr "Un contenitore che dispone i suoi controlli figlio verticalmente."
+
+msgid ""
+"A variant of [BoxContainer] that can only arrange its child controls "
+"vertically. Child controls are rearranged automatically when their minimum "
+"size changes."
+msgstr ""
+"Una variante di [BoxContainer] che può organizzare i suoi controlli figli "
+"solo verticalmente. I controlli figli sono riorganizzati automaticamente "
+"quando cambiano le loro dimensioni minime."
+
msgid "A 2D vector using floating-point coordinates."
-msgstr "Un vettore 2D che utilizza le coordinate a virgola mobile."
+msgstr "Un vettore 2D che utilizza coordinate in virgola mobile."
+
+msgid ""
+"A 2-element structure that can be used to represent 2D coordinates or any "
+"other pair of numeric values.\n"
+"It uses floating-point coordinates. By default, these floating-point values "
+"use 32-bit precision, unlike [float] which is always 64-bit. If double "
+"precision is needed, compile the engine with the option "
+"[code]precision=double[/code].\n"
+"See [Vector2i] for its integer counterpart.\n"
+"[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will "
+"always evaluate to [code]true[/code]."
+msgstr ""
+"Una struttura a 2 elementi che può essere utilizzata per rappresentare "
+"coordinate 2D o qualsiasi altra coppia di valori numerici.\n"
+"Utilizza coordinate in virgola mobile. Per impostazione predefinita, questi "
+"valori in virgola mobile usano una precisione a 32 bit, a differenza di "
+"[float] che è sempre a 64 bit. Se è necessaria una precisione doppia, compila "
+"il motore con l'opzione [code]precision=double[/code].\n"
+"Vedi [Vector2i] per la sua controparte con numeri interi.\n"
+"[b]Nota:[/b] In un contesto booleano, un Vector2 sarà valutato come "
+"[code]false[/code] se è uguale a [code]Vector2(0, 0)[/code]. Altrimenti, un "
+"Vector2 sarà sempre valutato come [code]true[/code]."
+
+msgid "3Blue1Brown Essence of Linear Algebra"
+msgstr "3Blue1Brown Essence of Linear Algebra"
+
+msgid ""
+"Constructs a default-initialized [Vector2] with all components set to "
+"[code]0[/code]."
+msgstr ""
+"Costruisce un [Vector2] predefinito con tutti i componenti impostati su "
+"[code]0[/code]."
msgid "Constructs a [Vector2] as a copy of the given [Vector2]."
msgstr "Costruisce un [Vector2] come copia del [Vector2] specificato."
+msgid "Constructs a new [Vector2] from [Vector2i]."
+msgstr "Costruisce un nuovo [Vector2] da [Vector2i]."
+
+msgid "Constructs a new [Vector2] from the given [param x] and [param y]."
+msgstr ""
+"Costruisce un nuovo [Vector2] dai parametri [param x] e [param y] forniti."
+
+msgid ""
+"Returns a new vector with all components in absolute values (i.e. positive)."
+msgstr ""
+"Restituisce un nuovo vettore con tutti i componenti in valori assoluti "
+"(ovvero positivi)."
+
+msgid ""
+"Returns this vector's angle with respect to the positive X axis, or [code](1, "
+"0)[/code] vector, in radians.\n"
+"For example, [code]Vector2.RIGHT.angle()[/code] will return zero, "
+"[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter "
+"turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return "
+"[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle.png]Illustration of the returned angle.[/url]\n"
+"Equivalent to the result of [method @GlobalScope.atan2] when called with the "
+"vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]."
+msgstr ""
+"Restituisce l'angolo di questo vettore rispetto all'asse X positivo, o "
+"vettore [code](1, 0)[/code], in radianti.\n"
+"Ad esempio, [code]Vector2.RIGHT.angle()[/code] restituirà zero, [code]Vector2."
+"DOWN.angle()[/code] restituirà [code]PI / 2[/code] (un quarto di giro, o 90 "
+"gradi), e [code]Vector2(1, -1).angle()[/code] restituirà [code]-PI / 4[/code] "
+"(un ottavo di giro negativo, o -45 gradi).\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle.png]Illustrazione dell'angolo restituito.[/url]\n"
+"Equivalente al risultato di [method @GlobalScope.atan2] quando chiamato con "
+"[member y] e [member x] del vettore come parametri: [code]atan2(y, x)[/code]."
+
+msgid ""
+"Returns the angle to the given vector, in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle_to.png]Illustration of the returned angle.[/url]"
+msgstr ""
+"Restituisce l'angolo rispetto al vettore indicato, in radianti.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle_to.png]Illustrazione dell'angolo restituito.[/url]"
+
+msgid ""
+"Returns the angle between the line connecting the two points and the X axis, "
+"in radians.\n"
+"[code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()"
+"[/code].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
+msgstr ""
+"Restituisce l'angolo tra la linea che collega i due punti e l'asse X, in "
+"radianti.\n"
+"[code]a.angle_to_point(b)[/code] equivale a fare [code](b - a).angle()[/"
+"code].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle_to_point.png]Illustrazione dell'angolo restituito.[/url]"
+
+msgid ""
+"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
+"y]."
+msgstr ""
+"Restituisce le proporzioni di questo vettore, il rapporto tra [member x] e "
+"[member y]."
+
+msgid ""
+"Returns the derivative at the given [param t] on the [url=https://en."
+"wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this "
+"vector and the given [param control_1], [param control_2], and [param end] "
+"points."
+msgstr ""
+"Restituisce la derivata in [param t] sulla [url=https://it.wikipedia.org/wiki/"
+"Curva_di_B%C3%A9zier]curva di Bézier[/url] definita da questo vettore e dai "
+"punti [param control_1], [param control_2] e [param end] specificati."
+
+msgid ""
+"Returns the point at the given [param t] on the [url=https://en.wikipedia.org/"
+"wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the "
+"given [param control_1], [param control_2], and [param end] points."
+msgstr ""
+"Restituisce il in [param t] sulla [url=https://it.wikipedia.org/wiki/"
+"Curva_di_B%C3%A9zier]curva di Bézier[/url] definita da questo vettore e dai "
+"punti [param control_1], [param control_2] e [param end] specificati."
+
+msgid ""
+"Returns the vector \"bounced off\" from a line defined by the given normal "
+"[param n] perpendicular to the line.\n"
+"[b]Note:[/b] [method bounce] performs the operation that most engines and "
+"frameworks call [code skip-lint]reflect()[/code]."
+msgstr ""
+"Restituisce il vettore \"rimbalzato\" da una linea definita dalla normale "
+"[param n] perpendicolare alla linea.\n"
+"[b]Nota:[/b] [method bounce] esegue l'operazione che la maggior parte dei "
+"motori e framework chiama [code skip-lint]reflect()[/code]."
+
+msgid ""
+"Returns a new vector with all components rounded up (towards positive "
+"infinity)."
+msgstr ""
+"Restituisce un nuovo vettore con tutti i componenti arrotondati per eccesso "
+"(verso l'infinito positivo)."
+
+msgid ""
+"Returns a new vector with all components clamped between the components of "
+"[param min] and [param max], by running [method @GlobalScope.clamp] on each "
+"component."
+msgstr ""
+"Restituisce un nuovo vettore con tutti i suoi componenti limitati tra i "
+"componenti di [param min] e [param max], eseguendo [method @GlobalScope."
+"clamp] su ciascun componente."
+
msgid ""
"Returns a new vector with all components clamped between [param min] and "
"[param max], by running [method @GlobalScope.clamp] on each component."
msgstr ""
"Restituisce un nuovo vettore con tutti i suoi componenti limitati tra [param "
-"min] e [param max], avviando [method @GDScript.is_equal_approx] su ogni "
+"min] e [param max], eseguendo [method @GDScript.is_equal_approx] su ciascun "
"componente."
+msgid ""
+"Returns the 2D analog of the cross product for this vector and [param with].\n"
+"This is the signed area of the parallelogram formed by the two vectors. If "
+"the second vector is clockwise from the first vector, then the cross product "
+"is the positive area. If counter-clockwise, the cross product is the negative "
+"area. If the two vectors are parallel this returns zero, making it useful for "
+"testing if two vectors are parallel.\n"
+"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method "
+"embeds the 2D vectors in the XY plane of 3D space and uses their cross "
+"product's Z component as the analog."
+msgstr ""
+"Restituisce l'analogo 2D del prodotto vettoriale per questo vettore e [param "
+"with].\n"
+"Questa è l'area (con segno) del parallelogramma formato dai due vettori. Se "
+"il secondo vettore è in senso orario rispetto al primo vettore, il prodotto "
+"vettoriale è l'area positiva. Se è in senso antiorario, il prodotto "
+"vettoriale è l'area negativa. Se i due vettori sono paralleli, restituisce "
+"zero, il che lo rende utile per verificare se due vettori sono paralleli.\n"
+"[b]Nota:[/b] Il prodotto vettoriale non è definito matematicamente in 2D. "
+"Questo metodo incorpora i vettori 2D nel piano XY dello spazio 3D e utilizza "
+"il componente Z del loro prodotto vettoriale come analogo."
+
+msgid ""
+"Performs a cubic interpolation between this vector and [param b] using [param "
+"pre_a] and [param post_b] as handles, and returns the result at position "
+"[param weight]. [param weight] is on the range of 0.0 to 1.0, representing "
+"the amount of interpolation."
+msgstr ""
+"Esegue un'interpolazione cubica tra questo vettore e [param b] usando [param "
+"pre_a] e [param post_b] come manopole e restituisce il risultato nella "
+"posizione [param weight]. [param weight] è compreso tra 0,0 e 1,0, e "
+"rappresenta la quantità di interpolazione."
+
+msgid ""
+"Performs a cubic interpolation between this vector and [param b] using [param "
+"pre_a] and [param post_b] as handles, and returns the result at position "
+"[param weight]. [param weight] is on the range of 0.0 to 1.0, representing "
+"the amount of interpolation.\n"
+"It can perform smoother interpolation than [method cubic_interpolate] by the "
+"time values."
+msgstr ""
+"Esegue un'interpolazione cubica tra questo vettore e [param b] usando [param "
+"pre_a] e [param post_b] come manopole e restituisce il risultato nella "
+"posizione [param weight]. [param weight] è compreso tra 0,0 e 1,0, e "
+"rappresenta la quantità di interpolazione.\n"
+"Può eseguire un'interpolazione più fluida rispetto al [method "
+"cubic_interpolate] in base ai valori temporali."
+
+msgid ""
+"Returns the normalized vector pointing from this vector to [param to]. This "
+"is equivalent to using [code](b - a).normalized()[/code]."
+msgstr ""
+"Restituisce il vettore normalizzato che punta da questo vettore a [param to]. "
+"Ciò equivale a usare [code](b - a).normalized()[/code]."
+
+msgid ""
+"Returns the squared distance between this vector and [param to].\n"
+"This method runs faster than [method distance_to], so prefer it if you need "
+"to compare vectors or need the squared distance for some formula."
+msgstr ""
+"Restituisce la distanza al quadrato tra questo vettore e [param to].\n"
+"Questo metodo è più veloce di [method distance_to], quindi è preferibile se è "
+"necessario confrontare vettori o se è necessaria la distanza al quadrato per "
+"una formula."
+
msgid "Returns the distance between this vector and [param to]."
msgstr "Restituisce la distanza tra questo vettore e [param a]."
msgid ""
+"Returns the dot product of this vector and [param with]. This can be used to "
+"compare the angle between two vectors. For example, this can be used to "
+"determine whether an enemy is facing the player.\n"
+"The dot product will be [code]0[/code] for a right angle (90 degrees), "
+"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
+"angles wider than 90 degrees.\n"
+"When using unit (normalized) vectors, the result will always be between "
+"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
+"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
+"aligned.\n"
+"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
+msgstr ""
+"Restituisce il prodotto scalare di questo vettore e [param with]. Può essere "
+"utilizzato per confrontare l'angolo tra due vettori. Ad esempio, può essere "
+"utilizzato per determinare se un nemico è rivolto verso il giocatore.\n"
+"Il prodotto scalare sarà [code]0[/code] per un angolo retto (90 gradi), "
+"maggiore di 0 per angoli più stretti di 90 gradi e minore di 0 per angoli più "
+"larghi di 90 gradi.\n"
+"Quando si utilizzano vettori unitari (normalizzati), il risultato sarà sempre "
+"compreso tra [code]-1.0[/code] (angolo di 180 gradi) quando i vettori sono "
+"rivolti in direzioni opposte e [code]1.0[/code] (angolo di 0 gradi) quando i "
+"vettori sono allineati.\n"
+"[b]Nota:[/b] [code]a.dot(b)[/code] è equivalente a [code]b.dot(a)[/code]."
+
+msgid ""
+"Returns a new vector with all components rounded down (towards negative "
+"infinity)."
+msgstr ""
+"Restituisce un nuovo vettore con tutti i componenti arrotondati per difetto "
+"(verso l'infinito negativo)."
+
+msgid ""
+"Creates a unit [Vector2] rotated to the given [param angle] in radians. This "
+"is equivalent to doing [code]Vector2(cos(angle), sin(angle))[/code] or "
+"[code]Vector2.RIGHT.rotated(angle)[/code].\n"
+"[codeblock]\n"
+"print(Vector2.from_angle(0)) # Prints (1, 0).\n"
+"print(Vector2(1, 0).angle()) # Prints 0, which is the angle used above.\n"
+"print(Vector2.from_angle(PI / 2)) # Prints (0, 1).\n"
+"[/codeblock]"
+msgstr ""
+"Crea un [Vector2] unitario ruotato all'angolo [param angle], in radianti. Ciò "
+"equivale a fare [code]Vector2(cos(angle), sin(angle))[/code] o [code]Vector2."
+"RIGHT.rotated(angle)[/code].\n"
+"[codeblock]\n"
+"print(Vector2.from_angle(0)) # Stampa (1, 0).\n"
+"print(Vector2(1, 0).angle()) # Stampa 0, che è l'angolo usato in precedenza.\n"
+"print(Vector2.from_angle(PI / 2)) # Stampa (0, 1).\n"
+"[/codeblock]"
+
+msgid ""
"Returns [code]true[/code] if this vector and [param to] are approximately "
"equal, by running [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"Restituisce [code]true[/code] se questo vettore e [param to] sono "
-"approssimativamente eguali, avviando [method @GDScript.is_equal_approx] su "
-"ogni componente."
+"approssimativamente uguali, eseguendo [method @GDScript.is_equal_approx] su "
+"ciascun componente."
msgid ""
"Returns [code]true[/code] if this vector is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
-"Restituisce [code]true[/code] se questo vettore è finito, avviando [method "
-"@GDScript.is_finite] su ogni componente."
+"Restituisce [code]true[/code] se questo vettore è finito, eseguendo [method "
+"@GDScript.is_finite] su ciascun componente."
msgid ""
"Returns [code]true[/code] if the vector is normalized, i.e. its length is "
"approximately equal to 1."
msgstr ""
-"Restituisce [code]true[/code] se il vettore è normalizzato, cioè la sua "
-"lunghezza è approssimativamente 1."
+"Restituisce [code]true[/code] se il vettore è normalizzato, ovvero la sua "
+"lunghezza è approssimativamente uguale a 1."
msgid ""
"Returns [code]true[/code] if this vector's values are approximately zero, by "
@@ -53804,12 +101561,85 @@ msgid ""
"This method is faster than using [method is_equal_approx] with one value as a "
"zero vector."
msgstr ""
-"Ritorna [code]true[/code] se i valori del vettore sono approssimativamente "
-"zero, avviando [method @GlobalScope.is_zero_approx] su ogni componente.\n"
-"Questo metodo è più veloce di [method is_equal_approx] con un valore a zero."
+"Restituisce [code]true[/code] se i valori di questo vettore sono "
+"approssimativamente zero, eseguendo [method @GlobalScope.is_zero_approx] su "
+"ciascun componente.\n"
+"Questo metodo è più veloce di [method is_equal_approx] con un valore come "
+"vettore zero."
msgid "Returns the length (magnitude) of this vector."
-msgstr "Restituisce la lunghezza di questo vettore."
+msgstr "Restituisce la lunghezza (magnitudine) di questo vettore."
+
+msgid ""
+"Returns the squared length (squared magnitude) of this vector.\n"
+"This method runs faster than [method length], so prefer it if you need to "
+"compare vectors or need the squared distance for some formula."
+msgstr ""
+"Restituisce la lunghezza (magnitudine) al quadrato di questo vettore.\n"
+"Questo metodo è più veloce di [method length], quindi è preferibile se è "
+"necessario confrontare vettori o se è necessaria la distanza al quadrato per "
+"una formula."
+
+msgid ""
+"Returns the result of the linear interpolation between this vector and [param "
+"to] by amount [param weight]. [param weight] is on the range of [code]0.0[/"
+"code] to [code]1.0[/code], representing the amount of interpolation."
+msgstr ""
+"Restituisce il risultato dell'interpolazione lineare tra questo vettore e "
+"[param to] per la quantità [param weight]. [param weight] è compreso tra "
+"[code]0.0[/code] e [code]1.0[/code], che rappresenta la quantità di "
+"interpolazione."
+
+msgid ""
+"Returns the vector with a maximum length by limiting its length to [param "
+"length]."
+msgstr ""
+"Restituisce il vettore con una lunghezza massima limitandone la lunghezza a "
+"[param length]."
+
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector2(maxf(x, with.x), maxf(y, with.y))[/code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector2(maxf(x, with.x), maxf(y, with.y))[/code]."
+
+msgid ""
+"Returns the axis of the vector's highest value. See [code]AXIS_*[/code] "
+"constants. If all components are equal, this method returns [constant AXIS_X]."
+msgstr ""
+"Restituisce l'asse del valore più alto del vettore. Vedi le costanti "
+"[code]AXIS_*[/code]. Se tutti i componenti sono uguali, questo metodo "
+"restituisce [constant AXIS_X]."
+
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector2(maxf(x, with), maxf(y, with))[/code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector2(maxf(x, with), maxf(y, with))[/code]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector2(minf(x, with.x), minf(y, with.y))[/code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector2(minf(x, with.x), minf(y, with.y))[/code]."
+
+msgid ""
+"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
+"constants. If all components are equal, this method returns [constant AXIS_Y]."
+msgstr ""
+"Restituisce l'asse del valore più basso del vettore. Vedi le costanti "
+"[code]AXIS_*[/code]. Se tutti i componenti sono uguali, questo metodo "
+"restituisce [constant AXIS_Y]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector2(minf(x, with), minf(y, with))[/code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector2(minf(x, with), minf(y, with))[/code]."
msgid ""
"Returns a new vector moved toward [param to] by the fixed [param delta] "
@@ -53819,6 +101649,206 @@ msgstr ""
"[param delta]. Non andrà oltre il valore finale."
msgid ""
+"Returns the result of scaling the vector to unit length. Equivalent to "
+"[code]v / v.length()[/code]. Returns [code](0, 0)[/code] if [code]v.length() "
+"== 0[/code]. See also [method is_normalized].\n"
+"[b]Note:[/b] This function may return incorrect values if the input vector "
+"length is near zero."
+msgstr ""
+"Restituisce il risultato della scalatura del vettore a lunghezza unitaria. "
+"Equivalente a [code]v / v.length()[/code]. Restituisce [code](0, 0)[/code] se "
+"[code]v.length() == 0[/code]. Vedi anche [method is_normalized].\n"
+"[b]Nota:[/b] Questa funzione potrebbe restituire valori non corretti se la "
+"lunghezza del vettore passato è vicina a zero."
+
+msgid ""
+"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
+"to the original, with the same length."
+msgstr ""
+"Restituisce un vettore perpendicolare ruotato di 90 gradi in senso antiorario "
+"rispetto all'originale, con la stessa lunghezza."
+
+msgid ""
+"Returns a vector composed of the [method @GlobalScope.fposmod] of this "
+"vector's components and [param mod]."
+msgstr ""
+"Restituisce un vettore composto dal risultato di [method @GlobalScope."
+"fposmod] dai componenti di questo vettore e [param mod]."
+
+msgid ""
+"Returns a vector composed of the [method @GlobalScope.fposmod] of this "
+"vector's components and [param modv]'s components."
+msgstr ""
+"Restituisce un vettore composto dal risultato di [method @GlobalScope."
+"fposmod] dai componenti di questo vettore e i componenti di [param modv]."
+
+msgid ""
+"Returns a new vector resulting from projecting this vector onto the given "
+"vector [param b]. The resulting new vector is parallel to [param b]. See also "
+"[method slide].\n"
+"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the "
+"resulting new vector will be [constant @GDScript.NAN]."
+msgstr ""
+"Restituisce un nuovo vettore risultante dalla proiezione di questo vettore "
+"sul vettore [param b]. Il nuovo vettore risultante è parallelo a [param b]. "
+"Vedi anche [method slide].\n"
+"[b]Nota:[/b] Se il vettore [param b] è un vettore zero, i componenti del "
+"nuovo vettore risultante saranno [constant @GDScript.NAN]."
+
+msgid ""
+"Returns the result of reflecting the vector from a line defined by the given "
+"direction vector [param line].\n"
+"[b]Note:[/b] [method reflect] differs from what other engines and frameworks "
+"call [code skip-lint]reflect()[/code]. In other engines, [code skip-"
+"lint]reflect()[/code] takes a normal direction which is a direction "
+"perpendicular to the line. In Godot, you specify the direction of the line "
+"directly. See also [method bounce] which does what most engines call [code "
+"skip-lint]reflect()[/code]."
+msgstr ""
+"Restituisce il risultato della riflessione del vettore da una linea definita "
+"dal vettore di direzione [param line].\n"
+"[b]Nota:[/b] [method reflect] differisce da ciò che altri motori e framework "
+"chiamano [code skip-lint]reflect()[/code]. In altri motori, [code skip-"
+"lint]reflect()[/code] assume una direzione normale che è una direzione "
+"perpendicolare alla linea. In Godot, specifichi direttamente la direzione "
+"della linea. Vedi anche [method bounce] che fa ciò che la maggior parte dei "
+"motori chiama [code skip-lint]reflect()[/code]."
+
+msgid ""
+"Returns the result of rotating this vector by [param angle] (in radians). See "
+"also [method @GlobalScope.deg_to_rad]."
+msgstr ""
+"Restituisce il risultato della rotazione di questo vettore di [param angle] "
+"(in radianti). Vedi anche [method @GlobalScope.deg_to_rad]."
+
+msgid ""
+"Returns a new vector with all components rounded to the nearest integer, with "
+"halfway cases rounded away from zero."
+msgstr ""
+"Restituisce un nuovo vettore con tutti i componenti arrotondati all'intero "
+"più vicino, con i casi a metà arrotondati lontani da zero."
+
+msgid ""
+"Returns a new vector with each component set to [code]1.0[/code] if it's "
+"positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's "
+"zero. The result is identical to calling [method @GlobalScope.sign] on each "
+"component."
+msgstr ""
+"Restituisce un nuovo vettore con ogni componente impostato su [code]1.0[/"
+"code] se è positivo, [code]-1.0[/code] se è negativo e [code]0.0[/code] se è "
+"zero. Il risultato è identico alla chiamata di [method @GlobalScope.sign] su "
+"ciascun componente."
+
+msgid ""
+"Returns the result of spherical linear interpolation between this vector and "
+"[param to], by amount [param weight]. [param weight] is on the range of 0.0 "
+"to 1.0, representing the amount of interpolation.\n"
+"This method also handles interpolating the lengths if the input vectors have "
+"different lengths. For the special case of one or both input vectors having "
+"zero length, this method behaves like [method lerp]."
+msgstr ""
+"Restituisce il risultato dell'interpolazione lineare sferica tra questo "
+"vettore e [param to], per la quantità [param weight]. [param weight] è "
+"compreso tra 0,0 e 1,0, e rappresenta la quantità di interpolazione.\n"
+"Questo metodo gestisce anche l'interpolazione delle lunghezze se i vettori "
+"passati hanno lunghezze diverse. Per il caso speciale di uno o entrambi i "
+"vettori passati con lunghezza zero, questo metodo si comporta come [method "
+"lerp]."
+
+msgid ""
+"Returns a new vector resulting from sliding this vector along a line with "
+"normal [param n]. The resulting new vector is perpendicular to [param n], and "
+"is equivalent to this vector minus its projection on [param n]. See also "
+"[method project].\n"
+"[b]Note:[/b] The vector [param n] must be normalized. See also [method "
+"normalized]."
+msgstr ""
+"Restituisce un nuovo vettore risultante dallo scorrimento di questo vettore "
+"lungo una linea con la normale [param n]. Il nuovo vettore risultante è "
+"perpendicolare a [param n] ed è equivalente a questo vettore meno la sua "
+"proiezione su [param n]. Vedi anche [method project].\n"
+"[b]Nota:[/b] Il vettore [param n] deve essere normalizzato. Vedi anche "
+"[method normalizzato]."
+
+msgid ""
+"Returns a new vector with each component snapped to the nearest multiple of "
+"the corresponding component in [param step]. This can also be used to round "
+"the components to an arbitrary number of decimals."
+msgstr ""
+"Restituisce un nuovo vettore con ciascun componente arrotondato al multiplo "
+"più vicino del componente corrispondente in [param step]. Può anche essere "
+"utilizzato per arrotondare i componenti a un numero arbitrario di decimali."
+
+msgid ""
+"Returns a new vector with each component snapped to the nearest multiple of "
+"[param step]. This can also be used to round the components to an arbitrary "
+"number of decimals."
+msgstr ""
+"Restituisce un nuovo vettore con ogni componente arrotondato al multiplo più "
+"vicino di [param step]. Può anche essere utilizzato per arrotondare i "
+"componenti a un numero arbitrario di decimali."
+
+msgid ""
+"The vector's X component. Also accessible by using the index position [code]"
+"[0][/code]."
+msgstr ""
+"Il componente X del vettore. Accessibile anche tramite la posizione di indice "
+"[code][0][/code]."
+
+msgid ""
+"The vector's Y component. Also accessible by using the index position [code]"
+"[1][/code]."
+msgstr ""
+"Il componente Y del vettore. Accessibile anche tramite la posizione di indice "
+"[code][1][/code]."
+
+msgid ""
+"Enumerated value for the X axis. Returned by [method max_axis_index] and "
+"[method min_axis_index]."
+msgstr ""
+"Valore enumerato per l'asse X. Restituito da [method max_axis_index] e "
+"[method min_axis_index]."
+
+msgid ""
+"Enumerated value for the Y axis. Returned by [method max_axis_index] and "
+"[method min_axis_index]."
+msgstr ""
+"Valore enumerato per l'asse Y. Restituito da [method max_axis_index] e "
+"[method min_axis_index]."
+
+msgid "Zero vector, a vector with all components set to [code]0[/code]."
+msgstr ""
+"Il vettore zero, un vettore con tutti i suoi componenti impostati su [code]0[/"
+"code]."
+
+msgid "One vector, a vector with all components set to [code]1[/code]."
+msgstr ""
+"Il vettore unitario, un vettore con tutti i suoi componenti impostati su "
+"[code]1[/code]."
+
+msgid ""
+"Infinity vector, a vector with all components set to [constant @GDScript.INF]."
+msgstr ""
+"Il vettore infinito, un vettore con tutti i suoi componenti impostati su "
+"[constant @GDScript.INF]."
+
+msgid "Left unit vector. Represents the direction of left."
+msgstr "Il vettore unitario sinistro. Rappresenta la direzione a sinistra."
+
+msgid "Right unit vector. Represents the direction of right."
+msgstr "Il vettore unitario destro. Rappresenta la direzione a destra."
+
+msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
+msgstr ""
+"Il vettore unitario verso l'alto. Y è verso il basso in 2D, quindi questo "
+"vettore punta verso -Y."
+
+msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
+msgstr ""
+"Il vettore unitario verso il basso. Y è verso il basso in 2D, quindi questo "
+"vettore punta verso +Y."
+
+msgid ""
"Returns [code]true[/code] if the vectors are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable.\n"
@@ -53834,6 +101864,122 @@ msgstr ""
"operazione potrebbero non essere accurati se valori NaN sono inclusi."
msgid ""
+"Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] "
+"transformation matrix, under the assumption that the transformation basis is "
+"orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n"
+"[code]vector * transform[/code] is equivalent to [code]transform.inverse() * "
+"vector[/code]. See [method Transform2D.inverse].\n"
+"For transforming by inverse of an affine transformation (e.g. with scaling) "
+"[code]transform.affine_inverse() * vector[/code] can be used instead. See "
+"[method Transform2D.affine_inverse]."
+msgstr ""
+"Trasforma inversamente (moltiplica) il [Vector2] per la matrice di "
+"trasformazione [Transform2D] fornita, presupponendo che la base di "
+"trasformazione sia ortonormale (ovvero rotazione/riflessione vanno bene, ma "
+"scala/inclinazione no).\n"
+"[code]vector * transform[/code] è equivalente a [code]transform.inverse() * "
+"vector[/code]. Vedi[method Transform2D.inverse].\n"
+"Per trasformare per inverso una trasformazione affine (ad esempio con scala) "
+"può essere utilizzato [code]transform.affine_inverse() * vector[/code]. Vedi "
+"[method Transform2D.affine_inverse]."
+
+msgid ""
+"Multiplies each component of the [Vector2] by the components of the given "
+"[Vector2].\n"
+"[codeblock]\n"
+"print(Vector2(10, 20) * Vector2(3, 4)) # Prints \"(30, 80)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector2] per i componenti del [Vector2] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector2(10, 20) * Vector2(3, 4)) # Stampa \"(30, 80)\"\n"
+"[/codeblock]"
+
+msgid "Multiplies each component of the [Vector2] by the given [float]."
+msgstr "Moltiplica ogni componente del [Vector2i] per il [float] fornito."
+
+msgid "Multiplies each component of the [Vector2] by the given [int]."
+msgstr "Moltiplica ogni componente del [Vector2] per l'[int] fornito."
+
+msgid ""
+"Adds each component of the [Vector2] by the components of the given "
+"[Vector2].\n"
+"[codeblock]\n"
+"print(Vector2(10, 20) + Vector2(3, 4)) # Prints \"(13, 24)\"\n"
+"[/codeblock]"
+msgstr ""
+"Aggiunge ogni componente del [Vector2] con i componenti del [Vector2] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector2(10, 20) + Vector2(3, 4)) # Stampa \"(13, 24)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Subtracts each component of the [Vector2] by the components of the given "
+"[Vector2].\n"
+"[codeblock]\n"
+"print(Vector2(10, 20) - Vector2(3, 4)) # Prints \"(7, 16)\"\n"
+"[/codeblock]"
+msgstr ""
+"Sottrae ogni componente del [Vector2] dai componenti del [Vector2] fornito.\n"
+"[codeblock]\n"
+"print(Vector2(10, 20) - Vector2(3, 4)) # Stampa \"(7, 16)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Divides each component of the [Vector2] by the components of the given "
+"[Vector2].\n"
+"[codeblock]\n"
+"print(Vector2(10, 20) / Vector2(2, 5)) # Prints \"(5, 4)\"\n"
+"[/codeblock]"
+msgstr ""
+"Divide ogni componente del [Vector2] per i componenti del [Vector2] fornito.\n"
+"[codeblock]\n"
+"print(Vector2(10, 20) / Vector2(2, 5)) # Stampa \"(5, 4)\"\n"
+"[/codeblock]"
+
+msgid "Divides each component of the [Vector2] by the given [float]."
+msgstr "Divide ogni componente del [Vector2] per il [float] fornito."
+
+msgid "Divides each component of the [Vector2] by the given [int]."
+msgstr "Divide ogni componente del [Vector2] per l'[int] fornito."
+
+msgid ""
+"Compares two [Vector2] vectors by first checking if the X value of the left "
+"vector is less than the X value of the [param right] vector. If the X values "
+"are exactly equal, then it repeats this check with the Y values of the two "
+"vectors. This operator is useful for sorting vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector2] verificando prima se il valore X del vettore "
+"di sinistra è minore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori. Questo operatore è utile per ordinare i vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Compares two [Vector2] vectors by first checking if the X value of the left "
+"vector is less than or equal to the X value of the [param right] vector. If "
+"the X values are exactly equal, then it repeats this check with the Y values "
+"of the two vectors. This operator is useful for sorting vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector2] verificando prima se il valore X del vettore "
+"di sinistra è minore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori. Questo operatore è utile per ordinare i vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
"Returns [code]true[/code] if the vectors are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable.\n"
@@ -53845,24 +101991,398 @@ msgstr ""
"[b]Nota:[/b] A causa di errori di precisione per virgola mobile, considera "
"invece utilizzare [method is_equal_approx], che è più affidabile.\n"
"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
-"comportano allo stesso modo di altri vettori. Perciò, i risultati di questa "
-"operazione potrebbero non essere accurati se valori NaN sono inclusi."
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Compares two [Vector2] vectors by first checking if the X value of the left "
+"vector is greater than the X value of the [param right] vector. If the X "
+"values are exactly equal, then it repeats this check with the Y values of the "
+"two vectors. This operator is useful for sorting vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector2] verificando prima se il valore X del vettore "
+"di sinistra è maggiore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori. Questo operatore è utile per ordinare i vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Compares two [Vector2] vectors by first checking if the X value of the left "
+"vector is greater than or equal to the X value of the [param right] vector. "
+"If the X values are exactly equal, then it repeats this check with the Y "
+"values of the two vectors. This operator is useful for sorting vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector2] verificando prima se il valore X del vettore "
+"di sinistra è maggiore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori. Questo operatore è utile per ordinare i vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Access vector components using their [param index]. [code]v[0][/code] is "
+"equivalent to [code]v.x[/code], and [code]v[1][/code] is equivalent to "
+"[code]v.y[/code]."
+msgstr ""
+"Accede ai componenti del vettore attraverso il loro indice ([param index]). "
+"[code]v[0][/code] è equivalente a [code]v.x[/code], mentre [code]v[1][/code] "
+"è equivalente a [code]v.y[/code]."
+
+msgid ""
+"Returns the negative value of the [Vector2]. This is the same as writing "
+"[code]Vector2(-v.x, -v.y)[/code]. This operation flips the direction of the "
+"vector while keeping the same magnitude. With floats, the number zero can be "
+"either positive or negative."
+msgstr ""
+"Restituisce il valore negativo del [Vector2]. Equivale a scrivere "
+"[code]Vector2(-v.x, -v.y)[/code]. Questa operazione inverte la direzione del "
+"vettore mantenendo la stessa magnitudine. Con i float, il numero zero può "
+"essere sia positivo sia negativo."
+
+msgid "A 2D vector using integer coordinates."
+msgstr "Un vettore 2D che utilizza coordinate intere."
+
+msgid ""
+"A 2-element structure that can be used to represent 2D grid coordinates or "
+"any other pair of integers.\n"
+"It uses integer coordinates and is therefore preferable to [Vector2] when "
+"exact precision is required. Note that the values are limited to 32 bits, and "
+"unlike [Vector2] 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 Vector2i will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i "
+"will always evaluate to [code]true[/code]."
+msgstr ""
+"Una struttura a 2 elementi che può essere utilizzata per rappresentare "
+"coordinate di griglia 2D o qualsiasi altra coppia di numeri interi.\n"
+"Utilizza coordinate intere ed è quindi preferibile a [Vector2] quando è "
+"necessaria una precisione esatta. Nota che i valori sono limitati a 32 bit e, "
+"a differenza di [Vector2], questo non può essere configurato con un'opzione "
+"di build del motore. Utilizza [int] o [PackedInt64Array] se sono necessari "
+"valori a 64 bit.\n"
+"[b]Nota:[/b] In un contesto booleano, un Vector2i sarà valutato come "
+"[code]false[/code] se è uguale a [code]Vector2i(0, 0)[/code]. Altrimenti, un "
+"Vector2i sarà sempre valutato come [code]true[/code]."
+
+msgid ""
+"Constructs a default-initialized [Vector2i] with all components set to "
+"[code]0[/code]."
+msgstr ""
+"Costruisce un [Vector2i] predefinito con tutti i componenti impostati su "
+"[code]0[/code]."
msgid "Constructs a [Vector2i] as a copy of the given [Vector2i]."
msgstr "Costruisce un [Vector2i] come copia del [Vector2i] specificato."
+msgid ""
+"Constructs a new [Vector2i] from the given [Vector2] by truncating "
+"components' fractional parts (rounding towards zero). For a different "
+"behavior consider passing the result of [method Vector2.ceil], [method "
+"Vector2.floor] or [method Vector2.round] to this constructor instead."
+msgstr ""
+"Costruisce un nuovo [Vector2i] dal [Vector2] fornito, troncando le parti "
+"frazionarie dei componenti (arrotondando verso zero). Per un comportamento "
+"diverso, considera di passare il risultato di [method Vector2.ceil], [method "
+"Vector2.floor] o [method Vector2.round] a questo costruttore."
+
+msgid "Constructs a new [Vector2i] from the given [param x] and [param y]."
+msgstr ""
+"Costruisce un nuovo [Vector2i] dai parametri [param x] e [param y] forniti."
+
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector2i(maxi(x, with.x), maxi(y, with.y))[/code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector2i(maxi(x, with.x), maxi(y, with.y))[/code]."
+
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector2i(maxi(x, with), maxi(y, with))[/code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector2i(maxi(x, with), maxi(y, with))[/code]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector2i(mini(x, with.x), mini(y, with.y))[/code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector2i(mini(x, with.x), mini(y, with.y))[/code]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector2i(mini(x, with), mini(y, with))[/code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector2i(mini(x, with), mini(y, with))[/code]."
+
+msgid ""
+"Returns a new vector with each component set to [code]1[/code] if it's "
+"positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. "
+"The result is identical to calling [method @GlobalScope.sign] on each "
+"component."
+msgstr ""
+"Restituisce un nuovo vettore con ogni componente impostato su [code]1[/code] "
+"se è positivo, [code]-1[/code] se è negativo e [code]0[/code] se è zero. Il "
+"risultato è identico alla chiamata di [method @GlobalScope.sign] su ogni "
+"componente."
+
+msgid ""
+"Returns a new vector with each component snapped to the closest multiple of "
+"the corresponding component in [param step]."
+msgstr ""
+"Restituisce un nuovo vettore con ogni componente arrotondato al multiplo più "
+"vicino del componente corrispondente in [param step]."
+
+msgid ""
+"Returns a new vector with each component snapped to the closest multiple of "
+"[param step]."
+msgstr ""
+"Restituisce un nuovo vettore con ogni componente arrotondato al multiplo più "
+"vicino di [param step]."
+
+msgid ""
+"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can "
+"be used as a negative integer equivalent of [constant Vector2.INF]."
+msgstr ""
+"Il vettore minimo, un vettore con tutti i componenti uguali a "
+"[code]INT32_MIN[/code]. Può essere utilizzato come equivalente negativo di "
+"[constant Vector2.INF] per gli interi."
+
+msgid ""
+"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can "
+"be used as an integer equivalent of [constant Vector2.INF]."
+msgstr ""
+"Il vettore massimo, un vettore con tutti i componenti uguali a "
+"[code]INT32_MAX[/code]. Può essere utilizzato come equivalente di [constant "
+"Vector3.INF] per gli interi."
+
msgid "Returns [code]true[/code] if the vectors are not equal."
msgstr "Restituisce [code]true[/code] se i vettori non sono uguali."
+msgid ""
+"Gets the remainder of each component of the [Vector2i] with the components of "
+"the given [Vector2i]. This operation uses truncated division, which is often "
+"not desired as it does not work well with negative numbers. Consider using "
+"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n"
+"[codeblock]\n"
+"print(Vector2i(10, -20) % Vector2i(7, 8)) # Prints \"(3, -4)\"\n"
+"[/codeblock]"
+msgstr ""
+"Ottiene il resto di ogni componente di [Vector2i] con i componenti del "
+"[Vector2i] fornito. Questa operazione usa la divisione troncata, che spesso "
+"non è desiderata in quanto non funziona bene con i numeri negativi. Considera "
+"di usare [method @GlobalScope.posmod] se vuoi gestire i numeri negativi.\n"
+"[codeblock]\n"
+"print(Vector2i(10, -20) % Vector2i(7, 8)) # Stampa \"(3, -4)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Gets the remainder of each component of the [Vector2i] with the given [int]. "
+"This operation uses truncated division, which is often not desired as it does "
+"not work well with negative numbers. Consider using [method @GlobalScope."
+"posmod] instead if you want to handle negative numbers.\n"
+"[codeblock]\n"
+"print(Vector2i(10, -20) % 7) # Prints \"(3, -6)\"\n"
+"[/codeblock]"
+msgstr ""
+"Ottiene il resto di ogni componente di [Vector2i] con l'[int] fornito. Questa "
+"operazione usa la divisione troncata, che spesso non è desiderata in quanto "
+"non funziona bene con i numeri negativi. Considera di usare [method "
+"@GlobalScope.posmod] se vuoi gestire i numeri negativi.\n"
+"[codeblock]\n"
+"print(Vector2i(10, -20) % 7) # Stampa \"(3, -6)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Multiplies each component of the [Vector2i] by the components of the given "
+"[Vector2i].\n"
+"[codeblock]\n"
+"print(Vector2i(10, 20) * Vector2i(3, 4)) # Prints \"(30, 80)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector2i] per i componenti del [Vector2i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector2i(10, 20) * Vector2i(3, 4)) # Stampa \"(30, 80)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Multiplies each component of the [Vector2i] by the given [float]. Returns a "
+"[Vector2].\n"
+"[codeblock]\n"
+"print(Vector2i(10, 15) * 0.9) # Prints \"(9, 13.5)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector2i] per il [float] fornito. Restituisce "
+"un [Vector2].\n"
+"[codeblock]\n"
+"print(Vector2i(10, 15) * 0.9) # Stampa \"(9, 13.5)\"\n"
+"[/codeblock]"
+
+msgid "Multiplies each component of the [Vector2i] by the given [int]."
+msgstr "Moltiplica ogni componente del [Vector2i] per l'[int] fornito."
+
+msgid ""
+"Adds each component of the [Vector2i] by the components of the given "
+"[Vector2i].\n"
+"[codeblock]\n"
+"print(Vector2i(10, 20) + Vector2i(3, 4)) # Prints \"(13, 24)\"\n"
+"[/codeblock]"
+msgstr ""
+"Aggiunge ogni componente del [Vector2i] con i componenti del [Vector2i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector2i(10, 20) + Vector2i(3, 4)) # Stampa \"(13, 24)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Subtracts each component of the [Vector2i] by the components of the given "
+"[Vector2i].\n"
+"[codeblock]\n"
+"print(Vector2i(10, 20) - Vector2i(3, 4)) # Prints \"(7, 16)\"\n"
+"[/codeblock]"
+msgstr ""
+"Sottrae ogni componente del [Vector2i] dai componenti del [Vector2i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector2i(10, 20) - Vector2i(3, 4)) # Stampa \"(7, 16)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Divides each component of the [Vector2i] by the components of the given "
+"[Vector2i].\n"
+"[codeblock]\n"
+"print(Vector2i(10, 20) / Vector2i(2, 5)) # Prints \"(5, 4)\"\n"
+"[/codeblock]"
+msgstr ""
+"Divide ogni componente del [Vector2i] per i componenti del [Vector2i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector2i(10, 20) / Vector2i(2, 5)) # Stampa \"(5, 4)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Divides each component of the [Vector2i] by the given [float]. Returns a "
+"[Vector2].\n"
+"[codeblock]\n"
+"print(Vector2i(10, 20) / 2.9) # Prints \"(5, 10)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector2i] per il [float] fornito. Restituisce "
+"un [Vector2].\n"
+"[codeblock]\n"
+"print(Vector2i(10, 20) / 2.9) # Stampa \"(5, 10)\"\n"
+"[/codeblock]"
+
+msgid "Divides each component of the [Vector2i] by the given [int]."
+msgstr "Divide ogni componente del [Vector2i] per l'[int] fornito."
+
+msgid ""
+"Compares two [Vector2i] vectors by first checking if the X value of the left "
+"vector is less than the X value of the [param right] vector. If the X values "
+"are exactly equal, then it repeats this check with the Y values of the two "
+"vectors. This operator is useful for sorting vectors."
+msgstr ""
+"Confronta due vettori [Vector2i] verificando prima se il valore X del vettore "
+"di sinistra è minore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori. Questo operatore è utile per ordinare i vettori."
+
+msgid ""
+"Compares two [Vector2i] vectors by first checking if the X value of the left "
+"vector is less than or equal to the X value of the [param right] vector. If "
+"the X values are exactly equal, then it repeats this check with the Y values "
+"of the two vectors. This operator is useful for sorting vectors."
+msgstr ""
+"Confronta due vettori [Vector2i] verificando prima se il valore X del vettore "
+"di sinistra è minore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori. Questo operatore è utile per ordinare i vettori."
+
msgid "Returns [code]true[/code] if the vectors are equal."
msgstr "Restituisce [code]true[/code] se i vettori sono uguali."
+msgid ""
+"Compares two [Vector2i] vectors by first checking if the X value of the left "
+"vector is greater than the X value of the [param right] vector. If the X "
+"values are exactly equal, then it repeats this check with the Y values of the "
+"two vectors. This operator is useful for sorting vectors."
+msgstr ""
+"Confronta due vettori [Vector2i] verificando prima se il valore X del vettore "
+"di sinistra è maggiore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori. Questo operatore è utile per ordinare i vettori."
+
+msgid ""
+"Compares two [Vector2i] vectors by first checking if the X value of the left "
+"vector is greater than or equal to the X value of the [param right] vector. "
+"If the X values are exactly equal, then it repeats this check with the Y "
+"values of the two vectors. This operator is useful for sorting vectors."
+msgstr ""
+"Confronta due vettori [Vector2i] verificando prima se il valore X del vettore "
+"di sinistra è maggiore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori. Questo operatore è utile per ordinare i vettori."
+
+msgid ""
+"Returns the negative value of the [Vector2i]. This is the same as writing "
+"[code]Vector2i(-v.x, -v.y)[/code]. This operation flips the direction of the "
+"vector while keeping the same magnitude."
+msgstr ""
+"Restituisce il valore negativo del [Vector2i]. Equivale a scrivere "
+"[code]Vector2i(-v.x, -v.y)[/code]. Questa operazione inverte la direzione del "
+"vettore mantenendo la stessa magnitudine."
+
msgid "A 3D vector using floating-point coordinates."
-msgstr "Un vettore 3D che utilizza le coordinate a virgola mobile."
+msgstr "Un vettore 3D che utilizza coordinate in virgola mobile."
+
+msgid ""
+"A 3-element structure that can be used to represent 3D coordinates or any "
+"other triplet of numeric values.\n"
+"It uses floating-point coordinates. By default, these floating-point values "
+"use 32-bit precision, unlike [float] which is always 64-bit. If double "
+"precision is needed, compile the engine with the option "
+"[code]precision=double[/code].\n"
+"See [Vector3i] for its integer counterpart.\n"
+"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
+"will always evaluate to [code]true[/code]."
+msgstr ""
+"Una struttura a 3 elementi che può essere utilizzata per rappresentare "
+"coordinate 3D o qualsiasi altra tripletta di valori numerici.\n"
+"Utilizza coordinate in virgola mobile. Per impostazione predefinita, questi "
+"valori in virgola mobile usano una precisione a 32 bit, a differenza di "
+"[float] che è sempre a 64 bit. Se è necessaria una precisione doppia, compila "
+"il motore con l'opzione [code]precision=double[/code].\n"
+"Vedi [Vector3i] per la sua controparte con numeri interi.\n"
+"[b]Nota:[/b] In un contesto booleano, un Vector3 sarà valutato come "
+"[code]false[/code] se è uguale a [code]Vector3(0, 0, 0)[/code]. Altrimenti, "
+"un Vector3 sarà sempre valutato come [code]true[/code]."
+
+msgid ""
+"Constructs a default-initialized [Vector3] with all components set to "
+"[code]0[/code]."
+msgstr ""
+"Costruisce un [Vector3] predefinito con tutti i componenti impostati su "
+"[code]0[/code]."
msgid "Constructs a [Vector3] as a copy of the given [Vector3]."
msgstr "Costruisce un [Vector3] come copia del [Vector3] specificato."
+msgid "Constructs a new [Vector3] from [Vector3i]."
+msgstr "Costruisce un nuovo [Vector3] da [Vector3i]."
+
msgid "Returns a [Vector3] with the given components."
msgstr "Restituisce un [Vector3] con i componenti forniti."
@@ -53870,21 +102390,794 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians."
msgstr ""
"Restituisce l'angolo minimo senza segno verso il vettore fornito, in radianti."
+msgid ""
+"Returns the vector \"bounced off\" from a plane defined by the given normal "
+"[param n].\n"
+"[b]Note:[/b] [method bounce] performs the operation that most engines and "
+"frameworks call [code skip-lint]reflect()[/code]."
+msgstr ""
+"Restituisce il vettore \"rimbalzato\" da un piano definito dalla normale "
+"[param n].\n"
+"[b]Nota:[/b] [method bounce] esegue l'operazione che la maggior parte dei "
+"motori e framework chiamano [code skip-lint]reflect()[/code]."
+
+msgid ""
+"Returns the cross product of this vector and [param with].\n"
+"This returns a vector perpendicular to both this and [param with], which "
+"would be the normal vector of the plane defined by the two vectors. As there "
+"are two such vectors, in opposite directions, this method returns the vector "
+"defined by a right-handed coordinate system. If the two vectors are parallel "
+"this returns an empty vector, making it useful for testing if two vectors are "
+"parallel."
+msgstr ""
+"Restituisce il prodotto vettoriale di questo vettore e [param with].\n"
+"Questo restituisce un vettore perpendicolare sia a questo che a [param with], "
+"che sarebbe il vettore normale del piano definito dai due vettori. Poiché ci "
+"sono due vettori di questo tipo, in direzioni opposte, questo metodo "
+"restituisce il vettore definito da un sistema di coordinate destrorso. Se i "
+"due vettori sono paralleli, questo restituisce un vettore vuoto, il che lo "
+"rende utile per testare se due vettori sono paralleli."
+
+msgid ""
+"Returns the inverse of the vector. This is the same as [code]Vector3(1.0 / v."
+"x, 1.0 / v.y, 1.0 / v.z)[/code]."
+msgstr ""
+"Restituisce l'inverso del vettore. È lo stesso di [code]Vector3(1.0 / v.x, "
+"1.0 / v.y, 1.0 / v.z)[/code]."
+
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector3(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z))[/code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector3(maxf(x, with.x), maxf(y, with.y), maxf(z, "
+"with.z))[/code]."
+
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector3(maxf(x, with), maxf(y, with), maxf(z, with))[/code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector3(maxf(x, with), maxf(y, with), maxf(z, "
+"with))[/code]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector3(minf(x, with.x), minf(y, with.y), minf(z, with.z))[/code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector3(minf(x, with.x), minf(y, with.y), minf(z, "
+"with.z))[/code]."
+
+msgid ""
+"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
+"constants. If all components are equal, this method returns [constant AXIS_Z]."
+msgstr ""
+"Restituisce l'asse del valore più basso del vettore. Vedi le costanti "
+"[code]AXIS_*[/code]. Se tutti i componenti sono uguali, questo metodo "
+"restituisce [constant AXIS_Z]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector3(minf(x, with), minf(y, with), minf(z, with))[/code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector3(minf(x, with), minf(y, with), minf(z, "
+"with))[/code]."
+
+msgid ""
+"Returns the result of scaling the vector to unit length. Equivalent to "
+"[code]v / v.length()[/code]. Returns [code](0, 0, 0)[/code] if [code]v."
+"length() == 0[/code]. See also [method is_normalized].\n"
+"[b]Note:[/b] This function may return incorrect values if the input vector "
+"length is near zero."
+msgstr ""
+"Restituisce il risultato della scalatura del vettore a lunghezza unitaria. "
+"Equivalente a [code]v / v.length()[/code]. Restituisce [code](0, 0, 0)[/code] "
+"se [code]v.length() == 0[/code]. Vedi anche [method is_normalized].\n"
+"[b]Nota:[/b] Questa funzione potrebbe restituire valori non corretti se la "
+"lunghezza del vettore passato è vicina a zero."
+
+msgid ""
+"Returns the [Vector3] from an octahedral-compressed form created using "
+"[method octahedron_encode] (stored as a [Vector2])."
+msgstr ""
+"Restituisce [Vector3] da una forma compressa ottaedrica creata attraverso "
+"[method octahedron_encode] (memorizzata come [Vector2])."
+
+msgid ""
+"Returns the octahedral-encoded (oct32) form of this [Vector3] as a [Vector2]. "
+"Since a [Vector2] occupies 1/3 less memory compared to [Vector3], this form "
+"of compression can be used to pass greater amounts of [method normalized] "
+"[Vector3]s without increasing storage or memory requirements. See also "
+"[method octahedron_decode].\n"
+"[b]Note:[/b] [method octahedron_encode] can only be used for [method "
+"normalized] vectors. [method octahedron_encode] does [i]not[/i] check whether "
+"this [Vector3] is normalized, and will return a value that does not "
+"decompress to the original value if the [Vector3] is not normalized.\n"
+"[b]Note:[/b] Octahedral compression is [i]lossy[/i], although visual "
+"differences are rarely perceptible in real world scenarios."
+msgstr ""
+"Restituisce la forma codificata ottaedrica (oct32) di questo [Vector3] come "
+"[Vector2]. Poiché un [Vector2] occupa 1/3 di memoria in meno rispetto a "
+"[Vector3], questa forma di compressione può essere utilizzata per passare "
+"quantità maggiori di [Vector3] normalizzati (vedi [method normalized]) senza "
+"aumentare i requisiti di archiviazione o memoria. Vedi anche [method "
+"octahedron_decode].\n"
+"[b]Nota:[/b] [method octahedron_encode] può essere utilizzato solo per "
+"vettori da [method normalized]. [method octahedron_encode] [i]non[/i] "
+"verifica se questo [Vector3] è normalizzato e restituirà un valore che non si "
+"decomprime al valore originale se [Vector3] non è normalizzato.\n"
+"[b]Nota:[/b] La compressione ottaedrica è [i]con perdita di dati[/i], sebbene "
+"le differenze visive siano raramente percepibili in scenari del mondo reale."
+
msgid "Returns the outer product with [param with]."
msgstr "Restituisce il prodotto esterno con il vettore [param with]."
+msgid ""
+"Returns the result of reflecting the vector through a plane defined by the "
+"given normal vector [param n].\n"
+"[b]Note:[/b] [method reflect] differs from what other engines and frameworks "
+"call [code skip-lint]reflect()[/code]. In other engines, [code skip-"
+"lint]reflect()[/code] returns the result of the vector reflected by the given "
+"plane. The reflection thus passes through the given normal. While in Godot "
+"the reflection passes through the plane and can be thought of as bouncing off "
+"the normal. See also [method bounce] which does what most engines call [code "
+"skip-lint]reflect()[/code]."
+msgstr ""
+"Restituisce il risultato della riflessione del vettore attraverso un piano "
+"definito dal vettore normale [param n].\n"
+"[b]Nota:[/b] [method reflect] differisce da ciò che altri motori e framework "
+"chiamano [code skip-lint]reflect()[/code]. In altri motori, [code skip-"
+"lint]reflect()[/code] restituisce il risultato del vettore riflesso dal piano "
+"specificato. La riflessione passa quindi attraverso la normale specificata. "
+"Mentre in Godot la riflessione passa attraverso il piano e può essere pensata "
+"come un rimbalzo sulla normale. Vedi anche [method bounce] che fa ciò che la "
+"maggior parte dei motori chiama [code skip-lint]reflect()[/code]."
+
+msgid ""
+"Returns the result of rotating this vector around a given axis by [param "
+"angle] (in radians). The axis must be a normalized vector. See also [method "
+"@GlobalScope.deg_to_rad]."
+msgstr ""
+"Restituisce il risultato della rotazione di questo vettore attorno a un "
+"determinato asse di [param angle] (in radianti). L'asse deve essere un "
+"vettore normalizzato. Vedi anche [method @GlobalScope.deg_to_rad]."
+
+msgid ""
+"Returns the signed angle to the given vector, in radians. The sign of the "
+"angle is positive in a counter-clockwise direction and negative in a "
+"clockwise direction when viewed from the side specified by the [param axis]."
+msgstr ""
+"Restituisce l'angolo con segno al vettore specificato, in radianti. Il segno "
+"dell'angolo è positivo in senso antiorario e negativo in senso orario se "
+"visto dal lato specificato dall'asse [param axis]."
+
+msgid ""
+"Returns a new vector resulting from sliding this vector along a plane with "
+"normal [param n]. The resulting new vector is perpendicular to [param n], and "
+"is equivalent to this vector minus its projection on [param n]. See also "
+"[method project].\n"
+"[b]Note:[/b] The vector [param n] must be normalized. See also [method "
+"normalized]."
+msgstr ""
+"Restituisce un nuovo vettore risultante dallo scorrimento di questo vettore "
+"lungo un piano con la normale [param n]. Il nuovo vettore risultante è "
+"perpendicolare a [param n] ed è equivalente a questo vettore meno la sua "
+"proiezione su [param n]. Vedi anche [method progetto].\n"
+"[b]Nota:[/b] Il vettore [param n] deve essere normalizzato. Vedi anche "
+"[method normalizzato]."
+
+msgid ""
+"The vector's Z component. Also accessible by using the index position [code]"
+"[2][/code]."
+msgstr ""
+"Il componente Z del vettore. Accessibile anche tramite la posizione di indice "
+"[code][2][/code]."
+
+msgid ""
+"Enumerated value for the Z axis. Returned by [method max_axis_index] and "
+"[method min_axis_index]."
+msgstr ""
+"Valore enumerato per l'asse Z. Restituito da [method max_axis_index] e "
+"[method min_axis_index]."
+
+msgid ""
+"Left unit vector. Represents the local direction of left, and the global "
+"direction of west."
+msgstr ""
+"Il vettore unitario sinistro. Rappresenta la direzione locale di sinistra e "
+"la direzione globale dell'ovest."
+
+msgid ""
+"Right unit vector. Represents the local direction of right, and the global "
+"direction of east."
+msgstr ""
+"Il vettore unitario destro. Rappresenta la direzione locale di destra e la "
+"direzione globale dell'est."
+
+msgid "Up unit vector."
+msgstr "Il vettore unitario verso l'alto."
+
+msgid "Down unit vector."
+msgstr "Il vettore unitario verso il basso."
+
+msgid ""
+"Forward unit vector. Represents the local direction of forward, and the "
+"global direction of north. Keep in mind that the forward direction for "
+"lights, cameras, etc is different from 3D assets like characters, which face "
+"towards the camera by convention. Use [constant Vector3.MODEL_FRONT] and "
+"similar constants when working in 3D asset space."
+msgstr ""
+"Il vettore unitario anteriore. Rappresenta la direzione locale in avanti e la "
+"direzione globale del nord. Tieni presente che la direzione in avanti di "
+"luci, telecamere, ecc. è diversa dalle risorse 3D come i personaggi, che per "
+"convenzione sono rivolti verso la telecamera. Usa [constant Vector3."
+"MODEL_FRONT] e costanti simili quando lavori nello spazio delle risorse 3D."
+
+msgid ""
+"Back unit vector. Represents the local direction of back, and the global "
+"direction of south."
+msgstr ""
+"Il vettore unitario posteriore. Rappresenta la direzione locale del retro e "
+"la direzione globale del sud."
+
+msgid "Unit vector pointing towards the left side of imported 3D assets."
+msgstr ""
+"Vettore unitario che punta verso il lato sinistro delle risorse 3D importate."
+
+msgid "Unit vector pointing towards the right side of imported 3D assets."
+msgstr ""
+"Vettore unitario che punta verso il lato destro delle risorse 3D importate."
+
+msgid "Unit vector pointing towards the top side (up) of imported 3D assets."
+msgstr ""
+"Vettore unitario che punta verso il lato superiore (su) delle risorse 3D "
+"importate."
+
+msgid ""
+"Unit vector pointing towards the bottom side (down) of imported 3D assets."
+msgstr ""
+"Vettore unitario che punta verso il lato inferiore (giù) delle risorse 3D "
+"importate."
+
+msgid ""
+"Unit vector pointing towards the front side (facing forward) of imported 3D "
+"assets."
+msgstr ""
+"Vettore unitario che punta verso il lato anteriore (rivolto in avanti) delle "
+"risorse 3D importate."
+
+msgid "Unit vector pointing towards the rear side (back) of imported 3D assets."
+msgstr ""
+"Vettore unitario che punta verso il lato posteriore (retro) delle risorse 3D "
+"importate."
+
+msgid ""
+"Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix, "
+"under the assumption that the basis is orthonormal (i.e. rotation/reflection "
+"is fine, scaling/skew is not).\n"
+"[code]vector * basis[/code] is equivalent to [code]basis.transposed() * "
+"vector[/code]. See [method Basis.transposed].\n"
+"For transforming by inverse of a non-orthonormal basis (e.g. with scaling) "
+"[code]basis.inverse() * vector[/code] can be used instead. See [method Basis."
+"inverse]."
+msgstr ""
+"Trasforma inversamente (moltiplica) il [Vector3] per la matrice [Basis] "
+"fornita, presupponendo che la base sia ortonormale (ovvero rotazione/"
+"riflessione vanno bene, ma scala/inclinazione no).\n"
+"[code]vector * transform[/code] è equivalente a [code]transform.inverse() * "
+"vector[/code]. Vedi[method Transform2D.inverse].\n"
+"Per trasformare per inverso una trasformazione affine (ad esempio con scala) "
+"può essere utilizzato [code]transform.affine_inverse() * vector[/code]. Vedi "
+"[method Transform2D.affine_inverse]."
+
+msgid ""
+"Inversely transforms (multiplies) the [Vector3] by the given [Quaternion].\n"
+"[code]vector * quaternion[/code] is equivalent to [code]quaternion.inverse() "
+"* vector[/code]. See [method Quaternion.inverse]."
+msgstr ""
+"Trasforma inversamente (moltiplica) il [Vector3] per il [Quaternion] "
+"fornito.\n"
+"[code]vector * quaternion[/code] è equivalente a [code]quaternion.inverse() * "
+"vector[/code]. Vedi [method Quaternion.inverse]."
+
+msgid ""
+"Inversely transforms (multiplies) the [Vector3] 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"
+"[code]vector * transform[/code] is equivalent to [code]transform.inverse() * "
+"vector[/code]. See [method Transform3D.inverse].\n"
+"For transforming by inverse of an affine transformation (e.g. with scaling) "
+"[code]transform.affine_inverse() * vector[/code] can be used instead. See "
+"[method Transform3D.affine_inverse]."
+msgstr ""
+"Trasforma inversamente (moltiplica) il [Vector3] per la matrice di "
+"trasformazione [Transform3D] fornita, presupponendo che la base di "
+"trasformazione sia ortonormale (ovvero rotazione/riflessione vanno bene, ma "
+"scala/inclinazione no).\n"
+"[code]vector * transform[/code] è equivalente a [code]transform.inverse() * "
+"vector[/code]. Vedi[method Transform2D.inverse].\n"
+"Per trasformare per inverso una trasformazione affine (ad esempio con scala) "
+"può essere utilizzato [code]transform.affine_inverse() * vector[/code]. Vedi "
+"[method Transform2D.affine_inverse]."
+
+msgid ""
+"Multiplies each component of the [Vector3] by the components of the given "
+"[Vector3].\n"
+"[codeblock]\n"
+"print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints \"(30, 80, 150)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector3] per i componenti del [Vector3] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Stampa \"(30, 80, 150)\"\n"
+"[/codeblock]"
+
+msgid "Multiplies each component of the [Vector3] by the given [int]."
+msgstr "Moltiplica ogni componente del [Vector3] per l'[int] fornito."
+
+msgid ""
+"Adds each component of the [Vector3] by the components of the given "
+"[Vector3].\n"
+"[codeblock]\n"
+"print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints \"(13, 24, 35)\"\n"
+"[/codeblock]"
+msgstr ""
+"Aggiunge ogni componente del [Vector3] con i componenti del [Vector3] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Stampa \"(13, 24, 35)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Subtracts each component of the [Vector3] by the components of the given "
+"[Vector3].\n"
+"[codeblock]\n"
+"print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints \"(7, 16, 25)\"\n"
+"[/codeblock]"
+msgstr ""
+"Sottrae ogni componente del [Vector3] dai componenti del [Vector3] fornito.\n"
+"[codeblock]\n"
+"print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Stampa \"(7, 16, 25)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Divides each component of the [Vector3] by the components of the given "
+"[Vector3].\n"
+"[codeblock]\n"
+"print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints \"(5, 4, 10)\"\n"
+"[/codeblock]"
+msgstr ""
+"Divide ogni componente del [Vector3] per i componenti del [Vector3] fornito.\n"
+"[codeblock]\n"
+"print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Stampa \"(5, 4, 10)\"\n"
+"[/codeblock]"
+
+msgid "Divides each component of the [Vector3] by the given [float]."
+msgstr "Divide ogni componente del [Vector3] per il [float] fornito."
+
+msgid "Divides each component of the [Vector3] by the given [int]."
+msgstr "Divide ogni componente del [Vector3] per l'[float] fornito."
+
+msgid ""
+"Compares two [Vector3] vectors by first checking if the X value of the left "
+"vector is less than the X value of the [param right] vector. If the X values "
+"are exactly equal, then it repeats this check with the Y values of the two "
+"vectors, and then with the Z values. This operator is useful for sorting "
+"vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector3] verificando prima se il valore X del vettore "
+"di sinistra è minore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori e poi con i valori Z. Questo operatore è utile per ordinare i "
+"vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Compares two [Vector3] vectors by first checking if the X value of the left "
+"vector is less than or equal to the X value of the [param right] vector. If "
+"the X values are exactly equal, then it repeats this check with the Y values "
+"of the two vectors, and then with the Z values. This operator is useful for "
+"sorting vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector3] verificando prima se il valore X del vettore "
+"di sinistra è minore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori e poi con i valori Z. Questo operatore è utile per ordinare i "
+"vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Compares two [Vector3] vectors by first checking if the X value of the left "
+"vector is greater than the X value of the [param right] vector. If the X "
+"values are exactly equal, then it repeats this check with the Y values of the "
+"two vectors, and then with the Z values. This operator is useful for sorting "
+"vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector3] verificando prima se il valore X del vettore "
+"di sinistra è maggiore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori e poi con i valori Z. Questo operatore è utile per ordinare i "
+"vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Compares two [Vector3] vectors by first checking if the X value of the left "
+"vector is greater than or equal to the X value of the [param right] vector. "
+"If the X values are exactly equal, then it repeats this check with the Y "
+"values of the two vectors, and then with the Z values. This operator is "
+"useful for sorting vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector3] verificando prima se il valore X del vettore "
+"di sinistra è maggiore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori e poi con i valori Z. Questo operatore è utile per ordinare i "
+"vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Access vector components using their [param index]. [code]v[0][/code] is "
+"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/"
+"code], and [code]v[2][/code] is equivalent to [code]v.z[/code]."
+msgstr ""
+"Accede ai componenti del vettore attraverso il loro indice ([param index]). "
+"[code]v[0][/code] è equivalente a [code]v.x[/code], [code]v[1][/code] è "
+"equivalente a [code]v.y[/code], e [code]v[2][/code] è equivalente a [code]v."
+"z[/code]."
+
+msgid ""
+"Returns the negative value of the [Vector3]. This is the same as writing "
+"[code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of "
+"the vector while keeping the same magnitude. With floats, the number zero can "
+"be either positive or negative."
+msgstr ""
+"Restituisce il valore negativo del [Vector3]. Equivale a scrivere "
+"[code]Vector3(-v.x, -v.y, -v.z)[/code]. Questa operazione inverte la "
+"direzione del vettore mantenendo la stessa magnitudine. Con i float, il "
+"numero zero può essere sia positivo sia negativo."
+
+msgid "A 3D vector using integer coordinates."
+msgstr "Un vettore 3D che utilizza coordinate intere."
+
+msgid ""
+"A 3-element structure that can be used to represent 3D grid coordinates or "
+"any other triplet of integers.\n"
+"It uses integer coordinates and is therefore preferable to [Vector3] when "
+"exact precision is required. Note that the values are limited to 32 bits, and "
+"unlike [Vector3] 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 Vector3i will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i "
+"will always evaluate to [code]true[/code]."
+msgstr ""
+"Una struttura a 3 elementi che può essere utilizzata per rappresentare "
+"coordinate di griglia 3D o qualsiasi altra tripletta di numeri interi.\n"
+"Utilizza coordinate intere ed è quindi preferibile a [Vector3] quando è "
+"necessaria una precisione esatta. Nota che i valori sono limitati a 32 bit e, "
+"a differenza di [Vector3], questo non può essere configurato con un'opzione "
+"di build del motore. Utilizza [int] o [PackedInt64Array] se sono necessari "
+"valori a 64 bit.\n"
+"[b]Nota:[/b] In un contesto booleano, un Vector3i sarà valutato come "
+"[code]false[/code] se è uguale a [code]Vector3i(0, 0)[/code]. Altrimenti, un "
+"Vector3i sarà sempre valutato come [code]true[/code]."
+
+msgid ""
+"Constructs a default-initialized [Vector3i] with all components set to "
+"[code]0[/code]."
+msgstr ""
+"Costruisce un [Vector3i] predefinito con tutti i componenti impostati su "
+"[code]0[/code]."
+
msgid "Constructs a [Vector3i] as a copy of the given [Vector3i]."
msgstr "Costruisce un [Vector3i] come copia del [Vector3i] specificato."
+msgid ""
+"Constructs a new [Vector3i] from the given [Vector3] by truncating "
+"components' fractional parts (rounding towards zero). For a different "
+"behavior consider passing the result of [method Vector3.ceil], [method "
+"Vector3.floor] or [method Vector3.round] to this constructor instead."
+msgstr ""
+"Costruisce un nuovo [Vector3i] dal [Vector3] fornito, troncando le parti "
+"frazionarie dei componenti (arrotondando verso zero). Per un comportamento "
+"diverso, considera di passare il risultato di [method Vector3.ceil], [method "
+"Vector3.floor] o [method Vector3.round] a questo costruttore."
+
msgid "Returns a [Vector3i] with the given components."
msgstr "Restituisce un [Vector3i] con i componenti forniti."
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector3i(maxi(x, with.x), maxi(y, with.y), maxi(z, with.z))[/code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector3i(maxi(x, with.x), maxi(y, with.y), maxi(z, "
+"with.z))[/code]."
+
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector3i(maxi(x, with), maxi(y, with), maxi(z, with))[/code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector3i(maxi(x, with), maxi(y, with), maxi(z, "
+"with))[/code]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector3i(mini(x, with.x), mini(y, with.y), mini(z, with.z))[/code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector3i(mini(x, with.x), mini(y, with.y), mini(z, "
+"with.z))[/code]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector3i(mini(x, with), mini(y, with), mini(z, with))[/code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector3i(mini(x, with), mini(y, with), mini(z, "
+"with))[/code]."
+
+msgid ""
+"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can "
+"be used as a negative integer equivalent of [constant Vector3.INF]."
+msgstr ""
+"Il vettore minimo, un vettore con tutti i componenti uguali a "
+"[code]INT32_MIN[/code]. Può essere utilizzato come equivalente negativo di "
+"[constant Vector3.INF] per gli interi."
+
+msgid ""
+"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can "
+"be used as an integer equivalent of [constant Vector3.INF]."
+msgstr ""
+"Il vettore massimo, un vettore con tutti i componenti uguali a "
+"[code]INT32_MAX[/code]. Può essere utilizzato come equivalente di [constant "
+"Vector3.INF] per gli interi."
+
+msgid ""
+"Forward unit vector. Represents the local direction of forward, and the "
+"global direction of north."
+msgstr ""
+"Il vettore unitario anteriore. Rappresenta la direzione locale in avanti e la "
+"direzione globale del nord."
+
+msgid ""
+"Gets the remainder of each component of the [Vector3i] with the components of "
+"the given [Vector3i]. This operation uses truncated division, which is often "
+"not desired as it does not work well with negative numbers. Consider using "
+"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n"
+"[codeblock]\n"
+"print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Prints \"(3, -4, 3)\"\n"
+"[/codeblock]"
+msgstr ""
+"Ottiene il resto di ogni componente di [Vector3i] con i componenti del "
+"[Vector3i] fornito. Questa operazione usa la divisione troncata, che spesso "
+"non è desiderata in quanto non funziona bene con i numeri negativi. Considera "
+"di usare [method @GlobalScope.posmod] se vuoi gestire i numeri negativi.\n"
+"[codeblock]\n"
+"print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Stampa \"(3, -4, 3)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Gets the remainder of each component of the [Vector3i] with the given [int]. "
+"This operation uses truncated division, which is often not desired as it does "
+"not work well with negative numbers. Consider using [method @GlobalScope."
+"posmod] instead if you want to handle negative numbers.\n"
+"[codeblock]\n"
+"print(Vector3i(10, -20, 30) % 7) # Prints \"(3, -6, 2)\"\n"
+"[/codeblock]"
+msgstr ""
+"Ottiene il resto di ogni componente di [Vector3i] con l'[int] fornito. Questa "
+"operazione usa la divisione troncata, che spesso non è desiderata in quanto "
+"non funziona bene con i numeri negativi. Considera di usare [method "
+"@GlobalScope.posmod] se vuoi gestire i numeri negativi.\n"
+"[codeblock]\n"
+"print(Vector3i(10, -20, 30) % 7) # Stampa \"(3, -6, 2)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Multiplies each component of the [Vector3i] by the components of the given "
+"[Vector3i].\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Prints \"(30, 80, 150)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector3i] per i componenti del [Vector3i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Stampa \"(30, 80, 150)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Multiplies each component of the [Vector3i] by the given [float]. Returns a "
+"[Vector3].\n"
+"[codeblock]\n"
+"print(Vector3i(10, 15, 20) * 0.9) # Prints \"(9, 13.5, 18)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector3i] per il [float] fornito. Restituisce "
+"un [Vector3].\n"
+"[codeblock]\n"
+"print(Vector3i(10, 15, 20) * 0.9) # Stampa \"(9, 13.5, 18)\"\n"
+"[/codeblock]"
+
+msgid "Multiplies each component of the [Vector3i] by the given [int]."
+msgstr "Moltiplica ogni componente del [Vector3i] per l'[int] fornito."
+
+msgid ""
+"Adds each component of the [Vector3i] by the components of the given "
+"[Vector3i].\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # Prints \"(13, 24, 35)\"\n"
+"[/codeblock]"
+msgstr ""
+"Aggiunge ogni componente del [Vector3i] con i componenti del [Vector3i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # Stampa \"(13, 24, 35)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Subtracts each component of the [Vector3i] by the components of the given "
+"[Vector3i].\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # Prints \"(7, 16, 25)\"\n"
+"[/codeblock]"
+msgstr ""
+"Sottrae ogni componente del [Vector3i] dai componenti del [Vector3i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # Stampa \"(7, 16, 25)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Divides each component of the [Vector3i] by the components of the given "
+"[Vector3i].\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Prints \"(5, 4, 10)\"\n"
+"[/codeblock]"
+msgstr ""
+"Divide ogni componente del [Vector3i] per i componenti del [Vector3i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Stampa \"(5, 4, 10)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Divides each component of the [Vector3i] by the given [float]. Returns a "
+"[Vector3].\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) / 2.9) # Prints \"(5, 10, 15)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector3i] per il [float] fornito. Restituisce "
+"un [Vector3].\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) / 2.9) # Stampa \"(5, 10, 15)\"\n"
+"[/codeblock]"
+
+msgid "Divides each component of the [Vector3i] by the given [int]."
+msgstr "Divide ogni componente del [Vector3i] per l'[int] fornito."
+
+msgid ""
+"Compares two [Vector3i] vectors by first checking if the X value of the left "
+"vector is less than the X value of the [param right] vector. If the X values "
+"are exactly equal, then it repeats this check with the Y values of the two "
+"vectors, and then with the Z values. This operator is useful for sorting "
+"vectors."
+msgstr ""
+"Confronta due vettori [Vector3i] verificando prima se il valore X del vettore "
+"di sinistra è minore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori e poi con i valori Z. Questo operatore è utile per ordinare i vettori."
+
+msgid ""
+"Compares two [Vector3i] vectors by first checking if the X value of the left "
+"vector is less than or equal to the X value of the [param right] vector. If "
+"the X values are exactly equal, then it repeats this check with the Y values "
+"of the two vectors, and then with the Z values. This operator is useful for "
+"sorting vectors."
+msgstr ""
+"Confronta due vettori [Vector3i] verificando prima se il valore X del vettore "
+"di sinistra è minore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori e poi con i valori Z. Questo operatore è utile per ordinare i "
+"vettori."
+
+msgid ""
+"Compares two [Vector3i] vectors by first checking if the X value of the left "
+"vector is greater than the X value of the [param right] vector. If the X "
+"values are exactly equal, then it repeats this check with the Y values of the "
+"two vectors, and then with the Z values. This operator is useful for sorting "
+"vectors."
+msgstr ""
+"Confronta due vettori [Vector3i] verificando prima se il valore X del vettore "
+"di sinistra è maggiore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori e poi con i valori Z. Questo operatore è utile per ordinare i vettori."
+
+msgid ""
+"Compares two [Vector3i] vectors by first checking if the X value of the left "
+"vector is greater than or equal to the X value of the [param right] vector. "
+"If the X values are exactly equal, then it repeats this check with the Y "
+"values of the two vectors, and then with the Z values. This operator is "
+"useful for sorting vectors."
+msgstr ""
+"Confronta due vettori [Vector3i] verificando prima se il valore X del vettore "
+"di sinistra è maggiore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori e poi con i valori Z. Questo operatore è utile per ordinare i "
+"vettori."
+
+msgid ""
+"Returns the negative value of the [Vector3i]. This is the same as writing "
+"[code]Vector3i(-v.x, -v.y, -v.z)[/code]. This operation flips the direction "
+"of the vector while keeping the same magnitude."
+msgstr ""
+"Restituisce il valore negativo del [Vector3i]. Equivale a scrivere "
+"[code]Vector3i(-v.x, -v.y, -v.z)[/code]. Questa operazione inverte la "
+"direzione del vettore mantenendo la stessa magnitudine."
+
msgid "A 4D vector using floating-point coordinates."
-msgstr "Un vettore 4D che utilizza le coordinate a virgola mobile."
+msgstr "Un vettore 4D che utilizza coordinate in virgola mobile."
+
+msgid ""
+"A 4-element structure that can be used to represent 4D coordinates or any "
+"other quadruplet of numeric values.\n"
+"It uses floating-point coordinates. By default, these floating-point values "
+"use 32-bit precision, unlike [float] which is always 64-bit. If double "
+"precision is needed, compile the engine with the option "
+"[code]precision=double[/code].\n"
+"See [Vector4i] for its integer counterpart.\n"
+"[b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 "
+"will always evaluate to [code]true[/code]."
+msgstr ""
+"Una struttura a 4 elementi che può essere utilizzata per rappresentare "
+"coordinate 4D o qualsiasi altro insieme di 4 valori numerici.\n"
+"Utilizza coordinate in virgola mobile. Per impostazione predefinita, questi "
+"valori in virgola mobile usano una precisione a 32 bit, a differenza di "
+"[float] che è sempre a 64 bit. Se è necessaria una precisione doppia, compila "
+"il motore con l'opzione [code]precision=double[/code].\n"
+"Vedi [Vector3i] per la sua controparte con numeri interi.\n"
+"[b]Nota:[/b] In un contesto booleano, un Vector4 sarà valutato come "
+"[code]false[/code] se è uguale a [code]Vector4(0, 0, 0, 0)[/code]. "
+"Altrimenti, un Vector4 sarà sempre valutato come [code]true[/code]."
+
+msgid ""
+"Constructs a default-initialized [Vector4] with all components set to "
+"[code]0[/code]."
+msgstr ""
+"Costruisce un [Vector4] predefinito con tutti i componenti impostati su "
+"[code]0[/code]."
msgid "Constructs a [Vector4] as a copy of the given [Vector4]."
msgstr "Costruisce un [Vector4] come copia del [Vector4] specificato."
+msgid "Constructs a new [Vector4] from the given [Vector4i]."
+msgstr "Costruisce un nuovo [Vector4] dal [Vector4i] fornito."
+
msgid "Returns a [Vector4] with the given components."
msgstr "Restituisce un [Vector4] con i componenti forniti."
@@ -53892,44 +103185,1292 @@ msgid "Returns the dot product of this vector and [param with]."
msgstr ""
"Restituisce il prodotto scalare di questo vettore e il vettore [param with]."
+msgid ""
+"Returns the inverse of the vector. This is the same as [code]Vector4(1.0 / v."
+"x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code]."
+msgstr ""
+"Restituisce l'inverso del vettore. È lo stesso di [code]Vector2(1.0 / v.x, "
+"1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code]."
+
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector4(maxf(x, with.x), maxf(y, with.y), maxf(z, with.z), maxf(w, with."
+"w))[/code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector4(maxf(x, with.x), maxf(y, with.y), maxf(z, "
+"with.z), maxf(w, with.w))[/code]."
+
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector4(maxf(x, with), maxf(y, with), maxf(z, with), maxf(w, with))[/"
+"code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector4(maxf(x, with), maxf(y, with), maxf(z, "
+"with), maxf(w, with))[/code]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector4(minf(x, with.x), minf(y, with.y), minf(z, with.z), minf(w, with."
+"w))[/code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector4(minf(x, with.x), minf(y, with.y), minf(z, "
+"with.z), minf(w, with.w))[/code]."
+
+msgid ""
+"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
+"constants. If all components are equal, this method returns [constant AXIS_W]."
+msgstr ""
+"Restituisce l'asse del valore più basso del vettore. Vedi le costanti "
+"[code]AXIS_*[/code]. Se tutti i componenti sono uguali, questo metodo "
+"restituisce [constant AXIS_W]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector4(minf(x, with), minf(y, with), minf(z, with), minf(w, with))[/"
+"code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector4(minf(x, with), minf(y, with), minf(z, "
+"with), minf(w, with))[/code]."
+
+msgid ""
+"Returns the result of scaling the vector to unit length. Equivalent to "
+"[code]v / v.length()[/code]. Returns [code](0, 0, 0, 0)[/code] if [code]v."
+"length() == 0[/code]. See also [method is_normalized].\n"
+"[b]Note:[/b] This function may return incorrect values if the input vector "
+"length is near zero."
+msgstr ""
+"Restituisce il risultato della scalatura del vettore a lunghezza unitaria. "
+"Equivalente a [code]v / v.length()[/code]. Restituisce [code](0, 0, 0, 0)[/"
+"code] se [code]v.length() == 0[/code]. Vedi anche [method is_normalized].\n"
+"[b]Nota:[/b] Questa funzione potrebbe restituire valori non corretti se la "
+"lunghezza del vettore passato è vicina a zero."
+
+msgid ""
+"The vector's W component. Also accessible by using the index position [code]"
+"[3][/code]."
+msgstr ""
+"Il componente W del vettore. Accessibile anche tramite la posizione di indice "
+"[code][3][/code]."
+
+msgid ""
+"Enumerated value for the W axis. Returned by [method max_axis_index] and "
+"[method min_axis_index]."
+msgstr ""
+"Valore enumerato per l'asse W. Restituito da [method max_axis_index] e "
+"[method min_axis_index]."
+
+msgid ""
+"Transforms (multiplies) the [Vector4] by the transpose of the given "
+"[Projection] matrix.\n"
+"For transforming by inverse of a projection [code]projection.inverse() * "
+"vector[/code] can be used instead. See [method Projection.inverse]."
+msgstr ""
+"Trasforma (moltiplica) il [Vector4] per la trasposta della matrice "
+"[Projection] fornita.\n"
+"Per trasformare per inverso di una proiezione può essere usato "
+"[code]projection.inverse() * vector[/code]. Vedi [method Projection.inverse]."
+
+msgid ""
+"Multiplies each component of the [Vector4] by the components of the given "
+"[Vector4].\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints \"(30, 80, 150, "
+"240)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector4] per i componenti del [Vector4] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Stampa \"(30, 80, 150, "
+"240)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Multiplies each component of the [Vector4] by the given [float].\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) * 2) # Prints \"(20, 40, 60, 80)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector3i] per il [float] fornito.\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) * 2) # Stampa \"(20, 40, 60, 80)\"\n"
+"[/codeblock]"
+
+msgid "Multiplies each component of the [Vector4] by the given [int]."
+msgstr "Moltiplica ogni componente del [Vector4] per l'[int] fornito."
+
+msgid ""
+"Adds each component of the [Vector4] by the components of the given "
+"[Vector4].\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints \"(13, 24, 35, "
+"46)\"\n"
+"[/codeblock]"
+msgstr ""
+"Aggiunge ogni componente del [Vector4] con i componenti del [Vector4] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Stampa \"(13, 24, 35, "
+"46)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Subtracts each component of the [Vector4] by the components of the given "
+"[Vector4].\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints \"(7, 16, 25, "
+"34)\"\n"
+"[/codeblock]"
+msgstr ""
+"Sottrae ogni componente del [Vector4] dai componenti del [Vector4] fornito.\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Stampa \"(7, 16, 25, "
+"34)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Divides each component of the [Vector4] by the components of the given "
+"[Vector4].\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints \"(5, 4, 10, "
+"10)\"\n"
+"[/codeblock]"
+msgstr ""
+"Divide ogni componente del [Vector4] per i componenti del [Vector4] fornito.\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints \"(5, 4, 10, "
+"10)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Divides each component of the [Vector4] by the given [float].\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) / 2 # Prints \"(5, 10, 15, 20)\"\n"
+"[/codeblock]"
+msgstr ""
+"Divide ogni componente del [Vector4] per il [float] fornito.\n"
+"[codeblock]\n"
+"print(Vector4(10, 20, 30, 40) / 2 # Prints \"(5, 10, 15, 20)\"\n"
+"[/codeblock]"
+
+msgid "Divides each component of the [Vector4] by the given [int]."
+msgstr "Divide ogni componente del [Vector4] per l'[int] fornito."
+
+msgid ""
+"Compares two [Vector4] vectors by first checking if the X value of the left "
+"vector is less than the X value of the [param right] vector. If the X values "
+"are exactly equal, then it repeats this check with the Y values of the two "
+"vectors, Z values of the two vectors, and then with the W values. This "
+"operator is useful for sorting vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector4] verificando prima se il valore X del vettore "
+"di sinistra è minore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori, i valori Z dei due vettori e poi con i valori W. Questo operatore è "
+"utile per ordinare i vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Compares two [Vector4] vectors by first checking if the X value of the left "
+"vector is less than or equal to the X value of the [param right] vector. If "
+"the X values are exactly equal, then it repeats this check with the Y values "
+"of the two vectors, Z values of the two vectors, and then with the W values. "
+"This operator is useful for sorting vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector4] verificando prima se il valore X del vettore "
+"di sinistra è minore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori, i valori Z dei due vettori e poi con i valori W. Questo "
+"operatore è utile per ordinare i vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Compares two [Vector4] vectors by first checking if the X value of the left "
+"vector is greater than the X value of the [param right] vector. If the X "
+"values are exactly equal, then it repeats this check with the Y values of the "
+"two vectors, Z values of the two vectors, and then with the W values. This "
+"operator is useful for sorting vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector4] verificando prima se il valore X del vettore "
+"di sinistra è maggiore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori, i valori Z dei due vettori e poi con i valori W. Questo operatore è "
+"utile per ordinare i vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Compares two [Vector4] vectors by first checking if the X value of the left "
+"vector is greater than or equal to the X value of the [param right] vector. "
+"If the X values are exactly equal, then it repeats this check with the Y "
+"values of the two vectors, Z values of the two vectors, and then with the W "
+"values. This operator is useful for sorting vectors.\n"
+"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
+"same as other vectors. Therefore, the results from this operator may not be "
+"accurate if NaNs are included."
+msgstr ""
+"Confronta due vettori [Vector4] verificando prima se il valore X del vettore "
+"di sinistra è maggiore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori, i valori Z dei due vettori e poi con i valori W. Questo "
+"operatore è utile per ordinare i vettori.\n"
+"[b]Nota:[/b] I vettori con componenti [constant @GDScript.NAN] non si "
+"comportano come altri vettori. Pertanto, i risultati di questo operatore "
+"potrebbero non essere accurati se valori NAN sono inclusi."
+
+msgid ""
+"Access vector components using their [param index]. [code]v[0][/code] is "
+"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/"
+"code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/"
+"code] is equivalent to [code]v.w[/code]."
+msgstr ""
+"Accede ai componenti del vettore attraverso il loro indice ([param index]). "
+"[code]v[0][/code] è equivalente a [code]v.x[/code], [code]v[1][/code] è "
+"equivalente a [code]v.y[/code], [code]v[2][/code] è equivalente a [code]v.z[/"
+"code], [code]v[3][/code] è equivalente a [code]v.w[/code]."
+
+msgid ""
+"Returns the negative value of the [Vector4]. This is the same as writing "
+"[code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the "
+"direction of the vector while keeping the same magnitude. With floats, the "
+"number zero can be either positive or negative."
+msgstr ""
+"Restituisce il valore negativo del [Vector4]. Equivale a scrivere "
+"[code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code]. Questa operazione inverte la "
+"direzione del vettore mantenendo la stessa magnitudine. Con i float, il "
+"numero zero può essere sia positivo sia negativo."
+
+msgid "A 4D vector using integer coordinates."
+msgstr "Un vettore 4D che utilizza coordinate intere."
+
+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 "
+"Vector4i will always evaluate to [code]true[/code]."
+msgstr ""
+"Una struttura a 4 elementi che può essere utilizzata per rappresentare "
+"coordinate di griglia 4D o qualsiasi altro insieme di 4 numeri interi.\n"
+"Utilizza coordinate intere ed è quindi preferibile a [Vector4] quando è "
+"necessaria una precisione esatta. Nota che i valori sono limitati a 32 bit e, "
+"a differenza di [Vector4], questo non può essere configurato con un'opzione "
+"di build del motore. Utilizza [int] o [PackedInt64Array] se sono necessari "
+"valori a 64 bit.\n"
+"[b]Nota:[/b] In un contesto booleano, un Vector4i sarà valutato come "
+"[code]false[/code] se è uguale a [code]Vector4i(0, 0)[/code]. Altrimenti, un "
+"Vector4i sarà sempre valutato come [code]true[/code]."
+
+msgid ""
+"Constructs a default-initialized [Vector4i] with all components set to "
+"[code]0[/code]."
+msgstr ""
+"Costruisce un [Vector4i] predefinito con tutti i componenti impostati su "
+"[code]0[/code]."
+
msgid "Constructs a [Vector4i] as a copy of the given [Vector4i]."
msgstr "Costruisce un [Vector4i] come copia del [Vector4i] specificato."
+msgid ""
+"Constructs a new [Vector4i] from the given [Vector4] by truncating "
+"components' fractional parts (rounding towards zero). For a different "
+"behavior consider passing the result of [method Vector4.ceil], [method "
+"Vector4.floor] or [method Vector4.round] to this constructor instead."
+msgstr ""
+"Costruisce un nuovo [Vector4i] dal [Vector4] fornito, troncando le parti "
+"frazionarie dei componenti (arrotondando verso zero). Per un comportamento "
+"diverso, considera di passare il risultato di [method Vector4.ceil], [method "
+"Vector4.floor] o [method Vector4.round] a questo costruttore."
+
msgid "Returns a [Vector4i] with the given components."
msgstr "Restituisce un [Vector4i] con i componenti forniti."
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector4i(maxi(x, with.x), maxi(y, with.y), maxi(z, with.z), maxi(w, "
+"with.w))[/code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector4i(maxi(x, with.x), maxi(y, with.y), maxi(z, "
+"with.z), maxi(w, with.w))[/code]."
+
+msgid ""
+"Returns the component-wise maximum of this and [param with], equivalent to "
+"[code]Vector4i(maxi(x, with), maxi(y, with), maxi(z, with), maxi(w, with))[/"
+"code]."
+msgstr ""
+"Restituisce il massimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector4i(maxi(x, with), maxi(y, with), maxi(z, "
+"with), maxi(w, with))[/code]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector4i(mini(x, with.x), mini(y, with.y), mini(z, with.z), mini(w, "
+"with.w))[/code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector4i(mini(x, with.x), mini(y, with.y), mini(z, "
+"with.z), mini(w, with.w))[/code]."
+
+msgid ""
+"Returns the component-wise minimum of this and [param with], equivalent to "
+"[code]Vector4i(mini(x, with), mini(y, with), mini(z, with), mini(w, with))[/"
+"code]."
+msgstr ""
+"Restituisce il minimo, componente per componente, di questo vettore e [param "
+"with], equivalente a [code]Vector4i(mini(x, with), mini(y, with), mini(z, "
+"with), mini(w, with))[/code]."
+
+msgid ""
+"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can "
+"be used as a negative integer equivalent of [constant Vector4.INF]."
+msgstr ""
+"Il vettore minimo, un vettore con tutti i componenti uguali a "
+"[code]INT32_MIN[/code]. Può essere utilizzato come equivalente negativo di "
+"[constant Vector4.INF] per gli interi."
+
+msgid ""
+"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can "
+"be used as an integer equivalent of [constant Vector4.INF]."
+msgstr ""
+"Il vettore massimo, un vettore con tutti i componenti uguali a "
+"[code]INT32_MAX[/code]. Può essere utilizzato come equivalente di [constant "
+"Vector4.INF] per gli interi."
+
+msgid ""
+"Gets the remainder of each component of the [Vector4i] with the components of "
+"the given [Vector4i]. This operation uses truncated division, which is often "
+"not desired as it does not work well with negative numbers. Consider using "
+"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n"
+"[codeblock]\n"
+"print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints \"(3, -4, "
+"3, 0)\"\n"
+"[/codeblock]"
+msgstr ""
+"Ottiene il resto di ogni componente di [Vector4i] con i componenti del "
+"[Vector4i] fornito. Questa operazione usa la divisione troncata, che spesso "
+"non è desiderata in quanto non funziona bene con i numeri negativi. Considera "
+"di usare [method @GlobalScope.posmod] se vuoi gestire i numeri negativi.\n"
+"[codeblock]\n"
+"print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Stampa \"(3, -4, "
+"3, 0)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Gets the remainder of each component of the [Vector4i] with the the given "
+"[int]. This operation uses truncated division, which is often not desired as "
+"it does not work well with negative numbers. Consider using [method "
+"@GlobalScope.posmod] instead if you want to handle negative numbers.\n"
+"[codeblock]\n"
+"print(Vector4i(10, -20, 30, -40) % 7) # Prints \"(3, -6, 2, -5)\"\n"
+"[/codeblock]"
+msgstr ""
+"Ottiene il resto di ogni componente di [Vector4i] con l'[int] fornito. Questa "
+"operazione usa la divisione troncata, che spesso non è desiderata in quanto "
+"non funziona bene con i numeri negativi. Considera di usare [method "
+"@GlobalScope.posmod] se vuoi gestire i numeri negativi.\n"
+"[codeblock]\n"
+"print(Vector4i(10, -20, 30, -40) % 7) # Stampa \"(3, -6, 2, -5)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Multiplies each component of the [Vector4i] by the components of the given "
+"[Vector4i].\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6)) # Prints \"(30, 80, "
+"150, 240)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector4i] per i componenti del [Vector4i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6)) # Stampa \"(30, 80, "
+"150, 240)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Multiplies each component of the [Vector4i] by the given [float].\n"
+"Returns a Vector4 value due to floating-point operations.\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) * 2) # Prints \"(20, 40, 60, 80)\"\n"
+"[/codeblock]"
+msgstr ""
+"Moltiplica ogni componente del [Vector4i] per il [float] fornito.\n"
+"Restituisce un Vector4 a causa di operazioni in virgola mobile.\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) * 2) # Stampa \"(20, 40, 60, 80)\"\n"
+"[/codeblock]"
+
+msgid "Multiplies each component of the [Vector4i] by the given [int]."
+msgstr "Moltiplica ogni componente del [Vector4i] per l'[int] fornito."
+
+msgid ""
+"Adds each component of the [Vector4i] by the components of the given "
+"[Vector4i].\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # Prints \"(13, 24, "
+"35, 46)\"\n"
+"[/codeblock]"
+msgstr ""
+"Aggiunge ogni componente del [Vector4i] con i componenti del [Vector4i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # Stampa \"(13, 24, "
+"35, 46)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Subtracts each component of the [Vector4i] by the components of the given "
+"[Vector4i].\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints \"(7, 16, 25, "
+"34)\"\n"
+"[/codeblock]"
+msgstr ""
+"Sottrae ogni componente del [Vector4i] dai componenti del [Vector4i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Stampa \"(7, 16, 25, "
+"34)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Divides each component of the [Vector4i] by the components of the given "
+"[Vector4i].\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # Prints \"(5, 4, 10, "
+"10)\"\n"
+"[/codeblock]"
+msgstr ""
+"Divide ogni componente del [Vector4i] per i componenti del [Vector4i] "
+"fornito.\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # Prints \"(5, 4, 10, "
+"10)\"\n"
+"[/codeblock]"
+
+msgid ""
+"Divides each component of the [Vector4i] by the given [float].\n"
+"Returns a Vector4 value due to floating-point operations.\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) / 2 # Prints \"(5, 10, 15, 20)\"\n"
+"[/codeblock]"
+msgstr ""
+"Divide ogni componente del [Vector4i] per il [float] fornito.\n"
+"Restituisce un Vector4 a causa di operazioni in virgola mobile.\n"
+"[codeblock]\n"
+"print(Vector4i(10, 20, 30, 40) / 2 # Stampa \"(5, 10, 15, 20)\"\n"
+"[/codeblock]"
+
+msgid "Divides each component of the [Vector4i] by the given [int]."
+msgstr "Divide ogni componente del [Vector4i] per l'[int] fornito."
+
+msgid ""
+"Compares two [Vector4i] vectors by first checking if the X value of the left "
+"vector is less than the X value of the [param right] vector. If the X values "
+"are exactly equal, then it repeats this check with the Y values of the two "
+"vectors, Z values of the two vectors, and then with the W values. This "
+"operator is useful for sorting vectors."
+msgstr ""
+"Confronta due vettori [Vector4i] verificando prima se il valore X del vettore "
+"di sinistra è minore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori, i valori Z dei due vettori e poi con i valori W. Questo operatore è "
+"utile per ordinare i vettori."
+
+msgid ""
+"Compares two [Vector4i] vectors by first checking if the X value of the left "
+"vector is less than or equal to the X value of the [param right] vector. If "
+"the X values are exactly equal, then it repeats this check with the Y values "
+"of the two vectors, Z values of the two vectors, and then with the W values. "
+"This operator is useful for sorting vectors."
+msgstr ""
+"Confronta due vettori [Vector4i] verificando prima se il valore X del vettore "
+"di sinistra è minore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori, i valori Z dei due vettori e poi con i valori W. Questo "
+"operatore è utile per ordinare i vettori."
+
msgid "Returns [code]true[/code] if the vectors are exactly equal."
msgstr "Restituisce [code]true[/code] se i vettori sono esattamente uguali."
+msgid ""
+"Compares two [Vector4i] vectors by first checking if the X value of the left "
+"vector is greater than the X value of the [param right] vector. If the X "
+"values are exactly equal, then it repeats this check with the Y values of the "
+"two vectors, Z values of the two vectors, and then with the W values. This "
+"operator is useful for sorting vectors."
+msgstr ""
+"Confronta due vettori [Vector4i] verificando prima se il valore X del vettore "
+"di sinistra è maggiore del valore X del vettore [param right]. Se i valori X "
+"sono esattamente uguali, ripete questa verifica con i valori Y dei due "
+"vettori, i valori Z dei due vettori e poi con i valori W. Questo operatore è "
+"utile per ordinare i vettori."
+
+msgid ""
+"Compares two [Vector4i] vectors by first checking if the X value of the left "
+"vector is greater than or equal to the X value of the [param right] vector. "
+"If the X values are exactly equal, then it repeats this check with the Y "
+"values of the two vectors, Z values of the two vectors, and then with the W "
+"values. This operator is useful for sorting vectors."
+msgstr ""
+"Confronta due vettori [Vector4i] verificando prima se il valore X del vettore "
+"di sinistra è maggiore o uguale al valore X del vettore [param right]. Se i "
+"valori X sono esattamente uguali, ripete questa verifica con i valori Y dei "
+"due vettori, i valori Z dei due vettori e poi con i valori W. Questo "
+"operatore è utile per ordinare i vettori."
+
+msgid ""
+"Returns the negative value of the [Vector4i]. This is the same as writing "
+"[code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the "
+"direction of the vector while keeping the same magnitude."
+msgstr ""
+"Restituisce il valore negativo del [Vector4i]. Equivale a scrivere "
+"[code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code]. Questa operazione inverte la "
+"direzione del vettore mantenendo la stessa magnitudine."
+
+msgid "A 3D physics body that simulates the behavior of a car."
+msgstr "Un corpo fisico 3D che simula il comportamento di un'auto."
+
+msgid ""
+"This physics body implements all the physics logic needed to simulate a car. "
+"It is based on the raycast vehicle system commonly found in physics engines. "
+"Aside from a [CollisionShape3D] for the main body of the vehicle, you must "
+"also add a [VehicleWheel3D] node for each wheel. You should also add a "
+"[MeshInstance3D] to this node for the 3D model of the vehicle, but this model "
+"should generally not include meshes for the wheels. You can control the "
+"vehicle by using the [member brake], [member engine_force], and [member "
+"steering] properties. The position or orientation of this node shouldn't be "
+"changed directly.\n"
+"[b]Note:[/b] The origin point of your VehicleBody3D will determine the center "
+"of gravity of your vehicle. To make the vehicle more grounded, the origin "
+"point is usually kept low, moving the [CollisionShape3D] and [MeshInstance3D] "
+"upwards.\n"
+"[b]Note:[/b] This class has known issues and isn't designed to provide "
+"realistic 3D vehicle physics. If you want advanced vehicle physics, you may "
+"have to write your own physics integration using [CharacterBody3D] or "
+"[RigidBody3D]."
+msgstr ""
+"Questo corpo fisico implementa tutta la logica fisica necessaria per simulare "
+"un'auto. Si basa sul sistema di veicoli con proiezione di raggi comunemente "
+"presente nei motori fisici. Oltre a un [CollisionShape3D] per il corpo "
+"principale del veicolo, bisogna anche aggiungere un nodo [VehicleWheel3D] per "
+"ogni ruota. Bisognerebbe anche aggiungere un [MeshInstance3D] a questo nodo "
+"per il modello 3D del veicolo, ma questo modello in genere non dovrebbe "
+"includere mesh per le ruote. È possibile controllare il veicolo attraverso le "
+"proprietà [member brake], [member engine_force] e [member steering]. La "
+"posizione o l'orientamento di questo nodo non dovrebbero essere modificati "
+"direttamente.\n"
+"[b]Nota:[/b] il punto di origine del VehicleBody3D determinerà il baricentro "
+"del veicolo. Per rendere il veicolo più ancorato, il punto di origine è "
+"solitamente mantenuto basso, spostando [CollisionShape3D] e [MeshInstance3D] "
+"verso l'alto.\n"
+"[b]Nota:[/b] Questa classe presenta problemi noti e non è progettata per "
+"fornire una fisica realistica dei veicoli 3D. Se desideri una fisica avanzata "
+"dei veicoli, potresti dover scrivere la tua integrazione di fisica tramite "
+"[CharacterBody3D] o [RigidBody3D]."
+
+msgid ""
+"Slows down the vehicle by applying a braking force. The vehicle is only "
+"slowed down if the wheels are in contact with a surface. The force you need "
+"to apply to adequately slow down your vehicle depends on the [member "
+"RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try "
+"a value in the 25 - 30 range for hard braking."
+msgstr ""
+"Rallenta il veicolo applicando una forza frenante. Il veicolo rallenta solo "
+"se le ruote sono a contatto con una superficie. La forza che devi applicare "
+"per rallentare adeguatamente il tuo veicolo dipende dalla [member RigidBody3D."
+"mass] del veicolo. Per un veicolo con una massa impostata su 1000, prova un "
+"valore nell'intervallo 25 - 30 per una frenata brusca."
+
+msgid ""
+"Accelerates the vehicle by applying an engine force. The vehicle is only sped "
+"up if the wheels that have [member VehicleWheel3D.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody3D."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
+"[b]Note:[/b] The simulation does not take the effect of gears into account, "
+"you will need to add logic for this if you wish to simulate gears.\n"
+"A negative value will result in the vehicle reversing."
+msgstr ""
+"Accelera il veicolo applicando una forza motrice. Il veicolo accelera solo se "
+"le ruote hanno [member VehicleWheel3D.use_as_traction] impostato su "
+"[code]true[/code] e sono a contatto con una superficie. Il [member "
+"RigidBody3D.mass] del veicolo ha un effetto sull'accelerazione del veicolo. "
+"Per un veicolo con una massa impostata su 1000, prova un valore "
+"nell'intervallo 25 - 50 per l'accelerazione.\n"
+"[b]Nota:[/b] La simulazione non tiene conto dell'effetto delle marce, dovrai "
+"aggiungere logica per questo se desideri simulare le marce.\n"
+"Un valore negativo provocherà la retromarcia del veicolo."
+
+msgid ""
+"The steering angle for the vehicle. Setting this to a non-zero value will "
+"result in the vehicle turning when it's moving. Wheels that have [member "
+"VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically "
+"be rotated.\n"
+"[b]Note:[/b] This property is edited in the inspector in degrees. In code the "
+"property is set in radians."
+msgstr ""
+"L'angolo di sterzata per il veicolo. Impostando questo valore su un valore "
+"diverso da zero, il veicolo sterzerà quando è in movimento. Le ruote che "
+"hanno [member VehicleWheel3D.use_as_steering] impostato su [code]true[/code] "
+"saranno automaticamente ruotate.\n"
+"[b]Nota:[/b] Questa proprietà è modificata nell'ispettore in gradi. Nel "
+"codice la proprietà è impostata in radianti."
+
+msgid ""
+"A 3D physics body for a [VehicleBody3D] that simulates the behavior of a "
+"wheel."
+msgstr ""
+"Un corpo fisico 3D per un [VehicleBody3D] che simula il comportamento di una "
+"ruota."
+
+msgid ""
+"A node used as a child of a [VehicleBody3D] parent to simulate the behavior "
+"of one of its wheels. This node also acts as a collider to detect if the "
+"wheel is touching a surface.\n"
+"[b]Note:[/b] This class has known issues and isn't designed to provide "
+"realistic 3D vehicle physics. If you want advanced vehicle physics, you may "
+"need to write your own physics integration using another [PhysicsBody3D] "
+"class."
+msgstr ""
+"Un nodo utilizzato come figlio di un [VehicleBody3D] genitore per simulare il "
+"comportamento di una delle sue ruote. Questo nodo funge anche da collisore "
+"per rilevare se la ruota sta toccando una superficie.\n"
+"[b]Nota:[/b] Questa classe presenta problemi noti e non è progettata per "
+"fornire una fisica realistica dei veicoli 3D. Se desideri una fisica avanzata "
+"dei veicoli, potresti dover scrivere la tua integrazione fisica tramite "
+"un'altra classe [PhysicsBody3D]."
+
+msgid ""
+"Returns the contacting body node if valid in the tree, as [Node3D]. At the "
+"moment, [GridMap] is not supported so the node will be always of type "
+"[PhysicsBody3D].\n"
+"Returns [code]null[/code] if the wheel is not in contact with a surface, or "
+"the contact body is not a [PhysicsBody3D]."
+msgstr ""
+"Restituisce il nodo del corpo di contatto se valido nell'albero, come "
+"[Node3D]. Al momento, [GridMap] non è supportato, quindi il nodo sarà sempre "
+"di tipo [PhysicsBody3D].\n"
+"Restituisce [code]null[/code] se la ruota non è in contatto con una "
+"superficie o il corpo di contatto non è un [PhysicsBody3D]."
+
+msgid "Returns the rotational speed of the wheel in revolutions per minute."
+msgstr "Restituisce la velocità di rotazione della ruota in giri al minuto."
+
+msgid ""
+"Returns a value between 0.0 and 1.0 that indicates whether this wheel is "
+"skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
+"means not skidding (the wheel has full grip, e.g. dry asphalt road)."
+msgstr ""
+"Restituisce un valore compreso tra 0,0 e 1,0 che indica se questa ruota sta "
+"slittando. 0,0 significa slittamento (la ruota ha perso aderenza, ad esempio "
+"su terreno ghiacciato), 1,0 significa nessun slittamento (la ruota ha piena "
+"aderenza, ad esempio su strada asfaltata asciutta)."
+
+msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
+msgstr ""
+"Restituisce [code]true[/code] se questa ruota è a contatto con una superficie."
+
+msgid ""
+"Slows down the wheel by applying a braking force. The wheel is only slowed "
+"down if it is in contact with a surface. The force you need to apply to "
+"adequately slow down your vehicle depends on the [member RigidBody3D.mass] of "
+"the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - "
+"30 range for hard braking."
+msgstr ""
+"Rallenta la ruota applicando una forza frenante. La ruota rallenta solo se è "
+"a contatto con una superficie. La forza che devi applicare per rallentare "
+"adeguatamente il tuo veicolo dipende dal [member RigidBody3D.mass] del "
+"veicolo. Per un veicolo con una massa impostata su 1000, prova un valore "
+"nell'intervallo 25 - 30 per una frenata brusca."
+
+msgid ""
+"The damping applied to the spring when the spring is being compressed. This "
+"value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the "
+"car will keep bouncing as the spring keeps its energy. A good value for this "
+"is around 0.3 for a normal car, 0.5 for a race car."
+msgstr ""
+"Lo smorzamento applicato alla molla quando la molla viene compressa. Questo "
+"valore dovrebbe essere compreso tra 0,0 (nessuno smorzamento) e 1,0. Un "
+"valore di 0,0 significa che l'auto continuerà a rimbalzare poiché la molla "
+"conserva la sua energia. Un buon valore per questo è intorno a 0,3 per "
+"un'auto normale, 0,5 per un'auto da corsa."
+
+msgid ""
+"The damping applied to the spring when relaxing. This value should be between "
+"0.0 (no damping) and 1.0. This value should always be slightly higher than "
+"the [member damping_compression] property. For a [member damping_compression] "
+"value of 0.3, try a relaxation value of 0.5."
+msgstr ""
+"Lo smorzamento applicato alla molla durante il rilassamento. Questo valore "
+"dovrebbe essere compreso tra 0,0 (nessuno smorzamento) e 1,0. Questo valore "
+"dovrebbe sempre essere leggermente superiore alla proprietà [member "
+"damping_compression]. Per un valore [member damping_compression] di 0,3, "
+"prova un valore di rilassamento di 0,5."
+
+msgid ""
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody3D.mass] of the "
+"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
+"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
+"[b]Note:[/b] The simulation does not take the effect of gears into account, "
+"you will need to add logic for this if you wish to simulate gears.\n"
+"A negative value will result in the wheel reversing."
+msgstr ""
+"Accelera la ruota applicando una forza del motore. La ruota accelera solo se "
+"è a contatto con una superficie. La [member RigidBody3D.mass] del veicolo ha "
+"un effetto sull'accelerazione del veicolo. Per un veicolo con una massa "
+"impostata su 1000, prova un valore nell'intervallo 25 - 50 per "
+"l'accelerazione.\n"
+"[b]Nota:[/b] La simulazione non tiene conto dell'effetto degli ingranaggi, "
+"dovrai aggiungere una logica per questo se desideri simulare gli ingranaggi.\n"
+"Un valore negativo provocherà l'inversione della ruota."
+
+msgid ""
+"The steering angle for the wheel, in radians. Setting this to a non-zero "
+"value will result in the vehicle turning when it's moving."
+msgstr ""
+"Angolo di sterzata per la ruota, in radianti. Impostando questo su un valore "
+"diverso da zero, il veicolo sterzerà quando è in movimento."
+
+msgid ""
+"The maximum force the spring can resist. This value should be higher than a "
+"quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring "
+"will not carry the weight of the vehicle. Good results are often obtained by "
+"a value that is about 3× to 4× this number."
+msgstr ""
+"La forza massima che la molla può resistere. Questo valore dovrebbe essere "
+"superiore a un quarto della [member RigidBody3D.mass] del [VehicleBody3D] o "
+"la molla non sopporterà il peso del veicolo. Spesso si ottengono buoni "
+"risultati con un valore che è circa 3 o 4 volte questo numero."
+
+msgid ""
+"This value defines the stiffness of the suspension. Use a value lower than 50 "
+"for an off-road car, a value between 50 and 100 for a race car and try "
+"something around 200 for something like a Formula 1 car."
+msgstr ""
+"Questo valore definisce la rigidità della sospensione. Usa un valore "
+"inferiore a 50 per un'auto fuoristrada, un valore tra 50 e 100 per un'auto da "
+"corsa e prova qualcosa intorno a 200 per qualcosa come un'auto di Formula 1."
+
+msgid ""
+"This is the distance the suspension can travel. As Godot units are equivalent "
+"to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 "
+"depending on the type of car."
+msgstr ""
+"Questa è la distanza che la sospensione può percorrere. Poiché le unità di "
+"Godot equivalgono a metri, mantieni questa impostazione relativamente bassa. "
+"Prova un valore tra 0,1 e 0,3 a seconda del tipo di auto."
+
+msgid ""
+"If [code]true[/code], this wheel will be turned when the car steers. This "
+"value is used in conjunction with [member VehicleBody3D.steering] and ignored "
+"if you are using the per-wheel [member steering] value instead."
+msgstr ""
+"Se [code]true[/code], questa ruota verrà girata quando l'auto sterza. Questo "
+"valore viene usato insieme a [member VehicleBody3D.steering] e ignorato se si "
+"usa invece il valore [member steering] per ogni ruota."
+
+msgid ""
+"If [code]true[/code], this wheel transfers engine force to the ground to "
+"propel the vehicle forward. This value is used in conjunction with [member "
+"VehicleBody3D.engine_force] and ignored if you are using the per-wheel "
+"[member engine_force] value instead."
+msgstr ""
+"Se [code]true[/code], questa ruota trasferisce la forza del motore al terreno "
+"per spingere il veicolo in avanti. Questo valore viene usato insieme a "
+"[member VehicleBody3D.engine_force] e ignorato se si usa invece il valore "
+"[member engine_force] per ogni ruota."
+
+msgid ""
+"This determines how much grip this wheel has. It is combined with the "
+"friction setting of the surface the wheel is in contact with. 0.0 means no "
+"grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the "
+"rear wheels slightly lower than the front wheels, or use a lower value to "
+"simulate tire wear.\n"
+"It's best to set this to 1.0 when starting out."
+msgstr ""
+"Questo determina quanta aderenza ha questa ruota. È combinato con "
+"l'impostazione dell'attrito della superficie con cui la ruota è a contatto. "
+"0,0 significa nessuna aderenza, 1,0 è aderenza normale. Per un'impostazione "
+"di auto da drift, prova a impostare l'aderenza delle ruote posteriori "
+"leggermente più in basso rispetto alle ruote anteriori, oppure usa un valore "
+"inferiore per simulare l'usura degli pneumatici.\n"
+"È meglio impostarlo su 1,0 per cominciare."
+
+msgid "The radius of the wheel in meters."
+msgstr "Il raggio della ruota in metri."
+
+msgid ""
+"This is the distance in meters the wheel is lowered from its origin point. "
+"Don't set this to 0.0 and move the wheel into position, instead move the "
+"origin point of your wheel (the gizmo in Godot) to the position the wheel "
+"will take when bottoming out, then use the rest length to move the wheel down "
+"to the position it should be in when the car is in rest."
+msgstr ""
+"Questa è la distanza in metri a cui la ruota si abbassa dal suo punto di "
+"origine. Non impostarla su 0,0 e spostare la ruota in posizione. Sposta "
+"invece il punto di origine della tua ruota (il gizmo in Godot) nella "
+"posizione che la ruota assumerà quando toccherà il fondo, quindi usa la "
+"lunghezza di riposo per spostare la ruota verso il basso nella posizione in "
+"cui dovrebbe trovarsi quando l'auto è ferma."
+
+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 ""
+"Questo valore influenza il rollio del tuo veicolo. Se impostato su 1.0 per "
+"tutte le ruote, il tuo veicolo resisterà al rollio della carrozzeria, mentre "
+"un valore di 0.0 sarà incline al ribaltamento."
+
+msgid ""
+"A container that arranges its child controls vertically and wraps them around "
+"at the borders."
+msgstr ""
+"Un contenitore che dispone i suoi controlli figlio verticalmente e li avvolge "
+"lungo i bordi."
+
+msgid ""
+"A variant of [FlowContainer] that can only arrange its child controls "
+"vertically, wrapping them around at the borders. This is similar to how text "
+"in a book wraps around when no more words can fit on a line, except "
+"vertically."
+msgstr ""
+"Una variante di [FlowContainer] che può disporre i suoi controlli figlio solo "
+"verticalmente, avvolgendoli attorno ai bordi. Ciò è simile a come il testo in "
+"un libro si avvolge quando non ci sono più parole che possono rimanere su una "
+"riga, eccetto verticalmente."
+
+msgid "Base resource for video streams."
+msgstr "Risorsa di base per flussi video."
+
+msgid ""
+"Base resource type for all video streams. Classes that derive from "
+"[VideoStream] can all be used as resource types to play back videos in "
+"[VideoStreamPlayer]."
+msgstr ""
+"Tipo di risorsa di base per tutti i flussi video. Le classi che derivano da "
+"[VideoStream] possono essere tutte utilizzate come tipi di risorsa per "
+"riprodurre video in [VideoStreamPlayer]."
+
+msgid "Playing videos"
+msgstr "Riproduzione di video"
+
+msgid ""
+"Called when the video starts playing, to initialize and return a subclass of "
+"[VideoStreamPlayback]."
+msgstr ""
+"Chiamato all'avvio della riproduzione del video, per inizializzare e "
+"restituire una sottoclasse di [VideoStreamPlayback]."
+
+msgid ""
+"The video file path or URI that this [VideoStream] resource handles.\n"
+"For [VideoStreamTheora], this filename should be an Ogg Theora video file "
+"with the [code].ogv[/code] extension."
+msgstr ""
+"Il percorso del file video o l'URI gestito da questa risorsa [VideoStream].\n"
+"Per [VideoStreamTheora], questo nome di file dovrebbe corrispondere a un file "
+"video Ogg Theora con estensione [code].ogv[/code]."
+
+msgid ""
+"Internal class used by [VideoStream] to manage playback state when played "
+"from a [VideoStreamPlayer]."
+msgstr ""
+"Classe interna utilizzata da [VideoStream] per gestire lo stato di "
+"riproduzione quando viene riprodotto da un [VideoStreamPlayer]."
+
+msgid ""
+"This class is intended to be overridden by video decoder extensions with "
+"custom implementations of [VideoStream]."
+msgstr ""
+"Questa classe è pensata per essere sostituita dalle estensioni del decoder "
+"video con implementazioni personalizzate di [VideoStream]."
+
msgid "Returns the number of audio channels."
msgstr "Restituisce il numero di canali audio."
+msgid "Returns the video duration in seconds, if known, or 0 if unknown."
+msgstr ""
+"Restituisce la durata del video in secondi, se nota, oppure 0 se sconosciuta."
+
msgid "Returns the audio sample rate used for mixing."
msgstr ""
"Restituisce la frequenza di campionamento audio utilizzata per il mixaggio."
+msgid ""
+"Return the current playback timestamp. Called in response to the [member "
+"VideoStreamPlayer.stream_position] getter."
+msgstr ""
+"Restituisce il timestamp di riproduzione attuale. Chiamato in risposta al "
+"getter [member VideoStreamPlayer.stream_position]."
+
+msgid "Allocates a [Texture2D] in which decoded video frames will be drawn."
+msgstr ""
+"Assegna una [Texture2D] in cui saranno disegnati i fotogrammi video "
+"decodificati."
+
msgid "Returns the paused status, as set by [method _set_paused]."
msgstr "Restituisce lo stato di pausa, come impostato da [method _set_paused]."
+msgid ""
+"Returns the playback state, as determined by calls to [method _play] and "
+"[method _stop]."
+msgstr ""
+"Restituisce lo stato di riproduzione, come determinato dalle chiamate a "
+"[method _play] e [method _stop]."
+
+msgid ""
+"Called in response to [member VideoStreamPlayer.autoplay] or [method "
+"VideoStreamPlayer.play]. Note that manual playback may also invoke [method "
+"_stop] multiple times before this method is called. [method _is_playing] "
+"should return true once playing."
+msgstr ""
+"Chiamato in risposta a [member VideoStreamPlayer.autoplay] o [method "
+"VideoStreamPlayer.play]. Nota che la riproduzione manuale può anche "
+"richiamare [method _stop] più volte prima che questo metodo sia chiamato. "
+"[method _is_playing] dovrebbe restituire true una volta in riproduzione."
+
+msgid ""
+"Select the audio track [param idx]. Called when playback starts, and in "
+"response to the [member VideoStreamPlayer.audio_track] setter."
+msgstr ""
+"Seleziona la traccia audio all'indice [param idx]. Chiamato all'avvio della "
+"riproduzione e in risposta al setter [member VideoStreamPlayer.audio_track]."
+
+msgid ""
+"Set the paused status of video playback. [method _is_paused] must return "
+"[param paused]. Called in response to the [member VideoStreamPlayer.paused] "
+"setter."
+msgstr ""
+"Imposta lo stato di pausa della riproduzione video. [method _is_paused] deve "
+"restituire [param paused]. Chiamato in risposta al setter [member "
+"VideoStreamPlayer.paused]."
+
+msgid ""
+"Stops playback. May be called multiple times before [method _play], or in "
+"response to [method VideoStreamPlayer.stop]. [method _is_playing] should "
+"return false once stopped."
+msgstr ""
+"Arresta la riproduzione. Può essere chiamato più volte prima di [method "
+"_play], o in risposta a [method VideoStreamPlayer.stop]. [method _is_playing] "
+"dovrebbe restituire false una volta arrestato."
+
+msgid ""
+"Ticks video playback for [param delta] seconds. Called every frame as long as "
+"[method _is_paused] and [method _is_playing] return true."
+msgstr ""
+"Elabora la riproduzione video per [param delta] secondi. Chiamato ogni frame "
+"finché [method _is_paused] e [method _is_playing] restituiscono true."
+
+msgid ""
+"Render [param num_frames] audio frames (of [method _get_channels] floats "
+"each) from [param buffer], starting from index [param offset] in the array. "
+"Returns the number of audio frames rendered, or -1 on error."
+msgstr ""
+"Esegue il rendering di [param num_frames] frame audio (di [method "
+"_get_channels] float ciascuno) da [param buffer], a partire dall'indice "
+"[param offset] nell'array. Restituisce il numero di frame audio renderizzati "
+"o -1 in caso di errore."
+
+msgid "A control used for video playback."
+msgstr "Un controllo utilizzato per la riproduzione video."
+
+msgid ""
+"A control used for playback of [VideoStream] resources.\n"
+"Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] "
+"([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a "
+"GDExtension plugin.\n"
+"[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to "
+"missing architecture-specific assembly optimizations."
+msgstr ""
+"Un controllo utilizzato per la riproduzione di risorse [VideoStream].\n"
+"I formati video supportati sono [url=https://www.theora.org/]Ogg Theora[/url] "
+"([code].ogv[/code], [VideoStreamTheora]) e qualsiasi formato esposto tramite "
+"un estensione in GDExtension.\n"
+"[b]Attenzione:[/b] Sul Web, la riproduzione video [i]avrà[/i] prestazioni "
+"scadenti a causa della mancanza di ottimizzazioni di assembly specifiche "
+"dell'architettura."
+
+msgid ""
+"The length of the current stream, in seconds.\n"
+"[b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported "
+"by Godot), this value will always be zero, as getting the stream length is "
+"not implemented yet. The feature may be supported by video formats "
+"implemented by a GDExtension add-on."
+msgstr ""
+"La lunghezza del flusso attuale, in secondi.\n"
+"[b]Nota:[/b] Per i flussi [VideoStreamTheora] (il formato integrato "
+"supportato da Godot), questo valore sarà sempre zero, poiché ottenere la "
+"lunghezza del flusso non è ancora implementato. La funzionalità potrebbe "
+"essere supportata dai formati video implementati da un componente aggiuntivo "
+"in GDExtension."
+
+msgid ""
+"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
+"stream is assigned."
+msgstr ""
+"Restituisce il nome del flusso video oppure [code]\"<No Stream>\"[/code] se "
+"nessun flusso video è assegnato."
+
msgid "Returns the current frame as a [Texture2D]."
-msgstr "Restituisce il fotogramma attuale come una [Texture2D]."
+msgstr "Restituisce il fotogramma attuale sotto forma di una [Texture2D]."
+
+msgid ""
+"Returns [code]true[/code] if the video is playing.\n"
+"[b]Note:[/b] The video is still considered playing if paused during playback."
+msgstr ""
+"Restituisce [code]true[/code] se il video è in riproduzione.\n"
+"[b]Nota:[/b] il video è ancora considerato in riproduzione se messo in pausa "
+"durante la riproduzione."
+
+msgid ""
+"Starts the video playback from the beginning. If the video is paused, this "
+"will not unpause the video."
+msgstr ""
+"Avvia la riproduzione del video dall'inizio. Se il video è in pausa, questo "
+"non lo farà riprendere."
+
+msgid ""
+"Stops the video playback and sets the stream position to 0.\n"
+"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
+"of the video stream won't become the current frame."
+msgstr ""
+"Arresta la riproduzione video e imposta la posizione del flusso su 0.\n"
+"[b]Nota:[/b] Sebbene la posizione del flusso sia impostata su 0, il primo "
+"fotogramma del flusso video non diventerà il fotogramma attuale."
+
+msgid "The embedded audio track to play."
+msgstr "La traccia audio incorporata da riprodurre."
+
+msgid "If [code]true[/code], playback starts when the scene loads."
+msgstr ""
+"Se [code]true[/code], la riproduzione viene avviata quando la scena viene "
+"caricata."
+
+msgid "Amount of time in milliseconds to store in buffer while playing."
+msgstr ""
+"La durata in millisecondi da memorizzare nel buffer durante la riproduzione."
+
+msgid "Audio bus to use for sound playback."
+msgstr "Il bus audio da usare per la riproduzione del suono."
+
+msgid ""
+"If [code]true[/code], the video scales to the control size. Otherwise, the "
+"control minimum size will be automatically adjusted to match the video "
+"stream's dimensions."
+msgstr ""
+"Se [code]true[/code], il video si adatta alle dimensioni del controllo. "
+"Altrimenti, le dimensioni minime del controllo saranno regolate "
+"automaticamente per adattarsi alle dimensioni del flusso video."
msgid "If [code]true[/code], the video restarts when it reaches its end."
msgstr "Se [code]true[/code], il video si riavvia quando raggiunge la sua fine."
+msgid "If [code]true[/code], the video is paused."
+msgstr "Se [code]true[/code], il video è messo in pausa."
+
+msgid "The assigned video stream. See description for supported formats."
+msgstr ""
+"Il flusso video assegnato. Vedi la descrizione per i formati supportati."
+
+msgid ""
+"The current position of the stream, in seconds.\n"
+"[b]Note:[/b] Changing this value won't have any effect as seeking is not "
+"implemented yet, except in video formats implemented by a GDExtension add-on."
+msgstr ""
+"La posizione attuale nel flusso, in secondi.\n"
+"[b]Nota:[/b] La modifica di questo valore non avrà alcun effetto poiché la "
+"ricerca non è ancora implementata, tranne nei formati video implementati da "
+"un componente aggiuntivo in GDExtension."
+
+msgid "Audio volume as a linear value."
+msgstr "Il volume audio come valore lineare."
+
+msgid "Audio volume in dB."
+msgstr "Il volume audio in dB."
+
+msgid "Emitted when playback is finished."
+msgstr "Emesso al termine della riproduzione."
+
+msgid "[VideoStream] resource for Ogg Theora videos."
+msgstr "Risorsa [VideoStream] per i video in Ogg Theora."
+
+msgid ""
+"[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/"
+"url] video format with [code].ogv[/code] extension. The Theora codec is "
+"decoded on the CPU.\n"
+"[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] "
+"extension, you will have to rename the extension to [code].ogv[/code] to use "
+"those videos within Godot."
+msgstr ""
+"Risorsa [VideoStream] che gestisce il formato video [url=https://www.theora."
+"org/]Ogg Theora[/url] con estensione [code].ogv[/code]. Il codec Theora è "
+"decodificato sulla CPU.\n"
+"[b]Nota:[/b] Sebbene i video Ogg Theora possano avere anche un'estensione "
+"[code].ogg[/code], dovrai rinominare l'estensione in [code].ogv[/code] per "
+"utilizzare tali video in Godot."
+
+msgid ""
+"Abstract base class for viewports. Encapsulates drawing and interaction with "
+"a game world."
+msgstr ""
+"Classe di base astratta per viewport. Incapsula il disegno e l'interazione "
+"con un mondo di gioco."
+
+msgid ""
+"A [Viewport] creates a different view into the screen, or a sub-view inside "
+"another viewport. Child 2D nodes will display on it, and child Camera3D 3D "
+"nodes will render on it too.\n"
+"Optionally, a viewport can have its own 2D or 3D world, so it doesn't share "
+"what it draws with other viewports.\n"
+"Viewports can also choose to be audio listeners, so they generate positional "
+"audio depending on a 2D or 3D camera child of it.\n"
+"Also, viewports can be assigned to different screens in case the devices have "
+"multiple screens.\n"
+"Finally, viewports can also behave as render targets, in which case they will "
+"not be visible unless the associated texture is used to draw."
+msgstr ""
+"Una [Viewport] crea una vista diversa sullo schermo, o una sotto-vista "
+"all'interno di un'altra viewport. I nodi 2D figlio saranno visualizzati su di "
+"essa, e anche i nodi Camera3D 3D figlio saranno renderizzati su di essa.\n"
+"Facoltativamente, una viewport può avere il suo mondo 2D o 3D, quindi non "
+"condivide ciò che disegna con altre viewport.\n"
+"Le viewport possono anche scegliere di essere ascoltatori audio, generando "
+"così audio posizionale a seconda di una telecamera figlio 2D o 3D.\n"
+"Inoltre, le viewport possono essere assegnate a schermi diversi nel caso in "
+"cui i dispositivi abbiano più schermi.\n"
+"Infine, le viewport possono anche comportarsi come destinazione di rendering, "
+"nel qual caso non saranno visibili a meno che la texture associata non sia "
+"utilizzata per disegnare."
+
+msgid ""
+"Returns the first valid [World2D] for this viewport, searching the [member "
+"world_2d] property of itself and any Viewport ancestor."
+msgstr ""
+"Restituisce il primo [World2D] valido per questa viewport, cercando la "
+"proprietà [member world_2d] di se stessa e di qualsiasi antenato della "
+"Viewport."
+
+msgid ""
+"Returns the first valid [World3D] for this viewport, searching the [member "
+"world_3d] property of itself and any Viewport ancestor."
+msgstr ""
+"Restituisce il primo [World3D] valido per questa viewport, cercando la "
+"proprietà [member world_3d] di se stessa e di qualsiasi antenato della "
+"Viewport."
+
+msgid ""
+"Returns the currently active 2D camera. Returns null if there are no active "
+"cameras."
+msgstr ""
+"Restituisce la telecamera 2D attualmente attiva. Restituisce null se non ci "
+"sono telecamere attive."
+
msgid "Returns the currently active 3D camera."
msgstr "Restituisce la telecamera 3D attualmente attiva."
+msgid "Returns an individual bit on the rendering layer mask."
+msgstr "Restituisce un singolo bit sulla maschera dello strato di rendering."
+
+msgid ""
+"Returns a list of the visible embedded [Window]s inside the viewport.\n"
+"[b]Note:[/b] [Window]s inside other viewports will not be listed."
+msgstr ""
+"Restituisce un'elenco delle finestre ([Window]) incorporate visibili "
+"all'interno della viewport.\n"
+"[b]Nota:[/b] Le [Window] all'interno di altre viewport non saranno elencate."
+
+msgid ""
+"Returns the transform from the viewport's coordinate system to the embedder's "
+"coordinate system."
+msgstr ""
+"Restituisce la trasformazione dal sistema di coordinate della viewport al "
+"sistema di coordinate dell'incorporatore."
+
+msgid ""
+"Returns the mouse's position in this [Viewport] using the coordinate system "
+"of this [Viewport]."
+msgstr ""
+"Restituisce la posizione del mouse in questa [Viewport] nel sistema di "
+"coordinate di questa [Viewport]."
+
msgid ""
"Returns the positional shadow atlas quadrant subdivision of the specified "
"quadrant."
msgstr ""
-"Restituisce la suddivisione quadrante delle ombre posizionali del quadrante "
-"specificato."
+"Restituisce la suddivisione di quadrante delle ombre posizionali del "
+"quadrante specificato."
+
+msgid ""
+"Returns rendering statistics of the given type. See [enum RenderInfoType] and "
+"[enum RenderInfo] for options."
+msgstr ""
+"Restituisce le statistiche di rendering del tipo specificato. Vedi [enum "
+"RenderInfoType] e [enum RenderInfo] per le opzioni."
+
+msgid ""
+"Returns the transform from the Viewport's coordinates to the screen "
+"coordinates of the containing window manager window."
+msgstr ""
+"Restituisce la trasformazione dalle coordinate della Viewport alle coordinate "
+"dello schermo della finestra di gestione finestre che la contiene."
+
+msgid ""
+"Returns the viewport's texture.\n"
+"[b]Note:[/b] When trying to store the current texture (e.g. in a file), it "
+"might be completely black or outdated if used too early, especially when used "
+"in e.g. [method Node._ready]. To make sure the texture you get is correct, "
+"you can await [signal RenderingServer.frame_post_draw] signal.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" await RenderingServer.frame_post_draw\n"
+" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n"
+"[/codeblock]"
+msgstr ""
+"Restituisce la texture della viewport.\n"
+"[b]Nota:[/b] Quando si tenta di memorizzare la texture attuale (ad esempio in "
+"un file), potrebbe essere completamente nera o obsoleta se questo metodo è "
+"chiamato troppo presto, specialmente se chiamato ad esempio in [method Node."
+"_ready]. Per assicurarti che la texture ottenuta sia corretta, puoi attendere "
+"il segnale [signal RenderingServer.frame_post_draw].\n"
+"[codeblock]\n"
+"func _ready():\n"
+" await RenderingServer.frame_post_draw\n"
+" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n"
+"[/codeblock]"
msgid "Returns the viewport's RID from the [RenderingServer]."
msgstr "Restituisce il [RID] del viewport dal [RenderingServer]."
+msgid "Returns the visible rectangle in global screen coordinates."
+msgstr ""
+"Restituisce il rettangolo visibile nelle coordinate globali dello schermo."
+
msgid ""
"Returns the drag data from the GUI, that was previously returned by [method "
"Control._get_drag_data]."
@@ -53937,62 +104478,1449 @@ msgstr ""
"Restituisce i dati di trascinamento dalla GUI, restituiti in precedenza da "
"[method Control._get_drag_data]."
+msgid ""
+"Returns the [Control] having the focus within this viewport. If no [Control] "
+"has the focus, returns null."
+msgstr ""
+"Restituisce il [Control] con il focus in questa viewport. Se nessun [Control] "
+"ha il focus, restituisce null."
+
+msgid ""
+"Returns the [Control] that the mouse is currently hovering over in this "
+"viewport. If no [Control] has the cursor, returns null.\n"
+"Typically the leaf [Control] node or deepest level of the subtree which "
+"claims hover. This is very useful when used together with [method Node."
+"is_ancestor_of] to find if the mouse is within a control tree."
+msgstr ""
+"Restituisce il [Controllo] su cui si trova attualmente il mouse in questa "
+"finestra. Se nessun [Control] ha il cursore, restituisce null.\n"
+"In genere il nodo [Control] foglia o il livello più profondo del sottoalbero "
+"che rivendica il passaggio del mouse. Questo è molto utile quando utilizzato "
+"insieme [method Node.is_ancestor_of] per scoprire se il mouse si trova "
+"all'interno di un albero di controlli."
+
msgid "Returns [code]true[/code] if the drag operation is successful."
msgstr ""
"Restituisce [code]true[/code] se l'operazione di trascinamento ha successo."
+msgid ""
+"Returns [code]true[/code] if the viewport is currently performing a drag "
+"operation.\n"
+"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
+"NOTIFICATION_DRAG_END] when you prefer polling the value."
+msgstr ""
+"Restituisce [code]true[/code] se la finestra sta attualmente eseguendo "
+"un'operazione di trascinamento.\n"
+"Alternativa a [constant Node.NOTIFICATION_DRAG_BEGIN] e [constant Node."
+"NOTIFICATION_DRAG_END] quando si preferisce recuperare direttamente il valore."
+
+msgid ""
+"Removes the focus from the currently focused [Control] within this viewport. "
+"If no [Control] has the focus, does nothing."
+msgstr ""
+"Rimuove il focus dal [Control] attualmente focalizzato all'interno di questa "
+"viewport. Se nessun [Control] ha il focus, non fa nulla."
+
+msgid ""
+"Returns whether the current [InputEvent] has been handled. Input events are "
+"not handled until [method set_input_as_handled] has been called during the "
+"lifetime of an [InputEvent].\n"
+"This is usually done as part of input handling methods like [method Node."
+"_input], [method Control._gui_input] or others, as well as in corresponding "
+"signal handlers.\n"
+"If [member handle_input_locally] is set to [code]false[/code], this method "
+"will try finding the first parent viewport that is set to handle input "
+"locally, and return its value for [method is_input_handled] instead."
+msgstr ""
+"Restituisce se l'[InputEvent] attuale è stato gestito. Gli eventi di input "
+"non sono gestiti finché non viene chiamato [method set_input_as_handled] "
+"durante il ciclo di vita di un [InputEvent].\n"
+"Questo viene solitamente fatto come parte di metodi di gestione dell'input "
+"come [method Node._input], [method Control._gui_input] o altri, così come nei "
+"corrispondenti segnali.\n"
+"Se [method handle_input_locally] è impostato su [code]false[/code], questo "
+"metodo proverà a trovare la prima viewport genitore impostata per gestire "
+"l'input localmente e restituirà invece il suo valore per [method "
+"is_input_handled]."
+
+msgid ""
+"Triggers the given [param event] in this [Viewport]. This can be used to pass "
+"an [InputEvent] 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._input]\n"
+"- [method Control._gui_input] for [Control] nodes\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."
+msgstr ""
+"Attiva l'evento [param event] in questo [Viewport]. Può essere utilizzato per "
+"passare un [InputEvent] tra viewport o per applicare localmente gli input "
+"inviati tramite la rete o salvati in un file.\n"
+"Se [param in_local_coords] è [code]false[/code], la posizione dell'evento è "
+"nelle coordinate dell'incorporatore e sarà convertita in coordinate della "
+"viewport. Se [param in_local_coords] è [code]true[/code], la posizione "
+"dell'evento è nelle coordinate della viewport.\n"
+"Sebbene questo metodo svolga uno scopo simile a [method Input."
+"parse_input_event], non rimappa l'evento [param event] in base alle "
+"impostazioni del progetto come [member ProjectSettings.input_devices/pointing/"
+"emulate_touch_from_mouse].\n"
+"La chiamata a questo metodo propagherà le chiamate ai nodi figlio per i "
+"seguenti metodi nell'ordine indicato:\n"
+"- [method Node._input]\n"
+"- [method Control._gui_input] per i nodi [Control]\n"
+"- [method Node._shortcut_input]\n"
+"- [method Node._unhandled_key_input]\n"
+"- [method Node._unhandled_input]\n"
+"Se un metodo precedente contrassegna l'input come gestito tramite [method "
+"set_input_as_handled], nessun metodo successivo in questo elenco sarà "
+"chiamato.\n"
+"Se nessuno dei metodi gestisce l'evento e [member physics_object_picking] è "
+"[code]true[/code], l'evento è utilizzato per la selezione degli oggetti di "
+"fisica."
+
+msgid ""
+"Helper method which calls the [code]set_text()[/code] method on the currently "
+"focused [Control], provided that it is defined (e.g. if the focused Control "
+"is [Button] or [LineEdit])."
+msgstr ""
+"Metodo di supporto che richiama il metodo [code]set_text()[/code] sul "
+"[Control] attualmente attivo, a condizione che sia definito (ad esempio se il "
+"controllo attivo è [Button] o [LineEdit])."
+
+msgid "Use [method push_input] instead."
+msgstr "Utilizza invece [method push_input]."
+
+msgid ""
+"Triggers the given [param event] in this [Viewport]. This can be used to pass "
+"an [InputEvent] 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"
+"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."
+msgstr ""
+"Attiva l'evento [param event] in questo [Viewport]. Può essere utilizzato per "
+"passare un [InputEvent] tra viewport o per applicare localmente gli input "
+"inviati tramite la rete o salvati in un file.\n"
+"Se [param in_local_coords] è [code]false[/code], la posizione dell'evento è "
+"nelle coordinate dell'incorporatore e sarà convertita in coordinate della "
+"viewport. Se [param in_local_coords] è [code]true[/code], la posizione "
+"dell'evento è nelle coordinate della viewport.\n"
+"La chiamata a questo metodo propagherà le chiamate ai nodi figlio per i "
+"seguenti metodi nell'ordine indicato:\n"
+"- [method Node._shortcut_input]\n"
+"- [method Node._unhandled_key_input]\n"
+"- [method Node._unhandled_input]\n"
+"Se un metodo precedente contrassegna l'input come gestito tramite [method "
+"set_input_as_handled], nessun metodo successivo in questo elenco sarà "
+"chiamato.\n"
+"Se nessuno dei metodi gestisce l'evento e [member physics_object_picking] è "
+"[code]true[/code], l'evento è utilizzato per la selezione degli oggetti di "
+"fisica.\n"
+"[b]Nota:[/b] Questo metodo non propaga gli eventi di input ai [Window] o "
+"[SubViewport] incorporati."
+
+msgid ""
+"Set/clear individual bits on the rendering layer mask. This simplifies "
+"editing this [Viewport]'s layers."
+msgstr ""
+"Imposta/cancella singoli bit sulla maschera dello strato di rendering. Ciò "
+"semplifica la modifica degli strati di questa [Viewport]."
+
+msgid ""
+"Stops the input from propagating further down the [SceneTree].\n"
+"[b]Note:[/b] This does not affect the methods in [Input], only the way events "
+"are propagated."
+msgstr ""
+"Impedisce all'input di propagarsi ulteriormente nello [SceneTree].\n"
+"[b]Nota:[/b] Ciò non influisce sui metodi in [Input], ma solo sul modo in cui "
+"sono propagati gli eventi."
+
+msgid ""
+"Sets the number of subdivisions to use in the specified quadrant. A higher "
+"number of subdivisions allows you to have more shadows in the scene at once, "
+"but reduces the quality of the shadows. A good practice is to have quadrants "
+"with a varying number of subdivisions and to have as few subdivisions as "
+"possible."
+msgstr ""
+"Imposta il numero di suddivisioni da usare nel quadrante specificato. Un "
+"numero maggiore di suddivisioni consente di avere più ombre nella scena "
+"contemporaneamente, ma ne riduce la qualità. Una buona pratica è quella di "
+"avere quadranti con un numero variabile di suddivisioni e di avere il minor "
+"numero possibile di suddivisioni."
+
+msgid ""
+"Force instantly updating the display based on the current mouse cursor "
+"position. This includes updating the mouse cursor shape and sending necessary "
+"[signal Control.mouse_entered], [signal CollisionObject2D.mouse_entered], "
+"[signal CollisionObject3D.mouse_entered] and [signal Window.mouse_entered] "
+"signals and their respective [code]mouse_exited[/code] counterparts."
+msgstr ""
+"Forza l'aggiornamento immediato del display in base alla posizione attuale "
+"del cursore del mouse. Ciò include l'aggiornamento della forma del cursore "
+"del mouse, l'invio dei segnali necessari [signal Control.mouse_entered], "
+"[signal CollisionObject2D.mouse_entered], [signal CollisionObject3D."
+"mouse_entered] e [signal Window.mouse_entered] e delle rispettive controparti "
+"[code]mouse_exited[/code]."
+
+msgid ""
+"Moves the mouse pointer to the specified position in this [Viewport] using "
+"the coordinate system of this [Viewport].\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 ""
+"Sposta il puntatore del mouse nella posizione specificata in questa "
+"[Viewport] nel sistema di coordinate di questa [Viewport].\n"
+"[b]Nota:[/b] [method warp_mouse] è supportato solo su Windows, macOS e Linux. "
+"Non ha effetto su Android, iOS e Web."
+
+msgid "If [code]true[/code], the viewport will process 2D audio streams."
+msgstr "Se [code]true[/code], la viewport elaborerà i flussi audio 2D."
+
+msgid "If [code]true[/code], the viewport will process 3D audio streams."
+msgstr "Se [code]true[/code], la viewport elaborerà i flussi audio 3D."
+
+msgid ""
+"The rendering layers in which this [Viewport] renders [CanvasItem] nodes."
+msgstr ""
+"Gli strati di rendering in cui questo [Viewport] renderizza i nodi "
+"[CanvasItem]."
+
+msgid ""
+"Sets the default filter mode used by [CanvasItem]s in this Viewport. See "
+"[enum DefaultCanvasItemTextureFilter] for options."
+msgstr ""
+"Imposta la modalità di filtraggio predefinita utilizzata dai [CanvasItem] in "
+"questa Viewport. Vedi [enum DefaultCanvasItemTextureFilter] per le opzioni."
+
+msgid ""
+"Sets the default repeat mode used by [CanvasItem]s in this Viewport. See "
+"[enum DefaultCanvasItemTextureRepeat] for options."
+msgstr ""
+"Imposta la modalità di ripetizione predefinita utilizzata dai [CanvasItem] in "
+"questa Viewport. Vedi [enum DefaultCanvasItemTextureRepeat] per le opzioni."
+
+msgid ""
+"The canvas transform of the viewport, useful for changing the on-screen "
+"positions of all child [CanvasItem]s. This is relative to the global canvas "
+"transform of the viewport."
+msgstr ""
+"La trasformazione di canvas della viewport, utile per cambiare le posizioni "
+"sullo schermo di tutti i [CanvasItem] figlio. È relativo alla trasformazione "
+"di canvas globale della viewport."
+
+msgid "The overlay mode for test rendered geometry in debug purposes."
+msgstr ""
+"Modalità di sovrapposizione (\"overlay\") per testare la geometria "
+"renderizzata per motivi di debug."
+
+msgid "Disable 3D rendering (but keep 2D rendering)."
+msgstr "Disattiva il rendering 3D (ma mantiene il rendering 2D)."
+
+msgid ""
+"Determines how sharp the upscaled image will be when using the FSR upscaling "
+"mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) "
+"to 2.0. Values above 2.0 won't make a visible difference.\n"
+"To control this property on the root viewport, set the [member "
+"ProjectSettings.rendering/scaling_3d/fsr_sharpness] project setting."
+msgstr ""
+"Determina quanto sarà nitida l'immagine ingrandita quando si usa la modalità "
+"di upscaling FSR. La nitidezza si dimezza con ogni numero intero. I valori "
+"variano da 0,0 (più nitido) a 2,0. I valori superiori a 2,0 non faranno una "
+"differenza evidente.\n"
+"Per controllare questa proprietà nella viewport radice, cambia l'impostazione "
+"del progetto [member ProjectSettings.rendering/scaling_3d/fsr_sharpness]."
+
+msgid ""
+"The global canvas transform of the viewport. The canvas transform is relative "
+"to this."
+msgstr ""
+"La trasformazione globale di canvas della viewport. La trasformazione di "
+"canvas è relativa a questa."
+
msgid "If [code]true[/code], the viewport will not receive input events."
-msgstr "Se [code]true[/code], il viewport non riceverà eventi di input."
+msgstr "Se [code]true[/code], la viewport non riceverà eventi di input."
+
+msgid ""
+"If [code]true[/code], sub-windows (popups and dialogs) will be embedded "
+"inside application window as control-like nodes. If [code]false[/code], they "
+"will appear as separate windows handled by the operating system."
+msgstr ""
+"Se [code]true[/code], le sottofinestre (popup e finestre di dialogo) saranno "
+"incorporate all'interno della finestra dell'applicazione come nodi simili a "
+"controlli. Se [code]false[/code], appariranno come finestre separate gestite "
+"dal sistema operativo."
+
+msgid ""
+"If [code]true[/code], the GUI controls on the viewport will lay pixel "
+"perfectly."
+msgstr ""
+"Se [code]true[/code], i controlli GUI sulla viewport si allineano "
+"perfettamente ai pixel."
+
+msgid ""
+"If [code]true[/code], this viewport will mark incoming input events as "
+"handled by itself. If [code]false[/code], this is instead done by the first "
+"parent viewport that is set to handle input locally.\n"
+"A [SubViewportContainer] will automatically set this property to [code]false[/"
+"code] for the [Viewport] contained inside of it.\n"
+"See also [method set_input_as_handled] and [method is_input_handled]."
+msgstr ""
+"Se [code]true[/code], questa viewport contrassegnerà gli eventi di input in "
+"arrivo come gestiti da sé stessa. Se [code]false[/code], ciò viene invece "
+"fatto dalla prima viewport padre impostata per gestire l'input localmente.\n"
+"Un [SubViewportContainer] imposterà automaticamente questa proprietà su "
+"[code]false[/code] per la [Viewport] contenuta al suo interno.\n"
+"Vedi anche [method set_input_as_handled] e [method is_input_handled]."
+
+msgid ""
+"The automatic LOD bias to use for meshes rendered within the [Viewport] (this "
+"is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values "
+"will use less detailed versions of meshes that have LOD variations generated. "
+"If set to [code]0.0[/code], automatic LOD is disabled. Increase [member "
+"mesh_lod_threshold] to improve performance at the cost of geometry detail.\n"
+"To control this property on the root viewport, set the [member "
+"ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels] project "
+"setting.\n"
+"[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] "
+"visibility ranges (also known as \"manual\" LOD or hierarchical LOD)."
+msgstr ""
+"Il bias LOD automatico da usare per le mesh renderizzate all'interno del "
+"[Viewport] (analogo a [member ReflectionProbe.mesh_lod_threshold]). Valori "
+"più alti useranno versioni meno dettagliate delle mesh che hanno variazioni "
+"LOD generate. Se impostato su [code]0.0[/code], il LOD automatico è "
+"disabilitato. Aumenta [member mesh_lod_threshold] per migliorare le "
+"prestazioni a scapito dei dettagli della geometria.\n"
+"Per controllare questa proprietà sulla viewport radice, cambia l'impostazione "
+"del progetto [member ProjectSettings.rendering/mesh_lod/lod_change/"
+"threshold_pixels].\n"
+"[b]Nota:[/b] [member mesh_lod_threshold] non influisce sugli intervalli di "
+"visibilità [GeometryInstance3D] (noti anche come LOD \"manuale\" o LOD "
+"gerarchico)."
+
+msgid ""
+"The multisample anti-aliasing mode for 2D/Canvas rendering. A higher number "
+"results in smoother edges at the cost of significantly worse performance. A "
+"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 ""
+"La modalità anti-aliasing multicampione per il rendering 2D/Canvas. Un numero "
+"più alto produce bordi più smussati a scapito di prestazioni notevolmente "
+"peggiori. Un valore di 2 o 4 è il migliore, a meno che non si punti a sistemi "
+"di fascia molto alta. Questo non ha alcun effetto sull'aliasing indotto da "
+"uno shader o sull'aliasing delle texture."
+
+msgid ""
+"The multisample anti-aliasing mode for 3D rendering. A higher number results "
+"in smoother edges at the cost of significantly worse performance. A value of "
+"2 or 4 is best unless targeting very high-end systems. See also bilinear "
+"scaling 3d [member scaling_3d_mode] for supersampling, which provides higher "
+"quality but is much more expensive. This has no effect on shader-induced "
+"aliasing or texture aliasing."
+msgstr ""
+"La modalità anti-aliasing multicampione per il rendering 2D/Canvas. Un numero "
+"più alto produce bordi più smussati a scapito di prestazioni notevolmente "
+"peggiori. Un valore di 2 o 4 è il migliore, a meno che non si punti a sistemi "
+"di fascia molto alta. Vedi anche bilinear scaling 3d [member scaling_3d_mode] "
+"per il sovracampionamento, che fornisce una qualità superiore ma è molto più "
+"costoso. Questo non ha alcun effetto sull'aliasing indotto da uno shader o "
+"sull'aliasing delle texture."
msgid ""
"If [code]true[/code], the viewport will use a unique copy of the [World3D] "
"defined in [member world_3d]."
msgstr ""
-"Se [code]true[/code], il viewport utilizzerà una copia unica del [World3D] "
+"Se [code]true[/code], la viewport utilizzerà una copia unica del [World3D] "
"definito in [member world_3d]."
msgid ""
+"If [code]true[/code], the objects rendered by viewport become subjects of "
+"mouse picking process.\n"
+"[b]Note:[/b] The number of simultaneously pickable objects is limited to 64 "
+"and they are selected in a non-deterministic order, which can be different in "
+"each picking process."
+msgstr ""
+"Se [code]true[/code], gli oggetti renderizzati dal viewport diventano "
+"soggetti al processo di selezione del mouse.\n"
+"[b]Nota:[/b] Il numero di oggetti selezionabili simultaneamente è limitato a "
+"64 e sono selezionati in un ordine non deterministico, che può essere diverso "
+"in ogni processo di selezione."
+
+msgid ""
+"If [code]true[/code], the input_event signal will only be sent to one physics "
+"object in the mouse picking process. If you want to get the top object only, "
+"you must also enable [member physics_object_picking_sort].\n"
+"If [code]false[/code], an input_event signal will be sent to all physics "
+"objects in the mouse picking process.\n"
+"This applies to 2D CanvasItem object picking only."
+msgstr ""
+"Se [code]true[/code], il segnale input_event verrà inviato solo a un oggetto "
+"di fisica nel processo di selezione del mouse. Se vuoi ottenere solo "
+"l'oggetto più in alto, devi anche abilitare [member "
+"physics_object_picking_sort].\n"
+"Se [code]false[/code], un segnale input_event verrà inviato a tutti gli "
+"oggetti di fisica nel processo di selezione del mouse.\n"
+"Questo si applica solo alla selezione degli oggetto CanvasItem 2D."
+
+msgid ""
+"If [code]true[/code], objects receive mouse picking events sorted primarily "
+"by their [member CanvasItem.z_index] and secondarily by their position in the "
+"scene tree. If [code]false[/code], the order is undetermined.\n"
+"[b]Note:[/b] This setting is disabled by default because of its potential "
+"expensive computational cost.\n"
+"[b]Note:[/b] Sorting happens after selecting the pickable objects. Because of "
+"the limitation of 64 simultaneously pickable objects, it is not guaranteed "
+"that the object with the highest [member CanvasItem.z_index] receives the "
+"picking event."
+msgstr ""
+"Se [code]true[/code], gli oggetti ricevono eventi di selezione del mouse "
+"ordinati principalmente in base al loro [member CanvasItem.z_index] e "
+"secondariamente in base alla loro posizione nell'albero della scena. Se "
+"[code]false[/code], l'ordine non è determinato.\n"
+"[b]Nota:[/b] Questa impostazione è disabilitata per impostazione predefinita "
+"a causa del suo potenziale costo computazionale elevato.\n"
+"[b]Nota:[/b] L'ordinamento avviene dopo aver selezionato gli oggetti "
+"selezionabili. A causa della limitazione di 64 oggetti selezionabili "
+"contemporaneamente, non è garantito che l'oggetto con il [member CanvasItem."
+"z_index] più alto riceva l'evento di selezione."
+
+msgid "The subdivision amount of the first quadrant on the shadow atlas."
+msgstr ""
+"La quantità di suddivisione del primo quadrante sull'atlante delle ombre."
+
+msgid "The subdivision amount of the second quadrant on the shadow atlas."
+msgstr ""
+"La quantità di suddivisione del secondo quadrante sull'atlante delle ombre."
+
+msgid "The subdivision amount of the third quadrant on the shadow atlas."
+msgstr ""
+"La quantità di suddivisione del terzo quadrante sull'atlante delle ombre."
+
+msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
+msgstr ""
+"La quantità di suddivisione del quarto quadrante sull'atlante delle ombre."
+
+msgid ""
+"The shadow atlas' resolution (used for omni and spot lights). The value is "
+"rounded up to the nearest power of 2.\n"
+"[b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be "
+"visible at all. This can improve performance significantly on low-end systems "
+"by reducing both the CPU and GPU load (as fewer draw calls are needed to draw "
+"the scene without shadows)."
+msgstr ""
+"La risoluzione dell'atlante delle ombre (utilizzata per luci omnidirezionali "
+"e faretti). Il valore è arrotondato alla potenza di 2 più vicina.\n"
+"[b]Nota:[/b] Se impostato su [code]0[/code], non saranno visibili ombre "
+"posizionali. Ciò può migliorare significativamente le prestazioni sui sistemi "
+"di fascia bassa riducendo sia il carico della CPU che della GPU (poiché sono "
+"necessarie meno chiamate di disegno per disegnare la scena senza ombre)."
+
+msgid ""
+"Sets scaling 3d mode. Bilinear scaling renders at different resolution to "
+"either undersample or supersample the viewport. FidelityFX Super Resolution "
+"1.0, abbreviated to FSR, is an upscaling technology that produces high "
+"quality images at fast framerates by using a spatially aware upscaling "
+"algorithm. FSR is slightly more expensive than bilinear, but it produces "
+"significantly higher image quality. FSR should be used where possible.\n"
+"To control this property on the root viewport, set the [member "
+"ProjectSettings.rendering/scaling_3d/mode] project setting."
+msgstr ""
+"Imposta la modalità di ridimensionamento 3D. Il ridimensionamento bilineare "
+"renderizza a risoluzione diversa per sottocampionare o sovracampionare la "
+"viewport. FidelityFX Super Resolution 1.0, abbreviato in FSR, è una "
+"tecnologia di upscaling che produce immagini di alta qualità a frame rate "
+"elevati attraverso un algoritmo di upscaling consapevole dello spazio. FSR è "
+"leggermente più costoso di bilineare, ma produce una qualità dell'immagine "
+"significativamente più elevata. FSR dovrebbe essere utilizzato ove "
+"possibile.\n"
+"Per controllare questa proprietà sulla viewport radice, cambia l'impostazione "
+"del progetto [member ProjectSettings.rendering/scaling_3d/mode]."
+
+msgid ""
+"Scales the 3D render buffer based on the viewport size uses an image filter "
+"specified in [member ProjectSettings.rendering/scaling_3d/mode] to scale the "
+"output image to the full viewport size. Values lower than [code]1.0[/code] "
+"can be used to speed up 3D rendering at the cost of quality (undersampling). "
+"Values greater than [code]1.0[/code] are only valid for bilinear mode and can "
+"be used to improve 3D rendering quality at a high performance cost "
+"(supersampling). See also [member ProjectSettings.rendering/anti_aliasing/"
+"quality/msaa_3d] for multi-sample antialiasing, which is significantly "
+"cheaper but only smooths the edges of polygons.\n"
+"When using FSR upscaling, AMD recommends exposing the following values as "
+"preset options to users \"Ultra Quality: 0.77\", \"Quality: 0.67\", "
+"\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire "
+"scale.\n"
+"To control this property on the root viewport, set the [member "
+"ProjectSettings.rendering/scaling_3d/scale] project setting."
+msgstr ""
+"Ridimensiona il buffer di rendering 3D in base alle dimensioni della "
+"viewport, utilizzando un filtro immagine specificato in [member "
+"ProjectSettings.rendering/scaling_3d/mode] per ridimensionare l'immagine "
+"finale alle dimensioni complete della viewport. È possibile utilizzare valori "
+"inferiori a [code]1.0[/code] per velocizzare il rendering 3D a scapito della "
+"qualità (sottocampionamento). Valori superiori a [code]1.0[/code] sono validi "
+"solo per la modalità bilineare e possono essere utilizzati per migliorare la "
+"qualità del rendering 3D a un costo elevato in termini di prestazioni "
+"(sovracampionamento). Vedi anche [member ProjectSettings.rendering/"
+"anti_aliasing/quality/msaa_3d] per l'antialiasing multi-campione, che è "
+"notevolmente più economico per le prestazioni, ma smussa solo i bordi dei "
+"poligoni.\n"
+"Quando si utilizza l'upscaling FSR, AMD consiglia di esporre i seguenti "
+"valori come opzioni preimpostate agli utenti \"Ultra Qualità: 0.77\", "
+"\"Qualità: 0.67\", \"Bilanciato: 0.59\", \"Prestazioni: 0.5\" anziché esporre "
+"l'intera scala.\n"
+"Per controllare questa proprietà nella viewport radice, cambia l'impostazione "
+"del progetto [member ProjectSettings.rendering/scaling_3d/scale]."
+
+msgid ""
+"Controls how much of the original viewport's size should be covered by the 2D "
+"signed distance field. This SDF can be sampled in [CanvasItem] shaders and is "
+"also used for [GPUParticles2D] collision. Higher values allow portions of "
+"occluders located outside the viewport to still be taken into account in the "
+"generated signed distance field, at the cost of performance. If you notice "
+"particles falling through [LightOccluder2D]s as the occluders leave the "
+"viewport, increase this setting.\n"
+"The percentage is added on each axis and on both sides. For example, with the "
+"default [constant SDF_OVERSIZE_120_PERCENT], the signed distance field will "
+"cover 20% of the viewport's size outside the viewport on each side (top, "
+"right, bottom, left)."
+msgstr ""
+"Controlla la quantità di dimensioni della finestra originale che deve essere "
+"coperta dal campo della distanza con segno 2D. Questo SDF può essere "
+"campionato negli shader [CanvasItem] ed è anche usato per la collisione di "
+"[GPUParticles2D]. Valori più alti consentono che le porzioni di occlusioni "
+"situati all'esterno della finestra siano comunque prese in considerazione nel "
+"campo di distanza con segno generato, a scapito delle prestazioni. Se noti "
+"particelle che cadono attraverso i [LightOccluder2D] quando gli occlusori "
+"abbandonano la viewport, aumenta questa impostazione.\n"
+"La percentuale è aggiunta su ogni asse e su entrambi i lati. Ad esempio, con "
+"il valore predefinito [constant SDF_OVERSIZE_120_PERCENT], il campo di "
+"distanza con segno coprirà il 20% della dimensione della viewport all'esterno "
+"della viewport su ogni lato (in alto, a destra, in basso, a sinistra)."
+
+msgid ""
+"The resolution scale to use for the 2D signed distance field. Higher values "
+"lead to a more precise and more stable signed distance field as the camera "
+"moves, at the cost of performance."
+msgstr ""
+"La scala di risoluzione da usare per il campo di distanza con segno 2D. "
+"Valori più alti portano a un campo di distanza con segno più preciso e più "
+"stabile mentre la telecamera si muove, a scapito delle prestazioni."
+
+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."
+msgstr ""
+"Se [code]true[/code], i nodi [CanvasItem] si allineano perfettamente ai "
+"pixel. La loro posizione può ancora essere in mezzo ai pixel, ma i decimali "
+"non avranno effetto. Ciò può portare a un aspetto più nitido a scapito di un "
+"movimento meno fluido, specialmente quando è abilitato la smussatura di "
+"[Camera2D]."
+
+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."
+msgstr ""
+"Se [code]true[/code], i vertici dei nodi [CanvasItem] si allineano "
+"perfettamente ai pixel. Influisce solo sulle posizioni finali dei vertici, "
+"non sulle trasformazioni. Ciò può portare a un aspetto più nitido a scapito "
+"di un movimento meno fluido, specialmente quando è abilitato la smussatura di "
+"[Camera2D]."
+
+msgid ""
+"Affects the final texture sharpness by reading from a lower or higher mipmap "
+"(also called \"texture LOD bias\"). Negative values make mipmapped textures "
+"sharper but grainier when viewed at a distance, while positive values make "
+"mipmapped textures blurrier (even when up close).\n"
+"Enabling temporal antialiasing ([member use_taa]) will automatically apply a "
+"[code]-0.5[/code] offset to this value, while enabling FXAA ([member "
+"screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to "
+"this value. If both TAA and FXAA are enabled at the same time, an offset of "
+"[code]-0.75[/code] is applied to this value.\n"
+"[b]Note:[/b] If [member scaling_3d_scale] is lower than [code]1.0[/code] "
+"(exclusive), [member texture_mipmap_bias] is used to adjust the automatic "
+"mipmap bias which is calculated internally based on the scale factor. The "
+"formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code].\n"
+"To control this property on the root viewport, set the [member "
+"ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias] "
+"project setting."
+msgstr ""
+"Influisce sulla nitidezza finale della texture leggendo da una mipmap "
+"inferiore o superiore (chiamata anche \"texture LOD bias\"). I valori "
+"negativi rendono le texture mipmap più nitide ma più granulose se viste da "
+"lontano, mentre i valori positivi rendono le texture mipmap più sfocate "
+"(anche da vicino).\n"
+"L'attivazione dell'antialiasing temporale ([member use_taa]) applicherà "
+"automaticamente un offset di [code]-0,5[/code] a questo valore, mentre "
+"l'attivazione di FXAA ([member screen_space_aa]) applicherà automaticamente "
+"un offset di [code]-0,25[/code] a questo valore. Se TAA e FXAA sono abilitati "
+"allo stesso tempo, a questo valore viene applicato un offset di [code]-0,75[/"
+"code].\n"
+"[b]Nota:[/b] Se [member scaling_3d_scale] è inferiore a [code]1.0[/code] "
+"(esclusivo), [member texture_mipmap_bias] viene utilizzato per regolare il "
+"bias mipmap automatico calcolato internamente in base al fattore di scala. La "
+"formula per questo è [code]log2(scaling_3d_scale) + mipmap_bias[/code].\n"
+"Per controllare questa proprietà nella viewport radice, cambia l'impostazione "
+"del progetto [member ProjectSettings.rendering/textures/default_filters/"
+"texture_mipmap_bias]."
+
+msgid ""
+"If [code]true[/code], the viewport should render its background as "
+"transparent."
+msgstr ""
+"Se [code]true[/code], la viewport dovrebbe renderizzare il suo sfondo in modo "
+"trasparente."
+
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
+"debanding unless the [member Environment.background_mode] is [constant "
+"Environment.BG_CANVAS]. See also [member ProjectSettings.rendering/"
+"anti_aliasing/quality/use_debanding].\n"
+"In some cases, debanding may introduce a slightly noticeable dithering "
+"pattern. It's recommended to enable debanding only when actually needed since "
+"the dithering pattern will make lossless-compressed screenshots larger."
+msgstr ""
+"Se [code]true[/code], utilizza un filtro di post-elaborazione veloce per "
+"rendere il banding notevolmente meno visibile in 3D. Il rendering 2D [i]non[/"
+"i] è influenzato dal debanding a meno che [member Environment."
+"background_mode] non sia [constant Environment.BG_CANVAS]. Vedi anche [member "
+"ProjectSettings.rendering/anti_aliasing/quality/use_debanding].\n"
+"In alcuni casi, il debanding potrebbe introdurre un motivo di dithering "
+"leggermente evidente. Si consiglia di abilitare il debanding solo quando è "
+"effettivamente necessario, poiché il motivo di dithering renderà più grandi "
+"gli screenshot compressi senza perdita di dati."
+
+msgid ""
+"If [code]true[/code], 2D rendering will use an high dynamic range (HDR) "
+"format framebuffer matching the bit depth of the 3D framebuffer. When using "
+"the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while "
+"when using the Mobile renderer it will be an [code]RGB10_A2[/code] "
+"framebuffer. Additionally, 2D rendering will take place in linear color space "
+"and will be converted to sRGB space immediately before blitting to the screen "
+"(if the Viewport is attached to the screen). Practically speaking, this means "
+"that the end result of the Viewport will not be clamped into the [code]0-1[/"
+"code] range and can be used in 3D rendering without color space adjustments. "
+"This allows 2D rendering to take advantage of effects requiring high dynamic "
+"range (e.g. 2D glow) as well as substantially improves the appearance of "
+"effects requiring highly detailed gradients.\n"
+"[b]Note:[/b] This setting will have no effect when using the GL Compatibility "
+"renderer as the GL Compatibility renderer always renders in low dynamic range "
+"for performance reasons."
+msgstr ""
+"Se [code]true[/code], il rendering 2D utilizzerà un framebuffer in formato "
+"HDR (High Dynamic Range, o \"alta gamma dinamica\") corrispondente alla "
+"profondità di bit del framebuffer 3D. Quando si utilizza il renderer "
+"Forward+, questo sarà un framebuffer [code]RGBA16[/code], mentre quando si "
+"utilizza il renderer Mobile, sarà un framebuffer [code]RGB10_A2[/code]. "
+"Inoltre, il rendering 2D avverrà nello spazio colore lineare e sarà "
+"convertito nello spazio sRGB subito prima di essere visualizzato sullo "
+"schermo (se il Viewport è collegato allo schermo). In pratica, ciò significa "
+"che il risultato finale del Viewport non sarà bloccato nell'intervallo "
+"[code]0-1[/code] e potrà essere utilizzato nel rendering 3D senza "
+"aggiustamenti dello spazio colore. Ciò consente al rendering 2D di sfruttare "
+"gli effetti che richiedono un'elevata gamma dinamica (ad esempio, il bagliore "
+"2D) e migliora sostanzialmente l'aspetto degli effetti che richiedono "
+"gradienti molto dettagliati.\n"
+"[b]Nota:[/b] Questa impostazione non avrà alcun effetto quando si utilizza il "
+"rendering GL Compatibility, poiché il rendering GL Compatibility renderizza "
+"sempre in una gamma dinamica bassa per motivi di prestazioni."
+
+msgid ""
+"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion "
+"culling in 3D for this viewport. For the root viewport, [member "
+"ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be "
+"set to [code]true[/code] instead.\n"
+"[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable "
+"occlusion culling if you actually plan to use it, and think whether your "
+"scene can actually benefit from occlusion culling. Large, open scenes with "
+"few or no objects blocking the view will generally not benefit much from "
+"occlusion culling. Large open scenes generally benefit more from mesh LOD and "
+"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and "
+"[member GeometryInstance3D.visibility_range_end]) compared to occlusion "
+"culling.\n"
+"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by "
+"default in Web export templates. It can be enabled by compiling custom Web "
+"export templates with [code]module_raycast_enabled=yes[/code]."
+msgstr ""
+"Se [code]true[/code], i nodi [OccluderInstance3D] saranno utilizzabili per "
+"l'occlusion culling in 3D per questa viewport. Per la viewport radice, "
+"[member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] "
+"deve essere impostato su [code]true[/code].\n"
+"[b]Nota:[/b] L'abilitazione dell'occlusion culling ha un costo sulla CPU. "
+"Abilita l'occlusion culling solo se hai effettivamente intenzione di usarlo. "
+"Grandi scene aperte con pochi o nessun oggetto che blocca la vista in genere "
+"non usufruiranno dall'occlusion culling. Le grandi scene aperte in genere "
+"usufruiranno da mesh LOD e intervalli di visibilità ([member "
+"GeometryInstance3D.visibility_range_begin] e [member GeometryInstance3D."
+"visibility_range_end]) rispetto all'occlusion culling.\n"
+"[b]Nota:[/b] A causa di vincoli di memoria, l'occlusion culling non è "
+"supportato per impostazione predefinita nei modelli di esportazione Web. Può "
+"essere abilitato compilando modelli di esportazione Web personalizzati con "
+"[code]module_raycast_enabled=yes[/code]."
+
+msgid ""
+"Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the "
+"camera and accumulating the images of the last rendered frames, motion vector "
+"rendering is used to account for camera and object motion.\n"
+"[b]Note:[/b] The implementation is not complete yet, some visual instances "
+"such as particles and skinned meshes may show artifacts."
+msgstr ""
+"Abilita l'antialiasing temporale per questa viewport. Il TAA funziona "
+"tremolando la telecamera e accumulando le immagini degli ultimi fotogrammi "
+"renderizzati, il rendering del vettore di movimento è utilizzato per tenere "
+"conto del movimento della telecamera e dell'oggetto.\n"
+"[b]Nota:[/b] L'implementazione non è ancora completa. Alcune istanze visive "
+"come particelle e mesh con skin potrebbero mostrare artefatti di ghosting in "
+"movimento."
+
+msgid ""
+"If [code]true[/code], the viewport will use the primary XR interface to "
+"render XR output. When applicable this can result in a stereoscopic image and "
+"the resulting render being output to a headset."
+msgstr ""
+"Se [code]true[/code], la viewport utilizzerà l'interfaccia XR primaria per "
+"renderizzare l'output di XR. Quando applicabile, ciò può generare un'immagine "
+"stereoscopica e il rendering risultante sarà trasmesso a un visore."
+
+msgid ""
+"The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if "
+"hardware does not support VRS this property is ignored."
+msgstr ""
+"La modalità Variable Rate Shading (VRS) utilizzata per questa viewport. Nota, "
+"se l'hardware non supporta VRS, questa proprietà è ignorata."
+
+msgid ""
+"Texture to use when [member vrs_mode] is set to [constant Viewport."
+"VRS_TEXTURE].\n"
+"The texture [i]must[/i] use a lossless compression format so that colors can "
+"be matched precisely. The following VRS densities are mapped to various "
+"colors, with brighter colors representing a lower level of shading "
+"precision:\n"
+"[codeblock lang=text]\n"
+"- 1×1 = rgb(0, 0, 0) - #000000\n"
+"- 1×2 = rgb(0, 85, 0) - #005500\n"
+"- 2×1 = rgb(85, 0, 0) - #550000\n"
+"- 2×2 = rgb(85, 85, 0) - #555500\n"
+"- 2×4 = rgb(85, 170, 0) - #55aa00\n"
+"- 4×2 = rgb(170, 85, 0) - #aa5500\n"
+"- 4×4 = rgb(170, 170, 0) - #aaaa00\n"
+"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n"
+"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n"
+"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n"
+"[/codeblock]"
+msgstr ""
+"La texture da usare quando [member vrs_mode] è impostato su [constant "
+"Viewport.VRS_TEXTURE].\n"
+"La texture [i]deve[/i] usare un formato di compressione senza perdite, in "
+"modo che i colori possano essere abbinati con precisione. Le seguenti densità "
+"di VRS sono mappate su vari colori, con i colori più brillanti che "
+"rappresentano un livello inferiore di precisione di ombreggiatura:\n"
+"[codeblock lang=text]\n"
+"- 1×1 = rgb(0, 0, 0) - #000000\n"
+"- 1×2 = rgb(0, 85, 0) - #005500\n"
+"- 2×1 = rgb(85, 0, 0) - #550000\n"
+"- 2×2 = rgb(85, 85, 0) - #555500\n"
+"- 2×4 = rgb(85, 170, 0) - #55aa00\n"
+"- 4×2 = rgb(170, 85, 0) - #aa5500\n"
+"- 4×4 = rgb(170, 170, 0) - #aaaa00\n"
+"- 4×8 = rgb(170, 255, 0) - #aaff00 - Non supportato sulla maggior parte degli "
+"hardware\n"
+"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Non supportato sulla maggior parte degli "
+"hardware\n"
+"- 8×8 = rgb(255, 255, 0) - #ffff00 - Non supportato sulla maggior parte degli "
+"hardware\n"
+"[/codeblock]"
+
+msgid ""
+"Sets the update mode for Variable Rate Shading (VRS) for the viewport. VRS "
+"requires the input texture to be converted to the format usable by the VRS "
+"method supported by the hardware. The update mode defines how often this "
+"happens. If the GPU does not support VRS, or VRS is not enabled, this "
+"property is ignored."
+msgstr ""
+"Imposta la modalità di aggiornamento per il Variable Rate Shading (VRS) per "
+"la viewport. Il VRS richiede che la texture di input sia convertita nel "
+"formato utilizzabile dal metodo VRS supportato dall'hardware. La modalità di "
+"aggiornamento definisce la frequenza con cui ciò avviene. Se la GPU non "
+"supporta VRS o VRS non è abilitato, questa proprietà è ignorata."
+
+msgid "The custom [World2D] which can be used as 2D environment source."
+msgstr ""
+"Il [World2D] personalizzato che può essere utilizzato come sorgente "
+"dell'ambiente 2D."
+
+msgid "The custom [World3D] which can be used as 3D environment source."
+msgstr ""
+"Il [World3D] personalizzato che può essere utilizzato come sorgente "
+"dell'ambiente 3D."
+
+msgid ""
+"Emitted when a Control node grabs keyboard focus.\n"
+"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be "
+"emitted."
+msgstr ""
+"Emesso quando un nodo di controllo cattura il focus della tastiera.\n"
+"[b]Nota:[/b] Un nodo di controllo che perde il focus non provoca l'emissione "
+"di questo segnale."
+
+msgid ""
+"Emitted when the size of the viewport is changed, whether by resizing of "
+"window, or some other means."
+msgstr ""
+"Emesso quando le dimensioni della viewport sono modificate, ridimensionandola "
+"o in altri modi."
+
+msgid "This quadrant will not be used."
+msgstr "Questo quadrante non sarà utilizzato."
+
+msgid "This quadrant will only be used by one shadow map."
+msgstr "Questo quadrante sarà utilizzato solo da una mappa di ombre."
+
+msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
+msgstr ""
+"Questo quadrante sarà diviso in 4, e utilizzato da un massimo di 4 mappe di "
+"ombre."
+
+msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
+msgstr ""
+"Questo quadrante sarà diviso in 16, e utilizzato da un massimo di 16 mappe di "
+"ombre."
+
+msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
+msgstr ""
+"Questo quadrante sarà diviso in 64, e utilizzato da un massimo di 64 mappe di "
+"ombre."
+
+msgid ""
+"This quadrant will be split 256 ways and used by up to 256 shadow maps. "
+"Unless the [member positional_shadow_atlas_size] is very high, the shadows in "
+"this quadrant will be very low resolution."
+msgstr ""
+"Questo quadrante sarà diviso in 256, e utilizzato da un massimo di 256 mappe "
+"di ombre. A meno che il valore di [member positional_shadow_atlas_size] non "
+"sia molto alto, le ombre in questo quadrante avranno una risoluzione molto "
+"bassa."
+
+msgid ""
+"This quadrant will be split 1024 ways and used by up to 1024 shadow maps. "
+"Unless the [member positional_shadow_atlas_size] is very high, the shadows in "
+"this quadrant will be very low resolution."
+msgstr ""
+"Questo quadrante sarà diviso in 1024, e utilizzato da un massimo di 1024 "
+"mappe di ombre. A meno che il valore di [member positional_shadow_atlas_size] "
+"non sia molto alto, le ombre in questo quadrante avranno una risoluzione "
+"molto bassa."
+
+msgid ""
"Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum "
+"Rappresenta la dimensione dell'enumerazione [enum "
"PositionalShadowAtlasQuadrantSubdiv]."
+msgid ""
+"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can "
+"be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] "
+"will result in undersampling while values greater than [code]1.0[/code] will "
+"result in supersampling. A value of [code]1.0[/code] disables scaling."
+msgstr ""
+"Utilizza il ridimensionamento bilineare per il buffer 3D della viewport. La "
+"quantità di ridimensionamento può essere impostata tramite [member "
+"scaling_3d_scale]. Valori inferiori a [code]1.0[/code] risulteranno in un "
+"sottocampionamento mentre valori superiori a [code]1.0[/code] risulteranno in "
+"un sovracampionamento. Un valore di [code]1.0[/code] disabilita il "
+"ridimensionamento."
+
+msgid ""
+"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D "
+"buffer. The amount of scaling can be set using [member scaling_3d_scale]. "
+"Values less than [code]1.0[/code] will be result in the viewport being "
+"upscaled using FSR. Values greater than [code]1.0[/code] are not supported "
+"and bilinear downsampling will be used instead. A value of [code]1.0[/code] "
+"disables scaling."
+msgstr ""
+"Utilizza l'upscaling AMD FidelityFX Super Resolution 1.0 per il buffer 3D "
+"della viewport. La quantità di ridimensionamento può essere impostata tramite "
+"[member scaling_3d_scale]. I valori inferiori a [code]1.0[/code] risulteranno "
+"in un upscaling della viewport tramite FSR. I valori superiori a [code]1.0[/"
+"code] non sono supportati e sarà invece utilizzato il downsampling bilineare. "
+"Un valore di [code]1.0[/code] disabilita il ridimensionamento."
+
msgid "Represents the size of the [enum Scaling3DMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Scaling3DMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Scaling3DMode]."
+
+msgid ""
+"Multisample antialiasing mode disabled. This is the default value, and is "
+"also the fastest setting."
+msgstr ""
+"Modalità antialiasing multicampione disattivata. Questo è il valore "
+"predefinito, ed è anche l'impostazione più veloce."
+
+msgid ""
+"Use 2× Multisample Antialiasing. This has a moderate performance cost. It "
+"helps reduce aliasing noticeably, but 4× MSAA still looks substantially "
+"better."
+msgstr ""
+"Usa un 2× Multisample Antialiasing. Ha un costo di prestazioni moderato. "
+"Aiuta a ridurre notevolmente l'aliasing, ma 4× MSAA risulta comunque "
+"sostanzialmente migliore."
+
+msgid ""
+"Use 4× Multisample Antialiasing. This has a significant performance cost, and "
+"is generally a good compromise between performance and quality."
+msgstr ""
+"Usa 4× Multisample Antialiasing. Questo ha un costo di prestazioni "
+"significativo, ed è generalmente un buon compromesso tra prestazioni e "
+"qualità."
+
+msgid ""
+"Use 8× Multisample Antialiasing. This has a very high performance cost. The "
+"difference between 4× and 8× MSAA may not always be visible in real gameplay "
+"conditions. Likely unsupported on low-end and older hardware."
+msgstr ""
+"Usa 8× Multisample Antialiasing. Ha un costo di prestazioni molto elevato. La "
+"differenza tra 4× e 8× MSAA potrebbe non essere sempre visibile in condizioni "
+"di gioco reali. Probabilmente non supportato su hardware di fascia bassa e "
+"più vecchio."
msgid "Represents the size of the [enum MSAA] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum MSAA]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum MSAA]."
msgid "Represents the size of the [enum ScreenSpaceAA] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ScreenSpaceAA]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ScreenSpaceAA]."
+
+msgid "Amount of objects in frame."
+msgstr "Quantità di oggetti nell'inquadratura."
+
+msgid "Amount of vertices in frame."
+msgstr "Quantità di vertici nell'inquadratura."
+
+msgid "Amount of draw calls in frame."
+msgstr "Quantità di chiamate di disegno nell'inquadratura."
msgid "Represents the size of the [enum RenderInfo] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum RenderInfo]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum RenderInfo]."
msgid "Represents the size of the [enum RenderInfoType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum RenderInfoType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum RenderInfoType]."
+
+msgid "Objects are displayed normally."
+msgstr "Gli oggetti sono visualizzati normalmente."
+
+msgid ""
+"Objects are displayed without textures and only with lighting information."
+msgstr ""
+"Gli oggetti sono visualizzati senza texture e solo con informazioni "
+"sull'illuminazione."
+
+msgid ""
+"Objects are displayed semi-transparent with additive blending so you can see "
+"where they are drawing over top of one another. A higher overdraw means you "
+"are wasting performance on drawing pixels that are being hidden behind others."
+msgstr ""
+"Gli oggetti sono visualizzati semi-trasparenti con fusione additiva, così "
+"puoi vedere dove si stanno disegnando uno sopra l'altro. Un overdraw più alto "
+"significa che stai sprecando prestazioni disegnando pixel che sono nascosti "
+"dietro altri."
+
+msgid "Objects are displayed as wireframe models."
+msgstr "Gli oggetti sono visualizzati come modelli wireframe."
+
+msgid ""
+"Objects are displayed without lighting information and their textures "
+"replaced by normal mapping."
+msgstr ""
+"Gli oggetti sono visualizzati senza informazioni sull'illuminazione e le loro "
+"texture sono sostituite dalla mappatura normale."
+
+msgid ""
+"Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the "
+"upper left quadrant of the [Viewport]."
+msgstr ""
+"Disegna l'atlante delle ombre che memorizza le ombre provenienti dai "
+"[DirectionalLight3D] nel quadrante superiore sinistro della [Viewport]."
+
+msgid ""
+"Draws the scene luminance buffer (if available) in the upper left quadrant of "
+"the [Viewport]."
+msgstr ""
+"Disegna il buffer di luminanza della scena (se disponibile) nel quadrante "
+"superiore sinistro della [Viewport]."
+
+msgid ""
+"Draws the screen-space ambient occlusion texture instead of the scene so that "
+"you can clearly see how it is affecting objects. In order for this display "
+"mode to work, you must have [member Environment.ssao_enabled] set in your "
+"[WorldEnvironment]."
+msgstr ""
+"Disegna la texture di occlusione ambientale dello spazio dello schermo "
+"anziché la scena, in modo che tu possa vedere chiaramente come influisce "
+"sugli oggetti. Affinché questa modalità di visualizzazione funzioni, è "
+"necessario che [member Environment.ssao_enabled] sia impostato nel tuo "
+"[WorldEnvironment]."
+
+msgid ""
+"Draws the screen-space indirect lighting texture instead of the scene so that "
+"you can clearly see how it is affecting objects. In order for this display "
+"mode to work, you must have [member Environment.ssil_enabled] set in your "
+"[WorldEnvironment]."
+msgstr ""
+"Disegna la texture di illuminazione indiretta nello spazio dello schermo "
+"anziché la scena, in modo che tu possa vedere chiaramente come influisce "
+"sugli oggetti. Affinché questa modalità di visualizzazione funzioni, è "
+"necessario che [member Environment.ssil_enabled] sia impostato nel tuo "
+"[WorldEnvironment]."
+
+msgid ""
+"Colors each PSSM split for the [DirectionalLight3D]s in the scene a different "
+"color so you can see where the splits are. In order, they will be colored "
+"red, green, blue, and yellow."
+msgstr ""
+"Colora ogni divisione PSSM per i [DirectionalLight3D] nella scena con un "
+"colore diverso, così puoi vedere dove sono le divisioni. In ordine, saranno "
+"colorate di rosso, verde, blu e giallo."
+
+msgid ""
+"Draws the decal atlas used by [Decal]s and light projector textures in the "
+"upper left quadrant of the [Viewport]."
+msgstr ""
+"Disegna l'atlante delle decalcomanie utilizzato dalle [Decal] e dalle texture "
+"di proiettori di luce nel quadrante superiore sinistro della [Viewport]."
+
+msgid ""
+"Draws the cascades used to render signed distance field global illumination "
+"(SDFGI).\n"
+"Does nothing if the current environment's [member Environment.sdfgi_enabled] "
+"is [code]false[/code] or SDFGI is not supported on the platform."
+msgstr ""
+"Disegna le cascate utilizzate per il rendering dell'illuminazione globale del "
+"campo di distanza con segno (SDFGI).\n"
+"Non fa nulla se [member Environment.sdfgi_enabled] dell'ambiente attuale è "
+"[code]false[/code] o SDFGI non è supportato sulla piattaforma."
+
+msgid ""
+"Draws the probes used for signed distance field global illumination (SDFGI).\n"
+"Does nothing if the current environment's [member Environment.sdfgi_enabled] "
+"is [code]false[/code] or SDFGI is not supported on the platform."
+msgstr ""
+"Disegna le sonde utilizzate per l'illuminazione globale del campo di distanza "
+"con segno (SDFGI).\n"
+"Non fa nulla se [member Environment.sdfgi_enabled] dell'ambiente attuale è "
+"[code]false[/code] o SDFGI non è supportato sulla piattaforma."
+
+msgid "Draws the buffer used for global illumination (GI)."
+msgstr "Disegna il buffer utilizzato per l'illuminazione globale (GI)."
+
+msgid ""
+"Draws all of the objects at their highest polycount, without low level of "
+"detail (LOD)."
+msgstr ""
+"Disegna tutti gli oggetti al loro numero massimo di poligoni, senza basso "
+"livello di dettaglio (LOD)."
+
+msgid ""
+"Draws the cluster used by [OmniLight3D] nodes to optimize light rendering."
+msgstr ""
+"Disegna il cluster utilizzato dai nodi [OmniLight3D] per ottimizzare il "
+"rendering della luce."
+
+msgid ""
+"Draws the cluster used by [SpotLight3D] nodes to optimize light rendering."
+msgstr ""
+"Disegna il cluster utilizzato dai nodi [SpotLight3D] per ottimizzare il "
+"rendering della luce."
+
+msgid "Draws the cluster used by [Decal] nodes to optimize decal rendering."
+msgstr ""
+"Disegna il cluster utilizzato dai nodi [Decal] per ottimizzare il rendering "
+"delle decalcomanie."
+
+msgid ""
+"Draws the cluster used by [ReflectionProbe] nodes to optimize decal rendering."
+msgstr ""
+"Disegna il cluster utilizzato dai nodi [ReflectionProbe] per ottimizzare il "
+"rendering delle decalcomanie."
+
+msgid "Draws the buffer used for occlusion culling."
+msgstr "Disegna il buffer utilizzato per l'occlusion culling."
+
+msgid ""
+"Draws vector lines over the viewport to indicate the movement of pixels "
+"between frames."
+msgstr ""
+"Disegna linee vettoriali sulla viewport per indicare lo spostamento dei pixel "
+"tra i fotogrammi."
+
+msgid ""
+"Draws the internal resolution buffer of the scene before post-processing is "
+"applied."
+msgstr ""
+"Disegna il buffer di risoluzione interno della scena prima che sia applicata "
+"la post-elaborazione."
msgid "Represents the size of the [enum DefaultCanvasItemTextureFilter] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum "
+"Rappresenta la dimensione dell'enumerazione [enum "
"DefaultCanvasItemTextureFilter]."
msgid "Represents the size of the [enum DefaultCanvasItemTextureRepeat] enum."
msgstr ""
-"Rappresenta la dimensione dell'enumeratore [enum "
+"Rappresenta la dimensione dell'enumerazione [enum "
"DefaultCanvasItemTextureRepeat]."
+msgid "The signed distance field only covers the viewport's own rectangle."
+msgstr "Il campo di distanza con segno copre solo il rettangolo della viewport."
+
+msgid ""
+"The signed distance field is expanded to cover 20% of the viewport's size "
+"around the borders."
+msgstr ""
+"Il campo di distanza con segno è esteso per coprire il 20% delle dimensioni "
+"della viewport attorno ai bordi."
+
+msgid ""
+"The signed distance field is expanded to cover 50% of the viewport's size "
+"around the borders."
+msgstr ""
+"Il campo di distanza con segno è esteso per coprire il 50% delle dimensioni "
+"della viewport attorno ai bordi."
+
+msgid ""
+"The signed distance field is expanded to cover 100% (double) of the "
+"viewport's size around the borders."
+msgstr ""
+"Il campo di distanza con segno è esteso per coprire il 100% (il doppio) delle "
+"dimensioni della viewport attorno ai bordi."
+
msgid "Represents the size of the [enum SDFOversize] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum SDFOversize]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum SDFOversize]."
+
+msgid "The signed distance field is rendered at full resolution."
+msgstr "Il campo di distanza con segno è visualizzato alla risoluzione piena."
+
+msgid ""
+"The signed distance field is rendered at half the resolution of this viewport."
+msgstr ""
+"Il campo di distanza con segno è visualizzato a metà della risoluzione di "
+"questa viewport."
+
+msgid ""
+"The signed distance field is rendered at a quarter the resolution of this "
+"viewport."
+msgstr ""
+"Il campo della distanza con segno è visualizzato a un quarto della "
+"risoluzione di questa finestra."
msgid "Represents the size of the [enum SDFScale] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum SDFScale]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum SDFScale]."
+
+msgid "Variable Rate Shading is disabled."
+msgstr "Il Variable Rate Shading è disattivato."
+
+msgid ""
+"Variable Rate Shading uses a texture. Note, for stereoscopic use a texture "
+"atlas with a texture for each view."
+msgstr ""
+"Il Variable Rate Shading usa una texture. Nota, per la stereoscopia usa un "
+"atlante di texture con una texture per ogni vista."
+
+msgid ""
+"Variable Rate Shading's texture is supplied by the primary [XRInterface]."
+msgstr ""
+"La texture del Variable Rate Shading è fornita dall'interfaccia [XRInterface] "
+"primaria."
msgid "Represents the size of the [enum VRSMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum VRSMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum VRSMode]."
msgid "Represents the size of the [enum VRSUpdateMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum VRSUpdateMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum VRSUpdateMode]."
+
+msgid "Provides the content of a [Viewport] as a dynamic texture."
+msgstr "Fornisce il contenuto di una [Viewport] come texture dinamica."
+
+msgid ""
+"A [ViewportTexture] provides the content of a [Viewport] as a dynamic "
+"[Texture2D]. This can be used to combine the rendering of [Control], [Node2D] "
+"and [Node3D] nodes. For example, you can use this texture to display a 3D "
+"scene inside a [TextureRect], or a 2D overlay in a [Sprite3D].\n"
+"To get a [ViewportTexture] in code, use the [method Viewport.get_texture] "
+"method on the target viewport.\n"
+"[b]Note:[/b] A [ViewportTexture] is always local to its scene (see [member "
+"Resource.resource_local_to_scene]). If the scene root is not ready, it may "
+"return incorrect data (see [signal Node.ready]).\n"
+"[b]Note:[/b] Instantiating scenes containing a high-resolution "
+"[ViewportTexture] may cause noticeable stutter."
+msgstr ""
+"Una [ViewportTexture] fornisce il contenuto di una [Viewport] come una "
+"[Texture2D] dinamica. Può essere utilizzata per combinare il rendering dei "
+"nodi [Control], [Node2D] e [Node3D]. Ad esempio, puoi utilizzare questa "
+"texture per visualizzare una scena 3D all'interno di una [TextureRect] o un "
+"overlay 2D in una [Sprite3D].\n"
+"Per ottenere una [ViewportTexture] in codice, usa il metodo [method Viewport."
+"get_texture] sulla viewport di destinazione.\n"
+"[b]Nota:[/b] Una [ViewportTexture] è sempre locale alla sua scena (vedi "
+"[member Resource.resource_local_to_scene]). Se la radice della scena non è "
+"pronta, potrebbe restituire dati non corretti (vedi [signal Node.ready]).\n"
+"[b]Nota:[/b] Istanziare scene contenenti una [ViewportTexture] ad alta "
+"risoluzione potrebbe causare un evidente scatto."
+
+msgid ""
+"The path to the [Viewport] node to display. This is relative to the local "
+"scene root (see [method Resource.get_local_scene]), [b]not[/b] to the nodes "
+"that use this texture.\n"
+"[b]Note:[/b] In the editor, this path is automatically updated when the "
+"target viewport or one of its ancestors is renamed or moved. At runtime, this "
+"path may not automatically update if the scene root cannot be found."
+msgstr ""
+"Il percorso al nodo [Viewport] da visualizzare. Questo è relativo alla radice "
+"della scena locale (vedi [method Resource.get_local_scene]), [b]non[/b] ai "
+"nodi che usano questa texture.\n"
+"[b]Nota:[/b] Nell'editor, questo percorso viene aggiornato automaticamente "
+"quando la viewport di destinazione o uno dei suoi antenati viene rinominato o "
+"spostato. In fase di esecuzione, questo percorso potrebbe non aggiornarsi "
+"automaticamente se la radice della scena non può essere trovata."
+
+msgid ""
+"A rectangular region of 2D space that, when visible on screen, enables a "
+"target node."
+msgstr ""
+"Una regione rettangolare dello spazio 2D che, quando visibile sullo schermo, "
+"abilita un nodo di destinazione."
+
+msgid ""
+"[VisibleOnScreenEnabler2D] contains a rectangular region of 2D space and a "
+"target node. The target node will be automatically enabled (via its [member "
+"Node.process_mode] property) when any part of this region becomes visible on "
+"the screen, and automatically disabled otherwise. This can for example be "
+"used to activate enemies only when the player approaches them.\n"
+"See [VisibleOnScreenNotifier2D] if you only want to be notified when the "
+"region is visible on screen.\n"
+"[b]Note:[/b] [VisibleOnScreenEnabler2D] uses the render culling code to "
+"determine whether it's visible on screen, so it won't function unless [member "
+"CanvasItem.visible] is set to [code]true[/code]."
+msgstr ""
+"[VisibleOnScreenEnabler2D] contiene una regione rettangolare di spazio 2D e "
+"un nodo di destinazione. Il nodo di destinazione sarà automaticamente "
+"abilitato (tramite la sua proprietà [member Node.process_mode]) quando una "
+"qualsiasi parte di questa regione diventa visibile sullo schermo, e "
+"automaticamente disabilitato in caso contrario. Questo può essere utilizzato, "
+"ad esempio, per attivare i nemici solo quando il giocatore si avvicina a "
+"loro.\n"
+"Consulta [VisibleOnScreenNotifier2D] se si desidera ricevere una notifica "
+"solo quando la regione è visibile sullo schermo.\n"
+"[b]Nota:[/b] [VisibleOnScreenEnabler2D] utilizza il codice di render culling "
+"per determinare se è visibile sullo schermo, quindi non funzionerà a meno che "
+"[member CanvasItem.visible] non sia impostato su [code]true[/code]."
+
+msgid ""
+"Determines how the target node is enabled. Corresponds to [enum Node."
+"ProcessMode]. When the node is disabled, it always uses [constant Node."
+"PROCESS_MODE_DISABLED]."
+msgstr ""
+"Determina come è abilitato il nodo di destinazione. Corrisponde a [enum Node."
+"ProcessMode]. Quando il nodo è disabilitato, utilizza sempre [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 empty, no "
+"node will be affected. If the path is invalid, an error is also generated."
+msgstr ""
+"Il percorso verso il nodo di destinazione, relativo a "
+"[VisibleOnScreenEnabler2D]. Il nodo di destinazione è memorizzato nella "
+"cache; viene assegnato solo quando si imposta questa proprietà (se "
+"[VisibleOnScreenEnabler2D] è all'interno dell'albero della scena) e ogni "
+"volta che [VisibleOnScreenEnabler2D] entra nell'albero di scena. Se il "
+"percorso è vuoto, nessun nodo sarà influenzato. Se il percorso non è valido, "
+"viene generato anche un errore."
+
+msgid "Corresponds to [constant Node.PROCESS_MODE_INHERIT]."
+msgstr "Corrisponde a [constant Node.PROCESS_MODE_INHERIT]."
+
+msgid "Corresponds to [constant Node.PROCESS_MODE_ALWAYS]."
+msgstr "Corrisponde a [constant Node.PROCESS_MODE_ALWAYS]."
+
+msgid "Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED]."
+msgstr "Corrisponde a [constant Node.PROCESS_MODE_WHEN_PAUSED]."
+
+msgid ""
+"A box-shaped region of 3D space that, when visible on screen, enables a "
+"target node."
+msgstr ""
+"Una regione a forma di scatola dello spazio 2D che, quando visibile sullo "
+"schermo, abilita un nodo di destinazione."
+
+msgid ""
+"[VisibleOnScreenEnabler3D] contains a box-shaped region of 3D space and a "
+"target node. The target node will be automatically enabled (via its [member "
+"Node.process_mode] property) when any part of this region becomes visible on "
+"the screen, and automatically disabled otherwise. This can for example be "
+"used to activate enemies only when the player approaches them.\n"
+"See [VisibleOnScreenNotifier3D] if you only want to be notified when the "
+"region is visible on screen.\n"
+"[b]Note:[/b] [VisibleOnScreenEnabler3D] uses an approximate heuristic that "
+"doesn't take walls and other occlusion into account, unless occlusion culling "
+"is used. It also won't function unless [member Node3D.visible] is set to "
+"[code]true[/code]."
+msgstr ""
+"[VisibleOnScreenEnabler3D] contiene una regione rettangolare di spazio 3D e "
+"un nodo di destinazione. Il nodo di destinazione sarà automaticamente "
+"abilitato (tramite la sua proprietà [member Node.process_mode]) quando una "
+"qualsiasi parte di questa regione diventa visibile sullo schermo, e "
+"automaticamente disabilitato in caso contrario. Questo può essere utilizzato, "
+"ad esempio, per attivare i nemici solo quando il giocatore si avvicina a "
+"loro.\n"
+"Consulta [VisibleOnScreenNotifier3D] se si desidera ricevere una notifica "
+"solo quando la regione è visibile sullo schermo.\n"
+"[b]Nota:[/b] [VisibleOnScreenEnabler3D] utilizza il codice di render culling "
+"per determinare se è visibile sullo schermo, quindi non funzionerà a meno che "
+"[member Node3D.visible] non sia impostato su [code]true[/code]."
+
+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 empty, no "
+"node will be affected. If the path is invalid, an error is also generated."
+msgstr ""
+"Il percorso verso il nodo di destinazione, relativo a "
+"[VisibleOnScreenEnabler3D]. Il nodo di destinazione è memorizzato nella "
+"cache; viene assegnato solo quando si imposta questa proprietà (se "
+"[VisibleOnScreenEnabler3D] è all'interno dell'albero della scena) e ogni "
+"volta che [VisibleOnScreenEnabler3D] entra nell'albero di scena. Se il "
+"percorso è vuoto, nessun nodo sarà influenzato. Se il percorso non è valido, "
+"viene generato anche un errore."
+
+msgid ""
+"A rectangular region of 2D space that detects whether it is visible on screen."
+msgstr ""
+"Una regione rettangolare dello spazio 2D che rileva se è visibile sullo "
+"schermo."
+
+msgid ""
+"If [code]true[/code], the bounding rectangle is on the screen.\n"
+"[b]Note:[/b] It takes one frame for the [VisibleOnScreenNotifier2D]'s "
+"visibility to be determined once added to the scene tree, so this method will "
+"always return [code]false[/code] right after it is instantiated, before the "
+"draw pass."
+msgstr ""
+"Se [code]true[/code], il rettangolo di delimitazione è sullo schermo.\n"
+"[b]Nota:[/b] Ci vuole un frame per determinare la visibilità di "
+"[VisibleOnScreenNotifier2D] una volta aggiunto all'albero di scena, quindi "
+"questo metodo restituirà sempre [code]false[/code] subito dopo essere stato "
+"istanziato, prima del passaggio di disegno."
+
+msgid "The VisibleOnScreenNotifier2D's bounding rectangle."
+msgstr "Il rettangolo di delimitazione del VisibleOnScreenNotifier2D."
+
+msgid "Emitted when the VisibleOnScreenNotifier2D enters the screen."
+msgstr "Emesso quando il VisibleOnScreenNotifier2D entra nello schermo."
+
+msgid "Emitted when the VisibleOnScreenNotifier2D exits the screen."
+msgstr "Emesso quando il VisibleOnScreenNotifier2D esce dallo schermo."
+
+msgid ""
+"A box-shaped region of 3D space that detects whether it is visible on screen."
+msgstr ""
+"Una regione a forma di scatola dello spazio 3D che rileva se è visibile sullo "
+"schermo."
+
+msgid ""
+"Returns [code]true[/code] if the bounding box is on the screen.\n"
+"[b]Note:[/b] It takes one frame for the [VisibleOnScreenNotifier3D]'s "
+"visibility to be assessed once added to the scene tree, so this method will "
+"always return [code]false[/code] right after it is instantiated."
+msgstr ""
+"Se [code]true[/code], il riquadro di delimitazione è sullo schermo.\n"
+"[b]Nota:[/b] Ci vuole un frame per determinare la visibilità di "
+"[VisibleOnScreenNotifier3D] una volta aggiunto all'albero di scena, quindi "
+"questo metodo restituirà sempre [code]false[/code] subito dopo essere stato "
+"istanziato, prima del passaggio di disegno."
+
+msgid "The [VisibleOnScreenNotifier3D]'s bounding box."
+msgstr "Il riquadro di delimitazione del [VisibleOnScreenNotifier3D]."
+
+msgid "Emitted when the [VisibleOnScreenNotifier3D] enters the screen."
+msgstr "Emesso quando il [VisibleOnScreenNotifier3D] entra nello schermo."
+
+msgid "Emitted when the [VisibleOnScreenNotifier3D] exits the screen."
+msgstr "Emesso quando il [VisibleOnScreenNotifier3D] esce dallo schermo."
+
+msgid "Parent of all visual 3D nodes."
+msgstr "Il padre di tutti i nodi visivi 3D."
+
+msgid ""
+"The [VisualInstance3D] is used to connect a resource to a visual "
+"representation. All visual 3D nodes inherit from the [VisualInstance3D]. In "
+"general, you should not access the [VisualInstance3D] properties directly as "
+"they are accessed and managed by the nodes that inherit from "
+"[VisualInstance3D]. [VisualInstance3D] is the node representation of the "
+"[RenderingServer] instance."
+msgstr ""
+"[VisualInstance3D] viene utilizzato per connettere una risorsa a una "
+"rappresentazione visiva. Tutti i nodi visuali 3D ereditano da "
+"[VisualInstance3D]. In generale, non dovresti accedere direttamente alle "
+"proprietà di [VisualInstance3D] poiché sono accessibili e gestite dai nodi "
+"che ereditano da [VisualInstance3D]. [VisualInstance3D] è la rappresentazione "
+"nodo dell'istanza [RenderingServer]."
+
+msgid ""
+"Returns the [AABB] (also known as the bounding box) for this "
+"[VisualInstance3D]."
+msgstr ""
+"Restituisce l'[AABB] (noto anche come riquadro di delimitazione) per questo "
+"[VisualInstance3D]."
+
+msgid ""
+"Returns the RID of the resource associated with this [VisualInstance3D]. For "
+"example, if the Node is a [MeshInstance3D], this will return the RID of the "
+"associated [Mesh]."
+msgstr ""
+"Restituisce il RID della risorsa associata a questo [VisualInstance3D]. Ad "
+"esempio, se il nodo è un [MeshInstance3D], sarà restituito il RID della "
+"[Mesh] associata."
+
+msgid ""
+"Returns the RID of this instance. This RID is the same as the RID returned by "
+"[method RenderingServer.instance_create]. This RID is needed if you want to "
+"call [RenderingServer] functions directly on this [VisualInstance3D]."
+msgstr ""
+"Restituisce il RID di questa istanza. Questo RID è lo stesso del RID "
+"restituito da [method RenderingServer.instance_create]. Questo RID è "
+"necessario se si desidera chiamare le funzioni [RenderingServer] direttamente "
+"su questo [VisualInstance3D]."
msgid ""
"Returns whether or not the specified layer of the [member layers] is enabled, "
@@ -54001,11 +105929,118 @@ msgstr ""
"Restituisce se è abilitato o meno lo strato specificato di [member layers], "
"fornito un [param layer_number] tra 1 e 20."
+msgid ""
+"Sets the resource that is instantiated by this [VisualInstance3D], which "
+"changes how the engine handles the [VisualInstance3D] under the hood. "
+"Equivalent to [method RenderingServer.instance_set_base]."
+msgstr ""
+"Imposta la risorsa istanziata da questo [VisualInstance3D], che modifica il "
+"modo in cui il motore gestisce il [VisualInstance3D] internamente. Equivale a "
+"[method RenderingServer.instance_set_base]."
+
+msgid ""
+"Based on [param value], enables or disables the specified layer in the "
+"[member layers], given a [param layer_number] between 1 and 20."
+msgstr ""
+"In base a [param value], abilita o disabilita lo strato specificato nei "
+"[member layers], fornito un [member layer_number] compreso tra 1 e 20."
+
+msgid ""
+"The render layer(s) this [VisualInstance3D] is drawn on.\n"
+"This object will only be visible for [Camera3D]s whose cull mask includes any "
+"of the render layers this [VisualInstance3D] is set to.\n"
+"For [Light3D]s, this can be used to control which [VisualInstance3D]s are "
+"affected by a specific light. For [GPUParticles3D], this can be used to "
+"control which particles are effected by a specific attractor. For [Decal]s, "
+"this can be used to control which [VisualInstance3D]s are affected by a "
+"specific decal.\n"
+"To adjust [member layers] more easily using a script, use [method "
+"get_layer_mask_value] and [method set_layer_mask_value].\n"
+"[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers "
+"into account to determine what contributes to global illumination. If this is "
+"an issue, set [member GeometryInstance3D.gi_mode] to [constant "
+"GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D."
+"light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude "
+"them from global illumination."
+msgstr ""
+"Gli strati di rendering su cui è disegnato questo [VisualInstance3D].\n"
+"Questo oggetto sarà visibile solo per i [Camera3D] la cui maschera di cull "
+"include uno qualsiasi degli strati di rendering su cui è impostato questo "
+"[VisualInstance3D].\n"
+"Per i [Light3D], ciò può essere usato per controllare quali "
+"[VisualInstance3D] sono influenzati da una luce specifica. Per i "
+"[GPUParticles3D], questo può essere usato per controllare quali particelle "
+"sono influenzate da un attrattore specifico. Per i [Decal], questo può essere "
+"usato per controllare quali [VisualInstance3D] sono influenzati da una "
+"decalcomania specifica.\n"
+"Per regolare più facilmente i [member layer] attraverso uno script, usa "
+"[method get_layer_mask_value] e [method set_layer_mask_value].\n"
+"[b]Nota:[/b] [VoxelGI], SDFGI e [LightmapGI] terranno sempre in "
+"considerazione tutti gli strati per determinare cosa contribuisce "
+"all'illuminazione globale. Se questo è un problema, imposta [member "
+"GeometryInstance3D.gi_mode] su [constant GeometryInstance3D.GI_MODE_DISABLED] "
+"per le mesh e [member Light3D.light_bake_mode] su [constant Light3D."
+"BAKE_DISABLED] per le luci per escluderle dall'illuminazione globale."
+
+msgid ""
+"The amount by which the depth of this [VisualInstance3D] will be adjusted "
+"when sorting by depth. Uses the same units as the engine (which are typically "
+"meters). Adjusting it to a higher value will make the [VisualInstance3D] "
+"reliably draw on top of other [VisualInstance3D]s that are otherwise "
+"positioned at the same spot. To ensure it always draws on top of other "
+"objects around it (not positioned at the same spot), set the value to be "
+"greater than the distance between this [VisualInstance3D] and the other "
+"nearby [VisualInstance3D]s."
+msgstr ""
+"La quantità in base alla quale la profondità di questo [VisualInstance3D] "
+"verrà regolata durante l'ordinamento per profondità. Utilizza le stesse unità "
+"del motore (che in genere sono metri). Aggiustandolo su un valore più alto, "
+"il [VisualInstance3D] sarà disegnato in modo affidabile sopra altri "
+"[VisualInstance3D] che sono altrimenti posizionati nello stesso punto. Per "
+"garantire che sia sempre disegnato sopra altri oggetti attorno a sé (non "
+"posizionati nello stesso punto), imposta il valore in modo che sia maggiore "
+"della distanza tra questo [VisualInstance3D] e gli altri [VisualInstance3D] "
+"vicini."
+
+msgid ""
+"If [code]true[/code], the object is sorted based on the [AABB] center. The "
+"object will be sorted based on the global position otherwise.\n"
+"The [AABB] center based sorting is generally more accurate for 3D models. The "
+"position based sorting instead allows to better control the drawing order "
+"when working with [GPUParticles3D] and [CPUParticles3D]."
+msgstr ""
+"Se [code]true[/code], l'oggetto è ordinato in base al centro dell'[AABB]. "
+"Altrimenti, l'oggetto sarà ordinato in base alla posizione globale.\n"
+"L'ordinamento basato sul centro dell'[AABB] è generalmente più accurato per i "
+"modelli 3D. L'ordinamento basato sulla posizione consente invece di "
+"controllare meglio l'ordine di disegno quando si lavora con [GPUParticles3D] "
+"e [CPUParticles3D]."
+
+msgid "A custom shader program with a visual editor."
+msgstr "Un programma di shader personalizzato con un editor visuale."
+
+msgid ""
+"This class provides a graph-like visual editor for creating a [Shader]. "
+"Although [VisualShader]s do not require coding, they share the same logic "
+"with script shaders. They use [VisualShaderNode]s that can be connected to "
+"each other to control the flow of the shader. The visual shader graph is "
+"converted to a script shader behind the scenes."
+msgstr ""
+"Questa classe fornisce un editor visuale di tipo grafico per creare uno "
+"[Shader]. Sebbene i [VisualShader] non richiedano codice, condividono la "
+"stessa logica degli shader di script. Utilizzano [VisualShaderNode] che "
+"possono essere collegati tra loro per controllare il flusso dello shader. Il "
+"grafico dello shader visuale viene convertito in uno shader di script "
+"internamente."
+
msgid "Using VisualShaders"
-msgstr "Utilizzo di VisualShaders"
+msgstr "Utilizzo di VisualShader"
msgid "Adds the specified [param node] to the shader."
-msgstr "Aggiunge il nodo specificato [param node] allo shader."
+msgstr "Aggiunge il nodo [param node] allo shader."
+
+msgid "Adds a new varying value node to the shader."
+msgstr "Aggiunge un nuovo nodo con valore varying allo shader."
msgid "Attaches the given node to the given frame."
msgstr "Attacca il nodo fornito alla cornice fornita."
@@ -54026,24 +106061,161 @@ msgstr ""
"Restituisce [code]true[/code] se lo shader ha una variabile con il nome "
"[param name]."
+msgid "Sets the mode of this shader."
+msgstr "Imposta la modalità di questo shader."
+
+msgid "Sets the position of the specified node."
+msgstr "Imposta la posizione del nodo specificato."
+
+msgid "The offset vector of the whole graph."
+msgstr "Il vettore di spostamento dell'intero grafico."
+
+msgid "A vertex shader, operating on vertices."
+msgstr "Uno shader di vertice, applicato a ciascun vertice."
+
+msgid "A fragment shader, operating on fragments (pixels)."
+msgstr "Uno shader di frammenti, applicato a ogni frammento (pixel)."
+
+msgid "A shader for light calculations."
+msgstr "Uno shader per i calcoli della luce."
+
+msgid "A function for the \"start\" stage of particle shader."
+msgstr "Una funzione per la fase di \"avvio\" dello shader di particelle."
+
+msgid "A function for the \"process\" stage of particle shader."
+msgstr "Una funzione per la fase di \"processo\" dello shader di particelle."
+
+msgid ""
+"A function for the \"collide\" stage (particle collision handler) of particle "
+"shader."
+msgstr ""
+"Una funzione per la fase di \"collisione\" (gestore delle collisioni di "
+"particelle) dello shader di particelle."
+
+msgid ""
+"A function for the \"start\" stage of particle shader, with customized output."
+msgstr ""
+"Una funzione per la fase di \"avvio\" dello shader di particelle, con "
+"risultato personalizzato."
+
+msgid ""
+"A function for the \"process\" stage of particle shader, with customized "
+"output."
+msgstr ""
+"Una funzione per la fase di \"processo\" dello shader di particelle, con "
+"risultato personalizzato."
+
+msgid "A shader for 3D environment's sky."
+msgstr "Uno shader per il cielo di un ambiente 3D."
+
+msgid "A compute shader that runs for each froxel of the volumetric fog map."
+msgstr ""
+"Uno shader di calcolo che viene eseguito per ogni froxel della mappa della "
+"nebbia volumetrica."
+
msgid "Represents the size of the [enum Type] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Type]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Type]."
+
+msgid ""
+"Varying is passed from [code]Vertex[/code] function to [code]Fragment[/code] "
+"and [code]Light[/code] functions."
+msgstr ""
+"Il varying è passato dalla funzione [code]Vertex[/code] alle funzioni "
+"[code]Fragment[/code] e [code]Light[/code]."
+
+msgid ""
+"Varying is passed from [code]Fragment[/code] function to [code]Light[/code] "
+"function."
+msgstr ""
+"Il varying è passato dalla funzione [code]Vertex[/code] alla funzione "
+"[code]Light[/code]."
msgid "Represents the size of the [enum VaryingMode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum VaryingMode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum VaryingMode]."
+
+msgid "Varying is of type [float]."
+msgstr "Il varying è di tipo [float]."
+
+msgid "Varying is of type [int]."
+msgstr "Il varying è di tipo [int]."
+
+msgid "Varying is of type unsigned [int]."
+msgstr "Il varying è di tipo [int] senza segno."
+
+msgid "Varying is of type [Vector2]."
+msgstr "Il varying è di tipo [Vector2]."
+
+msgid "Varying is of type [Vector3]."
+msgstr "Il varying è di tipo [Vector3]."
+
+msgid "Varying is of type [Vector4]."
+msgstr "Il varying è di tipo [Vector4]."
+
+msgid "Varying is of type [bool]."
+msgstr "Il varying è di tipo [bool]."
+
+msgid "Varying is of type [Transform3D]."
+msgstr "Il varying è di tipo [Transform3D]."
msgid "Represents the size of the [enum VaryingType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum VaryingType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum VaryingType]."
+
+msgid "Indicates an invalid [VisualShader] node."
+msgstr "Indica un nodo [VisualShader] non valido."
+
+msgid "Indicates an output node of [VisualShader]."
+msgstr "Indica un nodo di uscita di [VisualShader]."
+
+msgid "Base class for [VisualShader] nodes. Not related to scene nodes."
+msgstr "Classe di base per i nodi [VisualShader]. Non riguarda i nodi di scena."
+
+msgid ""
+"Visual shader graphs consist of various nodes. Each node in the graph is a "
+"separate object and they are represented as a rectangular boxes with title "
+"and a set of properties. Each node also has connection ports that allow to "
+"connect it to another nodes and control the flow of the shader."
+msgstr ""
+"I grafici di shader visivi sono costituiti da vari nodi. Ogni nodo nel "
+"grafico è un oggetto separato e sono rappresentati come riquadri rettangolari "
+"con titolo e un insieme di proprietà. Ogni nodo ha anche porte di connessione "
+"che consentono di collegarlo ad altri nodi e controllare il flusso dello "
+"shader."
msgid "Clears the default input ports value."
msgstr "Cancella il valore delle porte di ingresso predefinito."
+msgid ""
+"Returns the input port which should be connected by default when this node is "
+"created as a result of dragging a connection from an existing node to the "
+"empty space on the graph."
+msgstr ""
+"Restituisce la porta di ingresso che dovrebbe essere connessa per "
+"impostazione predefinita quando questo nodo viene creato trascinando una "
+"connessione da un nodo esistente allo spazio vuoto sul grafico."
+
+msgid ""
+"Returns an [Array] containing default values for all of the input ports of "
+"the node in the form [code][index0, value0, index1, value1, ...][/code]."
+msgstr ""
+"Restituisce un [Array] contenente i valori predefiniti per tutte le porte di "
+"ingresso del nodo nel formato [code][indice0, valore0, indice1, valore1, ...]"
+"[/code]."
+
msgid "Returns the default value of the input [param port]."
msgstr "Restituisce il valore predefinito della porta di ingresso [param port]."
msgid "Removes the default value of the input [param port]."
msgstr "Rimuove il valore predefinito della porta di ingresso [param port]."
+msgid ""
+"Sets the default input ports values using an [Array] of the form [code]"
+"[index0, value0, index1, value1, ...][/code]. For example: [code][0, "
+"Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
+msgstr ""
+"Imposta i valori delle porte di ingresso predefinite attraverso un [Array] "
+"nel formato [code][indice0, valore0, indice1, valore1, ...][/code]. Ad "
+"esempio: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
+
msgid "Sets the default [param value] for the selected input [param port]."
msgstr ""
"Imposta il valore predefinito per la porta selezionata di ingresso [param "
@@ -54057,10 +106229,17 @@ msgstr ""
"impostato su [code]-1[/code] il nodo non è collegato a nessuna cornicie."
msgid ""
+"Sets the output port index which will be showed for preview. If set to "
+"[code]-1[/code] no port will be open for preview."
+msgstr ""
+"Imposta l'indice della porta di uscita che sarà mostrata per l'anteprima. Se "
+"impostato su [code]-1[/code] nessuna porta sarà aperta per l'anteprima."
+
+msgid ""
"Floating-point scalar. Translated to [code skip-lint]float[/code] type in "
"shader code."
msgstr ""
-"Scalare a virgola mobile. Tradotto come il tipo [codice skip-lint]float[/"
+"Scalare in virgola mobile. Tradotto come il tipo [codice skip-lint]float[/"
"code] nel codice di shader."
msgid ""
@@ -54077,6 +106256,27 @@ msgstr ""
"code] nel codice di shader."
msgid ""
+"2D vector of floating-point values. Translated to [code skip-lint]vec2[/code] "
+"type in shader code."
+msgstr ""
+"Vettore 2D di valori in virgola mobile. Tradotto nel tipo [code skip-"
+"lint]vec2[/code] nel codice di shader."
+
+msgid ""
+"3D vector of floating-point values. Translated to [code skip-lint]vec3[/code] "
+"type in shader code."
+msgstr ""
+"Vettore 3D di valori in virgola mobile. Tradotto nel tipo [code skip-"
+"lint]vec3[/code] nel codice di shader."
+
+msgid ""
+"4D vector of floating-point values. Translated to [code skip-lint]vec4[/code] "
+"type in shader code."
+msgstr ""
+"Vettore 4D di valori in virgola mobile. Tradotto nel tipo [code skip-"
+"lint]vec4[/code] nel codice di shader."
+
+msgid ""
"Boolean type. Translated to [code skip-lint]bool[/code] type in shader code."
msgstr ""
"Scalare booleano. Tradotto come il tipo [codice skip-lint]bool[/code] nel "
@@ -54088,11 +106288,63 @@ msgstr ""
"Tipo di trasformazione. Tradotto come il tipo [codice skip-lint]mat4[/code] "
"nel codice di shader."
+msgid ""
+"Sampler type. Translated to reference of sampler uniform in shader code. Can "
+"only be used for input ports in non-uniform nodes."
+msgstr ""
+"Tipo di campionatore. Tradotto in riferimento di uniforme nel codice shader. "
+"Può essere utilizzato solo per porte di ingresso in nodi non uniformi."
+
msgid "Represents the size of the [enum PortType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum PortType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum PortType]."
+
+msgid ""
+"A node that controls how the object faces the camera to be used within the "
+"visual shader graph."
+msgstr ""
+"Un nodo che controlla il modo in cui l'oggetto è rivolto verso la telecamera "
+"da utilizzare all'interno del grafico di shader visivo."
+
+msgid ""
+"The output port of this node needs to be connected to [code]Model View "
+"Matrix[/code] port of [VisualShaderNodeOutput]."
+msgstr ""
+"La porta di uscita di questo nodo deve essere connessa alla porta [code]Model "
+"View Matrix[/code] di [VisualShaderNodeOutput]."
+
+msgid "Controls how the object faces the camera. See [enum BillboardType]."
+msgstr ""
+"Controlla il modo in cui l'oggetto è rivolto verso la telecamera. Vedi [enum "
+"BillboardType]."
+
+msgid ""
+"If [code]true[/code], the shader will keep the scale set for the mesh. "
+"Otherwise, the scale is lost when billboarding."
+msgstr ""
+"Se [code]true[/code], lo shader manterrà la scala impostata per la mesh. "
+"Altrimenti, la scala viene persa durante il billboarding."
+
+msgid "Billboarding is disabled and the node does nothing."
+msgstr "Il billboarding è disattivato e il nodo non fa nulla."
+
+msgid "A standard billboarding algorithm is enabled."
+msgstr "È abilitato un algoritmo di billboarding standard."
+
+msgid "A billboarding algorithm to rotate around Y-axis is enabled."
+msgstr ""
+"È abilitato un algoritmo di billboarding per la rotazione attorno all'asse Y."
+
+msgid "A billboarding algorithm designed to use on particles is enabled."
+msgstr ""
+"È abilitato un algoritmo di billboarding progettato per l'uso sulle "
+"particelle."
msgid "Represents the size of the [enum BillboardType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum BillboardType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum BillboardType]."
+
+msgid "A boolean constant to be used within the visual shader graph."
+msgstr ""
+"Una costante booleana da utilizzare all'interno del grafico di shader visivo."
msgid ""
"Has only one output port and no inputs.\n"
@@ -54101,8 +106353,107 @@ msgstr ""
"Ha solo una porta di uscita e nessun input.\n"
"Tradotto come [codice skip-lint]bool[/code] nella lingua di shader."
+msgid "A boolean constant which represents a state of this node."
+msgstr "Una costante booleana che rappresenta uno stato di questo nodo."
+
+msgid "A boolean parameter to be used within the visual shader graph."
+msgstr ""
+"Un parametro booleano da utilizzare all'interno del grafico di shader visivo."
+
+msgid "Translated to [code]uniform bool[/code] in the shader language."
+msgstr "Tradotto in [code]uniform bool[/code] nel codice di shader."
+
+msgid "A default value to be assigned within the shader."
+msgstr "Un valore predefinito da assegnare all'interno dello shader."
+
+msgid "Enables usage of the [member default_value]."
+msgstr "Abilita l'uso di [member default_value]."
+
+msgid "Clamps a value within the visual shader graph."
+msgstr "Limita un valore all'interno del grafico di shader visivo."
+
+msgid ""
+"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
+"values."
+msgstr ""
+"Limita un valore a essere compreso tra i valori [code]min[/code] e [code]max[/"
+"code]."
+
+msgid "A type of operands and returned value."
+msgstr "Un tipo di operandi e valore restituito."
+
+msgid "A floating-point scalar."
+msgstr "Uno scalare in virgola mobile."
+
+msgid "An integer scalar."
+msgstr "Uno scalare intero."
+
+msgid "An unsigned integer scalar."
+msgstr "Uno scalare intero senza segno."
+
+msgid "A 2D vector type."
+msgstr "Un tipo di vettore 2D."
+
+msgid "A 3D vector type."
+msgstr "Un tipo di vettore 3D."
+
+msgid "A 4D vector type."
+msgstr "Un tipo di vettore 4D."
+
msgid "Represents the size of the [enum OpType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum OpType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum OpType]."
+
+msgid "A [Color] constant to be used within the visual shader graph."
+msgstr ""
+"Una costante [Color] da utilizzare all'interno del grafico di shader visivo."
+
+msgid ""
+"Has two output ports representing RGB and alpha channels of [Color].\n"
+"Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the "
+"shader language."
+msgstr ""
+"Ha due porte di uscita che rappresentano i canali RGB e alfa di [Color].\n"
+"Tradotto in [code]vec3 rgb[/code] e [code]float alpha[/code] nel linguaggio "
+"shader."
+
+msgid "A [Color] constant which represents a state of this node."
+msgstr "Una costante [Color] che rappresenta uno stato di questo nodo."
+
+msgid "A [Color] function to be used within the visual shader graph."
+msgstr ""
+"Una funzione [Color] da utilizzare all'interno del grafico di shader visivo."
+
+msgid ""
+"Accept a [Color] to the input port and transform it according to [member "
+"function]."
+msgstr ""
+"Accetta un [Color] sulla porta di ingresso e lo trasforma in base alla "
+"[member function]."
+
+msgid ""
+"A function to be applied to the input color. See [enum Function] for options."
+msgstr ""
+"Una funzione da applicare al colore di ingresso. Vedi [enum Function] per le "
+"opzioni."
+
+msgid ""
+"Converts the color to grayscale using the following formula:\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float max1 = max(c.r, c.g);\n"
+"float max2 = max(max1, c.b);\n"
+"float max3 = max(max1, max2);\n"
+"return vec3(max3, max3, max3);\n"
+"[/codeblock]"
+msgstr ""
+"Converte il colore in scala di grigi usando la seguente formula:\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float max1 = max(c.r, c.g);\n"
+"float max2 = max(max1, c.b);\n"
+"float max3 = max(max1, max2);\n"
+"return vec3(max3, max3, max3);\n"
+"[/codeblock]"
msgid "Converts HSV vector to RGB equivalent."
msgstr "Converte un vettore HSV nel suo equivalente RGB."
@@ -54110,26 +106461,685 @@ msgstr "Converte un vettore HSV nel suo equivalente RGB."
msgid "Converts RGB vector to HSV equivalent."
msgstr "Converte un vettore RGB nel suo equivalente HSV."
+msgid ""
+"Applies sepia tone effect using the following formula:\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
+"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
+"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
+"return vec3(r, g, b);\n"
+"[/codeblock]"
+msgstr ""
+"Applica un effetto seppia secondo la seguente formula:\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
+"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
+"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
+"return vec3(r, g, b);\n"
+"[/codeblock]"
+
msgid "Represents the size of the [enum Function] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Function]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Function]."
+
+msgid "A [Color] operator to be used within the visual shader graph."
+msgstr ""
+"Un operatore [Color] da utilizzare all'interno del grafico di shader visivo."
+
+msgid "Applies [member operator] to two color inputs."
+msgstr "Applica [member operator] a due ingressi di colore."
+
+msgid ""
+"An operator to be applied to the inputs. See [enum Operator] for options."
+msgstr ""
+"Un operatore da applicare agli ingressi. Vedi [enum Operator] per le opzioni."
+
+msgid ""
+"Produce a screen effect with the following formula:\n"
+"[codeblock]\n"
+"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
+"[/codeblock]"
+msgstr ""
+"Produce un effetto schermo con la seguente formula:\n"
+"[codeblock]\n"
+"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
+"[/codeblock]"
+
+msgid ""
+"Produce a difference effect with the following formula:\n"
+"[codeblock]\n"
+"result = abs(a - b);\n"
+"[/codeblock]"
+msgstr ""
+"Produce un effetto differenza con la seguente formula:\n"
+"[codeblock]\n"
+"result = abs(a - b);\n"
+"[/codeblock]"
+
+msgid ""
+"Produce a darken effect with the following formula:\n"
+"[codeblock]\n"
+"result = min(a, b);\n"
+"[/codeblock]"
+msgstr ""
+"Produce un effetto scurente dalla seguente formula:\n"
+"[codeblock]\n"
+"result = min(a, b);\n"
+"[/codeblock]"
+
+msgid ""
+"Produce a lighten effect with the following formula:\n"
+"[codeblock]\n"
+"result = max(a, b);\n"
+"[/codeblock]"
+msgstr ""
+"Produce un effetto schiarente dalla seguente formula:\n"
+"[codeblock]\n"
+"result = max(a, b);\n"
+"[/codeblock]"
+
+msgid ""
+"Produce an overlay effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = 2.0 * base * blend;\n"
+" } else {\n"
+" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+"Produce un effetto sovrapposizione con la seguente formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = 2.0 * base * blend;\n"
+" } else {\n"
+" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+
+msgid ""
+"Produce a dodge effect with the following formula:\n"
+"[codeblock]\n"
+"result = a / (vec3(1.0) - b);\n"
+"[/codeblock]"
+msgstr ""
+"Produci un effetto evasione con la seguente formula:\n"
+"[codeblock]\n"
+"result = a / (vec3(1.0) - b);\n"
+"[/codeblock]"
+
+msgid ""
+"Produce a burn effect with the following formula:\n"
+"[codeblock]\n"
+"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
+"[/codeblock]"
+msgstr ""
+"Produce un effetto bruciatura con la seguente formula:\n"
+"[codeblock]\n"
+"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
+"[/codeblock]"
+
+msgid ""
+"Produce a soft light effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = base * (blend + 0.5);\n"
+" } else {\n"
+" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+"Produce un effetto luce soffusa con la seguente formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = base * (blend + 0.5);\n"
+" } else {\n"
+" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+
+msgid ""
+"Produce a hard light effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = base * (2.0 * blend);\n"
+" } else {\n"
+" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+"Produce un effetto luce intensa con la seguente formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = base * (2.0 * blend);\n"
+" } else {\n"
+" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
+" }\n"
+"}\n"
+"[/codeblock]"
msgid "Represents the size of the [enum Operator] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Operator]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Operator]."
+
+msgid "A [Color] parameter to be used within the visual shader graph."
+msgstr ""
+"Un parametro [Color] da utilizzare all'interno del grafico di shader visivo."
+
+msgid "Translated to [code]uniform vec4[/code] in the shader language."
+msgstr "Tradotto in [code]uniform vec4[/code] nel linguaggio shader."
+
+msgid "This class has no function anymore and only exists for compatibility."
+msgstr "Questa classe non ha più alcuno scopo ed esiste solo per compatibilità."
+
+msgid ""
+"Only exists for compatibility. Use [VisualShaderNodeFrame] as a replacement."
+msgstr ""
+"Esiste solo per compatibilità. Usa [VisualShaderNodeFrame] come sostituto."
+
+msgid ""
+"This node was replaced by [VisualShaderNodeFrame] and only exists to preserve "
+"compatibility. In the [VisualShader] editor it behaves exactly like "
+"[VisualShaderNodeFrame]."
+msgstr ""
+"Questo nodo è stato sostituito da [VisualShaderNodeFrame] ed esiste solo per "
+"preservare la compatibilità. Nell'editor di [VisualShader] si comporta "
+"esattamente come [VisualShaderNodeFrame]."
+
+msgid ""
+"This property only exists to preserve data authored in earlier versions of "
+"Godot. It has currently no function."
+msgstr ""
+"Questa proprietà esiste solo per preservare i dati creati nelle versioni "
+"precedenti di Godot. Attualmente non ha alcuna funzione."
+
+msgid "A comparison function for common types within the visual shader graph."
+msgstr ""
+"Una funzione di confronto per i tipi comuni all'interno del grafico di shader "
+"visivo."
+
+msgid ""
+"Compares [code]a[/code] and [code]b[/code] of [member type] by [member "
+"function]. Returns a boolean scalar. Translates to [code]if[/code] "
+"instruction in shader code."
+msgstr ""
+"Confronta [code]a[/code] e [code]b[/code] di [member type] tramite [member "
+"function]. Restituisce uno scalare booleano. Tradotto nell'istruzione "
+"[code]if[/code] nel codice di shader."
+
+msgid ""
+"Extra condition which is applied if [member type] is set to [constant "
+"CTYPE_VECTOR_3D]."
+msgstr ""
+"Condizione aggiuntiva che è applicata se [member type] è impostato su "
+"[constant CTYPE_VECTOR_3D]."
+
+msgid "A comparison function. See [enum Function] for options."
+msgstr "Una funzione di confronto. Vedi [enum Function] per le opzioni."
+
+msgid ""
+"The type to be used in the comparison. See [enum ComparisonType] for options."
+msgstr ""
+"Il tipo da utilizzare nel confronto. Vedi [enum ComparisonType] per le "
+"opzioni."
+
+msgid "A boolean type."
+msgstr "Un tipo booleano."
+
+msgid "A transform ([code]mat4[/code]) type."
+msgstr "Un tipo di trasformazione ([code]mat4[/code])."
msgid "Represents the size of the [enum ComparisonType] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ComparisonType]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ComparisonType]."
+
+msgid "Comparison for equality ([code]a == b[/code])."
+msgstr "Il confronto per uguaglianza ([code]a == b[/code])."
+
+msgid "Comparison for inequality ([code]a != b[/code])."
+msgstr "Il confronto per disuguaglianza ([code]a != b[/code])."
+
+msgid ""
+"Comparison for greater than ([code]a > b[/code]). Cannot be used if [member "
+"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+"Il confronto per maggiore di ([code]a > b[/code]). Non può essere utilizzato "
+"se [member type] è impostato su [constant CTYPE_BOOLEAN] o [constant "
+"CTYPE_TRANSFORM]."
+
+msgid ""
+"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used if "
+"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+"Il confronto per maggiore o uguale a ([code]a >= b[/code]). Non può essere "
+"utilizzato se [member type] è impostato su [constant CTYPE_BOOLEAN] o "
+"[constant CTYPE_TRANSFORM]."
+
+msgid ""
+"Comparison for less than ([code]a < b[/code]). Cannot be used if [member "
+"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+"Il confronto per minore di ([code]a < b[/code]). Non può essere utilizzato se "
+"[member type] è impostato su [constant CTYPE_BOOLEAN] o [constant "
+"CTYPE_TRANSFORM]."
+
+msgid ""
+"Comparison for less than or equal ([code]a <= b[/code]). Cannot be used if "
+"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+"Il confronto per minore o uguale a ([code]a <= b[/code]). Non può essere "
+"utilizzato se [member type] è impostato su [constant CTYPE_BOOLEAN] o "
+"[constant CTYPE_TRANSFORM]."
+
+msgid ""
+"The result will be true if all of component in vector satisfy the comparison "
+"condition."
+msgstr ""
+"Il risultato sarà vero se tutti i componenti del vettore soddisfano la "
+"condizione del confronto."
+
+msgid ""
+"The result will be true if any of component in vector satisfy the comparison "
+"condition."
+msgstr ""
+"Il risultato sarà vero se uno qualsiasi dei componenti del vettore soddisfa "
+"la condizione del confronto."
msgid "Represents the size of the [enum Condition] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Condition]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Condition]."
+
+msgid "A base type for the constants within the visual shader graph."
+msgstr "Un tipo base per le costanti all'interno del grafico di shader visivo."
+
+msgid ""
+"This is an abstract class. See the derived types for descriptions of the "
+"possible values."
+msgstr ""
+"Questa è una classe astratta. Vedi i tipi derivati per le descrizioni dei "
+"possibili valori."
+
+msgid "A [Cubemap] sampling node to be used within the visual shader graph."
+msgstr ""
+"Un nodo di campionamento [Cubemap] da utilizzare all'interno del grafico di "
+"shader visivo."
+
+msgid ""
+"Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
+"Returns a color vector and alpha channel as scalar."
+msgstr ""
+"Tradotto in [code]texture(cubemap, vec3)[/code] nel linguaggio shader. "
+"Restituisce un vettore di colore e un canale alfa come scalare."
+
+msgid ""
+"The [Cubemap] texture to sample when using [constant SOURCE_TEXTURE] as "
+"[member source]."
+msgstr ""
+"La texture [Cubemap] da campionare quando si utilizza [constant "
+"SOURCE_TEXTURE] come [member source]."
+
+msgid ""
+"Defines which source should be used for the sampling. See [enum Source] for "
+"options."
+msgstr ""
+"Definisce quale sorgente deve essere utilizzata per il campionamento. Vedi "
+"[enum Source] per le opzioni."
+
+msgid ""
+"Defines the type of data provided by the source texture. See [enum "
+"TextureType] for options."
+msgstr ""
+"Definisce il tipo di dati forniti dalla texture sorgente. Vedi [enum "
+"TextureType] per le opzioni."
+
+msgid ""
+"Use the [Cubemap] set via [member cube_map]. If this is set to [member "
+"source], the [code]samplerCube[/code] port is ignored."
+msgstr ""
+"Utilizza il [Cubemap] impostato tramite [member cube_map]. Se impostato su "
+"[member source], la porta [code]samplerCube[/code] è ignorata."
+
+msgid ""
+"Use the [Cubemap] sampler reference passed via the [code]samplerCube[/code] "
+"port. If this is set to [member source], the [member cube_map] texture is "
+"ignored."
+msgstr ""
+"Utilizza il riferimento al campionatore [Cubemap] passato tramite la porta "
+"[code]samplerCube[/code]. Se è impostato su [member source], la texture "
+"[member cube_map] è ignorata."
msgid "Represents the size of the [enum Source] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Source]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Source]."
+
+msgid "No hints are added to the uniform declaration."
+msgstr "Non sono aggiunti suggerimenti alla dichiarazione dell'uniforme."
+
+msgid ""
+"Adds [code]source_color[/code] as hint to the uniform declaration for proper "
+"sRGB to linear conversion."
+msgstr ""
+"Aggiunge [code]source_color[/code] come suggerimento alla dichiarazione "
+"dell'uniforme per un'adeguata conversione da sRGB a lineare."
+
+msgid ""
+"Adds [code]hint_normal[/code] as hint to the uniform declaration, which "
+"internally converts the texture for proper usage as normal map."
+msgstr ""
+"Aggiunge [code]hint_normal[/code] come suggerimento alla dichiarazione "
+"uniforme, che converte internamente la texture per un utilizzo adeguato come "
+"mappa normale."
+
+msgid "A [Cubemap] parameter node to be used within the visual shader graph."
+msgstr ""
+"Un nodo di parametro [Cubemap] da utilizzare all'interno del grafico di "
+"shader visivo."
+
+msgid ""
+"Translated to [code]uniform samplerCube[/code] in the shader language. The "
+"output value can be used as port for [VisualShaderNodeCubemap]."
+msgstr ""
+"Tradotto in [code]uniform samplerCube[/code] nel linguaggio shader. Il valore "
+"di uscita può essere utilizzato come porta per [VisualShaderNodeCubemap]."
+
+msgid "Performs a [CurveTexture] lookup within the visual shader graph."
+msgstr ""
+"Esegue una ricerca in una [CurveTexture] all'interno del grafico di shader "
+"visivo."
+
+msgid "Comes with a built-in editor for texture's curves."
+msgstr "Dotato di un editor integrato per le curve della texture."
+
+msgid "The source texture."
+msgstr "La texture sorgente."
+
+msgid "Performs a [CurveXYZTexture] lookup within the visual shader graph."
+msgstr ""
+"Esegue una ricerca in una [CurveXYZTexture] all'interno del grafico di shader "
+"visivo."
+
+msgid ""
+"Virtual class to define custom [VisualShaderNode]s for use in the Visual "
+"Shader Editor."
+msgstr ""
+"Classe virtuale per definire [VisualShaderNode] personalizzati da utilizzare "
+"nel Visual Shader Editor."
+
+msgid ""
+"By inheriting this class you can create a custom [VisualShader] script addon "
+"which will be automatically added to the Visual Shader Editor. The "
+"[VisualShaderNode]'s behavior is defined by overriding the provided virtual "
+"methods.\n"
+"In order for the node to be registered as an editor addon, you must use the "
+"[code]@tool[/code] annotation and provide a [code]class_name[/code] for your "
+"custom script. For example:\n"
+"[codeblock]\n"
+"@tool\n"
+"extends VisualShaderNodeCustom\n"
+"class_name VisualShaderNodeNoise\n"
+"[/codeblock]"
+msgstr ""
+"Ereditando questa classe puoi creare uno script personalizzato di "
+"[VisualShader] che sarà aggiunto automaticamente al Visual Shader Editor. Il "
+"comportamento del [VisualShaderNode] è definito sovrascrivendo i metodi "
+"virtuali forniti.\n"
+"Affinché il nodo sia registrato come componente aggiuntivo dell'editor, devi "
+"usare l'annotazione [code]@tool[/code] e fornire un [code]class_name[/code] "
+"per il tuo script personalizzato. Ad esempio:\n"
+"[codeblock]\n"
+"@tool\n"
+"extends VisualShaderNodeCustom\n"
+"class_name VisualShaderNodeNoise\n"
+"[/codeblock]"
+
+msgid "Visual Shader plugins"
+msgstr "Estensioni di Visual Shader"
+
+msgid ""
+"Override this method to define the path to the associated custom node in the "
+"Visual Shader Editor's members dialog. The path may look like [code]\"MyGame/"
+"MyFunctions/Noise\"[/code].\n"
+"Defining this method is [b]optional[/b]. If not overridden, the node will be "
+"filed under the \"Addons\" category."
+msgstr ""
+"Sovrascrivi questo metodo per definire il percorso al nodo associato "
+"personalizzato nella finestra di dialogo dei membri nel Visual Shader Editor. "
+"Il percorso potrebbe apparire come [code]\"MyGame/MyFunctions/Noise\"[/"
+"code].\n"
+"La definizione di questo metodo è [b]facoltativa[/b]. Se non è sovrascritto, "
+"il nodo sarà archiviato nella categoria \"Addons\"."
+
+msgid ""
+"Override this method to define the actual shader code of the associated "
+"custom node. The shader code should be returned as a string, which can have "
+"multiple lines (the [code]\"\"\"[/code] multiline string construct can be "
+"used for convenience).\n"
+"The [param input_vars] and [param output_vars] arrays contain the string "
+"names of the various input and output variables, as defined by "
+"[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in "
+"this class.\n"
+"The output ports can be assigned values in the shader code. For example, "
+"[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n"
+"You can customize the generated code based on the shader [param mode] (see "
+"[enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]).\n"
+"Defining this method is [b]required[/b]."
+msgstr ""
+"Sostituisci questo metodo per definire il codice di shader effettivo del nodo "
+"personalizzato associato. Il codice di shader dovrebbe essere restituito come "
+"una stringa, che può avere più righe (per comodità può essere utilizzato il "
+"costrutto stringa multilinea [code]\"\"\"[/code]).\n"
+"Gli array [param input_vars] e [param output_vars] contengono i nomi stringa "
+"delle varie variabili in ingresso e in uscita, come definito dai metodi "
+"virtuali [code]_get_input_*[/code] e [code]_get_output_*[/code] in questa "
+"classe.\n"
+"Alle porte di uscita possono essere assegnati valori nel codice shader. Ad "
+"esempio, [code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/"
+"code].\n"
+"Puoi personalizzare il codice generato in base alla modalità dello shader "
+"[param mode] (vedi [enum Shader.Mode]) e/o tipo [param type] (vedi [enum "
+"VisualShader.Type]).\n"
+"La definizione di questo metodo è [b]obbligatoria[/b]."
+
+msgid "Calculates a derivative within the visual shader graph."
+msgstr "Calcola una derivata all'interno del grafico di shader visivo."
+
+msgid ""
+"This node is only available in [code]Fragment[/code] and [code]Light[/code] "
+"visual shaders."
+msgstr ""
+"Questo nodo è disponibile solo negli shader visivi [code]Fragment[/code] e "
+"[code]Light[/code]."
+
+msgid "A derivative function type. See [enum Function] for options."
+msgstr "Un tipo di funzione derivata. Vedi [enum Function] per le opzioni."
+
+msgid "A type of operands and returned value. See [enum OpType] for options."
+msgstr ""
+"Un tipo di operandi e valore restituito. Vedi [enum OpType] per le opzioni."
+
+msgid ""
+"Sets the level of precision to use for the derivative function. See [enum "
+"Precision] for options. When using the GL Compatibility renderer, this "
+"setting has no effect."
+msgstr ""
+"Imposta il livello di precisione da usare per la funzione derivata. Vedi "
+"[enum Precision] per le opzioni. Quando si usa il renderer GL Compatibility, "
+"questa impostazione non ha effetto."
+
+msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]."
+msgstr "La somma di una derivata assoluta in [code]x[/code] e [code]y[/code]."
+
+msgid "Derivative in [code]x[/code] using local differencing."
+msgstr "La derivata in [code]x[/code] con differenziazione locale."
+
+msgid "Derivative in [code]y[/code] using local differencing."
+msgstr "La derivata in [code]y[/code] con differenziazione locale."
+
+msgid ""
+"No precision is specified, the GPU driver is allowed to use whatever level of "
+"precision it chooses. This is the default option and is equivalent to using "
+"[code]dFdx()[/code] or [code]dFdy()[/code] in text shaders."
+msgstr ""
+"Nessuna precisione è specificata, al driver GPU è consentito usare qualsiasi "
+"livello di precisione scelga. Questa è l'opzione predefinita ed è equivalente "
+"all'uso di [code]dFdx()[/code] o [code]dFdy()[/code] negli shader di testo."
+
+msgid ""
+"The derivative will be calculated using the current fragment's neighbors "
+"(which may not include the current fragment). This tends to be faster than "
+"using [constant PRECISION_FINE], but may not be suitable when more precision "
+"is needed. This is equivalent to using [code]dFdxCoarse()[/code] or "
+"[code]dFdyCoarse()[/code] in text shaders."
+msgstr ""
+"La derivata sarà calcolata attraverso i vicini del frammento attuale (che "
+"potrebbero non includere il frammento attuale stesso). Questo tende a essere "
+"più veloce rispetto a [constant PRECISION_FINE], ma potrebbe non essere "
+"adatto quando è necessaria una maggiore precisione. Ciò equivale all'utilizzo "
+"di [code]dFdxCoarse()[/code] o [code]dFdyCoarse()[/code] negli shader di "
+"testo."
+
+msgid ""
+"The derivative will be calculated using the current fragment and its "
+"immediate neighbors. This tends to be slower than using [constant "
+"PRECISION_COARSE], but may be necessary when more precision is needed. This "
+"is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in "
+"text shaders."
+msgstr ""
+"La derivata sarà calcolata attraverso il frammento attuale e i suoi vicini "
+"immediati. Ciò tende a essere più lento rispetto a [constant "
+"PRECISION_COARSE], ma potrebbe essere necessario quando è richiesta una "
+"maggiore precisione. Ciò equivale all'utilizzo di [code]dFdxFine()[/code] o "
+"[code]dFdyFine()[/code] negli shader di testo."
msgid "Represents the size of the [enum Precision] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Precision]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Precision]."
+
+msgid ""
+"Calculates the determinant of a [Transform3D] within the visual shader graph."
+msgstr ""
+"Calcola il determinante di un [Transform3D] all'interno del grafico di shader "
+"visivo."
+
+msgid "Translates to [code]determinant(x)[/code] in the shader language."
+msgstr "Tradotto in [code]determinante(x)[/code] nel linguaggio shader."
+
+msgid "A visual shader node representing distance fade effect."
+msgstr ""
+"Un nodo di shader visivo che rappresenta l'effetto di dissolvenza a distanza."
+
+msgid ""
+"The distance fade effect fades out each pixel based on its distance to "
+"another object."
+msgstr ""
+"L'effetto di dissolvenza a distanza sfuma ciascun pixel in base alla sua "
+"distanza da un altro oggetto."
+
+msgid "Calculates a dot product of two vectors within the visual shader graph."
+msgstr ""
+"Calcola il prodotto scalare di due vettori all'interno del grafico di shader "
+"visivo."
+
+msgid "Translates to [code]dot(a, b)[/code] in the shader language."
+msgstr "Tradotto in [code]dot(a, b)[/code] nel linguaggio shader."
+
+msgid ""
+"Custom Godot Shading Language expression, with a custom number of input and "
+"output ports.\n"
+"The provided code is directly injected into the graph's matching shader "
+"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), "
+"so it cannot be used to declare functions, varyings, uniforms, or global "
+"constants. See [VisualShaderNodeGlobalExpression] for such global definitions."
+msgstr ""
+"Espressione personalizzata nel Godot Shading Language, con un numero "
+"personalizzato di porte di ingresso e uscita.\n"
+"Il codice fornito è iniettato direttamente nella funzione dello shader "
+"corrispondente del grafico ([code]vertex[/code], [code]fragment[/code] o "
+"[code]light[/code]), quindi non può essere utilizzato per dichiarare "
+"funzioni, varying, uniformi o costanti globali. Vedi "
+"[VisualShaderNodeGlobalExpression] per tali definizioni globali."
+
+msgid ""
+"An expression in Godot Shading Language, which will be injected at the start "
+"of the graph's matching shader function ([code]vertex[/code], [code]fragment[/"
+"code], or [code]light[/code]), and thus cannot be used to declare functions, "
+"varyings, uniforms, or global constants."
+msgstr ""
+"Un'espressione nel Godot Shading Language, che sarà iniettata all'inizio "
+"della funzione dello shader corrispondente del grafico ([code]vertex[/code], "
+"[code]fragment[/code] o [code]light[/code]) e quindi non può essere "
+"utilizzata per dichiarare funzioni, varying, uniformi o costanti globali."
+
+msgid ""
+"Returns the vector that points in the same direction as a reference vector "
+"within the visual shader graph."
+msgstr ""
+"Restituisce il vettore che punta nella stessa direzione di un vettore di "
+"riferimento all'interno del grafico di shader visivo."
+
+msgid ""
+"Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. "
+"The function has three vector parameters: [code]N[/code], the vector to "
+"orient, [code]I[/code], the incident vector, and [code]Nref[/code], the "
+"reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] "
+"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/"
+"code] is returned."
+msgstr ""
+"Si traduce in [code]faceforward(N, I, Nref)[/code] nel linguaggio shader. La "
+"funzione ha tre parametri vettoriali: [code]N[/code], il vettore da "
+"orientare, [code]I[/code], il vettore incidente, e [code]Nref[/code], il "
+"vettore di riferimento. Se il prodotto scalare di [code]I[/code] e "
+"[code]Nref[/code] è minore di zero, il valore restituito è [code]N[/code]. "
+"Altrimenti, viene restituito [code]-N[/code]."
+
+msgid ""
+"A scalar floating-point constant to be used within the visual shader graph."
+msgstr ""
+"Una costante scalare in virgola mobile da utilizzare nel grafico di shader "
+"visivo."
msgid "Translated to [code skip-lint]float[/code] in the shader language."
-msgstr "Tradotto come [codice skip-lint]float[/code] nella lingua di shader."
+msgstr "Tradotto come [code skip-lint]float[/code] nel linguaggio shader."
+
+msgid "A floating-point constant which represents a state of this node."
+msgstr ""
+"Una costante in virgola mobile che rappresenta uno stato di questo nodo."
+
+msgid ""
+"A scalar floating-point function to be used within the visual shader graph."
+msgstr ""
+"Una funzione scalare in virgola mobile da utilizzare all'interno del grafico "
+"di shader visivo."
+
+msgid ""
+"Accept a floating-point scalar ([code]x[/code]) to the input port and "
+"transform it according to [member function]."
+msgstr ""
+"Accetta uno scalare in virgola mobile ([code]x[/code]) sulla porta di "
+"ingresso e lo trasforma a seconda della [member function]."
+
+msgid "A function to be applied to the scalar. See [enum Function] for options."
+msgstr ""
+"Una funzione da applicare allo scalare. Vedi [enum Function] per le opzioni."
msgid ""
"Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the "
@@ -54352,14 +107362,14 @@ msgstr "Sottrae la [code]x[/code] scalare da 1 (cioè [code]1 - x[/code])."
msgid ""
"A floating-point scalar operator to be used within the visual shader graph."
msgstr ""
-"Un operatore scalare a virgola mobile da utilizzare all'interno del grafico "
+"Un operatore scalare in virgola mobile da utilizzare all'interno del grafico "
"del visual shader."
msgid ""
"Applies [member operator] to two floating-point inputs: [code]a[/code] and "
"[code]b[/code]."
msgstr ""
-"Applica [member operator] a due input a virgola mobile: [code]a[/code] e "
+"Applica [member operator] a due input in virgola mobile: [code]a[/code] e "
"[code]b[/code]."
msgid "Sums two numbers using [code]a + b[/code]."
@@ -54479,7 +107489,7 @@ msgstr ""
"[/code] nel codice di shader."
msgid "Represents the size of the [enum Hint] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Hint]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Hint]."
msgid ""
"A frame other visual shader nodes can be attached to for better organization."
@@ -54488,12 +107498,26 @@ msgstr ""
"migliore organizzazione."
msgid ""
+"A rectangular frame that can be used to group visual shader nodes together to "
+"improve organization.\n"
+"Nodes attached to the frame will move with it when it is dragged and it can "
+"automatically resize to enclose all attached nodes.\n"
+"Its title, description and color can be customized."
+msgstr ""
+"Una cornice rettangolare che può essere utilizzata per raggruppare insieme i "
+"nodi dello shader visivo per migliorare l'organizzazione.\n"
+"I nodi attaccati alla cornice si muoveranno con essa quando viene trascinata "
+"e può essere ridimensionata automaticamente per racchiudere tutti i nodi "
+"attaccati.\n"
+"Il suo titolo, la descrizione e il colore possono essere personalizzati."
+
+msgid ""
"Adds a node to the list of nodes attached to the frame. Should not be called "
"directly, use the [method VisualShader.attach_node_to_frame] method instead."
msgstr ""
"Aggiunge un nodo alla lista dei nodi attaccati alla cornice. Non dovrebbe "
-"essere chiamato direttamente, utilizza il metodo [method VisualShader."
-"attach_node_to_frame] invece."
+"essere chiamato direttamente, usa invece il metodo [method VisualShader."
+"attach_node_to_frame]."
msgid ""
"Removes a node from the list of nodes attached to the frame. Should not be "
@@ -54501,8 +107525,8 @@ msgid ""
"instead."
msgstr ""
"Rimuove un nodo dalla lista dei nodi attaccati alla cornice. Non dovrebbe "
-"essere chiamato direttamente, utilizza il metodo [method VisualShader."
-"detach_node_from_frame] invece."
+"essere chiamato direttamente, usa invece il metodo [method VisualShader."
+"detach_node_from_frame]."
msgid "The list of nodes attached to the frame."
msgstr "La lista dei nodi attaccati alla cornice."
@@ -54533,7 +107557,7 @@ msgid ""
"of camera (pass associated inputs to it)."
msgstr ""
"Restituisce il decadimento in base al prodotto scalare della normale della "
-"superfice e direzione della telecamera (passa gli input associati a essa)."
+"superfice e direzione della telecamera (passa gli ingressi associati a essa)."
msgid ""
"A custom global visual shader graph expression written in Godot Shading "
@@ -54672,7 +107696,7 @@ msgid ""
"Outputs a 3D vector based on the result of a floating-point comparison within "
"the visual shader graph."
msgstr ""
-"Produce un vettore 3D basato sul risultato di un confronto a virgola mobile "
+"Produce un vettore 3D basato sul risultato di un confronto in virgola mobile "
"all'interno del grafico di visual shader."
msgid ""
@@ -54686,10 +107710,10 @@ msgid ""
"respectively."
msgstr ""
"Questo nodo del grafico di visual shader ha sei porte di ingresso:\n"
-"- Porta [b]1[/b] e [b]2[/b] forniscono i due numeri a virgola mobile [code]a[/"
-"code] e [code]b[/code] che verranno confrontati.\n"
+"- Porta [b]1[/b] e [b]2[/b] forniscono i due numeri in virgola mobile "
+"[code]a[/code] e [code]b[/code] che verranno confrontati.\n"
"- Porta [b]3[/b] è la tolleranza, che permette di considerare uguali due "
-"numeri a virgola mobile simili.\n"
+"numeri in virgola mobile simili.\n"
"- Porte [b]4[/b], [b]5[/b], e [b]6[/b] sono le possibili uscite, restituite "
"rispettivamente se [code]a == b[/code], [code]a > b[/code], o [code]a < b[/"
"code]."
@@ -54933,6 +107957,13 @@ msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
msgstr "Tradotto come [code]mix(a, b, weight)[/code] nella lingua di shader."
msgid ""
+"The [code]a[/code] and [code]b[/code] ports use a 2D vector type. The "
+"[code]weight[/code] port uses a scalar type."
+msgstr ""
+"Le porte [code]a[/code] e [code]b[/code] utilizzano un tipo di vettore 2D. La "
+"porta [code]weight[/code] utilizza un tipo scalare."
+
+msgid ""
"The [code]a[/code] and [code]b[/code] ports use a 3D vector type. The "
"[code]weight[/code] port uses a scalar type."
msgstr ""
@@ -54956,7 +107987,7 @@ msgstr ""
"Utilizza tre operandi per calcolare l'espressione [code](a * b + c)[/code]."
msgid "A floating-point scalar type."
-msgstr "Un tipo scalare a virgola mobile."
+msgstr "Un tipo scalare in virgola mobile."
msgid ""
"Calculates an outer product of two vectors within the visual shader graph."
@@ -54975,7 +108006,7 @@ msgstr ""
"[code]OuterProduct[/code] tratta il primo parametro [code]c[/code] come "
"vettore di colonna (matrice con una colonna) e il secondo parametro [code]r[/"
"code] come vettore di riga (matrice con una riga) e ed esegue una "
-"multiplicazione di matrice algebrica lineare [code]c * r[/code], ritornando "
+"multiplicazione di matrice algebrica lineare [code]c * r[/code], restituendo "
"una matrice il quale numero di righe è il numero di componenti in [code]c[/"
"code] e il quale numero di colonne è il numero di componenti in [code]r[/"
"code]."
@@ -55033,7 +108064,7 @@ msgstr ""
"utilizza questo shader."
msgid "Represents the size of the [enum Qualifier] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Qualifier]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Qualifier]."
msgid "A reference to an existing [VisualShaderNodeParameter]."
msgstr "Un riferimento a un [VisualShaderNodeParameter] esistente."
@@ -55077,7 +108108,7 @@ msgstr ""
"centro alla loro posizione."
msgid "Represents the size of the [enum Mode] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Mode]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Mode]."
msgid "A visual shader node that makes particles emitted in a box shape."
msgstr ""
@@ -55285,17 +108316,17 @@ msgstr ""
"pixel in base alla sua distanza da un altro oggetto."
msgid "A visual shader node that generates a pseudo-random scalar."
-msgstr "Un nodo di visual shader che genera uno scalare pseudo-casuale."
+msgstr "Un nodo di visual shader che genera uno scalare pseudocasuale."
msgid ""
"Random range node will output a pseudo-random scalar value in the specified "
"range, based on the seed. The value is always the same for the given seed and "
"range, so you should provide a changing input, e.g. by using time."
msgstr ""
-"Il nodo di intervallo casuale emetterà un valore scalare pseudo-casuale "
-"nell'intervallo specificato, basato sul seme. Il valore è sempre lo stesso "
-"per il seme fornito e l'intervallo, quindi è necessario fornire un ingresso "
-"che cambia, ad esempio utilizzando il tempo."
+"Il nodo di intervallo casuale emetterà un valore scalare pseudocasuale "
+"nell'intervallo specificato, basato sul seed. Il valore è sempre lo stesso "
+"per il seed fornito e l'intervallo, quindi è necessario fornire un ingresso "
+"che cambia, ad esempio tramite il tempo."
msgid "A visual shader node for remap function."
msgstr "Un nodo di visual shader per la funzione di rimappatura."
@@ -55445,14 +108476,14 @@ msgid ""
"floating-point scalar type."
msgstr ""
"La porta [code]x[/code] utilizza un tipo di vettore 2D. Le prime due porte "
-"utilizzano un tipo di scalare a virgola mobile."
+"utilizzano un tipo di scalare in virgola mobile."
msgid ""
"The [code]x[/code] port uses a 3D vector type. The first two ports use a "
"floating-point scalar type."
msgstr ""
"La porta [code]x[/code] utilizza un tipo di vettore 3D. Le prime due porte "
-"utilizzano un tipo di scalare a virgola mobile."
+"utilizzano un tipo di scalare in virgola mobile."
msgid "Calculates a Step function within the visual shader graph."
msgstr "Calcola una funzione di Step all'interno del grafico di visual shader."
@@ -55471,14 +108502,14 @@ msgid ""
"port uses a floating-point scalar type."
msgstr ""
"La porta [code]x[/code] utilizza un tipo di vettore 2D, mentre la porta "
-"[code]edge[/code] utilizza un tipo di scalare a virgola mobile."
+"[code]edge[/code] utilizza un tipo di scalare in virgola mobile."
msgid ""
"The [code]x[/code] port uses a 3D vector type, while the [code]edge[/code] "
"port uses a floating-point scalar type."
msgstr ""
"La porta [code]x[/code] utilizza un tipo di vettore 3D, mentre la porta "
-"[code]edge[/code] utilizza un tipo di scalare a virgola mobile."
+"[code]edge[/code] utilizza un tipo di scalare in virgola mobile."
msgid "A selector function for use within the visual shader graph."
msgstr ""
@@ -55675,7 +108706,7 @@ msgid "Defaults to fully transparent black color."
msgstr "È predefinito su colore nero completamente trasparente."
msgid "Represents the size of the [enum ColorDefault] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum ColorDefault]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum ColorDefault]."
msgid ""
"Sample the texture using the filter determined by the node this shader is "
@@ -55763,13 +108794,13 @@ msgstr ""
"profondità."
msgid "Represents the size of the [enum TextureSource] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum TextureSource]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum TextureSource]."
msgid ""
"Performs a uniform texture lookup with triplanar within the visual shader "
"graph."
msgstr ""
-"Esegue una ricerca di texture uniforme con triplanar all'interno del grafico "
+"Esegue una ricerca di texture uniforme in triplanare all'interno del grafico "
"di visual shader."
msgid ""
@@ -56657,7 +109688,7 @@ msgstr ""
"più lenta. La GPU potrebbe rallentare su hardware di fascia bassa."
msgid "Represents the size of the [enum Subdiv] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Subdiv]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Subdiv]."
msgid ""
"Contains baked voxel global illumination data for use in a [VoxelGI] node."
@@ -57018,6 +110049,59 @@ msgstr ""
"[WebRTCPeerConnection] che è compatibile con il [MultiplayerAPI]."
msgid ""
+"This class constructs a full mesh of [WebRTCPeerConnection] (one connection "
+"for each peer) that can be used as a [member MultiplayerAPI."
+"multiplayer_peer].\n"
+"You can add each [WebRTCPeerConnection] via [method add_peer] or remove them "
+"via [method remove_peer]. Peers must be added in [constant "
+"WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate "
+"channels. This class will not create offers nor set descriptions, it will "
+"only poll them, and notify connections and disconnections.\n"
+"When creating the peer via [method create_client] or [method create_server] "
+"the [method MultiplayerPeer.is_server_relay_supported] method will return "
+"[code]true[/code] enabling peer exchange and packet relaying when supported "
+"by the [MultiplayerAPI] implementation.\n"
+"[b]Note:[/b] When exporting to Android, make sure to enable the "
+"[code]INTERNET[/code] permission in the Android export preset before "
+"exporting the project or using one-click deploy. Otherwise, network "
+"communication of any kind will be blocked by Android."
+msgstr ""
+"Questa classe costruisce una rete completa di [WebRTCPeerConnection] (una "
+"connessione per ogni peer) che può essere utilizzata come [member "
+"MultiplayerAPI.multiplayer_peer].\n"
+"Puoi aggiungere ogni [WebRTCPeerConnection] tramite [method add_peer] o "
+"rimuoverli tramite [method remove_peer]. I peer devono essere aggiunti nello "
+"stato [constant WebRTCPeerConnection.STATE_NEW] per consentirgli di creare i "
+"canali appropriati. Questa classe non creerà offerte né imposterà "
+"descrizioni, le interrogherà solo e notificherà connessioni e "
+"disconnessioni.\n"
+"Quando si crea il peer tramite [method create_client] o [method "
+"create_server] il metodo [method MultiplayerPeer.is_server_relay_supported] "
+"restituirà [code]true[/code] abilitando lo scambio dei peer e l'inoltro dei "
+"pacchetti quando supportato dall'implementazione della [MultiplayerAPI].\n"
+"[b]Nota:[/b] Quando si esporta su Android, assicurarsi di abilitare "
+"l'autorizzazione [code]INTERNET[/code] nel preset di esportazione Android "
+"prima di esportare il progetto o di utilizzare la distribuzione con un clic. "
+"Altrimenti, qualsiasi tipo di comunicazione di rete sarà bloccata da Android."
+
+msgid ""
+"Add a new peer to the mesh with the given [param peer_id]. The "
+"[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection."
+"STATE_NEW].\n"
+"Three channels will be created for reliable, unreliable, and ordered "
+"transport. The value of [param unreliable_lifetime] will be passed to the "
+"[code]\"maxPacketLifetime\"[/code] option when creating unreliable and "
+"ordered channels (see [method WebRTCPeerConnection.create_data_channel])."
+msgstr ""
+"Aggiungere un nuovo peer alla rete con il [param peer_id] fornito. Il "
+"[WebRTCPeerConnection] deve essere nello stato [constant WebRTCPeerConnection."
+"STATE_NEW].\n"
+"Saranno creati tre canali per il trasporto affidabile, non affidabile e "
+"ordinato. Il valore di [param unreliable_lifetime] sarà passato all'opzione "
+"[code]\"maxPacketLifetime\"[/code] quando si creano canali non affidabili e "
+"ordinati (vedi [method WebRTCPeerConnection.create_data_channel])."
+
+msgid ""
"Initialize the multiplayer peer as a client with the given [param peer_id] "
"(must be between 2 and 2147483647). In this mode, you should only call "
"[method add_peer] once and with [param peer_id] of [code]1[/code]. This mode "
@@ -57147,6 +110231,80 @@ msgstr ""
"meno che non chiami [method initialize]."
msgid ""
+"Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with "
+"given [param label] and optionally configured via the [param options] "
+"dictionary. This method can only be called when the connection is in state "
+"[constant STATE_NEW].\n"
+"There are two ways to create a working data channel: either call [method "
+"create_data_channel] on only one of the peer and listen to [signal "
+"data_channel_received] on the other, or call [method create_data_channel] on "
+"both peers, with the same values, and the [code]\"negotiated\"[/code] option "
+"set to [code]true[/code].\n"
+"Valid [param options] are:\n"
+"[codeblock]\n"
+"{\n"
+" \"negotiated\": true, # When set to true (default off), means the channel "
+"is negotiated out of band. \"id\" must be set too. \"data_channel_received\" "
+"will not be called.\n"
+" \"id\": 1, # When \"negotiated\" is true this value must also be set to "
+"the same value on both peer.\n"
+"\n"
+" # Only one of maxRetransmits and maxPacketLifeTime can be specified, not "
+"both. They make the channel unreliable (but also better at real time).\n"
+" \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer "
+"will make to retransmits packets if they are not acknowledged.\n"
+" \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before "
+"giving up retransmitions of unacknowledged packets (in milliseconds).\n"
+" \"ordered\": true, # When in unreliable mode (i.e. either "
+"\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by "
+"default) specify if packet ordering is to be enforced.\n"
+"\n"
+" \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for "
+"this channel.\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] You must keep a reference to channels created this way, or it "
+"will be closed."
+msgstr ""
+"Restituisce un nuovo [WebRTCDataChannel] (o [code]null[/code] in caso di "
+"errore) con l'etichetta [param label] e opzionalmente configurato tramite il "
+"dizionario [param options]. Questo metodo può essere chiamato solo quando la "
+"connessione è nello stato [constant STATE_NEW].\n"
+"Ci sono due modi per creare un canale funzionante di dati: chiamare [method "
+"create_data_channel] solo su uno dei peer e ascoltare [signal "
+"data_channel_received] sull'altro, oppure chiamare [method "
+"create_data_channel] su entrambi i peer, con gli stessi valori e l'opzione "
+"[code]\"negotiated\"[/code] impostata su [code]true[/code].\n"
+"Le [param options] valide sono:\n"
+"[codeblock]\n"
+"{\n"
+" \"negotiated\": true, # Se impostato su true (default off), significa che "
+"il canale è negoziato fuori banda. Anche \"id\" deve essere impostato. "
+"\"data_channel_received\" non verrà chiamato.\n"
+" \"id\": 1, # Se \"negotiated\" è true, questo valore deve essere "
+"impostato sullo stesso valore su entrambi i peer.\n"
+"\n"
+" # È possibile specificare solo uno tra \"maxRetransmits\" e "
+"\"maxPacketLifeTime\", non entrambi. Rendono il canale inaffidabile (ma anche "
+"più veloce in tempo reale).\n"
+" \"maxRetransmits\": 1, # Specifica il numero massimo di tentativi che il "
+"peer farà per ritrasmettere i pacchetti se non vengono riconosciuti.\n"
+" \"maxPacketLifeTime\": 100, # Specifica la quantità massima di tempo "
+"prima di rinunciare alle ritrasmissioni di pacchetti non riconosciuti (in "
+"millisecondi).\n"
+" \"ordered\": true, # In modalità non affidabile (ad esempio, è impostato "
+"\"maxRetransmits\" o \"maxPacketLifetime\"), \"ordered\" (true per "
+"impostazione predefinita) specifica se deve essere applicato l'ordinamento "
+"dei pacchetti.\n"
+"\n"
+" \"protocol\": \"my-custom-protocol\", # Una stringa di sottoprotocollo "
+"personalizzata per questo canale.\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] È necessario mantenere un riferimento ai canali creati in questo "
+"modo, altrimenti verranno chiusi."
+
+msgid ""
"Creates a new SDP offer to start a WebRTC connection with a remote peer. At "
"least one [WebRTCDataChannel] must have been created before calling this "
"method.\n"
@@ -57406,7 +110564,7 @@ msgid ""
"communication of any kind will be blocked by Android."
msgstr ""
"Classe di base per server WebSocket e client, permettendo loro di essere "
-"utilizzati come peer multiplayer per il [MultiplayerAPI].\n"
+"utilizzati come peer multigiocatore per il [MultiplayerAPI].\n"
"[b]Nota:[/b] Quando si esporta su Android, assicurarsi di abilitare il "
"permesso [code]INTERNET[/code] nella preimpostazione di esportazione Android "
"prima di esportare il progetto o utilizzare la distribuzione con un click. "
@@ -57424,7 +110582,7 @@ msgid ""
"the [param url] should start with either [code]ws://[/code] or [code]wss://[/"
"code]."
msgstr ""
-"Avvia un nuovo client multiplayer che si connette al dato [param url]. I "
+"Avvia un nuovo client multigiocatore che si connette al dato [param url]. I "
"certificati TLS saranno verificati contro il nome host durante la connessione "
"utilizzando il protocollo [code]wss://[/code]. È possibile passare il "
"parametro opzionale [param tls_client_options] per personalizzare le autorità "
@@ -57438,7 +110596,7 @@ msgid ""
"optionally specify a [param bind_address], and provide valid [param "
"tls_server_options] to use TLS. See [method TLSOptions.server]."
msgstr ""
-"Avvia un nuovo server multiplayer che ascolta la porta [param port]. È "
+"Avvia un nuovo server multigiocatore che ascolta la porta [param port]. È "
"possibile specificare facoltativamente un [param bind_address], e fornire "
"valide opzioni ([param tls_server_options]) per utilizzare TLS. Vedi [method "
"TLSOptions.server]."
@@ -57731,6 +110889,16 @@ msgstr ""
"esempio quando si utilizzano messaggi formattati in [JSON])."
msgid ""
+"Disable Nagle's algorithm on the underlying TCP socket (default). See [method "
+"StreamPeerTCP.set_no_delay] for more information.\n"
+"[b]Note:[/b] Not available in the Web export."
+msgstr ""
+"Disattiva l'algoritmo di Nagle sul socket TCP sottostante (impostazione "
+"predefinita). Vedi [method StreamPeerTCP.set_no_delay] per ulteriori "
+"informazioni.\n"
+"[b]Nota:[/b] Non disponibile nell'esportazione per Web."
+
+msgid ""
"Returns [code]true[/code] if the last received packet was sent as a text "
"payload. See [enum WriteMode]."
msgstr ""
@@ -57803,6 +110971,75 @@ msgstr "La connessione è chiusa o non può essere aperta."
msgid "XR interface using WebXR."
msgstr "Interfaccia XR che utilizza WebXR."
+msgid "How to make a VR game for WebXR with Godot 4"
+msgstr "Come creare un gioco VR per WebXR con Godot 4"
+
+msgid ""
+"Returns display refresh rates supported by the current HMD. Only returned if "
+"this feature is supported by the web browser and after the interface has been "
+"initialized."
+msgstr ""
+"Restituisce le frequenze di aggiornamento del display supportate dall'HMD "
+"corrente. Restituito solo se questa funzionalità è supportata dal browser Web "
+"e dopo che l'interfaccia è stata inizializzata."
+
+msgid ""
+"Returns the display refresh rate for the current HMD. Not supported on all "
+"HMDs and browsers. It may not report an accurate value until after using "
+"[method set_display_refresh_rate]."
+msgstr ""
+"Restituisce la frequenza di aggiornamento del display per l'HMD attuale. Non "
+"supportato su tutti gli HMD e browser. Potrebbe non riportare un valore "
+"accurato fino a dopo aver usato [method set_display_refresh_rate]."
+
+msgid ""
+"Returns the target ray mode for the given [param input_source_id].\n"
+"This can help interpret the input coming from that input source. See "
+"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
+"targetRayMode]XRInputSource.targetRayMode[/url] for more information."
+msgstr ""
+"Restituisce la modalità raggio di destinazione per la sorgente di input "
+"[param input_source_id].\n"
+"Questo può aiutare a interpretare l'input proveniente da quella sorgente di "
+"input. Consulta [url=https://developer.mozilla.org/en-US/docs/Web/API/"
+"XRInputSource/targetRayMode]XRInputSource.targetRayMode[/url] per ulteriori "
+"informazioni."
+
+msgid ""
+"Gets an [XRControllerTracker] for the given [param input_source_id].\n"
+"In the context of WebXR, an input source can be an advanced VR controller "
+"like the Oculus Touch or Index controllers, or even a tap on the screen, a "
+"spoken voice command or a button press on the device itself. When a non-"
+"traditional input source is used, interpret the position and orientation of "
+"the [XRPositionalTracker] as a ray pointing at the object the user wishes to "
+"interact with.\n"
+"Use this method to get information about the input source that triggered one "
+"of these signals:\n"
+"- [signal selectstart]\n"
+"- [signal select]\n"
+"- [signal selectend]\n"
+"- [signal squeezestart]\n"
+"- [signal squeeze]\n"
+"- [signal squeezestart]"
+msgstr ""
+"Ottiene un [XRControllerTracker] per il la sorgente di input [param "
+"input_source_id].\n"
+"Nel contesto di WebXR, una sorgente di input può essere un controller VR "
+"avanzato come i controller Oculus Touch o Index, o anche un tocco sullo "
+"schermo, un comando vocale pronunciato o la pressione di un pulsante sul "
+"dispositivo stesso. Quando viene utilizzata una sorgente di input non "
+"tradizionale, interpreta la posizione e l'orientamento di "
+"[XRPositionalTracker] come un raggio che punta all'oggetto con cui l'utente "
+"desidera interagire.\n"
+"Usa questo metodo per ottenere informazioni sulla sorgente di input che ha "
+"attivato uno di questi segnali:\n"
+"- [signal selectstart]\n"
+"- [signal select]\n"
+"- [signal selectend]\n"
+"- [signal squeezestart]\n"
+"- [signal squeeze]\n"
+"- [signal squeezestart]"
+
msgid ""
"Returns [code]true[/code] if there is an active input source with the given "
"[param input_source_id]."
@@ -57810,8 +111047,329 @@ msgstr ""
"Restituisce [code]true[/code] se è presente una sorgente di input attiva con "
"l'[param input_source_id] fornito."
+msgid ""
+"Checks if the given [param session_mode] is supported by the user's browser.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
+"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n"
+"This method returns nothing, instead it emits the [signal session_supported] "
+"signal with the result."
+msgstr ""
+"Controlla se la modalità di sessione [param session_mode] è supportata dal "
+"browser dell'utente.\n"
+"I valori possibili provengono da [url=https://developer.mozilla.org/en-US/"
+"docs/Web/API/XRSessionMode]XRSessionMode di WebXR[/url], tra cui: "
+"[code]\"immersive-vr\"[/code], [code]\"immersive-ar\"[/code] e "
+"[code]\"inline\"[/code].\n"
+"Questo metodo non restituisce nulla, invece emette il segnale [signal "
+"session_supported] con il risultato."
+
+msgid ""
+"Sets the display refresh rate for the current HMD. Not supported on all HMDs "
+"and browsers. It won't take effect right away until after [signal "
+"display_refresh_rate_changed] is emitted."
+msgstr ""
+"Imposta la frequenza di aggiornamento del display per l'HMD corrente. Non "
+"supportato su tutti gli HMD e browser. Non avrà effetto immediato finché non "
+"verrà emesso [signal display_refresh_rate_changed]."
+
+msgid ""
+"A comma-separated list of features that were successfully enabled by [method "
+"XRInterface.initialize] when setting up the WebXR session.\n"
+"This may include features requested by setting [member required_features] and "
+"[member optional_features], and will only be available after [signal "
+"session_started] has been emitted.\n"
+"[b]Note:[/b] This may not be support by all web browsers, in which case it "
+"will be an empty string."
+msgstr ""
+"Un elenco separato da virgole di funzionalità che sono state abilitate "
+"correttamente da [method XRInterface.initialize] durante la configurazione "
+"della sessione WebXR.\n"
+"Questo può includere funzionalità richieste impostando [member "
+"required_features] e [member optional_features] e sarà disponibile solo dopo "
+"l'emissione di [signal session_started].\n"
+"[b]Nota:[/b] Questo potrebbe non essere supportato da tutti i browser Web, "
+"nel qual caso sarà una stringa vuota."
+
+msgid ""
+"A comma-seperated list of optional features used by [method XRInterface."
+"initialize] when setting up the WebXR session.\n"
+"If a user's browser or device doesn't support one of the given features, "
+"initialization will continue, but you won't be able to use the requested "
+"feature.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url], or include other "
+"features like [code]\"hand-tracking\"[/code] to enable hand tracking."
+msgstr ""
+"Un elenco separato da virgole di funzionalità opzionali utilizzate da [method "
+"XRInterface.initialize] durante la configurazione della sessione WebXR.\n"
+"Se il browser o il dispositivo di un utente non supporta una delle "
+"funzionalità fornite, l'inizializzazione continuerà, ma non sarà possibile "
+"utilizzare la funzionalità richiesta.\n"
+"Ciò non ha alcun effetto sull'interfaccia quando è già inizializzata.\n"
+"I valori possibili provengono da [url=https://developer.mozilla.org/en-US/"
+"docs/Web/API/XRReferenceSpaceType]XRReferenceSpaceType di WebXR[/url], oppure "
+"includono altre funzionalità come [code]\"hand-tracking\"[/code] per "
+"abilitare il tracciamento delle mani."
+
+msgid ""
+"The reference space type (from the list of requested types set in the [member "
+"requested_reference_space_types] property), that was ultimately used by "
+"[method XRInterface.initialize] when setting up the WebXR session.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+"Il tipo di spazio di riferimento (dall'elenco dei tipi richiesti impostato "
+"nella proprietà [member requested_reference_space_types]), che è stato alla "
+"fine utilizzato da [method XRInterface.initialize] durante l'impostazione "
+"della sessione WebXR.\n"
+"I valori possibili provengono da [url=https://developer.mozilla.org/en-US/"
+"docs/Web/API/XRReferenceSpaceType]XRReferenceSpaceType di WebXR[/url]. Se si "
+"desidera utilizzare un particolare tipo di spazio di riferimento, deve essere "
+"elencato in [member required_features] o [member optional_features]."
+
+msgid ""
+"A comma-seperated list of reference space types used by [method XRInterface."
+"initialize] when setting up the WebXR session.\n"
+"The reference space types are requested in order, and the first one supported "
+"by the users device or browser will be used. The [member "
+"reference_space_type] property contains the reference space type that was "
+"ultimately selected.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+"Un elenco separato da virgole di tipi di spazio di riferimento utilizzati da "
+"[method XRInterface.initialize] durante la configurazione della sessione "
+"WebXR.\n"
+"I tipi di spazio di riferimento sono richiesti in ordine e sarà utilizzato il "
+"primo supportato dal dispositivo o dal browser dell'utente. La proprietà "
+"[member reference_space_type] contiene il tipo di spazio di riferimento che è "
+"stato alla fine selezionato.\n"
+"Ciò non ha alcun effetto sull'interfaccia quando è già inizializzata.\n"
+"I valori possibili provengono da [url=https://developer.mozilla.org/en-US/"
+"docs/Web/API/XRReferenceSpaceType]XRReferenceSpaceType di WebXR[/url]. Se si "
+"desidera utilizzare un particolare tipo di spazio di riferimento, deve essere "
+"elencato in [member required_features] o [member optional_features]."
+
+msgid ""
+"A comma-seperated list of required features used by [method XRInterface."
+"initialize] when setting up the WebXR session.\n"
+"If a user's browser or device doesn't support one of the given features, "
+"initialization will fail and [signal session_failed] will be emitted.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url], or include other "
+"features like [code]\"hand-tracking\"[/code] to enable hand tracking."
+msgstr ""
+"Un elenco separato da virgole delle funzionalità richieste utilizzate da "
+"[method XRInterface.initialize] durante la configurazione della sessione "
+"WebXR.\n"
+"Se il browser o il dispositivo di un utente non supporta una delle "
+"funzionalità fornite, l'inizializzazione fallirà e verrà emesso [signal "
+"session_failed].\n"
+"Ciò non ha alcun effetto sull'interfaccia quando è già inizializzata.\n"
+"I valori possibili provengono da [url=https://developer.mozilla.org/en-US/"
+"docs/Web/API/XRReferenceSpaceType]XRReferenceSpaceType di WebXR[/url], oppure "
+"includono altre funzionalità come [code]\"hand-tracking\"[/code] per "
+"abilitare il tracciamento delle mani."
+
+msgid ""
+"The session mode used by [method XRInterface.initialize] when setting up the "
+"WebXR session.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
+"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]."
+msgstr ""
+"La modalità di sessione utilizzata da [method XRInterface.initialize] quando "
+"si imposta la sessione WebXR.\n"
+"Non ha alcun effetto sull'interfaccia quando è già inizializzata.\n"
+"I valori possibili provengono da [url=https://developer.mozilla.org/en-US/"
+"docs/Web/API/XRSessionMode]XRSessionMode di WebXR[/url], tra cui: "
+"[code]\"immersive-vr\"[/code], [code]\"immersive-ar\"[/code] e "
+"[code]\"inline\"[/code]."
+
+msgid ""
+"Indicates if the WebXR session's imagery is visible to the user.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRVisibilityState]WebXR's XRVisibilityState[/url], including "
+"[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-"
+"blurred\"[/code]."
+msgstr ""
+"Indica se le immagini della sessione WebXR sono visibili all'utente.\n"
+"I valori possibili provengono da [url=https://developer.mozilla.org/en-US/"
+"docs/Web/API/XRVisibilityState]XRVisibilityState di WebXR[/url], inclusi "
+"[code]\"hidden\"[/code], [code]\"visible\"[/code] e [code]\"visible-"
+"blurred\"[/code]."
+
+msgid "Emitted after the display's refresh rate has changed."
+msgstr "Emesso dopo che la frequenza di aggiornamento del display è cambiata."
+
+msgid ""
+"Emitted to indicate that the reference space has been reset or reconfigured.\n"
+"When (or whether) this is emitted depends on the user's browser or device, "
+"but may include when the user has changed the dimensions of their play space "
+"(which you may be able to access via [method XRInterface.get_play_area]) or "
+"pressed/held a button to recenter their position.\n"
+"See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/"
+"reset_event]WebXR's XRReferenceSpace reset event[/url] for more information."
+msgstr ""
+"Emesso per indicare che lo spazio di riferimento è stato reimpostato o "
+"riconfigurato.\n"
+"Quando (o se) questo viene emesso dipende dal browser o dal dispositivo "
+"dell'utente, ma può includere quando l'utente ha modificato le dimensioni del "
+"proprio spazio di gioco (a cui potresti accedere tramite [method XRInterface."
+"get_play_area]) o ha premuto/trattenuto un pulsante per ricentrare la sua "
+"posizione.\n"
+"Consulta [url=https://developer.mozilla.org/en-US/docs/Web/API/"
+"XRReferenceSpace/reset_event]Evento di reimpostazione XRReferenceSpace di "
+"WebXR[/url] per ulteriori informazioni."
+
+msgid ""
+"Emitted after one of the input sources has finished its \"primary action\".\n"
+"Use [method get_input_source_tracker] and [method "
+"get_input_source_target_ray_mode] to get more information about the input "
+"source."
+msgstr ""
+"Emesso dopo che una delle sorgenti di input ha terminato la sua \"azione "
+"primaria\".\n"
+"Usa [method get_input_source_tracker] e [method "
+"get_input_source_target_ray_mode] per ottenere ulteriori informazioni sulla "
+"sorgente di input."
+
+msgid ""
+"Emitted when one of the input sources has finished its \"primary action\".\n"
+"Use [method get_input_source_tracker] and [method "
+"get_input_source_target_ray_mode] to get more information about the input "
+"source."
+msgstr ""
+"Emesso quando una delle sorgenti di input ha terminato la sua \"azione "
+"primaria\".\n"
+"Usa [method get_input_source_tracker] e [method "
+"get_input_source_target_ray_mode] per ottenere ulteriori informazioni sulla "
+"sorgente di input."
+
+msgid ""
+"Emitted when one of the input source has started its \"primary action\".\n"
+"Use [method get_input_source_tracker] and [method "
+"get_input_source_target_ray_mode] to get more information about the input "
+"source."
+msgstr ""
+"Emesso dopo che una delle sorgenti di input ha cominciato la sua \"azione "
+"primaria\".\n"
+"Usa [method get_input_source_tracker] e [method "
+"get_input_source_target_ray_mode] per ottenere ulteriori informazioni sulla "
+"sorgente di input."
+
+msgid ""
+"Emitted when the user ends the WebXR session (which can be done using UI from "
+"the browser or device).\n"
+"At this point, you should do [code]get_viewport().use_xr = false[/code] to "
+"instruct Godot to resume rendering to the screen."
+msgstr ""
+"Emesso quando l'utente termina la sessione WebXR (operazione che può essere "
+"eseguita tramite l'interfaccia utente del browser o del dispositivo).\n"
+"A questo punto, dovresti eseguire [code]get_viewport().use_xr = false[/code] "
+"per indicare a Godot di riprendere il rendering sullo schermo."
+
+msgid ""
+"Emitted by [method XRInterface.initialize] if the session fails to start.\n"
+"[param message] may optionally contain an error message from WebXR, or an "
+"empty string if no message is available."
+msgstr ""
+"Emesso da [method XRInterface.initialize] se la sessione non riesce ad "
+"avviarsi.\n"
+"[param message] può facoltativamente contenere un messaggio di errore da "
+"WebXR o una stringa vuota se nessun messaggio è disponibile."
+
+msgid ""
+"Emitted by [method XRInterface.initialize] if the session is successfully "
+"started.\n"
+"At this point, it's safe to do [code]get_viewport().use_xr = true[/code] to "
+"instruct Godot to start rendering to the XR device."
+msgstr ""
+"Emesso da [method XRInterface.initialize] se la sessione è stata avviata "
+"correttamente.\n"
+"A questo punto, è sicuro eseguire [code]get_viewport().use_xr = true[/code] "
+"per istruire Godot ad avviare il rendering sul dispositivo XR."
+
+msgid ""
+"Emitted by [method is_session_supported] to indicate if the given [param "
+"session_mode] is supported or not."
+msgstr ""
+"Emesso da [method is_session_supported] per indicare se la modalità di "
+"sessione [param session_mode] specificato è supportato o meno."
+
+msgid ""
+"Emitted after one of the input sources has finished its \"primary squeeze "
+"action\".\n"
+"Use [method get_input_source_tracker] and [method "
+"get_input_source_target_ray_mode] to get more information about the input "
+"source."
+msgstr ""
+"Emesso dopo che una delle sorgenti di input ha terminato la sua \"azione di "
+"compressione primaria\".\n"
+"Usa [method get_input_source_tracker] e [method "
+"get_input_source_target_ray_mode] per ottenere ulteriori informazioni sulla "
+"sorgente di input."
+
+msgid ""
+"Emitted when one of the input sources has finished its \"primary squeeze "
+"action\".\n"
+"Use [method get_input_source_tracker] and [method "
+"get_input_source_target_ray_mode] to get more information about the input "
+"source."
+msgstr ""
+"Emesso quando una delle sorgenti di input ha terminato la sua \"azione di "
+"compressione primaria\".\n"
+"Usa [method get_input_source_tracker] e [method "
+"get_input_source_target_ray_mode] per ottenere ulteriori informazioni sulla "
+"sorgente di input."
+
+msgid ""
+"Emitted when one of the input sources has started its \"primary squeeze "
+"action\".\n"
+"Use [method get_input_source_tracker] and [method "
+"get_input_source_target_ray_mode] to get more information about the input "
+"source."
+msgstr ""
+"Emesso quando una delle sorgenti di input ha cominciato la sua \"azione di "
+"compressione primaria\".\n"
+"Usa [method get_input_source_tracker] e [method "
+"get_input_source_target_ray_mode] per ottenere ulteriori informazioni sulla "
+"sorgente di input."
+
+msgid "Emitted when [member visibility_state] has changed."
+msgstr "Emesso quando [member visibility_state] è cambiato."
+
+msgid "We don't know the the target ray mode."
+msgstr "Non conosciamo la modalità del raggio di destinazione."
+
+msgid ""
+"Target ray originates at the viewer's eyes and points in the direction they "
+"are looking."
+msgstr ""
+"Il raggio di destinazione ha origine dagli occhi dell'osservatore e punta "
+"nella direzione in cui sta guardando."
+
+msgid "Target ray from a handheld pointer, most likely a VR touch controller."
+msgstr ""
+"Il raggio di destinazione ha origine da un puntatore portatile, molto "
+"probabilmente un controller touch VR."
+
+msgid "Target ray from touch screen, mouse or other tactile input device."
+msgstr ""
+"Il raggio di destinazione ha origine dal touch screen, il mouse o un altro "
+"dispositivo di input tattile."
+
msgid "Base class for all windows, dialogs, and popups."
-msgstr "Classe di base per tutte le finestre, i dialoghi e i popup."
+msgstr "Classe di base per tutte le finestre, quelle di dialogo e i popup."
msgid ""
"A node that creates a window. The window can either be a native system window "
@@ -57867,7 +111425,7 @@ msgstr ""
"add_theme_stylebox_override] per ulteriori dettagli."
msgid "Returns whether the window is being drawn to the screen."
-msgstr "Ritorna se la finestra è attualmente disegnata sullo schermo."
+msgstr "Restituisce se la finestra è attualmente disegnata sullo schermo."
msgid ""
"Requests an update of the [Window] size to fit underlying [Control] nodes."
@@ -58008,6 +111566,10 @@ msgstr ""
msgid "Returns the ID of the window."
msgstr "Restituisce l'ID della finestra."
+msgid "Causes the window to grab focus, allowing it to receive user input."
+msgstr ""
+"Rende la finestra focalizzata, consentendogli di ricevere l'input dell'utente."
+
msgid "Returns [code]true[/code] if the window is focused."
msgstr "Restituisce [code]true[/code] se la finestra è focalizzata."
@@ -58106,15 +111668,6 @@ msgid "Use [method Window.grab_focus] instead."
msgstr "Utilizza [method Window.grab_focus] invece."
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 "
-"the main window."
-msgstr ""
-"Mostra il [Window] e lo rende transitorio (vedi [member transient]). Se "
-"[param rect] è fornito, sarà impostato come le dimensioni di [Window]. "
-"Fallisce se chiamato sulla finestra principale."
-
-msgid ""
"Popups the [Window] at the center of the current screen, with optionally "
"given minimum size. If the [Window] is embedded, it will be centered in the "
"parent [Viewport] instead.\n"
@@ -58291,8 +111844,8 @@ msgid ""
"Enables font oversampling. This makes fonts look better when they are scaled "
"up."
msgstr ""
-"Abilita l'oversampling del carattere. Questo migliora l'aspetto dei caratteri "
-"quando sono ingranditi."
+"Abilita il sovracampionamento del carattere. Questo migliora l'aspetto dei "
+"caratteri quando sono ingranditi."
msgid ""
"Makes the [Window] appear. This enables interactions with the [Window] and "
@@ -58385,6 +111938,13 @@ msgstr ""
"dal viewport genitore e dalle impostazioni del progetto."
msgid ""
+"Specifies the initial type of position for the [Window]. See [enum "
+"WindowInitialPosition] constants."
+msgstr ""
+"Specifica il tipo di posizione iniziale per il [Window]. Vedi le costanti "
+"[enum WindowInitialPosition]."
+
+msgid ""
"If [code]true[/code], the [Window] width is expanded to keep the title bar "
"text fully visible."
msgstr ""
@@ -58609,11 +112169,18 @@ msgstr ""
"code]."
msgid ""
+"If [code]true[/code], the [Window] can't be focused nor interacted with. It "
+"can still be visible."
+msgstr ""
+"Se [code]true[/code], il [Window] non può essere focalizzato né interagito. "
+"Può comunque essere visibile."
+
+msgid ""
"If [code]true[/code], the window can't be resized. Minimize and maximize "
"buttons are disabled."
msgstr ""
"Se [code]true[/code], la finestra non può essere ridimensionata. I pulsanti "
-"minimizza e massimizzai sono disabilitati."
+"Minimizza e Massimizza sono disabilitati."
msgid "If [code]true[/code], the window is visible."
msgstr "Se [code]true[/code], la finestra è visibile."
@@ -58674,9 +112241,9 @@ msgid ""
" print(files)\n"
"[/codeblock]"
msgstr ""
-"Emesso quando dei file sono trascinati dal file manager del sistema operativo "
-"e rilasciati nella finestra di gioco. L'argomento è un elenco di percorsi di "
-"file.\n"
+"Emesso quando dei file sono trascinati dal gestore di file del sistema "
+"operativo e rilasciati nella finestra di gioco. L'argomento è un elenco di "
+"percorsi di file.\n"
"Si noti che questo metodo funziona solo con le finestre native, cioè la "
"finestra principale e nodi derivati da [Window] quando [member Viewport."
"gui_embed_subwindows] è disabilitato nel viewport principale.\n"
@@ -59102,14 +112669,14 @@ msgid ""
msgstr ""
"Il singleton [WorkerThreadPool] assegna un insieme di [Thread] (chiamati "
"thread di lavoro) all'avvio del progetto e fornisce metodi per scaricare "
-"compiti a essi. Questo può essere utilizzato per multithreading semplice "
+"attività a essi. Questo può essere utilizzato per multithreading semplice "
"senza dover creare i [Thread].\n"
-"I compiti mantengono il [Callable] da eseguire dai thread. [WorkerThreadPool] "
-"può essere utilizzato per creare compiti regolari, che saranno presi da un "
-"singolo thread di lavoro, o compiti di gruppo, che possono essere distribuiti "
-"tra più thread di lavoro. I compiti di gruppo eseguono più volte il "
-"[Callable], il che li rende utili per iterare su molti elementi, come nemici "
-"in un'arena.\n"
+"Le attività mantengono il [Callable] da eseguire dai thread. "
+"[WorkerThreadPool] può essere utilizzato per creare attività regolari, che "
+"saranno presi da un singolo thread di lavoro, o attività di gruppo, che "
+"possono essere distribuiti tra più thread di lavoro. Le attività di gruppo "
+"eseguono più volte il [Callable], il che le rende utili per iterare su molti "
+"elementi, come nemici in un'arena.\n"
"Ecco un esempio su come scaricare una funzione costosa ai thread di lavoro:\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -59153,30 +112720,124 @@ msgstr ""
"computazionalmente costoso."
msgid ""
+"Adds [param action] as a group task to be executed by the worker threads. The "
+"[Callable] will be called a number of times based on [param elements], with "
+"the first thread calling it with the value [code]0[/code] as a parameter, and "
+"each consecutive execution incrementing this value by 1 until it reaches "
+"[code]element - 1[/code].\n"
+"The number of threads the task is distributed to is defined by [param "
+"tasks_needed], where the default value [code]-1[/code] means it is "
+"distributed to all worker threads. [param high_priority] determines if the "
+"task has a high priority or a low priority (default). You can optionally "
+"provide a [param description] to help with debugging.\n"
+"Returns a group task ID that can be used by other methods.\n"
+"[b]Warning:[/b] Every task must be waited for completion using [method "
+"wait_for_task_completion] or [method wait_for_group_task_completion] at some "
+"point so that any allocated resources inside the task can be cleaned up."
+msgstr ""
+"Aggiunge [param action] come attività di gruppo da eseguire dai thread di "
+"lavoro. Il [Callable] verrà chiamato un certo numero di volte in base a "
+"[param elements], con il primo thread che lo chiama con il valore [code]0[/"
+"code] come parametro e ogni esecuzione consecutiva incrementa questo valore "
+"di 1 fino a raggiungere [code]elemento - 1[/code].\n"
+"Il numero di thread a cui viene distribuita l'attività è definito da [param "
+"tasks_needed], dove il valore predefinito [code]-1[/code] significa che viene "
+"distribuito a tutti i thread di lavoro. [param high_priority] determina se "
+"l'attività ha una priorità alta o bassa (predefinita). Facoltativamente, puoi "
+"fornire una descrizione ([param description]) per facilitare il debug.\n"
+"Restituisce un ID attività di gruppo che può essere utilizzato da altri "
+"metodi.\n"
+"[b]Attenzione:[/b] È necessario attendere il completamento di ogni attività "
+"attraverso [method wait_for_task_completion] o [method "
+"wait_for_group_task_completion] a un certo punto in modo che eventuali "
+"risorse allocate all'interno dell'attività possano essere ripulite."
+
+msgid ""
+"Adds [param action] as a task to be executed by a worker thread. [param "
+"high_priority] determines if the task has a high priority or a low priority "
+"(default). You can optionally provide a [param description] to help with "
+"debugging.\n"
+"Returns a task ID that can be used by other methods.\n"
+"[b]Warning:[/b] Every task must be waited for completion using [method "
+"wait_for_task_completion] or [method wait_for_group_task_completion] at some "
+"point so that any allocated resources inside the task can be cleaned up."
+msgstr ""
+"Aggiunge [param action] come attività da eseguire tramite un thread di "
+"lavoro. [param high_priority] determina se l'attività ha una priorità alta o "
+"bassa (predefinita). Facoltativamente, puoi fornire una descrizione ([param "
+"description]) per facilitare il debug.\n"
+"Restituisce un ID attività che può essere utilizzato da altri metodi.\n"
+"[b]Attenzione:[/b] È necessario attendere il completamento di ogni attività "
+"attraverso [method wait_for_task_completion] o [method "
+"wait_for_group_task_completion] a un certo punto in modo che eventuali "
+"risorse allocate all'interno dell'attività possano essere ripulite."
+
+msgid ""
+"Returns how many times the [Callable] of the group task with the given ID has "
+"already been executed by the worker threads.\n"
+"[b]Note:[/b] If a thread has started executing the [Callable] but is yet to "
+"finish, it won't be counted."
+msgstr ""
+"Restituisce quante volte il [Callable] dell'attività di gruppo con l'ID "
+"specificato è stato già eseguito dai thread di lavoro.\n"
+"[b]Nota:[/b] Se un thread ha iniziato a eseguire il [Callable] ma deve ancora "
+"terminare, non sarà conteggiato."
+
+msgid ""
"Returns [code]true[/code] if the group task with the given ID is completed.\n"
"[b]Note:[/b] You should only call this method between adding the group task "
"and awaiting its completion."
msgstr ""
-"Restituisce [code]true[/code] se il compito di gruppo con l'ID fornito è "
-"completato.\n"
-"[b]Nota:[/b] Si dovrebbe solo chiamare questo metodo tra l'aggiunta del "
-"compito di gruppo e in attesa del suo completamento."
+"Restituisce [code]true[/code] se l'attività di gruppo con l'ID specificato è "
+"completata.\n"
+"[b]Nota:[/b] Si dovrebbe solo chiamare questo metodo tra l'aggiunta "
+"dell'attività di gruppo e in attesa del suo completamento."
msgid ""
"Returns [code]true[/code] if the task with the given ID is completed.\n"
"[b]Note:[/b] You should only call this method between adding the task and "
"awaiting its completion."
msgstr ""
-"Restituisce [code]true[/code] se il compito con l'ID fornito è completato.\n"
-"[b]Nota:[/b] Si dovrebbe solo chiamare questo metodo tra l'aggiunta del "
-"compito e in attesa del suo completamento."
+"Restituisce [code]true[/code] se l'attività con l'ID fornito è completata.\n"
+"[b]Nota:[/b] Si dovrebbe solo chiamare questo metodo tra l'aggiunta "
+"dell'attività e in attesa del suo completamento."
msgid ""
"Pauses the thread that calls this method until the group task with the given "
"ID is completed."
msgstr ""
-"Mette in pausa il thread che chiama questo metodo fino a quando il compito "
-"del gruppo con l'ID fornito è completato."
+"Mette in pausa il thread che richiama questo metodo finché non viene "
+"completata l'attività di gruppo con l'ID specificato."
+
+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, there's potential for deadlocking "
+"(e.g., the task to await may be 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 (in the current implementation, the "
+"tricky case is a task trying to wait on an older one)."
+msgstr ""
+"Mette in pausa il thread che richiama questo metodo finché non viene "
+"completata l'attività con l'ID specificato.\n"
+"Restituisce [constant @GlobalScope.OK] se è stato possibile attendere "
+"l'attività correttamente.\n"
+"Restituisce [constant @GlobalScope.ERR_INVALID_PARAMETER] se un'attività con "
+"l'ID passato non esiste (forse perché era già stata attesa ed eliminata).\n"
+"Restituisce [constant @GlobalScope.ERR_BUSY] se la chiamata viene effettuata "
+"da un'altra attività in esecuzione e, a causa della pianificazione delle "
+"attività, c'è il potenziale per un deadlock (ad esempio, l'attività da "
+"attendere potrebbe essere a un livello inferiore nella pila delle chiamate e "
+"quindi non può procedere). Questa è una situazione avanzata che dovrebbe "
+"avere importanza solo quando alcune attività dipendono da altre "
+"(nell'implementazione attuale, il caso complicato è un'attività che tenta di "
+"attendere una più vecchia)."
msgid ""
"A resource that holds all components of a 2D world, such as a canvas and a "
@@ -59202,12 +112863,29 @@ msgstr ""
"per disegno 2D."
msgid ""
+"Direct access to the world's physics 2D space state. Used for querying "
+"current and potential collisions. When using multi-threaded physics, access "
+"is limited to [method Node._physics_process] in the main thread."
+msgstr ""
+"Accesso diretto allo stato dello spazio di fisica 2D del mondo. Utilizzato "
+"per richiedere le collisioni attuali ed eventuali. Quando si utilizza la "
+"fisica multi-thread, l'accesso è limitato a [method Node._physics_process] "
+"nel thread principale."
+
+msgid ""
"The [RID] of this world's navigation map. Used by the [NavigationServer2D]."
msgstr ""
"Il [RID] della mappa di navigazione di questo mondo. Usato dal "
"[NavigationServer2D]."
msgid ""
+"The [RID] of this world's physics space resource. Used by the "
+"[PhysicsServer2D] for 2D physics, treating it as both a space and an area."
+msgstr ""
+"Il [RID] dello spazio di fisica di questo mondo. Usato da [PhysicsServer2D] "
+"per la fisica 2D, trattandolo sia come uno spazio che come un'area."
+
+msgid ""
"A resource that holds all components of a 3D world, such as a visual scenario "
"and a physics space."
msgstr ""
@@ -59234,20 +112912,20 @@ msgid ""
"current and potential collisions. When using multi-threaded physics, access "
"is limited to [method Node._physics_process] in the main thread."
msgstr ""
-"Accesso diretto allo stato 3D della fisica del mondo. Utilizzato per "
-"richiedere collisioni attuali e eventuali. Quando si utilizza la fisica multi-"
-"threaded, l'accesso è limitato a [method Node._physics_process] nel thread "
-"principale."
+"Accesso diretto allo stato dello spazio di fisica 3D del mondo. Utilizzato "
+"per richiedere le collisioni attuali ed eventuali. Quando si utilizza la "
+"fisica multi-thread, l'accesso è limitato a [method Node._physics_process] "
+"nel thread principale."
msgid "The World3D's [Environment]."
-msgstr "La risorsa d'ambiente del World3D."
+msgstr "La risorsa [Environment] del World3D."
msgid ""
"The World3D's fallback environment will be used if [member environment] fails "
"or is missing."
msgstr ""
-"L'ambiente di riserva del World3D verrà utilizzato se [member environment] "
-"fallisce o manca."
+"L'ambiente di riserva del World3D sarà utilizzato se [member environment] non "
+"è valido o manca."
msgid ""
"The [RID] of this world's navigation map. Used by the [NavigationServer3D]."
@@ -59266,11 +112944,66 @@ msgstr ""
"Una forma di confine di un mondo 2D (mezzo piano) utilizzata per la "
"collisione fisica."
+msgid ""
+"A 2D world boundary shape, intended for use in physics. "
+"[WorldBoundaryShape2D] works like an infinite straight line that forces all "
+"physics bodies to stay above it. The line's normal determines which direction "
+"is considered as \"above\" and in the editor, the smaller line over it "
+"represents this direction. It can for example be used for endless flat floors."
+msgstr ""
+"Una forma di confine 2D del mondo, pensata per l'uso in fisica. "
+"[WorldBoundaryShape2D] funziona come una linea retta infinita che costringe "
+"tutti i corpi fisici a rimanere sopra di essa. La normale della linea "
+"determina quale direzione è considerata \"sopra\" e nell'editor, la linea più "
+"piccola sopra di essa rappresenta questa direzione. Può essere utilizzata, ad "
+"esempio, per pavimenti piatti infiniti."
+
+msgid ""
+"The distance from the origin to the line, expressed in terms of [member "
+"normal] (according to its direction and magnitude). Actual absolute distance "
+"from the origin to the line can be calculated as [code]abs(distance) / normal."
+"length()[/code].\n"
+"In the scalar equation of the line [code]ax + by = d[/code], this is [code]d[/"
+"code], while the [code](a, b)[/code] coordinates are represented by the "
+"[member normal] property."
+msgstr ""
+"La distanza dall'origine alla linea, espressa in termini di [member normal] "
+"(in base alla sua direzione e magnitudine). La distanza assoluta effettiva "
+"dall'origine alla linea può essere calcolata come [code]abs(distance) / "
+"normal.length()[/code].\n"
+"Nell'equazione scalare della linea [code]ax + by = d[/code], questa è "
+"[code]d[/code], mentre le coordinate [code](a, b)[/code] sono rappresentate "
+"dalla proprietà [member normal]."
+
+msgid ""
+"The line's normal, typically a unit vector. Its direction indicates the non-"
+"colliding half-plane. Can be of any length but zero. Defaults to [constant "
+"Vector2.UP]."
+msgstr ""
+"La normale della linea, in genere un vettore unitario. La sua direzione "
+"indica il semipiano che non ha collisione. Può avere qualsiasi lunghezza "
+"tranne zero. Il valore predefinito è [constant Vector2.UP]."
+
msgid "A 3D world boundary (half-space) shape used for physics collision."
msgstr ""
"Una forma di confine del mondo 3D (mezzo spazio) utilizzata per la collisione "
"fisica."
+msgid ""
+"A 3D world boundary shape, intended for use in physics. "
+"[WorldBoundaryShape3D] works like an infinite plane that forces all physics "
+"bodies to stay above it. The [member plane]'s normal determines which "
+"direction is considered as \"above\" and in the editor, the line over the "
+"plane represents this direction. It can for example be used for endless flat "
+"floors."
+msgstr ""
+"Una forma di confine 3D del mondo, pensata per l'uso in fisica. "
+"[WorldBoundaryShape3D] funziona come una linea retta infinita che costringe "
+"tutti i corpi fisici a rimanere sopra di essa. La normale della linea "
+"determina quale direzione è considerata \"sopra\" e nell'editor, la linea più "
+"piccola sopra di essa rappresenta questa direzione. Può essere utilizzata, ad "
+"esempio, per pavimenti piatti infiniti."
+
msgid "The [Plane] used by the [WorldBoundaryShape3D] for collision."
msgstr "Il [Plane] usato dal [WorldBoundaryShape3D] per la collisione."
@@ -59300,10 +113033,10 @@ msgstr ""
"[WorldEnvironment] può essere istanziato alla volta in una qualunque scena.\n"
"Il [WorldEnvironment] permette all'utente di specificare i parametri di "
"illuminazione predefiniti (ad esempio l'illuminazione ambientale), vari "
-"effetti di post-elaborazione (ad esempio SSAO, DOF, Tonemapping), e come "
-"disegnare lo sfondo (ad esempio il colore solido, skybox). Di solito, questi "
-"sono aggiunti per migliorare il realismo o il bilanciamento del colore nella "
-"scena."
+"effetti di post-elaborazione (ad esempio SSAO, DOF, mappatura dei toni), e "
+"come disegnare lo sfondo (ad esempio il colore solido, skybox). Di solito, "
+"questi sono aggiunti per migliorare il realismo o il bilanciamento del colore "
+"nella scena."
msgid "The default [Compositor] resource to use if none set on the [Camera3D]."
msgstr ""
@@ -59360,15 +113093,104 @@ msgstr ""
"file XML."
msgid ""
+"Provides a low-level interface for creating parsers for [url=https://en."
+"wikipedia.org/wiki/XML]XML[/url] files. This class can serve as base to make "
+"custom XML parsers.\n"
+"To parse XML, you must open a file with the [method open] method or a buffer "
+"with the [method open_buffer] method. Then, the [method read] method must be "
+"called to parse the next nodes. Most of the methods take into consideration "
+"the currently parsed node.\n"
+"Here is an example of using [XMLParser] to parse an SVG file (which is based "
+"on XML), printing each element and its attributes as a dictionary:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var parser = XMLParser.new()\n"
+"parser.open(\"path/to/file.svg\")\n"
+"while parser.read() != ERR_FILE_EOF:\n"
+" if parser.get_node_type() == XMLParser.NODE_ELEMENT:\n"
+" var node_name = parser.get_node_name()\n"
+" var attributes_dict = {}\n"
+" for idx in range(parser.get_attribute_count()):\n"
+" attributes_dict[parser.get_attribute_name(idx)] = parser."
+"get_attribute_value(idx)\n"
+" print(\"The \", node_name, \" element has the following attributes: "
+"\", attributes_dict)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var parser = new XmlParser();\n"
+"parser.Open(\"path/to/file.svg\");\n"
+"while (parser.Read() != Error.FileEof)\n"
+"{\n"
+" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n"
+" {\n"
+" var nodeName = parser.GetNodeName();\n"
+" var attributesDict = new Godot.Collections.Dictionary();\n"
+" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n"
+" {\n"
+" attributesDict[parser.GetAttributeName(idx)] = parser."
+"GetAttributeValue(idx);\n"
+" }\n"
+" GD.Print($\"The {nodeName} element has the following attributes: "
+"{attributesDict}\");\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"Fornisce un'interfaccia di basso livello per creare parser per file "
+"[url=https://en.wikipedia.org/wiki/XML]XML[/url]. Questa classe può servire "
+"come base per creare parser XML personalizzati.\n"
+"Per analizzare XML, devi aprire un file con il metodo [method open] o un "
+"buffer con il metodo [method open_buffer]. Successivamente, il metodo [method "
+"read] deve essere chiamato per analizzare i nodi successivi. La maggior parte "
+"dei metodi prende in considerazione il nodo attualmente analizzato.\n"
+"Ecco un esempio di utilizzo di [XMLParser] per analizzare un file SVG (basato "
+"su XML), stampando ogni elemento e i suoi attributi come un dizionario:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var parser = XMLParser.new()\n"
+"parser.open(\"path/to/file.svg\")\n"
+"while parser.read() != ERR_FILE_EOF:\n"
+" if parser.get_node_type() == XMLParser.NODE_ELEMENT:\n"
+" var node_name = parser.get_node_name()\n"
+" var attributes_dict = {}\n"
+" for idx in range(parser.get_attribute_count()):\n"
+" attributes_dict[parser.get_attribute_name(idx)] = parser."
+"get_attribute_value(idx)\n"
+" print(\"The \", node_name, \" element has the following attributes: "
+"\", attributes_dict)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var parser = new XmlParser();\n"
+"parser.Open(\"path/to/file.svg\");\n"
+"while (parser.Read() != Error.FileEof)\n"
+"{\n"
+" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n"
+" {\n"
+" var nodeName = parser.GetNodeName();\n"
+" var attributesDict = new Godot.Collections.Dictionary();\n"
+" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n"
+" {\n"
+" attributesDict[parser.GetAttributeName(idx)] = parser."
+"GetAttributeValue(idx);\n"
+" }\n"
+" GD.Print($\"The {nodeName} element has the following attributes: "
+"{attributesDict}\");\n"
+" }\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
"Returns the number of attributes in the currently parsed element.\n"
"[b]Note:[/b] If this method is used while the currently parsed node is not "
"[constant NODE_ELEMENT] or [constant NODE_ELEMENT_END], this count will not "
"be updated and will still reflect the last element."
msgstr ""
"Restituisce il numero di attributi nell'elemento attualmente analizzato.\n"
-"[b]Nota:[/b] Se questo metodo viene utilizzato mentre il nodo attualmente "
-"analizzato non è [constant NODE_ELEMENT] o [constant NODE_ELEMENT_END], "
-"questo conteggio non verrà aggiornato e rifletterà ancora l'ultimo elemento."
+"[b]Nota:[/b] Se questo metodo è usato mentre il nodo attualmente analizzato "
+"non è [constant NODE_ELEMENT] o [constant NODE_ELEMENT_END], questo conteggio "
+"non sarà aggiornato e rifletterà ancora l'ultimo elemento."
msgid ""
"Returns the name of an attribute of the currently parsed element, specified "
@@ -59385,7 +113207,7 @@ msgstr ""
"specificato dall'indice [param idx]."
msgid "Returns the current line in the parsed file, counting from 0."
-msgstr "Restituisce la riga corrente nel file analizzato, contando da 0."
+msgstr "Restituisce la riga attuale nel file analizzato, contando da 0."
msgid ""
"Returns the value of an attribute of the currently parsed element, specified "
@@ -59488,7 +113310,7 @@ msgstr ""
"attuale."
msgid "There's no node (no file or buffer opened)."
-msgstr "Non c'è nessun nodo (nessun file o buffer aperto)."
+msgstr "Non c'è alcun nodo (nessun file o buffer aperto)."
msgid "An element node type, also known as a tag, e.g. [code]<title>[/code]."
msgstr ""
@@ -59503,7 +113325,7 @@ msgid ""
"whitespace."
msgstr ""
"Un tipo di nodo di testo, ossia testo che non è all'interno di un elemento. "
-"Questo include lo spazio bianco."
+"Questo include lo spazio vuoto."
msgid "A comment node type, e.g. [code]<!--A comment-->[/code]."
msgstr "Un tipo di nodo commento, ad esempio [code]<!--A comment-->[/code]."
@@ -59518,39 +113340,505 @@ msgstr ""
msgid "An unknown node type."
msgstr "Un tipo di nodo sconosciuto."
+msgid "An anchor point in AR space."
+msgstr "Un punto di ancoraggio nello spazio AR."
+
+msgid ""
+"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location "
+"identified by the AR platform to a position within the game world. For "
+"example, as long as plane detection in ARKit is on, ARKit will identify and "
+"update the position of planes (tables, floors, etc.) and create anchors for "
+"them.\n"
+"This node is mapped to one of the anchors through its unique ID. When you "
+"receive a signal that a new anchor is available, you should add this node to "
+"your scene for that anchor. You can predefine nodes and set the ID; the nodes "
+"will simply remain on 0,0,0 until a plane is recognized.\n"
+"Keep in mind that, as long as plane detection is enabled, the size, placing "
+"and orientation of an anchor will be updated as the detection logic learns "
+"more about the real world out there especially if only part of the surface is "
+"in view."
+msgstr ""
+"Il punto [XRAnchor3D] è un [XRNode3D] che mappa una posizione del mondo reale "
+"identificata dalla piattaforma AR in una posizione all'interno del mondo di "
+"gioco. Ad esempio, finché il rilevamento del piano in ARKit è attivo, ARKit "
+"identificherà e aggiornerà la posizione dei piani (tavoli, pavimenti, ecc.) e "
+"creerà ancore per essi.\n"
+"Questo nodo è mappato su una delle ancore tramite il suo ID univoco. Quando "
+"ricevi un segnale che è disponibile una nuova ancora, dovresti aggiungere "
+"questo nodo alla tua scena per quell'ancora. Puoi predefinire i nodi e "
+"impostare l'ID; i nodi rimarranno semplicemente su 0,0,0 finché non sarà "
+"riconosciuto un piano.\n"
+"Tieni presente che, finché il rilevamento del piano è abilitato, le "
+"dimensioni, il posizionamento e l'orientamento di un'ancora saranno "
+"aggiornati man mano che la logica di rilevamento scopre di più sul mondo "
+"reale là fuori, soprattutto se solo una parte della superficie è in vista."
+
+msgid "XR documentation index"
+msgstr "Indice della documentazione XR"
+
+msgid "Returns a plane aligned with our anchor; handy for intersection testing."
+msgstr ""
+"Restituisce un piano allineato con la nostra ancora; utile per i test di "
+"intersezione."
+
+msgid ""
+"Returns the estimated size of the plane that was detected. Say when the "
+"anchor relates to a table in the real world, this is the estimated size of "
+"the surface of that table."
+msgstr ""
+"Restituisce la dimensione stimata del piano che è stato rilevato. Diciamo che "
+"quando l'ancora si riferisce a un tavolo nel mondo reale, questa è la "
+"dimensione stimata della superficie di quel tavolo."
+
+msgid "A node for driving body meshes from [XRBodyTracker] data."
+msgstr "Un nodo per guidare le mesh del corpo dai dati di un [XRBodyTracker]."
+
+msgid ""
+"This node uses body tracking data from an [XRBodyTracker] to pose the "
+"skeleton of a body mesh.\n"
+"Positioning of the body is performed by creating an [XRNode3D] ancestor of "
+"the body mesh driven by the same [XRBodyTracker].\n"
+"The body tracking position-data is scaled by [member Skeleton3D.motion_scale] "
+"when applied to the skeleton, which can be used to adjust the tracked body to "
+"match the scale of the body model."
+msgstr ""
+"Questo nodo utilizza i dati di tracciamento del corpo da un [XRBodyTracker] "
+"per posizionare lo scheletro di una mesh del corpo.\n"
+"Il posizionamento del corpo è eseguito creando un antenato [XRNode3D] della "
+"mesh del corpo guidato dallo stesso [XRBodyTracker].\n"
+"I dati di posizione del tracciamento del corpo sono ridimensionati da [member "
+"Skeleton3D.motion_scale] quando applicati allo scheletro, che può essere "
+"usato per regolare il corpo tracciato in modo che corrisponda alla scala del "
+"modello del corpo."
+
+msgid ""
+"The name of the [XRBodyTracker] registered with [XRServer] to obtain the body "
+"tracking data from."
+msgstr ""
+"Il nome del [XRBodyTracker] registrato con il [XRServer] da cui ottenere i "
+"dati di tracciamento del corpo."
+
msgid "Specifies the body parts to update."
msgstr "Specifica le parti del corpo da aggiornare."
+msgid "Specifies the type of updates to perform on the bones."
+msgstr "Specifica il tipo di aggiornamenti da eseguire sulle ossa."
+
+msgid "The skeleton's upper body joints are updated."
+msgstr ""
+"Le articolazioni della parte superiore del corpo dello scheletro sono "
+"aggiornate."
+
+msgid "The skeleton's lower body joints are updated."
+msgstr ""
+"Le articolazioni della parte inferiore del corpo dello scheletro sono "
+"aggiornate."
+
+msgid "The skeleton's hand joints are updated."
+msgstr "Le articolazioni delle mani dello scheletro sono aggiornate."
+
+msgid ""
+"The skeleton's bones are fully updated (both position and rotation) to match "
+"the tracked bones."
+msgstr ""
+"Le ossa dello scheletro sono completamente aggiornate (sia la posizione che "
+"la rotazione) per corrispondere alle ossa tracciate."
+
+msgid ""
+"The skeleton's bones are only rotated to align with the tracked bones, "
+"preserving bone length."
+msgstr ""
+"Le ossa dello scheletro sono solo ruotate per allinearle con le ossa "
+"tracciate, preservandone la lunghezza."
+
msgid "Represents the size of the [enum BoneUpdate] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum BoneUpdate]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum BoneUpdate]."
msgid "A tracked body in XR."
msgstr "Un corpo tracciato in XR."
+msgid ""
+"A body tracking system will create an instance of this object and add it to "
+"the [XRServer]. This tracking system will then obtain skeleton data, convert "
+"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] "
+"object.\n"
+"Use [XRBodyModifier3D] to animate a body mesh using body tracking data."
+msgstr ""
+"Un sistema di tracciamento del corpo creerà un'istanza di questo oggetto e la "
+"aggiungerà al [XRServer]. Questo sistema di tracciamento otterrà quindi i "
+"dati dello scheletro, li convertirà nello scheletro umanoide di Godot e "
+"memorizzerà questi dati sull'oggetto [XRBodyTracker].\n"
+"Utilizza [XRBodyModifier3D] per animare una mesh del corpo attraverso i dati "
+"di tracciamento del corpo."
+
+msgid ""
+"Returns flags about the validity of the tracking data for the given body "
+"joint (see [enum XRBodyTracker.JointFlags])."
+msgstr ""
+"Restituisce i flag sulla validità dei dati di tracciamento per la "
+"articolazione del corpo fornita (vedi [enum XRBodyTracker.JointFlags])."
+
msgid "Returns the transform for the given body joint."
msgstr "Restituisce la trasformazione per l'articolazione del corpo fornita."
+msgid ""
+"Sets flags about the validity of the tracking data for the given body joint."
+msgstr ""
+"Imposta i flag sulla validità dei dati di tracciamento per l'articolazione "
+"del corpo fornita."
+
msgid "Sets the transform for the given body joint."
msgstr "Imposta la trasformazione per l'articolazione del corpo fornita."
+msgid "The type of body tracking data captured."
+msgstr "Il tipo di dati di tracciamento del corpo acquisiti."
+
msgid "If [code]true[/code], the body tracking data is valid."
-msgstr "Se [code]true[/code], i dati di monitoraggio del corpo sono validi."
+msgstr "Se [code]true[/code], i dati di tracciamento del corpo sono validi."
+
+msgid "Upper body tracking supported."
+msgstr "Il tracciamento della parte superiore del corpo è supportato."
+
+msgid "Lower body tracking supported."
+msgstr "Il tracciamento della parte inferiore del corpo è supportato."
+
+msgid "Hand tracking supported."
+msgstr "Il tracciamento delle mani è supportato."
+
+msgid "Root joint."
+msgstr "Articolazione radice."
+
+msgid "Hips joint."
+msgstr "Articolazione dell'anca."
+
+msgid "Spine joint."
+msgstr "Articolazione della colonna vertebrale."
+
+msgid "Chest joint."
+msgstr "Articolazione del torace."
+
+msgid "Upper chest joint."
+msgstr "Articolazione della parte superiore del torace."
+
+msgid "Neck joint."
+msgstr "Articolazione del collo."
+
+msgid "Head joint."
+msgstr "Articolazione della testa."
+
+msgid "Head tip joint."
+msgstr "Articolazione della punta della testa."
+
+msgid "Left shoulder joint."
+msgstr "Articolazione della spalla sinistra."
+
+msgid "Right shoulder joint."
+msgstr "Articolazione della spalla destra."
+
+msgid "Left upper leg joint."
+msgstr "Articolazione della coscia sinistra."
+
+msgid "Left lower leg joint."
+msgstr "Articolazione della parte inferiore della gamba sinistra."
+
+msgid "Left foot joint."
+msgstr "Articolazione del piede sinistro."
+
+msgid "Left toes joint."
+msgstr "Articolazione delle dita del piede sinistro."
+
+msgid "Right upper leg joint."
+msgstr "Articolazione della coscia destra."
+
+msgid "Right lower leg joint."
+msgstr "Articolazione della parte inferiore della gamba destra."
+
+msgid "Right foot joint."
+msgstr "Articolazione del piede destro."
+
+msgid "Right toes joint."
+msgstr "Articolazione delle dita del piede destro."
+
+msgid "Left hand joint."
+msgstr "Articolazione della mano sinistra."
+
+msgid "Left palm joint."
+msgstr "Articolazione del palmo sinistro."
+
+msgid "Left wrist joint."
+msgstr "Articolazione del polso sinistro."
+
+msgid "Left thumb metacarpal joint."
+msgstr "Articolazione metacarpale del pollice sinistro."
+
+msgid "Left thumb phalanx proximal joint."
+msgstr "Articolazione prossimale della falange del pollice sinistro."
+
+msgid "Left thumb phalanx distal joint."
+msgstr "Articolazione distale della falange del pollice sinistro."
+
+msgid "Left thumb tip joint."
+msgstr "Articolazione della punta del pollice sinistro."
+
+msgid "Left index finger metacarpal joint."
+msgstr "Articolazione metacarpale dell'indice sinistro."
+
+msgid "Left index finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange dell'indice sinistro."
+
+msgid "Left index finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange dell'indice sinistro."
+
+msgid "Left index finger phalanx distal joint."
+msgstr "Articolazione distale della falange dell'indice sinistro."
+
+msgid "Left index finger tip joint."
+msgstr "Articolazione della punta dell'indice sinistro."
+
+msgid "Left middle finger metacarpal joint."
+msgstr "Articolazione metacarpale del dito medio sinistro."
+
+msgid "Left middle finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange del dito medio sinistro."
+
+msgid "Left middle finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange del dito medio sinistro."
+
+msgid "Left middle finger phalanx distal joint."
+msgstr "Articolazione distale della falange del dito medio sinistro."
+
+msgid "Left middle finger tip joint."
+msgstr "Articolazione della punta del dito medio sinistro."
+
+msgid "Left ring finger metacarpal joint."
+msgstr "Articolazione metacarpale dell'anulare sinistro."
+
+msgid "Left ring finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange dell'anulare sinistro."
+
+msgid "Left ring finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange dell'anulare sinistro."
+
+msgid "Left ring finger phalanx distal joint."
+msgstr "Articolazione distale della falange dell'anulare sinistro."
+
+msgid "Left ring finger tip joint."
+msgstr "Articolazione della punta dell'anulare sinistro."
+
+msgid "Left pinky finger metacarpal joint."
+msgstr "Articolazione metacarpale del mignolo sinistro."
+
+msgid "Left pinky finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange del mignolo sinistro."
+
+msgid "Left pinky finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange del mignolo sinistro."
+
+msgid "Left pinky finger phalanx distal joint."
+msgstr "Articolazione distale della falange del mignolo sinistro."
+
+msgid "Left pinky finger tip joint."
+msgstr "Articolazione della punta del mignolo sinistro."
+
+msgid "Right hand joint."
+msgstr "Articolazione della mano destra."
+
+msgid "Right palm joint."
+msgstr "Articolazione del palmo destro."
+
+msgid "Right wrist joint."
+msgstr "Articolazione del polso destro."
+
+msgid "Right thumb metacarpal joint."
+msgstr "Articolazione metacarpale del pollice destro."
+
+msgid "Right thumb phalanx proximal joint."
+msgstr "Articolazione prossimale della falange del pollice destro."
+
+msgid "Right thumb phalanx distal joint."
+msgstr "Articolazione distale della falange del pollice destro."
+
+msgid "Right thumb tip joint."
+msgstr "Articolazione della punta del pollice destro."
+
+msgid "Right index finger metacarpal joint."
+msgstr "Articolazione metacarpale dell'indice destro."
+
+msgid "Right index finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange dell'indice destro."
+
+msgid "Right index finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange dell'indice destro."
+
+msgid "Right index finger phalanx distal joint."
+msgstr "Articolazione distale della falange dell'indice destro."
+
+msgid "Right index finger tip joint."
+msgstr "Articolazione della punta dell'indice destro."
+
+msgid "Right middle finger metacarpal joint."
+msgstr "Articolazione metacarpale del dito medio destro."
+
+msgid "Right middle finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange del dito medio destro."
+
+msgid "Right middle finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange del dito medio sinistro."
+
+msgid "Right middle finger phalanx distal joint."
+msgstr "Articolazione distale della falange del dito medio destro."
+
+msgid "Right middle finger tip joint."
+msgstr "Articolazione della punta del dito medio sinistro."
+
+msgid "Right ring finger metacarpal joint."
+msgstr "Articolazione metacarpale dell'anulare destro."
+
+msgid "Right ring finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange dell'anulare destro."
+
+msgid "Right ring finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange dell'anulare destro."
+
+msgid "Right ring finger phalanx distal joint."
+msgstr "Articolazione distale della falange dell'anulare destro."
+
+msgid "Right ring finger tip joint."
+msgstr "Articolazione della punta dell'anulare destro."
+
+msgid "Right pinky finger metacarpal joint."
+msgstr "Articolazione metacarpale del mignolo destro."
+
+msgid "Right pinky finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange del mignolo destro."
+
+msgid "Right pinky finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange del mignolo destro."
+
+msgid "Right pinky finger phalanx distal joint."
+msgstr "Articolazione distale della falange del mignolo destro."
+
+msgid "Right pinky finger tip joint."
+msgstr "Articolazione della punta del mignolo destro."
msgid "Represents the size of the [enum Joint] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum Joint]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum Joint]."
msgid "The joint's orientation data is valid."
-msgstr "I dati di orientamento del giunto sono validi."
+msgstr "I dati sull'orientamento dell'articolazione sono validi."
msgid ""
"The joint's orientation is actively tracked. May not be set if tracking has "
"been temporarily lost."
msgstr ""
-"L'orientamento del giunto è attivamente tracciato. Non può essere impostato "
-"se il tracciamento è stato temporaneamente perso."
+"L'orientamento dell'articolazione è attivamente tracciato. Potrebbe non "
+"essere impostato se il tracciamento è stato temporaneamente perso."
msgid "The joint's position data is valid."
-msgstr "I dati di posizione del giunto sono validi."
+msgstr "I dati sulla posizione dell'articolazione sono validi."
+
+msgid ""
+"The joint's position is actively tracked. May not be set if tracking has been "
+"temporarily lost."
+msgstr ""
+"La posizione dell'articolazione è tracciata attivamente. Potrebbe non essere "
+"impostato se il tracciamento è stato perso temporaneamente."
+
+msgid ""
+"A camera node with a few overrules for AR/VR applied, such as location "
+"tracking."
+msgstr ""
+"Un nodo telecamera con alcune regole predefinite per AR/VR applicate, come il "
+"tracciamento della posizione."
+
+msgid ""
+"This is a helper spatial node for our camera; note that, if stereoscopic "
+"rendering is applicable (VR-HMD), most of the camera properties are ignored, "
+"as the HMD information overrides them. The only properties that can be "
+"trusted are the near and far planes.\n"
+"The position and orientation of this node is automatically updated by the XR "
+"Server to represent the location of the HMD if such tracking is available and "
+"can thus be used by game logic. Note that, in contrast to the XR Controller, "
+"the render thread has access to the most up-to-date tracking data of the HMD "
+"and the location of the XRCamera3D can lag a few milliseconds behind what is "
+"used for rendering as a result."
+msgstr ""
+"Questo è un nodo spaziale di supporto per la nostra telecamera; si noti che, "
+"se è applicabile il rendering stereoscopico (VR-HMD), la maggior parte delle "
+"proprietà della telecamera saranno ignorate, poiché le informazioni HMD le "
+"sovrascrivono. Le uniche proprietà di cui ci si può fidare sono i piani "
+"vicino e lontano.\n"
+"La posizione e l'orientamento di questo nodo sono aggiornati automaticamente "
+"dal server XR per rappresentare la posizione dell'HMD se tale tracciamento è "
+"disponibile e può quindi essere utilizzato dalla logica di gioco. Si noti "
+"che, a differenza del controller XR, il thread di rendering ha accesso ai "
+"dati di tracciamento più aggiornati dell'HMD e la posizione di XRCamera3D può "
+"essere in ritardo di alcuni millisecondi rispetto a ciò che è utilizzato per "
+"il rendering."
+
+msgid "A spatial node representing a spatially-tracked controller."
+msgstr ""
+"Un nodo spaziale che rappresenta un controller di tracciamento spaziale."
+
+msgid ""
+"This is a helper spatial node that is linked to the tracking of controllers. "
+"It also offers several handy passthroughs to the state of buttons and such on "
+"the controllers.\n"
+"Controllers are linked by their ID. You can create controller nodes before "
+"the controllers are available. If your game always uses two controllers (one "
+"for each hand), you can predefine the controllers with ID 1 and 2; they will "
+"become active as soon as the controllers are identified. If you expect "
+"additional controllers to be used, you should react to the signals and add "
+"XRController3D nodes to your scene.\n"
+"The position of the controller node is automatically updated by the "
+"[XRServer]. This makes this node ideal to add child nodes to visualize the "
+"controller.\n"
+"As many XR runtimes now use a configurable action map all inputs are named."
+msgstr ""
+"Questo è un nodo spaziale di supporto collegato al tracciamento dei "
+"controller. Offre anche diversi passthrough utili allo stato dei pulsanti e "
+"simili sui controller.\n"
+"I controller sono collegati tramite il loro ID. Puoi creare nodi controller "
+"prima che i controller siano disponibili. Se il tuo gioco utilizza sempre due "
+"controller (uno per ogni mano), puoi predefinire i controller con ID 1 e 2; "
+"diventeranno attivi non appena i controller saranno identificati. Se prevedi "
+"che siano utilizzati controller aggiuntivi, dovresti reagire ai segnali e "
+"aggiungere nodi XRController3D alla tua scena.\n"
+"La posizione del nodo controller è aggiornata automaticamente dal [XRServer]. "
+"Ciò rende questo nodo ideale per aggiungere nodi figlio per visualizzare il "
+"controller.\n"
+"Poiché molti runtime di XR ora utilizzano una mappa di azione configurabile, "
+"tutti gli input sono denominati."
+
+msgid ""
+"Returns a numeric value for the input with the given [param name]. This is "
+"used for triggers and grip sensors."
+msgstr ""
+"Restituisce un valore numerico per l'input con il nome [param name]. È "
+"utilizzato per i grilletti e i sensori di presa."
+
+msgid ""
+"Returns a [Variant] for the input with the given [param name]. This works for "
+"any input type, the variant will be typed according to the actions "
+"configuration."
+msgstr ""
+"Restituisce una [Variant] per l'input con il nome [param name]. Funziona per "
+"qualsiasi tipo di input, la variante sarà tipizzata in base alla "
+"configurazione delle azioni."
+
+msgid ""
+"Returns the hand holding this controller, if known. See [enum "
+"XRPositionalTracker.TrackerHand]."
+msgstr ""
+"Restituisce la mano che tiene questo controller, se nota. Vedi [enum "
+"XRPositionalTracker.TrackerHand]."
+
+msgid ""
+"Returns a [Vector2] for the input with the given [param name]. This is used "
+"for thumbsticks and thumbpads found on many controllers."
+msgstr ""
+"Restituisce un [Vector2] per l'input con il nome [param name]. È utilizzato "
+"per le levette e i thumbpad presenti su molti controller."
msgid ""
"Returns [code]true[/code] if the button with the given [param name] is "
@@ -59571,30 +113859,184 @@ msgstr ""
"Emesso quando un grilletto o un input simile su questo controller cambia "
"valore."
+msgid "Emitted when a thumbstick or thumbpad on this controller is moved."
+msgstr ""
+"Emesso quando una levetta o un thumbpad su questo controller viene mosso."
+
msgid "Emitted when the interaction profile on this controller is changed."
msgstr ""
-"Emesso quando il profilo di interazione su questo controller è cambiato."
+"Emesso quando il profilo di interazione su questo controller viene cambiato."
msgid "A tracked controller."
msgstr "Un controllore tracciato."
+msgid ""
+"An instance of this object represents a controller that is tracked.\n"
+"As controllers are turned on and the [XRInterface] detects them, instances of "
+"this object are automatically added to this list of active tracking objects "
+"accessible through the [XRServer].\n"
+"The [XRController3D] consumes objects of this type and should be used in your "
+"project."
+msgstr ""
+"Un'istanza di questo oggetto rappresenta un controller che viene tracciato.\n"
+"Quando i controller sono attivati e il [XRInterface] li rileva, le istanze di "
+"questo oggetto sono automaticamente aggiunte a questo elenco di oggetti di "
+"tracciamento attivi, accessibili attraverso il [XRServer].\n"
+"Il [XRController3D] utilizza oggetti di questo tipo e dovrebbe essere "
+"utilizzato nel tuo progetto."
+
+msgid "A node for driving standard face meshes from [XRFaceTracker] weights."
+msgstr ""
+"Un nodo per guidare le mesh di volto standard dai pesi di un [XRFaceTracker]."
+
+msgid ""
+"This node applies weights from a [XRFaceTracker] to a mesh with supporting "
+"face blend shapes.\n"
+"The [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/"
+"unified-blendshapes]Unified Expressions[/url] blend shapes are supported, as "
+"well as ARKit and SRanipal blend shapes.\n"
+"The node attempts to identify blend shapes based on name matching. Blend "
+"shapes should match the names listed in the [url=https://docs.vrcft.io/docs/"
+"tutorial-avatars/tutorial-avatars-extras/compatibility/overview]Unified "
+"Expressions Compatibility[/url] chart."
+msgstr ""
+"Questo nodo applica i pesi da un [XRFaceTracker] a una mesh con forme di "
+"fusione dei volti supportati.\n"
+"Sono supportate le forme di fusione [url=https://docs.vrcft.io/docs/tutorial-"
+"avatars/tutorial-avatars-extras/unified-blendshapes]Unified Expressions[/"
+"url], così come le forme di fusione ARKit e SRanipal.\n"
+"Il nodo tenta di identificare le forme di fusione in base alla corrispondenza "
+"dei nomi. Le forme di fusione devono corrispondere ai nomi elencati nel "
+"grafico [url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-"
+"extras/compatibility/overview]Unified Expressions Compatibility[/url]."
+
msgid "The [XRFaceTracker] path."
-msgstr "Il percorso per [XRFaceTracker]."
+msgstr "Il percorso verso il [XRFaceTracker]."
+
+msgid "The [NodePath] of the face [MeshInstance3D]."
+msgstr "Il [NodePath] verso la [MeshInstance3D] del volto."
msgid "A tracked face."
msgstr "Un volto tracciato."
+msgid ""
+"An instance of this object represents a tracked face and its corresponding "
+"blend shapes. The blend shapes come from the [url=https://docs.vrcft.io/docs/"
+"tutorial-avatars/tutorial-avatars-extras/unified-blendshapes]Unified "
+"Expressions[/url] standard, and contain extended details and visuals for each "
+"blend shape. Additionally the [url=https://docs.vrcft.io/docs/tutorial-"
+"avatars/tutorial-avatars-extras/compatibility/overview]Tracking Standard "
+"Comparison[/url] page documents the relationship between Unified Expressions "
+"and other standards.\n"
+"As face trackers are turned on they are registered with the [XRServer]."
+msgstr ""
+"Un'istanza di questo oggetto rappresenta un volto tracciato e le sue forme di "
+"fusione corrispondenti. Le forme di fusione provengono dallo standard "
+"[url=https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/"
+"unified-blendshapes]Unified Expressions[/url] e contengono dettagli estesi e "
+"immagini per ogni forma di fusione. Inoltre, la pagina [url=https://docs."
+"vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/compatibility/"
+"overview]Tracking Standard Comparison[/url] documenta la relazione tra "
+"Unified Expressions e altri standard.\n"
+"Quando i tracciatori di volti sono attivati, sono registrati con il "
+"[XRServer]."
+
msgid "Returns the requested face blend shape weight."
-msgstr "Restituisce il peso richiesto della forma di blending per il viso."
+msgstr "Restituisce il peso richiesto della forma di fusione per il viso."
msgid "Sets a face blend shape weight."
-msgstr "Imposta un peso della forma di blending per il viso."
+msgstr "Imposta un peso della forma di fusione per il viso."
+
+msgid ""
+"The array of face blend shape weights with indices corresponding to the [enum "
+"BlendShapeEntry] enum."
+msgstr ""
+"L'array dei pesi delle forme di fusione del volto con indici corrispondenti "
+"all'enumerazione [enum BlendShapeEntry]."
+
+msgid "Right eye looks outwards."
+msgstr "L'occhio destro guarda verso l'esterno."
+
+msgid "Right eye looks inwards."
+msgstr "L'occhio destro guarda verso l'interno."
+
+msgid "Right eye looks upwards."
+msgstr "L'occhio destro guarda verso l'alto."
+
+msgid "Right eye looks downwards."
+msgstr "L'occhio destro guarda verso il basso."
+
+msgid "Left eye looks outwards."
+msgstr "L'occhio sinistro guarda verso l'esterno."
+
+msgid "Left eye looks inwards."
+msgstr "L'occhio sinistro guarda verso l'interno."
+
+msgid "Left eye looks upwards."
+msgstr "L'occhio sinistro guarda verso l'alto."
+
+msgid "Left eye looks downwards."
+msgstr "L'occhio sinistro guarda verso il basso."
+
+msgid "Closes the right eyelid."
+msgstr "Chiude la palpebra destra."
+
+msgid "Closes the left eyelid."
+msgstr "Chiude la palpebra sinistra."
+
+msgid "Squeezes the right eye socket muscles."
+msgstr "Contrae i muscoli della cavità dell'occhio destro."
+
+msgid "Squeezes the left eye socket muscles."
+msgstr "Contrae i muscoli della cavità dell'occhio sinistro."
+
+msgid "Right eyelid widens beyond relaxed."
+msgstr "La palpebra destra si allarga oltre il rilassamento."
+
+msgid "Left eyelid widens beyond relaxed."
+msgstr "La palpebra sinistra si allarga oltre il rilassamento."
+
+msgid "Dilates the right eye pupil."
+msgstr "Dilata la pupilla dell'occhio destro."
+
+msgid "Dilates the left eye pupil."
+msgstr "Dilata la pupilla dell'occhio sinistro."
+
+msgid "Constricts the right eye pupil."
+msgstr "Restringe la pupilla dell'occhio destro."
+
+msgid "Constricts the left eye pupil."
+msgstr "Restringe la pupilla dell'occhio sinistro."
+
+msgid "Outer right eyebrow pulls down."
+msgstr "Il sopracciglio esterno destro si abbassa."
+
+msgid "Outer left eyebrow pulls down."
+msgstr "Il sopracciglio esterno sinistro si abbassa."
+
+msgid "Inner right eyebrow pulls up."
+msgstr "Il sopracciglio interno destro si alza."
+
+msgid "Inner left eyebrow pulls up."
+msgstr "Il sopracciglio interno sinistro si alza."
+
+msgid "Outer right eyebrow pulls up."
+msgstr "Il sopracciglio esterno destro si alza."
+
+msgid "Outer left eyebrow pulls up."
+msgstr "Il sopracciglio esterno sinistro si alza."
+
+msgid "Right side nose canal dilates."
+msgstr "Il canale destro del naso si dilata."
-msgid "Right side face sneers."
-msgstr "Il volto ghigna al lato destro."
+msgid "Left side nose canal dilates."
+msgstr "Il canale sinistro del naso si dilata."
-msgid "Left side face sneers."
-msgstr "Il volto ghigna al lato sinistro."
+msgid "Right side nose canal constricts."
+msgstr "Il canale destro del naso si restringe."
+
+msgid "Left side nose canal constricts."
+msgstr "Il canale sinistro del naso si restringe."
msgid "Raises the right side cheek."
msgstr "Alza la guancia al lato destro."
@@ -59629,6 +114071,9 @@ msgstr "Spinge la mandibola a sinistra."
msgid "Pushes jawbone forward."
msgstr "Spinge la mandibola in avanti."
+msgid "Pushes jawbone backward."
+msgstr "Spinge la mandibola all'indietro."
+
msgid "Flexes jaw muscles."
msgstr "Contrae i muscoli della mandibola."
@@ -59928,96 +114373,376 @@ msgid "Mouth presses together."
msgstr "La bocca preme tra di essa."
msgid "Represents the size of the [enum BlendShapeEntry] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum BlendShapeEntry]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum BlendShapeEntry]."
+
+msgid "A node for driving hand meshes from [XRHandTracker] data."
+msgstr "Un nodo per guidare le mesh manuali dai dati del [XRHandTracker]."
+
+msgid ""
+"This node uses hand tracking data from an [XRHandTracker] to pose the "
+"skeleton of a hand mesh.\n"
+"Positioning of hands is performed by creating an [XRNode3D] ancestor of the "
+"hand mesh driven by the same [XRHandTracker].\n"
+"The hand tracking position-data is scaled by [member Skeleton3D.motion_scale] "
+"when applied to the skeleton, which can be used to adjust the tracked hand to "
+"match the scale of the hand model."
+msgstr ""
+"Questo nodo utilizza i dati di tracciamento della mano da un [XRHandTracker] "
+"per posizionare lo scheletro di una mesh della mano.\n"
+"Il posizionamento delle mani è eseguito creando un [XRNode3D] antenato della "
+"mesh della mano guidato dallo stesso [XRHandTracker].\n"
+"I dati di posizione del tracciamento della mano sono ridimensionati da "
+"[member Skeleton3D.motion_scale] quando applicati allo scheletro, che può "
+"essere utilizzato per regolare la mano tracciata in modo che corrisponda alla "
+"scala del modello della mano."
+
+msgid ""
+"The name of the [XRHandTracker] registered with [XRServer] to obtain the hand "
+"tracking data from."
+msgstr ""
+"Il nome del [XRHandTracker] registrato con il [XRServer] da cui ottenere i "
+"dati di tracciamento della mano."
+
+msgid "A tracked hand in XR."
+msgstr "Una mano tracciata in XR."
+
+msgid ""
+"A hand tracking system will create an instance of this object and add it to "
+"the [XRServer]. This tracking system will then obtain skeleton data, convert "
+"it to the Godot Humanoid hand skeleton and store this data on the "
+"[XRHandTracker] object.\n"
+"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data."
+msgstr ""
+"Un sistema di tracciamento delle mani creerà un'istanza di questo oggetto e "
+"la aggiungerà al [XRServer]. Questo sistema di tracciamento otterrà quindi i "
+"dati dello scheletro, li convertirà nello scheletro della mano di Godot "
+"Humanoid e memorizzerà questi dati sull'oggetto [XRHandTracker].\n"
+"Utilizza [XRHandModifier3D] per animare una mesh di mano attraverso i dati di "
+"tracciamento delle mani."
msgid "Returns the angular velocity for the given hand joint."
-msgstr "Restituisce la velocità angolare per il giunto della mano fornito."
+msgstr ""
+"Restituisce la velocità angolare per l'articolazione della mano fornita."
+
+msgid ""
+"Returns flags about the validity of the tracking data for the given hand "
+"joint (see [enum XRHandTracker.HandJointFlags])."
+msgstr ""
+"Restituisce i flag sulla validità dei dati di tracciamento per "
+"l'articolazione della mano fornita (vedi [enum XRHandTracker.HandJointFlags])."
msgid "Returns the linear velocity for the given hand joint."
-msgstr "Restituisce la velocità lineare per il giunto della mano fornito."
+msgstr "Restituisce la velocità lineare per l'articolazione della mano fornita."
msgid "Returns the radius of the given hand joint."
-msgstr "Restituisce il raggio del giunto della mano fornito."
+msgstr "Restituisce il raggio dell'articolazione della mano fornita."
msgid "Returns the transform for the given hand joint."
-msgstr "Restituisce la trasformazione per il giunto della mano fornito."
+msgstr "Restituisce la trasformazione per l'articolazione della mano fornita."
msgid "Sets the angular velocity for the given hand joint."
-msgstr "Imposta la velocità angolare per il giunto della mano fornito."
+msgstr "Imposta la velocità angolare per l'articolazione della mano fornita."
msgid ""
"Sets flags about the validity of the tracking data for the given hand joint."
msgstr ""
-"Imposta i flag sulla validità dei dati di tracciamento per il giunto della "
-"mano fornita."
+"Imposta i flag sulla validità dei dati di tracciamento per l'articolazione "
+"della mano fornita."
msgid "Sets the linear velocity for the given hand joint."
-msgstr "Imposta la velocità lineare per il giunto della mano fornito."
+msgstr "Imposta la velocità lineare per l'articolazione della mano fornita."
msgid "Sets the radius of the given hand joint."
-msgstr "Imposta il raggio per il giunto della mano fornita."
+msgstr "Imposta il raggio per l'articolazione della mano fornita."
msgid "Sets the transform for the given hand joint."
-msgstr "Imposta la trasformazione per il giunto della mano fornito."
+msgstr "Imposta la trasformazione per l'articolazione della mano fornita."
msgid "The source of the hand tracking data."
-msgstr "La sorgente dei dati di monitoraggio della mano."
+msgstr "La sorgente dei dati di tracciamento della mano."
msgid "If [code]true[/code], the hand tracking data is valid."
-msgstr "Se [code]true[/code], i dati di monitoraggio della mano sono validi."
+msgstr "Se [code]true[/code], i dati di tracciamento della mano sono validi."
msgid "The source of hand tracking data is unknown."
-msgstr "La sorgente dei dati di tracciamento delle mani è sconosciuta."
+msgstr "La sorgente dei dati di tracciamento della mano è sconosciuta."
msgid ""
"The source of hand tracking data is unobstructed, meaning that an accurate "
"method of hand tracking is used. These include optical hand tracking, data "
"gloves, etc."
msgstr ""
-"La sorgente dei dati di tracciamento delle mani è non ostruita, il che "
-"significa che viene utilizzato un metodo accurato di tracciamento delle mani. "
-"Questi includono il tracciamento ottico della mano, guanti di dati, ecc."
+"La sorgente dei dati di tracciamento della mano è libera, il che significa "
+"che viene utilizzato un metodo accurato di tracciamento delle mani. Questi "
+"includono il tracciamento ottico delle mani, guanti per dati, ecc."
msgid ""
"The source of hand tracking data is a controller, meaning that joint "
"positions are inferred from controller inputs."
msgstr ""
-"La sorgente dei dati di tracciamento delle mani è un controller, il che "
-"significa che le posizioni dei giunti sono dedotte dagli input del controller."
+"La sorgente dei dati di tracciamento della mano è un controller, il che "
+"significa che le posizioni delle articolazioni sono dedotte dagli input del "
+"controller."
msgid "Represents the size of the [enum HandTrackingSource] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum HandTrackingSource]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum HandTrackingSource]."
+
+msgid "Thumb phalanx proximal joint."
+msgstr "Articolazione prossimale della falange del pollice."
msgid "Thumb phalanx distal joint."
-msgstr "Giunto della falange distale del pollice."
+msgstr "Articolazione distale della falange del pollice."
+
+msgid "Index finger metacarpal joint."
+msgstr "Articolazione metacarpale dell'indice."
+
+msgid "Index finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange dell'indice."
+
+msgid "Index finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange dell'indice."
+
+msgid "Index finger phalanx distal joint."
+msgstr "Articolazione distale della falange dell'indice."
+
+msgid "Index finger tip joint."
+msgstr "Articolazione della punta dell'indice."
msgid "Middle finger metacarpal joint."
-msgstr "Giunto metacarpale del dito medio."
+msgstr "Articolazione metacarpale del dito medio."
+
+msgid "Middle finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange del dito medio."
+
+msgid "Middle finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange del dito medio."
msgid "Middle finger phalanx distal joint."
-msgstr "Giunto della falange distale del dito medio."
+msgstr "Articolazione distale della falange del dito medio."
msgid "Middle finger tip joint."
-msgstr "Giunto della punta del dito medio."
+msgstr "Articolazione della punta del dito medio."
+
+msgid "Ring finger metacarpal joint."
+msgstr "Articolazione metacarpale dell'anulare."
+
+msgid "Ring finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange dell'anulare."
+
+msgid "Ring finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange dell'anulare."
msgid "Ring finger phalanx distal joint."
-msgstr "Giunto della falange distale dell'anulare."
+msgstr "Articolazione distale della falange dell'anulare."
+
+msgid "Ring finger tip joint."
+msgstr "Articolazione della punta dell'anulare."
+
+msgid "Pinky finger metacarpal joint."
+msgstr "Articolazione metacarpale del mignolo."
+
+msgid "Pinky finger phalanx proximal joint."
+msgstr "Articolazione prossimale della falange del mignolo."
+
+msgid "Pinky finger phalanx intermediate joint."
+msgstr "Articolazione intermedia della falange del mignolo."
+
+msgid "Pinky finger phalanx distal joint."
+msgstr "Articolazione distale della falange del mignolo."
+
+msgid "Pinky finger tip joint."
+msgstr "Articolazione della punta del mignolo."
msgid "Represents the size of the [enum HandJoint] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum HandJoint]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum HandJoint]."
msgid "The hand joint's orientation data is valid."
-msgstr "I dati di orientamento del giunto di mano sono validi."
+msgstr "I dati sull'orientamento dell'articolazione della mano sono validi."
+
+msgid ""
+"The hand joint's orientation is actively tracked. May not be set if tracking "
+"has been temporarily lost."
+msgstr ""
+"L'orientamento dell'articolazione della mano è tracciato attivamente. "
+"Potrebbe non essere impostato se il tracciamento è stato perso "
+"temporaneamente."
+
+msgid "The hand joint's position data is valid."
+msgstr "I dati sulla posizione dell'articolazione della mano sono validi."
+
+msgid ""
+"The hand joint's position is actively tracked. May not be set if tracking has "
+"been temporarily lost."
+msgstr ""
+"La posizione dell'articolazione della mano è tracciata attivamente. Potrebbe "
+"non essere impostato se il tracciamento è stato perso temporaneamente."
msgid "The hand joint's linear velocity data is valid."
-msgstr "I dati di velocità lineare del giunto di mano sono validi."
+msgstr ""
+"I dati sulla velocità lineare dell'articolazione della mano sono validi."
+
+msgid "The hand joint's angular velocity data is valid."
+msgstr ""
+"I dati sulla velocità angolare dell'articolazione della mano sono validi."
msgid "Base class for an XR interface implementation."
msgstr "Classe di base per un'implementazione dell'interfaccia XR."
+msgid ""
+"This class needs to be implemented to make an AR or VR platform available to "
+"Godot and these should be implemented as C++ modules or GDExtension modules. "
+"Part of the interface is exposed to GDScript so you can detect, enable and "
+"configure an AR or VR platform.\n"
+"Interfaces should be written in such a way that simply enabling them will "
+"give us a working setup. You can query the available interfaces through "
+"[XRServer]."
+msgstr ""
+"Questa classe deve essere implementata per rendere disponibile una "
+"piattaforma AR o VR a Godot e queste dovrebbero essere implementate come "
+"moduli in C++ o in GDExtension. Parte dell'interfaccia è esposta a GDScript "
+"in modo da poter rilevare, abilitare e configurare una piattaforma AR o VR.\n"
+"Le interfacce dovrebbero essere scritte in modo tale che semplicemente "
+"abilitandole ci darà una configurazione funzionante. Puoi interrogare le "
+"interfacce disponibili attraverso il [XRServer]."
+
+msgid ""
+"If this is an AR interface that requires displaying a camera feed as the "
+"background, this method returns the feed ID in the [CameraServer] for this "
+"interface."
+msgstr ""
+"Se questa è un'interfaccia AR che richiede la visualizzazione di un feed "
+"della telecamera come sfondo, questo metodo restituisce l'ID del feed nel "
+"[CameraServer] per questa interfaccia."
+
+msgid ""
+"Returns a combination of [enum Capabilities] flags providing information "
+"about the capabilities of this interface."
+msgstr ""
+"Restituisce una combinazione di flag [enum Capabilities] che forniscono "
+"informazioni sulle capacità di questa interfaccia."
+
+msgid ""
+"Returns the name of this interface ([code]\"OpenXR\"[/code], "
+"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], "
+"etc.)."
+msgstr ""
+"Restituisce il nome di questa interfaccia ([code]\"OpenXR\"[/code], "
+"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], "
+"ecc.)."
+
+msgid ""
+"Returns an array of vectors that represent the physical play area mapped to "
+"the virtual space around the [XROrigin3D] point. The points form a convex "
+"polygon that can be used to react to or visualize the play area. This returns "
+"an empty array if this feature is not supported or if the information is not "
+"yet available."
+msgstr ""
+"Restituisce un array di vettori che rappresentano l'area di gioco fisica "
+"mappata sullo spazio virtuale attorno al punto [XROrigin3D]. I punti formano "
+"un poligono convesso che può essere usato per reagire o visualizzare l'area "
+"di gioco. Restituisce un array vuoto se questa funzionalità non è supportata "
+"o se le informazioni non sono ancora disponibili."
+
msgid "Returns the projection matrix for a view/eye."
msgstr "Restituisce la matrice di proiezione per una vista/occhio."
+msgid ""
+"Returns the resolution at which we should render our intermediate results "
+"before things like lens distortion are applied by the VR platform."
+msgstr ""
+"Restituisce la risoluzione alla quale dovremmo renderizzare i nostri "
+"risultati intermedi prima che cose come la distorsione dell'obiettivo siano "
+"applicate dalla piattaforma VR."
+
+msgid ""
+"Returns the an array of supported environment blend modes, see [enum "
+"XRInterface.EnvironmentBlendMode]."
+msgstr ""
+"Restituisce un array di modalità di fusione dell'ambiente supportate, vedi "
+"[enum XRInterface.EnvironmentBlendMode]."
+
+msgid ""
+"Returns a [Dictionary] with extra system info. Interfaces are expected to "
+"return [code]XRRuntimeName[/code] and [code]XRRuntimeVersion[/code] providing "
+"info about the used XR runtime. Additional entries may be provided specific "
+"to an interface.\n"
+"[b]Note:[/b]This information may only be available after [method initialize] "
+"was successfully called."
+msgstr ""
+"Restituisce un [Dictionary] con ulteriori informazioni di sistema. Le "
+"interfacce devono restituire [code]XRRuntimeName[/code] e "
+"[code]XRRuntimeVersion[/code] che forniscono informazioni sul runtime XR "
+"utilizzato. Possono essere fornite voci aggiuntive specifiche per "
+"un'interfaccia.\n"
+"[b]Nota:[/b] Queste informazioni potrebbero essere disponibili solo dopo che "
+"[method initialize] è stato chiamato con successo."
+
+msgid ""
+"If supported, returns the status of our tracking. This will allow you to "
+"provide feedback to the user whether there are issues with positional "
+"tracking."
+msgstr ""
+"Se supportato, restituisce lo stato del nostro tracciamento. Ciò ti "
+"consentirà di fornire feedback all'utente in caso di problemi con il "
+"tracciamento posizionale."
+
+msgid ""
+"Returns the transform for a view/eye.\n"
+"[param view] is the view/eye index.\n"
+"[param cam_transform] is the transform that maps device coordinates to scene "
+"coordinates, typically the [member Node3D.global_transform] of the current "
+"XROrigin3D."
+msgstr ""
+"Restituisce la trasformazione per una vista/occhio.\n"
+"[param view] è l'indice della vista/occhio.\n"
+"[param cam_transform] è la trasformazione che mappa le coordinate del "
+"dispositivo alle coordinate della scena, in genere la [member Node3D."
+"global_transform] dell'XROrigin3D attuale."
+
+msgid ""
+"Returns the number of views that need to be rendered for this device. 1 for "
+"Monoscopic, 2 for Stereoscopic."
+msgstr ""
+"Restituisce il numero di viste che devono essere renderizzate per questo "
+"dispositivo. 1 per Monoscopico, 2 per Stereoscopico."
+
+msgid ""
+"Call this to initialize this interface. The first interface that is "
+"initialized is identified as the primary interface and it will be used for "
+"rendering output.\n"
+"After initializing the interface you want to use you then need to enable the "
+"AR/VR mode of a viewport and rendering should commence.\n"
+"[b]Note:[/b] You must enable the XR mode on the main viewport for any device "
+"that uses the main output of Godot, such as for mobile VR.\n"
+"If you do this for a platform that handles its own output (such as OpenVR) "
+"Godot will show just one eye without distortion on screen. Alternatively, you "
+"can add a separate viewport node to your scene and enable AR/VR on that "
+"viewport. It will be used to output to the HMD, leaving you free to do "
+"anything you like in the main window, such as using a separate camera as a "
+"spectator camera or rendering something completely different.\n"
+"While currently not used, you can activate additional interfaces. You may "
+"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 ""
+"Chiama questo metodo per inizializzare questa interfaccia. La prima "
+"interfaccia che viene inizializzata è identificata come interfaccia primaria "
+"e sarà utilizzata per renderizzare l'output.\n"
+"Dopo aver inizializzato l'interfaccia che vuoi usare, devi abilitare la "
+"modalità AR/VR di una viewport e il rendering dovrebbe cominciare.\n"
+"[b]Nota:[/b] Devi abilitare la modalità XR sulla viewport principale per "
+"qualsiasi dispositivo che utilizzi l'output principale di Godot, come per la "
+"VR mobile.\n"
+"Se lo fai per una piattaforma che gestisce il proprio output (come OpenVR), "
+"Godot mostrerà solo un occhio senza distorsioni sullo schermo. In "
+"alternativa, puoi aggiungere un nodo viewport separato alla tua scena e "
+"abilitare AR/VR su quella viewport. Sarà usato per l'output sull'HMD, "
+"lasciandoti libero di fare qualsiasi cosa tu voglia nella finestra "
+"principale, come utilizzare una telecamera separata come telecamera di "
+"spettatore o renderizzare qualcosa di completamente diverso.\n"
+"Sebbene al momento non sia utilizzato, puoi attivare interfacce aggiuntive. "
+"Potresti volerlo fare se vuoi tracciare i controller da altre piattaforme. "
+"Tuttavia, al momento solo un'interfaccia può essere renderizzata su un HMD."
+
msgid "Returns [code]true[/code] if this interface has been initialized."
msgstr ""
"Restituisce [code]true[/code] se questa interfaccia è stata inizializzata."
@@ -60026,18 +114751,180 @@ msgid ""
"Check if [member environment_blend_mode] is [constant XRInterface."
"XR_ENV_BLEND_MODE_ALPHA_BLEND], instead."
msgstr ""
-"Controlla se [member environment_blend_mode] è [constant XRInterface."
-"XR_ENV_BLEND_MODE_ALPHA_BLEND], invece."
+"Controlla invece se [member environment_blend_mode] è [constant XRInterface."
+"XR_ENV_BLEND_MODE_ALPHA_BLEND]."
+
+msgid "Returns [code]true[/code] if passthrough is enabled."
+msgstr "Restituisce [code]true[/code] se il passthrough è abilitato."
+
+msgid ""
+"Check that [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] is supported "
+"using [method get_supported_environment_blend_modes], instead."
+msgstr ""
+"Verifica che [constant XRInterface.XR_ENV_BLEND_MODE_ALPHA_BLEND] sia "
+"supportato utilizzando invece [method get_supported_environment_blend_modes]."
+
+msgid "Returns [code]true[/code] if this interface supports passthrough."
+msgstr ""
+"Restituisce [code]true[/code] se questa interfaccia supporta il passthrough."
+
+msgid ""
+"Sets the active environment blend mode.\n"
+"[param mode] is the environment blend mode 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 ""
+"Imposta la modalità di fusione dell'ambiente attivo.\n"
+"[param mode] è la modalità di fusione dell'ambiente a partire dal fotogramma "
+"successivo.\n"
+"[b]Nota:[/b] Non tutti i runtime supportano tutte le modalità di fusione "
+"dell'ambiente, quindi è importante verificarlo all'avvio. Ad esempio:\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.\n"
+"[b]Note:[/b] Changing this after the interface has already been initialized "
+"can be jarring for the player, so it's recommended to recenter on the HMD "
+"with [method XRServer.center_on_hmd] (if switching to [constant XRInterface."
+"XR_PLAY_AREA_STAGE]) or make the switch during a scene change."
+msgstr ""
+"Imposta la modalità dell'area di gioco attiva, restituirà [code]false[/code] "
+"se la modalità non può essere utilizzata con questa interfaccia.\n"
+"[b]Nota:[/b] Modificare questa impostazione dopo che l'interfaccia è già "
+"stata inizializzata può essere fastidioso per il giocatore, quindi si "
+"consiglia di ricentrare l'HMD con [method XRServer.center_on_hmd] (se si "
+"passa a [constant XRInterface.XR_PLAY_AREA_STAGE]) o di effettuare il "
+"passaggio durante un cambio di scena."
+
+msgid ""
+"Set the [member environment_blend_mode] to [constant XRInterface."
+"XR_ENV_BLEND_MODE_ALPHA_BLEND], instead."
+msgstr ""
+"Imposta invece [member environment_blend_mode] su [constant XRInterface."
+"XR_ENV_BLEND_MODE_ALPHA_BLEND]."
+
+msgid ""
+"Starts passthrough, will return [code]false[/code] if passthrough couldn't be "
+"started.\n"
+"[b]Note:[/b] The viewport used for XR must have a transparent background, "
+"otherwise passthrough may not properly render."
+msgstr ""
+"Avvia il passthrough, restituirà [code]false[/code] se il passthrough non può "
+"essere avviato.\n"
+"[b]Nota:[/b] La viewport utilizzata per il XR deve avere uno sfondo "
+"trasparente, altrimenti il passthrough potrebbe non essere renderizzato "
+"correttamente."
+
+msgid ""
+"Set the [member environment_blend_mode] to [constant XRInterface."
+"XR_ENV_BLEND_MODE_OPAQUE], instead."
+msgstr ""
+"Imposta invece [member environment_blend_mode] su [constant XRInterface."
+"XR_ENV_BLEND_MODE_OPAQUE]."
+
+msgid "Stops passthrough."
+msgstr "Arresta il passthrough."
msgid ""
"Call this to find out if a given play area mode is supported by this "
"interface."
msgstr ""
-"Chiama questo per scoprire se una modalità area di gioco fornita è supportata "
-"da questa interfaccia."
+"Chiama questo metodo per scoprire se una determinata modalità dell'area di "
+"gioco fornita è supportata da questa interfaccia."
+
+msgid ""
+"Triggers a haptic pulse on a device associated with this interface.\n"
+"[param action_name] is the name of the action for this pulse.\n"
+"[param tracker_name] is optional and can be used to direct the pulse to a "
+"specific device provided that device is bound to this haptic.\n"
+"[param frequency] is the frequency of the pulse, set to [code]0.0[/code] to "
+"have the system use a default frequency.\n"
+"[param amplitude] is the amplitude of the pulse between [code]0.0[/code] and "
+"[code]1.0[/code].\n"
+"[param duration_sec] is the duration of the pulse in seconds.\n"
+"[param delay_sec] is a delay in seconds before the pulse is given."
+msgstr ""
+"Attiva un impulso tattile su un dispositivo associato a questa interfaccia.\n"
+"[param action_name] è il nome dell'azione per questo impulso.\n"
+"[param tracker_name] è facoltativo e può essere usato per indirizzare "
+"l'impulso a un dispositivo specifico, a condizione che tale dispositivo sia "
+"associato a questo tattile.\n"
+"[param frequency] è la frequenza dell'impulso, impostata su [code]0.0[/code] "
+"per far sì che il sistema utilizzi una frequenza predefinita.\n"
+"[param amplitude] è l'ampiezza dell'impulso tra [code]0.0[/code] e [code]1.0[/"
+"code].\n"
+"[param duration_sec] è la durata dell'impulso in secondi.\n"
+"[param delay_sec] è un ritardo in secondi prima che sia fornito l'impulso."
msgid "Turns the interface off."
-msgstr "Spegne l'interfaccia."
+msgstr "Disattiva l'interfaccia."
+
+msgid "On an AR interface, [code]true[/code] if anchor detection is enabled."
+msgstr ""
+"Su un'interfaccia AR, [code]true[/code] se il rilevamento dell'ancoraggio è "
+"abilitato."
+
+msgid ""
+"Specify how XR should blend in the environment. This is specific to certain "
+"AR and passthrough devices where camera images are blended in by the XR "
+"compositor."
+msgstr ""
+"Specifica come il XR dovrebbe fondersi nell'ambiente. Questo è specifico per "
+"alcuni dispositivi AR e passthrough in cui le immagini della telecamera sono "
+"fuse dal compositore XR."
+
+msgid "[code]true[/code] if this is the primary interface."
+msgstr "[code]true[/code] se questa è l'interfaccia primaria."
+
+msgid "The play area mode for this interface."
+msgstr "La modalità dell'area di gioco per questa interfaccia."
+
+msgid ""
+"Emitted when the play area is changed. This can be a result of the player "
+"resetting the boundary or entering a new play area, the player changing the "
+"play area mode, the world scale changing or the player resetting their "
+"headset orientation."
+msgstr ""
+"Emesso quando l'area di gioco viene modificata. Ciò può essere il risultato "
+"del fatto che il giocatore reimposta il confine o entra in una nuova area di "
+"gioco, che cambia la modalità dell'area di gioco, che cambia la scala del "
+"mondo o che il giocatore reimposta l'orientamento delle cuffie."
+
+msgid "No XR capabilities."
+msgstr "Nessuna funzionalità XR."
+
+msgid "This interface can work with normal rendering output (non-HMD based AR)."
+msgstr ""
+"Questa interfaccia può funzionare con output di rendering normale (AR non "
+"basata su HMD)."
msgid "This interface supports stereoscopic rendering."
msgstr "Questa interfaccia supporta il rendering stereoscopico."
@@ -60054,6 +114941,51 @@ msgid "This interface supports AR (video background and real world tracking)."
msgstr ""
"Questa interfaccia supporta AR (sfondo video e tracciamento del mondo reale)."
+msgid ""
+"This interface outputs to an external device. If the main viewport is used, "
+"the on screen output is an unmodified buffer of either the left or right eye "
+"(stretched if the viewport size is not changed to the same aspect ratio of "
+"[method get_render_target_size]). Using a separate viewport node frees up the "
+"main viewport for other purposes."
+msgstr ""
+"Questa interfaccia invia l'output a un dispositivo esterno. Se viene "
+"utilizzata la viewport principale, l'output sullo schermo è un buffer non "
+"modificato dell'occhio sinistro o destro (allungato se la dimensione della "
+"viewport non è modificata alle stesse proporzioni di [method "
+"get_render_target_size]). Utilizzando un nodo viewport separato si libera la "
+"viewport principale per altri scopi."
+
+msgid "Tracking is behaving as expected."
+msgstr "Il tracciamento si sta comportando come previsto."
+
+msgid ""
+"Tracking is hindered by excessive motion (the player is moving faster than "
+"tracking can keep up)."
+msgstr ""
+"Il tracciamento è ostacolato da un movimento eccessivo (il giocatore si muove "
+"più velocemente di quanto il tracciamento riesca a tenere il passo)."
+
+msgid ""
+"Tracking is hindered by insufficient features, it's too dark (for camera-"
+"based tracking), player is blocked, etc."
+msgstr ""
+"Il tracciamento è ostacolato da funzionalità insufficienti, è troppo buio "
+"(per il tracciamento basato sulla telecamera), il giocatore è bloccato, ecc."
+
+msgid ""
+"We don't know the status of the tracking or this interface does not provide "
+"feedback."
+msgstr ""
+"Non conosciamo lo stato del tracciamento, o questa interfaccia non fornisce "
+"alcuna indicazione."
+
+msgid ""
+"Tracking is not functional (camera not plugged in or obscured, lighthouses "
+"turned off, etc.)."
+msgstr ""
+"Il tracciamento non funziona (la telecamera non è collegata o è oscurata, i "
+"fari sono spenti, ecc.)."
+
msgid "Play area mode not set or not available."
msgstr "Modalità area di gioco non impostata o non disponibile."
@@ -60068,8 +115000,8 @@ msgid ""
"Player is in seated position, limited positional tracking, fixed guardian "
"around player."
msgstr ""
-"Il giocatore è in posizione seduta, tracciamento posizionale limitato, "
-"guardia fissa intorno al giocatore."
+"Il giocatore è seduto, il tracciamento posizionale è limitato, guardia fissa "
+"intorno al giocatore."
msgid "Player is free to move around, full positional tracking."
msgstr "Il giocatore è libero di muoversi, tracciamento posizionale completo."
@@ -60084,29 +115016,92 @@ msgstr ""
"di sistema potrebbe essere disabilitato, richiedendo l'uso di [method "
"XRServer.center_on_hmd]."
+msgid "Opaque blend mode. This is typically used for VR devices."
+msgstr ""
+"Modalità di fusione opaca. Questa è solitamente usata per i dispositivi VR."
+
+msgid ""
+"Additive blend mode. This is typically used for AR devices or VR devices with "
+"passthrough."
+msgstr ""
+"Modalità di fusione additiva. Questa è solitamente usata per dispositivi AR o "
+"dispositivi VR con passthrough."
+
+msgid ""
+"Alpha blend mode. This is typically used for AR or VR devices with "
+"passthrough capabilities. The alpha channel controls how much of the "
+"passthrough is visible. Alpha of 0.0 means the passthrough is visible and "
+"this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough is "
+"not visible and this pixel works in OPAQUE mode."
+msgstr ""
+"Modalità di fusione alfa. Questa è solitamente usata per dispositivi AR o VR "
+"con capacità passthrough. Il canale alfa controlla quanta parte del "
+"passthrough è visibile. Un alfa di 0,0 significa che il passthrough è "
+"visibile e questo pixel funziona in modalità ADDITIVE. Un alfa di 1,0 "
+"significa che il passthrough non è visibile e questo pixel funziona in "
+"modalità OPAQUE."
+
+msgid "Base class for XR interface extensions (plugins)."
+msgstr "Classe di base per le estensioni dell'interfaccia XR (plugin)."
+
+msgid "External XR interface plugins should inherit from this class."
+msgstr ""
+"Le estensioni esterne dell'interfaccia XR dovrebbero ereditare da questa "
+"classe."
+
+msgid "Called if interface is active and queues have been submitted."
+msgstr "Chiamato se l'interfaccia è attiva e sono state inviate le code."
+
msgid ""
"Return [code]true[/code] if anchor detection is enabled for this interface."
msgstr ""
"Restituisce [code]true[/code] se il rilevamento dell'ancoraggio è abilitato "
"per questa interfaccia."
+msgid ""
+"Returns the camera feed ID for the [CameraFeed] registered with the "
+"[CameraServer] that should be presented as the background on an AR capable "
+"device (if applicable)."
+msgstr ""
+"Restituisce l'ID del feed della telecamera per il [CameraFeed] registrato con "
+"il [CameraServer] che dovrebbe essere presentato come sfondo su un "
+"dispositivo compatibile con AR (se applicabile)."
+
msgid "Returns the [Transform3D] that positions the [XRCamera3D] in the world."
msgstr "Restituisce il [Transform3D] che posiziona la [XRCamera3D] nel mondo."
msgid "Returns the capabilities of this interface."
msgstr "Restituisce le capacità di questa interfaccia."
+msgid "Return color texture into which to render (if applicable)."
+msgstr ""
+"Restituisce la texture del colore in cui effettuare il rendering (se "
+"applicabile)."
+
+msgid "Return depth texture into which to render (if applicable)."
+msgstr ""
+"Restituisce la texture di profondità in cui effettuare il rendering (se "
+"applicabile)."
+
msgid "Returns the name of this interface."
msgstr "Restituisce il nome di questa interfaccia."
+msgid ""
+"Returns a [PackedVector3Array] that represents the play areas boundaries (if "
+"applicable)."
+msgstr ""
+"Restituisce un [PackedVector3Array] che rappresenta i limiti delle aree di "
+"gioco (se applicabile)."
+
msgid "Returns the play area mode that sets up our play area."
msgstr ""
-"Restituisce la modalità area di gioco che imposta la nostra area di gioco."
+"Restituisce la modalità dell'area di gioco che imposta la nostra area di "
+"gioco."
msgid ""
"Returns the projection matrix for the given view as a [PackedFloat64Array]."
msgstr ""
-"Restituisce la matrice di proiezione per la vista fornita come "
+"Restituisce la matrice di proiezione per la vista fornita sotto forma di un "
"[PackedFloat64Array]."
msgid ""
@@ -60166,29 +115161,245 @@ msgstr "Inizializza l'interfaccia, restituisce [code]true[/code] al successo."
msgid "Called after the XR [Viewport] draw logic has completed."
msgstr "Chiamato dopo che la logica di disegno del XR [Viewport] ha completato."
+msgid ""
+"Called if this is our primary [XRInterfaceExtension] before we start "
+"processing a [Viewport] for every active XR [Viewport], returns [code]true[/"
+"code] if that viewport should be rendered. An XR interface may return "
+"[code]false[/code] if the user has taken off their headset and we can pause "
+"rendering."
+msgstr ""
+"Chiamato se questa è la nostra [XRInterfaceExtension] primaria prima di "
+"iniziare a elaborare una [Viewport] per ogni [Viewport] XR attivo, "
+"restituisce [code]true[/code] se quella viewport deve essere renderizzata. "
+"Un'interfaccia XR può restituire [code]false[/code] se l'utente ha tolto il "
+"visore e possiamo mettere in pausa il rendering."
+
+msgid ""
+"Called if this [XRInterfaceExtension] is active before rendering starts. Most "
+"XR interfaces will sync tracking at this point in time."
+msgstr ""
+"Chiamato se questa [XRInterfaceExtension] è attiva prima dell'inizio del "
+"rendering. La maggior parte delle interfacce XR sincronizzerà il tracciamento "
+"in questo momento."
+
+msgid ""
+"Called if this [XRInterfaceExtension] is active before our physics and game "
+"process is called. Most XR interfaces will update its [XRPositionalTracker]s "
+"at this point in time."
+msgstr ""
+"Chiamato se questa [XRInterfaceExtension] è attiva prima che il nostro "
+"processo di fisica e di gioco venga chiamato. La maggior parte delle "
+"interfacce XR aggiornerà i suoi [XRPositionalTracker] in questo momento."
+
+msgid "Enables anchor detection on this interface if supported."
+msgstr ""
+"Abilita il rilevamento dell'ancoraggio su questa interfaccia, se supportato."
+
msgid "Set the play area mode for this interface."
-msgstr "Imposta la modalità area di gioco per questa interfaccia."
+msgstr "Imposta la modalità dell'area di gioco per questa interfaccia."
+
+msgid ""
+"Returns [code]true[/code] if this interface supports this play area mode."
+msgstr ""
+"Restituisce [code]true[/code] se questa interfaccia supporta questa modalità "
+"di area di gioco."
+
+msgid "Triggers a haptic pulse to be emitted on the specified tracker."
+msgstr "Attiva l'emissione di un impulso tattile sul tracciatore specificato."
+
+msgid "Uninitialize the interface."
+msgstr "Deinizializza l'interfaccia."
+
+msgid ""
+"Blits our render results to screen optionally applying lens distortion. This "
+"can only be called while processing [code]_commit_views[/code]."
+msgstr ""
+"Trasmette i risultati del rendering sullo schermo, applicando "
+"facoltativamente la distorsione dell'obiettivo. Può essere chiamato solo "
+"durante l'elaborazione di [code]_commit_views[/code]."
+
+msgid ""
+"Returns a valid [RID] for a texture to which we should render the current "
+"frame if supported by the interface."
+msgstr ""
+"Restituisce un [RID] valido per una texture su cui dovremmo renderizzare il "
+"frame attuale, se supportato dall'interfaccia."
+
+msgid ""
+"A spatial node that has its position automatically updated by the [XRServer]."
+msgstr ""
+"Un nodo spaziale la cui posizione è aggiornata automaticamente dal [XRServer]."
+
+msgid ""
+"This node can be bound to a specific pose of a [XRPositionalTracker] and will "
+"automatically have its [member Node3D.transform] updated by the [XRServer]. "
+"Nodes of this type must be added as children of the [XROrigin3D] node."
+msgstr ""
+"Questo nodo può essere associato a una posa specifica di un "
+"[XRPositionalTracker] e il suo [member Node3D.transform] sarà automaticamente "
+"aggiornato dal [XRServer]. I nodi di questo tipo devono essere aggiunti come "
+"figli del nodo [XROrigin3D]."
msgid ""
"Returns [code]true[/code] if the [member tracker] has current tracking data "
"for the [member pose] being tracked."
msgstr ""
"Restituisce [code]true[/code] se il [member tracker] ha i dati attuali di "
-"tracciamento per la posa [meber pose] monitorata."
+"tracciamento per la [member pose] tracciata."
msgid ""
"Returns [code]true[/code] if the [member tracker] has been registered and the "
"[member pose] is being tracked."
msgstr ""
"Restituisce [code]true[/code] se il [member tracker] è stato registrato e la "
-"posa [member pose] è monitorata."
+"[member pose] è tracciata."
msgid ""
"Returns the [XRPose] containing the current state of the pose being tracked. "
"This gives access to additional properties of this pose."
msgstr ""
"Restituisce il [XRPose] contenente lo stato attuale della posa che è "
-"tracciata. Questo dà accesso a proprietà aggiuntive di questa posa."
+"tracciata. Questo fornisce l'accesso a ulteriori proprietà di questa posa."
+
+msgid ""
+"Triggers a haptic pulse on a device associated with this interface.\n"
+"[param action_name] is the name of the action for this pulse.\n"
+"[param frequency] is the frequency of the pulse, set to [code]0.0[/code] to "
+"have the system use a default frequency.\n"
+"[param amplitude] is the amplitude of the pulse between [code]0.0[/code] and "
+"[code]1.0[/code].\n"
+"[param duration_sec] is the duration of the pulse in seconds.\n"
+"[param delay_sec] is a delay in seconds before the pulse is given."
+msgstr ""
+"Attiva un impulso tattile su un dispositivo associato a questa interfaccia.\n"
+"[param action_name] è il nome dell'azione per questo impulso.\n"
+"[param frequency] è la frequenza dell'impulso, impostata su [code]0.0[/code] "
+"per far sì che il sistema utilizzi una frequenza predefinita.\n"
+"[param amplitude] è l'ampiezza dell'impulso tra [code]0.0[/code] e [code]1.0[/"
+"code].\n"
+"[param duration_sec] è la durata dell'impulso in secondi.\n"
+"[param delay_sec] è un ritardo in secondi prima che sia fornito l'impulso."
+
+msgid ""
+"The name of the pose we're bound to. Which poses a tracker supports is not "
+"known during design time.\n"
+"Godot defines number of standard pose names such as [code]aim[/code] and "
+"[code]grip[/code] but other may be configured within a given [XRInterface]."
+msgstr ""
+"Il nome della posa a cui siamo associati. Non è noto quali pose supporta un "
+"tracker durante la fase di progettazione.\n"
+"Godot definisce un numero di nomi di pose standard come [code]aim[/code] e "
+"[code]grip[/code] ma è possibile configurarne altre all'interno di una "
+"determinata [XRInterface]."
+
+msgid ""
+"Enables showing the node when tracking starts, and hiding the node when "
+"tracking is lost."
+msgstr ""
+"Consente di mostrare il nodo quando inizia il tracciamento e di nasconderlo "
+"quando il tracciamento viene perso."
+
+msgid ""
+"The name of the tracker we're bound to. Which trackers are available is not "
+"known during design time.\n"
+"Godot defines a number of standard trackers such as [code]left_hand[/code] "
+"and [code]right_hand[/code] but others may be configured within a given "
+"[XRInterface]."
+msgstr ""
+"Il nome del tracciatore a cui siamo associati. Non è noto quali tracciatori "
+"sono disponibili durante la fase di progettazione.\n"
+"Godot definisce un certo numero di tracciatori standard come [code]left_hand[/"
+"code] e [code]right_hand[/code] ma è possibile configurarne altri all'interno "
+"di una determinata [XRInterface]."
+
+msgid ""
+"Emitted when the [member tracker] starts or stops receiving updated tracking "
+"data for the [member pose] being tracked. The [param tracking] argument "
+"indicates whether the tracker is getting updated tracking data."
+msgstr ""
+"Emesso quando il [member tracker] inizia o smette di ricevere i dati di "
+"tracciamento aggiornati per la [member pose] tracciata. L'argomento [param "
+"tracking] indica se il tracciatore sta ricevendo dati di tracciamento "
+"aggiornati."
+
+msgid "The origin point in AR/VR."
+msgstr "Il punto di origine in AR/VR."
+
+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"
+"Multiple origin points can be added to the scene tree, but only one can used "
+"at a time. 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 ""
+"Questo è un nodo speciale all'interno del sistema AR/VR che mappa la "
+"posizione fisica del centro del nostro spazio di tracciamento alla posizione "
+"virtuale all'interno del nostro mondo di gioco.\n"
+"È possibile aggiungere più punti di origine all'albero di scena, ma solo uno "
+"può essere utilizzato alla volta. Tutti i nodi [XRCamera3D], [XRController3D] "
+"e [XRAnchor3D] dovrebbero essere figli diretti di questo nodo affinché il "
+"tracciamento spaziale funzioni correttamente.\n"
+"È la posizione di questo nodo che aggiorni quando il tuo personaggio deve "
+"muoversi nel tuo mondo di gioco mentre non ci stiamo muovendo nel mondo "
+"reale. Il movimento nel mondo reale è sempre in relazione a questo punto di "
+"origine.\n"
+"Ad esempio, se il tuo personaggio sta guidando un'auto, il nodo [XROrigin3D] "
+"dovrebbe essere un nodo figlio di questa auto. Oppure, se stai implementando "
+"un sistema di teletrasporto per muovere il tuo personaggio, dovresti cambiare "
+"la posizione di questo nodo."
+
+msgid ""
+"If [code]true[/code], this origin node is currently being used by the "
+"[XRServer]. Only one origin point can be used at a time."
+msgstr ""
+"Se [code]true[/code], questo nodo di origine è attualmente utilizzato dal "
+"[XRServer]. È possibile utilizzare un solo punto di origine alla volta."
+
+msgid ""
+"The scale of the game world compared to the real world. This is the same as "
+"[member XRServer.world_scale]. By default, most AR/VR platforms assume that 1 "
+"game unit corresponds to 1 real world meter."
+msgstr ""
+"La scala del mondo di gioco rispetto al mondo reale. È la stessa di [member "
+"XRServer.world_scale]. Per impostazone predefinita, la maggior parte delle "
+"piattaforme AR/VR presuppone che 1 unità di gioco corrisponda a 1 metro del "
+"mondo reale."
+
+msgid "This object contains all data related to a pose on a tracked object."
+msgstr ""
+"Questo oggetto contiene tutti i dati relativi a una posa su un oggetto "
+"tracciato."
+
+msgid ""
+"XR runtimes often identify multiple locations on devices such as controllers "
+"that are spatially tracked.\n"
+"Orientation, location, linear velocity and angular velocity are all provided "
+"for each pose by the XR runtime. This object contains this state of a pose."
+msgstr ""
+"I runtime XR spesso identificano più posizioni su dispositivi come controller "
+"che sono tracciati spazialmente.\n"
+"Orientamento, posizione, velocità lineare e velocità angolare sono tutti "
+"forniti per ogni posa dal runtime XR. Questo oggetto contiene questo stato di "
+"una posa."
+
+msgid ""
+"Returns the [member transform] with world scale and our reference frame "
+"applied. This is the transform used to position [XRNode3D] objects."
+msgstr ""
+"Restituisce la [member transform] con scala mondiale e il nostro sistema di "
+"riferimento applicato. Questa è la trasformazione usata per posizionare gli "
+"oggetti [XRNode3D]."
+
+msgid "The angular velocity for this pose."
+msgstr "La velocità angolare per questa posa."
msgid ""
"If [code]true[/code] our tracking data is up to date. If [code]false[/code] "
@@ -60197,12 +115408,96 @@ msgid ""
msgstr ""
"Se [code]true[/code] i nostri dati di tracciamento sono aggiornati. Se "
"[code]false[/code] non stiamo ricevendo più nuovi dati di tracciamento e il "
-"nostro stato è qualunque sia l'ultimo stato valido."
+"nostro stato è qualunque fosse l'ultimo stato valido."
msgid "The linear velocity of this pose."
msgstr "La velocità lineare di questa posa."
msgid ""
+"The name of this pose. Pose names are often driven by an action map setup by "
+"the user. Godot does suggest a number of pose names that it expects "
+"[XRInterface]s to implement:\n"
+"- [code]root[/code] defines a root location, often used for tracked objects "
+"that do not have further nodes.\n"
+"- [code]aim[/code] defines the tip of a controller with the orientation "
+"pointing outwards, for example: add your raycasts to this.\n"
+"- [code]grip[/code] defines the location where the user grips the controller\n"
+"- [code]skeleton[/code] defines the root location a hand mesh should be "
+"placed when using hand tracking and the animated skeleton supplied by the XR "
+"runtime."
+msgstr ""
+"Il nome di questa posa. I nomi delle pose sono spesso guidati da una "
+"configurazione di mappa di azione da parte dell'utente. Godot suggerisce un "
+"certo numero di nomi di pose che si aspetta che [XRInterface] implementi:\n"
+"- [code]root[/code] definisce una posizione radice, spesso utilizzata per "
+"oggetti tracciati che non hanno ulteriori nodi.\n"
+"- [code]aim[/code] definisce la punta di un controller con l'orientamento "
+"rivolto verso l'esterno, ad esempio: aggiungi i tuoi raycast a questo.\n"
+"- [code]grip[/code] definisce la posizione in cui l'utente afferra il "
+"controller\n"
+"- [code]skeleton[/code] definisce la posizione radice in cui una mesh della "
+"mano dovrebbe essere posizionata, quando si utilizza il tracciamento della "
+"mano e lo scheletro animato fornito dal runtime XR."
+
+msgid ""
+"The tracking confidence for this pose, provides insight on how accurate the "
+"spatial positioning of this record is."
+msgstr ""
+"L'affidabilità del tracciamento per questa posa fornisce informazioni su "
+"quanto sia accurato il posizionamento spaziale di questa registrazione."
+
+msgid ""
+"The transform containing the original and transform as reported by the XR "
+"runtime."
+msgstr ""
+"La trasformazione contenente l'origine e la trasformazione come riportata dal "
+"runtime XR."
+
+msgid "No tracking information is available for this pose."
+msgstr "Non sono disponibili informazioni di tracciamento per questa posa."
+
+msgid "Tracking information is considered accurate and up to date."
+msgstr "Le informazioni di tracciamento sono considerate accurate e aggiornate."
+
+msgid "A tracked object."
+msgstr "Un oggetto tracciato."
+
+msgid ""
+"An instance of this object represents a device that is tracked, such as a "
+"controller or anchor point. HMDs aren't represented here as they are handled "
+"internally.\n"
+"As controllers are turned on and the [XRInterface] detects them, instances of "
+"this object are automatically added to this list of active tracking objects "
+"accessible through the [XRServer].\n"
+"The [XRNode3D] and [XRAnchor3D] both consume objects of this type and should "
+"be used in your project. The positional trackers are just under-the-hood "
+"objects that make this all work. These are mostly exposed so that GDExtension-"
+"based interfaces can interact with them."
+msgstr ""
+"Un'istanza di questo oggetto rappresenta un dispositivo che viene tracciato, "
+"come un controller o un punto di ancoraggio. Gli HMD non sono rappresentati "
+"qui poiché sono gestiti internamente.\n"
+"Quando i controller sono attivati e [XRInterface] li rileva, le istanze di "
+"questo oggetto sono automaticamente aggiunte a questa lista di oggetti di "
+"tracciamento attivi, accessibili attraverso il [XRServer].\n"
+"[XRNode3D] e [XRAnchor3D] utilizzano entrambi oggetti di questo tipo e "
+"dovrebbero essere usati nel tuo progetto. I tracciatori posizionali sono solo "
+"oggetti nascosti che fanno funzionare tutto questo. Sono per lo più esposti "
+"in modo che le interfacce basate su GDExtension possano interagire con loro."
+
+msgid "Use through [XRControllerTracker]."
+msgstr "Usa tramite [XRControllerTracker]."
+
+msgid ""
+"Returns an input for this tracker. It can return a boolean, float or "
+"[Vector2] value depending on whether the input is a button, trigger or "
+"thumbstick/thumbpad."
+msgstr ""
+"Restituisce un input per questo tracciatore. Può restituire un valore "
+"booleano, float o [Vector2] a seconda che l'input sia un pulsante, un "
+"grilletto o una levetta/thumbpad."
+
+msgid ""
"Returns the current [XRPose] state object for the bound [param name] pose."
msgstr ""
"Restituisce l'oggetto di stato [XRPose] attuale per la posa associata con "
@@ -60212,8 +115507,25 @@ msgid ""
"Returns [code]true[/code] if the tracker is available and is currently "
"tracking the bound [param name] pose."
msgstr ""
-"Restituisce [code]true[/code] se il tracker è disponibile e sta tracciando "
-"attualmente la posa con il nome [param name]."
+"Restituisce [code]true[/code] se il tracciatore è disponibile e sta "
+"tracciando attualmente la posa con il nome [param name]."
+
+msgid ""
+"Marks this pose as invalid, we don't clear the last reported state but it "
+"allows users to decide if trackers need to be hidden if we lose tracking or "
+"just remain at their last known position."
+msgstr ""
+"Contrassegna questa posizione come non valida, non cancelliamo l'ultimo stato "
+"riportato ma consentiamo agli utenti di decidere se i tracciatori devono "
+"essere nascosti se perdiamo il tracciamento o se devono semplicemente "
+"rimanere nella loro ultima posizione nota."
+
+msgid ""
+"Changes the value for the given input. This method is called by a "
+"[XRInterface] implementation and should not be used directly."
+msgstr ""
+"Cambia il valore per l'input specificato. Questo metodo è chiamato da "
+"un'implementazione [XRInterface] e non dovrebbe essere usato direttamente."
msgid ""
"Sets the transform, linear velocity, angular velocity and tracking confidence "
@@ -60225,8 +115537,58 @@ msgstr ""
"da un'implementazione di [XRInterface] e non dovrebbe essere utilizzato "
"direttamente."
+msgid "Defines which hand this tracker relates to."
+msgstr "Definisce a quale mano si riferisce questo tracciatore."
+
+msgid ""
+"The profile associated with this tracker, interface dependent but will "
+"indicate the type of controller being tracked."
+msgstr ""
+"Il profilo associato a questo tracciatore. Dipende dall'interfaccia, ma "
+"indicherà il tipo di controller tracciato."
+
+msgid ""
+"Emitted when a button on this tracker is pressed. Note that many XR runtimes "
+"allow other inputs to be mapped to buttons."
+msgstr ""
+"Emesso quando viene premuto un pulsante su questo tracciatore. Nota che molti "
+"runtime XR consentono di mappare altri input sui pulsanti."
+
+msgid "Emitted when a button on this tracker is released."
+msgstr "Emesso quando viene rilasciato un pulsante su questo tracciatore."
+
+msgid "Emitted when a trigger or similar input on this tracker changes value."
+msgstr ""
+"Emesso quando un grilletto o un input simile su questo tracciatore cambia "
+"valore."
+
+msgid "Emitted when a thumbstick or thumbpad on this tracker moves."
+msgstr "Emesso quando una levetta o un thumbpad di questo tracciatore si muove."
+
+msgid "Emitted when the state of a pose tracked by this tracker changes."
+msgstr "Emesso quando cambia lo stato di una posa tracciata da questo tracker."
+
+msgid ""
+"Emitted when a pose tracked by this tracker stops getting updated tracking "
+"data."
+msgstr ""
+"Emesso quando una posa tracciata da questo tracciatore smette di ricevere "
+"dati di tracciamento aggiornati."
+
+msgid "Emitted when the profile of our tracker changes."
+msgstr "Emesso quando cambia il profilo del nostro tracciatore."
+
+msgid "The hand this tracker is held in is unknown or not applicable."
+msgstr "La mano in cui è tenuto questo tracciatore è sconosciuta o non valida."
+
+msgid "This tracker is the left hand controller."
+msgstr "Questo tracciatore è il controller della mano sinistra."
+
+msgid "This tracker is the right hand controller."
+msgstr "Questo tracciatore è il controller della mano destra."
+
msgid "Represents the size of the [enum TrackerHand] enum."
-msgstr "Rappresenta la dimensione dell'enumeratore [enum TrackerHand]."
+msgstr "Rappresenta la dimensione dell'enumerazione [enum TrackerHand]."
msgid "Server for AR and VR features."
msgstr "Server per funzionalità di AR e VR."
@@ -60244,30 +115606,282 @@ msgstr "Registra un oggetto [XRInterface]."
msgid "Registers a new [XRTracker] that tracks a physical object."
msgstr "Registra un nuovo [XRTracker] che traccia un oggetto fisico."
+msgid ""
+"This is an important function to understand correctly. AR and VR platforms "
+"all handle positioning slightly differently.\n"
+"For platforms that do not offer spatial tracking, our origin point (0, 0, 0) "
+"is the location of our HMD, but you have little control over the direction "
+"the player is facing in the real world.\n"
+"For platforms that do offer spatial tracking, our origin point depends very "
+"much on the system. For OpenVR, our origin point is usually the center of the "
+"tracking space, on the ground. For other platforms, it's often the location "
+"of the tracking camera.\n"
+"This method allows you to center your tracker on the location of the HMD. It "
+"will take the current location of the HMD and use that to adjust all your "
+"tracking data; in essence, realigning the real world to your player's current "
+"position in the game world.\n"
+"For this method to produce usable results, tracking information must be "
+"available. This often takes a few frames after starting your game.\n"
+"You should call this method after a few seconds have passed. For example, "
+"when the user requests a realignment of the display holding a designated "
+"button on a controller for a short period of time, or when implementing a "
+"teleport mechanism."
+msgstr ""
+"Questa è una funzione importante da capire correttamente. Le piattaforme AR e "
+"VR gestiscono tutte il posizionamento in modo leggermente diverso.\n"
+"Per le piattaforme che non offrono il tracciamento spaziale, il nostro punto "
+"di origine (0, 0, 0) è la posizione del nostro HMD, ma hai poco controllo "
+"sulla direzione in cui è rivolto il giocatore nel mondo reale.\n"
+"Per le piattaforme che offrono il tracciamento spaziale, il nostro punto di "
+"origine dipende molto dal sistema. Per OpenVR, il nostro punto di origine è "
+"solitamente il centro dello spazio di tracciamento, a terra. Per altre "
+"piattaforme, è spesso la posizione della telecamera di tracciamento.\n"
+"Questo metodo ti consente di centrare il tuo tracciatore sulla posizione "
+"dell'HMD. Prenderà la posizione attuale dell'HMD e la utilizzerà per regolare "
+"tutti i tuoi dati di tracciamento; in sostanza, riallineando il mondo reale "
+"alla posizione attuale del tuo giocatore nel mondo di gioco.\n"
+"Affinché questo metodo produca risultati utilizzabili, devono essere "
+"disponibili informazioni di tracciamento. Spesso ciò richiede alcuni frame "
+"dopo l'avvio del gioco.\n"
+"Dovresti chiamare questo metodo dopo che sono trascorsi alcuni secondi. Ad "
+"esempio, quando l'utente richiede un riallineamento del display tenendo "
+"premuto un pulsante designato su un controller per un breve periodo di tempo, "
+"oppure quando si implementa un meccanismo di teletrasporto."
+
+msgid ""
+"Clears the reference frame that was set by previous calls to [method "
+"center_on_hmd]."
+msgstr ""
+"Cancella il sistema di riferimento impostato dalle chiamate precedenti "
+"[method center_on_hmd]."
+
+msgid ""
+"Finds an interface by its [param name]. For example, if your project uses "
+"capabilities of an AR/VR platform, you can find the interface for that "
+"platform by name and initialize it."
+msgstr ""
+"Trova un'interfaccia tramite il suo nome ([param name]). Ad esempio, se il "
+"tuo progetto utilizza le funzionalità di una piattaforma AR/VR, puoi trovare "
+"l'interfaccia per quella piattaforma tramite il nome e inizializzarla."
+
+msgid "Returns the primary interface's transformation."
+msgstr "Restituisce la trasformazione dell'interfaccia primaria."
+
+msgid ""
+"Returns the interface registered at the given [param idx] index in the list "
+"of interfaces."
+msgstr ""
+"Restituisce l'interfaccia registrata all'indice [param idx] specificato nella "
+"lista delle interfacce."
+
+msgid ""
+"Returns the number of interfaces currently registered with the AR/VR server. "
+"If your project supports multiple AR/VR platforms, you can look through the "
+"available interface, and either present the user with a selection or simply "
+"try to initialize each interface and use the first one that returns "
+"[code]true[/code]."
+msgstr ""
+"Restituisce il numero di interfacce attualmente registrate con il server AR/"
+"VR. Se il tuo progetto supporta più piattaforme AR/VR, puoi esaminare "
+"l'interfaccia disponibile e presentare all'utente una selezione, oppure "
+"provare a inizializzare ogni interfaccia e usare la prima che restituisce "
+"[code]true[/code]."
+
+msgid ""
+"Returns a list of available interfaces the ID and name of each interface."
+msgstr ""
+"Restituisce una lista di interfacce disponibili, con l'ID e il nome di "
+"ciascuna interfaccia."
+
+msgid ""
+"Returns the reference frame transform. Mostly used internally and exposed for "
+"GDExtension build interfaces."
+msgstr ""
+"Restituisce la trasformazione del frame di riferimento. Utilizzato per lo più "
+"internamente ed esposto per le interfacce di build in GDExtension."
+
msgid "Returns the positional tracker with the given [param tracker_name]."
msgstr ""
-"Restituisce il tracker posizionale con il nome [param tracker_name] fornito."
+"Restituisce il tracciatore posizionale con il nome [param tracker_name]."
+
+msgid "Returns a dictionary of trackers for [param tracker_types]."
+msgstr ""
+"Restituisce un dizionario di tracciatori per i tipi [param tracker_types]."
msgid "Removes this [param interface]."
msgstr "Rimuove l'interfaccia [param interface]."
msgid "Removes this [param tracker]."
-msgstr "Rimuove questo [param tracker]."
+msgstr "Rimuove il tracciatore [param tracker]."
msgid "The primary [XRInterface] currently bound to the [XRServer]."
msgstr "La [XRInterface] primaria attualmente associata al [XRServer]."
+msgid ""
+"The current origin of our tracking space in the virtual world. This is used "
+"by the renderer to properly position the camera with new tracking data.\n"
+"[b]Note:[/b] This property is managed by the current [XROrigin3D] node. It is "
+"exposed for access from GDExtensions."
+msgstr ""
+"L'origine attuale del nostro spazio di tracciamento nel mondo virtuale. "
+"Questo è utilizzato dal renderer per posizionare correttamente la telecamera "
+"con nuovi dati di tracciamento.\n"
+"[b]Nota:[/b] Questa proprietà è gestita dal nodo [XROrigin3D] attuale. È "
+"esposta per l'accesso da GDExtension."
+
+msgid ""
+"The scale of the game world compared to the real world. By default, most AR/"
+"VR platforms assume that 1 game unit corresponds to 1 real world meter."
+msgstr ""
+"La scala del mondo di gioco rispetto al mondo reale. Per impostazione "
+"predefinita, la maggior parte delle piattaforme AR/VR presuppone che 1 unità "
+"di gioco corrisponda a 1 metro del mondo reale."
+
msgid "Emitted when the reference frame transform changes."
-msgstr "Emesso quando la trasformazione dell frame di riferimento cambia."
+msgstr "Emesso quando la trasformazione del frame di riferimento cambia."
+
+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 "
+"[XRAnchor3D] nodes related to this new tracker."
+msgstr ""
+"Emesso quando è stato aggiunto un nuovo tracciatore. Se non si usa un numero "
+"fisso di controller o se si usano [XRAnchor3D] per una soluzione AR, è "
+"importante reagire a questo segnale per aggiungere i nodi [XRController3D] o "
+"[XRAnchor3D] appropriati correlati a questo nuovo tracciatore."
+
+msgid ""
+"Emitted when a tracker is removed. You should remove any [XRController3D] or "
+"[XRAnchor3D] points if applicable. This is not mandatory, the nodes simply "
+"become inactive and will be made active again when a new tracker becomes "
+"available (i.e. a new controller is switched on that takes the place of the "
+"previous one)."
+msgstr ""
+"Emesso quando un tracciatore viene rimosso. Dovresti rimuovere tutti i punti "
+"[XRController3D] o [XRAnchor3D] se applicabile. Questo non è obbligatorio, i "
+"nodi diventano semplicemente inattivi e saranno riattivati quando un nuovo "
+"tracciatore diventa disponibile (ad esempio, un nuovo controller viene acceso "
+"e prende il posto del precedente)."
+
+msgid ""
+"Emitted when an existing tracker has been updated. This can happen if the "
+"user switches controllers."
+msgstr ""
+"Emesso quando un tracciatore esistente è stato aggiornato. Ciò può accadere "
+"se l'utente cambia controller."
+
+msgid ""
+"The tracker tracks the location of the players head. This is usually a "
+"location centered between the players eyes. Note that for handheld AR devices "
+"this can be the current location of the device."
+msgstr ""
+"Il tracciatore traccia la posizione della testa del giocatore. Di solito è "
+"una posizione centrata tra gli occhi del giocatore. Nota che per i "
+"dispositivi AR portatili questa può essere la posizione attuale del "
+"dispositivo."
+
+msgid "The tracker tracks the location of a controller."
+msgstr "Il tracciatore traccia la posizione di un controller."
+
+msgid "The tracker tracks the location of a base station."
+msgstr "Il tracciatore traccia la posizione di una stazione base."
+
+msgid "The tracker tracks the location and size of an AR anchor."
+msgstr ""
+"Il tracciatore traccia la posizione e le dimensioni di un'ancoraggio in AR."
+
+msgid "The tracker tracks the location and joints of a hand."
+msgstr "Il tracciatore traccia la posizione e le articolazioni di una mano."
+
+msgid "The tracker tracks the location and joints of a body."
+msgstr "Il tracciatore traccia la posizione e le articolazioni di un corpo."
+
+msgid "The tracker tracks the expressions of a face."
+msgstr "Il tracciatore traccia le espressioni di un volto."
+
+msgid "Used internally to filter trackers of any known type."
+msgstr ""
+"Utilizzato internamente per filtrare i tracciatori di qualsiasi tipo noto."
msgid "Used internally if we haven't set the tracker type yet."
-msgstr "Usato internamente se non abbiamo ancora impostato il tipo di tracker."
+msgstr ""
+"Utilizzato internamente se non abbiamo ancora impostato il tipo di "
+"tracciatore."
msgid "Used internally to select all trackers."
-msgstr "Utilizzato internamente per selezionare tutti i tracker."
+msgstr "Utilizzato internamente per selezionare tutti i tracciatori."
+
+msgid ""
+"Fully reset the orientation of the HMD. Regardless of what direction the user "
+"is looking to in the real world. The user will look dead ahead in the virtual "
+"world."
+msgstr ""
+"Ripristina completamente l'orientamento dell'HMD. Indipendentemente dalla "
+"direzione in cui l'utente sta guardando nel mondo reale. L'utente guarderà "
+"dritto davanti a sé nel mondo virtuale."
+
+msgid ""
+"Resets the orientation but keeps the tilt of the device. So if we're looking "
+"down, we keep looking down but heading will be reset."
+msgstr ""
+"Reimposta l'orientamento ma mantiene l'inclinazione del dispositivo. Quindi "
+"se stiamo guardando verso il basso, continueremo a guardare verso il basso ma "
+"la direzione sarà reimpostata."
+
+msgid ""
+"Does not reset the orientation of the HMD, only the position of the player "
+"gets centered."
+msgstr ""
+"Non reimposta l'orientamento dell'HMD, solo la posizione del giocatore viene "
+"centrata."
+
+msgid "This object is the base of all XR trackers."
+msgstr "Questo oggetto è la base di tutti i tracciatori XR."
+
+msgid "The description of this tracker."
+msgstr "La descrizione di questo tracciatore."
+
+msgid ""
+"The unique name of this tracker. The trackers that are available differ "
+"between various XR runtimes and can often be configured by the user. Godot "
+"maintains a number of reserved names that it expects the [XRInterface] to "
+"implement if applicable:\n"
+"- [code]head[/code] identifies the [XRPositionalTracker] of the players head\n"
+"- [code]left_hand[/code] identifies the [XRControllerTracker] in the players "
+"left hand\n"
+"- [code]right_hand[/code] identifies the [XRControllerTracker] in the players "
+"right hand\n"
+"- [code]/user/hand_tracker/left[/code] identifies the [XRHandTracker] for the "
+"players left hand\n"
+"- [code]/user/hand_tracker/right[/code] identifies the [XRHandTracker] for "
+"the players right hand\n"
+"- [code]/user/body_tracker[/code] identifies the [XRBodyTracker] for the "
+"players body\n"
+"- [code]/user/face_tracker[/code] identifies the [XRFaceTracker] for the "
+"players face"
+msgstr ""
+"Il nome univoco di questo tracciatore. I tracciatori disponibili differiscono "
+"tra i vari runtime XR e possono spesso essere configurati dall'utente. Godot "
+"mantiene un certo numero di nomi riservati che si aspetta che [XRInterface] "
+"implementi se applicabile:\n"
+"- [code]head[/code] identifica il [XRPositionalTracker] della testa del "
+"giocatore\n"
+"- [code]left_hand[/code] identifica il [XRControllerTracker] nella mano "
+"sinistra del giocatore\n"
+"- [code]right_hand[/code] identifica il [XRControllerTracker] nella mano "
+"destra del giocatore\n"
+"- [code]/user/hand_tracker/left[/code] identifica il [XRHandTracker] per la "
+"mano sinistra del giocatore\n"
+"- [code]/user/hand_tracker/right[/code] identifica il [XRHandTracker] per la "
+"mano destra del giocatore\n"
+"- [code]/user/body_tracker[/code] identifica il [XRBodyTracker] per il corpo "
+"del giocatore\n"
+"- [code]/user/face_tracker[/code] identifica il [XRFaceTracker] per il viso "
+"del giocatore"
msgid "The type of tracker."
-msgstr "Il tipo di tracker."
+msgstr "Il tipo di tracciatore."
msgid "Helper class for XR interfaces that generates VRS images."
msgstr "Classe ausiliare per le interfacce XR che genera immagini VRS."
@@ -60279,8 +115893,37 @@ msgstr ""
"Questa classe è utilizzata da varie interfacce XR per generare texture VRS "
"che possono essere utilizzate per velocizzare il rendering."
+msgid ""
+"Generates the VRS texture based on a render [param target_size] adjusted by "
+"our VRS tile size. For each eyes focal point passed in [param eye_foci] a "
+"layer is created. Focal point should be in NDC.\n"
+"The result will be cached, requesting a VRS texture with unchanged parameters "
+"and settings will return the cached RID."
+msgstr ""
+"Genera la texture VRS in base alle dimensioni di rendering [param "
+"target_size], aggiustato dalle dimensioni del nostro tile VRS. Per ogni punto "
+"focale degli occhi passato in [param eye_foci] viene creato uno strato.Il "
+"punto focale dovrebbe essere in NDC.\n"
+"Il risultato sarà memorizzato nella cache, la richiesta di una texture VRS "
+"con parametri e impostazioni invariati restituirà il RID memorizzato nella "
+"cache."
+
+msgid ""
+"The minimum radius around the focal point where full quality is guaranteed if "
+"VRS is used as a percentage of screen size."
+msgstr ""
+"Raggio minimo attorno al punto focale in cui è garantita la massima qualità "
+"se si utilizza VRS, come percentuale della dimensione dello schermo."
+
+msgid ""
+"The strength used to calculate the VRS density map. The greater this value, "
+"the more noticeable VRS is."
+msgstr ""
+"L'intensità utilizzata per calcolare la mappa di densità VRS. Maggiore è "
+"questo valore, più evidente è la VRS."
+
msgid "Allows the creation of zip files."
-msgstr "Consente la creazione di file zip."
+msgstr "Consente la creazione di file in formato zip."
msgid ""
"This class implements a writer that allows storing the multiple blobs in a "
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index 288f647eb2..103afadbf1 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -94,8 +94,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2024-07-23 23:03+0000\n"
-"Last-Translator: 风青山 <idleman@yeah.net>\n"
+"PO-Revision-Date: 2024-08-13 23:09+0000\n"
+"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
"Language: zh_CN\n"
@@ -8611,6 +8611,9 @@ 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 "Migrating Animations from Godot 4.0 to 4.3"
+msgstr "将动画从 Godot 4.0 迁移到 4.3"
+
msgid "A virtual function for processing after getting a key during playback."
msgstr "虚函数,用于播放期间在获取关键帧之后的处理。"
@@ -8718,7 +8721,7 @@ msgid ""
"[/gdscript]\n"
"[/codeblocks]\n"
"By using this in combination with [method "
-"get_root_motion_position_accumulator], you can apply the root motion position "
+"get_root_motion_rotation_accumulator], you can apply the root motion position "
"more correctly to account for the rotation of the node.\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -8755,7 +8758,7 @@ msgstr ""
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
-"通过将其与 [method get_root_motion_position_accumulator] 结合使用,你可以更正"
+"通过将其与 [method get_root_motion_rotation_accumulator] 结合使用,你可以更正"
"确地应用根运动位置来考虑节点的旋转。\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -9565,10 +9568,17 @@ msgstr ""
msgid ""
"If [member use_custom_timeline] is [code]true[/code], override the loop "
-"settings of the original [Animation] resource with the value."
-msgstr ""
-"如果[member use_custom_timeline]为[code]true[/code],则使用该值覆盖原始"
-"[Animation]资源的循环设置。"
+"settings of the original [Animation] resource with the value.\n"
+"[b]Note:[/b] If the [member Animation.loop_mode] isn't set to looping, the "
+"[method Animation.track_set_interpolation_loop_wrap] option will not be "
+"respected. If you cannot get the expected behavior, consider duplicating the "
+"[Animation] resource and changing the loop settings."
+msgstr ""
+"如果 [member use_custom_timeline] 为 [code]true[/code],则会用该值覆盖原始 "
+"[Animation] 资源的循环设置。\n"
+"[b]注意:[/b]如果 [member Animation.loop_mode] 未设置为循环,就不会遵守 "
+"[method Animation.track_set_interpolation_loop_wrap] 选项。如果无法得到想要的"
+"行为,请考虑制作 [Animation] 资源的副本并修改其循环设置。"
msgid "Determines the playback direction of the animation."
msgstr "确定动画的播放方向。"
@@ -13031,6 +13041,43 @@ msgstr ""
"[/codeblock]"
msgid ""
+"Sorts the array in ascending order. The final order is dependent on the "
+"\"less than\" ([code]<[/code]) comparison between elements.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var numbers = [10, 5, 2.5, 8]\n"
+"numbers.sort()\n"
+"print(numbers) # Prints [2.5, 5, 8, 10]\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };\n"
+"numbers.Sort();\n"
+"GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that equivalent "
+"elements (such as [code]2[/code] and [code]2.0[/code]) may have their order "
+"changed when calling [method sort]."
+msgstr ""
+"按升序对数组进行排序。最终顺序取决于元素之间的“小于”([code]>[/code])比较。\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var numbers = [10, 5, 2.5, 8]\n"
+"numbers.sort()\n"
+"print(numbers) # 输出 [2.5, 5, 8, 10]\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };\n"
+"numbers.Sort();\n"
+"GD.Print(numbers); // 输出 [2.5, 5, 8, 10]\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]注意:[/b]使用的排序算法并不[url=https://en.wikipedia.org/wiki/"
+"Sorting_algorithm#Stability]稳定[/url]。这意味着等效元素(例如 [code]2[/code] "
+"和 [code]2.0[/code])在调用 [method sort] 时可能会改变其顺序。"
+
+msgid ""
"Sorts the array using a custom [Callable].\n"
"[param func] is called as many times as necessary, receiving two array "
"elements as arguments. The function should return [code]true[/code] if the "
@@ -17113,7 +17160,7 @@ msgid ""
"The [AudioStreamPlayer] node plays an audio stream non-positionally. It is "
"ideal for user interfaces, menus, or background music.\n"
"To use this node, [member stream] needs to be set to a valid [AudioStream] "
-"resource. Playing more than one sound at the time is also supported, see "
+"resource. Playing more than one sound at the same time is also supported, see "
"[member max_polyphony].\n"
"If you need to play audio at a specific position, use [AudioStreamPlayer2D] "
"or [AudioStreamPlayer3D] instead."
@@ -17746,7 +17793,7 @@ msgstr "设置同步音频流的音量,使用索引号指定。"
msgid "Set the total amount of streams that will be played back synchronized."
msgstr "设置同步播放的音频流的总数。"
-msgid "Maximum amount of streams that can be synchrohized."
+msgid "Maximum amount of streams that can be synchronized."
msgstr "可以同步播放的音频流的最大数量。"
msgid "Stores audio data loaded from WAV files."
@@ -27462,6 +27509,18 @@ msgstr ""
"从 RGBE9995 格式的整数解码 [Color]。见 [constant Image.FORMAT_RGBE9995]。"
msgid ""
+"Creates a [Color] from the given string, which can be either an HTML color "
+"code or a named color (case-insensitive). Returns [param default] if the "
+"color cannot be inferred from the string.\n"
+"If you want to create a color from String in a constant expression, use the "
+"equivalent constructor instead (i.e. [code]Color(\"color string\")[/code])."
+msgstr ""
+"从给定的字符串创建 [Color],该字符串可以是 HTML 颜色代码,也可以是颜色名称(不"
+"区分大小写)。如果无法从字符串中推断出颜色,则返回 [param default]。\n"
+"如果你想要在常量表达式中使用 String 创建颜色,请改用对应的构造函数(即 "
+"[code]Color(\"颜色字符串\")[/code])。"
+
+msgid ""
"Returns the light intensity of the color, as a value between 0.0 and 1.0 "
"(inclusive). This is useful when determining light or dark color. Colors with "
"a luminance smaller than 0.5 can be generally considered dark.\n"
@@ -27477,6 +27536,46 @@ msgstr ""
"为线性色彩空间。"
msgid ""
+"Returns the [Color] associated with the provided [param hex] integer in 32-"
+"bit RGBA format (8 bits per channel). This method is the inverse of [method "
+"to_rgba32].\n"
+"In GDScript and C#, the [int] is best visualized with hexadecimal notation "
+"([code]\"0x\"[/code] prefix, making it [code]\"0xRRGGBBAA\"[/code]).\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var red = Color.hex(0xff0000ff)\n"
+"var dark_cyan = Color.hex(0x008b8bff)\n"
+"var my_color = Color.hex(0xbbefd2a4)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var red = new Color(0xff0000ff);\n"
+"var dark_cyan = new Color(0x008b8bff);\n"
+"var my_color = new Color(0xbbefd2a4);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"If you want to use hex notation in a constant expression, use the equivalent "
+"constructor instead (i.e. [code]Color(0xRRGGBBAA)[/code])."
+msgstr ""
+"返回与提供的整数 [param hex] 相关联的 [Color],使用 32 位 RGBA 格式(每通道 8 "
+"位)。该方法是 [method to_rgba32] 的逆方法。\n"
+"在 GDScript 和 C# 中,展示该 [int] 的最好方法是十六进制表示法(使用 "
+"[code]\"0x\"[/code] 前缀,得到 [code]\"0xRRGGBBAA\"[/code])。\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var red = Color.hex(0xff0000ff)\n"
+"var dark_cyan = Color.hex(0x008b8bff)\n"
+"var my_color = Color.hex(0xbbefd2a4)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var red = new Color(0xff0000ff);\n"
+"var dark_cyan = new Color(0x008b8bff);\n"
+"var my_color = new Color(0xbbefd2a4);\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"如果你想要在常量表达式中使用十六进制表示,请改用对应的构造函数(即 "
+"[code]Color(0xRRGGBBAA)[/code])。"
+
+msgid ""
"Returns the [Color] associated with the provided [param hex] integer in 64-"
"bit RGBA format (16 bits per channel). This method is the inverse of [method "
"to_rgba64].\n"
@@ -28786,11 +28885,13 @@ msgid ""
"[Viewport]s through the viewports' [Environment]. You can implement a "
"callback that is called during rendering at a given stage of the rendering "
"pipeline and allows you to insert additional passes. Note that this callback "
-"happens on the rendering thread."
+"happens on the rendering thread. CompositorEffect is an abstract base class "
+"and must be extended to implement specific rendering logic."
msgstr ""
"这种资源定义的是自定义渲染效果,可以通过视口的 [Environment] 应用到 "
"[Viewport] 上。可以实现在渲染管道的给定阶段进行渲染期间调用的回调,并允许插入"
-"其他阶段。请注意,该回调是在渲染线程上执行的。"
+"其他阶段。请注意,该回调是在渲染线程上执行的。CompositorEffect 是抽象基类,实"
+"现特定的渲染逻辑必须对该类进行扩展。"
msgid ""
"Implement this function with your custom rendering code. [param "
@@ -35895,8 +35996,7 @@ msgid ""
"# Prints { \"fruit\": \"apple\", \"vegetable\": \"potato\", \"dressing\": "
"\"vinegar\" }\n"
"print(extra.merged(base, true))\n"
-"[/codeblock]\n"
-"See also [method merge]."
+"[/codeblock]"
msgstr ""
"返回该字典与 [param dictionary] 合并后的副本。默认情况下不会复制重复的键,除"
"非 [param overwrite] 为 [code]true[/code]。另见 [method merge]。\n"
@@ -35910,8 +36010,7 @@ msgstr ""
"# 输出 { \"fruit\": \"apple\", \"vegetable\": \"potato\", \"dressing\": "
"\"vinegar\" }\n"
"print(extra.merged(base, true))\n"
-"[/codeblock]\n"
-"另见 [method merge]。"
+"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the two dictionaries contain the same keys and "
@@ -42159,7 +42258,7 @@ msgstr "表示你的应用是否会将广告数据链接到用户的身份。"
msgid "Indicates whether your app uses advertising data for tracking."
msgstr "表示你的应用是否会将广告数据用于追踪。"
-msgid "Indicates whether your app collects audio data data."
+msgid "Indicates whether your app collects audio data."
msgstr "表示你的应用是否会收集音频数据。"
msgid ""
@@ -42172,10 +42271,10 @@ msgstr ""
"documentation/bundleresources/privacy_manifest_files/"
"describing_data_use_in_privacy_manifests]描述隐私清单中的数据使用[/url]。"
-msgid "Indicates whether your app links audio data data to the user's identity."
+msgid "Indicates whether your app links audio data to the user's identity."
msgstr "表示你的应用是否会将音频数据链接到用户的身份。"
-msgid "Indicates whether your app uses audio data data for tracking."
+msgid "Indicates whether your app uses audio data for tracking."
msgstr "表示你的应用是否会将音频数据用于追踪。"
msgid "Indicates whether your app collects browsing history."
@@ -45132,7 +45231,7 @@ msgid ""
" };\n"
" }\n"
"\n"
-" public override int _Import(string sourceFile, string savePath, Godot."
+" public override Error _Import(string sourceFile, string savePath, Godot."
"Collections.Dictionary options, Godot.Collections.Array<string> "
"platformVariants, Godot.Collections.Array<string> genFiles)\n"
" {\n"
@@ -45140,14 +45239,14 @@ msgid ""
"Read);\n"
" if (file.GetError() != Error.Ok)\n"
" {\n"
-" return (int)Error.Failed;\n"
+" return Error.Failed;\n"
" }\n"
"\n"
" var mesh = new ArrayMesh();\n"
" // Fill the Mesh with data read in \"file\", left as an exercise to "
"the reader.\n"
" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n"
-" return (int)ResourceSaver.Save(mesh, filename);\n"
+" return ResourceSaver.Save(mesh, filename);\n"
" }\n"
"}\n"
"[/csharp]\n"
@@ -45256,7 +45355,7 @@ msgstr ""
" };\n"
" }\n"
"\n"
-" public override int _Import(string sourceFile, string savePath, Godot."
+" public override Error _Import(string sourceFile, string savePath, Godot."
"Collections.Dictionary options, Godot.Collections.Array<string> "
"platformVariants, Godot.Collections.Array<string> genFiles)\n"
" {\n"
@@ -45264,13 +45363,13 @@ msgstr ""
"Read);\n"
" if (file.GetError() != Error.Ok)\n"
" {\n"
-" return (int)Error.Failed;\n"
+" return Error.Failed;\n"
" }\n"
"\n"
" var mesh = new ArrayMesh();\n"
" // 使用从“file”中读取的数据填充 Mesh,留作读者的练习\n"
" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n"
-" return (int)ResourceSaver.Save(mesh, filename);\n"
+" return ResourceSaver.Save(mesh, filename);\n"
" }\n"
"}\n"
"[/csharp]\n"
@@ -45450,7 +45549,7 @@ msgid ""
"file generates external resources that require importing (as example, "
"images). Custom parameters for the \".import\" file can be passed via the "
"[param custom_options]. Additionally, in cases where multiple importers can "
-"handle a file, the [param custom_importer] ca be specified to force a "
+"handle a file, the [param custom_importer] can be specified to force a "
"specific one. This function performs a resource import and returns "
"immediately with a success or error code. [param generator_parameters] "
"defines optional extra metadata which will be stored as [code skip-"
@@ -46892,7 +46991,7 @@ msgid ""
"[gdscript]\n"
"func _forward_3d_draw_over_viewport(overlay):\n"
" # Draw a circle at cursor position.\n"
-" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
+" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n"
"\n"
"func _forward_3d_gui_input(camera, event):\n"
" if event is InputEventMouseMotion:\n"
@@ -46929,7 +47028,7 @@ msgstr ""
"[gdscript]\n"
"func _forward_3d_draw_over_viewport(overlay):\n"
" # 在光标位置画一个圆。\n"
-" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
+" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n"
"\n"
"func _forward_3d_gui_input(camera, event):\n"
" if event is InputEventMouseMotion:\n"
@@ -50645,17 +50744,62 @@ msgstr ""
"[code]dev_build=no[/code])编译的编辑器中启用该功能。"
msgid ""
+"If enabled, displays an icon in the top-right corner of the editor that spins "
+"when the editor redraws a frame. This can be used to diagnose situations "
+"where the engine is constantly redrawing, which should be avoided as this "
+"increases CPU and GPU utilization for no good reason. To further troubleshoot "
+"these situations, start the editor with the [code]--debug-canvas-item-redraw[/"
+"code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line "
+"argument[/url].\n"
+"Consider enabling this if you are developing editor plugins to ensure they "
+"only make the editor redraw when required.\n"
+"The default [b]Auto[/b] value will only enable this if the editor was "
+"compiled with the [code]dev_build=yes[/code] SCons option (the default is "
+"[code]dev_build=no[/code]).\n"
+"[b]Note:[/b] If [member interface/editor/update_continuously] is [code]true[/"
+"code], the spinner icon displays in red.\n"
+"[b]Note:[/b] If the editor was started with the [code]--debug-canvas-item-"
+"redraw[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
+"html]command line argument[/url], the update spinner will [i]never[/i] "
+"display regardless of this setting's value. This is to avoid confusion with "
+"what would cause redrawing in real world scenarios."
+msgstr ""
+"如果启用,则会在编辑器右上角显示一个图标,会在编辑器发生帧重绘时旋转。可以用来"
+"诊断引擎不断重绘的问题,防止无意义地增加对 CPU 和 GPU 的占用。要进一步排查这种"
+"情况,请在启动编辑器时使用 [code]--debug-canvas-item-redraw[/code] "
+"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/"
+"url]。\n"
+"如果你在开发编辑器插件,请考虑启用这个设置,确保只在必要时触发编辑器的重绘。\n"
+"默认为 [b]Auto[/b] 只会在编辑器是使用 [code]dev_build=yes[/code] Scons 选项时"
+"启用这个图标(默认为 [code]dev_build=no[/code])。\n"
+"[b]注意:[/b]如果 [member interface/editor/update_continuously] 为 "
+"[code]true[/code],则旋转图会以红色显示。\n"
+"[b]注意:[/b]如果编辑器启动时使用了[url=$DOCS_URL/tutorials/editor/"
+"command_line_tutorial.html]命令行参数[/url] [code]--debug-canvas-item-redraw[/"
+"code],那么更新旋转图会无视该设置,[i]永远不会[/i]显示。这么做是为了避免与现实"
+"场景中导致重绘的情况混淆。"
+
+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.\n"
+"outside of the editor window. Single-window mode can be faster as it does not "
+"need to create a separate window for every popup and tooltip, which can be a "
+"slow operation depending on the operating system and rendering method in "
+"use.\n"
+"This is equivalent to [member ProjectSettings.display/window/subwindows/"
+"embed_subwindows] in the running project, except the setting's value is "
+"inverted.\n"
"[b]Note:[/b] To query whether the editor can use multiple windows in an "
"editor plugin, use [method EditorInterface.is_multi_window_enabled] instead "
"of querying the value of this editor setting."
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。\n"
+"如果为 [code]true[/code],则会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,工具提示也会被嵌入到主编辑器窗口中,这意味着它们无法在编辑器窗口之"
+"外显示。单窗口模式可能更快,因为无须为每个弹出项和工具提示都创建一个单独的窗"
+"口,根据操作系统和所使用的渲染方法的不同,创建窗口可能是很慢的操作。\n"
+"等价于项目运行时的 [member ProjectSettings.display/window/subwindows/"
+"embed_subwindows],但是取值相反。\n"
"[b]注意:[/b]要查询编辑器是否可以在编辑器插件中使用多个窗口,请使用 [method "
"EditorInterface.is_multi_window_enabled] 而不是查询该编辑器设置的值。"
@@ -51544,6 +51688,24 @@ msgid "If [code]true[/code], allows scrolling past the end of the file."
msgstr "如果为 [code]true[/code],则允许滚动越过文件的末尾。"
msgid ""
+"If [code]true[/code], enables a smooth scrolling animation when using the "
+"mouse wheel to scroll. See [member text_editor/behavior/navigation/"
+"v_scroll_speed] for the speed of this animation.\n"
+"[b]Note:[/b] [member text_editor/behavior/navigation/smooth_scrolling] "
+"currently behaves poorly in projects where [member ProjectSettings.physics/"
+"common/physics_ticks_per_second] has been increased significantly from its "
+"default value ([code]60[/code]). In this case, it is recommended to disable "
+"this setting."
+msgstr ""
+"如果为 [code]true[/code],则允许在子行间隔内滚动,并在使用鼠标滚轮滚动时启用平"
+"滑的滚动动画。动画的速度见 [member text_editor/behavior/navigation/"
+"v_scroll_speed]。\n"
+"[b]注意:[/b][member text_editor/behavior/navigation/smooth_scrolling] 当前在 "
+"[member ProjectSettings.physics/common/physics_ticks_per_second] 从其默认值"
+"([code]60[/code])显著增加的游戏项目中表现不佳。在这种情况下,建议禁用该设"
+"置。"
+
+msgid ""
"If [code]true[/code], prevents automatically switching between the Script and "
"2D/3D screens when selecting a node in the Scene tree dock."
msgstr ""
@@ -51589,6 +51751,19 @@ msgstr ""
"kbd] 或 [kbd]delete[/kbd]。"
msgid ""
+"The speed of scrolling in lines per second when [member text_editor/behavior/"
+"navigation/smooth_scrolling] is [code]true[/code]. Higher values make the "
+"script scroll by faster when using the mouse wheel.\n"
+"[b]Note:[/b] You can hold down [kbd]Alt[/kbd] while using the mouse wheel to "
+"temporarily scroll 5 times faster."
+msgstr ""
+"滚动的速度,即每秒的行数,在 [member text_editor/behavior/navigation/"
+"smooth_scrolling] 为 [code]true[/code] 时使用。使用鼠标滚轮时,较高的值会使脚"
+"本滚动得更快。\n"
+"[b]注意:[/b]可以在按住 [kbd]Alt[/kbd] 的同时,使用鼠标滚轮将滚动速度暂时提高 "
+"5 倍。"
+
+msgid ""
"If [code]true[/code], uses [NodePath] instead of [String] when appropriate "
"for code autocompletion or for drag and dropping object properties into the "
"script editor."
@@ -57802,7 +57977,7 @@ msgid ""
"To print available variation axes of a variable font:\n"
"[codeblock]\n"
"var fv = FontVariation.new()\n"
-"fv.set_base_font = load(\"res://RobotoFlex.ttf\")\n"
+"fv.base_font = load(\"res://RobotoFlex.ttf\")\n"
"var variation_list = fv.get_supported_variation_list()\n"
"for tag in variation_list:\n"
" var name = TextServerManager.get_primary_interface().tag_to_name(tag)\n"
@@ -57821,7 +57996,7 @@ msgstr ""
"要输出可变字体的可用变体轴:\n"
"[codeblock]\n"
"var fv = FontVariation.new()\n"
-"fv.set_base_font = load(\"res://RobotoFlex.ttf\")\n"
+"fv.base_font = load(\"res://RobotoFlex.ttf\")\n"
"var variation_list = fv.get_supported_variation_list()\n"
"for tag in variation_list:\n"
" var name = TextServerManager.get_primary_interface().tag_to_name(tag)\n"
@@ -58381,8 +58556,8 @@ msgid ""
"[codeblocks]\n"
"[gdscript]\n"
"var fv = FontVariation.new()\n"
-"fv.set_base_font(load(\"res://BarlowCondensed-Regular.ttf\"))\n"
-"fv.set_variation_embolden(1.2)\n"
+"fv.base_font = load(\"res://BarlowCondensed-Regular.ttf\")\n"
+"fv.variation_embolden = 1.2\n"
"$Label.add_theme_font_override(\"font\", fv)\n"
"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
"[/gdscript]\n"
@@ -58410,8 +58585,8 @@ msgstr ""
"[codeblocks]\n"
"[gdscript]\n"
"var fv = FontVariation.new()\n"
-"fv.set_base_font(load(\"res://BarlowCondensed-Regular.ttf\"))\n"
-"fv.set_variation_embolden(1.2)\n"
+"fv.base_font = load(\"res://BarlowCondensed-Regular.ttf\")\n"
+"fv.variation_embolden = 1.2\n"
"$Label.add_theme_font_override(\"font\", fv)\n"
"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
"[/gdscript]\n"
@@ -69775,6 +69950,17 @@ msgid "Represents a triggered keyboard [Shortcut]."
msgstr "代表触发的键盘快捷键 [Shortcut]。"
msgid ""
+"InputEventShortcut is a special event that can be received in [method Node."
+"_input], [method Node._shortcut_input], and [method Node._unhandled_input]. "
+"It is typically sent by the editor's Command Palette to trigger actions, but "
+"can also be sent manually using [method Viewport.push_input]."
+msgstr ""
+"InputEventShortcut 是一种可以在 [method Node._input]、[method Node."
+"_shortcut_input]、[method Node._unhandled_input] 中收到的特殊事件。通常由编辑"
+"器的“命令面板”发送,用于触发动作,但也可以使用 [method Viewport.push_input] 手"
+"动发送。"
+
+msgid ""
"The [Shortcut] represented by this event. Its [method Shortcut.matches_event] "
"method will always return [code]true[/code] for this event."
msgstr ""
@@ -71345,8 +71531,9 @@ msgid "Helper class for creating and parsing JSON data."
msgstr "用于创建和解析 JSON 数据的辅助类。"
msgid ""
-"The [JSON] enables all data types to be converted to and from a JSON string. "
-"This useful for serializing data to save to a file or send over the network.\n"
+"The [JSON] class enables all data types to be converted to and from a JSON "
+"string. This is useful for serializing data, e.g. to save to a file or send "
+"over the network.\n"
"[method stringify] is used to convert any data type into a JSON string.\n"
"[method parse] is used to convert any existing JSON data into a [Variant] "
"that can be used within Godot. If successfully parsed, use [member data] to "
@@ -71373,8 +71560,8 @@ msgid ""
" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", "
"json_string, \" at line \", json.get_error_line())\n"
"[/codeblock]\n"
-"Alternatively, you can parse string using the static [method parse_string] "
-"method, but it doesn't allow to handle errors.\n"
+"Alternatively, you can parse strings using the static [method parse_string] "
+"method, but it doesn't handle errors.\n"
"[codeblock]\n"
"var data = JSON.parse_string(json_string) # Returns null if parsing failed.\n"
"[/codeblock]\n"
@@ -71390,8 +71577,8 @@ msgid ""
"- Certain errors, such as invalid Unicode sequences, do not cause a parser "
"error. Instead, the string is cleansed and an error is logged to the console."
msgstr ""
-"[JSON] 允许所有数据类型与 JSON 字符串相互转换。 这对于序列化数据以保存到文件或"
-"通过网络发送很有用。\n"
+"[JSON] 类允许所有数据类型与 JSON 字符串相互转换。可用于将数据序列化,从而保存"
+"到文件或通过网络发送。\n"
"[method stringify] 用于将任何数据类型转换为 JSON 字符串。\n"
"[method parse] 用于将任何现有的 JSON 数据转换为可以在 Godot 中使用的 "
"[Variant]。如果解析成功,使用 [member data] 检索 [Variant],并使用 "
@@ -71417,7 +71604,7 @@ msgstr ""
" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", "
"json_string, \" at line \", json.get_error_line())\n"
"[/codeblock]\n"
-"或者,你可以使用静态 [method parse_string] 方法解析字符串,但它不允许处理错"
+"你也可以使用静态的 [method parse_string] 方法解析字符串,但该方法不会处理错"
"误。\n"
"[codeblock]\n"
"var data = JSON.parse_string(json_string) # 如果解析失败则返回 null。\n"
@@ -71444,16 +71631,18 @@ msgstr ""
"如果上一次调用 [method parse] 成功,则返回空字符串,否则返回失败时的错误消息。"
msgid ""
-"Return the text parsed by [method parse] as long as the function is "
-"instructed to keep it."
-msgstr "只要该函数被指示以保留该文本,就返回由 [method parse] 解析的文本。"
+"Return the text parsed by [method parse] (requires passing [code]keep_text[/"
+"code] to [method parse])."
+msgstr ""
+"返回由 [method parse] 解析的文本(要求向 [method parse] 传递 [code]keep_text[/"
+"code])。"
msgid ""
"Attempts to parse the [param json_text] provided.\n"
"Returns an [enum Error]. If the parse was successful, it returns [constant "
"OK] and the result can be retrieved using [member data]. If unsuccessful, use "
-"[method get_error_line] and [method get_error_message] for identifying the "
-"source of the failure.\n"
+"[method get_error_line] and [method get_error_message] to identify the source "
+"of the failure.\n"
"Non-static variant of [method parse_string], if you want custom error "
"handling.\n"
"The optional [param keep_text] argument instructs the parser to keep a copy "
@@ -71462,13 +71651,13 @@ msgid ""
"generating new text from [member data])."
msgstr ""
"尝试解析提供的 [param json_text]。\n"
-"返回一个 [enum Error]。如果解析成功,则它返回 [constant OK],并且可以使用 "
-"[member data] 检索该结果。如果不成功,请使用 [method get_error_line] 和 "
-"[method get_error_message] 来识别失败的原因。\n"
-"如果想要自定义错误处理,可以使用的 [method parse_string] 的非静态变体。\n"
-"可选的 [param keep_text] 参数指示该解析器保留一份原始文本的副本。该文本稍后可"
-"以使用 [method get_parsed_text] 函数获取,并在保存资源时使用(而不是从 "
-"[member data] 生成新文本)。"
+"返回 [enum Error]。如果解析成功则返回 [constant OK],并且可以使用 [member "
+"data] 检索该结果。如果不成功,请使用 [method get_error_line] 和 [method "
+"get_error_message] 来识别失败的原因。\n"
+"如果想要自定义错误处理,可以使用的 [method parse_string] 的非静态版本。\n"
+"可选的 [param keep_text] 参数会让解析器保留原始文本的副本。该文本稍后可以使用 "
+"[method get_parsed_text] 函数获取,并在保存资源时使用(而不是从 [member data] "
+"生成新文本)。"
msgid ""
"Attempts to parse the [param json_string] provided and returns the parsed "
@@ -71486,11 +71675,11 @@ msgid ""
"[b]Note:[/b] If [param full_precision] is [code]true[/code], when "
"stringifying floats, the unreliable digits are stringified in addition to the "
"reliable digits to guarantee exact decoding.\n"
-"The [param indent] parameter controls if and how something is indented, the "
-"string used for this parameter will be used where there should be an indent "
-"in the output, even spaces like [code]\" \"[/code] will work. [code]\\t[/"
-"code] and [code]\\n[/code] can also be used for a tab indent, or to make a "
-"newline for each indent respectively.\n"
+"The [param indent] parameter controls if and how something is indented; its "
+"contents will be used where there should be an indent in the output. Even "
+"spaces like [code]\" \"[/code] will work. [code]\\t[/code] and [code]\\n[/"
+"code] can also be used for a tab indent, or to make a newline for each indent "
+"respectively.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"## JSON.stringify(my_dictionary)\n"
@@ -71537,8 +71726,8 @@ msgstr ""
"此,将 Variant 转换为 JSON 文本会将所有数字值转换为 [float] 类型。\n"
"[b]注意:[/b]如果 [param full_precision] 为 [code]true[/code],则在字符串化浮"
"点数时,除可靠数字外,还将对不可靠数字进行字符串化,以保证准确解码。\n"
-"[param indent] 参数控制是否缩进以及如何缩进,用于输出该参数的字符串时应该有缩"
-"进的地方,甚至可以使用空格 [code]\" \"[/code]。[code]\\t[/code] 和 [code]\\n[/"
+"[param indent] 参数控制是否缩进以及如何缩进,输出时应该有缩进的地方会用到它的"
+"值。甚至可以使用空格 [code]\" \"[/code] 缩进。[code]\\t[/code] 和 [code]\\n[/"
"code] 可用于制表符缩进,或分别为每个缩进换行。\n"
"[b]示例输出:[/b]\n"
"[codeblock]\n"
@@ -76398,7 +76587,7 @@ msgid ""
"[codeblock]\n"
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
-" get_viewport().xr = true\n"
+" get_viewport().use_xr = true\n"
"[/codeblock]"
msgstr ""
"这是一个通用的移动 VR 实现,你需要提供有关所用手机和 HMD 的详细信息。它不依赖"
@@ -76410,7 +76599,7 @@ msgstr ""
"[codeblock]\n"
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
-" get_viewport().xr = true\n"
+" get_viewport().use_xr = true\n"
"[/codeblock]"
msgid ""
@@ -76700,6 +76889,9 @@ msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors. This allows for different color tinting per "
"instance.\n"
+"[b]Note:[/b] Each component is stored in 32 bits in the Forward+ and Mobile "
+"rendering methods, but is packed into 16 bits in the Compatibility rendering "
+"method.\n"
"For the color to take effect, ensure that [member use_colors] is [code]true[/"
"code] on the [MultiMesh] and [member BaseMaterial3D."
"vertex_color_use_as_albedo] is [code]true[/code] on the material. If you "
@@ -76708,6 +76900,8 @@ msgid ""
msgstr ""
"设置一个特定实例的颜色,通过[i]乘以[/i]该网格的现有顶点颜色来设置。这允许每个"
"实例使用不同的颜色。\n"
+"[b]注意:[/b]各分量在 Forward+ 和 Mobile 渲染方法中都是使用 32 位存储的,而在 "
+"Compatibility 渲染方法中则为 16 位。\n"
"要使颜色生效,请确保该 [MultiMesh] 上的 [member use_colors] 为 [code]true[/"
"code],并且材质上的 [member BaseMaterial3D.vertex_color_use_as_albedo] 为 "
"[code]true[/code]。如果打算设置绝对颜色而不是着色,请确保材质的反照率颜色被设"
@@ -76716,6 +76910,9 @@ msgstr ""
msgid ""
"Sets custom data for a specific instance. [param custom_data] is a [Color] "
"type only to contain 4 floating-point numbers.\n"
+"[b]Note:[/b] Each number is stored in 32 bits in the Forward+ and Mobile "
+"rendering methods, but is packed into 16 bits in the Compatibility rendering "
+"method.\n"
"For the custom data to be used, ensure that [member use_custom_data] is "
"[code]true[/code].\n"
"This custom instance data has to be manually accessed in your custom shader "
@@ -76723,6 +76920,8 @@ msgid ""
msgstr ""
"为特定的实例设置自定义数据。[param custom_data] 是一个 [Color] 类型,仅为了包"
"含 4 个浮点数。\n"
+"[b]注意:[/b]各个数字在 Forward+ 和 Mobile 渲染方法中都是使用 32 位存储的,而"
+"在 Compatibility 渲染方法中则为 16 位。\n"
"对于要使用的自定义数据,请确保 [member use_custom_data] 为 [code]true[/"
"code]。\n"
"必须使用 [code]INSTANCE_CUSTOM[/code] 在自定义着色器中,手动访问该自定义实例数"
@@ -86844,7 +87043,7 @@ msgid ""
" public override void _ValidateProperty(Godot.Collections.Dictionary "
"property)\n"
" {\n"
-" if (property[\"name\"].AsStringName() == PropertyName.Number && "
+" if (property[\"name\"].AsStringName() == PropertyName.Number && !"
"IsNumberEditable)\n"
" {\n"
" var usage = property[\"usage\"].As<PropertyUsageFlags>() | "
@@ -86897,7 +87096,7 @@ msgstr ""
" public override void _ValidateProperty(Godot.Collections.Dictionary "
"property)\n"
" {\n"
-" if (property[\"name\"].AsStringName() == PropertyName.Number && "
+" if (property[\"name\"].AsStringName() == PropertyName.Number && !"
"IsNumberEditable)\n"
" {\n"
" var usage = property[\"usage\"].As<PropertyUsageFlags>() | "
@@ -89718,7 +89917,7 @@ msgstr "通知用户队列玩家位置的重新居中。"
msgid ""
"Informs the user the HMD refresh rate has changed.\n"
-"[b]Node:[/b] Only emitted if XR runtime supports the refresh rate extension."
+"[b]Note:[/b] Only emitted if XR runtime supports the refresh rate extension."
msgstr ""
"通知用户 HMD 刷新率发生了变化。\n"
"[b]注意:[/b]仅在 XR 运行时支持刷新率扩展时发出。"
@@ -91033,6 +91232,23 @@ msgstr ""
"阅 [method has_feature]。"
msgid ""
+"Returns the exit code of a spawned process once it has finished running (see "
+"[method is_process_running]).\n"
+"Returns [code]-1[/code] if the [param pid] is not a PID of a spawned child "
+"process, the process is still running, or the method is not implemented for "
+"the current platform.\n"
+"[b]Note:[/b] Returns [code]-1[/code] if the [param pid] is a macOS bundled "
+"app process.\n"
+"[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows."
+msgstr ""
+"在已启动进程运行结束后返回其退出码(见 [method is_process_running])。\n"
+"如果 [param pid] 不是已启动子进程的 PID 或者该进程仍在运行,亦或当前平台未实现"
+"该方法,则返回 [code]-1[/code]。\n"
+"[b]注意:[/b]如果 [param pid] 是 macOS 捆绑包 App 进程,则返回 [code]-1[/"
+"code]。\n"
+"[b]注意:[/b]该方法在 Android、Linux、macOS 和 Windows 上实现。"
+
+msgid ""
"Returns the number used by the host machine to uniquely identify this "
"application.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS, and "
@@ -98413,6 +98629,24 @@ msgstr ""
"[b]注意:[/b]状态更改不会立即生效。状态更改将发生在下一个物理帧上。"
msgid ""
+"Sets the body's state synchronization callback function to [param callable]. "
+"Use an empty [Callable] ([code skip-lint]Callable()[/code]) to clear the "
+"callback.\n"
+"The function [param callable] will be called every physics frame, assuming "
+"that the body was active during the previous physics tick, and can be used to "
+"fetch the latest state from the physics server.\n"
+"The function [param callable] must take the following parameters:\n"
+"1. [code]state[/code]: a [PhysicsDirectBodyState2D], used to retrieve the "
+"body's state."
+msgstr ""
+"将物体的状态同步回调函数设置为 [param callable]。清空回调请使用空的 [Callable]"
+"([code skip-lint]Callable()[/code])。\n"
+"每个物理帧都会调用一次 [param callable] 函数,前提是该对象在上一个物理周期中处"
+"于活动状态,并且可以用于从物理服务器获取最新状态.\n"
+"[param callable] 函数的参数如下:\n"
+"1. [code]state[/code]:类型为 [PhysicsDirectBodyState2D],用于获取物体的状态。"
+
+msgid ""
"Returns [code]true[/code] if a collision would result from moving the body "
"along a motion vector from a given point in space. See "
"[PhysicsTestMotionParameters2D] for the available motion parameters. "
@@ -99633,6 +99867,16 @@ msgid "Overridable version of [method PhysicsServer2D.body_set_state]."
msgstr "[method PhysicsServer2D.body_set_state] 的可覆盖版本。"
msgid ""
+"Assigns the [param body] to call the given [param callable] during the "
+"synchronization phase of the loop, before [method _step] is called. See also "
+"[method _sync].\n"
+"Overridable version of [method PhysicsServer2D.body_set_state_sync_callback]."
+msgstr ""
+"在循环的同步阶段,在调用 [method _step] 之前,分配 [param body] 来调用给定的 "
+"[param callable]。另请参阅 [method _sync]。\n"
+"[method PhysicsServer2D.body_set_state_sync_callback] 方法的可覆盖版本。"
+
+msgid ""
"Overridable version of [method PhysicsServer2D.body_test_motion]. Unlike the "
"exposed implementation, this method does not receive all of the arguments "
"inside a [PhysicsTestMotionParameters2D]."
@@ -100420,6 +100664,24 @@ msgid "Sets a body state (see [enum BodyState] constants)."
msgstr "设置主体状态(见 [enum BodyState] 常量)。"
msgid ""
+"Sets the body's state synchronization callback function to [param callable]. "
+"Use an empty [Callable] ([code skip-lint]Callable()[/code]) to clear the "
+"callback.\n"
+"The function [param callable] will be called every physics frame, assuming "
+"that the body was active during the previous physics tick, and can be used to "
+"fetch the latest state from the physics server.\n"
+"The function [param callable] must take the following parameters:\n"
+"1. [code]state[/code]: a [PhysicsDirectBodyState3D], used to retrieve the "
+"body's state."
+msgstr ""
+"将物体的状态同步回调函数设置为 [param callable]。清空回调请使用空的 [Callable]"
+"([code skip-lint]Callable()[/code])。\n"
+"每个物理帧都会调用一次 [param callable] 函数,前提是该对象在上一个物理周期中处"
+"于活动状态,并且可以用于从物理服务器获取最新状态.\n"
+"[param callable] 函数的参数如下:\n"
+"1. [code]state[/code]:类型为 [PhysicsDirectBodyState3D],用于获取物体的状态。"
+
+msgid ""
"Returns [code]true[/code] if a collision would result from moving along a "
"motion vector from a given point in space. [PhysicsTestMotionParameters3D] is "
"passed to set motion parameters. [PhysicsTestMotionResult3D] can be passed to "
@@ -106080,8 +106342,25 @@ msgstr ""
"window/size/viewport_width] 和 [member display/window/size/viewport_height] 定"
"义的基础视口大小一致,避免这种情况的发生。"
-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 ""
+"If [code]true[/code], subwindows are embedded in the main window (this is "
+"also called single-window mode). Single-window mode can be faster as it does "
+"not need to create a separate window for every popup and tooltip, which can "
+"be a slow operation depending on the operating system and rendering method in "
+"use.\n"
+"If [code]false[/code], subwindows are created as separate windows (this is "
+"also called multi-window mode). This allows them to be moved outside the main "
+"window and use native operating system window decorations.\n"
+"This is equivalent to [member EditorSettings.interface/editor/"
+"single_window_mode] in the editor, except the setting's value is inverted."
+msgstr ""
+"如果为 [code]true[/code],则会将子窗口嵌入到主窗口中(也称为单窗口模式)。单窗"
+"口模式可能更快,因为无须为每个弹出项和工具提示都创建一个单独的窗口,根据操作系"
+"统和所使用的渲染方法的不同,创建窗口可能是很慢的操作。\n"
+"如果为 [code]false[/code],则会为子窗口会创建单独的窗口(也称为多窗口模式)。"
+"该模式下能够将子窗口移动到主窗口之外,使用的也是操作系统窗口的装饰。\n"
+"等价于编辑器中的 [member EditorSettings.interface/editor/single_window_mode],"
+"但是取值相反。"
msgid ""
"Sets the V-Sync mode for the main game window. The editor's own V-Sync mode "
@@ -110638,6 +110917,24 @@ msgid "Windows override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 Windows 的覆盖项。"
msgid ""
+"If [code]true[/code], the forward renderer will fall back to Direct3D 12 if "
+"Vulkan is not supported.\n"
+"[b]Note:[/b] This setting is implemented only on Windows."
+msgstr ""
+"如果为 [code]true[/code],则 forward 渲染器会在不支持 Vulkan 时回退到 "
+"Direct3D 12。\n"
+"[b]注意:[/b]该设置仅在 Windows 上实现。"
+
+msgid ""
+"If [code]true[/code], the forward renderer will fall back to Vulkan if "
+"Direct3D 12 is not supported.\n"
+"[b]Note:[/b] This setting is implemented only on Windows."
+msgstr ""
+"如果为 [code]true[/code],则 forward 渲染器会在不支持 Direct3D 12 时回退到 "
+"Vulkan。\n"
+"[b]注意:[/b]该设置仅在 Windows 上实现。"
+
+msgid ""
"Enable the pipeline cache that is saved to disk if the graphics API supports "
"it.\n"
"[b]Note:[/b] This property is unable to control the pipeline caching the GPU "
@@ -126812,17 +127109,24 @@ msgid ""
"requires specific materials to be displayed correctly:\n"
"- In 2D, a [CanvasItemMaterial] will need to be created and configured to use "
"the [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] blend mode on "
-"[CanvasItem]s that use this texture.\n"
-"- In 3D, there is no support for premultiplied alpha blend mode yet, so this "
-"option is only suited for 2D."
+"[CanvasItem]s that use this texture. In custom [code]@canvas_item[/code] "
+"shaders, [code]render_mode blend_premul_alpha;[/code] should be used.\n"
+"- In 3D, a [BaseMaterial3D] will need to be created and configured to use the "
+"[constant BaseMaterial3D.BLEND_MODE_PREMULT_ALPHA] blend mode on materials "
+"that use this texture. In custom [code]spatial[/code] shaders, "
+"[code]render_mode blend_premul_alpha;[/code] should be used."
msgstr ""
"使用 [member process/fix_alpha_border] 修复黑色边框的另一种方法是使用预乘 "
"Alpha。通过启用该选项,纹理将被转换为该格式。预乘 Alpha 纹理需要特定材质才能正"
"确显示:\n"
"- 在 2D 中,需要创建并配置 [CanvasItemMaterial],以便在使用该纹理的 "
"[CanvasItem] 上使用 [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] 混"
-"合模式。\n"
-"- 在 3D 中,尚不支持预乘 Alpha 混合模式,因此该选项仅适用于 2D。"
+"合模式。在自定义 [code]@canvas_item[/code] 着色器中应使用 [code]render_mode "
+"blend_premul_alpha;[/code]。\n"
+"- 在 3D 中,需要创建并配置 [BaseMaterial3D],以便在使用该纹理的材质上使用 "
+"[constant BaseMaterial3D.BLEND_MODE_PREMULT_ALPHA] 混合模式。在自定义 "
+"[code]spatial[/code] 着色器中应使用 [code]render_mode blend_premul_alpha;[/"
+"code]。"
msgid ""
"If set to a value greater than [code]0[/code], the size of the texture is "
@@ -130234,6 +130538,21 @@ msgstr ""
msgid ""
"Calls [method Object.notification] with the given [param notification] to all "
+"nodes inside this tree added to the [param group]. See also [url=$DOCS_URL/"
+"tutorials/best_practices/godot_notifications.html]Godot notifications[/url] "
+"and [method call_group] and [method set_group].\n"
+"[b]Note:[/b] This method acts immediately on all selected nodes at once, "
+"which may cause stuttering in some performance-intensive situations."
+msgstr ""
+"在树内添加到该 [param group] 的所有节点上,使用给定 [param notification] 调用 "
+"[method Object.notification]。另见 [url=$DOCS_URL/tutorials/best_practices/"
+"godot_notifications.html]Godot 通知[/url]、[method call_group] 和 [method "
+"set_group]。\n"
+"[b]注意:[/b]该方法立即作用于所有选定的节点,这可能会在某些性能密集型情况下导"
+"致卡顿。"
+
+msgid ""
+"Calls [method Object.notification] with the given [param notification] to all "
"nodes inside this tree added to the [param group]. Use [param call_flags] to "
"customize this method's behavior (see [enum GroupCallFlags])."
msgstr ""
@@ -133620,12 +133939,15 @@ msgid ""
"If there is [AnimationMixer], modification always performs after playback "
"process of the [AnimationMixer].\n"
"This node should be used to implement custom IK solvers, constraints, or "
-"skeleton physics"
+"skeleton physics."
msgstr ""
"[SkeletonModifier3D] 会将父级 [Skeleton3D] 节点作为目标 [Skeleton3D]。\n"
"如果存在 [AnimationMixer],则修改会在 [AnimationMixer] 的播放处理后执行。\n"
"该节点应该用于实现自定义 IK 解算器、约束、骨架物理。"
+msgid "Design of the Skeleton Modifier 3D"
+msgstr "3D 骨架修改器的设计"
+
msgid ""
"Override this virtual method to implement a custom skeleton modifier. You "
"should do things like get the [Skeleton3D]'s current pose and apply the pose "
@@ -147123,8 +147445,15 @@ msgstr "该图块的排序索引,相对于 [TileMap]。"
msgid "Emitted when any of the properties are changed."
msgstr "任何属性发生变化时发出。"
-msgid "Use multiple [TileMapLayer] nodes instead."
-msgstr "请改用多个 [TileMapLayer] 节点。"
+msgid ""
+"Use multiple [TileMapLayer] nodes instead. To convert a TileMap to a set of "
+"TileMapLayer nodes, open the TileMap bottom panel with the node selected, "
+"click the toolbox icon in the top-right corner and choose 'Extract TileMap "
+"layers as individual TileMapLayer nodes'."
+msgstr ""
+"请改用多个 [TileMapLayer] 节点。将 TileMap 节点转换为多个 TileMapLayer 节点:"
+"选中该节点后打开 TileMap 底部面板,点击右上角的工具箱图标,然后选择“将 "
+"TileMap 图层提取为独立的 TileMapLayer 节点”。"
msgid "Node for 2D tile-based maps."
msgstr "基于 2D 图块的地图节点。"
@@ -159120,7 +159449,7 @@ msgid ""
msgstr "2D 空间的矩形区域,用于检测其在屏幕上是否可见。"
msgid ""
-"[VisibleOnScreenEnabler2D] represents a rectangular region of 2D space. When "
+"[VisibleOnScreenNotifier2D] represents a rectangular region of 2D space. When "
"any part of this region becomes visible on screen or in a viewport, it will "
"emit a [signal screen_entered] signal, and likewise it will emit a [signal "
"screen_exited] signal when no part of it remains visible.\n"
@@ -159130,7 +159459,7 @@ msgid ""
"determine whether it's visible on screen, so it won't function unless [member "
"CanvasItem.visible] is set to [code]true[/code]."
msgstr ""
-"[VisibleOnScreenEnabler2D] 表示 2D 空间的矩形区块。当该区块的任何部分在屏幕或"
+"[VisibleOnScreenNotifier2D] 表示 2D 空间的矩形区块。当该区块的任何部分在屏幕或"
"视口中可见时,它将发出 [signal screen_entered] 信号,同样,当其任何部分都不可"
"见时,它将发出 [signal screen_exited] 信号。\n"
"如果希望当该区块在屏幕上可见时自动启用节点,请使用 "
@@ -159165,7 +159494,7 @@ msgid ""
msgstr "3D 空间的盒形区块,用于检测其在屏幕上是否可见。"
msgid ""
-"[VisibleOnScreenEnabler3D] represents a box-shaped region of 3D space. When "
+"[VisibleOnScreenNotifier3D] represents a box-shaped region of 3D space. When "
"any part of this region becomes visible on screen or in a [Camera3D]'s view, "
"it will emit a [signal screen_entered] signal, and likewise it will emit a "
"[signal screen_exited] signal when no part of it remains visible.\n"
@@ -159176,9 +159505,9 @@ msgid ""
"is used. It also won't function unless [member Node3D.visible] is set to "
"[code]true[/code]."
msgstr ""
-"[VisibleOnScreenEnabler3D] 表示 3D 空间的盒形区块。当该区块的任何部分在屏幕或 "
-"[Camera3D] 视图中可见时,它将发出 [signal screen_entered] 信号;同样,当其任何"
-"部分都不可见时,它将发出 [signal screen_exited] 信号。\n"
+"[VisibleOnScreenNotifier3D] 表示 3D 空间的盒形区块。当该区块的任何部分在屏幕"
+"或 [Camera3D] 视图中可见时,它将发出 [signal screen_entered] 信号;同样,当其"
+"任何部分都不可见时,它将发出 [signal screen_exited] 信号。\n"
"如果你希望当该区块在屏幕上可见时自动启用节点,请使用 "
"[VisibleOnScreenEnabler3D]。\n"
"[b]注意:[/b][VisibleOnScreenNotifier3D] 使用近似启发式,不考虑墙壁和其他遮"
@@ -164696,10 +165025,30 @@ msgstr "请改用 [method Window.grab_focus]。"
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 "
-"the main window."
-msgstr ""
-"显示该 [Window] 并标记为临时窗口(见 [member transient])。如果提供了 [param "
-"rect],则会设为该 [Window] 的大小。对主窗口调用时会失败。"
+"the main window.\n"
+"If [member ProjectSettings.display/window/subwindows/embed_subwindows] is "
+"[code]true[/code] (single-window mode), [param rect]'s coordinates are global "
+"and relative to the main window's top-left corner (excluding window "
+"decorations). If [param rect]'s position coordinates are negative, the window "
+"will be located outside the main window and may not be visible as a result.\n"
+"If [member ProjectSettings.display/window/subwindows/embed_subwindows] is "
+"[code]false[/code] (multi-window mode), [param rect]'s coordinates are global "
+"and relative to the top-left corner of the leftmost screen. If [param rect]'s "
+"position coordinates are negative, the window will be placed at the top-left "
+"corner of the screen.\n"
+"[b]Note:[/b] [param rect] must be in global coordinates if specified."
+msgstr ""
+"显示该 [Window] 并将其设置为临时窗口(见 [member transient])。如果提供了 "
+"[param rect],则会将其设为 [Window] 的大小。对主窗口调用时会失败。\n"
+"如果 [member ProjectSettings.display/window/subwindows/embed_subwindows] 为 "
+"[code]true[/code](单窗口模式),[param rect] 使用全局坐标系,相对于主窗口的左"
+"上角(不含窗口的装饰)。如果 [param rect] 的位置坐标为负数,则该窗口位于主窗口"
+"之外,因此可能不可见。\n"
+"如果 [member ProjectSettings.display/window/subwindows/embed_subwindows] 为 "
+"[code]false[/code](多窗口模式),[param rect] 使用全局坐标系,相对于最左侧屏"
+"幕的左上角。如果 [param rect] 的位置坐标为负数,则该窗口会被放置在该屏幕的左上"
+"角。\n"
+"[b]注意:[/b]存在相关说明时,[param rect] 必须使用全局坐标。"
msgid ""
"Popups the [Window] at the center of the current screen, with optionally "
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index 8d9cd3afaf..f354173e03 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -28,12 +28,13 @@
# 风青山 <idleman@yeah.net>, 2023.
# Chang-Chia Tseng <pswo10680@gmail.com>, 2024.
# hugoalh <hugoalh@users.noreply.hosted.weblate.org>, 2024.
+# STENYIN lee <stenyin@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: 2024-06-02 10:37+0000\n"
-"Last-Translator: hugoalh <hugoalh@users.noreply.hosted.weblate.org>\n"
+"PO-Revision-Date: 2024-08-02 04:03+0000\n"
+"Last-Translator: STENYIN lee <stenyin@gmail.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hant/>\n"
"Language: zh_TW\n"
@@ -41,17 +42,29 @@ 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 5.6-dev\n"
+"X-Generator: Weblate 5.7-dev\n"
+
+msgid "All classes"
+msgstr "所有類別"
msgid "Globals"
msgstr "全域"
+msgid "Nodes"
+msgstr "節點"
+
msgid "Resources"
msgstr "資源"
+msgid "Editor-only"
+msgstr "僅編輯器"
+
msgid "Other objects"
msgstr "其他物件"
+msgid "Variant types"
+msgstr "變體類型"
+
msgid "Description"
msgstr "說明"
@@ -82,6 +95,9 @@ msgstr "列舉"
msgid "Constants"
msgstr "常數"
+msgid "Annotations"
+msgstr "註解"
+
msgid "Property Descriptions"
msgstr "屬性說明"
@@ -147,6 +163,9 @@ msgstr "本方法描述的是使用本型別作為左運算元的有效運算子
msgid "This value is an integer composed as a bitmask of the following flags."
msgstr "這個值是由下列旗標構成的位元遮罩整數。"
+msgid "No return value."
+msgstr "無返回值。"
+
msgid ""
"There is currently no description for this class. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
@@ -212,6 +231,30 @@ msgstr ""
msgid "Deprecated:"
msgstr "已棄用:"
+msgid "Experimental:"
+msgstr "實驗性:"
+
+msgid "This signal may be changed or removed in future versions."
+msgstr "此信號可能在未來版本中被更改或移除。"
+
+msgid "This constant may be changed or removed in future versions."
+msgstr "此常數可能在未來版本中被更改或移除。"
+
+msgid "This property may be changed or removed in future versions."
+msgstr "此屬性可能在未來版本中被更改或移除。"
+
+msgid "This constructor may be changed or removed in future versions."
+msgstr "此建構函式可能在未來版本中被更改或移除。"
+
+msgid "This method may be changed or removed in future versions."
+msgstr "此方法可能在未來版本中被更改或移除。"
+
+msgid "This operator may be changed or removed in future versions."
+msgstr "此運算子可能在未來版本中被更改或移除。"
+
+msgid "This theme property may be changed or removed in future versions."
+msgstr "此主題屬性可能在未來版本中被更改或移除。"
+
msgid "Built-in GDScript constants, functions, and annotations."
msgstr "內建 GDScript 常數、函式、注解。"
@@ -272,6 +315,9 @@ msgstr ""
"a = char(8364) # a 是“€”\n"
"[/codeblock]"
+msgid "Use [method @GlobalScope.type_convert] instead."
+msgstr "請改用 [方法 @GlobalScope.type_convert]。"
+
msgid ""
"Converts a [param dictionary] (created with [method inst_to_dict]) back to an "
"Object instance. Can be useful for deserializing."
@@ -350,6 +396,81 @@ msgstr ""
"code] 除以 [code]0[/code] 不會得到 [constant NAN],而是會產生執行階段錯誤。"
msgid ""
+"Mark the following property as exported (editable in the Inspector dock and "
+"saved to disk). To control the type of the exported property, use the type "
+"hint notation.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
+"\n"
+"# Built-in types.\n"
+"@export var string = \"\"\n"
+"@export var int_number = 5\n"
+"@export var float_number: float = 5\n"
+"\n"
+"# Enums.\n"
+"@export var type: Variant.Type\n"
+"@export var format: Image.Format\n"
+"@export var direction: Direction\n"
+"\n"
+"# Resources.\n"
+"@export var image: Image\n"
+"@export var custom_resource: CustomResource\n"
+"\n"
+"# Nodes.\n"
+"@export var node: Node\n"
+"@export var custom_node: CustomNode\n"
+"\n"
+"# Typed arrays.\n"
+"@export var int_array: Array[int]\n"
+"@export var direction_array: Array[Direction]\n"
+"@export var image_array: Array[Image]\n"
+"@export var node_array: Array[Node]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Custom resources and nodes should be registered as global "
+"classes using [code]class_name[/code], since the Inspector currently only "
+"supports global classes. Otherwise, a less specific type will be exported "
+"instead.\n"
+"[b]Note:[/b] Node export is only supported in [Node]-derived classes and has "
+"a number of other limitations."
+msgstr ""
+"將以下屬性標記為導出(可在檢查器中編輯並保存到磁碟)。要控制導出屬性的類型,請"
+"使用類型提示符號。\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
+"\n"
+"# Built-in types.\n"
+"@export var string = \"\"\n"
+"@export var int_number = 5\n"
+"@export var float_number: float = 5\n"
+"\n"
+"# Enums.\n"
+"@export var type: Variant.Type\n"
+"@export var format: Image.Format\n"
+"@export var direction: Direction\n"
+"\n"
+"# Resources.\n"
+"@export var image: Image\n"
+"@export var custom_resource: CustomResource\n"
+"\n"
+"# Nodes.\n"
+"@export var node: Node\n"
+"@export var custom_node: CustomNode\n"
+"\n"
+"# Typed arrays.\n"
+"@export var int_array: Array[int]\n"
+"@export var direction_array: Array[Direction]\n"
+"@export var image_array: Array[Image]\n"
+"@export var node_array: Array[Node]\n"
+"[/codeblock]\n"
+"[b]注意:[/b] 自定義資源和節點應使用[code]class_name[/code]註冊為全局類,因為"
+"檢查器目前只支持全局類。否則,將會導出一個不太具體的類型。\n"
+"[b]注意:[/b] 節點導出僅在繼承自[Node]的類中支持,並且有一些其他限制。"
+
+msgid ""
"Define a new category for the following exported properties. This helps to "
"organize properties in the Inspector dock.\n"
"See also [constant PROPERTY_USAGE_CATEGORY].\n"
@@ -375,6 +496,26 @@ msgstr ""
"[annotation @export_subgroup]。"
msgid ""
+"Allows you to set a custom hint, hint string, and usage flags for the "
+"exported property. Note that there's no validation done in GDScript, it will "
+"just pass the parameters to the editor.\n"
+"[codeblock]\n"
+"@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Regardless of the [param usage] value, the [constant "
+"PROPERTY_USAGE_SCRIPT_VARIABLE] flag is always added, as with any explicitly "
+"declared script variable."
+msgstr ""
+"允許你為導出的屬性設置自定義提示、提示字符串和使用標誌。注意,在GDScript中不會"
+"進行驗證,它只是將參數傳遞給編輯器。\n"
+"[codeblock]\n"
+"@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n"
+"[/codeblock]\n"
+"[b]注意:[/b]無論 [param usage] 的值如何, [常數 "
+"PROPERTY_USAGE_SCRIPT_VARIABLE] 標誌總是會被添加,就像任何顯式聲明的腳本變量一"
+"樣。"
+
+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 "
@@ -423,6 +564,28 @@ msgstr ""
"[/codeblock]"
msgid ""
+"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property "
+"is not displayed in the editor, but it is serialized and stored in the scene "
+"or resource file. This can be useful for [annotation @tool] scripts. Also the "
+"property value is copied when [method Resource.duplicate] or [method Node."
+"duplicate] is called, unlike non-exported variables.\n"
+"[codeblock]\n"
+"var a # Not stored in the file, not displayed in the editor.\n"
+"@export_storage var b # Stored in the file, not displayed in the editor.\n"
+"@export var c: int # Stored in the file, displayed in the editor.\n"
+"[/codeblock]"
+msgstr ""
+"導出一個帶有 [constant PROPERTY_USAGE_STORAGE] 標誌的屬性。該屬性不會在編輯器"
+"中顯示,但它會被序列化並存儲在場景或資源文件中。這對於帶有 [annotation @tool] "
+"的腳本特別有用。此外,當調用 [method Resource.duplicate] 或 [method Node."
+"duplicate] 方法時,該屬性的值會被複製,這與非導出變量不同。\n"
+"[codeblock]\n"
+"var a # 不存儲在文件中,不在編輯器中顯示。\n"
+"@export_storage var b # Stored in the file, not displayed in the editor.\n"
+"@export var c: int # Stored in the file, displayed in the editor.\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 "
@@ -549,6 +712,23 @@ msgstr ""
"[/codeblock]"
msgid ""
+"Make a script with static variables to not persist after all references are "
+"lost. If the script is loaded again the static variables will revert to their "
+"default values.\n"
+"[b]Note:[/b] As annotations describe their subject, the [annotation "
+"@static_unload] annotation must be placed before the class definition and "
+"inheritance.\n"
+"[b]Warning:[/b] Currently, due to a bug, scripts are never freed, even if "
+"[annotation @static_unload] annotation is used."
+msgstr ""
+"創建一個帶有靜態變量的腳本,使得這些變量在失去所有引用後不會持久保存。如果腳本"
+"再次被加載,靜態變量將恢復到它們的默認值。\n"
+"[b]注意:[/b]由於註解描述的是它們的主體,[annotation @static_unload] 註解必須"
+"放置在類定義和繼承聲明之前。\n"
+"[b]警告:[/b]目前,由於一個 bug 的存在,即使使用了 [annotation "
+"@static_unload] 註解,腳本也永遠不會被釋放。"
+
+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"
@@ -1351,6 +1531,27 @@ msgstr ""
"nan[/code]。"
msgid ""
+"Returns the maximum of the given numeric values. This function can take any "
+"number of arguments.\n"
+"[codeblock]\n"
+"max(1, 7, 3, -6, 5) # Returns 7\n"
+"[/codeblock]\n"
+"[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-"
+"wise maximum, and will pick the largest value when compared using [code]x < "
+"y[/code]. To perform component-wise maximum, use [method Vector2.max], "
+"[method Vector2i.max], [method Vector3.max], [method Vector3i.max], [method "
+"Vector4.max], and [method Vector4i.max]."
+msgstr ""
+"返回給定數值中的最大值。此函數可以接受任意數量的參數。\n"
+"[codeblock]\n"
+"max(1, 7, 3, -6, 5) # Returns 7\n"
+"[/codeblock]\n"
+"[b]注意:[/b]當對向量使用此函數時,它[i]不會[/i]執行分量級的最大值計算,而是使"
+"用 [code]x < y[/code] 比較來選擇最大值。要執行分量級的最大值計算,請使用 "
+"[method Vector2.max]、[method Vector2i.max]、[method Vector3.max]、[method "
+"Vector3i.max]、[method Vector4.max] 和 [method Vector4i.max]。"
+
+msgid ""
"Returns the maximum of two [float] values.\n"
"[codeblock]\n"
"maxf(3.6, 24) # Returns 24.0\n"
@@ -5470,82 +5671,6 @@ msgid "Returns the list of stored animation keys."
msgstr "返回儲存的動畫鍵列表。"
msgid ""
-"Retrieve the motion delta of position with the [member root_motion_track] as "
-"a [Vector3] that can be used elsewhere.\n"
-"If [member root_motion_track] is not a path to a track of type [constant "
-"Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n"
-"See also [member root_motion_track] and [RootMotionView].\n"
-"The most basic example is applying position to [CharacterBody3D]:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var current_rotation: Quaternion\n"
-"\n"
-"func _process(delta):\n"
-" if Input.is_action_just_pressed(\"animate\"):\n"
-" current_rotation = get_quaternion()\n"
-" state_machine.travel(\"Animate\")\n"
-" var velocity: Vector3 = current_rotation * animation_tree."
-"get_root_motion_position() / delta\n"
-" set_velocity(velocity)\n"
-" move_and_slide()\n"
-"[/gdscript]\n"
-"[/codeblocks]\n"
-"By using this in combination with [method "
-"get_root_motion_position_accumulator], you can apply the root motion position "
-"more correctly to account for the rotation of the node.\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"func _process(delta):\n"
-" if Input.is_action_just_pressed(\"animate\"):\n"
-" state_machine.travel(\"Animate\")\n"
-" set_quaternion(get_quaternion() * animation_tree."
-"get_root_motion_rotation())\n"
-" var velocity: Vector3 = (animation_tree."
-"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
-"animation_tree.get_root_motion_position() / delta\n"
-" set_velocity(velocity)\n"
-" move_and_slide()\n"
-"[/gdscript]\n"
-"[/codeblocks]"
-msgstr ""
-"將具有 [member root_motion_track] 的位置的運動差異量,檢索為一個可以在其他地方"
-"使用的 [Vector3]。\n"
-"如果 [member root_motion_track] 不是 [constant Animation.TYPE_POSITION_3D] 類"
-"型軌道的路徑,則返回 [code]Vector3(0, 0, 0)[/code]。\n"
-"另見 [member root_motion_track] 和 [RootMotionView]。\n"
-"最基本的範例是將位置套用於 [CharacterBody3D]:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var current_rotation: Quaternion\n"
-"\n"
-"func _process(delta):\n"
-" if Input.is_action_just_pressed(\"animate\"):\n"
-" current_rotation = get_quaternion()\n"
-" state_machine.travel(\"Animate\")\n"
-" var velocity: Vector3 = current_rotation * animation_tree."
-"get_root_motion_position() / delta\n"
-" set_velocity(velocity)\n"
-" move_and_slide()\n"
-"[/gdscript]\n"
-"[/codeblocks]\n"
-"通過將其與 [method get_root_motion_position_accumulator] 結合使用,你可以更正"
-"確地套用根運動位置來考慮節點的旋轉。\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"func _process(delta):\n"
-" if Input.is_action_just_pressed(\"animate\"):\n"
-" state_machine.travel(\"Animate\")\n"
-" set_quaternion(get_quaternion() * animation_tree."
-"get_root_motion_rotation())\n"
-" var velocity: Vector3 = (animation_tree."
-"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
-"animation_tree.get_root_motion_position() / delta\n"
-" set_velocity(velocity)\n"
-" move_and_slide()\n"
-"[/gdscript]\n"
-"[/codeblocks]"
-
-msgid ""
"Retrieve the blended value of the position tracks with the [member "
"root_motion_track] as a [Vector3] that can be used elsewhere.\n"
"This is useful in cases where you want to respect the initial key values of "
@@ -31111,258 +31236,6 @@ msgstr ""
"在編輯器中註冊一個自訂資源匯入器。使用該類來解析任何檔,並將其作為新的資源型別"
"匯入。"
-msgid ""
-"[EditorImportPlugin]s provide a way to extend the editor's resource import "
-"functionality. Use them to import resources from custom files or to provide "
-"alternatives to the editor's existing importers.\n"
-"EditorImportPlugins work by associating with specific file extensions and a "
-"resource type. See [method _get_recognized_extensions] and [method "
-"_get_resource_type]. They may optionally specify some import presets that "
-"affect the import process. EditorImportPlugins are responsible for creating "
-"the resources and saving them in the [code].godot/imported[/code] directory "
-"(see [member ProjectSettings.application/config/"
-"use_hidden_project_data_directory]).\n"
-"Below is an example EditorImportPlugin that imports a [Mesh] from a file with "
-"the extension \".special\" or \".spec\":\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"@tool\n"
-"extends EditorImportPlugin\n"
-"\n"
-"func _get_importer_name():\n"
-" return \"my.special.plugin\"\n"
-"\n"
-"func _get_visible_name():\n"
-" return \"Special Mesh\"\n"
-"\n"
-"func _get_recognized_extensions():\n"
-" return [\"special\", \"spec\"]\n"
-"\n"
-"func _get_save_extension():\n"
-" return \"mesh\"\n"
-"\n"
-"func _get_resource_type():\n"
-" return \"Mesh\"\n"
-"\n"
-"func _get_preset_count():\n"
-" return 1\n"
-"\n"
-"func _get_preset_name(preset_index):\n"
-" return \"Default\"\n"
-"\n"
-"func _get_import_options(path, preset_index):\n"
-" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
-"\n"
-"func _import(source_file, save_path, options, platform_variants, gen_files):\n"
-" var file = FileAccess.open(source_file, FileAccess.READ)\n"
-" if file == null:\n"
-" return FAILED\n"
-" var mesh = ArrayMesh.new()\n"
-" # Fill the Mesh with data read in \"file\", left as an exercise to the "
-"reader.\n"
-"\n"
-" var filename = save_path + \".\" + _get_save_extension()\n"
-" return ResourceSaver.save(mesh, filename)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"using Godot;\n"
-"\n"
-"public partial class MySpecialPlugin : EditorImportPlugin\n"
-"{\n"
-" public override string _GetImporterName()\n"
-" {\n"
-" return \"my.special.plugin\";\n"
-" }\n"
-"\n"
-" public override string _GetVisibleName()\n"
-" {\n"
-" return \"Special Mesh\";\n"
-" }\n"
-"\n"
-" public override string[] _GetRecognizedExtensions()\n"
-" {\n"
-" return new string[] { \"special\", \"spec\" };\n"
-" }\n"
-"\n"
-" public override string _GetSaveExtension()\n"
-" {\n"
-" return \"mesh\";\n"
-" }\n"
-"\n"
-" public override string _GetResourceType()\n"
-" {\n"
-" return \"Mesh\";\n"
-" }\n"
-"\n"
-" public override int _GetPresetCount()\n"
-" {\n"
-" return 1;\n"
-" }\n"
-"\n"
-" public override string _GetPresetName(int presetIndex)\n"
-" {\n"
-" return \"Default\";\n"
-" }\n"
-"\n"
-" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
-"_GetImportOptions(string path, int presetIndex)\n"
-" {\n"
-" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n"
-" {\n"
-" new Godot.Collections.Dictionary\n"
-" {\n"
-" { \"name\", \"myOption\" },\n"
-" { \"default_value\", false },\n"
-" }\n"
-" };\n"
-" }\n"
-"\n"
-" public override int _Import(string sourceFile, string savePath, Godot."
-"Collections.Dictionary options, Godot.Collections.Array<string> "
-"platformVariants, Godot.Collections.Array<string> genFiles)\n"
-" {\n"
-" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags."
-"Read);\n"
-" if (file.GetError() != Error.Ok)\n"
-" {\n"
-" return (int)Error.Failed;\n"
-" }\n"
-"\n"
-" var mesh = new ArrayMesh();\n"
-" // Fill the Mesh with data read in \"file\", left as an exercise to "
-"the reader.\n"
-" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n"
-" return (int)ResourceSaver.Save(mesh, filename);\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"To use [EditorImportPlugin], register it using the [method EditorPlugin."
-"add_import_plugin] method first."
-msgstr ""
-"[EditorImportPlugin] 提供了一種方法來擴充編輯器的資源匯入功能。使用它們從自定"
-"義檔中匯入資源,或為編輯器的現有匯入器提供替代方案。\n"
-"EditorImportPlugin 通過與特定的檔案副檔名和資源型別相關聯來工作。請參見 "
-"[method _get_recognized_extensions] 和 [method _get_resource_type]。它們可以選"
-"擇性地指定一些影響匯入過程的匯入預設。EditorImportPlugin 負責建立資源並將它們"
-"保存在 [code].godot/imported[/code] 目錄中(見 [member ProjectSettings."
-"application/config/use_hidden_project_data_directory])。\n"
-"下面是一個 EditorImportPlugin 的範例,它從副檔名為“.special”或“.spec”的檔案中"
-"匯入 [Mesh]:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"@tool\n"
-"extends EditorImportPlugin\n"
-"\n"
-"func _get_importer_name():\n"
-" return \"my.special.plugin\"\n"
-"\n"
-"func _get_visible_name():\n"
-" return \"Special Mesh\"\n"
-"\n"
-"func _get_recognized_extensions():\n"
-" return [\"special\", \"spec\"]\n"
-"\n"
-"func _get_save_extension():\n"
-" return \"mesh\"\n"
-"\n"
-"func _get_resource_type():\n"
-" return \"Mesh\"\n"
-"\n"
-"func _get_preset_count():\n"
-" return 1\n"
-"\n"
-"func _get_preset_name(preset_index):\n"
-" return \"Default\"\n"
-"\n"
-"func _get_import_options(path, preset_index):\n"
-" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
-"\n"
-"func _import(source_file, save_path, options, platform_variants, gen_files):\n"
-" var file = FileAccess.open(source_file, FileAccess.READ)\n"
-" if file == null:\n"
-" return FAILED\n"
-" var mesh = ArrayMesh.new()\n"
-" # 使用從“file”中讀取的資料填充 Mesh,留作讀者的練習。\n"
-"\n"
-" var filename = save_path + \".\" + _get_save_extension()\n"
-" return ResourceSaver.save(mesh, filename)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"using Godot;\n"
-"\n"
-"public partial class MySpecialPlugin : EditorImportPlugin\n"
-"{\n"
-" public override string _GetImporterName()\n"
-" {\n"
-" return \"my.special.plugin\";\n"
-" }\n"
-"\n"
-" public override string _GetVisibleName()\n"
-" {\n"
-" return \"Special Mesh\";\n"
-" }\n"
-"\n"
-" public override string[] _GetRecognizedExtensions()\n"
-" {\n"
-" return new string[] { \"special\", \"spec\" };\n"
-" }\n"
-"\n"
-" public override string _GetSaveExtension()\n"
-" {\n"
-" return \"mesh\";\n"
-" }\n"
-"\n"
-" public override string _GetResourceType()\n"
-" {\n"
-" return \"Mesh\";\n"
-" }\n"
-"\n"
-" public override int _GetPresetCount()\n"
-" {\n"
-" return 1;\n"
-" }\n"
-"\n"
-" public override string _GetPresetName(int presetIndex)\n"
-" {\n"
-" return \"Default\";\n"
-" }\n"
-"\n"
-" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
-"_GetImportOptions(string path, int presetIndex)\n"
-" {\n"
-" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n"
-" {\n"
-" new Godot.Collections.Dictionary\n"
-" {\n"
-" { \"name\", \"myOption\" },\n"
-" { \"default_value\", false },\n"
-" }\n"
-" };\n"
-" }\n"
-"\n"
-" public override int _Import(string sourceFile, string savePath, Godot."
-"Collections.Dictionary options, Godot.Collections.Array<string> "
-"platformVariants, Godot.Collections.Array<string> genFiles)\n"
-" {\n"
-" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags."
-"Read);\n"
-" if (file.GetError() != Error.Ok)\n"
-" {\n"
-" return (int)Error.Failed;\n"
-" }\n"
-"\n"
-" var mesh = new ArrayMesh();\n"
-" // 使用從“file”中讀取的資料填充 Mesh,留作讀者的練習\n"
-" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n"
-" return (int)ResourceSaver.Save(mesh, filename);\n"
-" }\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"要使用 [EditorImportPlugin],請先使用 [method EditorPlugin.add_import_plugin] "
-"方法註冊它。"
-
msgid "Import plugins"
msgstr "匯入外掛程式"
@@ -32653,82 +32526,6 @@ msgstr ""
"當使用者在專案設定視窗的外掛程式分頁中啟用該 [EditorPlugin] 時,由引擎呼叫。"
msgid ""
-"Called by the engine when the 3D editor's viewport is updated. Use the "
-"[code]overlay[/code] [Control] for drawing. You can update the viewport "
-"manually by calling [method update_overlays].\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"func _forward_3d_draw_over_viewport(overlay):\n"
-" # Draw a circle at cursor position.\n"
-" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
-"\n"
-"func _forward_3d_gui_input(camera, event):\n"
-" if event is InputEventMouseMotion:\n"
-" # Redraw viewport when cursor is moved.\n"
-" update_overlays()\n"
-" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
-" return EditorPlugin.AFTER_GUI_INPUT_PASS\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"public override void _Forward3DDrawOverViewport(Control viewportControl)\n"
-"{\n"
-" // Draw a circle at cursor position.\n"
-" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
-"Colors.White);\n"
-"}\n"
-"\n"
-"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
-"viewportCamera, InputEvent @event)\n"
-"{\n"
-" if (@event is InputEventMouseMotion)\n"
-" {\n"
-" // Redraw viewport when cursor is moved.\n"
-" UpdateOverlays();\n"
-" return EditorPlugin.AfterGuiInput.Stop;\n"
-" }\n"
-" return EditorPlugin.AfterGuiInput.Pass;\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"當 3D 編輯器的視口更新時由引擎呼叫。將 [code]overlay[/code] [Control] 用於繪"
-"制。可以通過呼叫 [method update_overlays] 手動更新該視口。\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"func _forward_3d_draw_over_viewport(overlay):\n"
-" # 在游標位置畫一個圓。\n"
-" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
-"\n"
-"func _forward_3d_gui_input(camera, event):\n"
-" if event is InputEventMouseMotion:\n"
-" # 當游標被移動時,重繪視口。\n"
-" update_overlays()\n"
-" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
-" return EditorPlugin.AFTER_GUI_INPUT_PASS\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"public override void _Forward3DDrawOverViewport(Control viewportControl)\n"
-"{\n"
-" // 在游標位置畫一個圓。\n"
-" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
-"Colors.White);\n"
-"}\n"
-"\n"
-"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
-"viewportCamera, InputEvent @event)\n"
-"{\n"
-" if (@event is InputEventMouseMotion)\n"
-" {\n"
-" // 當游標被移動時,重繪視口。\n"
-" UpdateOverlays();\n"
-" return EditorPlugin.AfterGuiInput.Stop;\n"
-" }\n"
-" return EditorPlugin.AfterGuiInput.Pass;\n"
-"}\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
-msgid ""
"This method is the same as [method _forward_3d_draw_over_viewport], except it "
"draws on top of everything. Useful when you need an extra layer that shows "
"over anything else.\n"
@@ -40861,45 +40658,6 @@ msgid "Returns list of OpenType features supported by font."
msgstr "返回字形支援的 OpenType 功能列表。"
msgid ""
-"Returns list of supported [url=https://docs.microsoft.com/en-us/typography/"
-"opentype/spec/dvaraxisreg]variation coordinates[/url], each coordinate is "
-"returned as [code]tag: Vector3i(min_value,max_value,default_value)[/code].\n"
-"Font variations allow for continuous change of glyph characteristics along "
-"some given design axis, such as weight, width or slant.\n"
-"To print available variation axes of a variable font:\n"
-"[codeblock]\n"
-"var fv = FontVariation.new()\n"
-"fv.set_base_font = load(\"res://RobotoFlex.ttf\")\n"
-"var variation_list = fv.get_supported_variation_list()\n"
-"for tag in variation_list:\n"
-" var name = TextServerManager.get_primary_interface().tag_to_name(tag)\n"
-" var values = variation_list[tag]\n"
-" print(\"variation axis: %s (%d)\\n\\tmin, max, default: %s\" % [name, "
-"tag, values])\n"
-"[/codeblock]\n"
-"[b]Note:[/b] To set and get variation coordinates of a [FontVariation], use "
-"[member FontVariation.variation_opentype]."
-msgstr ""
-"返回支援的[url=https://docs.microsoft.com/en-us/typography/opentype/spec/"
-"dvaraxisreg]變體座標[/url]列表,座標以 [code]tag: Vector3i(min_value,"
-"max_value,default_value)[/code] 的形式返回。\n"
-"字形變體能夠沿著某個給定的設計軸對字形的功能進行連續的變化,例如字重、寬度、斜"
-"度。\n"
-"要輸出可變字形的可用變體軸:\n"
-"[codeblock]\n"
-"var fv = FontVariation.new()\n"
-"fv.set_base_font = load(\"res://RobotoFlex.ttf\")\n"
-"var variation_list = fv.get_supported_variation_list()\n"
-"for tag in variation_list:\n"
-" var name = TextServerManager.get_primary_interface().tag_to_name(tag)\n"
-" var values = variation_list[tag]\n"
-" print(\"變體軸:%s (%d)\\n\\t最小值、最大值、預設值:%s\" % [name, tag, "
-"values])\n"
-"[/codeblock]\n"
-"[b]注意:[/b][FontVariation] 變體座標的設定和獲取請使用 [member FontVariation."
-"variation_opentype]。"
-
-msgid ""
"Returns average pixel offset of the underline below the baseline.\n"
"[b]Note:[/b] Real underline position of the string is context-dependent and "
"can be significantly different from the value returned by this function. Use "
@@ -41410,65 +41168,6 @@ msgid "A variation of a font with additional settings."
msgstr "字形的變體,提供額外的設定。"
msgid ""
-"Provides OpenType variations, simulated bold / slant, and additional font "
-"settings like OpenType features and extra spacing.\n"
-"To use simulated bold font variant:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var fv = FontVariation.new()\n"
-"fv.set_base_font(load(\"res://BarlowCondensed-Regular.ttf\"))\n"
-"fv.set_variation_embolden(1.2)\n"
-"$Label.add_theme_font_override(\"font\", fv)\n"
-"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var fv = new FontVariation();\n"
-"fv.SetBaseFont(ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Regular."
-"ttf\"));\n"
-"fv.SetVariationEmbolden(1.2);\n"
-"GetNode(\"Label\").AddThemeFontOverride(\"font\", fv);\n"
-"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"To set the coordinate of multiple variation axes:\n"
-"[codeblock]\n"
-"var fv = FontVariation.new();\n"
-"var ts = TextServerManager.get_primary_interface()\n"
-"fv.base_font = load(\"res://BarlowCondensed-Regular.ttf\")\n"
-"fv.variation_opentype = { ts.name_to_tag(\"wght\"): 900, ts."
-"name_to_tag(\"custom_hght\"): 900 }\n"
-"[/codeblock]"
-msgstr ""
-"提供 OpenType 變體,模擬的粗體/斜體,以及 OpenType 功能和額外間距等額外的字形"
-"設定。\n"
-"要使用模擬的粗體變體:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var fv = FontVariation.new()\n"
-"fv.set_base_font(load(\"res://BarlowCondensed-Regular.ttf\"))\n"
-"fv.set_variation_embolden(1.2)\n"
-"$Label.add_theme_font_override(\"font\", fv)\n"
-"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"var fv = new FontVariation();\n"
-"fv.SetBaseFont(ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Regular."
-"ttf\"));\n"
-"fv.SetVariationEmbolden(1.2);\n"
-"GetNode(\"Label\").AddThemeFontOverride(\"font\", fv);\n"
-"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
-"[/csharp]\n"
-"[/codeblocks]\n"
-"要設定多個變體軸的座標:\n"
-"[codeblock]\n"
-"var fv = FontVariation.new();\n"
-"var ts = TextServerManager.get_primary_interface()\n"
-"fv.base_font = load(\"res://BarlowCondensed-Regular.ttf\")\n"
-"fv.variation_opentype = { ts.name_to_tag(\"wght\"): 900, ts."
-"name_to_tag(\"custom_hght\"): 900 }\n"
-"[/codeblock]"
-
-msgid ""
"Base font used to create a variation. If not set, default [Theme] font is "
"used."
msgstr "用於建立變體的基礎字形。如果未設定,則使用預設的 [Theme] 字形。"
@@ -50921,92 +50620,6 @@ msgid "Helper class for creating and parsing JSON data."
msgstr "用於建立和解析 JSON 資料的輔助類。"
msgid ""
-"The [JSON] enables all data types to be converted to and from a JSON string. "
-"This useful for serializing data to save to a file or send over the network.\n"
-"[method stringify] is used to convert any data type into a JSON string.\n"
-"[method parse] is used to convert any existing JSON data into a [Variant] "
-"that can be used within Godot. If successfully parsed, use [member data] to "
-"retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's "
-"type is what you expect. JSON Objects are converted into a [Dictionary], but "
-"JSON data can be used to store [Array]s, numbers, [String]s and even just a "
-"boolean.\n"
-"[b]Example[/b]\n"
-"[codeblock]\n"
-"var data_to_send = [\"a\", \"b\", \"c\"]\n"
-"var json_string = JSON.stringify(data_to_send)\n"
-"# Save data\n"
-"# ...\n"
-"# Retrieve data\n"
-"var json = JSON.new()\n"
-"var error = json.parse(json_string)\n"
-"if error == OK:\n"
-" var data_received = json.data\n"
-" if typeof(data_received) == TYPE_ARRAY:\n"
-" print(data_received) # Prints array\n"
-" else:\n"
-" print(\"Unexpected data\")\n"
-"else:\n"
-" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", "
-"json_string, \" at line \", json.get_error_line())\n"
-"[/codeblock]\n"
-"Alternatively, you can parse string using the static [method parse_string] "
-"method, but it doesn't allow to handle errors.\n"
-"[codeblock]\n"
-"var data = JSON.parse_string(json_string) # Returns null if parsing failed.\n"
-"[/codeblock]\n"
-"[b]Note:[/b] Both parse methods do not fully comply with the JSON "
-"specification:\n"
-"- Trailing commas in arrays or objects are ignored, instead of causing a "
-"parser error.\n"
-"- New line and tab characters are accepted in string literals, and are "
-"treated like their corresponding escape sequences [code]\\n[/code] and "
-"[code]\\t[/code].\n"
-"- Numbers are parsed using [method String.to_float] which is generally more "
-"lax than the JSON specification.\n"
-"- Certain errors, such as invalid Unicode sequences, do not cause a parser "
-"error. Instead, the string is cleansed and an error is logged to the console."
-msgstr ""
-"[JSON] 允許所有資料型別與 JSON 字串相互轉換。 這對於序列化資料以保存到檔或通過"
-"網路發送很有用。\n"
-"[method stringify] 用於將任何資料型別轉換為 JSON 字串。\n"
-"[method parse] 用於將任何現有的 JSON 資料轉換為可以在 Godot 中使用的 "
-"[Variant]。如果解析成功,使用 [member data] 檢索 [Variant],並使用 "
-"[code]typeof[/code] 檢查 Variant 的型別是否符合你的預期。JSON 對象被轉換為 "
-"[Dictionary],但 JSON 資料可用於儲存 [Array]、數位、[String],甚至只是一個布爾"
-"值。\n"
-"[b]範例[/b]\n"
-"[codeblock]\n"
-"var data_to_send = [\"a\", \"b\", \"c\"]\n"
-"var json_string = JSON.stringify(data_to_send)\n"
-"# 保存資料\n"
-"# ...\n"
-"# 檢索資料\n"
-"var json = JSON.new()\n"
-"var error = json.parse(json_string)\n"
-"if error == OK:\n"
-" var data_received = json.data\n"
-" if typeof(data_received) == TYPE_ARRAY:\n"
-" print(data_received) # 輸出 array\n"
-" else:\n"
-" print(\"Unexpected data\")\n"
-"else:\n"
-" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", "
-"json_string, \" at line \", json.get_error_line())\n"
-"[/codeblock]\n"
-"或者,你可以使用靜態 [method parse_string] 方法解析字串,但它不允許處理錯"
-"誤。\n"
-"[codeblock]\n"
-"var data = JSON.parse_string(json_string) # 如果解析失敗則返回 null。\n"
-"[/codeblock]\n"
-"[b]注意:[/b]兩種解析方式都不完全符合 JSON 規範:\n"
-"- 陣列或物件中的尾隨逗號將被忽略,而不是引起解析器錯誤。\n"
-"- 分行符號和定位字元在字串文字中被接受,並被視為它們相應的轉義序列 [code]\\n[/"
-"code] 和 [code]\\t[/code]。\n"
-"- 使用 [method String.to_float] 解析數位,這通常比 JSON 規範更寬鬆。\n"
-"- 某些錯誤,例如無效的 Unicode 序列,不會導致解析器錯誤。相反,該字串會被清理"
-"並將錯誤記錄到控制台。"
-
-msgid ""
"Returns [code]0[/code] if the last call to [method parse] was successful, or "
"the line number where the parse failed."
msgstr ""
@@ -51020,142 +50633,12 @@ msgstr ""
"如果上一次呼叫 [method parse] 成功,則返回空字串,否則返回失敗時的錯誤消息。"
msgid ""
-"Return the text parsed by [method parse] as long as the function is "
-"instructed to keep it."
-msgstr "只要該函式被指示以保留該文字,就返回由 [method parse] 解析的文字。"
-
-msgid ""
-"Attempts to parse the [param json_text] provided.\n"
-"Returns an [enum Error]. If the parse was successful, it returns [constant "
-"OK] and the result can be retrieved using [member data]. If unsuccessful, use "
-"[method get_error_line] and [method get_error_message] for identifying the "
-"source of the failure.\n"
-"Non-static variant of [method parse_string], if you want custom error "
-"handling.\n"
-"The optional [param keep_text] argument instructs the parser to keep a copy "
-"of the original text. This text can be obtained later by using the [method "
-"get_parsed_text] function and is used when saving the resource (instead of "
-"generating new text from [member data])."
-msgstr ""
-"嘗試解析提供的 [param json_text]。\n"
-"返回一個 [enum Error]。如果解析成功,則它返回 [constant OK],並且可以使用 "
-"[member data] 檢索該結果。如果不成功,請使用 [method get_error_line] 和 "
-"[method get_error_message] 來識別失敗的原因。\n"
-"如果想要自訂錯誤處理,可以使用的 [method parse_string] 的非靜態變體。\n"
-"可選的 [param keep_text] 參數指示該解析器保留一份原始文字的副本。該文字稍後可"
-"以使用 [method get_parsed_text] 函式獲取,並在保存資源時使用(而不是從 "
-"[member data] 生成新文字)。"
-
-msgid ""
"Attempts to parse the [param json_string] provided and returns the parsed "
"data. Returns [code]null[/code] if parse failed."
msgstr ""
"試圖解析提供的 [param json_string],並返回解析後的資料。如果解析失敗,返回 "
"[code]null[/code]。"
-msgid ""
-"Converts a [Variant] var to JSON text and returns the result. Useful for "
-"serializing data to store or send over the network.\n"
-"[b]Note:[/b] The JSON specification does not define integer or float types, "
-"but only a [i]number[/i] type. Therefore, converting a Variant to JSON text "
-"will convert all numerical values to [float] types.\n"
-"[b]Note:[/b] If [param full_precision] is [code]true[/code], when "
-"stringifying floats, the unreliable digits are stringified in addition to the "
-"reliable digits to guarantee exact decoding.\n"
-"The [param indent] parameter controls if and how something is indented, the "
-"string used for this parameter will be used where there should be an indent "
-"in the output, even spaces like [code]\" \"[/code] will work. [code]\\t[/"
-"code] and [code]\\n[/code] can also be used for a tab indent, or to make a "
-"newline for each indent respectively.\n"
-"[b]Example output:[/b]\n"
-"[codeblock]\n"
-"## JSON.stringify(my_dictionary)\n"
-"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
-"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
-"\"value_1\"}]}\n"
-"\n"
-"## JSON.stringify(my_dictionary, \"\\t\")\n"
-"{\n"
-" \"name\": \"my_dictionary\",\n"
-" \"version\": \"1.0.0\",\n"
-" \"entities\": [\n"
-" {\n"
-" \"name\": \"entity_0\",\n"
-" \"value\": \"value_0\"\n"
-" },\n"
-" {\n"
-" \"name\": \"entity_1\",\n"
-" \"value\": \"value_1\"\n"
-" }\n"
-" ]\n"
-"}\n"
-"\n"
-"## JSON.stringify(my_dictionary, \"...\")\n"
-"{\n"
-"...\"name\": \"my_dictionary\",\n"
-"...\"version\": \"1.0.0\",\n"
-"...\"entities\": [\n"
-"......{\n"
-".........\"name\": \"entity_0\",\n"
-".........\"value\": \"value_0\"\n"
-"......},\n"
-"......{\n"
-".........\"name\": \"entity_1\",\n"
-".........\"value\": \"value_1\"\n"
-"......}\n"
-"...]\n"
-"}\n"
-"[/codeblock]"
-msgstr ""
-"將 [Variant] 變數轉換為 JSON 文字並返回結果。可用於將資料進行序列化保存或通過"
-"網路發送。\n"
-"[b]注意:[/b]JSON 規範沒有定義整數和浮點數型別,只有一個[i]數字[/i]型別。因"
-"此,將 Variant 轉換為 JSON 文字會將所有數位值轉換為 [float] 型別。\n"
-"[b]注意:[/b]如果 [param full_precision] 為 [code]true[/code],則在字串化浮點"
-"數時,除可靠數位外,還將對不可靠數位進行字串化,以保證準確解碼。\n"
-"[param indent] 參數控制是否縮進以及如何縮進,用於輸出該參數的字串時應該有縮進"
-"的地方,甚至可以使用空格 [code]\" \"[/code]。[code]\\t[/code] 和 [code]\\n[/"
-"code] 可用於定位字元縮進,或分別為每個縮進換行。\n"
-"[b]範例輸出:[/b]\n"
-"[codeblock]\n"
-"## JSON.stringify(my_dictionary)\n"
-"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
-"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
-"\"value_1\"}]}\n"
-"\n"
-"## JSON.stringify(my_dictionary, \"\\t\")\n"
-"{\n"
-" \"name\": \"my_dictionary\",\n"
-" \"version\": \"1.0.0\",\n"
-" \"entities\": [\n"
-" {\n"
-" \"name\": \"entity_0\",\n"
-" \"value\": \"value_0\"\n"
-" },\n"
-" {\n"
-" \"name\": \"entity_1\",\n"
-" \"value\": \"value_1\"\n"
-" }\n"
-" ]\n"
-"}\n"
-"\n"
-"## JSON.stringify(my_dictionary, \"...\")\n"
-"{\n"
-"...\"name\": \"my_dictionary\",\n"
-"...\"version\": \"1.0.0\",\n"
-"...\"entities\": [\n"
-"......{\n"
-".........\"name\": \"entity_0\",\n"
-".........\"value\": \"value_0\"\n"
-"......},\n"
-"......{\n"
-".........\"name\": \"entity_1\",\n"
-".........\"value\": \"value_1\"\n"
-"......}\n"
-"...]\n"
-"}\n"
-"[/codeblock]"
-
msgid "Contains the parsed JSON data in [Variant] form."
msgstr "包含解析到的 JSON 資料,型別為 [Variant]。"
@@ -55164,33 +54647,6 @@ msgid "Generic mobile VR implementation."
msgstr "通用移動 VR 實作。"
msgid ""
-"This is a generic mobile VR implementation where you need to provide details "
-"about the phone and HMD used. It does not rely on any existing framework. "
-"This is the most basic interface we have. For the best effect, you need a "
-"mobile phone with a gyroscope and accelerometer.\n"
-"Note that even though there is no positional tracking, the camera will assume "
-"the headset is at a height of 1.85 meters. You can change this by setting "
-"[member eye_height].\n"
-"You can initialize this interface as follows:\n"
-"[codeblock]\n"
-"var interface = XRServer.find_interface(\"Native mobile\")\n"
-"if interface and interface.initialize():\n"
-" get_viewport().xr = true\n"
-"[/codeblock]"
-msgstr ""
-"這是一個通用的移動 VR 實作,你需要提供有關所用手機和 HMD 的詳細資訊。它不依賴"
-"於任何現有框架。這是我們擁有的最基本的介面。為了獲得最佳效果,你需要一部帶有陀"
-"螺儀和加速度計的手機。\n"
-"請注意,即使沒有位置追蹤,相機也會假定頭戴裝置處於 1.85 米的高度。可以通過設"
-"置 [member eye_height] 來更改該設定。\n"
-"可以按如下方式初始化該介面:\n"
-"[codeblock]\n"
-"var interface = XRServer.find_interface(\"Native mobile\")\n"
-"if interface and interface.initialize():\n"
-" get_viewport().xr = true\n"
-"[/codeblock]"
-
-msgid ""
"The distance between the display and the lenses inside of the device in "
"centimeters."
msgstr "顯示器與裝置內部鏡片之間的距離,單位為釐米。"
@@ -55445,23 +54901,6 @@ msgstr "返回指定實例的 [Transform3D]。"
msgid "Returns the [Transform2D] of a specific instance."
msgstr "返回指定實例的 [Transform2D]。"
-msgid ""
-"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
-"existing vertex colors. This allows for different color tinting per "
-"instance.\n"
-"For the color to take effect, ensure that [member use_colors] is [code]true[/"
-"code] on the [MultiMesh] and [member BaseMaterial3D."
-"vertex_color_use_as_albedo] is [code]true[/code] on the material. If you "
-"intend to set an absolute color instead of tinting, make sure the material's "
-"albedo color is set to pure white ([code]Color(1, 1, 1)[/code])."
-msgstr ""
-"設定一個特定實例的顏色,通過[i]乘以[/i]該網格的現有頂點顏色來設定。這允許每個"
-"實例使用不同的顏色。\n"
-"要使顏色生效,請確保該 [MultiMesh] 上的 [member use_colors] 為 [code]true[/"
-"code],並且材質上的 [member BaseMaterial3D.vertex_color_use_as_albedo] 為 "
-"[code]true[/code]。如果打算設定絕對顏色而不是著色,請確保材質的反照率顏色被設"
-"置為純白色 ([code]Color(1, 1, 1)[/code])。"
-
msgid "Sets the [Transform3D] for a specific instance."
msgstr "為指定實例設定 [Transform3D]。"
@@ -73020,9 +72459,6 @@ msgstr ""
"的最終比例因子。如果使用[b]Disabled[/b] 拉伸模式,此比例因子按原樣應用。可以對"
"其進行調整以使UI 在某些顯示器上更易於閱讀。"
-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 ""
"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 "
@@ -90116,25 +89552,6 @@ msgstr ""
"找到。"
msgid ""
-"An alternative to fixing darkened borders with [member process/"
-"fix_alpha_border] is to use premultiplied alpha. By enabling this option, the "
-"texture will be converted to this format. A premultiplied alpha texture "
-"requires specific materials to be displayed correctly:\n"
-"- In 2D, a [CanvasItemMaterial] will need to be created and configured to use "
-"the [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] blend mode on "
-"[CanvasItem]s that use this texture.\n"
-"- In 3D, there is no support for premultiplied alpha blend mode yet, so this "
-"option is only suited for 2D."
-msgstr ""
-"使用[member process/fix_alpha_border] 修正變暗邊框的另一種方法是使用預乘"
-"alpha。透過啟用此選項,紋理將轉換為這種格式。預乘alpha 紋理格式。預先乘alpha "
-"紋理。需要特定的正確顯示的材料:\n"
-"- 在 2D 中,需要建立並配置 [CanvasItemMaterial],以便在使用此紋理的 "
-"[CanvasItem] 上使用 [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] 混"
-"合模式。\n"
-"- 在 3D 中,尚不支援預乘 alpha 混合模式,因此此選項僅適用於 2D。"
-
-msgid ""
"If set to a value greater than [code]0[/code], the size of the texture is "
"limited on import to a value smaller than or equal to the value specified "
"here. For non-square textures, the size limit affects the longer dimension, "
@@ -118049,14 +117466,6 @@ 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 ""
-"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 "
-"the main window."
-msgstr ""
-"顯示該 [Window] 並標記為臨時視窗(見 [member transient])。如果提供了 [param "
-"rect],則會設為該 [Window] 的大小。對主視窗呼叫時會失敗。"
-
-msgid ""
"Popups the [Window] at the center of the current screen, with optionally "
"given minimum size. If the [Window] is embedded, it will be centered in the "
"parent [Viewport] instead.\n"
diff --git a/drivers/d3d12/rendering_device_driver_d3d12.cpp b/drivers/d3d12/rendering_device_driver_d3d12.cpp
index a33fc977c6..38caff648e 100644
--- a/drivers/d3d12/rendering_device_driver_d3d12.cpp
+++ b/drivers/d3d12/rendering_device_driver_d3d12.cpp
@@ -2143,33 +2143,59 @@ void RenderingDeviceDriverD3D12::command_pipeline_barrier(CommandBufferID p_cmd_
for (uint32_t i = 0; i < p_texture_barriers.size(); i++) {
const TextureBarrier &texture_barrier_rd = p_texture_barriers[i];
const TextureInfo *texture_info = (const TextureInfo *)(texture_barrier_rd.texture.id);
+ if (texture_info->main_texture) {
+ texture_info = texture_info->main_texture;
+ }
_rd_stages_and_access_to_d3d12(p_src_stages, texture_barrier_rd.prev_layout, texture_barrier_rd.src_access, texture_barrier_d3d12.SyncBefore, texture_barrier_d3d12.AccessBefore);
_rd_stages_and_access_to_d3d12(p_dst_stages, texture_barrier_rd.next_layout, texture_barrier_rd.dst_access, texture_barrier_d3d12.SyncAfter, texture_barrier_d3d12.AccessAfter);
texture_barrier_d3d12.LayoutBefore = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.prev_layout);
texture_barrier_d3d12.LayoutAfter = _rd_texture_layout_to_d3d12_barrier_layout(texture_barrier_rd.next_layout);
texture_barrier_d3d12.pResource = texture_info->resource;
- texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = texture_barrier_rd.subresources.base_mipmap;
- texture_barrier_d3d12.Subresources.NumMipLevels = texture_barrier_rd.subresources.mipmap_count;
- texture_barrier_d3d12.Subresources.FirstArraySlice = texture_barrier_rd.subresources.base_layer;
- texture_barrier_d3d12.Subresources.NumArraySlices = texture_barrier_rd.subresources.layer_count;
- texture_barrier_d3d12.Subresources.FirstPlane = _compute_plane_slice(texture_info->format, texture_barrier_rd.subresources.aspect);
- texture_barrier_d3d12.Subresources.NumPlanes = format_get_plane_count(texture_info->format);
+ if (texture_barrier_rd.subresources.mipmap_count == texture_info->mipmaps && texture_barrier_rd.subresources.layer_count == texture_info->layers) {
+ // So, all resources. Then, let's be explicit about it so D3D12 doesn't think
+ // we are dealing with a subset of subresources.
+ texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = 0xffffffff;
+ texture_barrier_d3d12.Subresources.NumMipLevels = 0;
+ // Because NumMipLevels == 0, all the other fields are ignored by D3D12.
+ } else {
+ texture_barrier_d3d12.Subresources.IndexOrFirstMipLevel = texture_barrier_rd.subresources.base_mipmap;
+ texture_barrier_d3d12.Subresources.NumMipLevels = texture_barrier_rd.subresources.mipmap_count;
+ texture_barrier_d3d12.Subresources.FirstArraySlice = texture_barrier_rd.subresources.base_layer;
+ texture_barrier_d3d12.Subresources.NumArraySlices = texture_barrier_rd.subresources.layer_count;
+ texture_barrier_d3d12.Subresources.FirstPlane = _compute_plane_slice(texture_info->format, texture_barrier_rd.subresources.aspect);
+ texture_barrier_d3d12.Subresources.NumPlanes = format_get_plane_count(texture_info->format);
+ }
texture_barrier_d3d12.Flags = (texture_barrier_rd.prev_layout == RDD::TEXTURE_LAYOUT_UNDEFINED) ? D3D12_TEXTURE_BARRIER_FLAG_DISCARD : D3D12_TEXTURE_BARRIER_FLAG_NONE;
texture_barriers.push_back(texture_barrier_d3d12);
}
// Define the barrier groups and execute.
+
D3D12_BARRIER_GROUP barrier_groups[3] = {};
- barrier_groups[0].Type = D3D12_BARRIER_TYPE_GLOBAL;
- barrier_groups[1].Type = D3D12_BARRIER_TYPE_BUFFER;
- barrier_groups[2].Type = D3D12_BARRIER_TYPE_TEXTURE;
- barrier_groups[0].NumBarriers = global_barriers.size();
- barrier_groups[1].NumBarriers = buffer_barriers.size();
- barrier_groups[2].NumBarriers = texture_barriers.size();
- barrier_groups[0].pGlobalBarriers = global_barriers.ptr();
- barrier_groups[1].pBufferBarriers = buffer_barriers.ptr();
- barrier_groups[2].pTextureBarriers = texture_barriers.ptr();
- cmd_list_7->Barrier(ARRAY_SIZE(barrier_groups), barrier_groups);
+ uint32_t barrier_groups_count = 0;
+
+ if (!global_barriers.is_empty()) {
+ D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
+ barrier_group.Type = D3D12_BARRIER_TYPE_GLOBAL;
+ barrier_group.NumBarriers = global_barriers.size();
+ barrier_group.pGlobalBarriers = global_barriers.ptr();
+ }
+
+ if (!buffer_barriers.is_empty()) {
+ D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
+ barrier_group.Type = D3D12_BARRIER_TYPE_BUFFER;
+ barrier_group.NumBarriers = buffer_barriers.size();
+ barrier_group.pBufferBarriers = buffer_barriers.ptr();
+ }
+
+ if (!texture_barriers.is_empty()) {
+ D3D12_BARRIER_GROUP &barrier_group = barrier_groups[barrier_groups_count++];
+ barrier_group.Type = D3D12_BARRIER_TYPE_TEXTURE;
+ barrier_group.NumBarriers = texture_barriers.size();
+ barrier_group.pTextureBarriers = texture_barriers.ptr();
+ }
+
+ cmd_list_7->Barrier(barrier_groups_count, barrier_groups);
}
/****************/
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 4a15ed827a..5a0f394db0 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -698,7 +698,8 @@ void ShaderGLES3::_clear_version(Version *p_version) {
void ShaderGLES3::_initialize_version(Version *p_version) {
ERR_FAIL_COND(p_version->variants.size() > 0);
- if (shader_cache_dir_valid && _load_from_cache(p_version)) {
+ bool use_cache = shader_cache_dir_valid && !(feedback_count > 0 && GLES3::Config::get_singleton()->disable_transform_feedback_shader_cache);
+ if (use_cache && _load_from_cache(p_version)) {
return;
}
p_version->variants.reserve(variant_count);
@@ -709,7 +710,7 @@ void ShaderGLES3::_initialize_version(Version *p_version) {
_compile_specialization(spec, i, p_version, specialization_default_mask);
p_version->variants[i].insert(specialization_default_mask, spec);
}
- if (shader_cache_dir_valid) {
+ if (use_cache) {
_save_to_cache(p_version);
}
}
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index a28b050bf8..2b3c19dbb8 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -218,6 +218,8 @@ Config::Config() {
//https://github.com/godotengine/godot/issues/92662#issuecomment-2161199477
//disable_particles_workaround = false;
}
+ } else if (rendering_device_name == "PowerVR Rogue GE8320") {
+ disable_transform_feedback_shader_cache = true;
}
}
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
index 0c9f9bc275..ff72fc5b58 100644
--- a/drivers/gles3/storage/config.h
+++ b/drivers/gles3/storage/config.h
@@ -96,6 +96,9 @@ public:
bool disable_particles_workaround = false; // set to 'true' to disable 'GPUParticles'
bool flip_xy_workaround = false;
+ // PowerVR GE 8320 workaround
+ bool disable_transform_feedback_shader_cache = false;
+
#ifdef ANDROID_ENABLED
PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC eglFramebufferTextureMultiviewOVR = nullptr;
PFNGLTEXSTORAGE3DMULTISAMPLEPROC eglTexStorage3DMultisample = nullptr;
diff --git a/drivers/unix/file_access_unix.cpp b/drivers/unix/file_access_unix.cpp
index 210507c2c6..ea8b42b2e4 100644
--- a/drivers/unix/file_access_unix.cpp
+++ b/drivers/unix/file_access_unix.cpp
@@ -383,7 +383,7 @@ uint64_t FileAccessUnix::_get_modified_time(const String &p_file) {
if (!err) {
return status.st_mtime;
} else {
- print_verbose("Failed to get modified time for: " + p_file + "");
+ WARN_PRINT("Failed to get modified time for: " + p_file);
return 0;
}
}
diff --git a/editor/animation_track_editor.cpp b/editor/animation_track_editor.cpp
index 14188a42a0..c59c937905 100644
--- a/editor/animation_track_editor.cpp
+++ b/editor/animation_track_editor.cpp
@@ -6102,7 +6102,7 @@ void AnimationTrackEditor::goto_prev_step(bool p_from_mouse_event) {
pos = 0;
}
set_anim_pos(pos);
- emit_signal(SNAME("timeline_changed"), pos, false);
+ _timeline_changed(pos, false);
}
void AnimationTrackEditor::goto_next_step(bool p_from_mouse_event, bool p_timeline_only) {
@@ -6129,7 +6129,7 @@ void AnimationTrackEditor::goto_next_step(bool p_from_mouse_event, bool p_timeli
}
set_anim_pos(pos);
- emit_signal(SNAME("timeline_changed"), pos, p_timeline_only);
+ _timeline_changed(pos, p_timeline_only);
}
void AnimationTrackEditor::_edit_menu_pressed(int p_option) {
@@ -7101,7 +7101,7 @@ void AnimationTrackEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_bezier_track_set_key_handle_mode", "animation", "track_idx", "key_idx", "key_handle_mode", "key_handle_set_mode"), &AnimationTrackEditor::_bezier_track_set_key_handle_mode, DEFVAL(Animation::HANDLE_SET_MODE_NONE));
- ADD_SIGNAL(MethodInfo("timeline_changed", PropertyInfo(Variant::FLOAT, "position"), PropertyInfo(Variant::BOOL, "timeline_only")));
+ ADD_SIGNAL(MethodInfo("timeline_changed", PropertyInfo(Variant::FLOAT, "position"), PropertyInfo(Variant::BOOL, "timeline_only"), PropertyInfo(Variant::BOOL, "update_position_only")));
ADD_SIGNAL(MethodInfo("keying_changed"));
ADD_SIGNAL(MethodInfo("animation_len_changed", PropertyInfo(Variant::FLOAT, "len")));
ADD_SIGNAL(MethodInfo("animation_step_changed", PropertyInfo(Variant::FLOAT, "step")));
diff --git a/editor/editor_file_system.cpp b/editor/editor_file_system.cpp
index e776291b2d..feca12b409 100644
--- a/editor/editor_file_system.cpp
+++ b/editor/editor_file_system.cpp
@@ -2112,8 +2112,8 @@ void EditorFileSystem::update_files(const Vector<String> &p_script_paths) {
}
if (!is_scanning()) {
_process_update_pending();
- call_deferred(SNAME("emit_signal"), "filesystem_changed"); //update later
}
+ call_deferred(SNAME("emit_signal"), "filesystem_changed"); // Update later
}
}
diff --git a/editor/editor_help.cpp b/editor/editor_help.cpp
index 637c39c8ec..683e4e5cda 100644
--- a/editor/editor_help.cpp
+++ b/editor/editor_help.cpp
@@ -3024,6 +3024,7 @@ void EditorHelp::update_doc() {
void EditorHelp::cleanup_doc() {
_wait_for_thread();
memdelete(doc);
+ doc = nullptr;
}
Vector<Pair<String, int>> EditorHelp::get_sections() {
diff --git a/editor/editor_properties_array_dict.cpp b/editor/editor_properties_array_dict.cpp
index c6fb323f1a..9aa2390230 100644
--- a/editor/editor_properties_array_dict.cpp
+++ b/editor/editor_properties_array_dict.cpp
@@ -907,6 +907,8 @@ void EditorPropertyDictionary::_add_key_value() {
VariantInternal::initialize(&new_value, type);
object->set_new_item_value(new_value);
+ object->set_dict(dict);
+ slots[(dict.size() - 1) % page_length].update_prop_or_index();
emit_changed(get_edited_property(), dict);
}
@@ -960,6 +962,10 @@ void EditorPropertyDictionary::_change_type_menu(int p_index) {
dict[key] = value;
} else {
dict.erase(key);
+ object->set_dict(dict);
+ for (Slot &slot : slots) {
+ slot.update_prop_or_index();
+ }
}
emit_changed(get_edited_property(), dict);
diff --git a/editor/gui/scene_tree_editor.cpp b/editor/gui/scene_tree_editor.cpp
index a3e62c298f..c6cc0e97dd 100644
--- a/editor/gui/scene_tree_editor.cpp
+++ b/editor/gui/scene_tree_editor.cpp
@@ -398,6 +398,13 @@ void SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {
item->set_button_color(0, item->get_button_count(0) - 1, button_color);
}
+ if (p_node->has_meta("_edit_lock_")) {
+ item->add_button(0, get_editor_theme_icon(SNAME("Lock")), BUTTON_LOCK, false, TTR("Node is locked.\nClick to unlock it."));
+ }
+ if (p_node->has_meta("_edit_group_")) {
+ item->add_button(0, get_editor_theme_icon(SNAME("Group")), BUTTON_GROUP, false, TTR("Children are not selectable.\nClick to make them selectable."));
+ }
+
if (p_node->has_method("is_visible") && p_node->has_method("set_visible") && p_node->has_signal(SceneStringName(visibility_changed))) {
bool is_visible = p_node->call("is_visible");
if (is_visible) {
@@ -412,13 +419,6 @@ void SceneTreeEditor::_add_nodes(Node *p_node, TreeItem *p_parent) {
_update_visibility_color(p_node, item);
}
- if (p_node->has_meta("_edit_lock_")) {
- item->add_button(0, get_editor_theme_icon(SNAME("Lock")), BUTTON_LOCK, false, TTR("Node is locked.\nClick to unlock it."));
- }
- if (p_node->has_meta("_edit_group_")) {
- item->add_button(0, get_editor_theme_icon(SNAME("Group")), BUTTON_GROUP, false, TTR("Children are not selectable.\nClick to make them selectable."));
- }
-
if (p_node->is_class("AnimationMixer")) {
bool is_pinned = AnimationPlayerEditor::get_singleton()->get_editing_node() == p_node && AnimationPlayerEditor::get_singleton()->is_pinned();
diff --git a/editor/import/3d/resource_importer_obj.cpp b/editor/import/3d/resource_importer_obj.cpp
index a0c05598a2..f3770adcb7 100644
--- a/editor/import/3d/resource_importer_obj.cpp
+++ b/editor/import/3d/resource_importer_obj.cpp
@@ -202,7 +202,7 @@ static Error _parse_material_library(const String &p_path, HashMap<String, Ref<S
return OK;
}
-static Error _parse_obj(const String &p_path, List<Ref<ImporterMesh>> &r_meshes, bool p_single_mesh, bool p_generate_tangents, bool p_optimize, Vector3 p_scale_mesh, Vector3 p_offset_mesh, bool p_disable_compression, List<String> *r_missing_deps) {
+static Error _parse_obj(const String &p_path, List<Ref<ImporterMesh>> &r_meshes, bool p_single_mesh, bool p_generate_tangents, Vector3 p_scale_mesh, Vector3 p_offset_mesh, bool p_disable_compression, List<String> *r_missing_deps) {
Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ);
ERR_FAIL_COND_V_MSG(f.is_null(), ERR_CANT_OPEN, vformat("Couldn't open OBJ file '%s', it may not exist or not be readable.", p_path));
@@ -424,15 +424,6 @@ static Error _parse_obj(const String &p_path, List<Ref<ImporterMesh>> &r_meshes,
surf_tool->set_material(material);
}
- if (!current_material.is_empty()) {
- if (mesh->get_surface_count() >= 1) {
- mesh->set_surface_name(mesh->get_surface_count() - 1, current_material.get_basename());
- }
- } else if (!current_group.is_empty()) {
- if (mesh->get_surface_count() >= 1) {
- mesh->set_surface_name(mesh->get_surface_count() - 1, current_group);
- }
- }
Array array = surf_tool->commit_to_arrays();
if (mesh_flags & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES && generate_tangents) {
@@ -451,6 +442,16 @@ static Error _parse_obj(const String &p_path, List<Ref<ImporterMesh>> &r_meshes,
mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, array, TypedArray<Array>(), Dictionary(), material, name, mesh_flags);
print_verbose("OBJ: Added surface :" + mesh->get_surface_name(mesh->get_surface_count() - 1));
+ if (!current_material.is_empty()) {
+ if (mesh->get_surface_count() >= 1) {
+ mesh->set_surface_name(mesh->get_surface_count() - 1, current_material.get_basename());
+ }
+ } else if (!current_group.is_empty()) {
+ if (mesh->get_surface_count() >= 1) {
+ mesh->set_surface_name(mesh->get_surface_count() - 1, current_group);
+ }
+ }
+
surf_tool->clear();
surf_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
}
@@ -511,7 +512,7 @@ static Error _parse_obj(const String &p_path, List<Ref<ImporterMesh>> &r_meshes,
Node *EditorOBJImporter::import_scene(const String &p_path, uint32_t p_flags, const HashMap<StringName, Variant> &p_options, List<String> *r_missing_deps, Error *r_err) {
List<Ref<ImporterMesh>> meshes;
- Error err = _parse_obj(p_path, meshes, false, p_flags & IMPORT_GENERATE_TANGENT_ARRAYS, false, Vector3(1, 1, 1), Vector3(0, 0, 0), p_flags & IMPORT_FORCE_DISABLE_MESH_COMPRESSION, r_missing_deps);
+ Error err = _parse_obj(p_path, meshes, false, p_flags & IMPORT_GENERATE_TANGENT_ARRAYS, Vector3(1, 1, 1), Vector3(0, 0, 0), p_flags & IMPORT_FORCE_DISABLE_MESH_COMPRESSION, r_missing_deps);
if (err != OK) {
if (r_err) {
@@ -582,7 +583,6 @@ void ResourceImporterOBJ::get_import_options(const String &p_path, List<ImportOp
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "generate_tangents"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::VECTOR3, "scale_mesh"), Vector3(1, 1, 1)));
r_options->push_back(ImportOption(PropertyInfo(Variant::VECTOR3, "offset_mesh"), Vector3(0, 0, 0)));
- r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "optimize_mesh"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "force_disable_mesh_compression"), false));
}
@@ -593,7 +593,7 @@ bool ResourceImporterOBJ::get_option_visibility(const String &p_path, const Stri
Error ResourceImporterOBJ::import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
List<Ref<ImporterMesh>> meshes;
- Error err = _parse_obj(p_source_file, meshes, true, p_options["generate_tangents"], p_options["optimize_mesh"], p_options["scale_mesh"], p_options["offset_mesh"], p_options["force_disable_mesh_compression"], nullptr);
+ Error err = _parse_obj(p_source_file, meshes, true, p_options["generate_tangents"], p_options["scale_mesh"], p_options["offset_mesh"], p_options["force_disable_mesh_compression"], nullptr);
ERR_FAIL_COND_V(err != OK, err);
ERR_FAIL_COND_V(meshes.size() != 1, ERR_BUG);
diff --git a/editor/import/3d/resource_importer_scene.cpp b/editor/import/3d/resource_importer_scene.cpp
index df4026195c..27b2af8f77 100644
--- a/editor/import/3d/resource_importer_scene.cpp
+++ b/editor/import/3d/resource_importer_scene.cpp
@@ -2013,6 +2013,7 @@ void ResourceImporterScene::get_internal_import_options(InternalImportCategory p
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "generate/lods", PROPERTY_HINT_ENUM, "Default,Enable,Disable"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "lods/normal_split_angle", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), 25.0f));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "lods/normal_merge_angle", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), 60.0f));
+ r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "lods/raycast_normals", PROPERTY_HINT_NONE, ""), false));
} break;
case INTERNAL_IMPORT_CATEGORY_MATERIAL: {
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "use_external/enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), false));
@@ -2440,6 +2441,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
bool generate_lods = p_generate_lods;
float split_angle = 25.0f;
float merge_angle = 60.0f;
+ bool raycast_normals = false;
bool create_shadow_meshes = p_create_shadow_meshes;
bool bake_lightmaps = p_light_bake_mode == LIGHT_BAKE_STATIC_LIGHTMAPS;
String save_to_file;
@@ -2494,6 +2496,10 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
merge_angle = mesh_settings["lods/normal_merge_angle"];
}
+ if (mesh_settings.has("lods/raycast_normals")) {
+ raycast_normals = mesh_settings["lods/raycast_normals"];
+ }
+
if (bool(mesh_settings.get("save_to_file/enabled", false))) {
save_to_file = mesh_settings.get("save_to_file/path", String());
if (!save_to_file.is_resource_file()) {
@@ -2540,7 +2546,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
if (generate_lods) {
Array skin_pose_transform_array = _get_skinned_pose_transforms(src_mesh_node);
- src_mesh_node->get_mesh()->generate_lods(merge_angle, split_angle, skin_pose_transform_array);
+ src_mesh_node->get_mesh()->generate_lods(merge_angle, split_angle, skin_pose_transform_array, raycast_normals);
}
if (create_shadow_meshes) {
diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp
index f64c4532a1..660e4647a1 100644
--- a/editor/plugins/animation_player_editor_plugin.cpp
+++ b/editor/plugins/animation_player_editor_plugin.cpp
@@ -1295,7 +1295,7 @@ void AnimationPlayerEditor::_seek_value_changed(float p_value, bool p_timeline_o
}
pos = CLAMP(pos, 0, (double)anim->get_length() - CMP_EPSILON2); // Hack: Avoid fposmod with LOOP_LINEAR.
- if (!p_timeline_only && anim.is_valid()) {
+ if (!p_timeline_only && anim.is_valid() && (!player->is_valid() || !Math::is_equal_approx(pos, player->get_current_animation_position()))) {
player->seek_internal(pos, true, true, false);
}
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 59a4ac8075..3dce862df0 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -7289,9 +7289,15 @@ void Node3DEditor::_init_grid() {
bool orthogonal = camera->get_projection() == Camera3D::PROJECTION_ORTHOGONAL;
- Vector<Color> grid_colors[3];
- Vector<Vector3> grid_points[3];
- Vector<Vector3> grid_normals[3];
+ static LocalVector<Color> grid_colors[3];
+ static LocalVector<Vector3> grid_points[3];
+ static LocalVector<Vector3> grid_normals[3];
+
+ for (uint32_t n = 0; n < 3; n++) {
+ grid_colors[n].clear();
+ grid_points[n].clear();
+ grid_normals[n].clear();
+ }
Color primary_grid_color = EDITOR_GET("editors/3d/primary_grid_color");
Color secondary_grid_color = EDITOR_GET("editors/3d/secondary_grid_color");
@@ -7367,10 +7373,9 @@ void Node3DEditor::_init_grid() {
grid_mat[c]->set_shader_parameter("grid_size", grid_fade_size);
grid_mat[c]->set_shader_parameter("orthogonal", orthogonal);
- // Cache these so we don't have to re-access memory.
- Vector<Vector3> &ref_grid = grid_points[c];
- Vector<Vector3> &ref_grid_normals = grid_normals[c];
- Vector<Color> &ref_grid_colors = grid_colors[c];
+ LocalVector<Vector3> &ref_grid = grid_points[c];
+ LocalVector<Vector3> &ref_grid_normals = grid_normals[c];
+ LocalVector<Color> &ref_grid_colors = grid_colors[c];
// Count our elements same as code below it.
int expected_size = 0;
@@ -7415,12 +7420,12 @@ void Node3DEditor::_init_grid() {
line_end[a] = position_a;
line_bgn[b] = bgn_b;
line_end[b] = end_b;
- ref_grid.set(idx, line_bgn);
- ref_grid.set(idx + 1, line_end);
- ref_grid_colors.set(idx, line_color);
- ref_grid_colors.set(idx + 1, line_color);
- ref_grid_normals.set(idx, normal);
- ref_grid_normals.set(idx + 1, normal);
+ ref_grid[idx] = line_bgn;
+ ref_grid[idx + 1] = line_end;
+ ref_grid_colors[idx] = line_color;
+ ref_grid_colors[idx + 1] = line_color;
+ ref_grid_normals[idx] = normal;
+ ref_grid_normals[idx + 1] = normal;
idx += 2;
}
@@ -7431,12 +7436,12 @@ void Node3DEditor::_init_grid() {
line_end[b] = position_b;
line_bgn[a] = bgn_a;
line_end[a] = end_a;
- ref_grid.set(idx, line_bgn);
- ref_grid.set(idx + 1, line_end);
- ref_grid_colors.set(idx, line_color);
- ref_grid_colors.set(idx + 1, line_color);
- ref_grid_normals.set(idx, normal);
- ref_grid_normals.set(idx + 1, normal);
+ ref_grid[idx] = line_bgn;
+ ref_grid[idx + 1] = line_end;
+ ref_grid_colors[idx] = line_color;
+ ref_grid_colors[idx + 1] = line_color;
+ ref_grid_normals[idx] = normal;
+ ref_grid_normals[idx + 1] = normal;
idx += 2;
}
}
@@ -7445,9 +7450,9 @@ void Node3DEditor::_init_grid() {
grid[c] = RenderingServer::get_singleton()->mesh_create();
Array d;
d.resize(RS::ARRAY_MAX);
- d[RenderingServer::ARRAY_VERTEX] = grid_points[c];
- d[RenderingServer::ARRAY_COLOR] = grid_colors[c];
- d[RenderingServer::ARRAY_NORMAL] = grid_normals[c];
+ d[RenderingServer::ARRAY_VERTEX] = (Vector<Vector3>)grid_points[c];
+ d[RenderingServer::ARRAY_COLOR] = (Vector<Color>)grid_colors[c];
+ d[RenderingServer::ARRAY_NORMAL] = (Vector<Vector3>)grid_normals[c];
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(grid[c], RenderingServer::PRIMITIVE_LINES, d);
RenderingServer::get_singleton()->mesh_surface_set_material(grid[c], 0, grid_mat[c]->get_rid());
grid_instance[c] = RenderingServer::get_singleton()->instance_create2(grid[c], get_tree()->get_root()->get_world_3d()->get_scenario());
diff --git a/editor/translations/editor/ar.po b/editor/translations/editor/ar.po
index 38713e57d1..2b4726398a 100644
--- a/editor/translations/editor/ar.po
+++ b/editor/translations/editor/ar.po
@@ -92,13 +92,14 @@
# Ahmed Nehad <nmkao333@gmail.com>, 2024.
# Rashid Al Haqbany <haqbany@gmail.com>, 2024.
# cat lover <mongo@users.noreply.hosted.weblate.org>, 2024.
+# Mohammed Almosawy <nairex1212m1@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-15 21:54+0000\n"
-"Last-Translator: Ahmed Nehad <nmkao333@gmail.com>\n"
+"PO-Revision-Date: 2024-08-13 23:09+0000\n"
+"Last-Translator: Mohammed Almosawy <nairex1212m1@gmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/godot/"
"ar/>\n"
"Language: ar\n"
@@ -699,6 +700,9 @@ msgstr "مسار الموقع ثلاثي الأبعاد..."
msgid "3D Rotation Track..."
msgstr "مسار الدوران ثلاثي الأبعاد..."
+msgid "Animation Playback Track..."
+msgstr "مسار تشغيل الرسوم المتحركة..."
+
msgid "Animation length (frames)"
msgstr "مدة الرسم المتحرك (بالإطارات)"
@@ -1078,12 +1082,18 @@ msgstr "ثواني"
msgid "FPS"
msgstr "ط/ث"
+msgid "Fit to panel"
+msgstr "المناسبة للإطار"
+
msgid "Edit"
msgstr "تعديل"
msgid "Animation properties."
msgstr "خاصيات الحركة."
+msgid "Scale Selection..."
+msgstr "تكبير/تصغير المحدد..."
+
msgid "Scale From Cursor..."
msgstr "تكبير/تصغير من المؤشر..."
@@ -12508,6 +12518,9 @@ msgid ""
"recommended."
msgstr "المسار المحدد ليس فارغاً. يوصى بشدة باختيار مجلد فارغ."
+msgid "New Game Project"
+msgstr "مشروع لعبة جديد"
+
msgid "Supports desktop platforms only."
msgstr "يدعم منصات سطح المكتب فقط."
@@ -12580,9 +12593,6 @@ msgid ""
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "تعذر تحميل المشروع في '%s' (الخطأ %d). قد يكون مفقودًا أو تالفًا."
-msgid "New Game Project"
-msgstr "مشروع لعبة جديد"
-
msgid "Import & Edit"
msgstr "استيراد و تعديل"
diff --git a/editor/translations/editor/ca.po b/editor/translations/editor/ca.po
index fae8c9c483..7239ed74c8 100644
--- a/editor/translations/editor/ca.po
+++ b/editor/translations/editor/ca.po
@@ -23,13 +23,15 @@
# Francesc Arpi Roca <francesc.arpi@gmail.com>, 2024.
# bene toff <benetoffix@gmail.com>, 2024.
# pc <polct50@users.noreply.hosted.weblate.org>, 2024.
+# sprin <graham32@tutamail.com>, 2024.
+# Azor Carreras Alcaraz <azorcarreras@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-16 19:57+0000\n"
-"Last-Translator: pc <polct50@users.noreply.hosted.weblate.org>\n"
+"PO-Revision-Date: 2024-08-07 15:09+0000\n"
+"Last-Translator: Azor Carreras Alcaraz <azorcarreras@gmail.com>\n"
"Language-Team: Catalan <https://hosted.weblate.org/projects/godot-engine/"
"godot/ca/>\n"
"Language: ca\n"
@@ -363,6 +365,9 @@ msgstr "Selecciona la paraula sota el cursor"
msgid "Add Selection for Next Occurrence"
msgstr "Afegeix la selecció per la següent ocurrència"
+msgid "Skip Selection for Next Occurrence"
+msgstr "Omet la selecció per la següent ocurrència"
+
msgid "Clear Carets and Selection"
msgstr "Esborra els cursors i la Selecció"
@@ -469,6 +474,9 @@ msgstr "Afegeix un Esdeveniment"
msgid "Remove Event"
msgstr "Elimina Esdeveniment"
+msgid "Filter by Name"
+msgstr "Filtra pel nom"
+
msgid "Clear All"
msgstr "Neteja-ho tot"
@@ -505,6 +513,9 @@ msgstr "Insereix una Clau aquí"
msgid "Duplicate Selected Key(s)"
msgstr "Duplica les Claus seleccionades"
+msgid "Copy Selected Key(s)"
+msgstr "Copia les Claus seleccionades"
+
msgid "Paste Key(s)"
msgstr "Enganxar les Claus"
@@ -860,6 +871,9 @@ msgstr "El camí de la Pista no és vàlid i per tant no s'hi poden afegir claus
msgid "Track is not of type Node3D, can't insert key"
msgstr "La pista no és de tipus Node3D, no s'hi pot inserir la clau"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "La pista no és de tipus MeshInstance3D, no s'hi pot inserir la clau"
+
msgid "Track path is invalid, so can't add a method key."
msgstr "No s'hi pot afegit cap clau de mètode. El camí de la pista no és vàlid."
@@ -930,6 +944,20 @@ msgstr ""
"personalitzades, activeu \"Desa en un fitxer\" i\n"
"\"Mantingues les pistes personalitzades\"."
+msgid ""
+"Some AnimationPlayerEditor's options are disabled since this is the dummy "
+"AnimationPlayer for preview.\n"
+"\n"
+"The dummy player is forced active, non-deterministic and doesn't have the "
+"root motion track. Furthermore, the original node is inactive temporary."
+msgstr ""
+"Algunes opcions del AnimationPlayerEditor estan deshabilitades ja que aquesta "
+"és una previsualització del AnimationPlayer de prova.\n"
+"\n"
+"El reproductor de prova està actiu de manera forçada, no determinista i no té "
+"la pista de seguiment del moviment. A mes, el node original está inactiu de "
+"manera temporal."
+
msgid "AnimationPlayer is inactive. The playback will not be processed."
msgstr "AnimationPlayer està inactiu. El playback no serà processat."
@@ -5707,6 +5735,9 @@ msgstr "Treu-los tots"
msgid "It would be a good idea to name your project."
msgstr "Fóra bo anomenar el projecte."
+msgid "New Game Project"
+msgstr "Nou Projecte de Joc"
+
msgid "Couldn't create project.godot in project path."
msgstr "No es pot crear el fitxer 'project.godot' en el camí del projecte."
@@ -5717,9 +5748,6 @@ msgstr ""
msgid "The following files failed extraction from package:"
msgstr "Ha fracassat l'extracció del paquet dels següents fitxers:"
-msgid "New Game Project"
-msgstr "Nou Projecte de Joc"
-
msgid "Import & Edit"
msgstr "Importa i Edita"
diff --git a/editor/translations/editor/cs.po b/editor/translations/editor/cs.po
index 32a43ffef8..a74325a3b8 100644
--- a/editor/translations/editor/cs.po
+++ b/editor/translations/editor/cs.po
@@ -8119,6 +8119,9 @@ msgstr "Neplatný soubor projektu \".zip\"; neobsahuje soubor \"project.godot\".
msgid "The path specified doesn't exist."
msgstr "Zadaná cesta neexistuje."
+msgid "New Game Project"
+msgstr "Nový projekt hry"
+
msgid "Warning: This folder is not empty"
msgstr "Varování: Tato složka není prázdná"
@@ -8135,9 +8138,6 @@ msgid ""
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "Nelze načíst projekt z '%s' (chyba %d). Může chybět nebo být poškozený."
-msgid "New Game Project"
-msgstr "Nový projekt hry"
-
msgid "Import & Edit"
msgstr "Importovat a upravit"
diff --git a/editor/translations/editor/de.po b/editor/translations/editor/de.po
index 45eb19b7a0..b510c99bf5 100644
--- a/editor/translations/editor/de.po
+++ b/editor/translations/editor/de.po
@@ -111,13 +111,14 @@
# Krzysztof Rams <krzysztofeczek@gmail.com>, 2024.
# TrueJole <jole.koop@gmail.com>, 2024.
# Dirk Graf <bb3234@web.de>, 2024.
+# tct123 <tct1234@protonmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-25 23:49+0000\n"
-"Last-Translator: Wuzzy <Wuzzy@disroot.org>\n"
+"PO-Revision-Date: 2024-08-09 17:09+0000\n"
+"Last-Translator: tct123 <tct1234@protonmail.com>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot/"
"de/>\n"
"Language: de\n"
@@ -985,6 +986,10 @@ msgstr "Track-Pfad ist ungültig, Key kann nicht hinzugefügt werden."
msgid "Track is not of type Node3D, can't insert key"
msgstr "Track ist nicht vom Typ Node3D, Key kann nicht hinzugefügt werden"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr ""
+"Track ist nicht vom Typ MeshInstance3D, Key kann nicht hinzugefügt werden"
+
msgid "Track path is invalid, so can't add a method key."
msgstr "Track-Pfad ist ungültig, Methoden-Key kann nicht hinzugefügt werden."
@@ -10796,6 +10801,13 @@ msgstr ""
"Bearbeitungsmodus\n"
"Buttons an Gelenken anzeigen."
+msgid "Insert key (based on mask) for bones with an existing track."
+msgstr ""
+"Key einfügen (basierend auf Maske) für Knochen mit einem existierenden Track."
+
+msgid "Insert key (based on mask) for all bones."
+msgstr "Key für alle Knochen einfügen (basierend auf Maske)."
+
msgid "Insert Key (All Bones)"
msgstr "Key einfügen (alle Knochen)"
@@ -14429,6 +14441,9 @@ msgstr ""
"Der ausgewählte Pfad ist nicht leer. Ein leeres Verzeichnis wird dringend "
"empfohlen."
+msgid "New Game Project"
+msgstr "Neues Spiel"
+
msgid "Supports desktop platforms only."
msgstr "Nur auf Desktop-Plattformen lauffähig."
@@ -14509,9 +14524,6 @@ msgstr ""
"Projekt in ‚%s‘ konnte nicht geladen werden (Fehler %d). Es ist "
"möglicherweise nicht vorhanden oder beschädigt."
-msgid "New Game Project"
-msgstr "Neues Spiel"
-
msgid "Import & Edit"
msgstr "Importieren & Bearbeiten"
@@ -15592,9 +15604,50 @@ msgstr "Export-Einstellungen:"
msgid "glTF 2.0 Scene..."
msgstr "glTF-2.0-Szene …"
+msgid "Path does not point to a valid executable."
+msgstr "Der Pfad zeigt nicht auf eine gültige ausführbare Datei."
+
+msgid "Couldn't run Blender executable."
+msgstr "Blender konnte nicht ausgeführt werden."
+
+msgid "Unexpected --version output from Blender executable at: %s."
+msgstr "Unerwartete Ausgabe von --version von der Blender-Binärdatei bei: %s."
+
+msgid "Couldn't extract version information from Blender executable at: %s."
+msgstr ""
+"Versionsinformationen konnten aus der Blender-Binärdatei nicht extrahiert "
+"werden, bei: %s."
+
+msgid ""
+"Found Blender version %d.x, which is too old for this importer (3.0+ is "
+"required)."
+msgstr ""
+"Blender-Version %d.x gefunden. Dies ist zu alt für diesen Importer (3.0+ wird "
+"benötigt)."
+
+msgid "Path to Blender executable is valid (Autodetected)."
+msgstr "Pfad zur Blender-Binärdatei ist gültig (automatisch ermittelt)."
+
+msgid "Path to Blender executable is valid."
+msgstr "Pfad zur Blender-Binärdatei ist gültig."
+
msgid "Configure Blender Importer"
msgstr "Blender-Importer konfigurieren"
+msgid ""
+"Blender 3.0+ is required to import '.blend' files.\n"
+"Please provide a valid path to a Blender executable."
+msgstr ""
+"Blender 3.0 oder neuer wird benötigt, um ‚.blend‘-Dateien zu importieren.\n"
+"Bitte gültigen Pfad zu einer Blender-Binärdatei angeben."
+
+msgid ""
+"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
+"`.app` folder."
+msgstr ""
+"Auf macOS sollte dies die Datei `Contents/MacOS/blender` innerhalb des "
+"Blender-Ordners `.app`sein."
+
msgid "Disable '.blend' Import"
msgstr "‚.blend‘-Importe deaktivieren"
@@ -16941,6 +16994,9 @@ msgstr ""
"Codesign-Anwendung konnte nicht gestartet werden, bitte sicher stellen dass "
"die Xcode-Kommandozeilen-Tools installiert sind."
+msgid "Cannot sign directory %s."
+msgstr "Verzeichnis %s konnte nicht signiert werden."
+
msgid "Cannot sign file %s."
msgstr "Datei %s konnte nicht signiert werden."
@@ -18501,6 +18557,14 @@ msgstr ""
"bitte nur eines von beiden verwenden."
msgid ""
+"Sampler argument %d of function '%s' called more than once using textures "
+"that differ in either filter, repeat, or texture hint setting."
+msgstr ""
+"Sampler-Argument %d von Funktion ‚%s‘ wurde mehr als einmal aufgerufen mit "
+"Texturen, die sich entweder in Filter-, Wiederholungs- oder Texturen-Hint-"
+"Einstellungen unterscheiden."
+
+msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."
msgstr ""
diff --git a/editor/translations/editor/el.po b/editor/translations/editor/el.po
index 748c4e0dd1..dbb9698ea0 100644
--- a/editor/translations/editor/el.po
+++ b/editor/translations/editor/el.po
@@ -5766,6 +5766,9 @@ msgstr "Άκυρο αρχείο έργου «.zip»: Δεν περιέχει α
msgid "The path specified doesn't exist."
msgstr "Η ορισμένη διαδρομή δεν υπάρχει."
+msgid "New Game Project"
+msgstr "Νέο έργο παιχνιδιού"
+
msgid "Couldn't create project.godot in project path."
msgstr "Δεν ήταν δυνατή η δημιουργία του project.godot στη διαδρομή έργου."
@@ -5775,9 +5778,6 @@ msgstr "Σφάλμα ανοίγματος αρχείου πακέτου, δεν
msgid "The following files failed extraction from package:"
msgstr "Η εξαγωγή των ακόλουθων αρχείων από το πακέτο απέτυχε:"
-msgid "New Game Project"
-msgstr "Νέο έργο παιχνιδιού"
-
msgid "Import & Edit"
msgstr "Εισαγωγή & Επεξεργασία"
diff --git a/editor/translations/editor/eo.po b/editor/translations/editor/eo.po
index d1aae807e0..2d21e0ba1e 100644
--- a/editor/translations/editor/eo.po
+++ b/editor/translations/editor/eo.po
@@ -3752,6 +3752,9 @@ msgstr ""
msgid "The path specified doesn't exist."
msgstr "La provizinta dosierindiko ne ekzistas."
+msgid "New Game Project"
+msgstr "Nova luda projekto"
+
msgid "Couldn't create project.godot in project path."
msgstr "Ne eblas krei project.godot en projekta dosierindiko."
@@ -3761,9 +3764,6 @@ msgstr "Eraro dum malfermi la pakaĵan dosieron, ne de ZIP formato."
msgid "The following files failed extraction from package:"
msgstr "La jenaj dosieroj malplenumis malkompaktigi el la pakaĵo:"
-msgid "New Game Project"
-msgstr "Nova luda projekto"
-
msgid "Import & Edit"
msgstr "Enporti kaj redakti"
diff --git a/editor/translations/editor/es.po b/editor/translations/editor/es.po
index 49049092f0..1738c6d7e3 100644
--- a/editor/translations/editor/es.po
+++ b/editor/translations/editor/es.po
@@ -147,7 +147,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-31 15:41+0000\n"
+"PO-Revision-Date: 2024-08-01 02:20+0000\n"
"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot/es/>\n"
@@ -1013,6 +1013,9 @@ msgstr "Ruta inválida de pista, no se puede agregar una clave."
msgid "Track is not of type Node3D, can't insert key"
msgstr "La pista no es del tipo Node3D, no se puede insertar la clave"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "La pista no es del tipo MeshInstance3D, no se puede insertar la clave"
+
msgid "Track path is invalid, so can't add a method key."
msgstr ""
"La ruta de la pista es inválida, por lo que no se puede añadir una clave de "
@@ -10800,6 +10803,13 @@ msgstr ""
"Modo Edición\n"
"Mostrar botones en las uniones."
+msgid "Insert key (based on mask) for bones with an existing track."
+msgstr ""
+"Insertar clave (basada en la máscara) para huesos en una pista existente."
+
+msgid "Insert key (based on mask) for all bones."
+msgstr "Insertar clave (basada en la máscara) para todos los huesos."
+
msgid "Insert Key (All Bones)"
msgstr "Insertar Clave (Todos los Huesos)"
@@ -14422,6 +14432,9 @@ msgstr ""
"La ruta seleccionada no está vacía. Lo más recomendable es elegir una carpeta "
"vacía."
+msgid "New Game Project"
+msgstr "Nuevo Proyecto de Juego"
+
msgid "Supports desktop platforms only."
msgstr "Compatible solo con plataformas de escritorio."
@@ -14501,9 +14514,6 @@ msgstr ""
"No se pudo cargar el proyecto desde la ruta '%s' (error %d). La ruta no "
"existe o está corrupta."
-msgid "New Game Project"
-msgstr "Nuevo Proyecto de Juego"
-
msgid "Import & Edit"
msgstr "Importar y Editar"
@@ -15580,9 +15590,50 @@ msgstr "Configuración de Exportación:"
msgid "glTF 2.0 Scene..."
msgstr "Escena glTF 2.0..."
+msgid "Path does not point to a valid executable."
+msgstr "La ruta no apunta a un ejecutable válido."
+
+msgid "Couldn't run Blender executable."
+msgstr "No se pudo iniciar el ejecutable de Blender."
+
+msgid "Unexpected --version output from Blender executable at: %s."
+msgstr "Salida inesperada de --version del ejecutable de Blender en: %s."
+
+msgid "Couldn't extract version information from Blender executable at: %s."
+msgstr ""
+"No se pudo extraer la información de la versión del ejecutable de Blender en: "
+"%s."
+
+msgid ""
+"Found Blender version %d.x, which is too old for this importer (3.0+ is "
+"required)."
+msgstr ""
+"Se encontró la versión %d.x de Blender, que es demasiado antigua para este "
+"importador (se requiere 3.0 o superior)."
+
+msgid "Path to Blender executable is valid (Autodetected)."
+msgstr "La ruta al ejecutable de Blender es válida (Autodetectada)."
+
+msgid "Path to Blender executable is valid."
+msgstr "La ruta al ejecutable de Blender es válida."
+
msgid "Configure Blender Importer"
msgstr "Configurar el Importador de Blender"
+msgid ""
+"Blender 3.0+ is required to import '.blend' files.\n"
+"Please provide a valid path to a Blender executable."
+msgstr ""
+"Se requiere Blender 3.0 o superior para importar archivos ‘.blend’.\n"
+"Por favor, proporciona una ruta válida a un ejecutable de Blender."
+
+msgid ""
+"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
+"`.app` folder."
+msgstr ""
+"En macOS, este debería ser el archivo `Contents/MacOS/blender` dentro de la "
+"carpeta `.app` de Blender."
+
msgid "Disable '.blend' Import"
msgstr "Desactivar Importación '.blend'"
@@ -16940,6 +16991,9 @@ msgstr ""
"No se pudo iniciar el ejecutable codesign. Asegúrate de que las herramientas "
"de línea de comandos de Xcode estén instaladas."
+msgid "Cannot sign directory %s."
+msgstr "No se puede firmar el directorio %s."
+
msgid "Cannot sign file %s."
msgstr "No se puede firmar el archivo %s."
@@ -18496,6 +18550,14 @@ msgstr ""
"una u otra)."
msgid ""
+"Sampler argument %d of function '%s' called more than once using textures "
+"that differ in either filter, repeat, or texture hint setting."
+msgstr ""
+"El argumento de muestreador %d de la función ‘%s’ se llamó más de una vez "
+"usando texturas que difieren en la configuración de filtro, repetición o "
+"sugerencia de textura."
+
+msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."
msgstr ""
diff --git a/editor/translations/editor/es_AR.po b/editor/translations/editor/es_AR.po
index a7537e293a..8c9dbe27c4 100644
--- a/editor/translations/editor/es_AR.po
+++ b/editor/translations/editor/es_AR.po
@@ -6872,6 +6872,9 @@ msgstr ""
msgid "The path specified doesn't exist."
msgstr "La ruta especificada no existe."
+msgid "New Game Project"
+msgstr "Nuevo Proyecto de Juego"
+
msgid "Couldn't create project.godot in project path."
msgstr "No se pudo crear project.godot en la ruta de proyecto."
@@ -6881,9 +6884,6 @@ msgstr "Error al abrir el archivo comprimido, no está en formato ZIP."
msgid "The following files failed extraction from package:"
msgstr "Los siguientes archivos no se pudieron extraer del paquete:"
-msgid "New Game Project"
-msgstr "Nuevo Proyecto de Juego"
-
msgid "Import & Edit"
msgstr "Importar y Editar"
diff --git a/editor/translations/editor/et.po b/editor/translations/editor/et.po
index 877d7e1fb1..0f918975c0 100644
--- a/editor/translations/editor/et.po
+++ b/editor/translations/editor/et.po
@@ -8683,12 +8683,12 @@ msgstr "Loo Uus Silt"
msgid "It would be a good idea to name your project."
msgstr "Hea mõte oleks oma Projektile nimi panna."
-msgid "Couldn't create project.godot in project path."
-msgstr "Projekti kaustas ei saanud faili project.godot luua."
-
msgid "New Game Project"
msgstr "Uus Mängu Projekt"
+msgid "Couldn't create project.godot in project path."
+msgstr "Projekti kaustas ei saanud faili project.godot luua."
+
msgid "Import & Edit"
msgstr "Impordi & Redigeeri"
diff --git a/editor/translations/editor/fa.po b/editor/translations/editor/fa.po
index 111d112466..bd994ffe41 100644
--- a/editor/translations/editor/fa.po
+++ b/editor/translations/editor/fa.po
@@ -5538,6 +5538,9 @@ msgid ""
"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file."
msgstr "فایل پروژه \".zip\" نامعتبر است؛ زیرا حاوی فایل \"project.godot\" نیست."
+msgid "New Game Project"
+msgstr "پروژه بازی جدید"
+
msgid "Supports desktop platforms only."
msgstr "تنها حمایت از سکو‌های دسکتاپ."
@@ -5569,9 +5572,6 @@ msgstr "خطای گشودن بسته بندی پرونده، به شکل ZIP ن
msgid "The following files failed extraction from package:"
msgstr "استخراج پرونده های زیر از بسته بندی انجام نشد:"
-msgid "New Game Project"
-msgstr "پروژه بازی جدید"
-
msgid "Import & Edit"
msgstr "وارد کردن و ویرایش"
diff --git a/editor/translations/editor/fi.po b/editor/translations/editor/fi.po
index ffd6cd4cd1..045d02179d 100644
--- a/editor/translations/editor/fi.po
+++ b/editor/translations/editor/fi.po
@@ -9453,6 +9453,9 @@ msgstr ""
msgid "The path specified doesn't exist."
msgstr "Määritelty polku ei ole olemassa."
+msgid "New Game Project"
+msgstr "Uusi peliprojekti"
+
msgid "Couldn't create project.godot in project path."
msgstr "Tiedoston project.godot luonti projektin polkuun epäonnistui."
@@ -9468,9 +9471,6 @@ msgstr ""
"Projektin polusta '%s' epäonnistui (virhe %d). Se saattaa puuttua tai olla "
"vioittunut."
-msgid "New Game Project"
-msgstr "Uusi peliprojekti"
-
msgid "Import & Edit"
msgstr "Tuo ja muokkaa"
diff --git a/editor/translations/editor/fr.po b/editor/translations/editor/fr.po
index 00a4d62101..5a36322d24 100644
--- a/editor/translations/editor/fr.po
+++ b/editor/translations/editor/fr.po
@@ -129,7 +129,7 @@
# Rémi Verschelde <remi@godotengine.org>, 2023, 2024.
# Nifou <nifou@mailfence.com>, 2023.
# Antonia Carrier <carrier.antonia@gmail.com>, 2023.
-# #Guigui <guillaume.grosjean@outlook.fr>, 2023.
+# #Guigui <guillaume.grosjean@outlook.fr>, 2023, 2024.
# Dorifor <doryantilmant25@gmail.com>, 2023.
# elouan_sys6 <elouan660.deschamps@protonmail.com>, 2023.
# John Donne <akheron@zaclys.net>, 2023.
@@ -173,13 +173,14 @@
# Stevan Coroller <stevan.coroller@gmail.com>, 2024.
# Unreal Vision <unrealvisionyt@gmail.com>, 2024.
# Jokod <jb.jokod@gmail.com>, 2024.
+# didierGuieu <didier.guieu@hotmail.fr>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-23 21:48+0000\n"
-"Last-Translator: Jokod <jb.jokod@gmail.com>\n"
+"PO-Revision-Date: 2024-08-13 23:09+0000\n"
+"Last-Translator: #Guigui <guillaume.grosjean@outlook.fr>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot/"
"fr/>\n"
"Language: fr\n"
@@ -1049,6 +1050,9 @@ msgstr "Le chemin de la piste est invalide, impossible d’ajouter une clé."
msgid "Track is not of type Node3D, can't insert key"
msgstr "La piste n’est pas de type Node3D, impossible d’insérer une clé"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "La piste n'est pas de type MeshInstance3D, impossible d'insérer une clé"
+
msgid "Track path is invalid, so can't add a method key."
msgstr ""
"Le chemin de la piste est invalide, impossible d’ajouter une clé d’appel de "
@@ -3692,6 +3696,13 @@ msgstr ""
"'%s' n'existe plus ! Veuillez indiquer un nouvel emplacement de sauvegarde."
msgid ""
+"The current scene has no root node, but %d modified external resource(s) and/"
+"or plugin data were saved anyway."
+msgstr ""
+"La scène actuelle n'a pas de nœud racine, mais %d ressources externes "
+"modifiées et/ou données de plugin ont quand même été enregistrées."
+
+msgid ""
"A root node is required to save the scene. You can add a root node using the "
"Scene tree dock."
msgstr ""
@@ -3964,6 +3975,24 @@ msgstr ""
"Impossible d'écrire dans le fichier '%s', le fichier est peut-être utilisé, "
"verrouillé ou vous n'avez pas les permissions en écriture."
+msgid "Preparing scenes for reload"
+msgstr "Préparation des scènes à recharger"
+
+msgid "Analyzing scene %s"
+msgstr "Analyse de la scène %s"
+
+msgid "Preparation done."
+msgstr "Préparation terminée."
+
+msgid "Scenes reloading"
+msgstr "Rechargement des scènes"
+
+msgid "Reloading..."
+msgstr "Rechargement..."
+
+msgid "Reloading done."
+msgstr "Rechargement terminé."
+
msgid ""
"Changing the renderer requires restarting the editor.\n"
"\n"
@@ -6672,7 +6701,7 @@ msgid "Raw (e.g. \"%s\")"
msgstr "Brut (par exemple, \"%s\")"
msgid "Capitalized (e.g. \"%s\")"
-msgstr "En majuscules (ex: \"%s\")"
+msgstr "En majuscules (ex : \"%s\")"
msgid "Localized (e.g. \"Z Index\")"
msgstr "Localisé (par exemple, \"Z Index\")"
@@ -7685,8 +7714,8 @@ msgid ""
"Children of a container get their position and size determined only by their "
"parent."
msgstr ""
-"Les position et taille des enfants d'un Container sont déterminées par leur "
-"parent."
+"Les position et taille des enfants d'un conteneur sont uniquement déterminées "
+"par leur parent."
msgid "Move Node(s) to Position"
msgstr "Déplacer la/les Node(s) en position"
@@ -8177,10 +8206,10 @@ msgstr ""
"Utilisez les propriétés de disposition selon où vous souhaitez le mettre."
msgid "This node is a child of a container."
-msgstr "Ce nœud est enfant d'un contenant."
+msgstr "Ce nœud est enfant d'un conteneur."
msgid "Use container properties for positioning."
-msgstr "Utiliser les propriétés du contenant pour le positionnement."
+msgstr "Utiliser les propriétés du conteneur pour le positionnement."
msgid "This node is a child of a regular control."
msgstr "Ce nœud est enfant d'un contrôle régulier."
@@ -8195,7 +8224,7 @@ msgid "Expand positioning hint."
msgstr "Dévoiler les aides au positionnement."
msgid "Container Default"
-msgstr "Contenant par défaut"
+msgstr "Conteneur par défaut"
msgid "Fill"
msgstr "Remplissage"
@@ -8314,7 +8343,7 @@ msgstr ""
"au lieu de leur marges."
msgid "Sizing settings for children of a Container node."
-msgstr "Options de taille pour les enfants du noeud Contenant."
+msgstr "Options de taille pour les enfants du nœud Container."
msgid "Horizontal alignment"
msgstr "Alignement horizontal"
@@ -10867,6 +10896,13 @@ msgstr ""
"Mode Édition\n"
"Montre les boutons sur les jointures."
+msgid "Insert key (based on mask) for bones with an existing track."
+msgstr ""
+"Insérer une clé (basée sur le masque) pour les os dans une piste existante."
+
+msgid "Insert key (based on mask) for all bones."
+msgstr "Insérer une clé (basé sur le masque) pour tous les os."
+
msgid "Insert Key (All Bones)"
msgstr "Insérer une clé (Tous les os)"
@@ -13207,6 +13243,13 @@ msgstr ""
"faux."
msgid ""
+"Returns an associated 4D vector if the provided boolean value is true or "
+"false."
+msgstr ""
+"Retourne un vecteur 4D associé si la valeur booléenne fournie est vrai ou "
+"faux."
+
+msgid ""
"Returns an associated boolean if the provided boolean value is true or false."
msgstr ""
"Retourne un booléen associé si la valeur booléenne fournie est vrai ou faux."
@@ -14508,6 +14551,9 @@ msgstr ""
"Le chemin sélectionné n'est pas vide. Il est fortement recommandé de choisir "
"un répertoire vide."
+msgid "New Game Project"
+msgstr "Nouveau projet de jeu"
+
msgid "Supports desktop platforms only."
msgstr "Ne supporte que les technologies pour PC de bureau."
@@ -14586,9 +14632,6 @@ msgstr ""
"Impossible de charger le project à \"%s\" (erreur %d). Il peut être manquant "
"ou corrompu."
-msgid "New Game Project"
-msgstr "Nouveau projet de jeu"
-
msgid "Import & Edit"
msgstr "Importer et Modifier"
@@ -15674,9 +15717,50 @@ msgstr "Paramètres d'export :"
msgid "glTF 2.0 Scene..."
msgstr "Scène au format glTF 2.0..."
+msgid "Path does not point to a valid executable."
+msgstr "La propriété Path ne pointe pas vers un exécutable valide."
+
+msgid "Couldn't run Blender executable."
+msgstr "Impossible de lancer l'exécutable de Blender."
+
+msgid "Unexpected --version output from Blender executable at: %s."
+msgstr "Sortie inattendue --version de l'exécutable Blender à : %s."
+
+msgid "Couldn't extract version information from Blender executable at: %s."
+msgstr ""
+"Impossible d'extraire les informations de version de l'exécutable Blender à : "
+"%s."
+
+msgid ""
+"Found Blender version %d.x, which is too old for this importer (3.0+ is "
+"required)."
+msgstr ""
+"La version de Blender %d.x trouvée est trop ancienne pour cet importateur "
+"(3.0+ est requis)."
+
+msgid "Path to Blender executable is valid (Autodetected)."
+msgstr "Le chemin vers l'exécutable de Blender est correct (Auto-détecté)."
+
+msgid "Path to Blender executable is valid."
+msgstr "Le chemin vers l'exécutable de Blender est valide."
+
msgid "Configure Blender Importer"
msgstr "Configurer l'importateur de Blender"
+msgid ""
+"Blender 3.0+ is required to import '.blend' files.\n"
+"Please provide a valid path to a Blender executable."
+msgstr ""
+"Blender 3.0+ est requis pour importer les fichiers '.blend'.\n"
+"Veuillez fournir un chemin valide vers l'exécutable de Blender."
+
+msgid ""
+"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
+"`.app` folder."
+msgstr ""
+"Sous macOS, il s'agit du fichier `Contents/MacOS/blender` dans le dossier `."
+"app` de Blender."
+
msgid "Disable '.blend' Import"
msgstr "Désactiver l'importation '.blend'"
@@ -17053,6 +17137,9 @@ msgstr ""
"Ne peut lancer l'exécutable codesign, vérifiez que les outils en ligne de "
"commande de Xcode sont installés."
+msgid "Cannot sign directory %s."
+msgstr "Impossible de signer le dossier %s."
+
msgid "Cannot sign file %s."
msgstr "Impossible de signer le fichier %s."
@@ -17406,6 +17493,13 @@ msgid "Run exported project on remote Windows system"
msgstr "Exécuter le projet exporté sur un système Windows distant"
msgid ""
+"A SpriteFrames resource must be created or set in the \"Sprite Frames\" "
+"property in order for AnimatedSprite2D to display frames."
+msgstr ""
+"Une ressource SpriteFrames doit être créée ou définie dans la propriété "
+"\"Sprite Frames\" afin que l'AnimatedSprite2D affiche les images."
+
+msgid ""
"Only one visible CanvasModulate is allowed per canvas.\n"
"When there are more than one, only one of them will be active. Which one is "
"undefined."
@@ -17635,6 +17729,20 @@ msgstr ""
"Skeleton2D et définissez-en une."
msgid ""
+"The TileMap node is deprecated as it is superseded by the use of multiple "
+"TileMapLayer nodes.\n"
+"To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom "
+"panel with this node selected, click the toolbox icon in the top-right corner "
+"and choose \"Extract TileMap layers as individual TileMapLayer nodes\"."
+msgstr ""
+"Le nœud TileMap est déprécié car il est dépassé par l'utilisation de "
+"plusieurs nœuds TileMapLayer.\n"
+"Pour convertir un TileMap en un groupe de nœuds TileMapLayer, ouvrez le "
+"panneau du bas TileMap avec ce nœud sélectionné, cliquez sur l'icône de "
+"toolbox dans le coin en haut à droite et choisissez \"Extraire les calques de "
+"TileMap comme nœuds TileMapLayer individuels\"."
+
+msgid ""
"A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n"
"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be "
"Y-sorted as a whole with tiles from Y-sorted layers."
@@ -18103,6 +18211,13 @@ msgid "This body will be ignored until you set a mesh."
msgstr "Ce corps sera ignoré jusqu'à ce que vous définissiez un maillage."
msgid ""
+"A SpriteFrames resource must be created or set in the \"Sprite Frames\" "
+"property in order for AnimatedSprite3D to display frames."
+msgstr ""
+"Une ressource de type SpriteFrames doit être créée ou définie dans la "
+"propriété \"Sprite Frames\" afin que l'AnimatedSprite3D affiche les images."
+
+msgid ""
"The GeometryInstance3D visibility range's End distance is set to a non-zero "
"value, but is lower than the Begin distance.\n"
"This means the GeometryInstance3D will never be visible.\n"
@@ -18255,7 +18370,7 @@ msgid ""
"placement behavior.\n"
"If you don't intend to add a script, use a plain Control node instead."
msgstr ""
-"Le conteneur en lui-même ne sert à rien à moins qu'un script ne configure son "
+"Container en lui-même ne sert à rien à moins qu'un script ne configure son "
"comportement de placement de ses enfants.\n"
"Si vous n'avez pas l'intention d'ajouter un script, utilisez plutôt un nœud "
"Control."
@@ -18320,7 +18435,8 @@ msgid ""
"The default mouse cursor shape of SubViewportContainer has no effect.\n"
"Consider leaving it at its initial value `CURSOR_ARROW`."
msgstr ""
-"Le curseur de la souris par défaut de SubViewportContainer n'a aucun effet.\n"
+"La forme du curseur de la souris par défaut de SubViewportContainer n'a aucun "
+"effet.\n"
"Il est préférable de laisser la valeur initiale de 'CURSOR_ARROW'."
msgid ""
@@ -18581,6 +18697,9 @@ msgstr ""
"Les variables affectées dans la fonction 'fragment' ne peuvent pas être "
"réaffectées dans les fonctions 'vertex' ou 'light'."
+msgid "'%s' cannot be used within the '%s' processor function."
+msgstr "'%s' ne peut pas être utilisé dans la fonction processeur '%s'."
+
msgid ""
"'%s' cannot be used here, because '%s' is called by the '%s' processor "
"function (which is not allowed)."
@@ -18609,6 +18728,14 @@ msgstr ""
"l'un ou l'autre)."
msgid ""
+"Sampler argument %d of function '%s' called more than once using textures "
+"that differ in either filter, repeat, or texture hint setting."
+msgstr ""
+"L'argument de l'échantillonneur %d de la fonction '%s' est appelé plus d'une "
+"fois en utilisant des textures qui diffèrent dans le paramètre de filtre, de "
+"répétition ou d'indice de texture."
+
+msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."
msgstr ""
@@ -18652,6 +18779,11 @@ msgstr "Une '(' est attendue après le nom du type."
msgid "No matching constructor found for: '%s'."
msgstr "Pas de constructeur correspondant trouvé pour : '%s'."
+msgid "Built-in function '%s' is not supported for the '%s' shader type."
+msgstr ""
+"La fonction intégrée '%s' n'est pas prise en charge pour le type de shader "
+"'%s'."
+
msgid "Expected a function name."
msgstr "Un nom de fonction était attendu."
diff --git a/editor/translations/editor/ga.po b/editor/translations/editor/ga.po
new file mode 100644
index 0000000000..124947dd8a
--- /dev/null
+++ b/editor/translations/editor/ga.po
@@ -0,0 +1,19068 @@
+# Irish translation of the Godot Engine editor interface.
+# 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.
+# Rónán Quill <ronan085@gmail.com>, 2019, 2020.
+# Aindriú Mac Giolla Eoin <aindriu80@gmail.com>, 2024.
+msgid ""
+msgstr ""
+"Project-Id-Version: Godot Engine editor interface\n"
+"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
+"PO-Revision-Date: 2024-08-14 12:59+0000\n"
+"Last-Translator: Aindriú Mac Giolla Eoin <aindriu80@gmail.com>\n"
+"Language-Team: Irish <https://hosted.weblate.org/projects/godot-engine/godot/"
+"ga/>\n"
+"Language: ga\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8-bit\n"
+"Plural-Forms: nplurals=5; plural=n==1 ? 0 : n==2 ? 1 : (n>2 && n<7) ? 2 :(n>6 "
+"&& n<11) ? 3 : 4;\n"
+"X-Generator: Weblate 5.7-dev\n"
+
+msgid "Main Thread"
+msgstr "Príomhshnáithe"
+
+msgid "Unset"
+msgstr "Díshocraigh"
+
+msgid "Physical"
+msgstr "Fisiciúil"
+
+msgid "Left Mouse Button"
+msgstr "Cnaipe Luiche Ar Chlé"
+
+msgid "Right Mouse Button"
+msgstr "Cnaipe Luiche Ar Dheis"
+
+msgid "Middle Mouse Button"
+msgstr "Cnaipe na Luiche Láir"
+
+msgid "Mouse Wheel Up"
+msgstr "Roth Luiche Suas"
+
+msgid "Mouse Wheel Down"
+msgstr "Roth Luiche Síos"
+
+msgid "Mouse Wheel Left"
+msgstr "Roth na Luiche Ar Chlé"
+
+msgid "Mouse Wheel Right"
+msgstr "Roth na Luiche Ar Dheis"
+
+msgid "Mouse Thumb Button 1"
+msgstr "Cnaipe Ordóg Luiche 1"
+
+msgid "Mouse Thumb Button 2"
+msgstr "Cnaipe Ordóg Luiche 2"
+
+msgid "Button"
+msgstr "Cnaipe"
+
+msgid "Double Click"
+msgstr "Cliceáil Dúbailte"
+
+msgid "Mouse motion at position (%s) with velocity (%s)"
+msgstr "Gluaisne luiche ag suíomh (%s) le treoluas (%s)"
+
+msgid "Left Stick X-Axis, Joystick 0 X-Axis"
+msgstr "Bata Clé X-Ais, Luamhán stiúrtha 0 X-Ais"
+
+msgid "Left Stick Y-Axis, Joystick 0 Y-Axis"
+msgstr "Bata Clé Y-Ais, Luamhán Stiúrtha 0 Y- Ais"
+
+msgid "Right Stick X-Axis, Joystick 1 X-Axis"
+msgstr "Bata Ar Dheis X-Ais, Luamhán stiúrtha 1 X-Ais"
+
+msgid "Right Stick Y-Axis, Joystick 1 Y-Axis"
+msgstr "Bata Ceart Y-Ais, Luamhán stiúrtha 1 Y-Ais"
+
+msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT"
+msgstr "Luamhán stiúrtha 2 X-Ais, Truicear Clé, Sony L2, Xbox LT"
+
+msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT"
+msgstr "Luamhán stiúrtha 2 Y-Ais, Truicear Ceart, Sony R2, Xbox RT"
+
+msgid "Joystick 3 X-Axis"
+msgstr "Luamhán stiúrtha 3 X-Ais"
+
+msgid "Joystick 3 Y-Axis"
+msgstr "Luamhán stiúrtha 3 Y- Ais"
+
+msgid "Joystick 4 X-Axis"
+msgstr "Luamhán stiúrtha 4 X-Ais"
+
+msgid "Joystick 4 Y-Axis"
+msgstr "Luamhán stiúrtha 4 Y- Ais"
+
+msgid "Unknown Joypad Axis"
+msgstr "Ais Joypad Anaithnid"
+
+msgid "Joypad Motion on Axis %d (%s) with Value %.2f"
+msgstr "Gluaisne Joypad ar Ais %d (%s) le Luach %.2f"
+
+msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B"
+msgstr "Gníomh Bun, Sony Cross, Xbox A, Nintendo B"
+
+msgid "Right Action, Sony Circle, Xbox B, Nintendo A"
+msgstr "Gníomh Ceart, Sony Circle, Xbox B, Nintendo A"
+
+msgid "Left Action, Sony Square, Xbox X, Nintendo Y"
+msgstr "Gníomh Ar Chlé, Sony Square, Xbox X, Nintendo Y"
+
+msgid "Top Action, Sony Triangle, Xbox Y, Nintendo X"
+msgstr "Gníomh Barr, Sony Triantán, Xbox Y, Nintendo X"
+
+msgid "Back, Sony Select, Xbox Back, Nintendo -"
+msgstr "Ar ais, Sony Roghnaigh, Xbox Back, Nintendo -"
+
+msgid "Guide, Sony PS, Xbox Home"
+msgstr "Treoir, Sony PS, Xbox Home"
+
+msgid "Start, Xbox Menu, Nintendo +"
+msgstr "Tosaigh, Xbox Menu, Nintendo +"
+
+msgid "Left Stick, Sony L3, Xbox L/LS"
+msgstr "Bata Clé, Sony L3, Xbox L / LS"
+
+msgid "Right Stick, Sony R3, Xbox R/RS"
+msgstr "Bata Ceart, Sony R3, Xbox R / RS"
+
+msgid "Left Shoulder, Sony L1, Xbox LB"
+msgstr "Gualainn Ar Chlé, Sony L1, Xbox LB"
+
+msgid "Right Shoulder, Sony R1, Xbox RB"
+msgstr "Ceart ghualainn, Sony R1, Xbox RB"
+
+msgid "D-pad Up"
+msgstr "D-eochaircheap Suas"
+
+msgid "D-pad Down"
+msgstr "D-eochaircheap An Dúin"
+
+msgid "D-pad Left"
+msgstr "D-eochaircheap Ar Chlé"
+
+msgid "D-pad Right"
+msgstr "D-eochaircheap Ceart"
+
+msgid "Xbox Share, PS5 Microphone, Nintendo Capture"
+msgstr "Xbox Share, Micreafón PS5, Nintendo Capture"
+
+msgid "Xbox Paddle 1"
+msgstr "Paddle Xbox 1"
+
+msgid "Xbox Paddle 2"
+msgstr "Paddle Xbox 2"
+
+msgid "Xbox Paddle 3"
+msgstr "Paddle Xbox 3"
+
+msgid "Xbox Paddle 4"
+msgstr "Paddle Xbox 4"
+
+msgid "PS4/5 Touchpad"
+msgstr "PS4 / 5 Touchpad"
+
+msgid "Joypad Button %d"
+msgstr "Cnaipe Joypad %d"
+
+msgid "Pressure:"
+msgstr "Brú:"
+
+msgid "canceled"
+msgstr "curtha ar ceal"
+
+msgid "touched"
+msgstr "i dteagmháil léi"
+
+msgid "released"
+msgstr "scaoileadh"
+
+msgid "Screen %s at (%s) with %s touch points"
+msgstr "Scáileán %s ag (%s) le %s pointí tadhaill"
+
+msgid ""
+"Screen dragged with %s touch points at position (%s) with velocity of (%s)"
+msgstr ""
+"Scáileán tarraingthe le %s pointí tadhaill ag suíomh (%s) le treoluas (%s)"
+
+msgid "Magnify Gesture at (%s) with factor %s"
+msgstr "Formhéadaigh gotha ag (%s) le fachtóir %s"
+
+msgid "Pan Gesture at (%s) with delta (%s)"
+msgstr "Gotha Pan ag (%s) le deilt (%s)"
+
+msgid "MIDI Input on Channel=%s Message=%s"
+msgstr "Ionchur MIDI ar chainéal=%s message=%s"
+
+msgid "Input Event with Shortcut=%s"
+msgstr "Teagmhas Ionchurtha le aicearra=%s"
+
+msgid "Accept"
+msgstr "Glac leis"
+
+msgid "Select"
+msgstr "Roghnaigh"
+
+msgid "Cancel"
+msgstr "Cuir ar ceal"
+
+msgid "Focus Next"
+msgstr "Fócas Ar Aghaidh"
+
+msgid "Focus Prev"
+msgstr "Fócas Prev"
+
+msgid "Left"
+msgstr "Ar chlé"
+
+msgid "Right"
+msgstr "Ceart"
+
+msgid "Up"
+msgstr "Suas"
+
+msgid "Down"
+msgstr "An Dún"
+
+msgid "Page Up"
+msgstr "Leathanach Suas"
+
+msgid "Page Down"
+msgstr "Leathanach Síos"
+
+msgid "Home"
+msgstr "Baile"
+
+msgid "End"
+msgstr "Deireadh"
+
+msgid "Cut"
+msgstr "Gearr"
+
+msgid "Copy"
+msgstr "Cóipeáil"
+
+msgid "Paste"
+msgstr "Greamaigh"
+
+msgid "Undo"
+msgstr "Cealaigh"
+
+msgid "Redo"
+msgstr "Athdhéan"
+
+msgid "Completion Query"
+msgstr "Iarratas Críochnaithe"
+
+msgid "New Line"
+msgstr "Líne Nua"
+
+msgid "New Blank Line"
+msgstr "Líne Bhán Nua"
+
+msgid "New Line Above"
+msgstr "Líne Nua Thuas"
+
+msgid "Indent"
+msgstr "Eangú"
+
+msgid "Dedent"
+msgstr "Díghníomhachtú"
+
+msgid "Backspace"
+msgstr "Cúlspás"
+
+msgid "Backspace Word"
+msgstr "Focal Backspace"
+
+msgid "Backspace all to Left"
+msgstr "Backspace go léir ar chlé"
+
+msgid "Delete"
+msgstr "Scrios"
+
+msgid "Delete Word"
+msgstr "Scrios Focal"
+
+msgid "Delete all to Right"
+msgstr "Scrios gach rud ar dheis"
+
+msgid "Caret Left"
+msgstr "Caret Ar Chlé"
+
+msgid "Caret Word Left"
+msgstr "Focal Caret Ar Chlé"
+
+msgid "Caret Right"
+msgstr "Caret Ceart"
+
+msgid "Caret Word Right"
+msgstr "Caret Word Ceart"
+
+msgid "Caret Up"
+msgstr "Carait Suas"
+
+msgid "Caret Down"
+msgstr "Caret An Dúin"
+
+msgid "Caret Line Start"
+msgstr "Tús Líne Caret"
+
+msgid "Caret Line End"
+msgstr "Deireadh Líne Caret"
+
+msgid "Caret Page Up"
+msgstr "Leathanach Caret Suas"
+
+msgid "Caret Page Down"
+msgstr "Leathanach Caret Síos"
+
+msgid "Caret Document Start"
+msgstr "Tús na Cáipéise Caret"
+
+msgid "Caret Document End"
+msgstr "Deireadh na Cáipéise Caret"
+
+msgid "Caret Add Below"
+msgstr "Caret Cuir Thíos"
+
+msgid "Caret Add Above"
+msgstr "Caret Add Thuas"
+
+msgid "Scroll Up"
+msgstr "Scrollaigh Suas"
+
+msgid "Scroll Down"
+msgstr "Scrollaigh Síos"
+
+msgid "Select All"
+msgstr "Roghnaigh Gach Rud"
+
+msgid "Select Word Under Caret"
+msgstr "Roghnaigh Focal Faoi Caret"
+
+msgid "Add Selection for Next Occurrence"
+msgstr "Cuir Roghnúchán leis don Chéad Tarlú Eile"
+
+msgid "Skip Selection for Next Occurrence"
+msgstr "Ná bac leis an roghnúchán don chéad tarlú eile"
+
+msgid "Clear Carets and Selection"
+msgstr "Glan Cúramaí agus Roghnúchán"
+
+msgid "Toggle Insert Mode"
+msgstr "Scoránaigh an Mód Ionsáigh"
+
+msgid "Submit Text"
+msgstr "Cuir Téacs Isteach"
+
+msgid "Duplicate Nodes"
+msgstr "Nóid Dhúblacha"
+
+msgid "Delete Nodes"
+msgstr "Scrios Nóid"
+
+msgid "Go Up One Level"
+msgstr "Téigh Suas Leibhéal Amháin"
+
+msgid "Refresh"
+msgstr "Athnuaigh"
+
+msgid "Show Hidden"
+msgstr "Taispeáin Folaithe"
+
+msgid "Swap Input Direction"
+msgstr "Babhtáil Treo Ionchurtha"
+
+msgid "Invalid input %d (not passed) in expression"
+msgstr "Ionchur neamhbhailí %d (gan rith) sa slonn"
+
+msgid "self can't be used because instance is null (not passed)"
+msgstr "ní féidir é féin a úsáid toisc go bhfuil an cás null (gan rith)"
+
+msgid "Invalid operands to operator %s, %s and %s."
+msgstr "Oibreanna neamhbhailí d'oibreoir %s, %s agus %s."
+
+msgid "Invalid index of type %s for base type %s"
+msgstr "Innéacs neamhbhailí de chineál %s don bhunchineál %s"
+
+msgid "Invalid named index '%s' for base type %s"
+msgstr "Innéacs neamhbhailí ainmnithe '%s' don bhunchineál %s"
+
+msgid "Invalid arguments to construct '%s'"
+msgstr "Argóintí neamhbhailí chun '%s' a thógáil"
+
+msgid "On call to '%s':"
+msgstr "Ar ghlao chuig '%s':"
+
+msgid "Built-in script"
+msgstr "Tógtha-i script"
+
+msgid "Built-in"
+msgstr "Tógtha i"
+
+msgid "B"
+msgstr "B"
+
+msgid "KiB"
+msgstr "KiBName"
+
+msgid "MiB"
+msgstr "MiBName"
+
+msgid "GiB"
+msgstr "Tabhair"
+
+msgid "TiB"
+msgstr "TibName"
+
+msgid "PiB"
+msgstr "PiBName"
+
+msgid "EiB"
+msgstr "EiBName"
+
+msgid ""
+"Invalid action name. It cannot be empty nor contain '/', ':', '=', '\\' or "
+"'\"'"
+msgstr ""
+"Ainm neamhbhailí an ghnímh. Ní féidir leis a bheith folamh ná '/', ':', '=', "
+"'\\' nó '\"' a bheith ann"
+
+msgid "An action with the name '%s' already exists."
+msgstr "Tá gníomh leis an ainm '%s' ann cheana."
+
+msgid "Cannot Revert - Action is same as initial"
+msgstr "Ní féidir Filleadh - Is ionann gníomh agus gníomh tosaigh"
+
+msgid "Revert Action"
+msgstr "Fill Gníomh"
+
+msgid "Add Event"
+msgstr "Cuir Imeacht Leis"
+
+msgid "Remove Action"
+msgstr "Bain Gníomh"
+
+msgid "Cannot Remove Action"
+msgstr "Ní féidir gníomh a bhaint"
+
+msgid "Edit Event"
+msgstr "Cuir Imeacht in Eagar"
+
+msgid "Remove Event"
+msgstr "Bain Imeacht"
+
+msgid "Filter by Name"
+msgstr "Scag de réir Ainm"
+
+msgid "Clear All"
+msgstr "Glan gach rud"
+
+msgid "Clear all search filters."
+msgstr "Glan gach scagaire cuardaigh."
+
+msgid "Add New Action"
+msgstr "Cuir Gníomh Nua Leis"
+
+msgid "Add"
+msgstr "Cuir Leis"
+
+msgid "Show Built-in Actions"
+msgstr "Taispeáin Gníomhartha Ionsuite"
+
+msgid "Action"
+msgstr "Gníomh"
+
+msgid "Deadzone"
+msgstr "Limistéar marbh"
+
+msgid "Time:"
+msgstr "Am:"
+
+msgid "Value:"
+msgstr "Luach:"
+
+msgid "Update Selected Key Handles"
+msgstr "Nuashonraigh Hanlaí Roghnaithe na n- Eochracha Roghnaithe"
+
+msgid "Insert Key Here"
+msgstr "Ionsáigh Eochair Anseo"
+
+msgid "Duplicate Selected Key(s)"
+msgstr "Dúblach na hEochracha/na heochracha roghnaithe"
+
+msgid "Cut Selected Key(s)"
+msgstr "Gearr Eochair(eanna) Roghnaithe"
+
+msgid "Copy Selected Key(s)"
+msgstr "Cóipeáil eochair(eanna) roghnaithe"
+
+msgid "Paste Key(s)"
+msgstr "Greamaigh Eochair(eanna)"
+
+msgid "Delete Selected Key(s)"
+msgstr "Scrios Eochair(eanna) Roghnaithe"
+
+msgid "Make Handles Free"
+msgstr "Déan Láimhseálann Saor in Aisce"
+
+msgid "Make Handles Linear"
+msgstr "Déan Láimhseálann Líneach"
+
+msgid "Make Handles Balanced"
+msgstr "Déan Láimhseálann Cothrom"
+
+msgid "Make Handles Mirrored"
+msgstr "Déan Láimhseálacha Scáthánaithe"
+
+msgid "Make Handles Balanced (Auto Tangent)"
+msgstr "Déan Láimhseálann Cothrom (Auto Tangent)"
+
+msgid "Make Handles Mirrored (Auto Tangent)"
+msgstr "Déan Láimhseálacha Scáthánaithe (Auto Tangent)"
+
+msgid "Add Bezier Point"
+msgstr "Cuir Pointe Bezier Leis"
+
+msgid "Move Bezier Points"
+msgstr "Bog Pointí Bezier"
+
+msgid "Animation Duplicate Keys"
+msgstr "Eochracha Dúblacha Beochana"
+
+msgid "Animation Cut Keys"
+msgstr "Eochracha Gearrtha Beochana"
+
+msgid "Animation Paste Keys"
+msgstr "Eochracha Greamaigh Beochana"
+
+msgid "Animation Delete Keys"
+msgstr "Scrios Eochracha Beochana"
+
+msgid "Focus"
+msgstr "Fócas"
+
+msgid "Select All Keys"
+msgstr "Roghnaigh Gach Eochair"
+
+msgid "Deselect All Keys"
+msgstr "Díroghnaigh Gach Eochair"
+
+msgid "Animation Change Transition"
+msgstr "Athrú Beochana Aistriú"
+
+msgid "Animation Change Position3D"
+msgstr "Suíomh athraithe beochana3D"
+
+msgid "Animation Change Rotation3D"
+msgstr "Rothlú athraithe beochana3D"
+
+msgid "Animation Change Scale3D"
+msgstr "Athrú Beochana Scale3D"
+
+msgid "Animation Change Keyframe Value"
+msgstr "Athrú Beochana Luach Eochairfhráma"
+
+msgid "Animation Change Call"
+msgstr "Glao ar Athrú Beochana"
+
+msgid "Animation Multi Change Transition"
+msgstr "Beochan Ilathrú Aistriú"
+
+msgid "Animation Multi Change Position3D"
+msgstr "Suíomh Ilathraithe Beochana3D"
+
+msgid "Animation Multi Change Rotation3D"
+msgstr "Rothlú Ilathraithe Beochana3D"
+
+msgid "Animation Multi Change Scale3D"
+msgstr "Beochan Il-Athrú Scale3D"
+
+msgid "Animation Multi Change Keyframe Value"
+msgstr "Beochan Il-Athrú Luach Keyframe"
+
+msgid "Animation Multi Change Call"
+msgstr "Glao Ilathraithe Beochana"
+
+msgid "Change Animation Length"
+msgstr "Athraigh Fad na beochana"
+
+msgid "Change Animation Loop"
+msgstr "Athraigh Lúb Beochana"
+
+msgid "Can't change loop mode on animation instanced from imported scene."
+msgstr ""
+"Ní féidir mód lúibe a athrú ar bheochan mar shampla ó radharc iompórtáilte."
+
+msgid "Can't change loop mode on animation embedded in another scene."
+msgstr "Ní féidir mód lúibe a athrú ar bheochan atá leabaithe i radharc eile."
+
+msgid "Property Track..."
+msgstr "Rian Maoine..."
+
+msgid "3D Position Track..."
+msgstr "Rian Suímh 3D..."
+
+msgid "3D Rotation Track..."
+msgstr "Rian rothlaithe 3D..."
+
+msgid "3D Scale Track..."
+msgstr "Rian Scála 3D..."
+
+msgid "Blend Shape Track..."
+msgstr "Cumaisc Rian Cruth..."
+
+msgid "Call Method Track..."
+msgstr "Rian Modh Glaonna..."
+
+msgid "Bezier Curve Track..."
+msgstr "Rian Cuar Bezier..."
+
+msgid "Audio Playback Track..."
+msgstr "Rian Athsheinm Fuaime..."
+
+msgid "Animation Playback Track..."
+msgstr "Amhrán Athsheinm Beochana..."
+
+msgid "Animation length (frames)"
+msgstr "Fad beochana (frámaí)"
+
+msgid "Animation length (seconds)"
+msgstr "Fad beochana (soicindí)"
+
+msgid "Add Track"
+msgstr "Cuir Amhrán Leis"
+
+msgid "Animation Looping"
+msgstr "Lúbadh Beochana"
+
+msgid "Functions:"
+msgstr "Feidhmeanna:"
+
+msgid "Audio Clips:"
+msgstr "Gearrthóga Fuaime:"
+
+msgid "Animation Clips:"
+msgstr "Gearrthóga Beochana:"
+
+msgid "Change Track Path"
+msgstr "Athraigh Conair an Amhráin"
+
+msgid "Toggle this track on/off."
+msgstr "Scoránaigh an rian seo ar/as."
+
+msgid "Use Blend"
+msgstr "Úsáid Cumasc"
+
+msgid "Update Mode (How this property is set)"
+msgstr "Mód Nuashonraithe (Conas a shocraítear an mhaoin seo)"
+
+msgid "Interpolation Mode"
+msgstr "Mód Idirshuí"
+
+msgid "Loop Wrap Mode (Interpolate end with beginning on loop)"
+msgstr "Mód Timfhilleadh Lúb (Deireadh idirshuí le tosú ar lúb)"
+
+msgid "Remove this track."
+msgstr "Bain an rian seo."
+
+msgid "Time (s):"
+msgstr "Am (í):"
+
+msgid "Position:"
+msgstr "Post:"
+
+msgid "Rotation:"
+msgstr "Rothlú:"
+
+msgid "Scale:"
+msgstr "Scála:"
+
+msgid "Blend Shape:"
+msgstr "Cruth Cumaisc:"
+
+msgid "Type:"
+msgstr "Cineál:"
+
+msgid "(Invalid, expected type: %s)"
+msgstr "(Neamhbhailí, cineál a bhfuiltear ag súil leis: %s)"
+
+msgid "Easing:"
+msgstr "Maolú:"
+
+msgid "In-Handle:"
+msgstr "In-láimhseáil:"
+
+msgid "Out-Handle:"
+msgstr "Seach-láimh:"
+
+msgid "Handle mode: Free\n"
+msgstr "Mód láimhseáil: Saor in aisce\n"
+
+msgid "Handle mode: Linear\n"
+msgstr "Mód láimhseála: Líneach\n"
+
+msgid "Handle mode: Balanced\n"
+msgstr "Mód láimhseáil: Cothrom\n"
+
+msgid "Handle mode: Mirrored\n"
+msgstr "Mód láimhseála: Scáthánaithe\n"
+
+msgid "Stream:"
+msgstr "Sruth:"
+
+msgid "Start (s):"
+msgstr "Tosaigh (í):"
+
+msgid "End (s):"
+msgstr "Deireadh (í):"
+
+msgid "Animation Clip:"
+msgstr "Gearrthóg Beochana:"
+
+msgid "Toggle Track Enabled"
+msgstr "Scoránaigh an tAmhrán Cumasaithe"
+
+msgid "Don't Use Blend"
+msgstr "Ná húsáid Cumasc"
+
+msgid "Continuous"
+msgstr "Leanúnach"
+
+msgid "Discrete"
+msgstr "Scoite"
+
+msgid "Capture"
+msgstr "Gabháil"
+
+msgid "Nearest"
+msgstr "Is gaire"
+
+msgid "Linear"
+msgstr "Líneach"
+
+msgid "Cubic"
+msgstr "Ciúbach"
+
+msgid "Linear Angle"
+msgstr "Uillinn Líneach"
+
+msgid "Cubic Angle"
+msgstr "Uillinn Chiúbach"
+
+msgid "Clamp Loop Interp"
+msgstr "Clamp Lúb Interp"
+
+msgid "Wrap Loop Interp"
+msgstr "Timfhilleadh Lúb Interp"
+
+msgid "Insert Key..."
+msgstr "Ionsáigh Eochair..."
+
+msgid "Duplicate Key(s)"
+msgstr "Dúblach Eochair(eanna)"
+
+msgid "Cut Key(s)"
+msgstr "Gearr Eochair(eanna)"
+
+msgid "Copy Key(s)"
+msgstr "Cóipeáil Eochair(eanna)"
+
+msgid "Add RESET Value(s)"
+msgstr "Cuir Luach(anna) ATHSHOCRAITHE Leis"
+
+msgid "Delete Key(s)"
+msgstr "Scrios Eochracha(eanna)"
+
+msgid "Change Animation Update Mode"
+msgstr "Athraigh an Mód Nuashonraithe Beochana"
+
+msgid "Change Animation Interpolation Mode"
+msgstr "Athraigh Mód Idirshuí Beochana"
+
+msgid "Change Animation Loop Mode"
+msgstr "Athraigh Mód Lúb Beochana"
+
+msgid "Change Animation Use Blend"
+msgstr "Athraigh Cumasc Úsáide Beochana"
+
+msgid ""
+"Compressed tracks can't be edited or removed. Re-import the animation with "
+"compression disabled in order to edit."
+msgstr ""
+"Ní féidir rianta comhbhrúite a chur in eagar ná a bhaint. Ath-allmhairiú an "
+"beochan le comhbhrú díchumasaithe d'fhonn a chur in eagar."
+
+msgid "Remove Anim Track"
+msgstr "Bain Anim Track"
+
+msgid "Create new track for %s and insert key?"
+msgstr "Cruthaigh rian nua do %s agus ionsáigh eochair?"
+
+msgid "Create %d new tracks and insert keys?"
+msgstr "Cruthaigh %d rianta nua agus ionsáigh eochracha?"
+
+msgid "Hold Shift when clicking the key icon to skip this dialog."
+msgstr ""
+"Coinnigh Shift nuair a chliceáiltear ar dheilbhín na heochrach chun an dialóg "
+"seo a scipeáil."
+
+msgid "Create"
+msgstr "Cruthaigh"
+
+msgid "Animation Insert Key"
+msgstr "Ionsáigh Eochair Bheochana"
+
+msgid "node '%s'"
+msgstr "nód '%s'"
+
+msgid "animation"
+msgstr "Beochan"
+
+msgid "AnimationPlayer can't animate itself, only other players."
+msgstr ""
+"Ní féidir le AnimationPlayer beochan a dhéanamh air féin, ach imreoirí eile."
+
+msgid "property '%s'"
+msgstr "Maoin '%s'"
+
+msgid "Change Animation Step"
+msgstr "Athraigh Céim Beochana"
+
+msgid "Rearrange Tracks"
+msgstr "Rianta Athchóirithe"
+
+msgid "Blend Shape tracks only apply to MeshInstance3D nodes."
+msgstr "Ní bhaineann rianta Cruth Cumaisc ach le nóid MeshInstance3D."
+
+msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes."
+msgstr ""
+"Ní bhaineann rianta Suímh / Rothlaithe / Scála 3D ach le nóid 3D-bhunaithe."
+
+msgid ""
+"Audio tracks can only point to nodes of type:\n"
+"-AudioStreamPlayer\n"
+"-AudioStreamPlayer2D\n"
+"-AudioStreamPlayer3D"
+msgstr ""
+"Ní féidir le rianta fuaime ach nóid de chineál a chur in iúl:\n"
+"-AudioStreamPlayer\n"
+"-AudioStreamPlayer2D\n"
+"-AudioStreamPlayer3D"
+
+msgid "Animation tracks can only point to AnimationPlayer nodes."
+msgstr "Ní féidir le rianta beochana ach nóid AnimationPlayer a chur in iúl."
+
+msgid "Not possible to add a new track without a root"
+msgstr "Ní féidir rian nua a chur leis gan fréamh"
+
+msgid "Invalid track for Bezier (no suitable sub-properties)"
+msgstr "Rian neamhbhailí do Bezier (gan aon fho-airíonna oiriúnacha)"
+
+msgid "Add Bezier Track"
+msgstr "Cuir Rian Bezier Leis"
+
+msgid "Track path is invalid, so can't add a key."
+msgstr "Tá cosán an amhráin neamhbhailí, mar sin ní féidir eochair a chur leis."
+
+msgid "Track is not of type Node3D, can't insert key"
+msgstr "Níl an rian de chineál Node3D, ní féidir eochair a chur isteach"
+
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "Níl an rian de chineál MeshInstance3D, ní féidir eochair a chur isteach"
+
+msgid "Track path is invalid, so can't add a method key."
+msgstr ""
+"Tá cosán an amhráin neamhbhailí, mar sin ní féidir eochair mhodha a chur leis."
+
+msgid "Add Method Track Key"
+msgstr "Cuir Eochair Rian Mód Leis"
+
+msgid "Method not found in object:"
+msgstr "Modh nach bhfuil le fáil i réad:"
+
+msgid "Animation Move Keys"
+msgstr "Eochracha Bogtha Beochana"
+
+msgid "Position"
+msgstr "Ionad"
+
+msgid "Rotation"
+msgstr "Rothlú"
+
+msgid "Scale"
+msgstr "Scála"
+
+msgid "BlendShape"
+msgstr "CumascShape"
+
+msgid "Methods"
+msgstr "Modhanna"
+
+msgid "Bezier"
+msgstr "BezierName"
+
+msgid "Audio"
+msgstr "Fuaim"
+
+msgid "Clipboard is empty!"
+msgstr "Tá an ghearrthaisce folamh!"
+
+msgid "Paste Tracks"
+msgstr "Greamaigh Rianta"
+
+msgid "Animation Scale Keys"
+msgstr "Eochracha Scála Beochana"
+
+msgid "Animation Set Start Offset"
+msgstr "Fritháireamh Tosaigh Socraithe Beochana"
+
+msgid "Animation Set End Offset"
+msgstr "Fritháireamh Deiridh Socraithe Beochana"
+
+msgid "Make Easing Keys"
+msgstr "Déan Eochracha Maolaithe"
+
+msgid "Animation Add RESET Keys"
+msgstr "Beochan Cuir Eochracha ATHSHOCRAITHE Leis"
+
+msgid "Bake Animation as Linear Keys"
+msgstr "Bácáil Beochan mar Eochracha Líneacha"
+
+msgid ""
+"This animation belongs to an imported scene, so changes to imported tracks "
+"will not be saved.\n"
+"\n"
+"To modify this animation, navigate to the scene's Advanced Import settings "
+"and select the animation.\n"
+"Some options, including looping, are available here. To add custom tracks, "
+"enable \"Save To File\" and\n"
+"\"Keep Custom Tracks\"."
+msgstr ""
+"Baineann an beochan seo le radharc allmhairithe, mar sin ní shábhálfar "
+"athruithe ar rianta allmhairithe.\n"
+"\n"
+"Chun an beochan seo a mhodhnú, nascleanúint a dhéanamh chuig ardsocruithe "
+"Iompórtála an radhairc agus roghnaigh an beochan.\n"
+"Tá roinnt roghanna, lúbadh san áireamh, ar fáil anseo. Chun rianta "
+"saincheaptha a chur leis, cumasaigh \"Sábháil go Comhad\" agus\n"
+"\"Coinnigh Rianta Saincheaptha\"."
+
+msgid ""
+"Some AnimationPlayerEditor's options are disabled since this is the dummy "
+"AnimationPlayer for preview.\n"
+"\n"
+"The dummy player is forced active, non-deterministic and doesn't have the "
+"root motion track. Furthermore, the original node is inactive temporary."
+msgstr ""
+"Tá roinnt roghanna AnimationPlayerEditor díchumasaithe ós rud é gurb é seo an "
+"AnimationPlayer caoch le haghaidh réamhamhairc.\n"
+"\n"
+"Is é an t-imreoir caoch éigean gníomhach, neamh-deterministic agus nach "
+"bhfuil an rian tairiscint fréimhe. Ina theannta sin, tá an nód bunaidh "
+"neamhghníomhach sealadach."
+
+msgid "AnimationPlayer is inactive. The playback will not be processed."
+msgstr "Tá AnimationPlayer neamhghníomhach. Ní phróiseálfar an athsheinm."
+
+msgid "Select an AnimationPlayer node to create and edit animations."
+msgstr ""
+"Roghnaigh nód AnimationPlayer chun beochan a chruthú agus a chur in eagar."
+
+msgid "Imported Scene"
+msgstr "Radharc Iompórtáilte"
+
+msgid "Warning: Editing imported animation"
+msgstr "Rabhadh: Eagarthóireacht a dhéanamh ar bheochan iompórtáilte"
+
+msgid "Dummy Player"
+msgstr "Imreoir Caoch"
+
+msgid "Warning: Editing dummy AnimationPlayer"
+msgstr "Rabhadh: AnimationPlayer caoch eagarthóireachta"
+
+msgid "Inactive Player"
+msgstr "Seinnteoir Neamhghníomhach"
+
+msgid "Warning: AnimationPlayer is inactive"
+msgstr "Rabhadh: Tá AnimationPlayer neamhghníomhach"
+
+msgid "Toggle between the bezier curve editor and track editor."
+msgstr "Scoránaigh idir an t-eagarthóir cuar bezier agus eagarthóir rian."
+
+msgid "Only show tracks from nodes selected in tree."
+msgstr "Ná taispeáin ach rianta ó nóid a roghnaíodh i gcrann."
+
+msgid "Group tracks by node or display them as plain list."
+msgstr "Grúpáil rianta de réir nód nó taispeáin iad mar liosta simplí."
+
+msgid "Snap:"
+msgstr "Léim:"
+
+msgid "Animation step value."
+msgstr "Luach céim beochana."
+
+msgid "Seconds"
+msgstr "Soicind"
+
+msgid "FPS"
+msgstr "CCT"
+
+msgid "Fit to panel"
+msgstr "Oiriúnaigh don phainéal"
+
+msgid "Edit"
+msgstr "Cuir in eagar"
+
+msgid "Animation properties."
+msgstr "Airíonna beochana."
+
+msgid "Copy Tracks..."
+msgstr "Cóipeáil Rianta..."
+
+msgid "Scale Selection..."
+msgstr "Scálaigh Roghnúchán..."
+
+msgid "Scale From Cursor..."
+msgstr "Scálaigh Ón Chúrsóir..."
+
+msgid "Set Start Offset (Audio)"
+msgstr "Socraigh Fritháireamh Tosaigh (Fuaime)"
+
+msgid "Set End Offset (Audio)"
+msgstr "Socraigh Fritháireamh Deiridh (Fuaime)"
+
+msgid "Make Easing Selection..."
+msgstr "Déan Roghnú Maolaithe..."
+
+msgid "Duplicate Selected Keys"
+msgstr "Dúblach Eochracha Roghnaithe"
+
+msgid "Cut Selected Keys"
+msgstr "Gearr Eochracha Roghnaithe"
+
+msgid "Copy Selected Keys"
+msgstr "Cóipeáil Eochracha Roghnaithe"
+
+msgid "Paste Keys"
+msgstr "Greamaigh Eochracha"
+
+msgid "Move First Selected Key to Cursor"
+msgstr "Bog an chéad eochair roghnaithe go cúrsóir"
+
+msgid "Move Last Selected Key to Cursor"
+msgstr "Bog an eochair roghnaithe is déanaí go cúrsóir"
+
+msgid "Delete Selection"
+msgstr "Scrios Roghnúchán"
+
+msgid "Go to Next Step"
+msgstr "Téigh go dtí an Chéad Chéim Eile"
+
+msgid "Go to Previous Step"
+msgstr "Téigh go dtí an Chéim Roimhe Seo"
+
+msgid "Apply Reset"
+msgstr "Cuir Athshocraigh i bhFeidhm"
+
+msgid "Bake Animation..."
+msgstr "Bácáil Beochan..."
+
+msgid "Optimize Animation (no undo)..."
+msgstr "Optamaigh Beochan (gan cealaigh)..."
+
+msgid "Clean-Up Animation (no undo)..."
+msgstr "Beochan Ghlantacháin (gan aon chealú)..."
+
+msgid "Pick a node to animate:"
+msgstr "Roghnaigh nód le beochan:"
+
+msgid "Use Bezier Curves"
+msgstr "Úsáid Cuaráin Bezier"
+
+msgid "Create RESET Track(s)"
+msgstr "Cruthaigh Rian(anna) RESET"
+
+msgid "Animation Optimizer"
+msgstr "Optamóir Beochana"
+
+msgid "Max Velocity Error:"
+msgstr "Earráid Treoluais Uasta:"
+
+msgid "Max Angular Error:"
+msgstr "Earráid uilleach uasta:"
+
+msgid "Max Precision Error:"
+msgstr "Earráid Bheachtais Uasta:"
+
+msgid "Optimize"
+msgstr "Optamaigh"
+
+msgid "Trim keys placed in negative time"
+msgstr "Eochracha Bhaile Átha Troim a chuirtear in am diúltach"
+
+msgid "Trim keys placed exceed the animation length"
+msgstr "Eochracha Bhaile Átha Troim a chuirtear níos mó ná fad na beochana"
+
+msgid "Remove invalid keys"
+msgstr "Bain eochracha neamhbhailí"
+
+msgid "Remove unresolved and empty tracks"
+msgstr "Bain rianta gan réiteach agus folamh"
+
+msgid "Clean-up all animations"
+msgstr "Glan suas gach beochan"
+
+msgid "Clean-Up Animation(s) (NO UNDO!)"
+msgstr "Beochan(í) Glantacháin (NÍL UNDO!)"
+
+msgid "Clean-Up"
+msgstr "Glantachán"
+
+msgid "Scale Ratio:"
+msgstr "Cóimheas Scála:"
+
+msgid "Select Transition and Easing"
+msgstr "Roghnaigh Aistriú agus Maolú"
+
+msgctxt "Transition Type"
+msgid "Linear"
+msgstr "Líneach"
+
+msgctxt "Transition Type"
+msgid "Sine"
+msgstr "Sín"
+
+msgctxt "Transition Type"
+msgid "Quint"
+msgstr "QuintName"
+
+msgctxt "Transition Type"
+msgid "Quart"
+msgstr "Ceathrú"
+
+msgctxt "Transition Type"
+msgid "Quad"
+msgstr "Cuadrothair"
+
+msgctxt "Transition Type"
+msgid "Expo"
+msgstr "Taispeántas"
+
+msgctxt "Transition Type"
+msgid "Elastic"
+msgstr "Leaisteacha"
+
+msgctxt "Transition Type"
+msgid "Cubic"
+msgstr "Ciúbach"
+
+msgctxt "Transition Type"
+msgid "Circ"
+msgstr "Sorcas"
+
+msgctxt "Transition Type"
+msgid "Bounce"
+msgstr "Preab"
+
+msgctxt "Transition Type"
+msgid "Back"
+msgstr "Ar ais"
+
+msgctxt "Transition Type"
+msgid "Spring"
+msgstr "An tEarrach"
+
+msgctxt "Ease Type"
+msgid "In"
+msgstr "Sa bhliain 200"
+
+msgctxt "Ease Type"
+msgid "Out"
+msgstr "Amach"
+
+msgctxt "Ease Type"
+msgid "InOut"
+msgstr "InOutName"
+
+msgctxt "Ease Type"
+msgid "OutIn"
+msgstr "Amach"
+
+msgid "Transition Type:"
+msgstr "Cineál Aistrithe:"
+
+msgid "Ease Type:"
+msgstr "Cineál Éasca:"
+
+msgid "FPS:"
+msgstr "CCT:"
+
+msgid "Animation Baker"
+msgstr "Bácús Beochana"
+
+msgid "3D Pos/Rot/Scl Track:"
+msgstr "3D Pos / Lot / Scl Track:"
+
+msgid "Blendshape Track:"
+msgstr "Amhrán Cumaisc:"
+
+msgid "Value Track:"
+msgstr "Rian Luacha:"
+
+msgid "Select Tracks to Copy"
+msgstr "Roghnaigh Rianta le Cóipeáil"
+
+msgid "Select All/None"
+msgstr "Roghnaigh Gach Rud / Dada"
+
+msgid "Animation Change Keyframe Time"
+msgstr "Athrú Beochana Eochairfhráma Ama"
+
+msgid "Add Audio Track Clip"
+msgstr "Cuir Gearrthóg Rian Fuaime Leis"
+
+msgid "Change Audio Track Clip Start Offset"
+msgstr "Athraigh Fritháireamh Tosaigh Gearrthóg Rian Fuaime"
+
+msgid "Change Audio Track Clip End Offset"
+msgstr "Athraigh Fritháireamh Deiridh Gearrthóg Rian Fuaime"
+
+msgid "Go to Line"
+msgstr "Téigh go Líne"
+
+msgid "Line Number:"
+msgstr "Uimhir Líne:"
+
+msgid "%d replaced."
+msgstr "%d curtha in ionad."
+
+msgid "No match"
+msgstr "Gan mheaitseáil"
+
+msgid "%d match"
+msgid_plural "%d matches"
+msgstr[0] "%d mheaitseáil"
+msgstr[1] "Meaitseálann %d"
+msgstr[2] "Meaitseálann %d"
+msgstr[3] "Meaitseálann %d"
+msgstr[4] "Meaitseálann %d"
+
+msgid "%d of %d match"
+msgid_plural "%d of %d matches"
+msgstr[0] "%d as %d mheaitseáil"
+msgstr[1] "Meaitseálann %d as %d"
+msgstr[2] "Meaitseálann %d as %d"
+msgstr[3] "Meaitseálann %d as %d"
+msgstr[4] "Meaitseálann %d as %d"
+
+msgid "Find"
+msgstr "Aimsigh"
+
+msgid "Previous Match"
+msgstr "An Comhoiriúnú Roimhe Seo"
+
+msgid "Next Match"
+msgstr "An Chéad Chluiche Eile"
+
+msgid "Match Case"
+msgstr "Meaitseáil Cás"
+
+msgid "Whole Words"
+msgstr "Focail Iomlána"
+
+msgid "Replace"
+msgstr "Ionadaigh"
+
+msgid "Replace All"
+msgstr "Ionadaigh Gach Rud"
+
+msgid "Selection Only"
+msgstr "Roghnúchán Amháin"
+
+msgid "Hide"
+msgstr "Folaigh"
+
+msgctxt "Indentation"
+msgid "Spaces"
+msgstr "Spásanna"
+
+msgctxt "Indentation"
+msgid "Tabs"
+msgstr "Cluaisíní"
+
+msgid "Toggle Scripts Panel"
+msgstr "Scoránaigh an Painéal Scripteanna"
+
+msgid "Zoom In"
+msgstr "Zúmáil Isteach"
+
+msgid "Zoom Out"
+msgstr "Zúmáil Amach"
+
+msgid "Reset Zoom"
+msgstr "Athshocraigh Zúmáil"
+
+msgid "Errors"
+msgstr "Earráidí"
+
+msgid "Warnings"
+msgstr "Rabhaidh"
+
+msgid "Zoom factor"
+msgstr "Fachtóir zúmála"
+
+msgid "Line and column numbers."
+msgstr "Uimhreacha líne agus colúin."
+
+msgid "Indentation"
+msgstr "Eangú"
+
+msgid "Method in target node must be specified."
+msgstr "Ní mór modh i nód sprioc a shonrú."
+
+msgid "Method name must be a valid identifier."
+msgstr "Ní mór ainm an mhodha a bheith ina aitheantóir bailí."
+
+msgid ""
+"Target method not found. Specify a valid method or attach a script to the "
+"target node."
+msgstr ""
+"Níor aimsíodh an modh sprice. Sonraigh modh bailí nó ceangail script leis an "
+"sprioc-nód."
+
+msgid "Attached Script"
+msgstr "Script Cheangailte"
+
+msgid "%s: Callback code won't be generated, please add it manually."
+msgstr "%s: Ní ghinfear cód aisghlaoigh, cuir leis de láimh é."
+
+msgid "Connect to Node:"
+msgstr "Ceangail le Nód:"
+
+msgid "Connect to Script:"
+msgstr "Ceangail le Script:"
+
+msgid "From Signal:"
+msgstr "Ó Chomhartha:"
+
+msgid "Filter Nodes"
+msgstr "Nóid Scag"
+
+msgid "Go to Source"
+msgstr "Téigh go Foinse"
+
+msgid "Scene does not contain any script."
+msgstr "Níl script ar bith sa radharc."
+
+msgid "Select Method"
+msgstr "Roghnaigh Modh"
+
+msgid "Filter Methods"
+msgstr "Modhanna Scagaire"
+
+msgid "No method found matching given filters."
+msgstr "Níor aimsíodh aon mhodh a mheaitseálann scagairí tugtha."
+
+msgid "Script Methods Only"
+msgstr "Modhanna Scripte Amháin"
+
+msgid "Compatible Methods Only"
+msgstr "Modhanna Comhoiriúnacha Amháin"
+
+msgid "Remove"
+msgstr "Bain"
+
+msgid "Add Extra Call Argument:"
+msgstr "Cuir Argóint Glaonna Breise Leis:"
+
+msgid "Extra Call Arguments:"
+msgstr "Argóintí Glaonna Breise:"
+
+msgid "Allows to drop arguments sent by signal emitter."
+msgstr "Ceadaíonn sé argóintí a sheolann astaír comhartha a scaoileadh."
+
+msgid "Unbind Signal Arguments:"
+msgstr "Argóintí Comhartha Unbind:"
+
+msgid "Receiver Method:"
+msgstr "Modh glacadóra:"
+
+msgid "Advanced"
+msgstr "Ardrang"
+
+msgid "Deferred"
+msgstr "Iarchurtha"
+
+msgid ""
+"Defers the signal, storing it in a queue and only firing it at idle time."
+msgstr ""
+"Cuireann sé an comhartha siar, á stóráil i scuaine agus gan é a scaoileadh "
+"ach ag am díomhaoin."
+
+msgid "One Shot"
+msgstr "Urchar Amháin"
+
+msgid "Disconnects the signal after its first emission."
+msgstr "Dícheangail an comhartha tar éis a chéad astaíochta."
+
+msgid "Cannot connect signal"
+msgstr "Ní féidir comhartha a cheangal"
+
+msgid "Close"
+msgstr "Dún"
+
+msgid "Connect"
+msgstr "Ceangail"
+
+msgid "Connect '%s' to '%s'"
+msgstr "Ceangail '%s' le '%s'"
+
+msgid "Disconnect '%s' from '%s'"
+msgstr "Dícheangail '%s' ó '%s'"
+
+msgid "Disconnect all from signal: '%s'"
+msgstr "Dícheangail gach rud ón gcomhartha: '%s'"
+
+msgid "Connect..."
+msgstr "Ceangail..."
+
+msgid "Disconnect"
+msgstr "Dícheangail"
+
+msgid "Connect a Signal to a Method"
+msgstr "Ceangail comhartha le modh"
+
+msgid "Edit Connection: '%s'"
+msgstr "Cuir Ceangal in Eagar: '%s'"
+
+msgid "Are you sure you want to remove all connections from the \"%s\" signal?"
+msgstr ""
+"An bhfuil tú cinnte go bhfuil fonn ort gach nasc a bhaint den chomhartha "
+"\"%s\"?"
+
+msgid "Signals"
+msgstr "Comharthaí"
+
+msgid "Filter Signals"
+msgstr "Comharthaí Scagaire"
+
+msgid "Are you sure you want to remove all connections from this signal?"
+msgstr ""
+"An bhfuil tú cinnte go bhfuil fonn ort gach nasc a bhaint den chomhartha seo?"
+
+msgid "Open Documentation"
+msgstr "Oscail Cáipéisíocht"
+
+msgid "Disconnect All"
+msgstr "Dícheangail Gach Rud"
+
+msgid "Copy Name"
+msgstr "Cóipeáil Ainm"
+
+msgid "Edit..."
+msgstr "Cuir in Eagar..."
+
+msgid "Go to Method"
+msgstr "Téigh go Modh"
+
+msgid "Change Type of \"%s\""
+msgstr "Athraigh an cineál \"%s\""
+
+msgid "Change"
+msgstr "Athrú"
+
+msgid "Create New %s"
+msgstr "Cruthaigh %s Nua"
+
+msgid "No results for \"%s\"."
+msgstr "Níl aon toradh ar \"%s\"."
+
+msgid "This class is marked as deprecated."
+msgstr "Tá an rang seo marcáilte mar dhímheas."
+
+msgid "This class is marked as experimental."
+msgstr "Tá an rang seo marcáilte mar thurgnamhach."
+
+msgid "The selected class can't be instantiated."
+msgstr "Ní féidir an rang roghnaithe a mheandarú."
+
+msgid "Favorites:"
+msgstr "Ceanáin:"
+
+msgid "Recent:"
+msgstr "Le déanaí:"
+
+msgid "(Un)favorite selected item."
+msgstr "(Un)an mhír roghnaithe is fearr leat."
+
+msgid "Search:"
+msgstr "Cuardach:"
+
+msgid "Matches:"
+msgstr "Lasáin:"
+
+msgid "Description:"
+msgstr "Cuntas:"
+
+msgid "Remote %s:"
+msgstr "%s cianda:"
+
+msgid "Debugger"
+msgstr "Dífhabhtóir"
+
+msgid "Debug"
+msgstr "Dífhabhtú"
+
+msgid "Save Branch as Scene"
+msgstr "Sábháil an Brainse mar Radharc"
+
+msgid "Copy Node Path"
+msgstr "Cóipeáil Conair nód"
+
+msgid "Instance:"
+msgstr "Sampla:"
+
+msgid ""
+"This node has been instantiated from a PackedScene file:\n"
+"%s\n"
+"Click to open the original file in the Editor."
+msgstr ""
+"Tá an nód seo toirtithe ó chomhad PackedScene:\n"
+"%s\n"
+"Cliceáil chun an comhad bunaidh a oscailt san Eagarthóir."
+
+msgid "Toggle Visibility"
+msgstr "Scoránaigh Infheictheacht"
+
+msgid "Updating assets on target device:"
+msgstr "Sócmhainní a nuashonrú ar an spriocghléas:"
+
+msgid "Syncing headers"
+msgstr "Ceanntásca á sioncronú"
+
+msgid "Getting remote file system"
+msgstr "Córas comhad cianda a fháil"
+
+msgid "Decompressing remote file system"
+msgstr "Córas comhad cianda á dhí-chomhbhrú"
+
+msgid "Scanning for local changes"
+msgstr "Scanadh le haghaidh athruithe áitiúla"
+
+msgid "Sending list of changed files:"
+msgstr "Liosta de chomhaid athraithe á sheoladh:"
+
+msgid "Sending file:"
+msgstr "Comhad á sheoladh:"
+
+msgid "ms"
+msgstr "Ms"
+
+msgid "Monitors"
+msgstr "Monatóirí"
+
+msgid "Monitor"
+msgstr "Monatóir"
+
+msgid "Value"
+msgstr "Luach"
+
+msgid "Pick one or more items from the list to display the graph."
+msgstr "Roghnaigh mír amháin nó níos mó ón liosta chun an graf a thaispeáint."
+
+msgid "Stop"
+msgstr "Stop"
+
+msgid "Start"
+msgstr "Tosaigh"
+
+msgid "Clear"
+msgstr "Glan"
+
+msgid "Measure:"
+msgstr "Beart:"
+
+msgid "Frame Time (ms)"
+msgstr "Am Fráma (ms)"
+
+msgid "Average Time (ms)"
+msgstr "Meán-Am (ms)"
+
+msgid "Frame %"
+msgstr "Fráma %"
+
+msgid "Physics Frame %"
+msgstr "Fráma Fisice%"
+
+msgid "Inclusive"
+msgstr "Lena n-áirítear"
+
+msgid "Self"
+msgstr "Féin"
+
+msgid ""
+"Inclusive: Includes time from other functions called by this function.\n"
+"Use this to spot bottlenecks.\n"
+"\n"
+"Self: Only count the time spent in the function itself, not in other "
+"functions called by that function.\n"
+"Use this to find individual functions to optimize."
+msgstr ""
+"Cuimsitheach: Áirítear am ó fheidhmeanna eile ar a dtugtar an fheidhm seo.\n"
+"Bain úsáid as seo chun scrogaill a fheiceáil.\n"
+"\n"
+"Féin: Ná déan ach an t-am a chaitear san fheidhm féin a chomhaireamh, ní i "
+"bhfeidhmeanna eile ar a dtugtar an fheidhm sin.\n"
+"Bain úsáid as seo chun feidhmeanna aonair a aimsiú chun an leas is fearr a "
+"bhaint as."
+
+msgid "Display internal functions"
+msgstr "Taispeáin feidhmeanna inmheánacha"
+
+msgid "Frame #:"
+msgstr "Fráma #:"
+
+msgid "Name"
+msgstr "Ainm"
+
+msgid "Time"
+msgstr "Am"
+
+msgid "Calls"
+msgstr "Glaonna"
+
+msgid "Fit to Frame"
+msgstr "Oiriúnaigh don Fhráma"
+
+msgid "Linked"
+msgstr "Nasctha"
+
+msgid "CPU"
+msgstr "LAP"
+
+msgid "GPU"
+msgstr "GPUName"
+
+msgid "Execution resumed."
+msgstr "Cuireadh tús arís leis an bhforghníomhú."
+
+msgid "Bytes:"
+msgstr "Bearta:"
+
+msgid "Warning:"
+msgstr "Rabhadh:"
+
+msgid "Error:"
+msgstr "Earráid:"
+
+msgid "%s Error"
+msgstr "Earráid %s"
+
+msgid "%s Error:"
+msgstr "Earráid %s:"
+
+msgid "%s Source"
+msgstr "Foinse %s"
+
+msgid "%s Source:"
+msgstr "%s Foinse:"
+
+msgid "Stack Trace"
+msgstr "Rian na gCruach"
+
+msgid "Stack Trace:"
+msgstr "Rian na gCruach:"
+
+msgid "Debug session started."
+msgstr "Cuireadh tús leis an seisiún dífhabhtaithe."
+
+msgid "Debug session closed."
+msgstr "Dúnadh an seisiún dífhabhtaithe."
+
+msgid "Line %d"
+msgstr "Líne %d"
+
+msgid "Delete Breakpoint"
+msgstr "Scrios Brisphointe"
+
+msgid "Delete All Breakpoints in:"
+msgstr "Scrios Gach Brisphointe i:"
+
+msgid "Delete All Breakpoints"
+msgstr "Scrios Gach Brisphointe"
+
+msgid "Copy Error"
+msgstr "Earráid Chóipeála"
+
+msgid "Open C++ Source on GitHub"
+msgstr "Oscail Foinse C++ ar GitHub"
+
+msgid "C++ Source"
+msgstr "Foinse C++"
+
+msgid "Video RAM"
+msgstr "RAM Físe"
+
+msgid "Skip Breakpoints"
+msgstr "Ná Bac le Brisphointí"
+
+msgid "Step Into"
+msgstr "Céim Isteach"
+
+msgid "Step Over"
+msgstr "Céim Os Cionn"
+
+msgid "Break"
+msgstr "Briseadh"
+
+msgid "Continue"
+msgstr "Lean ar aghaidh"
+
+msgid "Thread:"
+msgstr "Snáithe:"
+
+msgid "Stack Frames"
+msgstr "Frámaí Cruach"
+
+msgid "Filter Stack Variables"
+msgstr "Scag Athróga Cruach"
+
+msgid "Breakpoints"
+msgstr "Brisphointí"
+
+msgid "Expand All"
+msgstr "Leathnaigh Gach Rud"
+
+msgid "Collapse All"
+msgstr "Laghdaigh Gach Rud"
+
+msgid "Profiler"
+msgstr "Próifíleoir"
+
+msgid "Visual Profiler"
+msgstr "Próifíleoir Amhairc"
+
+msgid "List of Video Memory Usage by Resource:"
+msgstr "Liosta d'úsáid cuimhne físe de réir acmhainne:"
+
+msgid "Total:"
+msgstr "Iomlán:"
+
+msgid "Export list to a CSV file"
+msgstr "Easpórtáil liosta go comhad CSV"
+
+msgid "Resource Path"
+msgstr "Conair Acmhainní"
+
+msgid "Type"
+msgstr "Cineál"
+
+msgid "Format"
+msgstr "Formáid"
+
+msgid "Usage"
+msgstr "Úsáid"
+
+msgid "Misc"
+msgstr "MiscName"
+
+msgid "Clicked Control:"
+msgstr "Rialú Cliceáilte:"
+
+msgid "Clicked Control Type:"
+msgstr "Cineál Rialaithe Cliceáil:"
+
+msgid "Live Edit Root:"
+msgstr "Fréamh Eagarthóireachta Beo:"
+
+msgid "Set From Tree"
+msgstr "Socraigh Ó Chrann"
+
+msgid "Export measures as CSV"
+msgstr "Bearta easpórtála mar CSV"
+
+msgid "Search Replacement For:"
+msgstr "Athsholáthar Cuardaigh le haghaidh:"
+
+msgid "Dependencies For:"
+msgstr "Spleáchríocha le haghaidh:"
+
+msgid ""
+"Scene '%s' is currently being edited.\n"
+"Changes will only take effect when reloaded."
+msgstr ""
+"Tá radharc '%s' á chur in eagar faoi láthair.\n"
+"Ní thiocfaidh athruithe i bhfeidhm ach amháin nuair a athluchtaítear iad."
+
+msgid ""
+"Resource '%s' is in use.\n"
+"Changes will only take effect when reloaded."
+msgstr ""
+"Tá acmhainn '%s' in úsáid.\n"
+"Ní thiocfaidh athruithe i bhfeidhm ach amháin nuair a athluchtaítear iad."
+
+msgid "Dependencies"
+msgstr "Spleáchríocha"
+
+msgid "Resource"
+msgstr "Acmhainn"
+
+msgid "Path"
+msgstr "Cosán"
+
+msgid "Dependencies:"
+msgstr "Spleáchríocha:"
+
+msgid "Fix Broken"
+msgstr "Deisigh Briste"
+
+msgid "Dependency Editor"
+msgstr "Eagarthóir Spleáchais"
+
+msgid "Search Replacement Resource:"
+msgstr "Acmhainn Athsholáthair Cuardaigh:"
+
+msgid "Open Scene"
+msgid_plural "Open Scenes"
+msgstr[0] "Radharc Oscailte"
+msgstr[1] "Radhairc Oscailte"
+msgstr[2] "Radhairc Oscailte"
+msgstr[3] "Radhairc Oscailte"
+msgstr[4] "Radhairc Oscailte"
+
+msgid "Open"
+msgstr "Oscailte"
+
+msgid "Owners of: %s (Total: %d)"
+msgstr "Úinéirí: %s (Iomlán: %d)"
+
+msgid "Localization remap"
+msgstr "Athmhapa logánaithe"
+
+msgid "Localization remap for path '%s' and locale '%s'."
+msgstr "Athmhapáil logánaithe le haghaidh cosán '%s' agus logchaighdeán '%s'."
+
+msgid ""
+"Remove the selected files from the project? (Cannot be undone.)\n"
+"Depending on your filesystem configuration, the files will either be moved to "
+"the system trash or deleted permanently."
+msgstr ""
+"Bain na comhaid roghnaithe ón tionscadal? (Ní féidir é a chealú.)\n"
+"Ag brath ar chumraíocht do chórais comhad, bogfar na comhaid go bruscar an "
+"chórais nó scriosfar iad go buan."
+
+msgid ""
+"The files being removed are required by other resources in order for them to "
+"work.\n"
+"Remove them anyway? (Cannot be undone.)\n"
+"Depending on your filesystem configuration, the files will either be moved to "
+"the system trash or deleted permanently."
+msgstr ""
+"Tá na comhaid atá á mbaint de dhíth ar acmhainní eile chun go n-oibreoidh "
+"siad.\n"
+"Bain iad ar aon nós? (Ní féidir é a chealú.)\n"
+"Ag brath ar chumraíocht do chórais comhad, bogfar na comhaid go bruscar an "
+"chórais nó scriosfar iad go buan."
+
+msgid "Cannot remove:"
+msgstr "Ní féidir an méid seo a leanas a bhaint:"
+
+msgid "Error loading:"
+msgstr "Earráid á luchtú:"
+
+msgid "Load failed due to missing dependencies:"
+msgstr "Theip ar an ualach mar gheall ar spleáchais ar iarraidh:"
+
+msgid "Open Anyway"
+msgstr "Oscail Ar Aon Nós"
+
+msgid "Which action should be taken?"
+msgstr "Cén gníomh ba cheart a dhéanamh?"
+
+msgid "Fix Dependencies"
+msgstr "Deisigh Spleáchríocha"
+
+msgid "Errors loading!"
+msgstr "Earráidí á luchtú!"
+
+msgid "Permanently delete %d item(s)? (No undo!)"
+msgstr "Scrios %d mír (í) go buan? (Ná cealaigh!)"
+
+msgid "Show Dependencies"
+msgstr "Taispeáin Spleáchríocha"
+
+msgid "Orphan Resource Explorer"
+msgstr "Taiscéalaí Acmhainní Dílleachta"
+
+msgid "Owns"
+msgstr "Úinéireacht"
+
+msgid "Resources Without Explicit Ownership:"
+msgstr "Acmhainní Gan Úinéireacht Fhollasach:"
+
+msgid "Folder name cannot be empty."
+msgstr "Ní féidir ainm an fhillteáin a bheith folamh."
+
+msgid "Folder name contains invalid characters."
+msgstr "Tá carachtair neamhbhailí in ainm an fhillteáin."
+
+msgid "Folder name cannot begin or end with a space."
+msgstr "Ní féidir tús ná deireadh a chur le hainm an fhillteáin le spás."
+
+msgid "Folder name cannot begin with a dot."
+msgstr "Ní féidir tús a chur le hainm an fhillteáin le ponc."
+
+msgid "File with that name already exists."
+msgstr "Tá an comhad leis an ainm sin ann cheana."
+
+msgid "Folder with that name already exists."
+msgstr "Tá fillteán leis an ainm sin ann cheana."
+
+msgid "Using slashes in folder names will create subfolders recursively."
+msgstr ""
+"Trí úsáid a bhaint as slaiseanna in ainmneacha fillteáin, cruthófar "
+"fofhillteáin go hathchúrsach."
+
+msgid "Could not create folder."
+msgstr "Níorbh fhéidir fillteán a chruthú."
+
+msgid "Create new folder in %s:"
+msgstr "Cruthaigh fillteán nua i %s:"
+
+msgid "Create Folder"
+msgstr "Cruthaigh Fillteán"
+
+msgid "Folder name is valid."
+msgstr "Tá ainm an fhillteáin bailí."
+
+msgid "Double-click to open in browser."
+msgstr "Cliceáil faoi dhó le hoscailt sa bhrabhsálaí."
+
+msgid "Thanks from the Godot community!"
+msgstr "Go raibh maith agat ó phobal Godot!"
+
+msgid "(unknown)"
+msgstr "(anaithnid)"
+
+msgid ""
+"Git commit date: %s\n"
+"Click to copy the version number."
+msgstr ""
+"Dáta tiomantais Git: %s\n"
+"Cliceáil chun uimhir an leagain a chóipeáil."
+
+msgid "Godot Engine contributors"
+msgstr "Ranníocóirí Inneall Godot"
+
+msgid "Project Founders"
+msgstr "Bunaitheoirí an Tionscadail"
+
+msgid "Lead Developer"
+msgstr "Príomhfhorbróir"
+
+msgctxt "Job Title"
+msgid "Project Manager"
+msgstr "Bainisteoir Tionscadail"
+
+msgid "Developers"
+msgstr "Forbróirí"
+
+msgid "Authors"
+msgstr "Údair"
+
+msgid "Patrons"
+msgstr "Pátrúin"
+
+msgid "Platinum Sponsors"
+msgstr "Urraitheoirí Platanam"
+
+msgid "Gold Sponsors"
+msgstr "Urraitheoirí Óir"
+
+msgid "Silver Sponsors"
+msgstr "Urraitheoirí Airgid"
+
+msgid "Diamond Members"
+msgstr "Baill Diamaint"
+
+msgid "Titanium Members"
+msgstr "Baill Tíotáiniam"
+
+msgid "Platinum Members"
+msgstr "Baill Platanam"
+
+msgid "Gold Members"
+msgstr "Baill Óir"
+
+msgid "Donors"
+msgstr "Deontóirí"
+
+msgid "License"
+msgstr "Ceadúnas"
+
+msgid "Third-party Licenses"
+msgstr "Ceadúnais Tríú Páirtí"
+
+msgid ""
+"Godot Engine relies on a number of third-party free and open source "
+"libraries, all compatible with the terms of its MIT license. The following is "
+"an exhaustive list of all such third-party components with their respective "
+"copyright statements and license terms."
+msgstr ""
+"Braitheann Godot Engine ar roinnt leabharlanna foinse oscailte agus saor in "
+"aisce tríú páirtí, iad go léir comhoiriúnach le téarmaí a cheadúnais MIT. Seo "
+"a leanas liosta uileghabhálach de na comhpháirteanna tríú páirtí sin go léir "
+"lena ráitis chóipchirt agus lena dtéarmaí ceadúnais faoi seach."
+
+msgid "All Components"
+msgstr "Gach Comhpháirteanna"
+
+msgid "Components"
+msgstr "Comhpháirteanna"
+
+msgid "Licenses"
+msgstr "Ceadúnais"
+
+msgid "Error opening asset file for \"%s\" (not in ZIP format)."
+msgstr ""
+"Earráid agus comhad sócmhainne á oscailt le haghaidh \"%s\" (ní i bhformáid "
+"ZIP)."
+
+msgid "%s (already exists)"
+msgstr "%s (tá sé ann cheana)"
+
+msgid "%d file conflicts with your project and won't be installed"
+msgid_plural "%d files conflict with your project and won't be installed"
+msgstr[0] "Tagann %d comhad salach ar do thionscadal agus ní shuiteálfar é"
+msgstr[1] "Tagann %d comhaid salach ar do thionscadal agus ní shuiteálfar iad"
+msgstr[2] "Tagann %d comhaid salach ar do thionscadal agus ní shuiteálfar iad"
+msgstr[3] "Tagann %d comhaid salach ar do thionscadal agus ní shuiteálfar iad"
+msgstr[4] "Tagann %d comhaid salach ar do thionscadal agus ní shuiteálfar iad"
+
+msgid "This asset doesn't have a root directory, so it can't be ignored."
+msgstr ""
+"Níl fréamhchomhadlann ag an tsócmhainn seo, mar sin ní féidir neamhaird a "
+"dhéanamh air."
+
+msgid "Ignore the root directory when extracting files."
+msgstr "Déan neamhaird den fhréamhchomhadlann agus comhaid á n-úsáid."
+
+msgid "Select Install Folder"
+msgstr "Roghnaigh Suiteáil Fillteán"
+
+msgid "Uncompressing Assets"
+msgstr "Sócmhainní Dí-chomhbhrúite"
+
+msgid "The following files failed extraction from asset \"%s\":"
+msgstr "Theip ar na comhaid seo a leanas eastóscadh ó shócmhainn \"%s\":"
+
+msgid "(and %s more files)"
+msgstr "(agus %s níos mó comhad)"
+
+msgid "Asset \"%s\" installed successfully!"
+msgstr "Sócmhainn \"%s\" suiteáilte go rathúil!"
+
+msgid "Success!"
+msgstr "Rath!"
+
+msgid "Asset:"
+msgstr "Sócmhainn:"
+
+msgid "Open the list of the asset contents and select which files to install."
+msgstr ""
+"Oscail liosta na n-ábhar sócmhainne agus roghnaigh na comhaid atá le suiteáil."
+
+msgid "Change Install Folder"
+msgstr "Athraigh Suiteáil Fillteán"
+
+msgid ""
+"Change the folder where the contents of the asset are going to be installed."
+msgstr "Athraigh an fillteán ina bhfuil inneachar na sócmhainne le suiteáil."
+
+msgid "Ignore asset root"
+msgstr "Déan neamhaird de fhréamh na sócmhainne"
+
+msgid "No files conflict with your project"
+msgstr "Níl aon chomhaid ag teacht salach ar do thionscadal"
+
+msgid "Show contents of the asset and conflicting files."
+msgstr ""
+"Taispeáin inneachar na sócmhainne agus na gcomhad atá ag teacht salach ar a "
+"chéile."
+
+msgid "Contents of the asset:"
+msgstr "Inneachar na sócmhainne:"
+
+msgid "Installation preview:"
+msgstr "Réamhamharc suiteála:"
+
+msgid "Configure Asset Before Installing"
+msgstr "Cumraigh sócmhainn roimh shuiteáil"
+
+msgid "Install"
+msgstr "Suiteáil"
+
+msgid "Speakers"
+msgstr "Cainteoirí"
+
+msgid "Add Effect"
+msgstr "Cuir Maisíocht Leis"
+
+msgid "Rename Audio Bus"
+msgstr "Athainmnigh Bus Fuaime"
+
+msgid "Change Audio Bus Volume"
+msgstr "Athraigh Imleabhar Bus Fuaime"
+
+msgid "Toggle Audio Bus Solo"
+msgstr "Scoránaigh Aonair Bus Fuaime"
+
+msgid "Toggle Audio Bus Mute"
+msgstr "Scoránaigh Mute Bus Fuaime"
+
+msgid "Toggle Audio Bus Bypass Effects"
+msgstr "Scoránaigh Éifeachtaí Seachbhóthar Bus Fuaime"
+
+msgid "Select Audio Bus Send"
+msgstr "Roghnaigh Bus Fuaime Seol"
+
+msgid "Add Audio Bus Effect"
+msgstr "Cuir Maisíocht Bus Fuaime Leis"
+
+msgid "Move Bus Effect"
+msgstr "Bog Maisíocht Bus"
+
+msgid "Delete Bus Effect"
+msgstr "Scrios Maisíocht Bus"
+
+msgid "Drag & drop to rearrange."
+msgstr "Tarraing & scaoil chun athshocrú a dhéanamh."
+
+msgid "Solo"
+msgstr "Níl ann ach"
+
+msgid "Mute"
+msgstr "MuteName"
+
+msgid "Bypass"
+msgstr "Seachbhóthar"
+
+msgid "Bus Options"
+msgstr "Roghanna Bus"
+
+msgid "Duplicate Bus"
+msgstr "Dúblach Bus"
+
+msgid "Delete Bus"
+msgstr "Scrios Bus"
+
+msgid "Reset Volume"
+msgstr "Athshocraigh Imleabhar"
+
+msgid "Delete Effect"
+msgstr "Scrios Maisíocht"
+
+msgid "Toggle Audio Bottom Panel"
+msgstr "Scoránaigh an Painéal Bun Fuaime"
+
+msgid "Add Audio Bus"
+msgstr "Cuir Bus Fuaime Leis"
+
+msgid "Master bus can't be deleted!"
+msgstr "Ní féidir máistirbhus a scriosadh!"
+
+msgid "Delete Audio Bus"
+msgstr "Scrios Bus Fuaime"
+
+msgid "Duplicate Audio Bus"
+msgstr "Dúblach Bus Fuaime"
+
+msgid "Reset Bus Volume"
+msgstr "Athshocraigh Imleabhar na mBusanna"
+
+msgid "Move Audio Bus"
+msgstr "Bog Bus Fuaime"
+
+msgid "Save Audio Bus Layout As..."
+msgstr "Sábháil Leagan Amach Bus Fuaime Mar..."
+
+msgid "Location for New Layout..."
+msgstr "Suíomh don Leagan Amach Nua..."
+
+msgid "Open Audio Bus Layout"
+msgstr "Oscail Leagan Amach Bus Fuaime"
+
+msgid "There is no '%s' file."
+msgstr "Níl aon chomhad '%s' ann."
+
+msgid "Layout:"
+msgstr "Leagan Amach:"
+
+msgid "Invalid file, not an audio bus layout."
+msgstr "Comhad neamhbhailí, ní leagan amach bus fuaime."
+
+msgid "Error saving file: %s"
+msgstr "Earráid agus comhad á shábháil: %s"
+
+msgid "Add Bus"
+msgstr "Cuir Bus Leis"
+
+msgid "Add a new Audio Bus to this layout."
+msgstr "Cuir Bus Fuaime nua leis an leagan amach seo."
+
+msgid "Load"
+msgstr "Luchtaigh"
+
+msgid "Load an existing Bus Layout."
+msgstr "Luchtaigh Leagan Amach Bus atá ann cheana féin."
+
+msgid "Save As"
+msgstr "Sábháil Mar"
+
+msgid "Save this Bus Layout to a file."
+msgstr "Sábháil an Leagan Amach Bus seo i gcomhad."
+
+msgid "Load Default"
+msgstr "Réamhshocrú Luchtaigh"
+
+msgid "Load the default Bus Layout."
+msgstr "Luchtaigh leagan amach réamhshocraithe an Bhus."
+
+msgid "Create a new Bus Layout."
+msgstr "Cruthaigh Leagan Amach Bus nua."
+
+msgid "Audio Bus Layout"
+msgstr "Leagan Amach Bus Fuaime"
+
+msgid "Invalid name."
+msgstr "Ainm neamhbhailí."
+
+msgid "Cannot begin with a digit."
+msgstr "Ní féidir tús a chur le digit."
+
+msgid "Valid characters:"
+msgstr "Carachtair bhailí:"
+
+msgid "Must not collide with an existing engine class name."
+msgstr "Ní mór gan collide le hainm aicme innill atá ann cheana féin."
+
+msgid "Must not collide with an existing global script class name."
+msgstr "Ní mór gan collide le hainm aicme script domhanda atá ann cheana féin."
+
+msgid "Must not collide with an existing built-in type name."
+msgstr "Ní mór gan collide le cineál-ainm tógtha atá ann cheana féin."
+
+msgid "Must not collide with an existing global constant name."
+msgstr "Ní mór gan collide le hainm tairiseach domhanda atá ann cheana féin."
+
+msgid "Keyword cannot be used as an Autoload name."
+msgstr "Ní féidir eochairfhocal a úsáid mar ainm Autoload."
+
+msgid "Autoload '%s' already exists!"
+msgstr "Tá uathluchtú '%s' ann cheana!"
+
+msgid "Rename Autoload"
+msgstr "Athainmnigh Autoload"
+
+msgid "Toggle Autoload Globals"
+msgstr "Scoránaigh Globals Autoload"
+
+msgid "Move Autoload"
+msgstr "Bog Uathluchtaigh"
+
+msgid "Remove Autoload"
+msgstr "Bain Uathlódáil"
+
+msgid "Enable"
+msgstr "Cumasaigh"
+
+msgid "Rearrange Autoloads"
+msgstr "Athchóirigh Autoloads"
+
+msgid "Can't add Autoload:"
+msgstr "Ní féidir uathlódáil a chur leis:"
+
+msgid "%s is an invalid path. File does not exist."
+msgstr "Is cosán neamhbhailí é %s. Níl an comhad ann."
+
+msgid "%s is an invalid path. Not in resource path (res://)."
+msgstr "Is cosán neamhbhailí é %s. Níl sé i gcosán acmhainne (res://)."
+
+msgid "Add Autoload"
+msgstr "Cuir Uathluchtaigh Leis"
+
+msgid "Path:"
+msgstr "Conair:"
+
+msgid "Set path or press \"%s\" to create a script."
+msgstr "Socraigh conair nó brúigh \"%s\" chun script a chruthú."
+
+msgid "Node Name:"
+msgstr "Ainm nód:"
+
+msgid "Global Variable"
+msgstr "Athróg Dhomhanda"
+
+msgid "3D Engine"
+msgstr "Inneall 3D"
+
+msgid "2D Physics"
+msgstr "Fisic 2D"
+
+msgid "3D Physics"
+msgstr "Fisic 3D"
+
+msgid "Navigation"
+msgstr "Nascleanúint"
+
+msgid "XR"
+msgstr "XRName"
+
+msgid "RenderingDevice"
+msgstr "RindreáilDevice"
+
+msgid "OpenGL"
+msgstr "OpenGLName"
+
+msgid "Vulkan"
+msgstr "Bolcán"
+
+msgid "Text Server: Fallback"
+msgstr "Freastalaí Téacs: Fallback"
+
+msgid "Text Server: Advanced"
+msgstr "Freastalaí Téacs: Casta"
+
+msgid "TTF, OTF, Type 1, WOFF1 Fonts"
+msgstr "TTF, OTF, Cineál 1, Clónna WOFF1"
+
+msgid "WOFF2 Fonts"
+msgstr "Clónna WOFF2"
+
+msgid "SIL Graphite Fonts"
+msgstr "Clónna Graifíte SIL"
+
+msgid "Multi-channel Signed Distance Field Font Rendering"
+msgstr "Rindreáil Cló Réimse Fad Sínithe Il-chainéil"
+
+msgid "3D Nodes as well as RenderingServer access to 3D features."
+msgstr "Nóid 3D chomh maith le rochtain RenderingServer ar ghnéithe 3D."
+
+msgid "2D Physics nodes and PhysicsServer2D."
+msgstr "Nóid Fisice 2D agus PhysicsServer2D."
+
+msgid "3D Physics nodes and PhysicsServer3D."
+msgstr "Nóid Fisice 3D agus PhysicsServer3D."
+
+msgid "Navigation, both 2D and 3D."
+msgstr "Loingseoireacht, 2D agus 3D araon."
+
+msgid "XR (AR and VR)."
+msgstr "XR (AR agus VR)."
+
+msgid ""
+"RenderingDevice based rendering (if disabled, the OpenGL back-end is "
+"required)."
+msgstr ""
+"RindreáilDevice rindreáil bunaithe (má tá sé díchumasaithe, tá cúl-deireadh "
+"OpenGL ag teastáil)."
+
+msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)."
+msgstr ""
+"OpenGL back-end (má tá sé díchumasaithe, tá cúl-deireadh RenderingDevice ag "
+"teastáil)."
+
+msgid "Vulkan back-end of RenderingDevice."
+msgstr "Vulkan cúl-deireadh rindreáilDevice."
+
+msgid ""
+"Fallback implementation of Text Server\n"
+"Supports basic text layouts."
+msgstr ""
+"Cur i bhfeidhm Cúltaca an Fhreastalaí Téacs\n"
+"Tacaíonn sé le leagan amach bunúsach téacs."
+
+msgid ""
+"Text Server implementation powered by ICU and HarfBuzz libraries.\n"
+"Supports complex text layouts, BiDi, and contextual OpenType font features."
+msgstr ""
+"Cur i bhfeidhm Freastalaí Téacs faoi thiomáint ag leabharlanna ICU agus "
+"HarfBuzz.\n"
+"Tacaíonn sé le leagan amach casta téacs, BiDi, agus gnéithe cló comhthéacsúla "
+"OpenType."
+
+msgid ""
+"TrueType, OpenType, Type 1, and WOFF1 font format support using FreeType "
+"library (if disabled, WOFF2 support is also disabled)."
+msgstr ""
+"Tacaíocht formáid cló TrueType, OpenType, Cineál 1, agus WOFF1 ag baint "
+"úsáide as leabharlann FreeType (má tá sé díchumasaithe, tá tacaíocht WOFF2 "
+"díchumasaithe freisin)."
+
+msgid "WOFF2 font format support using FreeType and Brotli libraries."
+msgstr ""
+"Tacaíocht formáid cló WOFF2 ag baint úsáide as leabharlanna FreeType agus "
+"Brotli."
+
+msgid ""
+"SIL Graphite smart font technology support (supported by Advanced Text Server "
+"only)."
+msgstr ""
+"Tacaíocht teicneolaíochta cló cliste SIL Graphite (le tacaíocht ó Advanced "
+"Text Server amháin)."
+
+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 ""
+"Tacaíocht rindreáil cló réimse achar sínithe il-chainéil ag baint úsáide as "
+"leabharlann MSDFGEN (is féidir clónna MSDF réamhdhéanta a úsáid fiú má tá an "
+"rogha seo díchumasaithe)."
+
+msgid "General Features:"
+msgstr "Gnéithe Ginearálta:"
+
+msgid "Text Rendering and Font Options:"
+msgstr "Rindreáil Téacs agus Roghanna Cló:"
+
+msgid "Reset the edited profile?"
+msgstr "Athshocraigh an phróifíl atheagraithe?"
+
+msgid "File saving failed."
+msgstr "Theip ar shábháil an chomhaid."
+
+msgid "Create a new profile?"
+msgstr "Cruthaigh próifíl nua?"
+
+msgid "This will scan all files in the current project to detect used classes."
+msgstr ""
+"Déanfaidh sé seo scanadh ar gach comhad sa tionscadal reatha chun ranganna "
+"úsáidte a bhrath."
+
+msgid "Nodes and Classes:"
+msgstr "Nóid agus Ranganna:"
+
+msgid "File '%s' format is invalid, import aborted."
+msgstr "Tá formáid an chomhaid '%s' neamhbhailí, á thobscor."
+
+msgid "Error saving profile to path: '%s'."
+msgstr "Earráid agus próifíl á sábháil go cosán: '%s'."
+
+msgid "New"
+msgstr "Nua"
+
+msgid "Save"
+msgstr "Sábháil"
+
+msgid "Profile:"
+msgstr "Próifíl:"
+
+msgid "Reset to Defaults"
+msgstr "Athshocraigh go Réamhshocruithe"
+
+msgid "Detect from Project"
+msgstr "Braith ón Tionscadal"
+
+msgid "Actions:"
+msgstr "Gníomhartha:"
+
+msgid "Configure Engine Compilation Profile:"
+msgstr "Cumraigh Próifíl Tiomsúcháin Innill:"
+
+msgid "Please Confirm:"
+msgstr "Deimhnigh le do thoil:"
+
+msgid "Engine Compilation Profile"
+msgstr "Próifíl Tiomsúcháin Innill"
+
+msgid "Load Profile"
+msgstr "Luchtaigh Próifíl"
+
+msgid "Export Profile"
+msgstr "Easpórtáil Próifíl"
+
+msgid "Forced Classes on Detect:"
+msgstr "Ranganna éigeantacha ar bhrath:"
+
+msgid "Edit Compilation Configuration Profile"
+msgstr "Cuir Próifíl Chumraíochta Tiomsúcháin in Eagar"
+
+msgid ""
+"Failed to execute command \"%s\":\n"
+"%s."
+msgstr ""
+"Theip ar ordú \"%s\" a rith:\n"
+"%s."
+
+msgid "Filter Commands"
+msgstr "Scag Orduithe"
+
+msgid "Paste Params"
+msgstr "Greamaigh Params"
+
+msgid "Updating Scene"
+msgstr "Radharc á Nuashonrú"
+
+msgid "Storing local changes..."
+msgstr "Athruithe áitiúla á stóráil..."
+
+msgid "Updating scene..."
+msgstr "Radharc á nuashonrú..."
+
+msgid "[empty]"
+msgstr "[folamh]"
+
+msgid "[unsaved]"
+msgstr "[gan sásamh]"
+
+msgid "%s - Godot Engine"
+msgstr "%s - Inneall Godot"
+
+msgid "Move this dock right one tab."
+msgstr "Bog an duga seo ar dheis cluaisín amháin."
+
+msgid "Move this dock left one tab."
+msgstr "Bog an duga seo ar chlé cluaisín amháin."
+
+msgid "Dock Position"
+msgstr "Ionad na nDuganna"
+
+msgid "Make Floating"
+msgstr "Déan Snámh"
+
+msgid "Make this dock floating."
+msgstr "Déan an duga seo ar snámh."
+
+msgid "Move to Bottom"
+msgstr "Bog go Bun"
+
+msgid "Move this dock to the bottom panel."
+msgstr "Bog an duga seo go dtí an painéal bun."
+
+msgid "Close this dock."
+msgstr "Dún an duga seo."
+
+msgid "3D Editor"
+msgstr "Eagarthóir 3D"
+
+msgid "Script Editor"
+msgstr "Eagarthóir Scripte"
+
+msgid "Asset Library"
+msgstr "Leabharlann Sócmhainní"
+
+msgid "Scene Tree Editing"
+msgstr "Eagarthóireacht Crann Radharc"
+
+msgid "Node Dock"
+msgstr "Duga nód"
+
+msgid "FileSystem Dock"
+msgstr "Duga an Chórais Comhad"
+
+msgid "Import Dock"
+msgstr "Duga Iompórtála"
+
+msgid "History Dock"
+msgstr "Duga Staire"
+
+msgid "Allows to view and edit 3D scenes."
+msgstr "Ceadaíonn sé radhairc 3D a fheiceáil agus a chur in eagar."
+
+msgid "Allows to edit scripts using the integrated script editor."
+msgstr ""
+"Ceadaíonn sé seo scripteanna a chur in eagar ag baint úsáide as an eagarthóir "
+"scripte comhtháite."
+
+msgid "Provides built-in access to the Asset Library."
+msgstr "Soláthraíonn sé rochtain ionsuite ar an Leabharlann Sócmhainní."
+
+msgid "Allows editing the node hierarchy in the Scene dock."
+msgstr ""
+"Ceadaíonn sé eagarthóireacht a dhéanamh ar ordlathas na nód sa duga Radharc."
+
+msgid ""
+"Allows to work with signals and groups of the node selected in the Scene dock."
+msgstr ""
+"Ceadaíonn sé oibriú le comharthaí agus grúpaí den nód a roghnaíodh sa duga "
+"Radharc."
+
+msgid "Allows to browse the local file system via a dedicated dock."
+msgstr ""
+"Ceadaíonn sé seo an córas comhad áitiúil a bhrabhsáil trí dhuga tiomnaithe."
+
+msgid ""
+"Allows to configure import settings for individual assets. Requires the "
+"FileSystem dock to function."
+msgstr ""
+"Ceadaíonn sé socruithe iompórtála a chumrú le haghaidh sócmhainní aonair. "
+"Éilíonn an duga FileSystem feidhmiú."
+
+msgid "Provides an overview of the editor's and each scene's undo history."
+msgstr ""
+"Tugtar forbhreathnú ar stair chealúcháin an eagarthóra agus gach radhairc."
+
+msgid "(current)"
+msgstr "(reatha)"
+
+msgid "(none)"
+msgstr "(aon cheann)"
+
+msgid "Remove currently selected profile, '%s'? Cannot be undone."
+msgstr "Bain an phróifíl roghnaithe faoi láthair, '%s'? Ní féidir é a chealú."
+
+msgid "Profile must be a valid filename and must not contain '.'"
+msgstr ""
+"Caithfidh an phróifíl a bheith ina comhadainm bailí agus gan '.' a bheith inti"
+
+msgid "Profile with this name already exists."
+msgstr "Tá próifíl leis an ainm seo ann cheana féin."
+
+msgid "(Editor Disabled, Properties Disabled)"
+msgstr "(Eagarthóir Díchumasaithe, Airíonna Díchumasaithe)"
+
+msgid "(Properties Disabled)"
+msgstr "(Airíonna Díchumasaithe)"
+
+msgid "(Editor Disabled)"
+msgstr "(Díchumasaíodh an tEagarthóir)"
+
+msgid "Class Options:"
+msgstr "Roghanna Ranga:"
+
+msgid "Enable Contextual Editor"
+msgstr "Cumasaigh Eagarthóir Comhthéacsúil"
+
+msgid "Class Properties:"
+msgstr "Airíonna Ranga:"
+
+msgid "Main Features:"
+msgstr "Príomhghnéithe:"
+
+msgid ""
+"Profile '%s' already exists. Remove it first before importing, import aborted."
+msgstr ""
+"Tá próifíl '%s' ann cheana. Bain é ar dtús roimh allmhairiú, allmhairiú "
+"aborted."
+
+msgid "Reset to Default"
+msgstr "Athshocraigh go Réamhshocrú"
+
+msgid "Current Profile:"
+msgstr "Próifíl Reatha:"
+
+msgid "Create Profile"
+msgstr "Cruthaigh Próifíl"
+
+msgid "Remove Profile"
+msgstr "Bain Próifíl"
+
+msgid "Available Profiles:"
+msgstr "Próifílí atá ar fáil:"
+
+msgid "Make Current"
+msgstr "Déan Reatha"
+
+msgid "Import"
+msgstr "Iompórtáil"
+
+msgid "Export"
+msgstr "Easpórtáil"
+
+msgid "Configure Selected Profile:"
+msgstr "Cumraigh an Phróifíl Roghnaithe:"
+
+msgid "Extra Options:"
+msgstr "Roghanna Breise:"
+
+msgid "Create or import a profile to edit available classes and properties."
+msgstr ""
+"Cruthaigh nó iompórtáil próifíl chun ranganna agus airíonna atá ar fáil a "
+"chur in eagar."
+
+msgid "New profile name:"
+msgstr "Ainm próifíle nua:"
+
+msgid "Godot Feature Profile"
+msgstr "Próifíl Gné Godot"
+
+msgid "Import Profile(s)"
+msgstr "Iompórtáil Próifíl(í)"
+
+msgid "Manage Editor Feature Profiles"
+msgstr "Bainistigh Próifílí Gné an Eagarthóra"
+
+msgid "Some extensions need the editor to restart to take effect."
+msgstr "Ní mór don eagarthóir atosú chun éifeacht a thabhairt do roinnt síntí."
+
+msgid "Restart"
+msgstr "Atosaigh"
+
+msgid "Save & Restart"
+msgstr "Sábháil & Atosaigh"
+
+msgid "ScanSources"
+msgstr "ScanFoinsí"
+
+msgid "Update Scene Groups"
+msgstr "Nuashonraigh Grúpaí Radhairc"
+
+msgid "Updating Scene Groups..."
+msgstr "Grúpaí Radhairc á nuashonrú..."
+
+msgid ""
+"There are multiple importers for different types pointing to file %s, import "
+"aborted"
+msgstr ""
+"Tá iliomad iompórtálaithe ann le haghaidh cineálacha éagsúla a dhíríonn ar "
+"chomhad %s, iompórtáil tobscortha"
+
+msgid "(Re)Importing Assets"
+msgstr "(Ath) Sócmhainní Iompórtála"
+
+msgid "Import resources of type: %s"
+msgstr "Iompórtáil acmhainní de chineál: %s"
+
+msgid "No return value."
+msgstr "Gan luach fillte."
+
+msgid "This value is an integer composed as a bitmask of the following flags."
+msgstr ""
+"Is slánuimhir é an luach seo atá comhdhéanta mar mhasc giotán de na bratacha "
+"seo a leanas."
+
+msgid "Deprecated"
+msgstr "Dímheasta"
+
+msgid "Experimental"
+msgstr "Turgnamhach"
+
+msgid "Deprecated:"
+msgstr "Dímheasta:"
+
+msgid "Experimental:"
+msgstr "Turgnamhach:"
+
+msgid "This method supports a variable number of arguments."
+msgstr "Tacaíonn an modh seo le líon athraitheach argóintí."
+
+msgid ""
+"This method is called by the engine.\n"
+"It can be overridden to customize built-in behavior."
+msgstr ""
+"Is é an t-inneall a thugann an modh seo.\n"
+"Is féidir é a shárú chun iompar tógtha a shaincheapadh."
+
+msgid ""
+"This method has no side effects.\n"
+"It does not modify the object in any way."
+msgstr ""
+"Níl aon fo-iarsmaí ag an modh seo.\n"
+"Ní athraíonn sé an réad ar bhealach ar bith."
+
+msgid ""
+"This method does not need an instance to be called.\n"
+"It can be called directly using the class name."
+msgstr ""
+"Ní gá cás a ghlaoch ar an modh seo.\n"
+"Is féidir glaoch air go díreach ag baint úsáide as ainm an ranga."
+
+msgid "Constructors"
+msgstr "Cruthaitheoirí"
+
+msgid "Operators"
+msgstr "Oibreoirí"
+
+msgid "Method Descriptions"
+msgstr "Cur Síos ar an Modh"
+
+msgid "Constructor Descriptions"
+msgstr "Cur Síos ar an Tógálaí"
+
+msgid "Operator Descriptions"
+msgstr "Cur Síos ar an Oibreoir"
+
+msgid "This method may be changed or removed in future versions."
+msgstr "Is féidir an modh seo a athrú nó a bhaint i leaganacha amach anseo."
+
+msgid "This constructor may be changed or removed in future versions."
+msgstr ""
+"Is féidir an cruthaitheoir seo a athrú nó a bhaint i leaganacha amach anseo."
+
+msgid "This operator may be changed or removed in future versions."
+msgstr ""
+"Is féidir an t-oibreoir seo a athrú nó a bhaint i leaganacha amach anseo."
+
+msgid "Error codes returned:"
+msgstr "Cóid earráide ar ais:"
+
+msgid "There is currently no description for this method."
+msgstr "Níl aon chur síos ar an modh seo faoi láthair."
+
+msgid "There is currently no description for this constructor."
+msgstr "Níl aon tuairisc ar an tógálaí seo faoi láthair."
+
+msgid "There is currently no description for this operator."
+msgstr "Níl aon tuairisc ar an oibreoir seo faoi láthair."
+
+msgid ""
+"There is currently no description for this method. Please help us by "
+"[color=$color][url=$url]contributing one[/url][/color]!"
+msgstr ""
+"Níl aon chur síos ar an modh seo faoi láthair. Cabhraigh linn le do thoil ag "
+"[dath = $color] [url = $url] ag cur ceann [/ url] [/ dath]!"
+
+msgid ""
+"There is currently no description for this constructor. Please help us by "
+"[color=$color][url=$url]contributing one[/url][/color]!"
+msgstr ""
+"Níl aon tuairisc ar an tógálaí seo faoi láthair. Cabhraigh linn le do thoil "
+"ag [dath = $color] [url = $url] ag cur ceann [/ url] [/ dath]!"
+
+msgid ""
+"There is currently no description for this operator. Please help us by "
+"[color=$color][url=$url]contributing one[/url][/color]!"
+msgstr ""
+"Níl aon tuairisc ar an oibreoir seo faoi láthair. Cabhraigh linn le do thoil "
+"ag [dath = $color] [url = $url] ag cur ceann [/ url] [/ dath]!"
+
+msgid "Top"
+msgstr "Barr"
+
+msgid "Class:"
+msgstr "Rang:"
+
+msgid "This class may be changed or removed in future versions."
+msgstr "Is féidir an rang seo a athrú nó a bhaint i leaganacha amach anseo."
+
+msgid "Inherits:"
+msgstr "Oidhreacht:"
+
+msgid "Inherited by:"
+msgstr "Le hoidhreacht ag:"
+
+msgid "Description"
+msgstr "Cur síos"
+
+msgid "There is currently no description for this class."
+msgstr "Níl aon chur síos ar an rang seo faoi láthair."
+
+msgid ""
+"There is currently no description for this class. Please help us by "
+"[color=$color][url=$url]contributing one[/url][/color]!"
+msgstr ""
+"Níl aon chur síos ar an rang seo faoi láthair. Cabhraigh linn le do thoil ag "
+"[dath = $color] [url = $url] ag cur ceann [/ url] [/ dath]!"
+
+msgid "Note:"
+msgstr "Nóta:"
+
+msgid ""
+"There are notable differences when using this API with C#. See [url=%s]C# API "
+"differences to GDScript[/url] for more information."
+msgstr ""
+"Tá difríochtaí suntasacha ann agus an API seo á úsáid le C#. Féach [url=%s]C# "
+"difríochtaí API le GDScript[/url] le haghaidh tuilleadh eolais."
+
+msgid "Online Tutorials"
+msgstr "Ranganna Teagaisc Ar Líne"
+
+msgid "Properties"
+msgstr "Airíonna"
+
+msgid "overrides %s:"
+msgstr "Sáraíonn sé %s:"
+
+msgid "default:"
+msgstr "réamhshocrú:"
+
+msgid "property:"
+msgstr "maoin:"
+
+msgid "Theme Properties"
+msgstr "Airíonna an Téama"
+
+msgid "Colors"
+msgstr "Dathanna"
+
+msgid "Constants"
+msgstr "Tairisigh"
+
+msgid "Fonts"
+msgstr "Foinsí"
+
+msgid "Font Sizes"
+msgstr "Clómhéideanna"
+
+msgid "Icons"
+msgstr "Deilbhíní"
+
+msgid "Styles"
+msgstr "Stíleanna"
+
+msgid "There is currently no description for this theme property."
+msgstr "Níl aon chur síos ar an maoin téama seo faoi láthair."
+
+msgid ""
+"There is currently no description for this theme property. Please help us by "
+"[color=$color][url=$url]contributing one[/url][/color]!"
+msgstr ""
+"Níl aon chur síos ar an maoin téama seo faoi láthair. Cabhraigh linn le do "
+"thoil ag [dath = $color] [url = $url] ag cur ceann [/ url] [/ dath]!"
+
+msgid "This signal may be changed or removed in future versions."
+msgstr ""
+"Is féidir an comhartha seo a athrú nó a bhaint i leaganacha amach anseo."
+
+msgid "There is currently no description for this signal."
+msgstr "Níl aon chur síos ar an gcomhartha seo faoi láthair."
+
+msgid ""
+"There is currently no description for this signal. Please help us by "
+"[color=$color][url=$url]contributing one[/url][/color]!"
+msgstr ""
+"Níl aon chur síos ar an gcomhartha seo faoi láthair. Cabhraigh linn le do "
+"thoil ag [dath = $color] [url = $url] ag cur ceann [/ url] [/ dath]!"
+
+msgid "Enumerations"
+msgstr "Áirimh"
+
+msgid "This enumeration may be changed or removed in future versions."
+msgstr ""
+"Is féidir an t-áireamh seo a athrú nó a bhaint i leaganacha amach anseo."
+
+msgid "This constant may be changed or removed in future versions."
+msgstr ""
+"Is féidir an tairiseach seo a athrú nó a bhaint i leaganacha amach anseo."
+
+msgid "Annotations"
+msgstr "Anótálacha"
+
+msgid "There is currently no description for this annotation."
+msgstr "Níl aon chur síos ar an anótáil seo faoi láthair."
+
+msgid ""
+"There is currently no description for this annotation. Please help us by "
+"[color=$color][url=$url]contributing one[/url][/color]!"
+msgstr ""
+"Níl aon chur síos ar an anótáil seo faoi láthair. Cabhraigh linn le do thoil "
+"ag [dath = $color] [url = $url] ag cur ceann [/ url] [/ dath]!"
+
+msgid "Property Descriptions"
+msgstr "Tuairiscí Maoine"
+
+msgid "(value)"
+msgstr "(luach)"
+
+msgid "This property may be changed or removed in future versions."
+msgstr "Is féidir an mhaoin seo a athrú nó a bhaint i leaganacha amach anseo."
+
+msgid ""
+"[b]Note:[/b] The returned array is [i]copied[/i] and any changes to it will "
+"not update the original property value. See [%s] for more details."
+msgstr ""
+"[b] Tabhair faoi deara:[/b] Is é an eagar ar ais [i]chóipeáil[/i] agus ní "
+"dhéanfaidh aon athruithe air an luach maoine bunaidh a nuashonrú. Féach [%s] "
+"le haghaidh tuilleadh sonraí."
+
+msgid "There is currently no description for this property."
+msgstr "Níl aon tuairisc ar an maoin seo faoi láthair."
+
+msgid ""
+"There is currently no description for this property. Please help us by "
+"[color=$color][url=$url]contributing one[/url][/color]!"
+msgstr ""
+"Níl aon tuairisc ar an maoin seo faoi láthair. Cabhraigh linn le do thoil ag "
+"[dath = $color] [url = $url] ag cur ceann [/ url] [/ dath]!"
+
+msgid "Editor"
+msgstr "Eagarthóir"
+
+msgid "Click to copy."
+msgstr "Cliceáil chun cóipeáil."
+
+msgid "No description available."
+msgstr "Níl cur síos ar fáil."
+
+msgid "Metadata:"
+msgstr "Meiteashonraí:"
+
+msgid "Setting:"
+msgstr "Socrú:"
+
+msgid "Property:"
+msgstr "Maoin:"
+
+msgid "Internal Property:"
+msgstr "Maoin Inmheánach:"
+
+msgid "This property can only be set in the Inspector."
+msgstr "Ní féidir an mhaoin seo a shocrú ach amháin sa Chigire."
+
+msgid "Method:"
+msgstr "Modh:"
+
+msgid "Signal:"
+msgstr "Comhartha:"
+
+msgid "Theme Property:"
+msgstr "Maoin Téama:"
+
+msgid "%d match."
+msgstr "%d comhoiriúnach."
+
+msgid "%d matches."
+msgstr "%d comhoiriúnach."
+
+msgid "Constructor"
+msgstr "Cruthaitheoir"
+
+msgid "Method"
+msgstr "Modh"
+
+msgid "Operator"
+msgstr "Oibreoir"
+
+msgid "Signal"
+msgstr "Comhartha"
+
+msgid "Constant"
+msgstr "Tairiseach"
+
+msgid "Property"
+msgstr "Maoin"
+
+msgid "Theme Property"
+msgstr "Airíonna Téama"
+
+msgid "Annotation"
+msgstr "Anótáil"
+
+msgid "Search Help"
+msgstr "Cabhair Chuardaigh"
+
+msgid "Case Sensitive"
+msgstr "Cásíogair"
+
+msgid "Show Hierarchy"
+msgstr "Taispeáin Ordlathas"
+
+msgid "Display All"
+msgstr "Taispeáin Gach Rud"
+
+msgid "Classes Only"
+msgstr "Ranganna Amháin"
+
+msgid "Constructors Only"
+msgstr "Cruthaitheoirí Amháin"
+
+msgid "Methods Only"
+msgstr "Modhanna Amháin"
+
+msgid "Operators Only"
+msgstr "Oibreoirí Amháin"
+
+msgid "Signals Only"
+msgstr "Comharthaí Amháin"
+
+msgid "Annotations Only"
+msgstr "Anótálacha Amháin"
+
+msgid "Constants Only"
+msgstr "Tairisigh Amháin"
+
+msgid "Properties Only"
+msgstr "Airíonna Amháin"
+
+msgid "Theme Properties Only"
+msgstr "Airíonna téama amháin"
+
+msgid "Member Type"
+msgstr "Cineál Ball"
+
+msgid "(constructors)"
+msgstr "(cruthaitheoirí)"
+
+msgid "Keywords"
+msgstr "Eochairfhocail"
+
+msgid "Class"
+msgstr "Aicme"
+
+msgid "This member is marked as deprecated."
+msgstr "Tá an ball seo marcáilte mar dhímheas."
+
+msgid "This member is marked as experimental."
+msgstr "Tá an ball seo marcáilte mar thurgnamhach."
+
+msgid "Pin Value"
+msgstr "Luach bioráin"
+
+msgid "Pin Value [Disabled because '%s' is editor-only]"
+msgstr "Luach PIN [Díchumasaithe toisc go bhfuil '%s' ina eagarthóir amháin]"
+
+msgid "Pinning a value forces it to be saved even if it's equal to the default."
+msgstr ""
+"Pinning fórsaí luach é a shábháil fiú má tá sé comhionann leis an "
+"mainneachtain."
+
+msgid "(%d change)"
+msgid_plural "(%d changes)"
+msgstr[0] "(%d athrú)"
+msgstr[1] "(%d athruithe)"
+msgstr[2] "(%d athruithe)"
+msgstr[3] "(%d athruithe)"
+msgstr[4] "(%d athruithe)"
+
+msgid "Add element to property array with prefix %s."
+msgstr "Cuir eilimint le eagar maoine leis an réimír %s."
+
+msgid "Remove element %d from property array with prefix %s."
+msgstr "Bain eilimint %d ó eagar maoine leis an réimír %s."
+
+msgid "Move element %d to position %d in property array with prefix %s."
+msgstr "Bog eilimint %d chun %d a shuíomh in eagar maoine leis an réimír %s."
+
+msgid "Clear Property Array with Prefix %s"
+msgstr "Glan eagar na Maoine leis an réimír %s"
+
+msgid "Resize Property Array with Prefix %s"
+msgstr "Athraigh Eagar Na Maoine le Réimír %s"
+
+msgid "Element %d: %s%d*"
+msgstr "Eilimint %d: %s%d*"
+
+msgid "Move Up"
+msgstr "Bog Suas"
+
+msgid "Move Down"
+msgstr "Bog Síos"
+
+msgid "Insert New Before"
+msgstr "Ionsáigh Nua Roimh"
+
+msgid "Insert New After"
+msgstr "Ionsáigh Nua Tar éis"
+
+msgid "Clear Array"
+msgstr "Eagar Glan"
+
+msgid "Resize Array..."
+msgstr "Athraigh Méid an Eagair..."
+
+msgid "Add Element"
+msgstr "Cuir Eilimint Leis"
+
+msgid "Resize Array"
+msgstr "Athraigh Méid an Eagair"
+
+msgid "New Size:"
+msgstr "Méid Nua:"
+
+msgid "Element %s"
+msgstr "Eilimint %s"
+
+msgid "Add Metadata"
+msgstr "Cuir Meiteashonraí Leis"
+
+msgid "Set %s"
+msgstr "Socraigh %s"
+
+msgid "Set Multiple: %s"
+msgstr "Socraigh Il: %s"
+
+msgid "Remove metadata %s"
+msgstr "Bain meiteashonraí %s"
+
+msgid "Pinned %s"
+msgstr "Pionnáilte %s"
+
+msgid "Unpinned %s"
+msgstr "Gan phionnáil %s"
+
+msgid "Add metadata %s"
+msgstr "Cuir meiteashonraí %s leis"
+
+msgid "Metadata name can't be empty."
+msgstr "Ní féidir ainm meiteashonraí a bheith folamh."
+
+msgid "Metadata name must be a valid identifier."
+msgstr "Ní mór ainm meiteashonraí a bheith ina aitheantóir bailí."
+
+msgid "Metadata with name \"%s\" already exists."
+msgstr "Tá meiteashonraí leis an ainm \"%s\" ann cheana."
+
+msgid "Names starting with _ are reserved for editor-only metadata."
+msgstr ""
+"Ainmneacha ag tosú le _ in áirithe le haghaidh meiteashonraí eagarthóir "
+"amháin."
+
+msgid "Name:"
+msgstr "Ainm:"
+
+msgid "Metadata name is valid."
+msgstr "Tá ainm meiteashonraí bailí."
+
+msgid "Add Metadata Property for \"%s\""
+msgstr "Cuir Airíonna Meiteashonraí le haghaidh \"%s\""
+
+msgid "Copy Value"
+msgstr "Cóipeáil Luach"
+
+msgid "Paste Value"
+msgstr "Greamaigh Luach"
+
+msgid "Copy Property Path"
+msgstr "Cóipeáil Conair na Maoine"
+
+msgid "Creating Mesh Previews"
+msgstr "Réamhamhairc Mogalra a Chruthú"
+
+msgid "Thumbnail..."
+msgstr "Mionsamhail..."
+
+msgid "Select existing layout:"
+msgstr "Roghnaigh an leagan amach atá ann cheana:"
+
+msgid "Or enter new layout name"
+msgstr "Nó cuir isteach ainm nua an leagain amach"
+
+msgid "Changed Locale Language Filter"
+msgstr "Athraigh scagaire teanga logánaitheName"
+
+msgid "Changed Locale Script Filter"
+msgstr "Athraigh Scagaire Scripte Logánaithe"
+
+msgid "Changed Locale Country Filter"
+msgstr "Athraigh Scagaire Tíre LogánaitheName"
+
+msgid "Changed Locale Filter Mode"
+msgstr "Athraíodh mód scagaire logchaighdeán"
+
+msgid "[Default]"
+msgstr "[Réamhshocrú]"
+
+msgid "Select a Locale"
+msgstr "Roghnaigh"
+
+msgid "Show All Locales"
+msgstr "Taispeáin Gach Logán"
+
+msgid "Show Selected Locales Only"
+msgstr "Taispeáin Logchaighdeáin roghnaithe amháin"
+
+msgid "Edit Filters"
+msgstr "Cuir Scagairí in Eagar"
+
+msgid "Language:"
+msgstr "Teanga:"
+
+msgctxt "Locale"
+msgid "Script:"
+msgstr "Script:"
+
+msgid "Country:"
+msgstr "Tír:"
+
+msgid "Language"
+msgstr "Teanga"
+
+msgctxt "Locale"
+msgid "Script"
+msgstr "Script"
+
+msgid "Country"
+msgstr "Tír"
+
+msgid "Variant"
+msgstr "Malairt"
+
+msgid "Filter Messages"
+msgstr "Scag Teachtaireachtaí"
+
+msgid "Clear Output"
+msgstr "Glan Aschur"
+
+msgid "Copy Selection"
+msgstr "Cóipeáil an Roghnúchán"
+
+msgid ""
+"Collapse duplicate messages into one log entry. Shows number of occurrences."
+msgstr ""
+"Laghdaigh teachtaireachtaí dúblacha in iontráil logála amháin. Taispeánann "
+"seo líon na dtarluithe."
+
+msgid "Focus Search/Filter Bar"
+msgstr "Barra Cuardaigh/Scagaire Fócais"
+
+msgid "Toggle visibility of standard output messages."
+msgstr "Scoránaigh infheictheacht teachtaireachtaí caighdeánacha aschuir."
+
+msgid "Toggle visibility of errors."
+msgstr "Scoránaigh infheictheacht earráidí."
+
+msgid "Toggle visibility of warnings."
+msgstr "Scoránaigh infheictheacht rabhaidh."
+
+msgid "Toggle visibility of editor messages."
+msgstr "Scoránaigh infheictheacht teachtaireachtaí eagarthóra."
+
+msgid "Native Shader Source Inspector"
+msgstr "Cigire Foinse Shader Dúchasach"
+
+msgid "Unnamed Project"
+msgstr "Tionscadal Gan Ainm"
+
+msgid ""
+"Spins when the editor window redraws.\n"
+"Update Continuously is enabled, which can increase power usage. Click to "
+"disable it."
+msgstr ""
+"Spins nuair a redraws an fhuinneog eagarthóir.\n"
+"Nuashonrú Cumasaithe go leanúnach, ar féidir leis úsáid cumhachta a mhéadú. "
+"Cliceáil chun é a dhíchumasú."
+
+msgid "Spins when the editor window redraws."
+msgstr "Spins nuair a redraws an fhuinneog eagarthóir."
+
+msgid "Imported resources can't be saved."
+msgstr "Ní féidir acmhainní iompórtáilte a shábháil."
+
+msgid "OK"
+msgstr "Ceart go leor"
+
+msgid "Error saving resource!"
+msgstr "Earráid agus acmhainn á sábháil!"
+
+msgid ""
+"This resource can't be saved because it does not belong to the edited scene. "
+"Make it unique first."
+msgstr ""
+"Ní féidir an acmhainn seo a shábháil toisc nach mbaineann sé leis an radharc "
+"atheagraithe. Déan uathúil é ar dtús."
+
+msgid ""
+"This resource can't be saved because it was imported from another file. Make "
+"it unique first."
+msgstr ""
+"Ní féidir an acmhainn seo a shábháil toisc gur iompórtáladh í ó chomhad eile. "
+"Déan uathúil é ar dtús."
+
+msgid "Save Resource As..."
+msgstr "Sábháil Acmhainn Mar..."
+
+msgid "Can't open file for writing:"
+msgstr "Ní féidir comhad a oscailt le scríobh:"
+
+msgid "Requested file format unknown:"
+msgstr "Ní fios formáid comhaid iarrtha:"
+
+msgid "Error while saving."
+msgstr "Earráid agus sábháil á sábháil."
+
+msgid "Can't open file '%s'. The file could have been moved or deleted."
+msgstr ""
+"Ní féidir comhad '%s' a oscailt. D'fhéadfaí an comhad a bhogadh nó a "
+"scriosadh."
+
+msgid "Error while parsing file '%s'."
+msgstr "Earráid agus comhad '%s' á pharsáil."
+
+msgid "Scene file '%s' appears to be invalid/corrupt."
+msgstr ""
+"Dealraíonn sé go bhfuil an comhad radhairc '%s' neamhbhailí/truaillithe."
+
+msgid "Missing file '%s' or one of its dependencies."
+msgstr "Comhad '%s' ar iarraidh nó ceann dá spleáchais."
+
+msgid ""
+"File '%s' is saved in a format that is newer than the formats supported by "
+"this version of Godot, so it can't be opened."
+msgstr ""
+"Sábháiltear an comhad '%s' i bhformáid atá níos nuaí ná na formáidí a "
+"dtacaíonn an leagan seo de Godot leo, ionas nach féidir é a oscailt."
+
+msgid "Error while loading file '%s'."
+msgstr "Earráid agus comhad '%s' á luchtú."
+
+msgid "Saving Scene"
+msgstr "Radharc á Shábháil"
+
+msgid "Analyzing"
+msgstr "Anailís"
+
+msgid "Creating Thumbnail"
+msgstr "Mionsamhail á Cruthú"
+
+msgid "This operation can't be done without a tree root."
+msgstr "Ní féidir an oibríocht seo a dhéanamh gan fréamh crainn."
+
+msgid ""
+"This scene can't be saved because there is a cyclic instance inclusion.\n"
+"Please resolve it and then attempt to save again."
+msgstr ""
+"Ní féidir an radharc seo a shábháil toisc go bhfuil cuimsiú cásanna "
+"timthriallach ann.\n"
+"Réitigh é le do thoil agus ansin déan iarracht é a shábháil arís."
+
+msgid ""
+"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't "
+"be satisfied."
+msgstr ""
+"Níorbh fhéidir radharc a shábháil. Níorbh fhéidir spleáchais dhóchúla "
+"(cásanna nó oidhreacht) a shásamh."
+
+msgid "Save scene before running..."
+msgstr "Sábháil radharc roimh rith..."
+
+msgid "Could not save one or more scenes!"
+msgstr "Níorbh fhéidir radharc amháin nó níos mó a shábháil!"
+
+msgid "Save All Scenes"
+msgstr "Sábháil Gach Radharc"
+
+msgid "Can't overwrite scene that is still open!"
+msgstr "Ní féidir an radharc atá fós ar oscailt a fhorscríobh!"
+
+msgid "Merge With Existing"
+msgstr "Cumaisc le Reatha"
+
+msgid "Apply MeshInstance Transforms"
+msgstr "Cuir Claochluithe MogalraInstance i bhfeidhm"
+
+msgid "Can't load MeshLibrary for merging!"
+msgstr "Ní féidir MeshLibrary a luchtú le haghaidh cumaisc!"
+
+msgid "Error saving MeshLibrary!"
+msgstr "Earráid agus Mogalra á shábháil!"
+
+msgid ""
+"An error occurred while trying to save the editor layout.\n"
+"Make sure the editor's user data path is writable."
+msgstr ""
+"Tharla earráid agus iarracht á déanamh leagan amach an eagarthóra a "
+"shábháil.\n"
+"Cinntigh go bhfuil cosán sonraí úsáideora an eagarthóra inscríofa."
+
+msgid ""
+"Default editor layout overridden.\n"
+"To restore the Default layout to its base settings, use the Delete Layout "
+"option and delete the Default layout."
+msgstr ""
+"Sáraíodh leagan amach réamhshocraithe an eagarthóra.\n"
+"Chun an leagan amach Réamhshocraithe a chur ar ais chuig a bhunshocruithe, "
+"bain úsáid as an leagan amach Scrios agus scrios an leagan amach "
+"Réamhshocraithe."
+
+msgid "Layout name not found!"
+msgstr "Níor aimsíodh ainm an leagain amach!"
+
+msgid "Restored the Default layout to its base settings."
+msgstr "Aischuireadh an leagan amach réamhshocraithe ar a bhunshocruithe."
+
+msgid "This object is marked as read-only, so it's not editable."
+msgstr "Tá an réad seo marcáilte mar inléite amháin, mar sin níl sé in eagar."
+
+msgid ""
+"This resource belongs to a scene that was imported, so it's not editable.\n"
+"Please read the documentation relevant to importing scenes to better "
+"understand this workflow."
+msgstr ""
+"Baineann an acmhainn seo le radharc a allmhairíodh, mar sin níl sé in eagar.\n"
+"Léigh na doiciméid a bhaineann le radhairc a iompórtáil chun tuiscint níos "
+"fearr a fháil ar an sreabhadh oibre seo."
+
+msgid ""
+"This resource belongs to a scene that was instantiated or inherited.\n"
+"Changes to it must be made inside the original scene."
+msgstr ""
+"Baineann an acmhainn seo le radharc a bhí toirtithe nó oidhreacht.\n"
+"Ní mór athruithe a dhéanamh air taobh istigh den radharc bunaidh."
+
+msgid ""
+"This resource was imported, so it's not editable. Change its settings in the "
+"import panel and then re-import."
+msgstr ""
+"Iompórtáladh an acmhainn seo, mar sin níl sé in eagar. Athraigh a shocruithe "
+"sa phainéal iompórtála agus ansin athiompórtáil."
+
+msgid ""
+"This scene was imported, so changes to it won't be kept.\n"
+"Instantiating or inheriting it will allow you to make changes to it.\n"
+"Please read the documentation relevant to importing scenes to better "
+"understand this workflow."
+msgstr ""
+"Iompórtáladh an radharc seo, mar sin ní choinneofar athruithe air.\n"
+"Má dhéantar é a mheandarú nó a fháil le hoidhreacht, ligfidh sé duit "
+"athruithe a dhéanamh air.\n"
+"Léigh na doiciméid a bhaineann le radhairc a iompórtáil chun tuiscint níos "
+"fearr a fháil ar an sreabhadh oibre seo."
+
+msgid "Changes may be lost!"
+msgstr "D'fhéadfadh athruithe a bheith caillte!"
+
+msgid "This object is read-only."
+msgstr "Tá an réad seo inléite amháin."
+
+msgid "Open Base Scene"
+msgstr "Oscail Bunradharc"
+
+msgid "Quick Open..."
+msgstr "Oscailte Tapa..."
+
+msgid "Quick Open Scene..."
+msgstr "Radharc Oscailte Tapa..."
+
+msgid "Quick Open Script..."
+msgstr "Script Oscailte Thapa..."
+
+msgid "%s no longer exists! Please specify a new save location."
+msgstr "Níl %s ann a thuilleadh! Sonraigh suíomh sábhála nua le do thoil."
+
+msgid ""
+"The current scene has no root node, but %d modified external resource(s) and/"
+"or plugin data were saved anyway."
+msgstr ""
+"Níl aon nód fréimhe ag an radharc reatha, ach sábháladh %d acmhainní "
+"seachtracha modhnaithe agus / nó sonraí breiseáin ar aon nós."
+
+msgid ""
+"A root node is required to save the scene. You can add a root node using the "
+"Scene tree dock."
+msgstr ""
+"Tá nód fréimhe ag teastáil chun an radharc a shábháil. Is féidir leat nód "
+"fréimhe a chur leis ag baint úsáide as an duga crann Radharc."
+
+msgid "Save Scene As..."
+msgstr "Sábháil radharc mar..."
+
+msgid "Current scene not saved. Open anyway?"
+msgstr "Níor sábháladh an radharc reatha. Oscailte ar aon nós?"
+
+msgid "Can't undo while mouse buttons are pressed."
+msgstr "Ní féidir é a chealú agus cnaipí luiche brúite."
+
+msgid "Nothing to undo."
+msgstr "Ní dhéanfaidh aon ní a chealú."
+
+msgid "Global Undo: %s"
+msgstr "Cealaigh Go Domhanda: %s"
+
+msgid "Remote Undo: %s"
+msgstr "Cealaigh cianda: %s"
+
+msgid "Scene Undo: %s"
+msgstr "Cealaigh an Radharc: %s"
+
+msgid "Can't redo while mouse buttons are pressed."
+msgstr "Ní féidir athdhéanadh agus cnaipí luiche brúite."
+
+msgid "Nothing to redo."
+msgstr "Ní dhéanfaidh aon ní a redo."
+
+msgid "Global Redo: %s"
+msgstr "Athdhéan Domhanda: %s"
+
+msgid "Remote Redo: %s"
+msgstr "Athdhéan cianda: %s"
+
+msgid "Scene Redo: %s"
+msgstr "Athdhéan Radhairc: %s"
+
+msgid "Can't reload a scene that was never saved."
+msgstr "Ní féidir radharc nár sábháladh riamh a athluchtú."
+
+msgid "Reload Saved Scene"
+msgstr "Athluchtaigh an Radharc Sábháilte"
+
+msgid ""
+"The current scene has unsaved changes.\n"
+"Reload the saved scene anyway? This action cannot be undone."
+msgstr ""
+"Tá athruithe gan sábháil ar an radharc reatha.\n"
+"Athluchtaigh an radharc sábháilte ar aon nós? Ní féidir an gníomh seo a "
+"chealú."
+
+msgid "Save & Reload"
+msgstr "Sábháil & Athlódáil"
+
+msgid "Save modified resources before reloading?"
+msgstr "Sábháil acmhainní modhnaithe roimh athlódáil?"
+
+msgid "Save & Quit"
+msgstr "Sábháil & Scoir"
+
+msgid "Save modified resources before closing?"
+msgstr "Sábháil acmhainní modhnaithe roimh dhúnadh?"
+
+msgid "Save changes to the following scene(s) before reloading?"
+msgstr ""
+"Sábháil athruithe ar an radharc/na radhairc seo a leanas sula n-"
+"athluchtaítear iad?"
+
+msgid "Save changes to the following scene(s) before quitting?"
+msgstr "Sábháil athruithe ar an radharc/na radhairc seo a leanas roimh scor?"
+
+msgid "Save changes to the following scene(s) before opening Project Manager?"
+msgstr ""
+"Sábháil athruithe ar an radharc/na radhairc seo a leanas sula n-osclaíonn tú "
+"an Bainisteoir Tionscadail?"
+
+msgid ""
+"This option is deprecated. Situations where refresh must be forced are now "
+"considered a bug. Please report."
+msgstr ""
+"Déantar an rogha seo a dhímheas. Meastar anois gur fabht é cásanna ina "
+"gcaithfear athnuachan a dhéanamh. Tuairiscigh, le do thoil."
+
+msgid "Pick a Main Scene"
+msgstr "Roghnaigh Príomh-Radharc"
+
+msgid "This operation can't be done without a scene."
+msgstr "Ní féidir an oibríocht seo a dhéanamh gan radharc."
+
+msgid "Export Mesh Library"
+msgstr "Easpórtáil Leabharlann Mogalra"
+
+msgid "Unable to enable addon plugin at: '%s' parsing of config failed."
+msgstr ""
+"Ní féidir breiseán addon a chumasú ag: Theip ar pharsáil cumraíochta '%s'."
+
+msgid "Unable to find script field for addon plugin at: '%s'."
+msgstr ""
+"Ní féidir réimse scripte a aimsiú le haghaidh breiseán breiseáin ag: '%s'."
+
+msgid "Unable to load addon script from path: '%s'."
+msgstr "Ní féidir script an bhreiseáin a luchtú ón gcosán: '%s'."
+
+msgid ""
+"Unable to load addon script from path: '%s'. This might be due to a code "
+"error in that script.\n"
+"Disabling the addon at '%s' to prevent further errors."
+msgstr ""
+"Ní féidir script an bhreiseáin a luchtú ón gcosán: '%s'. D'fhéadfadh sé seo a "
+"bheith mar gheall ar earráid cód sa script sin.\n"
+"An breiseán ag '%s' a dhíchumasú chun tuilleadh earráidí a chosc."
+
+msgid ""
+"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'."
+msgstr ""
+"Ní féidir script an bhreiseáin a luchtú ón gcosán: '%s'. Ní 'EditorPlugin' an "
+"bunchineál."
+
+msgid "Unable to load addon script from path: '%s'. Script is not in tool mode."
+msgstr ""
+"Ní féidir script an bhreiseáin a luchtú ón gcosán: '%s'. Níl an script i mód "
+"uirlisí."
+
+msgid ""
+"Scene '%s' was automatically imported, so it can't be modified.\n"
+"To make changes to it, a new inherited scene can be created."
+msgstr ""
+"Iompórtáladh radharc '%s' go huathoibríoch, ionas nach féidir é a athrú.\n"
+"Chun athruithe a dhéanamh air, is féidir radharc nua oidhreachta a chruthú."
+
+msgid ""
+"Error loading scene, it must be inside the project path. Use 'Import' to open "
+"the scene, then save it inside the project path."
+msgstr ""
+"Earráid agus radharc á luchtú, caithfidh sé a bheith taobh istigh de chonair "
+"an tionscadail. Bain úsáid as 'Iompórtáil' chun an radharc a oscailt, ansin é "
+"a shábháil taobh istigh de chonair an tionscadail."
+
+msgid "Scene '%s' has broken dependencies:"
+msgstr "Tá spleáchais briste ag radharc '%s':"
+
+msgid ""
+"Multi-window support is not available because the `--single-window` command "
+"line argument was used to start the editor."
+msgstr ""
+"Níl tacaíocht ilfhuinneoige ar fáil toisc gur úsáideadh argóint líne na n-"
+"orduithe '--single-window' chun an t-eagarthóir a thosú."
+
+msgid ""
+"Multi-window support is not available because the current platform doesn't "
+"support multiple windows."
+msgstr ""
+"Níl tacaíocht ilfhuinneog ar fáil toisc nach dtacaíonn an t-ardán reatha le "
+"fuinneoga éagsúla."
+
+msgid ""
+"Multi-window support is not available because Interface > Editor > Single "
+"Window Mode is enabled in the editor settings."
+msgstr ""
+"Níl tacaíocht ilfhuinneog ar fáil toisc go bhfuil Comhéadan > Eagarthóir > "
+"Mód Fuinneog Aonair cumasaithe i socruithe an eagarthóra."
+
+msgid ""
+"Multi-window support is not available because Interface > Multi Window > "
+"Enable is disabled in the editor settings."
+msgstr ""
+"Níl tacaíocht ilfhuinneog ar fáil toisc go bhfuil Interface > Multi Window > "
+"Enable díchumasaithe i socruithe an eagarthóra."
+
+msgid "Clear Recent Scenes"
+msgstr "Glan Radhairc Le Déanaí"
+
+msgid "There is no defined scene to run."
+msgstr "Níl aon radharc sainithe le rith."
+
+msgid ""
+"No main scene has ever been defined, select one?\n"
+"You can change it later in \"Project Settings\" under the 'application' "
+"category."
+msgstr ""
+"Níor sainmhíníodh aon phríomh-radharc riamh, roghnaigh ceann amháin?\n"
+"Is féidir leat é a athrú níos déanaí i \"Socruithe Tionscadail\" faoin "
+"gcatagóir 'feidhmchlár'."
+
+msgid ""
+"Selected scene '%s' does not exist, select a valid one?\n"
+"You can change it later in \"Project Settings\" under the 'application' "
+"category."
+msgstr ""
+"Níl radharc roghnaithe '%s' ann, roghnaigh ceann bailí?\n"
+"Is féidir leat é a athrú níos déanaí i \"Socruithe Tionscadail\" faoin "
+"gcatagóir 'feidhmchlár'."
+
+msgid ""
+"Selected scene '%s' is not a scene file, select a valid one?\n"
+"You can change it later in \"Project Settings\" under the 'application' "
+"category."
+msgstr ""
+"Ní comhad radhairc é an radharc roghnaithe '%s', roghnaigh ceann bailí?\n"
+"Is féidir leat é a athrú níos déanaí i \"Socruithe Tionscadail\" faoin "
+"gcatagóir 'feidhmchlár'."
+
+msgid "Save Layout..."
+msgstr "Sábháil Leagan Amach..."
+
+msgid "Delete Layout..."
+msgstr "Scrios Leagan Amach..."
+
+msgid "Default"
+msgstr "Réamhshocrú"
+
+msgid "Save Layout"
+msgstr "Sábháil Leagan Amach"
+
+msgid "Delete Layout"
+msgstr "Scrios Leagan Amach"
+
+msgid "This scene was never saved."
+msgstr "Níor sábháladh an radharc seo riamh."
+
+msgid "%d second ago"
+msgid_plural "%d seconds ago"
+msgstr[0] "%d soicind ó shin"
+msgstr[1] "%d soicindí ó shin"
+msgstr[2] "%d soicindí ó shin"
+msgstr[3] "%d soicindí ó shin"
+msgstr[4] "%d soicindí ó shin"
+
+msgid "%d minute ago"
+msgid_plural "%d minutes ago"
+msgstr[0] "%d nóiméad ó shin"
+msgstr[1] "%d nóiméad ó shin"
+msgstr[2] "%d nóiméad ó shin"
+msgstr[3] "%d nóiméad ó shin"
+msgstr[4] "%d nóiméad ó shin"
+
+msgid "%d hour ago"
+msgid_plural "%d hours ago"
+msgstr[0] "%d uair ó shin"
+msgstr[1] "%d uair ó shin"
+msgstr[2] "%d uair ó shin"
+msgstr[3] "%d uair ó shin"
+msgstr[4] "%d uair ó shin"
+
+msgid ""
+"Scene \"%s\" has unsaved changes.\n"
+"Last saved: %s."
+msgstr ""
+"Tá athruithe gan sábháil ag radharc \"%s\".\n"
+"Sábháladh go deireanach: %s."
+
+msgid "Save & Close"
+msgstr "Sábháil & Dún"
+
+msgid "Save before closing?"
+msgstr "Sábháil roimh dhúnadh?"
+
+msgid "%d more files or folders"
+msgstr "%d níos mó comhad nó fillteán"
+
+msgid "%d more folders"
+msgstr "%d tuilleadh fillteán"
+
+msgid "%d more files"
+msgstr "%d comhad eile"
+
+msgid ""
+"Unable to write to file '%s', file in use, locked or lacking permissions."
+msgstr ""
+"Ní féidir scríobh chuig comhad '%s', comhad in úsáid, faoi ghlas nó gan "
+"ceadanna."
+
+msgid "Preparing scenes for reload"
+msgstr "Radhairc a ullmhú le hathlódáil"
+
+msgid "Analyzing scene %s"
+msgstr "Anailís á déanamh ar radharc %s"
+
+msgid "Preparation done."
+msgstr "Ullmhúchán déanta."
+
+msgid "Scenes reloading"
+msgstr "Radhairc á n-athluchtú"
+
+msgid "Reloading..."
+msgstr "Athluchtú..."
+
+msgid "Reloading done."
+msgstr "Athluchtú déanta."
+
+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 ""
+"Chun an rindreálaí a athrú ní mór an t-eagarthóir a atosú.\n"
+"\n"
+"Má roghnaítear Sábháil & Atosaigh athrófar an modh rindreála go:\n"
+"- Ardáin deisce: %s\n"
+"- Ardáin mhóibíleacha: %s\n"
+"- Ardán Gréasáin: gl_compatibility"
+
+msgid "Forward+"
+msgstr "Ar Aghaidh+"
+
+msgid "Mobile"
+msgstr "Fón póca"
+
+msgid "Compatibility"
+msgstr "Comhoiriúnacht"
+
+msgid "(Overridden)"
+msgstr "(Sáraithe)"
+
+msgid "Lock Selected Node(s)"
+msgstr "Cuir nód(anna) roghnaithe faoi ghlas"
+
+msgid "Unlock Selected Node(s)"
+msgstr "Díghlasáil Nód(anna) Roghnaithe"
+
+msgid "Group Selected Node(s)"
+msgstr "Grúpa Nód(anna) Roghnaithe"
+
+msgid "Ungroup Selected Node(s)"
+msgstr "Díghrúpáil Nód(anna) Roghnaithe"
+
+msgid "Restart Emission"
+msgstr "Atosaigh Astaíocht"
+
+msgid "Pan View"
+msgstr "Amharc Pan"
+
+msgid "Distraction Free Mode"
+msgstr "Mód Saor in Aisce Distraction"
+
+msgid "Toggle Last Opened Bottom Panel"
+msgstr "Scoránaigh an bunphainéal is déanaí a osclaíodh"
+
+msgid "Toggle distraction-free mode."
+msgstr "Scoránaigh mód saor ó sheachrán."
+
+msgid "Scene"
+msgstr "Radharc"
+
+msgid "Operations with scene files."
+msgstr "Oibríochtaí le comhaid radhairc."
+
+msgid "Copy Text"
+msgstr "Cóipeáil Téacs"
+
+msgid "Next Scene Tab"
+msgstr "An Chéad Chluaisín Radhairc Eile"
+
+msgid "Previous Scene Tab"
+msgstr "An Cluaisín Radhairc Roimhe Seo"
+
+msgid "Focus FileSystem Filter"
+msgstr "Scagaire Córas Comhad FócaisComment"
+
+msgid "Command Palette"
+msgstr "Pailéad Ordaithe"
+
+msgid "New Scene"
+msgstr "Radharc Nua"
+
+msgid "New Inherited Scene..."
+msgstr "Radharc Nua Oidhreachta..."
+
+msgid "Open Scene..."
+msgstr "Oscail Radharc..."
+
+msgid "Reopen Closed Scene"
+msgstr "Radharc Dúnta a Athoscailt"
+
+msgid "Open Recent"
+msgstr "Oscail Le Déanaí"
+
+msgid "Save Scene"
+msgstr "Sábháil Radharc"
+
+msgid "Export As..."
+msgstr "Easpórtáil Mar..."
+
+msgid "MeshLibrary..."
+msgstr "MogalraLibrary..."
+
+msgid "Close Scene"
+msgstr "Dún an Radharc"
+
+msgid "Quit"
+msgstr "Scoir"
+
+msgid "Editor Settings..."
+msgstr "Socruithe an Eagarthóra..."
+
+msgid "Project"
+msgstr "Tionscadal"
+
+msgid "Project Settings..."
+msgstr "Socruithe an Tionscadail..."
+
+msgid "Project Settings"
+msgstr "Socruithe an Tionscadail"
+
+msgid "Version Control"
+msgstr "Rialú Leagain"
+
+msgid "Export..."
+msgstr "Easpórtáil..."
+
+msgid "Install Android Build Template..."
+msgstr "Suiteáil Teimpléad Tógála Android..."
+
+msgid "Open User Data Folder"
+msgstr "Oscail Fillteán Sonraí Úsáideora"
+
+msgid "Tools"
+msgstr "Uirlisí"
+
+msgid "Orphan Resource Explorer..."
+msgstr "Taiscéalaí Acmhainní Dílleachta..."
+
+msgid "Engine Compilation Configuration Editor..."
+msgstr "Eagarthóir Cumraíochta Tiomsúcháin Innill..."
+
+msgid "Upgrade Mesh Surfaces..."
+msgstr "Uasghrádú Dromchlaí Mogalra ..."
+
+msgid "Reload Current Project"
+msgstr "Athluchtaigh an Tionscadal Reatha"
+
+msgid "Quit to Project List"
+msgstr "Scoir den Liosta Tionscadail"
+
+msgid "Command Palette..."
+msgstr "Pailéad Ordaithe..."
+
+msgid "Editor Docks"
+msgstr "Duganna an Eagarthóra"
+
+msgid "Editor Layout"
+msgstr "Leagan Amach an Eagarthóra"
+
+msgid "Take Screenshot"
+msgstr "Tóg Gabháil Scáileáin"
+
+msgid "Screenshots are stored in the user data folder (\"user://\")."
+msgstr "Stóráiltear screenshots san fhillteán sonraí úsáideora (\"user://\")."
+
+msgid "Toggle Fullscreen"
+msgstr "Scoránaigh an Lánscáileán"
+
+msgid "Open Editor Data/Settings Folder"
+msgstr "Oscail Fillteán Sonraí/Socruithe an Eagarthóra"
+
+msgid "Open Editor Data Folder"
+msgstr "Oscail Fillteán Sonraí an Eagarthóra"
+
+msgid "Open Editor Settings Folder"
+msgstr "Oscail Fillteán Socruithe an Eagarthóra"
+
+msgid "Manage Editor Features..."
+msgstr "Bainistigh Gnéithe Eagarthóra..."
+
+msgid "Manage Export Templates..."
+msgstr "Bainistigh Teimpléid Easpórtála..."
+
+msgid "Configure FBX Importer..."
+msgstr "Cumraigh Iompórtálaí FBX..."
+
+msgid "Help"
+msgstr "Cabhair"
+
+msgid "Search Help..."
+msgstr "Cuardaigh Cabhair..."
+
+msgid "Online Documentation"
+msgstr "Doiciméadú Ar Líne"
+
+msgid "Forum"
+msgstr "Fóram"
+
+msgid "Community"
+msgstr "Pobal"
+
+msgid "Copy System Info"
+msgstr "Cóipeáil Eolas faoin gCóras"
+
+msgid "Copies the system info as a single-line text into the clipboard."
+msgstr ""
+"Cóipeáil faisnéis an chórais mar théacs aon líne isteach sa ghearrthaisce."
+
+msgid "Report a Bug"
+msgstr "Tuairiscigh Fabht"
+
+msgid "Suggest a Feature"
+msgstr "Mol Gné"
+
+msgid "Send Docs Feedback"
+msgstr "Seol Aiseolas Docs"
+
+msgid "About Godot..."
+msgstr "Maidir le Godot..."
+
+msgid "Support Godot Development"
+msgstr "Tacú le Forbairt 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 ""
+"Roghnaigh modh rindreála.\n"
+"\n"
+"Nótaí:\n"
+"- Ar ardáin mhóibíleacha, úsáidtear an modh rindreáil soghluaiste má "
+"roghnaítear Forward + anseo.\n"
+"- Ar an ardán gréasáin, úsáidtear an modh rindreáil Comhoiriúnachta i gcónaí."
+
+msgid "Update Continuously"
+msgstr "Nuashonraigh go leanúnach"
+
+msgid "Update When Changed"
+msgstr "Nuashonraigh nuair a athraíodh é"
+
+msgid "Hide Update Spinner"
+msgstr "Folaigh Spinner Nuashonraithe"
+
+msgid "FileSystem"
+msgstr "Córas Comhad"
+
+msgid "Toggle FileSystem Bottom Panel"
+msgstr "Scoránaigh Painéal Bun an Chórais Comhad"
+
+msgid "Inspector"
+msgstr "Cigire"
+
+msgid "Node"
+msgstr "Nód"
+
+msgid "History"
+msgstr "Stair"
+
+msgid "Output"
+msgstr "Aschur"
+
+msgid "Toggle Output Bottom Panel"
+msgstr "Scoránaigh an Painéal Bun Aschurtha"
+
+msgid "Don't Save"
+msgstr "Ná Sábháil"
+
+msgid "Android build template is missing, please install relevant templates."
+msgstr ""
+"Tá teimpléad tógála Android ar iarraidh, suiteáil teimpléid ábhartha le do "
+"thoil."
+
+msgid "Manage Templates"
+msgstr "Bainistigh Teimpléid"
+
+msgid "Install from file"
+msgstr "Suiteáil ó chomhad"
+
+msgid "Select Android sources file"
+msgstr "Roghnaigh comhad foinsí Android"
+
+msgid "Show in File Manager"
+msgstr "Taispeáin i mBainisteoir Comhad"
+
+msgid "Import Templates From ZIP File"
+msgstr "Iompórtáil teimpléid ó chomhad ZIP"
+
+msgid "Template Package"
+msgstr "Pacáiste Teimpléid"
+
+msgid "Export Library"
+msgstr "Easpórtáil Leabharlann"
+
+msgid "Open & Run a Script"
+msgstr "Oscail agus Rith Script"
+
+msgid "Files have been modified on disk"
+msgstr "Athraíodh comhaid ar an diosca"
+
+msgid ""
+"The following files are newer on disk.\n"
+"What action should be taken?"
+msgstr ""
+"Tá na comhaid seo a leanas níos nuaí ar an diosca.\n"
+"Cén gníomh ba chóir a dhéanamh?"
+
+msgid "Discard local changes and reload"
+msgstr "Ná sábháil athruithe logánta agus athluchtaigh"
+
+msgid "Keep local changes and overwrite"
+msgstr "Coinnigh athruithe áitiúla agus forscríobh"
+
+msgid "Create/Override Version Control Metadata..."
+msgstr "Cruthaigh / Sáraigh Meiteashonraí Rialaithe Leagain..."
+
+msgid "Version Control Settings..."
+msgstr "Socruithe Rialaithe Leagain..."
+
+msgid "New Inherited"
+msgstr "Oidhreacht Nua"
+
+msgid "Load Errors"
+msgstr "Luchtaigh Earráidí"
+
+msgid "Select Current"
+msgstr "Roghnaigh An Sruth"
+
+msgid "Open 2D Editor"
+msgstr "Oscail Eagarthóir 2D"
+
+msgid "Open 3D Editor"
+msgstr "Oscail Eagarthóir 3D"
+
+msgid "Open Script Editor"
+msgstr "Oscail Eagarthóir Scripte"
+
+msgid "Open Asset Library"
+msgstr "Leabharlann Sócmhainní Oscailte"
+
+msgid "Open the next Editor"
+msgstr "Oscail an chéad Eagarthóir eile"
+
+msgid "Open the previous Editor"
+msgstr "Oscail an tEagarthóir roimhe seo"
+
+msgid "Ok"
+msgstr "Ceart go leor"
+
+msgid "Warning!"
+msgstr "Rabhadh!"
+
+msgid "Edit Text:"
+msgstr "Cuir Téacs in Eagar:"
+
+msgid "On"
+msgstr "Maidir le"
+
+msgid "Renaming layer %d:"
+msgstr "Sraith %d á athainmniú:"
+
+msgid "No name provided."
+msgstr "Níor cuireadh aon ainm ar fáil."
+
+msgid "Name contains invalid characters."
+msgstr "Tá carachtair neamhbhailí san ainm."
+
+msgid "Bit %d, value %d"
+msgstr "Giotán %d, luach %d"
+
+msgid "Rename"
+msgstr "Athainmnigh"
+
+msgid "Rename layer"
+msgstr "Athainmnigh sraith"
+
+msgid "Layer %d"
+msgstr "Sraith %d"
+
+msgid "No Named Layers"
+msgstr "Gan Sraitheanna Ainmnithe"
+
+msgid "Edit Layer Names"
+msgstr "Cuir Ainmneacha na Sraithe in Eagar"
+
+msgid "<empty>"
+msgstr "<folamh>"
+
+msgid "Temporary Euler may be changed implicitly!"
+msgstr "Is féidir Euler Sealadach a athrú go hintuigthe!"
+
+msgid ""
+"Temporary Euler will not be stored in the object with the original value. "
+"Instead, it will be stored as Quaternion with irreversible conversion.\n"
+"This is due to the fact that the result of Euler->Quaternion can be "
+"determined uniquely, but the result of Quaternion->Euler can be multi-"
+"existent."
+msgstr ""
+"Ní stórálfar Euler sealadach sa réad leis an luach bunaidh. Ina áit sin, "
+"déanfar é a stóráil mar Quaternion le comhshó dochúlaithe.\n"
+"Is é is cúis leis seo ná gur féidir toradh Euler->Quaternion a chinneadh go "
+"haonarach, ach is féidir le toradh Quaternion->Euler a bheith ilghnéitheach."
+
+msgid "Temporary Euler"
+msgstr "Euler Sealadach"
+
+msgid "Assign..."
+msgstr "Sann..."
+
+msgid "Copy as Text"
+msgstr "Cóipeáil mar Théacs"
+
+msgid "Show Node in Tree"
+msgstr "Taispeáin Nód i gCrann"
+
+msgid "Invalid RID"
+msgstr "RID neamhbhailí"
+
+msgid "Recursion detected, unable to assign resource to property."
+msgstr ""
+"Braitheadh athchúrsa, gan a bheith in ann acmhainn a shannadh do mhaoin."
+
+msgid ""
+"Can't create a ViewportTexture in a Texture2D node because the texture will "
+"not be bound to a scene.\n"
+"Use a Texture2DParameter node instead and set the texture in the \"Shader "
+"Parameters\" tab."
+msgstr ""
+"Ní féidir ViewportTexture a chruthú i nód Texture2D toisc nach mbeidh an "
+"uigeacht faoi cheangal ag radharc.\n"
+"Bain úsáid as nód Texture2DParameter ina ionad agus socraigh an uigeacht sa "
+"chluaisín \"Shader Parameters\"."
+
+msgid ""
+"Can't create a ViewportTexture on resources saved as a file.\n"
+"Resource needs to belong to a scene."
+msgstr ""
+"Ní féidir ViewportTexture a chruthú ar acmhainní a shábháiltear mar chomhad.\n"
+"Caithfidh an acmhainn a bheith mar chuid de radharc."
+
+msgid ""
+"Can't create a ViewportTexture on this resource because it's not set as local "
+"to scene.\n"
+"Please switch on the 'local to scene' property on it (and all resources "
+"containing it up to a node)."
+msgstr ""
+"Ní féidir ViewportTexture a chruthú ar an acmhainn seo toisc nach bhfuil sé "
+"socraithe mar radharc áitiúil.\n"
+"Athraigh an mhaoin 'áitiúil go radharc' air (agus na hacmhainní go léir ina "
+"bhfuil sé suas go nód)."
+
+msgid "Pick a Viewport"
+msgstr "Roghnaigh Amharcphort"
+
+msgid "Selected node is not a Viewport!"
+msgstr "Ní Viewport é nód roghnaithe!"
+
+msgid "New Key:"
+msgstr "Eochair Nua:"
+
+msgid "New Value:"
+msgstr "Luach Nua:"
+
+msgid "(Nil) %s"
+msgstr "(Neamhní) %s"
+
+msgid "%s (size %s)"
+msgstr "%s (méid %s)"
+
+msgid "Size:"
+msgstr "Méid:"
+
+msgid "Remove Item"
+msgstr "Bain Mír"
+
+msgid "Dictionary (Nil)"
+msgstr "Foclóir (Neamhní)"
+
+msgid "Dictionary (size %d)"
+msgstr "Foclóir (méid %d)"
+
+msgid "Add Key/Value Pair"
+msgstr "Cuir Péire Eochrach/Luacha Leis"
+
+msgid "Localizable String (Nil)"
+msgstr "Teaghrán Logánaithe (Neamhní)"
+
+msgid "Localizable String (size %d)"
+msgstr "Teaghrán Logánta (méid %d)"
+
+msgid "Add Translation"
+msgstr "Cuir Aistriúchán Leis"
+
+msgid "Lock/Unlock Component Ratio"
+msgstr "Cóimheas Comhpháirte Glasála / Díghlasála"
+
+msgid ""
+"The selected resource (%s) does not match any type expected for this property "
+"(%s)."
+msgstr ""
+"Ní mheaitseálann an acmhainn roghnaithe (%s) aon chineál a bhfuiltear ag súil "
+"leis don mhaoin seo (%s)."
+
+msgid "Quick Load..."
+msgstr "Luchtaigh Thapa..."
+
+msgid "Opens a quick menu to select from a list of allowed Resource files."
+msgstr ""
+"Osclaíonn seo roghchlár tapa le roghnú ó liosta de chomhaid Acmhainne "
+"ceadaithe."
+
+msgid "Load..."
+msgstr "Luchtaigh..."
+
+msgid "Inspect"
+msgstr "Iniúchadh"
+
+msgid "Make Unique"
+msgstr "Déan Uathúil"
+
+msgid "Make Unique (Recursive)"
+msgstr "Déan Uathúil (Athchúrsach)"
+
+msgid "Save As..."
+msgstr "Sábháil Mar..."
+
+msgid "Show in FileSystem"
+msgstr "Taispeáin sa Chóras Comhad"
+
+msgid "Convert to %s"
+msgstr "Tiontaigh go %s"
+
+msgid "Select resources to make unique:"
+msgstr "Roghnaigh acmhainní chun uathúil a dhéanamh:"
+
+msgid "New %s"
+msgstr "%s nua"
+
+msgid "New Script..."
+msgstr "Script Nua..."
+
+msgid "Extend Script..."
+msgstr "Leathnaigh Script..."
+
+msgid "New Shader..."
+msgstr "Scáthóir Nua..."
+
+msgid "No Remote Debug export presets configured."
+msgstr "Níl aon réamhshocruithe easpórtála dífhabhtaithe cianda cumraithe."
+
+msgid "Remote Debug"
+msgstr "Dífhabhtú cianda"
+
+msgid ""
+"No runnable export preset found for this platform.\n"
+"Please add a runnable preset in the Export menu or define an existing preset "
+"as runnable."
+msgstr ""
+"Níor aimsíodh aon réamhshocrú easpórtála inrite don ardán seo.\n"
+"Cuir réamhshocrú runnable sa roghchlár Easpórtáil nó sainmhínigh "
+"réamhshocraithe atá ann cheana féin mar runnable."
+
+msgid ""
+"Warning: The CPU architecture '%s' is not active in your export preset.\n"
+"\n"
+msgstr ""
+"Rabhadh: Níl ailtireacht an LAP '%s' gníomhach i do réamhshocrú easpórtála.\n"
+"\n"
+
+msgid "Run 'Remote Debug' anyway?"
+msgstr "Rith 'Remote Debug' ar aon nós?"
+
+msgid "Project Run"
+msgstr "Rith an Tionscadail"
+
+msgid "Write your logic in the _run() method."
+msgstr "Scríobh do loighic sa mhodh _run ()."
+
+msgid "The current scene already has a root node."
+msgstr "Tá nód fréimhe ag an radharc reatha cheana féin."
+
+msgid "Edit Built-in Action: %s"
+msgstr "Cuir Gníomh Ionsuite in Eagar: %s"
+
+msgid "Edit Shortcut: %s"
+msgstr "Cuir Aicearra in Eagar: %s"
+
+msgid "Common"
+msgstr "Coitianta"
+
+msgid "Editor Settings"
+msgstr "Socruithe an Eagarthóra"
+
+msgid "General"
+msgstr "Ginearálta"
+
+msgid "Filter Settings"
+msgstr "Socruithe Scagaire"
+
+msgid "The editor must be restarted for changes to take effect."
+msgstr "Ní mór an t-eagarthóir a atosú chun athruithe a chur i bhfeidhm."
+
+msgid "Shortcuts"
+msgstr "Aicearraí"
+
+msgid "Binding"
+msgstr "Ceangal"
+
+msgid "Failed to check for updates. Error: %d."
+msgstr "Theip ar sheiceáil le haghaidh nuashonruithe. Earráid: %d."
+
+msgid "Failed to check for updates. Response code: %d."
+msgstr "Theip ar sheiceáil le haghaidh nuashonruithe. Cód freagartha: %d."
+
+msgid "Failed to parse version JSON."
+msgstr "Theip ar pharsáil leagan JSON."
+
+msgid "Received JSON data is not a valid version array."
+msgstr "Ní eagar leagan bailí é sonraí JSON a fuarthas."
+
+msgid "Update available: %s."
+msgstr "Nuashonrú ar fáil: %s."
+
+msgid "Offline mode, update checks disabled."
+msgstr "Mód as líne, seiceálacha nuashonraithe díchumasaithe."
+
+msgid "Update checks disabled."
+msgstr "Nuashonraigh seiceálacha díchumasaithe."
+
+msgid "An error has occurred. Click to try again."
+msgstr "Tharla earráid. Cliceáil chun triail eile a bhaint as."
+
+msgid "Click to open download page."
+msgstr "Cliceáil chun an leathanach íoslódála a oscailt."
+
+msgid "Left Stick Left, Joystick 0 Left"
+msgstr "Bata Clé Ar Chlé, Luamhán stiúrtha 0 Ar Chlé"
+
+msgid "Left Stick Right, Joystick 0 Right"
+msgstr "Bata Clé Ar Dheis, Luamhán stiúrtha 0 Ar Dheis"
+
+msgid "Left Stick Up, Joystick 0 Up"
+msgstr "Bata Clé Suas, Luamhán stiúrtha 0 Suas"
+
+msgid "Left Stick Down, Joystick 0 Down"
+msgstr "Bata Clé Síos, Luamhán stiúrtha 0 Síos"
+
+msgid "Right Stick Left, Joystick 1 Left"
+msgstr "Bata deas ar chlé, luamhán stiúrtha 1 ar chlé"
+
+msgid "Right Stick Right, Joystick 1 Right"
+msgstr "Bata Ceart Ceart, Joystick 1 Ceart"
+
+msgid "Right Stick Up, Joystick 1 Up"
+msgstr "Bata Ceart Suas, Joystick 1 Suas"
+
+msgid "Right Stick Down, Joystick 1 Down"
+msgstr "Bata Deas Síos, Joystick 1 Síos"
+
+msgid "Joystick 2 Left"
+msgstr "Luamhán stiúrtha 2 Ar Chlé"
+
+msgid "Left Trigger, Sony L2, Xbox LT, Joystick 2 Right"
+msgstr "Truicear Clé, Sony L2, Xbox LT, Joystick 2 Ar Dheis"
+
+msgid "Joystick 2 Up"
+msgstr "Luamhán stiúrtha 2 Suas"
+
+msgid "Right Trigger, Sony R2, Xbox RT, Joystick 2 Down"
+msgstr "Truicear Ceart, Sony R2, Xbox RT, Joystick 2 Down"
+
+msgid "Joystick 3 Left"
+msgstr "Luamhán stiúrtha 3 ar chlé"
+
+msgid "Joystick 3 Right"
+msgstr "Luamhán stiúrtha 3 Ar Dheis"
+
+msgid "Joystick 3 Up"
+msgstr "Luamhán stiúrtha 3 Suas"
+
+msgid "Joystick 3 Down"
+msgstr "Luamhán stiúrtha 3 An Dún"
+
+msgid "Joystick 4 Left"
+msgstr "Luamhán stiúrtha 4 Ar Chlé"
+
+msgid "Joystick 4 Right"
+msgstr "Luamhán stiúrtha 4 Ar Dheis"
+
+msgid "Joystick 4 Up"
+msgstr "Luamhán stiúrtha 4 Suas"
+
+msgid "Joystick 4 Down"
+msgstr "Luamhán stiúrtha 4 An Dún"
+
+msgid "or"
+msgstr "nó"
+
+msgid "Unicode"
+msgstr "UnicodeGenericName"
+
+msgid "Joypad Axis %d %s (%s)"
+msgstr "Ais Joypad %d %s (%s)"
+
+msgid "All Devices"
+msgstr "Gach Gléas"
+
+msgid "Device"
+msgstr "Gléas"
+
+msgid "Listening for Input"
+msgstr "Éisteacht le hIonchur"
+
+msgid "Filter by Event"
+msgstr "Scag de réir Imeachta"
+
+msgid "Can't get filesystem access."
+msgstr "Ní féidir rochtain ar an gcóras comhad a fháil."
+
+msgid "Failed to get Info.plist hash."
+msgstr "Theip ar hash Info.plist a fháil."
+
+msgid "Invalid Info.plist, no exe name."
+msgstr "Invalid Info.plist, gan ainm exe."
+
+msgid "Invalid Info.plist, no bundle id."
+msgstr "Invalid Info.plist, gan aitheantas cuachta."
+
+msgid "Invalid Info.plist, can't load."
+msgstr "Invalid Info.plist, ní féidir é a luchtú."
+
+msgid "Failed to create \"%s\" subfolder."
+msgstr "Theip ar fhofhillteán \"%s\" a chruthú."
+
+msgid "Failed to extract thin binary."
+msgstr "Theip ar dhénártha tanaí a bhaint."
+
+msgid "Invalid binary format."
+msgstr "Formáid dhénártha neamhbhailí."
+
+msgid "Already signed!"
+msgstr "Sínithe cheana féin!"
+
+msgid "Failed to process nested resources."
+msgstr "Theip ar acmhainní neadaithe a phróiseáil."
+
+msgid "Failed to create _CodeSignature subfolder."
+msgstr "Theip ar fhofhillteán _CodeSignature chruthú."
+
+msgid "Failed to get CodeResources hash."
+msgstr "Theip ar hash CodeResources a fháil."
+
+msgid "Invalid entitlements file."
+msgstr "Comhad teidlíochtaí neamhbhailí."
+
+msgid "Invalid executable file."
+msgstr "Comhad neamhbhailí inrite."
+
+msgid "Can't resize signature load command."
+msgstr "Ní féidir an t- ordú ualaigh sínithe a athrú."
+
+msgid "Failed to create fat binary."
+msgstr "Theip ar dhénártha saille a chruthú."
+
+msgid "Unknown bundle type."
+msgstr "Cineál cuachta anaithnid."
+
+msgid "Unknown object type."
+msgstr "Cineál anaithnid réada."
+
+msgid "Project export for platform:"
+msgstr "Easpórtáil tionscadail le haghaidh ardáin:"
+
+msgid "Completed with warnings."
+msgstr "Críochnaithe le rabhaidh."
+
+msgid "Completed successfully."
+msgstr "Cuireadh i gcrích go rathúil é."
+
+msgid "Failed."
+msgstr "Theip ar."
+
+msgid "Unknown Error"
+msgstr "Earráid Neamhaithnid"
+
+msgid "Export failed with error code %d."
+msgstr "Theip ar easpórtáil le cód earráide %d."
+
+msgid "Storing File: %s"
+msgstr "Comhad á stóráil: %s"
+
+msgid "Storing File:"
+msgstr "Comhad á Stóráil:"
+
+msgid "No export template found at the expected path:"
+msgstr ""
+"Níor aimsíodh aon teimpléad easpórtála ag an gcosán a bhfuiltear ag súil leis:"
+
+msgid "ZIP Creation"
+msgstr "Cruthú ZIP"
+
+msgid "Could not open file to read from path \"%s\"."
+msgstr "Níorbh fhéidir comhad a oscailt le léamh ó chonair \"%s\"."
+
+msgid "Packing"
+msgstr "Pacáil"
+
+msgid "Save PCK"
+msgstr "Sábháil PCK"
+
+msgid "Cannot create file \"%s\"."
+msgstr "Ní féidir comhad \"%s\" a chruthú."
+
+msgid "Failed to export project files."
+msgstr "Theip ar easpórtáil comhad tionscadail."
+
+msgid "Can't open file for writing at path \"%s\"."
+msgstr "Ní féidir comhad a oscailt le scríobh ag conair \"%s\"."
+
+msgid "Can't open file for reading-writing at path \"%s\"."
+msgstr ""
+"Ní féidir comhad a oscailt le haghaidh scríbhneoireacht léitheoireachta ag "
+"conair \"%s\"."
+
+msgid "Can't create encrypted file."
+msgstr "Ní féidir comhad criptithe a chruthú."
+
+msgid "Can't open encrypted file to write."
+msgstr "Ní féidir comhad criptithe a oscailt le scríobh."
+
+msgid "Can't open file to read from path \"%s\"."
+msgstr "Ní féidir comhad a oscailt le léamh ó chonair \"%s\"."
+
+msgid "Save ZIP"
+msgstr "Sábháil ZIP"
+
+msgid "Custom debug template not found."
+msgstr "Níor aimsíodh teimpléad saincheaptha dífhabhtaithe."
+
+msgid "Custom release template not found."
+msgstr "Níor aimsíodh teimpléad scaoilte saincheaptha."
+
+msgid ""
+"A texture format must be selected to export the project. Please select at "
+"least one texture format."
+msgstr ""
+"Ní mór formáid uigeachta a roghnú chun an tionscadal a easpórtáil. Roghnaigh "
+"formáid uigeachta amháin ar a laghad."
+
+msgid "Prepare Template"
+msgstr "Ullmhaigh Teimpléad"
+
+msgid "The given export path doesn't exist."
+msgstr "Níl an cosán easpórtála tugtha ann."
+
+msgid "Template file not found: \"%s\"."
+msgstr "Níor aimsíodh comhad teimpléid: \"%s\"."
+
+msgid "Failed to copy export template."
+msgstr "Theip ar chóipeáil an teimpléid easpórtála."
+
+msgid "PCK Embedding"
+msgstr "Leabú PCK"
+
+msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
+msgstr ""
+"Ar onnmhairí 32-giotán ní féidir leis an PCK leabaithe a bheith níos mó ná 4 "
+"GiB."
+
+msgid "Plugin \"%s\" is not supported on \"%s\""
+msgstr "Ní thacaítear le breiseán \"%s\" ar \"%s\""
+
+msgid "Open the folder containing these templates."
+msgstr "Oscail an fillteán ina bhfuil na teimpléid seo."
+
+msgid "Uninstall these templates."
+msgstr "Díshuiteáil na teimpléid seo."
+
+msgid "There are no mirrors available."
+msgstr "Níl scátháin ar bith ar fáil."
+
+msgid "Retrieving the mirror list..."
+msgstr "An liosta scátháin á aisghabháil..."
+
+msgid "Starting the download..."
+msgstr "Ag tosú an íoslódáil..."
+
+msgid "Error requesting URL:"
+msgstr "Earráid agus URL á iarraidh:"
+
+msgid "Connecting to the mirror..."
+msgstr "Ag ceangal leis an scáthán..."
+
+msgid "Can't resolve the requested address."
+msgstr "Ní féidir an seoladh iarrtha a réiteach."
+
+msgid "Can't connect to the mirror."
+msgstr "Ní féidir ceangal leis an scáthán."
+
+msgid "No response from the mirror."
+msgstr "Gan aon fhreagra ón scáthán."
+
+msgid "Request failed."
+msgstr "Theip ar an iarratas."
+
+msgid "Request ended up in a redirect loop."
+msgstr "Chríochnaigh an t-iarratas i lúb atreoraithe."
+
+msgid "Request failed:"
+msgstr "Theip ar an iarratas:"
+
+msgid "Download complete; extracting templates..."
+msgstr "Íoslódáil críochnaithe; teimpléid á mbaint amach..."
+
+msgid "Cannot remove temporary file:"
+msgstr "Ní féidir comhad sealadach a bhaint:"
+
+msgid ""
+"Templates installation failed.\n"
+"The problematic templates archives can be found at '%s'."
+msgstr ""
+"Theip ar shuiteáil teimpléid.\n"
+"Is féidir cartlann na dteimpléad fadhbanna a fháil ag '%s'."
+
+msgid "Error getting the list of mirrors."
+msgstr "Earráid agus liosta na scáthán á fháil."
+
+msgid "Error parsing JSON with the list of mirrors. Please report this issue!"
+msgstr ""
+"Earráid agus JSON á pharsáil le liosta na scáthán. Tuairiscigh an cheist seo "
+"le do thoil!"
+
+msgid "Best available mirror"
+msgstr "An scáthán is fearr atá ar fáil"
+
+msgid ""
+"No download links found for this version. Direct download is only available "
+"for official releases."
+msgstr ""
+"Níor aimsíodh aon naisc íoslódála don leagan seo. Níl íoslódáil dhíreach ar "
+"fáil ach amháin le haghaidh eisiúintí oifigiúla."
+
+msgid "Disconnected"
+msgstr "Dícheangailte"
+
+msgid "Resolving"
+msgstr "Réiteach"
+
+msgid "Can't Resolve"
+msgstr "Ní féidir é a réiteach"
+
+msgid "Connecting..."
+msgstr "Ag ceangal..."
+
+msgid "Can't Connect"
+msgstr "Ní féidir ceangal"
+
+msgid "Connected"
+msgstr "Ceangailte"
+
+msgid "Requesting..."
+msgstr "Ag iarraidh..."
+
+msgid "Downloading"
+msgstr "Á Íosluchtú"
+
+msgid "Connection Error"
+msgstr "Earráid naisc"
+
+msgid "TLS Handshake Error"
+msgstr "Earráid Handshake TLS"
+
+msgid "Can't open the export templates file."
+msgstr "Ní féidir an comhad teimpléid easpórtála a oscailt."
+
+msgid "Invalid version.txt format inside the export templates file: %s."
+msgstr ""
+"Formáid neamhbhailí version.txt taobh istigh de chomhad na dteimpléad "
+"easpórtála: %s."
+
+msgid "No version.txt found inside the export templates file."
+msgstr ""
+"Níor aimsíodh aon version.txt taobh istigh den chomhad teimpléid easpórtála."
+
+msgid "Error creating path for extracting templates:"
+msgstr "Earráid agus conair á chruthú chun teimpléid a bhaint amach:"
+
+msgid "Extracting Export Templates"
+msgstr "Teimpléid Easpórtála a Bhaint Amach"
+
+msgid "Importing:"
+msgstr "Iompórtáil:"
+
+msgid "Remove templates for the version '%s'?"
+msgstr "Bain teimpléid don leagan '%s'?"
+
+msgid "Uncompressing Android Build Sources"
+msgstr "Dí-chomhbhrú Foinsí Tógála Android"
+
+msgid "Export Template Manager"
+msgstr "Easpórtáil Bainisteoir Teimpléad"
+
+msgid "Current Version:"
+msgstr "Leagan Reatha:"
+
+msgid "Export templates are missing. Download them or install from a file."
+msgstr ""
+"Tá teimpléid easpórtála ar iarraidh. Íoslódáil iad nó suiteáil ó chomhad."
+
+msgid "Export templates are missing. Install them from a file."
+msgstr "Tá teimpléid easpórtála ar iarraidh. Suiteáil iad ó chomhad."
+
+msgid "Export templates are installed and ready to be used."
+msgstr "Tá teimpléid easpórtála suiteáilte agus réidh le húsáid."
+
+msgid "Open Folder"
+msgstr "Oscail Fillteán"
+
+msgid "Open the folder containing installed templates for the current version."
+msgstr "Oscail an fillteán ina bhfuil teimpléid suiteáilte don leagan reatha."
+
+msgid "Uninstall"
+msgstr "Díshuiteáil"
+
+msgid "Uninstall templates for the current version."
+msgstr "Díshuiteáil teimpléid don leagan reatha."
+
+msgid "Download from:"
+msgstr "Íoslódáil ó:"
+
+msgid "(no templates for development builds)"
+msgstr "(níl aon teimpléid le haghaidh tógála forbartha)"
+
+msgid "Open in Web Browser"
+msgstr "Oscail i mBrabhsálaí Gréasáin"
+
+msgid "Copy Mirror URL"
+msgstr "Cóipeáil URL an Scátháin"
+
+msgid "Download and Install"
+msgstr "Íoslódáil agus Suiteáil"
+
+msgid ""
+"Download and install templates for the current version from the best possible "
+"mirror."
+msgstr ""
+"Íoslódáil agus suiteáil teimpléid don leagan reatha ón scáthán is fearr is "
+"féidir."
+
+msgid "Official export templates aren't available for development builds."
+msgstr ""
+"Níl teimpléid onnmhairithe oifigiúla ar fáil le haghaidh tógála forbartha."
+
+msgid "Install from File"
+msgstr "Suiteáil ó Chomhad"
+
+msgid "Install templates from a local file."
+msgstr "Suiteáil teimpléid ó chomhad logánta."
+
+msgid "Cancel the download of the templates."
+msgstr "Cealaigh íoslódáil na dteimpléad."
+
+msgid "Other Installed Versions:"
+msgstr "Leaganacha Suiteáilte Eile:"
+
+msgid "Uninstall Template"
+msgstr "Díshuiteáil Teimpléad"
+
+msgid "Select Template File"
+msgstr "Roghnaigh Comhad Teimpléid"
+
+msgid "Godot Export Templates"
+msgstr "Teimpléid Easpórtála Godot"
+
+msgid ""
+"The templates will continue to download.\n"
+"You may experience a short editor freeze when they finish."
+msgstr ""
+"Leanfaidh na teimpléid ar aghaidh ag íoslódáil.\n"
+"B'fhéidir go bhfaighidh tú reo gearr eagarthóra nuair a chríochnaíonn siad."
+
+msgid ""
+"Target platform requires '%s' texture compression. Enable 'Import %s' to fix."
+msgstr ""
+"Tá comhbhrú uigeachta '%s' de dhíth ar an spriocardán. Cumasaigh 'Iompórtáil "
+"%s' le socrú."
+
+msgid "Fix Import"
+msgstr "Deisigh Iompórtáil"
+
+msgid "Runnable"
+msgstr "Inrite"
+
+msgid "Export the project for all the presets defined."
+msgstr ""
+"Easpórtáil an tionscadal do na réamhshocruithe go léir a shainmhínítear."
+
+msgid "All presets must have an export path defined for Export All to work."
+msgstr ""
+"Ní mór do gach réamhshocrú cosán easpórtála a bheith sainithe le haghaidh "
+"Easpórtáil Gach a bheith ag obair."
+
+msgid "Delete preset '%s'?"
+msgstr "Scrios réamhshocrú '%s'?"
+
+msgid "Resources to exclude:"
+msgstr "Acmhainní chun na nithe seo a leanas a eisiamh:"
+
+msgid "Resources to override export behavior:"
+msgstr "Acmhainní chun iompar onnmhairithe a shárú:"
+
+msgid "Resources to export:"
+msgstr "Acmhainní le heaspórtáil:"
+
+msgid "(Inherited)"
+msgstr "(Le hoidhreacht)"
+
+msgid "Export With Debug"
+msgstr "Easpórtáil le Dífhabhtú"
+
+msgid "%s Export"
+msgstr "Easpórtáil %s"
+
+msgid "Release"
+msgstr "Scaoileadh"
+
+msgid "Exporting All"
+msgstr "Easpórtáil Gach Rud"
+
+msgid "Presets"
+msgstr "Réamhshocruithe"
+
+msgid "Add..."
+msgstr "Cuir Leis..."
+
+msgid "Duplicate"
+msgstr "Dúblach"
+
+msgid ""
+"If checked, the preset will be available for use in one-click deploy.\n"
+"Only one preset per platform may be marked as runnable."
+msgstr ""
+"Má chuireann tú tic leis, beidh an réamhshocrú ar fáil le húsáid in úsáid "
+"aonchliceála.\n"
+"Ní féidir ach réamhshocrú amháin in aghaidh an ardáin a mharcáil mar runnable."
+
+msgid "Advanced Options"
+msgstr "Ardroghanna"
+
+msgid "If checked, the advanced options will be shown."
+msgstr "Má chuireann tú tic leis, taispeánfar na hardroghanna."
+
+msgid "Export Path"
+msgstr "Easpórtáil Conair"
+
+msgid "Options"
+msgstr "Roghanna"
+
+msgid "Resources"
+msgstr "Acmhainní"
+
+msgid "Export all resources in the project"
+msgstr "Easpórtáil na hacmhainní go léir sa tionscadal"
+
+msgid "Export selected scenes (and dependencies)"
+msgstr "Easpórtáil radhairc roghnaithe (agus spleáchais)"
+
+msgid "Export selected resources (and dependencies)"
+msgstr "Easpórtáil acmhainní roghnaithe (agus spleáchais)"
+
+msgid "Export all resources in the project except resources checked below"
+msgstr ""
+"Easpórtáil na hacmhainní go léir sa tionscadal ach amháin na hacmhainní a "
+"sheiceáiltear thíos"
+
+msgid "Export as dedicated server"
+msgstr "Easpórtáil mar fhreastalaí tiomnaithe"
+
+msgid "Export Mode:"
+msgstr "Mód Easpórtála:"
+
+msgid ""
+"\"Strip Visuals\" will replace the following resources with placeholders:"
+msgstr ""
+"Cuirfidh \"Strip Visuals\" sealbhóirí áite in ionad na n-acmhainní seo a "
+"leanas:"
+
+msgid "Strip Visuals"
+msgstr "Radharcanna Stiallacha"
+
+msgid "Keep"
+msgstr "Coinnigh"
+
+msgid ""
+"Filters to export non-resource files/folders\n"
+"(comma-separated, e.g: *.json, *.txt, docs/*)"
+msgstr ""
+"Scagairí chun comhaid/fillteáin neamhacmhainne a easpórtáil\n"
+"(camóg-scartha, m.sh: *.json, *.txt, docs/*)"
+
+msgid ""
+"Filters to exclude files/folders from project\n"
+"(comma-separated, e.g: *.json, *.txt, docs/*)"
+msgstr ""
+"Scagairí chun comhaid / fillteáin a eisiamh ón tionscadal\n"
+"(camóg-scartha, m.sh: *.json, *.txt, docs/*)"
+
+msgid "Features"
+msgstr "Gnéithe"
+
+msgid "Custom (comma-separated):"
+msgstr "Saincheaptha (camóg-scartha):"
+
+msgid "Feature List:"
+msgstr "Liosta Gné:"
+
+msgid "Encryption"
+msgstr "Criptiú"
+
+msgid "Encrypt Exported PCK"
+msgstr "Criptigh PCK Easpórtáilte"
+
+msgid "Encrypt Index (File Names and Info)"
+msgstr "Criptigh an tInnéacs (Ainmneacha Comhaid agus Eolas)"
+
+msgid ""
+"Filters to include files/folders\n"
+"(comma-separated, e.g: *.tscn, *.tres, scenes/*)"
+msgstr ""
+"Scagairí chun comhaid / fillteáin a chur san áireamh\n"
+"(camóg-scartha, m.sh: *.tscn, *.tres, scenes/*)"
+
+msgid ""
+"Filters to exclude files/folders\n"
+"(comma-separated, e.g: *.ctex, *.import, music/*)"
+msgstr ""
+"Scagairí chun comhaid / fillteáin a eisiamh\n"
+"(camóg-scartha, m.sh: *.ctex, *.import, music/*)"
+
+msgid "Invalid Encryption Key (must be 64 hexadecimal characters long)"
+msgstr ""
+"Eochair Chriptithe Neamhbhailí (ní mór 64 charachtar heicsidheachúlach a "
+"bheith ann)"
+
+msgid "Encryption Key (256-bits as hexadecimal):"
+msgstr "Eochair Chriptithe (256-giotán mar heicsidheachúlach):"
+
+msgid ""
+"Note: Encryption key needs to be stored in the binary,\n"
+"you need to build the export templates from source."
+msgstr ""
+"Nóta: Ní mór eochair criptithe a stóráil sa dénártha,\n"
+"ní mór duit na teimpléid easpórtála a thógáil ón bhfoinse."
+
+msgid "More Info..."
+msgstr "Tuilleadh Eolais..."
+
+msgid "Scripts"
+msgstr "Scripteanna"
+
+msgid "GDScript Export Mode:"
+msgstr "Mód Easpórtála GDScript:"
+
+msgid "Text (easier debugging)"
+msgstr "Téacs (dífhabhtú níos éasca)"
+
+msgid "Binary tokens (faster loading)"
+msgstr "Comharthaí dénártha (luchtú níos tapúla)"
+
+msgid "Compressed binary tokens (smaller files)"
+msgstr "Comharthaí dénártha comhbhrúite (comhaid níos lú)"
+
+msgid "Export PCK/ZIP..."
+msgstr "Easpórtáil PCK / ZIP..."
+
+msgid ""
+"Export the project resources as a PCK or ZIP package. This is not a playable "
+"build, only the project data without a Godot executable."
+msgstr ""
+"Easpórtáil acmhainní an tionscadail mar phacáiste PCK nó ZIP. Ní tógáil "
+"spraíúil é seo, ach sonraí an tionscadail gan inrite Godot."
+
+msgid "Export Project..."
+msgstr "Easpórtáil Tionscadal..."
+
+msgid ""
+"Export the project as a playable build (Godot executable and project data) "
+"for the selected preset."
+msgstr ""
+"Easpórtáil an tionscadal mar thógáil playable (sonraí inrite Godot agus "
+"tionscadail) don réamhshocrú roghnaithe."
+
+msgid "Export All"
+msgstr "Easpórtáil Gach Rud"
+
+msgid "Choose an export mode:"
+msgstr "Roghnaigh modh easpórtála:"
+
+msgid "Export All..."
+msgstr "Easpórtáil Gach Rud..."
+
+msgid "ZIP File"
+msgstr "Comhad ZIP"
+
+msgid "Godot Project Pack"
+msgstr "Pacáiste Tionscadail Godot"
+
+msgid "Export templates for this platform are missing:"
+msgstr "Tá teimpléid easpórtála don ardán seo ar iarraidh:"
+
+msgid "Project Export"
+msgstr "Easpórtáil Tionscadail"
+
+msgid "Manage Export Templates"
+msgstr "Bainistigh Teimpléid Easpórtála"
+
+msgid "Disable FBX2glTF & Restart"
+msgstr "Díchumasaigh FBX2glTF & Atosaigh"
+
+msgid ""
+"Canceling this dialog will disable the FBX2glTF importer and use the ufbx "
+"importer.\n"
+"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import "
+"> FBX > Enabled.\n"
+"\n"
+"The editor will restart as importers are registered when the editor starts."
+msgstr ""
+"Má chuirtear an dialóg seo ar ceal díchumasófar an t-allmhaireoir FBX2glTF "
+"agus úsáidfidh sé an t-allmhaireoir ufbx.\n"
+"Is féidir leat FBX2glTF a athchumasú sna Socruithe Tionscadail faoi Chóras "
+"Comhad > Iompórtáil > FBX > Cumasaithe.\n"
+"\n"
+"Atosóidh an t-eagarthóir de réir mar a chláraítear allmhaireoirí nuair a "
+"thosaíonn an t-eagarthóir."
+
+msgid "Path to FBX2glTF executable is empty."
+msgstr "Tá an cosán go dtí inrite FBX2glTF folamh."
+
+msgid "Path to FBX2glTF executable is invalid."
+msgstr "Tá conair inrite FBX2glTF neamhbhailí."
+
+msgid "Error executing this file (wrong version or architecture)."
+msgstr "Earráid agus an comhad seo á rith (leagan mícheart nó ailtireacht)."
+
+msgid "FBX2glTF executable is valid."
+msgstr "Tá inrite FBX2glTF bailí."
+
+msgid "Configure FBX Importer"
+msgstr "Cumraigh Iompórtálaí FBX"
+
+msgid ""
+"FBX2glTF is required for importing FBX files if using FBX2glTF.\n"
+"Alternatively, you can use ufbx by disabling FBX2glTF.\n"
+"Please download the necessary tool and provide a valid path to the binary:"
+msgstr ""
+"Tá FBX2glTF ag teastáil chun comhaid FBX a iompórtáil má tá FBX2glTF á "
+"úsáid.\n"
+"Nó, is féidir leat ufbx a úsáid trí FBX2glTF a dhíchumasú.\n"
+"Íoslódáil an uirlis is gá agus cuir cosán bailí ar fáil don dénártha:"
+
+msgid "Click this link to download FBX2glTF"
+msgstr "Cliceáil ar an nasc seo chun FBX2glTF a íoslódáil"
+
+msgid "Browse"
+msgstr "Brabhsáil"
+
+msgid "Confirm Path"
+msgstr "Deimhnigh Conair"
+
+msgid "Favorites"
+msgstr "Ceanáin"
+
+msgid "View items as a grid of thumbnails."
+msgstr "Amharc ar mhíreanna mar ghreille mionsamhlacha."
+
+msgid "View items as a list."
+msgstr "Féach ar mhíreanna mar liosta."
+
+msgid "Status: Import of file failed. Please fix file and reimport manually."
+msgstr ""
+"Stádas: Theip ar iompórtáil an chomhaid. Deisigh comhad agus athiompórtáil de "
+"láimh."
+
+msgid ""
+"Importing has been disabled for this file, so it can't be opened for editing."
+msgstr ""
+"Díchumasaíodh iompórtáil don chomhad seo, ionas nach féidir é a oscailt le "
+"haghaidh eagarthóireachta."
+
+msgid "Cannot move/rename resources root."
+msgstr "Ní féidir fréamh acmhainní a bhogadh/ a athainmniú."
+
+msgid "Cannot move a folder into itself."
+msgstr "Ní féidir fillteán a bhogadh isteach ann féin."
+
+msgid "Error moving:"
+msgstr "Earráid agus tú ag bogadh:"
+
+msgid "Error duplicating:"
+msgstr "Earráid agus dúbláil á dhéanamh:"
+
+msgid "Failed to save resource at %s: %s"
+msgstr "Theip ar shábháil na hacmhainne ag %s: %s"
+
+msgid "Failed to load resource at %s: %s"
+msgstr "Theip ar luchtú na hacmhainne ag %s: %s"
+
+msgid "Unable to update dependencies for:"
+msgstr "Ní féidir spleáchais a nuashonrú le haghaidh:"
+
+msgid ""
+"This filename begins with a dot rendering the file invisible to the editor.\n"
+"If you want to rename it anyway, use your operating system's file manager."
+msgstr ""
+"Tosaíonn an t-ainm comhaid seo le ponc a fhágann go bhfuil an comhad "
+"dofheicthe don eagarthóir.\n"
+"Más mian leat é a athainmniú ar aon nós, bain úsáid as bainisteoir comhad do "
+"chórais oibriúcháin."
+
+msgid ""
+"This file extension is not recognized by the editor.\n"
+"If you want to rename it anyway, use your operating system's file manager.\n"
+"After renaming to an unknown extension, the file won't be shown in the editor "
+"anymore."
+msgstr ""
+"Ní aithníonn an t-eagarthóir an síneadh comhaid seo.\n"
+"Más mian leat é a athainmniú ar aon nós, bain úsáid as bainisteoir comhad do "
+"chórais oibriúcháin.\n"
+"Tar éis athainmniú chuig síneadh anaithnid, ní thaispeánfar an comhad san "
+"eagarthóir níos mó."
+
+msgid "A file or folder with this name already exists."
+msgstr "Tá comhad nó fillteán leis an ainm seo ann cheana."
+
+msgid "Name begins with a dot."
+msgstr "Tosaíonn an t-ainm le ponc."
+
+msgid ""
+"The following files or folders conflict with items in the target location "
+"'%s':"
+msgstr ""
+"Tagann na comhaid nó na fillteáin seo a leanas salach ar mhíreanna sa "
+"spriocshuíomh '%s':"
+
+msgid "Do you wish to overwrite them or rename the copied files?"
+msgstr ""
+"An bhfuil fonn ort iad a fhorscríobh nó na comhaid chóipeáilte a athainmniú?"
+
+msgid "Do you wish to overwrite them or rename the moved files?"
+msgstr ""
+"An bhfuil fonn ort iad a fhorscríobh nó na comhaid bhogtha a athainmniú?"
+
+msgid ""
+"Couldn't run external program to check for terminal emulator presence: "
+"command -v %s"
+msgstr ""
+"Níorbh fhéidir ríomhchlár seachtrach a rith le seiceáil le haghaidh "
+"láithreacht aithriseora teirminéil: command -v %s"
+
+msgid ""
+"Couldn't run external terminal program (error code %d): %s %s\n"
+"Check `filesystem/external_programs/terminal_emulator` and `filesystem/"
+"external_programs/terminal_emulator_flags` in the Editor Settings."
+msgstr ""
+"Níorbh fhéidir ríomhchlár teirminéil sheachtrach a rith (cód earráide %d): %s "
+"%s\n"
+"Seiceáil 'filesystem/external_programs/terminal_emulator' agus 'filesystem/"
+"external_programs/terminal_emulator_flags' i socruithe an eagarthóra."
+
+msgid "Duplicating file:"
+msgstr "Comhad dúblach:"
+
+msgid "Duplicating folder:"
+msgstr "Fillteán dúblach:"
+
+msgid "New Inherited Scene"
+msgstr "Radharc Nua Oidhreachta"
+
+msgid "Set as Main Scene"
+msgstr "Socraigh mar Phríomh-Radharc"
+
+msgid "Open Scenes"
+msgstr "Oscail Radhairc"
+
+msgid "Instantiate"
+msgstr "InstantiateName"
+
+msgid "Edit Dependencies..."
+msgstr "Cuir Spleáchríocha in Eagar..."
+
+msgid "View Owners..."
+msgstr "Amharc ar Úinéirí..."
+
+msgid "Create New"
+msgstr "Cruthaigh Nua"
+
+msgid "Folder..."
+msgstr "Fillteán..."
+
+msgid "Scene..."
+msgstr "radharc..."
+
+msgid "Script..."
+msgstr "Script..."
+
+msgid "Resource..."
+msgstr "Acmhainn..."
+
+msgid "TextFile..."
+msgstr "Téacschomhad..."
+
+msgid "Expand Folder"
+msgstr "Fairsingigh Fillteán"
+
+msgid "Expand Hierarchy"
+msgstr "Fairsingigh ordlathas"
+
+msgid "Collapse Hierarchy"
+msgstr "Laghdaigh ordlathas"
+
+msgid "Set Folder Color..."
+msgstr "Socraigh Dath an Fhillteáin..."
+
+msgid "Default (Reset)"
+msgstr "Réamhshocrú (Athshocraigh)"
+
+msgid "Move/Duplicate To..."
+msgstr "Bog/Dúblach Go..."
+
+msgid "Add to Favorites"
+msgstr "Cuir le Ceanáin"
+
+msgid "Remove from Favorites"
+msgstr "Bain ó Cheanáin"
+
+msgid "Reimport"
+msgstr "Athiompórtáil"
+
+msgid "Open in Terminal"
+msgstr "Oscail i dTeirminéal"
+
+msgid "Open Containing Folder in Terminal"
+msgstr "Oscail fillteán ina bhfuil i dteirminéal"
+
+msgid "Open in File Manager"
+msgstr "Oscail i mBainisteoir Comhad"
+
+msgid "New Folder..."
+msgstr "Fillteán Nua..."
+
+msgid "New Scene..."
+msgstr "Radharc Nua..."
+
+msgid "New Resource..."
+msgstr "Acmhainn Nua..."
+
+msgid "New TextFile..."
+msgstr "Comhad Téacs Nua..."
+
+msgid "Sort Files"
+msgstr "Sórtáil Comhaid"
+
+msgid "Sort by Name (Ascending)"
+msgstr "Sórtáil de réir Ainm (Ag dul suas)"
+
+msgid "Sort by Name (Descending)"
+msgstr "Sórtáil de réir Ainm (Íslitheach)"
+
+msgid "Sort by Type (Ascending)"
+msgstr "Sórtáil de réir Cineáil (Ag dul suas)"
+
+msgid "Sort by Type (Descending)"
+msgstr "Sórtáil de réir Cineáil (Íslitheach)"
+
+msgid "Sort by Last Modified"
+msgstr "Sórtáil de réir Athraithe Is Déanaí"
+
+msgid "Sort by First Modified"
+msgstr "Sórtáil de réir an Chéad Athraithe"
+
+msgid "Copy Path"
+msgstr "Cóipeáil Conair"
+
+msgid "Copy Absolute Path"
+msgstr "Cóipeáil Conair Absalóideach"
+
+msgid "Copy UID"
+msgstr "Cóipeáil aitheantas úsáideora"
+
+msgid "Duplicate..."
+msgstr "Dúblach..."
+
+msgid "Rename..."
+msgstr "Athainmnigh..."
+
+msgid "Open in External Program"
+msgstr "Oscail i gClár Seachtrach"
+
+msgid "Red"
+msgstr "Dearg"
+
+msgid "Orange"
+msgstr "Oráiste"
+
+msgid "Yellow"
+msgstr "Buí"
+
+msgid "Green"
+msgstr "Glas"
+
+msgid "Teal"
+msgstr "TealName"
+
+msgid "Blue"
+msgstr "Gorm"
+
+msgid "Purple"
+msgstr "Corcra"
+
+msgid "Pink"
+msgstr "Bándearg"
+
+msgid "Gray"
+msgstr "Liath"
+
+msgid "Go to previous selected folder/file."
+msgstr "Téigh go dtí an fillteán/comhad roghnaithe roimhe seo."
+
+msgid "Go to next selected folder/file."
+msgstr "Téigh go dtí an chéad fhillteán/comhad roghnaithe eile."
+
+msgid "Re-Scan Filesystem"
+msgstr "Ath-Scan Córas Comhad"
+
+msgid "Change Split Mode"
+msgstr "Athraigh Mód Scoilte"
+
+msgid "Filter Files"
+msgstr "Scag Comhaid"
+
+msgid ""
+"Scanning Files,\n"
+"Please Wait..."
+msgstr ""
+"Comhaid á Scanadh,\n"
+"Fan, le do thoil..."
+
+msgid "Overwrite"
+msgstr "Forscríobh"
+
+msgid "Keep Both"
+msgstr "Coinnigh an Dá"
+
+msgid "Create Script"
+msgstr "Cruthaigh Script"
+
+msgid "Find in Files"
+msgstr "Aimsigh i gComhaid"
+
+msgid "Find:"
+msgstr "Aimsigh:"
+
+msgid "Replace:"
+msgstr "Ionadaigh:"
+
+msgid "Folder:"
+msgstr "Fillteán:"
+
+msgid "Filters:"
+msgstr "Scagairí:"
+
+msgid ""
+"Include the files with the following extensions. Add or remove them in "
+"ProjectSettings."
+msgstr ""
+"Cuir na comhaid leis na síntí seo a leanas san áireamh. Cuir nó bain iad i "
+"ProjectSettings."
+
+msgid "Find..."
+msgstr "Aimsigh..."
+
+msgid "Replace..."
+msgstr "Ionadaigh..."
+
+msgid "Replace in Files"
+msgstr "Ionadaigh i gComhaid"
+
+msgid "Replace all (no undo)"
+msgstr "Ionadaigh gach rud (gan cealaigh)"
+
+msgid "Searching..."
+msgstr "Ag cuardach..."
+
+msgid "%d match in %d file"
+msgstr "%d comhoiriúnach i gcomhad %d"
+
+msgid "%d matches in %d file"
+msgstr "%d comhoiriúnach i gcomhad %d"
+
+msgid "%d matches in %d files"
+msgstr "%d comhoiriúnach i gcomhaid %d"
+
+msgid "Set Group Description"
+msgstr "Socraigh Cur Síos ar an nGrúpa"
+
+msgid "Invalid group name. It cannot be empty."
+msgstr "Ainm neamhbhailí an ghrúpa. Ní féidir leis a bheith folamh."
+
+msgid "A group with the name '%s' already exists."
+msgstr "Tá grúpa leis an ainm '%s' ann cheana."
+
+msgid "Group can't be empty."
+msgstr "Ní féidir le grúpa a bheith folamh."
+
+msgid "Group already exists."
+msgstr "Tá grúpa ann cheana féin."
+
+msgid "Add Group"
+msgstr "Cuir Grúpa Leis"
+
+msgid "Renaming Group References"
+msgstr "Tagairtí Grúpa a Athainmniú"
+
+msgid "Removing Group References"
+msgstr "Tagairtí Grúpa a Bhaint"
+
+msgid "Rename Group"
+msgstr "Athainmnigh Grúpa"
+
+msgid "Remove Group"
+msgstr "Bain Grúpa"
+
+msgid "Delete references from all scenes"
+msgstr "Scrios tagairtí ó gach radharc"
+
+msgid "Delete group \"%s\"?"
+msgstr "Scrios grúpa \"%s\"?"
+
+msgid "Group name is valid."
+msgstr "Tá ainm an ghrúpa bailí."
+
+msgid "Rename references in all scenes"
+msgstr "Athainmnigh tagairtí i ngach radharc"
+
+msgid "Scene Groups"
+msgstr "Grúpaí Radhairc"
+
+msgid "This group belongs to another scene and can't be edited."
+msgstr ""
+"Baineann an grúpa seo le radharc eile agus ní féidir iad a chur in eagar."
+
+msgid "Copy group name to clipboard."
+msgstr "Cóipeáil ainm an ghrúpa go dtí an ghearrthaisce."
+
+msgid "Global Groups"
+msgstr "Grúpaí Domhanda"
+
+msgid "Add to Group"
+msgstr "Cuir leis an nGrúpa"
+
+msgid "Remove from Group"
+msgstr "Bain ó Ghrúpa"
+
+msgid "Convert to Global Group"
+msgstr "Tiontaigh go Grúpa Domhanda"
+
+msgid "Convert to Scene Group"
+msgstr "Tiontaigh go Grúpa Radhairc"
+
+msgid "Create New Group"
+msgstr "Cruthaigh Grúpa Nua"
+
+msgid "Global"
+msgstr "Domhanda"
+
+msgid "Delete group \"%s\" and all its references?"
+msgstr "Scrios grúpa \"%s\" agus a chuid tagairtí go léir?"
+
+msgid "Add a new group."
+msgstr "Cuir grúpa nua leis."
+
+msgid "Filter Groups"
+msgstr "Grúpaí Scagaire"
+
+msgid ""
+"Git commit date: %s\n"
+"Click to copy the version information."
+msgstr ""
+"Dáta tiomantais Git: %s\n"
+"Cliceáil chun faisnéis an leagain a chóipeáil."
+
+msgid "Expand Bottom Panel"
+msgstr "Leathnaigh an Painéal Bun"
+
+msgid "Move/Duplicate: %s"
+msgstr "Bog/Dúblach: %s"
+
+msgid "Move/Duplicate %d Item"
+msgid_plural "Move/Duplicate %d Items"
+msgstr[0] "Bog/Dúblaigh %d Mír"
+msgstr[1] "Bog/Dúblaigh %d Míreanna"
+msgstr[2] "Bog/Dúblaigh %d Míreanna"
+msgstr[3] "Bog/Dúblaigh %d Míreanna"
+msgstr[4] "Bog/Dúblaigh %d Míreanna"
+
+msgid "Choose target directory:"
+msgstr "Roghnaigh comhadlann sprice:"
+
+msgid "Move"
+msgstr "Bog"
+
+msgid "Network"
+msgstr "Líonra"
+
+msgid "Select Current Folder"
+msgstr "Roghnaigh Fillteán Reatha"
+
+msgid "Cannot save file with an empty filename."
+msgstr "Ní féidir comhad a shábháil le comhadainm folamh."
+
+msgid "Cannot save file with a name starting with a dot."
+msgstr "Ní féidir comhad a shábháil le hainm ag tosú le ponc."
+
+msgid ""
+"File \"%s\" already exists.\n"
+"Do you want to overwrite it?"
+msgstr ""
+"Tá comhad \"%s\" ann cheana.\n"
+"An bhfuil fonn ort scríobh air?"
+
+msgid "Select This Folder"
+msgstr "Roghnaigh an fillteán seo"
+
+msgid "All Recognized"
+msgstr "Gach Aitheanta"
+
+msgid "All Files (*)"
+msgstr "Gach Comhad (*)"
+
+msgid "Open a File"
+msgstr "Oscail Comhad"
+
+msgid "Open File(s)"
+msgstr "Oscail Comhad(anna)"
+
+msgid "Open a Directory"
+msgstr "Oscail Comhadlann"
+
+msgid "Open a File or Directory"
+msgstr "Oscail Comhad nó Comhadlann"
+
+msgid "Save a File"
+msgstr "Sábháil Comhad"
+
+msgid "Could not create folder. File with that name already exists."
+msgstr ""
+"Níorbh fhéidir fillteán a chruthú. Tá an comhad leis an ainm sin ann cheana."
+
+msgid "Favorited folder does not exist anymore and will be removed."
+msgstr "Níl an fillteán is fearr leat ann níos mó agus bainfear é."
+
+msgid "Go Back"
+msgstr "Téigh siar"
+
+msgid "Go Forward"
+msgstr "Téigh Ar Aghaidh"
+
+msgid "Go Up"
+msgstr "Téigh Suas"
+
+msgid "Toggle Hidden Files"
+msgstr "Scoránaigh Comhaid Fholaithe"
+
+msgid "Toggle Favorite"
+msgstr "Scoránaigh an ceann is fearr leat"
+
+msgid "Toggle Mode"
+msgstr "Scoránaigh an Mód"
+
+msgid "Focus Path"
+msgstr "Conair Fócais"
+
+msgid "Move Favorite Up"
+msgstr "Bog an ceann is fearr leat suas"
+
+msgid "Move Favorite Down"
+msgstr "Bog an ceann is fearr leat síos"
+
+msgid "Go to previous folder."
+msgstr "Téigh go dtí an fillteán roimhe seo."
+
+msgid "Go to next folder."
+msgstr "Téigh go dtí an chéad fhillteán eile."
+
+msgid "Go to parent folder."
+msgstr "Téigh chuig máthairfhillteán."
+
+msgid "Refresh files."
+msgstr "Athnuaigh comhaid."
+
+msgid "(Un)favorite current folder."
+msgstr "(Un)fillteán reatha is fearr leat."
+
+msgid "Toggle the visibility of hidden files."
+msgstr "Scoránaigh infheictheacht na gcomhad folaithe."
+
+msgid "Create a new folder."
+msgstr "Cruthaigh fillteán nua."
+
+msgid "Directories & Files:"
+msgstr "Comhadlanna & Comhaid:"
+
+msgid "Preview:"
+msgstr "Réamhamharc:"
+
+msgid "File:"
+msgstr "Comhad:"
+
+msgid ""
+"Remove the selected files? For safety only files and empty directories can be "
+"deleted from here. (Cannot be undone.)\n"
+"Depending on your filesystem configuration, the files will either be moved to "
+"the system trash or deleted permanently."
+msgstr ""
+"Bain na comhaid roghnaithe? Ar mhaithe le sábháilteacht is féidir ach comhaid "
+"agus eolairí folamh a scriosadh as anseo. (Ní féidir é a chealú.)\n"
+"Ag brath ar chumraíocht do chórais comhad, bogfar na comhaid go bruscar an "
+"chórais nó scriosfar iad go buan."
+
+msgid "No sub-resources found."
+msgstr "Níor aimsíodh aon fho-acmhainní."
+
+msgid "Open a list of sub-resources."
+msgstr "Oscail liosta fo-acmhainní."
+
+msgid "Play the project."
+msgstr "Seinn an tionscadal."
+
+msgid "Play the edited scene."
+msgstr "Seinn an radharc in eagar."
+
+msgid "Play a custom scene."
+msgstr "Seinn radharc saincheaptha."
+
+msgid "Reload the played scene."
+msgstr "Athluchtaigh an radharc a imríodh."
+
+msgid "Quick Run Scene..."
+msgstr "Radharc Rith Tapa..."
+
+msgid ""
+"Movie Maker mode is enabled, but no movie file path has been specified.\n"
+"A default movie file path can be specified in the project settings under the "
+"Editor > Movie Writer category.\n"
+"Alternatively, for running single scenes, a `movie_file` string metadata can "
+"be added to the root node,\n"
+"specifying the path to a movie file that will be used when recording that "
+"scene."
+msgstr ""
+"Tá mód Déantóir Scannán cumasaithe, ach níl aon chonair comhaid scannáin "
+"sonraithe.\n"
+"Is féidir cosán réamhshocraithe comhaid scannáin a shonrú i socruithe an "
+"tionscadail faoin gcatagóir Eagarthóir > Scríbhneoir Scannán.\n"
+"Mar mhalairt air sin, chun radhairc aonair a rith, is féidir meiteashonraí "
+"teaghrán `comhad_scannáin` a chur leis an mbunnód,\n"
+"ag sonrú an chosáin chuig comhad scannáin a úsáidfear agus an radharc sin á "
+"thaifeadadh."
+
+msgid "Could not start subprocess(es)!"
+msgstr "Níorbh fhéidir fophróiseas(es) a thosú!"
+
+msgid "Run the project's default scene."
+msgstr "Rith radharc réamhshocraithe an tionscadail."
+
+msgid "Run Project"
+msgstr "Rith Tionscadal"
+
+msgid "Pause the running project's execution for debugging."
+msgstr ""
+"Cuir forghníomhú an tionscadail reatha ar sos le haghaidh dífhabhtaithe."
+
+msgid "Pause Running Project"
+msgstr "Tionscadal Rith Ar Sos"
+
+msgid "Stop the currently running project."
+msgstr "Stop an tionscadal atá á reáchtáil faoi láthair."
+
+msgid "Stop Running Project"
+msgstr "Stop an Tionscadal Rith"
+
+msgid "Run the currently edited scene."
+msgstr "Rith an radharc atá curtha in eagar faoi láthair."
+
+msgid "Run Current Scene"
+msgstr "Rith an Radharc Reatha"
+
+msgid "Run a specific scene."
+msgstr "Rith radharc ar leith."
+
+msgid "Run Specific Scene"
+msgstr "Rith Radharc Ar Leith"
+
+msgid ""
+"Enable Movie Maker mode.\n"
+"The project will run at stable FPS and the visual and audio output will be "
+"recorded to a video file."
+msgstr ""
+"Cumasaigh mód Déantóir Scannáin.\n"
+"Beidh an tionscadal ar siúl ag FPS cobhsaí agus déanfar an t-aschur amhairc "
+"agus fuaime a thaifeadadh i gcomhad físe."
+
+msgid "Play This Scene"
+msgstr "Seinn an radharc seo"
+
+msgid "Close Tab"
+msgstr "Dún Cluaisín"
+
+msgid "Undo Close Tab"
+msgstr "Cealaigh an Cluaisín Dúnta"
+
+msgid "Close Other Tabs"
+msgstr "Dún Cluaisíní Eile"
+
+msgid "Close Tabs to the Right"
+msgstr "Dún Cluaisíní ar Dheis"
+
+msgid "Close All Tabs"
+msgstr "Dún Gach Cluaisín"
+
+msgid "New Window"
+msgstr "Fuinneog Nua"
+
+msgid "Add a new scene."
+msgstr "Cuir radharc nua leis."
+
+msgid ""
+"Hold %s to round to integers.\n"
+"Hold Shift for more precise changes."
+msgstr ""
+"Coinnigh %s go slánuimhir.\n"
+"Coinnigh Shift le haghaidh athruithe níos beaichte."
+
+msgid "No notifications."
+msgstr "Gan fógraí."
+
+msgid "Show notifications."
+msgstr "Taispeáin fógraí."
+
+msgid "Silence the notifications."
+msgstr "Cuir na fógraí ina dtost."
+
+msgid "Toggle Visible"
+msgstr "Scoránaigh Infheicthe"
+
+msgid "Unlock Node"
+msgstr "Díghlasáil Nód"
+
+msgid "Ungroup Children"
+msgstr "Leanaí Gan Ghrúpa"
+
+msgid "Disable Scene Unique Name"
+msgstr "Díchumasaigh Ainm Uathúil an Radhairc"
+
+msgid "(Connecting From)"
+msgstr "(Ag Nascadh Ó)"
+
+msgid "Node configuration warning:"
+msgstr "Rabhadh cumraíochta nód:"
+
+msgid ""
+"This node can be accessed from within anywhere in the scene by preceding it "
+"with the '%s' prefix in a node path.\n"
+"Click to disable this."
+msgstr ""
+"Is féidir teacht ar an nód seo ó áit ar bith sa radharc ach an réimír '%s' a "
+"chur roimhe i gcosán nód.\n"
+"Cliceáil chun é seo a dhíchumasú."
+
+msgid "Node has one connection."
+msgid_plural "Node has {num} connections."
+msgstr[0] "Tá nasc amháin ag Nód."
+msgstr[1] "Tá naisc {num} ag Nód."
+msgstr[2] "Tá naisc {num} ag Nód."
+msgstr[3] "Tá naisc {num} ag Nód."
+msgstr[4] "Tá naisc {num} ag Nód."
+
+msgid "Node is in this group:"
+msgid_plural "Node is in the following groups:"
+msgstr[0] "Tá nód sa ghrúpa seo:"
+msgstr[1] "Tá Nód sna grúpaí seo a leanas:"
+msgstr[2] "Tá Nód sna grúpaí seo a leanas:"
+msgstr[3] "Tá Nód sna grúpaí seo a leanas:"
+msgstr[4] "Tá Nód sna grúpaí seo a leanas:"
+
+msgid "Click to show signals dock."
+msgstr "Cliceáil chun duga comharthaí a thaispeáint."
+
+msgid "This script is currently running in the editor."
+msgstr "Tá an script seo á rith san eagarthóir faoi láthair."
+
+msgid "This script is a custom type."
+msgstr "Is cineál saincheaptha é an script seo."
+
+msgid "Open Script:"
+msgstr "Oscail Script:"
+
+msgid ""
+"Node is locked.\n"
+"Click to unlock it."
+msgstr ""
+"Tá nód faoi ghlas.\n"
+"Cliceáil chun é a dhíghlasáil."
+
+msgid ""
+"Children are not selectable.\n"
+"Click to make them selectable."
+msgstr ""
+"Ní féidir páistí a roghnú.\n"
+"Cliceáil chun iad a roghnú."
+
+msgid ""
+"AnimationPlayer is pinned.\n"
+"Click to unpin."
+msgstr ""
+"Tá AnimationPlayer pinned.\n"
+"Cliceáil chun unpin."
+
+msgid "Open in Editor"
+msgstr "Oscail san Eagarthóir"
+
+msgid "\"%s\" is not a known filter."
+msgstr "Ní scagaire aitheanta é \"%s\"."
+
+msgid "Invalid node name, the following characters are not allowed:"
+msgstr "Ainm nód neamhbhailí, ní cheadaítear na carachtair seo a leanas:"
+
+msgid "A node with the unique name %s already exists in this scene."
+msgstr "Tá nód leis an ainm uathúil %s sa radharc seo cheana féin."
+
+msgid "Rename Node"
+msgstr "Athainmnigh Nód"
+
+msgid "Rename Nodes"
+msgstr "Athainmnigh Nóid"
+
+msgid "Scene Tree (Nodes):"
+msgstr "Crann Radharc (Nóid):"
+
+msgid "Node Configuration Warning!"
+msgstr "Rabhadh Cumraíochta Nód!"
+
+msgid "Allowed:"
+msgstr "Ceadaithe:"
+
+msgid "Select a Node"
+msgstr "Roghnaigh Nód"
+
+msgid "Show All"
+msgstr "Taispeáin Gach Rud"
+
+msgid "The Beginning"
+msgstr "An Tús"
+
+msgid "Pre-Import Scene"
+msgstr "Radharc Réamhiompórtála"
+
+msgid "Importing Scene..."
+msgstr "Radharc á Iompórtáil..."
+
+msgid "Import Scene"
+msgstr "Iompórtáil Radharc"
+
+msgid "Running Custom Script..."
+msgstr "Script Shaincheaptha á rith..."
+
+msgid "Couldn't load post-import script:"
+msgstr "Níorbh fhéidir script iariompórtála a luchtú:"
+
+msgid "Invalid/broken script for post-import (check console):"
+msgstr "Script neamhbhailí/briste le haghaidh iariompórtála (seiceáil consól):"
+
+msgid "Error running post-import script:"
+msgstr "Earráid agus script iariompórtála á rith:"
+
+msgid "Did you return a Node-derived object in the `_post_import()` method?"
+msgstr "Ar thug tú réad a dhíorthaítear ó Nód ar ais sa mhodh '_post_import()'?"
+
+msgid "Saving..."
+msgstr "Ag sábháil..."
+
+msgid "<Unnamed Material>"
+msgstr "<Ábhar Gan Ainm>"
+
+msgid "Import ID: %s"
+msgstr "Iompórtáil aitheantas: %s"
+
+msgid ""
+"Type: %s\n"
+"Import ID: %s"
+msgstr ""
+"Cineál: %s\n"
+"Iompórtáil aitheantas: %s"
+
+msgid "Error opening scene"
+msgstr "Earráid agus radharc á oscailt"
+
+msgid "Advanced Import Settings for AnimationLibrary '%s'"
+msgstr "Ardsocruithe Iompórtála le haghaidh BeochanaLibrary '%s'"
+
+msgid "Advanced Import Settings for Scene '%s'"
+msgstr "Ardsocruithe Iompórtála le haghaidh Radharc '%s'"
+
+msgid "Select folder to extract material resources"
+msgstr "Roghnaigh fillteán chun acmhainní ábhair a bhaint amach"
+
+msgid "Select folder where mesh resources will save on import"
+msgstr "Roghnaigh fillteán ina sábhálfaidh acmhainní mogall ar iompórtáil"
+
+msgid "Select folder where animations will save on import"
+msgstr "Roghnaigh fillteán ina sábhálfaidh beochan ar iompórtáil"
+
+msgid "Warning: File exists"
+msgstr "Rabhadh: Tá an comhad ann"
+
+msgid "Existing file with the same name will be replaced."
+msgstr "Cuirfear an comhad atá ann cheana leis an ainm céanna in ionad."
+
+msgid "Will create new file"
+msgstr "Cruthaigh comhad nua"
+
+msgid "Already External"
+msgstr "Seachtrach cheana féin"
+
+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 ""
+"Déanann an t-ábhar seo tagairt do chomhad seachtrach cheana féin, ní dhéanfar "
+"aon ghníomh.\n"
+"Díchumasaigh an mhaoin sheachtrach chun í a bhaint arís."
+
+msgid "No import ID"
+msgstr "Gan aitheantas iompórtála"
+
+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 ""
+"Níl aon ainm ná aon bhealach eile ag an ábhar le haithint ar athiompórtáil.\n"
+"Ainmnigh é nó cinntigh go n-onnmhairítear é le haitheantas uathúil."
+
+msgid "Extract Materials to Resource Files"
+msgstr "Ábhair a Bhaint amach i gComhaid Acmhainne"
+
+msgid "Extract"
+msgstr "Sliocht"
+
+msgid "Already Saving"
+msgstr "Ag Sábháil Cheana Féin"
+
+msgid ""
+"This mesh already saves to an external resource, no action will be taken."
+msgstr ""
+"Sábhálann an mogall seo acmhainn sheachtrach cheana féin, ní dhéanfar aon "
+"ghníomh."
+
+msgid "Existing file with the same name will be replaced on import."
+msgstr ""
+"Cuirfear an comhad atá ann cheana leis an ainm céanna in ionad na hiompórtála."
+
+msgid "Will save to new file"
+msgstr "Sábhálfaidh sé i gcomhad nua"
+
+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 ""
+"Níl aon ainm ná aon bhealach eile ag mogalra chun iad a aithint ar "
+"athiompórtáil.\n"
+"Ainmnigh é nó cinntigh go n-onnmhairítear é le haitheantas uathúil."
+
+msgid "Set paths to save meshes as resource files on Reimport"
+msgstr ""
+"Socraigh cosáin chun mogaill a shábháil mar chomhaid acmhainne ar "
+"Athiompórtáil"
+
+msgid "Set Paths"
+msgstr "Socraigh Cosáin"
+
+msgid ""
+"This animation already saves to an external resource, no action will be taken."
+msgstr ""
+"Sábhálann an beochan seo acmhainn sheachtrach cheana féin, ní dhéanfar aon "
+"ghníomh."
+
+msgid "Set paths to save animations as resource files on Reimport"
+msgstr ""
+"Socraigh cosáin chun beochan a shábháil mar chomhaid acmhainne ar "
+"Athiompórtáil"
+
+msgid "Can't make material external to file, write error:"
+msgstr "Ní féidir ábhar a dhéanamh lasmuigh de chomhad, earráid a scríobh:"
+
+msgid "Actions..."
+msgstr "Gníomhartha..."
+
+msgid "Extract Materials"
+msgstr "Ábhair Sliocht"
+
+msgid "Set Animation Save Paths"
+msgstr "Socraigh Cosáin Sábhála Beochana"
+
+msgid "Set Mesh Save Paths"
+msgstr "Socraigh Cosáin Sábhála Mogalra"
+
+msgid "Meshes"
+msgstr "Mogalraí"
+
+msgid "Materials"
+msgstr "Ábhair"
+
+msgid "Selected Animation Play/Pause"
+msgstr "Dráma Beochana Roghnaithe/Sos"
+
+msgid "Rotate Lights With Model"
+msgstr "Rothlaigh soilse le samhail"
+
+msgid "Primary Light"
+msgstr "Solas Príomhúil"
+
+msgid "Secondary Light"
+msgstr "Solas Tánaisteach"
+
+msgid "Status"
+msgstr "Stádas"
+
+msgid "Save Extension:"
+msgstr "Sábháil Iarmhír:"
+
+msgid "Text: *.tres"
+msgstr "Téacs: *.tres"
+
+msgid "Binary: *.res"
+msgstr "Dénártha: *.res"
+
+msgid "Text Resource"
+msgstr "Acmhainn Téacs"
+
+msgid "Binary Resource"
+msgstr "Acmhainn Dhénártha"
+
+msgid "Audio Stream Importer: %s"
+msgstr "Iompórtálaí Sruth Fuaime: %s"
+
+msgid "Enable looping."
+msgstr "Cumasaigh lúbadh."
+
+msgid "Offset:"
+msgstr "Fritháireamh:"
+
+msgid ""
+"Loop offset (from beginning). Note that if BPM is set, this setting will be "
+"ignored."
+msgstr ""
+"Fritháireamh lúb (ó thús). Tabhair faoi deara go ndéanfar neamhaird ar an "
+"socrú seo má shocraítear BPM."
+
+msgid "Loop:"
+msgstr "Lúb:"
+
+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 ""
+"Cumraigh na Beats Per Measure (luas) a úsáidtear do na sruthanna "
+"idirghníomhacha.\n"
+"Tá sé seo ag teastáil chun faisnéis buille a chumrú."
+
+msgid "Beat Count:"
+msgstr "Líon na mbuille:"
+
+msgid ""
+"Configure the amount of Beats used for music-aware looping. If zero, it will "
+"be autodetected from the length.\n"
+"It is recommended to set this value (either manually or by clicking on a beat "
+"number in the preview) to ensure looping works properly."
+msgstr ""
+"Cumraigh an méid Beats a úsáidtear le haghaidh lúbadh atá feasach ar cheol. "
+"Má náid, beidh sé autodetected as an fad.\n"
+"Moltar an luach seo a shocrú (de láimh nó trí chliceáil ar uimhir bhuille sa "
+"réamhamharc) chun a chinntiú go n-oibríonn lúbadh i gceart."
+
+msgid "Bar Beats:"
+msgstr "Beats Barra:"
+
+msgid ""
+"Configure the Beats Per Bar. This used for music-aware transitions between "
+"AudioStreams."
+msgstr ""
+"Cumraigh na buillí in aghaidh an bharra. D'úsáid sé seo le haghaidh aistrithe "
+"ceol-fheasacha idir AudioStreams."
+
+msgid "Music Playback:"
+msgstr "Athsheinm Ceoil:"
+
+msgid "New Configuration"
+msgstr "Cumraíocht Nua"
+
+msgid "Remove Variation"
+msgstr "Bain Athrú"
+
+msgid "Preloaded glyphs: %d"
+msgstr "Glyphs réamhluchtaithe: %d"
+
+msgid ""
+"Warning: There are no configurations specified, no glyphs will be pre-"
+"rendered."
+msgstr ""
+"Rabhadh: Níl aon chumraíochtaí sonraithe, ní dhéanfar aon ghliophs a réamh-"
+"rindreáil."
+
+msgid ""
+"Warning: Multiple configurations have identical settings. Duplicates will be "
+"ignored."
+msgstr ""
+"Rabhadh: Tá socruithe comhionanna ag cumraíochtaí iolracha. Déanfar neamhaird "
+"ar dhúblaigh."
+
+msgid ""
+"Note: LCD Subpixel antialiasing is selected, each of the glyphs will be pre-"
+"rendered for all supported subpixel layouts (5x)."
+msgstr ""
+"Nóta: Roghnaítear antialiasing Subpixel LCD, déanfar gach ceann de na glyphs "
+"a réamh-rindreáil do gach leagan amach subpixel tacaithe (5x)."
+
+msgid ""
+"Note: Subpixel positioning is selected, each of the glyphs might be pre-"
+"rendered for multiple subpixel offsets (up to 4x)."
+msgstr ""
+"Tabhair faoi deara: Roghnaítear suíomh subpixel, d'fhéadfadh gach ceann de na "
+"glyphs a réamh-rindreáil le haghaidh fritháirimh subpixel il (suas le 4x)."
+
+msgid "Advanced Import Settings for '%s'"
+msgstr "Ardsocruithe Iompórtála le haghaidh '%s'"
+
+msgid "Rendering Options"
+msgstr "Roghanna Rindreála"
+
+msgid "Select font rendering options, fallback font, and metadata override:"
+msgstr ""
+"Roghnaigh roghanna rindreáil cló, cló cúltaca, agus sáraíocht meiteashonraí:"
+
+msgid "Pre-render Configurations"
+msgstr "Cumraíochtaí Réamhrindreála"
+
+msgid ""
+"Add font size, and variation coordinates, and select glyphs to pre-render:"
+msgstr ""
+"Cuir clómhéid leis, agus comhordanáidí athraithe, agus roghnaigh glyphs le "
+"réamh-rindreáil:"
+
+msgid "Configuration:"
+msgstr "Cumraíocht:"
+
+msgid "Add configuration"
+msgstr "Cuir cumraíocht leis"
+
+msgid "Clear Glyph List"
+msgstr "Glan Liosta Glyph"
+
+msgid "Glyphs from the Translations"
+msgstr "Glyphs ó na hAistriúcháin"
+
+msgid "Select translations to add all required glyphs to pre-render list:"
+msgstr ""
+"Roghnaigh aistriúcháin chun gach glyphs is gá a chur leis an liosta "
+"réamhrindreála:"
+
+msgid "Shape all Strings in the Translations and Add Glyphs"
+msgstr "Cruth gach Teaghráin sna hAistriúcháin agus Cuir Glyphs"
+
+msgid "Glyphs from the Text"
+msgstr "Glyphs ón Téacs"
+
+msgid ""
+"Enter a text and select OpenType features to shape and add all required "
+"glyphs to pre-render list:"
+msgstr ""
+"Iontráil téacs agus roghnaigh gnéithe OpenType chun gach glyphs riachtanach a "
+"mhúnlú agus a chur leis an liosta réamhrindreála:"
+
+msgid "Shape Text and Add Glyphs"
+msgstr "Cruthaigh téacs agus cuir glyphs leis"
+
+msgid "Glyphs from the Character Map"
+msgstr "Glyphs ón Léarscáil Carachtar"
+
+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 ""
+"Cuir nó bain glyphs as léarscáil na gcarachtar leis an liosta "
+"réamhrindreála:\n"
+"Tabhair faoi deara: Níl comhfhreagras duine le duine le carachtar ag roinnt "
+"roghanna stíle agus leaganacha glyph, agus ní thaispeántar iad sa léarscáil "
+"seo, bain úsáid as cluaisín \"Glyphs ón téacs\" chun iad seo a chur leis."
+
+msgid "Dynamically rendered TrueType/OpenType font"
+msgstr "Cló TrueType / OpenType a rinneadh go dinimiciúil"
+
+msgid "Prerendered multichannel(+true) signed distance field"
+msgstr "Multichannel prerendered (+ fíor) réimse achar sínithe"
+
+msgid ""
+"Error importing GLSL shader file: '%s'. Open the file in the filesystem dock "
+"in order to see the reason."
+msgstr ""
+"Earráid agus comhad scáthaithe GLSL á iompórtáil: '%s'. Oscail an comhad i "
+"nduga an chórais comhad chun an chúis a fheiceáil."
+
+msgid ""
+"%s: Texture detected as used as a normal map in 3D. Enabling red-green "
+"texture compression to reduce memory usage (blue channel is discarded)."
+msgstr ""
+"%s: Braitheadh uigeacht mar ghnáthléarscáil in 3D. Comhbhrú uigeachta dearg-"
+"ghlas a chumasú chun úsáid cuimhne a laghdú (caitear cainéal gorm amach)."
+
+msgid ""
+"%s: Texture detected as used as a roughness map in 3D. Enabling roughness "
+"limiter based on the detected associated normal map at %s."
+msgstr ""
+"%s: Aimsíodh uigeacht mar a úsáidtear mar léarscáil garbh i 3D. Limiter "
+"gairbhe a chumasú bunaithe ar an ngnáthléarscáil ghaolmhar a braitheadh ag %s."
+
+msgid ""
+"%s: Texture detected as used in 3D. Enabling mipmap generation and setting "
+"the texture compression mode to %s."
+msgstr ""
+"%s: Braitheadh uigeacht mar a úsáidtear i 3D. Giniúint mipmap a chumasú agus "
+"an mód comhbhrúite uigeachta a shocrú go %s."
+
+msgid "2D/3D (Auto-Detect)"
+msgstr "2D / 3D (Uath-Bhrath)"
+
+msgid "2D"
+msgstr "2D"
+
+msgid "3D"
+msgstr "3D"
+
+msgid ""
+"%s: Atlas texture significantly larger on one axis (%d), consider changing "
+"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, "
+"making the result more even in size."
+msgstr ""
+"%s: Uigeacht Atlas i bhfad níos mó ar ais amháin (%d), smaoinigh ar Shocrú "
+"Tionscadail 'editor/import/atlas_max_width' a athrú chun uigeacht níos "
+"leithne a cheadú, rud a fhágann go bhfuil an toradh níos cothroime ó thaobh "
+"méide de."
+
+msgid "Importer:"
+msgstr "Iompórtálaí:"
+
+msgid "Keep File (exported as is)"
+msgstr "Coinnigh Comhad (easpórtáilte mar atá)"
+
+msgid "Skip File (not exported)"
+msgstr "Ná bac leis an gComhad (níor easpórtáil)"
+
+msgid "%d Files"
+msgstr "%d Comhaid"
+
+msgid "Set as Default for '%s'"
+msgstr "Socraigh mar Réamhshocrú do '%s'"
+
+msgid "Clear Default for '%s'"
+msgstr "Glan an réamhshocrú le haghaidh '%s'"
+
+msgid ""
+"You have pending changes that haven't been applied yet. Click Reimport to "
+"apply changes made to the import options.\n"
+"Selecting another resource in the FileSystem dock without clicking Reimport "
+"first will discard changes made in the Import dock."
+msgstr ""
+"Tá athruithe ar feitheamh agat nach bhfuil curtha i bhfeidhm go fóill. "
+"Cliceáil Athiompórtáil chun athruithe a rinneadh ar na roghanna iompórtála a "
+"chur i bhfeidhm.\n"
+"Má roghnaíonn tú acmhainn eile i nduga an Chórais Comhad gan cliceáil ar "
+"Reimport ar dtús, cuirfear na hathruithe a rinneadh sa duga Iompórtála i "
+"leataobh."
+
+msgid "Import As:"
+msgstr "Iompórtáil Mar:"
+
+msgid "Preset"
+msgstr "Réamhshocrú"
+
+msgid "Advanced..."
+msgstr "Ardrang..."
+
+msgid ""
+"The imported resource is currently loaded. All instances will be replaced and "
+"undo history will be cleared."
+msgstr ""
+"Tá an acmhainn iompórtáilte luchtaithe faoi láthair. Cuirfear gach cás in áit "
+"agus glanfar an stair a chealú."
+
+msgid ""
+"WARNING: Assets exist that use this resource. They may stop loading properly "
+"after changing type."
+msgstr ""
+"RABHADH: Tá sócmhainní ann a úsáideann an acmhainn seo. Féadfaidh siad stop a "
+"chur le luchtú i gceart tar éis cineál a athrú."
+
+msgid ""
+"Select a resource file in the filesystem or in the inspector to adjust import "
+"settings."
+msgstr ""
+"Roghnaigh comhad acmhainne sa chóras comhad nó sa chigire chun socruithe "
+"iompórtála a choigeartú."
+
+msgid "No Event Configured"
+msgstr "Níor cumraíodh teagmhas ar bith"
+
+msgid "Keyboard Keys"
+msgstr "Eochracha Méarchláir"
+
+msgid "Mouse Buttons"
+msgstr "Cnaipí Luiche"
+
+msgid "Joypad Buttons"
+msgstr "Cnaipí Joypad"
+
+msgid "Joypad Axes"
+msgstr "Aiseanna Joypad"
+
+msgid "Event Configuration for \"%s\""
+msgstr "Cumraíocht teagmhais le haghaidh \"%s\""
+
+msgid "Event Configuration"
+msgstr "Cumraíocht an Imeachta"
+
+msgid "Manual Selection"
+msgstr "Roghnú Láimhe"
+
+msgid "Filter Inputs"
+msgstr "Scag Ionchuranna"
+
+msgid "Additional Options"
+msgstr "Roghanna Breise"
+
+msgid "Device:"
+msgstr "Gléas:"
+
+msgid "Command / Control (auto)"
+msgstr "Ordú / Rialú (uathoibríoch)"
+
+msgid ""
+"Automatically remaps between 'Meta' ('Command') and 'Control' depending on "
+"current platform."
+msgstr ""
+"Déan athmhapáil go huathoibríoch idir 'Meta' ('Command') agus 'Control' ag "
+"brath ar an ardán reatha."
+
+msgid "Keycode (Latin Equivalent)"
+msgstr "Keycode (coibhéis Laidine)"
+
+msgid "Physical Keycode (Position on US QWERTY Keyboard)"
+msgstr "Eochairchód Fisiciúil (Seasamh ar Mhéarchlár QWERTY na SA)"
+
+msgid "Key Label (Unicode, Case-Insensitive)"
+msgstr "Lipéad Eochrach (Unicode, Cás-Neamhíogair)"
+
+msgid "Physical location"
+msgstr "Suíomh fisiciúil"
+
+msgid "Any"
+msgstr "Déanfar aon"
+
+msgid ""
+"The following resources will be duplicated and embedded within this resource/"
+"object."
+msgstr ""
+"Déanfar na hacmhainní seo a leanas a dhúbailt agus a leabú laistigh den "
+"acmhainn/réad seo."
+
+msgid "This object has no resources."
+msgstr "Níl aon acmhainní ag an oibiacht seo."
+
+msgid "Failed to load resource."
+msgstr "Theip ar luchtú na hacmhainne."
+
+msgid "(Current)"
+msgstr "(Reatha)"
+
+msgid "Expand Non-Default"
+msgstr "Leathnaigh Neamh-Réamhshocrú"
+
+msgid "Property Name Style"
+msgstr "Stíl Ainm na Maoine"
+
+msgid "Raw (e.g. \"%s\")"
+msgstr "Amh (m.sh. \"%s\")"
+
+msgid "Capitalized (e.g. \"%s\")"
+msgstr "Caipitlithe (m.sh. \"%s\")"
+
+msgid "Localized (e.g. \"Z Index\")"
+msgstr "Logánaithe (m.sh. \"Innéacs Z\")"
+
+msgid "Localization not available for current language."
+msgstr "Níl logánú ar fáil don teanga reatha."
+
+msgid "Copy Properties"
+msgstr "Cóipeáil Airíonna"
+
+msgid "Paste Properties"
+msgstr "Greamaigh Airíonna"
+
+msgid "Make Sub-Resources Unique"
+msgstr "Fo-Acmhainní a Dhéanamh Uathúil"
+
+msgid "Create a new resource in memory and edit it."
+msgstr "Cruthaigh acmhainn nua i gcuimhne agus é a chur in eagar."
+
+msgid "Load an existing resource from disk and edit it."
+msgstr "Luchtaigh acmhainn atá ann cheana ón diosca agus cuir in eagar í."
+
+msgid "Save the currently edited resource."
+msgstr "Sábháil an acmhainn atá curtha in eagar faoi láthair."
+
+msgid "Extra resource options."
+msgstr "Roghanna acmhainní breise."
+
+msgid "Edit Resource from Clipboard"
+msgstr "Cuir Acmhainn in Eagar ón nGearrthaisce"
+
+msgid "Copy Resource"
+msgstr "Cóipeáil Acmhainn"
+
+msgid "Make Resource Built-In"
+msgstr "Déan Acmhainn Tógtha Isteach"
+
+msgid "Go to previous edited object in history."
+msgstr "Téigh go dtí réad a cuireadh in eagar roimhe seo sa stair."
+
+msgid "Go to next edited object in history."
+msgstr "Téigh go dtí an chéad rud eile in eagar sa stair."
+
+msgid "History of recently edited objects."
+msgstr "Stair na réad a cuireadh in eagar le déanaí."
+
+msgid "Open documentation for this object."
+msgstr "Oscail doiciméadú don oibiacht seo."
+
+msgid "Filter Properties"
+msgstr "Airíonna an Scag"
+
+msgid "Manage object properties."
+msgstr "Bainistigh airíonna réada."
+
+msgid "This cannot be undone. Are you sure?"
+msgstr "Ní féidir é seo a chealú. An bhfuil tú cinnte?"
+
+msgid "Add %d Translations"
+msgstr "Cuir %d Aistriúcháin Leis"
+
+msgid "Remove Translation"
+msgstr "Bain Aistriúchán"
+
+msgid "Translation Resource Remap: Add %d Path(s)"
+msgstr "Athmhapáil Acmhainní Aistriúcháin: Cuir %d Conair(eanna) Leis"
+
+msgid "Translation Resource Remap: Add %d Remap(s)"
+msgstr "Athmhapáil Acmhainní Aistriúcháin: Cuir %d Remap(s) Leis"
+
+msgid "Change Resource Remap Language"
+msgstr "Athraigh Teanga Athmhapála Acmhainne"
+
+msgid "Remove Resource Remap"
+msgstr "Bain Athmhapa Acmhainne"
+
+msgid "Remove Resource Remap Option"
+msgstr "Bain Rogha Athmhapála Acmhainne"
+
+msgid "Add %d file(s) for POT generation"
+msgstr "Cuir %d comhad(í) le giniúint POT"
+
+msgid "Remove file from POT generation"
+msgstr "Bain comhad ó ghiniúint POT"
+
+msgid "Removed"
+msgstr "Bainte"
+
+msgid "%s cannot be found."
+msgstr "Ní féidir %s a aimsiú."
+
+msgid "Translations"
+msgstr "Aistriúcháin"
+
+msgid "Translations:"
+msgstr "Aistriúcháin:"
+
+msgid "Remaps"
+msgstr "Athmhapaí"
+
+msgid "Resources:"
+msgstr "Acmhainní:"
+
+msgid "Remaps by Locale:"
+msgstr "Remaps de réir Locale:"
+
+msgid "Locale"
+msgstr "Áitiúil"
+
+msgid "POT Generation"
+msgstr "Giniúint POT"
+
+msgid "Files with translation strings:"
+msgstr "Comhaid le teaghráin aistriúcháin:"
+
+msgid "Generate POT"
+msgstr "Gin POT"
+
+msgid "Add Built-in Strings to POT"
+msgstr "Cuir Teaghráin Tógtha le POT"
+
+msgid "Add strings from built-in components such as certain Control nodes."
+msgstr ""
+"Cuir teaghráin ó chomhpháirteanna tógtha isteach, mar shampla nóid Rialaithe "
+"áirithe."
+
+msgid "Set %s on %d nodes"
+msgstr "Socraigh %s ar nóid %d"
+
+msgid "%s (%d Selected)"
+msgstr "%s (%d roghnaithe)"
+
+msgid "Groups"
+msgstr "Grúpaí"
+
+msgid "Select a single node to edit its signals and groups."
+msgstr "Roghnaigh nód amháin chun a chomharthaí agus a ghrúpaí a chur in eagar."
+
+msgid "Create Polygon"
+msgstr "Cruthaigh Polagán"
+
+msgid "Create points."
+msgstr "Cruthaigh pointí."
+
+msgid ""
+"Edit points.\n"
+"LMB: Move Point\n"
+"RMB: Erase Point"
+msgstr ""
+"Cuir pointí in eagar.\n"
+"LMB: Pointe Bogtha\n"
+"RMB: Scrios Pointe"
+
+msgid "Erase points."
+msgstr "Scrios pointí."
+
+msgid "Edit Polygon"
+msgstr "Cuir Polagán in Eagar"
+
+msgid "Insert Point"
+msgstr "Ionsáigh Pointe"
+
+msgid "Edit Polygon (Remove Point)"
+msgstr "Cuir Polagán in Eagar (Bain Pointe)"
+
+msgid "Remove Polygon And Point"
+msgstr "Bain Polagán agus Pointe"
+
+msgid "Add Animation"
+msgstr "Cuir Beochan Leis"
+
+msgid "Add %s"
+msgstr "Cuir %s leis"
+
+msgid "Move Node Point"
+msgstr "Bog Pointe Nód"
+
+msgid "Change BlendSpace1D Config"
+msgstr "Athraigh Cumraíocht BlendSpace1D"
+
+msgid "Change BlendSpace1D Labels"
+msgstr "Athraigh Lipéid BlendSpace1D"
+
+msgid "This type of node can't be used. Only animation nodes are allowed."
+msgstr "Ní féidir an cineál nód seo a úsáid. Ní cheadaítear ach nóid bheochana."
+
+msgid "This type of node can't be used. Only root nodes are allowed."
+msgstr "Ní féidir an cineál nód seo a úsáid. Ní cheadaítear ach nóid fréimhe."
+
+msgid "Add Node Point"
+msgstr "Cuir Pointe Nód Leis"
+
+msgid "Add Animation Point"
+msgstr "Cuir Pointe Beochana Leis"
+
+msgid "Remove BlendSpace1D Point"
+msgstr "Bain Pointe BlendSpace1D"
+
+msgid "Move BlendSpace1D Node Point"
+msgstr "Bog Pointe Nód BlendSpace1D"
+
+msgid ""
+"AnimationTree is inactive.\n"
+"Activate to enable playback, check node warnings if activation fails."
+msgstr ""
+"Tá AnimationTree neamhghníomhach.\n"
+"Gníomhachtaigh chun athsheinm a chumasú, seiceáil rabhaidh nód má theipeann "
+"ar ghníomhachtú."
+
+msgid "Set the blending position within the space"
+msgstr "Socraigh an suíomh measctha laistigh den spás"
+
+msgid "Select and move points, create points with RMB."
+msgstr "Roghnaigh agus bog pointí, pointí a chruthú le RMB."
+
+msgid "Enable snap and show grid."
+msgstr "Cumasaigh léim agus taispeáin greille."
+
+msgid "Sync:"
+msgstr "Sioncronaigh:"
+
+msgid "Blend:"
+msgstr "Cumasc:"
+
+msgid "Point"
+msgstr "Pointe"
+
+msgid "Open Editor"
+msgstr "Oscail Eagarthóir"
+
+msgid "Open Animation Node"
+msgstr "Oscail Nód Beochana"
+
+msgid "Triangle already exists."
+msgstr "Tá triantán ann cheana féin."
+
+msgid "Add Triangle"
+msgstr "Cuir Triantán Leis"
+
+msgid "Change BlendSpace2D Config"
+msgstr "Athraigh Cumraíocht BlendSpace2D"
+
+msgid "Change BlendSpace2D Labels"
+msgstr "Athraigh Lipéid BlendSpace2D"
+
+msgid "Remove BlendSpace2D Point"
+msgstr "Bain Pointe BlendSpace2D"
+
+msgid "Remove BlendSpace2D Triangle"
+msgstr "Bain Triantán BlendSpace2D"
+
+msgid "No triangles exist, so no blending can take place."
+msgstr "Níl aon triantáin ann, mar sin ní féidir aon chumasc a dhéanamh."
+
+msgid "Toggle Auto Triangles"
+msgstr "Scoránaigh Triantáin Uathoibríocha"
+
+msgid "Create triangles by connecting points."
+msgstr "Cruthaigh triantáin trí phointí a nascadh."
+
+msgid "Erase points and triangles."
+msgstr "Scrios pointí agus triantáin."
+
+msgid "Generate blend triangles automatically (instead of manually)"
+msgstr "Gin triantáin chumaisc go huathoibríoch (in ionad de láimh)"
+
+msgid "Parameter Changed: %s"
+msgstr "Athraíodh an paraiméadar: %s"
+
+msgid "Inspect Filters"
+msgstr "Scagairí a Iniúchadh"
+
+msgid "Output node can't be added to the blend tree."
+msgstr "Ní féidir nód aschuir a chur leis an gcrann cumaisc."
+
+msgid "Add Node to BlendTree"
+msgstr "Cuir Nód le BlendTree"
+
+msgid "Node Moved"
+msgstr "Nód Bogtha"
+
+msgid "Unable to connect, port may be in use or connection may be invalid."
+msgstr ""
+"Ní féidir ceangal, d'fhéadfadh calafort a bheith in úsáid nó d'fhéadfadh "
+"ceangal a bheith neamhbhailí."
+
+msgid "Nodes Connected"
+msgstr "Nóid Ceangailte"
+
+msgid "Nodes Disconnected"
+msgstr "Nóid Dícheangailte"
+
+msgid "Set Animation"
+msgstr "Socraigh Beochan"
+
+msgid "Delete Node"
+msgstr "Scrios Nód"
+
+msgid "Delete Node(s)"
+msgstr "Scrios Nód(anna)"
+
+msgid "Toggle Filter On/Off"
+msgstr "Scoránaigh an scagaire ar/as"
+
+msgid "Change Filter"
+msgstr "Athraigh scagaire"
+
+msgid "Fill Selected Filter Children"
+msgstr "Líon Páistí Scagaire Roghnaithe"
+
+msgid "Invert Filter Selection"
+msgstr "Inbhéartaigh Roghnú Scagaire"
+
+msgid "Clear Filter Selection"
+msgstr "Glan Roghnú Scagaire"
+
+msgid ""
+"Animation player has no valid root node path, so unable to retrieve track "
+"names."
+msgstr ""
+"Níl aon chosán nód fréimhe bailí ag an seinnteoir beochana, mar sin ní féidir "
+"ainmneacha rianta a aisghabháil."
+
+msgid "Anim Clips"
+msgstr "Gearrthóga Anim"
+
+msgid "Audio Clips"
+msgstr "Gearrthóga Fuaime"
+
+msgid "Functions"
+msgstr "Feidhmeanna"
+
+msgid "Inspect Filtered Tracks:"
+msgstr "Scrúdaigh Rianta Scagtha:"
+
+msgid "Edit Filtered Tracks:"
+msgstr "Cuir Rianta Scagtha in Eagar:"
+
+msgid "Node Renamed"
+msgstr "Nód Athainmnithe"
+
+msgid "Add Node..."
+msgstr "Cuir Nód Leis..."
+
+msgid "Enable Filtering"
+msgstr "Cumasaigh scagadh"
+
+msgid "Fill Selected Children"
+msgstr "Líon na Leanaí Roghnaithe"
+
+msgid "Invert"
+msgstr "Inbhéartaigh"
+
+msgid "Library Name:"
+msgstr "Ainm na Leabharlainne:"
+
+msgid "Animation name can't be empty."
+msgstr "Ní féidir ainm beochana a bheith folamh."
+
+msgid "Animation name contains invalid characters: '/', ':', ',' or '['."
+msgstr "Tá carachtair neamhbhailí in ainm beochana: '/', ':', ',' nó '['."
+
+msgid "Animation with the same name already exists."
+msgstr "Tá beochan leis an ainm céanna ann cheana féin."
+
+msgid "Enter a library name."
+msgstr "Iontráil ainm leabharlainne."
+
+msgid "Library name contains invalid characters: '/', ':', ',' or '['."
+msgstr ""
+"Tá carachtair neamhbhailí in ainm na leabharlainne: '/', ':', ',' nó '['."
+
+msgid "Library with the same name already exists."
+msgstr "Tá leabharlann leis an ainm céanna ann cheana féin."
+
+msgid "Animation name is valid."
+msgstr "Tá ainm beochana bailí."
+
+msgid "Global library will be created."
+msgstr "Cruthófar leabharlann dhomhanda."
+
+msgid "Library name is valid."
+msgstr "Tá ainm na leabharlainne bailí."
+
+msgid "Add Animation to Library: %s"
+msgstr "Cuir Beochan leis an Leabharlann: %s"
+
+msgid "Add Animation Library: %s"
+msgstr "Cuir Leabharlann Bheochana Leis: %s"
+
+msgid "Load Animation"
+msgstr "Luchtaigh Beochan"
+
+msgid ""
+"This animation library can't be saved because it does not belong to the "
+"edited scene. Make it unique first."
+msgstr ""
+"Ní féidir an leabharlann beochana seo a shábháil toisc nach mbaineann sí leis "
+"an radharc atheagraithe. Déan uathúil é ar dtús."
+
+msgid ""
+"This animation library can't be saved because it was imported from another "
+"file. Make it unique first."
+msgstr ""
+"Ní féidir an leabharlann beochana seo a shábháil toisc gur iompórtáladh í ó "
+"chomhad eile. Déan uathúil é ar dtús."
+
+msgid "Save Library"
+msgstr "Sábháil an Leabharlann"
+
+msgid "Make Animation Library Unique: %s"
+msgstr "Déan Leabharlann Beochana Uathúil: %s"
+
+msgid ""
+"This animation can't be saved because it does not belong to the edited scene. "
+"Make it unique first."
+msgstr ""
+"Ní féidir an beochan seo a shábháil toisc nach mbaineann sé leis an radharc "
+"atheagraithe. Déan uathúil é ar dtús."
+
+msgid ""
+"This animation can't be saved because it was imported from another file. Make "
+"it unique first."
+msgstr ""
+"Ní féidir an beochan seo a shábháil toisc gur iompórtáladh é ó chomhad eile. "
+"Déan uathúil é ar dtús."
+
+msgid "Save Animation"
+msgstr "Sábháil Beochan"
+
+msgid "Make Animation Unique: %s"
+msgstr "Déan Beochan Uathúil: %s"
+
+msgid "Save Animation library to File: %s"
+msgstr "Sábháil leabharlann beochana i gcomhad: %s"
+
+msgid "Save Animation to File: %s"
+msgstr "Sábháil Beochan i gComhad: %s"
+
+msgid "Some AnimationLibrary files were invalid."
+msgstr "Bhí roinnt comhad Beochana neamhbhailí."
+
+msgid "Some of the selected libraries were already added to the mixer."
+msgstr ""
+"Cuireadh cuid de na leabharlanna roghnaithe leis an meascthóir cheana féin."
+
+msgid "Add Animation Libraries"
+msgstr "Cuir Leabharlanna Beochana Leis"
+
+msgid "Some Animation files were invalid."
+msgstr "Bhí roinnt comhad beochana neamhbhailí."
+
+msgid "Some of the selected animations were already added to the library."
+msgstr ""
+"Cuireadh cuid de na beochana roghnaithe leis an leabharlann cheana féin."
+
+msgid "Load Animations into Library"
+msgstr "Luchtaigh Beochan isteach sa Leabharlann"
+
+msgid "Load Animation into Library: %s"
+msgstr "Luchtaigh Beochan sa Leabharlann: %s"
+
+msgid "Rename Animation Library: %s"
+msgstr "Athainmnigh Leabharlann Beochana: %s"
+
+msgid "[Global]"
+msgstr "[Domhanda]"
+
+msgid "Rename Animation: %s"
+msgstr "Athainmnigh Beochan: %s"
+
+msgid "Animation Name:"
+msgstr "Ainm Beochana:"
+
+msgid "No animation resource in clipboard!"
+msgstr "Níl aon acmhainn beochana sa ghearrthaisce!"
+
+msgid "Pasted Animation"
+msgstr "Beochan Ghreamaithe"
+
+msgid "Open in Inspector"
+msgstr "Oscailte sa Chigire"
+
+msgid "Remove Animation Library: %s"
+msgstr "Bain Leabharlann Beochana: %s"
+
+msgid "Remove Animation from Library: %s"
+msgstr "Bain Beochan ón Leabharlann: %s"
+
+msgid "[built-in]"
+msgstr "[tógtha isteach]"
+
+msgid "[foreign]"
+msgstr "[eachtrach]"
+
+msgid "[imported]"
+msgstr "[iompórtáilte]"
+
+msgid "Add animation to library."
+msgstr "Cuir beochan leis an leabharlann."
+
+msgid "Load animation from file and add to library."
+msgstr "Luchtaigh beochan ón gcomhad agus cuir leis an leabharlann."
+
+msgid "Paste animation to library from clipboard."
+msgstr "Greamaigh beochan go dtí an leabharlann ón ngearrthaisce."
+
+msgid "Save animation library to resource on disk."
+msgstr "Sábháil leabharlann beochana chun acmhainn a dhéanamh ar an diosca."
+
+msgid "Remove animation library."
+msgstr "Bain leabharlann beochana."
+
+msgid "Copy animation to clipboard."
+msgstr "Cóipeáil beochan go dtí an ghearrthaisce."
+
+msgid "Save animation to resource on disk."
+msgstr "Sábháil beochan le hacmhainn ar an diosca."
+
+msgid "Remove animation from Library."
+msgstr "Bain beochan ón Leabharlann."
+
+msgid "Edit Animation Libraries"
+msgstr "Cuir Leabharlanna Beochana in Eagar"
+
+msgid "New Library"
+msgstr "Leabharlann Nua"
+
+msgid "Create new empty animation library."
+msgstr "Cruthaigh leabharlann bheochana fholamh nua."
+
+msgid "Load Library"
+msgstr "Luchtaigh Leabharlann"
+
+msgid "Load animation library from disk."
+msgstr "Luchtaigh leabharlann beochana ón diosca."
+
+msgid "Storage"
+msgstr "Stóráil"
+
+msgid "Toggle Autoplay"
+msgstr "Scoránaigh Uathsheinn"
+
+msgid "Create New Animation"
+msgstr "Cruthaigh Beochan Nua"
+
+msgid "New Animation Name:"
+msgstr "Ainm Nua Beochana:"
+
+msgid "Rename Animation"
+msgstr "Athainmnigh Beochan"
+
+msgid "Change Animation Name:"
+msgstr "Athraigh Ainm Beochana:"
+
+msgid "Delete Animation '%s'?"
+msgstr "Scrios beochan '%s'?"
+
+msgid "Remove Animation"
+msgstr "Bain Beochan"
+
+msgid "Invalid animation name!"
+msgstr "Ainm neamhbhailí beochana!"
+
+msgid "Animation '%s' already exists!"
+msgstr "Tá beochan '%s' ann cheana!"
+
+msgid "Duplicate Animation"
+msgstr "Dúblach Beochan"
+
+msgid "Blend Next Changed"
+msgstr "Cumasc An Chéad Athrú Eile"
+
+msgid "Change Blend Time"
+msgstr "Athraigh Am Cumaisc"
+
+msgid "[Global] (create)"
+msgstr "[Domhanda] (cruthaigh)"
+
+msgid "Duplicated Animation Name:"
+msgstr "Ainm Beochana Dúblach:"
+
+msgid "Onion skinning requires a RESET animation."
+msgstr "Éilíonn skinning oinniún beochan ATHSHOCRAIGH."
+
+msgid "Play selected animation backwards from current pos. (A)"
+msgstr "Seinn beochan roghnaithe ar gcúl ó pos reatha. (A)"
+
+msgid "Play selected animation backwards from end. (Shift+A)"
+msgstr "Seinn an beochan roghnaithe siar ón deireadh. (Shift + A)"
+
+msgid "Pause/stop animation playback. (S)"
+msgstr "Cuir athsheinm beochana ar sos/stop. [Leasú 193]"
+
+msgid "Play selected animation from start. (Shift+D)"
+msgstr "Seinn an beochan roghnaithe ón tús. (Shift + D)"
+
+msgid "Play selected animation from current pos. (D)"
+msgstr "Seinn beochan roghnaithe ó pos. reatha (D)"
+
+msgid "Animation position (in seconds)."
+msgstr "Suíomh beochana (i soicindí)."
+
+msgid "Scale animation playback globally for the node."
+msgstr "Scálaigh athsheinm beochana ar fud an domhain don nód."
+
+msgid "Animation Tools"
+msgstr "Uirlisí Beochana"
+
+msgid "Animation"
+msgstr "Beochan"
+
+msgid "New..."
+msgstr "Nua..."
+
+msgid "Manage Animations..."
+msgstr "Bainistigh Beochan..."
+
+msgid "Edit Transitions..."
+msgstr "Cuir Aistrithe in Eagar..."
+
+msgid "Display list of animations in player."
+msgstr "Taispeáin liosta beochana san imreoir."
+
+msgid "Autoplay on Load"
+msgstr "Uathsheinn ar Luchtaigh"
+
+msgid "Enable Onion Skinning"
+msgstr "Cumasaigh Skinning Oinniún"
+
+msgid "Onion Skinning Options"
+msgstr "Roghanna Skinning Oinniún"
+
+msgid "Directions"
+msgstr "Treoracha"
+
+msgid "Past"
+msgstr "San am a chuaigh thart"
+
+msgid "Future"
+msgstr "An Todhchaí"
+
+msgid "Depth"
+msgstr "Doimhneacht"
+
+msgid "1 step"
+msgstr "1 chéim"
+
+msgid "2 steps"
+msgstr "2 chéim"
+
+msgid "3 steps"
+msgstr "3 chéim"
+
+msgid "Differences Only"
+msgstr "Difríochtaí Amháin"
+
+msgid "Force White Modulate"
+msgstr "Fórsa Bán Modulate"
+
+msgid "Include Gizmos (3D)"
+msgstr "Cuir Gizmos (3D) san áireamh"
+
+msgid "Pin AnimationPlayer"
+msgstr "Bioráin BeochanPlayer"
+
+msgid "Error!"
+msgstr "Earráid!"
+
+msgid "Cross-Animation Blend Times"
+msgstr "Amanna Cumaisc Tras-Beochana"
+
+msgid "Blend Times:"
+msgstr "Amanna Cumaisc:"
+
+msgid "Next (Auto Queue):"
+msgstr "Ar Aghaidh (Scuaine Uathoibríoch):"
+
+msgid "Toggle Animation Bottom Panel"
+msgstr "Scoránaigh an Painéal Bun Beochana"
+
+msgid "Move Node"
+msgstr "Bog Nód"
+
+msgid "Transition exists!"
+msgstr "Tá an t-aistriú ann!"
+
+msgid "Play/Travel to %s"
+msgstr "Seinn/Taisteal go %s"
+
+msgid "Edit %s"
+msgstr "Cuir %s in eagar"
+
+msgid "Add Node and Transition"
+msgstr "Cuir Nód agus Aistriú Leis"
+
+msgid "Add Transition"
+msgstr "Cuir Aistriú Leis"
+
+msgid "Immediate"
+msgstr "Láithreach bonn"
+
+msgid "Sync"
+msgstr "Sioncronú"
+
+msgid "At End"
+msgstr "Ag deireadh"
+
+msgid "Travel"
+msgstr "Taisteal"
+
+msgid "No playback resource set at path: %s."
+msgstr "Níl aon acmhainn athsheinm socraithe ag an gcosán: %s."
+
+msgid "Node Removed"
+msgstr "Nód Bainte"
+
+msgid "Transition Removed"
+msgstr "Aistriú Bainte"
+
+msgid ""
+"Select and move nodes.\n"
+"RMB: Add node at position clicked.\n"
+"Shift+LMB+Drag: Connects the selected node with another node or creates a new "
+"node if you select an area without nodes."
+msgstr ""
+"Roghnaigh agus bog nóid.\n"
+"RMB: Cuir nód leis ag an suíomh cliceáil.\n"
+"Shift + LMB + Tarraing: Ceangail an nód roghnaithe le nód eile nó cruthaíonn "
+"sé nód nua má roghnaíonn tú limistéar gan nóid."
+
+msgid "Create new nodes."
+msgstr "Cruthaigh nóid nua."
+
+msgid "Connect nodes."
+msgstr "Ceangail nóid."
+
+msgid "Remove selected node or transition."
+msgstr "Bain nód nó aistriú roghnaithe."
+
+msgid "Transition:"
+msgstr "Aistriú:"
+
+msgid "New Transitions Should Auto Advance"
+msgstr "Ba chóir aistrithe nua a chur chun cinn go huathoibríoch"
+
+msgid "Play Mode:"
+msgstr "Mód Seinnte:"
+
+msgid "Delete Selected"
+msgstr "Scrios roghnaithe"
+
+msgid "Delete All"
+msgstr "Scrios Gach Rud"
+
+msgid "Root"
+msgstr "Fréamh"
+
+msgid "AnimationTree"
+msgstr "BeochanTreeName"
+
+msgid "Toggle AnimationTree Bottom Panel"
+msgstr "Scoránaigh BeochanTree Bottom Panel"
+
+msgid "Author"
+msgstr "Údar"
+
+msgid "Version:"
+msgstr "Leagan:"
+
+msgid "Contents:"
+msgstr "Ábhar:"
+
+msgid "View Files"
+msgstr "Amharc ar Chomhaid"
+
+msgid "Download"
+msgstr "Íoslódáil"
+
+msgid "Connection error, please try again."
+msgstr "Earráid ceangail, bain triail eile as."
+
+msgid "Can't connect."
+msgstr "Ní féidir ceangal."
+
+msgid "Can't connect to host:"
+msgstr "Ní féidir ceangal leis an óstríomhaire:"
+
+msgid "No response from host:"
+msgstr "Gan freagra ón óstach:"
+
+msgid "No response."
+msgstr "Gan aon fhreagra."
+
+msgid "Can't resolve hostname:"
+msgstr "Ní féidir óstainm a réiteach:"
+
+msgid "Can't resolve."
+msgstr "Ní féidir é a réiteach."
+
+msgid "Request failed, return code:"
+msgstr "Theip ar an iarratas, cód fillte:"
+
+msgid "Cannot save response to:"
+msgstr "Ní féidir an freagra seo a shábháil:"
+
+msgid "Write error."
+msgstr "Scríobh earráid."
+
+msgid "Request failed, too many redirects"
+msgstr "Theip ar an iarratas, an iomarca atreoruithe"
+
+msgid "Redirect loop."
+msgstr "Lúb a atreorú."
+
+msgid "Request failed, timeout"
+msgstr "Theip ar an iarratas, teorainn ama"
+
+msgid "Timeout."
+msgstr "Teorainn ama."
+
+msgid "Failed:"
+msgstr "Theip ar:"
+
+msgid "Bad download hash, assuming file has been tampered with."
+msgstr ""
+"Bad download hash, ag glacadh leis go bhfuil an comhad curtha isteach air."
+
+msgid "Expected:"
+msgstr "Bhíothas ag súil leis:"
+
+msgid "Got:"
+msgstr "Fuair:"
+
+msgid "Failed SHA-256 hash check"
+msgstr "Theip ar sheiceáil hash SHA-256"
+
+msgid "Asset Download Error:"
+msgstr "Earráid Íosluchtaithe Sócmhainní:"
+
+msgid "Ready to install!"
+msgstr "Réidh le suiteáil!"
+
+msgid "Downloading (%s / %s)..."
+msgstr "Á íosluchtú (%s / %s)..."
+
+msgid "Downloading..."
+msgstr "Á Íosluchtú..."
+
+msgid "Resolving..."
+msgstr "Ag réiteach..."
+
+msgid "Error making request"
+msgstr "Earráid agus iarratas á dhéanamh"
+
+msgid "Idle"
+msgstr "Díomhaoin"
+
+msgid "Install..."
+msgstr "Suiteáil..."
+
+msgid "Retry"
+msgstr "Atriail"
+
+msgid "Download Error"
+msgstr "Earráid Íosluchtaithe"
+
+msgid "Recently Updated"
+msgstr "Nuashonraithe le Déanaí"
+
+msgid "Least Recently Updated"
+msgstr "An ceann is lú a nuashonraíodh le déanaí"
+
+msgid "Name (A-Z)"
+msgstr "Ainm (A-Z)"
+
+msgid "Name (Z-A)"
+msgstr "Ainm (Z-A)"
+
+msgid "License (A-Z)"
+msgstr "Ceadúnas (A-Z)"
+
+msgid "License (Z-A)"
+msgstr "Ceadúnas (Z-A)"
+
+msgid "Featured"
+msgstr "Réadmhaoin"
+
+msgid "Testing"
+msgstr "Tástáil"
+
+msgid "Loading..."
+msgstr "Á Luchtú..."
+
+msgctxt "Pagination"
+msgid "First"
+msgstr "An chéad"
+
+msgctxt "Pagination"
+msgid "Previous"
+msgstr "Roimhe Seo"
+
+msgctxt "Pagination"
+msgid "Next"
+msgstr "Ar Aghaidh"
+
+msgctxt "Pagination"
+msgid "Last"
+msgstr "An uair dheireanach"
+
+msgid ""
+"The Asset Library requires an online connection and involves sending data "
+"over the internet."
+msgstr ""
+"Teastaíonn nasc ar líne ón Leabharlann Sócmhainní agus is éard atá i gceist "
+"léi ná sonraí a sheoladh ar an idirlíon."
+
+msgid "Go Online"
+msgstr "Téigh Ar Líne"
+
+msgid "Failed to get repository configuration."
+msgstr "Theip ar chumraíocht an stóir a fháil."
+
+msgid "All"
+msgstr "Gach"
+
+msgid "No results for \"%s\" for support level(s): %s."
+msgstr "Níl aon toradh ar \"%s\" le haghaidh leibhéal(anna) tacaíochta: %s."
+
+msgid ""
+"No results compatible with %s %s for support level(s): %s.\n"
+"Check the enabled support levels using the 'Support' button in the top-right "
+"corner."
+msgstr ""
+"Níl aon torthaí comhoiriúnach le %s %s le haghaidh leibhéal(í) tacaíochta: "
+"%s.\n"
+"Seiceáil na leibhéil tacaíochta cumasaithe ag baint úsáide as an gcnaipe "
+"'Tacaíocht' sa chúinne ag barr ar dheis."
+
+msgid "Search Templates, Projects, and Demos"
+msgstr "Cuardaigh Teimpléid, Tionscadail, agus Demos"
+
+msgid "Search Assets (Excluding Templates, Projects, and Demos)"
+msgstr "Sócmhainní Cuardaigh (Gan Teimpléid, Tionscadail agus Demos a áireamh)"
+
+msgid "Import..."
+msgstr "Iompórtáil..."
+
+msgid "Plugins..."
+msgstr "Breiseáin..."
+
+msgid "Sort:"
+msgstr "Sórtáil:"
+
+msgid "Category:"
+msgstr "Catagóir:"
+
+msgid "Site:"
+msgstr "Suíomh:"
+
+msgid "Support"
+msgstr "Tacaíocht"
+
+msgid "Assets ZIP File"
+msgstr "Comhad ZIP Sócmhainní"
+
+msgid "Audio Preview Play/Pause"
+msgstr "Seinn Réamhamhairc Fuaime / Sos"
+
+msgid "Bone Picker:"
+msgstr "Roghnóir Cnámh:"
+
+msgid "Clear mappings in current group."
+msgstr "Mapálacha soiléire sa ghrúpa reatha."
+
+msgid "Preview"
+msgstr "Réamhamharc"
+
+msgid "Configure Snap"
+msgstr "Cumraigh Snap"
+
+msgid "Grid Offset:"
+msgstr "Fritháireamh Greille:"
+
+msgid "Grid Step:"
+msgstr "Céim Greille:"
+
+msgid "Primary Line Every:"
+msgstr "Bunlíne Gach:"
+
+msgid "Rotation Offset:"
+msgstr "Fritháireamh rothlaithe:"
+
+msgid "Rotation Step:"
+msgstr "Céim rothlaithe:"
+
+msgid "Scale Step:"
+msgstr "Céim Scála:"
+
+msgid ""
+"Children of a container get their position and size determined only by their "
+"parent."
+msgstr ""
+"Faigheann leanaí coimeádáin a suíomh agus a méid arna chinneadh ag a "
+"dtuismitheoir amháin."
+
+msgid "Move Node(s) to Position"
+msgstr "Bog nód(anna) go dtí an suíomh"
+
+msgid "Move Vertical Guide"
+msgstr "Bog Treoir Ingearach"
+
+msgid "Create Vertical Guide"
+msgstr "Cruthaigh Treoir Ingearach"
+
+msgid "Remove Vertical Guide"
+msgstr "Bain Treoir Ingearach"
+
+msgid "Move Horizontal Guide"
+msgstr "Bog Treoir Chothrománach"
+
+msgid "Create Horizontal Guide"
+msgstr "Cruthaigh Treoir Chothrománach"
+
+msgid "Remove Horizontal Guide"
+msgstr "Bain Treoir Chothrománach"
+
+msgid "Create Horizontal and Vertical Guides"
+msgstr "Cruthaigh Treoracha Cothrománacha agus Ingearacha"
+
+msgid "Set CanvasItem \"%s\" Pivot Offset to (%d, %d)"
+msgstr "Socraigh CanbhásItem \"%s\" Pivot Fritháireamh go (%d, %d)"
+
+msgid "Rotate %d CanvasItems"
+msgstr "Rothlaigh %d CanbhásItems"
+
+msgid "Rotate CanvasItem \"%s\" to %d degrees"
+msgstr "Rothlaigh CanbhásItem \"%s\" go %d céim"
+
+msgid "Move CanvasItem \"%s\" Anchor"
+msgstr "Bog CanbhásItem \"%s\" Ancaire"
+
+msgid "Scale Node2D \"%s\" to (%s, %s)"
+msgstr "Scálaigh nód2D \"%s\" go (%s, %s)"
+
+msgid "Resize Control \"%s\" to (%d, %d)"
+msgstr "Athraigh méid an Rialtáin \"%s\" go (%d,%d)"
+
+msgid "Scale %d CanvasItems"
+msgstr "Scálaigh %d CanbhásItems"
+
+msgid "Scale CanvasItem \"%s\" to (%s, %s)"
+msgstr "Scálaigh CanbhásItem \"%s\" go (%s, %s)"
+
+msgid "Move %d CanvasItems"
+msgstr "Bog %d CanbhásItems"
+
+msgid "Move CanvasItem \"%s\" to (%d, %d)"
+msgstr "Bog CanbhásItem \"%s\" go (%d, %d)"
+
+msgid "Locked"
+msgstr "Faoi Ghlas"
+
+msgid "Grouped"
+msgstr "Grúpáilte"
+
+msgid "Add Node Here..."
+msgstr "Cuir nód leis anseo..."
+
+msgid "Instantiate Scene Here..."
+msgstr "Radharc meandarach anseo..."
+
+msgid "Paste Node(s) Here"
+msgstr "Greamaigh Nód(anna) Anseo"
+
+msgid "Move Node(s) Here"
+msgstr "Bog nód(anna) anseo"
+
+msgid "px"
+msgstr "px"
+
+msgid "units"
+msgstr "aonaid"
+
+msgid "Moving:"
+msgstr "Ag bogadh:"
+
+msgid "Rotating:"
+msgstr "Rothlach:"
+
+msgid "Scaling:"
+msgstr "Scálú:"
+
+msgid ""
+"Project Camera Override\n"
+"Overrides the running project's camera with the editor viewport camera."
+msgstr ""
+"Sáraíocht an Cheamara Tionscadail\n"
+"Sáraíonn sé ceamara an tionscadail reatha le ceamara viewport an eagarthóra."
+
+msgid ""
+"Project Camera Override\n"
+"No project instance running. Run the project from the editor to use this "
+"feature."
+msgstr ""
+"Sáraíocht an Cheamara Tionscadail\n"
+"Níl aon ásc tionscadail ag rith. Rith an tionscadal ón eagarthóir chun an "
+"ghné seo a úsáid."
+
+msgid "Lock Selected"
+msgstr "Glasáil roghnaithe"
+
+msgid "Unlock Selected"
+msgstr "Díghlasáil roghnaithe"
+
+msgid "Group Selected"
+msgstr "Grúpa Roghnaithe"
+
+msgid "Ungroup Selected"
+msgstr "Díghrúpa Roghnaithe"
+
+msgid "Paste Pose"
+msgstr "Greamaigh Údar"
+
+msgid "Clear Guides"
+msgstr "Treoracha Soiléire"
+
+msgid "Create Custom Bone2D(s) from Node(s)"
+msgstr "Cruthaigh Cnámh2D (í) Saincheaptha ó Nód (í)"
+
+msgid "Cancel Transformation"
+msgstr "Cealaigh Claochlú"
+
+msgid "Zoom to 3.125%"
+msgstr "Súmáil go 3.125%"
+
+msgid "Zoom to 6.25%"
+msgstr "Súmáil go 6.25%"
+
+msgid "Zoom to 12.5%"
+msgstr "Zoom go 12.5%"
+
+msgid "Zoom to 25%"
+msgstr "Súmáil go 25%"
+
+msgid "Zoom to 50%"
+msgstr "Súmáil go 50%"
+
+msgid "Zoom to 100%"
+msgstr "Zoom go 100%"
+
+msgid "Zoom to 200%"
+msgstr "Súmáil go 200%"
+
+msgid "Zoom to 400%"
+msgstr "Súmáil go 400%"
+
+msgid "Zoom to 800%"
+msgstr "Súmáil go 800%"
+
+msgid "Zoom to 1600%"
+msgstr "Súmáil go 1600%"
+
+msgid "Center View"
+msgstr "Amharc Lárnaigh"
+
+msgid "Select Mode"
+msgstr "Roghnaigh Mód"
+
+msgid "Drag: Rotate selected node around pivot."
+msgstr "Tarraing: Rothlaigh nód roghnaithe timpeall pivot."
+
+msgid "Alt+Drag: Move selected node."
+msgstr "Alt+Drag: Bog nód roghnaithe."
+
+msgid "Alt+Drag: Scale selected node."
+msgstr "Alt+Drag: Scálaigh nód roghnaithe."
+
+msgid "V: Set selected node's pivot position."
+msgstr "V: Socraigh suíomh pivot nód roghnaithe."
+
+msgid "Alt+RMB: Show list of all nodes at position clicked, including locked."
+msgstr ""
+"Alt + RMB: Taispeáin liosta de na nóid go léir ag an suíomh cliceáil, lena n-"
+"áirítear faoi ghlas."
+
+msgid "RMB: Add node at position clicked."
+msgstr "RMB: Cuir nód leis ag an suíomh cliceáil."
+
+msgid "Move Mode"
+msgstr "Bog Mód"
+
+msgid "Rotate Mode"
+msgstr "Rothlaigh an Mód"
+
+msgid "Scale Mode"
+msgstr "Mód Scála"
+
+msgid "Shift: Scale proportionally."
+msgstr "Shift: Scála go comhréireach."
+
+msgid "Show list of selectable nodes at position clicked."
+msgstr "Taispeáin liosta de nóid inroghnaithe ag an suíomh cliceáil."
+
+msgid "Click to change object's rotation pivot."
+msgstr "Cliceáil chun pivot rothlaithe an réada a athrú."
+
+msgid "Shift: Set temporary rotation pivot."
+msgstr "Shift: Socraigh pivot uainíochta sealadach."
+
+msgid ""
+"Click this button while holding Shift to put the rotation pivot in the center "
+"of the selected nodes."
+msgstr ""
+"Cliceáil an cnaipe seo agus Shift á choinneáil agat chun an mhaighdeog "
+"rothlaithe a chur i lár na nóid roghnaithe."
+
+msgid "Pan Mode"
+msgstr "Mód Pan"
+
+msgid ""
+"You can also use Pan View shortcut (Space by default) to pan in any mode."
+msgstr ""
+"Is féidir leat aicearra Pan View (Spás de réir réamhshocraithe) a úsáid "
+"freisin chun pan in aon mhodh."
+
+msgid "Ruler Mode"
+msgstr "Mód Rialóra"
+
+msgid "Toggle smart snapping."
+msgstr "Scoránaigh snapping cliste."
+
+msgid "Use Smart Snap"
+msgstr "Bain úsáid as Snap Cliste"
+
+msgid "Toggle grid snapping."
+msgstr "Scoránaigh léim na greille."
+
+msgid "Use Grid Snap"
+msgstr "Úsáid Snap Greille"
+
+msgid "Snapping Options"
+msgstr "Roghanna Snapping"
+
+msgid "Use Rotation Snap"
+msgstr "Úsáid Léim rothlaithe"
+
+msgid "Use Scale Snap"
+msgstr "Úsáid Léim Scála"
+
+msgid "Snap Relative"
+msgstr "Gaol Léime"
+
+msgid "Use Pixel Snap"
+msgstr "Úsáid Pixel Snap"
+
+msgid "Snap to Parent"
+msgstr "Léim chuig tuismitheoir"
+
+msgid "Snap to Node Anchor"
+msgstr "Léim go Ancaire Nód"
+
+msgid "Snap to Node Sides"
+msgstr "Léim go Taobhanna Nód"
+
+msgid "Snap to Node Center"
+msgstr "Léim go dtí an Lárionad Nód"
+
+msgid "Snap to Other Nodes"
+msgstr "Léim go Nóid Eile"
+
+msgid "Snap to Guides"
+msgstr "Léim chuig Treoracha"
+
+msgid "Smart Snapping"
+msgstr "Snapping Cliste"
+
+msgid "Configure Snap..."
+msgstr "Cumraigh Snap..."
+
+msgid "Lock selected node, preventing selection and movement."
+msgstr ""
+"Cuir nód roghnaithe faoi ghlas, rud a chuireann cosc ar roghnú agus ar "
+"ghluaiseacht."
+
+msgid "Unlock selected node, allowing selection and movement."
+msgstr "Díghlasáil nód roghnaithe, ag ligean roghnú agus gluaiseacht."
+
+msgid ""
+"Groups the selected node with its children. This causes the parent to be "
+"selected when any child node is clicked in 2D and 3D view."
+msgstr ""
+"Grúpáil an nód roghnaithe lena leanaí. Fágann sé seo go roghnófar an "
+"tuismitheoir nuair a chliceáiltear nód linbh ar bith in amharc 2D agus 3D."
+
+msgid ""
+"Ungroups the selected node from its children. Child nodes will be individual "
+"items in 2D and 3D view."
+msgstr ""
+"Díghrúpáil an nód roghnaithe óna leanaí. Beidh nóid leanaí ina míreanna "
+"aonair in amharc 2D agus 3D."
+
+msgid "Skeleton Options"
+msgstr "Roghanna cnámharlaigh"
+
+msgid "Show Bones"
+msgstr "Taispeáin Cnámha"
+
+msgid "Make Bone2D Node(s) from Node(s)"
+msgstr "Déan Nód (Nód) Bone2D ó Nód (í)"
+
+msgid "View"
+msgstr "Amharc"
+
+msgid "Show"
+msgstr "Taispeáin"
+
+msgid "Show When Snapping"
+msgstr "Taispeáin nuair a léimeann tú"
+
+msgid "Toggle Grid"
+msgstr "Scoránaigh an Ghreille"
+
+msgid "Grid"
+msgstr "Greille"
+
+msgid "Show Helpers"
+msgstr "Taispeáin Cúntóirí"
+
+msgid "Show Rulers"
+msgstr "Taispeáin Rialóirí"
+
+msgid "Show Guides"
+msgstr "Taispeáin Treoracha"
+
+msgid "Show Origin"
+msgstr "Taispeáin Bunús"
+
+msgid "Show Viewport"
+msgstr "Taispeáin Amharcphort"
+
+msgid "Lock"
+msgstr "Glasáil"
+
+msgid "Group"
+msgstr "Grúpa"
+
+msgid "Transformation"
+msgstr "Claochlú"
+
+msgid "Gizmos"
+msgstr "GizmosName"
+
+msgid "Center Selection"
+msgstr "Lárroghnúchán"
+
+msgid "Frame Selection"
+msgstr "Roghnú Fráma"
+
+msgid "Preview Canvas Scale"
+msgstr "Scála Canbhás Réamhamhairc"
+
+msgid "Project theme"
+msgstr "Téama an tionscadail"
+
+msgid "Editor theme"
+msgstr "Téama an eagarthóra"
+
+msgid "Default theme"
+msgstr "Téama réamhshocraithe"
+
+msgid "Preview Theme"
+msgstr "Téama Réamhamhairc"
+
+msgid "Translation mask for inserting keys."
+msgstr "Masc aistriúcháin chun eochracha a chur isteach."
+
+msgid "Rotation mask for inserting keys."
+msgstr "Masc rothlaithe chun eochracha a chur isteach."
+
+msgid "Scale mask for inserting keys."
+msgstr "Scálaigh masc chun eochracha a chur isteach."
+
+msgid "Insert keys (based on mask)."
+msgstr "Ionsáigh eochracha (bunaithe ar masc)."
+
+msgid "Insert Key"
+msgstr "Ionsáigh Eochair"
+
+msgid ""
+"Auto insert keys when objects are translated, rotated or scaled (based on "
+"mask).\n"
+"Keys are only added to existing tracks, no new tracks will be created.\n"
+"Keys must be inserted manually for the first time."
+msgstr ""
+"Cuir isteach eochracha go huathoibríoch nuair a dhéantar rudaí a aistriú, a "
+"rothlú nó a scála (bunaithe ar masc).\n"
+"Ní chuirtear eochracha ach le rianta atá ann cheana féin, ní chruthófar aon "
+"rianta nua.\n"
+"Ní mór eochracha a chur isteach de láimh den chéad uair."
+
+msgid "Auto Insert Key"
+msgstr "Ionsáigh Eochair go hUathoibríoch"
+
+msgid "Animation Key and Pose Options"
+msgstr "Eochair Beochana agus Roghanna Pose"
+
+msgid "Insert Key (Existing Tracks)"
+msgstr "Ionsáigh Eochair (Rianta Reatha)"
+
+msgid "Copy Pose"
+msgstr "Cóipeáil Údar"
+
+msgid "Clear Pose"
+msgstr "Glan Údar"
+
+msgid "Multiply grid step by 2"
+msgstr "Méadaigh céim na greille faoi 2"
+
+msgid "Divide grid step by 2"
+msgstr "Roinn an ghreille céim ar 2"
+
+msgid "Adding %s..."
+msgstr "%s á chur leis..."
+
+msgid "Error instantiating scene from %s."
+msgstr "Earráid agus radharc á mheandar ó %s."
+
+msgid "Create Node"
+msgstr "Cruthaigh Nód"
+
+msgid "Can't instantiate multiple nodes without root."
+msgstr "Ní féidir nóid iolracha a mheandar gan fréamh."
+
+msgid "Circular dependency found at %s."
+msgstr "Spleáchas ciorclach le fáil ag %s."
+
+msgid "Can't instantiate: %s"
+msgstr "Ní féidir meandar a dhéanamh: %s"
+
+msgid "Creating inherited scene from: %s"
+msgstr "Radharc oidhreachta á chruthú ó: %s"
+
+msgid "Instantiating: "
+msgstr "Ag tosú: "
+
+msgid "Adding %s and %s..."
+msgstr "%s agus %s á chur leis..."
+
+msgid ""
+"Drag and drop to add as sibling of selected node (except when root is "
+"selected)."
+msgstr ""
+"Tarraing agus scaoil le cur leis mar shiblíní nód roghnaithe (ach amháin "
+"nuair a roghnaítear fréamh)."
+
+msgid "Hold Shift when dropping to add as child of selected node."
+msgstr ""
+"Coinnigh Shift nuair a thiteann tú le cur leis mar leanbh nód roghnaithe."
+
+msgid "Hold Alt when dropping to add as child of root node."
+msgstr "Coinnigh Alt nuair a thiteann sé chun cur leis mar leanbh nód fréimhe."
+
+msgid "Hold Alt + Shift when dropping to add as different node type."
+msgstr ""
+"Coinnigh Alt + Shift nuair a thiteann tú le cur leis mar chineál nód difriúil."
+
+msgid "Change Default Type"
+msgstr "Athraigh an Cineál Réamhshocraithe"
+
+msgid ""
+"All selected CanvasItems are either invisible or locked in some way and can't "
+"be transformed."
+msgstr ""
+"Tá gach Canbhás roghnaitheItems dofheicthe nó faoi ghlas ar bhealach éigin "
+"agus ní féidir iad a chlaochlú."
+
+msgid "Set Target Position"
+msgstr "Socraigh Suíomh na Sprice"
+
+msgid "Set Handle"
+msgstr "Socraigh Hanla"
+
+msgid "This node doesn't have a control parent."
+msgstr "Níl tuismitheoir rialaithe ag an nód seo."
+
+msgid ""
+"Use the appropriate layout properties depending on where you are going to put "
+"it."
+msgstr ""
+"Bain úsáid as na hairíonna leagan amach cuí ag brath ar an áit a bhfuil tú "
+"chun é a chur."
+
+msgid "This node is a child of a container."
+msgstr "Is leanbh de choimeádán é an nód seo."
+
+msgid "Use container properties for positioning."
+msgstr "Bain úsáid as airíonna an choimeádáin le haghaidh suite."
+
+msgid "This node is a child of a regular control."
+msgstr "Is leanbh faoi smacht rialta é an nód seo."
+
+msgid "Use anchors and the rectangle for positioning."
+msgstr "Bain úsáid as ancairí agus an dronuilleog le haghaidh suite."
+
+msgid "Collapse positioning hint."
+msgstr "Leid suite ag titim as a chéile."
+
+msgid "Expand positioning hint."
+msgstr "Leathnaigh leid suite."
+
+msgid "Container Default"
+msgstr "Réamhshocrú an Choimeádáin"
+
+msgid "Fill"
+msgstr "Líon"
+
+msgid "Shrink Begin"
+msgstr "Laghdaigh Tosaigh"
+
+msgid "Shrink Center"
+msgstr "Laghdaigh an tIonad"
+
+msgid "Shrink End"
+msgstr "Laghdaigh Deireadh"
+
+msgid "Custom"
+msgstr "Saincheaptha"
+
+msgid "Expand"
+msgstr "Leathnaigh"
+
+msgid "Top Left"
+msgstr "Barr ar Chlé"
+
+msgid "Center Top"
+msgstr "Barr an Ionaid"
+
+msgid "Top Right"
+msgstr "Barr ar Dheis"
+
+msgid "Top Wide"
+msgstr "Barr Leathan"
+
+msgid "Center Left"
+msgstr "Lár ar Chlé"
+
+msgid "Center"
+msgstr "Lár"
+
+msgid "Center Right"
+msgstr "Lár ar Dheis"
+
+msgid "HCenter Wide"
+msgstr "HCenter Leathan"
+
+msgid "Bottom Left"
+msgstr "Bun ar Chlé"
+
+msgid "Center Bottom"
+msgstr "Lár Bun"
+
+msgid "Bottom Right"
+msgstr "Bun ar Dheis"
+
+msgid "Bottom Wide"
+msgstr "Bun Leathan"
+
+msgid "Left Wide"
+msgstr "Ar Chlé Leathan"
+
+msgid "VCenter Wide"
+msgstr "VCenter Leathan"
+
+msgid "Right Wide"
+msgstr "Ar Dheis Leathan"
+
+msgid "Full Rect"
+msgstr "Rect Iomlán"
+
+msgid ""
+"Enable to also set the Expand flag.\n"
+"Disable to only set Shrink/Fill flags."
+msgstr ""
+"Cumasaigh a shocrú freisin ar an bhratach Leathnú.\n"
+"Díchumasaigh gan ach bratacha Laghdaigh / Líon a shocrú."
+
+msgid "Some parents of the selected nodes do not support the Expand flag."
+msgstr ""
+"Ní thacaíonn roinnt tuismitheoirí de na nóid roghnaithe leis an mbratach "
+"Leathnaithe."
+
+msgid "Change Anchors, Offsets, Grow Direction"
+msgstr "Athraigh Ancairí, Fritháirimh, Treo Fáis"
+
+msgid "Change Anchors, Offsets (Keep Ratio)"
+msgstr "Athraigh ancaire, Fritháirimh (Coinnigh Cóimheas)"
+
+msgid "Change Vertical Size Flags"
+msgstr "Athraigh Bratacha Méid Ingearach"
+
+msgid "Change Horizontal Size Flags"
+msgstr "Athraigh Bratacha Méid Cothrománach"
+
+msgid "Change Vertical Expand Flag"
+msgstr "Athraigh Bratach Fairsingithe Ingearach"
+
+msgid "Change Horizontal Expand Flag"
+msgstr "Athraigh Bratach Fairsingithe Cothrománach"
+
+msgid "Presets for the anchor and offset values of a Control node."
+msgstr "Réamhshocruithe do luachanna ancaire agus fritháireamh nód Rialaithe."
+
+msgid "Anchor preset"
+msgstr "Réamhshocrú ancaire"
+
+msgid "Set to Current Ratio"
+msgstr "Socraigh go Cóimheas Reatha"
+
+msgid "Adjust anchors and offsets to match the current rect size."
+msgstr ""
+"Coigeartaigh ancairí agus fritháirimh chun an méid rect reatha a mheaitseáil."
+
+msgid ""
+"When active, moving Control nodes changes their anchors instead of their "
+"offsets."
+msgstr ""
+"Nuair a bhíonn siad gníomhach, athraíonn nóid Rialaithe ag gluaiseacht a n-"
+"ancaire in ionad a bhfritháireamh."
+
+msgid "Sizing settings for children of a Container node."
+msgstr "Socruithe sizing do leanaí nód Coimeádán."
+
+msgid "Horizontal alignment"
+msgstr "Ailíniú cothrománach"
+
+msgid "Vertical alignment"
+msgstr "Ailíniú ingearach"
+
+msgid "Convert to GPUParticles3D"
+msgstr "Tiontaigh go GPUParticles3D"
+
+msgid "Load Emission Mask"
+msgstr "Luchtaigh Masc Astaíochta"
+
+msgid "Convert to GPUParticles2D"
+msgstr "Tiontaigh go GPUParticles2D"
+
+msgid "CPUParticles2D"
+msgstr "CPUParticles2D"
+
+msgid "Emission Mask"
+msgstr "Masc Astaíochta"
+
+msgid "Solid Pixels"
+msgstr "Picteilíní Soladacha"
+
+msgid "Border Pixels"
+msgstr "Picteilíní Teorann"
+
+msgid "Directed Border Pixels"
+msgstr "Picteilíní Teorann Faoi Threoir"
+
+msgid "Centered"
+msgstr "Láraithe"
+
+msgid "Capture Colors from Pixel"
+msgstr "Dathanna a Ghabháil ó Picteilíní"
+
+msgid "Generating Visibility AABB (Waiting for Particle Simulation)"
+msgstr "Infheictheacht a ghiniúint AABB (ag fanacht le hionsamhlú cáithníní)"
+
+msgid "Generating..."
+msgstr "Á Ghiniúint..."
+
+msgid "Generate Visibility AABB"
+msgstr "Gin Infheictheacht AABB"
+
+msgid "CPUParticles3D"
+msgstr "CPUParticles3D"
+
+msgid "Generate AABB"
+msgstr "Gin AABB"
+
+msgid "Create Emission Points From Node"
+msgstr "Cruthaigh pointí astaíochta ó nód"
+
+msgid "Generation Time (sec):"
+msgstr "Am Giniúna (soic):"
+
+msgid "Load Curve Preset"
+msgstr "Luchtaigh Réamhshocrú Cuar"
+
+msgid "Add Curve Point"
+msgstr "Cuir Pointe Cuar Leis"
+
+msgid "Remove Curve Point"
+msgstr "Bain Pointe Cuar"
+
+msgid "Modify Curve Point"
+msgstr "Mionathraigh Cuarphointe"
+
+msgid "Modify Curve Point's Tangents"
+msgstr "Mionathraigh Tangents Pointe Cuar"
+
+msgid "Modify Curve Point's Left Tangent"
+msgstr "Mionathraigh Tadhlaí Clé an Phointe Chuaraigh"
+
+msgid "Modify Curve Point's Right Tangent"
+msgstr "Mionathraigh Tadhlaí Ceart an Phointe Chuaraigh"
+
+msgid "Toggle Linear Curve Point's Tangent"
+msgstr "Scoránaigh Tangent Pointe Cuar Líneach"
+
+msgid "Hold Shift to edit tangents individually"
+msgstr "Coinnigh Shift chun tangents a chur in eagar ina n-aonar"
+
+msgid "Ease In"
+msgstr "Éascaigh Isteach"
+
+msgid "Ease Out"
+msgstr "Éascaigh Amach"
+
+msgid "Smoothstep"
+msgstr "SmoothstepName"
+
+msgid "Toggle Grid Snap"
+msgstr "Scoránaigh Snap Greille"
+
+msgid "Debug with External Editor"
+msgstr "Dífhabhtaigh le hEagarthóir Seachtrach"
+
+msgid "Toggle Debugger Bottom Panel"
+msgstr "Scoránaigh Painéal Bun an Dífhabhtóra"
+
+msgid "Deploy with Remote Debug"
+msgstr "Imscaradh le Dífhabhtú cianda"
+
+msgid ""
+"When this option is enabled, using one-click deploy will make the executable "
+"attempt to connect to this computer's IP so the running project can be "
+"debugged.\n"
+"This option is intended to be used for remote debugging (typically with a "
+"mobile device).\n"
+"You don't need to enable it to use the GDScript debugger locally."
+msgstr ""
+"Nuair a chumasaítear an rogha seo, trí úsáid aonchliceála a úsáid, déanfar an "
+"iarracht inrite ceangal le IP an ríomhaire seo ionas gur féidir an tionscadal "
+"reatha a dhífhabhtú.\n"
+"Tá sé i gceist an rogha seo a úsáid le haghaidh dífhabhtaithe cianda (le "
+"gléas soghluaiste de ghnáth).\n"
+"Ní gá duit é a chumasú chun an dífhabhtóir GDScript a úsáid go háitiúil."
+
+msgid "Small Deploy with Network Filesystem"
+msgstr "Imscaradh Beag le Córas Comhad Líonra"
+
+msgid ""
+"When this option is enabled, using one-click deploy for Android will only "
+"export an executable without the project data.\n"
+"The filesystem will be provided from the project by the editor over the "
+"network.\n"
+"On Android, deploying will use the USB cable for faster performance. This "
+"option speeds up testing for projects with large assets."
+msgstr ""
+"Nuair a chumasaítear an rogha seo, ní dhéanfaidh úsáid aonchliceála le "
+"haghaidh Android ach inrite a onnmhairiú gan sonraí an tionscadail.\n"
+"Cuirfidh an t-eagarthóir thar an líonra an córas comhad ar fáil ón "
+"tionscadal.\n"
+"Ar Android, beidh imscaradh úsáid a bhaint as an cábla USB le haghaidh "
+"feidhmíochta níos tapúla. Cuireann an rogha seo dlús le tástáil do "
+"thionscadail a bhfuil sócmhainní móra acu."
+
+msgid "Visible Collision Shapes"
+msgstr "Cruthanna Imbhuailtí Infheicthe"
+
+msgid ""
+"When this option is enabled, collision shapes and raycast nodes (for 2D and "
+"3D) will be visible in the running project."
+msgstr ""
+"Nuair a chumasaítear an rogha seo, beidh cruthanna imbhuailtí agus nóid "
+"raycast (do 2D agus 3D) le feiceáil sa tionscadal reatha."
+
+msgid "Visible Paths"
+msgstr "Cosáin Infheicthe"
+
+msgid ""
+"When this option is enabled, curve resources used by path nodes will be "
+"visible in the running project."
+msgstr ""
+"Nuair a chumasaítear an rogha seo, beidh acmhainní cuar a úsáideann nóid "
+"chosáin le feiceáil sa tionscadal reatha."
+
+msgid "Visible Navigation"
+msgstr "Nascleanúint Infheicthe"
+
+msgid ""
+"When this option is enabled, navigation meshes, and polygons will be visible "
+"in the running project."
+msgstr ""
+"Nuair a chumasaítear an rogha seo, beidh mogall nascleanúna, agus polagáin le "
+"feiceáil sa tionscadal reatha."
+
+msgid "Visible Avoidance"
+msgstr "Seachaint Infheicthe"
+
+msgid ""
+"When this option is enabled, avoidance object shapes, radiuses, and "
+"velocities will be visible in the running project."
+msgstr ""
+"Nuair a chumasaítear an rogha seo, beidh cruthanna réad seachanta, gathanna "
+"agus velocities le feiceáil sa tionscadal reatha."
+
+msgid "Debug CanvasItem Redraws"
+msgstr "Canbhás DífhabhtaitheItem Redraws"
+
+msgid ""
+"When this option is enabled, redraw requests of 2D objects will become "
+"visible (as a short flash) in the running project.\n"
+"This is useful to troubleshoot low processor mode."
+msgstr ""
+"Nuair a chumasaítear an rogha seo, beidh iarratais athdhréachtaithe de réada "
+"2D le feiceáil (mar splanc ghearr) sa tionscadal reatha.\n"
+"Tá sé seo úsáideach chun mód próiseálaí íseal a fhabhtcheartú."
+
+msgid "Synchronize Scene Changes"
+msgstr "Sioncrónaigh Athruithe Radhairc"
+
+msgid ""
+"When this option is enabled, any changes made to the scene in the editor will "
+"be replicated in the running project.\n"
+"When used remotely on a device, this is more efficient when the network "
+"filesystem option is enabled."
+msgstr ""
+"Nuair a chumasaítear an rogha seo, déanfar aon athruithe a dhéanfar ar an "
+"radharc san eagarthóir a mhacasamhlú sa tionscadal reatha.\n"
+"Nuair a úsáidtear go cianda é ar ghléas, tá sé seo níos éifeachtaí nuair a "
+"chumasaítear rogha an chórais comhad líonra."
+
+msgid "Synchronize Script Changes"
+msgstr "Sioncrónaigh Athruithe Scripte"
+
+msgid ""
+"When this option is enabled, any script that is saved will be reloaded in the "
+"running project.\n"
+"When used remotely on a device, this is more efficient when the network "
+"filesystem option is enabled."
+msgstr ""
+"Nuair a chumasaítear an rogha seo, déanfar aon script a shábháiltear a "
+"athlódáil sa tionscadal reatha.\n"
+"Nuair a úsáidtear go cianda é ar ghléas, tá sé seo níos éifeachtaí nuair a "
+"chumasaítear rogha an chórais comhad líonra."
+
+msgid "Keep Debug Server Open"
+msgstr "Coinnigh Freastalaí Dífhabhtaithe Oscailte"
+
+msgid ""
+"When this option is enabled, the editor debug server will stay open and "
+"listen for new sessions started outside of the editor itself."
+msgstr ""
+"Nuair a chumasaítear an rogha seo, fanfaidh freastalaí dífhabhtaithe an "
+"eagarthóra ar oscailt agus éistfidh sé le seisiúin nua a thosófar lasmuigh "
+"den eagarthóir féin."
+
+msgid "Customize Run Instances..."
+msgstr "Saincheap Cásanna Rith..."
+
+msgid ""
+"Name: %s\n"
+"Path: %s\n"
+"Main Script: %s\n"
+"\n"
+"%s"
+msgstr ""
+"Ainm: %s\n"
+"Conair: %s\n"
+"Príomhscript: %s\n"
+"\n"
+"%s"
+
+msgid "Edit Plugin"
+msgstr "Cuir Breiseán in Eagar"
+
+msgid "Installed Plugins:"
+msgstr "Breiseáin Suiteáilte:"
+
+msgid "Create New Plugin"
+msgstr "Cruthaigh Breiseán Nua"
+
+msgid "Enabled"
+msgstr "Cumasaithe"
+
+msgid "Version"
+msgstr "Leagan"
+
+msgid "Size: %s"
+msgstr "Méid: %s"
+
+msgid "Type: %s"
+msgstr "Cineál: %s"
+
+msgid "Dimensions: %d × %d"
+msgstr "Toisí: %d × %d"
+
+msgid "Length: %0dm %0ds"
+msgstr "Fad: %0dm %0ds"
+
+msgid "Length: %0.1fs"
+msgstr "Fad: %0.1fs"
+
+msgid "Length: %0.3fs"
+msgstr "Fad: %0.3fs"
+
+msgid "Overrides (%d)"
+msgstr "Sáraigh (%d)"
+
+msgctxt "Locale"
+msgid "Add Script"
+msgstr "Cuir Script Leis"
+
+msgid "Add Locale"
+msgstr "Cuir Logchaighdeán Leis"
+
+msgid "Variation Coordinates (%d)"
+msgstr "Comhordanáidí Athraithe (%d)"
+
+msgid "No supported features"
+msgstr "Gan aon ghnéithe tacaithe"
+
+msgid "Features (%d of %d set)"
+msgstr "Gnéithe (%d de %d socraithe)"
+
+msgid "Add Feature"
+msgstr "Cuir Gné Leis"
+
+msgid "Stylistic Sets"
+msgstr "Seiteanna Stíle"
+
+msgid "Character Variants"
+msgstr "Malairtí Carachtair"
+
+msgid "Capitals"
+msgstr "Príomhchathracha"
+
+msgid "Ligatures"
+msgstr "Ligeachtaí"
+
+msgid "Alternates"
+msgstr "Malartaigh"
+
+msgid "East Asian Language"
+msgstr "Teanga na hÁise Thoir"
+
+msgid "East Asian Widths"
+msgstr "Leithead na hÁise Thoir"
+
+msgid "Numeral Alignment"
+msgstr "Ailíniú Uimhriúil"
+
+msgid " - Variation"
+msgstr " - Athrú"
+
+msgid "Unable to preview font"
+msgstr "Ní féidir réamhamharc a dhéanamh ar an gcló"
+
+msgid "Change AudioStreamPlayer3D Emission Angle"
+msgstr "Athraigh Uillinn Astaíochta AudioStreamPlayer3D"
+
+msgid "Change Camera FOV"
+msgstr "Athraigh Ceamara FOV"
+
+msgid "Change Camera Size"
+msgstr "Athraigh Méid an Cheamara"
+
+msgid "Change Sphere Shape Radius"
+msgstr "Athraigh Ga Cruth Sféar"
+
+msgid "Change Box Shape Size"
+msgstr "Athraigh Méid an Chrutha Bosca"
+
+msgid "Change Capsule Shape Radius"
+msgstr "Athraigh Ga Cruth Capsule"
+
+msgid "Change Capsule Shape Height"
+msgstr "Athraigh Airde Cruth Capsule"
+
+msgid "Change Cylinder Shape Radius"
+msgstr "Athraigh Ga Cruth Sorcóir"
+
+msgid "Change Cylinder Shape Height"
+msgstr "Athraigh Airde Cruth Sorcóir"
+
+msgid "Change Separation Ray Shape Length"
+msgstr "Athraigh Fad Cruth Ray Scaradh"
+
+msgid "Change Decal Size"
+msgstr "Athraigh Méid Decal"
+
+msgid "Change FogVolume Size"
+msgstr "Athraigh FogVolume Size"
+
+msgid "Change Radius"
+msgstr "Athraigh Ga"
+
+msgid "Change Light Radius"
+msgstr "Athraigh Ga Solais"
+
+msgid "Start Location"
+msgstr "Tosaigh Suíomh"
+
+msgid "End Location"
+msgstr "Suíomh Deiridh"
+
+msgid "Change Start Position"
+msgstr "Athraigh an Suíomh Tosaigh"
+
+msgid "Change End Position"
+msgstr "Athraigh an Suíomh Deiridh"
+
+msgid "Change Probe Size"
+msgstr "Athraigh Méid an Tóireadóra"
+
+msgid "Change Probe Origin Offset"
+msgstr "Athraigh Fritháireamh Tionscnaimh Probe"
+
+msgid "Change Notifier AABB"
+msgstr "Athraigh Fógróir AABB"
+
+msgid "Convert to CPUParticles2D"
+msgstr "Tiontaigh go CPUParticles2D"
+
+msgid "Generating Visibility Rect (Waiting for Particle Simulation)"
+msgstr "Rect infheictheachta a ghiniúint (ag fanacht le hionsamhlú cáithníní)"
+
+msgid "Generate Visibility Rect"
+msgstr "Gin Rect Infheictheachta"
+
+msgid "Can only set point into a ParticleProcessMaterial process material"
+msgstr ""
+"Ní féidir ach pointe a shocrú isteach in ábhar próisis ParticleProcessMaterial"
+
+msgid "GPUParticles2D"
+msgstr "GPUParticles2D"
+
+msgid "The geometry's faces don't contain any area."
+msgstr "Níl aon limistéar in aghaidheanna na geoiméadrachta."
+
+msgid "The geometry doesn't contain any faces."
+msgstr "Níl aon aghaidheanna sa gheoiméadracht."
+
+msgid "\"%s\" doesn't inherit from Node3D."
+msgstr "Ní fhaigheann \"%s\" oidhreacht ó Node3D."
+
+msgid "\"%s\" doesn't contain geometry."
+msgstr "Níl geoiméadracht i \"%s\"."
+
+msgid "\"%s\" doesn't contain face geometry."
+msgstr "Níl geoiméadracht aghaidhe i \"%s\"."
+
+msgid "Create Emitter"
+msgstr "Cruthaigh Astaír"
+
+msgid "Emission Points:"
+msgstr "Pointí Astaíochta:"
+
+msgid "Surface Points"
+msgstr "Pointí Dromchla"
+
+msgid "Surface Points+Normal (Directed)"
+msgstr "Pointí Dromchla + Gnáth (Dírithe)"
+
+msgid "Volume"
+msgstr "Imleabhar"
+
+msgid "Emission Source:"
+msgstr "Foinse Astaíochta:"
+
+msgid "A processor material of type 'ParticleProcessMaterial' is required."
+msgstr "Tá ábhar próiseálaí den chineál 'ParticleProcessMaterial' ag teastáil."
+
+msgid "Convert to CPUParticles3D"
+msgstr "Tiontaigh go CPUParticles3D"
+
+msgid "GPUParticles3D"
+msgstr "GPUParticles3D"
+
+msgid "Low"
+msgstr "Íseal"
+
+msgid "Moderate"
+msgstr "Measartha"
+
+msgid "High"
+msgstr "Ard"
+
+msgid "Subdivisions: %s"
+msgstr "Foranna: %s"
+
+msgid "Cell size: %s"
+msgstr "Méid na cille: %s"
+
+msgid "Video RAM size: %s MB (%s)"
+msgstr "Méid RAM an fhíseáin: %s MB (%s)"
+
+msgid "Bake SDF"
+msgstr "Bácáil SDF"
+
+msgid ""
+"No faces detected during GPUParticlesCollisionSDF3D bake.\n"
+"Check whether there are visible meshes matching the bake mask within its "
+"extents."
+msgstr ""
+"Níor aimsíodh aon aghaidheanna le linn bácáil GPUParticlesCollisionSDF3D.\n"
+"Seiceáil an bhfuil mogaill infheicthe ann a mheaitseálann an masc bácála "
+"laistigh dá mhéideanna."
+
+msgid "Select path for SDF Texture"
+msgstr "Roghnaigh conair le haghaidh Uigeacht SDF"
+
+msgid "Add Gradient Point"
+msgstr "Cuir Pointe Grádáin Leis"
+
+msgid "Remove Gradient Point"
+msgstr "Bain Pointe Grádáin"
+
+msgid "Move Gradient Point"
+msgstr "Bog Pointe Grádáin"
+
+msgid "Recolor Gradient Point"
+msgstr "Athdhathú Pointe Grádáin"
+
+msgid "Reverse Gradient"
+msgstr "Grádán Droim ar Ais"
+
+msgid "Reverse/Mirror Gradient"
+msgstr "Droim ar ais / Scáthán Grádán"
+
+msgid "Move GradientTexture2D Fill Point"
+msgstr "Bog GrádánTexture2D Pointe Líonta"
+
+msgid "Swap GradientTexture2D Fill Points"
+msgstr "Babhtáil GrádánTexture2D Pointí Líonta"
+
+msgid "Swap Gradient Fill Points"
+msgstr "Babhtáil Grádán Pointí Líonta"
+
+msgid "Configure"
+msgstr "Cumraigh"
+
+msgid "Create Occluder Polygon"
+msgstr "Cruthaigh Polagán Occluder"
+
+msgid ""
+"Can't determine a save path for lightmap images.\n"
+"Save your scene and try again."
+msgstr ""
+"Ní féidir cosán sábhála a chinneadh le haghaidh íomhánna mapa solais.\n"
+"Sábháil do radharc agus bain triail eile as."
+
+msgid ""
+"No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake "
+"Light' flag is on."
+msgstr ""
+"Níl mogaill le bácáil. Cinntigh go bhfuil cainéal UV2 iontu agus go bhfuil an "
+"bhratach 'Bake Light' ar siúl."
+
+msgid "Failed creating lightmap images, make sure path is writable."
+msgstr ""
+"Theip ar íomhánna mapa solais a chruthú, déan cinnte go bhfuil an cosán "
+"inscríofa."
+
+msgid "No editor scene root found."
+msgstr "Níor aimsíodh fréamh radhairc eagarthóra ar bith."
+
+msgid "Lightmap data is not local to the scene."
+msgstr "Níl sonraí Lightmap áitiúil don radharc."
+
+msgid ""
+"Maximum texture size is too small for the lightmap images.\n"
+"While this can be fixed by increasing the maximum texture size, it is "
+"recommended you split the scene into more objects instead."
+msgstr ""
+"Tá uasmhéid uigeachta ró-bheag do na híomhánna mapa solais.\n"
+"Cé gur féidir é seo a shocrú tríd an uasmhéid uigeachta a mhéadú, moltar duit "
+"an radharc a roinnt i níos mó rudaí ina ionad."
+
+msgid ""
+"Failed creating lightmap images. Make sure all meshes selected to bake have "
+"`lightmap_size_hint` value set high enough, and `texel_scale` value of "
+"LightmapGI is not too low."
+msgstr ""
+"Theip ar íomhánna mapa solais a chruthú. Cinntigh go bhfuil luach "
+"'lightmap_size_hint' ard go leor ag gach mogall a roghnaítear chun bácáil, "
+"agus nach bhfuil luach 'texel_scale' LightmapGI ró-íseal."
+
+msgid ""
+"Failed fitting a lightmap image into an atlas. This should never happen and "
+"should be reported."
+msgstr ""
+"Theip ar íomhá mapa solais a fheistiú in atlas. Níor chóir go dtarlódh sé seo "
+"agus ba chóir é a thuairisciú."
+
+msgid "Bake Lightmaps"
+msgstr "Mapaí Solais Bácála"
+
+msgid "LightMap Bake"
+msgstr "Bácáil Mapa Solais"
+
+msgid "Select lightmap bake file:"
+msgstr "Roghnaigh comhad bácála mapa solais:"
+
+msgid "Couldn't create a Trimesh collision shape."
+msgstr "Níorbh fhéidir cruth imbhuailte Trimesh a chruthú."
+
+msgid "Couldn't create a single collision shape."
+msgstr "Níorbh fhéidir cruth imbhuailte amháin a chruthú."
+
+msgid "Couldn't create a simplified collision shape."
+msgstr "Níorbh fhéidir cruth imbhuailte simplithe a chruthú."
+
+msgid "Couldn't create any collision shapes."
+msgstr "Níorbh fhéidir cruthanna imbhuailte ar bith a chruthú."
+
+msgid "Can't create a collision shape as sibling for the scene root."
+msgstr ""
+"Ní féidir cruth imbhuailte a chruthú mar shiblíní do fhréamh an radhairc."
+
+msgid "Mesh is empty!"
+msgstr "Tá mogalra folamh!"
+
+msgid "Create Navigation Mesh"
+msgstr "Cruthaigh mogalra nascleanúna"
+
+msgid "Create Debug Tangents"
+msgstr "Cruthaigh Tangents Dífhabhtaithe"
+
+msgid "No mesh to unwrap."
+msgstr "Gan mogalra a unwrap."
+
+msgid ""
+"Mesh cannot unwrap UVs because it does not belong to the edited scene. Make "
+"it unique first."
+msgstr ""
+"Ní féidir le mogalra UVanna a dhíscríobh toisc nach mbaineann sé leis an "
+"radharc in eagar. Déan uathúil é ar dtús."
+
+msgid ""
+"Mesh cannot unwrap UVs because it belongs to another resource which was "
+"imported from another file type. Make it unique first."
+msgstr ""
+"Ní féidir le mogalra UVanna a dhíscríobh toisc go mbaineann sé le hacmhainn "
+"eile a allmhairíodh ó chineál comhaid eile. Déan uathúil é ar dtús."
+
+msgid ""
+"Mesh cannot unwrap UVs because it was imported from another file type. Make "
+"it unique first."
+msgstr ""
+"Ní féidir le mogalra UVanna a dhíscríobh toisc gur allmhairíodh é ó chineál "
+"comhaid eile. Déan uathúil é ar dtús."
+
+msgid "Unwrap UV2"
+msgstr "Díphacáil UV2"
+
+msgid "Contained Mesh is not of type ArrayMesh."
+msgstr "Níl mogalra atá de chineál ArrayMesh."
+
+msgid "Can't unwrap mesh with blend shapes."
+msgstr "Ní féidir mogalra a unwrap le cruthanna cumaisc."
+
+msgid "Only triangles are supported for lightmap unwrap."
+msgstr "Ní thacaítear ach le triantáin le haghaidh unwrap lightmap."
+
+msgid "Normals are required for lightmap unwrap."
+msgstr "Tá gnáthaimh ag teastáil le haghaidh unwrap lightmap."
+
+msgid "UV Unwrap failed, mesh may not be manifold?"
+msgstr "Theip ar Unwrap UV, b'fhéidir nach bhfuil mogalra manifold?"
+
+msgid "No mesh to debug."
+msgstr "Gan mogalra le dífhabhtú."
+
+msgid "Mesh has no UV in layer %d."
+msgstr "Níl aon UV i sraith %d ag an mogalra."
+
+msgid "MeshInstance3D lacks a Mesh."
+msgstr "Níl Mogalra in easnamh ar MeshInstance3D."
+
+msgid "Mesh has no surface to create outlines from."
+msgstr "Níl aon dromchla ag mogalra chun imlíne a chruthú as."
+
+msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES."
+msgstr "Níl mogalra cineál primitive PRIMITIVE_TRIANGLES."
+
+msgid "Could not create outline."
+msgstr "Níorbh fhéidir imlíne a chruthú."
+
+msgid "Create Outline"
+msgstr "Cruthaigh Imlíne"
+
+msgid "Mesh"
+msgstr "Mogalra"
+
+msgid "Create Collision Shape..."
+msgstr "Cruthaigh Cruth Imbhuailtí..."
+
+msgid "Create Outline Mesh..."
+msgstr "Cruthaigh Mogalra Imlíneach..."
+
+msgid ""
+"Creates a static outline mesh. The outline mesh will have its normals flipped "
+"automatically.\n"
+"This can be used instead of the StandardMaterial Grow property when using "
+"that property isn't possible."
+msgstr ""
+"Cruthaíonn mogalra imlíne statach. Beidh an mogalra imlíne a normals flipped "
+"go huathoibríoch.\n"
+"Is féidir é seo a úsáid in ionad na maoine StandardMaterial Grow nuair nach "
+"féidir an mhaoin sin a úsáid."
+
+msgid "View UV1"
+msgstr "Féach ar UV1"
+
+msgid "View UV2"
+msgstr "Féach ar UV2"
+
+msgid "Unwrap UV2 for Lightmap/AO"
+msgstr "Unwrap UV2 le haghaidh Lightmap / AO"
+
+msgid "Create Outline Mesh"
+msgstr "Cruthaigh Mogalra Imlíneach"
+
+msgid "Outline Size:"
+msgstr "Méid Imlíne:"
+
+msgid "Create Collision Shape"
+msgstr "Cruthaigh Cruth Imbhuailtí"
+
+msgid "Collision Shape placement"
+msgstr "Socrúchán Cruth Imbhuailtí"
+
+msgid "Sibling"
+msgstr "Siblín"
+
+msgid "Creates collision shapes as Sibling."
+msgstr "Cruthaíonn cruthanna imbhuailte mar Siblíní."
+
+msgid "Static Body Child"
+msgstr "Leanbh Comhlacht Statach"
+
+msgid "Creates a StaticBody3D as child and assigns collision shapes to it."
+msgstr ""
+"Cruthaíonn StaticBody3D mar leanbh agus sannann cruthanna imbhuailte dó."
+
+msgid "Collision Shape Type"
+msgstr "Cineál Cruth Imbhuailtí"
+
+msgid "Trimesh"
+msgstr "Baile Átha Troim"
+
+msgid ""
+"Creates a polygon-based collision shape.\n"
+"This is the most accurate (but slowest) option for collision detection."
+msgstr ""
+"Cruthaíonn cruth imbhuailte polagán-bhunaithe.\n"
+"Is é seo an rogha is cruinne (ach is moille) chun imbhualadh a bhrath."
+
+msgid "Single Convex"
+msgstr "Dronnach Aonair"
+
+msgid ""
+"Creates a single convex collision shape.\n"
+"This is the fastest (but least accurate) option for collision detection."
+msgstr ""
+"Cruthaíonn cruth imbhuailte dronnach amháin.\n"
+"Is é seo an rogha is tapúla (ach is lú cruinn) chun imbhualadh a bhrath."
+
+msgid "Simplified Convex"
+msgstr "Dronnach Simplithe"
+
+msgid ""
+"Creates a simplified convex collision shape.\n"
+"This is similar to single collision shape, but can result in a simpler "
+"geometry in some cases, at the cost of accuracy."
+msgstr ""
+"Cruthaíonn cruth imbhuailte dronnach simplithe.\n"
+"Tá sé seo cosúil le cruth imbhuailte aonair, ach d'fhéadfadh geoiméadracht "
+"níos simplí a bheith mar thoradh air i gcásanna áirithe, ar chostas cruinnis."
+
+msgid "Multiple Convex"
+msgstr "Dronnach Il"
+
+msgid ""
+"Creates a polygon-based collision shape.\n"
+"This is a performance middle-ground between a single convex collision and a "
+"polygon-based collision."
+msgstr ""
+"Cruthaíonn cruth imbhuailte polagán-bhunaithe.\n"
+"Is é seo an fheidhmíocht lár-talamh idir imbhualadh dronnach amháin agus "
+"imbhualadh polagán-bhunaithe."
+
+msgid "UV Channel Debug"
+msgstr "Dífhabhtú Cainéal UV"
+
+msgid "Remove item %d?"
+msgstr "Bain mír %d?"
+
+msgid ""
+"Update from existing scene?:\n"
+"%s"
+msgstr ""
+"Nuashonrú ón radharc atá ann cheana?:\n"
+"%s"
+
+msgid "MeshLibrary"
+msgstr "MogalraLibrary"
+
+msgid "Add Item"
+msgstr "Cuir Mír Leis"
+
+msgid "Remove Selected Item"
+msgstr "Bain an Mhír Roghnaithe"
+
+msgid "Import from Scene (Ignore Transforms)"
+msgstr "Iompórtáil ó Radharc (Déan neamhaird de Transforms)"
+
+msgid "Import from Scene (Apply Transforms)"
+msgstr "Iompórtáil ón Radharc (Cuir Claochladáin i bhFeidhm)"
+
+msgid "Update from Scene"
+msgstr "Nuashonrú ón Radharc"
+
+msgid "Apply without Transforms"
+msgstr "Cuir iarratas isteach gan Transforms"
+
+msgid "Apply with Transforms"
+msgstr "Cuir iarratas isteach le Transforms"
+
+msgid "No mesh source specified (and no MultiMesh set in node)."
+msgstr ""
+"Níl aon fhoinse mogalra sonraithe (agus gan aon MultiMesh leagtha síos i nód)."
+
+msgid "No mesh source specified (and MultiMesh contains no Mesh)."
+msgstr ""
+"Níl aon fhoinse mogalra sonraithe (agus níl mogalra ar bith i MultiMesh)."
+
+msgid "Mesh source is invalid (invalid path)."
+msgstr "Tá foinse an mhogaill neamhbhailí (cosán neamhbhailí)."
+
+msgid "Mesh source is invalid (not a MeshInstance3D)."
+msgstr "Tá foinse mogalra neamhbhailí (ní MeshInstance3D)."
+
+msgid "Mesh source is invalid (contains no Mesh resource)."
+msgstr "Tá foinse mogalra neamhbhailí (níl aon acmhainn Mogalra ann)."
+
+msgid "No surface source specified."
+msgstr "Níor sonraíodh aon fhoinse dromchla."
+
+msgid "Surface source is invalid (invalid path)."
+msgstr "Tá foinse dromchla neamhbhailí (cosán neamhbhailí)."
+
+msgid "Surface source is invalid (no geometry)."
+msgstr "Tá foinse dromchla neamhbhailí (gan geoiméadracht)."
+
+msgid "Surface source is invalid (no faces)."
+msgstr "Tá foinse dromchla neamhbhailí (gan aon aghaidheanna)."
+
+msgid "Select a Source Mesh:"
+msgstr "Roghnaigh Mogalra Foinseach:"
+
+msgid "Select a Target Surface:"
+msgstr "Roghnaigh spriocdhromchla:"
+
+msgid "Populate Surface"
+msgstr "Dromchla Daonra"
+
+msgid "Populate MultiMesh"
+msgstr "Daonra MultiMesh"
+
+msgid "Target Surface:"
+msgstr "Sprioc Dromchla:"
+
+msgid "Source Mesh:"
+msgstr "Mogalra Foinse:"
+
+msgid "X-Axis"
+msgstr "X- Ais"
+
+msgid "Y-Axis"
+msgstr "Y- Ais"
+
+msgid "Z-Axis"
+msgstr "Z- Ais"
+
+msgid "Mesh Up Axis:"
+msgstr "Mogalra Suas Ais:"
+
+msgid "Random Rotation:"
+msgstr "Rothlú Randamach:"
+
+msgid "Random Tilt:"
+msgstr "Tilt Randamach:"
+
+msgid "Random Scale:"
+msgstr "Scála Randamach:"
+
+msgid "Amount:"
+msgstr "Méid:"
+
+msgid "Populate"
+msgstr "Daonra"
+
+msgid "Set start_position"
+msgstr "Socraigh start_position"
+
+msgid "Set end_position"
+msgstr "Socraigh end_position"
+
+msgid "Set NavigationObstacle3D Vertices"
+msgstr "Socraigh NascleanúintObstacle3D Vertices"
+
+msgid "Edit Vertices"
+msgstr "Cuir Vertices in Eagar"
+
+msgid "Edit Poly"
+msgstr "Cuir Polai in Eagar"
+
+msgid "Edit Poly (Remove Point)"
+msgstr "Cuir Polai in Eagar (Bain Pointe)"
+
+msgid "Create Navigation Polygon"
+msgstr "Cruthaigh Polagán Nascleanúna"
+
+msgid "Bake NavigationPolygon"
+msgstr "Bácáil NascleanúintPolygon"
+
+msgid ""
+"Bakes the NavigationPolygon by first parsing the scene for source geometry "
+"and then creating the navigation polygon vertices and polygons."
+msgstr ""
+"Bácáil an NavigationPolygon tríd an radharc a pharsáil ar dtús le haghaidh "
+"geoiméadracht foinse agus ansin na vertices polagán nascleanúna agus polagáin "
+"a chruthú."
+
+msgid "Clear NavigationPolygon"
+msgstr "Nascleanúint ShoiléirPolygon"
+
+msgid "Clears the internal NavigationPolygon outlines, vertices and polygons."
+msgstr ""
+"Clears an nascleanúint inmheánachPolygon imlíne, vertices agus polagáin."
+
+msgid ""
+"A NavigationPolygon resource must be set or created for this node to work."
+msgstr ""
+"Ní mór acmhainn NavigationPolygon a shocrú nó a chruthú chun go n-oibreoidh "
+"an nód seo."
+
+msgid "Unnamed Gizmo"
+msgstr "Gizmo gan ainm"
+
+msgid "Transform Aborted."
+msgstr "Trasfhoirmigh Tobscortha."
+
+msgid "Orthogonal"
+msgstr "Ortagánach"
+
+msgid "Perspective"
+msgstr "Dearcadh"
+
+msgid "Top Orthogonal"
+msgstr "Orthogonal Barr"
+
+msgid "Top Perspective"
+msgstr "Peirspictíocht Barr"
+
+msgid "Bottom Orthogonal"
+msgstr "Bun Orthogonal"
+
+msgid "Bottom Perspective"
+msgstr "Peirspictíocht Bun"
+
+msgid "Left Orthogonal"
+msgstr "Orthogonal Ar Chlé"
+
+msgid "Left Perspective"
+msgstr "Dearcadh Ar Chlé"
+
+msgid "Right Orthogonal"
+msgstr "Orthogonal Ceart"
+
+msgid "Right Perspective"
+msgstr "Dearcadh Ceart"
+
+msgid "Front Orthogonal"
+msgstr "Tosaigh Orthogonal"
+
+msgid "Front Perspective"
+msgstr "Peirspictíocht Tosaigh"
+
+msgid "Rear Orthogonal"
+msgstr "Orthogonal Cúil"
+
+msgid "Rear Perspective"
+msgstr "Peirspictíocht Chúil"
+
+msgid " [auto]"
+msgstr " [uathoibríoch]"
+
+msgid "X-Axis Transform."
+msgstr "Trasfhoirmigh X-Ais."
+
+msgid "Y-Axis Transform."
+msgstr "Claochlú Y-Ais."
+
+msgid "Z-Axis Transform."
+msgstr "Z-ais Trasfhoirmigh."
+
+msgid "View Plane Transform."
+msgstr "Féach ar Eitleán Trasfhoirmithe."
+
+msgid "Keying is disabled (no key inserted)."
+msgstr "Tá an eochair díchumasaithe (níor cuireadh eochair isteach)."
+
+msgid "Animation Key Inserted."
+msgstr "Eochair bheochana curtha isteach."
+
+msgid "X: %s\n"
+msgstr "X: %s\n"
+
+msgid "Y: %s\n"
+msgstr "Y: %s\n"
+
+msgid "Z: %s\n"
+msgstr "Z: %s\n"
+
+msgid "Size: %s (%.1fMP)\n"
+msgstr "Méid: %s (%.1fMP)\n"
+
+msgid "Objects: %d\n"
+msgstr "Réada: %d\n"
+
+msgid "Primitives: %d\n"
+msgstr "Príomhghnéithe: %d\n"
+
+msgid "Draw Calls: %d"
+msgstr "Tarraing Glaonna: %d"
+
+msgid "CPU Time: %s ms"
+msgstr "Am LAP: %s ms"
+
+msgid "GPU Time: %s ms"
+msgstr "Am GPU: %s ms"
+
+msgid "FPS: %d"
+msgstr "FPS: %d"
+
+msgid "Instantiating:"
+msgstr "Ag tosú:"
+
+msgid "Top View."
+msgstr "Amharc Barr."
+
+msgid "Bottom View."
+msgstr "Amharc Bun."
+
+msgid "Left View."
+msgstr "Amharc Ar Chlé."
+
+msgid "Right View."
+msgstr "Amharc Ceart."
+
+msgid "Front View."
+msgstr "Amharc Tosaigh."
+
+msgid "Rear View."
+msgstr "Amharc Cúil."
+
+msgid "Align Transform with View"
+msgstr "Ailínigh Trasfhoirmigh le hAmharc"
+
+msgid "Align Rotation with View"
+msgstr "Ailínigh Rothlú leis an Amharc"
+
+msgid "Set Surface %d Override Material"
+msgstr "Socraigh Ábhar Sáraithe Dromchla %d"
+
+msgid "Set Material Override"
+msgstr "Socraigh Sáraíocht Ábhair"
+
+msgid "Can't instantiate: %s."
+msgstr "Ní féidir meandar: %s."
+
+msgid "Circular dependency found at %s"
+msgstr "Spleáchas ciorclach aimsithe ag %s"
+
+msgid "None"
+msgstr "Ceann ar bith"
+
+msgid "Rotate"
+msgstr "Rothlaigh"
+
+msgid "Translate"
+msgstr "Aistrigh"
+
+msgid "Translating:"
+msgstr "Ag aistriú:"
+
+msgid "Rotating %s degrees."
+msgstr "Ag rothlú %s céim."
+
+msgid "Translating %s."
+msgstr "%s á aistriú."
+
+msgid "Rotating %f degrees."
+msgstr "%f céim á rothlú."
+
+msgid "Scaling %s."
+msgstr "%s á scálú."
+
+msgid "Auto Orthogonal Enabled"
+msgstr "Cumasaithe go hUathoibríoch Orthogonal"
+
+msgid "Lock View Rotation"
+msgstr "Cuir rothlú an amhairc faoi ghlas"
+
+msgid "Display Normal"
+msgstr "Taispeáin Gnáth"
+
+msgid "Display Wireframe"
+msgstr "Taispeáin Sreangfhráma"
+
+msgid "Display Overdraw"
+msgstr "Rótharraingt Taispeána"
+
+msgid "Display Lighting"
+msgstr "Taispeáin Soilsiú"
+
+msgid "Display Unshaded"
+msgstr "Taispeáin Gan Scáthú"
+
+msgid "Directional Shadow Splits"
+msgstr "Scoilteanna Scáth Directional"
+
+msgid "Normal Buffer"
+msgstr "Gnáthmhaolán"
+
+msgid "Shadow Atlas"
+msgstr "Atlas Scáth"
+
+msgid "Directional Shadow Map"
+msgstr "Scáthmhapa Treorach"
+
+msgid "Decal Atlas"
+msgstr "Decail Atlas"
+
+msgid "VoxelGI Lighting"
+msgstr "Soilsiú VoxelGI"
+
+msgid "VoxelGI Albedo"
+msgstr "VoxelGI Albedo"
+
+msgid "VoxelGI Emission"
+msgstr "Astaíocht VoxelGI"
+
+msgid "SDFGI Cascades"
+msgstr "Cascáidí SDFGI"
+
+msgid "SDFGI Probes"
+msgstr "Tástálacha SDFGI"
+
+msgid "Scene Luminance"
+msgstr "Luminance Radharc"
+
+msgid "SSAO"
+msgstr "SSAOName"
+
+msgid "SSIL"
+msgstr "SSIL"
+
+msgid "VoxelGI/SDFGI Buffer"
+msgstr "Maolán VoxelGI/SDFGI"
+
+msgid "Disable Mesh LOD"
+msgstr "Díchumasaigh LOD mogalra"
+
+msgid "OmniLight3D Cluster"
+msgstr "Braisle OmniLight3D"
+
+msgid "SpotLight3D Cluster"
+msgstr "Braisle SpotLight3D"
+
+msgid "Decal Cluster"
+msgstr "Braisle Decal"
+
+msgid "ReflectionProbe Cluster"
+msgstr "Braisle MhachnamhProbe"
+
+msgid "Occlusion Culling Buffer"
+msgstr "Maolán Cuilithe Occlusion"
+
+msgid "Motion Vectors"
+msgstr "Veicteoirí Gluaisne"
+
+msgid "Internal Buffer"
+msgstr "Maolán Inmheánach"
+
+msgid "Display Advanced..."
+msgstr "Taispeáin Casta..."
+
+msgid "View Environment"
+msgstr "Féach ar an gComhshaol"
+
+msgid "View Gizmos"
+msgstr "Amharc ar Gizmos"
+
+msgid "View Grid"
+msgstr "Amharc ar an nGreille"
+
+msgid "View Information"
+msgstr "Féach ar Fhaisnéis"
+
+msgid "View Frame Time"
+msgstr "Amharc ar Am an Fhráma"
+
+msgid "Half Resolution"
+msgstr "Leathrún"
+
+msgid "Audio Listener"
+msgstr "Éisteoir Fuaime"
+
+msgid "Enable Doppler"
+msgstr "Cumasaigh Doppler"
+
+msgid "Cinematic Preview"
+msgstr "Réamhamharc Cineamatach"
+
+msgid "Not available when using the OpenGL renderer."
+msgstr "Níl sé ar fáil agus an rindreálaí OpenGL á úsáid."
+
+msgid "Freelook Left"
+msgstr "Freelook Ar Chlé"
+
+msgid "Freelook Right"
+msgstr "Freelook Ceart"
+
+msgid "Freelook Forward"
+msgstr "Freelook Ar Aghaidh"
+
+msgid "Freelook Backwards"
+msgstr "Freelook Ar gcúl"
+
+msgid "Freelook Up"
+msgstr "Freelook Suas"
+
+msgid "Freelook Down"
+msgstr "Freelook An Dúin"
+
+msgid "Freelook Speed Modifier"
+msgstr "Mionathraitheoir Luas Freelook"
+
+msgid "Freelook Slow Modifier"
+msgstr "Mionathraitheoir Mall Freelook"
+
+msgid "Lock Transformation to X axis"
+msgstr "Cuir claochlú faoi ghlas go hais X"
+
+msgid "Lock Transformation to Y axis"
+msgstr "Glasáil Claochlú go hais Y"
+
+msgid "Lock Transformation to Z axis"
+msgstr "Glasáil Claochlú go Z ais"
+
+msgid "Lock Transformation to YZ plane"
+msgstr "Glasáil Claochlú go eitleán YZ"
+
+msgid "Lock Transformation to XZ plane"
+msgstr "Glasáil Claochlú go eitleán XZ"
+
+msgid "Lock Transformation to XY plane"
+msgstr "Glasáil Claochlú go eitleán XY"
+
+msgid "Begin Translate Transformation"
+msgstr "Tosaigh Aistrigh Claochlú"
+
+msgid "Begin Rotate Transformation"
+msgstr "Tosaigh Rothlaigh Claochlú"
+
+msgid "Begin Scale Transformation"
+msgstr "Tosaigh Claochlú Scála"
+
+msgid "Toggle Camera Preview"
+msgstr "Scoránaigh Réamhamharc an Cheamara"
+
+msgid "View Rotation Locked"
+msgstr "Amharc ar rothlú faoi ghlas"
+
+msgid ""
+"To zoom further, change the camera's clipping planes (View -> Settings...)"
+msgstr ""
+"Chun zúmáil a thuilleadh, athraigh eitleáin ghearrtha an cheamara (Féach -> "
+"Socruithe...)"
+
+msgid "Overriding material..."
+msgstr "Ábhar sáraitheach..."
+
+msgid ""
+"Drag and drop to override the material of any geometry node.\n"
+"Hold %s when dropping to override a specific surface."
+msgstr ""
+"Tarraing agus scaoil chun ábhar aon nód geoiméadrachta a shárú.\n"
+"Coinnigh %s agus tú ag titim chun dromchla ar leith a shárú."
+
+msgid "XForm Dialog"
+msgstr "Dialóg XForm"
+
+msgid ""
+"Click to toggle between visibility states.\n"
+"\n"
+"Open eye: Gizmo is visible.\n"
+"Closed eye: Gizmo is hidden.\n"
+"Half-open eye: Gizmo is also visible through opaque surfaces (\"x-ray\")."
+msgstr ""
+"Cliceáil chun scoránú idir stáit infheictheachta.\n"
+"\n"
+"Súil oscailte: Tá Gizmo le feiceáil.\n"
+"Súil dúnta: Tá Gizmo i bhfolach.\n"
+"Súil leath-oscailte: Tá Gizmo le feiceáil freisin trí dhromchlaí teimhneacha "
+"(\"x-gha\")."
+
+msgid "Snap Nodes to Floor"
+msgstr "Nóid Léim go hUrlár"
+
+msgid "Couldn't find a solid floor to snap the selection to."
+msgstr "Níorbh fhéidir urlár soladach a aimsiú chun an rogha a léim."
+
+msgid "Add Preview Sun to Scene"
+msgstr "Cuir Réamhamharc na Gréine leis an Radharc"
+
+msgid "Add Preview Environment to Scene"
+msgstr "Cuir Timpeallacht Réamhamhairc leis an Radharc"
+
+msgid ""
+"Scene contains\n"
+"DirectionalLight3D.\n"
+"Preview disabled."
+msgstr ""
+"Radharc ina bhfuil\n"
+"DirectionalLight3D.\n"
+"Díchumasaíodh réamhamharc."
+
+msgid "Preview disabled."
+msgstr "Díchumasaíodh réamhamharc."
+
+msgid ""
+"Scene contains\n"
+"WorldEnvironment.\n"
+"Preview disabled."
+msgstr ""
+"Radharc ina bhfuil\n"
+"WorldEnvironment.\n"
+"Díchumasaíodh réamhamharc."
+
+msgid "Drag: Use snap."
+msgstr "Tarraing: Bain úsáid as snap."
+
+msgid ""
+"Groups the selected node with its children. This selects the parent when any "
+"child node is clicked in 2D and 3D view."
+msgstr ""
+"Grúpáil an nód roghnaithe lena leanaí. Roghnaíonn sé seo an tuismitheoir "
+"nuair a chliceáiltear nód linbh ar bith in amharc 2D agus 3D."
+
+msgid "Use Local Space"
+msgstr "Úsáid Spás Logánta"
+
+msgid "Use Snap"
+msgstr "Úsáid Snap"
+
+msgid ""
+"Toggle preview sunlight.\n"
+"If a DirectionalLight3D node is added to the scene, preview sunlight is "
+"disabled."
+msgstr ""
+"Scoránaigh solas na gréine réamhamhairc.\n"
+"Má chuirtear nód DirectionalLight3D leis an radharc, díchumasaítear solas na "
+"gréine réamhamhairc."
+
+msgid ""
+"Toggle preview environment.\n"
+"If a WorldEnvironment node is added to the scene, preview environment is "
+"disabled."
+msgstr ""
+"Scoránaigh an timpeallacht réamhamhairc.\n"
+"Má chuirtear nód WorldEnvironment leis an radharc, díchumasaítear "
+"timpeallacht réamhamhairc."
+
+msgid "Edit Sun and Environment settings."
+msgstr "Cuir socruithe Gréine agus Timpeallachta in eagar."
+
+msgid "Bottom View"
+msgstr "Amharc Bun"
+
+msgid "Top View"
+msgstr "Amharc Barr"
+
+msgid "Rear View"
+msgstr "Amharc Cúil"
+
+msgid "Front View"
+msgstr "Amharc Tosaigh"
+
+msgid "Left View"
+msgstr "Amharc Ar Chlé"
+
+msgid "Right View"
+msgstr "Amharc Ar Dheis"
+
+msgid "Orbit View Down"
+msgstr "Amharc Fithise Síos"
+
+msgid "Orbit View Left"
+msgstr "Amharc Fithise Ar Chlé"
+
+msgid "Orbit View Right"
+msgstr "Amharc Fithise ar dheis"
+
+msgid "Orbit View Up"
+msgstr "Amharc Fithise Suas"
+
+msgid "Orbit View 180"
+msgstr "Amharc Fithise 180"
+
+msgid "Switch Perspective/Orthogonal View"
+msgstr "Athraigh Peirspictíocht / Amharc Orthogonal"
+
+msgid "Insert Animation Key"
+msgstr "Ionsáigh Eochair Bheochana"
+
+msgid "Focus Origin"
+msgstr "Bunús Fócais"
+
+msgid "Focus Selection"
+msgstr "Roghnú Fócais"
+
+msgid "Toggle Freelook"
+msgstr "Scoránaigh Freelook"
+
+msgid "Decrease Field of View"
+msgstr "Laghdaigh Réimse an Radhairc"
+
+msgid "Increase Field of View"
+msgstr "Réimse Radhairc a Mhéadú"
+
+msgid "Reset Field of View to Default"
+msgstr "Athshocraigh Réimse an Amhairc go Réamhshocrú"
+
+msgid "Transform"
+msgstr "Trasfhoirmigh"
+
+msgid "Snap Object to Floor"
+msgstr "Léim Réad go hUrlár"
+
+msgid "Transform Dialog..."
+msgstr "Trasfhoirmigh Dialóg..."
+
+msgid "1 Viewport"
+msgstr "1 Amharcphort"
+
+msgid "2 Viewports"
+msgstr "2 Amharc"
+
+msgid "2 Viewports (Alt)"
+msgstr "2 Amharc (Alt)"
+
+msgid "3 Viewports"
+msgstr "3 Amharc"
+
+msgid "3 Viewports (Alt)"
+msgstr "3 Amharc (Alt)"
+
+msgid "4 Viewports"
+msgstr "4 Amharc"
+
+msgid "View Origin"
+msgstr "Amharc ar Bhunús"
+
+msgid "Settings..."
+msgstr "Socruithe..."
+
+msgid "Snap Settings"
+msgstr "Socruithe Léime"
+
+msgid "Translate Snap:"
+msgstr "Aistrigh Snap:"
+
+msgid "Rotate Snap (deg.):"
+msgstr "Rothlaigh Snap (deg.):"
+
+msgid "Scale Snap (%):"
+msgstr "Scálaigh Snap (%):"
+
+msgid "Viewport Settings"
+msgstr "Socruithe an Phoirt Amhairc"
+
+msgid ""
+"FOV is defined as a vertical value, as the editor camera always uses the Keep "
+"Height aspect mode."
+msgstr ""
+"Sainmhínítear FOV mar luach ingearach, mar go n-úsáideann ceamara an "
+"eagarthóra an modh gné Keep Height i gcónaí."
+
+msgid "Perspective VFOV (deg.):"
+msgstr "Peirspictíocht VFOV (deg.):"
+
+msgid "View Z-Near:"
+msgstr "Féach Z-Near:"
+
+msgid "View Z-Far:"
+msgstr "Féach Z-Far:"
+
+msgid "Transform Change"
+msgstr "Trasfhoirmigh Athrú"
+
+msgid "Translate:"
+msgstr "Aistrigh:"
+
+msgid "Rotate (deg.):"
+msgstr "Rothlaigh (deg.):"
+
+msgid "Scale (ratio):"
+msgstr "Scála (cóimheas):"
+
+msgid "Transform Type"
+msgstr "Trasfhoirmigh Cineál"
+
+msgid "Pre"
+msgstr "Roimh"
+
+msgid "Post"
+msgstr "Post"
+
+msgid "Preview Sun"
+msgstr "Réamhamharc ar an nGrian"
+
+msgid "Sun Direction"
+msgstr "Treo na Gréine"
+
+msgid "Angular Altitude"
+msgstr "Airde Uilleach"
+
+msgid "Azimuth"
+msgstr "AzimuthName"
+
+msgid "Sun Color"
+msgstr "Dath na Gréine"
+
+msgid "Sun Energy"
+msgstr "Fuinneamh na Gréine"
+
+msgid "Shadow Max Distance"
+msgstr "Scáth Max Fad"
+
+msgid "Add Sun to Scene"
+msgstr "Cuir An Ghrian leis an Radharc"
+
+msgid ""
+"Adds a DirectionalLight3D node matching the preview sun settings to the "
+"current scene.\n"
+"Hold Shift while clicking to also add the preview environment to the current "
+"scene."
+msgstr ""
+"Cuir nód DirectionalLight3D leis a mheaitseálann na socruithe gréine "
+"réamhamhairc leis an radharc reatha.\n"
+"Coinnigh Shift agus cliceáil chun an timpeallacht réamhamhairc a chur leis an "
+"radharc reatha."
+
+msgid "Preview Environment"
+msgstr "Timpeallacht Réamhamhairc"
+
+msgid "Sky Color"
+msgstr "Dath na Spéire"
+
+msgid "Ground Color"
+msgstr "Dath na Talún"
+
+msgid "Sky Energy"
+msgstr "Fuinneamh Spéire"
+
+msgid "AO"
+msgstr "CHUIG"
+
+msgid "Glow"
+msgstr "Luisne"
+
+msgid "Tonemap"
+msgstr "Mapa Ton"
+
+msgid "GI"
+msgstr "GI"
+
+msgid "Post Process"
+msgstr "Iarphróiseas"
+
+msgid "Add Environment to Scene"
+msgstr "Cuir Timpeallacht leis an Radharc"
+
+msgid ""
+"Adds a WorldEnvironment node matching the preview environment settings to the "
+"current scene.\n"
+"Hold Shift while clicking to also add the preview sun to the current scene."
+msgstr ""
+"Cuireann nód WorldEnvironment leis a mheaitseálann na socruithe timpeallachta "
+"réamhamhairc leis an radharc reatha.\n"
+"Coinnigh Shift agus cliceáil chun an ghrian réamhamhairc a chur leis an "
+"radharc reatha."
+
+msgid ""
+"Can't determine a save path for the occluder.\n"
+"Save your scene and try again."
+msgstr ""
+"Ní féidir cosán sábhála a chinneadh don occluder.\n"
+"Sábháil do radharc agus bain triail eile as."
+
+msgid ""
+"No meshes to bake.\n"
+"Make sure there is at least one MeshInstance3D node in the scene whose visual "
+"layers are part of the OccluderInstance3D's Bake Mask property."
+msgstr ""
+"Níl mogaill le bácáil.\n"
+"Déan cinnte go bhfuil nód MeshInstance3D amháin ar a laghad sa radharc a "
+"bhfuil a sraitheanna amhairc mar chuid de mhaoin Masc Bake OccluderInstance3D."
+
+msgid "Could not save the new occluder at the specified path:"
+msgstr "Níorbh fhéidir an t-occluder nua a shábháil ag an gcosán sonraithe:"
+
+msgid "Bake Occluders"
+msgstr "Occluders Bácála"
+
+msgid "Select occluder bake file:"
+msgstr "Roghnaigh comhad bácála occluder:"
+
+msgid "Convert to Parallax2D"
+msgstr "Tiontaigh go Parallax2D"
+
+msgid "ParallaxBackground"
+msgstr "ParallaxBackground"
+
+msgid "Hold Shift to scale around midpoint instead of moving."
+msgstr "Coinnigh Shift chun scála timpeall lárphointe in ionad bogadh."
+
+msgid "Toggle between minimum/maximum and base value/spread modes."
+msgstr "Scoránaigh idir íosluach/uasmhéid agus bunluach/modhanna scaipthe."
+
+msgid "Remove Point from Curve"
+msgstr "Bain Pointe ón gCuar"
+
+msgid "Remove Out-Control from Curve"
+msgstr "Bain Eis-Rialú ó Chuar"
+
+msgid "Remove In-Control from Curve"
+msgstr "Bain In-Rialú ó Chuar"
+
+msgid "Split Curve"
+msgstr "Cuar Scoilte"
+
+msgid "Move Point in Curve"
+msgstr "Bog Pointe sa Chuar"
+
+msgid "Add Point to Curve"
+msgstr "Cuir Pointe le Cuar"
+
+msgid "Move In-Control in Curve"
+msgstr "Bog In-Rialú i gCuar"
+
+msgid "Move Out-Control in Curve"
+msgstr "Bog Amach-Rialú i gCuar"
+
+msgid "Close the Curve"
+msgstr "Dún an Cuar"
+
+msgid "Clear Curve Points"
+msgstr "Glan Pointí Cuar"
+
+msgid "Select Points"
+msgstr "Roghnaigh Pointí"
+
+msgid "Shift+Drag: Select Control Points"
+msgstr "Shift + Tarraing: Roghnaigh Pointí Rialúcháin"
+
+msgid "Click: Add Point"
+msgstr "Cliceáil: Cuir Pointe Leis"
+
+msgid "Left Click: Split Segment (in curve)"
+msgstr "Cliceáil ar chlé: Scoilt Deighleog (i gcuar)"
+
+msgid "Right Click: Delete Point"
+msgstr "Cliceáil ar dheis: Scrios Pointe"
+
+msgid "Select Control Points (Shift+Drag)"
+msgstr "Roghnaigh Pointí Rialúcháin (Shift+Drag)"
+
+msgid "Add Point (in empty space)"
+msgstr "Cuir Pointe Leis (i spás folamh)"
+
+msgid "Delete Point"
+msgstr "Scrios Pointe"
+
+msgid "Close Curve"
+msgstr "Dún an Cuar"
+
+msgid "Clear Points"
+msgstr "Pointí Soiléire"
+
+msgid "Please Confirm..."
+msgstr "Deimhnigh le do thoil..."
+
+msgid "Remove all curve points?"
+msgstr "Bain gach pointe cuar?"
+
+msgid "Mirror Handle Angles"
+msgstr "Scáthánaigh Láimhseáil Uillinneacha"
+
+msgid "Mirror Handle Lengths"
+msgstr "Faid Láimhseála Scátháin"
+
+msgid "Curve Point #"
+msgstr "Cuarphointe #"
+
+msgid "Handle In #"
+msgstr "Láimhseáil I #"
+
+msgid "Handle Out #"
+msgstr "Láimhseáil Amach #"
+
+msgid "Handle Tilt #"
+msgstr "Láimhseáil Tilt #"
+
+msgid "Set Curve Point Position"
+msgstr "Socraigh Ionad an Phointe Chuar"
+
+msgid "Set Curve Out Position"
+msgstr "Socraigh Ionad an Chuar Amach"
+
+msgid "Set Curve In Position"
+msgstr "Socraigh an cuar sa suíomh"
+
+msgid "Set Curve Point Tilt"
+msgstr "Socraigh Pointe Cuar Tilt"
+
+msgid "Split Path"
+msgstr "Conair Scoilte"
+
+msgid "Remove Path Point"
+msgstr "Bain Pointe an Chosáin"
+
+msgid "Reset Out-Control Point"
+msgstr "Athshocraigh an Pointe Amach-Rialúcháin"
+
+msgid "Reset In-Control Point"
+msgstr "Athshocraigh Pointe Rialúcháin"
+
+msgid "Reset Point Tilt"
+msgstr "Athshocraigh Pointe Tilt"
+
+msgid "Shift+Click: Select multiple Points"
+msgstr "Shift + Cliceáil: Roghnaigh Pointí Il"
+
+msgid "Select Control Points"
+msgstr "Roghnaigh Pointí Rialúcháin"
+
+msgid "Shift+Click: Drag out Control Points"
+msgstr "Shift + Cliceáil: Tarraing amach Pointí Rialúcháin"
+
+msgid "Select Tilt Handles"
+msgstr "Roghnaigh Láimhseálacha Tilt"
+
+msgid "Split Segment (in curve)"
+msgstr "Scoilt Deighleog (i gcuar)"
+
+msgid "Move Joint"
+msgstr "Bog Comhpháirteach"
+
+msgid "Plugin name cannot be blank."
+msgstr "Ní féidir ainm an bhreiseáin a bheith bán."
+
+msgid "Subfolder name is not a valid folder name."
+msgstr "Ní ainm bailí fillteáin é ainm an fhofhillteáin."
+
+msgid "Subfolder cannot be one which already exists."
+msgstr "Ní féidir le fofhillteán a bheith ar cheann atá ann cheana féin."
+
+msgid "Script extension must match chosen language extension (.%s)."
+msgstr ""
+"Ní mór don eisínteacht scripte an iarmhír teanga roghnaithe (.%s) a "
+"mheaitseáil."
+
+msgid ""
+"C# doesn't support activating the plugin on creation because the project must "
+"be built first."
+msgstr ""
+"Ní C # tacaíocht activating an breiseán ar chruthú toisc go gcaithfear an "
+"tionscadal a thógáil ar dtús."
+
+msgid "Edit a Plugin"
+msgstr "Cuir Breiseán in Eagar"
+
+msgid "Create a Plugin"
+msgstr "Cruthaigh Breiseán"
+
+msgid "Update"
+msgstr "Nuashonrú"
+
+msgid "Plugin Name:"
+msgstr "Ainm an Bhreiseáin:"
+
+msgid "Required. This name will be displayed in the list of plugins."
+msgstr "Riachtanach. Taispeánfar an t-ainm seo i liosta na mbreiseán."
+
+msgid "Subfolder:"
+msgstr "Fofhillteán:"
+
+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 ""
+"Roghnach. Ba chóir go n-úsáidfeadh ainm an fhillteáin ainmniú 'snake_case' de "
+"ghnáth (seachain spásanna agus carachtair speisialta).\n"
+"Má fhágtar folamh é, ainmneofar an fillteán i ndiaidh ainm an bhreiseáin a "
+"thiontú go '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 ""
+"Roghnach. Ba chóir an cur síos seo a choinneáil réasúnta gearr (suas le 5 "
+"líne).\n"
+"Taispeánfaidh sé nuair a bheidh an breiseán á ainliú i liosta na mbreiseán."
+
+msgid "Author:"
+msgstr "Údar:"
+
+msgid "Optional. The author's username, full name, or organization name."
+msgstr "Roghnach. Ainm úsáideora, ainm iomlán, nó ainm eagraíochta an údair."
+
+msgid ""
+"Optional. A human-readable version identifier used for informational purposes "
+"only."
+msgstr ""
+"Roghnach. Aitheantóir leagain atá inléite ag an duine agus a úsáidtear chun "
+"críocha faisnéise amháin."
+
+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 ""
+"Riachtanach. An teanga scriptithe le húsáid don script.\n"
+"Tabhair faoi deara gur féidir le breiseán roinnt teangacha a úsáid ag an am "
+"céanna trí níos mó scripteanna a chur leis an mbreiseán."
+
+msgid "Script Name:"
+msgstr "Ainm scripte:"
+
+msgid ""
+"Optional. The path to the script (relative to the add-on folder). If left "
+"empty, will default to \"plugin.gd\"."
+msgstr ""
+"Roghnach. Conair na scripte (i gcoibhneas leis an bhfillteán breise). Má "
+"fhágtar folamh é, beidh sé réamhshocraithe \"plugin.gd\"."
+
+msgid "Activate now?"
+msgstr "Gníomhachtaigh anois?"
+
+msgid "Plugin name is valid."
+msgstr "Tá ainm an bhreiseáin bailí."
+
+msgid "Script extension is valid."
+msgstr "Tá iarmhír scripte bailí."
+
+msgid "Subfolder name is valid."
+msgstr "Tá ainm an fhofhillteáin bailí."
+
+msgid ""
+"The skeleton property of the Polygon2D does not point to a Skeleton2D node"
+msgstr "Ní dhíríonn maoin chnámharlaigh an Polygon2D ar nód Skeleton2D"
+
+msgid "Sync Bones"
+msgstr "Sioncrónaigh Cnámha"
+
+msgid ""
+"No texture in this polygon.\n"
+"Set a texture to be able to edit UV."
+msgstr ""
+"Níl uigeacht ar bith sa pholagán seo.\n"
+"Socraigh uigeacht le bheith in ann UV a chur in eagar."
+
+msgid "Create UV Map"
+msgstr "Cruthaigh Léarscáil UV"
+
+msgid ""
+"Polygon 2D has internal vertices, so it can no longer be edited in the "
+"viewport."
+msgstr ""
+"Tá vertices inmheánacha ag Polagán 2D, ionas nach féidir é a chur in eagar a "
+"thuilleadh sa viewport."
+
+msgid "Create Polygon & UV"
+msgstr "Cruthaigh Polagán & UV"
+
+msgid "Create Internal Vertex"
+msgstr "Cruthaigh Stuaic Inmheánach"
+
+msgid "Remove Internal Vertex"
+msgstr "Bain Stuaic Inmheánach"
+
+msgid "Invalid Polygon (need 3 different vertices)"
+msgstr "Polagán Neamhbhailí (gá le 3 vertices éagsúla)"
+
+msgid "Add Custom Polygon"
+msgstr "Cuir Polagán Saincheaptha Leis"
+
+msgid "Remove Custom Polygon"
+msgstr "Bain Polagán Saincheaptha"
+
+msgid "Transform UV Map"
+msgstr "Trasfhoirmigh Léarscáil UV"
+
+msgid "Transform Polygon"
+msgstr "Trasfhoirmigh Polagán"
+
+msgid "Paint Bone Weights"
+msgstr "Meáchain Cnámh Péint"
+
+msgid "Open Polygon 2D UV editor."
+msgstr "Oscail eagarthóir UV Polagán 2D."
+
+msgid "Polygon 2D UV Editor"
+msgstr "Eagarthóir UV Polagán 2D"
+
+msgid "UV"
+msgstr "UV"
+
+msgid "Points"
+msgstr "Pointí"
+
+msgid "Polygons"
+msgstr "Polagáin"
+
+msgid "Bones"
+msgstr "Cnámha"
+
+msgid "Move Points"
+msgstr "Bog Pointí"
+
+msgid ": Rotate"
+msgstr ": Rothlaigh"
+
+msgid "Shift: Move All"
+msgstr "Shift: Bog Gach Rud"
+
+msgid "Shift: Scale"
+msgstr "Shift: Scála"
+
+msgid "Move Polygon"
+msgstr "Bog Polagán"
+
+msgid "Rotate Polygon"
+msgstr "Rothlaigh Polagán"
+
+msgid "Scale Polygon"
+msgstr "Scálaigh Polagán"
+
+msgid "Create a custom polygon. Enables custom polygon rendering."
+msgstr ""
+"Cruthaigh polagán saincheaptha. Cumasaigh rindreáil polagán saincheaptha."
+
+msgid ""
+"Remove a custom polygon. If none remain, custom polygon rendering is disabled."
+msgstr ""
+"Bain polagán saincheaptha. Mura bhfanann aon cheann, tá rindreáil polagán "
+"saincheaptha díchumasaithe."
+
+msgid "Paint weights with specified intensity."
+msgstr "Meáchain Péint le déine sonraithe."
+
+msgid "Unpaint weights with specified intensity."
+msgstr "Meáchain unpaint le déine sonraithe."
+
+msgid "Radius:"
+msgstr "Ga:"
+
+msgid "Copy Polygon to UV"
+msgstr "Cóipeáil Polagán go UV"
+
+msgid "Copy UV to Polygon"
+msgstr "Cóipeáil UV go Polagán"
+
+msgid "Clear UV"
+msgstr "Glan UV"
+
+msgid "Grid Settings"
+msgstr "Socruithe Greille"
+
+msgid "Snap"
+msgstr "Léim"
+
+msgid "Enable Snap"
+msgstr "Cumasaigh Snap"
+
+msgid "Show Grid"
+msgstr "Taispeáin Greille"
+
+msgid "Configure Grid:"
+msgstr "Cumraigh greille:"
+
+msgid "Grid Offset X:"
+msgstr "Fritháireamh Greille X:"
+
+msgid "Grid Offset Y:"
+msgstr "Fritháireamh Greille Y:"
+
+msgid "Grid Step X:"
+msgstr "Greille Céim X:"
+
+msgid "Grid Step Y:"
+msgstr "Greille Céim Y:"
+
+msgid "Sync Bones to Polygon"
+msgstr "Sioncronaigh Cnámha go Polagán"
+
+msgid "Create Polygon3D"
+msgstr "Cruthaigh Polagán3D"
+
+msgid "ERROR: Couldn't load resource!"
+msgstr "EARRÁID: Níorbh fhéidir acmhainn a luchtú!"
+
+msgid "Add Resource"
+msgstr "Cuir Acmhainn Leis"
+
+msgid "Rename Resource"
+msgstr "Athainmnigh Acmhainn"
+
+msgid "Delete Resource"
+msgstr "Scrios Acmhainn"
+
+msgid "Resource clipboard is empty!"
+msgstr "Tá an ghearrthaisce acmhainne folamh!"
+
+msgid "Paste Resource"
+msgstr "Greamaigh Acmhainn"
+
+msgid "Load Resource"
+msgstr "Luchtaigh Acmhainn"
+
+msgid "Toggle ResourcePreloader Bottom Panel"
+msgstr "Scoránaigh AcmhainnPreloader Bottom Panel"
+
+msgid "Path to AnimationMixer is invalid"
+msgstr "Conair go BeochanMixer neamhbhailí"
+
+msgid ""
+"AnimationMixer has no valid root node path, so unable to retrieve track names."
+msgstr ""
+"Níl aon chosán nód fréimhe bailí ag AnimationMixer, mar sin ní féidir "
+"ainmneacha rianta a aisghabháil."
+
+msgid "Can't open '%s'. The file could have been moved or deleted."
+msgstr ""
+"Ní féidir '%s' a oscailt. D'fhéadfaí an comhad a bhogadh nó a scriosadh."
+
+msgid "Close and save changes?"
+msgstr "Dún agus sábháil athruithe?"
+
+msgid "Error writing TextFile:"
+msgstr "Earráid agus Téacschomhad á scríobh:"
+
+msgid "Error saving file!"
+msgstr "Earráid agus comhad á shábháil!"
+
+msgid "Error while saving theme."
+msgstr "Earráid agus téama á shábháil."
+
+msgid "Error Saving"
+msgstr "Earráid agus Sábháil"
+
+msgid "Error importing theme."
+msgstr "Earráid agus téama á iompórtáil."
+
+msgid "Error Importing"
+msgstr "Earráid agus Iompórtáil"
+
+msgid "New Text File..."
+msgstr "Téacschomhad Nua..."
+
+msgid "Open File"
+msgstr "Oscail Comhad"
+
+msgid "Could not load file at:"
+msgstr "Níorbh fhéidir an comhad a luchtú ag:"
+
+msgid "Save File As..."
+msgstr "Sábháil Comhad Mar..."
+
+msgid "Can't obtain the script for reloading."
+msgstr "Ní féidir an script a fháil le hathluchtú."
+
+msgid "Reload only takes effect on tool scripts."
+msgstr "Ní thógann athluchtú éifeacht ach ar scripteanna uirlisí."
+
+msgid "Cannot run the edited file because it's not a script."
+msgstr "Ní féidir an comhad atheagraithe a rith toisc nach script é."
+
+msgid "Cannot run the script because it contains errors, check the output log."
+msgstr ""
+"Ní féidir an script a rith toisc go bhfuil earráidí ann, seiceáil an "
+"logchomhad aschuir."
+
+msgid "Cannot run the script because it doesn't extend EditorScript."
+msgstr "Ní féidir an script a rith toisc nach leathnaíonn sé EditorScript."
+
+msgid ""
+"Cannot run the script because it's not a tool script (add the @tool "
+"annotation at the top)."
+msgstr ""
+"Ní féidir an script a rith toisc nach script uirlisí é (cuir an anótáil @tool "
+"ag an mbarr)."
+
+msgid "Cannot run the script because it's not a tool script."
+msgstr "Ní féidir an script a rith toisc nach script uirlisí é."
+
+msgid "Import Theme"
+msgstr "Iompórtáil Téama"
+
+msgid "Error while saving theme"
+msgstr "Earráid agus téama á shábháil"
+
+msgid "Error saving"
+msgstr "Earráid agus earráid á sábháil"
+
+msgid "Save Theme As..."
+msgstr "Sábháil Téama Mar..."
+
+msgid "Open '%s' in Godot online documentation."
+msgstr "Oscail '%s' i gcáipéisíocht ar líne Godot."
+
+msgid "Open in Online Docs"
+msgstr "Oscail i Docs Ar Líne"
+
+msgid "Online Docs"
+msgstr "Docs Ar Líne"
+
+msgid "Open Godot online documentation."
+msgstr "Oscail doiciméadú ar líne Godot."
+
+msgid "Unsaved file."
+msgstr "Comhad gan sábháil."
+
+msgid "%s Class Reference"
+msgstr "Tagairt Aicme %s"
+
+msgid "Find Next"
+msgstr "Aimsigh Ar Aghaidh"
+
+msgid "Find Previous"
+msgstr "Aimsigh Roimhe Seo"
+
+msgid "Filter Scripts"
+msgstr "Scag Scripteanna"
+
+msgid "Toggle alphabetical sorting of the method list."
+msgstr "Scoránaigh sórtáil aibítreach an liosta modhanna."
+
+msgid "Sort"
+msgstr "Sórtáil"
+
+msgid "Next Script"
+msgstr "An Chéad Script Eile"
+
+msgid "Previous Script"
+msgstr "An Script Roimhe Seo"
+
+msgid "File"
+msgstr "Comhad"
+
+msgid "Open..."
+msgstr "Oscail..."
+
+msgid "Save All"
+msgstr "Sábháil Gach Rud"
+
+msgid "Soft Reload Tool Script"
+msgstr "Bog Athluchtaigh Script Uirlisí"
+
+msgid "Copy Script Path"
+msgstr "Cóipeáil Conair na Scripte"
+
+msgid "History Previous"
+msgstr "Stair Roimhe Seo"
+
+msgid "History Next"
+msgstr "Stair Ar Aghaidh"
+
+msgid "Import Theme..."
+msgstr "Iompórtáil Téama..."
+
+msgid "Reload Theme"
+msgstr "Athluchtaigh Téama"
+
+msgid "Theme"
+msgstr "Téama"
+
+msgid "Save Theme"
+msgstr "Sábháil Téama"
+
+msgid "Close All"
+msgstr "Dún Gach Rud"
+
+msgid "Close Docs"
+msgstr "Dún Docs"
+
+msgid "Run"
+msgstr "Rith"
+
+msgid "Search"
+msgstr "Cuardaigh"
+
+msgid "Search the reference documentation."
+msgstr "Cuardaigh na doiciméid tagartha."
+
+msgid "Go to previous edited document."
+msgstr "Téigh go dtí an doiciméad a cuireadh in eagar roimhe seo."
+
+msgid "Go to next edited document."
+msgstr "Téigh go dtí an chéad doiciméad eile in eagar."
+
+msgid "Make the script editor floating."
+msgstr "Déan an t-eagarthóir scripte ar snámh."
+
+msgid "Discard"
+msgstr "Ná Sábháil"
+
+msgid "The following files are newer on disk."
+msgstr "Tá na comhaid seo a leanas níos nuaí ar an diosca."
+
+msgid "What action should be taken?:"
+msgstr "Cén gníomh ba chóir a dhéanamh?:"
+
+msgid "Search Results"
+msgstr "Torthaí Cuardaigh"
+
+msgid "Toggle Search Results Bottom Panel"
+msgstr "Scoránaigh Bunphainéal Torthaí Cuardaigh"
+
+msgid "There are unsaved changes in the following built-in script(s):"
+msgstr "Tá athruithe gan sábháil sna scripteanna tógtha seo a leanas:"
+
+msgid "Save changes to the following script(s) before quitting?"
+msgstr "Sábháil athruithe ar an script/na scripteanna seo a leanas roimh scor?"
+
+msgid "Reopen Closed Script"
+msgstr "Athoscail Script Dúnta"
+
+msgid "Clear Recent Scripts"
+msgstr "Glan scripteanna le déanaí"
+
+msgid "Uppercase"
+msgstr "Cás Uachtair"
+
+msgid "Lowercase"
+msgstr "Cás Íochtair"
+
+msgid "Capitalize"
+msgstr "Caipitliú"
+
+msgid "Standard"
+msgstr "Caighdeán"
+
+msgid "Plain Text"
+msgstr "Gnáth- Théacs"
+
+msgid "JSON"
+msgstr "JSONName"
+
+msgid "Connections to method:"
+msgstr "Naisc leis an modh:"
+
+msgid "Source"
+msgstr "Foinse"
+
+msgid "Target"
+msgstr "Sprioc"
+
+msgid "Error at (%d, %d):"
+msgstr "Earráid ag (%d, %d):"
+
+msgid ""
+"Missing connected method '%s' for signal '%s' from node '%s' to node '%s'."
+msgstr ""
+"Modh ceangailte '%s' ar iarraidh le haghaidh comhartha '%s' ó nód '%s' go nód "
+"'%s'."
+
+msgid "[Ignore]"
+msgstr "[Déan neamhaird]"
+
+msgid "Line %d (%s):"
+msgstr "Líne %d (%s):"
+
+msgid "Line %d:"
+msgstr "Líne %d:"
+
+msgid "Go to Function"
+msgstr "Téigh go Feidhm"
+
+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 ""
+"Níl cosán bailí ag an acmhainn toisc nár sábháladh í.\n"
+"Sábháil an radharc nó an acmhainn ina bhfuil an acmhainn seo agus bain triail "
+"eile as."
+
+msgid "Preloading internal resources is not supported."
+msgstr "Ní thacaítear le hacmhainní inmheánacha a réamhlódáil."
+
+msgid "Can't drop nodes without an open scene."
+msgstr "Ní féidir nóid a scaoileadh gan radharc oscailte."
+
+msgid "Can't drop nodes because script '%s' does not inherit Node."
+msgstr ""
+"Ní féidir nóid a scaoileadh toisc nach bhfaigheann script '%s' Nód le "
+"hoidhreacht."
+
+msgid "Lookup Symbol"
+msgstr "Siombail Chuardaigh"
+
+msgid "Pick Color"
+msgstr "Roghnaigh Dath"
+
+msgid "Line"
+msgstr "Líne"
+
+msgid "Folding"
+msgstr "Fillte"
+
+msgid "Convert Case"
+msgstr "Tiontaigh Cás"
+
+msgid "Syntax Highlighter"
+msgstr "Aibhsitheoir Comhréire"
+
+msgid "Bookmarks"
+msgstr "Leabharmharcanna"
+
+msgid "Go To"
+msgstr "Téigh go"
+
+msgid "Delete Line"
+msgstr "Scrios Líne"
+
+msgid "Unindent"
+msgstr "Aontumhach"
+
+msgid "Toggle Comment"
+msgstr "Scoránaigh Nóta"
+
+msgid "Fold/Unfold Line"
+msgstr "Fill / Líne Unfold"
+
+msgid "Fold All Lines"
+msgstr "Fill Gach Líne"
+
+msgid "Create Code Region"
+msgstr "Cruthaigh Réigiún an Chóid"
+
+msgid "Unfold All Lines"
+msgstr "Nocht Gach Líne"
+
+msgid "Duplicate Selection"
+msgstr "Dúblach Roghnúchán"
+
+msgid "Duplicate Lines"
+msgstr "Línte Dúblacha"
+
+msgid "Evaluate Selection"
+msgstr "Déan measúnú ar an roghnúchán"
+
+msgid "Toggle Word Wrap"
+msgstr "Scoránaigh Timfhilleadh Focal"
+
+msgid "Trim Trailing Whitespace"
+msgstr "Baile Átha Troim Trailing Whitespace"
+
+msgid "Trim Final Newlines"
+msgstr "Baile Átha Troim Deiridh Newlines"
+
+msgid "Convert Indent to Spaces"
+msgstr "Tiontaigh Eang go Spásanna"
+
+msgid "Convert Indent to Tabs"
+msgstr "Tiontaigh Eang go Cluaisíní"
+
+msgid "Auto Indent"
+msgstr "Eangú Uathoibríoch"
+
+msgid "Find in Files..."
+msgstr "Aimsigh i gComhaid..."
+
+msgid "Replace in Files..."
+msgstr "Ionadaigh i gComhaid..."
+
+msgid "Contextual Help"
+msgstr "Cabhair Chomhthéacsúil"
+
+msgid "Toggle Bookmark"
+msgstr "Scoránaigh Leabharmharc"
+
+msgid "Go to Next Bookmark"
+msgstr "Téigh go dtí an Chéad Leabharmharc Eile"
+
+msgid "Go to Previous Bookmark"
+msgstr "Téigh go dtí an Leabharmharc Roimhe Seo"
+
+msgid "Remove All Bookmarks"
+msgstr "Bain Gach Leabharmharc"
+
+msgid "Go to Function..."
+msgstr "Téigh go Feidhm..."
+
+msgid "Go to Line..."
+msgstr "Téigh go Líne..."
+
+msgid "Toggle Breakpoint"
+msgstr "Scoránaigh Brisphointe"
+
+msgid "Remove All Breakpoints"
+msgstr "Bain Gach Brisphointe"
+
+msgid "Go to Next Breakpoint"
+msgstr "Téigh go dtí An Chéad Bhriseadh Eile"
+
+msgid "Go to Previous Breakpoint"
+msgstr "Téigh go dtí an Brisphointe Roimhe Seo"
+
+msgid "Save changes to the following shaders(s) before quitting?"
+msgstr "Sábháil athruithe ar na shaders seo a leanas roimh scor?"
+
+msgid "There are unsaved changes in the following built-in shaders(s):"
+msgstr "Tá athruithe gan sábháil sna shaders (í) tógtha seo a leanas:"
+
+msgid "Shader Editor"
+msgstr "Eagarthóir Scáthaigh"
+
+msgid "New Shader Include..."
+msgstr "I measc an scáthóra nua tá..."
+
+msgid "Load Shader File..."
+msgstr "Luchtaigh Comhad Scáthaithe..."
+
+msgid "Load Shader Include File..."
+msgstr "Luchtaigh Shader Cuir Comhad san áireamh..."
+
+msgid "Save File"
+msgstr "Sábháil Comhad"
+
+msgid "Open File in Inspector"
+msgstr "Oscail Comhad sa Chigire"
+
+msgid "Close File"
+msgstr "Dún Comhad"
+
+msgid "Make the shader editor floating."
+msgstr "Déan an t-eagarthóir shader snámh."
+
+msgid "Toggle Shader Editor Bottom Panel"
+msgstr "Scoránaigh Painéal Bun Eagarthóir Shader"
+
+msgid "No valid shader stages found."
+msgstr "Níor aimsíodh aon chéimeanna bailí shader."
+
+msgid "Shader stage compiled without errors."
+msgstr "Céim shader tiomsaithe gan earráidí."
+
+msgid ""
+"File structure for '%s' contains unrecoverable errors:\n"
+"\n"
+msgstr ""
+"Tá earráidí do-aimsithe i struchtúr comhaid '%s':\n"
+"\n"
+
+msgid "ShaderFile"
+msgstr "ScáthaighFile"
+
+msgid "Toggle ShaderFile Bottom Panel"
+msgstr "Scoránaigh Painéal Bun ShaderFile"
+
+msgid "This skeleton has no bones, create some children Bone2D nodes."
+msgstr ""
+"Níl aon chnámha ag an gcnámharlach seo, cruthaíonn sé roinnt nóid Bone2D do "
+"leanaí."
+
+msgid "Set Rest Pose to Bones"
+msgstr "Socraigh Rest Pose to Bones"
+
+msgid "Create Rest Pose from Bones"
+msgstr "Cruthaigh Rest Pose ó Chnámha"
+
+msgid "Skeleton2D"
+msgstr "Cnámharlach2D"
+
+msgid "Reset to Rest Pose"
+msgstr "Athshocraigh go Pose Scíthe"
+
+msgid "Overwrite Rest Pose"
+msgstr "Forscríobh Rest Pose"
+
+msgid "Set Bone Transform"
+msgstr "Socraigh Claochlú Cnámh"
+
+msgid "Set Bone Rest"
+msgstr "Socraigh Scíth Cnámh"
+
+msgid "Cannot create a physical skeleton for a Skeleton3D node with no bones."
+msgstr ""
+"Ní féidir cnámharlach fisiciúil a chruthú le haghaidh nód Skeleton3D gan aon "
+"chnámha."
+
+msgid "Create physical bones"
+msgstr "Cruthaigh cnámha fisiciúla"
+
+msgid "Cannot export a SkeletonProfile for a Skeleton3D node with no bones."
+msgstr ""
+"Ní féidir SkeletonProfile a easpórtáil le haghaidh nód Skeleton3D gan aon "
+"chnámha."
+
+msgid "Export Skeleton Profile As..."
+msgstr "Easpórtáil Próifíl Chnámharlaigh Mar..."
+
+msgid "Set Bone Parentage"
+msgstr "Socraigh Tuismíocht Cnámh"
+
+msgid "Skeleton3D"
+msgstr "Cnámharlach3D"
+
+msgid "Reset All Bone Poses"
+msgstr "Athshocraigh Gach Cnámh"
+
+msgid "Reset Selected Poses"
+msgstr "Athshocraigh na Cúiseanna Roghnaithe"
+
+msgid "Apply All Poses to Rests"
+msgstr "Cuir Gach Cúis i bhFeidhm maidir le Sosanna"
+
+msgid "Apply Selected Poses to Rests"
+msgstr "Cuir Na Cúiseanna Roghnaithe i bhFeidhm do Chuid Eile"
+
+msgid "Create Physical Skeleton"
+msgstr "Cruthaigh Cnámharlach Fisiciúil"
+
+msgid "Export Skeleton Profile"
+msgstr "Easpórtáil Próifíl Chnámharlaigh"
+
+msgid ""
+"Edit Mode\n"
+"Show buttons on joints."
+msgstr ""
+"Cuir Mód in Eagar\n"
+"Taispeáin cnaipí ar ailt."
+
+msgid "Insert key (based on mask) for bones with an existing track."
+msgstr ""
+"Ionsáigh eochair (bunaithe ar masc) do chnámha le rian atá ann cheana féin."
+
+msgid "Insert key (based on mask) for all bones."
+msgstr "Ionsáigh eochair (bunaithe ar masc) do gach cnámh."
+
+msgid "Insert Key (All Bones)"
+msgstr "Ionsáigh Eochair (Gach Cnámh)"
+
+msgid "Bone Transform"
+msgstr "Claochlú Cnámh"
+
+msgid "Play IK"
+msgstr "Seinn ar IK"
+
+msgid "Create MeshInstance2D"
+msgstr "Cruthaigh MogalraInstance2D"
+
+msgid "MeshInstance2D Preview"
+msgstr "Réamhamharc MeshInstance2D"
+
+msgid "Create Polygon2D"
+msgstr "Cruthaigh Polagán2D"
+
+msgid "Polygon2D Preview"
+msgstr "Réamhamharc Polagán2D"
+
+msgid "Create CollisionPolygon2D"
+msgstr "Cruthaigh ImbhualadhPolygon2D"
+
+msgid "CollisionPolygon2D Preview"
+msgstr "Réamhamharc ImbhuailtíPolygon2D"
+
+msgid "Create LightOccluder2D"
+msgstr "Cruthaigh LightOccluder2D"
+
+msgid "LightOccluder2D Preview"
+msgstr "Réamhamharc LightOccluder2D"
+
+msgid "Can't convert a sprite from a foreign scene."
+msgstr "Ní féidir sprite a thiontú ó radharc eachtrach."
+
+msgid "Can't convert an empty sprite to mesh."
+msgstr "Ní féidir sprite folamh a thiontú go mogalra."
+
+msgid "Invalid geometry, can't replace by mesh."
+msgstr "Geoiméadracht neamhbhailí, ní féidir mogall a chur ina ionad."
+
+msgid "Convert to MeshInstance2D"
+msgstr "Tiontaigh go MeshInstance2D"
+
+msgid "Invalid geometry, can't create polygon."
+msgstr "Geoiméadracht neamhbhailí, ní féidir polagán a chruthú."
+
+msgid "Convert to Polygon2D"
+msgstr "Tiontaigh go Polagán2D"
+
+msgid "Invalid geometry, can't create collision polygon."
+msgstr "Geoiméadracht neamhbhailí, ní féidir polagán imbhuailte a chruthú."
+
+msgid "Create CollisionPolygon2D Sibling"
+msgstr "Cruthaigh Siblín ImbhuailtePolygon2D"
+
+msgid "Invalid geometry, can't create light occluder."
+msgstr "Geoiméadracht neamhbhailí, ní féidir occluder éadrom a chruthú."
+
+msgid "Create LightOccluder2D Sibling"
+msgstr "Cruthaigh Siblín LightOccluder2D"
+
+msgid "Sprite2D"
+msgstr "Sprite2D"
+
+msgid "Simplification:"
+msgstr "Simpliú:"
+
+msgid "Shrink (Pixels):"
+msgstr "Laghdaigh (picteilíní):"
+
+msgid "Grow (Pixels):"
+msgstr "Ag Fás (Picteilíní):"
+
+msgid "Update Preview"
+msgstr "Nuashonraigh Réamhamharc"
+
+msgid "Settings:"
+msgstr "Socruithe:"
+
+msgid "No Frames Selected"
+msgstr "Gan Frámaí Roghnaithe"
+
+msgid "Add %d Frame(s)"
+msgstr "Cuir %d Fráma(í) Leis"
+
+msgid "Add Frame"
+msgstr "Cuir Fráma Leis"
+
+msgid "Unable to load images"
+msgstr "Ní féidir íomhánna a luchtú"
+
+msgid "ERROR: Couldn't load frame resource!"
+msgstr "EARRÁID: Níorbh fhéidir acmhainn fráma a luchtú!"
+
+msgid "Paste Frame(s)"
+msgstr "Greamaigh Fráma(í)"
+
+msgid "Paste Texture"
+msgstr "Greamaigh Uigeacht"
+
+msgid "Add Empty"
+msgstr "Cuir Folamh Leis"
+
+msgid "Move Frame"
+msgstr "Bog Fráma"
+
+msgid "Delete Animation?"
+msgstr "Scrios Beochan?"
+
+msgid "Change Animation FPS"
+msgstr "Athraigh FPS Beochana"
+
+msgid "Set Frame Duration"
+msgstr "Socraigh Fad an Fhráma"
+
+msgid "(empty)"
+msgstr "(folamh)"
+
+msgid "Animations:"
+msgstr "Beochan:"
+
+msgid "Animation Speed"
+msgstr "Luas Beochana"
+
+msgid "Filter Animations"
+msgstr "Beochan Scagaire"
+
+msgid "Delete Animation"
+msgstr "Scrios Beochan"
+
+msgid "This resource does not have any animations."
+msgstr "Níl beochan ar bith ag an acmhainn seo."
+
+msgid "Animation Frames:"
+msgstr "Frámaí Beochana:"
+
+msgid "Frame Duration:"
+msgstr "Fad an Fhráma:"
+
+msgid "Zoom Reset"
+msgstr "Athshocraigh Zúmáil"
+
+msgid "Add frame from file"
+msgstr "Cuir fráma leis ó chomhad"
+
+msgid "Add frames from sprite sheet"
+msgstr "Cuir frámaí ó bhileog sprite leis"
+
+msgid "Delete Frame"
+msgstr "Scrios Fráma"
+
+msgid "Copy Frame(s)"
+msgstr "Cóipeáil fráma(í)"
+
+msgid "Insert Empty (Before Selected)"
+msgstr "Ionsáigh Folamh (Roimh Roghnaithe)"
+
+msgid "Insert Empty (After Selected)"
+msgstr "Ionsáigh Folamh (tar éis roghnaithe)"
+
+msgid "Move Frame Left"
+msgstr "Bog an Fráma Ar Chlé"
+
+msgid "Move Frame Right"
+msgstr "Bog Fráma ar Dheis"
+
+msgid "Select Frames"
+msgstr "Roghnaigh Frámaí"
+
+msgid "Frame Order"
+msgstr "Ordú Fráma"
+
+msgid "As Selected"
+msgstr "Mar a roghnaíodh"
+
+msgid "By Row"
+msgstr "De Réir Ró"
+
+msgid "Left to Right, Top to Bottom"
+msgstr "Clé go Deas, Barr go Bun"
+
+msgid "Left to Right, Bottom to Top"
+msgstr "Clé go Deas, Bun go Barr"
+
+msgid "Right to Left, Top to Bottom"
+msgstr "Deas go Clé, Barr go Bun"
+
+msgid "Right to Left, Bottom to Top"
+msgstr "Deas go Clé, Bun go Barr"
+
+msgid "By Column"
+msgstr "De Réir Colúin"
+
+msgid "Top to Bottom, Left to Right"
+msgstr "Barr go Bun, Clé go Deas"
+
+msgid "Top to Bottom, Right to Left"
+msgstr "Barr go Bun, Deas go Clé"
+
+msgid "Bottom to Top, Left to Right"
+msgstr "Bun go Barr, Clé go Deas"
+
+msgid "Bottom to Top, Right to Left"
+msgstr "Bun go Barr, Deas go Clé"
+
+msgid "Select None"
+msgstr "Roghnaigh Ceann ar bith"
+
+msgid "Toggle Settings Panel"
+msgstr "Scoránaigh an Painéal Socruithe"
+
+msgid "Horizontal"
+msgstr "Cothrománach"
+
+msgid "Vertical"
+msgstr "Ingearach"
+
+msgid "Size"
+msgstr "Méid"
+
+msgid "Separation"
+msgstr "Scaradh"
+
+msgid "Offset"
+msgstr "Fritháireamh"
+
+msgid "Create Frames from Sprite Sheet"
+msgstr "Cruthaigh Frámaí ó Bhileog Sprite"
+
+msgid "SpriteFrames"
+msgstr "SpriteFrames"
+
+msgid "Toggle SpriteFrames Bottom Panel"
+msgstr "Scoránaigh Painéal Bun SpriteFrames"
+
+msgid "Warnings should be fixed to prevent errors."
+msgstr "Ba cheart rabhaidh a shocrú chun earráidí a chosc."
+
+msgid ""
+"This shader has been modified on disk.\n"
+"What action should be taken?"
+msgstr ""
+"Athraíodh an scáthaitheoir seo ar an diosca.\n"
+"Cén gníomh ba chóir a dhéanamh?"
+
+msgid "Reload"
+msgstr "Athluchtaigh"
+
+msgid "Resave"
+msgstr "Shábháil arís"
+
+msgid "%s Mipmaps"
+msgstr "%s Mipmaps"
+
+msgid "Memory: %s"
+msgstr "Cuimhne: %s"
+
+msgid "No Mipmaps"
+msgstr "Gan Mipmaps"
+
+msgid "Set Region Rect"
+msgstr "Socraigh Réigiún Rect"
+
+msgid "Set Margin"
+msgstr "Socraigh Imeall"
+
+msgid "Region Editor"
+msgstr "Eagarthóir Réigiúin"
+
+msgid "Snap Mode:"
+msgstr "Mód Léime:"
+
+msgid "Pixel Snap"
+msgstr "Snap Picteilíní"
+
+msgid "Grid Snap"
+msgstr "Léim Ghreille"
+
+msgid "Auto Slice"
+msgstr "Slisne Uathoibríoch"
+
+msgid "Step:"
+msgstr "Céim:"
+
+msgid "Separation:"
+msgstr "Scaradh:"
+
+msgid "Edit Region"
+msgstr "Cuir Réigiún in Eagar"
+
+msgid "Styleboxes"
+msgstr "Boscaí Stíle"
+
+msgid "1 color"
+msgid_plural "{num} colors"
+msgstr[0] "1 dath"
+msgstr[1] "{num} dathanna"
+msgstr[2] "{num} dathanna"
+msgstr[3] "{num} dathanna"
+msgstr[4] "{num} dathanna"
+
+msgid "No colors found."
+msgstr "Níor aimsíodh dathanna ar bith."
+
+msgid "1 constant"
+msgid_plural "{num} constants"
+msgstr[0] "1 tairiseach"
+msgstr[1] "{num} tairisigh"
+msgstr[2] "{num} tairisigh"
+msgstr[3] "{num} tairisigh"
+msgstr[4] "{num} tairisigh"
+
+msgid "No constants found."
+msgstr "Níor aimsíodh tairisigh ar bith."
+
+msgid "1 font"
+msgid_plural "{num} fonts"
+msgstr[0] "1 cló"
+msgstr[1] "{num} clónna"
+msgstr[2] "{num} clónna"
+msgstr[3] "{num} clónna"
+msgstr[4] "{num} clónna"
+
+msgid "No fonts found."
+msgstr "Níor aimsíodh clófhoirne ar bith."
+
+msgid "1 font size"
+msgid_plural "{num} font sizes"
+msgstr[0] "1 clómhéid"
+msgstr[1] "{num} clómhéid"
+msgstr[2] "{num} clómhéid"
+msgstr[3] "{num} clómhéid"
+msgstr[4] "{num} clómhéid"
+
+msgid "No font sizes found."
+msgstr "Níor aimsíodh clómhéideanna ar bith."
+
+msgid "1 icon"
+msgid_plural "{num} icons"
+msgstr[0] "1 íocón"
+msgstr[1] "{num} deilbhíní"
+msgstr[2] "{num} deilbhíní"
+msgstr[3] "{num} deilbhíní"
+msgstr[4] "{num} deilbhíní"
+
+msgid "No icons found."
+msgstr "Níor aimsíodh deilbhíní ar bith."
+
+msgid "1 stylebox"
+msgid_plural "{num} styleboxes"
+msgstr[0] "1 bosca stíl"
+msgstr[1] "{num} bosca stíle"
+msgstr[2] "{num} bosca stíle"
+msgstr[3] "{num} bosca stíle"
+msgstr[4] "{num} bosca stíle"
+
+msgid "No styleboxes found."
+msgstr "Níor aimsíodh boscaí stíle ar bith."
+
+msgid "{num} currently selected"
+msgid_plural "{num} currently selected"
+msgstr[0] "{num} roghnaithe faoi láthair"
+msgstr[1] "{num} roghnaithe faoi láthair"
+msgstr[2] "{num} roghnaithe faoi láthair"
+msgstr[3] "{num} roghnaithe faoi láthair"
+msgstr[4] "{num} roghnaithe faoi láthair"
+
+msgid "Nothing was selected for the import."
+msgstr "Níor roghnaíodh aon rud le haghaidh na hiompórtála."
+
+msgid "Importing Theme Items"
+msgstr "Míreanna Téama á nIompórtáil"
+
+msgid "Importing items {n}/{n}"
+msgstr "Míreanna á n-iompórtáil {n}/{n}"
+
+msgid "Updating the editor"
+msgstr "An t-eagarthóir á nuashonrú"
+
+msgid "Finalizing"
+msgstr "Bailchríoch a chur ar"
+
+msgid "Import Theme Items"
+msgstr "Iompórtáil Míreanna Téama"
+
+msgid "Filter Items"
+msgstr "Scag Míreanna"
+
+msgid "With Data"
+msgstr "Le Sonraí"
+
+msgid "Select by data type:"
+msgstr "Roghnaigh de réir chineál sonraí:"
+
+msgid "Select all visible color items."
+msgstr "Roghnaigh gach mír datha infheicthe."
+
+msgid "Select all visible color items and their data."
+msgstr "Roghnaigh gach mír datha infheicthe agus a gcuid sonraí."
+
+msgid "Deselect all visible color items."
+msgstr "Díroghnaigh gach mír datha infheicthe."
+
+msgid "Select all visible constant items."
+msgstr "Roghnaigh gach mír tairiseach infheicthe."
+
+msgid "Select all visible constant items and their data."
+msgstr "Roghnaigh gach mír tairiseach infheicthe agus a gcuid sonraí."
+
+msgid "Deselect all visible constant items."
+msgstr "Díroghnaigh gach mír tairiseach infheicthe."
+
+msgid "Select all visible font items."
+msgstr "Roghnaigh gach mír chló infheicthe."
+
+msgid "Select all visible font items and their data."
+msgstr "Roghnaigh gach mír chló infheicthe agus a gcuid sonraí."
+
+msgid "Deselect all visible font items."
+msgstr "Díroghnaigh gach mír chló infheicthe."
+
+msgid "Font sizes"
+msgstr "Clómhéideanna"
+
+msgid "Select all visible font size items."
+msgstr "Roghnaigh gach mír chlómhéide infheicthe."
+
+msgid "Select all visible font size items and their data."
+msgstr "Roghnaigh gach mír chlómhéide infheicthe agus a gcuid sonraí."
+
+msgid "Deselect all visible font size items."
+msgstr "Díroghnaigh gach mír chlómhéide infheicthe."
+
+msgid "Select all visible icon items."
+msgstr "Roghnaigh gach mír deilbhín infheicthe."
+
+msgid "Select all visible icon items and their data."
+msgstr "Roghnaigh gach mír deilbhín infheicthe agus a gcuid sonraí."
+
+msgid "Deselect all visible icon items."
+msgstr "Díroghnaigh gach mír deilbhín infheicthe."
+
+msgid "Select all visible stylebox items."
+msgstr "Roghnaigh gach mír bosca stíle infheicthe."
+
+msgid "Select all visible stylebox items and their data."
+msgstr "Roghnaigh gach mír bosca stíle infheicthe agus a gcuid sonraí."
+
+msgid "Deselect all visible stylebox items."
+msgstr "Díroghnaigh gach mír bosca stíle infheicthe."
+
+msgid ""
+"Caution: Adding icon data may considerably increase the size of your Theme "
+"resource."
+msgstr ""
+"Rabhadh: Má chuirtear sonraí deilbhíní leis, d'fhéadfadh sé go méadófaí go "
+"mór méid d'acmhainne Téama."
+
+msgid "Collapse types."
+msgstr "Cineálacha titim."
+
+msgid "Expand types."
+msgstr "Leathnaigh cineálacha."
+
+msgid "Select all Theme items."
+msgstr "Roghnaigh gach mír Téama."
+
+msgid "Select With Data"
+msgstr "Roghnaigh le Sonraí"
+
+msgid "Select all Theme items with item data."
+msgstr "Roghnaigh gach mír Téama le sonraí míre."
+
+msgid "Deselect All"
+msgstr "Díroghnaigh Gach Rud"
+
+msgid "Deselect all Theme items."
+msgstr "Díroghnaigh gach mír Téama."
+
+msgid "Import Selected"
+msgstr "Iompórtáil Roghnaithe"
+
+msgid ""
+"Import Items tab has some items selected. Selection will be lost upon closing "
+"this window.\n"
+"Close anyway?"
+msgstr ""
+"Tá roinnt míreanna roghnaithe sa chluaisín Iompórtáil Míreanna. Caillfear an "
+"roghnúchán nuair a dhúnfar an fhuinneog seo.\n"
+"Dún ar aon nós?"
+
+msgid "Remove Type"
+msgstr "Bain Cineál"
+
+msgid ""
+"Select a theme type from the list to edit its items.\n"
+"You can add a custom type or import a type with its items from another theme."
+msgstr ""
+"Roghnaigh cineál téama ón liosta chun a mhíreanna a chur in eagar.\n"
+"Is féidir leat cineál saincheaptha a chur leis nó cineál a iompórtáil lena "
+"míreanna ó théama eile."
+
+msgid "Remove All Color Items"
+msgstr "Bain Gach Mír Datha"
+
+msgid "Rename Item"
+msgstr "Athainmnigh Mír"
+
+msgid "Remove All Constant Items"
+msgstr "Bain Gach Mír Tairiseach"
+
+msgid "Remove All Font Items"
+msgstr "Bain Gach Mír Chló"
+
+msgid "Remove All Font Size Items"
+msgstr "Bain Gach Mír Chlómhéide"
+
+msgid "Remove All Icon Items"
+msgstr "Bain Gach Mír Deilbhíní"
+
+msgid "Remove All StyleBox Items"
+msgstr "Bain Gach Mír Bosca Stíle"
+
+msgid ""
+"This theme type is empty.\n"
+"Add more items to it manually or by importing from another theme."
+msgstr ""
+"Tá an cineál téama seo folamh.\n"
+"Cuir níos mó míreanna leis de láimh nó trí iompórtáil ó théama eile."
+
+msgid "Remove Theme Item"
+msgstr "Bain Mír Téama"
+
+msgid "Add Theme Type"
+msgstr "Cuir Cineál Téama Leis"
+
+msgid "Create Theme Item"
+msgstr "Cruthaigh Mír Téama"
+
+msgid "Remove Theme Type"
+msgstr "Bain Cineál Téama"
+
+msgid "Remove Data Type Items From Theme"
+msgstr "Bain Míreanna Cineál Sonraí ó Théama"
+
+msgid "Remove Class Items From Theme"
+msgstr "Bain Míreanna Ranga ón Téama"
+
+msgid "Remove Custom Items From Theme"
+msgstr "Bain Míreanna Saincheaptha ón Téama"
+
+msgid "Remove All Items From Theme"
+msgstr "Bain Gach Mír ón Téama"
+
+msgid "Add Color Item"
+msgstr "Cuir Mír Datha Leis"
+
+msgid "Add Constant Item"
+msgstr "Cuir Mír Leanúnach Leis"
+
+msgid "Add Font Item"
+msgstr "Cuir Mír Chlófhoirne Leis"
+
+msgid "Add Font Size Item"
+msgstr "Cuir Mír Chlómhéide Leis"
+
+msgid "Add Icon Item"
+msgstr "Cuir Mír Dheilbhíní Leis"
+
+msgid "Add Stylebox Item"
+msgstr "Cuir Mír Bosca Stíle Leis"
+
+msgid "Rename Color Item"
+msgstr "Athainmnigh Mír Datha"
+
+msgid "Rename Constant Item"
+msgstr "Athainmnigh Mír Tairiseach"
+
+msgid "Rename Font Item"
+msgstr "Athainmnigh Mír an Chló"
+
+msgid "Rename Font Size Item"
+msgstr "Athainmnigh Méid an Chló Mír"
+
+msgid "Rename Icon Item"
+msgstr "Athainmnigh Mír Dheilbhíní"
+
+msgid "Rename Stylebox Item"
+msgstr "Athainmnigh Mír an Bhosca Stíle"
+
+msgid "Rename Theme Item"
+msgstr "Athainmnigh Mír Téama"
+
+msgid "Invalid file, not a Theme resource."
+msgstr "Comhad neamhbhailí, ní acmhainn Téama."
+
+msgid "Invalid file, same as the edited Theme resource."
+msgstr ""
+"Comhad neamhbhailí, mar an gcéanna leis an acmhainn Téama curtha in eagar."
+
+msgid "Manage Theme Items"
+msgstr "Bainistigh Míreanna Téama"
+
+msgid "Edit Items"
+msgstr "Cuir Míreanna in Eagar"
+
+msgid "Types:"
+msgstr "Cineálacha:"
+
+msgid "Add Type:"
+msgstr "Cuir Cineál Leis:"
+
+msgid "Add Item:"
+msgstr "Cuir Mír Leis:"
+
+msgid "Add StyleBox Item"
+msgstr "Cuir Mír Bosca Stíle Leis"
+
+msgid "Remove Items:"
+msgstr "Bain Míreanna:"
+
+msgid "Remove Class Items"
+msgstr "Bain Míreanna Ranga"
+
+msgid "Remove Custom Items"
+msgstr "Bain Míreanna Saincheaptha"
+
+msgid "Remove All Items"
+msgstr "Bain Gach Mír"
+
+msgid "Add Theme Item"
+msgstr "Cuir Mír Téama Leis"
+
+msgid "Old Name:"
+msgstr "Seanainm:"
+
+msgid "Import Items"
+msgstr "Iompórtáil Míreanna"
+
+msgid "Default Theme"
+msgstr "Téama Réamhshocraithe"
+
+msgid "Editor Theme"
+msgstr "Téama an Eagarthóra"
+
+msgid "Select Another Theme Resource:"
+msgstr "Roghnaigh Acmhainn Téama Eile:"
+
+msgid "Theme Resource"
+msgstr "Acmhainn Téama"
+
+msgid "Another Theme"
+msgstr "Téama Eile"
+
+msgid "Filter the list of types or create a new custom type:"
+msgstr "Scag liosta na gcineálacha nó cruthaigh cineál saincheaptha nua:"
+
+msgid "Available Node-based types:"
+msgstr "Cineálacha bunaithe ar Nód atá ar fáil:"
+
+msgid "Type name is empty!"
+msgstr "Tá ainm an chineáil folamh!"
+
+msgid "Are you sure you want to create an empty type?"
+msgstr "An bhfuil tú cinnte go bhfuil fonn ort cineál folamh a chruthú?"
+
+msgid "Confirm Item Rename"
+msgstr "Deimhnigh Athainmnigh na Míre"
+
+msgid "Cancel Item Rename"
+msgstr "Cealaigh Athainmnigh na Míre"
+
+msgid "Override Item"
+msgstr "Sáraigh Mír"
+
+msgid "Unpin this StyleBox as a main style."
+msgstr "Díphionnáil an StyleBox seo mar phríomhstíl."
+
+msgid ""
+"Pin this StyleBox as a main style. Editing its properties will update the "
+"same properties in all other StyleBoxes of this type."
+msgstr ""
+"Pin an StyleBox seo mar phríomhstíl. Déanfaidh eagarthóireacht ar a airíonna "
+"na hairíonna céanna a nuashonrú i ngach Bosca Stíle eile den chineál seo."
+
+msgid "Add Item Type"
+msgstr "Cuir Cineál Míre Leis"
+
+msgid "Add Type"
+msgstr "Cuir Cineál Leis"
+
+msgid "Override All Default Theme Items"
+msgstr "Sáraigh gach mír réamhshocraithe téama"
+
+msgid "Override Theme Item"
+msgstr "Sáraigh Mír Téama"
+
+msgid "Set Color Item in Theme"
+msgstr "Socraigh Mír Datha sa Téama"
+
+msgid "Set Constant Item in Theme"
+msgstr "Socraigh Mír Tairiseach sa Téama"
+
+msgid "Set Font Size Item in Theme"
+msgstr "Socraigh Mír Chlómhéide sa Téama"
+
+msgid "Set Font Item in Theme"
+msgstr "Socraigh Mír Chlófhoirne sa Téama"
+
+msgid "Set Icon Item in Theme"
+msgstr "Socraigh Mír Dheilbhíní sa Téama"
+
+msgid "Set Stylebox Item in Theme"
+msgstr "Socraigh Mír an Bhosca Stíle sa Téama"
+
+msgid "Pin Stylebox"
+msgstr "Bosca Stíle Bioráin"
+
+msgid "Unpin Stylebox"
+msgstr "Díphionnáil Bosca Stíle"
+
+msgid "Set Theme Type Variation"
+msgstr "Socraigh Athrú Cineál Téama"
+
+msgid "Set Variation Base Type"
+msgstr "Socraigh Bunchineál an Athraithe"
+
+msgid "Set Base Type"
+msgstr "Socraigh Bunchineál"
+
+msgid "Add a type from a list of available types or create a new one."
+msgstr ""
+"Cuir cineál ó liosta de na cineálacha atá ar fáil nó cruthaigh ceann nua."
+
+msgid "Show Default"
+msgstr "Taispeáin Réamhshocrú"
+
+msgid "Show default type items alongside items that have been overridden."
+msgstr ""
+"Taispeáin míreanna de chineál réamhshocraithe in éineacht le míreanna a "
+"sáraíodh."
+
+msgid "Override All"
+msgstr "Sáraigh Gach Rud"
+
+msgid "Override all default type items."
+msgstr "Sáraigh gach mír réamhshocraithe den chineál."
+
+msgid "Base Type"
+msgstr "Bunchineál"
+
+msgid "Select the variation base type from a list of available types."
+msgstr ""
+"Roghnaigh an bunchineál éagsúlachta ó liosta de na cineálacha atá ar fáil."
+
+msgid ""
+"A type associated with a built-in class cannot be marked as a variation of "
+"another type."
+msgstr ""
+"Ní féidir cineál a bhaineann le rang ionsuite a mharcáil mar athrú de chineál "
+"eile."
+
+msgid "Theme:"
+msgstr "Téama:"
+
+msgid "Manage Items..."
+msgstr "Bainistigh Míreanna..."
+
+msgid "Add, remove, organize and import Theme items."
+msgstr "Cuir, bain, eagrú agus allmhairiú míreanna Téama."
+
+msgid "Add Preview"
+msgstr "Cuir Réamhamharc Leis"
+
+msgid "Default Preview"
+msgstr "Réamhamharc Réamhshocraithe"
+
+msgid "Select UI Scene:"
+msgstr "Roghnaigh Radharc UI:"
+
+msgid "Toggle Theme Bottom Panel"
+msgstr "Scoránaigh an Painéal Bun Téama"
+
+msgid ""
+"Toggle the control picker, allowing to visually select control types for edit."
+msgstr ""
+"Scoránaigh an roghnóir rialaithe, rud a ligeann cineálacha rialaithe a roghnú "
+"go amhairc le cur in eagar."
+
+msgid "Toggle Button"
+msgstr "Scoránaigh an Cnaipe"
+
+msgid "Disabled Button"
+msgstr "Cnaipe Díchumasaithe"
+
+msgid "Item"
+msgstr "Mír"
+
+msgid "Disabled Item"
+msgstr "MírMhír Díchumasaithe"
+
+msgid "Check Item"
+msgstr "Seiceáil Mír"
+
+msgid "Checked Item"
+msgstr "Mír Seiceáilte"
+
+msgid "Radio Item"
+msgstr "Mír Raidió"
+
+msgid "Checked Radio Item"
+msgstr "Seiceáil mír raidió"
+
+msgid "Named Separator"
+msgstr "Deighilteoir Ainmnithe"
+
+msgid "Submenu"
+msgstr "Fo-roghchlár"
+
+msgid "Subitem 1"
+msgstr "Fo-mhír 1"
+
+msgid "Subitem 2"
+msgstr "Fo-mhír 2"
+
+msgid "Has"
+msgstr "Tar éis"
+
+msgid "Many"
+msgstr "Tá go leor"
+
+msgid "Disabled LineEdit"
+msgstr "Líne DíchumasaitheCuir in Eagar"
+
+msgid "Tab 1"
+msgstr "Táb 1"
+
+msgid "Tab 2"
+msgstr "Táb 2"
+
+msgid "Tab 3"
+msgstr "Táb 3"
+
+msgid "Editable Item"
+msgstr "Mír Ineagarthóireachta"
+
+msgid "Subtree"
+msgstr "SubtreeName"
+
+msgid "Has,Many,Options"
+msgstr "Tá, Go leor, Roghanna"
+
+msgid "Invalid path, the PackedScene resource was probably moved or removed."
+msgstr ""
+"Cosán neamhbhailí, is dócha gur bogadh nó gur baineadh an acmhainn "
+"PackedScene."
+
+msgid "Invalid PackedScene resource, must have a Control node at its root."
+msgstr ""
+"Acmhainn Neamhbhailí PackedScene, ní mór nód Rialaithe a bheith ag a fhréamh."
+
+msgid "Invalid file, not a PackedScene resource."
+msgstr "Comhad neamhbhailí, ní acmhainn PackedScene."
+
+msgid "Reload the scene to reflect its most actual state."
+msgstr "Athluchtaigh an radharc chun a staid is iarbhír a léiriú."
+
+msgid "Merge TileSetAtlasSource"
+msgstr "Cumaisc TileSetAtlasSource"
+
+msgid "%s (ID: %d)"
+msgstr "%s (Aitheantas: %d)"
+
+msgid "Atlas Merging"
+msgstr "Atlas Chumasc"
+
+msgid "Merge (Keep original Atlases)"
+msgstr "Cumaisc (Coinnigh Atlas bunaidh)"
+
+msgid "Merge"
+msgstr "Cumaisc"
+
+msgid "Next Line After Column"
+msgstr "An Chéad Líne Eile Tar éis an Cholúin"
+
+msgid "Please select two atlases or more."
+msgstr "Roghnaigh dhá atlas nó níos mó."
+
+msgid ""
+"Source: %d\n"
+"Atlas coordinates: %s\n"
+"Alternative: 0"
+msgstr ""
+"Foinse: %d\n"
+"Comhordanáidí atlas: %s\n"
+"Rogha eile: 0"
+
+msgid ""
+"Source: %d\n"
+"Atlas coordinates: %s\n"
+"Alternative: %d"
+msgstr ""
+"Foinse: %d\n"
+"Comhordanáidí atlas: %s\n"
+"Rogha eile: %d"
+
+msgid ""
+"The selected atlas source has no valid texture. Assign a texture in the "
+"TileSet bottom tab."
+msgstr ""
+"Níl aon uigeacht bhailí ag an bhfoinse atlas roghnaithe. Tabhair uigeacht sa "
+"chluaisín bun TileSet."
+
+msgid "Base Tiles"
+msgstr "Tíleanna Bonn"
+
+msgid "Alternative Tiles"
+msgstr "Tíleanna Malartacha"
+
+msgid "Reset Polygons"
+msgstr "Athshocraigh Polagáin"
+
+msgid "Clear Polygons"
+msgstr "Polagáin Ghlana"
+
+msgid "Rotate Polygons Right"
+msgstr "Rothlaigh Polagáin ar Dheis"
+
+msgid "Rotate Polygons Left"
+msgstr "Rothlaigh Polagáin Ar Chlé"
+
+msgid "Flip Polygons Horizontally"
+msgstr "Smeach Polagáin Go Cothrománach"
+
+msgid "Flip Polygons Vertically"
+msgstr "Smeach Polagáin Go hIngearach"
+
+msgid "Edit Polygons"
+msgstr "Cuir Polagáin in Eagar"
+
+msgid "Expand editor"
+msgstr "Fairsingigh an t- eagarthóir"
+
+msgid "Add polygon tool"
+msgstr "Cuir uirlis polagáin leis"
+
+msgid "Edit points tool"
+msgstr "Cuir uirlis pointí in eagar"
+
+msgid "Delete points tool"
+msgstr "Scrios uirlis pointí"
+
+msgid "Reset to default tile shape"
+msgstr "Athshocraigh go cruth réamhshocraithe tíl"
+
+msgid "Rotate Right"
+msgstr "Rothlaigh ar dheis"
+
+msgid "Rotate Left"
+msgstr "Rothlaigh ar chlé"
+
+msgid "Flip Horizontally"
+msgstr "Smeach go Cothrománach"
+
+msgid "Flip Vertically"
+msgstr "Smeach go hIngearach"
+
+msgid "Disable Snap"
+msgstr "Díchumasaigh Snap"
+
+msgid "Half-Pixel Snap"
+msgstr "Snap Leathphicteilíní"
+
+msgid "Painting Tiles Property"
+msgstr "Péinteáil Tíleanna Maoin"
+
+msgid "Painting:"
+msgstr "Péinteáil:"
+
+msgid "No terrains"
+msgstr "Gan tír-raon"
+
+msgid "No terrain"
+msgstr "Gan tír-raon"
+
+msgid "Painting Terrain Set"
+msgstr "Péinteáil Tír-raon Socraigh"
+
+msgid "Painting Terrain"
+msgstr "Tír-raon Péinteála"
+
+msgid "Can't transform scene tiles."
+msgstr "Ní féidir tíleanna radhairc a athrú."
+
+msgid "Can't rotate patterns when using non-square tile grid."
+msgstr "Ní féidir patrúin a rothlú agus greille tíl neamhchearnógach á húsáid."
+
+msgid "No Texture Atlas Source (ID: %d)"
+msgstr "Gan Foinse Atlas Uigeachta (ID: %d)"
+
+msgid "Scene Collection Source (ID: %d)"
+msgstr "Foinse Bailithe Radhairc (ID: %d)"
+
+msgid "Empty Scene Collection Source (ID: %d)"
+msgstr "Foinse Bailithe Radharc Folamh (ID: %d)"
+
+msgid "Unknown Type Source (ID: %d)"
+msgstr "Foinse an Chineáil Neamhaithnid (ID: %d)"
+
+msgid "Add TileSet pattern"
+msgstr "Cuir patrún TileSet leis"
+
+msgid "Remove TileSet patterns"
+msgstr "Bain patrúin TileSet"
+
+msgid "Index: %d"
+msgstr "Innéacs: %d"
+
+msgid "Tile with Invalid Scene"
+msgstr "Tíl le Radharc Neamhbhailí"
+
+msgid ""
+"The selected scene collection source has no scenes. Add scenes in the TileSet "
+"bottom tab."
+msgstr ""
+"Níl aon radharc ag an bhfoinse bailithe radhairc roghnaithe. Cuir radhairc sa "
+"chluaisín bun TileSet."
+
+msgid "Delete tiles"
+msgstr "Scrios tíleanna"
+
+msgid "Drawing Rect:"
+msgstr "Líníocht Rect:"
+
+msgid "Change selection"
+msgstr "Athraigh an roghnúchán"
+
+msgid "Move tiles"
+msgstr "Bog tíleanna"
+
+msgid "Paint tiles"
+msgstr "Tíleanna péinte"
+
+msgid "Paste tiles"
+msgstr "Greamaigh tíleanna"
+
+msgid "Selection"
+msgstr "Roghnúchán"
+
+msgid "Shift: Draw line."
+msgstr "Shift: Tarraing líne."
+
+msgid "Shift: Draw rectangle."
+msgstr "Shift: Tarraing dronuilleog."
+
+msgid "Alternatively hold %s with other tools to pick tile."
+msgstr "Nó coinnigh %s le huirlisí eile chun tíl a phiocadh."
+
+msgid "Alternatively use RMB to erase tiles."
+msgstr "Nó bain úsáid as RMB chun tíleanna a scriosadh."
+
+msgid "Rotate Tile Left"
+msgstr "Rothlaigh tíl ar chlé"
+
+msgid "Rotate Tile Right"
+msgstr "Rothlaigh tíl ar dheis"
+
+msgid "Flip Tile Horizontally"
+msgstr "Smeach Tíleanna Go Cothrománach"
+
+msgid "Flip Tile Vertically"
+msgstr "Smeach Tíleanna Go hIngearach"
+
+msgid "Contiguous"
+msgstr "Tadhlach"
+
+msgid "Place Random Tile"
+msgstr "Cuir Tíl Randamach"
+
+msgid ""
+"Modifies the chance of painting nothing instead of a randomly selected tile."
+msgstr ""
+"Modifies an deis a phéinteáil rud ar bith in ionad tíl a roghnaíodh go "
+"randamach."
+
+msgid "Scattering:"
+msgstr "Scaipeadh:"
+
+msgid "Tiles"
+msgstr "Tíleanna"
+
+msgid ""
+"This TileMap's TileSet has no source configured. Go to the TileSet bottom "
+"panel to add one."
+msgstr ""
+"Níl aon fhoinse cumraithe ag TileSet an TileMap seo. Téigh go dtí an painéal "
+"bun TileSet chun ceann a chur leis."
+
+msgid "Sort sources"
+msgstr "Sórtáil foinsí"
+
+msgid "Sort by ID (Ascending)"
+msgstr "Sórtáil de réir aitheantais (ag dul suas)"
+
+msgid "Sort by ID (Descending)"
+msgstr "Sórtáil de réir ID (Íslitheach)"
+
+msgid "Invalid source selected."
+msgstr "Foinse neamhbhailí roghnaithe."
+
+msgid "Patterns"
+msgstr "Patrúin"
+
+msgid "Drag and drop or paste a TileMap selection here to store a pattern."
+msgstr ""
+"Tarraing agus scaoil nó greamaigh rogha TileMap anseo chun patrún a stóráil."
+
+msgid "Paint terrain"
+msgstr "Tír-raon péinte"
+
+msgid "Matches Corners and Sides"
+msgstr "Meaitseálann Cúinní agus Taobhanna"
+
+msgid "Matches Corners Only"
+msgstr "Meaitseálann Cúinní Amháin"
+
+msgid "Matches Sides Only"
+msgstr "Taobhanna Meaitseála Amháin"
+
+msgid "Terrain Set %d (%s)"
+msgstr "Tír-raon Socraigh %d (%s)"
+
+msgid ""
+"Connect mode: paints a terrain, then connects it with the surrounding tiles "
+"with the same terrain."
+msgstr ""
+"Ceangail mód: péinteanna tír-raon, ansin nascann sé leis na tíleanna máguaird "
+"leis an tír-raon céanna."
+
+msgid ""
+"Path mode: paints a terrain, then connects it to the previous tile painted "
+"within the same stroke."
+msgstr ""
+"Modh cosán: péinteanna tír-raon, ansin nascann sé leis an tíl roimhe "
+"péinteáilte laistigh den stróc céanna."
+
+msgid "Terrains"
+msgstr "Talamh"
+
+msgid "No Layers"
+msgstr "Gan Sraitheanna"
+
+msgid "Replace Tiles with Proxies"
+msgstr "Ionadaigh Tíleanna le Proxies"
+
+msgid "Extract TileMap layers as individual TileMapLayer nodes"
+msgstr "Sliocht sraitheanna TileMap mar nóid TileMapLayer aonair"
+
+msgid "Can't edit multiple layers at once."
+msgstr "Ní féidir sraitheanna éagsúla a chur in eagar ag an am céanna."
+
+msgid "The selected TileMap has no layer to edit."
+msgstr "Níl aon chiseal le cur in eagar ag an TileMap roghnaithe."
+
+msgid "The edited layer is disabled or invisible"
+msgstr "Tá an ciseal curtha in eagar díchumasaithe nó dofheicthe"
+
+msgid ""
+"The edited TileMap or TileMapLayer node has no TileSet resource.\n"
+"Create or load a TileSet resource in the Tile Set property in the inspector."
+msgstr ""
+"Níl aon acmhainn TileSet ag an nód TileMap nó TileMapLayer atá curtha in "
+"eagar.\n"
+"Cruthaigh nó luchtaigh acmhainn TileSet sa mhaoin Socraigh Tíleanna sa "
+"chigire."
+
+msgid "Select Next Tile Map Layer"
+msgstr "Roghnaigh An Chéad Sraith Mapa Tíleanna Eile"
+
+msgid "Select Previous Tile Map Layer"
+msgstr "Roghnaigh Sraith Mapa Tíleanna Roimhe Seo"
+
+msgid "TileMap Layers"
+msgstr "Sraitheanna TileMap"
+
+msgid "Select previous layer"
+msgstr "Roghnaigh an ciseal roimhe seo"
+
+msgid "Select next layer"
+msgstr "Roghnaigh an chéad sraith eile"
+
+msgid "Select all layers"
+msgstr "Roghnaigh gach sraith"
+
+msgid "Select all TileMapLayers in scene"
+msgstr "Roghnaigh gach TileMapLayers sa radharc"
+
+msgid "Highlight Selected TileMap Layer"
+msgstr "Aibhsigh Sraith TileMap Roghnaithe"
+
+msgid "Toggle grid visibility."
+msgstr "Scoránaigh infheictheacht na heangaí."
+
+msgid "Automatically Replace Tiles with Proxies"
+msgstr "Cuir Proxies in ionad tíleanna go huathoibríoch"
+
+msgid "Remove Tile Proxies"
+msgstr "Bain Proxies Tíleanna"
+
+msgid "Create Alternative-level Tile Proxy"
+msgstr "Cruthaigh Seachfhreastalaí Tíleanna Malartacha"
+
+msgid "Create Coords-level Tile Proxy"
+msgstr "Cruthaigh Seachfhreastalaí Tíleanna Coords-leibhéal"
+
+msgid "Create source-level Tile Proxy"
+msgstr "Cruthaigh Seachfhreastalaí Tíleanna ar leibhéal foinseach"
+
+msgid "Delete All Invalid Tile Proxies"
+msgstr "Scrios Gach Proxies Tíleanna Neamhbhailí"
+
+msgid "Delete All Tile Proxies"
+msgstr "Scrios Gach Proxies Tíleanna"
+
+msgid "Tile Proxies Management"
+msgstr "Bainistíocht Proxies Tíleanna"
+
+msgid "Source-level proxies"
+msgstr "Proxies leibhéal foinse"
+
+msgid "Coords-level proxies"
+msgstr "Proxies coords-leibhéal"
+
+msgid "Alternative-level proxies"
+msgstr "Proxies leibhéal malartach"
+
+msgid "Add a new tile proxy:"
+msgstr "Cuir seachfhreastalaí tíl nua leis:"
+
+msgid "From Source"
+msgstr "Ón bhFoinse"
+
+msgid "From Coords"
+msgstr "Ó Coords"
+
+msgid "From Alternative"
+msgstr "Ó Rogha Eile"
+
+msgid "To Source"
+msgstr "Go Foinse"
+
+msgid "To Coords"
+msgstr "Go Coords"
+
+msgid "To Alternative"
+msgstr "Mar mhalairt ar"
+
+msgid "Global actions:"
+msgstr "Gníomhaíochtaí domhanda:"
+
+msgid "Clear Invalid"
+msgstr "Glan Neamhbhailí"
+
+msgid "Atlas"
+msgstr "Atlas"
+
+msgid "Base Tile"
+msgstr "Tíleanna Bonn"
+
+msgid "Alternative Tile"
+msgstr "Tíl Mhalartach"
+
+msgid ""
+"Selected tile:\n"
+"Source: %d\n"
+"Atlas coordinates: %s\n"
+"Alternative: %d"
+msgstr ""
+"Tíl roghnaithe:\n"
+"Foinse: %d\n"
+"Comhordanáidí atlas: %s\n"
+"Rogha eile: %d"
+
+msgid "Rendering"
+msgstr "Rindreáil"
+
+msgid "Texture Origin"
+msgstr "Bunús uigeachta"
+
+msgid "Modulate"
+msgstr "Mionathraigh"
+
+msgid "Z Index"
+msgstr "Innéacs Z"
+
+msgid "Y Sort Origin"
+msgstr "Y Sórtáil Origin"
+
+msgid "Occlusion Layer %d"
+msgstr "Sraith Occlusion %d"
+
+msgid "Probability"
+msgstr "Dóchúlacht"
+
+msgid "Physics"
+msgstr "Fisic"
+
+msgid "Physics Layer %d"
+msgstr "Sraith Fisice %d"
+
+msgid "No physics layers"
+msgstr "Gan sraitheanna fisice"
+
+msgid ""
+"Create and customize physics layers in the inspector of the TileSet resource."
+msgstr ""
+"Cruthaigh agus saincheap sraitheanna fisice i gcigire na hacmhainne TileSet."
+
+msgid "Navigation Layer %d"
+msgstr "Sraith Nascleanúna %d"
+
+msgid "No navigation layers"
+msgstr "Gan sraitheanna nascleanúna"
+
+msgid ""
+"Create and customize navigation layers in the inspector of the TileSet "
+"resource."
+msgstr ""
+"Cruthaigh agus saincheap sraitheanna nascleanúna i gcigire na hacmhainne "
+"TileSet."
+
+msgid "Custom Data"
+msgstr "Sonraí Saincheaptha"
+
+msgid "Custom Data %d"
+msgstr "Sonraí Saincheaptha %d"
+
+msgid "No custom data layers"
+msgstr "Gan sraitheanna sonraí saincheaptha"
+
+msgid ""
+"Create and customize custom data layers in the inspector of the TileSet "
+"resource."
+msgstr ""
+"Cruthaigh agus saincheap sraitheanna sonraí saincheaptha i gcigire na "
+"hacmhainne TileSet."
+
+msgid "Select a property editor"
+msgstr "Roghnaigh eagarthóir maoine"
+
+msgid ""
+"TileSet is in read-only mode. Make the resource unique to edit TileSet "
+"properties."
+msgstr ""
+"Tá TileSet i mód inléite amháin. Déan an acmhainn uathúil chun airíonna "
+"TileSet a chur in eagar."
+
+msgid "Paint properties."
+msgstr "Airíonna péinteála."
+
+msgid "Create tiles"
+msgstr "Cruthaigh tíleanna"
+
+msgid "Create a tile"
+msgstr "Cruthaigh tíl"
+
+msgid "Remove tiles"
+msgstr "Bain tíleanna"
+
+msgid "Move a tile"
+msgstr "Bog tíl"
+
+msgid "Select tiles"
+msgstr "Roghnaigh tíleanna"
+
+msgid "Resize a tile"
+msgstr "Athraigh méid tíl"
+
+msgid "Remove tile"
+msgstr "Bain tíl"
+
+msgid "Create tile alternatives"
+msgstr "Cruthaigh roghanna malartacha tíl"
+
+msgid "Remove Tiles Outside the Texture"
+msgstr "Bain Tíleanna Lasmuigh den Uigeacht"
+
+msgid "Create tiles in non-transparent texture regions"
+msgstr "Cruthaigh tíleanna i réigiúin uigeachta neamh-thrédhearcacha"
+
+msgid "Remove tiles in fully transparent texture regions"
+msgstr "Bain tíleanna i réigiúin uigeachta atá go hiomlán trédhearcach"
+
+msgid ""
+"The tile's unique identifier within this TileSet. Each tile stores its source "
+"ID, so changing one may make tiles invalid."
+msgstr ""
+"Aitheantóir uathúil an tíl laistigh den TileSet seo. Stórálann gach tíl a ID "
+"foinse, mar sin d'fhéadfadh athrú amháin tíleanna a dhéanamh neamhbhailí."
+
+msgid ""
+"The human-readable name for the atlas. Use a descriptive name here for "
+"organizational purposes (such as \"terrain\", \"decoration\", etc.)."
+msgstr ""
+"An t-ainm duine-inléite don atlas. Bain úsáid as ainm tuairisciúil anseo chun "
+"críocha eagrúcháin (mar shampla \"tír-raon\", \"maisiú\", etc.)."
+
+msgid "The image from which the tiles will be created."
+msgstr "An íomhá as a gcruthófar na tíleanna."
+
+msgid ""
+"The margins on the image's edges that should not be selectable as tiles (in "
+"pixels). Increasing this can be useful if you download a tilesheet image that "
+"has margins on the edges (e.g. for attribution)."
+msgstr ""
+"Na corrlaigh ar imill na híomhá nár chóir a roghnú mar tíleanna (i "
+"bpicteilíní). Is féidir é seo a mhéadú a bheith úsáideach má íoslódálann tú "
+"íomhá tíleanna a bhfuil corrlaigh ar na himill (m.sh. le haghaidh sannadh)."
+
+msgid ""
+"The separation between each tile on the atlas in pixels. Increasing this can "
+"be useful if the tilesheet image you're using contains guides (such as "
+"outlines between every tile)."
+msgstr ""
+"An scaradh idir gach tíl ar an atlas i bpicteilíní. Is féidir é seo a mhéadú "
+"a bheith úsáideach má tá treoracha san íomhá tíleanna atá in úsáid agat (mar "
+"shampla imlíne idir gach tíl)."
+
+msgid ""
+"The size of each tile on the atlas in pixels. In most cases, this should "
+"match the tile size defined in the TileMap property (although this is not "
+"strictly necessary)."
+msgstr ""
+"Méid gach tíl ar an atlas i bpicteilíní. I bhformhór na gcásanna, ba chóir go "
+"mbeadh sé seo comhoiriúnach leis an méid tíl a shainmhínítear sa mhaoin "
+"TileMap (cé nach bhfuil sé seo fíor-riachtanach)."
+
+msgid ""
+"If checked, adds a 1-pixel transparent edge around each tile to prevent "
+"texture bleeding when filtering is enabled. It's recommended to leave this "
+"enabled unless you're running into rendering issues due to texture padding."
+msgstr ""
+"Má sheiceáil, cuireann imeall trédhearcach 1-picteilín timpeall gach tíl chun "
+"fuiliú uigeachta a chosc nuair a chumasaítear scagadh. Moltar é seo a fhágáil "
+"cumasaithe mura bhfuil tú ag rith isteach i saincheisteanna rindreáil mar "
+"gheall ar stuáil uigeachta."
+
+msgid ""
+"The position of the tile's top-left corner in the atlas. The position and "
+"size must be within the atlas and can't overlap another tile.\n"
+"Each painted tile has associated atlas coords, so changing this property may "
+"cause your TileMaps to not display properly."
+msgstr ""
+"Suíomh chúinne barr ar chlé an tíl san atlas. Ní mór don suíomh agus méid a "
+"bheith laistigh den atlas agus ní féidir forluí tíl eile.\n"
+"Tá coords atlas gaolmhar ag gach tíl péinteáilte, mar sin d'fhéadfadh athrú "
+"ar an maoin seo a chur faoi deara nach dtaispeánfar do TileMaps i gceart."
+
+msgid "The unit size of the tile."
+msgstr "Méid aonaid an tíl."
+
+msgid ""
+"Number of columns for the animation grid. If number of columns is lower than "
+"number of frames, the animation will automatically adjust row count."
+msgstr ""
+"Líon na gcolún don ghreille beochana. Má tá líon na gcolún níos ísle ná líon "
+"na bhfrámaí, déanfaidh an beochan comhaireamh as a chéile a choigeartú go "
+"huathoibríoch."
+
+msgid "The space (in tiles) between each frame of the animation."
+msgstr "An spás (i tíleanna) idir gach fráma den bheochan."
+
+msgid "Animation speed in frames per second."
+msgstr "Luas beochana i bhfrámaí in aghaidh an tsoicind."
+
+msgid ""
+"Determines how animation will start. In \"Default\" mode all tiles start "
+"animating at the same frame. In \"Random Start Times\" mode, each tile starts "
+"animation with a random offset."
+msgstr ""
+"Socraíonn sé conas a thosóidh beochan. I mód \"Réamhshocrú\" tosaíonn gach "
+"tíleanna ag beochan ag an bhfráma céanna. I mód \"Random Start Times\", "
+"tosaíonn gach tíl beochan le fritháireamh randamach."
+
+msgid "If [code]true[/code], the tile is horizontally flipped."
+msgstr "Más rud é [code]fíor[/code], déantar an tíl a smeach go cothrománach."
+
+msgid "If [code]true[/code], the tile is vertically flipped."
+msgstr "Más [code]fíor[/code] é, déantar an tíl a smeach go ceartingearach."
+
+msgid ""
+"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] "
+"and then flipped vertically. In practice, this means that to rotate a tile by "
+"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and "
+"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip "
+"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable "
+"[b]Flip V[/b] and [b]Transpose[/b]."
+msgstr ""
+"Más rud é [code]fíor[/code], rothlaíonn an tíl 90 céim [i] go tuathalach[/i] "
+"agus ansin iompaithe go hingearach é. Go praiticiúil, ciallaíonn sé seo gur "
+"cheart duit [b] Smeach H[/b] agus [b]Transpose[/b] a chumasú chun tíl a "
+"rothlú 90 céim deiseal gan é a smeach. Chun tíl a rothlú 180 céim deiseal, "
+"cumasaigh [b] Smeach H[/b] agus [b] Smeach V[/b]. Chun tíl a rothlú 270 céim "
+"ar deiseal, cumasaigh [b] Smeach V[/b] agus [b] Trasnaigh[/b]."
+
+msgid ""
+"The origin to use for drawing the tile. This can be used to visually offset "
+"the tile compared to the base tile."
+msgstr ""
+"An bunús a úsáid chun an tíl a tharraingt. Is féidir é seo a úsáid chun an "
+"tíl a fhritháireamh go amhairc i gcomparáid leis an tíl bonn."
+
+msgid "The color multiplier to use when rendering the tile."
+msgstr "An t-iolraitheoir datha le húsáid agus an tíl á rindreáil."
+
+msgid ""
+"The material to use for this tile. This can be used to apply a different "
+"blend mode or custom shaders to a single tile."
+msgstr ""
+"An t-ábhar atá le húsáid don tíl seo. Is féidir é seo a úsáid chun modh "
+"cumaisc difriúil nó shaders saincheaptha a chur i bhfeidhm ar thíl amháin."
+
+msgid ""
+"The sorting order for this tile. Higher values will make the tile render in "
+"front of others on the same layer. The index is relative to the TileMap's own "
+"Z index."
+msgstr ""
+"An t-ordú sórtála don tíl seo. Beidh luachanna níos airde a dhéanamh ar an "
+"rindreáil tíl os comhair daoine eile ar an ciseal céanna. Tá an t-innéacs i "
+"gcoibhneas le hinnéacs Z an TileMap féin."
+
+msgid ""
+"The vertical offset to use for tile sorting based on its Y coordinate (in "
+"pixels). This allows using layers as if they were on different height for top-"
+"down games. Adjusting this can help alleviate issues with sorting certain "
+"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile "
+"is placed on."
+msgstr ""
+"An fritháireamh ingearach le húsáid le haghaidh sórtáil tíl bunaithe ar a "
+"chomhordanáid Y (i bpicteilíní). Ligeann sé seo sraitheanna a úsáid amhail is "
+"dá mbeadh siad ar airde éagsúla le haghaidh cluichí anuas. Is féidir le "
+"coigeartú seo cabhrú le saincheisteanna a mhaolú le tíleanna áirithe a "
+"shórtáil. Níl sé éifeachtach ach amháin má tá Y Sort Enabled fíor ar an "
+"gciseal TileMap cuirtear an tíl air."
+
+msgid ""
+"The index of the terrain set this tile belongs to. [code]-1[/code] means it "
+"will not be used in terrains."
+msgstr ""
+"Innéacs na sraithe tír-raon lena mbaineann an tíl seo. Ciallaíonn [code]-1[/"
+"code] nach n-úsáidfear i dtír-raon é."
+
+msgid ""
+"The index of the terrain inside the terrain set this tile belongs to. "
+"[code]-1[/code] means it will not be used in terrains."
+msgstr ""
+"Innéacs an tír-raon taobh istigh den tír-raon a bhaineann leis an tíl seo. "
+"Ciallaíonn [code]-1[/code] nach n-úsáidfear i dtír-raon é."
+
+msgid ""
+"The relative probability of this tile appearing when painting with \"Place "
+"Random Tile\" enabled."
+msgstr ""
+"An dóchúlacht choibhneasta an tíl le feiceáil nuair a phéinteáil le \"Cuir "
+"Tíleanna Randamach\" cumasaithe."
+
+msgid "Setup"
+msgstr "Socrú"
+
+msgid ""
+"Atlas setup. Add/Remove tiles tool (use the shift key to create big tiles, "
+"control for rectangle editing)."
+msgstr ""
+"Socrú Atlas. Cuir / Bain uirlis tíleanna (bain úsáid as an eochair athrú a "
+"chruthú tíleanna móra, rialú le haghaidh eagarthóireacht dronuilleog)."
+
+msgid "Select tiles."
+msgstr "Roghnaigh tíleanna."
+
+msgid "Paint"
+msgstr "Péint"
+
+msgid ""
+"No tiles selected.\n"
+"Select one or more tiles from the palette to edit its properties."
+msgstr ""
+"Níor roghnaíodh tíleanna ar bith.\n"
+"Roghnaigh tíleanna amháin nó níos mó ón bpailéad chun a airíonna a chur in "
+"eagar."
+
+msgid "Paint Properties:"
+msgstr "Airíonna Péinteála:"
+
+msgid "Create Tiles in Non-Transparent Texture Regions"
+msgstr "Cruthaigh tíleanna i réigiúin uigeachta neamh-thrédhearcacha"
+
+msgid "Remove Tiles in Fully Transparent Texture Regions"
+msgstr "Bain Tíleanna i Réigiúin Uigeachta Atá Go hiomlán Trédhearcach"
+
+msgid ""
+"The current atlas source has tiles outside the texture.\n"
+"You can clear it using \"%s\" option in the 3 dots menu."
+msgstr ""
+"Tá tíleanna lasmuigh den uigeacht ag an bhfoinse atlas reatha.\n"
+"Is féidir é a ghlanadh leis an rogha \"%s\" sa roghchlár 3 phonc."
+
+msgid "Hold Ctrl to create multiple tiles."
+msgstr "Coinnigh Ctrl a chruthú tíleanna il."
+
+msgid "Hold Shift to create big tiles."
+msgstr "Coinnigh Shift chun tíleanna móra a chruthú."
+
+msgid "Create an Alternative Tile"
+msgstr "Cruthaigh Tíl Mhalartach"
+
+msgid "Create a Tile"
+msgstr "Cruthaigh Tíl"
+
+msgid "Auto Create Tiles in Non-Transparent Texture Regions?"
+msgstr ""
+"Tíleanna a chruthú go huathoibríoch i réigiúin uigeachta neamh-thrédhearcacha?"
+
+msgid ""
+"The atlas's texture was modified.\n"
+"Would you like to automatically create tiles in the atlas?"
+msgstr ""
+"Athraíodh uigeacht an atlais.\n"
+"Ar mhaith leat tíleanna a chruthú go huathoibríoch san atlas?"
+
+msgid "Yes"
+msgstr "Tá"
+
+msgid "No"
+msgstr "Ní hea"
+
+msgid "Invalid texture selected."
+msgstr "Uigeacht neamhbhailí roghnaithe."
+
+msgid "Add a new atlas source"
+msgstr "Cuir foinse nua atlas leis"
+
+msgid "Remove source"
+msgstr "Bain foinse"
+
+msgid "Add atlas source"
+msgstr "Cuir foinse atlas leis"
+
+msgid "Sort Sources"
+msgstr "Sórtáil Foinsí"
+
+msgid "A palette of tiles made from a texture."
+msgstr "Pailéad tíleanna déanta as uigeacht."
+
+msgid "Scenes Collection"
+msgstr "Bailiúchán Radharcanna"
+
+msgid "A collection of scenes that can be instantiated and placed as tiles."
+msgstr "Bailiúchán radharcanna is féidir a mheandar agus a chur mar thíleanna."
+
+msgid "Open Atlas Merging Tool"
+msgstr "Oscail Atlas Merging Uirlis"
+
+msgid "Manage Tile Proxies"
+msgstr "Bainistigh Proxies Tíleanna"
+
+msgid ""
+"No TileSet source selected. Select or create a TileSet source.\n"
+"You can create a new source by using the Add button on the left or by "
+"dropping a tileset texture onto the source list."
+msgstr ""
+"Níor roghnaíodh foinse TileSet. Roghnaigh nó cruthaigh foinse TileSet.\n"
+"Is féidir leat foinse nua a chruthú tríd an gcnaipe Cuir ar chlé a úsáid nó "
+"trí uigeacht tíleanna a scaoileadh ar an liosta foinseach."
+
+msgid "Add new patterns in the TileMap editing mode."
+msgstr "Cuir patrúin nua leis an mód eagarthóireachta 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 ""
+"Rabhadh: Má dhéantar ID foinseach a mhodhnú, beidh gach TileMaps ag baint "
+"úsáide as an bhfoinse sin chun tagairt a dhéanamh d'fhoinse neamhbhailí ina "
+"ionad. D'fhéadfadh caillteanas sonraí gan choinne a bheith mar thoradh air "
+"seo. Athraigh an ID seo go cúramach."
+
+msgid "Add a Scene Tile"
+msgstr "Cuir Tíl Radhairc Leis"
+
+msgid "Remove a Scene Tile"
+msgstr "Bain Tíl Radhairc"
+
+msgid "Drag and drop scenes here or use the Add button."
+msgstr ""
+"Tarraing agus scaoil radhairc anseo nó bain úsáid as an gcnaipe Cuir leis."
+
+msgid ""
+"The human-readable name for the scene collection. Use a descriptive name here "
+"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)."
+msgstr ""
+"An t-ainm atá inléite ag an duine don bhailiúchán radhairc. Bain úsáid as "
+"ainm tuairisciúil anseo chun críocha eagrúcháin (mar shampla \"constaicí\", "
+"\"maisiú\", etc.)."
+
+msgid ""
+"ID of the scene tile in the collection. Each painted tile has associated ID, "
+"so changing this property may cause your TileMaps to not display properly."
+msgstr ""
+"Aitheantas na tíl radhairc sa bhailiúchán. Tá aitheantas gaolmhar ag gach tíl "
+"péinteáilte, mar sin d'fhéadfadh athrú a dhéanamh ar an maoin seo a bheith "
+"ina chúis le do TileMaps gan taispeáint i gceart."
+
+msgid "Absolute path to the scene associated with this tile."
+msgstr "Conair iomlán chuig an radharc a bhaineann leis an tíl seo."
+
+msgid ""
+"If [code]true[/code], a placeholder marker will be displayed on top of the "
+"scene's preview. The marker is displayed anyway if the scene has no valid "
+"preview."
+msgstr ""
+"Más [code]fíor[/code], taispeánfar marcóir coinneála áitribh ar bharr "
+"réamhamhairc an radhairc. Taispeántar an marcóir ar aon nós mura bhfuil "
+"réamhamharc bailí ar an radharc."
+
+msgid "Scenes collection properties:"
+msgstr "Airíonna bailithe radharcanna:"
+
+msgid "Tile properties:"
+msgstr "Airíonna tílithe:"
+
+msgctxt "Tool"
+msgid "Line"
+msgstr "Líne"
+
+msgid "Rect"
+msgstr "RectName"
+
+msgid "Bucket"
+msgstr "Buicéad"
+
+msgid "Eraser"
+msgstr "Scriosán"
+
+msgid "Picker"
+msgstr "Roghnóir"
+
+msgid "TileMap"
+msgstr "Mapa Tíl"
+
+msgid "Toggle TileMap Bottom Panel"
+msgstr "Scoránaigh Painéal Bun TileMap"
+
+msgid "TileSet"
+msgstr "Tacar Tíleanna"
+
+msgid "Toggle TileSet Bottom Panel"
+msgstr "Scoránaigh Painéal Bun TileSet"
+
+msgid ""
+"No VCS plugins are available in the project. Install a VCS plugin to use VCS "
+"integration features."
+msgstr ""
+"Níl aon bhreiseáin VCS ar fáil sa tionscadal. Suiteáil breiseán VCS chun "
+"gnéithe comhtháthaithe VCS a úsáid."
+
+msgid "Error"
+msgstr "Earráid"
+
+msgid ""
+"Remote settings are empty. VCS features that use the network may not work."
+msgstr ""
+"Tá socruithe cianda folamh. B'fhéidir nach n-oibreoidh gnéithe VCS a "
+"úsáideann an líonra."
+
+msgid "Commit"
+msgstr "Cuir i bhFeidhm"
+
+msgid "Open in editor"
+msgstr "Oscail san eagarthóir"
+
+msgid "Discard changes"
+msgstr "Ná sábháil athruithe"
+
+msgid "Staged Changes"
+msgstr "Athruithe Céimnithe"
+
+msgid "Unstaged Changes"
+msgstr "Athruithe Gan Athrú"
+
+msgid "Commit:"
+msgstr "Tiomantas:"
+
+msgid "Date:"
+msgstr "Dáta:"
+
+msgid "Subtitle:"
+msgstr "Fotheideal:"
+
+msgid "Do you want to remove the %s branch?"
+msgstr "An bhfuil fonn ort an brainse %s a bhaint?"
+
+msgid "Do you want to remove the %s remote?"
+msgstr "An bhfuil fonn ort an cianda %s a bhaint?"
+
+msgid "Toggle Version Control Bottom Panel"
+msgstr "Scoránaigh Painéal Bun Rialaithe Leagan"
+
+msgid "Create Version Control Metadata"
+msgstr "Cruthaigh Meiteashonraí Rialaithe Leagain"
+
+msgid "Create VCS metadata files for:"
+msgstr "Cruthaigh comhaid mheiteashonraí VCS le haghaidh:"
+
+msgid "Existing VCS metadata files will be overwritten."
+msgstr "Déanfar comhaid mheiteashonraí VCS atá ann cheana a fhorscríobh."
+
+msgid "Local Settings"
+msgstr "Socruithe Logánta"
+
+msgid "Apply"
+msgstr "Iarratas a dhéanamh"
+
+msgid "VCS Provider"
+msgstr "Soláthraí VCS"
+
+msgid "Connect to VCS"
+msgstr "Ceangail le VCS"
+
+msgid "Remote Login"
+msgstr "Logáil isteach cianda"
+
+msgid "Username"
+msgstr "Ainm Úsáideora"
+
+msgid "Password"
+msgstr "Pasfhocal"
+
+msgid "SSH Public Key Path"
+msgstr "Cosán Eochair Phoiblí SSH"
+
+msgid "Select SSH public key path"
+msgstr "Roghnaigh cosán eochracha poiblí SSH"
+
+msgid "SSH Private Key Path"
+msgstr "Cosán Eochair Phríobháideach SSH"
+
+msgid "Select SSH private key path"
+msgstr "Roghnaigh cosán eochair phríobháideach SSH"
+
+msgid "SSH Passphrase"
+msgstr "Pasfhrása SSH"
+
+msgid "Detect new changes"
+msgstr "Aimsigh athruithe nua"
+
+msgid "Discard all changes"
+msgstr "Ná sábháil gach athrú"
+
+msgid "This operation is IRREVERSIBLE. Your changes will be deleted FOREVER."
+msgstr "Tá an oibríocht seo dochúlaithe. Scriosfar do chuid athruithe GO DEO."
+
+msgid "Permanentally delete my changes"
+msgstr "Scrios mo chuid athruithe go buan"
+
+msgid "Stage all changes"
+msgstr "Céim gach athrú"
+
+msgid "Unstage all changes"
+msgstr "Díscríobh gach athrú"
+
+msgid "Commit Message"
+msgstr "Cuir Teachtaireacht i bhFeidhm"
+
+msgid "Commit Changes"
+msgstr "Cuir Athruithe i bhFeidhm"
+
+msgid "Commit List"
+msgstr "Cuir Liosta i bhFeidhm"
+
+msgid "Commit list size"
+msgstr "Cuir méid an liosta i bhfeidhm"
+
+msgid "Branches"
+msgstr "Craobhacha"
+
+msgid "Create New Branch"
+msgstr "Cruthaigh Brainse Nua"
+
+msgid "Remove Branch"
+msgstr "Bain Brainse"
+
+msgid "Branch Name"
+msgstr "Ainm Brainse"
+
+msgid "Remotes"
+msgstr "Cianda"
+
+msgid "Create New Remote"
+msgstr "Cruthaigh Cianda Nua"
+
+msgid "Remove Remote"
+msgstr "Bain Cianda"
+
+msgid "Remote Name"
+msgstr "Ainm cianda"
+
+msgid "Remote URL"
+msgstr "URL cianda"
+
+msgid "Fetch"
+msgstr "Beir"
+
+msgid "Pull"
+msgstr "Tarraingt"
+
+msgid "Push"
+msgstr "Brúigh"
+
+msgid "Force Push"
+msgstr "Fórsáil Brúigh"
+
+msgid "Modified"
+msgstr "Athraithe"
+
+msgid "Renamed"
+msgstr "Athainmnithe"
+
+msgid "Deleted"
+msgstr "Scriosta"
+
+msgid "Typechange"
+msgstr "Athrú cineáil"
+
+msgid "Unmerged"
+msgstr "Gan sárú"
+
+msgid "View file diffs before committing them to the latest version"
+msgstr ""
+"Amharc ar dhifríochtaí comhaid sula ndéanann tú iad a thiomnú don leagan is "
+"déanaí"
+
+msgid "View:"
+msgstr "Amharc:"
+
+msgid "Split"
+msgstr "Scoilt"
+
+msgid "Unified"
+msgstr "Aontaithe"
+
+msgid "E constant (2.718282). Represents the base of the natural logarithm."
+msgstr "E tairiseach (2.718282). Léiríonn sé seo bonn an logartaim nádúrtha."
+
+msgid "Epsilon constant (0.00001). Smallest possible scalar number."
+msgstr "Tairiseach Epsilon (0.00001). An uimhir scalar is lú is féidir."
+
+msgid "Phi constant (1.618034). Golden ratio."
+msgstr "Tairiseach Phi (1.618034). Cóimheas órga."
+
+msgid "Pi/4 constant (0.785398) or 45 degrees."
+msgstr "Pi / 4 tairiseach (0.785398) nó 45 céim."
+
+msgid "Pi/2 constant (1.570796) or 90 degrees."
+msgstr "Pi / 2 tairiseach (1.570796) nó 90 céim."
+
+msgid "Pi constant (3.141593) or 180 degrees."
+msgstr "Pi tairiseach (3.141593) nó 180 céim."
+
+msgid "Tau constant (6.283185) or 360 degrees."
+msgstr "Tau tairiseach (6.283185) nó 360 céim."
+
+msgid "Sqrt2 constant (1.414214). Square root of 2."
+msgstr "Tairiseach Sqrt2 (1.414214). Fréamh cearnach de 2."
+
+msgid "Drag and drop nodes here to attach them."
+msgstr "Tarraing agus scaoil nóid anseo chun iad a cheangal."
+
+msgid "Add Input"
+msgstr "Cuir ionchur leis"
+
+msgid "Add Output"
+msgstr "Cuir Aschur Leis"
+
+msgid "Float"
+msgstr "Snámhphointe"
+
+msgid "Int"
+msgstr "IntName"
+
+msgid "UInt"
+msgstr "UInt"
+
+msgid "Vector2"
+msgstr "Veicteoir 2"
+
+msgid "Vector3"
+msgstr "Veicteoir 3"
+
+msgid "Vector4"
+msgstr "Veicteoir 4"
+
+msgid "Boolean"
+msgstr "BooleName"
+
+msgid "Sampler"
+msgstr "SamplerName"
+
+msgid "[default]"
+msgstr "[réamhshocrú]"
+
+msgid ""
+"The 2D preview cannot correctly show the result retrieved from instance "
+"parameter."
+msgstr ""
+"Ní féidir leis an réamhamharc 2D an toradh a aisghabháil ó pharaiméadar ásc a "
+"thaispeáint i gceart."
+
+msgid "Add Input Port"
+msgstr "Cuir Port Ionchurtha Leis"
+
+msgid "Add Output Port"
+msgstr "Cuir Port Aschurtha Leis"
+
+msgid "Change Input Port Type"
+msgstr "Athraigh Cineál an Phoirt Ionchurtha"
+
+msgid "Change Output Port Type"
+msgstr "Athraigh Cineál an Phoirt Aschurtha"
+
+msgid "Change Input Port Name"
+msgstr "Athraigh Ainm an Phoirt Ionchurtha"
+
+msgid "Change Output Port Name"
+msgstr "Athraigh Ainm an Phoirt Aschurtha"
+
+msgid "Expand Output Port"
+msgstr "Fairsingigh Port Aschurtha"
+
+msgid "Shrink Output Port"
+msgstr "Laghdaigh Port Aschuir"
+
+msgid "Remove Input Port"
+msgstr "Bain Port Ionchurtha"
+
+msgid "Remove Output Port"
+msgstr "Bain Port Aschurtha"
+
+msgid "Set VisualShader Expression"
+msgstr "Socraigh Slonn VisualShader"
+
+msgid "Resize VisualShader Node"
+msgstr "Athraigh Méid Nód VisualShader"
+
+msgid "Hide Port Preview"
+msgstr "Folaigh Réamhamharc an Phoirt"
+
+msgid "Show Port Preview"
+msgstr "Taispeáin Réamhamharc Poirt"
+
+msgid "Set Frame Title"
+msgstr "Socraigh Teideal an Fhráma"
+
+msgid "Set Tint Color"
+msgstr "Socraigh Dath Tint"
+
+msgid "Toggle Frame Color"
+msgstr "Scoránaigh Dath an Fhráma"
+
+msgid "Set Frame Color"
+msgstr "Socraigh Dath an Fhráma"
+
+msgid "Toggle Auto Shrink"
+msgstr "Scoránaigh Laghdaigh Uathoibríoch"
+
+msgid "Set Parameter Name"
+msgstr "Socraigh Ainm an Phaiméadair"
+
+msgid "Set Input Default Port"
+msgstr "Socraigh Port Réamhshocraithe Ionchurtha"
+
+msgid "Set Custom Node Option"
+msgstr "Socraigh Rogha Nód Saincheaptha"
+
+msgid "Add Node to Visual Shader"
+msgstr "Cuir Nód le Scáthóir Amhairc"
+
+msgid "Add Varying to Visual Shader: %s"
+msgstr "Cuir Athrú leis an Scáthóir Amhairc: %s"
+
+msgid "Remove Varying from Visual Shader: %s"
+msgstr "Bain Athrú ó Scáthóir Amhairc: %s"
+
+msgid "Move VisualShader Node(s)"
+msgstr "Bog Nód(anna) VisualShader"
+
+msgid "Move and Attach VisualShader Node(s) to parent frame"
+msgstr "Bog agus Ceangail Nód VisualShader le fráma tuismitheora"
+
+msgid "Insert node"
+msgstr "Ionsáigh nód"
+
+msgid "Convert Constant Node(s) To Parameter(s)"
+msgstr "Tiontaigh Nód (Nód) Tairiseach go Paraiméadar(í)"
+
+msgid "Convert Parameter Node(s) To Constant(s)"
+msgstr "Tiontaigh nód paraiméadar go tairiseach (í)"
+
+msgid "Detach VisualShader Node(s) from Frame"
+msgstr "Detach VisualShader Node(s) ó Frame"
+
+msgid "Delete VisualShader Node"
+msgstr "Scrios Nód VisualShader"
+
+msgid "Delete VisualShader Node(s)"
+msgstr "Scrios Nód(anna) VisualShader"
+
+msgid "Float Constants"
+msgstr "Tairisigh Snámhphointe"
+
+msgid "Convert Constant(s) to Parameter(s)"
+msgstr "Tiontaigh tairiseach (í) go paraiméadar (í)"
+
+msgid "Convert Parameter(s) to Constant(s)"
+msgstr "Tiontaigh paraiméadar (í) go tairiseach (í)"
+
+msgid "Detach from Parent Frame"
+msgstr "Scoite ó Fhráma Tuismitheora"
+
+msgid "Enable Auto Shrink"
+msgstr "Cumasaigh Laghdaigh Go hUathoibríoch"
+
+msgid "Enable Tint Color"
+msgstr "Cumasaigh Dath Tint"
+
+msgid "Duplicate VisualShader Node(s)"
+msgstr "Dúblach VisualShader Node (í)"
+
+msgid "Paste VisualShader Node(s)"
+msgstr "Greamaigh Nód(anna) VisualShader"
+
+msgid "Cut VisualShader Node(s)"
+msgstr "Gearr Nód(anna) VisualShader"
+
+msgid "Visual Shader Input Type Changed"
+msgstr "Athraíodh Cineál Ionchurtha an Scáthóra Amhairc"
+
+msgid "ParameterRef Name Changed"
+msgstr "ParaiméadarRef Name changed"
+
+msgid "Varying Name Changed"
+msgstr "Athraíodh ainm éagsúil"
+
+msgid "Set Constant: %s"
+msgstr "Socraigh Tairiseach: %s"
+
+msgid "Invalid name for varying."
+msgstr "Ainm neamhbhailí le haghaidh athraithe."
+
+msgid "Varying with that name is already exist."
+msgstr "Tá éagsúlacht leis an ainm sin ann cheana féin."
+
+msgid "Add Node(s) to Visual Shader"
+msgstr "Cuir nód(anna) le Scáthóir Amhairc"
+
+msgid "Vertex"
+msgstr "Stuaic"
+
+msgid "Fragment"
+msgstr "Blúire"
+
+msgid "Light"
+msgstr "Solas"
+
+msgid "Process"
+msgstr "Próiseas"
+
+msgid "Collide"
+msgstr "Imbhualadh"
+
+msgid "Sky"
+msgstr "Spéir"
+
+msgid "Fog"
+msgstr "Ceo"
+
+msgid "Manage Varyings"
+msgstr "Bainistigh Athruithe"
+
+msgid "Add Varying"
+msgstr "Cuir Athrú Leis"
+
+msgid "Remove Varying"
+msgstr "Bain Athrú"
+
+msgid "Show generated shader code."
+msgstr "Taispeáin cód shader ginte."
+
+msgid "Generated Shader Code"
+msgstr "Cód Scáthóra Ginte"
+
+msgid "Add Node"
+msgstr "Cuir Nód Leis"
+
+msgid "Clear Copy Buffer"
+msgstr "Glan an Maolán Cóipeála"
+
+msgid "Insert New Node"
+msgstr "Ionsáigh Nód Nua"
+
+msgid "Insert New Reroute"
+msgstr "Ionsáigh Athródú Nua"
+
+msgid "High-end node"
+msgstr "Nód ard-deireadh"
+
+msgid "Create Shader Node"
+msgstr "Cruthaigh Nód Scáthaigh"
+
+msgid "Create Shader Varying"
+msgstr "Cruthaigh Scáthóir Éagsúil"
+
+msgid "Delete Shader Varying"
+msgstr "Scrios Scáthóir ag Athrú"
+
+msgid "Color function."
+msgstr "Feidhm datha."
+
+msgid "Color operator."
+msgstr "Oibreoir datha."
+
+msgid "Grayscale function."
+msgstr "Feidhm liathscála."
+
+msgid "Converts HSV vector to RGB equivalent."
+msgstr "Athraíonn veicteoir HSV go coibhéis RGB."
+
+msgid "Converts RGB vector to HSV equivalent."
+msgstr "Athraíonn veicteoir RGB go coibhéis HSV."
+
+msgid "Sepia function."
+msgstr "Feidhm Sepia."
+
+msgid "Burn operator."
+msgstr "Oibreoir dó."
+
+msgid "Darken operator."
+msgstr "Oibreoir dorcha."
+
+msgid "Difference operator."
+msgstr "Oibreoir difríochta."
+
+msgid "Dodge operator."
+msgstr "Dodge oibreoir."
+
+msgid "HardLight operator."
+msgstr "Oibreoir HardLight."
+
+msgid "Lighten operator."
+msgstr "Oibreoir éadrom."
+
+msgid "Overlay operator."
+msgstr "Oibreoir forleagan."
+
+msgid "Screen operator."
+msgstr "Oibreoir scáileáin."
+
+msgid "SoftLight operator."
+msgstr "Oibreoir SoftLight."
+
+msgid "Color constant."
+msgstr "Tairiseach datha."
+
+msgid "Color parameter."
+msgstr "Paraiméadar datha."
+
+msgid "(Fragment/Light mode only) Derivative function."
+msgstr "(Blúire / Mód solais amháin) Feidhm dhíorthach."
+
+msgid "Returns the boolean result of the %s comparison between two parameters."
+msgstr "Tuairisceáin toradh Boole na comparáide %s idir dhá pharaiméadar."
+
+msgid "Equal (==)"
+msgstr "Cothrom (==)"
+
+msgid "Greater Than (>)"
+msgstr "Níos mó ná (>)"
+
+msgid "Greater Than or Equal (>=)"
+msgstr "Níos mó ná nó Comhionann (>=)"
+
+msgid ""
+"Returns an associated vector if the provided scalars are equal, greater or "
+"less."
+msgstr ""
+"Filleann veicteoir gaolmhar má tá na scalars atá curtha ar fáil comhionann, "
+"níos mó nó níos lú."
+
+msgid ""
+"Returns the boolean result of the comparison between INF and a scalar "
+"parameter."
+msgstr ""
+"Tuairisceáin toradh Boole na comparáide idir INF agus paraiméadar scalar."
+
+msgid ""
+"Returns the boolean result of the comparison between NaN and a scalar "
+"parameter."
+msgstr ""
+"Tuairisceáin toradh Boole na comparáide idir NaN agus paraiméadar scalar."
+
+msgid "Less Than (<)"
+msgstr "Níos lú ná (<)"
+
+msgid "Less Than or Equal (<=)"
+msgstr "Níos lú ná nó Comhionann (<=)"
+
+msgid "Not Equal (!=)"
+msgstr "Níl sé cothrom (!=)"
+
+msgid ""
+"Returns an associated 2D vector if the provided boolean value is true or "
+"false."
+msgstr ""
+"Filleann veicteoir gaolmhar 2D má tá an luach Boole a sholáthraítear fíor nó "
+"bréagach."
+
+msgid ""
+"Returns an associated 3D vector if the provided boolean value is true or "
+"false."
+msgstr ""
+"Filleann veicteoir gaolmhar 3D má tá an luach Boole a sholáthraítear fíor nó "
+"bréagach."
+
+msgid ""
+"Returns an associated 4D vector if the provided boolean value is true or "
+"false."
+msgstr ""
+"Filleann veicteoir gaolmhar 4D má tá an luach Boole a sholáthraítear fíor nó "
+"bréagach."
+
+msgid ""
+"Returns an associated boolean if the provided boolean value is true or false."
+msgstr ""
+"Tuairisceáin boole gaolmhar má tá an luach Boole ar fáil fíor nó bréagach."
+
+msgid ""
+"Returns an associated floating-point scalar if the provided boolean value is "
+"true or false."
+msgstr ""
+"Tuairisceáin scalar snámhphointe gaolmhar má tá an luach Boole ar fáil fíor "
+"nó bréagach."
+
+msgid ""
+"Returns an associated integer scalar if the provided boolean value is true or "
+"false."
+msgstr ""
+"Tuairisceáin scalar slánuimhir gaolmhar má tá an luach Boole ar fáil fíor nó "
+"bréagach."
+
+msgid ""
+"Returns an associated transform if the provided boolean value is true or "
+"false."
+msgstr ""
+"Tuairisceáin claochlú gaolmhar má tá an luach Boole ar fáil fíor nó bréagach."
+
+msgid ""
+"Returns an associated unsigned integer scalar if the provided boolean value "
+"is true or false."
+msgstr ""
+"Tuairisceáin scalar slánuimhir gan síniú gaolmhar má tá an luach Boole ar "
+"fáil fíor nó bréagach."
+
+msgid "Returns the boolean result of the comparison between two parameters."
+msgstr "Tuairisceáin toradh Boole na comparáide idir dhá pharaiméadar."
+
+msgid ""
+"Returns the boolean result of the comparison between INF (or NaN) and a "
+"scalar parameter."
+msgstr ""
+"Tuairisceáin toradh Boole na comparáide idir INF (nó NaN) agus paraiméadar "
+"scalar."
+
+msgid "Boolean constant."
+msgstr "Tairiseach Boole."
+
+msgid "Boolean parameter."
+msgstr "Paraiméadar Boole."
+
+msgid "Translated to '%s' in Godot Shading Language."
+msgstr "Aistrithe go '%s' i dteanga scáthaithe Godot."
+
+msgid "'%s' input parameter for all shader modes."
+msgstr "Paraiméadar ionchurtha '%s' do gach modh scáthaithe."
+
+msgid "Input parameter."
+msgstr "Paraiméadar ionchurtha."
+
+msgid "'%s' input parameter for vertex and fragment shader modes."
+msgstr ""
+"Paraiméadar ionchurtha '%s' le haghaidh modhanna stuaic agus scáthóra "
+"ilroinnte."
+
+msgid "'%s' input parameter for fragment and light shader modes."
+msgstr ""
+"Paraiméadar ionchuir '%s' le haghaidh modhanna blúire agus scáthaithe solais."
+
+msgid "'%s' input parameter for fragment shader mode."
+msgstr "Paraiméadar ionchurtha '%s' le haghaidh mód scáthaithe ilroinnte."
+
+msgid "'%s' input parameter for sky shader mode."
+msgstr "Paraiméadar ionchurtha '%s' don mhód scáthaithe spéire."
+
+msgid "'%s' input parameter for fog shader mode."
+msgstr "Paraiméadar ionchurtha '%s' le haghaidh mód scáthaithe ceo."
+
+msgid "'%s' input parameter for light shader mode."
+msgstr "Paraiméadar ionchurtha '%s' don mhód scáthaithe solais."
+
+msgid "'%s' input parameter for vertex shader mode."
+msgstr "Paraiméadar ionchurtha '%s' le haghaidh mód shader vertex."
+
+msgid "'%s' input parameter for start shader mode."
+msgstr "Paraiméadar ionchurtha '%s' don mhód scáthaithe tosaithe."
+
+msgid "'%s' input parameter for process shader mode."
+msgstr "Paraiméadar ionchurtha '%s' le haghaidh mód scáthaithe próisis."
+
+msgid "'%s' input parameter for start and process shader modes."
+msgstr ""
+"Paraiméadar ionchurtha '%s' le haghaidh modhanna scáthaithe tosaithe agus "
+"próisis."
+
+msgid "'%s' input parameter for process and collide shader modes."
+msgstr ""
+"Paraiméadar ionchuir '%s' le haghaidh modhanna scáthaithe próisis agus "
+"imbhuailte."
+
+msgid ""
+"A node for help to multiply a position input vector by rotation using "
+"specific axis. Intended to work with emitters."
+msgstr ""
+"Nód chun cabhair a thabhairt veicteoir ionchuir suímh a iolrú trí rothlú ag "
+"baint úsáide as ais ar leith. Tá sé beartaithe oibriú le hastaírí."
+
+msgid "Float function."
+msgstr "Feidhm snámhphointe."
+
+msgid "Float operator."
+msgstr "Oibreoir snámhphointe."
+
+msgid "Integer function."
+msgstr "Feidhm slánuimhir."
+
+msgid "Integer operator."
+msgstr "Oibreoir slánuimhir."
+
+msgid "Unsigned integer function."
+msgstr "Feidhm slánuimhir gan síniú."
+
+msgid "Unsigned integer operator."
+msgstr "Oibreoir slánuimhir gan síniú."
+
+msgid "Returns the absolute value of the parameter."
+msgstr "Tuairisceáin luach absalóideach an pharaiméadair."
+
+msgid "Returns the arc-cosine of the parameter."
+msgstr "Tuairisceáin an stua-cosine an pharaiméadair."
+
+msgid "Returns the inverse hyperbolic cosine of the parameter."
+msgstr "Tuairisceáin an cosine hyperbolic inbhéartach an pharaiméadair."
+
+msgid "Returns the arc-sine of the parameter."
+msgstr "Tuairisceáin an stua-sine an pharaiméadair."
+
+msgid "Returns the inverse hyperbolic sine of the parameter."
+msgstr "Tuairisceáin an sine hyperbolic inbhéartach an pharaiméadair."
+
+msgid "Returns the arc-tangent of the parameter."
+msgstr "Tuairisceáin an stua-tangent an pharaiméadair."
+
+msgid "Returns the arc-tangent of the parameters."
+msgstr "Tuairisceáin an stua-tangent de na paraiméadair."
+
+msgid "Returns the inverse hyperbolic tangent of the parameter."
+msgstr "Tuairisceáin an tangent hyperbolic inbhéartach an pharaiméadair."
+
+msgid "Returns the result of bitwise NOT (~a) operation on the integer."
+msgstr "Tuairisceáin an toradh ar bitwise NACH (~ a) oibriú ar an slánuimhir."
+
+msgid ""
+"Returns the result of bitwise NOT (~a) operation on the unsigned integer."
+msgstr ""
+"Tuairisceáin an toradh ar bitwise NACH (~ a) oibriú ar an slánuimhir unsigned."
+
+msgid ""
+"Finds the nearest integer that is greater than or equal to the parameter."
+msgstr ""
+"Aimsíonn seo an slánuimhir is gaire atá níos mó ná nó cothrom leis an "
+"bparaiméadar."
+
+msgid "Constrains a value to lie between two further values."
+msgstr "Cuireann sé srian ar luach a bheidh idir dhá luach eile."
+
+msgid "Returns the cosine of the parameter."
+msgstr "Tuairisceáin an cosine an paraiméadar."
+
+msgid "Returns the hyperbolic cosine of the parameter."
+msgstr "Tuairisceáin an cosine hyperbolic an pharaiméadair."
+
+msgid "Converts a quantity in radians to degrees."
+msgstr "Athraíonn cainníocht i radians go céimeanna."
+
+msgid ""
+"(Fragment/Light mode only) (Scalar) Derivative in 'x' using local "
+"differencing."
+msgstr ""
+"(Blúire / Mód solais amháin) (Scalar) Díorthach i 'x' ag baint úsáide as "
+"difríocht áitiúil."
+
+msgid ""
+"(Fragment/Light mode only) (Scalar) Derivative in 'y' using local "
+"differencing."
+msgstr ""
+"(Blúire / Mód solais amháin) (Scalar) Díorthach i 'y' ag baint úsáide as "
+"difríocht áitiúil."
+
+msgid "Base-e Exponential."
+msgstr "Bonn-e Easpónantúil."
+
+msgid "Base-2 Exponential."
+msgstr "Bonn-2 Easpónantúil."
+
+msgid "Finds the nearest integer less than or equal to the parameter."
+msgstr ""
+"Aimsíonn seo an slánuimhir is gaire níos lú ná nó cothrom leis an "
+"bparaiméadar."
+
+msgid "Computes the fractional part of the argument."
+msgstr "Ríomhann sé an chuid chodánach den argóint."
+
+msgid "Returns the inverse of the square root of the parameter."
+msgstr "Tuairisceáin an inbhéartach an fhréamh cearnach an pharaiméadair."
+
+msgid "Natural logarithm."
+msgstr "Logartam nádúrtha."
+
+msgid "Base-2 logarithm."
+msgstr "Logartam bonn-2."
+
+msgid "Returns the greater of two values."
+msgstr "Tuairisceáin an níos mó de dhá luach."
+
+msgid "Returns the lesser of two values."
+msgstr "Tuairisceáin an ceann is lú de dhá luach."
+
+msgid "Linear interpolation between two scalars."
+msgstr "Idirshuíomh líneach idir dhá scalars."
+
+msgid "Performs a fused multiply-add operation (a * b + c) on scalars."
+msgstr "Déanann sé oibríocht iolraithe comhleáite (a * b + c) ar scalars."
+
+msgid "Returns the opposite value of the parameter."
+msgstr "Tuairisceáin luach os coinne an pharaiméadair."
+
+msgid "1.0 - scalar"
+msgstr "1.0 - Scalar"
+
+msgid ""
+"Returns the value of the first parameter raised to the power of the second."
+msgstr ""
+"Tuairisceáin luach an chéad pharaiméadair a ardaíodh le cumhacht an dara."
+
+msgid "Converts a quantity in degrees to radians."
+msgstr "Athraíonn cainníocht i gcéimeanna go radians."
+
+msgid "1.0 / scalar"
+msgstr "1.0 / scálach"
+
+msgid "Finds the nearest integer to the parameter."
+msgstr "Aimsíonn seo an slánuimhir is gaire don pharaiméadar."
+
+msgid "Finds the nearest even integer to the parameter."
+msgstr "Aimsíonn seo an slánuimhir is gaire fiú don pharaiméadar."
+
+msgid "Clamps the value between 0.0 and 1.0."
+msgstr "Clampaí an luach idir 0.0 agus 1.0."
+
+msgid "Extracts the sign of the parameter."
+msgstr "Sleachta an comhartha an paraiméadar."
+
+msgid "Returns the sine of the parameter."
+msgstr "Tuairisceáin an sine an paraiméadar."
+
+msgid "Returns the hyperbolic sine of the parameter."
+msgstr "Tuairisceáin an sine hyperbolic an pharaiméadair."
+
+msgid "Returns the square root of the parameter."
+msgstr "Tuairisceáin an fhréamh cearnach an pharaiméadair."
+
+msgid ""
+"SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n"
+"\n"
+"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than "
+"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using "
+"Hermite polynomials."
+msgstr ""
+"Feidhm SmoothStep (scalar (edge0), scalar (edge1), scalar (x) ).\n"
+"\n"
+"Tuairisceáin 0.0 má tá 'x' níos lú ná 'edge0' agus 1.0 má tá x níos mó ná "
+"'edge1'. Seachas sin déantar an luach fillte a idirshuíomh idir 0.0 agus 1.0 "
+"ag baint úsáide as polynomials Hermite."
+
+msgid ""
+"Step function( scalar(edge), scalar(x) ).\n"
+"\n"
+"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
+msgstr ""
+"Céim fheidhm (scalar (imeall), scalar (x) ).\n"
+"\n"
+"Tuairisceáin 0. 0 má tá 'x' níos lú ná 'imeall' agus ar shlí eile 1.0."
+
+msgid ""
+"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."
+msgstr ""
+"(Blúire / Mód solais amháin) (Scalar) Suim an fhíordhíorthaigh in 'x' agus "
+"'y'."
+
+msgid "Returns the tangent of the parameter."
+msgstr "Tuairisceáin an tangent an paraiméadar."
+
+msgid "Returns the hyperbolic tangent of the parameter."
+msgstr "Tuairisceáin an tangent hyperbolic an paraiméadar."
+
+msgid "Finds the truncated value of the parameter."
+msgstr "Aimsíonn seo luach teasctha an pharaiméadair."
+
+msgid "Sums two floating-point scalars."
+msgstr "Suimeanna dhá scalar snámhphointe."
+
+msgid "Sums two integer scalars."
+msgstr "Suimeanna dhá scalar slánuimhir."
+
+msgid "Sums two unsigned integer scalars."
+msgstr "Suimeanna dhá scalars slánuimhir gan síniú."
+
+msgid "Returns the result of bitwise AND (a & b) operation for two integers."
+msgstr "Filleann sé toradh oibríocht bitwise AND (a & b) do dhá shlánuimhir."
+
+msgid ""
+"Returns the result of bitwise AND (a & b) operation for two unsigned integers."
+msgstr ""
+"Filleann sé toradh oibríocht bitwise AND (a & b) do dhá shlánuimhir gan síniú."
+
+msgid ""
+"Returns the result of bitwise left shift (a << b) operation on the integer."
+msgstr ""
+"Filleann sé toradh na hoibríochta seal beag ar chlé (a <<b) ar an tslánuimhir."
+
+msgid ""
+"Returns the result of bitwise left shift (a << b) operation on the unsigned "
+"integer."
+msgstr ""
+"Filleann sé toradh oibríocht seala clé bitwise (a <<b) ar an tslánuimhir gan "
+"síniú."
+
+msgid "Returns the result of bitwise OR (a | b) operation for two integers."
+msgstr ""
+"Tuairisceáin an toradh bitwise NÓ (a | b) oibriú ar feadh dhá slánuimhir."
+
+msgid ""
+"Returns the result of bitwise OR (a | b) operation for two unsigned integers."
+msgstr ""
+"Tuairisceáin an toradh bitwise NÓ (a | b) oibriú le haghaidh dhá slánuimhir "
+"unsigned."
+
+msgid ""
+"Returns the result of bitwise right shift (a >> b) operation on the integer."
+msgstr ""
+"Filleann sé toradh oibríocht aistrithe ar dheis bitwise (a >> b) ar an "
+"tslánuimhir."
+
+msgid ""
+"Returns the result of bitwise right shift (a >> b) operation on the unsigned "
+"integer."
+msgstr ""
+"Filleann sé toradh na hoibríochta bitwise right shift (a >> b) ar an "
+"tslánuimhir gan síniú."
+
+msgid "Returns the result of bitwise XOR (a ^ b) operation on the integer."
+msgstr ""
+"Tuairisceáin an toradh ar oibríocht XOR bitwise (a ^ b) ar an slánuimhir."
+
+msgid ""
+"Returns the result of bitwise XOR (a ^ b) operation on the unsigned integer."
+msgstr ""
+"Tuairisceáin an toradh ar oibríocht XOR bitwise (a ^ b) ar an slánuimhir "
+"neamhshínithe."
+
+msgid "Divides two floating-point scalars."
+msgstr "Roinneann sé dhá scalars snámhphointe."
+
+msgid "Divides two integer scalars."
+msgstr "Roinneann sé dhá scalar slánuimhir."
+
+msgid "Divides two unsigned integer scalars."
+msgstr "Roinneann seo dhá scalar slánuimhir gan síniú."
+
+msgid "Multiplies two floating-point scalars."
+msgstr "Iolraíonn sé dhá scalars snámhphointe."
+
+msgid "Multiplies two integer scalars."
+msgstr "Iolraíonn sé dhá scalars slánuimhir."
+
+msgid "Multiplies two unsigned integer scalars."
+msgstr "Iolraíonn sé dhá scalars slánuimhir gan síniú."
+
+msgid "Returns the remainder of the two floating-point scalars."
+msgstr "Filleann sé an chuid eile den dá scalars snámhphointe."
+
+msgid "Returns the remainder of the two integer scalars."
+msgstr "Tuairisceáin an chuid eile den dá scalar slánuimhir."
+
+msgid "Returns the remainder of the two unsigned integer scalars."
+msgstr "Tuairisceáin an chuid eile den dá scalar slánuimhir gan síniú."
+
+msgid "Subtracts two floating-point scalars."
+msgstr "Dealaíonn seo dhá scalars snámhphointe."
+
+msgid "Subtracts two integer scalars."
+msgstr "Dealaíonn sé dhá scalar slánuimhir."
+
+msgid "Subtracts two unsigned integer scalars."
+msgstr "Dealaíonn seo dhá scalars slánuimhir gan síniú."
+
+msgid "Scalar floating-point constant."
+msgstr "Tairiseach snámhphointe scalar."
+
+msgid "Scalar integer constant."
+msgstr "Tairiseach slánuimhir scalar."
+
+msgid "Scalar unsigned integer constant."
+msgstr "Scalar tairiseach slánuimhir gan síniú."
+
+msgid "Scalar floating-point parameter."
+msgstr "Paraiméadar snámhphointe scalar."
+
+msgid "Scalar integer parameter."
+msgstr "Paraiméadar slánuimhir scalar."
+
+msgid "Scalar unsigned integer parameter."
+msgstr "Paraiméadar slánuimhir gan síniú scalar."
+
+msgid "Converts screen UV to a SDF."
+msgstr "Athraíonn UV scáileán go SDF."
+
+msgid "Casts a ray against the screen SDF and returns the distance travelled."
+msgstr ""
+"Caitheann sé ga i gcoinne an SDF scáileáin agus filleann sé an t-achar a "
+"thaistealaítear."
+
+msgid "Converts a SDF to screen UV."
+msgstr "Athraíonn SDF chun UV a scagadh."
+
+msgid "Performs a SDF texture lookup."
+msgstr "Déanann sé cuardach uigeachta SDF."
+
+msgid "Performs a SDF normal texture lookup."
+msgstr "Déanann sé gnáthchuardach uigeachta SDF."
+
+msgid "Function to be applied on texture coordinates."
+msgstr "Feidhm le cur i bhfeidhm ar chomhordanáidí uigeachta."
+
+msgid "Polar coordinates conversion applied on texture coordinates."
+msgstr "Comhordanáidí Polar comhshó i bhfeidhm ar chomhordanáidí uigeachta."
+
+msgid "Perform the cubic texture lookup."
+msgstr "Déan an lookup uigeacht ciúbach."
+
+msgid "Perform the curve texture lookup."
+msgstr "Déan an cuardach uigeachta cuar."
+
+msgid "Perform the three components curve texture lookup."
+msgstr "Déan an cuardach uigeachta cuar trí chomhpháirt."
+
+msgid ""
+"Returns the depth value obtained from the depth prepass in a linear space."
+msgstr ""
+"Tuairisceáin an luach doimhneachta a fhaightear ón prepass doimhneacht i spás "
+"líneach."
+
+msgid "Reconstructs the World Position of the Node from the depth texture."
+msgstr "Athchruthaíonn sé Seasamh Domhanda an Nód ón uigeacht doimhneachta."
+
+msgid "Unpacks the Screen Normal Texture in World Space"
+msgstr "Díphacáil gnáthuigeacht an scáileáin i spás an domhain"
+
+msgid "Perform the 2D texture lookup."
+msgstr "Déan an cuardach uigeachta 2D."
+
+msgid "Perform the 2D-array texture lookup."
+msgstr "Déan an lookup uigeachta 2D-eagar."
+
+msgid "Perform the 3D texture lookup."
+msgstr "Déan an cuardach uigeachta 3D."
+
+msgid "Apply panning function on texture coordinates."
+msgstr "Cuir feidhm panning i bhfeidhm ar chomhordanáidí uigeachta."
+
+msgid "Apply scaling function on texture coordinates."
+msgstr "Cuir feidhm scálaithe i bhfeidhm ar chomhordanáidí uigeachta."
+
+msgid "Cubic texture parameter lookup."
+msgstr "Lookup paraiméadar uigeacht ciúbach."
+
+msgid "2D texture parameter lookup."
+msgstr "Lookup paraiméadar uigeachta 2D."
+
+msgid "2D texture parameter lookup with triplanar."
+msgstr "Lookup paraiméadar uigeachta 2D le triplanar."
+
+msgid "2D array of textures parameter lookup."
+msgstr "Sraith 2D de lookup paraiméadar uigeachtaí."
+
+msgid "3D texture parameter lookup."
+msgstr "Lookup paraiméadar uigeachta 3D."
+
+msgid "Transform function."
+msgstr "Trasfhoirmigh feidhm."
+
+msgid "Transform operator."
+msgstr "Oibreoir trasfhoirmithe."
+
+msgid ""
+"Calculate the outer product of a pair of vectors.\n"
+"\n"
+"OuterProduct treats the first parameter 'c' as a column vector (matrix with "
+"one column) and the second parameter 'r' as a row vector (matrix with one "
+"row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix "
+"whose number of rows is the number of components in 'c' and whose number of "
+"columns is the number of components in 'r'."
+msgstr ""
+"Ríomh táirge seachtrach péire veicteoirí.\n"
+"\n"
+"Déileálann OuterProduct leis an gcéad pharaiméadar 'c' mar veicteoir colúin "
+"(maitrís le colún amháin) agus an dara paraiméadar 'r' mar veicteoir as a "
+"chéile (maitrís le sraith amháin) agus méadaíonn maitrís ailgéabrach líneach "
+"'c * r', rud a thugann maitrís arb é líon na sraitheanna líon na "
+"gcomhpháirteanna i 'c' agus arb é líon na gcolún líon na gcomhpháirteanna in "
+"'r'."
+
+msgid "Composes transform from four vectors."
+msgstr "Athraíonn na cumadóirí ó cheithre veicteoir."
+
+msgid "Decomposes transform to four vectors."
+msgstr "Athraíonn dianscaoileadh go ceithre veicteoir."
+
+msgid "Calculates the determinant of a transform."
+msgstr "Ríomhann sé deitéarmanant claochlaithe."
+
+msgid ""
+"Calculates how the object should face the camera to be applied on Model View "
+"Matrix output port for 3D objects."
+msgstr ""
+"Ríomhann sé conas ba chóir don réad aghaidh a thabhairt ar an gceamara atá le "
+"cur i bhfeidhm ar phort aschuir Model View Matrix le haghaidh rudaí 3D."
+
+msgid "Calculates the inverse of a transform."
+msgstr "Ríomhann sé inbhéartach claochlaithe."
+
+msgid "Calculates the transpose of a transform."
+msgstr "Ríomhann seo trasuíomh claochlaithe."
+
+msgid "Sums two transforms."
+msgstr "Suimeanna dhá chlaochlú."
+
+msgid "Divides two transforms."
+msgstr "Roinneann sé dhá chlaochlú."
+
+msgid "Multiplies two transforms."
+msgstr "Iolraíonn sé dhá chlaochlú."
+
+msgid "Performs per-component multiplication of two transforms."
+msgstr "Déanann sé iolrú in aghaidh na comhpháirte ar dhá chlaochlú."
+
+msgid "Subtracts two transforms."
+msgstr "Dealaíonn sé dhá chlaochlú."
+
+msgid "Multiplies vector by transform."
+msgstr "Iolraíonn veicteoir trí athrú."
+
+msgid "Transform constant."
+msgstr "Trasfhoirmigh tairiseach."
+
+msgid "Transform parameter."
+msgstr "Paraiméadar trasfhoirmithe."
+
+msgid ""
+"The distance fade effect fades out each pixel based on its distance to "
+"another object."
+msgstr ""
+"Céimníonn an éifeacht fadaithe amach gach picteilín bunaithe ar a fhad go "
+"réad eile."
+
+msgid ""
+"The proximity fade effect fades out each pixel based on its distance to "
+"another object."
+msgstr ""
+"Céimníonn an éifeacht céimnithe cóngarachta amach gach picteilín bunaithe ar "
+"a fhad le réad eile."
+
+msgid "Returns a random value between the minimum and maximum input values."
+msgstr ""
+"Tuairisceáin luach randamach idir na luachanna ionchuir íosta agus uasta."
+
+msgid "Remaps a given input from the input range to the output range."
+msgstr "Remaps ionchur ar leith ón raon ionchur go dtí an raon aschur."
+
+msgid ""
+"Builds a rotation matrix from the given axis and angle, multiply the input "
+"vector by it and returns both this vector and a matrix."
+msgstr ""
+"Tógann sé maitrís rothlaithe ón ais agus ón uillinn a thugtar, méadaigh an "
+"veicteoir ionchuir leis agus filleann sé an veicteoir seo agus maitrís araon."
+
+msgid "Vector function."
+msgstr "Feidhm veicteora."
+
+msgid "Vector operator."
+msgstr "Oibreoir veicteora."
+
+msgid "Composes vector from scalars."
+msgstr "Cum veicteoir ó scalars."
+
+msgid "Decomposes vector to scalars."
+msgstr "Díscaoileann veicteoir go scalars."
+
+msgid "Composes 2D vector from two scalars."
+msgstr "Comhdhéanta veicteoir 2D ó dhá scalars."
+
+msgid "Decomposes 2D vector to two scalars."
+msgstr "Díscaoileann veicteoir 2D go dhá scalars."
+
+msgid "Composes 3D vector from three scalars."
+msgstr "Comhdhéanta veicteoir 3D ó thrí scalars."
+
+msgid "Decomposes 3D vector to three scalars."
+msgstr "Díscaoileann veicteoir 3D go trí scalars."
+
+msgid "Composes 4D vector from four scalars."
+msgstr "Comhdhéanta veicteoir 4D ó cheithre scalars."
+
+msgid "Decomposes 4D vector to four scalars."
+msgstr "Díscaoileann veicteoir 4D go ceithre scalars."
+
+msgid "Calculates the cross product of two vectors."
+msgstr "Ríomhann sé trastháirge dhá veicteoir."
+
+msgid ""
+"(Fragment/Light mode only) (Vector) Derivative in 'x' using local "
+"differencing."
+msgstr ""
+"(Blúire / Mód solais amháin) (Veicteoir) Díorthach i 'x' ag baint úsáide as "
+"difríocht áitiúil."
+
+msgid ""
+"(Fragment/Light mode only) (Vector) Derivative in 'y' using local "
+"differencing."
+msgstr ""
+"(Blúire / Mód solais amháin) (Veicteoir) Díorthach i 'y' ag baint úsáide as "
+"difríocht áitiúil."
+
+msgid "Returns the distance between two points."
+msgstr "Filleann sé an fad idir dhá phointe."
+
+msgid "Calculates the dot product of two vectors."
+msgstr "Ríomhann seo an táirge ponc de dhá veicteoir."
+
+msgid ""
+"Returns the vector that points in the same direction as a reference vector. "
+"The function has three vector parameters : N, the vector to orient, I, the "
+"incident vector, and Nref, the reference vector. If the dot product of I and "
+"Nref is smaller than zero the return value is N. Otherwise -N is returned."
+msgstr ""
+"Tuairisceáin an veicteoir a léiríonn sa treo céanna le veicteoir tagartha. Tá "
+"trí pharaiméadar veicteora ag an bhfeidhm: N, an veicteoir le treorú, I, an "
+"veicteoir teagmhais, agus Nref, an veicteoir tagartha. Má tá an táirge ponc "
+"de I agus Nref níos lú ná nialas is é an luach tuairisceáin N. Seachas sin -N "
+"ar ais."
+
+msgid ""
+"Returns falloff based on the dot product of surface normal and view direction "
+"of camera (pass associated inputs to it)."
+msgstr ""
+"Tuairisceáin falloff bunaithe ar an táirge ponc dromchla gnáth agus treo "
+"féachaint ar cheamara (pas ionchuir a bhaineann leis)."
+
+msgid "Calculates the length of a vector."
+msgstr "Ríomhann seo fad veicteora."
+
+msgid "Linear interpolation between two vectors."
+msgstr "Idirshuíomh líneach idir dhá veicteoir."
+
+msgid "Linear interpolation between two vectors using scalar."
+msgstr "Idirshuíomh líneach idir dhá veicteoir ag baint úsáide as scalar."
+
+msgid "Performs a fused multiply-add operation (a * b + c) on vectors."
+msgstr "Déanann sé oibríocht iolraithe comhleáite (a * b + c) ar veicteoirí."
+
+msgid "Calculates the normalize product of vector."
+msgstr "Ríomhann seo an táirge normalú veicteoir."
+
+msgid "1.0 - vector"
+msgstr "1.0 - veicteoir"
+
+msgid "1.0 / vector"
+msgstr "1.0 / veicteoir"
+
+msgid ""
+"Returns the vector that points in the direction of reflection ( a : incident "
+"vector, b : normal vector )."
+msgstr ""
+"Tuairisceáin an veicteoir go pointí i dtreo an mhachnaimh (a: veicteoir "
+"teagmhas, b: veicteoir gnáth)."
+
+msgid "Returns the vector that points in the direction of refraction."
+msgstr "Tuairisceáin an veicteoir a léiríonn i dtreo athraonta."
+
+msgid ""
+"SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n"
+"\n"
+"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than "
+"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using "
+"Hermite polynomials."
+msgstr ""
+"Feidhm SmoothStep (veicteoir (edge0), veicteoir (edge1), veicteoir (x) ).\n"
+"\n"
+"Tuairisceáin 0.0 má tá 'x' níos lú ná 'edge0' agus 1.0 má tá 'x' níos mó ná "
+"'edge1'. Seachas sin déantar an luach fillte a idirshuíomh idir 0.0 agus 1.0 "
+"ag baint úsáide as polynomials Hermite."
+
+msgid ""
+"SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n"
+"\n"
+"Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than "
+"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using "
+"Hermite polynomials."
+msgstr ""
+"Feidhm SmoothStep (scalar (edge0), scalar (edge1), veicteoir(x).\n"
+"\n"
+"Tuairisceáin 0.0 má tá 'x' níos lú ná 'edge0' agus 1.0 má tá 'x' níos mó ná "
+"'edge1'. Seachas sin déantar an luach fillte a idirshuíomh idir 0.0 agus 1.0 "
+"ag baint úsáide as polynomials Hermite."
+
+msgid ""
+"Step function( vector(edge), vector(x) ).\n"
+"\n"
+"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
+msgstr ""
+"Céim fheidhm (veicteoir (imeall), veicteoir (x) ).\n"
+"\n"
+"Tuairisceáin 0. 0 má tá 'x' níos lú ná 'imeall' agus ar shlí eile 1.0."
+
+msgid ""
+"Step function( scalar(edge), vector(x) ).\n"
+"\n"
+"Returns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."
+msgstr ""
+"Céim fheidhm (scalar (imeall), veicteoir(x) ).\n"
+"\n"
+"Tuairisceáin 0. 0 má tá 'x' níos lú ná 'imeall' agus ar shlí eile 1.0."
+
+msgid ""
+"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."
+msgstr ""
+"(Blúire / Mód solais amháin) (Veicteoir) Suim an fhíordhíorthaigh in 'x' agus "
+"'y'."
+
+msgid "Adds 2D vector to 2D vector."
+msgstr "Cuireann veicteoir 2D le veicteoir 2D."
+
+msgid "Adds 3D vector to 3D vector."
+msgstr "Cuireann veicteoir 3D le veicteoir 3D."
+
+msgid "Adds 4D vector to 4D vector."
+msgstr "Cuireann veicteoir 4D le veicteoir 4D."
+
+msgid "Divides 2D vector by 2D vector."
+msgstr "Roinneann veicteoir 2D le veicteoir 2D."
+
+msgid "Divides 3D vector by 3D vector."
+msgstr "Roinneann veicteoir 3D le veicteoir 3D."
+
+msgid "Divides 4D vector by 4D vector."
+msgstr "Roinneann veicteoir 4D le veicteoir 4D."
+
+msgid "Multiplies 2D vector by 2D vector."
+msgstr "Iolraíonn veicteoir 2D faoi veicteoir 2D."
+
+msgid "Multiplies 3D vector by 3D vector."
+msgstr "Iolraíonn veicteoir 3D faoi veicteoir 3D."
+
+msgid "Multiplies 4D vector by 4D vector."
+msgstr "Iolraíonn veicteoir 4D faoi veicteoir 4D."
+
+msgid "Returns the remainder of the two 2D vectors."
+msgstr "Filleann sé an chuid eile den dá veicteoir 2D."
+
+msgid "Returns the remainder of the two 3D vectors."
+msgstr "Filleann sé an chuid eile den dá veicteoir 3D."
+
+msgid "Returns the remainder of the two 4D vectors."
+msgstr "Filleann sé an chuid eile den dá veicteoir 4D."
+
+msgid "Subtracts 2D vector from 2D vector."
+msgstr "Dealaíonn veicteoir 2D ó veicteoir 2D."
+
+msgid "Subtracts 3D vector from 3D vector."
+msgstr "Dealaíonn veicteoir 3D ó veicteoir 3D."
+
+msgid "Subtracts 4D vector from 4D vector."
+msgstr "Dealaíonn veicteoir 4D ó veicteoir 4D."
+
+msgid "2D vector constant."
+msgstr "Tairiseach veicteoir 2D."
+
+msgid "2D vector parameter."
+msgstr "Paraiméadar veicteora 2D."
+
+msgid "3D vector constant."
+msgstr "Tairiseach veicteoir 3D."
+
+msgid "3D vector parameter."
+msgstr "Paraiméadar veicteora 3D."
+
+msgid "4D vector constant."
+msgstr "Tairiseach veicteoir 4D."
+
+msgid "4D vector parameter."
+msgstr "Paraiméadar veicteora 4D."
+
+msgid ""
+"A rectangular area with a description string for better graph organization."
+msgstr ""
+"Limistéar dronuilleogach le teaghrán cur síos d'eagraíocht graf níos fearr."
+
+msgid ""
+"Custom Godot Shader Language expression, with custom amount of input and "
+"output ports. This is a direct injection of code into the vertex/fragment/"
+"light function, do not use it to write the function declarations inside."
+msgstr ""
+"Saincheaptha Godot Shader Teanga léiriú, le méid saincheaptha ionchur agus "
+"calafoirt aschur. Is instealladh díreach cód é seo isteach sa fheidhm "
+"vertex / fragment / light, ná húsáid é chun na dearbhuithe feidhme a scríobh "
+"taobh istigh."
+
+msgid ""
+"Custom Godot Shader Language expression, which is placed on top of the "
+"resulted shader. You can place various function definitions inside and call "
+"it later in the Expressions. You can also declare varyings, parameters and "
+"constants."
+msgstr ""
+"Custom Godot Shader Language expression, a chuirtear ar bharr an shader mar "
+"thoradh air. Is féidir leat sainmhínithe feidhme éagsúla a chur taobh istigh "
+"agus é a ghlaoch níos déanaí sna Nathanna. Is féidir leat a dhearbhú freisin "
+"éagsúla, paraiméadair agus tairisigh."
+
+msgid "A reference to an existing parameter."
+msgstr "Tagairt do pharaiméadar atá ann cheana."
+
+msgid "Get varying parameter."
+msgstr "Faigh paraiméadar éagsúla."
+
+msgid "Set varying parameter."
+msgstr "Socraigh paraiméadar éagsúil."
+
+msgid ""
+"Reroute connections freely, can be used to connect multiple input ports to "
+"single output port."
+msgstr ""
+"Is féidir naisc athródaithe faoi shaoirse a úsáid chun calafoirt ionchuir "
+"iolracha a nascadh le calafort aschuir aonair."
+
+msgid "Edit Visual Property: %s"
+msgstr "Cuir Amharc-Mhaoin in Eagar: %s"
+
+msgid "Visual Shader Mode Changed"
+msgstr "Athraíodh mód scáthóra amhairc"
+
+msgid "Voxel GI data is not local to the scene."
+msgstr "Níl sonraí Voxel GI áitiúil don radharc."
+
+msgid "Voxel GI data is part of an imported resource."
+msgstr "Tá sonraí Voxel GI mar chuid d'acmhainn allmhairithe."
+
+msgid "Voxel GI data is an imported resource."
+msgstr "Is acmhainn allmhairithe é sonraí Voxel GI."
+
+msgid "Bake VoxelGI"
+msgstr "Bácáil VoxelGI"
+
+msgid "Select path for VoxelGI Data File"
+msgstr "Roghnaigh conair le haghaidh Comhad Sonraí VoxelGI"
+
+msgid "Go Online and Open Asset Library"
+msgstr "Téigh ar Líne agus Leabharlann Sócmhainní Oscailte"
+
+msgid "Are you sure to run %d projects at once?"
+msgstr "An bhfuil tú cinnte go rithfidh tú %d tionscadal ag an am céanna?"
+
+msgid ""
+"Can't run project: Project has no main scene defined.\n"
+"Please edit the project and set the main scene in the Project Settings under "
+"the \"Application\" category."
+msgstr ""
+"Ní féidir tionscadal a rith: Níl aon phríomh-radharc sainithe ag an "
+"tionscadal.\n"
+"Cuir an tionscadal in eagar agus socraigh an príomh-radharc sna Socruithe "
+"Tionscadail faoin gcatagóir \"Feidhmchlár\"."
+
+msgid ""
+"Can't run project: Assets need to be imported first.\n"
+"Please edit the project to trigger the initial import."
+msgstr ""
+"Ní féidir tionscadal a reáchtáil: Ní mór sócmhainní a iompórtáil ar dtús.\n"
+"Cuir an tionscadal in eagar chun tús a chur leis an iompórtáil tosaigh."
+
+msgid ""
+"Can't open project at '%s'.\n"
+"Project file doesn't exist or is inaccessible."
+msgstr ""
+"Ní féidir tionscadal a oscailt ag '%s'.\n"
+"Níl comhad tionscadail ann nó tá sé dorochtana."
+
+msgid ""
+"Can't open project at '%s'.\n"
+"Failed to start the editor."
+msgstr ""
+"Ní féidir tionscadal a oscailt ag '%s'.\n"
+"Theip ar an eagarthóir a thosú."
+
+msgid ""
+"You requested to open %d projects in parallel. Do you confirm?\n"
+"Note that usual checks for engine version compatibility will be bypassed."
+msgstr ""
+"D'iarr tú tionscadail %d a oscailt go comhthreomhar. An ndeimhníonn tú?\n"
+"Tabhair faoi deara go ndéanfar na gnáthseiceálacha ar chomhoiriúnacht leagan "
+"innill a sheachbhóthar."
+
+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 ""
+"Ní shonraíonn an tionscadal roghnaithe \"%s\" a leagan Godot tacaithe ina "
+"chomhad cumraíochta (\"project.godot\").\n"
+"\n"
+"Conair tionscadail: %s\n"
+"\n"
+"Má théann tú ar aghaidh lena oscailt, déanfar é a thiontú go formáid comhaid "
+"cumraíochta reatha Godot.\n"
+"\n"
+"Rabhadh: Ní bheidh tú in ann an tionscadal a oscailt le leaganacha roimhe seo "
+"den inneall níos mó."
+
+msgid ""
+"The selected project \"%s\" was generated by Godot 3.x, and needs to be "
+"converted for Godot 4.x.\n"
+"\n"
+"Project path: %s\n"
+"\n"
+"You have three options:\n"
+"- Convert only the configuration file (\"project.godot\"). Use this to open "
+"the project without attempting to convert its scenes, resources and scripts.\n"
+"- Convert the entire project including its scenes, resources and scripts "
+"(recommended if you are upgrading).\n"
+"- Do nothing and go back.\n"
+"\n"
+"Warning: If you select a conversion option, you won't be able to open the "
+"project with previous versions of the engine anymore."
+msgstr ""
+"Gineadh an tionscadal roghnaithe \"%s\" ag Godot 3.x, agus ní mór é a thiontú "
+"le haghaidh Godot 4.x.\n"
+"\n"
+"Conair tionscadail: %s\n"
+"\n"
+"Tá trí rogha agat:\n"
+"- Tiontaigh ach an comhad cumraíochta (\"project.godot\"). Bain úsáid as seo "
+"chun an tionscadal a oscailt gan iarracht a dhéanamh a radhairc, acmhainní "
+"agus scripteanna a thiontú.\n"
+"- Tiontaigh an tionscadal ar fad lena n-áirítear a radhairc, acmhainní agus "
+"scripteanna (molta má tá tú ag uasghrádú).\n"
+"- Ná déan faic agus téigh ar ais.\n"
+"\n"
+"Rabhadh: Má roghnaíonn tú rogha comhshó, ní bheidh tú in ann an tionscadal a "
+"oscailt le leaganacha roimhe seo den inneall níos mó."
+
+msgid "Convert project.godot Only"
+msgstr "Tiontaigh project.godot amháin"
+
+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 ""
+"Gineadh an tionscadal roghnaithe \"%s\" le leagan innill níos sine, agus ní "
+"mór é a thiontú don leagan seo.\n"
+"\n"
+"Conair tionscadail: %s\n"
+"\n"
+"An bhfuil fonn ort é a thiontú?\n"
+"\n"
+"Rabhadh: Ní bheidh tú in ann an tionscadal a oscailt le leaganacha roimhe seo "
+"den inneall níos mó."
+
+msgid "Convert project.godot"
+msgstr "Tiontaigh project.godot"
+
+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 ""
+"Ní féidir tionscadal \"%s\" a oscailt ag an gcosán seo a leanas:\n"
+"\n"
+"%s\n"
+"\n"
+"Cruthaíodh na socruithe tionscadail ag leagan inneall níos nuaí, nach bhfuil "
+"a socruithe comhoiriúnach leis an leagan seo."
+
+msgid ""
+"Warning: This project uses double precision floats, but this version of\n"
+"Godot uses single precision floats. Opening this project may cause data "
+"loss.\n"
+"\n"
+msgstr ""
+"Rabhadh: Úsáideann an tionscadal seo snámháin cruinneas dúbailte, ach an "
+"leagan seo de\n"
+"Úsáideann Godot snámháin cruinneas amháin. D'fhéadfadh caillteanas sonraí a "
+"bheith mar thoradh ar an tionscadal seo a oscailt.\n"
+"\n"
+
+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 ""
+"Rabhadh: Úsáideann an tionscadal seo C #, ach níl an tógáil seo de Godot\n"
+"an modúl Mono. Má théann tú ar aghaidh ní bheidh tú in ann aon scripteanna C "
+"# a úsáid.\n"
+"\n"
+
+msgid ""
+"Warning: This project was last edited in Godot %s. Opening will change it to "
+"Godot %s.\n"
+"\n"
+msgstr ""
+"Rabhadh: Cuireadh an tionscadal seo in eagar go deireanach in Godot %s. "
+"Athróidh an oscailt é go 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 ""
+"Rabhadh: Úsáideann an tionscadal seo na gnéithe seo a leanas nach dtacaíonn "
+"an tógáil seo de Godot leo:\n"
+"\n"
+"%s\n"
+"\n"
+
+msgid "Open anyway? Project will be modified."
+msgstr "Oscailte ar aon nós? Athrófar an tionscadal."
+
+msgid "Remove %d projects from the list?"
+msgstr "Bain %d tionscadal ón liosta?"
+
+msgid "Remove this project from the list?"
+msgstr "Bain an tionscadal seo ón liosta?"
+
+msgid ""
+"Remove all missing projects from the list?\n"
+"The project folders' contents won't be modified."
+msgstr ""
+"Bain gach tionscadal atá ar iarraidh ón liosta?\n"
+"Ní dhéanfar inneachar na bhfillteán tionscadail a mhodhnú."
+
+msgid "Couldn't load project at '%s'. It may be missing or corrupted."
+msgstr ""
+"Níorbh fhéidir an tionscadal a luchtú ag '%s'. D'fhéadfadh sé a bheith ar "
+"iarraidh nó truaillithe."
+
+msgid "Couldn't save project at '%s' (error %d)."
+msgstr "Níorbh fhéidir tionscadal a shábháil ag '%s' (earráid %d)."
+
+msgid "Tag name can't be empty."
+msgstr "Ní féidir ainm na clibe a bheith folamh."
+
+msgid "Tag name can't contain spaces."
+msgstr "Ní féidir spásanna a bheith in ainm na clibe."
+
+msgid "These characters are not allowed in tags: %s."
+msgstr "Ní cheadaítear na carachtair seo i gclibeanna: %s."
+
+msgid "Tag name must be lowercase."
+msgstr "Ní mór ainm na clibe a bheith níos ísle."
+
+msgctxt "Application"
+msgid "Project Manager"
+msgstr "Bainisteoir Tionscadail"
+
+msgid "Settings"
+msgstr "Socruithe"
+
+msgid "Projects"
+msgstr "Tionscadail"
+
+msgid "New Project"
+msgstr "Tionscadal Nua"
+
+msgid "Import Project"
+msgstr "Iompórtáil Tionscadal"
+
+msgid "Scan"
+msgstr "Scanadh"
+
+msgid "Scan Projects"
+msgstr "Tionscadail Scan"
+
+msgid "Loading, please wait..."
+msgstr "Á Luchtú, fan go fóill..."
+
+msgid "Filter Projects"
+msgstr "Tionscadail Scagaire"
+
+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 ""
+"Scagann an réimse seo tionscadail de réir ainm agus comhpháirt chosáin "
+"dheireanaigh.\n"
+"Chun tionscadail a scagadh de réir ainm agus cosán iomlán, ní mór carachtar "
+"'/' amháin ar a laghad a bheith san iarratas."
+
+msgid "Last Edited"
+msgstr "An tEagarthóir Is Déanaí"
+
+msgid "Tags"
+msgstr "Clibeanna"
+
+msgid "You don't have any projects yet."
+msgstr "Níl aon tionscadal agat go fóill."
+
+msgid ""
+"Get started by creating a new one,\n"
+"importing one that exists, or by downloading a project template from the "
+"Asset Library!"
+msgstr ""
+"Tús a chur le ceann nua a chruthú,\n"
+"iompórtáil ceann atá ann, nó trí theimpléad tionscadail a íoslódáil ón "
+"Leabharlann Sócmhainní!"
+
+msgid "Create New Project"
+msgstr "Cruthaigh Tionscadal Nua"
+
+msgid "Import Existing Project"
+msgstr "Iompórtáil Tionscadal Atá Ann Cheana"
+
+msgid ""
+"Note: The Asset Library requires an online connection and involves sending "
+"data over the internet."
+msgstr ""
+"Tabhair faoi deara: Teastaíonn nasc ar líne ón Leabharlann Sócmhainní agus is "
+"éard atá i gceist léi ná sonraí a sheoladh ar an idirlíon."
+
+msgid "Edit Project"
+msgstr "Cuir Tionscadal in Eagar"
+
+msgid "Rename Project"
+msgstr "Athainmnigh Tionscadal"
+
+msgid "Manage Tags"
+msgstr "Bainistigh Clibeanna"
+
+msgid "Remove Project"
+msgstr "Bain Tionscadal"
+
+msgid "Remove Missing"
+msgstr "Bain Ar Iarraidh"
+
+msgid ""
+"Asset Library not available (due to using Web editor, or because SSL support "
+"disabled)."
+msgstr ""
+"Níl Leabharlann Sócmhainní ar fáil (mar gheall ar eagarthóir Gréasáin a "
+"úsáid, nó toisc go bhfuil tacaíocht SSL díchumasaithe)."
+
+msgid "Select a Folder to Scan"
+msgstr "Roghnaigh Fillteán le Scanadh"
+
+msgid "Remove All"
+msgstr "Bain Gach Rud"
+
+msgid "Convert Full Project"
+msgstr "Tiontaigh Tionscadal Iomlán"
+
+msgid ""
+"This option will perform full project conversion, updating scenes, resources "
+"and scripts from Godot 3 to work in Godot 4.\n"
+"\n"
+"Note that this is a best-effort conversion, i.e. it makes upgrading the "
+"project easier, but it will not open out-of-the-box and will still require "
+"manual adjustments.\n"
+"\n"
+"IMPORTANT: Make sure to backup your project before converting, as this "
+"operation makes it impossible to open it in older versions of Godot."
+msgstr ""
+"Beidh an rogha seo a dhéanamh comhshó tionscadal iomlán, radhairc a "
+"nuashonrú, acmhainní agus scripteanna ó Godot 3 a bheith ag obair i Godot 4.\n"
+"\n"
+"Tabhair faoi deara gur tiontú sáriarrachta é seo, i.e. déanann sé uasghrádú "
+"ar an tionscadal níos éasca, ach ní osclóidh sé lasmuigh den bhosca agus "
+"beidh coigeartuithe láimhe ag teastáil fós.\n"
+"\n"
+"TÁBHACHTACH: Déan cinnte cúltaca a dhéanamh ar do thionscadal sula n-"
+"athraíonn tú, mar go bhfágann an oibríocht seo nach féidir é a oscailt i "
+"leaganacha níos sine de Godot."
+
+msgid "Manage Project Tags"
+msgstr "Bainistigh Clibeanna Tionscadail"
+
+msgid "Project Tags"
+msgstr "Clibeanna Tionscadail"
+
+msgid "Click tag to remove it from the project."
+msgstr "Cliceáil clib chun é a bhaint den tionscadal."
+
+msgid "All Tags"
+msgstr "Gach Clib"
+
+msgid "Click tag to add it to the project."
+msgstr "Cliceáil clib chun é a chur leis an tionscadal."
+
+msgid "Create New Tag"
+msgstr "Cruthaigh Clib Nua"
+
+msgid "Tags are capitalized automatically when displayed."
+msgstr ""
+"Déantar clibeanna a chaipitliú go huathoibríoch nuair a thaispeántar iad."
+
+msgid "It would be a good idea to name your project."
+msgstr "Smaoineamh maith a bheadh ann do thionscadal a ainmniú."
+
+msgid "Invalid \".zip\" project file; it is not in ZIP format."
+msgstr "Comhad tionscadail neamhbhailí \".zip\"; níl sé i bhformáid ZIP."
+
+msgid ""
+"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file."
+msgstr ""
+"Comhad tionscadail neamhbhailí \".zip\"; níl comhad \"project.godot\" ann."
+
+msgid "Valid project found at path."
+msgstr "Tionscadal bailí le fáil ag an gcosán."
+
+msgid ""
+"Please choose a \"project.godot\", a directory with one, or a \".zip\" file."
+msgstr ""
+"Roghnaigh \"project.godot\", eolaire le ceann amháin, nó comhad \".zip\"."
+
+msgid "The path specified is invalid."
+msgstr "Tá an cosán sonraithe neamhbhailí."
+
+msgid ""
+"The directory name specified contains invalid characters or trailing "
+"whitespace."
+msgstr ""
+"Tá carachtair neamhbhailí nó spás bán trailing in ainm an eolaire a "
+"shonraítear."
+
+msgid ""
+"Creating a project at the engine's working directory or executable directory "
+"is not allowed, as it would prevent the project manager from starting."
+msgstr ""
+"Ní cheadaítear tionscadal a chruthú ag eolaire oibre nó eolaire inrite an "
+"innill, mar go gcuirfeadh sé cosc ar an mbainisteoir tionscadail tosú."
+
+msgid ""
+"You cannot save a project at the selected path. Please create a subfolder or "
+"choose a new path."
+msgstr ""
+"Ní féidir leat tionscadal a shábháil ag an gcosán roghnaithe. Cruthaigh "
+"fofhillteán nó roghnaigh cosán nua."
+
+msgid "The parent directory of the path specified doesn't exist."
+msgstr "Níl máthairchomhadlann an chosáin sonraithe ann."
+
+msgid "The project folder already exists and is empty."
+msgstr "Tá fillteán an tionscadail ann cheana féin agus tá sé folamh."
+
+msgid "The project folder will be automatically created."
+msgstr "Cruthófar fillteán an tionscadail go huathoibríoch."
+
+msgid "The path specified doesn't exist."
+msgstr "Níl an cosán sonraithe ann."
+
+msgid "The project folder exists and is empty."
+msgstr "Tá fillteán an tionscadail ann agus tá sé folamh."
+
+msgid ""
+"The selected path is not empty. Choosing an empty folder is highly "
+"recommended."
+msgstr "Níl an cosán roghnaithe folamh. Moltar go mór fillteán folamh a roghnú."
+
+msgid "New Game Project"
+msgstr "Tionscadal Cluiche Nua"
+
+msgid "Supports desktop platforms only."
+msgstr "Tacaíonn sé le hardáin deisce amháin."
+
+msgid "Advanced 3D graphics available."
+msgstr "Ardghrafaicí 3D ar fáil."
+
+msgid "Can scale to large complex scenes."
+msgstr "Is féidir scála a dhéanamh le radhairc chasta mhóra."
+
+msgid "Uses RenderingDevice backend."
+msgstr "Úsáideann an páiste inneall RenderingDevice."
+
+msgid "Slower rendering of simple scenes."
+msgstr "Rindreáil níos moille de radhairc shimplí."
+
+msgid "Supports desktop + mobile platforms."
+msgstr "Tacaíochtaí deisce + ardáin soghluaiste."
+
+msgid "Less advanced 3D graphics."
+msgstr "Grafaicí 3D níos lú chun cinn."
+
+msgid "Less scalable for complex scenes."
+msgstr "Níos lú inscálaithe le haghaidh radhairc chasta."
+
+msgid "Fast rendering of simple scenes."
+msgstr "Rindreáil tapa radhairc shimplí."
+
+msgid "Supports desktop, mobile + web platforms."
+msgstr "Tacaíochtaí deisce, soghluaiste + ardáin ghréasáin."
+
+msgid "Least advanced 3D graphics (currently work-in-progress)."
+msgstr "Grafaicí 3D is lú chun cinn (obair idir lámha faoi láthair)."
+
+msgid "Intended for low-end/older devices."
+msgstr "Beartaithe le haghaidh feistí íseal-deireadh/níos sine."
+
+msgid "Uses OpenGL 3 backend (OpenGL 3.3/ES 3.0/WebGL2)."
+msgstr "Úsáideann inneall OpenGL 3 (OpenGL 3.3 / ES 3.0 / WebGL2)."
+
+msgid "Fastest rendering of simple scenes."
+msgstr "Rindreáil is tapúla de radhairc shimplí."
+
+msgid "Warning: This folder is not empty"
+msgstr "Rabhadh: Níl an fillteán seo folamh"
+
+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 ""
+"Tá tú ar tí tionscadal Godot a chruthú i bhfillteán neamhfholamh.\n"
+"Déanfar inneachar iomlán an fhillteáin seo a iompórtáil mar acmhainní "
+"tionscadail!\n"
+"\n"
+"An bhfuil tú cinnte gur mian leat leanúint ar aghaidh?"
+
+msgid "Couldn't create project directory, check permissions."
+msgstr "Níorbh fhéidir comhadlann tionscadail a chruthú, ceadanna a sheiceáil."
+
+msgid "Couldn't create project.godot in project path."
+msgstr "Níorbh fhéidir project.godot a chruthú i gcosán tionscadail."
+
+msgid "Couldn't create icon.svg in project path."
+msgstr "Níorbh fhéidir icon.svg a chruthú i gcosán tionscadail."
+
+msgid "Error opening package file, not in ZIP format."
+msgstr "Earráid agus comhad pacáiste á oscailt, ní i bhformáid ZIP."
+
+msgid "The following files failed extraction from package:"
+msgstr "Theip ar na comhaid seo a leanas eastóscadh ón bpacáiste:"
+
+msgid ""
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
+msgstr ""
+"Níorbh fhéidir an tionscadal a luchtú ag '%s' (earráid %d). D'fhéadfadh sé a "
+"bheith ar iarraidh nó truaillithe."
+
+msgid "Import & Edit"
+msgstr "Iompórtáil agus Cuir in Eagar"
+
+msgid "Create & Edit"
+msgstr "Cruthaigh & Cuir in Eagar"
+
+msgid "Install Project:"
+msgstr "Suiteáil Tionscadal:"
+
+msgid "Install & Edit"
+msgstr "Suiteáil & Eagar"
+
+msgid "Project Name:"
+msgstr "Ainm an Tionscadail:"
+
+msgid "Project Path:"
+msgstr "Conair an Tionscadail:"
+
+msgid "Project Installation Path:"
+msgstr "Conair Suiteála Tionscadail:"
+
+msgid "Renderer:"
+msgstr "Rindreálaí:"
+
+msgid "The renderer can be changed later, but scenes may need to be adjusted."
+msgstr ""
+"Is féidir an rindreálaí a athrú níos déanaí, ach b'fhéidir go gcaithfear "
+"radhairc a choigeartú."
+
+msgid "Version Control Metadata:"
+msgstr "Meiteashonraí Rialaithe Leagain:"
+
+msgid "Git"
+msgstr "Git"
+
+msgid "This project was last edited in a different Godot version: "
+msgstr "Cuireadh an tionscadal seo in eagar go deireanach i leagan Godot eile: "
+
+msgid "This project uses features unsupported by the current build:"
+msgstr ""
+"Baineann an tionscadal seo úsáid as gnéithe nach dtacaíonn an tógáil reatha "
+"leo:"
+
+msgid "Error: Project is missing on the filesystem."
+msgstr "Earráid: Tá an tionscadal ar iarraidh ar an gcóras comhad."
+
+msgid "Last edited timestamp"
+msgstr "Stampa ama is déanaí curtha in eagar"
+
+msgid "Missing Project"
+msgstr "Tionscadal ar Iarraidh"
+
+msgid "Restart Now"
+msgstr "Atosaigh Anois"
+
+msgid "Quick Settings"
+msgstr "Socruithe Tapa"
+
+msgid "Interface Theme"
+msgstr "Téama Comhéadain"
+
+msgid "Custom preset can be further configured in the editor."
+msgstr ""
+"Is féidir réamhshocraithe saincheaptha a chumrú tuilleadh san eagarthóir."
+
+msgid "Display Scale"
+msgstr "Scála Taispeána"
+
+msgid "Network Mode"
+msgstr "Mód Líonra"
+
+msgid "Directory Naming Convention"
+msgstr "Coinbhinsiún Ainmniú Eolaire"
+
+msgid ""
+"Settings changed! The project manager must be restarted for changes to take "
+"effect."
+msgstr ""
+"Athraíodh na socruithe! Ní mór an bainisteoir tionscadail a atosú chun "
+"athruithe a chur i bhfeidhm."
+
+msgid "Add Project Setting"
+msgstr "Cuir Socrú Tionscadail Leis"
+
+msgid "Delete Item"
+msgstr "Scrios Mír"
+
+msgid "(All)"
+msgstr "(Gach)"
+
+msgid "Add Input Action"
+msgstr "Cuir Gníomh Ionchurtha Leis"
+
+msgid "Change Action deadzone"
+msgstr "Athraigh deadzone Gníomh"
+
+msgid "Change Input Action Event(s)"
+msgstr "Athraigh Teagmhas(anna) Gníomhaíochta Ionchurtha"
+
+msgid "Erase Input Action"
+msgstr "Scrios Gníomh Ionchurtha"
+
+msgid "Rename Input Action"
+msgstr "Athainmnigh Gníomh Ionchurtha"
+
+msgid "Update Input Action Order"
+msgstr "Nuashonraigh an tOrdú Gníomhaíochta Ionchurtha"
+
+msgid "Project Settings (project.godot)"
+msgstr "Socruithe Tionscadail (project.godot)"
+
+msgid "Advanced Settings"
+msgstr "Ardsocruithe"
+
+msgid "Select a Setting or Type its Name"
+msgstr "Roghnaigh Socrú nó Clóscríobh a Ainm"
+
+msgid "Changed settings will be applied to the editor after restarting."
+msgstr "Cuirfear socruithe athraithe i bhfeidhm ar an eagarthóir tar éis atosú."
+
+msgid "Input Map"
+msgstr "Mapa Ionchurtha"
+
+msgid "Localization"
+msgstr "Logánú"
+
+msgid "Globals"
+msgstr "Domhandaigh"
+
+msgid "Autoload"
+msgstr "Uathluchtaigh"
+
+msgid "Shader Globals"
+msgstr "Shader Domhanda"
+
+msgid "Plugins"
+msgstr "Breiseáin"
+
+msgid "Import Defaults"
+msgstr "Réamhshocruithe Iompórtála"
+
+msgid "Select Property"
+msgstr "Roghnaigh Maoin"
+
+msgid "Select Virtual Method"
+msgstr "Roghnaigh Modh Fíorúil"
+
+msgid "Batch Rename"
+msgstr "Athainmnigh Baisc"
+
+msgid "Prefix:"
+msgstr "Réimír:"
+
+msgid "Suffix:"
+msgstr "Iarmhír:"
+
+msgid "Use Regular Expressions"
+msgstr "Úsáid Slonn Ionadaíochta"
+
+msgid "Substitute"
+msgstr "Ionadaí"
+
+msgid "Node name."
+msgstr "Ainm nód."
+
+msgid "Node's parent name, if available."
+msgstr "Máthairainm nód, má tá sé ar fáil."
+
+msgid "Node type."
+msgstr "Cineál nód."
+
+msgid "Current scene name."
+msgstr "Ainm an radhairc reatha."
+
+msgid "Root node name."
+msgstr "Ainm nód fréimhe."
+
+msgid ""
+"Sequential integer counter.\n"
+"Compare counter options."
+msgstr ""
+"Cuntar slánuimhir seicheamhach.\n"
+"Déan comparáid idir roghanna cuntair."
+
+msgid "Per-level Counter"
+msgstr "Cuntar in aghaidh an leibhéil"
+
+msgid "If set, the counter restarts for each group of child nodes."
+msgstr "Má shocraítear é, atosaigh an cuntar do gach grúpa nóid leanaí."
+
+msgid "Initial value for the counter."
+msgstr "Luach tosaigh don chuntar."
+
+msgid "Step"
+msgstr "Céim"
+
+msgid "Amount by which counter is incremented for each node."
+msgstr "An méid a incrimintítear an cuntar in aghaidh gach nód."
+
+msgid "Padding"
+msgstr "Stuáil"
+
+msgid ""
+"Minimum number of digits for the counter.\n"
+"Missing digits are padded with leading zeros."
+msgstr ""
+"Líon íosta na ndigití don chuntar.\n"
+"Tá digití ar iarraidh padded le nialais tosaigh."
+
+msgid "Post-Process"
+msgstr "Iarphróiseas"
+
+msgid "Style"
+msgstr "Stíl"
+
+msgid "PascalCase to snake_case"
+msgstr "PascalCase go snake_case"
+
+msgid "snake_case to PascalCase"
+msgstr "snake_case go PascalCase"
+
+msgid "Case"
+msgstr "Cás"
+
+msgid "To Lowercase"
+msgstr "Go Cás Íochtair"
+
+msgid "To Uppercase"
+msgstr "Go dtí an Cás Uachtarach"
+
+msgid "Reset"
+msgstr "Athshocraigh"
+
+msgid "Regular Expression Error:"
+msgstr "Earráid Slonn Ionadaíochta:"
+
+msgid "At character %s"
+msgstr "Ag carachtar %s"
+
+msgid "Reparent Node"
+msgstr "Nód Reparent"
+
+msgid "Select new parent:"
+msgstr "Roghnaigh tuismitheoir nua:"
+
+msgid "Keep Global Transform"
+msgstr "Coinnigh Trasfhoirmigh Dhomhanda"
+
+msgid "Reparent"
+msgstr "ReparentName"
+
+msgid "Run Instances"
+msgstr "Rith Cásanna"
+
+msgid "Enable Multiple Instances"
+msgstr "Cumasaigh Ilchásanna"
+
+msgid "Main Run Args:"
+msgstr "Príomh-Args Rith:"
+
+msgid "Main Feature Tags:"
+msgstr "Príomh-Ghné Clibeanna:"
+
+msgid "Space-separated arguments, example: host player1 blue"
+msgstr "Argóintí spás-scartha, mar shampla: imreoir óstach1 gorm"
+
+msgid "Comma-separated tags, example: demo, steam, event"
+msgstr "Clibeanna camóg-scartha, mar shampla: taispeántas, gaile, imeacht"
+
+msgid "Instance Configuration"
+msgstr "Cumraíocht Ásc"
+
+msgid "Override Main Run Args"
+msgstr "Sáraigh Príomh-Args Rith"
+
+msgid "Launch Arguments"
+msgstr "Seoladh Argóintí"
+
+msgid "Override Main Tags"
+msgstr "Sáraigh na Príomhchlibeanna"
+
+msgid "Feature Tags"
+msgstr "Clibeanna Gné"
+
+msgid "Pick Root Node Type"
+msgstr "Roghnaigh Cineál Nód Fréimhe"
+
+msgid "Pick"
+msgstr "Pioc"
+
+msgid "Scene name is empty."
+msgstr "Tá ainm an radhairc folamh."
+
+msgid "File name invalid."
+msgstr "Ainm comhaid neamhbhailí."
+
+msgid "File name begins with a dot."
+msgstr "Tosaíonn ainm comhaid le ponc."
+
+msgid "File already exists."
+msgstr "Tá an comhad ann cheana."
+
+msgid "Leave empty to derive from scene name"
+msgstr "Fág folamh le teacht ó ainm an radhairc"
+
+msgid "Invalid root node name."
+msgstr "Ainm nód fréimhe neamhbhailí."
+
+msgid "Invalid root node name characters have been replaced."
+msgstr "Cuireadh carachtair neamhbhailí ainm nód fréimhe in ionad."
+
+msgid "Root Type:"
+msgstr "Cineál Fréimhe:"
+
+msgid "2D Scene"
+msgstr "Radharc 2D"
+
+msgid "3D Scene"
+msgstr "Radharc 3T"
+
+msgid "User Interface"
+msgstr "Comhéadan Úsáideora"
+
+msgid "Scene Name:"
+msgstr "Ainm an Radhairc:"
+
+msgid "Root Name:"
+msgstr "Fréamhainm:"
+
+msgid ""
+"When empty, the root node name is derived from the scene name based on the "
+"\"editor/naming/node_name_casing\" project setting."
+msgstr ""
+"Nuair a bhíonn sé folamh, díorthaítear ainm an nód fréimhe ó ainm an radhairc "
+"bunaithe ar shuíomh an tionscadail \"eagarthóir / ainmniú / "
+"node_name_casing\"."
+
+msgid "Scene name is valid."
+msgstr "Tá ainm an radhairc bailí."
+
+msgid "Root node valid."
+msgstr "Nód fréimhe bailí."
+
+msgid "Create New Scene"
+msgstr "Cruthaigh Radharc Nua"
+
+msgid "No parent to instantiate a child at."
+msgstr "Níl aon tuismitheoir a instantiate leanbh ag."
+
+msgid "No parent to instantiate the scenes at."
+msgstr "Níl aon tuismitheoir a instantiate na radhairc ag."
+
+msgid "Error loading scene from %s"
+msgstr "Earráid agus radharc á luchtú ó %s"
+
+msgid "Error instantiating scene from %s"
+msgstr "Earráid agus radharc á mheandar ó %s"
+
+msgid ""
+"Cannot instantiate the scene '%s' because the current scene exists within one "
+"of its nodes."
+msgstr ""
+"Ní féidir an radharc '%s' a mheandar toisc go bhfuil an radharc reatha "
+"laistigh de cheann dá nóid."
+
+msgid "Instantiate Scene"
+msgid_plural "Instantiate Scenes"
+msgstr[0] "Radharc ar an toirt"
+msgstr[1] "Láithreacha Meandaracha"
+msgstr[2] "Láithreacha Meandaracha"
+msgstr[3] "Láithreacha Meandaracha"
+msgstr[4] "Láithreacha Meandaracha"
+
+msgid "Error loading audio stream from %s"
+msgstr "Earráid agus sruth fuaime á luchtú ó %s"
+
+msgid "Create AudioStreamPlayer"
+msgid_plural "Create AudioStreamPlayers"
+msgstr[0] "Cruthaigh AudioStreamPlayer"
+msgstr[1] "Cruthaigh AudioStreamPlayers"
+msgstr[2] "Cruthaigh AudioStreamPlayers"
+msgstr[3] "Cruthaigh AudioStreamPlayers"
+msgstr[4] "Cruthaigh AudioStreamPlayers"
+
+msgid "Replace with Branch Scene"
+msgstr "Cuir Radharc na Craoibhe in ionad"
+
+msgid "Instantiate Child Scene"
+msgstr "Radharc Leanaí Instantiate"
+
+msgid "Detach Script"
+msgstr "Script Scoite"
+
+msgid "This operation can't be done on the tree root."
+msgstr "Ní féidir an oibríocht seo a dhéanamh ar fhréamh an chrainn."
+
+msgid "Move Node in Parent"
+msgstr "Bog Nód sa Tuismitheoir"
+
+msgid "Move Nodes in Parent"
+msgstr "Bog Nóid i dTuismitheoir"
+
+msgid "Duplicate Node(s)"
+msgstr "Nód(anna) Dúblacha"
+
+msgid "Can't reparent nodes in inherited scenes, order of nodes can't change."
+msgstr ""
+"Ní féidir nóid a athshealbhú i radhairc oidhreacht, ní féidir ord nóid a "
+"athrú."
+
+msgid "Node must belong to the edited scene to become root."
+msgstr ""
+"Caithfidh nód a bheith páirteach sa radharc eagarthóireachta le bheith "
+"fréamhaithe."
+
+msgid "Instantiated scenes can't become root"
+msgstr "Ní féidir le radhairc mheandaracha a bheith fréamhaithe"
+
+msgid "Make node as Root"
+msgstr "Déan nód mar Fhréamh"
+
+msgid "Delete %d nodes and any children?"
+msgstr "Scrios nóid %d agus aon pháistí?"
+
+msgid "Delete %d nodes?"
+msgstr "Scrios nóid %d?"
+
+msgid "Delete the root node \"%s\"?"
+msgstr "Scrios an nód fréimhe \"%s\"?"
+
+msgid "Delete node \"%s\" and its children?"
+msgstr "Scrios nód \"%s\" agus a pháistí?"
+
+msgid "Delete node \"%s\"?"
+msgstr "Scrios nód \"%s\"?"
+
+msgid "Some nodes are referenced by animation tracks."
+msgstr "Déantar tagairt do roinnt nóid le rianta beochana."
+
+msgid "Saving the branch as a scene requires having a scene open in the editor."
+msgstr ""
+"Chun an chraobh a shábháil mar radharc, ní mór radharc a bheith ar oscailt "
+"san eagarthóir."
+
+msgid ""
+"Saving the branch as a scene requires selecting only one node, but you have "
+"selected %d nodes."
+msgstr ""
+"Ní gá ach nód amháin a roghnú chun an brainse a shábháil mar radharc, ach "
+"roghnaigh tú nóid %d."
+
+msgid ""
+"Can't save the root node branch as an instantiated scene.\n"
+"To create an editable copy of the current scene, duplicate it using the "
+"FileSystem dock context menu\n"
+"or create an inherited scene using Scene > New Inherited Scene... instead."
+msgstr ""
+"Ní féidir brainse an bhunnóid a shábháil mar radharc láithreach.\n"
+"Chun cóip ineagarthóireachta den radharc reatha a chruthú, déan é a dhúbailt "
+"trí úsáid a bhaint as roghchlár comhthéacs duga FileSystem\n"
+"nó cruthaigh radharc oidhreachta ag úsáid Radharc > Radharc Oidhreacht Nua... "
+"ina ionad sin."
+
+msgid ""
+"Can't save the branch of an already instantiated scene.\n"
+"To create a variation of a scene, you can make an inherited scene based on "
+"the instantiated scene using Scene > New Inherited Scene... instead."
+msgstr ""
+"Ní féidir an brainse de radharc a cuireadh ar an toirt cheana féin a "
+"shábháil.\n"
+"Chun éagsúlacht radharc a chruthú, is féidir leat radharc oidhreachta a "
+"dhéanamh bunaithe ar an radharc ar an toirt trí úsáid a bhaint as Radharc > "
+"Radharc Oidhreacht Nua... ina ionad sin."
+
+msgid ""
+"Can't save a branch which is a child of an already instantiated scene.\n"
+"To save this branch into its own scene, open the original scene, right click "
+"on this branch, and select \"Save Branch as Scene\"."
+msgstr ""
+"Ní féidir brainse a shábháil atá ina leanbh de radharc atá ar an toirt cheana "
+"féin.\n"
+"Chun an brainse seo a shábháil ina radharc féin, oscail an radharc bunaidh, "
+"cliceáil ar dheis ar an mbrainse seo, agus roghnaigh \"Save Branch as Scene\"."
+
+msgid ""
+"Can't save a branch which is part of an inherited scene.\n"
+"To save this branch into its own scene, open the original scene, right click "
+"on this branch, and select \"Save Branch as Scene\"."
+msgstr ""
+"Ní féidir craobh atá mar chuid de radharc oidhreachtúil a shábháil.\n"
+"Chun an brainse seo a shábháil ina radharc féin, oscail an radharc bunaidh, "
+"cliceáil ar dheis ar an mbrainse seo, agus roghnaigh \"Save Branch as Scene\"."
+
+msgid "Save New Scene As..."
+msgstr "Sábháil Radharc Nua Mar..."
+
+msgid ""
+"Disabling \"editable_instance\" will cause all properties of the node to be "
+"reverted to their default."
+msgstr ""
+"Má dhíchumasaítear \"editable_instance\" cuirfear gach maoin den nód ar ais "
+"chuig a mainneachtain."
+
+msgid ""
+"Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause "
+"all properties of the node to be reverted to their default."
+msgstr ""
+"Má chumasaítear \"Luchtaigh mar Ionadchoinneálaí\" díchumasófar \"Leanaí "
+"Ineagarthóireachta\" agus cuirfidh sé faoi deara go gcuirfear gach maoin den "
+"nód ar ais chuig a mainneachtain."
+
+msgid "Make Local"
+msgstr "Déan Áitiúil"
+
+msgid "Can't toggle unique name for nodes in subscene!"
+msgstr "Ní féidir ainm uathúil a scoránú le haghaidh nóid i subscene!"
+
+msgid "Enable Scene Unique Name(s)"
+msgstr "Cumasaigh ainm(neacha) uathúla radhairc"
+
+msgid "Unique names already used by another node in the scene:"
+msgstr "Ainmneacha uathúla a d'úsáid nód eile sa radharc cheana féin:"
+
+msgid "Disable Scene Unique Name(s)"
+msgstr "Díchumasaigh Ainm(neacha) Uathúla Radhairc"
+
+msgid "New Scene Root"
+msgstr "Fréamh an Radhairc Nua"
+
+msgid "Create Root Node:"
+msgstr "Cruthaigh Nód Fréimhe:"
+
+msgid "Toggle the display of favorite nodes."
+msgstr "Scoránaigh taispeáint na nóid is fearr leat."
+
+msgid "Other Node"
+msgstr "Nód Eile"
+
+msgid "Paste From Clipboard"
+msgstr "Greamaigh ón Ghearrthaisce"
+
+msgid "Filters"
+msgstr "Scagairí"
+
+msgid "Can't operate on nodes from a foreign scene!"
+msgstr "Ní féidir oibriú ar nóid ó radharc eachtrach!"
+
+msgid "Can't operate on nodes the current scene inherits from!"
+msgstr "Ní féidir oibriú ar nóid a fhaigheann an radharc reatha le hoidhreacht!"
+
+msgid "This operation can't be done on instantiated scenes."
+msgstr "Ní féidir an oibríocht seo a dhéanamh ar radhairc mheandaracha."
+
+msgid "Attach Script"
+msgstr "Ceangail Script"
+
+msgid "Set Shader"
+msgstr "Socraigh Scáthóir"
+
+msgid "Toggle Editable Children"
+msgstr "Scoránaigh Leanaí Ineagarthóireachta"
+
+msgid "Cut Node(s)"
+msgstr "Gearr Nód(anna)"
+
+msgid "Remove Node(s)"
+msgstr "Bain Nód(anna)"
+
+msgid "Change type of node(s)"
+msgstr "Athraigh cineál nód(anna)"
+
+msgid "This operation requires a single selected node."
+msgstr "Tá nód roghnaithe amháin de dhíth ar an oibríocht seo."
+
+msgid ""
+"Couldn't save new scene. Likely dependencies (instances) couldn't be "
+"satisfied."
+msgstr ""
+"Níorbh fhéidir radharc nua a shábháil. Níorbh fhéidir spleáchais dhóchúla "
+"(cásanna) a shásamh."
+
+msgid "Error saving scene."
+msgstr "Earráid agus radharc á shábháil."
+
+msgid "Error duplicating scene to save it."
+msgstr "Earráid agus radharc á dhúbláil chun é a shábháil."
+
+msgid "Instantiate Script"
+msgstr "Script Mheandarach"
+
+msgid "Sub-Resources"
+msgstr "Fo-Acmhainní"
+
+msgid "Revoke Unique Name"
+msgstr "Cúlghair Ainm Uathúil"
+
+msgid "Access as Unique Name"
+msgstr "Rochtain mar Ainm Uathúil"
+
+msgid "Clear Inheritance"
+msgstr "Oidhreacht Ghlan"
+
+msgid "Editable Children"
+msgstr "Leanaí Ineagarthóireachta"
+
+msgid "Load as Placeholder"
+msgstr "Luchtaigh mar Ionadchoinneálaí"
+
+msgid "Auto Expand to Selected"
+msgstr "Leathnaigh go hUathoibríoch go Roghnaithe"
+
+msgid "Center Node on Reparent"
+msgstr "Nód Ionaid ar Reparent"
+
+msgid ""
+"If enabled, Reparent to New Node will create the new node in the center of "
+"the selected nodes, if possible."
+msgstr ""
+"Má chumasaítear é, cruthóidh Reparent to New Node an nód nua i lár na nóid "
+"roghnaithe, más féidir."
+
+msgid "All Scene Sub-Resources"
+msgstr "Gach Fo-Acmhainní Radhairc"
+
+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 ""
+"Scag nóid trí chuid dá n-ainm, cineál (má réimír iad le \"cineál:\" nó \"t:"
+"\")\n"
+"nó grúpa (má réimír é le \"grúpa:\" nó \"g:\"). Tá scagadh cás-neamhíogair."
+
+msgid "Filter by Type"
+msgstr "Scag de réir Cineáil"
+
+msgid "Filter by Group"
+msgstr "Scag de réir Grúpa"
+
+msgid "Selects all Nodes of the given type."
+msgstr "Roghnaigh gach Nóid den chineál a thugtar."
+
+msgid ""
+"Selects all Nodes belonging to the given group.\n"
+"If empty, selects any Node belonging to any group."
+msgstr ""
+"Roghnaigh gach Nóid a bhaineann leis an ngrúpa ar leith.\n"
+"Má tá sé folamh, roghnaigh aon Nód a bhaineann le haon ghrúpa."
+
+msgid ""
+"Cannot attach a script: there are no languages registered.\n"
+"This is probably because this editor was built with all language modules "
+"disabled."
+msgstr ""
+"Ní féidir script a cheangal: níl aon teanga cláraithe.\n"
+"Is dócha gur tógadh an t-eagarthóir seo le gach modúl teanga faoi mhíchumas."
+
+msgid "Can't paste root node into the same scene."
+msgstr "Ní féidir nód fréimhe a ghreamú isteach sa radharc céanna."
+
+msgid "Paste Node(s) as Sibling of %s"
+msgstr "Greamaigh nód(anna) mar shiblíní de %s"
+
+msgid "Paste Node(s) as Child of %s"
+msgstr "Greamaigh nód(anna) mar pháiste de %s"
+
+msgid "Paste Node(s) as Root"
+msgstr "Greamaigh nód(anna) mar fhréamh"
+
+msgid "<Unnamed> at %s"
+msgstr "<Gan ainm> ag %s"
+
+msgid "(used %d times)"
+msgstr "(úsáidtear %d uair)"
+
+msgid "Batch Rename..."
+msgstr "Baisc Athainmnigh..."
+
+msgid "Add Child Node..."
+msgstr "Cuir Nód Linbh Leis..."
+
+msgid "Instantiate Child Scene..."
+msgstr "Radharc an linbh mheandarach..."
+
+msgid "Expand/Collapse Branch"
+msgstr "Fairsingigh/Laghdaigh an Brainse"
+
+msgid "Paste as Sibling"
+msgstr "Greamaigh mar Shiblíní"
+
+msgid "Change Type..."
+msgstr "Athraigh Cineál..."
+
+msgid "Attach Script..."
+msgstr "Ceangail Script..."
+
+msgid "Reparent..."
+msgstr "Tuismitheoir..."
+
+msgid "Reparent to New Node..."
+msgstr "Reparent go Nód Nua..."
+
+msgid "Make Scene Root"
+msgstr "Déan Fréamh an Radhairc"
+
+msgid "Save Branch as Scene..."
+msgstr "Sábháil an Brainse mar Radharc..."
+
+msgid "Toggle Access as Unique Name"
+msgstr "Scoránaigh Rochtain mar Ainm Uathúil"
+
+msgid "Delete (No Confirm)"
+msgstr "Scrios (Gan Deimhnigh)"
+
+msgid "Add/Create a New Node."
+msgstr "Cuir/Cruthaigh Nód Nua."
+
+msgid ""
+"Instantiate a scene file as a Node. Creates an inherited scene if no root "
+"node exists."
+msgstr ""
+"Instantiate comhad radharc mar Nód. Cruthaíonn radharc oidhreacht mura bhfuil "
+"aon nód fréimhe ann."
+
+msgid "Filter: name, t:type, g:group"
+msgstr "Scagaire: ainm, t: cineál, g: grúpa"
+
+msgid "Attach a new or existing script to the selected node."
+msgstr "Ceangail script nua nó script atá ann cheana leis an nód roghnaithe."
+
+msgid "Detach the script from the selected node."
+msgstr "Scar an script ón nód roghnaithe."
+
+msgid "Extra scene options."
+msgstr "Roghanna radhairc breise."
+
+msgid "Remote"
+msgstr "Cianda"
+
+msgid ""
+"If selected, the Remote scene tree dock will cause the project to stutter "
+"every time it updates.\n"
+"Switch back to the Local scene tree dock to improve performance."
+msgstr ""
+"Má roghnaítear é, cuirfidh an duga crann radharc cianda faoi deara an "
+"tionscadal a stutter gach uair a nuashonraíonn sé.\n"
+"Téigh ar ais go dtí an duga crann radharc Áitiúil chun feidhmíocht a fheabhsú."
+
+msgid "Local"
+msgstr "Áitiúil"
+
+msgid "Delete Related Animation Tracks"
+msgstr "Scrios Rianta Beochana Gaolmhara"
+
+msgid "Clear Inheritance? (No Undo!)"
+msgstr "Oidhreacht Shoiléir? (Gan Cealaigh!)"
+
+msgid "Path is empty."
+msgstr "Tá an cosán folamh."
+
+msgid "Filename is empty."
+msgstr "Tá ainm comhaid folamh."
+
+msgid "Filename is invalid."
+msgstr "Tá ainm comhaid neamhbhailí."
+
+msgid "Path is not local."
+msgstr "Níl an cosán áitiúil."
+
+msgid "Base path is invalid."
+msgstr "Tá an bunchonair neamhbhailí."
+
+msgid "A directory with the same name exists."
+msgstr "Tá comhadlann ann leis an ainm céanna."
+
+msgid "File does not exist."
+msgstr "Níl an comhad ann."
+
+msgid "Invalid extension."
+msgstr "Iarmhír neamhbhailí."
+
+msgid "Extension doesn't match chosen language."
+msgstr "Ní hionann síneadh agus an teanga roghnaithe."
+
+msgid "Template:"
+msgstr "Teimpléad:"
+
+msgid "Error - Could not create script in filesystem."
+msgstr "Earráid - Níorbh fhéidir script a chruthú sa chóras comhad."
+
+msgid "Error loading script from %s"
+msgstr "Earráid agus script á luchtú ó %s"
+
+msgid "Open Script / Choose Location"
+msgstr "Oscail Script / Roghnaigh Suíomh"
+
+msgid "Open Script"
+msgstr "Oscail Script"
+
+msgid "Inherit %s"
+msgstr "Faigh %s le hoidhreacht"
+
+msgid "Inherit"
+msgstr "Oidhreacht"
+
+msgid "Invalid path."
+msgstr "Cosán neamhbhailí."
+
+msgid "Invalid inherited parent name or path."
+msgstr "Ainm nó cosán neamhbhailí a fuarthas le hoidhreacht."
+
+msgid "File exists, it will be reused."
+msgstr "Tá an comhad ann, déanfar é a athúsáid."
+
+msgid ""
+"Note: Built-in scripts have some limitations and can't be edited using an "
+"external editor."
+msgstr ""
+"Nóta: Tá roinnt teorainneacha ag scripteanna tógtha agus ní féidir iad a chur "
+"in eagar ag baint úsáide as eagarthóir seachtrach."
+
+msgid ""
+"Warning: Having the script name be the same as a built-in type is usually not "
+"desired."
+msgstr ""
+"Rabhadh: Ní bhíonn an t-ainm scripte mar an gcéanna le cineál tógtha de "
+"ghnáth."
+
+msgid "Built-in script (into scene file)."
+msgstr "Tógtha-i script (i gcomhad radharc)."
+
+msgid "Using existing script file."
+msgstr "Ag baint úsáide as comhad scripte atá ann cheana."
+
+msgid "Will load an existing script file."
+msgstr "Lódálfaidh sé comhad scripte atá ann cheana."
+
+msgid "Script file already exists."
+msgstr "Tá an comhad scripte ann cheana."
+
+msgid "No suitable template."
+msgstr "Níl aon teimpléad oiriúnach."
+
+msgid "Empty"
+msgstr "Folamh"
+
+msgid "Script path/name is valid."
+msgstr "Tá cosán/ainm na scripte bailí."
+
+msgid "Will create a new script file."
+msgstr "Cruthóidh sé comhad scripte nua."
+
+msgid "Built-in Script:"
+msgstr "Script Tógtha:"
+
+msgid "Attach Node Script"
+msgstr "Ceangail Script nód"
+
+msgid "Error - Could not create shader include in filesystem."
+msgstr "Earráid - Níorbh fhéidir scáthóir a chruthú sa chóras comhad."
+
+msgid "Error - Could not create shader in filesystem."
+msgstr "Earráid - Níorbh fhéidir scáthóir a chruthú sa chóras comhad."
+
+msgid "Error loading shader from %s"
+msgstr "Earráid agus scáthóir á luchtú ó %s"
+
+msgid "N/A"
+msgstr "N/A"
+
+msgid "Open Shader / Choose Location"
+msgstr "Oscail Scáthóir / Roghnaigh Suíomh"
+
+msgid "Invalid base path."
+msgstr "Bunchonair neamhbhailí."
+
+msgid "Wrong extension chosen."
+msgstr "Síneadh mícheart roghnaithe."
+
+msgid "Note: Built-in shaders can't be edited using an external editor."
+msgstr ""
+"Nóta: Ní féidir shaders tógtha a chur in eagar ag baint úsáide as eagarthóir "
+"seachtrach."
+
+msgid "Built-in shader (into scene file)."
+msgstr "Tógtha-i shader (i gcomhad radharc)."
+
+msgid "Will load an existing shader file."
+msgstr "An mbeidh luchtú comhad shader atá ann cheana féin."
+
+msgid "Shader file already exists."
+msgstr "Tá an comhad scáthaigh ann cheana féin."
+
+msgid "Shader path/name is valid."
+msgstr "Tá cosán / ainm an scáthóra bailí."
+
+msgid "Will create a new shader file."
+msgstr "Cruthóidh sé comhad nua shader."
+
+msgid "Mode:"
+msgstr "Mód:"
+
+msgid "Built-in Shader:"
+msgstr "Tógtha-i Shader:"
+
+msgid "Create Shader"
+msgstr "Cruthaigh Scáthóir"
+
+msgid "Set Shader Global Variable"
+msgstr "Socraigh Athróg Dhomhanda Shader"
+
+msgid "Name cannot be empty."
+msgstr "Ní féidir leis an ainm a bheith folamh."
+
+msgid "Name must be a valid identifier."
+msgstr "Ní mór an t-ainm a bheith ina aitheantóir bailí."
+
+msgid "Global shader parameter '%s' already exists."
+msgstr "Tá paraiméadar scáthaithe domhanda '%s' ann cheana."
+
+msgid "Name '%s' is a reserved shader language keyword."
+msgstr "Is eochairfhocal teanga shader forchoimeádta é an t-ainm '%s'."
+
+msgid "Add Shader Global Parameter"
+msgstr "Cuir Paraiméadar Domhanda Shader Leis"
+
+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 ""
+"Úsáideann an tionscadal seo mogaill le formáid mogaill atá as dáta ó "
+"leaganacha Godot roimhe seo. Ní mór don inneall an fhormáid a nuashonrú chun "
+"na mogaill sin a úsáid. Bain úsáid as an uirlis 'Uasghrádú Dromchlaí Mogall' "
+"ón roghchlár 'Project > Tools'. Is féidir leat neamhaird a dhéanamh den "
+"teachtaireacht seo agus leanúint ar aghaidh ag baint úsáide as mogaill atá as "
+"dáta, ach cuimhnigh go n-eascraíonn amanna ualaigh méadaithe gach uair a "
+"lódálann tú an tionscadal."
+
+msgid ""
+"This project uses meshes with an outdated mesh format. Check the output log."
+msgstr ""
+"Úsáideann an tionscadal seo mogaill le formáid mogalra atá as dáta. Seiceáil "
+"an logchomhad aschuir."
+
+msgid "Upgrading All Meshes in Project"
+msgstr "Uasghrádú Gach Mogalra sa Tionscadal"
+
+msgid "Attempting to re-save "
+msgstr "Ag iarraidh ath-shábháil "
+
+msgid "Attempting to remove "
+msgstr "Ag iarraidh a bhaint "
+
+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 ""
+"Tá an fhormáid mogalra athrú i Godot 4.2, a théann i bhfeidhm ar an dá "
+"mogalra allmhairithe agus mogalraí údaraithe taobh istigh de Godot. Ní mór "
+"don inneall an fhormáid a nuashonrú chun na mogaill sin a úsáid.\n"
+"\n"
+"Má predates do thionscadal Godot 4.2 agus tá mogalra, molaimid duit a "
+"reáchtáil an uirlis comhshó am amháin. Atosóidh an nuashonrú seo an t-"
+"eagarthóir agus b'fhéidir go dtógfaidh sé roinnt nóiméad. Beidh uasghrádú a "
+"dhéanamh ar an mogalra neamh-chomhoiriúnach le leaganacha roimhe seo de "
+"Godot.\n"
+"\n"
+"Is féidir leat do mhogaill atá ann cheana féin a úsáid mar atá. Déanfaidh an "
+"t-inneall gach mogalra a nuashonrú sa chuimhne, ach ní shábhálfar an "
+"nuashonrú. Má roghnaíonn tú an rogha seo, beidh amanna ualaigh níos moille "
+"ann gach uair a luchtaítear an tionscadal seo."
+
+msgid "Restart & Upgrade"
+msgstr "Atosaigh agus Uasghrádaigh"
+
+msgid "Make this panel floating in the screen %d."
+msgstr "Cuir an painéal seo ar snámh sa scáileán %d."
+
+msgid ""
+"Make this panel floating.\n"
+"Right-click to open the screen selector."
+msgstr ""
+"Déan an painéal seo ar snámh.\n"
+"Deaschliceáil chun an roghnóir scáileáin a oscailt."
+
+msgid "Select Screen"
+msgstr "Roghnaigh Scáileán"
+
+msgid "Change Cylinder Radius"
+msgstr "Athraigh Ga an tSorcóra"
+
+msgid "Change Cylinder Height"
+msgstr "Athraigh Airde an tSorcóra"
+
+msgid "Change Torus Inner Radius"
+msgstr "Athraigh Ga Istigh Torus"
+
+msgid "Change Torus Outer Radius"
+msgstr "Athraigh Ga Seachtrach Torus"
+
+msgid "Invalid type argument to convert(), use TYPE_* constants."
+msgstr "Argóint cineál neamhbhailí a thiontú (), úsáid TYPE_* tairisigh."
+
+msgid "Cannot resize array."
+msgstr "Ní féidir méid an eagair a athrú."
+
+msgid "Step argument is zero!"
+msgstr "Is argóint Céim náid!"
+
+msgid "Not a script with an instance"
+msgstr "Ní script le sampla"
+
+msgid "Not based on a script"
+msgstr "Gan a bheith bunaithe ar script"
+
+msgid "Not based on a resource file"
+msgstr "Gan a bheith bunaithe ar chomhad acmhainne"
+
+msgid "Invalid instance dictionary format (missing @path)"
+msgstr "Formáid neamhbhailí foclóra ásc (@path ar iarraidh)"
+
+msgid "Invalid instance dictionary format (can't load script at @path)"
+msgstr "Formáid neamhbhailí foclóra ásc (ní féidir script a luchtú ag @path)"
+
+msgid "Invalid instance dictionary format (invalid script at @path)"
+msgstr "Formáid neamhbhailí an fhoclóra ásc (script neamhbhailí ag @path)"
+
+msgid "Invalid instance dictionary (invalid subclasses)"
+msgstr "Foclóir ásc neamhbhailí (fo-aicmí neamhbhailí)"
+
+msgid "Cannot instantiate GDScript class."
+msgstr "Ní féidir rang GDScript a mheandar."
+
+msgid "Value of type '%s' can't provide a length."
+msgstr "Ní féidir fad a chur le luach an chineáil '%s'."
+
+msgid ""
+"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in "
+"types."
+msgstr ""
+"Argóint cineál neamhbhailí le haghaidh is_instance_of (), bain úsáid as "
+"tairisigh TYPE_* le haghaidh cineálacha tógtha."
+
+msgid "Type argument is a previously freed instance."
+msgstr "Is cás saor in aisce roimhe seo é argóint cineál."
+
+msgid ""
+"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a "
+"class or a script."
+msgstr ""
+"Ba chóir go mbeadh argóint neamhbhailí cineál le haghaidh is_instance_of (), "
+"tairiseach TYPE_* , rang nó script."
+
+msgid "Value argument is a previously freed instance."
+msgstr "Is argóint luach ásc saor in aisce roimhe seo."
+
+msgid "Export Scene to glTF 2.0 File"
+msgstr "Easpórtáil Radharc go comhad glTF 2.0"
+
+msgid "Export Settings:"
+msgstr "Socruithe Easpórtála:"
+
+msgid "glTF 2.0 Scene..."
+msgstr "glTF 2.0 radharc..."
+
+msgid "Path does not point to a valid executable."
+msgstr "Ní dhíríonn an cosán ar inrite bailí."
+
+msgid "Couldn't run Blender executable."
+msgstr "Níorbh fhéidir inrite cumascóra a rith."
+
+msgid "Unexpected --version output from Blender executable at: %s."
+msgstr "Aschur gan choinne - leagan ó inrite Cumascóir ag: %s."
+
+msgid "Couldn't extract version information from Blender executable at: %s."
+msgstr "Níorbh fhéidir faisnéis leagain a bhaint as inrite cumascóra ag: %s."
+
+msgid ""
+"Found Blender version %d.x, which is too old for this importer (3.0+ is "
+"required)."
+msgstr ""
+"Aimsíodh leagan cumascóra %d.x, atá róshean don iompórtálaí seo (tá 3.0+ ag "
+"teastáil)."
+
+msgid "Path to Blender executable is valid (Autodetected)."
+msgstr "Tá conair inrite cumascóra bailí (Autodetected)."
+
+msgid "Path to Blender executable is valid."
+msgstr "Tá conair inrite cumascóra bailí."
+
+msgid "Configure Blender Importer"
+msgstr "Cumraigh Iompórtálaí Cumascóra"
+
+msgid ""
+"Blender 3.0+ is required to import '.blend' files.\n"
+"Please provide a valid path to a Blender executable."
+msgstr ""
+"Tá cumascóir 3.0+ ag teastáil chun comhaid '.blend' a iompórtáil.\n"
+"Cuir cosán bailí ar fáil do inrite Cumascóir."
+
+msgid ""
+"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
+"`.app` folder."
+msgstr ""
+"Ar macOS, ba chóir gurb é seo an comhad 'Clár ábhair / MacOS / cumascóir' "
+"laistigh den fhillteán '.app' Cumascóir."
+
+msgid "Disable '.blend' Import"
+msgstr "Díchumasaigh Iompórtáil '.blend'"
+
+msgid ""
+"Disables Blender '.blend' files import for this project. Can be re-enabled in "
+"Project Settings."
+msgstr ""
+"Díchumasaigh iompórtáil comhad cumascóra '.blend' don tionscadal seo. Is "
+"féidir é a athchumasú i Socruithe Tionscadail."
+
+msgid "Disabling '.blend' file import requires restarting the editor."
+msgstr ""
+"Ní mór an t-eagarthóir a atosú chun iompórtáil comhad '.blend' a dhíchumasú."
+
+msgid "Next Plane"
+msgstr "An Chéad Phlána Eile"
+
+msgid "Previous Plane"
+msgstr "Plána Roimhe Seo"
+
+msgid "Plane:"
+msgstr "Eitleán:"
+
+msgid "Next Floor"
+msgstr "An Chéad Urlár Eile"
+
+msgid "Previous Floor"
+msgstr "An tUrlár Roimhe Seo"
+
+msgid "Floor:"
+msgstr "Urlár:"
+
+msgid "GridMap Delete Selection"
+msgstr "GridMap Scrios Roghnúchán"
+
+msgid "GridMap Fill Selection"
+msgstr "GridMap Líon Roghnúchán"
+
+msgid "GridMap Paste Selection"
+msgstr "Roghnú Greamaigh GridMap"
+
+msgid "GridMap Paint"
+msgstr "Péint Mapa Greille"
+
+msgid "GridMap Selection"
+msgstr "Roghnú Mapa Greille"
+
+msgid "Edit X Axis"
+msgstr "Cuir Ais X in Eagar"
+
+msgid "Edit Y Axis"
+msgstr "Cuir Ais Y in Eagar"
+
+msgid "Edit Z Axis"
+msgstr "Cuir Ais Z in Eagar"
+
+msgid "Cursor Rotate X"
+msgstr "Rothlaigh an cúrsóir X"
+
+msgid "Cursor Rotate Y"
+msgstr "Rothlaigh Y an Chúrsóra"
+
+msgid "Cursor Rotate Z"
+msgstr "Rothlaigh Cúrsóir Z"
+
+msgid "Cursor Back Rotate X"
+msgstr "Rothlaigh an cúrsóir ar ais X"
+
+msgid "Cursor Back Rotate Y"
+msgstr "Cúrsóir Ar Ais Rothlaigh Y"
+
+msgid "Cursor Back Rotate Z"
+msgstr "Cúrsóir Ar Ais Rothlaigh Z"
+
+msgid "Cursor Clear Rotation"
+msgstr "Rothlú Glan an Chúrsóra"
+
+msgid "Paste Selects"
+msgstr "Greamaigh Roghanna"
+
+msgid "Cut Selection"
+msgstr "Gearr an Roghnúchán"
+
+msgid "Clear Selection"
+msgstr "Glan an Roghnúchán"
+
+msgid "Fill Selection"
+msgstr "Líon an Roghnúchán"
+
+msgid "Grid Map"
+msgstr "Mapa Greille"
+
+msgid "GridMap Settings"
+msgstr "Socruithe Mapa Greille"
+
+msgid "Pick Distance:"
+msgstr "Roghnaigh Fad:"
+
+msgid "Filter Meshes"
+msgstr "Mogalraí Scag"
+
+msgid "Give a MeshLibrary resource to this GridMap to use its meshes."
+msgstr "Tabhair acmhainn MeshLibrary don GridMap seo chun a mhogaill a úsáid."
+
+msgid "All Clips"
+msgstr "Gach Gearrthóg"
+
+msgid "Add Clip"
+msgstr "Cuir Gearrthóg Leis"
+
+msgid "Add Stream"
+msgstr "Cuir Sruth Leis"
+
+msgid "Disabled"
+msgstr "Díchumasaithe"
+
+msgid "Fade-In"
+msgstr "Céimnigh Isteach"
+
+msgid "Fade-Out"
+msgstr "Céimnigh Amach"
+
+msgid "Cross-Fade"
+msgstr "Tras-Céimnithe"
+
+msgid "Automatic"
+msgstr "Uathoibríoch"
+
+msgid "Edit Transitions"
+msgstr "Cuir Aistrithe in Eagar"
+
+msgid "Using Any Clip -> %s."
+msgstr "Ag Úsáid Gearrthóg ar bith -> %s."
+
+msgid "Using %s -> Any Clip."
+msgstr "Ag baint úsáid as %s -> Clip ar bith."
+
+msgid "Using All Clips -> Any Clip."
+msgstr "Ag baint úsáide as Gach Gearrthóg -> Aon Clip."
+
+msgid "No transition available."
+msgstr "Níl aon aistriú ar fáil."
+
+msgid "Next Beat"
+msgstr "An Chéad Bhuille Eile"
+
+msgid "Next Bar"
+msgstr "An Chéad Bharra Eile"
+
+msgid "Clip End"
+msgstr "Deireadh Gearrthóg"
+
+msgctxt "Transition Time Position"
+msgid "Same"
+msgstr "Mar an gcéanna"
+
+msgctxt "Transition Time Position"
+msgid "Start"
+msgstr "Tosaigh"
+
+msgctxt "Transition Time Position"
+msgid "Prev"
+msgstr "PrevGenericName"
+
+msgid "From / To"
+msgstr "Ó / Go"
+
+msgid "Any Clip"
+msgstr "Aon Ghearrthóg"
+
+msgid "AudioStreamInteractive Transition Editor"
+msgstr "Eagarthóir Aistrithe AudioStreamInteractive"
+
+msgid "Use Transition:"
+msgstr "Úsáid Aistriú:"
+
+msgid "Transition From:"
+msgstr "Aistriú Ó:"
+
+msgid "Transition To:"
+msgstr "Aistriú chuig:"
+
+msgid "Same Position"
+msgstr "An Seasamh Céanna"
+
+msgid "Clip Start"
+msgstr "Tús Gearrthóg"
+
+msgid "Prev Position"
+msgstr "Ionad Prev"
+
+msgid "Fade Mode:"
+msgstr "Mód Céimnithe:"
+
+msgid "Fade Beats:"
+msgstr "Buillí Céimnithe:"
+
+msgid "Filler Clip:"
+msgstr "Fáiscín Filler:"
+
+msgid "Hold Previous:"
+msgstr "Coinnigh Roimhe Seo:"
+
+msgid "Determining optimal atlas size"
+msgstr "An méid atlas is fearr is féidir a chinneadh"
+
+msgid "Blitting albedo and emission"
+msgstr "Blitting albedo agus astaíocht"
+
+msgid "Plotting mesh into acceleration structure %d/%d"
+msgstr "Mogalra á bhreacadh i struchtúr luasghéaraithe %d/%d"
+
+msgid "Optimizing acceleration structure"
+msgstr "Struchtúr luasghéaraithe a bharrfheabhsú"
+
+msgid "Begin Bake"
+msgstr "Tosaigh Bácáil"
+
+msgid "Preparing shaders"
+msgstr "Ag ullmhú shaders"
+
+msgid "Un-occluding geometry"
+msgstr "Geoiméadracht neamh-occluding"
+
+msgid "Plot direct lighting"
+msgstr "Breacadh soilsiú díreach"
+
+msgid "Integrate indirect lighting"
+msgstr "Comhtháthaigh soilsiú indíreach"
+
+msgid "Integrate indirect lighting %d%%"
+msgstr "Comhtháthaigh soilsiú indíreach %d%%"
+
+msgid "Baking lightprobes"
+msgstr "Lightprobes bácála"
+
+msgid "Integrating light probes %d%%"
+msgstr "Tóireadóirí solais %d%% á gcomhtháthú"
+
+msgid "Denoising"
+msgstr "Dífuaimiú"
+
+msgid "Retrieving textures"
+msgstr "Uigeachtaí á n-aisghabháil"
+
+msgid "Class name can't be a reserved keyword"
+msgstr "Ní féidir le hainm ranga a bheith ina eochairfhocal forchoimeádta"
+
+msgid "Class name must be a valid identifier"
+msgstr "Ní mór ainm ranga a bheith ina aitheantóir bailí"
+
+msgid "Not enough bytes for decoding bytes, or invalid format."
+msgstr "Ní leor bearta chun bearta díchódaithe, nó formáid neamhbhailí."
+
+msgid ""
+"Unable to load .NET runtime, no compatible version was found.\n"
+"Attempting to create/edit a project will lead to a crash.\n"
+"\n"
+"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-"
+"us/download and restart Godot."
+msgstr ""
+"Ní féidir am rite .NET a luchtú, níor aimsíodh aon leagan comhoiriúnach.\n"
+"Má dhéantar iarracht tionscadal a chruthú / a chur in eagar, beidh timpiste "
+"ann.\n"
+"\n"
+"Suiteáil an .NET SDK 6.0 nó níos déanaí ó https://dotnet.microsoft.com/en-us/"
+"download agus atosaigh Godot."
+
+msgid "Failed to load .NET runtime"
+msgstr "Níorbh fhéidir am rite .NET a luchtú"
+
+msgid ""
+"Unable to find the .NET assemblies directory.\n"
+"Make sure the '%s' directory exists and contains the .NET assemblies."
+msgstr ""
+"Ní féidir an chomhadlann tionóil .NET a aimsiú.\n"
+"Cinntigh go bhfuil an chomhadlann '%s' ann agus go bhfuil na tionóil .NET ann."
+
+msgid ".NET assemblies not found"
+msgstr "Ní bhfuarthas tionóil .NET"
+
+msgid ""
+"Unable to load .NET runtime, specifically hostfxr.\n"
+"Attempting to create/edit a project will lead to a crash.\n"
+"\n"
+"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-"
+"us/download and restart Godot."
+msgstr ""
+"Ní féidir am rite .NET a luchtú, go sonrach hostfxr.\n"
+"Má dhéantar iarracht tionscadal a chruthú / a chur in eagar, beidh timpiste "
+"ann.\n"
+"\n"
+"Suiteáil an .NET SDK 6.0 nó níos déanaí ó https://dotnet.microsoft.com/en-us/"
+"download agus atosaigh Godot."
+
+msgid "%d (%s)"
+msgstr "%d (%s)"
+
+msgid "%s/s"
+msgstr "%s/s"
+
+msgctxt "Network"
+msgid "Down"
+msgstr "An Dún"
+
+msgctxt "Network"
+msgid "Up"
+msgstr "Suas"
+
+msgid "Incoming RPC"
+msgstr "RPC isteach"
+
+msgid "Outgoing RPC"
+msgstr "RPC atá ag dul as oifig"
+
+msgid "Synchronizer"
+msgstr "Sioncrónóir"
+
+msgid "Config"
+msgstr "Cumraíocht"
+
+msgid "Count"
+msgstr "Comhaireamh"
+
+msgid "Network Profiler"
+msgstr "Próifíleoir Líonra"
+
+msgid "Replication"
+msgstr "Macasamhlú"
+
+msgid "Toggle Replication Bottom Panel"
+msgstr "Scoránaigh an Painéal Bun Macasamhlaithe"
+
+msgid "Select a replicator node in order to pick a property to add to it."
+msgstr "Roghnaigh nód macasamhlaithe chun maoin a roghnú le cur leis."
+
+msgid "Not possible to add a new property to synchronize without a root."
+msgstr "Ní féidir maoin nua a chur leis chun sioncrónú gan fréamh."
+
+msgid "Property is already being synchronized."
+msgstr "Tá maoin á sioncrónú cheana féin."
+
+msgid "Add property to synchronizer"
+msgstr "Cuir maoin leis an sioncrónóir"
+
+msgid "Pick a node to synchronize:"
+msgstr "Roghnaigh nód le sioncrónú:"
+
+msgid "Add property to sync..."
+msgstr "Cuir maoin le sioncronú..."
+
+msgid "Add from path"
+msgstr "Cuir leis ón gcosán"
+
+msgid "Pin replication editor"
+msgstr "Eagarthóir macasamhlaithe bioráin"
+
+msgid "Spawn"
+msgstr "Sceith"
+
+msgid "Replicate"
+msgstr "Macasamhlú"
+
+msgid ""
+"Add properties using the options above, or\n"
+"drag them from the inspector and drop them here."
+msgstr ""
+"Cuir airíonna leis ag baint úsáide as na roghanna thuas, nó\n"
+"tarraing ón gcigire iad agus scaoil anseo iad."
+
+msgid "Please select a MultiplayerSynchronizer first."
+msgstr "Roghnaigh MultiplayerSynchronizer ar dtús."
+
+msgid "The MultiplayerSynchronizer needs a root path."
+msgstr "Teastaíonn cosán fréimhe ón MultiplayerSynchronizer."
+
+msgid "Property/path must not be empty."
+msgstr "Ní ceadmhach maoin/cosán a bheith folamh."
+
+msgid "Invalid property path: '%s'"
+msgstr "Conair neamhbhailí maoine: '%s'"
+
+msgid "Set spawn property"
+msgstr "Socraigh maoin sceite"
+
+msgid "Set sync property"
+msgstr "Socraigh maoin shioncronaithe"
+
+msgid ""
+"Each MultiplayerSynchronizer can have no more than 64 watched properties."
+msgstr ""
+"Ní féidir le gach MultiplayerSynchronizer níos mó ná 64 airíonna faire a "
+"bheith acu."
+
+msgid "Delete Property?"
+msgstr "Scrios Maoin?"
+
+msgid "Remove Property"
+msgstr "Bain Maoin"
+
+msgid "Property of this type not supported."
+msgstr "Ní thacaítear le maoin den chineál seo."
+
+msgctxt "Replication Mode"
+msgid "Never"
+msgstr "Riamh"
+
+msgctxt "Replication Mode"
+msgid "Always"
+msgstr "I gcónaí"
+
+msgctxt "Replication Mode"
+msgid "On Change"
+msgstr "Ar Athrú"
+
+msgid ""
+"A valid NodePath must be set in the \"Spawn Path\" property in order for "
+"MultiplayerSpawner to be able to spawn Nodes."
+msgstr ""
+"Ní mór Cosán Nód bailí a shocrú sa mhaoin \"Cosán Sceite\" chun go mbeidh "
+"MultiplayerSpawner in ann Nóid a sceitheadh."
+
+msgid ""
+"A valid NodePath must be set in the \"Root Path\" property in order for "
+"MultiplayerSynchronizer to be able to synchronize properties."
+msgstr ""
+"Ní mór NodePath bailí a shocrú sa mhaoin \"Root Path\" chun go mbeidh "
+"MultiplayerSynchronizer in ann airíonna a shioncrónú."
+
+msgid "A NavigationMesh resource must be set or created for this node to work."
+msgstr ""
+"Ní mór acmhainn NavigationMesh a shocrú nó a chruthú chun go n-oibreoidh an "
+"nód seo."
+
+msgid ""
+"Cannot generate navigation mesh because it does not belong to the edited "
+"scene. Make it unique first."
+msgstr ""
+"Ní féidir mogalra nascleanúna a ghiniúint toisc nach mbaineann sé leis an "
+"radharc atheagraithe. Déan uathúil é ar dtús."
+
+msgid ""
+"Cannot generate navigation mesh because it belongs to a resource which was "
+"imported."
+msgstr ""
+"Ní féidir mogall nascleanúna a ghiniúint toisc go mbaineann sé le hacmhainn a "
+"allmhairíodh."
+
+msgid ""
+"Cannot generate navigation mesh because the resource was imported from "
+"another type."
+msgstr ""
+"Ní féidir mogall nascleanúna a ghiniúint toisc gur iompórtáladh an acmhainn ó "
+"chineál eile."
+
+msgid "Bake NavigationMesh"
+msgstr "Bácáil NascleanúintMesh"
+
+msgid ""
+"Bakes the NavigationMesh by first parsing the scene for source geometry and "
+"then creating the navigation mesh vertices and polygons."
+msgstr ""
+"Bácáil an NavigationMesh tríd an radharc a pharsáil ar dtús le haghaidh "
+"geoiméadracht foinse agus ansin na vertices mogalra nascleanúna agus polagáin "
+"a chruthú."
+
+msgid "Clear NavigationMesh"
+msgstr "Glan NascleanúintMesh"
+
+msgid "Clears the internal NavigationMesh vertices and polygons."
+msgstr "Clears an vertices nascleanúint inmheánachMesh agus polagáin."
+
+msgid "Toggles whether the noise preview is computed in 3D space."
+msgstr "Scoránaigh cibé an ríomhtar an réamhamharc torainn i spás 3D."
+
+msgid "Rename Action"
+msgstr "Athainmnigh Gníomh"
+
+msgid "Rename Actions Localized name"
+msgstr "Athainmnigh Gníomhartha Ainm logánaithe"
+
+msgid "Change Action Type"
+msgstr "Athraigh Cineál Gnímh"
+
+msgid "Remove action"
+msgstr "Bain gníomh"
+
+msgid "Add action set"
+msgstr "Cuir tacar gníomhartha leis"
+
+msgid "Remove action set"
+msgstr "Bain tacar gníomhartha"
+
+msgid "Add interaction profile"
+msgstr "Cuir próifíl idirghníomhaíochta leis"
+
+msgid "Error loading %s: %s."
+msgstr "Earráid agus %s á luchtú: %s."
+
+msgid "Error saving file %s: %s"
+msgstr "Earráid agus comhad %s á shábháil: %s"
+
+msgid "OpenXR Action map:"
+msgstr "Mapa gníomhaíochta OpenXR:"
+
+msgid "Remove interaction profile"
+msgstr "Bain próifíl idirghníomhaíochta"
+
+msgid "Action Map"
+msgstr "Mapa Gníomhaíochta"
+
+msgid "Add Action Set"
+msgstr "Cuir Tacar Gníomhartha Leis"
+
+msgid "Add an action set."
+msgstr "Cuir tacar gníomhaíochta leis."
+
+msgid "Add profile"
+msgstr "Cuir próifíl leis"
+
+msgid "Add an interaction profile."
+msgstr "Cuir próifíl idirghníomhaíochta leis."
+
+msgid "Save this OpenXR action map."
+msgstr "Sábháil an léarscáil ghníomhaíochta OpenXR seo."
+
+msgid "Reset to default OpenXR action map."
+msgstr "Athshocraigh go mapa réamhshocraithe gníomhaíochta OpenXR."
+
+msgid "Action Sets"
+msgstr "Seiteanna Gníomhaíochta"
+
+msgid "Rename Action Set"
+msgstr "Athainmnigh Tacar Gníomhartha"
+
+msgid "Rename Action Sets Localized name"
+msgstr "Athainmnigh Seiteanna Gníomhaíochta Ainm logánaithe"
+
+msgid "Change Action Sets priority"
+msgstr "Athraigh Gníomh Socraigh tosaíocht"
+
+msgid "Add action"
+msgstr "Cuir gníomh leis"
+
+msgid "Delete action"
+msgstr "Scrios gníomh"
+
+msgid "Add action."
+msgstr "Cuir gníomh leis."
+
+msgid "Remove action set."
+msgstr "Bain tacar gníomhaíochta."
+
+msgid "OpenXR Action Map"
+msgstr "Mapa Gníomhaíochta OpenXR"
+
+msgid "Toggle OpenXR Action Map Bottom Panel"
+msgstr "Scoránaigh Bunphainéal Mapa Gníomhaíochta OpenXR"
+
+msgid "Remove action from interaction profile"
+msgstr "Bain gníomh ón bpróifíl idirghníomhaíochta"
+
+msgid "Add binding"
+msgstr "Cuir ceangal leis"
+
+msgid "Remove binding"
+msgstr "Bain ceangal"
+
+msgid "Pose"
+msgstr "Údar"
+
+msgid "Haptic"
+msgstr "Haptach"
+
+msgid "Unknown"
+msgstr "Neamhaithnid"
+
+msgid "Select an action"
+msgstr "Roghnaigh gníomh"
+
+msgid "Select an interaction profile"
+msgstr "Roghnaigh próifíl idirghníomhaíochta"
+
+msgid "Choose an XR runtime."
+msgstr "Roghnaigh am rite XR."
+
+msgid ""
+"Cannot use the same SubViewport with multiple OpenXR composition layers. "
+"Clear it from its current layer first."
+msgstr ""
+"Ní féidir an SubViewport céanna a úsáid le sraitheanna comhdhéanamh OpenXR "
+"iolracha. Glan é óna chiseal reatha ar dtús."
+
+msgid "OpenXR composition layers must have an XROrigin3D node as their parent."
+msgstr ""
+"Ní mór nód XROrigin3D a bheith ag sraitheanna comhdhéanamh OpenXR mar "
+"thuismitheoir."
+
+msgid ""
+"OpenXR composition layers must have orthonormalized transforms (ie. no scale "
+"or shearing)."
+msgstr ""
+"Ní mór go mbeadh claochluithe orthonormalized ag sraitheanna comhdhéanamh "
+"OpenXR (ie gan aon scála nó lomadh)."
+
+msgid ""
+"Hole punching won't work as expected unless the sort order is less than zero."
+msgstr ""
+"Ní oibreoidh polladh poll mar a bheifí ag súil leis mura bhfuil an t-ordú "
+"sórtála níos lú ná nialas."
+
+msgid "Package name is missing."
+msgstr "Tá ainm an phacáiste ar iarraidh."
+
+msgid "Package segments must be of non-zero length."
+msgstr "Ní mór do dheighleoga pacáiste a bheith ar fhad neamh-nialasach."
+
+msgid "The character '%s' is not allowed in Android application package names."
+msgstr ""
+"Ní cheadaítear an carachtar '%s' in ainmneacha pacáiste feidhmchlár Android."
+
+msgid "A digit cannot be the first character in a package segment."
+msgstr "Ní féidir le digit a bheith ar an gcéad charachtar i mír phacáiste."
+
+msgid "The character '%s' cannot be the first character in a package segment."
+msgstr ""
+"Ní féidir leis an gcarachtar '%s' a bheith ar an gcéad charachtar i mír "
+"phacáiste."
+
+msgid "The package must have at least one '.' separator."
+msgstr "Ní mór deighilteoir '.' amháin ar a laghad a bheith sa phacáiste."
+
+msgid "Error creating keystores directory:"
+msgstr "Earráid agus comhadlann keystores á cruthú:"
+
+msgid "Invalid public key for APK expansion."
+msgstr "Eochair phoiblí neamhbhailí le haghaidh leathnú APK."
+
+msgid "Invalid package name:"
+msgstr "Ainm neamhbhailí an phacáiste:"
+
+msgid "\"Use Gradle Build\" must be enabled to use the plugins."
+msgstr "Ní mór \"Úsáid Gradle Build\" a chumasú chun na breiseáin a úsáid."
+
+msgid "OpenXR requires \"Use Gradle Build\" to be enabled"
+msgstr "Éilíonn OpenXR \"Use Gradle Build\" a chumasú"
+
+msgid ""
+"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is "
+"enabled."
+msgstr ""
+"Níl \"Compress Native Libraries\" bailí ach amháin nuair a chumasaítear \"Use "
+"Gradle Build\"."
+
+msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled."
+msgstr ""
+"Níl \"Export AAB\" bailí ach amháin nuair a chumasaítear \"Use Gradle Build\"."
+
+msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled."
+msgstr ""
+"Ní féidir \"Min SDK\" a shárú ach amháin nuair a chumasaítear \"Use Gradle "
+"Build\"."
+
+msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid."
+msgstr ""
+"Ba chóir go mbeadh \"Min SDK\" ina slánuimhir bhailí, ach fuair sé \"%s\" atá "
+"neamhbhailí."
+
+msgid ""
+"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot "
+"library."
+msgstr ""
+"Ní féidir le \"Min SDK\" a bheith níos ísle ná %d, is é sin an leagan a "
+"theastaíonn ó leabharlann Godot."
+
+msgid ""
+"\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled."
+msgstr ""
+"Ní féidir \"Sprioc SDK\" a shárú ach amháin nuair a chumasaítear \"Use Gradle "
+"Build\"."
+
+msgid ""
+"\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid."
+msgstr ""
+"Ba chóir go mbeadh \"Sprioc SDK\" ina slánuimhir bhailí, ach fuair sé \"%s\" "
+"atá neamhbhailí."
+
+msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version."
+msgstr ""
+"Ní mór leagan \"Sprioc SDK\" a bheith níos mó nó cothrom le leagan \"Min "
+"SDK\"."
+
+msgid "Select device from the list"
+msgstr "Roghnaigh gléas ón liosta"
+
+msgid "Running on %s"
+msgstr "Ag rith ar %s"
+
+msgid "Exporting APK..."
+msgstr "APK á easpórtáil..."
+
+msgid "Uninstalling..."
+msgstr "Á Dhíshuiteáil..."
+
+msgid "Installing to device, please wait..."
+msgstr "Ag suiteáil ar an ngléas, fan go fóill..."
+
+msgid "Could not install to device: %s"
+msgstr "Níorbh fhéidir suiteáil sa ghléas: %s"
+
+msgid "Running on device..."
+msgstr "Ag rith ar an ngléas..."
+
+msgid "Could not execute on device."
+msgstr "Níorbh fhéidir rith ar an ngléas."
+
+msgid "Error: There was a problem validating the keystore username and password"
+msgstr ""
+"Earráid: Bhí fadhb ann ainm úsáideora agus pasfhocal an keystore a bhailíochtú"
+
+msgid "Exporting to Android when using C#/.NET is experimental."
+msgstr "Tá onnmhairiú chuig Android agus C #/.NET á úsáid turgnamhach."
+
+msgid "Android architecture %s not supported in C# projects."
+msgstr "Ní thacaítear le hailtireacht Android %s i dtionscadail C#."
+
+msgid "Custom Android source template not found."
+msgstr "Níor aimsíodh teimpléad foinse Android saincheaptha."
+
+msgid ""
+"Android build template not installed in the project. Install it from the "
+"Project menu."
+msgstr ""
+"Teimpléad tógála Android nach bhfuil suiteáilte sa tionscadal. Suiteáil é ón "
+"roghchlár Tionscadail."
+
+msgid ""
+"Either Debug Keystore, Debug User AND Debug Password settings must be "
+"configured OR none of them."
+msgstr ""
+"Ní mór socruithe Debug Keystore, Debug User AND Debug Password a chumrú NÓ "
+"aon cheann acu."
+
+msgid "Debug keystore not configured in the Editor Settings nor in the preset."
+msgstr ""
+"Dífhabhtaigh an siopa eochrach nach bhfuil cumraithe i Socruithe an "
+"Eagarthóra ná sa réamhshocrú."
+
+msgid ""
+"Either Release Keystore, Release User AND Release Password settings must be "
+"configured OR none of them."
+msgstr ""
+"Ní mór ceachtar Keystore Scaoileadh, Scaoileadh Úsáideora AGUS Scaoileadh "
+"Pasfhocal socruithe a chumrú NÓ aon cheann acu."
+
+msgid "Release keystore incorrectly configured in the export preset."
+msgstr ""
+"Scaoil an siopa eochrach cumraithe go mícheart sa réamhshocrú easpórtála."
+
+msgid "A valid Java SDK path is required in Editor Settings."
+msgstr "Tá cosán bailí Java SDK ag teastáil i Socruithe Eagarthóra."
+
+msgid "Invalid Java SDK path in Editor Settings."
+msgstr "Cosán neamhbhailí Java SDK i Socruithe Eagarthóra."
+
+msgid "Missing 'bin' directory!"
+msgstr "Comhadlann 'bin' ar iarraidh!"
+
+msgid "Unable to find 'java' command using the Java SDK path."
+msgstr "Ní féidir ordú 'java' a aimsiú le cosán Java SDK."
+
+msgid "Please check the Java SDK directory specified in Editor Settings."
+msgstr "Seiceáil an chomhadlann Java SDK atá sonraithe i Socruithe Eagarthóra."
+
+msgid "A valid Android SDK path is required in Editor Settings."
+msgstr "Tá cosán SDK Android bailí ag teastáil i Socruithe Eagarthóra."
+
+msgid "Invalid Android SDK path in Editor Settings."
+msgstr "Cosán SDK Android neamhbhailí i Socruithe Eagarthóra."
+
+msgid "Missing 'platform-tools' directory!"
+msgstr "Comhadlann 'platform-tools' ar iarraidh!"
+
+msgid "Unable to find Android SDK platform-tools' adb command."
+msgstr "Ní féidir ordú adb Android SDK ardán-uirlisí a aimsiú."
+
+msgid "Please check in the Android SDK directory specified in Editor Settings."
+msgstr ""
+"Seiceáil le do thoil san eolaire SDK Android atá sonraithe i Socruithe "
+"Eagarthóir."
+
+msgid "Missing 'build-tools' directory!"
+msgstr "Comhadlann 'build-tools' ar iarraidh!"
+
+msgid "Unable to find Android SDK build-tools' apksigner command."
+msgstr "Ní féidir ordú apksigner Android SDK a aimsiú."
+
+msgid ""
+"\"Target SDK\" %d is higher than the default version %d. This may work, but "
+"wasn't tested and may be unstable."
+msgstr ""
+"Tá \"Sprioc SDK\" %d níos airde ná an leagan réamhshocraithe %d. D'fhéadfadh "
+"sé seo a bheith ag obair, ach níor tástáladh é agus d'fhéadfadh sé a bheith "
+"éagobhsaí."
+
+msgid ""
+"The \"%s\" renderer is designed for Desktop devices, and is not suitable for "
+"Android devices."
+msgstr ""
+"Tá an rindreálaí \"%s\" deartha le haghaidh gléasanna Deisce, agus níl sé "
+"oiriúnach do ghléasanna Android."
+
+msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer."
+msgstr ""
+"Ba chóir go mbeadh \"Min SDK\" níos mó nó cothrom le %d don rindreálaí \"%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 ""
+"Ní chomhlíonann ainm an tionscadail an riachtanas maidir le formáid ainm an "
+"phacáiste agus nuashonrófar é go \"%s\". Sonraigh ainm an phacáiste go "
+"sainráite más gá."
+
+msgid "Code Signing"
+msgstr "Síniú an Chóid"
+
+msgid ""
+"All 'apksigner' tools located in Android SDK 'build-tools' directory failed "
+"to execute. Please check that you have the correct version installed for your "
+"target sdk version. The resulting %s is unsigned."
+msgstr ""
+"Theip ar gach uirlis 'apksigner' atá lonnaithe in eolaire 'uirlisí tógála' "
+"Android SDK a fhorghníomhú. Seiceáil le do thoil go bhfuil an leagan ceart "
+"suiteáilte agat le do spriocleagan SDK. Tá an %s mar thoradh air gan síniú."
+
+msgid ""
+"'apksigner' could not be found. Please check that the command is available in "
+"the Android SDK build-tools directory. The resulting %s is unsigned."
+msgstr ""
+"Níorbh fhéidir 'apksigner' a aimsiú. Seiceáil le do thoil go bhfuil an t-ordú "
+"ar fáil san eolaire uirlisí tógála SDK Android. Tá an %s mar thoradh air gan "
+"síniú."
+
+msgid "Signing debug %s..."
+msgstr "Dífhabhtú %s á shíniú..."
+
+msgid "Signing release %s..."
+msgstr "Eisiúint %s á shíniú..."
+
+msgid "Could not find keystore, unable to export."
+msgstr "Níorbh fhéidir siopa eochrach a aimsiú, gan a bheith in ann easpórtáil."
+
+msgid "Could not start apksigner executable."
+msgstr "Níorbh fhéidir inrite apksigner a thosú."
+
+msgid "'apksigner' returned with error #%d"
+msgstr "'apksigner' ar ais le earráid #%d"
+
+msgid ""
+"output: \n"
+"%s"
+msgstr ""
+"aschur: \n"
+"%s"
+
+msgid "Verifying %s..."
+msgstr "%s á fhíorú..."
+
+msgid "'apksigner' verification of %s failed."
+msgstr "Theip ar fhíorú 'apksigner' ar %s."
+
+msgid "Target folder does not exist or is inaccessible: \"%s\""
+msgstr "Níl an spriocfhillteán ann nó níl sé dorochtana: \"%s\""
+
+msgid "Exporting for Android"
+msgstr "Easpórtáil le haghaidh Android"
+
+msgid "Invalid filename! Android App Bundle requires the *.aab extension."
+msgstr "Ainm neamhbhailí comhaid! Éilíonn Beart App Android an síneadh *.aab."
+
+msgid "APK Expansion not compatible with Android App Bundle."
+msgstr "Leathnú APK nach bhfuil comhoiriúnach le Beart App Android."
+
+msgid "Invalid filename! Android APK requires the *.apk extension."
+msgstr "Ainm neamhbhailí comhaid! Éilíonn Android APK an síneadh *.apk."
+
+msgid "Unsupported export format!"
+msgstr "Formáid easpórtála gan tacaíocht!"
+
+msgid ""
+"Trying to build from a gradle built template, but no version info for it "
+"exists. Please reinstall from the 'Project' menu."
+msgstr ""
+"Ag iarraidh a thógáil ó teimpléad gradle tógtha, ach níl aon eolas leagan "
+"chun é ann. Athshuiteáil ón roghchlár 'Tionscadal'."
+
+msgid ""
+"Java SDK path must be configured in Editor Settings at 'export/android/"
+"java_sdk_path'."
+msgstr ""
+"Ní mór cosán Java SDK a chumrú i Socruithe Eagarthóra ag 'export / android / "
+"java_sdk_path'."
+
+msgid ""
+"Android SDK path must be configured in Editor Settings at 'export/android/"
+"android_sdk_path'."
+msgstr ""
+"Ní mór cosán SDK Android a chumrú i Socruithe Eagarthóra ag 'export / "
+"android / android_sdk_path'."
+
+msgid "Unable to overwrite res/*.xml files with project name."
+msgstr "Ní féidir comhaid res / * .xml a fhorscríobh le hainm an tionscadail."
+
+msgid "Could not export project files to gradle project."
+msgstr ""
+"Níorbh fhéidir comhaid tionscadail a easpórtáil go tionscadal grádaithe."
+
+msgid "Could not write expansion package file!"
+msgstr "Níorbh fhéidir comhad pacáiste leathnaithe a scríobh!"
+
+msgid "Building Android Project (gradle)"
+msgstr "Tionscadal Android a Thógáil (gradle)"
+
+msgid "Building of Android project failed, check output for the error:"
+msgstr "Theip ar thógáil an tionscadail Android, seiceáil aschur don earráid:"
+
+msgid "Moving output"
+msgstr "Aschur á bhogadh"
+
+msgid "Unable to copy and rename export file:"
+msgstr "Ní féidir an comhad easpórtála a chóipeáil agus a athainmniú:"
+
+msgid "Package not found: \"%s\"."
+msgstr "Níor aimsíodh an pacáiste: \"%s\"."
+
+msgid "Creating APK..."
+msgstr "APK á chruthú..."
+
+msgid "Could not find template APK to export: \"%s\"."
+msgstr "Níorbh fhéidir teimpléad APK a aimsiú le heaspórtáil: \"%s\"."
+
+msgid ""
+"Missing libraries in the export template for the selected architectures: %s. "
+"Please build a template with all required libraries, or uncheck the missing "
+"architectures in the export preset."
+msgstr ""
+"Leabharlanna ar iarraidh sa teimpléad easpórtála do na hailtireachtaí "
+"roghnaithe: %s. Tóg teimpléad le gach leabharlann riachtanach, nó díthiceáil "
+"na hailtireachtaí atá ar iarraidh sa réamhshocrú easpórtála."
+
+msgid "Adding files..."
+msgstr "Comhaid á gcur leis..."
+
+msgid "Could not export project files."
+msgstr "Níorbh fhéidir comhaid tionscadail a easpórtáil."
+
+msgid "Aligning APK..."
+msgstr "APK á ailíniú..."
+
+msgid "Could not unzip temporary unaligned APK."
+msgstr "Níorbh fhéidir APK sealadach gan síniú a unzip."
+
+msgid "App Store Team ID not specified."
+msgstr "Níor sonraíodh aitheantas Fhoireann App Store."
+
+msgid "Invalid Identifier:"
+msgstr "Aitheantóir neamhbhailí:"
+
+msgid "At least one file timestamp access reason should be selected."
+msgstr "Ba cheart cúis rochtana stampa ama comhaid amháin ar a laghad a roghnú."
+
+msgid "At least one disk space access reason should be selected."
+msgstr "Ba cheart cúis rochtana spáis diosca amháin ar a laghad a roghnú."
+
+msgid "At least one system boot time access reason should be selected."
+msgstr "Ba chóir cúis rochtana ama tosaithe córais amháin ar a laghad a roghnú."
+
+msgid "Export Icons"
+msgstr "Easpórtáil Deilbhíní"
+
+msgid "Could not open a directory at path \"%s\"."
+msgstr "Níorbh fhéidir comhadlann a oscailt ag conair \"%s\"."
+
+msgid "Could not write to a file at path \"%s\"."
+msgstr "Níorbh fhéidir scríobh chuig comhad ag conair \"%s\"."
+
+msgid "Exporting for iOS (Project Files Only)"
+msgstr "Easpórtáil le haghaidh iOS (Comhaid Tionscadail Amháin)"
+
+msgid "Exporting for iOS"
+msgstr "Easpórtáil le haghaidh iOS"
+
+msgid "Prepare Templates"
+msgstr "Ullmhaigh Teimpléid"
+
+msgid "Export template not found."
+msgstr "Níor aimsíodh teimpléad easpórtála."
+
+msgid ""
+"Unexpected files found in the export destination directory \"%s.xcodeproj\", "
+"delete it manually or select another destination."
+msgstr ""
+"Aimsíodh comhaid gan choinne sa chomhadlann easpórtála \"%s.xcodeproj\", "
+"scrios de láimh é nó roghnaigh ceann scríbe eile."
+
+msgid ""
+"Unexpected files found in the export destination directory \"%s\", delete it "
+"manually or select another destination."
+msgstr ""
+"Aimsíodh comhaid gan choinne sa chomhadlann easpórtála \"%s\", scrios de "
+"láimh é nó roghnaigh ceann scríbe eile."
+
+msgid "Failed to create the directory: \"%s\""
+msgstr "Theip ar chruthú na comhadlainne: \"%s\""
+
+msgid "Could not create and open the directory: \"%s\""
+msgstr "Níorbh fhéidir an chomhadlann a chruthú agus a oscailt: \"%s\""
+
+msgid "iOS Plugins"
+msgstr "Breiseáin iOS"
+
+msgid "Failed to export iOS plugins with code %d. Please check the output log."
+msgstr ""
+"Theip ar bhreiseáin iOS a easpórtáil le cód %d. Seiceáil an logchomhad "
+"aschuir."
+
+msgid "Could not create a directory at path \"%s\"."
+msgstr "Níorbh fhéidir comhadlann a chruthú ag conair \"%s\"."
+
+msgid ""
+"Requested template library '%s' not found. It might be missing from your "
+"template archive."
+msgstr ""
+"Níor aimsíodh leabharlann teimpléid '%s' iarrtha. D'fhéadfadh sé a bheith ar "
+"iarraidh ó do chartlann teimpléad."
+
+msgid "ARM64 simulator library, generating from device library."
+msgstr "Leabharlann Insamhlóir ARM64, a ghineann ó leabharlann gléas."
+
+msgid "Unable to generate ARM64 simulator library."
+msgstr "Ní féidir leabharlann Insamhlóir ARM64 a ghiniúint."
+
+msgid "Could not copy a file at path \"%s\" to \"%s\"."
+msgstr "Níorbh fhéidir comhad a chóipeáil ag conair \"%s\" go \"%s\"."
+
+msgid "Could not access the filesystem."
+msgstr "Níorbh fhéidir an córas comhad a rochtain."
+
+msgid "Failed to create a file at path \"%s\" with code %d."
+msgstr "Theip ar chruthú comhaid ag conair \"%s\" le cód %d."
+
+msgid "Code signing failed, see editor log for details."
+msgstr ""
+"Theip ar shíniú an chóid, féach logchomhad an eagarthóra le haghaidh sonraí."
+
+msgid "Xcode Build"
+msgstr "Tógáil XcodeName"
+
+msgid "Failed to run xcodebuild with code %d"
+msgstr "Theip ar rith xcodebuild le cód %d"
+
+msgid "Xcode project build failed, see editor log for details."
+msgstr ""
+"Theip ar thógáil tionscadail Xcode, féach logchomhad an eagarthóra le "
+"haghaidh sonraí."
+
+msgid ".ipa export failed, see editor log for details."
+msgstr ""
+"Theip ar easpórtáil .ipa, féach logchomhad an eagarthóra le haghaidh sonraí."
+
+msgid ""
+".ipa can only be built on macOS. Leaving Xcode project without building the "
+"package."
+msgstr ""
+"Ní féidir .ipa a thógáil ach ar macOS. Ag fágáil tionscadal Xcode gan an "
+"pacáiste a thógáil."
+
+msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS."
+msgstr ""
+"Tá onnmhairiú chuig iOS agus C #/.NET á úsáid turgnamhach agus éilíonn macOS."
+
+msgid "Exporting to iOS when using C#/.NET is experimental."
+msgstr "Tá onnmhairiú chuig iOS agus C #/.NET á úsáid turgnamhach."
+
+msgid "Invalid additional PList content: "
+msgstr "Ábhar breise PList neamhbhailí: "
+
+msgid "Identifier is missing."
+msgstr "Tá an t-aitheantóir ar iarraidh."
+
+msgid "The character '%s' is not allowed in Identifier."
+msgstr "Ní cheadaítear an carachtar '%s' san Aitheantóir."
+
+msgid "Could not start simctl executable."
+msgstr "Níorbh fhéidir comhad inrite simctl a thosú."
+
+msgid "Installation failed, see editor log for details."
+msgstr "Theip ar shuiteáil, féach logchomhad an eagarthóra le haghaidh sonraí."
+
+msgid "Running failed, see editor log for details."
+msgstr "Theip ar rith, féach logchomhad an eagarthóra le haghaidh sonraí."
+
+msgid "Could not start ios-deploy executable."
+msgstr "Níorbh fhéidir inrite ios-deploy a thosú."
+
+msgid "Installation/running failed, see editor log for details."
+msgstr ""
+"Theip ar shuiteáil / rith, féach logchomhad an eagarthóra le haghaidh sonraí."
+
+msgid "Could not start device executable."
+msgstr "Níorbh fhéidir comhad inrite an ghléis a thosú."
+
+msgid "Could not start devicectl executable."
+msgstr "Níorbh fhéidir comhad inrite devicectl a thosú."
+
+msgid "Debug Script Export"
+msgstr "Easpórtáil Scripte Dífhabhtaithe"
+
+msgid "Could not open file \"%s\"."
+msgstr "Níorbh fhéidir comhad \"%s\" a oscailt."
+
+msgid "Debug Console Export"
+msgstr "Easpórtáil Consóil Dífhabhtaithe"
+
+msgid "Could not create console wrapper."
+msgstr "Níorbh fhéidir fillteán consóil a chruthú."
+
+msgid "Failed to open executable file \"%s\"."
+msgstr "Níorbh fhéidir comhad inrite \"%s\" a oscailt."
+
+msgid "Executable file header corrupted."
+msgstr "Ceanntásc comhaid inrite truaillithe."
+
+msgid "32-bit executables cannot have embedded data >= 4 GiB."
+msgstr "Ní féidir sonraí leabaithe >= 4 GiB a bheith ag feidhmchláir 32-giotán."
+
+msgid "Executable \"pck\" section not found."
+msgstr "Níor aimsíodh an rannán \"pck\" inrite."
+
+msgid "Stop and uninstall"
+msgstr "Stop agus díshuiteáil"
+
+msgid "Run on remote Linux/BSD system"
+msgstr "Rith ar chóras cianda Linux / BSD"
+
+msgid "Stop and uninstall running project from the remote system"
+msgstr "Stop agus díshuiteáil an tionscadal reatha ón gcóras cianda"
+
+msgid "Run exported project on remote Linux/BSD system"
+msgstr "Rith tionscadal onnmhairithe ar chóras iargúlta Linux / BSD"
+
+msgid "Running..."
+msgstr "Ag rith..."
+
+msgid "Could not create temp directory:"
+msgstr "Níorbh fhéidir comhadlann ama a chruthú:"
+
+msgid "Exporting project..."
+msgstr "Tionscadal á easpórtáil..."
+
+msgid "Creating temporary directory..."
+msgstr "Comhadlann shealadach á cruthú..."
+
+msgid "Uploading archive..."
+msgstr "Cartlann á huaslódáil..."
+
+msgid "Uploading scripts..."
+msgstr "Scripteanna á uasluchtú..."
+
+msgid "Starting project..."
+msgstr "Tionscadal á thosú..."
+
+msgid "All Files"
+msgstr "Gach Comhad"
+
+msgid "Invalid bundle identifier:"
+msgstr "Aitheantóir cuachta neamhbhailí:"
+
+msgid "App Store distribution with ad-hoc code signing is not supported."
+msgstr "Ní thacaítear le dáileadh App Store le síniú cód ad-hoc."
+
+msgid "Notarization with an ad-hoc signature is not supported."
+msgstr "Ní thacaítear le nodaireacht le síniú ad-hoc."
+
+msgid "Apple Team ID is required for App Store distribution."
+msgstr "Tá ID Foirne Apple ag teastáil le haghaidh dáileadh App Store."
+
+msgid "Apple Team ID is required for notarization."
+msgstr "Tá ID Foireann Apple ag teastáil le haghaidh nótaireachta."
+
+msgid "Provisioning profile is required for App Store distribution."
+msgstr "Tá próifíl soláthair ag teastáil le haghaidh dáileadh App Store."
+
+msgid "Installer signing identity is required for App Store distribution."
+msgstr ""
+"Tá aitheantas sínithe suiteálaí ag teastáil le haghaidh dáileadh App Store."
+
+msgid "App sandbox is required for App Store distribution."
+msgstr "Tá bosca gainimh app ag teastáil le haghaidh dáileadh App Store."
+
+msgid ""
+"'rcodesign' doesn't support signing applications with embedded dynamic "
+"libraries (GDExtension or .NET)."
+msgstr ""
+"Ní thacaíonn 'rcodesign' le hiarratais a shíniú le leabharlanna dinimiciúla "
+"leabaithe (GDExtension nó .NET)."
+
+msgid "Code signing is required for App Store distribution."
+msgstr "Tá síniú cóid ag teastáil le haghaidh dáileadh App Store."
+
+msgid "Code signing is required for notarization."
+msgstr "Tá síniú an chóid ag teastáil le haghaidh nótaireachta."
+
+msgid ""
+"Neither Apple ID name nor App Store Connect issuer ID name not specified."
+msgstr ""
+"Níor sonraíodh ainm Apple ID ná ainm aitheantais eisitheora App Store Connect."
+
+msgid ""
+"Both Apple ID name and App Store Connect issuer ID name are specified, only "
+"one should be set at the same time."
+msgstr ""
+"Sonraítear ainm Apple ID agus ainm aitheantais eisitheora App Store Connect, "
+"níor cheart ach ceann amháin a shocrú ag an am céanna."
+
+msgid "Apple ID password not specified."
+msgstr "Níor sonraíodh pasfhocal Apple ID."
+
+msgid "App Store Connect API key ID not specified."
+msgstr "Níor sonraíodh aitheantas eochair API App Store Connect."
+
+msgid "App Store Connect issuer ID name not specified."
+msgstr "Níor sonraíodh ainm aitheantais eisitheora App Store Connect."
+
+msgid "Microphone access is enabled, but usage description is not specified."
+msgstr "Cumasaítear rochtain micreafóin, ach ní shonraítear cur síos úsáide."
+
+msgid "Camera access is enabled, but usage description is not specified."
+msgstr "Cumasaítear rochtain ar cheamara, ach ní shonraítear cur síos úsáide."
+
+msgid ""
+"Location information access is enabled, but usage description is not "
+"specified."
+msgstr ""
+"Cumasaítear rochtain ar fhaisnéis suímh, ach ní shonraítear cur síos úsáide."
+
+msgid "Address book access is enabled, but usage description is not specified."
+msgstr ""
+"Cumasaítear rochtain ar an leabhar seoltaí, ach ní shonraítear cur síos "
+"úsáide."
+
+msgid "Calendar access is enabled, but usage description is not specified."
+msgstr "Cumasaítear rochtain féilire, ach ní shonraítear cur síos úsáide."
+
+msgid "Photo library access is enabled, but usage description is not specified."
+msgstr ""
+"Cumasaítear rochtain leabharlainne grianghraf, ach ní shonraítear cur síos "
+"úsáide."
+
+msgid "Notarization"
+msgstr "Nodaireacht"
+
+msgid ""
+"rcodesign path is not set. Configure rcodesign path in the Editor Settings "
+"(Export > macOS > rcodesign)."
+msgstr ""
+"nach bhfuil cosán rcodesign socraithe. Cumraigh conair rcodesign sna "
+"Socruithe Eagarthóra (Easpórtáil > macOS > rcodesign)."
+
+msgid "Could not start rcodesign executable."
+msgstr "Níorbh fhéidir inrite rcodesign a thosú."
+
+msgid "Notarization failed, see editor log for details."
+msgstr ""
+"Theip ar notarization, féach logchomhad an eagarthóra le haghaidh sonraí."
+
+msgid "Notarization request UUID: \"%s\""
+msgstr "Iarratas nótaireachta UUID: \"%s\""
+
+msgid "The notarization process generally takes less than an hour."
+msgstr "De ghnáth tógann an próiseas notarization níos lú ná uair an chloig."
+
+msgid ""
+"You can check progress manually by opening a Terminal and running the "
+"following command:"
+msgstr ""
+"Is féidir leat dul chun cinn a sheiceáil de láimh trí Theirminéal a oscailt "
+"agus an t-ordú seo a leanas a rith:"
+
+msgid ""
+"Run the following command to staple the notarization ticket to the exported "
+"application (optional):"
+msgstr ""
+"Rith an t-ordú seo a leanas chun an ticéad nótaireachta a stápláil chuig an "
+"bhfeidhmchlár a onnmhairítear (roghnach):"
+
+msgid "Xcode command line tools are not installed."
+msgstr "Níl uirlisí líne ordaithe Xcode suiteáilte."
+
+msgid "Could not start xcrun executable."
+msgstr "Níorbh fhéidir comhad inrite xcrun a thosú."
+
+msgid "Built-in CodeSign failed with error \"%s\"."
+msgstr "Theip ar CodeSign ionsuite le hearráid \"%s\"."
+
+msgid "Built-in CodeSign require regex module."
+msgstr "Tógtha-i CodeSign cheangal modúl regex."
+
+msgid ""
+"Xrcodesign path is not set. Configure rcodesign path in the Editor Settings "
+"(Export > macOS > rcodesign)."
+msgstr ""
+"Níl cosán xrcodesign socraithe. Cumraigh conair rcodesign sna Socruithe "
+"Eagarthóra (Easpórtáil > macOS > rcodesign)."
+
+msgid ""
+"Could not start codesign executable, make sure Xcode command line tools are "
+"installed."
+msgstr ""
+"Níorbh fhéidir inrite comhdhearadh a thosú, déan cinnte go bhfuil uirlisí "
+"líne ordaithe Xcode suiteáilte."
+
+msgid "Cannot sign directory %s."
+msgstr "Ní féidir comhadlann %s a shíniú."
+
+msgid "Cannot sign file %s."
+msgstr "Ní féidir comhad %s a shíniú."
+
+msgid "Relative symlinks are not supported, exported \"%s\" might be broken!"
+msgstr "Ní thacaítear le naisc choibhneasta, d'fhéadfaí \"%s\" a easpórtáil!"
+
+msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated."
+msgstr ""
+"\"%s\": Info.plist ar iarraidh nó neamhbhailí, info.plist nua a ghintear."
+
+msgid "PKG Creation"
+msgstr "Cruthú PKG"
+
+msgid "Could not start productbuild executable."
+msgstr "Níorbh fhéidir comhad inrite productbuild a thosú."
+
+msgid "`productbuild` failed."
+msgstr "Theip ar 'ProductBuild'."
+
+msgid "DMG Creation"
+msgstr "Cruthú DMG"
+
+msgid "Could not start hdiutil executable."
+msgstr "Níorbh fhéidir inrite hdiutil a thosú."
+
+msgid "`hdiutil create` failed - file exists."
+msgstr "Theip ar 'hdiutil create' - tá an comhad ann."
+
+msgid "`hdiutil create` failed."
+msgstr "Theip ar 'Hdiutil Create'."
+
+msgid "Exporting for macOS"
+msgstr "Easpórtáil le haghaidh macOS"
+
+msgid "Creating app bundle"
+msgstr "Beart feidhmchláir a chruthú"
+
+msgid "Could not find template app to export: \"%s\"."
+msgstr "Níorbh fhéidir feidhmchlár teimpléid a aimsiú le heaspórtáil: \"%s\"."
+
+msgid "Invalid export format."
+msgstr "Formáid neamhbhailí easpórtála."
+
+msgid "Could not create directory: \"%s\"."
+msgstr "Níorbh fhéidir comhadlann a chruthú: \"%s\"."
+
+msgid "Could not create directory \"%s\"."
+msgstr "Níorbh fhéidir comhadlann \"%s\" a chruthú."
+
+msgid ""
+"Relative symlinks are not supported on this OS, the exported project might be "
+"broken!"
+msgstr ""
+"Ní thacaítear le symlinks coibhneasta ar an OS seo, d'fhéadfadh an tionscadal "
+"a onnmhairítear a bhriseadh!"
+
+msgid "Could not created symlink \"%s\" -> \"%s\"."
+msgstr "Níorbh fhéidir nasc simplí \"%s\" a chruthú -> \"%s\"."
+
+msgid "Could not open \"%s\"."
+msgstr "Níorbh fhéidir \"%s\" a oscailt."
+
+msgid ""
+"Requested template binary \"%s\" not found. It might be missing from your "
+"template archive."
+msgstr ""
+"Níor aimsíodh teimpléad iarrtha dénártha \"%s\". D'fhéadfadh sé a bheith ar "
+"iarraidh ó do chartlann teimpléad."
+
+msgid "Making PKG"
+msgstr "PKG a dhéanamh"
+
+msgid "Entitlements Modified"
+msgstr "Teidlíochtaí Athraithe"
+
+msgid ""
+"Ad-hoc signed applications require the 'Disable Library Validation' "
+"entitlement to load dynamic libraries."
+msgstr ""
+"Éilíonn iarratais sínithe Ad-hoc an teidlíocht 'Díchumasaigh Bailíochtú "
+"Leabharlainne' chun leabharlanna dinimiciúla a lódáil."
+
+msgid ""
+"'rcodesign' doesn't support signing applications with embedded dynamic "
+"libraries."
+msgstr ""
+"Ní thacaíonn 'rcodesign' le hiarratais a shíniú le leabharlanna dinimiciúla "
+"leabaithe."
+
+msgid "Could not create entitlements file."
+msgstr "Níorbh fhéidir comhad teidlíochtaí a chruthú."
+
+msgid "Could not create helper entitlements file."
+msgstr "Níorbh fhéidir comhad teidlíochtaí cabhracha a chruthú."
+
+msgid "Code signing bundle"
+msgstr "Beart sínithe cóid"
+
+msgid "Making DMG"
+msgstr "DMG a dhéanamh"
+
+msgid "Code signing DMG"
+msgstr "Cód sínithe DMG"
+
+msgid "Making PKG installer"
+msgstr "Suiteálaí PKG a dhéanamh"
+
+msgid "Making ZIP"
+msgstr "Zip a dhéanamh"
+
+msgid ""
+"Notarization requires the app to be archived first, select the DMG or ZIP "
+"export format instead."
+msgstr ""
+"Éilíonn notarization an app a chartlannú ar dtús, roghnaigh an fhormáid "
+"easpórtála DMG nó ZIP ina ionad."
+
+msgid "Sending archive for notarization"
+msgstr "Cartlann á seoladh le haghaidh nótaireachta"
+
+msgid ""
+"Cannot export for universal or x86_64 if S3TC BPTC texture format is "
+"disabled. Enable it in the Project Settings (Rendering > Textures > VRAM "
+"Compression > Import S3TC BPTC)."
+msgstr ""
+"Ní féidir onnmhairiú le haghaidh uilíoch nó x86_64 má tá formáid uigeachta "
+"S3TC BPTC díchumasaithe. Cumasaigh é i Socruithe an Tionscadail (Rindreáil > "
+"Uigeachtaí > Comhbhrú VRAM > Iompórtáil S3TC BPTC)."
+
+msgid ""
+"Cannot export for universal or arm64 if ETC2 ASTC texture format is disabled. "
+"Enable it in the Project Settings (Rendering > Textures > VRAM Compression > "
+"Import ETC2 ASTC)."
+msgstr ""
+"Ní féidir easpórtáil le haghaidh uilíoch nó arm64 má tá formáid uigeachta "
+"ETC2 ASTC díchumasaithe. Cumasaigh é i Socruithe an Tionscadail (Rindreáil > "
+"Uigeachtaí > Comhbhrú VRAM > Iompórtáil ETC2 ASTC)."
+
+msgid "Notarization: Xcode command line tools are not installed."
+msgstr "Nóta: Níl uirlisí líne ordaithe Xcode suiteáilte."
+
+msgid ""
+"Notarization: rcodesign path is not set. Configure rcodesign path in the "
+"Editor Settings (Export > macOS > rcodesign)."
+msgstr ""
+"Notarization: níl cosán rcodesign socraithe. Cumraigh conair rcodesign sna "
+"Socruithe Eagarthóra (Easpórtáil > macOS > rcodesign)."
+
+msgid ""
+"Warning: Notarization is disabled. The exported project will be blocked by "
+"Gatekeeper if it's downloaded from an unknown source."
+msgstr ""
+"Rabhadh: Tá notarization díchumasaithe. Cuirfidh Gatekeeper bac ar an "
+"tionscadal easpórtála má íoslódáiltear é ó fhoinse anaithnid."
+
+msgid ""
+"Code signing is disabled. The exported project will not run on Macs with "
+"enabled Gatekeeper and Apple Silicon powered Macs."
+msgstr ""
+"Tá síniú an chóid díchumasaithe. Ní rithfidh an tionscadal onnmhairithe ar "
+"Macs le Macs cumasaithe Gatekeeper agus Apple Silicon faoi thiomáint Macs."
+
+msgid ""
+"Code signing: Using ad-hoc signature. The exported project will be blocked by "
+"Gatekeeper"
+msgstr ""
+"Síniú an chóid: Ag baint úsáide as síniú ad-hoc. Cuirfidh Gatekeeper bac ar "
+"an tionscadal easpórtáilte"
+
+msgid "Code signing: Xcode command line tools are not installed."
+msgstr "Síniú an chóid: Níl uirlisí líne ordaithe Xcode suiteáilte."
+
+msgid ""
+"Code signing: rcodesign path is not set. Configure rcodesign path in the "
+"Editor Settings (Export > macOS > rcodesign)."
+msgstr ""
+"Síniú cód: níl cosán rcodesign socraithe. Cumraigh conair rcodesign sna "
+"Socruithe Eagarthóra (Easpórtáil > macOS > rcodesign)."
+
+msgid "Run on remote macOS system"
+msgstr "Rith ar chóras macOS cianda"
+
+msgid "Run exported project on remote macOS system"
+msgstr "Rith tionscadal onnmhairithe ar chóras macOS iargúlta"
+
+msgid "Could not open template for export: \"%s\"."
+msgstr "Níorbh fhéidir teimpléad a oscailt le heaspórtáil: \"%s\"."
+
+msgid "Invalid export template: \"%s\"."
+msgstr "Teimpléad neamhbhailí easpórtála: \"%s\"."
+
+msgid "Could not write file: \"%s\"."
+msgstr "Níorbh fhéidir comhad a scríobh: \"%s\"."
+
+msgid "Icon Creation"
+msgstr "Cruthú Deilbhíní"
+
+msgid "Could not read file: \"%s\"."
+msgstr "Níorbh fhéidir comhad a léamh: \"%s\"."
+
+msgid "PWA"
+msgstr "PWAName"
+
+msgid ""
+"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. "
+"Use Godot 3 to target Web with C#/Mono instead."
+msgstr ""
+"Ní thacaítear le heaspórtáil chuig an nGréasán faoi láthair i Godot 4 agus C "
+"#/.NET á úsáid. Bain úsáid as Godot 3 chun díriú ar an nGréasán le C # / Mono "
+"ina ionad."
+
+msgid ""
+"If this project does not use C#, use a non-C# editor build to export the "
+"project."
+msgstr ""
+"Mura n-úsáideann an tionscadal seo C #, bain úsáid as tógáil eagarthóir neamh-"
+"C # chun an tionscadal a easpórtáil."
+
+msgid "Could not read HTML shell: \"%s\"."
+msgstr "Níorbh fhéidir blaosc HTML a léamh: \"%s\"."
+
+msgid "Run in Browser"
+msgstr "Rith i mBrabhsálaí"
+
+msgid "Start HTTP Server"
+msgstr "Tosaigh Freastalaí HTTP"
+
+msgid "Re-export Project"
+msgstr "Tionscadal Atheaspórtála"
+
+msgid "Stop HTTP Server"
+msgstr "Stop freastalaí HTTP"
+
+msgid "Run exported HTML in the system's default browser."
+msgstr "Rith easpórtáil HTML i mbrabhsálaí réamhshocraithe an chórais."
+
+msgid "Start the HTTP server."
+msgstr "Tosaigh an freastalaí HTTP."
+
+msgid "Export project again to account for updates."
+msgstr "Easpórtáil tionscadal arís chun cuntas a thabhairt ar nuashonruithe."
+
+msgid "Stop the HTTP server."
+msgstr "Stop an freastalaí HTTP."
+
+msgid "Could not create HTTP server directory: %s."
+msgstr "Níorbh fhéidir comhadlann freastalaí HTTP a chruthú: %s."
+
+msgid "Error starting HTTP server: %d."
+msgstr "Earráid agus freastalaí HTTP á thosú: %d."
+
+msgid "Resources Modification"
+msgstr "Modhnú Acmhainní"
+
+msgid "Icon size \"%d\" is missing."
+msgstr "Tá méid an deilbhín \"%d\" ar iarraidh."
+
+msgid "Failed to rename temporary file \"%s\"."
+msgstr "Níorbh fhéidir comhad sealadach \"%s\" a athainmniú."
+
+msgid "Invalid icon path."
+msgstr "Conair neamhbhailí deilbhíní."
+
+msgid "Invalid file version."
+msgstr "Leagan neamhbhailí comhaid."
+
+msgid "Invalid product version."
+msgstr "Leagan neamhbhailí táirge."
+
+msgid "Could not find rcedit executable at \"%s\"."
+msgstr "Níorbh fhéidir comhad inrite rcedit a aimsiú ag \"%s\"."
+
+msgid "Could not find wine executable at \"%s\"."
+msgstr "Níorbh fhéidir inrite fíona a aimsiú ag \"%s\"."
+
+msgid "Invalid icon file \"%s\"."
+msgstr "Comhad neamhbhailí deilbhín \"%s\"."
+
+msgid ""
+"Could not start rcedit executable. Configure rcedit path in the Editor "
+"Settings (Export > Windows > rcedit), or disable \"Application > Modify "
+"Resources\" in the export preset."
+msgstr ""
+"Níorbh fhéidir rcedit inrite a thosú. Cumraigh cosán rcedit sna Socruithe "
+"Eagarthóra (Easpórtáil > Windows > rcedit), nó díchumasaigh \"Iarratas > "
+"Modhnaigh Acmhainní\" sa réamhshocrú easpórtála."
+
+msgid "rcedit failed to modify executable: %s."
+msgstr "Theip ar RCEDIT an comhad inrite a mhionathrú: %s."
+
+msgid "Could not find signtool executable at \"%s\"."
+msgstr "Níorbh fhéidir inrite an stóil comharthaíochta a aimsiú ag \"%s\"."
+
+msgid "Could not find osslsigncode executable at \"%s\"."
+msgstr "Níorbh fhéidir comhad inrite osslsigncode a aimsiú ag \"%s\"."
+
+msgid "No identity found."
+msgstr "Níor aimsíodh aitheantas ar bith."
+
+msgid "Invalid identity type."
+msgstr "Cineál neamhbhailí aitheantais."
+
+msgid "Invalid timestamp server."
+msgstr "Freastalaí stampa ama neamhbhailí."
+
+msgid ""
+"Could not start signtool executable. Configure signtool path in the Editor "
+"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export "
+"preset."
+msgstr ""
+"Níorbh fhéidir inrite signtool a thosú. Cumraigh conair signtool sna "
+"Socruithe Eagarthóra (Easpórtáil > Windows > signtool), nó díchumasaigh "
+"\"Codesign\" sa réamhshocrú easpórtála."
+
+msgid ""
+"Could not start osslsigncode executable. Configure signtool path in the "
+"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in "
+"the export preset."
+msgstr ""
+"Níorbh fhéidir osslsigncode inrite a thosú. Cumraigh conair signtool sna "
+"Socruithe Eagarthóra (Easpórtáil > Windows > osslsigncode), nó díchumasaigh "
+"\"Codesign\" sa réamhshocrú easpórtála."
+
+msgid "Signtool failed to sign executable: %s."
+msgstr "Theip ar an uirlis chomhartha inrite a shíniú: %s."
+
+msgid "Failed to remove temporary file \"%s\"."
+msgstr "Níorbh fhéidir comhad sealadach \"%s\" a bhaint."
+
+msgid ""
+"The rcedit tool must be configured in the Editor Settings (Export > Windows > "
+"rcedit) to change the icon or app information data."
+msgstr ""
+"Ní mór an uirlis rcedit a chumrú sna Socruithe Eagarthóra (Easpórtáil > "
+"Windows > rcedit) chun an deilbhín nó sonraí faisnéise na haipe a athrú."
+
+msgid "Windows executables cannot be >= 4 GiB."
+msgstr "Ní féidir le hinnrite Windows a bheith >= 4 GiB."
+
+msgid "Run on remote Windows system"
+msgstr "Rith ar chóras cianda Windows"
+
+msgid "Run exported project on remote Windows system"
+msgstr "Rith tionscadal onnmhairithe ar chianchóras Windows"
+
+msgid ""
+"A SpriteFrames resource must be created or set in the \"Sprite Frames\" "
+"property in order for AnimatedSprite2D to display frames."
+msgstr ""
+"Ní mór acmhainn SpriteFrames a chruthú nó a shocrú sa mhaoin \"Frámaí "
+"Sprite\" chun go mbeidh AnimatedSprite2D chun frámaí a thaispeáint."
+
+msgid ""
+"Only one visible CanvasModulate is allowed per canvas.\n"
+"When there are more than one, only one of them will be active. Which one is "
+"undefined."
+msgstr ""
+"Ní cheadaítear ach Canbhás infheicthe amháinModulate in aghaidh an "
+"chanbháis.\n"
+"Nuair a bhíonn níos mó ná ceann amháin ann, ní bheidh ach duine amháin acu "
+"gníomhach. Cé acu ceann atá gan sainmhíniú."
+
+msgid ""
+"CPUParticles2D animation requires the usage of a CanvasItemMaterial with "
+"\"Particles Animation\" enabled."
+msgstr ""
+"Éilíonn beochan CPUParticles2D úsáid CanvasItemMaterial le \"Beochan "
+"Cáithníní\" cumasaithe."
+
+msgid ""
+"A material to process the particles is not assigned, so no behavior is "
+"imprinted."
+msgstr ""
+"Ní shanntar ábhar chun na cáithníní a phróiseáil, mar sin níl aon iompar "
+"imprinted."
+
+msgid ""
+"Particles2D animation requires the usage of a CanvasItemMaterial with "
+"\"Particles Animation\" enabled."
+msgstr ""
+"Éilíonn beochan Particles2D úsáid CanvasItemMaterial le \"Beochan Cáithníní\" "
+"cumasaithe."
+
+msgid ""
+"Particle trails are only available when using the Forward+ or Mobile "
+"rendering backends."
+msgstr ""
+"Níl cosáin cháithnín ar fáil ach amháin nuair a bhíonn na hinnill rindreáil "
+"Forward + nó Mobile á n-úsáid."
+
+msgid ""
+"Particle sub-emitters are not available when using the GL Compatibility "
+"rendering backend."
+msgstr ""
+"Níl fo-astaírí cáithníní ar fáil agus inneall rindreáil Comhoiriúnachta GL á "
+"úsáid."
+
+msgid ""
+"A texture with the shape of the light must be supplied to the \"Texture\" "
+"property."
+msgstr ""
+"Ní mór uigeacht le cruth an tsolais a sholáthar don mhaoin \"Uigeacht\"."
+
+msgid ""
+"An occluder polygon must be set (or drawn) for this occluder to take effect."
+msgstr ""
+"Ní mór polagán occluder a shocrú (nó a tharraingt) chun go dtiocfaidh an t-"
+"occluder seo i bhfeidhm."
+
+msgid "The occluder polygon for this occluder is empty. Please draw a polygon."
+msgstr ""
+"Tá an polagán occluder don occluder seo folamh. Tarraing polagán le do thoil."
+
+msgid ""
+"The NavigationAgent2D can be used only under a Node2D inheriting parent node."
+msgstr ""
+"Ní féidir an NavigationAgent2D a úsáid ach amháin faoi nód tuismitheora "
+"Node2D a fhaigheann oidhreacht."
+
+msgid ""
+"NavigationLink2D start position should be different than the end position to "
+"be useful."
+msgstr ""
+"Ba chóir go mbeadh suíomh tosaithe NavigationLink2D difriúil ná an suíomh "
+"deiridh a bheith úsáideach."
+
+msgid ""
+"A NavigationMesh resource must be set or created for this node to work. "
+"Please set a property or draw a polygon."
+msgstr ""
+"Ní mór acmhainn NavigationMesh a shocrú nó a chruthú chun go n-oibreoidh an "
+"nód seo. Socraigh maoin nó tarraing polagán."
+
+msgid ""
+"ParallaxLayer node only works when set as child of a ParallaxBackground node."
+msgstr ""
+"Ní oibríonn nód ParallaxLayer ach amháin nuair a shocraítear é mar leanbh de "
+"nód ParallaxBackground."
+
+msgid "PathFollow2D only works when set as a child of a Path2D node."
+msgstr ""
+"Ní oibríonn PathFollow2D ach amháin nuair a shocraítear é mar leanbh de nód "
+"Path2D."
+
+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 "
+"its shape."
+msgstr ""
+"Níl aon chruth ar an nód seo, mar sin ní féidir leis collide nó idirghníomhú "
+"le rudaí eile.\n"
+"Smaoinigh ar CollisionShape2D nó CollisionPolygon2D a chur leis mar leanbh "
+"chun a chruth a shainiú."
+
+msgid ""
+"CollisionPolygon2D 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 ""
+"ImbhualadhPolygon2D feidhmíonn sé ach cruth imbhuailte a sholáthar do nód "
+"díorthaithe CollisionObject2D. Ná húsáid é ach mar leanbh de Area2D, "
+"StaticBody2D, RigidBody2D, CharacterBody2D, etc. chun cruth a thabhairt dóibh."
+
+msgid "An empty CollisionPolygon2D has no effect on collision."
+msgstr "Níl aon éifeacht ag ImbhualadhPolygon2D folamh ar imbhualadh."
+
+msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode."
+msgstr ""
+"Polagán neamhbhailí. Tá 3 phointe ar a laghad ag teastáil i mód tógála "
+"'Solaid'."
+
+msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode."
+msgstr ""
+"Polagán neamhbhailí. Tá gá le 2 phointe ar a laghad i mód tógála 'Deighleoga'."
+
+msgid ""
+"The One Way Collision property will be ignored when the collision object is "
+"an Area2D."
+msgstr ""
+"Déanfar neamhaird ar an maoin Imbhuailte Aon-Bhealach nuair a bhíonn an réad "
+"imbhuailte ina Area2D."
+
+msgid ""
+"CollisionShape2D only serves to provide a collision shape to a "
+"CollisionObject2D derived node.\n"
+"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, "
+"CharacterBody2D, etc. to give them a shape."
+msgstr ""
+"Ní fhreastalaíonn CollisionShape2D ach cruth imbhuailte a sholáthar do nód "
+"díorthaithe CollisionObject2D.\n"
+"Ná húsáid é ach mar leanbh de Area2D, StaticBody2D, RigidBody2D, "
+"CharacterBody2D, etc. chun cruth a thabhairt dóibh."
+
+msgid ""
+"A shape must be provided for CollisionShape2D to function. Please create a "
+"shape resource for it!"
+msgstr ""
+"Ní mór cruth a chur ar fáil le go bhfeidhmeoidh CollisionShape2D. Cruthaigh "
+"acmhainn crutha dó le do thoil!"
+
+msgid ""
+"Polygon-based shapes are not meant be used nor edited directly through the "
+"CollisionShape2D node. Please use the CollisionPolygon2D node instead."
+msgstr ""
+"Ní chiallaíonn cruthanna polagán-bhunaithe a úsáid ná a chur in eagar go "
+"díreach tríd an nód CollisionShape2D. Bain úsáid as an nód CollisionPolygon2D "
+"ina ionad."
+
+msgid "Node A and Node B must be PhysicsBody2Ds"
+msgstr "Ní mór nód A agus Nód B a bheith FisiceBody2Ds"
+
+msgid "Node A must be a PhysicsBody2D"
+msgstr "Ní mór nód A a bheith ina PhysicsBody2D"
+
+msgid "Node B must be a PhysicsBody2D"
+msgstr "Caithfidh Nód B a bheith ina FhisicBody2D"
+
+msgid "Joint is not connected to two PhysicsBody2Ds"
+msgstr "Níl Joint ceangailte le dhá FhisicBody2Ds"
+
+msgid "Node A and Node B must be different PhysicsBody2Ds"
+msgstr "Caithfidh Nód A agus Nód B a bheith difriúil PhysicsBody2Ds"
+
+msgid ""
+"A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a "
+"parent node!"
+msgstr ""
+"Ní oibríonn PhysicalBone2D ach le Cnámharlach2D nó le PhysicalBone2D eile mar "
+"nód tuismitheora!"
+
+msgid ""
+"A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! "
+"Please set a Bone2D node in the inspector."
+msgstr ""
+"Ní mór PhysicalBone2D a shannadh do nód Bone2D chun feidhmiú! Socraigh nód "
+"Bone2D sa chigire le do thoil."
+
+msgid ""
+"A PhysicalBone2D node should have a Joint2D-based child node to keep bones "
+"connected! Please add a Joint2D-based node as a child to this node!"
+msgstr ""
+"Ba chóir go mbeadh nód leanaí bunaithe ar Joint2D ag nód PhysicalBone2D chun "
+"cnámha a choinneáil ceangailte! Cuir nód Joint2D-bhunaithe mar leanbh leis an "
+"nód seo!"
+
+msgid ""
+"Size changes to RigidBody2D will be overridden by the physics engine when "
+"running.\n"
+"Change the size in children collision shapes instead."
+msgstr ""
+"Sáróidh an t-inneall fisice athruithe méide ar RigidBody2D agus é ag rith.\n"
+"Athraigh an méid i gcruthanna imbhuailte leanaí ina ionad."
+
+msgid ""
+"This node cannot interact with other objects unless a Shape2D is assigned."
+msgstr ""
+"Ní féidir leis an nód seo idirghníomhú le rudaí eile mura sanntar Shape2D."
+
+msgid "Path property must point to a valid Node2D node to work."
+msgstr "Ní mór do mhaoin chosáin nód bailí Node2D a chur in iúl chun oibriú."
+
+msgid "This Bone2D chain should end at a Skeleton2D node."
+msgstr "Ba chóir go gcríochnódh an slabhra Bone2D seo ag nód Skeleton2D."
+
+msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node."
+msgstr ""
+"Ní oibríonn Bone2D ach le Cnámharlach2D nó Bone2D eile mar nód tuismitheora."
+
+msgid ""
+"This bone lacks a proper REST pose. Go to the Skeleton2D node and set one."
+msgstr ""
+"Níl údar ceart REST ag an gcnámh seo. Téigh go dtí an nód Skeleton2D agus "
+"socraigh ceann."
+
+msgid ""
+"The TileMap node is deprecated as it is superseded by the use of multiple "
+"TileMapLayer nodes.\n"
+"To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom "
+"panel with this node selected, click the toolbox icon in the top-right corner "
+"and choose \"Extract TileMap layers as individual TileMapLayer nodes\"."
+msgstr ""
+"Déantar an nód TileMap a dhímheas mar go bhfuil sé in ionad úsáid a bhaint as "
+"nóid TileMapLayer il.\n"
+"Chun TileMap a thiontú go sraith nóid TileMapLayer, oscail an painéal bun "
+"TileMap leis an nód seo roghnaithe, cliceáil ar an deilbhín bosca uirlisí sa "
+"chúinne barr ar dheis agus roghnaigh \"Sliocht sraitheanna TileMap mar nóid "
+"TileMapLayer aonair\"."
+
+msgid ""
+"A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n"
+"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be "
+"Y-sorted as a whole with tiles from Y-sorted layers."
+msgstr ""
+"Tá an luach Z-innéacs céanna ag ciseal Y-sórtáilte mar chiseal nach bhfuil "
+"curtha in eagar Y.\n"
+"D'fhéadfadh iompar nach dteastaíonn a bheith mar thoradh air seo, mar go "
+"mbeidh ciseal nach bhfuil Y-sórtáilte ina iomláine le tíleanna ó shraitheanna "
+"Y-sórtáilte."
+
+msgid ""
+"A TileMap layer is set as Y-sorted, but Y-sort is not enabled on the TileMap "
+"node itself."
+msgstr ""
+"Socraítear ciseal TileMap mar Y-sórtáilte, ach níl Y-sort cumasaithe ar an "
+"nód TileMap féin."
+
+msgid ""
+"The TileMap node is set as Y-sorted, but Y-sort is not enabled on any of the "
+"TileMap's layers.\n"
+"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be "
+"Y-sorted as a whole."
+msgstr ""
+"Tá an nód TileMap socraithe mar Y-sórtáilte, ach níl Y-sort cumasaithe ar aon "
+"cheann de shraitheanna an TileMap.\n"
+"D'fhéadfadh iompar nach dteastaíonn a bheith mar thoradh air seo, mar go "
+"mbeidh ciseal nach bhfuil Y-sórtáilte ina iomláine."
+
+msgid ""
+"Isometric TileSet will likely not look as intended without Y-sort enabled for "
+"the TileMap and all of its layers."
+msgstr ""
+"Is dócha nach mbreathnóidh TileSet Isometric mar atá beartaithe gan Y-shórt "
+"cumasaithe don TileMap agus dá sraitheanna go léir."
+
+msgid ""
+"External Skeleton3D node not set! Please set a path to an external Skeleton3D "
+"node."
+msgstr ""
+"Níl nód Cnámharlach Seachtrach3D socraithe! Socraigh cosán chuig nód "
+"seachtrach Skeleton3D."
+
+msgid ""
+"Parent node is not a Skeleton3D node! Please use an external Skeleton3D if "
+"you intend to use the BoneAttachment3D without it being a child of a "
+"Skeleton3D node."
+msgstr ""
+"Ní nód Cnámharlaigh3D é nód tuismitheora! Bain úsáid as Skeleton3D seachtrach "
+"má tá sé ar intinn agat an BoneAttachment3D a úsáid gan é a bheith ina leanbh "
+"de nód Skeleton3D."
+
+msgid ""
+"BoneAttachment3D node is not bound to any bones! Please select a bone to "
+"attach this node."
+msgstr ""
+"Níl nód BoneAttachment3D ceangailte le haon chnámha! Roghnaigh cnámh chun an "
+"nód seo a cheangal."
+
+msgid "Nothing is visible because no mesh has been assigned."
+msgstr "Níl aon rud le feiceáil toisc nár sannadh aon mhogall."
+
+msgid ""
+"CPUParticles3D animation requires the usage of a StandardMaterial3D whose "
+"Billboard Mode is set to \"Particle Billboard\"."
+msgstr ""
+"Éilíonn beochan CPUParticles3D úsáid StandardMaterial3D a bhfuil a Mód fógraí "
+"na gCáithnín socraithe do \"Clár fógraí na gCáithnín\"."
+
+msgid ""
+"Decals are only available when using the Forward+ or Mobile rendering "
+"backends."
+msgstr ""
+"Níl decals ar fáil ach amháin nuair a bhíonn na hinnill rindreáil Forward + "
+"nó Mobile á n-úsáid."
+
+msgid ""
+"The decal has no textures loaded into any of its texture properties, and will "
+"therefore not be visible."
+msgstr ""
+"Níl aon uigeachtaí luchtaithe ag an decal in aon cheann dá airíonna "
+"uigeachta, agus dá bhrí sin ní bheidh sé le feiceáil."
+
+msgid ""
+"The decal has a Normal and/or ORM texture, but no Albedo texture is set.\n"
+"An Albedo texture with an alpha channel is required to blend the normal/ORM "
+"maps onto the underlying surface.\n"
+"If you don't want the Albedo texture to be visible, set Albedo Mix to 0."
+msgstr ""
+"Tá uigeacht Gnáth agus / nó ORM ag an decal, ach níl aon uigeacht Albedo "
+"socraithe.\n"
+"Tá uigeacht Albedo le cainéal alfa ag teastáil chun na gnáth-léarscáileanna / "
+"ORM a chumasc ar an dromchla bunúsach.\n"
+"Mura dteastaíonn uait go mbeadh uigeacht Albedo le feiceáil, socraigh Albedo "
+"Mix go 0."
+
+msgid ""
+"The decal's Cull Mask has no bits enabled, which means the decal will not "
+"paint objects on any layer.\n"
+"To resolve this, enable at least one bit in the Cull Mask property."
+msgstr ""
+"Níl aon ghiotaí cumasaithe ag Cull Mask decal, rud a chiallaíonn nach "
+"bpéinteálfaidh an decal rudaí ar aon chiseal.\n"
+"Chun é seo a réiteach, cumasaigh giota amháin ar a laghad i maoin Cull Mask."
+
+msgid "Fog Volumes are only visible when using the Forward+ backend."
+msgstr ""
+"Níl Imleabhair ceo le feiceáil ach amháin nuair a bhíonn an t-inneall Forward "
+"+ á úsáid."
+
+msgid ""
+"Fog Volumes need volumetric fog to be enabled in the scene's Environment in "
+"order to be visible."
+msgstr ""
+"Ní mór ceo toirtmhéadrach a chumasú i gComhshaol an radhairc chun go mbeidh "
+"siad le feiceáil."
+
+msgid "Nothing is visible because meshes have not been assigned to draw passes."
+msgstr ""
+"Níl aon rud le feiceáil toisc nár sannadh mogaill chun pasanna a tharraingt."
+
+msgid ""
+"Particles animation requires the usage of a BaseMaterial3D whose Billboard "
+"Mode is set to \"Particle Billboard\"."
+msgstr ""
+"Éilíonn beochan cáithníní úsáid BaseMaterial3D a bhfuil a Mód na gCáithnín "
+"leagtha síos do \"Clár fógraí na gCáithnín\"."
+
+msgid ""
+"Using Trail meshes with a skin causes Skin to override Trail poses. Suggest "
+"removing the Skin."
+msgstr ""
+"Trí úsáid a bhaint as mogaill Trail le craiceann, is cúis le Craiceann an "
+"Rian a shárú. Mol an Craiceann a bhaint."
+
+msgid "Trails active, but neither Trail meshes or a Skin were found."
+msgstr "Bhí cosáin gníomhach, ach níor aimsíodh mogaill Trail ná Craiceann."
+
+msgid ""
+"Only one Trail mesh is supported. If you want to use more than a single mesh, "
+"a Skin is needed (see documentation)."
+msgstr ""
+"Ní thacaítear ach le mogalra Trail amháin. Más mian leat níos mó ná mogalra "
+"amháin a úsáid, tá Craiceann ag teastáil (féach doiciméadú)."
+
+msgid ""
+"Trails enabled, but one or more mesh materials are either missing or not set "
+"for trails rendering."
+msgstr ""
+"Cosáin cumasaithe, ach tá ábhar mogall amháin nó níos mó ar iarraidh nó gan a "
+"bheith socraithe le haghaidh rindreáil cosáin."
+
+msgid ""
+"Particle sub-emitters are only available when using the Forward+ or Mobile "
+"rendering backends."
+msgstr ""
+"Níl fo-astaírí cáithníní ar fáil ach amháin nuair a bhíonn na hinnill "
+"rindreáil Forward + nó Mobile á n-úsáid."
+
+msgid ""
+"The Bake Mask has no bits enabled, which means baking will not produce any "
+"collision for this GPUParticlesCollisionSDF3D.\n"
+"To resolve this, enable at least one bit in the Bake Mask property."
+msgstr ""
+"Níl aon ghiotáin cumasaithe ag an Masc Bácála, rud a chiallaíonn nach "
+"ndéanfaidh bácáil aon imbhualadh don GPUParticlesCollisionSDF3D seo.\n"
+"Chun é seo a réiteach, cumasaigh giota amháin ar a laghad sa mhaoin Masc "
+"Bácála."
+
+msgid "A light's scale does not affect the visual size of the light."
+msgstr "Ní dhéanann scála solais difear do mhéid amhairc an tsolais."
+
+msgid "Projector texture only works with shadows active."
+msgstr "Ní oibríonn uigeacht teilgeora ach le scáthanna gníomhacha."
+
+msgid ""
+"Projector textures are not supported when using the GL Compatibility backend "
+"yet. Support will be added in a future release."
+msgstr ""
+"Ní thacaítear le huigeachtaí teilgeora agus an t-inneall Comhoiriúnachta GL á "
+"úsáid go fóill. Cuirfear tacaíocht leis in eisiúint amach anseo."
+
+msgid "A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."
+msgstr ""
+"Ní féidir le SpotLight3D le huillinn níos leithne ná 90 céim scáthanna a "
+"chaitheamh."
+
+msgid "Finding meshes, lights and probes"
+msgstr "Mogalraí, soilse agus tóireadóirí a aimsiú"
+
+msgid "Preparing geometry %d/%d"
+msgstr "Céimseata %d/%d á hullmhú"
+
+msgid "Creating probes"
+msgstr "Tóireadóirí a chruthú"
+
+msgid "Creating probes from mesh %d/%d"
+msgstr "Tóireadóirí á gcruthú ó mhogall %d/%d"
+
+msgid "Preparing Lightmapper"
+msgstr "Mapaire Solais á Ullmhú"
+
+msgid "Preparing Environment"
+msgstr "Timpeallacht a Ullmhú"
+
+msgid "Generating Probe Volumes"
+msgstr "Imleabhair tóireadóir á nginiúint"
+
+msgid "Generating Probe Acceleration Structures"
+msgstr "Struchtúir Luasghéaraithe Probe a Ghiniúint"
+
+msgid ""
+"Lightmap can only be baked from a device that supports the RD backends. "
+"Lightmap baking may fail."
+msgstr ""
+"Ní féidir mapa solais a bhácáil ach ó ghléas a thacaíonn leis na cúil RD. "
+"D'fhéadfadh go dteipfeadh ar bhácáil lightmap."
+
+msgid ""
+"The NavigationAgent3D can be used only under a Node3D inheriting parent node."
+msgstr ""
+"Ní féidir an NavigationAgent3D a úsáid ach amháin faoi nód tuismitheora "
+"Node3D a fhaigheann oidhreacht."
+
+msgid ""
+"NavigationLink3D start position should be different than the end position to "
+"be useful."
+msgstr ""
+"Ba chóir go mbeadh suíomh tosaithe NavigationLink3D difriúil ná an suíomh "
+"deiridh a bheith úsáideach."
+
+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 "
+"Culling > Use Occlusion Culling."
+msgstr ""
+"Tá marú occlusion díchumasaithe i Socruithe an Tionscadail, rud a chiallaíonn "
+"nach ndéanfar marú occlusion i radharc na fréimhe.\n"
+"Chun é seo a réiteach, oscail Socruithe an Tionscadail agus cumasaigh "
+"Rindreáil > Marú Occlusion > Úsáid Occlusion Maraithe."
+
+msgid ""
+"The Bake Mask has no bits enabled, which means baking will not produce any "
+"occluder meshes for this OccluderInstance3D.\n"
+"To resolve this, enable at least one bit in the Bake Mask property."
+msgstr ""
+"Níl aon ghiotáin cumasaithe ag an Masc Bácála, rud a chiallaíonn nach "
+"dtáirgfidh bácáil aon mhogall occluder don OccluderInstance3D seo.\n"
+"Chun é seo a réiteach, cumasaigh giota amháin ar a laghad sa mhaoin Masc "
+"Bácála."
+
+msgid ""
+"No occluder mesh is defined in the Occluder property, so no occlusion culling "
+"will be performed using this OccluderInstance3D.\n"
+"To resolve this, set the Occluder property to one of the primitive occluder "
+"types or bake the scene meshes by selecting the OccluderInstance3D and "
+"pressing the Bake Occluders button at the top of the 3D editor viewport."
+msgstr ""
+"Níl aon mogalra occluder sainithe sa mhaoin Occluder, mar sin ní dhéanfar aon "
+"chuileann occlusion ag baint úsáide as an OccluderInstance3D seo.\n"
+"Chun é seo a réiteach, socraigh an mhaoin Occluder le ceann de na cineálacha "
+"occluder primitive nó bácáil na mogall radhairc tríd an OccluderInstance3D a "
+"roghnú agus an cnaipe Bake Occluders a bhrú ag barr an viewport eagarthóir 3D."
+
+msgid ""
+"The occluder mesh has less than 3 vertices, so no occlusion culling will be "
+"performed using this OccluderInstance3D.\n"
+"To generate a proper occluder mesh, select the OccluderInstance3D then use "
+"the Bake Occluders button at the top of the 3D editor viewport."
+msgstr ""
+"Tá níos lú ná 3 vertices ag an mogalra occluder, mar sin ní dhéanfar aon "
+"chuiliú occlusion ag baint úsáide as an OccluderInstance3D seo.\n"
+"Chun mogalra occluder cuí a ghiniúint, roghnaigh an OccluderInstance3D ansin "
+"bain úsáid as an gcnaipe Bake Occluders ag barr an viewport eagarthóir 3D."
+
+msgid ""
+"The polygon occluder has less than 3 vertices, so no occlusion culling will "
+"be performed using this OccluderInstance3D.\n"
+"Vertices can be added in the inspector or using the polygon editing tools at "
+"the top of the 3D editor viewport."
+msgstr ""
+"Tá níos lú ná 3 vertices ag an occluder polagán, mar sin ní dhéanfar aon "
+"chuileadh occlusion ag baint úsáide as an OccluderInstance3D seo.\n"
+"Is féidir vertices a chur leis an gcigire nó ag baint úsáide as na huirlisí "
+"eagarthóireachta polagáin ag barr an viewport eagarthóir 3D."
+
+msgid "PathFollow3D only works when set as a child of a Path3D node."
+msgstr ""
+"Ní oibríonn PathFollow3D ach amháin nuair a shocraítear é mar leanbh de nód "
+"Path3D."
+
+msgid ""
+"PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its "
+"parent Path3D's Curve resource."
+msgstr ""
+"Éilíonn ROTATION_ORIENTED PathFollow3D \"Veicteoir Suas\" a chumasú ina "
+"acmhainn Cuar Path3D máthair."
+
+msgid ""
+"This node has no shape, so it can't collide or interact with other objects.\n"
+"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define "
+"its shape."
+msgstr ""
+"Níl aon chruth ar an nód seo, mar sin ní féidir leis collide nó idirghníomhú "
+"le rudaí eile.\n"
+"Smaoinigh ar CollisionShape3D nó CollisionPolygon3D a chur leis mar leanbh "
+"chun a chruth a shainiú."
+
+msgid ""
+"With a non-uniform scale this node will probably not function as expected.\n"
+"Please make its scale uniform (i.e. the same on all axes), and change the "
+"size in children collision shapes instead."
+msgstr ""
+"Le scála neamh-aonfhoirmeach is dócha nach bhfeidhmeoidh an nód seo mar a "
+"bhíothas ag súil leis.\n"
+"Déan a scála aonfhoirmeach (i.e. mar an gcéanna ar gach aiseanna), agus "
+"athraigh an méid i gcruthanna imbhuailte leanaí ina ionad."
+
+msgid ""
+"CollisionPolygon3D only serves to provide a collision shape to a "
+"CollisionObject3D derived node.\n"
+"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, "
+"CharacterBody3D, etc. to give them a shape."
+msgstr ""
+"ImbhualadhPolygon3D feidhmíonn sé ach cruth imbhuailte a chur ar fáil do nód "
+"díorthaithe CollisionObject3D.\n"
+"Ná húsáid é ach amháin mar leanbh de Area3D, StaticBody3D, RigidBody3D, "
+"CharacterBody3D, etc. chun cruth a thabhairt dóibh."
+
+msgid "An empty CollisionPolygon3D has no effect on collision."
+msgstr "Níl aon éifeacht ag ImbhualadhPolygon3D folamh ar imbhualadh."
+
+msgid ""
+"A non-uniformly scaled CollisionPolygon3D node will probably not function as "
+"expected.\n"
+"Please make its scale uniform (i.e. the same on all axes), and change its "
+"polygon's vertices instead."
+msgstr ""
+"Is dócha nach bhfeidhmeoidh nód CollisionPolygon3D ar scála neamh-"
+"aonfhoirmeach mar a bhíothas ag súil leis.\n"
+"Déan a scála aonfhoirmeach (i.e. mar an gcéanna ar gach aiseanna), agus "
+"athraigh vertices a pholagáin ina ionad."
+
+msgid ""
+"CollisionShape3D only serves to provide a collision shape to a "
+"CollisionObject3D derived node.\n"
+"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, "
+"CharacterBody3D, etc. to give them a shape."
+msgstr ""
+"Ní fhreastalaíonn CollisionShape3D ach cruth imbhuailte a sholáthar do nód "
+"díorthaithe CollisionObject3D.\n"
+"Ná húsáid é ach amháin mar leanbh de Area3D, StaticBody3D, RigidBody3D, "
+"CharacterBody3D, etc. chun cruth a thabhairt dóibh."
+
+msgid ""
+"A shape must be provided for CollisionShape3D to function. Please create a "
+"shape resource for it."
+msgstr ""
+"Ní mór cruth a chur ar fáil le go bhfeidhmeoidh CollisionShape3D. Cruthaigh "
+"acmhainn crutha dó, le do thoil."
+
+msgid ""
+"When used for collision, ConcavePolygonShape3D is intended to work with "
+"static CollisionObject3D nodes like StaticBody3D.\n"
+"It will likely not behave well for %ss (except when frozen and freeze_mode "
+"set to FREEZE_MODE_STATIC)."
+msgstr ""
+"Nuair a úsáidtear é le haghaidh imbhuailte, tá ConcavePolygonShape3D "
+"beartaithe a bheith ag obair le nóid statach CollisionObject3D cosúil le "
+"StaticBody3D.\n"
+"Is dócha nach n-iompróidh sé go maith do %ss (ach amháin nuair a bhíonn sé "
+"reoite agus freeze_mode socraithe chun FREEZE_MODE_STATIC)."
+
+msgid ""
+"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static."
+msgstr ""
+"Ní thacaíonn WorldBoundaryShape3D le RigidBody3D i mód eile seachas statach."
+
+msgid ""
+"When used for collision, ConcavePolygonShape3D is intended to work with "
+"static CollisionObject3D nodes like StaticBody3D.\n"
+"It will likely not behave well for CharacterBody3Ds."
+msgstr ""
+"Nuair a úsáidtear é le haghaidh imbhuailte, tá ConcavePolygonShape3D "
+"beartaithe a bheith ag obair le nóid statach CollisionObject3D cosúil le "
+"StaticBody3D.\n"
+"Is dócha nach n-iompróidh sé go maith do CharacterBody3Ds."
+
+msgid ""
+"A non-uniformly scaled CollisionShape3D node will probably not function as "
+"expected.\n"
+"Please make its scale uniform (i.e. the same on all axes), and change the "
+"size of its shape resource instead."
+msgstr ""
+"Is dócha nach bhfeidhmeoidh nód CollisionShape3D ar scála neamh-aonfhoirmeach "
+"mar a bhíothas ag súil leis.\n"
+"Déan a scála aonfhoirmeach (i.e. mar an gcéanna ar gach aiseanna), agus "
+"athraigh méid a acmhainne crutha ina ionad."
+
+msgid "Node A and Node B must be PhysicsBody3Ds"
+msgstr "Ní mór nód A agus Nód B a bheith FisiceBody3Ds"
+
+msgid "Node A must be a PhysicsBody3D"
+msgstr "Ní mór nód A a bheith ina PhysicsBody3D"
+
+msgid "Node B must be a PhysicsBody3D"
+msgstr "Caithfidh Nód B a bheith ina FhisicBody3D"
+
+msgid "Joint is not connected to any PhysicsBody3Ds"
+msgstr "Níl Joint ceangailte le haon PhysicsBody3Ds"
+
+msgid "Node A and Node B must be different PhysicsBody3Ds"
+msgstr "Ní mór nód A agus Nód B a bheith fisice éagsúlaBody3Ds"
+
+msgid ""
+"Scale changes to RigidBody3D will be overridden by the physics engine when "
+"running.\n"
+"Please change the size in children collision shapes instead."
+msgstr ""
+"Sáróidh an t-inneall fisice athruithe scála ar RigidBody3D agus é ag rith.\n"
+"Athraigh an méid i gcruthanna imbhuailtí leanaí ina ionad."
+
+msgid ""
+"This node cannot interact with other objects unless a Shape3D is assigned."
+msgstr ""
+"Ní féidir leis an nód seo idirghníomhú le rudaí eile mura sanntar Shape3D."
+
+msgid ""
+"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be "
+"reported."
+msgstr ""
+"Ní thacaíonn ShapeCast3D le ConcavePolygonShape3Ds. Ní dhéanfar imbhuailtí a "
+"thuairisciú."
+
+msgid ""
+"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please "
+"use it as a child of a VehicleBody3D."
+msgstr ""
+"Feidhmíonn VehicleWheel3D chun córas roth a chur ar fáil do VehicleBody3D. "
+"Bain úsáid as mar leanbh de chuid VehicleBody3D."
+
+msgid ""
+"The \"Remote Path\" property must point to a valid Node3D or Node3D-derived "
+"node to work."
+msgstr ""
+"Ní mór don mhaoin \"Conair Chianda\" nód bailí Node3D nó Node3D-díorthaithe a "
+"chur in iúl chun oibriú."
+
+msgid ""
+"Skeleton3D node not set! SkeletonModifier3D must be child of Skeleton3D or "
+"set a path to an external skeleton."
+msgstr ""
+"Níl nód cnámharlaigh3D socraithe! Ní mór cnámharlachModifier3D a bheith ina "
+"leanbh de Skeleton3D nó cosán a shocrú chuig cnámharlach seachtrach."
+
+msgid "This body will be ignored until you set a mesh."
+msgstr "Déanfar neamhaird den chorp seo go dtí go socraíonn tú mogalra."
+
+msgid ""
+"A SpriteFrames resource must be created or set in the \"Sprite Frames\" "
+"property in order for AnimatedSprite3D to display frames."
+msgstr ""
+"Ní mór acmhainn SpriteFrames a chruthú nó a shocrú sa mhaoin \"Frámaí "
+"Sprite\" chun go mbeidh AnimatedSprite3D chun frámaí a thaispeáint."
+
+msgid ""
+"The GeometryInstance3D visibility range's End distance is set to a non-zero "
+"value, but is lower than the Begin distance.\n"
+"This means the GeometryInstance3D will never be visible.\n"
+"To resolve this, set the End distance to 0 or to a value greater than the "
+"Begin distance."
+msgstr ""
+"Tá achar deiridh raon infheictheachta GeometryInstance3D socraithe go luach "
+"neamh-nialasach, ach tá sé níos ísle ná an t-achar Tosaigh.\n"
+"Ciallaíonn sé seo nach mbeidh an GeometryInstance3D le feiceáil go deo.\n"
+"Chun é seo a réiteach, socraigh an t-achar Deireadh go 0 nó le luach níos mó "
+"ná an t-achar Tosaigh."
+
+msgid ""
+"The GeometryInstance3D is configured to fade in smoothly over distance, but "
+"the fade transition distance is set to 0.\n"
+"To resolve this, increase Visibility Range Begin Margin above 0."
+msgstr ""
+"Tá an GeometryInstance3D cumraithe chun céimnithe go réidh thar achar, ach tá "
+"an t-achar aistrithe céimnithe socraithe go 0.\n"
+"Chun é seo a réiteach, méadaigh Raon Infheictheachta Tosaigh Corrlach os "
+"cionn 0."
+
+msgid ""
+"The GeometryInstance3D is configured to fade out smoothly over distance, but "
+"the fade transition distance is set to 0.\n"
+"To resolve this, increase Visibility Range End Margin above 0."
+msgstr ""
+"Tá an GeometryInstance3D cumraithe chun céimnithe amach go réidh thar achar, "
+"ach tá an t-achar aistrithe céimnithe socraithe go 0.\n"
+"Chun é seo a réiteach, méadaigh Corrlach Deiridh Raon Infheictheachta os "
+"cionn 0."
+
+msgid ""
+"GeometryInstance3D transparency is only available when using the Forward+ "
+"rendering method."
+msgstr ""
+"Níl trédhearcacht GeometryInstance3D ar fáil ach amháin nuair a bhíonn an "
+"modh rindreáil Forward+ á úsáid."
+
+msgid ""
+"GeometryInstance3D visibility range transparency fade is only available when "
+"using the Forward+ rendering method."
+msgstr ""
+"Níl céimnithe trédhearcachta raon infheictheachta GeometryInstance3D ar fáil "
+"ach amháin nuair a bhíonn an modh rindreáil Forward + á úsáid."
+
+msgid "Plotting Meshes"
+msgstr "Mogaill Bhreacadh"
+
+msgid "Finishing Plot"
+msgstr "Breacadh Críochnaithe"
+
+msgid "Generating Distance Field"
+msgstr "Réimse Faid a Ghiniúint"
+
+msgid ""
+"VoxelGI nodes are not supported when using the GL Compatibility backend yet. "
+"Support will be added in a future release."
+msgstr ""
+"Ní thacaítear le nóid VoxelGI agus an t-inneall Comhoiriúnachta GL á úsáid "
+"fós. Cuirfear tacaíocht leis in eisiúint amach anseo."
+
+msgid ""
+"No VoxelGI data set, so this node is disabled. Bake static objects to enable "
+"GI."
+msgstr ""
+"Níl aon tacar sonraí VoxelGI ann, mar sin tá an nód seo díchumasaithe. Bácáil "
+"rudaí statacha chun GI a chumasú."
+
+msgid ""
+"To have any visible effect, WorldEnvironment requires its \"Environment\" "
+"property to contain an Environment, its \"Camera Attributes\" property to "
+"contain a CameraAttributes resource, or both."
+msgstr ""
+"Chun aon éifeacht infheicthe a bheith aige, éilíonn WorldEnvironment ar a "
+"mhaoin \"Comhshaol\" Comhshaol a bheith ann, a mhaoin \"Tréithe Ceamara\" "
+"chun acmhainn CameraAttributes a bheith ann, nó an dá rud."
+
+msgid ""
+"Only one WorldEnvironment is allowed per scene (or set of instantiated "
+"scenes)."
+msgstr ""
+"Ní cheadaítear ach WorldEnvironment amháin in aghaidh an radhairc (nó sraith "
+"radharcanna meandaracha)."
+
+msgid ""
+"XRCamera3D may not function as expected without an XROrigin3D node as its "
+"parent."
+msgstr ""
+"Ní fhéadfaidh XRCamera3D feidhmiú mar a bhíothas ag súil leis gan nód "
+"XROrigin3D mar thuismitheoir."
+
+msgid ""
+"XRNode3D may not function as expected without an XROrigin3D node as its "
+"parent."
+msgstr ""
+"Ní fhéadfaidh XRNode3D feidhmiú mar a bhíothas ag súil leis gan nód "
+"XROrigin3D mar thuismitheoir."
+
+msgid "No tracker name is set."
+msgstr "Níl aon ainm rianaire socraithe."
+
+msgid "No pose is set."
+msgstr "Níl aon údar socraithe."
+
+msgid "XROrigin3D requires an XRCamera3D child node."
+msgstr "Éilíonn XROrigin3D nód leanaí XRCamera3D."
+
+msgid ""
+"XR shaders are not enabled in project settings. Stereoscopic output is not "
+"supported unless they are enabled. Please enable `xr/shaders/enabled` to use "
+"stereoscopic output."
+msgstr ""
+"Níl shaders XR cumasaithe i socruithe tionscadail. Ní thacaítear le haschur "
+"steiréascópach mura bhfuil siad cumasaithe. Cumasaigh 'xr/shaders/cumasaithe' "
+"chun aschur steiréascópach a úsáid."
+
+msgid "On BlendTree node '%s', animation not found: '%s'"
+msgstr "Ar nód BlendTree '%s', níor aimsíodh beochan: '%s'"
+
+msgid "Animation not found: '%s'"
+msgstr "Beochan gan aimsiú: '%s'"
+
+msgid "Animation Apply Reset"
+msgstr "Athshocraigh Feidhmchlár Beochana"
+
+msgid "Nothing connected to input '%s' of node '%s'."
+msgstr "Níl aon rud ceangailte le hionchur '%s' de nód '%s'."
+
+msgid "No root AnimationNode for the graph is set."
+msgstr "Níl aon fhréamh AnimationNode don ghraf socraithe."
+
+msgid ""
+"ButtonGroup is intended to be used only with buttons that have toggle_mode "
+"set to true."
+msgstr ""
+"Tá sé i gceist buttonGroup a úsáid ach amháin le cnaipí a bhfuil toggle_mode "
+"socraithe go fíor."
+
+msgid "Copy this constructor in a script."
+msgstr "Cóipeáil an cruthaitheoir seo i script."
+
+msgid "Switch between hexadecimal and code values."
+msgstr "Athraigh idir luachanna heicsidheachúlach agus códluachanna."
+
+msgid ""
+"Container by itself serves no purpose unless a script configures its children "
+"placement behavior.\n"
+"If you don't intend to add a script, use a plain Control node instead."
+msgstr ""
+"Ní fhreastalaíonn coimeádán ann féin ar aon chuspóir mura ndéanann script a "
+"iompar socrúcháin leanaí a chumrú.\n"
+"Mura bhfuil sé ar intinn agat script a chur leis, bain úsáid as nód Rialaithe "
+"simplí ina ionad."
+
+msgid ""
+"The Hint Tooltip won't be displayed as the control's Mouse Filter is set to "
+"\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"."
+msgstr ""
+"Ní thaispeánfar an Leid Leid mar go bhfuil Scagaire Luiche an rialaithe "
+"socraithe chun \"Déan neamhaird\". Chun é seo a réiteach, socraigh an "
+"Scagaire Luiche go \"Stop\" nó \"Pas\"."
+
+msgid ""
+"Please be aware that GraphEdit and GraphNode will undergo extensive "
+"refactoring in a future 4.x version involving compatibility-breaking API "
+"changes."
+msgstr ""
+"Bí ar an eolas go ndéanfar athchóiriú fairsing ar GraphEdit agus GraphNode i "
+"leagan 4.x amach anseo a bhaineann le hathruithe API comhoiriúnachta."
+
+msgid ""
+"Labels with autowrapping enabled must have a custom minimum size configured "
+"to work correctly inside a container."
+msgstr ""
+"Ní mór go mbeadh íosmhéid saincheaptha cumraithe ag lipéid le autowrapping "
+"cumasaithe chun oibriú i gceart taobh istigh de choimeádán."
+
+msgid ""
+"The current font does not support rendering one or more characters used in "
+"this Label's text."
+msgstr ""
+"Ní thacaíonn an cló reatha le carachtar amháin nó níos mó a úsáidtear i "
+"dtéacs an Lipéid seo a rindreáil."
+
+msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0."
+msgstr ""
+"Má tá \"Exp Edit\" cumasaithe, ní mór \"Luach Min\" a bheith níos mó ná 0."
+
+msgid ""
+"ScrollContainer is intended to work with a single child control.\n"
+"Use a container as child (VBox, HBox, etc.), or a Control and set the custom "
+"minimum size manually."
+msgstr ""
+"Tá sé i gceist go n-oibreoidh ScrollContainer le rialú linbh amháin.\n"
+"Bain úsáid as coimeádán mar leanbh (VBox, HBox, etc.), nó Rialú agus socraigh "
+"an t-íosmhéid saincheaptha de láimh."
+
+msgid ""
+"This node doesn't have a SubViewport as child, so it can't display its "
+"intended content.\n"
+"Consider adding a SubViewport as a child to provide something displayable."
+msgstr ""
+"Níl SubViewport ag an nód seo mar leanbh, ionas nach féidir leis an ábhar atá "
+"beartaithe aige a thaispeáint.\n"
+"Smaoinigh ar SubViewport a chur leis mar leanbh chun rud éigin a chur ar "
+"taispeáint."
+
+msgid ""
+"The default mouse cursor shape of SubViewportContainer has no effect.\n"
+"Consider leaving it at its initial value `CURSOR_ARROW`."
+msgstr ""
+"Níl aon éifeacht ag cruth réamhshocraithe cúrsóir na luiche de "
+"SubViewportContainer.\n"
+"Smaoinigh ar é a fhágáil ag a luach tosaigh 'CURSOR_ARROW'."
+
+msgid ""
+"This node was an instance of scene '%s', which was no longer available when "
+"this scene was loaded."
+msgstr ""
+"Sampla de radharc '%s' a bhí sa nód seo, nach raibh ar fáil a thuilleadh "
+"nuair a luchtaíodh an radharc seo."
+
+msgid ""
+"Saving current scene will discard instance and all its properties, including "
+"editable children edits (if existing)."
+msgstr ""
+"Má shábháiltear an radharc reatha, cuirfear deireadh leis an gcás agus leis "
+"na hairíonna go léir a bhaineann leis, lena n-áirítear eagarthóireacht a "
+"dhéanamh ar leanaí ineagarthóireachta (más ann dóibh)."
+
+msgid ""
+"This node was saved as class type '%s', which was no longer available when "
+"this scene was loaded."
+msgstr ""
+"Sábháladh an nód seo mar chineál ranga '%s', nach raibh ar fáil a thuilleadh "
+"nuair a luchtaíodh an radharc seo."
+
+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 ""
+"Coinnítear sonraí ón nód bunaidh mar shealbhóir áite go dtí go mbeidh an "
+"cineál seo nód ar fáil arís. Dá bhrí sin, is féidir é a ath-shábháil go "
+"sábháilte gan riosca caillteanas sonraí."
+
+msgid "Unrecognized missing node. Check scene dependency errors for details."
+msgstr ""
+"Nód ar iarraidh gan aithint. Seiceáil earráidí spleáchais radhairc le "
+"haghaidh sonraí."
+
+msgid ""
+"This node is marked as deprecated and will be removed in future versions.\n"
+"Please check the Godot documentation for information about migration."
+msgstr ""
+"Tá an nód seo marcáilte mar dhímheas agus bainfear é i leaganacha amach "
+"anseo.\n"
+"Seiceáil doiciméadú Godot le do thoil chun eolas a fháil faoin imirce."
+
+msgid ""
+"This node is marked as experimental and may be subject to removal or major "
+"changes in future versions."
+msgstr ""
+"Tá an nód marcáilte mar thurgnamhach agus d'fhéadfadh sé a bheith faoi réir a "
+"bhaint nó athruithe móra i leaganacha amach anseo."
+
+msgid ""
+"ShaderGlobalsOverride is not active because another node of the same type is "
+"in the scene."
+msgstr ""
+"Níl ShaderGlobalsOverride gníomhach toisc go bhfuil nód eile den chineál "
+"céanna sa radharc."
+
+msgid ""
+"Very low timer wait times (< 0.05 seconds) may behave in significantly "
+"different ways depending on the rendered or physics frame rate.\n"
+"Consider using a script's process loop instead of relying on a Timer for very "
+"low wait times."
+msgstr ""
+"D’fhéadfadh amanna feithimh an-íseal ar an lasc ama (< 0.05 soicind) iad féin "
+"a iompar ar bhealaí suntasacha difriúla ag brath ar an ráta fráma rindreáilte "
+"nó fisice.\n"
+"Smaoinigh ar lúb próisis scripte a úsáid seachas a bheith ag brath ar "
+"Uaineadóir le haghaidh tréimhsí feithimh an-íseal."
+
+msgid ""
+"The Viewport size must be greater than or equal to 2 pixels on both "
+"dimensions to render anything."
+msgstr ""
+"Ní mór don mhéid Viewport a bheith níos mó ná nó cothrom le 2 picteilín ar an "
+"dá ghné chun aon rud a dhéanamh."
+
+msgid ""
+"An incoming node's name clashes with %s already in the scene (presumably, "
+"from a more nested instance).\n"
+"The less nested node will be renamed. Please fix and re-save the scene."
+msgstr ""
+"Tagann ainm nód atá ag teacht isteach salach ar %s cheana féin sa radharc (is "
+"dócha, ó shampla níos neadaithe).\n"
+"Athainmneofar an nód is lú neadaithe. Socraigh agus ath-shábháil an radharc."
+
+msgid ""
+"Shader keywords cannot be used as parameter names.\n"
+"Choose another name."
+msgstr ""
+"Ní féidir eochairfhocail shader a úsáid mar ainmneacha paraiméadair.\n"
+"Roghnaigh ainm eile."
+
+msgid "This parameter type does not support the '%s' qualifier."
+msgstr "Ní thacaíonn an cineál paraiméadair seo leis an gcáilitheoir '%s'."
+
+msgid ""
+"Global parameter '%s' does not exist.\n"
+"Create it in the Project Settings."
+msgstr ""
+"Níl paraiméadar domhanda '%s' ann.\n"
+"Cruthaigh é i Socruithe an Tionscadail."
+
+msgid ""
+"Global parameter '%s' has an incompatible type for this kind of node.\n"
+"Change it in the Project Settings."
+msgstr ""
+"Tá cineál neamh-chomhoiriúnach ag paraiméadar domhanda '%s' don chineál seo "
+"nód.\n"
+"Athraigh é i Socruithe an Tionscadail."
+
+msgid ""
+"The sampler port is connected but not used. Consider changing the source to "
+"'SamplerPort'."
+msgstr ""
+"Tá an port sampler ceangailte ach ní úsáidtear é. Smaoinigh ar an bhfoinse a "
+"athrú go 'SamplerPort'."
+
+msgid "Invalid source for preview."
+msgstr "Foinse neamhbhailí le haghaidh réamhamhairc."
+
+msgid "Invalid source for shader."
+msgstr "Foinse neamhbhailí le haghaidh shader."
+
+msgid "Invalid operator for that type."
+msgstr "Oibreoir neamhbhailí don chineál sin."
+
+msgid ""
+"`%s` precision mode is not available for `gl_compatibility` profile.\n"
+"Reverted to `None` precision."
+msgstr ""
+"Níl mód beachtais '%s' ar fáil don phróifíl 'gl_compatibility'.\n"
+"Ar ais go cruinneas 'None'."
+
+msgid "'%s' type is incompatible with '%s' source."
+msgstr "Níl an cineál '%s' comhoiriúnach leis an bhfoinse '%s'."
+
+msgid "'%s' default color is incompatible with '%s' source."
+msgstr "Níl dath réamhshocraithe '%s' comhoiriúnach leis an bhfoinse '%s'."
+
+msgid "Default Color"
+msgstr "Dath Réamhshocraithe"
+
+msgid "Filter"
+msgstr "Scagaire"
+
+msgid "Repeat"
+msgstr "Athdhéan"
+
+msgid "Invalid comparison function for that type."
+msgstr "Feidhm chomparáide neamhbhailí don chineál sin."
+
+msgid "2D Mode"
+msgstr "Mód 2D"
+
+msgid "Use All Surfaces"
+msgstr "Úsáid Gach Dromchla"
+
+msgid "Surface Index"
+msgstr "Innéacs Dromchla"
+
+msgid ""
+"Invalid number of arguments when calling stage function '%s', which expects "
+"%d arguments."
+msgstr ""
+"Líon neamhbhailí argóintí agus feidhm stáitse '%s' á glaoch, a bhfuil súil "
+"aige le hargóintí %d."
+
+msgid ""
+"Invalid argument type when calling stage function '%s', type expected is '%s'."
+msgstr ""
+"Cineál neamhbhailí argóinte agus feidhm stáitse '%s' á glaoch, cineál a "
+"bhfuiltear ag súil leis ná '%s'."
+
+msgid "Expected integer constant within [%d..%d] range."
+msgstr "Tairiseach slánuimhir ionchais laistigh de [%d.. Raon %d]."
+
+msgid "Argument %d of function '%s' is not a variable, array, or member."
+msgstr "Ní athróg, eagar ná ball é argóint %d d'fheidhm '%s'."
+
+msgid "Varyings cannot be passed for the '%s' parameter."
+msgstr "Ní féidir athruithe a rith don pharaiméadar '%s'."
+
+msgid "A constant value cannot be passed for the '%s' parameter."
+msgstr "Ní féidir luach seasmhach a rith don pharaiméadar '%s'."
+
+msgid ""
+"Argument %d of function '%s' can only take a local variable, array, or member."
+msgstr ""
+"Ní féidir le hargóint %d d'fheidhm '%s' ach athróg, eagar nó ball logánta a "
+"ghlacadh."
+
+msgid "Built-in function \"%s(%s)\" is only supported on high-end platforms."
+msgstr "Ní thacaítear le feidhm ionsuite \"%s(%s)\" ach ar ardáin ardleibhéil."
+
+msgid "Invalid arguments for the built-in function: \"%s(%s)\"."
+msgstr "Argóintí neamhbhailí don fheidhm ionsuite: \"%s(%s)\"."
+
+msgid "Recursion is not allowed."
+msgstr "Ní cheadaítear athchúrsa."
+
+msgid "Function '%s' can't be called from source code."
+msgstr "Ní féidir feidhm '%s' a ghlaoch ón gcód foinseach."
+
+msgid ""
+"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
+msgstr ""
+"Argóint neamhbhailí le haghaidh fheidhm \"%s(%s)\": argóint %d ba chóir a "
+"bheith %s ach is %s."
+
+msgid ""
+"Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
+msgstr ""
+"Ró-bheagán argóintí don ghlao \"%s(%s)\". Bhíothas ag súil le %d ar a laghad "
+"ach fuarthas %d."
+
+msgid ""
+"Too many arguments for \"%s(%s)\" call. Expected at most %d but received %d."
+msgstr ""
+"An iomarca argóintí don ghlao \"%s(%s)\". Bhíothas ag súil le %d ar a mhéad "
+"ach fuarthas %d."
+
+msgid "Invalid assignment of '%s' to '%s'."
+msgstr "Sannadh neamhbhailí de '%s' do '%s'."
+
+msgid "Expected constant expression."
+msgstr "Sloinneadh tairiseach a bhfuiltear ag súil leis."
+
+msgid "Expected ',' or ')' after argument."
+msgstr "Bhíothas ag súil le ',' nó ')' tar éis argóint."
+
+msgid "Varying may not be assigned in the '%s' function."
+msgstr "Ní féidir athrú a shannadh san fheidhm \"%s\"."
+
+msgid ""
+"Varying with '%s' data type may only be assigned in the 'fragment' function."
+msgstr ""
+"Ní féidir athraíonn le cineál sonraí '%s' a shannadh ach san fheidhm "
+"'bloighean'."
+
+msgid ""
+"Varyings which assigned in 'vertex' function may not be reassigned in "
+"'fragment' or 'light'."
+msgstr ""
+"Ní fhéadfar athruithe a shanntar in fheidhm 'rinne' a athshannadh i 'bhroinn' "
+"nó i 'solas'."
+
+msgid ""
+"Varyings which assigned in 'fragment' function may not be reassigned in "
+"'vertex' or 'light'."
+msgstr ""
+"Ní fhéadfar athruithe a shanntar san fheidhm 'bhroinn' a athshannadh in "
+"'vertex' nó 'solas'."
+
+msgid "'%s' cannot be used within the '%s' processor function."
+msgstr "Ní féidir '%s' a úsáid laistigh d'fheidhm phróiseálaí '%s'."
+
+msgid ""
+"'%s' cannot be used here, because '%s' is called by the '%s' processor "
+"function (which is not allowed)."
+msgstr ""
+"Ní féidir '%s' a úsáid anseo, toisc go nglaoitear '%s' ag feidhm phróiseálaí "
+"'%s' (rud nach bhfuil ceadaithe)."
+
+msgid "Assignment to function."
+msgstr "Sannadh chun feidhme."
+
+msgid "Swizzling assignment contains duplicates."
+msgstr "Tá dúbailt san sannadh swzzling."
+
+msgid "Assignment to uniform."
+msgstr "Sannadh ar éide."
+
+msgid "Constants cannot be modified."
+msgstr "Ní féidir tairisigh a athrú."
+
+msgid ""
+"Sampler argument %d of function '%s' called more than once using both built-"
+"ins and uniform textures, this is not supported (use either one or the other)."
+msgstr ""
+"Argóint samplálaí %d d'fheidhm '%s' a dtugtar níos mó ná uair amháin ag baint "
+"úsáide as uigeachtaí ionsuite agus aonfhoirmeacha araon, ní thacaítear leis "
+"seo (úsáid ceann amháin nó an ceann eile)."
+
+msgid ""
+"Sampler argument %d of function '%s' called more than once using textures "
+"that differ in either filter, repeat, or texture hint setting."
+msgstr ""
+"Glaodh ar argóint samplálaí %d d'fheidhm '%s' níos mó ná uair amháin agus "
+"úsáid á baint as uigeachtaí atá difriúil ó thaobh socrú leid, scagaire, "
+"athuair nó uigeachta."
+
+msgid ""
+"Sampler argument %d of function '%s' called more than once using different "
+"built-ins. Only calling with the same built-in is supported."
+msgstr ""
+"Glaodh ar argóint samplálaí %d d'fheidhm '%s' níos mó ná uair amháin ag baint "
+"úsáide as ionsuite éagsúla. Ní thacaítear ach le glaoch leis an ionsuite "
+"céanna."
+
+msgid "Array size is already defined."
+msgstr "Tá méid eagar sainmhínithe cheana féin."
+
+msgid "Unknown array size is forbidden in that context."
+msgstr "Toirmisctear méid eagar anaithnid sa chomhthéacs sin."
+
+msgid "Array size expressions are not supported."
+msgstr "Ní thacaítear le habairtí méide eagar."
+
+msgid "Expected a positive integer constant."
+msgstr "Bhíothas ag súil le tairiseach slánuimhir dhearfach."
+
+msgid "Invalid data type for the array."
+msgstr "Cineál sonraí neamhbhailí don eagar."
+
+msgid "Array size mismatch."
+msgstr "Neamhréir méid Eagar."
+
+msgid "Expected array initialization."
+msgstr "Táthar ag súil le tosaithe eagar."
+
+msgid "Cannot convert from '%s' to '%s'."
+msgstr "Ní féidir thiontú ó '%s' go '%s'."
+
+msgid "Expected ')' in expression."
+msgstr "Bhíothas ag súil le ‘)’ san abairt."
+
+msgid "Void value not allowed in expression."
+msgstr "Ní cheadaítear luach folús sa slonn."
+
+msgid "Expected '(' after the type name."
+msgstr "Bhíothas ag súil le '(' tar éis ainm an chineáil."
+
+msgid "No matching constructor found for: '%s'."
+msgstr "Níor aimsíodh cruthaitheoir meaitseáilte le haghaidh: '%s'."
+
+msgid "Built-in function '%s' is not supported for the '%s' shader type."
+msgstr "Ní thacaítear le feidhm ionsuite '%s' don chineál scáthaithe '%s'."
+
+msgid "Expected a function name."
+msgstr "Bhíothas ag súil le hainm feidhme."
+
+msgid "No matching function found for: '%s'."
+msgstr "Níor aimsíodh feidhm chomhoiriúnach le haghaidh: '%s'."
+
+msgid "Varying '%s' cannot be passed for the '%s' parameter in that context."
+msgstr ""
+"Ní féidir pas a fháil le hathrú '%s' don pharaiméadar '%s' sa chomhthéacs sin."
+
+msgid ""
+"Unable to pass a multiview texture sampler as a parameter to custom function. "
+"Consider to sample it in the main function and then pass the vector result to "
+"it."
+msgstr ""
+"Ní féidir samplóir uigeachta ilamhairc a chur ar aghaidh mar pharaiméadar go "
+"dtí an fheidhm shaincheaptha. Smaoinigh ar é a shampláil sa phríomhfheidhm "
+"agus ansin cuir an toradh veicteora ar aghaidh chuige."
+
+msgid "Unknown identifier in expression: '%s'."
+msgstr "Aitheantóir anaithnid i slonn: '%s'."
+
+msgid ""
+"%s has been removed in favor of using hint_%s with a uniform.\n"
+"To continue with minimal code changes add 'uniform sampler2D %s : hint_%s, "
+"filter_linear_mipmap;' near the top of your shader."
+msgstr ""
+"Baineadh %s ar mhaithe le hint_%s a úsáid le héide.\n"
+"Chun leanúint ar aghaidh le mionathruithe ar chóid cuir 'uniform sampler2D "
+"%s : leid_%s, filter_linear_mipmap;' in aice le barr do shader."
+
+msgid "Varying with '%s' data type may only be used in the 'fragment' function."
+msgstr ""
+"Ní féidir athrú le cineál sonraí '%s' a úsáid ach san fheidhm 'bloighean'."
+
+msgid "Varying '%s' must be assigned in the 'fragment' function first."
+msgstr "Ní mór athrú '%s' a shannadh san fheidhm 'bloighean' ar dtús."
+
+msgid ""
+"Varying with integer data type must be declared with `flat` interpolation "
+"qualifier."
+msgstr ""
+"Ní mór éagsúlacht de réir cineáil sonraí slánuimhir a dhearbhú leis an "
+"gcáilitheoir idirshuíomh `réidh`."
+
+msgid "Can't use function as identifier: '%s'."
+msgstr "Ní féidir an fheidhm a úsáid mar aitheantóir: '%s'."
+
+msgid "Only integer expressions are allowed for indexing."
+msgstr "Ní cheadaítear ach slonn slánuimhreacha le haghaidh innéacsú."
+
+msgid "Index [%d] out of range [%d..%d]."
+msgstr "Innéacs [%d] as raon [%d..%d]."
+
+msgid "Expected expression, found: '%s'."
+msgstr "Bhíothas ag súil le slonn, fuarthas: '%s'."
+
+msgid "Empty statement. Remove ';' to fix this warning."
+msgstr "Ráiteas folamh. Bain ';' chun an rabhadh seo a shocrú."
+
+msgid "Expected an identifier as a member."
+msgstr "Bhíothas ag súil le haitheantóir mar bhall."
+
+msgid "Cannot combine symbols from different sets in expression '.%s'."
+msgstr "Ní féidir siombailí ó thacair éagsúla a chomhcheangal sa slonn '.%s'."
+
+msgid "Invalid member for '%s' expression: '.%s'."
+msgstr "Ball neamhbhailí le haghaidh slonn '%s': '.%s'."
+
+msgid "An object of type '%s' can't be indexed."
+msgstr "Ní féidir réad den chineál '%s' a innéacsú."
+
+msgid "Invalid base type for increment/decrement operator."
+msgstr "Cineál bonn neamhbhailí le haghaidh oibreora incrimint/laghdaithe."
+
+msgid "Invalid use of increment/decrement operator in a constant expression."
+msgstr "Úsáid neamhbhailí oibritheora incrimint/laghdaithe i slonn tairiseach."
+
+msgid "Invalid token for the operator: '%s'."
+msgstr "Comhartha neamhbhailí don oibreoir: '%s'."
+
+msgid "Unexpected end of expression."
+msgstr "Críoch neamhiontach ar an n-abairt."
+
+msgid "Invalid arguments to unary operator '%s': %s."
+msgstr "Argóintí neamhbhailí don oibreoir aonarach '%s': %s."
+
+msgid "Missing matching ':' for select operator."
+msgstr "Meaitseáil ':' ar iarraidh le haghaidh oibritheora roghnaithe."
+
+msgid "Invalid argument to ternary operator: '%s'."
+msgstr "Argóint neamhbhailí don oibreoir trínártha: '%s'."
+
+msgid "Invalid arguments to operator '%s': '%s'."
+msgstr "Argóintí neamhbhailí leis an oibreoir '%s': '%s'."
+
+msgid "A switch may only contain '%s' and '%s' blocks."
+msgstr "Ní féidir ach bloic '%s' agus '%s' a bheith i lasc."
+
+msgid "Expected variable type after precision modifier."
+msgstr "Cineál athróg a bhfuiltear ag súil leis tar éis modhnóir beachtas."
+
+msgid "Invalid variable type (samplers are not allowed)."
+msgstr "Cineál athróg neamhbhailí (ní cheadaítear samplálaithe)."
+
+msgid "Expected an identifier or '[' after type."
+msgstr "Bhíothas ag súil le haitheantóir nó '[' i ndiaidh cineáil."
+
+msgid "Expected an identifier."
+msgstr "Bhíothas ag súil le haitheantóir."
+
+msgid "Expected array initializer."
+msgstr "Tosaitheoir eagar ionchais."
+
+msgid "Expected data type after precision modifier."
+msgstr "Cineál sonraí a bhfuiltear ag súil leis tar éis modhnóir beachtas."
+
+msgid "Expected a constant expression."
+msgstr "Bhíothas ag súil le slonn tairiseach."
+
+msgid "Expected initialization of constant."
+msgstr "Táthar ag súil le tús a chur leis an tairiseach."
+
+msgid "Expected constant expression for argument %d of function call after '='."
+msgstr ""
+"Bhíothas ag súil le slonn tairiseach le haghaidh argóint %d den ghlao feidhme "
+"tar éis '='."
+
+msgid "Expected a boolean expression."
+msgstr "Bhíothas ag súil le slonn Boole."
+
+msgid "Expected an integer expression."
+msgstr "Bhíothas ag súil le slonn slánuimhir."
+
+msgid "Cases must be defined before default case."
+msgstr "Ní mór cásanna a shainiú roimh chás réamhshocraithe."
+
+msgid "Default case must be defined only once."
+msgstr "Ní mór an cás réamhshocraithe a shainiú ach uair amháin."
+
+msgid "Duplicated case label: %d."
+msgstr "Lipéad cáis dhúbailt: %d."
+
+msgid "'%s' must be placed within a '%s' block."
+msgstr "Ní mór '%s' a chur laistigh de bhloc '%s'."
+
+msgid "Expected an integer constant."
+msgstr "Bhíothas ag súil le tairiseach slánuimhir."
+
+msgid "Using '%s' in the '%s' processor function is incorrect."
+msgstr "Tá úsáid '%s' san fheidhm phróiseálaí '%s' mícheart."
+
+msgid "Expected '%s' with an expression of type '%s'."
+msgstr "Bhíothas ag súil le '%s' agus slonn den chineál '%s'."
+
+msgid "Expected return with an expression of type '%s'."
+msgstr "Bhíothas ag súil le haischur le slonn den chineál '%s'."
+
+msgid "Use of '%s' is not allowed here."
+msgstr "Ní cheadaítear '%s' a úsáid anseo."
+
+msgid "'%s' is not allowed outside of a loop or '%s' statement."
+msgstr "Ní cheadaítear '%s' taobh amuigh de lúb nó ráiteas '%s'."
+
+msgid "'%s' is not allowed outside of a loop."
+msgstr "Ní cheadaítear '%s' taobh amuigh de lúb."
+
+msgid "The middle expression is expected to be a boolean operator."
+msgstr "Táthar ag súil gur oibreoir boolean a bheidh sa lárléiriú."
+
+msgid "The left expression is expected to be a variable declaration."
+msgstr "Táthar ag súil gur dearbhú inathraithe a bheidh sa slonn ar chlé."
+
+msgid "The precision modifier cannot be used on structs."
+msgstr "Ní féidir an modhnóir beachtas a úsáid ar struchtúir."
+
+msgid "The precision modifier cannot be used on boolean types."
+msgstr "Ní féidir an modhnóir beachtas a úsáid ar chineálacha boolean."
+
+msgid "Expected '%s' at the beginning of shader. Valid types are: %s."
+msgstr ""
+"Bhíothas ag súil le '%s' ag tús an scáthaithe. Is iad na cineálacha bailí: %s."
+
+msgid ""
+"Expected an identifier after '%s', indicating the type of shader. Valid types "
+"are: %s."
+msgstr ""
+"Bhíothas ag súil le haitheantóir i ndiaidh '%s', a thaispeánfadh an cineál "
+"scáthlána. Is iad na cineálacha bailí: %s."
+
+msgid "Invalid shader type. Valid types are: %s"
+msgstr "Cineál scáthaithe neamhbhailí. Is iad na cineálacha bailí: %s"
+
+msgid "Expected an identifier for render mode."
+msgstr "Bhíothas ag súil le haitheantóir don mhodh rindreála."
+
+msgid "Duplicated render mode: '%s'."
+msgstr "Mód rindreála dúblach: '%s'."
+
+msgid ""
+"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."
+msgstr "Athshainiú mód rindreála: '%s'. Tá mód '%s' socraithe go '%s' cheana."
+
+msgid "Invalid render mode: '%s'."
+msgstr "Mód rindreála neamhbhailí: '%s'."
+
+msgid "Unexpected token: '%s'."
+msgstr "Comhartha gan choinne: '%s'."
+
+msgid "Expected a struct identifier."
+msgstr "Bhíothas ag súil le haitheantóir struchtúr."
+
+msgid "Nested structs are not allowed."
+msgstr "Ní cheadaítear struchtúir neadaithe."
+
+msgid "Expected data type."
+msgstr "Cineál sonraí a bhfuiltear ag súil leis."
+
+msgid "A '%s' data type is not allowed here."
+msgstr "Ní cheadaítear cineál sonraí '%s' anseo."
+
+msgid "Expected an identifier or '['."
+msgstr "Bhíothas ag súil le haitheantóir nó le ‘[’."
+
+msgid "Empty structs are not allowed."
+msgstr "Ní cheadaítear struchtúir fholmha."
+
+msgid "Uniform instances are not yet implemented for '%s' shaders."
+msgstr ""
+"Níl cásanna aonfhoirmeacha i bhfeidhm fós le haghaidh scáthaitheoirí '%s'."
+
+msgid "Uniform instances are not supported in gl_compatibility shaders."
+msgstr ""
+"Ní thacaítear le cásanna aonfhoirmeacha i scáthaitheoirí gl_compatibility."
+
+msgid "Varyings cannot be used in '%s' shaders."
+msgstr "Ní féidir éagsúlachtaí a úsáid i scáthaitheoirí '%s'."
+
+msgid "Interpolation qualifiers are not supported for uniforms."
+msgstr "Ní thacaítear le cáilitheoirí idirshuímh le haghaidh éidí."
+
+msgid "The '%s' data type is not supported for uniforms."
+msgstr "Ní thacaítear le cineál sonraí '%s' le haghaidh éidí."
+
+msgid "The '%s' data type is not allowed here."
+msgstr "Ní cheadaítear an cineál sonraí '%s' anseo."
+
+msgid "Interpolation modifier '%s' cannot be used with boolean types."
+msgstr "Ní féidir modhnóir idirshuíomh '%s' a úsáid le cineálacha boolean."
+
+msgid "Invalid data type for varying."
+msgstr "Cineál sonraí neamhbhailí le haghaidh athrú."
+
+msgid "Global uniform '%s' does not exist. Create it in Project Settings."
+msgstr "Níl éide dhomhanda '%s' ann. Cruthaigh é i Socruithe an Tionscadail."
+
+msgid "Global uniform '%s' must be of type '%s'."
+msgstr "Caithfidh éide dhomhanda '%s' a bheith de chineál '%s'."
+
+msgid "The '%s' qualifier is not supported for sampler types."
+msgstr ""
+"Ní thacaítear leis an gcáilitheoir '%s' le haghaidh cineálacha samplóra."
+
+msgid "The '%s' qualifier is not supported for matrix types."
+msgstr "Ní thacaítear leis an gcáilitheoir '%s' le haghaidh cineálacha maitrís."
+
+msgid "The '%s' qualifier is not supported for uniform arrays."
+msgstr ""
+"Ní thacaítear leis an gcáilitheoir '%s' le haghaidh eagair aonfhoirmeacha."
+
+msgid "Expected valid type hint after ':'."
+msgstr "Bhíothas ag súil le cineál bailí leid tar éis ':'."
+
+msgid "This hint is not supported for uniform arrays."
+msgstr "Ní thacaítear leis an leid seo le haghaidh eagair aonfhoirmeacha."
+
+msgid "Source color hint is for '%s', '%s' or sampler types only."
+msgstr ""
+"Baineann leid datha foinse le haghaidh ‘%s’, ‘%s’ nó cineálacha samplóra "
+"amháin."
+
+msgid "Duplicated hint: '%s'."
+msgstr "Leid dhúbailte: '%s'."
+
+msgid "Range hint is for '%s' and '%s' only."
+msgstr "Tá leid raoin ann do '%s' agus '%s' amháin."
+
+msgid "Expected ',' after integer constant."
+msgstr "Bhíothas ag súil le ',' tar éis tairiseach slánuimhir."
+
+msgid "Expected an integer constant after ','."
+msgstr "Bhíothas ag súil le tairiseach slánuimhir i ndiaidh ','."
+
+msgid "Can only specify '%s' once."
+msgstr "Ní féidir '%s' a shonrú ach uair amháin."
+
+msgid "The instance index can't be negative."
+msgstr "Ní féidir leis an innéacs ásc a bheith diúltach."
+
+msgid "Allowed instance uniform indices must be within [0..%d] range."
+msgstr ""
+"Ní mór innéacsanna aonfhoirmeacha ásc ceadaithe a bheith laistigh de raon [0.."
+"%d]."
+
+msgid ""
+"'hint_normal_roughness_texture' is only available when using the Forward+ "
+"backend."
+msgstr ""
+"Níl 'hint_normal_roughness_texture' ar fáil ach amháin nuair atá an t-inneall "
+"Forward+ á úsáid."
+
+msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders."
+msgstr "Ní thacaítear le 'hint_normal_roughness_texture' i shaders '%s'."
+
+msgid "'hint_depth_texture' is not supported in '%s' shaders."
+msgstr "Ní thacaítear le 'hint_depth_texture' i shaders '%s'."
+
+msgid "This hint is only for sampler types."
+msgstr "Níl an leid seo ach le haghaidh cineálacha sampler."
+
+msgid "Redefinition of hint: '%s'. The hint has already been set to '%s'."
+msgstr "Athshainiú leid: '%s'. Tá an leid socraithe do '%s' cheana féin."
+
+msgid "Duplicated filter mode: '%s'."
+msgstr "Mód scagaire dúbailte: '%s'."
+
+msgid ""
+"Redefinition of filter mode: '%s'. The filter mode has already been set to "
+"'%s'."
+msgstr ""
+"Athshainiú mód scagaire: '%s'. Socraíodh mód an scagaire go '%s' cheana féin."
+
+msgid "Duplicated repeat mode: '%s'."
+msgstr "Mód athdhéanta dúblach: '%s'."
+
+msgid ""
+"Redefinition of repeat mode: '%s'. The repeat mode has already been set to "
+"'%s'."
+msgstr ""
+"Athshainiú an mhóid athdhéanta: '%s'. Socraíodh an mód athdhéanta go '%s' "
+"cheana féin."
+
+msgid "Too many '%s' uniforms in shader, maximum supported is %d."
+msgstr ""
+"An iomarca éide '%s' sa scáthán, is é %d an t-uasmhéid a dtacaítear leis."
+
+msgid "Setting default values to uniform arrays is not supported."
+msgstr ""
+"Ní thacaítear le luachanna réamhshocraithe a shocrú d'eagair aonfhoirmeacha."
+
+msgid "Expected constant expression after '='."
+msgstr "Bhíothas ag súil le slonn tairiseach i ndiaidh '='."
+
+msgid "Can't convert constant to '%s'."
+msgstr "Ní féidir tairiseach a thiontú go '%s'."
+
+msgid "Expected an uniform subgroup identifier."
+msgstr "Táthar ag súil le haitheantóir foghrúpa aonfhoirmeach."
+
+msgid "Expected an uniform group identifier."
+msgstr "Bhíothas ag súil le haitheantóir aonfhoirmeach grúpa."
+
+msgid "Expected an uniform group identifier or `;`."
+msgstr "Táthar ag súil le haitheantóir aonfhoirmeach grúpa nó ';'."
+
+msgid "Group needs to be opened before."
+msgstr "Caithfear an Grúpa a oscailt roimhe seo."
+
+msgid "Shader type is already defined."
+msgstr "Tá cineál shader sainithe cheana féin."
+
+msgid "Expected constant, function, uniform or varying."
+msgstr "Bhíothas ag súil le tairiseach, feidhm, aonfhoirmeach nó éagsúil."
+
+msgid "Invalid constant type (samplers are not allowed)."
+msgstr "Cineál tairiseach neamhbhailí (ní cheadaítear samplers)."
+
+msgid "Invalid function type (samplers are not allowed)."
+msgstr "Cineál feidhme neamhbhailí (ní cheadaítear samplers)."
+
+msgid "Expected a function name after type."
+msgstr "Bhíothas ag súil le hainm feidhme tar éis cineáil."
+
+msgid "Expected '(' after function identifier."
+msgstr "Bhíothas ag súil le '(' tar éis aitheantóir feidhme."
+
+msgid ""
+"Global non-constant variables are not supported. Expected '%s' keyword before "
+"constant definition."
+msgstr ""
+"Ní thacaítear le hathróga neamh-tairiseacha domhanda. Bhíothas ag súil le "
+"heochairfhocal '%s' roimh shainmhíniú leanúnach."
+
+msgid "Expected an identifier after type."
+msgstr "Bhíothas ag súil le haitheantóir tar éis cineáil."
+
+msgid ""
+"The '%s' qualifier cannot be used within a function parameter declared with "
+"'%s'."
+msgstr ""
+"Ní féidir an cáilitheoir '%s' a úsáid laistigh de pharaiméadar feidhme a "
+"dhearbhaítear le '%s'."
+
+msgid "Expected a valid data type for argument."
+msgstr "Bhíothas ag súil le cineál sonraí bailí le haghaidh argóinte."
+
+msgid "Opaque types cannot be output parameters."
+msgstr "Ní féidir le cineálacha teimhneacha a bheith ina bparaiméadar aschuir."
+
+msgid "Void type not allowed as argument."
+msgstr "Ní cheadaítear cineál neamhní mar argóint."
+
+msgid "Expected an identifier for argument name."
+msgstr "Bhíothas ag súil le haitheantóir d'ainm na hargóinte."
+
+msgid "Function '%s' expects no arguments."
+msgstr "Níl feidhm '%s' ag súil le hargóintí ar bith."
+
+msgid "Function '%s' must be of '%s' return type."
+msgstr "Ní mór feidhm '%s' a bheith de chineál tuairisceáin '%s'."
+
+msgid "Expected a '{' to begin function."
+msgstr "Bhíothas ag súil le '{' chun tús a chur leis an bhfeidhm."
+
+msgid "Expected at least one '%s' statement in a non-void function."
+msgstr "Bhíothas ag súil le ráiteas amháin '%s' ar a laghad i bhfeidhm neamhní."
+
+msgid "uniform buffer"
+msgstr "maolán aonfhoirmeach"
+
+msgid "Expected a '%s'."
+msgstr "Bhíothas ag súil le '%s'."
+
+msgid "Expected a '%s' or '%s'."
+msgstr "Bhíothas ag súil le '%s' nó '%s'."
+
+msgid "Expected a '%s' after '%s'."
+msgstr "Bhíothas ag súil le '%s' i ndiaidh '%s'."
+
+msgid "Redefinition of '%s'."
+msgstr "Athshainmhíniú ar '%s'."
+
+msgid "Unknown directive."
+msgstr "Treoir anaithnid."
+
+msgid "Invalid macro name."
+msgstr "Macraainm neamhbhailí."
+
+msgid "Macro redefinition."
+msgstr "Macra-athshainiú."
+
+msgid "Invalid argument name."
+msgstr "Ainm neamhbhailí na hargóinte."
+
+msgid "Expected a comma in the macro argument list."
+msgstr "Bhíothas ag súil le camóg sa liosta macra-argóintí."
+
+msgid "'##' must not appear at beginning of macro expansion."
+msgstr "Níor cheart go mbeadh '##' le feiceáil ag tús an mhacra-fhairsingithe."
+
+msgid "'##' must not appear at end of macro expansion."
+msgstr ""
+"Níor cheart '##' a bheith le feiceáil ag deireadh an mhacra-leathnaithe."
+
+msgid "Unmatched elif."
+msgstr "Elif gan chomhoiriúnú."
+
+msgid "Missing condition."
+msgstr "Coinníoll ar iarraidh."
+
+msgid "Condition evaluation error."
+msgstr "Earráid mheastóireachta coinníoll."
+
+msgid "Unmatched else."
+msgstr "Gan chomhoiriúnú eile."
+
+msgid "Invalid else."
+msgstr "Neamhbhailí eile."
+
+msgid "Unmatched endif."
+msgstr "Endif gan chomhoiriúnú."
+
+msgid "Invalid endif."
+msgstr "Endif neamhbhailí."
+
+msgid "Invalid ifdef."
+msgstr "Ifdef neamhbhailí."
+
+msgid "Invalid ifndef."
+msgstr "Ifndef neamhbhailí."
+
+msgid "Shader include file does not exist:"
+msgstr "Níl an comhad san áireamh sa scáthóir:"
+
+msgid ""
+"Shader include load failed. Does the shader include exist? Is there a cyclic "
+"dependency?"
+msgstr ""
+"I measc an scáthóra theip ar an ualach. An bhfuil an shader ann? An bhfuil "
+"spleáchas timthriallach ann?"
+
+msgid "Shader include resource type is wrong."
+msgstr "Shader san áireamh tá cineál acmhainne mícheart."
+
+msgid "Cyclic include found"
+msgstr "Aimsíodh timthriallach"
+
+msgid "Shader max include depth exceeded."
+msgstr "Shader max san áireamh doimhneacht níos mó ná."
+
+msgid "Invalid pragma directive."
+msgstr "Treoir neamhbhailí pragma."
+
+msgid "Invalid undef."
+msgstr "Neamhbhailí undef."
+
+msgid "Macro expansion limit exceeded."
+msgstr "Sháraigh an teorainn leathnaithe macra."
+
+msgid "Invalid macro argument list."
+msgstr "Liosta neamhbhailí macra-argóintí."
+
+msgid "Invalid macro argument."
+msgstr "Macra-argóint neamhbhailí."
+
+msgid "Invalid macro argument count."
+msgstr "Líon neamhbhailí macra-argóintí."
+
+msgid "Can't find matching branch directive."
+msgstr "Ní féidir teacht ar threoir na craoibhe meaitseála."
+
+msgid "Invalid symbols placed before directive."
+msgstr "Siombailí neamhbhailí a cuireadh roimh an treoir."
+
+msgid "Unmatched conditional statement."
+msgstr "Ráiteas coinníollach neamh-chomhoiriúnaithe."
+
+msgid ""
+"Direct floating-point comparison (this may not evaluate to `true` as you "
+"expect). Instead, use `abs(a - b) < 0.0001` for an approximate but "
+"predictable comparison."
+msgstr ""
+"Comparáid dhíreach snámhphointe (b’fhéidir nach meastar go ‘fíor’ é seo mar a "
+"bheifeá ag súil). Ina áit sin, úsáid `abs(a - b) < 0.0001` le haghaidh "
+"comparáide gar ach intuartha."
+
+msgid "The const '%s' is declared but never used."
+msgstr "Dearbhaítear an constábla '%s' ach ní úsáidtear riamh é."
+
+msgid "The function '%s' is declared but never used."
+msgstr "Dearbhaítear an fheidhm '%s' ach ní úsáidtear riamh í."
+
+msgid "The struct '%s' is declared but never used."
+msgstr "Dearbhaítear an struct '%s' ach ní úsáidtear riamh é."
+
+msgid "The uniform '%s' is declared but never used."
+msgstr "Dearbhaítear an éide '%s' ach ní úsáidtear riamh é."
+
+msgid "The varying '%s' is declared but never used."
+msgstr "Dearbhaítear an '%s' éagsúil ach ní úsáidtear riamh é."
+
+msgid "The local variable '%s' is declared but never used."
+msgstr "Dearbhaítear an athróg logánta '%s' ach níor úsáideadh riamh é."
+
+msgid ""
+"The total size of the %s for this shader on this device has been exceeded (%d/"
+"%d). The shader may not work correctly."
+msgstr ""
+"Sáraíodh méid iomlán na %s don scáthóir seo ar an ngléas seo (%d/%d). "
+"B'fhéidir nach n-oibreoidh an scáthóir i gceart."
+
+msgid ""
+"You are attempting to assign the VERTEX position in model space to the vertex "
+"POSITION in clip space. The definition of clip space changed in version 4.3, "
+"so if this code was written prior to 4.3, it will not continue to work. "
+"Consider specifying the clip space z-component directly i.e. use `vec4(VERTEX."
+"xy, 1.0, 1.0)`."
+msgstr ""
+"Tá tú ag iarraidh an seasamh VERTEX i spás samhail a shannadh don SEASAMH "
+"vertex i spás gearrthóg. D'athraigh an sainmhíniú ar spás gearrthóg i leagan "
+"4.3, mar sin má scríobhadh an cód seo roimh 4.3, ní leanfaidh sé ar aghaidh "
+"ag obair. Smaoinigh ar an spás gearrthóg z-chomhpháirt a shonrú go díreach i."
+"e. úsáid 'vec4 (VERTEX.xy, 1.0, 1.0)'."
diff --git a/editor/translations/editor/gl.po b/editor/translations/editor/gl.po
index 92b37b17e4..be315b2250 100644
--- a/editor/translations/editor/gl.po
+++ b/editor/translations/editor/gl.po
@@ -12,19 +12,20 @@
# Carlos Cortes Garcia <carlos.cortes.games@gmail.com>, 2023.
# C H O P O <ograncthulhu@gmail.com>, 2024.
# ninjum <ninhum@gmx.com>, 2024.
+# spukes <soyceltista@hotmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2024-06-20 12:09+0000\n"
-"Last-Translator: ninjum <ninhum@gmx.com>\n"
+"PO-Revision-Date: 2024-08-12 20:09+0000\n"
+"Last-Translator: spukes <soyceltista@hotmail.com>\n"
"Language-Team: Galician <https://hosted.weblate.org/projects/godot-engine/"
"godot/gl/>\n"
"Language: gl\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 5.6-rc\n"
+"X-Generator: Weblate 5.7-dev\n"
msgid "Main Thread"
msgstr "Fío principal"
@@ -176,6 +177,12 @@ msgstr "Botón Joystick %d"
msgid "Pressure:"
msgstr "Presión:"
+msgid "canceled"
+msgstr "cancelado"
+
+msgid "touched"
+msgstr "tocado"
+
msgid "released"
msgstr "liberado"
@@ -435,12 +442,18 @@ msgstr ""
msgid "An action with the name '%s' already exists."
msgstr "Xa existe unha acción co nome '%s'."
+msgid "Cannot Revert - Action is same as initial"
+msgstr "Non se pode reverter - A acción é igual ca inicial"
+
msgid "Revert Action"
msgstr "Revertir Acción"
msgid "Add Event"
msgstr "Engadir Evento"
+msgid "Remove Action"
+msgstr "Eliminar acción"
+
msgid "Cannot Remove Action"
msgstr "Non se pode eliminar a acción"
@@ -456,6 +469,9 @@ msgstr "Filtrar por nome"
msgid "Clear All"
msgstr "Limpar Todo"
+msgid "Clear all search filters."
+msgstr "Limpar tódolos filtros de búsqueda."
+
msgid "Add New Action"
msgstr "Engadir Nova Acción"
@@ -576,10 +592,42 @@ msgstr "Cambiar Lonxitude da Animación"
msgid "Change Animation Loop"
msgstr "Cambiar Ciclo da Animación"
+msgid "Can't change loop mode on animation instanced from imported scene."
+msgstr ""
+"Non se pode cambiar o modo de bucle nunha animación creada a partires dunha "
+"escena importada."
+
msgid "Can't change loop mode on animation embedded in another scene."
msgstr ""
"Non se pode cambiar o modo de bucle na animación incorporada noutra escena."
+msgid "Property Track..."
+msgstr "Pista de Propiedades..."
+
+msgid "3D Position Track..."
+msgstr "Pista de Posición 3D..."
+
+msgid "3D Rotation Track..."
+msgstr "Pista de Rotación 3D..."
+
+msgid "3D Scale Track..."
+msgstr "Pista de Escala 3D..."
+
+msgid "Blend Shape Track..."
+msgstr "Pista de Forma Combinada..."
+
+msgid "Call Method Track..."
+msgstr "Pista de Chamadas de Métodos..."
+
+msgid "Bezier Curve Track..."
+msgstr "Pista de Curva Bezier..."
+
+msgid "Audio Playback Track..."
+msgstr "Pista de Reprodución de audio..."
+
+msgid "Animation Playback Track..."
+msgstr "Pista de Reprodución de animación..."
+
msgid "Animation length (frames)"
msgstr "Lonxitude da Animacion (en fotogramas)"
@@ -655,12 +703,18 @@ msgstr "Fluxo:"
msgid "Start (s):"
msgstr "Inicio (s):"
+msgid "End (s):"
+msgstr "Fin (s):"
+
msgid "Animation Clip:"
msgstr "Clip de Animación:"
msgid "Toggle Track Enabled"
msgstr "Act./Desact. Pista"
+msgid "Don't Use Blend"
+msgstr "Non usar mestura"
+
msgid "Continuous"
msgstr "Continuo"
@@ -691,9 +745,21 @@ msgstr "Interpolación de Bucle Recortado"
msgid "Wrap Loop Interp"
msgstr "Interpolación de Bucle Envolvente"
+msgid "Insert Key..."
+msgstr "Insertar Chave..."
+
msgid "Duplicate Key(s)"
msgstr "Duplicar Chave(s)"
+msgid "Cut Key(s)"
+msgstr "Cortar Nodo(s)"
+
+msgid "Copy Key(s)"
+msgstr "Copiar chave(s)"
+
+msgid "Add RESET Value(s)"
+msgstr "Engadir valor(es) de RESET"
+
msgid "Delete Key(s)"
msgstr "Eliminar Chave(s)"
@@ -709,6 +775,13 @@ msgstr "Cambiar Modo de Bucle da Animación"
msgid "Change Animation Use Blend"
msgstr "Cambiar Uso de Mezcla na Animación"
+msgid ""
+"Compressed tracks can't be edited or removed. Re-import the animation with "
+"compression disabled in order to edit."
+msgstr ""
+"As pistas comprimidas non poden editarse nin eliminarse. Volve a importar a "
+"animación coa compresión desactivada para poder editala."
+
msgid "Remove Anim Track"
msgstr "Eliminar Pista de Animación"
@@ -718,6 +791,11 @@ msgstr "Crear nova pista para %s e insertar clave?"
msgid "Create %d new tracks and insert keys?"
msgstr "Crear %d novas pistas e insertar claves?"
+msgid "Hold Shift when clicking the key icon to skip this dialog."
+msgstr ""
+"Manteña premida a tecla Maiúsculas ao facer clic na icona da chave para "
+"omitir este cadro de diálogo."
+
msgid "Create"
msgstr "Crear"
@@ -779,6 +857,9 @@ msgstr "A ruta á pista é inválida, polo que non se poden engadir chaves."
msgid "Track is not of type Node3D, can't insert key"
msgstr "A pista non e do tipo Node3D, non se pode insertar a clave"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "A pista non e do tipo MeshInstance3D, non se pode insertar a clave"
+
msgid "Track path is invalid, so can't add a method key."
msgstr ""
"A ruta á pista é inválida, polo que non se pode engadir unha clave de método."
@@ -807,6 +888,9 @@ msgstr "BlendShape"
msgid "Methods"
msgstr "Métodos"
+msgid "Bezier"
+msgstr "Bezier"
+
msgid "Audio"
msgstr "Son"
@@ -4597,6 +4681,9 @@ msgstr ""
"O arquivo de proxecto '.zip' non é válido; non conteñe ningún arquivo de "
"configuración 'project.godot'."
+msgid "New Game Project"
+msgstr "Novo Proxecto de Xogo"
+
msgid "Couldn't create project.godot in project path."
msgstr "Non se pudo crear o arquivo 'project.godot' na ruta do proxecto."
@@ -4606,9 +4693,6 @@ msgstr "Erro ao abrir o arquivo comprimido, non está en formato ZIP."
msgid "The following files failed extraction from package:"
msgstr "Os seguintes arquivos non se poideron extraer do paquete:"
-msgid "New Game Project"
-msgstr "Novo Proxecto de Xogo"
-
msgid "Import & Edit"
msgstr "Importar e Editar"
diff --git a/editor/translations/editor/hu.po b/editor/translations/editor/hu.po
index bc62b2d84d..39afe7a3dd 100644
--- a/editor/translations/editor/hu.po
+++ b/editor/translations/editor/hu.po
@@ -4179,15 +4179,15 @@ msgstr "Válassza ki a mappát a kereséshez"
msgid "The path specified doesn't exist."
msgstr "A megadott útvonal nem létezik."
+msgid "New Game Project"
+msgstr "Új játék projekt"
+
msgid "Error opening package file, not in ZIP format."
msgstr "Hiba a csomagfájl megnyitása során, nem ZIP formátumú."
msgid "The following files failed extraction from package:"
msgstr "A következő fájlokat nem sikerült kibontani a csomagból:"
-msgid "New Game Project"
-msgstr "Új játék projekt"
-
msgid "Create & Edit"
msgstr "Létrehozás és Szerkesztés"
diff --git a/editor/translations/editor/id.po b/editor/translations/editor/id.po
index 99663ddbbf..66b1cbb50a 100644
--- a/editor/translations/editor/id.po
+++ b/editor/translations/editor/id.po
@@ -49,7 +49,7 @@
# EngageIndo <engageindo@gmail.com>, 2023.
# Septian Kurniawan <septgsk@outlook.com>, 2023.
# Septian Ganendra Savero Kurniawan <septgsk@outlook.com>, 2023.
-# Septian Ganendra Savero Kurniawan <mail@init.id>, 2023.
+# Septian Ganendra Savero Kurniawan <mail@init.id>, 2023, 2024.
# GID <ghavind12345@gmail.com>, 2023.
# Luqman Firmansyah <luqm4n.firm4n@gmail.com>, 2023.
# Bayu Satiyo <itsyuukunz@gmail.com>, 2023.
@@ -61,13 +61,14 @@
# RYP <rizkysaputrapakpahan@gmail.com>, 2024.
# Hajir Asyafi <hajirasyafi@gmail.com>, 2024.
# Azizkhasyi 11 <azizkhasyi11@gmail.com>, 2024.
+# "@andiDermawan" <andidermawan2004@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-04 12:08+0000\n"
-"Last-Translator: Azizkhasyi 11 <azizkhasyi11@gmail.com>\n"
+"PO-Revision-Date: 2024-08-14 12:59+0000\n"
+"Last-Translator: Septian Ganendra Savero Kurniawan <mail@init.id>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot/id/>\n"
"Language: id\n"
@@ -227,6 +228,15 @@ msgstr "Tombol Joystick %d"
msgid "Pressure:"
msgstr "Tekanan:"
+msgid "canceled"
+msgstr "dibatalkan"
+
+msgid "touched"
+msgstr "disentuh"
+
+msgid "released"
+msgstr "dirilis"
+
msgid "Screen %s at (%s) with %s touch points"
msgstr "Layar %s pada (%s) dengan titik sentuh %s"
@@ -489,6 +499,9 @@ msgstr "Kembalikan Tindakan"
msgid "Add Event"
msgstr "Tambah Event"
+msgid "Remove Action"
+msgstr "Hapus Aksi"
+
msgid "Cannot Remove Action"
msgstr "Tidak Dapat Menghapus Tindakan"
@@ -529,7 +542,13 @@ msgid "Insert Key Here"
msgstr "Sisipkan Key Disini"
msgid "Duplicate Selected Key(s)"
-msgstr "Duplikat Key Terpilih"
+msgstr "Duplikat Kunci Terpilih"
+
+msgid "Copy Selected Key(s)"
+msgstr "Salin Kunci Yang Dipilih"
+
+msgid "Paste Key(s)"
+msgstr "Tempel Kunci"
msgid "Delete Selected Key(s)"
msgstr "Hapus Kunci Terpilih"
@@ -789,6 +808,12 @@ msgstr "Masukkan Kunci..."
msgid "Duplicate Key(s)"
msgstr "Duplikat Key"
+msgid "Cut Key(s)"
+msgstr "Potong Kunci"
+
+msgid "Copy Key(s)"
+msgstr "Salin Kunci"
+
msgid "Add RESET Value(s)"
msgstr "Tambahkan Nilai RESET"
@@ -886,6 +911,9 @@ msgstr "Tidak bisa menambahkan key karena path pada track tidak sah."
msgid "Track is not of type Node3D, can't insert key"
msgstr "Trek bukan tipe Node3D, tidak dapat memasukkan kunci"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "Trek bukan tipe MeshInstance3D, tidak dapat memasukkan kunci"
+
msgid "Track path is invalid, so can't add a method key."
msgstr ""
"Tidak bisa menambahkan key untuk metode karena path pada track tidak sah."
@@ -1018,6 +1046,9 @@ msgstr "Detik"
msgid "FPS"
msgstr "FPS"
+msgid "Fit to panel"
+msgstr "Mengepaskan ke Panel"
+
msgid "Edit"
msgstr "Sunting"
@@ -1033,14 +1064,38 @@ msgstr "Seleksi Skala..."
msgid "Scale From Cursor..."
msgstr "Skala dari Kursor..."
+msgid "Set Start Offset (Audio)"
+msgstr "Atur Offset Awal (Audio)"
+
+msgid "Set End Offset (Audio)"
+msgstr "Atur Offset Akhir (Audio)"
+
msgid "Make Easing Selection..."
msgstr "Lakukan Seleksi Easing..."
+msgid "Duplicate Selected Keys"
+msgstr "Duplikat Kunci Terpilih"
+
+msgid "Cut Selected Keys"
+msgstr "Potong Kunci Yang Terpilih"
+
+msgid "Copy Selected Keys"
+msgstr "Salin Kunci Yang Terpilih"
+
+msgid "Paste Keys"
+msgstr "Tempelkan Kunci"
+
+msgid "Move First Selected Key to Cursor"
+msgstr "Pindahkan Key Pertama Yang Terpilih ke Kursor"
+
+msgid "Move Last Selected Key to Cursor"
+msgstr "Pindahkan Key Terakhir Yang Terpilih ke Kursor"
+
msgid "Delete Selection"
msgstr "Hapus Pilihan"
msgid "Go to Next Step"
-msgstr "Pergi ke Langkah Berikutnya"
+msgstr "Pergi ke Langkah Selanjutnya"
msgid "Go to Previous Step"
msgstr "Pergi ke Langkah Sebelumnya"
@@ -1048,11 +1103,17 @@ msgstr "Pergi ke Langkah Sebelumnya"
msgid "Apply Reset"
msgstr "Terapkan Reset"
+msgid "Optimize Animation (no undo)..."
+msgstr "Optimalkan Animasi (tanpa undo)..."
+
+msgid "Clean-Up Animation (no undo)..."
+msgstr "Bersihkan Animasi (tanpa undo)..."
+
msgid "Pick a node to animate:"
-msgstr "Pilih node yang ingin dianimasikan:"
+msgstr "Pilih sebuah node yang ingin dianimasikan:"
msgid "Use Bezier Curves"
-msgstr "Gunakan Lengkungan Bezier"
+msgstr "Gunakan Bezier Curves"
msgid "Create RESET Track(s)"
msgstr "Buat RESET Track"
@@ -1088,7 +1149,7 @@ msgid "Clean-up all animations"
msgstr "Bersihkan semua animasi"
msgid "Clean-Up Animation(s) (NO UNDO!)"
-msgstr "Bersihkan Animasi (Tidak Dapat Dikembalikan!)"
+msgstr "Bersihkan Animasi (TANPA UNDO!)"
msgid "Clean-Up"
msgstr "Bersihkan"
@@ -10712,6 +10773,9 @@ msgstr ""
msgid "The path specified doesn't exist."
msgstr "Lokasi yang ditentukan tidak ada."
+msgid "New Game Project"
+msgstr "Proyek Baru Permainan"
+
msgid "Couldn't create project.godot in project path."
msgstr "Tidak dapat membuat project.godot dalam lokasi proyek."
@@ -10721,9 +10785,6 @@ msgstr "Gagal saat membuka paket, tidak dalam bentuk zip."
msgid "The following files failed extraction from package:"
msgstr "Berkas berikut gagal diekstrak dari paket:"
-msgid "New Game Project"
-msgstr "Proyek Baru Permainan"
-
msgid "Import & Edit"
msgstr "Impor & Ubah"
diff --git a/editor/translations/editor/it.po b/editor/translations/editor/it.po
index 2e2998cf76..4524ea1735 100644
--- a/editor/translations/editor/it.po
+++ b/editor/translations/editor/it.po
@@ -111,8 +111,8 @@ 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: 2024-07-30 16:40+0000\n"
-"Last-Translator: Daniele Basso <d.bass05@proton.me>\n"
+"PO-Revision-Date: 2024-08-13 23:09+0000\n"
+"Last-Translator: Micky <micheledevita2@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot/it/>\n"
"Language: it\n"
@@ -299,7 +299,7 @@ msgid "MIDI Input on Channel=%s Message=%s"
msgstr "Input MIDI sul Canale=%s Messaggio=%s"
msgid "Input Event with Shortcut=%s"
-msgstr "Evento Input con Scorciatoia=%s"
+msgstr "Evento di input con scorciatoia=%s"
msgid "Accept"
msgstr "Accetta"
@@ -458,13 +458,13 @@ msgid "Toggle Insert Mode"
msgstr "Commuta la modalità d'inserimento"
msgid "Submit Text"
-msgstr "Invia il Testo"
+msgstr "Invia il testo"
msgid "Duplicate Nodes"
-msgstr "Duplica Nodi"
+msgstr "Duplica nodi"
msgid "Delete Nodes"
-msgstr "Elimina Nodi"
+msgstr "Elimina nodi"
msgid "Go Up One Level"
msgstr "Sali di un livello"
@@ -543,19 +543,19 @@ msgid "Revert Action"
msgstr "Ripristina l'azione"
msgid "Add Event"
-msgstr "Aggiungi Evento"
+msgstr "Aggiungi evento"
msgid "Remove Action"
-msgstr "Rimuovi l'azione"
+msgstr "Rimuovi azione"
msgid "Cannot Remove Action"
msgstr "Impossibile rimuovere l'azione"
msgid "Edit Event"
-msgstr "Modifica l'evento"
+msgstr "Modifica evento"
msgid "Remove Event"
-msgstr "Rimuovi l'evento"
+msgstr "Rimuovi evento"
msgid "Filter by Name"
msgstr "Filtra per nome"
@@ -603,13 +603,13 @@ msgid "Copy Selected Key(s)"
msgstr "Copia le chiavi selezionate"
msgid "Paste Key(s)"
-msgstr "Incolla le chiavi selezionate"
+msgstr "Incolla le chiavi"
msgid "Delete Selected Key(s)"
msgstr "Elimina le chiavi selezionate"
msgid "Make Handles Free"
-msgstr "Rendi le maniglie libere"
+msgstr "Rendi libere le maniglie"
msgid "Make Handles Linear"
msgstr "Rendi lineari le maniglie"
@@ -627,10 +627,10 @@ msgid "Make Handles Mirrored (Auto Tangent)"
msgstr "Rendi specchiate le maniglie (auto tangente)"
msgid "Add Bezier Point"
-msgstr "Inserisci un punto di controllo di Bézier"
+msgstr "Inserisci un punto di Bézier"
msgid "Move Bezier Points"
-msgstr "Sposta dei punti di controllo di Bézier"
+msgstr "Sposta punti di Bézier"
msgid "Animation Duplicate Keys"
msgstr "Duplica le chiavi di un'animazione"
@@ -654,34 +654,34 @@ msgid "Deselect All Keys"
msgstr "Deseleziona tutte le chiavi"
msgid "Animation Change Transition"
-msgstr "Animazione Cambia Transizione"
+msgstr "Modifica la transizione di un'animazione"
msgid "Animation Change Position3D"
-msgstr "Animazione Cambia posizione3D"
+msgstr "Modifica traccia di Posizione 3D di un'animazione"
msgid "Animation Change Rotation3D"
-msgstr "Animazione Cambia rotazione3D"
+msgstr "Modifica traccia di Rotazione 3D di un'animazione"
msgid "Animation Change Scale3D"
-msgstr "Animazione Cambia scala3D"
+msgstr "Modifica traccia di Scala 3D di un'animazione"
msgid "Animation Change Keyframe Value"
-msgstr "Animazione Cambia Valore di Fotogramma Chiave"
+msgstr "Cambia valore di fotogramma chiave di un'animazione"
msgid "Animation Change Call"
-msgstr "Animazione Cambia chiamata"
+msgstr "Cambia chiamata di un'animazione"
msgid "Animation Multi Change Transition"
msgstr "Cambio multiplo di transizione di un'animazione"
msgid "Animation Multi Change Position3D"
-msgstr "Cambio multiplo della Position3D di un'animazione"
+msgstr "Cambio multiplo di traccia Posizione 3D di un'animazione"
msgid "Animation Multi Change Rotation3D"
-msgstr "Cambio multiplo della Rotation3D di un'animazione"
+msgstr "Cambio multiplo di traccia Rotazione 3D di un'animazione"
msgid "Animation Multi Change Scale3D"
-msgstr "Cambio multiplo della Scale3D di un'animazione"
+msgstr "Cambio multiplo di traccia Scala 3D di un'animazione"
msgid "Animation Multi Change Keyframe Value"
msgstr "Cambio multiplo del valore dei fotogrammi chiave di un'animazione"
@@ -690,7 +690,7 @@ msgid "Animation Multi Change Call"
msgstr "Cambio multiplo della chiamata di un'animazione"
msgid "Change Animation Length"
-msgstr "Cambia la durata dell'animazione"
+msgstr "Cambia la durata di un'animazione"
msgid "Change Animation Loop"
msgstr "Cambia ciclo di animazione"
@@ -727,7 +727,7 @@ msgid "Bezier Curve Track..."
msgstr "Traccia di curve di Bézier..."
msgid "Audio Playback Track..."
-msgstr "Traccia sonora..."
+msgstr "Traccia di riproduzione audio..."
msgid "Animation Playback Track..."
msgstr "Traccia di animazioni..."
@@ -754,13 +754,13 @@ msgid "Animation Clips:"
msgstr "Clip di animazione:"
msgid "Change Track Path"
-msgstr "Cambia Percorso Traccia"
+msgstr "Cambia il percorso di una traccia"
msgid "Toggle this track on/off."
msgstr "Abilita/Disabilita questa traccia."
msgid "Use Blend"
-msgstr "Usa Blend"
+msgstr "Usa fusione"
msgid "Update Mode (How this property is set)"
msgstr "Modalità di aggiornamento (come viene impostata questa proprietà)"
@@ -787,7 +787,7 @@ msgid "Scale:"
msgstr "Scala:"
msgid "Blend Shape:"
-msgstr "Forma blend:"
+msgstr "Forma di fusione:"
msgid "Type:"
msgstr "Tipo:"
@@ -799,10 +799,10 @@ msgid "Easing:"
msgstr "Allentamento:"
msgid "In-Handle:"
-msgstr "In Gestione:"
+msgstr "Maniglia in entrata:"
msgid "Out-Handle:"
-msgstr "Fuori Gestione:"
+msgstr "Maniglia in uscita:"
msgid "Handle mode: Free\n"
msgstr "Modalità della maniglia: lineare\n"
@@ -832,7 +832,7 @@ msgid "Toggle Track Enabled"
msgstr "Abilita/Disabilita una traccia"
msgid "Don't Use Blend"
-msgstr "Non usare blend"
+msgstr "Non usare fusione"
msgid "Continuous"
msgstr "Continuo"
@@ -865,22 +865,22 @@ msgid "Wrap Loop Interp"
msgstr "Continua l'interpolazione d'un ciclo"
msgid "Insert Key..."
-msgstr "Inserisci un fotogramma chiave..."
+msgstr "Inserisci chiave..."
msgid "Duplicate Key(s)"
-msgstr "Duplica i fotogrammi chiave selezionati"
+msgstr "Duplica chiave(i)"
msgid "Cut Key(s)"
-msgstr "Taglia Fotogramma(i) Chiave"
+msgstr "Taglia chiave(i)"
msgid "Copy Key(s)"
-msgstr "Copia Fotogramma(i) Chiave"
+msgstr "Copia chiave(i)"
msgid "Add RESET Value(s)"
msgstr "Aggiungi valore(i) di RESET"
msgid "Delete Key(s)"
-msgstr "Elimina i fotogrammi chiave selezionati"
+msgstr "Elimina chiave(i)"
msgid "Change Animation Update Mode"
msgstr "Cambia la modalità d'aggiornamento di un'animazione"
@@ -892,7 +892,7 @@ msgid "Change Animation Loop Mode"
msgstr "Cambia la modalità del ciclo di un'animazione"
msgid "Change Animation Use Blend"
-msgstr "Cambia la modalità di Blend di un'animazione"
+msgstr "Cambia la modalità di fusione di un'animazione"
msgid ""
"Compressed tracks can't be edited or removed. Re-import the animation with "
@@ -919,16 +919,17 @@ msgid "Create"
msgstr "Crea"
msgid "Animation Insert Key"
-msgstr "Inscerisci una chiave in un'animazione"
+msgstr "Inserisci una chiave in un'animazione"
msgid "node '%s'"
-msgstr "nodo \"%s\""
+msgstr "nodo '%s'"
msgid "animation"
msgstr "animazione"
msgid "AnimationPlayer can't animate itself, only other players."
-msgstr "AnimationPlayer non può animare se stesso, solo altri nodi."
+msgstr ""
+"Un AnimationPlayer non può animare se stesso, ma solo altri riproduttori."
msgid "property '%s'"
msgstr "proprietà \"%s\""
@@ -941,7 +942,8 @@ msgstr "Riordina delle tracce"
msgid "Blend Shape tracks only apply to MeshInstance3D nodes."
msgstr ""
-"Le tracce di Blend Shape si applicano solo a nodi di tipo MeshInstance3D."
+"Le tracce di forme di fusione (Blend Shape) si applicano solo a nodi di tipo "
+"MeshInstance3D."
msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes."
msgstr ""
@@ -979,6 +981,10 @@ msgstr "La traccia non è valida, quindi è impossibile aggiungere una chiave."
msgid "Track is not of type Node3D, can't insert key"
msgstr "La traccia non è di tipo Node3D, impossibile aggiungere la chiave"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr ""
+"La traccia non è di tipo MeshInstance3D, impossibile aggiungere la chiave"
+
msgid "Track path is invalid, so can't add a method key."
msgstr ""
"La traccia non è valida, quindi non è stato possibile aggiungere una chiave "
@@ -1018,7 +1024,7 @@ msgid "Clipboard is empty!"
msgstr "Gli appunti sono vuoti!"
msgid "Paste Tracks"
-msgstr "Incolla delle tracce"
+msgstr "Incolla tracce"
msgid "Animation Scale Keys"
msgstr "Scala chiavi d'animazione"
@@ -1126,43 +1132,43 @@ msgid "Animation properties."
msgstr "Proprietà dell'animazione."
msgid "Copy Tracks..."
-msgstr "Copia Tracce..."
+msgstr "Copia tracce..."
msgid "Scale Selection..."
-msgstr "Scala Selezione..."
+msgstr "Scala selezione..."
msgid "Scale From Cursor..."
-msgstr "Scala dal Cursore..."
+msgstr "Scala dal cursore..."
msgid "Set Start Offset (Audio)"
-msgstr "Imposta inizio Offset (Audio)"
+msgstr "Imposta offset iniziale (Audio)"
msgid "Set End Offset (Audio)"
-msgstr "Impostare Fine Offset (Audio)"
+msgstr "Imposta offset finale (Audio)"
msgid "Make Easing Selection..."
-msgstr "Effettua Selezione di Easing..."
+msgstr "Effettua selezione di allentamento..."
msgid "Duplicate Selected Keys"
-msgstr "Duplica le Chiavi Selezionate"
+msgstr "Duplica le chiavi selezionate"
msgid "Cut Selected Keys"
-msgstr "Taglia le Chiavi Selezionate"
+msgstr "Taglia le chiavi selezionate"
msgid "Copy Selected Keys"
-msgstr "Copia le Chiavi Selezionate"
+msgstr "Copia le chiavi selezionate"
msgid "Paste Keys"
-msgstr "Incolla Chiavi"
+msgstr "Incolla chiavi"
msgid "Move First Selected Key to Cursor"
-msgstr "Spostare al cursore la prima chiave selezionata"
+msgstr "Sposta al cursore la prima chiave selezionata"
msgid "Move Last Selected Key to Cursor"
msgstr "Sposta al cursore l'ultima chiave selezionata"
msgid "Delete Selection"
-msgstr "Elimina la selezione"
+msgstr "Elimina selezione"
msgid "Go to Next Step"
msgstr "Vai al passo successivo"
@@ -1174,13 +1180,13 @@ msgid "Apply Reset"
msgstr "Reimposta"
msgid "Bake Animation..."
-msgstr "Precompila l'Animazione..."
+msgstr "Precompila l'animazione..."
msgid "Optimize Animation (no undo)..."
-msgstr "Ottimizza l'Animazione (irreversibile)..."
+msgstr "Ottimizza l'animazione (non annullabile)..."
msgid "Clean-Up Animation (no undo)..."
-msgstr "Pulisci l'Animazione (irreversibile)..."
+msgstr "Pulisci l'animazione (non annullabile)..."
msgid "Pick a node to animate:"
msgstr "Seleziona il nodo da animare:"
@@ -1189,19 +1195,19 @@ msgid "Use Bezier Curves"
msgstr "Usa le curve di Bézier"
msgid "Create RESET Track(s)"
-msgstr "Crea traccia/e di rispristino"
+msgstr "Crea traccia(e) RESET"
msgid "Animation Optimizer"
msgstr "Ottimizzatore d'animazioni"
msgid "Max Velocity Error:"
-msgstr "Errore di velocità max:"
+msgstr "Tolleranza di errore di velocità:"
msgid "Max Angular Error:"
-msgstr "Max Errore Angolare:"
+msgstr "Tolleranza di errore angolare:"
msgid "Max Precision Error:"
-msgstr "Errore di Precisione Max:"
+msgstr "Tolleranza di errore di precisione:"
msgid "Optimize"
msgstr "Ottimizza"
@@ -1210,7 +1216,7 @@ msgid "Trim keys placed in negative time"
msgstr "Rimuovi le chiavi nel tempo negativo"
msgid "Trim keys placed exceed the animation length"
-msgstr "Rimuovi le chiavi che superano la lunghezza dell'animazione"
+msgstr "Rimuovi le chiavi che superano la durata dell'animazione"
msgid "Remove invalid keys"
msgstr "Rimuovi le chiavi non valide"
@@ -1231,7 +1237,7 @@ msgid "Scale Ratio:"
msgstr "Fattore di scala:"
msgid "Select Transition and Easing"
-msgstr "Seleziona Transizione e Easing"
+msgstr "Seleziona transizione e allentamento"
msgctxt "Transition Type"
msgid "Linear"
@@ -1283,40 +1289,40 @@ msgstr "Molla"
msgctxt "Ease Type"
msgid "In"
-msgstr "In"
+msgstr "Entrata"
msgctxt "Ease Type"
msgid "Out"
-msgstr "Out"
+msgstr "Uscita"
msgctxt "Ease Type"
msgid "InOut"
-msgstr "InOut"
+msgstr "EntrataUscita"
msgctxt "Ease Type"
msgid "OutIn"
-msgstr "OutIn"
+msgstr "UscitaEntrata"
msgid "Transition Type:"
-msgstr "Tipo di Transizione:"
+msgstr "Tipo di transizione:"
msgid "Ease Type:"
-msgstr "Tipo di Easing:"
+msgstr "Tipo di allentamento:"
msgid "FPS:"
msgstr "FPS:"
msgid "Animation Baker"
-msgstr "Animazione Baker"
+msgstr "Precalcolatore di animazioni"
msgid "3D Pos/Rot/Scl Track:"
-msgstr "Traccia di Posizione/Rotazione/Scalatura 3D:"
+msgstr "Traccia di Pos/Rot/Scl 3D:"
msgid "Blendshape Track:"
-msgstr "Traccia di Blendshape:"
+msgstr "Traccia di forme di fusione (Blend Shape):"
msgid "Value Track:"
-msgstr "Traccia di Valore:"
+msgstr "Traccia di valore:"
msgid "Select Tracks to Copy"
msgstr "Seleziona le tracce da copiare"
@@ -1325,22 +1331,22 @@ msgid "Select All/None"
msgstr "Seleziona/Deseleziona tutto"
msgid "Animation Change Keyframe Time"
-msgstr "Cambia Tempo di un Fotogramma Chiave"
+msgstr "Cambia il tempo di un fotogramma chiave"
msgid "Add Audio Track Clip"
-msgstr "Aggiungi un segmento audio in una traccia sonora"
+msgstr "Aggiungi una clip in una traccia audio"
msgid "Change Audio Track Clip Start Offset"
-msgstr "Cambia l'inizio di un segmento audio di una traccia sonora"
+msgstr "Modifica l'offset iniziale di una clip di una traccia audio"
msgid "Change Audio Track Clip End Offset"
-msgstr "Cambia la fine del segmento audio di una traccia sonora"
+msgstr "Modifica l'offset finale di una clip di una traccia audio"
msgid "Go to Line"
-msgstr "Vai alla linea"
+msgstr "Vai alla riga"
msgid "Line Number:"
-msgstr "Numero della linea:"
+msgstr "Numero di riga:"
msgid "%d replaced."
msgstr "%d sostituito."
@@ -1412,7 +1418,7 @@ msgid "Warnings"
msgstr "Avvisi"
msgid "Zoom factor"
-msgstr "Fattore di Zoom"
+msgstr "Fattore di ingrandimento"
msgid "Line and column numbers."
msgstr "Numeri di riga e di colonna."
@@ -1442,7 +1448,7 @@ msgstr ""
"manualmente."
msgid "Connect to Node:"
-msgstr "Connetti al Nodo:"
+msgstr "Connetti al nodo:"
msgid "Connect to Script:"
msgstr "Connetti allo script:"
@@ -1460,7 +1466,7 @@ msgid "Scene does not contain any script."
msgstr "La scena non contiene alcuno script."
msgid "Select Method"
-msgstr "Seleziona Metodo"
+msgstr "Seleziona un metodo"
msgid "Filter Methods"
msgstr "Filtra i metodi"
@@ -1505,7 +1511,7 @@ msgstr ""
"d'inattività."
msgid "One Shot"
-msgstr "One Shot"
+msgstr "Colpo singolo"
msgid "Disconnects the signal after its first emission."
msgstr "Disconnette il segnale dopo la sua prima emissione."
@@ -1520,13 +1526,13 @@ msgid "Connect"
msgstr "Connetti"
msgid "Connect '%s' to '%s'"
-msgstr "Connetti \"%s\" a \"%s\""
+msgstr "Connetti '%s' a '%s'"
msgid "Disconnect '%s' from '%s'"
-msgstr "Disconnetti \"%s\" da \"%s\""
+msgstr "Disconnetti '%s' da '%s'"
msgid "Disconnect all from signal: '%s'"
-msgstr "Disconnetti tutto dal segnale: \"%s\""
+msgstr "Disconnetti tutto dal segnale: '%s'"
msgid "Connect..."
msgstr "Connetti..."
@@ -1538,7 +1544,7 @@ msgid "Connect a Signal to a Method"
msgstr "Connetti un segnale a un metodo"
msgid "Edit Connection: '%s'"
-msgstr "Modifica la connessione: \"%s\""
+msgstr "Modifica la connessione: '%s'"
msgid "Are you sure you want to remove all connections from the \"%s\" signal?"
msgstr "Sei sicuro di voler rimuovere tutte le connessioni dal segnale \"%s\"?"
@@ -1553,13 +1559,13 @@ msgid "Are you sure you want to remove all connections from this signal?"
msgstr "Confermare la rimozione di tutte le connessioni da questo segnale?"
msgid "Open Documentation"
-msgstr "Apri la Documentazione"
+msgstr "Apri documentazione"
msgid "Disconnect All"
msgstr "Disconnetti tutto"
msgid "Copy Name"
-msgstr "Copia Nome"
+msgstr "Copia nome"
msgid "Edit..."
msgstr "Modifica..."
@@ -1595,7 +1601,7 @@ msgid "Recent:"
msgstr "Recenti:"
msgid "(Un)favorite selected item."
-msgstr "Aggiungi/rimuovi l'elemento attuale dai preferiti."
+msgstr "Aggiunge o rimuove l'elemento attuale dai preferiti."
msgid "Search:"
msgstr "Cerca:"
@@ -1607,7 +1613,7 @@ msgid "Description:"
msgstr "Descrizione:"
msgid "Remote %s:"
-msgstr "Remoto %s:"
+msgstr "%s Remoto:"
msgid "Debugger"
msgstr "Debugger"
@@ -1616,7 +1622,7 @@ msgid "Debug"
msgstr "Debug"
msgid "Save Branch as Scene"
-msgstr "Salva Ramo come Scena"
+msgstr "Salva ramo come scena"
msgid "Copy Node Path"
msgstr "Copia percorso del nodo"
@@ -1643,7 +1649,7 @@ msgid "Syncing headers"
msgstr "Sincronizzando le intestazioni"
msgid "Getting remote file system"
-msgstr "Ottenendo il File System remoto"
+msgstr "Ottenendo il file system remoto"
msgid "Decompressing remote file system"
msgstr "Decompressione del file system remoto"
@@ -1655,7 +1661,7 @@ msgid "Sending list of changed files:"
msgstr "Invio della lista dei file modificati:"
msgid "Sending file:"
-msgstr "Inviando file:"
+msgstr "Inviando il file:"
msgid "ms"
msgstr "ms"
@@ -1694,7 +1700,7 @@ msgid "Frame %"
msgstr "Fotogramma %"
msgid "Physics Frame %"
-msgstr "Fotogramma fisico %"
+msgstr "Fotogramma di fisica %"
msgid "Inclusive"
msgstr "Inclusivo"
@@ -1733,7 +1739,7 @@ msgid "Calls"
msgstr "Chiamate"
msgid "Fit to Frame"
-msgstr "Adatta alla Cornice"
+msgstr "Adatta alla cornice"
msgid "Linked"
msgstr "Collegato"
@@ -1769,10 +1775,10 @@ msgid "%s Source:"
msgstr "Sorgente %s:"
msgid "Stack Trace"
-msgstr "Impila Traccia"
+msgstr "Analisi dello stack"
msgid "Stack Trace:"
-msgstr "Impila Traccia:"
+msgstr "Analisi dello stack:"
msgid "Debug session started."
msgstr "Sessione di debug iniziata."
@@ -1832,10 +1838,10 @@ msgid "Breakpoints"
msgstr "Punti di interruzione"
msgid "Expand All"
-msgstr "Espandi Tutto"
+msgstr "Espandi tutto"
msgid "Collapse All"
-msgstr "Comprimi Tutto"
+msgstr "Comprimi tutto"
msgid "Profiler"
msgstr "Profilatore"
@@ -1844,7 +1850,7 @@ msgid "Visual Profiler"
msgstr "Profilatore visivo"
msgid "List of Video Memory Usage by Resource:"
-msgstr "Lista di Utilizzo Memoria Video per Risorsa:"
+msgstr "Lista di utilizzo della memoria video per risorsa:"
msgid "Total:"
msgstr "Totale:"
@@ -1853,7 +1859,7 @@ msgid "Export list to a CSV file"
msgstr "Esporta l'elenco in un file CSV"
msgid "Resource Path"
-msgstr "Percorso Risorsa"
+msgstr "Percorso risorsa"
msgid "Type"
msgstr "Tipo"
@@ -1868,16 +1874,16 @@ msgid "Misc"
msgstr "Vari"
msgid "Clicked Control:"
-msgstr "Control Cliccato:"
+msgstr "Controllo cliccato:"
msgid "Clicked Control Type:"
-msgstr "Tipo Control Cliccato:"
+msgstr "Tipo di controllo cliccato:"
msgid "Live Edit Root:"
-msgstr "Modifica Root Live:"
+msgstr "Radice di modifica in diretta:"
msgid "Set From Tree"
-msgstr "Imposta da Tree"
+msgstr "Imposta dall'albero"
msgid "Export measures as CSV"
msgstr "Esporta misure in formato CSV"
@@ -1892,7 +1898,7 @@ msgid ""
"Scene '%s' is currently being edited.\n"
"Changes will only take effect when reloaded."
msgstr ""
-"La scena \"%s\" sta venendo modificata in questo momento.\n"
+"La scena \"%s\" è attualmente in fase di modifica.\n"
"I cambiamenti avranno effetto solo una volta ricaricata."
msgid ""
@@ -1900,7 +1906,7 @@ msgid ""
"Changes will only take effect when reloaded."
msgstr ""
"La risorsa \"%s\" è in uso.\n"
-"I cambiamenti avranno effetto una volta ricaricata."
+"I cambiamenti avranno effetto solo una volta ricaricata."
msgid "Dependencies"
msgstr "Dipendenze"
@@ -1932,7 +1938,7 @@ msgid "Open"
msgstr "Apri"
msgid "Owners of: %s (Total: %d)"
-msgstr "proprietario di: %s (Totale: %d)"
+msgstr "Proprietario di: %s (Totale: %d)"
msgid "Localization remap"
msgstr "Rimappatura della localizzazione"
@@ -2012,7 +2018,7 @@ msgid "Folder name cannot begin with a dot."
msgstr "Il nome di una cartella non può cominciare con un punto."
msgid "File with that name already exists."
-msgstr "Esiste già un File con questo nome."
+msgstr "Esiste già un file con questo nome."
msgid "Folder with that name already exists."
msgstr "Esiste già una cartella con questo nome."
@@ -2034,7 +2040,7 @@ msgid "Folder name is valid."
msgstr "Il nome della cartella è valido."
msgid "Double-click to open in browser."
-msgstr "Doppio click per aprire nel browser."
+msgstr "Doppio clic per aprire nel browser."
msgid "Thanks from the Godot community!"
msgstr "Grazie dalla comunità di Godot!"
@@ -2060,7 +2066,7 @@ msgstr "Sviluppatore principale"
msgctxt "Job Title"
msgid "Project Manager"
-msgstr "Capo Progetto"
+msgstr "Responsabile di progetto"
msgid "Developers"
msgstr "Sviluppatori"
@@ -2072,22 +2078,22 @@ msgid "Patrons"
msgstr "Sostenitori"
msgid "Platinum Sponsors"
-msgstr "Sponsor platino"
+msgstr "Sponsor Platino"
msgid "Gold Sponsors"
-msgstr "Sponsor oro"
+msgstr "Sponsor Oro"
msgid "Silver Sponsors"
-msgstr "Sponsor argento"
+msgstr "Sponsor Argento"
msgid "Diamond Members"
-msgstr "Membri Diamond"
+msgstr "Membri Diamante"
msgid "Titanium Members"
-msgstr "Membri Titanium"
+msgstr "Membri Titanio"
msgid "Platinum Members"
-msgstr "Membri Platinum"
+msgstr "Membri Platino"
msgid "Gold Members"
msgstr "Membri Oro"
@@ -2130,17 +2136,17 @@ msgstr "%s (già esistente)"
msgid "%d file conflicts with your project and won't be installed"
msgid_plural "%d files conflict with your project and won't be installed"
-msgstr[0] ""
-"Il file %d va in conflitto con il tuo progetto e non verrà installato"
+msgstr[0] "Il file %d va in conflitto con il tuo progetto e non sarà installato"
msgstr[1] ""
-"I file %d vanno in conflitto con il tuo progetto e non verranno installati"
+"I file %d vanno in conflitto con il tuo progetto e non saranno installati"
msgid "This asset doesn't have a root directory, so it can't be ignored."
msgstr ""
-"Questo risorsa non ha una cartella root, quindi non può essere ignorata."
+"Questo contenuto non ha una cartella principale, quindi non può essere "
+"ignorata."
msgid "Ignore the root directory when extracting files."
-msgstr "Ignora la cartella root durante l'estrazione dei file."
+msgstr "Ignora la cartella principale durante l'estrazione dei file."
msgid "Select Install Folder"
msgstr "Seleziona la cartella di installazione"
@@ -2155,7 +2161,7 @@ msgid "(and %s more files)"
msgstr "(e %s altri file)"
msgid "Asset \"%s\" installed successfully!"
-msgstr "Risorsa \"%s\" installata con successo!"
+msgstr "Contenuto \"%s\" installata con successo!"
msgid "Success!"
msgstr "Successo!"
@@ -2164,7 +2170,7 @@ msgid "Asset:"
msgstr "Contenuto:"
msgid "Open the list of the asset contents and select which files to install."
-msgstr "Apri la lista delle risorse e seleziona quali file da installare."
+msgstr "Apri la lista del contenuto e seleziona quali file da installare."
msgid "Change Install Folder"
msgstr "Cambia la cartella di installazione"
@@ -2189,7 +2195,7 @@ msgid "Installation preview:"
msgstr "Anteprima installazione:"
msgid "Configure Asset Before Installing"
-msgstr "Configura la Risorsa Prima dell'Installazione"
+msgstr "Configura il contenuto prima dell'installazione"
msgid "Install"
msgstr "Installa"
@@ -2210,7 +2216,7 @@ msgid "Toggle Audio Bus Solo"
msgstr "Commuta lo stato di solista di un bus audio"
msgid "Toggle Audio Bus Mute"
-msgstr "Commuta l'ammutolimento di un bus audio"
+msgstr "Commuta la modalità muto di un bus audio"
msgid "Toggle Audio Bus Bypass Effects"
msgstr "Commuta il bypass degli effetti del bus audio"
@@ -2240,22 +2246,22 @@ msgid "Bypass"
msgstr "Aggira"
msgid "Bus Options"
-msgstr "Opzioni Bus"
+msgstr "Opzioni di bus"
msgid "Duplicate Bus"
-msgstr "Duplica un bus"
+msgstr "Duplica bus"
msgid "Delete Bus"
-msgstr "Elimina un bus"
+msgstr "Elimina bus"
msgid "Reset Volume"
-msgstr "Ripristina il volume"
+msgstr "Ripristina volume"
msgid "Delete Effect"
-msgstr "Elimina Effetto"
+msgstr "Elimina effetto"
msgid "Toggle Audio Bottom Panel"
-msgstr "Attiva/Disattiva pannello audio inferiore"
+msgstr "Commuta il pannello inferiore di audio"
msgid "Add Audio Bus"
msgstr "Aggiungi un bus audio"
@@ -2276,7 +2282,7 @@ msgid "Move Audio Bus"
msgstr "Sposta un bus audio"
msgid "Save Audio Bus Layout As..."
-msgstr "Salva la disposizione del bus audio come..."
+msgstr "Salva il layout dei bus audio come..."
msgid "Location for New Layout..."
msgstr "Posizione per la nuova disposizione..."
@@ -2291,7 +2297,7 @@ msgid "Layout:"
msgstr "Disposizione:"
msgid "Invalid file, not an audio bus layout."
-msgstr "File non valido, non è una disposizione di un bus audio."
+msgstr "File non valido, non è un layout dei bus audio."
msgid "Error saving file: %s"
msgstr "Errore nel salvataggio del file: %s"
@@ -2300,31 +2306,31 @@ msgid "Add Bus"
msgstr "Aggiungi bus"
msgid "Add a new Audio Bus to this layout."
-msgstr "Aggiungi un nuovo bus audio a questa disposizione."
+msgstr "Aggiungi un nuovo bus audio a questo layout."
msgid "Load"
msgstr "Carica"
msgid "Load an existing Bus Layout."
-msgstr "Carica una disposizione di bus esistente."
+msgstr "Carica un layout esistente dei bus."
msgid "Save As"
msgstr "Salva come"
msgid "Save this Bus Layout to a file."
-msgstr "Salva questa disposizione di bus in un file."
+msgstr "Salva questo layout dei bus in un file."
msgid "Load Default"
msgstr "Carica predefinita"
msgid "Load the default Bus Layout."
-msgstr "Carica la disposizione di bus predefinita."
+msgstr "Carica il layout predefinito dei bus."
msgid "Create a new Bus Layout."
-msgstr "Crea una nuova disposizione di bus."
+msgstr "Crea un nuovo layout dei bus."
msgid "Audio Bus Layout"
-msgstr "Disposizione Bus Audio"
+msgstr "Layout dei bus audio"
msgid "Invalid name."
msgstr "Nome non valido."
@@ -2355,16 +2361,16 @@ msgid "Autoload '%s' already exists!"
msgstr "L'Autoload \"%s\" esiste già!"
msgid "Rename Autoload"
-msgstr "Rinomina Autocaricamento"
+msgstr "Rinomina un Autoload"
msgid "Toggle Autoload Globals"
-msgstr "Attiva/Disattiva Autocaricamenti Globali"
+msgstr "Commuta Autoload come variabile globale"
msgid "Move Autoload"
-msgstr "Sposta l'Autocaricamento"
+msgstr "Sposta un Autoload"
msgid "Remove Autoload"
-msgstr "Rimuovi l'autocaricamento"
+msgstr "Rimuovi un Autoload"
msgid "Enable"
msgstr "Abilita"
@@ -2376,7 +2382,7 @@ msgid "Can't add Autoload:"
msgstr "Impossibile aggiungere l'Autoload:"
msgid "%s is an invalid path. File does not exist."
-msgstr "%s è un path non valido. File inesistente."
+msgstr "%s non è un percorso valido. Il file non esiste."
msgid "%s is an invalid path. Not in resource path (res://)."
msgstr ""
@@ -2392,10 +2398,10 @@ msgid "Set path or press \"%s\" to create a script."
msgstr "Imposta il percorso o premi \"%s\" per creare uno script."
msgid "Node Name:"
-msgstr "Nome del Nodo:"
+msgstr "Nome del nodo:"
msgid "Global Variable"
-msgstr "Valiabile globale"
+msgstr "Variabile globale"
msgid "3D Engine"
msgstr "Motore 3D"
@@ -2422,10 +2428,10 @@ msgid "Vulkan"
msgstr "Vulkan"
msgid "Text Server: Fallback"
-msgstr "Server testuale: di ripiego"
+msgstr "Server di testo: Riserva"
msgid "Text Server: Advanced"
-msgstr "Server di testo: avanzato"
+msgstr "Server di testo: Avanzato"
msgid "TTF, OTF, Type 1, WOFF1 Fonts"
msgstr "Font TTF, OTF, Type 1, WOFF1"
@@ -2443,10 +2449,10 @@ msgid "3D Nodes as well as RenderingServer access to 3D features."
msgstr "Nodi 3D e acceso alle funzionalità 3D di RenderingServer."
msgid "2D Physics nodes and PhysicsServer2D."
-msgstr "Nodi fisici 2D e PhysicsServer2D."
+msgstr "Nodi di fisica 2D e il PhysicsServer2D."
msgid "3D Physics nodes and PhysicsServer3D."
-msgstr "Nodi fisici 3D e PhysicsServer3D."
+msgstr "Nodi di fisica 3D e il PhysicsServer3D."
msgid "Navigation, both 2D and 3D."
msgstr "Navigazione, sia 2D che 3D."
@@ -2462,8 +2468,7 @@ msgstr ""
"backend OpenGL)."
msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)."
-msgstr ""
-"Backend OpenGL (se disabilitata, è richiesto il backend RenderingDevice)."
+msgstr "Backend OpenGL (se disabilito, è richiesto il backend RenderingDevice)."
msgid "Vulkan back-end of RenderingDevice."
msgstr "Backend Vulkan di RenderingDevice."
@@ -2493,7 +2498,7 @@ msgstr ""
msgid "WOFF2 font format support using FreeType and Brotli libraries."
msgstr ""
-"Supporto al formato di font WOFF2 utilizzando le librerie FreeType e Brotli."
+"Supporto al formato di font WOFF2 attraverso le librerie FreeType e Brotli."
msgid ""
"SIL Graphite smart font technology support (supported by Advanced Text Server "
@@ -2506,9 +2511,9 @@ 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 ""
-"Supporto per il rendering di font multicanale con campo di distanza "
-"sottoscritto utilizzando la libreria msdfgen (i font MSDF pre-renderizzati "
-"possono essere utilizzati anche se questa opzione è disabilitata)."
+"Supporto per il rendering di font multicanale con campo di distanza con segno "
+"attraverso la libreria msdfgen (i font MSDF pre-renderizzati possono essere "
+"utilizzati anche se questa opzione è disabilitata)."
msgid "General Features:"
msgstr "Funzionalità generali:"
@@ -2517,7 +2522,7 @@ msgid "Text Rendering and Font Options:"
msgstr "Opzioni di rendering di testo e di font:"
msgid "Reset the edited profile?"
-msgstr "Reimpostare il profilo?"
+msgstr "Ripristinare il profilo modificato?"
msgid "File saving failed."
msgstr "Salvataggio del file fallito."
@@ -2531,7 +2536,7 @@ msgstr ""
"individuare le classi utilizzate."
msgid "Nodes and Classes:"
-msgstr "Nodi e Classi:"
+msgstr "Nodi e classi:"
msgid "File '%s' format is invalid, import aborted."
msgstr "Il formato del file \"%s\" non è valido, importazione annullata."
@@ -2558,13 +2563,13 @@ msgid "Actions:"
msgstr "Azioni:"
msgid "Configure Engine Compilation Profile:"
-msgstr "Configura Profilo Costruzione del Motore:"
+msgstr "Configura il profilo di compilazione del motore:"
msgid "Please Confirm:"
msgstr "Per favore conferma:"
msgid "Engine Compilation Profile"
-msgstr "Profilo di costruzione del motore"
+msgstr "Profilo di compilazione del motore"
msgid "Load Profile"
msgstr "Carica un profilo"
@@ -2573,10 +2578,10 @@ msgid "Export Profile"
msgstr "Esporta il profilo"
msgid "Forced Classes on Detect:"
-msgstr "Classi Forzate su Rilevamento:"
+msgstr "Classi forzate al rilevamento:"
msgid "Edit Compilation Configuration Profile"
-msgstr "Modifica il profilo di configurazione di costruzione"
+msgstr "Modifica il profilo di configurazione di compilazione"
msgid ""
"Failed to execute command \"%s\":\n"
@@ -2589,7 +2594,7 @@ msgid "Filter Commands"
msgstr "Filtra i comandi"
msgid "Paste Params"
-msgstr "Incolla dei parametri"
+msgstr "Incolla parametri"
msgid "Updating Scene"
msgstr "Aggiornamento della scena"
@@ -2619,16 +2624,16 @@ msgid "Dock Position"
msgstr "Posizione del pannello"
msgid "Make Floating"
-msgstr "Rendi Fluttuante"
+msgstr "Rendi fluttuante"
msgid "Make this dock floating."
msgstr "Rendi questo pannello fluttuante."
msgid "Move to Bottom"
-msgstr "Spostati in Basso"
+msgstr "Sposta in basso"
msgid "Move this dock to the bottom panel."
-msgstr "Sposta questo riquadro nel pannello in basso."
+msgstr "Sposta questo pannello nel pannello inferiore."
msgid "Close this dock."
msgstr "Chiudi questo pannello."
@@ -2643,7 +2648,7 @@ msgid "Asset Library"
msgstr "Libreria dei contenuti"
msgid "Scene Tree Editing"
-msgstr "Modifica delle scene"
+msgstr "Modifica dell'albero di scena"
msgid "Node Dock"
msgstr "Pannello dei nodi"
@@ -2655,16 +2660,16 @@ msgid "Import Dock"
msgstr "Pannello d'importazione"
msgid "History Dock"
-msgstr "Pannello cronologia"
+msgstr "Pannello della cronologia"
msgid "Allows to view and edit 3D scenes."
-msgstr "Permette di visuallizzare e modificare le scene 3D."
+msgstr "Permette di visualizzare e modificare scene 3D."
msgid "Allows to edit scripts using the integrated script editor."
msgstr "Permette di modificare gli script usando l'editor di script integrato."
msgid "Provides built-in access to the Asset Library."
-msgstr "Offre un accesso incorporato alla Libreria dei Contenuti."
+msgstr "Fornisce un accesso incorporato alla Libreria dei contenuti."
msgid "Allows editing the node hierarchy in the Scene dock."
msgstr "Permette di modificare la gerarchia dei nodi nel pannello della scena."
@@ -2727,13 +2732,13 @@ msgid "Class Properties:"
msgstr "Proprietà delle classi:"
msgid "Main Features:"
-msgstr "Funzionalità Principali:"
+msgstr "Funzionalità principali:"
msgid ""
"Profile '%s' already exists. Remove it first before importing, import aborted."
msgstr ""
-"Il profilo \"%s\" è già presente, rimuoverlo prima dell'importazione. "
-"Operazione annullata."
+"Il profilo \"%s\" è già presente, si prega di rimuoverlo prima "
+"dell'importazione. Operazione annullata."
msgid "Reset to Default"
msgstr "Ripristina le impostazioni predefinite"
@@ -3084,7 +3089,7 @@ msgid "Internal Property:"
msgstr "Proprietà interna:"
msgid "This property can only be set in the Inspector."
-msgstr "Questa proprietà può essere impostata solo nell'Inspector."
+msgstr "Questa proprietà può essere impostata solo nell'Ispettore."
msgid "Method:"
msgstr "Metodo:"
@@ -3093,7 +3098,7 @@ msgid "Signal:"
msgstr "Segnale:"
msgid "Theme Property:"
-msgstr "Proprietà del Tema:"
+msgstr "Proprietà del tema:"
msgid "%d match."
msgstr "%d corrispondenza."
@@ -3171,7 +3176,7 @@ msgid "(constructors)"
msgstr "(costruttori)"
msgid "Keywords"
-msgstr "Parole Chiave"
+msgstr "Parole chiave"
msgid "Class"
msgstr "Classe"
@@ -3180,7 +3185,7 @@ msgid "This member is marked as deprecated."
msgstr "Questo membro è segnato come deprecato."
msgid "This member is marked as experimental."
-msgstr "Questo membro è stato segnato come sperimentale."
+msgstr "Questo membro è segnato come sperimentale."
msgid "Pin Value"
msgstr "Fissa il valore"
@@ -3190,7 +3195,7 @@ msgstr "Fissa il valore [Disabilitato perché '%s' è solo per l'editor]"
msgid "Pinning a value forces it to be saved even if it's equal to the default."
msgstr ""
-"Fissare un valore ne forza il salvataggio anche se è uguale al valore "
+"Fissa un valore per forzane il salvataggio anche se è uguale al valore "
"predefinito."
msgid "(%d change)"
@@ -3199,24 +3204,24 @@ msgstr[0] "(%d modifica)"
msgstr[1] "(%d modifiche)"
msgid "Add element to property array with prefix %s."
-msgstr "Aggiungi elemento all'array di proprietà col prefisso %s."
+msgstr "Aggiungi un elemento all'array di una proprietà col prefisso %s."
msgid "Remove element %d from property array with prefix %s."
-msgstr "Rimuovi elemento %d dall'array di proprietà col prefisso %s."
+msgstr "Rimuovi l'elemento %d dall'array di una proprietà col prefisso %s."
msgid "Move element %d to position %d in property array with prefix %s."
msgstr ""
-"Sposta l'elemento %d nella posizione %d dell'array di proprietà con prefisso "
-"%s."
+"Sposta l'elemento %d nella posizione %d dell'array di una proprietà con "
+"prefisso %s."
msgid "Clear Property Array with Prefix %s"
-msgstr "Svuota l'Array Proprietà con il Prefisso %s"
+msgstr "Svuota l'array di una proprietà col prefisso %s"
msgid "Resize Property Array with Prefix %s"
-msgstr "Ridimensiona l'Array Proprietà con il Prefisso %s"
+msgstr "Ridimensiona l'array di una proprietà col prefisso %s"
msgid "Element %d: %s%d*"
-msgstr "Element0 %d: %s%d*"
+msgstr "Elemento %d: %s%d*"
msgid "Move Up"
msgstr "Sposta su"
@@ -3231,16 +3236,16 @@ msgid "Insert New After"
msgstr "Inserisci nuovo dopo"
msgid "Clear Array"
-msgstr "Pulisci lista"
+msgstr "Svuota array"
msgid "Resize Array..."
-msgstr "Ridimensiona lista..."
+msgstr "Ridimensiona array..."
msgid "Add Element"
-msgstr "Aggiungi un elemento"
+msgstr "Aggiungi elemento"
msgid "Resize Array"
-msgstr "Ridimensiona lista"
+msgstr "Ridimensiona l'array"
msgid "New Size:"
msgstr "Nuova dimensione:"
@@ -3249,13 +3254,13 @@ msgid "Element %s"
msgstr "Elemento %s"
msgid "Add Metadata"
-msgstr "Aggiungi un metadato"
+msgstr "Aggiungi metadato"
msgid "Set %s"
-msgstr "Imposta %s"
+msgstr "Modifica %s"
msgid "Set Multiple: %s"
-msgstr "Imposta più Valori: %s"
+msgstr "Modifica multipla: %s"
msgid "Remove metadata %s"
msgstr "Rimuovi metadato %s"
@@ -3276,10 +3281,12 @@ msgid "Metadata name must be a valid identifier."
msgstr "Il nome del metadato deve essere un identificatore valido."
msgid "Metadata with name \"%s\" already exists."
-msgstr "Un metadato chiamato \"%s\" esiste già."
+msgstr "Un metadato con il nome \"%s\" esiste già."
msgid "Names starting with _ are reserved for editor-only metadata."
-msgstr "I nomi che iniziano con _ sono riservati ai metadati dell'editor."
+msgstr ""
+"I nomi che iniziano con _ sono riservati esclusivamente ai metadati "
+"dell'editor."
msgid "Name:"
msgstr "Nome:"
@@ -3288,19 +3295,19 @@ msgid "Metadata name is valid."
msgstr "Il nome del metadato è valido."
msgid "Add Metadata Property for \"%s\""
-msgstr "Aggiungi una proprietà del metadato per: \"%s\""
+msgstr "Aggiungi una proprietà metadato per \"%s\""
msgid "Copy Value"
-msgstr "Copia il valore"
+msgstr "Copia valore"
msgid "Paste Value"
-msgstr "Incolla il valore"
+msgstr "Incolla valore"
msgid "Copy Property Path"
-msgstr "Copia il percorso della proprietà"
+msgstr "Copia percorso della proprietà"
msgid "Creating Mesh Previews"
-msgstr "Creando le anteprime delle mesh"
+msgstr "Creazione di anteprime delle mesh"
msgid "Thumbnail..."
msgstr "Miniatura..."
@@ -3309,25 +3316,25 @@ msgid "Select existing layout:"
msgstr "Seleziona una disposizione esistente:"
msgid "Or enter new layout name"
-msgstr "O inserisci un nuovo nome per il layout"
+msgstr "O inserisci un nuovo nome per la disposizione"
msgid "Changed Locale Language Filter"
-msgstr "Filtro Lingua del Locale Modificato"
+msgstr "Modificato il filtro di lingua"
msgid "Changed Locale Script Filter"
-msgstr "Filtro Alfabeto del Locale Modificato"
+msgstr "Modificato il filtro di alfabeto della lingua"
msgid "Changed Locale Country Filter"
-msgstr "Filtro Paese del Locale Modificato"
+msgstr "Modificato il filtro di paese della lingua"
msgid "Changed Locale Filter Mode"
-msgstr "Modalità filtro lingue modificata"
+msgstr "Modificata la modalità filtro delle lingue"
msgid "[Default]"
msgstr "[Predefinito]"
msgid "Select a Locale"
-msgstr "Seleziona un locale"
+msgstr "Seleziona una lingua"
msgid "Show All Locales"
msgstr "Mostra tutte le lingue"
@@ -3336,7 +3343,7 @@ msgid "Show Selected Locales Only"
msgstr "Mostra solo le lingue selezionate"
msgid "Edit Filters"
-msgstr "Modifica Filtri"
+msgstr "Modifica filtri"
msgid "Language:"
msgstr "Lingua:"
@@ -3365,7 +3372,7 @@ msgid "Filter Messages"
msgstr "Filtra i messaggi"
msgid "Clear Output"
-msgstr "Svuota l'output"
+msgstr "Svuota output"
msgid "Copy Selection"
msgstr "Copia selezione"
@@ -3395,16 +3402,16 @@ msgid "Native Shader Source Inspector"
msgstr "Ispettore delle sorgenti native degli shader"
msgid "Unnamed Project"
-msgstr "Progetto Senza Nome"
+msgstr "Progetto senza nome"
msgid ""
"Spins when the editor window redraws.\n"
"Update Continuously is enabled, which can increase power usage. Click to "
"disable it."
msgstr ""
-"Gira quando la finestra dell'editor si aggiorna.\n"
-"Aggiorna continuamente è attivo, il che può aumentare il consumo di corrente. "
-"Cliccare per disabilitarlo."
+"Gira quando la finestra dell'editor viene ridisegnata.\n"
+"L'opzione Aggiorna continuamente è attiva, il che può aumentare il consumo di "
+"corrente. Cliccare per disabilitarlo."
msgid "Spins when the editor window redraws."
msgstr "Gira quando la finestra dell'editor viene ridisegnata."
@@ -3423,14 +3430,14 @@ msgid ""
"Make it unique first."
msgstr ""
"Questa risorsa non può essere salvata perché non appartiene alla scena che si "
-"sta modificando. Assicurarsi di renderla unica."
+"sta modificando. Assicurarsi prima di renderla unica."
msgid ""
"This resource can't be saved because it was imported from another file. Make "
"it unique first."
msgstr ""
"Questa risorsa non può essere salvata perché è stata importata da un altro "
-"file. Renderla prima unica."
+"file. Assicurarsi prima di renderla unica."
msgid "Save Resource As..."
msgstr "Salva risorsa come..."
@@ -3475,7 +3482,7 @@ msgid "Analyzing"
msgstr "Analizzando"
msgid "Creating Thumbnail"
-msgstr "Creando la miniatura"
+msgstr "Creazione della miniatura"
msgid "This operation can't be done without a tree root."
msgstr "Questa operazione non può essere eseguita senza un radice dell'albero."
@@ -3484,7 +3491,7 @@ msgid ""
"This scene can't be saved because there is a cyclic instance inclusion.\n"
"Please resolve it and then attempt to save again."
msgstr ""
-"La scena non può essere salvata perchè è presente l'inclusione di un'istanza "
+"La scena non può essere salvata perché è presente l'inclusione di un'istanza "
"ciclica.\n"
"Risolvere e provare a salvare nuovamente."
@@ -3499,7 +3506,7 @@ msgid "Save scene before running..."
msgstr "Salva scena prima di eseguire..."
msgid "Could not save one or more scenes!"
-msgstr "Non è possibile salvare una o più scene!"
+msgstr "Impossibile salvare una o più scene!"
msgid "Save All Scenes"
msgstr "Salva tutte le scene"
@@ -3514,7 +3521,7 @@ msgid "Apply MeshInstance Transforms"
msgstr "Applica le trasformazioni dei MeshInstance"
msgid "Can't load MeshLibrary for merging!"
-msgstr "Non è possibile caricare MeshLibrary per il merging!"
+msgstr "Impossibile caricare la MeshLibrary per la fusione!"
msgid "Error saving MeshLibrary!"
msgstr "Errore durante il salvataggio della MeshLibrary!"
@@ -3534,7 +3541,8 @@ msgid ""
msgstr ""
"Disposizione predefinita dell'editor sovrascritta.\n"
"Per ripristinare la disposizione predefinita alle sue impostazioni di base, "
-"usare l'opzione elimina layout ed eliminare la disposizione predefinita."
+"usare l'opzione Elimina disposizione, ed eliminare la disposizione "
+"predefinita."
msgid "Layout name not found!"
msgstr "Nome della disposizione non trovato!"
@@ -3544,7 +3552,7 @@ msgstr "Ripristinata la disposizione predefinita alle sue impostazioni di base."
msgid "This object is marked as read-only, so it's not editable."
msgstr ""
-"Questo oggetto è segnato come in sola lettura, pertanto non è modificabile."
+"Questo oggetto è segnato come di sola lettura, pertanto non è modificabile."
msgid ""
"This resource belongs to a scene that was imported, so it's not editable.\n"
@@ -3568,7 +3576,7 @@ msgid ""
"import panel and then re-import."
msgstr ""
"Questa risorsa è stata importata e non è quindi modificabile. Modificare le "
-"sue impostazioni nel pannello d'importazione e re-importarla."
+"sue impostazioni nel pannello d'importazione e reimportarla."
msgid ""
"This scene was imported, so changes to it won't be kept.\n"
@@ -3586,7 +3594,7 @@ msgid "Changes may be lost!"
msgstr "Le modifiche potrebbero essere perse!"
msgid "This object is read-only."
-msgstr "Questo oggetto è in sola lettura."
+msgstr "Questo oggetto è di sola lettura."
msgid "Open Base Scene"
msgstr "Apri la scena di base"
@@ -3601,7 +3609,14 @@ msgid "Quick Open Script..."
msgstr "Apri uno script rapidamente…"
msgid "%s no longer exists! Please specify a new save location."
-msgstr "%s non esiste! Specifica una nuovo percorso di salvataggio."
+msgstr "%s non esiste! Si prega di fornire un nuovo percorso di salvataggio."
+
+msgid ""
+"The current scene has no root node, but %d modified external resource(s) and/"
+"or plugin data were saved anyway."
+msgstr ""
+"La scena attuale non ha un nodo radice, ma %d risorse esterne e/o dati di "
+"estensioni modificati sono stati comunque salvati."
msgid ""
"A root node is required to save the scene. You can add a root node using the "
@@ -3660,13 +3675,13 @@ msgstr ""
"Ricaricare comunque la scena salvata? Questa azione non può essere annullata."
msgid "Save & Reload"
-msgstr "Salva e Ricarica"
+msgstr "Salva e ricarica"
msgid "Save modified resources before reloading?"
msgstr "Salvare le risorse modificate prima di ricaricare?"
msgid "Save & Quit"
-msgstr "Salva ed Esci"
+msgstr "Salva ed esci"
msgid "Save modified resources before closing?"
msgstr "Salvare le risorse modificate prima di chiudere?"
@@ -3679,152 +3694,152 @@ msgstr "Salvare le modifiche alle scene seguenti prima di uscire?"
msgid "Save changes to the following scene(s) before opening Project Manager?"
msgstr ""
-"Salvare le modifiche alle scene seguenti prima di aprire il gestore di "
+"Salvare le modifiche alle scene seguenti prima di aprire il gestore dei "
"progetti?"
msgid ""
"This option is deprecated. Situations where refresh must be forced are now "
"considered a bug. Please report."
msgstr ""
-"Questa opzione è deprecata. Situazioni dove i refresh devono essere forzati "
-"sono considerati bug. Per favore segnala."
+"Questa opzione è deprecata. Le situazioni in cui è necessario forzare "
+"l'aggiornamento sono ora considerate come bug. Si prega di segnalarlo."
msgid "Pick a Main Scene"
-msgstr "Scegliere una scena principale"
+msgstr "Scegli una scena principale"
msgid "This operation can't be done without a scene."
msgstr "Questa operazione non può essere eseguita senza una scena."
msgid "Export Mesh Library"
-msgstr "Esporta una libreria di Mesh"
+msgstr "Esporta una libreria di mesh"
msgid "Unable to enable addon plugin at: '%s' parsing of config failed."
msgstr ""
-"Impossibile abilitare l'estensione in \"%s\". Lettura della configurazione "
-"fallita."
+"Impossibile abilitare l'estensione in '%s'. Analisi della configurazione non "
+"riuscita."
msgid "Unable to find script field for addon plugin at: '%s'."
msgstr "Impossibile trovare il campo dello script per l'estensione in: \"%s\"."
msgid "Unable to load addon script from path: '%s'."
-msgstr ""
-"Impossibile caricare lo script di un componente aggiuntivo dal percorso: "
-"\"%s\"."
+msgstr "Impossibile caricare lo script di un estensione dal percorso: '%s'."
msgid ""
"Unable to load addon script from path: '%s'. This might be due to a code "
"error in that script.\n"
"Disabling the addon at '%s' to prevent further errors."
msgstr ""
-"Impossibile caricare uno script aggiuntivo dal percorso: \"%s\" Sembra "
-"esserci un errore nel codice, controlla la sintassi.\n"
-"Disabilitata l'aggiunta di '%s' per prevenire ulteriori errori."
+"Impossibile caricare lo script di un estensione dal percorso: '%s'. Potrebbe "
+"essere dovuto a un errore di programmazione in quello script.\n"
+"Disabilitata l'estensione in '%s' per prevenire ulteriori errori."
msgid ""
"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'."
msgstr ""
-"Impossibile caricare uno script di addon dal percorso: '%s'. Il tipo base non "
-"è 'EditorPlugin'."
+"Impossibile caricare lo script di un estensione dal percorso: '%s'. Il tipo "
+"base non è 'EditorPlugin'."
msgid "Unable to load addon script from path: '%s'. Script is not in tool mode."
msgstr ""
-"Impossibile caricare uno script di addon dal percorso: '%s'. Script non è in "
-"modalità tool."
+"Impossibile caricare lo script di un estensione dal percorso: '%s'. Script "
+"non è in modalità strumento."
msgid ""
"Scene '%s' was automatically imported, so it can't be modified.\n"
"To make changes to it, a new inherited scene can be created."
msgstr ""
-"La scena \"%s\" è stata automaticamente importata, pertanto non può essere "
+"La scena '%s' è stata automaticamente importata, pertanto non può essere "
"modificata.\n"
-"Per modificarla, può essere creata una nuova scena ereditata."
+"Per apportare modifiche, è possibile creare una nuova scena ereditata."
msgid ""
"Error loading scene, it must be inside the project path. Use 'Import' to open "
"the scene, then save it inside the project path."
msgstr ""
-"Errore durante il caricamente della scena, dev'essere all'interno del "
-"percorso di progetto. Utilizza 'import' per aprire la scena, quindi salvala "
-"all'interno il percorso di progetto."
+"Errore durante il caricamento della scena, dev'essere dentro il percorso del "
+"progetto. Utilizza 'importa' per aprire la scena, quindi salvala dentro il "
+"percorso del progetto."
msgid "Scene '%s' has broken dependencies:"
-msgstr "La scena \"%s\" ha rotto le dipendenze:"
+msgstr "La scena '%s' contiene dipendenze non valide:"
msgid ""
"Multi-window support is not available because the `--single-window` command "
"line argument was used to start the editor."
msgstr ""
-"Il supporto a più finestre non è disponibile perché l'argomento `--single-"
+"Il supporto per più finestre non è disponibile perché l'argomento `--single-"
"window` è stato usato per aprire l'editor."
msgid ""
"Multi-window support is not available because the current platform doesn't "
"support multiple windows."
msgstr ""
-"Il supporto a più finestre non è disponibile perché la piattaforma attuale "
+"Il supporto per più finestre non è disponibile perché la piattaforma attuale "
"non lo supporta."
msgid ""
"Multi-window support is not available because Interface > Editor > Single "
"Window Mode is enabled in the editor settings."
msgstr ""
-"Il supporto a più finestre non è disponibile perché Interfaccia > Editor > "
-"Modalità Finestra Singola è abilitata nelle Impostazioni dell'editor."
+"Il supporto per più finestre non è disponibile perché l'impostazione "
+"Interfaccia > Editor > Modalità finestra singola è abilitata nelle "
+"Impostazioni dell'editor."
msgid ""
"Multi-window support is not available because Interface > Multi Window > "
"Enable is disabled in the editor settings."
msgstr ""
-"Il supporto a più finestre non è disponibile perché Interfaccia > Finestra "
-"Multipla > Abilità è disabilitata nelle Impostazioni dell'editor."
+"Il supporto per più finestre non è disponibile perché l'impostazione "
+"Interfaccia > Finestre multiple > Abilita è disabilitata nelle Impostazioni "
+"dell'editor."
msgid "Clear Recent Scenes"
-msgstr "Pulisci le scene recenti"
+msgstr "Pulisci scene recenti"
msgid "There is no defined scene to run."
-msgstr "Non è stata definita nessuna scena da eseguire."
+msgstr "Non è stata definita alcuna scena da eseguire."
msgid ""
"No main scene has ever been defined, select one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
-"Non è stata definita alcuna scena principale, selezionarne una?\n"
-"Potrai cambiarla successivamente da \"Impostazioni del progetto\" sotto la "
-"categoria \"applicazioni\"."
+"Non è stata definita alcuna scena principale, sceglierne una?\n"
+"Potrai cambiarla in seguito da \"Impostazioni del progetto\" sotto la "
+"categoria \"Applicazione\"."
msgid ""
"Selected scene '%s' does not exist, select a valid one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
-"La scena selezionata \"%s\" non esiste, sceglierne una valida?\n"
-"Puoi cambiarla successivamente da \"Impostazioni del progetto\" sotto la "
-"categoria \"applicazioni\"."
+"La scena selezionata '%s' non esiste, sceglierne una valida?\n"
+"Potrai cambiarla in seguito da \"Impostazioni del progetto\" sotto la "
+"categoria \"Applicazione\"."
msgid ""
"Selected scene '%s' is not a scene file, select a valid one?\n"
"You can change it later in \"Project Settings\" under the 'application' "
"category."
msgstr ""
-"La scena selezionata \"%s non è un file scena, sceglierne una valida?\n"
-"Puoi cambiarla successivamente da \"Impostazioni del progetto\" sotto la "
-"categoria \"applicazioni\"."
+"La scena selezionata '%s' non è un file di scena, sceglierne una valida?\n"
+"Potrai cambiarla in seguito da \"Impostazioni del progetto\" sotto la "
+"categoria \"Applicazione\"."
msgid "Save Layout..."
-msgstr "Salva Layout..."
+msgstr "Salva disposizione..."
msgid "Delete Layout..."
-msgstr "Elimina Layout..."
+msgstr "Elimina disposizione..."
msgid "Default"
msgstr "Predefinito"
msgid "Save Layout"
-msgstr "Salva disposizione"
+msgstr "Salva la disposizione"
msgid "Delete Layout"
-msgstr "Elimina disposizione"
+msgstr "Elimina la disposizione"
msgid "This scene was never saved."
msgstr "Questa scena non è mai stata salvata."
@@ -3869,7 +3884,26 @@ msgstr "%d altri file"
msgid ""
"Unable to write to file '%s', file in use, locked or lacking permissions."
msgstr ""
-"Impossibile scrivere sul file '%s', file in uso, bloccato o mancano permessi."
+"Impossibile scrivere sul file '%s', il file potrebbe essere in uso, bloccato "
+"o mancano i permessi."
+
+msgid "Preparing scenes for reload"
+msgstr "Preparando le scene da ricaricare"
+
+msgid "Analyzing scene %s"
+msgstr "Analisi della scena %s"
+
+msgid "Preparation done."
+msgstr "Preparazione completata."
+
+msgid "Scenes reloading"
+msgstr "Ricaricamento delle scene"
+
+msgid "Reloading..."
+msgstr "Ricaricamento…"
+
+msgid "Reloading done."
+msgstr "Ricaricamento completato."
msgid ""
"Changing the renderer requires restarting the editor.\n"
@@ -3899,31 +3933,31 @@ msgid "(Overridden)"
msgstr "(Sovrascritto)"
msgid "Lock Selected Node(s)"
-msgstr "Blocca Nodo/i selezionato/i"
+msgstr "Blocca nodo(i) selezionato(i)"
msgid "Unlock Selected Node(s)"
-msgstr "Sblocca Nodo/i Selezionato/i"
+msgstr "Sblocca nodo(i) selezionato(i)"
msgid "Group Selected Node(s)"
-msgstr "Raggruppa Nodo/i Selezionato(/i"
+msgstr "Raggruppa nodo(i) selezionato(i)"
msgid "Ungroup Selected Node(s)"
-msgstr "Separa Nodo/i Selezionato/i"
+msgstr "Separa nodo(i) selezionato(i)"
msgid "Restart Emission"
-msgstr "Riavvia Emissione"
+msgstr "Riavvia emissione"
msgid "Pan View"
-msgstr "Trasla Visuale"
+msgstr "Trasla visuale"
msgid "Distraction Free Mode"
msgstr "Modalità senza distrazioni"
msgid "Toggle Last Opened Bottom Panel"
-msgstr "Alterna l'ultimo pannello inferiore aperto"
+msgstr "Alterna ultimo pannello inferiore aperto"
msgid "Toggle distraction-free mode."
-msgstr "Commuta la modalità senza distrazioni."
+msgstr "Commuta modalità senza distrazioni."
msgid "Scene"
msgstr "Scena"
@@ -3935,13 +3969,13 @@ msgid "Copy Text"
msgstr "Copia il testo"
msgid "Next Scene Tab"
-msgstr "Prossima scheda di scena"
+msgstr "Scheda di scena successiva"
msgid "Previous Scene Tab"
msgstr "Scheda di scena precedente"
msgid "Focus FileSystem Filter"
-msgstr "Seleziona il filtro del FileSystem"
+msgstr "Seleziona filtro del File System"
msgid "Command Palette"
msgstr "Tavolozza dei comandi"
@@ -3959,19 +3993,19 @@ msgid "Reopen Closed Scene"
msgstr "Riapri la scena chiusa"
msgid "Open Recent"
-msgstr "Apri una scena recente"
+msgstr "Apri scena recente"
msgid "Save Scene"
-msgstr "Salva la scena"
+msgstr "Salva scena"
msgid "Export As..."
msgstr "Esporta come..."
msgid "MeshLibrary..."
-msgstr "MeshLibrary..."
+msgstr "Libreria di mesh.."
msgid "Close Scene"
-msgstr "Chiudi la scena"
+msgstr "Chiudi scena"
msgid "Quit"
msgstr "Esci"
@@ -3989,31 +4023,31 @@ msgid "Project Settings"
msgstr "Impostazioni del progetto"
msgid "Version Control"
-msgstr "Controllo della versione"
+msgstr "Controllo di versione"
msgid "Export..."
msgstr "Esporta..."
msgid "Install Android Build Template..."
-msgstr "Installa il modello di costruzione per Android…"
+msgstr "Installa modello di compilazione Android…"
msgid "Open User Data Folder"
-msgstr "Apri la cartella dei dati utente"
+msgstr "Apri cartella dei dati utente"
msgid "Tools"
msgstr "Strumenti"
msgid "Orphan Resource Explorer..."
-msgstr "Explorer di risorse orfane…"
+msgstr "Esplora risorse orfane…"
msgid "Engine Compilation Configuration Editor..."
msgstr "Personalizza la configurazione di costruzione del motore..."
msgid "Upgrade Mesh Surfaces..."
-msgstr "Aggiorna Superfici Mesh..."
+msgstr "Aggiorna superfici di mesh..."
msgid "Reload Current Project"
-msgstr "Ricarica il Progetto Corrente"
+msgstr "Ricarica progetto attuale"
msgid "Quit to Project List"
msgstr "Esci e torna alla lista dei progetti"
@@ -4022,47 +4056,48 @@ msgid "Command Palette..."
msgstr "Tavolozza dei comandi..."
msgid "Editor Docks"
-msgstr "Pannelli dell'Editor"
+msgstr "Pannelli dell'editor"
msgid "Editor Layout"
msgstr "Disposizione dell'editor"
msgid "Take Screenshot"
-msgstr "Acquisisci la schermata"
+msgstr "Cattura schermata"
msgid "Screenshots are stored in the user data folder (\"user://\")."
msgstr ""
-"Gli screenshot vengono memorizzati nella cartella dati utente (\"user://\")."
+"Gli screenshot vengono memorizzati nella cartella dei dati utente (\"user://"
+"\")."
msgid "Toggle Fullscreen"
-msgstr "Commuta la modalità a schermo intero"
+msgstr "Commuta modalità a schermo intero"
msgid "Open Editor Data/Settings Folder"
-msgstr "Apri cartella dati/impostazioni editor"
+msgstr "Apri cartella di dati/impostazioni dell'editor"
msgid "Open Editor Data Folder"
-msgstr "Apri la cartella dei dati dell'editor"
+msgstr "Apri cartella dei dati dell'editor"
msgid "Open Editor Settings Folder"
-msgstr "Apri cartella impostazioni dell'editor"
+msgstr "Apri cartella delle impostazioni dell'editor"
msgid "Manage Editor Features..."
-msgstr "Gestisci le funzionalità dell'editor…"
+msgstr "Gestisci funzionalità dell'editor…"
msgid "Manage Export Templates..."
-msgstr "Gestisci i modelli d'esportazione…"
+msgstr "Gestisci modelli d'esportazione…"
msgid "Configure FBX Importer..."
-msgstr "Configura l'importatore FBX..."
+msgstr "Configura importatore FBX..."
msgid "Help"
msgstr "Aiuto"
msgid "Search Help..."
-msgstr "Cerca Aiuto..."
+msgstr "Cerca nella guida..."
msgid "Online Documentation"
-msgstr "Documentazione in linea"
+msgstr "Documentazione online"
msgid "Forum"
msgstr "Forum"
@@ -4074,7 +4109,8 @@ msgid "Copy System Info"
msgstr "Copia info di sistema"
msgid "Copies the system info as a single-line text into the clipboard."
-msgstr "Copia le info di sistema negli appunti come singola riga di testo."
+msgstr ""
+"Copia le informazioni di sistema negli appunti in una singola riga di testo."
msgid "Report a Bug"
msgstr "Segnala un problema"
@@ -4086,7 +4122,7 @@ msgid "Send Docs Feedback"
msgstr "Manda un parere sulla documentazione"
msgid "About Godot..."
-msgstr "Informazioni su Godot..."
+msgstr "Info su Godot..."
msgid "Support Godot Development"
msgstr "Supporta lo sviluppo di Godot"
@@ -4108,10 +4144,10 @@ msgstr ""
"Compatibilità."
msgid "Update Continuously"
-msgstr "Aggiorna Continuamente"
+msgstr "Aggiorna continuamente"
msgid "Update When Changed"
-msgstr "Aggiorna quando cambiato"
+msgstr "Aggiorna ai cambiamenti"
msgid "Hide Update Spinner"
msgstr "Nascondi la rotella di aggiornamento"
@@ -4135,14 +4171,14 @@ msgid "Output"
msgstr "Ouput"
msgid "Toggle Output Bottom Panel"
-msgstr "Commuta il pannello inferiore dell'Output"
+msgstr "Commuta pannello inferiore dell'Output"
msgid "Don't Save"
msgstr "Non salvare"
msgid "Android build template is missing, please install relevant templates."
msgstr ""
-"Il modello di costruzione di Android manca, si prega di installare i modelli "
+"Il modello di compilazione di Android manca, si prega di installare i modelli "
"rilevanti."
msgid "Manage Templates"
@@ -4152,7 +4188,7 @@ msgid "Install from file"
msgstr "Installa da un file"
msgid "Select Android sources file"
-msgstr "Seleziona l'archivio delle sorgenti di Android"
+msgstr "Seleziona il file delle sorgenti di Android"
msgid "Show in File Manager"
msgstr "Mostra nel gestore dei file"
@@ -4164,13 +4200,13 @@ msgid "Template Package"
msgstr "Pacchetto di modelli"
msgid "Export Library"
-msgstr "Esporta Libreria"
+msgstr "Libreria d'esportazione"
msgid "Open & Run a Script"
msgstr "Apri ed esegui uno script"
msgid "Files have been modified on disk"
-msgstr "I file sono stati modificati nel file system"
+msgstr "I file sono stati modificati sul disco"
msgid ""
"The following files are newer on disk.\n"
@@ -4186,10 +4222,10 @@ msgid "Keep local changes and overwrite"
msgstr "Mantieni le modifiche locali e sovrascrivi"
msgid "Create/Override Version Control Metadata..."
-msgstr "Crea/Sovrascrivi i Metadata del Controllo Versione..."
+msgstr "Crea/Sovrascrivi metadati di controllo versione..."
msgid "Version Control Settings..."
-msgstr "Impostazioni del Controllo Versione..."
+msgstr "Impostazioni del controllo versione..."
msgid "New Inherited"
msgstr "Nuova ereditata"
@@ -4231,7 +4267,7 @@ msgid "On"
msgstr "On"
msgid "Renaming layer %d:"
-msgstr "Rinominando il livello %d:"
+msgstr "Rinomina lo strato %d:"
msgid "No name provided."
msgstr "Nessun nome fornito."
@@ -4246,22 +4282,22 @@ msgid "Rename"
msgstr "Rinomina"
msgid "Rename layer"
-msgstr "Rinomina il livello"
+msgstr "Rinomina strato"
msgid "Layer %d"
-msgstr "Livello %d"
+msgstr "Strato %d"
msgid "No Named Layers"
-msgstr "Nessun livello con nome"
+msgstr "Nessuno strato con nome"
msgid "Edit Layer Names"
-msgstr "Modifica i nomi dei livelli"
+msgstr "Modifica nomi degli strati"
msgid "<empty>"
msgstr "<vuoto>"
msgid "Temporary Euler may be changed implicitly!"
-msgstr "L'Eulero temporaneo potrebbe essere modificato implicitamente!"
+msgstr "L'Eulero temporaneo è soggetto a modifiche implicite!"
msgid ""
"Temporary Euler will not be stored in the object with the original value. "
@@ -4270,24 +4306,24 @@ msgid ""
"determined uniquely, but the result of Quaternion->Euler can be multi-"
"existent."
msgstr ""
-"L'Eulero Temporaneo non sarà memorizzato nell'oggetto con il suo valore "
-"originale. Bensì, verrà memorizzato come Quaternion con conversione "
+"L'Eulero temporaneo non sarà memorizzato nell'oggetto con il suo valore "
+"originale. Bensì, sarà memorizzato come Quaternion con conversione "
"irreversibile.\n"
-"Questo è dato dal fatto che il risultato di Euler->Quaternion può essere "
+"Ciò è dovuto dal fatto che il risultato di Euler->Quaternion può essere "
"determinato in un solo modo, ma il risultato Quaternion->Euler può essere "
"determinato in più modi."
msgid "Temporary Euler"
-msgstr "Eulero Temporaneo"
+msgstr "Eulero temporaneo"
msgid "Assign..."
msgstr "Assegna..."
msgid "Copy as Text"
-msgstr "Copia come Testo"
+msgstr "Copia come testo"
msgid "Show Node in Tree"
-msgstr "Mostra Nodo nell'Albero"
+msgstr "Mostra nodo nell'albero"
msgid "Invalid RID"
msgstr "RID non valido"
@@ -4302,16 +4338,16 @@ msgid ""
"Parameters\" tab."
msgstr ""
"Non è possibili creare una ViewportTexture in un nodo Texture2D perché la "
-"texture non sarebbe legata ad una scena.\n"
-"Usa un nodo Texture2DParameter invece, ed imposta la texture nella tab "
-"\"Shader Parameters\"."
+"texture non sarebbe associata a una scena.\n"
+"Usa invece un nodo Texture2DParameter, ed imposta la texture nella scheda "
+"\"Parametri di shader\"."
msgid ""
"Can't create a ViewportTexture on resources saved as a file.\n"
"Resource needs to belong to a scene."
msgstr ""
-"Impossibile creare un ViewportTexture su delle risorse salvate come file.\n"
-"Esse devono appartenere a una scena."
+"Impossibile creare un ViewportTexture su risorse salvate come file.\n"
+"La risorsa deve appartenere a una scena."
msgid ""
"Can't create a ViewportTexture on this resource because it's not set as local "
@@ -4319,16 +4355,16 @@ msgid ""
"Please switch on the 'local to scene' property on it (and all resources "
"containing it up to a node)."
msgstr ""
-"Impossibile creare un VieportTexture su questa risorsa perché non è stata "
+"Impossibile creare un ViewportTexture su questa risorsa perché non è stata "
"impostata come locale alla scena.\n"
-"Si prega di attivare la proprietà \"local to scene\" su di essa (e su tutte "
-"le risorse che la contengono fino ad arrivare a un nodo)."
+"Si prega di attivare la proprietà \"locale alla scena\" su di essa (e su "
+"tutte le risorse che la contengono, fino al nodo che la utilizza)."
msgid "Pick a Viewport"
-msgstr "Selezionare una vista"
+msgstr "Scegli una viewport"
msgid "Selected node is not a Viewport!"
-msgstr "Il nodo selezionato non è un Viewport!"
+msgstr "Il nodo selezionato non è una Viewport!"
msgid "New Key:"
msgstr "Nuova chiave:"
@@ -4340,13 +4376,13 @@ msgid "(Nil) %s"
msgstr "(Nullo) %s"
msgid "%s (size %s)"
-msgstr "%s (grandezza %s)"
+msgstr "%s (dimensione %s)"
msgid "Size:"
msgstr "Dimensione:"
msgid "Remove Item"
-msgstr "Rimuovi l'elemento"
+msgstr "Rimuovi elemento"
msgid "Dictionary (Nil)"
msgstr "Dizionario (nullo)"
@@ -4355,7 +4391,7 @@ msgid "Dictionary (size %d)"
msgstr "Dizionario (dimensione %d)"
msgid "Add Key/Value Pair"
-msgstr "Aggiungi una coppia chiave/valore"
+msgstr "Aggiungi coppia chiave/valore"
msgid "Localizable String (Nil)"
msgstr "Stringa localizzabile (nulla)"
@@ -4364,10 +4400,10 @@ msgid "Localizable String (size %d)"
msgstr "Stringa localizzabile (dimensione %d)"
msgid "Add Translation"
-msgstr "Aggiungi una traduzione"
+msgstr "Aggiungi traduzione"
msgid "Lock/Unlock Component Ratio"
-msgstr "Blocca/Sblocca rapporto componente"
+msgstr "Blocca/Sblocca le proporzioni dei componenti"
msgid ""
"The selected resource (%s) does not match any type expected for this property "
@@ -4377,10 +4413,12 @@ msgstr ""
"proprietà (%s)."
msgid "Quick Load..."
-msgstr "Caricamento Rapido..."
+msgstr "Caricamento rapido..."
msgid "Opens a quick menu to select from a list of allowed Resource files."
-msgstr "Apre un menu rapido per selezionare da una lista di file Risorsa."
+msgstr ""
+"Apre un menu rapido per selezionare da un'elenco di file di risorsa "
+"consentiti."
msgid "Load..."
msgstr "Carica..."
@@ -4389,13 +4427,13 @@ msgid "Inspect"
msgstr "Ispeziona"
msgid "Make Unique"
-msgstr "Rendi Unico"
+msgstr "Rendi unica"
msgid "Make Unique (Recursive)"
msgstr "Rendi unica (ricorsivo)"
msgid "Save As..."
-msgstr "Salva Come..."
+msgstr "Salva come..."
msgid "Show in FileSystem"
msgstr "Mostra nel filesystem"
@@ -4404,19 +4442,19 @@ msgid "Convert to %s"
msgstr "Converti in %s"
msgid "Select resources to make unique:"
-msgstr "Selezionare risorse da rendere uniche:"
+msgstr "Selezionare le risorse da rendere uniche:"
msgid "New %s"
msgstr "Nuovo %s"
msgid "New Script..."
-msgstr "Nuovo Script..."
+msgstr "Nuovo script..."
msgid "Extend Script..."
-msgstr "Estendi Script..."
+msgstr "Estendi script..."
msgid "New Shader..."
-msgstr "Nuova Shader..."
+msgstr "Nuovo shader..."
msgid "No Remote Debug export presets configured."
msgstr "Nessuna preimpostazione di debug remoto configurata."
@@ -4443,31 +4481,31 @@ msgstr ""
"\n"
msgid "Run 'Remote Debug' anyway?"
-msgstr "Eseguire 'Remote Debug' comunque?"
+msgstr "Eseguire comunque il \"Debug remoto\"?"
msgid "Project Run"
-msgstr "Esegui Progetto"
+msgstr "Esecuzione di progetto"
msgid "Write your logic in the _run() method."
-msgstr "Inserisci la logica dello script nel metodo _run()."
+msgstr "Scrivi il codice dello script nel metodo _run()."
msgid "The current scene already has a root node."
-msgstr "La scena attuale ha un nodo radice."
+msgstr "La scena attuale ha già un nodo radice."
msgid "Edit Built-in Action: %s"
-msgstr "Modifica l'Azione Integrata: %s"
+msgstr "Modifica l'azione integrata: %s"
msgid "Edit Shortcut: %s"
-msgstr "Modifica scorciatoia: %s"
+msgstr "Modifica la scorciatoia: %s"
msgid "Common"
-msgstr "Comune"
+msgstr "Comuni"
msgid "Editor Settings"
msgstr "Impostazioni dell'editor"
msgid "General"
-msgstr "Generale"
+msgstr "Generali"
msgid "Filter Settings"
msgstr "Filtra le impostazioni"
@@ -4482,13 +4520,14 @@ msgid "Binding"
msgstr "Associazione"
msgid "Failed to check for updates. Error: %d."
-msgstr "Ricerca per aggiornamenti fallita. Errore:%d."
+msgstr "Impossibile verificare la presenza di aggiornamenti. Errore: %d."
msgid "Failed to check for updates. Response code: %d."
-msgstr "Impossibile verificare la presenza di aggiornamenti. Response code: %d."
+msgstr ""
+"Impossibile verificare la presenza di aggiornamenti. Codice di errore: %d."
msgid "Failed to parse version JSON."
-msgstr "Errore nell'elaborazione JSON di versione."
+msgstr "Errore durante l'analisi del JSON di versione."
msgid "Received JSON data is not a valid version array."
msgstr "I dati JSON ricevuti non sono un array di versioni valido."
@@ -4497,16 +4536,16 @@ msgid "Update available: %s."
msgstr "Aggiornamento disponibile: %s."
msgid "Offline mode, update checks disabled."
-msgstr "Modalità offline, verifica degli aggiornamenti disattivati."
+msgstr "Modalità offline, verifica di aggiornamenti disattivata."
msgid "Update checks disabled."
-msgstr "Verifica degli aggiornamenti disattivata."
+msgstr "Verifica di aggiornamenti disattivata."
msgid "An error has occurred. Click to try again."
msgstr "Si è verificato un errore. Clicca per riprovare."
msgid "Click to open download page."
-msgstr "Clicca per aprile la pagina per il download."
+msgstr "Clicca per aprire la pagina per il download."
msgid "Left Stick Left, Joystick 0 Left"
msgstr "Levetta sinistra verso sinistra, joystick 0 verso sinistra"
@@ -4578,37 +4617,37 @@ msgid "Joypad Axis %d %s (%s)"
msgstr "Asse %d del joypad %s (%s)"
msgid "All Devices"
-msgstr "Tutti i Dispositivi"
+msgstr "Tutti i dispositivi"
msgid "Device"
msgstr "Dispositivo"
msgid "Listening for Input"
-msgstr "In Attesa di un Input"
+msgstr "In attesa di un input"
msgid "Filter by Event"
-msgstr "Filtra per Evento"
+msgstr "Filtra per evento"
msgid "Can't get filesystem access."
-msgstr "Non si può avere accesso al filesystem."
+msgstr "Non è possibile accedere al file system."
msgid "Failed to get Info.plist hash."
-msgstr "Recupero dell'hash di Info.plist fallito."
+msgstr "Non è stato possibile recuperare l'hash di \"Info.plist\"."
msgid "Invalid Info.plist, no exe name."
-msgstr "Invalido Info.plist, nessun nome exe."
+msgstr "\"Info.plist\" invalido, nessun nome di eseguibile."
msgid "Invalid Info.plist, no bundle id."
-msgstr "Info.plist invalido, nessun bundle id."
+msgstr "\"Info.plist\" invalido, nessun id di pacchetto."
msgid "Invalid Info.plist, can't load."
-msgstr "Info.plist non valido, impossibile caricare."
+msgstr "\"Info.plist\" invalido, impossibile caricare."
msgid "Failed to create \"%s\" subfolder."
msgstr "Impossibile creare la sottocartella \"%s\"."
msgid "Failed to extract thin binary."
-msgstr "Estrazione del file binario fallito."
+msgstr "Impossibile estrarre il file binario."
msgid "Invalid binary format."
msgstr "Formato eseguibile non valido."
@@ -4617,16 +4656,16 @@ msgid "Already signed!"
msgstr "Già firmato!"
msgid "Failed to process nested resources."
-msgstr "Elaborazione risorse nidificate fallito."
+msgstr "Elaborazione delle risorse nidificate non riuscita."
msgid "Failed to create _CodeSignature subfolder."
-msgstr "Creazione sottocartella _CodeSignature fallita."
+msgstr "Creazione della sottocartella _CodeSignature non riuscita."
msgid "Failed to get CodeResources hash."
msgstr "Impossibile ottenere l'hash di CodeResources."
msgid "Invalid entitlements file."
-msgstr "File di permessi non valido."
+msgstr "File di diritti non valido."
msgid "Invalid executable file."
msgstr "File eseguibile non valido."
@@ -4638,7 +4677,7 @@ msgid "Failed to create fat binary."
msgstr "Creazione del file binario fat fallito."
msgid "Unknown bundle type."
-msgstr "Tipo di bundle sconosciuto."
+msgstr "Tipo di pacchetto sconosciuto."
msgid "Unknown object type."
msgstr "Tipo di oggetto sconosciuto."
@@ -4671,7 +4710,7 @@ msgid "No export template found at the expected path:"
msgstr "Nessun modello d'esportazione trovato nel percorso specificato:"
msgid "ZIP Creation"
-msgstr "Creazione ZIP"
+msgstr "Creazione d'un ZIP"
msgid "Could not open file to read from path \"%s\"."
msgstr "Impossibile aprire il file da leggere dal percorso \"%s\"."
@@ -4686,13 +4725,13 @@ msgid "Cannot create file \"%s\"."
msgstr "impossibile creare il file \"%s\"."
msgid "Failed to export project files."
-msgstr "Esportazione dei file del progetto fallita."
+msgstr "Impossibile esportare i file del progetto."
msgid "Can't open file for writing at path \"%s\"."
msgstr "Impossibile aprire il file per scrittura al percorso \"%s\"."
msgid "Can't open file for reading-writing at path \"%s\"."
-msgstr "Impossibile aprire file in lettura-scrittura al percorso \"%s\"."
+msgstr "Impossibile aprire file in lettura/scrittura al percorso \"%s\"."
msgid "Can't create encrypted file."
msgstr "Impossibile creare il file crittografato."
@@ -4716,11 +4755,11 @@ msgid ""
"A texture format must be selected to export the project. Please select at "
"least one texture format."
msgstr ""
-"Un formato texture deve essere selezionato per poter esportare il progetto. "
-"Seleziona almeno un formato texture."
+"Un formato di texture deve essere selezionato per poter esportare il "
+"progetto. Seleziona almeno un formato di texture."
msgid "Prepare Template"
-msgstr "Prepara Modello"
+msgstr "Prepara un modello"
msgid "The given export path doesn't exist."
msgstr "Il percorso di esportazione specificato non esiste."
@@ -4758,7 +4797,7 @@ msgid "Starting the download..."
msgstr "Avviando lo scaricamento..."
msgid "Error requesting URL:"
-msgstr "Errore nella richiesta URL:"
+msgstr "Errore nella richiesta dell'URL:"
msgid "Connecting to the mirror..."
msgstr "Connessione al mirror..."
@@ -4858,22 +4897,22 @@ msgid "Error creating path for extracting templates:"
msgstr "Errore nella creazione del percorso per l'estrazione dei modelli:"
msgid "Extracting Export Templates"
-msgstr "Estraendo i modelli di esportazione"
+msgstr "Estrazione dei modelli di esportazione"
msgid "Importing:"
-msgstr "Importo:"
+msgstr "Importando:"
msgid "Remove templates for the version '%s'?"
msgstr "Rimuovere i modelli per la versione '%s'?"
msgid "Uncompressing Android Build Sources"
-msgstr "Decomprimendo Android Build Sources"
+msgstr "Decomprimendo le sorgenti di compilazione Android"
msgid "Export Template Manager"
msgstr "Gestore dei modelli di esportazione"
msgid "Current Version:"
-msgstr "Versione Corrente:"
+msgstr "Versione attuale:"
msgid "Export templates are missing. Download them or install from a file."
msgstr "Modelli di esportazione mancanti. Scaricarli o installarli da un file."
@@ -4889,7 +4928,7 @@ msgstr "Apri cartella"
msgid "Open the folder containing installed templates for the current version."
msgstr ""
-"Apre la cartella contenente i modelli installati per la versione corrente."
+"Apri la cartella contenente i modelli installati per la versione attuale."
msgid "Uninstall"
msgstr "Disinstalla"
@@ -4901,7 +4940,7 @@ msgid "Download from:"
msgstr "Scarica da:"
msgid "(no templates for development builds)"
-msgstr "(Nessun template per le build di sviluppo disponibile)"
+msgstr "(nessun modello per le build di sviluppo disponibile)"
msgid "Open in Web Browser"
msgstr "Apri nel browser web"
@@ -4934,7 +4973,7 @@ msgid "Cancel the download of the templates."
msgstr "Annulla lo scaricamento dei modelli."
msgid "Other Installed Versions:"
-msgstr "Altre Versioni Installate:"
+msgstr "Altre versioni installate:"
msgid "Uninstall Template"
msgstr "Disinstalla il modello"
@@ -4959,7 +4998,7 @@ msgstr ""
"'Import %s' per risolvere."
msgid "Fix Import"
-msgstr "Correggi Import"
+msgstr "Correggi l'importazione"
msgid "Runnable"
msgstr "Eseguibile"
@@ -4988,16 +5027,16 @@ msgid "(Inherited)"
msgstr "(Ereditato)"
msgid "Export With Debug"
-msgstr "Esporta Con Debug"
+msgstr "Esporta con debug"
msgid "%s Export"
-msgstr "Esportazione %s"
+msgstr "Esporta %s"
msgid "Release"
msgstr "Rilascio"
msgid "Exporting All"
-msgstr "Esportando Tutto"
+msgstr "Esportando tutto"
msgid "Presets"
msgstr "Presets"
@@ -5017,13 +5056,13 @@ msgstr ""
"Solo un preset per piattaforma può essere selezionato come eseguibile."
msgid "Advanced Options"
-msgstr "Opzioni Avanzate"
+msgstr "Opzioni avanzate"
msgid "If checked, the advanced options will be shown."
msgstr "Se selezionato, le impostazioni avanzate saranno visibili."
msgid "Export Path"
-msgstr "Percorso di Esportazione"
+msgstr "Percorso di esportazione"
msgid "Options"
msgstr "Opzioni"
@@ -5048,7 +5087,7 @@ msgid "Export as dedicated server"
msgstr "Esporta come server dedicato"
msgid "Export Mode:"
-msgstr "Modalità d'Esportazione:"
+msgstr "Modalità d'esportazione:"
msgid ""
"\"Strip Visuals\" will replace the following resources with placeholders:"
@@ -5078,10 +5117,10 @@ msgid "Features"
msgstr "Funzionalità"
msgid "Custom (comma-separated):"
-msgstr "Personalizzato (separati da virgola):"
+msgstr "Personalizzate (separate da virgola):"
msgid "Feature List:"
-msgstr "Lista di Funzionalità:"
+msgstr "Lista di funzionalità:"
msgid "Encryption"
msgstr "Crittografia"
@@ -5108,7 +5147,7 @@ msgstr ""
msgid "Invalid Encryption Key (must be 64 hexadecimal characters long)"
msgstr ""
-"Chiave Crittografica non Valida (deve essere lunga 64 caratteri esadecimali)"
+"Chiave crittografica non valida (deve contenere 64 caratteri esadecimali)"
msgid "Encryption Key (256-bits as hexadecimal):"
msgstr "Chiave di crittografia (256 bit in esadecimale):"
@@ -5118,38 +5157,38 @@ msgid ""
"you need to build the export templates from source."
msgstr ""
"Nota: La chiave di crittografia deve essere salvata nel binario,\n"
-"occorre compilare i templates di esportazione dal sorgente."
+"occorre compilare i modelli di esportazione da sorgente."
msgid "More Info..."
-msgstr "Maggiori Informazioni..."
+msgstr "Ulteriori Informazioni..."
msgid "Scripts"
msgstr "Script"
msgid "GDScript Export Mode:"
-msgstr "Modalità d'Esportazione GDScript:"
+msgstr "Modalità d'esportazione GDScript:"
msgid "Text (easier debugging)"
-msgstr "Testo (debugging semplificato)"
+msgstr "Testo (debug più facile)"
msgid "Binary tokens (faster loading)"
-msgstr "Token Binari (caricamento velocizzato)"
+msgstr "Token binari (caricamento più veloce)"
msgid "Compressed binary tokens (smaller files)"
-msgstr "Token binari compressi (file ridotti)"
+msgstr "Token binari compressi (file più piccoli)"
msgid "Export PCK/ZIP..."
-msgstr "Esporta PCK/ZIP..."
+msgstr "Esporta il PCK/ZIP..."
msgid ""
"Export the project resources as a PCK or ZIP package. This is not a playable "
"build, only the project data without a Godot executable."
msgstr ""
-"Esporta le risorse del progetto come PCK o ZIP. Questa non è una versione "
-"giocabile, solo i dati del progetto senza un eseguibile Godot."
+"Esporta le risorse del progetto sotto forma di file PCK o ZIP. Questa non è "
+"una versione giocabile, solo i dati del progetto senza un eseguibile Godot."
msgid "Export Project..."
-msgstr "Esporta Progetto..."
+msgstr "Esporta il progetto..."
msgid ""
"Export the project as a playable build (Godot executable and project data) "
@@ -5159,31 +5198,31 @@ msgstr ""
"progetto) per le preimpostazioni selezionate."
msgid "Export All"
-msgstr "Esporta Tutto"
+msgstr "Esporta tutto"
msgid "Choose an export mode:"
msgstr "Scegli una modalità di esportazione:"
msgid "Export All..."
-msgstr "Esporta Tutto..."
+msgstr "Esporta tutto..."
msgid "ZIP File"
msgstr "File ZIP"
msgid "Godot Project Pack"
-msgstr "Pacchetto Progetto Godot"
+msgstr "Pacchetto di progetto Godot"
msgid "Export templates for this platform are missing:"
-msgstr "Le export templates per questa piattaforma sono mancanti:"
+msgstr "Modelli di esportazione mancanti per questa piattaforma:"
msgid "Project Export"
-msgstr "Esporta Progetto"
+msgstr "Esportazione di progetto"
msgid "Manage Export Templates"
msgstr "Gestisci i modelli di esportazione"
msgid "Disable FBX2glTF & Restart"
-msgstr "Disabilita FBX2glTF e Riavvia"
+msgstr "Disabilita FBX2glTF e riavvia"
msgid ""
"Canceling this dialog will disable the FBX2glTF importer and use the ufbx "
@@ -5193,24 +5232,25 @@ msgid ""
"\n"
"The editor will restart as importers are registered when the editor starts."
msgstr ""
-"Chiudere questa finestra disabiliterà l'importatore FBX2glTF e userà ufbx.\n"
+"Chiudendo questa finestra si disabiliterà l'importatore FBX2glTF e si userà "
+"l'importatore ufbx.\n"
"Puoi riabilitare FBX2glTF nelle Impostazioni del progetto sotto a Filesystem "
-"> Import > FBX > Enabled.\n"
+"> Importazione > FBX > Abilitato.\n"
"\n"
-"L'editor sarà riavviata dato che gli importatori sono registrati all'avvio."
+"L'editor sarà riavviata poiché gli importatori sono registrati all'avvio."
msgid "Path to FBX2glTF executable is empty."
-msgstr "Il percorso per FBX2glTF è vuoto."
+msgstr "Il percorso per l'eseguibile FBX2glTF è vuoto."
msgid "Path to FBX2glTF executable is invalid."
-msgstr "Il percorso per l'eseguibile di FBX2glTF non è valido."
+msgstr "Il percorso per l'eseguibile FBX2glTF non è valido."
msgid "Error executing this file (wrong version or architecture)."
msgstr ""
"Errore durante l'esecuzione del file (versione o architettura sbagliati)."
msgid "FBX2glTF executable is valid."
-msgstr "L'eseguibile di FBX2glTF è valido."
+msgstr "L'eseguibile FBX2glTF è valido."
msgid "Configure FBX Importer"
msgstr "Configura l'importatore FBX"
@@ -5222,7 +5262,8 @@ msgid ""
msgstr ""
"FBX2glTF è richiesto per importare i file FBX se lo si vuole usare.\n"
"Altrimenti, si può usare ufbx disabilitando FBX2glTF.\n"
-"Scaricare gli strumenti necessari e fornire un percorso valido ai binari:"
+"Si prega di scaricare gli strumenti necessari e fornire un percorso valido ai "
+"binari:"
msgid "Click this link to download FBX2glTF"
msgstr "Cliccare questo collegamento per scaricare FGX2glTF"
@@ -5240,12 +5281,12 @@ msgid "View items as a grid of thumbnails."
msgstr "Visualizza gli elementi in una griglia di miniature."
msgid "View items as a list."
-msgstr "Visualizza elementi in una lista."
+msgstr "Visualizza gli elementi in una lista."
msgid "Status: Import of file failed. Please fix file and reimport manually."
msgstr ""
-"Stato: Importazione file fallita. Si prega di riparare il file e reimportarlo "
-"manualmente."
+"Stato: L'importazione di file non riuscita. Si prega di riparare il file e "
+"reimportarlo manualmente."
msgid ""
"Importing has been disabled for this file, so it can't be opened for editing."
@@ -5254,7 +5295,7 @@ msgstr ""
"aprirlo per modificarlo."
msgid "Cannot move/rename resources root."
-msgstr "Impossibile spostare/rinominare le risorse radici."
+msgstr "Impossibile spostare/rinominare la radice delle risorse."
msgid "Cannot move a folder into itself."
msgstr "Impossibile spostare una cartella all'interno di se stessa."
@@ -5278,9 +5319,10 @@ msgid ""
"This filename begins with a dot rendering the file invisible to the editor.\n"
"If you want to rename it anyway, use your operating system's file manager."
msgstr ""
-"Il nome di questo file inizia con un punto rendendo il file invisibile "
+"Il nome di questo file inizia con un punto, rendendo il file invisibile "
"all'editor.\n"
-"Se vuoi comunque rinominarlo, usa il file manager del tuo sistema operativo."
+"Se vuoi comunque rinominarlo, usa il gestore di file del tuo sistema "
+"operativo."
msgid ""
"This file extension is not recognized by the editor.\n"
@@ -5288,16 +5330,17 @@ msgid ""
"After renaming to an unknown extension, the file won't be shown in the editor "
"anymore."
msgstr ""
-"Quest'estensione file non è riconosciuta dall'editore.\n"
-"Se vuoi comunque rinominarla, usa il file manager del tuo sistema operativo.\n"
-"Dopo averlo rinominato ad un'estensione sconosciuta, il file non verrà più "
-"visualizzato nell'editore."
+"Quest'estensione di file non è riconosciuta dall'editor.\n"
+"Se vuoi comunque rinominarla, usa il gestore di file del tuo sistema "
+"operativo.\n"
+"Dopo averlo rinominato a un'estensione sconosciuta, il file non verrà più "
+"mostrato nell'editor."
msgid "A file or folder with this name already exists."
msgstr "Un file o cartella con questo nome è già esistente."
msgid "Name begins with a dot."
-msgstr "Il nome inizia con un punto fermo."
+msgstr "Il nome inizia con un punto."
msgid ""
"The following files or folders conflict with items in the target location "
@@ -5316,7 +5359,7 @@ msgid ""
"Couldn't run external program to check for terminal emulator presence: "
"command -v %s"
msgstr ""
-"Impossibile eseguire il programma esterno, per verificare la presenza di un "
+"Impossibile eseguire il programma esterno per verificare la presenza di un "
"emulatore di terminale: command -v %s"
msgid ""
@@ -5330,28 +5373,28 @@ msgstr ""
"external_programs/terminal_emulator_flags` nelle Impostazioni dell'editor."
msgid "Duplicating file:"
-msgstr "Duplica file:"
+msgstr "Duplicazione di file:"
msgid "Duplicating folder:"
-msgstr "Duplica cartella:"
+msgstr "Duplicazione di cartella:"
msgid "New Inherited Scene"
-msgstr "Nuova Scena Ereditata"
+msgstr "Nuova scena ereditata"
msgid "Set as Main Scene"
-msgstr "Imposta Come Scena Principale"
+msgstr "Imposta come scena principale"
msgid "Open Scenes"
-msgstr "Apri Scene"
+msgstr "Apri scene"
msgid "Instantiate"
msgstr "Istanzia"
msgid "Edit Dependencies..."
-msgstr "Modifica Dipendenze..."
+msgstr "Modifica dipendenze..."
msgid "View Owners..."
-msgstr "Vedi Proprietari..."
+msgstr "Vedi proprietari..."
msgid "Create New"
msgstr "Crea nuovo"
@@ -5369,37 +5412,37 @@ msgid "Resource..."
msgstr "Risorsa..."
msgid "TextFile..."
-msgstr "TextFile..."
+msgstr "File di testo..."
msgid "Expand Folder"
msgstr "Espandi cartella"
msgid "Expand Hierarchy"
-msgstr "Espandi Dipendenze"
+msgstr "Espandi gerarchia"
msgid "Collapse Hierarchy"
-msgstr "Collassare gerarchia"
+msgstr "Comprimi gerarchia"
msgid "Set Folder Color..."
-msgstr "Imposta Colore Cartella..."
+msgstr "Imposta colore di cartella..."
msgid "Default (Reset)"
-msgstr "Predefinito (Reset)"
+msgstr "Normale (ripristina)"
msgid "Move/Duplicate To..."
msgstr "Sposta/Duplica in..."
msgid "Add to Favorites"
-msgstr "Aggiungi ai Preferiti"
+msgstr "Aggiungi ai preferiti"
msgid "Remove from Favorites"
-msgstr "Rimuovi dai Preferiti"
+msgstr "Rimuovi dai preferiti"
msgid "Reimport"
msgstr "Reimporta"
msgid "Open in Terminal"
-msgstr "Apri nel Terminale"
+msgstr "Apri nel terminale"
msgid "Open Containing Folder in Terminal"
msgstr "Apri cartella contenente nel terminale"
@@ -5411,37 +5454,37 @@ msgid "New Folder..."
msgstr "Nuova cartella..."
msgid "New Scene..."
-msgstr "Nuova Scena…"
+msgstr "Nuova scena…"
msgid "New Resource..."
-msgstr "Nuova Risorsa..."
+msgstr "Nuova risorsa..."
msgid "New TextFile..."
-msgstr "Nuovo TextFile..."
+msgstr "Nuovo file di testo..."
msgid "Sort Files"
msgstr "Ordina i file"
msgid "Sort by Name (Ascending)"
-msgstr "Ordina per nome (Crescente)"
+msgstr "Ordina per nome (crescente)"
msgid "Sort by Name (Descending)"
-msgstr "Ordina per nome (Decrescente)"
+msgstr "Ordina per nome (decrescente)"
msgid "Sort by Type (Ascending)"
-msgstr "Ordina per tipo (Crescente)"
+msgstr "Ordina per tipo (crescente)"
msgid "Sort by Type (Descending)"
-msgstr "Ordina per tipo (Decrescente)"
+msgstr "Ordina per tipo (decrescente)"
msgid "Sort by Last Modified"
-msgstr "Ordina per Ultima Modifica"
+msgstr "Ordina per modifiche recenti"
msgid "Sort by First Modified"
-msgstr "Ordina per primo modificato"
+msgstr "Ordina per modifiche vecchie"
msgid "Copy Path"
-msgstr "Copia il percorso"
+msgstr "Copia percorso"
msgid "Copy Absolute Path"
msgstr "Copia percorso assoluto"
@@ -5456,7 +5499,7 @@ msgid "Rename..."
msgstr "Rinomina..."
msgid "Open in External Program"
-msgstr "Apri in un programma esterno"
+msgstr "Apri in programma esterno"
msgid "Red"
msgstr "Rosso"
@@ -5495,7 +5538,7 @@ msgid "Re-Scan Filesystem"
msgstr "Ri-scansiona il Filesystem"
msgid "Change Split Mode"
-msgstr "Cambia modalità divisione"
+msgstr "Cambia la modalità divisione"
msgid "Filter Files"
msgstr "Filtra i file"
@@ -5504,7 +5547,7 @@ msgid ""
"Scanning Files,\n"
"Please Wait..."
msgstr ""
-"Scansione File,\n"
+"Scansione di file in corso,\n"
"Si prega di attendere..."
msgid "Overwrite"
@@ -5514,10 +5557,10 @@ msgid "Keep Both"
msgstr "Mantieni entrambi"
msgid "Create Script"
-msgstr "Crea Script"
+msgstr "Crea uno script"
msgid "Find in Files"
-msgstr "Trova nei File"
+msgstr "Trova nei file"
msgid "Find:"
msgstr "Trova:"
@@ -5578,22 +5621,22 @@ msgid "Group already exists."
msgstr "Il gruppo esiste già."
msgid "Add Group"
-msgstr "Aggiungi Gruppo"
+msgstr "Aggiungi gruppo"
msgid "Renaming Group References"
-msgstr "Rinomina riferimenti di un gruppo"
+msgstr "Rinomina dei riferimenti di gruppo"
msgid "Removing Group References"
msgstr "Rimozione dei riferimenti di gruppo"
msgid "Rename Group"
-msgstr "Rinomina Gruppo"
+msgstr "Rinomina gruppo"
msgid "Remove Group"
-msgstr "Rimuovi Gruppo"
+msgstr "Rimuovi gruppo"
msgid "Delete references from all scenes"
-msgstr "Rimuovi riferimenti da tutte le scene"
+msgstr "Rimuovi i riferimenti da tutte le scene"
msgid "Delete group \"%s\"?"
msgstr "Eliminare il gruppo \"%s\"?"
@@ -5602,34 +5645,34 @@ msgid "Group name is valid."
msgstr "Il nome del gruppo è valido."
msgid "Rename references in all scenes"
-msgstr "Rinomina referenze in tutte le scene"
+msgstr "Rinomina i riferimenti in tutte le scene"
msgid "Scene Groups"
-msgstr "Gruppi di Scena"
+msgstr "Gruppi della scena"
msgid "This group belongs to another scene and can't be edited."
msgstr "Questo gruppo appartiene a un'altra scena e non può essere modificato."
msgid "Copy group name to clipboard."
-msgstr "Copia nome del gruppo negli appunti."
+msgstr "Copia il nome del gruppo negli appunti."
msgid "Global Groups"
-msgstr "Gruppi Globali"
+msgstr "Gruppi globali"
msgid "Add to Group"
-msgstr "Aggiungi a Gruppo"
+msgstr "Aggiungi a gruppo"
msgid "Remove from Group"
-msgstr "Rimuovi da Gruppo"
+msgstr "Rimuovi da gruppo"
msgid "Convert to Global Group"
-msgstr "Converti in un Gruppo di Scena"
+msgstr "Converti in gruppo globale"
msgid "Convert to Scene Group"
-msgstr "Converti in Gruppo di Scena"
+msgstr "Converti in gruppo di scena"
msgid "Create New Group"
-msgstr "Crea Nuovo Gruppo"
+msgstr "Crea nuovo gruppo"
msgid "Global"
msgstr "Globale"
@@ -5641,17 +5684,17 @@ msgid "Add a new group."
msgstr "Aggiungi un nuovo gruppo."
msgid "Filter Groups"
-msgstr "Filtra Gruppi"
+msgstr "Filtra i gruppi"
msgid ""
"Git commit date: %s\n"
"Click to copy the version information."
msgstr ""
-"Data Git commit: %s\n"
-"Clicca per copiare le informazioni della versione."
+"Data di Git commit: %s\n"
+"Clicca per copiare le informazioni di versione."
msgid "Expand Bottom Panel"
-msgstr "Espandi il pannello inferiore"
+msgstr "Espandi pannello inferiore"
msgid "Move/Duplicate: %s"
msgstr "Sposta/Duplica: %s"
@@ -5668,16 +5711,16 @@ msgid "Move"
msgstr "Sposta"
msgid "Network"
-msgstr "Reti"
+msgstr "Rete"
msgid "Select Current Folder"
msgstr "Seleziona la cartella attuale"
msgid "Cannot save file with an empty filename."
-msgstr "Impossibile salvare file con il nome vuoto."
+msgstr "Impossibile salvare un file senza nome."
msgid "Cannot save file with a name starting with a dot."
-msgstr "Impossibile salvare file il cui nome inizia con un punto."
+msgstr "Impossibile salvare un file il cui nome inizia con un punto."
msgid ""
"File \"%s\" already exists.\n"
@@ -5699,7 +5742,7 @@ msgid "Open a File"
msgstr "Apri un file"
msgid "Open File(s)"
-msgstr "Apri i file"
+msgstr "Apri uno o più file"
msgid "Open a Directory"
msgstr "Apri una cartella"
@@ -5714,7 +5757,7 @@ 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."
+msgstr "La cartella aggiunta ai preferiti non esiste più e verrà rimossa."
msgid "Go Back"
msgstr "Torna indietro"
@@ -5735,13 +5778,13 @@ msgid "Toggle Mode"
msgstr "Commuta la modalità"
msgid "Focus Path"
-msgstr "Metti a fuoco il percorso"
+msgstr "Focalizza il percorso"
msgid "Move Favorite Up"
-msgstr "Sposta il preferito su"
+msgstr "Sposta preferito in su"
msgid "Move Favorite Down"
-msgstr "Sposta il preferito giù"
+msgstr "Sposta preferito in giù"
msgid "Go to previous folder."
msgstr "Vai alla cartella precedente."
@@ -5756,10 +5799,10 @@ msgid "Refresh files."
msgstr "Ricarica i file."
msgid "(Un)favorite current folder."
-msgstr "Aggiungi/rimuovi la cartella attuale dai preferiti."
+msgstr "Aggiungi o rimuovi la cartella attuale dai preferiti."
msgid "Toggle the visibility of hidden files."
-msgstr "Commuta la visibilità dei file nascosti."
+msgstr "Mostra/nascondi i file nascosti."
msgid "Create a new folder."
msgstr "Crea una nuova cartella."
@@ -5780,8 +5823,8 @@ msgid ""
"the system trash or deleted permanently."
msgstr ""
"Rimuovere i file selezionati dal progetto? (Non può essere annullato.)\n"
-"A seconda della propria configurazione di sistema, essi saranno spostati nel "
-"cestino di sistema oppure eliminati permanentemente."
+"A seconda della propria configurazione di sistema, i file saranno spostati "
+"nel cestino di sistema oppure eliminati permanentemente."
msgid "No sub-resources found."
msgstr "Nessuna sotto-risorsa trovata."
@@ -5790,19 +5833,19 @@ msgid "Open a list of sub-resources."
msgstr "Apri una lista di sotto-risorse."
msgid "Play the project."
-msgstr "Esegui il progetto."
+msgstr "Avvia il progetto."
msgid "Play the edited scene."
-msgstr "Esegui la scena modificata."
+msgstr "Avvia la scena attualmente in fase di modifica."
msgid "Play a custom scene."
msgstr "Avvia una scena personalizzata."
msgid "Reload the played scene."
-msgstr "Ricarica la scena eseguita."
+msgstr "Ricarica la scena avviata."
msgid "Quick Run Scene..."
-msgstr "Esegui la scena rapidamente…"
+msgstr "Avvia una scena rapidamente…"
msgid ""
"Movie Maker mode is enabled, but no movie file path has been specified.\n"
@@ -5813,14 +5856,14 @@ msgid ""
"specifying the path to a movie file that will be used when recording that "
"scene."
msgstr ""
-"La modalità Movie Maker è attivata, ma non è stato specificato nessun "
-"percorso per il file del filmato.\n"
-"Un percorso per il file del filmato di default può essere specificato nelle "
+"La modalità Movie Maker è attivata, ma non è stato specificato alcun percorso "
+"per il file del filmato.\n"
+"È possibile fornire un percorso predefinito per il file del filmato nelle "
"impostazioni del progetto sotto la categoria Editor > Movie Writer.\n"
-"In alternativa, per l'esecuzione di scene singole, è possibile aggiungere al "
-"nodo radice un metadata `movie_file` di tipo stringa,\n"
-"specificando il percorso al file per il filmato che si vorrà usare per la "
-"registrazione quella scena."
+"In alternativa, per eseguire scene individuali, è possibile aggiungere un "
+"metadato di tipo stringa con il nome `movie_file` al nodo radice,\n"
+"specificando il percorso al file del filmato che sarà usato per registrare "
+"quella scena."
msgid "Could not start subprocess(es)!"
msgstr "Impossibile avviare sottoprocesso(i)!"
@@ -5835,55 +5878,55 @@ msgid "Pause the running project's execution for debugging."
msgstr "Metti in pausa l'esecuzione del progetto in corso a fini di debug."
msgid "Pause Running Project"
-msgstr "Pausa il progetto in esecuzione"
+msgstr "Pausa progetto in esecuzione"
msgid "Stop the currently running project."
-msgstr "Ferma il progetto in esecuzione."
+msgstr "Arresta il progetto in esecuzione."
msgid "Stop Running Project"
-msgstr "Annulla progetto in esecuzione"
+msgstr "Arresta progetto in esecuzione"
msgid "Run the currently edited scene."
-msgstr "Esegui la scena attualmente in modifica."
+msgstr "Esegui la scena attualmente in fase di modifica."
msgid "Run Current Scene"
-msgstr "Esegui la scena corrente"
+msgstr "Esegui scena attuale"
msgid "Run a specific scene."
msgstr "Esegui una scena specifica."
msgid "Run Specific Scene"
-msgstr "Esegui una scena specifica"
+msgstr "Esegui scena specifica"
msgid ""
"Enable Movie Maker mode.\n"
"The project will run at stable FPS and the visual and audio output will be "
"recorded to a video file."
msgstr ""
-"Attiva la modalità regista.\n"
-"Il progetto andrà a FPS stabili e l'uscita audiovisiva verrà registrata in un "
-"file video."
+"Attiva la modalità Regista.\n"
+"Il progetto sarà eseguito a FPS stabili e l'uscita audiovisiva verrà "
+"registrata in un file video."
msgid "Play This Scene"
msgstr "Esegui questa scena"
msgid "Close Tab"
-msgstr "Chiudi la scheda"
+msgstr "Chiudi scheda"
msgid "Undo Close Tab"
-msgstr "Annulla la chiusura di una scheda"
+msgstr "Ripristina scheda chiusa"
msgid "Close Other Tabs"
-msgstr "Chiudi le altre schede"
+msgstr "Chiudi altre schede"
msgid "Close Tabs to the Right"
-msgstr "Chiudi le schede a destra"
+msgstr "Chiudi schede a destra"
msgid "Close All Tabs"
msgstr "Chiudi tutte le schede"
msgid "New Window"
-msgstr "Nuova Finestra"
+msgstr "Nuova finestra"
msgid "Add a new scene."
msgstr "Aggiungi una nuova scena."
@@ -5911,24 +5954,24 @@ msgid "Unlock Node"
msgstr "Sblocca nodo"
msgid "Ungroup Children"
-msgstr "Rimuovi figli dai gruppi"
+msgstr "Separa figli"
msgid "Disable Scene Unique Name"
-msgstr "Disabilita Nome Unico Scena"
+msgstr "Revoca un nome unico nella Scena"
msgid "(Connecting From)"
msgstr "(Collegamento da)"
msgid "Node configuration warning:"
-msgstr "Avviso configurazione nodo:"
+msgstr "Avviso sulla configurazione del nodo:"
msgid ""
"This node can be accessed from within anywhere in the scene by preceding it "
"with the '%s' prefix in a node path.\n"
"Click to disable this."
msgstr ""
-"Si può accedere a questo nodo da qualcunque punto della scena facendolo "
-"precedere dal prefisso '%s' in un percorso di nodo.\n"
+"È possibile accedere a questo nodo da qualunque punto della scena "
+"prefissandolo con '%s' in un percorso di nodo.\n"
"Clicca per disabilitarlo."
msgid "Node has one connection."
@@ -5951,14 +5994,14 @@ msgid "This script is a custom type."
msgstr "Questo script è un tipo personalizzato."
msgid "Open Script:"
-msgstr "Apri Script:"
+msgstr "Apri lo script:"
msgid ""
"Node is locked.\n"
"Click to unlock it."
msgstr ""
"Il nodo è bloccato.\n"
-"Fai clic per sbloccarlo."
+"Cliccare per sbloccarlo."
msgid ""
"Children are not selectable.\n"
@@ -5972,7 +6015,7 @@ msgid ""
"Click to unpin."
msgstr ""
"AnimationPlayer è bloccato.\n"
-"Fai clic per sbloccare."
+"Cliccare per sbloccare."
msgid "Open in Editor"
msgstr "Apri nell'editor"
@@ -5981,28 +6024,28 @@ msgid "\"%s\" is not a known filter."
msgstr "\"%s\" non è un filtro conosciuto."
msgid "Invalid node name, the following characters are not allowed:"
-msgstr "Nome nodo invalido, i caratteri seguenti non sono consentiti:"
+msgstr "Nome di nodo invalido, i caratteri seguenti non sono consentiti:"
msgid "A node with the unique name %s already exists in this scene."
msgstr "Un nodo con il nome unico %s esiste già in questa scena."
msgid "Rename Node"
-msgstr "Rinomina Nodo"
+msgstr "Rinomina un nodo"
msgid "Rename Nodes"
-msgstr "Rinomina Nodi"
+msgstr "Rinomina nodi"
msgid "Scene Tree (Nodes):"
-msgstr "Scene Tree (Nodi):"
+msgstr "Albero di scena (nodi):"
msgid "Node Configuration Warning!"
-msgstr "Avviso di Configurazione Nodo!"
+msgstr "Avviso sulla configurazione del nodo!"
msgid "Allowed:"
msgstr "Consentiti:"
msgid "Select a Node"
-msgstr "Scegli un Nodo"
+msgstr "Scegli un nodo"
msgid "Show All"
msgstr "Mostra tutti"
@@ -6017,23 +6060,23 @@ msgid "Importing Scene..."
msgstr "Importando Scena..."
msgid "Import Scene"
-msgstr "Importa Scena"
+msgstr "Importazione della scena"
msgid "Running Custom Script..."
-msgstr "Eseguendo Script Personalizzato..."
+msgstr "Eseguendo lo script personalizzato..."
msgid "Couldn't load post-import script:"
-msgstr "Impossibile caricare lo script di post-import:"
+msgstr "Impossibile caricare lo script di post-importazione:"
msgid "Invalid/broken script for post-import (check console):"
-msgstr "Script di post-import invalido/non funzionante (controllare console):"
+msgstr ""
+"Script di post-importazione invalido o danneggiato (verifica la console):"
msgid "Error running post-import script:"
-msgstr "Errore di esecuzione dello script di post-import:"
+msgstr "Errore di esecuzione dello script di post-importazione:"
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()`?"
+msgstr "Hai restituito un oggetto derivato da Node nel metodo `post_import()`?"
msgid "Saving..."
msgstr "Salvataggio..."
@@ -6055,35 +6098,35 @@ 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\""
+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\""
+msgstr "Impostazioni d'importazione avanzate per lo Scene '%s'"
msgid "Select folder to extract material resources"
-msgstr "Seleziona la cartella in cui estrarre le risorse materiali"
+msgstr "Seleziona la cartella in cui estrarre le risorse materiale"
msgid "Select folder where mesh resources will save on import"
msgstr ""
-"Selezionare la cartella in cui le risorse mesh verranno salvate durante "
-"l'importazione"
+"Selezionare la cartella in cui le risorse mesh verranno salvate una volta "
+"importate"
msgid "Select folder where animations will save on import"
msgstr ""
-"Selezionare la cartella in cui le animazioni verranno salvate durante "
-"l'importazione"
+"Selezionare la cartella in cui le animazioni verranno salvate una volta "
+"importate"
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."
+msgstr "Il file esistente con lo stesso nome sarà rimpiazzato."
msgid "Will create new file"
msgstr "Creerà un nuovo file"
msgid "Already External"
-msgstr "Già esterno"
+msgstr "Già è esterno"
msgid ""
"This material already references an external file, no action will be taken.\n"
@@ -6104,7 +6147,7 @@ msgstr ""
"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"
+msgstr "Estrai i materiali in file di risorse"
msgid "Extract"
msgstr "Estrai"
@@ -6114,14 +6157,15 @@ 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."
+msgstr ""
+"Questa mesh viene già salvata in una risorsa esterna, 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"
+msgstr "Salverà a un nuovo file"
msgid ""
"Mesh has no name nor any other way to identify on re-import.\n"
@@ -6133,7 +6177,7 @@ msgstr ""
msgid "Set paths to save meshes as resource files on Reimport"
msgstr ""
-"Impostare i percorsi per salvare le mesh come file risorsa durante la "
+"Impostare i percorsi per salvare le mesh come file di risorse durante la "
"reimportazione"
msgid "Set Paths"
@@ -6147,8 +6191,8 @@ msgstr ""
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"
+"Imposta i percorsi in cui salvare le animazioni come file di risorse durante "
+"la reimportazione"
msgid "Can't make material external to file, write error:"
msgstr "Impossibile rendere il materiale esterno al file, errore di scrittura:"
@@ -6172,13 +6216,13 @@ msgid "Materials"
msgstr "Materiali"
msgid "Selected Animation Play/Pause"
-msgstr "Riproduci/Pausa Animazione Selezionata"
+msgstr "Riproduci/Pausa animazione selezionata"
msgid "Rotate Lights With Model"
-msgstr "Ruota Luci Con Modello"
+msgstr "Ruota le luci con il modello"
msgid "Primary Light"
-msgstr "Luce Primaria"
+msgstr "Luce principale"
msgid "Secondary Light"
msgstr "Luce secondaria"
@@ -6202,7 +6246,7 @@ msgid "Binary Resource"
msgstr "Risorsa binaria"
msgid "Audio Stream Importer: %s"
-msgstr "Importatore flussi audio: %s"
+msgstr "Importatore di flussi audio: %s"
msgid "Enable looping."
msgstr "Abilita ripetizione."
@@ -6214,8 +6258,8 @@ msgid ""
"Loop offset (from beginning). Note that if BPM is set, this setting will be "
"ignored."
msgstr ""
-"Scostamento ciclico (dall'inizio). Notare che se i BMP sono impostati, questa "
-"opzione verrà ignorata."
+"Scostamento della ripetizione (dall'inizio). Si noti che se i BMP sono "
+"impostati, questa opzione verrà ignorata."
msgid "Loop:"
msgstr "Ripetizione:"
@@ -6227,9 +6271,8 @@ msgid ""
"Configure the Beats Per Measure (tempo) used for the interactive streams.\n"
"This is required in order to configure beat information."
msgstr ""
-"Configura i Battiti Per Misura (tempo) utilizzati per gli stream "
-"interattivi.\n"
-"Questo è necessario per poter configurare le informazioni dei battiti."
+"Configura i Battiti Per Minuto (tempo) utilizzati per i flussi interattivi.\n"
+"Ciò è necessario per configurare le informazioni dei battiti."
msgid "Beat Count:"
msgstr "Numero di battiti:"
@@ -6240,14 +6283,14 @@ msgid ""
"It is recommended to set this value (either manually or by clicking on a beat "
"number in the preview) to ensure looping works properly."
msgstr ""
-"Configura la quantità di battiti usati per la ripetizione musicale. Se "
-"impostata a zero, verrà autorilevata dalla lunghezza.\n"
+"Configura il numero di battiti usati per la ripetizione sensibile alla "
+"musica. Se impostata a zero, verrà rilevata automaticamente dalla lunghezza.\n"
"È consigliato impostare questo valore (manualmente o cliccando su un numero "
"di battiti dall'anteprima) per assicurarsi che la ripetizione funzioni "
"correttamente."
msgid "Bar Beats:"
-msgstr "Barra Battiti:"
+msgstr "Battiti per battuta:"
msgid ""
"Configure the Beats Per Bar. This used for music-aware transitions between "
@@ -6263,7 +6306,7 @@ msgid "New Configuration"
msgstr "Nuova configurazione"
msgid "Remove Variation"
-msgstr "Rimuovi la variazione"
+msgstr "Rimuovi variazione"
msgid "Preloaded glyphs: %d"
msgstr "Glifi precaricati: %d"
@@ -6272,8 +6315,8 @@ msgid ""
"Warning: There are no configurations specified, no glyphs will be pre-"
"rendered."
msgstr ""
-"Attenzione: Non ci sono configurazioni specificate, non verrà pre-"
-"renderizzato alcun glifo."
+"Attenzione: Non ci sono configurazioni specificate, nessun glifo verrà pre-"
+"renderizzato."
msgid ""
"Warning: Multiple configurations have identical settings. Duplicates will be "
@@ -6286,29 +6329,29 @@ msgid ""
"Note: LCD Subpixel antialiasing is selected, each of the glyphs will be pre-"
"rendered for all supported subpixel layouts (5x)."
msgstr ""
-"Nota: L'antitaliasing subpixel LCD è selezionato, ognuno dei glifi verrà pre-"
-"renderizzato per tutte le disposizioni subpixel supportate (5x)."
+"Nota: L'antialiasing sub-pixel LCD è selezionato, ciascun glifo verrà pre-"
+"renderizzato per tutte le disposizioni di sub-pixel supportate (5x)."
msgid ""
"Note: Subpixel positioning is selected, each of the glyphs might be pre-"
"rendered for multiple subpixel offsets (up to 4x)."
msgstr ""
-"Nota: Il posizionamento subpixel è selezionato, ognuno dei glifi potrebbe "
-"essere pre-renderizzato per più scostamenti subpixel (fino a 4x)."
+"Nota: Il posizionamento sub-pixel è selezionato, ciascun glifo potrebbe "
+"essere pre-renderizzato in caso di più sub-pixel (fino a 4x)."
msgid "Advanced Import Settings for '%s'"
-msgstr "Impostazioni d'importazione avanzate per \"%s\""
+msgstr "Impostazioni d'importazione avanzate per '%s'"
msgid "Rendering Options"
msgstr "Opzioni di rendering"
msgid "Select font rendering options, fallback font, and metadata override:"
msgstr ""
-"Selezionare le opzioni di rendering dei font, il font di ripiego, e la "
+"Selezionare le opzioni di rendering dei font, il font di riserva, e la "
"sovrascrittura dei metadati:"
msgid "Pre-render Configurations"
-msgstr "Configurazioni pre-render"
+msgstr "Configurazioni di pre-rendering"
msgid ""
"Add font size, and variation coordinates, and select glyphs to pre-render:"
@@ -6360,28 +6403,28 @@ msgid ""
msgstr ""
"Aggiungere o rimuovere dei glifi dalla mappa dei caratteri nella lista di pre-"
"renderizzazione:\n"
-"Nota: alcune alternative stilistiche e varianti dei glifi non hanno una "
-"corrispondenza uno-a-uno con un carattere e non vengono mostrati nella mappa, "
-"utilizzare la scheda \"Glifi dal testo\" per aggiungerle."
+"Nota: Alcune alternative stilistiche e varianti dei glifi non hanno una "
+"corrispondenza uno a uno sui caratteri, e pertanto non vengono mostrati in "
+"questa mappa. Utilizzare la scheda \"Glifi dal testo\" per aggiungerle."
msgid "Dynamically rendered TrueType/OpenType font"
msgstr "Font TrueType/OpenType renderizzato dinamicamente"
msgid "Prerendered multichannel(+true) signed distance field"
-msgstr "Campo distanza sottoscritta(+true) multicanale prerenderizzata"
+msgstr "Campo di distanza con segno(+true) multicanale prerenderizzato"
msgid ""
"Error importing GLSL shader file: '%s'. Open the file in the filesystem dock "
"in order to see the reason."
msgstr ""
"Errore durante l'importazione del file shader GLSL: '%s'. Apri il file nel "
-"pannello filesystem per poter vedere il motivo."
+"pannello filesystem per vedere il motivo."
msgid ""
"%s: Texture detected as used as a normal map in 3D. Enabling red-green "
"texture compression to reduce memory usage (blue channel is discarded)."
msgstr ""
-"%s: Rilevato uso della texture come mappa Normale in 3D. Sarà abilitata la "
+"%s: Rilevato uso della texture come mappa di normali in 3D. Sarà attivata la "
"compressione rosso-verde della texture per ridurre l'uso di memoria (il "
"canale blu è ignorato)."
@@ -6389,18 +6432,18 @@ msgid ""
"%s: Texture detected as used as a roughness map in 3D. Enabling roughness "
"limiter based on the detected associated normal map at %s."
msgstr ""
-"%s: Rilevato uso della texture come mappa di ruvidità in 3D. Attivando la "
+"%s: Rilevato uso della texture come mappa di ruvidità in 3D. Sarà attivata la "
"limitazione della ruvidità basata sulla mappa dei normali in %s."
msgid ""
"%s: Texture detected as used in 3D. Enabling mipmap generation and setting "
"the texture compression mode to %s."
msgstr ""
-"%s: Rilevato uso della texture in 3D. Attivando la generazione delle mipmap e "
-"impostando la modalità di compressione della texture su %s."
+"%s: Rilevato uso della texture in 3D. Sarà attivata la generazione delle "
+"mipmap e impostata la modalità di compressione della texture su %s."
msgid "2D/3D (Auto-Detect)"
-msgstr "2D/3D (autorileva)"
+msgstr "2D/3D (auto-rileva)"
msgid "2D"
msgstr "2D"
@@ -6422,19 +6465,19 @@ msgid "Importer:"
msgstr "Importatore:"
msgid "Keep File (exported as is)"
-msgstr "Mantieni File (esportato così com'è)"
+msgstr "Mantieni file (esportato così com'è)"
msgid "Skip File (not exported)"
-msgstr "Salta File (non esportato)"
+msgstr "Ignora file (non esportato)"
msgid "%d Files"
-msgstr "%d File"
+msgstr "%d file"
msgid "Set as Default for '%s'"
-msgstr "Imposta come Predefinito per \"%s\""
+msgstr "Rendi predefinito per '%s'"
msgid "Clear Default for '%s'"
-msgstr "Elimina Predefinito per \"%s\""
+msgstr "Cancella predefinito per \"%s\""
msgid ""
"You have pending changes that haven't been applied yet. Click Reimport to "
@@ -6444,8 +6487,8 @@ msgid ""
msgstr ""
"Hai modifiche non applicate in sospeso. Cliccare Reimporta per applicare le "
"modifiche effettuate alle opzioni di importazione.\n"
-"Selezionare un'altra risorsa nel pannello del file system senza prima "
-"cliccare su Reimporta annullerà le modifiche effettuate nel riquadro di "
+"Selezionando un'altra risorsa nel pannello del file system, senza prima "
+"cliccare su Reimporta, annullerà le modifiche effettuate nel pannello di "
"Importazione."
msgid "Import As:"
@@ -6462,7 +6505,7 @@ msgid ""
"undo history will be cleared."
msgstr ""
"La risorsa importata é attualmente caricata. Tutte le istanze saranno "
-"rimpiazzata e la cronologia degli annullamenti sará ripulita."
+"rimpiazzate e la cronologia degli annullamenti sarà ripulita."
msgid ""
"WARNING: Assets exist that use this resource. They may stop loading properly "
@@ -6475,7 +6518,7 @@ msgid ""
"Select a resource file in the filesystem or in the inspector to adjust import "
"settings."
msgstr ""
-"Seleziona un file risorsa nel filesystem o nell'ispettore per aggiustare le "
+"Seleziona un file risorsa nel file system o nell'ispettore per aggiustare le "
"impostazioni di importazione."
msgid "No Event Configured"
@@ -6494,16 +6537,16 @@ msgid "Joypad Axes"
msgstr "Assi del joypad"
msgid "Event Configuration for \"%s\""
-msgstr "Configurazione dell'evento per \"%s\""
+msgstr "Configurazione di evento per \"%s\""
msgid "Event Configuration"
-msgstr "Configurazione dell'evento"
+msgstr "Configurazione di evento"
msgid "Manual Selection"
msgstr "Selezione manuale"
msgid "Filter Inputs"
-msgstr "Filtra gli ingressi"
+msgstr "Filtra gli input"
msgid "Additional Options"
msgstr "Opzioni aggiuntive"
@@ -6540,22 +6583,23 @@ msgid ""
"The following resources will be duplicated and embedded within this resource/"
"object."
msgstr ""
-"Le seguenti risorse verranno duplicate e integrate in questa risorsa/oggetto."
+"Le seguenti risorse verranno duplicate e incorporate in questa risorsa/"
+"oggetto."
msgid "This object has no resources."
msgstr "Questo oggetto non ha risorse."
msgid "Failed to load resource."
-msgstr "Caricamento della risorsa fallito."
+msgstr "Impossibile caricare la risorsa."
msgid "(Current)"
msgstr "(Attuale)"
msgid "Expand Non-Default"
-msgstr "Espandi non-predefinita"
+msgstr "Espandi non-predefiniti"
msgid "Property Name Style"
-msgstr "Stile Nome Proprietà"
+msgstr "Stile nomi di proprietà"
msgid "Raw (e.g. \"%s\")"
msgstr "Riga (es. \"%s\")"
@@ -6563,17 +6607,20 @@ msgstr "Riga (es. \"%s\")"
msgid "Capitalized (e.g. \"%s\")"
msgstr "Iniziale maiuscola (es. \"%s\")"
+msgid "Localized (e.g. \"Z Index\")"
+msgstr "Localizzato (es. \"Indice Z\")"
+
msgid "Localization not available for current language."
msgstr "Localizzazione non disponibile per la lingua attuale."
msgid "Copy Properties"
-msgstr "Copia Proprietà"
+msgstr "Copia proprietà"
msgid "Paste Properties"
-msgstr "Incolla Proprietà"
+msgstr "Incolla proprietà"
msgid "Make Sub-Resources Unique"
-msgstr "Rendi Sotto-Risorse Uniche"
+msgstr "Rendi sotto-risorse uniche"
msgid "Create a new resource in memory and edit it."
msgstr "Crea una nuova risorsa in memoria e modificala."
@@ -6582,28 +6629,28 @@ msgid "Load an existing resource from disk and edit it."
msgstr "Carica una risorsa esistente dal disco e modificala."
msgid "Save the currently edited resource."
-msgstr "Salva la risorsa attualmente in modifica."
+msgstr "Salva la risorsa attualmente in fase di modifica."
msgid "Extra resource options."
msgstr "Ulteriori opzioni di risorsa."
msgid "Edit Resource from Clipboard"
-msgstr "Modifica la Risorsa dagli Appunti"
+msgstr "Modifica risorsa dagli appunti"
msgid "Copy Resource"
-msgstr "Copia Risorsa"
+msgstr "Copia risorsa"
msgid "Make Resource Built-In"
-msgstr "Rendi Risorsa Integrata"
+msgstr "Rendi risorsa integrata"
msgid "Go to previous edited object in history."
-msgstr "Vai al precedente oggetto modificato nella cronologia."
+msgstr "Vai all'oggetto modificato precedente nella cronologia."
msgid "Go to next edited object in history."
-msgstr "Vai al prossimo oggetto modificato nella cronologia."
+msgstr "Vai all'oggetto modificato successivo nella cronologia."
msgid "History of recently edited objects."
-msgstr "Cronologia di oggetti recentemente modificati."
+msgstr "Cronologia degli oggetti modificati di recente."
msgid "Open documentation for this object."
msgstr "Apri la documentazione per questo oggetto."
@@ -6612,37 +6659,37 @@ msgid "Filter Properties"
msgstr "Filtra le proprietà"
msgid "Manage object properties."
-msgstr "Gestisci proprietà oggetto."
+msgstr "Gestisci le proprietà dell'oggetto."
msgid "This cannot be undone. Are you sure?"
-msgstr "Questo non può essere annullato. Continuare?"
+msgstr "Questo operazione non può essere annullata. Continuare?"
msgid "Add %d Translations"
-msgstr "Aggiungi %d Traduzioni"
+msgstr "Aggiungi %d traduzioni"
msgid "Remove Translation"
-msgstr "Rimuovi Traduzione"
+msgstr "Rimuovi una traduzione"
msgid "Translation Resource Remap: Add %d Path(s)"
-msgstr "Rimappatura Risorse per la Traduzione: Aggiungi %d Percorso(i)"
+msgstr "Rimappa risorse per la traduzione: Aggiungi %d percorso(i)"
msgid "Translation Resource Remap: Add %d Remap(s)"
-msgstr "Rimappatura Risorse per la Traduzione: Aggiungi %d Remap"
+msgstr "Rimappa risorse per la traduzione: Aggiungi %d rimappatura(e)"
msgid "Change Resource Remap Language"
-msgstr "Cambia Lingua per il Remap delle Risorse"
+msgstr "Cambia la lingua per la rimappatura di risorse"
msgid "Remove Resource Remap"
-msgstr "Rimuovi Remap Risorse"
+msgstr "Rimuovi una rimappatura di risorse"
msgid "Remove Resource Remap Option"
-msgstr "Rimuovi Opzione di Remap Rimorse"
+msgstr "Rimuovi un'opzione di rimappatura di risorse"
msgid "Add %d file(s) for POT generation"
msgstr "Aggiungi %d file per la generazione del POT"
msgid "Remove file from POT generation"
-msgstr "Rimuovi un file dalla generazione POT"
+msgstr "Rimuovi un file dalla generazione del POT"
msgid "Removed"
msgstr "Rimosso"
@@ -6663,7 +6710,7 @@ msgid "Resources:"
msgstr "Risorse:"
msgid "Remaps by Locale:"
-msgstr "Rimappature per Locale:"
+msgstr "Rimappature per locale:"
msgid "Locale"
msgstr "Locale"
@@ -6678,7 +6725,7 @@ msgid "Generate POT"
msgstr "Genera il POT"
msgid "Add Built-in Strings to POT"
-msgstr "Aggiungi stringhe incorporate al POT"
+msgstr "Aggiungi stringhe integrate al POT"
msgid "Add strings from built-in components such as certain Control nodes."
msgstr ""
@@ -6697,7 +6744,7 @@ msgid "Select a single node to edit its signals and groups."
msgstr "Seleziona un singolo nodo per modificarne i segnali e gruppi."
msgid "Create Polygon"
-msgstr "Crea Poligono"
+msgstr "Crea un poligono"
msgid "Create points."
msgstr "Crea punti."
@@ -6707,76 +6754,75 @@ msgid ""
"LMB: Move Point\n"
"RMB: Erase Point"
msgstr ""
-"Modifica punti.\n"
-"LMB: Muovi Punto\n"
-"RMB: Cancella Punto"
+"Modifica i punti.\n"
+"Clic sinistro: Muovi il punto\n"
+"Clic destro: Cancella il punto"
msgid "Erase points."
-msgstr "Cancella punti."
+msgstr "Cancella i punti."
msgid "Edit Polygon"
-msgstr "Modifica Poligono"
+msgstr "Modifica un poligono"
msgid "Insert Point"
-msgstr "Inserisci Punto"
+msgstr "Inserisci un punto"
msgid "Edit Polygon (Remove Point)"
-msgstr "Modifica Poligono (Rimuovi Punto)"
+msgstr "Modifica un poligono (rimuovi un punto)"
msgid "Remove Polygon And Point"
-msgstr "Rimuovi Poligono e Punto"
+msgstr "Rimuovi un poligono e un punto"
msgid "Add Animation"
-msgstr "Aggiungi Animazione"
+msgstr "Aggiungi animazione"
msgid "Add %s"
msgstr "Aggiungi %s"
msgid "Move Node Point"
-msgstr "Sposta Punto Nodo"
+msgstr "Sposta un punto di nodo"
msgid "Change BlendSpace1D Config"
msgstr "Cambia la configurazione di uno BlendSpace1D"
msgid "Change BlendSpace1D Labels"
-msgstr "Cambia Etichette BlendSpace1D"
+msgstr "Cambia le etichette di uno BlendSpace1D"
msgid "This type of node can't be used. Only animation nodes are allowed."
msgstr ""
-"Questo tipo di nodo non può essere utilizzato. Sono permessi solo i nodi di "
-"animazione."
+"Questo tipo di nodo non può essere utilizzato. Solo i nodi di animazione sono "
+"consentiti."
msgid "This type of node can't be used. Only root nodes are allowed."
msgstr ""
-"Questo tipo di nodo non può essere utilizzato. Sono permessi solo i nodi "
-"radice."
+"Questo tipo di nodo non può essere utilizzato. Solo i nodi radice sono "
+"consentiti."
msgid "Add Node Point"
-msgstr "Aggiungi Punto Nodo"
+msgstr "Aggiungi un punto di nodo"
msgid "Add Animation Point"
-msgstr "Aggiungi Punto Animazione"
+msgstr "Aggiungi un punto d'animazione"
msgid "Remove BlendSpace1D Point"
-msgstr "Rimuovi Punto BlendSpace1D"
+msgstr "Rimuovi un punto di BlendSpace1D"
msgid "Move BlendSpace1D Node Point"
-msgstr "Sposta Nodo BlendSpace1D"
+msgstr "Sposta un punto di nodo di BlendSpace1D"
msgid ""
"AnimationTree is inactive.\n"
"Activate to enable playback, check node warnings if activation fails."
msgstr ""
-"AnimationTree non è attivo.\n"
-"Attivalo per consentirne la riproduzione, controlla le avvertenze del nodo se "
+"L'AnimationTree non è attivo.\n"
+"Attivalo per consentirne la riproduzione, verifica gli avvisi del nodo se "
"l'attivazione fallisce."
msgid "Set the blending position within the space"
-msgstr "Imposta la posizione di blending nello spazio"
+msgstr "Imposta la posizione di fusione nello spazio"
msgid "Select and move points, create points with RMB."
-msgstr ""
-"Seleziona e muovi i punti, per creare i punti usa il tasto destro del mouse."
+msgstr "Seleziona e muovi i punti, crea punti con il pulsante destro del mouse."
msgid "Enable snap and show grid."
msgstr "Abilita lo scatto e mostra la griglia."
@@ -6785,49 +6831,49 @@ msgid "Sync:"
msgstr "Sincronizza:"
msgid "Blend:"
-msgstr "Blend:"
+msgstr "Fusione:"
msgid "Point"
msgstr "Punto"
msgid "Open Editor"
-msgstr "Apri Editor"
+msgstr "Apri editor"
msgid "Open Animation Node"
-msgstr "Apri Nodo Animazione"
+msgstr "Apri nodo di animazione"
msgid "Triangle already exists."
msgstr "Il triangolo esiste già."
msgid "Add Triangle"
-msgstr "Aggiungi Triangolo"
+msgstr "Aggiungi un triangolo"
msgid "Change BlendSpace2D Config"
msgstr "Cambia la configurazione di un BlendSpace2D"
msgid "Change BlendSpace2D Labels"
-msgstr "Cambia Etichette BlendSpace2D"
+msgstr "Cambia le etichette di uno BlendSpace2D"
msgid "Remove BlendSpace2D Point"
-msgstr "Rimuovi Punto BlendSpace2D"
+msgstr "Rimuovi un punto di BlendSpace2D"
msgid "Remove BlendSpace2D Triangle"
-msgstr "Rimuovi Triangolo BlendSpace2D"
+msgstr "Rimuovi un triangolo di BlendSpace2D"
msgid "No triangles exist, so no blending can take place."
-msgstr "Non esistono triangoli, non può quindi aver luogo alcun blending."
+msgstr "Non esistono triangoli, quindi non può aver luogo alcuna fusione."
msgid "Toggle Auto Triangles"
-msgstr "Attiva la triangolazione automatica"
+msgstr "Commuta la triangolazione automatica"
msgid "Create triangles by connecting points."
-msgstr "Crea triangoli connettendo i punti."
+msgstr "Crea triangoli collegando i punti."
msgid "Erase points and triangles."
-msgstr "Cancella punti e triangoli."
+msgstr "Cancella i punti e i triangoli."
msgid "Generate blend triangles automatically (instead of manually)"
-msgstr "Genera i triangoli di fusione automaticamente (anziché manualmente)"
+msgstr "Genera i triangoli di fusione automaticamente (invece che manualmente)"
msgid "Parameter Changed: %s"
msgstr "Parametro modificato: %s"
@@ -6839,58 +6885,58 @@ msgid "Output node can't be added to the blend tree."
msgstr "Il nodo in output non può essere aggiunto al BlendTree."
msgid "Add Node to BlendTree"
-msgstr "Aggiungi Nodo al BlendTree"
+msgstr "Aggiungi un nodo al BlendTree"
msgid "Node Moved"
-msgstr "Nodo Spostato"
+msgstr "Nodo spostato"
msgid "Unable to connect, port may be in use or connection may be invalid."
msgstr ""
-"Impossibile connettersi, la porta potrebbe essere in uso o la connessione "
-"potrebbe non essere valida."
+"Impossibile collegare, la porta potrebbe essere in uso o il collegamento "
+"potrebbe non essere valido."
msgid "Nodes Connected"
-msgstr "Nodi Collegati"
+msgstr "Nodi collegati"
msgid "Nodes Disconnected"
-msgstr "Nodi Scollegati"
+msgstr "Nodi scollegati"
msgid "Set Animation"
-msgstr "Imposta Animazione"
+msgstr "Imposta un animazione"
msgid "Delete Node"
-msgstr "Elimina Nodo"
+msgstr "Elimina un nodo"
msgid "Delete Node(s)"
-msgstr "Elimina Nodo(i)"
+msgstr "Elimina nodo(i)"
msgid "Toggle Filter On/Off"
msgstr "Commuta il filtro"
msgid "Change Filter"
-msgstr "Cambia Filtro"
+msgstr "Cambia il filtro"
msgid "Fill Selected Filter Children"
-msgstr "Riempi Figli di Selezione Filtro"
+msgstr "Inserisci la selezione di filtri nei figli"
msgid "Invert Filter Selection"
-msgstr "Inverti Selezione Filtro"
+msgstr "Inverti la selezione di filtro"
msgid "Clear Filter Selection"
-msgstr "Cancella Selezione Filtro"
+msgstr "Cancella la selezione di filtro"
msgid ""
"Animation player has no valid root node path, so unable to retrieve track "
"names."
msgstr ""
-"Il player delle animazioni non ha un percorso valido verso il nodo radice, "
-"impossibile recuperare i nomi delle tracce."
+"Il riproduttore delle animazioni non ha un percorso valido verso il nodo "
+"radice, impossibile recuperare i nomi delle tracce."
msgid "Anim Clips"
-msgstr "Segmenti d'animazione"
+msgstr "Clip d'animazione"
msgid "Audio Clips"
-msgstr "Segmenti audio"
+msgstr "Clip audio"
msgid "Functions"
msgstr "Funzioni"
@@ -6899,19 +6945,19 @@ msgid "Inspect Filtered Tracks:"
msgstr "Ispeziona le tracce filtrate:"
msgid "Edit Filtered Tracks:"
-msgstr "Modifica Tracce Filtrate:"
+msgstr "Modifica le tracce filtrate:"
msgid "Node Renamed"
-msgstr "Nodo Rinominato"
+msgstr "Nodo rinominato"
msgid "Add Node..."
-msgstr "Aggiungi Nodo..."
+msgstr "Aggiungi nodo..."
msgid "Enable Filtering"
msgstr "Abilita filtraggio"
msgid "Fill Selected Children"
-msgstr "Riempi Figli di Selezione"
+msgstr "Riempi figli di selezione"
msgid "Invert"
msgstr "Inverti"
@@ -6924,7 +6970,7 @@ msgstr "Il nome di un'animazione non può essere vuoto."
msgid "Animation name contains invalid characters: '/', ':', ',' or '['."
msgstr ""
-"Il nome dell'animazione contiene caratteri non validi: \"/\", \":\", '\"\" or "
+"Il nome dell'animazione contiene caratteri non validi: \"/\", \":\", '\"\" o "
"\"[\"."
msgid "Animation with the same name already exists."
@@ -6935,11 +6981,11 @@ msgstr "Inserire il nome di una libreria."
msgid "Library name contains invalid characters: '/', ':', ',' or '['."
msgstr ""
-"Il nome della libreria contiene caratteri non validi: \"/\", \":\", '\"\" or "
+"Il nome della libreria contiene caratteri non validi: \"/\", \":\", '\"\" o "
"\"[\"."
msgid "Library with the same name already exists."
-msgstr "Esiste già una libreria con lo stesso nome."
+msgstr "Una libreria con lo stesso nome esiste già."
msgid "Animation name is valid."
msgstr "Il nome dell'animazione è valido."
@@ -6957,7 +7003,7 @@ msgid "Add Animation Library: %s"
msgstr "Aggiungi una libreria di animazioni: %s"
msgid "Load Animation"
-msgstr "Carica Animazione"
+msgstr "Carica un'animazione"
msgid ""
"This animation library can't be saved because it does not belong to the "
@@ -6977,7 +7023,7 @@ msgid "Save Library"
msgstr "Salva la libreria"
msgid "Make Animation Library Unique: %s"
-msgstr "Rendi unica una libreria di animazioni: %s"
+msgstr "Rendi unica la libreria di animazioni: %s"
msgid ""
"This animation can't be saved because it does not belong to the edited scene. "
@@ -6997,13 +7043,13 @@ msgid "Save Animation"
msgstr "Salva l'animazione"
msgid "Make Animation Unique: %s"
-msgstr "Rendi unica un'animazione: %s"
+msgstr "Rendi unica l'animazione: %s"
msgid "Save Animation library to File: %s"
-msgstr "Salva una libreria di animazioni in un file: %s"
+msgstr "Salva la libreria di animazioni in un file: %s"
msgid "Save Animation to File: %s"
-msgstr "Salva un animazione in un archivio: %s"
+msgstr "Salva l'animazione in un file: %s"
msgid "Some AnimationLibrary files were invalid."
msgstr "Alcuni file della libreria di animazioni non sono validi."
@@ -7026,7 +7072,7 @@ msgid "Load Animations into Library"
msgstr "Importa animazioni nella libreria"
msgid "Load Animation into Library: %s"
-msgstr "Importa un'animazione nella libreria: %s"
+msgstr "Importa l'animazione in una libreria: %s"
msgid "Rename Animation Library: %s"
msgstr "Rinomina una libreria di animazioni: %s"
@@ -7038,7 +7084,7 @@ msgid "Rename Animation: %s"
msgstr "Rinomina un'animazione: %s"
msgid "Animation Name:"
-msgstr "Nome Animazione:"
+msgstr "Nome dell'animazione:"
msgid "No animation resource in clipboard!"
msgstr "Nessuna risorsa di animazione negli appunti!"
@@ -7047,13 +7093,13 @@ msgid "Pasted Animation"
msgstr "Animazione Incollata"
msgid "Open in Inspector"
-msgstr "Apri nell'Inspector"
+msgstr "Apri nell'Ispettore"
msgid "Remove Animation Library: %s"
-msgstr "Rimuovi una libreria di animazioni: %s"
+msgstr "Rimuovi la libreria di animazioni: %s"
msgid "Remove Animation from Library: %s"
-msgstr "Rimuovi un'animazione dalla libreria: %s"
+msgstr "Rimuovi l'animazione da una libreria: %s"
msgid "[built-in]"
msgstr "[integrato]"
@@ -7095,7 +7141,7 @@ msgid "New Library"
msgstr "Nuova libreria"
msgid "Create new empty animation library."
-msgstr "Rimuovi la libreria di animazioni."
+msgstr "Crea una nuova libreria di animazioni vuota."
msgid "Load Library"
msgstr "Carica una libreria"
@@ -7110,37 +7156,37 @@ msgid "Toggle Autoplay"
msgstr "Commuta la riproduzione automatica"
msgid "Create New Animation"
-msgstr "Crea Nuova Animazione"
+msgstr "Crea una nuova animazione"
msgid "New Animation Name:"
-msgstr "Nuovo Nome Animazione:"
+msgstr "Nome della nuova animazione:"
msgid "Rename Animation"
-msgstr "Rinomina Animazione"
+msgstr "Rinomina l'animazione"
msgid "Change Animation Name:"
-msgstr "Cambia Nome Animazione:"
+msgstr "Cambia il nome dell'animazione:"
msgid "Delete Animation '%s'?"
-msgstr "Cancellare l'animazione \"%s\"?"
+msgstr "Eliminare l'animazione '%s'?"
msgid "Remove Animation"
-msgstr "Rimuovi Animazione"
+msgstr "Rimuovi un animazione"
msgid "Invalid animation name!"
-msgstr "Nome animazione non valido!"
+msgstr "Nome di animazione non valido!"
msgid "Animation '%s' already exists!"
-msgstr "L'animazione \"%s\" esiste già!"
+msgstr "L'animazione '%s' esiste già!"
msgid "Duplicate Animation"
-msgstr "Duplica Animazione"
+msgstr "Duplica l'animazione"
msgid "Blend Next Changed"
-msgstr "Fondi il Successivo Cambiato"
+msgstr "Cambia la fusione successiva"
msgid "Change Blend Time"
-msgstr "Cambia tempo di Blend"
+msgstr "Cambia il tempo di fusione"
msgid "[Global] (create)"
msgstr "[Globale] (crea)"
@@ -7153,28 +7199,29 @@ msgstr "Per l'onion skinning è necessaria di una animazione RESET."
msgid "Play selected animation backwards from current pos. (A)"
msgstr ""
-"Esegui la seguente animazione al contrario dalla posizione corrente. (A)"
+"Esegui l'animazione selezionata al contrario dalla posizione attuale. (A)"
msgid "Play selected animation backwards from end. (Shift+A)"
-msgstr "Esegui la seguente animazione al contrario dalla fine. (Shift+A)"
+msgstr "Esegui l'animazione selezionata al contrario dalla fine. (Shift+A)"
msgid "Pause/stop animation playback. (S)"
msgstr "Pausa/ferma la riproduzione dell'animazione. (S)"
msgid "Play selected animation from start. (Shift+D)"
-msgstr "Esegui la seguente l'animazione dall'inizio. (Shift+D)"
+msgstr "Esegui l'animazione selezionata dall'inizio. (Shift+D)"
msgid "Play selected animation from current pos. (D)"
-msgstr "Esegui la seguente animazione dalla posizione corrente. (D)"
+msgstr "Esegui l'animazione selezionata dalla posizione attuale. (D)"
msgid "Animation position (in seconds)."
-msgstr "Posizione animazione (in secondi)."
+msgstr "Posizione dell'animazione (in secondi)."
msgid "Scale animation playback globally for the node."
-msgstr "Scala la riproduzione dell'animazione globalmente per il nodo."
+msgstr ""
+"Scala la velocità di riproduzione dell'animazione globalmente per il nodo."
msgid "Animation Tools"
-msgstr "Strumenti di Animazione"
+msgstr "Strumenti di animazione"
msgid "Animation"
msgstr "Animazione"
@@ -7183,22 +7230,22 @@ msgid "New..."
msgstr "Nuovo..."
msgid "Manage Animations..."
-msgstr "Gestisci le animazioni..."
+msgstr "Gestisci animazioni..."
msgid "Edit Transitions..."
-msgstr "Modifica Transizioni..."
+msgstr "Modifica transizioni..."
msgid "Display list of animations in player."
-msgstr "Mostra la lista di animazioni nel player."
+msgstr "Mostra la lista di animazioni nel riproduttore."
msgid "Autoplay on Load"
-msgstr "Autoplay al Caricamento"
+msgstr "Riproduzione automatica al caricamento"
msgid "Enable Onion Skinning"
-msgstr "Abilita l'Onion Skinning"
+msgstr "Abilita l'effetto onion skinning (\"buccia di cipolla\")"
msgid "Onion Skinning Options"
-msgstr "Opzioni dell'Onion Skinning"
+msgstr "Opzioni per l'effetto onion skinning"
msgid "Directions"
msgstr "Direzioni"
@@ -7222,13 +7269,13 @@ msgid "3 steps"
msgstr "3 passi"
msgid "Differences Only"
-msgstr "Solo le Differenze"
+msgstr "Solo le differenze"
msgid "Force White Modulate"
-msgstr "Forza Modulazione Bianca"
+msgstr "Forza modulazione bianca"
msgid "Include Gizmos (3D)"
-msgstr "Includi Gizmo (3D)"
+msgstr "Includi gizmo (3D)"
msgid "Pin AnimationPlayer"
msgstr "Fissa AnimationPlayer"
@@ -7237,19 +7284,19 @@ msgid "Error!"
msgstr "Errore!"
msgid "Cross-Animation Blend Times"
-msgstr "Tempi di Blend Cross-Animation"
+msgstr "Tempi di fusione tra le animazioni"
msgid "Blend Times:"
-msgstr "Tempi di Blend:"
+msgstr "Tempi di fusione:"
msgid "Next (Auto Queue):"
-msgstr "Successivo (Coda Automatica):"
+msgstr "Seguente (coda automatica):"
msgid "Toggle Animation Bottom Panel"
-msgstr "Commuta il pannello inferiore dell'Animazione"
+msgstr "Commuta il pannello inferiore d'Animazione"
msgid "Move Node"
-msgstr "Sposta Nodo"
+msgstr "Sposta un nodo"
msgid "Transition exists!"
msgstr "La transizione esiste!"
@@ -7264,7 +7311,7 @@ msgid "Add Node and Transition"
msgstr "Aggiungi un nodo e una transizione"
msgid "Add Transition"
-msgstr "Aggiungi Transizione"
+msgstr "Aggiungi una transizione"
msgid "Immediate"
msgstr "Immediato"
@@ -7273,19 +7320,19 @@ msgid "Sync"
msgstr "Sincronizza"
msgid "At End"
-msgstr "Alla Fine"
+msgstr "Alla fine"
msgid "Travel"
-msgstr "Spostamento"
+msgstr "Raggiungi"
msgid "No playback resource set at path: %s."
msgstr "Nessuna risorsa di riproduzione impostata sul percorso: %s."
msgid "Node Removed"
-msgstr "Nodo Rimosso"
+msgstr "Nodo rimosso"
msgid "Transition Removed"
-msgstr "Transizione Rimossa"
+msgstr "Transizione rimossa"
msgid ""
"Select and move nodes.\n"
@@ -7294,15 +7341,15 @@ msgid ""
"node if you select an area without nodes."
msgstr ""
"Seleziona e muove i nodi.\n"
-"RMB: Aggiungi un nodo alla posizione clicata.\n"
-"Maiusc+LMB+Trascina: Connette il nodo selezionato con un altro nodo o crea un "
-"nuovo nodo se viene selezionata un'area senza nodi."
+"Clic destro: Aggiungi un nodo alla posizione cliccata.\n"
+"Maiusc+Clic sinistro+Trascina: Collega il nodo selezionato con un altro nodo "
+"o crea un nuovo nodo se viene selezionata un'area senza nodi."
msgid "Create new nodes."
msgstr "Crea nuovi nodi."
msgid "Connect nodes."
-msgstr "Connetti nodi."
+msgstr "Collega i nodi."
msgid "Remove selected node or transition."
msgstr "Rimuovi il nodo o la transizione selezionati."
@@ -7314,7 +7361,7 @@ msgid "New Transitions Should Auto Advance"
msgstr "Le nuove transizioni auto-proseguiranno"
msgid "Play Mode:"
-msgstr "Modalità Riproduzione:"
+msgstr "Modalità riproduzione:"
msgid "Delete Selected"
msgstr "Elimina selezionati"
@@ -7341,7 +7388,7 @@ msgid "Contents:"
msgstr "Contenuti:"
msgid "View Files"
-msgstr "Vedi Files"
+msgstr "Vedi i file"
msgid "Download"
msgstr "Scarica"
@@ -7353,7 +7400,7 @@ msgid "Can't connect."
msgstr "Impossibile connettersi."
msgid "Can't connect to host:"
-msgstr "Impossibile connetersi all'host:"
+msgstr "Impossibile connettersi all'host:"
msgid "No response from host:"
msgstr "Nessuna risposta dall'host:"
@@ -7362,13 +7409,13 @@ msgid "No response."
msgstr "Nessuna risposta."
msgid "Can't resolve hostname:"
-msgstr "Impossibile risolvere l'hostname:"
+msgstr "Impossibile risolvere il nome host:"
msgid "Can't resolve."
msgstr "Impossibile risolvere."
msgid "Request failed, return code:"
-msgstr "Richiesta fallita, codice ritornato:"
+msgstr "Richiesta fallita, codice restituito:"
msgid "Cannot save response to:"
msgstr "Impossibile salvare risposta a:"
@@ -7392,7 +7439,7 @@ msgid "Failed:"
msgstr "Fallito:"
msgid "Bad download hash, assuming file has been tampered with."
-msgstr "Hash di download errato, si presume il file sia stato manomesso."
+msgstr "Hash di download errato, si presume che il file sia stato manomesso."
msgid "Expected:"
msgstr "Previsto:"
@@ -7401,7 +7448,7 @@ msgid "Got:"
msgstr "Ottenuto:"
msgid "Failed SHA-256 hash check"
-msgstr "Controllo hash SHA-256 fallito"
+msgstr "Verifica di hash SHA-256 fallita"
msgid "Asset Download Error:"
msgstr "Errore di download del contenuto:"
@@ -7419,7 +7466,7 @@ msgid "Resolving..."
msgstr "Risolvendo..."
msgid "Error making request"
-msgstr "Errore nel fare richiesta"
+msgstr "Errore nel fare la richiesta"
msgid "Idle"
msgstr "Inattività"
@@ -7434,10 +7481,10 @@ msgid "Download Error"
msgstr "Errore durante il download"
msgid "Recently Updated"
-msgstr "Aggiornato Recentemente"
+msgstr "Aggiornato recentemente"
msgid "Least Recently Updated"
-msgstr "Aggiornato Meno Recentemente"
+msgstr "Aggiornato meno recentemente"
msgid "Name (A-Z)"
msgstr "Nome (A-Z)"
@@ -7480,11 +7527,11 @@ msgid ""
"The Asset Library requires an online connection and involves sending data "
"over the internet."
msgstr ""
-"L'Asset Library richiede una connessione online e comporta l'invio dei dati "
-"tramite internet."
+"La Libreria dei contenuti richiede una connessione online e comporta l'invio "
+"dei dati tramite internet."
msgid "Go Online"
-msgstr "Vai Online"
+msgstr "Vai online"
msgid "Failed to get repository configuration."
msgstr "Impossibile ottenere la configurazione del repository."
@@ -7493,7 +7540,7 @@ msgid "All"
msgstr "Tutto"
msgid "No results for \"%s\" for support level(s): %s."
-msgstr "Nessun risultato per \"%s\" per i livelli di support: %s."
+msgstr "Nessun risultato per \"%s\" per i livelli di supporto: %s."
msgid ""
"No results compatible with %s %s for support level(s): %s.\n"
@@ -7532,7 +7579,7 @@ msgid "Assets ZIP File"
msgstr "File ZIP dei contenuti"
msgid "Audio Preview Play/Pause"
-msgstr "Riproduci/Pausa Anteprima Audio"
+msgstr "Riproduci/Pausa anteprima audio"
msgid "Bone Picker:"
msgstr "Selettore di ossa:"
@@ -7553,13 +7600,13 @@ msgid "Grid Step:"
msgstr "Passo della griglia:"
msgid "Primary Line Every:"
-msgstr "Linea Principale Ogni:"
+msgstr "Linea principale ogni:"
msgid "Rotation Offset:"
msgstr "Scostamento della rotazione:"
msgid "Rotation Step:"
-msgstr "Passo di rotazione:"
+msgstr "Passo della rotazione:"
msgid "Scale Step:"
msgstr "Passo della scala:"
@@ -7572,31 +7619,31 @@ msgstr ""
"genitore."
msgid "Move Node(s) to Position"
-msgstr "Muovi dei nodi in una posizione"
+msgstr "Muovi nodi in posizione"
msgid "Move Vertical Guide"
-msgstr "Muovi Guida Verticale"
+msgstr "Muovi una guida verticale"
msgid "Create Vertical Guide"
-msgstr "Crea Guida Verticale"
+msgstr "Crea una guida verticale"
msgid "Remove Vertical Guide"
-msgstr "Rimuovi Guida Verticale"
+msgstr "Rimuovi una guida verticale"
msgid "Move Horizontal Guide"
-msgstr "Sposta Guida Orizzontale"
+msgstr "Muovi una guida orizzontale"
msgid "Create Horizontal Guide"
-msgstr "Crea Guida Orizzontale"
+msgstr "Crea una guida orizzontale"
msgid "Remove Horizontal Guide"
-msgstr "Rimuovi Guida Orizzontale"
+msgstr "Rimuovi una guida orizzontale"
msgid "Create Horizontal and Vertical Guides"
-msgstr "Crea Guide Orizzontali e Verticali"
+msgstr "Crea guide orizzontali e verticali"
msgid "Set CanvasItem \"%s\" Pivot Offset to (%d, %d)"
-msgstr "Imposta l'Offset del Pivot del CanvasItem \"%s\" a (%d, %d)"
+msgstr "Imposta l'offset del pivot del CanvasItem \"%s\" a (%d, %d)"
msgid "Rotate %d CanvasItems"
msgstr "Ruota %d CanvasItem"
@@ -7605,7 +7652,7 @@ msgid "Rotate CanvasItem \"%s\" to %d degrees"
msgstr "Ruota CanvasItem \"%s\" a %d gradi"
msgid "Move CanvasItem \"%s\" Anchor"
-msgstr "Sposta Ancora CanvasItem \"%s\""
+msgstr "Muovi un'ancora del CanvasItem \"%s\""
msgid "Scale Node2D \"%s\" to (%s, %s)"
msgstr "Ridimensiona Node2D \"%s\" a (%s, %s)"
@@ -7632,16 +7679,16 @@ msgid "Grouped"
msgstr "Raggruppato"
msgid "Add Node Here..."
-msgstr "Aggiungi Nodo Qui..."
+msgstr "Aggiungi nodo qui..."
msgid "Instantiate Scene Here..."
-msgstr "Istanzia la scena qui..."
+msgstr "Istanzia scena qui..."
msgid "Paste Node(s) Here"
-msgstr "Incolla i nodi qui"
+msgstr "Incolla nodi qui"
msgid "Move Node(s) Here"
-msgstr "Muovi i nodi qui"
+msgstr "Muovi nodi qui"
msgid "px"
msgstr "px"
@@ -7656,14 +7703,14 @@ msgid "Rotating:"
msgstr "Ruotando:"
msgid "Scaling:"
-msgstr "Scala:"
+msgstr "Ridimensionando:"
msgid ""
"Project Camera Override\n"
"Overrides the running project's camera with the editor viewport camera."
msgstr ""
-"Sovrascrivi Camera Progetto\n"
-"Sovrascrive la camera del progetto in esecuzione con la camera del viewport "
+"Sovrascrivi la camera del progetto\n"
+"Sovrascrive la camera del progetto in esecuzione con la camera della viewport "
"dell'editor."
msgid ""
@@ -7671,7 +7718,7 @@ msgid ""
"No project instance running. Run the project from the editor to use this "
"feature."
msgstr ""
-"Sovrascrivi Camera Progetto\n"
+"Sovrascrivi la camera del progetto\n"
"Nessuna istanza del progetto avviata. Eseguire il progetto dall'editor per "
"utilizzare questa funzionalità."
@@ -7682,19 +7729,19 @@ msgid "Unlock Selected"
msgstr "Sblocca selezionato(i)"
msgid "Group Selected"
-msgstr "Raggruppa Selezionato(i)"
+msgstr "Raggruppa selezionato(i)"
msgid "Ungroup Selected"
-msgstr "Rimuovi selezionato(i) dal gruppo"
+msgstr "Separa selezionato(i)"
msgid "Paste Pose"
-msgstr "Incolla Posa"
+msgstr "Incolla posa"
msgid "Clear Guides"
-msgstr "Rimuovi Guide"
+msgstr "Cancella guide"
msgid "Create Custom Bone2D(s) from Node(s)"
-msgstr "Crea dei Bone2D personalizzati a partire da dei Node"
+msgstr "Crea ossa Bone2D personalizzate a partire da nodi"
msgid "Cancel Transformation"
msgstr "Annulla la trasformazione"
@@ -7730,10 +7777,10 @@ msgid "Zoom to 1600%"
msgstr "Zoom a 1600%"
msgid "Center View"
-msgstr "Vista Centrale"
+msgstr "Centra vista"
msgid "Select Mode"
-msgstr "Modalità di Selezione"
+msgstr "Modalità selezione"
msgid "Drag: Rotate selected node around pivot."
msgstr "Trascina: Ruota il nodo selezionato attorno il punto di rotazione."
@@ -7742,18 +7789,18 @@ msgid "Alt+Drag: Move selected node."
msgstr "Alt+Trascina: Sposta il nodo selezionato."
msgid "Alt+Drag: Scale selected node."
-msgstr "Alt+Trascina: ridimensiona il nodo selezionato."
+msgstr "Alt+Trascina: Ridimensiona il nodo selezionato."
msgid "V: Set selected node's pivot position."
msgstr "V: Imposta il punto di rotazione del nodo selezionato."
msgid "Alt+RMB: Show list of all nodes at position clicked, including locked."
msgstr ""
-"Alt+Tasto Destro del Mouse: Mostra una lista di tutti i nodi presenti nel "
-"posto cliccato, compresi quelli bloccati."
+"Alt+Clic destro: Mostra una lista di tutti i nodi presenti nel punto "
+"cliccato, compresi quelli bloccati."
msgid "RMB: Add node at position clicked."
-msgstr "Click destro: Aggiungi nodo alla posizione cliccata."
+msgstr "Clic destro: Aggiungi un nodo alla posizione cliccata."
msgid "Move Mode"
msgstr "Modalità spostamento"
@@ -7768,50 +7815,50 @@ msgid "Shift: Scale proportionally."
msgstr "Maiusc: Ridimensiona proporzionalmente."
msgid "Show list of selectable nodes at position clicked."
-msgstr "Mostra una lista di nodi selezionabili nella posizione cliccata."
+msgstr "Mostra una lista di nodi selezionabili nel punto cliccato."
msgid "Click to change object's rotation pivot."
msgstr "Clicca per modificare il punto di rotazione dell'oggetto."
msgid "Shift: Set temporary rotation pivot."
-msgstr "Shift: Imposta il punto di rotazione temporaneo."
+msgstr "Shift: Cambia temporaneamente il punto di rotazione."
msgid ""
"Click this button while holding Shift to put the rotation pivot in the center "
"of the selected nodes."
msgstr ""
-"Clicca questo pulsante tenendo premuto Shift per impostare il punto di "
+"Clicca su questo pulsante tenendo premuto Maiusc per collocare il punto di "
"rotazione al centro dei nodi selezionati."
msgid "Pan Mode"
-msgstr "Modalità di Pan"
+msgstr "Modalità pan"
msgid ""
"You can also use Pan View shortcut (Space by default) to pan in any mode."
msgstr ""
-"È inoltre possibile utilizzare la Vista Pan (Spazio per impostazione "
-"predefinita) per eseguire una panoramica in qualsiasi modalità."
+"È inoltre possibile attivare la scorciatoia della vista panoramica (spazio "
+"per impostazione predefinita) in qualsiasi modalità."
msgid "Ruler Mode"
-msgstr "Modalità Righello"
+msgstr "Modalità righello"
msgid "Toggle smart snapping."
msgstr "Commuta lo scatto intelligente."
msgid "Use Smart Snap"
-msgstr "Usa lo scatto intelligente"
+msgstr "Usa scatto intelligente"
msgid "Toggle grid snapping."
msgstr "Commuta la griglia magnetica."
msgid "Use Grid Snap"
-msgstr "Usa la griglia magnetica"
+msgstr "Usa griglia magnetica"
msgid "Snapping Options"
msgstr "Opzioni dello scatto"
msgid "Use Rotation Snap"
-msgstr "Aggancia Rotazione"
+msgstr "Scatta la rotazione"
msgid "Use Scale Snap"
msgstr "Scatta la scala"
@@ -7823,22 +7870,22 @@ msgid "Use Pixel Snap"
msgstr "Scatta sui pixel"
msgid "Snap to Parent"
-msgstr "Aggancia sul Genitore"
+msgstr "Aggancia sul genitore"
msgid "Snap to Node Anchor"
-msgstr "Aggancia all'Ancora del Nodo"
+msgstr "Aggancia all'ancora del nodo"
msgid "Snap to Node Sides"
-msgstr "Aggancia ai Lati del Nodo"
+msgstr "Aggancia ai lati del nodo"
msgid "Snap to Node Center"
-msgstr "Aggancia al Centro del Nodo"
+msgstr "Aggancia al centro del nodo"
msgid "Snap to Other Nodes"
-msgstr "Aggancia agli Altri Nodi"
+msgstr "Aggancia agli altri nodi"
msgid "Snap to Guides"
-msgstr "Aggancia alle Guide"
+msgstr "Aggancia alle guide"
msgid "Smart Snapping"
msgstr "Scatto intelligente"
@@ -7857,25 +7904,24 @@ msgid ""
"selected when any child node is clicked in 2D and 3D view."
msgstr ""
"Raggruppa il nodo selezionato con i suoi figli. Ciò fa sì che il genitore "
-"venga selezionato quando viene fatto clic su qualsiasi nodo figlio nella "
-"vista 2D e 3D."
+"venga selezionato quando si clicca su qualsiasi nodo figlio nella vista 2D e "
+"3D."
msgid ""
"Ungroups the selected node from its children. Child nodes will be individual "
"items in 2D and 3D view."
msgstr ""
-"Sgruppa il nodo selezionato con i suoi figli. Ciò fa sì che il genitore venga "
-"selezionato quando viene fatto clic su qualsiasi nodo figlio nella vista 2D e "
-"3D."
+"Separa il nodo selezionato dai suoi figli. I nodi figli saranno elementi "
+"individuali nella vista 2D e 3D."
msgid "Skeleton Options"
-msgstr "Opzioni Scheletro"
+msgstr "Opzioni di scheletro"
msgid "Show Bones"
-msgstr "Mostra Ossa"
+msgstr "Mostra ossa"
msgid "Make Bone2D Node(s) from Node(s)"
-msgstr "Crea dei nodi Bone2D da dei nodi"
+msgstr "Crea nodi Bone2D a partire da nodi"
msgid "View"
msgstr "Vista"
@@ -7887,25 +7933,25 @@ msgid "Show When Snapping"
msgstr "Mostra durante lo scatto"
msgid "Toggle Grid"
-msgstr "Commuta Griglia"
+msgstr "Commuta griglia"
msgid "Grid"
msgstr "Griglia"
msgid "Show Helpers"
-msgstr "Mostra Aiuti"
+msgstr "Mostra aiuti"
msgid "Show Rulers"
-msgstr "Mostra Righelli"
+msgstr "Mostra righelli"
msgid "Show Guides"
-msgstr "Mostra Guide"
+msgstr "Mostra guide"
msgid "Show Origin"
-msgstr "Mostra Origine"
+msgstr "Mostra origine"
msgid "Show Viewport"
-msgstr "Mostra Viewport"
+msgstr "Mostra viewport"
msgid "Lock"
msgstr "Lucchetto"
@@ -7917,28 +7963,28 @@ msgid "Transformation"
msgstr "Trasformazione"
msgid "Gizmos"
-msgstr "Gizmos"
+msgstr "Gizmo"
msgid "Center Selection"
-msgstr "Centra Selezione"
+msgstr "Centra sulla selezione"
msgid "Frame Selection"
-msgstr "Selezione Frame"
+msgstr "Inquadra selezione"
msgid "Preview Canvas Scale"
-msgstr "Anteprima Dimensione Canvas"
+msgstr "Vedi anteprima di scala del canvas"
msgid "Project theme"
msgstr "Tema del progetto"
msgid "Editor theme"
-msgstr "Tema dell'Editor"
+msgstr "Tema dell'editor"
msgid "Default theme"
-msgstr "Tema Predefinito"
+msgstr "Tema predefinito"
msgid "Preview Theme"
-msgstr "Anteprima Tema"
+msgstr "Anteprima di tema"
msgid "Translation mask for inserting keys."
msgstr "Maschera di traslazione per inserimento chiavi."
@@ -7947,7 +7993,7 @@ msgid "Rotation mask for inserting keys."
msgstr "Maschera di rotazione per l'inserimento delle chiavi."
msgid "Scale mask for inserting keys."
-msgstr "Scala maschera per l'inserimento delle chiavi."
+msgstr "Maschera di scala per l'inserimento delle chiavi."
msgid "Insert keys (based on mask)."
msgstr "Inserisci chiavi (in base alla maschera)."
@@ -7961,23 +8007,23 @@ msgid ""
"Keys are only added to existing tracks, no new tracks will be created.\n"
"Keys must be inserted manually for the first time."
msgstr ""
-"Inserimento automatico chiavi quando l'oggetto è translato, rotato o scalato "
-"(basato sule maschere).\n"
+"Inserimento automatico di chiavi quando l'oggetto è traslato, rotato o "
+"scalato (basato sule maschere).\n"
"Le chiavi sono aggiunte solamente a tracciati già esistenti, quindi nessun "
"nuovo tracciato sarà creato.\n"
"Le chiavi devono essere inserite manualmente la prima volta."
msgid "Auto Insert Key"
-msgstr "Inserimento Automatico Chiave"
+msgstr "Inserimento automatico di chiave"
msgid "Animation Key and Pose Options"
-msgstr "Opzioni di Chiavi d'Animazione e Posa"
+msgstr "Opzioni per chiavi e pose d'animazione"
msgid "Insert Key (Existing Tracks)"
-msgstr "Inserisci Chiave (Tracce Esistenti)"
+msgstr "Inserisci chiave (tracce esistenti)"
msgid "Copy Pose"
-msgstr "Copia Posa"
+msgstr "Copia posa"
msgid "Clear Pose"
msgstr "Azzera Posa"
@@ -7986,7 +8032,7 @@ msgid "Multiply grid step by 2"
msgstr "Moltiplica per 2 il passo della griglia"
msgid "Divide grid step by 2"
-msgstr "Divide per 2 il passo della griglia"
+msgstr "Dividi per 2 il passo della griglia"
msgid "Adding %s..."
msgstr "Aggiungendo %s..."
@@ -7995,13 +8041,13 @@ msgid "Error instantiating scene from %s."
msgstr "Errore durante l'istanziazione della scena da %s."
msgid "Create Node"
-msgstr "Crea Nodo"
+msgstr "Crea nodo"
msgid "Can't instantiate multiple nodes without root."
msgstr "Impossibile istanziare più di un nodo senza una radice."
msgid "Circular dependency found at %s."
-msgstr "Dipendenza circolare trovata al %s."
+msgstr "Dipendenza circolare trovata a %s."
msgid "Can't instantiate: %s"
msgstr "Impossibile istanziare: %s"
@@ -8010,7 +8056,7 @@ msgid "Creating inherited scene from: %s"
msgstr "Creando scena ereditata da: %s"
msgid "Instantiating: "
-msgstr "Istanzia "
+msgstr "Istanziando "
msgid "Adding %s and %s..."
msgstr "Aggiungendo %s e %s..."
@@ -8024,7 +8070,7 @@ msgstr ""
msgid "Hold Shift when dropping to add as child of selected node."
msgstr ""
-"Tieni premuto Shift durante il rilascio per aggiungere come figlio del nodo "
+"Tieni premuto Maiusc durante il rilascio per aggiungere come figlio del nodo "
"selezionato."
msgid "Hold Alt when dropping to add as child of root node."
@@ -8034,11 +8080,11 @@ msgstr ""
msgid "Hold Alt + Shift when dropping to add as different node type."
msgstr ""
-"Tieni premuto Alt + Shift durante il rilascio per aggiungere come nodo di "
+"Tieni premuto Alt + Maiusc durante il rilascio per aggiungere come nodo di "
"tipo diverso."
msgid "Change Default Type"
-msgstr "Cambia Tipo Predefinito"
+msgstr "Cambia il tipo predefinito"
msgid ""
"All selected CanvasItems are either invisible or locked in some way and can't "
@@ -8048,10 +8094,10 @@ msgstr ""
"e per questo non possono essere trasformati."
msgid "Set Target Position"
-msgstr "Imposta la posizione del'obiettivo"
+msgstr "Imposta la posizione dell'obiettivo"
msgid "Set Handle"
-msgstr "Imposta Maniglia"
+msgstr "Imposta una maniglia"
msgid "This node doesn't have a control parent."
msgstr "Questo nodo non ha un genitore Control."
@@ -8076,25 +8122,25 @@ msgid "Use anchors and the rectangle for positioning."
msgstr "Utilizza le ancore e il rettangolo per il posizionamento."
msgid "Collapse positioning hint."
-msgstr "Suggerimento per il posizionamento dello strumento di compressione."
+msgstr "Comprimi il suggerimento per il posizionamento."
msgid "Expand positioning hint."
-msgstr "Suggerimento per il posizionamento dello strumento di espansione."
+msgstr "Espandi il suggerimento di posizionamento."
msgid "Container Default"
-msgstr "Container predefinito"
+msgstr "Predefinito per contenitore"
msgid "Fill"
msgstr "Riempi"
msgid "Shrink Begin"
-msgstr "Inizia Riduzione"
+msgstr "Restringi all'inizio"
msgid "Shrink Center"
-msgstr "Riduci il Centro"
+msgstr "Restringi al centro"
msgid "Shrink End"
-msgstr "Fine della riduzione"
+msgstr "Restringi alla fine"
msgid "Custom"
msgstr "Personalizzato"
@@ -8103,105 +8149,104 @@ msgid "Expand"
msgstr "Espandi"
msgid "Top Left"
-msgstr "In Alto A Sinistra"
+msgstr "In alto a sinistra"
msgid "Center Top"
-msgstr "In Centro In Alto"
+msgstr "In centro in alto"
msgid "Top Right"
-msgstr "In Alto A Destra"
+msgstr "In alto a destra"
msgid "Top Wide"
-msgstr "Lato Sopra"
+msgstr "Lato sopra"
msgid "Center Left"
-msgstr "In Centro A Sinistra"
+msgstr "In centro a sinistra"
msgid "Center"
msgstr "Centro"
msgid "Center Right"
-msgstr "In Centro A Destra"
+msgstr "In centro a destra"
msgid "HCenter Wide"
-msgstr "Lato Orizzontale"
+msgstr "Lato orizzontale"
msgid "Bottom Left"
-msgstr "In Basso A Sinistra"
+msgstr "In basso a sinistra"
msgid "Center Bottom"
-msgstr "In Centro In Basso"
+msgstr "In centro in basso"
msgid "Bottom Right"
-msgstr "In Basso A Destra"
+msgstr "In basso a destra"
msgid "Bottom Wide"
-msgstr "Lato Sotto"
+msgstr "Lato sotto"
msgid "Left Wide"
-msgstr "Lato Sinistro"
+msgstr "Lato sinistro"
msgid "VCenter Wide"
-msgstr "Lato Verticale"
+msgstr "Lato verticale"
msgid "Right Wide"
-msgstr "Lato Destro"
+msgstr "Lato destro"
msgid "Full Rect"
-msgstr "Rettangolo Completo"
+msgstr "Rettangolo completo"
msgid ""
"Enable to also set the Expand flag.\n"
"Disable to only set Shrink/Fill flags."
msgstr ""
"Attivare per impostare anche il flag Espandi.\n"
-"Disattivare per impostare solo i flag Restringimento/riempimento."
+"Disattivare per impostare solo i flag Restringi/Riempi."
msgid "Some parents of the selected nodes do not support the Expand flag."
-msgstr "Alcuni parenti dei nodi selezionati non supportano il flag Espandi."
+msgstr "Alcuni genitori dei nodi selezionati non supportano il flag Espandi."
msgid "Change Anchors, Offsets, Grow Direction"
msgstr "Modificare le ancore, gli offset e la direzione di espansione"
msgid "Change Anchors, Offsets (Keep Ratio)"
-msgstr "Cambiare le ancore, gli offset (Mantieni il Rapporto)"
+msgstr "Cambia le ancore, gli offset (mantieni il rapporto)"
msgid "Change Vertical Size Flags"
-msgstr "Cambia dimensione verticale dei Flags"
+msgstr "Cambia i flag di dimensione verticale"
msgid "Change Horizontal Size Flags"
-msgstr "Cambia dimensione orizzontale dei Flags"
+msgstr "Cambia i flag di dimensione orizzontale"
msgid "Change Vertical Expand Flag"
-msgstr "Cambia Flag di Dimensione Verticale"
+msgstr "Cambia un flag di dimensione verticale"
msgid "Change Horizontal Expand Flag"
-msgstr "Cambia Flag di Dimensione Orizzontale"
+msgstr "Cambia un flag di dimensione orizzontale"
msgid "Presets for the anchor and offset values of a Control node."
-msgstr ""
-"Preimpostazioni per i valori di ancoraggio e margini di un nodo Control."
+msgstr "Preimpostazioni per le ancore e gli offset di un nodo Control."
msgid "Anchor preset"
-msgstr "Preimpostazione Ancoraggio"
+msgstr "Preimpostazione ancoraggio"
msgid "Set to Current Ratio"
-msgstr "Imposta la proporzione attuale"
+msgstr "Imposta alla proporzione attuale"
msgid "Adjust anchors and offsets to match the current rect size."
msgstr ""
-"Regola le ancore e gli offset per adattarli alla dimensione corrente del "
+"Regola le ancore e gli offset per adattarli alle dimensioni attuali del "
"rettangolo."
msgid ""
"When active, moving Control nodes changes their anchors instead of their "
"offsets."
msgstr ""
-"Quando attivo, spostare i nodi Control modifica le loro ancore invece dei "
-"loro margini."
+"Quando attivo, spostando i nodi Control si modificano le loro ancore invece "
+"dei loro offset."
msgid "Sizing settings for children of a Container node."
-msgstr "Impostazioni di dimensionamento per i figli di un nodo Contenitore."
+msgstr "Impostazioni di dimensionamento per i figli di un nodo contenitore."
msgid "Horizontal alignment"
msgstr "Allineamento orizzontale"
@@ -8213,7 +8258,7 @@ msgid "Convert to GPUParticles3D"
msgstr "Converti in GPUParticles3D"
msgid "Load Emission Mask"
-msgstr "Carica Maschera Emissione"
+msgstr "Carica maschera di emissione"
msgid "Convert to GPUParticles2D"
msgstr "Converti in GPUParticles2D"
@@ -8222,22 +8267,22 @@ msgid "CPUParticles2D"
msgstr "CPUParticles2D"
msgid "Emission Mask"
-msgstr "Maschera Emissione"
+msgstr "Maschera di emissione"
msgid "Solid Pixels"
-msgstr "Pixel Solidi"
+msgstr "Pixel solidi"
msgid "Border Pixels"
-msgstr "Pixel del Bordo"
+msgstr "Pixel del bordo"
msgid "Directed Border Pixels"
-msgstr "Pixel dei Bordi Diretti"
+msgstr "Pixel dei bordi diretti"
msgid "Centered"
msgstr "Centrato"
msgid "Capture Colors from Pixel"
-msgstr "Cattura Colori da Pixel"
+msgstr "Cattura i colori dai pixel"
msgid "Generating Visibility AABB (Waiting for Particle Simulation)"
msgstr ""
@@ -8245,70 +8290,70 @@ msgstr ""
"particelle)"
msgid "Generating..."
-msgstr "Generando..."
+msgstr "Generazione in corso..."
msgid "Generate Visibility AABB"
-msgstr "Genera Visibilità AABB"
+msgstr "Genera AABB di visibilità"
msgid "CPUParticles3D"
msgstr "CPUParticles3D"
msgid "Generate AABB"
-msgstr "Genera l'AABB"
+msgstr "Genera AABB"
msgid "Create Emission Points From Node"
-msgstr "Crea Punti Emissione Da Nodo"
+msgstr "Crea punti emissione da nodo"
msgid "Generation Time (sec):"
-msgstr "Tempo di Generazione (sec):"
+msgstr "Tempo di generazione (sec):"
msgid "Load Curve Preset"
-msgstr "Carica Preset Curve"
+msgstr "Carica una curva preimpostata"
msgid "Add Curve Point"
-msgstr "Aggiungi Punto della Curva"
+msgstr "Aggiungi un punto di curva"
msgid "Remove Curve Point"
-msgstr "Rimuovi Punto"
+msgstr "Rimuovi un punto di curva"
msgid "Modify Curve Point"
-msgstr "Modifica Punto Curva"
+msgstr "Modifica un punto di curva"
msgid "Modify Curve Point's Tangents"
-msgstr "Modifica le tangenti dei punti della curva"
+msgstr "Modifica le tangenti di un punto di curva"
msgid "Modify Curve Point's Left Tangent"
-msgstr "Modifica la tangente sinistra del punto della curva"
+msgstr "Modifica la tangente sinistra di un punto di curva"
msgid "Modify Curve Point's Right Tangent"
-msgstr "Modifica la tangente destra del punto della curva"
+msgstr "Modifica la tangente destra di un punto di curva"
msgid "Toggle Linear Curve Point's Tangent"
-msgstr "Commuta la Tangente del Punto di Curva Lineare"
+msgstr "Commuta la tangente lineare di un punto di curva"
msgid "Hold Shift to edit tangents individually"
-msgstr "Premi Shift per modificare le tangenti singolarmente"
+msgstr "Tieni premuto Maiusc per modificare le tangenti singolarmente"
msgid "Ease In"
-msgstr "Ease In"
+msgstr "Ease in"
msgid "Ease Out"
-msgstr "Ease Out"
+msgstr "Ease out"
msgid "Smoothstep"
-msgstr "Passo Graduale"
+msgstr "Graduale"
msgid "Toggle Grid Snap"
msgstr "Commuta scatto sulla griglia"
msgid "Debug with External Editor"
-msgstr "Debuggare con un editor esterno"
+msgstr "Debug con un editor esterno"
msgid "Toggle Debugger Bottom Panel"
-msgstr "Commuta il pannello inferiore del Debugger"
+msgstr "Commuta pannello inferiore del Debugger"
msgid "Deploy with Remote Debug"
-msgstr "Distribuisci con Debug Remoto"
+msgstr "Distribuisci con debug remoto"
msgid ""
"When this option is enabled, using one-click deploy will make the executable "
@@ -8318,15 +8363,15 @@ msgid ""
"mobile device).\n"
"You don't need to enable it to use the GDScript debugger locally."
msgstr ""
-"Quando questa opzione è abilitata, usare il rilascio in un click farà tentare "
-"all'eseguibile di connettersi all'indirizzo IP di questo computer permettendo "
-"il debug del progetto in esecuzione.\n"
-"Questa opzione è intesa per essere usata per il debug remoto (solitamente con "
-"un dispositivo mobile).\n"
+"Quando questa opzione è abilitata, usare la distribuzione con un click farà "
+"tentare all'eseguibile di connettersi all'indirizzo IP di questo computer "
+"permettendo il debug del progetto in esecuzione.\n"
+"Questa opzione è pensata per essere usata per il debug remoto (solitamente "
+"con un dispositivo mobile).\n"
"Non c'è bisogno di abilitarla se si usa il debugger per GDScript in locale."
msgid "Small Deploy with Network Filesystem"
-msgstr "Rilascio piccolo con un filesystem di rete"
+msgstr "Distribuzione minima con file system di rete"
msgid ""
"When this option is enabled, using one-click deploy for Android will only "
@@ -8336,34 +8381,35 @@ msgid ""
"On Android, deploying will use the USB cable for faster performance. This "
"option speeds up testing for projects with large assets."
msgstr ""
-"Quando questa impostazione è abilitata, il rilascio in un click per Android "
-"esporterà un eseguibile senza i dati del progetto.\n"
+"Quando questa impostazione è abilitata, la distribuzione con un click per "
+"Android esporterà un eseguibile senza i dati del progetto.\n"
"Il filesystem verrà provvisto dall'editor attraverso la rete.\n"
-"Su Android, esso userà il cavo USB per ottenere delle prestazioni migliori. "
-"Questa impostazione rende più veloci i progetti con contenuti pesanti."
+"Su Android, la distribuzione userà il cavo USB per ottenere delle prestazioni "
+"migliori. Questa impostazione rende più veloci i progetti con contenuti "
+"pesanti."
msgid "Visible Collision Shapes"
-msgstr "Forme di collisione visibili"
+msgstr "Vedi forme di collisione"
msgid ""
"When this option is enabled, collision shapes and raycast nodes (for 2D and "
"3D) will be visible in the running project."
msgstr ""
"Quando questa opzione è abilitata, le forme di collisione e i nodi RayCast "
-"(sia 2D che 3D) sarrano visibili nel progetto in esecuzione."
+"(sia 2D che 3D) sarano visibili nel progetto in esecuzione."
msgid "Visible Paths"
-msgstr "Percorsi visibili"
+msgstr "Vedi percorsi"
msgid ""
"When this option is enabled, curve resources used by path nodes will be "
"visible in the running project."
msgstr ""
-"Quando questa opzione è abilitata, le risorse delle curve utilizzate dai nodi "
-"Path saranno visibili nel progetto in esecuzione."
+"Quando questa opzione è abilitata, le curve utilizzate dai nodi Path saranno "
+"visibili nel progetto in esecuzione."
msgid "Visible Navigation"
-msgstr "Navigazione visibile"
+msgstr "Vedi navigazione"
msgid ""
"When this option is enabled, navigation meshes, and polygons will be visible "
@@ -8373,7 +8419,7 @@ msgstr ""
"saranno visibili nel progetto in esecuzione."
msgid "Visible Avoidance"
-msgstr "Evasione Visibile"
+msgstr "Vedi evasione"
msgid ""
"When this option is enabled, avoidance object shapes, radiuses, and "
@@ -8383,7 +8429,7 @@ msgstr ""
"oggetti di evasione saranno visibili nel progetto in esecuzione."
msgid "Debug CanvasItem Redraws"
-msgstr "Debugga aggiornamenti di CanvasItem"
+msgstr "Debug ridisegno di CanvasItem"
msgid ""
"When this option is enabled, redraw requests of 2D objects will become "
@@ -8396,7 +8442,7 @@ msgstr ""
"Utile per risolvere problemi durante la modalità low processor."
msgid "Synchronize Scene Changes"
-msgstr "Sincronizza i cambiamenti delle scene"
+msgstr "Sincronizza modifiche di scene"
msgid ""
"When this option is enabled, any changes made to the scene in the editor will "
@@ -8404,13 +8450,13 @@ msgid ""
"When used remotely on a device, this is more efficient when the network "
"filesystem option is enabled."
msgstr ""
-"Quando questa opzione è abilitata, ogni modifica fatta alla scena nell'editor "
-"verrà replicata nel progetto in esecuzione.\n"
-"Quando usata in remoto su un dispositivo, essa risulta più efficiente "
-"abilitando l'opzione \"network filesystem\"."
+"Quando questa opzione è abilitata, ogni modifica apportata alla scena "
+"nell'editor verrà replicata nel progetto in esecuzione.\n"
+"Quando usata in remoto su un dispositivo, questa opzione è più efficiente "
+"abilitando l'opzione \"Distribuzione minima con file system di rete\"."
msgid "Synchronize Script Changes"
-msgstr "Sincronizza le modifiche degli script"
+msgstr "Sincronizza modifiche di script"
msgid ""
"When this option is enabled, any script that is saved will be reloaded in the "
@@ -8420,21 +8466,21 @@ msgid ""
msgstr ""
"Quando questa opzione è abilitata, qualsiasi script salvato verrà ricaricato "
"nel progetto in esecuzione.\n"
-"Quando usato in remoto su un dispositivo, essa risulta più efficace "
-"abilitando l'opzione \"network filesystem\"."
+"Quando usata in remoto su un dispositivo, questa opzione è più efficiente "
+"abilitando l'opzione \"Distribuzione minima con file system di rete\"."
msgid "Keep Debug Server Open"
-msgstr "Mantieni il server di debug aperto"
+msgstr "Mantieni server di debug aperto"
msgid ""
"When this option is enabled, the editor debug server will stay open and "
"listen for new sessions started outside of the editor itself."
msgstr ""
-"Quando questa opzione è attiva, il server di debug dell'editor rimarrà aperto "
-"e ascolterà nuove sessioni iniziate fuori dall'editor stesso."
+"Quando questa opzione è abilitata, il server di debug dell'editor rimarrà "
+"aperto e ascolterà nuove sessioni iniziate fuori dall'editor stesso."
msgid "Customize Run Instances..."
-msgstr "Personalizza le istanze di esecuzione..."
+msgstr "Personalizza istanze di esecuzione..."
msgid ""
"Name: %s\n"
@@ -8445,18 +8491,18 @@ msgid ""
msgstr ""
"Nome: %s\n"
"Percorso: %s\n"
-"Script Principale: %s\n"
+"Script principale: %s\n"
"\n"
"%s"
msgid "Edit Plugin"
-msgstr "Modifica Estensione"
+msgstr "Modifica estensione"
msgid "Installed Plugins:"
msgstr "Estensioni installate:"
msgid "Create New Plugin"
-msgstr "Crea una nuova estensione"
+msgstr "Crea nuova estensione"
msgid "Enabled"
msgstr "Abilitato/a"
@@ -8487,10 +8533,10 @@ msgstr "Sovrascrive (%d)"
msgctxt "Locale"
msgid "Add Script"
-msgstr "Aggiungi un alfabeto"
+msgstr "Aggiungi alfabeto"
msgid "Add Locale"
-msgstr "Aggiungi un locale"
+msgstr "Aggiungi locale"
msgid "Variation Coordinates (%d)"
msgstr "Coordinate di variazione (%d)"
@@ -8502,13 +8548,13 @@ msgid "Features (%d of %d set)"
msgstr "Funzionalità (%d su %d impostate)"
msgid "Add Feature"
-msgstr "Aggiungi una funzionalità"
+msgstr "Aggiungi funzionalità"
msgid "Stylistic Sets"
-msgstr "Collezioni di Stili"
+msgstr "Collezioni di stili"
msgid "Character Variants"
-msgstr "Variazioni di carattere"
+msgstr "Variazioni di caratteri"
msgid "Capitals"
msgstr "Capitali"
@@ -8520,13 +8566,13 @@ msgid "Alternates"
msgstr "Alternative"
msgid "East Asian Language"
-msgstr "Lingua dell'Asia Orientale"
+msgstr "Lingua dell'Asia orientale"
msgid "East Asian Widths"
msgstr "Larghezza dei caratteri dell'Asia orientale"
msgid "Numeral Alignment"
-msgstr "Allineamento Numerico"
+msgstr "Allineamento numerico"
msgid " - Variation"
msgstr " - Variazione"
@@ -8535,46 +8581,46 @@ msgid "Unable to preview font"
msgstr "Impossibile visualizzare l'anteprima del font"
msgid "Change AudioStreamPlayer3D Emission Angle"
-msgstr "Cambia l'Angolo di Emissione AudioStreamPlayer3D"
+msgstr "Cambia l'angolo di emissione di un AudioStreamPlayer3D"
msgid "Change Camera FOV"
-msgstr "Cambia FOV Telecamera"
+msgstr "Cambia il FOV di una telecamera"
msgid "Change Camera Size"
-msgstr "Cambia dimensione Telecamera"
+msgstr "Cambia le dimensioni di una telecamera"
msgid "Change Sphere Shape Radius"
-msgstr "Cambia Raggio di Sphere Shape"
+msgstr "Cambia il raggio di una forma sferica"
msgid "Change Box Shape Size"
-msgstr "Cambia la dimensione della forma a scatola"
+msgstr "Cambia le dimensioni di una forma a scatola"
msgid "Change Capsule Shape Radius"
-msgstr "Cambia Raggio Capsule Shape"
+msgstr "Cambia il raggio di una forma a capsula"
msgid "Change Capsule Shape Height"
-msgstr "Cambia Altezza Capsule Shape"
+msgstr "Cambia l'altezza di una forma a capsula"
msgid "Change Cylinder Shape Radius"
-msgstr "Modifica Raggio di Forma del Cilindro"
+msgstr "Cambia il raggio di una forma a cilindro"
msgid "Change Cylinder Shape Height"
-msgstr "Modifica Altezza di Forma del Cilindro"
+msgstr "Cambia l'altezza di una forma a cilindro"
msgid "Change Separation Ray Shape Length"
-msgstr "Cambia Lunghezza Separazione di Ray Shape"
+msgstr "Cambia la lunghezza di una forma di raggio di separazione"
msgid "Change Decal Size"
-msgstr "Cambia dimensione decalcomania"
+msgstr "Cambia le dimensioni di una decalcomania"
msgid "Change FogVolume Size"
-msgstr "Cambia dimensione di FogVolume"
+msgstr "Cambia le dimensioni di un volume di nebbia"
msgid "Change Radius"
msgstr "Cambia il raggio"
msgid "Change Light Radius"
-msgstr "Cambia Raggio Luce"
+msgstr "Cambia il raggio di una luce"
msgid "Start Location"
msgstr "Posizione iniziale"
@@ -8583,19 +8629,19 @@ msgid "End Location"
msgstr "Posizione finale"
msgid "Change Start Position"
-msgstr "Cambia posizione iniziale"
+msgstr "Cambia la posizione iniziale"
msgid "Change End Position"
-msgstr "Cambia posizione finale"
+msgstr "Cambia la posizione finale"
msgid "Change Probe Size"
-msgstr "Cambia Dimensioni Probe"
+msgstr "Cambia le dimensioni di una sonda"
msgid "Change Probe Origin Offset"
-msgstr "Cambia Offset d'Origine Probe"
+msgstr "Cambia l'offset di origine di una sonda"
msgid "Change Notifier AABB"
-msgstr "Cambia notificatore AABB"
+msgstr "Cambia l'AABB di un notificatore"
msgid "Convert to CPUParticles2D"
msgstr "Converti in CPUParticles2D"
@@ -8606,7 +8652,7 @@ msgstr ""
"particelle)"
msgid "Generate Visibility Rect"
-msgstr "Genera Rect Visibilità"
+msgstr "Genera rettangolo di visibilità"
msgid "Can only set point into a ParticleProcessMaterial process material"
msgstr ""
@@ -8617,7 +8663,7 @@ msgid "GPUParticles2D"
msgstr "GPUParticles2D"
msgid "The geometry's faces don't contain any area."
-msgstr "Le facce della geometria non contengono nessuna area."
+msgstr "Le facce della geometria non contengono alcuna area."
msgid "The geometry doesn't contain any faces."
msgstr "La geometria non contiene facce."
@@ -8629,25 +8675,25 @@ msgid "\"%s\" doesn't contain geometry."
msgstr "\"%s\" non contiene geometria."
msgid "\"%s\" doesn't contain face geometry."
-msgstr "\"%s\" non contiene geometria facciale."
+msgstr "La mesh \"%s\" non contiene facce."
msgid "Create Emitter"
-msgstr "Crea Emitter"
+msgstr "Crea emettitore"
msgid "Emission Points:"
-msgstr "Punti Emissione:"
+msgstr "Punti di emissione:"
msgid "Surface Points"
-msgstr "Punti Superficie"
+msgstr "Punti di superficie"
msgid "Surface Points+Normal (Directed)"
-msgstr "Punti superficie+Normali (Dirette)"
+msgstr "Punti di superficie+Normali (Dirette)"
msgid "Volume"
msgstr "Volume"
msgid "Emission Source:"
-msgstr "Sorgente dell' Emissione:"
+msgstr "Sorgente di emissione:"
msgid "A processor material of type 'ParticleProcessMaterial' is required."
msgstr "È richiesto un materiale di processo di tipo 'ParticleProcessMaterial'."
@@ -8659,13 +8705,13 @@ msgid "GPUParticles3D"
msgstr "GPUParticles3D"
msgid "Low"
-msgstr "Bassa"
+msgstr "Minore"
msgid "Moderate"
msgstr "Moderata"
msgid "High"
-msgstr "Alta"
+msgstr "Elevata"
msgid "Subdivisions: %s"
msgstr "Suddivisioni: %s"
@@ -8677,52 +8723,53 @@ msgid "Video RAM size: %s MB (%s)"
msgstr "Dimensione della RAM video: %s MB (%s)"
msgid "Bake SDF"
-msgstr "Cuoci l'SDF"
+msgstr "Precalcola l'SDF"
msgid ""
"No faces detected during GPUParticlesCollisionSDF3D bake.\n"
"Check whether there are visible meshes matching the bake mask within its "
"extents."
msgstr ""
-"Nessuna faccia rilevata durante la cottura del GPUParticlesCollisionSDF3D.\n"
-"Controllare la presenza di mesh visibili che corrispondono alla maschera di "
-"cottura nei suoi confini."
+"Nessuna faccia rilevata durante il precalcolo del "
+"GPUParticlesCollisionSDF3D.\n"
+"Verificare che siano presenti mesh visibili che corrispondono alla maschera "
+"di precalcolo nei suoi confini."
msgid "Select path for SDF Texture"
msgstr "Selezionare il percorso per la texture SDF"
msgid "Add Gradient Point"
-msgstr "Aggiungi Punto Gradiente"
+msgstr "Aggiungi un punto di gradiente"
msgid "Remove Gradient Point"
-msgstr "Rimuovi Punto Gradiente"
+msgstr "Rimuovi un punto di gradiente"
msgid "Move Gradient Point"
-msgstr "Sposta Punto Gradiente"
+msgstr "Sposta un punto di gradiente"
msgid "Recolor Gradient Point"
-msgstr "Ricolora Punto del Gradiente"
+msgstr "Ricolora un punto di gradiente"
msgid "Reverse Gradient"
-msgstr "Inverti Gradiente"
+msgstr "Inverti un gradiente"
msgid "Reverse/Mirror Gradient"
msgstr "Inverti/specchia il gradiente"
msgid "Move GradientTexture2D Fill Point"
-msgstr "Muovi Punto di Riempimento del GradientTexture2D"
+msgstr "Muovi un punto di riempimento di GradientTexture2D"
msgid "Swap GradientTexture2D Fill Points"
-msgstr "Scambia Punti di Riempimento del GradientTexture2D"
+msgstr "Scambia i punti di riempimento di GradientTexture2D"
msgid "Swap Gradient Fill Points"
-msgstr "Scambia Punti di Riempimento del Gradiente"
+msgstr "Scambia i punti di riempimento del gradiente"
msgid "Configure"
msgstr "Configura"
msgid "Create Occluder Polygon"
-msgstr "Crea Poligono di Occlusione"
+msgstr "Crea un poligono occlusore"
msgid ""
"Can't determine a save path for lightmap images.\n"
@@ -8735,49 +8782,55 @@ msgid ""
"No meshes to bake. Make sure they contain an UV2 channel and that the 'Bake "
"Light' flag is on."
msgstr ""
-"Nessuna mesh da preprocessare. Assicurarsi che contengano un canale UV2 e che "
-"la spunta \"Bake Light\" sia abilitata."
+"Nessuna mesh da precalcolare. Assicurarsi che contengano un canale UV2 e che "
+"il flag \"Bake Light\" sia abilitato."
msgid "Failed creating lightmap images, make sure path is writable."
msgstr ""
-"Tentativo di creazione delle immagini di lightmap fallito, assicurarsi che il "
-"percorso dei file sia scrivibile."
+"Creazione delle immagini lightmap non riuscita, assicurarsi che il percorso "
+"dei file sia scrivibile."
msgid "No editor scene root found."
-msgstr "Nessuna radice della scena dell'editor trovata."
+msgstr "Nessun nodo radice della scena dell'editor trovato."
msgid "Lightmap data is not local to the scene."
-msgstr "I dati della Lightmap non sono locali alla scena."
+msgstr "I dati della lightmap non sono locali alla scena."
msgid ""
"Maximum texture size is too small for the lightmap images.\n"
"While this can be fixed by increasing the maximum texture size, it is "
"recommended you split the scene into more objects instead."
msgstr ""
-"La dimensione massima della texture è troppo piccola per le immagini di "
+"Le dimensioni massime della texture sono troppo piccole per le immagini "
"lightmap.\n"
-"Sebbene questo possa essere risolto aumentando la dimensione massima della "
-"texture, si consiglia di suddividere la scena in più oggetti al posto di "
-"farlo."
+"Sebbene questo possa essere risolto aumentando le dimensioni massime della "
+"texture, si consiglia invece di suddividere la scena in più oggetti."
msgid ""
"Failed creating lightmap images. Make sure all meshes selected to bake have "
"`lightmap_size_hint` value set high enough, and `texel_scale` value of "
"LightmapGI is not too low."
msgstr ""
-"Creazione delle immagini di lightmap non riuscita. Assicurati che tutte le "
-"mesh selezionate per il baking abbiano un valore `lightmap_size_hint` "
+"Creazione delle immagini lightmap non riuscita. Assicurati che tutte le mesh "
+"selezionate per il precalcolo abbiano un valore `lightmap_size_hint` "
"sufficientemente alto e che il valore `texel_scale` di LightmapGI non sia "
"troppo basso."
+msgid ""
+"Failed fitting a lightmap image into an atlas. This should never happen and "
+"should be reported."
+msgstr ""
+"Impossibile adattare un'immagine lightmap a un atlante. Ciò non dovrebbe mai "
+"accadere e dovrebbe essere segnalato."
+
msgid "Bake Lightmaps"
-msgstr "Precompila le Lightmap"
+msgstr "Precalcola le lightmap"
msgid "LightMap Bake"
-msgstr "Precompilazione Lightmap"
+msgstr "Precalcolo di lightmap"
msgid "Select lightmap bake file:"
-msgstr "Seleziona il file bake della lightmap:"
+msgstr "Seleziona il file di precalcolo della lightmap:"
msgid "Couldn't create a Trimesh collision shape."
msgstr "Impossibile creare una forma di collisione Trimesh."
@@ -8793,81 +8846,83 @@ msgstr "Impossibile creare alcuna forma di collisione."
msgid "Can't create a collision shape as sibling for the scene root."
msgstr ""
-"Impossibile creare una forma di collisione come figlio della radice della "
+"Impossibile creare una forma di collisione come figlio del nodo radice della "
"scena."
msgid "Mesh is empty!"
msgstr "La mesh è vuota!"
msgid "Create Navigation Mesh"
-msgstr "Crea Mesh di Navigazione"
+msgstr "Genera mesh di navigazione"
msgid "Create Debug Tangents"
msgstr "Genera tangenti di debug"
msgid "No mesh to unwrap."
-msgstr "Nessuna mesh su cui eseguire l'unwrap."
+msgstr "Nessuna mesh su cui effettuare l'unwrap."
msgid ""
"Mesh cannot unwrap UVs because it does not belong to the edited scene. Make "
"it unique first."
msgstr ""
-"La mesh non può eseguire l'unwrap sulle UV perché non appartiene alla scena "
+"La mesh non può effettuare l'unwrap sulle UV perché non appartiene alla scena "
"che si sta modificando. Assicurarsi di renderla unica."
msgid ""
"Mesh cannot unwrap UVs because it belongs to another resource which was "
"imported from another file type. Make it unique first."
msgstr ""
-"La mesh non può eseguire l'unwrap sulle UV perché appartiene ad un'altra "
-"risorsa che è stata importata da un altro tipo di file. Renderla prima unica."
+"La mesh non può effettuare l'unwrap sulle UV perché appartiene a un'altra "
+"risorsa che è stata importata da un altro tipo di file. Assicurarsi di "
+"renderla unica."
msgid ""
"Mesh cannot unwrap UVs because it was imported from another file type. Make "
"it unique first."
msgstr ""
-"La mesh non può eseguire l'unwrap sulle UV perché è stata importata da un "
+"La mesh non può effettuare l'unwrap sulle UV perché è stata importata da un "
"altro tipo di file. Assicurarsi di renderla unica."
msgid "Unwrap UV2"
-msgstr "Esegui Unwrap su UV2"
+msgstr "Effettua unwrap su UV2"
msgid "Contained Mesh is not of type ArrayMesh."
-msgstr "La Mesh contenuta non è del tipo ArrayMesh."
+msgstr "La mesh contenuta non è di tipo ArrayMesh."
msgid "Can't unwrap mesh with blend shapes."
-msgstr "Impossibile eseguire l'unwrap su una mesh con blend shape."
+msgstr "Impossibile effettuare l'unwrap su una mesh con forme di fusione."
msgid "Only triangles are supported for lightmap unwrap."
-msgstr "Solo i triangoli sono supportati per l'unwrap delle lightmap."
+msgstr "Solo i triangoli sono supportati per l'unwrap di una lightmap."
msgid "Normals are required for lightmap unwrap."
-msgstr "I normali sono necessari per l'unwrap di una lightmap."
+msgstr "Le normali sono necessarie per l'unwrap di una lightmap."
msgid "UV Unwrap failed, mesh may not be manifold?"
msgstr ""
-"Unwrap UV fallito, la mesh potrebbe non essere congruente (non-manifold)?"
+"L'unwrap UV non è riuscito, la mesh potrebbe non essere congruente (non-"
+"manifold)?"
msgid "No mesh to debug."
-msgstr "Nessuna mesh da debuggare."
+msgstr "Nessuna mesh per il debug."
msgid "Mesh has no UV in layer %d."
-msgstr "Il modello non ha UV sul layer %d."
+msgstr "Il modello non ha UV sullo strato %d."
msgid "MeshInstance3D lacks a Mesh."
-msgstr "MeshInstance3D non ha un Mesh."
+msgstr "Il MeshInstance3D non ha una mesh."
msgid "Mesh has no surface to create outlines from."
-msgstr "La mesh non ha una superficie da cui creare un contorno."
+msgstr "La mesh non ha superfici da cui creare contorni."
msgid "Mesh primitive type is not PRIMITIVE_TRIANGLES."
-msgstr "Il tipo di primitivo del mesh non è PRIMITIVE_TRIANGLES."
+msgstr "Il tipo di mesh primitivo non è PRIMITIVE_TRIANGLES."
msgid "Could not create outline."
-msgstr "Impossiblile creare un contorno."
+msgstr "Impossibile creare il contorno."
msgid "Create Outline"
-msgstr "Crea Outline"
+msgstr "Crea contorno"
msgid "Mesh"
msgstr "Mesh"
@@ -8876,7 +8931,7 @@ msgid "Create Collision Shape..."
msgstr "Crea forma di collisione..."
msgid "Create Outline Mesh..."
-msgstr "Crea Mesh di Outline..."
+msgstr "Crea mesh di contorno..."
msgid ""
"Creates a static outline mesh. The outline mesh will have its normals flipped "
@@ -8884,31 +8939,31 @@ msgid ""
"This can be used instead of the StandardMaterial Grow property when using "
"that property isn't possible."
msgstr ""
-"Crea una mesh di contorno statica. Questa mesh avrà le sue normali invertite "
+"Crea una mesh statica di contorno. Questa mesh avrà le sue normali invertite "
"automaticamente.\n"
-"Può essere utilizzata al posto della proprietà Grow di StandardMaterial "
+"Può essere utilizzata al posto della proprietà Espandi di StandardMaterial "
"quando questa non è disponibile."
msgid "View UV1"
-msgstr "Vista UV1"
+msgstr "Mostra UV1"
msgid "View UV2"
-msgstr "Vista UV2"
+msgstr "Mostra UV2"
msgid "Unwrap UV2 for Lightmap/AO"
msgstr "Unwrap UV2 per Lightmap/AO"
msgid "Create Outline Mesh"
-msgstr "Crea Mesh di Outline"
+msgstr "Crea una mesh di contorno"
msgid "Outline Size:"
-msgstr "Dimensione contorno:"
+msgstr "Dimensione del contorno:"
msgid "Create Collision Shape"
-msgstr "Crea forma di collisione"
+msgstr "Crea una forma di collisione"
msgid "Collision Shape placement"
-msgstr "Posiziona forma di collisione"
+msgstr "Posiziona di forma di collisione"
msgid "Sibling"
msgstr "Fratello"
@@ -8917,13 +8972,13 @@ msgid "Creates collision shapes as Sibling."
msgstr "Crea forme di collisione come fratelli."
msgid "Static Body Child"
-msgstr "Corpo Statico Figlio"
+msgstr "Corpo statico figlio"
msgid "Creates a StaticBody3D as child and assigns collision shapes to it."
msgstr "Crea uno StaticBody3D come figlio e gli assegna forme di collisione."
msgid "Collision Shape Type"
-msgstr "Tipo forma di collisione"
+msgstr "Tipo di forma di collisione"
msgid "Trimesh"
msgstr "Trimesh"
@@ -8932,23 +8987,23 @@ msgid ""
"Creates a polygon-based collision shape.\n"
"This is the most accurate (but slowest) option for collision detection."
msgstr ""
-"Crea una forma di collisione basata sui poligoni.\n"
-"Questa é l'opzione piú accurata (anche se piú lenta) per il calcolo delle "
-"collisioni."
+"Crea una forma di collisione basata su poligoni.\n"
+"Questa é l'opzione più accurata (anche se la più lenta) per il rilevamento "
+"delle collisioni."
msgid "Single Convex"
-msgstr "Convessa Singola"
+msgstr "Convessa singola"
msgid ""
"Creates a single convex collision shape.\n"
"This is the fastest (but least accurate) option for collision detection."
msgstr ""
"Crea una singola forma di collisione convessa.\n"
-"Questa è l'opzione più veloce (sebbene meno accurata) per il calcolo delle "
-"collisioni."
+"Questa è l'opzione più veloce (anche se la meno accurata) per il rilevamento "
+"delle collisioni."
msgid "Simplified Convex"
-msgstr "Convessa Semplice"
+msgstr "Convessa semplificata"
msgid ""
"Creates a simplified convex collision shape.\n"
@@ -8956,26 +9011,26 @@ msgid ""
"geometry in some cases, at the cost of accuracy."
msgstr ""
"Crea una forma di collisione convessa semplificata.\n"
-"Essa è simile a una forma di collisione singola, ma in alcuni casi può "
-"risultare in una geometria più semplice, al costo di risultare inaccurata."
+"Questa è simile a una forma di collisione singola, eccetto che in alcuni casi "
+"può risultare in una geometria più semplice, ma meno accurata."
msgid "Multiple Convex"
-msgstr "Convesse Multiple"
+msgstr "Convesse multiple"
msgid ""
"Creates a polygon-based collision shape.\n"
"This is a performance middle-ground between a single convex collision and a "
"polygon-based collision."
msgstr ""
-"Crea una forma di collisione basata sui poligoni.\n"
-"Questa opzione è, in termini di prestazioni, un compromesso tra le due "
-"opzioni prima di questa."
+"Crea una forma di collisione basata su poligoni.\n"
+"Questa opzione è, in termini di prestazioni, un compromesso tra una singola "
+"forma di collisione convessa e quella basata su poligoni."
msgid "UV Channel Debug"
-msgstr "Debug del Canale UV"
+msgstr "Debug del canale UV"
msgid "Remove item %d?"
-msgstr "Rimuovi elemento %d?"
+msgstr "Rimuovere l'elemento %d?"
msgid ""
"Update from existing scene?:\n"
@@ -8985,93 +9040,94 @@ msgstr ""
"%s"
msgid "MeshLibrary"
-msgstr "Libreria Mesh"
+msgstr "Libreria di mesh"
msgid "Add Item"
-msgstr "Aggiungi Elemento"
+msgstr "Aggiungi elemento"
msgid "Remove Selected Item"
-msgstr "Rimuovi Elemento Selezionato"
+msgstr "Rimuovi elemento selezionato"
msgid "Import from Scene (Ignore Transforms)"
-msgstr "Importa da Scena (Ignora Trasformazioni)"
+msgstr "Importa da scena (ignora le trasformazioni)"
msgid "Import from Scene (Apply Transforms)"
-msgstr "Importa da Scena (Applica Trasformazioni)"
+msgstr "Importa da scena (applica le trasformazioni)"
msgid "Update from Scene"
-msgstr "Aggiorna da Scena"
+msgstr "Aggiorna da scena"
msgid "Apply without Transforms"
-msgstr "Applica senza Trasformazioni"
+msgstr "Applica senza trasformazioni"
msgid "Apply with Transforms"
-msgstr "Applica con Trasformazioni"
+msgstr "Applica con trasformazioni"
msgid "No mesh source specified (and no MultiMesh set in node)."
msgstr ""
-"Nessuna sorgente mesh specificata (e nessun MultiMesh impostata nel nodo)."
+"Nessuna mesh sorgente specificata (e nessun MultiMesh impostata nel nodo)."
msgid "No mesh source specified (and MultiMesh contains no Mesh)."
msgstr ""
-"Nessuna sorgente mesh specificata (e la MultiMesh non contiene alcuna Mesh)."
+"Nessuna mesh sorgente specificata (e la MultiMesh non contiene alcuna Mesh)."
msgid "Mesh source is invalid (invalid path)."
-msgstr "Sorgente Mesh invalida (percorso invalido)."
+msgstr "La sorgente di mesh non è valida (percorso non valido)."
msgid "Mesh source is invalid (not a MeshInstance3D)."
-msgstr "Mesh sorgente non valida (non è un MeshInstance3D)."
+msgstr "La sorgente di mesh non è valida (non è un MeshInstance3D)."
msgid "Mesh source is invalid (contains no Mesh resource)."
-msgstr "Sorgente Mesh invalida (non contiene alcuna risorsa Mesh)."
+msgstr ""
+"La sorgente di mesh non è valida (non contiene alcuna risorsa di tipo Mesh)."
msgid "No surface source specified."
-msgstr "Nessuna sorgente di superficie specificata."
+msgstr "Nessuna sorgente per la superficie specificata."
msgid "Surface source is invalid (invalid path)."
-msgstr "Sorgente superficie invalida (percorso invalido)."
+msgstr "La sorgente di superficie non è valida (percorso non valido)."
msgid "Surface source is invalid (no geometry)."
-msgstr "Sorgente superficie invalida (nessuna geometria)."
+msgstr "La sorgente di superficie non è valida (nessuna geometria)."
msgid "Surface source is invalid (no faces)."
-msgstr "Sorgente superficie invalida (nessuna faccia)."
+msgstr "La sorgente di superficie non è valida (nessuna faccia)."
msgid "Select a Source Mesh:"
-msgstr "Seleziona una Mesh Sorgente:"
+msgstr "Seleziona una mesh sorgente:"
msgid "Select a Target Surface:"
-msgstr "Seleziona una Superficie Target:"
+msgstr "Seleziona una superficie destinataria:"
msgid "Populate Surface"
-msgstr "Popola la Superficie"
+msgstr "Popola superficie"
msgid "Populate MultiMesh"
msgstr "Popola MultiMesh"
msgid "Target Surface:"
-msgstr "Superficie Target:"
+msgstr "Superficie destinataria:"
msgid "Source Mesh:"
-msgstr "Mesh Sorgente:"
+msgstr "Mesh sorgente:"
msgid "X-Axis"
-msgstr "Asse-X"
+msgstr "Asse X"
msgid "Y-Axis"
-msgstr "Asse-Y"
+msgstr "Asse Y"
msgid "Z-Axis"
-msgstr "Asse-Z"
+msgstr "Asse Z"
msgid "Mesh Up Axis:"
-msgstr "Asse Mesh Su:"
+msgstr "Asse verso l'alto di mesh:"
msgid "Random Rotation:"
-msgstr "Rotazione Casuale:"
+msgstr "Rotazione casuale:"
msgid "Random Tilt:"
-msgstr "Inclinazione Casuale:"
+msgstr "Inclinazione casuale:"
msgid "Random Scale:"
msgstr "Scala casuale:"
@@ -9083,38 +9139,38 @@ msgid "Populate"
msgstr "Popola"
msgid "Set start_position"
-msgstr "Imposta start_position"
+msgstr "Imposta la posizione iniziale"
msgid "Set end_position"
-msgstr "Imposta end_position"
+msgstr "Imposta la posizione finale"
msgid "Set NavigationObstacle3D Vertices"
-msgstr "Imposta Vertici di NavigationObstacle3D"
+msgstr "Imposta i vertici di NavigationObstacle3D"
msgid "Edit Vertices"
-msgstr "Modifica Vertici"
+msgstr "Modifica vertici"
msgid "Edit Poly"
-msgstr "Modifica Poly"
+msgstr "Modifica un poligono"
msgid "Edit Poly (Remove Point)"
-msgstr "Modifica Poly (Rimuovi Punto)"
+msgstr "Modifica un poligono (rimuovi un punto)"
msgid "Create Navigation Polygon"
-msgstr "Crea Poligono di Navigazione"
+msgstr "Crea un poligono di navigazione"
msgid "Bake NavigationPolygon"
-msgstr "Preprocessa Poligono di Navigazione"
+msgstr "Precalcola il poligono di navigazione"
msgid ""
"Bakes the NavigationPolygon by first parsing the scene for source geometry "
"and then creating the navigation polygon vertices and polygons."
msgstr ""
-"Effettua il baking della NavigationPolygon analizzando prima la scena per la "
-"geometria sorgente e poi creando i vertici e i poligoni per la navigazione."
+"Precalcola il NavigationPolygon analizzando prima la scena per la geometria e "
+"poi creando i vertici e i poligoni per la navigazione."
msgid "Clear NavigationPolygon"
-msgstr "Pulisci Poligono di Navigazione"
+msgstr "Pulisci il poligono di navigazione"
msgid "Clears the internal NavigationPolygon outlines, vertices and polygons."
msgstr "Ripulisce il NavigationPolygon da contorni, vertici e poligoni interni."
@@ -9126,10 +9182,10 @@ msgstr ""
"nodo funzioni."
msgid "Unnamed Gizmo"
-msgstr "Gizmo Senza Nome"
+msgstr "Gizmo senza nome"
msgid "Transform Aborted."
-msgstr "Trasformazione Abortita."
+msgstr "Trasformazione abortita."
msgid "Orthogonal"
msgstr "Ortogonale"
@@ -9138,37 +9194,37 @@ msgid "Perspective"
msgstr "Prospettica"
msgid "Top Orthogonal"
-msgstr "Ortogonale dall'Alto"
+msgstr "Ortogonale dall'alto"
msgid "Top Perspective"
-msgstr "Prospettica dall'Alto"
+msgstr "Prospettica dall'alto"
msgid "Bottom Orthogonal"
-msgstr "Ortogonale dal Basso"
+msgstr "Ortogonale dal basso"
msgid "Bottom Perspective"
msgstr "Prospettica dal basso"
msgid "Left Orthogonal"
-msgstr "Ortogonale a Sinistra"
+msgstr "Ortogonale a sinistra"
msgid "Left Perspective"
msgstr "Prospettica da sinistra"
msgid "Right Orthogonal"
-msgstr "Ortogonale a Destra"
+msgstr "Ortogonale da destra"
msgid "Right Perspective"
msgstr "Prospettica da destra"
msgid "Front Orthogonal"
-msgstr "Ortogonale di Fronte"
+msgstr "Ortogonale di fronte"
msgid "Front Perspective"
msgstr "Prospettica di fronte"
msgid "Rear Orthogonal"
-msgstr "Ortogonale da Dietro"
+msgstr "Ortogonale da dietro"
msgid "Rear Perspective"
msgstr "Prospettica da dietro"
@@ -9177,19 +9233,19 @@ msgid " [auto]"
msgstr " [auto]"
msgid "X-Axis Transform."
-msgstr "Trasformazione asse X."
+msgstr "Trasformazione sull'asse X."
msgid "Y-Axis Transform."
-msgstr "Trasformazione asse Y."
+msgstr "Trasformazione sull'asse Y."
msgid "Z-Axis Transform."
-msgstr "Trasformazione asse Z."
+msgstr "Trasformazione sull'asse Z."
msgid "View Plane Transform."
-msgstr "Visualizza la trasformazione del piano."
+msgstr "Trasformazione del piano della vista."
msgid "Keying is disabled (no key inserted)."
-msgstr "Inserimento di chiavi disabilitato (nessuna chiave inserita)."
+msgstr "L'inserimento di chiavi è disattivato (nessuna chiave inserita)."
msgid "Animation Key Inserted."
msgstr "Chiave d'animazione inserita."
@@ -9216,10 +9272,10 @@ msgid "Draw Calls: %d"
msgstr "Chiamate di disegno: %d"
msgid "CPU Time: %s ms"
-msgstr "Tempo della CPU: %s ms"
+msgstr "Tempo CPU: %s ms"
msgid "GPU Time: %s ms"
-msgstr "Tempo della GPU: %s ms"
+msgstr "Tempo GPU: %s ms"
msgid "FPS: %d"
msgstr "FPS: %d"
@@ -9246,19 +9302,19 @@ msgid "Rear View."
msgstr "Vista dal retro."
msgid "Align Transform with View"
-msgstr "Allinea la trasformazione con la vista"
+msgstr "Allinea trasformazione con la vista"
msgid "Align Rotation with View"
-msgstr "Allinea la rotazione con la vista"
+msgstr "Allinea rotazione con la vista"
msgid "Set Surface %d Override Material"
msgstr "Imposta il materiale di sovrascrittura della superfice %d"
msgid "Set Material Override"
-msgstr "Imposta il materiale di sovrascrittura"
+msgstr "Imposta un materiale di sovrascrittura"
msgid "Can't instantiate: %s."
-msgstr "Impossibile istanziare: \"%s\"."
+msgstr "Impossibile istanziare: %s."
msgid "Circular dependency found at %s"
msgstr "Trovata una dipendenza circolare a %s"
@@ -9288,40 +9344,40 @@ msgid "Scaling %s."
msgstr "Ridimensionando %s."
msgid "Auto Orthogonal Enabled"
-msgstr "Ortogonale automatica abilitata"
+msgstr "Vista ortogonale automatica"
msgid "Lock View Rotation"
-msgstr "Blocca la rotazione della vista"
+msgstr "Blocca rotazione della vista"
msgid "Display Normal"
-msgstr "Visualizzazione predefinita"
+msgstr "Visualizza predefinita"
msgid "Display Wireframe"
-msgstr "Visualizzazione fildiferro"
+msgstr "Visualizza in fildiferro"
msgid "Display Overdraw"
-msgstr "Visualizza Overdraw"
+msgstr "Visualizza overdraw"
msgid "Display Lighting"
-msgstr "Visualizza l'illuminazione"
+msgstr "Visualizza illuminazione"
msgid "Display Unshaded"
-msgstr "Visualizzazione senza ombre"
+msgstr "Visualizza senza ombre"
msgid "Directional Shadow Splits"
-msgstr "Separazioni Ombre Direzionali"
+msgstr "Separazioni di ombre direzionali"
msgid "Normal Buffer"
-msgstr "Buffer dei normali"
+msgstr "Buffer di normali"
msgid "Shadow Atlas"
-msgstr "Atlas delle ombre"
+msgstr "Atlante delle ombre"
msgid "Directional Shadow Map"
msgstr "Mappa delle ombre direzionali"
msgid "Decal Atlas"
-msgstr "Atlas delle decalcomanie"
+msgstr "Atlante delle decalcomanie"
msgid "VoxelGI Lighting"
msgstr "Illuminazione VoxelGI"
@@ -9333,10 +9389,10 @@ msgid "VoxelGI Emission"
msgstr "Emissione VoxelGI"
msgid "SDFGI Cascades"
-msgstr "SDFGI Cascades"
+msgstr "Cascate SDFGI"
msgid "SDFGI Probes"
-msgstr "Sonda SDFGI"
+msgstr "Sonde SDFGI"
msgid "Scene Luminance"
msgstr "Brillanza della scena"
@@ -9348,126 +9404,126 @@ msgid "SSIL"
msgstr "SSIL"
msgid "VoxelGI/SDFGI Buffer"
-msgstr "Buffer VoxelGI/SDFGI"
+msgstr "Buffer di VoxelGI/SDFGI"
msgid "Disable Mesh LOD"
-msgstr "Disabilita il LOD delle mesh"
+msgstr "Disattiva i LOD delle mesh"
msgid "OmniLight3D Cluster"
-msgstr "Cluster OmniLight3D"
+msgstr "Cluster di OmniLight3D"
msgid "SpotLight3D Cluster"
-msgstr "Cluster SpotLight3D"
+msgstr "Cluster di SpotLight3D"
msgid "Decal Cluster"
-msgstr "Cluster Decal"
+msgstr "Cluster di Decal"
msgid "ReflectionProbe Cluster"
-msgstr "Cluster ReflectionProbe"
+msgstr "Cluster di ReflectionProbe"
msgid "Occlusion Culling Buffer"
-msgstr "Buffer per Occlusion Culling"
+msgstr "Buffer d'occlusion culling"
msgid "Motion Vectors"
-msgstr "Vettori di Movimento"
+msgstr "Vettori di movimento"
msgid "Internal Buffer"
msgstr "Buffer interno"
msgid "Display Advanced..."
-msgstr "Mostra avanzata..."
+msgstr "Visualizza avanzata..."
msgid "View Environment"
-msgstr "Visualizza ambiente"
+msgstr "Vedi ambiente"
msgid "View Gizmos"
-msgstr "Visualizza Gizmos"
+msgstr "Vedi gizmo"
msgid "View Grid"
-msgstr "Visualizza la griglia"
+msgstr "Vedi griglia"
msgid "View Information"
-msgstr "Visualizza Informazioni"
+msgstr "Vedi informazioni"
msgid "View Frame Time"
-msgstr "Visualizza il tempo dei fotogrammi"
+msgstr "Visualizza tempo di fotogramma"
msgid "Half Resolution"
-msgstr "Risoluzione Dimezzata"
+msgstr "Mezza risoluzione"
msgid "Audio Listener"
-msgstr "Listener Audio"
+msgstr "Ascoltatore audio"
msgid "Enable Doppler"
msgstr "Abilita Doppler"
msgid "Cinematic Preview"
-msgstr "Anteprima Cinematografica"
+msgstr "Anteprima cinematografica"
msgid "Not available when using the OpenGL renderer."
msgstr "Non disponibile quando il renderer OpenGL è in uso."
msgid "Freelook Left"
-msgstr "Vista Libera Sinistra"
+msgstr "Vista libera sinistra"
msgid "Freelook Right"
-msgstr "Vista Libera Destra"
+msgstr "Vista libera destra"
msgid "Freelook Forward"
-msgstr "Vista Libera Avanti"
+msgstr "Vista libera avanti"
msgid "Freelook Backwards"
-msgstr "Vista Libera Indietro"
+msgstr "Vista libera indietro"
msgid "Freelook Up"
-msgstr "Vista Libera Su"
+msgstr "Vista libera su"
msgid "Freelook Down"
-msgstr "Vista Libera Giù"
+msgstr "Vista libera giù"
msgid "Freelook Speed Modifier"
-msgstr "Modificatore Velocità Vista Libera"
+msgstr "Tasto di modifica per velocizzare la vista libera"
msgid "Freelook Slow Modifier"
-msgstr "Modificatore Velocità Lenta Vista Libera"
+msgstr "Tasto di modifica per rallentare la vista libera"
msgid "Lock Transformation to X axis"
-msgstr "Blocca la trasformazione sull'asse X"
+msgstr "Blocca trasformazione sull'asse X"
msgid "Lock Transformation to Y axis"
-msgstr "Blocca la trasformazione sull'asse Y"
+msgstr "Blocca trasformazione sull'asse Y"
msgid "Lock Transformation to Z axis"
-msgstr "Blocca la trasformazione sull'asse Z"
+msgstr "Blocca trasformazione sull'asse Z"
msgid "Lock Transformation to YZ plane"
-msgstr "Blocca la trasformazione sul piano YZ"
+msgstr "Blocca trasformazione sul piano YZ"
msgid "Lock Transformation to XZ plane"
-msgstr "Blocca la trasformazione sul piano XZ"
+msgstr "Blocca trasformazione sul piano XZ"
msgid "Lock Transformation to XY plane"
-msgstr "Blocca la trasformazione sul piano XY"
+msgstr "Blocca trasformazione sul piano XY"
msgid "Begin Translate Transformation"
-msgstr "Inizia una trasformazione di traslazione"
+msgstr "Inizia trasformazione di traslazione"
msgid "Begin Rotate Transformation"
-msgstr "Inizia una trasformazione di rotazione"
+msgstr "Inizia trasformazione di rotazione"
msgid "Begin Scale Transformation"
-msgstr "Inizia una trasformazione di scala"
+msgstr "Inizia trasformazione di scala"
msgid "Toggle Camera Preview"
-msgstr "Cambia Anteprima Telecamera"
+msgstr "Alterna anteprima della telecamera"
msgid "View Rotation Locked"
-msgstr "Rotazione Vista Bloccata"
+msgstr "Rotazione della vista bloccata"
msgid ""
"To zoom further, change the camera's clipping planes (View -> Settings...)"
msgstr ""
-"Per un maggiore ingrandimento, cambia i piani del clip della videocamera "
+"Per ingrandire ulteriormente, modifica i piani di ritaglio della telecamera "
"(Vista -> Impostazioni...)"
msgid "Overriding material..."
@@ -9492,7 +9548,7 @@ msgid ""
"Closed eye: Gizmo is hidden.\n"
"Half-open eye: Gizmo is also visible through opaque surfaces (\"x-ray\")."
msgstr ""
-"Fare clic per passare da uno stato di visibilità all'altro.\n"
+"Clicca per passare da uno stato di visibilità all'altro.\n"
"\n"
"Occhio aperto: Gizmo è visibile.\n"
"Occhio chiuso: Gizmo è nascosto.\n"
@@ -9500,7 +9556,7 @@ msgstr ""
"(\"raggi X\")."
msgid "Snap Nodes to Floor"
-msgstr "Aggancia i Nodi al Pavimento"
+msgstr "Aggancia nodi al suolo"
msgid "Couldn't find a solid floor to snap the selection to."
msgstr ""
@@ -9541,32 +9597,32 @@ msgid ""
"child node is clicked in 2D and 3D view."
msgstr ""
"Raggruppa il nodo selezionato con i suoi figli. Ciò fa sì che il genitore "
-"venga selezionato quando viene fatto clic su qualsiasi nodo figlio nella "
-"vista 2D e 3D."
+"venga selezionato quando si clicca su qualsiasi nodo figlio nella vista 2D e "
+"3D."
msgid "Use Local Space"
-msgstr "Usa Spazio Locale"
+msgstr "Usa coordinate locali"
msgid "Use Snap"
-msgstr "Usa Scatto"
+msgstr "Usa scatto"
msgid ""
"Toggle preview sunlight.\n"
"If a DirectionalLight3D node is added to the scene, preview sunlight is "
"disabled."
msgstr ""
-"Commuta la luce del sole di anteprima.\n"
-"La luce del sole di anteprima è disabilitata se viene aggiunto alla scena un "
-"nodo DirectionalLight3D."
+"Commuta l'anteprima della luce del sole.\n"
+"Se un nodo DirectionalLight3D viene aggiunto alla scena, la luce del sole di "
+"anteprima è disabilitata."
msgid ""
"Toggle preview environment.\n"
"If a WorldEnvironment node is added to the scene, preview environment is "
"disabled."
msgstr ""
-"Commuta l'ambiente di anteprima.\n"
-"L'ambiente di anteprima viene disabilitato se viene aggiunto alla scena un "
-"nodo DirectionalLight3D."
+"Commuta l'anteprima dell'ambiente.\n"
+"Se un nodo WorldEnvironment viene aggiunto alla scena, l'ambiente di "
+"anteprima è disabilitato."
msgid "Edit Sun and Environment settings."
msgstr "Modifica le impostazioni del sole e dell'ambiente."
@@ -9584,55 +9640,55 @@ msgid "Front View"
msgstr "Vista frontale"
msgid "Left View"
-msgstr "Vista laterale sinistra"
+msgstr "Vista da sinistra"
msgid "Right View"
-msgstr "Vista laterale destra"
+msgstr "Vista da destra"
msgid "Orbit View Down"
-msgstr "Orbita la visuale in giù"
+msgstr "Orbita vista in giù"
msgid "Orbit View Left"
-msgstr "Orbita la visuale a sinistra"
+msgstr "Orbita vista a sinistra"
msgid "Orbit View Right"
-msgstr "Orbita la visuale a destra"
+msgstr "Orbita vista a destra"
msgid "Orbit View Up"
-msgstr "Orbita la visuale in sù"
+msgstr "Orbita vista in su"
msgid "Orbit View 180"
-msgstr "Orbita la visuale 180"
+msgstr "Orbita vista a 180°"
msgid "Switch Perspective/Orthogonal View"
-msgstr "Cambia tra vista prospettica/ortogonale"
+msgstr "Alterna tra vista prospettica/ortogonale"
msgid "Insert Animation Key"
-msgstr "Inserisci chiave animazione"
+msgstr "Inserisci chiave di animazione"
msgid "Focus Origin"
-msgstr "Centra Origine"
+msgstr "Centra all'origine"
msgid "Focus Selection"
-msgstr "Centra la Selezione"
+msgstr "Centra alla selezione"
msgid "Toggle Freelook"
-msgstr "Commuta la vista libera"
+msgstr "Commuta vista libera"
msgid "Decrease Field of View"
-msgstr "Diminuisci il Campo Visivo"
+msgstr "Diminuisci campo visivo"
msgid "Increase Field of View"
-msgstr "Aumenta il Campo Visivo"
+msgstr "Aumenta campo visivo"
msgid "Reset Field of View to Default"
-msgstr "Ripristina il Campo Visivo alle impostazioni predefinite"
+msgstr "Ripristina campo visivo predefinito"
msgid "Transform"
msgstr "Trasformazione"
msgid "Snap Object to Floor"
-msgstr "Scatta l'oggetto sul suolo"
+msgstr "Scatta oggetto sul suolo"
msgid "Transform Dialog..."
msgstr "Modale di trasformazione..."
@@ -9656,7 +9712,7 @@ msgid "4 Viewports"
msgstr "4 Viste"
msgid "View Origin"
-msgstr "Visualizza l'origine"
+msgstr "Vedi origine"
msgid "Settings..."
msgstr "Impostazioni…"
@@ -9671,29 +9727,29 @@ msgid "Rotate Snap (deg.):"
msgstr "Scatto di rotazione (gradi):"
msgid "Scale Snap (%):"
-msgstr "Scatto della scala (%):"
+msgstr "Scatto di scala (%):"
msgid "Viewport Settings"
-msgstr "Impostazioni Viewport"
+msgstr "Impostazioni della vista"
msgid ""
"FOV is defined as a vertical value, as the editor camera always uses the Keep "
"Height aspect mode."
msgstr ""
"Il FOV è definito come un valore verticale, poiché la telecamera dell’editor "
-"utilizza sempre la modalità \"Mantieni altezza\"(Keep Height)."
+"utilizza sempre la modalità \"Mantieni altezza\" (Keep Height)."
msgid "Perspective VFOV (deg.):"
msgstr "VFOV Prospettiva (gradi):"
msgid "View Z-Near:"
-msgstr "Visualizza Z-Near:"
+msgstr "Z-Near della vista:"
msgid "View Z-Far:"
-msgstr "Visualizza Z-Far:"
+msgstr "Z-Far della vista:"
msgid "Transform Change"
-msgstr "Cambio di trasformazione"
+msgstr "Modifica della trasformazione"
msgid "Translate:"
msgstr "Trasla:"
@@ -9720,7 +9776,7 @@ msgid "Sun Direction"
msgstr "Direzione del sole"
msgid "Angular Altitude"
-msgstr "Altezza angolare"
+msgstr "Altitudine angolare"
msgid "Azimuth"
msgstr "Azimut"
@@ -9735,7 +9791,7 @@ msgid "Shadow Max Distance"
msgstr "Distanza massima delle ombre"
msgid "Add Sun to Scene"
-msgstr "Aggiungi il sole nella scena"
+msgstr "Aggiungi il sole alla scena"
msgid ""
"Adds a DirectionalLight3D node matching the preview sun settings to the "
@@ -9743,13 +9799,13 @@ msgid ""
"Hold Shift while clicking to also add the preview environment to the current "
"scene."
msgstr ""
-"Aggiunge un nodo DirectionalLight3D nella scena corrente corrispondente alle "
+"Aggiunge un nodo DirectionalLight3D nella scena attuale corrispondente alle "
"impostazioni del sole di anteprima.\n"
"Tenere premuto Maiusc mentre si clicca per aggiungere anche l'ambiente di "
-"anteprima alla scena corrente."
+"anteprima alla scena attuale."
msgid "Preview Environment"
-msgstr "Ambiante di anteprima"
+msgstr "Ambiente di anteprima"
msgid "Sky Color"
msgstr "Colore del cielo"
@@ -9773,20 +9829,20 @@ msgid "GI"
msgstr "GI"
msgid "Post Process"
-msgstr "Post elaborazione"
+msgstr "Post-elaborazione"
msgid "Add Environment to Scene"
-msgstr "Aggiungi l'ambiente nelle scena"
+msgstr "Aggiungi l'ambiente alla scena"
msgid ""
"Adds a WorldEnvironment node matching the preview environment settings to the "
"current scene.\n"
"Hold Shift while clicking to also add the preview sun to the current scene."
msgstr ""
-"Aggiunge un nodo WorldEnvironment nella scena corrente corrispondente alle "
+"Aggiunge un nodo WorldEnvironment nella scena attuale corrispondente alle "
"impostazioni dell'ambiente di anteprima.\n"
"Tenere premuto Maiusc mentre si clicca per aggiungere anche il sole di "
-"anteprima alla scena corrente."
+"anteprima alla scena attuale."
msgid ""
"Can't determine a save path for the occluder.\n"
@@ -9800,19 +9856,19 @@ msgid ""
"Make sure there is at least one MeshInstance3D node in the scene whose visual "
"layers are part of the OccluderInstance3D's Bake Mask property."
msgstr ""
-"Nessuna mesh da cuocere.\n"
+"Nessuna mesh da precalcolare.\n"
"Assicurarsi che nella scena ci sia almeno un nodo MeshInstance3D che "
-"appartiene agli stessi strati visivi della maschera di cottura "
+"appartiene agli stessi strati visivi della maschera di precalcolo "
"dell'OccluderInstance3D."
msgid "Could not save the new occluder at the specified path:"
msgstr "Impossibile salvare il nuovo occlusore nel percorso specificato:"
msgid "Bake Occluders"
-msgstr "Preprocessa occlusori"
+msgstr "Preprocessa gli occlusori"
msgid "Select occluder bake file:"
-msgstr "Selezionare il filei di cottura degli occlusori:"
+msgstr "Selezionare il file di precalcolo degli occlusori:"
msgid "Convert to Parallax2D"
msgstr "Converti in Parallax2D"
@@ -9822,140 +9878,140 @@ msgstr "Sfondo parallasse"
msgid "Hold Shift to scale around midpoint instead of moving."
msgstr ""
-"Tieni premuto il tasto Shift per ridimensionare attorno al punto medio invece "
-"di spostare."
+"Tieni premuto il tasto Maiusc per ridimensionare attorno al punto medio "
+"invece di spostare."
msgid "Toggle between minimum/maximum and base value/spread modes."
msgstr "Passa tra la modalità minimo/massimo e valore di base/diffusione."
msgid "Remove Point from Curve"
-msgstr "Rimuovi Punto dalla Curva"
+msgstr "Rimuovi un punto di una curva"
msgid "Remove Out-Control from Curve"
-msgstr "Rimuovi Out-Control dalla Curva"
+msgstr "Rimuovi un \"Out-Control\" da una curva"
msgid "Remove In-Control from Curve"
-msgstr "Rimuovi In-Control dalla Curva"
+msgstr "Rimuovi un \"In-Control\" da una curva"
msgid "Split Curve"
-msgstr "Dividi Curva"
+msgstr "Dividi una curva"
msgid "Move Point in Curve"
-msgstr "Sposta Punto in curva"
+msgstr "Sposta un punto in una curva"
msgid "Add Point to Curve"
-msgstr "Aggiungi Punto a Curva"
+msgstr "Aggiungi un punto a una curva"
msgid "Move In-Control in Curve"
-msgstr "Sposta In-Control sulla Curva"
+msgstr "Sposta un \"In-Control\" in una curva"
msgid "Move Out-Control in Curve"
-msgstr "Sposta Out-Control sulla Curva"
+msgstr "Sposta un \"Out-Control\" in una Curva"
msgid "Close the Curve"
msgstr "Chiudi la curva"
msgid "Clear Curve Points"
-msgstr "Azzera i punti della curva"
+msgstr "Azzera i punti di una curva"
msgid "Select Points"
-msgstr "Seleziona Punti"
+msgstr "Seleziona i punti"
msgid "Shift+Drag: Select Control Points"
-msgstr "Shift+Trascina: Seleziona Punti di Controllo"
+msgstr "Maiusc+Trascina: Seleziona i punti di controllo"
msgid "Click: Add Point"
-msgstr "Click: Aggiungi Punto"
+msgstr "Clic: Aggiungi un punto"
msgid "Left Click: Split Segment (in curve)"
-msgstr "Click Sinistro: Dividi Segmento (in curva)"
+msgstr "Click sinistro: Dividi un segmento (in curva)"
msgid "Right Click: Delete Point"
-msgstr "Click Destro: Elimina Punto"
+msgstr "Click destro: Elimina un punto"
msgid "Select Control Points (Shift+Drag)"
-msgstr "Seleziona Punti di Controllo (Shift+Trascina)"
+msgstr "Seleziona i punti di controllo (Maiusc+Trascina)"
msgid "Add Point (in empty space)"
-msgstr "Aggiungi Punto (in spazio vuoto)"
+msgstr "Aggiungi un punto (in uno spazio vuoto)"
msgid "Delete Point"
-msgstr "Elimina Punto"
+msgstr "Elimina un punto"
msgid "Close Curve"
-msgstr "Chiudi Curva"
+msgstr "Chiudi la curva"
msgid "Clear Points"
msgstr "Azzera i punti"
msgid "Please Confirm..."
-msgstr "Per Favore Conferma..."
+msgstr "Per favore conferma..."
msgid "Remove all curve points?"
-msgstr "Rimuovi tutti i punti della curva?"
+msgstr "Rimuovere tutti i punti della curva?"
msgid "Mirror Handle Angles"
-msgstr "Specchia Angoli Manico"
+msgstr "Specchia angoli di maniglia"
msgid "Mirror Handle Lengths"
-msgstr "Specchia Lunghezze Manico"
+msgstr "Specchia lunghezze di maniglia"
msgid "Curve Point #"
-msgstr "Punto Curva #"
+msgstr "Punto di curva n."
msgid "Handle In #"
-msgstr "Maniglia In #"
+msgstr "Maniglia ingresso n."
msgid "Handle Out #"
-msgstr "Maniglia Out #"
+msgstr "Maniglia uscita n."
msgid "Handle Tilt #"
-msgstr "Maniglia Inclino #"
+msgstr "Maniglia inclinazione n."
msgid "Set Curve Point Position"
-msgstr "Imposta Posizione Punto Curva"
+msgstr "Imposta la posizione di un punto di una curva"
msgid "Set Curve Out Position"
-msgstr "Imposta Posizione Out di Curva"
+msgstr "Imposta la posizione di uscita di una curva"
msgid "Set Curve In Position"
-msgstr "Imposta Posizione In di Curva"
+msgstr "Imposta la posizione di ingresso di una curva"
msgid "Set Curve Point Tilt"
-msgstr "Imposta Inclino Punto di Curva"
+msgstr "Imposta l'inclinazione di un punto di una curva"
msgid "Split Path"
-msgstr "Dividi Percorso"
+msgstr "Dividi un percorso"
msgid "Remove Path Point"
-msgstr "Rimuovi Punto Percorso"
+msgstr "Rimuovi un punto da un percorso"
msgid "Reset Out-Control Point"
-msgstr "Ripristina Punto Out-Control"
+msgstr "Ripristina un punto \"Out-Control\""
msgid "Reset In-Control Point"
-msgstr "Ripristina Punto In-Control"
+msgstr "Ripristina un punto \"In-Control\""
msgid "Reset Point Tilt"
-msgstr "Ripristina Inclinazione Punto"
+msgstr "Ripristina l'Inclinazione di un punto"
msgid "Shift+Click: Select multiple Points"
-msgstr "Shift+Click: Seleziona più di un Punto"
+msgstr "Maiusc+Clic: Seleziona più di un punto"
msgid "Select Control Points"
-msgstr "Seleziona Punti di Controllo"
+msgstr "Seleziona i punti di controllo"
msgid "Shift+Click: Drag out Control Points"
-msgstr "Shift+Click: Trascina fuori Punti di Controllo"
+msgstr "Maiusc+Clic: Sposta i punti di controllo"
msgid "Select Tilt Handles"
-msgstr "Seleziona Maniglie Inclinazione"
+msgstr "Seleziona le maniglie d'inclinazione"
msgid "Split Segment (in curve)"
-msgstr "Dividere Segmento (in curva)"
+msgstr "Dividere il segmento (in curva)"
msgid "Move Joint"
-msgstr "Sposta Articolazione"
+msgstr "Sposta l'articolazione"
msgid "Plugin name cannot be blank."
msgstr "Il nome dell'estensione non può essere vuoto."
@@ -9968,8 +10024,8 @@ msgstr "La sottocartella non può essere una che esiste già."
msgid "Script extension must match chosen language extension (.%s)."
msgstr ""
-"L'estensione dello script deve coincidere con l'estensione della lingua "
-"scelta (.%s)."
+"L'estensione dello script deve coincidere con l'estensione del linguaggio "
+"scelto (.%s)."
msgid ""
"C# doesn't support activating the plugin on creation because the project must "
@@ -10012,8 +10068,8 @@ msgid ""
"It will display when hovering the plugin in the list of plugins."
msgstr ""
"Opzionale. Questa descrizione dovrebbe essere tenuta abbastanza corta "
-"(massimo 5 linee).\n"
-"Verrà mostrata quando passi il cursore sull'estensione nella lista delle "
+"(massimo 5 righe).\n"
+"Verrà mostrata passando il cursore sull'estensione nella lista delle "
"estensioni."
msgid "Author:"
@@ -10022,33 +10078,33 @@ msgstr "Autore:"
msgid "Optional. The author's username, full name, or organization name."
msgstr ""
"Opzionale. Il nome utente, nome completo, oppure il nome dell'organizazzione "
-"dell'utente."
+"dell'autore."
msgid ""
"Optional. A human-readable version identifier used for informational purposes "
"only."
msgstr ""
"Opzionale. Una versione leggibile in chiaro dell'identificatore usato "
-"solamente per scopi informativi."
+"solamente a scopo informativo."
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 ""
-"Obbligatorio. Il linguaggio di scripting usato per questo script.\n"
-"Nota che le estensioni potrebbe usare più linguaggi alla volta se si "
+"Obbligatorio. Il linguaggio di script usato per lo script.\n"
+"Nota che un'estensione potrebbe usare più linguaggi alla volta se si "
"aggiungono più script all'estensione."
msgid "Script Name:"
-msgstr "Nome Script:"
+msgstr "Nome di script:"
msgid ""
"Optional. The path to the script (relative to the add-on folder). If left "
"empty, will default to \"plugin.gd\"."
msgstr ""
"Opzionale. Il percorso dello script (relativa alla cartella dei componenti "
-"aggiuntivi). Se lasciato vuoto, il valore predefinito sarà \"plugin.gd\"."
+"aggiuntivi). Se lasciato vuoto, il percorso predefinito sarà \"plugin.gd\"."
msgid "Activate now?"
msgstr "Attivare ora?"
@@ -10057,27 +10113,27 @@ msgid "Plugin name is valid."
msgstr "Il nome dell'estensione è valido."
msgid "Script extension is valid."
-msgstr "L'estensione dello Script è valida."
+msgstr "L'estensione dello script è valida."
msgid "Subfolder name is valid."
msgstr "Il nome della sottocartella è valido."
msgid ""
"The skeleton property of the Polygon2D does not point to a Skeleton2D node"
-msgstr "La proprietà skeleton del Polygon2D non punta a un nodo Skeleton2D"
+msgstr "La proprietà scheletro del Polygon2D non punta a un nodo Skeleton2D"
msgid "Sync Bones"
-msgstr "Sincronizza Ossa"
+msgstr "Sincronizza ossa"
msgid ""
"No texture in this polygon.\n"
"Set a texture to be able to edit UV."
msgstr ""
"Nessuna texture in questo poligono.\n"
-"Imposta una texture per poter modificare l'UV."
+"Imposta una texture per poter modificare le coordinate UV."
msgid "Create UV Map"
-msgstr "Creare Mappa UV"
+msgstr "Crea una mappa UV"
msgid ""
"Polygon 2D has internal vertices, so it can no longer be edited in the "
@@ -10087,37 +10143,37 @@ msgstr ""
"vista."
msgid "Create Polygon & UV"
-msgstr "Crea Poligono e UV"
+msgstr "Crea un poligono e UV"
msgid "Create Internal Vertex"
-msgstr "Crea Vertice Interno"
+msgstr "Crea un vertice interno"
msgid "Remove Internal Vertex"
-msgstr "Rimuovi Vertice Interno"
+msgstr "Rimuovi un vertice interno"
msgid "Invalid Polygon (need 3 different vertices)"
msgstr "Poligono non valido (sono necessari 3 vertici diversi)"
msgid "Add Custom Polygon"
-msgstr "Aggiungi Poligono Personalizzato"
+msgstr "Aggiungi un poligono personalizzato"
msgid "Remove Custom Polygon"
-msgstr "Rimuovi Poligono Personalizzato"
+msgstr "Rimuovi un poligono personalizzato"
msgid "Transform UV Map"
-msgstr "Trasforma Mappa UV"
+msgstr "Trasforma una mappa UV"
msgid "Transform Polygon"
-msgstr "Trasforma Poligono"
+msgstr "Trasforma un poligono"
msgid "Paint Bone Weights"
-msgstr "Dipingi Peso delle Ossa"
+msgstr "Dipingi i pesi di ossa"
msgid "Open Polygon 2D UV editor."
-msgstr "Apri l'editor UV di Polygon2D."
+msgstr "Apri l'editor di UV di Polygon2D."
msgid "Polygon 2D UV Editor"
-msgstr "Editor UV Polygon 2D"
+msgstr "Editor di UV di Polygon2D"
msgid "UV"
msgstr "UV"
@@ -10132,25 +10188,25 @@ msgid "Bones"
msgstr "Ossa"
msgid "Move Points"
-msgstr "Sposta Punti"
+msgstr "Sposta punti"
msgid ": Rotate"
msgstr ": Ruota"
msgid "Shift: Move All"
-msgstr "Shift: Muovi tutto"
+msgstr "Maiusc: Muovi tutti"
msgid "Shift: Scale"
-msgstr "Shift: Scala"
+msgstr "Maiusc: Scala"
msgid "Move Polygon"
-msgstr "Sposta poligono"
+msgstr "Sposta il poligono"
msgid "Rotate Polygon"
-msgstr "Ruota poligono"
+msgstr "Ruota il poligono"
msgid "Scale Polygon"
-msgstr "Ridimensiona poligono"
+msgstr "Ridimensiona il poligono"
msgid "Create a custom polygon. Enables custom polygon rendering."
msgstr ""
@@ -10164,19 +10220,19 @@ msgstr ""
"dei poligoni personalizzati è disabilitato."
msgid "Paint weights with specified intensity."
-msgstr "Dipingi i pesi con l'intensità specificata."
+msgstr "Dipingere i pesi con l'intensità specificata."
msgid "Unpaint weights with specified intensity."
-msgstr "Rimuovi i pesi con l'intensità specificata."
+msgstr "Rimuovere i pesi con l'intensità specificata."
msgid "Radius:"
msgstr "Raggio:"
msgid "Copy Polygon to UV"
-msgstr "Copia il poligono su UV"
+msgstr "Copia poligono nell'UV"
msgid "Copy UV to Polygon"
-msgstr "Copia l'UV sul poligono"
+msgstr "Copia UV nel poligono"
msgid "Clear UV"
msgstr "Cancella UV"
@@ -10209,34 +10265,34 @@ msgid "Grid Step Y:"
msgstr "Passo Y della griglia:"
msgid "Sync Bones to Polygon"
-msgstr "Sincronizza Ossa a Poligono"
+msgstr "Sincronizza le ossa con il poligono"
msgid "Create Polygon3D"
-msgstr "Crea Polygon3D"
+msgstr "Crea un Polygon3D"
msgid "ERROR: Couldn't load resource!"
msgstr "ERRORE: Non è stato possibile caricare la risorsa!"
msgid "Add Resource"
-msgstr "Aggiungi risorsa"
+msgstr "Aggiungi una risorsa"
msgid "Rename Resource"
-msgstr "Rinomina Risorsa"
+msgstr "Rinomina una risorsa"
msgid "Delete Resource"
-msgstr "Elimina Risorsa"
+msgstr "Elimina una risorsa"
msgid "Resource clipboard is empty!"
msgstr "Gli appunti delle risorse sono vuoti!"
msgid "Paste Resource"
-msgstr "Incolla Risorsa"
+msgstr "Incolla una risorsa"
msgid "Load Resource"
-msgstr "Carica risorsa"
+msgstr "Carica una risorsa"
msgid "Toggle ResourcePreloader Bottom Panel"
-msgstr "Attiva/Disattiva Pannello Inferiore di ResourcePreloader"
+msgstr "Commuta pannello inferiore del ResourcePreloader"
msgid "Path to AnimationMixer is invalid"
msgstr "Il percorso per AnimationMixer non è valido"
@@ -10252,10 +10308,10 @@ msgstr ""
"Impossibile aprire '%s'. Il file potrebbe essere stato spostato o eliminato."
msgid "Close and save changes?"
-msgstr "Chiudi e salva le modifiche?"
+msgstr "Chiudere e salvare le modifiche?"
msgid "Error writing TextFile:"
-msgstr "Errore di scrittura TextFile:"
+msgstr "Errore di scrittura sul file di testo:"
msgid "Error saving file!"
msgstr "Errore nel salvataggio del file!"
@@ -10267,7 +10323,7 @@ msgid "Error Saving"
msgstr "Errore di salvataggio"
msgid "Error importing theme."
-msgstr "Errore di importazione tema."
+msgstr "Errore di importazione di tema."
msgid "Error Importing"
msgstr "Errore di importazione"
@@ -10288,31 +10344,32 @@ msgid "Can't obtain the script for reloading."
msgstr "Impossibile ottenere lo script per la ricarica."
msgid "Reload only takes effect on tool scripts."
-msgstr "La ricarica ha effetto solo sugli tool script."
+msgstr "La ricarica ha effetto solo sugli script di strumento (tool)."
msgid "Cannot run the edited file because it's not a script."
-msgstr "Non è possibile eseguire il file aperto perché non è uno script."
+msgstr "Impossibile eseguire il file aperto perché non è uno script."
msgid "Cannot run the script because it contains errors, check the output log."
msgstr ""
-"Non è possibile eseguire lo script perché contiene errori: controlla il log "
-"degli output."
+"Impossibile eseguire lo script perché contiene errori: controlla il log degli "
+"output."
msgid "Cannot run the script because it doesn't extend EditorScript."
-msgstr "Non è possibile eseguire lo script perché non estende EditorScript."
+msgstr "Impossibile eseguire lo script perché non deriva da EditorScript."
msgid ""
"Cannot run the script because it's not a tool script (add the @tool "
"annotation at the top)."
msgstr ""
-"Non è possibile eseguire lo script perché non è un \"tool script\" (aggiungi "
+"Impossibile eseguire lo script perché non è uno script di strumento (aggiungi "
"l'annotazione \"@tool\" in alto)."
msgid "Cannot run the script because it's not a tool script."
-msgstr "Non è possibile eseguire lo script perché non è un \"tool script\"."
+msgstr ""
+"Impossibile eseguire lo script perché non è uno script di strumento (tool)."
msgid "Import Theme"
-msgstr "Importa tema"
+msgstr "Importa un tema"
msgid "Error while saving theme"
msgstr "Errore durante il salvataggio del tema"
@@ -10327,7 +10384,7 @@ msgid "Open '%s' in Godot online documentation."
msgstr "Apri '%s' nella documentazione online di Godot."
msgid "Open in Online Docs"
-msgstr "Apri in Documentazione online"
+msgstr "Apri in documentazione online"
msgid "Online Docs"
msgstr "Documentazione online"
@@ -10339,7 +10396,7 @@ msgid "Unsaved file."
msgstr "File non salvato."
msgid "%s Class Reference"
-msgstr "Riferimento alla Classe %s"
+msgstr "Riferimento di classe %s"
msgid "Find Next"
msgstr "Trova successivo"
@@ -10372,22 +10429,22 @@ msgid "Save All"
msgstr "Salva tutto"
msgid "Soft Reload Tool Script"
-msgstr "Ricarica parziale del tool script"
+msgstr "Ricarica script (parziale)"
msgid "Copy Script Path"
-msgstr "Copia il percorso dello script"
+msgstr "Copia percorso dello script"
msgid "History Previous"
-msgstr "Cronologia Precedente"
+msgstr "Precedente in cronologia"
msgid "History Next"
-msgstr "Cronologia successiva"
+msgstr "Successivo in cronologia"
msgid "Import Theme..."
msgstr "Importa tema..."
msgid "Reload Theme"
-msgstr "Ricarica Tema"
+msgstr "Ricarica tema"
msgid "Theme"
msgstr "Tema"
@@ -10399,7 +10456,7 @@ msgid "Close All"
msgstr "Chiudi tutto"
msgid "Close Docs"
-msgstr "Chiudi la documentazione"
+msgstr "Chiudi documentazione"
msgid "Run"
msgstr "Esegui"
@@ -10408,7 +10465,7 @@ msgid "Search"
msgstr "Cerca"
msgid "Search the reference documentation."
-msgstr "Cerca riferimenti nella documentazione."
+msgstr "Cerca nella documentazione di riferimento."
msgid "Go to previous edited document."
msgstr "Vai al documento modificato precedente."
@@ -10429,10 +10486,10 @@ msgid "What action should be taken?:"
msgstr "Quale azione dovrebbe essere presa?:"
msgid "Search Results"
-msgstr "Risultati Ricerca"
+msgstr "Risultati di ricerca"
msgid "Toggle Search Results Bottom Panel"
-msgstr "Commuta il pannello inferiore dei Risultati Ricerca"
+msgstr "Commuta pannello inferiore dei Risultati di ricerca"
msgid "There are unsaved changes in the following built-in script(s):"
msgstr "Ci sono modifiche non salvate nei seguenti script integrati (built-in):"
@@ -10444,7 +10501,7 @@ msgid "Reopen Closed Script"
msgstr "Riapri script chiuso"
msgid "Clear Recent Scripts"
-msgstr "Rimuovi Script Recenti"
+msgstr "Pulisci script recenti"
msgid "Uppercase"
msgstr "Maiuscolo"
@@ -10453,7 +10510,7 @@ msgid "Lowercase"
msgstr "Minuscolo"
msgid "Capitalize"
-msgstr "Rendi la prima lettera maiuscola"
+msgstr "Rendi prime lettere maiuscole"
msgid "Standard"
msgstr "Standard"
@@ -10479,8 +10536,7 @@ msgstr "Errore in (%d, %d):"
msgid ""
"Missing connected method '%s' for signal '%s' from node '%s' to node '%s'."
msgstr ""
-"Manca il metodo connesso \"%s\" per il segnale \"%s\" dal nodo \"%s\" al nodo "
-"\"%s\"."
+"Manca il metodo connesso '%s' per il segnale '%s' dal nodo '%s' al nodo '%s'."
msgid "[Ignore]"
msgstr "[Ignora]"
@@ -10509,13 +10565,13 @@ msgid "Can't drop nodes without an open scene."
msgstr "Non è possibile trascinare nodi senza una scena aperta."
msgid "Can't drop nodes because script '%s' does not inherit Node."
-msgstr "Impossibile rilasciare nodi perché lo script '%s' non inerita Node."
+msgstr "Impossibile rilasciare nodi perché lo script '%s' non eredita da Node."
msgid "Lookup Symbol"
msgstr "Ricerca simbolo"
msgid "Pick Color"
-msgstr "Scegli un colore"
+msgstr "Scegli colore"
msgid "Line"
msgstr "Riga"
@@ -10524,7 +10580,7 @@ msgid "Folding"
msgstr "Raggruppamento"
msgid "Convert Case"
-msgstr "Converti Maiuscole/Minuscole"
+msgstr "Converti maiuscole/minuscole"
msgid "Syntax Highlighter"
msgstr "Evidenziatore di sintassi"
@@ -10536,49 +10592,49 @@ msgid "Go To"
msgstr "Vai a"
msgid "Delete Line"
-msgstr "Elimina linea"
+msgstr "Elimina riga"
msgid "Unindent"
msgstr "De-indenta"
msgid "Toggle Comment"
-msgstr "Commuta i commenti"
+msgstr "Commuta commento"
msgid "Fold/Unfold Line"
-msgstr "Espandi/Comprimi linea"
+msgstr "Espandi/Comprimi riga"
msgid "Fold All Lines"
-msgstr "Comprimi tutte le linee"
+msgstr "Comprimi tutte le righe"
msgid "Create Code Region"
-msgstr "Crea Regione Codice"
+msgstr "Crea regione di codice"
msgid "Unfold All Lines"
-msgstr "Espandi tutte le linee"
+msgstr "Espandi tutte le righe"
msgid "Duplicate Selection"
-msgstr "Duplica la selezione"
+msgstr "Duplica selezione"
msgid "Duplicate Lines"
-msgstr "Duplica Righe"
+msgstr "Duplica righe"
msgid "Evaluate Selection"
msgstr "Valuta selezione"
msgid "Toggle Word Wrap"
-msgstr "Commuta a capo automatico"
+msgstr "Commuta avvogli righe"
msgid "Trim Trailing Whitespace"
-msgstr "Ritaglia spazi in coda"
+msgstr "Rimuovi spazio vuoto a fin di riga"
msgid "Trim Final Newlines"
-msgstr "Ritaglia Ritorni a Capo alla Fine"
+msgstr "Rimuovi ritorni a capo finali"
msgid "Convert Indent to Spaces"
-msgstr "Converti l'indentazione in spazi"
+msgstr "Converti indentazione in spazi"
msgid "Convert Indent to Tabs"
-msgstr "Converti l'indentazione in tabulazioni"
+msgstr "Converti indentazione in tabulazioni"
msgid "Auto Indent"
msgstr "Indenta automaticamente"
@@ -10608,10 +10664,10 @@ msgid "Go to Function..."
msgstr "Vai alla funzione..."
msgid "Go to Line..."
-msgstr "Vai alla linea..."
+msgstr "Vai alla riga..."
msgid "Toggle Breakpoint"
-msgstr "Commuta la riga corrente come punto d'interruzione"
+msgstr "Commuta punto d'interruzione"
msgid "Remove All Breakpoints"
msgstr "Rimuovi tutti i punti di interruzione"
@@ -10632,31 +10688,31 @@ msgid "Shader Editor"
msgstr "Editor degli shader"
msgid "New Shader Include..."
-msgstr "Nuovo Shader Include..."
+msgstr "Nuova inclusione di shader..."
msgid "Load Shader File..."
-msgstr "Carica un file shader..."
+msgstr "Carica file shader..."
msgid "Load Shader Include File..."
-msgstr "Carica file Shader Include..."
+msgstr "Carica file di inclusioni shader..."
msgid "Save File"
-msgstr "Salva il file"
+msgstr "Salva file"
msgid "Open File in Inspector"
-msgstr "Apri il file nell'ispettore"
+msgstr "Apri file nell'Ispettore"
msgid "Close File"
-msgstr "Chiudi il file"
+msgstr "Chiudi file"
msgid "Make the shader editor floating."
-msgstr "Rendi l'editor dei shader fluttuante."
+msgstr "Rendi l'editor degli shader fluttuante."
msgid "Toggle Shader Editor Bottom Panel"
-msgstr "Commuta il pannello inferiore degli shader"
+msgstr "Commuta pannello inferiore degli shader"
msgid "No valid shader stages found."
-msgstr "Non sono presenti fasi valide per lo shader."
+msgstr "Nessun fase di shader valida trovata."
msgid "Shader stage compiled without errors."
msgstr "Fase delle shader compilata senza errori."
@@ -10665,38 +10721,38 @@ msgid ""
"File structure for '%s' contains unrecoverable errors:\n"
"\n"
msgstr ""
-"La struttura del file di \"%s\" contiene degli errori irrecuperabili:\n"
+"La struttura del file di '%s' contiene degli errori irrecuperabili:\n"
"\n"
msgid "ShaderFile"
-msgstr "File Shader"
+msgstr "File shader"
msgid "Toggle ShaderFile Bottom Panel"
-msgstr "Commuta il pannello inferiore del File Shader"
+msgstr "Commuta il pannello inferiore del File shader"
msgid "This skeleton has no bones, create some children Bone2D nodes."
-msgstr "Questo scheletro non ha ossa, crea dei nodi figlio Bone2D."
+msgstr "Questo scheletro non ha ossa, crea dei nodi Bone2D figlio."
msgid "Set Rest Pose to Bones"
-msgstr "Imposta Ossa in Posizione di Riposo"
+msgstr "Imposta la posa di riposo su ossa"
msgid "Create Rest Pose from Bones"
-msgstr "Crea Posizione di Riposo dalle Ossa"
+msgstr "Crea la posa di riposo da ossa"
msgid "Skeleton2D"
-msgstr "Skeleton2D"
+msgstr "Scheletro 2D"
msgid "Reset to Rest Pose"
-msgstr "Ripristina a Posizione di Riposo"
+msgstr "Ripristina a posa di riposo"
msgid "Overwrite Rest Pose"
-msgstr "Sovrascrivi Posa a Riposo"
+msgstr "Sovrascrivi posa di riposo"
msgid "Set Bone Transform"
msgstr "Imposta la trasformazione di un osso"
msgid "Set Bone Rest"
-msgstr "Imposta il riposo di un osso"
+msgstr "Imposta la posa di riposo di un osso"
msgid "Cannot create a physical skeleton for a Skeleton3D node with no bones."
msgstr ""
@@ -10713,38 +10769,46 @@ msgid "Export Skeleton Profile As..."
msgstr "Esporta il profilo dello scheletro come..."
msgid "Set Bone Parentage"
-msgstr "Imposta la parentela dell'osso"
+msgstr "Imposta la parentela di un osso"
msgid "Skeleton3D"
-msgstr "Skeleton3D"
+msgstr "Scheletro 3D"
msgid "Reset All Bone Poses"
-msgstr "Reimposta le pose di tutti gli ossi"
+msgstr "Ripristina tutte le pose delle ossa"
msgid "Reset Selected Poses"
-msgstr "Reimposta le pose selezionate"
+msgstr "Ripristina pose selezionate"
msgid "Apply All Poses to Rests"
-msgstr "Applica tutte le pose come riposi"
+msgstr "Applica tutte le pose come riposo"
msgid "Apply Selected Poses to Rests"
-msgstr "Applica le pose selezionate come riposo"
+msgstr "Applica pose selezionate come riposo"
msgid "Create Physical Skeleton"
-msgstr "Crea uno scheletro fisico"
+msgstr "Crea scheletro fisico"
msgid "Export Skeleton Profile"
-msgstr "Esporta il profilo dello scheletro"
+msgstr "Esporta profilo dello scheletro"
msgid ""
"Edit Mode\n"
"Show buttons on joints."
msgstr ""
"Modalità modifica\n"
-"Mostra bottoni sulle articolazioni."
+"Mostra pulsanti sulle articolazioni."
+
+msgid "Insert key (based on mask) for bones with an existing track."
+msgstr ""
+"Inserisci chiave (in base alla maschera) per le ossa che hanno già una "
+"traccia."
+
+msgid "Insert key (based on mask) for all bones."
+msgstr "Inserisci chiavi (in base alla maschera) per tutte le ossa."
msgid "Insert Key (All Bones)"
-msgstr "Inserisci una chiave (tutte le ossa)"
+msgstr "Inserisci una chiave (Tutte le ossa)"
msgid "Bone Transform"
msgstr "Trasformazione dell'osso"
@@ -10759,22 +10823,22 @@ msgid "MeshInstance2D Preview"
msgstr "Anteprima del MeshInstance2D"
msgid "Create Polygon2D"
-msgstr "Crea Polygon2D"
+msgstr "Crea un Polygon2D"
msgid "Polygon2D Preview"
-msgstr "Anteprima Polygon2D"
+msgstr "Anteprima del Polygon2D"
msgid "Create CollisionPolygon2D"
-msgstr "Crea CollisionPolygon2D"
+msgstr "Crea un CollisionPolygon2D"
msgid "CollisionPolygon2D Preview"
-msgstr "Anteprima CollisionPolygon2D"
+msgstr "Anteprima del CollisionPolygon2D"
msgid "Create LightOccluder2D"
-msgstr "Crea LightOccluder2D"
+msgstr "Crea un LightOccluder2D"
msgid "LightOccluder2D Preview"
-msgstr "Anteprima LightOccluder2D"
+msgstr "Anteprima del LightOccluder2D"
msgid "Can't convert a sprite from a foreign scene."
msgstr "Impossibile convertire una sprite da una scena esterna."
@@ -10789,7 +10853,7 @@ msgid "Convert to MeshInstance2D"
msgstr "Converti in MeshInstance2D"
msgid "Invalid geometry, can't create polygon."
-msgstr "Geometria non valida, impossibile creare il poligono."
+msgstr "Geometria non valida, impossibile creare un poligono."
msgid "Convert to Polygon2D"
msgstr "Converti in Polygon2D"
@@ -10798,13 +10862,13 @@ msgid "Invalid geometry, can't create collision polygon."
msgstr "Geometria non valida, impossibile creare un poligono di collisione."
msgid "Create CollisionPolygon2D Sibling"
-msgstr "Crea fratello del CollisionPolygon2D"
+msgstr "Crea CollisionPolygon2D fratello"
msgid "Invalid geometry, can't create light occluder."
msgstr "Geometria non valida, impossibile creare un occlusore di luce."
msgid "Create LightOccluder2D Sibling"
-msgstr "Crea fratello del LightOccluder2D"
+msgstr "Crea LightOccluder2D fratello"
msgid "Sprite2D"
msgstr "Sprite2D"
@@ -10813,52 +10877,52 @@ msgid "Simplification:"
msgstr "Semplificazione:"
msgid "Shrink (Pixels):"
-msgstr "Rimpicciolisci (Pixels):"
+msgstr "Rimpicciolisci (Pixel):"
msgid "Grow (Pixels):"
-msgstr "Ingrandisci (Pixels):"
+msgstr "Ingrandisci (Pixel):"
msgid "Update Preview"
-msgstr "Aggiorna Anteprima"
+msgstr "Aggiorna l'anteprima"
msgid "Settings:"
msgstr "Impostazioni:"
msgid "No Frames Selected"
-msgstr "Nessun Frame selezionato"
+msgstr "Nessun fotogramma selezionato"
msgid "Add %d Frame(s)"
-msgstr "Aggiungi %d frame"
+msgstr "Aggiungi %d fotogramma(i)"
msgid "Add Frame"
-msgstr "Aggiungi frame"
+msgstr "Aggiungi un fotogramma"
msgid "Unable to load images"
msgstr "Impossibile caricare le immagini"
msgid "ERROR: Couldn't load frame resource!"
-msgstr "ERRORE: Impossibile caricare la risorsa frame!"
+msgstr "ERRORE: Impossibile caricare la risorsa del fotogramma!"
msgid "Paste Frame(s)"
-msgstr "Incolla Frame"
+msgstr "Incolla fotogramma(i)"
msgid "Paste Texture"
-msgstr "Incolla Texture"
+msgstr "Incolla una texture"
msgid "Add Empty"
msgstr "Aggiungi vuoto"
msgid "Move Frame"
-msgstr "Sposta Frame"
+msgstr "Sposta un fotogramma"
msgid "Delete Animation?"
-msgstr "Eliminare Animazione?"
+msgstr "Eliminare l'animazione?"
msgid "Change Animation FPS"
-msgstr "Cambia FPS Animazione"
+msgstr "Cambia gli FPS di un'animazione"
msgid "Set Frame Duration"
-msgstr "Imposta la durata del frame"
+msgstr "Imposta la durata di un fotogramma"
msgid "(empty)"
msgstr "(vuoto)"
@@ -10873,85 +10937,85 @@ msgid "Filter Animations"
msgstr "Filtra le animazioni"
msgid "Delete Animation"
-msgstr "Elimina l'animazione"
+msgstr "Elimina animazione"
msgid "This resource does not have any animations."
msgstr "Questa risorsa non contiene animazioni."
msgid "Animation Frames:"
-msgstr "Frame Animazione:"
+msgstr "Fotogrammi di animazione:"
msgid "Frame Duration:"
-msgstr "Durata del Frame:"
+msgstr "Durata di fotogramma:"
msgid "Zoom Reset"
-msgstr "Ripristina Zoom"
+msgstr "Ripristina lo zoom"
msgid "Add frame from file"
-msgstr "Aggiungi un fotogramma da un file"
+msgstr "Aggiungi fotogramma da un file"
msgid "Add frames from sprite sheet"
-msgstr "Aggiungi i fotogrammi da una scheda di sprite"
+msgstr "Aggiungi fotogrammi da un foglio sprite"
msgid "Delete Frame"
-msgstr "Elimina Fotogramma"
+msgstr "Elimina fotogramma"
msgid "Copy Frame(s)"
-msgstr "Copia Fotogramma"
+msgstr "Copia fotogramma(i)"
msgid "Insert Empty (Before Selected)"
-msgstr "Inserisci un fotogramma vuoto (prima della selezione)"
+msgstr "Inserisci vuoto (prima della selezione)"
msgid "Insert Empty (After Selected)"
-msgstr "Inserisci un fotogramma vuoto (dopo la selezione)"
+msgstr "Inserisci vuoto (dopo la selezione)"
msgid "Move Frame Left"
-msgstr "Muovi un fotogramma a sinistra"
+msgstr "Muovi fotogramma a sinistra"
msgid "Move Frame Right"
-msgstr "Muovi un fotogramma a destra"
+msgstr "Muovi fotogramma a destra"
msgid "Select Frames"
-msgstr "Seleziona Fotogrammi"
+msgstr "Seleziona i fotogrammi"
msgid "Frame Order"
-msgstr "Ordine fotogrammi"
+msgstr "Ordine dei fotogrammi"
msgid "As Selected"
-msgstr "Come Selezionato"
+msgstr "Come selezionato"
msgid "By Row"
msgstr "Per riga"
msgid "Left to Right, Top to Bottom"
-msgstr "Da Sinistra a Destra, dall'Alto in Basso"
+msgstr "Da sinistra a destra, dall'alto in basso"
msgid "Left to Right, Bottom to Top"
-msgstr "Da Sinistra a Destra, dall'Alto in Basso"
+msgstr "Da sinistra a destra, dall'alto in basso"
msgid "Right to Left, Top to Bottom"
-msgstr "Da Sinistra a Destra, dall'Alto in Basso"
+msgstr "Da sinistra a destra, dall'alto in basso"
msgid "Right to Left, Bottom to Top"
-msgstr "Da Sinistra a Destra, dall'Alto in Basso"
+msgstr "Da sinistra a destra, dall'alto in basso"
msgid "By Column"
-msgstr "Per Colonna"
+msgstr "Per colonna"
msgid "Top to Bottom, Left to Right"
-msgstr "Dall'Alto in Basso, da Sinistra a Destra"
+msgstr "Dall'alto in basso, da sinistra a destra"
msgid "Top to Bottom, Right to Left"
-msgstr "Dall'Alto in Basso, da Destra a Sinistra"
+msgstr "Dall'alto in basso, da destra a sinistra"
msgid "Bottom to Top, Left to Right"
-msgstr "Dal Basso in Alto, da Sinistra a Destra"
+msgstr "Dal basso in alto, da sinistra a destra"
msgid "Bottom to Top, Right to Left"
-msgstr "Dal Basso in Alto, da Destra a Sinistra"
+msgstr "Dal basso in alto, da destra a sinistra"
msgid "Select None"
-msgstr "Deseleziona"
+msgstr "Deseleziona tutto"
msgid "Toggle Settings Panel"
msgstr "Commuta il pannello delle impostazioni"
@@ -10963,7 +11027,7 @@ msgid "Vertical"
msgstr "Verticale"
msgid "Size"
-msgstr "Dimensione"
+msgstr "Dimensioni"
msgid "Separation"
msgstr "Separazione"
@@ -10972,13 +11036,13 @@ msgid "Offset"
msgstr "Scostamento"
msgid "Create Frames from Sprite Sheet"
-msgstr "Crea Frames da uno Spritesheet"
+msgstr "Crea fotogrammi da un foglio sprite"
msgid "SpriteFrames"
msgstr "SpriteFrames"
msgid "Toggle SpriteFrames Bottom Panel"
-msgstr "Commuta il pannello inferiore dello SpriteFrames"
+msgstr "Commuta pannello inferiore di SpriteFrames"
msgid "Warnings should be fixed to prevent errors."
msgstr "Gli avvisi andrebbero risolti per evitare errori."
@@ -10997,7 +11061,7 @@ msgid "Resave"
msgstr "Risalva"
msgid "%s Mipmaps"
-msgstr "%s Mipmap"
+msgstr "%s mipmap"
msgid "Memory: %s"
msgstr "Memoria: %s"
@@ -11006,10 +11070,10 @@ msgid "No Mipmaps"
msgstr "Nessuna mipmap"
msgid "Set Region Rect"
-msgstr "Imposta Region Rect"
+msgstr "Imposta un rettangolo di regione"
msgid "Set Margin"
-msgstr "Imposta Margine"
+msgstr "Imposta un margine"
msgid "Region Editor"
msgstr "Editor delle regioni"
@@ -11024,7 +11088,7 @@ msgid "Grid Snap"
msgstr "Scatto sulla griglia"
msgid "Auto Slice"
-msgstr "Auto Divisione"
+msgstr "Auto-divisione"
msgid "Step:"
msgstr "Passo:"
@@ -11084,7 +11148,7 @@ msgstr[0] "1 stylebox"
msgstr[1] "{num} stylebox"
msgid "No styleboxes found."
-msgstr "Nessun stylebox trovato."
+msgstr "Nessuno stylebox trovato."
msgid "{num} currently selected"
msgid_plural "{num} currently selected"
@@ -11092,186 +11156,186 @@ msgstr[0] "{num} selezionato"
msgstr[1] "{num} selezionati"
msgid "Nothing was selected for the import."
-msgstr "Nessun elemento selezionato per l'importazione."
+msgstr "Niente è stato selezionato per l'importazione."
msgid "Importing Theme Items"
-msgstr "Importa Elementi del Tema"
+msgstr "Importazione di elementi del tema"
msgid "Importing items {n}/{n}"
-msgstr "Importo elementi {n}/{n}"
+msgstr "Importazione di elementi {n}/{n}"
msgid "Updating the editor"
msgstr "Aggiornamento dell'editor"
msgid "Finalizing"
-msgstr "Completando"
+msgstr "Completamento"
msgid "Import Theme Items"
-msgstr "Importa Elementi del Tema"
+msgstr "Importa elementi di un tema"
msgid "Filter Items"
msgstr "Filtra gli elementi"
msgid "With Data"
-msgstr "Con i Dati"
+msgstr "Con dati"
msgid "Select by data type:"
-msgstr "Seleziona dati in base al tipo:"
+msgstr "Seleziona per tipo di dati:"
msgid "Select all visible color items."
-msgstr "Seleziona tutti gli oggetti colorati visibili."
+msgstr "Seleziona tutti gli elementi visibili di colore."
msgid "Select all visible color items and their data."
-msgstr "Seleziona tutti gli oggetti colorati e i loro dati."
+msgstr "Seleziona tutti gli elementi visibili di colore e i loro dati."
msgid "Deselect all visible color items."
-msgstr "Deseleziona tutti gli oggetti colorati."
+msgstr "Deseleziona tutti gli elementi visibili di colore."
msgid "Select all visible constant items."
-msgstr "Seleziona tutti gli oggetti visibili."
+msgstr "Seleziona tutti gli elementi visibili di costante."
msgid "Select all visible constant items and their data."
-msgstr "Seleziona tutti gli oggetti costanti e i loro dati."
+msgstr "Seleziona tutti gli elementi visibili di costante e i loro dati."
msgid "Deselect all visible constant items."
-msgstr "Deseleziona tutti gli elementi costanti visibili."
+msgstr "Deseleziona tutti gli elementi visibili di costante."
msgid "Select all visible font items."
-msgstr "Seleziona tutti gli elementi di font visibili."
+msgstr "Seleziona tutti gli elementi visibili di font."
msgid "Select all visible font items and their data."
-msgstr "Seleziona tutti gli elementi di font visibili e i loro dati."
+msgstr "Seleziona tutti gli elementi visibili di font e i loro dati."
msgid "Deselect all visible font items."
-msgstr "Deseleziona tutti gli elementi di font visibili."
+msgstr "Deseleziona tutti gli elementi visibili di font."
msgid "Font sizes"
msgstr "Dimensioni del font"
msgid "Select all visible font size items."
-msgstr "Seleziona tutti gli elementi di dimensione del font visibili."
+msgstr "Seleziona tutti gli elementi visibili di dimensione del font."
msgid "Select all visible font size items and their data."
msgstr ""
-"Seleziona tutti gli elementi di dimensione del font visibili e i loro dati."
+"Seleziona tutti gli elementi visibili di dimensione del font e i loro dati."
msgid "Deselect all visible font size items."
-msgstr "Deseleziona tutti gli elementi di dimensione del font visibili."
+msgstr "Deseleziona tutti gli elementi visibili di dimensione del font."
msgid "Select all visible icon items."
-msgstr "Seleziona tutte le icone visibili."
+msgstr "Seleziona tutti gli elementi visibili di icona."
msgid "Select all visible icon items and their data."
-msgstr "Seleziona tutte le icone visibili ed i loro dati."
+msgstr "Seleziona tutti gli elementi visibili di icona e i loro dati."
msgid "Deselect all visible icon items."
-msgstr "Deseleziona tutte le icone visibili."
+msgstr "Deseleziona tutti gli elementi visibili di icona."
msgid "Select all visible stylebox items."
-msgstr "Seleziona tutti gli elementi stylebox visibili."
+msgstr "Seleziona tutti gli elementi visibili di stylebox."
msgid "Select all visible stylebox items and their data."
-msgstr "Seleziona tutti gli elementi stylebox visibili e i loro dati."
+msgstr "Seleziona tutti gli elementi visibili di stylebox e i loro dati."
msgid "Deselect all visible stylebox items."
-msgstr "Deseleziona tutti gli elementi stylebox visibili."
+msgstr "Deseleziona tutti gli elementi visibili di stylebox."
msgid ""
"Caution: Adding icon data may considerably increase the size of your Theme "
"resource."
msgstr ""
"Attenzione: Aggiungere i dati delle icone potrebbe aumentare notevolmente il "
-"peso della tua risorsa Tema."
+"peso della tua risorsa Theme."
msgid "Collapse types."
-msgstr "Comprimi tipologie."
+msgstr "Comprimi i tipi."
msgid "Expand types."
-msgstr "Espandi tipologie."
+msgstr "Espandi i tipi."
msgid "Select all Theme items."
-msgstr "Seleziona tutti gli oggetti del tema."
+msgstr "Seleziona tutti gli elementi del tema."
msgid "Select With Data"
-msgstr "Selezione con data"
+msgstr "Seleziona con dati"
msgid "Select all Theme items with item data."
-msgstr "Seleziona tutti gli elementi Tema con i loro dati."
+msgstr "Seleziona tutti gli elementi del tema con i loro dati di elemento."
msgid "Deselect All"
msgstr "Deseleziona tutto"
msgid "Deselect all Theme items."
-msgstr "Deseleziona tutti gli elementi del Tema."
+msgstr "Deseleziona tutti gli elementi di Theme."
msgid "Import Selected"
-msgstr "Importa Selezionati"
+msgstr "Importa selezionati"
msgid ""
"Import Items tab has some items selected. Selection will be lost upon closing "
"this window.\n"
"Close anyway?"
msgstr ""
-"La scheda \"Importa Oggetti\" ha alcuni elementi selezionati. Chiudendo "
+"La scheda \"Importa elementi\" ha alcuni elementi selezionati. Chiudendo "
"questa finestra si perderà la selezione.\n"
-"Chiudere lo stesso?"
+"Chiudere comunque?"
msgid "Remove Type"
-msgstr "Rimuovi Tipo"
+msgstr "Rimuovi il tipo"
msgid ""
"Select a theme type from the list to edit its items.\n"
"You can add a custom type or import a type with its items from another theme."
msgstr ""
-"Seleziona un tipo di tema dalla lista per editare i suoi elementi.\n"
+"Seleziona un tipo di tema dalla lista per modificare i suoi elementi.\n"
"Puoi aggiungere un tipo personalizzato o importare un tipo con i suoi "
"elementi da un altro tema."
msgid "Remove All Color Items"
-msgstr "Rimuovi Tuttigli Elementi Colori"
+msgstr "Rimuovi tutti gli elementi di colore"
msgid "Rename Item"
-msgstr "Rinomina Elemento"
+msgstr "Rinomina l'elemento"
msgid "Remove All Constant Items"
-msgstr "Rimuovi Tutti gli Elementi Costanti"
+msgstr "Rimuovi tutti gli elementi di costante"
msgid "Remove All Font Items"
-msgstr "Rimuovi Tutti gli Elementi Font"
+msgstr "Rimuovi tutti gli elementi di font"
msgid "Remove All Font Size Items"
-msgstr "Rimuovi Tutti gli Elementi Dimensione Font"
+msgstr "Rimuovi tutti gli elementi di dimensione del font"
msgid "Remove All Icon Items"
-msgstr "Rimuovi Tutti gli Elementi Icone"
+msgstr "Rimuovi tutti gli elementi di icona"
msgid "Remove All StyleBox Items"
-msgstr "Rimuovi Tutti gli Elementi StyleBox"
+msgstr "Rimuovi tutti gli elementi di stylebox"
msgid ""
"This theme type is empty.\n"
"Add more items to it manually or by importing from another theme."
msgstr ""
"Questo tipo di tema è vuoto.\n"
-"Aggiungici più elementi manualmente o importando da un altro tema."
+"Aggiungici più elementi manualmente o importandoli da un altro tema."
msgid "Remove Theme Item"
msgstr "Rimuovi un elemento del tema"
msgid "Add Theme Type"
-msgstr "Aggiungi Tipo Di Tema"
+msgstr "Aggiungi un tipo del tema"
msgid "Create Theme Item"
msgstr "Crea un elemento del tema"
msgid "Remove Theme Type"
-msgstr "Rimuovi Tipo Di Tema"
+msgstr "Rimuovi un tipo del tema"
msgid "Remove Data Type Items From Theme"
-msgstr "Rimuovi degli elementi di un tipo di dati da un tema"
+msgstr "Rimuovi elementi di un tipo di dati da un tema"
msgid "Remove Class Items From Theme"
-msgstr "Rimuovi degli elementi di una classe da un tema"
+msgstr "Rimuovi elementi di una classe da un tema"
msgid "Remove Custom Items From Theme"
msgstr "Rimuovi degli elementi personalizzati da un tema"
@@ -11280,127 +11344,129 @@ msgid "Remove All Items From Theme"
msgstr "Rimuovi tutti gli elementi da un tema"
msgid "Add Color Item"
-msgstr "Aggiungi Elementi Colore"
+msgstr "Aggiungi un elemento di colore"
msgid "Add Constant Item"
-msgstr "Aggiungi Elemento Costante"
+msgstr "Aggiungi un elemento di costante"
msgid "Add Font Item"
-msgstr "Aggiungi Elemento Font"
+msgstr "Aggiungi un elemento di font"
msgid "Add Font Size Item"
-msgstr "Aggiungi Elemento Dimensione Font"
+msgstr "Aggiungi un elemento di dimensione del font"
msgid "Add Icon Item"
-msgstr "Aggiungi Elemento Icona"
+msgstr "Aggiungi un elemento di icona"
msgid "Add Stylebox Item"
-msgstr "Aggiungi Elemento StyleBox"
+msgstr "Aggiungi un elemento di stylebox"
msgid "Rename Color Item"
-msgstr "Rinomina Elemento Colore"
+msgstr "Rinomina un elemento di colore"
msgid "Rename Constant Item"
-msgstr "Rinomina Elemento Costante"
+msgstr "Rinomina un elemento di costante"
msgid "Rename Font Item"
-msgstr "Rinomina Elemento Carattere"
+msgstr "Rinomina un elemento di font"
msgid "Rename Font Size Item"
-msgstr "Rinomina Elemento Dimensione Carattere"
+msgstr "Rinomina un elemento di dimensione del font"
msgid "Rename Icon Item"
-msgstr "Rinomina Elemento Icona"
+msgstr "Rinomina un elemento di icona"
msgid "Rename Stylebox Item"
-msgstr "Rinomina Elemento Stylebox"
+msgstr "Rinomina un elemento di stylebox"
msgid "Rename Theme Item"
msgstr "Rinomina un elemento del tema"
msgid "Invalid file, not a Theme resource."
-msgstr "File non valido, non una risorsa Tema."
+msgstr "File non valido, non è una risorsa di tipo Theme."
msgid "Invalid file, same as the edited Theme resource."
-msgstr "File non valido, corrisponde alla risorsa Tema in modifica."
+msgstr ""
+"File non valido, è identico alla risorsa Theme attualmente in fase di "
+"modifica."
msgid "Manage Theme Items"
-msgstr "Gestisci Elementi Tema"
+msgstr "Gestisci gli elementi del tema"
msgid "Edit Items"
-msgstr "Modifica Elementi"
+msgstr "Modifica elementi"
msgid "Types:"
msgstr "Tipi:"
msgid "Add Type:"
-msgstr "Aggiungi Tipo:"
+msgstr "Aggiungi un tipo:"
msgid "Add Item:"
-msgstr "Aggiungi Elemento:"
+msgstr "Aggiungi un elemento:"
msgid "Add StyleBox Item"
-msgstr "Aggiungi Elemento StyleBox"
+msgstr "Aggiungi un elemento di stylebox"
msgid "Remove Items:"
msgstr "Rimuovi elementi:"
msgid "Remove Class Items"
-msgstr "Rimuovi Elementi di Classe"
+msgstr "Rimuovi gli elementi di classe"
msgid "Remove Custom Items"
-msgstr "Rimuovi Elementi Personalizzati"
+msgstr "Rimuovi gli elementi personalizzati"
msgid "Remove All Items"
msgstr "Rimuovi tutti gli elementi"
msgid "Add Theme Item"
-msgstr "Aggiungi Elemento di Tema"
+msgstr "Aggiungi un elemento di tema"
msgid "Old Name:"
msgstr "Nome precedente:"
msgid "Import Items"
-msgstr "Importa Elementi"
+msgstr "Importa elementi"
msgid "Default Theme"
-msgstr "Tema Predefinito"
+msgstr "Tema predefinito"
msgid "Editor Theme"
-msgstr "Tema dell'Editor"
+msgstr "Tema dell'editor"
msgid "Select Another Theme Resource:"
-msgstr "Seleziona un'altra risorsa del tema:"
+msgstr "Seleziona un'altra risorsa di tema:"
msgid "Theme Resource"
-msgstr "Risorsa del Tema"
+msgstr "Risorsa di tema"
msgid "Another Theme"
-msgstr "Altro Tema"
+msgstr "Altro tema"
msgid "Filter the list of types or create a new custom type:"
msgstr "Filtra la lista dei tipi o creane uno nuovo personalizzato:"
msgid "Available Node-based types:"
-msgstr "Tipi Basati su Nodi Disponibili:"
+msgstr "Tipi disponibili basati su nodi:"
msgid "Type name is empty!"
-msgstr "Il nome del Tipo è vuoto!"
+msgstr "Il nome del tipo è vuoto!"
msgid "Are you sure you want to create an empty type?"
-msgstr "Sei sicuro di voler aprire un tipo vuoto?"
+msgstr "Sei sicuro di voler creare un tipo vuoto?"
msgid "Confirm Item Rename"
-msgstr "Conferma Rinomina Elemento"
+msgstr "Conferma il cambio di nome dell'elemento"
msgid "Cancel Item Rename"
-msgstr "Annulla Rinomina Elemento"
+msgstr "Annulla il cambio di nome dell'elemento"
msgid "Override Item"
-msgstr "Sovrascrivi Elemento"
+msgstr "Sovrascrivi l'elemento"
msgid "Unpin this StyleBox as a main style."
-msgstr "Rimuovi questo StyleBox come stile principale."
+msgstr "Stacca questo StyleBox come stile principale."
msgid ""
"Pin this StyleBox as a main style. Editing its properties will update the "
@@ -11410,13 +11476,13 @@ msgstr ""
"aggiorneranno le stesse proprietà di tutte le altre StyleBox di questo tipo."
msgid "Add Item Type"
-msgstr "Aggiungi Tipo Elemento"
+msgstr "Aggiungi un tipo per elemento"
msgid "Add Type"
-msgstr "Aggiungi Tipo"
+msgstr "Aggiungi un tipo"
msgid "Override All Default Theme Items"
-msgstr "Sovrascrivi tutti gli elementi predefiniti di un tema"
+msgstr "Sovrascrivi tutti gli elementi del tema predefinito"
msgid "Override Theme Item"
msgstr "Sovrascrivi un elemento di un tema"
@@ -11434,81 +11500,83 @@ msgid "Set Font Item in Theme"
msgstr "Imposta un elemento di font in un tema"
msgid "Set Icon Item in Theme"
-msgstr "Imposta un elemento icona in un tema"
+msgstr "Imposta un elemento d'icona in un tema"
msgid "Set Stylebox Item in Theme"
-msgstr "Imposta un elemento stylebox in un tema"
+msgstr "Imposta un elemento di stylebox in un tema"
msgid "Pin Stylebox"
-msgstr "Blocca Stylebox"
+msgstr "Fissa un Stylebox"
msgid "Unpin Stylebox"
-msgstr "Sblocca Stylebox"
+msgstr "Stacca un Stylebox"
msgid "Set Theme Type Variation"
-msgstr "Imposta Tipo di Variazione Tema"
+msgstr "Imposta una variazione di tipo di un tema"
msgid "Set Variation Base Type"
-msgstr "Imposta Tipo di Variazione Base"
+msgstr "Imposta il tipo base della variazione"
msgid "Set Base Type"
-msgstr "Imposta Tipo di Base"
+msgstr "Imposta il tipo di base"
msgid "Add a type from a list of available types or create a new one."
msgstr "Aggiungi un tipo da una lista di tipi disponibili o creane uno nuovo."
msgid "Show Default"
-msgstr "Mostra Predefiniti"
+msgstr "Mostra predefiniti"
msgid "Show default type items alongside items that have been overridden."
msgstr ""
-"Mostra elementi predefiniti assieme ad elementi che sono stati sovrascritti."
+"Mostra gli elementi predefiniti di tipo assieme agli elementi che sono stati "
+"sovrascritti."
msgid "Override All"
msgstr "Sovrascrivi tutti"
msgid "Override all default type items."
-msgstr "Sovrascrivi tutti gli elementi predefiniti."
+msgstr "Sovrascrivi tutti gli elementi predefiniti di tipo."
msgid "Base Type"
-msgstr "Tipo di Base"
+msgstr "Tipo di base"
msgid "Select the variation base type from a list of available types."
-msgstr "Seleziona la variazione del tipo base da una lista di tipi disponibili."
+msgstr ""
+"Seleziona il tipo base della variazione da una lista di tipi disponibili."
msgid ""
"A type associated with a built-in class cannot be marked as a variation of "
"another type."
msgstr ""
-"Un tipo associato ad una classe integrata non può essere indicato come "
+"Un tipo associato a una classe integrata non può essere indicato come "
"variazione di un altro tipo."
msgid "Theme:"
msgstr "Tema:"
msgid "Manage Items..."
-msgstr "Gestisci Elementi…"
+msgstr "Gestisci gli elementi…"
msgid "Add, remove, organize and import Theme items."
-msgstr "Aggiungi, rimuovi, organizza e importa elementi Tema."
+msgstr "Aggiungi, rimuovi, organizza e importa elementi del tema."
msgid "Add Preview"
-msgstr "Aggiungi Anteprima"
+msgstr "Aggiungi anteprima"
msgid "Default Preview"
-msgstr "Anteprima Predefinita"
+msgstr "Anteprima predefinita"
msgid "Select UI Scene:"
-msgstr "Seleziona Scena UI:"
+msgstr "Seleziona una scena UI:"
msgid "Toggle Theme Bottom Panel"
-msgstr "Commuta il pannello inferiore del Tema"
+msgstr "Commuta pannello inferiore del Tema"
msgid ""
"Toggle the control picker, allowing to visually select control types for edit."
msgstr ""
-"Commuta il selettore controllo, che ti consente di selezionare i tipi di "
-"controllo a vista per la modifica."
+"Commuta il selettore di controlli, che consente di selezionare a vista i tipi "
+"di controllo per la modifica."
msgid "Toggle Button"
msgstr "Interruttore"
@@ -11520,31 +11588,31 @@ msgid "Item"
msgstr "Elemento"
msgid "Disabled Item"
-msgstr "Elemento Disabilitato"
+msgstr "Elemento disabilitato"
msgid "Check Item"
-msgstr "Elemento di Controllo"
+msgstr "Elemento di controllo"
msgid "Checked Item"
-msgstr "Elemento Selezionato"
+msgstr "Elemento attivato"
msgid "Radio Item"
-msgstr "Elemento Opzione"
+msgstr "Elemento opzione (radio)"
msgid "Checked Radio Item"
-msgstr "Elemento Radio Controllato"
+msgstr "Elemento opzione attivato"
msgid "Named Separator"
-msgstr "Separatore con Nome"
+msgstr "Separatore con nome"
msgid "Submenu"
msgstr "Sottomenù"
msgid "Subitem 1"
-msgstr "Sotto-Elemento 1"
+msgstr "Sotto-elemento 1"
msgid "Subitem 2"
-msgstr "Sotto-Elemento 2"
+msgstr "Sotto-elemento 2"
msgid "Has"
msgstr "Ha"
@@ -11556,19 +11624,19 @@ msgid "Disabled LineEdit"
msgstr "LineEdit disabilitato"
msgid "Tab 1"
-msgstr "Tab 1"
+msgstr "Scheda 1"
msgid "Tab 2"
-msgstr "Tab 2"
+msgstr "Scheda 2"
msgid "Tab 3"
-msgstr "Tab 3"
+msgstr "Scheda 3"
msgid "Editable Item"
-msgstr "Elemento Modificabile"
+msgstr "Elemento modificabile"
msgid "Subtree"
-msgstr "Subtree"
+msgstr "Sotto-albero"
msgid "Has,Many,Options"
msgstr "Ha,Molte,Opzioni"
@@ -11579,13 +11647,15 @@ msgstr ""
"rimossa."
msgid "Invalid PackedScene resource, must have a Control node at its root."
-msgstr "Risorsa PackedScene non valida, deve avere un nodo Control alla radice."
+msgstr ""
+"Risorsa PackedScene non valida, deve avere un nodo di tipo Control alla "
+"radice."
msgid "Invalid file, not a PackedScene resource."
msgstr "File non valido, non è una risorsa PackedScene."
msgid "Reload the scene to reflect its most actual state."
-msgstr "Ricarica la scena per riflettere i suo stato più reale."
+msgstr "Ricarica la scena per riflettere i suo stato più attuale."
msgid "Merge TileSetAtlasSource"
msgstr "Unisci TileSetAtlasSource"
@@ -11594,19 +11664,19 @@ msgid "%s (ID: %d)"
msgstr "%s (ID: %d)"
msgid "Atlas Merging"
-msgstr "Unione Atlas"
+msgstr "Unione d'atlante"
msgid "Merge (Keep original Atlases)"
-msgstr "Unisci (Mantieni gli atlas originali)"
+msgstr "Unisci (Mantieni gli atlanti originali)"
msgid "Merge"
msgstr "Unisci"
msgid "Next Line After Column"
-msgstr "Prossima Riga Dopo Colonna"
+msgstr "Prossima riga dopo una colonna"
msgid "Please select two atlases or more."
-msgstr "Si prega di selezionare due atlas o più."
+msgstr "Si prega di selezionare almeno due atlanti."
msgid ""
"Source: %d\n"
@@ -11623,21 +11693,21 @@ msgid ""
"Alternative: %d"
msgstr ""
"Sorgente: %d\n"
-"Coordinate atlas: %s\n"
+"Coordinate nell'atlante: %s\n"
"Alternativa: %d"
msgid ""
"The selected atlas source has no valid texture. Assign a texture in the "
"TileSet bottom tab."
msgstr ""
-"L'atlas sorgente selezionato non ha nessuna texture valida. Assegna una "
-"texture nella tab inferiore del TileSet."
+"L'atlante sorgente selezionato non ha nessuna texture valida. Assegna una "
+"texture nella scheda inferiore del TileSet."
msgid "Base Tiles"
-msgstr "Tasselli di Base"
+msgstr "Tasselli di base"
msgid "Alternative Tiles"
-msgstr "Tasselli Alternativi"
+msgstr "Tasselli alternativi"
msgid "Reset Polygons"
msgstr "Reimposta dei poligoni"
@@ -11661,19 +11731,19 @@ msgid "Edit Polygons"
msgstr "Modifica dei poligoni"
msgid "Expand editor"
-msgstr "Espandi editor"
+msgstr "Espandi l'editor"
msgid "Add polygon tool"
-msgstr "Strumento aggiunta poligono"
+msgstr "Strumento di aggiunta poligoni"
msgid "Edit points tool"
-msgstr "Strumento modifica punti"
+msgstr "Strumento di modifica dei punti"
msgid "Delete points tool"
-msgstr "Strumento elimina punti"
+msgstr "Strumento di rimozione punti"
msgid "Reset to default tile shape"
-msgstr "Ripristina la forma del tassello"
+msgstr "Ripristina forma del tassello"
msgid "Rotate Right"
msgstr "Ruota a destra"
@@ -11694,7 +11764,7 @@ msgid "Half-Pixel Snap"
msgstr "Scatto ogni mezzo pixel"
msgid "Painting Tiles Property"
-msgstr "Proprietà disegno tasselli"
+msgstr "Disegna le proprietà di tasselli"
msgid "Painting:"
msgstr "Disegno:"
@@ -11706,32 +11776,32 @@ msgid "No terrain"
msgstr "Nessun terreno"
msgid "Painting Terrain Set"
-msgstr "Disegno Gruppo di Terreni"
+msgstr "Disegna gruppo di terreni"
msgid "Painting Terrain"
-msgstr "Disegno Terreno"
+msgstr "Disegna terreno"
msgid "Can't transform scene tiles."
msgstr "Non è possibile trasformare i tasselli scena."
msgid "Can't rotate patterns when using non-square tile grid."
msgstr ""
-"Non è possibile ruotare questo motivo quando si usa una griglia non quadrata."
+"Non è possibile ruotare i motivi quando si utilizza una griglia non quadrata."
msgid "No Texture Atlas Source (ID: %d)"
-msgstr "Sorgente senza Texture atlas (ID: %d)"
+msgstr "Nessuna sorgente d'atlante di texture (ID: %d)"
msgid "Scene Collection Source (ID: %d)"
-msgstr "Sorgente Collezione Scene (ID: %d)"
+msgstr "Sorgente di collezione di scene (ID: %d)"
msgid "Empty Scene Collection Source (ID: %d)"
-msgstr "Sorgente Collezione Scene Vuota (ID: %d)"
+msgstr "Sorgente vuota di collezione di scene (ID: %d)"
msgid "Unknown Type Source (ID: %d)"
-msgstr "Sorgente Tipo Sconosciuto (ID: %d)"
+msgstr "Sorgente di tipo sconosciuto (ID: %d)"
msgid "Add TileSet pattern"
-msgstr "Aggiungi motivo di TileSet"
+msgstr "Aggiungi un motivo di TileSet"
msgid "Remove TileSet patterns"
msgstr "Rimuovi motivi di TileSet"
@@ -11746,43 +11816,44 @@ msgid ""
"The selected scene collection source has no scenes. Add scenes in the TileSet "
"bottom tab."
msgstr ""
-"La sorgente della collezione di scene selezionata è vuota. Aggiungi scene "
-"nella tab inferiore della TileSet."
+"La sorgente di collezione di scene selezionata è vuota. Aggiungi scene nel "
+"pannello inferiore del TileSet."
msgid "Delete tiles"
-msgstr "Elimina i tasselli"
+msgstr "Elimina tasselli"
msgid "Drawing Rect:"
-msgstr "Disegna rettangolo:"
+msgstr "Disegna un rettangolo:"
msgid "Change selection"
-msgstr "Cambia selezione"
+msgstr "Cambia la selezione"
msgid "Move tiles"
-msgstr "Muovi i tasselli"
+msgstr "Muovi tasselli"
msgid "Paint tiles"
-msgstr "Disegna i tasselli"
+msgstr "Disegna tasselli"
msgid "Paste tiles"
-msgstr "Incolla i tasselli"
+msgstr "Incolla tasselli"
msgid "Selection"
msgstr "Selezione"
msgid "Shift: Draw line."
-msgstr "Shift: Disegna linea."
+msgstr "Maiusc: Disegna una linea."
msgid "Shift: Draw rectangle."
-msgstr "Shift: Disegna rettangolo."
+msgstr "Maiusc: Disegna un rettangolo."
msgid "Alternatively hold %s with other tools to pick tile."
msgstr ""
-"In alternativa, tenere premuto %s con altri strumenti per prelevare un "
+"Alternativamente, tenere premuto %s con altri strumenti per prelevare un "
"tassello."
msgid "Alternatively use RMB to erase tiles."
-msgstr "In alternativa, utilizzare RMB per cancellare dei tasselli."
+msgstr ""
+"Alternativamente, cliccare con il pulsante destro per cancellare i tasselli."
msgid "Rotate Tile Left"
msgstr "Ruota tassello a sinistra"
@@ -11800,7 +11871,7 @@ msgid "Contiguous"
msgstr "Contiguo"
msgid "Place Random Tile"
-msgstr "Piazza un tassello casuale"
+msgstr "Piazza tasselli casuali"
msgid ""
"Modifies the chance of painting nothing instead of a randomly selected tile."
@@ -11818,7 +11889,7 @@ msgid ""
"This TileMap's TileSet has no source configured. Go to the TileSet bottom "
"panel to add one."
msgstr ""
-"Questo TileSet della TileMap non ha nessuna sorgente configurata. Vai nel "
+"Il TileSet di questa TileMap non ha alcuna sorgente configurata. Vai nel "
"pannello inferiore del TileSet per aggiungerne una."
msgid "Sort sources"
@@ -11831,21 +11902,21 @@ msgid "Sort by ID (Descending)"
msgstr "Ordina per ID (decrescente)"
msgid "Invalid source selected."
-msgstr "Sorgente non valida selezionata."
+msgstr "Sorgente selezionata non valida."
msgid "Patterns"
msgstr "Motivi"
msgid "Drag and drop or paste a TileMap selection here to store a pattern."
msgstr ""
-"Trascina e rilascia oppure incolla qui una selezione TileMap per aggiungere "
-"un motivo."
+"Trascina e rilascia oppure incolla qui una selezione da TileMap per "
+"memorizzare un motivo."
msgid "Paint terrain"
-msgstr "Disegna il terreno"
+msgstr "Disegna terreno"
msgid "Matches Corners and Sides"
-msgstr "Abbina ad angoli e lati"
+msgstr "Abbina agli angoli e i lati"
msgid "Matches Corners Only"
msgstr "Abbina solo agli angoli"
@@ -11854,21 +11925,21 @@ msgid "Matches Sides Only"
msgstr "Abbina solo ai lati"
msgid "Terrain Set %d (%s)"
-msgstr "Gruppo di Terreni %d (%s)"
+msgstr "Insieme di terreni %d (%s)"
msgid ""
"Connect mode: paints a terrain, then connects it with the surrounding tiles "
"with the same terrain."
msgstr ""
-"Modalità di connessione: disegna un terreno, poi lo connette coi tasselli "
+"Modalità connessione: disegna un terreno, poi lo connette coi tasselli "
"circostanti con lo stesso terreno."
msgid ""
"Path mode: paints a terrain, then connects it to the previous tile painted "
"within the same stroke."
msgstr ""
-"Modalità percorso: disegna un terreno, poi lo connette al tassello precedente "
-"disegnato sullo stesso tratto."
+"Modalità percorso: disegna un terreno, poi lo connette al tassello disegnato "
+"in precedenza sullo stesso tratto."
msgid "Terrains"
msgstr "Terreni"
@@ -11877,32 +11948,32 @@ msgid "No Layers"
msgstr "Nessun livello"
msgid "Replace Tiles with Proxies"
-msgstr "Sostituisci i tasselli con Proxy"
+msgstr "Sostituisci i tasselli con i proxy"
msgid "Extract TileMap layers as individual TileMapLayer nodes"
-msgstr "Estrai i livelli TileMap come singoli nodi TileMapLayer"
+msgstr "Estrai livelli di TileMap come nodi TileMapLayer"
msgid "Can't edit multiple layers at once."
-msgstr "Non puoi modificare più di un livello alla volta."
+msgstr "Non è possibile modificare più di un livello alla volta."
msgid "The selected TileMap has no layer to edit."
msgstr "La TileMap selezionata non ha livelli da modificare."
msgid "The edited layer is disabled or invisible"
-msgstr "Il livello modificato è disabilitato o invisibile"
+msgstr "Il livello che si sta modificando è disabilitato o invisibile"
msgid ""
"The edited TileMap or TileMapLayer node has no TileSet resource.\n"
"Create or load a TileSet resource in the Tile Set property in the inspector."
msgstr ""
-"Il nodo TileMap in modifica non ha nessuna risorsa TileSet.\n"
+"Il nodo TileMap in modifica non ha alcuna risorsa TileSet.\n"
"Crea o carica una risorsa TileSet nella proprietà \"Tile Set\" dell'ispettore."
msgid "Select Next Tile Map Layer"
-msgstr "Seleziona il prossimo livello della mappa dei tasselli"
+msgstr "Seleziona livello successivo della mappa dei tasselli"
msgid "Select Previous Tile Map Layer"
-msgstr "Seleziona il livello precedente della mappa dei tasselli"
+msgstr "Seleziona livello precedente della mappa dei tasselli"
msgid "TileMap Layers"
msgstr "Livelli di TileMap"
@@ -11920,46 +11991,46 @@ msgid "Select all TileMapLayers in scene"
msgstr "Seleziona tutti i TileMapLayer nella scena"
msgid "Highlight Selected TileMap Layer"
-msgstr "Seleziona il livello della mappa dei tasselli selezionata"
+msgstr "Evidenzia il livello selezionato della mappa dei tasselli"
msgid "Toggle grid visibility."
msgstr "Commuta la visibilità della griglia."
msgid "Automatically Replace Tiles with Proxies"
-msgstr "Sostituisci automaticamente tile con Proxy"
+msgstr "Sostituisci tasselli con proxy in automatico"
msgid "Remove Tile Proxies"
-msgstr "Rimuovi Tile Proxy"
+msgstr "Rimuovi proxy di tasselli"
msgid "Create Alternative-level Tile Proxy"
-msgstr "Crea Tile Proxy a livello alternativo"
+msgstr "Crea un proxy di tassello a livello alternativo"
msgid "Create Coords-level Tile Proxy"
-msgstr "Crea Tile Proxy a livello coordinate"
+msgstr "Crea un proxy di tassello a livello coordinate"
msgid "Create source-level Tile Proxy"
-msgstr "Crea Tile Proxy a livello sorgente"
+msgstr "Crea un proxy di tassello a livello sorgente"
msgid "Delete All Invalid Tile Proxies"
-msgstr "Elimina tutti i Tile Proxy non validi"
+msgstr "Elimina tutti i proxy di tasselli non validi"
msgid "Delete All Tile Proxies"
-msgstr "Elimina tutti i Tile Proxy"
+msgstr "Elimina tutti i proxy di tasselli"
msgid "Tile Proxies Management"
-msgstr "Gestione Tile Proxy"
+msgstr "Gestione di proxy di tasselli"
msgid "Source-level proxies"
-msgstr "Proxies a livello sorgente"
+msgstr "Proxy a livello sorgente"
msgid "Coords-level proxies"
-msgstr "Proxies a livello coordinate"
+msgstr "Proxy a livello coordinate"
msgid "Alternative-level proxies"
-msgstr "Proxies a livello alternativo"
+msgstr "Proxy a livello alternativo"
msgid "Add a new tile proxy:"
-msgstr "Aggiungi un nuovo tile proxy:"
+msgstr "Aggiungi un nuovo proxy di tassello:"
msgid "From Source"
msgstr "Da sorgente"
@@ -11983,16 +12054,16 @@ msgid "Global actions:"
msgstr "Azioni globali:"
msgid "Clear Invalid"
-msgstr "Rimuovi Non Validi"
+msgstr "Rimuovi non validi"
msgid "Atlas"
-msgstr "Atlas"
+msgstr "Atlante"
msgid "Base Tile"
-msgstr "Tassello di Base"
+msgstr "Tassello base"
msgid "Alternative Tile"
-msgstr "Tassello Alternativo"
+msgstr "Tassello alternativo"
msgid ""
"Selected tile:\n"
@@ -12002,23 +12073,23 @@ msgid ""
msgstr ""
"Tassello selezionato:\n"
"Sorgente: %d\n"
-"Coordinate dell'atlas: %s\n"
+"Coordinate nell'atlante: %s\n"
"Alternativa: %d"
msgid "Rendering"
msgstr "Rendering"
msgid "Texture Origin"
-msgstr "Origine Texture"
+msgstr "Origine di texture"
msgid "Modulate"
msgstr "Modula"
msgid "Z Index"
-msgstr "Z index"
+msgstr "Indice Z"
msgid "Y Sort Origin"
-msgstr "Origine per Y Sort"
+msgstr "Origine per ordinamento Y"
msgid "Occlusion Layer %d"
msgstr "Livello d'occlusione %d"
@@ -12066,17 +12137,17 @@ msgid ""
"Create and customize custom data layers in the inspector of the TileSet "
"resource."
msgstr ""
-"Crea e personalizza i livelli di dati personalizzati nell'ispettore della "
+"Crea e personalizza gli strati di dati personalizzati nell'ispettore della "
"risorsa TileSet."
msgid "Select a property editor"
-msgstr "Seleziona un editor delle proprietà"
+msgstr "Seleziona un editor di proprietà"
msgid ""
"TileSet is in read-only mode. Make the resource unique to edit TileSet "
"properties."
msgstr ""
-"TileSet è in modalità di sola lettura. Converti la risorsa in univoca per "
+"Il TileSet è in modalità di sola lettura. Rendi la risorsa unica per "
"modificare le proprietà del TileSet."
msgid "Paint properties."
@@ -12107,22 +12178,21 @@ msgid "Create tile alternatives"
msgstr "Crea delle alternative a un tassello"
msgid "Remove Tiles Outside the Texture"
-msgstr "Rimuovi i tasselli al di fuori della texture"
+msgstr "Rimuovi tasselli fuori dalla texture"
msgid "Create tiles in non-transparent texture regions"
-msgstr "Crea dei tasselli nelle regioni opache della texture"
+msgstr "Crea tasselli nelle regioni opache della texture"
msgid "Remove tiles in fully transparent texture regions"
-msgstr ""
-"Rimuovi i tasselli nelle regioni completemante trasparenti della texture"
+msgstr "Rimuovi tasselli nelle regioni completamente trasparenti della texture"
msgid ""
"The tile's unique identifier within this TileSet. Each tile stores its source "
"ID, so changing one may make tiles invalid."
msgstr ""
-"L'identificatore univoco del tile è all'interno di questo TileSet. Ogni tile "
-"contiene il suo ID sorgente, modificandolo il tile potrebbe diventare non "
-"valido."
+"L'identificatore univoco del tassello all'interno di questo TileSet. Ogni "
+"tassello memorizza il suo ID sorgente, modificarne uno potrebbe rendere i "
+"tasselli non validi."
msgid ""
"The human-readable name for the atlas. Use a descriptive name here for "
@@ -12132,16 +12202,16 @@ msgstr ""
"per organizzazione (come \"terreno\", \"decorazione\", ecc.)."
msgid "The image from which the tiles will be created."
-msgstr "L'immagine da cui verranno creati i tile."
+msgstr "L'immagine da cui verranno creati i tasselli."
msgid ""
"The margins on the image's edges that should not be selectable as tiles (in "
"pixels). Increasing this can be useful if you download a tilesheet image that "
"has margins on the edges (e.g. for attribution)."
msgstr ""
-"I margini ai bordi dell'immagine che non dovrebbero essere selezionabili come "
-"tile (in pixel). Aumentare questo valore può essere utile se si scarica "
-"un'immagine di tilesheet che ha margini ai bordi (ad esempio per "
+"I margini sui bordi dell'immagine che non dovrebbero essere selezionabili "
+"come tasselli (in pixel). Aumentare questo valore può essere utile con le "
+"immagini dei tilesheet che hanno margini sui bordi (ad esempio per "
"l'attribuzione)."
msgid ""
@@ -12149,27 +12219,27 @@ msgid ""
"be useful if the tilesheet image you're using contains guides (such as "
"outlines between every tile)."
msgstr ""
-"La separazione tra ogni tile sull'atlante in pixel. Aumentare questo valore "
-"può essere utile se l'immagine del tilesheet che stai usando contiene guide "
-"(come contorni tra ogni tile)."
+"La separazione tra ogni tassello sull'atlante in pixel. Aumentare questo "
+"valore può essere utile se l'immagine del tilesheet in uso contiene guide "
+"(come contorni tra ogni tassello)."
msgid ""
"The size of each tile on the atlas in pixels. In most cases, this should "
"match the tile size defined in the TileMap property (although this is not "
"strictly necessary)."
msgstr ""
-"La dimensione di ogni tile sull'atlante in pixel. Nella maggior parte dei "
-"casi, questa dovrebbe corrispondere alla dimensione del tile definita nella "
-"proprietà TileMap (sebbene ciò non sia strettamente necessario)."
+"Le dimensioni di ogni tassello sull'atlante in pixel. Nella maggior parte dei "
+"casi, questa dovrebbe corrispondere alle dimensioni dei tasselli definita "
+"nella proprietà del TileMap (sebbene ciò non sia strettamente necessario)."
msgid ""
"If checked, adds a 1-pixel transparent edge around each tile to prevent "
"texture bleeding when filtering is enabled. It's recommended to leave this "
"enabled unless you're running into rendering issues due to texture padding."
msgstr ""
-"Se selezionato, aggiunge un bordo trasparente di 1 pixel attorno a ogni tile "
-"per prevenire la dispersione della texture quando il filtro è attivato. Si "
-"raccomanda di lasciare questa opzione attiva, a meno che non si verifichino "
+"Se selezionato, aggiunge un bordo trasparente di 1 pixel attorno a ogni "
+"tassello per evitare dispersioni della texture quando il filtro è attivato. "
+"Si consiglia di lasciare questa opzione attiva, a meno che non si presentino "
"problemi di rendering dovuti al padding della texture."
msgid ""
@@ -12178,26 +12248,26 @@ msgid ""
"Each painted tile has associated atlas coords, so changing this property may "
"cause your TileMaps to not display properly."
msgstr ""
-"La posizione dell'angolo in alto a sinistra del tile nell'atlante. La "
-"posizione e la dimensione devono essere all'interno dell'atlante e non "
-"possono sovrapporsi a un altro tile.\n"
-"Ogni tile dipinto ha delle coordinate dell'atlante associate, quindi "
+"La posizione dell'angolo superiore sinistro del tassello nell'atlante. La "
+"posizione e le dimensioni devono essere all'interno dell'atlante e non "
+"possono sovrapporsi a un altro tassello.\n"
+"A ogni tassello dipinto sono associate coordinate d'atlante, quindi "
"modificare questa proprietà potrebbe causare una visualizzazione non corretta "
-"delle tue TileMap."
+"delle TileMap."
msgid "The unit size of the tile."
-msgstr "L'unità di dimensione del tassello."
+msgstr "L'unità di misura del tassello."
msgid ""
"Number of columns for the animation grid. If number of columns is lower than "
"number of frames, the animation will automatically adjust row count."
msgstr ""
"Numero di colonne per la griglia di animazione. Se il numero di colonne è "
-"inferiore al numero di frame, l'animazione regolerà automaticamente il numero "
-"di righe."
+"inferiore al numero di fotogrammi, l'animazione regolerà automaticamente il "
+"numero di righe."
msgid "The space (in tiles) between each frame of the animation."
-msgstr "Lo spazio (in tiles) tra ogni frame dell'animazione."
+msgstr "Lo spazio (in tasselli) tra ogni fotogramma dell'animazione."
msgid "Animation speed in frames per second."
msgstr "Velocità di animazione in fotogrammi al secondo."
@@ -12207,15 +12277,15 @@ msgid ""
"animating at the same frame. In \"Random Start Times\" mode, each tile starts "
"animation with a random offset."
msgstr ""
-"Determina come inizierà l'animazione. Nella modalità 'Predefinita' tutti i "
-"tile iniziano l'animazione dallo stesso frame. Nella modalità 'Tempi di "
-"Inizio Casuali' ogni tile inizia l'animazione con un offset casuale."
+"Determina come inizierà l'animazione. Nella modalità \"Predefinita\" tutti i "
+"tasselli iniziano l'animazione allo stesso tempo. Nella modalità 'Tempi di "
+"inizio casuali' ogni tassello inizia l'animazione con un offset casuale."
msgid "If [code]true[/code], the tile is horizontally flipped."
-msgstr "Se [code]true[/code], il tile viene capovolto orizzontalmente."
+msgstr "Se [code]true[/code], il tassello è ribaltato orizzontalmente."
msgid "If [code]true[/code], the tile is vertically flipped."
-msgstr "Se [code]true[/code], il tile viene capovolto verticalmente."
+msgstr "Se [code]true[/code], il tassello è ribaltato verticalmente."
msgid ""
"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] "
@@ -12225,30 +12295,31 @@ msgid ""
"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable "
"[b]Flip V[/b] and [b]Transpose[/b]."
msgstr ""
-"Se [code]true[/code], il tile viene ruotato di 90 gradi [i]in senso "
-"antiorario[/i] e poi capovolto verticalmente. In pratica, ciò significa che "
-"per ruotare un tile di 90 gradi in senso orario senza capovolgerlo, dovresti "
-"attivare [b]Capovolgi Orizzontalmente[/b] e [b]Trasponi[/b]. Per ruotare un "
-"tile di 180 gradi in senso orario, attiva [b]Capovolgi Orizzontalmente[/b] e "
-"[b]Capovolgi Verticalmente[/b]. Per ruotare un tile di 270 gradi in senso "
-"orario, attiva [b]Capovolgi Verticalmente[/b] e [b]Trasponi[/b]."
+"Se [code]true[/code], il tassello viene ruotato di 90 gradi [i]in senso "
+"antiorario[/i] e poi ribaltato verticalmente. In pratica, ciò significa che "
+"per ruotare un tassello di 90 gradi in senso orario senza ribaltarlo, "
+"dovresti attivare [b]Ribalta orizzontalmente[/b] e [b]Trasponi[/b]. Per "
+"ruotare un tassello di 180 gradi in senso orario, attiva [b]Ribalta "
+"orizzontalmente[/b] e [b]Ribalta verticalmente[/b]. Per ruotare un tassello "
+"di 270 gradi in senso orario, attiva [b]Ribalta verticalmente[/b] e "
+"[b]Trasponi[/b]."
msgid ""
"The origin to use for drawing the tile. This can be used to visually offset "
"the tile compared to the base tile."
msgstr ""
-"L'origine da utilizzare per disegnare il tile. Questo può essere usato per "
-"spostare visivamente il tile rispetto al tile di base."
+"L'origine da usare per disegnare il tassello. Può essere usata per spostare "
+"visivamente il tassello rispetto al tassello originario."
msgid "The color multiplier to use when rendering the tile."
-msgstr "Moltiplicatore di colore applicato nel rendering del tassello."
+msgstr "Il moltiplicatore di colore applicato nel rendering del tassello."
msgid ""
"The material to use for this tile. This can be used to apply a different "
"blend mode or custom shaders to a single tile."
msgstr ""
"Il materiale da usare per questo tassello. Può essere usato per applicare una "
-"modalità di blending diversa o per shader personalizzati su un solo tassello."
+"modalità di fusione diversa o per shader personalizzati su un solo tassello."
msgid ""
"The sorting order for this tile. Higher values will make the tile render in "
@@ -12257,7 +12328,7 @@ msgid ""
msgstr ""
"L'ordine di visualizzazione di questo tassello. Valori più alti fanno "
"visualizzare il tassello davanti ad altri nello stesso livello. L'indice è "
-"relativo allo Z index della TileMap stessa."
+"relativo all'indice Z del TileMap stessa."
msgid ""
"The vertical offset to use for tile sorting based on its Y coordinate (in "
@@ -12266,25 +12337,25 @@ msgid ""
"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile "
"is placed on."
msgstr ""
-"Lo spostamento verticale da utilizzare per l'ordinamento dei tile basato "
-"sulla loro coordinata Y (in pixel). Questo permette di usare i livelli come "
-"se fossero ad altezze diverse per giochi con visuale dall'alto. Regolare "
-"questo valore può aiutare a risolvere problemi di ordinamento di certi tile. "
-"È efficace solo se l'opzione Y Sort Enabled è attivata sul livello TileMap in "
-"cui è posizionato il tile."
+"Lo spostamento verticale da utilizzare per l'ordinamento dei tasselli basato "
+"sulla loro coordinata Y (in pixel). Ciò consente di usare i livelli come se "
+"fossero ad altezze diverse per giochi con visuale dall'alto. Regolare questo "
+"valore può aiutare ad alleviare problemi di ordinamento di certi tasselli. È "
+"efficace solo se l'ordinamento per Y è attivato sul livello di TileMap in cui "
+"è posizionato il tassello."
msgid ""
"The index of the terrain set this tile belongs to. [code]-1[/code] means it "
"will not be used in terrains."
msgstr ""
-"L'indice del gruppo di terreni a cui appartiene questo tassello. [code]-1[/"
+"L'indice dell'insieme di terreni a cui appartiene questo tassello. [code]-1[/"
"code] significa che non verrà usato per i terreni."
msgid ""
"The index of the terrain inside the terrain set this tile belongs to. "
"[code]-1[/code] means it will not be used in terrains."
msgstr ""
-"L'indice del terreno all'interno del gruppo di terreni a cui appartiene "
+"L'indice del terreno all'interno dell'insieme di terreni a cui appartiene "
"questo tassello. [code]-1[/code] significa che non verrà usato per i terreni."
msgid ""
@@ -12292,18 +12363,18 @@ msgid ""
"Random Tile\" enabled."
msgstr ""
"La probabilità relativa che questo tassello appaia quando si disegna con "
-"\"Piazza un tassello casuale\" attivo."
+"l'impostazione \"Piazza tasselli casuali\" attiva."
msgid "Setup"
-msgstr "Configura"
+msgstr "Configurazione"
msgid ""
"Atlas setup. Add/Remove tiles tool (use the shift key to create big tiles, "
"control for rectangle editing)."
msgstr ""
-"Configurazione dell'atlas. Strumento aggiungi/rimuovi tasselli (utilizzare il "
-"tasto Maiusc per creare dei tasselli grandi, Ctrl per la modifica dei "
-"rettangoli)."
+"Configurazione dell'atlante. Strumento aggiungi/rimuovi tasselli (utilizzare "
+"il tasto Maiusc per creare dei tasselli grandi, Ctrl per la modifica "
+"rettangolare)."
msgid "Select tiles."
msgstr "Seleziona dei tasselli."
@@ -12316,46 +12387,45 @@ msgid ""
"Select one or more tiles from the palette to edit its properties."
msgstr ""
"Nessuna tassello selezionato.\n"
-"Seleziona una o più tile dalla tavolozza per modificare le sue proprietà."
+"Seleziona uno o più tasselli dalla tavolozza per modificarne le proprietà."
msgid "Paint Properties:"
msgstr "Proprietà di disegno:"
msgid "Create Tiles in Non-Transparent Texture Regions"
-msgstr "Crea dei tasselli nelle regioni opache della texture"
+msgstr "Crea tasselli nelle regioni opache della texture"
msgid "Remove Tiles in Fully Transparent Texture Regions"
-msgstr ""
-"Rimuovi i tasselli nelle regioni completamente trasparenti della texture"
+msgstr "Rimuovi tasselli nelle regioni completamente trasparenti della texture"
msgid ""
"The current atlas source has tiles outside the texture.\n"
"You can clear it using \"%s\" option in the 3 dots menu."
msgstr ""
-"L'atlas sorgente attuale ha tasselli al di fuori della Texture.\n"
-"Puoi pulirla usando l'opzione \"%s\" nel menu da 3 punti."
+"La sorgente attuale dell'atlante ha tasselli al di fuori della Texture.\n"
+"Puoi rimuoverli attraverso l'opzione \"%s\" nel menu da 3 punti."
msgid "Hold Ctrl to create multiple tiles."
-msgstr "Tieni premuto Ctrl per creare più tile."
+msgstr "Tieni premuto Ctrl per creare più tasselli."
msgid "Hold Shift to create big tiles."
-msgstr "Tieni premuto Shift per creare tile grandi."
+msgstr "Tieni premuto Maiusc per creare tasselli grandi."
msgid "Create an Alternative Tile"
-msgstr "Crea un tassello alternativo"
+msgstr "Crea tassello alternativo"
msgid "Create a Tile"
-msgstr "Crea un tassello"
+msgstr "Crea tassello"
msgid "Auto Create Tiles in Non-Transparent Texture Regions?"
-msgstr "Auto creare dei tasselli nelle regioni opache nella texture?"
+msgstr "Creare automaticamente tasselli nelle regioni opache nella texture?"
msgid ""
"The atlas's texture was modified.\n"
"Would you like to automatically create tiles in the atlas?"
msgstr ""
-"La texture dell'atlas è stata modificata.\n"
-"Creare automaticamente i tasselli nell'atlas?"
+"La texture dell'atlante è stata modificata.\n"
+"Creare automaticamente i tasselli nell'atlante?"
msgid "Yes"
msgstr "Sì"
@@ -12364,57 +12434,58 @@ msgid "No"
msgstr "No"
msgid "Invalid texture selected."
-msgstr "Texture non valida selezionata."
+msgstr "Texture selezionata non valida."
msgid "Add a new atlas source"
-msgstr "Aggiungi una nuova sorgente dell'atlas"
+msgstr "Aggiungi una nuova sorgente d'atlante"
msgid "Remove source"
msgstr "Rimuovi una sorgente"
msgid "Add atlas source"
-msgstr "Aggiungi una sorgente dell'atlas"
+msgstr "Aggiungi una sorgente d'atlante"
msgid "Sort Sources"
-msgstr "Ordina i sorgenti"
+msgstr "Ordina le sorgenti"
msgid "A palette of tiles made from a texture."
msgstr "Una tavolozza di tasselli derivata da una texture."
msgid "Scenes Collection"
-msgstr "Collezione di Scene"
+msgstr "Collezione di scene"
msgid "A collection of scenes that can be instantiated and placed as tiles."
msgstr ""
-"Una collezione di scene che possono essere istanziate e posizionate come "
+"Una collezione di scene che possono essere istanziate e piazzate come "
"tasselli."
msgid "Open Atlas Merging Tool"
-msgstr "Apri lo strumento di fusione degli atlas"
+msgstr "Apri strumento di unione atlanti"
msgid "Manage Tile Proxies"
-msgstr "Gestisci Tile Proxy"
+msgstr "Gestisci proxy di tasselli"
msgid ""
"No TileSet source selected. Select or create a TileSet source.\n"
"You can create a new source by using the Add button on the left or by "
"dropping a tileset texture onto the source list."
msgstr ""
-"Nessuna TileSet sorgente selezionata. Seleziona o crea una TileSet sorgente.\n"
-"Puoi creare una nuova sorgente usando il pulsante Aggiungi sulla sinistra o "
-"rilasciando una texture per tileset dentro alla lista sorgenti."
+"Nessuna sorgente di TileSet selezionata. Seleziona o crea una sorgente di "
+"TileSet.\n"
+"Puoi creare una nuova sorgente attraverso il pulsante Aggiungi sulla sinistra "
+"o rilasciando una texture dentro la lista delle sorgenti."
msgid "Add new patterns in the TileMap editing mode."
-msgstr "Aggiunti nuovi motivi nella modalità di editing della TileMap."
+msgstr "Aggiunti nuovi motivi nella modalità modifica di 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 ""
-"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."
+"Attenzione: Se si modifica l'ID 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 cautela."
msgid "Add a Scene Tile"
msgstr "Aggiungi un tassello scena"
@@ -12423,7 +12494,7 @@ msgid "Remove a Scene Tile"
msgstr "Rimuovi un tassello scena"
msgid "Drag and drop scenes here or use the Add button."
-msgstr "Trascina e rilascia scene qui o premi il pulsante Aggiungi."
+msgstr "Trascina e rilascia scene qui o utilizza il pulsante Aggiungi."
msgid ""
"The human-readable name for the scene collection. Use a descriptive name here "
@@ -12437,8 +12508,8 @@ msgid ""
"so changing this property may cause your TileMaps to not display properly."
msgstr ""
"Id del tassello di scena nella collezione. Ogni tassello disegnato ha un suo "
-"ID associato, per questo cambiando questa proprietà le tue TileMap potrebbero "
-"non visualizzarsi correttamente."
+"ID associato, perciò modificando questa proprietà le TileMap potrebbero non "
+"visualizzarsi correttamente."
msgid "Absolute path to the scene associated with this tile."
msgstr "Percorso assoluto della scena associata a questo tassello."
@@ -12448,12 +12519,12 @@ msgid ""
"scene's preview. The marker is displayed anyway if the scene has no valid "
"preview."
msgstr ""
-"Se [code]true[/code], un segnaposto verrà visualizzato al di sopra "
-"dell'anteprima della scena. Il segnaposto è visualizzato comunque se la scena "
-"non ha un anteprima valida."
+"Se [code]true[/code], un segnaposto verrà visualizzato sopra l'anteprima "
+"della scena. Il segnaposto è visualizzato comunque se la scena non ha un "
+"anteprima valida."
msgid "Scenes collection properties:"
-msgstr "Proprietà collezione di scene:"
+msgstr "Proprietà della collezione di scene:"
msgid "Tile properties:"
msgstr "Proprietà del tassello:"
@@ -12478,20 +12549,20 @@ msgid "TileMap"
msgstr "TileMap"
msgid "Toggle TileMap Bottom Panel"
-msgstr "Commuta il pannello della TileMap"
+msgstr "Commuta pannello della TileMap"
msgid "TileSet"
-msgstr "Tasselli"
+msgstr "TileSet"
msgid "Toggle TileSet Bottom Panel"
-msgstr "Commuta il pannello dei Tasselli"
+msgstr "Commuta pannello inferiore del TileSet"
msgid ""
"No VCS plugins are available in the project. Install a VCS plugin to use VCS "
"integration features."
msgstr ""
"Nessuna estensione VCS è disponibile nel progetto. Installa un'estensione VCS "
-"o utilizza le funzionalità di integrazione VCS."
+"per utilizzare le funzionalità di integrazione VCS."
msgid "Error"
msgstr "Errore"
@@ -12499,8 +12570,8 @@ msgstr "Errore"
msgid ""
"Remote settings are empty. VCS features that use the network may not work."
msgstr ""
-"Impostazioni da remoto vuote. Le features VCS che utilizzano il network "
-"potrebbero non funzionare."
+"La configurazione da remoto è vuota. Potrebbero verificarsi problemi con le "
+"funzionalità di VSC che richiedono la rete."
msgid "Commit"
msgstr "Commit"
@@ -12509,13 +12580,13 @@ msgid "Open in editor"
msgstr "Apri nell'editor"
msgid "Discard changes"
-msgstr "Annulla tutte le modifiche"
+msgstr "Annulla le modifiche"
msgid "Staged Changes"
-msgstr "Cambiamenti Graduali"
+msgstr "Modifiche staged"
msgid "Unstaged Changes"
-msgstr "Cambiamenti non Graduali"
+msgstr "Modifiche unstaged"
msgid "Commit:"
msgstr "Commit:"
@@ -12527,16 +12598,16 @@ msgid "Subtitle:"
msgstr "Sottotitolo:"
msgid "Do you want to remove the %s branch?"
-msgstr "Vuo rimuovere il ramo %s?"
+msgstr "Vuoi rimuovere il ramo %s?"
msgid "Do you want to remove the %s remote?"
-msgstr "Vuoi rimuovere il %s remoto?"
+msgstr "Vuoi rimuovere il repository remoto %s?"
msgid "Toggle Version Control Bottom Panel"
-msgstr "Commuta il pannello inferiore di Controllo Versione"
+msgstr "Commuta pannello inferiore di Controllo di versione"
msgid "Create Version Control Metadata"
-msgstr "Crea i metadati di controllo della versione"
+msgstr "Crea metadati di controllo di versione"
msgid "Create VCS metadata files for:"
msgstr "Crea dei file di metadati VCS per:"
@@ -12545,40 +12616,40 @@ msgid "Existing VCS metadata files will be overwritten."
msgstr "I file di metadati VCS esistenti verranno sovrascritti."
msgid "Local Settings"
-msgstr "Impostazioni del locale"
+msgstr "Impostazioni locali"
msgid "Apply"
msgstr "Applica"
msgid "VCS Provider"
-msgstr "Fornitore VCS"
+msgstr "Fornitore di VCS"
msgid "Connect to VCS"
msgstr "Connetti al VCS"
msgid "Remote Login"
-msgstr "Login da Remoto"
+msgstr "Login da remoto"
msgid "Username"
-msgstr "Nome Utente"
+msgstr "Nome utente"
msgid "Password"
msgstr "Password"
msgid "SSH Public Key Path"
-msgstr "Percorso Chiave SSH Pubblica"
+msgstr "Percorso della chiave SSH pubblica"
msgid "Select SSH public key path"
-msgstr "Seleziona il percorso della chiave pubblica SSH"
+msgstr "Seleziona il percorso della chiave SSH pubblica"
msgid "SSH Private Key Path"
-msgstr "Percorso Chiave SSH Privata"
+msgstr "Percorso della chiave SSH privata"
msgid "Select SSH private key path"
-msgstr "Seleziona il percorso della chiave privata SSH"
+msgstr "Seleziona il percorso della chiave SSH privata"
msgid "SSH Passphrase"
-msgstr "SSH Passphrase"
+msgstr "Frase d'accesso SSH"
msgid "Detect new changes"
msgstr "Rileva nuove modifiche"
@@ -12592,7 +12663,7 @@ msgstr ""
"SEMPRE."
msgid "Permanentally delete my changes"
-msgstr "Cancella permanentemente le modifiche"
+msgstr "Cancella permanentemente le mie modifiche"
msgid "Stage all changes"
msgstr "Applica tutte le modifiche"
@@ -12601,43 +12672,43 @@ msgid "Unstage all changes"
msgstr "Annulla tutte le modifiche"
msgid "Commit Message"
-msgstr "Messaggio di Commit"
+msgstr "Messaggio di commit"
msgid "Commit Changes"
-msgstr "Commit Modifiche"
+msgstr "Effettua commit di modifiche"
msgid "Commit List"
-msgstr "Lista Commit"
+msgstr "Lista dei commit"
msgid "Commit list size"
-msgstr "Commit dimensione lista"
+msgstr "Dimensione della lista dei commit"
msgid "Branches"
msgstr "Rami"
msgid "Create New Branch"
-msgstr "Crea Nuovo Ramo"
+msgstr "Crea un nuovo ramo"
msgid "Remove Branch"
-msgstr "Rimuovi Ramo"
+msgstr "Rimuovi il ramo"
msgid "Branch Name"
-msgstr "Nome Ramo"
+msgstr "Nome del ramo"
msgid "Remotes"
msgstr "Remoto"
msgid "Create New Remote"
-msgstr "Crea Nuovo da Remoto"
+msgstr "Crea nuovo da remoto"
msgid "Remove Remote"
-msgstr "Rimuovi da Remoto"
+msgstr "Rimuovi da remoto"
msgid "Remote Name"
-msgstr "Nome Remoto"
+msgstr "Nome del remoto"
msgid "Remote URL"
-msgstr "URL Remoto"
+msgstr "URL del remoto"
msgid "Fetch"
msgstr "Fetch"
@@ -12649,16 +12720,16 @@ msgid "Push"
msgstr "Carica"
msgid "Force Push"
-msgstr "Forza Push"
+msgstr "Forza push"
msgid "Modified"
-msgstr "Modificato"
+msgstr "Modificato(i)"
msgid "Renamed"
-msgstr "Rinominato"
+msgstr "Rinominato(i)"
msgid "Deleted"
-msgstr "Eliminato"
+msgstr "Eliminato(i)"
msgid "Typechange"
msgstr "Cambio di tipo"
@@ -12674,7 +12745,7 @@ msgid "View:"
msgstr "Vista:"
msgid "Split"
-msgstr "Dividi"
+msgstr "Diviso"
msgid "Unified"
msgstr "Unificato"
@@ -12683,34 +12754,34 @@ msgid "E constant (2.718282). Represents the base of the natural logarithm."
msgstr "La costante E (2.718282). Rappresenta la base del logaritmo naturale."
msgid "Epsilon constant (0.00001). Smallest possible scalar number."
-msgstr "La costante Epsilon (0.00001). Il numero scalare più piccolo."
+msgstr "La costante Epsilon (0.00001). Il numero scalare più piccolo possibile."
msgid "Phi constant (1.618034). Golden ratio."
msgstr "La costante Phi (1.618034). Il rapporto aureo."
msgid "Pi/4 constant (0.785398) or 45 degrees."
-msgstr "La costante Pi/4 (0.785398 radianti), o 45 gradi."
+msgstr "La costante Pi/4 (0.785398), o 45 gradi."
msgid "Pi/2 constant (1.570796) or 90 degrees."
-msgstr "La costante Pi/2 (1.570796 radianti), o 90 gradi."
+msgstr "La costante Pi/2 (1.570796), o 90 gradi."
msgid "Pi constant (3.141593) or 180 degrees."
-msgstr "La costante Pi (3.141593 radianti), o 180 gradi."
+msgstr "La costante Pi (3.141593), o 180 gradi."
msgid "Tau constant (6.283185) or 360 degrees."
-msgstr "La costante Tau (6.283185 radianti), o 360 gradi."
+msgstr "La costante Tau (6.283185), o 360 gradi."
msgid "Sqrt2 constant (1.414214). Square root of 2."
msgstr "La costante Sqrt2 (1.414214). La radice quadrata di 2."
msgid "Drag and drop nodes here to attach them."
-msgstr "Trascina e rilascia nodi qui per allegarli."
+msgstr "Trascina e rilascia nodi qui per collegarli."
msgid "Add Input"
-msgstr "Aggiungi Input"
+msgstr "Aggiungi ingresso"
msgid "Add Output"
-msgstr "Aggiungi Ouput"
+msgstr "Aggiungi uscita"
msgid "Float"
msgstr "Float"
@@ -12747,10 +12818,10 @@ msgstr ""
"parametro dell'istanza."
msgid "Add Input Port"
-msgstr "Aggiungi Porta Input"
+msgstr "Aggiungi porta d'ingresso"
msgid "Add Output Port"
-msgstr "Aggiungi Porta Output"
+msgstr "Aggiungi porta di uscita"
msgid "Change Input Port Type"
msgstr "Cambia il tipo di una porta d'ingresso"
@@ -12771,10 +12842,10 @@ msgid "Shrink Output Port"
msgstr "Restringi una porta di uscita"
msgid "Remove Input Port"
-msgstr "Rimuovi Porta Input"
+msgstr "Rimuovi una porta d'ingresso"
msgid "Remove Output Port"
-msgstr "Rimuovi Porta Output"
+msgstr "Rimuovi una porta di uscita"
msgid "Set VisualShader Expression"
msgstr "Imposta un'espressione di un VisualShader"
@@ -12783,67 +12854,67 @@ msgid "Resize VisualShader Node"
msgstr "Ridimensiona un nodo VisualShader"
msgid "Hide Port Preview"
-msgstr "Nascondi l'anteprima della porta"
+msgstr "Nascondi l'anteprima di una porta"
msgid "Show Port Preview"
-msgstr "Mostra l'anteprima della porta"
+msgstr "Mostra l'anteprima di una porta"
msgid "Set Frame Title"
-msgstr "Imposta Nome Cornice"
+msgstr "Imposta titolo di cornice"
msgid "Set Tint Color"
-msgstr "Imposta Colore Tinta"
+msgstr "Imposta colore di tinta"
msgid "Toggle Frame Color"
-msgstr "Commuta Colore Cornice"
+msgstr "Commuta il colore di una cornice"
msgid "Set Frame Color"
-msgstr "Imposta Colore Cornice"
+msgstr "Imposta il colore di una cornice"
msgid "Toggle Auto Shrink"
-msgstr "Commuta autoriduzione"
+msgstr "Commuta l'autoriduzione"
msgid "Set Parameter Name"
msgstr "Imposta il nome di un parametro"
msgid "Set Input Default Port"
-msgstr "Imposta Porta Input Predefinita"
+msgstr "Imposta la porta predefinita d'ingresso"
msgid "Set Custom Node Option"
-msgstr "Imposta Opzione Nodo Personalizzato"
+msgstr "Imposta un'opzione di un nodo personalizzato"
msgid "Add Node to Visual Shader"
-msgstr "Aggiungi Nodo a Visual Shader"
+msgstr "Aggiungi un nodo al Visual Shader"
msgid "Add Varying to Visual Shader: %s"
-msgstr "Aggiungi un variante allo shader visuale: %s"
+msgstr "Aggiungi un varying al Visual Shader: %s"
msgid "Remove Varying from Visual Shader: %s"
-msgstr "Rimouvi un variante dallo shader visuale: %s"
+msgstr "Rimuovi un varying dal Visual Shader: %s"
msgid "Move VisualShader Node(s)"
-msgstr "Muovi nodo(i) VisualShader"
+msgstr "Muovi nodo(i) di VisualShader"
msgid "Move and Attach VisualShader Node(s) to parent frame"
-msgstr "Muovi e allega nodo(i) VisualShader ad una cornice genitore"
+msgstr "Muovi e attacca nodo(i) di VisualShader a una cornice genitore"
msgid "Insert node"
-msgstr "Inserisci nodo"
+msgstr "Inserisci un nodo"
msgid "Convert Constant Node(s) To Parameter(s)"
-msgstr "Converti dei nodi costanti a dei parametri"
+msgstr "Converti dei nodi costanti in dei parametri"
msgid "Convert Parameter Node(s) To Constant(s)"
-msgstr "Converti nei nodi parametri a delle costanti"
+msgstr "Converti dei nodi parametri in delle costanti"
msgid "Detach VisualShader Node(s) from Frame"
-msgstr "Stacca nodo(i) VisualShader da cornice"
+msgstr "Stacca nodo(i) di VisualShader da una cornice"
msgid "Delete VisualShader Node"
-msgstr "Cancella un nodo VisualShader"
+msgstr "Elimina un nodo di VisualShader"
msgid "Delete VisualShader Node(s)"
-msgstr "Cancella dei nodi VisualShader"
+msgstr "Elimina dei nodi di VisualShader"
msgid "Float Constants"
msgstr "Costanti float"
@@ -12855,40 +12926,40 @@ msgid "Convert Parameter(s) to Constant(s)"
msgstr "Converti dei parametri in costanti"
msgid "Detach from Parent Frame"
-msgstr "Stacca da Cornice Genitore"
+msgstr "Stacca da cornice genitore"
msgid "Enable Auto Shrink"
msgstr "Abilita autoriduzione"
msgid "Enable Tint Color"
-msgstr "Attiva Colore Tinta"
+msgstr "Abilita colore di tinta"
msgid "Duplicate VisualShader Node(s)"
-msgstr "Duplica dei nodi VisualShader"
+msgstr "Duplica dei nodi di VisualShader"
msgid "Paste VisualShader Node(s)"
-msgstr "Incolla dei nodi VisualShader"
+msgstr "Incolla dei nodi di VisualShader"
msgid "Cut VisualShader Node(s)"
-msgstr "Taglia dei nodi VisualShader"
+msgstr "Taglia dei nodi di VisualShader"
msgid "Visual Shader Input Type Changed"
-msgstr "Tipo di Input Visual Shader Cambiato"
+msgstr "Modifica il tipo d'ingresso di Visual Shader"
msgid "ParameterRef Name Changed"
-msgstr "Nome di un parametro modificato"
+msgstr "Modifica il nome di un parametro"
msgid "Varying Name Changed"
-msgstr "Nome di una variante modificato"
+msgstr "Modifica il nome di un varying"
msgid "Set Constant: %s"
-msgstr "Imposta una costante: %s"
+msgstr "Imposta la costante: %s"
msgid "Invalid name for varying."
-msgstr "Nome non valido per una variante."
+msgstr "Nome non valido per un varying."
msgid "Varying with that name is already exist."
-msgstr "Una variante con quel nome esiste già."
+msgstr "Un varying con quel nome esiste già."
msgid "Add Node(s) to Visual Shader"
msgstr "Aggiungi dei nodi a uno shader visivo"
@@ -12903,10 +12974,10 @@ msgid "Light"
msgstr "Luce"
msgid "Process"
-msgstr "Processa"
+msgstr "Processo"
msgid "Collide"
-msgstr "Collidi"
+msgstr "Collisione"
msgid "Sky"
msgstr "Cielo"
@@ -12915,22 +12986,22 @@ msgid "Fog"
msgstr "Nebbia"
msgid "Manage Varyings"
-msgstr "Gestisci i varianti"
+msgstr "Gestisci i varying"
msgid "Add Varying"
-msgstr "Aggiungi un variante"
+msgstr "Aggiungi varying"
msgid "Remove Varying"
-msgstr "Rimuovi variante"
+msgstr "Rimuovi varying"
msgid "Show generated shader code."
-msgstr "Mostra codice shader generato."
+msgstr "Mostra il codice di shader generato."
msgid "Generated Shader Code"
-msgstr "Codice shader generato"
+msgstr "Codice di shader generato"
msgid "Add Node"
-msgstr "Aggiungi Nodo"
+msgstr "Aggiungi nodo"
msgid "Clear Copy Buffer"
msgstr "Pulisci buffer di copia"
@@ -12939,34 +13010,34 @@ msgid "Insert New Node"
msgstr "Inserisci nuovo nodo"
msgid "Insert New Reroute"
-msgstr "Inserisci Nuova Deviazione"
+msgstr "Inserisci nuovo reindirizzamento"
msgid "High-end node"
msgstr "Nodo di fascia alta"
msgid "Create Shader Node"
-msgstr "Crea Nodo Shader"
+msgstr "Crea un nodo di shader"
msgid "Create Shader Varying"
-msgstr "Crea variante per Shader"
+msgstr "Crea un varying di Shader"
msgid "Delete Shader Varying"
-msgstr "Elimina variante per Shader"
+msgstr "Elimina un varying di Shader"
msgid "Color function."
-msgstr "Funzione colore."
+msgstr "Funzione di colore."
msgid "Color operator."
-msgstr "Operatore colore."
+msgstr "Operatore di colore."
msgid "Grayscale function."
msgstr "Funzione scala di grigi."
msgid "Converts HSV vector to RGB equivalent."
-msgstr "Converte un vettore HSV nel suo equivalente RGB."
+msgstr "Converte un vettore HSV nell'equivalente RGB."
msgid "Converts RGB vector to HSV equivalent."
-msgstr "Converte un vettore RGB nel suo equivalente HSV."
+msgstr "Converte un vettore RGB nell'equivalente HSV."
msgid "Sepia function."
msgstr "Funzione seppia."
@@ -13018,7 +13089,7 @@ msgid "Greater Than (>)"
msgstr "Maggiore di (>)"
msgid "Greater Than or Equal (>=)"
-msgstr "Maggiore o Uguale a (>=)"
+msgstr "Maggiore o uguale a (>=)"
msgid ""
"Returns an associated vector if the provided scalars are equal, greater or "
@@ -13045,10 +13116,10 @@ msgid "Less Than (<)"
msgstr "Minore di (<)"
msgid "Less Than or Equal (<=)"
-msgstr "Minore o Uguale a (<=)"
+msgstr "Minore o uguale a (<=)"
msgid "Not Equal (!=)"
-msgstr "Non Uguale (!=)"
+msgstr "Non uguale (!=)"
msgid ""
"Returns an associated 2D vector if the provided boolean value is true or "
@@ -13121,65 +13192,65 @@ msgid "Boolean parameter."
msgstr "Parametro booleano."
msgid "Translated to '%s' in Godot Shading Language."
-msgstr "Tradotto in \"%s\" nel Godot Shading Language."
+msgstr "Tradotto in '%s' nel Godot Shading Language."
msgid "'%s' input parameter for all shader modes."
-msgstr "Parametro di input \"%s\" per tutte le modalità shader."
+msgstr "Parametro d'ingresso '%s' per tutte le modalità di shader."
msgid "Input parameter."
-msgstr "Parametro di input."
+msgstr "Parametro d'ingresso."
msgid "'%s' input parameter for vertex and fragment shader modes."
-msgstr "Parametro di input \"%s\" per le modalità shader vertice e frammento."
+msgstr ""
+"Parametro d'ingresso '%s' per le modalità di shader vertice e frammento."
msgid "'%s' input parameter for fragment and light shader modes."
-msgstr "Parametro di input \"%s\" per le modalità shader frammento e luce."
+msgstr "Parametro d'ingresso '%s' per le modalità di shader frammento e luce."
msgid "'%s' input parameter for fragment shader mode."
-msgstr "Parametro di input \"%s\" per la modalità shader frammento."
+msgstr "Parametro d'ingresso '%s' per la modalità frammento di shader."
msgid "'%s' input parameter for sky shader mode."
-msgstr "Parametro d'ingresso \"%s\" per la modalità cielo dello shader."
+msgstr "Parametro d'ingresso '%s' per la modalità cielo dello shader."
msgid "'%s' input parameter for fog shader mode."
-msgstr "Parametro d'ingresso \"%s\" per la modalità nebbia dello shader."
+msgstr "Parametro d'ingresso '%s' per la modalità nebbia dello shader."
msgid "'%s' input parameter for light shader mode."
-msgstr "Parametro di input \"%s\" per la modalità shader luce."
+msgstr "Parametro d'ingresso '%s' per la modalità di shader luce."
msgid "'%s' input parameter for vertex shader mode."
-msgstr "Parametro di input \"%s\" per la modalità shader vertice."
+msgstr "Parametro d'ingresso '%s' per la modalità di shader vertice."
msgid "'%s' input parameter for start shader mode."
-msgstr "Parametro d'ingresso \"%s\" per la modalità inizio dello shader."
+msgstr "Parametro d'ingresso '%s' per la modalità inizio dello shader."
msgid "'%s' input parameter for process shader mode."
-msgstr ""
-"Parametro d'ingresso \"%s\" per la modalità di elaborazione dello shader."
+msgstr "Parametro d'ingresso '%s' per la modalità elaborazione dello shader."
msgid "'%s' input parameter for start and process shader modes."
msgstr ""
-"Parametro d'ingresso \"%s\" per la modalità inizio e di elaborazione dello "
+"Parametro d'ingresso '%s' per le modalità inizio e di elaborazione dello "
"shader."
msgid "'%s' input parameter for process and collide shader modes."
msgstr ""
-"Parametro d'ingresso \"%s\" per la modalità di elaborazione e collisione "
-"dello shader."
+"Parametro d'ingresso '%s' per le modalità di elaborazione e collisione dello "
+"shader."
msgid ""
"A node for help to multiply a position input vector by rotation using "
"specific axis. Intended to work with emitters."
msgstr ""
"Un nodo per aiutare a moltiplicare un vettore di input di posizione mediante "
-"rotazione utilizzando un asse specifico. Pensato per lavorare con gli "
+"rotazione utilizzando un asse specifico. Progettato per lavorare con gli "
"emettitori."
msgid "Float function."
-msgstr "Funzione float."
+msgstr "Funzione di float."
msgid "Float operator."
-msgstr "Operatore float."
+msgstr "Operatore di float."
msgid "Integer function."
msgstr "Funzione intera."
@@ -13197,33 +13268,35 @@ msgid "Returns the absolute value of the parameter."
msgstr "Restituisce il valore assoluto del parametro."
msgid "Returns the arc-cosine of the parameter."
-msgstr "Restituisce l'arco-coseno del parametro."
+msgstr "Restituisce l'arcocoseno del parametro."
msgid "Returns the inverse hyperbolic cosine of the parameter."
msgstr "Restituisce l'inversa del coseno iperbolico del parametro."
msgid "Returns the arc-sine of the parameter."
-msgstr "Restituisce l'arco-seno del parametro."
+msgstr "Restituisce l'arcoseno del parametro."
msgid "Returns the inverse hyperbolic sine of the parameter."
msgstr "Restituisce l'inversa del seno iperbolico del parametro."
msgid "Returns the arc-tangent of the parameter."
-msgstr "Restituisce l'arco-tangente del parametro."
+msgstr "Restituisce l'arcotangente del parametro."
msgid "Returns the arc-tangent of the parameters."
-msgstr "Restituisce l'arco-tangente dei parametri."
+msgstr "Restituisce l'arcotangente dei parametri."
msgid "Returns the inverse hyperbolic tangent of the parameter."
msgstr "Restituisce l'inversa della tangente iperbolica del parametro."
msgid "Returns the result of bitwise NOT (~a) operation on the integer."
-msgstr "Restituisce il risultato dell'operazione bit NOT (~a) sull'intero."
+msgstr ""
+"Restituisce il risultato dell'operazione bit a bit NOT (~a) sull'intero."
msgid ""
"Returns the result of bitwise NOT (~a) operation on the unsigned integer."
msgstr ""
-"Restituisce il risultato dell'operazione bit NOT (~a) sull'intero senza segno."
+"Restituisce il risultato dell'operazione bit a bit NOT (~a) sull'intero senza "
+"segno."
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter."
@@ -13231,7 +13304,7 @@ msgstr ""
"Trova il numero intero più vicino che sia maggiore o uguale al parametro."
msgid "Constrains a value to lie between two further values."
-msgstr "Vincola un valore tra due altri valori."
+msgstr "Limita un valore tra due altri valori."
msgid "Returns the cosine of the parameter."
msgstr "Restituisce il coseno del parametro."
@@ -13246,14 +13319,14 @@ msgid ""
"(Fragment/Light mode only) (Scalar) Derivative in 'x' using local "
"differencing."
msgstr ""
-"(Solo in modalità Fragment/Light) (Scalare) Derivata in \"x\" usando la "
-"differeziazione locale."
+"(Solo in modalità Fragment/Light) (Scalare) Derivata in \"x\" utilizzando la "
+"differenziazione locale."
msgid ""
"(Fragment/Light mode only) (Scalar) Derivative in 'y' using local "
"differencing."
msgstr ""
-"(Solo in modalità Fragment/Light) (Scalare) Derivata in \"y\" usando la "
+"(Solo in modalità Fragment/Light) (Scalare) Derivata in \"y\" utilizzando la "
"differenziazione locale."
msgid "Base-e Exponential."
@@ -13303,7 +13376,7 @@ msgstr ""
"Restituisce il valore del primo parametro elevato alla potenza del secondo."
msgid "Converts a quantity in degrees to radians."
-msgstr "Converte una quantità in gradi in radianti."
+msgstr "Converte una quantità di gradi in radianti."
msgid "1.0 / scalar"
msgstr "1.0 / scalare"
@@ -13486,20 +13559,20 @@ msgid "Scalar unsigned integer parameter."
msgstr "Parametro scalare intero senza segno."
msgid "Converts screen UV to a SDF."
-msgstr "Converte uno schermo UV ad un SDF."
+msgstr "Converte uno schermo UV a un SDF."
msgid "Casts a ray against the screen SDF and returns the distance travelled."
msgstr ""
-"Lancia un raggio contro lo schermo SDF e restituisce la distanza percorsa."
+"Proietta un raggio sullo schermo SDF e restituisce la distanza percorsa."
msgid "Converts a SDF to screen UV."
-msgstr "Converte un SDF ad uno schermo UV."
+msgstr "Converte un SDF in UV di schermo."
msgid "Performs a SDF texture lookup."
msgstr "Esegue una ricerca di texture SDF."
msgid "Performs a SDF normal texture lookup."
-msgstr "Esegue una ricerca di texture normali SDF."
+msgstr "Esegue una ricerca di texture SDF normale."
msgid "Function to be applied on texture coordinates."
msgstr "Funzione da applicare sulle coordinate della texture."
@@ -13509,32 +13582,32 @@ msgstr ""
"Conversione delle coordinate polari applicata sulle coordinate della texture."
msgid "Perform the cubic texture lookup."
-msgstr "Esegue la ricerca di texture cubiche."
+msgstr "Esegue la ricerca di texture cubica."
msgid "Perform the curve texture lookup."
msgstr "Esegue la ricerca di texture curva."
msgid "Perform the three components curve texture lookup."
-msgstr "Esegue la ricerca dei tre componenti di texture curva."
+msgstr "Esegue la ricerca di texture curva a tre componenti."
msgid ""
"Returns the depth value obtained from the depth prepass in a linear space."
msgstr ""
-"Restituisce il valore della profondità ottenuto dal prepass della profondità "
-"in uno spazio lineare."
+"Restituisce il valore di profondità ottenuto dal prepass della profondità in "
+"uno spazio lineare."
msgid "Reconstructs the World Position of the Node from the depth texture."
msgstr ""
"Ricostruisce la Posizione Globale del Nodo dalla sua texture di profondità."
msgid "Unpacks the Screen Normal Texture in World Space"
-msgstr "Estrae la Normal Texture dello Schermo in Spazio Globale"
+msgstr "Estrae la texture normale dello schermo nello spazio globale"
msgid "Perform the 2D texture lookup."
msgstr "Esegue la ricerca di texture 2D."
msgid "Perform the 2D-array texture lookup."
-msgstr "Esegue la ricerca di array 2D di texture."
+msgstr "Esegue la ricerca di texture di array 2D."
msgid "Perform the 3D texture lookup."
msgstr "Esegue la ricerca di texture 3D."
@@ -13546,19 +13619,19 @@ msgid "Apply scaling function on texture coordinates."
msgstr "Applica la funzione di scala alle coordinate della texture."
msgid "Cubic texture parameter lookup."
-msgstr "Controllo parametro della texture cubica."
+msgstr "Ricerca un parametro di texture cubica."
msgid "2D texture parameter lookup."
-msgstr "Controllo parametro della texture 2D."
+msgstr "Ricerca un parametro di texture 2D."
msgid "2D texture parameter lookup with triplanar."
-msgstr "Controllo parametro della texture cubica con triplanar."
+msgstr "Ricerca parametro di texture 2D con triplano."
msgid "2D array of textures parameter lookup."
-msgstr "Controllo parametro dell'array 2D di texture."
+msgstr "Ricerca un parametro di array 2D di texture."
msgid "3D texture parameter lookup."
-msgstr "Controllo parametro della texture 3D."
+msgstr "Ricerca un parametro di texture 3D."
msgid "Transform function."
msgstr "Funzione di trasformazione."
@@ -13598,8 +13671,8 @@ msgid ""
"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."
+"essere applicato alla porta di uscita della matrice di vista del modello per "
+"gli oggetti 3D."
msgid "Calculates the inverse of a transform."
msgstr "Calcola l'inverso di una trasformazione."
@@ -13617,16 +13690,16 @@ msgid "Multiplies two transforms."
msgstr "Moltiplica due trasformazioni."
msgid "Performs per-component multiplication of two transforms."
-msgstr "Esegue la moltiplicazione per componente di due trasformazioni."
+msgstr "Esegue una moltiplicazione per componente di due trasformazioni."
msgid "Subtracts two transforms."
msgstr "Sottrae due trasformazioni."
msgid "Multiplies vector by transform."
-msgstr "Moltiplica il vettore per la trasformazione."
+msgstr "Moltiplica un vettore per una trasformazione."
msgid "Transform constant."
-msgstr "Costante trasformazione."
+msgstr "Costante di trasformazione."
msgid "Transform parameter."
msgstr "Parametro di trasformazione."
@@ -13635,29 +13708,39 @@ 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."
+"L’effetto di dissolvenza a 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."
+"L’effetto di dissolvenza di 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 "
+"Restituisce un valore casuale compreso tra i valori minimo e massimo "
"d'ingresso."
msgid "Remaps a given input from the input range to the output range."
-msgstr "Rimappa un valore dato dall'intervallo d'ingresso a quello di uscita."
+msgstr ""
+"Rimappa un valore d'ingresso dall'intervallo d'ingresso all'intervallo di "
+"uscita."
+
+msgid ""
+"Builds a rotation matrix from the given axis and angle, multiply the input "
+"vector by it and returns both this vector and a matrix."
+msgstr ""
+"Costruisce una matrice di rotazione dall'asse e dall'angolo fornito, "
+"moltiplica il vettore di ingresso per essa e restituisce sia questo vettore "
+"che la matrice."
msgid "Vector function."
-msgstr "Funzione vettore."
+msgstr "Funzione di vettore."
msgid "Vector operator."
-msgstr "Operatore vettore."
+msgstr "Operatore di vettore."
msgid "Composes vector from scalars."
msgstr "Compone un valore da degli scalari."
@@ -13690,14 +13773,14 @@ msgid ""
"(Fragment/Light mode only) (Vector) Derivative in 'x' using local "
"differencing."
msgstr ""
-"(Solo in modalità Fragment/Light) (Vettore) Derivata in \"x\" usando la "
+"(Solo in modalità Fragment/Light) (Vettore) Derivata in \"x\" utilizzando la "
"differenziazione locale."
msgid ""
"(Fragment/Light mode only) (Vector) Derivative in 'y' using local "
"differencing."
msgstr ""
-"(Solo in modalità Fragment/Light) (Vettore) Derivata in \"y\" usando la "
+"(Solo in modalità Fragment/Light) (Vettore) Derivata in \"y\" utilizzando la "
"differenziazione locale."
msgid "Returns the distance between two points."
@@ -13712,18 +13795,18 @@ msgid ""
"incident vector, and Nref, the reference vector. If the dot product of I and "
"Nref is smaller than zero the return value is N. Otherwise -N is returned."
msgstr ""
-"Restituisce un vettore che punta nella stessa direzione di quello di "
-"riferimento. La funzione ha tre vettori parametro: N, il vettore da "
-"orientare; I, quello incidente; ed Nref, il vettore di riferimento. Se il "
-"prodotto scalare di I ed Nref è minore di zero, il valore di ritorno è N. "
-"Altrimenti il ritorno sarà -N."
+"Restituisce un vettore che punta nella stessa direzione del vettore di "
+"riferimento. La funzione ha tre parametri vettoriali: N, il vettore da "
+"orientare; I, il vettore incidente; e Nref, il vettore di riferimento. Se il "
+"prodotto scalare di I e Nref è minore di zero, il valore restituito è N. "
+"Altrimenti il risultato sarà -N."
msgid ""
"Returns falloff based on the dot product of surface normal and view direction "
"of camera (pass associated inputs to it)."
msgstr ""
-"Restituisce il decadimento in base al prodotto scalare della normale della "
-"superfice e direzione della telecamera (passa gli input associati a essa)."
+"Restituisce l'attenuazione in base al prodotto scalare della normale alla "
+"superfice e direzione della telecamera (passa gli ingressi associati a essa)."
msgid "Calculates the length of a vector."
msgstr "Calcola la lunghezza di un vettore."
@@ -13732,7 +13815,7 @@ msgid "Linear interpolation between two vectors."
msgstr "Interpolazione lineare tra due vettori."
msgid "Linear interpolation between two vectors using scalar."
-msgstr "Interpolazione lineare tra due vettori usando scalare."
+msgstr "Interpolazione lineare tra due vettori con scalare."
msgid "Performs a fused multiply-add operation (a * b + c) on vectors."
msgstr ""
@@ -13767,8 +13850,8 @@ msgstr ""
"SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n"
"\n"
"Restituisce 0.0 se \"x\" è minore di \"edge0\", o 1.0 se \"x\" è più grande "
-"di \"edge1\". Altrimenti, il valore di ritorno è interpolato tra 0.0 e 1.0 "
-"usando i polinomiali di Hermite."
+"di \"edge1\". Altrimenti, il valore restituito è interpolato tra 0.0 e 1.0 "
+"utilizzando i polinomiali di Hermite."
msgid ""
"SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n"
@@ -13780,8 +13863,8 @@ msgstr ""
"SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n"
"\n"
"Restituisce 0.0 se \"x\" è minore di \"edge0\", o 1.0 se \"x\" è più grande "
-"di \"edge1\". Altrimenti, il valore di ritorno è interpolato tra 0.0 e 1.0 "
-"usando i polinomiali di Hermite."
+"di \"edge1\". Altrimenti, il valore restituito è interpolato tra 0.0 e 1.0 "
+"utilizzando i polinomiali di Hermite."
msgid ""
"Step function( vector(edge), vector(x) ).\n"
@@ -13853,27 +13936,27 @@ msgid "Subtracts 4D vector from 4D vector."
msgstr "Sottrae un vettore 4D da un vettore 4D."
msgid "2D vector constant."
-msgstr "Costante vettore 2D."
+msgstr "Costante di vettore 2D."
msgid "2D vector parameter."
-msgstr "Parametro vettore 2D."
+msgstr "Parametro di vettore 2D."
msgid "3D vector constant."
-msgstr "Costante vettore 3D."
+msgstr "Costante di vettore 3D."
msgid "3D vector parameter."
-msgstr "Parametro vettore 3D."
+msgstr "Parametro di vettore 3D."
msgid "4D vector constant."
-msgstr "Costante vettore 4D."
+msgstr "Costante di vettore 4D."
msgid "4D vector parameter."
-msgstr "Parametro vettore 4D."
+msgstr "Parametro di vettore 4D."
msgid ""
"A rectangular area with a description string for better graph organization."
msgstr ""
-"Un'area rettangolare con una stringa da descrizione per organizzare meglio il "
+"Un'area rettangolare con un testo descrittivo per organizzare meglio il "
"grafico."
msgid ""
@@ -13881,10 +13964,10 @@ msgid ""
"output ports. This is a direct injection of code into the vertex/fragment/"
"light function, do not use it to write the function declarations inside."
msgstr ""
-"Una espressione personalizzata in Godot Shader Language, con quantità "
-"variabile di porte input e output. Questa è una iniezione diretta di codice "
-"nella funzione vertex/fragment/light, non usarla per scrivere dichiarazioni "
-"di funzioni al suo interno."
+"Espressione personalizzata in Godot Shader Language, con un numero "
+"personalizzato di porte d'ingresso e di uscita. È una iniezione diretta di "
+"codice nella funzione vertex/fragment/light, non usarla per scrivere "
+"dichiarazioni di funzioni all'interno."
msgid ""
"Custom Godot Shader Language expression, which is placed on top of the "
@@ -13892,32 +13975,32 @@ msgid ""
"it later in the Expressions. You can also declare varyings, parameters and "
"constants."
msgstr ""
-"Espressione personalizzata per il Godot Shader Language, la quale sarà posta "
-"in cima allo shader risultante. È possibile piazzare varie definizioni di "
-"funzioni all'interno e chiamarla in seguito nelle espressioni. È possibile "
-"anche dichiarare varianti, uniformi e costanti."
+"Espressione personalizzata per il Godot Shader Language, posta in cima allo "
+"shader risultante. È possibile inserire varie definizioni di funzioni "
+"all'interno e richiamarle in seguito nelle espressioni. È possibile anche "
+"dichiarare varying, uniformi e costanti."
msgid "A reference to an existing parameter."
msgstr "Un riferimento a parametro esistente."
msgid "Get varying parameter."
-msgstr "Ottieni parametro variante."
+msgstr "Ottieni il parametro di varying."
msgid "Set varying parameter."
-msgstr "Imposta parametro variante."
+msgstr "Imposta il parametro di varying."
msgid ""
"Reroute connections freely, can be used to connect multiple input ports to "
"single output port."
msgstr ""
"Reindirizza connessioni liberamente, può essere usato per connettere più "
-"porte d'ingresso ad una sola porta di uscita."
+"porte d'ingresso a una sola porta di uscita."
msgid "Edit Visual Property: %s"
-msgstr "Modifica Proprietà Visive: %s"
+msgstr "Modifica proprietà Visual: %s"
msgid "Visual Shader Mode Changed"
-msgstr "Modalità Visual Shader Cambiata"
+msgstr "Cambia modalità di un Visual Shader"
msgid "Voxel GI data is not local to the scene."
msgstr "I dati GI Voxel non sono locali alla scena."
@@ -13955,13 +14038,13 @@ msgid ""
"Please edit the project to trigger the initial import."
msgstr ""
"Impossibile eseguire il progetto: i contenuti devono essere prima importati.\n"
-"Per favore modifica il progetto per attivare l'importazione iniziale."
+"Si prega di modificare il progetto per attivare l'importazione iniziale."
msgid ""
"Can't open project at '%s'.\n"
"Project file doesn't exist or is inaccessible."
msgstr ""
-"Impossibile aprile il progetto a '%s'\n"
+"Impossibile aprire il progetto a '%s'\n"
"Il file del progetto non esiste o è inaccessibile."
msgid ""
@@ -13976,7 +14059,7 @@ msgid ""
"Note that usual checks for engine version compatibility will be bypassed."
msgstr ""
"È stato richiesto di aprire %d progetti in parallelo. Confermare?\n"
-"Nota che i soliti controlli per la compatibilità della versione del motore "
+"Si noti che i soliti controlli per la compatibilità della versione del motore "
"verranno saltati."
msgid ""
@@ -13991,15 +14074,15 @@ msgid ""
"Warning: You won't be able to open the project with previous versions of the "
"engine anymore."
msgstr ""
-"Il progetto \"%s\" selezionato non specifica la sua versione di Godot "
-"compatibile nel suo file di configurazione (\"project.godot\").\n"
+"Il progetto selezionato \"%s\" non indica la versione compatibile di Godot "
+"nel suo file di configurazione (\"project.godot\").\n"
"\n"
"Percorso del progetto: %s\n"
"\n"
-"Se si procede con l'apertura, esso verrà convertito al formato attuale di "
+"Se si procede con l'apertura, verrà convertito al formato attuale di "
"configurazione di Godot.\n"
"\n"
-"Attenzione: Non sarà più possibile aprire il progetto con una versione "
+"Attenzione: Non sarà più possibile aprire questo progetto con una versione "
"precedente del motore."
msgid ""
@@ -14018,16 +14101,16 @@ msgid ""
"Warning: If you select a conversion option, you won't be able to open the "
"project with previous versions of the engine anymore."
msgstr ""
-"Il progetto \"%s\" selezionato non è stato generato da Godot 4.x e a bisogno "
-"di essere convertito per Godot 4.x.\n"
+"Il progetto \"%s\" selezionato è stato generato da Godot 3.x e deve essere "
+"convertito per Godot 4.x.\n"
"\n"
"Percorso del progetto: %s\n"
"\n"
"Sono disponibili tre opzioni:\n"
-"- Convertire solo il file di confgurazione (\"project.godot\"). Utilizzare "
+"- Convertire solo il file di configurazione (\"project.godot\"). Utilizzare "
"quest'opzione per aprire il progetto senza tentare di convertire le sue "
"scene, risorse e script.\n"
-"- Convertire l'intero progetto incluse le sue scene, risorse e script "
+"- Convertire l'intero progetto incluse le sue scene, le risorse e gli script "
"(raccomandato durante un'aggiornamento).\n"
"- Non fare nulla e tornare indietro.\n"
"\n"
@@ -14048,8 +14131,8 @@ msgid ""
"Warning: You won't be able to open the project with previous versions of the "
"engine anymore."
msgstr ""
-"Il progetto \"%s\" selezionato è stato generato da una versione del motore "
-"più vecchia e ha bisogno di essere convertita a questa versione.\n"
+"Il progetto selezionato \"%s\" è stato generato da una versione precedente "
+"del motore e ha bisogno di essere convertito a questa versione.\n"
"\n"
"Percorso del progetto: %s\n"
"\n"
@@ -14069,12 +14152,12 @@ msgid ""
"The project settings were created by a newer engine version, whose settings "
"are not compatible with this version."
msgstr ""
-"Impossibile aprire il progetto \"%s\" nel percorso seguente:\n"
+"Impossibile aprire il progetto \"%s\" nel seguente percorso :\n"
"\n"
"%s\n"
"\n"
-"Le impostazioni del progetto sono state create da una versione del motore più "
-"nuova, le impostazioni della quale non sono più compatibili con questa."
+"Le impostazioni del progetto sono state create da una versione successiva del "
+"motore, le quali impostazioni non sono più compatibili con questa versione."
msgid ""
"Warning: This project uses double precision floats, but this version of\n"
@@ -14082,10 +14165,10 @@ msgid ""
"loss.\n"
"\n"
msgstr ""
-"Attenzione: questo progetto utilizza numeri a virgola mobile a doppia "
+"Attenzione: Questo progetto utilizza numeri in virgola mobile a doppia "
"precisione, ma questa versione di\n"
-"Godot utilizza numeri a virgola mobile a precisione singola. Aprire questo "
-"progetto potrebbe causare una perdita di dati.\n"
+"Godot utilizza numeri in virgola mobile a singola precisione. Aprire questo "
+"progetto potrebbe causare la perdita di dati.\n"
"\n"
msgid ""
@@ -14093,8 +14176,9 @@ msgid ""
"the Mono module. If you proceed you will not be able to use any C# scripts.\n"
"\n"
msgstr ""
-"Attenzione: questo progetto utilizza C#, ma questa versione di godot non ha\n"
-"il modulo Mono. Se si procede, non sarà possibile utilizzare alcun script "
+"Attenzione: Questo progetto utilizza C#, ma questa compilazione di Godot non "
+"contiene\n"
+"il modulo Mono. Se si procede, non sarà possibile utilizzare alcuno script in "
"C#.\n"
"\n"
@@ -14103,7 +14187,7 @@ msgid ""
"Godot %s.\n"
"\n"
msgstr ""
-"Avviso: Questo progetto è stato modificato l'ultima volta in Godot %s. "
+"Attenzione: Questo progetto è stato modificato l'ultima volta in Godot %s. "
"Aprirlo lo convertirà a Godot %s.\n"
"\n"
@@ -14134,14 +14218,14 @@ msgid ""
"The project folders' contents won't be modified."
msgstr ""
"Rimuovere tutti i progetti mancanti dall'elenco?\n"
-"Il contenuto delle cartelle di progetto non verrà modificato."
+"Il contenuto delle cartelle dei progetti non verrà modificato."
msgid "Couldn't load project at '%s'. It may be missing or corrupted."
msgstr ""
"Impossibile caricare il progetto in '%s'. Potrebbe essere mancante o corrotto."
msgid "Couldn't save project at '%s' (error %d)."
-msgstr "Impossibile salvare il progetto in \"%s\" (errore %d)."
+msgstr "Impossibile salvare il progetto in '%s' (errore %d)."
msgid "Tag name can't be empty."
msgstr "Il nome dell'etichetta non può essere vuoto."
@@ -14157,7 +14241,7 @@ msgstr "Il nome dell'etichetta deve essere in minuscolo."
msgctxt "Application"
msgid "Project Manager"
-msgstr "Gestore Progetto"
+msgstr "Gestore dei progetti"
msgid "Settings"
msgstr "Impostazioni"
@@ -14169,13 +14253,13 @@ msgid "New Project"
msgstr "Nuovo progetto"
msgid "Import Project"
-msgstr "Importa Progetto"
+msgstr "Importa progetto"
msgid "Scan"
msgstr "Scansiona"
msgid "Scan Projects"
-msgstr "Scansiona Progetti"
+msgstr "Scansiona progetti"
msgid "Loading, please wait..."
msgstr "Caricamento, per favore attendere..."
@@ -14188,9 +14272,10 @@ msgid ""
"To filter projects by name and full path, the query must contain at least one "
"`/` character."
msgstr ""
-"Questo campo filtra i progetti per nome e ultimo componente del percorso.\n"
-"Per filtrare i progetti per nome e percorso completo, la query deve contenere "
-"almeno un carattere `/`."
+"La barra di ricerca filtra i progetti in base al nome e all'ultima parte del "
+"loro percorso.\n"
+"Per filtrare i progetti per nome e percorso completo, la ricerca deve "
+"includere almeno un carattere `/`."
msgid "Last Edited"
msgstr "Ultima modifica"
@@ -14206,15 +14291,15 @@ msgid ""
"importing one that exists, or by downloading a project template from the "
"Asset Library!"
msgstr ""
-"Comincia creando un nuovo progetto,\n"
-"importando uno che esiste, o scaricando un modello progetto dalla libreria "
+"Comincia creandone uno nuovo,\n"
+"importando uno che esiste, o scaricando un modello di progetto dalla libreria "
"dei contenuti!"
msgid "Create New Project"
-msgstr "Crea un nuovo progetto"
+msgstr "Crea nuovo progetto"
msgid "Import Existing Project"
-msgstr "Importa Progetto Esistente"
+msgstr "Importa progetto esistente"
msgid ""
"Note: The Asset Library requires an online connection and involves sending "
@@ -14224,35 +14309,35 @@ msgstr ""
"l'invio dei dati tramite internet."
msgid "Edit Project"
-msgstr "Modifica Progetto"
+msgstr "Modifica progetto"
msgid "Rename Project"
-msgstr "Rinomina Progetto"
+msgstr "Rinomina progetto"
msgid "Manage Tags"
-msgstr "Gestisci Etichette"
+msgstr "Gestisci etichette"
msgid "Remove Project"
-msgstr "Rimuovi Progetto"
+msgstr "Rimuovi progetto"
msgid "Remove Missing"
-msgstr "Rimuovi Mancanti"
+msgstr "Rimuovi mancanti"
msgid ""
"Asset Library not available (due to using Web editor, or because SSL support "
"disabled)."
msgstr ""
-"Libreria dei contenuti non disponibile (a causa dell'editor su Web, o perché "
-"supporto per SSL è stato disattivato)."
+"Libreria dei contenuti non disponibile (dovuto all'uso dell'editor su Web, o "
+"perché il supporto per SSL è stato disattivato)."
msgid "Select a Folder to Scan"
-msgstr "Scegli una Cartella da Scansionare"
+msgstr "Scegli una cartella da scansionare"
msgid "Remove All"
-msgstr "Rimuovi Tutto"
+msgstr "Rimuovi tutti"
msgid "Convert Full Project"
-msgstr "Converti progetto completo"
+msgstr "Converti intero progetto"
msgid ""
"This option will perform full project conversion, updating scenes, resources "
@@ -14265,22 +14350,22 @@ msgid ""
"IMPORTANT: Make sure to backup your project before converting, as this "
"operation makes it impossible to open it in older versions of Godot."
msgstr ""
-"Quest'opzione eseguirà una conversione completa del progetto, incluse le "
-"scene, risorse e script da Godot 3 per farle funzionare con Godot \n"
+"Quest'opzione eseguirà una conversione completa del progetto, aggiornando "
+"scene, risorse e script da Godot 3 per funzionare con Godot 4.\n"
"\n"
-"Nota che questa è una conversione alla meglio, cioè renderà più facile un "
-"aggiornamento del progetto, ma non si aprirà di suo e avrà bisogno di "
-"correzioni manuali.\n"
+"Nota che questa è una conversione fatta alla meglio, ovvero renderà "
+"l'aggiornamento del progetto più facile, ma non si aprirà così com'è e "
+"necessiterà di correzioni manuali.\n"
"\n"
"IMPORTANTE: Assicurarsi di creare una copia del progetto prima di "
-"convertirlo, poiché quest'operazione renderà impossibile aprirlo in versioni "
-"più vecchie di Godot."
+"convertirlo, poiché quest'operazione renderà impossibile aprirlo nelle "
+"versioni precedenti di Godot."
msgid "Manage Project Tags"
-msgstr "Gestisci Etichette Progetto"
+msgstr "Gestisci le etichette del progetto"
msgid "Project Tags"
-msgstr "Etichette Progetto"
+msgstr "Etichette del progetto"
msgid "Click tag to remove it from the project."
msgstr "Clicca su un'etichetta per rimuoverla dal progetto."
@@ -14292,26 +14377,24 @@ msgid "Click tag to add it to the project."
msgstr "Clicca su un etichetta per aggiungerla al progetto."
msgid "Create New Tag"
-msgstr "Crea nuovo tag"
+msgstr "Crea una nuova etichetta"
msgid "Tags are capitalized automatically when displayed."
-msgstr ""
-"Le etichette sono capitalizzate automaticamente quando vengono visualizzate."
+msgstr "Le etichette sono automaticamente in maiuscolo quando visualizzate."
msgid "It would be a good idea to name your project."
msgstr "Sarebbe una buona idea dare un nome al tuo progetto."
msgid "Invalid \".zip\" project file; it is not in ZIP format."
-msgstr "File progetto \".zip\" non valido; non è in formato ZIP."
+msgstr "File di progetto \".zip\" non valido; 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\"."
+"File di progetto \".zip\" non valido; non contiene un file \"project.godot\"."
msgid "Valid project found at path."
-msgstr "Progetto valido trovato sul percorso."
+msgstr "Progetto valido trovato nel percorso."
msgid ""
"Please choose a \"project.godot\", a directory with one, or a \".zip\" file."
@@ -14333,13 +14416,13 @@ msgid ""
"is not allowed, as it would prevent the project manager from starting."
msgstr ""
"Creare un progetto nella stessa cartella del motore in esecuzione non è "
-"consentito, in quanto bloccherebbe l'esecuzione del gestore dei progetti."
+"consentito, in quanto impedirebbe l'avvio del gestore dei progetti."
msgid ""
"You cannot save a project at the selected path. Please create a subfolder or "
"choose a new path."
msgstr ""
-"Non è possibile salvare un progetto sul percorso selezionato. Si prega di "
+"Non è possibile salvare un progetto nel percorso selezionato. Si prega di "
"creare una sottocartella o scegliere un nuovo percorso."
msgid "The parent directory of the path specified doesn't exist."
@@ -14361,8 +14444,11 @@ 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."
+"Il percorso selezionato non è vuoto. Si consiglia vivamente di selezionare "
+"una cartella vuota."
+
+msgid "New Game Project"
+msgstr "Nuovo progetto di gioco"
msgid "Supports desktop platforms only."
msgstr "Supporta solo le piattaforme desktop."
@@ -14377,7 +14463,7 @@ msgid "Uses RenderingDevice backend."
msgstr "Utilizza un backend RenderingDevice."
msgid "Slower rendering of simple scenes."
-msgstr "Elaborazione più lenta di scene semplici."
+msgstr "Rendering più lento per scene semplici."
msgid "Supports desktop + mobile platforms."
msgstr "Supporta le piattaforme desktop e mobili."
@@ -14389,13 +14475,13 @@ msgid "Less scalable for complex scenes."
msgstr "Meno adattabile per scene complesse."
msgid "Fast rendering of simple scenes."
-msgstr "Elaborazione rapida di scene semplici."
+msgstr "Rendering rapido per 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)."
+msgstr "Grafica 3D molto meno avanzata (attualmente in lavorazione)."
msgid "Intended for low-end/older devices."
msgstr "Progettato per dispositivi di fascia bassa o più vecchi."
@@ -14404,10 +14490,10 @@ 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."
+msgstr "Rendering velocissimo per scene semplici."
msgid "Warning: This folder is not empty"
-msgstr "Attenzione: questa cartella non è vuota"
+msgstr "Attenzione: Questa cartella non è vuota"
msgid ""
"You are about to create a Godot project in a non-empty folder.\n"
@@ -14416,10 +14502,9 @@ msgid ""
"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"
+"Tutto il contenuto della cartella verrà importato come risorse del progetto!\n"
"\n"
-"Sicuri di continuare?"
+"Sei sicuro di voler continuare?"
msgid "Couldn't create project directory, check permissions."
msgstr ""
@@ -14432,7 +14517,7 @@ 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."
+msgstr "Errore nell'apertura del file di pacchetto, non è in formato ZIP."
msgid "The following files failed extraction from package:"
msgstr "Impossibile estrarre i seguenti file dal pacchetto:"
@@ -14440,32 +14525,29 @@ msgstr "Impossibile estrarre i seguenti file dal pacchetto:"
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 "
+"Impossibile caricare il progetto in '%s' (errore %d). Potrebbe essere "
"mancante o corrotto."
-msgid "New Game Project"
-msgstr "Nuovo progetto di gioco"
-
msgid "Import & Edit"
-msgstr "Importa e Modifica"
+msgstr "Importa e modifica"
msgid "Create & Edit"
-msgstr "Crea e Modifica"
+msgstr "Crea e modifica"
msgid "Install Project:"
-msgstr "Installa Progetto:"
+msgstr "Installa il progetto:"
msgid "Install & Edit"
-msgstr "Installa e Modifica"
+msgstr "Installa e modifica"
msgid "Project Name:"
-msgstr "Nome Progetto:"
+msgstr "Nome del progetto:"
msgid "Project Path:"
-msgstr "Percorso Progetto:"
+msgstr "Percorso del progetto:"
msgid "Project Installation Path:"
-msgstr "Percorso Installazione del Progetto:"
+msgstr "Percorso d'installazione del progetto:"
msgid "Renderer:"
msgstr "Renderer:"
@@ -14476,7 +14558,7 @@ msgstr ""
"rivedere le scene."
msgid "Version Control Metadata:"
-msgstr "Metadati di controllo della versione:"
+msgstr "Metadati di controllo di versione:"
msgid "Git"
msgstr "Git"
@@ -14492,22 +14574,22 @@ msgstr ""
"attuale:"
msgid "Error: Project is missing on the filesystem."
-msgstr "Errore: il Progetto non è presente nel filesystem."
+msgstr "Errore: Il progetto non è presente nel filesystem."
msgid "Last edited timestamp"
-msgstr "Ultima modifica"
+msgstr "Data dell'ultima modifica"
msgid "Missing Project"
-msgstr "Progetto Mancante"
+msgstr "Progetto mancante"
msgid "Restart Now"
-msgstr "Riavvia Ora"
+msgstr "Riavvia ora"
msgid "Quick Settings"
msgstr "Impostazioni rapide"
msgid "Interface Theme"
-msgstr "Tema interfaccia"
+msgstr "Tema dell'interfaccia"
msgid "Custom preset can be further configured in the editor."
msgstr ""
@@ -14515,10 +14597,13 @@ msgstr ""
"nell'editor."
msgid "Display Scale"
-msgstr "Scala di Visualizzazione"
+msgstr "Scala di visualizzazione"
msgid "Network Mode"
-msgstr "Modalità di Rete"
+msgstr "Modalità di rete"
+
+msgid "Directory Naming Convention"
+msgstr "Convenzioni di nomenclatura delle cartelle"
msgid ""
"Settings changed! The project manager must be restarted for changes to take "
@@ -14531,31 +14616,31 @@ msgid "Add Project Setting"
msgstr "Aggiungi un'impostazione del progetto"
msgid "Delete Item"
-msgstr "Elimina Elemento"
+msgstr "Elimina un elemento"
msgid "(All)"
msgstr "(Tutto)"
msgid "Add Input Action"
-msgstr "Aggiungi Azione di Input"
+msgstr "Aggiungi un'azione di input"
msgid "Change Action deadzone"
-msgstr "Cambia la zona morta d'azione"
+msgstr "Cambia la zona morta di un'azione"
msgid "Change Input Action Event(s)"
-msgstr "Cambia Evento(i) di Azione"
+msgstr "Cambia evento(i) di un'azione"
msgid "Erase Input Action"
-msgstr "Cancella Azione di Input"
+msgstr "Cancella un'azione di input"
msgid "Rename Input Action"
-msgstr "Rinomina Azione di Input"
+msgstr "Rinomina un'azione di input"
msgid "Update Input Action Order"
-msgstr "Aggiorna ordine Azione di Input"
+msgstr "Aggiorna l'ordine delle azioni di input"
msgid "Project Settings (project.godot)"
-msgstr "Impostazioni del Progetto (project.godot)"
+msgstr "Impostazioni del progetto (project.godot)"
msgid "Advanced Settings"
msgstr "Opzioni avanzate"
@@ -14568,7 +14653,7 @@ msgstr ""
"Le impostazioni modificate saranno applicate all'editor dopo il riavvio."
msgid "Input Map"
-msgstr "Mappa Input"
+msgstr "Mappa di input"
msgid "Localization"
msgstr "Localizzazione"
@@ -14580,19 +14665,19 @@ msgid "Autoload"
msgstr "Autoload"
msgid "Shader Globals"
-msgstr "Globali per Shader"
+msgstr "Globali per shader"
msgid "Plugins"
msgstr "Estensioni"
msgid "Import Defaults"
-msgstr "Carica Predefiniti"
+msgstr "Predefiniti per importatori"
msgid "Select Property"
-msgstr "Seleziona Proprietà"
+msgstr "Seleziona una proprietà"
msgid "Select Virtual Method"
-msgstr "Seleziona Metodo Virtuale"
+msgstr "Seleziona un metodo virtuale"
msgid "Batch Rename"
msgstr "Rinomina in blocco"
@@ -14604,22 +14689,22 @@ msgid "Suffix:"
msgstr "Suffisso:"
msgid "Use Regular Expressions"
-msgstr "Usa Espressioni Regolari"
+msgstr "Usa espressioni regolari"
msgid "Substitute"
-msgstr "Sostituto"
+msgstr "Sostituisci"
msgid "Node name."
msgstr "Nome del nodo."
msgid "Node's parent name, if available."
-msgstr "Nome del genitore del nodo, se disponibile."
+msgstr "Nome del nodo genitore, se disponibile."
msgid "Node type."
msgstr "Tipo del nodo."
msgid "Current scene name."
-msgstr "Nome della scena corrente."
+msgstr "Nome della scena attuale."
msgid "Root node name."
msgstr "Nome del nodo radice."
@@ -14632,11 +14717,11 @@ msgstr ""
"Confronta le opzioni del contatore."
msgid "Per-level Counter"
-msgstr "Contatore per Livello"
+msgstr "Contatore per livello"
msgid "If set, the counter restarts for each group of child nodes."
msgstr ""
-"Se impostato, il contatore si riavvierà per ciascun gruppo di nodi figlio."
+"Se impostato, il contatore si riavvia per ciascun gruppo di nodi figlio."
msgid "Initial value for the counter."
msgstr "Valore iniziale per il contatore."
@@ -14645,7 +14730,7 @@ msgid "Step"
msgstr "Passo"
msgid "Amount by which counter is incremented for each node."
-msgstr "Quantità per la quale verrà incrementato il contatore per ogni nodo."
+msgstr "Numero per il quale viene incrementato il contatore per ciascun nodo."
msgid "Padding"
msgstr "Padding"
@@ -14658,7 +14743,7 @@ msgstr ""
"La cifre mancanti vengono riempite con zeri iniziali."
msgid "Post-Process"
-msgstr "Post-Processo"
+msgstr "Post-elaborazione"
msgid "Style"
msgstr "Stile"
@@ -14670,98 +14755,98 @@ msgid "snake_case to PascalCase"
msgstr "snake_case a PascalCase"
msgid "Case"
-msgstr "Caso"
+msgstr "Maiusc./Minus."
msgid "To Lowercase"
-msgstr "In Minuscolo"
+msgstr "In minuscolo"
msgid "To Uppercase"
-msgstr "In Maiuscolo"
+msgstr "In maiuscolo"
msgid "Reset"
msgstr "Ripristina"
msgid "Regular Expression Error:"
-msgstr "Errore Espressione Regolare:"
+msgstr "Errore nell'espressione regolare:"
msgid "At character %s"
msgstr "Al carattere %s"
msgid "Reparent Node"
-msgstr "Riparenta un nodo"
+msgstr "Cambia il genitore di un nodo"
msgid "Select new parent:"
-msgstr "Selezionare il nuovo genitore:"
+msgstr "Selezionare un nuovo genitore:"
msgid "Keep Global Transform"
-msgstr "Mantieni Transform Globale"
+msgstr "Mantieni la trasformazione globale"
msgid "Reparent"
-msgstr "Riaccoppiare"
+msgstr "Riaccoppia"
msgid "Run Instances"
msgstr "Esegui istanze"
msgid "Enable Multiple Instances"
-msgstr "Abilita Istanze Multiple"
+msgstr "Abilita istanze multiple"
msgid "Main Run Args:"
-msgstr "Parametri dell'Esecuzione Principale:"
+msgstr "Argomenti per l'esec. principale:"
msgid "Main Feature Tags:"
-msgstr "Tag per l'Esecuzione Principale:"
+msgstr "Tag di funzionalità per l'esec. principale:"
msgid "Space-separated arguments, example: host player1 blue"
-msgstr "Argomenti separati da spazi, per esempio: host player1 blue"
+msgstr "Argomenti separati da spazi, ad esempio: host giocatore1 blue"
msgid "Comma-separated tags, example: demo, steam, event"
-msgstr "Tag separate da virgole, per esempio: demo, steam, event"
+msgstr "Tag separate da virgole, ad esempio: demo, steam, event"
msgid "Instance Configuration"
-msgstr "Configurazioni per Istanza"
+msgstr "Configurazione per Istanza"
msgid "Override Main Run Args"
-msgstr "Sostituzione Parametri per Esecuzione Principale"
+msgstr "Sostituisci gli argomenti di esec. principale"
msgid "Launch Arguments"
-msgstr "Argomenti al Lancio"
+msgstr "Argomenti al lancio"
msgid "Override Main Tags"
-msgstr "Sovrascrivi Tag Principali"
+msgstr "Sostituisci i tag principali"
msgid "Feature Tags"
-msgstr "Tag di Funzionalità"
+msgstr "Tag di funzionalità"
msgid "Pick Root Node Type"
-msgstr "Seleziona il tipo del nodo radice"
+msgstr "Scegli il tipo del nodo radice"
msgid "Pick"
-msgstr "Preleva"
+msgstr "Scegli"
msgid "Scene name is empty."
msgstr "Il nome della scena è vuoto."
msgid "File name invalid."
-msgstr "Il nome del file è invalido."
+msgstr "Il nome del file non è valido."
msgid "File name begins with a dot."
-msgstr "Il nome del file comincia già con un punto."
+msgstr "Il nome del file comincia con un punto."
msgid "File already exists."
msgstr "Il file esiste già."
msgid "Leave empty to derive from scene name"
-msgstr "Lascia vuoto per derivare il nome dalla scena"
+msgstr "Lascia vuoto per derivare dal nome della scena"
msgid "Invalid root node name."
-msgstr "Nome del nodo radice non valido."
+msgstr "Il nome del nodo radice non è valido."
msgid "Invalid root node name characters have been replaced."
msgstr ""
"I caratteri non consentiti nel nome del nodo radice sono stati sostituiti."
msgid "Root Type:"
-msgstr "Tipo della radice:"
+msgstr "Tipo di radice:"
msgid "2D Scene"
msgstr "Scena 2D"
@@ -14782,14 +14867,14 @@ msgid ""
"When empty, the root node name is derived from the scene name based on the "
"\"editor/naming/node_name_casing\" project setting."
msgstr ""
-"Se vuoto, il nome del nodo radice è derivato dal nome della scena basato "
+"Se vuoto, il nome del nodo radice è derivato dal nome della scena, basato "
"sull'impostazione del progetto \"editor/naming/node_name_casing\"."
msgid "Scene name is valid."
msgstr "Il nome della scena è valido."
msgid "Root node valid."
-msgstr "Nodo radice non valido."
+msgstr "Il nodo radice è valido."
msgid "Create New Scene"
msgstr "Crea una nuova scena"
@@ -14801,16 +14886,16 @@ msgid "No parent to instantiate the scenes at."
msgstr "Nessun genitore in cui istanziare le scene."
msgid "Error loading scene from %s"
-msgstr "Errore caricamento scena da %s"
+msgstr "Errore nel caricamento della scena da %s"
msgid "Error instantiating scene from %s"
-msgstr "Errore durante l'istanziazione della scena da %s"
+msgstr "Errore nell'istanziazione della scena da %s"
msgid ""
"Cannot instantiate the scene '%s' because the current scene exists within one "
"of its nodes."
msgstr ""
-"Impossibile istanziare la scena \"%s\" perché la scena corrente esiste in uno "
+"Impossibile istanziare la scena '%s' perché la scena attuale esiste in uno "
"dei suoi nodi."
msgid "Instantiate Scene"
@@ -14819,77 +14904,79 @@ msgstr[0] "Istanzia scena"
msgstr[1] "Istanzia scene"
msgid "Error loading audio stream from %s"
-msgstr "Errore durante il caricamento dello stream audio da %s"
+msgstr "Errore durante il caricamento del flusso audio da %s"
msgid "Create AudioStreamPlayer"
msgid_plural "Create AudioStreamPlayers"
-msgstr[0] "Crea nodo AudioStreamPlayer"
+msgstr[0] "Crea un nodo AudioStreamPlayer"
msgstr[1] "Crea nodi AudioStreamPlayer"
msgid "Replace with Branch Scene"
-msgstr "Sostituisci con Scena Ramo"
+msgstr "Sostituisci con una scena di ramo"
msgid "Instantiate Child Scene"
msgstr "Istanzia una scena figlia"
msgid "Detach Script"
-msgstr "Rimuovi Script"
+msgstr "Rimuovi uno script"
msgid "This operation can't be done on the tree root."
-msgstr "Questa operazione non può essere eseguita alla radice dell'albero."
+msgstr "Questa operazione non può essere eseguita sulla radice dell'albero."
msgid "Move Node in Parent"
-msgstr "Sposta Nodo nel Genitore"
+msgstr "Sposta un nodo dentro il genitore"
msgid "Move Nodes in Parent"
-msgstr "Sposta Nodi nel Genitore"
+msgstr "Sposta nodi dentro il genitore"
msgid "Duplicate Node(s)"
-msgstr "Duplica Nodo(i)"
+msgstr "Duplica nodo(i)"
msgid "Can't reparent nodes in inherited scenes, order of nodes can't change."
msgstr ""
-"Non è possibile riparentare i nodi nelle scene ereditate, l'ordine dei nodi "
-"non può cambiare."
+"Impossibile cambiare i genitori dei nodi nelle scene ereditate, l'ordine dei "
+"nodi non può cambiare."
msgid "Node must belong to the edited scene to become root."
-msgstr "Il nodo deve appartenere alla scena modificata per diventare radice."
+msgstr ""
+"Il nodo deve appartenere direttamente alla scena modificata per diventare la "
+"radice."
msgid "Instantiated scenes can't become root"
-msgstr "Le scene istanziate non possono diventare radice"
+msgstr "Le scene istanziate non possono diventare la radice"
msgid "Make node as Root"
-msgstr "Rendi il nodo come Radice"
+msgstr "Rendi un nodo come radice di scena"
msgid "Delete %d nodes and any children?"
-msgstr "Elimina %d nodi e tutti i loro figli?"
+msgstr "Eliminare %d nodi e tutti i loro figli?"
msgid "Delete %d nodes?"
-msgstr "Elimina %d nodi?"
+msgstr "Eliminare %d nodi?"
msgid "Delete the root node \"%s\"?"
-msgstr "Elimina il nodo root \"%s\"?"
+msgstr "Eliminare il nodo radice \"%s\"?"
msgid "Delete node \"%s\" and its children?"
-msgstr "Elimina il nodo \"%s\" e tutti i suoi figli?"
+msgstr "Eliminare il nodo \"%s\" e tutti i suoi figli?"
msgid "Delete node \"%s\"?"
-msgstr "Elimina il nodo \"%s\"?"
+msgstr "Eliminare il nodo \"%s\"?"
msgid "Some nodes are referenced by animation tracks."
-msgstr "Alcuni nodi sono riferiti da tracce di animazione."
+msgstr "Alcuni nodi sono referenziati da tracce di animazione."
msgid "Saving the branch as a scene requires having a scene open in the editor."
msgstr ""
-"Per salvare un ramo come scena è necessario avere una scene aperta "
+"Per salvare un ramo come scena, è necessario avere una scene aperta "
"nell'editor."
msgid ""
"Saving the branch as a scene requires selecting only one node, but you have "
"selected %d nodes."
msgstr ""
-"Per salvare un ramo come scena è necessario selezionare un solo nodo, ma ne "
-"sono stati selezionati %d nodi."
+"Per salvare un ramo come scena, è necessario selezionare un solo nodo, ma ne "
+"sono stati selezionati %d."
msgid ""
"Can't save the root node branch as an instantiated scene.\n"
@@ -14898,10 +14985,10 @@ msgid ""
"or create an inherited scene using Scene > New Inherited Scene... instead."
msgstr ""
"Impossibile salvare il ramo del nodo radice come una scena istanziata.\n"
-"Per creare una copia modificabile della scena corrente, duplicarla tramite il "
+"Per creare una copia modificabile della scena attuale, duplicarla tramite il "
"menu contestuale del pannello FileSystem\n"
-"o creare invece una scena ereditata attraverso Scena > Nuova Scena "
-"Ereditata... ."
+"o creare invece una scena ereditata attraverso Scena > Nuova scena "
+"ereditata... ."
msgid ""
"Can't save the branch of an already instantiated scene.\n"
@@ -14909,64 +14996,64 @@ msgid ""
"the instantiated scene using Scene > New Inherited Scene... instead."
msgstr ""
"Impossibile salvare il ramo di una scena già istanziata.\n"
-"Per creare una variante di una scena, si potrebbe invece creare una scena "
-"ereditata basata sulla scena istanziata attraverso Scena > Nuova Scena "
-"Ereditata... ."
+"Per creare una variazione di una scena, è possibile invece creare una scena "
+"ereditata basata sulla scena istanziata attraverso Scena > Nuova scena "
+"ereditata... ."
msgid ""
"Can't save a branch which is a child of an already instantiated scene.\n"
"To save this branch into its own scene, open the original scene, right click "
"on this branch, and select \"Save Branch as Scene\"."
msgstr ""
-"Impossibile salvare un branch che è figlio di una scena già istanziata.\n"
-"Per salvare questo branch in una sua propria scena, aprire la scena "
-"originale, cliccare con il tasto destro del mouse su questo branch e "
-"selezionare \"Salva Branch come Scena\"."
+"Impossibile salvare un ramo che è un figlio di una scena già istanziata.\n"
+"Per salvare questo ramo nella propria scena, aprire la scena originale, "
+"cliccare con il pulsante destro su questo ramo e selezionare \"Salva ramo "
+"come scena\"."
msgid ""
"Can't save a branch which is part of an inherited scene.\n"
"To save this branch into its own scene, open the original scene, right click "
"on this branch, and select \"Save Branch as Scene\"."
msgstr ""
-"Impossibile salvare un branch che fa parte di una scena ereditata.\n"
-"Per salvare questo branch in una sua propria scena, aprire la scena "
-"originale, cliccare con il tasto destro del mouse su questo branch e "
-"selezionare \"Salva Branch come Scena\"."
+"Impossibile salvare un ramo che fa parte di una scena ereditata.\n"
+"Per salvare questo ramo nella propria scena, aprire la scena originale, "
+"cliccare con il pulsante destro su questo ramo e selezionare \"Salva ramo "
+"come scena\"."
msgid "Save New Scene As..."
-msgstr "Salva Nuova Scena Come..."
+msgstr "Salva la nuova scena come..."
msgid ""
"Disabling \"editable_instance\" will cause all properties of the node to be "
"reverted to their default."
msgstr ""
-"Disabilitando \"editable_instance\" tutte le proprietà del nodo saranno "
+"Disabilitando \"editable_instance\", tutte le proprietà del nodo saranno "
"riportate al loro valore predefinito."
msgid ""
"Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause "
"all properties of the node to be reverted to their default."
msgstr ""
-"Abilitare \"Carica come Segnaposto\" disabiliterà \"Figli Modificabili\" e "
+"Abilitare \"Carica come segnaposto\" disabiliterà \"Figli modificabili\" e "
"riporterà tutte le proprietà del nodo ai loro valori predefiniti."
msgid "Make Local"
-msgstr "Rendi Locale"
+msgstr "Rendi locale"
msgid "Can't toggle unique name for nodes in subscene!"
-msgstr "Non è possibile commutare il nome unico sui nodi di una scena esterna!"
+msgstr "Impossibile cambiare il nome unico sui nodi di una scena esterna!"
msgid "Enable Scene Unique Name(s)"
-msgstr "Abilita dei nomi unici della scena"
+msgstr "Rendi nome(i) unico(i) nella scena"
msgid "Unique names already used by another node in the scene:"
msgstr "Nomi unici già usati da un altro nodo nella scena:"
msgid "Disable Scene Unique Name(s)"
-msgstr "Disabilita dei nomi unici della scena"
+msgstr "Revoca nome(i) unico(i) nella scena"
msgid "New Scene Root"
-msgstr "Nuova Scena Radice"
+msgstr "Nuova radice di scena"
msgid "Create Root Node:"
msgstr "Crea un nodo radice:"
@@ -14987,25 +15074,25 @@ msgid "Can't operate on nodes from a foreign scene!"
msgstr "Impossibile operare su nodi di una scena esterna!"
msgid "Can't operate on nodes the current scene inherits from!"
-msgstr "Impossibile operare su nodi da cui la scena corrente eredita!"
+msgstr "Impossibile operare su nodi ereditati dalla scena attuale!"
msgid "This operation can't be done on instantiated scenes."
msgstr "Questa operazione non può essere eseguita su delle scene istanziate."
msgid "Attach Script"
-msgstr "Allega Script"
+msgstr "Allega uno script"
msgid "Set Shader"
-msgstr "Imposta lo shader"
+msgstr "Imposta uno shader"
msgid "Toggle Editable Children"
-msgstr "Commuta Figli Modificabili"
+msgstr "Commuta figli modificabili"
msgid "Cut Node(s)"
-msgstr "Taglia Nodo(i)"
+msgstr "Taglia un nodo(i)"
msgid "Remove Node(s)"
-msgstr "Rimuovi Nodo(i)"
+msgstr "Rimuovi un nodo(i)"
msgid "Change type of node(s)"
msgstr "Cambia il tipo di nodo(i)"
@@ -15017,11 +15104,11 @@ msgid ""
"Couldn't save new scene. Likely dependencies (instances) couldn't be "
"satisfied."
msgstr ""
-"Impossibile salvare una nuova scena. È probabile che le dipendenze (istanze) "
-"non siano state soddisfatte."
+"Impossibile salvare la nuova scena. È probabile che le dipendenze (come le "
+"istanze) non possano essere soddisfatte."
msgid "Error saving scene."
-msgstr "Errore durante il salvataggio della scena."
+msgstr "Errore nel salvataggio della scena."
msgid "Error duplicating scene to save it."
msgstr "Errore nel duplicare la scena per salvarla."
@@ -15030,7 +15117,7 @@ msgid "Instantiate Script"
msgstr "Istanzia uno script"
msgid "Sub-Resources"
-msgstr "Sotto-Risorse"
+msgstr "Sotto-risorse"
msgid "Revoke Unique Name"
msgstr "Revoca nome unico"
@@ -15039,29 +15126,29 @@ msgid "Access as Unique Name"
msgstr "Accedi come nome unico"
msgid "Clear Inheritance"
-msgstr "Libera Ereditarietà"
+msgstr "Libera ereditarietà"
msgid "Editable Children"
-msgstr "Figli Modificabili"
+msgstr "Figli modificabili"
msgid "Load as Placeholder"
-msgstr "Carica come Segnaposto"
+msgstr "Carica come segnaposto"
msgid "Auto Expand to Selected"
-msgstr "Espandi Automaticamente a Selezione"
+msgstr "Espandi automaticamente alla selezione"
msgid "Center Node on Reparent"
-msgstr "Centra Nodo ogni Riparenta"
+msgstr "Centra nodo sul nuovo genitore"
msgid ""
"If enabled, Reparent to New Node will create the new node in the center of "
"the selected nodes, if possible."
msgstr ""
-"Se abilitato, Riparenta a Nuovo Nodo creerà un nuovo nodo al centro dei nodi "
-"selezionati, se è possibile."
+"Se abilitato, \"Riaccoppia a nuovo nodo\" creerà il nuovo nodo al centro dei "
+"nodi selezionati, se è possibile."
msgid "All Scene Sub-Resources"
-msgstr "Tutte le Sotto-Risorse di Scena"
+msgstr "Tutte le sotto-risorse di scena"
msgid ""
"Filter nodes by entering a part of their name, type (if prefixed with \"type:"
@@ -15071,8 +15158,8 @@ msgid ""
msgstr ""
"Filtra i nodi inserendo parte del loro nome, tipo (se prefisso con \"type:\" "
"o \"t:\")\n"
-"o gruppo (se prefisso con \"group:\" or \"g:\"). Il filtro è senza "
-"distinzione di maiuscola."
+"o gruppo (se prefisso con \"group:\" or \"g:\"). Il filtro non distingue tra "
+"maiuscole e minuscole."
msgid "Filter by Type"
msgstr "Filtra per tipo"
@@ -15081,13 +15168,13 @@ msgid "Filter by Group"
msgstr "Filtra per gruppo"
msgid "Selects all Nodes of the given type."
-msgstr "Seleziona tutti i nodi di tipo dato."
+msgstr "Seleziona tutti i nodi di un determinato tipo."
msgid ""
"Selects all Nodes belonging to the given group.\n"
"If empty, selects any Node belonging to any group."
msgstr ""
-"Seleziona tutti i nodi che appartengono a un gruppo dato.\n"
+"Seleziona tutti i nodi che appartengono a un determinato gruppo.\n"
"Se vuoto, seleziona qualsiasi nodo appartenente a qualsiasi gruppo."
msgid ""
@@ -15095,24 +15182,24 @@ msgid ""
"This is probably because this editor was built with all language modules "
"disabled."
msgstr ""
-"Non è possibile allegare uno script: non ci sono linguaggi registrati.\n"
-"Probabilmente perché questo editor è stato costruito con tutti i moduli di "
+"Non è possibile allegare uno script: nessun linguaggio registrato.\n"
+"È probabilmente che questo editor sia stato costruito con tutti i moduli di "
"linguaggio disabilitati."
msgid "Can't paste root node into the same scene."
-msgstr "Non si può incollare il nodo radice nella stessa scena."
+msgstr "Non è possibile incollare il nodo radice nella stessa scena."
msgid "Paste Node(s) as Sibling of %s"
-msgstr "Incolla Nodo(i) come Fratelli di %s"
+msgstr "Incolla nodo(i) come fratello(i) di %s"
msgid "Paste Node(s) as Child of %s"
-msgstr "Incolla Nodo(i) come Figli di %s"
+msgstr "Incolla nodo(i) come figli di %s"
msgid "Paste Node(s) as Root"
-msgstr "Incolla Nodo(i) come Radice"
+msgstr "Incolla nodo(i) come radice"
msgid "<Unnamed> at %s"
-msgstr "<Senza nome> a %s"
+msgstr "<Senza nome> in %s"
msgid "(used %d times)"
msgstr "(usato %d volte)"
@@ -15121,31 +15208,31 @@ msgid "Batch Rename..."
msgstr "Rinomina in blocco..."
msgid "Add Child Node..."
-msgstr "Aggiungi un nodo figlio..."
+msgstr "Aggiungi nodo figlio..."
msgid "Instantiate Child Scene..."
-msgstr "Istanzia una scena figlia..."
+msgstr "Istanzia scena figlia..."
msgid "Expand/Collapse Branch"
-msgstr "Espandi/Comprimi un ramo"
+msgstr "Espandi/Comprimi ramo"
msgid "Paste as Sibling"
-msgstr "Incolla come Fratello"
+msgstr "Incolla come fratello"
msgid "Change Type..."
-msgstr "Cambia Tipo..."
+msgstr "Cambia tipo..."
msgid "Attach Script..."
-msgstr "Allega Script..."
+msgstr "Allega script..."
msgid "Reparent..."
msgstr "Riaccoppia..."
msgid "Reparent to New Node..."
-msgstr "Riparenta a Nuovo Nodo..."
+msgstr "Riaccoppia a nuovo nodo..."
msgid "Make Scene Root"
-msgstr "Rendi la radice della scena"
+msgstr "Rendi radice di scena"
msgid "Save Branch as Scene..."
msgstr "Salva ramo come scena..."
@@ -15154,16 +15241,16 @@ msgid "Toggle Access as Unique Name"
msgstr "Commuta l'accesso come nome unico"
msgid "Delete (No Confirm)"
-msgstr "Elimina (Senza Conferma)"
+msgstr "Elimina (senza conferma)"
msgid "Add/Create a New Node."
-msgstr "Aggiungi/Crea un Nuovo Nodo."
+msgstr "Aggiungi/Crea un nuovo nodo."
msgid ""
"Instantiate a scene file as a Node. Creates an inherited scene if no root "
"node exists."
msgstr ""
-"Istanzia un file scena come Node. Crea una scena ereditata se nessun nodo "
+"Istanzia un file di scena come nodo. Crea una scena ereditata se nessun nodo "
"radice esiste."
msgid "Filter: name, t:type, g:group"
@@ -15176,7 +15263,7 @@ msgid "Detach the script from the selected node."
msgstr "Rimuovi lo script dal nodo selezionato."
msgid "Extra scene options."
-msgstr "Opzioni extra della scena."
+msgstr "Ulteriori opzioni di scena."
msgid "Remote"
msgstr "Remoto"
@@ -15194,10 +15281,10 @@ msgid "Local"
msgstr "Locale"
msgid "Delete Related Animation Tracks"
-msgstr "Cancella Tracce d'Animazione associate"
+msgstr "Cancella le tracce d'animazione associate"
msgid "Clear Inheritance? (No Undo!)"
-msgstr "Liberare Ereditarietà? (Non Annullabile!)"
+msgstr "Liberare l'ereditarietà? (Non annullabile!)"
msgid "Path is empty."
msgstr "Il percorso è vuoto."
@@ -15209,40 +15296,40 @@ msgid "Filename is invalid."
msgstr "Il nome del file non è valido."
msgid "Path is not local."
-msgstr "Percorso non locale."
+msgstr "Il percorso non è locale."
msgid "Base path is invalid."
msgstr "Il percorso di base non è valido."
msgid "A directory with the same name exists."
-msgstr "Esiste già una directory con lo stesso nome."
+msgstr "Esiste già una cartella con lo stesso nome."
msgid "File does not exist."
-msgstr "File inesistente."
+msgstr "Il file non esiste."
msgid "Invalid extension."
msgstr "Estensione non valida."
msgid "Extension doesn't match chosen language."
-msgstr "L'esensione non corrisponde ad alcuna lingua scelta."
+msgstr "L'estensione del file non corrisponde al linguaggio scelto."
msgid "Template:"
msgstr "Template:"
msgid "Error - Could not create script in filesystem."
-msgstr "Errore - Impossibile creare script in filesystem."
+msgstr "Errore - Impossibile creare lo script nel filesystem."
msgid "Error loading script from %s"
-msgstr "Errore di caricamento script da %s"
+msgstr "Errore nel caricamento dello script da %s"
msgid "Open Script / Choose Location"
-msgstr "Apri Script / Scegli Posizione"
+msgstr "Apri uno script / Scegli la posizione"
msgid "Open Script"
-msgstr "Apri Script"
+msgstr "Apri uno script"
msgid "Inherit %s"
-msgstr "Eredita %s"
+msgstr "Eredita da %s"
msgid "Inherit"
msgstr "Eredita"
@@ -15251,30 +15338,30 @@ msgid "Invalid path."
msgstr "Percorso non valido."
msgid "Invalid inherited parent name or path."
-msgstr "Nome o percorso genitore ereditato non valido."
+msgstr "Nome o percorso della classe ereditata non valido."
msgid "File exists, it will be reused."
-msgstr "Il file è già esistente, quindi, verrà riutilizzato."
+msgstr "Il file esiste già, verrà riutilizzato."
msgid ""
"Note: Built-in scripts have some limitations and can't be edited using an "
"external editor."
msgstr ""
"Nota: Gli script integrati hanno alcune limitazioni e non possono essere "
-"modificati tramite un editor esterno."
+"modificati attraverso un editor esterno."
msgid ""
"Warning: Having the script name be the same as a built-in type is usually not "
"desired."
msgstr ""
-"Avviso: In genere non è ideale avere il nome dello script uguale a quello di "
-"un tipo predefinito."
+"Attenzione: In genere non è consigliabile avere il nome dello script uguale a "
+"quello di un tipo predefinito."
msgid "Built-in script (into scene file)."
msgstr "Script integrato (nel file della scena)."
msgid "Using existing script file."
-msgstr "Utilizzando un file di uno script esistente."
+msgstr "Utilizzando il file di uno script esistente."
msgid "Will load an existing script file."
msgstr "Caricherà un file di script esistente."
@@ -15289,19 +15376,19 @@ msgid "Empty"
msgstr "Vuoto"
msgid "Script path/name is valid."
-msgstr "Il nome/percorso dello script sono validi."
+msgstr "Il nome o percorso dello script è valido."
msgid "Will create a new script file."
msgstr "Verrà creato un nuovo file di script."
msgid "Built-in Script:"
-msgstr "Script Integrato:"
+msgstr "Script integrato:"
msgid "Attach Node Script"
-msgstr "Allega Script Nodo"
+msgstr "Allega uno script al nodo"
msgid "Error - Could not create shader include in filesystem."
-msgstr "Errore - impossibile creare un'inclusione degli shader nel filesystem."
+msgstr "Errore - Impossibile creare un'inclusione di shader nel filesystem."
msgid "Error - Could not create shader in filesystem."
msgstr "Errore - Impossibile creare uno shader nel filesystem."
@@ -15313,21 +15400,21 @@ msgid "N/A"
msgstr "N/A"
msgid "Open Shader / Choose Location"
-msgstr "Apri uno shader / Segli la posizione"
+msgstr "Apri uno shader / Scegli la posizione"
msgid "Invalid base path."
msgstr "Percorso di base non valido."
msgid "Wrong extension chosen."
-msgstr "Selezionata estensione errata."
+msgstr "Scelta errata dell'estensione."
msgid "Note: Built-in shaders can't be edited using an external editor."
msgstr ""
-"Nota: gli script integrati non possono essere modificati tramite un'editor "
+"Nota: Gli script integrati non possono essere modificati attraverso un'editor "
"esterno."
msgid "Built-in shader (into scene file)."
-msgstr "Shader integrato (nella scena)."
+msgstr "Shader integrato (nel file della scena)."
msgid "Will load an existing shader file."
msgstr "Caricherà un file di shader esistente."
@@ -15336,7 +15423,7 @@ msgid "Shader file already exists."
msgstr "Il file di shader esiste già."
msgid "Shader path/name is valid."
-msgstr "Il nome/percorso dello shader è valido."
+msgstr "Il nome o percorso dello shader è valido."
msgid "Will create a new shader file."
msgstr "Creerà un nuovo file di shader."
@@ -15351,7 +15438,7 @@ msgid "Create Shader"
msgstr "Crea uno shader"
msgid "Set Shader Global Variable"
-msgstr "Imposta una variabile globale di uno shader"
+msgstr "Imposta una variabile globale di shader"
msgid "Name cannot be empty."
msgstr "Il nome non può essere vuoto."
@@ -15360,14 +15447,13 @@ msgid "Name must be a valid identifier."
msgstr "Il nome deve essere un identificatore valido."
msgid "Global shader parameter '%s' already exists."
-msgstr "Il parametro globale '%s' dello shader esiste già."
+msgstr "Il parametro globale '%s' di 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."
+msgstr "Il nome '%s' è una parola chiave riservata del linguaggio di shader."
msgid "Add Shader Global Parameter"
-msgstr "Aggiungi un parametro globale dello shader"
+msgstr "Aggiungi un parametro globale di shader"
msgid ""
"This project uses meshes with an outdated mesh format from previous Godot "
@@ -15376,18 +15462,18 @@ msgid ""
"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 ""
-"Questo progetto utilizza un formatto per i mesh obsoleto proveniente da "
+"Questo progetto utilizza i mesh di un formato obsoleto proveniente da "
"versioni precedenti di Godot. Il motore ha bisogno di aggiornare il formato "
"per poter utilizzare questi mesh. Si prega di usare lo strumento 'Aggiorna "
-"Superfici Mesh...' dal menù 'Progetto > Strumenti'. Puoi ignorare questo "
-"messaggio e ancora usare i mesh obsoleti, ma tieni presente che i tempi di "
-"caricamento saranno più lunghi ogni volta che il progetto verrà caricato."
+"superfici di mesh...' dal menu 'Progetto > Strumenti'. Puoi ignorare questo "
+"messaggio e continuare a usare i mesh obsoleti, ma tieni presente che i tempi "
+"di caricamento saranno più lunghi ogni volta che il progetto verrà caricato."
msgid ""
"This project uses meshes with an outdated mesh format. Check the output log."
msgstr ""
-"Questo progetto utilizza un formatto per i mesh obsoleto. Controlla il log "
-"degli output."
+"Questo progetto utilizza mesh con un formato obsoleto. Verifica il log degli "
+"output."
msgid "Upgrading All Meshes in Project"
msgstr "Aggiornando tutte le mesh nel progetto"
@@ -15421,13 +15507,13 @@ msgstr ""
"l'editor e può richiedere qualche minuto. Una volta aggiornati i mesh non "
"saranno compatibili con le versioni precedenti di Godot.\n"
"\n"
-"Puoi ancora usare i mesh come sono adesso. Il motore aggiornerà ogni mesh in "
+"Puoi ancora usare i mesh così come sono. Il motore aggiornerà ogni mesh in "
"memoria, ma l'aggiornamento non verrà salvato. Scegliendo questa opzione i "
"tempi di caricamento saranno più lunghi ogni volta che il progetto verrà "
"caricato."
msgid "Restart & Upgrade"
-msgstr "Riavvia e Aggiorna"
+msgstr "Riavvia e aggiorna"
msgid "Make this panel floating in the screen %d."
msgstr "Rendi questo panello fluttuare nello schermo %d."
@@ -15440,25 +15526,25 @@ msgstr ""
"Click destro per aprire la selezione schermo."
msgid "Select Screen"
-msgstr "Seleziona Schermo"
+msgstr "Seleziona uno schermo"
msgid "Change Cylinder Radius"
-msgstr "Modifica Raggio del Cilindro"
+msgstr "Modifica il raggio di un cilindro"
msgid "Change Cylinder Height"
-msgstr "Modifica Altezza del Cilindro"
+msgstr "Modifica l'altezza di un cilindro"
msgid "Change Torus Inner Radius"
-msgstr "Modifica Raggio Interno del Toroide"
+msgstr "Modifica il raggio interno di un toroide"
msgid "Change Torus Outer Radius"
-msgstr "Modifica Raggio Esterno del Toroide"
+msgstr "Modifica il raggio esterno di un toroide"
msgid "Invalid type argument to convert(), use TYPE_* constants."
-msgstr "Argomento type non valido per convert(), usa le costanti TYPE_*."
+msgstr "Argomento del tipo non valido per convert(), usa le costanti TYPE_*."
msgid "Cannot resize array."
-msgstr "Impossibile ridimensionare array."
+msgstr "Impossibile ridimensionare l'array."
msgid "Step argument is zero!"
msgstr "Argomento step è zero!"
@@ -15467,47 +15553,48 @@ msgid "Not a script with an instance"
msgstr "Non è uno script con un'istanza"
msgid "Not based on a script"
-msgstr "Non si basa su uno script"
+msgstr "Non basato su uno script"
msgid "Not based on a resource file"
msgstr "Non basato su un file di risorsa"
msgid "Invalid instance dictionary format (missing @path)"
-msgstr "Formato dizionario di istanza non valido (manca il @path)"
+msgstr "Formato di dizionario di istanza non valido (manca il @path)"
msgid "Invalid instance dictionary format (can't load script at @path)"
msgstr ""
-"Formato dizionario di istanza non valido (impossibile caricare lo script dal "
-"@path)"
+"Formato di dizionario di istanza non valido (impossibile caricare lo script "
+"dal @path)"
msgid "Invalid instance dictionary format (invalid script at @path)"
-msgstr "Formato dizionario di istanza non valido (script non valido al @path)"
+msgstr ""
+"Formato di dizionario di istanza non valido (script non valido al @path)"
msgid "Invalid instance dictionary (invalid subclasses)"
-msgstr "Formato dizionario di istanza non valido (sottoclassi non valide)"
+msgstr "Formato di dizionario di istanza non valido (sottoclassi non valide)"
msgid "Cannot instantiate GDScript class."
-msgstr "Impossible istanziare classe di GDScript."
+msgstr "Impossible istanziare la classe GDScript."
msgid "Value of type '%s' can't provide a length."
-msgstr "Valore di tipo \"%s\" non può fornire una lunghezza."
+msgstr "Il valore di tipo '%s' non può fornire una lunghezza."
msgid ""
"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in "
"types."
msgstr ""
-"Argomento type non valido per is_instance_of(), usa le costanti TYPE_* per i "
-"tipi integrati."
+"Argomento del tipo non valido per is_instance_of(), usa le costanti TYPE_* "
+"per i tipi integrati."
msgid "Type argument is a previously freed instance."
-msgstr "L'argomento type è un'istanza liberata in precedenza."
+msgstr "L'argomento del tipo è un'istanza liberata in precedenza."
msgid ""
"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a "
"class or a script."
msgstr ""
-"Argomento type non valido per is_instance_of(), dovrebbe essere una costante "
-"TYPE_*, una classe o uno script."
+"Argomento del tipo non valido per is_instance_of(), dovrebbe essere una "
+"costante TYPE_*, una classe o uno script."
msgid "Value argument is a previously freed instance."
msgstr "L'argomento value è un'istanza liberata in precedenza."
@@ -15516,14 +15603,55 @@ msgid "Export Scene to glTF 2.0 File"
msgstr "Esporta la scena in un file glTF 2.0"
msgid "Export Settings:"
-msgstr "Impostazioni di Esportazione:"
+msgstr "Impostazioni di esportazione:"
msgid "glTF 2.0 Scene..."
msgstr "Scena glTF 2.0..."
+msgid "Path does not point to a valid executable."
+msgstr "Il percorso non punta verso un eseguibile valido."
+
+msgid "Couldn't run Blender executable."
+msgstr "Impossibile avviare l'eseguibile di Blender."
+
+msgid "Unexpected --version output from Blender executable at: %s."
+msgstr "Risultato inaspettato di --version dall'eseguibile di Blender a: %s."
+
+msgid "Couldn't extract version information from Blender executable at: %s."
+msgstr ""
+"Impossibile estrarre le informazioni sulla versione dall'eseguibile di "
+"Blender a: %s."
+
+msgid ""
+"Found Blender version %d.x, which is too old for this importer (3.0+ is "
+"required)."
+msgstr ""
+"Trovata la versione %d.x di Blender, che è troppo vecchia per questo "
+"importatore (è richiesta 3.0 o superiore)."
+
+msgid "Path to Blender executable is valid (Autodetected)."
+msgstr "Il percorso verso l'eseguibile di Blender è valido (auto-rilevato)."
+
+msgid "Path to Blender executable is valid."
+msgstr "Il percorso verso l'eseguibile di Blender è valido."
+
msgid "Configure Blender Importer"
msgstr "Configura l'importatore di Blender"
+msgid ""
+"Blender 3.0+ is required to import '.blend' files.\n"
+"Please provide a valid path to a Blender executable."
+msgstr ""
+"È richiesto Blender 3.0 o superiore per importare i file '.blend'.\n"
+"Si prega di fornire un percorso valido per un eseguibile di Blender."
+
+msgid ""
+"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
+"`.app` folder."
+msgstr ""
+"Su macOS, questo dovrebbe essere il file `Contents/MacOS/blender` nella "
+"cartella `.app` di Blender."
+
msgid "Disable '.blend' Import"
msgstr "Disabilita l'importazione dei \".blend\""
@@ -15531,78 +15659,79 @@ msgid ""
"Disables Blender '.blend' files import for this project. Can be re-enabled in "
"Project Settings."
msgstr ""
-"Disabilita l'importazione dei file \".blend\" per questo progetto. Può essere "
+"Disattiva l'importazione dei file \".blend\" per questo progetto. Può essere "
"riattivata nelle Impostazioni del progetto."
msgid "Disabling '.blend' file import requires restarting the editor."
msgstr ""
-"Per disattivare importazione dei file '.blend' bisogna riavviare l'editor."
+"Per disattivare importazione dei file \".blend\" è necessario riavviare "
+"l'editor."
msgid "Next Plane"
-msgstr "Piano Successivo"
+msgstr "Piano successivo"
msgid "Previous Plane"
-msgstr "Piano Precedente"
+msgstr "Piano precedente"
msgid "Plane:"
msgstr "Piano:"
msgid "Next Floor"
-msgstr "Pavimento Successivo"
+msgstr "Pavimento successivo"
msgid "Previous Floor"
-msgstr "Pavimento Precedente"
+msgstr "Pavimento precedente"
msgid "Floor:"
msgstr "Pavimento:"
msgid "GridMap Delete Selection"
-msgstr "GridMap Elimina Selezione"
+msgstr "Elimina la selezione di GridMap"
msgid "GridMap Fill Selection"
-msgstr "GridMap Riempi Selezione"
+msgstr "Riempi la selezione di GridMap"
msgid "GridMap Paste Selection"
-msgstr "Incolla Selezione GridMap"
+msgstr "Incolla la selezione di GridMap"
msgid "GridMap Paint"
-msgstr "GridMap Riempi"
+msgstr "Dipingi su GridMap"
msgid "GridMap Selection"
-msgstr "Selezione GridMap"
+msgstr "Seleziona su una GridMap"
msgid "Edit X Axis"
-msgstr "Modifica l'Asse X"
+msgstr "Modifica asse X"
msgid "Edit Y Axis"
-msgstr "Modifica l'Asse Y"
+msgstr "Modifica asse Y"
msgid "Edit Z Axis"
-msgstr "Modifica l'Asse Z"
+msgstr "Modifica asse Z"
msgid "Cursor Rotate X"
-msgstr "Ruota Cursore X"
+msgstr "Ruota cursore X"
msgid "Cursor Rotate Y"
-msgstr "Ruota Cursore Y"
+msgstr "Ruota cursore Y"
msgid "Cursor Rotate Z"
-msgstr "Ruota Cursore Z"
+msgstr "Ruota cursore Z"
msgid "Cursor Back Rotate X"
-msgstr "Ruota Indietro Cursore X"
+msgstr "Ruota cursore indietro X"
msgid "Cursor Back Rotate Y"
-msgstr "Ruota Indietro Cursore Y"
+msgstr "Ruota cursore indietro Y"
msgid "Cursor Back Rotate Z"
-msgstr "Ruota Indietro Cursore Z"
+msgstr "Ruota cursore indietro Z"
msgid "Cursor Clear Rotation"
-msgstr "Cursore Cancella Rotazione"
+msgstr "Cancella rotazione del cursore"
msgid "Paste Selects"
-msgstr "Incolla Selezioni"
+msgstr "Seleziona all'incolla"
msgid "Cut Selection"
msgstr "Taglia selezione"
@@ -15611,70 +15740,71 @@ msgid "Clear Selection"
msgstr "Cancella Selezione"
msgid "Fill Selection"
-msgstr "Riempi Selezione"
+msgstr "Riempi selezione"
msgid "Grid Map"
-msgstr "Mappa di Griglia"
+msgstr "Mappa di griglia"
msgid "GridMap Settings"
-msgstr "Impostazioni GridMap"
+msgstr "Impostazioni di GridMap"
msgid "Pick Distance:"
-msgstr "Scegli la Distanza:"
+msgstr "Distanza di prelievo:"
msgid "Filter Meshes"
msgstr "Filtra le mesh"
msgid "Give a MeshLibrary resource to this GridMap to use its meshes."
-msgstr "Assegna una risorsa MeshLibrary a questa GridMap per usare le sue mesh."
+msgstr ""
+"Assegna una risorsa MeshLibrary a questa GridMap per utilizzare le sue mesh."
msgid "All Clips"
-msgstr "Tutti i Segmenti"
+msgstr "Tutte le clip"
msgid "Add Clip"
-msgstr "Aggiungi Segmento"
+msgstr "Aggiungi clip"
msgid "Add Stream"
-msgstr "Aggiungi Stream"
+msgstr "Aggiungi flusso"
msgid "Disabled"
msgstr "Disattivato"
msgid "Fade-In"
-msgstr "Dissolvenza in Entrata"
+msgstr "Dissolvenza in entrata"
msgid "Fade-Out"
-msgstr "Dissolvenza in Uscita"
+msgstr "Dissolvenza in uscita"
msgid "Cross-Fade"
-msgstr "Dissolvenza Incrociata"
+msgstr "Dissolvenza incrociata"
msgid "Automatic"
msgstr "Automatico"
msgid "Edit Transitions"
-msgstr "Modifica Transizioni"
+msgstr "Modifica transizioni"
msgid "Using Any Clip -> %s."
-msgstr "Usa Qualunque Segmento -> %s."
+msgstr "Usando qualunque clip -> %s."
msgid "Using %s -> Any Clip."
-msgstr "Usa %s -> Qualunque Segmento."
+msgstr "Usando %s -> Qualunque clip."
msgid "Using All Clips -> Any Clip."
-msgstr "Usa Tutti i Segmenti -> Qualunque Segmento."
+msgstr "Usando tutte le clip -> Qualunque clip."
msgid "No transition available."
msgstr "Nessuna transizione disponibile."
msgid "Next Beat"
-msgstr "Prossimo Battito"
+msgstr "Prossimo battito"
msgid "Next Bar"
-msgstr "Prossima Barra"
+msgstr "Prossima barra"
msgid "Clip End"
-msgstr "Fine Segmento"
+msgstr "Fine di clip"
msgctxt "Transition Time Position"
msgid "Same"
@@ -15692,55 +15822,55 @@ msgid "From / To"
msgstr "Da / A"
msgid "Any Clip"
-msgstr "Qualunque Segmento"
+msgstr "Qualunque clip"
msgid "AudioStreamInteractive Transition Editor"
-msgstr "Editor Transizioni AudioStreamInteractive"
+msgstr "Editor di transizioni per AudioStreamInteractive"
msgid "Use Transition:"
-msgstr "Usa Transizione:"
+msgstr "Usa transizione:"
msgid "Transition From:"
-msgstr "Transizione Da:"
+msgstr "Transizione da:"
msgid "Transition To:"
-msgstr "Transizione A:"
+msgstr "Transizione a:"
msgid "Same Position"
-msgstr "Stessa Posizione"
+msgstr "Stessa posizione"
msgid "Clip Start"
-msgstr "Inizio Segmento"
+msgstr "Inizio di clip"
msgid "Prev Position"
-msgstr "Posizione Precedente"
+msgstr "Posizione precedente"
msgid "Fade Mode:"
-msgstr "Modalità Dissolvenza:"
+msgstr "Modalità di dissolvenza:"
msgid "Fade Beats:"
-msgstr "Battiti di Dissolvenza:"
+msgstr "Battiti di dissolvenza:"
msgid "Filler Clip:"
-msgstr "Segmento Filler:"
+msgstr "Clip di riempimento:"
msgid "Hold Previous:"
-msgstr "Mantieni Precedente:"
+msgstr "Mantieni precedente:"
msgid "Determining optimal atlas size"
-msgstr "Determinanto la dimensione ottimale dell'atlas"
+msgstr "Determinando la dimensione ottimale dell'atlante"
msgid "Blitting albedo and emission"
-msgstr "Blitting albedo e emissione"
+msgstr "Blitting dell'albedo e dell'emissione"
msgid "Plotting mesh into acceleration structure %d/%d"
-msgstr "Tramando mesh in struttura di accelerazione %d/%d"
+msgstr "Pianificando i mesh nella struttura di accelerazione %d/%d"
msgid "Optimizing acceleration structure"
msgstr "Ottimizzando la struttura di accelerazione"
msgid "Begin Bake"
-msgstr "Inizia il Baking"
+msgstr "Iniziando il precalcolo"
msgid "Preparing shaders"
msgstr "Preparando gli shader"
@@ -15749,22 +15879,22 @@ msgid "Un-occluding geometry"
msgstr "De-occludendo la geometria"
msgid "Plot direct lighting"
-msgstr "Disegna illuminazione diretta"
+msgstr "Pianifica l'illuminazione diretta"
msgid "Integrate indirect lighting"
-msgstr "Integra l'illuminazione indiretta"
+msgstr "Integrando l'illuminazione indiretta"
msgid "Integrate indirect lighting %d%%"
msgstr "Integrando l'illuminazione indiretta %d%%"
msgid "Baking lightprobes"
-msgstr "Preprocessando sonde luminose"
+msgstr "Precalcolo delle sonde di luce"
msgid "Integrating light probes %d%%"
-msgstr "Integrando %d%% sonde di luce"
+msgstr "Integrando le sonde di luce %d%%"
msgid "Denoising"
-msgstr "Derumorizzazione"
+msgstr "Eliminazione del rumore"
msgid "Retrieving textures"
msgstr "Prelevando le texture"
@@ -15776,7 +15906,7 @@ msgid "Class name must be a valid identifier"
msgstr "Il nome della classe deve essere un identificatore valido"
msgid "Not enough bytes for decoding bytes, or invalid format."
-msgstr "Byte insufficienti per decodificarli o formato non valido."
+msgstr "Byte insufficienti per la decodifica, o formato non valido."
msgid ""
"Unable to load .NET runtime, no compatible version was found.\n"
@@ -15787,9 +15917,9 @@ msgid ""
msgstr ""
"Impossibile caricare eseguibile .NET, nessuna versione compatibile è stata "
"trovata.\n"
-"Tentare di creare/modificare un progetto porterà a un crash.\n"
+"Tentare di creare/modificare un progetto provocherà un crash.\n"
"\n"
-"Si prega di installare il .NET SDK 6.0 o più tardi da https://dotnet."
+"Si prega di installare il .NET SDK 6.0 o più recenti da https://dotnet."
"microsoft.com/en-us/download e riavviare Godot."
msgid "Failed to load .NET runtime"
@@ -15800,7 +15930,7 @@ msgid ""
"Make sure the '%s' directory exists and contains the .NET assemblies."
msgstr ""
"Impossibile trovare la directory degli assembly .NET.\n"
-"Assicurati che la directory '%s' esista e contiene gli assembly .NET."
+"Assicurarsi che la directory '%s' esista e che contenga gli assembly .NET."
msgid ".NET assemblies not found"
msgstr "Assembly .NET non trovato"
@@ -15813,9 +15943,9 @@ msgid ""
"us/download and restart Godot."
msgstr ""
"Impossibile caricare eseguibile .NET, specificamente hostfxr.\n"
-"Tentare di creare/modificare un progetto porterà a un crash.\n"
+"Tentare di creare/modificare un progetto provocherà un crash.\n"
"\n"
-"Si prega di installare il .NET SDK 6.0 o più tardi da https://dotnet."
+"Si prega di installare il .NET SDK 6.0 o più recenti da https://dotnet."
"microsoft.com/en-us/download e riavviare Godot."
msgid "%d (%s)"
@@ -15848,18 +15978,17 @@ msgid "Count"
msgstr "Quantità"
msgid "Network Profiler"
-msgstr "Profiler di Rete"
+msgstr "Profiler di rete"
msgid "Replication"
msgstr "Replicazione"
msgid "Toggle Replication Bottom Panel"
-msgstr "Commuta il pannello inferiore di Replicazione"
+msgstr "Commuta pannello inferiore di Replicazione"
msgid "Select a replicator node in order to pick a property to add to it."
msgstr ""
-"Seleziona un nodo replicatore per poter scegliere una proprietà da "
-"aggiungerci."
+"Seleziona un nodo replicatore per scegliere una proprietà da aggiungervi."
msgid "Not possible to add a new property to synchronize without a root."
msgstr ""
@@ -15867,13 +15996,13 @@ msgstr ""
"radice."
msgid "Property is already being synchronized."
-msgstr "La proprietà sta già venendo sincronizzata."
+msgstr "La proprietà è già in sincronizzazione."
msgid "Add property to synchronizer"
msgstr "Aggiungi una proprietà al sincronizzatore"
msgid "Pick a node to synchronize:"
-msgstr "Selezionare un nodo da sincronizzare:"
+msgstr "Scegli un nodo da sincronizzare:"
msgid "Add property to sync..."
msgstr "Aggiungi una proprietà da sincronizzare..."
@@ -15894,31 +16023,31 @@ msgid ""
"Add properties using the options above, or\n"
"drag them from the inspector and drop them here."
msgstr ""
-"Aggiungi proprietà tramite i pulsanti al di sopra, o\n"
-"trascinarle dall'ispettore e rilasciarle qui."
+"Aggiungi proprietà tramite i pulsanti sopra, o\n"
+"trascinandole dall'ispettore e rilasciandole qui."
msgid "Please select a MultiplayerSynchronizer first."
-msgstr "Per favore selezionare prima un MultiplayerSynchronizer."
+msgstr "Selezionare prima un MultiplayerSynchronizer."
msgid "The MultiplayerSynchronizer needs a root path."
-msgstr "Il MultiplayerSynchronizer ha bisogno di un percorso radice."
+msgstr "Il MultiplayerSynchronizer necessita di un percorso radice."
msgid "Property/path must not be empty."
-msgstr "Percorso o proprietà non può essere vuoto."
+msgstr "Un percorso o una proprietà non può essere vuoto."
msgid "Invalid property path: '%s'"
-msgstr "Percorso di proprietà non valido: '%s'"
+msgstr "Percorso della proprietà non valido: '%s'"
msgid "Set spawn property"
-msgstr "Imposta Proprietà Genera"
+msgstr "Imposta la proprietà di generazione"
msgid "Set sync property"
-msgstr "Imposta Proprietà Sincronizza"
+msgstr "Imposta la proprietà di sincronizzazione"
msgid ""
"Each MultiplayerSynchronizer can have no more than 64 watched properties."
msgstr ""
-"Ogni MultiplayerSynchronizer non può avere più di 64 proprietà osservat ."
+"Ogni MultiplayerSynchronizer non può avere più di 64 proprietà osservate."
msgid "Delete Property?"
msgstr "Cancellare la proprietà?"
@@ -15939,66 +16068,66 @@ msgstr "Sempre"
msgctxt "Replication Mode"
msgid "On Change"
-msgstr "Ogni Cambio"
+msgstr "Ogni cambio"
msgid ""
"A valid NodePath must be set in the \"Spawn Path\" property in order for "
"MultiplayerSpawner to be able to spawn Nodes."
msgstr ""
-"Una risorsa NodePath valida deve essere impostata nella proprietà \"Spawn "
-"Path\" affinché un MultiplayerSpawner possa generare dei nodi."
+"È necessario impostare un NodePath valido nella proprietà \"Spawn Path\" "
+"affinché il MultiplayerSpawner possa generare nodi."
msgid ""
"A valid NodePath must be set in the \"Root Path\" property in order for "
"MultiplayerSynchronizer to be able to synchronize properties."
msgstr ""
-"Un NodePath valido deve essere impostato nella proprietà \"Root Path\" "
-"affinché un MultiplayerSynchronizer possa sincronizzare delle proprietà."
+"È necessario impostare un NodePath valido nella proprietà \"Root Path\" "
+"affinché il MultiplayerSynchronizer possa sincronizzare delle proprietà."
msgid "A NavigationMesh resource must be set or created for this node to work."
msgstr ""
-"È necessario creare o impostare una risorsa NavigationMesh affinché questo "
-"nodo funzioni."
+"È necessario creare o impostare una risorsa di tipo NavigationMesh affinché "
+"questo nodo funzioni."
msgid ""
"Cannot generate navigation mesh because it does not belong to the edited "
"scene. Make it unique first."
msgstr ""
-"Impossibile generare una mesh di navigzione perché non appartiene alla scena "
+"Impossibile generare una mesh di navigazione perché non appartiene alla scena "
"modificata. Renderla prima unica."
msgid ""
"Cannot generate navigation mesh because it belongs to a resource which was "
"imported."
msgstr ""
-"Impossibile generare la mesh di navigazione perché appartiene a una risorsa "
+"Impossibile generare una mesh di navigazione perché appartiene a una risorsa "
"che è stata importata."
msgid ""
"Cannot generate navigation mesh because the resource was imported from "
"another type."
msgstr ""
-"Impossibile generare la mesh di navigazione perché la risorsa è stata "
-"importata da un altro tipo."
+"Impossibile generare una mesh di navigazione perché la risorsa è stata "
+"importata da un tipo diverso."
msgid "Bake NavigationMesh"
-msgstr "Preprocessa NavigationMesh"
+msgstr "Precalcola il NavigationMesh"
msgid ""
"Bakes the NavigationMesh by first parsing the scene for source geometry and "
"then creating the navigation mesh vertices and polygons."
msgstr ""
-"Preprocessa il NavigationMesh analizzando prima la scena per geometria di "
+"Precalcola il NavigationMesh analizzando prima la scena per geometria di "
"sorgente e poi creando i vertici e poligoni del mesh di navigazione."
msgid "Clear NavigationMesh"
-msgstr "Pulisci Mesh di Navigazione"
+msgstr "Pulisci il NavigationMesh"
msgid "Clears the internal NavigationMesh vertices and polygons."
-msgstr "Pulisce i vertici e i poligoni interni di NavigationMesh."
+msgstr "Pulisce i vertici e i poligoni interni del NavigationMesh."
msgid "Toggles whether the noise preview is computed in 3D space."
-msgstr "Commuta se l'anteprima del rumore è calcolata in spazio 3D."
+msgstr "Commuta se l'anteprima del noise è calcolata nello spazio 3D."
msgid "Rename Action"
msgstr "Rinomina un'azione"
@@ -16007,7 +16136,7 @@ msgid "Rename Actions Localized name"
msgstr "Rinomina il nome localizzato di un'azione"
msgid "Change Action Type"
-msgstr "Cambia il tipo di azione"
+msgstr "Cambia il tipo di un'azione"
msgid "Remove action"
msgstr "Rimuovi un'azione"
@@ -16022,7 +16151,7 @@ msgid "Add interaction profile"
msgstr "Aggiungi un profilo d'interazoine"
msgid "Error loading %s: %s."
-msgstr "Errore caricando %s: %s."
+msgstr "Errore di caricamento %s: %s."
msgid "Error saving file %s: %s"
msgstr "Errore nel salvataggio del file %s: %s"
@@ -16037,10 +16166,10 @@ msgid "Action Map"
msgstr "Mappa delle azioni"
msgid "Add Action Set"
-msgstr "Aggiungi Insieme di Azioni"
+msgstr "Aggiungi un insieme di azioni"
msgid "Add an action set."
-msgstr "Aggiungi un insieme di azioni."
+msgstr "Aggiunge un insieme di azioni."
msgid "Add profile"
msgstr "Aggiungi un profilo"
@@ -16052,7 +16181,7 @@ msgid "Save this OpenXR action map."
msgstr "Salva questa mappa delle azioni OpenXR."
msgid "Reset to default OpenXR action map."
-msgstr "Reimposta alla mappa delle azioni OpenXR predefinita."
+msgstr "Ripristina la mappa delle azioni OpenXR predefinita."
msgid "Action Sets"
msgstr "Insiemi di azioni"
@@ -16061,19 +16190,19 @@ msgid "Rename Action Set"
msgstr "Rinomina un insieme di azioni"
msgid "Rename Action Sets Localized name"
-msgstr "Cambia il nome localizzato di degli insiemi di azioni"
+msgstr "Cambia il nome localizzato di insiemi di azioni"
msgid "Change Action Sets priority"
-msgstr "Cambia la priorità di degli insiemi di azioni"
+msgstr "Cambia la priorità di insiemi di azioni"
msgid "Add action"
-msgstr "Aggiungi un azione"
+msgstr "Aggiungi un'azione"
msgid "Delete action"
msgstr "Elimina un'azione"
msgid "Add action."
-msgstr "Aggiungi un azione."
+msgstr "Aggiungi un'azione."
msgid "Remove action set."
msgstr "Rimuovi un insieme di azioni."
@@ -16082,13 +16211,13 @@ msgid "OpenXR Action Map"
msgstr "Mappa delle azioni OpenXR"
msgid "Toggle OpenXR Action Map Bottom Panel"
-msgstr "Commuta il pannello inferiore della Mappa delle azioni OpenXR"
+msgstr "Commuta pannello inferiore della Mappa delle azioni OpenXR"
msgid "Remove action from interaction profile"
-msgstr "Rimouvi un azione dal profilo d'interazione"
+msgstr "Rimuovi un'azione dal profilo d'interazione"
msgid "Add binding"
-msgstr "Aggiungi un associazione"
+msgstr "Aggiungi un'associazione"
msgid "Remove binding"
msgstr "Rimuovi un'associazione"
@@ -16100,10 +16229,10 @@ msgid "Haptic"
msgstr "Tattile"
msgid "Unknown"
-msgstr "Sconosciuto"
+msgstr "Sconosciuta"
msgid "Select an action"
-msgstr "Selezionare un azione"
+msgstr "Selezionare un'azione"
msgid "Select an interaction profile"
msgstr "Seleziona un profilo d'interazione"
@@ -16133,11 +16262,11 @@ msgstr ""
msgid ""
"Hole punching won't work as expected unless the sort order is less than zero."
msgstr ""
-"La perforatura non funzionerà come previsto a meno che l'ordine di "
-"visualizzazione è minore di zero."
+"La perforazione non funzionerà come previsto a meno che l'ordinamento non sia "
+"minore di zero."
msgid "Package name is missing."
-msgstr "Nome del pacchetto non specificato."
+msgstr "Manca il nome del pacchetto."
msgid "Package segments must be of non-zero length."
msgstr "I segmenti del pacchetto devono essere di lunghezza diversa da zero."
@@ -16149,18 +16278,18 @@ msgstr ""
msgid "A digit cannot be the first character in a package segment."
msgstr ""
-"Una cifra non può essere il primo carattere di un segmento di un pacchetto."
+"Una cifra non può essere il primo carattere di un segmento di pacchetto."
msgid "The character '%s' cannot be the first character in a package segment."
msgstr ""
-"Il carattere '%s' non può essere il primo carattere di un segmento di un "
+"Il carattere '%s' non può essere il primo carattere di un segmento di "
"pacchetto."
msgid "The package must have at least one '.' separator."
-msgstr "Il pacchetto deve avere almeno un '.' come separatore."
+msgstr "Il pacchetto deve avere almeno un separatore '.' (punto)."
msgid "Error creating keystores directory:"
-msgstr "Errore durante la creazione della cartella keystore:"
+msgstr "Errore nella creazione della cartella keystore:"
msgid "Invalid public key for APK expansion."
msgstr "Chiave pubblica non valida per l'espansione dell'APK."
@@ -16170,21 +16299,21 @@ msgstr "Nome del pacchetto non valido:"
msgid "\"Use Gradle Build\" must be enabled to use the plugins."
msgstr ""
-"Per utilizzare le estensioni \"Use Gradle Build\" deve essere abilitato."
+"\"Use Gradle Build\" deve essere abilitato per utilizzare le estensioni."
msgid "OpenXR requires \"Use Gradle Build\" to be enabled"
-msgstr "OpenXR richiede che \"Use Gradle Build\" sia attivo"
+msgstr "OpenXR richiede che \"Use Gradle Build\" sia abilitato"
msgid ""
"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is "
"enabled."
msgstr ""
-"\"Compress Native Libraries\" è valido soltanto quanto \"Use Gradle Build\" è "
+"\"Compress Native Libraries\" è valido soltanto quando \"Use Gradle Build\" è "
"abilitato."
msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled."
msgstr ""
-"\"Export AAB\" è valido soltanto quanto \"Use Gradle Build\" è abilitato."
+"\"Export AAB\" è valido soltanto quando \"Use Gradle Build\" è abilitato."
msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled."
msgstr ""
@@ -16192,15 +16321,14 @@ msgstr ""
msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid."
msgstr ""
-"\"Min SDK\" dovrebbe essere un intero valido, ma si è ottenuto \"%s\" che è "
-"invalido."
+"\"Min SDK\" dovrebbe essere un numero intero valido, ma \"%s\" non è valido."
msgid ""
"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot "
"library."
msgstr ""
-"\"Min SDK\" non può essere più basso di %d, che è la versione richiesta dalla "
-"libreria Godot."
+"\"Min SDK\" non può essere inferiore di %d, che è la versione richiesta per "
+"la libreria di Godot."
msgid ""
"\"Target SDK\" can only be overridden when \"Use Gradle Build\" is enabled."
@@ -16211,13 +16339,13 @@ msgstr ""
msgid ""
"\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid."
msgstr ""
-"\"Target SDK\" dovrebbe essere un intero valido, ma si è ottenuto \"%s\" che "
-"è invalido."
+"\"Target SDK\" dovrebbe essere un numero intero valido, ma \"%s\" non è "
+"valido."
msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version."
msgstr ""
-"La versione di \"Target SDK\" dovrebbe essere maggiore o uguale della "
-"versione di \"Min SDK\"."
+"La versione di \"Target SDK\" dovrebbe essere maggiore o uguale alla versione "
+"di \"Min SDK\"."
msgid "Select device from the list"
msgstr "Seleziona il dispositivo dall'elenco"
@@ -16226,7 +16354,7 @@ msgid "Running on %s"
msgstr "Esecuzione su %s"
msgid "Exporting APK..."
-msgstr "Esportando APK..."
+msgstr "Esportando l'APK..."
msgid "Uninstalling..."
msgstr "Disinstallando..."
@@ -16245,17 +16373,17 @@ msgstr "Impossibile eseguire sul dispositivo."
msgid "Error: There was a problem validating the keystore username and password"
msgstr ""
-"Errore: C'è stato un problema durante la validazione dell'utente e password "
-"del keystore"
+"Errore: Si è verificato un problema durante la convalida del nome utente e "
+"della password del keystore"
msgid "Exporting to Android when using C#/.NET is experimental."
-msgstr "L'esportazione su Android quando si utilizza C#/. NET è sperimentale."
+msgstr "L'esportazione di un progetto C#/. NET su Android è sperimentale."
msgid "Android architecture %s not supported in C# projects."
msgstr "L'architettura Android %s non è supportata nei progetti in C#."
msgid "Custom Android source template not found."
-msgstr "Modello di rilascio personalizzato per Android non trovato."
+msgstr "Il modello personalizzato della sorgente Android non è stato trovato."
msgid ""
"Android build template not installed in the project. Install it from the "
@@ -16268,23 +16396,25 @@ msgid ""
"Either Debug Keystore, Debug User AND Debug Password settings must be "
"configured OR none of them."
msgstr ""
-"Devono essere configurate le impostazioni Debug Keystore, Debug User E Debug "
-"Password, altrimenti nessuna di esse."
+"È necessario configurare le impostazioni Debug Keystore, Debug User E Debug "
+"Password, OPPURE nessuna di esse."
msgid "Debug keystore not configured in the Editor Settings nor in the preset."
msgstr ""
-"Debug keystore non configurato nelle Impostazioni dell'editor né nel preset."
+"Il Debug keystore non è configurato nelle Impostazioni dell'editor né nella "
+"preimpostazione."
msgid ""
"Either Release Keystore, Release User AND Release Password settings must be "
"configured OR none of them."
msgstr ""
-"Devono essere configurate le impostazioni Release Keystore, Release User E "
-"Release Password, altrimenti nessuna di esse."
+"È necessario configurate le impostazioni Release Keystore, Release User E "
+"Release Password, OPPURE nessuna di esse."
msgid "Release keystore incorrectly configured in the export preset."
msgstr ""
-"Release keystore non configurato correttamente nel preset di esportazione."
+"Il Release keystore non è configurato correttamente nella preimpostazione di "
+"esportazione."
msgid "A valid Java SDK path is required in Editor Settings."
msgstr ""
@@ -16294,14 +16424,15 @@ msgid "Invalid Java SDK path in Editor Settings."
msgstr "Percorso per lo Java SDK non valido nelle Impostazioni dell'editor."
msgid "Missing 'bin' directory!"
-msgstr "Cartella \"bin\" inesistente!"
+msgstr "La cartella \"bin\" non esiste!"
msgid "Unable to find 'java' command using the Java SDK path."
-msgstr "Impossible trovare il comando 'java' tramite il percorso Java SDK."
+msgstr ""
+"Impossible trovare il comando 'java' attraverso il percorso del SDK Java."
msgid "Please check the Java SDK directory specified in Editor Settings."
msgstr ""
-"Per favore, controlla la directory specificata dello Java SDK nelle "
+"Si prega di verificare la directory specificata del SDK Java nelle "
"Impostazioni dell'editor."
msgid "A valid Android SDK path is required in Editor Settings."
@@ -16313,39 +16444,35 @@ msgid "Invalid Android SDK path in Editor Settings."
msgstr "Percorso per il SDK Android non valido nelle Impostazioni dell'editor."
msgid "Missing 'platform-tools' directory!"
-msgstr "Cartella \"platform-tools\" inesistente!"
+msgstr "La cartella \"platform-tools\" non esiste!"
msgid "Unable to find Android SDK platform-tools' adb command."
-msgstr ""
-"Impossibile trovare il comando adb negli strumenti di piattaforma del SDK "
-"Android."
+msgstr "Impossibile trovare il comando adb di SDK Android platform-tools."
msgid "Please check in the Android SDK directory specified in Editor Settings."
msgstr ""
-"Per favore, controlla la directory specificata del SDK Android nelle "
+"Si prega di controllare la directory specificata del SDK Android nelle "
"Impostazioni dell'editor."
msgid "Missing 'build-tools' directory!"
-msgstr "Cartella \"build-tools\" inesistente!"
+msgstr "La cartella \"build-tools\" non esiste!"
msgid "Unable to find Android SDK build-tools' apksigner command."
-msgstr ""
-"Impossibile trovare il comando apksigner negli strumenti di piattaforma del "
-"SDK Android."
+msgstr "Impossibile trovare il comando apksigner di SDK Android build-tools."
msgid ""
"\"Target SDK\" %d is higher than the default version %d. This may work, but "
"wasn't tested and may be unstable."
msgstr ""
-"\"Target SDK\" %d è più alto della versione di default %d. Questo potrebbe "
-"funzionare, ma non è stato testato e potrebbe essere instabile."
+"\"Target SDK\" %d è superiore alla versione predefinita %d. Questo potrebbe "
+"funzionare, ma non è stato testato. Il risultato potrebbe essere instabile."
msgid ""
"The \"%s\" renderer is designed for Desktop devices, and is not suitable for "
"Android devices."
msgstr ""
"Il renderer \"%s\" è stato sviluppato per dispositivi desktop, e non è adatto "
-"ai dispositivi Android."
+"per dispositivi Android."
msgid "\"Min SDK\" should be greater or equal to %d for the \"%s\" renderer."
msgstr ""
@@ -16356,9 +16483,9 @@ msgid ""
"and will be updated to \"%s\". Please explicitly specify the package name if "
"needed."
msgstr ""
-"Il nome del progetto non rispetta i requisiti per il formato del nome del "
-"pacchetto e sarà cambiato in \"%s\". Per favore specificare esplicitamente il "
-"nome del pacchetto se necessario."
+"Il nome del progetto non soddisfa i requisiti per il formato del nome del "
+"pacchetto e sarà aggiornato in \"%s\". Si prega di specificare esplicitamente "
+"il nome del pacchetto se necessario."
msgid "Code Signing"
msgstr "Firma del codice"
@@ -16368,32 +16495,32 @@ msgid ""
"to execute. Please check that you have the correct version installed for your "
"target sdk version. The resulting %s is unsigned."
msgstr ""
-"Tutti gli strumenti \"apksigner\" nella cartella \"build-tools\" dell'SDK di "
-"Android hanno fallito l'esecuzione. Per favore controllare di avere la "
-"versione corretta installata per la propria versione dell'SDK di "
-"destinazione. Il %s risultante è senza firma."
+"Non è stato possibile eseguire tutti gli strumenti \"apksigner\" nella "
+"cartella \"build-tools\" dell'SDK di Android. Si prega di verificare di aver "
+"installato la versione corretta per la propria versione dell'SDK di "
+"destinazione. Il %s risultante non è firmato."
msgid ""
"'apksigner' could not be found. Please check that the command is available in "
"the Android SDK build-tools directory. The resulting %s is unsigned."
msgstr ""
-"'apksigner' non è stato trovato. Verificare che il comando sia disponibile "
-"nella directory build-tools di Android SDK. Il risultato %s non è firmato."
+"Impossibile trovare 'apksigner'. Verificare che il comando sia disponibile "
+"nella directory build-tools del SDK Android. Il %s risultante non è firmato."
msgid "Signing debug %s..."
-msgstr "Firmando debug %s..."
+msgstr "Firmando di debug %s..."
msgid "Signing release %s..."
msgstr "Firmando rilascio %s..."
msgid "Could not find keystore, unable to export."
-msgstr "Non è stato possibile trovare keystore, impossible esportare."
+msgstr "Non è stato possibile trovare il keystore, impossible esportare."
msgid "Could not start apksigner executable."
msgstr "Non è stato possibile avviare l'eseguibile apksigner."
msgid "'apksigner' returned with error #%d"
-msgstr "'apksigner' ha restituito con errore #%d"
+msgstr "'apksigner' ha restituito con l'errore #%d"
msgid ""
"output: \n"
@@ -16406,7 +16533,7 @@ msgid "Verifying %s..."
msgstr "Verificando %s..."
msgid "'apksigner' verification of %s failed."
-msgstr "Verifica 'apksigner' di %s non riuscita."
+msgstr "La verifica di 'apksigner' per %s non è riuscita."
msgid "Target folder does not exist or is inaccessible: \"%s\""
msgstr "La cartella di destinazione non esiste o è inaccessibile: %s"
@@ -16416,13 +16543,17 @@ msgstr "Esportazione per Android"
msgid "Invalid filename! Android App Bundle requires the *.aab extension."
msgstr ""
-"Nome file non valido! Il Bundle Android App richiede l'estensione *.aab."
+"Nome di file non valido! Il bundle di applicazione Android richiede "
+"l'estensione *.aab."
msgid "APK Expansion not compatible with Android App Bundle."
-msgstr "L'estensione APK non è compatibile con il Bundle Android App."
+msgstr ""
+"L'estensione del file APK non è compatibile con il bundle d'applicazione "
+"Android."
msgid "Invalid filename! Android APK requires the *.apk extension."
-msgstr "Nome file non valido! L'APK Android richiede l'estensione *.apk."
+msgstr ""
+"Nome di file non valido! I file APK d'Android richiedono l'estensione *.apk."
msgid "Unsupported export format!"
msgstr "Formato d'esportazione non supportato!"
@@ -16431,22 +16562,22 @@ msgid ""
"Trying to build from a gradle built template, but no version info for it "
"exists. Please reinstall from the 'Project' menu."
msgstr ""
-"Tentato di costruire da un modello di costruzione gradle, ma nessuna "
-"informazione sulla sua versione esiste. Per favore, reinstallarlo dal menu "
+"Tentato di costruire da un modello di costruzione gradle, ma non esistono "
+"informazioni sulla sua versione. Si prega di reinstallarlo dal menu "
"\"Progetto\"."
msgid ""
"Java SDK path must be configured in Editor Settings at 'export/android/"
"java_sdk_path'."
msgstr ""
-"Il percorso per lo Java SDK deve essere configurato nelle Impostazioni "
+"Il percorso per il SDK Java deve essere configurato nelle Impostazioni "
"dell'editor in 'export/android/java_sdk_path'."
msgid ""
"Android SDK path must be configured in Editor Settings at 'export/android/"
"android_sdk_path'."
msgstr ""
-"Il percorso per l'Android SDK deve essere configurato nelle Impostazioni "
+"Il percorso per il SDK Android deve essere configurato nelle Impostazioni "
"dell'editor in 'export/android/android_sdk_path'."
msgid "Unable to overwrite res/*.xml files with project name."
@@ -16463,11 +16594,10 @@ msgstr "Compilazione di un progetto Android (gradle)"
msgid "Building of Android project failed, check output for the error:"
msgstr ""
-"Compilazione del progetto Android fallita, controlla l'output per vedere gli "
-"errori:"
+"Compilazione del progetto Android fallita, verifica l'output per l'errore:"
msgid "Moving output"
-msgstr "Spostando l'output"
+msgstr "Spostando il risultato"
msgid "Unable to copy and rename export file:"
msgstr "Impossibile copiare e rinominare il file di esportazione:"
@@ -16476,10 +16606,10 @@ msgid "Package not found: \"%s\"."
msgstr "Pacchetto non trovato: \"%s\"."
msgid "Creating APK..."
-msgstr "Creazione APK..."
+msgstr "Creazione dell'APK..."
msgid "Could not find template APK to export: \"%s\"."
-msgstr "Impossibile trovare il template APK per l'esportazione: \"%s\"."
+msgstr "Impossibile trovare il modello d'APK per l'esportazione: \"%s\"."
msgid ""
"Missing libraries in the export template for the selected architectures: %s. "
@@ -16498,7 +16628,7 @@ msgid "Could not export project files."
msgstr "Impossibile esportare i file del progetto."
msgid "Aligning APK..."
-msgstr "Allineamento APK..."
+msgstr "Allineamento dell'APK..."
msgid "Could not unzip temporary unaligned APK."
msgstr "Impossibile decomprimere l'APK temporaneamente non allineato."
@@ -16511,28 +16641,28 @@ msgstr "Identificatore non valido:"
msgid "At least one file timestamp access reason should be selected."
msgstr ""
-"È necessario selezionare almeno un motivo di accesso al timestamp del file."
+"È necessario selezionare almeno un motivo per accedere al timestamp dei file."
msgid "At least one disk space access reason should be selected."
msgstr ""
-"È necessario selezionare almeno un motivo di accesso allo spazio su disco."
+"È necessario selezionare almeno un motivo per accedere allo spazio su disco."
msgid "At least one system boot time access reason should be selected."
msgstr ""
-"È necessario selezionare almeno un motivo di accesso al tempo di avvio del "
+"È necessario selezionare almeno un motivo per accedere al tempo di avvio del "
"sistema."
msgid "Export Icons"
-msgstr "Icone Esportazione"
+msgstr "Esporta icone"
msgid "Could not open a directory at path \"%s\"."
-msgstr "Non è stato possibile aprire una cartella al percorso \"%s\"."
+msgstr "Impossibile aprire una cartella al percorso \"%s\"."
msgid "Could not write to a file at path \"%s\"."
-msgstr "Non è stato possibile scrivere in un file al percorso: \"%s\"."
+msgstr "Impossibile scrivere in un file al percorso: \"%s\"."
msgid "Exporting for iOS (Project Files Only)"
-msgstr "Esportazione per iOS (Solo file del progetto)"
+msgstr "Esportazione per iOS (solo file del progetto)"
msgid "Exporting for iOS"
msgstr "Esportazione per iOS"
@@ -16568,36 +16698,37 @@ msgstr "Estensioni per iOS"
msgid "Failed to export iOS plugins with code %d. Please check the output log."
msgstr ""
-"Impossibile esportare estensione per iOS con codice %d. Si prega di "
-"controllare il log degli output."
+"Impossibile esportare le estensioni per iOS con il codice %d. Si prega di "
+"verificare il log degli output."
msgid "Could not create a directory at path \"%s\"."
-msgstr "Non è stato possibile creare una cartella al percorso \"%s\"."
+msgstr "Impossibile creare una cartella al percorso \"%s\"."
msgid ""
"Requested template library '%s' not found. It might be missing from your "
"template archive."
msgstr ""
"La libreria di modelli '%s' richiesta non è stata trovata. Potrebbe essere "
-"mancante dal tuo archivio dei modelli."
+"mancante dall'archivio dei modelli."
msgid "ARM64 simulator library, generating from device library."
-msgstr ""
-"Biblioteche di emulazione ARM64, generate dalle biblioteche dei dispositivi."
+msgstr "Libreria di simulatore ARM64, generata dalle librerie del dispositivo."
+
+msgid "Unable to generate ARM64 simulator library."
+msgstr "Impossibile generare la libreria del simulatore ARM64."
msgid "Could not copy a file at path \"%s\" to \"%s\"."
-msgstr "Impossibile copiare file dal percorso \"%s\" a \"%s\"."
+msgstr "Impossibile copiare un file dal percorso \"%s\" a \"%s\"."
msgid "Could not access the filesystem."
msgstr "Impossibile accedere al filesystem."
msgid "Failed to create a file at path \"%s\" with code %d."
-msgstr "Impossibile creare file nel percorso \"%s\" con codice %d."
+msgstr "Impossibile creare un file nel percorso \"%s\" con il codice %d."
msgid "Code signing failed, see editor log for details."
msgstr ""
-"Firma del codice fallita, controllare il registro dell'editor per più "
-"dettagli."
+"Firma del codice fallita, verificare il registro dell'editor per i dettagli."
msgid "Xcode Build"
msgstr "Xcode Build"
@@ -16607,12 +16738,12 @@ msgstr "Impossibile eseguire xcodebuild con il codice %d"
msgid "Xcode project build failed, see editor log for details."
msgstr ""
-"Costruzione del progetto Xcode fallita, controllare il registro dell'editor "
-"per più dettagli."
+"La costruzione del progetto Xcode non è riuscita, verificare il registro "
+"dell'editor per i dettagli."
msgid ".ipa export failed, see editor log for details."
msgstr ""
-"Esportazione .ipa fallita, controllare il registro dell'editor per più "
+"L'esportazione .ipa non è riuscita, verificare il registro dell'editor per i "
"dettagli."
msgid ""
@@ -16624,14 +16755,13 @@ msgstr ""
msgid "Exporting to iOS when using C#/.NET is experimental and requires macOS."
msgstr ""
-"L'esportazione su iOS quando si utilizza C#/.NET è sperimentale e richiede "
-"macOS."
+"L'esportazione di un progetto C#/. NET su iOS è sperimentale e richiede macOS."
msgid "Exporting to iOS when using C#/.NET is experimental."
-msgstr "Esportare su iOS mentre si usa C#/.NET è sperimentale."
+msgstr "L'esportazione di un progetto C#/. NET su iOS è sperimentale."
msgid "Invalid additional PList content: "
-msgstr "Contenuto aggiuntivo PList non valido: "
+msgstr "Contenuto aggiuntivo di PList non valido: "
msgid "Identifier is missing."
msgstr "Identificatore mancante."
@@ -16640,39 +16770,37 @@ msgid "The character '%s' is not allowed in Identifier."
msgstr "Il carattere '%s' non è consentito nell'Identificatore."
msgid "Could not start simctl executable."
-msgstr "Impossibile avviare l'eseguibile di simctl."
+msgstr "Impossibile avviare l'eseguibile simctl."
msgid "Installation failed, see editor log for details."
msgstr ""
-"Firma del codice fallita, controllare il registro dell'editor per più "
-"dettagli."
+"Installazione fallita, verificare il registro dell'editor per più dettagli."
msgid "Running failed, see editor log for details."
-msgstr ""
-"Esecuzione fallita, controllare il registro dell'editor per più dettagli."
+msgstr "Esecuzione fallita, verificare il registro dell'editor per i dettagli."
msgid "Could not start ios-deploy executable."
-msgstr "Impossibile eseguire l'eseguibile di ios-deploy."
+msgstr "Impossibile avviare l'eseguibile ios-deploy."
msgid "Installation/running failed, see editor log for details."
msgstr ""
-"Installazione/esecuzione fallita, controllare il registro dell'editor per più "
+"Installazione/esecuzione fallita, verifica il registro dell'editor per i "
"dettagli."
msgid "Could not start device executable."
msgstr "Impossibile avviare l'eseguibile sul dispositivo."
msgid "Could not start devicectl executable."
-msgstr "Impossibile avviare l'eseguibile di devicectl."
+msgstr "Impossibile avviare l'eseguibile devicectl."
msgid "Debug Script Export"
-msgstr "Modalità d'Esportazione GDScript"
+msgstr "Esportazione di script di debug"
msgid "Could not open file \"%s\"."
msgstr "Impossibile aprire il file \"%s\"."
msgid "Debug Console Export"
-msgstr "Esportazione Console di Debug"
+msgstr "Esportazione della console di debug"
msgid "Could not create console wrapper."
msgstr "Impossibile creare il wrapper per la console."
@@ -16684,7 +16812,7 @@ msgid "Executable file header corrupted."
msgstr "Intestazione del file eseguibile corrotta."
msgid "32-bit executables cannot have embedded data >= 4 GiB."
-msgstr "Gli eseguibili a 32 bit non possono avere dati incorporati >= 4GiB."
+msgstr "Gli eseguibili a 32 bit non possono contenere dati di peso >= 4GiB."
msgid "Executable \"pck\" section not found."
msgstr "Sezione \"pck\" dell'eseguibile non trovata."
@@ -16696,7 +16824,7 @@ msgid "Run on remote Linux/BSD system"
msgstr "Esegui su un sistema Linux/BSD remoto"
msgid "Stop and uninstall running project from the remote system"
-msgstr "Arresta e disinstalla progetto in esecuzione dal sistema remoto"
+msgstr "Arresta e disinstalla il progetto in esecuzione dal sistema remoto"
msgid "Run exported project on remote Linux/BSD system"
msgstr "Esegui il progetto esportato su un sistema Linux/BSD remoto"
@@ -16726,7 +16854,7 @@ msgid "All Files"
msgstr "Tutti i file"
msgid "Invalid bundle identifier:"
-msgstr "Identificatore del bundle non valido:"
+msgstr "Identificatore di bundle non valido:"
msgid "App Store distribution with ad-hoc code signing is not supported."
msgstr ""
@@ -16737,25 +16865,23 @@ msgid "Notarization with an ad-hoc signature is not supported."
msgstr "L'autenticazione con una firma del codice ad-hoc non è supportata."
msgid "Apple Team ID is required for App Store distribution."
-msgstr ""
-"Per la distribuzione sull'App Store è necessario fornire un Apple Team ID."
+msgstr "Un Apple Team ID è necessario per la distribuzione sull'App Store."
msgid "Apple Team ID is required for notarization."
-msgstr "L'Apple Team ID è necessario per l'autenticazione."
+msgstr "Un Apple Team ID è necessario per l'autenticazione."
msgid "Provisioning profile is required for App Store distribution."
msgstr ""
-"Per la distribuzione sull'App Store è necessario fornire un profilo di "
-"provisioning."
+"Un profilo di approvvigionamento è necessario per la distribuzione sull'App "
+"Store."
msgid "Installer signing identity is required for App Store distribution."
msgstr ""
-"L'identità di firma dell'installer è necessaria per la distribuzione sull'App "
-"Store."
+"L'identità di firma dell'installatore è necessaria per la distribuzione "
+"sull'App Store."
msgid "App sandbox is required for App Store distribution."
-msgstr ""
-"Per la distribuzione sull'App Store è necessario fornire un app sandbox."
+msgstr "Un App Sandbox è necessario per la distribuzione sull'App Store."
msgid ""
"'rcodesign' doesn't support signing applications with embedded dynamic "
@@ -16773,45 +16899,44 @@ msgstr "La firma del codice è necessaria per l'autenticazione."
msgid ""
"Neither Apple ID name nor App Store Connect issuer ID name not specified."
msgstr ""
-"Né nome Apple ID né nome ID emittente di App Store Connect sono stati "
+"Né nome Apple ID, né nome ID emittente di App Store Connect sono stati "
"specificati."
msgid ""
"Both Apple ID name and App Store Connect issuer ID name are specified, only "
"one should be set at the same time."
msgstr ""
-"Sia nome Apple ID che nome ID emittente di App Store Connect sono "
-"specificati, solo uno dovrebbe essere impostato allo stesso tempo."
+"Sia un nome Apple ID che un nome ID emittente di App Store Connect sono "
+"specificati, ma solo uno dei due dovrebbe essere impostato allo stesso tempo."
msgid "Apple ID password not specified."
-msgstr "Password dell Apple ID non specificata."
+msgstr "La password dell'Apple ID non è specificata."
msgid "App Store Connect API key ID not specified."
-msgstr "ID chiave per la App Store Connect API non specificato."
+msgstr "L'ID chiave per la App Store Connect API non è specificato."
msgid "App Store Connect issuer ID name not specified."
-msgstr "Nome ID emittente di App Store Connect non specificato."
+msgstr "Il nome d'ID emittente di App Store Connect non è specificato."
msgid "Microphone access is enabled, but usage description is not specified."
msgstr ""
-"L'accesso al microfono è abilitato, ma la descrizione dell'uso non è "
-"specificata."
+"L'accesso al microfono è abilitato, ma la descrizione d'uso non è specificata."
msgid "Camera access is enabled, but usage description is not specified."
msgstr ""
-"L'accesso alla camera è abilitato, ma la descrizione d'uso non è specificata."
+"L'accesso alla fotocamera è abilitato, ma la descrizione d'uso non è "
+"specificata."
msgid ""
"Location information access is enabled, but usage description is not "
"specified."
msgstr ""
"L'accesso alle informazioni sulla posizione è abilitato, ma la descrizione "
-"dell'uso non è specificata."
+"d'uso non è specificata."
msgid "Address book access is enabled, but usage description is not specified."
msgstr ""
-"L'accesso alla rubrica è abilitato, ma la descrizione dell'uso non è "
-"specificata."
+"L'accesso alla rubrica è abilitato, ma la descrizione d'uso non è specificata."
msgid "Calendar access is enabled, but usage description is not specified."
msgstr ""
@@ -16830,15 +16955,14 @@ msgid ""
"rcodesign path is not set. Configure rcodesign path in the Editor Settings "
"(Export > macOS > rcodesign)."
msgstr ""
-"Il percorso per rcodesign non è impostato. Conigura il percorso per rcodesign "
-"nelle Impostazioni dell'editor (Export > macOS > rcodesign)."
+"Il percorso di rcodesign non è impostato. Configura il percorso di rcodesign "
+"nelle Impostazioni dell'editor (Esportazione > macOS > rcodesign)."
msgid "Could not start rcodesign executable."
-msgstr "Impossibile eseguire l'eseguibile di rcodesign."
+msgstr "Impossibile eseguire l'eseguibile rcodesign."
msgid "Notarization failed, see editor log for details."
-msgstr ""
-"Autenticazione fallita, controllare il registro dell'editor per più dettagli."
+msgstr "Autenticazione fallita, verifica il registro dell'editor per dettagli."
msgid "Notarization request UUID: \"%s\""
msgstr "UUID della richiesta di autenticazione: \"%s\""
@@ -16850,24 +16974,24 @@ msgid ""
"You can check progress manually by opening a Terminal and running the "
"following command:"
msgstr ""
-"Puoi controllare manualmente l'avanzamento aprendo il Terminale e lanciando "
+"Puoi verificare manualmente l'avanzamento aprendo un Terminale ed eseguendo "
"il seguente comando:"
msgid ""
"Run the following command to staple the notarization ticket to the exported "
"application (optional):"
msgstr ""
-"Lancia il seguente comando per agganciare il ticket di notarizzazione "
+"Esegui il seguente comando per agganciare il ticket di autenticazione "
"all'applicazione esportata (opzionale):"
msgid "Xcode command line tools are not installed."
msgstr "Gli strumenti da riga di comando di Xcode non sono installati."
msgid "Could not start xcrun executable."
-msgstr "Impossibile avviare l'eseguibile di xcrun."
+msgstr "Impossibile avviare l'eseguibile xcrun."
msgid "Built-in CodeSign failed with error \"%s\"."
-msgstr "Firma del codice incorporata fallita con errore \"%s\"."
+msgstr "Firma del codice incorporata fallita con l'errore \"%s\"."
msgid "Built-in CodeSign require regex module."
msgstr "La firma del codice incorporata richiede il modulo regex."
@@ -16876,23 +17000,26 @@ msgid ""
"Xrcodesign path is not set. Configure rcodesign path in the Editor Settings "
"(Export > macOS > rcodesign)."
msgstr ""
-"Il percorso per Xrcodesign non è impostato. Configura il percorso per "
-"Xrcodesign nelle Impostazioni dell'editor (Export > macOS > rcodesign)."
+"Il percorso di Xrcodesign non è impostato. Configura il percorso di "
+"Xrcodesign nelle Impostazioni dell'editor (Esportazione > macOS > rcodesign)."
msgid ""
"Could not start codesign executable, make sure Xcode command line tools are "
"installed."
msgstr ""
-"Non è stato possibile lanciare l'eseguibile di firma del codice, controllare "
+"Non è stato possibile avviare l'eseguibile di firma del codice, verificare "
"che gli strumenti da linea di comando di Xcode siano installati."
+msgid "Cannot sign directory %s."
+msgstr "Impossibile firmare la cartella %s."
+
msgid "Cannot sign file %s."
msgstr "Impossibile firmare il file %s."
msgid "Relative symlinks are not supported, exported \"%s\" might be broken!"
msgstr ""
-"I link simbolici relativi non sono supportati, \"%s\" esportato potrebbe "
-"essere danneggiato!"
+"I collegamenti simbolici relativi non sono supportati, \"%s\" esportato "
+"potrebbe essere danneggiato!"
msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated."
msgstr "\"%s\": Info.plist manca o non è valido, nuovo Info.plist generato."
@@ -16901,16 +17028,16 @@ msgid "PKG Creation"
msgstr "Creazione PKG"
msgid "Could not start productbuild executable."
-msgstr "Impossibile avviare l'eseguibile di productbuild."
+msgstr "Impossibile avviare l'eseguibile productbuild."
msgid "`productbuild` failed."
-msgstr "`productbuild ` fallito."
+msgstr "`productbuild` fallito."
msgid "DMG Creation"
msgstr "Creazione DMG"
msgid "Could not start hdiutil executable."
-msgstr "Impossibile avviare l'eseguibile di hdiutil."
+msgstr "Impossibile avviare l'eseguibile hdiutil."
msgid "`hdiutil create` failed - file exists."
msgstr "`hdutil create` fallito - Il file già esiste."
@@ -16925,7 +17052,7 @@ msgid "Creating app bundle"
msgstr "Creando il pacchetto dell'app"
msgid "Could not find template app to export: \"%s\"."
-msgstr "Impossibile trovare il template dell'app per l'esportazione:\"%s\"."
+msgstr "Impossibile trovare il modello dell'applicazione da esportare:\"%s\"."
msgid "Invalid export format."
msgstr "Formato di esportazione invalido."
@@ -16940,8 +17067,8 @@ msgid ""
"Relative symlinks are not supported on this OS, the exported project might be "
"broken!"
msgstr ""
-"I link simbolici relativi non sono supportati in questo Sistema Operativo, il "
-"progetto esportato potrebbe essere danneggiato!"
+"I collegamenti simbolici relativi non sono supportati in questo sistema "
+"operativo, il progetto esportato potrebbe essere danneggiato!"
msgid "Could not created symlink \"%s\" -> \"%s\"."
msgstr "Impossibile creare il collegamento simbolico \"%s\" -> \"%s\"."
@@ -16954,20 +17081,20 @@ msgid ""
"template archive."
msgstr ""
"Il modello di eseguibile \"%s\" richiesto non è stato trovato. Potrebbe "
-"essere mancante dal tuo archivio dei modelli."
+"essere mancante dall'archivio dei modelli."
msgid "Making PKG"
-msgstr "Creando il PKG"
+msgstr "Creando PKG"
msgid "Entitlements Modified"
-msgstr "Entitlement Modificati"
+msgstr "Diritti modificati"
msgid ""
"Ad-hoc signed applications require the 'Disable Library Validation' "
"entitlement to load dynamic libraries."
msgstr ""
-"Le applicazioni firmate ad-hoc richiedono il permesso \"Disabilita verifica "
-"libreria\" per caricare le librerie dinamiche."
+"Le applicazioni firmate ad-hoc richiedono il diritto \"Disabilita convalida "
+"di libreria\" per caricare le librerie dinamiche."
msgid ""
"'rcodesign' doesn't support signing applications with embedded dynamic "
@@ -16977,10 +17104,10 @@ msgstr ""
"integrate."
msgid "Could not create entitlements file."
-msgstr "Impossibile creare un file degli entitlement."
+msgstr "Impossibile creare il file dei diritti."
msgid "Could not create helper entitlements file."
-msgstr "Impossibile creare un file aiutante degli entitlement."
+msgstr "Impossibile creare il file ausiliare dei diritti."
msgid "Code signing bundle"
msgstr "Pacchetto di firma del codice"
@@ -16992,7 +17119,7 @@ msgid "Code signing DMG"
msgstr "Firmando il codice DMG"
msgid "Making PKG installer"
-msgstr "Creando installer PKG"
+msgstr "Creando l'installer PKG"
msgid "Making ZIP"
msgstr "Creando lo ZIP"
@@ -17001,8 +17128,8 @@ msgid ""
"Notarization requires the app to be archived first, select the DMG or ZIP "
"export format instead."
msgstr ""
-"La notarizazzione richiede che l'app sia prima archiviata, seleziona invece "
-"il formato di esportazione DMG o ZIP."
+"L'autenticazione richiede che l'app sia prima archiviata, seleziona invece il "
+"formato di esportazione DMG o ZIP."
msgid "Sending archive for notarization"
msgstr "Inviando l'archivio per l'autenticazione"
@@ -17014,7 +17141,7 @@ msgid ""
msgstr ""
"Impossibile esportare per universal o x86_64 se il formato di texture S3TC "
"BPTC è disabilitato. Attivalo nelle Impostazioni del progetto (Rendering > "
-"Textures > VRAM Compression > Import S3TC BPTC)."
+"Texture > Compressione VRAM> Importa S3TC BPTC)."
msgid ""
"Cannot export for universal or arm64 if ETC2 ASTC texture format is disabled. "
@@ -17023,53 +17150,51 @@ msgid ""
msgstr ""
"Impossibile esportare per universal o x86_64 se il formato di texture ETC2 "
"ASTC è disabilitato. Attivalo nelle Impostazioni del progetto (Rendering > "
-"Textures > VRAM Compression > Import ETC2 ASTC)."
+"Texture > Compressione VRAM> Importa ETC2 ASTC)."
msgid "Notarization: Xcode command line tools are not installed."
msgstr ""
-"Autenticazione: Gli strumenti da linea di comando di Xcode non sono "
-"installati."
+"Autenticazione: Gli strumenti da linea di comando Xcode non sono installati."
msgid ""
"Notarization: rcodesign path is not set. Configure rcodesign path in the "
"Editor Settings (Export > macOS > rcodesign)."
msgstr ""
-"Autenticazione: il percorso per rcodesign non è impostato. Configura il "
-"percorso per rcodesign nelle Impostazioni dell'editor (Export > macOS > "
+"Autenticazione: Il percorso per rcodesign non è impostato. Configura il "
+"percorso per rcodesign nelle Impostazioni dell'editor (Esportazione> macOS > "
"rcodesign)."
msgid ""
"Warning: Notarization is disabled. The exported project will be blocked by "
"Gatekeeper if it's downloaded from an unknown source."
msgstr ""
-"Warning: l'autenticazione è disabilitata. Il progetto esportato sarà bloccato "
-"dal Gatekeeper is è scaricato da una sorgente sconosciuta."
+"Attenzione: L'autenticazione è disabilitata. Il progetto esportato sarà "
+"bloccato dal Gatekeeper se viene scaricato da una sorgente sconosciuta."
msgid ""
"Code signing is disabled. The exported project will not run on Macs with "
"enabled Gatekeeper and Apple Silicon powered Macs."
msgstr ""
"La firma del codice è disabilitata. Il progetto esportato non verrà eseguito "
-"su Mac con Gatekeeper abilitato e Mac alimentati da Apple Silicon."
+"su Mac con Gatekeeper abilitato o Mac alimentati da Apple Silicon."
msgid ""
"Code signing: Using ad-hoc signature. The exported project will be blocked by "
"Gatekeeper"
msgstr ""
-"Firma del codice: Stai usando una firma ad hoc. Il progetto esportato sarà "
+"Firma del codice: Stai usando una firma ad-hoc. Il progetto esportato sarà "
"bloccato dal Gatekeeper"
msgid "Code signing: Xcode command line tools are not installed."
msgstr ""
-"Firma del codice: Gli strumenti da linea di comando di Xcode non sono "
-"installati."
+"Firma del codice: Gli strumenti da linea di comando Xcode non sono installati."
msgid ""
"Code signing: rcodesign path is not set. Configure rcodesign path in the "
"Editor Settings (Export > macOS > rcodesign)."
msgstr ""
-"Firma del codice: il percorso per rcodesign non è impostato. Conigura il "
-"percorso per rcodesign nelle Impostazioni dell'editor (Export > macOS > "
+"Firma del codice: Il percorso per rcodesign non è impostato. Configura il "
+"percorso per rcodesign nelle Impostazioni dell'editor (Esportazione > macOS > "
"rcodesign)."
msgid "Run on remote macOS system"
@@ -17088,7 +17213,7 @@ msgid "Could not write file: \"%s\"."
msgstr "Non è stato possibile scrivere il file: \"%s\"."
msgid "Icon Creation"
-msgstr "Creazione Icona"
+msgstr "Creazione di icone"
msgid "Could not read file: \"%s\"."
msgstr "Non è stato possibile leggere il file: \"%s\"."
@@ -17114,28 +17239,28 @@ msgid "Could not read HTML shell: \"%s\"."
msgstr "Non è stato possibile leggere lo shell HTML: \"%s\"."
msgid "Run in Browser"
-msgstr "Esegui nel Browser"
+msgstr "Esegui nel browser"
msgid "Start HTTP Server"
-msgstr "Avvia il server HTTP"
+msgstr "Avvia server HTTP"
msgid "Re-export Project"
-msgstr "Riesporta Progetto"
+msgstr "Riesporta progetto"
msgid "Stop HTTP Server"
-msgstr "Ferma il server HTTP"
+msgstr "Arresta server HTTP"
msgid "Run exported HTML in the system's default browser."
-msgstr "Esegui il codice HTML esportato nel browser di sistema predefinito."
+msgstr "Esegui il codice HTML esportato nel browser predefinito del sistema."
msgid "Start the HTTP server."
msgstr "Avvia il server HTTP."
msgid "Export project again to account for updates."
-msgstr "Esporta nuovamente il progetto per tenere conto degli aggiornamenti."
+msgstr "Esporta nuovamente il progetto per applicare gli aggiornamenti."
msgid "Stop the HTTP server."
-msgstr "Ferma il server HTTP."
+msgstr "Arresta il server HTTP."
msgid "Could not create HTTP server directory: %s."
msgstr "Impossibile creare la cartella per il server HTTP: %s."
@@ -17144,7 +17269,7 @@ msgid "Error starting HTTP server: %d."
msgstr "Errore all'avvio del server HTTP: %d."
msgid "Resources Modification"
-msgstr "Modificazione Risorse"
+msgstr "Modifica delle risorse"
msgid "Icon size \"%d\" is missing."
msgstr "La dimensione dell'icona \"%d\" è mancante."
@@ -17153,40 +17278,41 @@ msgid "Failed to rename temporary file \"%s\"."
msgstr "Impossibile rinominare il file temporaneo \"%s\"."
msgid "Invalid icon path."
-msgstr "Percorso icona non valido."
+msgstr "Percorso di icona non valido."
msgid "Invalid file version."
-msgstr "Versione file non valida."
+msgstr "Versione di file non valida."
msgid "Invalid product version."
-msgstr "Versione prodotto non valida."
+msgstr "Versione di prodotto non valida."
msgid "Could not find rcedit executable at \"%s\"."
-msgstr "Impossibile trovare l'eseguibile di rcedit in \"%s\"."
+msgstr "Impossibile trovare l'eseguibile rcedit in \"%s\"."
msgid "Could not find wine executable at \"%s\"."
-msgstr "Impossibile trovare l'eseguibile di wine in \"%s\"."
+msgstr "Impossibile trovare l'eseguibile wine in \"%s\"."
msgid "Invalid icon file \"%s\"."
-msgstr "Nome del file dell'icona \"%s\" non valido."
+msgstr "File di icona \"%s\" non valido."
msgid ""
"Could not start rcedit executable. Configure rcedit path in the Editor "
"Settings (Export > Windows > rcedit), or disable \"Application > Modify "
"Resources\" in the export preset."
msgstr ""
-"Impossibile avviare l'eseguibile di rcedit. Configura il percorso di rcedit "
-"nelle Impostazioni dell'editor (Export > Windows > rcedit), o disabilita "
-"\"Application > Modify Resources\" nella preimpostazione di esportazione."
+"Impossibile avviare l'eseguibile rcedit. Configura il percorso di rcedit "
+"nelle Impostazioni dell'editor (Esportazione > Windows > rcedit), o "
+"disabilita \"Applicatione > Modifica le risorse\" nella preimpostazione di "
+"esportazione."
msgid "rcedit failed to modify executable: %s."
msgstr "rcedit non è riuscito a modificare l'eseguibile: %s."
msgid "Could not find signtool executable at \"%s\"."
-msgstr "Impossibile trovare l'esegubile di signtool in \"%s\"."
+msgstr "Impossibile trovare l'esegubile signtool in \"%s\"."
msgid "Could not find osslsigncode executable at \"%s\"."
-msgstr "Impossibile trovare l'eseguible di osslsigncode in \"%s\"."
+msgstr "Impossibile trovare l'eseguible osslsigncode in \"%s\"."
msgid "No identity found."
msgstr "Nessuna identità trovata."
@@ -17195,15 +17321,15 @@ msgid "Invalid identity type."
msgstr "Tipo d'identità non trovato."
msgid "Invalid timestamp server."
-msgstr "Server timestamp non valido."
+msgstr "Server di timestamp non valido."
msgid ""
"Could not start signtool executable. Configure signtool path in the Editor "
"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export "
"preset."
msgstr ""
-"Impossibile avviare l'eseguibile di signtool. Configura il percorso di "
-"signtool nelle Impostazioni dell'editor (Export > Windows > signtool), o "
+"Impossibile avviare l'eseguibile signtool. Configura il percorso di signtool "
+"nelle Impostazioni dell'editor (Esportazione > Windows > signtool), o "
"disabilita \"Codesign\" nella preimpostazione di esportazione."
msgid ""
@@ -17211,23 +17337,24 @@ msgid ""
"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in "
"the export preset."
msgstr ""
-"Impossibile avviare l'eseguibile di osslsigncode . Configura il percorso di "
-"signtool nelle Impostazioni dell'editor (Export > Windows > osslsigncode), o "
-"disabilita \"Codesign\" nella preimpostazione di esportazione."
+"Impossibile avviare l'eseguibile osslsigncode . Configura il percorso di "
+"signtool nelle Impostazioni dell'editor (Esportazione > Windows > "
+"osslsigncode), o disabilita \"Codesign\" nella preimpostazione di "
+"esportazione."
msgid "Signtool failed to sign executable: %s."
-msgstr "Signtool ha fallito a firmare l'eseguibile: %s."
+msgstr "Firma dell'eseguibile con Signtool non riuscita: %s."
msgid "Failed to remove temporary file \"%s\"."
-msgstr "Fallito rimuovendo il file temporaneo \"%s\"."
+msgstr "Impossibile eliminare il file temporaneo \"%s\"."
msgid ""
"The rcedit tool must be configured in the Editor Settings (Export > Windows > "
"rcedit) to change the icon or app information data."
msgstr ""
"Lo strumento rcedit deve essere configurato nelle Impostazioni dell'editor "
-"(Export > Windows > rcedit) per modificare i dati dell'icona o informazioni "
-"sull'app."
+"(Esportazione > Windows > rcedit) per modificare i dati dell'icona o "
+"informazioni sull'applicazione."
msgid "Windows executables cannot be >= 4 GiB."
msgstr "Gli eseguibili di Windows non possono essere >= 4 GiB."
@@ -17239,11 +17366,19 @@ msgid "Run exported project on remote Windows system"
msgstr "Esegui il progetto esportato su un sistema Windows remoto"
msgid ""
+"A SpriteFrames resource must be created or set in the \"Sprite Frames\" "
+"property in order for AnimatedSprite2D to display frames."
+msgstr ""
+"Una risorsa SpriteFrames deve essere creata o impostata nella proprietà "
+"\"Sprite Frames\" per permettere all'AnimatedSprite2D di visualizzare i "
+"fotogrammi."
+
+msgid ""
"Only one visible CanvasModulate is allowed per canvas.\n"
"When there are more than one, only one of them will be active. Which one is "
"undefined."
msgstr ""
-"Solo un CanvasModulate è permesso per ogni canvas.\n"
+"Solo un CanvasModulate è consentito per canvas.\n"
"Quando ne è presente più di uno, solo uno sarà attivo. Quale di essi non è "
"determinato."
@@ -17252,14 +17387,14 @@ msgid ""
"\"Particles Animation\" enabled."
msgstr ""
"L'animazione di CPUParticles2D richiede l'uso di un CanvasItemMaterial con "
-"\"Animazione Particelle\" abilitata."
+"\"Animazione di Particelle\" abilitata."
msgid ""
"A material to process the particles is not assigned, so no behavior is "
"imprinted."
msgstr ""
"Non è assegnato un materiale per processare le particelle, pertanto nessun "
-"comportamento viene impresso."
+"comportamento sarà visibile."
msgid ""
"Particles2D animation requires the usage of a CanvasItemMaterial with "
@@ -17292,31 +17427,31 @@ msgstr ""
msgid ""
"An occluder polygon must be set (or drawn) for this occluder to take effect."
msgstr ""
-"Un poligono di occlusione deve essere impostato (o disegnato) affinché "
-"l'occlusore abbia effetto."
+"Un poligono di occlusione deve essere impostato (o disegnato) affinché questo "
+"occlusore abbia effetto."
msgid "The occluder polygon for this occluder is empty. Please draw a polygon."
msgstr ""
-"Il poligono per questo occluder è vuoto. Si prega di disegnare un poligono."
+"Il poligono per questo occlusore 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 "
+"Il NavigationAgent2D può essere utilizzato solo se il nodo genitore eredita "
"da Node2D."
msgid ""
"NavigationLink2D start position should be different than the end position to "
"be useful."
msgstr ""
-"La posizione iniziale di NavigationLink2D deve essere diversa da quella "
-"finale per essere utile."
+"Per essere utile, la posizione iniziale di NavigationLink2D deve essere "
+"diversa da quella finale."
msgid ""
"A NavigationMesh resource must be set or created for this node to work. "
"Please set a property or draw a polygon."
msgstr ""
-"È necessario creare o impostare una risorsa NavigationMesh affinché questo "
+"Una risorsa NavigationPolygon deve essere impostata o creata affinché questo "
"nodo funzioni. Si prega di impostare una proprietà o di disegnare un poligono."
msgid ""
@@ -17327,30 +17462,31 @@ msgstr ""
msgid "PathFollow2D only works when set as a child of a Path2D node."
msgstr ""
-"PathFollow2D funziona solamente se impostato come figlio di un nodo Path2D."
+"Il nodo PathFollow2D funziona solamente se impostato come figlio di un nodo "
+"Path2D."
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 "
"its shape."
msgstr ""
-"Questo nodo non ha una forma, non può quindi collidere o interagire con gli "
-"altri oggetti.\n"
-"Aggiungi come figlio un CollisionShape2D o un CollisionPolygon2D per definire "
-"la sua forma."
+"Questo nodo non ha una forma, non può quindi entrare in collisione o "
+"interagire con altri oggetti.\n"
+"Aggiungi come figlio un CollisionShape2D o un CollisionPolygon2D per "
+"definirne la forma."
msgid ""
"CollisionPolygon2D 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 ""
-"CollisionPolygon2D serve solo a fornire una forma di collisione a un nodo "
+"Un CollisionPolygon2D serve solo a fornire una forma di collisione a un nodo "
"derivato da CollisionObject2D. Si prega di utilizzarlo solamente come figlio "
-"di Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, ecc. per dare loro una "
+"di Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, ecc. per dare loro una "
"forma."
msgid "An empty CollisionPolygon2D has no effect on collision."
-msgstr "Un CollisionPolygon2D vuoto non ha effetti sulla collisione."
+msgstr "Un CollisionPolygon2D vuoto non ha effetto sulle collisioni."
msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode."
msgstr ""
@@ -17375,54 +17511,54 @@ msgid ""
"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, "
"CharacterBody2D, etc. to give them a shape."
msgstr ""
-"CollisionShape2D serve solo a fornire una forma di collisione a un nodo "
+"Un CollisionShape2D serve solo a fornire una forma di collisione a un nodo "
"derivato da CollisionObject2D.\n"
"Si prega di utilizzarlo solamente come figlio di Area2D, StaticBody2D, "
-"RigidBody2D, KinematicBody2D, ecc. per dare loro una forma."
+"RigidBody2D, CharacterBody2D, ecc. per dare loro una forma."
msgid ""
"A shape must be provided for CollisionShape2D to function. Please create a "
"shape resource for it!"
msgstr ""
-"È necessario fornire una forma al CollisionShape2D per farlo funzionare. Si "
-"prega di creare una risorsa forma (Shape2D)!"
+"È necessario fornire una forma affinché il CollisionShape2D funzioni. Si "
+"prega di creare una risorsa di forma (Shape2D)!"
msgid ""
"Polygon-based shapes are not meant be used nor edited directly through the "
"CollisionShape2D node. Please use the CollisionPolygon2D node instead."
msgstr ""
-"Le forme basate sui poligoni non sono dovrebbero essere usate né modificate "
-"direttamente tramite il nodo CollisionShape2D. Si prega di usare invece il "
+"Le forme basate su poligoni non si dovrebbero usare né modificare "
+"direttamente attraverso il nodo CollisionShape2D. Si prega di usare invece il "
"nodo CollisionPolygon2D."
msgid "Node A and Node B must be PhysicsBody2Ds"
-msgstr "Nodo A e Nodo B devono essere PhysicsBody2D"
+msgstr "Il Nodo A e il Nodo B devono essere di tipo PhysicsBody2D"
msgid "Node A must be a PhysicsBody2D"
-msgstr "Nodo A deve essere un PhysicsBody2D"
+msgstr "Il Nodo A deve essere un PhysicsBody2D"
msgid "Node B must be a PhysicsBody2D"
-msgstr "Nodo B deve essere un PhysicsBody2D"
+msgstr "Il Nodo B deve essere un PhysicsBody2D"
msgid "Joint is not connected to two PhysicsBody2Ds"
msgstr "Il giunto non è collegato a due PhysicsBody2D"
msgid "Node A and Node B must be different PhysicsBody2Ds"
-msgstr "Nodo A e Nodo B devono essere PhysicsBody2D diversi"
+msgstr "Il Nodo A e il Nodo B devono essere due PhysicsBody2D diversi"
msgid ""
"A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a "
"parent node!"
msgstr ""
-"Un PhysicalBone2D funziona solo se ha come genitore con uno Skeleton2D o un "
-"altro PhysicalBone2D!"
+"Un PhysicalBone2D funziona solo se ha come genitore uno Skeleton2D o un altro "
+"PhysicalBone2D!"
msgid ""
"A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! "
"Please set a Bone2D node in the inspector."
msgstr ""
-"Un PhysicalBone2D deve essere assegnato a un nodo Bone2D per poter "
-"funzionare! Si prega di impostare un nodo Bone2D nell'ispettore."
+"Un PhysicalBone2D deve essere assegnato a un nodo Bone2D per funzionare! Si "
+"prega di impostare un nodo Bone2D nell'ispettore."
msgid ""
"A PhysicalBone2D node should have a Joint2D-based child node to keep bones "
@@ -17438,38 +17574,52 @@ msgid ""
"Change the size in children collision shapes instead."
msgstr ""
"Le modifiche alle dimensioni di RigidBody2D saranno sovrascritte dal motore "
-"fisico durante l'esecuzione.\n"
-"Modifica invece le dimensioni nelle forme di collisione figlie."
+"di fisica durante l'esecuzione.\n"
+"Modifica invece le dimensioni delle forme di collisione figlio."
msgid ""
"This node cannot interact with other objects unless a Shape2D is assigned."
msgstr ""
-"Questo nodo non può interagire con altri oggetti a meno che non venga "
-"assegnato un Shape2D."
+"Questo nodo non può interagire con altri oggetti a meno che non gli venga "
+"assegnato uno Shape2D."
msgid "Path property must point to a valid Node2D node to work."
-msgstr "La proprietà path deve puntare a un nodo Node2D valido per funzionare."
+msgstr ""
+"La proprietà path deve puntare a un nodo valido di tipo Node2D per funzionare."
msgid "This Bone2D chain should end at a Skeleton2D node."
msgstr "Questa catena di Bone2D deve terminare con un nodo Skeleton2D."
msgid "A Bone2D only works with a Skeleton2D or another Bone2D as parent node."
msgstr ""
-"Un Bone2D funziona solo se avente come genitore un Skeleton2D o un altro "
-"Bone2D."
+"Un Bone2D funziona solo se ha come genitore uno Skeleton2D o un altro Bone2D."
msgid ""
"This bone lacks a proper REST pose. Go to the Skeleton2D node and set one."
msgstr ""
-"Questo osso ha bisogno di una corretta postura di RIPOSO. Vai al nodo "
-"Skeleton2D e impostane una."
+"Questo osso non ha un'adeguata posizione di RIPOSO. Vai al nodo Skeleton2D e "
+"impostane una."
+
+msgid ""
+"The TileMap node is deprecated as it is superseded by the use of multiple "
+"TileMapLayer nodes.\n"
+"To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom "
+"panel with this node selected, click the toolbox icon in the top-right corner "
+"and choose \"Extract TileMap layers as individual TileMapLayer nodes\"."
+msgstr ""
+"Il nodo TileMap è deprecato in quanto sostituito dall'uso di più nodi "
+"TileMapLayer.\n"
+"Per convertire una TileMap in una serie di nodi TileMapLayer, apri il "
+"pannello inferiore di TileMap con questo nodo selezionato, clicca sull'icona "
+"della casella degli strumenti nell'angolo in alto a destra, e scegli \"Estrai "
+"livelli di TileMap come nodi TileMapLayer\"."
msgid ""
"A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n"
"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be "
"Y-sorted as a whole with tiles from Y-sorted layers."
msgstr ""
-"Un livello ordinato per Y ha lo stesso valore Z-index di un livello non "
+"Un livello ordinato per Y ha lo stesso valore di indice Z di un livello non "
"ordinato per Y.\n"
"Questo potrebbe portare a comportamenti indesiderati, poiché un livello che "
"non è ordinato per Y verrà ordinato come un insieme, con tasselli da livelli "
@@ -17504,8 +17654,8 @@ msgid ""
"External Skeleton3D node not set! Please set a path to an external Skeleton3D "
"node."
msgstr ""
-"Nodo Esterno Skeleton3D non impostato! Si prega di impostare un percorso per "
-"un nodo esterno Skeleton3D."
+"Il nodo Skeleton3D esterno non è impostato! Si prega di impostare un percorso "
+"per un nodo Skeleton3D esterno."
msgid ""
"Parent node is not a Skeleton3D node! Please use an external Skeleton3D if "
@@ -17520,32 +17670,32 @@ msgid ""
"BoneAttachment3D node is not bound to any bones! Please select a bone to "
"attach this node."
msgstr ""
-"Il nodo BoneAttachment3D non è legato a nessun osso. Si prega di selezionare "
-"un osso per attaccare questo nodo."
+"Il nodo BoneAttachment3D non è collegato a nessun osso. Si prega di "
+"selezionare un osso a cui collegare questo nodo."
msgid "Nothing is visible because no mesh has been assigned."
-msgstr "Niente è visibile perché non è stata assegnata alcuna mesh."
+msgstr "Nulla è visibile perché non è stata assegnata alcuna mesh."
msgid ""
"CPUParticles3D animation requires the usage of a StandardMaterial3D whose "
"Billboard Mode is set to \"Particle Billboard\"."
msgstr ""
"L'animazione di CPUParticles3D richiede l'uso di uno StandardMaterial3D la "
-"cui Modalità Billboard è impostata a \"Particle Billboard\"."
+"cui modalità Billboard è impostata su \"Particle Billboard\"."
msgid ""
"Decals are only available when using the Forward+ or Mobile rendering "
"backends."
msgstr ""
-"I Decal sono disponibili solo quando si usano i backend di rendering Forward+ "
-"o Mobile."
+"Le decalcomanie sono disponibili solo quando si utilizzano i backend di "
+"rendering Forward+ o Mobile."
msgid ""
"The decal has no textures loaded into any of its texture properties, and will "
"therefore not be visible."
msgstr ""
-"Il Decal non ha texture caricate in nessuna delle sue proprietà di texture, e "
-"quindi non sarà visibile."
+"La decalcomania non ha texture caricate in nessuna delle sue proprietà di "
+"texture, e pertanto non sarà visibile."
msgid ""
"The decal has a Normal and/or ORM texture, but no Albedo texture is set.\n"
@@ -17553,32 +17703,34 @@ msgid ""
"maps onto the underlying surface.\n"
"If you don't want the Albedo texture to be visible, set Albedo Mix to 0."
msgstr ""
-"La decalcomania ha una texture dei normali e/o ORM, ma non ha alcuna texture "
+"La decalcomania ha una texture normale e/o ORM, ma non ha alcuna texture "
"albedo impostata.\n"
-"È richiesta una texture albedo con un canale alfa per fondere le mappe dei "
+"È necessaria una texture albedo con un canale alfa per fondere le mappe di "
"normali/ORM sulla superficie sottostante.\n"
-"Se non è voluto che la texture albedo sia visibile, impostare Albedo Mix su 0."
+"Se non si desidera che la texture albedo sia visibile, impostare l'Albedo Mix "
+"su 0."
msgid ""
"The decal's Cull Mask has no bits enabled, which means the decal will not "
"paint objects on any layer.\n"
"To resolve this, enable at least one bit in the Cull Mask property."
msgstr ""
-"La Cull Mask del Decal non ha bit abilitati, il che significa che il decal "
-"non dipingerà oggetti su qualsiasi livello.\n"
-"Per risolvere questo problema, abilita almeno un bit nella proprietà Cull "
-"Mask."
+"La maschera di culling della decalcomania non ha bit abilitati, il che "
+"significa che la decalcomania non dipingerà oggetti su qualsiasi strato.\n"
+"Per risolvere questo problema, abilitare almeno un bit nella proprietà "
+"maschera di culling."
msgid "Fog Volumes are only visible when using the Forward+ backend."
msgstr ""
-"I volumi di nebbia sono visibili solo quando si usa il backend Forward+."
+"I volumi di nebbia sono visibili solo quando si usa il backend di rendering "
+"Forward+."
msgid ""
"Fog Volumes need volumetric fog to be enabled in the scene's Environment in "
"order to be visible."
msgstr ""
-"I volumi di nebbia hanno bisogno della nebbia volumetrica nell'Environment "
-"della scena per poter essere visibili."
+"I volumi di nebbia hanno bisogno della nebbia volumetrica abilitata "
+"nell'ambiente della scena per essere visibili."
msgid "Nothing is visible because meshes have not been assigned to draw passes."
msgstr "Nulla é visibile perché le mesh non sono state assegnate ai draw pass."
@@ -17588,37 +17740,37 @@ msgid ""
"Mode is set to \"Particle Billboard\"."
msgstr ""
"L'animazione di particelle richiede l'uso di un BaseMaterial3D la cui "
-"Modalità Billboard è impostata a Particle Billboard\"."
+"modalità Billboard è impostata su \"Particle Billboard\"."
msgid ""
"Using Trail meshes with a skin causes Skin to override Trail poses. Suggest "
"removing the Skin."
msgstr ""
-"Usando mesh di tipo Trail con skin, causa la sovrascrittura delle pose Trail "
-"con le Skin. Suggeriamo di rimuovere la Skin."
+"L'uso delle mesh di tipo Trail con una skin fa sì che la Skin abbia la "
+"precedenza sulle pose Trail. Si consiglia di rimuovere la Skin."
msgid "Trails active, but neither Trail meshes or a Skin were found."
-msgstr "Scie attive, ma non sono state trovate né Trail mesh o una Skin."
+msgstr "Scie attive, ma non sono state trovate né mesh di Trail né una Skin."
msgid ""
"Only one Trail mesh is supported. If you want to use more than a single mesh, "
"a Skin is needed (see documentation)."
msgstr ""
-"Solo un Trail mesh è supportato. Se si desidera usare più di un singolo mesh, "
-"è necessaria una Skin (vedi documentazione)."
+"Solo una mesh Trail è supportata. Se si desidera usare più di una singola "
+"mesh, è necessaria una Skin (vedi documentazione)."
msgid ""
"Trails enabled, but one or more mesh materials are either missing or not set "
"for trails rendering."
msgstr ""
-"Scie attive, ma mancano uno o più materiali per mesh o non sono impostati per "
-"il rendering delle scie."
+"Scie attive, ma uno o più materiali di mesh mancano oppure non sono impostati "
+"per il rendering delle scie."
msgid ""
"Particle sub-emitters are only available when using the Forward+ or Mobile "
"rendering backends."
msgstr ""
-"I sotto-emettitori di particelle sono disponibili solo quando si usano i "
+"I sotto-emettitori di particelle sono disponibili solo quando si utilizzano i "
"backend di rendering Forward+ o Mobile."
msgid ""
@@ -17626,23 +17778,25 @@ msgid ""
"collision for this GPUParticlesCollisionSDF3D.\n"
"To resolve this, enable at least one bit in the Bake Mask property."
msgstr ""
-"La Bake Mask non ha bit abilitati, ciò significa che il baking non produrrà "
-"alcuna collisione per questo GPUParticlesCollisionSDF3D.\n"
-"Per risolvere questo problema, abilita almeno un bit nella proprietà Bake "
-"Mask."
+"La maschera di precalcolo non ha bit abilitati, il che significa che il "
+"precalcolo non produrrà alcuna collisione per questo "
+"GPUParticlesCollisionSDF3D.\n"
+"Per risolvere questo problema, abilita almeno un bit nella proprietà maschera "
+"di precalcolo."
msgid "A light's scale does not affect the visual size of the light."
msgstr "La scala di una luce non altera la sua dimensione visiva."
msgid "Projector texture only works with shadows active."
-msgstr "Le texture proiettate funzionano solo con le ombre attive."
+msgstr "Le texture di proiettore funzionano solo con le ombre attive."
msgid ""
"Projector textures are not supported when using the GL Compatibility backend "
"yet. Support will be added in a future release."
msgstr ""
-"Le texture Projector non sono ancora supportate quando si usa la "
-"compatibilità backend GL. Il supporto verrà aggiunto in rilasci futuri."
+"Le texture di proiettore non sono ancora supportate quando si utilizza il "
+"backend di compatibilità GL. Il supporto verrà aggiunto in una versione "
+"futura."
msgid "A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."
msgstr ""
@@ -17650,7 +17804,7 @@ msgstr ""
"ombre."
msgid "Finding meshes, lights and probes"
-msgstr "Cercando mesh, luci e sonde"
+msgstr "Ricerca di mesh, luci e sonde"
msgid "Preparing geometry %d/%d"
msgstr "Preparando la geometria %d/%d"
@@ -17668,7 +17822,7 @@ msgid "Preparing Environment"
msgstr "Preparando l'ambiente"
msgid "Generating Probe Volumes"
-msgstr "Generando i volumi sonda"
+msgstr "Generando i volumi di sonda"
msgid "Generating Probe Acceleration Structures"
msgstr "Generando le strutture di accelerazione delle sonde"
@@ -17677,21 +17831,21 @@ msgid ""
"Lightmap can only be baked from a device that supports the RD backends. "
"Lightmap baking may fail."
msgstr ""
-"La Lightmap può essere prepocessata solo da un dispositivo che supporta i "
-"backend RD. La preprocessura della Lightmap potrebbe fallire."
+"La Lightmap può essere precalcolata solo da un dispositivo che supporta i "
+"backend RD. Il precalcolo della Lightmap potrebbe fallire."
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 "
-"Node3D."
+"Il NavigationAgent3D può essere utilizzato solo se il nodo genitore eredita "
+"da Node3D."
msgid ""
"NavigationLink3D start position should be different than the end position to "
"be useful."
msgstr ""
-"La posizione iniziale di NavigationLink3D deve essere diversa da quella "
-"finale per essere utile."
+"Per essere utile, la posizione iniziale di NavigationLink3D deve essere "
+"diversa da quella finale."
msgid ""
"Occlusion culling is disabled in the Project Settings, which means occlusion "
@@ -17700,19 +17854,19 @@ msgid ""
"Culling > Use Occlusion Culling."
msgstr ""
"L'Occlusion Culling è disabilitato nelle Impostazioni del progetto, ciò "
-"significa che l'occlusion culling non verrà eseguito nella viewport root.\n"
-"Per risolvere questo problema, apri le Impostazioni del progetto e abilita il "
-"Rendering > Occlusion Culling > Use Occlusion Culling."
+"significa che l'occlusion culling non verrà eseguito nella viewport radice.\n"
+"Per risolvere questo problema, apri le Impostazioni del progetto e abilita "
+"Rendering > Occlusion Culling > Usa Occlusion Culling."
msgid ""
"The Bake Mask has no bits enabled, which means baking will not produce any "
"occluder meshes for this OccluderInstance3D.\n"
"To resolve this, enable at least one bit in the Bake Mask property."
msgstr ""
-"La Bake Mask non ha bit abilitati, ciò significa che il baking non produrrà "
-"alcuna collisione per questo OccluderInstance3D.\n"
-"Per risolvere questo problema, abilita almeno un bit nella proprietà Bake "
-"Mask."
+"La maschera di precalcolo non ha bit abilitati, il che significa che il "
+"precalcolo non produrrà alcuna collisione per questo OccluderInstance3D.\n"
+"Per risolvere questo problema, abilita almeno un bit nella proprietà maschera "
+"di precalcolo."
msgid ""
"No occluder mesh is defined in the Occluder property, so no occlusion culling "
@@ -17721,11 +17875,11 @@ msgid ""
"types or bake the scene meshes by selecting the OccluderInstance3D and "
"pressing the Bake Occluders button at the top of the 3D editor viewport."
msgstr ""
-"Nessun occluder mesh è definito nella proprietà Occluder, perciò nessun "
-"occlusion culling verrà eseguito usando questo OccluderInstance3D.\n"
+"Nessuna mesh d'occlusione è definita nella proprietà Occluder, perciò nessun "
+"occlusion culling verrà eseguito utilizzando questo OccluderInstance3D.\n"
"Per risolvere questo problema, imposta la proprietà Occluder a uno dei tipi "
-"di occluder primitivi o preprocessa i mesh della scena selezionando "
-"l'OccluderInstance3D e premendo il bottone \"Preprocessa occlusori\" in alto "
+"di occlusori primitivi, o precalcola le mesh della scena selezionando "
+"l'OccluderInstance3D e premendo il pulsante \"Precalcola occlusori\" in alto "
"alla vista dell'editor 3D."
msgid ""
@@ -17734,10 +17888,11 @@ msgid ""
"To generate a proper occluder mesh, select the OccluderInstance3D then use "
"the Bake Occluders button at the top of the 3D editor viewport."
msgstr ""
-"L'occluder mesh ha meno di 3 vertici, perciò nessun occlusion culling verrà "
-"eseguito usando questo OccluderInstance3D.\n"
-"Per generare un occluder mesh appropriato, seleziona l'OccluderInstance3D e "
-"premi il bottone \"Preprocessa occlusori\" in alto alla vista dell'editor 3D."
+"La mesh d'occlusione ha meno di 3 vertici, perciò nessun occlusion culling "
+"verrà eseguito utilizzando questo OccluderInstance3D.\n"
+"Per generare una mesh d'occlusione appropriata, seleziona "
+"l'OccluderInstance3D e premi il bottone \"Precalcola occlusori\" in alto alla "
+"vista dell'editor 3D."
msgid ""
"The polygon occluder has less than 3 vertices, so no occlusion culling will "
@@ -17745,31 +17900,32 @@ msgid ""
"Vertices can be added in the inspector or using the polygon editing tools at "
"the top of the 3D editor viewport."
msgstr ""
-"Il polygon occluder ha meno di 3 vertici, perciò nessun occlusion culling "
-"verrà eseguito usando questo OccluderInstance3D.\n"
-"È possibile aggiungere vertici nell'ispettore o usando gli strumenti di "
-"modifica poligono in alto alla vista dell'editor 3D."
+"Il polygon d'occlusione ha meno di 3 vertici, perciò nessun occlusion culling "
+"verrà eseguito utilizzando questo OccluderInstance3D.\n"
+"È possibile aggiungere vertici nell'ispettore o attraverso gli strumenti di "
+"modifica di poligoni in alto alla vista dell'editor 3D."
msgid "PathFollow3D only works when set as a child of a Path3D node."
msgstr ""
-"PathFollow3D funziona solamente se impostato come child di un nodo Path3D."
+"Il nodo PathFollow3D funziona solamente se impostato come figlio di un nodo "
+"Path3D."
msgid ""
"PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its "
"parent Path3D's Curve resource."
msgstr ""
-"Il flag ROTATION_ORIENTED di PathFollow3D richiede che \"Up Vector\" sia "
-"abilitato nella risorsa Curve del Path3D genitore."
+"Il flag ROTATION_ORIENTED del PathFollow3D richiede che \"Up Vector\" sia "
+"abilitato nella risorsa di curva del Path3D genitore."
msgid ""
"This node has no shape, so it can't collide or interact with other objects.\n"
"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define "
"its shape."
msgstr ""
-"Questo nodo non ha una forma, non può quindi collidere o interagire con gli "
-"altri oggetti.\n"
-"Aggiungi come figlio un CollisionShape3D o un CollisionPolygon3D per definire "
-"la sua forma."
+"Questo nodo non ha una forma, non può quindi entrare in collisione o "
+"interagire con altri oggetti.\n"
+"Aggiungi come figlio un CollisionShape3D o un CollisionPolygon3D per "
+"definirne la forma."
msgid ""
"With a non-uniform scale this node will probably not function as expected.\n"
@@ -17779,7 +17935,7 @@ msgstr ""
"Con una scala non uniforme questo nodo probabilmente non funzionerà come "
"previsto.\n"
"Si prega di rendere la sua scala uniforme (cioè la stessa su tutti gli assi), "
-"e di invece cambiare le dimensioni delle forme di collisione figlie."
+"e di invece cambiare le dimensioni delle forme di collisione figlio."
msgid ""
"CollisionPolygon3D only serves to provide a collision shape to a "
@@ -17787,13 +17943,13 @@ msgid ""
"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, "
"CharacterBody3D, etc. to give them a shape."
msgstr ""
-"CollisionPolygon3D serve solo a fornire una forma di collisione a un nodo "
+"Un CollisionPolygon3D serve solo a fornire una forma di collisione a un nodo "
"derivato da CollisionObject3D.\n"
"Si prega di utilizzarlo solamente come figlio di Area3D, StaticBody3D, "
"RigidBody3D, CharacterBody3D, ecc. per dare loro una forma."
msgid "An empty CollisionPolygon3D has no effect on collision."
-msgstr "Un CollisionPolygon3D vuoto non ha effetti sulla collisione."
+msgstr "Un CollisionPolygon3D vuoto non ha effetto sulle collisioni."
msgid ""
"A non-uniformly scaled CollisionPolygon3D node will probably not function as "
@@ -17812,17 +17968,17 @@ msgid ""
"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, "
"CharacterBody3D, etc. to give them a shape."
msgstr ""
-"CollisionShape3D serve solo a fornire una forma di collisione a un nodo "
+"Un CollisionShape3D serve solo a fornire una forma di collisione a un nodo "
"derivato da CollisionObject3D.\n"
-"Si prega di utilizzarlo solamente come child di Area3D, StaticBody3D, "
+"Si prega di utilizzarlo solamente come figlio di Area3D, StaticBody3D, "
"RigidBody3D, CharacterBody3D, ecc. per dare loro una forma."
msgid ""
"A shape must be provided for CollisionShape3D to function. Please create a "
"shape resource for it."
msgstr ""
-"È necessario fornire una forma al CollisionShape3D per farlo funzionare. Si "
-"prega di creare una risorsa forma (Shape3D)."
+"È necessario fornire una forma affinché il CollisionShape3D funzioni. Si "
+"prega di creare una risorsa di forma."
msgid ""
"When used for collision, ConcavePolygonShape3D is intended to work with "
@@ -17830,24 +17986,25 @@ msgid ""
"It will likely not behave well for %ss (except when frozen and freeze_mode "
"set to FREEZE_MODE_STATIC)."
msgstr ""
-"Quando utilizzato per collisioni, ConcavePolygonShape3D è destinato a "
+"Quando utilizzato per collisioni, ConcavePolygonShape3D è progettato per "
"funzionare con i nodi CollisionObject3D statici come StaticBody3D.\n"
-"Probabilmente non si comporterà bene per %s (eccetto quando frozen è "
-"abilitato e freeze_mode è impostato a FREEZE_MODE_STATIC)."
+"Probabilmente non si comporterà bene per %s (eccetto quando congelato e "
+"freeze_mode è impostato a FREEZE_MODE_STATIC)."
msgid ""
"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static."
msgstr ""
-"WorldBoundaryShape3D non supporta RigidBody3D in modalità diverse da static."
+"WorldBoundaryShape3D non supporta RigidBody3D in modalità diverse dalla "
+"modalità statica."
msgid ""
"When used for collision, ConcavePolygonShape3D is intended to work with "
"static CollisionObject3D nodes like StaticBody3D.\n"
"It will likely not behave well for CharacterBody3Ds."
msgstr ""
-"Quando utilizzato per collisioni, ConcavePolygonShape3D è destinato a "
+"Quando utilizzato per collisioni, ConcavePolygonShape3D è progettato per "
"funzionare con i nodi CollisionObject3D statici come StaticBody3D.\n"
-"Probabilmente non si comporterà bene per nodi CharacterBody3D."
+"Probabilmente non si comporterà bene per i nodi CharacterBody3D."
msgid ""
"A non-uniformly scaled CollisionShape3D node will probably not function as "
@@ -17858,31 +18015,31 @@ msgstr ""
"Un nodo CollisionShape3D con una scala non uniforme probabilmente non "
"funzionerà come previsto.\n"
"Si prega di rendere la sua scala uniforme (cioè la stessa su tutti gli assi), "
-"e di invece cambiare le dimensioni della sua risorsa forma."
+"e di invece cambiare le dimensioni della sua risorsa di forma."
msgid "Node A and Node B must be PhysicsBody3Ds"
-msgstr "Il nodo A e il nodo B devono essere PhysicsBody3D"
+msgstr "Il Nodo A e il Nodo B devono essere di tipo PhysicsBody3D"
msgid "Node A must be a PhysicsBody3D"
-msgstr "Il nodo A deve essere un PhysicsBody3D"
+msgstr "Il Nodo A deve essere un PhysicsBody3D"
msgid "Node B must be a PhysicsBody3D"
-msgstr "Il nodo B deve essere un PhysicsBody3D"
+msgstr "Il Nodo B deve essere un PhysicsBody3D"
msgid "Joint is not connected to any PhysicsBody3Ds"
msgstr "Il giunto non è collegato ad alcun PhysicsBody3D"
msgid "Node A and Node B must be different PhysicsBody3Ds"
-msgstr "Il nodo A e il nodo B devono essere due PhysicsBody3D diversi"
+msgstr "Il Nodo A e il Nodo B devono essere due PhysicsBody3D diversi"
msgid ""
"Scale changes to RigidBody3D will be overridden by the physics engine when "
"running.\n"
"Please change the size in children collision shapes instead."
msgstr ""
-"Le modifiche alle dimensioni di RigidBody3D saranno sovrascritte dal motore "
-"fisico durante l'esecuzione.\n"
-"Modifica invece le dimensioni nelle forme di collisione figlie."
+"Le modifiche alla scala di RigidBody3D saranno sovrascritte dal motore di "
+"fisica durante l'esecuzione.\n"
+"Modifica invece le dimensioni delle forme di collisione figlio."
msgid ""
"This node cannot interact with other objects unless a Shape3D is assigned."
@@ -17895,14 +18052,14 @@ msgid ""
"reported."
msgstr ""
"ShapeCast3D non supporta i ConcavePolygonShape3D. Le collisioni non verranno "
-"segnalate."
+"riportate."
msgid ""
"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please "
"use it as a child of a VehicleBody3D."
msgstr ""
-"VehicleWheel3D serve a fornire un sistema di ruote a un VehicleBody3D. Per "
-"favore, usarlo come figlio di un VehicleBody3D."
+"VehicleWheel3D consente di fornire un sistema di ruote a un VehicleBody3D. "
+"Per favore, usarlo come figlio di un VehicleBody3D."
msgid ""
"The \"Remote Path\" property must point to a valid Node3D or Node3D-derived "
@@ -17915,20 +18072,28 @@ msgid ""
"Skeleton3D node not set! SkeletonModifier3D must be child of Skeleton3D or "
"set a path to an external skeleton."
msgstr ""
-"Nodo Skeleton3D non impostato! Rendi SkeletonModifier3D un figlio di "
-"Skeleton3D o imposta un percorso per uno scheletro esterno."
+"Un nodo Skeleton3D non è impostato! Rendi SkeletonModifier3D un figlio di "
+"Skeleton3D o imposta un percorso verso uno scheletro esterno."
msgid "This body will be ignored until you set a mesh."
msgstr "Questo corpo verrà ignorato finché non imposterai una mesh."
msgid ""
+"A SpriteFrames resource must be created or set in the \"Sprite Frames\" "
+"property in order for AnimatedSprite3D to display frames."
+msgstr ""
+"Una risorsa SpriteFrames deve essere creata o impostata nella proprietà "
+"\"Sprite Frames\" per permettere all'AnimatedSprite3D di visualizzare i "
+"fotogrammi."
+
+msgid ""
"The GeometryInstance3D visibility range's End distance is set to a non-zero "
"value, but is lower than the Begin distance.\n"
"This means the GeometryInstance3D will never be visible.\n"
"To resolve this, set the End distance to 0 or to a value greater than the "
"Begin distance."
msgstr ""
-"La distanza di fine del raggio di visibilità di GeometryInstance3D è "
+"La distanza di fine dell'intervallo di visibilità di GeometryInstance3D è "
"impostata a un valore che non è zero, ma è inferiore della distanza di "
"inizio.\n"
"Ciò significa che il GeometryInstance3D non sarà mai visible.\n"
@@ -17941,9 +18106,9 @@ msgid ""
"To resolve this, increase Visibility Range Begin Margin above 0."
msgstr ""
"Il GeometryInstance3D è configurato per apparire agevolmente da lontano, ma "
-"la distanza di transizione dissolvenza è impostata a 0.\n"
-"Per risolvere questo problema, aumenta il margine di inizio del raggio di "
-"visibilità al di sopra di 0."
+"la distanza di transizione in dissolvenza è impostata a 0.\n"
+"Per risolvere questo problema, aumenta il margine di inizio dell'intervallo "
+"di visibilità a un valore superiore a 0."
msgid ""
"The GeometryInstance3D is configured to fade out smoothly over distance, but "
@@ -17951,39 +18116,39 @@ msgid ""
"To resolve this, increase Visibility Range End Margin above 0."
msgstr ""
"Il GeometryInstance3D è configurato per svanire agevolmente da lontano, ma la "
-"distanza di transizione dissolvenza è impostata a 0.\n"
-"Per risolvere questo problema, aumenta il margine di fine del raggio di "
-"visibilità al di sopra di 0."
+"distanza di transizione in dissolvenza è impostata a 0.\n"
+"Per risolvere questo problema, aumenta il margine di fine dell'intervallo di "
+"visibilità a un valore superiore a 0."
msgid ""
"GeometryInstance3D transparency is only available when using the Forward+ "
"rendering method."
msgstr ""
-"La trasparenza per GeometryInstance3D è disponibile solo quando si usa il "
-"metodo di rendering Forward+."
+"La trasparenza per GeometryInstance3D è disponibile solo quando si utilizza "
+"il metodo di rendering Forward+."
msgid ""
"GeometryInstance3D visibility range transparency fade is only available when "
"using the Forward+ rendering method."
msgstr ""
"La trasparenza della diffusione a distanza per GeometryInstance3D è "
-"disponibile solo quando si usa il metodo di rendering Forward+."
+"disponibile solo quando si utilizza il metodo di rendering Forward+."
msgid "Plotting Meshes"
-msgstr "Tracciando Meshes"
+msgstr "Pianificando i mesh"
msgid "Finishing Plot"
-msgstr "Trama finale"
+msgstr "Finalizzazione della pianificazione"
msgid "Generating Distance Field"
-msgstr "Generando Distance Field"
+msgstr "Generando il campo di distanza"
msgid ""
"VoxelGI nodes are not supported when using the GL Compatibility backend yet. "
"Support will be added in a future release."
msgstr ""
"I nodi VoxelGI non sono supportati ancora quando si utilizza il backend di "
-"Compatibilità GL. Supporto verrà aggiunto in una futura versione."
+"Compatibilità GL. La funzionalità verrà aggiunta in una versione futura."
msgid ""
"No VoxelGI data set, so this node is disabled. Bake static objects to enable "
@@ -17997,15 +18162,15 @@ msgid ""
"property to contain an Environment, its \"Camera Attributes\" property to "
"contain a CameraAttributes resource, or both."
msgstr ""
-"Per avere un effetto visibile, WordEnvironment richiede che la sua proprietà "
-"\"Environment\" contenga un Environment, la sua proprietà \"Camera "
-"Attributes\" contenga una risorsa CameraAttributes, o entrambi ."
+"Per avere un effetto visibile, il WordEnvironment richiede che la sua "
+"proprietà \"Environment\" contenga un Environment, la sua proprietà \"Camera "
+"Attributes\" contenga una risorsa CameraAttributes, oppure entrambi."
msgid ""
"Only one WorldEnvironment is allowed per scene (or set of instantiated "
"scenes)."
msgstr ""
-"Solamente un WorldEnvironment è consentito per scena (o insieme di scene "
+"Un solo WorldEnvironment è consentito per scena (o un insieme di scene "
"istanziate)."
msgid ""
@@ -18023,7 +18188,7 @@ msgstr ""
"genitore."
msgid "No tracker name is set."
-msgstr "Nessun nome del tracker impostato."
+msgstr "Nessun nome del tracciatore impostato."
msgid "No pose is set."
msgstr "Nessuna posa è impostata."
@@ -18038,7 +18203,7 @@ msgid ""
msgstr ""
"Gli shader XR non sono abilitati nelle Impostazioni del progetto. L'uscita "
"stereoscopica non è supportata a meno che non siano attivi. Si prega di "
-"abilitare `xr/shaders/enabled` per utilizzare l'output stereoscopico."
+"abilitare `xr/shaders/enabled` per utilizzare l'uscita stereoscopica."
msgid "On BlendTree node '%s', animation not found: '%s'"
msgstr "Sul nodo BlendTree \"%s\", animazione non trovata: \"%s\""
@@ -18047,19 +18212,19 @@ msgid "Animation not found: '%s'"
msgstr "Animazione non trovata: \"%s\""
msgid "Animation Apply Reset"
-msgstr "Applica Reset all'animazione"
+msgstr "Applica un reset di animazione"
msgid "Nothing connected to input '%s' of node '%s'."
-msgstr "Niente collegato all'input \"%s\" del nodo \"%s\"."
+msgstr "Niente collegato all'ingresso \"%s\" del nodo \"%s\"."
msgid "No root AnimationNode for the graph is set."
-msgstr "Non è stata impostata alcuna radice AnimationNode per il grafico."
+msgstr "Nessun nodo AnimationNode radice impostato per il grafico."
msgid ""
"ButtonGroup is intended to be used only with buttons that have toggle_mode "
"set to true."
msgstr ""
-"ButtonGroup è destinato ad essere utilizzato solo con bottoni che hanno "
+"ButtonGroup è progettato a essere utilizzato solo con pulsanti che hanno "
"toggle_mode impostato a true."
msgid "Copy this constructor in a script."
@@ -18074,15 +18239,15 @@ msgid ""
"If you don't intend to add a script, use a plain Control node instead."
msgstr ""
"Il Container di per sé non serve a nulla, a meno che uno script non configuri "
-"il suo comportamento di posizionamento figli.\n"
-"Se non intendi aggiungere uno script, utilizza invece un semplice nodo "
-"Control."
+"il suo comportamento di posizionamento dei figli.\n"
+"Se non intendi aggiungere uno script, utilizza invece un nodo semplice di "
+"tipo Control."
msgid ""
"The Hint Tooltip won't be displayed as the control's Mouse Filter is set to "
"\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"."
msgstr ""
-"Il Tooltip non apparirà poiché la proprietà Mouse Filter del Control è "
+"Il tooltip non apparirà poiché la proprietà Mouse Filter del controllo è "
"impostata su \"Ignore\". Per risolvere questo problema, imposta Mouse Filter "
"su \"Stop\" o \"Pass\"."
@@ -18099,7 +18264,7 @@ msgid ""
"Labels with autowrapping enabled must have a custom minimum size configured "
"to work correctly inside a container."
msgstr ""
-"I nodi Label con ritorno a capo automatico abilitato devono avere delle "
+"I nodi Label con avvolgimento automatico abilitato devono avere delle "
"dimensioni minime configurate per funzionare correttamente dentro un nodo "
"Container."
@@ -18128,9 +18293,9 @@ msgid ""
"intended content.\n"
"Consider adding a SubViewport as a child to provide something displayable."
msgstr ""
-"Questo nodo non ha un SubViewport come child, quindi non può mostrare il suo "
+"Questo nodo non ha un SubViewport come figlio, quindi non può mostrare il suo "
"contenuto previsto.\n"
-"Considera di aggiungere un SubViewport come child per fornire qualcosa di "
+"Considera di aggiungere un SubViewport come figlio per fornire qualcosa di "
"visualizzabile."
msgid ""
@@ -18167,20 +18332,20 @@ msgid ""
"is available again. It can hence be safely re-saved without risk of data loss."
msgstr ""
"I dati del nodo originale sono stati preservati come segnaposto finché il "
-"tipo di questo nodo non è di nuovo dispoinibile. Esso può essere perciò "
+"tipo di questo nodo non è di nuovo disponibile. Esso può essere quindi "
"risalvato senza rischiare perdite di dati."
msgid "Unrecognized missing node. Check scene dependency errors for details."
msgstr ""
"Nodo mancante non riconosciuto. Controlla gli errori di dipendenze della "
-"scena per più dettagli."
+"scena per i dettagli."
msgid ""
"This node is marked as deprecated and will be removed in future versions.\n"
"Please check the Godot documentation for information about migration."
msgstr ""
-"Questo nodo è segnato come deprecato e verrà rimosso in versioni future.\n"
-"Per favore controllare la documentazione di Godot per informazioni sulla "
+"Questo nodo è segnato come deprecato e verrà rimosso nelle versioni future.\n"
+"Si prega di consultare la documentazione di Godot per informazioni sulla "
"migrazione."
msgid ""
@@ -18188,14 +18353,14 @@ msgid ""
"changes in future versions."
msgstr ""
"Questo nodo è segnato come sperimentale e potrebbe essere soggetto a "
-"rimozioni o cambiamenti maggiori in versioni future."
+"rimozioni o cambiamenti maggiori nelle versioni future."
msgid ""
"ShaderGlobalsOverride is not active because another node of the same type is "
"in the scene."
msgstr ""
-"ShaderGlobalsOverride non è attivo perché un altro nodo dello stesso tipo è "
-"presente nella scena."
+"Lo ShaderGlobalsOverride non è attivo perché un altro nodo dello stesso tipo "
+"è presente nella scena."
msgid ""
"Very low timer wait times (< 0.05 seconds) may behave in significantly "
@@ -18203,17 +18368,17 @@ msgid ""
"Consider using a script's process loop instead of relying on a Timer for very "
"low wait times."
msgstr ""
-"I tempi d'attesa dei Timer molto brevi (< 0.05 seconds) potrebbero "
-"comportarsi in modo poco incoerente, a seconda del framerate di rendering o "
-"fisico.\n"
-"Si consiglia invece di affidarsi ad uno script per tempi d'attesa molto brevi."
+"I tempi d'attesa dei timer molto brevi (< 0.05 seconds) potrebbero "
+"comportarsi in modo molto diverso, a seconda del frame rate di rendering o di "
+"fisica.\n"
+"Si consiglia invece di affidarsi a uno script per tempi d'attesa molto brevi."
msgid ""
"The Viewport size must be greater than or equal to 2 pixels on both "
"dimensions to render anything."
msgstr ""
"La dimensione del Viewport deve essere maggiore o uguale a 2 pixel su "
-"entrambi i lati per visualizzare qualcosa."
+"entrambi i lati per poter renderizzare."
msgid ""
"An incoming node's name clashes with %s already in the scene (presumably, "
@@ -18222,14 +18387,14 @@ msgid ""
msgstr ""
"Il nome di un nodo in arrivo si scontra con %s che è già presente nella scena "
"(presumibilmente, da un'istanza più nidificata).\n"
-"Il nodo meno nidificato sarà rinominato. Si prega di risolvere e ri-salvare "
-"la scena."
+"Il nodo meno nidificato sarà rinominato. Si prega di risolvere e risalvare la "
+"scena."
msgid ""
"Shader keywords cannot be used as parameter names.\n"
"Choose another name."
msgstr ""
-"Le parole chiave degli shader non possono essere utilizzate come nomi di "
+"Le parole chiave di shader non possono essere utilizzate come nomi di "
"parametri.\n"
"Scegli un altro nome."
@@ -18254,14 +18419,14 @@ msgid ""
"The sampler port is connected but not used. Consider changing the source to "
"'SamplerPort'."
msgstr ""
-"La porta del sampler è connessa ma mai usata. Considera di cambiare la "
+"La porta del campionatore è connessa ma mai usata. Considera di cambiare la "
"sorgente a \"SamplerPort\"."
msgid "Invalid source for preview."
msgstr "Sorgente non valida per l'anteprima."
msgid "Invalid source for shader."
-msgstr "Sorgente non valida per la shader."
+msgstr "Sorgente non valida per lo shader."
msgid "Invalid operator for that type."
msgstr "Operatore non valido per quel tipo."
@@ -18270,15 +18435,15 @@ msgid ""
"`%s` precision mode is not available for `gl_compatibility` profile.\n"
"Reverted to `None` precision."
msgstr ""
-"Modalità di precisione `%s` non è disponibile per il "
-"profilo`gl_compatibility`.\n"
+"Modalità di precisione `%s` non è disponibile per il profilo "
+"`gl_compatibility`.\n"
"Ripristinata alla precisione `None`."
msgid "'%s' type is incompatible with '%s' source."
-msgstr "Tipo '%s' non è compatibile con sorgente '%s'."
+msgstr "Il tipo '%s' non è compatibile con la sorgente '%s'."
msgid "'%s' default color is incompatible with '%s' source."
-msgstr "Colore predefinito '%s' non è compatibile con sorgente '%s'."
+msgstr "Il colore predefinito '%s' non è compatibile con la sorgente '%s'."
msgid "Default Color"
msgstr "Colore predefinito"
@@ -18322,7 +18487,7 @@ msgstr ""
"L'argomento %d della funzione '%s' non è una variabile, array, o membro."
msgid "Varyings cannot be passed for the '%s' parameter."
-msgstr "Le variabili non possono essere passate per il parametro \"%s\"."
+msgstr "I varying non possono essere passati per il parametro \"%s\"."
msgid "A constant value cannot be passed for the '%s' parameter."
msgstr "Un valore costante non può essere passato per il parametro \"%s\"."
@@ -18372,39 +18537,49 @@ msgid "Expected constant expression."
msgstr "Prevista un'espressione costante."
msgid "Expected ',' or ')' after argument."
-msgstr "Prevista una \",\" o una \")\" dopo un argomento."
+msgstr "Prevista una \",\" o una \")\" dopo l'argomento."
msgid "Varying may not be assigned in the '%s' function."
-msgstr "Le variabili non possono essere assegnate nella funzione '%s'."
+msgstr "I varying non possono essere assegnati nella funzione '%s'."
msgid ""
"Varying with '%s' data type may only be assigned in the 'fragment' function."
msgstr ""
-"Le variabili di tipo dato '%s' possono solo essere assegnate nella funzione "
-"'fragment'."
+"I varying con un tipo di dato '%s' possono solamente essere assegnate nella "
+"funzione 'fragment'."
msgid ""
"Varyings which assigned in 'vertex' function may not be reassigned in "
"'fragment' or 'light'."
msgstr ""
-"Le varianti assegnate nella funzione 'vertex' non possono essere riassegnate "
-"in 'fragment' o 'light'."
+"I varying assegnati nella funzione 'vertex' non possono essere riassegnati "
+"nelle funzioni 'fragment' o 'light'."
msgid ""
"Varyings which assigned in 'fragment' function may not be reassigned in "
"'vertex' or 'light'."
msgstr ""
-"Le varianti assegnate nella funzione 'fragment' non possono essere "
-"riassegnate in 'vertex' o 'light'."
+"I varying assegnate nella funzione 'fragment' non possono essere riassegnati "
+"nelle funzioni 'vertex' o 'light'."
+
+msgid "'%s' cannot be used within the '%s' processor function."
+msgstr "'%s' non può essere utilizzato nella funzione processore '%s'."
+
+msgid ""
+"'%s' cannot be used here, because '%s' is called by the '%s' processor "
+"function (which is not allowed)."
+msgstr ""
+"'%s' non può essere utilizzato qui, perché '%s' viene chiamato dalla funzione "
+"processore '%s' (il quale non è consentito)."
msgid "Assignment to function."
-msgstr "Assegnazione a funzione."
+msgstr "Assegnazione a una funzione."
msgid "Swizzling assignment contains duplicates."
-msgstr "Assegnazione tramite swizzling contiene duplicati."
+msgstr "L'assegnazione con swizzling contiene duplicati."
msgid "Assignment to uniform."
-msgstr "Assegnazione a uniforme."
+msgstr "Assegnazione a un'uniforme."
msgid "Constants cannot be modified."
msgstr "Le constanti non possono essere modificate."
@@ -18413,23 +18588,32 @@ msgid ""
"Sampler argument %d of function '%s' called more than once using both built-"
"ins and uniform textures, this is not supported (use either one or the other)."
msgstr ""
-"Argomento sampler %d della funzione '%s' è chiamato più di una volta "
-"utilizzando sia built-in che uniform texture, questo non è supportato (usa "
-"uno o l'altro)."
+"L'argomento di campionatore %d della funzione '%s' è chiamato più di una "
+"volta utilizzando texture che sono sia integrate che uniformi, questo non è "
+"supportato (usa l'uno o l'altro)."
+
+msgid ""
+"Sampler argument %d of function '%s' called more than once using textures "
+"that differ in either filter, repeat, or texture hint setting."
+msgstr ""
+"L'argomento di campionatore %d della funzione '%s' è chiamato più di una "
+"volta utilizzando texture che differiscono nelle impostazioni di filtro, di "
+"ripetizione o di suggerimento di texture."
msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."
msgstr ""
-"Argomento sampler %d della funzione '%s' è chiamato più di una volta "
-"utilizzando built-in diversi. È supportato solo chiamare con lo stesso built-"
-"in."
+"L'argomento di campionatore %d della funzione '%s' è chiamato più di una "
+"volta utilizzando integrazioni diverse. È supportato solo chiamare con la "
+"stessa integrazione."
msgid "Array size is already defined."
-msgstr "Dimensione dell'array già definita."
+msgstr "La dimensione dell'array già definita."
msgid "Unknown array size is forbidden in that context."
-msgstr "Dimensione sconosciuta dell'array non è consentita in questo contesto."
+msgstr ""
+"Una dimensione sconosciuta di array non è consentita in questo contesto."
msgid "Array size expressions are not supported."
msgstr "Espressioni sulla dimensione dell'array non sono supportate."
@@ -18438,7 +18622,7 @@ msgid "Expected a positive integer constant."
msgstr "Prevista una costante intera positiva."
msgid "Invalid data type for the array."
-msgstr "Tipo dato non valido per l'array."
+msgstr "Tipo di dato non valido per l'array."
msgid "Array size mismatch."
msgstr "La dimensione dell'array non corrisponde."
@@ -18453,7 +18637,7 @@ msgid "Expected ')' in expression."
msgstr "Prevista ')' nell'espressione."
msgid "Void value not allowed in expression."
-msgstr "Valore di tipo void non consentito in un espressione."
+msgstr "Valore di tipo void non consentito in un'espressione."
msgid "Expected '(' after the type name."
msgstr "Prevista '(' dopo il nome del tipo."
@@ -18461,6 +18645,9 @@ msgstr "Prevista '(' dopo il nome del tipo."
msgid "No matching constructor found for: '%s'."
msgstr "Nessun costruttore corrispondente trovato per: \"%s\"."
+msgid "Built-in function '%s' is not supported for the '%s' shader type."
+msgstr "La funzione integrata '%s' non è supportata per il tipo di shader '%s'."
+
msgid "Expected a function name."
msgstr "Previsto il nome di una funzione."
@@ -18469,16 +18656,16 @@ msgstr "Nessuna funzione corrispondente trovata per: \"%s\"."
msgid "Varying '%s' cannot be passed for the '%s' parameter in that context."
msgstr ""
-"'%s' variabile non può essere passato come parametro '%s' in quel contesto."
+"Il varying '%s' non può essere passato per il parametro '%s' in quel contesto."
msgid ""
"Unable to pass a multiview texture sampler as a parameter to custom function. "
"Consider to sample it in the main function and then pass the vector result to "
"it."
msgstr ""
-"Impossibile passare un sampler di texture multiview come parametro alla "
+"Impossibile passare un campionatore di texture multivista come parametro alla "
"funzione personalizzata. Considera di campionarla nella funzione principale e "
-"poi passarne il vettore risultate."
+"poi passargli il vettore risultate."
msgid "Unknown identifier in expression: '%s'."
msgstr "Identificatore sconosciuto nell'espressione \"%s\"."
@@ -18490,36 +18677,35 @@ msgid ""
msgstr ""
"%s è stato rimosso a favore dell'utilizzo del suggerimento_%s con "
"un'uniforme.\n"
-"Per continuare con cambiamenti di codice minimi aggiungi 'uniform sampler2D "
-"%s : hint_%s, filter_linear_mipmap;' in alto il tuo shader."
+"Per continuare con modifiche minime al codice, aggiungi 'uniform sampler2D "
+"%s : hint_%s, filter_linear_mipmap;' vicino all'alto dello shader."
msgid "Varying with '%s' data type may only be used in the 'fragment' function."
msgstr ""
-"La variabile con tipo dato '%s' può solo essere usata nella funzione "
+"Un varying con un tipo di dato '%s' può solo essere utilizzato nella funzione "
"'fragment'."
msgid "Varying '%s' must be assigned in the 'fragment' function first."
-msgstr ""
-"La variabile '%s' deve essere prima assegnata nella funzione 'fragment'."
+msgstr "Il varying '%s' deve essere prima assegnato nella funzione 'fragment'."
msgid ""
"Varying with integer data type must be declared with `flat` interpolation "
"qualifier."
msgstr ""
-"I varying con tipi di dato interi devono essere definiti usando i qualifier "
-"di interpolazione `flat`."
+"Un varying con un tipo di dato intero deve essere dichiarato con il "
+"qualificatore di interpolazione `flat`."
msgid "Can't use function as identifier: '%s'."
-msgstr "Impossibile usare una funzione come identificatore: \"%s\"."
+msgstr "Impossibile utilizzare una funzione come identificatore: \"%s\"."
msgid "Only integer expressions are allowed for indexing."
-msgstr "Sono ammesse solo espressioni intere per l'indicizzazione."
+msgstr "Solo espressioni numeriche intere sono ammesse per l'indicizzazione."
msgid "Index [%d] out of range [%d..%d]."
-msgstr "Indice [%d] fuori intervallo [%d..%d]."
+msgstr "L'indice [%d] non è compreso nell'intervallo [%d..%d]."
msgid "Expected expression, found: '%s'."
-msgstr "Prevista un'espressione, trovato: \"%s\"."
+msgstr "Prevista un'espressione, trovato invece: \"%s\"."
msgid "Empty statement. Remove ';' to fix this warning."
msgstr "Dichiarazione vuota. Rimuovi ';' per risolvere questo avviso."
@@ -18528,7 +18714,8 @@ msgid "Expected an identifier as a member."
msgstr "Previsto un identificatore come membro."
msgid "Cannot combine symbols from different sets in expression '.%s'."
-msgstr "Impossibile combinare simboli da gruppi diversi nell'espressione '.%s'."
+msgstr ""
+"Impossibile combinare simboli da insiemi diversi nell'espressione '.%s'."
msgid "Invalid member for '%s' expression: '.%s'."
msgstr "Membro invalido per l'espressione '%s': '.%s'."
@@ -18537,7 +18724,7 @@ msgid "An object of type '%s' can't be indexed."
msgstr "Un oggetto di tipo \"%s\" non può essere indicizzato."
msgid "Invalid base type for increment/decrement operator."
-msgstr "Tipo base invalido per l'operatore d'incremento/decremento."
+msgstr "Tipo di base invalido per l'operatore d'incremento/decremento."
msgid "Invalid use of increment/decrement operator in a constant expression."
msgstr ""
@@ -18554,34 +18741,34 @@ msgid "Invalid arguments to unary operator '%s': %s."
msgstr "Argomenti non validi per l'operatore unario \"%s\": %s."
msgid "Missing matching ':' for select operator."
-msgstr "Manca ':' corrispondente per l'operatore select."
+msgstr "Manca ':' corrispondente per l'operatore di selezione."
msgid "Invalid argument to ternary operator: '%s'."
-msgstr "Argomenti non validi per operatore ternario: '%s'."
+msgstr "Argomenti non validi per l'operatore ternario: '%s'."
msgid "Invalid arguments to operator '%s': '%s'."
-msgstr "Argomenti invalidi per l'operatore '%s': '%s'."
+msgstr "Argomenti non validi per l'operatore '%s': '%s'."
msgid "A switch may only contain '%s' and '%s' blocks."
msgstr "Uno switch può solamente contenere blocchi di tipo '%s' e '%s'."
msgid "Expected variable type after precision modifier."
-msgstr "Previsto tipo della variable dopo modificatore di precisione."
+msgstr "Previsto un tipo di variable dopo il modificatore di precisione."
msgid "Invalid variable type (samplers are not allowed)."
-msgstr "Nome variabile non valido (I sampler non sono consentiti)."
+msgstr "Tipo di variabile non valido (I campionatori non sono consentiti)."
msgid "Expected an identifier or '[' after type."
-msgstr "Previsto un identificatore o una \"[\" dopo un tipo."
+msgstr "Previsto un identificatore o una \"[\" dopo il tipo."
msgid "Expected an identifier."
msgstr "Previsto un identificatore."
msgid "Expected array initializer."
-msgstr "Previsto un inizializzatore di un vettore."
+msgstr "Previsto un inizializzatore di array."
msgid "Expected data type after precision modifier."
-msgstr "Previsto tipo di dato dopo modificatore di precisione."
+msgstr "Previsto un tipo di dato dopo il modificatore di precisione."
msgid "Expected a constant expression."
msgstr "Prevista un'espressione costante."
@@ -18591,7 +18778,7 @@ msgstr "Prevista l'inizializzazione di una costante."
msgid "Expected constant expression for argument %d of function call after '='."
msgstr ""
-"Prevista espressione costante per argomento %d della chiamata di funzione "
+"Prevista un'espressione costante per argomento %d della chiamata di funzione "
"dopo '='."
msgid "Expected a boolean expression."
@@ -18601,31 +18788,31 @@ msgid "Expected an integer expression."
msgstr "Prevista un'espressione intera."
msgid "Cases must be defined before default case."
-msgstr "I case devono essere definiti prima del case default."
+msgstr "I case devono essere definiti prima del case predefinito."
msgid "Default case must be defined only once."
-msgstr "Il case di default può essere definito solo una volta."
+msgstr "Il case predefinito può essere definito solo una volta."
msgid "Duplicated case label: %d."
-msgstr "Case duplicato: %d."
+msgstr "Etichetta di case duplicata: %d."
msgid "'%s' must be placed within a '%s' block."
-msgstr "\"%s\" deve essere piazzato in un blocco \"%s\"."
+msgstr "'%s' deve essere piazzato in un blocco '%s'."
msgid "Expected an integer constant."
msgstr "Prevista una costante intera."
msgid "Using '%s' in the '%s' processor function is incorrect."
-msgstr "Non è corretto usare '%s' nella funzione processore '%s'."
+msgstr "Non è corretto utilizzare '%s' nella funzione processore '%s'."
msgid "Expected '%s' with an expression of type '%s'."
-msgstr "Previsto '%s' con un espressione di tipo '%s'."
+msgstr "Previsto '%s' con un'espressione di tipo '%s'."
msgid "Expected return with an expression of type '%s'."
-msgstr "Previsto ritorno con un espressione di tipo '%s'."
+msgstr "Previsto un valore restituito con un'espressione di tipo '%s'."
msgid "Use of '%s' is not allowed here."
-msgstr "Uso di '%s' non è consentito qui."
+msgstr "L'utilizzo di '%s' non è consentito qui."
msgid "'%s' is not allowed outside of a loop or '%s' statement."
msgstr ""
@@ -18635,26 +18822,26 @@ msgid "'%s' is not allowed outside of a loop."
msgstr "'%s' non è consentito al di fuori di un ciclo."
msgid "The middle expression is expected to be a boolean operator."
-msgstr "L'espressione in mezzo dovrebbe essere un operatore booleano."
+msgstr "L'espressione in mezzo deve essere un operatore booleano."
msgid "The left expression is expected to be a variable declaration."
-msgstr ""
-"L'espressione a sinistra dovrebbe essere una dichiarazione di una variable."
+msgstr "L'espressione a sinistra deve essere una dichiarazione di variable."
msgid "The precision modifier cannot be used on structs."
-msgstr "Il modificatore di precisione non può essere usato sugli struct."
+msgstr "Il modificatore di precisione non può essere utilizzato sugli struct."
msgid "The precision modifier cannot be used on boolean types."
-msgstr "Il modificatore di precisione non può essere usato sui tipi booleani."
+msgstr ""
+"Il modificatore di precisione non può essere utilizzato sui tipi booleani."
msgid "Expected '%s' at the beginning of shader. Valid types are: %s."
-msgstr "'%s' previsto all'inizio di un shader. Tipi validi sono '%s'."
+msgstr "Previsto '%s' all'inizio di uno shader. I tipi validi sono '%s'."
msgid ""
"Expected an identifier after '%s', indicating the type of shader. Valid types "
"are: %s."
msgstr ""
-"Previsto un identificatore dopo '%s', che indica il tipo di shader. I tipi "
+"Previsto un identificatore dopo '%s', indicando il tipo di shader. I tipi "
"validi sono: %s."
msgid "Invalid shader type. Valid types are: %s"
@@ -18664,43 +18851,44 @@ msgid "Expected an identifier for render mode."
msgstr "Previsto un identificatore per la modalità di rendering."
msgid "Duplicated render mode: '%s'."
-msgstr "Modalità di rendering duplicata: \"%s\"."
+msgstr "Modalità di rendering duplicata: '%s'."
msgid ""
"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."
msgstr ""
-"Ridefinizione della modalità di rendering: \"%s\". La modalità \"%s\" è stata "
-"già impostata come \"%s\"."
+"Ridefinizione della modalità di rendering: '%s'. La modalità '%s' è stata già "
+"impostata su '%s'."
msgid "Invalid render mode: '%s'."
-msgstr "Modalità di rendering non valida: \"%s\"."
+msgstr "Modalità di rendering non valida: '%s'."
msgid "Unexpected token: '%s'."
-msgstr "Gettone inaspettato: \"%s\"."
+msgstr "Gettone inaspettato: '%s'."
msgid "Expected a struct identifier."
msgstr "Previsto un identificatore struct."
msgid "Nested structs are not allowed."
-msgstr "Strutture nestate non sono consentite."
+msgstr "Le strutture annidate non sono consentite."
msgid "Expected data type."
-msgstr "Previsto un tipo di dati."
+msgstr "Previsto un tipo di dato."
msgid "A '%s' data type is not allowed here."
-msgstr "Qui non è ammesso un tipo di dati \"%s\"."
+msgstr "Il tipo di dato '%s' non è ammesso qui."
msgid "Expected an identifier or '['."
-msgstr "Previsto un identificatore o una \"[\"."
+msgstr "Previsto un identificatore o '['."
msgid "Empty structs are not allowed."
-msgstr "Gli struct vuoti sono vietati."
+msgstr "Gli struct vuoti non sono consentiti."
msgid "Uniform instances are not yet implemented for '%s' shaders."
-msgstr "Istanze uniform non sono ancora implementate per '%s' shaders."
+msgstr "Le istanze uniformi non sono ancora implementate per gli shader '%s'."
msgid "Uniform instances are not supported in gl_compatibility shaders."
-msgstr "Istanze uniform non sono supportate in shaders di compatibilità gl."
+msgstr ""
+"Le istanze uniformi non sono supportate con gli shader in gl_compatibility."
msgid "Varyings cannot be used in '%s' shaders."
msgstr "I varying non possono essere usati negli shader di tipo '%s'."
@@ -18713,72 +18901,72 @@ msgid "The '%s' data type is not supported for uniforms."
msgstr "Il tipo di dato '%s' non è supportato per gli uniformi."
msgid "The '%s' data type is not allowed here."
-msgstr "Il tipo di dato \"%s\" non è qui consentito."
+msgstr "Il tipo di dato '%s' non è consentito qui."
msgid "Interpolation modifier '%s' cannot be used with boolean types."
msgstr ""
-"Qualificatore per l'interpolazione '%s' non può essere utilizzato con i tipi "
-"booleani."
+"Il modificatore per l'interpolazione '%s' non può essere utilizzato con i "
+"tipi booleani."
msgid "Invalid data type for varying."
-msgstr "Tipo di dato non valido per varying."
+msgstr "Tipo di dato non valido per un varying."
msgid "Global uniform '%s' does not exist. Create it in Project Settings."
msgstr ""
-"Uniform globale '%s' non esiste. Crealo nelle Impostazioni del progetto."
+"L'uniforme globale '%s' non esiste. Crealo nelle Impostazioni del progetto."
msgid "Global uniform '%s' must be of type '%s'."
-msgstr "Uniform globale '%s' deve essere di tipo '%s'."
+msgstr "Un uniforme globale '%s' deve essere di tipo '%s'."
msgid "The '%s' qualifier is not supported for sampler types."
-msgstr "Il qualificatore '%s' non è supportato per i tipi sampler."
+msgstr "Il qualificatore '%s' non è supportato per i tipi campionatori."
msgid "The '%s' qualifier is not supported for matrix types."
msgstr "Il qualificatore '%s' non è supportato per i tipi matrice."
msgid "The '%s' qualifier is not supported for uniform arrays."
-msgstr "Il qualificatore '%s' non è supportato per gli array di uniform."
+msgstr "Il qualificatore '%s' non è supportato per gli array uniformi."
msgid "Expected valid type hint after ':'."
-msgstr "Previsto suggerimento di tipo valido dopo ':'."
+msgstr "Previsto un suggerimento di tipo valido dopo ':'."
msgid "This hint is not supported for uniform arrays."
-msgstr "Questo suggerimento non è supportato per gli array di uniform."
+msgstr "Questo suggerimento non è supportato per gli array uniformi."
msgid "Source color hint is for '%s', '%s' or sampler types only."
msgstr ""
-"Il suggerimento di colore sorgente è solo usabile dar '%s', '%s' o dai tipi "
-"sampler."
+"Il suggerimento sul colore sorgente si applica solo ai tipi '%s', '%s' o dai "
+"tipi campionatori."
msgid "Duplicated hint: '%s'."
msgstr "Suggerimento duplicato: '%s'."
msgid "Range hint is for '%s' and '%s' only."
-msgstr "Suggerimento di intervallo è soltanto valido per '%s' e '%s'."
+msgstr "Il suggerimento di intervallo è soltanto per '%s' e '%s'."
msgid "Expected ',' after integer constant."
-msgstr "Prevista la ',' dopo una costante di tipo intero."
+msgstr "Previsto ',' dopo una costante di tipo intero."
msgid "Expected an integer constant after ','."
-msgstr "Prevista costante di tipo intero dopo la ','."
+msgstr "Prevista una costante di tipo intero dopo ','."
msgid "Can only specify '%s' once."
-msgstr "'%s' si può specificare una sola volta."
+msgstr "Si può specificare '%s' solo una volta."
msgid "The instance index can't be negative."
msgstr "L'indice di istanza non può essere negativo."
msgid "Allowed instance uniform indices must be within [0..%d] range."
msgstr ""
-"Gli uniform per istanza consentiti devono essere all'interno dell'intervallo "
-"[0..%d]."
+"Gli indici consentiti per gli uniformi d'istanza devono essere compresi "
+"nell'intervallo [0..%d]."
msgid ""
"'hint_normal_roughness_texture' is only available when using the Forward+ "
"backend."
msgstr ""
-"'hint_normal_roughness_texture' è disponibile solo quando si usa i backend di "
-"rendering Forward+."
+"'hint_normal_roughness_texture' è disponibile solo quando si utilizza il "
+"backend di rendering Forward+."
msgid "'hint_normal_roughness_texture' is not supported in '%s' shaders."
msgstr ""
@@ -18788,7 +18976,7 @@ msgid "'hint_depth_texture' is not supported in '%s' shaders."
msgstr "'hint_depth_texture' non è supportato negli shader di tipo '%s'."
msgid "This hint is only for sampler types."
-msgstr "Questo suggerimento è soltanto per i tipi sampler."
+msgstr "Questo suggerimento è soltanto per i tipi campionatori."
msgid "Redefinition of hint: '%s'. The hint has already been set to '%s'."
msgstr ""
@@ -18796,45 +18984,46 @@ msgstr ""
"'%s'."
msgid "Duplicated filter mode: '%s'."
-msgstr "Modalità di filtro duplicato: '%s'."
+msgstr "Modalità di filtro duplicata: '%s'."
msgid ""
"Redefinition of filter mode: '%s'. The filter mode has already been set to "
"'%s'."
msgstr ""
-"Ridefinizione di modalità filtro: '%s'. La modalità filtro è stata già "
+"Ridefinizione di modalità di filtro: '%s'. La modalità di filtro è stata già "
"impostata a '%s'."
msgid "Duplicated repeat mode: '%s'."
-msgstr "Modalità ripeti duplicata: '%s'."
+msgstr "Modalità di ripetizione duplicata: '%s'."
msgid ""
"Redefinition of repeat mode: '%s'. The repeat mode has already been set to "
"'%s'."
msgstr ""
-"Ridefinizione di modalità ripetizione: '%s'. La modalità ripetizione è stata "
-"già impostata a '%s'."
+"Ridefinizione di modalità di ripetizione: '%s'. La modalità di ripetizione è "
+"stata già impostata a '%s'."
msgid "Too many '%s' uniforms in shader, maximum supported is %d."
-msgstr "Troppi uniform '%s' nello shader, il massimo supportato è %d."
+msgstr "Troppi uniformi '%s' nello shader, il massimo supportato è %d."
msgid "Setting default values to uniform arrays is not supported."
-msgstr "Impostare valori predefiniti agli array di uniform non è supportato."
+msgstr ""
+"L'impostazione di valori predefiniti per gli array uniformi non è supportato."
msgid "Expected constant expression after '='."
msgstr "Prevista un'espressione costante dopo '='."
msgid "Can't convert constant to '%s'."
-msgstr "Impossibile convertire una costante in \"%s\"."
+msgstr "Impossibile convertire la costante in \"%s\"."
msgid "Expected an uniform subgroup identifier."
-msgstr "Previsto un identificatore di sottogruppo per uniform."
+msgstr "Previsto un identificatore di sottogruppo per uniformi."
msgid "Expected an uniform group identifier."
-msgstr "Previsto un identificatore di gruppo per uniform."
+msgstr "Previsto un identificatore di gruppo per uniformi."
msgid "Expected an uniform group identifier or `;`."
-msgstr "Previsto un identificatore di gruppo per uniform o `;`."
+msgstr "Previsto un identificatore di gruppo per uniformi o `;`."
msgid "Group needs to be opened before."
msgstr "Il gruppo deve essere prima aperto."
@@ -18843,25 +19032,25 @@ msgid "Shader type is already defined."
msgstr "Il tipo di shader è già definito."
msgid "Expected constant, function, uniform or varying."
-msgstr "Previsto una constante, funzione, uniform o varying."
+msgstr "Previsto una constante, una funzione, un uniforme o un varying."
msgid "Invalid constant type (samplers are not allowed)."
-msgstr "Nome costante non valido (I sampler non sono consentiti)."
+msgstr "Tipo di costante non valido (I campionatori non sono consentiti)."
msgid "Invalid function type (samplers are not allowed)."
-msgstr "Nome funzione non valido (I sampler non sono consentiti)."
+msgstr "Tipo di funzione non valido (I campionatori non sono consentiti)."
msgid "Expected a function name after type."
-msgstr "Atteso nome di funzione dopo il tipo."
+msgstr "Previsto un nome di funzione dopo il tipo."
msgid "Expected '(' after function identifier."
-msgstr "Previsto un '(' dopo l'identificatore della funzione."
+msgstr "Previsto '(' dopo l'identificatore di funzione."
msgid ""
"Global non-constant variables are not supported. Expected '%s' keyword before "
"constant definition."
msgstr ""
-"Le variabili globali non constanti non sono supportate. Prevista parola "
+"Le variabili globali non constanti non sono supportate. Prevista la parola "
"chiave '%s' prima della definizione della costante."
msgid "Expected an identifier after type."
@@ -18871,8 +19060,8 @@ msgid ""
"The '%s' qualifier cannot be used within a function parameter declared with "
"'%s'."
msgstr ""
-"Il qualificatore '%s' non può essere utilizzato all'interno di parametro di "
-"funzione dichiarato con '%s'."
+"Il qualificatore '%s' non può essere utilizzato all'interno di un parametro "
+"di funzione dichiarato con '%s'."
msgid "Expected a valid data type for argument."
msgstr "Previsto un tipo di dato valido per l'argomento."
@@ -18884,20 +19073,21 @@ msgid "Void type not allowed as argument."
msgstr "Il tipo void non è ammesso come argomento."
msgid "Expected an identifier for argument name."
-msgstr "Identifier atteso per il nome dell'argomento."
+msgstr "Previsto un identificatore per il nome dell'argomento."
msgid "Function '%s' expects no arguments."
msgstr "La funzione '%s' non si aspetta argomenti."
msgid "Function '%s' must be of '%s' return type."
-msgstr "La funzione '%s' deve ritornare un valore di tipo '%s'."
+msgstr "La funzione '%s' deve restituire un valore di tipo '%s'."
msgid "Expected a '{' to begin function."
-msgstr "Previsto un '{' per iniziare la funzione."
+msgstr "Previsto '{' per iniziare la funzione."
msgid "Expected at least one '%s' statement in a non-void function."
msgstr ""
-"Previsto almeno una dichiarazione '%s' in funzione con valore di ritorno."
+"Previsto almeno una dichiarazione '%s' in una funzione con un valore "
+"restituito."
msgid "uniform buffer"
msgstr "buffer di uniform"
@@ -18921,22 +19111,22 @@ msgid "Invalid macro name."
msgstr "Nome della macro non valido."
msgid "Macro redefinition."
-msgstr "Ridefinizione macro."
+msgstr "Ridefinizione di macro."
msgid "Invalid argument name."
-msgstr "Nome argomento invalido."
+msgstr "Nome d'argomento invalido."
msgid "Expected a comma in the macro argument list."
-msgstr "Prevista una virgola nella lista degli argomenti macro."
+msgstr "Prevista una virgola nella lista degli argomenti della macro."
msgid "'##' must not appear at beginning of macro expansion."
-msgstr "'##' non deve apparire all'inizio dell'espansione macro."
+msgstr "'##' non deve apparire all'inizio di un'espansione macro."
msgid "'##' must not appear at end of macro expansion."
-msgstr "'##' non deve apparire alla fine dell'espansione macro."
+msgstr "'##' non deve apparire alla fine di un'espansione macro."
msgid "Unmatched elif."
-msgstr "elif spaiato."
+msgstr "elif senza corrispondenze."
msgid "Missing condition."
msgstr "Condizione mancante."
@@ -18945,13 +19135,13 @@ msgid "Condition evaluation error."
msgstr "Errore di valutazione della condizione."
msgid "Unmatched else."
-msgstr "else non corrisposto."
+msgstr "else senza corrispondenze."
msgid "Invalid else."
msgstr "else non valido."
msgid "Unmatched endif."
-msgstr "endif non corrisposto."
+msgstr "endif senza corrispondenze."
msgid "Invalid endif."
msgstr "endif non valido."
@@ -18963,23 +19153,23 @@ msgid "Invalid ifndef."
msgstr "ifndef non valido."
msgid "Shader include file does not exist:"
-msgstr "Il file Shader include non esiste:"
+msgstr "Il file di inclusione dello shader non esiste:"
msgid ""
"Shader include load failed. Does the shader include exist? Is there a cyclic "
"dependency?"
msgstr ""
-"Errore nel caricamento di shader include. Forse non esiste? Ci sta una "
-"dipendenza ciclica?"
+"Errore nel caricamento dell'inclusione dello shader. Lo shader esiste? È "
+"presente una dipendenza ciclica?"
msgid "Shader include resource type is wrong."
-msgstr "Tipo di risorsa per shader include è sbagliato."
+msgstr "Il tipo di risorsa di inclusione dello shader non è corretta."
msgid "Cyclic include found"
msgstr "Inclusione ciclica individuata"
msgid "Shader max include depth exceeded."
-msgstr "Massiva profondità di Shader include superata."
+msgstr "La profondità massima di inclusioni di shader è stata superata."
msgid "Invalid pragma directive."
msgstr "Direttiva pragma non valida."
@@ -18988,25 +19178,25 @@ msgid "Invalid undef."
msgstr "undef non valido."
msgid "Macro expansion limit exceeded."
-msgstr "Limite espansione macro superato."
+msgstr "Il limite d'espansione macro è stato superato."
msgid "Invalid macro argument list."
-msgstr "Lista di argomenti macro non valida."
+msgstr "Lista di argomenti della macro non valida."
msgid "Invalid macro argument."
-msgstr "Argomento macro non valido."
+msgstr "Argomento della macro non valido."
msgid "Invalid macro argument count."
-msgstr "Numero di argomenti macro invalido."
+msgstr "Numero di argomenti della macro non valido."
msgid "Can't find matching branch directive."
-msgstr "Impossibile trovare branch directive corrispondente."
+msgstr "Impossibile trovare una direttiva di branch corrispondente."
msgid "Invalid symbols placed before directive."
msgstr "Simboli invalidi inseriti prima della direttiva."
msgid "Unmatched conditional statement."
-msgstr "Dichiarazione condizionale non corrisposta."
+msgstr "Dichiarazione condizionale senza corrispondenze."
msgid ""
"Direct floating-point comparison (this may not evaluate to `true` as you "
@@ -19014,8 +19204,8 @@ msgid ""
"predictable comparison."
msgstr ""
"Confronto diretto tra due valori a virgola mobile (questo potrebbe non "
-"valutare a `true` come previsto). Invece, usa `abs(a - b) < 0.0001` per un "
-"confronto approssimativo ma prevedibile."
+"valutare a `true` come previsto). Invece, utilizza `abs(a - b) < 0.0001` per "
+"un confronto approssimativo ma prevedibile."
msgid "The const '%s' is declared but never used."
msgstr "La costante '%s' è dichiarata ma mai utilizzata."
@@ -19027,19 +19217,19 @@ msgid "The struct '%s' is declared but never used."
msgstr "Lo struct '%s' è dichiarato ma mai utilizzato."
msgid "The uniform '%s' is declared but never used."
-msgstr "Lo uniform '%s' è dichiarato ma mai utilizzato."
+msgstr "L'uniforme '%s' è dichiarato ma mai utilizzato."
msgid "The varying '%s' is declared but never used."
msgstr "Il varying '%s' è dichiarato ma mai utilizzato."
msgid "The local variable '%s' is declared but never used."
-msgstr "La variabile locale '%s' è dichiarata ma mai usata."
+msgstr "La variabile locale '%s' è dichiarata ma mai utilizzata."
msgid ""
"The total size of the %s for this shader on this device has been exceeded (%d/"
"%d). The shader may not work correctly."
msgstr ""
-"La dimensione totale del %s per lo shader su questo dispositivo è stata "
+"La dimensione totale di %s per lo shader su questo dispositivo è stata "
"superata (%d/%d). Lo shader potrebbe non funzionare correttamente."
msgid ""
@@ -19050,7 +19240,7 @@ msgid ""
"xy, 1.0, 1.0)`."
msgstr ""
"Stai cercando di assegnare la posizione del VERTEX nello spazio modello alla "
-"POSIZIONE del vertice nello spazio clip. La definizione di spazio clip è "
+"POSITION del vertice nello spazio clip. La definizione di spazio clip è "
"cambiata nella versione 4.3, quindi se questo codice è stato scritto prima di "
"4.3, non continuerà a funzionare. Considera di specificare il componente z "
-"dello spazio clip direttamente, cioè usa`vec4 (VERTEX.xy, 1.0, 1.0)`."
+"dello spazio clip direttamente. Ovvero, utilizza`vec4 (VERTEX.xy, 1.0, 1.0)`."
diff --git a/editor/translations/editor/ja.po b/editor/translations/editor/ja.po
index e1c0e509a7..803f427481 100644
--- a/editor/translations/editor/ja.po
+++ b/editor/translations/editor/ja.po
@@ -70,13 +70,14 @@
# neuve project <neuvecom@gmail.com>, 2024.
# James Phillips <XFX@users.noreply.hosted.weblate.org>, 2024.
# Shigefumi Sasaki <polycharacter@gmail.com>, 2024.
+# Tomoo Amano <sh.eer.cat@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-29 11:09+0000\n"
-"Last-Translator: ueshita <nalto32@gmail.com>\n"
+"PO-Revision-Date: 2024-08-09 17:09+0000\n"
+"Last-Translator: Tomoo Amano <sh.eer.cat@gmail.com>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot/ja/>\n"
"Language: ja\n"
@@ -1611,7 +1612,7 @@ msgid "Sending file:"
msgstr "ファイルを送信中:"
msgid "ms"
-msgstr "ミリ秒"
+msgstr "ms"
msgid "Monitors"
msgstr "モニター"
@@ -11706,6 +11707,9 @@ msgstr "レイヤーなし"
msgid "Replace Tiles with Proxies"
msgstr "タイルをプロキシに置き換える"
+msgid "Can't edit multiple layers at once."
+msgstr "一度に複数のレイヤーの編集はできません。"
+
msgid "The selected TileMap has no layer to edit."
msgstr "選択されたTileMapには編集するレイヤーがありません。"
@@ -13937,6 +13941,9 @@ msgid ""
msgstr ""
"選択したパスは空ではありません。空のフォルダを選択することを強くお勧めします。"
+msgid "New Game Project"
+msgstr "新しいゲームプロジェクト"
+
msgid "Supports desktop platforms only."
msgstr "対応プラットフォームはデスクトップのみ。"
@@ -14017,9 +14024,6 @@ msgstr ""
"%s のプロジェクトを読み込めませんでした (エラー %d)。見つからないか破損してい"
"る可能性があります。"
-msgid "New Game Project"
-msgstr "新しいゲームプロジェクト"
-
msgid "Import & Edit"
msgstr "インポートして編集"
diff --git a/editor/translations/editor/ka.po b/editor/translations/editor/ka.po
index d5c288884b..75f9b80ed7 100644
--- a/editor/translations/editor/ka.po
+++ b/editor/translations/editor/ka.po
@@ -12,7 +12,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-04 12:08+0000\n"
+"PO-Revision-Date: 2024-08-14 12:59+0000\n"
"Last-Translator: Temuri Doghonadze <temuri.doghonadze@gmail.com>\n"
"Language-Team: Georgian <https://hosted.weblate.org/projects/godot-engine/"
"godot/ka/>\n"
@@ -23,6 +23,9 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.7-dev\n"
+msgid "Main Thread"
+msgstr "მთავარი ნაკადი"
+
msgid "Unset"
msgstr "მოხსნა"
@@ -1282,6 +1285,9 @@ msgstr "ბრძანებების ფილტრი"
msgid "[empty]"
msgstr "[ცარიელი]"
+msgid "[unsaved]"
+msgstr "[შეუნახავი]"
+
msgid "Make Floating"
msgstr "მცურავად გადაკეთება"
@@ -1559,6 +1565,12 @@ msgstr "განლაგების შენახვა"
msgid "Delete Layout"
msgstr "განლაგების წაშლა"
+msgid "Preparation done."
+msgstr "მომზადება მზადაა."
+
+msgid "Reloading done."
+msgstr "თავიდან ჩატვირთვა მზადაა."
+
msgid "Mobile"
msgstr "მობაილი"
@@ -1769,6 +1781,9 @@ msgstr "შეცდომა."
msgid "Storing File: %s"
msgstr "ფაილის დამახსოვრება: %s"
+msgid "Packing"
+msgstr "შეფუთვა"
+
msgid "Cannot create file \"%s\"."
msgstr "ფაილის (\"%s\") შექმნის შეცდომა."
@@ -2047,7 +2062,7 @@ msgid "Reload the played scene."
msgstr "დაკრული სცენის თავიდან ჩატვირთვა."
msgid "Could not start subprocess(es)!"
-msgstr "ქვეპროცეს(ებ)-ის გაშვება შეუძლებელია"
+msgstr "ქვეპროცეს(ებ)-ის გაშვება შეუძლებელია!"
msgid "Stop Running Project"
msgstr "გაშვებული პროექტის შეჩერება"
@@ -2180,6 +2195,9 @@ msgstr "მოწყობილობა:"
msgid "(Current)"
msgstr "(მიმდინარე)"
+msgid "Capitalized (e.g. \"%s\")"
+msgstr "ზედა რეგისტრში (მაგ: \"%s\")"
+
msgid "Copy Properties"
msgstr "თვისებების კოპირება"
@@ -2664,6 +2682,9 @@ msgstr "შვილ"
msgid "Creates collision shapes as Sibling."
msgstr "შეჯახების ფორმის შექმნა შვილის სახით შეუძლებელია."
+msgid "Collision Shape Type"
+msgstr "შეჯახების ფორმის ტპი"
+
msgid "Add Item"
msgstr "ჩანაწერის დამატება"
@@ -2688,6 +2709,9 @@ msgstr "პერსპექტივა"
msgid "Instantiating:"
msgstr "წარმოდგენა:"
+msgid "Can't instantiate: %s."
+msgstr "ინსტანცირება შეუძლებელია: %s."
+
msgid "Rotate"
msgstr "შემობრუნება"
@@ -2820,18 +2844,36 @@ msgstr "რესურსის წაშლა"
msgid "Path to AnimationMixer is invalid"
msgstr "ბილიკი AnimationMixer-მდე არასწორია"
+msgid "Error writing TextFile:"
+msgstr "ტექსტური ფაილის შენახვის შეცდომა:"
+
+msgid "Error saving file!"
+msgstr "ფაილის შენახვის შეცდომა!"
+
+msgid "Error while saving theme."
+msgstr "შეცდომა თემის შენახვისას."
+
msgid "Error Saving"
msgstr "შენახვის შეცდომა"
+msgid "Error importing theme."
+msgstr "შეცდომა თემის შემოტანისას."
+
msgid "Error Importing"
msgstr "შემოტანის შეცდომა"
+msgid "Could not load file at:"
+msgstr "შეუძლებელია ფაილის ჩატვირთვა მისამართზე:"
+
msgid "Save File As..."
msgstr "ფაილის შენახვა როგორც..."
msgid "Import Theme"
msgstr "თემის შემოტანა"
+msgid "Error while saving theme"
+msgstr "შეცდომა თემის შენახვისას"
+
msgid "Save Theme As..."
msgstr "თემის შენახვა, როგორც..."
@@ -2871,6 +2913,12 @@ msgstr "სირბილი"
msgid "Discard"
msgstr "მოცილება"
+msgid "What action should be taken?:"
+msgstr "რა ქმედება უნდა შესრულდეს?:"
+
+msgid "Search Results"
+msgstr "ძებნის შედეგები"
+
msgid "Uppercase"
msgstr "მაღალირეგისტრი"
@@ -2897,6 +2945,12 @@ msgid ""
msgstr ""
"აკლია მიერთების მეთოდი '%s' სიგნალისთვის '%s' კვანძიდან '%s' კვანძამდე '%s'."
+msgid "Line %d (%s):"
+msgstr "ხაზი %d (%s):"
+
+msgid "Line %d:"
+msgstr "ხაზი %d:"
+
msgid "Pick Color"
msgstr "აირჩიეთ ფერი"
@@ -3228,6 +3282,9 @@ msgstr "ნაწილები"
msgid "Patterns"
msgstr "შაბლონები"
+msgid "Select previous layer"
+msgstr "წინა ფენის მონიშვნა"
+
msgid "Delete All Tile Proxies"
msgstr "ყველა ფილის პროქსის წაშლა"
@@ -3337,6 +3394,9 @@ msgstr "კომიტი:"
msgid "Subtitle:"
msgstr "სუბტიტრები:"
+msgid "Toggle Version Control Bottom Panel"
+msgstr "ვერსიის კონტროლის ქვედა პანელის გადართვა"
+
msgid "Apply"
msgstr "გადატარება"
@@ -3448,6 +3508,9 @@ msgstr "გამოტანის პორტის შემცირებ
msgid "Resize VisualShader Node"
msgstr "VisualShader-ის კვანძის ზომის შეცვლა"
+msgid "Set Frame Color"
+msgstr "კადრის ფერის დაყენება"
+
msgid "Delete VisualShader Node"
msgstr "VisualShader-ის კვანძის წაშლა"
@@ -3611,6 +3674,9 @@ msgstr "ყველა ჭდე"
msgid "Create New Tag"
msgstr "ახალი ჭდის შექმნა"
+msgid "Couldn't create project directory, check permissions."
+msgstr "პროექტის საქაღალდე ვერ შეიქმნა. შეამოწმეთ წვდომები."
+
msgid "Project Name:"
msgstr "პროექტის სახელი:"
@@ -3719,6 +3785,11 @@ msgstr "ძირითადი კვანძი სწორია."
msgid "Error instantiating scene from %s"
msgstr "%s-დან სცენის ინსტანცირების შეცდომა"
+msgid "Instantiate Scene"
+msgid_plural "Instantiate Scenes"
+msgstr[0] "სცენის ინსტანცირება"
+msgstr[1] "სცენების ინსტანცირება"
+
msgid "Delete %d nodes?"
msgstr "წავშალო %d კვანძი?"
@@ -3815,6 +3886,9 @@ msgstr "შეიდერის შექმნა"
msgid "Global shader parameter '%s' already exists."
msgstr "გლობალური შეიდერის პარამეტრი '%s' უკვე არსებობს."
+msgid "Cannot instantiate GDScript class."
+msgstr "GDScript-ს კლასის ინსტანცირება შეუძლებელია."
+
msgid "Export Settings:"
msgstr "პარამეტრების გატანა:"
@@ -3830,6 +3904,16 @@ msgstr "მონიშნულის შევსება"
msgid "Filter Meshes"
msgstr "ბადეების ფილტრი"
+msgid "Edit Transitions"
+msgstr "გადასვლების ჩასწორება"
+
+msgctxt "Transition Time Position"
+msgid "Prev"
+msgstr "წინა"
+
+msgid "Hold Previous:"
+msgstr "წინას შენარჩუნება:"
+
msgid "Class name must be a valid identifier"
msgstr "კლასის სახელი სწორ იდენტიფიკატორს უნდა წარმოადგენდეს"
@@ -3887,6 +3971,18 @@ msgstr "პროფილის დამატება"
msgid "Add action"
msgstr "ქმედების დამატება"
+msgid "Add action."
+msgstr "ქმედების დამატება."
+
+msgid "Remove action set."
+msgstr "ქმედებების ნაკრების წაშლა."
+
+msgid "OpenXR Action Map"
+msgstr "OpenXR ქმედების რუკა"
+
+msgid "Select an interaction profile"
+msgstr "აირჩიეთ ინტერაქციის პროფილი"
+
msgid "Invalid package name:"
msgstr "არასწორი პაკეტის სახელი:"
@@ -3926,6 +4022,9 @@ msgstr "ფაილურ სისტემასთან წვდომა
msgid "Failed to create a file at path \"%s\" with code %d."
msgstr "ჩავარდა შექმნა ფაილისთვის ბილიკზე \"%s\" კოდით %d."
+msgid "Debug Script Export"
+msgstr "გამართვის სკრიპტის გატანა"
+
msgid "Could not open file \"%s\"."
msgstr "ფაილის (\"%s\") გახსნა შეუძლებელია."
@@ -3968,9 +4067,21 @@ msgstr "საქაღალდის (\"%s\") შექმნა შეუძ
msgid "Could not created symlink \"%s\" -> \"%s\"."
msgstr "შეცდომა სიმბმულის \"%s\" -> \"%s\" შექმნსას."
+msgid "Entitlements Modified"
+msgstr "გარემოები შეიცვალა"
+
msgid "Invalid export template: \"%s\"."
msgstr "არასწორი გატანის ნიმუში: \"%s\"."
+msgid "Start HTTP Server"
+msgstr "HTTP სერვერის გაშვება"
+
+msgid "Start the HTTP server."
+msgstr "HTTP სერვერის გაშვება."
+
+msgid "Stop the HTTP server."
+msgstr "HTTP სერვერის გაჩერება."
+
msgid "Error starting HTTP server: %d."
msgstr "HTTP სერვერის გაშვების შეცდომა: %d."
diff --git a/editor/translations/editor/ko.po b/editor/translations/editor/ko.po
index 48ebe6f6c2..b646a2a9ca 100644
--- a/editor/translations/editor/ko.po
+++ b/editor/translations/editor/ko.po
@@ -64,13 +64,14 @@
# Jun Hwi Ku <siguning@gmail.com>, 2024.
# 신윤섭 <a97968765@gmail.com>, 2024.
# Lee Dogeon <dev.moreal@gmail.com>, 2024.
+# Koo Youngmin <youngminz.kr@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-28 08:33+0000\n"
-"Last-Translator: Lee Dogeon <dev.moreal@gmail.com>\n"
+"PO-Revision-Date: 2024-08-09 17:09+0000\n"
+"Last-Translator: Koo Youngmin <youngminz.kr@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/godot/"
"ko/>\n"
"Language: ko\n"
@@ -511,6 +512,9 @@ msgstr "이름으로 필터링"
msgid "Clear All"
msgstr "모두 지우기"
+msgid "Clear all search filters."
+msgstr "모든 검색 필터들을 지웁니다."
+
msgid "Add New Action"
msgstr "새로운 액션 추가"
@@ -917,6 +921,9 @@ msgstr "트랙 경로가 올바르지 않아 키를 추가할 수 없습니다."
msgid "Track is not of type Node3D, can't insert key"
msgstr "트랙이 3D 노드 타입이 아니므로 키를 추가할 수 없습니다"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "트랙이 3D 메시 인스턴스 타입이 아니므로 키를 추가할 수 없습니다"
+
msgid "Track path is invalid, so can't add a method key."
msgstr "트랙 경로가 올바르지 않아 메서드 키를 추가할 수 없습니다."
@@ -1051,6 +1058,9 @@ msgstr "초"
msgid "FPS"
msgstr "초당 프레임"
+msgid "Fit to panel"
+msgstr "패널에 맞추기"
+
msgid "Edit"
msgstr "편집"
@@ -12749,6 +12759,9 @@ msgstr ""
"선택된 경로는 비어있지 않습니다. 비어 있는 폴더를 선택하는 것을 매우 권장합니"
"다."
+msgid "New Game Project"
+msgstr "새 게임 프로젝트"
+
msgid "Supports desktop platforms only."
msgstr "데스크톱 플랫폼만을 지원합니다."
@@ -12823,9 +12836,6 @@ msgstr ""
"'%s'에서 프로젝트를 불러올 수 없습니다 (오류 %d). 프로젝트가 누락되거나 손상"
"된 것 같습니다."
-msgid "New Game Project"
-msgstr "새 게임 프로젝트"
-
msgid "Import & Edit"
msgstr "가져오기 & 편집"
diff --git a/editor/translations/editor/lv.po b/editor/translations/editor/lv.po
index f7a86b3b44..f563355f3e 100644
--- a/editor/translations/editor/lv.po
+++ b/editor/translations/editor/lv.po
@@ -3292,15 +3292,15 @@ msgstr "Norādīt mapi kuru skenēt"
msgid "Remove All"
msgstr "Noņemt visu"
+msgid "New Game Project"
+msgstr "Jauns spēles projekts"
+
msgid "Error opening package file, not in ZIP format."
msgstr "Kļūda atverot failu arhīvu, nav ZIP formātā."
msgid "The following files failed extraction from package:"
msgstr "Sekojošie faili netika izvilkti no paketes:"
-msgid "New Game Project"
-msgstr "Jauns spēles projekts"
-
msgid "Install & Edit"
msgstr "Instalēt & Rediģēt"
diff --git a/editor/translations/editor/nl.po b/editor/translations/editor/nl.po
index b31a67e1d8..9ef04797cd 100644
--- a/editor/translations/editor/nl.po
+++ b/editor/translations/editor/nl.po
@@ -8201,6 +8201,9 @@ msgstr "Ongeldig '.zip' projectbestand, bevat geen 'project.godot' bestand."
msgid "The path specified doesn't exist."
msgstr "Dit pad bestaat niet."
+msgid "New Game Project"
+msgstr "Nieuw spelproject"
+
msgid "Couldn't create project.godot in project path."
msgstr "Kan project.godot niet in projectpad maken."
@@ -8210,9 +8213,6 @@ msgstr "Fout bij het openen van het pakketbestand, geen zip-formaat."
msgid "The following files failed extraction from package:"
msgstr "De volgende bestanden konden niet worden uitgepakt:"
-msgid "New Game Project"
-msgstr "Nieuw spelproject"
-
msgid "Import & Edit"
msgstr "Importeer & Bewerk"
diff --git a/editor/translations/editor/pl.po b/editor/translations/editor/pl.po
index b6047d7356..4f42fdf3d3 100644
--- a/editor/translations/editor/pl.po
+++ b/editor/translations/editor/pl.po
@@ -94,7 +94,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-25 01:09+0000\n"
+"PO-Revision-Date: 2024-08-01 02:20+0000\n"
"Last-Translator: Tomek <kobewi4e@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/godot/"
"pl/>\n"
@@ -960,6 +960,10 @@ msgstr "Ścieżka jest nieprawidłowa, więc nie można wstawić klucza."
msgid "Track is not of type Node3D, can't insert key"
msgstr "Ścieżka nie jest typu Node3D, nie można wstawić klatki kluczowej"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr ""
+"Ścieżka nie jest typu MeshInstance3D, nie można wstawić klatki kluczowej"
+
msgid "Track path is invalid, so can't add a method key."
msgstr "Ścieżka jest nieprawidłowa, więc nie można wstawić klucza metody."
@@ -1107,7 +1111,7 @@ msgid "Copy Tracks..."
msgstr "Kopiuj ścieżki..."
msgid "Scale Selection..."
-msgstr "Wybór skali..."
+msgstr "Skaluj zaznaczone..."
msgid "Scale From Cursor..."
msgstr "Skaluj od kursora..."
@@ -10647,6 +10651,12 @@ msgstr ""
"Tryb edycji\n"
"Pokaż przyciski na złączeniach."
+msgid "Insert key (based on mask) for bones with an existing track."
+msgstr "Wstaw klucze (w oparciu o maskę) dla kości z istniejącą ścieżką."
+
+msgid "Insert key (based on mask) for all bones."
+msgstr "Wstaw klucze (w oparciu o maskę) dla wszystkich kości."
+
msgid "Insert Key (All Bones)"
msgstr "Wstaw klucz (wszystkie kości)"
@@ -14234,6 +14244,9 @@ msgid ""
"recommended."
msgstr "Wybrana ścieżka nie jest pusta. Zalecane jest wybranie pustego folderu."
+msgid "New Game Project"
+msgstr "Nowy projekt gry"
+
msgid "Supports desktop platforms only."
msgstr "Wspiera tylko platformy desktopowe."
@@ -14311,9 +14324,6 @@ msgstr ""
"Nie udało się wczytać projektu z '%s' (błąd %d). Może być brakujący lub "
"uszkodzony."
-msgid "New Game Project"
-msgstr "Nowy projekt gry"
-
msgid "Import & Edit"
msgstr "Importuj i edytuj"
@@ -15378,9 +15388,52 @@ msgstr "Ustawienia eksportu:"
msgid "glTF 2.0 Scene..."
msgstr "Scena glTF 2.0..."
+msgid "Path does not point to a valid executable."
+msgstr "Ścieżka nie prowadzi do prawidłowego pliku wykonywalnego."
+
+msgid "Couldn't run Blender executable."
+msgstr "Nie udało się uruchomić pliku wykonywalnego Blendera."
+
+msgid "Unexpected --version output from Blender executable at: %s."
+msgstr "Nieoczekiwany wynik --version z pliku wykonywalnego Blendera w: %s."
+
+msgid "Couldn't extract version information from Blender executable at: %s."
+msgstr ""
+"Nie udało się uzyskać informacji o wersji z pliku wykonywalnego Blendera w: "
+"%s."
+
+msgid ""
+"Found Blender version %d.x, which is too old for this importer (3.0+ is "
+"required)."
+msgstr ""
+"Znaleziono wersję Blendera %s.x, która jest za stara dla tego importera "
+"(wymagane jest 3.0+)."
+
+msgid "Path to Blender executable is valid (Autodetected)."
+msgstr ""
+"Ścieżka do pliku wykonywalnego Blendera jest prawidłowa (wykryta "
+"automatycznie)."
+
+msgid "Path to Blender executable is valid."
+msgstr "Ścieżka do pliku wykonywalnego Blendera jest prawidłowa."
+
msgid "Configure Blender Importer"
msgstr "Skonfiguruj importer Blendera"
+msgid ""
+"Blender 3.0+ is required to import '.blend' files.\n"
+"Please provide a valid path to a Blender executable."
+msgstr ""
+"Wymagany jest Blender 3.0+ do importowania plików \".blend\".\n"
+"Proszę podać prawidłową ścieżkę do pliku wykonywalnego Blendera."
+
+msgid ""
+"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
+"`.app` folder."
+msgstr ""
+"Na macOS powinien to być plik \"Contents/MacOS/blender\" w folderze \".app\" "
+"Blendera."
+
msgid "Disable '.blend' Import"
msgstr "Wyłącz importowanie plików \".blend\""
@@ -16710,6 +16763,9 @@ msgstr ""
"Nie można uruchomić pliku wykonywalnego codesign. Upewnij się, że narzędzia "
"wiersza poleceń Xcode są zainstalowane."
+msgid "Cannot sign directory %s."
+msgstr "Nie można podpisać folderu %s."
+
msgid "Cannot sign file %s."
msgstr "Nie można podpisać pliku %s."
@@ -18244,6 +18300,14 @@ msgstr ""
"jednego lub drugiego)."
msgid ""
+"Sampler argument %d of function '%s' called more than once using textures "
+"that differ in either filter, repeat, or texture hint setting."
+msgstr ""
+"Argument samplera %d funkcji \"%s\" wywoływany więcej niż raz używając "
+"tekstur, które różnią się ustawieniem filtra, powtarzania lub wskazówki "
+"tekstury."
+
+msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."
msgstr ""
diff --git a/editor/translations/editor/pt.po b/editor/translations/editor/pt.po
index 7b16f6403a..e50ad76462 100644
--- a/editor/translations/editor/pt.po
+++ b/editor/translations/editor/pt.po
@@ -60,13 +60,16 @@
# Ruan Victor <ruanvictordossantoscorrea128@gmail.com>, 2024.
# Christian <cristianvito22@gmail.com>, 2024.
# Ricardo Farinha <Ricardoarfarinha@gmail.com>, 2024.
+# Rick and Morty <7777rickandmorty@gmail.com>, 2024.
+# David Alysson <davialysson1@gmail.com>, 2024.
+# "Francisco (F4VSE)" <kikosgc@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-31 15:41+0000\n"
-"Last-Translator: Ricardo Farinha <Ricardoarfarinha@gmail.com>\n"
+"PO-Revision-Date: 2024-08-13 23:09+0000\n"
+"Last-Translator: Rick and Morty <7777rickandmorty@gmail.com>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot/pt/>\n"
"Language: pt\n"
@@ -3530,6 +3533,13 @@ msgid "%s no longer exists! Please specify a new save location."
msgstr "%s não existe mais! Por favor, especifique um novo local de salvamento."
msgid ""
+"The current scene has no root node, but %d modified external resource(s) and/"
+"or plugin data were saved anyway."
+msgstr ""
+"A cena atual não tem um nó raiz, mas %d recurso(s) externo(s) modificado(s) e/"
+"ou dados de plugin foram salvos mesmo assim."
+
+msgid ""
"A root node is required to save the scene. You can add a root node using the "
"Scene tree dock."
msgstr ""
@@ -3543,7 +3553,7 @@ msgid "Current scene not saved. Open anyway?"
msgstr "A cena atual não foi guardada. Abrir na mesma?"
msgid "Can't undo while mouse buttons are pressed."
-msgstr "Incapaz de desfazer enquanto os botões do rato estão premidos."
+msgstr "Incapaz de desfazer enquanto os botões do ‘mouse’ estão pressionados."
msgid "Nothing to undo."
msgstr "Nada para desfazer."
@@ -3558,7 +3568,7 @@ msgid "Scene Undo: %s"
msgstr "Cena Desfeita: %s"
msgid "Can't redo while mouse buttons are pressed."
-msgstr "Incapaz de refazer enquanto os botões do rato estão premidos."
+msgstr "Incapaz de refazer enquanto os botões do ‘mouse’ estão pressionados."
msgid "Nothing to redo."
msgstr "Nada para refazer."
@@ -3573,29 +3583,29 @@ msgid "Scene Redo: %s"
msgstr "Refazer Cena: %s"
msgid "Can't reload a scene that was never saved."
-msgstr "Incapaz de recarregar uma cena que nunca foi guardada."
+msgstr "Incapaz de recarregar uma cena que nunca foi salva."
msgid "Reload Saved Scene"
-msgstr "Recarregar Cena Guardada"
+msgstr "Recarregar Cena Salva"
msgid ""
"The current scene has unsaved changes.\n"
"Reload the saved scene anyway? This action cannot be undone."
msgstr ""
-"A cena atual tem alterações não guardadas.\n"
-"Recarregar na mesma a cena guardada? Esta ação não pode ser desfeita."
+"A cena atual tem alterações não salvas.\n"
+"Recarregar a cena salva mesmo assim? Esta ação não poderá ser desfeita."
msgid "Save & Reload"
-msgstr "Salvar E Reiniciar"
+msgstr "Salvar & Reiniciar"
msgid "Save modified resources before reloading?"
-msgstr "Gravar recursos modificados antes de recarregar?"
+msgstr "Salvar recursos modificados antes de recarregar?"
msgid "Save & Quit"
-msgstr "Guardar & Sair"
+msgstr "Salvar & Sair"
msgid "Save modified resources before closing?"
-msgstr "Gravar recursos modificados antes de fechar?"
+msgstr "Salvar recursos modificados antes de fechar?"
msgid "Save changes to the following scene(s) before reloading?"
msgstr "Salvar alterações da(s) seguinte(s) cena(s) antes de reiniciar?"
@@ -3605,7 +3615,7 @@ msgstr "Salvar alterações na(s) seguinte(s) cena(s) antes de sair?"
msgid "Save changes to the following scene(s) before opening Project Manager?"
msgstr ""
-"Guardar alterações da(s) seguinte(s) cena(s) antes de abrir o Gestor de "
+"Salvar alterações da(s) seguinte(s) cena(s) antes de abrir o Gestor de "
"Projeto?"
msgid ""
@@ -3613,10 +3623,10 @@ msgid ""
"considered a bug. Please report."
msgstr ""
"Esta opção foi descontinuada. Situações onde a atualização deve ser forçada "
-"são consideradas um bug. Por favor, relate."
+"agora são consideradas um bug. Por favor reporte."
msgid "Pick a Main Scene"
-msgstr "Escolha a Cena Principal"
+msgstr "Escolha uma Cena Principal"
msgid "This operation can't be done without a scene."
msgstr "Esta operação não pode ser feita sem uma cena."
@@ -3625,27 +3635,28 @@ msgid "Export Mesh Library"
msgstr "Exportar Biblioteca de Malhas"
msgid "Unable to enable addon plugin at: '%s' parsing of config failed."
-msgstr "Incapaz de ativar plugin em: '%s' falha de análise ou configuração."
+msgstr ""
+"Incapaz de ativar plugin adicional em: '%s' análise da configuração falhou."
msgid "Unable to find script field for addon plugin at: '%s'."
-msgstr "Incapaz de localizar campo script para plugin em: '%s'."
+msgstr "Incapaz de localizar campo script para plugin adicional em: '%s'."
msgid "Unable to load addon script from path: '%s'."
-msgstr "Incapaz de carregar script addon do caminho: '%s'."
+msgstr "Incapaz de carregar script adicional do caminho: '%s'."
msgid ""
"Unable to load addon script from path: '%s'. This might be due to a code "
"error in that script.\n"
"Disabling the addon at '%s' to prevent further errors."
msgstr ""
-"Incapaz de carregar script addon do caminho: '%s' Parece haver um erro no "
-"código, reveja a sintaxe.\n"
-"A desativar o addon em '%s' para prevenir mais erros."
+"Incapaz de carregar script adicional do caminho: '%s'. Isso pode ser devido a "
+"um erro de código nesse script.\n"
+"Desabilitando o script adicional em '%s' para prevenir o avanço de erros."
msgid ""
"Unable to load addon script from path: '%s'. Base type is not 'EditorPlugin'."
msgstr ""
-"Incapaz de carregar script da extensão pelo Caminho: '%s' Tipo base não é "
+"Incapaz de carregar script adicional pelo caminho: '%s'. Tipo base não é "
"'EditorPlugin'."
msgid "Unable to load addon script from path: '%s'. Script is not in tool mode."
@@ -4375,6 +4386,9 @@ msgstr "Projeto"
msgid "Write your logic in the _run() method."
msgstr "Escreva a sua lógica no Método _run()."
+msgid "The current scene already has a root node."
+msgstr "A cena atual já tem um nó raiz."
+
msgid "Edit Built-in Action: %s"
msgstr "Editar Ações Integradas: %s"
@@ -6464,6 +6478,12 @@ msgstr "Expandir Não-Padrões"
msgid "Property Name Style"
msgstr "Estilo de Nome da Propriedade"
+msgid "Raw (e.g. \"%s\")"
+msgstr "Bruto (por exemplo, \"%s\")"
+
+msgid "Localized (e.g. \"Z Index\")"
+msgstr "Localizado (por exemplo, \"Índice Z\")"
+
msgid "Localization not available for current language."
msgstr "Localização não disponível para o idioma atual."
@@ -7922,6 +7942,13 @@ msgstr "Segure Alt+Shift ao soltar para adicionar como outro tipo de nó."
msgid "Change Default Type"
msgstr "Mudar Tipo Predefinido"
+msgid ""
+"All selected CanvasItems are either invisible or locked in some way and can't "
+"be transformed."
+msgstr ""
+"Todos os Itens de tela selecionados estão invisíveis ou bloqueados de alguma "
+"forma e não podem ser transformados."
+
msgid "Set Target Position"
msgstr "Definir Posição do Alvo"
@@ -8635,6 +8662,13 @@ msgstr ""
"grande o suficiente e que o valor do `texel_scale` no LightmapGI não seja "
"pequeno demais."
+msgid ""
+"Failed fitting a lightmap image into an atlas. This should never happen and "
+"should be reported."
+msgstr ""
+"Falha ao ajustar uma imagem de mapa de luz em um atlas. Isso nunca deveria "
+"acontecer e deve ser reportado."
+
msgid "Bake Lightmaps"
msgstr "Consolidar Lightmaps"
@@ -12391,7 +12425,7 @@ msgid "Push"
msgstr "Impulso"
msgid "Force Push"
-msgstr "Forçar Impulso"
+msgstr "Forçar [Push]"
msgid "Modified"
msgstr "Modificado"
@@ -13324,6 +13358,14 @@ msgstr ""
"Remapeia uma determinada entrada do intervalo de entrada para o intervalo de "
"saída."
+msgid ""
+"Builds a rotation matrix from the given axis and angle, multiply the input "
+"vector by it and returns both this vector and a matrix."
+msgstr ""
+"Constrói uma matriz de rotação a partir do eixo e ângulo fornecidos, "
+"multiplica o vetor de entrada por ela e retorna tanto esse vetor quanto a "
+"matriz."
+
msgid "Vector function."
msgstr "Função Vetor."
@@ -13951,6 +13993,9 @@ msgid ""
msgstr ""
"O caminho selecionado não está vazio. É recomendado escolher uma pasta vazia."
+msgid "New Game Project"
+msgstr "Novo Projeto de jogo"
+
msgid "Supports desktop platforms only."
msgstr "Suporta apenas plataformas de desktop."
@@ -14025,9 +14070,6 @@ msgstr ""
"Não pode carregar o projeto em '%s' (error %d). Pode estar sumido ou "
"corrompido."
-msgid "New Game Project"
-msgstr "Novo Projeto de jogo"
-
msgid "Import & Edit"
msgstr "Importar & Editar"
@@ -14942,6 +14984,13 @@ msgstr "Cena glTF 2.0..."
msgid "Configure Blender Importer"
msgstr "Configurar Importador do Blender"
+msgid ""
+"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
+"`.app` folder."
+msgstr ""
+"No macOS, este deve ser o ficheiro `Contents/MacOS/blender` dentro da pasta `."
+"app` do Blender."
+
msgid "Disable '.blend' Import"
msgstr "Desativar Importação '.blend'"
@@ -14952,6 +15001,9 @@ msgstr ""
"Desativa a importação de ficheiros '.blend' do Blender para este projeto. "
"Pode ser reativado nas configurações do projeto."
+msgid "Disabling '.blend' file import requires restarting the editor."
+msgstr "Desativar a importação de ficheiro '.blend' requer reiniciar o editor."
+
msgid "Next Plane"
msgstr "Plano Seguinte"
@@ -15051,6 +15103,15 @@ msgstr "Esvanecimento Gradual"
msgid "Cross-Fade"
msgstr "Desbotamento Cruzado"
+msgid "Using Any Clip -> %s."
+msgstr "Utilizar qualquer clip -> %s."
+
+msgid "Using %s -> Any Clip."
+msgstr "Utilizando %s -> Qualquer clip."
+
+msgid "Using All Clips -> Any Clip."
+msgstr "Usando todos os clipes -> Qualquer Clipe."
+
msgid "Clip End"
msgstr "Cortar o Final"
@@ -15112,12 +15173,47 @@ msgid "Not enough bytes for decoding bytes, or invalid format."
msgstr ""
"Número de \"bytes\" insuficientes para descodificar, ou o formato é inválido."
+msgid ""
+"Unable to load .NET runtime, no compatible version was found.\n"
+"Attempting to create/edit a project will lead to a crash.\n"
+"\n"
+"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-"
+"us/download and restart Godot."
+msgstr ""
+"Não foi possível carregar o .NET runtime, não foi encontrada uma versão "
+"compatível.\n"
+"A tentativa de criar/editar um projeto conduzirá a uma falha.\n"
+"\n"
+"Instale o .NET SDK 6.0 ou posterior a partir de https://dotnet.microsoft.com/"
+"en-us/download e reinicie o Godot."
+
msgid "Failed to load .NET runtime"
msgstr "Falha ao carregar tempo de execução .NET"
+msgid ""
+"Unable to find the .NET assemblies directory.\n"
+"Make sure the '%s' directory exists and contains the .NET assemblies."
+msgstr ""
+"Não foi possível encontrar o diretório de montagens .NET.\n"
+"Certifique-se que o diretório '%s' exista e contenha os montadores .NET."
+
msgid ".NET assemblies not found"
msgstr "Assemblies .NET não encontrados"
+msgid ""
+"Unable to load .NET runtime, specifically hostfxr.\n"
+"Attempting to create/edit a project will lead to a crash.\n"
+"\n"
+"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-"
+"us/download and restart Godot."
+msgstr ""
+"Não é possível carregar o tempo de execução do .NET, especificamente "
+"hostfxr.\n"
+"A tentativa de criar/editar um projeto levará a uma falha.\n"
+"\n"
+"Instale o .NET SDK 6.0 ou posterior de https://dotnet.microsoft.com/pt-br/"
+"download e reinicie o Godot."
+
msgid "%d (%s)"
msgstr "%d (%s)"
@@ -15211,6 +15307,14 @@ msgstr "Remover Propriedade"
msgid "Property of this type not supported."
msgstr "Propriedades desse tipo não são suportadas."
+msgctxt "Replication Mode"
+msgid "Never"
+msgstr "Nunca"
+
+msgctxt "Replication Mode"
+msgid "Always"
+msgstr "Sempre"
+
msgid ""
"A valid NodePath must be set in the \"Spawn Path\" property in order for "
"MultiplayerSpawner to be able to spawn Nodes."
@@ -15380,6 +15484,25 @@ msgstr ""
"Camadas de Composição OpenXR devem ter transformações orto-normalizadas (sem "
"escala ou cortes)."
+msgid ""
+"Hole punching won't work as expected unless the sort order is less than zero."
+msgstr ""
+"A perfuração não funcionará como esperado, a menos que a ordem de "
+"classificação seja menor que zero."
+
+msgid "Package segments must be of non-zero length."
+msgstr "Os segmentos do Pacote devem ter comprimento diferente de zero."
+
+msgid "A digit cannot be the first character in a package segment."
+msgstr "Um dígito não pode ser o primeiro caractere em um segmento de pacote."
+
+msgid "The character '%s' cannot be the first character in a package segment."
+msgstr ""
+"O caractere '%s' não pode ser o primeiro caractere em um segmento de pacote."
+
+msgid "The package must have at least one '.' separator."
+msgstr "O pacote deve ter pelo menos um '.' como separador."
+
msgid "Error creating keystores directory:"
msgstr "Erro ao criar diretório keystores:"
@@ -17251,6 +17374,9 @@ msgstr ""
"`gl_compatibility`.\n"
"Revertido à precisão `None`."
+msgid "'%s' default color is incompatible with '%s' source."
+msgstr "A cor padrão de '%s' é incompatível com a fonte '%s'."
+
msgid "Default Color"
msgstr "Cor Padrão"
@@ -17342,6 +17468,26 @@ msgstr "Expressão constante esperada."
msgid "Expected ',' or ')' after argument."
msgstr "Esperado ',' ou ')' após o argumento."
+msgid ""
+"Varyings which assigned in 'vertex' function may not be reassigned in "
+"'fragment' or 'light'."
+msgstr ""
+"Variações atribuídas na função 'vertex' não podem ser reatribuídas em "
+"'fragment' ou 'light'."
+
+msgid ""
+"Varyings which assigned in 'fragment' function may not be reassigned in "
+"'vertex' or 'light'."
+msgstr ""
+"Variações atribuídas na função 'fragment' não podem ser reatribuídas em "
+"'vértice' ou 'luz'."
+
+msgid "Swizzling assignment contains duplicates."
+msgstr "A tarefa de Swizzling contém duplicatas."
+
+msgid "Assignment to uniform."
+msgstr "Atribuição ao uniforme."
+
msgid "Constants cannot be modified."
msgstr "Constantes não podem ser modificadas."
diff --git a/editor/translations/editor/pt_BR.po b/editor/translations/editor/pt_BR.po
index 5404402f8d..d726e69502 100644
--- a/editor/translations/editor/pt_BR.po
+++ b/editor/translations/editor/pt_BR.po
@@ -13965,6 +13965,9 @@ msgid ""
msgstr ""
"O caminho selecionado não está vazio. É recomendado escolher uma pasta vazia."
+msgid "New Game Project"
+msgstr "Novo Projeto de Jogo"
+
msgid "Supports desktop platforms only."
msgstr "Suporta apenas plataformas de desktop."
@@ -14039,9 +14042,6 @@ msgstr ""
"Não foi possível carregar project.godot em '%s' (erro %d). Ele pode estar "
"ausente ou corrompido."
-msgid "New Game Project"
-msgstr "Novo Projeto de Jogo"
-
msgid "Import & Edit"
msgstr "Importar & Editar"
diff --git a/editor/translations/editor/ru.po b/editor/translations/editor/ru.po
index fc9830c5a4..0d1464cc78 100644
--- a/editor/translations/editor/ru.po
+++ b/editor/translations/editor/ru.po
@@ -203,8 +203,8 @@ 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: 2024-07-29 14:26+0000\n"
-"Last-Translator: Ruslan <vovavalenkov15@gmail.com>\n"
+"PO-Revision-Date: 2024-08-08 16:09+0000\n"
+"Last-Translator: Olesya_Gerasimenko <gammaray@basealt.ru>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot/ru/>\n"
"Language: ru\n"
@@ -246,10 +246,10 @@ msgid "Mouse Wheel Right"
msgstr "Колесо мыши вправо"
msgid "Mouse Thumb Button 1"
-msgstr "Дополнительная кнопка мыши 1"
+msgstr "Кнопка большого пальца мыши 1"
msgid "Mouse Thumb Button 2"
-msgstr "Дополнительная кнопка мыши 2"
+msgstr "Кнопка большого пальца мыши 2"
msgid "Button"
msgstr "Кнопка"
@@ -258,7 +258,7 @@ msgid "Double Click"
msgstr "Двойной щелчок"
msgid "Mouse motion at position (%s) with velocity (%s)"
-msgstr "Движение мыши в местоположении (%s) со скоростью (%s)"
+msgstr "Движение мыши в местоположении (%s) с быстротой (%s)"
msgid "Left Stick X-Axis, Joystick 0 X-Axis"
msgstr "Левый стик по оси X, джойстик 0 по оси X"
@@ -315,7 +315,7 @@ msgid "Guide, Sony PS, Xbox Home"
msgstr "Руководство, Sony PS, Xbox Home"
msgid "Start, Xbox Menu, Nintendo +"
-msgstr "Старт, Xbox Menu, Nintendo +"
+msgstr "Start, Xbox Menu, Nintendo +"
msgid "Left Stick, Sony L3, Xbox L/LS"
msgstr "Левый стик, Sony L3, Xbox L/LS"
@@ -342,7 +342,7 @@ msgid "D-pad Right"
msgstr "D-pad Вправо"
msgid "Xbox Share, PS5 Microphone, Nintendo Capture"
-msgstr "Xbox Share, Микрофон PS5, Nintendo Capture"
+msgstr "Xbox Share, PS5 Microphone, Nintendo Capture"
msgid "Xbox Paddle 1"
msgstr "Xbox Крестовина 1"
@@ -366,10 +366,10 @@ msgid "Pressure:"
msgstr "Сила нажатия:"
msgid "canceled"
-msgstr "Отмена, отмененный"
+msgstr "отмена"
msgid "touched"
-msgstr "затронутый"
+msgstr "касание"
msgid "released"
msgstr "отпускание"
@@ -379,7 +379,7 @@ msgstr "Экран %s в (%s) с %s точками касания"
msgid ""
"Screen dragged with %s touch points at position (%s) with velocity of (%s)"
-msgstr "Экран с %s точками касания в позиции (%s) перетянут со скоростью (%s)"
+msgstr "Экран с %s точками касания в позиции (%s) перетянут с быстротой (%s)"
msgid "Magnify Gesture at (%s) with factor %s"
msgstr "Жест увеличения в (%s) с коэффициентом %s"
@@ -397,16 +397,16 @@ msgid "Accept"
msgstr "Подтвердить"
msgid "Select"
-msgstr "Выбрать"
+msgstr "Выделение"
msgid "Cancel"
msgstr "Отмена"
msgid "Focus Next"
-msgstr "Фокус на следующем"
+msgstr "Фокус на следующем элементе"
msgid "Focus Prev"
-msgstr "Фокус на предыдущем"
+msgstr "Фокус на предыдущем элементе"
msgid "Left"
msgstr "Влево"
@@ -496,34 +496,34 @@ msgid "Caret Word Right"
msgstr "Курсор вправо на слово"
msgid "Caret Up"
-msgstr "Каретка вверх"
+msgstr "Курсор вверх"
msgid "Caret Down"
-msgstr "Каретка вниз"
+msgstr "Курсор вниз"
msgid "Caret Line Start"
-msgstr "Каретка в начало строки"
+msgstr "Курсор в начало строки"
msgid "Caret Line End"
-msgstr "Каретка в конец строки"
+msgstr "Курсор в конец строки"
msgid "Caret Page Up"
-msgstr "Каретка на страницу вверх"
+msgstr "Курсор на страницу вверх"
msgid "Caret Page Down"
-msgstr "Каретка на страницу вниз"
+msgstr "Курсор на страницу вниз"
msgid "Caret Document Start"
-msgstr "Каретка к началу документа"
+msgstr "Курсор к началу документа"
msgid "Caret Document End"
-msgstr "Каретка к концу документа"
+msgstr "Курсор к концу документа"
msgid "Caret Add Below"
-msgstr "Каретка добавить ниже"
+msgstr "Курсор добавить ниже"
msgid "Caret Add Above"
-msgstr "Каретка добавить выше"
+msgstr "Курсор добавить выше"
msgid "Scroll Up"
msgstr "Прокрутка вверх"
@@ -544,7 +544,7 @@ msgid "Skip Selection for Next Occurrence"
msgstr "Пропустить выделение для следующего вхождения"
msgid "Clear Carets and Selection"
-msgstr "Очистить каретки и выделение"
+msgstr "Очистить курсоры и выделение"
msgid "Toggle Insert Mode"
msgstr "Переключить режим вставки"
@@ -630,7 +630,7 @@ msgid "An action with the name '%s' already exists."
msgstr "Действие с именем «%s» уже существует."
msgid "Cannot Revert - Action is same as initial"
-msgstr "невозможно вернуться - действие аналогично исходному действию"
+msgstr "Невозможно вернуться — действие аналогично первоначальному"
msgid "Revert Action"
msgstr "Откатить действие"
@@ -639,7 +639,7 @@ msgid "Add Event"
msgstr "Добавить событие"
msgid "Remove Action"
-msgstr "Отменить действие"
+msgstr "Удалить событие"
msgid "Cannot Remove Action"
msgstr "Нельзя удалить действие"
@@ -657,7 +657,7 @@ msgid "Clear All"
msgstr "Очистить"
msgid "Clear all search filters."
-msgstr "Очистить все поисковые фильтры"
+msgstr "Очистить все фильтры поиска."
msgid "Add New Action"
msgstr "Добавить новое действие"
@@ -1067,6 +1067,9 @@ msgstr "Путь к дорожке некорректен, потому нель
msgid "Track is not of type Node3D, can't insert key"
msgstr "Дорожка не относится к типу Node3D, невозможно вставить ключ"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "Дорожка не относится к типу MeshInstance3D, невозможно вставить ключ"
+
msgid "Track path is invalid, so can't add a method key."
msgstr "Путь к дорожке некорректен, потому нельзя добавить ключ метода."
@@ -1202,7 +1205,7 @@ msgid "FPS"
msgstr "Кадр/с"
msgid "Fit to panel"
-msgstr "Подогнать к панели"
+msgstr "Уместить в панель"
msgid "Edit"
msgstr "Редактировать"
@@ -1280,7 +1283,7 @@ msgid "Animation Optimizer"
msgstr "Оптимизатор анимации"
msgid "Max Velocity Error:"
-msgstr "Макс. погрешность скорости:"
+msgstr "Макс. погрешность быстроты:"
msgid "Max Angular Error:"
msgstr "Макс. угловая погрешность:"
@@ -1395,7 +1398,7 @@ msgid "Animation Baker"
msgstr "Запекание анимации"
msgid "3D Pos/Rot/Scl Track:"
-msgstr "3D Поз/Пов/Масш Дорожка:"
+msgstr "Дорожка пол./вращ./масш. 3D"
msgid "Blendshape Track:"
msgstr "Дорожка формы смешивания:"
@@ -1474,7 +1477,7 @@ msgstr "Скрывать"
msgctxt "Indentation"
msgid "Spaces"
-msgstr "Отступы"
+msgstr "Пробелы"
msgctxt "Indentation"
msgid "Tabs"
@@ -1671,7 +1674,7 @@ msgid "This class is marked as experimental."
msgstr "Этот класс помечен как экспериментальный."
msgid "The selected class can't be instantiated."
-msgstr "Невозможно создать объект на основе выбранного класса."
+msgstr "Выбранный класс нельзя инстанцировать."
msgid "Favorites:"
msgstr "Избранное:"
@@ -1819,7 +1822,7 @@ msgid "Calls"
msgstr "Вызовы"
msgid "Fit to Frame"
-msgstr "Укладывать в кадр"
+msgstr "Уместить в кадр"
msgid "Linked"
msgstr "Связаны"
@@ -2011,7 +2014,7 @@ msgstr "Поиск ресурса для замены:"
msgid "Open Scene"
msgid_plural "Open Scenes"
-msgstr[0] "Открыть сцену"
+msgstr[0] "Открыть сцены"
msgstr[1] "Открыть сцены"
msgstr[2] "Открыть сцены"
@@ -2179,7 +2182,7 @@ msgid "Gold Members"
msgstr "Участники золотого уровня"
msgid "Donors"
-msgstr "Спонсоры"
+msgstr "Доноры"
msgid "License"
msgstr "Лицензия"
@@ -2236,10 +2239,10 @@ msgid "The following files failed extraction from asset \"%s\":"
msgstr "Следующие файлы не удалось извлечь из ассета «%s»:"
msgid "(and %s more files)"
-msgstr "(и %s других файлов)"
+msgstr "(и другие файлы — %d)"
msgid "Asset \"%s\" installed successfully!"
-msgstr "Комплект \"%s\" установлен!"
+msgstr "Ассет «%s» успешно установлен!"
msgid "Success!"
msgstr "Успех!"
@@ -2339,7 +2342,7 @@ msgid "Delete Effect"
msgstr "Удалить эффект"
msgid "Toggle Audio Bottom Panel"
-msgstr "Переключить нижнюю панель аудиосистемы"
+msgstr "Включить или отключить нижнюю панель «Аудио»"
msgid "Add Audio Bus"
msgstr "Добавить звуковую шину"
@@ -2411,7 +2414,7 @@ msgid "Audio Bus Layout"
msgstr "Компоновка звуковой шины"
msgid "Invalid name."
-msgstr "Недопустимое название."
+msgstr "Недопустимое имя."
msgid "Cannot begin with a digit."
msgstr "Не может начинаться с цифры."
@@ -2420,21 +2423,20 @@ msgid "Valid characters:"
msgstr "Допустимые символы:"
msgid "Must not collide with an existing engine class name."
-msgstr "Не должно конфликтовать с названием встроенного класса."
+msgstr "Не должно конфликтовать с существующим именем класса движка."
msgid "Must not collide with an existing global script class name."
-msgstr "Не должно конфликтовать с названием класса в глобальном скрипте."
+msgstr ""
+"Не должно конфликтовать с существующим именем глобального класса скрипта."
msgid "Must not collide with an existing built-in type name."
-msgstr "Не должно конфликтовать с названием встроенного типа данных."
+msgstr "Не должно конфликтовать с существующим именем встроенного типа."
msgid "Must not collide with an existing global constant name."
-msgstr "Не должно конфликтовать с названием глобальной константы."
+msgstr "Не должно конфликтовать с существующим именем глобальной константы."
msgid "Keyword cannot be used as an Autoload name."
-msgstr ""
-"Ключевое слово не может быть использовано для названия компонента "
-"Автозагрузки."
+msgstr "Ключевое слово нельзя использовать в качестве имени автозагрузки."
msgid "Autoload '%s' already exists!"
msgstr "Автозагрузка «%s» уже существует!"
@@ -2473,7 +2475,7 @@ msgid "Path:"
msgstr "Путь:"
msgid "Set path or press \"%s\" to create a script."
-msgstr "Задайте путь или нажмите \"%s\" для создания скрипта."
+msgstr "Задайте путь или нажмите «%s», чтобы создать скрипт."
msgid "Node Name:"
msgstr "Имя узла:"
@@ -2521,7 +2523,7 @@ msgid "SIL Graphite Fonts"
msgstr "Шрифты SIL Graphite"
msgid "Multi-channel Signed Distance Field Font Rendering"
-msgstr "Рендеринг шрифта многоканального поля расстояния со знаком"
+msgstr "Рендеринг шрифта с многоканальным полем расстояния со знаком"
msgid "3D Nodes as well as RenderingServer access to 3D features."
msgstr "3D-узлы, а также доступ RenderingServer к 3D-функциям."
@@ -2692,10 +2694,10 @@ msgid "%s - Godot Engine"
msgstr "%s — Godot Engine"
msgid "Move this dock right one tab."
-msgstr "Переместить эту панель вправо на одну вкладку."
+msgstr "Переместить эту панель на одну вкладку вправо."
msgid "Move this dock left one tab."
-msgstr "Переместить эту панель влево на одну вкладку."
+msgstr "Переместить эту панель на одну вкладку влево."
msgid "Dock Position"
msgstr "Позиция панели"
@@ -2713,7 +2715,7 @@ msgid "Move this dock to the bottom panel."
msgstr "Переместить этот док в нижнюю панель."
msgid "Close this dock."
-msgstr "Закрыть этот док."
+msgstr "Закрыть эту панель."
msgid "3D Editor"
msgstr "3D-редактор"
@@ -2864,7 +2866,8 @@ msgstr "Управление профилями возможностей ред
msgid "Some extensions need the editor to restart to take effect."
msgstr ""
-"Чтобы изменения расширений вступили в силу, необходимо перезапустить редактор."
+"Некоторые расширения требуют перезапуска редактора, чтобы изменения вступили "
+"в силу."
msgid "Restart"
msgstr "Перезапустить"
@@ -2879,7 +2882,7 @@ msgid "Update Scene Groups"
msgstr "Обновить группы сцены"
msgid "Updating Scene Groups..."
-msgstr "Обновление группы сцены..."
+msgstr "Обновление групп сцены..."
msgid ""
"There are multiple importers for different types pointing to file %s, import "
@@ -3144,7 +3147,7 @@ msgid "Editor"
msgstr "Редактор"
msgid "Click to copy."
-msgstr "Нажмите для копирования."
+msgstr "Нажмите, чтобы скопировать."
msgid "No description available."
msgstr "Описание недоступно."
@@ -3153,7 +3156,7 @@ msgid "Metadata:"
msgstr "Метаданные:"
msgid "Setting:"
-msgstr "Параметры:"
+msgstr "Параметр:"
msgid "Property:"
msgstr "Свойство:"
@@ -3288,7 +3291,7 @@ msgid "Move element %d to position %d in property array with prefix %s."
msgstr "Переместить элемент %d на позицию %d в массиве свойств с префиксом %s."
msgid "Clear Property Array with Prefix %s"
-msgstr "Очистить массив свойств с префиксом %s"
+msgstr "Очистить массив свойств с префиксом %s."
msgid "Resize Property Array with Prefix %s"
msgstr "Изменить размер массива свойств с префиксом %s"
@@ -3496,7 +3499,7 @@ msgid "OK"
msgstr "OK"
msgid "Error saving resource!"
-msgstr "Ошибка сохранения ресурсов!"
+msgstr "Ошибка при сохранении ресурса!"
msgid ""
"This resource can't be saved because it does not belong to the edited scene. "
@@ -3516,25 +3519,25 @@ msgid "Save Resource As..."
msgstr "Сохранить ресурс как..."
msgid "Can't open file for writing:"
-msgstr "Не удалось открыть файл для записи:"
+msgstr "Невозможно открыть файл для записи:"
msgid "Requested file format unknown:"
-msgstr "Неизвестный запрашиваемый формат файла:"
+msgstr "Неизвестный формат запрашиваемого файла:"
msgid "Error while saving."
-msgstr "Ошибка сохранения."
+msgstr "Ошибка при сохранении."
msgid "Can't open file '%s'. The file could have been moved or deleted."
msgstr "Не удалось открыть файл «%s». Файл мог быть перемещён или удалён."
msgid "Error while parsing file '%s'."
-msgstr "Ошибка при загрузке файла: '%s'."
+msgstr "Ошибка при синтаксическом разборе файла «%s»."
msgid "Scene file '%s' appears to be invalid/corrupt."
-msgstr "Файл сцены '%s' поврежден или недействителен."
+msgstr "Файл сцены «%s» является недопустимым/повреждённым."
msgid "Missing file '%s' or one of its dependencies."
-msgstr "Отсутствует файл '%s' или его зависимости."
+msgstr "Отсутствует файл «%s» или одна из его зависимостей."
msgid ""
"File '%s' is saved in a format that is newer than the formats supported by "
@@ -3544,7 +3547,7 @@ msgstr ""
"Godot, поэтому он не может быть открыт."
msgid "Error while loading file '%s'."
-msgstr "Ошибка загрузки файла ' %s'."
+msgstr "Ошибка при загрузке файла «%s»."
msgid "Saving Scene"
msgstr "Сохранение сцены"
@@ -3562,16 +3565,16 @@ msgid ""
"This scene can't be saved because there is a cyclic instance inclusion.\n"
"Please resolve it and then attempt to save again."
msgstr ""
-"Эта сцена не может быть сохранена, так как происходит циклическое включение "
-"экземпляра класса.\n"
-"Пожалуйста, решите это и попробуйте сохранить снова."
+"Эта сцена не может быть сохранена, потому что обнаружено циклическое "
+"инстанцирование.\n"
+"Устраните эту проблему, а затем повторите попытку сохранения."
msgid ""
"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't "
"be satisfied."
msgstr ""
-"Не удалось сохранить сцену. Вероятно, зависимости (экземпляры или "
-"наследование) не могут быть удовлетворены."
+"Невозможно сохранить сцену. Вероятно, зависимости (экземпляры или "
+"унаследованные) не могли быть удовлетворены."
msgid "Save scene before running..."
msgstr "Сохранение сцены перед запуском..."
@@ -3592,10 +3595,10 @@ msgid "Apply MeshInstance Transforms"
msgstr "Применить преобразования MeshInstance"
msgid "Can't load MeshLibrary for merging!"
-msgstr "Не удалось загрузить MeshLibrary для слияния!"
+msgstr "Невозможно загрузить библиотеку сеток для слияния!"
msgid "Error saving MeshLibrary!"
-msgstr "Ошибка сохранения MeshLibrary!"
+msgstr "Ошибка сохранения библиотеки сеток!"
msgid ""
"An error occurred while trying to save the editor layout.\n"
@@ -3676,14 +3679,14 @@ msgid "Quick Open Script..."
msgstr "Быстро открыть скрипт..."
msgid "%s no longer exists! Please specify a new save location."
-msgstr "%s больше не существует! Пожалуйста, укажите новое место сохранения."
+msgstr "%s больше не существует! Укажите новое место для сохранения."
msgid ""
"The current scene has no root node, but %d modified external resource(s) and/"
"or plugin data were saved anyway."
msgstr ""
-"Текущая сцена не имеет корневого узла, но изменённые внешние ресурсы и (или) "
-"данные плагина (%d) всё равно были сохранены."
+"Текущая сцена не имеет корневого узла, но изменённые внешние ресурсы (%d) и/"
+"или данные модулей всё равно были сохранены."
msgid ""
"A root node is required to save the scene. You can add a root node using the "
@@ -3757,7 +3760,7 @@ msgid "Save changes to the following scene(s) before reloading?"
msgstr "Сохранить изменения в следующих сценах перед перезагрузкой?"
msgid "Save changes to the following scene(s) before quitting?"
-msgstr "Сохранить изменения в следующих сценах перед закрытием?"
+msgstr "Сохранить изменения в следующих сценах перед выходом?"
msgid "Save changes to the following scene(s) before opening Project Manager?"
msgstr ""
@@ -3767,8 +3770,8 @@ msgid ""
"This option is deprecated. Situations where refresh must be forced are now "
"considered a bug. Please report."
msgstr ""
-"Эта опция больше устарела. Ситуации, когда требуется принудительное "
-"обновления, теперь считаются ошибкой. Пожалуйста сообщите об этом."
+"Этот параметр устарел. Ситуации, в которых необходимо принудительное "
+"обновление, считаются ошибкой. Просьба отправить отчёт об ошибке."
msgid "Pick a Main Scene"
msgstr "Выбрать главную сцену"
@@ -3821,8 +3824,9 @@ msgid ""
"Error loading scene, it must be inside the project path. Use 'Import' to open "
"the scene, then save it inside the project path."
msgstr ""
-"Ошибка загрузки сцены, она должна располагаться по пути проекта. Используйте "
-"'Импорт', чтобы открыть сцену, и сохраните её внутри проекта."
+"Ошибка при загрузке сцены, она должна быть внутри каталога проекта. "
+"Используйте «Импорт», чтобы открыть сцену, а затем сохраните её в каталоге "
+"проекта."
msgid "Scene '%s' has broken dependencies:"
msgstr "Сцена «%s» имеет нарушенные зависимости:"
@@ -3859,7 +3863,7 @@ msgid "Clear Recent Scenes"
msgstr "Очистить недавние сцены"
msgid "There is no defined scene to run."
-msgstr "Не задана сцена, которую нужно запустить."
+msgstr "Не назначена сцена для запуска."
msgid ""
"No main scene has ever been defined, select one?\n"
@@ -3989,7 +3993,7 @@ msgid "Ungroup Selected Node(s)"
msgstr "Разгруппировать выбранные узлы"
msgid "Restart Emission"
-msgstr "Перезапустить выброс"
+msgstr "Перезапустить излучение"
msgid "Pan View"
msgstr "Панорамировать вид"
@@ -3998,7 +4002,7 @@ msgid "Distraction Free Mode"
msgstr "Режим без отвлечения"
msgid "Toggle Last Opened Bottom Panel"
-msgstr "Переключить последнюю открытую нижнюю панель"
+msgstr "Включить или отключить последнюю открытую нижнюю панель"
msgid "Toggle distraction-free mode."
msgstr "Переключить режим без отвлечения."
@@ -4076,7 +4080,7 @@ msgid "Install Android Build Template..."
msgstr "Установить шаблон сборки Android..."
msgid "Open User Data Folder"
-msgstr "Открыть папку данных пользователя"
+msgstr "Открыть папку пользовательских данных"
msgid "Tools"
msgstr "Инструменты"
@@ -4085,7 +4089,7 @@ msgid "Orphan Resource Explorer..."
msgstr "Обзор потерянных ресурсов..."
msgid "Engine Compilation Configuration Editor..."
-msgstr "Редактор конфигурации компиляции движка..."
+msgstr "Редактор конфигурации сборки движка..."
msgid "Upgrade Mesh Surfaces..."
msgstr "Обновить поверхности сетки…"
@@ -4100,7 +4104,7 @@ msgid "Command Palette..."
msgstr "Палитра команд..."
msgid "Editor Docks"
-msgstr "История изменений"
+msgstr "Панели редактора"
msgid "Editor Layout"
msgstr "Макет редактора"
@@ -4109,7 +4113,7 @@ msgid "Take Screenshot"
msgstr "Сделать снимок экрана"
msgid "Screenshots are stored in the user data folder (\"user://\")."
-msgstr "Снимки экрана хранятся в папке пользователя (\"user://\")."
+msgstr "Снимки экрана хранятся в папке пользовательских данных («user://»)."
msgid "Toggle Fullscreen"
msgstr "Включить или отключить полноэкранный режим"
@@ -4197,7 +4201,7 @@ msgid "FileSystem"
msgstr "Файловая система"
msgid "Toggle FileSystem Bottom Panel"
-msgstr "Переместить Файловую Систему на нижнюю панель"
+msgstr "Включить или отключить нижнюю панель «Файловая система»"
msgid "Inspector"
msgstr "Инспектор"
@@ -4212,7 +4216,7 @@ msgid "Output"
msgstr "Вывод"
msgid "Toggle Output Bottom Panel"
-msgstr "Переключить нижнюю панель вывода"
+msgstr "Включить или отключить нижнюю панель «Вывод»"
msgid "Don't Save"
msgstr "Не сохранять"
@@ -4294,7 +4298,7 @@ msgid "Open the previous Editor"
msgstr "Открыть предыдущий редактор"
msgid "Ok"
-msgstr "Ок"
+msgstr "ОК"
msgid "Warning!"
msgstr "Предупреждение!"
@@ -4399,10 +4403,10 @@ msgstr ""
"ресурсов)."
msgid "Pick a Viewport"
-msgstr "Выбрать Viewport"
+msgstr "Выбрать окно просмотра"
msgid "Selected node is not a Viewport!"
-msgstr "Выбранный узел не Viewport!"
+msgstr "Выбранный узел не является окном просмотра!"
msgid "New Key:"
msgstr "Новый ключ:"
@@ -4561,19 +4565,19 @@ msgid "Failed to check for updates. Response code: %d."
msgstr "Не удалось проверить наличие обновлений. Код ответа: %d."
msgid "Failed to parse version JSON."
-msgstr "Не удалось распознать версию JSON."
+msgstr "Не удалось проанализировать версию JSON."
msgid "Received JSON data is not a valid version array."
msgstr "Полученный JSON не являются корректным массивом версий."
msgid "Update available: %s."
-msgstr "Доступно обновление %s."
+msgstr "Доступно обновление: %s."
msgid "Offline mode, update checks disabled."
msgstr "Автономный режим, проверка обновлений отключена."
msgid "Update checks disabled."
-msgstr "Проверки обновлений отключены."
+msgstr "Проверки наличия обновлений отключены."
msgid "An error has occurred. Click to try again."
msgstr "Произошла ошибка. Нажмите, чтобы повторить попытку."
@@ -4741,7 +4745,7 @@ msgid "Storing File:"
msgstr "Сохранение файла:"
msgid "No export template found at the expected path:"
-msgstr "Отсутствует шаблон экспорта по ожидаемому пути:"
+msgstr "Шаблоны экспорта не найдены по ожидаемому пути:"
msgid "ZIP Creation"
msgstr "Создание ZIP"
@@ -4753,7 +4757,7 @@ msgid "Packing"
msgstr "Упаковывание"
msgid "Save PCK"
-msgstr "Сохранить как PCK"
+msgstr "Сохранить PCK"
msgid "Cannot create file \"%s\"."
msgstr "Невозможно создать файл «%s»."
@@ -4777,7 +4781,7 @@ msgid "Can't open file to read from path \"%s\"."
msgstr "Не удалось открыть файл для чтения из источника «%s»."
msgid "Save ZIP"
-msgstr "Сохранить как ZIP"
+msgstr "Сохранить ZIP"
msgid "Custom debug template not found."
msgstr "Пользовательский отладочный шаблон не найден."
@@ -4805,7 +4809,7 @@ msgid "Failed to copy export template."
msgstr "Не удалось скопировать шаблон экспорта."
msgid "PCK Embedding"
-msgstr "Заполнение PCK"
+msgstr "Встраивание PCK"
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
msgstr ""
@@ -4886,13 +4890,13 @@ msgstr ""
"только для официальных релизов."
msgid "Disconnected"
-msgstr "Отключено"
+msgstr "Отключён"
msgid "Resolving"
-msgstr "Определение адреса"
+msgstr "Определение"
msgid "Can't Resolve"
-msgstr "Не удалось определить адрес"
+msgstr "Не удалось определить"
msgid "Connecting..."
msgstr "Подключение..."
@@ -4901,7 +4905,7 @@ msgid "Can't Connect"
msgstr "Не удалось подключиться"
msgid "Connected"
-msgstr "Подключено"
+msgstr "Подключён"
msgid "Requesting..."
msgstr "Запрос..."
@@ -4910,7 +4914,7 @@ msgid "Downloading"
msgstr "Загрузка"
msgid "Connection Error"
-msgstr "Ошибка соединения"
+msgstr "Ошибка подключения"
msgid "TLS Handshake Error"
msgstr "Ошибка TLS-рукопожатия"
@@ -4949,7 +4953,7 @@ msgid "Export templates are missing. Download them or install from a file."
msgstr "Шаблоны экспорта отсутствуют. Загрузите их или установите из файла."
msgid "Export templates are missing. Install them from a file."
-msgstr "Шаблоны экспорта отсутствуют. Загрузите их или установите из файла."
+msgstr "Шаблоны экспорта отсутствуют. Установите их из файла."
msgid "Export templates are installed and ready to be used."
msgstr "Шаблоны экспорта установлены и готовы к использованию."
@@ -4970,7 +4974,7 @@ msgid "Download from:"
msgstr "Загрузить из:"
msgid "(no templates for development builds)"
-msgstr "(нет шаблонов для development сборок)"
+msgstr "(нет шаблонов для рабочих сборок)"
msgid "Open in Web Browser"
msgstr "Открыть в веб-браузере"
@@ -5229,7 +5233,7 @@ msgid "Export All"
msgstr "Экспортировать всё"
msgid "Choose an export mode:"
-msgstr "Выбор режима экспорта:"
+msgstr "Режим экспорта:"
msgid "Export All..."
msgstr "Экспортировать всё..."
@@ -5514,7 +5518,7 @@ msgid "Copy Path"
msgstr "Копировать путь"
msgid "Copy Absolute Path"
-msgstr "Копировать полный путь"
+msgstr "Копировать абсолютный путь"
msgid "Copy UID"
msgstr "Копировать UID"
@@ -5651,7 +5655,7 @@ msgid "Add Group"
msgstr "Добавить группу"
msgid "Renaming Group References"
-msgstr "Переименование групповых ссылок"
+msgstr "Переименование ссылок на группы"
msgid "Removing Group References"
msgstr "Удаление ссылок на группу"
@@ -5885,15 +5889,16 @@ msgid ""
"specifying the path to a movie file that will be used when recording that "
"scene."
msgstr ""
-"Режим Создатель фильма включен, но путь к файлу фильма не указан.\n"
-"Путь к файлу фильма по умолчанию можно указать в настройках проекта в "
-"категории Редактор > Писатель фильма.\n"
-"В качестве альтернативы для запуска отдельных сцен в корневой узел можно "
-"добавить строковые метаданные `movie_file`, указывающие путь к файлу фильма, "
-"который будет использоваться при записи этой сцены."
+"Режим Movie Maker включён, но путь к видеофайлу не указан.\n"
+"Путь к видеофайлу по умолчанию можно указать в настройках проекта в категории "
+"«Editor > Movie Writer».\n"
+"В качестве альтернативы, для запуска отдельных сцен в корневой узел можно "
+"добавить метаданные «movie_file» типа String,\n"
+"указывающие путь к видеофайлу, который будет использоваться при записи этой "
+"сцены."
msgid "Could not start subprocess(es)!"
-msgstr "Не удалось запустить подпроцессы!"
+msgstr "Не удалось запустить подпроцесс(ы)!"
msgid "Run the project's default scene."
msgstr "Запустить сцену проекта по умолчанию."
@@ -6009,7 +6014,7 @@ msgstr[2] "Узел имеет {num} соединений."
msgid "Node is in this group:"
msgid_plural "Node is in the following groups:"
-msgstr[0] "Узел в следующей группе:"
+msgstr[0] "Узел в следующих группах:"
msgstr[1] "Узел в следующих группах:"
msgstr[2] "Узел в следующих группах:"
@@ -6056,7 +6061,7 @@ msgid "Invalid node name, the following characters are not allowed:"
msgstr "Некорректное имя узла. Следующие символы недопустимы:"
msgid "A node with the unique name %s already exists in this scene."
-msgstr "Узел с именем «%s» уже существует в сцене."
+msgstr "В этой сцене уже существует узел с уникальным именем «%s»."
msgid "Rename Node"
msgstr "Переименовать узел"
@@ -6244,7 +6249,7 @@ msgid "Selected Animation Play/Pause"
msgstr "Воспроизвести/приостановить выбранную анимацию"
msgid "Rotate Lights With Model"
-msgstr "Вращать источники света вместе с моделью"
+msgstr "Повернуть источники света с моделью"
msgid "Primary Light"
msgstr "Основной свет"
@@ -6491,10 +6496,10 @@ msgid "Importer:"
msgstr "Импортёр:"
msgid "Keep File (exported as is)"
-msgstr "Сохранить файл (экспортирован как есть)"
+msgstr "Сохранить файл (экспортируется «как есть»)"
msgid "Skip File (not exported)"
-msgstr "Пропустить файл (без импорта)"
+msgstr "Пропустить файл (не экспортируется)"
msgid "%d Files"
msgstr "%d файлов"
@@ -6625,13 +6630,13 @@ msgid "Property Name Style"
msgstr "Стиль имени свойства"
msgid "Raw (e.g. \"%s\")"
-msgstr "Без обработки (например, \"%s\")"
+msgstr "Без обработки (например, «%s»)"
msgid "Capitalized (e.g. \"%s\")"
-msgstr "Прописные буквы (например, \"%s\")"
+msgstr "Прописные буквы (например, «%s»)"
msgid "Localized (e.g. \"Z Index\")"
-msgstr "Локализованные (например, \"Z-индекс\")"
+msgstr "Локализованные (например, «Z-индекс»)"
msgid "Localization not available for current language."
msgstr "Локализация недоступна для данного языка."
@@ -6779,8 +6784,8 @@ msgid ""
"RMB: Erase Point"
msgstr ""
"Редактирование точек.\n"
-"ЛКМ: переместить точку\n"
-"ПКМ: стереть точку"
+"ЛКМ: переместить точку.\n"
+"ПКМ: стереть точку."
msgid "Erase points."
msgstr "Удалить точки."
@@ -6836,7 +6841,7 @@ msgid ""
"AnimationTree is inactive.\n"
"Activate to enable playback, check node warnings if activation fails."
msgstr ""
-"AnimationTree не является активным.\n"
+"Дерево анимации не является активным.\n"
"Активируйте, чтобы включить воспроизведение. Проверьте предупреждения узла, "
"если активация завершилась неудачей."
@@ -7310,7 +7315,7 @@ msgid "Next (Auto Queue):"
msgstr "Следующая анимация (автоматический переход):"
msgid "Toggle Animation Bottom Panel"
-msgstr "Включить или отключить панель Анимации"
+msgstr "Включить или отключить нижнюю панель «Анимация»"
msgid "Move Node"
msgstr "Переместить узел"
@@ -7390,10 +7395,10 @@ msgid "Root"
msgstr "Корень"
msgid "AnimationTree"
-msgstr "Дерево анимаций"
+msgstr "Дерево анимации"
msgid "Toggle AnimationTree Bottom Panel"
-msgstr "Переключить нижнюю панель AnimationTree"
+msgstr "Включить или отключить нижнюю панель «Дерево анимации»"
msgid "Author"
msgstr "Автор"
@@ -7516,7 +7521,7 @@ msgid "License (Z-A)"
msgstr "Лицензия (Я-А)"
msgid "Featured"
-msgstr "Возможности"
+msgstr "Включённые"
msgid "Testing"
msgstr "Тестируемые"
@@ -7544,8 +7549,8 @@ msgid ""
"The Asset Library requires an online connection and involves sending data "
"over the internet."
msgstr ""
-"Примечание: библиотека ресурсов требует подключения к сети и предполагает "
-"отправку данных через Интернет."
+"Библиотека ассетов требует подключения к сети и использует отправку данных "
+"через Интернет."
msgid "Go Online"
msgstr "Войти в сеть"
@@ -7727,7 +7732,8 @@ msgid ""
"Overrides the running project's camera with the editor viewport camera."
msgstr ""
"Переопределение игровой камеры\n"
-"Заменяет игровую камеру запущенного проекта на камеру viewport редактора."
+"Заменяет игровую камеру запущенного проекта на камеру окна просмотра "
+"редактора."
msgid ""
"Project Camera Override\n"
@@ -7799,16 +7805,16 @@ msgid "Select Mode"
msgstr "Режим выделения"
msgid "Drag: Rotate selected node around pivot."
-msgstr "Перетаскивание: Вращение выбранного узла вокруг точки поворота."
+msgstr "Перетаскивание: вращение выбранного узла вокруг оси."
msgid "Alt+Drag: Move selected node."
-msgstr "Alt+Перетаскивание: Передвинуть выделенный узел."
+msgstr "Alt+перетаскивание: перемещение выбранного узла."
msgid "Alt+Drag: Scale selected node."
-msgstr "Alt+Перетаскивание: Масштабировать выбранный узел."
+msgstr "Alt+перетаскивание: масштабирование выбранного узла."
msgid "V: Set selected node's pivot position."
-msgstr "V: Установить положение поворота выбранных узлов."
+msgstr "V: задать положение оси выбранного узла."
msgid "Alt+RMB: Show list of all nodes at position clicked, including locked."
msgstr ""
@@ -7834,7 +7840,7 @@ msgid "Show list of selectable nodes at position clicked."
msgstr "Показать список доступных для выбора узлов в выбранной позиции."
msgid "Click to change object's rotation pivot."
-msgstr "Нажмите, чтобы изменить центр вращения объекта."
+msgstr "Нажмите, чтобы изменить ось вращения объекта."
msgid "Shift: Set temporary rotation pivot."
msgstr "Shift: Установить временный центр вращения."
@@ -8053,25 +8059,25 @@ msgid "Adding %s..."
msgstr "Добавление %s..."
msgid "Error instantiating scene from %s."
-msgstr "Ошибка при создании сцены из %s."
+msgstr "Ошибка при инстанцировании сцены из %s."
msgid "Create Node"
msgstr "Создать узел"
msgid "Can't instantiate multiple nodes without root."
-msgstr "Невозможно создать несколько узлов без корневого."
+msgstr "Невозможно инстанцировать несколько узлов без корня."
msgid "Circular dependency found at %s."
msgstr "Циклическая зависимость обнаружена в %s."
msgid "Can't instantiate: %s"
-msgstr "Невозможно создать экземпляр: %s"
+msgstr "Не удалось инстанцировать: %s"
msgid "Creating inherited scene from: %s"
msgstr "Создание унаследованной сцены на следующей основе: %s"
msgid "Instantiating: "
-msgstr "Создание экземпляра: "
+msgstr "Инстанцирование: "
msgid "Adding %s and %s..."
msgstr "Добавление %s и %s..."
@@ -8080,13 +8086,13 @@ msgid ""
"Drag and drop to add as sibling of selected node (except when root is "
"selected)."
msgstr ""
-"Перетащите и отпустите, чтобы добавить как соседа выбранного узла (кроме "
-"случая, когда выбран корневой узел)."
+"Перетащите, чтобы добавить в качестве одноуровневого элемента выбранного узла "
+"(за исключением того случая, когда выбран корневой узел)."
msgid "Hold Shift when dropping to add as child of selected node."
msgstr ""
-"Удерживайте Shift при перетаскивании, чтобы добавить в качестве ребенка "
-"выбранного узла."
+"Удерживайте Shift при перетаскивании, чтобы добавить в качестве дочернего "
+"элемента выбранного узла."
msgid "Hold Alt when dropping to add as child of root node."
msgstr ""
@@ -8101,6 +8107,13 @@ msgstr ""
msgid "Change Default Type"
msgstr "Изменить тип по умолчанию"
+msgid ""
+"All selected CanvasItems are either invisible or locked in some way and can't "
+"be transformed."
+msgstr ""
+"Все выбранные узлы CanvasItem либо являются невидимыми, либо каким-либо "
+"образом заблокированы и не могут быть преобразованы."
+
msgid "Set Target Position"
msgstr "Установить целевое положение"
@@ -8229,10 +8242,10 @@ msgid "Change Horizontal Size Flags"
msgstr "Изменить флаги размера по горизонтали"
msgid "Change Vertical Expand Flag"
-msgstr "Изменить флаги размера по вертикали"
+msgstr "Изменить флаг разворачивания по вертикали"
msgid "Change Horizontal Expand Flag"
-msgstr "Изменить флаги размера по горизонтали"
+msgstr "Изменить флаг разворачивания по горизонтали"
msgid "Presets for the anchor and offset values of a Control node."
msgstr "Предустановки значений для якорей и отступов узла Control."
@@ -8297,7 +8310,7 @@ msgid "Generating Visibility AABB (Waiting for Particle Simulation)"
msgstr "Генерация AABB видимости (ожидание симуляции частиц)"
msgid "Generating..."
-msgstr "Создание..."
+msgstr "Генерация..."
msgid "Generate Visibility AABB"
msgstr "Генерировать AABB видимости"
@@ -8357,7 +8370,7 @@ msgid "Debug with External Editor"
msgstr "Отладка с помощью внешнего редактора"
msgid "Toggle Debugger Bottom Panel"
-msgstr "Включить или отключить панель Отладки"
+msgstr "Включить или отключить нижнюю панель «Отладчик»"
msgid "Deploy with Remote Debug"
msgstr "Развёртывание с удалённой отладкой"
@@ -8432,7 +8445,7 @@ msgid ""
"velocities will be visible in the running project."
msgstr ""
"Когда эта опция включена, в запущенном проекте будут отображаться формы, "
-"радиус и скорости объектов избегания."
+"радиусы и скорости объектов избегания."
msgid "Debug CanvasItem Redraws"
msgstr "Отладка перерисовки CanvasItem"
@@ -8556,19 +8569,19 @@ msgid "Add Feature"
msgstr "Добавить возможность"
msgid "Stylistic Sets"
-msgstr "Стилизационные наборы"
+msgstr "Стилистические наборы"
msgid "Character Variants"
msgstr "Варианты символов"
msgid "Capitals"
-msgstr "С заглавных букв"
+msgstr "Заглавные буквы"
msgid "Ligatures"
msgstr "Лигатуры"
msgid "Alternates"
-msgstr "Альтернативные варианты"
+msgstr "Альтернативы"
msgid "East Asian Language"
msgstr "Восточноазиатский язык"
@@ -8577,7 +8590,7 @@ msgid "East Asian Widths"
msgstr "Размер восточноазиатских шрифтов"
msgid "Numeral Alignment"
-msgstr "Выравнивание цифр"
+msgstr "Выравнивание для чисел"
msgid " - Variation"
msgstr " — вариация"
@@ -8598,7 +8611,7 @@ msgid "Change Sphere Shape Radius"
msgstr "Изменить радиус сферы"
msgid "Change Box Shape Size"
-msgstr "Изменить границы прямоугольника"
+msgstr "Изменить границы «коробки»"
msgid "Change Capsule Shape Radius"
msgstr "Изменить радиус капсулы"
@@ -8619,7 +8632,7 @@ msgid "Change Decal Size"
msgstr "Изменить размер декали"
msgid "Change FogVolume Size"
-msgstr "Изменить размер FogVolume"
+msgstr "Изменить размер объёмов тумана"
msgid "Change Radius"
msgstr "Изменить радиус"
@@ -8725,7 +8738,7 @@ msgid "Video RAM size: %s MB (%s)"
msgstr "Размер видеопамяти: %s МБ (%s)"
msgid "Bake SDF"
-msgstr "Запечь SDF"
+msgstr "Запечь ПРсЗ"
msgid ""
"No faces detected during GPUParticlesCollisionSDF3D bake.\n"
@@ -8737,7 +8750,7 @@ msgstr ""
"её границ."
msgid "Select path for SDF Texture"
-msgstr "Выбрать путь к текстуре SDF"
+msgstr "Выбрать путь к текстуре ПРсЗ"
msgid "Add Gradient Point"
msgstr "Добавить точку градиента"
@@ -8802,7 +8815,7 @@ msgid ""
"While this can be fixed by increasing the maximum texture size, it is "
"recommended you split the scene into more objects instead."
msgstr ""
-"Максимальный размер текстуры слишком мал для карты освещения.\n"
+"Максимальный размер текстуры слишком мал для изображений карты освещения.\n"
"Хотя это можно исправить, увеличив максимальный размер текстуры, "
"рекомендуется вместо этого разбить сцену на большее число объектов."
@@ -8811,9 +8824,16 @@ msgid ""
"`lightmap_size_hint` value set high enough, and `texel_scale` value of "
"LightmapGI is not too low."
msgstr ""
-"Не удалось создать карты освещения. Убедитесь, что у всех сеток, выбранных "
-"для запекания, достаточно большое значение «lightmap_size_hint», а значение "
-"«texel_scale» для LightmapGI не слишком мало."
+"Не удалось создать изображения карты освещения. Убедитесь, что у всех сеток, "
+"выбранных для запекания, достаточно большое значение «lightmap_size_hint», а "
+"значение «texel_scale» для LightmapGI не слишком мало."
+
+msgid ""
+"Failed fitting a lightmap image into an atlas. This should never happen and "
+"should be reported."
+msgstr ""
+"Не удалось поместить изображение карты освещения в атлас. Такая ситуация не "
+"должна возникать, необходимо сообщить об этом разработчикам."
msgid "Bake Lightmaps"
msgstr "Запекать карты освещения"
@@ -8831,14 +8851,15 @@ msgid "Couldn't create a single collision shape."
msgstr "Не удалось создать одиночную форму столкновений."
msgid "Couldn't create a simplified collision shape."
-msgstr "Не удалось создать упрощенную форму столкновения."
+msgstr "Не удалось создать упрощённую форму столкновений."
msgid "Couldn't create any collision shapes."
msgstr "Не удалось создать ни одну форму столкновений."
msgid "Can't create a collision shape as sibling for the scene root."
msgstr ""
-"Невозможно создать форму столкновений на том же уровне что и корень сцены."
+"Невозможно создать форму столкновений как одноуровневый элемент для корня "
+"сцены."
msgid "Mesh is empty!"
msgstr "Сетка пуста!"
@@ -8916,7 +8937,7 @@ msgid "Mesh"
msgstr "Сетка"
msgid "Create Collision Shape..."
-msgstr "Создать форму для коллизии..."
+msgstr "Создать форму столкновений…"
msgid "Create Outline Mesh..."
msgstr "Создать сетку обводки..."
@@ -8951,25 +8972,28 @@ msgid "Create Collision Shape"
msgstr "Создать форму столкновений"
msgid "Collision Shape placement"
-msgstr "Размещение для формы столкновений"
+msgstr "Размещение формы столкновений"
msgid "Sibling"
-msgstr "Дочерний"
+msgstr "Одноуровневый"
msgid "Creates collision shapes as Sibling."
-msgstr "Создает формы столкновений как дочерний."
+msgstr "Создаёт формы столкновений как одноуровневый элемент."
msgid "Static Body Child"
msgstr "Дочерний со статичным телом"
msgid "Creates a StaticBody3D as child and assigns collision shapes to it."
msgstr ""
-"Создает StaticBody3D как дочерний элемент и присваивает ему формы "
+"Создаёт StaticBody3D как дочерний элемент и присваивает ему формы "
"столкновения."
msgid "Collision Shape Type"
msgstr "Тип формы столкновений"
+msgid "Trimesh"
+msgstr "Треугольная сетка"
+
msgid ""
"Creates a polygon-based collision shape.\n"
"This is the most accurate (but slowest) option for collision detection."
@@ -8977,6 +9001,9 @@ msgstr ""
"Создаёт форму столкновений на основе полигонов.\n"
"Это самый точный (но самый медленный) способ обнаружения столкновений."
+msgid "Single Convex"
+msgstr "Одиночная выпуклость"
+
msgid ""
"Creates a single convex collision shape.\n"
"This is the fastest (but least accurate) option for collision detection."
@@ -8984,6 +9011,9 @@ msgstr ""
"Создаёт одиночную выпуклую форму столкновений.\n"
"Это самый быстрый (но наименее точный) способ обнаружения столкновений."
+msgid "Simplified Convex"
+msgstr "Упрощённая выпуклость"
+
msgid ""
"Creates a simplified convex collision shape.\n"
"This is similar to single collision shape, but can result in a simpler "
@@ -8993,6 +9023,9 @@ msgstr ""
"Она похожа на одиночную форму столкновений, но в некоторых случаях может "
"получиться более простая геометрия, ценой снижения точности."
+msgid "Multiple Convex"
+msgstr "Множественная выпуклость"
+
msgid ""
"Creates a polygon-based collision shape.\n"
"This is a performance middle-ground between a single convex collision and a "
@@ -9286,6 +9319,9 @@ msgstr "Задать поверхность %d Переопределить ма
msgid "Set Material Override"
msgstr "Задать переопределение материала"
+msgid "Can't instantiate: %s."
+msgstr "Не удалось инстанцировать: %s."
+
msgid "Circular dependency found at %s"
msgstr "Циклическая зависимость обнаружена в %s"
@@ -9308,7 +9344,7 @@ msgid "Translating %s."
msgstr "Перемещение %s."
msgid "Rotating %f degrees."
-msgstr "Поворот на %f градусов."
+msgstr "Поворот на %s градусов."
msgid "Scaling %s."
msgstr "Масштабирование %s."
@@ -9359,22 +9395,22 @@ msgid "VoxelGI Emission"
msgstr "Излучение VoxelGI"
msgid "SDFGI Cascades"
-msgstr "Каскады SDFGI"
+msgstr "Каскады ГОПРсЗ"
msgid "SDFGI Probes"
-msgstr "Зонды SDFGI"
+msgstr "Зонды ГОПРсЗ"
msgid "Scene Luminance"
msgstr "Яркость сцены"
msgid "SSAO"
-msgstr "SSAO"
+msgstr "Окружающее затенение в экранном пространстве"
msgid "SSIL"
msgstr "SSIL"
msgid "VoxelGI/SDFGI Buffer"
-msgstr "Буфер VoxelGI/SDFGI"
+msgstr "Буфер VoxelGI/ГОПРсЗ"
msgid "Disable Mesh LOD"
msgstr "Отключить уровень деталей сетки"
@@ -9558,6 +9594,9 @@ msgstr ""
"WorldEnvironment.\n"
"Предварительный просмотр отключён."
+msgid "Drag: Use snap."
+msgstr "Перетаскивание: использовать привязку."
+
msgid ""
"Groups the selected node with its children. This selects the parent when any "
"child node is clicked in 2D and 3D view."
@@ -9702,7 +9741,7 @@ msgid ""
"Height aspect mode."
msgstr ""
"FOV (угол обзора) определяется по вертикали, так как камера в редакторе "
-"всегда находится в режиме Сохранять соотношение сторон по вертикали (keep "
+"всегда находится в режиме «Сохранять соотношение сторон по вертикали» (keep "
"height)."
msgid "Perspective VFOV (deg.):"
@@ -9848,8 +9887,7 @@ msgstr ""
msgid "Toggle between minimum/maximum and base value/spread modes."
msgstr ""
-"Переключение между режимами минимального/максимального значения и базового "
-"значения/режима распространения."
+"Переключение между режимами минимума/максимума и базового значения/разброса."
msgid "Remove Point from Curve"
msgstr "Удалить точку с кривой"
@@ -9881,14 +9919,26 @@ msgstr "Замкнуть кривую"
msgid "Clear Curve Points"
msgstr "Удалить точки кривой"
+msgid "Select Points"
+msgstr "Выбрать точки"
+
+msgid "Shift+Drag: Select Control Points"
+msgstr "Shift+перетаскивание: выбрать точки управления"
+
msgid "Click: Add Point"
-msgstr "ПКМ: добавить точку"
+msgstr "ЛКМ: добавить точку"
+
+msgid "Left Click: Split Segment (in curve)"
+msgstr "ЛКМ: разделить сегмент (в кривой)"
msgid "Right Click: Delete Point"
msgstr "ПКМ: удалить точку"
msgid "Select Control Points (Shift+Drag)"
-msgstr "Выбор точек управления (Shift+перетаскивание)"
+msgstr "Выбрать точки управления (Shift+перетаскивание)"
+
+msgid "Add Point (in empty space)"
+msgstr "Добавить точку (в пустом пространстве)"
msgid "Delete Point"
msgstr "Удалить точку"
@@ -9950,6 +10000,18 @@ msgstr "Сбросить входную точку управления"
msgid "Reset Point Tilt"
msgstr "Сбросить наклон точки"
+msgid "Shift+Click: Select multiple Points"
+msgstr "Shift+щелчок: выбрать несколько точек"
+
+msgid "Select Control Points"
+msgstr "Выбрать точки управления"
+
+msgid "Shift+Click: Drag out Control Points"
+msgstr "Shift+щелчок: вытащить точки управления"
+
+msgid "Select Tilt Handles"
+msgstr "Выбрать маркеры наклона"
+
msgid "Split Segment (in curve)"
msgstr "Разделить сегмент (в кривой)"
@@ -10126,8 +10188,14 @@ msgstr "Полигоны"
msgid "Bones"
msgstr "Кости"
+msgid "Move Points"
+msgstr "Переместить точки"
+
+msgid ": Rotate"
+msgstr ": Повернуть"
+
msgid "Shift: Move All"
-msgstr "Shift: Переместить всё"
+msgstr "Shift: переместить все"
msgid "Shift: Scale"
msgstr "Shift: масштаб"
@@ -10225,7 +10293,7 @@ msgid "Load Resource"
msgstr "Загрузить ресурс"
msgid "Toggle ResourcePreloader Bottom Panel"
-msgstr "Переключиться на панель ResourcePreloader"
+msgstr "Включить или отключить нижнюю панель «Предзагрузка ресурсов»"
msgid "Path to AnimationMixer is invalid"
msgstr "Некорректный путь к AnimationMixer"
@@ -10242,9 +10310,21 @@ msgstr "Не удалось открыть «%s». Файл мог быть пе
msgid "Close and save changes?"
msgstr "Закрыть и сохранить изменения?"
+msgid "Error writing TextFile:"
+msgstr "Ошибка при записи текстового файла:"
+
+msgid "Error saving file!"
+msgstr "Ошибка при сохранении файла!"
+
+msgid "Error while saving theme."
+msgstr "Ошибка при сохранении темы."
+
msgid "Error Saving"
msgstr "Ошибка сохранения"
+msgid "Error importing theme."
+msgstr "Ошибка импорта темы."
+
msgid "Error Importing"
msgstr "Ошибка импорта"
@@ -10254,6 +10334,9 @@ msgstr "Новый текстовый файл..."
msgid "Open File"
msgstr "Открыть файл"
+msgid "Could not load file at:"
+msgstr "Не удалось загрузить файл:"
+
msgid "Save File As..."
msgstr "Сохранить файл как..."
@@ -10287,14 +10370,20 @@ msgstr "Невозможно выполнить данный скрипт, та
msgid "Import Theme"
msgstr "Импортировать тему"
+msgid "Error while saving theme"
+msgstr "Ошибка при сохранении темы"
+
msgid "Error saving"
msgstr "Ошибка сохранения"
msgid "Save Theme As..."
msgstr "Сохранить тему как..."
+msgid "Open '%s' in Godot online documentation."
+msgstr "Открыть «%s» в онлайн-документации Godot."
+
msgid "Open in Online Docs"
-msgstr "Открыть в Онлайн-документации"
+msgstr "Открыть в онлайн-документации"
msgid "Online Docs"
msgstr "Онлайн-документация"
@@ -10389,6 +10478,18 @@ msgstr "Сделать редактор скриптов плавающим."
msgid "Discard"
msgstr "Сброс"
+msgid "The following files are newer on disk."
+msgstr "Следующие файлы изменены на диске."
+
+msgid "What action should be taken?:"
+msgstr "Действие, которое следует выполнить:"
+
+msgid "Search Results"
+msgstr "Результаты поиска"
+
+msgid "Toggle Search Results Bottom Panel"
+msgstr "Включить или отключить нижнюю панель «Результаты поиска»"
+
msgid "There are unsaved changes in the following built-in script(s):"
msgstr "В данных встроенных скриптах присутствуют несохранённые изменения:"
@@ -10523,7 +10624,7 @@ msgid "Toggle Word Wrap"
msgstr "Переключить перенос по словам"
msgid "Trim Trailing Whitespace"
-msgstr "Обрезать замыкающие пробелы"
+msgstr "Обрезать конечные пробелы"
msgid "Trim Final Newlines"
msgstr "Обрезка конечных новых строк"
@@ -10606,6 +10707,9 @@ msgstr "Закрыть файл"
msgid "Make the shader editor floating."
msgstr "Сделать окно редактора шейдеров плавающим."
+msgid "Toggle Shader Editor Bottom Panel"
+msgstr "Включить или отключить нижнюю панель «Редактор шейдеров»"
+
msgid "No valid shader stages found."
msgstr "Допустимые стадии шейдеров не найдены."
@@ -10619,6 +10723,12 @@ msgstr ""
"Файловая структура «%s» содержит неустранимые ошибки:\n"
"\n"
+msgid "ShaderFile"
+msgstr "Файл шейдера"
+
+msgid "Toggle ShaderFile Bottom Panel"
+msgstr "Включить или отключить нижнюю панель «Файл шейдера»"
+
msgid "This skeleton has no bones, create some children Bone2D nodes."
msgstr "У этого скелета нет костей, создайте дочерние узлы Bone2D."
@@ -10687,6 +10797,12 @@ msgstr ""
"Режим редактирования\n"
"Показывать кнопки на соединениях."
+msgid "Insert key (based on mask) for bones with an existing track."
+msgstr "Вставить ключ (на основе маски) для костей с существующей дорожкой."
+
+msgid "Insert key (based on mask) for all bones."
+msgstr "Вставить ключ (на основе маски) для всех костей."
+
msgid "Insert Key (All Bones)"
msgstr "Вставить ключ (все кости)"
@@ -10694,7 +10810,7 @@ msgid "Bone Transform"
msgstr "Трансформация кости"
msgid "Play IK"
-msgstr "Воспроизвести IK"
+msgstr "Воспроизвести инверсную кинематику"
msgid "Create MeshInstance2D"
msgstr "Создать MeshInstance2D"
@@ -10918,6 +11034,12 @@ msgstr "Сдвиг"
msgid "Create Frames from Sprite Sheet"
msgstr "Создать кадры из спрайт-листа"
+msgid "SpriteFrames"
+msgstr "Кадры спрайта"
+
+msgid "Toggle SpriteFrames Bottom Panel"
+msgstr "Включить или отключить нижнюю панель «Кадры спрайта»"
+
msgid "Warnings should be fixed to prevent errors."
msgstr "Для предотвращения ошибок необходимо устранить причины предупреждений."
@@ -10934,9 +11056,15 @@ msgstr "Перезагрузить"
msgid "Resave"
msgstr "Пересохранить"
+msgid "%s Mipmaps"
+msgstr "MIP-карты (%s)"
+
msgid "Memory: %s"
msgstr "Память: %s"
+msgid "No Mipmaps"
+msgstr "Нет MIP-карт"
+
msgid "Set Region Rect"
msgstr "Задать прям. области"
@@ -11031,7 +11159,7 @@ msgstr[1] "{num} выбрано в данный момент"
msgstr[2] "{num} выбрано в данный момент"
msgid "Nothing was selected for the import."
-msgstr "Для импорта ничего не было выбрано."
+msgstr "Для импорта ничего не выбрано."
msgid "Importing Theme Items"
msgstr "Импорт элементов темы"
@@ -11441,6 +11569,9 @@ msgstr "Превью по умолчанию"
msgid "Select UI Scene:"
msgstr "Выбрать UI-сцену:"
+msgid "Toggle Theme Bottom Panel"
+msgstr "Включить или отключить нижнюю панель «Тема»"
+
msgid ""
"Toggle the control picker, allowing to visually select control types for edit."
msgstr ""
@@ -11813,14 +11944,24 @@ msgid "Replace Tiles with Proxies"
msgstr "Заменить тайлы на прокси"
msgid "Extract TileMap layers as individual TileMapLayer nodes"
-msgstr "Вынести слои TileMap-ы как отдельные TileMapLayer узлы"
+msgstr "Извлечь слои TileMap как отдельные узлы TileMapLayer"
+
+msgid "Can't edit multiple layers at once."
+msgstr "Невозможно редактировать сразу несколько слоёв."
msgid "The selected TileMap has no layer to edit."
-msgstr "Выбранный TileMap не имеет слоя для редактирования."
+msgstr "Выбранная карта тайлов не имеет слоя для редактирования."
msgid "The edited layer is disabled or invisible"
msgstr "Редактируемый слой отключён или невидим"
+msgid ""
+"The edited TileMap or TileMapLayer node has no TileSet resource.\n"
+"Create or load a TileSet resource in the Tile Set property in the inspector."
+msgstr ""
+"Редактируемый узел TileMap или TileMapLayer не имеет ресурса TileSet.\n"
+"Создайте или загрузите ресурс TileSet в свойство «Набор тайлов» в инспекторе."
+
msgid "Select Next Tile Map Layer"
msgstr "Выбрать следующий слой карты тайлов"
@@ -11935,13 +12076,13 @@ msgid "Texture Origin"
msgstr "Центр текстуры"
msgid "Modulate"
-msgstr "Модулировать"
+msgstr "Модуляция"
msgid "Z Index"
msgstr "Z-индекс"
msgid "Y Sort Origin"
-msgstr "Y-сортировка начала координат"
+msgstr "Начало координат для сортировки по Y"
msgid "Occlusion Layer %d"
msgstr "Слой окклюзии %d"
@@ -11953,7 +12094,7 @@ msgid "Physics"
msgstr "Физика"
msgid "Physics Layer %d"
-msgstr "Слой физики %d"
+msgstr "Слой физики %"
msgid "No physics layers"
msgstr "Нет слоёв физики"
@@ -11996,8 +12137,8 @@ msgid ""
"TileSet is in read-only mode. Make the resource unique to edit TileSet "
"properties."
msgstr ""
-"TileSet находится в режиме только для чтения. Сделайте ресурс уникальным, "
-"чтобы редактировать свойства TileSet."
+"Набор тайлов находится в режиме только для чтения. Сделайте ресурс "
+"уникальным, чтобы редактировать свойства набора тайлов."
msgid "Paint properties."
msgstr "Свойства окрашивания."
@@ -12047,7 +12188,7 @@ msgid ""
"organizational purposes (such as \"terrain\", \"decoration\", etc.)."
msgstr ""
"Понятное человеку имя атласа. Используйте понятное описание для лучшей "
-"организации (например, «ландшафт», «декорация» и т.д.)."
+"организации (например, «местность», «декорация» и т.д.)."
msgid "The image from which the tiles will be created."
msgstr "Изображение, из которого будут созданы тайлы."
@@ -12193,15 +12334,15 @@ msgid ""
"The index of the terrain set this tile belongs to. [code]-1[/code] means it "
"will not be used in terrains."
msgstr ""
-"Индекс набора ландшафта, которому принадлежит этот тайл. [code]-1[/code] "
-"означает, что он не будет использоваться на ландшафтах."
+"Индекс набора местностей, которому принадлежит этот тайл. [code]-1[/code] "
+"означает, что он не будет использоваться в местностях."
msgid ""
"The index of the terrain inside the terrain set this tile belongs to. "
"[code]-1[/code] means it will not be used in terrains."
msgstr ""
-"Индекс местности внутри набора ландшафтов, которому принадлежит этот тайл. "
-"[code]-1[/code] означает, что он не будет использоваться на ландшафтах."
+"Индекс местности внутри набора местностей, которому принадлежит этот тайл. "
+"[code]-1[/code] означает, что он не будет использоваться в местностях."
msgid ""
"The relative probability of this tile appearing when painting with \"Place "
@@ -12247,8 +12388,8 @@ msgid ""
"The current atlas source has tiles outside the texture.\n"
"You can clear it using \"%s\" option in the 3 dots menu."
msgstr ""
-"В текущем источнике атласа есть плитки за пределами текстуры.\n"
-"Вы можете очистить их с помощью опции \"%s\" в меню с тремя точками."
+"Текущий источник атласа содержит тайлы за пределами текстуры.\n"
+"Вы можете очистить их, используя опцию «%s» в меню трёх точек."
msgid "Hold Ctrl to create multiple tiles."
msgstr "Удерживайте Ctrl, чтобы создать несколько тайлов."
@@ -12389,12 +12530,24 @@ msgstr "Ластик"
msgid "Picker"
msgstr "Выбор"
+msgid "TileMap"
+msgstr "Карта тайлов"
+
+msgid "Toggle TileMap Bottom Panel"
+msgstr "Включить или отключить нижнюю панель «Карта тайлов»"
+
+msgid "TileSet"
+msgstr "Набор тайлов"
+
+msgid "Toggle TileSet Bottom Panel"
+msgstr "Включить или отключить нижнюю панель «Набор тайлов»"
+
msgid ""
"No VCS plugins are available in the project. Install a VCS plugin to use VCS "
"integration features."
msgstr ""
-"В проекте отсутствуют плагины VCS. Установите плагин VCS, чтобы использовать "
-"возможности интеграции с VCS."
+"В этом проекте нет доступных модулей VCS. Установите модуль VCS для "
+"использования возможностей интеграции VCS."
msgid "Error"
msgstr "Ошибка"
@@ -12435,6 +12588,9 @@ msgstr "Удалить ветку %s?"
msgid "Do you want to remove the %s remote?"
msgstr "Удалить внешнюю ветку %s?"
+msgid "Toggle Version Control Bottom Panel"
+msgstr "Включить или отключить нижнюю панель «Управление версиями»"
+
msgid "Create Version Control Metadata"
msgstr "Создание метаданных управления версиями"
@@ -12602,6 +12758,9 @@ msgstr "Константа Тау (6,283185) или 360 градусов."
msgid "Sqrt2 constant (1.414214). Square root of 2."
msgstr "Константа Sqrt2 (1,414214). Квадратный корень из 2."
+msgid "Drag and drop nodes here to attach them."
+msgstr "Перетащите сюда узлы, чтобы прикрепить их."
+
msgid "Add Input"
msgstr "Добавить вход"
@@ -12678,9 +12837,27 @@ msgstr "Задать выражение VisualShader"
msgid "Resize VisualShader Node"
msgstr "Изменить размер узла VisualShader"
+msgid "Hide Port Preview"
+msgstr "Скрыть предварительный просмотр порта"
+
msgid "Show Port Preview"
msgstr "Показать предварительный просмотр порта"
+msgid "Set Frame Title"
+msgstr "Задать заголовок кадра"
+
+msgid "Set Tint Color"
+msgstr "Задать оттенок цвета"
+
+msgid "Toggle Frame Color"
+msgstr "Переключить цвет кадра"
+
+msgid "Set Frame Color"
+msgstr "Задать цвет кадра"
+
+msgid "Toggle Auto Shrink"
+msgstr "Включить или отключить автоматическое уменьшение"
+
msgid "Set Parameter Name"
msgstr "Задать имя параметра"
@@ -12699,6 +12876,9 @@ msgstr "Добавить вариацию в визуальный шейдер:
msgid "Remove Varying from Visual Shader: %s"
msgstr "Удалить вариацию из визуального шейдера: %s"
+msgid "Move VisualShader Node(s)"
+msgstr "Переместить узлы VisualShader"
+
msgid "Move and Attach VisualShader Node(s) to parent frame"
msgstr "Переместить и прикрепить узел/узлы VisualShader-а к родительскому кадру"
@@ -12711,6 +12891,9 @@ msgstr "Преобразовать константные узлы в парам
msgid "Convert Parameter Node(s) To Constant(s)"
msgstr "Преобразовать параметрические узлы в константы"
+msgid "Detach VisualShader Node(s) from Frame"
+msgstr "Открепить узлы VisualShader от кадра"
+
msgid "Delete VisualShader Node"
msgstr "Удалить узел VisualShader"
@@ -12726,6 +12909,15 @@ msgstr "Преобразовать константы в параметры"
msgid "Convert Parameter(s) to Constant(s)"
msgstr "Преобразовать параметры в константы"
+msgid "Detach from Parent Frame"
+msgstr "Открепить от родительского кадра"
+
+msgid "Enable Auto Shrink"
+msgstr "Включить автосжатие"
+
+msgid "Enable Tint Color"
+msgstr "Включить оттенок цвета"
+
msgid "Duplicate VisualShader Node(s)"
msgstr "Дублировать узлы VisualShader"
@@ -12801,6 +12993,9 @@ msgstr "Очистить буфер копирования"
msgid "Insert New Node"
msgstr "Вставить новый узел"
+msgid "Insert New Reroute"
+msgstr "Вставить новое перенаправление"
+
msgid "High-end node"
msgstr "Высокопродуктивный узел"
@@ -12920,6 +13115,13 @@ msgstr ""
"равно true или false."
msgid ""
+"Returns an associated 4D vector if the provided boolean value is true or "
+"false."
+msgstr ""
+"Возвращает связанный 4D-вектор, если предоставленное логическое значение "
+"равно true или false."
+
+msgid ""
"Returns an associated boolean if the provided boolean value is true or false."
msgstr ""
"Возвращает связанное логическое значение, если предоставленное логическое "
@@ -13329,7 +13531,7 @@ msgid "Scalar unsigned integer parameter."
msgstr "Скалярный беззнаковый целочисленный параметр."
msgid "Converts screen UV to a SDF."
-msgstr "Конвертирует UV экрана в SDF."
+msgstr "Конвертирует UV экрана в поле расстояния со знаком."
msgid "Casts a ray against the screen SDF and returns the distance travelled."
msgstr ""
@@ -13494,6 +13696,13 @@ msgstr ""
msgid "Remaps a given input from the input range to the output range."
msgstr "Переназначает входные данные из диапазона ввода в диапазон вывода."
+msgid ""
+"Builds a rotation matrix from the given axis and angle, multiply the input "
+"vector by it and returns both this vector and a matrix."
+msgstr ""
+"Строит матрицу вращения на основе указанных оси и угла, умножает входной "
+"коэффициент на неё и возвращает как этот вектор, так и матрицу."
+
msgid "Vector function."
msgstr "Векторная функция."
@@ -13714,7 +13923,7 @@ msgstr "Параметр 4D-вектора."
msgid ""
"A rectangular area with a description string for better graph organization."
msgstr ""
-"Прямоугольная область со строкой описания для лучшей организации графика."
+"Прямоугольная область со строкой описания для улучшения организации графа."
msgid ""
"Custom Godot Shader Language expression, with custom amount of input and "
@@ -13975,7 +14184,7 @@ msgstr ""
msgid "Couldn't load project at '%s'. It may be missing or corrupted."
msgstr ""
-"Не удалось загрузить проект в '%s'. Он может отсутствовать или быть повреждён."
+"Не удалось загрузить проект в «%s». Он может отсутствовать или быть повреждён."
msgid "Couldn't save project at '%s' (error %d)."
msgstr "Не удалось сохранить проект в «%s» (ошибка %d)."
@@ -13987,7 +14196,7 @@ msgid "Tag name can't contain spaces."
msgstr "Имя метки не может содержать пробелы."
msgid "These characters are not allowed in tags: %s."
-msgstr "Эти символы нельзя использовать в тегах: %s."
+msgstr "Эти символы нельзя использовать в метках: %s."
msgid "Tag name must be lowercase."
msgstr "Имя метки должно быть в нижнем регистре."
@@ -14033,7 +14242,7 @@ msgid "Last Edited"
msgstr "Последнее изменение"
msgid "Tags"
-msgstr "Теги"
+msgstr "Метки"
msgid "You don't have any projects yet."
msgstr "Проектов ещё нет."
@@ -14066,7 +14275,7 @@ msgid "Rename Project"
msgstr "Переименовать проект"
msgid "Manage Tags"
-msgstr "Управление тегами"
+msgstr "Управление метками"
msgid "Remove Project"
msgstr "Удалить проект"
@@ -14113,36 +14322,52 @@ msgstr ""
"старых версиях Godot."
msgid "Manage Project Tags"
-msgstr "Управление тегами проекта"
+msgstr "Управление метками проекта"
msgid "Project Tags"
-msgstr "Теги проекта"
+msgstr "Метки проекта"
msgid "Click tag to remove it from the project."
-msgstr "Нажмите на тег, чтобы удалить его из проекта."
+msgstr "Нажмите на метку, чтобы удалить её из проекта."
msgid "All Tags"
-msgstr "Все теги"
+msgstr "Все метки"
msgid "Click tag to add it to the project."
-msgstr "Нажмите на тег, чтобы добавить его в проект."
+msgstr "Нажмите на метку, чтобы добавить её в проект."
msgid "Create New Tag"
msgstr "Создать новую метку"
msgid "Tags are capitalized automatically when displayed."
-msgstr "Теги автоматически пишутся с заглавной буквы при отображении."
+msgstr "Метки автоматически пишутся с заглавной буквы при отображении."
msgid "It would be a good idea to name your project."
msgstr "Было бы неплохо назвать ваш проект."
msgid "Invalid \".zip\" project file; it is not in ZIP format."
-msgstr "Недействительный ZIP-файл проекта; файл не в формате ZIP."
+msgstr "Недействительный «ZIP»-файл проекта; он не в формате ZIP."
msgid ""
"Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file."
msgstr "Недействительный ZIP-файл проекта; он не содержит файл «project.godot»."
+msgid "Valid project found at path."
+msgstr "По указанному пути обнаружен корректный проект."
+
+msgid ""
+"Please choose a \"project.godot\", a directory with one, or a \".zip\" file."
+msgstr "Выберите файл «project.godot», каталог с ним или файл «.zip»."
+
+msgid "The path specified is invalid."
+msgstr "Указан некорректный путь."
+
+msgid ""
+"The directory name specified contains invalid characters or trailing "
+"whitespace."
+msgstr ""
+"Указанное имя каталога содержит недопустимые символы или конечные пробелы."
+
msgid ""
"Creating a project at the engine's working directory or executable directory "
"is not allowed, as it would prevent the project manager from starting."
@@ -14154,9 +14379,15 @@ msgid ""
"You cannot save a project at the selected path. Please create a subfolder or "
"choose a new path."
msgstr ""
-"Невозможно сохранить проект по выбранному пути. Создайте новую папку или "
+"Невозможно сохранить проект по выбранному пути. Создайте вложенную папку или "
"выберите новый путь."
+msgid "The parent directory of the path specified doesn't exist."
+msgstr "Родительский каталог для указанного пути не существует."
+
+msgid "The project folder already exists and is empty."
+msgstr "Папка проекта уже существует и пуста."
+
msgid "The project folder will be automatically created."
msgstr "Папка проекта будет создана автоматически."
@@ -14172,6 +14403,9 @@ msgid ""
msgstr ""
"Выбранный путь не пуст. Настоятельно рекомендуется выбрать пустую папку."
+msgid "New Game Project"
+msgstr "Новый игровой проект"
+
msgid "Supports desktop platforms only."
msgstr "Поддерживает только настольные платформы."
@@ -14230,6 +14464,9 @@ msgstr ""
"\n"
"Продолжить?"
+msgid "Couldn't create project directory, check permissions."
+msgstr "Не удалось создать каталог проекта, проверьте права."
+
msgid "Couldn't create project.godot in project path."
msgstr "Не удалось создать project.godot в папке проекта."
@@ -14248,9 +14485,6 @@ msgstr ""
"Не удалось загрузить проект в «%s» (ошибка %d). Он может отсутствовать или "
"быть повреждён."
-msgid "New Game Project"
-msgstr "Новый игровой проект"
-
msgid "Import & Edit"
msgstr "Импортировать и редактировать"
@@ -14280,7 +14514,7 @@ msgstr ""
"Отрисовщик можно изменить позже, но сцены могут потребовать корректировки."
msgid "Version Control Metadata:"
-msgstr "Метаданные управления версиями:"
+msgstr "Метаданные управления версиями"
msgid "Git"
msgstr "Git"
@@ -14295,6 +14529,9 @@ msgstr ""
msgid "Error: Project is missing on the filesystem."
msgstr "Ошибка: проект отсутствует в файловой системе."
+msgid "Last edited timestamp"
+msgstr "Временная метка последнего изменения"
+
msgid "Missing Project"
msgstr "Отсутствующий проект"
@@ -14302,7 +14539,7 @@ msgid "Restart Now"
msgstr "Перезапустить сейчас"
msgid "Quick Settings"
-msgstr "Быстрые настройки"
+msgstr "Быстрая настройка"
msgid "Interface Theme"
msgstr "Тема интерфейса"
@@ -14371,6 +14608,9 @@ msgstr "Список действий"
msgid "Localization"
msgstr "Локализация"
+msgid "Globals"
+msgstr "Глобальные"
+
msgid "Autoload"
msgstr "Автозагрузка"
@@ -14504,13 +14744,13 @@ msgid "Main Run Args:"
msgstr "Основные аргументы запуска:"
msgid "Main Feature Tags:"
-msgstr "Теги основных функций:"
+msgstr "Основные метки возможностей:"
msgid "Space-separated arguments, example: host player1 blue"
msgstr "Аргументы, разделенные пробелами, пример: host player1 blue"
msgid "Comma-separated tags, example: demo, steam, event"
-msgstr "Теги, разделённые запятыми, например: demo, steam, event"
+msgstr "Метки, разделённые запятыми. Пример: demo, steam, event"
msgid "Instance Configuration"
msgstr "Конфигурация экземпляра"
@@ -14522,7 +14762,7 @@ msgid "Launch Arguments"
msgstr "Аргументы запуска"
msgid "Override Main Tags"
-msgstr "Переопределить основные теги"
+msgstr "Переопределить основные метки"
msgid "Feature Tags"
msgstr "Метки возможностей"
@@ -14607,6 +14847,21 @@ msgstr ""
"Невозможно создать экземпляр сцены «%s», потому что текущая сцена существует "
"в одном из его узлов."
+msgid "Instantiate Scene"
+msgid_plural "Instantiate Scenes"
+msgstr[0] "Инстанцировать сцену(ы)"
+msgstr[1] "Инстанцировать сцены"
+msgstr[2] "Инстанцировать сцены"
+
+msgid "Error loading audio stream from %s"
+msgstr "Ошибка при загрузке потока аудио из %s"
+
+msgid "Create AudioStreamPlayer"
+msgid_plural "Create AudioStreamPlayers"
+msgstr[0] "Создать узел (узлы) AudioStreamPlayer"
+msgstr[1] "Создать узлы AudioStreamPlayer"
+msgstr[2] "Создать узлы AudioStreamPlayer"
+
msgid "Replace with Branch Scene"
msgstr "Заменить на сцену-ветку"
@@ -14642,6 +14897,9 @@ msgstr "Инстанцированные сцены не могут стать
msgid "Make node as Root"
msgstr "Сделать узел корневым"
+msgid "Delete %d nodes and any children?"
+msgstr "Удалить узлы (%d) и их дочерние элементы?"
+
msgid "Delete %d nodes?"
msgstr "Удалить узлы (%d)?"
@@ -14779,6 +15037,9 @@ msgstr "Задать шейдер"
msgid "Toggle Editable Children"
msgstr "Включить или отключить редактируемые дочерние элементы"
+msgid "Cut Node(s)"
+msgstr "Вырезать узлы"
+
msgid "Remove Node(s)"
msgstr "Удалить узлы"
@@ -14807,6 +15068,9 @@ msgstr "Инстанцировать скрипт"
msgid "Sub-Resources"
msgstr "Вложенные ресурсы"
+msgid "Revoke Unique Name"
+msgstr "Отозвать уникальное имя"
+
msgid "Access as Unique Name"
msgstr "Доступ как к уникальному имени"
@@ -14872,6 +15136,9 @@ msgstr ""
msgid "Can't paste root node into the same scene."
msgstr "Невозможно вставить корневой узел в ту же сцену."
+msgid "Paste Node(s) as Sibling of %s"
+msgstr "Вставить узлы как одноуровневый элемент %s"
+
msgid "Paste Node(s) as Child of %s"
msgstr "Вставить узлы как дочерний элемент %s"
@@ -14915,10 +15182,10 @@ msgid "Make Scene Root"
msgstr "Сделать корнем сцены"
msgid "Save Branch as Scene..."
-msgstr "Сохранить ветку как отдельную сцену…"
+msgstr "Сохранить ветку как сцену…"
msgid "Toggle Access as Unique Name"
-msgstr "Переключить доступ как к уникальному имени"
+msgstr "Включить или отключить доступ как к уникальному имени"
msgid "Delete (No Confirm)"
msgstr "Удалить (без подтверждения)"
@@ -15219,14 +15486,62 @@ msgstr "Изменить внутренний радиус тора"
msgid "Change Torus Outer Radius"
msgstr "Изменить внешний радиус тора"
+msgid "Invalid type argument to convert(), use TYPE_* constants."
+msgstr "Недопустимый аргумент типа для convert(), используйте константы TYPE_*."
+
+msgid "Cannot resize array."
+msgstr "Не удалось изменить размер массива."
+
msgid "Step argument is zero!"
-msgstr "Шаг аргумента равен нулю!"
+msgstr "Аргумент шага равен нулю!"
+
+msgid "Not a script with an instance"
+msgstr "Скрипт без экземпляра"
msgid "Not based on a script"
-msgstr "Не основано на скрипте"
+msgstr "Основан не на скрипте"
+
+msgid "Not based on a resource file"
+msgstr "Основан не на файле ресурса"
msgid "Invalid instance dictionary format (missing @path)"
-msgstr "Недопустимый формат словаря экземпляров (отсутствует @path)"
+msgstr "Недопустимый формат словаря экземпляра (отсутствует @path)"
+
+msgid "Invalid instance dictionary format (can't load script at @path)"
+msgstr ""
+"Недопустимый формат словаря экземпляра (невозможно загрузить скрипт из @path)"
+
+msgid "Invalid instance dictionary format (invalid script at @path)"
+msgstr "Недопустимый формат словаря экземпляра (неверный скрипт в @path)"
+
+msgid "Invalid instance dictionary (invalid subclasses)"
+msgstr "Недопустимый словарь экземпляра (неверные подклассы)"
+
+msgid "Cannot instantiate GDScript class."
+msgstr "Не удалось инстанцировать класс GDScript."
+
+msgid "Value of type '%s' can't provide a length."
+msgstr "Значение типа «%s» не может предоставить длину."
+
+msgid ""
+"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in "
+"types."
+msgstr ""
+"Недопустимый аргумент типа для is_instance_of(), используйте константы TYPE_* "
+"для встроенных типов."
+
+msgid "Type argument is a previously freed instance."
+msgstr "Аргумент типа — ранее высвобожденный экземпляр."
+
+msgid ""
+"Invalid type argument for is_instance_of(), should be a TYPE_* constant, a "
+"class or a script."
+msgstr ""
+"Недопустимый аргумент типа для is_instance_of(), должен быть константой "
+"TYPE_*, классом или скриптом."
+
+msgid "Value argument is a previously freed instance."
+msgstr "Аргумент значения — ранее высвобожденный экземпляр."
msgid "Export Scene to glTF 2.0 File"
msgstr "Экспортировать сцену в файл glTF 2.0"
@@ -15237,9 +15552,52 @@ msgstr "Параметры экспорта:"
msgid "glTF 2.0 Scene..."
msgstr "Сцена glTF 2.0…"
+msgid "Path does not point to a valid executable."
+msgstr "Путь не указывает на корректный исполняемый файл."
+
+msgid "Couldn't run Blender executable."
+msgstr "Не удалось запустить исполняемый файл Blender."
+
+msgid "Unexpected --version output from Blender executable at: %s."
+msgstr ""
+"Неожиданный вывод --version от исполняемого файла Blender по адресу: %s."
+
+msgid "Couldn't extract version information from Blender executable at: %s."
+msgstr ""
+"Не удалось извлечь сведения о версии из исполняемого файла Blender по адресу: "
+"%s."
+
+msgid ""
+"Found Blender version %d.x, which is too old for this importer (3.0+ is "
+"required)."
+msgstr ""
+"Обнаруженная версия Blender (%d.x) является слишком старой для этого "
+"импортёра (требуется 3.0+)."
+
+msgid "Path to Blender executable is valid (Autodetected)."
+msgstr ""
+"Путь к исполняемому файлу Blender является допустимым (определён "
+"автоматически)."
+
+msgid "Path to Blender executable is valid."
+msgstr "Путь к исполняемому файлу Blender корректен."
+
msgid "Configure Blender Importer"
msgstr "Настроить средство импорта Blender"
+msgid ""
+"Blender 3.0+ is required to import '.blend' files.\n"
+"Please provide a valid path to a Blender executable."
+msgstr ""
+"Для импорта файлов «.blend» требуется Blender 3.0+.\n"
+"Укажите правильный путь к исполняемому файлу Blender."
+
+msgid ""
+"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
+"`.app` folder."
+msgstr ""
+"В macOS это должен быть файл «Contents/MacOS/blender» в папке «.app» Blender."
+
msgid "Disable '.blend' Import"
msgstr "Отключить импорт «.blend»"
@@ -15250,6 +15608,9 @@ msgstr ""
"Отключает импорт файлов «.blend» Blender для этого проекта. Его можно "
"включить снова в настройках проекта."
+msgid "Disabling '.blend' file import requires restarting the editor."
+msgstr "Для отключения импорта файлов «.blend» необходим перезапуск редактора."
+
msgid "Next Plane"
msgstr "Следующая плоскость"
@@ -15342,17 +15703,104 @@ msgstr ""
"Предоставьте GridMap ресурс MeshLibrary (библиотека сеток), чтобы "
"использовать его сетки."
+msgid "All Clips"
+msgstr "Все клипы"
+
+msgid "Add Clip"
+msgstr "Добавить клип"
+
+msgid "Add Stream"
+msgstr "Добавить поток"
+
+msgid "Disabled"
+msgstr "Отключено"
+
msgid "Fade-In"
-msgstr "Fade-In"
+msgstr "Появление"
+
+msgid "Fade-Out"
+msgstr "Исчезание"
msgid "Cross-Fade"
-msgstr "Cross-Fade"
+msgstr "Наплыв"
+
+msgid "Automatic"
+msgstr "Автоматически"
+
+msgid "Edit Transitions"
+msgstr "Редактировать переходы"
+
+msgid "Using Any Clip -> %s."
+msgstr "Использование любого клипа -> %s."
msgid "Using %s -> Any Clip."
msgstr "Использование %s -> Любой клип."
+msgid "Using All Clips -> Any Clip."
+msgstr "Использование всех клипов -> Любой клип."
+
+msgid "No transition available."
+msgstr "Нет доступных переходов."
+
+msgid "Next Beat"
+msgstr "Следующий удар"
+
+msgid "Next Bar"
+msgstr "Следующий такт"
+
msgid "Clip End"
-msgstr "Конец клипа"
+msgstr "Макс. расстояние до камеры"
+
+msgctxt "Transition Time Position"
+msgid "Same"
+msgstr "То же самое положение"
+
+msgctxt "Transition Time Position"
+msgid "Start"
+msgstr "Начальное положение"
+
+msgctxt "Transition Time Position"
+msgid "Prev"
+msgstr "Предыдущее положение"
+
+msgid "From / To"
+msgstr "От / до"
+
+msgid "Any Clip"
+msgstr "Любой клип"
+
+msgid "AudioStreamInteractive Transition Editor"
+msgstr "Редактор переходов AudioStreamInteractive"
+
+msgid "Use Transition:"
+msgstr "Использовать переход:"
+
+msgid "Transition From:"
+msgstr "Переход с:"
+
+msgid "Transition To:"
+msgstr "Переход к:"
+
+msgid "Same Position"
+msgstr "Та же позиция"
+
+msgid "Clip Start"
+msgstr "Мин. расстояние до камеры"
+
+msgid "Prev Position"
+msgstr "Пред. позиция"
+
+msgid "Fade Mode:"
+msgstr "Режим затухания:"
+
+msgid "Fade Beats:"
+msgstr "Удары затухания:"
+
+msgid "Filler Clip:"
+msgstr "Клип-заполнитель:"
+
+msgid "Hold Previous:"
+msgstr "Удерживать предыдущий клип:"
msgid "Determining optimal atlas size"
msgstr "Определение оптимального размера атласа"
@@ -15405,12 +15853,45 @@ msgstr "Имя класса должно быть допустимым иден
msgid "Not enough bytes for decoding bytes, or invalid format."
msgstr "Недостаточно байтов для декодирования байтов или неверный формат."
+msgid ""
+"Unable to load .NET runtime, no compatible version was found.\n"
+"Attempting to create/edit a project will lead to a crash.\n"
+"\n"
+"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-"
+"us/download and restart Godot."
+msgstr ""
+"Не удалось загрузить среду выполнения .NET, не найдена совместимая версия.\n"
+"Попытка создать или изменить проект приведёт к сбою.\n"
+"\n"
+"Установите .NET SDK 6.0 или более поздней версии с сайта https://dotnet."
+"microsoft.com/en-us/download и перезапустите Godot."
+
msgid "Failed to load .NET runtime"
msgstr "Не удалось загрузить среду выполнения .NET"
+msgid ""
+"Unable to find the .NET assemblies directory.\n"
+"Make sure the '%s' directory exists and contains the .NET assemblies."
+msgstr ""
+"Не удалось найти каталог сборок .NET.\n"
+"Убедитесь, что каталог «%s» существует и содержит сборки .NET."
+
msgid ".NET assemblies not found"
msgstr "Не удалось найти сборки .NET"
+msgid ""
+"Unable to load .NET runtime, specifically hostfxr.\n"
+"Attempting to create/edit a project will lead to a crash.\n"
+"\n"
+"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-"
+"us/download and restart Godot."
+msgstr ""
+"Не удалось загрузить среду выполнения .NET, а именно hostfxr.\n"
+"Попытка создать или изменить проект приведёт к сбою.\n"
+"\n"
+"Установите .NET SDK 6.0 или более поздней версии с сайта https://dotnet."
+"microsoft.com/en-us/download и перезапустите Godot."
+
msgid "%d (%s)"
msgstr "%d (%s)"
@@ -15443,6 +15924,12 @@ msgstr "Количество"
msgid "Network Profiler"
msgstr "Сетевой профайлер"
+msgid "Replication"
+msgstr "Репликация"
+
+msgid "Toggle Replication Bottom Panel"
+msgstr "Включить или отключить нижнюю панель «Репликация»"
+
msgid "Select a replicator node in order to pick a property to add to it."
msgstr ""
"Выберите узел репликатора, чтобы выбрать свойство для добавления к нему."
@@ -15465,6 +15952,9 @@ msgstr "Добавить свойство для синхронизации…"
msgid "Add from path"
msgstr "Добавить из источника"
+msgid "Pin replication editor"
+msgstr "Закрепить редактор репликации"
+
msgid "Spawn"
msgstr "Разместить"
@@ -15511,6 +16001,18 @@ msgstr "Удалить свойство"
msgid "Property of this type not supported."
msgstr "Свойство этого типа не поддерживается."
+msgctxt "Replication Mode"
+msgid "Never"
+msgstr "Никогда"
+
+msgctxt "Replication Mode"
+msgid "Always"
+msgstr "Всегда"
+
+msgctxt "Replication Mode"
+msgid "On Change"
+msgstr "При изменении"
+
msgid ""
"A valid NodePath must be set in the \"Spawn Path\" property in order for "
"MultiplayerSpawner to be able to spawn Nodes."
@@ -15527,7 +16029,7 @@ msgstr ""
msgid "A NavigationMesh resource must be set or created for this node to work."
msgstr ""
-"Чтобы этот узел работал, необходимо задать или создать ресурс NavigationMesh."
+"Чтобы этот узел работал, необходимо задать или создать ресурс сетки навигации."
msgid ""
"Cannot generate navigation mesh because it does not belong to the edited "
@@ -15551,21 +16053,21 @@ msgstr ""
"другого типа."
msgid "Bake NavigationMesh"
-msgstr "Запечь NavigationMesh"
+msgstr "Запечь сетку навигации"
msgid ""
"Bakes the NavigationMesh by first parsing the scene for source geometry and "
"then creating the navigation mesh vertices and polygons."
msgstr ""
-"Производит обработку навигационной сетки путем первоначального анализа сцены "
-"для получения исходной геометрии, а затем создания вершин и полигонов "
-"навигационной сетки."
+"Производит запекание сетки навигации: сначала сцена анализируется для "
+"получения исходной геометрии, а затем создаются вершины и полигоны сетки "
+"навигации."
msgid "Clear NavigationMesh"
-msgstr "Очистить NavigationMesh"
+msgstr "Очистить сетку навигации"
msgid "Clears the internal NavigationMesh vertices and polygons."
-msgstr "Очищает внутренние вершины и полигоны навигационной сетки."
+msgstr "Очищает внутренние вершины и полигоны сетки навигации."
msgid "Toggles whether the noise preview is computed in 3D space."
msgstr ""
@@ -15643,6 +16145,18 @@ msgstr "Добавить действие"
msgid "Delete action"
msgstr "Удалить действие"
+msgid "Add action."
+msgstr "Добавить действие."
+
+msgid "Remove action set."
+msgstr "Удалить набор действий."
+
+msgid "OpenXR Action Map"
+msgstr "Карта действий OpenXR"
+
+msgid "Toggle OpenXR Action Map Bottom Panel"
+msgstr "Включить или отключить нижнюю панель «Карта действий OpenXR»"
+
msgid "Remove action from interaction profile"
msgstr "Удалить действие из профиля взаимодействия"
@@ -15664,9 +16178,53 @@ msgstr "Неизв."
msgid "Select an action"
msgstr "Выберите действие"
+msgid "Select an interaction profile"
+msgstr "Выберите профиль взаимодействия"
+
msgid "Choose an XR runtime."
msgstr "Выберите среду выполнения XR."
+msgid ""
+"Cannot use the same SubViewport with multiple OpenXR composition layers. "
+"Clear it from its current layer first."
+msgstr ""
+"Нельзя использовать один и тот же SubViewport для нескольких составных слоёв "
+"OpenXR. Сначала уберите его из текущего слоя."
+
+msgid "OpenXR composition layers must have an XROrigin3D node as their parent."
+msgstr "У составных слоёв OpenXR должен быть родительский узел XROrigin3D."
+
+msgid ""
+"OpenXR composition layers must have orthonormalized transforms (ie. no scale "
+"or shearing)."
+msgstr ""
+"У составных слоёв OpenXR должны быть ортонормализованные преобразования (т.е. "
+"без масштаба или отрезания)."
+
+msgid ""
+"Hole punching won't work as expected unless the sort order is less than zero."
+msgstr ""
+"Пробивание отверстий будет работать ожидаемым образом только в том случае, "
+"если порядок сортировки меньше нуля."
+
+msgid "Package name is missing."
+msgstr "Отсутствует имя пакета."
+
+msgid "Package segments must be of non-zero length."
+msgstr "Сегменты пакета должны иметь ненулевую длину."
+
+msgid "The character '%s' is not allowed in Android application package names."
+msgstr "Символ «%s» не разрешён в имени пакета Android-приложения."
+
+msgid "A digit cannot be the first character in a package segment."
+msgstr "Число не может быть первым символом в сегменте пакета."
+
+msgid "The character '%s' cannot be the first character in a package segment."
+msgstr "Символ «%s» не может стоять первым в сегменте пакета."
+
+msgid "The package must have at least one '.' separator."
+msgstr "Пакет должен иметь хотя бы один разделитель «.»."
+
msgid "Error creating keystores directory:"
msgstr "Ошибка при создании каталога хранилища ключей:"
@@ -15690,7 +16248,7 @@ msgid ""
"\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is "
"enabled."
msgstr ""
-"Параметр «Сжимать собственные библиотеки» (Compress Native Libraries) "
+"Параметр «Сжимать нативные библиотеки» (Compress Native Libraries) "
"действителен, только если включён параметр «Использовать сборку Gradle» (Use "
"Gradle Build)."
@@ -15764,6 +16322,9 @@ msgstr "Экспорт в Android при использовании C#/.NET яв
msgid "Android architecture %s not supported in C# projects."
msgstr "Android-архитектура %s не поддерживается в проектах C#."
+msgid "Custom Android source template not found."
+msgstr "Пользовательский шаблон исходных данных Android не найден."
+
msgid ""
"Android build template not installed in the project. Install it from the "
"Project menu."
@@ -15855,6 +16416,9 @@ msgstr ""
"Название проекта не соответствует требованиям к формату имени пакета и будет "
"обновлено («%s»). При необходимости укажите имя пакета в явном виде."
+msgid "Code Signing"
+msgstr "Подписание кода"
+
msgid ""
"All 'apksigner' tools located in Android SDK 'build-tools' directory failed "
"to execute. Please check that you have the correct version installed for your "
@@ -15997,6 +16561,10 @@ msgstr "Не указан App Store Team ID."
msgid "Invalid Identifier:"
msgstr "Неверный идентификатор:"
+msgid "At least one file timestamp access reason should be selected."
+msgstr ""
+"Должна быть выбрана хотя бы одна причина доступа к временной метке файла."
+
msgid "At least one disk space access reason should be selected."
msgstr ""
"Должна быть выбрана хотя бы одна причина доступа к дисковому пространству."
@@ -16014,6 +16582,9 @@ msgstr "Не удалось открыть каталог по пути «%s»."
msgid "Could not write to a file at path \"%s\"."
msgstr "Не удалось записать файл по пути «%s»."
+msgid "Exporting for iOS (Project Files Only)"
+msgstr "Экспорт для iOS (только файлы проекта)"
+
msgid "Exporting for iOS"
msgstr "Экспорт для iOS"
@@ -16023,12 +16594,29 @@ msgstr "Подготовить шаблоны"
msgid "Export template not found."
msgstr "Шаблон экспорта не найден."
+msgid ""
+"Unexpected files found in the export destination directory \"%s.xcodeproj\", "
+"delete it manually or select another destination."
+msgstr ""
+"В каталоге назначения экспорта «%s.xcodeproj» обнаружены неизвестные файлы, "
+"удалите его вручную или выберите другое место назначения."
+
+msgid ""
+"Unexpected files found in the export destination directory \"%s\", delete it "
+"manually or select another destination."
+msgstr ""
+"В каталоге назначения экспорта «%s» обнаружены неизвестные файлы, удалите его "
+"вручную или выберите другое место назначения."
+
msgid "Failed to create the directory: \"%s\""
msgstr "Не удалось создать каталог: «%s»"
msgid "Could not create and open the directory: \"%s\""
msgstr "Не удалось создать и открыть каталог: «%s»"
+msgid "iOS Plugins"
+msgstr "Модули iOS"
+
msgid "Failed to export iOS plugins with code %d. Please check the output log."
msgstr ""
"Не удалось экспортировать плагины iOS с кодом %d. Проверьте журнал вывода."
@@ -16043,6 +16631,13 @@ msgstr ""
"Запрошенная библиотека шаблонов «%s» не найдена. Возможно, она отсутствует в "
"вашем архиве шаблонов."
+msgid "ARM64 simulator library, generating from device library."
+msgstr ""
+"Библиотека моделирования ARM64, генерируемая на основе библиотеки устройств."
+
+msgid "Unable to generate ARM64 simulator library."
+msgstr "Не удалось сгенерировать библиотеку моделирования ARM64."
+
msgid "Could not copy a file at path \"%s\" to \"%s\"."
msgstr "Не удалось скопировать файл по пути «%s» в «%s»."
@@ -16057,6 +16652,9 @@ msgstr ""
"Не удалось выполнить подписание кода, подробности доступны в журнале "
"редактора."
+msgid "Xcode Build"
+msgstr "Сборка Xcode"
+
msgid "Failed to run xcodebuild with code %d"
msgstr "Не удалось запустить xcodebuild с кодом %d"
@@ -16087,6 +16685,12 @@ msgstr "Экспорт в iOS при использовании C#/.NET явля
msgid "Invalid additional PList content: "
msgstr "Недопустимое дополнительное содержимое PList: "
+msgid "Identifier is missing."
+msgstr "Отсутствует идентификатор."
+
+msgid "The character '%s' is not allowed in Identifier."
+msgstr "Символ «%s» в идентификаторе не допускается."
+
msgid "Could not start simctl executable."
msgstr "Не удалось запустить исполняемый файл simctl."
@@ -16111,9 +16715,15 @@ msgstr "Не удалось запустить исполняемый файл
msgid "Could not start devicectl executable."
msgstr "Не удалось запустить исполняемый файл devicectl."
+msgid "Debug Script Export"
+msgstr "Экспорт скрипта отладки"
+
msgid "Could not open file \"%s\"."
msgstr "Не удалось открыть файл «%s»."
+msgid "Debug Console Export"
+msgstr "Экспорт консоли отладки"
+
msgid "Could not create console wrapper."
msgstr "Не удалось создать консольную надстройку."
@@ -16129,9 +16739,15 @@ msgstr "32-битные исполняемые файлы не могут име
msgid "Executable \"pck\" section not found."
msgstr "Не найден раздел «pck» исполняемого файла."
+msgid "Stop and uninstall"
+msgstr "Остановить и удалить"
+
msgid "Run on remote Linux/BSD system"
msgstr "Запустить в удалённой системе Linux/BSD"
+msgid "Stop and uninstall running project from the remote system"
+msgstr "Остановить и удалить запущенный проект из удалённой системы"
+
msgid "Run exported project on remote Linux/BSD system"
msgstr "Запустить экспортированный проект в удалённой системе Linux/BSD"
@@ -16307,6 +16923,9 @@ msgstr ""
"Не удалось запустить исполняемый файл codesign. Убедитесь, что инструменты "
"командной строки Xcode установлены."
+msgid "Cannot sign directory %s."
+msgstr "Не удалось подписать каталог %s."
+
msgid "Cannot sign file %s."
msgstr "Не удалось подписать файл %s."
@@ -16319,12 +16938,18 @@ msgid "\"%s\": Info.plist missing or invalid, new Info.plist generated."
msgstr ""
"«%s»: Info.plist отсутствует или недействителен, создан новый Info.plist."
+msgid "PKG Creation"
+msgstr "Создание PKG"
+
msgid "Could not start productbuild executable."
msgstr "Не удалось запустить исполняемый файл productbuild."
msgid "`productbuild` failed."
msgstr "Не удалось выполнить «productbuild»."
+msgid "DMG Creation"
+msgstr "Создание DMG"
+
msgid "Could not start hdiutil executable."
msgstr "Не удалось запустить исполняемый файл hdiutil."
@@ -16375,6 +17000,9 @@ msgstr ""
msgid "Making PKG"
msgstr "Создание PKG"
+msgid "Entitlements Modified"
+msgstr "Права изменены"
+
msgid ""
"Ad-hoc signed applications require the 'Disable Library Validation' "
"entitlement to load dynamic libraries."
@@ -16495,9 +17123,15 @@ msgstr "Неверный шаблон экспорта: «%s»."
msgid "Could not write file: \"%s\"."
msgstr "Не удалось записать файл: «%s»."
+msgid "Icon Creation"
+msgstr "Создание значков"
+
msgid "Could not read file: \"%s\"."
msgstr "Не удалось прочитать файл: «%s»."
+msgid "PWA"
+msgstr "Прогрессивное веб-приложение"
+
msgid ""
"Exporting to Web is currently not supported in Godot 4 when using C#/.NET. "
"Use Godot 3 to target Web with C#/Mono instead."
@@ -16518,18 +17152,36 @@ msgstr "Не удалось прочитать HTML-оболочку: «%s»."
msgid "Run in Browser"
msgstr "Запустить в браузере"
+msgid "Start HTTP Server"
+msgstr "Запустить HTTP-сервер"
+
+msgid "Re-export Project"
+msgstr "Повторить экспорт проекта"
+
msgid "Stop HTTP Server"
msgstr "Остановить HTTP-сервер"
msgid "Run exported HTML in the system's default browser."
msgstr "Запустить экспортированный HTML в системном браузере по умолчанию."
+msgid "Start the HTTP server."
+msgstr "Запустить HTTP-сервер."
+
+msgid "Export project again to account for updates."
+msgstr "Экспортируйте проект ещё раз, чтобы отразить обновления."
+
+msgid "Stop the HTTP server."
+msgstr "Остановить HTTP-сервер."
+
msgid "Could not create HTTP server directory: %s."
msgstr "Не удалось создать каталог HTTP-сервера: %s."
msgid "Error starting HTTP server: %d."
msgstr "Ошибка запуска HTTP-сервера: %d."
+msgid "Resources Modification"
+msgstr "Изменение ресурсов"
+
msgid "Icon size \"%d\" is missing."
msgstr "Размер значков «%d» отсутствует."
@@ -16579,7 +17231,7 @@ msgid "Invalid identity type."
msgstr "Неверный тип идентификатора."
msgid "Invalid timestamp server."
-msgstr "Неверный сервер меток времени."
+msgstr "Неверный сервер временных меток."
msgid ""
"Could not start signtool executable. Configure signtool path in the Editor "
@@ -16623,6 +17275,13 @@ msgid "Run exported project on remote Windows system"
msgstr "Запустить экспортированный проект в удалённой системе Windows"
msgid ""
+"A SpriteFrames resource must be created or set in the \"Sprite Frames\" "
+"property in order for AnimatedSprite2D to display frames."
+msgstr ""
+"Чтобы AnimatedSprite2D отображал кадры, ресурс «Кадры спрайта» должен быть "
+"создан или задан в свойстве «Кадры спрайта»."
+
+msgid ""
"Only one visible CanvasModulate is allowed per canvas.\n"
"When there are more than one, only one of them will be active. Which one is "
"undefined."
@@ -16693,8 +17352,8 @@ msgid ""
"A NavigationMesh resource must be set or created for this node to work. "
"Please set a property or draw a polygon."
msgstr ""
-"Чтобы этот узел работал, необходимо задать или создать ресурс NavigationMesh. "
-"Задайте свойство или нарисуйте полигон."
+"Чтобы этот узел работал, необходимо задать или создать ресурс сетки "
+"навигации. Задайте свойство или нарисуйте полигон."
msgid ""
"ParallaxLayer node only works when set as child of a ParallaxBackground node."
@@ -16760,8 +17419,8 @@ msgid ""
"A shape must be provided for CollisionShape2D to function. Please create a "
"shape resource for it!"
msgstr ""
-"Для работы CollisionShape2D необходимо предоставить форму. Пожалуйста, "
-"создайте ресурс формы для этого!"
+"Для работы CollisionShape2D необходимо предоставить форму. Создайте ресурс "
+"формы."
msgid ""
"Polygon-based shapes are not meant be used nor edited directly through the "
@@ -16793,7 +17452,7 @@ msgid ""
"parent node!"
msgstr ""
"PhysicalBone2D работает только тогда, когда в качестве родительского узла "
-"установлен Skeleton2D или другой PhysicalBone2D!"
+"установлен Skeleton2D или другой PhysicalBone2D."
msgid ""
"A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! "
@@ -16910,7 +17569,7 @@ msgid ""
"Billboard Mode is set to \"Particle Billboard\"."
msgstr ""
"Для анимации CPUParticles3D требуется использовать StandardMaterial3D, в "
-"котором параметрBillboard Mode установлен в значение «Particle Billboard»."
+"котором параметр «Режим билборда» установлен в значение «Particle Billboard»."
msgid ""
"Decals are only available when using the Forward+ or Mobile rendering "
@@ -16932,11 +17591,11 @@ msgid ""
"maps onto the underlying surface.\n"
"If you don't want the Albedo texture to be visible, set Albedo Mix to 0."
msgstr ""
-"Декаль имеет текстуру Normal и/или ORM, но задана текстура Albedo.\n"
-"Текстура Albedo с альфа-каналом нужна для смешения карт нормалей/ORM с "
+"Декаль имеет текстуру нормали и/или ORM, но задана текстура альбедо.\n"
+"Текстура альбедо с альфа-каналом нужна для смешения карт нормалей/ORM с "
"лежащей ниже поверхностью.\n"
-"Если текстура Albedo не должна быть видна, установите значение Albedo Mix "
-"равным нулю."
+"Если текстура альбедо не должна быть видна, установите значение параметра "
+"«Смешивание альбедо» равным нулю."
msgid ""
"The decal's Cull Mask has no bits enabled, which means the decal will not "
@@ -16967,7 +17626,7 @@ msgid ""
"Mode is set to \"Particle Billboard\"."
msgstr ""
"Для анимации частиц требуется использовать BaseMaterial3D, в котором параметр "
-"Billboard Mode установлен в значение «Particle Billboard»."
+"«Режим билборда» установлен в значение «Particle Billboard»."
msgid ""
"Using Trail meshes with a skin causes Skin to override Trail poses. Suggest "
@@ -17210,7 +17869,7 @@ msgstr ""
"При использовании для коллизий ConcavePolygonShape3D предназначен для работы "
"со статическими узлами CollisionObject3D, такими как StaticBody3D.\n"
"Скорее всего, для %ss он будет вести себя не очень хорошо (за исключением "
-"случаев, когда frozen и для freeze_mode установлено значение "
+"случаев, когда включён параметр frozen и для freeze_mode установлено значение "
"FREEZE_MODE_STATIC)."
msgid ""
@@ -17289,10 +17948,24 @@ msgstr ""
"Свойство «Удалённый путь» должно указывать на действительный узел Node3D или "
"на действительный производный от Node3D узел."
+msgid ""
+"Skeleton3D node not set! SkeletonModifier3D must be child of Skeleton3D or "
+"set a path to an external skeleton."
+msgstr ""
+"Узел Skeleton3D не задан! SkeletonModifier3D должен быть дочерним элементом "
+"Skeleton3D, либо следует указать путь к внешнему скелету."
+
msgid "This body will be ignored until you set a mesh."
msgstr "Это тело будет игнорироваться, пока вы не установите сетку."
msgid ""
+"A SpriteFrames resource must be created or set in the \"Sprite Frames\" "
+"property in order for AnimatedSprite3D to display frames."
+msgstr ""
+"Чтобы AnimatedSprite3D отображал кадры, ресурс «Кадры спрайта» должен быть "
+"создан или задан в свойстве «Кадры спрайта»."
+
+msgid ""
"The GeometryInstance3D visibility range's End distance is set to a non-zero "
"value, but is lower than the Begin distance.\n"
"This means the GeometryInstance3D will never be visible.\n"
@@ -17325,6 +17998,20 @@ msgstr ""
"Чтобы решить эту проблему, установите конечную границу диапазона видимости в "
"значение выше нуля."
+msgid ""
+"GeometryInstance3D transparency is only available when using the Forward+ "
+"rendering method."
+msgstr ""
+"Прозрачность GeometryInstance3D доступна только при использовании метода "
+"отрисовки Forward+."
+
+msgid ""
+"GeometryInstance3D visibility range transparency fade is only available when "
+"using the Forward+ rendering method."
+msgstr ""
+"Исчезновение прозрачности диапазона видимости GeometryInstance3D доступно "
+"только при использовании метода отрисовки Forward+."
+
msgid "Plotting Meshes"
msgstr "Построение сеток"
@@ -17364,6 +18051,20 @@ msgstr ""
"Допускается только один WorldEnvironment на сцену (или набор экземпляров "
"сцен)."
+msgid ""
+"XRCamera3D may not function as expected without an XROrigin3D node as its "
+"parent."
+msgstr ""
+"XRCamera3D, возможно, не будет работать ожидаемым образом без родительского "
+"узла XROrigin3D."
+
+msgid ""
+"XRNode3D may not function as expected without an XROrigin3D node as its "
+"parent."
+msgstr ""
+"XRNode3D, возможно, не будет работать ожидаемым образом без родительского "
+"узла XROrigin3D."
+
msgid "No tracker name is set."
msgstr "Имя трекера не задано."
@@ -17373,6 +18074,15 @@ msgstr "Поза не задана."
msgid "XROrigin3D requires an XRCamera3D child node."
msgstr "XROrigin3D требуется дочерний узел XROrigin3D."
+msgid ""
+"XR shaders are not enabled in project settings. Stereoscopic output is not "
+"supported unless they are enabled. Please enable `xr/shaders/enabled` to use "
+"stereoscopic output."
+msgstr ""
+"В настройках проекта не включены шейдеры XR. Стереоскопический вывод "
+"поддерживается только при их включении. Включите опцию «xr/shaders/enabled», "
+"чтобы использовать стереоскопический вывод."
+
msgid "On BlendTree node '%s', animation not found: '%s'"
msgstr "Не найдена анимация на узле BlendTree «%s»: «%s»"
@@ -17603,6 +18313,12 @@ msgstr ""
"Режим точности «%s» недоступен для профиля «gl_compatibility».\n"
"Возврат к точности «Нет»."
+msgid "'%s' type is incompatible with '%s' source."
+msgstr "Тип «%s» несовместим с источником «%s»."
+
+msgid "'%s' default color is incompatible with '%s' source."
+msgstr "Стандартный цвет «%s» несовместим с источником «%s»."
+
msgid "Default Color"
msgstr "Цвет по умолчанию"
@@ -17696,6 +18412,47 @@ msgstr "Ожидалось константное выражение."
msgid "Expected ',' or ')' after argument."
msgstr "Ожидалось «,» или «)» после аргумента."
+msgid "Varying may not be assigned in the '%s' function."
+msgstr "В функции «%s» нельзя задать вариацию."
+
+msgid ""
+"Varying with '%s' data type may only be assigned in the 'fragment' function."
+msgstr ""
+"Вариация с типом данных «%s» может быть задана только в функции «fragment»."
+
+msgid ""
+"Varyings which assigned in 'vertex' function may not be reassigned in "
+"'fragment' or 'light'."
+msgstr ""
+"Вариации, заданные в функции «vertex», не могут быть переназначены в "
+"«fragment» или «light»."
+
+msgid ""
+"Varyings which assigned in 'fragment' function may not be reassigned in "
+"'vertex' or 'light'."
+msgstr ""
+"Вариации, заданные в функции «fragment», не могут быть переназначены в "
+"«vertex» или «light»."
+
+msgid "'%s' cannot be used within the '%s' processor function."
+msgstr "Нельзя использовать «%s» в функции обработчика «%s»."
+
+msgid ""
+"'%s' cannot be used here, because '%s' is called by the '%s' processor "
+"function (which is not allowed)."
+msgstr ""
+"Здесь нельзя использовать «%s», так как «%s» вызывается функцией обработчика "
+"«%s» (что не допускается)."
+
+msgid "Assignment to function."
+msgstr "Присвоение функции."
+
+msgid "Swizzling assignment contains duplicates."
+msgstr "Присвоение подмены содержит дубликаты."
+
+msgid "Assignment to uniform."
+msgstr "Присвоение униформе."
+
msgid "Constants cannot be modified."
msgstr "Константы не могут быть изменены."
@@ -17708,6 +18465,14 @@ msgstr ""
"использовать что-то одно)."
msgid ""
+"Sampler argument %d of function '%s' called more than once using textures "
+"that differ in either filter, repeat, or texture hint setting."
+msgstr ""
+"Аргумент сэмплера %d функции «%s» вызывается больше одного раза с помощью "
+"текстур, у которых отличается параметр фильтра, повтора или подсказки "
+"текстуры."
+
+msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."
msgstr ""
@@ -17751,6 +18516,9 @@ msgstr "Ожидалось «(» после имени типа."
msgid "No matching constructor found for: '%s'."
msgstr "Не найден соответствующий конструктор для: «%s»."
+msgid "Built-in function '%s' is not supported for the '%s' shader type."
+msgstr "Встроенная функция «%s» не поддерживается для типа шейдера «%s»."
+
msgid "Expected a function name."
msgstr "Ожидалось имя функции."
@@ -18318,3 +19086,16 @@ msgid ""
msgstr ""
"Превышен общий размер %s для этого шейдера на данном устройстве (%d/%d). "
"Шейдер может работать некорректно."
+
+msgid ""
+"You are attempting to assign the VERTEX position in model space to the vertex "
+"POSITION in clip space. The definition of clip space changed in version 4.3, "
+"so if this code was written prior to 4.3, it will not continue to work. "
+"Consider specifying the clip space z-component directly i.e. use `vec4(VERTEX."
+"xy, 1.0, 1.0)`."
+msgstr ""
+"Выполняется попытка связать положение VERTEX в пространстве модели с POSITION "
+"вершины в пространстве клипа. Определение пространства клипа изменилось в "
+"версии 4.3, поэтому в том случае, если этот код был написан до 4.3, он "
+"перестанет работать. Рекомендуется указать z-компонент пространства клипа "
+"напрямую, т.е. использовать «vec4(VERTEX.xy, 1.0, 1.0)»."
diff --git a/editor/translations/editor/sv.po b/editor/translations/editor/sv.po
index 4aaf584d12..6f30d06d22 100644
--- a/editor/translations/editor/sv.po
+++ b/editor/translations/editor/sv.po
@@ -37,13 +37,14 @@
# Evelyn <gfo.957@gmail.com>, 2024.
# Joakim Hulthe <joakim@hulthe.net>, 2024.
# Lexag <lexa.grebnets@gmail.com>, 2024.
+# Freezing <sebastian.akerhielm@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-28 08:33+0000\n"
-"Last-Translator: Lexag <lexa.grebnets@gmail.com>\n"
+"PO-Revision-Date: 2024-08-09 17:09+0000\n"
+"Last-Translator: Freezing <sebastian.akerhielm@gmail.com>\n"
"Language-Team: Swedish <https://hosted.weblate.org/projects/godot-engine/"
"godot/sv/>\n"
"Language: sv\n"
@@ -203,6 +204,12 @@ msgstr "Styrspaksknapp %d"
msgid "Pressure:"
msgstr "Tryck:"
+msgid "canceled"
+msgstr "Avbruten"
+
+msgid "touched"
+msgstr "Rörd"
+
msgid "released"
msgstr "släppt"
@@ -880,6 +887,9 @@ msgstr "Kurva är felaktig så det går inte att skapa en nyckel."
msgid "Track is not of type Node3D, can't insert key"
msgstr "Spåret är inte av typen Node3D, kan inte infoga nyckel"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "Spåret är inte av typen MeshInstance3D, kan inte infoga nyckel"
+
msgid "Track path is invalid, so can't add a method key."
msgstr "Spårväg ogiltig, kan således inte lägga till en metod nyckel."
@@ -957,6 +967,19 @@ msgstr ""
"Alternativt, använd en importförinställning som importerar animationer till "
"separata filer."
+msgid ""
+"Some AnimationPlayerEditor's options are disabled since this is the dummy "
+"AnimationPlayer for preview.\n"
+"\n"
+"The dummy player is forced active, non-deterministic and doesn't have the "
+"root motion track. Furthermore, the original node is inactive temporary."
+msgstr ""
+"Vissa alternativ i AnimationPlayerEditors är inaktiverade eftersom detta är "
+"en dummy AnimationPlayer för förhandsvisning.\n"
+"\n"
+"Dummyspelaren är tvångsaktiverad, indeterministisk och har inget "
+"rotrörelsespår. Dessutom är orginalnoden temporärt inaktiv."
+
msgid "AnimationPlayer is inactive. The playback will not be processed."
msgstr ""
"Animationsspelaren är inaktiv. Uppspelningen kommer inte att återupptas."
@@ -6360,6 +6383,9 @@ msgid ""
"recommended."
msgstr "Den valda sökvägen är inte tom. Att välja en tom katalog rekomenderas."
+msgid "New Game Project"
+msgstr "Nytt Spelprojekt"
+
msgid "Supports desktop platforms only."
msgstr "Stödjer desktop platformar enbart."
@@ -6427,9 +6453,6 @@ msgid ""
msgstr ""
"Kunde inte ladda projektet vid '%s' (error %d). Det saknas eller är korrupt."
-msgid "New Game Project"
-msgstr "Nytt Spelprojekt"
-
msgid "Import & Edit"
msgstr "Importera & Ändra"
diff --git a/editor/translations/editor/th.po b/editor/translations/editor/th.po
index 51c5309f8b..ff697ef5e5 100644
--- a/editor/translations/editor/th.po
+++ b/editor/translations/editor/th.po
@@ -5669,6 +5669,9 @@ msgstr "ไฟล์โปรเจกต์ \".zip\" ผิดพลาด เ
msgid "The path specified doesn't exist."
msgstr "ไม่พบที่อยู่ที่ระบุเอาไว้"
+msgid "New Game Project"
+msgstr "โปรเจกต์เกมใหม่"
+
msgid "Couldn't create project.godot in project path."
msgstr "สร้างไฟล์ project.godot ไม่ได้"
@@ -5678,9 +5681,6 @@ msgstr "ผิดพลาดขณะเปิดไฟล์แพคเกจ
msgid "The following files failed extraction from package:"
msgstr "ผิดพลาดขณะแยกไฟล์ต่อไปนี้จากแพคเกจ:"
-msgid "New Game Project"
-msgstr "โปรเจกต์เกมใหม่"
-
msgid "Import & Edit"
msgstr "นำเข้าและแก้ไข"
diff --git a/editor/translations/editor/tr.po b/editor/translations/editor/tr.po
index 5713574adf..0e394635ce 100644
--- a/editor/translations/editor/tr.po
+++ b/editor/translations/editor/tr.po
@@ -115,7 +115,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor interface\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-30 16:40+0000\n"
+"PO-Revision-Date: 2024-08-13 23:09+0000\n"
"Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot/tr/>\n"
@@ -976,6 +976,9 @@ msgstr "İz yolu geçersiz, o yüzden bir anahtar eklenemez."
msgid "Track is not of type Node3D, can't insert key"
msgstr "Bu iz, Node3D düğüm tipinde değil, anahtar eklenemez"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "İz, MeshInstance3D türünde değil, anahtar eklenemiyor"
+
msgid "Track path is invalid, so can't add a method key."
msgstr "İz yolu geçersiz, o yüzden yöntem anahtarı eklenemez."
@@ -3858,6 +3861,24 @@ msgid ""
msgstr ""
"'%s' dosyasına yazılamıyor; dosya kullanımda, kilitli veya izinler eksik."
+msgid "Preparing scenes for reload"
+msgstr "Sahneler, yeniden yükleme için hazırlanıyor"
+
+msgid "Analyzing scene %s"
+msgstr "Sahne %s analiz ediliyor"
+
+msgid "Preparation done."
+msgstr "Hazırlık tamamlandı."
+
+msgid "Scenes reloading"
+msgstr "Sahneler yeniden yükleniyor"
+
+msgid "Reloading..."
+msgstr "Yeniden yükleniyor..."
+
+msgid "Reloading done."
+msgstr "Yeniden yükleme tamamlandı."
+
msgid ""
"Changing the renderer requires restarting the editor.\n"
"\n"
@@ -10704,6 +10725,12 @@ msgstr ""
"Düzenleme Kipi\n"
"Eklemlerdeki düğmeleri göster."
+msgid "Insert key (based on mask) for bones with an existing track."
+msgstr "Mevcut bir izi olan kemikler için anahtar ekleyin (maskelemeye dayalı)."
+
+msgid "Insert key (based on mask) for all bones."
+msgstr "Tüm kemikler için anahtar (maskelemeye dayalı) ekleyin."
+
msgid "Insert Key (All Bones)"
msgstr "Anahtar Ekle (Tüm Kemikler)"
@@ -14298,6 +14325,9 @@ msgid ""
"recommended."
msgstr "Seçilen yol boş değil. Boş bir klasör seçilmesi önemle tavsiye edilir."
+msgid "New Game Project"
+msgstr "Yeni Oyun Projesi"
+
msgid "Supports desktop platforms only."
msgstr "Sadece masaüstü platformları destekler."
@@ -14375,9 +14405,6 @@ msgid ""
msgstr ""
"%s yolundaki proje yüklenemedi (hata: %d). Eksik veya bozulmuş olabilir."
-msgid "New Game Project"
-msgstr "Yeni Oyun Projesi"
-
msgid "Import & Edit"
msgstr "İçe Aktar & Düzenle"
@@ -15445,9 +15472,48 @@ msgstr "Dışa Aktarma Ayarları:"
msgid "glTF 2.0 Scene..."
msgstr "glTF 2.0 Sahnesi..."
+msgid "Path does not point to a valid executable."
+msgstr "Yol geçerli bir çalıştırılabilir dosyaya işaret etmiyor."
+
+msgid "Couldn't run Blender executable."
+msgstr "Blender çalıştırılabilir dosyası çalıştırılamadı."
+
+msgid "Unexpected --version output from Blender executable at: %s."
+msgstr "Blender çalıştırılabilir dosyasından beklenmeyen --version çıktısı: %s."
+
+msgid "Couldn't extract version information from Blender executable at: %s."
+msgstr "Blender çalıştırılabilir dosyasından sürüm bilgisi çıkarılamadı: %s."
+
+msgid ""
+"Found Blender version %d.x, which is too old for this importer (3.0+ is "
+"required)."
+msgstr ""
+"Blender sürümü %d.x bulundu, ama içe aktarıcı için bu sürüm çok eskidir (3.0+ "
+"gereklidir)."
+
+msgid "Path to Blender executable is valid (Autodetected)."
+msgstr "Blender çalıştırılabilir dosyasının yolu geçerli (Otomatik algılandı)."
+
+msgid "Path to Blender executable is valid."
+msgstr "Blender çalıştırılabilir dosyasının yolu geçerli."
+
msgid "Configure Blender Importer"
msgstr "Blender İçe Aktarıcıyı Yapılandır"
+msgid ""
+"Blender 3.0+ is required to import '.blend' files.\n"
+"Please provide a valid path to a Blender executable."
+msgstr ""
+"'.blend' dosyalarını içe aktarmak için Blender 3.0+ gereklidir.\n"
+"Lütfen geçerli bir Blender çalıştırılabilir dosyası yolu sağlayın."
+
+msgid ""
+"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
+"`.app` folder."
+msgstr ""
+"MacOS'ta bu, Blender `.app` klasörü içindeki `Contents/MacOS/blender` dosyası "
+"olmalıdır."
+
msgid "Disable '.blend' Import"
msgstr "'.blend' İçe Aktarmayı Devre Dışı Bırak"
@@ -16772,6 +16838,9 @@ msgstr ""
"Kod imzalama (codesign) yürütülebilir dosyası başlatılamadı, Xcode komut "
"satırı araçlarının yüklü olduğundan emin olun."
+msgid "Cannot sign directory %s."
+msgstr "%s dizini imzalanamıyor."
+
msgid "Cannot sign file %s."
msgstr "%s dosyası imzalanamıyor."
@@ -17350,6 +17419,20 @@ msgstr ""
"tane atayın."
msgid ""
+"The TileMap node is deprecated as it is superseded by the use of multiple "
+"TileMapLayer nodes.\n"
+"To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom "
+"panel with this node selected, click the toolbox icon in the top-right corner "
+"and choose \"Extract TileMap layers as individual TileMapLayer nodes\"."
+msgstr ""
+"TileMap düğümü, yerini birden fazla TileMapLayer düğümünün kullanımına "
+"bıraktığı için kullanımdan kaldırılmıştır.\n"
+"Bir TileMap'i bir dizi TileMapLayer düğümüne dönüştürmek için, bu düğüm "
+"seçiliyken TileMap alt panelini açın, sağ üst köşedeki araç kutusu simgesine "
+"tıklayın ve \"TileMap katmanlarını ayrı TileMapLayer düğümleri olarak "
+"ayıkla\" seçeneğini seçin."
+
+msgid ""
"A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n"
"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be "
"Y-sorted as a whole with tiles from Y-sorted layers."
@@ -18346,6 +18429,14 @@ msgstr ""
"(ya birini veya diğerini kullanın)."
msgid ""
+"Sampler argument %d of function '%s' called more than once using textures "
+"that differ in either filter, repeat, or texture hint setting."
+msgstr ""
+"%d örnekleyici girdi değişkeni ('%s' fonksiyonunda), filtreleme, tekrarlama "
+"veya doku ipucu ayarlarından farklı dokular kullanılarak birden fazla kez "
+"çağrıldı."
+
+msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."
msgstr ""
diff --git a/editor/translations/editor/uk.po b/editor/translations/editor/uk.po
index e7bb580f60..0184e34639 100644
--- a/editor/translations/editor/uk.po
+++ b/editor/translations/editor/uk.po
@@ -49,13 +49,14 @@
# Andrew <padlyko@gmail.com>, 2024.
# Fqwe1 <Fqwe1@users.noreply.hosted.weblate.org>, 2024.
# Danil Buchenkow <dan0406qwerty@gmail.com>, 2024.
+# xolarkodak <ahot.54.aya@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Ukrainian (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-30 16:40+0000\n"
-"Last-Translator: Danil Buchenkow <dan0406qwerty@gmail.com>\n"
+"PO-Revision-Date: 2024-08-08 16:09+0000\n"
+"Last-Translator: xolarkodak <ahot.54.aya@gmail.com>\n"
"Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
"godot/uk/>\n"
"Language: uk\n"
@@ -67,7 +68,7 @@ msgstr ""
"X-Generator: Weblate 5.7-dev\n"
msgid "Main Thread"
-msgstr "Головна тема"
+msgstr "Головний потік"
msgid "Unset"
msgstr "Зняти"
@@ -784,6 +785,9 @@ msgstr "Затиснута інтерполяція циклу"
msgid "Wrap Loop Interp"
msgstr "Загорнута інтерполяція циклу"
+msgid "Insert Key..."
+msgstr "Вставити ключ..."
+
msgid "Duplicate Key(s)"
msgstr "Дублювати ключі"
@@ -928,6 +932,9 @@ msgstr "Вставити доріжки"
msgid "Animation Scale Keys"
msgstr "Клавіші масштабування анімації"
+msgid "Animation Set End Offset"
+msgstr "Встановлення зміщення від кінця Анімації"
+
msgid "Make Easing Keys"
msgstr "Створити ключі плавного переходу"
@@ -1021,12 +1028,24 @@ msgstr "Редагувати"
msgid "Animation properties."
msgstr "Властивості анімації."
+msgid "Copy Tracks..."
+msgstr "Копіювати доріжки..."
+
+msgid "Scale Selection..."
+msgstr "Маштабувати вибране..."
+
+msgid "Scale From Cursor..."
+msgstr "Масштабувати відносно курсора..."
+
msgid "Set Start Offset (Audio)"
msgstr "Встановити початкове зміщення"
msgid "Set End Offset (Audio)"
msgstr "Встановити кінцеве зміщення"
+msgid "Make Easing Selection..."
+msgstr "Створити виділення згладжуваного переходу..."
+
msgid "Delete Selection"
msgstr "Вилучити позначене"
@@ -1039,6 +1058,15 @@ msgstr "До попереднього кроку"
msgid "Apply Reset"
msgstr "Застосувати скидання"
+msgid "Bake Animation..."
+msgstr "Запекти анімацію..."
+
+msgid "Optimize Animation (no undo)..."
+msgstr "Оптимізувати Анімацію (не можна скасувати)..."
+
+msgid "Clean-Up Animation (no undo)..."
+msgstr "Очистити Анімацію (не можна скасувати)..."
+
msgid "Pick a node to animate:"
msgstr "Виберіть вузол для анімації:"
@@ -1217,6 +1245,9 @@ msgstr[0] "%d з %d збіг"
msgstr[1] "%d з %d збіги"
msgstr[2] "%d з %d збігів"
+msgid "Find"
+msgstr "Знайти"
+
msgid "Match Case"
msgstr "Враховувати регістр"
@@ -1559,6 +1590,9 @@ msgstr ""
"які ця функція викликає.\n"
"Скористайтеся цим варіантом для пошуку окремих функцій для оптимізації."
+msgid "Display internal functions"
+msgstr "Показати внутрішні функції"
+
msgid "Frame #:"
msgstr "Кадр #:"
@@ -1589,6 +1623,9 @@ msgstr "Виконання відновлено."
msgid "Bytes:"
msgstr "Байтів:"
+msgid "Warning:"
+msgstr "Попередження:"
+
msgid "Error:"
msgstr "Помилка:"
@@ -1987,7 +2024,7 @@ msgid "(and %s more files)"
msgstr "(і ще %s файлів)"
msgid "Asset \"%s\" installed successfully!"
-msgstr "Ресурс «%s» встановлено успішно!"
+msgstr "Актив \"%s\" успішно встановлено!"
msgid "Success!"
msgstr "Успіх!"
@@ -2156,6 +2193,9 @@ msgstr "Створення нового компонування шини."
msgid "Audio Bus Layout"
msgstr "Компонування звукової шини"
+msgid "Valid characters:"
+msgstr "Допустимі символи:"
+
msgid "Must not collide with an existing engine class name."
msgstr "Не повинно конфліктувати з існуючою назвою класу рушія."
@@ -2168,6 +2208,10 @@ msgstr "Не повинно конфліктувати з існуючою вб
msgid "Must not collide with an existing global constant name."
msgstr "Не повинен конфліктувати з існуючою назвою глобальної константи."
+msgid "Keyword cannot be used as an Autoload name."
+msgstr ""
+"Ключове слово не може бути використано для назви компонента Автозавантаження."
+
msgid "Autoload '%s' already exists!"
msgstr "Автозавантаження '%s' вже існує!"
@@ -2327,9 +2371,15 @@ msgstr "Основні можливості:"
msgid "Text Rendering and Font Options:"
msgstr "Параметри візуалізації тексту та шрифтів:"
+msgid "Reset the edited profile?"
+msgstr "Скинути відредагований профіль?"
+
msgid "File saving failed."
msgstr "Не вдалося зберегти файл."
+msgid "Create a new profile?"
+msgstr "Створити новий профіль?"
+
msgid "This will scan all files in the current project to detect used classes."
msgstr ""
"За допомогою цього пункту можна сканувати всі файли поточного проєкту для "
@@ -2594,6 +2644,12 @@ msgstr "Застаріле"
msgid "Experimental"
msgstr "Експериментальне"
+msgid "Deprecated:"
+msgstr "Застарілий:"
+
+msgid "Experimental:"
+msgstr "Експериментальне:"
+
msgid "This method supports a variable number of arguments."
msgstr "Цей метод підтримує змінну кількість аргументів."
@@ -2692,7 +2748,7 @@ msgstr ""
"[url=$url]зробивши внесок[/url][/color]!"
msgid "Note:"
-msgstr "Зауваження:"
+msgstr "Замітка:"
msgid ""
"There are notable differences when using this API with C#. See [url=%s]C# API "
@@ -2799,6 +2855,12 @@ msgstr "Метод:"
msgid "Signal:"
msgstr "Сигнал:"
+msgid "Theme Property:"
+msgstr "Властивість теми:"
+
+msgid "%d match."
+msgstr "%d співпадає."
+
msgid "%d matches."
msgstr "%d відповідників."
@@ -3102,9 +3164,15 @@ msgstr ""
msgid "Spins when the editor window redraws."
msgstr "Обертається, коли перемальовується вікно редактора."
+msgid "Imported resources can't be saved."
+msgstr "Імпортовані ресурси не можуть бути збережені."
+
msgid "OK"
msgstr "Гаразд"
+msgid "Error saving resource!"
+msgstr "Помилка збереження ресурсу!"
+
msgid ""
"This resource can't be saved because it does not belong to the edited scene. "
"Make it unique first."
@@ -3122,9 +3190,21 @@ msgstr ""
msgid "Save Resource As..."
msgstr "Зберегти ресурс як..."
+msgid "Can't open file for writing:"
+msgstr "Не вдалося відкрити файл для запису:"
+
+msgid "Error while saving."
+msgstr "Помилка під час збереження."
+
+msgid "Error while parsing file '%s'."
+msgstr "Помилка при парсингу файлу '%s'."
+
msgid "Scene file '%s' appears to be invalid/corrupt."
msgstr "Файл сцени '%s' є недійсним/пошкодженим."
+msgid "Missing file '%s' or one of its dependencies."
+msgstr "Відсутній файл '%s' або одна з його залежностей."
+
msgid ""
"File '%s' is saved in a format that is newer than the formats supported by "
"this version of Godot, so it can't be opened."
@@ -3132,6 +3212,9 @@ msgstr ""
"Файл '%s' збережено у форматі, який є новішим за формати, що підтримуються "
"цією версією Godot, тому його неможливо відкрити."
+msgid "Error while loading file '%s'."
+msgstr "Помилка під час завантаження файлу '%s'."
+
msgid "Saving Scene"
msgstr "Збереження сцени"
@@ -3170,6 +3253,9 @@ msgstr "Змінити перетворення екземпляра сітки"
msgid "Can't load MeshLibrary for merging!"
msgstr "Не вдається завантажити MeshLibrary для об'єднання!"
+msgid "Error saving MeshLibrary!"
+msgstr "Помилка збереження MeshLibrary!"
+
msgid ""
"An error occurred while trying to save the editor layout.\n"
"Make sure the editor's user data path is writable."
@@ -3232,6 +3318,9 @@ msgstr ""
"Будь ласка, прочитайте документацію, що стосується імпорту сцен, щоб краще "
"зрозуміти цей робочий процес."
+msgid "Changes may be lost!"
+msgstr "Зміни можуть бути втрачені!"
+
msgid "This object is read-only."
msgstr "Цей об’єкт доступний лише для читання."
@@ -3446,6 +3535,12 @@ msgstr ""
"Ви можете змінити це пізніше в \"Налаштуваннях проєкту\" в категорії "
"\"Програма\"."
+msgid "Save Layout..."
+msgstr "Зберегти макет..."
+
+msgid "Delete Layout..."
+msgstr "Видалити макет..."
+
msgid "Default"
msgstr "Типовий"
@@ -3594,6 +3689,9 @@ msgstr "Параметри редактора…"
msgid "Project"
msgstr "Проєкт"
+msgid "Project Settings..."
+msgstr "Налаштування проекту..."
+
msgid "Project Settings"
msgstr "Параметри проекту"
@@ -3651,6 +3749,9 @@ msgstr "Налаштувати імпортер FBX..."
msgid "Help"
msgstr "Довідка"
+msgid "Search Help..."
+msgstr "Пошук в довідці..."
+
msgid "Online Documentation"
msgstr "Документація в інтернеті"
@@ -3676,6 +3777,9 @@ msgstr "Запропонувати можливість"
msgid "Send Docs Feedback"
msgstr "Надіслати відгук щодо документації"
+msgid "About Godot..."
+msgstr "Про Godot..."
+
msgid "Support Godot Development"
msgstr "Підтримати розробку Godot"
@@ -3945,6 +4049,9 @@ msgstr ""
"Тип вибраного ресурсу (%s) не відповідає типу, який є очікуваним для цієї "
"властивості (%s)."
+msgid "Quick Load..."
+msgstr "Швидке завантаження..."
+
msgid "Opens a quick menu to select from a list of allowed Resource files."
msgstr ""
"Відкриває швидке меню для вибору зі списку дозволених файлів ресурсів "
@@ -3983,6 +4090,9 @@ msgstr "Новий скрипт…"
msgid "Extend Script..."
msgstr "Розширити сценарій..."
+msgid "New Shader..."
+msgstr "Новий шейдер..."
+
msgid "No Remote Debug export presets configured."
msgstr "Не налаштовано пресети експорту віддаленого налагодження."
@@ -4007,6 +4117,9 @@ msgstr ""
"експорту.\n"
"\n"
+msgid "Run 'Remote Debug' anyway?"
+msgstr "Все одно запустити \"Віддалене налагодження\"?"
+
msgid "Project Run"
msgstr "Запуск проєкту"
@@ -4055,9 +4168,15 @@ msgstr "Отримані JSON-дані не є коректним масивом
msgid "Offline mode, update checks disabled."
msgstr "Офлайн режим, перевірка оновлень вимкнена."
+msgid "Update checks disabled."
+msgstr "Перевірка оновлень вимкнена."
+
msgid "An error has occurred. Click to try again."
msgstr "Виникла помилка. Натисніть, щоб спробувати ще раз."
+msgid "Click to open download page."
+msgstr "Натисніть, щоб відкрити сторінку завантаження."
+
msgid "Left Stick Left, Joystick 0 Left"
msgstr "Ліва кнопка ліворуч, джойстик 0 ліворуч"
@@ -4133,6 +4252,12 @@ msgstr "Усі пристрої"
msgid "Device"
msgstr "Пристрій"
+msgid "Listening for Input"
+msgstr "Очікування вводу"
+
+msgid "Filter by Event"
+msgstr "Фільтр за подією"
+
msgid "Can't get filesystem access."
msgstr "Не вдалося отримати доступ до файлової системи."
@@ -4335,12 +4460,24 @@ msgstr ""
"Не знайдено посилань для завантаження цієї версії. Пряме завантаження "
"доступне лише для офіційних випусків."
+msgid "Resolving"
+msgstr "Вирішення"
+
+msgid "Can't Resolve"
+msgstr "Не вдається вирішити"
+
msgid "Connecting..."
msgstr "З’єднання..."
+msgid "Can't Connect"
+msgstr "Не вдається підключитися"
+
msgid "Requesting..."
msgstr "Запит..."
+msgid "Downloading"
+msgstr "Завантаження"
+
msgid "Can't open the export templates file."
msgstr "Не вдалося відкрити файл шаблонів експортування."
@@ -4393,6 +4530,9 @@ msgstr "Вилучити шаблони для поточної версії."
msgid "Download from:"
msgstr "Джерело отримання:"
+msgid "(no templates for development builds)"
+msgstr "(немає шаблонів для development збірок)"
+
msgid "Open in Web Browser"
msgstr "Відкрити у браузері"
@@ -4674,6 +4814,16 @@ msgstr "Виконуваний файл FBX2glTF є дійсним."
msgid "Configure FBX Importer"
msgstr "Налаштування імпортера FBX"
+msgid ""
+"FBX2glTF is required for importing FBX files if using FBX2glTF.\n"
+"Alternatively, you can use ufbx by disabling FBX2glTF.\n"
+"Please download the necessary tool and provide a valid path to the binary:"
+msgstr ""
+"FBX2glTF потрібен для імпорту FBX-файлів, якщо ви використовуєте FBX2glTF.\n"
+"Крім того, ви можете використовувати ufbx, відключивши FBX2glTF.\n"
+"Будь ласка, завантажте необхідний інструмент і вкажіть правильний шлях до "
+"двійкового файлу:"
+
msgid "Click this link to download FBX2glTF"
msgstr "Натисніть на це посилання, щоб завантажити FBX2glTF"
@@ -5025,12 +5175,21 @@ msgstr "Перейменувати посилання у всіх сценах"
msgid "This group belongs to another scene and can't be edited."
msgstr "Ця група належить до іншої сцени і не може бути відредагована."
+msgid "Copy group name to clipboard."
+msgstr "Копіювати назву групи в буфер обміну."
+
+msgid "Global Groups"
+msgstr "Глобальні групи"
+
msgid "Add to Group"
msgstr "Додати до групи"
msgid "Remove from Group"
msgstr "Вилучити з групи"
+msgid "Convert to Scene Group"
+msgstr "Конвертувати в групу сцен"
+
msgid "Global"
msgstr "Загально"
@@ -5044,6 +5203,18 @@ msgstr ""
msgid "Expand Bottom Panel"
msgstr "Розгорнути нижню панель"
+msgid "Move/Duplicate: %s"
+msgstr "Перемістити/дублювати: %s"
+
+msgid "Move/Duplicate %d Item"
+msgid_plural "Move/Duplicate %d Items"
+msgstr[0] "Перемістити/Дублювати %d Елемент"
+msgstr[1] "Перемістити/Дублювати %d Елемента"
+msgstr[2] "Перемістити/Дублювати %d Елементів"
+
+msgid "Choose target directory:"
+msgstr "Виберіть цільову директорію:"
+
msgid "Move"
msgstr "Перемістити"
@@ -5199,6 +5370,9 @@ msgstr ""
"де буде вказано шлях до файла фільму, який буде використано під час запису "
"цієї сцени."
+msgid "Could not start subprocess(es)!"
+msgstr "Не вдалося запустити підпроцес(и)!"
+
msgid "Run the project's default scene."
msgstr "Запустити сцену проекту за замовчуванням."
@@ -5534,6 +5708,9 @@ msgstr "Матеріали"
msgid "Selected Animation Play/Pause"
msgstr "Відтворення/пауза вибраної анімації"
+msgid "Primary Light"
+msgstr "Основне Світло"
+
msgid "Secondary Light"
msgstr "Другорядне світло"
@@ -5837,6 +6014,9 @@ msgstr "Кнопки джойстика"
msgid "Joypad Axes"
msgstr "Осі джойстика"
+msgid "Event Configuration for \"%s\""
+msgstr "Конфігурація подій для \"%s\""
+
msgid "Event Configuration"
msgstr "Конфігурація події"
@@ -5897,6 +6077,9 @@ msgstr "Стиль назв властивостей"
msgid "Raw (e.g. \"%s\")"
msgstr "Сирий (наприклад, «%s»)"
+msgid "Capitalized (e.g. \"%s\")"
+msgstr "З великої літери (наприклад, \"%s\")"
+
msgid "Localized (e.g. \"Z Index\")"
msgstr "Локалізовано (наприклад, «Z-індекс»)"
@@ -6014,6 +6197,9 @@ msgstr "Файли з рядками перекладу:"
msgid "Generate POT"
msgstr "Згенерувати POT"
+msgid "Add Built-in Strings to POT"
+msgstr "Додати вбудовані рядки до POT"
+
msgid "Add strings from built-in components such as certain Control nodes."
msgstr ""
"Додавання рядків з вбудованих компонентів, таких як деякі вузли Control."
@@ -6323,6 +6509,15 @@ msgstr "Зберегти бібліотеку анімації у файл: %s"
msgid "Save Animation to File: %s"
msgstr "Зберегти анімацію у файл: %s"
+msgid "Some AnimationLibrary files were invalid."
+msgstr "Деякі файли AnimationLibrary були недійсними."
+
+msgid "Some Animation files were invalid."
+msgstr "Деякі файли анімації були невірними."
+
+msgid "Load Animations into Library"
+msgstr "Завантажити анімацію до бібліотеки"
+
msgid "Load Animation into Library: %s"
msgstr "Завантажити анімацію до бібліотеки: %s"
@@ -6362,12 +6557,42 @@ msgstr "[іноземна мова]"
msgid "[imported]"
msgstr "[імпортована]"
+msgid "Add animation to library."
+msgstr "Додати анімацію до бібліотеки."
+
+msgid "Load animation from file and add to library."
+msgstr "Завантажити анімацію з файлу та додати до бібліотеки."
+
+msgid "Paste animation to library from clipboard."
+msgstr "Вставити анімацію до бібліотеки з буфера обміну."
+
+msgid "Save animation library to resource on disk."
+msgstr "Зберегти бібліотеку анімації до ресурсу на диску."
+
+msgid "Remove animation library."
+msgstr "Видалити бібліотеку анімації."
+
+msgid "Copy animation to clipboard."
+msgstr "Копіювати анімацію в буфер обміну."
+
+msgid "Save animation to resource on disk."
+msgstr "Зберегти анімацію до ресурсу на диску."
+
+msgid "Remove animation from Library."
+msgstr "Видалити анімацію з бібліотеки."
+
msgid "Edit Animation Libraries"
msgstr "Редагувати бібліотеки анімації"
+msgid "Create new empty animation library."
+msgstr "Створіть нову порожню бібліотеку анімації."
+
msgid "Load Library"
msgstr "Завантажити бібліотеку"
+msgid "Load animation library from disk."
+msgstr "Завантажити бібліотеку анімації з диска."
+
msgid "Storage"
msgstr "Сховище даних"
@@ -6584,6 +6809,9 @@ msgstr "Видалити все"
msgid "Root"
msgstr "Корінь"
+msgid "Toggle AnimationTree Bottom Panel"
+msgstr "Перемкнути нижню панель AnimationTree"
+
msgid "Author"
msgstr "Автор"
@@ -6647,6 +6875,9 @@ msgstr "Не вдалося:"
msgid "Bad download hash, assuming file has been tampered with."
msgstr "Розбіжність хеша завантаження, можливо файл був змінений."
+msgid "Expected:"
+msgstr "Очікувано:"
+
msgid "Got:"
msgstr "Отримав:"
@@ -7218,12 +7449,29 @@ msgstr "Розділити крок сітки на 2"
msgid "Adding %s..."
msgstr "Додавання %s..."
+msgid "Error instantiating scene from %s."
+msgstr "Помилка інстанціювання (створення) сцени з %s."
+
msgid "Create Node"
msgstr "Створити вузол"
msgid "Circular dependency found at %s."
msgstr "Кругову залежність виявлено на %s."
+msgid "Creating inherited scene from: %s"
+msgstr "Створення успадкованої сцени на основі: %s"
+
+msgid "Instantiating: "
+msgstr "Створити екземпляр: "
+
+msgid "Adding %s and %s..."
+msgstr "Додавання %s та %s..."
+
+msgid "Hold Alt when dropping to add as child of root node."
+msgstr ""
+"Утримуйте Alt під час переміщення, щоб додати в якості дочірнього корневого "
+"вузла."
+
msgid "Change Default Type"
msgstr "Змінити стандартний тип"
@@ -7966,6 +8214,9 @@ msgstr "Створити контур"
msgid "Mesh"
msgstr "Сітка"
+msgid "Create Collision Shape..."
+msgstr "Створити форму зіткнення..."
+
msgid "Create Outline Mesh..."
msgstr "Створити контурну сітку ..."
@@ -7995,6 +8246,12 @@ msgstr "Створити сітку обведення"
msgid "Outline Size:"
msgstr "Розмір обведення:"
+msgid "Sibling"
+msgstr "Дочірній"
+
+msgid "Creates collision shapes as Sibling."
+msgstr "Створює фігури зіткнення як Дочірній."
+
msgid "Static Body Child"
msgstr "Дочірній об'єкт статичного тіла"
@@ -8276,6 +8533,9 @@ msgstr "Час GPU: %s мс"
msgid "FPS: %d"
msgstr "Частота кадрів: %d"
+msgid "Instantiating:"
+msgstr "Інстанціювання:"
+
msgid "Top View."
msgstr "Вигляд згори."
@@ -8572,6 +8832,9 @@ msgstr ""
"WorldEnvironment.\n"
"Попередній перегляд вимкнено."
+msgid "Drag: Use snap."
+msgstr "Переміщення: Використовувати прив'язку."
+
msgid ""
"Groups the selected node with its children. This selects the parent when any "
"child node is clicked in 2D and 3D view."
@@ -8893,6 +9156,9 @@ msgstr "Закрити криву"
msgid "Please Confirm..."
msgstr "Будь ласка, підтвердьте..."
+msgid "Remove all curve points?"
+msgstr "Видалити всі точки кривої?"
+
msgid "Mirror Handle Angles"
msgstr "Віддзеркалити кути елемента керування"
@@ -9201,9 +9467,18 @@ msgstr "Не вдалося відкрити «%s». Файл могло бут
msgid "Close and save changes?"
msgstr "Закрити та зберегти зміни?"
+msgid "Error writing TextFile:"
+msgstr "Помилка запису TextFile:"
+
+msgid "Error saving file!"
+msgstr "Помилка збереження файлу!"
+
msgid "Error Saving"
msgstr "Помилка збереження"
+msgid "Error importing theme."
+msgstr "Помилка імпорту теми."
+
msgid "Error Importing"
msgstr "Помилка імпортування"
@@ -9213,6 +9488,9 @@ msgstr "Створити текстовий файл…"
msgid "Open File"
msgstr "Відкрити файл"
+msgid "Could not load file at:"
+msgstr "Не вдалося завантажити файл за адресою:"
+
msgid "Save File As..."
msgstr "Зберегти файл як…"
@@ -9246,12 +9524,18 @@ msgstr "Неможливо запустити скрипт, оскільки в
msgid "Import Theme"
msgstr "Імпортувати тему"
+msgid "Error while saving theme"
+msgstr "Помилка під час збереження теми"
+
msgid "Error saving"
msgstr "Помилка збереження"
msgid "Save Theme As..."
msgstr "Зберегти тему як..."
+msgid "Open '%s' in Godot online documentation."
+msgstr "Відкрити '%s' в онлайн-документації Godot."
+
msgid "Online Docs"
msgstr "Онлайн документація"
@@ -9342,6 +9626,12 @@ msgstr "Перейти до наступного редагованого док
msgid "Discard"
msgstr "Скинути"
+msgid "The following files are newer on disk."
+msgstr "Наступні файли на диску є більш новими."
+
+msgid "What action should be taken?:"
+msgstr "Які дії слід вжити?:"
+
msgid "There are unsaved changes in the following built-in script(s):"
msgstr "У наступних вбудованих скриптах є незбережені зміни:"
@@ -9390,6 +9680,12 @@ msgstr ""
msgid "[Ignore]"
msgstr "[Ігнорувати]"
+msgid "Line %d (%s):"
+msgstr "Рядок %d (%s):"
+
+msgid "Line %d:"
+msgstr "Рядок %d:"
+
msgid "Go to Function"
msgstr "Перейти до функції"
@@ -9515,6 +9811,15 @@ msgstr "Перейти до попередньої точки зупинки"
msgid "Shader Editor"
msgstr "Редактор шейдера"
+msgid "New Shader Include..."
+msgstr "Новий Shader Include..."
+
+msgid "Load Shader File..."
+msgstr "Завантажити Файл Шейдера..."
+
+msgid "Load Shader Include File..."
+msgstr "Завантажити Файл Shader Include..."
+
msgid "Save File"
msgstr "Зберегти файл"
@@ -10933,6 +11238,102 @@ msgstr ""
"Кількість стовпчиків для сітки анімації. Якщо кількість стовпчиків менша за "
"кількість кадрів, анімація автоматично змінить кількість рядків."
+msgid "The space (in tiles) between each frame of the animation."
+msgstr "Простір (у плитці) між кожним кадром анімації."
+
+msgid ""
+"Determines how animation will start. In \"Default\" mode all tiles start "
+"animating at the same frame. In \"Random Start Times\" mode, each tile starts "
+"animation with a random offset."
+msgstr ""
+"Визначає спосіб запуску анімації. У режимі \"За замовчуванням\" усі плитки "
+"починають анімацію в один і той самий кадр. У режимі \"Випадковий час "
+"початку\" кожна плитка починає анімацію з випадковим зсувом."
+
+msgid "If [code]true[/code], the tile is horizontally flipped."
+msgstr "Якщо [code]true[/code], то тайл (плитка) перевертається горизонтально."
+
+msgid "If [code]true[/code], the tile is vertically flipped."
+msgstr "Якщо [code]true[/code], то тайл (плитка) перевертається вертикально."
+
+msgid ""
+"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] "
+"and then flipped vertically. In practice, this means that to rotate a tile by "
+"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and "
+"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip "
+"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable "
+"[b]Flip V[/b] and [b]Transpose[/b]."
+msgstr ""
+"Якщо [code]true[/code], то тайл (плитка) повертається на 90 градусів [i]проти "
+"годинникової стрілки[/i], а потім перевертається вертикально. На практиці це "
+"означає, що для повороту плитки на 90 градусів за годинниковою стрілкою без "
+"її перевертання слід увімкнути [b]Flip H[/b] і [b]Transpose[/b]. Щоб "
+"повернути плитку на 180 градусів за годинниковою стрілкою, увімкніть [b]Flip "
+"H[/b] і [b]Flip V[/b]. Щоб повернути плитку на 270 градусів за годинниковою "
+"стрілкою, увімкніть [b]Перевернути V[/b] і [b]Транспонувати[/b]."
+
+msgid ""
+"The origin to use for drawing the tile. This can be used to visually offset "
+"the tile compared to the base tile."
+msgstr ""
+"Початок, який використовується для малювання плитки. Це може бути використано "
+"для візуального зміщення плитки порівняно з базовою плиткою."
+
+msgid "The color multiplier to use when rendering the tile."
+msgstr "Множник кольору, який використовуватиметься при рендерингу плитки."
+
+msgid ""
+"The material to use for this tile. This can be used to apply a different "
+"blend mode or custom shaders to a single tile."
+msgstr ""
+"Матеріал, який буде використано для цієї плитки. За допомогою цього параметра "
+"можна застосувати інший режим накладання або власні шейдери до однієї плитки."
+
+msgid ""
+"The sorting order for this tile. Higher values will make the tile render in "
+"front of others on the same layer. The index is relative to the TileMap's own "
+"Z index."
+msgstr ""
+"Порядок сортування для цієї плитки. Вищі значення призведуть до того, що "
+"плитка буде відрендерена перед іншими плитками на тому ж шарі. Індекс "
+"відносно власного індексу Z TileMap."
+
+msgid ""
+"The vertical offset to use for tile sorting based on its Y coordinate (in "
+"pixels). This allows using layers as if they were on different height for top-"
+"down games. Adjusting this can help alleviate issues with sorting certain "
+"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile "
+"is placed on."
+msgstr ""
+"Вертикальний зсув для сортування плитки за координатою Y (у пікселях). Це "
+"дозволяє використовувати шари так, ніби вони знаходяться на різній висоті для "
+"ігор зверху вниз. Налаштування цього параметра може допомогти вирішити "
+"проблеми з сортуванням певних тайлів (плитків). Діє лише якщо для шару "
+"TileMap, на якому розміщено тайл (плитку), увімкнено сортування за "
+"координатою Y."
+
+msgid ""
+"The index of the terrain set this tile belongs to. [code]-1[/code] means it "
+"will not be used in terrains."
+msgstr ""
+"Індекс групи ландшафтів, до якої належить цей тайл (плитка). [code]-1[/code] "
+"означає, що він не буде використовуватися в ландшафтах."
+
+msgid ""
+"The index of the terrain inside the terrain set this tile belongs to. "
+"[code]-1[/code] means it will not be used in terrains."
+msgstr ""
+"Індекс ландшафту всередині набору ландшафтів, до якого належить цей тайл "
+"(плитка). [code]-1[/code] означає, що він не буде використовуватися в "
+"ландшафтах."
+
+msgid ""
+"The relative probability of this tile appearing when painting with \"Place "
+"Random Tile\" enabled."
+msgstr ""
+"Відносна ймовірність появи цьго тайлу (плитки) при малюванні з увімкненим "
+"параметром \"Розмістити випадкову плитку\"."
+
msgid "Setup"
msgstr "Налаштування"
@@ -11349,6 +11750,9 @@ msgstr "Змінити розмір вузла VisualShader"
msgid "Show Port Preview"
msgstr "Показати попередній перегляд порту"
+msgid "Set Frame Color"
+msgstr "Встановити колір фрейму"
+
msgid "Set Parameter Name"
msgstr "Встановити назву параметра"
@@ -12662,6 +13066,9 @@ msgid ""
msgstr ""
"Вибраний шлях не порожній. Наполегливо рекомендується вибирати порожню теку."
+msgid "New Game Project"
+msgstr "Новий проєкт гри"
+
msgid "Supports desktop platforms only."
msgstr "Підтримує лише настільні платформи."
@@ -12736,9 +13143,6 @@ msgstr ""
"Не вдалося завантажити проєкт у '%s' (помилка %d). Можливо, файл вилучено або "
"пошкоджено."
-msgid "New Game Project"
-msgstr "Новий проєкт гри"
-
msgid "Import & Edit"
msgstr "Імпортувати та редагувати"
@@ -13559,6 +13963,9 @@ msgstr "Змінити внутрішній радіус тора"
msgid "Change Torus Outer Radius"
msgstr "Змінити зовнішній радіус тора"
+msgid "Cannot instantiate GDScript class."
+msgstr "Не вдається інстанціювати клас GDScript."
+
msgid "Export Scene to glTF 2.0 File"
msgstr "Експортувати сцену у файл glTF 2.0"
@@ -13924,6 +14331,9 @@ msgstr "Додати дію"
msgid "Delete action"
msgstr "Вилучити дію"
+msgid "Add action."
+msgstr "Додати дію."
+
msgid "Remove action from interaction profile"
msgstr "Видалити дію з інтерактивного профілю"
@@ -14237,6 +14647,9 @@ msgstr "Підготуйте шаблони"
msgid "Export template not found."
msgstr "Шаблон експорту не знайдено."
+msgid "Could not create and open the directory: \"%s\""
+msgstr "Не вдалося створити та відкрити каталог: \"%s\""
+
msgid "Code signing failed, see editor log for details."
msgstr "Не вдалося підписати код, подробиці дивіться в журналі редактора."
diff --git a/editor/translations/editor/vi.po b/editor/translations/editor/vi.po
index 33768ce2c8..80c046fa96 100644
--- a/editor/translations/editor/vi.po
+++ b/editor/translations/editor/vi.po
@@ -5561,6 +5561,9 @@ msgstr ""
msgid "The path specified doesn't exist."
msgstr "Đường dẫn đã cho không tồn tại."
+msgid "New Game Project"
+msgstr "Dự án Trò chơi Mới"
+
msgid "Fastest rendering of simple scenes."
msgstr "Render nhanh nhất cho Cảnh đơn giản."
@@ -5591,9 +5594,6 @@ msgid ""
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "Không thể tải dự án ở '%s' (lỗi %d). Nó có thể đã bị mất hoặc bị hỏng."
-msgid "New Game Project"
-msgstr "Dự án Trò chơi Mới"
-
msgid "Import & Edit"
msgstr "Nhập & Chỉnh sửa"
diff --git a/editor/translations/editor/zh_CN.po b/editor/translations/editor/zh_CN.po
index 80d3b84ba7..812a3dc97c 100644
--- a/editor/translations/editor/zh_CN.po
+++ b/editor/translations/editor/zh_CN.po
@@ -105,7 +105,7 @@ msgstr ""
"Project-Id-Version: Chinese (Simplified) (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: 2018-01-20 12:15+0200\n"
-"PO-Revision-Date: 2024-07-23 03:39+0000\n"
+"PO-Revision-Date: 2024-08-13 23:09+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot/zh_Hans/>\n"
@@ -957,6 +957,9 @@ msgstr "轨道路径无效,因此无法添加关键帧。"
msgid "Track is not of type Node3D, can't insert key"
msgstr "轨道不是 Node3D 类型,无法插入关键帧"
+msgid "Track is not of type MeshInstance3D, can't insert key"
+msgstr "轨道不是 MeshInstance3D 类型,无法插入关键帧"
+
msgid "Track path is invalid, so can't add a method key."
msgstr "轨道路径无效,所以无法添加方法帧。"
@@ -3728,6 +3731,24 @@ 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 "Preparing scenes for reload"
+msgstr "正在准备场景重新加载"
+
+msgid "Analyzing scene %s"
+msgstr "正在分析场景 %s"
+
+msgid "Preparation done."
+msgstr "准备完成。"
+
+msgid "Scenes reloading"
+msgstr "正在重新加载场景"
+
+msgid "Reloading..."
+msgstr "正在重新加载..."
+
+msgid "Reloading done."
+msgstr "重新加载完成。"
+
msgid ""
"Changing the renderer requires restarting the editor.\n"
"\n"
@@ -10323,6 +10344,12 @@ msgstr ""
"编辑模式\n"
"在关节处显示按钮。"
+msgid "Insert key (based on mask) for bones with an existing track."
+msgstr "为已存在轨道的骨骼插入关键帧(基于遮罩)。"
+
+msgid "Insert key (based on mask) for all bones."
+msgstr "为所有骨骼插入关键帧(基于遮罩)。"
+
msgid "Insert Key (All Bones)"
msgstr "插入关键帧(所有骨骼)"
@@ -13721,6 +13748,9 @@ msgid ""
"recommended."
msgstr "所选路径不为空。强烈建议选择一个空文件夹。"
+msgid "New Game Project"
+msgstr "新建游戏项目"
+
msgid "Supports desktop platforms only."
msgstr "仅支持桌面平台。"
@@ -13796,9 +13826,6 @@ msgid ""
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "无法加载位于“%s”的项目(错误 %d)。项目可能缺失或已损坏。"
-msgid "New Game Project"
-msgstr "新建游戏项目"
-
msgid "Import & Edit"
msgstr "导入并编辑"
@@ -14813,9 +14840,46 @@ msgstr "导出设置:"
msgid "glTF 2.0 Scene..."
msgstr "glTF 2.0 场景..."
+msgid "Path does not point to a valid executable."
+msgstr "路径未指向有效的可执行文件。"
+
+msgid "Couldn't run Blender executable."
+msgstr "无法运行 Blender 可执行文件。"
+
+msgid "Unexpected --version output from Blender executable at: %s."
+msgstr "位于 %s 的 Blender 可执行文件的 --version 输出与预期不符。"
+
+msgid "Couldn't extract version information from Blender executable at: %s."
+msgstr "无法提取位于 %s 的 Blender 可执行文件的版本。"
+
+msgid ""
+"Found Blender version %d.x, which is too old for this importer (3.0+ is "
+"required)."
+msgstr "检测到 Blender 版本为 %d.x,低于导入器的要求(不是 3.0+)。"
+
+msgid "Path to Blender executable is valid (Autodetected)."
+msgstr "Blender 可执行文件路径有效(自动检测)。"
+
+msgid "Path to Blender executable is valid."
+msgstr "Blender 可执行文件路径有效。"
+
msgid "Configure Blender Importer"
msgstr "配置 Blender 导入器"
+msgid ""
+"Blender 3.0+ is required to import '.blend' files.\n"
+"Please provide a valid path to a Blender executable."
+msgstr ""
+"导入“.blend”文件需要至少 Blender 3.0 版本。\n"
+"请提供有效的 Blender 可执行文件路径。"
+
+msgid ""
+"On macOS, this should be the `Contents/MacOS/blender` file within the Blender "
+"`.app` folder."
+msgstr ""
+"在 macOS 上,该路径应为 Blender `.app` 文件夹中的 `Contents/MacOS/blender` 文"
+"件。"
+
msgid "Disable '.blend' Import"
msgstr "禁用“.blend”导入"
@@ -16043,6 +16107,9 @@ msgid ""
"installed."
msgstr "无法启动 codesign 可执行文件,请确保已安装 Xcode 命令行工具。"
+msgid "Cannot sign directory %s."
+msgstr "无法签名目录 %s。"
+
msgid "Cannot sign file %s."
msgstr "无法签名文件 %s。"
@@ -16559,6 +16626,18 @@ msgid ""
msgstr "这根骨骼没有合适的放松姿势。请到 Skeleton2D 节点中设置一个。"
msgid ""
+"The TileMap node is deprecated as it is superseded by the use of multiple "
+"TileMapLayer nodes.\n"
+"To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom "
+"panel with this node selected, click the toolbox icon in the top-right corner "
+"and choose \"Extract TileMap layers as individual TileMapLayer nodes\"."
+msgstr ""
+"TileMap 节点被已弃用,由多个 TileMapLayer 节点代替。\n"
+"将 TileMap 节点转换为多个 TileMapLayer 节点:选中该节点后打开 TileMap 底部面"
+"板,点击右上角的工具箱图标,然后选择“将 TileMap 图层提取为独立的 TileMapLayer "
+"节点”。"
+
+msgid ""
"A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\n"
"This may lead to unwanted behaviors, as a layer that is not Y-sorted will be "
"Y-sorted as a whole with tiles from Y-sorted layers."
@@ -17375,15 +17454,22 @@ msgid ""
"Sampler argument %d of function '%s' called more than once using both built-"
"ins and uniform textures, this is not supported (use either one or the other)."
msgstr ""
-"采样器参数 %d:函数“%s”有多次调用,同时使用了内置和 uniform 纹理,不支持这种用"
-"法(请在其中选择一种使用)。"
+"采样器参数 %d 在函数“%s”中存在多次调用,同时使用了内置和 uniform 纹理,不支持"
+"这种用法(请在其中选择一种使用)。"
+
+msgid ""
+"Sampler argument %d of function '%s' called more than once using textures "
+"that differ in either filter, repeat, or texture hint setting."
+msgstr ""
+"采样器参数 %d 在函数“%s”中存在多次调用,调用时所使用纹理过滤、纹理重复或纹理提"
+"示设置不同。"
msgid ""
"Sampler argument %d of function '%s' called more than once using different "
"built-ins. Only calling with the same built-in is supported."
msgstr ""
-"采样器参数 %d:函数“%s”有多次调用,使用的内置不同。仅支持使用相同的内置进行调"
-"用。"
+"采样器参数 %d 在函数“%s”中存在多次调用,调用时使用的内置不同。仅支持使用相同的"
+"内置进行调用。"
msgid "Array size is already defined."
msgstr "数组大小已定义。"
diff --git a/editor/translations/editor/zh_TW.po b/editor/translations/editor/zh_TW.po
index 75caa4cec1..c38158df01 100644
--- a/editor/translations/editor/zh_TW.po
+++ b/editor/translations/editor/zh_TW.po
@@ -12080,6 +12080,9 @@ msgid ""
"recommended."
msgstr "選定的路徑不為空。強烈建議選擇一個空的資料夾。"
+msgid "New Game Project"
+msgstr "新遊戲專案"
+
msgid "Supports desktop platforms only."
msgstr "只支援桌面平臺。"
@@ -12152,9 +12155,6 @@ msgid ""
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr "無法自路徑 '%s' 載入專案(錯誤 %d)。檔案可能遺失或損毀。"
-msgid "New Game Project"
-msgstr "新遊戲專案"
-
msgid "Import & Edit"
msgstr "匯入並編輯"
diff --git a/editor/translations/extractable/ar.po b/editor/translations/extractable/ar.po
index 114422104e..670626873f 100644
--- a/editor/translations/extractable/ar.po
+++ b/editor/translations/extractable/ar.po
@@ -22,6 +22,12 @@ msgstr ""
msgid "New Code Region"
msgstr "منطقة الكود الجديدة"
+msgid "Pick a color from the screen."
+msgstr "اختر لونًا من الشاشة."
+
+msgid "Pick a color from the application window."
+msgstr "اختر لونًا من نافذة التطبيق."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -38,12 +44,6 @@ msgstr ""
"اللون: #%s\n"
"الزر الأيسر للفأرة (LMB): تطبيق اللون"
-msgid "Pick a color from the screen."
-msgstr "اختر لونًا من الشاشة."
-
-msgid "Pick a color from the application window."
-msgstr "اختر لونًا من نافذة التطبيق."
-
msgid "Select a picker shape."
msgstr "اختر شكل الملقاط."
diff --git a/editor/translations/extractable/de.po b/editor/translations/extractable/de.po
index b36f1dd0ac..c4b9f53af0 100644
--- a/editor/translations/extractable/de.po
+++ b/editor/translations/extractable/de.po
@@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Neue Code-Region"
+msgid "Pick a color from the screen."
+msgstr "Eine Farbe vom Bildschirm auswählen."
+
+msgid "Pick a color from the application window."
+msgstr "Eine Farbe innerhalb des Anwendungsfensters auswählen."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "Einen Hex-Code („#ff0000“) oder einen Farbnamen („red“) eingeben."
-msgid "Pick a color from the screen."
-msgstr "Eine Farbe vom Bildschirm auswählen."
-
-msgid "Pick a color from the application window."
-msgstr "Eine Farbe innerhalb des Anwendungsfensters auswählen."
-
msgid "Select a picker shape."
msgstr "Auswahl-Geometrie wählen."
diff --git a/editor/translations/extractable/es.po b/editor/translations/extractable/es.po
index 0645251dfc..6b027b200a 100644
--- a/editor/translations/extractable/es.po
+++ b/editor/translations/extractable/es.po
@@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Nuevo Code Region"
+msgid "Pick a color from the screen."
+msgstr "Selecciona un color de la pantalla."
+
+msgid "Pick a color from the application window."
+msgstr "Elige un color en la ventana de la aplicación."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -41,12 +47,6 @@ msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
"Introduce un código hexadecimal (\"#ff0000\") o un color con nombre (\"red\")."
-msgid "Pick a color from the screen."
-msgstr "Selecciona un color de la pantalla."
-
-msgid "Pick a color from the application window."
-msgstr "Elige un color en la ventana de la aplicación."
-
msgid "Select a picker shape."
msgstr "Selecciona una forma de selección."
diff --git a/editor/translations/extractable/extractable.pot b/editor/translations/extractable/extractable.pot
index 7f12c837ac..8fd4257f96 100644
--- a/editor/translations/extractable/extractable.pot
+++ b/editor/translations/extractable/extractable.pot
@@ -19,6 +19,14 @@ msgid "New Code Region"
msgstr ""
#: scene/gui/color_picker.cpp
+msgid "Pick a color from the screen."
+msgstr ""
+
+#: scene/gui/color_picker.cpp
+msgid "Pick a color from the application window."
+msgstr ""
+
+#: scene/gui/color_picker.cpp
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -36,14 +44,6 @@ msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
#: scene/gui/color_picker.cpp
-msgid "Pick a color from the screen."
-msgstr ""
-
-#: scene/gui/color_picker.cpp
-msgid "Pick a color from the application window."
-msgstr ""
-
-#: scene/gui/color_picker.cpp
msgid "Select a picker shape."
msgstr ""
diff --git a/editor/translations/extractable/fr.po b/editor/translations/extractable/fr.po
index 3fbeb96913..97bba3daf0 100644
--- a/editor/translations/extractable/fr.po
+++ b/editor/translations/extractable/fr.po
@@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Nouvelle section de code"
+msgid "Pick a color from the screen."
+msgstr "Échantillonner une couleur depuis l'écran."
+
+msgid "Pick a color from the application window."
+msgstr "Échantillonner une couleur depuis la fenêtre de l'application."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "Entrez un code hexadécimal («#ff0000») ou le nom d'une couleur («red»)."
-msgid "Pick a color from the screen."
-msgstr "Échantillonner une couleur depuis l'écran."
-
-msgid "Pick a color from the application window."
-msgstr "Échantillonner une couleur depuis la fenêtre de l'application."
-
msgid "Select a picker shape."
msgstr "Sélectionnez une forme de sélection."
diff --git a/editor/translations/extractable/it.po b/editor/translations/extractable/it.po
index ee4736d85a..3495a8c38a 100644
--- a/editor/translations/extractable/it.po
+++ b/editor/translations/extractable/it.po
@@ -18,6 +18,9 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.5-dev\n"
+msgid "Pick a color from the application window."
+msgstr "Seleziona un colore dalla finestra applicativa."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -34,9 +37,6 @@ msgstr ""
"Colore: #%s\n"
"LMB: Imposta il colore"
-msgid "Pick a color from the application window."
-msgstr "Seleziona un colore dalla finestra applicativa."
-
msgid "Add current color as a preset."
msgstr "Aggiungi il colore corrente come preset."
diff --git a/editor/translations/extractable/ja.po b/editor/translations/extractable/ja.po
index ac2f27532f..e924bec199 100644
--- a/editor/translations/extractable/ja.po
+++ b/editor/translations/extractable/ja.po
@@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "新しいコード領域"
+msgid "Pick a color from the screen."
+msgstr "画面から色を選択します。"
+
+msgid "Pick a color from the application window."
+msgstr "アプリケーション ウィンドウから色を選択します。"
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "16進コード (「#ff0000」) または名前付きの色 (「red」) を入力します。"
-msgid "Pick a color from the screen."
-msgstr "画面から色を選択します。"
-
-msgid "Pick a color from the application window."
-msgstr "アプリケーション ウィンドウから色を選択します。"
-
msgid "Select a picker shape."
msgstr "ピッカーシェイプを選択"
diff --git a/editor/translations/extractable/ko.po b/editor/translations/extractable/ko.po
index cf4ca24063..345657d612 100644
--- a/editor/translations/extractable/ko.po
+++ b/editor/translations/extractable/ko.po
@@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "새 코드 구역"
+msgid "Pick a color from the screen."
+msgstr "화면에서 색상을 고르세요."
+
+msgid "Pick a color from the application window."
+msgstr "프로그램 창에서 색상을 고르세요."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "헥스 코드(\"#ff0000\") 또는 영어 색상 이름(\"red\")을 넣어 주세요."
-msgid "Pick a color from the screen."
-msgstr "화면에서 색상을 고르세요."
-
-msgid "Pick a color from the application window."
-msgstr "프로그램 창에서 색상을 고르세요."
-
msgid "Select a picker shape."
msgstr "피커 모양을 고르세요."
diff --git a/editor/translations/extractable/pl.po b/editor/translations/extractable/pl.po
index d4bbec0b32..74954f5339 100644
--- a/editor/translations/extractable/pl.po
+++ b/editor/translations/extractable/pl.po
@@ -22,6 +22,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Nowa region kodu"
+msgid "Pick a color from the screen."
+msgstr "Pobierz kolor z ekranu."
+
+msgid "Pick a color from the application window."
+msgstr "Pobierz kolor z okna aplikacji."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -41,12 +47,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "Wprowadź kod szesnastkowy (\"#ff0000\") lub nazwany kolor (\"red\")."
-msgid "Pick a color from the screen."
-msgstr "Pobierz kolor z ekranu."
-
-msgid "Pick a color from the application window."
-msgstr "Pobierz kolor z okna aplikacji."
-
msgid "Select a picker shape."
msgstr "Wybierz kształt próbnika."
diff --git a/editor/translations/extractable/pt.po b/editor/translations/extractable/pt.po
index 5ccd220175..e5fa5500e7 100644
--- a/editor/translations/extractable/pt.po
+++ b/editor/translations/extractable/pt.po
@@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Nova região de código"
+msgid "Pick a color from the screen."
+msgstr "Escolha uma cor na tela."
+
+msgid "Pick a color from the application window."
+msgstr "Escolha uma cor na janela da aplicação."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "Introduza um código hex (\"#ff0000\") ou nome da cor (\"red\")."
-msgid "Pick a color from the screen."
-msgstr "Escolha uma cor na tela."
-
-msgid "Pick a color from the application window."
-msgstr "Escolha uma cor na janela da aplicação."
-
msgid "Select a picker shape."
msgstr "Selecione a forma do seletor."
diff --git a/editor/translations/extractable/pt_BR.po b/editor/translations/extractable/pt_BR.po
index 321735b252..426cc468ea 100644
--- a/editor/translations/extractable/pt_BR.po
+++ b/editor/translations/extractable/pt_BR.po
@@ -18,6 +18,12 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 5.5-dev\n"
+msgid "Pick a color from the screen."
+msgstr "Escolha uma cor na tela."
+
+msgid "Pick a color from the application window."
+msgstr "Escolha uma cor na janela do aplicativo."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -38,12 +44,6 @@ msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
"Insira um código hexadecimal (\"#ff0000\") ou uma cor nomeada (\"vermelho\")."
-msgid "Pick a color from the screen."
-msgstr "Escolha uma cor na tela."
-
-msgid "Pick a color from the application window."
-msgstr "Escolha uma cor na janela do aplicativo."
-
msgid "Select a picker shape."
msgstr "Selecione a forma do seletor."
diff --git a/editor/translations/extractable/ru.po b/editor/translations/extractable/ru.po
index 598a8314e7..76a552e93e 100644
--- a/editor/translations/extractable/ru.po
+++ b/editor/translations/extractable/ru.po
@@ -22,6 +22,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Новая область кода"
+msgid "Pick a color from the screen."
+msgstr "Взять цвет с экрана."
+
+msgid "Pick a color from the application window."
+msgstr "Выберите цвет в окне приложения."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -42,12 +48,6 @@ msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"red\")."
-msgid "Pick a color from the screen."
-msgstr "Взять цвет с экрана."
-
-msgid "Pick a color from the application window."
-msgstr "Выберите цвет в окне приложения."
-
msgid "Select a picker shape."
msgstr "Выберите форму виджета."
diff --git a/editor/translations/extractable/tr.po b/editor/translations/extractable/tr.po
index 9620b1845d..47ce3d99e7 100644
--- a/editor/translations/extractable/tr.po
+++ b/editor/translations/extractable/tr.po
@@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "Yeni Kod Bölgesi"
+msgid "Pick a color from the screen."
+msgstr "Ekrandan bir renk seçin."
+
+msgid "Pick a color from the application window."
+msgstr "Uygulama penceresinden bir renk seç."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -42,12 +48,6 @@ msgstr ""
"Bir onaltılık kod (\"#ff0000\") veya isimlendirilmiş bir renk (\"kırmızı\") "
"girin."
-msgid "Pick a color from the screen."
-msgstr "Ekrandan bir renk seçin."
-
-msgid "Pick a color from the application window."
-msgstr "Uygulama penceresinden bir renk seç."
-
msgid "Select a picker shape."
msgstr "Bir seçici şekil seçin."
diff --git a/editor/translations/extractable/uk.po b/editor/translations/extractable/uk.po
index 5c4098e894..b85e55854c 100644
--- a/editor/translations/extractable/uk.po
+++ b/editor/translations/extractable/uk.po
@@ -19,6 +19,9 @@ msgstr ""
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n"
"X-Generator: Weblate 5.4-dev\n"
+msgid "Pick a color from the application window."
+msgstr "Вибрати колір з вікна програми."
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -39,9 +42,6 @@ msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr ""
"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"красный\")."
-msgid "Pick a color from the application window."
-msgstr "Вибрати колір з вікна програми."
-
msgid "Select a picker shape."
msgstr "Виберіть фігуру вибору."
diff --git a/editor/translations/extractable/zh_CN.po b/editor/translations/extractable/zh_CN.po
index 132fb388cf..62dca1dcdd 100644
--- a/editor/translations/extractable/zh_CN.po
+++ b/editor/translations/extractable/zh_CN.po
@@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "新建代码区域"
+msgid "Pick a color from the screen."
+msgstr "从屏幕中拾取颜色。"
+
+msgid "Pick a color from the application window."
+msgstr "从应用程序窗口中拾取颜色。"
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "输入十六进制码(\"#ff0000\")或颜色名称(\"red\")。"
-msgid "Pick a color from the screen."
-msgstr "从屏幕中拾取颜色。"
-
-msgid "Pick a color from the application window."
-msgstr "从应用程序窗口中拾取颜色。"
-
msgid "Select a picker shape."
msgstr "选择选取器形状。"
diff --git a/editor/translations/extractable/zh_TW.po b/editor/translations/extractable/zh_TW.po
index a9c1672828..82026d54b4 100644
--- a/editor/translations/extractable/zh_TW.po
+++ b/editor/translations/extractable/zh_TW.po
@@ -21,6 +21,12 @@ msgstr ""
msgid "New Code Region"
msgstr "新建程式碼區域"
+msgid "Pick a color from the screen."
+msgstr "從螢幕上選擇一種顏色。"
+
+msgid "Pick a color from the application window."
+msgstr "從應用程式視窗中選擇一種顏色。"
+
msgid ""
"Color: #%s\n"
"LMB: Apply color\n"
@@ -40,12 +46,6 @@ msgstr ""
msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")."
msgstr "輸入十六進位碼(“#ff0000”)或顏色名稱(“red”)。"
-msgid "Pick a color from the screen."
-msgstr "從螢幕上選擇一種顏色。"
-
-msgid "Pick a color from the application window."
-msgstr "從應用程式視窗中選擇一種顏色。"
-
msgid "Select a picker shape."
msgstr "選擇選取器形狀。"
diff --git a/editor/translations/properties/es.po b/editor/translations/properties/es.po
index fba27749c9..78d4983d68 100644
--- a/editor/translations/properties/es.po
+++ b/editor/translations/properties/es.po
@@ -113,7 +113,7 @@ msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-31 15:41+0000\n"
+"PO-Revision-Date: 2024-08-01 02:20+0000\n"
"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/es/>\n"
@@ -2909,6 +2909,12 @@ msgstr "Archivos de Registro Máximo"
msgid "Driver"
msgstr "Controlador"
+msgid "Fallback to Vulkan"
+msgstr "Alternativa a Vulkan"
+
+msgid "Fallback to D3D12"
+msgstr "Alternativa a D3D12"
+
msgid "GL Compatibility"
msgstr "Compatibilidad GL"
@@ -2916,13 +2922,13 @@ msgid "Nvidia Disable Threaded Optimization"
msgstr "Desactivar la Optimización con Hilos de Nvidia"
msgid "Fallback to Angle"
-msgstr "Angle como Respaldo"
+msgstr "Alternativa a Angle"
msgid "Fallback to Native"
-msgstr "Native como Respaldo"
+msgstr "Alternativa a Native"
msgid "Fallback to Gles"
-msgstr "Gles como Respaldo"
+msgstr "Alternativa a Gles"
msgid "Force Angle on Devices"
msgstr "Forzar Ángulo en Dispositivos"
@@ -8478,7 +8484,7 @@ msgid "Night Sky"
msgstr "Cielo Nocturno"
msgid "Fallback Environment"
-msgstr "Entorno de Retorno"
+msgstr "Entorno de Respaldo"
msgid "Plane"
msgstr "Plano"
diff --git a/editor/translations/properties/fr.po b/editor/translations/properties/fr.po
index ab7cb8ae00..e2498baa7d 100644
--- a/editor/translations/properties/fr.po
+++ b/editor/translations/properties/fr.po
@@ -128,13 +128,15 @@
# Unreal Vision <unrealvisionyt@gmail.com>, 2024.
# David <sayendvd@gmail.com>, 2024.
# zefdzeqf <azrzrezfafe@users.noreply.hosted.weblate.org>, 2024.
+# Mathieu Druart <mathieu.druart@gmail.com>, 2024.
+# Xabi GOITY <xabigoity@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-16 05:13+0000\n"
-"Last-Translator: Unreal Vision <unrealvisionyt@gmail.com>\n"
+"PO-Revision-Date: 2024-08-11 19:09+0000\n"
+"Last-Translator: Xabi GOITY <xabigoity@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/godot-"
"properties/fr/>\n"
"Language: fr\n"
@@ -1305,6 +1307,9 @@ msgstr "Tout déplier quand une fenêtre « Créer » s'ouvre"
msgid "Auto Expand to Selected"
msgstr "Auto-déplier jusqu'à la sélection"
+msgid "Center Node on Reparent"
+msgstr "Centrer le nœud lors du changement de parent"
+
msgid "Always Show Folders"
msgstr "Toujours afficher les dossiers"
@@ -1425,6 +1430,9 @@ msgstr "Rester sur l’éditeur de script à la sélection d'un nœud"
msgid "Open Script When Connecting Signal to Existing Method"
msgstr "Ouvrir le script quand signal se connecte à une méthode existante"
+msgid "Use Default Word Separators"
+msgstr "Utiliser les séparateurs de mots par défaut"
+
msgid "Indent"
msgstr "Indentation"
@@ -1716,6 +1724,9 @@ msgstr "Délayer automatiquement le pré-calcul"
msgid "Autorename Animation Tracks"
msgstr "Renommer les pistes d'animation automatiquement"
+msgid "Confirm Insert Track"
+msgstr "Confirmer l'insertion d'une piste"
+
msgid "Default Create Bezier Tracks"
msgstr "Créer pistes de Bézier par défaut"
@@ -1773,6 +1784,9 @@ msgstr "Sauvegarde auto"
msgid "Save Before Running"
msgstr "Enregistrer Avant d’Exécuter"
+msgid "Bottom Panel"
+msgstr "Panneau inférieur"
+
msgid "Action on Play"
msgstr "Action au démarrage"
@@ -4192,6 +4206,9 @@ msgstr "Interpolation des icônes"
msgid "Export Project Only"
msgstr "Exporter le projet uniquement"
+msgid "Generate Simulator Library If Missing"
+msgstr "Générer la librairie du simulateur si elle est manquante"
+
msgid "Capabilities"
msgstr "Fonctionnalités"
@@ -6264,6 +6281,9 @@ msgstr "Modificateur"
msgid "Callback Mode Process"
msgstr "Mode processus de repli"
+msgid "Deprecated"
+msgstr "Déprécié"
+
msgid "Root Bone"
msgstr "Os racine"
diff --git a/editor/translations/properties/ga.po b/editor/translations/properties/ga.po
new file mode 100644
index 0000000000..aca3bf11bf
--- /dev/null
+++ b/editor/translations/properties/ga.po
@@ -0,0 +1,10917 @@
+# Irish 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.
+# Rónán Quill <ronan085@gmail.com>, 2019, 2020.
+# Aindriú Mac Giolla Eoin <aindriu80@gmail.com>, 2024.
+msgid ""
+msgstr ""
+"Project-Id-Version: Godot Engine properties\n"
+"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
+"PO-Revision-Date: 2024-08-14 13:00+0000\n"
+"Last-Translator: Aindriú Mac Giolla Eoin <aindriu80@gmail.com>\n"
+"Language-Team: Irish <https://hosted.weblate.org/projects/godot-engine/godot-"
+"properties/ga/>\n"
+"Language: ga\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8-bit\n"
+"Plural-Forms: nplurals=5; plural=n==1 ? 0 : n==2 ? 1 : (n>2 && n<7) ? 2 :(n>6 "
+"&& n<11) ? 3 : 4;\n"
+"X-Generator: Weblate 5.7-dev\n"
+
+msgid "Application"
+msgstr "Iarratas"
+
+msgid "Config"
+msgstr "Cumraíocht"
+
+msgid "Name"
+msgstr "Ainm"
+
+msgid "Name Localized"
+msgstr "Ainm Logánaithe"
+
+msgid "Description"
+msgstr "Cur síos"
+
+msgid "Version"
+msgstr "Leagan"
+
+msgid "Run"
+msgstr "Rith"
+
+msgid "Main Scene"
+msgstr "Príomh-Radharc"
+
+msgid "Disable stdout"
+msgstr "Díchumasaigh an t- aschur"
+
+msgid "Disable stderr"
+msgstr "Díchumasaigh stderr"
+
+msgid "Print Header"
+msgstr "Priontáil Ceanntásc"
+
+msgid "Enable Alt Space Menu"
+msgstr "Cumasaigh Roghchlár Spáis Alt"
+
+msgid "Use Hidden Project Data Directory"
+msgstr "Úsáid Eolaire Sonraí Tionscadail Fholaithe"
+
+msgid "Use Custom User Dir"
+msgstr "Úsáid Dir Úsáideora Saincheaptha"
+
+msgid "Custom User Dir Name"
+msgstr "Ainm Dir Úsáideora Saincheaptha"
+
+msgid "Project Settings Override"
+msgstr "Sáraigh Socruithe an Tionscadail"
+
+msgid "Main Loop Type"
+msgstr "Príomhchineál Lúb"
+
+msgid "Auto Accept Quit"
+msgstr "Glac Leis go hUathoibríoch Scoir"
+
+msgid "Quit on Go Back"
+msgstr "Scoir ar Téigh Ar Ais"
+
+msgid "Display"
+msgstr "Taispeáin"
+
+msgid "Window"
+msgstr "Fuinneog"
+
+msgid "Size"
+msgstr "Méid"
+
+msgid "Viewport Width"
+msgstr "Leithead an Phoirt"
+
+msgid "Viewport Height"
+msgstr "Airde an Phoirt"
+
+msgid "Mode"
+msgstr "Mód"
+
+msgid "Initial Position Type"
+msgstr "Cineál Suímh Tosaigh"
+
+msgid "Initial Position"
+msgstr "Suíomh Tosaigh"
+
+msgid "Initial Screen"
+msgstr "Scáileán Tosaigh"
+
+msgid "Resizable"
+msgstr "In-athdhíolta"
+
+msgid "Borderless"
+msgstr "Gan teorainn"
+
+msgid "Always on Top"
+msgstr "I gcónaí ar an mbarr"
+
+msgid "Transparent"
+msgstr "Trédhearcach"
+
+msgid "Extend to Title"
+msgstr "Leathnaigh go Teideal"
+
+msgid "No Focus"
+msgstr "Gan Fócas"
+
+msgid "Window Width Override"
+msgstr "Sáraigh Leithead na Fuinneoige"
+
+msgid "Window Height Override"
+msgstr "Sáraigh Airde na Fuinneoige"
+
+msgid "Energy Saving"
+msgstr "Coigilt Fuinnimh"
+
+msgid "Keep Screen On"
+msgstr "Coinnigh an Scáileán Ar"
+
+msgid "Animation"
+msgstr "Beochan"
+
+msgid "Warnings"
+msgstr "Rabhaidh"
+
+msgid "Check Invalid Track Paths"
+msgstr "Seiceáil Cosáin Neamhbhailí Amhráin"
+
+msgid "Check Angle Interpolation Type Conflicting"
+msgstr "Seiceáil Cineál Idirshuí Uillinne ag teacht salach ar a chéile"
+
+msgid "Audio"
+msgstr "Fuaim"
+
+msgid "Buses"
+msgstr "Busanna"
+
+msgid "Default Bus Layout"
+msgstr "Leagan Amach Réamhshocraithe Bus"
+
+msgid "General"
+msgstr "Ginearálta"
+
+msgid "Default Playback Type"
+msgstr "Cineál Athsheinm Réamhshocraithe"
+
+msgid "Text to Speech"
+msgstr "Téacs go Caint"
+
+msgid "2D Panning Strength"
+msgstr "Neart Panning 2D"
+
+msgid "3D Panning Strength"
+msgstr "Neart Panning 3D"
+
+msgid "iOS"
+msgstr "iOS"
+
+msgid "Session Category"
+msgstr "Catagóir an tSeisiúin"
+
+msgid "Mix With Others"
+msgstr "Measc le Daoine Eile"
+
+msgid "Editor"
+msgstr "Eagarthóir"
+
+msgid "Script"
+msgstr "Script"
+
+msgid "Search in File Extensions"
+msgstr "Cuardaigh i Eisínteachtaí Comhad"
+
+msgid "Subwindows"
+msgstr "Fofhuinneoga"
+
+msgid "Embed Subwindows"
+msgstr "Leabú Subwindows"
+
+msgid "Physics"
+msgstr "Fisic"
+
+msgid "2D"
+msgstr "2D"
+
+msgid "Run on Separate Thread"
+msgstr "Rith ar shnáithe ar leith"
+
+msgid "3D"
+msgstr "3D"
+
+msgid "Stretch"
+msgstr "Sín"
+
+msgid "Aspect"
+msgstr "Gné"
+
+msgid "Scale"
+msgstr "Scála"
+
+msgid "Scale Mode"
+msgstr "Mód Scála"
+
+msgid "Debug"
+msgstr "Dífhabhtú"
+
+msgid "Settings"
+msgstr "Socruithe"
+
+msgid "Profiler"
+msgstr "Próifíleoir"
+
+msgid "Max Functions"
+msgstr "Feidhmeanna Uasta"
+
+msgid "Max Timestamp Query Elements"
+msgstr "Eilimintí Iarratais Stampa Ama Uasta"
+
+msgid "Compression"
+msgstr "Comhbhrú"
+
+msgid "Formats"
+msgstr "Formáidí"
+
+msgid "Zstd"
+msgstr "ZstdGenericName"
+
+msgid "Long Distance Matching"
+msgstr "Meaitseáil Fad-achair"
+
+msgid "Compression Level"
+msgstr "Leibhéal Comhbhrúite"
+
+msgid "Window Log Size"
+msgstr "Méid Logchomhad na Fuinneoige"
+
+msgid "Zlib"
+msgstr "ZlibName"
+
+msgid "Gzip"
+msgstr "GzipName"
+
+msgid "Crash Handler"
+msgstr "Láimhseálaí Tuairteála"
+
+msgid "Message"
+msgstr "Teachtaireacht"
+
+msgid "Rendering"
+msgstr "Rindreáil"
+
+msgid "Occlusion Culling"
+msgstr "Cuiliú Occlusion"
+
+msgid "BVH Build Quality"
+msgstr "BVH Tógáil Cáilíochta"
+
+msgid "Jitter Projection"
+msgstr "Teilgean Jitter"
+
+msgid "Internationalization"
+msgstr "Idirnáisiúnú"
+
+msgid "Force Right to Left Layout Direction"
+msgstr "Fórsa Ar Dheis go Clé Leagan Amach Treo"
+
+msgid "Root Node Layout Direction"
+msgstr "Treo Leagan Amach an Nód Fréimhe"
+
+msgid "Root Node Auto Translate"
+msgstr "Fréamh nód Auto Translate"
+
+msgid "GUI"
+msgstr "Comhéadan Grafach"
+
+msgid "Timers"
+msgstr "Amadóirí"
+
+msgid "Incremental Search Max Interval Msec"
+msgstr "Cuardach Incriminteach Max Interval Msec"
+
+msgid "Tooltip Delay (sec)"
+msgstr "Moill leideanna (soic)"
+
+msgid "Common"
+msgstr "Coitianta"
+
+msgid "Snap Controls to Pixels"
+msgstr "Rialuithe Léime go Picteilíní"
+
+msgid "Fonts"
+msgstr "Foinsí"
+
+msgid "Dynamic Fonts"
+msgstr "Clónna Dinimiciúla"
+
+msgid "Use Oversampling"
+msgstr "Úsáid Oversampling"
+
+msgid "Rendering Device"
+msgstr "Gléas Rindreála"
+
+msgid "V-Sync"
+msgstr "V- Sioncronú"
+
+msgid "Frame Queue Size"
+msgstr "Méid na scuaine Fráma"
+
+msgid "Swapchain Image Count"
+msgstr "Líon na nÍomhánna Swapchain"
+
+msgid "Staging Buffer"
+msgstr "Maolán Stiúrtha"
+
+msgid "Block Size (KB)"
+msgstr "Méid an Bhloic (KB)"
+
+msgid "Max Size (MB)"
+msgstr "Uasmhéid (MB)"
+
+msgid "Texture Upload Region Size Px"
+msgstr "Uigeacht Uaslódáil Réigiún Méid Px"
+
+msgid "Pipeline Cache"
+msgstr "Taisce píblíne"
+
+msgid "Enable"
+msgstr "Cumasaigh"
+
+msgid "Save Chunk Size (MB)"
+msgstr "Sábháil Méid Smután (MB)"
+
+msgid "Vulkan"
+msgstr "Bolcán"
+
+msgid "Max Descriptors per Pool"
+msgstr "Max Descriptors for Pool"
+
+msgid "D3D12"
+msgstr "D3D12"
+
+msgid "Max Resource Descriptors per Frame"
+msgstr "Uas-Thuairisceoirí Acmhainne in aghaidh an Fhráma"
+
+msgid "Max Sampler Descriptors per Frame"
+msgstr "Uasthuairisceoirí Samplóra in aghaidh an Fhráma"
+
+msgid "Max Misc Descriptors per Frame"
+msgstr "Tuairisceoirí Max Misc in aghaidh an Fhráma"
+
+msgid "Agility SDK Version"
+msgstr "Agility SDK Leagan"
+
+msgid "Textures"
+msgstr "Uigeachtaí"
+
+msgid "Canvas Textures"
+msgstr "Uigeachtaí Canbháis"
+
+msgid "Default Texture Filter"
+msgstr "Scagaire Réamhshocraithe UigeachtaName"
+
+msgid "Default Texture Repeat"
+msgstr "Athdhéanamh Uigeachta Réamhshocraithe"
+
+msgid "Collada"
+msgstr "Collada"
+
+msgid "Use Ambient"
+msgstr "Úsáid Comhthimpeallach"
+
+msgid "Low Processor Usage Mode"
+msgstr "Mód Úsáide Próiseálaí Íseal"
+
+msgid "Low Processor Usage Mode Sleep (µsec)"
+msgstr "Codladh Mód Úsáide Próiseálaí Íseal (μsec)"
+
+msgid "Delta Smoothing"
+msgstr "Smúdú Delta"
+
+msgid "Print Error Messages"
+msgstr "Priontáil Teachtaireachtaí Earráide"
+
+msgid "Physics Ticks per Second"
+msgstr "Ticeanna Fisice in aghaidh an tSoicind"
+
+msgid "Max Physics Steps per Frame"
+msgstr "Céimeanna Fisice Max in aghaidh an Fhráma"
+
+msgid "Max FPS"
+msgstr "Uasmhéid FPS"
+
+msgid "Time Scale"
+msgstr "Scála Ama"
+
+msgid "Physics Jitter Fix"
+msgstr "Fisic Jitter Fix"
+
+msgid "Mouse Mode"
+msgstr "Mód Luiche"
+
+msgid "Use Accumulated Input"
+msgstr "Úsáid Ionchur Carntha"
+
+msgid "Emulate Mouse From Touch"
+msgstr "Aithris a dhéanamh ar an Luch Ó Dteagmháil"
+
+msgid "Emulate Touch From Mouse"
+msgstr "Aithris a dhéanamh ar theagmháil ón Luch"
+
+msgid "Input Devices"
+msgstr "Gléasanna Ionchurtha"
+
+msgid "Compatibility"
+msgstr "Comhoiriúnacht"
+
+msgid "Legacy Just Pressed Behavior"
+msgstr "Oidhreacht Díreach Brúite Iompar"
+
+msgid "Device"
+msgstr "Gléas"
+
+msgid "Window ID"
+msgstr "Aitheantas na Fuinneoige"
+
+msgid "Command or Control Autoremap"
+msgstr "Uathmhapa ordaithe nó rialaithe"
+
+msgid "Alt Pressed"
+msgstr "Alt Brúite"
+
+msgid "Shift Pressed"
+msgstr "Shift Brúite"
+
+msgid "Ctrl Pressed"
+msgstr "Ctrl Brúite"
+
+msgid "Meta Pressed"
+msgstr "Meta Brúite"
+
+msgid "Pressed"
+msgstr "Brúite"
+
+msgid "Keycode"
+msgstr "Eochairchód"
+
+msgid "Physical Keycode"
+msgstr "Eochairchód Fisiciúil"
+
+msgid "Key Label"
+msgstr "Lipéad Eochrach"
+
+msgid "Unicode"
+msgstr "UnicodeGenericName"
+
+msgid "Location"
+msgstr "Suíomh"
+
+msgid "Echo"
+msgstr "Macalla"
+
+msgid "Button Mask"
+msgstr "Masc Cnaipe"
+
+msgid "Position"
+msgstr "Ionad"
+
+msgid "Global Position"
+msgstr "Suíomh Domhanda"
+
+msgid "Factor"
+msgstr "Fachtóir"
+
+msgid "Button Index"
+msgstr "Innéacs na gCnaipí"
+
+msgid "Canceled"
+msgstr "Cealaithe"
+
+msgid "Double Click"
+msgstr "Cliceáil Dúbailte"
+
+msgid "Tilt"
+msgstr "TiltName"
+
+msgid "Pressure"
+msgstr "Brú"
+
+msgid "Pen Inverted"
+msgstr "Peann Inbhéartaithe"
+
+msgid "Relative"
+msgstr "Gaol"
+
+msgid "Screen Relative"
+msgstr "Gaol Scáileáin"
+
+msgid "Velocity"
+msgstr "Treoluas"
+
+msgid "Screen Velocity"
+msgstr "Treoluas Scáileáin"
+
+msgid "Axis"
+msgstr "Ais"
+
+msgid "Axis Value"
+msgstr "Luach Ais"
+
+msgid "Index"
+msgstr "Innéacs"
+
+msgid "Double Tap"
+msgstr "Sconna Dúbailte"
+
+msgid "Action"
+msgstr "Gníomh"
+
+msgid "Strength"
+msgstr "Neart"
+
+msgid "Event Index"
+msgstr "Innéacs Imeachtaí"
+
+msgid "Delta"
+msgstr "Deilte"
+
+msgid "Channel"
+msgstr "Cainéal"
+
+msgid "Pitch"
+msgstr "Páirc Imeartha"
+
+msgid "Instrument"
+msgstr "Ionstraim"
+
+msgid "Controller Number"
+msgstr "Uimhir an Rialaitheora"
+
+msgid "Controller Value"
+msgstr "Luach an Rialaitheora"
+
+msgid "Shortcut"
+msgstr "Aicearra"
+
+msgid "Events"
+msgstr "Imeachtaí"
+
+msgid "Include Navigational"
+msgstr "loingseoireachta san áireamh"
+
+msgid "Include Hidden"
+msgstr "Cuir Folaithe san áireamh"
+
+msgid "Big Endian"
+msgstr "Endian Mór"
+
+msgid "Blocking Mode Enabled"
+msgstr "Mód Blocála Cumasaithe"
+
+msgid "Read Chunk Size"
+msgstr "Léigh Méid an Smutáin"
+
+msgid "Data"
+msgstr "Sonraí"
+
+msgid "Object ID"
+msgstr "Aitheantas réada"
+
+msgid "Encode Buffer Max Size"
+msgstr "Ionchódaigh Uasmhéid an Mhaoláin"
+
+msgid "Input Buffer Max Size"
+msgstr "Uasmhéid an mhaoláin ionchurtha"
+
+msgid "Output Buffer Max Size"
+msgstr "Maolán Aschurtha Max Size"
+
+msgid "Resource"
+msgstr "Acmhainn"
+
+msgid "Local to Scene"
+msgstr "Áitiúil go Radharc"
+
+msgid "Path"
+msgstr "Cosán"
+
+msgid "Data Array"
+msgstr "Eagar Sonraí"
+
+msgid "Max Pending Connections"
+msgstr "Naisc Max ar Feitheamh"
+
+msgid "Region"
+msgstr "Réigiún"
+
+msgid "Offset"
+msgstr "Fritháireamh"
+
+msgid "Cell Size"
+msgstr "Méid na Cille"
+
+msgid "Cell Shape"
+msgstr "Stencils"
+
+msgid "Jumping Enabled"
+msgstr "Cumasaithe don Léim"
+
+msgid "Default Compute Heuristic"
+msgstr "Ríomh Réamhshocraithe Heuristic"
+
+msgid "Default Estimate Heuristic"
+msgstr "Meastachán Réamhshocraithe Heuristic"
+
+msgid "Diagonal Mode"
+msgstr "Mód Trasnánach"
+
+msgid "Seed"
+msgstr "Síol"
+
+msgid "State"
+msgstr "An Stát"
+
+msgid "Memory"
+msgstr "Cuimhne"
+
+msgid "Limits"
+msgstr "Teorainneacha"
+
+msgid "Message Queue"
+msgstr "Ciú Teachtaireachtaí"
+
+msgid "Max Steps"
+msgstr "Céimeanna Uasta"
+
+msgid "Network"
+msgstr "Líonra"
+
+msgid "TCP"
+msgstr "TCPName"
+
+msgid "Connect Timeout Seconds"
+msgstr "Ceangail Soicind Ama"
+
+msgid "Packet Peer Stream"
+msgstr "Sruth Piaraí Paicéad"
+
+msgid "Max Buffer (Power of 2)"
+msgstr "Max Buffer (Cumhacht 2)"
+
+msgid "TLS"
+msgstr "TLS"
+
+msgid "Certificate Bundle Override"
+msgstr "Sáraíocht Beart Teastais"
+
+msgid "Threading"
+msgstr "Snáitheadh"
+
+msgid "Worker Pool"
+msgstr "Linn Oibrithe"
+
+msgid "Max Threads"
+msgstr "Snáitheanna Uasta"
+
+msgid "Low Priority Thread Ratio"
+msgstr "Cóimheas Snáithe Tosaíochta Íseal"
+
+msgid "Locale"
+msgstr "Áitiúil"
+
+msgid "Test"
+msgstr "Tástáil"
+
+msgid "Fallback"
+msgstr "Clúdach Siar"
+
+msgid "Pseudolocalization"
+msgstr "Logánú pseudo"
+
+msgid "Use Pseudolocalization"
+msgstr "Úsáid Pseudolocalization"
+
+msgid "Replace With Accents"
+msgstr "Cuir síntí fada in ionad"
+
+msgid "Double Vowels"
+msgstr "Gutaí Dúbailte"
+
+msgid "Fake BiDi"
+msgstr "BiDi Falsa"
+
+msgid "Override"
+msgstr "Sáraigh"
+
+msgid "Expansion Ratio"
+msgstr "Cóimheas Leathnaithe"
+
+msgid "Prefix"
+msgstr "Réimír"
+
+msgid "Suffix"
+msgstr "Iarmhír"
+
+msgid "Skip Placeholders"
+msgstr "Ná bac le sealbhóirí áite"
+
+msgid "Rotation"
+msgstr "Rothlú"
+
+msgid "Value"
+msgstr "Luach"
+
+msgid "Arg Count"
+msgstr "Líon Arg"
+
+msgid "Args"
+msgstr "Args"
+
+msgid "Type"
+msgstr "Cineál"
+
+msgid "In Handle"
+msgstr "I Láimhseáil"
+
+msgid "Out Handle"
+msgstr "Láimhseáil Amach"
+
+msgid "Handle Mode"
+msgstr "Mód Láimhseála"
+
+msgid "Stream"
+msgstr "Sruth"
+
+msgid "Start Offset"
+msgstr "Tosaigh Fritháireamh"
+
+msgid "End Offset"
+msgstr "Fritháireamh Deiridh"
+
+msgid "Easing"
+msgstr "Maolú"
+
+msgid "Debug Adapter"
+msgstr "Cuibheoir Dífhabhtaithe"
+
+msgid "Remote Port"
+msgstr "Port cianda"
+
+msgid "Request Timeout"
+msgstr "Teorainn ama a iarraidh"
+
+msgid "Sync Breakpoints"
+msgstr "Sioncrónaigh Brisphointí"
+
+msgid "FileSystem"
+msgstr "Córas Comhad"
+
+msgid "File Server"
+msgstr "Freastalaí Comhad"
+
+msgid "Port"
+msgstr "Port"
+
+msgid "Password"
+msgstr "Pasfhocal"
+
+msgid "Default Feature Profile"
+msgstr "Próifíl Gné Réamhshocraithe"
+
+msgid "Text Editor"
+msgstr "Eagarthóir Téacs"
+
+msgid "Help"
+msgstr "Cabhair"
+
+msgid "Sort Functions Alphabetically"
+msgstr "Sórtáil feidhmeanna in ord aibítre"
+
+msgid "Label"
+msgstr "Lipéad"
+
+msgid "Read Only"
+msgstr "Léigh Amháin"
+
+msgid "Checkable"
+msgstr "Inseiceáilte"
+
+msgid "Checked"
+msgstr "Seiceáilte"
+
+msgid "Draw Warning"
+msgstr "Tarraing Rabhadh"
+
+msgid "Keying"
+msgstr "Eochair"
+
+msgid "Deletable"
+msgstr "In-scriosta"
+
+msgid "Distraction Free Mode"
+msgstr "Mód Saor in Aisce Distraction"
+
+msgid "Movie Maker Enabled"
+msgstr "Déantóir Scannáin Cumasaithe"
+
+msgid "Theme"
+msgstr "Téama"
+
+msgid "Line Spacing"
+msgstr "Spásáil Líne"
+
+msgid "Base Type"
+msgstr "Bunchineál"
+
+msgid "Editable"
+msgstr "Ineagarthóireachta"
+
+msgid "Toggle Mode"
+msgstr "Scoránaigh an Mód"
+
+msgid "Interface"
+msgstr "Comhéadan"
+
+msgid "Editor Language"
+msgstr "Teanga an Eagarthóra"
+
+msgid "Localize Settings"
+msgstr "Logánaigh Socruithe"
+
+msgid "Dock Tab Style"
+msgstr "Stíl na gCluaisíní Duga"
+
+msgid "UI Layout Direction"
+msgstr "Treo Leagan Amach UI"
+
+msgid "Display Scale"
+msgstr "Scála Taispeána"
+
+msgid "Custom Display Scale"
+msgstr "Scála Taispeána Saincheaptha"
+
+msgid "Editor Screen"
+msgstr "Scáileán an Eagarthóra"
+
+msgid "Project Manager Screen"
+msgstr "Scáileán an Bhainisteora Tionscadail"
+
+msgid "Connection"
+msgstr "Ceangal"
+
+msgid "Engine Version Update Mode"
+msgstr "Mód Nuashonraithe Leagan an Innill"
+
+msgid "Use Embedded Menu"
+msgstr "Úsáid Roghchlár Leabaithe"
+
+msgid "Use Native File Dialogs"
+msgstr "Úsáid Dialóga Comhad Dúchais"
+
+msgid "Expand to Title"
+msgstr "Leathnaigh go Teideal"
+
+msgid "Main Font Size"
+msgstr "Príomhmhéid an Chló"
+
+msgid "Code Font Size"
+msgstr "Clómhéid an Chóid"
+
+msgid "Code Font Contextual Ligatures"
+msgstr "Cló Cód Ligatures Comhthéacsúil"
+
+msgid "Code Font Custom OpenType Features"
+msgstr "Cló Cód Saincheaptha OpenType Gnéithe"
+
+msgid "Code Font Custom Variations"
+msgstr "Athruithe Saincheaptha ar Chló an Chóid"
+
+msgid "Font Antialiasing"
+msgstr "Antialiasing Cló"
+
+msgid "Font Hinting"
+msgstr "Leid Chlófhoirne"
+
+msgid "Font Subpixel Positioning"
+msgstr "Suíomh Fophicteilíní Cló"
+
+msgid "Font Disable Embedded Bitmaps"
+msgstr "Cló Díchumasaigh Mapaí Giotán Leabaithe"
+
+msgid "Main Font"
+msgstr "Príomhchló"
+
+msgid "Main Font Bold"
+msgstr "Príomhchló trom"
+
+msgid "Code Font"
+msgstr "Cló an Chóid"
+
+msgid "Separate Distraction Mode"
+msgstr "Mód Seachráin ar leithligh"
+
+msgid "Automatically Open Screenshots"
+msgstr "Oscail Screenshots go huathoibríoch"
+
+msgid "Single Window Mode"
+msgstr "Mód Fuinneoige Aonair"
+
+msgid "Mouse Extra Buttons Navigate History"
+msgstr "Luch Cnaipí Breise Nascleanúint Stair"
+
+msgid "Save Each Scene on Quit"
+msgstr "Sábháil Gach Radharc ar Scor"
+
+msgid "Save on Focus Loss"
+msgstr "Sábháil ar Chaillteanas Fócais"
+
+msgid "Accept Dialog Cancel OK Buttons"
+msgstr "Glac le Dialóg Cealaigh Cnaipí OK"
+
+msgid "Show Internal Errors in Toast Notifications"
+msgstr "Taispeáin earráidí inmheánacha i bhfógraí tósta"
+
+msgid "Show Update Spinner"
+msgstr "Taispeáin Spinner Nuashonraithe"
+
+msgid "Low Processor Mode Sleep (µsec)"
+msgstr "Codladh Mód Próiseálaí Íseal (μsec)"
+
+msgid "Unfocused Low Processor Mode Sleep (µsec)"
+msgstr "Codladh Mód Próiseálaí Íseal Neamhdhírithe (μsec)"
+
+msgid "Import Resources When Unfocused"
+msgstr "Iompórtáil Acmhainní Nuair Neamhdhírithe"
+
+msgid "V-Sync Mode"
+msgstr "Mód V- Sync"
+
+msgid "Update Continuously"
+msgstr "Nuashonraigh go leanúnach"
+
+msgid "Inspector"
+msgstr "Cigire"
+
+msgid "Max Array Dictionary Items per Page"
+msgstr "Míreanna Foclóir Max Array in aghaidh an Leathanaigh"
+
+msgid "Show Low Level OpenType Features"
+msgstr "Taispeáin Gnéithe OpenType Ar Leibhéal Íseal"
+
+msgid "Float Drag Speed"
+msgstr "Snámhphointe Tarraing Luas"
+
+msgid "Nested Color Mode"
+msgstr "Mód Datha Neadaithe"
+
+msgid "Delimitate All Container and Resources"
+msgstr "Teorannaigh gach coimeádán agus acmhainn"
+
+msgid "Default Property Name Style"
+msgstr "Stíl Ainm na Maoine Réamhshocraithe"
+
+msgid "Default Float Step"
+msgstr "Céim Réamhshocraithe Snámhphointe"
+
+msgid "Disable Folding"
+msgstr "Díchumasaigh Fillte"
+
+msgid "Auto Unfold Foreign Scenes"
+msgstr "Radhairc Eachtracha a Nochtadh go hUathoibríoch"
+
+msgid "Horizontal Vector2 Editing"
+msgstr "Eagarthóireacht Veicteoir2 Cothrománach"
+
+msgid "Horizontal Vector Types Editing"
+msgstr "Eagarthóireacht cineálacha veicteora cothrománacha"
+
+msgid "Open Resources in Current Inspector"
+msgstr "Acmhainní Oscailte sa Chigire Reatha"
+
+msgid "Resources to Open in New Inspector"
+msgstr "Acmhainní le hOscailt i gCigire Nua"
+
+msgid "Default Color Picker Mode"
+msgstr "Mód Réamhshocraithe an Roghnóra Datha"
+
+msgid "Default Color Picker Shape"
+msgstr "Stencils"
+
+msgid "Follow System Theme"
+msgstr "Lean Téama an Chórais"
+
+msgid "Preset"
+msgstr "Réamhshocrú"
+
+msgid "Spacing Preset"
+msgstr "Réamhshocrú Spásála"
+
+msgid "Icon and Font Color"
+msgstr "Deilbhín agus Dath an Chló"
+
+msgid "Base Color"
+msgstr "Bundath"
+
+msgid "Accent Color"
+msgstr "Dath accent"
+
+msgid "Use System Accent Color"
+msgstr "Úsáid Dath Accent an Chórais"
+
+msgid "Contrast"
+msgstr "Codarsnacht"
+
+msgid "Draw Extra Borders"
+msgstr "Tarraing Teorainneacha Breise"
+
+msgid "Icon Saturation"
+msgstr "Sáithiú Deilbhíní"
+
+msgid "Relationship Line Opacity"
+msgstr "Teimhneacht Líne Caidrimh"
+
+msgid "Border Size"
+msgstr "Méid na Teorann"
+
+msgid "Corner Radius"
+msgstr "Ga cúinne"
+
+msgid "Base Spacing"
+msgstr "Spásáil Bonn"
+
+msgid "Additional Spacing"
+msgstr "Spásáil Bhreise"
+
+msgid "Custom Theme"
+msgstr "Téama Saincheaptha"
+
+msgid "Touchscreen"
+msgstr "Scáileán tadhaill"
+
+msgid "Increase Scrollbar Touch Area"
+msgstr "Méadaigh Limistéar Tadhaill an Scrollbharra"
+
+msgid "Enable Long Press as Right Click"
+msgstr "Cumasaigh Preas Fada mar Chliceáil Ar Dheis"
+
+msgid "Enable Pan and Scale Gestures"
+msgstr "Cumasaigh Gothaí Pan agus Scála"
+
+msgid "Scale Gizmo Handles"
+msgstr "Scálaigh Láimhseálann Gizmo"
+
+msgid "Scene Tabs"
+msgstr "Cluaisíní Radhairc"
+
+msgid "Display Close Button"
+msgstr "Taispeáin Cnaipe Dún"
+
+msgid "Show Thumbnail on Hover"
+msgstr "Taispeáin Mionsamhail ar Hover"
+
+msgid "Maximum Width"
+msgstr "Leithead Uasta"
+
+msgid "Show Script Button"
+msgstr "Taispeáin cnaipe scripte"
+
+msgid "Restore Scenes on Load"
+msgstr "Athchóirigh Radhairc ar Luchtaigh"
+
+msgid "Multi Window"
+msgstr "Ilfhuinneog"
+
+msgid "Restore Windows on Load"
+msgstr "Aischuir Windows ar Luchtaigh"
+
+msgid "Maximize Window"
+msgstr "Uasmhéadaigh Fuinneog"
+
+msgid "External Programs"
+msgstr "Cláir sheachtracha"
+
+msgid "Raster Image Editor"
+msgstr "Eagarthóir Íomhá Raster"
+
+msgid "Vector Image Editor"
+msgstr "Eagarthóir Íomhá Veicteora"
+
+msgid "Audio Editor"
+msgstr "Eagarthóir Fuaime"
+
+msgid "3D Model Editor"
+msgstr "Eagarthóir Samhail 3D"
+
+msgid "Terminal Emulator"
+msgstr "Aithriseoir Teirminéil"
+
+msgid "Terminal Emulator Flags"
+msgstr "Bratacha Aithriseora Teirminéil"
+
+msgid "Directories"
+msgstr "Eolairí"
+
+msgid "Autoscan Project Path"
+msgstr "Conair Tionscadail Uathscanta"
+
+msgid "Default Project Path"
+msgstr "Conair Réamhshocraithe an Tionscadail"
+
+msgid "On Save"
+msgstr "Ar Sábháil"
+
+msgid "Compress Binary Resources"
+msgstr "Comhbhrúigh Acmhainní Dénártha"
+
+msgid "Safe Save on Backup then Rename"
+msgstr "Sábháilte Sábháil ar Chúltaca ansin Athainmnigh"
+
+msgid "File Dialog"
+msgstr "Dialóg Chomhaid"
+
+msgid "Show Hidden Files"
+msgstr "Taispeáin Comhaid Fholaithe"
+
+msgid "Display Mode"
+msgstr "Mód Taispeána"
+
+msgid "Thumbnail Size"
+msgstr "Méid na Mionsamhlacha"
+
+msgid "Import"
+msgstr "Iompórtáil"
+
+msgid "Blender"
+msgstr "Cumascóir"
+
+msgid "Blender Path"
+msgstr "Conair an Chumascóra"
+
+msgid "RPC Port"
+msgstr "Calafort RPC"
+
+msgid "RPC Server Uptime"
+msgstr "Aga fónaimh Freastalaí RPC"
+
+msgid "FBX"
+msgstr "FBXName"
+
+msgid "FBX2glTF Path"
+msgstr "Conair FBX2glTF"
+
+msgid "Tools"
+msgstr "Uirlisí"
+
+msgid "OIDN"
+msgstr "OIDN"
+
+msgid "OIDN Denoise Path"
+msgstr "Conair Denoise OIDN"
+
+msgid "Docks"
+msgstr "Dugaí"
+
+msgid "Scene Tree"
+msgstr "Crann Radhairc"
+
+msgid "Start Create Dialog Fully Expanded"
+msgstr "Tosaigh Cruthaigh Dialóg Leathnaithe go hiomlán"
+
+msgid "Auto Expand to Selected"
+msgstr "Leathnaigh go hUathoibríoch go Roghnaithe"
+
+msgid "Center Node on Reparent"
+msgstr "Nód Ionaid ar Reparent"
+
+msgid "Always Show Folders"
+msgstr "Taispeáin Fillteáin i gCónaí"
+
+msgid "TextFile Extensions"
+msgstr "Iarmhíreanna Téacschomhaid"
+
+msgid "Property Editor"
+msgstr "Eagarthóir Maoine"
+
+msgid "Auto Refresh Interval"
+msgstr "Eatramh Athnuachana Uathoibríoch"
+
+msgid "Subresource Hue Tint"
+msgstr "Fo-acmhainn Hú Tonn"
+
+msgid "Color Theme"
+msgstr "Téama Datha"
+
+msgid "Appearance"
+msgstr "Dealramh"
+
+msgid "Caret"
+msgstr "Carait"
+
+msgid "Caret Blink"
+msgstr "Carait Blink"
+
+msgid "Caret Blink Interval"
+msgstr "Eatramh Caret Blink"
+
+msgid "Highlight Current Line"
+msgstr "Aibhsigh an Líne Reatha"
+
+msgid "Highlight All Occurrences"
+msgstr "Aibhsigh Gach Tarluithe"
+
+msgid "Guidelines"
+msgstr "Treoirlínte"
+
+msgid "Show Line Length Guidelines"
+msgstr "Taispeáin Treoirlínte maidir le Fad Líne"
+
+msgid "Line Length Guideline Soft Column"
+msgstr "Fad Líne Treoirlíne Colún Bog"
+
+msgid "Line Length Guideline Hard Column"
+msgstr "Fad Líne Treoirlíne Colún Crua"
+
+msgid "Gutters"
+msgstr "Gáitéir"
+
+msgid "Show Line Numbers"
+msgstr "Taispeáin Uimhreacha Líne"
+
+msgid "Line Numbers Zero Padded"
+msgstr "Uimhreacha Líne Zero Padded"
+
+msgid "Highlight Type Safe Lines"
+msgstr "Aibhsigh Cineál Línte Sábháilte"
+
+msgid "Show Info Gutter"
+msgstr "Taispeáin Buachaillí Eolais"
+
+msgid "Minimap"
+msgstr "Mionléarscáil"
+
+msgid "Show Minimap"
+msgstr "Taispeáin Minimap"
+
+msgid "Minimap Width"
+msgstr "Leithead Minimap"
+
+msgid "Lines"
+msgstr "Línte"
+
+msgid "Code Folding"
+msgstr "Cód Fillte"
+
+msgid "Word Wrap"
+msgstr "Timfhilleadh Focal"
+
+msgid "Autowrap Mode"
+msgstr "Mód Uathfhillte"
+
+msgid "Whitespace"
+msgstr "Spás Bán"
+
+msgid "Draw Tabs"
+msgstr "Tarraing Cluaisíní"
+
+msgid "Draw Spaces"
+msgstr "Tarraing Spásanna"
+
+msgid "Behavior"
+msgstr "Oibriú"
+
+msgid "Navigation"
+msgstr "Nascleanúint"
+
+msgid "Move Caret on Right Click"
+msgstr "Bog Caret ar Dheis Cliceáil"
+
+msgid "Scroll Past End of File"
+msgstr "Scrollaigh Deireadh an Chomhaid Roimhe Seo"
+
+msgid "Smooth Scrolling"
+msgstr "Scrollú Réidh"
+
+msgid "V Scroll Speed"
+msgstr "V Luas Scrollaigh"
+
+msgid "Drag and Drop Selection"
+msgstr "Tarraing agus Buail Roghnúchán"
+
+msgid "Stay in Script Editor on Node Selected"
+msgstr "Fan san Eagarthóir Scripte ar Nód Roghnaithe"
+
+msgid "Open Script When Connecting Signal to Existing Method"
+msgstr "Oscail script agus comhartha á nascadh leis an modh atá ann cheana"
+
+msgid "Use Default Word Separators"
+msgstr "Úsáid Deighilteoirí Focal Réamhshocraithe"
+
+msgid "Use Custom Word Separators"
+msgstr "Úsáid Deighilteoirí Focal Saincheaptha"
+
+msgid "Custom Word Separators"
+msgstr "Deighilteoirí Focal Saincheaptha"
+
+msgid "Indent"
+msgstr "Eangú"
+
+msgid "Auto Indent"
+msgstr "Eangú Uathoibríoch"
+
+msgid "Indent Wrapped Lines"
+msgstr "Eangaigh Línte Fillte"
+
+msgid "Files"
+msgstr "Comhaid"
+
+msgid "Trim Trailing Whitespace on Save"
+msgstr "Baile Átha Troim Trailing Whitespace ar Sábháil"
+
+msgid "Trim Final Newlines on Save"
+msgstr "Baile Átha Troim Deiridh Newlines on Save"
+
+msgid "Autosave Interval Secs"
+msgstr "Secs Eatramh Autosave"
+
+msgid "Restore Scripts on Load"
+msgstr "Athchóirigh Scripteanna ar Luchtaigh"
+
+msgid "Convert Indent on Save"
+msgstr "Tiontaigh Eang ar Sábháil"
+
+msgid "Auto Reload Scripts on External Change"
+msgstr "Athluchtaigh scripteanna go huathoibríoch ar athrú seachtrach"
+
+msgid "Script List"
+msgstr "Liosta Scripteanna"
+
+msgid "Show Members Overview"
+msgstr "Taispeáin Forbhreathnú na gComhaltaí"
+
+msgid "Sort Members Outline Alphabetically"
+msgstr "Sórtáil Breac-chuntas na gComhaltaí in ord aibítre"
+
+msgid "Completion"
+msgstr "Críochnú"
+
+msgid "Idle Parse Delay"
+msgstr "Moill pharsála díomhaoin"
+
+msgid "Auto Brace Complete"
+msgstr "Auto Brace Críochnaithe"
+
+msgid "Code Complete Enabled"
+msgstr "Cód Cumasaithe Comhlánaithe"
+
+msgid "Code Complete Delay"
+msgstr "Cód Moill Iomlán"
+
+msgid "Put Callhint Tooltip Below Current Line"
+msgstr "Cuir leid uirlisí Callhint faoi bhun na líne reatha"
+
+msgid "Complete File Paths"
+msgstr "Comhlánaigh Cosáin Chomhaid"
+
+msgid "Add Type Hints"
+msgstr "Cuir Leideanna Cineál Leis"
+
+msgid "Add String Name Literals"
+msgstr "Cuir Litriúil Ainm Teaghrán Leis"
+
+msgid "Add Node Path Literals"
+msgstr "Cuir Litriúil Cosán Nód Leis"
+
+msgid "Use Single Quotes"
+msgstr "Úsáid Sleachta Aonair"
+
+msgid "Colorize Suggestions"
+msgstr "Moltaí Dathúcháin"
+
+msgid "Show Help Index"
+msgstr "Taispeáin an tInnéacs Cabhrach"
+
+msgid "Help Font Size"
+msgstr "Méid an Chló Cabhrach"
+
+msgid "Help Source Font Size"
+msgstr "Cabhair Foinse Clómhéid"
+
+msgid "Help Title Font Size"
+msgstr "Cabhair Teideal Clómhéid"
+
+msgid "Class Reference Examples"
+msgstr "Samplaí Tagartha Ranga"
+
+msgid "Editors"
+msgstr "Eagarthóirí"
+
+msgid "Grid Map"
+msgstr "Mapa Greille"
+
+msgid "Pick Distance"
+msgstr "Roghnaigh Fad"
+
+msgid "Primary Grid Color"
+msgstr "Dath na Príomhghreille"
+
+msgid "Secondary Grid Color"
+msgstr "Dath Greille Tánaisteach"
+
+msgid "Selection Box Color"
+msgstr "Dath an Bhosca Roghnaithe"
+
+msgid "3D Gizmos"
+msgstr "Gizmos 3D"
+
+msgid "Gizmo Colors"
+msgstr "Dathanna Gizmo"
+
+msgid "Instantiated"
+msgstr "Meandaracha"
+
+msgid "Joint"
+msgstr "Comhpháir teach"
+
+msgid "AABB"
+msgstr "AABBName"
+
+msgid "Primary Grid Steps"
+msgstr "Céimeanna Greille Bunscoile"
+
+msgid "Grid Size"
+msgstr "Méid na Greille"
+
+msgid "Grid Division Level Max"
+msgstr "Leibhéal Rannán Greille Max"
+
+msgid "Grid Division Level Min"
+msgstr "Greille Rannán Leibhéal Min"
+
+msgid "Grid Division Level Bias"
+msgstr "Claonadh Leibhéal Rannán Greille"
+
+msgid "Grid XZ Plane"
+msgstr "Greille XZ Plána"
+
+msgid "Grid XY Plane"
+msgstr "Greille XY Plána"
+
+msgid "Grid YZ Plane"
+msgstr "Greille YZ Plána"
+
+msgid "Default FOV"
+msgstr "FOV réamhshocraithe"
+
+msgid "Default Z Near"
+msgstr "Réamhshocrú Z In aice"
+
+msgid "Default Z Far"
+msgstr "Réamhshocrú Z Far"
+
+msgid "Invert X Axis"
+msgstr "Inbhéartaigh Ais X"
+
+msgid "Invert Y Axis"
+msgstr "Ais Inbhéartaithe Y"
+
+msgid "Navigation Scheme"
+msgstr "Scéim Loingseoireachta"
+
+msgid "Zoom Style"
+msgstr "Stíl Zúmála"
+
+msgid "Emulate Numpad"
+msgstr "Aithris a dhéanamh ar Numpad"
+
+msgid "Emulate 3 Button Mouse"
+msgstr "Aithris a dhéanamh ar Luch Cnaipe 3"
+
+msgid "Orbit Modifier"
+msgstr "Mionathraitheoir Fithise"
+
+msgid "Pan Modifier"
+msgstr "Pan Edit"
+
+msgid "Zoom Modifier"
+msgstr "Mionathraitheoir Zúmála"
+
+msgid "Warped Mouse Panning"
+msgstr "Panning Luiche Warped"
+
+msgid "Navigation Feel"
+msgstr "Mothú Nascleanúna"
+
+msgid "Orbit Sensitivity"
+msgstr "Íogaireacht na Fithise"
+
+msgid "Orbit Inertia"
+msgstr "Táimhe na Fithise"
+
+msgid "Translation Inertia"
+msgstr "Táimhe an Aistriúcháin"
+
+msgid "Zoom Inertia"
+msgstr "Táimhe Zúmála"
+
+msgid "Freelook"
+msgstr "FreelookName"
+
+msgid "Freelook Navigation Scheme"
+msgstr "Scéim Loingseoireachta Freelook"
+
+msgid "Freelook Sensitivity"
+msgstr "Íogaireacht Freelook"
+
+msgid "Freelook Inertia"
+msgstr "Táimhe Freelook"
+
+msgid "Freelook Base Speed"
+msgstr "Luas Bonn Freelook"
+
+msgid "Freelook Activation Modifier"
+msgstr "Mionathraitheoir Gníomhachtaithe Freelook"
+
+msgid "Freelook Speed Zoom Link"
+msgstr "Nasc Zúmála Luais Freelook"
+
+msgid "Grid Color"
+msgstr "Dath na Greille"
+
+msgid "Guides Color"
+msgstr "Dath na dTreoracha"
+
+msgid "Smart Snapping Line Color"
+msgstr "Dath Líne Snapping Cliste"
+
+msgid "Bone Width"
+msgstr "Leithead cnámh"
+
+msgid "Bone Color 1"
+msgstr "Dath Cnámh 1"
+
+msgid "Bone Color 2"
+msgstr "Dath Cnámh 2"
+
+msgid "Bone Selected Color"
+msgstr "Dath roghnaithe na gcnámh"
+
+msgid "Bone IK Color"
+msgstr "Dath IK Cnámh"
+
+msgid "Bone Outline Color"
+msgstr "Dath imlíne na gcnámh"
+
+msgid "Bone Outline Size"
+msgstr "Imlíne Cnámh Méid"
+
+msgid "Viewport Border Color"
+msgstr "Dath na Teorann Viewport"
+
+msgid "Use Integer Zoom by Default"
+msgstr "Úsáid Súmáil Slánuimhir de réir réamhshocraithe"
+
+msgid "Panning"
+msgstr "Ag pannáil"
+
+msgid "2D Editor Panning Scheme"
+msgstr "Scéim Panning Eagarthóir 2D"
+
+msgid "Sub Editors Panning Scheme"
+msgstr "Scéim Panning Fo-Eagarthóirí"
+
+msgid "Animation Editors Panning Scheme"
+msgstr "Scéim Panning d'Eagarthóirí Beochana"
+
+msgid "Simple Panning"
+msgstr "Panning Simplí"
+
+msgid "2D Editor Pan Speed"
+msgstr "Eagarthóir Pan Speed 2D"
+
+msgid "Tiles Editor"
+msgstr "Eagarthóir Tíleanna"
+
+msgid "Display Grid"
+msgstr "Greille Taispeána"
+
+msgid "Highlight Selected Layer"
+msgstr "Aibhsigh an tSraith Roghnaithe"
+
+msgid "Polygon Editor"
+msgstr "Eagarthóir Polagán"
+
+msgid "Point Grab Radius"
+msgstr "Ga Grab Pointe"
+
+msgid "Show Previous Outline"
+msgstr "Taispeáin an imlíne roimhe seo"
+
+msgid "Auto Bake Delay"
+msgstr "Moill ar Bhácáil Uathoibríoch"
+
+msgid "Autorename Animation Tracks"
+msgstr "Uathainm Rianta Beochana"
+
+msgid "Confirm Insert Track"
+msgstr "Deimhnigh Ionsáigh an tAmhrán"
+
+msgid "Default Create Bezier Tracks"
+msgstr "Réamhshocrú Cruthaigh Rianta Bezier"
+
+msgid "Default Create Reset Tracks"
+msgstr "Réamhshocrú Cruthaigh Rianta Athshocraithe"
+
+msgid "Onion Layers Past Color"
+msgstr "Sraitheanna Oinniún Dath Past"
+
+msgid "Onion Layers Future Color"
+msgstr "Sraitheanna Oinniún Dath Todhchaí"
+
+msgid "Shader Editor"
+msgstr "Eagarthóir Scáthaigh"
+
+msgid "Restore Shaders on Load"
+msgstr "Athchóirigh Shaders ar Luchtaigh"
+
+msgid "Visual Editors"
+msgstr "Eagarthóirí Amhairc"
+
+msgid "Minimap Opacity"
+msgstr "Teimhneacht Minimap"
+
+msgid "Lines Curvature"
+msgstr "Cuaire Línte"
+
+msgid "Grid Pattern"
+msgstr "Patrún Greille"
+
+msgid "Visual Shader"
+msgstr "Scáthóir Amhairc"
+
+msgid "Port Preview Size"
+msgstr "Méid Réamhamhairc an Phoirt"
+
+msgid "Window Placement"
+msgstr "Socrúchán Fuinneoige"
+
+msgid "Rect"
+msgstr "RectName"
+
+msgid "Rect Custom Position"
+msgstr "Suíomh Saincheaptha Rect"
+
+msgid "Screen"
+msgstr "Scáileán"
+
+msgid "Android Window"
+msgstr "Fuinneog Android"
+
+msgid "Auto Save"
+msgstr "Sábháil Go hUathoibríoch"
+
+msgid "Save Before Running"
+msgstr "Sábháil Roimh Rith"
+
+msgid "Bottom Panel"
+msgstr "Painéal Bun"
+
+msgid "Action on Play"
+msgstr "Gníomh ar an Súgradh"
+
+msgid "Action on Stop"
+msgstr "Gníomh ar Stop"
+
+msgid "Output"
+msgstr "Aschur"
+
+msgid "Font Size"
+msgstr "Clómhéid"
+
+msgid "Always Clear Output on Play"
+msgstr "Glan aschur i gcónaí ar an súgradh"
+
+msgid "Max Lines"
+msgstr "Uaslínte"
+
+msgid "Platforms"
+msgstr "Ardáin"
+
+msgid "Linuxbsd"
+msgstr "Linuxbsd"
+
+msgid "Prefer Wayland"
+msgstr "Is fearr Wayland"
+
+msgid "Network Mode"
+msgstr "Mód Líonra"
+
+msgid "HTTP Proxy"
+msgstr "Seachfhreastalaí HTTP"
+
+msgid "Host"
+msgstr "Óstríomhaire"
+
+msgid "Editor TLS Certificates"
+msgstr "Teastais TLS Eagarthóra"
+
+msgid "Remote Host"
+msgstr "Cianóstach"
+
+msgid "Debugger"
+msgstr "Dífhabhtóir"
+
+msgid "Auto Switch to Remote Scene Tree"
+msgstr "Athraigh go Crann Radharc Cianda"
+
+msgid "Profiler Frame History Size"
+msgstr "Méid Stair an Fhráma Próifíleora"
+
+msgid "Profiler Frame Max Functions"
+msgstr "Feidhmeanna Max Fráma Próifíleora"
+
+msgid "Remote Scene Tree Refresh Interval"
+msgstr "Eatramh Athnuachana Crann Radharc Cianda"
+
+msgid "Remote Inspect Refresh Interval"
+msgstr "Eatramh Athnuachana Cianda Cigireachta"
+
+msgid "Profile Native Calls"
+msgstr "Glaonna Dúchasacha Próifíle"
+
+msgid "Input"
+msgstr "Ionchur"
+
+msgid "Buffering"
+msgstr "Maolánú"
+
+msgid "Agile Event Flushing"
+msgstr "Flushing Imeacht Aclaí"
+
+msgid "Project Manager"
+msgstr "Bainisteoir Tionscadail"
+
+msgid "Sorting Order"
+msgstr "Ordú Sórtála"
+
+msgid "Directory Naming Convention"
+msgstr "Coinbhinsiún Ainmniú Eolaire"
+
+msgid "Default Renderer"
+msgstr "Rindreálaí Réamhshocraithe"
+
+msgid "Highlighting"
+msgstr "Aibhsiú"
+
+msgid "Symbol Color"
+msgstr "Dath na Siombaile"
+
+msgid "Keyword Color"
+msgstr "Dath Eochairfhocal"
+
+msgid "Control Flow Keyword Color"
+msgstr "Rialú Shreabhadh Eochairfhocal Dath"
+
+msgid "Base Type Color"
+msgstr "Bunchineál Dath"
+
+msgid "Engine Type Color"
+msgstr "Dath Cineál Innill"
+
+msgid "User Type Color"
+msgstr "Dath an Chineáil Úsáideora"
+
+msgid "Comment Color"
+msgstr "Dath an Tráchta"
+
+msgid "Doc Comment Color"
+msgstr "Dath Tráchta Doc"
+
+msgid "String Color"
+msgstr "Dath Teaghrán"
+
+msgid "Background Color"
+msgstr "Cúlra Dath"
+
+msgid "Completion Background Color"
+msgstr "Dath an Chúlra Críochnaithe"
+
+msgid "Completion Selected Color"
+msgstr "Comhlánú Dath Roghnaithe"
+
+msgid "Completion Existing Color"
+msgstr "Comhlánaigh an dath atá ann cheana"
+
+msgid "Completion Scroll Color"
+msgstr "Comhlánú Scrollaigh Dath"
+
+msgid "Completion Scroll Hovered Color"
+msgstr "Comhlánú Scrollaigh Dath Hovered"
+
+msgid "Completion Font Color"
+msgstr "Comhlánaigh Dath an Chló"
+
+msgid "Text Color"
+msgstr "Dath an Téacs"
+
+msgid "Line Number Color"
+msgstr "Dath Uimhir Líne"
+
+msgid "Safe Line Number Color"
+msgstr "Dath Uimhir Líne Sábháilte"
+
+msgid "Caret Color"
+msgstr "Dath Caret"
+
+msgid "Caret Background Color"
+msgstr "Cúlra Caret Dath"
+
+msgid "Text Selected Color"
+msgstr "Dath Roghnaithe Téacs"
+
+msgid "Selection Color"
+msgstr "Dath an Roghnaithe"
+
+msgid "Brace Mismatch Color"
+msgstr "Dath Neamhoiriúnach Brace"
+
+msgid "Current Line Color"
+msgstr "Dath na Líne Reatha"
+
+msgid "Line Length Guideline Color"
+msgstr "Fad Líne Treoirlíne Dath"
+
+msgid "Word Highlighted Color"
+msgstr "Dath aibhsithe focal"
+
+msgid "Number Color"
+msgstr "Dath na hUimhreach"
+
+msgid "Function Color"
+msgstr "Dath na Feidhme"
+
+msgid "Member Variable Color"
+msgstr "Dath Athraitheach na mBall"
+
+msgid "Mark Color"
+msgstr "Marcáil Dath"
+
+msgid "Bookmark Color"
+msgstr "Dath Leabharmharcanna"
+
+msgid "Breakpoint Color"
+msgstr "Dath Brisphointe"
+
+msgid "Executing Line Color"
+msgstr "Dath na Líne á Rith"
+
+msgid "Code Folding Color"
+msgstr "Dath Fillte an Chóid"
+
+msgid "Folded Code Region Color"
+msgstr "Dath Réigiún an Chóid Fillte"
+
+msgid "Search Result Color"
+msgstr "Dath an Toraidh Chuardaigh"
+
+msgid "Search Result Border Color"
+msgstr "Dath Teorann Thoradh an Chuardaigh"
+
+msgid "Connection Colors"
+msgstr "Dathanna ceangail"
+
+msgid "Scalar Color"
+msgstr "Dath scalar"
+
+msgid "Vector2 Color"
+msgstr "Dath Veicteoir2"
+
+msgid "Vector 3 Color"
+msgstr "Dath Veicteoir 3"
+
+msgid "Vector 4 Color"
+msgstr "Dath Veicteoir 4"
+
+msgid "Boolean Color"
+msgstr "Dath Boole"
+
+msgid "Transform Color"
+msgstr "Trasfhoirmigh Dath"
+
+msgid "Sampler Color"
+msgstr "Dath an tSamplaitheora"
+
+msgid "Category Colors"
+msgstr "Catagóir Dathanna"
+
+msgid "Output Color"
+msgstr "Dath Aschurtha"
+
+msgid "Color Color"
+msgstr "Dath"
+
+msgid "Conditional Color"
+msgstr "Dath Coinníollach"
+
+msgid "Input Color"
+msgstr "Dath Ionchurtha"
+
+msgid "Textures Color"
+msgstr "Uigeachtaí Dath"
+
+msgid "Utility Color"
+msgstr "Dath Fóntais"
+
+msgid "Vector Color"
+msgstr "Dath veicteora"
+
+msgid "Special Color"
+msgstr "Dath Speisialta"
+
+msgid "Particle Color"
+msgstr "Dath na gCáithníní"
+
+msgid "Custom Template"
+msgstr "Teimpléad Saincheaptha"
+
+msgid "Release"
+msgstr "Scaoileadh"
+
+msgid "Export Console Wrapper"
+msgstr "Easpórtáil fillteán consóil"
+
+msgid "Binary Format"
+msgstr "Formáid Dhénártha"
+
+msgid "Embed PCK"
+msgstr "Leabú PCK"
+
+msgid "Texture Format"
+msgstr "Formáid Uigeachta"
+
+msgid "S3TC BPTC"
+msgstr "S3TC BPTC"
+
+msgid "ETC2 ASTC"
+msgstr "ETC2 ASTC"
+
+msgid "Export"
+msgstr "Easpórtáil"
+
+msgid "SSH"
+msgstr "SSH"
+
+msgid "SCP"
+msgstr "SCPName"
+
+msgid "Export Path"
+msgstr "Easpórtáil Conair"
+
+msgid "Access"
+msgstr "Rochtain"
+
+msgid "File Mode"
+msgstr "Mód Comhaid"
+
+msgid "Filters"
+msgstr "Scagairí"
+
+msgid "Options"
+msgstr "Roghanna"
+
+msgid "Disable Overwrite Warning"
+msgstr "Díchumasaigh Rabhadh Forscríobh"
+
+msgid "Flat"
+msgstr "Maol"
+
+msgid "Hide Slider"
+msgstr "Folaigh an Sleamhnán"
+
+msgid "Zoom"
+msgstr "Súmáil"
+
+msgid "Retarget"
+msgstr "Athdhírigh"
+
+msgid "Bone Renamer"
+msgstr "Athdhéanamh Cnámh"
+
+msgid "Rename Bones"
+msgstr "Athainmnigh Cnámha"
+
+msgid "Unique Node"
+msgstr "Nód Uathúil"
+
+msgid "Make Unique"
+msgstr "Déan Uathúil"
+
+msgid "Skeleton Name"
+msgstr "Ainm an Chnámharlaigh"
+
+msgid "Rest Fixer"
+msgstr "Deisitheoir Scíthe"
+
+msgid "Apply Node Transforms"
+msgstr "Cuir Claochluithe Nód i bhFeidhm"
+
+msgid "Normalize Position Tracks"
+msgstr "Normalú Rianta Suímh"
+
+msgid "Reset All Bone Poses After Import"
+msgstr "Athshocraigh gach cnámh tar éis na hiompórtála"
+
+msgid "Overwrite Axis"
+msgstr "Forscríobh Ais"
+
+msgid "Keep Global Rest on Leftovers"
+msgstr "Coinnigh Scíth Dhomhanda ar Leftovers"
+
+msgid "Fix Silhouette"
+msgstr "Deisigh Scáthchruth"
+
+msgid "Filter"
+msgstr "Scagaire"
+
+msgid "Threshold"
+msgstr "Tairseach"
+
+msgid "Base Height Adjustment"
+msgstr "Coigeartú Airde Bonn"
+
+msgid "Remove Tracks"
+msgstr "Bain Amhráin"
+
+msgid "Except Bone Transform"
+msgstr "Ach amháin Cnámh Trasfhoirmigh"
+
+msgid "Unimportant Positions"
+msgstr "Poist gan tábhacht"
+
+msgid "Unmapped Bones"
+msgstr "Cnámha Gan Teorainn"
+
+msgid "Generate Tangents"
+msgstr "Gin Tangents"
+
+msgid "Scale Mesh"
+msgstr "Mogalra Scála"
+
+msgid "Offset Mesh"
+msgstr "Fritháireamh Mogalra"
+
+msgid "Optimize Mesh"
+msgstr "Optamaigh mogalra"
+
+msgid "Force Disable Mesh Compression"
+msgstr "Fórsa Díchumasaigh Comhbhrú Mogalra"
+
+msgid "Skip Import"
+msgstr "Ná bac le hIompórtáil"
+
+msgid "Generate"
+msgstr "Gin"
+
+msgid "NavMesh"
+msgstr "NavMeshName"
+
+msgid "Body Type"
+msgstr "Cineál Coirp"
+
+msgid "Shape Type"
+msgstr "Cineál Crutha"
+
+msgid "Physics Material Override"
+msgstr "Sárú Ábhar Fisice"
+
+msgid "Layer"
+msgstr "Sraith"
+
+msgid "Mask"
+msgstr "Masc"
+
+msgid "Mesh Instance"
+msgstr "Mogalra Ásc"
+
+msgid "Layers"
+msgstr "Sraitheanna"
+
+msgid "Visibility Range Begin"
+msgstr "Tús a chur leis an Raon Infheictheachta"
+
+msgid "Visibility Range Begin Margin"
+msgstr "Raon Infheictheachta Tosaigh Imeall"
+
+msgid "Visibility Range End"
+msgstr "Deireadh an Raoin Infheictheachta"
+
+msgid "Visibility Range End Margin"
+msgstr "Imeall Deireadh Raon Infheictheachta"
+
+msgid "Visibility Range Fade Mode"
+msgstr "Mód Céimnithe Raon Infheictheachta"
+
+msgid "Cast Shadow"
+msgstr "Scáth Teilgthe"
+
+msgid "Decomposition"
+msgstr "Dianscaoileadh"
+
+msgid "Advanced"
+msgstr "Ardrang"
+
+msgid "Precision"
+msgstr "Beachtas"
+
+msgid "Max Concavity"
+msgstr "Uasmhéid Cuasachta"
+
+msgid "Symmetry Planes Clipping Bias"
+msgstr "Plánaí Siméadrachta Clipping Bias"
+
+msgid "Revolution Axes Clipping Bias"
+msgstr "Réabhlóid Aiseanna Clipping Claonadh"
+
+msgid "Min Volume per Convex Hull"
+msgstr "Min Imleabhar in aghaidh an Chabhail Dronnach"
+
+msgid "Resolution"
+msgstr "Rún"
+
+msgid "Max Num Vertices per Convex Hull"
+msgstr "Líon Uasta Rinn in aghaidh an Toinne Dronnaigh"
+
+msgid "Plane Downsampling"
+msgstr "Downsampling Plána"
+
+msgid "Convexhull Downsampling"
+msgstr "Íosghrádú Toinne Dronnaigh"
+
+msgid "Normalize Mesh"
+msgstr "Normalú mogalra"
+
+msgid "Convexhull Approximation"
+msgstr "Comhfhogasú dronnach"
+
+msgid "Max Convex Hulls"
+msgstr "Max Cabhail Dronnach"
+
+msgid "Project Hull Vertices"
+msgstr "Tionscadal Hull Vertices"
+
+msgid "Primitive"
+msgstr "PrimitiveName"
+
+msgid "Height"
+msgstr "Airde"
+
+msgid "Radius"
+msgstr "Ga"
+
+msgid "Occluder"
+msgstr "OccluderName"
+
+msgid "Simplification Distance"
+msgstr "Fad simpliúcháin"
+
+msgid "Save to File"
+msgstr "Sábháil i gComhad"
+
+msgid "Enabled"
+msgstr "Cumasaithe"
+
+msgid "Shadow Meshes"
+msgstr "Mogaill Scátha"
+
+msgid "Lightmap UV"
+msgstr "Léarscáil Solais UV"
+
+msgid "LODs"
+msgstr "LODanna"
+
+msgid "Normal Split Angle"
+msgstr "Gnáthuillinn Scoilte"
+
+msgid "Normal Merge Angle"
+msgstr "Gnáthuillinn Chumaisc"
+
+msgid "Use External"
+msgstr "Úsáid Seachtrach"
+
+msgid "Loop Mode"
+msgstr "Mód Lúb"
+
+msgid "Keep Custom Tracks"
+msgstr "Coinnigh Rianta Saincheaptha"
+
+msgid "Slices"
+msgstr "Slisní"
+
+msgid "Amount"
+msgstr "Méid"
+
+msgid "Optimizer"
+msgstr "Optamóir"
+
+msgid "Max Velocity Error"
+msgstr "Earráid Treoluais Uasta"
+
+msgid "Max Angular Error"
+msgstr "Earráid Uilleach Uasta"
+
+msgid "Max Precision Error"
+msgstr "Earráid Bheachtais Uasta"
+
+msgid "Page Size"
+msgstr "Méid an Leathanaigh"
+
+msgid "Import Tracks"
+msgstr "Iompórtáil Rianta"
+
+msgid "Rest Pose"
+msgstr "Údar Scíthe"
+
+msgid "Load Pose"
+msgstr "Luchtaigh Pose"
+
+msgid "External Animation Library"
+msgstr "Leabharlann Beochana Seachtrach"
+
+msgid "Selected Animation"
+msgstr "Beochan Roghnaithe"
+
+msgid "Selected Timestamp"
+msgstr "Stampa Ama Roghnaithe"
+
+msgid "Bone Map"
+msgstr "Léarscáil na gCnámh"
+
+msgid "Nodes"
+msgstr "Nóid"
+
+msgid "Root Type"
+msgstr "Cineál Fréamh"
+
+msgid "Root Name"
+msgstr "Fréamhainm"
+
+msgid "Apply Root Scale"
+msgstr "Cuir Fréamhscála i bhFeidhm"
+
+msgid "Root Scale"
+msgstr "Fréamhscála"
+
+msgid "Import as Skeleton Bones"
+msgstr "Iompórtáil mar chnámha cnámharlaigh"
+
+msgid "Meshes"
+msgstr "Mogalraí"
+
+msgid "Ensure Tangents"
+msgstr "Cinntigh Tangents"
+
+msgid "Generate LODs"
+msgstr "Gin LODanna"
+
+msgid "Create Shadow Meshes"
+msgstr "Cruthaigh Scáth-Mhogaill"
+
+msgid "Light Baking"
+msgstr "Bácáil Éadrom"
+
+msgid "Lightmap Texel Size"
+msgstr "Lightmap Texel Méid"
+
+msgid "Force Disable Compression"
+msgstr "Fórsa Díchumasaigh Comhbhrú"
+
+msgid "Skins"
+msgstr "Craicne"
+
+msgid "Use Named Skins"
+msgstr "Úsáid Craicne Ainmnithe"
+
+msgid "FPS"
+msgstr "CCT"
+
+msgid "Trimming"
+msgstr "Bearradh"
+
+msgid "Remove Immutable Tracks"
+msgstr "Bain Rianta Immutable"
+
+msgid "Import Rest as Reset"
+msgstr "Iompórtáil an chuid eile mar Athshocraigh"
+
+msgid "Import Script"
+msgstr "Iompórtáil Script"
+
+msgid "Antialiasing"
+msgstr "Antialiasing"
+
+msgid "Generate Mipmaps"
+msgstr "Gin Mipmaps"
+
+msgid "Disable Embedded Bitmaps"
+msgstr "Díchumasaigh Mapaí Giotán Leabaithe"
+
+msgid "Multichannel Signed Distance Field"
+msgstr "Réimse Fad Sínithe Multichannel"
+
+msgid "MSDF Pixel Range"
+msgstr "Raon Picteilíní MSDF"
+
+msgid "MSDF Size"
+msgstr "Méid MSDF"
+
+msgid "Allow System Fallback"
+msgstr "Ceadaigh Cúltaca an Chórais"
+
+msgid "Force Autohinter"
+msgstr "Fórsáil Autobehind"
+
+msgid "Hinting"
+msgstr "Leidiú"
+
+msgid "Subpixel Positioning"
+msgstr "Suíomh Subpixel"
+
+msgid "Oversampling"
+msgstr "Róshampláil"
+
+msgid "Metadata Overrides"
+msgstr "Sáraítear Meiteashonraí"
+
+msgid "Language Support"
+msgstr "Tacaíocht Teanga"
+
+msgid "Script Support"
+msgstr "Tacaíocht Scripte"
+
+msgid "OpenType Features"
+msgstr "Gnéithe OpenType"
+
+msgid "Fallbacks"
+msgstr "Cúltacaí"
+
+msgid "Compress"
+msgstr "Comhbhrú"
+
+msgid "Language"
+msgstr "Teanga"
+
+msgid "Outline Size"
+msgstr "Méid an Imleabhair"
+
+msgid "Variation"
+msgstr "Athrú"
+
+msgid "OpenType"
+msgstr "Cineál Oscailte"
+
+msgid "Embolden"
+msgstr "EmboldenName"
+
+msgid "Face Index"
+msgstr "Innéacs Aghaidhe"
+
+msgid "Transform"
+msgstr "Trasfhoirmigh"
+
+msgid "Create From"
+msgstr "Cruthaigh Ó"
+
+msgid "Scaling Mode"
+msgstr "Mód Scálú"
+
+msgid "Delimiter"
+msgstr "Teormharcóir"
+
+msgid "Character Ranges"
+msgstr "Raonta Carachtar"
+
+msgid "Kerning Pairs"
+msgstr "Péirí Eithne"
+
+msgid "Columns"
+msgstr "Colúin"
+
+msgid "Rows"
+msgstr "Rónna"
+
+msgid "Image Margin"
+msgstr "Imeall Íomhá"
+
+msgid "Character Margin"
+msgstr "Imeall Carachtar"
+
+msgid "Ascent"
+msgstr "AscentName"
+
+msgid "Descent"
+msgstr "Sliocht"
+
+msgid "High Quality"
+msgstr "Ardchaighdeáin"
+
+msgid "Lossy Quality"
+msgstr "Cáilíocht Lossy"
+
+msgid "HDR Compression"
+msgstr "Comhbhrú HDR"
+
+msgid "Channel Pack"
+msgstr "Pacáiste Cainéil"
+
+msgid "Mipmaps"
+msgstr "MipmapsName"
+
+msgid "Limit"
+msgstr "Teorainn"
+
+msgid "Horizontal"
+msgstr "Cothrománach"
+
+msgid "Vertical"
+msgstr "Ingearach"
+
+msgid "Arrangement"
+msgstr "Socrú"
+
+msgid "Layout"
+msgstr "Leagan Amach"
+
+msgid "Normal Map"
+msgstr "Gnáthléarscáil"
+
+msgid "Roughness"
+msgstr "Gairbhe"
+
+msgid "Src Normal"
+msgstr "Src Gnáth"
+
+msgid "Process"
+msgstr "Próiseas"
+
+msgid "Fix Alpha Border"
+msgstr "Deisigh Teorainn Alfa"
+
+msgid "Premult Alpha"
+msgstr "Premult Alfa"
+
+msgid "Normal Map Invert Y"
+msgstr "Inbhéartú Gnáthmhapa Y"
+
+msgid "HDR as sRGB"
+msgstr "HDR mar sRGB"
+
+msgid "HDR Clamp Exposure"
+msgstr "Nochtadh Clamp HDR"
+
+msgid "Size Limit"
+msgstr "Teorainn Méide"
+
+msgid "Detect 3D"
+msgstr "Braith 3D"
+
+msgid "Compress To"
+msgstr "Comhbhrú go"
+
+msgid "SVG"
+msgstr "SvgName"
+
+msgid "Scale With Editor Scale"
+msgstr "Scálaigh le scála an eagarthóra"
+
+msgid "Convert Colors With Editor Theme"
+msgstr "Tiontaigh dathanna le téama eagarthóra"
+
+msgid "Atlas File"
+msgstr "Comhad Atlas"
+
+msgid "Import Mode"
+msgstr "Mód Iompórtála"
+
+msgid "Crop to Region"
+msgstr "Barr go Réigiún"
+
+msgid "Trim Alpha Border From Region"
+msgstr "Teorainn Alfa Bhaile Átha Troim ó Réigiún"
+
+msgctxt "Enforce"
+msgid "Force"
+msgstr "Fórsáil"
+
+msgid "8 Bit"
+msgstr "8 giotán"
+
+msgid "Mono"
+msgstr "Mona"
+
+msgid "Max Rate"
+msgstr "Ráta Uasta"
+
+msgid "Max Rate Hz"
+msgstr "Ráta Uasta Hz"
+
+msgid "Edit"
+msgstr "Cuir in eagar"
+
+msgid "Trim"
+msgstr "Baile Átha Troim"
+
+msgid "Normalize"
+msgstr "Normalú"
+
+msgid "Loop Begin"
+msgstr "Tús na Lúibe"
+
+msgid "Loop End"
+msgstr "Deireadh na Lúibe"
+
+msgid "Asset Library"
+msgstr "Leabharlann Sócmhainní"
+
+msgid "Use Threads"
+msgstr "Úsáid Snáitheanna"
+
+msgid "Available URLs"
+msgstr "URLanna atá ar fáil"
+
+msgid "Current Group Idx"
+msgstr "Idx an Ghrúpa Reatha"
+
+msgid "Current Bone Idx"
+msgstr "Idx Cnámh Reatha"
+
+msgid "Bone Mapper"
+msgstr "Mapper Cnámh"
+
+msgid "Handle Colors"
+msgstr "Láimhseáil Dathanna"
+
+msgid "Unset"
+msgstr "Díshocraigh"
+
+msgid "Set"
+msgstr "Socraigh"
+
+msgid "Missing"
+msgstr "Ar iarraidh"
+
+msgid "Error"
+msgstr "Earráid"
+
+msgid "Stream Player 3D"
+msgstr "Sruth Imreoir 3D"
+
+msgid "Camera"
+msgstr "Ceamara"
+
+msgid "Particles"
+msgstr "Cáithníní"
+
+msgid "Decal"
+msgstr "Aistreog"
+
+msgid "Fog Volume"
+msgstr "Imleabhar ceo"
+
+msgid "Particle Attractor"
+msgstr "Mealltóir cáithníní"
+
+msgid "Particle Collision"
+msgstr "Imbhualadh na gCáithníní"
+
+msgid "Joint Body A"
+msgstr "Comhchomhlacht A"
+
+msgid "Joint Body B"
+msgstr "Comhchomhlacht B"
+
+msgid "Lightmap Lines"
+msgstr "Línte Mapa Solais"
+
+msgid "Lightprobe Lines"
+msgstr "Línte Lightprobe"
+
+msgid "Reflection Probe"
+msgstr "Tóireadóir Machnaimh"
+
+msgid "Visibility Notifier"
+msgstr "Fógróir Infheictheachta"
+
+msgid "Voxel GI"
+msgstr "Voxel GI"
+
+msgid "Manipulator Gizmo Size"
+msgstr "Manipulator Gizmo Méid"
+
+msgid "Manipulator Gizmo Opacity"
+msgstr "Teimhneacht Manipulator Gizmo"
+
+msgid "Show Viewport Rotation Gizmo"
+msgstr "Taispeáin Gizmo Rothlaithe Viewport"
+
+msgid "Show Viewport Navigation Gizmo"
+msgstr "Taispeáin Nascleanúint Viewport Gizmo"
+
+msgid "Gizmo Settings"
+msgstr "Socruithe Gizmo"
+
+msgid "Path 3D Tilt Disk Size"
+msgstr "Conair 3D Tilt Diosca Méid"
+
+msgid "Path Tilt"
+msgstr "Tilt Cosán"
+
+msgid "Auto Reload and Parse Scripts on Save"
+msgstr "Athluchtaigh agus Parsáil Scripteanna go hUathoibríoch ar Sábháil"
+
+msgid "Open Dominant Script on Scene Change"
+msgstr "Oscail Script Cheannasach ar Athrú Radhairc"
+
+msgid "External"
+msgstr "Seachtrach"
+
+msgid "Use External Editor"
+msgstr "Úsáid Eagarthóir Seachtrach"
+
+msgid "Exec Path"
+msgstr "Conair Exec"
+
+msgid "Script Temperature Enabled"
+msgstr "Teocht na Scripte Cumasaithe"
+
+msgid "Script Temperature History Size"
+msgstr "Script Teocht Stair Méid"
+
+msgid "Group Help Pages"
+msgstr "Leathanaigh Chabhrach Ghrúpa"
+
+msgid "Sort Scripts By"
+msgstr "Sórtáil scripteanna de réir"
+
+msgid "List Script Names As"
+msgstr "Liostaigh ainmneacha scripte mar"
+
+msgid "Exec Flags"
+msgstr "Bratacha Exec"
+
+msgid "Skeleton"
+msgstr "Cnámharlach"
+
+msgid "Selected Bone"
+msgstr "Cnámh Roghnaithe"
+
+msgid "Bone Axis Length"
+msgstr "Fad Ais na gCnámh"
+
+msgid "Bone Shape"
+msgstr "Cruth Cnámh"
+
+msgid "ID"
+msgstr "Aitheantas"
+
+msgid "Texture"
+msgstr "Uigeacht"
+
+msgid "Margins"
+msgstr "Imill"
+
+msgid "Separation"
+msgstr "Scaradh"
+
+msgid "Texture Region Size"
+msgstr "Méid an Réigiúin Uigeachta"
+
+msgid "Use Texture Padding"
+msgstr "Úsáid Stuáil Uigeachta"
+
+msgid "Atlas Coords"
+msgstr "Comhordanáidí Atlas"
+
+msgid "Size in Atlas"
+msgstr "Méid in Atlas"
+
+msgid "Alternative ID"
+msgstr "Aitheantas malartach"
+
+msgid "Speed"
+msgstr "Luas"
+
+msgid "Frames Count"
+msgstr "Líon na bhFrámaí"
+
+msgid "Duration"
+msgstr "Fad ama"
+
+msgid "Version Control"
+msgstr "Rialú Leagain"
+
+msgid "Username"
+msgstr "Ainm Úsáideora"
+
+msgid "SSH Public Key Path"
+msgstr "Cosán Eochair Phoiblí SSH"
+
+msgid "SSH Private Key Path"
+msgstr "Cosán Eochair Phríobháideach SSH"
+
+msgid "Main Run Args"
+msgstr "Príomh-Args Rith"
+
+msgid "Templates Search Path"
+msgstr "Conair Chuardaigh Teimpléid"
+
+msgid "Naming"
+msgstr "Ainmniú"
+
+msgid "Default Signal Callback Name"
+msgstr "Ainm Aisghlaoite Comhartha Réamhshocraithe"
+
+msgid "Default Signal Callback to Self Name"
+msgstr "Aisghlaoch Comhartha Réamhshocraithe go Féinainm"
+
+msgid "Scene Name Casing"
+msgstr "Cásáil Ainm an Radhairc"
+
+msgid "Script Name Casing"
+msgstr "Cásáil Ainm Scripte"
+
+msgid "Reimport Missing Imported Files"
+msgstr "Athiompórtáil Comhaid Iompórtáilte ar Iarraidh"
+
+msgid "Use Multiple Threads"
+msgstr "Úsáid Snáitheanna Il"
+
+msgid "Atlas Max Width"
+msgstr "Atlas Max Leithead"
+
+msgid "Convert Text Resources to Binary"
+msgstr "Tiontaigh Acmhainní Téacs go Dénártha"
+
+msgid "Plugin Name"
+msgstr "Ainm an Bhreiseáin"
+
+msgid "Autoload on Startup"
+msgstr "Uathluchtaigh ag am tosaithe"
+
+msgid "Show Scene Tree Root Selection"
+msgstr "Taispeáin Roghnú Fréimhe Crann Radhairc"
+
+msgid "Derive Script Globals by Name"
+msgstr "Díorthaigh Script Globals de réir Ainm"
+
+msgid "Ask Before Deleting Related Animation Tracks"
+msgstr "Fiafraigh sula scriostar rianta beochana gaolmhara"
+
+msgid "Use Favorites Root Selection"
+msgstr "Úsáid Roghnú Fréimhe Ceanán"
+
+msgid "Flush stdout on Print"
+msgstr "Stdout Flush ar Priontáil"
+
+msgid "Max Chars per Second"
+msgstr "Max Chars in aghaidh an tSoicind"
+
+msgid "Max Queued Messages"
+msgstr "Uasteachtaireachtaí Ciúáilte"
+
+msgid "Max Errors per Second"
+msgstr "Earráidí Uasta in aghaidh an tSoicind"
+
+msgid "Max Warnings per Second"
+msgstr "Rabhaidh Uasta in aghaidh an tSoicind"
+
+msgid "File Logging"
+msgstr "Logáil Comhad"
+
+msgid "Enable File Logging"
+msgstr "Cumasaigh Logáil Comhad"
+
+msgid "Log Path"
+msgstr "Conair Logála"
+
+msgid "Max Log Files"
+msgstr "Uaschomhaid Logchomhaid"
+
+msgid "Driver"
+msgstr "Tiománaí"
+
+msgid "Fallback to Vulkan"
+msgstr "Fallback go Vulkan"
+
+msgid "Fallback to D3D12"
+msgstr "Fallback go D3D12"
+
+msgid "GL Compatibility"
+msgstr "Comhoiriúnacht GL"
+
+msgid "Nvidia Disable Threaded Optimization"
+msgstr "Nvidia Díchumasaigh Optamú Snáithithe"
+
+msgid "Fallback to Angle"
+msgstr "Fallback go Uillinn"
+
+msgid "Fallback to Native"
+msgstr "Fallback go Dúchasach"
+
+msgid "Fallback to Gles"
+msgstr "Fallback go Gles"
+
+msgid "Force Angle on Devices"
+msgstr "Fórsáil Uillinn ar Ghléasanna"
+
+msgid "Renderer"
+msgstr "Rindreálaí"
+
+msgid "Rendering Method"
+msgstr "Modh Rindreála"
+
+msgid "Include Text Server Data"
+msgstr "Cuir Sonraí Freastalaí Téacs san áireamh"
+
+msgid "DPI"
+msgstr "DPIName"
+
+msgid "Allow hiDPI"
+msgstr "Ceadaigh hiDPI"
+
+msgid "Per Pixel Transparency"
+msgstr "De réir Trédhearcacht Picteilíní"
+
+msgid "Allowed"
+msgstr "Ceadaithe"
+
+msgid "Threads"
+msgstr "Snáitheanna"
+
+msgid "Thread Model"
+msgstr "Samhail Snáithe"
+
+msgid "Display Server"
+msgstr "Freastalaí Taispeána"
+
+msgid "Handheld"
+msgstr "Ríomhaire Boise"
+
+msgid "Orientation"
+msgstr "Treoshuíomh"
+
+msgid "Output Latency"
+msgstr "Latency Aschuir"
+
+msgid "stdout"
+msgstr "an t-am ar fad"
+
+msgid "Print FPS"
+msgstr "Priontáil FPS"
+
+msgid "Print GPU Profile"
+msgstr "Priontáil Próifíl GPU"
+
+msgid "Verbose stdout"
+msgstr "Stdout briathartha"
+
+msgid "Frame Delay Msec"
+msgstr "Msec Moill Fráma"
+
+msgid "Low Processor Mode"
+msgstr "Mód Próiseálaí Íseal"
+
+msgid "Allow High Refresh Rate"
+msgstr "Ceadaigh Ráta Athnuachana Ard"
+
+msgid "Hide Home Indicator"
+msgstr "Folaigh Táscaire Baile"
+
+msgid "Hide Status Bar"
+msgstr "Folaigh Barra Stádais"
+
+msgid "Suppress UI Gesture"
+msgstr "Cuir gotha UI faoi chois"
+
+msgid "XR"
+msgstr "XRName"
+
+msgid "OpenXR"
+msgstr "OpenXRName"
+
+msgid "Default Action Map"
+msgstr "Mapa Gníomhaíochta Réamhshocraithe"
+
+msgid "Form Factor"
+msgstr "Fachtóir Foirme"
+
+msgid "View Configuration"
+msgstr "Amharc ar chumraíocht"
+
+msgid "Reference Space"
+msgstr "Spás Tagartha"
+
+msgid "Environment Blend Mode"
+msgstr "Mód Cumaisc Comhshaoil"
+
+msgid "Foveation Level"
+msgstr "Leibhéal Foveation"
+
+msgid "Foveation Dynamic"
+msgstr "Dinimiciúil Foveation"
+
+msgid "Submit Depth Buffer"
+msgstr "Cuir Maolán Doimhneachta isteach"
+
+msgid "Startup Alert"
+msgstr "Foláireamh Tosaithe"
+
+msgid "Extensions"
+msgstr "Iarmhíreanna"
+
+msgid "Hand Tracking"
+msgstr "Rianú Láimhe"
+
+msgid "Hand Interaction Profile"
+msgstr "Próifíl Idirghníomhaíochta Láimhe"
+
+msgid "Eye Gaze Interaction"
+msgstr "Idirghníomhaíocht Súl"
+
+msgid "Boot Splash"
+msgstr "Splancscáileán Tosaithe"
+
+msgid "BG Color"
+msgstr "Dath BG"
+
+msgid "Pen Tablet"
+msgstr "Táibléad Peann"
+
+msgid "Environment"
+msgstr "Timpeallacht"
+
+msgid "Defaults"
+msgstr "Réamhshocruithe"
+
+msgid "Default Clear Color"
+msgstr "Dath Glan Réamhshocraithe"
+
+msgid "Icon"
+msgstr "Deilbhín"
+
+msgid "macOS Native Icon"
+msgstr "Deilbhín Dúchais macOS"
+
+msgid "Windows Native Icon"
+msgstr "Deilbhín Dúchais Windows"
+
+msgid "Pointing"
+msgstr "Pointeáil"
+
+msgid "Android"
+msgstr "Android"
+
+msgid "Rotary Input Scroll Axis"
+msgstr "Ais Scrollaigh Ionchur Rothlach"
+
+msgid "Text Driver"
+msgstr "Tiománaí Téacs"
+
+msgid "Mouse Cursor"
+msgstr "Cúrsóir Luiche"
+
+msgid "Custom Image"
+msgstr "Íomhá Shaincheaptha"
+
+msgid "Custom Image Hotspot"
+msgstr "Hotspot Íomhá Saincheaptha"
+
+msgid "Tooltip Position Offset"
+msgstr "Fritháireamh Suímh Leideanna"
+
+msgid "Show Image"
+msgstr "Taispeáin Íomhá"
+
+msgid "Image"
+msgstr "Íomhá"
+
+msgid "Fullsize"
+msgstr "Lánmhéid"
+
+msgid "Use Filter"
+msgstr "Úsáid scagaire"
+
+msgid "Minimum Display Time"
+msgstr "Am Taispeána Íosta"
+
+msgid "Dotnet"
+msgstr "DotnetName"
+
+msgid "Project"
+msgstr "Tionscadal"
+
+msgid "Assembly Name"
+msgstr "Ainm an Tionóil"
+
+msgid "Solution Directory"
+msgstr "Comhadlann Réitigh"
+
+msgid "Assembly Reload Attempts"
+msgstr "Iarrachtaí Athluchtaithe Tionóil"
+
+msgid "Time"
+msgstr "Am"
+
+msgid "Physics Process"
+msgstr "Próiseas Fisice"
+
+msgid "Navigation Process"
+msgstr "Próiseas Nascleanúna"
+
+msgid "Static"
+msgstr "Statach"
+
+msgid "Static Max"
+msgstr "Statach Max"
+
+msgid "Msg Buf Max"
+msgstr "Uasmhéid Maolán Teachtaireachtaí"
+
+msgid "Object"
+msgstr "Réad"
+
+msgid "Objects"
+msgstr "Réada"
+
+msgid "Resources"
+msgstr "Acmhainní"
+
+msgid "Orphan Nodes"
+msgstr "Nóid Dílleachta"
+
+msgid "Raster"
+msgstr "Greille"
+
+msgid "Total Objects Drawn"
+msgstr "Iomlán na nOibiachtaí a Tarraingíodh"
+
+msgid "Total Primitives Drawn"
+msgstr "Iomlán Primitives Tarraingthe"
+
+msgid "Total Draw Calls"
+msgstr "Glaonna Tarraingthe Iomlána"
+
+msgid "Video"
+msgstr "Físeán"
+
+msgid "Video Mem"
+msgstr "Comhalta Físe"
+
+msgid "Texture Mem"
+msgstr "Mem Uigeachta"
+
+msgid "Buffer Mem"
+msgstr "Comhalta Maolánach"
+
+msgid "Physics 2D"
+msgstr "Fisic 2D"
+
+msgid "Active Objects"
+msgstr "Réada Gníomhacha"
+
+msgid "Collision Pairs"
+msgstr "Péirí Imbhuailtí"
+
+msgid "Islands"
+msgstr "Oileáin"
+
+msgid "Physics 3D"
+msgstr "Fisic 3D"
+
+msgid "Active Maps"
+msgstr "Léarscáileanna Gníomhacha"
+
+msgid "Regions"
+msgstr "Réigiúin"
+
+msgid "Agents"
+msgstr "Gníomhairí"
+
+msgid "Links"
+msgstr "Naisc"
+
+msgid "Polygons"
+msgstr "Polagáin"
+
+msgid "Edges"
+msgstr "Imill"
+
+msgid "Edges Merged"
+msgstr "Imill cumaiscthe"
+
+msgid "Edges Connected"
+msgstr "Imill Ceangailte"
+
+msgid "Edges Free"
+msgstr "Imill Saor in Aisce"
+
+msgid "Operation"
+msgstr "Oibríocht"
+
+msgid "Snap"
+msgstr "Léim"
+
+msgid "Calculate Tangents"
+msgstr "Ríomh Tangents"
+
+msgid "Collision"
+msgstr "Imbhualadh"
+
+msgid "Use Collision"
+msgstr "Úsáid Imbhualadh"
+
+msgid "Collision Layer"
+msgstr "Sraith Imbhuailtí"
+
+msgid "Collision Mask"
+msgstr "Masc Imbhuailte"
+
+msgid "Collision Priority"
+msgstr "Tosaíocht Imbhuailtí"
+
+msgid "Flip Faces"
+msgstr "Smeach Aghaidheanna"
+
+msgid "Mesh"
+msgstr "Mogalra"
+
+msgid "Material"
+msgstr "Ábhar"
+
+msgid "Radial Segments"
+msgstr "Deighleoga Gathacha"
+
+msgid "Rings"
+msgstr "Fáinní"
+
+msgid "Smooth Faces"
+msgstr "Aghaidheanna Réidh"
+
+msgid "Sides"
+msgstr "Taobhanna"
+
+msgid "Cone"
+msgstr "Cón"
+
+msgid "Inner Radius"
+msgstr "Ga istigh"
+
+msgid "Outer Radius"
+msgstr "Ga Amuigh"
+
+msgid "Ring Sides"
+msgstr "Taobhanna Fáinne"
+
+msgid "Polygon"
+msgstr "Polagán"
+
+msgid "Depth"
+msgstr "Doimhneacht"
+
+msgid "Spin Degrees"
+msgstr "Céimeanna Spin"
+
+msgid "Spin Sides"
+msgstr "Taobhanna Spin"
+
+msgid "Path Node"
+msgstr "Nód Cosáin"
+
+msgid "Path Interval Type"
+msgstr "Cineál Eatramh an Chosáin"
+
+msgid "Path Interval"
+msgstr "Eatramh an Chosáin"
+
+msgid "Path Simplify Angle"
+msgstr "Conair Shimpliú Uillinn"
+
+msgid "Path Rotation"
+msgstr "Rothlú an Chosáin"
+
+msgid "Path Local"
+msgstr "Conair Logánta"
+
+msgid "Path Continuous U"
+msgstr "Conair Leanúnach U"
+
+msgid "Path U Distance"
+msgstr "Conair U Fad"
+
+msgid "Path Joined"
+msgstr "Conair ceangailte"
+
+msgid "CSG"
+msgstr "CSGName"
+
+msgid "Importer"
+msgstr "Iompórtálaí"
+
+msgid "Allow Geometry Helper Nodes"
+msgstr "Ceadaigh Nóid Chabhrach Céimseata"
+
+msgid "Embedded Image Handling"
+msgstr "Láimhseáil Íomhá Leabaithe"
+
+msgid "FBX2glTF"
+msgstr "FBX2glTF"
+
+msgid "GDScript"
+msgstr "GDScriptName"
+
+msgid "Function Definition Color"
+msgstr "Dath Sainmhíniú Feidhme"
+
+msgid "Global Function Color"
+msgstr "Dath na Feidhme Domhanda"
+
+msgid "Node Path Color"
+msgstr "Dath an Chosáin Nód"
+
+msgid "Node Reference Color"
+msgstr "Dath Tagartha nód"
+
+msgid "Annotation Color"
+msgstr "Dath Anótála"
+
+msgid "String Name Color"
+msgstr "Dath Ainm Teaghrán"
+
+msgid "Comment Markers"
+msgstr "Comment Marcóirí"
+
+msgid "Critical Color"
+msgstr "Dath Criticiúil"
+
+msgid "Warning Color"
+msgstr "Dath Rabhaidh"
+
+msgid "Notice Color"
+msgstr "Dath an Fhógra"
+
+msgid "Critical List"
+msgstr "Liosta Criticiúil"
+
+msgid "Warning List"
+msgstr "Liosta Rabhaidh"
+
+msgid "Notice List"
+msgstr "Liosta Fógraí"
+
+msgid "Max Call Stack"
+msgstr "Uasmhéid Carn Glaonna"
+
+msgid "Exclude Addons"
+msgstr "Ná Cuir Breiseáin as an áireamh"
+
+msgid "Language Server"
+msgstr "Freastalaí Teanga"
+
+msgid "Enable Smart Resolve"
+msgstr "Cumasaigh Réiteach Cliste"
+
+msgid "Show Native Symbols in Editor"
+msgstr "Taispeáin Siombailí Dúchasacha san Eagarthóir"
+
+msgid "Use Thread"
+msgstr "Úsáid Snáithe"
+
+msgid "Poll Limit (µsec)"
+msgstr "Teorainn Vótaíochta (μsec)"
+
+msgid "Copyright"
+msgstr "Cóipcheart"
+
+msgid "Bake FPS"
+msgstr "Bácáil FPS"
+
+msgid "glTF"
+msgstr "glTFName"
+
+msgid "Naming Version"
+msgstr "Leagan Ainmniúcháin"
+
+msgid "Color"
+msgstr "Dath"
+
+msgid "Intensity"
+msgstr "Déine"
+
+msgid "Light Type"
+msgstr "Cineál Solais"
+
+msgid "Range"
+msgstr "Raon"
+
+msgid "Inner Cone Angle"
+msgstr "Uillinn Cón Istigh"
+
+msgid "Outer Cone Angle"
+msgstr "Uillinn Cón Seachtrach"
+
+msgid "Diffuse Img"
+msgstr "Idirleata Img"
+
+msgid "Diffuse Factor"
+msgstr "Fachtóir Idirleata"
+
+msgid "Gloss Factor"
+msgstr "Fachtóir Snasta"
+
+msgid "Specular Factor"
+msgstr "Fachtóir Specular"
+
+msgid "Spec Gloss Img"
+msgstr "Snasta Spec Img"
+
+msgid "Mass"
+msgstr "Aifreann"
+
+msgid "Linear Velocity"
+msgstr "Treoluas Líneach"
+
+msgid "Angular Velocity"
+msgstr "Treoluas Uilleach"
+
+msgid "Center of Mass"
+msgstr "Lár an Aifrinn"
+
+msgid "Inertia Diagonal"
+msgstr "Táimhe trasnánach"
+
+msgid "Inertia Orientation"
+msgstr "Treoshuíomh Táimhe"
+
+msgid "Inertia Tensor"
+msgstr "Tensor Táimhe"
+
+msgid "Is Trigger"
+msgstr "An bhfuil Truicear"
+
+msgid "Mesh Index"
+msgstr "Innéacs Mogalra"
+
+msgid "Importer Mesh"
+msgstr "Mogalra an Iompórtálaí"
+
+msgid "Image Format"
+msgstr "Formáid Íomhá"
+
+msgid "Root Node Mode"
+msgstr "Mód Nód Fréimhe"
+
+msgid "Json"
+msgstr "JsonGenericName"
+
+msgid "Major Version"
+msgstr "Mórleagan"
+
+msgid "Minor Version"
+msgstr "Mionleagan"
+
+msgid "GLB Data"
+msgstr "Sonraí GLB"
+
+msgid "Use Named Skin Binds"
+msgstr "Úsáid Ceangail Craicinn Ainmnithe"
+
+msgid "Buffers"
+msgstr "Maoláin"
+
+msgid "Buffer Views"
+msgstr "Radhairc Mhaolánacha"
+
+msgid "Accessors"
+msgstr "Rochtaineoirí"
+
+msgid "Materials"
+msgstr "Ábhair"
+
+msgid "Scene Name"
+msgstr "Ainm an Radhairc"
+
+msgid "Base Path"
+msgstr "Bunchonair"
+
+msgid "Filename"
+msgstr "Ainm comhaid"
+
+msgid "Root Nodes"
+msgstr "Nóid Fréimhe"
+
+msgid "Texture Samplers"
+msgstr "Samplers Uigeachta"
+
+msgid "Images"
+msgstr "Íomhánna"
+
+msgid "Cameras"
+msgstr "Ceamaraí"
+
+msgid "Lights"
+msgstr "Soilse"
+
+msgid "Unique Names"
+msgstr "Ainmneacha Uathúla"
+
+msgid "Unique Animation Names"
+msgstr "Ainmneacha Beochana Uathúla"
+
+msgid "Skeletons"
+msgstr "Cnámharlaigh"
+
+msgid "Create Animations"
+msgstr "Cruthaigh Beochan"
+
+msgid "Animations"
+msgstr "Beochan"
+
+msgid "Handle Binary Image"
+msgstr "Láimhseáil Íomhá Dhénártha"
+
+msgid "Buffer View"
+msgstr "Amharc Maolánach"
+
+msgid "Byte Offset"
+msgstr "Fritháireamh Beart"
+
+msgid "Component Type"
+msgstr "Cineál Comhpháirte"
+
+msgid "Normalized"
+msgstr "Normalaithe"
+
+msgid "Count"
+msgstr "Comhaireamh"
+
+msgid "Accessor Type"
+msgstr "Cineál Accessor"
+
+msgid "Min"
+msgstr "Min"
+
+msgid "Max"
+msgstr "Uasmhéid"
+
+msgid "Sparse Count"
+msgstr "Líon Tanaí"
+
+msgid "Sparse Indices Buffer View"
+msgstr "Amharc Maolánach Innéacsanna Tanaí"
+
+msgid "Sparse Indices Byte Offset"
+msgstr "Innéacsanna Sparse Fritháireamh Beart"
+
+msgid "Sparse Indices Component Type"
+msgstr "Innéacsanna Sparse Cineál Comhpháirte"
+
+msgid "Sparse Values Buffer View"
+msgstr "Amharc Maolánach Luachanna Tanaí"
+
+msgid "Sparse Values Byte Offset"
+msgstr "Luachanna Sparse Fritháireamh Beart"
+
+msgid "Original Name"
+msgstr "Ainm Bunaidh"
+
+msgid "Loop"
+msgstr "Lúb"
+
+msgid "Buffer"
+msgstr "Maolán"
+
+msgid "Byte Length"
+msgstr "Fad Beart"
+
+msgid "Byte Stride"
+msgstr "Beart Stride"
+
+msgid "Indices"
+msgstr "Leideanna"
+
+msgid "Vertex Attributes"
+msgstr "Tréithe Vertex"
+
+msgid "Perspective"
+msgstr "Dearcadh"
+
+msgid "FOV"
+msgstr "FOVName"
+
+msgid "Size Mag"
+msgstr "Méid Mag"
+
+msgid "Depth Far"
+msgstr "Doimhneacht i bhfad"
+
+msgid "Depth Near"
+msgstr "Doimhneacht in aice"
+
+msgid "Blend Weights"
+msgstr "Meáchain Cumaisc"
+
+msgid "Instance Materials"
+msgstr "Ábhair Shamplacha"
+
+msgid "Parent"
+msgstr "Tuismitheoir"
+
+msgid "Xform"
+msgstr "XformName"
+
+msgid "Skin"
+msgstr "Craiceann"
+
+msgid "Children"
+msgstr "Leanaí"
+
+msgid "Light"
+msgstr "Solas"
+
+msgid "Joints"
+msgstr "Ailt"
+
+msgid "Roots"
+msgstr "Fréamhacha"
+
+msgid "Godot Bone Node"
+msgstr "Nód Cnámh Godot"
+
+msgid "Skin Root"
+msgstr "Fréamh an Chraicinn"
+
+msgid "Joints Original"
+msgstr "Ailt Bhunaidh"
+
+msgid "Non Joints"
+msgstr "Neamh-Ailt"
+
+msgid "Godot Skin"
+msgstr "Craiceann Godot"
+
+msgid "Src Image"
+msgstr "Íomhá Src"
+
+msgid "Sampler"
+msgstr "SamplerName"
+
+msgid "Mag Filter"
+msgstr "Scagaire MagName"
+
+msgid "Min Filter"
+msgstr "Scagaire Min"
+
+msgid "Wrap S"
+msgstr "Timfhilleadh S"
+
+msgid "Wrap T"
+msgstr "Timfhilleadh T"
+
+msgid "Palette Min Width"
+msgstr "Leithead Pailéad Min"
+
+msgid "Preview Size"
+msgstr "Méid an Réamhamhairc"
+
+msgid "Editor Side"
+msgstr "Taobh an Eagarthóra"
+
+msgid "Mesh Library"
+msgstr "Leabharlann Mogalra"
+
+msgid "Physics Material"
+msgstr "Ábhar Fisice"
+
+msgid "Cell"
+msgstr "Cill"
+
+msgid "Octant Size"
+msgstr "Méid ochtach"
+
+msgid "Center X"
+msgstr "Lár X"
+
+msgid "Center Y"
+msgstr "Lár Y"
+
+msgid "Center Z"
+msgstr "Lár Z"
+
+msgid "Priority"
+msgstr "Tosaíocht"
+
+msgid "Bake Navigation"
+msgstr "Nascleanúint Bácála"
+
+msgid "Initial Clip"
+msgstr "Gearrthóg Tosaigh"
+
+msgid "Clip Count"
+msgstr "Líon na Gearrthóg"
+
+msgid "Shuffle"
+msgstr "Suaitheadh"
+
+msgid "Fade Time"
+msgstr "Am Céimnithe"
+
+msgid "Stream Count"
+msgstr "Líon na Sruthanna"
+
+msgid "Lightmapping"
+msgstr "Mapáil solais"
+
+msgid "Bake Quality"
+msgstr "Cáilíocht Bácála"
+
+msgid "Low Quality Ray Count"
+msgstr "Líon Gathanna ar Chaighdeán Íseal"
+
+msgid "Medium Quality Ray Count"
+msgstr "Líon Gathanna Meáncháilíochta"
+
+msgid "High Quality Ray Count"
+msgstr "Líon Ray Ardchaighdeáin"
+
+msgid "Ultra Quality Ray Count"
+msgstr "Líon Ray Cáilíochta Ultra"
+
+msgid "Bake Performance"
+msgstr "Feidhmíocht Bácála"
+
+msgid "Max Rays per Pass"
+msgstr "Ghathanna Max in aghaidh an Phas"
+
+msgid "Region Size"
+msgstr "Méid an Réigiúin"
+
+msgid "Low Quality Probe Ray Count"
+msgstr "Líon Ray Probe Cáilíochta Íseal"
+
+msgid "Medium Quality Probe Ray Count"
+msgstr "Líon Ray Probe Meáncháilíochta"
+
+msgid "High Quality Probe Ray Count"
+msgstr "Líon Ray Probe Ardchaighdeáin"
+
+msgid "Ultra Quality Probe Ray Count"
+msgstr "Líon Ray Probe Cáilíochta Ultra"
+
+msgid "Max Rays per Probe Pass"
+msgstr "Max Ghathanna in aghaidh an Probe Pass"
+
+msgid "Denoising"
+msgstr "Dífuaimiú"
+
+msgid "Denoiser"
+msgstr "DenoiserName"
+
+msgid "BPM"
+msgstr "BPM"
+
+msgid "Beat Count"
+msgstr "Líon na mBuillí"
+
+msgid "Bar Beats"
+msgstr "Buillí Barra"
+
+msgid "Loop Offset"
+msgstr "Fritháireamh Lúb"
+
+msgid "Eye Height"
+msgstr "Airde na Súl"
+
+msgid "IOD"
+msgstr "IAIDÍN"
+
+msgid "Display Width"
+msgstr "Taispeáin Leithead"
+
+msgid "Display to Lens"
+msgstr "Taispeáin go Lionsa"
+
+msgid "Offset Rect"
+msgstr "Fritháireamh Rect"
+
+msgid "Oversample"
+msgstr "Ró-shamplaigh"
+
+msgid "K1"
+msgstr "K1GenericName"
+
+msgid "K2"
+msgstr "K2GenericName"
+
+msgid "Vulkan VRS"
+msgstr "Vulkan VRS"
+
+msgid "Min Radius"
+msgstr "Ga Min"
+
+msgid "Spawnable Scenes"
+msgstr "Radhairc Sceite"
+
+msgid "Spawn Path"
+msgstr "Conair Sceite"
+
+msgid "Spawn Limit"
+msgstr "Teorainn Sceite"
+
+msgid "Root Path"
+msgstr "Fréamhchonair"
+
+msgid "Replication Interval"
+msgstr "Eatramh Macasamhlaithe"
+
+msgid "Delta Interval"
+msgstr "Eatramh Deilte"
+
+msgid "Visibility Update Mode"
+msgstr "Mód Nuashonraithe Infheictheachta"
+
+msgid "Public Visibility"
+msgstr "Infheictheacht Phoiblí"
+
+msgid "Auth Callback"
+msgstr "Aisghlaoch Auth"
+
+msgid "Auth Timeout"
+msgstr "Teorainn Ama Auth"
+
+msgid "Allow Object Decoding"
+msgstr "Ceadaigh Díchódú Réada"
+
+msgid "Refuse New Connections"
+msgstr "Diúltaigh Naisc Nua"
+
+msgid "Server Relay"
+msgstr "Athsheachadán Freastalaí"
+
+msgid "Max Sync Packet Size"
+msgstr "Uasmhéid an Phaicéid Shioncronaithe"
+
+msgid "Max Delta Packet Size"
+msgstr "Max Delta Paicéad Méid"
+
+msgid "Noise Type"
+msgstr "Cineál Torainn"
+
+msgid "Frequency"
+msgstr "Minicíocht"
+
+msgid "Fractal"
+msgstr "Frachtal"
+
+msgid "Octaves"
+msgstr "Ochtáiv"
+
+msgid "Lacunarity"
+msgstr "Lacúnachtaí"
+
+msgid "Gain"
+msgstr "Gnóthachan"
+
+msgid "Weighted Strength"
+msgstr "Neart Ualaithe"
+
+msgid "Ping Pong Strength"
+msgstr "Ping pong neart"
+
+msgid "Cellular"
+msgstr "Ceallach"
+
+msgid "Distance Function"
+msgstr "Feidhm Fad"
+
+msgid "Jitter"
+msgstr "JitterName"
+
+msgid "Return Type"
+msgstr "Cineál Fillte"
+
+msgid "Domain Warp"
+msgstr "Warp Fearainn"
+
+msgid "Amplitude"
+msgstr "Aimplitiúid"
+
+msgid "Fractal Type"
+msgstr "Cineál Fractal"
+
+msgid "Fractal Octaves"
+msgstr "Ochtáiv Frachtal"
+
+msgid "Fractal Lacunarity"
+msgstr "Lacúnachtaí Frachtal"
+
+msgid "Fractal Gain"
+msgstr "Gnóthachan Fractal"
+
+msgid "Width"
+msgstr "Leithead"
+
+msgid "Invert"
+msgstr "Inbhéartaigh"
+
+msgid "In 3D Space"
+msgstr "I Spás 3D"
+
+msgid "Seamless"
+msgstr "Gan uaim"
+
+msgid "Seamless Blend Skirt"
+msgstr "Sciorta cumaisc gan uaim"
+
+msgid "As Normal Map"
+msgstr "Mar Ghnáthléarscáil"
+
+msgid "Bump Strength"
+msgstr "Neart Bump"
+
+msgid "Color Ramp"
+msgstr "Rampa Datha"
+
+msgid "Noise"
+msgstr "Torann"
+
+msgid "Localized Name"
+msgstr "Ainm Logánaithe"
+
+msgid "Action Type"
+msgstr "Cineál Gnímh"
+
+msgid "Toplevel Paths"
+msgstr "Cosáin Toplevel"
+
+msgid "Paths"
+msgstr "Cosáin"
+
+msgid "Interaction Profile Path"
+msgstr "Conair Phróifíl Idirghníomhaíochta"
+
+msgid "Runtime Paths"
+msgstr "Cosáin Am Rith"
+
+msgid "Display Refresh Rate"
+msgstr "Taispeáin Ráta Athnuachana"
+
+msgid "Render Target Size Multiplier"
+msgstr "Rindreáil Iolraitheoir Spriocmhéid"
+
+msgid "Layer Viewport"
+msgstr "Amharcphort na Sraithe"
+
+msgid "Sort Order"
+msgstr "Ord Sórtála"
+
+msgid "Alpha Blend"
+msgstr "Cumasc Alfa"
+
+msgid "Enable Hole Punch"
+msgstr "Gníomhachtaigh Puncha Poill"
+
+msgid "Aspect Ratio"
+msgstr "Cóimheas Treoíochta"
+
+msgid "Central Angle"
+msgstr "Uillinn Lárnach"
+
+msgid "Fallback Segments"
+msgstr "Deighleáin Fallback"
+
+msgid "Central Horizontal Angle"
+msgstr "Uillinn Chothrománach Lárnach"
+
+msgid "Upper Vertical Angle"
+msgstr "Uillinn Ingearach Uachtarach"
+
+msgid "Lower Vertical Angle"
+msgstr "Uillinn Ingearach Íochtarach"
+
+msgid "Quad Size"
+msgstr "Méid quad"
+
+msgid "Hand"
+msgstr "Lámh"
+
+msgid "Motion Range"
+msgstr "Raon Gluaisne"
+
+msgid "Hand Skeleton"
+msgstr "Cnámharlach Láimhe"
+
+msgid "Skeleton Rig"
+msgstr "Rig cnámharlaigh"
+
+msgid "Bone Update"
+msgstr "Nuashonrú Cnámh"
+
+msgid "Subject"
+msgstr "Ábhar"
+
+msgid "Names"
+msgstr "Ainmneacha"
+
+msgid "Strings"
+msgstr "Teaghráin"
+
+msgid "Discover Multicast If"
+msgstr "Faigh amach Ilchraolacháin Má"
+
+msgid "Discover Local Port"
+msgstr "Faigh amach an Port Áitiúil"
+
+msgid "Discover IPv6"
+msgstr "Faigh amach IPv6"
+
+msgid "Description URL"
+msgstr "Cur síos URL"
+
+msgid "Service Type"
+msgstr "Cineál Seirbhíse"
+
+msgid "IGD Control URL"
+msgstr "URL Rialaithe IGD"
+
+msgid "IGD Service Type"
+msgstr "Cineál Seirbhíse IGD"
+
+msgid "IGD Our Addr"
+msgstr "IGD Ár Addr"
+
+msgid "IGD Status"
+msgstr "Stádas IGD"
+
+msgid "WebRTC"
+msgstr "WebRTCName"
+
+msgid "Max Channel in Buffer (KB)"
+msgstr "Max Channel i Maolán (KB)"
+
+msgid "Write Mode"
+msgstr "Mód Scríofa"
+
+msgid "Supported Protocols"
+msgstr "Prótacail a dtacaítear leo"
+
+msgid "Handshake Headers"
+msgstr "Ceanntásca Handshake"
+
+msgid "Inbound Buffer Size"
+msgstr "Méid an Mhaoláin Isteach"
+
+msgid "Outbound Buffer Size"
+msgstr "Méid an Mhaoláin Amach"
+
+msgid "Handshake Timeout"
+msgstr "Teorainn Ama Handshake"
+
+msgid "Max Queued Packets"
+msgstr "Paicéid Ciúáilte Uasta"
+
+msgid "Session Mode"
+msgstr "Mód Seisiúin"
+
+msgid "Required Features"
+msgstr "Gnéithe Riachtanacha"
+
+msgid "Optional Features"
+msgstr "Gnéithe Roghnacha"
+
+msgid "Requested Reference Space Types"
+msgstr "Cineálacha Spáis Tagartha Iarrtha"
+
+msgid "Reference Space Type"
+msgstr "Cineál Spáis Tagartha"
+
+msgid "Enabled Features"
+msgstr "Gnéithe Cumasaithe"
+
+msgid "Visibility State"
+msgstr "Staid Infheictheachta"
+
+msgid "Java SDK Path"
+msgstr "Conair SDK Java"
+
+msgid "Android SDK Path"
+msgstr "Conair SDK Android"
+
+msgid "Debug Keystore"
+msgstr "Dífhabhtaigh Keystore"
+
+msgid "Debug Keystore User"
+msgstr "Dífhabhtaigh Úsáideoir an tSiopa Eochrach"
+
+msgid "Debug Keystore Pass"
+msgstr "Dífhabhtaigh Pas Keystore"
+
+msgid "Force System User"
+msgstr "Fórsáil Úsáideoir an Chórais"
+
+msgid "Shutdown ADB on Exit"
+msgstr "Múchadh ADB ar Scor"
+
+msgid "One Click Deploy Clear Previous Install"
+msgstr "Cliceáil amháin Imscaradh Clear Suiteáil Roimhe Seo"
+
+msgid "Use Wi-Fi for Remote Debug"
+msgstr "Úsáid Wi-Fi le haghaidh dífhabhtaithe cianda"
+
+msgid "Wi-Fi Remote Debug Host"
+msgstr "Óstach Dífhabhtaithe Cianda Wi-Fi"
+
+msgid "Launcher Icons"
+msgstr "Deilbhíní Tosaitheora"
+
+msgid "Main 192 X 192"
+msgstr "Príomh 192 X 192"
+
+msgid "Adaptive Foreground 432 X 432"
+msgstr "Tulra Oiriúnaitheach 432 x 432"
+
+msgid "Adaptive Background 432 X 432"
+msgstr "Cúlra oiriúnaitheach 432 x 432"
+
+msgid "Gradle Build"
+msgstr "Tógáil Gradle"
+
+msgid "Use Gradle Build"
+msgstr "Úsáid Tógáil Gradle"
+
+msgid "Gradle Build Directory"
+msgstr "Comhadlann Tógála Gradle"
+
+msgid "Android Source Template"
+msgstr "Teimpléad Foinse Android"
+
+msgid "Compress Native Libraries"
+msgstr "Comhbhrúigh Leabharlanna Dúchasacha"
+
+msgid "Export Format"
+msgstr "Easpórtáil Formáid"
+
+msgid "Min SDK"
+msgstr "Min SDK"
+
+msgid "Target SDK"
+msgstr "Sprioc SDK"
+
+msgid "Plugins"
+msgstr "Breiseáin"
+
+msgid "Architectures"
+msgstr "Ailtireacht"
+
+msgid "Keystore"
+msgstr "Siopa Eochrach"
+
+msgid "Debug User"
+msgstr "Úsáideoir Dífhabhtaithe"
+
+msgid "Debug Password"
+msgstr "Dífhabhtaigh Pasfhocal"
+
+msgid "Release User"
+msgstr "Úsáideoir Scaoilte"
+
+msgid "Release Password"
+msgstr "Pasfhocal Scaoilte"
+
+msgid "Code"
+msgstr "Cód"
+
+msgid "Package"
+msgstr "Pacáiste"
+
+msgid "Unique Name"
+msgstr "Ainm Uathúil"
+
+msgid "Signed"
+msgstr "Sínithe"
+
+msgid "App Category"
+msgstr "Catagóir App"
+
+msgid "Retain Data on Uninstall"
+msgstr "Coinnigh Sonraí ar Dhíshuiteáil"
+
+msgid "Exclude From Recents"
+msgstr "Eisiamh ó Déanaí"
+
+msgid "Show in Android TV"
+msgstr "Taispeáin i Android TV"
+
+msgid "Show in App Library"
+msgstr "Taispeáin sa Leabharlann Aipeanna"
+
+msgid "Show as Launcher App"
+msgstr "Taispeáin mar Fheidhmchlár Tosaitheoir"
+
+msgid "Graphics"
+msgstr "Grafaic"
+
+msgid "OpenGL Debug"
+msgstr "Dífhabhtú OpenGL"
+
+msgid "XR Features"
+msgstr "Gnéithe XR"
+
+msgid "XR Mode"
+msgstr "Mód XR"
+
+msgid "Immersive Mode"
+msgstr "Mód tumtha"
+
+msgid "Support Small"
+msgstr "Tacú le Fiontair Bheaga"
+
+msgid "Support Normal"
+msgstr "Tacaíocht Gnáth"
+
+msgid "Support Large"
+msgstr "Tacaíocht Mór"
+
+msgid "Support Xlarge"
+msgstr "Tacaíocht Xlarge"
+
+msgid "User Data Backup"
+msgstr "Cúltaca Sonraí Úsáideora"
+
+msgid "Allow"
+msgstr "Ceadaigh"
+
+msgid "Command Line"
+msgstr "Líne na nOrduithe"
+
+msgid "Extra Args"
+msgstr "Args Breise"
+
+msgid "APK Expansion"
+msgstr "Leathnú APK"
+
+msgid "Salt"
+msgstr "Salann"
+
+msgid "Public Key"
+msgstr "Eochair Phoiblí"
+
+msgid "Permissions"
+msgstr "Ceadanna"
+
+msgid "Custom Permissions"
+msgstr "Ceadanna Saincheaptha"
+
+msgid "iOS Deploy"
+msgstr "iOS Imscaradh"
+
+msgid "Icons"
+msgstr "Deilbhíní"
+
+msgid "iPhone 120 X 120"
+msgstr "iPhone 120 X 120"
+
+msgid "iPhone 180 X 180"
+msgstr "iPhone 180 × 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 "Siopa Aipeanna 1024 X 1024"
+
+msgid "Spotlight 40 X 40"
+msgstr "Spotsolas 40 X 40"
+
+msgid "Spotlight 80 X 80"
+msgstr "Spotsolas 80 X 80"
+
+msgid "Settings 58 X 58"
+msgstr "Socruithe 58 x 58"
+
+msgid "Settings 87 X 87"
+msgstr "Socruithe 87 x 87"
+
+msgid "Notification 40 X 40"
+msgstr "Fógra 40 X 40"
+
+msgid "Notification 60 X 60"
+msgstr "Fógra 60 X 60"
+
+msgid "App Store Team ID"
+msgstr "Aitheantas Foirne App Store"
+
+msgid "Provisioning Profile UUID Debug"
+msgstr "Próifíl Soláthair UUID Dífhabhtaithe"
+
+msgid "Code Sign Identity Debug"
+msgstr "Dífhabhtú Aitheantais Chomharthaigh an Chóid"
+
+msgid "Export Method Debug"
+msgstr "Easpórtáil Modh Dífhabhtaithe"
+
+msgid "Provisioning Profile UUID Release"
+msgstr "Próifíl Soláthair Scaoileadh UUID"
+
+msgid "Code Sign Identity Release"
+msgstr "Scaoileadh Aitheantais Comhartha Cóid"
+
+msgid "Export Method Release"
+msgstr "Scaoileadh modh easpórtála"
+
+msgid "Targeted Device Family"
+msgstr "Teaghlach Gléas Spriocdhírithe"
+
+msgid "Bundle Identifier"
+msgstr "Aitheantóir Cuachta"
+
+msgid "Signature"
+msgstr "Síniú"
+
+msgid "Short Version"
+msgstr "Leagan Gearr"
+
+msgid "Min iOS Version"
+msgstr "Leagan Min iOS"
+
+msgid "Additional Plist Content"
+msgstr "Ábhar Plist Breise"
+
+msgid "Icon Interpolation"
+msgstr "Idirshuíomh Deilbhíní"
+
+msgid "Export Project Only"
+msgstr "Easpórtáil Tionscadal Amháin"
+
+msgid "Delete Old Export Files Unconditionally"
+msgstr "Scrios Seanchomhaid Easpórtála gan choinníoll"
+
+msgid "Generate Simulator Library If Missing"
+msgstr "Gin Leabharlann Insamhlóir má tá sí ar iarraidh"
+
+msgid "Capabilities"
+msgstr "Cumais"
+
+msgid "Access Wi-Fi"
+msgstr "Rochtain Wi-Fi"
+
+msgid "Push Notifications"
+msgstr "Fógraí Brú"
+
+msgid "Performance Gaming Tier"
+msgstr "Sraith Cearrbhachais Feidhmíochta"
+
+msgid "Performance A 12"
+msgstr "Feidhmíocht A 12"
+
+msgid "User Data"
+msgstr "Sonraí Úsáideora"
+
+msgid "Accessible From Files App"
+msgstr "Inrochtana ó chomhaid app"
+
+msgid "Accessible From iTunes Sharing"
+msgstr "Inrochtana ó iTunes Roinnt"
+
+msgid "Privacy"
+msgstr "Príobháideachas"
+
+msgid "Camera Usage Description"
+msgstr "Cur Síos ar Úsáid an Cheamara"
+
+msgid "Camera Usage Description Localized"
+msgstr "Cur síos ar Úsáid an Cheamara Logánaithe"
+
+msgid "Microphone Usage Description"
+msgstr "Cur Síos ar Úsáid Micreafón"
+
+msgid "Microphone Usage Description Localized"
+msgstr "Cur síos ar Úsáid Micreafón Logánaithe"
+
+msgid "Photolibrary Usage Description"
+msgstr "Cur Síos ar Úsáid Photolibrary"
+
+msgid "Photolibrary Usage Description Localized"
+msgstr "Cur Síos ar Úsáid Photolibrary Logánaithe"
+
+msgid "Tracking Enabled"
+msgstr "Rianú Cumasaithe"
+
+msgid "Tracking Domains"
+msgstr "Fearainn Rianaithe"
+
+msgid "Storyboard"
+msgstr "Clár scéalaíochta"
+
+msgid "Image Scale Mode"
+msgstr "Mód Scála Íomhá"
+
+msgid "Custom Image @2x"
+msgstr "Íomhá Saincheaptha @2x"
+
+msgid "Custom Image @3x"
+msgstr "Íomhá Saincheaptha @3x"
+
+msgid "Use Custom BG Color"
+msgstr "Úsáid Dath Saincheaptha BG"
+
+msgid "Custom BG Color"
+msgstr "Dath Saincheaptha BG"
+
+msgid "Architecture"
+msgstr "Ailtireacht"
+
+msgid "SSH Remote Deploy"
+msgstr "SSH Imscaradh cianda"
+
+msgid "Extra Args SSH"
+msgstr "Args Breise SSH"
+
+msgid "Extra Args SCP"
+msgstr "Args Breise SCP"
+
+msgid "Run Script"
+msgstr "Rith Script"
+
+msgid "Cleanup Script"
+msgstr "Glanadh Script"
+
+msgid "macOS"
+msgstr "macOS"
+
+msgid "rcodesign"
+msgstr "rcodesign"
+
+msgid "Distribution Type"
+msgstr "Cineál Dáilte"
+
+msgid "Copyright Localized"
+msgstr "Cóipcheart Logánaithe"
+
+msgid "Min macOS Version"
+msgstr "Leagan Min macOS"
+
+msgid "Export Angle"
+msgstr "Easpórtáil Uillinn"
+
+msgid "High Res"
+msgstr "Ard-Res"
+
+msgid "Xcode"
+msgstr "XcodeGenericName"
+
+msgid "Platform Build"
+msgstr "Tógáil Ardáin"
+
+msgid "SDK Version"
+msgstr "Leagan SDK"
+
+msgid "SDK Build"
+msgstr "Tógáil SDK"
+
+msgid "SDK Name"
+msgstr "Ainm SDK"
+
+msgid "Xcode Version"
+msgstr "Leagan Xcode"
+
+msgid "Xcode Build"
+msgstr "Tógáil XcodeName"
+
+msgid "Codesign"
+msgstr "Comhdhearadh"
+
+msgid "Installer Identity"
+msgstr "Aitheantas suiteálaí"
+
+msgid "Apple Team ID"
+msgstr "Aitheantas Foirne Apple"
+
+msgid "Identity"
+msgstr "Aitheantas"
+
+msgid "Certificate File"
+msgstr "Comhad Teastais"
+
+msgid "Certificate Password"
+msgstr "Pasfhocal an Teastais"
+
+msgid "Provisioning Profile"
+msgstr "Próifíl Soláthair"
+
+msgid "Entitlements"
+msgstr "Teidlíochtaí"
+
+msgid "Custom File"
+msgstr "Comhad Saincheaptha"
+
+msgid "Allow JIT Code Execution"
+msgstr "Ceadaigh Forghníomhú Cód JIT"
+
+msgid "Allow Unsigned Executable Memory"
+msgstr "Ceadaigh cuimhne inrite gan síniú"
+
+msgid "Allow Dyld Environment Variables"
+msgstr "Ceadaigh Athróga Timpeallachta Dyld"
+
+msgid "Disable Library Validation"
+msgstr "Díchumasaigh Bailíochtú Leabharlainne"
+
+msgid "Audio Input"
+msgstr "Ionchur Fuaime"
+
+msgid "Address Book"
+msgstr "Leabhar Seoltaí"
+
+msgid "Calendars"
+msgstr "Féilirí"
+
+msgid "Photos Library"
+msgstr "Leabharlann na nGrianghraf"
+
+msgid "Apple Events"
+msgstr "Imeachtaí Apple"
+
+msgid "Debugging"
+msgstr "Dífhabhtú"
+
+msgid "App Sandbox"
+msgstr "Bosca Gainimh App"
+
+msgid "Network Server"
+msgstr "Freastalaí Líonra"
+
+msgid "Network Client"
+msgstr "Cliant Líonra"
+
+msgid "Device USB"
+msgstr "Gléas USB"
+
+msgid "Device Bluetooth"
+msgstr "Bluetooth Gléas"
+
+msgid "Files Downloads"
+msgstr "Íoslódálacha Comhad"
+
+msgid "Files Pictures"
+msgstr "Pictiúir Comhaid"
+
+msgid "Files Music"
+msgstr "Ceol Comhaid"
+
+msgid "Files Movies"
+msgstr "Scannáin Comhaid"
+
+msgid "Files User Selected"
+msgstr "Comhad Úsáideoir Roghnaithe"
+
+msgid "Helper Executables"
+msgstr "Inrite Cúntóirí"
+
+msgid "Custom Options"
+msgstr "Roghanna Saincheaptha"
+
+msgid "Notarization"
+msgstr "Nodaireacht"
+
+msgid "Apple ID Name"
+msgstr "Ainm Aitheantais Apple"
+
+msgid "Apple ID Password"
+msgstr "Pasfhocal ID Apple"
+
+msgid "API UUID"
+msgstr "API UUID"
+
+msgid "API Key"
+msgstr "Eochair API"
+
+msgid "API Key ID"
+msgstr "Aitheantas Eochrach API"
+
+msgid "Location Usage Description"
+msgstr "Cur Síos ar Úsáid Suímh"
+
+msgid "Location Usage Description Localized"
+msgstr "Cur Síos ar Úsáid Suímh Logánaithe"
+
+msgid "Address Book Usage Description"
+msgstr "Cur Síos ar Úsáid an Leabhair Seoltaí"
+
+msgid "Address Book Usage Description Localized"
+msgstr "Cur Síos ar Úsáid Leabhar Seoltaí Logánaithe"
+
+msgid "Calendar Usage Description"
+msgstr "Cur Síos ar Úsáid Féilire"
+
+msgid "Calendar Usage Description Localized"
+msgstr "Cur Síos ar Úsáid Féilire Logánaithe"
+
+msgid "Photos Library Usage Description"
+msgstr "Grianghraif Cur Síos ar Úsáid na Leabharlainne"
+
+msgid "Photos Library Usage Description Localized"
+msgstr "Grianghraif Cur Síos ar Úsáid na Leabharlainne Logánaithe"
+
+msgid "Desktop Folder Usage Description"
+msgstr "Cur Síos ar Úsáid Fillteán Deisce"
+
+msgid "Desktop Folder Usage Description Localized"
+msgstr "Cur síos ar úsáid fillteán deisce logánaithe"
+
+msgid "Documents Folder Usage Description"
+msgstr "Cur Síos ar Úsáid Fillteán Doiciméad"
+
+msgid "Documents Folder Usage Description Localized"
+msgstr "Doiciméid Cur Síos ar Úsáid Fillteán Logánaithe"
+
+msgid "Downloads Folder Usage Description"
+msgstr "Cur Síos ar Úsáid Fillteán Íoslódálacha"
+
+msgid "Downloads Folder Usage Description Localized"
+msgstr "Íoslódálacha Cur Síos ar Úsáid Fillteán Logánaithe"
+
+msgid "Network Volumes Usage Description"
+msgstr "Cur Síos ar Úsáid Imleabhair Líonra"
+
+msgid "Network Volumes Usage Description Localized"
+msgstr "Cur síos ar úsáid imleabhair líonra logánaithe"
+
+msgid "Removable Volumes Usage Description"
+msgstr "Cur Síos ar Úsáid Imleabhair Inbhainte"
+
+msgid "Removable Volumes Usage Description Localized"
+msgstr "Inbhainte Imleabhair Cur síos Úsáid Logánaithe"
+
+msgid "Web"
+msgstr "Gréasán"
+
+msgid "HTTP Host"
+msgstr "Óstach HTTP"
+
+msgid "HTTP Port"
+msgstr "HTTP Port"
+
+msgid "Use TLS"
+msgstr "Úsáid TLS"
+
+msgid "TLS Key"
+msgstr "Eochair TLS"
+
+msgid "TLS Certificate"
+msgstr "Teastas TLS"
+
+msgid "Variant"
+msgstr "Malairt"
+
+msgid "Extensions Support"
+msgstr "Tacaíocht Síntí"
+
+msgid "Thread Support"
+msgstr "Tacaíocht Snáithe"
+
+msgid "VRAM Texture Compression"
+msgstr "Comhbhrú Uigeachta VRAM"
+
+msgid "For Desktop"
+msgstr "Don Deasc"
+
+msgid "For Mobile"
+msgstr "Le haghaidh Soghluaiste"
+
+msgid "HTML"
+msgstr "HTML"
+
+msgid "Export Icon"
+msgstr "Easpórtáil Deilbhín"
+
+msgid "Custom HTML Shell"
+msgstr "Blaosc Saincheaptha HTML"
+
+msgid "Head Include"
+msgstr "Ceann san áireamh"
+
+msgid "Canvas Resize Policy"
+msgstr "Polasaí Athraigh Méid an Chanbháis"
+
+msgid "Focus Canvas on Start"
+msgstr "Fócas Canbhás ar Tosaigh"
+
+msgid "Experimental Virtual Keyboard"
+msgstr "Méarchlár Fíorúil Turgnamhach"
+
+msgid "Progressive Web App"
+msgstr "Aip Gréasáin Fhorásach"
+
+msgid "Ensure Cross Origin Isolation Headers"
+msgstr "Cinntigh Ceanntásca Leithlisithe Tras-Tionscnaimh"
+
+msgid "Offline Page"
+msgstr "Leathanach As Líne"
+
+msgid "Icon 144 X 144"
+msgstr "Deilbhín 144 X 144"
+
+msgid "Icon 180 X 180"
+msgstr "Deilbhín 180 X 180"
+
+msgid "Icon 512 X 512"
+msgstr "Deilbhín 512 X 512"
+
+msgid "Windows"
+msgstr "Windows"
+
+msgid "rcedit"
+msgstr "RCEDITName"
+
+msgid "signtool"
+msgstr "SigntoolName"
+
+msgid "osslsigncode"
+msgstr "Osslsigncode"
+
+msgid "wine"
+msgstr "fíon"
+
+msgid "Identity Type"
+msgstr "Cineál Aitheantais"
+
+msgid "Timestamp"
+msgstr "Stampa Ama"
+
+msgid "Timestamp Server URL"
+msgstr "URL an Fhreastalaí Stampa Ama"
+
+msgid "Digest Algorithm"
+msgstr "Algartam Díolama"
+
+msgid "Modify Resources"
+msgstr "Mionathraigh Acmhainní"
+
+msgid "Console Wrapper Icon"
+msgstr "Deilbhín fillteán consóil"
+
+msgid "File Version"
+msgstr "Leagan Comhaid"
+
+msgid "Product Version"
+msgstr "Leagan Táirge"
+
+msgid "Company Name"
+msgstr "Ainm na Cuideachta"
+
+msgid "Product Name"
+msgstr "Ainm Táirge"
+
+msgid "File Description"
+msgstr "Cur Síos ar an gComhad"
+
+msgid "Trademarks"
+msgstr "Trádmharcanna"
+
+msgid "Export D3D12"
+msgstr "Easpórtáil D3D12"
+
+msgid "D3D12 Agility SDK Multiarch"
+msgstr "D3D12 Aclaíocht SDK Multiarch"
+
+msgid "Sprite Frames"
+msgstr "Frámaí Sprite"
+
+msgid "Frame"
+msgstr "Fráma"
+
+msgid "Speed Scale"
+msgstr "Scála Luais"
+
+msgid "Centered"
+msgstr "Láraithe"
+
+msgid "Flip H"
+msgstr "Smeach H"
+
+msgid "Flip V"
+msgstr "Smeach V"
+
+msgid "Current"
+msgstr "Reatha"
+
+msgid "Volume dB"
+msgstr "Imleabhar dB"
+
+msgid "Pitch Scale"
+msgstr "Scála Páirce"
+
+msgid "Playing"
+msgstr "Ag imirt"
+
+msgid "Autoplay"
+msgstr "Uathsheinn"
+
+msgid "Stream Paused"
+msgstr "Sruth ar Sos"
+
+msgid "Max Distance"
+msgstr "Fad Uasta"
+
+msgid "Attenuation"
+msgstr "Maolú"
+
+msgid "Max Polyphony"
+msgstr "Uasmhéid Polafónachta"
+
+msgid "Panning Strength"
+msgstr "Neart Panning"
+
+msgid "Bus"
+msgstr "Bus"
+
+msgid "Area Mask"
+msgstr "Masc Ceantair"
+
+msgid "Playback Type"
+msgstr "Cineál Athsheinm"
+
+msgid "Copy Mode"
+msgstr "Mód Cóipeála"
+
+msgid "Anchor Mode"
+msgstr "Mód Ancaire"
+
+msgid "Ignore Rotation"
+msgstr "Déan neamhaird den rothlú"
+
+msgid "Process Callback"
+msgstr "Aisghlaoch Próisis"
+
+msgid "Left"
+msgstr "Ar chlé"
+
+msgid "Top"
+msgstr "Barr"
+
+msgid "Right"
+msgstr "Ceart"
+
+msgid "Bottom"
+msgstr "Bun"
+
+msgid "Smoothed"
+msgstr "Smúdáilte"
+
+msgid "Position Smoothing"
+msgstr "Smúdú Suímh"
+
+msgid "Rotation Smoothing"
+msgstr "Smúdú Rothlaithe"
+
+msgid "Drag"
+msgstr "Tarraing"
+
+msgid "Horizontal Enabled"
+msgstr "Cothrománach Cumasaithe"
+
+msgid "Vertical Enabled"
+msgstr "Cumasaithe go hIngearach"
+
+msgid "Horizontal Offset"
+msgstr "Fritháireamh Cothrománach"
+
+msgid "Vertical Offset"
+msgstr "Fritháireamh Ingearach"
+
+msgid "Left Margin"
+msgstr "Imeall Ar Chlé"
+
+msgid "Top Margin"
+msgstr "Imeall Barr"
+
+msgid "Right Margin"
+msgstr "Imeall Ar Dheis"
+
+msgid "Bottom Margin"
+msgstr "Imeall Bun"
+
+msgid "Draw Screen"
+msgstr "Dear Scáileán"
+
+msgid "Draw Limits"
+msgstr "Teorainneacha Tarraingthe"
+
+msgid "Draw Drag Margin"
+msgstr "Tarraing Imeall Tarraingthe"
+
+msgid "Tweaks"
+msgstr "TweaksName"
+
+msgid "Fit Margin"
+msgstr "Imeall Oiriúnach"
+
+msgid "Clear Margin"
+msgstr "Glan Imeall"
+
+msgid "Use Mipmaps"
+msgstr "Úsáid Mipmaps"
+
+msgid "Emitting"
+msgstr "Astú"
+
+msgid "Lifetime"
+msgstr "Saol"
+
+msgid "One Shot"
+msgstr "Urchar Amháin"
+
+msgid "Preprocess"
+msgstr "Réamhphróiseáil"
+
+msgid "Explosiveness"
+msgstr "Pléascán"
+
+msgid "Randomness"
+msgstr "Randamacht"
+
+msgid "Lifetime Randomness"
+msgstr "Randamacht Saoil"
+
+msgid "Fixed FPS"
+msgstr "FPS Seasta"
+
+msgid "Fract Delta"
+msgstr "Delta Frachtal"
+
+msgid "Drawing"
+msgstr "Líníocht"
+
+msgid "Local Coords"
+msgstr "Coordaigh Áitiúla"
+
+msgid "Draw Order"
+msgstr "Ordú Tarraingthe"
+
+msgid "Emission Shape"
+msgstr "Stencils"
+
+msgid "Shape"
+msgstr "Cruth"
+
+msgid "Sphere Radius"
+msgstr "Ga Sféar"
+
+msgid "Rect Extents"
+msgstr "Fairsinge Rect"
+
+msgid "Points"
+msgstr "Pointí"
+
+msgid "Normals"
+msgstr "Gnáth"
+
+msgid "Colors"
+msgstr "Dathanna"
+
+msgid "Particle Flags"
+msgstr "Bratacha na gCáithníní"
+
+msgid "Align Y"
+msgstr "Ailínigh Y"
+
+msgid "Direction"
+msgstr "Treo"
+
+msgid "Spread"
+msgstr "Scaip"
+
+msgid "Gravity"
+msgstr "Domhantarraingt"
+
+msgid "Initial Velocity"
+msgstr "Treoluas Tosaigh"
+
+msgid "Velocity Min"
+msgstr "Treoluas Min"
+
+msgid "Velocity Max"
+msgstr "Treoluas Max"
+
+msgid "Velocity Curve"
+msgstr "Cuar treoluais"
+
+msgid "Orbit Velocity"
+msgstr "Treoluas na Fithise"
+
+msgid "Linear Accel"
+msgstr "Líneach Accel"
+
+msgid "Accel Min"
+msgstr "Luasghéarú Íosta"
+
+msgid "Accel Max"
+msgstr "Luasghéarú Uasmhéid"
+
+msgid "Accel Curve"
+msgstr "Cuar Accel"
+
+msgid "Radial Accel"
+msgstr "Accel Gathacha"
+
+msgid "Tangential Accel"
+msgstr "Accel Tadhlaíocha"
+
+msgid "Damping"
+msgstr "Díonadh"
+
+msgid "Damping Min"
+msgstr "Díonadh Íosmhéid"
+
+msgid "Damping Max"
+msgstr "Díonadh Uasmhéid"
+
+msgid "Damping Curve"
+msgstr "Cuar Damping"
+
+msgid "Angle"
+msgstr "Uillinn"
+
+msgid "Angle Min"
+msgstr "Uillinn Min"
+
+msgid "Angle Max"
+msgstr "Uillinn Max"
+
+msgid "Angle Curve"
+msgstr "Cuar Uillinne"
+
+msgid "Scale Amount Min"
+msgstr "Scála Méid Min"
+
+msgid "Scale Amount Max"
+msgstr "Scála Méid Uasta"
+
+msgid "Scale Amount Curve"
+msgstr "Scála Méid Cuar"
+
+msgid "Split Scale"
+msgstr "Scála Scoilte"
+
+msgid "Scale Curve X"
+msgstr "Scálaigh Cuar X"
+
+msgid "Scale Curve Y"
+msgstr "Scálaigh Cuar Y"
+
+msgid "Color Initial Ramp"
+msgstr "Rampa Tosaigh Datha"
+
+msgid "Hue Variation"
+msgstr "Athrú Lí"
+
+msgid "Variation Min"
+msgstr "Athrú Min"
+
+msgid "Variation Max"
+msgstr "Athrú Max"
+
+msgid "Variation Curve"
+msgstr "Cuar Athraithe"
+
+msgid "Speed Min"
+msgstr "Luas Min"
+
+msgid "Speed Max"
+msgstr "Luas Max"
+
+msgid "Speed Curve"
+msgstr "Cuar Luais"
+
+msgid "Offset Min"
+msgstr "Fritháireamh Min"
+
+msgid "Offset Max"
+msgstr "Fritháireamh Max"
+
+msgid "Offset Curve"
+msgstr "Fritháireamh an Chuar"
+
+msgid "Amount Ratio"
+msgstr "Cóimheas Méide"
+
+msgid "Sub Emitter"
+msgstr "Fo-Astaír"
+
+msgid "Process Material"
+msgstr "Ábhar Próisis"
+
+msgid "Interpolate"
+msgstr "Idirshuíomh"
+
+msgid "Interp to End"
+msgstr "Interp go Deireadh"
+
+msgid "Base Size"
+msgstr "Bunmhéid"
+
+msgid "Visibility Rect"
+msgstr "Rect Infheictheachta"
+
+msgid "Trails"
+msgstr "Cosáin"
+
+msgid "Sections"
+msgstr "Rannóga"
+
+msgid "Section Subdivisions"
+msgstr "Foranna Rannóige"
+
+msgid "Editor Only"
+msgstr "Eagarthóir Amháin"
+
+msgid "Energy"
+msgstr "Fuinneamh"
+
+msgid "Blend Mode"
+msgstr "Mód Cumaisc"
+
+msgid "Z Min"
+msgstr "Le min"
+
+msgid "Z Max"
+msgstr "Le Max"
+
+msgid "Layer Min"
+msgstr "Sraith Min"
+
+msgid "Layer Max"
+msgstr "Sraith Max"
+
+msgid "Item Cull Mask"
+msgstr "Masc Cuileann Míre"
+
+msgid "Shadow"
+msgstr "Scáth"
+
+msgid "Filter Smooth"
+msgstr "Scag Go Réidh"
+
+msgid "Texture Scale"
+msgstr "Scála Uigeachta"
+
+msgid "Closed"
+msgstr "Dúnta"
+
+msgid "Cull Mode"
+msgstr "Mód Cuil"
+
+msgid "SDF Collision"
+msgstr "Imbhualadh SDF"
+
+msgid "Occluder Light Mask"
+msgstr "Masc Solais Occluder"
+
+msgid "Width Curve"
+msgstr "Cuar Leithead"
+
+msgid "Default Color"
+msgstr "Dath Réamhshocraithe"
+
+msgid "Fill"
+msgstr "Líon"
+
+msgid "Gradient"
+msgstr "Grádán"
+
+msgid "Texture Mode"
+msgstr "Mód Uigeachta"
+
+msgid "Capping"
+msgstr "Uasteorannú"
+
+msgid "Joint Mode"
+msgstr "Mód Comhpháirteach"
+
+msgid "Begin Cap Mode"
+msgstr "Tosaigh Mód Caipín"
+
+msgid "End Cap Mode"
+msgstr "Mód Caipín Deiridh"
+
+msgid "Border"
+msgstr "Teorainn"
+
+msgid "Sharp Limit"
+msgstr "Teorainn ghéar"
+
+msgid "Round Precision"
+msgstr "Cruinneas Babhta"
+
+msgid "Antialiased"
+msgstr "Gan laige"
+
+msgid "Gizmo Extents"
+msgstr "Fairsinge Gizmo"
+
+msgid "Multimesh"
+msgstr "MultimeshName"
+
+msgid "Pathfinding"
+msgstr "Fionnadh Bealaigh"
+
+msgid "Path Desired Distance"
+msgstr "Fad atá ag teastáil ón gcosán"
+
+msgid "Target Desired Distance"
+msgstr "Sprioc Fad atá ag teastáil"
+
+msgid "Path Max Distance"
+msgstr "Conair Max Fad"
+
+msgid "Navigation Layers"
+msgstr "Sraitheanna Nascleanúna"
+
+msgid "Pathfinding Algorithm"
+msgstr "Algartam Pathfinding"
+
+msgid "Path Postprocessing"
+msgstr "Postphróiseáil Cosán"
+
+msgid "Path Metadata Flags"
+msgstr "Bratacha Meiteashonraí an Chosáin"
+
+msgid "Simplify Path"
+msgstr "Simpligh an Cosán"
+
+msgid "Simplify Epsilon"
+msgstr "Simpligh Epsilon"
+
+msgid "Avoidance"
+msgstr "Seachaint"
+
+msgid "Avoidance Enabled"
+msgstr "Seachaint Cumasaithe"
+
+msgid "Neighbor Distance"
+msgstr "Fad na gcomharsan"
+
+msgid "Max Neighbors"
+msgstr "Max Comharsana"
+
+msgid "Time Horizon Agents"
+msgstr "Gníomhairí Time Horizon"
+
+msgid "Time Horizon Obstacles"
+msgstr "Constaicí Léaslíne Ama"
+
+msgid "Max Speed"
+msgstr "Luas Uasta"
+
+msgid "Avoidance Layers"
+msgstr "Sraitheanna Seachanta"
+
+msgid "Avoidance Mask"
+msgstr "Masc Seachanta"
+
+msgid "Avoidance Priority"
+msgstr "Tosaíocht Seachanta"
+
+msgid "Use Custom"
+msgstr "Úsáid Saincheaptha"
+
+msgid "Path Custom Color"
+msgstr "Dath Saincheaptha an Chosáin"
+
+msgid "Path Custom Point Size"
+msgstr "Conair Custom Point Size"
+
+msgid "Path Custom Line Width"
+msgstr "Leithead Líne Saincheaptha Cosán"
+
+msgid "Bidirectional"
+msgstr "Déthreo"
+
+msgid "Start Position"
+msgstr "Tosaigh an tIonad"
+
+msgid "End Position"
+msgstr "Ionad Deiridh"
+
+msgid "Enter Cost"
+msgstr "Cuir isteach Costas"
+
+msgid "Travel Cost"
+msgstr "Costas Taistil"
+
+msgid "Vertices"
+msgstr "VerticesName"
+
+msgid "NavigationMesh"
+msgstr "NascleanúintMesh"
+
+msgid "Affect Navigation Mesh"
+msgstr "Tionchar a imirt ar mhogall nascleanúna"
+
+msgid "Carve Navigation Mesh"
+msgstr "Mogalra Nascleanúna Carve"
+
+msgid "Navigation Polygon"
+msgstr "Polagán Nascleanúna"
+
+msgid "Use Edge Connections"
+msgstr "Úsáid Naisc Ciumhais"
+
+msgid "Skew"
+msgstr "Sceabhach"
+
+msgid "Scroll Scale"
+msgstr "Scrollaigh Scála"
+
+msgid "Scroll Offset"
+msgstr "Fritháireamh Scrollaigh"
+
+msgid "Repeat"
+msgstr "Athdhéan"
+
+msgid "Repeat Size"
+msgstr "Athdhéan Méid"
+
+msgid "Autoscroll"
+msgstr "Uathscrollaigh"
+
+msgid "Repeat Times"
+msgstr "Amanna Athdhéanta"
+
+msgid "Begin"
+msgstr "Tosaigh"
+
+msgid "End"
+msgstr "Deireadh"
+
+msgid "Follow Viewport"
+msgstr "Lean Viewport"
+
+msgid "Ignore Camera Scroll"
+msgstr "Ceamara Scrollaigh na mBan"
+
+msgid "Screen Offset"
+msgstr "Fritháireamh Scáileáin"
+
+msgid "Scroll"
+msgstr "Scrollaigh"
+
+msgid "Base Offset"
+msgstr "Fritháireamh Bonn"
+
+msgid "Base Scale"
+msgstr "Bunscála"
+
+msgid "Limit Begin"
+msgstr "Teorainn Tosaigh"
+
+msgid "Limit End"
+msgstr "Deireadh Teorann"
+
+msgid "Ignore Camera Zoom"
+msgstr "Déan neamhaird de Zúmáil an Cheamara"
+
+msgid "Motion"
+msgstr "Tairiscint"
+
+msgid "Mirroring"
+msgstr "Scáthánú"
+
+msgid "Curve"
+msgstr "Cuar"
+
+msgid "Progress"
+msgstr "Dul chun cinn"
+
+msgid "Progress Ratio"
+msgstr "Cóimheas Dul Chun Cinn"
+
+msgid "H Offset"
+msgstr "Fritháireamh H"
+
+msgid "V Offset"
+msgstr "V Fritháireamh"
+
+msgid "Rotates"
+msgstr "Rothlaigh"
+
+msgid "Cubic Interp"
+msgstr "Interp Ciúbach"
+
+msgid "Sync to Physics"
+msgstr "Sioncronú leis an bhFisic"
+
+msgid "Monitoring"
+msgstr "Monatóireacht"
+
+msgid "Monitorable"
+msgstr "Inmhonatóirithe"
+
+msgid "Space Override"
+msgstr "Sáraíocht Spáis"
+
+msgid "Point"
+msgstr "Pointe"
+
+msgid "Point Unit Distance"
+msgstr "Fad Aonad Pointe"
+
+msgid "Point Center"
+msgstr "Ionad Pointe"
+
+msgid "Linear Damp"
+msgstr "Taise Líneach"
+
+msgid "Angular Damp"
+msgstr "Taise uilleach"
+
+msgid "Audio Bus"
+msgstr "Bus Fuaime"
+
+msgid "Motion Mode"
+msgstr "Mód Gluaisne"
+
+msgid "Up Direction"
+msgstr "Treo Suas"
+
+msgid "Slide on Ceiling"
+msgstr "Sleamhnaigh ar an tSíleáil"
+
+msgid "Wall Min Slide Angle"
+msgstr "Uillinn Sleamhnáin Wall Min"
+
+msgid "Floor"
+msgstr "Urlár"
+
+msgid "Stop on Slope"
+msgstr "Stop ar Fhána"
+
+msgid "Constant Speed"
+msgstr "Luas Tairiseach"
+
+msgid "Block on Wall"
+msgstr "Bloc ar Bhalla"
+
+msgid "Max Angle"
+msgstr "Uillinn Uasta"
+
+msgid "Snap Length"
+msgstr "Fad Léime"
+
+msgid "Moving Platform"
+msgstr "Ardán Gluaiste"
+
+msgid "On Leave"
+msgstr "Ar Saoire"
+
+msgid "Floor Layers"
+msgstr "Sraitheanna Urláir"
+
+msgid "Wall Layers"
+msgstr "Sraitheanna Balla"
+
+msgid "Safe Margin"
+msgstr "Imeall Sábháilte"
+
+msgid "Disable Mode"
+msgstr "Díchumasaigh Mód"
+
+msgid "Pickable"
+msgstr "Inroghnaithe"
+
+msgid "Build Mode"
+msgstr "Mód Tógála"
+
+msgid "Disabled"
+msgstr "Díchumasaithe"
+
+msgid "One Way Collision"
+msgstr "Imbhualadh AonTreo"
+
+msgid "One Way Collision Margin"
+msgstr "Imeall Imbhuailtí Aon-Bhealach"
+
+msgid "Debug Color"
+msgstr "Dífhabhtaigh Dath"
+
+msgid "Length"
+msgstr "Fad"
+
+msgid "Rest Length"
+msgstr "Fad Scíthe"
+
+msgid "Stiffness"
+msgstr "Righin"
+
+msgid "Initial Offset"
+msgstr "Fritháireamh Tosaigh"
+
+msgid "Node A"
+msgstr "Nód A"
+
+msgid "Node B"
+msgstr "Nód B"
+
+msgid "Bias"
+msgstr "Claonadh"
+
+msgid "Disable Collision"
+msgstr "Díchumasaigh Imbhualadh"
+
+msgid "Softness"
+msgstr "Bogas"
+
+msgid "Angular Limit"
+msgstr "Teorainn Uilleach"
+
+msgid "Lower"
+msgstr "Íochtarach"
+
+msgid "Upper"
+msgstr "Uachtarach"
+
+msgid "Motor"
+msgstr "Inneall"
+
+msgid "Target Velocity"
+msgstr "Treoluas Sprice"
+
+msgid "Bone 2D Nodepath"
+msgstr "Nódpath Cnámh 2D"
+
+msgid "Bone 2D Index"
+msgstr "Innéacs Cnámh 2D"
+
+msgid "Auto Configure Joint"
+msgstr "Cumraigh Comhpháirt Uathoibríoch"
+
+msgid "Simulate Physics"
+msgstr "Insamhladh Fisic"
+
+msgid "Follow Bone When Simulating"
+msgstr "Lean cnámh agus tú ag insamhladh"
+
+msgid "Exclude Parent"
+msgstr "Tuismitheoir a Eisiamh"
+
+msgid "Target Position"
+msgstr "Suíomh na Sprice"
+
+msgid "Hit From Inside"
+msgstr "Buail ón taobh istigh"
+
+msgid "Collide With"
+msgstr "Collide Le"
+
+msgid "Areas"
+msgstr "Ceantair"
+
+msgid "Bodies"
+msgstr "Comhlachtaí"
+
+msgid "Gravity Scale"
+msgstr "Scála Domhantarraingthe"
+
+msgid "Mass Distribution"
+msgstr "Dáileadh Aifrinn"
+
+msgid "Center of Mass Mode"
+msgstr "Lár an Mhód Aifrinn"
+
+msgid "Inertia"
+msgstr "Táimhe"
+
+msgid "Deactivation"
+msgstr "Díghníomhachtú"
+
+msgid "Sleeping"
+msgstr "Codladh"
+
+msgid "Can Sleep"
+msgstr "An féidir Codladh"
+
+msgid "Lock Rotation"
+msgstr "Glasáil Rothlú"
+
+msgid "Freeze"
+msgstr "Reo"
+
+msgid "Freeze Mode"
+msgstr "Mód Reoite"
+
+msgid "Solver"
+msgstr "Réiteoir"
+
+msgid "Custom Integrator"
+msgstr "Integrator Saincheaptha"
+
+msgid "Continuous CD"
+msgstr "Dlúthdhiosca leanúnach"
+
+msgid "Contact Monitor"
+msgstr "Monatóir Teagmhála"
+
+msgid "Max Contacts Reported"
+msgstr "Uasteagmhálacha Tuairiscithe"
+
+msgid "Linear"
+msgstr "Líneach"
+
+msgid "Damp Mode"
+msgstr "Mód Taise"
+
+msgid "Damp"
+msgstr "Taise"
+
+msgid "Angular"
+msgstr "Uilleach"
+
+msgid "Constant Forces"
+msgstr "Fórsaí Tairiseacha"
+
+msgctxt "Physics"
+msgid "Force"
+msgstr "Fórsáil"
+
+msgid "Torque"
+msgstr "Chasmhóimint"
+
+msgid "Margin"
+msgstr "Imeall"
+
+msgid "Max Results"
+msgstr "Torthaí Uasta"
+
+msgid "Constant Linear Velocity"
+msgstr "Treoluas líneach tairiseach"
+
+msgid "Constant Angular Velocity"
+msgstr "Treoluas Uilleach Tairiseach"
+
+msgid "UV"
+msgstr "UV"
+
+msgid "Vertex Colors"
+msgstr "Dathanna Vertex"
+
+msgid "Internal Vertex Count"
+msgstr "Líon Na Vertex Inmheánach"
+
+msgid "Remote Path"
+msgstr "Conair Chianda"
+
+msgid "Use Global Coordinates"
+msgstr "Úsáid Comhordanáidí Domhanda"
+
+msgid "Update"
+msgstr "Nuashonrú"
+
+msgid "Auto Calculate Length and Angle"
+msgstr "Ríomh Fad agus Uillinn Uathoibríoch"
+
+msgid "Bone Angle"
+msgstr "Uillinn Cnámh"
+
+msgid "Editor Settings"
+msgstr "Socruithe an Eagarthóra"
+
+msgid "Show Bone Gizmo"
+msgstr "Taispeáin Gizmo Cnámh"
+
+msgid "Rest"
+msgstr "An chuid eile"
+
+msgid "Modification Stack"
+msgstr "Cruach Mionathraithe"
+
+msgid "Hframes"
+msgstr "HframesName"
+
+msgid "Vframes"
+msgstr "VframesName"
+
+msgid "Frame Coords"
+msgstr "Coords Fráma"
+
+msgid "Filter Clip Enabled"
+msgstr "Scagaire Clip Cumasaithe"
+
+msgid "Tile Set"
+msgstr "Socraigh Tíleanna"
+
+msgid "Rendering Quadrant Size"
+msgstr "Rindreáil Quadrant Méid"
+
+msgid "Collision Animatable"
+msgstr "Imbhualadh Animatable"
+
+msgid "Collision Visibility Mode"
+msgstr "Mód Infheictheachta Imbhuailtí"
+
+msgid "Navigation Visibility Mode"
+msgstr "Mód Infheictheachta Nascleanúna"
+
+msgid "Y Sort Origin"
+msgstr "Y Sórtáil Origin"
+
+msgid "X Draw Order Reversed"
+msgstr "X Tarraing Ordú droim ar ais"
+
+msgid "Collision Enabled"
+msgstr "Imbhualadh Cumasaithe"
+
+msgid "Use Kinematic Bodies"
+msgstr "Úsáid Comhlachtaí Kinematic"
+
+msgid "Navigation Enabled"
+msgstr "Nascleanúint Cumasaithe"
+
+msgid "Texture Normal"
+msgstr "Uigeacht Gnáth"
+
+msgid "Texture Pressed"
+msgstr "Uigeacht Brúite"
+
+msgid "Bitmask"
+msgstr "Péisteanna giolcacha"
+
+msgid "Shape Centered"
+msgstr "Cruth Láraithe"
+
+msgid "Shape Visible"
+msgstr "Cruth Infheicthe"
+
+msgid "Passby Press"
+msgstr "Preas Passby"
+
+msgid "Visibility Mode"
+msgstr "Mód Infheictheachta"
+
+msgid "Enabling"
+msgstr "Cumasú"
+
+msgid "Node Path"
+msgstr "Conair nód"
+
+msgid "Attenuation Model"
+msgstr "Múnla Maolaithe"
+
+msgid "Unit Size"
+msgstr "Méid an Aonaid"
+
+msgid "Max dB"
+msgstr "Uasmhéid dB"
+
+msgid "Emission Angle"
+msgstr "Uillinn Astaíochta"
+
+msgid "Degrees"
+msgstr "Céimeanna"
+
+msgid "Filter Attenuation dB"
+msgstr "Scagaire Maolú dB"
+
+msgid "Attenuation Filter"
+msgstr "Scagaire MaolaitheComment"
+
+msgid "Cutoff Hz"
+msgstr "Gearradh Hz"
+
+msgid "dB"
+msgstr "dB"
+
+msgid "Doppler"
+msgstr "DopplerName"
+
+msgid "Tracking"
+msgstr "Rianú"
+
+msgid "Bone Name"
+msgstr "Ainm na gCnámh"
+
+msgid "Bone Idx"
+msgstr "Idx Cnámh"
+
+msgid "Override Pose"
+msgstr "Sáraigh Údar"
+
+msgid "Keep Aspect"
+msgstr "Coinnigh Gné"
+
+msgid "Cull Mask"
+msgstr "Masc Cuil"
+
+msgid "Attributes"
+msgstr "Tréithe"
+
+msgid "Compositor"
+msgstr "Cumadóir"
+
+msgid "Doppler Tracking"
+msgstr "Rianú Doppler"
+
+msgid "Projection"
+msgstr "Teilgean"
+
+msgid "Frustum Offset"
+msgstr "Fritháireamh Frustum"
+
+msgid "Near"
+msgstr "In aice le"
+
+msgid "Far"
+msgstr "I bhfad"
+
+msgid "Visibility AABB"
+msgstr "Infheictheacht AABB"
+
+msgid "Box Extents"
+msgstr "Fairsinge an Bhosca"
+
+msgid "Ring Axis"
+msgstr "Ais Fáinne"
+
+msgid "Ring Height"
+msgstr "Airde Fáinne"
+
+msgid "Ring Radius"
+msgstr "Ga Fáinne"
+
+msgid "Ring Inner Radius"
+msgstr "Fáinne Ga Istigh"
+
+msgid "Rotate Y"
+msgstr "Rothlaigh Y"
+
+msgid "Disable Z"
+msgstr "Díchumasaigh Z"
+
+msgid "Flatness"
+msgstr "Maoithneachas"
+
+msgid "Scale Curve Z"
+msgstr "Scálaigh Cuar Z"
+
+msgid "Albedo"
+msgstr "AlbedoName"
+
+msgctxt "Geometry"
+msgid "Normal"
+msgstr "Gnáth"
+
+msgid "Orm"
+msgstr "Orm"
+
+msgid "Emission"
+msgstr "Astaíochtaí"
+
+msgid "Parameters"
+msgstr "Paraiméadair"
+
+msgid "Emission Energy"
+msgstr "Fuinneamh Astaíochta"
+
+msgid "Modulate"
+msgstr "Mionathraigh"
+
+msgid "Albedo Mix"
+msgstr "Meascán Albedo"
+
+msgid "Normal Fade"
+msgstr "Gnáth-Céimnithe"
+
+msgid "Vertical Fade"
+msgstr "Céimnigh Ingearach"
+
+msgid "Upper Fade"
+msgstr "An Céimneach Uachtarach"
+
+msgid "Lower Fade"
+msgstr "Céimnithe Íochtarach"
+
+msgid "Distance Fade"
+msgstr "Fadú"
+
+msgid "Transform Align"
+msgstr "Ailínigh Trasfhoirmithe"
+
+msgid "Draw Passes"
+msgstr "Tarraing Pasanna"
+
+msgid "Passes"
+msgstr "Pasanna"
+
+msgid "Thickness"
+msgstr "Tiús"
+
+msgid "Bake Mask"
+msgstr "Masc Bácála"
+
+msgid "Update Mode"
+msgstr "Mód Nuashonraithe"
+
+msgid "Follow Camera Enabled"
+msgstr "Lean an Ceamara Cumasaithe"
+
+msgid "Directionality"
+msgstr "Treoíocht"
+
+msgid "Skeleton Path"
+msgstr "Conair an Chnámharlaigh"
+
+msgid "Layer Mask"
+msgstr "Masc Sraithe"
+
+msgid "Visibility Range"
+msgstr "Raon Infheictheachta"
+
+msgid "Begin Margin"
+msgstr "Tosaigh Imeall"
+
+msgid "End Margin"
+msgstr "Imeall Deiridh"
+
+msgid "Fade Mode"
+msgstr "Mód Céimnithe"
+
+msgid "Pixel Size"
+msgstr "Méid Picteilíní"
+
+msgid "Flags"
+msgstr "Bratacha"
+
+msgid "Billboard"
+msgstr "Clár fógraí"
+
+msgid "Shaded"
+msgstr "Scáthaithe"
+
+msgid "Double Sided"
+msgstr "Dhá Thaobh"
+
+msgid "No Depth Test"
+msgstr "Gan Tástáil Doimhneachta"
+
+msgid "Fixed Size"
+msgstr "Méid Seasta"
+
+msgid "Alpha Cut"
+msgstr "Alfa Gearr"
+
+msgid "Alpha Scissor Threshold"
+msgstr "Tairseach Alfa Siosúr"
+
+msgid "Alpha Hash Scale"
+msgstr "Scála Alfa Hash"
+
+msgid "Alpha Antialiasing Mode"
+msgstr "Mód Alfa Antialiasing"
+
+msgid "Alpha Antialiasing Edge"
+msgstr "Imeall Alfa Antialiasing"
+
+msgid "Texture Filter"
+msgstr "Scagaire Uigeachta"
+
+msgid "Render Priority"
+msgstr "Tosaíocht a Thabhairt"
+
+msgid "Outline Render Priority"
+msgstr "Imlíne Tosaíocht Rindreála"
+
+msgid "Text"
+msgstr "Téacs"
+
+msgid "Outline Modulate"
+msgstr "Mionathrú Imlíneach"
+
+msgid "Font"
+msgstr "Cló"
+
+msgid "Horizontal Alignment"
+msgstr "Ailíniú Cothrománach"
+
+msgid "Vertical Alignment"
+msgstr "Ailíniú Ingearach"
+
+msgid "Uppercase"
+msgstr "Cás Uachtair"
+
+msgid "Justification Flags"
+msgstr "Bratacha Fírinniú"
+
+msgid "BiDi"
+msgstr "BiDiName"
+
+msgid "Text Direction"
+msgstr "Treo Téacs"
+
+msgid "Structured Text BiDi Override"
+msgstr "Sárú Téacs Struchtúrtha BiDi"
+
+msgid "Structured Text BiDi Override Options"
+msgstr "Roghanna Sáraithe Téacs Struchtúrtha BiDi"
+
+msgid "Intensity Lumens"
+msgstr "Déine Lumens"
+
+msgid "Intensity Lux"
+msgstr "Déine Lux"
+
+msgid "Temperature"
+msgstr "Teocht"
+
+msgid "Indirect Energy"
+msgstr "Fuinneamh Indíreach"
+
+msgid "Volumetric Fog Energy"
+msgstr "Fuinneamh Ceo Toirtmhéadrach"
+
+msgid "Projector"
+msgstr "Teilgeoir"
+
+msgid "Angular Distance"
+msgstr "Fad Uilleach"
+
+msgid "Negative"
+msgstr "Diúltach"
+
+msgid "Specular"
+msgstr "Tuairimíocht"
+
+msgid "Bake Mode"
+msgstr "Mód Bácála"
+
+msgid "Normal Bias"
+msgstr "Gnáthchlaonadh"
+
+msgid "Reverse Cull Face"
+msgstr "Droim ar ais Aghaidh Cull"
+
+msgid "Transmittance Bias"
+msgstr "Claonadh Tarchuir"
+
+msgid "Opacity"
+msgstr "Teimhneacht"
+
+msgid "Blur"
+msgstr "Doiléirigh"
+
+msgid "Directional Shadow"
+msgstr "Scáth Treoch"
+
+msgid "Split 1"
+msgstr "Scoilt 1"
+
+msgid "Split 2"
+msgstr "Scoilt 2"
+
+msgid "Split 3"
+msgstr "Scoilt 3"
+
+msgid "Blend Splits"
+msgstr "Scoilteanna Cumaisc"
+
+msgid "Fade Start"
+msgstr "Céimnigh Tús"
+
+msgid "Pancake Size"
+msgstr "Méid na Pancóg"
+
+msgid "Sky Mode"
+msgstr "Mód Spéire"
+
+msgid "Omni"
+msgstr "OmniName"
+
+msgid "Shadow Mode"
+msgstr "Mód Scátha"
+
+msgid "Spot"
+msgstr "Spota"
+
+msgid "Angle Attenuation"
+msgstr "Maolú uillinne"
+
+msgid "Light Texture"
+msgstr "Uigeacht Éadrom"
+
+msgid "Quality"
+msgstr "Cáilíocht"
+
+msgid "Bounces"
+msgstr "Preabanna"
+
+msgid "Bounce Indirect Energy"
+msgstr "Preab Fuinneamh Indíreach"
+
+msgid "Directional"
+msgstr "Treo"
+
+msgid "Use Texture for Bounces"
+msgstr "Úsáid uigeacht le haghaidh preabanna"
+
+msgid "Interior"
+msgstr "Taobh istigh"
+
+msgid "Use Denoiser"
+msgstr "Úsáid Denoiser"
+
+msgid "Denoiser Strength"
+msgstr "Neart Denoiser"
+
+msgid "Denoiser Range"
+msgstr "Raon Denoiser"
+
+msgid "Texel Scale"
+msgstr "Scála Texel"
+
+msgid "Max Texture Size"
+msgstr "Uasmhéid uigeachta"
+
+msgid "Custom Sky"
+msgstr "Spéir Shaincheaptha"
+
+msgid "Custom Color"
+msgstr "Dath Saincheaptha"
+
+msgid "Custom Energy"
+msgstr "Fuinneamh Saincheaptha"
+
+msgid "Camera Attributes"
+msgstr "Tréithe an Cheamara"
+
+msgid "Gen Probes"
+msgstr "Tástálacha Gineadóirí"
+
+msgid "Subdiv"
+msgstr "SubdivName"
+
+msgid "Light Data"
+msgstr "Sonraí Solais"
+
+msgid "Surface Material Override"
+msgstr "Sáraigh Ábhar Dromchla"
+
+msgid "Path Height Offset"
+msgstr "Fritháireamh Airde an Chosáin"
+
+msgid "Use 3D Avoidance"
+msgstr "Úsáid Seachaint 3D"
+
+msgid "Keep Y Velocity"
+msgstr "Coinnigh Treoluas Y"
+
+msgid "Navigation Mesh"
+msgstr "Mogalra Nascleanúna"
+
+msgid "Quaternion"
+msgstr "Ceathrún"
+
+msgid "Basis"
+msgstr "Bonn"
+
+msgid "Rotation Edit Mode"
+msgstr "Mód Eagarthóireachta Rothlaithe"
+
+msgid "Rotation Order"
+msgstr "Ordú Uainíochta"
+
+msgid "Top Level"
+msgstr "Barrleibhéal"
+
+msgid "Visibility"
+msgstr "Infheictheacht"
+
+msgid "Visible"
+msgstr "Infheicthe"
+
+msgid "Visibility Parent"
+msgstr "Tuismitheoir Infheictheachta"
+
+msgid "Bake"
+msgstr "Bácáil"
+
+msgid "Rotation Mode"
+msgstr "Mód Rothlaithe"
+
+msgid "Use Model Front"
+msgstr "Úsáid Tosaigh na Samhla"
+
+msgid "Tilt Enabled"
+msgstr "Tilt Cumasaithe"
+
+msgid "Wind"
+msgstr "Gaoth"
+
+msgid "Force Magnitude"
+msgstr "Méid an Fhórsa"
+
+msgid "Attenuation Factor"
+msgstr "Fachtóir Maolaithe"
+
+msgid "Source Path"
+msgstr "Conair Foinseach"
+
+msgid "Reverb Bus"
+msgstr "Bus Reverb"
+
+msgid "Uniformity"
+msgstr "Aonfhoirmeacht"
+
+msgid "Ray Pickable"
+msgstr "Ráiteoir Roghnaithe"
+
+msgid "Capture on Drag"
+msgstr "Gabháil ar Tarraing"
+
+msgid "Swing Span"
+msgstr "Réise Luascáin"
+
+msgid "Twist Span"
+msgstr "Réise Twist"
+
+msgid "Relaxation"
+msgstr "Scíth"
+
+msgid "Linear Limit"
+msgstr "Teorainn Líneach"
+
+msgid "X"
+msgstr "X"
+
+msgid "Upper Distance"
+msgstr "Fad Uachtarach"
+
+msgid "Lower Distance"
+msgstr "Fad Níos Ísle"
+
+msgid "Restitution"
+msgstr "Aiseag"
+
+msgid "Y"
+msgstr "Agus"
+
+msgid "Z"
+msgstr "Leis an"
+
+msgid "Linear Motor"
+msgstr "Mótar Líneach"
+
+msgid "Force Limit"
+msgstr "Teorainn Fórsa"
+
+msgid "Linear Spring"
+msgstr "Earrach Líneach"
+
+msgid "Equilibrium Point"
+msgstr "Pointe Cothromaíochta"
+
+msgid "Upper Angle"
+msgstr "Uillinn Uachtarach"
+
+msgid "Lower Angle"
+msgstr "Uillinn Íochtarach"
+
+msgid "ERP"
+msgstr "ERPName"
+
+msgid "Angular Motor"
+msgstr "Mótar uilleach"
+
+msgid "Angular Spring"
+msgstr "Earrach uilleach"
+
+msgid "Params"
+msgstr "Paraimí"
+
+msgid "Max Impulse"
+msgstr "Impulses Max"
+
+msgid "Solver Priority"
+msgstr "Tosaíocht an Réiteora"
+
+msgid "Exclude Nodes From Collision"
+msgstr "Nóid a eisiamh ó imbhualadh"
+
+msgid "Impulse Clamp"
+msgstr "Cineál Timpiste"
+
+msgid "Linear Motion"
+msgstr "Gluaisne Líneach"
+
+msgid "Linear Ortho"
+msgstr "Ortaca Líneach"
+
+msgid "Angular Motion"
+msgstr "Gluaisne Uilleach"
+
+msgid "Angular Ortho"
+msgstr "Ortho uilleach"
+
+msgid "Joint Constraints"
+msgstr "Srianta Comhpháirteacha"
+
+msgid "Angular Limit Enabled"
+msgstr "Teorainn Uilleach Cumasaithe"
+
+msgid "Angular Limit Upper"
+msgstr "Teorainn Uilleach Uachtarach"
+
+msgid "Angular Limit Lower"
+msgstr "Teorainn Uilleach Níos Ísle"
+
+msgid "Angular Limit Bias"
+msgstr "Claonadh Teorann Uilleach"
+
+msgid "Angular Limit Softness"
+msgstr "Softness Teorainn Uilleach"
+
+msgid "Angular Limit Relaxation"
+msgstr "Maolú Teorann Uilleach"
+
+msgid "Linear Limit Upper"
+msgstr "Teorainn Líneach Uachtarach"
+
+msgid "Linear Limit Lower"
+msgstr "Teorainn Líneach Íochtarach"
+
+msgid "Linear Limit Softness"
+msgstr "Softness Teorainn Líneach"
+
+msgid "Linear Limit Restitution"
+msgstr "Aiseag Teorann Líneach"
+
+msgid "Linear Limit Damping"
+msgstr "Damping Teorainn Líneach"
+
+msgid "Angular Limit Restitution"
+msgstr "Aiseag Teorann Uilleach"
+
+msgid "Angular Limit Damping"
+msgstr "Damping Teorainn Uilleach"
+
+msgid "Linear Limit Enabled"
+msgstr "Teorainn líneach cumasaithe"
+
+msgid "Linear Spring Enabled"
+msgstr "Líneach Earraigh Cumasaithe"
+
+msgid "Linear Spring Stiffness"
+msgstr "Stiffness Earraigh Líneach"
+
+msgid "Linear Spring Damping"
+msgstr "Damping Earraigh Líneach"
+
+msgid "Linear Equilibrium Point"
+msgstr "Pointe Cothromaíochta Líneach"
+
+msgid "Linear Restitution"
+msgstr "Aiseag Líneach"
+
+msgid "Linear Damping"
+msgstr "Damping Líneach"
+
+msgid "Angular Restitution"
+msgstr "Aiseag Uilleach"
+
+msgid "Angular Damping"
+msgstr "Damping uilleach"
+
+msgid "Angular Spring Enabled"
+msgstr "Earrach uilleach cumasaithe"
+
+msgid "Angular Spring Stiffness"
+msgstr "Stiffness Earraigh Uilleach"
+
+msgid "Angular Spring Damping"
+msgstr "Damping Earraigh Uilleach"
+
+msgid "Angular Equilibrium Point"
+msgstr "Pointe Cothromaíochta Uilleach"
+
+msgid "Body Offset"
+msgstr "Fritháireamh Coirp"
+
+msgid "Friction"
+msgstr "Frithchuimilt"
+
+msgid "Bounce"
+msgstr "Preab"
+
+msgid "Linear Damp Mode"
+msgstr "Mód Taise Líneach"
+
+msgid "Angular Damp Mode"
+msgstr "Mód Taise Uilleach"
+
+msgid "Axis Lock"
+msgstr "Glas ais"
+
+msgid "Linear X"
+msgstr "Líneach X"
+
+msgid "Linear Y"
+msgstr "Líneach Y"
+
+msgid "Linear Z"
+msgstr "Líneach Z"
+
+msgid "Angular X"
+msgstr "Uilleach X"
+
+msgid "Angular Y"
+msgstr "Uilleach agus"
+
+msgid "Angular Z"
+msgstr "Uilleach Z"
+
+msgid "Hit Back Faces"
+msgstr "Buail Aghaidheanna Ar Ais"
+
+msgid "Debug Shape"
+msgstr "Cruth Dífhabhtaithe"
+
+msgid "Spring Length"
+msgstr "Fad an Earraigh"
+
+msgid "Per-Wheel Motion"
+msgstr "Gluaisne in aghaidh an rotha"
+
+msgid "Engine Force"
+msgstr "Fórsa Innill"
+
+msgid "Brake"
+msgstr "Coscán"
+
+msgid "Steering"
+msgstr "Stiúradh"
+
+msgid "VehicleBody3D Motion"
+msgstr "Gluaisne VehicleBody3D"
+
+msgid "Use as Traction"
+msgstr "Úsáid mar Tharraingt"
+
+msgid "Use as Steering"
+msgstr "Úsáid mar Stiúradh"
+
+msgid "Wheel"
+msgstr "Roth"
+
+msgid "Roll Influence"
+msgstr "Tionchar Rolla"
+
+msgid "Friction Slip"
+msgstr "Duillín Frithchuimilte"
+
+msgid "Suspension"
+msgstr "Fionraí"
+
+msgid "Travel"
+msgstr "Taisteal"
+
+msgid "Max Force"
+msgstr "Fórsa Uasta"
+
+msgid "Origin Offset"
+msgstr "Fritháireamh Tionscnaimh"
+
+msgid "Box Projection"
+msgstr "Teilgean Bosca"
+
+msgid "Enable Shadows"
+msgstr "Cumasaigh Scáthanna"
+
+msgid "Reflection Mask"
+msgstr "Masc Machnaimh"
+
+msgid "Mesh LOD Threshold"
+msgstr "Tairseach LOD mogalra"
+
+msgid "Ambient"
+msgstr "Débhríocht"
+
+msgid "Color Energy"
+msgstr "Fuinneamh Datha"
+
+msgid "Bones"
+msgstr "Cnámha"
+
+msgid "Motion Scale"
+msgstr "Scála Gluaisne"
+
+msgid "Show Rest Only"
+msgstr "Taispeáin An Chuid Eile Amháin"
+
+msgid "Modifier"
+msgstr "Mionathraigh"
+
+msgid "Callback Mode Process"
+msgstr "Próiseas Mód Aisghlaoigh"
+
+msgid "Deprecated"
+msgstr "Dímheasta"
+
+msgid "Animate Physical Bones"
+msgstr "Beoigh Cnámha Fisiciúla"
+
+msgid "Root Bone"
+msgstr "Cnámh fréimhe"
+
+msgid "Tip Bone"
+msgstr "Cnámh Leid"
+
+msgid "Target"
+msgstr "Sprioc"
+
+msgid "Override Tip Basis"
+msgstr "Sáraigh Bonn Leid"
+
+msgid "Use Magnet"
+msgstr "Úsáid maighnéad"
+
+msgid "Magnet"
+msgstr "Maighnéad"
+
+msgid "Target Node"
+msgstr "Sprioc nód"
+
+msgid "Min Distance"
+msgstr "Min Fad"
+
+msgid "Max Iterations"
+msgstr "Uas-atriall"
+
+msgid "Active"
+msgstr "Gníomhach"
+
+msgid "Influence"
+msgstr "Tionchar"
+
+msgid "Pinned Points"
+msgstr "Pointí pinned"
+
+msgid "Attachments"
+msgstr "Ceangaltáin"
+
+msgid "Point Index"
+msgstr "Innéacs Pointe"
+
+msgid "Spatial Attachment Path"
+msgstr "Conair Iatáin Spásúil"
+
+msgid "Parent Collision Ignore"
+msgstr "Neamhaird ar Imbhualadh Tuismitheora"
+
+msgid "Simulation Precision"
+msgstr "Beachtas Insamhladh"
+
+msgid "Total Mass"
+msgstr "Aifreann Iomlán"
+
+msgid "Linear Stiffness"
+msgstr "Stiffness Líneach"
+
+msgid "Pressure Coefficient"
+msgstr "Comhéifeacht Brú"
+
+msgid "Damping Coefficient"
+msgstr "Comhéifeacht Damping"
+
+msgid "Drag Coefficient"
+msgstr "Tarraing Comhéifeacht"
+
+msgid "Track Physics Step"
+msgstr "Céim na Fisice Riain"
+
+msgid "Sorting"
+msgstr "Sórtáil"
+
+msgid "Use AABB Center"
+msgstr "Úsáid Ionad AABB"
+
+msgid "Geometry"
+msgstr "Céimseata"
+
+msgid "Material Override"
+msgstr "Sárú Ábhar"
+
+msgid "Material Overlay"
+msgstr "Forleagan Ábhar"
+
+msgid "Transparency"
+msgstr "Trédhearcacht"
+
+msgid "Extra Cull Margin"
+msgstr "Corrlach Cuileann Breise"
+
+msgid "Custom AABB"
+msgstr "AABB Saincheaptha"
+
+msgid "LOD Bias"
+msgstr "Claonadh LOD"
+
+msgid "Ignore Occlusion Culling"
+msgstr "Déan neamhaird de Culling Occlusion"
+
+msgid "Global Illumination"
+msgstr "Soilsiú Domhanda"
+
+msgid "Lightmap Scale"
+msgstr "Scála Mapa Solais"
+
+msgid "Dynamic Range"
+msgstr "Raon Dinimiciúil"
+
+msgid "Propagation"
+msgstr "Iomadú"
+
+msgid "Use Two Bounces"
+msgstr "Bain úsáid as Dhá Preab"
+
+msgid "Body Tracker"
+msgstr "Lorgaire Coirp"
+
+msgid "Body Update"
+msgstr "Nuashonrú coirp"
+
+msgid "Face Tracker"
+msgstr "Lorgaire Aghaidhe"
+
+msgid "Hand Tracker"
+msgstr "Lorgaire Láimhe"
+
+msgid "Tracker"
+msgstr "Lorgaire"
+
+msgid "Pose"
+msgstr "Údar"
+
+msgid "Show When Tracked"
+msgstr "Taispeáin nuair a rianaítear é"
+
+msgid "World Scale"
+msgstr "Scála Domhanda"
+
+msgid "Play Mode"
+msgstr "Mód Seinnte"
+
+msgid "Use Custom Timeline"
+msgstr "Úsáid Amlíne Shaincheaptha"
+
+msgid "Timeline Length"
+msgstr "Fad amlíne"
+
+msgid "Stretch Time Scale"
+msgstr "Scála Ama Sín"
+
+msgid "Sync"
+msgstr "Sioncronú"
+
+msgid "Mix Mode"
+msgstr "Mód Meascáin"
+
+msgid "Fadein Time"
+msgstr "Am Céimnithe"
+
+msgid "Fadein Curve"
+msgstr "Cuar céimnithe"
+
+msgid "Fadeout Time"
+msgstr "Am Céimnithe"
+
+msgid "Fadeout Curve"
+msgstr "Cuar céimnithe"
+
+msgid "Break Loop at End"
+msgstr "Bris lúb ag an deireadh"
+
+msgid "Auto Restart"
+msgstr "Atosaigh go hUathoibríoch"
+
+msgid "Autorestart"
+msgstr "Uath- atosú"
+
+msgid "Delay"
+msgstr "Moill"
+
+msgid "Random Delay"
+msgstr "Moill Randamach"
+
+msgid "Xfade Time"
+msgstr "Am Xfade"
+
+msgid "Xfade Curve"
+msgstr "Cuar Xfade"
+
+msgid "Allow Transition to Self"
+msgstr "Ceadaigh Aistriú go Féin"
+
+msgid "Input Count"
+msgstr "Líon na nIonchur"
+
+msgid "Request"
+msgstr "Iarratas"
+
+msgid "Internal Active"
+msgstr "Gníomhach Inmheánach"
+
+msgid "Add Amount"
+msgstr "Cuir Méid Leis"
+
+msgid "Blend Amount"
+msgstr "Méid Cumaisc"
+
+msgid "Sub Amount"
+msgstr "Fo-Mhéid"
+
+msgid "Seek Request"
+msgstr "Iarratas a Lorg"
+
+msgid "Current Index"
+msgstr "Innéacs Reatha"
+
+msgid "Current State"
+msgstr "Staid Reatha"
+
+msgid "Transition Request"
+msgstr "Iarratas ar Aistriú"
+
+msgid "Libraries"
+msgstr "Leabharlanna"
+
+msgid "Deterministic"
+msgstr "Cinntitheach"
+
+msgid "Reset on Save"
+msgstr "Athshocraigh ar Sábháil"
+
+msgid "Root Node"
+msgstr "Nód Fréimhe"
+
+msgid "Root Motion"
+msgstr "Gluaisne Fréimhe"
+
+msgid "Track"
+msgstr "Amhrán"
+
+msgid "Callback Mode"
+msgstr "Mód aisghlaoigh"
+
+msgid "Method"
+msgstr "Modh"
+
+msgid "Discrete"
+msgstr "Scoite"
+
+msgid "Reset"
+msgstr "Athshocraigh"
+
+msgid "Switch"
+msgstr "Athraigh"
+
+msgid "Switch Mode"
+msgstr "Athraigh Mód"
+
+msgid "Advance"
+msgstr "Dul chun cinn"
+
+msgid "Condition"
+msgstr "Coinníoll"
+
+msgid "Expression"
+msgstr "Slonn"
+
+msgid "State Machine Type"
+msgstr "Cineál Meaisín Stáit"
+
+msgid "Reset Ends"
+msgstr "Athshocraigh Críoch"
+
+msgid "Current Animation"
+msgstr "Beochan Reatha"
+
+msgid "Playback Options"
+msgstr "Roghanna Athsheinm"
+
+msgid "Auto Capture"
+msgstr "Gabháil Uathoibríoch"
+
+msgid "Auto Capture Duration"
+msgstr "Fad Gabhála Uathoibríoch"
+
+msgid "Auto Capture Transition Type"
+msgstr "Cineál Aistrithe Gabhála Uathoibríoch"
+
+msgid "Auto Capture Ease Type"
+msgstr "Auto Gabháil Cineál Éasca"
+
+msgid "Default Blend Time"
+msgstr "Am Cumaisc Réamhshocraithe"
+
+msgid "Movie Quit on Finish"
+msgstr "Scannán Scoir ar Críochnaigh"
+
+msgid "Tree Root"
+msgstr "Fréamh an Chrainn"
+
+msgid "Advance Expression Base Node"
+msgstr "Nód Bonn Slonn Roimh Ré"
+
+msgid "Anim Player"
+msgstr "Imreoir Anim"
+
+msgid "Animation Path"
+msgstr "Conair Bheochana"
+
+msgid "Zero Y"
+msgstr "Náid Y"
+
+msgid "Mix Target"
+msgstr "Measc Sprioc"
+
+msgid "Ratio"
+msgstr "Cóimheas"
+
+msgid "Stretch Mode"
+msgstr "Mód Sín"
+
+msgid "Alignment"
+msgstr "Ailíniú"
+
+msgid "Button Pressed"
+msgstr "Cnaipe Brúite"
+
+msgid "Action Mode"
+msgstr "Mód Gnímh"
+
+msgid "Keep Pressed Outside"
+msgstr "Coinnigh Brúite Lasmuigh"
+
+msgid "Button Group"
+msgstr "Grúpa Na gCnaipí"
+
+msgid "Shortcut Feedback"
+msgstr "Aiseolas Aicearra"
+
+msgid "Shortcut in Tooltip"
+msgstr "Aicearra i leid uirlisí"
+
+msgid "Button Shortcut Feedback Highlight Time"
+msgstr "Aicearra Cnaipe Aiseolas Aibhsiú Am Aibhsithe"
+
+msgid "Allow Unpress"
+msgstr "Ceadaigh Díbhrú"
+
+msgid "Text Behavior"
+msgstr "Oibriú Téacs"
+
+msgid "Text Overrun Behavior"
+msgstr "Iompar Róchaite Téacs"
+
+msgid "Clip Text"
+msgstr "Clip Téacs"
+
+msgid "Icon Behavior"
+msgstr "Oibriú Deilbhíní"
+
+msgid "Icon Alignment"
+msgstr "Ailíniú Deilbhíní"
+
+msgid "Vertical Icon Alignment"
+msgstr "Ailíniú Deilbhín Ingearach"
+
+msgid "Expand Icon"
+msgstr "Fairsingigh Deilbhín"
+
+msgid "Use Top Left"
+msgstr "Úsáid Barr ar Chlé"
+
+msgid "Symbol Lookup on Click"
+msgstr "Siombail Lookup ar Cliceáil"
+
+msgid "Line Folding"
+msgstr "Líne Fillte"
+
+msgid "Line Length Guidelines"
+msgstr "Treoirlínte maidir le Fad Líne"
+
+msgid "Draw Breakpoints Gutter"
+msgstr "Tarraing Gáitéar Brisphointí"
+
+msgid "Draw Bookmarks"
+msgstr "Dear Leabharmharcanna"
+
+msgid "Draw Executing Lines"
+msgstr "Dear Línte Feidhmithe"
+
+msgid "Draw Line Numbers"
+msgstr "Tarraing Uimhreacha Líne"
+
+msgid "Zero Pad Line Numbers"
+msgstr "Uimhreacha Líne Pad Nialais"
+
+msgid "Draw Fold Gutter"
+msgstr "Tarraing Gáitéar Fillte"
+
+msgid "Delimiters"
+msgstr "Teormharcóirí"
+
+msgid "Comments"
+msgstr "Tuairimí"
+
+msgid "Code Completion"
+msgstr "Comhlánú an Chóid"
+
+msgid "Prefixes"
+msgstr "Réimíreanna"
+
+msgid "Indentation"
+msgstr "Eangú"
+
+msgid "Use Spaces"
+msgstr "Úsáid Spásanna"
+
+msgid "Automatic"
+msgstr "Uathoibríoch"
+
+msgid "Automatic Prefixes"
+msgstr "Réimíreanna Uathoibríocha"
+
+msgid "Auto Brace Completion"
+msgstr "Comhlánú Auto Brace"
+
+msgid "Highlight Matching"
+msgstr "Meaitseáil Aibhsithe"
+
+msgid "Pairs"
+msgstr "Péirí"
+
+msgid "Edit Alpha"
+msgstr "Cuir Alfa in Eagar"
+
+msgid "Color Mode"
+msgstr "Mód Datha"
+
+msgid "Deferred Mode"
+msgstr "Mód Iarchurtha"
+
+msgid "Picker Shape"
+msgstr "Stencils"
+
+msgid "Can Add Swatches"
+msgstr "An féidir uaireadóirí a chur leis"
+
+msgid "Customization"
+msgstr "Saincheapadh"
+
+msgid "Sampler Visible"
+msgstr "Sampler Infheicthe"
+
+msgid "Color Modes Visible"
+msgstr "Modhanna Datha Infheicthe"
+
+msgid "Sliders Visible"
+msgstr "Sleamhnáin Infheicthe"
+
+msgid "Hex Visible"
+msgstr "Heics Infheicthe"
+
+msgid "Presets Visible"
+msgstr "Réamhshocruithe Infheicthe"
+
+msgid "Theme Overrides"
+msgstr "Sáraítear Téama"
+
+msgid "Constants"
+msgstr "Tairisigh"
+
+msgid "Font Sizes"
+msgstr "Clómhéideanna"
+
+msgid "Styles"
+msgstr "Stíleanna"
+
+msgid "Clip Contents"
+msgstr "Clár ábhair gearrthóg"
+
+msgid "Custom Minimum Size"
+msgstr "Íosmhéid Saincheaptha"
+
+msgid "Layout Direction"
+msgstr "Treo an Leagain Amach"
+
+msgid "Layout Mode"
+msgstr "Mód Leagan Amach"
+
+msgid "Anchors Preset"
+msgstr "Réamhshocrú Ancairí"
+
+msgid "Anchor Points"
+msgstr "Pointí Ancaire"
+
+msgid "Anchor Offsets"
+msgstr "Fritháirimh Ancaire"
+
+msgid "Grow Direction"
+msgstr "Treo Fáis"
+
+msgid "Pivot Offset"
+msgstr "Fritháireamh Pivot"
+
+msgid "Container Sizing"
+msgstr "Coimeádán Sizing"
+
+msgid "Stretch Ratio"
+msgstr "Cóimheas Sín"
+
+msgid "Localization"
+msgstr "Logánú"
+
+msgid "Localize Numeral System"
+msgstr "Logánaigh Córas Uimhriúil"
+
+msgid "Tooltip"
+msgstr "Leid Uirlisí"
+
+msgid "Focus"
+msgstr "Fócas"
+
+msgid "Neighbor Left"
+msgstr "Comharsa ar chlé"
+
+msgid "Neighbor Top"
+msgstr "Barr na gcomharsan"
+
+msgid "Neighbor Right"
+msgstr "Comharsa Ar Dheis"
+
+msgid "Neighbor Bottom"
+msgstr "Bun na gcomharsan"
+
+msgid "Next"
+msgstr "Ar Aghaidh"
+
+msgid "Previous"
+msgstr "Roimhe Seo"
+
+msgid "Mouse"
+msgstr "Luch"
+
+msgid "Force Pass Scroll Events"
+msgstr "Fórsa Pas Scrollaigh Imeachtaí"
+
+msgid "Default Cursor Shape"
+msgstr "Stencils"
+
+msgid "Shortcut Context"
+msgstr "Comhthéacs Aicearra"
+
+msgid "Type Variation"
+msgstr "Cineál Athrú"
+
+msgid "OK Button Text"
+msgstr "Téacs Cnaipe OK"
+
+msgid "Dialog"
+msgstr "Dialóg"
+
+msgid "Hide on OK"
+msgstr "Folaigh ar OK"
+
+msgid "Close on Escape"
+msgstr "Dún ar Éalú"
+
+msgid "Autowrap"
+msgstr "Timfhilleadh gluaisteáin"
+
+msgid "Cancel Button Text"
+msgstr "Cealaigh Téacs na gCnaipí"
+
+msgid "Mode Overrides Title"
+msgstr "Sáraíonn an Mód Teideal"
+
+msgid "Root Subfolder"
+msgstr "Fofhillteán Fréimhe"
+
+msgid "Use Native Dialog"
+msgstr "Úsáid Dialóg Dhúchasach"
+
+msgid "Last Wrap Alignment"
+msgstr "Ailíniú Timfhilleadh Deiridh"
+
+msgid "Reverse Fill"
+msgstr "Fill droim ar ais"
+
+msgid "Show Grid"
+msgstr "Taispeáin Greille"
+
+msgid "Snapping Enabled"
+msgstr "Snapping Cumasaithe"
+
+msgid "Snapping Distance"
+msgstr "Fad Léime"
+
+msgid "Panning Scheme"
+msgstr "Scéim Panning"
+
+msgid "Right Disconnects"
+msgstr "Dícheangail Ar Dheis"
+
+msgid "Connection Lines"
+msgstr "Línte ceangail"
+
+msgid "Curvature"
+msgstr "Cuaire"
+
+msgid "Zoom Min"
+msgstr "Zúmáil Min"
+
+msgid "Zoom Max"
+msgstr "Súmáil Uasmhéid"
+
+msgid "Zoom Step"
+msgstr "Céim Zúmála"
+
+msgid "Toolbar Menu"
+msgstr "Roghchlár an Bharra Uirlisí"
+
+msgid "Show Menu"
+msgstr "Taispeáin an Roghchlár"
+
+msgid "Show Zoom Label"
+msgstr "Taispeáin Lipéad Zúmála"
+
+msgid "Show Zoom Buttons"
+msgstr "Taispeáin cnaipí zúmála"
+
+msgid "Show Grid Buttons"
+msgstr "Taispeáin Cnaipí Greille"
+
+msgid "Show Minimap Button"
+msgstr "Taispeáin cnaipe Minimap"
+
+msgid "Show Arrange Button"
+msgstr "Taispeáin Socraigh an cnaipe"
+
+msgid "Position Offset"
+msgstr "Fritháireamh Suímh"
+
+msgid "Draggable"
+msgstr "In-íomhá"
+
+msgid "Selectable"
+msgstr "Inroghnaithe"
+
+msgid "Selected"
+msgstr "Roghnaithe"
+
+msgid "Title"
+msgstr "Teideal"
+
+msgid "Autoshrink Enabled"
+msgstr "Uathchrapadh Cumasaithe"
+
+msgid "Autoshrink Margin"
+msgstr "Imeall Autoshrink"
+
+msgid "Drag Margin"
+msgstr "Tarraing Imeall"
+
+msgid "Tint Color Enabled"
+msgstr "Dath Tint cumasaithe"
+
+msgid "Tint Color"
+msgstr "Dath Tint"
+
+msgid "Ignore Invalid Connection Type"
+msgstr "Déan neamhaird den chineál ceangail neamhbhailí"
+
+msgid "Select Mode"
+msgstr "Roghnaigh Mód"
+
+msgid "Allow Reselect"
+msgstr "Ceadaigh Athroghnú"
+
+msgid "Allow RMB Select"
+msgstr "Ceadaigh RMB Roghnaigh"
+
+msgid "Allow Search"
+msgstr "Ceadaigh Cuardach"
+
+msgid "Max Text Lines"
+msgstr "Uaslínte Téacs"
+
+msgid "Auto Height"
+msgstr "Airde Uathoibríoch"
+
+msgid "Items"
+msgstr "Míreanna"
+
+msgid "Max Columns"
+msgstr "Colúin Uasta"
+
+msgid "Same Column Width"
+msgstr "Leithead an Cholúin Chéanna"
+
+msgid "Fixed Column Width"
+msgstr "Leithead Colún Seasta"
+
+msgid "Icon Mode"
+msgstr "Mód Deilbhíní"
+
+msgid "Icon Scale"
+msgstr "Scála Deilbhíní"
+
+msgid "Fixed Icon Size"
+msgstr "Méid na nDeilbhíní Seasta"
+
+msgid "Label Settings"
+msgstr "Socruithe Lipéid"
+
+msgid "Ellipsis Char"
+msgstr "Éilipsis Char"
+
+msgid "Tab Stops"
+msgstr "Stadanna Cluaisíní"
+
+msgid "Displayed Text"
+msgstr "Téacs Ar Taispeáint"
+
+msgid "Lines Skipped"
+msgstr "Línte Scipeáilte"
+
+msgid "Max Lines Visible"
+msgstr "Uaslínte Infheicthe"
+
+msgid "Visible Characters"
+msgstr "Carachtair Infheicthe"
+
+msgid "Visible Characters Behavior"
+msgstr "Oibriú na gCarachtar Infheicthe"
+
+msgid "Visible Ratio"
+msgstr "Cóimheas Infheicthe"
+
+msgid "Placeholder Text"
+msgstr "Téacs an Ionadchoinneálaí"
+
+msgid "Max Length"
+msgstr "Fad Uasta"
+
+msgid "Expand to Text Length"
+msgstr "Leathnaigh go Fad an Téacs"
+
+msgid "Context Menu Enabled"
+msgstr "Roghchlár Comhthéacs Cumasaithe"
+
+msgid "Virtual Keyboard Enabled"
+msgstr "Méarchlár Fíorúil Cumasaithe"
+
+msgid "Virtual Keyboard Type"
+msgstr "Cineál Fíorúil Méarchláir"
+
+msgid "Clear Button Enabled"
+msgstr "Glan cnaipe cumasaithe"
+
+msgid "Shortcut Keys Enabled"
+msgstr "Eochracha Aicearra Cumasaithe"
+
+msgid "Middle Mouse Paste Enabled"
+msgstr "Greamaigh an Luiche Láir Cumasaithe"
+
+msgid "Selecting Enabled"
+msgstr "Cumasaithe á roghnú"
+
+msgid "Deselect on Focus Loss Enabled"
+msgstr "Díroghnaigh ar Chaillteanas Fócais Cumasaithe"
+
+msgid "Drag and Drop Selection Enabled"
+msgstr "Tarraing agus scaoil an roghnúchán cumasaithe"
+
+msgid "Right Icon"
+msgstr "Deilbhín Ar Dheis"
+
+msgid "Draw Control Chars"
+msgstr "Tarraing Carachtair Rialaithe"
+
+msgid "Select All on Focus"
+msgstr "Roghnaigh Gach Rud ar Fócas"
+
+msgid "Blink"
+msgstr "BlinkGenericName"
+
+msgid "Blink Interval"
+msgstr "Eatramh Blink"
+
+msgid "Column"
+msgstr "Colún"
+
+msgid "Force Displayed"
+msgstr "Fórsáil Ar Taispeáint"
+
+msgid "Mid Grapheme"
+msgstr "Lár Grapheme"
+
+msgid "Secret"
+msgstr "Rúnda"
+
+msgid "Secret Character"
+msgstr "Carachtar Rúnda"
+
+msgid "Underline"
+msgstr "Cuir líne faoi"
+
+msgid "URI"
+msgstr "URI"
+
+msgid "Start Index"
+msgstr "Tosaigh an tInnéacs"
+
+msgid "Switch on Hover"
+msgstr "Athraigh ar Hover"
+
+msgid "Prefer Global Menu"
+msgstr "Is Fearr Roghchlár Domhanda"
+
+msgid "Draw Center"
+msgstr "Tarraing Ionad"
+
+msgid "Region Rect"
+msgstr "Réigiún Rect"
+
+msgid "Patch Margin"
+msgstr "Imeall Paiste"
+
+msgid "Axis Stretch"
+msgstr "Stráice Ais"
+
+msgid "Fit to Longest Item"
+msgstr "Oiriúnach don Mhír is faide"
+
+msgid "Hide on Item Selection"
+msgstr "Folaigh ar Roghnú Míre"
+
+msgid "Hide on Checkable Item Selection"
+msgstr "Folaigh ar Roghnú Míre Inseiceáilte"
+
+msgid "Hide on State Item Selection"
+msgstr "Folaigh ar Roghnú Míre Stáit"
+
+msgid "Submenu Popup Delay"
+msgstr "Moill ar Phreabfhuinneog Fo-roghchlár"
+
+msgid "System Menu ID"
+msgstr "Aitheantas an Roghchláir Chórais"
+
+msgid "Prefer Native Menu"
+msgstr "Is Fearr Roghchlár Dúchasach"
+
+msgid "Fill Mode"
+msgstr "Mód Líonta"
+
+msgid "Show Percentage"
+msgstr "Taispeáin Céatadán"
+
+msgid "Indeterminate"
+msgstr "Neamhchinntithe"
+
+msgid "Preview Indeterminate"
+msgstr "Réamhamharc Neamhchinntithe"
+
+msgid "Min Value"
+msgstr "Luach Min"
+
+msgid "Max Value"
+msgstr "Luach Uasta"
+
+msgid "Step"
+msgstr "Céim"
+
+msgid "Page"
+msgstr "Leathanach"
+
+msgid "Exp Edit"
+msgstr "Eagarthóir Exp"
+
+msgid "Rounded"
+msgstr "Slánaithe"
+
+msgid "Allow Greater"
+msgstr "Ceadaigh Níos Mó"
+
+msgid "Allow Lesser"
+msgstr "Ceadaigh Níos Lú"
+
+msgid "Border Color"
+msgstr "Dath na Teorann"
+
+msgid "Border Width"
+msgstr "Leithead na Teorann"
+
+msgid "Elapsed Time"
+msgstr "Am Caite"
+
+msgid "Outline"
+msgstr "Imlíne"
+
+msgid "Env"
+msgstr "Clúdach"
+
+msgid "Glyph Index"
+msgstr "Innéacs Glyph"
+
+msgid "Glyph Count"
+msgstr "Líon Glyph"
+
+msgid "Glyph Flags"
+msgstr "Bratacha Glyph"
+
+msgid "Relative Index"
+msgstr "Innéacs Coibhneasta"
+
+msgid "BBCode Enabled"
+msgstr "BBCode Cumasaithe"
+
+msgid "Fit Content"
+msgstr "Oiriúnaigh Ábhar"
+
+msgid "Scroll Active"
+msgstr "Scrollaigh Gníomhach"
+
+msgid "Scroll Following"
+msgstr "Scrollaigh tar éis"
+
+msgid "Tab Size"
+msgstr "Méid na gCluaisíní"
+
+msgid "Markup"
+msgstr "Marcáil"
+
+msgid "Custom Effects"
+msgstr "Maisíochtaí Saincheaptha"
+
+msgid "Meta Underlined"
+msgstr "Meta béim"
+
+msgid "Hint Underlined"
+msgstr "Leid Aibhsithe"
+
+msgid "Threaded"
+msgstr "Snáithithe"
+
+msgid "Progress Bar Delay"
+msgstr "Moill ar Bharra Dul Chun Cinn"
+
+msgid "Text Selection"
+msgstr "Roghnú Téacs"
+
+msgid "Selection Enabled"
+msgstr "Roghnúchán Cumasaithe"
+
+msgid "Custom Step"
+msgstr "Céim Shaincheaptha"
+
+msgid "Follow Focus"
+msgstr "Lean Fócas"
+
+msgid "Horizontal Custom Step"
+msgstr "Céim Shaincheaptha Chothrománach"
+
+msgid "Vertical Custom Step"
+msgstr "Céim Shaincheaptha Ingearach"
+
+msgid "Horizontal Scroll Mode"
+msgstr "Mód Scrollaigh Cothrománach"
+
+msgid "Vertical Scroll Mode"
+msgstr "Mód Scrollaigh Ingearach"
+
+msgid "Scroll Deadzone"
+msgstr "Scrollaigh Deadzone"
+
+msgid "Default Scroll Deadzone"
+msgstr "Deadzone Scrollaigh Réamhshocraithe"
+
+msgid "Scrollable"
+msgstr "Inscrollaithe"
+
+msgid "Tick Count"
+msgstr "Cuir tic sa Líon"
+
+msgid "Ticks on Borders"
+msgstr "Sceartáin ar Theorainneacha"
+
+msgid "Update on Text Changed"
+msgstr "Nuashonrú ar théacs athraithe"
+
+msgid "Custom Arrow Step"
+msgstr "Céim Saighead Saincheaptha"
+
+msgid "Split Offset"
+msgstr "Fritháireamh Scoilte"
+
+msgid "Collapsed"
+msgstr "Tite as a chéile"
+
+msgid "Dragger Visibility"
+msgstr "Infheictheacht Dragger"
+
+msgid "Stretch Shrink"
+msgstr "Sín Laghdaigh"
+
+msgid "Current Tab"
+msgstr "Cluaisín Reatha"
+
+msgid "Tab Alignment"
+msgstr "Ailíniú Cluaisíní"
+
+msgid "Clip Tabs"
+msgstr "Cluaisíní Gearrthóg"
+
+msgid "Tab Close Display Policy"
+msgstr "Polasaí Taispeána Dún na gCluaisíní"
+
+msgid "Max Tab Width"
+msgstr "Leithead Cluaisíní Uasta"
+
+msgid "Scrolling Enabled"
+msgstr "Scrollaigh cumasaithe"
+
+msgid "Drag to Rearrange Enabled"
+msgstr "Tarraing go dtí an Cúlshocrú Cumasaithe"
+
+msgid "Tabs Rearrange Group"
+msgstr "Grúpa Athchóirithe na dTáb"
+
+msgid "Scroll to Selected"
+msgstr "Scrollaigh go Roghnaithe"
+
+msgid "Select With RMB"
+msgstr "Roghnaigh le RMB"
+
+msgid "Deselect Enabled"
+msgstr "Díroghnaigh Cumasaithe"
+
+msgid "Tabs"
+msgstr "Cluaisíní"
+
+msgid "Tabs Position"
+msgstr "Suíomh na dTáb"
+
+msgid "Tabs Visible"
+msgstr "Táib Infheicthe"
+
+msgid "All Tabs in Front"
+msgstr "Gach Cluaisín chun Tosaigh"
+
+msgid "Use Hidden Tabs for Min Size"
+msgstr "Bain úsáid as cluaisíní i bhfolach le haghaidh méid min"
+
+msgid "Tab Focus Mode"
+msgstr "Mód Fócas Cluaisíní"
+
+msgid "Wrap Mode"
+msgstr "Timfhilleadh Mód"
+
+msgid "Smooth"
+msgstr "Mín"
+
+msgid "Past End of File"
+msgstr "Deireadh an Chomhaid Roimhe Seo"
+
+msgid "Fit Content Height"
+msgstr "Oiriúnaigh Airde an Ábhair"
+
+msgid "Draw"
+msgstr "Tarraing"
+
+msgid "Draw When Editable Disabled"
+msgstr "Tarraing nuair is féidir é a chur in eagar"
+
+msgid "Move on Right Click"
+msgstr "Bog ar dheis cliceáil"
+
+msgid "Multiple"
+msgstr "Il"
+
+msgid "Syntax Highlighter"
+msgstr "Aibhsitheoir Comhréire"
+
+msgid "Visual Whitespace"
+msgstr "Spás Bán Amhairc"
+
+msgid "Control Chars"
+msgstr "Chars Rialaithe"
+
+msgid "Spaces"
+msgstr "Spásanna"
+
+msgid "Text Edit Idle Detect (sec)"
+msgstr "Téacs Edit Idle Bhrath (soic)"
+
+msgid "Text Edit Undo Stack Max Size"
+msgstr "Cuir Téacs in Eagar Cealaigh Méid Max Stack"
+
+msgctxt "Ordinary"
+msgid "Normal"
+msgstr "Gnáth"
+
+msgid "Hover"
+msgstr "HoverGenericName"
+
+msgid "Focused"
+msgstr "Dírithe"
+
+msgid "Click Mask"
+msgstr "Cliceáil Masc"
+
+msgid "Ignore Texture Size"
+msgstr "Déan neamhaird de mhéid na huigeachta"
+
+msgid "Radial Fill"
+msgstr "Líonadh Gathacha"
+
+msgid "Initial Angle"
+msgstr "Uillinn Tosaigh"
+
+msgid "Fill Degrees"
+msgstr "Líon Céimeanna"
+
+msgid "Center Offset"
+msgstr "Fritháireamh an Ionaid"
+
+msgid "Nine Patch Stretch"
+msgstr "Stráice Naoi Paiste"
+
+msgid "Stretch Margin"
+msgstr "Imeall Sín"
+
+msgid "Under"
+msgstr "Faoi"
+
+msgid "Over"
+msgstr "Níos mó ná"
+
+msgid "Progress Offset"
+msgstr "Fritháireamh Dul Chun Cinn"
+
+msgid "Tint"
+msgstr "Dathadh"
+
+msgid "Expand Mode"
+msgstr "Leathnaigh Mód"
+
+msgid "Custom Minimum Height"
+msgstr "Airde Íosta Saincheaptha"
+
+msgid "Column Titles Visible"
+msgstr "Teidil Cholúin Infheicthe"
+
+msgid "Hide Folding"
+msgstr "Folaigh Fillte"
+
+msgid "Enable Recursive Folding"
+msgstr "Cumasaigh Fillte Athchúrsach"
+
+msgid "Hide Root"
+msgstr "Folaigh Fréamh"
+
+msgid "Drop Mode Flags"
+msgstr "Bratacha mód titim"
+
+msgid "Scroll Horizontal Enabled"
+msgstr "Scrollaigh Cothrománach Cumasaithe"
+
+msgid "Scroll Vertical Enabled"
+msgstr "Scrollaigh Ingearach Cumasaithe"
+
+msgid "Audio Track"
+msgstr "Rian Fuaime"
+
+msgid "Paused"
+msgstr "Curtha ar sos"
+
+msgid "Expand"
+msgstr "Leathnaigh"
+
+msgid "Buffering Msec"
+msgstr "Maolánú Msec"
+
+msgid "Self Modulate"
+msgstr "Féin-Mhodhnú"
+
+msgid "Show Behind Parent"
+msgstr "Taispeáin taobh thiar de thuismitheoir"
+
+msgid "Clip Children"
+msgstr "Clip Leanaí"
+
+msgid "Light Mask"
+msgstr "Masc Solais"
+
+msgid "Visibility Layer"
+msgstr "Sraith Infheictheachta"
+
+msgid "Ordering"
+msgstr "Ordú"
+
+msgid "Z Index"
+msgstr "Innéacs Z"
+
+msgid "Z as Relative"
+msgstr "Z mar Ghaolainn"
+
+msgid "Y Sort Enabled"
+msgstr "Sórtáil Y Cumasaithe"
+
+msgid "Use Parent Material"
+msgstr "Úsáid Ábhar Tuismitheora"
+
+msgid "Diffuse"
+msgstr "Idirleata"
+
+msgid "NormalMap"
+msgstr "Gnáthmhapa"
+
+msgid "Shininess"
+msgstr "Solas"
+
+msgid "Download File"
+msgstr "Íoslódáil Comhad"
+
+msgid "Download Chunk Size"
+msgstr "Íosluchtaigh Méid an Smutáin"
+
+msgid "Accept Gzip"
+msgstr "Glac le Gzip"
+
+msgid "Body Size Limit"
+msgstr "Teorainn Mhéid an Choirp"
+
+msgid "Max Redirects"
+msgstr "Atreoruithe Max"
+
+msgid "Timeout"
+msgstr "Teorainn ama"
+
+msgid "Transfer Mode"
+msgstr "Mód Aistrithe"
+
+msgid "Transfer Channel"
+msgstr "Cainéal Aistrithe"
+
+msgid "Node Name Num Separator"
+msgstr "Node Ainm Num Deighilteoir"
+
+msgid "Node Name Casing"
+msgstr "Cásáil Ainm Nód"
+
+msgid "Physics Priority"
+msgstr "Tosaíocht Fisice"
+
+msgid "Thread Group"
+msgstr "Grúpa Snáithe"
+
+msgid "Group"
+msgstr "Grúpa"
+
+msgid "Group Order"
+msgstr "Ordú Grúpa"
+
+msgid "Messages"
+msgstr "Teachtaireachtaí"
+
+msgid "Physics Interpolation"
+msgstr "Idirshuíomh Fisice"
+
+msgid "Auto Translate"
+msgstr "Aistriú Uathoibríoch"
+
+msgid "Editor Description"
+msgstr "Cur Síos ar an Eagarthóir"
+
+msgid "Time Left"
+msgstr "Am Fágtha"
+
+msgid "Debug Collisions Hint"
+msgstr "Leid Imbhuailtí Dífhabhtaithe"
+
+msgid "Debug Paths Hint"
+msgstr "Leid cosáin dífhabhtaithe"
+
+msgid "Debug Navigation Hint"
+msgstr "Leid Nascleanúna Dífhabhtaithe"
+
+msgid "Multiplayer Poll"
+msgstr "Pobalbhreith Ilimreora"
+
+msgid "Shapes"
+msgstr "Cruthanna"
+
+msgid "Shape Color"
+msgstr "Dath an Chrutha"
+
+msgid "Contact Color"
+msgstr "Dath Teagmhála"
+
+msgid "Geometry Color"
+msgstr "Dath céimseata"
+
+msgid "Geometry Width"
+msgstr "Leithead céimseata"
+
+msgid "Max Contacts Displayed"
+msgstr "Uasteagmhálacha ar taispeáint"
+
+msgid "Draw 2D Outlines"
+msgstr "Tarraing Imlíne 2T"
+
+msgid "Anti Aliasing"
+msgstr "Frithailiasáil"
+
+msgid "MSAA 2D"
+msgstr "MSAA 2D"
+
+msgid "MSAA 3D"
+msgstr "MSAA 3D"
+
+msgid "Viewport"
+msgstr "Amharcphort"
+
+msgid "Transparent Background"
+msgstr "Cúlra Trédhearcach"
+
+msgid "HDR 2D"
+msgstr "HDR 2D"
+
+msgid "Screen Space AA"
+msgstr "Spás Scáileáin AA"
+
+msgid "Use TAA"
+msgstr "Úsáid TAA"
+
+msgid "Use Debanding"
+msgstr "Bain úsáid as Díbhandáil"
+
+msgid "Use Occlusion Culling"
+msgstr "Úsáid Culling Occlusion"
+
+msgid "Mesh LOD"
+msgstr "Mogalra LOD"
+
+msgid "LOD Change"
+msgstr "Athrú LOD"
+
+msgid "Threshold Pixels"
+msgstr "Picteilíní Tairsí"
+
+msgid "Snap 2D Transforms to Pixel"
+msgstr "Athraíonn Snap 2D go Picteilíní"
+
+msgid "Snap 2D Vertices to Pixel"
+msgstr "Léim Vertices 2D go Picteilíní"
+
+msgid "VRS"
+msgstr "VRSName"
+
+msgid "Lights and Shadows"
+msgstr "Soilse agus Scáthanna"
+
+msgid "Positional Shadow"
+msgstr "Scáth Suímh"
+
+msgid "Atlas Size"
+msgstr "Atlas Méid"
+
+msgid "Atlas 16 Bits"
+msgstr "Atlas 16 giotán"
+
+msgid "Atlas Quadrant 0 Subdiv"
+msgstr "Ceathrúchán Atláis 0 Fo-roinn"
+
+msgid "Atlas Quadrant 1 Subdiv"
+msgstr "Ceathrúchán Atláis 1 Fo-roinn"
+
+msgid "Atlas Quadrant 2 Subdiv"
+msgstr "Ceathrúchán Atláis 2 Fo-roinn"
+
+msgid "Atlas Quadrant 3 Subdiv"
+msgstr "Ceathrúchán Atláis 3 Fo-roinn"
+
+msgid "SDF"
+msgstr "SDF"
+
+msgid "Oversize"
+msgstr "Ró-thomhas"
+
+msgid "Default Environment"
+msgstr "Timpeallacht Réamhshocraithe"
+
+msgid "Enable Object Picking"
+msgstr "Cumasaigh Piocadh Réada"
+
+msgid "Menu"
+msgstr "Clár"
+
+msgid "Wait Time"
+msgstr "Am Feithimh"
+
+msgid "Autostart"
+msgstr "Uath- thosaithe"
+
+msgid "Viewport Path"
+msgstr "Conair an Phoirt Amhairc"
+
+msgid "Disable 3D"
+msgstr "Díchumasaigh 3D"
+
+msgid "Use XR"
+msgstr "Úsáid XR"
+
+msgid "Own World 3D"
+msgstr "Domhan Féin 3D"
+
+msgid "World 3D"
+msgstr "Domhan 3D"
+
+msgid "Transparent BG"
+msgstr "BG Trédhearcach"
+
+msgid "Handle Input Locally"
+msgstr "Láimhseáil Ionchur go hÁitiúil"
+
+msgid "Debug Draw"
+msgstr "Tarraingt Dífhabhtaithe"
+
+msgid "Use HDR 2D"
+msgstr "Úsáid HDR 2D"
+
+msgid "Scaling 3D"
+msgstr "Scálú 3D"
+
+msgid "Scaling 3D Mode"
+msgstr "Mód Scálú 3D"
+
+msgid "Scaling 3D Scale"
+msgstr "Scálú Scála 3D"
+
+msgid "Texture Mipmap Bias"
+msgstr "Claonadh Mipmap Uigeachta"
+
+msgid "FSR Sharpness"
+msgstr "Géire FSR"
+
+msgid "Variable Rate Shading"
+msgstr "Scáthú Ráta Athraitheach"
+
+msgid "Canvas Items"
+msgstr "Míreanna Canbháis"
+
+msgid "Audio Listener"
+msgstr "Éisteoir Fuaime"
+
+msgid "Enable 2D"
+msgstr "Cumasaigh 2D"
+
+msgid "Enable 3D"
+msgstr "Cumasaigh 3D"
+
+msgid "Object Picking"
+msgstr "Piocadh Réada"
+
+msgid "Object Picking Sort"
+msgstr "Sórtáil Piocadh Réada"
+
+msgid "Object Picking First Only"
+msgstr "Réad Ag Piocadh Ar Dtús Amháin"
+
+msgid "Disable Input"
+msgstr "Díchumasaigh Ionchur"
+
+msgid "Positional Shadow Atlas"
+msgstr "Atlas Scáth Suímh"
+
+msgid "16 Bits"
+msgstr "16 Giotán"
+
+msgid "Quad 0"
+msgstr "Cuad 0"
+
+msgid "Quad 1"
+msgstr "Ceathair 1"
+
+msgid "Quad 2"
+msgstr "Ceathair 2"
+
+msgid "Quad 3"
+msgstr "Ceathair 3"
+
+msgid "Canvas Cull Mask"
+msgstr "Masc Cuileann Canbháis"
+
+msgid "Size 2D Override"
+msgstr "Sáraíocht Méid 2D"
+
+msgid "Size 2D Override Stretch"
+msgstr "Stráice Sáraithe Méid 2D"
+
+msgid "Render Target"
+msgstr "Sprioc Rindreála"
+
+msgid "Clear Mode"
+msgstr "Mód Glan"
+
+msgid "Current Screen"
+msgstr "Scáileán Reatha"
+
+msgid "Mouse Passthrough Polygon"
+msgstr "Polagán Passthrough Luiche"
+
+msgid "Wrap Controls"
+msgstr "Timfhilleadh Rialtáin"
+
+msgid "Transient"
+msgstr "Neamhbhuan"
+
+msgid "Transient to Focused"
+msgstr "Neamhbhuan go Dírithe"
+
+msgid "Exclusive"
+msgstr "Eisiach"
+
+msgid "Unresizable"
+msgstr "Neamh-inghlactha"
+
+msgid "Unfocusable"
+msgstr "Neamhdhírithe"
+
+msgid "Popup Window"
+msgstr "Preabfhuinneog"
+
+msgid "Mouse Passthrough"
+msgstr "Passthrough Luiche"
+
+msgid "Force Native"
+msgstr "Fórsa Dúchasach"
+
+msgid "Min Size"
+msgstr "Méid Min"
+
+msgid "Max Size"
+msgstr "Uasmhéid"
+
+msgid "Keep Title Visible"
+msgstr "Coinnigh an Teideal Infheicthe"
+
+msgid "Content Scale"
+msgstr "Scála Inneachair"
+
+msgid "Swap Cancel OK"
+msgstr "Babhtáil Cealaigh OK"
+
+msgid "Layer Names"
+msgstr "Ainmneacha na Sraithe"
+
+msgid "2D Render"
+msgstr "Rindreáil 2D"
+
+msgid "3D Render"
+msgstr "Rindreáil 3D"
+
+msgid "2D Physics"
+msgstr "Fisic 2D"
+
+msgid "2D Navigation"
+msgstr "Nascleanúint 2D"
+
+msgid "3D Physics"
+msgstr "Fisic 3D"
+
+msgid "3D Navigation"
+msgstr "Nascleanúint 3D"
+
+msgid "Segments"
+msgstr "Deighleáin"
+
+msgid "Parsed Geometry Type"
+msgstr "Cineál Céimseata Parsáilte"
+
+msgid "Parsed Collision Mask"
+msgstr "Masc Imbhuailtí Parsáilte"
+
+msgid "Source Geometry Mode"
+msgstr "Mód Céimseata Foinseach"
+
+msgid "Source Geometry Group Name"
+msgstr "Ainm an Ghrúpa Céimseata Foinseach"
+
+msgid "Cells"
+msgstr "Cealla"
+
+msgid "Baking Rect"
+msgstr "Rect Bácála"
+
+msgid "Baking Rect Offset"
+msgstr "Fritháireamh Rect Bácála"
+
+msgid "A"
+msgstr "A"
+
+msgid "B"
+msgstr "B"
+
+msgid "Slide on Slope"
+msgstr "Sleamhnaigh ar Fhána"
+
+msgid "Custom Solver Bias"
+msgstr "Claonadh Réitigh Saincheaptha"
+
+msgid "Execution Mode"
+msgstr "Mód Forghníomhaithe"
+
+msgid "Target Nodepath"
+msgstr "Sprioc Nodepath"
+
+msgid "Tip Nodepath"
+msgstr "Leid Nodepath"
+
+msgid "CCDIK Data Chain Length"
+msgstr "Fad Slabhra Sonraí CCDIK"
+
+msgid "FABRIK Data Chain Length"
+msgstr "Fabrik Fad Slabhra Sonraí"
+
+msgid "Jiggle Data Chain Length"
+msgstr "Fad Slabhra Sonraí Jiggle"
+
+msgid "Default Joint Settings"
+msgstr "Comhshocruithe Réamhshocraithe"
+
+msgid "Use Gravity"
+msgstr "Úsáid Domhantarraingt"
+
+msgid "Bone Index"
+msgstr "Innéacs Cnámh"
+
+msgid "Bone 2D Node"
+msgstr "Nód Cnámh 2D"
+
+msgid "Physical Bone Chain Length"
+msgstr "Fad Slabhra Cnámh Fisiciúil"
+
+msgid "Target Minimum Distance"
+msgstr "Sprioc Íosfhad"
+
+msgid "Target Maximum Distance"
+msgstr "Sprioc Fad Uasta"
+
+msgid "Flip Bend Direction"
+msgstr "Smeach Bend Treo"
+
+msgid "Modification Count"
+msgstr "Líon na modhnuithe"
+
+msgid "Right Side"
+msgstr "Taobh Deas"
+
+msgid "Right Corner"
+msgstr "Cúinne Ar Dheis"
+
+msgid "Bottom Right Side"
+msgstr "Bun an Taobh Deas"
+
+msgid "Bottom Right Corner"
+msgstr "Bun an chúinne ar dheis"
+
+msgid "Bottom Side"
+msgstr "Taobh Bun"
+
+msgid "Bottom Corner"
+msgstr "Cúinne Bun"
+
+msgid "Bottom Left Side"
+msgstr "Bun Taobh Clé"
+
+msgid "Bottom Left Corner"
+msgstr "Cúinne Bun ar Chlé"
+
+msgid "Left Side"
+msgstr "Taobh Clé"
+
+msgid "Left Corner"
+msgstr "An Cúinne Ar Chlé"
+
+msgid "Top Left Side"
+msgstr "Barr ar an Taobh Clé"
+
+msgid "Top Left Corner"
+msgstr "Cúinne Barr ar Chlé"
+
+msgid "Top Side"
+msgstr "An Taobh Barr"
+
+msgid "Top Corner"
+msgstr "Cúinne Barr"
+
+msgid "Top Right Side"
+msgstr "Barr ar thaobh na láimhe deise"
+
+msgid "Top Right Corner"
+msgstr "Cúinne Barr ar Dheis"
+
+msgid "Terrains"
+msgstr "Talamh"
+
+msgid "Custom Data"
+msgstr "Sonraí Saincheaptha"
+
+msgid "Tile Proxies"
+msgstr "Proxies Tíleanna"
+
+msgid "Source Level"
+msgstr "Leibhéal Foinseach"
+
+msgid "Coords Level"
+msgstr "Leibhéal Coords"
+
+msgid "Alternative Level"
+msgstr "Leibhéal Malartach"
+
+msgid "Tile Shape"
+msgstr "Stencils"
+
+msgid "Tile Layout"
+msgstr "Leagan Amach Tíleanna"
+
+msgid "Tile Offset Axis"
+msgstr "Ais Fritháireamh Tíleanna"
+
+msgid "Tile Size"
+msgstr "Méid na Tíleanna"
+
+msgid "UV Clipping"
+msgstr "Gearradh UV"
+
+msgid "Occlusion Layers"
+msgstr "Sraitheanna Occlusion"
+
+msgid "Physics Layers"
+msgstr "Sraitheanna Fisice"
+
+msgid "Terrain Sets"
+msgstr "Seiteanna tír-raoin"
+
+msgid "Custom Data Layers"
+msgstr "Sraitheanna Sonraí Saincheaptha"
+
+msgid "Scenes"
+msgstr "Radhairc"
+
+msgid "Scene"
+msgstr "Radharc"
+
+msgid "Display Placeholder"
+msgstr "Ionadchoinneálaí Taispeána"
+
+msgid "Polygons Count"
+msgstr "Líon na bPolagán"
+
+msgid "One Way"
+msgstr "Bealach Amháin"
+
+msgid "One Way Margin"
+msgstr "Imeall Bealach Amháin"
+
+msgid "Terrains Peering Bit"
+msgstr "Tír-raon Peering Bit"
+
+msgid "Transpose"
+msgstr "Trasuíomh"
+
+msgid "Texture Origin"
+msgstr "Bunús uigeachta"
+
+msgid "Terrain Set"
+msgstr "Tír-raon Socraigh"
+
+msgid "Terrain"
+msgstr "Tír-raon"
+
+msgid "Miscellaneous"
+msgstr "Ilghnéitheach"
+
+msgid "Probability"
+msgstr "Dóchúlacht"
+
+msgid "Distance"
+msgstr "Fad"
+
+msgid "Backface Collision"
+msgstr "Imbhualadh Cúlchló"
+
+msgid "Density"
+msgstr "Dlús"
+
+msgid "Height Falloff"
+msgstr "Falloff Airde"
+
+msgid "Edge Fade"
+msgstr "Céimnigh an Chiumhais"
+
+msgid "Density Texture"
+msgstr "Uigeacht Dlúis"
+
+msgid "Map Width"
+msgstr "Leithead an Mhapa"
+
+msgid "Map Depth"
+msgstr "Doimhneacht na Léarscáile"
+
+msgid "Map Data"
+msgstr "Sonraí Léarscáile"
+
+msgid "Item"
+msgstr "Mír"
+
+msgid "Mesh Transform"
+msgstr "Mogalra Trasfhoirmigh"
+
+msgid "Navigation Mesh Transform"
+msgstr "Nascleanúint mogalra Trasfhoirmigh"
+
+msgid "Preview"
+msgstr "Réamhamharc"
+
+msgid "Add UV2"
+msgstr "Cuir UV2 Leis"
+
+msgid "UV2 Padding"
+msgstr "Stuáil UV2"
+
+msgid "Subdivide Width"
+msgstr "Leithead Foroinnte"
+
+msgid "Subdivide Height"
+msgstr "Airde Foroinnte"
+
+msgid "Subdivide Depth"
+msgstr "Doimhneacht Foroinnte"
+
+msgid "Top Radius"
+msgstr "Ga Barr"
+
+msgid "Bottom Radius"
+msgstr "Ga Bun"
+
+msgid "Cap Top"
+msgstr "Barr caipín"
+
+msgid "Cap Bottom"
+msgstr "Cap Bun"
+
+msgid "Left to Right"
+msgstr "Clé go Deas"
+
+msgid "Is Hemisphere"
+msgstr "An bhfuil leathsféar"
+
+msgid "Ring Segments"
+msgstr "Deighleáin Fáinne"
+
+msgid "Radial Steps"
+msgstr "Céimeanna Gathacha"
+
+msgid "Section Length"
+msgstr "Fad na Rannóige"
+
+msgid "Section Rings"
+msgstr "Fáinní Rannóige"
+
+msgid "Section Segments"
+msgstr "Deighleáin Rannáin"
+
+msgid "Curve Step"
+msgstr "Céim Cuar"
+
+msgid "Bind Count"
+msgstr "Líon na gCeangailtí"
+
+msgid "Bind"
+msgstr "Ceangal"
+
+msgid "Bone"
+msgstr "Cnámh"
+
+msgid "Sky"
+msgstr "Spéir"
+
+msgid "Top Color"
+msgstr "Dath Barr"
+
+msgid "Horizon Color"
+msgstr "Dath na Spéire"
+
+msgid "Energy Multiplier"
+msgstr "Iolraitheoir Fuinnimh"
+
+msgid "Cover"
+msgstr "Clúdach"
+
+msgid "Cover Modulate"
+msgstr "Modhnú clúdaigh"
+
+msgid "Ground"
+msgstr "Talamh"
+
+msgid "Bottom Color"
+msgstr "Dath Bun"
+
+msgid "Sun"
+msgstr "An Ghrian"
+
+msgid "Panorama"
+msgstr "Lánléargas"
+
+msgid "Rayleigh"
+msgstr "Rayleigh"
+
+msgid "Coefficient"
+msgstr "Comhéifeacht"
+
+msgid "Mie"
+msgstr "Tá mo"
+
+msgid "Eccentricity"
+msgstr "Éicint"
+
+msgid "Turbidity"
+msgstr "Cumas Taise"
+
+msgid "Sun Disk Scale"
+msgstr "Scála Diosca Gréine"
+
+msgid "Ground Color"
+msgstr "Dath na Talún"
+
+msgid "Night Sky"
+msgstr "Spéir na hOíche"
+
+msgid "Fallback Environment"
+msgstr "Timpeallacht Fallback"
+
+msgid "Plane"
+msgstr "Eitleán"
+
+msgid "Frames"
+msgstr "Frámaí"
+
+msgid "Pause"
+msgstr "ginideach: Dhún na nGall"
+
+msgid "Atlas"
+msgstr "Atlas"
+
+msgid "Filter Clip"
+msgstr "Gearrthóg Scagaire"
+
+msgid "Polyphony"
+msgstr "PolyphonyName"
+
+msgid "Format"
+msgstr "Formáid"
+
+msgid "Mix Rate"
+msgstr "Ráta Meascáin"
+
+msgid "Stereo"
+msgstr "Steirió"
+
+msgid "Profile"
+msgstr "Próifíl"
+
+msgid "Bonemap"
+msgstr "Mapa cnámh"
+
+msgid "Exposure"
+msgstr "Nochtadh"
+
+msgid "Sensitivity"
+msgstr "Íogaireacht"
+
+msgid "Multiplier"
+msgstr "Iolraitheoir"
+
+msgid "Auto Exposure"
+msgstr "Nochtadh Uathoibríoch"
+
+msgid "DOF Blur"
+msgstr "Cuma DOF"
+
+msgid "Far Enabled"
+msgstr "Cumasaithe go Fada"
+
+msgid "Far Distance"
+msgstr "Fad Fad"
+
+msgid "Far Transition"
+msgstr "Aistriú Fada"
+
+msgid "Near Enabled"
+msgstr "In aice le Cumasaithe"
+
+msgid "Near Distance"
+msgstr "Gar d'achar"
+
+msgid "Near Transition"
+msgstr "Gar don Aistriú"
+
+msgid "Min Sensitivity"
+msgstr "Íogaireacht Min"
+
+msgid "Max Sensitivity"
+msgstr "Íogaireacht Uasta"
+
+msgid "Frustum"
+msgstr "FrustumName"
+
+msgid "Focus Distance"
+msgstr "Fad Fócais"
+
+msgid "Focal Length"
+msgstr "Fad Fócasach"
+
+msgid "Aperture"
+msgstr "Cró"
+
+msgid "Shutter Speed"
+msgstr "Luas Cróluas"
+
+msgid "Min Exposure Value"
+msgstr "Luach nochta min"
+
+msgid "Max Exposure Value"
+msgstr "Luach Nochta Uasta"
+
+msgid "Camera Feed ID"
+msgstr "ID Fotha Ceamara"
+
+msgid "Which Feed"
+msgstr "Cén Fotha"
+
+msgid "Camera Is Active"
+msgstr "Tá an ceamara gníomhach"
+
+msgid "Light Mode"
+msgstr "Mód Solais"
+
+msgid "Particles Animation"
+msgstr "Beochan na gCáithníní"
+
+msgid "Particles Anim H Frames"
+msgstr "Cáithníní Anim H Frámaí"
+
+msgid "Particles Anim V Frames"
+msgstr "Cáithníní Anim V Frámaí"
+
+msgid "Particles Anim Loop"
+msgstr "Lúb Anim Cáithníní"
+
+msgid "Effect Callback Type"
+msgstr "Cineál aisghlaoigh maisíochta"
+
+msgid "Access Resolved Color"
+msgstr "Rochtain Réitithe Dath"
+
+msgid "Access Resolved Depth"
+msgstr "Rochtain Réitithe Doimhneacht"
+
+msgid "Needs Motion Vectors"
+msgstr "Veicteoirí Gluaisne de Dhíth"
+
+msgid "Needs Normal Roughness"
+msgstr "Riachtanais Roughness Gnáth"
+
+msgid "Needs Separate Specular"
+msgstr "Riachtanais Specular Ar Leith"
+
+msgid "Compositor Effects"
+msgstr "Éifeachtaí Compositor"
+
+msgid "Load Path"
+msgstr "Luchtaigh Conair"
+
+msgid "Bake Resolution"
+msgstr "Rún Bácála"
+
+msgid "Bake Interval"
+msgstr "Eatramh Bácála"
+
+msgid "Up Vector"
+msgstr "Veicteoir Suas"
+
+msgid "Curve X"
+msgstr "Cuar X"
+
+msgid "Curve Y"
+msgstr "Cuar Y"
+
+msgid "Curve Z"
+msgstr "Cuar Z"
+
+msgid "Background"
+msgstr "Cúlra"
+
+msgid "Canvas Max Layer"
+msgstr "Canbhás Max Sraith"
+
+msgid "Custom FOV"
+msgstr "FOV Saincheaptha"
+
+msgid "Ambient Light"
+msgstr "Solas Comhthimpeallach"
+
+msgid "Source"
+msgstr "Foinse"
+
+msgid "Sky Contribution"
+msgstr "Ranníocaíocht Sky"
+
+msgid "Reflected Light"
+msgstr "Solas Frithchaite"
+
+msgid "Tonemap"
+msgstr "Mapa Ton"
+
+msgid "White"
+msgstr "Bán"
+
+msgid "SSR"
+msgstr "SSR"
+
+msgid "Fade In"
+msgstr "céimnithe isteach"
+
+msgid "Fade Out"
+msgstr "Céimnigh Amach"
+
+msgid "Depth Tolerance"
+msgstr "Caoinfhulaingt Doimhneachta"
+
+msgid "SSAO"
+msgstr "SSAOName"
+
+msgid "Power"
+msgstr "Cumhacht"
+
+msgid "Detail"
+msgstr "Mionsonraí"
+
+msgid "Horizon"
+msgstr "Léaslíne"
+
+msgid "Sharpness"
+msgstr "Faobhar"
+
+msgid "Light Affect"
+msgstr "Tionchar Solais"
+
+msgid "AO Channel Affect"
+msgstr "Tionchar Cainéal AO"
+
+msgid "SSIL"
+msgstr "SSIL"
+
+msgid "Normal Rejection"
+msgstr "Gnáthdhiúltú"
+
+msgid "SDFGI"
+msgstr "SDFGIName"
+
+msgid "Use Occlusion"
+msgstr "Úsáid Occlusion"
+
+msgid "Read Sky Light"
+msgstr "Léigh Sky Light"
+
+msgid "Bounce Feedback"
+msgstr "Preab Aiseolas"
+
+msgid "Cascades"
+msgstr "Cascáidigh"
+
+msgid "Min Cell Size"
+msgstr "Méid na Cille Min"
+
+msgid "Cascade 0 Distance"
+msgstr "Cascáidigh 0 Fad"
+
+msgid "Y Scale"
+msgstr "Scála Y"
+
+msgid "Probe Bias"
+msgstr "Claonadh Probe"
+
+msgid "Glow"
+msgstr "Luisne"
+
+msgid "Levels"
+msgstr "Leibhéil"
+
+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 "Measc"
+
+msgid "Bloom"
+msgstr "Faoi Bhláth"
+
+msgid "HDR Threshold"
+msgstr "Tairseach HDR"
+
+msgid "HDR Scale"
+msgstr "Scála HDR"
+
+msgid "HDR Luminance Cap"
+msgstr "Caipín Luminance HDR"
+
+msgid "Map Strength"
+msgstr "Neart Léarscáile"
+
+msgid "Map"
+msgstr "Léarscáil"
+
+msgid "Fog"
+msgstr "Ceo"
+
+msgid "Light Color"
+msgstr "Dath Éadrom"
+
+msgid "Light Energy"
+msgstr "Fuinneamh Éadrom"
+
+msgid "Sun Scatter"
+msgstr "Scaip na Gréine"
+
+msgid "Aerial Perspective"
+msgstr "Dearcadh ón aer"
+
+msgid "Sky Affect"
+msgstr "Tionchar na Spéire"
+
+msgid "Height Density"
+msgstr "Dlús Airde"
+
+msgid "Depth Curve"
+msgstr "Cuar Doimhneachta"
+
+msgid "Depth Begin"
+msgstr "Tús Doimhneachta"
+
+msgid "Depth End"
+msgstr "Deireadh doimhneachta"
+
+msgid "Volumetric Fog"
+msgstr "Ceo toirtmhéadrach"
+
+msgid "GI Inject"
+msgstr "Instealladh GI"
+
+msgid "Anisotropy"
+msgstr "Ainiseatrópa"
+
+msgid "Detail Spread"
+msgstr "Scaipeadh Sonraí"
+
+msgid "Ambient Inject"
+msgstr "Instealladh Comhthimpeallach"
+
+msgid "Temporal Reprojection"
+msgstr "Athdhíriú Ama"
+
+msgid "Adjustments"
+msgstr "Coigeartuithe"
+
+msgid "Brightness"
+msgstr "Gile"
+
+msgid "Saturation"
+msgstr "Sáithiú"
+
+msgid "Color Correction"
+msgstr "Ceartú Datha"
+
+msgid "Base Font"
+msgstr "Bunchló"
+
+msgid "Features"
+msgstr "Gnéithe"
+
+msgid "Extra Spacing"
+msgstr "Spásáil Bhreise"
+
+msgid "Glyph"
+msgstr "GlyphName"
+
+msgid "Space"
+msgstr "Spás"
+
+msgid "Baseline"
+msgstr "Bonnlíne"
+
+msgid "Font Names"
+msgstr "Ainmneacha Clófhoirne"
+
+msgid "Font Italic"
+msgstr "Cló Iodálach"
+
+msgid "Font Weight"
+msgstr "Meáchan Cló"
+
+msgid "Font Stretch"
+msgstr "Stráice Cló"
+
+msgid "Interpolation"
+msgstr "Idirshuíomh"
+
+msgid "Color Space"
+msgstr "Spás Datha"
+
+msgid "Raw Data"
+msgstr "Sonraí Amha"
+
+msgid "Offsets"
+msgstr "Fritháirimh"
+
+msgid "Use HDR"
+msgstr "Úsáid HDR"
+
+msgid "From"
+msgstr "Ó"
+
+msgid "To"
+msgstr "Chun"
+
+msgid "Next Pass"
+msgstr "An Chéad Phas Eile"
+
+msgid "Shader"
+msgstr "Scáthóir"
+
+msgid "Depth Draw Mode"
+msgstr "Mód Tarraingthe Doimhneachta"
+
+msgid "Shading"
+msgstr "Scáthú"
+
+msgid "Shading Mode"
+msgstr "Mód Scáthaithe"
+
+msgid "Diffuse Mode"
+msgstr "Mód Idirleata"
+
+msgid "Specular Mode"
+msgstr "Mód Specular"
+
+msgid "Disable Ambient Light"
+msgstr "Díchumasaigh Solas Comhthimpeallach"
+
+msgid "Disable Fog"
+msgstr "Díchumasaigh Ceo"
+
+msgid "Vertex Color"
+msgstr "Dath Stuaic"
+
+msgid "Use as Albedo"
+msgstr "Úsáid mar Albedo"
+
+msgid "Is sRGB"
+msgstr "An bhfuil sRGB"
+
+msgid "Texture Force sRGB"
+msgstr "Fórsa Uigeachta sRGB"
+
+msgid "Texture MSDF"
+msgstr "Uigeacht MSDF"
+
+msgid "ORM"
+msgstr "ORM"
+
+msgid "Metallic"
+msgstr "Miotalach"
+
+msgid "Texture Channel"
+msgstr "Cainéal Uigeachta"
+
+msgid "Operator"
+msgstr "Oibreoir"
+
+msgid "On UV2"
+msgstr "Ar UV2"
+
+msgid "Rim"
+msgstr "Imeall"
+
+msgid "Clearcoat"
+msgstr "ClearcoatName"
+
+msgid "Flowmap"
+msgstr "Sreabhmhapa"
+
+msgid "Ambient Occlusion"
+msgstr "Occlusion Comhthimpeallach"
+
+msgid "Deep Parallax"
+msgstr "Parallax Domhain"
+
+msgid "Min Layers"
+msgstr "Sraitheanna Min"
+
+msgid "Max Layers"
+msgstr "Sraitheanna Uasta"
+
+msgid "Flip Tangent"
+msgstr "Smeach Tangent"
+
+msgid "Flip Binormal"
+msgstr "Smeach Binormal"
+
+msgid "Flip Texture"
+msgstr "Smeach Uigeacht"
+
+msgid "Subsurface Scattering"
+msgstr "Scaipeadh Fodhromchla"
+
+msgid "Skin Mode"
+msgstr "Mód Craicinn"
+
+msgid "Transmittance"
+msgstr "Tarchur"
+
+msgid "Boost"
+msgstr "Borradh"
+
+msgid "Back Lighting"
+msgstr "Soilsiú Ar Ais"
+
+msgid "Backlight"
+msgstr "BacklightName"
+
+msgid "Refraction"
+msgstr "Athraonadh"
+
+msgid "UV Layer"
+msgstr "Sraith UV"
+
+msgid "UV1"
+msgstr "UV1"
+
+msgid "Triplanar"
+msgstr "Tríphlandú"
+
+msgid "Triplanar Sharpness"
+msgstr "Sárthacht Trí-phláin"
+
+msgid "World Triplanar"
+msgstr "Tríphlandú Domhanda"
+
+msgid "UV2"
+msgstr "UV2"
+
+msgid "Sampling"
+msgstr "Sampláil"
+
+msgid "Shadows"
+msgstr "Scáthanna"
+
+msgid "Disable Receive Shadows"
+msgstr "Díchumasaigh Scáthanna Glactha"
+
+msgid "Shadow to Opacity"
+msgstr "Scáth go Teimhneacht"
+
+msgid "Keep Scale"
+msgstr "Coinnigh Scála"
+
+msgid "Particles Anim"
+msgstr "Cáithníní Anim"
+
+msgid "H Frames"
+msgstr "Frámaí H"
+
+msgid "V Frames"
+msgstr "Frámaí V"
+
+msgid "Grow"
+msgstr "Ag Fás"
+
+msgid "Use Point Size"
+msgstr "Úsáid Méid an Phointe"
+
+msgid "Point Size"
+msgstr "Méid an Phointe"
+
+msgid "Use Particle Trails"
+msgstr "Úsáid Conairí na gCáithníní"
+
+msgid "Proximity Fade"
+msgstr "Céimnithe Cóngarachta"
+
+msgid "MSDF"
+msgstr "Msdf"
+
+msgid "Pixel Range"
+msgstr "Raon Picteilíní"
+
+msgid "Convex Hull Downsampling"
+msgstr "Downsampling Cabhail Dronnach"
+
+msgid "Convex Hull Approximation"
+msgstr "Comhfhogasú Cabhail Dronnach"
+
+msgid "Lightmap Size Hint"
+msgstr "Leid Méid Lightmap"
+
+msgid "Blend Shape Mode"
+msgstr "Mód Cruth Cumaisc"
+
+msgid "Shadow Mesh"
+msgstr "Mogalra Scáth"
+
+msgid "Base Texture"
+msgstr "Uigeacht Bonn"
+
+msgid "Image Size"
+msgstr "Méid na hÍomhá"
+
+msgid "Transform Format"
+msgstr "Trasfhoirmigh Formáid"
+
+msgid "Use Colors"
+msgstr "Úsáid Dathanna"
+
+msgid "Use Custom Data"
+msgstr "Úsáid Sonraí Saincheaptha"
+
+msgid "Instance Count"
+msgstr "Líon na nÁsc"
+
+msgid "Visible Instance Count"
+msgstr "Líon na nÁsc Infheicthe"
+
+msgid "Partition Type"
+msgstr "Cineál Deighiltí"
+
+msgid "Source Group Name"
+msgstr "Ainm an Ghrúpa Foinseach"
+
+msgid "Cell Height"
+msgstr "Airde na Cille"
+
+msgid "Max Climb"
+msgstr "Tóg Max"
+
+msgid "Max Slope"
+msgstr "Fána Uasta"
+
+msgid "Merge Size"
+msgstr "Cumaisc Méid"
+
+msgid "Max Error"
+msgstr "Earráid Uasta"
+
+msgid "Vertices per Polygon"
+msgstr "Vertices per Polagán"
+
+msgid "Details"
+msgstr "Sonraí"
+
+msgid "Sample Distance"
+msgstr "Fad Samplach"
+
+msgid "Sample Max Error"
+msgstr "Earráid Max Samplach"
+
+msgid "Low Hanging Obstacles"
+msgstr "Constaicí Crochta Íseal"
+
+msgid "Ledge Spans"
+msgstr "Réisí Ledge"
+
+msgid "Walkable Low Height Spans"
+msgstr "Réisí Airde Íseal Insiúlta"
+
+msgid "Baking AABB"
+msgstr "Bácáil AABB"
+
+msgid "Baking AABB Offset"
+msgstr "Fritháireamh AABB Bácála"
+
+msgid "Bundled"
+msgstr "Cuachta"
+
+msgid "Damping as Friction"
+msgstr "Damping mar Frithchuimilt"
+
+msgid "Spawn"
+msgstr "Sceith"
+
+msgid "Emission Shape Offset"
+msgstr "Fritháireamh Cruth Astaíochta"
+
+msgid "Emission Shape Scale"
+msgstr "Scála Cruth Astaíochta"
+
+msgid "Emission Sphere Radius"
+msgstr "Ga Sféar Astaíochta"
+
+msgid "Emission Box Extents"
+msgstr "Méid an Bhosca Astaíochta"
+
+msgid "Emission Point Texture"
+msgstr "Uigeacht Pointe Astaíochta"
+
+msgid "Emission Normal Texture"
+msgstr "Gnáthuigeacht Astaíochta"
+
+msgid "Emission Color Texture"
+msgstr "Uigeacht Dath Astaíochta"
+
+msgid "Emission Point Count"
+msgstr "Líon na bPointe Astaíochta"
+
+msgid "Emission Ring Axis"
+msgstr "Ais Fáinne Astaíochta"
+
+msgid "Emission Ring Height"
+msgstr "Astaíochta Ring Airde"
+
+msgid "Emission Ring Radius"
+msgstr "Ga Fáinne Astaíochta"
+
+msgid "Emission Ring Inner Radius"
+msgstr "Ga istigh fáinne astaíochta"
+
+msgid "Inherit Velocity Ratio"
+msgstr "Cóimheas treoluais oidhreachta"
+
+msgid "Velocity Pivot"
+msgstr "Treoluas Pivot"
+
+msgid "Animated Velocity"
+msgstr "Treoluas Beoite"
+
+msgid "Velocity Limit"
+msgstr "Teorainn treoluais"
+
+msgid "Directional Velocity"
+msgstr "Treoluas Treorach"
+
+msgid "Radial Velocity"
+msgstr "Treoluas Gathacha"
+
+msgid "Velocity Limit Curve"
+msgstr "Cuar Teorann Treoluais"
+
+msgid "Accelerations"
+msgstr "Luasghéaruithe"
+
+msgid "Attractor Interaction"
+msgstr "Idirghníomhaíocht mhealltóra"
+
+msgid "Scale Curve"
+msgstr "Scálaigh Cuar"
+
+msgid "Scale Over Velocity"
+msgstr "Scálaigh Thar Treoluas"
+
+msgid "Scale over Velocity Curve"
+msgstr "Scálaigh thar Chuar treoluais"
+
+msgid "Color Curves"
+msgstr "Cuaráin Datha"
+
+msgid "Alpha Curve"
+msgstr "Cuar Alfa"
+
+msgid "Emission Curve"
+msgstr "Cuar Astaíochta"
+
+msgid "Turbulence"
+msgstr "Suaiteacht"
+
+msgid "Noise Strength"
+msgstr "Neart Torainn"
+
+msgid "Noise Scale"
+msgstr "Scála Torainn"
+
+msgid "Noise Speed"
+msgstr "Luas Torainn"
+
+msgid "Noise Speed Random"
+msgstr "Luas Torainn Randamach"
+
+msgid "Influence over Life"
+msgstr "Tionchar ar an Saol"
+
+msgid "Use Scale"
+msgstr "Úsáid Scála"
+
+msgid "Amount at End"
+msgstr "Méid ag deireadh"
+
+msgid "Amount at Collision"
+msgstr "Méid ag Imbhualadh"
+
+msgid "Keep Velocity"
+msgstr "Coinnigh treoluas"
+
+msgid "Rough"
+msgstr "Garbh"
+
+msgid "Absorbent"
+msgstr "Súgach"
+
+msgid "Size Override"
+msgstr "Sáraigh Méid"
+
+msgid "Keep Compressed Buffer"
+msgstr "Coinnigh Maolán Comhbhrúite"
+
+msgid "Scale Base Bone"
+msgstr "Scálaigh Cnámh Bonn"
+
+msgid "Group Size"
+msgstr "Méid an Ghrúpa"
+
+msgid "Bone Size"
+msgstr "Méid na gCnámh"
+
+msgid "Sky Material"
+msgstr "Ábhar Spéir"
+
+msgid "Process Mode"
+msgstr "Mód Próisis"
+
+msgid "Radiance Size"
+msgstr "Méid Radiance"
+
+msgid "Content Margins"
+msgstr "Imill Inneachair"
+
+msgid "Blend"
+msgstr "Cumaisc"
+
+msgid "Top Left"
+msgstr "Barr ar Chlé"
+
+msgid "Top Right"
+msgstr "Barr ar Dheis"
+
+msgid "Bottom Right"
+msgstr "Bun ar Dheis"
+
+msgid "Bottom Left"
+msgstr "Bun ar Chlé"
+
+msgid "Corner Detail"
+msgstr "Sonraí cúinne"
+
+msgid "Expand Margins"
+msgstr "Leathnaigh Imill"
+
+msgid "Grow Begin"
+msgstr "Tús Fáis"
+
+msgid "Grow End"
+msgstr "Deireadh Fáis"
+
+msgid "Texture Margins"
+msgstr "Imill Uigeachta"
+
+msgid "Sub-Region"
+msgstr "Fo-Réigiún"
+
+msgid "Keyword Colors"
+msgstr "Dathanna Eochairfhocal"
+
+msgid "Member Keyword Colors"
+msgstr "Dathanna Eochairfhocal Ball"
+
+msgid "Color Regions"
+msgstr "Réigiúin Datha"
+
+msgid "Preserve Invalid"
+msgstr "Caomhnaigh Neamhbhailí"
+
+msgid "Preserve Control"
+msgstr "Caomhnaigh Rialú"
+
+msgid "Custom Punctuation"
+msgstr "Poncaíocht Shaincheaptha"
+
+msgid "Break Flags"
+msgstr "Bratacha Sosa"
+
+msgid "Default Base Scale"
+msgstr "Bunscála Réamhshocraithe"
+
+msgid "Default Font"
+msgstr "Cló Réamhshocraithe"
+
+msgid "Default Font Size"
+msgstr "Clómhéid Réamhshocraithe"
+
+msgid "File"
+msgstr "Comhad"
+
+msgid "Output Port for Preview"
+msgstr "Port Aschurtha le haghaidh Réamhamhairc"
+
+msgid "Modes"
+msgstr "Móid"
+
+msgid "Varyings"
+msgstr "Athraíonn"
+
+msgid "Input Name"
+msgstr "Ainm Ionchurtha"
+
+msgid "Parameter Name"
+msgstr "Ainm an pharaiméadair"
+
+msgid "Qualifier"
+msgstr "Cáilitheoir"
+
+msgid "Autoshrink"
+msgstr "AutoshrinkName"
+
+msgid "Varying Name"
+msgstr "Ainm Éagsúil"
+
+msgid "Varying Type"
+msgstr "Cineál Éagsúil"
+
+msgid "Op Type"
+msgstr "De Réir Cineáil"
+
+msgid "Constant"
+msgstr "Tairiseach"
+
+msgid "Texture Type"
+msgstr "Cineál Uigeachta"
+
+msgid "Texture Array"
+msgstr "Eagar Uigeachta"
+
+msgid "Cube Map"
+msgstr "Léarscáil Ciúb"
+
+msgid "Function"
+msgstr "Feidhm"
+
+msgid "Hint"
+msgstr "Leid"
+
+msgid "Default Value Enabled"
+msgstr "Luach Réamhshocraithe Cumasaithe"
+
+msgid "Default Value"
+msgstr "Luach Réamhshocraithe"
+
+msgid "Color Default"
+msgstr "Réamhshocrú datha"
+
+msgid "Texture Repeat"
+msgstr "Athdhéanamh Uigeachta"
+
+msgid "Texture Source"
+msgstr "Foinse Uigeachta"
+
+msgid "Billboard Type"
+msgstr "Cineál Billboard"
+
+msgid "Mode 2D"
+msgstr "Mód 2D"
+
+msgid "Use All Surfaces"
+msgstr "Úsáid Gach Dromchla"
+
+msgid "Surface Index"
+msgstr "Innéacs Dromchla"
+
+msgid "Degrees Mode"
+msgstr "Mód Céimeanna"
+
+msgid "Font Pressed Color"
+msgstr "Dath Brúite ar an gCló"
+
+msgid "Font Hover Color"
+msgstr "Dath ainlithe cló"
+
+msgid "Font Focus Color"
+msgstr "Dath Fócas an Chló"
+
+msgid "Font Hover Pressed Color"
+msgstr "Dath Brúite Hover Cló"
+
+msgid "Font Disabled Color"
+msgstr "Dath Díchumasaithe an Chló"
+
+msgid "Font Outline Color"
+msgstr "Dath Imlíneach an Chló"
+
+msgid "Icon Normal Color"
+msgstr "Gnáthdhath deilbhíní"
+
+msgid "Icon Pressed Color"
+msgstr "Dath Brúite Deilbhíní"
+
+msgid "Icon Hover Color"
+msgstr "Dath an Deilbhín Hover"
+
+msgid "Icon Hover Pressed Color"
+msgstr "Dath Brúite Deilbhín Hover"
+
+msgid "Icon Focus Color"
+msgstr "Dath Fócas Deilbhíní"
+
+msgid "Icon Disabled Color"
+msgstr "Dath Díchumasaithe Deilbhíní"
+
+msgid "H Separation"
+msgstr "H Scaradh"
+
+msgid "Icon Max Width"
+msgstr "Leithead Uasta Deilbhíní"
+
+msgid "Align to Largest Stylebox"
+msgstr "Ailínigh leis an mbosca stíle is mó"
+
+msgid "Underline Spacing"
+msgstr "Cuir béim ar Spásáil"
+
+msgid "Normal Mirrored"
+msgstr "Gnáth-Scáthánaithe"
+
+msgid "Hover Mirrored"
+msgstr "Hover Scáthánaithe"
+
+msgid "Pressed Mirrored"
+msgstr "Scáthánaithe Brúite"
+
+msgid "Disabled Mirrored"
+msgstr "Díchumasaithe Scáthánaithe"
+
+msgid "Arrow"
+msgstr "Saighead"
+
+msgid "Arrow Margin"
+msgstr "Imeall Saighead"
+
+msgid "Modulate Arrow"
+msgstr "Saighead Mionathraithe"
+
+msgid "Hover Pressed"
+msgstr "Hover Brúite"
+
+msgid "Checked Disabled"
+msgstr "Díchumasaithe Seiceáilte"
+
+msgid "Unchecked"
+msgstr "Díthiceáilte"
+
+msgid "Unchecked Disabled"
+msgstr "Díchumasaithe gan seiceáil"
+
+msgid "Radio Checked"
+msgstr "Raidió Seiceáilte"
+
+msgid "Radio Checked Disabled"
+msgstr "Raidió Seiceáilte Díchumasaithe"
+
+msgid "Radio Unchecked"
+msgstr "Raidió Gan Seiceáil"
+
+msgid "Radio Unchecked Disabled"
+msgstr "Raidió Gan Seiceáil Díchumasaithe"
+
+msgid "Check V Offset"
+msgstr "Seiceáil Fritháireamh V"
+
+msgid "Checked Mirrored"
+msgstr "Seiceáil Scáthánaithe"
+
+msgid "Checked Disabled Mirrored"
+msgstr "Seiceáil Díchumasaithe Scáthánaithe"
+
+msgid "Unchecked Mirrored"
+msgstr "Gan Seiceáil Scáthánaithe"
+
+msgid "Unchecked Disabled Mirrored"
+msgstr "Díchumasaithe Gan Seiceáil Scáthánaithe"
+
+msgid "Font Shadow Color"
+msgstr "Dath Scáth cló"
+
+msgid "Shadow Offset X"
+msgstr "Fritháireamh Scáth X"
+
+msgid "Shadow Offset Y"
+msgstr "Fritháireamh Scáth Y"
+
+msgid "Shadow Outline Size"
+msgstr "Scáth-imlíne Méid"
+
+msgid "Font Selected Color"
+msgstr "Dath roghnaithe an chló"
+
+msgid "Font Uneditable Color"
+msgstr "Dath Do-aimsithe cló"
+
+msgid "Font Placeholder Color"
+msgstr "Dath ionadchoinneálaí cló"
+
+msgid "Clear Button Color"
+msgstr "Glan Dath an Chnaipe"
+
+msgid "Clear Button Color Pressed"
+msgstr "Glan Dath an Chnaipe Brúite"
+
+msgid "Minimum Character Width"
+msgstr "Leithead Íosta Carachtar"
+
+msgid "Caret Width"
+msgstr "Leithead Caret"
+
+msgid "Clear"
+msgstr "Glan"
+
+msgid "Tab"
+msgstr "Táb"
+
+msgid "Font Readonly Color"
+msgstr "Dath inléite cló"
+
+msgid "Breakpoint"
+msgstr "Brisphointe"
+
+msgid "Bookmark"
+msgstr "Leabharmharc"
+
+msgid "Executing Line"
+msgstr "Líne á Rith"
+
+msgid "Can Fold"
+msgstr "An féidir Fill"
+
+msgid "Folded"
+msgstr "Fillte"
+
+msgid "Can Fold Code Region"
+msgstr "An féidir Fold Code Region"
+
+msgid "Folded Code Region"
+msgstr "Réigiún Cód Fillte"
+
+msgid "Folded EOL Icon"
+msgstr "Deilbhín EOL Fillte"
+
+msgid "Completion Lines"
+msgstr "Línte Críochnaithe"
+
+msgid "Completion Max Width"
+msgstr "Uasleithead Críochnaithe"
+
+msgid "Completion Scroll Width"
+msgstr "Comhlánaigh Leithead Scrolla"
+
+msgid "Scroll Focus"
+msgstr "Scrollaigh Fócas"
+
+msgid "Grabber"
+msgstr "GrabberName"
+
+msgid "Grabber Highlight"
+msgstr "Aibhsiú Grabber"
+
+msgid "Grabber Pressed"
+msgstr "Grabber Brúite"
+
+msgid "Increment"
+msgstr "Méadaigh"
+
+msgid "Increment Highlight"
+msgstr "Buaicphointe Incriminte"
+
+msgid "Increment Pressed"
+msgstr "Incrimint Brúite"
+
+msgid "Decrement"
+msgstr "Laghdu"
+
+msgid "Decrement Highlight"
+msgstr "Aibhsiú Decrement"
+
+msgid "Decrement Pressed"
+msgstr "Decrement brúite"
+
+msgid "Slider"
+msgstr "Barra Sleamhnáin"
+
+msgid "Grabber Area"
+msgstr "Limistéar Grabber"
+
+msgid "Grabber Area Highlight"
+msgstr "Buaicphointe Limistéar Grabber"
+
+msgid "Grabber Disabled"
+msgstr "Grabber Díchumasaithe"
+
+msgid "Tick"
+msgstr "Cuir tic"
+
+msgid "Center Grabber"
+msgstr "Ionad Grabber"
+
+msgid "Grabber Offset"
+msgstr "Fritháireamh Grabber"
+
+msgid "Updown"
+msgstr "Suas an Dún"
+
+msgid "Embedded Border"
+msgstr "Teorainn Leabaithe"
+
+msgid "Embedded Unfocused Border"
+msgstr "Teorainn Neamhdhírithe Leabaithe"
+
+msgid "Title Font"
+msgstr "Cló teidil"
+
+msgid "Title Font Size"
+msgstr "Clómhéid an Teidil"
+
+msgid "Title Color"
+msgstr "Dath an Teidil"
+
+msgid "Title Outline Modulate"
+msgstr "Teideal Imlíne Modulate"
+
+msgid "Title Outline Size"
+msgstr "Teideal Breac-chuntas Méid"
+
+msgid "Title Height"
+msgstr "Airde teidil"
+
+msgid "Resize Margin"
+msgstr "Athraigh Méid an Chorrlaigh"
+
+msgid "Close"
+msgstr "Dún"
+
+msgid "Close Pressed"
+msgstr "Dún Brúite"
+
+msgid "Close H Offset"
+msgstr "Dún Fritháireamh H"
+
+msgid "Close V Offset"
+msgstr "Dún Fritháireamh V"
+
+msgid "Buttons Separation"
+msgstr "Scaradh Cnaipí"
+
+msgid "Parent Folder"
+msgstr "Máthairfhillteán"
+
+msgid "Back Folder"
+msgstr "Fillteán Ar Ais"
+
+msgid "Forward Folder"
+msgstr "Cuir Fillteán Ar Aghaidh"
+
+msgid "Reload"
+msgstr "Athluchtaigh"
+
+msgid "Toggle Hidden"
+msgstr "Scoránaigh i bhfolach"
+
+msgid "Folder"
+msgstr "Fillteán"
+
+msgid "Create Folder"
+msgstr "Cruthaigh Fillteán"
+
+msgid "Folder Icon Color"
+msgstr "Dath Dheilbhín an Fhillteáin"
+
+msgid "File Icon Color"
+msgstr "Dath Dheilbhín an Chomhaid"
+
+msgid "File Disabled Color"
+msgstr "Dath Díchumasaithe an Chomhaid"
+
+msgid "Separator"
+msgstr "Deighilteoir"
+
+msgid "Labeled Separator Left"
+msgstr "Deighilteoir Lipéadaithe Ar Chlé"
+
+msgid "Labeled Separator Right"
+msgstr "Ceart deighilteora lipéadaithe"
+
+msgid "Submenu"
+msgstr "Fo-roghchlár"
+
+msgid "Submenu Mirrored"
+msgstr "Fo-roghchlár scáthánaithe"
+
+msgid "Font Separator"
+msgstr "Deighilteoir Clónna"
+
+msgid "Font Separator Size"
+msgstr "Méid an Deighilteora Clónna"
+
+msgid "Font Accelerator Color"
+msgstr "Dath an Luasaire Clónna"
+
+msgid "Font Separator Color"
+msgstr "Dath an Deighilteora Clónna"
+
+msgid "Font Separator Outline Color"
+msgstr "Dath Imlíneach an Deighilteora Clónna"
+
+msgid "V Separation"
+msgstr "V Scaradh"
+
+msgid "Separator Outline Size"
+msgstr "Méid imlíne deighilteora"
+
+msgid "Item Start Padding"
+msgstr "Mír Tosaigh Stuáil"
+
+msgid "Item End Padding"
+msgstr "Mír Deireadh Stuáil"
+
+msgid "Panel Selected"
+msgstr "Painéal roghnaithe"
+
+msgid "Titlebar"
+msgstr "Barra teidil"
+
+msgid "Titlebar Selected"
+msgstr "Barra teidil roghnaithe"
+
+msgid "Slot"
+msgstr "Sliotán"
+
+msgid "Resizer"
+msgstr "ResizerName"
+
+msgid "Resizer Color"
+msgstr "Dath Resizer"
+
+msgid "Port H Offset"
+msgstr "Fritháireamh Phort H"
+
+msgid "Selected Focus"
+msgstr "Fócas Roghnaithe"
+
+msgid "Cursor"
+msgstr "Cúrsóir"
+
+msgid "Cursor Unfocused"
+msgstr "Cúrsóir Neamhdhírithe"
+
+msgid "Title Button Normal"
+msgstr "Cnaipe Teidil Gnáth"
+
+msgid "Title Button Pressed"
+msgstr "Cnaipe Teidil Brúite"
+
+msgid "Title Button Hover"
+msgstr "Teideal Button Hover"
+
+msgid "Custom Button"
+msgstr "Cnaipe Saincheaptha"
+
+msgid "Custom Button Pressed"
+msgstr "Cnaipe Saincheaptha Brúite"
+
+msgid "Custom Button Hover"
+msgstr "Hover Cnaipe Saincheaptha"
+
+msgid "Indeterminate Disabled"
+msgstr "Díchumasaithe Neamhchinntithe"
+
+msgid "Select Arrow"
+msgstr "Roghnaigh Saighead"
+
+msgid "Arrow Collapsed"
+msgstr "Saighead tite as a chéile"
+
+msgid "Arrow Collapsed Mirrored"
+msgstr "Saighead tite scáthánaithe"
+
+msgid "Title Button Font"
+msgstr "Cló cnaipe teidil"
+
+msgid "Title Button Font Size"
+msgstr "Clómhéid an Chnaipe Teidil"
+
+msgid "Title Button Color"
+msgstr "Dath an Chnaipe Teidil"
+
+msgid "Guide Color"
+msgstr "Dath treorach"
+
+msgid "Drop Position Color"
+msgstr "Buail Dath an tSuímh"
+
+msgid "Relationship Line Color"
+msgstr "Dath Líne Caidrimh"
+
+msgid "Parent HL Line Color"
+msgstr "Dath Líne HL Tuismitheora"
+
+msgid "Children HL Line Color"
+msgstr "Dath Líne HL Leanaí"
+
+msgid "Custom Button Font Highlight"
+msgstr "Aibhsiú Cló Cnaipe Saincheaptha"
+
+msgid "Item Margin"
+msgstr "Imeall Míre"
+
+msgid "Inner Item Margin Bottom"
+msgstr "Imeall Mír Istigh Bun"
+
+msgid "Inner Item Margin Left"
+msgstr "Imeall Míre Istigh Ar Chlé"
+
+msgid "Inner Item Margin Right"
+msgstr "Imeall Míre Istigh Ar Dheis"
+
+msgid "Inner Item Margin Top"
+msgstr "Barr Imeall Míre Istigh"
+
+msgid "Button Margin"
+msgstr "Imeall na gCnaipí"
+
+msgid "Draw Relationship Lines"
+msgstr "Tarraing Línte Caidrimh"
+
+msgid "Relationship Line Width"
+msgstr "Leithead Líne Caidrimh"
+
+msgid "Parent HL Line Width"
+msgstr "Leithead Líne Tuismitheora HL"
+
+msgid "Children HL Line Width"
+msgstr "Leanaí HL Líne Leithead"
+
+msgid "Parent HL Line Margin"
+msgstr "Corrlach Líne Tuismitheora HL"
+
+msgid "Draw Guides"
+msgstr "Treoracha Tarraingthe"
+
+msgid "Scroll Border"
+msgstr "Scrollaigh Teorainn"
+
+msgid "Scroll Speed"
+msgstr "Luas Scrollaigh"
+
+msgid "Scrollbar Margin Left"
+msgstr "Imeall scrollbharra ar chlé"
+
+msgid "Scrollbar Margin Top"
+msgstr "Barr Imeall Scrollbharra"
+
+msgid "Scrollbar Margin Right"
+msgstr "Imeall scrollbharra ar dheis"
+
+msgid "Scrollbar Margin Bottom"
+msgstr "Bun Imeall Scrollbharra"
+
+msgid "Scrollbar H Separation"
+msgstr "Scrollbharra H Scaradh"
+
+msgid "Scrollbar V Separation"
+msgstr "Scrollbharra V Scaradh"
+
+msgid "Icon Margin"
+msgstr "Imeall Deilbhíní"
+
+msgid "Font Hovered Color"
+msgstr "Dath ainlithe cló"
+
+msgid "Hovered"
+msgstr "Ag Dul Ar"
+
+msgid "Tab Selected"
+msgstr "Táb roghnaithe"
+
+msgid "Tab Hovered"
+msgstr "Cluaisín Hovered"
+
+msgid "Tab Unselected"
+msgstr "Cluaisín Gan Roghnú"
+
+msgid "Tab Disabled"
+msgstr "Díchumasaíodh cluaisíní"
+
+msgid "Tab Focus"
+msgstr "Fócas na gCluaisíní"
+
+msgid "Tabbar Background"
+msgstr "Cúlra Tabbar"
+
+msgid "Drop Mark"
+msgstr "Marc Buail"
+
+msgid "Menu Highlight"
+msgstr "Aibhsiú roghchláir"
+
+msgid "Font Unselected Color"
+msgstr "Dath Neamhroghnaithe an Chló"
+
+msgid "Drop Mark Color"
+msgstr "Buail Dath an Mharc"
+
+msgid "Side Margin"
+msgstr "Imeall Taobh"
+
+msgid "Icon Separation"
+msgstr "Scaradh Deilbhíní"
+
+msgid "Button Highlight"
+msgstr "Aibhsiú na gCnaipí"
+
+msgid "SV Width"
+msgstr "Leithead SV"
+
+msgid "SV Height"
+msgstr "Airde SV"
+
+msgid "H Width"
+msgstr "Leithead H"
+
+msgid "Label Width"
+msgstr "Leithead an Lipéid"
+
+msgid "Center Slider Grabbers"
+msgstr "Grabbers Sleamhnán Ionad"
+
+msgid "Folded Arrow"
+msgstr "Saighead Fillte"
+
+msgid "Expanded Arrow"
+msgstr "Saighead Leathnaithe"
+
+msgid "Screen Picker"
+msgstr "Roghnóir Scáileáin"
+
+msgid "Shape Circle"
+msgstr "Ciorcal Crutha"
+
+msgid "Shape Rect"
+msgstr "Cruth Rect"
+
+msgid "Shape Rect Wheel"
+msgstr "Cruth Roth Rect"
+
+msgid "Add Preset"
+msgstr "Cuir Réamhshocrú Leis"
+
+msgid "Sample BG"
+msgstr "Sampla BG"
+
+msgid "Sample Revert"
+msgstr "Fill Samplach"
+
+msgid "Overbright Indicator"
+msgstr "Táscaire Overbright"
+
+msgid "Bar Arrow"
+msgstr "Saighead Bharra"
+
+msgid "Picker Cursor"
+msgstr "Cúrsóir an Roghnóra"
+
+msgid "Color Hue"
+msgstr "Lí Datha"
+
+msgid "Color Okhsl Hue"
+msgstr "Dath Okhsl Lí"
+
+msgid "BG"
+msgstr "BGName"
+
+msgid "Preset FG"
+msgstr "Réamhshocraithe FG"
+
+msgid "Preset BG"
+msgstr "Réamhshocrú BG"
+
+msgid "Normal Font"
+msgstr "Gnáthchló"
+
+msgid "Bold Font"
+msgstr "Cló trom"
+
+msgid "Italics Font"
+msgstr "Cló Iodálach"
+
+msgid "Bold Italics Font"
+msgstr "Cló Iodálach Trom"
+
+msgid "Mono Font"
+msgstr "Cló Mona"
+
+msgid "Normal Font Size"
+msgstr "Gnáthmhéid an Chló"
+
+msgid "Bold Font Size"
+msgstr "Clómhéid Trom"
+
+msgid "Italics Font Size"
+msgstr "Clómhéid Iodálach"
+
+msgid "Bold Italics Font Size"
+msgstr "clómhéid cló trom iodálach"
+
+msgid "Mono Font Size"
+msgstr "Clómhéid Mona"
+
+msgid "Table H Separation"
+msgstr "Tábla H Scaradh"
+
+msgid "Table V Separation"
+msgstr "Tábla V Scaradh"
+
+msgid "Table Odd Row BG"
+msgstr "Tábla Odd Row BG"
+
+msgid "Table Even Row BG"
+msgstr "Tábla Fiú Rae BG"
+
+msgid "Table Border"
+msgstr "Teorainn Tábla"
+
+msgid "Text Highlight H Padding"
+msgstr "Aibhsiú Téacs H Padding"
+
+msgid "Text Highlight V Padding"
+msgstr "Aibhsiú Téacs V stuáil"
+
+msgid "H Grabber"
+msgstr "Grábálaí H"
+
+msgid "V Grabber"
+msgstr "V GrabberName"
+
+msgid "Margin Left"
+msgstr "Imeall Ar Chlé"
+
+msgid "Margin Top"
+msgstr "Imeall Barr"
+
+msgid "Margin Right"
+msgstr "Imeall ar dheis"
+
+msgid "Margin Bottom"
+msgstr "Imeall Bun"
+
+msgid "Minimum Grab Thickness"
+msgstr "Tiús Grab Íosta"
+
+msgid "Autohide"
+msgstr "Uathíde"
+
+msgid "Zoom Out"
+msgstr "Zúmáil Amach"
+
+msgid "Zoom In"
+msgstr "Zúmáil Isteach"
+
+msgid "Zoom Reset"
+msgstr "Athshocraigh Zúmáil"
+
+msgid "Grid Toggle"
+msgstr "Scoránaigh Greille"
+
+msgid "Minimap Toggle"
+msgstr "Scoránaigh Minimap"
+
+msgid "Snapping Toggle"
+msgstr "Scoránaigh Snapping"
+
+msgid "Menu Panel"
+msgstr "Painéal Roghchláir"
+
+msgid "Grid Minor"
+msgstr "Mionghreille"
+
+msgid "Grid Major"
+msgstr "Greille Mór"
+
+msgid "Selection Fill"
+msgstr "Líon Roghnúcháin"
+
+msgid "Selection Stroke"
+msgstr "Stróc Roghnaithe"
+
+msgid "Activity"
+msgstr "Gníomhaíocht"
+
+msgid "Connection Hover Tint Color"
+msgstr "Ceangal Hover Tint Dath"
+
+msgid "Connection Valid Target Tint Color"
+msgstr "Ceangal Bailí Sprioc Tint Dath"
+
+msgid "Connection Rim Color"
+msgstr "Dath Imeall an Cheangail"
+
+msgid "Port Hotzone Inner Extent"
+msgstr "Port Hotzone Méid Istigh"
+
+msgid "Port Hotzone Outer Extent"
+msgstr "Port Hotzone Méid Seachtrach"
+
+msgid "Node"
+msgstr "Nód"
+
+msgid "Default Theme Scale"
+msgstr "Scála Réamhshocraithe Téama"
+
+msgid "Custom"
+msgstr "Saincheaptha"
+
+msgid "Custom Font"
+msgstr "Cló Saincheaptha"
+
+msgid "Default Font Antialiasing"
+msgstr "Antialiasing Cló Réamhshocraithe"
+
+msgid "Default Font Hinting"
+msgstr "Leid Réamhshocraithe Cló"
+
+msgid "Default Font Subpixel Positioning"
+msgstr "Suíomh Réamhshocraithe Fophicteilíní Cló"
+
+msgid "Default Font Multichannel Signed Distance Field"
+msgstr "Réimse Faid Sínithe Multichannel Cló Réamhshocraithe"
+
+msgid "Default Font Generate Mipmaps"
+msgstr "Cló Réamhshocraithe Gin Mipmaps"
+
+msgid "LCD Subpixel Layout"
+msgstr "Leagan Amach Subpixel LCD"
+
+msgid "Fallback values"
+msgstr "Luachanna cúltaca"
+
+msgid "Playback Mode"
+msgstr "Mód Athsheinm"
+
+msgid "Random Pitch"
+msgstr "Páirc Randamach"
+
+msgid "Random Volume Offset dB"
+msgstr "Fritháireamh Imleabhar Randamach dB"
+
+msgid "Streams"
+msgstr "Sruthanna"
+
+msgid "Buffer Length"
+msgstr "Fad an mhaoláin"
+
+msgid "Voice Count"
+msgstr "Líon na nGuthanna"
+
+msgid "Dry"
+msgstr "Tirim"
+
+msgid "Wet"
+msgstr "Fliuch"
+
+msgid "Voice"
+msgstr "Guth"
+
+msgid "Delay (ms)"
+msgstr "Moill (ms)"
+
+msgid "Rate Hz"
+msgstr "Ráta Hz"
+
+msgid "Depth (ms)"
+msgstr "Doimhneacht (ms)"
+
+msgid "Level dB"
+msgstr "Leibhéal dB"
+
+msgid "Pan"
+msgstr "Fear uasal"
+
+msgid "Attack (µs)"
+msgstr "Ionsaí (μs)"
+
+msgid "Release (ms)"
+msgstr "Scaoileadh (ms)"
+
+msgid "Sidechain"
+msgstr "SidechainName"
+
+msgid "Tap 1"
+msgstr "Beartaíonn 1"
+
+msgid "Tap 2"
+msgstr "Beartaíonn 2"
+
+msgid "Feedback"
+msgstr "Aiseolas"
+
+msgid "Low-pass"
+msgstr "Pas íseal"
+
+msgid "Pre Gain"
+msgstr "Réamhghnóthachan"
+
+msgid "Keep Hf Hz"
+msgstr "Coinnigh Hf Hz"
+
+msgid "Drive"
+msgstr "Tiomántán"
+
+msgid "Post Gain"
+msgstr "Gnóthachan Poist"
+
+msgid "Resonance"
+msgstr "Athshondas"
+
+msgid "Pre Gain dB"
+msgstr "Réamhghnóthachan dB"
+
+msgid "Ceiling dB"
+msgstr "Uasteorainn dB"
+
+msgid "Threshold dB"
+msgstr "Tairseach dB"
+
+msgid "Soft Clip dB"
+msgstr "Clip Bog dB"
+
+msgid "Soft Clip Ratio"
+msgstr "Cóimheas Gearrthóg Bog"
+
+msgid "Range Min Hz"
+msgstr "Raon Min Hz"
+
+msgid "Range Max Hz"
+msgstr "Raon Max Hz"
+
+msgid "FFT Size"
+msgstr "Méid FFT"
+
+msgid "Predelay"
+msgstr "PredelayGenericName"
+
+msgid "Msec"
+msgstr "MsecGenericName"
+
+msgid "Room Size"
+msgstr "Méid an tseomra"
+
+msgid "High-pass"
+msgstr "Ard-phas"
+
+msgid "Tap Back Pos"
+msgstr "Tapáil ar ais Pos"
+
+msgid "Pan Pullout"
+msgstr "Pan Tarraingt Amach"
+
+msgid "Time Pullout (ms)"
+msgstr "Tarraingt Ama (ms)"
+
+msgid "Surround"
+msgstr "Timpeall"
+
+msgid "Enable Input"
+msgstr "Cumasaigh Ionchur"
+
+msgid "Channel Disable Threshold dB"
+msgstr "Cainéal Díchumasaigh Tairseach dB"
+
+msgid "Channel Disable Time"
+msgstr "Am Díchumasaigh Cainéal"
+
+msgid "Video Delay Compensation (ms)"
+msgstr "Cúiteamh Moill Físe (MS)"
+
+msgid "Bus Count"
+msgstr "Líon na mBusanna"
+
+msgid "Output Device"
+msgstr "Gléas Aschurtha"
+
+msgid "Input Device"
+msgstr "Gléas Ionchurtha"
+
+msgid "Playback Speed Scale"
+msgstr "Scála Luas Athsheinm"
+
+msgid "Feed"
+msgstr "Fotha"
+
+msgid "Is Active"
+msgstr "gníomhach"
+
+msgid "Movie Writer"
+msgstr "Scríbhneoir Scannáin"
+
+msgid "Speaker Mode"
+msgstr "Mód Cainteoir"
+
+msgid "MJPEG Quality"
+msgstr "Cáilíocht MJPEG"
+
+msgid "Movie File"
+msgstr "Comhad Scannáin"
+
+msgid "Disable V-Sync"
+msgstr "Díchumasaigh V- Sync"
+
+msgid "Metadata Flags"
+msgstr "Bratacha Meiteashonraí"
+
+msgid "Path Types"
+msgstr "Cineálacha Cosáin"
+
+msgid "Path Rids"
+msgstr "Rids Cosán"
+
+msgid "Path Owner IDs"
+msgstr "IDanna Úinéir an Chosáin"
+
+msgid "Default Cell Size"
+msgstr "Méid Réamhshocraithe na Cille"
+
+msgid "Default Edge Connection Margin"
+msgstr "Imeall Réamhshocraithe Nasc"
+
+msgid "Default Link Connection Radius"
+msgstr "Ga réamhshocraithe nasctha nasc"
+
+msgid "Default Cell Height"
+msgstr "Airde Cille Réamhshocraithe"
+
+msgid "Default Up"
+msgstr "Réamhshocrú"
+
+msgid "Merge Rasterizer Cell Scale"
+msgstr "Cumaisc Scála Cille Rasterizer"
+
+msgid "Avoidance Use Multiple Threads"
+msgstr "Seachaint Úsáid Snáitheanna Il"
+
+msgid "Avoidance Use High Priority Threads"
+msgstr "Seachaint Úsáid Snáitheanna Ardtosaíochta"
+
+msgid "Baking"
+msgstr "Bácáil"
+
+msgid "Use Crash Prevention Checks"
+msgstr "Úsáid Seiceálacha um Chosc Tuairteála"
+
+msgid "Baking Use Multiple Threads"
+msgstr "Bácáil Úsáid Snáitheanna Il"
+
+msgid "Baking Use High Priority Threads"
+msgstr "Bácáil Úsáid Snáitheanna Ardtosaíochta"
+
+msgid "Edge Connection Color"
+msgstr "Dath an Naisc Ciumhais"
+
+msgid "Geometry Edge Color"
+msgstr "Dath Ciumhais Céimseata"
+
+msgid "Geometry Face Color"
+msgstr "Dath Aghaidh Céimseata"
+
+msgid "Geometry Edge Disabled Color"
+msgstr "Dath Díchumasaithe Ciumhais Céimseata"
+
+msgid "Geometry Face Disabled Color"
+msgstr "Dath Díchumasaithe Aghaidh Céimseata"
+
+msgid "Link Connection Color"
+msgstr "Dath an Naisc"
+
+msgid "Link Connection Disabled Color"
+msgstr "Dath Díchumasaithe an Naisc"
+
+msgid "Agent Path Color"
+msgstr "Dath an Chosáin Gníomhaire"
+
+msgid "Enable Edge Connections"
+msgstr "Cumasaigh Naisc Chiumhais"
+
+msgid "Enable Edge Connections X-Ray"
+msgstr "Cumasaigh naisc chiumhais X- gha"
+
+msgid "Enable Edge Lines"
+msgstr "Cumasaigh Línte Ciumhais"
+
+msgid "Enable Edge Lines X-Ray"
+msgstr "Cumasaigh Línte Ciumhais X- Gha"
+
+msgid "Enable Geometry Face Random Color"
+msgstr "Cumasaigh Dath Randamach Aghaidh Céimseata"
+
+msgid "Enable Link Connections"
+msgstr "Cumasaigh Naisc"
+
+msgid "Enable Link Connections X-Ray"
+msgstr "Gníomhachtaigh Ceangail Naisc X-Ghath"
+
+msgid "Enable Agent Paths"
+msgstr "Cumasaigh Conairí Gníomhaire"
+
+msgid "Enable Agent Paths X-Ray"
+msgstr "Cumasaigh Conairí Gníomhaire X- Ray"
+
+msgid "Agent Path Point Size"
+msgstr "Méid Phointe Conair an Ghníomhaire"
+
+msgid "Agents Radius Color"
+msgstr "Dath Ga Gníomhairí"
+
+msgid "Obstacles Radius Color"
+msgstr "Constaicí Ga Dath"
+
+msgid "Obstacles Static Face Pushin Color"
+msgstr "Constaicí Statach Aghaidh Pushin Dath"
+
+msgid "Obstacles Static Edge Pushin Color"
+msgstr "Constaicí Dath Pushin Imeall Statach"
+
+msgid "Obstacles Static Face Pushout Color"
+msgstr "Constaicí Dath Pushout Aghaidh Statach"
+
+msgid "Obstacles Static Edge Pushout Color"
+msgstr "Constaicí Statach Imeall Pushout Dath"
+
+msgid "Enable Agents Radius"
+msgstr "Cumasaigh Ga na nGníomhairí"
+
+msgid "Enable Obstacles Radius"
+msgstr "Cumasaigh Ga na gConstaicí"
+
+msgid "Enable Obstacles Static"
+msgstr "Cumasaigh Constaicí Statacha"
+
+msgid "Inverse Mass"
+msgstr "Aifreann Inbhéartach"
+
+msgid "Inverse Inertia"
+msgstr "Táimhe Inbhéartach"
+
+msgid "Total Angular Damp"
+msgstr "Taise Uilleach Iomlán"
+
+msgid "Total Linear Damp"
+msgstr "Taise Líneach Iomlán"
+
+msgid "Total Gravity"
+msgstr "Domhantarraingt Iomlán"
+
+msgid "Center of Mass Local"
+msgstr "Lár an Aifrinn Áitiúil"
+
+msgid "Exclude"
+msgstr "Ná cuir as an áireamh"
+
+msgid "Collide With Bodies"
+msgstr "Collide Le Comhlachtaí"
+
+msgid "Collide With Areas"
+msgstr "Collide le Ceantair"
+
+msgid "Canvas Instance ID"
+msgstr "Aitheantas an Ásc Canbháis"
+
+msgid "Shape RID"
+msgstr "Cruth RID"
+
+msgid "Collide Separation Ray"
+msgstr "Collide Scaradh Ray"
+
+msgid "Exclude Bodies"
+msgstr "Comhlachtaí a Eisiamh"
+
+msgid "Exclude Objects"
+msgstr "Ná Cuir Réada as an áireamh"
+
+msgid "Recovery as Collision"
+msgstr "Aisghabháil mar Imbhualadh"
+
+msgid "Default Gravity"
+msgstr "Domhantarraingt Réamhshocraithe"
+
+msgid "Default Gravity Vector"
+msgstr "Veicteoir Domhantarraingthe Réamhshocraithe"
+
+msgid "Default Linear Damp"
+msgstr "Taise Líneach Réamhshocraithe"
+
+msgid "Default Angular Damp"
+msgstr "Taise uilleach Réamhshocraithe"
+
+msgid "Sleep Threshold Linear"
+msgstr "Tairseach Codlata Líneach"
+
+msgid "Sleep Threshold Angular"
+msgstr "Tairseach Chodlata Uilleach"
+
+msgid "Time Before Sleep"
+msgstr "Am Roimh Chodladh"
+
+msgid "Solver Iterations"
+msgstr "Atriall Réitigh"
+
+msgid "Contact Recycle Radius"
+msgstr "Déan teagmháil le Ga Athchúrsála"
+
+msgid "Contact Max Separation"
+msgstr "Déan teagmháil le Max Separation"
+
+msgid "Contact Max Allowed Penetration"
+msgstr "Déan teagmháil le Max Treá Ceadaithe"
+
+msgid "Default Contact Bias"
+msgstr "Claonadh Teagmhála Réamhshocraithe"
+
+msgid "Default Constraint Bias"
+msgstr "Claonadh Srianta Réamhshocraithe"
+
+msgid "Physics Engine"
+msgstr "Inneall Fisice"
+
+msgid "Inverse Inertia Tensor"
+msgstr "Inbhéartach Táimhe Tensor"
+
+msgid "Principal Inertia Axes"
+msgstr "Príomh-Aiseanna Táimhe"
+
+msgid "Max Collisions"
+msgstr "Imbhuailtí Uasta"
+
+msgid "Debug Redraw Time"
+msgstr "Dífhabhtaigh Am Athdhréachtaithe"
+
+msgid "Debug Redraw Color"
+msgstr "Dífhabhtaigh Dath na hAthdhréachta"
+
+msgid "Tighter Shadow Caster Culling"
+msgstr "Níos déine Scáth Caster Culling"
+
+msgid "Vertex"
+msgstr "Stuaic"
+
+msgid "Fragment"
+msgstr "Blúire"
+
+msgid "Tesselation Control"
+msgstr "Rialú Tesselation"
+
+msgid "Tesselation Evaluation"
+msgstr "Meastóireacht Tesselation"
+
+msgid "Compute"
+msgstr "Ríomh"
+
+msgid "Syntax"
+msgstr "Comhréir"
+
+msgid "Bytecode"
+msgstr "BytecodeName"
+
+msgid "Compile Error"
+msgstr "Earráid Tiomsaithe"
+
+msgid "Base Error"
+msgstr "Earráid Bhunáite"
+
+msgid "IDs"
+msgstr "IDanna"
+
+msgid "Constant ID"
+msgstr "Aitheantas tairiseach"
+
+msgid "Sample Masks"
+msgstr "Maisc Shamplacha"
+
+msgid "Depth Draw"
+msgstr "Tarraingt Doimhneachta"
+
+msgid "Depth Prepass Alpha"
+msgstr "Doimhneacht Prepass Alfa"
+
+msgid "Depth Test Disabled"
+msgstr "Tástáil Doimhneachta Díchumasaithe"
+
+msgid "SSS Mode Skin"
+msgstr "Craiceann Mód SSS"
+
+msgid "Cull"
+msgstr "An Chuilinn"
+
+msgid "Unshaded"
+msgstr "Gan scáthú"
+
+msgid "Wireframe"
+msgstr "Sreangfhráma"
+
+msgid "Skip Vertex Transform"
+msgstr "Trasfhoirmigh Vertex Long"
+
+msgid "World Vertex Coords"
+msgstr "Coords Vertex Domhanda"
+
+msgid "Ensure Correct Normals"
+msgstr "Cinntigh Gnáthaimh Chearta"
+
+msgid "Shadows Disabled"
+msgstr "Scáthanna Díchumasaithe"
+
+msgid "Ambient Light Disabled"
+msgstr "Solas Comhthimpeallach Díchumasaithe"
+
+msgid "Vertex Lighting"
+msgstr "Soilsiú Vertex"
+
+msgid "Particle Trails"
+msgstr "Conairí na gCáithníní"
+
+msgid "Alpha to Coverage"
+msgstr "Alfa go Clúdach"
+
+msgid "Alpha to Coverage and One"
+msgstr "Alfa go Clúdach agus Ceann"
+
+msgid "Debug Shadow Splits"
+msgstr "Scoilteanna Scáth Dífhabhtaithe"
+
+msgid "Fog Disabled"
+msgstr "Ceo Díchumasaithe"
+
+msgid "Light Only"
+msgstr "Solas Amháin"
+
+msgid "Collision Use Scale"
+msgstr "Scála Úsáide Imbhuailtí"
+
+msgid "Disable Force"
+msgstr "Díchumasaigh Fórsa"
+
+msgid "Disable Velocity"
+msgstr "Díchumasaigh treoluas"
+
+msgid "Keep Data"
+msgstr "Coinnigh Sonraí"
+
+msgid "Use Half Res Pass"
+msgstr "Úsáid Pas Leath-Res"
+
+msgid "Use Quarter Res Pass"
+msgstr "Úsáid Pas Ceathrú Res"
+
+msgid "Internal Size"
+msgstr "Méid Inmheánach"
+
+msgid "Target Size"
+msgstr "Spriocmhéid"
+
+msgid "View Count"
+msgstr "Amharc ar Líon"
+
+msgid "Render Loop Enabled"
+msgstr "Lúb Rindreála Cumasaithe"
+
+msgid "VRAM Compression"
+msgstr "Comhbhrú VRAM"
+
+msgid "Import S3TC BPTC"
+msgstr "Iompórtáil S3TC BPTC"
+
+msgid "Import ETC2 ASTC"
+msgstr "Iompórtáil ASTC ETC2"
+
+msgid "Lossless Compression"
+msgstr "Comhbhrú gan chailliúint"
+
+msgid "Force PNG"
+msgstr "Fórsáil PNG"
+
+msgid "WebP Compression"
+msgstr "Comhbhrú WebP"
+
+msgid "Compression Method"
+msgstr "Modh Comhbhrúite"
+
+msgid "Lossless Compression Factor"
+msgstr "Fachtóir Comhbhrúite Gan Chailliúint"
+
+msgid "Time Rollover Secs"
+msgstr "Secs Rollover Am"
+
+msgid "Use Physical Light Units"
+msgstr "Úsáid Aonaid Solais Fhisiciúla"
+
+msgid "Soft Shadow Filter Quality"
+msgstr "Caighdeán scagaire scáth bog"
+
+msgid "Shadow Atlas"
+msgstr "Atlas Scáth"
+
+msgid "Item Buffer Size"
+msgstr "Méid an mhaoláin míre"
+
+msgid "Shader Compiler"
+msgstr "Tiomsaitheoir Scáthaigh"
+
+msgid "Shader Cache"
+msgstr "Taisce Scáthaigh"
+
+msgid "Use Zstd Compression"
+msgstr "Úsáid Comhbhrú Zstd"
+
+msgid "Strip Debug"
+msgstr "Dífhabhtú Stiallacha"
+
+msgid "Reflections"
+msgstr "Machnamh"
+
+msgid "Sky Reflections"
+msgstr "Machnamh spéire"
+
+msgid "Roughness Layers"
+msgstr "Sraitheanna Gairbhe"
+
+msgid "Texture Array Reflections"
+msgstr "Machnamh ar Eagar Uigeachta"
+
+msgid "GGX Samples"
+msgstr "Samplaí GGX"
+
+msgid "Fast Filter High Quality"
+msgstr "Scagaire Fast Ardchaighdeáin"
+
+msgid "Reflection Atlas"
+msgstr "Atlas Machnaimh"
+
+msgid "Reflection Size"
+msgstr "Méid an Mhachnaimh"
+
+msgid "Reflection Count"
+msgstr "Líon na Machnaimh"
+
+msgid "GI"
+msgstr "GI"
+
+msgid "Use Half Resolution"
+msgstr "Úsáid Leathtaifeach"
+
+msgid "Overrides"
+msgstr "Sáraigh"
+
+msgid "Force Vertex Shading"
+msgstr "Fórsa Scáthú Vertex"
+
+msgid "Force Lambert over Burley"
+msgstr "Fórsa Lambert thar Burley"
+
+msgid "Depth Prepass"
+msgstr "Prepass Doimhneacht"
+
+msgid "Disable for Vendors"
+msgstr "Díchumasaigh do Dhíoltóirí"
+
+msgid "Default Filters"
+msgstr "Scagairí Réamhshocraithe"
+
+msgid "Use Nearest Mipmap Filter"
+msgstr "Úsáid an scagaire Mipmap is gaire"
+
+msgid "Anisotropic Filtering Level"
+msgstr "Leibhéal Scagtha Anisotropic"
+
+msgid "Depth of Field"
+msgstr "Doimhneacht réimse"
+
+msgid "Depth of Field Bokeh Shape"
+msgstr "Doimhneacht Cruth Bokeh Réimse"
+
+msgid "Depth of Field Bokeh Quality"
+msgstr "Doimhneacht Réimse Bokeh Cáilíochta"
+
+msgid "Depth of Field Use Jitter"
+msgstr "Doimhneacht Úsáid Réimse Jitter"
+
+msgid "Half Size"
+msgstr "Leathmhéid"
+
+msgid "Adaptive Target"
+msgstr "Sprioc Oiriúnaitheach"
+
+msgid "Blur Passes"
+msgstr "Pasanna Doiléire"
+
+msgid "Fadeout From"
+msgstr "Céimnigh amach ó"
+
+msgid "Fadeout To"
+msgstr "Céimnigh go"
+
+msgid "Screen Space Roughness Limiter"
+msgstr "Scáileán Spás Roughness Limiter"
+
+msgid "Decals"
+msgstr "Decaileanna"
+
+msgid "Light Projectors"
+msgstr "Teilgeoirí Solais"
+
+msgid "Occlusion Rays per Thread"
+msgstr "Gathanna Occlusion in aghaidh an tSnáithe"
+
+msgid "Upscale Mode"
+msgstr "Mód Upscale"
+
+msgid "Screen Space Reflection"
+msgstr "Machnamh ar Spás Scáileáin"
+
+msgid "Roughness Quality"
+msgstr "Cáilíocht Roughness"
+
+msgid "Subsurface Scattering Quality"
+msgstr "Cáilíocht Scaipthe Fodhromchla"
+
+msgid "Subsurface Scattering Scale"
+msgstr "Scála Scaipthe Fodhromchla"
+
+msgid "Subsurface Scattering Depth Scale"
+msgstr "Scála Doimhneachta Scaipthe Fodhromchla"
+
+msgid "Global Shader Variables"
+msgstr "Athróga Scáthaigh Dhomhanda"
+
+msgid "Buffer Size"
+msgstr "Méid an Mhaoláin"
+
+msgid "Probe Capture"
+msgstr "Gabháil tóireadóir"
+
+msgid "Update Speed"
+msgstr "Nuashonraigh Luas"
+
+msgid "Primitive Meshes"
+msgstr "Mogalraí Primitive"
+
+msgid "Texel Size"
+msgstr "Méid Texel"
+
+msgid "Probe Ray Count"
+msgstr "Líon Ray Probe"
+
+msgid "Frames to Converge"
+msgstr "Frámaí le Cóineasú"
+
+msgid "Frames to Update Lights"
+msgstr "Frámaí chun Soilse a Nuashonrú"
+
+msgid "Volume Size"
+msgstr "Méid na nImleabhar"
+
+msgid "Volume Depth"
+msgstr "Doimhneacht Imleabhar"
+
+msgid "Spatial Indexer"
+msgstr "Innéacsóir Spásúil"
+
+msgid "Update Iterations per Frame"
+msgstr "Nuashonraigh atriallta in aghaidh an fhráma"
+
+msgid "Threaded Cull Minimum Instances"
+msgstr "Cásanna Íosta Cuileann Snáithithe"
+
+msgid "Cluster Builder"
+msgstr "Tógálaí Braisle"
+
+msgid "Max Clustered Elements"
+msgstr "Uaseilimintí Cnuasaithe"
+
+msgid "OpenGL"
+msgstr "OpenGLName"
+
+msgid "Max Renderable Elements"
+msgstr "Uaseilimintí Indreáilte"
+
+msgid "Max Renderable Lights"
+msgstr "Max Soilse Indreáilte"
+
+msgid "Max Lights per Object"
+msgstr "Soilse Max in aghaidh an Réada"
+
+msgid "Shaders"
+msgstr "Scáthanna"
+
+msgid "Shader Language"
+msgstr "Teanga Shader"
+
+msgid "Treat Warnings as Errors"
+msgstr "Déileáil le rabhaidh mar earráidí"
+
+msgid "Has Tracking Data"
+msgstr "An bhfuil Sonraí Rianaithe aige"
+
+msgid "Body Flags"
+msgstr "Bratacha Coirp"
+
+msgid "Blend Shapes"
+msgstr "Cruthanna Cumaisc"
+
+msgid "Hand Tracking Source"
+msgstr "Foinse Rianaithe Láimhe"
+
+msgid "Is Primary"
+msgstr "An bhfuil"
+
+msgid "Play Area Mode"
+msgstr "Mód Limistéar Súgartha"
+
+msgid "AR"
+msgstr "AR"
+
+msgid "Is Anchor Detection Enabled"
+msgstr "An bhfuil Brath Ancaire Cumasaithe"
+
+msgid "Tracking Confidence"
+msgstr "Muinín a Rianú"
+
+msgid "VRS Min Radius"
+msgstr "VRS Min Ga"
+
+msgid "VRS Strength"
+msgstr "Neart VRS"
+
+msgid "World Origin"
+msgstr "Bunús an Domhain"
+
+msgid "Primary Interface"
+msgstr "Comhéadan Bunscoile"
diff --git a/editor/translations/properties/it.po b/editor/translations/properties/it.po
index 8672b27a7a..fa66dfa3f1 100644
--- a/editor/translations/properties/it.po
+++ b/editor/translations/properties/it.po
@@ -91,7 +91,7 @@ msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-31 15:41+0000\n"
+"PO-Revision-Date: 2024-08-13 23:09+0000\n"
"Last-Translator: Micky <micheledevita2@gmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/it/>\n"
@@ -121,7 +121,7 @@ msgid "Version"
msgstr "Versione"
msgid "Run"
-msgstr "Esegui"
+msgstr "Esecuzione"
msgid "Main Scene"
msgstr "Scena principale"
@@ -205,16 +205,16 @@ msgid "No Focus"
msgstr "Nessun Focus"
msgid "Window Width Override"
-msgstr "Sovrascrivi la Larghezza della Finestra"
+msgstr "Sovrascrivi larghezza della finestra"
msgid "Window Height Override"
-msgstr "Sovrascrivi l'Altezza della Finestra"
+msgstr "Sovrascrivi altezza della finestra"
msgid "Energy Saving"
-msgstr "Risparmio Energetico"
+msgstr "Risparmio energetico"
msgid "Keep Screen On"
-msgstr "Mantieni lo Schermo Acceso"
+msgstr "Mantieni lo schermo acceso"
msgid "Animation"
msgstr "Animazione"
@@ -235,11 +235,14 @@ msgid "Buses"
msgstr "Bus"
msgid "Default Bus Layout"
-msgstr "Disposizione di bus predefinita"
+msgstr "Layout predefinito dei bus"
msgid "General"
msgstr "Generale"
+msgid "Default Playback Type"
+msgstr "Tipo di riproduzione predefinito"
+
msgid "Text to Speech"
msgstr "Sintetizzatore vocale"
@@ -253,7 +256,7 @@ msgid "iOS"
msgstr "iOS"
msgid "Session Category"
-msgstr "Categoria Sessione"
+msgstr "Categoria della sessione"
msgid "Mix With Others"
msgstr "Mischia con altri"
@@ -265,7 +268,7 @@ msgid "Script"
msgstr "Script"
msgid "Search in File Extensions"
-msgstr "Estensioni di file durante la ricerca"
+msgstr "Estensioni di file disponibili per la ricerca"
msgid "Subwindows"
msgstr "Sottofinestre"
@@ -295,7 +298,7 @@ msgid "Scale"
msgstr "Scala"
msgid "Scale Mode"
-msgstr "Modalità ridimensionamento"
+msgstr "Modalità di ridimensionamento"
msgid "Debug"
msgstr "Debug"
@@ -339,15 +342,30 @@ msgstr "Messaggio"
msgid "Rendering"
msgstr "Renderer"
+msgid "BVH Build Quality"
+msgstr "Qualità di costruzione BVH"
+
+msgid "Jitter Projection"
+msgstr "Tremola proiezione"
+
msgid "Internationalization"
msgstr "Lingue"
msgid "Force Right to Left Layout Direction"
msgstr "Forza la direzione del layout da destra a sinistra"
+msgid "Root Node Layout Direction"
+msgstr "Direzione di layout del nodo radice"
+
+msgid "Root Node Auto Translate"
+msgstr "Traduzione automatica del nodo radice"
+
msgid "GUI"
msgstr "Interfaccia grafica"
+msgid "Timers"
+msgstr "Temporizzazione"
+
msgid "Incremental Search Max Interval Msec"
msgstr "Ritardo massimo della ricerca incrementale (ms)"
@@ -355,7 +373,7 @@ msgid "Tooltip Delay (sec)"
msgstr "Ritardo dei tooltip (sec)"
msgid "Common"
-msgstr "Comune"
+msgstr "Comuni"
msgid "Snap Controls to Pixels"
msgstr "Scatta i nodi Control ai pixel"
@@ -375,18 +393,33 @@ msgstr "Dispositivo per il Rendering"
msgid "V-Sync"
msgstr "Sincronizzazione Verticale"
+msgid "Frame Queue Size"
+msgstr "Dimensione di coda di fotogrammi"
+
+msgid "Swapchain Image Count"
+msgstr "Numero d'immagini Swapchain"
+
+msgid "Staging Buffer"
+msgstr "Buffer intermediato"
+
msgid "Block Size (KB)"
msgstr "Dimensione blocco (KB)"
msgid "Max Size (MB)"
msgstr "Dimensione massima (MB)"
+msgid "Texture Upload Region Size Px"
+msgstr "Dimensioni della regione di caricamento della texture in pixel"
+
msgid "Pipeline Cache"
msgstr "Cache di pipeline"
msgid "Enable"
msgstr "Abilita"
+msgid "Save Chunk Size (MB)"
+msgstr "Dimensione del blocco di salvataggio (MB)"
+
msgid "Vulkan"
msgstr "Vulkan"
@@ -402,6 +435,15 @@ msgstr "Versione di SDK Agility"
msgid "Textures"
msgstr "Texture"
+msgid "Canvas Textures"
+msgstr "Texture di canvas"
+
+msgid "Default Texture Filter"
+msgstr "Filtro di texture predefinito"
+
+msgid "Default Texture Repeat"
+msgstr "Ripetizione di texture predefinita"
+
msgid "Collada"
msgstr "Collada"
@@ -411,6 +453,9 @@ msgstr "Usa Ambiente"
msgid "Low Processor Usage Mode"
msgstr "Modalità Processore a Basso Consumo"
+msgid "Delta Smoothing"
+msgstr "Levigatura delta"
+
msgid "Print Error Messages"
msgstr "Messaggi di Errore di Stampa"
@@ -475,11 +520,14 @@ msgid "Pressed"
msgstr "Premuto"
msgid "Keycode"
-msgstr "Keycode"
+msgstr "Codice di tasto"
msgid "Physical Keycode"
msgstr "Codice di tasto fisico"
+msgid "Key Label"
+msgstr "Etichetta di tasto"
+
msgid "Unicode"
msgstr "Unicode"
@@ -511,7 +559,7 @@ msgid "Double Click"
msgstr "Doppio click"
msgid "Tilt"
-msgstr "Tilt"
+msgstr "Inclinazione"
msgid "Pressure"
msgstr "Pressione"
@@ -522,6 +570,9 @@ msgstr "Penna Invertita"
msgid "Relative"
msgstr "Relativo"
+msgid "Screen Relative"
+msgstr "Relativo allo schermo"
+
msgid "Velocity"
msgstr "Velocità"
@@ -570,6 +621,9 @@ msgstr "Scorciatoia"
msgid "Events"
msgstr "Eventi"
+msgid "Include Navigational"
+msgstr "Includi navigazione"
+
msgid "Include Hidden"
msgstr "Includi i file nascosti"
@@ -619,7 +673,7 @@ msgid "Offset"
msgstr "Scostamento"
msgid "Cell Size"
-msgstr "Dimensione Cella"
+msgstr "Dimensione cella"
msgid "Cell Shape"
msgstr "Forma Cella"
@@ -627,6 +681,12 @@ msgstr "Forma Cella"
msgid "Jumping Enabled"
msgstr "Salto abilitato"
+msgid "Default Compute Heuristic"
+msgstr "Calcolo euristico predefinito"
+
+msgid "Default Estimate Heuristic"
+msgstr "Stima euristico predefinita"
+
msgid "Diagonal Mode"
msgstr "Modalità Diagonale"
@@ -642,6 +702,9 @@ msgstr "Memoria"
msgid "Limits"
msgstr "Limiti"
+msgid "Message Queue"
+msgstr "Coda di messaggi"
+
msgid "Max Steps"
msgstr "Passi massimi"
@@ -651,6 +714,9 @@ msgstr "Reti"
msgid "TCP"
msgstr "TCP"
+msgid "Connect Timeout Seconds"
+msgstr "Scadenza di tentativi di connessione (sec)"
+
msgid "Max Buffer (Power of 2)"
msgstr "Buffer massimo (potenza di 2)"
@@ -663,14 +729,17 @@ msgstr "Sostituzione di pacchetto di certificati"
msgid "Threading"
msgstr "Thread paralleli (Threading)"
+msgid "Worker Pool"
+msgstr "Gruppo di thread di lavoro"
+
msgid "Max Threads"
msgstr "Thread in parallelo massimi"
msgid "Low Priority Thread Ratio"
-msgstr "Ratio dei thread a bassa priorità"
+msgstr "Rapporto di thread a bassa priorità"
msgid "Locale"
-msgstr "Locale"
+msgstr "Lingua"
msgid "Test"
msgstr "Testing"
@@ -694,7 +763,7 @@ msgid "Fake BiDi"
msgstr "Usa BiDi falso"
msgid "Expansion Ratio"
-msgstr "Ratio di espansione"
+msgstr "Rapporto di espansione"
msgid "Prefix"
msgstr "Prefisso"
@@ -718,22 +787,34 @@ msgid "Type"
msgstr "Tipo"
msgid "In Handle"
-msgstr "In gestione"
+msgstr "Maniglia d'ingresso"
+
+msgid "Out Handle"
+msgstr "Maniglia d'uscita"
+
+msgid "Handle Mode"
+msgstr "Modalità di maniglie"
msgid "Stream"
-msgstr "Stream"
+msgstr "Flusso"
msgid "Start Offset"
-msgstr "Scostamento Dall'Inizio"
+msgstr "Scostamento dall'inizio"
msgid "End Offset"
-msgstr "Scostamento Dalla Fine"
+msgstr "Scostamento dalla fine"
msgid "Easing"
msgstr "Allentamento"
+msgid "Debug Adapter"
+msgstr "Adattatore di debug"
+
msgid "Remote Port"
-msgstr "Porta Remota"
+msgstr "Porta remota"
+
+msgid "Request Timeout"
+msgstr "Scadenza di richiesta (Timeout)"
msgid "Sync Breakpoints"
msgstr "Sincronizza punti di interruzione"
@@ -751,16 +832,16 @@ msgid "Password"
msgstr "Password"
msgid "Default Feature Profile"
-msgstr "Profilo di Funzionalità Predefinito"
+msgstr "Profilo di funzionalità predefinito"
msgid "Text Editor"
-msgstr "Editor di Testo"
+msgstr "Editor di testo"
msgid "Help"
msgstr "Aiuto"
msgid "Sort Functions Alphabetically"
-msgstr "Ordina le Funzioni Alfabeticamente"
+msgstr "Ordina le funzioni alfabeticamente"
msgid "Label"
msgstr "Etichetta"
@@ -774,6 +855,9 @@ msgstr "Casella di Spunta"
msgid "Checked"
msgstr "Selezionato"
+msgid "Draw Warning"
+msgstr "Mostra avvertimenti"
+
msgid "Keying"
msgstr "Tasti"
@@ -783,17 +867,20 @@ msgstr "Eliminabile"
msgid "Distraction Free Mode"
msgstr "Modalità senza distrazioni"
+msgid "Movie Maker Enabled"
+msgstr "Movie Maker abilitato"
+
msgid "Theme"
msgstr "Tema"
msgid "Line Spacing"
-msgstr "Spaziatura Linee"
+msgstr "Spaziatura righe"
msgid "Base Type"
msgstr "Tipo di Base"
msgid "Editable"
-msgstr "Elemento Modificabile"
+msgstr "Modificabile"
msgid "Toggle Mode"
msgstr "Modalità Interruttore"
@@ -807,8 +894,11 @@ msgstr "Lingua dell'editor"
msgid "Localize Settings"
msgstr "Localizza le impostazioni"
+msgid "Dock Tab Style"
+msgstr "Stile scheda di pannello"
+
msgid "UI Layout Direction"
-msgstr "Direzione Layout UI"
+msgstr "Direzione di layout dell'UI"
msgid "Display Scale"
msgstr "Scala di visualizzazione"
@@ -826,7 +916,7 @@ msgid "Connection"
msgstr "Connessione"
msgid "Engine Version Update Mode"
-msgstr "Modalità di Aggiornamento Versione del Motore"
+msgstr "Modalità di aggiornamento versione del motore"
msgid "Use Embedded Menu"
msgstr "Usa menù integrato"
@@ -858,6 +948,9 @@ msgstr "Antialiasing carattere"
msgid "Font Hinting"
msgstr "Suggerimento carattere"
+msgid "Font Subpixel Positioning"
+msgstr "Posizionamento sotto-pixel di font"
+
msgid "Font Disable Embedded Bitmaps"
msgstr "Disattiva le bitmap integrate del carattere"
@@ -885,6 +978,9 @@ msgstr "Usa i tasti aggiuntivi del mouse per navigare la cronologia"
msgid "Save Each Scene on Quit"
msgstr "Salva ogni scena all'uscita"
+msgid "Save on Focus Loss"
+msgstr "Salva alla perdita del focus"
+
msgid "Accept Dialog Cancel OK Buttons"
msgstr "Bottoni OK e Cancella di dialogo d'accettazione"
@@ -915,6 +1011,9 @@ msgstr "Velocità di trascinamento float"
msgid "Nested Color Mode"
msgstr "Modalità colore nidificato"
+msgid "Delimitate All Container and Resources"
+msgstr "Delimita tutti i contenitori e le risorse"
+
msgid "Default Property Name Style"
msgstr "Stile predefinito di nomi delle proprietà"
@@ -1020,6 +1119,9 @@ msgstr "Mostra pulsante di script"
msgid "Restore Scenes on Load"
msgstr "Ripristina scene al caricamento"
+msgid "Multi Window"
+msgstr "Multi finestra"
+
msgid "Restore Windows on Load"
msgstr "Ripristina le finestre al caricamento"
@@ -1098,6 +1200,9 @@ msgstr "Strumenti"
msgid "OIDN"
msgstr "OIDN"
+msgid "Docks"
+msgstr "Pannelli"
+
msgid "Scene Tree"
msgstr "Albero di scena"
@@ -1185,6 +1290,9 @@ msgstr "Righe"
msgid "Code Folding"
msgstr "Raggruppamento codice"
+msgid "Word Wrap"
+msgstr "Avvolgimento riga"
+
msgid "Autowrap Mode"
msgstr "Modalità di ritorno a capo automatico"
@@ -1218,9 +1326,21 @@ msgstr "Velocità di scorrimento verticale"
msgid "Drag and Drop Selection"
msgstr "Selezione con trascino e rilascio"
+msgid "Stay in Script Editor on Node Selected"
+msgstr "Rimani nell'editor degli script alla selezione di un nodo"
+
msgid "Open Script When Connecting Signal to Existing Method"
msgstr "Apri Script quando connetti un segnale a un metodo esistente"
+msgid "Use Default Word Separators"
+msgstr "Usa i separatori predefiniti di parole"
+
+msgid "Use Custom Word Separators"
+msgstr "Usa separatori personalizzati di parole"
+
+msgid "Custom Word Separators"
+msgstr "Separatori personalizzati di parole"
+
msgid "Indent"
msgstr "Indentazione"
@@ -1254,9 +1374,21 @@ msgstr "Auto-ricarica gli Script in caso di modifiche esterne"
msgid "Script List"
msgstr "Elenco di Script"
+msgid "Show Members Overview"
+msgstr "Mostra riepilogo dei membri"
+
+msgid "Sort Members Outline Alphabetically"
+msgstr "Ordina riepilogo dei membri alfabeticamente"
+
msgid "Completion"
msgstr "Completamento"
+msgid "Idle Parse Delay"
+msgstr "Ritardo di elaborazione dopo Inattività"
+
+msgid "Auto Brace Complete"
+msgstr "Completa parentesi automaticamente"
+
msgid "Code Complete Enabled"
msgstr "Abilita completamento di codice"
@@ -1447,7 +1579,7 @@ msgid "Use Integer Zoom by Default"
msgstr "Usa zoom intero come predefinito"
msgid "Panning"
-msgstr "Panning"
+msgstr "Panoramica"
msgid "2D Editor Panning Scheme"
msgstr "Schema di panning per l'Editor 2D"
@@ -1485,6 +1617,15 @@ msgstr "Ritardo per il preprocesso automatico"
msgid "Autorename Animation Tracks"
msgstr "Auto-rinomina tracce di animazione"
+msgid "Confirm Insert Track"
+msgstr "Conferma l'inserimento d'una traccia"
+
+msgid "Onion Layers Past Color"
+msgstr "Colore strati di cipolla precedenti"
+
+msgid "Onion Layers Future Color"
+msgstr "Colore strati di cipolla successivi"
+
msgid "Shader Editor"
msgstr "Editor di Shader"
@@ -1512,6 +1653,12 @@ msgstr "Dimensione anteprima di porta"
msgid "Window Placement"
msgstr "Posizione della finestra"
+msgid "Rect"
+msgstr "Rettangolo"
+
+msgid "Rect Custom Position"
+msgstr "Posizione personalizzata del rettangolo"
+
msgid "Screen"
msgstr "Schermo"
@@ -1527,6 +1674,12 @@ msgstr "Salva prima di eseguire"
msgid "Bottom Panel"
msgstr "Pannello inferiore"
+msgid "Action on Play"
+msgstr "Azione alla riproduzione"
+
+msgid "Action on Stop"
+msgstr "Azione all'arresto"
+
msgid "Output"
msgstr "Output"
@@ -1566,6 +1719,9 @@ msgstr "Host remoto"
msgid "Debugger"
msgstr "Debugger"
+msgid "Auto Switch to Remote Scene Tree"
+msgstr "Passa automaticamente all'albero di scena remoto"
+
msgid "Profiler Frame History Size"
msgstr "Dimensione cronologia di fotogrammi del profiler"
@@ -1606,163 +1762,170 @@ msgid "Highlighting"
msgstr "Evidenziazione"
msgid "Symbol Color"
-msgstr "Colore simbolo"
+msgstr "Colore per i simboli"
msgid "Keyword Color"
-msgstr "Colore parola chiave"
+msgstr "Colore per parola chiave"
msgid "Control Flow Keyword Color"
-msgstr "Colore parola chiave del controllo di flusso"
+msgstr "Colore per parola chiave di controllo di flusso"
msgid "Base Type Color"
-msgstr "Colore tipo di base"
+msgstr "Colore per tipo di base"
msgid "Engine Type Color"
-msgstr "Colore tipo definito dal motore"
+msgstr "Colore per tipo definito dal motore"
msgid "User Type Color"
-msgstr "Colore tipo definito dall'utente"
+msgstr "Colore per tipo definito dall'utente"
msgid "Comment Color"
-msgstr "Colore commenti"
+msgstr "Colore per i commenti"
msgid "Doc Comment Color"
-msgstr "Colore commenti per documentazione"
+msgstr "Colore per i commenti di documentazione"
msgid "String Color"
-msgstr "Colore stringhe"
+msgstr "Colore per le stringhe"
msgid "Background Color"
-msgstr "Colore sfondo"
+msgstr "Colore per lo sfondo"
msgid "Completion Background Color"
-msgstr "Colore sfondo di completamento"
+msgstr "Colore per lo sfondo del completamento"
msgid "Completion Selected Color"
-msgstr "Colore selezione del completamento"
+msgstr "Colore per la selezione del completamento"
msgid "Completion Existing Color"
-msgstr "Colore parte esistente del completamento"
+msgstr "Colore per la parte esistente del completamento"
msgid "Completion Scroll Color"
-msgstr "Colore scorrimento del completamento"
+msgstr "Colore per la barra di scorrimento del completamento"
msgid "Completion Scroll Hovered Color"
-msgstr "Colore scorrimento del completamento al passaggio del mouse"
+msgstr ""
+"Colore al passaggio del mouse per la barra di scorrimento del completamento"
msgid "Completion Font Color"
-msgstr "Colore carattere del completamento"
+msgstr "Colore per il carattere del completamento"
msgid "Text Color"
-msgstr "Colore testo"
+msgstr "Colore per il testo"
msgid "Line Number Color"
-msgstr "Colore numero di riga"
+msgstr "Colore per numero di riga"
msgid "Safe Line Number Color"
-msgstr "Colore numero di riga sicura"
+msgstr "Colore per numero di riga sicura"
msgid "Caret Color"
-msgstr "Colore cursore"
+msgstr "Colore per il cursore"
msgid "Caret Background Color"
-msgstr "Colore sfondo del cursore"
+msgstr "Colore per lo sfondo del cursore"
msgid "Text Selected Color"
-msgstr "Colore testo selezionato"
+msgstr "Colore per il testo selezionato"
msgid "Selection Color"
-msgstr "Colore selezione"
+msgstr "Colore per la selezione"
msgid "Brace Mismatch Color"
-msgstr "Colore mancata corrispondenza tra parentesi"
+msgstr "Colore per mancata corrispondenza tra parentesi"
msgid "Current Line Color"
-msgstr "Colore riga attuale"
+msgstr "Colore per la riga attuale"
msgid "Line Length Guideline Color"
-msgstr "Colore linea guida della lunghezza della riga"
+msgstr "Colore per la linea guida della lunghezza della riga"
msgid "Word Highlighted Color"
-msgstr "Colore parola evidenziata"
+msgstr "Colore per parola evidenziata"
msgid "Number Color"
-msgstr "Colore numero"
+msgstr "Colore per numero"
msgid "Function Color"
-msgstr "Colore funzione"
+msgstr "Colore per funzione"
msgid "Member Variable Color"
-msgstr "Colore variabile membro"
+msgstr "Colore per variabile membro"
msgid "Bookmark Color"
-msgstr "Colore segnalibro"
+msgstr "Colore per segnalibro"
msgid "Breakpoint Color"
-msgstr "Colore punti di interruzione"
+msgstr "Colore per punto di interruzione"
msgid "Executing Line Color"
-msgstr "Colore linea in esecuzione"
+msgstr "Colore per la riga in esecuzione"
+
+msgid "Code Folding Color"
+msgstr "Colore per righe di codice compresse"
+
+msgid "Folded Code Region Color"
+msgstr "Colore per una regione di codice chiusa"
msgid "Search Result Color"
-msgstr "Colore risultati di ricerca"
+msgstr "Colore per i risultati di ricerca"
msgid "Search Result Border Color"
-msgstr "Colore bordo dei risultati di ricerca"
+msgstr "Colore per il bordo dei risultati di ricerca"
msgid "Connection Colors"
msgstr "Colori per connessioni"
msgid "Scalar Color"
-msgstr "Colore Scalare"
+msgstr "Colore per tipo scalare"
msgid "Vector2 Color"
-msgstr "Colore Vector2"
+msgstr "Colore per tipo Vector2"
msgid "Vector 3 Color"
-msgstr "Colore Vector 3"
+msgstr "Colore per tipo Vector 3"
msgid "Vector 4 Color"
-msgstr "Colore Vector 4"
+msgstr "Colore per tipo Vector 4"
msgid "Boolean Color"
-msgstr "Colore Booleano"
+msgstr "Colore per tipo booleano"
msgid "Transform Color"
-msgstr "Colore Trasformazione"
+msgstr "Colore per tipo trasformazione"
msgid "Sampler Color"
-msgstr "Colore Sampler"
+msgstr "Colore per tipo campionatore"
msgid "Category Colors"
-msgstr "Colori Categorie"
+msgstr "Colori per le categorie"
msgid "Output Color"
-msgstr "Colore Output"
+msgstr "Colore di uscita"
msgid "Color Color"
-msgstr "Colore tipo Color"
+msgstr "Colore per tipo Color"
msgid "Conditional Color"
-msgstr "Colore Condizionale"
+msgstr "Colore per condizionale"
msgid "Input Color"
-msgstr "Colore Input"
+msgstr "Colore di ingresso"
msgid "Textures Color"
-msgstr "Colore Texture"
+msgstr "Colore per le texture"
msgid "Utility Color"
-msgstr "Colore Utilità"
+msgstr "Colore per utilità"
msgid "Vector Color"
-msgstr "Colore Vector"
+msgstr "Colore per tipo vettore"
msgid "Special Color"
-msgstr "Colore Speciale"
+msgstr "Colore speciale"
msgid "Particle Color"
-msgstr "Colore Particella"
+msgstr "Colore per particella"
msgid "Custom Template"
msgstr "Modello personalizzato"
@@ -1816,11 +1979,17 @@ msgid "Disable Overwrite Warning"
msgstr "Disabilita avviso di sovrascrittura"
msgid "Flat"
-msgstr "Flat"
+msgstr "Piatto"
msgid "Hide Slider"
msgstr "Nascondi Slider"
+msgid "Zoom"
+msgstr "Zoom"
+
+msgid "Retarget"
+msgstr "Reindirizzamento"
+
msgid "Bone Renamer"
msgstr "Rinominatore Ossa"
@@ -1836,6 +2005,9 @@ msgstr "Rendi Unico"
msgid "Skeleton Name"
msgstr "Nome di scheletro"
+msgid "Rest Fixer"
+msgstr "Ripara pose di riposo"
+
msgid "Apply Node Transforms"
msgstr "Applica Trasformazioni Nodo"
@@ -1848,6 +2020,9 @@ msgstr "Ripristina Tuttle le Pose delle Ossa dopo Reimporto"
msgid "Overwrite Axis"
msgstr "Sovrascrivi Asse"
+msgid "Keep Global Rest on Leftovers"
+msgstr "Mantieni riposo globale sul resto"
+
msgid "Fix Silhouette"
msgstr "Aggiusta Silhouette"
@@ -1906,7 +2081,7 @@ msgid "Physics Material Override"
msgstr "Sostituzione materiale di fisica"
msgid "Layer"
-msgstr "Livello"
+msgstr "Strato"
msgid "Mask"
msgstr "Maschera"
@@ -1914,6 +2089,24 @@ msgstr "Maschera"
msgid "Mesh Instance"
msgstr "Istanza di mesh"
+msgid "Layers"
+msgstr "Strati"
+
+msgid "Visibility Range Begin"
+msgstr "Inizio del campo di visibilità"
+
+msgid "Visibility Range Begin Margin"
+msgstr "Margine iniziale del campo di visibilità"
+
+msgid "Visibility Range End"
+msgstr "Fine del campo di visibilità"
+
+msgid "Visibility Range End Margin"
+msgstr "Margine finale del campo di visibilità"
+
+msgid "Visibility Range Fade Mode"
+msgstr "Modo di diffusione del campo di visibilità"
+
msgid "Cast Shadow"
msgstr "Proietta ombre"
@@ -1953,6 +2146,18 @@ msgstr "Sottocampionamento di hull convessi"
msgid "Normalize Mesh"
msgstr "Normalizza le mesh"
+msgid "Convexhull Approximation"
+msgstr "Approssimazione di hull convesso"
+
+msgid "Max Convex Hulls"
+msgstr "Hull convessi massimi"
+
+msgid "Project Hull Vertices"
+msgstr "Proietta vertici di hull"
+
+msgid "Primitive"
+msgstr "Primitivo"
+
msgid "Height"
msgstr "Altezza"
@@ -1965,12 +2170,21 @@ msgstr "Occlusore"
msgid "Simplification Distance"
msgstr "Distanza Semplificazione"
+msgid "Save to File"
+msgstr "Salva su file"
+
msgid "Enabled"
msgstr "Abilitato"
+msgid "Shadow Meshes"
+msgstr "Mesh d'ombra"
+
msgid "Lightmap UV"
msgstr "UV della lightmap"
+msgid "LODs"
+msgstr "Livelli di dettaglio"
+
msgid "Normal Split Angle"
msgstr "Angolo di separazione dei normali"
@@ -1995,15 +2209,36 @@ msgstr "Quantità"
msgid "Optimizer"
msgstr "Ottimizzatore"
+msgid "Max Velocity Error"
+msgstr "Tolleranza di errore di velocità"
+
msgid "Max Angular Error"
-msgstr "Errore Angolare Max"
+msgstr "Tolleranza di errore angolare"
+
+msgid "Max Precision Error"
+msgstr "Tolleranza di errore di precisione"
msgid "Page Size"
-msgstr "Dimensione Pagina"
+msgstr "Dimensione pagina"
msgid "Import Tracks"
msgstr "Importa tracce"
+msgid "Rest Pose"
+msgstr "Posa di riposo"
+
+msgid "Load Pose"
+msgstr "Carica posa"
+
+msgid "External Animation Library"
+msgstr "Libreria esterna di animazione"
+
+msgid "Selected Animation"
+msgstr "Animazione selezionata"
+
+msgid "Selected Timestamp"
+msgstr "Marca temporale selezionata"
+
msgid "Bone Map"
msgstr "Mappa d'ossa"
@@ -2031,6 +2266,12 @@ msgstr "Mesh"
msgid "Ensure Tangents"
msgstr "Garantisci Tangenti"
+msgid "Generate LODs"
+msgstr "Genera LOD"
+
+msgid "Create Shadow Meshes"
+msgstr "Crea mesh d'ombra"
+
msgid "Light Baking"
msgstr "Baking Luce"
@@ -2049,6 +2290,30 @@ msgstr "Usa Skin con nome"
msgid "FPS"
msgstr "FPS"
+msgid "Trimming"
+msgstr "Ritaglio"
+
+msgid "Remove Immutable Tracks"
+msgstr "Rimuovi tracce immutabili"
+
+msgid "Import Rest as Reset"
+msgstr "Importa riposo come RESET"
+
+msgid "Import Script"
+msgstr "Importa script"
+
+msgid "Antialiasing"
+msgstr "Antialiasing"
+
+msgid "Generate Mipmaps"
+msgstr "Genera i mipmap"
+
+msgid "Disable Embedded Bitmaps"
+msgstr "Disattiva le Bitmap incorporate"
+
+msgid "Multichannel Signed Distance Field"
+msgstr "Campo di distanza con segno multicanale"
+
msgid "MSDF Pixel Range"
msgstr "Intervallo di pixel MSDF"
@@ -2059,7 +2324,10 @@ msgid "Allow System Fallback"
msgstr "Consenti carattere di riserva del sistema"
msgid "Hinting"
-msgstr "Hinting"
+msgstr "Suggerimento"
+
+msgid "Subpixel Positioning"
+msgstr "Posizionamento sotto-pixel"
msgid "Oversampling"
msgstr "Sovracampionamento"
@@ -2076,6 +2344,9 @@ msgstr "Supporto per script"
msgid "OpenType Features"
msgstr "Funzionalità OpenType"
+msgid "Fallbacks"
+msgstr "Alternative"
+
msgid "Compress"
msgstr "Comprimi"
@@ -2103,6 +2374,9 @@ msgstr "Trasformazione"
msgid "Create From"
msgstr "Crea da"
+msgid "Scaling Mode"
+msgstr "Modalità di scala"
+
msgid "Delimiter"
msgstr "Delimitatore"
@@ -2118,15 +2392,27 @@ msgstr "Colonne"
msgid "Rows"
msgstr "Righe"
+msgid "Image Margin"
+msgstr "Margine d'immagine"
+
msgid "Character Margin"
msgstr "Margine di carattere"
+msgid "Ascent"
+msgstr "Ascesa"
+
+msgid "Descent"
+msgstr "Discesa"
+
msgid "High Quality"
msgstr "Alta qualità"
msgid "HDR Compression"
msgstr "Compressione HDR"
+msgid "Channel Pack"
+msgstr "Pacchetto di canali"
+
msgid "Mipmaps"
msgstr "Mipmap"
@@ -2140,11 +2426,14 @@ msgid "Vertical"
msgstr "Verticale"
msgid "Normal Map"
-msgstr "Normal Map"
+msgstr "Mappa di normali"
msgid "Roughness"
msgstr "Rugosità"
+msgid "Src Normal"
+msgstr "Normale sorgente"
+
msgid "Process"
msgstr "Processa"
@@ -2187,15 +2476,28 @@ msgstr "File di atlas"
msgid "Import Mode"
msgstr "Modalità importazione"
+msgid "Crop to Region"
+msgstr "Ritaglia alla regione"
+
msgid "Trim Alpha Border From Region"
msgstr "Accorcia bordo alfa dalla regione"
+msgctxt "Enforce"
+msgid "Force"
+msgstr "Forza"
+
msgid "8 Bit"
msgstr "8 Bit"
msgid "Mono"
msgstr "Mono"
+msgid "Max Rate"
+msgstr "Frequenza massima"
+
+msgid "Max Rate Hz"
+msgstr "Frequenza massima in Hz"
+
msgid "Edit"
msgstr "Modifica"
@@ -2229,6 +2531,9 @@ msgstr "Indice dell'osso attuale"
msgid "Bone Mapper"
msgstr "Mappatore di ossa"
+msgid "Handle Colors"
+msgstr "Colore di maniglie"
+
msgid "Unset"
msgstr "Non impostato"
@@ -2250,6 +2555,9 @@ msgstr "Telecamera"
msgid "Particles"
msgstr "Particelle"
+msgid "Decal"
+msgstr "Decalcomania"
+
msgid "Fog Volume"
msgstr "Volume di nebbia"
@@ -2280,6 +2588,12 @@ msgstr "Notificatore di visibilità"
msgid "Voxel GI"
msgstr "Voxel GI"
+msgid "Manipulator Gizmo Size"
+msgstr "Dimensione gizmo manipolatore"
+
+msgid "Manipulator Gizmo Opacity"
+msgstr "Opacità del gizmo manipolatore"
+
msgid "Gizmo Settings"
msgstr "Impostazioni gizmo"
@@ -2382,6 +2696,9 @@ msgstr "Percorso chiave privata SSH"
msgid "Main Run Args"
msgstr "Parametri di esecuzione principale"
+msgid "Templates Search Path"
+msgstr "Percorso di ricerca dei modelli"
+
msgid "Naming"
msgstr "Nomenclatura"
@@ -2412,6 +2729,9 @@ msgstr "Converti risorse testuali in binario durante l'esportazione"
msgid "Plugin Name"
msgstr "Nome dell'estensione"
+msgid "Autoload on Startup"
+msgstr "Carica automaticamente all'avvio"
+
msgid "Derive Script Globals by Name"
msgstr "Ricava le globali di Script dal Nome"
@@ -2424,6 +2744,9 @@ msgstr "Svuota stdout alla atampa"
msgid "Max Chars per Second"
msgstr "Massimo di caratteri al secondo"
+msgid "Max Queued Messages"
+msgstr "Limite di messaggi in coda d'attesa"
+
msgid "Max Errors per Second"
msgstr "Massimo di errori al secondo"
@@ -2439,12 +2762,30 @@ msgstr "Massimo di file di log"
msgid "Driver"
msgstr "Driver"
+msgid "Fallback to Vulkan"
+msgstr "Usa Vulkan come riserva"
+
+msgid "Fallback to D3D12"
+msgstr "Usa D3D12 come riserva"
+
msgid "GL Compatibility"
msgstr "Compatibilità GL"
msgid "Nvidia Disable Threaded Optimization"
msgstr "Disattiva ottimizzazioni di thread Nvidia"
+msgid "Fallback to Angle"
+msgstr "Usa Angle come riserva"
+
+msgid "Fallback to Native"
+msgstr "Usa Nativo come riserva"
+
+msgid "Fallback to Gles"
+msgstr "Usa Gles come riserva"
+
+msgid "Force Angle on Devices"
+msgstr "Forza angolo sui dispositivi"
+
msgid "Renderer"
msgstr "Renderer"
@@ -2475,6 +2816,9 @@ msgstr "Modello di parallelismo"
msgid "Display Server"
msgstr "Server di visualizzazione"
+msgid "Handheld"
+msgstr "Portatile"
+
msgid "Orientation"
msgstr "Orientazione"
@@ -2508,6 +2852,9 @@ msgstr "Nascondi indicatore home"
msgid "Hide Status Bar"
msgstr "Nascondi la barra di stato"
+msgid "Suppress UI Gesture"
+msgstr "Sopprimi gesti di interfaccia utente"
+
msgid "XR"
msgstr "XR"
@@ -2520,6 +2867,21 @@ msgstr "Mappa di azioni predefinita"
msgid "View Configuration"
msgstr "Configurazione di vista"
+msgid "Reference Space"
+msgstr "Spazio di riferimento"
+
+msgid "Environment Blend Mode"
+msgstr "Modo di fusione d'ambiente"
+
+msgid "Foveation Level"
+msgstr "Livello di foveazione"
+
+msgid "Foveation Dynamic"
+msgstr "Foveazione dinamica"
+
+msgid "Submit Depth Buffer"
+msgstr "Riempi buffer di profondità"
+
msgid "Startup Alert"
msgstr "Segnalazione d'inizio"
@@ -2592,15 +2954,27 @@ msgstr "Immagine"
msgid "Use Filter"
msgstr "Usa filtro"
+msgid "Minimum Display Time"
+msgstr "Tempo minimo di visualizzazione"
+
msgid "Dotnet"
msgstr "Dotnet"
msgid "Project"
msgstr "Progetto"
+msgid "Assembly Name"
+msgstr "Nome dell'assembly"
+
+msgid "Assembly Reload Attempts"
+msgstr "Tentativi di ricarica dell'assembly"
+
msgid "Time"
msgstr "Tempo"
+msgid "Physics Process"
+msgstr "Processo di fisica"
+
msgid "Navigation Process"
msgstr "Processo di navigazione"
@@ -2676,8 +3050,17 @@ msgstr "Link"
msgid "Polygons"
msgstr "Poligoni"
+msgid "Edges"
+msgstr "Bordi"
+
msgid "Edges Merged"
-msgstr "Lati uniti"
+msgstr "Bordi uniti"
+
+msgid "Edges Connected"
+msgstr "Bordi collegati"
+
+msgid "Edges Free"
+msgstr "Bordi liberi"
msgid "Operation"
msgstr "Operazione"
@@ -2694,6 +3077,9 @@ msgstr "Collisione"
msgid "Use Collision"
msgstr "Usa collisioni"
+msgid "Collision Layer"
+msgstr "Strati di collisione"
+
msgid "Collision Mask"
msgstr "Maschera di collisione"
@@ -2745,6 +3131,9 @@ msgstr "Gradi di rotazione"
msgid "Spin Sides"
msgstr "Lati rotazione"
+msgid "Path Node"
+msgstr "Nodo di percorso"
+
msgid "Path Interval Type"
msgstr "Tipo di intervallo del percorso"
@@ -2772,6 +3161,15 @@ msgstr "Percorsi uniti"
msgid "CSG"
msgstr "CSG"
+msgid "Importer"
+msgstr "Importatore"
+
+msgid "Allow Geometry Helper Nodes"
+msgstr "Consenti nodi ausiliari di geometria"
+
+msgid "Embedded Image Handling"
+msgstr "Gestione di immagini incorporate"
+
msgid "FBX2glTF"
msgstr "FBX2glTF"
@@ -2817,6 +3215,9 @@ msgstr "Lista di avvisi"
msgid "Notice List"
msgstr "Lista di note"
+msgid "Max Call Stack"
+msgstr "Limite della pila di chiamate"
+
msgid "Exclude Addons"
msgstr "Escludi Componenti Aggiuntivi"
@@ -2832,6 +3233,9 @@ msgstr "Mostra simboli nativi nell'editor"
msgid "Use Thread"
msgstr "Usa i thread"
+msgid "Poll Limit (µsec)"
+msgstr "Limite di sondaggio (µsec)"
+
msgid "Copyright"
msgstr "Copyright"
@@ -2841,6 +3245,9 @@ msgstr "FPS di precalcolo"
msgid "glTF"
msgstr "glTF"
+msgid "Naming Version"
+msgstr "Nomenclatura di versione"
+
msgid "Color"
msgstr "Colore"
@@ -2859,6 +3266,21 @@ msgstr "Angolo cono interno"
msgid "Outer Cone Angle"
msgstr "Angolo cono esterno"
+msgid "Diffuse Img"
+msgstr "Immagine di diffusione"
+
+msgid "Diffuse Factor"
+msgstr "Fattore di diffusione"
+
+msgid "Gloss Factor"
+msgstr "Fattore di lucentezza"
+
+msgid "Specular Factor"
+msgstr "Fattore di specularità"
+
+msgid "Spec Gloss Img"
+msgstr "Immagine di lucentezza speculare"
+
msgid "Mass"
msgstr "Massa"
@@ -2880,9 +3302,15 @@ msgstr "Orientazione d'inerzia"
msgid "Inertia Tensor"
msgstr "Tensore d'inerzia"
+msgid "Is Trigger"
+msgstr "È attivatore"
+
msgid "Mesh Index"
msgstr "Indice di mesh"
+msgid "Importer Mesh"
+msgstr "Importatore di mesh"
+
msgid "Image Format"
msgstr "Formato di immagine"
@@ -3009,14 +3437,29 @@ msgstr "Buffer"
msgid "Byte Length"
msgstr "Lunghezza byte"
+msgid "Byte Stride"
+msgstr "Passo di byte"
+
msgid "Indices"
msgstr "Indici"
msgid "Vertex Attributes"
msgstr "Attributi vertice"
+msgid "Perspective"
+msgstr "Prospettiva"
+
msgid "FOV"
-msgstr "Campo Visivo"
+msgstr "Campo visivo"
+
+msgid "Depth Far"
+msgstr "Profondità lontana"
+
+msgid "Depth Near"
+msgstr "Profondità vicina"
+
+msgid "Blend Weights"
+msgstr "Fondi i pesi"
msgid "Instance Materials"
msgstr "Materiali d'istanza"
@@ -3042,6 +3485,9 @@ msgstr "Articolazioni"
msgid "Roots"
msgstr "Radici"
+msgid "Godot Bone Node"
+msgstr "Nodo d'osso di Godot"
+
msgid "Skin Root"
msgstr "Radice della Skin"
@@ -3051,12 +3497,21 @@ msgstr "Non articolazioni"
msgid "Godot Skin"
msgstr "Skin Godot"
+msgid "Src Image"
+msgstr "Immagine sorgente"
+
msgid "Sampler"
msgstr "Sampler"
msgid "Min Filter"
msgstr "Filtro mimino"
+msgid "Wrap S"
+msgstr "Avvolgi S"
+
+msgid "Wrap T"
+msgstr "Avvolgi T"
+
msgid "Palette Min Width"
msgstr "Larghezza minima della tavolozza"
@@ -3069,6 +3524,9 @@ msgstr "Lato dell'editor"
msgid "Mesh Library"
msgstr "Libreria di mesh"
+msgid "Physics Material"
+msgstr "Materiale di fisica"
+
msgid "Cell"
msgstr "Cella"
@@ -3090,14 +3548,26 @@ msgstr "Priorità"
msgid "Bake Navigation"
msgstr "Preprocessa la navigazione"
+msgid "Initial Clip"
+msgstr "Clip iniziale"
+
+msgid "Clip Count"
+msgstr "Conteggio clip"
+
msgid "Shuffle"
msgstr "Mischia"
msgid "Fade Time"
msgstr "Tempo di dissolvenza"
+msgid "Stream Count"
+msgstr "Conteggio flussi"
+
msgid "Lightmapping"
-msgstr "Lightmapping"
+msgstr "Mappatura di luce"
+
+msgid "Bake Quality"
+msgstr "Qualità di precalcolo"
msgid "Low Quality Ray Count"
msgstr "Numero di raggi a qualità bassa"
@@ -3111,6 +3581,9 @@ msgstr "Numero di raggi a qualità alta"
msgid "Ultra Quality Ray Count"
msgstr "Numero di raggi a qualità ultra"
+msgid "Bake Performance"
+msgstr "Prestazioni di precalcolo"
+
msgid "Max Rays per Pass"
msgstr "Massimo di raggi per passo"
@@ -3132,6 +3605,9 @@ msgstr "Numero di raggi di sonda a qualità ultra"
msgid "Max Rays per Probe Pass"
msgstr "Massimo di raggi per passo di sonda"
+msgid "Denoising"
+msgstr "Riduzione del rumore"
+
msgid "Denoiser"
msgstr "Denoiser"
@@ -3141,6 +3617,9 @@ msgstr "BPM"
msgid "Beat Count"
msgstr "Numero di battiti"
+msgid "Bar Beats"
+msgstr "Battiti per battuta"
+
msgid "Loop Offset"
msgstr "Offset del loop"
@@ -3150,6 +3629,15 @@ msgstr "Altezza dell'occhio"
msgid "IOD"
msgstr "IOD"
+msgid "Display Width"
+msgstr "Larghezza display"
+
+msgid "Display to Lens"
+msgstr "Display a lente"
+
+msgid "Offset Rect"
+msgstr "Scostamento del rettangolo"
+
msgid "Oversample"
msgstr "Sovracampionamento"
@@ -3159,6 +3647,9 @@ msgstr "K1"
msgid "K2"
msgstr "K2"
+msgid "Vulkan VRS"
+msgstr "Vulkan VRS"
+
msgid "Min Radius"
msgstr "Raggio minimo"
@@ -3240,6 +3731,9 @@ msgstr "Distorsione"
msgid "Return Type"
msgstr "Tipo di ritorno"
+msgid "Domain Warp"
+msgstr "Distorsione del dominio"
+
msgid "Amplitude"
msgstr "Amplitudine"
@@ -3267,20 +3761,53 @@ msgstr "In spazio 3D"
msgid "Seamless"
msgstr "Senza cuciture"
+msgid "Seamless Blend Skirt"
+msgstr "Distanza di fusione sui bordi"
+
msgid "As Normal Map"
msgstr "Come Normal Map"
+msgid "Bump Strength"
+msgstr "Intensità di dossi"
+
+msgid "Color Ramp"
+msgstr "Rampa di colori"
+
msgid "Noise"
msgstr "Rumore"
+msgid "Localized Name"
+msgstr "Nome localizzato"
+
+msgid "Action Type"
+msgstr "Tipo d'azione"
+
+msgid "Toplevel Paths"
+msgstr "Percorsi di livello superiore"
+
msgid "Paths"
msgstr "Percorsi"
+msgid "Interaction Profile Path"
+msgstr "Percorso di profilo d'interazione"
+
+msgid "Runtime Paths"
+msgstr "Percorsi d'esecuzione"
+
+msgid "Display Refresh Rate"
+msgstr "Frequenza di aggiornamento del display"
+
msgid "Render Target Size Multiplier"
msgstr "Moltiplicatore delle dimensioni finali di renderizzazione"
+msgid "Sort Order"
+msgstr "Tipo di ordinamento"
+
+msgid "Alpha Blend"
+msgstr "Fusione dell'alfa"
+
msgid "Enable Hole Punch"
-msgstr "Abilita la perforatura"
+msgstr "Abilita la perforazione"
msgid "Aspect Ratio"
msgstr "Rapporto di aspetto"
@@ -3324,6 +3851,9 @@ msgstr "Nomi"
msgid "Strings"
msgstr "Stringhe"
+msgid "Discover Multicast If"
+msgstr "Rivela multicast se"
+
msgid "Discover Local Port"
msgstr "Rileva la porta locale"
@@ -3348,6 +3878,9 @@ msgstr "Indirizzo locale IGD"
msgid "IGD Status"
msgstr "Stato IGD"
+msgid "WebRTC"
+msgstr "WebRTC"
+
msgid "Max Channel in Buffer (KB)"
msgstr "Canali massimi in buffer (KB)"
@@ -3357,6 +3890,9 @@ msgstr "Modalità scrittura"
msgid "Supported Protocols"
msgstr "Protocolli supportati"
+msgid "Handshake Headers"
+msgstr "Intestazioni di handshake"
+
msgid "Inbound Buffer Size"
msgstr "Dimensione buffer in entrata"
@@ -3378,6 +3914,12 @@ msgstr "Funzionalità richieste"
msgid "Optional Features"
msgstr "Funzionalità opzionali"
+msgid "Requested Reference Space Types"
+msgstr "Tipi di spazi di riferimento richiesti"
+
+msgid "Reference Space Type"
+msgstr "Tipo di spazio di riferimento"
+
msgid "Enabled Features"
msgstr "Funzionalità attive"
@@ -3399,12 +3941,21 @@ msgstr "Keystore di debug utente"
msgid "Debug Keystore Pass"
msgstr "Keystore di debug pass"
+msgid "Force System User"
+msgstr "Forza l'utente del sistema"
+
msgid "Shutdown ADB on Exit"
msgstr "Spegni ADB all'uscita"
+msgid "One Click Deploy Clear Previous Install"
+msgstr "Distribuzione con un click cancella l'istallazione precedente"
+
msgid "Use Wi-Fi for Remote Debug"
msgstr "Usa il Wi-FI per il debug remoto"
+msgid "Wi-Fi Remote Debug Host"
+msgstr "Host di debug remoto tramite Wi-Fi"
+
msgid "Launcher Icons"
msgstr "Icone del launcher"
@@ -3417,6 +3968,15 @@ msgstr "Primo piano adattivo 432 X 432"
msgid "Adaptive Background 432 X 432"
msgstr "Sfondo adattivo 432 X 432"
+msgid "Gradle Build"
+msgstr "Build Gradle"
+
+msgid "Use Gradle Build"
+msgstr "Utilizza Build Gradle"
+
+msgid "Gradle Build Directory"
+msgstr "Cartella di build Gradle"
+
msgid "Android Source Template"
msgstr "Modello sorgente per Android"
@@ -3430,7 +3990,7 @@ msgid "Min SDK"
msgstr "SDK Min"
msgid "Target SDK"
-msgstr "Target SDK"
+msgstr "SDK di destinazione"
msgid "Plugins"
msgstr "Estensioni"
@@ -3495,8 +4055,20 @@ msgstr "Modalità XR"
msgid "Immersive Mode"
msgstr "Modalità Immersiva"
+msgid "Support Small"
+msgstr "Supporta schermi piccoli"
+
+msgid "Support Normal"
+msgstr "Supporta schermi normali"
+
+msgid "Support Large"
+msgstr "Supporta schermi grandi"
+
msgid "Support Xlarge"
-msgstr "Supporta Extra-Grande"
+msgstr "Supporta schermi molto grandi"
+
+msgid "User Data Backup"
+msgstr "Backup di dati utente"
msgid "Allow"
msgstr "Permetti"
@@ -3522,44 +4094,47 @@ msgstr "Permessi"
msgid "Custom Permissions"
msgstr "Permessi personalizzati"
+msgid "iOS Deploy"
+msgstr "Distribuzione su iOS"
+
msgid "Icons"
msgstr "Icone"
msgid "iPhone 120 X 120"
-msgstr "iPhone 120 x 120"
+msgstr "iPhone (120 x 120)"
msgid "iPhone 180 X 180"
-msgstr "iPhone 180 x 180"
+msgstr "iPhone (180 x 180)"
msgid "iPad 76 X 76"
-msgstr "iPad 76 x 76"
+msgstr "iPad (76 x 76)"
msgid "iPad 152 X 152"
-msgstr "iPad 152 x 152"
+msgstr "iPad (152 x 152)"
msgid "iPad 167 X 167"
-msgstr "iPad 167 x 167"
+msgstr "iPad (167 x 167)"
msgid "App Store 1024 X 1024"
-msgstr "App Store 1024 x 1024"
+msgstr "App Store (1024 x 1024)"
msgid "Spotlight 40 X 40"
-msgstr "Spotlight 40 X 40"
+msgstr "Spotlight (40 x 40)"
msgid "Spotlight 80 X 80"
-msgstr "Spotlight 80 X 80"
+msgstr "Spotlight (80 x 80)"
msgid "Settings 58 X 58"
-msgstr "Impostazioni 58 X 58"
+msgstr "Impostazioni (58 x 58)"
msgid "Settings 87 X 87"
-msgstr "Impostazioni 87 X 87"
+msgstr "Impostazioni (87 x 87)"
msgid "Notification 40 X 40"
-msgstr "Notifica 40 X 40"
+msgstr "Notifica (40 x 40)"
msgid "Notification 60 X 60"
-msgstr "Notifica 60 X 60"
+msgstr "Notifica (60 x 60)"
msgid "App Store Team ID"
msgstr "ID d'organizzazione (Team ID) dell'App Store"
@@ -3567,6 +4142,9 @@ msgstr "ID d'organizzazione (Team ID) dell'App Store"
msgid "Provisioning Profile UUID Debug"
msgstr "Profilo di provisioning UUID Debug"
+msgid "Code Sign Identity Debug"
+msgstr "Debug d'identità della firma del codice"
+
msgid "Export Method Debug"
msgstr "Metodo di Esportazione Debug"
@@ -3582,6 +4160,9 @@ msgstr "Metodo di Esportazione Rilascio"
msgid "Targeted Device Family"
msgstr "Famiglia di dispositivi selezionata"
+msgid "Bundle Identifier"
+msgstr "Identificatore di pacchetto"
+
msgid "Signature"
msgstr "Firma"
@@ -3591,12 +4172,21 @@ msgstr "Versione Corta"
msgid "Min iOS Version"
msgstr "Versione minima di iOS"
+msgid "Additional Plist Content"
+msgstr "Contenuto aggiuntivo di PList"
+
+msgid "Icon Interpolation"
+msgstr "Interpolazione di icone"
+
msgid "Export Project Only"
msgstr "Esporta solamente il progetto"
msgid "Delete Old Export Files Unconditionally"
msgstr "Elimina i file esportati in precedenza senza condizioni"
+msgid "Generate Simulator Library If Missing"
+msgstr "Genera libreria del simulatore se mancante"
+
msgid "Capabilities"
msgstr "Funzionalità"
@@ -3606,6 +4196,12 @@ msgstr "Accesso al Wi-Fi"
msgid "Push Notifications"
msgstr "Notifiche push"
+msgid "Performance Gaming Tier"
+msgstr "Fascia di prestazioni per i giochi"
+
+msgid "Performance A 12"
+msgstr "Prestazioni A 12"
+
msgid "User Data"
msgstr "Dati Utente"
@@ -3621,9 +4217,21 @@ msgstr "Privacy"
msgid "Camera Usage Description"
msgstr "Descrizione Utilizzo Camera"
+msgid "Camera Usage Description Localized"
+msgstr "Descrizione (localizzata) dell'accesso alla telecamera"
+
msgid "Microphone Usage Description"
msgstr "Descrizione Utilizzo Microfono"
+msgid "Microphone Usage Description Localized"
+msgstr "Descrizione (localizzata) dell'accesso al microfono"
+
+msgid "Photolibrary Usage Description"
+msgstr "Descrizione dell'accesso alla libreria foto"
+
+msgid "Photolibrary Usage Description Localized"
+msgstr "Descrizione (localizzata) dell'accesso alla libreria foto"
+
msgid "Tracking Enabled"
msgstr "Abilita tracciamento"
@@ -3651,12 +4259,21 @@ msgstr "Colore di sfondo personalizzato"
msgid "Architecture"
msgstr "Architettura"
+msgid "SSH Remote Deploy"
+msgstr "Distribuzione SSH in remoto"
+
msgid "Extra Args SSH"
msgstr "Argomenti aggiuntivi SSH"
msgid "Extra Args SCP"
msgstr "Argomenti aggiuntivi SCP"
+msgid "Run Script"
+msgstr "Script d'esecuzione"
+
+msgid "Cleanup Script"
+msgstr "Script di pulizia"
+
msgid "macOS"
msgstr "macOS"
@@ -3666,27 +4283,45 @@ msgstr "rcodesign"
msgid "Distribution Type"
msgstr "Tipo di distribuzione"
+msgid "Copyright Localized"
+msgstr "Copyright localizzato"
+
msgid "Min macOS Version"
msgstr "Versione minima di macOS"
+msgid "Export Angle"
+msgstr "Esporta Angle"
+
msgid "High Res"
msgstr "Alta Risoluzione"
msgid "Xcode"
msgstr "Xcode"
+msgid "Platform Build"
+msgstr "Build di piattaforma"
+
msgid "SDK Version"
msgstr "Versione di SDK"
+msgid "SDK Build"
+msgstr "Build SDK"
+
msgid "SDK Name"
msgstr "Nome di SDK"
msgid "Xcode Version"
msgstr "Versione di Xcode"
+msgid "Xcode Build"
+msgstr "Build Xcode"
+
msgid "Codesign"
msgstr "Firma del codice"
+msgid "Installer Identity"
+msgstr "Identità dell'installer"
+
msgid "Apple Team ID"
msgstr "ID Apple Team"
@@ -3703,7 +4338,7 @@ msgid "Provisioning Profile"
msgstr "Profilo di provisioning"
msgid "Entitlements"
-msgstr "Permessi"
+msgstr "Diritti"
msgid "Custom File"
msgstr "File personalizzato"
@@ -3735,6 +4370,9 @@ msgstr "Libreria di foto"
msgid "Apple Events"
msgstr "Eventi Apple"
+msgid "Debugging"
+msgstr "Debug"
+
msgid "App Sandbox"
msgstr "Sandbox di applicazione"
@@ -3750,6 +4388,9 @@ msgstr "Dispositivo USB"
msgid "Device Bluetooth"
msgstr "Dispositivo Bluetooth"
+msgid "Files Downloads"
+msgstr "File Download"
+
msgid "Files Pictures"
msgstr "File Immagini"
@@ -3759,6 +4400,12 @@ msgstr "File Audio"
msgid "Files Movies"
msgstr "File Video"
+msgid "Files User Selected"
+msgstr "File Utente selezionato"
+
+msgid "Helper Executables"
+msgstr "Eseguibili ausiliari"
+
msgid "Custom Options"
msgstr "Opzioni personalizzate"
@@ -3768,6 +4415,12 @@ msgstr "Autenticazione"
msgid "Apple ID Name"
msgstr "Nome Apple ID"
+msgid "Apple ID Password"
+msgstr "Password Apple ID"
+
+msgid "API UUID"
+msgstr "UUID di API"
+
msgid "API Key"
msgstr "Chiave 'API"
@@ -3825,6 +4478,9 @@ msgstr "Descrizione d'uso Volumi di Rete (localizzata)"
msgid "Removable Volumes Usage Description"
msgstr "Descrizione d'uso Volumi Rimovibili"
+msgid "Removable Volumes Usage Description Localized"
+msgstr "Descrizione (localizzata) dell'accesso ai dischi rimovibili"
+
msgid "Web"
msgstr "Web"
@@ -3876,12 +4532,18 @@ msgstr "Includi head"
msgid "Canvas Resize Policy"
msgstr "Regole di ridimensionamento canvas"
+msgid "Focus Canvas on Start"
+msgstr "Focalizza il canvas all'avvio"
+
msgid "Experimental Virtual Keyboard"
msgstr "Tastiera virtuale sperimentale"
msgid "Progressive Web App"
msgstr "Applicazione Web progressiva"
+msgid "Ensure Cross Origin Isolation Headers"
+msgstr "Garantisci intestazioni di isolamento cross-origin"
+
msgid "Offline Page"
msgstr "Pagina offline"
@@ -3918,20 +4580,26 @@ msgstr "Timestamp"
msgid "Timestamp Server URL"
msgstr "URL del server di timestamp"
+msgid "Digest Algorithm"
+msgstr "Funzione di hash"
+
msgid "Modify Resources"
msgstr "Modifica le risorse"
msgid "Console Wrapper Icon"
msgstr "Icona del wrapper per la console"
+msgid "File Version"
+msgstr "Versione del file"
+
msgid "Product Version"
-msgstr "Versione Prodotto"
+msgstr "Versione del prodotto"
msgid "Company Name"
-msgstr "Nome Società"
+msgstr "Nome della società"
msgid "Product Name"
-msgstr "Nome Prodotto"
+msgstr "Nome del prodotto"
msgid "File Description"
msgstr "Descrizione del file"
@@ -3939,12 +4607,24 @@ msgstr "Descrizione del file"
msgid "Trademarks"
msgstr "Marchi registrati"
+msgid "Export D3D12"
+msgstr "Esporta D3D12"
+
+msgid "D3D12 Agility SDK Multiarch"
+msgstr "D3D12 Agility SDK Multiarch"
+
msgid "Sprite Frames"
msgstr "Sprite Frames"
msgid "Frame"
msgstr "Fotogramma"
+msgid "Speed Scale"
+msgstr "Scala di velocità"
+
+msgid "Centered"
+msgstr "Centrato"
+
msgid "Flip H"
msgstr "Inverti O"
@@ -3984,12 +4664,21 @@ msgstr "Bus"
msgid "Area Mask"
msgstr "Maschera di area"
+msgid "Playback Type"
+msgstr "Tipo di riproduzione"
+
+msgid "Copy Mode"
+msgstr "Modo di copia"
+
msgid "Anchor Mode"
msgstr "Modalità ancora"
msgid "Ignore Rotation"
msgstr "Ignora la rotazione"
+msgid "Process Callback"
+msgstr "Callback di processo"
+
msgid "Left"
msgstr "Sinistra"
@@ -4011,6 +4700,9 @@ msgstr "Smussatura di posizione"
msgid "Rotation Smoothing"
msgstr "Smussatura di rotazione"
+msgid "Drag"
+msgstr "Trascinamento"
+
msgid "Horizontal Enabled"
msgstr "Orizzontale abilitato"
@@ -4039,11 +4731,17 @@ msgid "Draw Screen"
msgstr "Disegna schermo"
msgid "Draw Limits"
-msgstr "Disegna i limiti"
+msgstr "Disegna limiti"
+
+msgid "Draw Drag Margin"
+msgstr "Disegna margini di trascinamento"
msgid "Tweaks"
msgstr "Ritocchi"
+msgid "Fit Margin"
+msgstr "Margine di rientro"
+
msgid "Use Mipmaps"
msgstr "Usa le Mipmap"
@@ -4054,7 +4752,7 @@ msgid "Lifetime"
msgstr "Tempo di vita"
msgid "One Shot"
-msgstr "One Shot"
+msgstr "Colpo singolo"
msgid "Preprocess"
msgstr "Preprocesso"
@@ -4146,6 +4844,24 @@ msgstr "Accelerazione massima"
msgid "Accel Curve"
msgstr "Curva d'accelerazione"
+msgid "Radial Accel"
+msgstr "Accelerazione radiale"
+
+msgid "Tangential Accel"
+msgstr "Accelerazione tangenziale"
+
+msgid "Damping"
+msgstr "Smorzamento"
+
+msgid "Damping Min"
+msgstr "Smorzamento minimo"
+
+msgid "Damping Max"
+msgstr "Smorzamento massimo"
+
+msgid "Damping Curve"
+msgstr "Curva di smorzamento"
+
msgid "Angle"
msgstr "Angolo"
@@ -4227,6 +4943,9 @@ msgstr "Interpola fino alla fine"
msgid "Base Size"
msgstr "Dimensione di base"
+msgid "Visibility Rect"
+msgstr "Rettangolo di visibilità"
+
msgid "Trails"
msgstr "Scie"
@@ -4242,6 +4961,9 @@ msgstr "Solo per l'Editor"
msgid "Energy"
msgstr "Energia"
+msgid "Blend Mode"
+msgstr "Modalità di fusione"
+
msgid "Z Min"
msgstr "Z minimo"
@@ -4249,17 +4971,35 @@ msgid "Z Max"
msgstr "Z massimo"
msgid "Layer Min"
-msgstr "Livello minimo"
+msgstr "Strato minimo"
msgid "Layer Max"
-msgstr "Livello massimo"
+msgstr "Strato massimo"
+
+msgid "Item Cull Mask"
+msgstr "Machera di culling elementi"
+
+msgid "Shadow"
+msgstr "Ombra"
+
+msgid "Filter Smooth"
+msgstr "Filtro omogeneo"
msgid "Texture Scale"
msgstr "Scala di texture"
+msgid "Closed"
+msgstr "Chiuso"
+
+msgid "Cull Mode"
+msgstr "Modalità di culling"
+
msgid "SDF Collision"
msgstr "Collisione SDF"
+msgid "Occluder Light Mask"
+msgstr "Occlusore di maschera di luce"
+
msgid "Width Curve"
msgstr "Curva di larghezza"
@@ -4267,7 +5007,7 @@ msgid "Default Color"
msgstr "Colore predefinito"
msgid "Fill"
-msgstr "Riempi"
+msgstr "Riempimento"
msgid "Gradient"
msgstr "Gradiente"
@@ -4278,6 +5018,15 @@ msgstr "Modalità di texture"
msgid "Capping"
msgstr "Tappatura"
+msgid "Joint Mode"
+msgstr "Modalità di unione"
+
+msgid "Begin Cap Mode"
+msgstr "Modalità del tappo iniziale"
+
+msgid "End Cap Mode"
+msgstr "Modalità del tappo finale"
+
msgid "Border"
msgstr "Bordo"
@@ -4287,30 +5036,117 @@ msgstr "Limite di nitidezza"
msgid "Round Precision"
msgstr "Precisione di arrotondamento"
+msgid "Antialiased"
+msgstr "Usa antialias"
+
+msgid "Gizmo Extents"
+msgstr "Estensioni del gizmo"
+
msgid "Multimesh"
msgstr "Multimesh"
+msgid "Pathfinding"
+msgstr "Ricerca del percorso"
+
+msgid "Path Desired Distance"
+msgstr "Distanza desiderata dal percorso"
+
msgid "Target Desired Distance"
msgstr "Distanza desiderata di destinazione"
+msgid "Path Max Distance"
+msgstr "Distanza massima dal percorso"
+
msgid "Navigation Layers"
-msgstr "Livelli Navigazione"
+msgstr "Strati di navigazione"
msgid "Pathfinding Algorithm"
msgstr "Algoritmo di pathfinding"
+msgid "Path Postprocessing"
+msgstr "Postelaborazione del percorso"
+
msgid "Path Metadata Flags"
msgstr "Flag di metadati del percorso"
+msgid "Simplify Path"
+msgstr "Semplifica percorso"
+
+msgid "Simplify Epsilon"
+msgstr "Semplifica Epsilon"
+
+msgid "Avoidance"
+msgstr "Evasione"
+
+msgid "Avoidance Enabled"
+msgstr "Evasione attiva"
+
+msgid "Neighbor Distance"
+msgstr "Distanza dal vicino"
+
msgid "Max Neighbors"
msgstr "Massimo di vicini"
msgid "Max Speed"
msgstr "Velocità massima"
+msgid "Avoidance Layers"
+msgstr "Strati di evasione"
+
+msgid "Avoidance Mask"
+msgstr "Maschera di evasione"
+
+msgid "Avoidance Priority"
+msgstr "Priorità di evasione"
+
+msgid "Use Custom"
+msgstr "Usa personalizzato"
+
+msgid "Path Custom Color"
+msgstr "Colore personalizzato del percorso"
+
+msgid "Path Custom Point Size"
+msgstr "Dimensione personalizzata di punto del percorso"
+
+msgid "Path Custom Line Width"
+msgstr "Spessore personalizzato di linea del percorso"
+
+msgid "Bidirectional"
+msgstr "Bidirezionale"
+
+msgid "Start Position"
+msgstr "Posizione di partenza"
+
+msgid "End Position"
+msgstr "Posizione di arrivo"
+
+msgid "Enter Cost"
+msgstr "Costo d'entrata"
+
+msgid "Travel Cost"
+msgstr "Costo di viaggio"
+
msgid "Vertices"
msgstr "Vertici"
+msgid "NavigationMesh"
+msgstr "Mesh di navigazione"
+
+msgid "Affect Navigation Mesh"
+msgstr "Influenza il mesh di navigazione"
+
+msgid "Carve Navigation Mesh"
+msgstr "Taglia la mesh di navigazione"
+
+msgid "Navigation Polygon"
+msgstr "Poligono di navigazione"
+
+msgid "Use Edge Connections"
+msgstr "Usa connessioni di bordi"
+
+msgid "Skew"
+msgstr "Inclinazione"
+
msgid "Scroll Scale"
msgstr "Scala di scorrimento"
@@ -4320,6 +5156,9 @@ msgstr "Offset di scorrimento"
msgid "Repeat"
msgstr "Ripeti"
+msgid "Repeat Size"
+msgstr "Dimensioni di ripetizione"
+
msgid "Autoscroll"
msgstr "Scorrimento automatico"
@@ -4359,6 +5198,12 @@ msgstr "Fine del limite"
msgid "Ignore Camera Zoom"
msgstr "Ignora lo zoom della camera"
+msgid "Motion"
+msgstr "Movimento"
+
+msgid "Mirroring"
+msgstr "Effetto specchio"
+
msgid "Curve"
msgstr "Curva"
@@ -4374,9 +5219,15 @@ msgstr "Scostamento orizzontale"
msgid "V Offset"
msgstr "Scostamento verticale"
+msgid "Rotates"
+msgstr "Rotazioni"
+
msgid "Cubic Interp"
msgstr "Interpolazione cubica"
+msgid "Sync to Physics"
+msgstr "Sincronizza con la fisica"
+
msgid "Monitoring"
msgstr "Osservazione"
@@ -4392,8 +5243,14 @@ msgstr "Punto"
msgid "Point Unit Distance"
msgstr "Unità di distanza del punto"
+msgid "Point Center"
+msgstr "Centro di punto"
+
+msgid "Linear Damp"
+msgstr "Smorzamento lineare"
+
msgid "Angular Damp"
-msgstr "Ammorzamento angolare"
+msgstr "Smorzamento angolare"
msgid "Audio Bus"
msgstr "Bus audio"
@@ -4404,6 +5261,12 @@ msgstr "Modalità di movimento"
msgid "Up Direction"
msgstr "Direzione verso l'alto"
+msgid "Slide on Ceiling"
+msgstr "Scorri sul soffitto"
+
+msgid "Wall Min Slide Angle"
+msgstr "Angolo minimo per scorrere su parete"
+
msgid "Floor"
msgstr "Pavimento"
@@ -4413,18 +5276,39 @@ msgstr "Ferma su una pendenza"
msgid "Constant Speed"
msgstr "Velocità costante"
+msgid "Block on Wall"
+msgstr "Blocca su parete"
+
msgid "Max Angle"
msgstr "Angolo massimo"
+msgid "Snap Length"
+msgstr "Lunghezza di scatto"
+
msgid "Moving Platform"
msgstr "Piattaforma mobile"
+msgid "On Leave"
+msgstr "Alla partenza"
+
+msgid "Floor Layers"
+msgstr "Strati di suolo"
+
+msgid "Wall Layers"
+msgstr "Strati di parete"
+
msgid "Safe Margin"
msgstr "Margine di sicurezza"
msgid "Disable Mode"
msgstr "Modalità di disattivazione"
+msgid "Pickable"
+msgstr "Selezionabile"
+
+msgid "Build Mode"
+msgstr "Modo di costruzione"
+
msgid "Disabled"
msgstr "Disattivato"
@@ -4449,15 +5333,48 @@ msgstr "Rigidità"
msgid "Initial Offset"
msgstr "Offset iniziale"
+msgid "Node A"
+msgstr "Nodo A"
+
+msgid "Node B"
+msgstr "Nodo B"
+
msgid "Bias"
msgstr "Bias"
+msgid "Disable Collision"
+msgstr "Disattiva collisioni"
+
+msgid "Softness"
+msgstr "Morbidezza"
+
msgid "Angular Limit"
msgstr "Limite angolare"
+msgid "Lower"
+msgstr "Inferiore"
+
+msgid "Upper"
+msgstr "Superiore"
+
msgid "Motor"
msgstr "Motore"
+msgid "Target Velocity"
+msgstr "Velocità di destinazione"
+
+msgid "Bone 2D Nodepath"
+msgstr "Percorso di nodo a osso 2D"
+
+msgid "Bone 2D Index"
+msgstr "Indice di osso 2D"
+
+msgid "Auto Configure Joint"
+msgstr "Auto-configura l'articolazione"
+
+msgid "Simulate Physics"
+msgstr "Simula la fisica"
+
msgid "Follow Bone When Simulating"
msgstr "Segui l'osso durante la simulazione"
@@ -4527,12 +5444,25 @@ msgstr "Contatti riportati massimi"
msgid "Linear"
msgstr "Lineare"
+msgid "Damp Mode"
+msgstr "Modalità di smorzamento"
+
+msgid "Damp"
+msgstr "Smorzamento"
+
msgid "Angular"
msgstr "Angolare"
msgid "Constant Forces"
msgstr "Forze costanti"
+msgctxt "Physics"
+msgid "Force"
+msgstr "Forza"
+
+msgid "Margin"
+msgstr "Margine"
+
msgid "Max Results"
msgstr "Risultati massimi"
@@ -4572,8 +5502,11 @@ msgstr "Impostazioni dell'editor"
msgid "Show Bone Gizmo"
msgstr "Mostra gizmo d'ossa"
+msgid "Rest"
+msgstr "Riposo"
+
msgid "Modification Stack"
-msgstr "Pila di modifiche"
+msgstr "Pila di modificazioni"
msgid "Hframes"
msgstr "Fotogrammi O"
@@ -4584,6 +5517,9 @@ msgstr "Fotogrammi V"
msgid "Frame Coords"
msgstr "Coordinate di fotogramma"
+msgid "Filter Clip Enabled"
+msgstr "Filtro di ritaglio attivo"
+
msgid "Rendering Quadrant Size"
msgstr "Dimensioni del quadrante di rendering"
@@ -4596,18 +5532,30 @@ msgstr "Modalità visibilità di collisioni"
msgid "Navigation Visibility Mode"
msgstr "Modalità visibilità di navigazione"
+msgid "Y Sort Origin"
+msgstr "Origine di ordinamento per Y"
+
msgid "X Draw Order Reversed"
msgstr "Ordine di disegno per X invertito"
msgid "Collision Enabled"
msgstr "Collisione abilitata"
+msgid "Use Kinematic Bodies"
+msgstr "Usa corpi cinematici"
+
msgid "Navigation Enabled"
msgstr "Navigazione abilitata"
+msgid "Texture Normal"
+msgstr "Texture in stato normale"
+
msgid "Texture Pressed"
msgstr "Texture quando premuto"
+msgid "Bitmask"
+msgstr "Maschera di bit"
+
msgid "Shape Centered"
msgstr "Forma centrata"
@@ -4620,6 +5568,9 @@ msgstr "Premi al passaggio"
msgid "Visibility Mode"
msgstr "Modalità visibilità"
+msgid "Enabling"
+msgstr "Attivazione"
+
msgid "Node Path"
msgstr "Percorso di nodo"
@@ -4665,6 +5616,9 @@ msgstr "Indice dell'osso"
msgid "Keep Aspect"
msgstr "Mantieni l'aspetto"
+msgid "Cull Mask"
+msgstr "Maschera di culling"
+
msgid "Attributes"
msgstr "Attributi"
@@ -4674,6 +5628,18 @@ msgstr "Compositore"
msgid "Doppler Tracking"
msgstr "Traccia effetto Doppler"
+msgid "Projection"
+msgstr "Proiezione"
+
+msgid "Frustum Offset"
+msgstr "Scostamento tronco"
+
+msgid "Near"
+msgstr "Vicino"
+
+msgid "Far"
+msgstr "Lontano"
+
msgid "Visibility AABB"
msgstr "AABB di visibilità"
@@ -4698,9 +5664,19 @@ msgstr "Ruota asse Y"
msgid "Disable Z"
msgstr "Disattiva asse Z"
+msgid "Scale Curve Z"
+msgstr "Curva di scala Z"
+
msgid "Albedo"
msgstr "Albedo"
+msgctxt "Geometry"
+msgid "Normal"
+msgstr "Normale"
+
+msgid "Orm"
+msgstr "Orm"
+
msgid "Emission"
msgstr "Emissione"
@@ -4716,6 +5692,12 @@ msgstr "Modula"
msgid "Albedo Mix"
msgstr "Misto d'albedo"
+msgid "Normal Fade"
+msgstr "Dissolvenza normale"
+
+msgid "Vertical Fade"
+msgstr "Dissolvenza verticale"
+
msgid "Upper Fade"
msgstr "Dissolvenza superiore"
@@ -4725,6 +5707,15 @@ msgstr "Dissolvenza inferiore"
msgid "Distance Fade"
msgstr "Distanza dissolvenza"
+msgid "Transform Align"
+msgstr "Allineamento trasformazione"
+
+msgid "Draw Passes"
+msgstr "Passaggi di disegno"
+
+msgid "Passes"
+msgstr "Passaggi"
+
msgid "Thickness"
msgstr "Spessore"
@@ -4734,12 +5725,18 @@ msgstr "Maschera di precalcolo"
msgid "Update Mode"
msgstr "Modalità di aggiornamento"
+msgid "Follow Camera Enabled"
+msgstr "Segui la telecamera"
+
msgid "Directionality"
msgstr "Direzionalità"
msgid "Skeleton Path"
msgstr "Percorso di scheletro"
+msgid "Layer Mask"
+msgstr "Maschera di strati"
+
msgid "Visibility Range"
msgstr "Campo di visibilità"
@@ -4761,6 +5758,9 @@ msgstr "Flag"
msgid "Billboard"
msgstr "Billboard"
+msgid "Shaded"
+msgstr "Ombreggiato"
+
msgid "Double Sided"
msgstr "Fronte retro"
@@ -4776,6 +5776,9 @@ msgstr "Ritaglio alpha"
msgid "Alpha Scissor Threshold"
msgstr "Soglia di ritaglio alpha"
+msgid "Alpha Hash Scale"
+msgstr "Scala di hash alfa"
+
msgid "Alpha Antialiasing Mode"
msgstr "Modalità antialiasing alpha"
@@ -4851,6 +5854,9 @@ msgstr "Negativo"
msgid "Specular"
msgstr "Speculare"
+msgid "Bake Mode"
+msgstr "Modo di precalcolo"
+
msgid "Normal Bias"
msgstr "Bias normali"
@@ -4893,6 +5899,9 @@ msgstr "Omnidirezionali"
msgid "Shadow Mode"
msgstr "Modalità ombre"
+msgid "Spot"
+msgstr "Spot"
+
msgid "Angle Attenuation"
msgstr "Attenuazione d'angolo"
@@ -4935,9 +5944,15 @@ msgstr "Energia personalizzata"
msgid "Camera Attributes"
msgstr "Attributi di camera"
+msgid "Gen Probes"
+msgstr "Genera sonde"
+
msgid "Subdiv"
msgstr "Subdivisione"
+msgid "Light Data"
+msgstr "Dati di luce"
+
msgid "Surface Material Override"
msgstr "Sostituzione del materiale di superfice"
@@ -5016,6 +6031,9 @@ msgstr "Cattura al trascinamento"
msgid "Swing Span"
msgstr "Arco di oscillazione"
+msgid "Twist Span"
+msgstr "Ampiezza di torsione"
+
msgid "Relaxation"
msgstr "Rilassamento"
@@ -5124,15 +6142,9 @@ msgstr "Dolcezza del limite lineare"
msgid "Linear Limit Restitution"
msgstr "Restituzione del limite lineare"
-msgid "Linear Limit Damping"
-msgstr "Ammortamento del limite lineare"
-
msgid "Angular Limit Restitution"
msgstr "Restituzione del limite lineare"
-msgid "Angular Limit Damping"
-msgstr "Ammortamento del limite angolare"
-
msgid "Linear Limit Enabled"
msgstr "Limite lineare abilitato"
@@ -5143,7 +6155,7 @@ msgid "Linear Spring Stiffness"
msgstr "Rigidezza della molla lineare"
msgid "Linear Spring Damping"
-msgstr "Ammortamento della molla lineare"
+msgstr "Smorzamento di molla lineare"
msgid "Linear Equilibrium Point"
msgstr "Punto di equilibrio lineare"
@@ -5152,13 +6164,13 @@ msgid "Linear Restitution"
msgstr "Restituzione lineare"
msgid "Linear Damping"
-msgstr "Ammortamento lineare"
+msgstr "Smorzamento lineare"
msgid "Angular Restitution"
msgstr "Restituzione angolare"
msgid "Angular Damping"
-msgstr "Ammortamento angolare"
+msgstr "Smorzamento angolare"
msgid "Angular Spring Enabled"
msgstr "Molla angolare abilitata"
@@ -5167,7 +6179,7 @@ msgid "Angular Spring Stiffness"
msgstr "Rigidezza della molla angolare"
msgid "Angular Spring Damping"
-msgstr "Ammortamento della molla angolare"
+msgstr "Smorzamento di molla angolare"
msgid "Angular Equilibrium Point"
msgstr "Punto di equilibrio angolare"
@@ -5182,10 +6194,10 @@ msgid "Bounce"
msgstr "Rimbalzo"
msgid "Linear Damp Mode"
-msgstr "Modalità di ammortamento lineare"
+msgstr "Modalità di smorzamento lineare"
msgid "Angular Damp Mode"
-msgstr "Modalità di ammortamento angolare"
+msgstr "Modalità di smorzamento angolare"
msgid "Axis Lock"
msgstr "Blocca asse"
@@ -5211,6 +6223,9 @@ msgstr "Z angolare"
msgid "Hit Back Faces"
msgstr "Colpisci le facce posteriori"
+msgid "Debug Shape"
+msgstr "Forma di debug"
+
msgid "Spring Length"
msgstr "Lunghezza della molla"
@@ -5241,6 +6256,9 @@ msgstr "Ruota"
msgid "Roll Influence"
msgstr "Influenza di rollio"
+msgid "Friction Slip"
+msgstr "Slittamento per frizione"
+
msgid "Suspension"
msgstr "Sospensione"
@@ -5277,12 +6295,21 @@ msgstr "Ossa"
msgid "Motion Scale"
msgstr "Scala di movimento"
+msgid "Show Rest Only"
+msgstr "Mostra solo il riposo"
+
msgid "Modifier"
msgstr "Modificatore"
msgid "Callback Mode Process"
msgstr "Modalità processo di riproduzione"
+msgid "Deprecated"
+msgstr "Obsoleto"
+
+msgid "Animate Physical Bones"
+msgstr "Anima ossa fisiche"
+
msgid "Root Bone"
msgstr "Osso radice"
@@ -5293,7 +6320,7 @@ msgid "Target"
msgstr "Obiettivo"
msgid "Override Tip Basis"
-msgstr "Sovrascrivi la Basis d'estremità"
+msgstr "Sovrascrivi la base d'estremità"
msgid "Use Magnet"
msgstr "Utilizza il magnetismo"
@@ -5344,7 +6371,7 @@ msgid "Pressure Coefficient"
msgstr "Coefficiente di pressione"
msgid "Damping Coefficient"
-msgstr "Coefficiente di ammortamento"
+msgstr "Coefficiente di smorzamento"
msgid "Drag Coefficient"
msgstr "Coefficiente di resistenza"
@@ -5352,9 +6379,15 @@ msgstr "Coefficiente di resistenza"
msgid "Track Physics Step"
msgstr "Traccia fotogramma fisico"
+msgid "Sorting"
+msgstr "Ordinamento"
+
msgid "Use AABB Center"
msgstr "Usa centro dell'AABB"
+msgid "Geometry"
+msgstr "Geometria"
+
msgid "Material Override"
msgstr "Materiale sostitutivo"
@@ -5370,6 +6403,9 @@ msgstr "Margine Cull aggiuntivo"
msgid "Custom AABB"
msgstr "AABB personalizzato"
+msgid "LOD Bias"
+msgstr "Bias di livello del dettaglio"
+
msgid "Ignore Occlusion Culling"
msgstr "Ignora l'Occlusion Culling"
@@ -5463,11 +6499,17 @@ msgstr "Quantità di entrate"
msgid "Request"
msgstr "Richiesta"
+msgid "Internal Active"
+msgstr "Attivo interno"
+
msgid "Add Amount"
msgstr "Aggiungi una quantità"
msgid "Blend Amount"
-msgstr "Quantità di blending"
+msgstr "Quantità di fusione"
+
+msgid "Sub Amount"
+msgstr "Sotto quantità"
msgid "Seek Request"
msgstr "Richiesta di ricerca"
@@ -5511,6 +6553,12 @@ msgstr "Discreto"
msgid "Reset"
msgstr "Ripristina"
+msgid "Switch"
+msgstr "Cambia"
+
+msgid "Advance"
+msgstr "Avanza"
+
msgid "Condition"
msgstr "Condizione"
@@ -5542,7 +6590,7 @@ msgid "Auto Capture Ease Type"
msgstr "Tipo di agevolazione della cattura automatica"
msgid "Default Blend Time"
-msgstr "Tempo di blend predefinito"
+msgstr "Tempo di fusione predefinito"
msgid "Movie Quit on Finish"
msgstr "Ferma film al termine"
@@ -5566,7 +6614,7 @@ msgid "Mix Target"
msgstr "Obiettivo di mix"
msgid "Ratio"
-msgstr "Ratio"
+msgstr "Rapporto"
msgid "Stretch Mode"
msgstr "Modalità di allargamento"
@@ -5625,6 +6673,9 @@ msgstr "Usa in alto a sinistra"
msgid "Symbol Lookup on Click"
msgstr "Ricerca simboli al click"
+msgid "Line Folding"
+msgstr "Compressione righe"
+
msgid "Line Length Guidelines"
msgstr "Mostra linee guida della lunghezza della linea"
@@ -5745,6 +6796,9 @@ msgstr "Direzione d'espansione"
msgid "Pivot Offset"
msgstr "Offset fulcro"
+msgid "Container Sizing"
+msgstr "Dimensionamento in contenitore"
+
msgid "Stretch Ratio"
msgstr "Proporzione di allungamento"
@@ -5820,6 +6874,9 @@ msgstr "Sottocartella radice"
msgid "Use Native Dialog"
msgstr "Usa la finestra di dialogo nativa"
+msgid "Last Wrap Alignment"
+msgstr "Allineamento dell'ultimo avvolgimento"
+
msgid "Reverse Fill"
msgstr "Inverti riempimento"
@@ -6135,6 +7192,9 @@ msgstr "Tempo trascorso"
msgid "Outline"
msgstr "Contorno"
+msgid "Env"
+msgstr "Ambiente"
+
msgid "Glyph Index"
msgstr "Indice glifo"
@@ -6234,6 +7294,9 @@ msgstr "Compresso"
msgid "Dragger Visibility"
msgstr "Visibilità del dragger"
+msgid "Stretch Shrink"
+msgstr "Restringimento da allungamento"
+
msgid "Current Tab"
msgstr "Scheda attuale"
@@ -6243,6 +7306,9 @@ msgstr "Allineamento scheda"
msgid "Clip Tabs"
msgstr "Ritaglia schede"
+msgid "Tab Close Display Policy"
+msgstr "Criterio per mostrare il pulsante di chiusura delle schede"
+
msgid "Max Tab Width"
msgstr "Larghezza di scheda massima"
@@ -6252,6 +7318,9 @@ msgstr "Abilita scorrimento"
msgid "Drag to Rearrange Enabled"
msgstr "Abilita trascina per riordinare"
+msgid "Tabs Rearrange Group"
+msgstr "Gruppo di riorganizzazione di schede"
+
msgid "Scroll to Selected"
msgstr "Scorri alla selezione"
@@ -6346,6 +7415,9 @@ msgstr "Gradi di riempimento"
msgid "Center Offset"
msgstr "Scostamento del centro"
+msgid "Nine Patch Stretch"
+msgstr "Allargamento di nove sezioni"
+
msgid "Stretch Margin"
msgstr "Margine di allargamento"
@@ -6370,6 +7442,12 @@ msgstr "Altezza minima personalizzata"
msgid "Column Titles Visible"
msgstr "Titoli di colonna visibili"
+msgid "Hide Folding"
+msgstr "Nascondi compressione"
+
+msgid "Enable Recursive Folding"
+msgstr "Abilita compressione ricorsiva"
+
msgid "Hide Root"
msgstr "Nascondi la radice"
@@ -6407,7 +7485,7 @@ msgid "Light Mask"
msgstr "Maschera di luce"
msgid "Visibility Layer"
-msgstr "Strato di visibilità"
+msgstr "Strati di visibilità"
msgid "Ordering"
msgstr "Ordinamento"
@@ -6424,12 +7502,21 @@ msgstr "Abilita ordinamento Y"
msgid "Use Parent Material"
msgstr "Usa materiale del genitore"
+msgid "Diffuse"
+msgstr "Diffusione"
+
+msgid "NormalMap"
+msgstr "Mappa normale"
+
msgid "Shininess"
msgstr "Brillantezza"
msgid "Download File"
msgstr "Scarica i file"
+msgid "Download Chunk Size"
+msgstr "Dimensione del blocco di download"
+
msgid "Accept Gzip"
msgstr "Accetta Gzip"
@@ -6482,7 +7569,13 @@ msgid "Time Left"
msgstr "Tempo rimasto"
msgid "Debug Collisions Hint"
-msgstr "Debug per gli indici di collisioni"
+msgstr "Mostra debug di collisioni"
+
+msgid "Debug Paths Hint"
+msgstr "Mostra debug di percorsi"
+
+msgid "Debug Navigation Hint"
+msgstr "Mostra debug di navigazione"
msgid "Shapes"
msgstr "Forme"
@@ -6514,12 +7607,18 @@ msgstr "2D MSAA"
msgid "MSAA 3D"
msgstr "3D MSAA"
+msgid "Viewport"
+msgstr "Viewport"
+
msgid "Transparent Background"
msgstr "Sfondo trasparente"
msgid "HDR 2D"
msgstr "Alta gamma dinamica 2D (HDR)"
+msgid "Screen Space AA"
+msgstr "Antialiasing nello spazio dello schermo"
+
msgid "Use TAA"
msgstr "Usa TTA"
@@ -6529,6 +7628,9 @@ msgstr "Usa il Debanding"
msgid "Use Occlusion Culling"
msgstr "Usa l'Occlusion Culling"
+msgid "Mesh LOD"
+msgstr "LOD di mesh"
+
msgid "LOD Change"
msgstr "Cambio di LOD"
@@ -6610,6 +7712,9 @@ msgstr "Sfondo trasparente"
msgid "Handle Input Locally"
msgstr "Gestisci gli input localmente"
+msgid "Debug Draw"
+msgstr "Disegno per debug"
+
msgid "Use HDR 2D"
msgstr "Usa alta gamma dinamica 2D (HDR)"
@@ -6655,6 +7760,9 @@ msgstr "Seleziona solamente il primo oggetto"
msgid "Disable Input"
msgstr "Disabilita input"
+msgid "Positional Shadow Atlas"
+msgstr "Atlante d'ombre posizionali"
+
msgid "16 Bits"
msgstr "16 bit"
@@ -6670,11 +7778,20 @@ msgstr "Quadrangolo 2"
msgid "Quad 3"
msgstr "Quadrangolo 3"
+msgid "Canvas Cull Mask"
+msgstr "Maschera di culling del canvas"
+
+msgid "Size 2D Override"
+msgstr "Sostituzione di dimensioni 2D"
+
+msgid "Size 2D Override Stretch"
+msgstr "Sostituzione di dimensioni 2D allungate"
+
msgid "Render Target"
msgstr "Obiettivo di rendering"
msgid "Clear Mode"
-msgstr "Modalità pulizia"
+msgstr "Modalità di cancellazione"
msgid "Current Screen"
msgstr "Schermo attuale"
@@ -6706,6 +7823,9 @@ msgstr "Finestra popup"
msgid "Mouse Passthrough"
msgstr "Oltrepassaggio del mouse"
+msgid "Force Native"
+msgstr "Forza nativa"
+
msgid "Min Size"
msgstr "Dimensioni minime"
@@ -6748,9 +7868,15 @@ msgstr "Segmenti"
msgid "Parsed Geometry Type"
msgstr "Tipo di geometria analizzata"
+msgid "Parsed Collision Mask"
+msgstr "Maschera di collisione analizzata"
+
msgid "Source Geometry Mode"
msgstr "Modalità geometrie sorgenti"
+msgid "Source Geometry Group Name"
+msgstr "Nome del gruppo della geometria sorgente"
+
msgid "Cells"
msgstr "Celle"
@@ -6778,6 +7904,18 @@ msgstr "Modalità d'esecuzione"
msgid "Target Nodepath"
msgstr "NodePath di destinazione"
+msgid "Tip Nodepath"
+msgstr "Percorso di nodo della punta"
+
+msgid "CCDIK Data Chain Length"
+msgstr "Lunghezza di catena di dati CCDIK"
+
+msgid "FABRIK Data Chain Length"
+msgstr "Lunghezza di catena di dati FABRIK"
+
+msgid "Jiggle Data Chain Length"
+msgstr "Lunghezza di catena di dati Jiggle"
+
msgid "Default Joint Settings"
msgstr "Impostazioni d'articolazione predefiniti"
@@ -6860,7 +7998,7 @@ msgid "Custom Data"
msgstr "Dati personalizzati"
msgid "Tile Proxies"
-msgstr "Proxy dei Tile"
+msgstr "Proxy di tasselli"
msgid "Source Level"
msgstr "Livello di sorgente"
@@ -6886,6 +8024,15 @@ msgstr "Dimensioni tassello"
msgid "UV Clipping"
msgstr "Clipping UV"
+msgid "Occlusion Layers"
+msgstr "Livelli di occlusione"
+
+msgid "Physics Layers"
+msgstr "Livelli di fisica"
+
+msgid "Terrain Sets"
+msgstr "Insiemi di terreni"
+
msgid "Custom Data Layers"
msgstr "Strati di dati personalizzati"
@@ -6907,12 +8054,24 @@ msgstr "A senso unico"
msgid "One Way Margin"
msgstr "Margine a senso unico"
+msgid "Terrains Peering Bit"
+msgstr "Bit di adattamento di terreni"
+
msgid "Transpose"
msgstr "Trasponi"
+msgid "Texture Origin"
+msgstr "Origine della texture"
+
+msgid "Terrain Set"
+msgstr "Insieme di terreni"
+
msgid "Terrain"
msgstr "Terreno"
+msgid "Miscellaneous"
+msgstr "Miscellaneo"
+
msgid "Probability"
msgstr "Probabilità"
@@ -6925,6 +8084,9 @@ msgstr "Collisione con le facce posteriori"
msgid "Density"
msgstr "Densità"
+msgid "Height Falloff"
+msgstr "Attenuazione di altezza"
+
msgid "Edge Fade"
msgstr "Bordo dissolvenza"
@@ -7045,6 +8207,9 @@ msgstr "Rayleigh"
msgid "Coefficient"
msgstr "Coefficiente"
+msgid "Mie"
+msgstr "Mie"
+
msgid "Eccentricity"
msgstr "Eccentricità"
@@ -7085,7 +8250,7 @@ msgid "Format"
msgstr "Formato"
msgid "Mix Rate"
-msgstr "Mix Rate"
+msgstr "Frequenza di mixaggio"
msgid "Stereo"
msgstr "Stereo"
@@ -7226,7 +8391,10 @@ msgid "Background"
msgstr "Sfondo"
msgid "Canvas Max Layer"
-msgstr "Livello massimo del canvas"
+msgstr "Strato massimo del canvas"
+
+msgid "Custom FOV"
+msgstr "Campo visivo personalizzato"
msgid "Ambient Light"
msgstr "Luce Ambientale"
@@ -7241,7 +8409,7 @@ msgid "Reflected Light"
msgstr "Luce riflessa"
msgid "Tonemap"
-msgstr "Tonemap"
+msgstr "Mappa dei toni"
msgid "White"
msgstr "Bianco"
@@ -7586,13 +8754,13 @@ msgid "UV1"
msgstr "UV1"
msgid "Triplanar"
-msgstr "Triplanar"
+msgstr "Triplanare"
msgid "Triplanar Sharpness"
-msgstr "Nitidezza Triplanar"
+msgstr "Nitidezza Triplanare"
msgid "World Triplanar"
-msgstr "Mondo Triplanar"
+msgstr "Mondo Triplanare"
msgid "UV2"
msgstr "UV2"
@@ -7639,6 +8807,9 @@ msgstr "Dissolvenza in prossimità"
msgid "MSDF"
msgstr "MSDF"
+msgid "Pixel Range"
+msgstr "Raggio di pixel"
+
msgid "Convex Hull Downsampling"
msgstr "Sottocampionamento hull convesso"
@@ -7648,6 +8819,9 @@ msgstr "Approssimazione hull convesso"
msgid "Lightmap Size Hint"
msgstr "Guida delle dimensioni della lightmap"
+msgid "Blend Shape Mode"
+msgstr "Modalità forma di fusione"
+
msgid "Shadow Mesh"
msgstr "Mesh per le ombre"
@@ -7705,6 +8879,15 @@ msgstr "Distanza di campionamento"
msgid "Sample Max Error"
msgstr "Errore di campionamento massimo"
+msgid "Low Hanging Obstacles"
+msgstr "Ostacoli sospesi bassi"
+
+msgid "Ledge Spans"
+msgstr "Distesa di sporgenze"
+
+msgid "Walkable Low Height Spans"
+msgstr "Aree percorribili a bassa altezza"
+
msgid "Baking AABB"
msgstr "AABB di precalcolo"
@@ -7937,7 +9120,7 @@ msgid "Modes"
msgstr "Modalità"
msgid "Varyings"
-msgstr "Variabili"
+msgstr "Varying"
msgid "Input Name"
msgstr "Nome input"
@@ -7952,10 +9135,10 @@ msgid "Autoshrink"
msgstr "Autoriduzione"
msgid "Varying Name"
-msgstr "Nome della variabile"
+msgstr "Nome del varying"
msgid "Varying Type"
-msgstr "Tipo di variabile"
+msgstr "Tipo del varying"
msgid "Op Type"
msgstr "Tipo di operazione"
@@ -8167,12 +9350,21 @@ msgstr "Segnalibro"
msgid "Executing Line"
msgstr "Linea in esecuzione"
+msgid "Can Fold"
+msgstr "Può comprimere"
+
msgid "Folded"
msgstr "Piegato"
+msgid "Can Fold Code Region"
+msgstr "Può comprimere regione di codice"
+
msgid "Folded Code Region"
msgstr "Regione di codice compressa"
+msgid "Folded EOL Icon"
+msgstr "Icona di fine riga compressa"
+
msgid "Completion Lines"
msgstr "Righe di completamento"
@@ -8228,11 +9420,20 @@ msgid "Tick"
msgstr "Segno"
msgid "Center Grabber"
-msgstr "Centra grabber"
+msgstr "Grabber centrale"
msgid "Grabber Offset"
msgstr "Offset del grabber"
+msgid "Updown"
+msgstr "Alto/Basso"
+
+msgid "Embedded Border"
+msgstr "Bordo incorporato"
+
+msgid "Embedded Unfocused Border"
+msgstr "Bordo incorporato senza focus"
+
msgid "Title Font"
msgstr "Font del titolo"
@@ -8551,6 +9752,9 @@ msgstr "Larghezza dell'etichetta"
msgid "Center Slider Grabbers"
msgstr "Centra i grabber della barra"
+msgid "Folded Arrow"
+msgstr "Freccia compressa"
+
msgid "Expanded Arrow"
msgstr "Freccia estesa"
@@ -8743,6 +9947,12 @@ msgstr "Modalità antialiasing del font predefinita"
msgid "Default Font Hinting"
msgstr "Suggerimento del font predefinito"
+msgid "Default Font Subpixel Positioning"
+msgstr "Posizionamento predefinito di sotto-pixel del font"
+
+msgid "Default Font Multichannel Signed Distance Field"
+msgstr "Campo predefinito di distanza con segno multicanale del font"
+
msgid "Default Font Generate Mipmaps"
msgstr "Generazione mipmap del font predefinito"
@@ -8941,6 +10151,9 @@ msgstr "Altezza cella predefinita"
msgid "Default Up"
msgstr "Direzione in alto predefinita"
+msgid "Merge Rasterizer Cell Scale"
+msgstr "Scala cella per il rasterizzatore unione"
+
msgid "Avoidance Use Multiple Threads"
msgstr "Usa più di un thread per l'evazione"
@@ -9019,6 +10232,12 @@ msgstr "Colore raggio degli agenti"
msgid "Obstacles Radius Color"
msgstr "Colore raggio degli ostacoli"
+msgid "Obstacles Static Face Pushout Color"
+msgstr "Colore di espulsione da faccia di ostacolo statico"
+
+msgid "Obstacles Static Edge Pushout Color"
+msgstr "Colore di espulsione da bordo di ostacolo statico"
+
msgid "Enable Agents Radius"
msgstr "Abilita raggio degli agenti"
@@ -9035,10 +10254,10 @@ msgid "Inverse Inertia"
msgstr "Inerzia inversa"
msgid "Total Angular Damp"
-msgstr "Ammortamento angolare totale"
+msgstr "Smorzamento angolare totale"
msgid "Total Linear Damp"
-msgstr "Ammortamento lineare totale"
+msgstr "Smorzamento lineare totale"
msgid "Total Gravity"
msgstr "Gravità totale"
@@ -9080,10 +10299,10 @@ msgid "Default Gravity Vector"
msgstr "Vettore di gravità predefinito"
msgid "Default Linear Damp"
-msgstr "Ammortamento lineare predefinito"
+msgstr "Smorzamento lineare predefinito"
msgid "Default Angular Damp"
-msgstr "Ammortamento angolare predefinito"
+msgstr "Smorzamento angolare predefinito"
msgid "Sleep Threshold Linear"
msgstr "Soglia lineare di riposo"
@@ -9130,6 +10349,9 @@ msgstr "Debug il tempo di ridisegno"
msgid "Debug Redraw Color"
msgstr "Colore di ridisegno debug"
+msgid "Tighter Shadow Caster Culling"
+msgstr "Culling più severo dei proiettori d'ombra"
+
msgid "Vertex"
msgstr "Vertice"
@@ -9175,6 +10397,12 @@ msgstr "Prepassaggio di profondità alpha"
msgid "Depth Test Disabled"
msgstr "Disattiva test di profondità"
+msgid "SSS Mode Skin"
+msgstr "Modo SSS per pelle"
+
+msgid "Cull"
+msgstr "Culling"
+
msgid "Unshaded"
msgstr "Senza ombratura"
@@ -9382,6 +10610,9 @@ msgstr "Dissolvenza da"
msgid "Fadeout To"
msgstr "Dissolvenza a"
+msgid "Screen Space Roughness Limiter"
+msgstr "Limitatore di rugosità nello spazio dello schermo"
+
msgid "Decals"
msgstr "Decal"
@@ -9394,6 +10625,9 @@ msgstr "Raggi d'occlusione per thread"
msgid "Upscale Mode"
msgstr "Modalità upscale"
+msgid "Screen Space Reflection"
+msgstr "Riflessione nello spazio dello schermo"
+
msgid "Roughness Quality"
msgstr "Qualità di rugosità"
@@ -9478,6 +10712,9 @@ msgstr "Ha dati di tracciamento"
msgid "Body Flags"
msgstr "Flag di corpo"
+msgid "Blend Shapes"
+msgstr "Forme di fusione"
+
msgid "Hand Tracking Source"
msgstr "Sorgente di tracciamento della mano"
@@ -9494,7 +10731,7 @@ msgid "Is Anchor Detection Enabled"
msgstr "Attiva rilevamento dell'ancora"
msgid "Tracking Confidence"
-msgstr "Affidabilità di tracciamento"
+msgstr "Affidabilità del tracciamento"
msgid "VRS Min Radius"
msgstr "Raggio minimo di VRS"
diff --git a/editor/translations/properties/ka.po b/editor/translations/properties/ka.po
index 10bbf21aa9..f80cb27330 100644
--- a/editor/translations/properties/ka.po
+++ b/editor/translations/properties/ka.po
@@ -12,7 +12,7 @@ msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-03-31 21:48+0000\n"
+"PO-Revision-Date: 2024-08-03 08:09+0000\n"
"Last-Translator: Temuri Doghonadze <temuri.doghonadze@gmail.com>\n"
"Language-Team: Georgian <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/ka/>\n"
@@ -21,7 +21,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 5.5-dev\n"
+"X-Generator: Weblate 5.7-dev\n"
msgid "Application"
msgstr "აპლიკაცია"
@@ -152,6 +152,9 @@ msgstr "ნაგულისხმევი მატარებლის გ
msgid "General"
msgstr "ძირითადი"
+msgid "Default Playback Type"
+msgstr "ნაგულისხმევი დაკვრის ტიპი"
+
msgid "Text to Speech"
msgstr "ტექსტიდან-საუბრამდე"
@@ -257,6 +260,9 @@ msgstr "რენდერი"
msgid "BVH Build Quality"
msgstr "BVH აგების ხარისხი"
+msgid "Jitter Projection"
+msgstr "ჯიტერის პროექცია"
+
msgid "Internationalization"
msgstr "ინტერნაციონალიზაცია"
@@ -266,6 +272,9 @@ msgstr "განლაგება მარჯვნიდან მარც
msgid "Root Node Layout Direction"
msgstr "ძირითადი კვანძის განლაგების მიმართულება"
+msgid "Root Node Auto Translate"
+msgstr "საწყისი კვანძის ავტომატური თარგმანი"
+
msgid "GUI"
msgstr "ინტერფეისი"
@@ -299,6 +308,9 @@ msgstr "V-Sync"
msgid "Frame Queue Size"
msgstr "კადრის რიგის ზომა"
+msgid "Swapchain Image Count"
+msgstr "ცვლადი სამიზნის გამოსახულებების რიცხვი"
+
msgid "Staging Buffer"
msgstr "დროებითი ბუფერი"
@@ -485,6 +497,9 @@ msgstr "ქმედება"
msgid "Strength"
msgstr "სიძლიერე"
+msgid "Event Index"
+msgstr "მოვლენის ინდექსი"
+
msgid "Delta"
msgstr "დელტა"
@@ -776,6 +791,15 @@ msgstr "რედაქტორის ეკრანი"
msgid "Project Manager Screen"
msgstr "პროექტების მამრთველის ეკრანი"
+msgid "Connection"
+msgstr "მიერთება"
+
+msgid "Engine Version Update Mode"
+msgstr "ძრავის ვერსიის განახლების რეჟიმი"
+
+msgid "Use Native File Dialogs"
+msgstr "ფაილის სისტემური დიალოგების გამოყენება"
+
msgid "Main Font Size"
msgstr "მთავარი ფონტის ზომა"
@@ -794,6 +818,9 @@ msgstr "ფონტის მომრგვალება"
msgid "Font Subpixel Positioning"
msgstr "ფონტის ქვეპიქსელების მდებარეობა"
+msgid "Font Disable Embedded Bitmaps"
+msgstr "ფონტში ჩაშენებული სურათების გათიშვა"
+
msgid "Main Font"
msgstr "მთავარი ფონტი"
@@ -827,6 +854,9 @@ msgstr "ინსპექტორი"
msgid "Float Drag Speed"
msgstr "მცურავი გადათრევის სიჩქარე"
+msgid "Nested Color Mode"
+msgstr "ერთმანეთში ჩალაგებული ფერის რეჟიმი"
+
msgid "Disable Folding"
msgstr "გაკეცვის გამორთვა"
@@ -839,12 +869,18 @@ msgstr "სისტემურ თემაზე მიყოლა"
msgid "Preset"
msgstr "შაბლონი"
+msgid "Spacing Preset"
+msgstr "დაშორების ნიმუში"
+
msgid "Icon and Font Color"
msgstr "ხატულისა და ფონტის ფერი"
msgid "Accent Color"
msgstr "აქცენტის ფერი"
+msgid "Use System Accent Color"
+msgstr "სისტემური აქცენტის ფერის გამოყენება"
+
msgid "Contrast"
msgstr "კონტრასტი"
@@ -854,6 +890,9 @@ msgstr "ხატულის გაჯერებულობა"
msgid "Border Size"
msgstr "საზღვრის ზომა"
+msgid "Base Spacing"
+msgstr "საბაზისო დაშორება"
+
msgid "Additional Spacing"
msgstr "დამატებითი დაშორება"
@@ -917,6 +956,9 @@ msgstr "შემოტანა"
msgid "Blender"
msgstr "Blender"
+msgid "Blender Path"
+msgstr "Blender-ის ბილიკი"
+
msgid "RPC Port"
msgstr "RPC: პორტი"
@@ -1136,6 +1178,12 @@ msgstr "გამოტანა"
msgid "Font Size"
msgstr "ფონტის ზომა"
+msgid "Platforms"
+msgstr "პლატფორმები"
+
+msgid "Network Mode"
+msgstr "ქსელის რეჟიმი"
+
msgid "HTTP Proxy"
msgstr "HTTP პროქსი"
@@ -1241,6 +1289,12 @@ msgstr "ბინარული ფორმატი"
msgid "Texture Format"
msgstr "ტექსტურის ფორმატი"
+msgid "S3TC BPTC"
+msgstr "S3TC BPTC"
+
+msgid "ETC2 ASTC"
+msgstr "ETC2 ASTC"
+
msgid "Export"
msgstr "გატანა"
@@ -1262,6 +1316,9 @@ msgstr "ფაილის რეჟიმი"
msgid "Filters"
msgstr "ფილტრები"
+msgid "Options"
+msgstr "მორგება"
+
msgid "Flat"
msgstr "ბრტყელი"
@@ -1544,6 +1601,9 @@ msgstr "გამყოფი"
msgid "Character Ranges"
msgstr "სიმბოლოს დიაპაზონები"
+msgid "Kerning Pairs"
+msgstr "კერნინგის წყვილები"
+
msgid "Columns"
msgstr "სვეტები"
@@ -1607,6 +1667,10 @@ msgstr "შემოტანის რეჟიმი"
msgid "Crop to Region"
msgstr "ამოჭრა რეგიონამდე"
+msgctxt "Enforce"
+msgid "Force"
+msgstr "ძალით"
+
msgid "Mono"
msgstr "მონო"
@@ -1805,6 +1869,9 @@ msgstr "დაშვებულია"
msgid "Threads"
msgstr "ნაკადები"
+msgid "Display Server"
+msgstr "ჩვენების სერვერი"
+
msgid "Handheld"
msgstr "ჯიბის"
@@ -1892,6 +1959,18 @@ msgstr "აგების სახელი"
msgid "Time"
msgstr "დრო"
+msgid "Static"
+msgstr "სტატიკური"
+
+msgid "Object"
+msgstr "ობიექტი"
+
+msgid "Objects"
+msgstr "ობიექტები"
+
+msgid "Resources"
+msgstr "რესურსები"
+
msgid "Video"
msgstr "ვიდეო"
@@ -1970,6 +2049,12 @@ msgstr "ბილიკი შეერთდა"
msgid "CSG"
msgstr "CSG"
+msgid "Importer"
+msgstr "შემომტანი"
+
+msgid "FBX2glTF"
+msgstr "FBX2glTF"
+
msgid "GDScript"
msgstr "GDScript"
@@ -2033,6 +2118,12 @@ msgstr "წრფივი იჩქარე"
msgid "Center of Mass"
msgstr "მასის ცენტრი"
+msgid "Inertia Diagonal"
+msgstr "დიაგონალური ინერცია"
+
+msgid "Inertia Orientation"
+msgstr "ინერციის ორიენტაცია"
+
msgid "Mesh Index"
msgstr "ბადის ინდექსი"
@@ -2315,6 +2406,9 @@ msgstr "ბილიკები"
msgid "Interaction Profile Path"
msgstr "ინტერაქციის პროფილის ბილიკი"
+msgid "Runtime Paths"
+msgstr "გაშვების გარემოს ბილიკები"
+
msgid "Display Refresh Rate"
msgstr "ეკრანის განახლების სიხშირე"
@@ -2327,6 +2421,12 @@ msgstr "მოძრაობის შუალედი"
msgid "Hand Skeleton"
msgstr "ხელის ჩონჩხი"
+msgid "Skeleton Rig"
+msgstr "ჩონჩხი"
+
+msgid "Bone Update"
+msgstr "ძვლის განახლება"
+
msgid "Names"
msgstr "სახელები"
@@ -2684,6 +2784,9 @@ msgstr "ვები"
msgid "Variant"
msgstr "ვარიანტი"
+msgid "Thread Support"
+msgstr "ნაკადების მხარდაჭერა"
+
msgid "VRAM Texture Compression"
msgstr "VRAM ტექსტურის შეკუმშვა"
@@ -2735,6 +2838,9 @@ msgstr "ფაილის აღწერა"
msgid "Trademarks"
msgstr "სავაჭრო ნიშნები"
+msgid "Export D3D12"
+msgstr "D3D12-ის გატანა"
+
msgid "Sprite Frames"
msgstr "სპრაიტის კადრები"
@@ -3089,6 +3195,9 @@ msgstr "შეიყვანეთ ღირებულება"
msgid "Vertices"
msgstr "წვეროები"
+msgid "NavigationMesh"
+msgstr "ნავიგაციის ბადე"
+
msgid "Navigation Polygon"
msgstr "ნავიგაციის პოლიგონი"
@@ -3101,6 +3210,9 @@ msgstr "გადახრა"
msgid "Repeat"
msgstr "გამეორება"
+msgid "Autoscroll"
+msgstr "ავტოჩოჩია"
+
msgid "Begin"
msgstr "დაწყება"
@@ -3269,6 +3381,10 @@ msgstr "ხაზოვანი"
msgid "Constant Forces"
msgstr "მუდმივი ძალები"
+msgctxt "Physics"
+msgid "Force"
+msgstr "ძალით"
+
msgid "Margin"
msgstr "ზღვარი"
@@ -3368,6 +3484,9 @@ msgstr "პოზის გადაფარვა"
msgid "Keep Aspect"
msgstr "ფარდობის შენარჩუნება"
+msgid "Compositor"
+msgstr "კომპოზიტორი"
+
msgid "Doppler Tracking"
msgstr "დოპლერის დევნება"
@@ -3395,6 +3514,10 @@ msgstr "მრუდის Z-ის მასშტაბი"
msgid "Albedo"
msgstr "ალბედო"
+msgctxt "Geometry"
+msgid "Normal"
+msgstr "ნორმალური"
+
msgid "Parameters"
msgstr "პარამეტრები"
@@ -3557,6 +3680,9 @@ msgstr "დენოიზერის გამოყენება"
msgid "Denoiser Strength"
msgstr "დენოიზერის სიძლიერე"
+msgid "Texel Scale"
+msgstr "ტექსტურის მასშტაბი"
+
msgid "Max Texture Size"
msgstr "მაქს. ტექსტურის ზომა"
@@ -3776,6 +3902,9 @@ msgstr "ყუთის პროექცია"
msgid "Enable Shadows"
msgstr "ჩრდილების ჩართვა"
+msgid "Reflection Mask"
+msgstr "არეკვლის ნიღაბი"
+
msgid "Ambient"
msgstr "გარემოს განათება"
@@ -3791,6 +3920,9 @@ msgstr "მოძრაობის მასშტაბი"
msgid "Show Rest Only"
msgstr "მხოლოდ, დარჩენილის ჩვენება"
+msgid "Modifier"
+msgstr "შემცვლელი"
+
msgid "Root Bone"
msgstr "ძირითადი ძვალი"
@@ -4418,6 +4550,10 @@ msgstr "საკონტროლო სიმბოლოები"
msgid "Spaces"
msgstr "სივრცეები"
+msgctxt "Ordinary"
+msgid "Normal"
+msgstr "ნორმალური"
+
msgid "Hover"
msgstr "გადატარება"
@@ -4790,6 +4926,9 @@ msgstr "ფიზიკის ფენები"
msgid "Custom Data Layers"
msgstr "მორგებული მონაცემის ფენები"
+msgid "Scenes"
+msgstr "სცენები"
+
msgid "Scene"
msgstr "სცენა"
@@ -5153,6 +5292,9 @@ msgstr "დამატებითი გამოტოვება"
msgid "Space"
msgstr "სივრცე"
+msgid "Baseline"
+msgstr "საბაზისო ხაზი"
+
msgid "Font Names"
msgstr "ფონტის სახელები"
@@ -5516,6 +5658,9 @@ msgstr "პარამეტრის სახელი"
msgid "Qualifier"
msgstr "სპეციფიკატორი"
+msgid "Autoshrink"
+msgstr "ავტომატური დამალვა"
+
msgid "Varying Name"
msgstr "ცვალებადი სახელი"
diff --git a/editor/translations/properties/pt.po b/editor/translations/properties/pt.po
index ede3a0b847..b205f21153 100644
--- a/editor/translations/properties/pt.po
+++ b/editor/translations/properties/pt.po
@@ -43,13 +43,14 @@
# Leonardo dos Anjos Boslooper <leoprincipalacc@gmail.com>, 2024.
# Jeyson Hilario da SIlva <jeysonhilario@gmail.com>, 2024.
# Marcia Perez <cristianemarcia50@gmail.com>, 2024.
+# Rick and Morty <7777rickandmorty@gmail.com>, 2024.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-05-28 16:22+0000\n"
-"Last-Translator: Marcia Perez <cristianemarcia50@gmail.com>\n"
+"PO-Revision-Date: 2024-08-09 17:09+0000\n"
+"Last-Translator: Rick and Morty <7777rickandmorty@gmail.com>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/pt/>\n"
"Language: pt\n"
@@ -57,7 +58,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 5.6-dev\n"
+"X-Generator: Weblate 5.7-dev\n"
msgid "Application"
msgstr "Aplicação"
@@ -2496,7 +2497,7 @@ msgid "Allowed"
msgstr "Permitido"
msgid "Threads"
-msgstr "Threads"
+msgstr "Threads (Partes_Paralelizáveis)"
msgid "Thread Model"
msgstr "Modelo de Thread"
diff --git a/editor/translations/properties/ru.po b/editor/translations/properties/ru.po
index 3014ded378..e20ae4b75b 100644
--- a/editor/translations/properties/ru.po
+++ b/editor/translations/properties/ru.po
@@ -175,13 +175,14 @@
# EdwardBrok <edikbrok@yandex.ru>, 2024.
# Full name <nkalinin2020@gmail.com>, 2024.
# Mikhail <mikhail.khadzhaev832@gmail.com>, 2024.
+# Olesya_Gerasimenko <gammaray@basealt.ru>, 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: 2024-06-24 16:29+0000\n"
-"Last-Translator: Mikhail <mikhail.khadzhaev832@gmail.com>\n"
+"PO-Revision-Date: 2024-08-08 16:10+0000\n"
+"Last-Translator: Olesya_Gerasimenko <gammaray@basealt.ru>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/ru/>\n"
"Language: ru\n"
@@ -190,7 +191,7 @@ msgstr ""
"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 5.6-rc\n"
+"X-Generator: Weblate 5.7-dev\n"
msgid "Application"
msgstr "Приложение"
@@ -211,7 +212,7 @@ msgid "Version"
msgstr "Версия"
msgid "Run"
-msgstr "Запуск"
+msgstr "Запустить"
msgid "Main Scene"
msgstr "Главная сцена"
@@ -223,31 +224,31 @@ msgid "Disable stderr"
msgstr "Отключить стандартный вывод ошибок"
msgid "Print Header"
-msgstr "Заголовок печати"
+msgstr "Печатать заголовок"
msgid "Enable Alt Space Menu"
msgstr "Включить Alt Space меню"
msgid "Use Hidden Project Data Directory"
-msgstr "Использовать скрытую директорию данных проекта"
+msgstr "Использовать скрытый каталог данных проекта"
msgid "Use Custom User Dir"
-msgstr "Использовать собственную директорию данных пользователя"
+msgstr "Использовать собственный каталог данных пользователя"
msgid "Custom User Dir Name"
-msgstr "Собственное название директории пользователя"
+msgstr "Имя собственного каталога данных пользователя"
msgid "Project Settings Override"
msgstr "Переопределение настроек проекта"
msgid "Main Loop Type"
-msgstr "Основной тип цикла"
+msgstr "Тип основного цикла"
msgid "Auto Accept Quit"
msgstr "Автоподтверждение выхода"
msgid "Quit on Go Back"
-msgstr "Выйти, по нажатию кнопки \"Назад\""
+msgstr "Выход при возврате"
msgid "Display"
msgstr "Дисплей"
@@ -259,10 +260,10 @@ msgid "Size"
msgstr "Размер"
msgid "Viewport Width"
-msgstr "Ширина экрана"
+msgstr "Ширина окна просмотра"
msgid "Viewport Height"
-msgstr "Высота экрана"
+msgstr "Высота окна просмотра"
msgid "Mode"
msgstr "Режим"
@@ -277,7 +278,7 @@ msgid "Initial Screen"
msgstr "Начальный экран"
msgid "Resizable"
-msgstr "Изменяемый"
+msgstr "Изменяемый размер"
msgid "Borderless"
msgstr "Безрамочный"
@@ -292,7 +293,7 @@ msgid "Extend to Title"
msgstr "Расширить до названия"
msgid "No Focus"
-msgstr "Без фокуса"
+msgstr "Не фокусировать"
msgid "Window Width Override"
msgstr "Переопределение ширины окна"
@@ -313,10 +314,10 @@ msgid "Warnings"
msgstr "Предупреждения"
msgid "Check Invalid Track Paths"
-msgstr "Проверьте неверные пути треков"
+msgstr "Проверить на неверные пути к дорожкам"
msgid "Check Angle Interpolation Type Conflicting"
-msgstr "Проверить, конфликтует ли тип угловой интерполяции"
+msgstr "Проверить на конфликт типа интерполяции углов"
msgid "Audio"
msgstr "Аудио"
@@ -325,28 +326,31 @@ msgid "Buses"
msgstr "Шины"
msgid "Default Bus Layout"
-msgstr "Стандартное расположение шины"
+msgstr "Макет шины по умолчанию"
msgid "General"
-msgstr "Основной"
+msgstr "Основное"
+
+msgid "Default Playback Type"
+msgstr "Стандартный тип воспроизведения"
msgid "Text to Speech"
msgstr "Синтез речи"
msgid "2D Panning Strength"
-msgstr "Сила 2D панорамирования"
+msgstr "Сила панорамирования 2D"
msgid "3D Panning Strength"
-msgstr "Сила 3D панорамирования"
+msgstr "Сила панорамирования 3D"
msgid "iOS"
msgstr "iOS"
msgid "Session Category"
-msgstr "Категория сессии"
+msgstr "Категория сеанса"
msgid "Mix With Others"
-msgstr "Смешивать с другими"
+msgstr "Смешивание с другими"
msgid "Editor"
msgstr "Редактор"
@@ -358,10 +362,10 @@ msgid "Search in File Extensions"
msgstr "Поиск в расширениях файлов"
msgid "Subwindows"
-msgstr "Под-окна"
+msgstr "Подокна"
msgid "Embed Subwindows"
-msgstr "Встроенные под-окна"
+msgstr "Встроить подокна"
msgid "Physics"
msgstr "Физика"
@@ -370,7 +374,7 @@ msgid "2D"
msgstr "2D"
msgid "Run on Separate Thread"
-msgstr "Запустить в отдельном потоке"
+msgstr "Запуск в отдельном потоке"
msgid "3D"
msgstr "3D"
@@ -399,6 +403,9 @@ msgstr "Профилировщик"
msgid "Max Functions"
msgstr "Лимит функций"
+msgid "Max Timestamp Query Elements"
+msgstr "Макс. кол-во элементов запроса временных меток"
+
msgid "Compression"
msgstr "Сжатие"
@@ -409,13 +416,13 @@ msgid "Zstd"
msgstr "Zstd"
msgid "Long Distance Matching"
-msgstr "Сравнение Длинных Дистанций"
+msgstr "Сопоставление на длинной дистанции"
msgid "Compression Level"
msgstr "Уровень сжатия"
msgid "Window Log Size"
-msgstr "Размер Лога Окна"
+msgstr "Размер журнала окна"
msgid "Zlib"
msgstr "Zlib"
@@ -433,25 +440,28 @@ msgid "Rendering"
msgstr "*Рендеринг*"
msgid "Occlusion Culling"
-msgstr "Occlusion Culling"
+msgstr "Отсечение невидимой геометрии"
msgid "BVH Build Quality"
msgstr "Качество сборки BVH"
+msgid "Jitter Projection"
+msgstr "Проекция джиттера"
+
msgid "Internationalization"
msgstr "Локализация"
msgid "Force Right to Left Layout Direction"
-msgstr "Принудительно компоновать справа налево"
+msgstr "Принудительная компоновка справа налево"
msgid "Root Node Layout Direction"
msgstr "Направление компоновки в корневом узле"
msgid "Root Node Auto Translate"
-msgstr "Автоматический перевод корневого узла"
+msgstr "Автоперевод корневого узла"
msgid "GUI"
-msgstr "GUI"
+msgstr "GUI (графический интерфейс пользователя)"
msgid "Timers"
msgstr "Таймеры"
@@ -460,7 +470,7 @@ msgid "Incremental Search Max Interval Msec"
msgstr "Максимальный интервал инкрементного поиска, мс"
msgid "Tooltip Delay (sec)"
-msgstr "Задержка (сек)"
+msgstr "Задержка подсказки (сек)"
msgid "Common"
msgstr "Общий"
@@ -487,7 +497,7 @@ msgid "Frame Queue Size"
msgstr "Размер очереди кадров"
msgid "Swapchain Image Count"
-msgstr "Счетчик изображений в сменной цепи"
+msgstr "Количество изображений цепочки буферов"
msgid "Staging Buffer"
msgstr "Промежуточный буфер"
@@ -496,37 +506,37 @@ msgid "Block Size (KB)"
msgstr "Размер блока (КБ)"
msgid "Max Size (MB)"
-msgstr "Максимальный размер (МБ)"
+msgstr "Макс. размер (МБ)"
msgid "Texture Upload Region Size Px"
-msgstr "Размер области текстуры Px"
+msgstr "Размер области для отправки текстуры, пкс"
msgid "Pipeline Cache"
-msgstr "Кэш конвеера"
+msgstr "Кэш конвейера"
msgid "Enable"
msgstr "Включить"
msgid "Save Chunk Size (MB)"
-msgstr "Сохранить размер блока (МБ)"
+msgstr "Размер блока сохранения (МБ)"
msgid "Vulkan"
msgstr "Vulkan"
msgid "Max Descriptors per Pool"
-msgstr "Макс. дескрипторов на пул"
+msgstr "Макс. кол-во дескрипторов на пул"
msgid "D3D12"
msgstr "Direct3D 12"
msgid "Max Resource Descriptors per Frame"
-msgstr "Максимум дескрипторов на кадр"
+msgstr "Макс. кол-во дескрипторов ресурсов на кадр"
msgid "Max Sampler Descriptors per Frame"
-msgstr "Макс. дескрипторов на кадр"
+msgstr "Макс. кол-во дескрипторов сэмплеров на кадр"
msgid "Max Misc Descriptors per Frame"
-msgstr "Макс. других дескрипторов на пул"
+msgstr "Макс. кол-во различных дескрипторов на кадр"
msgid "Agility SDK Version"
msgstr "Версия Agility SDK"
@@ -535,7 +545,7 @@ msgid "Textures"
msgstr "Текстуры"
msgid "Canvas Textures"
-msgstr "Текстура холста"
+msgstr "Текстуры холста"
msgid "Default Texture Filter"
msgstr "Фильтр текстур по умолчанию"
@@ -544,31 +554,31 @@ msgid "Default Texture Repeat"
msgstr "Повторение текстур по умолчанию"
msgid "Collada"
-msgstr "ColladA"
+msgstr "Collada"
msgid "Use Ambient"
-msgstr "Использовать Ambient"
+msgstr "Использовать рассеяние"
msgid "Low Processor Usage Mode"
msgstr "Режим низкой нагрузки процессора"
msgid "Low Processor Usage Mode Sleep (µsec)"
-msgstr "Задержка в режиме низкой нагрузки процессора (мсек)"
+msgstr "Задержка между кадрами в режиме низкой нагрузки процессора (мкс)"
msgid "Delta Smoothing"
-msgstr "Дельта сглаживание"
+msgstr "Дельта-сглаживание"
msgid "Print Error Messages"
msgstr "Печатать сообщения об ошибках"
msgid "Physics Ticks per Second"
-msgstr "Частота обновления физических кадров"
+msgstr "Такты физики в секунду"
msgid "Max Physics Steps per Frame"
-msgstr "Макс. количество физических шагов на кадр"
+msgstr "Макс. кол-во шагов физики на кадр"
msgid "Max FPS"
-msgstr "Макс. FPS"
+msgstr "Макс. кол-во кадров в секунду"
msgid "Time Scale"
msgstr "Масштаб времени"
@@ -595,7 +605,7 @@ msgid "Compatibility"
msgstr "Совместимость"
msgid "Legacy Just Pressed Behavior"
-msgstr "Поведение при нажатии (Устаревшее)"
+msgstr "Поведение при нажатии (устаревшее)"
msgid "Device"
msgstr "Устройство"
@@ -604,7 +614,7 @@ msgid "Window ID"
msgstr "Идентификатор окна"
msgid "Command or Control Autoremap"
-msgstr "Команда или управление автоперестановка"
+msgstr "Автоматическое переназначение Cmd или Control"
msgid "Alt Pressed"
msgstr "Нажатие Alt"
@@ -616,7 +626,7 @@ msgid "Ctrl Pressed"
msgstr "Нажатие Ctrl"
msgid "Meta Pressed"
-msgstr "Нажато Meta"
+msgstr "Нажатие Meta"
msgid "Pressed"
msgstr "Нажато"
@@ -628,7 +638,7 @@ msgid "Physical Keycode"
msgstr "Физический код клавиши"
msgid "Key Label"
-msgstr "Метка клавиши"
+msgstr "Подпись клавиши"
msgid "Unicode"
msgstr "Unicode"
@@ -667,13 +677,19 @@ msgid "Pressure"
msgstr "Давление"
msgid "Pen Inverted"
-msgstr "Перо Инвертировано"
+msgstr "Перо инвертировано"
msgid "Relative"
-msgstr "Относительный"
+msgstr "Относительность"
+
+msgid "Screen Relative"
+msgstr "Относительно экрана"
msgid "Velocity"
-msgstr "Скорость"
+msgstr "Быстрота"
+
+msgid "Screen Velocity"
+msgstr "Быстрота экрана"
msgid "Axis"
msgstr "Ось"
@@ -693,6 +709,9 @@ msgstr "Действие"
msgid "Strength"
msgstr "Сила"
+msgid "Event Index"
+msgstr "Индекс события"
+
msgid "Delta"
msgstr "Дельта"
@@ -712,31 +731,31 @@ msgid "Controller Value"
msgstr "Значение контроллера"
msgid "Shortcut"
-msgstr "Ярлык"
+msgstr "Горячая клавиша"
msgid "Events"
msgstr "События"
msgid "Include Navigational"
-msgstr "Включить навигацию"
+msgstr "Включить навигационные объекты («.» и «..»)"
msgid "Include Hidden"
-msgstr "Включить скрытый"
+msgstr "Включить скрытые файлы"
msgid "Big Endian"
msgstr "Прямой порядок байтов"
msgid "Blocking Mode Enabled"
-msgstr "Блокирующий режим включён"
+msgstr "Включить блокирующий режим"
msgid "Read Chunk Size"
-msgstr "Размер чанка чтения"
+msgstr "Размер блока чтения"
msgid "Data"
msgstr "Данные"
msgid "Object ID"
-msgstr "ID объекта"
+msgstr "Идентификатор объекта"
msgid "Encode Buffer Max Size"
msgstr "Максимальный размер буфера кодирования"
@@ -760,10 +779,10 @@ msgid "Data Array"
msgstr "Массив данных"
msgid "Max Pending Connections"
-msgstr "Максимальное количество ожидающих подключений"
+msgstr "Макс. кол-во ожидающих подключений"
msgid "Region"
-msgstr "Регион"
+msgstr "Область"
msgid "Offset"
msgstr "Отступ"
@@ -775,10 +794,10 @@ msgid "Cell Shape"
msgstr "Форма ячейки"
msgid "Jumping Enabled"
-msgstr "Прыжки включены"
+msgstr "Включить прыжки"
msgid "Default Compute Heuristic"
-msgstr "Эвристика расчета по умолчанию"
+msgstr "Эвристика расчёта по умолчанию"
msgid "Default Estimate Heuristic"
msgstr "Эвристика оценок по умолчанию"
@@ -802,7 +821,7 @@ msgid "Message Queue"
msgstr "Список сообщений"
msgid "Max Steps"
-msgstr "Макс шагов"
+msgstr "Макс. кол-во шагов"
msgid "Network"
msgstr "Сеть"
@@ -814,28 +833,28 @@ msgid "Connect Timeout Seconds"
msgstr "Время ожидания соединения в секундах"
msgid "Packet Peer Stream"
-msgstr "Пакетный одно ранговый поток"
+msgstr "Пакетный одноранговый поток"
msgid "Max Buffer (Power of 2)"
-msgstr "Максимальный буфер (Уровень 2)"
+msgstr "Макс. буфер (степень двух)"
msgid "TLS"
msgstr "TLS"
msgid "Certificate Bundle Override"
-msgstr "Переназначение пакета сертификатов"
+msgstr "Переназначение комплекта сертификатов"
msgid "Threading"
msgstr "Потоки"
msgid "Worker Pool"
-msgstr "Рабочий пул"
+msgstr "Пул рабочих потоков"
msgid "Max Threads"
-msgstr "Макс. потоков"
+msgstr "Макс. кол-во потоков"
msgid "Low Priority Thread Ratio"
-msgstr "Отношение низкоприоритеных задач"
+msgstr "Коэффициент потоков с низким приоритетом"
msgid "Locale"
msgstr "Локаль"
@@ -853,7 +872,7 @@ msgid "Use Pseudolocalization"
msgstr "Использовать псевдолокализацию"
msgid "Replace With Accents"
-msgstr "Заменить с акцентами"
+msgstr "Заменить на варианты с диакритикой"
msgid "Double Vowels"
msgstr "Удвоенные гласные"
@@ -862,7 +881,7 @@ msgid "Fake BiDi"
msgstr "Ложный BiDi"
msgid "Override"
-msgstr "Переопределить"
+msgstr "Переопределение"
msgid "Expansion Ratio"
msgstr "Коэффициент расширения"
@@ -874,7 +893,7 @@ msgid "Suffix"
msgstr "Суффикс"
msgid "Skip Placeholders"
-msgstr "Пропустить заполнитель"
+msgstr "Пропустить заполнители"
msgid "Rotation"
msgstr "Поворот"
@@ -883,19 +902,22 @@ msgid "Value"
msgstr "Значение"
msgid "Arg Count"
-msgstr "Количество Аргументов"
+msgstr "Количество аргументов"
+
+msgid "Args"
+msgstr "Аргументы"
msgid "Type"
msgstr "Тип"
msgid "In Handle"
-msgstr "Задать обработчик"
+msgstr "Входной маркер"
msgid "Out Handle"
-msgstr "Задать обработчик"
+msgstr "Выходной маркер"
msgid "Handle Mode"
-msgstr "Ручной режим"
+msgstr "Режим маркера"
msgid "Stream"
msgstr "Поток"
@@ -919,7 +941,7 @@ msgid "Request Timeout"
msgstr "Время ожидания запроса"
msgid "Sync Breakpoints"
-msgstr "Синхронизация точек остановки"
+msgstr "Синхронизация точек останова"
msgid "FileSystem"
msgstr "Файловая система"
@@ -946,7 +968,7 @@ msgid "Sort Functions Alphabetically"
msgstr "Сортировать функции по алфавиту"
msgid "Label"
-msgstr "Надпись"
+msgstr "Подпись"
msgid "Read Only"
msgstr "Только чтение"
@@ -958,7 +980,7 @@ msgid "Checked"
msgstr "Отмеченный"
msgid "Draw Warning"
-msgstr "Предупреждение рисования"
+msgstr "Рисовать цветом предупреждения"
msgid "Keying"
msgstr "Вставка ключей"
@@ -970,7 +992,7 @@ msgid "Distraction Free Mode"
msgstr "Режим без отвлечения"
msgid "Movie Maker Enabled"
-msgstr "Movie Maker Включен"
+msgstr "Включить Movie Maker"
msgid "Theme"
msgstr "Тема"
@@ -985,7 +1007,7 @@ msgid "Editable"
msgstr "Редактируемый"
msgid "Toggle Mode"
-msgstr "Режим отображения"
+msgstr "Режим переключения"
msgid "Interface"
msgstr "Интерфейс"
@@ -996,8 +1018,11 @@ msgstr "Язык редактора"
msgid "Localize Settings"
msgstr "Локализация"
+msgid "Dock Tab Style"
+msgstr "Стиль вкладки панели"
+
msgid "UI Layout Direction"
-msgstr "Направление UI Макета"
+msgstr "Направление макета интерфейса"
msgid "Display Scale"
msgstr "Масштаб отображения"
@@ -1014,9 +1039,15 @@ msgstr "Экран менеджера проекта"
msgid "Connection"
msgstr "Подключение"
+msgid "Engine Version Update Mode"
+msgstr "Режим обновления версии движка"
+
msgid "Use Embedded Menu"
msgstr "Использовать встроенное меню"
+msgid "Use Native File Dialogs"
+msgstr "Использовать нативные файловые диалоги"
+
msgid "Expand to Title"
msgstr "Развернуть до заголовка"
@@ -1044,6 +1075,9 @@ msgstr "Хинтинг шрифтов"
msgid "Font Subpixel Positioning"
msgstr "Субпиксельное позиционирование шрифта"
+msgid "Font Disable Embedded Bitmaps"
+msgstr "Отключение встроенных растровых представлений шрифта"
+
msgid "Main Font"
msgstr "Основной шрифт"
@@ -1054,13 +1088,13 @@ msgid "Code Font"
msgstr "Шрифт кода"
msgid "Separate Distraction Mode"
-msgstr "Режим раздельного отвлечения"
+msgstr "Отдельный переключатель режима «без отвлечения внимания»"
msgid "Automatically Open Screenshots"
-msgstr "Автоматически открывать скриншоты"
+msgstr "Автоматически открывать снимки экрана"
msgid "Single Window Mode"
-msgstr "Однооконный Режим"
+msgstr "Однооконный режим"
msgid "Mouse Extra Buttons Navigate History"
msgstr "Навигация по истории дополнительными кнопками мыши"
@@ -1069,16 +1103,27 @@ msgid "Save Each Scene on Quit"
msgstr "Сохранять каждую сцену при выходе"
msgid "Save on Focus Loss"
-msgstr "Сохраняться при потери фокуса"
+msgstr "Выполнять сохранение при потере фокуса"
msgid "Accept Dialog Cancel OK Buttons"
-msgstr "Кнопки ОК Отмена диалога подтверждения"
+msgstr "Кнопки «ОК» и «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"
+msgstr "Показывать индикатор обновлений"
+
+msgid "Low Processor Mode Sleep (µsec)"
+msgstr "Задержка в режиме низкой нагрузки процессора (мкс)"
+
+msgid "Unfocused Low Processor Mode Sleep (µsec)"
+msgstr ""
+"Задержка в режиме низкой нагрузки процессора без фокуса на окне редактора "
+"(мкс)"
+
+msgid "Import Resources When Unfocused"
+msgstr "Импортировать ресурсы при отсутствии фокуса"
msgid "V-Sync Mode"
msgstr "Режим V-Sync"
@@ -1090,55 +1135,61 @@ msgid "Inspector"
msgstr "Инспектор"
msgid "Max Array Dictionary Items per Page"
-msgstr "Максимальное количество элементов словаря массива на страницу"
+msgstr "Макс. кол-во элементов словаря массива на страницу"
msgid "Show Low Level OpenType Features"
msgstr "Показать низкоуровневые возможности OpenType"
msgid "Float Drag Speed"
-msgstr "Скорость свободного обзора"
+msgstr "Скорость изменения значений плавающего типа при перетаскивании"
+
+msgid "Nested Color Mode"
+msgstr "Режим цвета для редакторов свойств"
+
+msgid "Delimitate All Container and Resources"
+msgstr "Разграничивать все контейнеры и ресурсы"
msgid "Default Property Name Style"
msgstr "Стиль имени свойства по умолчанию"
msgid "Default Float Step"
-msgstr "Шаг по умолчанию плавающих чисел"
+msgstr "Шаг по умолчанию для плавающих чисел"
msgid "Disable Folding"
msgstr "Отключить сворачивание"
msgid "Auto Unfold Foreign Scenes"
-msgstr "Автоматически разворачивать чужие сцены"
+msgstr "Автоматически разворачивать внешние сцены"
msgid "Horizontal Vector2 Editing"
-msgstr "Горизонтальное редактирование Vector2"
+msgstr "Редактирование горизонтального вектора2"
msgid "Horizontal Vector Types Editing"
-msgstr "Горизонтальных редактирование векторных типов"
+msgstr "Редактирование типов горизонтального вектора"
msgid "Open Resources in Current Inspector"
-msgstr "Открывать ресурсы в текущем инспекторе"
+msgstr "Открывать ресурсы в текущем экземпляре инспектора"
msgid "Resources to Open in New Inspector"
-msgstr "Ресурсы для Открытия в новом экземпляре Инспектора"
+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"
+msgstr "Форма области выбора цвета по умолчанию"
msgid "Follow System Theme"
-msgstr "Следуйте Теме Системы"
+msgstr "Следовать теме системы"
msgid "Preset"
-msgstr "Набор"
+msgstr "Предустановка"
msgid "Spacing Preset"
-msgstr "Предустановка Интервала"
+msgstr "Предустановка интервала"
msgid "Icon and Font Color"
-msgstr "Цвет иконок и шрифтов"
+msgstr "Цвет значков и шрифтов"
msgid "Base Color"
msgstr "Базовый цвет"
@@ -1147,7 +1198,7 @@ msgid "Accent Color"
msgstr "Акцентный цвет"
msgid "Use System Accent Color"
-msgstr "Используйте Акцентный Цвет Системы"
+msgstr "Использовать системный акцентный цвет"
msgid "Contrast"
msgstr "Контраст"
@@ -1156,7 +1207,7 @@ msgid "Draw Extra Borders"
msgstr "Рисовать дополнительные границы"
msgid "Icon Saturation"
-msgstr "Насыщенность иконки"
+msgstr "Насыщенность значка"
msgid "Relationship Line Opacity"
msgstr "Непрозрачность линий отношений"
@@ -1168,7 +1219,7 @@ msgid "Corner Radius"
msgstr "Радиус угла"
msgid "Base Spacing"
-msgstr "Базовое Расстояние"
+msgstr "Базовое расстояние"
msgid "Additional Spacing"
msgstr "Дополнительное расстояние"
@@ -1183,22 +1234,22 @@ msgid "Increase Scrollbar Touch Area"
msgstr "Увеличить сенсорную область полосы прокрутки"
msgid "Enable Long Press as Right Click"
-msgstr "Включить долгие нажатия ПКМ"
+msgstr "Включить долгое нажатие как щелчок ПКМ"
msgid "Enable Pan and Scale Gestures"
-msgstr "Включить касания щипка и увеличения"
+msgstr "Включить жесты панорамирования и масштабирования"
msgid "Scale Gizmo Handles"
-msgstr "Масштаб Гизмо Дескрипторы"
+msgstr "Масштаб маркеров гизмо"
msgid "Scene Tabs"
msgstr "Вкладки сцен"
msgid "Display Close Button"
-msgstr "Отобразить кнопку закрытия"
+msgstr "Показать кнопку закрытия"
msgid "Show Thumbnail on Hover"
-msgstr "Предпросмотр при наведении"
+msgstr "Миниатюра при наведении"
msgid "Maximum Width"
msgstr "Максимальная ширина"
@@ -1213,16 +1264,16 @@ msgid "Multi Window"
msgstr "Мультиоконный режим"
msgid "Restore Windows on Load"
-msgstr "Восстанавливать Окна при загрузке"
+msgstr "Восстанавливать окна при загрузке"
msgid "Maximize Window"
-msgstr "Развернуть Окно"
+msgstr "Развернуть окно"
msgid "External Programs"
msgstr "Внешние программы"
msgid "Raster Image Editor"
-msgstr "Редактор изображений"
+msgstr "Редактор растровых изображений"
msgid "Vector Image Editor"
msgstr "Редактор векторных изображений"
@@ -1231,7 +1282,7 @@ msgid "Audio Editor"
msgstr "Редактор аудио"
msgid "3D Model Editor"
-msgstr "Редактор 3D моделей"
+msgstr "Редактор 3D-моделей"
msgid "Terminal Emulator"
msgstr "Эмулятор терминала"
@@ -1240,7 +1291,7 @@ msgid "Terminal Emulator Flags"
msgstr "Флаги эмулятора терминала"
msgid "Directories"
-msgstr "Директории"
+msgstr "Каталоги"
msgid "Autoscan Project Path"
msgstr "Путь автосканирования проектов"
@@ -1283,13 +1334,13 @@ msgid "RPC Port"
msgstr "RPC-порт"
msgid "RPC Server Uptime"
-msgstr "Время работы сервера RPC"
+msgstr "Время работы RPC-сервера"
msgid "FBX"
msgstr "FBX"
msgid "FBX2glTF Path"
-msgstr "FBX2glTF Путь"
+msgstr "Путь к FBX2glTF"
msgid "Tools"
msgstr "Инструменты"
@@ -1307,13 +1358,13 @@ msgid "Scene Tree"
msgstr "Дерево сцены"
msgid "Start Create Dialog Fully Expanded"
-msgstr "Начинать создание диалога в полностью развёрнутом окне"
+msgstr "Начинать диалог создания полностью развёрнутым"
msgid "Auto Expand to Selected"
-msgstr "Авто-раскрыть дерево до выбранного элемента"
+msgstr "Автораскрыть дерево до выбранного элемента"
msgid "Center Node on Reparent"
-msgstr "Центрировать узел при смене родителя"
+msgstr "Центрировать узел при смене родительского элемента"
msgid "Always Show Folders"
msgstr "Всегда показывать папки"
@@ -1328,7 +1379,7 @@ msgid "Auto Refresh Interval"
msgstr "Интервал автообновления"
msgid "Subresource Hue Tint"
-msgstr "Менять оттенок подресурсов"
+msgstr "Интенсивность оттенка для фона подресурсов"
msgid "Color Theme"
msgstr "Цветовая тема"
@@ -1358,10 +1409,13 @@ msgid "Show Line Length Guidelines"
msgstr "Показывать рекомендации по длине строк"
msgid "Line Length Guideline Soft Column"
-msgstr "Ширина мягкого предела длины строки"
+msgstr "Позиция мягкого предела длины строки"
msgid "Line Length Guideline Hard Column"
-msgstr "Ширина жёсткого предела длины строки"
+msgstr "Позиция жёсткого предела длины строки"
+
+msgid "Gutters"
+msgstr "Полосы"
msgid "Show Line Numbers"
msgstr "Показывать номера строк"
@@ -1394,13 +1448,13 @@ msgid "Word Wrap"
msgstr "Перенос по словам"
msgid "Autowrap Mode"
-msgstr "Режим Автопереноса"
+msgstr "Режим автопереноса"
msgid "Whitespace"
msgstr "Пробел"
msgid "Draw Tabs"
-msgstr "Рисовать табы"
+msgstr "Рисовать табуляцию"
msgid "Draw Spaces"
msgstr "Рисовать пробелы"
@@ -1412,10 +1466,10 @@ msgid "Navigation"
msgstr "Навигация"
msgid "Move Caret on Right Click"
-msgstr "Смещать курсор по нажатию ПКМ"
+msgstr "Перемещать курсор по нажатию ПКМ"
msgid "Scroll Past End of File"
-msgstr "Прокрутить до конца файла"
+msgstr "Прокрутить после конца файла"
msgid "Smooth Scrolling"
msgstr "Плавная прокрутка"
@@ -1424,10 +1478,22 @@ msgid "V Scroll Speed"
msgstr "Скорость вертикальной прокрутки"
msgid "Drag and Drop Selection"
-msgstr "DragAndDrop выделение"
+msgstr "Перетаскивание текста в редакторе"
msgid "Stay in Script Editor on Node Selected"
-msgstr "Остаться в Редакторе Скриптов На Выбранном Узле"
+msgstr "Остаться в редакторе скриптов на выбранном узле"
+
+msgid "Open Script When Connecting Signal to Existing Method"
+msgstr "Открывать скрипт при подключении сигнала к существующему методу"
+
+msgid "Use Default Word Separators"
+msgstr "Использовать стандартные разделители слов"
+
+msgid "Use Custom Word Separators"
+msgstr "Использовать пользовательские разделители слов"
+
+msgid "Custom Word Separators"
+msgstr "Пользовательские разделители слов"
msgid "Indent"
msgstr "Отступ"
@@ -1435,12 +1501,18 @@ msgstr "Отступ"
msgid "Auto Indent"
msgstr "Автоотступ"
+msgid "Indent Wrapped Lines"
+msgstr "Отступ для перенесённых строк"
+
msgid "Files"
msgstr "Файлы"
msgid "Trim Trailing Whitespace on Save"
msgstr "Обрезать конечные пробелы при сохранении"
+msgid "Trim Final Newlines on Save"
+msgstr "Обрезать заключительные символы новой строки при сохранении"
+
msgid "Autosave Interval Secs"
msgstr "Интервал автосохранения в секундах"
@@ -1472,20 +1544,26 @@ msgid "Auto Brace Complete"
msgstr "Автозакрытие скобок"
msgid "Code Complete Enabled"
-msgstr "Завершение кода включено"
+msgstr "Включить завершение кода"
msgid "Code Complete Delay"
-msgstr "Задержка завершения кода"
+msgstr "Задержка перед завершением кода"
msgid "Put Callhint Tooltip Below Current Line"
msgstr "Помещать всплывающую подсказку вызова ниже текущей строки"
msgid "Complete File Paths"
-msgstr "Завершать пути файлов"
+msgstr "Завершать пути к файлам"
msgid "Add Type Hints"
msgstr "Добавлять подсказки типов"
+msgid "Add String Name Literals"
+msgstr "Добавить литералы имён строк"
+
+msgid "Add Node Path Literals"
+msgstr "Добавить литералы путей к узлам"
+
msgid "Use Single Quotes"
msgstr "Использовать одинарные кавычки"
@@ -1505,16 +1583,16 @@ msgid "Help Title Font Size"
msgstr "Размер шрифта заголовков справки"
msgid "Class Reference Examples"
-msgstr "Примеры Ссылок на Классы"
+msgstr "Примеры ссылок на классы"
msgid "Editors"
msgstr "Редакторы"
msgid "Grid Map"
-msgstr "Сеточная карта"
+msgstr "Карта с сеткой"
msgid "Pick Distance"
-msgstr "Выбрать расстояние"
+msgstr "Расстояние выбора"
msgid "Primary Grid Color"
msgstr "Основной цвет сетки"
@@ -1531,11 +1609,14 @@ msgstr "3D-гизмо"
msgid "Gizmo Colors"
msgstr "Цвета гизмо"
+msgid "Instantiated"
+msgstr "Инстанцирован"
+
msgid "Joint"
msgstr "Сустав"
msgid "AABB"
-msgstr "ПООП"
+msgstr "AABB"
msgid "Primary Grid Steps"
msgstr "Основные шаги сетки"
@@ -1601,7 +1682,7 @@ msgid "Warped Mouse Panning"
msgstr "Зацикленное панорамирование мышью"
msgid "Navigation Feel"
-msgstr "Чувствительность навигации"
+msgstr "Поведение навигации"
msgid "Orbit Sensitivity"
msgstr "Орбитальная чувствительность"
@@ -1634,7 +1715,7 @@ msgid "Freelook Activation Modifier"
msgstr "Модификатор активации свободного обзора"
msgid "Freelook Speed Zoom Link"
-msgstr "Связь масштабирования скорости свободного обзора"
+msgstr "Связь скорости свободного обзора со значением масштабирования"
msgid "Grid Color"
msgstr "Цвет сетки"
@@ -1643,7 +1724,7 @@ msgid "Guides Color"
msgstr "Цвет направляющих"
msgid "Smart Snapping Line Color"
-msgstr "Цвет линии интеллектуальной привязки"
+msgstr "Цвет линий интеллектуальной привязки"
msgid "Bone Width"
msgstr "Ширина кости"
@@ -1658,7 +1739,7 @@ msgid "Bone Selected Color"
msgstr "Цвет выбранной кости"
msgid "Bone IK Color"
-msgstr "Цвет кости IK"
+msgstr "Цвет костей инверсной кинематики"
msgid "Bone Outline Color"
msgstr "Цвет контура кости"
@@ -1667,13 +1748,16 @@ msgid "Bone Outline Size"
msgstr "Размер контура кости"
msgid "Viewport Border Color"
-msgstr "Цвет границы Viewport"
+msgstr "Цвет границы окна просмотра"
msgid "Use Integer Zoom by Default"
msgstr "Использовать целочисленное масштабирование по умолчанию"
+msgid "Panning"
+msgstr "Панорамирование"
+
msgid "2D Editor Panning Scheme"
-msgstr "2D-редактор Схема панорамирования"
+msgstr "Схема панорамирования 2D-редактора"
msgid "Sub Editors Panning Scheme"
msgstr "Схема панорамирования подредакторов"
@@ -1685,46 +1769,52 @@ msgid "Simple Panning"
msgstr "Простое панорамирование"
msgid "2D Editor Pan Speed"
-msgstr "2D-редактор Скорость панорамирования"
+msgstr "Скорость панорамирования 2D-редактора"
msgid "Tiles Editor"
-msgstr "Редактор Тайлов"
+msgstr "Редактор тайлов"
msgid "Display Grid"
msgstr "Показать сетку"
+msgid "Highlight Selected Layer"
+msgstr "Подсвечивать выбранный слой"
+
msgid "Polygon Editor"
-msgstr "Редактор Полигонов"
+msgstr "Редактор полигонов"
msgid "Point Grab Radius"
msgstr "Радиус захвата точки"
msgid "Show Previous Outline"
-msgstr "Показывать предыдущий контур"
+msgstr "Показывать контур предыдущей формы"
msgid "Auto Bake Delay"
-msgstr "Задержка Авто-Запекания"
+msgstr "Задержка автозапекания"
msgid "Autorename Animation Tracks"
msgstr "Автопереименование дорожек анимации"
+msgid "Confirm Insert Track"
+msgstr "Подтверждать вставку дорожки"
+
msgid "Default Create Bezier Tracks"
msgstr "По умолчанию создавать дорожки Безье"
msgid "Default Create Reset Tracks"
-msgstr "Создавать дорожки сброса по умолчанию"
+msgstr "По умолчанию создавать дорожки сброса"
msgid "Onion Layers Past Color"
-msgstr "Луковые слои Прошлый цвет"
+msgstr "Цвет для «прошлых» слоёв в режиме кальки"
msgid "Onion Layers Future Color"
-msgstr "Луковые слои Будущий цвет"
+msgstr "Цвет для «будущих» слоёв в режиме кальки"
msgid "Shader Editor"
-msgstr "Редактор Шэйдеров"
+msgstr "Редактор шейдеров"
msgid "Restore Shaders on Load"
-msgstr "Восстановить Шэйдеры при Загрузке"
+msgstr "Восстанавливать шейдеры при загрузке"
msgid "Visual Editors"
msgstr "Визуальные редакторы"
@@ -1733,10 +1823,16 @@ msgid "Minimap Opacity"
msgstr "Непрозрачность миникарты"
msgid "Lines Curvature"
-msgstr "Кривизна Линий"
+msgstr "Кривизна линий"
+
+msgid "Grid Pattern"
+msgstr "Паттерн сетки"
msgid "Visual Shader"
-msgstr "Визуальный Шейдер"
+msgstr "Визуальный шейдер"
+
+msgid "Port Preview Size"
+msgstr "Размер превью порта"
msgid "Window Placement"
msgstr "Размещение окон"
@@ -1759,6 +1855,15 @@ msgstr "Автосохранение"
msgid "Save Before Running"
msgstr "Сохранять перед запуском"
+msgid "Bottom Panel"
+msgstr "Нижняя панель"
+
+msgid "Action on Play"
+msgstr "Действие при воспроизведении"
+
+msgid "Action on Stop"
+msgstr "Действие при остановке"
+
msgid "Output"
msgstr "Вывод"
@@ -1766,7 +1871,10 @@ msgid "Font Size"
msgstr "Размер шрифта"
msgid "Always Clear Output on Play"
-msgstr "Всегда Очищать Вывод при Запуске"
+msgstr "Всегда очищать панель вывода при запуске"
+
+msgid "Max Lines"
+msgstr "Макс. кол-во строк"
msgid "Platforms"
msgstr "Платформы"
@@ -1774,6 +1882,9 @@ msgstr "Платформы"
msgid "Linuxbsd"
msgstr "Linuxbsd"
+msgid "Prefer Wayland"
+msgstr "Предпочитать Wayland"
+
msgid "Network Mode"
msgstr "Сетевой режим"
@@ -1784,7 +1895,7 @@ msgid "Host"
msgstr "Хост"
msgid "Editor TLS Certificates"
-msgstr "Редактор TLS-сертификатов"
+msgstr "TLS-сертификаты для редактора"
msgid "Remote Host"
msgstr "Удалённый хост"
@@ -1793,13 +1904,13 @@ msgid "Debugger"
msgstr "Отладчик"
msgid "Auto Switch to Remote Scene Tree"
-msgstr "Автоматически Переключаться на Удалённое Дерево Сцены"
+msgstr "Автоматически переключаться на удалённое дерево сцены"
msgid "Profiler Frame History Size"
msgstr "Размер истории кадров профайлера"
msgid "Profiler Frame Max Functions"
-msgstr "Максимум функций в кадре профайлера"
+msgstr "Максимум функций для кадра в профайлере"
msgid "Remote Scene Tree Refresh Interval"
msgstr "Интервал обновления удалённого дерева сцены"
@@ -1808,7 +1919,7 @@ msgid "Remote Inspect Refresh Interval"
msgstr "Интервал обновления удалённого инспектора"
msgid "Profile Native Calls"
-msgstr "Profile Native Calls (Профиль собственных звонков)"
+msgstr "Профилирование собственных вызовов"
msgid "Input"
msgstr "Вход"
@@ -1825,8 +1936,11 @@ msgstr "Менеджер проектов"
msgid "Sorting Order"
msgstr "Порядок сортировки"
+msgid "Directory Naming Convention"
+msgstr "Соглашение об именовании каталогов"
+
msgid "Default Renderer"
-msgstr "Рендерер по умолчанию"
+msgstr "Отрисовщик по умолчанию"
msgid "Highlighting"
msgstr "Подсветка"
@@ -1852,6 +1966,9 @@ msgstr "Цвет типа пользователя"
msgid "Comment Color"
msgstr "Цвет комментария"
+msgid "Doc Comment Color"
+msgstr "Цвет документационного комментария"
+
msgid "String Color"
msgstr "Цвет строки"
@@ -1859,19 +1976,22 @@ msgid "Background Color"
msgstr "Цвет фона"
msgid "Completion Background Color"
-msgstr "Цвет фона завершения"
+msgstr "Цвет фона окна завершения"
msgid "Completion Selected Color"
-msgstr "Цвет фона выделенного завершения"
+msgstr "Цвет фона выделенного варианта завершения"
msgid "Completion Existing Color"
-msgstr "Цвет существующего завершения"
+msgstr "Цвет фона совпадающего текста в вариантах завершения"
msgid "Completion Scroll Color"
-msgstr "Цвет прокрутки завершения"
+msgstr "Цвет полосы прокрутки окна завершения"
+
+msgid "Completion Scroll Hovered Color"
+msgstr "Цвет полосы прокрутки окна завершения при наведении"
msgid "Completion Font Color"
-msgstr "Цвет шрифта завершения"
+msgstr "Цвет текста в окне завершения"
msgid "Text Color"
msgstr "Цвет текста"
@@ -1883,10 +2003,10 @@ msgid "Safe Line Number Color"
msgstr "Цвет номеров безопасных строк"
msgid "Caret Color"
-msgstr "Цвет каретки"
+msgstr "Цвет курсора"
msgid "Caret Background Color"
-msgstr "Фоновый цвет каретки"
+msgstr "Фоновый цвет курсора"
msgid "Text Selected Color"
msgstr "Цвет выделенного текста"
@@ -1901,7 +2021,7 @@ msgid "Current Line Color"
msgstr "Цвет текущей строки"
msgid "Line Length Guideline Color"
-msgstr "Цвет лимита длины строки"
+msgstr "Цвет предела длины строки"
msgid "Word Highlighted Color"
msgstr "Цвет подсвеченного слова"
@@ -1928,7 +2048,10 @@ msgid "Executing Line Color"
msgstr "Цвет выполняемой строки"
msgid "Code Folding Color"
-msgstr "Цвет сворачивания кода"
+msgstr "Цвет значков сворачивания кода"
+
+msgid "Folded Code Region Color"
+msgstr "Цвет свёрнутой области кода"
msgid "Search Result Color"
msgstr "Цвет результата поиска"
@@ -1937,7 +2060,10 @@ msgid "Search Result Border Color"
msgstr "Цвет границ результата поиска"
msgid "Connection Colors"
-msgstr "Цвета Подключения"
+msgstr "Цвета соединения"
+
+msgid "Scalar Color"
+msgstr "Цвет скаляра"
msgid "Vector2 Color"
msgstr "Цвет Vector2"
@@ -1948,29 +2074,44 @@ msgstr "Цвет Vector3"
msgid "Vector 4 Color"
msgstr "Цвет Vector4"
+msgid "Boolean Color"
+msgstr "Цвет логического значения"
+
+msgid "Transform Color"
+msgstr "Цвет преобразования"
+
+msgid "Sampler Color"
+msgstr "Цвет сэмплера"
+
msgid "Category Colors"
-msgstr "Цвет Категории"
+msgstr "Цвета категорий"
msgid "Output Color"
-msgstr "Цвет Вывода"
+msgstr "Цвет вывода"
msgid "Color Color"
-msgstr "Цвет Цвета"
+msgstr "Цвет цвета"
msgid "Conditional Color"
-msgstr "Цвет Условия"
+msgstr "Цвет условия"
msgid "Input Color"
-msgstr "Цвет Ввода"
+msgstr "Цвет ввода"
msgid "Textures Color"
-msgstr "Цвет Текстур"
+msgstr "Цвет текстур"
+
+msgid "Utility Color"
+msgstr "Цвет утилиты"
msgid "Vector Color"
-msgstr "Цвет Вектора"
+msgstr "Цвет вектора"
+
+msgid "Special Color"
+msgstr "Особый цвет"
msgid "Particle Color"
-msgstr "Цвет Частиц"
+msgstr "Цвет частиц"
msgid "Custom Template"
msgstr "Пользовательский шаблон"
@@ -1978,15 +2119,24 @@ msgstr "Пользовательский шаблон"
msgid "Release"
msgstr "Релиз"
+msgid "Export Console Wrapper"
+msgstr "Экспортировать оболочку консоли"
+
msgid "Binary Format"
msgstr "Бинарный формат"
msgid "Embed PCK"
-msgstr "Встроенный PCK"
+msgstr "Встроить PCK"
msgid "Texture Format"
msgstr "Формат текстур"
+msgid "S3TC BPTC"
+msgstr "S3TC BPTC"
+
+msgid "ETC2 ASTC"
+msgstr "ETC2 ASTC"
+
msgid "Export"
msgstr "Экспорт"
@@ -2003,11 +2153,14 @@ msgid "Access"
msgstr "Доступ"
msgid "File Mode"
-msgstr "Файловый Режим"
+msgstr "Файловый режим"
msgid "Filters"
msgstr "Фильтры"
+msgid "Options"
+msgstr "Параметры"
+
msgid "Disable Overwrite Warning"
msgstr "Отключить предупреждение о перезаписи"
@@ -2015,37 +2168,46 @@ msgid "Flat"
msgstr "Плоская"
msgid "Hide Slider"
-msgstr "Скрыть Slider"
+msgstr "Скрыть ползунок"
+
+msgid "Zoom"
+msgstr "Масштабирование"
+
+msgid "Retarget"
+msgstr "Перенаправление"
msgid "Bone Renamer"
-msgstr "Имя кости"
+msgstr "Переименователь костей"
msgid "Rename Bones"
-msgstr "Переименовать Кости"
+msgstr "Переименовать кости"
msgid "Unique Node"
-msgstr "Уникальное Имя"
+msgstr "Уникальный узел"
msgid "Make Unique"
msgstr "Сделать уникальным"
msgid "Skeleton Name"
-msgstr "Имя Скелета"
+msgstr "Имя скелета"
msgid "Rest Fixer"
msgstr "Исправление покоя"
msgid "Apply Node Transforms"
-msgstr "Применить Трансформацию Узлов"
+msgstr "Применить преобразования узлов"
msgid "Normalize Position Tracks"
-msgstr "Нормализовать Позицию Дорожек"
+msgstr "Нормализовать дорожки положения"
msgid "Reset All Bone Poses After Import"
msgstr "Сбросить все позы костей после импорта"
msgid "Overwrite Axis"
-msgstr "Перезаписать Оси"
+msgstr "Перезаписать ось"
+
+msgid "Keep Global Rest on Leftovers"
+msgstr "Сохранить глобальный покой на остатках"
msgid "Fix Silhouette"
msgstr "Исправить силуэт"
@@ -2056,20 +2218,23 @@ msgstr "Фильтр"
msgid "Threshold"
msgstr "Порог"
+msgid "Base Height Adjustment"
+msgstr "Регулировка базовой высоты"
+
msgid "Remove Tracks"
-msgstr "Удалить Дорожки"
+msgstr "Удалить дорожки"
msgid "Except Bone Transform"
-msgstr "Кроме трансформации костей"
+msgstr "Кроме преобразования костей"
msgid "Unimportant Positions"
-msgstr "Неважные Позиции"
+msgstr "Неважные позиции"
msgid "Unmapped Bones"
msgstr "Ненайденные кости"
msgid "Generate Tangents"
-msgstr "Генерация касательной"
+msgstr "Генерировать касательные"
msgid "Scale Mesh"
msgstr "Масштаб сетки"
@@ -2081,16 +2246,22 @@ msgid "Optimize Mesh"
msgstr "Оптимизировать сетку"
msgid "Force Disable Mesh Compression"
-msgstr "Принудительно Отключить Сжатие Сетки"
+msgstr "Принудительное отключение сжатия сетки"
msgid "Skip Import"
-msgstr "Пропустить Импорт"
+msgstr "Пропустить импорт"
msgid "Generate"
msgstr "Генерировать"
+msgid "NavMesh"
+msgstr "NavMesh"
+
+msgid "Body Type"
+msgstr "Тип тела"
+
msgid "Shape Type"
-msgstr "Тип Формы"
+msgstr "Тип формы"
msgid "Physics Material Override"
msgstr "Переопределение физического материала"
@@ -2102,34 +2273,55 @@ msgid "Mask"
msgstr "Маска"
msgid "Mesh Instance"
-msgstr "Экземпляр Сетки"
+msgstr "Экземпляр сетки"
msgid "Layers"
msgstr "Слои"
+msgid "Visibility Range Begin"
+msgstr "Начало диапазона видимости"
+
+msgid "Visibility Range Begin Margin"
+msgstr "Отступ для начала диапазона видимости"
+
+msgid "Visibility Range End"
+msgstr "Конец диапазона видимости"
+
+msgid "Visibility Range End Margin"
+msgstr "Отступ для конца диапазона видимости"
+
+msgid "Visibility Range Fade Mode"
+msgstr "Режим исчезания экземпляров при приближении к диапазону видимости"
+
msgid "Cast Shadow"
msgstr "Отбрасывать тень"
+msgid "Decomposition"
+msgstr "Декомпозиция"
+
msgid "Advanced"
msgstr "Дополнительно"
msgid "Precision"
msgstr "Точность"
+msgid "Max Concavity"
+msgstr "Макс. вогнутость"
+
msgid "Symmetry Planes Clipping Bias"
-msgstr "Плоскости симметрии смещение отсечения"
+msgstr "Смещение отсечения плоскостей симметрии"
msgid "Revolution Axes Clipping Bias"
-msgstr "Смещение отсечения осей революции"
+msgstr "Смещение отсечения осей вращения"
msgid "Min Volume per Convex Hull"
-msgstr "Минимальный объем для каждой выпуклой оболочки"
+msgstr "Мин. объём для каждой выпуклой оболочки"
msgid "Resolution"
msgstr "Разрешение"
msgid "Max Num Vertices per Convex Hull"
-msgstr "Максимальное количество вершин для каждой выпуклой оболочки"
+msgstr "Макс. кол-во вершин для каждой выпуклой оболочки"
msgid "Plane Downsampling"
msgstr "Понижение разрешения для плоскости"
@@ -2138,7 +2330,16 @@ msgid "Convexhull Downsampling"
msgstr "Понижение разрешения для выпуклой оболочки"
msgid "Normalize Mesh"
-msgstr "Нормализовать Сетку"
+msgstr "Нормализовать сетку"
+
+msgid "Convexhull Approximation"
+msgstr "Аппроксимация для выпуклой оболочки"
+
+msgid "Max Convex Hulls"
+msgstr "Макс. кол-во выпуклых оболочек"
+
+msgid "Project Hull Vertices"
+msgstr "Проецировать вершины оболочки"
msgid "Primitive"
msgstr "Примитив"
@@ -2153,124 +2354,187 @@ msgid "Occluder"
msgstr "Окклюдер"
msgid "Simplification Distance"
-msgstr "Упрощение Расстояния"
+msgstr "Расстояние упрощения"
msgid "Save to File"
-msgstr "Сохранить в Файл"
+msgstr "Сохранить в файл"
msgid "Enabled"
msgstr "Включено"
msgid "Shadow Meshes"
-msgstr "Теневые Сетки"
+msgstr "Сетки теней"
+
+msgid "Lightmap UV"
+msgstr "UV карты освещения"
+
+msgid "LODs"
+msgstr "Уровни детализации"
+
+msgid "Normal Split Angle"
+msgstr "Угол разделения нормали"
+
+msgid "Normal Merge Angle"
+msgstr "Угол слияния нормали"
msgid "Use External"
-msgstr "Использовать Внешний"
+msgstr "Использовать внешний"
msgid "Loop Mode"
msgstr "Режим цикла"
msgid "Keep Custom Tracks"
-msgstr "Использовать пользовательские дорожки"
+msgstr "Оставить пользовательские дорожки"
msgid "Slices"
-msgstr "Нарезчик"
+msgstr "Нарезка"
msgid "Amount"
msgstr "Количество"
msgid "Optimizer"
-msgstr "Оптимизировать"
+msgstr "Оптимизатор"
+
+msgid "Max Velocity Error"
+msgstr "Макс. погрешность быстроты"
msgid "Max Angular Error"
-msgstr "Максимальная угловая погрешность"
+msgstr "Макс. угловая погрешность"
+
+msgid "Max Precision Error"
+msgstr "Макс. погрешность точности"
msgid "Page Size"
msgstr "Размер страницы"
msgid "Import Tracks"
-msgstr "Импортировать Дорожки"
+msgstr "Импортировать дорожки"
+
+msgid "Rest Pose"
+msgstr "Поза покоя"
+
+msgid "Load Pose"
+msgstr "Поза нагрузки"
+
+msgid "External Animation Library"
+msgstr "Внешняя библиотека анимации"
+
+msgid "Selected Animation"
+msgstr "Выбранная анимация"
+
+msgid "Selected Timestamp"
+msgstr "Выбранная временная метка"
msgid "Bone Map"
-msgstr "Карта Костей"
+msgstr "Карта костей"
msgid "Nodes"
msgstr "Узлы"
msgid "Root Type"
-msgstr "Тип кореня"
+msgstr "Тип корня"
msgid "Root Name"
-msgstr "Имя ветви"
+msgstr "Имя корня"
msgid "Apply Root Scale"
-msgstr "Принять Корневой Размер"
+msgstr "Применить масштаб корня"
msgid "Root Scale"
-msgstr "Расширение ветки"
+msgstr "Масштаб корня"
msgid "Import as Skeleton Bones"
msgstr "Импортировать как кости скелета"
msgid "Meshes"
-msgstr "Меши"
+msgstr "Сетки"
msgid "Ensure Tangents"
-msgstr "Проверить соприкосновение"
+msgstr "Проверить касательные"
+
+msgid "Generate LODs"
+msgstr "Генерировать уровни детализации"
+
+msgid "Create Shadow Meshes"
+msgstr "Создать сетки теней"
msgid "Light Baking"
-msgstr "запекание света"
+msgstr "Запекание света"
msgid "Lightmap Texel Size"
-msgstr "Запекание Lightmap"
+msgstr "Размер текселя на карте освещения"
msgid "Force Disable Compression"
-msgstr "Принудительное Отключение Сжатия"
+msgstr "Принудительное отключение сжатия"
msgid "Skins"
-msgstr "Обложки"
+msgstr "Скины"
msgid "Use Named Skins"
-msgstr "Использование заданной обложки"
+msgstr "Использовать именованные скины"
msgid "FPS"
-msgstr "FPS"
+msgstr "Кадр/с"
msgid "Trimming"
msgstr "Обрезка"
msgid "Remove Immutable Tracks"
-msgstr "Удалить Неизменные Дорожки"
+msgstr "Удалить неизменяемые дорожки"
+
+msgid "Import Rest as Reset"
+msgstr "Добавить ресурс с именем RESET, содержащий преобразование покоя"
msgid "Import Script"
-msgstr "Импортировать Скрипт"
+msgstr "Импортировать скрипт"
msgid "Antialiasing"
msgstr "Сглаживание"
msgid "Generate Mipmaps"
-msgstr "Генерировать карты Mipmaps"
+msgstr "Генерировать MIP-карты"
+
+msgid "Disable Embedded Bitmaps"
+msgstr "Отключить встроенные растровые представления"
msgid "Multichannel Signed Distance Field"
msgstr "Многоканальное поле расстояния со знаком"
+msgid "MSDF Pixel Range"
+msgstr "Диапазон пикселей МПРсЗ"
+
+msgid "MSDF Size"
+msgstr "Размер МПРсЗ"
+
msgid "Allow System Fallback"
-msgstr "Разрешить Возврат Системы"
+msgstr "Разрешить системные шрифты как резервные"
+
+msgid "Force Autohinter"
+msgstr "Принудительный автохинтинг"
msgid "Hinting"
-msgstr "Подсказка"
+msgstr "Хинтинг"
+
+msgid "Subpixel Positioning"
+msgstr "Субпиксельное позиционирование"
msgid "Oversampling"
msgstr "Передискретизация"
msgid "Metadata Overrides"
-msgstr "Переопределения Метаданных"
+msgstr "Переопределения метаданных"
msgid "Language Support"
-msgstr "Поддержка Языков"
+msgstr "Поддержка языков"
msgid "Script Support"
-msgstr "Поддержка Скриптов"
+msgstr "Поддержка скриптов"
+
+msgid "OpenType Features"
+msgstr "Возможности OpenType"
+
+msgid "Fallbacks"
+msgstr "Запасные варианты"
msgid "Compress"
msgstr "Сжатие"
@@ -2279,58 +2543,70 @@ msgid "Language"
msgstr "Язык"
msgid "Outline Size"
-msgstr "Размер Контура"
+msgstr "Размер контура"
msgid "Variation"
msgstr "Вариация"
+msgid "OpenType"
+msgstr "OpenType"
+
msgid "Embolden"
msgstr "Выделить"
+msgid "Face Index"
+msgstr "Индекс грани"
+
msgid "Transform"
msgstr "Преобразование"
msgid "Create From"
-msgstr "Сотворить из"
+msgstr "Создать из"
msgid "Scaling Mode"
-msgstr "Режим Масштабирования"
+msgstr "Режим масштабирования"
msgid "Delimiter"
msgstr "Разделитель"
msgid "Character Ranges"
-msgstr "Диапазон Символов"
+msgstr "Диапазоны символов"
+
+msgid "Kerning Pairs"
+msgstr "Кернинг-пары"
msgid "Columns"
-msgstr "Колонки"
+msgstr "Столбцы"
msgid "Rows"
msgstr "Строки"
msgid "Image Margin"
-msgstr "Отступ Изображений"
+msgstr "Отступ для изображения"
msgid "Character Margin"
-msgstr "Отступ Символов"
+msgstr "Отступ для символа"
msgid "Ascent"
-msgstr "Восхождение"
+msgstr "Подъём"
msgid "Descent"
msgstr "Спуск"
msgid "High Quality"
-msgstr "Высокое Качество"
+msgstr "Высокое качество"
msgid "Lossy Quality"
msgstr "Качество с потерями"
msgid "HDR Compression"
-msgstr "HDR Сжатие"
+msgstr "Сжатие HDR"
+
+msgid "Channel Pack"
+msgstr "Пакет каналов"
msgid "Mipmaps"
-msgstr "Мип-карты"
+msgstr "MIP-карты"
msgid "Limit"
msgstr "Лимит"
@@ -2341,6 +2617,9 @@ msgstr "Горизонтально"
msgid "Vertical"
msgstr "Вертикально"
+msgid "Arrangement"
+msgstr "Расстановка"
+
msgid "Layout"
msgstr "Макет"
@@ -2350,6 +2629,9 @@ msgstr "Карта нормалей"
msgid "Roughness"
msgstr "Шероховатость"
+msgid "Src Normal"
+msgstr "Исходная карта нормалей"
+
msgid "Process"
msgstr "Процесс"
@@ -2357,16 +2639,19 @@ msgid "Fix Alpha Border"
msgstr "Исправить альфа-границу"
msgid "Premult Alpha"
-msgstr "Предшествующая Альфа"
+msgstr "Текстура с предумноженной альфой"
msgid "Normal Map Invert Y"
-msgstr "Инвестирование карты нормалей по Y"
+msgstr "Инверсия карты нормалей по Y"
msgid "HDR as sRGB"
msgstr "HDR как sRGB"
+msgid "HDR Clamp Exposure"
+msgstr "Ограничение экспозиции HDR"
+
msgid "Size Limit"
-msgstr "Размер лимита"
+msgstr "Ограничение размера"
msgid "Detect 3D"
msgstr "Обнаружить 3D"
@@ -2378,31 +2663,38 @@ msgid "SVG"
msgstr "SVG"
msgid "Scale With Editor Scale"
-msgstr "Масштабировать с Помощью Редактора Масштаба"
+msgstr "Масштабировать с помощью масштаба редактора"
msgid "Convert Colors With Editor Theme"
-msgstr "Преобразуйте цвета с помощью темы редактора"
+msgstr "Преобразовать цвета с помощью темы редактора"
msgid "Atlas File"
msgstr "Файл атласа"
msgid "Import Mode"
-msgstr "Режим импортирования"
+msgstr "Режим импорта"
+
+msgid "Crop to Region"
+msgstr "Обрезка до области"
msgid "Trim Alpha Border From Region"
msgstr "Обрезать альфа-границу из области"
+msgctxt "Enforce"
+msgid "Force"
+msgstr "Принудительно"
+
msgid "8 Bit"
-msgstr "8-бит"
+msgstr "8-битное квантование"
msgid "Mono"
msgstr "Моно"
msgid "Max Rate"
-msgstr "максимальная частота"
+msgstr "Максимальная частота"
msgid "Max Rate Hz"
-msgstr "Максимальная частота Hz"
+msgstr "Максимальная частота, Гц"
msgid "Edit"
msgstr "Редактировать"
@@ -2429,10 +2721,10 @@ msgid "Available URLs"
msgstr "Доступные URL"
msgid "Current Group Idx"
-msgstr "Текущий идентификатор группы"
+msgstr "Индекс текущей группы"
msgid "Current Bone Idx"
-msgstr "Текущий идентификатор кости"
+msgstr "Индекс текущей кости"
msgid "Bone Mapper"
msgstr "Размечатель костей"
@@ -2444,10 +2736,10 @@ msgid "Unset"
msgstr "Не задано"
msgid "Set"
-msgstr "Задать, установить, настроить, набор, комплект"
+msgstr "Задано"
msgid "Missing"
-msgstr "Отсутствующие"
+msgstr "Отсутствует"
msgid "Error"
msgstr "Ошибка"
@@ -2471,7 +2763,7 @@ msgid "Particle Attractor"
msgstr "Притяжитель частиц"
msgid "Particle Collision"
-msgstr "Коллизия частиц"
+msgstr "Столкновение частиц"
msgid "Joint Body A"
msgstr "Сустав тела A"
@@ -2480,13 +2772,13 @@ msgid "Joint Body B"
msgstr "Сустав тела B"
msgid "Lightmap Lines"
-msgstr "Линии световой карты"
+msgstr "Линии карт освещения"
msgid "Lightprobe Lines"
-msgstr "Линии световых проб"
+msgstr "Линии световых зондов"
msgid "Reflection Probe"
-msgstr "Проба отражения"
+msgstr "Зонд отражения"
msgid "Visibility Notifier"
msgstr "Уведомитель видимости"
@@ -2501,22 +2793,22 @@ msgid "Manipulator Gizmo Opacity"
msgstr "Непрозрачность гизмо манипулятора"
msgid "Show Viewport Rotation Gizmo"
-msgstr "Показывать гизмо вращения Viewport"
+msgstr "Показывать гизмо вращения окна просмотра"
msgid "Show Viewport Navigation Gizmo"
-msgstr "Показать навигационную Гизмо в окне просмотра"
+msgstr "Показывать гизмо навигации окна просмотра"
msgid "Gizmo Settings"
-msgstr "Параметры Гизмо"
+msgstr "Параметры гизмо"
msgid "Path 3D Tilt Disk Size"
-msgstr "Размер наклонного диска Path 3D"
+msgstr "Размер диска наклона пути 3D"
msgid "Path Tilt"
-msgstr "Наклон траектории"
+msgstr "Наклон пути"
msgid "Auto Reload and Parse Scripts on Save"
-msgstr "Автоматически перезагружать и парсить скрипты при сохранении"
+msgstr "Автоматически перезагружать и анализировать скрипты при сохранении"
msgid "Open Dominant Script on Scene Change"
msgstr "Открывать основной скрипт при смене сцены"
@@ -2531,7 +2823,7 @@ msgid "Exec Path"
msgstr "Путь к исполняемому файлу"
msgid "Script Temperature Enabled"
-msgstr "Температура скриптов включена"
+msgstr "Включить температуру скриптов"
msgid "Script Temperature History Size"
msgstr "Размер истории температуры скриптов"
@@ -2540,10 +2832,10 @@ msgid "Group Help Pages"
msgstr "Группировать страницы справки"
msgid "Sort Scripts By"
-msgstr "Сортировать скрипты по"
+msgstr "Принцип сортировки скриптов"
msgid "List Script Names As"
-msgstr "Список имён скриптов в виде"
+msgstr "Способ представления списка имён скриптов"
msgid "Exec Flags"
msgstr "Флаги исполнения"
@@ -2566,20 +2858,38 @@ msgstr "Идентификатор"
msgid "Texture"
msgstr "Текстура"
+msgid "Margins"
+msgstr "Отступы"
+
msgid "Separation"
msgstr "Разделение"
+msgid "Texture Region Size"
+msgstr "Размер области текстуры"
+
+msgid "Use Texture Padding"
+msgstr "Использовать внутреннюю текстуру с отступом"
+
+msgid "Atlas Coords"
+msgstr "Координаты атласа"
+
+msgid "Size in Atlas"
+msgstr "Размер в атласе"
+
msgid "Alternative ID"
-msgstr "Альтернативный ID"
+msgstr "Альтернативный идентификатор"
msgid "Speed"
msgstr "Скорость"
+msgid "Frames Count"
+msgstr "Количество кадров"
+
msgid "Duration"
msgstr "Продолжительность"
msgid "Version Control"
-msgstr "Контроль версий"
+msgstr "Управление версиями"
msgid "Username"
msgstr "Имя пользователя"
@@ -2593,11 +2903,40 @@ msgstr "Путь к закрытому ключу SSH"
msgid "Main Run Args"
msgstr "Основные аргументы запуска"
+msgid "Templates Search Path"
+msgstr "Путь поиска шаблонов"
+
+msgid "Naming"
+msgstr "Именование"
+
+msgid "Default Signal Callback Name"
+msgstr "Имя обратного вызова сигнала по умолчанию"
+
+msgid "Default Signal Callback to Self Name"
+msgstr ""
+"Имя обратного вызова сигнала по умолчанию, когда сигнал подключается к "
+"издающему его узлу"
+
+msgid "Scene Name Casing"
+msgstr "Регистр имён сцен"
+
+msgid "Script Name Casing"
+msgstr "Регистр имён скриптов"
+
msgid "Reimport Missing Imported Files"
-msgstr "Реимпорт недостающих импортированных файлов"
+msgstr "Повторный импорт недостающих импортированных файлов"
+
+msgid "Use Multiple Threads"
+msgstr "Использовать несколько потоков"
+
+msgid "Atlas Max Width"
+msgstr "Макс. ширина атласа"
+
+msgid "Convert Text Resources to Binary"
+msgstr "Конвертировать текстовые ресурсы в двоичный формат при экспорте"
msgid "Plugin Name"
-msgstr "Имя дополнения"
+msgstr "Имя модуля"
msgid "Autoload on Startup"
msgstr "Автозагрузка системы управления версиями при запуске"
@@ -2605,35 +2944,68 @@ msgstr "Автозагрузка системы управления верси
msgid "Show Scene Tree Root Selection"
msgstr "Показывать выбор корня дерева сцены"
+msgid "Derive Script Globals by Name"
+msgstr "Получить глобальные переменные скрипта по имени"
+
+msgid "Ask Before Deleting Related Animation Tracks"
+msgstr "Запросить подтверждение перед удалением связанных дорожек анимации"
+
msgid "Use Favorites Root Selection"
msgstr "Использовать закладки выбора корневого узла"
msgid "Flush stdout on Print"
-msgstr "Отправлять стандартный вывод на печать"
+msgstr "Сбрасывать буфер выходного потока при печати каждой строки"
msgid "Max Chars per Second"
-msgstr "Максимум символов в секунду"
+msgstr "Макс. кол-во символов в секунду"
msgid "Max Queued Messages"
-msgstr "Максимальное количество сообщений в очереди"
+msgstr "Макс. кол-во сообщений в очереди"
+
+msgid "Max Errors per Second"
+msgstr "Maкс. кол-во ошибок в секунду"
+
+msgid "Max Warnings per Second"
+msgstr "Макс. кол-во предупреждений в секунду"
msgid "File Logging"
-msgstr "Логирование файлов"
+msgstr "Журналирование файлов"
msgid "Enable File Logging"
-msgstr "Включить логирование файлов"
+msgstr "Включить журналирование файлов"
msgid "Log Path"
-msgstr "Путь к логу"
+msgstr "Путь к журналу"
+
+msgid "Max Log Files"
+msgstr "Макс. кол-во файлов журнала"
msgid "Driver"
msgstr "Драйвер"
+msgid "Fallback to Vulkan"
+msgstr "Использовать запасной вариант (Vulkan)"
+
+msgid "Fallback to D3D12"
+msgstr "Использовать запасной вариант (D3D12)"
+
+msgid "GL Compatibility"
+msgstr "GL-совместимость"
+
msgid "Nvidia Disable Threaded Optimization"
-msgstr "Nvidia отключение многопоточной оптимизации"
+msgstr "Nvidia: отключение многопоточной оптимизации"
+
+msgid "Fallback to Angle"
+msgstr "Использовать запасной вариант (Angle)"
+
+msgid "Fallback to Native"
+msgstr "Использовать запасной вариант (нативный)"
+
+msgid "Fallback to Gles"
+msgstr "Использовать запасной вариант (Gles)"
msgid "Force Angle on Devices"
-msgstr "Принудительный угол на девайсах"
+msgstr "Принудительное использование Angle устройствами"
msgid "Renderer"
msgstr "Отрисовщик"
@@ -2662,6 +3034,9 @@ msgstr "Потоки"
msgid "Thread Model"
msgstr "Модель потоков"
+msgid "Display Server"
+msgstr "Сервер отображения"
+
msgid "Handheld"
msgstr "Портативный"
@@ -2675,7 +3050,10 @@ msgid "stdout"
msgstr "Стандартный вывод"
msgid "Print FPS"
-msgstr "Печатать FPS"
+msgstr "Печатать кол-во кадров в секунду"
+
+msgid "Print GPU Profile"
+msgstr "Печатать профиль GPU"
msgid "Verbose stdout"
msgstr "Подробный стандартный вывод"
@@ -2695,35 +3073,80 @@ msgstr "Скрыть индикатор «Домой»"
msgid "Hide Status Bar"
msgstr "Скрыть строку состояния"
+msgid "Suppress UI Gesture"
+msgstr "Два смахивания для доступа к жестовому интерфейсу"
+
msgid "XR"
msgstr "XR"
+msgid "OpenXR"
+msgstr "OpenXR"
+
+msgid "Default Action Map"
+msgstr "Карта действий по умолчанию"
+
+msgid "Form Factor"
+msgstr "Форм-фактор"
+
msgid "View Configuration"
msgstr "Просмотр конфигурации"
+msgid "Reference Space"
+msgstr "Опорное пространство"
+
+msgid "Environment Blend Mode"
+msgstr "Режим смешивания в окружении"
+
+msgid "Foveation Level"
+msgstr "Уровень фовеации"
+
+msgid "Foveation Dynamic"
+msgstr "Динамическая настройка фовеации"
+
msgid "Submit Depth Buffer"
msgstr "Применить буфер глубины"
+msgid "Startup Alert"
+msgstr "Модальное окно в случае сбоя инициализации OpenXR при запуске"
+
+msgid "Extensions"
+msgstr "Расширения"
+
+msgid "Hand Tracking"
+msgstr "Отслеживание положения и ориентации рук"
+
+msgid "Hand Interaction Profile"
+msgstr "Профиль взаимодействия рук"
+
+msgid "Eye Gaze Interaction"
+msgstr "Взаимодействие взгляда"
+
msgid "Boot Splash"
msgstr "Загрузочная заставка"
msgid "BG Color"
msgstr "Цвет фона"
+msgid "Pen Tablet"
+msgstr "Графический планшет"
+
msgid "Environment"
msgstr "Окружение"
+msgid "Defaults"
+msgstr "Значения по умолчанию"
+
msgid "Default Clear Color"
-msgstr "Чистый цвет по умолчанию"
+msgstr "Цвет фона по умолчанию"
msgid "Icon"
-msgstr "Иконка"
+msgstr "Значок"
msgid "macOS Native Icon"
-msgstr "Нативная иконка для macOS"
+msgstr "Нативный значок macOS"
msgid "Windows Native Icon"
-msgstr "Нативная иконка для Windows"
+msgstr "Нативный значок Windows"
msgid "Pointing"
msgstr "Указывающие"
@@ -2732,7 +3155,10 @@ msgid "Android"
msgstr "Android"
msgid "Rotary Input Scroll Axis"
-msgstr "Поворотный вход Оси прокрутки"
+msgstr "Ось прокрутки поворотного ввода"
+
+msgid "Text Driver"
+msgstr "Драйвер текста"
msgid "Mouse Cursor"
msgstr "Курсор мыши"
@@ -2767,14 +3193,95 @@ msgstr "Dotnet"
msgid "Project"
msgstr "Проект"
+msgid "Assembly Name"
+msgstr "Имя сборки"
+
+msgid "Solution Directory"
+msgstr "Каталог решения"
+
msgid "Assembly Reload Attempts"
msgstr "Попытки перезагрузки сборки"
msgid "Time"
msgstr "Время"
+msgid "Physics Process"
+msgstr "Процесс физики"
+
+msgid "Navigation Process"
+msgstr "Процесс навигации"
+
+msgid "Static"
+msgstr "Блок статической памяти"
+
+msgid "Static Max"
+msgstr "Макс. блок статической памяти"
+
+msgid "Msg Buf Max"
+msgstr "Память для вывода, включая ошибки и предупреждения"
+
+msgid "Object"
+msgstr "Объект"
+
+msgid "Objects"
+msgstr "Объекты"
+
+msgid "Resources"
+msgstr "Ресурсы"
+
+msgid "Orphan Nodes"
+msgstr "Потерянные узлы"
+
+msgid "Raster"
+msgstr "Растр"
+
+msgid "Total Objects Drawn"
+msgstr "Общее кол-во нарисованных объектов"
+
+msgid "Total Primitives Drawn"
+msgstr "Общее кол-во нарисованных примитивов"
+
+msgid "Total Draw Calls"
+msgstr "Общее кол-во вызовов рисования"
+
+msgid "Video"
+msgstr "Видео"
+
+msgid "Video Mem"
+msgstr "Память для видео"
+
+msgid "Texture Mem"
+msgstr "Память для текстур"
+
+msgid "Buffer Mem"
+msgstr "Память для буфера"
+
+msgid "Physics 2D"
+msgstr "Физика 2D"
+
+msgid "Active Objects"
+msgstr "Активные объекты"
+
+msgid "Collision Pairs"
+msgstr "Сталкивающиеся пары"
+
+msgid "Islands"
+msgstr "Острова"
+
+msgid "Physics 3D"
+msgstr "Физика 3D"
+
+msgid "Active Maps"
+msgstr "Активные карты"
+
msgid "Regions"
-msgstr "Регионы"
+msgstr "Области"
+
+msgid "Agents"
+msgstr "Агенты"
+
+msgid "Links"
+msgstr "Ссылки"
msgid "Polygons"
msgstr "Полигоны"
@@ -2782,6 +3289,15 @@ msgstr "Полигоны"
msgid "Edges"
msgstr "Края"
+msgid "Edges Merged"
+msgstr "Края объединены"
+
+msgid "Edges Connected"
+msgstr "Края соединены"
+
+msgid "Edges Free"
+msgstr "Края свободны"
+
msgid "Operation"
msgstr "Операция"
@@ -2803,6 +3319,12 @@ msgstr "Слой столкновения"
msgid "Collision Mask"
msgstr "Маска столкновения"
+msgid "Collision Priority"
+msgstr "Приоритет столкновения"
+
+msgid "Flip Faces"
+msgstr "Перевернуть грани"
+
msgid "Mesh"
msgstr "Сетка"
@@ -2849,7 +3371,7 @@ msgid "Path Node"
msgstr "Узел пути"
msgid "Path Interval Type"
-msgstr "Путь типа интервала"
+msgstr "Тип интервала пути"
msgid "Path Interval"
msgstr "Интервал пути"
@@ -2861,22 +3383,25 @@ msgid "Path Rotation"
msgstr "Вращение пути"
msgid "Path Local"
-msgstr "Дополнить локально"
+msgstr "Локальность пути"
msgid "Path Continuous U"
-msgstr "Продолжать дополнть U"
+msgstr "Непрерывность U пути"
msgid "Path U Distance"
msgstr "Расстояние пути U"
msgid "Path Joined"
-msgstr "Путь присоединен"
+msgstr "Путь присоединён"
msgid "CSG"
msgstr "CSG"
+msgid "Importer"
+msgstr "Импортёр"
+
msgid "Allow Geometry Helper Nodes"
-msgstr "Разрешить узлы-помощники геометрии"
+msgstr "Разрешить вспомогательные узлы геометрии"
msgid "Embedded Image Handling"
msgstr "Обработка встроенных изображений"
@@ -2885,19 +3410,52 @@ msgid "FBX2glTF"
msgstr "FBX2glTF"
msgid "GDScript"
-msgstr "GDScript код"
+msgstr "GDScript"
msgid "Function Definition Color"
msgstr "Цвет определения функции"
+msgid "Global Function Color"
+msgstr "Цвет глобальной функции"
+
msgid "Node Path Color"
-msgstr "Цвет пути узла"
+msgstr "Цвет пути к узлу"
+
+msgid "Node Reference Color"
+msgstr "Цвет ссылки на узел"
+
+msgid "Annotation Color"
+msgstr "Цвет аннотации"
+
+msgid "String Name Color"
+msgstr "Цвет имени строки"
+
+msgid "Comment Markers"
+msgstr "Маркеры комментариев"
+
+msgid "Critical Color"
+msgstr "Цвет критического оповещения"
+
+msgid "Warning Color"
+msgstr "Цвет предупреждения"
+
+msgid "Notice Color"
+msgstr "Цвет уведомления"
+
+msgid "Critical List"
+msgstr "Список критических оповещений"
+
+msgid "Warning List"
+msgstr "Список предупреждений"
+
+msgid "Notice List"
+msgstr "Список уведомлений"
msgid "Max Call Stack"
-msgstr "Максимальный стек вызовов"
+msgstr "Макс. размер стека вызовов"
msgid "Exclude Addons"
-msgstr "Исключая дополнения"
+msgstr "Исключить дополнения"
msgid "Language Server"
msgstr "Языковой сервер"
@@ -2905,54 +3463,96 @@ msgstr "Языковой сервер"
msgid "Enable Smart Resolve"
msgstr "Включить интеллектуальное разрешение"
+msgid "Show Native Symbols in Editor"
+msgstr "Показывать нативные символы в редакторе"
+
msgid "Use Thread"
msgstr "Использовать поток"
+msgid "Poll Limit (µsec)"
+msgstr "Лимит опроса (мкс)"
+
msgid "Copyright"
msgstr "Авторские права"
+msgid "Bake FPS"
+msgstr "Кол-во кадров в секунду для запекания"
+
msgid "glTF"
msgstr "glTF"
+msgid "Naming Version"
+msgstr "Версия для именования"
+
msgid "Color"
msgstr "Цвет"
msgid "Intensity"
msgstr "Интенсивность"
+msgid "Light Type"
+msgstr "Тип света"
+
msgid "Range"
msgstr "Диапазон"
msgid "Inner Cone Angle"
-msgstr "Угол внутреннего конуса"
+msgstr "Внутренний угол конуса"
msgid "Outer Cone Angle"
-msgstr "Угол внешнего конуса"
+msgstr "Внешний угол конуса"
msgid "Diffuse Img"
msgstr "Рассеянное изображение"
msgid "Diffuse Factor"
-msgstr "Диффузный фактор"
+msgstr "Коэффициент рассеивания"
msgid "Gloss Factor"
-msgstr "Коэфф. Глянца"
+msgstr "Коэффициент глянца"
+
+msgid "Specular Factor"
+msgstr "Цвет блика"
msgid "Spec Gloss Img"
-msgstr "Зеркальное Глянцевое Изображение"
+msgstr "Бликующее глянцевое изображение"
msgid "Mass"
msgstr "Масса"
msgid "Linear Velocity"
-msgstr "Линейная скорость"
+msgstr "Линейная быстрота"
msgid "Angular Velocity"
-msgstr "Угловая скорость"
+msgstr "Угловая быстрота"
+
+msgid "Center of Mass"
+msgstr "Центр масс"
+
+msgid "Inertia Diagonal"
+msgstr "Диагональ инерции"
+
+msgid "Inertia Orientation"
+msgstr "Ориентация инерции"
+
+msgid "Inertia Tensor"
+msgstr "Тензор инерции"
msgid "Is Trigger"
msgstr "Является триггером"
+msgid "Mesh Index"
+msgstr "Индекс сетки"
+
+msgid "Importer Mesh"
+msgstr "Сетка для импортёра"
+
+msgid "Image Format"
+msgstr "Формат изображения"
+
+msgid "Root Node Mode"
+msgstr "Режим корневого узла"
+
msgid "Json"
msgstr "JSON"
@@ -2962,14 +3562,20 @@ msgstr "Старшая версия"
msgid "Minor Version"
msgstr "Младшая версия"
+msgid "GLB Data"
+msgstr "Данные GLB"
+
+msgid "Use Named Skin Binds"
+msgstr "Использовать привязки именованных скинов"
+
msgid "Buffers"
msgstr "Буферы"
msgid "Buffer Views"
-msgstr "Буфер видов"
+msgstr "Представления буфера"
msgid "Accessors"
-msgstr "Аксессоры"
+msgstr "Методы доступа"
msgid "Materials"
msgstr "Материалы"
@@ -2977,9 +3583,18 @@ msgstr "Материалы"
msgid "Scene Name"
msgstr "Имя сцены"
+msgid "Base Path"
+msgstr "Базовый путь"
+
+msgid "Filename"
+msgstr "Файл"
+
msgid "Root Nodes"
msgstr "Корневые узлы"
+msgid "Texture Samplers"
+msgstr "Сэмплеры текстур"
+
msgid "Images"
msgstr "Изображения"
@@ -2987,7 +3602,7 @@ msgid "Cameras"
msgstr "Камеры"
msgid "Lights"
-msgstr "Света"
+msgstr "Источники света"
msgid "Unique Names"
msgstr "Уникальные имена"
@@ -2998,6 +3613,9 @@ msgstr "Уникальные имена анимаций"
msgid "Skeletons"
msgstr "Скелеты"
+msgid "Create Animations"
+msgstr "Создать анимации"
+
msgid "Animations"
msgstr "Анимации"
@@ -3005,10 +3623,10 @@ msgid "Handle Binary Image"
msgstr "Обработка двоичного изображения"
msgid "Buffer View"
-msgstr "Просмотр буфера"
+msgstr "Представление буфера"
msgid "Byte Offset"
-msgstr "Смещение байта"
+msgstr "Байтовое смещение"
msgid "Component Type"
msgstr "Тип компонента"
@@ -3019,6 +3637,9 @@ msgstr "Нормализованный"
msgid "Count"
msgstr "Количество"
+msgid "Accessor Type"
+msgstr "Тип средства доступа"
+
msgid "Min"
msgstr "Минимум"
@@ -3026,16 +3647,25 @@ msgid "Max"
msgstr "Максимум"
msgid "Sparse Count"
-msgstr "разделенный подсчет"
+msgstr "Количество разреженных"
msgid "Sparse Indices Buffer View"
-msgstr "Посмотреть пересчет буфера"
+msgstr "Представление буфера разреженных индексов"
msgid "Sparse Indices Byte Offset"
-msgstr "Посмотреть пересчет индекс байта"
+msgstr "Байтовое смещение разреженных индексов"
+
+msgid "Sparse Indices Component Type"
+msgstr "Тип компонента разреженных индексов"
+
+msgid "Sparse Values Buffer View"
+msgstr "Представление буфера разреженных значений"
msgid "Sparse Values Byte Offset"
-msgstr "Смещение байтов разреженных значений"
+msgstr "Байтовое смещение разреженных значений"
+
+msgid "Original Name"
+msgstr "Исходное имя"
msgid "Loop"
msgstr "Зациклить"
@@ -3044,31 +3674,49 @@ msgid "Buffer"
msgstr "Буфер"
msgid "Byte Length"
-msgstr "Длина байта"
+msgstr "Длина в байтах"
msgid "Byte Stride"
-msgstr "Шаг байта"
+msgstr "Шаг в байтах"
msgid "Indices"
msgstr "Индексы"
+msgid "Vertex Attributes"
+msgstr "Атрибуты вершины"
+
msgid "Perspective"
-msgstr "Перспективный"
+msgstr "Перспектива"
msgid "FOV"
msgstr "Поле зрения"
+msgid "Size Mag"
+msgstr "Размер камеры"
+
+msgid "Depth Far"
+msgstr "До дальней границы отсечения"
+
+msgid "Depth Near"
+msgstr "До ближней границы отсечения"
+
msgid "Blend Weights"
msgstr "Веса смешивания"
+msgid "Instance Materials"
+msgstr "Материалы экземпляра"
+
msgid "Parent"
-msgstr "Родитель"
+msgstr "Родительский элемент"
+
+msgid "Xform"
+msgstr "Xform"
msgid "Skin"
-msgstr "Кожа"
+msgstr "Скин"
msgid "Children"
-msgstr "Дети"
+msgstr "Дочерние элементы"
msgid "Light"
msgstr "Свет"
@@ -3082,23 +3730,38 @@ msgstr "Корни"
msgid "Godot Bone Node"
msgstr "Узел кости Godot"
+msgid "Skin Root"
+msgstr "Корень скина"
+
+msgid "Joints Original"
+msgstr "Суставы (оригинал)"
+
+msgid "Non Joints"
+msgstr "Не суставы"
+
msgid "Godot Skin"
msgstr "Скин Godot"
msgid "Src Image"
-msgstr "Источник изображения"
+msgstr "Исходное изображение"
msgid "Sampler"
msgstr "Сэмплер"
+msgid "Mag Filter"
+msgstr "Фильтр увеличения"
+
+msgid "Min Filter"
+msgstr "Фильтр уменьшения"
+
msgid "Wrap S"
-msgstr "Обернуть S"
+msgstr "Наложение (ось S)"
msgid "Wrap T"
-msgstr "Обернуть T"
+msgstr "Наложение (ось T)"
msgid "Palette Min Width"
-msgstr "Минимальная ширина палитры"
+msgstr "Мин. ширина палитры"
msgid "Preview Size"
msgstr "Размер превью"
@@ -3107,7 +3770,7 @@ msgid "Editor Side"
msgstr "Сторона редактора"
msgid "Mesh Library"
-msgstr "Библиотека полисеток"
+msgstr "Библиотека сеток"
msgid "Physics Material"
msgstr "Физический материал"
@@ -3130,29 +3793,80 @@ msgstr "По центру Z"
msgid "Priority"
msgstr "Приоритет"
+msgid "Bake Navigation"
+msgstr "Запечь навигацию"
+
+msgid "Initial Clip"
+msgstr "Начальный клип"
+
+msgid "Clip Count"
+msgstr "Количество клипов"
+
msgid "Shuffle"
msgstr "Перемешать"
+msgid "Fade Time"
+msgstr "Время затухания"
+
+msgid "Stream Count"
+msgstr "Количество потоков"
+
msgid "Lightmapping"
msgstr "Карты освещения"
+msgid "Bake Quality"
+msgstr "Качество запекания"
+
msgid "Low Quality Ray Count"
-msgstr "Количество Лучей Низкого Качества"
+msgstr "Количество лучей низкого качества"
msgid "Medium Quality Ray Count"
-msgstr "Количество Лучей Среднего Качества"
+msgstr "Количество лучей среднего качества"
msgid "High Quality Ray Count"
-msgstr "Количество Лучей Высокого Качества"
+msgstr "Количество лучей высокого качества"
msgid "Ultra Quality Ray Count"
-msgstr "Количество Лучей Ультра Качества"
+msgstr "Количество лучей ультракачества"
+
+msgid "Bake Performance"
+msgstr "Производительность запекания"
+
+msgid "Max Rays per Pass"
+msgstr "Макс. кол-во лучей за проход"
+
+msgid "Region Size"
+msgstr "Размер области"
+
+msgid "Low Quality Probe Ray Count"
+msgstr "Количество лучей зонда низкого качества"
+
+msgid "Medium Quality Probe Ray Count"
+msgstr "Количество лучей зонда среднего качества"
+
+msgid "High Quality Probe Ray Count"
+msgstr "Количество лучей зонда высокого качества"
+
+msgid "Ultra Quality Probe Ray Count"
+msgstr "Количество лучей зонда ультракачества"
msgid "Max Rays per Probe Pass"
-msgstr "Максимальное количество лучей за проход зонда"
+msgstr "Макс. кол-во лучей за проход зонда"
+
+msgid "Denoising"
+msgstr "Шумоподавление"
+
+msgid "Denoiser"
+msgstr "Шумоподавитель"
msgid "BPM"
-msgstr "BPM"
+msgstr "Темп"
+
+msgid "Beat Count"
+msgstr "Количество ударов"
+
+msgid "Bar Beats"
+msgstr "Музыкальные доли"
msgid "Loop Offset"
msgstr "Смещение повтора"
@@ -3161,7 +3875,16 @@ msgid "Eye Height"
msgstr "Высота глаз"
msgid "IOD"
-msgstr "IOD"
+msgstr "Глазной базис"
+
+msgid "Display Width"
+msgstr "Ширина дисплея"
+
+msgid "Display to Lens"
+msgstr "Расстояние от дисплея до линз"
+
+msgid "Offset Rect"
+msgstr "Прямоугольник смещения"
msgid "Oversample"
msgstr "Передискретизация"
@@ -3172,6 +3895,42 @@ msgstr "K1"
msgid "K2"
msgstr "K2"
+msgid "Vulkan VRS"
+msgstr "Vulkan VRS"
+
+msgid "Min Radius"
+msgstr "Мин. радиус"
+
+msgid "Spawnable Scenes"
+msgstr "Доступные для порождения сцены"
+
+msgid "Spawn Path"
+msgstr "Путь порождения"
+
+msgid "Spawn Limit"
+msgstr "Предел порождения"
+
+msgid "Root Path"
+msgstr "Корневой путь"
+
+msgid "Replication Interval"
+msgstr "Интервал репликации"
+
+msgid "Delta Interval"
+msgstr "Интервал частичной синхронизации"
+
+msgid "Visibility Update Mode"
+msgstr "Режим обновления видимости"
+
+msgid "Public Visibility"
+msgstr "Видимость для всех"
+
+msgid "Auth Callback"
+msgstr "Обратный вызов аутентификации"
+
+msgid "Auth Timeout"
+msgstr "Тайм-аут аутентификации"
+
msgid "Allow Object Decoding"
msgstr "Разрешить декодирование объектов"
@@ -3179,7 +3938,19 @@ msgid "Refuse New Connections"
msgstr "Отклонять новые соединения"
msgid "Server Relay"
-msgstr "Переключение сервера"
+msgstr "Пересылка сервером"
+
+msgid "Max Sync Packet Size"
+msgstr "Макс. размер пакета синхронизации"
+
+msgid "Max Delta Packet Size"
+msgstr "Макс. размер дельта-пакета"
+
+msgid "Noise Type"
+msgstr "Тип шума"
+
+msgid "Frequency"
+msgstr "Частота"
msgid "Fractal"
msgstr "Фрактал"
@@ -3193,6 +3964,18 @@ msgstr "Лакунарность"
msgid "Gain"
msgstr "Усиление"
+msgid "Weighted Strength"
+msgstr "Взвешенная сила"
+
+msgid "Ping Pong Strength"
+msgstr "Сила «пинг-понг»"
+
+msgid "Cellular"
+msgstr "Клеточный"
+
+msgid "Distance Function"
+msgstr "Функция расстояния"
+
msgid "Jitter"
msgstr "Джиттер"
@@ -3200,7 +3983,22 @@ msgid "Return Type"
msgstr "Тип возвращаемого значения"
msgid "Domain Warp"
-msgstr "Деформация домена"
+msgstr "Доменное искажение"
+
+msgid "Amplitude"
+msgstr "Амплитуда"
+
+msgid "Fractal Type"
+msgstr "Тип фрактала"
+
+msgid "Fractal Octaves"
+msgstr "Фрактальные октавы"
+
+msgid "Fractal Lacunarity"
+msgstr "Фрактальная лакунарность"
+
+msgid "Fractal Gain"
+msgstr "Фрактальное усиление"
msgid "Width"
msgstr "Ширина"
@@ -3208,18 +4006,99 @@ msgstr "Ширина"
msgid "Invert"
msgstr "Инвертировать"
+msgid "In 3D Space"
+msgstr "В 3D-пространстве"
+
msgid "Seamless"
msgstr "Бесшовная"
+msgid "Seamless Blend Skirt"
+msgstr "Бесшовное смешивание"
+
msgid "As Normal Map"
msgstr "Как карта нормалей"
msgid "Bump Strength"
-msgstr "Сила Bump"
+msgstr "Сила карты рельефа"
+
+msgid "Color Ramp"
+msgstr "Шкала оттенков цвета"
msgid "Noise"
msgstr "Шум"
+msgid "Localized Name"
+msgstr "Локализованное название"
+
+msgid "Action Type"
+msgstr "Тип действия"
+
+msgid "Toplevel Paths"
+msgstr "Пути верхнего уровня"
+
+msgid "Paths"
+msgstr "Пути"
+
+msgid "Interaction Profile Path"
+msgstr "Путь к профилю взаимодействия"
+
+msgid "Runtime Paths"
+msgstr "Пути среды выполнения"
+
+msgid "Display Refresh Rate"
+msgstr "Частота обновления дисплея"
+
+msgid "Render Target Size Multiplier"
+msgstr "Множитель размера цели рендеринга"
+
+msgid "Layer Viewport"
+msgstr "Окно просмотра на слое"
+
+msgid "Sort Order"
+msgstr "Порядок сортировки"
+
+msgid "Alpha Blend"
+msgstr "Смешивание альфа"
+
+msgid "Enable Hole Punch"
+msgstr "Включить пробивание отверстий"
+
+msgid "Aspect Ratio"
+msgstr "Соотношение сторон"
+
+msgid "Central Angle"
+msgstr "Центральный угол"
+
+msgid "Fallback Segments"
+msgstr "Запасные сегменты"
+
+msgid "Central Horizontal Angle"
+msgstr "Центральный горизонтальный угол"
+
+msgid "Upper Vertical Angle"
+msgstr "Верхний вертикальный угол"
+
+msgid "Lower Vertical Angle"
+msgstr "Нижний вертикальный угол"
+
+msgid "Quad Size"
+msgstr "Размер квадранта"
+
+msgid "Hand"
+msgstr "Рука"
+
+msgid "Motion Range"
+msgstr "Диапазон движения"
+
+msgid "Hand Skeleton"
+msgstr "Скелет руки"
+
+msgid "Skeleton Rig"
+msgstr "Риг скелета"
+
+msgid "Bone Update"
+msgstr "Обновление костей"
+
msgid "Subject"
msgstr "Субъект"
@@ -3230,13 +4109,14 @@ msgid "Strings"
msgstr "Строки"
msgid "Discover Multicast If"
-msgstr "Обнаружить Многоадресную Рассылку, Если"
+msgstr ""
+"Интерфейс многоадресной передачи, который будет использоваться для обнаружения"
msgid "Discover Local Port"
-msgstr "Обнаружить локальный порт"
+msgstr "Локальный порт, который будет использоваться для обнаружения"
msgid "Discover IPv6"
-msgstr "Обнаружить IPv6"
+msgstr "Обнаружение с помощью IPv6"
msgid "Description URL"
msgstr "URL описания"
@@ -3245,67 +4125,133 @@ msgid "Service Type"
msgstr "Тип сервиса"
msgid "IGD Control URL"
-msgstr "IDG Контроль URL"
+msgstr "URL управления IDG"
+
+msgid "IGD Service Type"
+msgstr "Тип службы IGD"
msgid "IGD Our Addr"
-msgstr "IGD Наш Адр"
+msgstr "Наш адр. IGD"
msgid "IGD Status"
-msgstr "IGD Статус"
+msgstr "Статус IGD"
msgid "WebRTC"
msgstr "WebRTС"
+msgid "Max Channel in Buffer (KB)"
+msgstr "Макс. размер входного буфера канала (КБ)"
+
msgid "Write Mode"
msgstr "Режим записи"
+msgid "Supported Protocols"
+msgstr "Поддерживаемые протоколы"
+
+msgid "Handshake Headers"
+msgstr "Заголовки рукопожатия"
+
+msgid "Inbound Buffer Size"
+msgstr "Размер входного буфера"
+
+msgid "Outbound Buffer Size"
+msgstr "Размер выходного буфера"
+
msgid "Handshake Timeout"
-msgstr "Таймаут рукопожатия"
+msgstr "Тайм-аут рукопожатия"
+
+msgid "Max Queued Packets"
+msgstr "Макс. кол-во пакетов в очереди"
+
+msgid "Session Mode"
+msgstr "Режим сеанса"
msgid "Required Features"
-msgstr "Необходимые Компоненты"
+msgstr "Необходимые возможности"
msgid "Optional Features"
-msgstr "Дополнительные Компоненты"
+msgstr "Дополнительные возможности"
+
+msgid "Requested Reference Space Types"
+msgstr "Запрашиваемые типы опорного пространства"
+
+msgid "Reference Space Type"
+msgstr "Тип опорного пространства"
+
+msgid "Enabled Features"
+msgstr "Включённые возможности"
msgid "Visibility State"
-msgstr "Видимость"
+msgstr "Состояние видимости"
+
+msgid "Java SDK Path"
+msgstr "Путь к Java SDK"
msgid "Android SDK Path"
msgstr "Путь к Android SDK"
+msgid "Debug Keystore"
+msgstr "Хранилище ключей отладки"
+
+msgid "Debug Keystore User"
+msgstr "Пользователь хранилища ключей отладки"
+
+msgid "Debug Keystore Pass"
+msgstr "Пароль хранилища ключей отладки"
+
+msgid "Force System User"
+msgstr "Принудительное использование пользователя системы"
+
+msgid "Shutdown ADB on Exit"
+msgstr "Выключение ADB при выходе"
+
+msgid "One Click Deploy Clear Previous Install"
+msgstr "Развёртывание одним щелчком с очисткой предыдущей установки"
+
msgid "Use Wi-Fi for Remote Debug"
-msgstr "Использовать Wi-Fi для удаленной отладки"
+msgstr "Использовать Wi-Fi для удалённой отладки"
+
+msgid "Wi-Fi Remote Debug Host"
+msgstr "Хост удалённой отладки по Wi-Fi"
msgid "Launcher Icons"
-msgstr "Иконки Лаунчера"
+msgstr "Значки приложения для запуска"
msgid "Main 192 X 192"
msgstr "Основная 192 X 192"
msgid "Adaptive Foreground 432 X 432"
-msgstr "Адаптивный Передний Фон 432 X 432"
+msgstr "Адаптивный передний план 432 X 432"
msgid "Adaptive Background 432 X 432"
-msgstr "Адаптивный Задний Фон 432 X 432"
+msgstr "Адаптивный задний план 432 X 432"
msgid "Gradle Build"
msgstr "Сборка Gradle"
+msgid "Use Gradle Build"
+msgstr "Использовать сборку Gradle"
+
+msgid "Gradle Build Directory"
+msgstr "Каталог сборки Gradle"
+
+msgid "Android Source Template"
+msgstr "Шаблон исходных данных Android"
+
msgid "Compress Native Libraries"
-msgstr "Сжатие нативных библиотек"
+msgstr "Сжимать нативные библиотеки"
msgid "Export Format"
-msgstr "Формат Экспорта"
+msgstr "Формат экспорта"
msgid "Min SDK"
-msgstr "Min SDK"
+msgstr "Мин. SDK"
msgid "Target SDK"
msgstr "Целевой SDK"
msgid "Plugins"
-msgstr "Плагины"
+msgstr "Модули"
msgid "Architectures"
msgstr "Архитектуры"
@@ -3319,6 +4265,12 @@ msgstr "Пользователь отладчика"
msgid "Debug Password"
msgstr "Пароль отладчика"
+msgid "Release User"
+msgstr "Пользователь релиза"
+
+msgid "Release Password"
+msgstr "Пароль релиза"
+
msgid "Code"
msgstr "Код"
@@ -3326,7 +4278,7 @@ msgid "Package"
msgstr "Пакет"
msgid "Unique Name"
-msgstr "Уникальное Имя"
+msgstr "Уникальное имя"
msgid "Signed"
msgstr "Подписано"
@@ -3334,21 +4286,54 @@ msgstr "Подписано"
msgid "App Category"
msgstr "Категория приложения"
+msgid "Retain Data on Uninstall"
+msgstr "Сохранить данные при удалении программы"
+
msgid "Exclude From Recents"
msgstr "Исключить из недавнего"
msgid "Show in Android TV"
-msgstr "Показать на Android TV"
+msgstr "Показывать в Android TV"
+
+msgid "Show in App Library"
+msgstr "Показывать в библиотеке приложений"
msgid "Show as Launcher App"
-msgstr "Показывать как приложение лаунчера"
+msgstr "Показывать как приложение для запуска"
+
+msgid "Graphics"
+msgstr "Графика"
msgid "OpenGL Debug"
-msgstr "OpenGL Отладка"
+msgstr "Отладка OpenGL"
+
+msgid "XR Features"
+msgstr "Возможности XR"
+
+msgid "XR Mode"
+msgstr "Режим XR"
+
+msgid "Immersive Mode"
+msgstr "Режим погружения"
+
+msgid "Support Small"
+msgstr "Поддержка малых форм-факторов экрана"
+
+msgid "Support Normal"
+msgstr "Поддержка обычных форм-факторов экрана"
+
+msgid "Support Large"
+msgstr "Поддержка больших форм-факторов экрана"
+
+msgid "Support Xlarge"
+msgstr "Поддержка очень больших форм-факторов экрана"
msgid "User Data Backup"
msgstr "Резервное копирование пользовательских данных"
+msgid "Allow"
+msgstr "Разрешить"
+
msgid "Command Line"
msgstr "Командная строка"
@@ -3356,7 +4341,7 @@ msgid "Extra Args"
msgstr "Дополнительные аргументы"
msgid "APK Expansion"
-msgstr "APK расширение"
+msgstr "Расширение APK"
msgid "Salt"
msgstr "Соль"
@@ -3367,11 +4352,14 @@ msgstr "Открытый ключ"
msgid "Permissions"
msgstr "Разрешения"
+msgid "Custom Permissions"
+msgstr "Пользовательские разрешения"
+
msgid "iOS Deploy"
msgstr "Развертка на iOS"
msgid "Icons"
-msgstr "Иконки"
+msgstr "Значки"
msgid "iPhone 120 X 120"
msgstr "iPhone 120 X 120"
@@ -3383,7 +4371,7 @@ msgid "iPad 76 X 76"
msgstr "iPad 76 X 76"
msgid "iPad 152 X 152"
-msgstr "iPad 152×152"
+msgstr "iPad 152 X 152"
msgid "iPad 167 X 167"
msgstr "iPad 167 X 167"
@@ -3397,21 +4385,69 @@ msgstr "Spotlight 40 X 40"
msgid "Spotlight 80 X 80"
msgstr "Spotlight 80 X 80"
+msgid "Settings 58 X 58"
+msgstr "Настройки 58 X 58"
+
+msgid "Settings 87 X 87"
+msgstr "Настройки 87 X 87"
+
+msgid "Notification 40 X 40"
+msgstr "Уведомление 40 X 40"
+
+msgid "Notification 60 X 60"
+msgstr "Уведомление 60 X 60"
+
msgid "App Store Team ID"
-msgstr "App Store ID команды"
+msgstr "App Store Team ID"
msgid "Provisioning Profile UUID Debug"
-msgstr "Профиль предоставления UUID Отладки"
+msgstr "UUID профиля предоставления для отладки"
+
+msgid "Code Sign Identity Debug"
+msgstr "Профиль подписания кода для отладки"
+
+msgid "Export Method Debug"
+msgstr "Метод экспорта для отладки"
+
+msgid "Provisioning Profile UUID Release"
+msgstr "UUID профиля предоставления для релиза"
+
+msgid "Code Sign Identity Release"
+msgstr "Профиль подписания кода для релиза"
msgid "Export Method Release"
-msgstr "Экспорт релиза"
+msgstr "Метод экспорта для релиза"
msgid "Targeted Device Family"
msgstr "Целевое семейство устройств"
+msgid "Bundle Identifier"
+msgstr "Идентификатор комплекта"
+
msgid "Signature"
msgstr "Подпись"
+msgid "Short Version"
+msgstr "Краткая версия"
+
+msgid "Min iOS Version"
+msgstr "Мин. версия iOS"
+
+msgid "Additional Plist Content"
+msgstr "Дополнительное содержимое plist"
+
+msgid "Icon Interpolation"
+msgstr "Интерполяция для значка"
+
+msgid "Export Project Only"
+msgstr "Экспортировать только проект"
+
+msgid "Delete Old Export Files Unconditionally"
+msgstr "Удалять старые файлы экспорта в безусловном порядке"
+
+msgid "Generate Simulator Library If Missing"
+msgstr "Сгенерировать библиотеку моделирования, если она отсутствует"
+
msgid "Capabilities"
msgstr "Возможности"
@@ -3419,11 +4455,14 @@ msgid "Access Wi-Fi"
msgstr "Доступ к Wi-Fi"
msgid "Push Notifications"
-msgstr "Всплывающее уведомление"
+msgstr "Push-уведомления"
msgid "Performance Gaming Tier"
msgstr "Игровой уровень производительности"
+msgid "Performance A 12"
+msgstr "Производительность A 12"
+
msgid "User Data"
msgstr "Пользовательские данные"
@@ -3439,11 +4478,26 @@ msgstr "Конфиденциальность"
msgid "Camera Usage Description"
msgstr "Описание использования камеры"
+msgid "Camera Usage Description Localized"
+msgstr "Локализованное описание использования камеры"
+
msgid "Microphone Usage Description"
msgstr "Описание использования микрофона"
+msgid "Microphone Usage Description Localized"
+msgstr "Локализованное описание использования микрофона"
+
msgid "Photolibrary Usage Description"
-msgstr "Описание использования фото-библиотеки"
+msgstr "Описание использования фотобиблиотеки"
+
+msgid "Photolibrary Usage Description Localized"
+msgstr "Локализованное описание использования фотобиблиотеки"
+
+msgid "Tracking Enabled"
+msgstr "Отслеживание включено"
+
+msgid "Tracking Domains"
+msgstr "Домены отслеживания"
msgid "Storyboard"
msgstr "Раскадровка"
@@ -3467,26 +4521,86 @@ msgid "Architecture"
msgstr "Архитектура"
msgid "SSH Remote Deploy"
-msgstr "Удаленное развертывание по SSH"
+msgstr "Удалённое развертывание по SSH"
+
+msgid "Extra Args SSH"
+msgstr "Дополнительные аргументы для SSH"
+
+msgid "Extra Args SCP"
+msgstr "Дополнительные аргументы для SCP"
+
+msgid "Run Script"
+msgstr "Запустить скрипт"
+
+msgid "Cleanup Script"
+msgstr "Скрипт очистки"
msgid "macOS"
msgstr "macOS"
+msgid "rcodesign"
+msgstr "rcodesign"
+
+msgid "Distribution Type"
+msgstr "Тип распространения"
+
+msgid "Copyright Localized"
+msgstr "Локализованные авторские права"
+
+msgid "Min macOS Version"
+msgstr "Мин. версия macOS"
+
+msgid "Export Angle"
+msgstr "Экспортировать библиотеки Angle"
+
msgid "High Res"
msgstr "Высокое разрешение"
msgid "Xcode"
msgstr "Xcоde"
+msgid "Platform Build"
+msgstr "Сборка платформы"
+
+msgid "SDK Version"
+msgstr "Версия SDK"
+
+msgid "SDK Build"
+msgstr "Сборка SDK"
+
+msgid "SDK Name"
+msgstr "Имя SDK"
+
+msgid "Xcode Version"
+msgstr "Версия Xcode"
+
msgid "Xcode Build"
msgstr "Сборка Xcode"
+msgid "Codesign"
+msgstr "CodeSign"
+
+msgid "Installer Identity"
+msgstr "Профиль для подписания пакета установщика"
+
msgid "Apple Team ID"
-msgstr "Apple ID команды"
+msgstr "Apple Team ID"
+
+msgid "Identity"
+msgstr "Профиль"
+
+msgid "Certificate File"
+msgstr "Файл сертификата"
+
+msgid "Certificate Password"
+msgstr "Пароль сертификата"
msgid "Provisioning Profile"
msgstr "Профиль предоставления"
+msgid "Entitlements"
+msgstr "Права"
+
msgid "Custom File"
msgstr "Пользовательский файл"
@@ -3503,7 +4617,7 @@ msgid "Disable Library Validation"
msgstr "Отключить валидацию библиотеки"
msgid "Audio Input"
-msgstr "Аудио вход"
+msgstr "Аудиовход"
msgid "Address Book"
msgstr "Адресная книга"
@@ -3515,10 +4629,13 @@ msgid "Photos Library"
msgstr "Библиотека фотографий"
msgid "Apple Events"
-msgstr "Apple события"
+msgstr "События Apple"
+
+msgid "Debugging"
+msgstr "Отладка"
msgid "App Sandbox"
-msgstr "Приложение \"песочница\""
+msgstr "«Песочница» для приложений"
msgid "Network Server"
msgstr "Сетевой сервер"
@@ -3544,6 +4661,9 @@ msgstr "Файлы музыки"
msgid "Files Movies"
msgstr "Файлы фильмов"
+msgid "Files User Selected"
+msgstr "Выбранные пользователем файлы"
+
msgid "Helper Executables"
msgstr "Вспомогательные исполняемые файлы"
@@ -3560,38 +4680,68 @@ msgid "Apple ID Password"
msgstr "Пароль Apple ID"
msgid "API UUID"
-msgstr "API UUID"
+msgstr "UUID API"
msgid "API Key"
msgstr "Ключ API"
msgid "API Key ID"
-msgstr "ID ключа API"
+msgstr "Идентификатор ключа API"
+
+msgid "Location Usage Description"
+msgstr "Описание использования расположения"
+
+msgid "Location Usage Description Localized"
+msgstr "Локализованное описание использования расположения"
msgid "Address Book Usage Description"
msgstr "Описание использования адресной книги"
+msgid "Address Book Usage Description Localized"
+msgstr "Локализованное описание использования адресной книги"
+
msgid "Calendar Usage Description"
msgstr "Описание использования календаря"
+msgid "Calendar Usage Description Localized"
+msgstr "Локализованное описание использования календаря"
+
msgid "Photos Library Usage Description"
-msgstr "Описание использования Фото библиотеки"
+msgstr "Описание использования фотобиблиотеки"
+
+msgid "Photos Library Usage Description Localized"
+msgstr "Локализованное описание использования фотобиблиотеки"
msgid "Desktop Folder Usage Description"
msgstr "Описание использования папки рабочего стола"
+msgid "Desktop Folder Usage Description Localized"
+msgstr "Локализованное описание использования папки рабочего стола"
+
msgid "Documents Folder Usage Description"
-msgstr "Описание использования папки Документов"
+msgstr "Описание использования папки документов"
+
+msgid "Documents Folder Usage Description Localized"
+msgstr "Локализованное описание использования папки документов"
msgid "Downloads Folder Usage Description"
msgstr "Описание использования папки загрузок"
+msgid "Downloads Folder Usage Description Localized"
+msgstr "Локализованное описание использования папки загрузок"
+
msgid "Network Volumes Usage Description"
msgstr "Описание использования сетевых томов"
+msgid "Network Volumes Usage Description Localized"
+msgstr "Локализованное описание использования сетевых томов"
+
msgid "Removable Volumes Usage Description"
msgstr "Описание использования портативных томов"
+msgid "Removable Volumes Usage Description Localized"
+msgstr "Локализованное описание использования портативных томов"
+
msgid "Web"
msgstr "Web"
@@ -3601,14 +4751,26 @@ msgstr "HTTP-хост"
msgid "HTTP Port"
msgstr "HTTP-порт"
+msgid "Use TLS"
+msgstr "Использовать TLS"
+
+msgid "TLS Key"
+msgstr "TLS-ключ"
+
+msgid "TLS Certificate"
+msgstr "TLS-сертификат"
+
msgid "Variant"
msgstr "Вариант"
msgid "Extensions Support"
msgstr "Поддержка расширений"
+msgid "Thread Support"
+msgstr "Поддержка потоков"
+
msgid "VRAM Texture Compression"
-msgstr "VRAM компрессия текстуры"
+msgstr "Сжатие текстур VRAM"
msgid "For Desktop"
msgstr "Для десктопа"
@@ -3620,16 +4782,19 @@ msgid "HTML"
msgstr "HTML"
msgid "Export Icon"
-msgstr "Экспортировать иконку"
+msgstr "Значок экспорта"
+
+msgid "Custom HTML Shell"
+msgstr "Пользовательская оболочка HTML"
msgid "Head Include"
-msgstr "Глава включает"
+msgstr "Строка для включения перед концом тега <head>"
msgid "Canvas Resize Policy"
msgstr "Политика изменения размера холста"
msgid "Focus Canvas on Start"
-msgstr "Сфокусировать холст на старте"
+msgstr "Фокус на холсте при запуске программы"
msgid "Experimental Virtual Keyboard"
msgstr "Экспериментальная виртуальная клавиатура"
@@ -3638,19 +4803,19 @@ msgid "Progressive Web App"
msgstr "Прогрессивное веб-приложение"
msgid "Ensure Cross Origin Isolation Headers"
-msgstr "Обеспечьте изоляцию заголовков перекрестного происхождения"
+msgstr "Проверить заголовки изоляции между разными источниками"
msgid "Offline Page"
msgstr "Офлайн-страница"
msgid "Icon 144 X 144"
-msgstr "Иконка 144 X 144"
+msgstr "Значок 144 X 144"
msgid "Icon 180 X 180"
-msgstr "Иконка 180 X 180"
+msgstr "Значок 180 X 180"
msgid "Icon 512 X 512"
-msgstr "Иконка 512 X 512"
+msgstr "Значок 512 X 512"
msgid "Windows"
msgstr "Windows"
@@ -3658,6 +4823,9 @@ msgstr "Windows"
msgid "rcedit"
msgstr "rcedit"
+msgid "signtool"
+msgstr "signtool"
+
msgid "osslsigncode"
msgstr "osslsigncode"
@@ -3667,9 +4835,15 @@ msgstr "wine"
msgid "Identity Type"
msgstr "Тип идентификации"
+msgid "Timestamp"
+msgstr "Временная метка"
+
msgid "Timestamp Server URL"
msgstr "URL сервера временных меток"
+msgid "Digest Algorithm"
+msgstr "Алгоритм дайджеста"
+
msgid "Modify Resources"
msgstr "Изменить ресурсы"
@@ -3683,7 +4857,7 @@ msgid "Product Version"
msgstr "Версия продукта"
msgid "Company Name"
-msgstr "Имя компании"
+msgstr "Название компании"
msgid "Product Name"
msgstr "Название продукта"
@@ -3694,11 +4868,14 @@ msgstr "Описание файла"
msgid "Trademarks"
msgstr "Торговые марки"
+msgid "Export D3D12"
+msgstr "Экспорт D3D12"
+
msgid "D3D12 Agility SDK Multiarch"
-msgstr "Мультиарка D3D12 Agility SDK"
+msgstr "Мультиархитектура Agility SDK D3D12"
msgid "Sprite Frames"
-msgstr "Фреймы кадра"
+msgstr "Кадры спрайта"
msgid "Frame"
msgstr "Кадр"
@@ -3710,16 +4887,19 @@ msgid "Centered"
msgstr "По центру"
msgid "Flip H"
-msgstr "Повернуть по горизонтали"
+msgstr "Перевернуть по горизонтали"
msgid "Flip V"
-msgstr "Повернуть по вертикали"
+msgstr "Перевернуть по вертикали"
msgid "Current"
msgstr "Текущая"
msgid "Volume dB"
-msgstr "Громкость dB"
+msgstr "Громкость, дБ"
+
+msgid "Pitch Scale"
+msgstr "Масштаб высоты"
msgid "Playing"
msgstr "Проигрывается"
@@ -3731,40 +4911,105 @@ msgid "Stream Paused"
msgstr "Поток приостановлен"
msgid "Max Distance"
-msgstr "Максимальное расстояние"
+msgstr "Макс. расстояние"
msgid "Attenuation"
msgstr "Затухание"
+msgid "Max Polyphony"
+msgstr "Макс. полифония"
+
+msgid "Panning Strength"
+msgstr "Сила панорамирования"
+
msgid "Bus"
msgstr "Шина"
msgid "Area Mask"
msgstr "Маска области"
+msgid "Playback Type"
+msgstr "Тип воспроизведения"
+
msgid "Copy Mode"
msgstr "Режим копирования"
msgid "Anchor Mode"
msgstr "Режим якорей"
+msgid "Ignore Rotation"
+msgstr "Игнорировать вращение"
+
+msgid "Process Callback"
+msgstr "Обратный вызов процесса"
+
msgid "Left"
-msgstr "Влево"
+msgstr "Лево"
msgid "Top"
msgstr "Верх"
msgid "Right"
-msgstr "Вправо"
+msgstr "Право"
msgid "Bottom"
-msgstr "Внизу"
+msgstr "Низ"
+
+msgid "Smoothed"
+msgstr "Плавная остановка при достижении границ"
+
+msgid "Position Smoothing"
+msgstr "Сглаживание позиции"
+
+msgid "Rotation Smoothing"
+msgstr "Сглаживание вращения"
msgid "Drag"
-msgstr "Тащить"
+msgstr "Перетаскивание"
+
+msgid "Horizontal Enabled"
+msgstr ""
+"Перемещение камеры только при достижении горизонтальных границ перетаскивания"
+
+msgid "Vertical Enabled"
+msgstr ""
+"Перемещение камеры только при достижении вертикальных границ перетаскивания"
+
+msgid "Horizontal Offset"
+msgstr "Горизонтальное смещение"
+
+msgid "Vertical Offset"
+msgstr "Вертикальное смещение"
+
+msgid "Left Margin"
+msgstr "Отступ слева"
+
+msgid "Top Margin"
+msgstr "Отступ сверху"
+
+msgid "Right Margin"
+msgstr "Отступ справа"
+
+msgid "Bottom Margin"
+msgstr "Отступ снизу"
+
+msgid "Draw Screen"
+msgstr "Рисовать экран"
+
+msgid "Draw Limits"
+msgstr "Пределы рисования"
+
+msgid "Draw Drag Margin"
+msgstr "Рисовать отступ перетаскивания"
msgid "Tweaks"
-msgstr "Tweaks (надстройки)"
+msgstr "Надстройки"
+
+msgid "Fit Margin"
+msgstr "Вместить отступ"
+
+msgid "Clear Margin"
+msgstr "Очистить отступ"
msgid "Use Mipmaps"
msgstr "Использовать MIP-карты"
@@ -3791,10 +5036,10 @@ msgid "Lifetime Randomness"
msgstr "Случайность времени жизни"
msgid "Fixed FPS"
-msgstr "Фиксированный FPS"
+msgstr "Фикс. кол-во кадров в секунду"
msgid "Fract Delta"
-msgstr "Фрактальная дельта"
+msgstr "Дробный расчёт дельты"
msgid "Drawing"
msgstr "Рисунок"
@@ -3814,6 +5059,9 @@ msgstr "Форма"
msgid "Sphere Radius"
msgstr "Радиус сферы"
+msgid "Rect Extents"
+msgstr "Пределы прямоугольника"
+
msgid "Points"
msgstr "Точки"
@@ -3823,6 +5071,9 @@ msgstr "Нормали"
msgid "Colors"
msgstr "Цвета"
+msgid "Particle Flags"
+msgstr "Флаги частиц"
+
msgid "Align Y"
msgstr "Выравнивать по Y"
@@ -3836,17 +5087,29 @@ msgid "Gravity"
msgstr "Гравитация"
msgid "Initial Velocity"
-msgstr "Начальная скорость"
+msgstr "Начальная быстрота"
+
+msgid "Velocity Min"
+msgstr "Мин. быстрота"
+
+msgid "Velocity Max"
+msgstr "Макс. быстрота"
msgid "Velocity Curve"
-msgstr "Кривая скорости"
+msgstr "Кривая быстроты"
msgid "Orbit Velocity"
-msgstr "Орбитальная скорость"
+msgstr "Орбитальная быстрота"
msgid "Linear Accel"
msgstr "Линейное ускорение"
+msgid "Accel Min"
+msgstr "Мин. ускорение"
+
+msgid "Accel Max"
+msgstr "Макс. ускорение"
+
msgid "Accel Curve"
msgstr "Кривая ускорения"
@@ -3856,6 +5119,15 @@ msgstr "Радиальное ускорение"
msgid "Tangential Accel"
msgstr "Тангенциальное ускорение"
+msgid "Damping"
+msgstr "Затухание"
+
+msgid "Damping Min"
+msgstr "Мин. затухание"
+
+msgid "Damping Max"
+msgstr "Макс. затухание"
+
msgid "Damping Curve"
msgstr "Кривая затухания"
@@ -3863,70 +5135,97 @@ msgid "Angle"
msgstr "Угол"
msgid "Angle Min"
-msgstr "Мин угол"
+msgstr "Мин. угол"
msgid "Angle Max"
-msgstr "Макс угол"
+msgstr "Макс. угол"
msgid "Angle Curve"
msgstr "Кривая угла"
+msgid "Scale Amount Min"
+msgstr "Мин. величина масштаба"
+
+msgid "Scale Amount Max"
+msgstr "Макс. величина масштаба"
+
msgid "Scale Amount Curve"
-msgstr "Кривая масштаба"
+msgstr "Кривая величины масштаба"
+
+msgid "Split Scale"
+msgstr "Разделить кривую масштаба"
+
+msgid "Scale Curve X"
+msgstr "Кривая масштаба, X"
+
+msgid "Scale Curve Y"
+msgstr "Кривая масштаба, Y"
+
+msgid "Color Initial Ramp"
+msgstr "Начальный цвет из шкалы оттенков"
msgid "Hue Variation"
msgstr "Вариация оттенка"
+msgid "Variation Min"
+msgstr "Мин. вариация"
+
+msgid "Variation Max"
+msgstr "Макс. вариация"
+
msgid "Variation Curve"
msgstr "Кривая вариации"
msgid "Speed Min"
-msgstr "Минимальная скорость"
+msgstr "Мин. скорость"
msgid "Speed Max"
-msgstr "Максимальная скорость"
+msgstr "Макс. скорость"
msgid "Speed Curve"
msgstr "Кривая скорости"
msgid "Offset Min"
-msgstr "Минимальное смещение"
+msgstr "Мин. смещение"
msgid "Offset Max"
-msgstr "Максимальное смещение"
+msgstr "Макс. смещение"
msgid "Offset Curve"
msgstr "Кривая смещения"
msgid "Amount Ratio"
-msgstr "Пропорция количества"
+msgstr "Коэффициент количества"
+
+msgid "Sub Emitter"
+msgstr "Субизлучатель"
msgid "Process Material"
-msgstr "Материал процесса"
+msgstr "Материал для обработки"
msgid "Interpolate"
msgstr "Интерполяция"
msgid "Interp to End"
-msgstr "Интерполяция до конца"
+msgstr "Интерп. частиц к концу срока жизни"
msgid "Base Size"
msgstr "Базовый размер"
msgid "Visibility Rect"
-msgstr "Прямоугольник видимости"
+msgstr "Прям. видимости"
msgid "Trails"
msgstr "Следы"
msgid "Sections"
-msgstr "Сегменты"
+msgstr "Участки"
msgid "Section Subdivisions"
-msgstr "Области сегмента"
+msgstr "Количество подразделов участка"
msgid "Editor Only"
-msgstr "Только в редакторе"
+msgstr "Только редактор"
msgid "Energy"
msgstr "Энергия"
@@ -3935,25 +5234,25 @@ msgid "Blend Mode"
msgstr "Режим смешивания"
msgid "Z Min"
-msgstr "Минимальный Z"
+msgstr "Мин. Z"
msgid "Z Max"
-msgstr "Максимальный Z"
+msgstr "Макс. Z"
msgid "Layer Min"
-msgstr "Минимальный слой"
+msgstr "Мин. слой"
msgid "Layer Max"
-msgstr "Максимальный слой"
+msgstr "Макс. слой"
msgid "Item Cull Mask"
-msgstr "Маска удаления предмета"
+msgstr "Маска отсечения элементов"
msgid "Shadow"
msgstr "Тень"
msgid "Filter Smooth"
-msgstr "Фильтровать сглаживание"
+msgstr "Фильтр сглаживания"
msgid "Texture Scale"
msgstr "Масштаб текстуры"
@@ -3961,6 +5260,15 @@ msgstr "Масштаб текстуры"
msgid "Closed"
msgstr "Закрыто"
+msgid "Cull Mode"
+msgstr "Режим отсечения"
+
+msgid "SDF Collision"
+msgstr "Столкновение ПРсЗ"
+
+msgid "Occluder Light Mask"
+msgstr "Маска света окклюдера"
+
msgid "Width Curve"
msgstr "Кривая ширины"
@@ -3968,7 +5276,7 @@ msgid "Default Color"
msgstr "Цвет по умолчанию"
msgid "Fill"
-msgstr "Заполнять"
+msgstr "Заполнить"
msgid "Gradient"
msgstr "Градиент"
@@ -3976,11 +5284,23 @@ msgstr "Градиент"
msgid "Texture Mode"
msgstr "Режим текстуры"
+msgid "Capping"
+msgstr "Укупорка"
+
+msgid "Joint Mode"
+msgstr "Режим сустава"
+
+msgid "Begin Cap Mode"
+msgstr "Стиль начала полилинии"
+
+msgid "End Cap Mode"
+msgstr "Стиль конца полилинии"
+
msgid "Border"
msgstr "Граница"
msgid "Sharp Limit"
-msgstr "Предел резкости"
+msgstr "Предел среза"
msgid "Round Precision"
msgstr "Точность округления"
@@ -3988,26 +5308,122 @@ msgstr "Точность округления"
msgid "Antialiased"
msgstr "Сглаженный"
+msgid "Gizmo Extents"
+msgstr "Пределы гизмо"
+
+msgid "Multimesh"
+msgstr "Мультисетка"
+
+msgid "Pathfinding"
+msgstr "Поиск пути"
+
+msgid "Path Desired Distance"
+msgstr "Расстояние до точки пути"
+
msgid "Target Desired Distance"
-msgstr "Желаемое целевое расстояние"
+msgstr "Расстояние до точки финальной цели"
+
+msgid "Path Max Distance"
+msgstr "Максимальное расстояние от идеального пути"
msgid "Navigation Layers"
msgstr "Слои навигации"
+msgid "Pathfinding Algorithm"
+msgstr "Алгоритм поиска пути"
+
+msgid "Path Postprocessing"
+msgstr "Постобработка пути"
+
msgid "Path Metadata Flags"
msgstr "Флаги метаданных пути"
+msgid "Simplify Path"
+msgstr "Путь упрощения"
+
+msgid "Simplify Epsilon"
+msgstr "Количество упрощения"
+
msgid "Avoidance"
msgstr "Уклонение"
msgid "Avoidance Enabled"
msgstr "Включить уклонение"
+msgid "Neighbor Distance"
+msgstr "Расстояние для поиска других агентов"
+
msgid "Max Neighbors"
-msgstr "Макс соседей"
+msgstr "Макс. кол-во соседей"
+
+msgid "Time Horizon Agents"
+msgstr "Временной горизонт для агентов"
+
+msgid "Time Horizon Obstacles"
+msgstr "Временной горизонт для препятствий"
msgid "Max Speed"
-msgstr "Макс скорость"
+msgstr "Макс. скорость"
+
+msgid "Avoidance Layers"
+msgstr "Слои уклонения"
+
+msgid "Avoidance Mask"
+msgstr "Маска уклонения"
+
+msgid "Avoidance Priority"
+msgstr "Приоритет уклонения"
+
+msgid "Use Custom"
+msgstr "Использовать пользовательское значение"
+
+msgid "Path Custom Color"
+msgstr "Пользовательский цвет пути"
+
+msgid "Path Custom Point Size"
+msgstr "Пользовательский размер точки пути"
+
+msgid "Path Custom Line Width"
+msgstr "Пользовательская ширина линии пути"
+
+msgid "Bidirectional"
+msgstr "Два направления"
+
+msgid "Start Position"
+msgstr "Начальная позиция"
+
+msgid "End Position"
+msgstr "Конечная позиция"
+
+msgid "Enter Cost"
+msgstr "Стоимость входа"
+
+msgid "Travel Cost"
+msgstr "Стоимость перемещения"
+
+msgid "Vertices"
+msgstr "Вершины"
+
+msgid "NavigationMesh"
+msgstr "Сетка навигации"
+
+msgid "Affect Navigation Mesh"
+msgstr "Влияние на сетку навигации"
+
+msgid "Carve Navigation Mesh"
+msgstr "Врезка в сетку навигации"
+
+msgid "Navigation Polygon"
+msgstr "Полигон навигации"
+
+msgid "Use Edge Connections"
+msgstr "Использовать краевые соединения"
+
+msgid "Skew"
+msgstr "Перекос"
+
+msgid "Scroll Scale"
+msgstr "Масштаб прокрутки"
msgid "Scroll Offset"
msgstr "Смещение прокрутки"
@@ -4015,9 +5431,30 @@ msgstr "Смещение прокрутки"
msgid "Repeat"
msgstr "Повторить"
+msgid "Repeat Size"
+msgstr "Размер при повторе"
+
+msgid "Autoscroll"
+msgstr "Автопрокрутка"
+
+msgid "Repeat Times"
+msgstr "Количество повторов"
+
+msgid "Begin"
+msgstr "Начало"
+
msgid "End"
msgstr "Конец"
+msgid "Follow Viewport"
+msgstr "Следовать за окном просмотра"
+
+msgid "Ignore Camera Scroll"
+msgstr "Игнорировать прокрутку камеры"
+
+msgid "Screen Offset"
+msgstr "Смещение экрана"
+
msgid "Scroll"
msgstr "Прокрутка"
@@ -4028,7 +5465,10 @@ msgid "Base Scale"
msgstr "Базовый масштаб"
msgid "Limit Begin"
-msgstr "Начальное ограничение"
+msgstr "Ограничение для начала прокрутки"
+
+msgid "Limit End"
+msgstr "Ограничение для конца прокрутки"
msgid "Ignore Camera Zoom"
msgstr "Игнорировать зум камеры"
@@ -4045,15 +5485,24 @@ msgstr "Кривая"
msgid "Progress"
msgstr "Прогресс"
+msgid "Progress Ratio"
+msgstr "Коэффициент прогресса"
+
msgid "H Offset"
msgstr "Г смещение"
msgid "V Offset"
msgstr "В смещение"
+msgid "Rotates"
+msgstr "Вращение"
+
msgid "Cubic Interp"
msgstr "Кубическая интерполяция"
+msgid "Sync to Physics"
+msgstr "Синхронизировать с физикой"
+
msgid "Monitoring"
msgstr "Наблюдение"
@@ -4066,24 +5515,69 @@ msgstr "Переопределение пространства"
msgid "Point"
msgstr "Точка"
+msgid "Point Unit Distance"
+msgstr "Расстояние в пикселях, на котором сила гравитации равна гравитации"
+
+msgid "Point Center"
+msgstr "Точка притяжения"
+
+msgid "Linear Damp"
+msgstr "Линейное затухание"
+
+msgid "Angular Damp"
+msgstr "Угловое затухание"
+
msgid "Audio Bus"
-msgstr "Аудио шина"
+msgstr "Аудиошина"
+
+msgid "Motion Mode"
+msgstr "Режим движения"
+
+msgid "Up Direction"
+msgstr "Направление «вверх»"
+
+msgid "Slide on Ceiling"
+msgstr "Скольжение по потолку"
msgid "Wall Min Slide Angle"
msgstr "Мин. угол скольжения у стены"
+msgid "Floor"
+msgstr "Пол"
+
msgid "Stop on Slope"
msgstr "Остановиться на склоне"
+msgid "Constant Speed"
+msgstr "Постоянная скорость"
+
+msgid "Block on Wall"
+msgstr "Блокировать движение по стене"
+
msgid "Max Angle"
-msgstr "Максимальный Угол"
+msgstr "Макс. угол"
+
+msgid "Snap Length"
+msgstr "Длина привязки"
+
+msgid "Moving Platform"
+msgstr "Движущаяся платформа"
msgid "On Leave"
msgstr "При покидании"
+msgid "Floor Layers"
+msgstr "Слои полов"
+
+msgid "Wall Layers"
+msgstr "Слои стен"
+
msgid "Safe Margin"
msgstr "Безопасный отступ"
+msgid "Disable Mode"
+msgstr "Поведение физики при отключённой обработке"
+
msgid "Pickable"
msgstr "Выбираемый"
@@ -4094,11 +5588,14 @@ msgid "Disabled"
msgstr "Отключённый"
msgid "One Way Collision"
-msgstr "Одностороннее столкновение"
+msgstr "Односторонний полигон столкновений"
msgid "One Way Collision Margin"
msgstr "Отступ одностороннего полигона столкновений"
+msgid "Debug Color"
+msgstr "Цвет формы столкновений при отладке"
+
msgid "Length"
msgstr "Длина"
@@ -4106,7 +5603,7 @@ msgid "Rest Length"
msgstr "Длина остатка"
msgid "Stiffness"
-msgstr "Жесткость"
+msgstr "Жёсткость"
msgid "Initial Offset"
msgstr "Начальное смещение"
@@ -4127,7 +5624,7 @@ msgid "Softness"
msgstr "Мягкость"
msgid "Angular Limit"
-msgstr "Угловой Предел"
+msgstr "Лимит угловой скорости"
msgid "Lower"
msgstr "Нижний"
@@ -4138,11 +5635,29 @@ msgstr "Верхний"
msgid "Motor"
msgstr "Мотор"
+msgid "Target Velocity"
+msgstr "Целевая быстрота"
+
+msgid "Bone 2D Nodepath"
+msgstr "Nodepath 2D кости"
+
+msgid "Bone 2D Index"
+msgstr "Индекс 2D кости"
+
+msgid "Auto Configure Joint"
+msgstr "Автонастройка сустава"
+
+msgid "Simulate Physics"
+msgstr "Симулировать физику"
+
msgid "Follow Bone When Simulating"
msgstr "Следование кости при симуляции"
msgid "Exclude Parent"
-msgstr "Исключить родителя"
+msgstr "Исключить родительский элемент"
+
+msgid "Target Position"
+msgstr "Целевая позиция"
msgid "Hit From Inside"
msgstr "Удар изнутри"
@@ -4159,29 +5674,66 @@ msgstr "Тела"
msgid "Gravity Scale"
msgstr "Масштаб гравитации"
+msgid "Mass Distribution"
+msgstr "Распределение массы"
+
+msgid "Center of Mass Mode"
+msgstr "Режим центра масс"
+
msgid "Inertia"
msgstr "Инерция"
+msgid "Deactivation"
+msgstr "Деактивация"
+
msgid "Sleeping"
msgstr "Спящий"
msgid "Can Sleep"
msgstr "Может спать"
+msgid "Lock Rotation"
+msgstr "Блокировать вращение"
+
+msgid "Freeze"
+msgstr "Заморозка"
+
+msgid "Freeze Mode"
+msgstr "Режим заморозки"
+
msgid "Solver"
-msgstr "Вычислитель"
+msgstr "Решатель"
+
+msgid "Custom Integrator"
+msgstr "Пользовательский интегратор"
+
+msgid "Continuous CD"
+msgstr "Непрерывное определение столкновений"
+
+msgid "Contact Monitor"
+msgstr "Монитор контактов"
msgid "Max Contacts Reported"
-msgstr "Макс сообщаемых контактов"
+msgstr "Макс. кол-во сообщаемых контактов"
msgid "Linear"
msgstr "Линейный"
+msgid "Damp Mode"
+msgstr "Режим затухания"
+
msgid "Damp"
-msgstr "Дамп"
+msgstr "Затухание"
msgid "Angular"
-msgstr "Угловой"
+msgstr "Угловое"
+
+msgid "Constant Forces"
+msgstr "Постоянные силы"
+
+msgctxt "Physics"
+msgid "Force"
+msgstr "Сила"
msgid "Torque"
msgstr "Крутящий момент"
@@ -4189,11 +5741,14 @@ msgstr "Крутящий момент"
msgid "Margin"
msgstr "Отступ"
+msgid "Max Results"
+msgstr "Макс. кол-во результатов"
+
msgid "Constant Linear Velocity"
-msgstr "Постоянная линейная скорость"
+msgstr "Постоянная линейная быстрота"
msgid "Constant Angular Velocity"
-msgstr "Постоянная угловая скорость"
+msgstr "Постоянная угловая быстрота"
msgid "UV"
msgstr "UV"
@@ -4202,10 +5757,10 @@ msgid "Vertex Colors"
msgstr "Цвета вершин"
msgid "Internal Vertex Count"
-msgstr "Внутренний счет вершин"
+msgstr "Количество внутренних вершин"
msgid "Remote Path"
-msgstr "Удаленный путь"
+msgstr "Удалённый путь"
msgid "Use Global Coordinates"
msgstr "Использовать глобальные координаты"
@@ -4214,11 +5769,23 @@ msgid "Update"
msgstr "Обновить"
msgid "Auto Calculate Length and Angle"
-msgstr "Авторасчет длины и угла"
+msgstr "Авторасчёт длины и угла"
+
+msgid "Bone Angle"
+msgstr "Угол кости"
msgid "Editor Settings"
msgstr "Настройки редактора"
+msgid "Show Bone Gizmo"
+msgstr "Показать гизмо кости"
+
+msgid "Rest"
+msgstr "Покой"
+
+msgid "Modification Stack"
+msgstr "Стек изменения"
+
msgid "Hframes"
msgstr "Г кадры"
@@ -4228,23 +5795,65 @@ msgstr "В кадры"
msgid "Frame Coords"
msgstr "Координаты кадра"
+msgid "Filter Clip Enabled"
+msgstr "Включить обрезку-фильтр"
+
msgid "Tile Set"
msgstr "Набор тайлов"
+msgid "Rendering Quadrant Size"
+msgstr "Размер квадранта рендеринга"
+
+msgid "Collision Animatable"
+msgstr "Анимируемое столкновение"
+
+msgid "Collision Visibility Mode"
+msgstr "Режим видимости столкновений"
+
+msgid "Navigation Visibility Mode"
+msgstr "Режим видимости навигации"
+
msgid "Y Sort Origin"
-msgstr "Y сортировочный центр координат"
+msgstr "Начало координат для сортировки по Y"
+
+msgid "X Draw Order Reversed"
+msgstr "Противоположный порядок рисования по оси X"
+
+msgid "Collision Enabled"
+msgstr "Столкновения включены"
+
+msgid "Use Kinematic Bodies"
+msgstr "Использовать кинематические тела"
+
+msgid "Navigation Enabled"
+msgstr "Навигация включена"
+
+msgid "Texture Normal"
+msgstr "Текстура нормалей"
+
+msgid "Texture Pressed"
+msgstr "Нажатие текстуры"
msgid "Bitmask"
msgstr "Битовая маска"
+msgid "Shape Centered"
+msgstr "Форма по центру"
+
msgid "Shape Visible"
-msgstr "Видимость формы"
+msgstr "Видимая форма"
+
+msgid "Passby Press"
+msgstr "Проходящее нажатие"
msgid "Visibility Mode"
msgstr "Режим видимости"
+msgid "Enabling"
+msgstr "Включение"
+
msgid "Node Path"
-msgstr "Путь узла"
+msgstr "Путь к узлу"
msgid "Attenuation Model"
msgstr "Модель затухания"
@@ -4253,7 +5862,7 @@ msgid "Unit Size"
msgstr "Размер единицы"
msgid "Max dB"
-msgstr "Максимальное количество дБ"
+msgstr "Макс. кол-во дБ"
msgid "Emission Angle"
msgstr "Угол излучения"
@@ -4261,27 +5870,54 @@ msgstr "Угол излучения"
msgid "Degrees"
msgstr "Градусы"
+msgid "Filter Attenuation dB"
+msgstr "Затухание, дБ"
+
+msgid "Attenuation Filter"
+msgstr "Фильтр затухания"
+
msgid "Cutoff Hz"
-msgstr "Срез Гц"
+msgstr "Срез, Гц"
msgid "dB"
msgstr "дБ"
+msgid "Doppler"
+msgstr "Эффект Доплера"
+
+msgid "Tracking"
+msgstr "Отслеживание"
+
msgid "Bone Name"
-msgstr "Имя Кости"
+msgstr "Имя кости"
+
+msgid "Bone Idx"
+msgstr "Индекс кости"
+
+msgid "Override Pose"
+msgstr "Переопределить позу"
msgid "Keep Aspect"
-msgstr "Хранить Аспект"
+msgstr "Оставить соотношение сторон"
msgid "Cull Mask"
-msgstr "Маска для удаления"
+msgstr "Маска отсечения"
msgid "Attributes"
msgstr "Атрибуты"
+msgid "Compositor"
+msgstr "Компоновщик"
+
+msgid "Doppler Tracking"
+msgstr "Отслеживать изменения положения и применять эффект Доплера"
+
msgid "Projection"
msgstr "Проекция"
+msgid "Frustum Offset"
+msgstr "Смещение пирамиды видимости"
+
msgid "Near"
msgstr "Близко"
@@ -4289,76 +5925,167 @@ msgid "Far"
msgstr "Далеко"
msgid "Visibility AABB"
-msgstr "Видимость AABB"
+msgstr "AABB видимости"
+
+msgid "Box Extents"
+msgstr "Пределы «коробки»"
msgid "Ring Axis"
-msgstr "Ось Кольца"
+msgstr "Ось кольца"
msgid "Ring Height"
-msgstr "Высота Кольца"
+msgstr "Высота кольца"
msgid "Ring Radius"
-msgstr "Радиус Кольца"
+msgstr "Радиус кольца"
msgid "Ring Inner Radius"
-msgstr "Внутренний Радиус Кольца"
+msgstr "Внутренний радиус кольца"
msgid "Rotate Y"
msgstr "Повернуть по Y"
msgid "Disable Z"
-msgstr "Отключить Z"
+msgstr "Отключить по Z"
msgid "Flatness"
msgstr "Плоскостность"
+msgid "Scale Curve Z"
+msgstr "Кривая масштаба, Z"
+
msgid "Albedo"
msgstr "Альбедо"
+msgctxt "Geometry"
+msgid "Normal"
+msgstr "Нормаль"
+
+msgid "Orm"
+msgstr "ORM"
+
msgid "Emission"
msgstr "Излучение"
msgid "Parameters"
msgstr "Параметры"
+msgid "Emission Energy"
+msgstr "Энергия излучения"
+
msgid "Modulate"
-msgstr "Модулировать"
+msgstr "Модуляция цвета"
msgid "Albedo Mix"
msgstr "Смешивание альбедо"
+msgid "Normal Fade"
+msgstr "Исчезание нормали"
+
+msgid "Vertical Fade"
+msgstr "Вертикальное исчезание"
+
+msgid "Upper Fade"
+msgstr "Верхнее исчезание"
+
+msgid "Lower Fade"
+msgstr "Нижнее исчезание"
+
msgid "Distance Fade"
-msgstr "Дистанция затухания"
+msgstr "Исчезание для дистанции"
+
+msgid "Transform Align"
+msgstr "Выравнивание преобразования"
+
+msgid "Draw Passes"
+msgstr "Проходы отрисовки"
+
+msgid "Passes"
+msgstr "Проходы"
msgid "Thickness"
msgstr "Толщина"
+msgid "Bake Mask"
+msgstr "Маска запекания"
+
msgid "Update Mode"
msgstr "Режим обновления"
+msgid "Follow Camera Enabled"
+msgstr "Включить следование за камерой"
+
+msgid "Directionality"
+msgstr "Направленность"
+
+msgid "Skeleton Path"
+msgstr "Путь к скелету"
+
+msgid "Layer Mask"
+msgstr "Маска слоя"
+
+msgid "Visibility Range"
+msgstr "Диапазон видимости"
+
+msgid "Begin Margin"
+msgstr "Начальный отступ"
+
+msgid "End Margin"
+msgstr "Конечный отступ"
+
+msgid "Fade Mode"
+msgstr "Режим исчезания"
+
msgid "Pixel Size"
msgstr "Размер пикселя"
msgid "Flags"
msgstr "Флаги"
+msgid "Billboard"
+msgstr "Билборд"
+
msgid "Shaded"
-msgstr "Затененный"
+msgstr "Затенённый"
msgid "Double Sided"
msgstr "Двухсторонний"
+msgid "No Depth Test"
+msgstr "Нет теста глубины"
+
msgid "Fixed Size"
msgstr "Фиксированный размер"
+msgid "Alpha Cut"
+msgstr "Альфа-срез"
+
msgid "Alpha Scissor Threshold"
-msgstr "Порог Альфа-Ножниц"
+msgstr "Порог альфа-ножниц"
+
+msgid "Alpha Hash Scale"
+msgstr "Масштаб хэша альфа"
+
+msgid "Alpha Antialiasing Mode"
+msgstr "Режим сглаживания альфа"
+
+msgid "Alpha Antialiasing Edge"
+msgstr "Краевое сглаживание альфа"
+
+msgid "Texture Filter"
+msgstr "Фильтр текстуры"
+
+msgid "Render Priority"
+msgstr "Приоритет рендеринга"
msgid "Outline Render Priority"
-msgstr "Выделить приоритет рендеринга"
+msgstr "Приоритет рендеринга для контура текста"
msgid "Text"
-msgstr "Текстовый"
+msgstr "Текст"
+
+msgid "Outline Modulate"
+msgstr "Цвет контура текста"
msgid "Font"
msgstr "Шрифт"
@@ -4372,14 +6099,47 @@ msgstr "Вертикальное выравнивание"
msgid "Uppercase"
msgstr "ВЕРХНИЙ РЕГИСТР"
+msgid "Justification Flags"
+msgstr "Флаги разгонки"
+
+msgid "BiDi"
+msgstr "BiDi"
+
+msgid "Text Direction"
+msgstr "Направление текста"
+
+msgid "Structured Text BiDi Override"
+msgstr "BiDi-переопределение структурированного текста"
+
+msgid "Structured Text BiDi Override Options"
+msgstr "Параметры BiDi-переопределения структурированного текста"
+
+msgid "Intensity Lumens"
+msgstr "Интенсивность в люменах"
+
+msgid "Intensity Lux"
+msgstr "Интенсивность в люксах"
+
+msgid "Temperature"
+msgstr "Температура"
+
+msgid "Indirect Energy"
+msgstr "Непрямая энергия"
+
msgid "Volumetric Fog Energy"
-msgstr "Интенсивность объемного тумана"
+msgstr "Интенсивность объёмного тумана"
+
+msgid "Projector"
+msgstr "Прожектор"
+
+msgid "Angular Distance"
+msgstr "Угловое расстояние"
msgid "Negative"
msgstr "Негатив"
msgid "Specular"
-msgstr "Отражающее"
+msgstr "Блик"
msgid "Bake Mode"
msgstr "Режим запекания"
@@ -4387,6 +6147,12 @@ msgstr "Режим запекания"
msgid "Normal Bias"
msgstr "Смещение нормали"
+msgid "Reverse Cull Face"
+msgstr "Обратное отсечение «задних» граней"
+
+msgid "Transmittance Bias"
+msgstr "Смещение пропускания"
+
msgid "Opacity"
msgstr "Прозрачность"
@@ -4405,8 +6171,20 @@ msgstr "Раздельный 2"
msgid "Split 3"
msgstr "Раздельный 3"
+msgid "Blend Splits"
+msgstr "Смешивание разделений"
+
+msgid "Fade Start"
+msgstr "Начало исчезания"
+
+msgid "Pancake Size"
+msgstr "Размер блина"
+
+msgid "Sky Mode"
+msgstr "Режим неба"
+
msgid "Omni"
-msgstr "Омни"
+msgstr "Всенаправленный"
msgid "Shadow Mode"
msgstr "Режим тени"
@@ -4415,7 +6193,10 @@ msgid "Spot"
msgstr "Точечный"
msgid "Angle Attenuation"
-msgstr "Угол угасания"
+msgstr "Угловая кривая затухания"
+
+msgid "Light Texture"
+msgstr "Текстура света"
msgid "Quality"
msgstr "Качество"
@@ -4423,12 +6204,33 @@ msgstr "Качество"
msgid "Bounces"
msgstr "Отражения"
+msgid "Bounce Indirect Energy"
+msgstr "Непрямая энергия отражения"
+
+msgid "Directional"
+msgstr "Хранение данных о направлении"
+
+msgid "Use Texture for Bounces"
+msgstr "Использовать текстуру для отражений"
+
msgid "Interior"
msgstr "Интерьер"
msgid "Use Denoiser"
msgstr "Использовать шумоподавитель"
+msgid "Denoiser Strength"
+msgstr "Сила шумоподавителя"
+
+msgid "Denoiser Range"
+msgstr "Диапазон шумоподавителя"
+
+msgid "Texel Scale"
+msgstr "Тексельный масштаб"
+
+msgid "Max Texture Size"
+msgstr "Макс. размер текстуры"
+
msgid "Custom Sky"
msgstr "Пользовательское небо"
@@ -4438,17 +6240,47 @@ msgstr "Пользовательский цвет"
msgid "Custom Energy"
msgstr "Пользовательская энергия"
+msgid "Camera Attributes"
+msgstr "Атрибуты камеры"
+
+msgid "Gen Probes"
+msgstr "Генерировать зонды"
+
msgid "Subdiv"
-msgstr "Подразделение (Subdiv)"
+msgstr "Подразделение"
msgid "Light Data"
msgstr "Данные света"
+msgid "Surface Material Override"
+msgstr "Переопределение материала поверхности"
+
+msgid "Path Height Offset"
+msgstr "Смещение высоты пути"
+
+msgid "Use 3D Avoidance"
+msgstr "Использовать уклонение 3D"
+
+msgid "Keep Y Velocity"
+msgstr "Сохранить быстроту по Y"
+
+msgid "Navigation Mesh"
+msgstr "Сетка навигации"
+
msgid "Quaternion"
msgstr "Кватернион"
msgid "Basis"
-msgstr "Базовый"
+msgstr "Базис"
+
+msgid "Rotation Edit Mode"
+msgstr "Режим редактирования вращения"
+
+msgid "Rotation Order"
+msgstr "Порядок вращения"
+
+msgid "Top Level"
+msgstr "Верхний уровень"
msgid "Visibility"
msgstr "Видимость"
@@ -4456,17 +6288,68 @@ msgstr "Видимость"
msgid "Visible"
msgstr "Видимый"
+msgid "Visibility Parent"
+msgstr "Родительский элемент диапазона видимости"
+
+msgid "Bake"
+msgstr "Запекание"
+
+msgid "Rotation Mode"
+msgstr "Режим вращения"
+
+msgid "Use Model Front"
+msgstr "Использовать переднюю часть модели"
+
+msgid "Tilt Enabled"
+msgstr "Включить наклон"
+
+msgid "Wind"
+msgstr "Ветер"
+
+msgid "Force Magnitude"
+msgstr "Величина силы"
+
+msgid "Attenuation Factor"
+msgstr "Коэффициент затухания"
+
+msgid "Source Path"
+msgstr "Путь к источнику"
+
msgid "Reverb Bus"
-msgstr "Шина реверба"
+msgstr "Шина реверберации"
+
+msgid "Uniformity"
+msgstr "Однообразие"
+
+msgid "Ray Pickable"
+msgstr "Выбираемый луч"
+
+msgid "Capture on Drag"
+msgstr "Захват при перетаскивании"
+
+msgid "Swing Span"
+msgstr "Размах качания"
+
+msgid "Twist Span"
+msgstr "Размах скручивания"
+
+msgid "Relaxation"
+msgstr "Релаксация"
msgid "Linear Limit"
-msgstr "Линейный лимит"
+msgstr "Лимит линейной скорости"
msgid "X"
msgstr "X"
msgid "Upper Distance"
-msgstr "Верхняя дистанция"
+msgstr "Макс. разность точек поворота по оси X перед затуханием"
+
+msgid "Lower Distance"
+msgstr "Мин. разность точек поворота по оси X перед затуханием"
+
+msgid "Restitution"
+msgstr "Возврат"
msgid "Y"
msgstr "Y"
@@ -4474,21 +6357,47 @@ msgstr "Y"
msgid "Z"
msgstr "Z"
+msgid "Linear Motor"
+msgstr "Линейный мотор"
+
msgid "Force Limit"
-msgstr "Форсировать лимиты"
+msgstr "Предел силы"
+
+msgid "Linear Spring"
+msgstr "Линейная пружина"
msgid "Equilibrium Point"
-msgstr "Точка Равновесия"
+msgstr "Точка равновесия"
msgid "Upper Angle"
-msgstr "Верхний Угол"
+msgstr ""
+"Мин. вращение в полож. направлении для освобождения и поворота вокруг оси Y"
msgid "Lower Angle"
-msgstr "Нижний угол"
+msgstr ""
+"Мин. вращение в отриц. направлении для освобождения и поворота вокруг оси Y"
msgid "ERP"
msgstr "ERP"
+msgid "Angular Motor"
+msgstr "Угловой мотор"
+
+msgid "Angular Spring"
+msgstr "Угловая пружина"
+
+msgid "Params"
+msgstr "Параметры"
+
+msgid "Max Impulse"
+msgstr "Макс. импульс"
+
+msgid "Solver Priority"
+msgstr "Приоритет решателя"
+
+msgid "Exclude Nodes From Collision"
+msgstr "Исключить узлы из столкновения"
+
msgid "Impulse Clamp"
msgstr "Ограничение импульса"
@@ -4496,13 +6405,19 @@ msgid "Linear Motion"
msgstr "Линейное движение"
msgid "Linear Ortho"
-msgstr "Линейный ортогональный"
+msgstr "Линейное ортогональное"
msgid "Angular Motion"
msgstr "Угловое движение"
+msgid "Angular Ortho"
+msgstr "Угловое ортогональное"
+
msgid "Joint Constraints"
-msgstr "Ограничения соединений"
+msgstr "Ограничения сустава"
+
+msgid "Angular Limit Enabled"
+msgstr "Включить лимит угловой скорости"
msgid "Angular Limit Upper"
msgstr "Верхний лимит угловой скорости"
@@ -4516,17 +6431,71 @@ msgstr "Смещение лимита угловой скорости"
msgid "Angular Limit Softness"
msgstr "Мягкость лимита угловой скорости"
+msgid "Angular Limit Relaxation"
+msgstr "Релаксация лимита угловой скорости"
+
msgid "Linear Limit Upper"
-msgstr "Линейный лимит верхний"
+msgstr "Верхний лимит линейной скорости"
msgid "Linear Limit Lower"
-msgstr "Линейный лимит нижний"
+msgstr "Нижний лимит линейной скорости"
+
+msgid "Linear Limit Softness"
+msgstr "Мягкость лимита линейной скорости"
+
+msgid "Linear Limit Restitution"
+msgstr "Возврат после превышения лимита линейной скорости"
+
+msgid "Linear Limit Damping"
+msgstr "Затухание после превышения лимита линейной скорости"
+
+msgid "Angular Limit Restitution"
+msgstr "Возврат после превышения лимита угловой скорости"
+
+msgid "Angular Limit Damping"
+msgstr "Затухание после превышения лимита угловой скорости"
+
+msgid "Linear Limit Enabled"
+msgstr "Включить лимит линейной скорости"
+
+msgid "Linear Spring Enabled"
+msgstr "Включить линейную пружину"
+
+msgid "Linear Spring Stiffness"
+msgstr "Жёсткость линейной пружины"
+
+msgid "Linear Spring Damping"
+msgstr "Затухание линейной пружины"
+
+msgid "Linear Equilibrium Point"
+msgstr "Точка линейного равновесия"
+
+msgid "Linear Restitution"
+msgstr "Возврат для линейной скорости"
+
+msgid "Linear Damping"
+msgstr "Линейное затухание"
+
+msgid "Angular Restitution"
+msgstr "Возврат для угловой скорости"
+
+msgid "Angular Damping"
+msgstr "Угловое затухание"
+
+msgid "Angular Spring Enabled"
+msgstr "Включить угловую пружину"
+
+msgid "Angular Spring Stiffness"
+msgstr "Жёсткость угловой пружины"
msgid "Angular Spring Damping"
-msgstr "Угловое Затухание Пружины"
+msgstr "Затухание угловой пружины"
msgid "Angular Equilibrium Point"
-msgstr "Угловая Точка Равновесия"
+msgstr "Точка углового равновесия"
+
+msgid "Body Offset"
+msgstr "Смещение тела"
msgid "Friction"
msgstr "Трение"
@@ -4534,57 +6503,123 @@ msgstr "Трение"
msgid "Bounce"
msgstr "Отскок"
+msgid "Linear Damp Mode"
+msgstr "Режим линейного затухания"
+
+msgid "Angular Damp Mode"
+msgstr "Режим углового затухания"
+
msgid "Axis Lock"
-msgstr "Заблокировать ось"
+msgstr "Блокировка оси"
msgid "Linear X"
-msgstr "Линейный X"
+msgstr "Линейное перемещение по X"
msgid "Linear Y"
-msgstr "Линейный Y"
+msgstr "Линейное перемещение по Y"
msgid "Linear Z"
-msgstr "Линейный Z"
+msgstr "Линейное перемещение по Z"
msgid "Angular X"
-msgstr "Угловая скорость X"
+msgstr "Вращение по X"
msgid "Angular Y"
-msgstr "Угловая скорость Y"
+msgstr "Вращение по Y"
msgid "Angular Z"
-msgstr "Угловая скорость Z"
+msgstr "Вращение по Z"
+
+msgid "Hit Back Faces"
+msgstr "Удар по задним граням"
msgid "Debug Shape"
-msgstr "Форма отладчика"
+msgstr "Форма для отладки"
msgid "Spring Length"
msgstr "Длина пружины"
+msgid "Per-Wheel Motion"
+msgstr "Движение на колесо"
+
msgid "Engine Force"
msgstr "Сила движка"
+msgid "Brake"
+msgstr "Тормоз"
+
+msgid "Steering"
+msgstr "Руль"
+
+msgid "VehicleBody3D Motion"
+msgstr "Движение VehicleBody3D"
+
+msgid "Use as Traction"
+msgstr "Использовать в качестве сцепления"
+
+msgid "Use as Steering"
+msgstr "Использовать в качестве руля"
+
msgid "Wheel"
msgstr "Колесо"
msgid "Roll Influence"
-msgstr "Влияние поворота"
+msgstr "Влияние вращения"
+
+msgid "Friction Slip"
+msgstr "Проскальзывание при трении"
msgid "Suspension"
msgstr "Подвеска"
msgid "Travel"
-msgstr "Переместится"
+msgstr "Расстояние перемещения"
msgid "Max Force"
-msgstr "Макс Сила"
+msgstr "Макс. сила"
+
+msgid "Origin Offset"
+msgstr "Смещение начала координат"
+
+msgid "Box Projection"
+msgstr "Проекция «коробки»"
msgid "Enable Shadows"
msgstr "Включить тени"
+msgid "Reflection Mask"
+msgstr "Маска отражения"
+
+msgid "Mesh LOD Threshold"
+msgstr "Порог уровня детализации сетки"
+
+msgid "Ambient"
+msgstr "Рассеяние"
+
+msgid "Color Energy"
+msgstr "Энергия цвета"
+
msgid "Bones"
msgstr "Кости"
+msgid "Motion Scale"
+msgstr "Масштаб движения"
+
+msgid "Show Rest Only"
+msgstr "Показывать только покой"
+
+msgid "Modifier"
+msgstr "Модификатор"
+
+msgid "Callback Mode Process"
+msgstr "Уведомление обработки для обновления анимации"
+
+msgid "Deprecated"
+msgstr "Устарело"
+
+msgid "Animate Physical Bones"
+msgstr "Анимировать физические кости"
+
msgid "Root Bone"
msgstr "Корневая кость"
@@ -4594,6 +6629,9 @@ msgstr "Конечная кость"
msgid "Target"
msgstr "Цель"
+msgid "Override Tip Basis"
+msgstr "Переопределить вращение конечной кости"
+
msgid "Use Magnet"
msgstr "Использовать магнит"
@@ -4604,16 +6642,19 @@ msgid "Target Node"
msgstr "Целевой узел"
msgid "Min Distance"
-msgstr "Минимальное расстояние"
+msgstr "Мин. расстояние"
msgid "Max Iterations"
-msgstr "Макс повторений"
+msgstr "Макс. кол-во итераций"
msgid "Active"
msgstr "Активный"
+msgid "Influence"
+msgstr "Влияние"
+
msgid "Pinned Points"
-msgstr "Закрепленные точки"
+msgstr "Закреплённые точки"
msgid "Attachments"
msgstr "Приложения"
@@ -4621,6 +6662,9 @@ msgstr "Приложения"
msgid "Point Index"
msgstr "Индекс точки"
+msgid "Spatial Attachment Path"
+msgstr "Путь пространственной привязки"
+
msgid "Parent Collision Ignore"
msgstr "Игнорировать родительские столкновения"
@@ -4631,25 +6675,52 @@ msgid "Total Mass"
msgstr "Общая масса"
msgid "Linear Stiffness"
-msgstr "Линейная Жесткость"
+msgstr "Линейная жёсткость"
msgid "Pressure Coefficient"
msgstr "Коэффициент давления"
msgid "Damping Coefficient"
-msgstr "Коэффициент ослабления"
+msgstr "Коэффициент затухания"
msgid "Drag Coefficient"
msgstr "Коэффициент сопротивления"
+msgid "Track Physics Step"
+msgstr "Шаг отслеживания физики"
+
+msgid "Sorting"
+msgstr "Сортировка"
+
+msgid "Use AABB Center"
+msgstr "Использовать центр AABB"
+
msgid "Geometry"
msgstr "Геометрия"
msgid "Material Override"
-msgstr "Переопределить материалы"
+msgstr "Переопределение материала"
+
+msgid "Material Overlay"
+msgstr "Наложение материала"
+
+msgid "Transparency"
+msgstr "Прозрачность"
+
+msgid "Extra Cull Margin"
+msgstr "Дополнительный отступ отсечения"
+
+msgid "Custom AABB"
+msgstr "Пользовательский AABB"
msgid "LOD Bias"
-msgstr "Смещение уровней детализации"
+msgstr "Смещение уровня детализации"
+
+msgid "Ignore Occlusion Culling"
+msgstr "Игнорировать отсечение невидимой геометрии"
+
+msgid "Global Illumination"
+msgstr "Глобальное освещение"
msgid "Lightmap Scale"
msgstr "Масштаб карты освещения"
@@ -4663,23 +6734,68 @@ msgstr "Распространение"
msgid "Use Two Bounces"
msgstr "Использовать два отражения"
+msgid "Body Tracker"
+msgstr "Отслеживание тела"
+
+msgid "Body Update"
+msgstr "Обновление тела"
+
+msgid "Face Tracker"
+msgstr "Отслеживание лица"
+
+msgid "Hand Tracker"
+msgstr "Отслеживание рук"
+
+msgid "Tracker"
+msgstr "Отслеживание"
+
msgid "Pose"
msgstr "Поза"
msgid "Show When Tracked"
-msgstr "Показать при Отслеживании"
+msgstr "Показать при отслеживании"
+
+msgid "World Scale"
+msgstr "Масштаб мира"
+
+msgid "Play Mode"
+msgstr "Режим воспроизведения"
+
+msgid "Use Custom Timeline"
+msgstr "Использовать пользовательскую временную шкалу"
+
+msgid "Timeline Length"
+msgstr "Длина временной шкалы"
+
+msgid "Stretch Time Scale"
+msgstr "Растягиваемая шкала времени"
msgid "Sync"
msgstr "Синхронизация"
msgid "Mix Mode"
-msgstr "Mix режим"
+msgstr "Режим смешивания"
msgid "Fadein Time"
msgstr "Время появления"
+msgid "Fadein Curve"
+msgstr "Кривая появления"
+
+msgid "Fadeout Time"
+msgstr "Время исчезания"
+
+msgid "Fadeout Curve"
+msgstr "Кривая исчезания"
+
+msgid "Break Loop at End"
+msgstr "Разрывать цикл в конце"
+
msgid "Auto Restart"
-msgstr "автоматически перезапускать"
+msgstr "Автоматический перезапуск"
+
+msgid "Autorestart"
+msgstr "Автоперезапуск"
msgid "Delay"
msgstr "Задержка"
@@ -4688,17 +6804,53 @@ msgid "Random Delay"
msgstr "Случайная задержка"
msgid "Xfade Time"
-msgstr "Время Xfade"
+msgstr "Время плавного перехода"
+
+msgid "Xfade Curve"
+msgstr "Кривая плавного перехода"
msgid "Allow Transition to Self"
msgstr "Разрешить переход к себе"
+msgid "Input Count"
+msgstr "Количество портов ввода"
+
+msgid "Request"
+msgstr "Запрос"
+
+msgid "Internal Active"
+msgstr "Внутренний активный"
+
msgid "Add Amount"
msgstr "Добавить количество"
msgid "Blend Amount"
msgstr "Количество смешивания"
+msgid "Sub Amount"
+msgstr "Подколичество"
+
+msgid "Seek Request"
+msgstr "Запрос поиска"
+
+msgid "Current Index"
+msgstr "Текущий индекс"
+
+msgid "Current State"
+msgstr "Текущее состояние"
+
+msgid "Transition Request"
+msgstr "Запрос перехода"
+
+msgid "Libraries"
+msgstr "Библиотеки"
+
+msgid "Deterministic"
+msgstr "Детерминистский алгоритм"
+
+msgid "Reset on Save"
+msgstr "Сбросить при сохранении"
+
msgid "Root Node"
msgstr "Корневой узел"
@@ -4708,6 +6860,9 @@ msgstr "Корневое движение"
msgid "Track"
msgstr "Дорожка"
+msgid "Callback Mode"
+msgstr "Режим обратного вызова"
+
msgid "Method"
msgstr "Метод"
@@ -4715,13 +6870,16 @@ msgid "Discrete"
msgstr "Дискретный"
msgid "Reset"
-msgstr "Сбросить"
+msgstr "Сброс"
msgid "Switch"
-msgstr "Множественный выбор"
+msgstr "Переключение"
msgid "Switch Mode"
-msgstr "Режим переключения"
+msgstr "Тип перехода"
+
+msgid "Advance"
+msgstr "Продвижение"
msgid "Condition"
msgstr "Условие"
@@ -4729,74 +6887,248 @@ msgstr "Условие"
msgid "Expression"
msgstr "Выражение"
+msgid "State Machine Type"
+msgstr "Тип машины состояний"
+
+msgid "Reset Ends"
+msgstr "Сброс для начального и конечного узлов"
+
msgid "Current Animation"
msgstr "Текущая анимация"
+msgid "Playback Options"
+msgstr "Параметры воспроизведения"
+
+msgid "Auto Capture"
+msgstr "Автозахват"
+
+msgid "Auto Capture Duration"
+msgstr "Длительность автозахвата"
+
+msgid "Auto Capture Transition Type"
+msgstr "Тип перехода автозахвата"
+
+msgid "Auto Capture Ease Type"
+msgstr "Тип смягчения автозахвата"
+
msgid "Default Blend Time"
-msgstr "Время смешения по умолчанию"
+msgstr "Время смешивания по умолчанию"
msgid "Movie Quit on Finish"
-msgstr "Закрытие клипа по окончанию"
+msgstr "Выход из Movie Maker по окончании воспроизведения"
msgid "Tree Root"
msgstr "Корень дерева"
+msgid "Advance Expression Base Node"
+msgstr "Базовый узел для вычисления выражения"
+
msgid "Anim Player"
-msgstr "Анимация игрока"
+msgstr "Проигрыватель анимации"
msgid "Animation Path"
-msgstr "Путь анимации"
+msgstr "Путь к узлу анимации"
msgid "Zero Y"
msgstr "Ноль Y"
msgid "Mix Target"
-msgstr "Смешанная цель"
+msgstr "Цель микширования"
msgid "Ratio"
msgstr "Пропорции"
msgid "Stretch Mode"
-msgstr "Режим растяжения"
+msgstr "Режим растягивания"
msgid "Alignment"
msgstr "Выравнивание"
msgid "Button Pressed"
-msgstr "Нажатая кнопка"
+msgstr "Нажатие кнопки"
msgid "Action Mode"
msgstr "Режим действия"
+msgid "Keep Pressed Outside"
+msgstr "Оставить кнопку нажатой при перемещении курсора наружу во время нажатия"
+
msgid "Button Group"
msgstr "Группа кнопок"
+msgid "Shortcut Feedback"
+msgstr "Обратная связь горячей клавиши"
+
+msgid "Shortcut in Tooltip"
+msgstr "Горячая клавиша в подсказке"
+
+msgid "Button Shortcut Feedback Highlight Time"
+msgstr "Время подсветки обратной связи горячей клавиши"
+
+msgid "Allow Unpress"
+msgstr "Разрешить снятие нажатия со всех кнопок в группе"
+
+msgid "Text Behavior"
+msgstr "Поведение текста"
+
+msgid "Text Overrun Behavior"
+msgstr "Поведение при текстовом переполнении"
+
+msgid "Clip Text"
+msgstr "Обрезать текст"
+
+msgid "Icon Behavior"
+msgstr "Поведение значка"
+
+msgid "Icon Alignment"
+msgstr "Выравнивание значков"
+
+msgid "Vertical Icon Alignment"
+msgstr "Вертикальное выравнивание значков"
+
msgid "Expand Icon"
-msgstr "Расширить иконку"
+msgstr "Подгонять размер значка под размер кнопки"
+
+msgid "Use Top Left"
+msgstr "Использовать верхний левый угол"
msgid "Symbol Lookup on Click"
msgstr "Поиск символа при нажатии"
+msgid "Line Folding"
+msgstr "Сворачивание строк"
+
+msgid "Line Length Guidelines"
+msgstr "Рекомендации по длине строк"
+
+msgid "Draw Breakpoints Gutter"
+msgstr "Рисовать полосу точек останова"
+
+msgid "Draw Bookmarks"
+msgstr "Рисовать закладки"
+
+msgid "Draw Executing Lines"
+msgstr "Рисовать выполняемые строки"
+
+msgid "Draw Line Numbers"
+msgstr "Рисовать номера строк"
+
+msgid "Zero Pad Line Numbers"
+msgstr "Заполнять номера строк нулями"
+
+msgid "Draw Fold Gutter"
+msgstr "Рисовать полосу сворачивания"
+
+msgid "Delimiters"
+msgstr "Разделители"
+
+msgid "Comments"
+msgstr "Комментарии"
+
+msgid "Code Completion"
+msgstr "Завершение кода"
+
+msgid "Prefixes"
+msgstr "Префиксы"
+
msgid "Indentation"
msgstr "Отступ"
+msgid "Use Spaces"
+msgstr "Использовать пробелы"
+
+msgid "Automatic"
+msgstr "Автоматически"
+
+msgid "Automatic Prefixes"
+msgstr "Автоматические префиксы"
+
+msgid "Auto Brace Completion"
+msgstr "Автозакрытие скобок"
+
+msgid "Highlight Matching"
+msgstr "Подсветка соответствий"
+
msgid "Pairs"
msgstr "Пары"
+msgid "Edit Alpha"
+msgstr "Редактировать альфа"
+
+msgid "Color Mode"
+msgstr "Режим цвета"
+
msgid "Deferred Mode"
msgstr "Отложенный режим"
+msgid "Picker Shape"
+msgstr "Форма области выбора цвета"
+
msgid "Can Add Swatches"
msgstr "Можно добавить образцы"
+msgid "Customization"
+msgstr "Пользовательские параметры"
+
+msgid "Sampler Visible"
+msgstr "Видимый сэмплер"
+
+msgid "Color Modes Visible"
+msgstr "Видимые режимы цвета"
+
+msgid "Sliders Visible"
+msgstr "Видимые ползунки"
+
+msgid "Hex Visible"
+msgstr "Видимое поле ввода шестнадцатеричного кода цвета"
+
msgid "Presets Visible"
-msgstr "Видимые пресеты"
+msgstr "Видимые предустановки"
+
+msgid "Theme Overrides"
+msgstr "Переопределения темы"
+
+msgid "Constants"
+msgstr "Константы"
+
+msgid "Font Sizes"
+msgstr "Размеры шрифта"
+
+msgid "Styles"
+msgstr "Стили"
+
+msgid "Clip Contents"
+msgstr "Обрезать по содержимому"
+
+msgid "Custom Minimum Size"
+msgstr "Пользовательский минимальный размер"
+
+msgid "Layout Direction"
+msgstr "Направление макета"
+
+msgid "Layout Mode"
+msgstr "Режим макета"
+
+msgid "Anchors Preset"
+msgstr "Предустановка якорей"
+
+msgid "Anchor Points"
+msgstr "Якорные точки"
+
+msgid "Anchor Offsets"
+msgstr "Смещения якоря"
msgid "Grow Direction"
msgstr "Направление роста"
+msgid "Pivot Offset"
+msgstr "Смещение поворота"
+
+msgid "Container Sizing"
+msgstr "Настройка размера контейнера"
+
msgid "Stretch Ratio"
-msgstr "Коэффициент растяжения"
+msgstr "Коэффициент растягивания"
msgid "Localization"
msgstr "Локализация"
@@ -4810,6 +7142,18 @@ msgstr "Подсказка"
msgid "Focus"
msgstr "Фокус"
+msgid "Neighbor Left"
+msgstr "Сосед слева"
+
+msgid "Neighbor Top"
+msgstr "Сосед сверху"
+
+msgid "Neighbor Right"
+msgstr "Сосед справа"
+
+msgid "Neighbor Bottom"
+msgstr "Сосед снизу"
+
msgid "Next"
msgstr "Следующая"
@@ -4819,36 +7163,135 @@ msgstr "Предыдущая"
msgid "Mouse"
msgstr "Мышь"
+msgid "Force Pass Scroll Events"
+msgstr "Принудительная передача событий прокрутки"
+
msgid "Default Cursor Shape"
msgstr "Форма курсора по умолчанию"
+msgid "Shortcut Context"
+msgstr "Контекст горячей клавиши"
+
+msgid "Type Variation"
+msgstr "Вариация типа"
+
+msgid "OK Button Text"
+msgstr "Текст кнопки «OK»"
+
msgid "Dialog"
msgstr "Диалог"
+msgid "Hide on OK"
+msgstr "Скрыть при нажатии кнопки «OK»"
+
+msgid "Close on Escape"
+msgstr "Закрыть при нажатии кнопки «Escape»"
+
msgid "Autowrap"
msgstr "Автоперенос"
+msgid "Cancel Button Text"
+msgstr "Текст кнопки «Отмена»"
+
+msgid "Mode Overrides Title"
+msgstr "Режим переопределяет заголовок"
+
+msgid "Root Subfolder"
+msgstr "Корневая подпапка"
+
+msgid "Use Native Dialog"
+msgstr "Использовать нативный диалог"
+
+msgid "Last Wrap Alignment"
+msgstr "Выравнивание для последнего переноса"
+
+msgid "Reverse Fill"
+msgstr "Обратная заливка"
+
msgid "Show Grid"
msgstr "Показать сетку"
+msgid "Snapping Enabled"
+msgstr "Включить привязку"
+
+msgid "Snapping Distance"
+msgstr "Расстояние привязки"
+
+msgid "Panning Scheme"
+msgstr "Схема панорамирования"
+
+msgid "Right Disconnects"
+msgstr "Правый разъединяет"
+
+msgid "Connection Lines"
+msgstr "Соединительные линии"
+
+msgid "Curvature"
+msgstr "Кривизна"
+
msgid "Zoom Min"
-msgstr "Приблизить Min"
+msgstr "Мин. масштабирование"
msgid "Zoom Max"
-msgstr "Приблизить Max"
+msgstr "Макс. масштабирование"
msgid "Zoom Step"
-msgstr "Приблизить шаг"
+msgstr "Шаг масштабирования"
msgid "Toolbar Menu"
msgstr "Меню панели инструментов"
+msgid "Show Menu"
+msgstr "Показать меню"
+
+msgid "Show Zoom Label"
+msgstr "Показать подпись масштаба"
+
+msgid "Show Zoom Buttons"
+msgstr "Показать кнопки масштабирования"
+
+msgid "Show Grid Buttons"
+msgstr "Показать кнопки сетки"
+
+msgid "Show Minimap Button"
+msgstr "Показать кнопку миникарты"
+
+msgid "Show Arrange Button"
+msgstr "Показать кнопку упорядочения"
+
+msgid "Position Offset"
+msgstr "Смещение позиции"
+
+msgid "Draggable"
+msgstr "Возможно перетаскивание"
+
+msgid "Selectable"
+msgstr "Доступно для выбора"
+
msgid "Selected"
msgstr "Выделено"
msgid "Title"
msgstr "Заголовок"
+msgid "Autoshrink Enabled"
+msgstr "Автосжатие включено"
+
+msgid "Autoshrink Margin"
+msgstr "Отступ автосжатия"
+
+msgid "Drag Margin"
+msgstr "Отступ перетаскивания"
+
+msgid "Tint Color Enabled"
+msgstr "Оттенок цвета включён"
+
+msgid "Tint Color"
+msgstr "Оттенок цвета"
+
+msgid "Ignore Invalid Connection Type"
+msgstr "Игнорировать некорректный тип соединения"
+
msgid "Select Mode"
msgstr "Режим выделения"
@@ -4856,22 +7299,22 @@ msgid "Allow Reselect"
msgstr "Разрешить перевыбор"
msgid "Allow RMB Select"
-msgstr "Разрешить выбор ПКМ"
+msgstr "Разрешить выбор с помощью ПКМ"
msgid "Allow Search"
msgstr "Разрешить поиск"
msgid "Max Text Lines"
-msgstr "Макс. линий текста"
+msgstr "Макс. кол-во строк текста"
msgid "Auto Height"
-msgstr "Авто высота"
+msgstr "Автовысота"
msgid "Items"
msgstr "Элементы"
msgid "Max Columns"
-msgstr "Макс. количество столбцов"
+msgstr "Макс. кол-во столбцов"
msgid "Same Column Width"
msgstr "Одинаковая ширина столбца"
@@ -4880,25 +7323,49 @@ msgid "Fixed Column Width"
msgstr "Фиксированная ширина столбца"
msgid "Icon Mode"
-msgstr "Режим иконки"
+msgstr "Режим значка"
msgid "Icon Scale"
-msgstr "Масштаб иконки"
+msgstr "Масштаб значка"
msgid "Fixed Icon Size"
-msgstr "Фиксированный размер иконки"
+msgstr "Фиксированный размер значка"
+
+msgid "Label Settings"
+msgstr "Параметры подписи"
+
+msgid "Ellipsis Char"
+msgstr "Символ многоточия"
+
+msgid "Tab Stops"
+msgstr "Ограничители табуляции"
+
+msgid "Displayed Text"
+msgstr "Отображаемый текст"
msgid "Lines Skipped"
msgstr "Пропущенные строки"
msgid "Max Lines Visible"
-msgstr "Максимальное количество видимых линий"
+msgstr "Макс. кол-во видимых линий"
msgid "Visible Characters"
msgstr "Видимые символы"
+msgid "Visible Characters Behavior"
+msgstr "Поведение видимых символов"
+
+msgid "Visible Ratio"
+msgstr "Коэффициент видимых символов"
+
+msgid "Placeholder Text"
+msgstr "Текст-заполнитель"
+
msgid "Max Length"
-msgstr "Макс длина"
+msgstr "Макс. длина"
+
+msgid "Expand to Text Length"
+msgstr "Развернуть до длины текста"
msgid "Context Menu Enabled"
msgstr "Включить контекстное меню"
@@ -4906,8 +7373,11 @@ msgstr "Включить контекстное меню"
msgid "Virtual Keyboard Enabled"
msgstr "Включить виртуальную клавиатуру"
+msgid "Virtual Keyboard Type"
+msgstr "Тип виртуальной клавиатуры"
+
msgid "Clear Button Enabled"
-msgstr "Включить кнопку очистки"
+msgstr "Включить кнопку «Очистить»"
msgid "Shortcut Keys Enabled"
msgstr "Включить горячие клавиши"
@@ -4918,44 +7388,107 @@ msgstr "Включить вставку средней кнопкой мыши"
msgid "Selecting Enabled"
msgstr "Включить выделение"
+msgid "Deselect on Focus Loss Enabled"
+msgstr "Включить снятие выделения при потере фокуса"
+
+msgid "Drag and Drop Selection Enabled"
+msgstr "Включить перетаскивание выделенного"
+
msgid "Right Icon"
-msgstr "Правая иконка"
+msgstr "Значок справа"
+
+msgid "Draw Control Chars"
+msgstr "Рисовать управляющие символы"
+
+msgid "Select All on Focus"
+msgstr "Выделять всё при фокусе"
msgid "Blink"
-msgstr "Мерцание"
+msgstr "Мигание"
+
+msgid "Blink Interval"
+msgstr "Интервал мигания"
+
+msgid "Column"
+msgstr "Столбец"
+
+msgid "Force Displayed"
+msgstr "Принудительный показ курсора"
msgid "Mid Grapheme"
-msgstr "Средняя графема"
+msgstr "Посередине графемы"
msgid "Secret"
msgstr "Секретное"
+msgid "Secret Character"
+msgstr "Секретный символ"
+
msgid "Underline"
-msgstr "Подчеркивание"
+msgstr "Подчёркивание"
+
+msgid "URI"
+msgstr "URI"
+
+msgid "Start Index"
+msgstr "Начальный индекс"
+
+msgid "Switch on Hover"
+msgstr "Переключить при наведении"
msgid "Prefer Global Menu"
-msgstr "Выбрать глобальное меню"
+msgstr "Предпочитать глобальное меню"
+
+msgid "Draw Center"
+msgstr "Рисовать центр"
msgid "Region Rect"
-msgstr "Прямоугольный регион"
+msgstr "Прямоугольник области"
+
+msgid "Patch Margin"
+msgstr "Отступ участка"
msgid "Axis Stretch"
-msgstr "Осевое растяжение"
+msgstr "Растягивание оси"
msgid "Fit to Longest Item"
msgstr "Подогнать по самому длинному элементу"
+msgid "Hide on Item Selection"
+msgstr "Скрывать при выборе элемента"
+
+msgid "Hide on Checkable Item Selection"
+msgstr "Скрывать при выборе элемента с флажком"
+
+msgid "Hide on State Item Selection"
+msgstr "Скрывать при выборе элемента состояния"
+
msgid "Submenu Popup Delay"
-msgstr "Задержка всплывающего уведомления подменю"
+msgstr "Задержка всплывающего окна пункта подменю"
+
+msgid "System Menu ID"
+msgstr "Идентификатор системного меню"
+
+msgid "Prefer Native Menu"
+msgstr "Предпочитать нативное меню"
msgid "Fill Mode"
msgstr "Режим заполнения"
+msgid "Show Percentage"
+msgstr "Показать процент"
+
+msgid "Indeterminate"
+msgstr "Не определено"
+
+msgid "Preview Indeterminate"
+msgstr "Предварительный просмотр не определён"
+
msgid "Min Value"
-msgstr "Мин значение"
+msgstr "Мин. значение"
msgid "Max Value"
-msgstr "Макс значение"
+msgstr "Макс. значение"
msgid "Step"
msgstr "Шаг"
@@ -4963,8 +7496,11 @@ msgstr "Шаг"
msgid "Page"
msgstr "Страница"
+msgid "Exp Edit"
+msgstr "Экспоненциальное представление"
+
msgid "Rounded"
-msgstr "Округлённый"
+msgstr "Округление"
msgid "Allow Greater"
msgstr "Допускать большее"
@@ -4978,20 +7514,41 @@ msgstr "Цвет границы"
msgid "Border Width"
msgstr "Ширина границы"
+msgid "Elapsed Time"
+msgstr "Прошедшее время"
+
+msgid "Outline"
+msgstr "Контур"
+
msgid "Env"
msgstr "Среда"
+msgid "Glyph Index"
+msgstr "Индекс глифа"
+
+msgid "Glyph Count"
+msgstr "Количество глифов"
+
+msgid "Glyph Flags"
+msgstr "Флаги глифа"
+
msgid "Relative Index"
msgstr "Относительный индекс"
+msgid "BBCode Enabled"
+msgstr "Включить BBCode"
+
+msgid "Fit Content"
+msgstr "Вместить содержимое"
+
msgid "Scroll Active"
-msgstr "Активная прокрутка"
+msgstr "Видимая полоса прокрутки"
msgid "Scroll Following"
-msgstr "Следование за прокруткой"
+msgstr "Автоматическая прокрутка вниз с показом нового содержимого окна"
msgid "Tab Size"
-msgstr "Размер табов"
+msgstr "Размер вкладок"
msgid "Markup"
msgstr "Разметка"
@@ -5000,10 +7557,19 @@ msgid "Custom Effects"
msgstr "Пользовательские эффекты"
msgid "Meta Underlined"
-msgstr "Подчеркнутая мета"
+msgstr "Подчёркнутые метатеги"
msgid "Hint Underlined"
-msgstr "Подчеркнутая подсказка"
+msgstr "Подчёркнутые теги подсказок"
+
+msgid "Threaded"
+msgstr "Фоновый поток"
+
+msgid "Progress Bar Delay"
+msgstr "Задержка индикатора хода выполнения"
+
+msgid "Text Selection"
+msgstr "Выделение текста"
msgid "Selection Enabled"
msgstr "Включить выделение"
@@ -5014,56 +7580,148 @@ msgstr "Пользовательский шаг"
msgid "Follow Focus"
msgstr "Следовать за фокусом"
+msgid "Horizontal Custom Step"
+msgstr "Пользовательский шаг по горизонтали"
+
+msgid "Vertical Custom Step"
+msgstr "Пользовательский шаг по вертикали"
+
+msgid "Horizontal Scroll Mode"
+msgstr "Режим горизонтальной прокрутки"
+
+msgid "Vertical Scroll Mode"
+msgstr "Режим вертикальной прокрутки"
+
+msgid "Scroll Deadzone"
+msgstr "Мёртвая зона прокрутки"
+
msgid "Default Scroll Deadzone"
-msgstr "Мертвая зона прокрутки по умолчанию"
+msgstr "Мёртвая зона прокрутки по умолчанию"
msgid "Scrollable"
-msgstr "Прокручиваемый"
+msgstr "Можно изменить с помощью прокрутки"
msgid "Tick Count"
-msgstr "Счетчик галочек"
+msgstr "Счётчик делений"
+
+msgid "Ticks on Borders"
+msgstr "Деления на границах"
+
+msgid "Update on Text Changed"
+msgstr "Обновлять при изменении текста"
+
+msgid "Custom Arrow Step"
+msgstr "Пользовательский шаг стрелки"
+
+msgid "Split Offset"
+msgstr "Смещение разделения"
msgid "Collapsed"
-msgstr "Свернуто"
+msgstr "Свёрнуто"
+
+msgid "Dragger Visibility"
+msgstr "Видимость перетаскивателя"
msgid "Stretch Shrink"
-msgstr "Растянуть сжать"
+msgstr "Растянуть со сжатием"
msgid "Current Tab"
msgstr "Текущая вкладка"
+msgid "Tab Alignment"
+msgstr "Выравнивание вкладок"
+
+msgid "Clip Tabs"
+msgstr "Обрезать вкладки"
+
msgid "Tab Close Display Policy"
-msgstr "Tab Закрывает Политику отображения"
+msgstr "Политика показа кнопки закрытия вкладок"
+
+msgid "Max Tab Width"
+msgstr "Макс. ширина вкладки"
msgid "Scrolling Enabled"
-msgstr "Прокрутка включена"
+msgstr "Включить прокрутку"
+
+msgid "Drag to Rearrange Enabled"
+msgstr "Включить перетаскивание для изменения порядка"
+
+msgid "Tabs Rearrange Group"
+msgstr ""
+"Перетаскивание вкладок с одинаковым идентификатором изменения порядка группы"
+
+msgid "Scroll to Selected"
+msgstr "Прокрутка до выбранной вкладки"
+
+msgid "Select With RMB"
+msgstr "Выбирать с помощью ПКМ"
+
+msgid "Deselect Enabled"
+msgstr "Включить снятие выбора"
+
+msgid "Tabs"
+msgstr "Вкладки"
+
+msgid "Tabs Position"
+msgstr "Положение вкладок"
msgid "Tabs Visible"
-msgstr "Видимость вкладок"
+msgstr "Видимые вкладки"
+
+msgid "All Tabs in Front"
+msgstr "Все вкладки спереди"
msgid "Use Hidden Tabs for Min Size"
-msgstr "Использовать скрытые отступы для минимального размера"
+msgstr "Использовать скрытые вкладки при расчёте мин. размера"
+
+msgid "Tab Focus Mode"
+msgstr "Режим фокуса для вкладок"
msgid "Wrap Mode"
-msgstr "Режим привязки"
+msgstr "Режим переноса"
+
+msgid "Smooth"
+msgstr "Плавно"
+
+msgid "Past End of File"
+msgstr "После конца файла"
msgid "Fit Content Height"
msgstr "Вместить по высоте контента"
+msgid "Draw"
+msgstr "Рисование"
+
+msgid "Draw When Editable Disabled"
+msgstr "Рисовать, когда редактирование текста отключено"
+
msgid "Move on Right Click"
-msgstr "Переходить по щелчку правой кнопкой мыши"
+msgstr "Переходить по нажатию ПКМ"
+
+msgid "Multiple"
+msgstr "Несколько"
msgid "Syntax Highlighter"
msgstr "Подсветка синтаксиса"
+msgid "Visual Whitespace"
+msgstr "Визуальный пробел"
+
+msgid "Control Chars"
+msgstr "Управляющие символы"
+
msgid "Spaces"
-msgstr "Отступы"
+msgstr "Пробелы"
msgid "Text Edit Idle Detect (sec)"
msgstr "Обнаружение редактирования текста (сек)"
msgid "Text Edit Undo Stack Max Size"
-msgstr "Максимальное количество элементов для отмены редактирования текста"
+msgstr "Макс. кол-во элементов для отмены редактирования текста"
+
+msgctxt "Ordinary"
+msgid "Normal"
+msgstr "Обычный"
msgid "Hover"
msgstr "Наведение"
@@ -5071,77 +7729,137 @@ msgstr "Наведение"
msgid "Focused"
msgstr "Сфокусировано"
+msgid "Click Mask"
+msgstr "Маска щелчка"
+
+msgid "Ignore Texture Size"
+msgstr "Игнорировать размер текстуры"
+
msgid "Radial Fill"
msgstr "Радиальная заливка"
msgid "Initial Angle"
msgstr "Начальный угол"
+msgid "Fill Degrees"
+msgstr "Градусы заполнения"
+
msgid "Center Offset"
msgstr "Смещение центра"
+msgid "Nine Patch Stretch"
+msgstr "Растягивание «девять частей»"
+
+msgid "Stretch Margin"
+msgstr "Отступ растягивания"
+
msgid "Under"
msgstr "Под"
+msgid "Over"
+msgstr "Над"
+
msgid "Progress Offset"
msgstr "Смещение прогресса"
msgid "Tint"
msgstr "Оттенок"
+msgid "Expand Mode"
+msgstr "Режим разворачивания"
+
msgid "Custom Minimum Height"
msgstr "Настраиваемая минимальная высота"
msgid "Column Titles Visible"
-msgstr "Видимость заголовков столбцов"
+msgstr "Видимые заголовки столбцов"
+
+msgid "Hide Folding"
+msgstr "Скрывать стрелку сворачивания"
+
+msgid "Enable Recursive Folding"
+msgstr "Включить рекурсивное сворачивание"
msgid "Hide Root"
msgstr "Скрывать корень"
+msgid "Drop Mode Flags"
+msgstr "Флаги режима перетаскивания"
+
+msgid "Scroll Horizontal Enabled"
+msgstr "Включить горизонтальную прокрутку"
+
+msgid "Scroll Vertical Enabled"
+msgstr "Включить вертикальную прокрутку"
+
msgid "Audio Track"
msgstr "Аудиотрек"
msgid "Paused"
-msgstr "Остановлен"
+msgstr "Приостановка"
msgid "Expand"
msgstr "Развернуть"
msgid "Buffering Msec"
-msgstr "Буферизация Msec"
+msgstr "Буферизация, мсек"
+
+msgid "Self Modulate"
+msgstr "Цвет элемента холста"
msgid "Show Behind Parent"
-msgstr "Показать позади родителя"
+msgstr "Показать позади родительского элемента"
+
+msgid "Clip Children"
+msgstr "Обрезать дочерние элементы"
msgid "Light Mask"
msgstr "Маска света"
+msgid "Visibility Layer"
+msgstr "Слой видимости"
+
+msgid "Ordering"
+msgstr "Порядок"
+
msgid "Z Index"
-msgstr "Z-позиция"
+msgstr "Z-индекс"
+
+msgid "Z as Relative"
+msgstr "Относительный Z-индекс"
+
+msgid "Y Sort Enabled"
+msgstr "Включить сортировку по Y"
msgid "Use Parent Material"
-msgstr "Использовать материал родителя"
+msgstr "Использовать материал родительского элемента"
+
+msgid "Diffuse"
+msgstr "Рассеивание"
msgid "NormalMap"
-msgstr "Карта Нормалей"
+msgstr "Карта нормалей"
msgid "Shininess"
msgstr "Блеск"
msgid "Download File"
-msgstr "Загрузить файл"
+msgstr "Файл для загрузки"
msgid "Download Chunk Size"
-msgstr "Размер куска скачивания"
+msgstr "Размер блока загрузки"
+
+msgid "Accept Gzip"
+msgstr "Принимать Gzip"
msgid "Body Size Limit"
msgstr "Лимит размера тела"
msgid "Max Redirects"
-msgstr "Макс. перенаправлений"
+msgstr "Макс. кол-во перенаправлений"
msgid "Timeout"
-msgstr "Таймаут"
+msgstr "Тайм-аут"
msgid "Transfer Mode"
msgstr "Режим передачи"
@@ -5149,20 +7867,56 @@ msgstr "Режим передачи"
msgid "Transfer Channel"
msgstr "Канал передачи"
+msgid "Node Name Num Separator"
+msgstr "Разделитель имени и номера узла"
+
+msgid "Node Name Casing"
+msgstr "Регистр имён узлов"
+
+msgid "Physics Priority"
+msgstr "Приоритет физики"
+
+msgid "Thread Group"
+msgstr "Группа потоков"
+
+msgid "Group"
+msgstr "Группа"
+
+msgid "Group Order"
+msgstr "Порядок групп"
+
+msgid "Messages"
+msgstr "Сообщения"
+
+msgid "Physics Interpolation"
+msgstr "Интерполяция физики"
+
+msgid "Auto Translate"
+msgstr "Автоперевод"
+
msgid "Editor Description"
-msgstr "Редактировать описание"
+msgstr "Описание для показа в редакторе"
msgid "Time Left"
msgstr "Осталось времени"
+msgid "Debug Collisions Hint"
+msgstr "Показ форм столкновений в целях отладки"
+
+msgid "Debug Paths Hint"
+msgstr "Показ кривых из узлов Path2D и Path3D в целях отладки"
+
msgid "Debug Navigation Hint"
-msgstr "Подсказка режима навигации"
+msgstr "Показ полигонов навигации в целях отладки"
+
+msgid "Multiplayer Poll"
+msgstr "Опрос API мультиплеера"
msgid "Shapes"
msgstr "Формы"
msgid "Shape Color"
-msgstr "Цвет Формы"
+msgstr "Цвет формы"
msgid "Contact Color"
msgstr "Цвет контакта"
@@ -5170,26 +7924,104 @@ msgstr "Цвет контакта"
msgid "Geometry Color"
msgstr "Цвет геометрии"
+msgid "Geometry Width"
+msgstr "Ширина геометрии"
+
+msgid "Max Contacts Displayed"
+msgstr "Макс. кол-во отображаемых контактов"
+
msgid "Draw 2D Outlines"
-msgstr "Создать 2D контур"
+msgstr "Рисовать контуры 2D"
msgid "Anti Aliasing"
msgstr "Сглаживание"
+msgid "MSAA 2D"
+msgstr "2D MSAA"
+
+msgid "MSAA 3D"
+msgstr "3D MSAA"
+
+msgid "Viewport"
+msgstr "Окно просмотра"
+
+msgid "Transparent Background"
+msgstr "Прозрачный фон"
+
+msgid "HDR 2D"
+msgstr "2D HDR"
+
+msgid "Screen Space AA"
+msgstr "Сглаживание экранного пространства"
+
+msgid "Use TAA"
+msgstr "Использовать временное сглаживание"
+
+msgid "Use Debanding"
+msgstr "Использовать дебандинг"
+
+msgid "Use Occlusion Culling"
+msgstr "Использовать отсечение невидимой геометрии"
+
+msgid "Mesh LOD"
+msgstr "Уровень детализации сетки"
+
+msgid "LOD Change"
+msgstr "Изменение уровня детализации"
+
+msgid "Threshold Pixels"
+msgstr "Порог, пкс"
+
+msgid "Snap 2D Transforms to Pixel"
+msgstr "Привязать 2D-преобразования к пикселям"
+
+msgid "Snap 2D Vertices to Pixel"
+msgstr "Привязать 2D-вершины к пикселям"
+
+msgid "VRS"
+msgstr "VRS"
+
msgid "Lights and Shadows"
msgstr "Свет и тени"
+msgid "Positional Shadow"
+msgstr "Позиционные тени"
+
msgid "Atlas Size"
msgstr "Размер атласа"
+msgid "Atlas 16 Bits"
+msgstr "Атлас 16 бит"
+
+msgid "Atlas Quadrant 0 Subdiv"
+msgstr "Размер квадранта 0 атласа для сопоставления теней"
+
+msgid "Atlas Quadrant 1 Subdiv"
+msgstr "Размер квадранта 1 атласа для сопоставления теней"
+
+msgid "Atlas Quadrant 2 Subdiv"
+msgstr "Размер квадранта 2 атласа для сопоставления теней"
+
+msgid "Atlas Quadrant 3 Subdiv"
+msgstr "Размер квадранта 3 атласа для сопоставления теней"
+
msgid "SDF"
msgstr "ПРсЗ"
+msgid "Oversize"
+msgstr "Большой размер"
+
+msgid "Default Environment"
+msgstr "Окружение по умолчанию"
+
+msgid "Enable Object Picking"
+msgstr "Включить выбор объектов"
+
msgid "Menu"
msgstr "Меню"
msgid "Wait Time"
-msgstr "Ждать время"
+msgstr "Время ожидания"
msgid "Autostart"
msgstr "Автозапуск"
@@ -5200,6 +8032,15 @@ msgstr "Путь окна предпросмотра"
msgid "Disable 3D"
msgstr "Отключить 3D"
+msgid "Use XR"
+msgstr "Использовать XR"
+
+msgid "Own World 3D"
+msgstr "Собственный мир 3D"
+
+msgid "World 3D"
+msgstr "Мир 3D"
+
msgid "Transparent BG"
msgstr "Прозрачный фон"
@@ -5209,6 +8050,30 @@ msgstr "Обрабатывать ввод локально"
msgid "Debug Draw"
msgstr "Отладка рисовки"
+msgid "Use HDR 2D"
+msgstr "Использовать 2D HDR"
+
+msgid "Scaling 3D"
+msgstr "Масштабирование 3D"
+
+msgid "Scaling 3D Mode"
+msgstr "Режим масштабирования 3D"
+
+msgid "Scaling 3D Scale"
+msgstr "Масштаб масштабирования 3D"
+
+msgid "Texture Mipmap Bias"
+msgstr "Смещение MIP-карты текстуры"
+
+msgid "FSR Sharpness"
+msgstr "Резкость FSR"
+
+msgid "Variable Rate Shading"
+msgstr "Затенение с переменной скоростью (VRS)"
+
+msgid "Canvas Items"
+msgstr "Элементы холста"
+
msgid "Audio Listener"
msgstr "Прослушиватель звука"
@@ -5221,65 +8086,246 @@ msgstr "Включить 3D"
msgid "Object Picking"
msgstr "Выбор объектов"
+msgid "Object Picking Sort"
+msgstr "Выбор объектов (с сортировкой)"
+
+msgid "Object Picking First Only"
+msgstr "Выбор объектов (только первый)"
+
msgid "Disable Input"
msgstr "Отключить ввод"
+msgid "Positional Shadow Atlas"
+msgstr "Атлас позиционных теней"
+
+msgid "16 Bits"
+msgstr "16 бит"
+
+msgid "Quad 0"
+msgstr "Квадрант 0"
+
+msgid "Quad 1"
+msgstr "Квадрант 1"
+
+msgid "Quad 2"
+msgstr "Квадрант 2"
+
+msgid "Quad 3"
+msgstr "Квадрант 3"
+
+msgid "Canvas Cull Mask"
+msgstr "Маска отсечения холста"
+
+msgid "Size 2D Override"
+msgstr "Переопределение размера 2D"
+
+msgid "Size 2D Override Stretch"
+msgstr "Переопределение размера 2D влияет на растягивание"
+
+msgid "Render Target"
+msgstr "Цель рендеринга"
+
msgid "Clear Mode"
msgstr "Режим очистки"
msgid "Current Screen"
msgstr "Текущий экран"
+msgid "Mouse Passthrough Polygon"
+msgstr "Полигональная область принятия событий мыши"
+
+msgid "Wrap Controls"
+msgstr ""
+"Автоматически обновлять размер окна при добавлении или удалении дочернего узла"
+
+msgid "Transient"
+msgstr "Переходность"
+
+msgid "Transient to Focused"
+msgstr "От переходности к фокусировке"
+
+msgid "Exclusive"
+msgstr "Эксклюзивность"
+
+msgid "Unresizable"
+msgstr "Не поддерживает изменение размера"
+
msgid "Unfocusable"
-msgstr "Расфокусированный"
+msgstr "Не поддерживает получение фокуса"
+
+msgid "Popup Window"
+msgstr "Всплывающее окно"
msgid "Mouse Passthrough"
-msgstr "Пропускная способность мыши"
+msgstr "Проброс событий мыши"
+
+msgid "Force Native"
+msgstr "Принудительное использование нативного окна"
msgid "Min Size"
-msgstr "Минимальный размер"
+msgstr "Мин. размер"
msgid "Max Size"
-msgstr "Максимальный размер"
+msgstr "Макс. размер"
+
+msgid "Keep Title Visible"
+msgstr "Оставить заголовок видимым"
+
+msgid "Content Scale"
+msgstr "Масштаб содержимого"
+
+msgid "Swap Cancel OK"
+msgstr "Поменять местами кнопки «Отмена» и «OK»"
msgid "Layer Names"
msgstr "Имена слоя"
msgid "2D Render"
-msgstr "2D Рендеринг"
+msgstr "Рендеринг 2D"
msgid "3D Render"
-msgstr "3D Рендеринг"
+msgstr "Рендеринг 3D"
msgid "2D Physics"
-msgstr "2D Физика"
+msgstr "Физика 2D"
msgid "2D Navigation"
-msgstr "2D Навигация"
+msgstr "Навигация 2D"
msgid "3D Physics"
-msgstr "3D Физика"
+msgstr "Физика 3D"
msgid "3D Navigation"
-msgstr "3D Навигация"
+msgstr "Навигация 3D"
msgid "Segments"
msgstr "Сегменты"
+msgid "Parsed Geometry Type"
+msgstr "Тип узлов для анализа как геометрии"
+
+msgid "Parsed Collision Mask"
+msgstr "Слои физики, в которых будет выполняться поиск статичных коллайдеров"
+
msgid "Source Geometry Mode"
msgstr "Режим источника геометрии"
+msgid "Source Geometry Group Name"
+msgstr "Групповое название узлов исходной геометрии"
+
msgid "Cells"
msgstr "Ячейки"
+msgid "Baking Rect"
+msgstr "Прямоугольник запекания"
+
+msgid "Baking Rect Offset"
+msgstr "Смещение прямоугольника запекания"
+
msgid "A"
msgstr "А"
msgid "B"
msgstr "Б"
+msgid "Slide on Slope"
+msgstr "Скольжение по склону"
+
msgid "Custom Solver Bias"
-msgstr "Смещение пользовательского вычислителя"
+msgstr "Пользовательское смещение решателя"
+
+msgid "Execution Mode"
+msgstr "Режим выполнения"
+
+msgid "Target Nodepath"
+msgstr "Целевой Nodepath"
+
+msgid "Tip Nodepath"
+msgstr "Концевой Nodepath"
+
+msgid "CCDIK Data Chain Length"
+msgstr "Длина цепочки данных CCDIK"
+
+msgid "FABRIK Data Chain Length"
+msgstr "Длина цепочки данных FABRIK"
+
+msgid "Jiggle Data Chain Length"
+msgstr "Длина цепочки данных Jiggle"
+
+msgid "Default Joint Settings"
+msgstr "Параметры сустава по умолчанию"
+
+msgid "Use Gravity"
+msgstr "Использовать гравитацию"
+
+msgid "Bone Index"
+msgstr "Индекс кости"
+
+msgid "Bone 2D Node"
+msgstr "Узел 2D кости"
+
+msgid "Physical Bone Chain Length"
+msgstr "Длина цепочки физических костей"
+
+msgid "Target Minimum Distance"
+msgstr "Минимальное расстояние до цели"
+
+msgid "Target Maximum Distance"
+msgstr "Максимальное расстояние до цели"
+
+msgid "Flip Bend Direction"
+msgstr "Отразить направление сгибания"
+
+msgid "Modification Count"
+msgstr "Количество изменений"
+
+msgid "Right Side"
+msgstr "Правая сторона"
+
+msgid "Right Corner"
+msgstr "Правый угол"
+
+msgid "Bottom Right Side"
+msgstr "Нижняя правая сторона"
+
+msgid "Bottom Right Corner"
+msgstr "Нижний правый угол"
+
+msgid "Bottom Side"
+msgstr "Нижняя сторона"
+
+msgid "Bottom Corner"
+msgstr "Нижний угол"
+
+msgid "Bottom Left Side"
+msgstr "Нижняя левая сторона"
+
+msgid "Bottom Left Corner"
+msgstr "Нижний левый угол"
+
+msgid "Left Side"
+msgstr "Левая сторона"
+
+msgid "Left Corner"
+msgstr "Левый угол"
+
+msgid "Top Left Side"
+msgstr "Верхняя левая сторона"
+
+msgid "Top Left Corner"
+msgstr "Верхний левый угол"
+
+msgid "Top Side"
+msgstr "Верхняя сторона"
+
+msgid "Top Corner"
+msgstr "Верхний угол"
+
+msgid "Top Right Side"
+msgstr "Верхняя правая сторона"
+
+msgid "Top Right Corner"
+msgstr "Верхний правый угол"
msgid "Terrains"
msgstr "Местность"
@@ -5287,11 +8333,65 @@ msgstr "Местность"
msgid "Custom Data"
msgstr "Пользовательские данные"
+msgid "Tile Proxies"
+msgstr "Прокси тайлов"
+
+msgid "Source Level"
+msgstr "Исходный уровень"
+
+msgid "Coords Level"
+msgstr "Уровень координат"
+
msgid "Alternative Level"
-msgstr "Альтернативный слой"
+msgstr "Альтернативный уровень"
+
+msgid "Tile Shape"
+msgstr "Форма тайла"
+
+msgid "Tile Layout"
+msgstr "Макет тайла"
+
+msgid "Tile Offset Axis"
+msgstr "Ось смещения тайла"
+
+msgid "Tile Size"
+msgstr "Размер тайла"
msgid "UV Clipping"
-msgstr "UV отсечение"
+msgstr "Отсечение UV"
+
+msgid "Occlusion Layers"
+msgstr "Слои окклюзии"
+
+msgid "Physics Layers"
+msgstr "Слои физики"
+
+msgid "Terrain Sets"
+msgstr "Наборы местностей"
+
+msgid "Custom Data Layers"
+msgstr "Слои пользовательских данных"
+
+msgid "Scenes"
+msgstr "Сцены"
+
+msgid "Scene"
+msgstr "Сцена"
+
+msgid "Display Placeholder"
+msgstr "Показать заполнитель"
+
+msgid "Polygons Count"
+msgstr "Количество полигонов"
+
+msgid "One Way"
+msgstr "Односторонние столкновения"
+
+msgid "One Way Margin"
+msgstr "Отступ для односторонних столкновений"
+
+msgid "Terrains Peering Bit"
+msgstr "Соседние элементы для местностей"
msgid "Transpose"
msgstr "Транспонировать"
@@ -5299,8 +8399,11 @@ msgstr "Транспонировать"
msgid "Texture Origin"
msgstr "Центр координат текстуры"
+msgid "Terrain Set"
+msgstr "Набор местностей"
+
msgid "Terrain"
-msgstr "Ландшафт"
+msgstr "Местность"
msgid "Miscellaneous"
msgstr "Прочее"
@@ -5311,8 +8414,20 @@ msgstr "Вероятность"
msgid "Distance"
msgstr "Расстояние"
+msgid "Backface Collision"
+msgstr "Столкновение с задней стороны"
+
+msgid "Density"
+msgstr "Плотность"
+
+msgid "Height Falloff"
+msgstr "Падение высоты"
+
msgid "Edge Fade"
-msgstr "Затухание краев"
+msgstr "Заглаживание краёв"
+
+msgid "Density Texture"
+msgstr "Текстура плотности"
msgid "Map Width"
msgstr "Ширина карты"
@@ -5327,29 +8442,71 @@ msgid "Item"
msgstr "Элемент"
msgid "Mesh Transform"
-msgstr "Преобразование меша"
+msgstr "Преобразование сетки"
+
+msgid "Navigation Mesh Transform"
+msgstr "Преобразование сетки навигации"
msgid "Preview"
msgstr "Предпросмотр"
+msgid "Add UV2"
+msgstr "Добавить UV2"
+
+msgid "UV2 Padding"
+msgstr "Отступ UV2"
+
msgid "Subdivide Width"
-msgstr "Ширина подразделения(Subdiv)"
+msgstr "Ширина подразделения"
msgid "Subdivide Height"
-msgstr "Высота подразделения(Subdiv)"
+msgstr "Высота подразделения"
msgid "Subdivide Depth"
-msgstr "Глубина подразделения(Subdiv)"
+msgstr "Глубина подразделения"
+
+msgid "Top Radius"
+msgstr "Верхний радиус"
msgid "Bottom Radius"
msgstr "Нижний радиус"
+msgid "Cap Top"
+msgstr "Крышка сверху"
+
+msgid "Cap Bottom"
+msgstr "Крышка снизу"
+
+msgid "Left to Right"
+msgstr "Слева направо"
+
msgid "Is Hemisphere"
msgstr "Является полусферическим"
+msgid "Ring Segments"
+msgstr "Сегменты кольца"
+
+msgid "Radial Steps"
+msgstr "Радиальные шаги"
+
+msgid "Section Length"
+msgstr "Длина участка"
+
+msgid "Section Rings"
+msgstr "Количество колец на участке"
+
+msgid "Section Segments"
+msgstr "Количество сегментов на участке"
+
msgid "Curve Step"
msgstr "Шаг кривой"
+msgid "Bind Count"
+msgstr "Количество привязок"
+
+msgid "Bind"
+msgstr "Привязка"
+
msgid "Bone"
msgstr "Кость"
@@ -5362,8 +8519,14 @@ msgstr "Верхний цвет"
msgid "Horizon Color"
msgstr "Цвет горизонта"
+msgid "Energy Multiplier"
+msgstr "Множитель энергии"
+
msgid "Cover"
-msgstr "Покрытие"
+msgstr "Облачный покров"
+
+msgid "Cover Modulate"
+msgstr "Модуляция цвета облачного покрова"
msgid "Ground"
msgstr "Земля"
@@ -5377,18 +8540,33 @@ msgstr "Солнце"
msgid "Panorama"
msgstr "Панорама"
+msgid "Rayleigh"
+msgstr "Рэлей"
+
msgid "Coefficient"
msgstr "Коэффициент"
+msgid "Mie"
+msgstr "Ми"
+
msgid "Eccentricity"
msgstr "Эксцентриситет"
msgid "Turbidity"
msgstr "Затуманенность"
+msgid "Sun Disk Scale"
+msgstr "Масштаб солнечного диска"
+
msgid "Ground Color"
msgstr "Цвет земли"
+msgid "Night Sky"
+msgstr "Ночное небо"
+
+msgid "Fallback Environment"
+msgstr "Запасное окружение"
+
msgid "Plane"
msgstr "Плоскость"
@@ -5401,69 +8579,246 @@ msgstr "Пауза"
msgid "Atlas"
msgstr "Атлас"
+msgid "Filter Clip"
+msgstr "Обрезка-фильтр"
+
+msgid "Polyphony"
+msgstr "Полифония"
+
msgid "Format"
msgstr "Формат"
+msgid "Mix Rate"
+msgstr "Частота дискретизации микширования"
+
msgid "Stereo"
msgstr "Стерео"
+msgid "Profile"
+msgstr "Профиль"
+
+msgid "Bonemap"
+msgstr "Карта костей"
+
+msgid "Exposure"
+msgstr "Экспозиция"
+
+msgid "Sensitivity"
+msgstr "Чувствительность"
+
+msgid "Multiplier"
+msgstr "Множитель"
+
msgid "Auto Exposure"
-msgstr "Авто-Экспозиция"
+msgstr "Автоэкспозиция"
+
+msgid "DOF Blur"
+msgstr "Размытие глубины резкости"
+
+msgid "Far Enabled"
+msgstr "Включить дальнее"
+
+msgid "Far Distance"
+msgstr "Расстояние дальнего"
+
+msgid "Far Transition"
+msgstr "Переход дальнего"
+
+msgid "Near Enabled"
+msgstr "Включить близкое"
+
+msgid "Near Distance"
+msgstr "Расстояние близкого"
+
+msgid "Near Transition"
+msgstr "Переход близкого"
+
+msgid "Min Sensitivity"
+msgstr "Мин. чувствительность"
+
+msgid "Max Sensitivity"
+msgstr "Макс. чувствительность"
+
+msgid "Frustum"
+msgstr "Пирамида видимости"
+
+msgid "Focus Distance"
+msgstr "Дистанция фокусировки"
+
+msgid "Focal Length"
+msgstr "Фокусное расстояние"
+
+msgid "Aperture"
+msgstr "Апертура"
+
+msgid "Shutter Speed"
+msgstr "Скорость затвора"
+
+msgid "Min Exposure Value"
+msgstr "Мин. значение экспозиции"
+
+msgid "Max Exposure Value"
+msgstr "Макс. значение экспозиции"
+
+msgid "Camera Feed ID"
+msgstr "Идентификатор потока камеры"
+
+msgid "Which Feed"
+msgstr "Какой поток"
msgid "Camera Is Active"
msgstr "Камера активна"
+msgid "Light Mode"
+msgstr "Режим света"
+
msgid "Particles Animation"
msgstr "Анимация частиц"
+msgid "Particles Anim H Frames"
+msgstr "Кол-во столбцов Texture2D в спрайтовой таблице"
+
+msgid "Particles Anim V Frames"
+msgstr "Кол-во строк Texture2D в спрайтовой таблице"
+
msgid "Particles Anim Loop"
msgstr "Цикл анимации частиц"
+msgid "Effect Callback Type"
+msgstr "Тип обратного вызова эффекта"
+
+msgid "Access Resolved Color"
+msgstr "Доступ к разрешённому цвету"
+
+msgid "Access Resolved Depth"
+msgstr "Доступ к разрешённой глубине"
+
+msgid "Needs Motion Vectors"
+msgstr "Требуются векторы движения"
+
+msgid "Needs Normal Roughness"
+msgstr "Требуется шероховатость нормалей"
+
+msgid "Needs Separate Specular"
+msgstr "Требуется отдельный блик"
+
+msgid "Compositor Effects"
+msgstr "Эффекты компоновщика"
+
msgid "Load Path"
-msgstr "Загрузить путь"
+msgstr "Путь к файлу"
msgid "Bake Resolution"
-msgstr "Запечь разрешение"
+msgstr "Разрешение запекания"
msgid "Bake Interval"
-msgstr "Интервал Запекания"
+msgstr "Интервал запекания"
msgid "Up Vector"
msgstr "Вектор вверх"
+msgid "Curve X"
+msgstr "Кривая X (красный канал)"
+
+msgid "Curve Y"
+msgstr "Кривая Y (зелёный канал)"
+
+msgid "Curve Z"
+msgstr "Кривая Z (синий канал)"
+
msgid "Background"
msgstr "Фон"
msgid "Canvas Max Layer"
msgstr "Макс. слой холста"
+msgid "Custom FOV"
+msgstr "Пользовательское поле зрения"
+
msgid "Ambient Light"
msgstr "Рассеянный свет"
msgid "Source"
msgstr "Источник"
+msgid "Sky Contribution"
+msgstr "Вклад неба"
+
+msgid "Reflected Light"
+msgstr "Отражённый свет"
+
msgid "Tonemap"
msgstr "Карта тональности"
msgid "White"
msgstr "Белый"
+msgid "SSR"
+msgstr "Отражения в экранном пространстве (SSR)"
+
+msgid "Fade In"
+msgstr "Появление"
+
+msgid "Fade Out"
+msgstr "Исчезание"
+
+msgid "Depth Tolerance"
+msgstr "Допуск глубины"
+
msgid "SSAO"
-msgstr "SSAO"
+msgstr "Окружающее затенение в экранном пространстве (SSAO)"
+
+msgid "Power"
+msgstr "Мощность"
msgid "Detail"
-msgstr "Деталь"
+msgstr "Детализация"
+
+msgid "Horizon"
+msgstr "Горизонт"
+
+msgid "Sharpness"
+msgstr "Резкость"
+
+msgid "Light Affect"
+msgstr "Влияние света"
+
+msgid "AO Channel Affect"
+msgstr "Влияние канала окружающего затенения"
msgid "SSIL"
-msgstr "SSIL"
+msgstr "Непрямое освещение в экранном пространстве (SSIL)"
+
+msgid "Normal Rejection"
+msgstr "Отбраковка с помощью нормали"
msgid "SDFGI"
-msgstr "SDFGI"
+msgstr "ГОПРсЗ"
+
+msgid "Use Occlusion"
+msgstr "Использовать окклюзию"
+
+msgid "Read Sky Light"
+msgstr "Учитывать окружающий свет"
+
+msgid "Bounce Feedback"
+msgstr "Возврат отражения"
msgid "Cascades"
msgstr "Каскады"
+msgid "Min Cell Size"
+msgstr "Мин. размер ячейки"
+
+msgid "Cascade 0 Distance"
+msgstr "Расстояние окончания ближайшего каскада"
+
+msgid "Y Scale"
+msgstr "Масштаб по оси Y"
+
+msgid "Probe Bias"
+msgstr "Отклонение зонда"
+
msgid "Glow"
msgstr "Свечение"
@@ -5494,42 +8849,126 @@ msgstr "7"
msgid "Mix"
msgstr "Сочетание"
+msgid "Bloom"
+msgstr "Ореол"
+
+msgid "HDR Threshold"
+msgstr "Пороговое значение HDR"
+
msgid "HDR Scale"
-msgstr "HDR маcштаб"
+msgstr "Масштаб HDR"
+
+msgid "HDR Luminance Cap"
+msgstr "Наивысший порог свечения HDR"
+
+msgid "Map Strength"
+msgstr "Сила карты свечения"
+
+msgid "Map"
+msgstr "Карта"
msgid "Fog"
msgstr "Туман"
+msgid "Light Color"
+msgstr "Цвет света"
+
+msgid "Light Energy"
+msgstr "Энергия света"
+
+msgid "Sun Scatter"
+msgstr "Рассеяние солнца"
+
+msgid "Aerial Perspective"
+msgstr "Воздушная перспектива"
+
+msgid "Sky Affect"
+msgstr "Влияние неба"
+
+msgid "Height Density"
+msgstr "Плотность по высоте"
+
+msgid "Depth Curve"
+msgstr "Кривая глубины"
+
+msgid "Depth Begin"
+msgstr "Начало глубины"
+
+msgid "Depth End"
+msgstr "Конец глубины"
+
msgid "Volumetric Fog"
-msgstr "Объемный туман"
+msgstr "Объёмный туман"
msgid "GI Inject"
-msgstr "Вставка глобального отражения"
+msgstr "Вставка глобального освещения"
msgid "Anisotropy"
msgstr "Анизотропия"
+msgid "Detail Spread"
+msgstr "Разброс деталей"
+
+msgid "Ambient Inject"
+msgstr "Вставка рассеяния"
+
+msgid "Temporal Reprojection"
+msgstr "Временная репроекция"
+
msgid "Adjustments"
-msgstr "Adjustments (настройки)"
+msgstr "Настройки"
msgid "Brightness"
msgstr "Яркость"
+msgid "Saturation"
+msgstr "Насыщенность"
+
+msgid "Color Correction"
+msgstr "Цветовая коррекция"
+
+msgid "Base Font"
+msgstr "Базовый шрифт"
+
msgid "Features"
msgstr "Возможности"
+msgid "Extra Spacing"
+msgstr "Дополнительное расстояние"
+
msgid "Glyph"
msgstr "Глиф"
msgid "Space"
msgstr "Пространство"
+msgid "Baseline"
+msgstr "Базовая линия"
+
+msgid "Font Names"
+msgstr "Имена шрифтов"
+
+msgid "Font Italic"
+msgstr "Курсивный шрифт"
+
+msgid "Font Weight"
+msgstr "Вес шрифта"
+
+msgid "Font Stretch"
+msgstr "Растягивание шрифта"
+
msgid "Interpolation"
msgstr "Интерполяция"
+msgid "Color Space"
+msgstr "Цветовое пространство"
+
msgid "Raw Data"
msgstr "Необработанные данные"
+msgid "Offsets"
+msgstr "Смещения"
+
msgid "Use HDR"
msgstr "Использовать HDR"
@@ -5545,20 +8984,43 @@ msgstr "Следующий проход"
msgid "Shader"
msgstr "Шейдер"
+msgid "Depth Draw Mode"
+msgstr "Режим отрисовки глубины"
+
+msgid "Shading"
+msgstr "Затенение"
+
+msgid "Shading Mode"
+msgstr "Режим затенения"
+
msgid "Diffuse Mode"
-msgstr "Режим смешения"
+msgstr "Режим рассеивания"
+
+msgid "Specular Mode"
+msgstr "Режим блика"
msgid "Disable Ambient Light"
-msgstr "Отключить окружающие освещение"
+msgstr "Отключить рассеянный свет"
+
+msgid "Disable Fog"
+msgstr "Отключить туман"
msgid "Vertex Color"
msgstr "Цвет вершин"
msgid "Use as Albedo"
-msgstr "Использовать как Альбедо"
+msgstr "Использовать как альбедо"
msgid "Is sRGB"
-msgstr "Это sRGB"
+msgstr "Является sRGB"
+
+msgid "Texture Force sRGB"
+msgstr ""
+"Принудительное использование для текстуры альбедо линейного цветового "
+"пространства вместо sRGB"
+
+msgid "Texture MSDF"
+msgstr "Шейдер обработки МПРсЗ"
msgid "ORM"
msgstr "ORM"
@@ -5566,77 +9028,176 @@ msgstr "ORM"
msgid "Metallic"
msgstr "Металлический"
+msgid "Texture Channel"
+msgstr "Канал текстуры"
+
msgid "Operator"
msgstr "Оператор"
+msgid "On UV2"
+msgstr "На UV2"
+
+msgid "Rim"
+msgstr "Край"
+
+msgid "Clearcoat"
+msgstr "Прозрачное покрытие"
+
+msgid "Flowmap"
+msgstr "Карта потока"
+
+msgid "Ambient Occlusion"
+msgstr "Окклюзия рассеяния"
+
msgid "Deep Parallax"
-msgstr "Глубокий Параллакс"
+msgstr "Глубокий параллакс"
msgid "Min Layers"
-msgstr "Минимальное количество слоёв"
+msgstr "Мин. кол-во слоёв"
msgid "Max Layers"
-msgstr "Максимальное количество слоёв"
+msgstr "Макс. кол-во слоёв"
+
+msgid "Flip Tangent"
+msgstr "Отразить касательную"
+
+msgid "Flip Binormal"
+msgstr "Перевернуть векторы бинормалей"
+
+msgid "Flip Texture"
+msgstr "Отразить текстуру"
msgid "Subsurface Scattering"
msgstr "Подповерхностное рассеяние"
+msgid "Skin Mode"
+msgstr "Режим кожи"
+
+msgid "Transmittance"
+msgstr "Пропускание"
+
msgid "Boost"
msgstr "Усиление"
+msgid "Back Lighting"
+msgstr "Контросвещение"
+
+msgid "Backlight"
+msgstr "Задняя подсветка"
+
msgid "Refraction"
-msgstr "Преломление (рефрацкция)"
+msgstr "Рефракция"
msgid "UV Layer"
-msgstr "UV Слой"
+msgstr "Слой UV"
msgid "UV1"
msgstr "UV1"
msgid "Triplanar"
-msgstr "Трипланарный"
+msgstr "Трипланарное"
msgid "Triplanar Sharpness"
-msgstr "Трипланарный резкость"
+msgstr "Резкость трипланарного текстурирования"
msgid "World Triplanar"
-msgstr "Трипланарное в мировых координатах"
+msgstr "Трипланарное текстурирование в мировых координатах"
msgid "UV2"
msgstr "UV2"
msgid "Sampling"
-msgstr "Семплирование"
+msgstr "Сэмплирование"
msgid "Shadows"
msgstr "Тени"
+msgid "Disable Receive Shadows"
+msgstr "Отключить получение теней"
+
+msgid "Shadow to Opacity"
+msgstr "Тень в непрозрачность"
+
+msgid "Keep Scale"
+msgstr "Сохранить масштаб"
+
msgid "Particles Anim"
msgstr "Анимация частиц"
+msgid "H Frames"
+msgstr "Кол-во гор. спрайтов в спрайтовой таблице"
+
+msgid "V Frames"
+msgstr "Кол-во верт. спрайтов в спрайтовой таблице"
+
+msgid "Grow"
+msgstr "Рост"
+
msgid "Use Point Size"
msgstr "Использовать размер точки"
msgid "Point Size"
msgstr "Размер точки"
+msgid "Use Particle Trails"
+msgstr "Использовать следы из частиц"
+
+msgid "Proximity Fade"
+msgstr "Исчезание для близости"
+
msgid "MSDF"
msgstr "МПРсЗ"
+msgid "Pixel Range"
+msgstr "Диапазон пикселей"
+
+msgid "Convex Hull Downsampling"
+msgstr "Понижение разрешения для выпуклой оболочки"
+
+msgid "Convex Hull Approximation"
+msgstr "Аппроксимация для выпуклой оболочки"
+
+msgid "Lightmap Size Hint"
+msgstr "Подсказка размера карты освещения"
+
+msgid "Blend Shape Mode"
+msgstr "Режим формы смешивания"
+
+msgid "Shadow Mesh"
+msgstr "Сетка для рендеринга теней"
+
msgid "Base Texture"
msgstr "Базовая текстура"
msgid "Image Size"
msgstr "Размер изображения"
+msgid "Transform Format"
+msgstr "Формат преобразования"
+
+msgid "Use Colors"
+msgstr "Использовать цвета"
+
+msgid "Use Custom Data"
+msgstr "Использовать пользовательские данные"
+
+msgid "Instance Count"
+msgstr "Количество экземпляров"
+
msgid "Visible Instance Count"
-msgstr "Число видимых экземпляров класса"
+msgstr "Количество видимых экземпляров класса"
+
+msgid "Partition Type"
+msgstr "Тип разбиения"
msgid "Source Group Name"
-msgstr "Название группы-источника"
+msgstr "Название группы исходной геометрии"
+
+msgid "Cell Height"
+msgstr "Высота ячейки"
msgid "Max Climb"
-msgstr "Макс. высота для подъема"
+msgstr "Мин. высота карниза для проходимости"
msgid "Max Slope"
msgstr "Макс. наклон"
@@ -5645,14 +9206,29 @@ msgid "Merge Size"
msgstr "Размер слияния"
msgid "Max Error"
-msgstr "Max Ошибка"
+msgstr "Макс. ошибка"
+
+msgid "Vertices per Polygon"
+msgstr "Количество вершин на полигон"
msgid "Details"
msgstr "Детали"
+msgid "Sample Distance"
+msgstr "Расстояние сэмплирования"
+
+msgid "Sample Max Error"
+msgstr "Макс. ошибка сэмплирования"
+
msgid "Low Hanging Obstacles"
msgstr "Низкорасположенные препятствия"
+msgid "Ledge Spans"
+msgstr "Горизонтальные прямые — карнизы"
+
+msgid "Walkable Low Height Spans"
+msgstr "Проходимые горизонтальные прямые с низкой высотой"
+
msgid "Baking AABB"
msgstr "Запекание AABB"
@@ -5662,23 +9238,155 @@ msgstr "Смещение запекания AABB"
msgid "Bundled"
msgstr "Вложенный"
+msgid "Damping as Friction"
+msgstr "Затухание как трение"
+
+msgid "Spawn"
+msgstr "Порождение"
+
+msgid "Emission Shape Offset"
+msgstr "Смещение формы излучения"
+
+msgid "Emission Shape Scale"
+msgstr "Масштаб формы излучения"
+
+msgid "Emission Sphere Radius"
+msgstr "Радиус сферы излучения"
+
+msgid "Emission Box Extents"
+msgstr "Пределы «коробки» излучения"
+
+msgid "Emission Point Texture"
+msgstr "Текстура точек излучения"
+
+msgid "Emission Normal Texture"
+msgstr "Текстура нормалей излучения"
+
+msgid "Emission Color Texture"
+msgstr "Текстура цвета излучения"
+
+msgid "Emission Point Count"
+msgstr "Количество точек излучения"
+
+msgid "Emission Ring Axis"
+msgstr "Ось кольца излучения"
+
+msgid "Emission Ring Height"
+msgstr "Высота кольца излучения"
+
+msgid "Emission Ring Radius"
+msgstr "Радиус кольца излучения"
+
+msgid "Emission Ring Inner Radius"
+msgstr "Внутренний радиус кольца излучения"
+
+msgid "Inherit Velocity Ratio"
+msgstr "Коэффициент наследуемой быстроты"
+
+msgid "Velocity Pivot"
+msgstr "Точка поворота для расчёта быстроты"
+
+msgid "Animated Velocity"
+msgstr "Анимационная быстрота"
+
+msgid "Velocity Limit"
+msgstr "Предел быстроты"
+
+msgid "Directional Velocity"
+msgstr "Направленная быстрота"
+
+msgid "Radial Velocity"
+msgstr "Радиальная быстрота"
+
+msgid "Velocity Limit Curve"
+msgstr "Кривая предела быстроты"
+
+msgid "Accelerations"
+msgstr "Ускорения"
+
+msgid "Attractor Interaction"
+msgstr "Взаимодействие притяжителя"
+
msgid "Scale Curve"
msgstr "Кривая масштаба"
+msgid "Scale Over Velocity"
+msgstr "Масштаб по быстроте"
+
+msgid "Scale over Velocity Curve"
+msgstr "Масштаб по кривой быстроты"
+
+msgid "Color Curves"
+msgstr "Цветовые кривые"
+
+msgid "Alpha Curve"
+msgstr "Кривая альфа"
+
+msgid "Emission Curve"
+msgstr "Кривая излучения"
+
msgid "Turbulence"
msgstr "Турбулентность"
+msgid "Noise Strength"
+msgstr "Сила шума"
+
+msgid "Noise Scale"
+msgstr "Масштаб шума"
+
+msgid "Noise Speed"
+msgstr "Скорость шума"
+
+msgid "Noise Speed Random"
+msgstr "Случайная скорость шума"
+
msgid "Influence over Life"
msgstr "Влияние за жизненный цикл"
+msgid "Use Scale"
+msgstr "Использовать масштаб"
+
+msgid "Amount at End"
+msgstr "Количество в конце"
+
+msgid "Amount at Collision"
+msgstr "Количество при столкновении"
+
+msgid "Keep Velocity"
+msgstr "Сохранить быстроту"
+
msgid "Rough"
msgstr "Шероховатый"
msgid "Absorbent"
msgstr "Поглощающий"
+msgid "Size Override"
+msgstr "Переопределение размера"
+
msgid "Keep Compressed Buffer"
-msgstr "Сохранять буфер сжатым"
+msgstr "Буфер для сохранения сжатых данных в памяти"
+
+msgid "Scale Base Bone"
+msgstr "Базовая кость масштаба"
+
+msgid "Group Size"
+msgstr "Размер группы"
+
+msgid "Bone Size"
+msgstr "Размер кости"
+
+msgid "Sky Material"
+msgstr "Материал неба"
+
+msgid "Process Mode"
+msgstr "Режим обработки"
+
+msgid "Radiance Size"
+msgstr "Размер сияния"
+
+msgid "Content Margins"
+msgstr "Отступы содержимого"
msgid "Blend"
msgstr "Смешивание"
@@ -5698,9 +9406,51 @@ msgstr "Слева внизу"
msgid "Corner Detail"
msgstr "Детали в углах"
+msgid "Expand Margins"
+msgstr "Расширение отступов"
+
+msgid "Grow Begin"
+msgstr "Начало роста"
+
+msgid "Grow End"
+msgstr "Конец роста"
+
+msgid "Texture Margins"
+msgstr "Отступы текстуры"
+
+msgid "Sub-Region"
+msgstr "Подобласть"
+
+msgid "Keyword Colors"
+msgstr "Цвета ключевых слов"
+
+msgid "Member Keyword Colors"
+msgstr "Цвета ключевых слов-участников"
+
+msgid "Color Regions"
+msgstr "Области цвета"
+
+msgid "Preserve Invalid"
+msgstr "Сохранять некорректные"
+
+msgid "Preserve Control"
+msgstr "Сохранять управляющие"
+
+msgid "Custom Punctuation"
+msgstr "Пользовательская пунктуация"
+
+msgid "Break Flags"
+msgstr "Флаги разрыва"
+
+msgid "Default Base Scale"
+msgstr "Базовый масштаб по умолчанию"
+
msgid "Default Font"
msgstr "Шрифт по умолчанию"
+msgid "Default Font Size"
+msgstr "Размер шрифта по умолчанию"
+
msgid "File"
msgstr "Файл"
@@ -5711,17 +9461,38 @@ msgid "Modes"
msgstr "Режимы"
msgid "Varyings"
-msgstr "Varуings"
+msgstr "Вариации"
msgid "Input Name"
msgstr "Название входа"
+msgid "Parameter Name"
+msgstr "Имя параметра"
+
+msgid "Qualifier"
+msgstr "Квалификатор"
+
+msgid "Autoshrink"
+msgstr "Автосжатие"
+
+msgid "Varying Name"
+msgstr "Имя вариации"
+
+msgid "Varying Type"
+msgstr "Тип вариации"
+
+msgid "Op Type"
+msgstr "Тип операндов и возвращаемого значения"
+
msgid "Constant"
msgstr "Константа"
msgid "Texture Type"
msgstr "Тип текстуры"
+msgid "Texture Array"
+msgstr "Массив текстур"
+
msgid "Cube Map"
msgstr "Кубическая карта"
@@ -5732,7 +9503,7 @@ msgid "Hint"
msgstr "Подсказка"
msgid "Default Value Enabled"
-msgstr "Значение по умолчанию включено"
+msgstr "Включить значение по умолчанию"
msgid "Default Value"
msgstr "Значение по умолчанию"
@@ -5740,119 +9511,642 @@ msgstr "Значение по умолчанию"
msgid "Color Default"
msgstr "Цвет по умолчанию"
+msgid "Texture Repeat"
+msgstr "Повтор текстуры"
+
+msgid "Texture Source"
+msgstr "Источник текстуры"
+
+msgid "Billboard Type"
+msgstr "Режим билборда"
+
+msgid "Mode 2D"
+msgstr "Режим 2D"
+
msgid "Use All Surfaces"
msgstr "Использовать все поверхности"
msgid "Surface Index"
msgstr "Индекс поверхности"
+msgid "Degrees Mode"
+msgstr "Режим градусов"
+
+msgid "Font Pressed Color"
+msgstr "Цвет текста при нажатии кнопки"
+
+msgid "Font Hover Color"
+msgstr "Цвет текста при наведении на кнопку"
+
+msgid "Font Focus Color"
+msgstr "Цвет текста при фокусе на кнопке"
+
+msgid "Font Hover Pressed Color"
+msgstr "Цвет текста при наведении на нажатую кнопку"
+
+msgid "Font Disabled Color"
+msgstr "Цвет теста при отключении кнопки"
+
+msgid "Font Outline Color"
+msgstr "Цвет текстового контура кнопки"
+
+msgid "Icon Normal Color"
+msgstr "Обычный цвет значка кнопки"
+
+msgid "Icon Pressed Color"
+msgstr "Цвет значка при нажатии кнопки"
+
+msgid "Icon Hover Color"
+msgstr "Цвет значка при наведении на кнопку"
+
+msgid "Icon Hover Pressed Color"
+msgstr "Цвет значка при наведении на нажатую кнопку"
+
+msgid "Icon Focus Color"
+msgstr "Цвет значка при фокусе на кнопке"
+
+msgid "Icon Disabled Color"
+msgstr "Цвет значка при отключении кнопки"
+
msgid "H Separation"
-msgstr "Горизонтальное разделение"
+msgstr "Гор. разделение"
+
+msgid "Icon Max Width"
+msgstr "Макс. ширина значка"
+
+msgid "Align to Largest Stylebox"
+msgstr "Выровнять по самому большому Stylebox"
+
+msgid "Underline Spacing"
+msgstr "Расстояние между базовой линией текста и линией подчёркивания"
+
+msgid "Normal Mirrored"
+msgstr "Обычный пункт меню (компоновка «справа налево»)"
+
+msgid "Hover Mirrored"
+msgstr "Пункт меню при наведении (компоновка «справа налево»)"
+
+msgid "Pressed Mirrored"
+msgstr "Нажатый пункт меню (компоновка «справа налево»)"
+
+msgid "Disabled Mirrored"
+msgstr "Отключённый пункт меню (компоновка «справа налево»)"
msgid "Arrow"
msgstr "Стрелка"
+msgid "Arrow Margin"
+msgstr "Отступ стрелки"
+
+msgid "Modulate Arrow"
+msgstr "Модуляция цвета стрелки"
+
+msgid "Hover Pressed"
+msgstr "Нажатый пункт меню при наведении"
+
+msgid "Checked Disabled"
+msgstr "Отмеченный отключённый флажок"
+
+msgid "Unchecked"
+msgstr "Неотмеченный"
+
+msgid "Unchecked Disabled"
+msgstr "Неотмеченный отключённый флажок"
+
+msgid "Radio Checked"
+msgstr "Отмеченный переключатель"
+
+msgid "Radio Checked Disabled"
+msgstr "Отмеченный отключённый переключатель"
+
msgid "Radio Unchecked"
-msgstr "Радио Не отмечено"
+msgstr "Неотмеченный переключатель"
+
+msgid "Radio Unchecked Disabled"
+msgstr "Неотмеченный отключённый переключатель"
+
+msgid "Check V Offset"
+msgstr "Верт. смещение для значков отметки"
+
+msgid "Checked Mirrored"
+msgstr "Отмеченный флажок (компоновка «справа налево»)"
+
+msgid "Checked Disabled Mirrored"
+msgstr "Отмеченный отключённый флажок (компоновка «справа налево»)"
+
+msgid "Unchecked Mirrored"
+msgstr "Неотмеченный флажок (компоновка «справа налево»)"
+
+msgid "Unchecked Disabled Mirrored"
+msgstr "Неотмеченный отключённый флажок (компоновка «справа налево»)"
+
+msgid "Font Shadow Color"
+msgstr "Цвет тени текста"
+
+msgid "Shadow Offset X"
+msgstr "Смещение тени по X"
+
+msgid "Shadow Offset Y"
+msgstr "Смещение тени по Y"
+
+msgid "Shadow Outline Size"
+msgstr "Размер контура тени"
+
+msgid "Font Selected Color"
+msgstr "Цвет текста текущей выбранной вкладки"
+
+msgid "Font Uneditable Color"
+msgstr "Цвет текста, когда редактирование отключено"
+
+msgid "Font Placeholder Color"
+msgstr "Цвет шрифта текста-заполнителя"
msgid "Clear Button Color"
-msgstr "Цвет кнопки Очистить"
+msgstr "Цвет кнопки «Очистить»"
msgid "Clear Button Color Pressed"
-msgstr "Цвет нажатой кнопки Очистить"
+msgstr "Цвет нажатой кнопки «Очистить»"
+
+msgid "Minimum Character Width"
+msgstr "Минимальная ширина символа"
+
+msgid "Caret Width"
+msgstr "Ширина курсора"
msgid "Clear"
msgstr "Очистить"
+msgid "Tab"
+msgstr "Вкладка"
+
+msgid "Font Readonly Color"
+msgstr "Цвет текста только для чтения"
+
msgid "Breakpoint"
msgstr "Точка остановки"
+msgid "Bookmark"
+msgstr "Закладка"
+
+msgid "Executing Line"
+msgstr "Выполняемая строка"
+
+msgid "Can Fold"
+msgstr "Возможно сворачивание"
+
msgid "Folded"
-msgstr "Свёрнутый"
+msgstr "Возможно разворачивание"
+
+msgid "Can Fold Code Region"
+msgstr "Область кода с возможностью сворачивания"
+
+msgid "Folded Code Region"
+msgstr "Область кода с возможностью разворачивания"
+
+msgid "Folded EOL Icon"
+msgstr "Значок в конце свёрнутой строки"
+
+msgid "Completion Lines"
+msgstr "Макс. кол-во вариантов завершения"
+
+msgid "Completion Max Width"
+msgstr "Макс. ширина вариантов в окне завершения"
+
+msgid "Completion Scroll Width"
+msgstr "Ширина полосы прокрутки окна завершения"
+
+msgid "Scroll Focus"
+msgstr "Прокрутка в фокусе"
+
+msgid "Grabber"
+msgstr "Захват"
+
+msgid "Grabber Highlight"
+msgstr "Подсветка захвата"
+
+msgid "Grabber Pressed"
+msgstr "Нажатие захвата"
+
+msgid "Increment"
+msgstr "Инкремент"
+
+msgid "Increment Highlight"
+msgstr "Подсветка инкремента"
+
+msgid "Increment Pressed"
+msgstr "Нажатие инкремента"
msgid "Decrement"
-msgstr "Уменьшение"
+msgstr "Декремент"
+
+msgid "Decrement Highlight"
+msgstr "Подсветка декремента"
+
+msgid "Decrement Pressed"
+msgstr "Нажатие декремента"
msgid "Slider"
-msgstr "Слайдер"
+msgstr "Ползунок"
+
+msgid "Grabber Area"
+msgstr "Область захвата"
+
+msgid "Grabber Area Highlight"
+msgstr "Подсветка области захвата"
+
+msgid "Grabber Disabled"
+msgstr "Захват отключён"
msgid "Tick"
-msgstr "Отсчет"
+msgstr "Деление"
+
+msgid "Center Grabber"
+msgstr "Захват по центру"
+
+msgid "Grabber Offset"
+msgstr "Смещение захвата"
+
+msgid "Updown"
+msgstr "Пользовательская текстура для стрелок «вверх» и «вниз»"
+
+msgid "Embedded Border"
+msgstr "Встроенная граница"
+
+msgid "Embedded Unfocused Border"
+msgstr "Встроенная граница без фокуса"
msgid "Title Font"
msgstr "Шрифт заголовка"
+msgid "Title Font Size"
+msgstr "Размер шрифта заголовка"
+
msgid "Title Color"
msgstr "Цвет заголовка"
+msgid "Title Outline Modulate"
+msgstr "Модуляция цвета контура текста заголовка"
+
+msgid "Title Outline Size"
+msgstr "Размер контура заголовка"
+
msgid "Title Height"
msgstr "Высота заголовка"
+msgid "Resize Margin"
+msgstr "Отступ для изменения размера"
+
msgid "Close"
msgstr "Закрыть"
+msgid "Close Pressed"
+msgstr "Нажатие кнопки «Закрыть»"
+
+msgid "Close H Offset"
+msgstr "Гор. смещение кнопки закрытия"
+
+msgid "Close V Offset"
+msgstr "Верт. смещение кнопки закрытия"
+
+msgid "Buttons Separation"
+msgstr "Разделение кнопок"
+
msgid "Parent Folder"
msgstr "Родительская папка"
+msgid "Back Folder"
+msgstr "Предыдущая папка"
+
+msgid "Forward Folder"
+msgstr "Следующая папка"
+
msgid "Reload"
msgstr "Перезагрузить"
+msgid "Toggle Hidden"
+msgstr "Переключение скрытых"
+
msgid "Folder"
msgstr "Папка"
+msgid "Create Folder"
+msgstr "Создать папку"
+
+msgid "Folder Icon Color"
+msgstr "Цвет значка папки"
+
+msgid "File Icon Color"
+msgstr "Цвет значка файла"
+
+msgid "File Disabled Color"
+msgstr "Цвет отключённого файла"
+
msgid "Separator"
msgstr "Разделитель"
+msgid "Labeled Separator Left"
+msgstr "Подписанный разделитель слева"
+
+msgid "Labeled Separator Right"
+msgstr "Подписанный разделитель справа"
+
msgid "Submenu"
msgstr "Подменю"
+msgid "Submenu Mirrored"
+msgstr "Подменю (компоновка «справа налево»)"
+
msgid "Font Separator"
-msgstr "Разделитель шрифта"
+msgstr "Шрифт подписи разделителя"
+
+msgid "Font Separator Size"
+msgstr "Размер шрифта подписи разделителя"
+
+msgid "Font Accelerator Color"
+msgstr "Цвет текста ускорителя"
+
+msgid "Font Separator Color"
+msgstr "Цвет текста разделителя"
+
+msgid "Font Separator Outline Color"
+msgstr "Цвет контура текста разделителя"
msgid "V Separation"
-msgstr "V Разделение"
+msgstr "Верт. разделение"
+
+msgid "Separator Outline Size"
+msgstr "Размер контура разделителя"
+
+msgid "Item Start Padding"
+msgstr "Отступ перед элементами"
+
+msgid "Item End Padding"
+msgstr "Отступ после элементов"
+
+msgid "Panel Selected"
+msgstr "Панель выбрана"
+
+msgid "Titlebar"
+msgstr "Строка заголовка"
+
+msgid "Titlebar Selected"
+msgstr "Строка заголовка выбрана"
msgid "Slot"
msgstr "Слот"
+msgid "Resizer"
+msgstr "Средство изменения размера"
+
+msgid "Resizer Color"
+msgstr "Цвет значка средства изменения размера"
+
+msgid "Port H Offset"
+msgstr "Гор. смещение порта"
+
+msgid "Selected Focus"
+msgstr "Выбранные элементы, когда список элементов в фокусе"
+
msgid "Cursor"
msgstr "Курсор"
msgid "Cursor Unfocused"
-msgstr "Курсор расфокусирован"
+msgstr "Курсор при отсутствии фокуса"
+
+msgid "Title Button Normal"
+msgstr "Обычная кнопка заголовка"
+
+msgid "Title Button Pressed"
+msgstr "Нажатие кнопки заголовка"
+
+msgid "Title Button Hover"
+msgstr "Наведение на кнопку заголовка"
msgid "Custom Button"
msgstr "Пользовательская кнопка"
msgid "Custom Button Pressed"
-msgstr "Пользовательская кнопка нажата"
+msgstr "Нажатие пользовательской кнопки"
msgid "Custom Button Hover"
-msgstr "Пользовательская кнопка наведена"
+msgstr "Наведение на пользовательскую кнопку"
+
+msgid "Indeterminate Disabled"
+msgstr "Отключённые неопределённые"
+
+msgid "Select Arrow"
+msgstr "Стрелка выбора"
+
+msgid "Arrow Collapsed"
+msgstr "Стрелка при свёрнутом элементе"
+
+msgid "Arrow Collapsed Mirrored"
+msgstr "Стрелка при свёрнутом элементе (компоновка «справа налево»)"
+
+msgid "Title Button Font"
+msgstr "Шрифт кнопки заголовка"
+
+msgid "Title Button Font Size"
+msgstr "Размер шрифта кнопки заголовка"
+
+msgid "Title Button Color"
+msgstr "Цвет кнопки заголовка"
+
+msgid "Guide Color"
+msgstr "Цвет направляющей"
+
+msgid "Drop Position Color"
+msgstr "Цвет мест оставления"
+
+msgid "Relationship Line Color"
+msgstr "Цвет линий отношений"
+
+msgid "Parent HL Line Color"
+msgstr ""
+"Цвет линий отношений между выбранным TreeItem и родительскими элементами"
+
+msgid "Children HL Line Color"
+msgstr "Цвет линий отношений между выбранным TreeItem и дочерними элементами"
+
+msgid "Custom Button Font Highlight"
+msgstr "Цвет текста для ячейки пользовательского режима при наведении"
msgid "Item Margin"
-msgstr "Отступ предмета"
+msgstr "Отступ элемента"
+
+msgid "Inner Item Margin Bottom"
+msgstr "Внутренний отступ снизу для элемента"
+
+msgid "Inner Item Margin Left"
+msgstr "Внутренний отступ слева для элемента"
+
+msgid "Inner Item Margin Right"
+msgstr "Внутренний отступ справа для элемента"
+
+msgid "Inner Item Margin Top"
+msgstr "Внутренний отступ сверху для элемента"
msgid "Button Margin"
msgstr "Отступ кнопки"
+msgid "Draw Relationship Lines"
+msgstr "Рисовать линии отношений"
+
+msgid "Relationship Line Width"
+msgstr "Ширина линий отношений"
+
+msgid "Parent HL Line Width"
+msgstr ""
+"Ширина линий отношений между выбранным TreeItem и родительскими элементами"
+
+msgid "Children HL Line Width"
+msgstr "Ширина линий отношений между выбранным TreeItem и дочерними элементами"
+
+msgid "Parent HL Line Margin"
+msgstr ""
+"Расстояние между линиями родительских отношений для выбранного TreeItem и "
+"линиями отношений к его невыбранным одноуровневым элементам"
+
+msgid "Draw Guides"
+msgstr "Рисовать направляющие"
+
msgid "Scroll Border"
msgstr "Граница прокрутки"
msgid "Scroll Speed"
msgstr "Скорость прокрутки"
+msgid "Scrollbar Margin Left"
+msgstr "Отступ слева для полосы прокрутки"
+
+msgid "Scrollbar Margin Top"
+msgstr "Отступ сверху для полосы прокрутки"
+
+msgid "Scrollbar Margin Right"
+msgstr "Отступ справа для полосы прокрутки"
+
+msgid "Scrollbar Margin Bottom"
+msgstr "Отступ снизу для полосы прокрутки"
+
+msgid "Scrollbar H Separation"
+msgstr "Гор. разделение полосы прокрутки"
+
+msgid "Scrollbar V Separation"
+msgstr "Верт. разделение полосы прокрутки"
+
msgid "Icon Margin"
-msgstr "Отступ иконки"
+msgstr "Отступ значка"
+
+msgid "Font Hovered Color"
+msgstr "Цвет шрифта при наведении"
+
+msgid "Hovered"
+msgstr "Наведение"
+
+msgid "Tab Selected"
+msgstr "Вкладка выбрана"
+
+msgid "Tab Hovered"
+msgstr "Вкладка при наведении"
+
+msgid "Tab Unselected"
+msgstr "Вкладка не выбрана"
+
+msgid "Tab Disabled"
+msgstr "Вкладка отключена"
+
+msgid "Tab Focus"
+msgstr "Вкладка в фокусе"
+
+msgid "Tabbar Background"
+msgstr "Фон панели вкладок"
+
+msgid "Drop Mark"
+msgstr "Отметка оставления"
+
+msgid "Menu Highlight"
+msgstr "Подсветка меню"
+
+msgid "Font Unselected Color"
+msgstr "Цвет текста других (невыбранных) вкладок"
+
+msgid "Drop Mark Color"
+msgstr "Цвет отметки оставления"
+
+msgid "Side Margin"
+msgstr "Отступ сбоку"
+
+msgid "Icon Separation"
+msgstr "Разделение значков"
+
+msgid "Button Highlight"
+msgstr "Подсветка кнопок"
+
+msgid "SV Width"
+msgstr "Ширина поля выбора насыщенности/значения"
+
+msgid "SV Height"
+msgstr "Высота поля выбора насыщенности/значения"
+
+msgid "H Width"
+msgstr "Ширина ползунка выбора тона"
+
+msgid "Label Width"
+msgstr "Ширина подписи"
msgid "Center Slider Grabbers"
-msgstr "Захваты для центрального слайдера"
+msgstr "Центрировать грабберы ползунка"
+
+msgid "Folded Arrow"
+msgstr "Значок свёрнутого меню цветовых предустановок"
+
+msgid "Expanded Arrow"
+msgstr "Значок развёрнутого меню цветовых предустановок"
+
+msgid "Screen Picker"
+msgstr "Значок выбора цвета с экрана"
+
+msgid "Shape Circle"
+msgstr "Значок круга выбора"
+
+msgid "Shape Rect"
+msgstr "Значок прямоугольника выбора"
+
+msgid "Shape Rect Wheel"
+msgstr "Значок прямоугольного колеса выбора"
+
+msgid "Add Preset"
+msgstr "Значок кнопки «Добавить предустановку»"
+
+msgid "Sample BG"
+msgstr "Фон образца"
+
+msgid "Sample Revert"
+msgstr "Восстановление образца"
+
+msgid "Overbright Indicator"
+msgstr "Индикатор повышенной яркости"
+
+msgid "Bar Arrow"
+msgstr "Текстура для стрелки"
+
+msgid "Picker Cursor"
+msgstr "Курсор выбора цвета"
msgid "Color Hue"
-msgstr "Оттенок цвета"
+msgstr "Пользовательская текстура для ползунка выбора тона"
+
+msgid "Color Okhsl Hue"
+msgstr "Оттенок для гор. ползунка в цветовом режиме OKHSL"
msgid "BG"
-msgstr "Задний фон"
+msgstr "Задний план"
+
+msgid "Preset FG"
+msgstr "Передний план предустановки"
+
+msgid "Preset BG"
+msgstr "Задний план предустановки"
msgid "Normal Font"
msgstr "Обычный шрифт"
@@ -5869,11 +10163,47 @@ msgstr "Жирный курсивный шрифт"
msgid "Mono Font"
msgstr "Моноширинный шрифт"
+msgid "Normal Font Size"
+msgstr "Размер обычного шрифта"
+
+msgid "Bold Font Size"
+msgstr "Размер полужирного шрифта"
+
+msgid "Italics Font Size"
+msgstr "Размер курсивного шрифта"
+
+msgid "Bold Italics Font Size"
+msgstr "Размер полужирного курсивного шрифта"
+
+msgid "Mono Font Size"
+msgstr "Размер моноширинного шрифта"
+
+msgid "Table H Separation"
+msgstr "Гор. разделение таблицы"
+
+msgid "Table V Separation"
+msgstr "Верт. разделение таблицы"
+
+msgid "Table Odd Row BG"
+msgstr "Фон нечётных строк таблицы"
+
+msgid "Table Even Row BG"
+msgstr "Фон чётных строк таблицы"
+
+msgid "Table Border"
+msgstr "Граница таблицы"
+
+msgid "Text Highlight H Padding"
+msgstr "Отступ по гор. для подсвеченного текста"
+
+msgid "Text Highlight V Padding"
+msgstr "Отступ по верт. для подсвеченного текста"
+
msgid "H Grabber"
-msgstr "H Граббер"
+msgstr "Гор. захват"
msgid "V Grabber"
-msgstr "V Граббер"
+msgstr "Верт. захват"
msgid "Margin Left"
msgstr "Отступ слева"
@@ -5887,18 +10217,109 @@ msgstr "Отступ справа"
msgid "Margin Bottom"
msgstr "Отступ снизу"
+msgid "Minimum Grab Thickness"
+msgstr "Минимальная толщина области захвата"
+
msgid "Autohide"
msgstr "Скрывать автоматически"
+msgid "Zoom Out"
+msgstr "Отдалить"
+
+msgid "Zoom In"
+msgstr "Приблизить"
+
+msgid "Zoom Reset"
+msgstr "Сбросить масштабирование"
+
+msgid "Grid Toggle"
+msgstr "Переключатель сетки"
+
+msgid "Minimap Toggle"
+msgstr "Переключатель миникарты"
+
+msgid "Snapping Toggle"
+msgstr "Переключатель привязки"
+
msgid "Menu Panel"
msgstr "Панель меню"
+msgid "Grid Minor"
+msgstr "Цвет вторичных линий сетки"
+
+msgid "Grid Major"
+msgstr "Цвет основных линий сетки"
+
msgid "Selection Fill"
-msgstr "Заполнение выделенного"
+msgstr "Цвет заливки прямоугольника выделения"
+
+msgid "Selection Stroke"
+msgstr "Цвет контура прямоугольника выделения"
+
+msgid "Activity"
+msgstr "Цвет активности соединения"
+
+msgid "Connection Hover Tint Color"
+msgstr "Оттенок цвета при наведении курсора на соединение"
+
+msgid "Connection Valid Target Tint Color"
+msgstr "Оттенок цвета корректной цели соединения"
+
+msgid "Connection Rim Color"
+msgstr "Цвет края соединения"
+
+msgid "Port Hotzone Inner Extent"
+msgstr ""
+"Гор. диапазон, в пределах которого порт можно захватить (внутр. сторона)"
+
+msgid "Port Hotzone Outer Extent"
+msgstr "Гор. диапазон, в пределах которого порт можно захватить (внеш. сторона)"
msgid "Node"
msgstr "Узел"
+msgid "Default Theme Scale"
+msgstr "Масштаб темы по умолчанию"
+
+msgid "Custom"
+msgstr "Пользовательская тема"
+
+msgid "Custom Font"
+msgstr "Пользовательский шрифт"
+
+msgid "Default Font Antialiasing"
+msgstr "Сглаживание для шрифта по умолчанию"
+
+msgid "Default Font Hinting"
+msgstr "Хинтинг для шрифта по умолчанию"
+
+msgid "Default Font Subpixel Positioning"
+msgstr "Субпиксельное позиционирование для шрифта по умолчанию"
+
+msgid "Default Font Multichannel Signed Distance Field"
+msgstr "Многоканальное поле расстояния со знаком для шрифта по умолчанию"
+
+msgid "Default Font Generate Mipmaps"
+msgstr "Генерировать MIP-карты для шрифта по умолчанию"
+
+msgid "LCD Subpixel Layout"
+msgstr "Макет ЖК-субпикселей"
+
+msgid "Fallback values"
+msgstr "Запасные значения"
+
+msgid "Playback Mode"
+msgstr "Режим воспроизведения"
+
+msgid "Random Pitch"
+msgstr "Случайная высота"
+
+msgid "Random Volume Offset dB"
+msgstr "Случайное смещение громкости, дБ"
+
+msgid "Streams"
+msgstr "Потоки"
+
msgid "Buffer Length"
msgstr "Длина буфера"
@@ -5924,10 +10345,13 @@ msgid "Depth (ms)"
msgstr "Глубина (мс)"
msgid "Level dB"
-msgstr "Уровень дБ"
+msgstr "Уровень, дБ"
msgid "Pan"
-msgstr "Персональная сеть"
+msgstr "Панорамирование"
+
+msgid "Attack (µs)"
+msgstr "Атака (мкс)"
msgid "Release (ms)"
msgstr "Релиз (мс)"
@@ -5936,20 +10360,35 @@ msgid "Sidechain"
msgstr "Боковая цепь"
msgid "Tap 1"
-msgstr "Нажмите 1"
+msgstr "Ритм 1"
msgid "Tap 2"
-msgstr "Нажмите 2"
+msgstr "Ритм 2"
msgid "Feedback"
msgstr "Отзыв"
+msgid "Low-pass"
+msgstr "Фильтр нижних частот"
+
+msgid "Pre Gain"
+msgstr "Усиление «до»"
+
+msgid "Keep Hf Hz"
+msgstr "Фильтр пропускания высоких частот, Гц"
+
msgid "Drive"
msgstr "Диск"
+msgid "Post Gain"
+msgstr "Усиление «после»"
+
msgid "Resonance"
msgstr "Резонанс"
+msgid "Pre Gain dB"
+msgstr "Усиление «до», дБ"
+
msgid "Ceiling dB"
msgstr "Верхний уровень, дБ"
@@ -5957,19 +10396,22 @@ msgid "Threshold dB"
msgstr "Порог, дБ"
msgid "Soft Clip dB"
-msgstr "Софт Клиппинг дБ"
+msgstr "Мягкая обрезка, дБ"
msgid "Soft Clip Ratio"
-msgstr "Коэффициент мягкого скольжения"
+msgstr "Коэффициент мягкой обрезки"
msgid "Range Min Hz"
-msgstr "Минимальный Диапазон Hz"
+msgstr "Мин. диапазон, Гц"
msgid "Range Max Hz"
-msgstr "Максимальный Диапазон Hz"
+msgstr "Макс. диапазон, Гц"
+
+msgid "FFT Size"
+msgstr "Размер FFT"
msgid "Predelay"
-msgstr "Предварительный"
+msgstr "Предварительная задержка"
msgid "Msec"
msgstr "мс"
@@ -5977,38 +10419,195 @@ msgstr "мс"
msgid "Room Size"
msgstr "Размер комнаты"
+msgid "High-pass"
+msgstr "Фильтр верхних частот"
+
+msgid "Tap Back Pos"
+msgstr "Обратная позиция ритма"
+
+msgid "Pan Pullout"
+msgstr "Выведение панорамирования"
+
+msgid "Time Pullout (ms)"
+msgstr "Время выведения (мс)"
+
msgid "Surround"
msgstr "Окружение"
+msgid "Enable Input"
+msgstr "Включить ввод"
+
msgid "Channel Disable Threshold dB"
-msgstr "Порог Отключения Канала, дБ"
+msgstr "Порог отключения канала, дБ"
+
+msgid "Channel Disable Time"
+msgstr "Время отключения канала"
msgid "Video Delay Compensation (ms)"
-msgstr "Компенсация Задержки Видео (мс)"
+msgstr "Компенсация задержки видео (мс)"
+
+msgid "Bus Count"
+msgstr "Количество шин"
+
+msgid "Output Device"
+msgstr "Устройство вывода"
+
+msgid "Input Device"
+msgstr "Устройство ввода"
+
+msgid "Playback Speed Scale"
+msgstr "Масштаб скорости воспроизведения"
+
+msgid "Feed"
+msgstr "Поток"
msgid "Is Active"
msgstr "Активен"
+msgid "Movie Writer"
+msgstr "Запись клипов"
+
+msgid "Speaker Mode"
+msgstr "Режим динамиков"
+
+msgid "MJPEG Quality"
+msgstr "Качество MJPEG"
+
+msgid "Movie File"
+msgstr "Файл клипа"
+
+msgid "Disable V-Sync"
+msgstr "Отключить верт. синхронизацию"
+
msgid "Metadata Flags"
msgstr "Флаги метаданных"
+msgid "Path Types"
+msgstr "Типы областей или ссылок, через которые проходит каждая точка пути"
+
+msgid "Path Rids"
+msgstr ""
+"Уникальные идентификаторы ресурсов областей и ссылок, через которые проходит "
+"каждая точка пути"
+
+msgid "Path Owner IDs"
+msgstr ""
+"Идентификаторы объектов, управляющих областями и ссылками, через которые "
+"проходит каждая точка пути"
+
msgid "Default Cell Size"
msgstr "Размер ячейки по умолчанию"
+msgid "Default Edge Connection Margin"
+msgstr "Стандартный отступ краевого соединения"
+
+msgid "Default Link Connection Radius"
+msgstr "Радиус соединения по каналу по умолчанию"
+
+msgid "Default Cell Height"
+msgstr "Высота ячейки по умолчанию"
+
+msgid "Default Up"
+msgstr "Ориентация «вверх» по умолчанию"
+
+msgid "Merge Rasterizer Cell Scale"
+msgstr "Масштаб ячеек растеризатора объединения"
+
+msgid "Avoidance Use Multiple Threads"
+msgstr "Уклонение: использовать несколько потоков"
+
msgid "Avoidance Use High Priority Threads"
-msgstr "Избегание использования потоков с высоким приоритетом"
+msgstr "Уклонение: использовать потоки с высоким приоритетом"
+
+msgid "Baking"
+msgstr "Запекание"
+
+msgid "Use Crash Prevention Checks"
+msgstr "Использовать проверки для предотвращения сбоев"
+
+msgid "Baking Use Multiple Threads"
+msgstr "Запекание: использовать несколько потоков"
msgid "Baking Use High Priority Threads"
-msgstr "При выпечке используются высокоприоритетные потоки"
+msgstr "Запекание: использовать потоки с высоким приоритетом"
+
+msgid "Edge Connection Color"
+msgstr "Цвет краевых соединений"
+
+msgid "Geometry Edge Color"
+msgstr "Цвет краёв геометрии"
+
+msgid "Geometry Face Color"
+msgstr "Цвет граней геометрии"
+
+msgid "Geometry Edge Disabled Color"
+msgstr "Цвет отключённых краёв геометрии"
+
+msgid "Geometry Face Disabled Color"
+msgstr "Цвет отключённых граней геометрии"
+
+msgid "Link Connection Color"
+msgstr "Цвет соединений по каналу"
+
+msgid "Link Connection Disabled Color"
+msgstr "Цвет отключённых соединений по каналу"
+
+msgid "Agent Path Color"
+msgstr "Цвет пути агента"
+
+msgid "Enable Edge Connections"
+msgstr "Включить краевые соединения"
+
+msgid "Enable Edge Connections X-Ray"
+msgstr "Включить отображение («рентген») краевых соединений"
+
+msgid "Enable Edge Lines"
+msgstr "Включить краевые линии"
msgid "Enable Edge Lines X-Ray"
-msgstr "Включить отображение краевых линий при полной прозрачности"
+msgstr "Включить отображение («рентген») краевых линий"
+
+msgid "Enable Geometry Face Random Color"
+msgstr "Включить случайный цвет каждой грани геометрии"
+
+msgid "Enable Link Connections"
+msgstr "Включить соединения по каналу"
+
+msgid "Enable Link Connections X-Ray"
+msgstr "Включить отображение («рентген») соединений по каналу"
+
+msgid "Enable Agent Paths"
+msgstr "Включить пути агентов"
+
+msgid "Enable Agent Paths X-Ray"
+msgstr "Включить отображение («рентген») путей агентов"
+
+msgid "Agent Path Point Size"
+msgstr "Размер точки пути агента"
+
+msgid "Agents Radius Color"
+msgstr "Цвет радиуса агентов"
msgid "Obstacles Radius Color"
-msgstr "Цвет радиуса препятствия"
+msgstr "Цвет радиуса препятствий"
+
+msgid "Obstacles Static Face Pushin Color"
+msgstr "Цвет граней статичных препятствий при вталкивании"
msgid "Obstacles Static Edge Pushin Color"
-msgstr "Препятствия Статического Края Нажимают Цвет"
+msgstr "Цвет краёв статичных препятствий при вталкивании"
+
+msgid "Obstacles Static Face Pushout Color"
+msgstr "Цвет граней статичных препятствий при выталкивании"
+
+msgid "Obstacles Static Edge Pushout Color"
+msgstr "Цвет краёв статичных препятствий при выталкивании"
+
+msgid "Enable Agents Radius"
+msgstr "Включить радиус агентов"
+
+msgid "Enable Obstacles Radius"
+msgstr "Включить радиус препятствий"
msgid "Enable Obstacles Static"
msgstr "Включить статичные препятствия"
@@ -6019,9 +10618,18 @@ msgstr "Инвертированная масса"
msgid "Inverse Inertia"
msgstr "Инвертированная инерция"
+msgid "Total Angular Damp"
+msgstr "Общее угловое затухание"
+
+msgid "Total Linear Damp"
+msgstr "Общее линейное затухание"
+
msgid "Total Gravity"
msgstr "Суммарная гравитация"
+msgid "Center of Mass Local"
+msgstr "Локальный центр масс"
+
msgid "Exclude"
msgstr "Исключать"
@@ -6031,32 +10639,212 @@ msgstr "Сталкивать с телами"
msgid "Collide With Areas"
msgstr "Сталкивать с областями"
+msgid "Canvas Instance ID"
+msgstr "Идентификатор экземпляра холста"
+
+msgid "Shape RID"
+msgstr "Уникальный идентификатор ресурса формы"
+
+msgid "Collide Separation Ray"
+msgstr "Луч разделения для столкновений"
+
+msgid "Exclude Bodies"
+msgstr "Исключить тела"
+
+msgid "Exclude Objects"
+msgstr "Исключить объекты"
+
+msgid "Recovery as Collision"
+msgstr "Восстановление как столкновение"
+
msgid "Default Gravity"
msgstr "Гравитация по умолчанию"
msgid "Default Gravity Vector"
msgstr "Вектор гравитации по умолчанию"
+msgid "Default Linear Damp"
+msgstr "Потеря линейной скорости по умолчанию"
+
+msgid "Default Angular Damp"
+msgstr "Потеря угловой скорости по умолчанию"
+
+msgid "Sleep Threshold Linear"
+msgstr "Пороговая линейная скорость для сна"
+
+msgid "Sleep Threshold Angular"
+msgstr "Пороговая угловая скорость для сна"
+
+msgid "Time Before Sleep"
+msgstr "Время до сна"
+
+msgid "Solver Iterations"
+msgstr "Итерации решателя"
+
+msgid "Contact Recycle Radius"
+msgstr ""
+"Макс. расстояние, на которое должна переместиться пара тел для пересчёта "
+"состояния столкновения"
+
+msgid "Contact Max Separation"
+msgstr ""
+"Макс. расстояние между формами, после достижения которого они считаются "
+"разделёнными и контакт сбрасывается"
+
+msgid "Contact Max Allowed Penetration"
+msgstr ""
+"Макс. расстояние, на которое одна форма может проникнуть в другую прежде чем "
+"это будет считаться столкновением"
+
+msgid "Default Contact Bias"
+msgstr "Смещение контакта по умолчанию"
+
+msgid "Default Constraint Bias"
+msgstr "Смещение ограничения по умолчанию"
+
msgid "Physics Engine"
msgstr "Физический движок"
+msgid "Inverse Inertia Tensor"
+msgstr "Тензор обратной инерции"
+
msgid "Principal Inertia Axes"
-msgstr "Основные оси инерции"
+msgstr "Главные оси инерции"
+
+msgid "Max Collisions"
+msgstr "Макс. кол-во столкновений"
+
+msgid "Debug Redraw Time"
+msgstr "Время мигания при отладке рисовки"
+
+msgid "Debug Redraw Color"
+msgstr "Цвет мигания при отладке рисовки"
+
+msgid "Tighter Shadow Caster Culling"
+msgstr "Более плотное отсечение источников тени"
msgid "Vertex"
-msgstr "Вершины"
+msgstr "Вершина"
msgid "Fragment"
msgstr "Фрагмент"
+msgid "Tesselation Control"
+msgstr "Настройка тесселяции"
+
msgid "Tesselation Evaluation"
-msgstr "Расчет тесселяции"
+msgstr "Расчёт тесселяции"
+
+msgid "Compute"
+msgstr "Расчёт"
msgid "Syntax"
msgstr "Синтаксис"
+msgid "Bytecode"
+msgstr "Байт-код"
+
+msgid "Compile Error"
+msgstr "Ошибка компиляции"
+
+msgid "Base Error"
+msgstr "Базовая ошибка"
+
+msgid "IDs"
+msgstr "Идентификаторы"
+
+msgid "Constant ID"
+msgstr "Идентификатор константы"
+
+msgid "Sample Masks"
+msgstr "Маски сэмплирования"
+
+msgid "Depth Draw"
+msgstr "Отрисовка глубины"
+
+msgid "Depth Prepass Alpha"
+msgstr "Предпроход глубины альфа"
+
+msgid "Depth Test Disabled"
+msgstr "Тест глубины отключён"
+
+msgid "SSS Mode Skin"
+msgstr "Режим подповерхностного рассеяния для кожи"
+
+msgid "Cull"
+msgstr "Отсечение"
+
+msgid "Unshaded"
+msgstr "Без теней"
+
+msgid "Wireframe"
+msgstr "Каркас"
+
+msgid "Skip Vertex Transform"
+msgstr "Пропустить преобразование вершины"
+
+msgid "World Vertex Coords"
+msgstr "Изменять вершину в мировых, а не локальных координатах"
+
+msgid "Ensure Correct Normals"
+msgstr "Проверить корректность нормалей"
+
+msgid "Shadows Disabled"
+msgstr "Тени отключены"
+
+msgid "Ambient Light Disabled"
+msgstr "Рассеянный свет отключён"
+
+msgid "Vertex Lighting"
+msgstr "Вершинное освещение"
+
+msgid "Particle Trails"
+msgstr "Следы из частиц"
+
+msgid "Alpha to Coverage"
+msgstr "Альфа в покрытие"
+
+msgid "Alpha to Coverage and One"
+msgstr "Альфа в покрытие и один"
+
+msgid "Debug Shadow Splits"
+msgstr "Отладка разделений теней"
+
+msgid "Fog Disabled"
+msgstr "Туман отключён"
+
+msgid "Light Only"
+msgstr "Только свет"
+
+msgid "Collision Use Scale"
+msgstr "Использовать масштаб для столкновений"
+
+msgid "Disable Force"
+msgstr "Отключить силу"
+
+msgid "Disable Velocity"
+msgstr "Отключить быстроту"
+
+msgid "Keep Data"
+msgstr "Сохранить данные"
+
+msgid "Use Half Res Pass"
+msgstr "Использовать проход половинного разрешения"
+
+msgid "Use Quarter Res Pass"
+msgstr "Использовать проход четвертного разрешения"
+
+msgid "Internal Size"
+msgstr "Внутренний размер"
+
+msgid "Target Size"
+msgstr "Целевой размер"
+
+msgid "View Count"
+msgstr "Количество просмотров"
+
msgid "Render Loop Enabled"
-msgstr "Включить цикл рендера"
+msgstr "Включить цикл рендеринга"
msgid "VRAM Compression"
msgstr "Сжатие VRAM"
@@ -6070,18 +10858,66 @@ msgstr "Импорт ETC2 ASTC"
msgid "Lossless Compression"
msgstr "Сжатие без потерь"
+msgid "Force PNG"
+msgstr "Принудительное использование формата PNG"
+
+msgid "WebP Compression"
+msgstr "Сжатие WebP"
+
+msgid "Compression Method"
+msgstr "Метод сжатия"
+
+msgid "Lossless Compression Factor"
+msgstr "Коэффициент сжатия без потерь"
+
+msgid "Time Rollover Secs"
+msgstr "Перенос времени (в секундах)"
+
msgid "Use Physical Light Units"
-msgstr "Используйте физические единицы света"
+msgstr "Использовать для источников света единицы на физической основе"
msgid "Soft Shadow Filter Quality"
-msgstr "Фильтр качества мягких теней"
+msgstr "Качество фильтра мягких теней"
msgid "Shadow Atlas"
msgstr "Атлас теней"
+msgid "Item Buffer Size"
+msgstr "Размер буфера элементов"
+
+msgid "Shader Compiler"
+msgstr "Компилятор шейдеров"
+
+msgid "Shader Cache"
+msgstr "Кэш шейдеров"
+
+msgid "Use Zstd Compression"
+msgstr "Использовать сжатие zstd"
+
+msgid "Strip Debug"
+msgstr "Убрать данные отладки"
+
msgid "Reflections"
msgstr "Отражения"
+msgid "Sky Reflections"
+msgstr "Отражения неба"
+
+msgid "Roughness Layers"
+msgstr "Слои шероховатости"
+
+msgid "Texture Array Reflections"
+msgstr "Массивы текстур для отражений"
+
+msgid "GGX Samples"
+msgstr "Сэмплы GGX"
+
+msgid "Fast Filter High Quality"
+msgstr "Высокое качество быстрого фильтра"
+
+msgid "Reflection Atlas"
+msgstr "Атлас отражений"
+
msgid "Reflection Size"
msgstr "Размер отражения"
@@ -6089,19 +10925,64 @@ msgid "Reflection Count"
msgstr "Количество отражений"
msgid "GI"
-msgstr "GI"
+msgstr "Глобальное освещение"
+
+msgid "Use Half Resolution"
+msgstr "Использовать половинное разрешение"
msgid "Overrides"
msgstr "Переопределить"
msgid "Force Vertex Shading"
-msgstr "Принудительное закрашивание вершин"
+msgstr "Принудительное затенение вершин"
+
+msgid "Force Lambert over Burley"
+msgstr "Принудительное использование модели освещения Ламберта, а не Берли"
+
+msgid "Depth Prepass"
+msgstr "Предпроход глубины"
+
+msgid "Disable for Vendors"
+msgstr "Отключить для поставщиков"
+
+msgid "Default Filters"
+msgstr "Фильтры по умолчанию"
+
+msgid "Use Nearest Mipmap Filter"
+msgstr "Использовать фильтр по ближайшей MIP-карте"
msgid "Anisotropic Filtering Level"
msgstr "Уровень анизотропной фильтрации"
+msgid "Depth of Field"
+msgstr "Глубина резкости"
+
+msgid "Depth of Field Bokeh Shape"
+msgstr "Форма боке глубины резкости"
+
+msgid "Depth of Field Bokeh Quality"
+msgstr "Качество боке глубины резкости"
+
+msgid "Depth of Field Use Jitter"
+msgstr "Использовать джиттер для глубины резкости"
+
+msgid "Half Size"
+msgstr "Половинный размер"
+
+msgid "Adaptive Target"
+msgstr "Адаптивная цель"
+
+msgid "Blur Passes"
+msgstr "Проходы размытия"
+
msgid "Fadeout From"
-msgstr "Затухание от"
+msgstr "Исчезание от"
+
+msgid "Fadeout To"
+msgstr "Исчезание до"
+
+msgid "Screen Space Roughness Limiter"
+msgstr "Ограничитель шероховатости экранного пространства"
msgid "Decals"
msgstr "Декали"
@@ -6112,6 +10993,12 @@ msgstr "Прожекторы света"
msgid "Occlusion Rays per Thread"
msgstr "Лучи окклюзии на поток"
+msgid "Upscale Mode"
+msgstr "Режим увеличения разрешения"
+
+msgid "Screen Space Reflection"
+msgstr "Отражение экранного пространства"
+
msgid "Roughness Quality"
msgstr "Качество шероховатости"
@@ -6124,23 +11011,110 @@ msgstr "Масштаб подповерхностного рассеяния"
msgid "Subsurface Scattering Depth Scale"
msgstr "Шкала глубины подповерхностного рассеяния"
+msgid "Global Shader Variables"
+msgstr "Глобальные переменные шейдера"
+
msgid "Buffer Size"
msgstr "Размер буфера"
+msgid "Probe Capture"
+msgstr "Захват зонда"
+
+msgid "Update Speed"
+msgstr "Скорость обновления"
+
+msgid "Primitive Meshes"
+msgstr "Сетки примитивов"
+
+msgid "Texel Size"
+msgstr "Размер текселя"
+
+msgid "Probe Ray Count"
+msgstr "Количество лучей зонда"
+
+msgid "Frames to Converge"
+msgstr "Кадры для совмещения"
+
+msgid "Frames to Update Lights"
+msgstr "Кадры для обновления источников света"
+
+msgid "Volume Size"
+msgstr "Размер объёма"
+
+msgid "Volume Depth"
+msgstr "Глубина объёма"
+
+msgid "Spatial Indexer"
+msgstr "Пространственный индексатор"
+
+msgid "Update Iterations per Frame"
+msgstr "Итерации обновления на кадр"
+
+msgid "Threaded Cull Minimum Instances"
+msgstr "Мин. кол-во экземпляров поточного отсечения"
+
+msgid "Cluster Builder"
+msgstr "Сборщик кластеров"
+
+msgid "Max Clustered Elements"
+msgstr "Макс. кол-во кластеризованных элементов"
+
msgid "OpenGL"
msgstr "OpenGL"
+msgid "Max Renderable Elements"
+msgstr "Макс. кол-во элементов для рендеринга"
+
+msgid "Max Renderable Lights"
+msgstr "Макс. кол-во источников света для рендеринга"
+
msgid "Max Lights per Object"
-msgstr "Макс. источников света на объект"
+msgstr "Макс. кол-во источников света на объект"
msgid "Shaders"
msgstr "Шейдеры"
+msgid "Shader Language"
+msgstr "Язык шейдеров"
+
+msgid "Treat Warnings as Errors"
+msgstr "Рассматривать предупреждения как ошибки"
+
+msgid "Has Tracking Data"
+msgstr "Имеет данные отслеживания"
+
+msgid "Body Flags"
+msgstr "Флаги тела"
+
+msgid "Blend Shapes"
+msgstr "Формы смешивания"
+
+msgid "Hand Tracking Source"
+msgstr "Источник отслеживания рук"
+
+msgid "Is Primary"
+msgstr "Является основным"
+
+msgid "Play Area Mode"
+msgstr "Режим области воспроизведения"
+
msgid "AR"
msgstr "AR"
msgid "Is Anchor Detection Enabled"
msgstr "Включено ли обнаружение привязки"
+msgid "Tracking Confidence"
+msgstr "Уверенность отслеживания"
+
+msgid "VRS Min Radius"
+msgstr "Мин. радиус VRS"
+
+msgid "VRS Strength"
+msgstr "Сила VRS"
+
+msgid "World Origin"
+msgstr "Центр мировых координат"
+
msgid "Primary Interface"
msgstr "Основной интерфейс"
diff --git a/editor/translations/properties/tr.po b/editor/translations/properties/tr.po
index a4d171d544..428f547e26 100644
--- a/editor/translations/properties/tr.po
+++ b/editor/translations/properties/tr.po
@@ -100,7 +100,7 @@ msgstr ""
"Project-Id-Version: Godot Engine properties\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-07-30 16:40+0000\n"
+"PO-Revision-Date: 2024-08-05 14:04+0000\n"
"Last-Translator: Yılmaz Durmaz <yilmaz_durmaz@hotmail.com>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
"godot-properties/tr/>\n"
@@ -2896,6 +2896,12 @@ msgstr "En Çok Günlük Dosyası"
msgid "Driver"
msgstr "Sürücü"
+msgid "Fallback to Vulkan"
+msgstr "Son Çare Vulkan'a Geri Dön"
+
+msgid "Fallback to D3D12"
+msgstr "Son Çare D3D12'ye Geri Dön"
+
msgid "GL Compatibility"
msgstr "GL Uyumluluğu"
diff --git a/editor/translations/properties/zh_CN.po b/editor/translations/properties/zh_CN.po
index c8671f691e..ac0de7c1d7 100644
--- a/editor/translations/properties/zh_CN.po
+++ b/editor/translations/properties/zh_CN.po
@@ -97,7 +97,7 @@ msgstr ""
"Project-Id-Version: Chinese (Simplified) (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: 2018-01-20 12:15+0200\n"
-"PO-Revision-Date: 2024-07-23 03:39+0000\n"
+"PO-Revision-Date: 2024-08-12 20:09+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-properties/zh_Hans/>\n"
@@ -2494,7 +2494,7 @@ msgid "Rows"
msgstr "行数"
msgid "Image Margin"
-msgstr "图片边距"
+msgstr "图像边距"
msgid "Character Margin"
msgstr "字符边距"
@@ -2893,6 +2893,12 @@ msgstr "最大日志文件数"
msgid "Driver"
msgstr "驱动"
+msgid "Fallback to Vulkan"
+msgstr "回退至 Vulkan"
+
+msgid "Fallback to D3D12"
+msgstr "回退至 D3D12"
+
msgid "GL Compatibility"
msgstr "GL 兼容性"
diff --git a/main/main.cpp b/main/main.cpp
index e42469b51b..3e6c8c1c16 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -2385,6 +2385,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
GLOBAL_DEF("debug/settings/stdout/print_fps", false);
GLOBAL_DEF("debug/settings/stdout/print_gpu_profile", false);
GLOBAL_DEF("debug/settings/stdout/verbose_stdout", false);
+ GLOBAL_DEF("debug/settings/physics_interpolation/enable_warnings", true);
if (!OS::get_singleton()->_verbose_stdout) { // Not manually overridden.
OS::get_singleton()->_verbose_stdout = GLOBAL_GET("debug/settings/stdout/verbose_stdout");
@@ -4054,16 +4055,16 @@ bool Main::iteration() {
uint64_t physics_begin = OS::get_singleton()->get_ticks_usec();
-#ifndef _3D_DISABLED
- PhysicsServer3D::get_singleton()->sync();
- PhysicsServer3D::get_singleton()->flush_queries();
-#endif // _3D_DISABLED
-
// Prepare the fixed timestep interpolated nodes BEFORE they are updated
// by the physics server, otherwise the current and previous transforms
// may be the same, and no interpolation takes place.
OS::get_singleton()->get_main_loop()->iteration_prepare();
+#ifndef _3D_DISABLED
+ PhysicsServer3D::get_singleton()->sync();
+ PhysicsServer3D::get_singleton()->flush_queries();
+#endif // _3D_DISABLED
+
PhysicsServer2D::get_singleton()->sync();
PhysicsServer2D::get_singleton()->flush_queries();
@@ -4073,6 +4074,7 @@ bool Main::iteration() {
#endif // _3D_DISABLED
PhysicsServer2D::get_singleton()->end_sync();
+ Engine::get_singleton()->_in_physics = false;
exit = true;
break;
}
@@ -4096,6 +4098,8 @@ bool Main::iteration() {
message_queue->flush();
+ OS::get_singleton()->get_main_loop()->iteration_end();
+
physics_process_ticks = MAX(physics_process_ticks, OS::get_singleton()->get_ticks_usec() - physics_begin); // keep the largest one for reference
physics_process_max = MAX(OS::get_singleton()->get_ticks_usec() - physics_begin, physics_process_max);
diff --git a/main/main_timer_sync.cpp b/main/main_timer_sync.cpp
index d358d9fa93..569930d427 100644
--- a/main/main_timer_sync.cpp
+++ b/main/main_timer_sync.cpp
@@ -299,17 +299,6 @@ int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t p_delta) {
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
double MainTimerSync::get_physics_jitter_fix() {
- // Turn off jitter fix when using fixed timestep interpolation.
- // Note this shouldn't be on UNTIL 3d interpolation is implemented,
- // otherwise we will get people making 3d games with the physics_interpolation
- // set to on getting jitter fix disabled unexpectedly.
-#if 0
- if (Engine::get_singleton()->is_physics_interpolation_enabled()) {
- // Would be better to write a simple bypass for jitter fix but this will do to get started.
- return 0.0;
- }
-#endif
-
return Engine::get_singleton()->get_physics_jitter_fix();
}
diff --git a/misc/dist/macos_tools.app/Contents/Info.plist b/misc/dist/macos_tools.app/Contents/Info.plist
index 90888719f8..c35a209844 100644
--- a/misc/dist/macos_tools.app/Contents/Info.plist
+++ b/misc/dist/macos_tools.app/Contents/Info.plist
@@ -17,11 +17,11 @@
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
- <string>4.3</string>
+ <string>4.4</string>
<key>CFBundleSignature</key>
<string>godot</string>
<key>CFBundleVersion</key>
- <string>4.3</string>
+ <string>4.4</string>
<key>NSMicrophoneUsageDescription</key>
<string>Microphone access is required to capture audio.</string>
<key>NSCameraUsageDescription</key>
diff --git a/misc/dist/windows/godot.iss b/misc/dist/windows/godot.iss
index 6ce51e4bab..35f318cc12 100644
--- a/misc/dist/windows/godot.iss
+++ b/misc/dist/windows/godot.iss
@@ -1,5 +1,5 @@
#define MyAppName "Godot Engine"
-#define MyAppVersion "4.3"
+#define MyAppVersion "4.4"
#define MyAppPublisher "Godot Engine contributors"
#define MyAppURL "https://godotengine.org/"
#define MyAppExeName "godot.exe"
diff --git a/misc/extension_api_validation/4.2-stable.expected b/misc/extension_api_validation/4.2-stable_4.3-stable.expected
index ce8f24c7a9..ce8f24c7a9 100644
--- a/misc/extension_api_validation/4.2-stable.expected
+++ b/misc/extension_api_validation/4.2-stable_4.3-stable.expected
diff --git a/misc/extension_api_validation/4.3-stable.expected b/misc/extension_api_validation/4.3-stable.expected
new file mode 100644
index 0000000000..a2112d71f2
--- /dev/null
+++ b/misc/extension_api_validation/4.3-stable.expected
@@ -0,0 +1,9 @@
+This file contains the expected output of --validate-extension-api when run against the extension_api.json of the
+4.3-stable tag (the basename of this file).
+
+Only lines that start with "Validate extension JSON:" matter, everything else is considered a comment and ignored. They
+should instead be used to justify these changes and describe how users should work around these changes.
+
+Add new entries at the end of the file.
+
+## Changes between 4.3-stable and 4.4-stable
diff --git a/modules/gdscript/gdscript_cache.cpp b/modules/gdscript/gdscript_cache.cpp
index 6eb35c9ac1..3b6526ffd9 100644
--- a/modules/gdscript/gdscript_cache.cpp
+++ b/modules/gdscript/gdscript_cache.cpp
@@ -155,15 +155,7 @@ void GDScriptCache::move_script(const String &p_from, const String &p_to) {
return;
}
- if (singleton->parser_map.has(p_from) && !p_from.is_empty()) {
- singleton->parser_map[p_to] = singleton->parser_map[p_from];
- }
- singleton->parser_map.erase(p_from);
-
- if (singleton->parser_inverse_dependencies.has(p_from) && !p_from.is_empty()) {
- singleton->parser_inverse_dependencies[p_to] = singleton->parser_inverse_dependencies[p_from];
- }
- singleton->parser_inverse_dependencies.erase(p_from);
+ remove_parser(p_from);
if (singleton->shallow_gdscript_cache.has(p_from) && !p_from.is_empty()) {
singleton->shallow_gdscript_cache[p_to] = singleton->shallow_gdscript_cache[p_from];
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.csproj b/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.csproj
index 74623a60ba..ee624a443d 100644
--- a/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.csproj
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.csproj
@@ -7,7 +7,7 @@
<Authors>Godot Engine contributors</Authors>
<PackageId>Godot.NET.Sdk</PackageId>
- <Version>4.3.0</Version>
+ <Version>4.4.0</Version>
<PackageVersion>$(PackageVersion_Godot_NET_Sdk)</PackageVersion>
<RepositoryUrl>https://github.com/godotengine/godot/tree/master/modules/mono/editor/Godot.NET.Sdk</RepositoryUrl>
<PackageProjectUrl>$(RepositoryUrl)</PackageProjectUrl>
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/Godot.SourceGenerators.csproj b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/Godot.SourceGenerators.csproj
index 1aa2979e76..8e407da7a6 100644
--- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/Godot.SourceGenerators.csproj
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/Godot.SourceGenerators.csproj
@@ -9,7 +9,7 @@
<Authors>Godot Engine contributors</Authors>
<PackageId>Godot.SourceGenerators</PackageId>
- <Version>4.3.0</Version>
+ <Version>4.4.0</Version>
<PackageVersion>$(PackageVersion_Godot_SourceGenerators)</PackageVersion>
<RepositoryUrl>https://github.com/godotengine/godot/tree/master/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators</RepositoryUrl>
<PackageProjectUrl>$(RepositoryUrl)</PackageProjectUrl>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj b/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
index 6b25087c93..b838f8eac7 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
+++ b/modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
@@ -17,7 +17,7 @@
<Authors>Godot Engine contributors</Authors>
<PackageId>GodotSharp</PackageId>
- <Version>4.3.0</Version>
+ <Version>4.4.0</Version>
<PackageVersion>$(PackageVersion_GodotSharp)</PackageVersion>
<RepositoryUrl>https://github.com/godotengine/godot/tree/master/modules/mono/glue/GodotSharp/GodotSharp</RepositoryUrl>
<PackageProjectUrl>$(RepositoryUrl)</PackageProjectUrl>
diff --git a/modules/mono/glue/GodotSharp/GodotSharpEditor/GodotSharpEditor.csproj b/modules/mono/glue/GodotSharp/GodotSharpEditor/GodotSharpEditor.csproj
index 4561fdaf2b..65b4824f94 100644
--- a/modules/mono/glue/GodotSharp/GodotSharpEditor/GodotSharpEditor.csproj
+++ b/modules/mono/glue/GodotSharp/GodotSharpEditor/GodotSharpEditor.csproj
@@ -15,7 +15,7 @@
<Authors>Godot Engine contributors</Authors>
<PackageId>GodotSharpEditor</PackageId>
- <Version>4.3.0</Version>
+ <Version>4.4.0</Version>
<PackageVersion>$(PackageVersion_GodotSharp)</PackageVersion>
<RepositoryUrl>https://github.com/godotengine/godot/tree/master/modules/mono/glue/GodotSharp/GodotSharpEditor</RepositoryUrl>
<PackageProjectUrl>$(RepositoryUrl)</PackageProjectUrl>
diff --git a/platform/android/export/export_plugin.cpp b/platform/android/export/export_plugin.cpp
index 5169b9417f..689360aef6 100644
--- a/platform/android/export/export_plugin.cpp
+++ b/platform/android/export/export_plugin.cpp
@@ -3270,18 +3270,17 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
}
List<String> copy_args;
- String copy_command;
- if (export_format == EXPORT_FORMAT_AAB) {
- copy_command = vformat("copyAndRename%sAab", build_type);
- } else if (export_format == EXPORT_FORMAT_APK) {
- copy_command = vformat("copyAndRename%sApk", build_type);
- }
-
+ String copy_command = "copyAndRenameBinary";
copy_args.push_back(copy_command);
copy_args.push_back("-p"); // argument to specify the start directory.
copy_args.push_back(build_path); // start directory.
+ copy_args.push_back("-Pexport_build_type=" + build_type.to_lower());
+
+ String export_format_arg = export_format == EXPORT_FORMAT_AAB ? "aab" : "apk";
+ copy_args.push_back("-Pexport_format=" + export_format_arg);
+
String export_filename = p_path.get_file();
String export_path = p_path.get_base_dir();
if (export_path.is_relative_path()) {
diff --git a/platform/android/java/app/build.gradle b/platform/android/java/app/build.gradle
index 01d5d9ef92..05b4f379b3 100644
--- a/platform/android/java/app/build.gradle
+++ b/platform/android/java/app/build.gradle
@@ -211,70 +211,24 @@ android {
}
}
-task copyAndRenameDebugApk(type: Copy) {
+task copyAndRenameBinary(type: Copy) {
// The 'doNotTrackState' is added to disable gradle's up-to-date checks for output files
// and directories. Otherwise this check may cause permissions access failures on Windows
// machines.
doNotTrackState("No need for up-to-date checks for the copy-and-rename operation")
- from "$buildDir/outputs/apk/debug/android_debug.apk"
- into getExportPath()
- rename "android_debug.apk", getExportFilename()
-}
+ String exportPath = getExportPath()
+ String exportFilename = getExportFilename()
+ String exportBuildType = getExportBuildType()
+ String exportFormat = getExportFormat()
-task copyAndRenameDevApk(type: Copy) {
- // The 'doNotTrackState' is added to disable gradle's up-to-date checks for output files
- // and directories. Otherwise this check may cause permissions access failures on Windows
- // machines.
- doNotTrackState("No need for up-to-date checks for the copy-and-rename operation")
-
- from "$buildDir/outputs/apk/dev/android_dev.apk"
- into getExportPath()
- rename "android_dev.apk", getExportFilename()
-}
-
-task copyAndRenameReleaseApk(type: Copy) {
- // The 'doNotTrackState' is added to disable gradle's up-to-date checks for output files
- // and directories. Otherwise this check may cause permissions access failures on Windows
- // machines.
- doNotTrackState("No need for up-to-date checks for the copy-and-rename operation")
-
- from "$buildDir/outputs/apk/release/android_release.apk"
- into getExportPath()
- rename "android_release.apk", getExportFilename()
-}
-
-task copyAndRenameDebugAab(type: Copy) {
- // The 'doNotTrackState' is added to disable gradle's up-to-date checks for output files
- // and directories. Otherwise this check may cause permissions access failures on Windows
- // machines.
- doNotTrackState("No need for up-to-date checks for the copy-and-rename operation")
-
- from "$buildDir/outputs/bundle/debug/build-debug.aab"
- into getExportPath()
- rename "build-debug.aab", getExportFilename()
-}
-
-task copyAndRenameDevAab(type: Copy) {
- // The 'doNotTrackState' is added to disable gradle's up-to-date checks for output files
- // and directories. Otherwise this check may cause permissions access failures on Windows
- // machines.
- doNotTrackState("No need for up-to-date checks for the copy-and-rename operation")
-
- from "$buildDir/outputs/bundle/dev/build-dev.aab"
- into getExportPath()
- rename "build-dev.aab", getExportFilename()
-}
-
-task copyAndRenameReleaseAab(type: Copy) {
- // The 'doNotTrackState' is added to disable gradle's up-to-date checks for output files
- // and directories. Otherwise this check may cause permissions access failures on Windows
- // machines.
- doNotTrackState("No need for up-to-date checks for the copy-and-rename operation")
+ boolean isAab = exportFormat == "aab"
+ String sourceFilepath = isAab ? "$buildDir/outputs/bundle/$exportBuildType/build-${exportBuildType}.aab" : "$buildDir/outputs/apk/$exportBuildType/android_${exportBuildType}.apk"
+ String sourceFilename = isAab ? "build-${exportBuildType}.aab" : "android_${exportBuildType}.apk"
- from "$buildDir/outputs/bundle/release/build-release.aab"
- into getExportPath()
- rename "build-release.aab", getExportFilename()
+ from sourceFilepath
+ into exportPath
+ rename sourceFilename, exportFilename
}
/**
diff --git a/platform/android/java/app/config.gradle b/platform/android/java/app/config.gradle
index eb9ad9de05..611a9c4a40 100644
--- a/platform/android/java/app/config.gradle
+++ b/platform/android/java/app/config.gradle
@@ -224,6 +224,22 @@ ext.getExportFilename = {
return exportFilename
}
+ext.getExportBuildType = {
+ String exportBuildType = project.hasProperty("export_build_type") ? project.property("export_build_type") : ""
+ if (exportBuildType == null || exportBuildType.isEmpty()) {
+ exportBuildType = "debug"
+ }
+ return exportBuildType
+}
+
+ext.getExportFormat = {
+ String exportFormat = project.hasProperty("export_format") ? project.property("export_format") : ""
+ if (exportFormat == null || exportFormat.isEmpty()) {
+ exportFormat = "apk"
+ }
+ return exportFormat
+}
+
/**
* Parse the project properties for the 'plugins_maven_repos' property and return the list
* of maven repos.
diff --git a/platform/android/java/build.gradle b/platform/android/java/build.gradle
index f5555289fd..771bda6948 100644
--- a/platform/android/java/build.gradle
+++ b/platform/android/java/build.gradle
@@ -35,116 +35,17 @@ ext {
// `./gradlew generateGodotTemplates` build command instead after running the `scons` command(s).
// The {selectedAbis} values must be from the {supportedAbis} values.
selectedAbis = ["arm64"]
-}
-def rootDir = "../../.."
-def binDir = "$rootDir/bin/"
-def androidEditorBuildsDir = "$binDir/android_editor_builds/"
+ rootDir = "../../.."
+ binDir = "$rootDir/bin/"
+ androidEditorBuildsDir = "$binDir/android_editor_builds/"
+}
def getSconsTaskName(String flavor, String buildType, String abi) {
return "compileGodotNativeLibs" + flavor.capitalize() + buildType.capitalize() + abi.capitalize()
}
/**
- * Copy the generated 'android_debug.apk' binary template into the Godot bin directory.
- * Depends on the app build task to ensure the binary is generated prior to copying.
- */
-task copyDebugBinaryToBin(type: Copy) {
- dependsOn ':app:assembleDebug'
- from('app/build/outputs/apk/debug')
- into(binDir)
- include('android_debug.apk')
-}
-
-/**
- * Copy the generated 'android_dev.apk' binary template into the Godot bin directory.
- * Depends on the app build task to ensure the binary is generated prior to copying.
- */
-task copyDevBinaryToBin(type: Copy) {
- dependsOn ':app:assembleDev'
- from('app/build/outputs/apk/dev')
- into(binDir)
- include('android_dev.apk')
-}
-
-/**
- * Copy the generated 'android_release.apk' binary template into the Godot bin directory.
- * Depends on the app build task to ensure the binary is generated prior to copying.
- */
-task copyReleaseBinaryToBin(type: Copy) {
- dependsOn ':app:assembleRelease'
- from('app/build/outputs/apk/release')
- into(binDir)
- include('android_release.apk')
-}
-
-/**
- * Copy the Godot android library archive debug file into the app module debug libs directory.
- * Depends on the library build task to ensure the AAR file is generated prior to copying.
- */
-task copyDebugAARToAppModule(type: Copy) {
- dependsOn ':lib:assembleTemplateDebug'
- from('lib/build/outputs/aar')
- into('app/libs/debug')
- include('godot-lib.template_debug.aar')
-}
-
-/**
- * Copy the Godot android library archive debug file into the root bin directory.
- * Depends on the library build task to ensure the AAR file is generated prior to copying.
- */
-task copyDebugAARToBin(type: Copy) {
- dependsOn ':lib:assembleTemplateDebug'
- from('lib/build/outputs/aar')
- into(binDir)
- include('godot-lib.template_debug.aar')
-}
-
-/**
- * Copy the Godot android library archive dev file into the app module dev libs directory.
- * Depends on the library build task to ensure the AAR file is generated prior to copying.
- */
-task copyDevAARToAppModule(type: Copy) {
- dependsOn ':lib:assembleTemplateDev'
- from('lib/build/outputs/aar')
- into('app/libs/dev')
- include('godot-lib.template_debug.dev.aar')
-}
-
-/**
- * Copy the Godot android library archive dev file into the root bin directory.
- * Depends on the library build task to ensure the AAR file is generated prior to copying.
- */
-task copyDevAARToBin(type: Copy) {
- dependsOn ':lib:assembleTemplateDev'
- from('lib/build/outputs/aar')
- into(binDir)
- include('godot-lib.template_debug.dev.aar')
-}
-
-/**
- * Copy the Godot android library archive release file into the app module release libs directory.
- * Depends on the library build task to ensure the AAR file is generated prior to copying.
- */
-task copyReleaseAARToAppModule(type: Copy) {
- dependsOn ':lib:assembleTemplateRelease'
- from('lib/build/outputs/aar')
- into('app/libs/release')
- include('godot-lib.template_release.aar')
-}
-
-/**
- * Copy the Godot android library archive release file into the root bin directory.
- * Depends on the library build task to ensure the AAR file is generated prior to copying.
- */
-task copyReleaseAARToBin(type: Copy) {
- dependsOn ':lib:assembleTemplateRelease'
- from('lib/build/outputs/aar')
- into(binDir)
- include('godot-lib.template_release.aar')
-}
-
-/**
* Generate Godot gradle build template by zipping the source files from the app directory, as well
* as the AAR files generated by 'copyDebugAAR', 'copyDevAAR' and 'copyReleaseAAR'.
* The zip file also includes some gradle tools to enable gradle builds from the Godot Editor.
@@ -197,7 +98,7 @@ def generateBuildTasks(String flavor = "template") {
throw new GradleException("Invalid build flavor: $flavor")
}
- def tasks = []
+ def buildTasks = []
// Only build the apks and aar files for which we have native shared libraries unless we intend
// to run the scons build tasks.
@@ -206,72 +107,93 @@ def generateBuildTasks(String flavor = "template") {
String libsDir = isTemplate ? "lib/libs/" : "lib/libs/tools/"
for (String target : supportedFlavorsBuildTypes[flavor]) {
File targetLibs = new File(libsDir + target)
+
+ String targetSuffix = target
+ if (target == "dev") {
+ targetSuffix = "debug.dev"
+ }
+
if (!excludeSconsBuildTasks || (targetLibs != null
&& targetLibs.isDirectory()
&& targetLibs.listFiles() != null
&& targetLibs.listFiles().length > 0)) {
+
String capitalizedTarget = target.capitalize()
if (isTemplate) {
- // Copy the generated aar library files to the build directory.
- tasks += "copy${capitalizedTarget}AARToAppModule"
- // Copy the generated aar library files to the bin directory.
- tasks += "copy${capitalizedTarget}AARToBin"
- // Copy the prebuilt binary templates to the bin directory.
- tasks += "copy${capitalizedTarget}BinaryToBin"
+ // Copy the Godot android library archive file into the app module libs directory.
+ // Depends on the library build task to ensure the AAR file is generated prior to copying.
+ String copyAARTaskName = "copy${capitalizedTarget}AARToAppModule"
+ if (tasks.findByName(copyAARTaskName) != null) {
+ buildTasks += tasks.getByName(copyAARTaskName)
+ } else {
+ buildTasks += tasks.create(name: copyAARTaskName, type: Copy) {
+ dependsOn ":lib:assembleTemplate${capitalizedTarget}"
+ from('lib/build/outputs/aar')
+ include("godot-lib.template_${targetSuffix}.aar")
+ into("app/libs/${target}")
+ }
+ }
+
+ // Copy the Godot android library archive file into the root bin directory.
+ // Depends on the library build task to ensure the AAR file is generated prior to copying.
+ String copyAARToBinTaskName = "copy${capitalizedTarget}AARToBin"
+ if (tasks.findByName(copyAARToBinTaskName) != null) {
+ buildTasks += tasks.getByName(copyAARToBinTaskName)
+ } else {
+ buildTasks += tasks.create(name: copyAARToBinTaskName, type: Copy) {
+ dependsOn ":lib:assembleTemplate${capitalizedTarget}"
+ from('lib/build/outputs/aar')
+ include("godot-lib.template_${targetSuffix}.aar")
+ into(binDir)
+ }
+ }
+
+ // Copy the generated binary template into the Godot bin directory.
+ // Depends on the app build task to ensure the binary is generated prior to copying.
+ String copyBinaryTaskName = "copy${capitalizedTarget}BinaryToBin"
+ if (tasks.findByName(copyBinaryTaskName) != null) {
+ buildTasks += tasks.getByName(copyBinaryTaskName)
+ } else {
+ buildTasks += tasks.create(name: copyBinaryTaskName, type: Copy) {
+ dependsOn ":app:assemble${capitalizedTarget}"
+ from("app/build/outputs/apk/${target}")
+ into(binDir)
+ include("android_${target}.apk")
+ }
+ }
} else {
// Copy the generated editor apk to the bin directory.
- tasks += "copyEditor${capitalizedTarget}ApkToBin"
+ String copyEditorApkTaskName = "copyEditor${capitalizedTarget}ApkToBin"
+ if (tasks.findByName(copyEditorApkTaskName) != null) {
+ buildTasks += tasks.getByName(copyEditorApkTaskName)
+ } else {
+ buildTasks += tasks.create(name: copyEditorApkTaskName, type: Copy) {
+ dependsOn ":editor:assemble${capitalizedTarget}"
+ from("editor/build/outputs/apk/${target}")
+ into(androidEditorBuildsDir)
+ include("android_editor-${target}*.apk")
+ }
+ }
+
// Copy the generated editor aab to the bin directory.
- tasks += "copyEditor${capitalizedTarget}AabToBin"
+ String copyEditorAabTaskName = "copyEditor${capitalizedTarget}AabToBin"
+ if (tasks.findByName(copyEditorAabTaskName) != null) {
+ buildTasks += tasks.getByName(copyEditorAabTaskName)
+ } else {
+ buildTasks += tasks.create(name: copyEditorAabTaskName, type: Copy) {
+ dependsOn ":editor:bundle${capitalizedTarget}"
+ from("editor/build/outputs/bundle/${target}")
+ into(androidEditorBuildsDir)
+ include("android_editor-${target}*.aab")
+ }
+ }
}
} else {
logger.lifecycle("No native shared libs for target $target. Skipping build.")
}
}
- return tasks
-}
-
-task copyEditorReleaseApkToBin(type: Copy) {
- dependsOn ':editor:assembleRelease'
- from('editor/build/outputs/apk/release')
- into(androidEditorBuildsDir)
- include('android_editor-release*.apk')
-}
-
-task copyEditorReleaseAabToBin(type: Copy) {
- dependsOn ':editor:bundleRelease'
- from('editor/build/outputs/bundle/release')
- into(androidEditorBuildsDir)
- include('android_editor-release*.aab')
-}
-
-task copyEditorDebugApkToBin(type: Copy) {
- dependsOn ':editor:assembleDebug'
- from('editor/build/outputs/apk/debug')
- into(androidEditorBuildsDir)
- include('android_editor-debug.apk')
-}
-
-task copyEditorDebugAabToBin(type: Copy) {
- dependsOn ':editor:bundleDebug'
- from('editor/build/outputs/bundle/debug')
- into(androidEditorBuildsDir)
- include('android_editor-debug.aab')
-}
-
-task copyEditorDevApkToBin(type: Copy) {
- dependsOn ':editor:assembleDev'
- from('editor/build/outputs/apk/dev')
- into(androidEditorBuildsDir)
- include('android_editor-dev.apk')
-}
-
-task copyEditorDevAabToBin(type: Copy) {
- dependsOn ':editor:bundleDev'
- from('editor/build/outputs/bundle/dev')
- into(androidEditorBuildsDir)
- include('android_editor-dev.aab')
+ return buildTasks
}
/**
diff --git a/platform/ios/export/export_plugin.cpp b/platform/ios/export/export_plugin.cpp
index 5b65c8b485..580e3ba789 100644
--- a/platform/ios/export/export_plugin.cpp
+++ b/platform/ios/export/export_plugin.cpp
@@ -1628,7 +1628,7 @@ Error EditorExportPlatformIOS::_copy_asset(const Ref<EditorExportPreset> &p_pres
asset_path = asset_path.path_join(framework_name);
destination_dir = p_out_dir.path_join(asset_path);
- destination = destination_dir.path_join(file_name);
+ destination = destination_dir;
// Convert to framework and copy.
Error err = _convert_to_framework(p_asset, destination, p_preset->get("application/bundle_identifier"));
diff --git a/platform/linuxbsd/wayland/wayland_thread.cpp b/platform/linuxbsd/wayland/wayland_thread.cpp
index dea8bae438..975d384bad 100644
--- a/platform/linuxbsd/wayland/wayland_thread.cpp
+++ b/platform/linuxbsd/wayland/wayland_thread.cpp
@@ -1263,23 +1263,25 @@ void WaylandThread::_wl_seat_on_capabilities(void *data, struct wl_seat *wl_seat
// Pointer handling.
if (capabilities & WL_SEAT_CAPABILITY_POINTER) {
- ss->cursor_surface = wl_compositor_create_surface(ss->registry->wl_compositor);
- wl_surface_commit(ss->cursor_surface);
+ if (!ss->wl_pointer) {
+ ss->cursor_surface = wl_compositor_create_surface(ss->registry->wl_compositor);
+ wl_surface_commit(ss->cursor_surface);
- ss->wl_pointer = wl_seat_get_pointer(wl_seat);
- wl_pointer_add_listener(ss->wl_pointer, &wl_pointer_listener, ss);
+ ss->wl_pointer = wl_seat_get_pointer(wl_seat);
+ wl_pointer_add_listener(ss->wl_pointer, &wl_pointer_listener, ss);
- if (ss->registry->wp_relative_pointer_manager) {
- ss->wp_relative_pointer = zwp_relative_pointer_manager_v1_get_relative_pointer(ss->registry->wp_relative_pointer_manager, ss->wl_pointer);
- zwp_relative_pointer_v1_add_listener(ss->wp_relative_pointer, &wp_relative_pointer_listener, ss);
- }
+ if (ss->registry->wp_relative_pointer_manager) {
+ ss->wp_relative_pointer = zwp_relative_pointer_manager_v1_get_relative_pointer(ss->registry->wp_relative_pointer_manager, ss->wl_pointer);
+ zwp_relative_pointer_v1_add_listener(ss->wp_relative_pointer, &wp_relative_pointer_listener, ss);
+ }
- if (ss->registry->wp_pointer_gestures) {
- ss->wp_pointer_gesture_pinch = zwp_pointer_gestures_v1_get_pinch_gesture(ss->registry->wp_pointer_gestures, ss->wl_pointer);
- zwp_pointer_gesture_pinch_v1_add_listener(ss->wp_pointer_gesture_pinch, &wp_pointer_gesture_pinch_listener, ss);
- }
+ if (ss->registry->wp_pointer_gestures) {
+ ss->wp_pointer_gesture_pinch = zwp_pointer_gestures_v1_get_pinch_gesture(ss->registry->wp_pointer_gestures, ss->wl_pointer);
+ zwp_pointer_gesture_pinch_v1_add_listener(ss->wp_pointer_gesture_pinch, &wp_pointer_gesture_pinch_listener, ss);
+ }
- // TODO: Constrain new pointers if the global mouse mode is constrained.
+ // TODO: Constrain new pointers if the global mouse mode is constrained.
+ }
} else {
if (ss->cursor_frame_callback) {
// Just in case. I got bitten by weird race-like conditions already.
@@ -1317,11 +1319,13 @@ void WaylandThread::_wl_seat_on_capabilities(void *data, struct wl_seat *wl_seat
// Keyboard handling.
if (capabilities & WL_SEAT_CAPABILITY_KEYBOARD) {
- ss->xkb_context = xkb_context_new(XKB_CONTEXT_NO_FLAGS);
- ERR_FAIL_NULL(ss->xkb_context);
+ if (!ss->wl_keyboard) {
+ ss->xkb_context = xkb_context_new(XKB_CONTEXT_NO_FLAGS);
+ ERR_FAIL_NULL(ss->xkb_context);
- ss->wl_keyboard = wl_seat_get_keyboard(wl_seat);
- wl_keyboard_add_listener(ss->wl_keyboard, &wl_keyboard_listener, ss);
+ ss->wl_keyboard = wl_seat_get_keyboard(wl_seat);
+ wl_keyboard_add_listener(ss->wl_keyboard, &wl_keyboard_listener, ss);
+ }
} else {
if (ss->xkb_context) {
xkb_context_unref(ss->xkb_context);
diff --git a/platform/macos/joypad_macos.mm b/platform/macos/joypad_macos.mm
index 8cd5cdd9f2..beb32d9129 100644
--- a/platform/macos/joypad_macos.mm
+++ b/platform/macos/joypad_macos.mm
@@ -228,7 +228,7 @@ void JoypadMacOS::joypad_vibration_stop(Joypad *p_joypad, uint64_t p_timestamp)
@property(assign, nonatomic) BOOL isObserving;
@property(assign, nonatomic) BOOL isProcessing;
@property(strong, nonatomic) NSMutableDictionary<NSNumber *, Joypad *> *connectedJoypads;
-@property(strong, nonatomic) NSMutableArray<Joypad *> *joypadsQueue;
+@property(strong, nonatomic) NSMutableArray<GCController *> *joypadsQueue;
@end
@@ -364,8 +364,7 @@ void JoypadMacOS::joypad_vibration_stop(Joypad *p_joypad, uint64_t p_timestamp)
if ([[self getAllKeysForController:controller] count] > 0) {
print_verbose("Controller is already registered.");
} else if (!self.isProcessing) {
- Joypad *joypad = [[Joypad alloc] init:controller];
- [self.joypadsQueue addObject:joypad];
+ [self.joypadsQueue addObject:controller];
} else {
[self addMacOSJoypad:controller];
}
diff --git a/platform/macos/os_macos.h b/platform/macos/os_macos.h
index df3a4009a3..303fc112bf 100644
--- a/platform/macos/os_macos.h
+++ b/platform/macos/os_macos.h
@@ -109,7 +109,6 @@ public:
virtual String get_executable_path() const override;
virtual Error create_process(const String &p_path, const List<String> &p_arguments, ProcessID *r_child_id = nullptr, bool p_open_console = false) override;
virtual Error create_instance(const List<String> &p_arguments, ProcessID *r_child_id = nullptr) override;
- virtual Error kill(const ProcessID &p_pid) override;
virtual bool is_process_running(const ProcessID &p_pid) const override;
virtual String get_unique_id() const override;
diff --git a/platform/macos/os_macos.mm b/platform/macos/os_macos.mm
index 495246344b..3a82514766 100644
--- a/platform/macos/os_macos.mm
+++ b/platform/macos/os_macos.mm
@@ -675,18 +675,6 @@ bool OS_MacOS::is_process_running(const ProcessID &p_pid) const {
return ![app isTerminated];
}
-Error OS_MacOS::kill(const ProcessID &p_pid) {
- NSRunningApplication *app = [NSRunningApplication runningApplicationWithProcessIdentifier:(pid_t)p_pid];
- if (!app) {
- return OS_Unix::kill(p_pid);
- }
- bool terminated = [app terminate];
- if (!terminated) {
- terminated = [app forceTerminate];
- }
- return terminated ? OK : ERR_INVALID_PARAMETER;
-}
-
String OS_MacOS::get_unique_id() const {
static String serial_number;
diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp
index 7e368b4c1e..88ab9a4af0 100644
--- a/platform/windows/display_server_windows.cpp
+++ b/platform/windows/display_server_windows.cpp
@@ -5391,13 +5391,15 @@ DisplayServer::WindowID DisplayServerWindows::_create_window(WindowMode p_mode,
{
WindowData *wd_transient_parent = nullptr;
HWND owner_hwnd = nullptr;
- if (p_transient_parent != INVALID_WINDOW_ID && !windows.has(p_transient_parent)) {
- ERR_PRINT("Condition \"!windows.has(p_transient_parent)\" is true.");
- p_transient_parent = INVALID_WINDOW_ID;
- } else {
- wd_transient_parent = &windows[p_transient_parent];
- if (p_exclusive) {
- owner_hwnd = wd_transient_parent->hWnd;
+ if (p_transient_parent != INVALID_WINDOW_ID) {
+ if (!windows.has(p_transient_parent)) {
+ ERR_PRINT("Condition \"!windows.has(p_transient_parent)\" is true.");
+ p_transient_parent = INVALID_WINDOW_ID;
+ } else {
+ wd_transient_parent = &windows[p_transient_parent];
+ if (p_exclusive) {
+ owner_hwnd = wd_transient_parent->hWnd;
+ }
}
}
diff --git a/platform/windows/os_windows.cpp b/platform/windows/os_windows.cpp
index 9025f53f42..40b265785f 100644
--- a/platform/windows/os_windows.cpp
+++ b/platform/windows/os_windows.cpp
@@ -379,6 +379,8 @@ Error OS_Windows::open_dynamic_library(const String &p_path, void *&p_library_ha
//this code exists so gdextension can load .dll files from within the executable path
path = get_executable_path().get_base_dir().path_join(p_path.get_file());
}
+ // Path to load from may be different from original if we make copies.
+ String load_path = path;
ERR_FAIL_COND_V(!FileAccess::exists(path), ERR_FILE_NOT_FOUND);
@@ -387,25 +389,22 @@ Error OS_Windows::open_dynamic_library(const String &p_path, void *&p_library_ha
if (p_data != nullptr && p_data->generate_temp_files) {
// Copy the file to the same directory as the original with a prefix in the name.
// This is so relative path to dependencies are satisfied.
- String copy_path = path.get_base_dir().path_join("~" + path.get_file());
+ load_path = path.get_base_dir().path_join("~" + path.get_file());
// If there's a left-over copy (possibly from a crash) then delete it first.
- if (FileAccess::exists(copy_path)) {
- DirAccess::remove_absolute(copy_path);
+ if (FileAccess::exists(load_path)) {
+ DirAccess::remove_absolute(load_path);
}
- Error copy_err = DirAccess::copy_absolute(path, copy_path);
+ Error copy_err = DirAccess::copy_absolute(path, load_path);
if (copy_err) {
ERR_PRINT("Error copying library: " + path);
return ERR_CANT_CREATE;
}
- FileAccess::set_hidden_attribute(copy_path, true);
+ FileAccess::set_hidden_attribute(load_path, true);
- // Save the copied path so it can be deleted later.
- path = copy_path;
-
- Error pdb_err = WindowsUtils::copy_and_rename_pdb(path);
+ Error pdb_err = WindowsUtils::copy_and_rename_pdb(load_path);
if (pdb_err != OK && pdb_err != ERR_SKIP) {
WARN_PRINT(vformat("Failed to rename the PDB file. The original PDB file for '%s' will be loaded.", path));
}
@@ -421,21 +420,21 @@ Error OS_Windows::open_dynamic_library(const String &p_path, void *&p_library_ha
DLL_DIRECTORY_COOKIE cookie = nullptr;
if (p_data != nullptr && p_data->also_set_library_path && has_dll_directory_api) {
- cookie = add_dll_directory((LPCWSTR)(path.get_base_dir().utf16().get_data()));
+ cookie = add_dll_directory((LPCWSTR)(load_path.get_base_dir().utf16().get_data()));
}
- p_library_handle = (void *)LoadLibraryExW((LPCWSTR)(path.utf16().get_data()), nullptr, (p_data != nullptr && p_data->also_set_library_path && has_dll_directory_api) ? LOAD_LIBRARY_SEARCH_DEFAULT_DIRS : 0);
+ p_library_handle = (void *)LoadLibraryExW((LPCWSTR)(load_path.utf16().get_data()), nullptr, (p_data != nullptr && p_data->also_set_library_path && has_dll_directory_api) ? LOAD_LIBRARY_SEARCH_DEFAULT_DIRS : 0);
if (!p_library_handle) {
if (p_data != nullptr && p_data->generate_temp_files) {
- DirAccess::remove_absolute(path);
+ DirAccess::remove_absolute(load_path);
}
#ifdef DEBUG_ENABLED
DWORD err_code = GetLastError();
- HashSet<String> checekd_libs;
+ HashSet<String> checked_libs;
HashSet<String> missing_libs;
- debug_dynamic_library_check_dependencies(path, path, checekd_libs, missing_libs);
+ debug_dynamic_library_check_dependencies(load_path, load_path, checked_libs, missing_libs);
if (!missing_libs.is_empty()) {
String missing;
for (const String &E : missing_libs) {
@@ -464,7 +463,8 @@ Error OS_Windows::open_dynamic_library(const String &p_path, void *&p_library_ha
}
if (p_data != nullptr && p_data->generate_temp_files) {
- temp_libraries[p_library_handle] = path;
+ // Save the copied path so it can be deleted later.
+ temp_libraries[p_library_handle] = load_path;
}
return OK;
diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp
index 1d3f1ceada..bfbdb49f22 100644
--- a/scene/2d/gpu_particles_2d.cpp
+++ b/scene/2d/gpu_particles_2d.cpp
@@ -688,6 +688,7 @@ void GPUParticles2D::_notification(int p_what) {
RS::get_singleton()->particles_set_speed_scale(particles, 0);
}
set_process_internal(true);
+ set_physics_process_internal(true);
previous_position = get_global_position();
} break;
@@ -711,15 +712,6 @@ void GPUParticles2D::_notification(int p_what) {
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
- const Vector3 velocity = Vector3((get_global_position() - previous_position).x, (get_global_position() - previous_position).y, 0.0) /
- get_process_delta_time();
-
- if (velocity != previous_velocity) {
- RS::get_singleton()->particles_set_emitter_velocity(particles, velocity);
- previous_velocity = velocity;
- }
- previous_position = get_global_position();
-
if (one_shot) {
time += get_process_delta_time();
if (time > emission_time) {
@@ -739,6 +731,19 @@ void GPUParticles2D::_notification(int p_what) {
}
}
} break;
+
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ // Update velocity in physics process, so that velocity calculations remain correct
+ // if the physics tick rate is lower than the rendered framerate (especially without physics interpolation).
+ const Vector3 velocity = Vector3((get_global_position() - previous_position).x, (get_global_position() - previous_position).y, 0.0) /
+ get_physics_process_delta_time();
+
+ if (velocity != previous_velocity) {
+ RS::get_singleton()->particles_set_emitter_velocity(particles, velocity);
+ previous_velocity = velocity;
+ }
+ previous_position = get_global_position();
+ } break;
}
}
diff --git a/scene/3d/camera_3d.cpp b/scene/3d/camera_3d.cpp
index 8515aacba7..c70fa3ca2e 100644
--- a/scene/3d/camera_3d.cpp
+++ b/scene/3d/camera_3d.cpp
@@ -31,7 +31,9 @@
#include "camera_3d.h"
#include "core/math/projection.h"
+#include "core/math/transform_interpolator.h"
#include "scene/main/viewport.h"
+#include "servers/rendering/rendering_server_constants.h"
void Camera3D::_update_audio_listener_state() {
}
@@ -88,7 +90,16 @@ void Camera3D::_update_camera() {
return;
}
- RenderingServer::get_singleton()->camera_set_transform(camera, get_camera_transform());
+ if (!is_physics_interpolated_and_enabled()) {
+ RenderingServer::get_singleton()->camera_set_transform(camera, get_camera_transform());
+ } else {
+ // Ideally we shouldn't be moving a physics interpolated camera within a frame,
+ // because it will break smooth interpolation, but it may occur on e.g. level load.
+ if (!Engine::get_singleton()->is_in_physics_frame() && camera.is_valid()) {
+ _physics_interpolation_ensure_transform_calculated(true);
+ RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
+ }
+ }
if (is_part_of_edited_scene() || !is_current()) {
return;
@@ -97,6 +108,64 @@ void Camera3D::_update_camera() {
get_viewport()->_camera_3d_transform_changed_notify();
}
+void Camera3D::_physics_interpolated_changed() {
+ _update_process_mode();
+}
+
+void Camera3D::_physics_interpolation_ensure_data_flipped() {
+ // The curr -> previous update can either occur
+ // on the INTERNAL_PHYSICS_PROCESS OR
+ // on NOTIFICATION_TRANSFORM_CHANGED,
+ // if NOTIFICATION_TRANSFORM_CHANGED takes place
+ // earlier than INTERNAL_PHYSICS_PROCESS on a tick.
+ // This is to ensure that the data keeps flowing, but the new data
+ // doesn't overwrite before prev has been set.
+
+ // Keep the data flowing.
+ uint64_t tick = Engine::get_singleton()->get_physics_frames();
+ if (_interpolation_data.last_update_physics_tick != tick) {
+ _interpolation_data.xform_prev = _interpolation_data.xform_curr;
+ _interpolation_data.last_update_physics_tick = tick;
+ physics_interpolation_flip_data();
+ }
+}
+
+void Camera3D::_physics_interpolation_ensure_transform_calculated(bool p_force) const {
+ DEV_CHECK_ONCE(!Engine::get_singleton()->is_in_physics_frame());
+
+ InterpolationData &id = _interpolation_data;
+ uint64_t frame = Engine::get_singleton()->get_frames_drawn();
+
+ if (id.last_update_frame != frame || p_force) {
+ id.last_update_frame = frame;
+
+ TransformInterpolator::interpolate_transform_3d(id.xform_prev, id.xform_curr, id.xform_interpolated, Engine::get_singleton()->get_physics_interpolation_fraction());
+
+ Transform3D &tr = id.camera_xform_interpolated;
+ tr = _get_adjusted_camera_transform(id.xform_interpolated);
+ }
+}
+
+void Camera3D::set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal) {
+ _desired_process_internal = p_process_internal;
+ _desired_physics_process_internal = p_physics_process_internal;
+ _update_process_mode();
+}
+
+void Camera3D::_update_process_mode() {
+ bool process = _desired_process_internal;
+ bool physics_process = _desired_physics_process_internal;
+
+ if (is_physics_interpolated_and_enabled()) {
+ if (is_current()) {
+ process = true;
+ physics_process = true;
+ }
+ }
+ set_process_internal(process);
+ set_physics_process_internal(physics_process);
+}
+
void Camera3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
@@ -118,11 +187,58 @@ void Camera3D::_notification(int p_what) {
#endif
} break;
+ case NOTIFICATION_INTERNAL_PROCESS: {
+ if (is_physics_interpolated_and_enabled() && camera.is_valid()) {
+ _physics_interpolation_ensure_transform_calculated();
+
+#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
+ print_line("\t\tinterpolated Camera3D: " + rtos(_interpolation_data.xform_interpolated.origin.x) + "\t( prev " + rtos(_interpolation_data.xform_prev.origin.x) + ", curr " + rtos(_interpolation_data.xform_curr.origin.x) + " ) on tick " + itos(Engine::get_singleton()->get_physics_frames()));
+#endif
+
+ RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
+ }
+ } break;
+
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ if (is_physics_interpolated_and_enabled()) {
+ _physics_interpolation_ensure_data_flipped();
+ _interpolation_data.xform_curr = get_global_transform();
+ }
+ } break;
+
case NOTIFICATION_TRANSFORM_CHANGED: {
+ if (is_physics_interpolated_and_enabled()) {
+ _physics_interpolation_ensure_data_flipped();
+ _interpolation_data.xform_curr = get_global_transform();
+#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
+ if (!Engine::get_singleton()->is_in_physics_frame()) {
+ PHYSICS_INTERPOLATION_NODE_WARNING(get_instance_id(), "Interpolated Camera3D triggered from outside physics process");
+ }
+#endif
+ }
_request_camera_update();
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
velocity_tracker->update_position(get_global_transform().origin);
}
+ // Allow auto-reset when first adding to the tree, as a convenience.
+ if (_is_physics_interpolation_reset_requested() && is_inside_tree()) {
+ _notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
+ _set_physics_interpolation_reset_requested(false);
+ }
+ } break;
+
+ case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
+ if (is_inside_tree()) {
+ _interpolation_data.xform_curr = get_global_transform();
+ _interpolation_data.xform_prev = _interpolation_data.xform_curr;
+ }
+ } break;
+
+ case NOTIFICATION_PAUSED: {
+ if (is_physics_interpolated_and_enabled() && is_inside_tree() && is_visible_in_tree()) {
+ _physics_interpolation_ensure_transform_calculated(true);
+ RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
+ }
} break;
case NOTIFICATION_EXIT_WORLD: {
@@ -151,23 +267,34 @@ void Camera3D::_notification(int p_what) {
if (viewport) {
viewport->find_world_3d()->_register_camera(this);
}
+ _update_process_mode();
} break;
case NOTIFICATION_LOST_CURRENT: {
if (viewport) {
viewport->find_world_3d()->_remove_camera(this);
}
+ _update_process_mode();
} break;
}
}
-Transform3D Camera3D::get_camera_transform() const {
- Transform3D tr = get_global_transform().orthonormalized();
+Transform3D Camera3D::_get_adjusted_camera_transform(const Transform3D &p_xform) const {
+ Transform3D tr = p_xform.orthonormalized();
tr.origin += tr.basis.get_column(1) * v_offset;
tr.origin += tr.basis.get_column(0) * h_offset;
return tr;
}
+Transform3D Camera3D::get_camera_transform() const {
+ if (is_physics_interpolated_and_enabled() && !Engine::get_singleton()->is_in_physics_frame()) {
+ _physics_interpolation_ensure_transform_calculated();
+ return _interpolation_data.camera_xform_interpolated;
+ }
+
+ return _get_adjusted_camera_transform(get_global_transform());
+}
+
Projection Camera3D::_get_camera_projection(real_t p_near) const {
Size2 viewport_size = get_viewport()->get_visible_rect().size;
Projection cm;
@@ -379,6 +506,11 @@ Point2 Camera3D::unproject_position(const Vector3 &p_pos) const {
Plane p(get_camera_transform().xform_inv(p_pos), 1.0);
p = cm.xform4(p);
+
+ // Prevent divide by zero.
+ // TODO: Investigate, this was causing NaNs.
+ ERR_FAIL_COND_V(p.d == 0, Point2());
+
p.normal /= p.d;
Point2 res;
diff --git a/scene/3d/camera_3d.h b/scene/3d/camera_3d.h
index dbf2ffc1dd..3e9f940ad6 100644
--- a/scene/3d/camera_3d.h
+++ b/scene/3d/camera_3d.h
@@ -98,7 +98,39 @@ private:
RID pyramid_shape;
Vector<Vector3> pyramid_shape_points;
+ ///////////////////////////////////////////////////////
+ // INTERPOLATION FUNCTIONS
+ void _physics_interpolation_ensure_transform_calculated(bool p_force = false) const;
+ void _physics_interpolation_ensure_data_flipped();
+
+ // These can be set by derived Camera3Ds, if they wish to do processing
+ // (while still allowing physics interpolation to function).
+ bool _desired_process_internal = false;
+ bool _desired_physics_process_internal = false;
+
+ mutable struct InterpolationData {
+ Transform3D xform_curr;
+ Transform3D xform_prev;
+ Transform3D xform_interpolated;
+ Transform3D camera_xform_interpolated; // After modification according to camera type.
+ uint32_t last_update_physics_tick = 0;
+ uint32_t last_update_frame = UINT32_MAX;
+ } _interpolation_data;
+
+ void _update_process_mode();
+
protected:
+ // Use from derived classes to set process modes instead of setting directly.
+ // This is because physics interpolation may need to request process modes additionally.
+ void set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal);
+
+ // Opportunity for derived classes to interpolate extra attributes.
+ virtual void physics_interpolation_flip_data() {}
+
+ virtual void _physics_interpolated_changed() override;
+ virtual Transform3D _get_adjusted_camera_transform(const Transform3D &p_xform) const;
+ ///////////////////////////////////////////////////////
+
void _update_camera();
virtual void _request_camera_update();
void _update_camera_mode();
diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp
index 3771b385e5..2cef607d29 100644
--- a/scene/3d/gpu_particles_3d.cpp
+++ b/scene/3d/gpu_particles_3d.cpp
@@ -459,14 +459,6 @@ void GPUParticles3D::_notification(int p_what) {
// Use internal process when emitting and one_shot is on so that when
// the shot ends the editor can properly update.
case NOTIFICATION_INTERNAL_PROCESS: {
- const Vector3 velocity = (get_global_position() - previous_position) / get_process_delta_time();
-
- if (velocity != previous_velocity) {
- RS::get_singleton()->particles_set_emitter_velocity(particles, velocity);
- previous_velocity = velocity;
- }
- previous_position = get_global_position();
-
if (one_shot) {
time += get_process_delta_time();
if (time > emission_time) {
@@ -487,8 +479,21 @@ void GPUParticles3D::_notification(int p_what) {
}
} break;
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ // Update velocity in physics process, so that velocity calculations remain correct
+ // if the physics tick rate is lower than the rendered framerate (especially without physics interpolation).
+ const Vector3 velocity = (get_global_position() - previous_position) / get_physics_process_delta_time();
+
+ if (velocity != previous_velocity) {
+ RS::get_singleton()->particles_set_emitter_velocity(particles, velocity);
+ previous_velocity = velocity;
+ }
+ previous_position = get_global_position();
+ } break;
+
case NOTIFICATION_ENTER_TREE: {
set_process_internal(false);
+ set_physics_process_internal(false);
if (sub_emitter != NodePath()) {
_attach_sub_emitter();
}
@@ -499,6 +504,7 @@ void GPUParticles3D::_notification(int p_what) {
}
previous_position = get_global_transform().origin;
set_process_internal(true);
+ set_physics_process_internal(true);
} break;
case NOTIFICATION_EXIT_TREE: {
diff --git a/scene/3d/lightmap_gi.cpp b/scene/3d/lightmap_gi.cpp
index 038a78609f..3f8b0dfb8e 100644
--- a/scene/3d/lightmap_gi.cpp
+++ b/scene/3d/lightmap_gi.cpp
@@ -709,7 +709,7 @@ void LightmapGI::_gen_new_positions_from_octree(const GenProbesOctree *p_cell, f
const Vector3 *pp = probe_positions.ptr();
bool exists = false;
for (int j = 0; j < ppcount; j++) {
- if (pp[j].is_equal_approx(real_pos)) {
+ if (pp[j].distance_to(real_pos) < (p_cell_size * 0.5f)) {
exists = true;
break;
}
@@ -1072,6 +1072,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
if (env.is_valid()) {
environment_image = RS::get_singleton()->environment_bake_panorama(env->get_rid(), true, Size2i(128, 64));
+ environment_transform = Basis::from_euler(env->get_sky_rotation()).inverse();
}
}
} break;
diff --git a/scene/3d/node_3d.cpp b/scene/3d/node_3d.cpp
index 2e08afb30d..86ce8a881a 100644
--- a/scene/3d/node_3d.cpp
+++ b/scene/3d/node_3d.cpp
@@ -30,6 +30,7 @@
#include "node_3d.h"
+#include "core/math/transform_interpolator.h"
#include "scene/3d/visual_instance_3d.h"
#include "scene/main/viewport.h"
#include "scene/property_utils.h"
@@ -176,6 +177,7 @@ void Node3D::_notification(int p_what) {
data.parent = nullptr;
data.C = nullptr;
_update_visibility_parent(true);
+ _disable_client_physics_interpolation();
} break;
case NOTIFICATION_ENTER_WORLD: {
@@ -226,6 +228,12 @@ void Node3D::_notification(int p_what) {
}
#endif
} break;
+
+ case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
+ if (data.client_physics_interpolation_data) {
+ data.client_physics_interpolation_data->global_xform_prev = data.client_physics_interpolation_data->global_xform_curr;
+ }
+ } break;
}
}
@@ -341,6 +349,119 @@ Transform3D Node3D::get_transform() const {
return data.local_transform;
}
+// Return false to timeout and remove from the client interpolation list.
+bool Node3D::update_client_physics_interpolation_data() {
+ if (!is_inside_tree() || !_is_physics_interpolated_client_side()) {
+ return false;
+ }
+
+ ERR_FAIL_NULL_V(data.client_physics_interpolation_data, false);
+ ClientPhysicsInterpolationData &pid = *data.client_physics_interpolation_data;
+
+ uint64_t tick = Engine::get_singleton()->get_physics_frames();
+
+ // Has this update been done already this tick?
+ // (For instance, get_global_transform_interpolated() could be called multiple times.)
+ if (pid.current_physics_tick != tick) {
+ // Timeout?
+ if (tick >= pid.timeout_physics_tick) {
+ return false;
+ }
+
+ if (pid.current_physics_tick == (tick - 1)) {
+ // Normal interpolation situation, there is a continuous flow of data
+ // from one tick to the next...
+ pid.global_xform_prev = pid.global_xform_curr;
+ } else {
+ // There has been a gap, we cannot sensibly offer interpolation over
+ // a multitick gap, so we will teleport.
+ pid.global_xform_prev = get_global_transform();
+ }
+ pid.current_physics_tick = tick;
+ }
+
+ pid.global_xform_curr = get_global_transform();
+ return true;
+}
+
+void Node3D::_disable_client_physics_interpolation() {
+ // Disable any current client side interpolation.
+ // (This can always restart as normal if you later re-attach the node to the SceneTree.)
+ if (data.client_physics_interpolation_data) {
+ memdelete(data.client_physics_interpolation_data);
+ data.client_physics_interpolation_data = nullptr;
+
+ SceneTree *tree = get_tree();
+ if (tree && _client_physics_interpolation_node_3d_list.in_list()) {
+ tree->client_physics_interpolation_remove_node_3d(&_client_physics_interpolation_node_3d_list);
+ }
+ }
+ _set_physics_interpolated_client_side(false);
+}
+
+Transform3D Node3D::_get_global_transform_interpolated(real_t p_interpolation_fraction) {
+ ERR_FAIL_COND_V(!is_inside_tree(), Transform3D());
+
+ // Set in motion the mechanisms for client side interpolation if not already active.
+ if (!_is_physics_interpolated_client_side()) {
+ _set_physics_interpolated_client_side(true);
+
+ ERR_FAIL_COND_V(data.client_physics_interpolation_data != nullptr, Transform3D());
+ data.client_physics_interpolation_data = memnew(ClientPhysicsInterpolationData);
+ data.client_physics_interpolation_data->global_xform_curr = get_global_transform();
+ data.client_physics_interpolation_data->global_xform_prev = data.client_physics_interpolation_data->global_xform_curr;
+ data.client_physics_interpolation_data->current_physics_tick = Engine::get_singleton()->get_physics_frames();
+ }
+
+ // Storing the last tick we requested client interpolation allows us to timeout
+ // and remove client interpolated nodes from the list to save processing.
+ // We use some arbitrary timeout here, but this could potentially be user defined.
+
+ // Note: This timeout has to be larger than the number of ticks in a frame, otherwise the interpolated
+ // data will stop flowing before the next frame is drawn. This should only be relevant at high tick rates.
+ // We could alternatively do this by frames rather than ticks and avoid this problem, but then the behavior
+ // would be machine dependent.
+ data.client_physics_interpolation_data->timeout_physics_tick = Engine::get_singleton()->get_physics_frames() + 256;
+
+ // Make sure data is up to date.
+ update_client_physics_interpolation_data();
+
+ // Interpolate the current data.
+ const Transform3D &xform_curr = data.client_physics_interpolation_data->global_xform_curr;
+ const Transform3D &xform_prev = data.client_physics_interpolation_data->global_xform_prev;
+
+ Transform3D res;
+ TransformInterpolator::interpolate_transform_3d(xform_prev, xform_curr, res, p_interpolation_fraction);
+
+ SceneTree *tree = get_tree();
+
+ // This should not happen, as is_inside_tree() is checked earlier.
+ ERR_FAIL_NULL_V(tree, res);
+ if (!_client_physics_interpolation_node_3d_list.in_list()) {
+ tree->client_physics_interpolation_add_node_3d(&_client_physics_interpolation_node_3d_list);
+ }
+
+ return res;
+}
+
+Transform3D Node3D::get_global_transform_interpolated() {
+ // Pass through if physics interpolation is switched off.
+ // This is a convenience, as it allows you to easy turn off interpolation
+ // without changing any code.
+ if (!is_physics_interpolated_and_enabled()) {
+ return get_global_transform();
+ }
+
+ // If we are in the physics frame, the interpolated global transform is meaningless.
+ // However, there is an exception, we may want to use this as a means of starting off the client
+ // interpolation pump if not already started (when _is_physics_interpolated_client_side() is false).
+ if (Engine::get_singleton()->is_in_physics_frame() && _is_physics_interpolated_client_side()) {
+ return get_global_transform();
+ }
+
+ return _get_global_transform_interpolated(Engine::get_singleton()->get_physics_interpolation_fraction());
+}
+
Transform3D Node3D::get_global_transform() const {
ERR_FAIL_COND_V(!is_inside_tree(), Transform3D());
@@ -1140,6 +1261,7 @@ void Node3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_global_transform", "global"), &Node3D::set_global_transform);
ClassDB::bind_method(D_METHOD("get_global_transform"), &Node3D::get_global_transform);
+ ClassDB::bind_method(D_METHOD("get_global_transform_interpolated"), &Node3D::get_global_transform_interpolated);
ClassDB::bind_method(D_METHOD("set_global_position", "position"), &Node3D::set_global_position);
ClassDB::bind_method(D_METHOD("get_global_position"), &Node3D::get_global_position);
ClassDB::bind_method(D_METHOD("set_global_basis", "basis"), &Node3D::set_global_basis);
@@ -1236,4 +1358,27 @@ void Node3D::_bind_methods() {
}
Node3D::Node3D() :
- xform_change(this) {}
+ xform_change(this), _client_physics_interpolation_node_3d_list(this) {
+ // Default member initializer for bitfield is a C++20 extension, so:
+
+ data.top_level = false;
+ data.inside_world = false;
+
+ data.ignore_notification = false;
+ data.notify_local_transform = false;
+ data.notify_transform = false;
+
+ data.visible = true;
+ data.disable_scale = false;
+ data.vi_visible = true;
+
+#ifdef TOOLS_ENABLED
+ data.gizmos_disabled = false;
+ data.gizmos_dirty = false;
+ data.transform_gizmo_visible = true;
+#endif
+}
+
+Node3D::~Node3D() {
+ _disable_client_physics_interpolation();
+}
diff --git a/scene/3d/node_3d.h b/scene/3d/node_3d.h
index c1667221df..217ee28cf1 100644
--- a/scene/3d/node_3d.h
+++ b/scene/3d/node_3d.h
@@ -85,7 +85,15 @@ private:
DIRTY_GLOBAL_TRANSFORM = 4
};
+ struct ClientPhysicsInterpolationData {
+ Transform3D global_xform_curr;
+ Transform3D global_xform_prev;
+ uint64_t current_physics_tick = 0;
+ uint64_t timeout_physics_tick = 0;
+ };
+
mutable SelfList<Node> xform_change;
+ SelfList<Node3D> _client_physics_interpolation_node_3d_list;
// This Data struct is to avoid namespace pollution in derived classes.
@@ -101,8 +109,19 @@ private:
Viewport *viewport = nullptr;
- bool top_level = false;
- bool inside_world = false;
+ bool top_level : 1;
+ bool inside_world : 1;
+
+ // This is cached, and only currently kept up to date in visual instances.
+ // This is set if a visual instance is (a) in the tree AND (b) visible via is_visible_in_tree() call.
+ bool vi_visible : 1;
+
+ bool ignore_notification : 1;
+ bool notify_local_transform : 1;
+ bool notify_transform : 1;
+
+ bool visible : 1;
+ bool disable_scale : 1;
RID visibility_parent;
@@ -110,18 +129,13 @@ private:
List<Node3D *> children;
List<Node3D *>::Element *C = nullptr;
- bool ignore_notification = false;
- bool notify_local_transform = false;
- bool notify_transform = false;
-
- bool visible = true;
- bool disable_scale = false;
+ ClientPhysicsInterpolationData *client_physics_interpolation_data = nullptr;
#ifdef TOOLS_ENABLED
Vector<Ref<Node3DGizmo>> gizmos;
- bool gizmos_disabled = false;
- bool gizmos_dirty = false;
- bool transform_gizmo_visible = true;
+ bool gizmos_disabled : 1;
+ bool gizmos_dirty : 1;
+ bool transform_gizmo_visible : 1;
#endif
} data;
@@ -150,6 +164,11 @@ protected:
_FORCE_INLINE_ void _update_local_transform() const;
_FORCE_INLINE_ void _update_rotation_and_scale() const;
+ void _set_vi_visible(bool p_visible) { data.vi_visible = p_visible; }
+ bool _is_vi_visible() const { return data.vi_visible; }
+ Transform3D _get_global_transform_interpolated(real_t p_interpolation_fraction);
+ void _disable_client_physics_interpolation();
+
void _notification(int p_what);
static void _bind_methods();
@@ -208,6 +227,9 @@ public:
Quaternion get_quaternion() const;
Transform3D get_global_transform() const;
+ Transform3D get_global_transform_interpolated();
+ bool update_client_physics_interpolation_data();
+
#ifdef TOOLS_ENABLED
virtual Transform3D get_global_gizmo_transform() const;
virtual Transform3D get_local_gizmo_transform() const;
@@ -279,6 +301,7 @@ public:
NodePath get_visibility_parent() const;
Node3D();
+ ~Node3D();
};
VARIANT_ENUM_CAST(Node3D::RotationEditMode)
diff --git a/scene/3d/skeleton_ik_3d.cpp b/scene/3d/skeleton_ik_3d.cpp
index 0d6316ee35..2476e7d5cd 100644
--- a/scene/3d/skeleton_ik_3d.cpp
+++ b/scene/3d/skeleton_ik_3d.cpp
@@ -503,7 +503,11 @@ Transform3D SkeletonIK3D::_get_target_transform() {
Node3D *target_node_override = cast_to<Node3D>(target_node_override_ref.get_validated_object());
if (target_node_override && target_node_override->is_inside_tree()) {
- return target_node_override->get_global_transform();
+ // Make sure to use the interpolated transform as target.
+ // When physics interpolation is off this will pass through to get_global_transform().
+ // When using interpolation, ensure that the target matches the interpolated visual position
+ // of the target when updating the IK each frame.
+ return target_node_override->get_global_transform_interpolated();
} else {
return target;
}
diff --git a/scene/3d/visual_instance_3d.cpp b/scene/3d/visual_instance_3d.cpp
index f14ae3a285..79a01450dd 100644
--- a/scene/3d/visual_instance_3d.cpp
+++ b/scene/3d/visual_instance_3d.cpp
@@ -30,6 +30,8 @@
#include "visual_instance_3d.h"
+#include "core/config/project_settings.h"
+
AABB VisualInstance3D::get_aabb() const {
AABB ret;
GDVIRTUAL_CALL(_get_aabb, ret);
@@ -41,7 +43,38 @@ void VisualInstance3D::_update_visibility() {
return;
}
- RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
+ bool already_visible = _is_vi_visible();
+ bool visible = is_visible_in_tree();
+ _set_vi_visible(visible);
+
+ // If making visible, make sure the rendering server is up to date with the transform.
+ if (visible && !already_visible) {
+ if (!_is_using_identity_transform()) {
+ Transform3D gt = get_global_transform();
+ RS::get_singleton()->instance_set_transform(instance, gt);
+ }
+ }
+
+ RS::get_singleton()->instance_set_visible(instance, visible);
+}
+
+void VisualInstance3D::_physics_interpolated_changed() {
+ RenderingServer::get_singleton()->instance_set_interpolated(instance, is_physics_interpolated());
+}
+
+void VisualInstance3D::set_instance_use_identity_transform(bool p_enable) {
+ // Prevent sending instance transforms when using global coordinates.
+ _set_use_identity_transform(p_enable);
+
+ if (is_inside_tree()) {
+ if (p_enable) {
+ // Want to make sure instance is using identity transform.
+ RS::get_singleton()->instance_set_transform(instance, Transform3D());
+ } else {
+ // Want to make sure instance is up to date.
+ RS::get_singleton()->instance_set_transform(instance, get_global_transform());
+ }
+ }
}
void VisualInstance3D::_notification(int p_what) {
@@ -53,13 +86,52 @@ void VisualInstance3D::_notification(int p_what) {
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
- Transform3D gt = get_global_transform();
- RenderingServer::get_singleton()->instance_set_transform(instance, gt);
+ if (_is_vi_visible() || is_physics_interpolated_and_enabled()) {
+ if (!_is_using_identity_transform()) {
+ RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
+
+ // For instance when first adding to the tree, when the previous transform is
+ // unset, to prevent streaking from the origin.
+ if (_is_physics_interpolation_reset_requested() && is_physics_interpolated_and_enabled() && is_inside_tree()) {
+ if (_is_vi_visible()) {
+ _notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
+ }
+ _set_physics_interpolation_reset_requested(false);
+ }
+ }
+ }
+ } break;
+
+ case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
+ if (_is_vi_visible() && is_physics_interpolated() && is_inside_tree()) {
+ // We must ensure the RenderingServer transform is up to date before resetting.
+ // This is because NOTIFICATION_TRANSFORM_CHANGED is deferred,
+ // and cannot be relied to be called in order before NOTIFICATION_RESET_PHYSICS_INTERPOLATION.
+ if (!_is_using_identity_transform()) {
+ RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
+ }
+
+ RenderingServer::get_singleton()->instance_reset_physics_interpolation(instance);
+ }
+#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
+ else if (GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
+
+ String node_name = is_inside_tree() ? String(get_path()) : String(get_name());
+ if (!_is_vi_visible()) {
+ WARN_PRINT("[Physics interpolation] NOTIFICATION_RESET_PHYSICS_INTERPOLATION only works with unhidden nodes: \"" + node_name + "\".");
+ }
+ if (!is_physics_interpolated()) {
+ WARN_PRINT("[Physics interpolation] NOTIFICATION_RESET_PHYSICS_INTERPOLATION only works with interpolated nodes: \"" + node_name + "\".");
+ }
+ }
+#endif
+
} break;
case NOTIFICATION_EXIT_WORLD: {
RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
+ _set_vi_visible(false);
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h
index 59ede26ac1..9b02c928b7 100644
--- a/scene/3d/visual_instance_3d.h
+++ b/scene/3d/visual_instance_3d.h
@@ -45,6 +45,9 @@ class VisualInstance3D : public Node3D {
protected:
void _update_visibility();
+ virtual void _physics_interpolated_changed() override;
+ void set_instance_use_identity_transform(bool p_enable);
+
void _notification(int p_what);
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp
index 443fe4774a..86b0165754 100644
--- a/scene/gui/popup_menu.cpp
+++ b/scene/gui/popup_menu.cpp
@@ -589,6 +589,7 @@ void PopupMenu::_input_from_window_internal(const Ref<InputEvent> &p_event) {
// This allows for opening the popup and triggering an action in a single mouse click.
if (button_idx == MouseButton::LEFT || initial_button_mask.has_flag(mouse_button_to_mask(button_idx))) {
if (b->is_pressed()) {
+ during_grabbed_click = false;
is_scrolling = is_layout_rtl() ? b->get_position().x < item_clickable_area.position.x : b->get_position().x > item_clickable_area.size.width;
if (!item_clickable_area.has_point(b->get_position())) {
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index 0396f3ab4a..5c46abc732 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -138,6 +138,12 @@ void Node::_notification(int p_notification) {
get_tree()->nodes_in_tree_count++;
orphan_node_count--;
+
+ // Allow physics interpolated nodes to automatically reset when added to the tree
+ // (this is to save the user from doing this manually each time).
+ if (get_tree()->is_physics_interpolation_enabled()) {
+ _set_physics_interpolation_reset_requested(true);
+ }
} break;
case NOTIFICATION_EXIT_TREE: {
@@ -437,6 +443,18 @@ void Node::_propagate_physics_interpolated(bool p_interpolated) {
data.blocked--;
}
+void Node::_propagate_physics_interpolation_reset_requested(bool p_requested) {
+ if (is_physics_interpolated()) {
+ data.physics_interpolation_reset_requested = p_requested;
+ }
+
+ data.blocked++;
+ for (KeyValue<StringName, Node *> &K : data.children) {
+ K.value->_propagate_physics_interpolation_reset_requested(p_requested);
+ }
+ data.blocked--;
+}
+
void Node::move_child(Node *p_child, int p_index) {
ERR_FAIL_COND_MSG(data.inside_tree && !Thread::is_main_thread(), "Moving child node positions inside the SceneTree is only allowed from the main thread. Use call_deferred(\"move_child\",child,index).");
ERR_FAIL_NULL(p_child);
@@ -890,15 +908,23 @@ void Node::set_physics_interpolation_mode(PhysicsInterpolationMode p_mode) {
}
// If swapping from interpolated to non-interpolated, use this as an extra means to cause a reset.
- if (is_physics_interpolated() && !interpolate) {
- reset_physics_interpolation();
+ if (is_physics_interpolated() && !interpolate && is_inside_tree()) {
+ propagate_notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
}
_propagate_physics_interpolated(interpolate);
}
void Node::reset_physics_interpolation() {
- propagate_notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
+ if (is_inside_tree()) {
+ propagate_notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
+
+ // If `reset_physics_interpolation()` is called explicitly by the user
+ // (e.g. from scripts) then we prevent deferred auto-resets taking place.
+ // The user is trusted to call reset in the right order, and auto-reset
+ // will interfere with their control of prev / curr, so should be turned off.
+ _propagate_physics_interpolation_reset_requested(false);
+ }
}
bool Node::_is_enabled() const {
@@ -3825,6 +3851,9 @@ Node::Node() {
data.unhandled_key_input = false;
data.physics_interpolated = true;
+ data.physics_interpolation_reset_requested = false;
+ data.physics_interpolated_client_side = false;
+ data.use_identity_transform = false;
data.parent_owned = false;
data.in_constructor = true;
diff --git a/scene/main/node.h b/scene/main/node.h
index ee195ddef9..2f6372dad5 100644
--- a/scene/main/node.h
+++ b/scene/main/node.h
@@ -225,6 +225,21 @@ private:
// is switched on.
bool physics_interpolated : 1;
+ // We can auto-reset physics interpolation when e.g. adding a node for the first time.
+ bool physics_interpolation_reset_requested : 1;
+
+ // Most nodes need not be interpolated in the scene tree, physics interpolation
+ // is normally only needed in the RenderingServer. However if we need to read the
+ // interpolated transform of a node in the SceneTree, it is necessary to duplicate
+ // the interpolation logic client side, in order to prevent stalling the RenderingServer
+ // by reading back.
+ bool physics_interpolated_client_side : 1;
+
+ // For certain nodes (e.g. CPU particles in global mode)
+ // it can be useful to not send the instance transform to the
+ // RenderingServer, and specify the mesh in world space.
+ bool use_identity_transform : 1;
+
bool parent_owned : 1;
bool in_constructor : 1;
bool use_placeholder : 1;
@@ -263,6 +278,7 @@ private:
void _propagate_exit_tree();
void _propagate_after_exit_tree();
void _propagate_physics_interpolated(bool p_interpolated);
+ void _propagate_physics_interpolation_reset_requested(bool p_requested);
void _propagate_process_owner(Node *p_owner, int p_pause_notification, int p_enabled_notification);
void _propagate_groups_dirty();
Array _get_node_and_resource(const NodePath &p_path);
@@ -334,6 +350,15 @@ protected:
void _set_owner_nocheck(Node *p_owner);
void _set_name_nocheck(const StringName &p_name);
+ void _set_physics_interpolated_client_side(bool p_enable) { data.physics_interpolated_client_side = p_enable; }
+ bool _is_physics_interpolated_client_side() const { return data.physics_interpolated_client_side; }
+
+ void _set_physics_interpolation_reset_requested(bool p_enable) { data.physics_interpolation_reset_requested = p_enable; }
+ bool _is_physics_interpolation_reset_requested() const { return data.physics_interpolation_reset_requested; }
+
+ void _set_use_identity_transform(bool p_enable) { data.use_identity_transform = p_enable; }
+ bool _is_using_identity_transform() const { return data.use_identity_transform; }
+
//call from SceneTree
void _call_input(const Ref<InputEvent> &p_event);
void _call_shortcut_input(const Ref<InputEvent> &p_event);
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index ced6d9aaa6..f0c9e8a866 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -59,6 +59,7 @@
#include "servers/navigation_server_3d.h"
#include "servers/physics_server_2d.h"
#ifndef _3D_DISABLED
+#include "scene/3d/node_3d.h"
#include "scene/resources/3d/world_3d.h"
#include "servers/physics_server_3d.h"
#endif // _3D_DISABLED
@@ -118,6 +119,29 @@ void SceneTreeTimer::release_connections() {
SceneTreeTimer::SceneTreeTimer() {}
+#ifndef _3D_DISABLED
+// This should be called once per physics tick, to make sure the transform previous and current
+// is kept up to date on the few Node3Ds that are using client side physics interpolation.
+void SceneTree::ClientPhysicsInterpolation::physics_process() {
+ for (SelfList<Node3D> *E = _node_3d_list.first(); E;) {
+ Node3D *node_3d = E->self();
+
+ SelfList<Node3D> *current = E;
+
+ // Get the next element here BEFORE we potentially delete one.
+ E = E->next();
+
+ // This will return false if the Node3D has timed out ..
+ // i.e. if get_global_transform_interpolated() has not been called
+ // for a few seconds, we can delete from the list to keep processing
+ // to a minimum.
+ if (!node_3d->update_client_physics_interpolation_data()) {
+ _node_3d_list.remove(current);
+ }
+ }
+}
+#endif
+
void SceneTree::tree_changed() {
emit_signal(tree_changed_name);
}
@@ -466,9 +490,31 @@ bool SceneTree::is_physics_interpolation_enabled() const {
return _physics_interpolation_enabled;
}
+#ifndef _3D_DISABLED
+void SceneTree::client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem) {
+ // This ensures that _update_physics_interpolation_data() will be called at least once every
+ // physics tick, to ensure the previous and current transforms are kept up to date.
+ _client_physics_interpolation._node_3d_list.add(p_elem);
+}
+
+void SceneTree::client_physics_interpolation_remove_node_3d(SelfList<Node3D> *p_elem) {
+ _client_physics_interpolation._node_3d_list.remove(p_elem);
+}
+#endif
+
void SceneTree::iteration_prepare() {
if (_physics_interpolation_enabled) {
+ // Make sure any pending transforms from the last tick / frame
+ // are flushed before pumping the interpolation prev and currents.
+ flush_transform_notifications();
RenderingServer::get_singleton()->tick();
+
+#ifndef _3D_DISABLED
+ // Any objects performing client physics interpolation
+ // should be given an opportunity to keep their previous transforms
+ // up to date before each new physics tick.
+ _client_physics_interpolation.physics_process();
+#endif
}
}
@@ -503,6 +549,14 @@ bool SceneTree::physics_process(double p_time) {
return _quit;
}
+void SceneTree::iteration_end() {
+ // When physics interpolation is active, we want all pending transforms
+ // to be flushed to the RenderingServer before finishing a physics tick.
+ if (_physics_interpolation_enabled) {
+ flush_transform_notifications();
+ }
+}
+
bool SceneTree::process(double p_time) {
if (MainLoop::process(p_time)) {
_quit = true;
@@ -570,6 +624,10 @@ bool SceneTree::process(double p_time) {
#endif // _3D_DISABLED
#endif // TOOLS_ENABLED
+ if (_physics_interpolation_enabled) {
+ RenderingServer::get_singleton()->pre_draw(true);
+ }
+
return _quit;
}
@@ -1761,6 +1819,13 @@ SceneTree::SceneTree() {
set_physics_interpolation_enabled(GLOBAL_DEF("physics/common/physics_interpolation", false));
+ // Always disable jitter fix if physics interpolation is enabled -
+ // Jitter fix will interfere with interpolation, and is not necessary
+ // when interpolation is active.
+ if (is_physics_interpolation_enabled()) {
+ Engine::get_singleton()->set_physics_jitter_fix(0);
+ }
+
// Initialize network state.
set_multiplayer(MultiplayerAPI::create_default_interface());
diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h
index 6f0a61ec51..7e44541105 100644
--- a/scene/main/scene_tree.h
+++ b/scene/main/scene_tree.h
@@ -41,6 +41,9 @@
class PackedScene;
class Node;
+#ifndef _3D_DISABLED
+class Node3D;
+#endif
class Window;
class Material;
class Mesh;
@@ -120,6 +123,13 @@ private:
bool changed = false;
};
+#ifndef _3D_DISABLED
+ struct ClientPhysicsInterpolation {
+ SelfList<Node3D>::List _node_3d_list;
+ void physics_process();
+ } _client_physics_interpolation;
+#endif
+
Window *root = nullptr;
double physics_process_time = 0.0;
@@ -315,6 +325,7 @@ public:
virtual void iteration_prepare() override;
virtual bool physics_process(double p_time) override;
+ virtual void iteration_end() override;
virtual bool process(double p_time) override;
virtual void finalize() override;
@@ -423,6 +434,11 @@ public:
void set_physics_interpolation_enabled(bool p_enabled);
bool is_physics_interpolation_enabled() const;
+#ifndef _3D_DISABLED
+ void client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem);
+ void client_physics_interpolation_remove_node_3d(SelfList<Node3D> *p_elem);
+#endif
+
SceneTree();
~SceneTree();
};
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index 1302e3c53e..c85fda2371 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -1511,6 +1511,7 @@ void Viewport::_gui_show_tooltip() {
r.size *= win_scale;
vr = window->get_usable_parent_rect();
}
+ r.size = r.size.ceil();
r.size = r.size.min(panel->get_max_size());
if (r.size.x + r.position.x > vr.size.x + vr.position.x) {
@@ -5024,6 +5025,13 @@ Viewport::Viewport() {
#endif // _3D_DISABLED
set_sdf_oversize(sdf_oversize); // Set to server.
+
+ // Physics interpolation mode for viewports is a special case.
+ // Typically viewports will be housed within Controls,
+ // and Controls default to PHYSICS_INTERPOLATION_MODE_OFF.
+ // Viewports can thus inherit physics interpolation OFF, which is unexpected.
+ // Setting to ON allows each viewport to have a fresh interpolation state.
+ set_physics_interpolation_mode(Node::PHYSICS_INTERPOLATION_MODE_ON);
}
Viewport::~Viewport() {
diff --git a/scene/resources/3d/importer_mesh.cpp b/scene/resources/3d/importer_mesh.cpp
index f912d2650d..91531699b4 100644
--- a/scene/resources/3d/importer_mesh.cpp
+++ b/scene/resources/3d/importer_mesh.cpp
@@ -269,7 +269,7 @@ void ImporterMesh::set_surface_material(int p_surface, const Ref<Material> &p_ma
} \
write_array[vert_idx] = transformed_vert;
-void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_bone_transform_array) {
+void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_bone_transform_array, bool p_raycast_normals) {
if (!SurfaceTool::simplify_scale_func) {
return;
}
@@ -432,6 +432,7 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
unsigned int index_target = 12; // Start with the smallest target, 4 triangles
unsigned int last_index_count = 0;
+ // Only used for normal raycasting
int split_vertex_count = vertex_count;
LocalVector<Vector3> split_vertex_normals;
LocalVector<int> split_vertex_indices;
@@ -441,7 +442,7 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
RandomPCG pcg;
pcg.seed(123456789); // Keep seed constant across imports
- Ref<StaticRaycaster> raycaster = StaticRaycaster::create();
+ Ref<StaticRaycaster> raycaster = p_raycast_normals ? StaticRaycaster::create() : Ref<StaticRaycaster>();
if (raycaster.is_valid()) {
raycaster->add_mesh(vertices, indices, 0);
raycaster->commit();
@@ -488,19 +489,22 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
}
new_indices.resize(new_index_count);
-
- LocalVector<LocalVector<int>> vertex_corners;
- vertex_corners.resize(vertex_count);
{
int *ptrw = new_indices.ptrw();
for (unsigned int j = 0; j < new_index_count; j++) {
- const int &remapped = vertex_inverse_remap[ptrw[j]];
- vertex_corners[remapped].push_back(j);
- ptrw[j] = remapped;
+ ptrw[j] = vertex_inverse_remap[ptrw[j]];
}
}
if (raycaster.is_valid()) {
+ LocalVector<LocalVector<int>> vertex_corners;
+ vertex_corners.resize(vertex_count);
+
+ int *ptrw = new_indices.ptrw();
+ for (unsigned int j = 0; j < new_index_count; j++) {
+ vertex_corners[ptrw[j]].push_back(j);
+ }
+
float error_factor = 1.0f / (scale * MAX(mesh_error, 0.15));
const float ray_bias = 0.05;
float ray_length = ray_bias + mesh_error * scale * 3.0f;
@@ -671,7 +675,10 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
}
}
- surfaces.write[i].split_normals(split_vertex_indices, split_vertex_normals);
+ if (raycaster.is_valid()) {
+ surfaces.write[i].split_normals(split_vertex_indices, split_vertex_normals);
+ }
+
surfaces.write[i].lods.sort_custom<Surface::LODComparator>();
for (int j = 0; j < surfaces.write[i].lods.size(); j++) {
@@ -682,6 +689,10 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
}
}
+void ImporterMesh::_generate_lods_bind(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array) {
+ generate_lods(p_normal_merge_angle, p_normal_split_angle, p_skin_pose_transform_array);
+}
+
bool ImporterMesh::has_mesh() const {
return mesh.is_valid();
}
@@ -1367,7 +1378,7 @@ void ImporterMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_surface_name", "surface_idx", "name"), &ImporterMesh::set_surface_name);
ClassDB::bind_method(D_METHOD("set_surface_material", "surface_idx", "material"), &ImporterMesh::set_surface_material);
- ClassDB::bind_method(D_METHOD("generate_lods", "normal_merge_angle", "normal_split_angle", "bone_transform_array"), &ImporterMesh::generate_lods);
+ ClassDB::bind_method(D_METHOD("generate_lods", "normal_merge_angle", "normal_split_angle", "bone_transform_array"), &ImporterMesh::_generate_lods_bind);
ClassDB::bind_method(D_METHOD("get_mesh", "base_mesh"), &ImporterMesh::get_mesh, DEFVAL(Ref<ArrayMesh>()));
ClassDB::bind_method(D_METHOD("clear"), &ImporterMesh::clear);
diff --git a/scene/resources/3d/importer_mesh.h b/scene/resources/3d/importer_mesh.h
index ff8683449b..777f936030 100644
--- a/scene/resources/3d/importer_mesh.h
+++ b/scene/resources/3d/importer_mesh.h
@@ -86,6 +86,8 @@ protected:
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
+ void _generate_lods_bind(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array);
+
static void _bind_methods();
public:
@@ -112,7 +114,7 @@ public:
void set_surface_material(int p_surface, const Ref<Material> &p_material);
- void generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array);
+ void generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array, bool p_raycast_normals = false);
void create_shadow_mesh();
Ref<ImporterMesh> get_shadow_mesh() const;
diff --git a/scene/resources/3d/primitive_meshes.cpp b/scene/resources/3d/primitive_meshes.cpp
index ee772f960a..128822d2cb 100644
--- a/scene/resources/3d/primitive_meshes.cpp
+++ b/scene/resources/3d/primitive_meshes.cpp
@@ -324,22 +324,43 @@ Vector2 PrimitiveMesh::get_uv2_scale(Vector2 p_margin_scale) const {
}
float PrimitiveMesh::get_lightmap_texel_size() const {
- float texel_size = GLOBAL_GET("rendering/lightmapping/primitive_meshes/texel_size");
+ return texel_size;
+}
- if (texel_size <= 0.0) {
- texel_size = 0.2;
+void PrimitiveMesh::_on_settings_changed() {
+ float new_texel_size = float(GLOBAL_GET("rendering/lightmapping/primitive_meshes/texel_size"));
+ if (new_texel_size <= 0.0) {
+ new_texel_size = 0.2;
+ }
+ if (texel_size == new_texel_size) {
+ return;
}
- return texel_size;
+ texel_size = new_texel_size;
+ _update_lightmap_size();
+ request_update();
}
PrimitiveMesh::PrimitiveMesh() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
mesh = RenderingServer::get_singleton()->mesh_create();
+
+ ERR_FAIL_NULL(ProjectSettings::get_singleton());
+ texel_size = float(GLOBAL_GET("rendering/lightmapping/primitive_meshes/texel_size"));
+ if (texel_size <= 0.0) {
+ texel_size = 0.2;
+ }
+ ProjectSettings *project_settings = ProjectSettings::get_singleton();
+ project_settings->connect("settings_changed", callable_mp(this, &PrimitiveMesh::_on_settings_changed));
}
PrimitiveMesh::~PrimitiveMesh() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(mesh);
+
+ ERR_FAIL_NULL(ProjectSettings::get_singleton());
+ ProjectSettings *project_settings = ProjectSettings::get_singleton();
+ project_settings->disconnect("settings_changed", callable_mp(this, &PrimitiveMesh::_on_settings_changed));
}
/**
@@ -350,7 +371,6 @@ void CapsuleMesh::_update_lightmap_size() {
if (get_add_uv2()) {
// size must have changed, update lightmap size hint
Size2i _lightmap_size_hint;
- float texel_size = get_lightmap_texel_size();
float padding = get_uv2_padding();
float radial_length = radius * Math_PI * 0.5; // circumference of 90 degree bend
@@ -365,7 +385,6 @@ void CapsuleMesh::_update_lightmap_size() {
void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
bool _add_uv2 = get_add_uv2();
- float texel_size = get_lightmap_texel_size();
float _uv2_padding = get_uv2_padding() * texel_size;
create_mesh_array(p_arr, radius, height, radial_segments, rings, _add_uv2, _uv2_padding);
@@ -613,7 +632,6 @@ void BoxMesh::_update_lightmap_size() {
if (get_add_uv2()) {
// size must have changed, update lightmap size hint
Size2i _lightmap_size_hint;
- float texel_size = get_lightmap_texel_size();
float padding = get_uv2_padding();
float width = (size.x + size.z) / texel_size;
@@ -632,7 +650,6 @@ void BoxMesh::_create_mesh_array(Array &p_arr) const {
// With 3 faces along the width and 2 along the height of the texture we need to adjust our scale
// accordingly.
bool _add_uv2 = get_add_uv2();
- float texel_size = get_lightmap_texel_size();
float _uv2_padding = get_uv2_padding() * texel_size;
BoxMesh::create_mesh_array(p_arr, size, subdivide_w, subdivide_h, subdivide_d, _add_uv2, _uv2_padding);
@@ -937,7 +954,6 @@ void CylinderMesh::_update_lightmap_size() {
if (get_add_uv2()) {
// size must have changed, update lightmap size hint
Size2i _lightmap_size_hint;
- float texel_size = get_lightmap_texel_size();
float padding = get_uv2_padding();
float top_circumference = top_radius * Math_PI * 2.0;
@@ -957,7 +973,6 @@ void CylinderMesh::_update_lightmap_size() {
void CylinderMesh::_create_mesh_array(Array &p_arr) const {
bool _add_uv2 = get_add_uv2();
- float texel_size = get_lightmap_texel_size();
float _uv2_padding = get_uv2_padding() * texel_size;
create_mesh_array(p_arr, top_radius, bottom_radius, height, radial_segments, rings, cap_top, cap_bottom, _add_uv2, _uv2_padding);
@@ -1244,7 +1259,6 @@ void PlaneMesh::_update_lightmap_size() {
if (get_add_uv2()) {
// size must have changed, update lightmap size hint
Size2i _lightmap_size_hint;
- float texel_size = get_lightmap_texel_size();
float padding = get_uv2_padding();
_lightmap_size_hint.x = MAX(1.0, (size.x / texel_size) + padding);
@@ -1416,7 +1430,6 @@ void PrismMesh::_update_lightmap_size() {
if (get_add_uv2()) {
// size must have changed, update lightmap size hint
Size2i _lightmap_size_hint;
- float texel_size = get_lightmap_texel_size();
float padding = get_uv2_padding();
// left_to_right does not effect the surface area of the prism so we ignore that.
@@ -1440,7 +1453,6 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
// Only used if we calculate UV2
bool _add_uv2 = get_add_uv2();
- float texel_size = get_lightmap_texel_size();
float _uv2_padding = get_uv2_padding() * texel_size;
float horizontal_total = size.x + size.z + 2.0 * _uv2_padding;
@@ -1762,7 +1774,6 @@ void SphereMesh::_update_lightmap_size() {
if (get_add_uv2()) {
// size must have changed, update lightmap size hint
Size2i _lightmap_size_hint;
- float texel_size = get_lightmap_texel_size();
float padding = get_uv2_padding();
float _width = radius * Math_TAU;
@@ -1776,7 +1787,6 @@ void SphereMesh::_update_lightmap_size() {
void SphereMesh::_create_mesh_array(Array &p_arr) const {
bool _add_uv2 = get_add_uv2();
- float texel_size = get_lightmap_texel_size();
float _uv2_padding = get_uv2_padding() * texel_size;
create_mesh_array(p_arr, radius, height, radial_segments, rings, is_hemisphere, _add_uv2, _uv2_padding);
@@ -1950,7 +1960,6 @@ void TorusMesh::_update_lightmap_size() {
if (get_add_uv2()) {
// size must have changed, update lightmap size hint
Size2i _lightmap_size_hint;
- float texel_size = get_lightmap_texel_size();
float padding = get_uv2_padding();
float min_radius = inner_radius;
@@ -2000,7 +2009,6 @@ void TorusMesh::_create_mesh_array(Array &p_arr) const {
// Only used if we calculate UV2
bool _add_uv2 = get_add_uv2();
- float texel_size = get_lightmap_texel_size();
float _uv2_padding = get_uv2_padding() * texel_size;
float horizontal_total = max_radius * Math_TAU + _uv2_padding;
diff --git a/scene/resources/3d/primitive_meshes.h b/scene/resources/3d/primitive_meshes.h
index 4d2d0760b3..fc2489923a 100644
--- a/scene/resources/3d/primitive_meshes.h
+++ b/scene/resources/3d/primitive_meshes.h
@@ -67,6 +67,9 @@ protected:
// assume primitive triangles as the type, correct for all but one and it will change this :)
Mesh::PrimitiveType primitive_type = Mesh::PRIMITIVE_TRIANGLES;
+ // Copy of our texel_size project setting.
+ float texel_size = 0.2;
+
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const {}
@@ -76,6 +79,8 @@ protected:
float get_lightmap_texel_size() const;
virtual void _update_lightmap_size(){};
+ void _on_settings_changed();
+
public:
virtual int get_surface_count() const override;
virtual int surface_get_array_len(int p_idx) const override;
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index c0ab636adc..e00bf56939 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -969,10 +969,6 @@ void Animation::remove_track(int p_track) {
_check_capture_included();
}
-void Animation::set_capture_included(bool p_capture_included) {
- capture_included = p_capture_included;
-}
-
bool Animation::is_capture_included() const {
return capture_included;
}
@@ -3908,13 +3904,12 @@ void Animation::_bind_methods() {
ClassDB::bind_method(D_METHOD("compress", "page_size", "fps", "split_tolerance"), &Animation::compress, DEFVAL(8192), DEFVAL(120), DEFVAL(4.0));
- ClassDB::bind_method(D_METHOD("_set_capture_included", "capture_included"), &Animation::set_capture_included);
ClassDB::bind_method(D_METHOD("is_capture_included"), &Animation::is_capture_included);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "0.001,99999,0.001,suffix:s"), "set_length", "get_length");
ADD_PROPERTY(PropertyInfo(Variant::INT, "loop_mode", PROPERTY_HINT_ENUM, "None,Linear,Ping-Pong"), "set_loop_mode", "get_loop_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step", PROPERTY_HINT_RANGE, "0,4096,0.001,suffix:s"), "set_step", "get_step");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "capture_included", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_READ_ONLY | PROPERTY_USAGE_NO_EDITOR), "_set_capture_included", "is_capture_included");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "capture_included", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "is_capture_included");
BIND_ENUM_CONSTANT(TYPE_VALUE);
BIND_ENUM_CONSTANT(TYPE_POSITION_3D);
diff --git a/scene/resources/animation.h b/scene/resources/animation.h
index d5daaac58a..9e6d34959a 100644
--- a/scene/resources/animation.h
+++ b/scene/resources/animation.h
@@ -396,7 +396,6 @@ public:
int add_track(TrackType p_type, int p_at_pos = -1);
void remove_track(int p_track);
- void set_capture_included(bool p_capture_included);
bool is_capture_included() const;
int get_track_count() const;
diff --git a/scene/resources/audio_stream_polyphonic.cpp b/scene/resources/audio_stream_polyphonic.cpp
index e617096f3b..999b0c9f0a 100644
--- a/scene/resources/audio_stream_polyphonic.cpp
+++ b/scene/resources/audio_stream_polyphonic.cpp
@@ -143,6 +143,10 @@ int AudioStreamPlaybackPolyphonic::mix(AudioFrame *p_buffer, float p_rate_scale,
}
if (s.stream_playback->get_is_sample()) {
+ if (s.finish_request.is_set()) {
+ s.active.clear();
+ AudioServer::get_singleton()->stop_sample_playback(s.stream_playback->get_sample_playback());
+ }
continue;
}
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 99622996d4..c5454e748a 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -1439,12 +1439,10 @@ void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::
multimesh->motion_vectors_current_offset = 0;
multimesh->motion_vectors_previous_offset = 0;
multimesh->motion_vectors_last_change = -1;
+ multimesh->motion_vectors_enabled = false;
if (multimesh->instances) {
uint32_t buffer_size = multimesh->instances * multimesh->stride_cache * sizeof(float);
- if (multimesh->motion_vectors_enabled) {
- buffer_size *= 2;
- }
multimesh->buffer = RD::get_singleton()->storage_buffer_create(buffer_size);
}
@@ -1934,6 +1932,7 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
ERR_FAIL_NULL(multimesh);
ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
+ bool used_motion_vectors = multimesh->motion_vectors_enabled;
bool uses_motion_vectors = (RSG::viewport->get_num_viewports_with_motion_vectors() > 0) || (RendererCompositorStorage::get_singleton()->get_num_compositor_effects_with_motion_vectors() > 0);
if (uses_motion_vectors) {
_multimesh_enable_motion_vectors(multimesh);
@@ -1952,6 +1951,11 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
{
const float *r = p_buffer.ptr();
RD::get_singleton()->buffer_update(multimesh->buffer, multimesh->motion_vectors_current_offset * multimesh->stride_cache * sizeof(float), p_buffer.size() * sizeof(float), r);
+ if (multimesh->motion_vectors_enabled && !used_motion_vectors) {
+ // Motion vectors were just enabled, and the other half of the buffer will be empty.
+ // Need to ensure that both halves are filled for correct operation.
+ RD::get_singleton()->buffer_update(multimesh->buffer, multimesh->motion_vectors_previous_offset * multimesh->stride_cache * sizeof(float), p_buffer.size() * sizeof(float), r);
+ }
multimesh->buffer_set = true;
}
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index b02d3def88..c576c70029 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -34,10 +34,16 @@
#include "core/object/worker_thread_pool.h"
#include "core/os/os.h"
#include "rendering_light_culler.h"
+#include "rendering_server_constants.h"
#include "rendering_server_default.h"
#include <new>
+#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
+// This is used only to obtain node paths for user-friendly physics interpolation warnings.
+#include "scene/main/node.h"
+#endif
+
/* HALTON SEQUENCE */
#ifndef _3D_DISABLED
@@ -53,6 +59,20 @@ static float get_halton_value(int p_index, int p_base) {
}
#endif // _3D_DISABLED
+/* EVENT QUEUING */
+
+void RendererSceneCull::tick() {
+ if (_interpolation_data.interpolation_enabled) {
+ update_interpolation_tick(true);
+ }
+}
+
+void RendererSceneCull::pre_draw(bool p_will_draw) {
+ if (_interpolation_data.interpolation_enabled) {
+ update_interpolation_frame(p_will_draw);
+ }
+}
+
/* CAMERA API */
RID RendererSceneCull::camera_allocate() {
@@ -93,6 +113,7 @@ void RendererSceneCull::camera_set_frustum(RID p_camera, float p_size, Vector2 p
void RendererSceneCull::camera_set_transform(RID p_camera, const Transform3D &p_transform) {
Camera *camera = camera_owner.get_or_null(p_camera);
ERR_FAIL_NULL(camera);
+
camera->transform = p_transform.orthonormalized();
}
@@ -924,8 +945,45 @@ void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_NULL(instance);
- if (instance->transform == p_transform) {
- return; //must be checked to avoid worst evil
+#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
+ print_line("instance_set_transform " + rtos(p_transform.origin.x) + " .. tick " + itos(Engine::get_singleton()->get_physics_frames()));
+#endif
+
+ if (!_interpolation_data.interpolation_enabled || !instance->interpolated || !instance->scenario) {
+ if (instance->transform == p_transform) {
+ return; // Must be checked to avoid worst evil.
+ }
+
+#ifdef DEBUG_ENABLED
+
+ for (int i = 0; i < 4; i++) {
+ const Vector3 &v = i < 3 ? p_transform.basis.rows[i] : p_transform.origin;
+ ERR_FAIL_COND(!v.is_finite());
+ }
+
+#endif
+ instance->transform = p_transform;
+ _instance_queue_update(instance, true);
+
+#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
+ if (_interpolation_data.interpolation_enabled && !instance->interpolated && Engine::get_singleton()->is_in_physics_frame()) {
+ PHYSICS_INTERPOLATION_NODE_WARNING(instance->object_id, "Non-interpolated instance triggered from physics process");
+ }
+#endif
+
+ return;
+ }
+
+ float new_checksum = TransformInterpolator::checksum_transform_3d(p_transform);
+ bool checksums_match = (instance->transform_checksum_curr == new_checksum) && (instance->transform_checksum_prev == new_checksum);
+
+ // We can't entirely reject no changes because we need the interpolation
+ // system to keep on stewing.
+
+ // Optimized check. First checks the checksums. If they pass it does the slow check at the end.
+ // Alternatively we can do this non-optimized and ignore the checksum... if no change.
+ if (checksums_match && (instance->transform_curr == p_transform) && (instance->transform_prev == p_transform)) {
+ return;
}
#ifdef DEBUG_ENABLED
@@ -936,8 +994,69 @@ void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D
}
#endif
- instance->transform = p_transform;
+
+ instance->transform_curr = p_transform;
+
+#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
+ print_line("\tprev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x));
+#endif
+
+ // Keep checksums up to date.
+ instance->transform_checksum_curr = new_checksum;
+
+ if (!instance->on_interpolate_transform_list) {
+ _interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
+ instance->on_interpolate_transform_list = true;
+ } else {
+ DEV_ASSERT(_interpolation_data.instance_transform_update_list_curr->size());
+ }
+
+ // If the instance is invisible, then we are simply updating the data flow, there is no need to calculate the interpolated
+ // transform or anything else.
+ // Ideally we would not even call the VisualServer::set_transform() when invisible but that would entail having logic
+ // to keep track of the previous transform on the SceneTree side. The "early out" below is less efficient but a lot cleaner codewise.
+ if (!instance->visible) {
+ return;
+ }
+
+ // Decide on the interpolation method... slerp if possible.
+ instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
+
+ if (!instance->on_interpolate_list) {
+ _interpolation_data.instance_interpolate_update_list.push_back(p_instance);
+ instance->on_interpolate_list = true;
+ } else {
+ DEV_ASSERT(_interpolation_data.instance_interpolate_update_list.size());
+ }
+
_instance_queue_update(instance, true);
+
+#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
+ if (!Engine::get_singleton()->is_in_physics_frame()) {
+ PHYSICS_INTERPOLATION_NODE_WARNING(instance->object_id, "Interpolated instance triggered from outside physics process");
+ }
+#endif
+}
+
+void RendererSceneCull::instance_set_interpolated(RID p_instance, bool p_interpolated) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_NULL(instance);
+ instance->interpolated = p_interpolated;
+}
+
+void RendererSceneCull::instance_reset_physics_interpolation(RID p_instance) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_NULL(instance);
+
+ if (_interpolation_data.interpolation_enabled && instance->interpolated) {
+ instance->transform_prev = instance->transform_curr;
+ instance->transform_checksum_prev = instance->transform_checksum_curr;
+
+#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
+ print_line("instance_reset_physics_interpolation .. tick " + itos(Engine::get_singleton()->get_physics_frames()));
+ print_line("\tprev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x));
+#endif
+ }
}
void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
@@ -990,6 +1109,23 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
if (p_visible) {
if (instance->scenario != nullptr) {
+ // Special case for physics interpolation, we want to ensure the interpolated data is up to date
+ if (_interpolation_data.interpolation_enabled && instance->interpolated && !instance->on_interpolate_list) {
+ // Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances.
+ // This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick.
+ instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
+ _interpolation_data.instance_interpolate_update_list.push_back(p_instance);
+ instance->on_interpolate_list = true;
+
+ // We must also place on the transform update list for a tick, so the system
+ // can auto-detect if the instance is no longer moving, and remove from the interpolate lists again.
+ // If this step is ignored, an unmoving instance could remain on the interpolate lists indefinitely
+ // (or rather until the object is deleted) and cause unnecessary updates and drawcalls.
+ if (!instance->on_interpolate_transform_list) {
+ _interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
+ instance->on_interpolate_transform_list = true;
+ }
+ }
_instance_queue_update(instance, true, false);
}
} else if (instance->indexer_id.is_valid()) {
@@ -1574,11 +1710,22 @@ void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instan
void RendererSceneCull::_update_instance(Instance *p_instance) {
p_instance->version++;
+ // When not using interpolation the transform is used straight.
+ const Transform3D *instance_xform = &p_instance->transform;
+
+ // Can possibly use the most up to date current transform here when using physics interpolation ...
+ // uncomment the next line for this..
+ //if (_interpolation_data.interpolation_enabled && p_instance->interpolated) {
+ // instance_xform = &p_instance->transform_curr;
+ //}
+ // However it does seem that using the interpolated transform (transform) works for keeping AABBs
+ // up to date to avoid culling errors.
+
if (p_instance->base_type == RS::INSTANCE_LIGHT) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
- RSG::light_storage->light_instance_set_transform(light->instance, p_instance->transform);
- RSG::light_storage->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
+ RSG::light_storage->light_instance_set_transform(light->instance, *instance_xform);
+ RSG::light_storage->light_instance_set_aabb(light->instance, instance_xform->xform(p_instance->aabb));
light->make_shadow_dirty();
RS::LightBakeMode bake_mode = RSG::light_storage->light_get_bake_mode(p_instance->base);
@@ -1601,7 +1748,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
} else if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
- RSG::light_storage->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
+ RSG::light_storage->reflection_probe_instance_set_transform(reflection_probe->instance, *instance_xform);
if (p_instance->scenario && p_instance->array_index >= 0) {
InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
@@ -1610,17 +1757,17 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
} else if (p_instance->base_type == RS::INSTANCE_DECAL) {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
- RSG::texture_storage->decal_instance_set_transform(decal->instance, p_instance->transform);
+ RSG::texture_storage->decal_instance_set_transform(decal->instance, *instance_xform);
} else if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
InstanceLightmapData *lightmap = static_cast<InstanceLightmapData *>(p_instance->base_data);
- RSG::light_storage->lightmap_instance_set_transform(lightmap->instance, p_instance->transform);
+ RSG::light_storage->lightmap_instance_set_transform(lightmap->instance, *instance_xform);
} else if (p_instance->base_type == RS::INSTANCE_VOXEL_GI) {
InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(p_instance->base_data);
- scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, p_instance->transform);
+ scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, *instance_xform);
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
- RSG::particles_storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
+ RSG::particles_storage->particles_set_emission_transform(p_instance->base, *instance_xform);
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
@@ -1628,13 +1775,13 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
if (RSG::particles_storage->particles_collision_is_heightfield(p_instance->base)) {
heightfield_particle_colliders_update_list.insert(p_instance);
}
- RSG::particles_storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
+ RSG::particles_storage->particles_collision_instance_set_transform(collision->instance, *instance_xform);
} else if (p_instance->base_type == RS::INSTANCE_FOG_VOLUME) {
InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(p_instance->base_data);
- scene_render->fog_volume_instance_set_transform(volume->instance, p_instance->transform);
+ scene_render->fog_volume_instance_set_transform(volume->instance, *instance_xform);
} else if (p_instance->base_type == RS::INSTANCE_OCCLUDER) {
if (p_instance->scenario) {
- RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, p_instance->transform, p_instance->visible);
+ RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, *instance_xform, p_instance->visible);
}
}
@@ -1654,7 +1801,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
}
AABB new_aabb;
- new_aabb = p_instance->transform.xform(p_instance->aabb);
+ new_aabb = instance_xform->xform(p_instance->aabb);
p_instance->transformed_aabb = new_aabb;
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
@@ -1681,11 +1828,11 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
}
ERR_FAIL_NULL(geom->geometry_instance);
- geom->geometry_instance->set_transform(p_instance->transform, p_instance->aabb, p_instance->transformed_aabb);
+ geom->geometry_instance->set_transform(*instance_xform, p_instance->aabb, p_instance->transformed_aabb);
}
// note: we had to remove is equal approx check here, it meant that det == 0.000004 won't work, which is the case for some of our scenes.
- if (p_instance->scenario == nullptr || !p_instance->visible || p_instance->transform.basis.determinant() == 0) {
+ if (p_instance->scenario == nullptr || !p_instance->visible || instance_xform->basis.determinant() == 0) {
p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
return;
}
@@ -4180,6 +4327,8 @@ bool RendererSceneCull::free(RID p_rid) {
Instance *instance = instance_owner.get_or_null(p_rid);
+ _interpolation_data.notify_free_instance(p_rid, *instance);
+
instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
instance_set_scenario(p_rid, RID());
instance_set_base(p_rid, RID());
@@ -4240,6 +4389,106 @@ void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
}
+/* INTERPOLATION API */
+
+void RendererSceneCull::update_interpolation_tick(bool p_process) {
+ // TODO (MultiMesh): Update interpolation in storage.
+
+ // INSTANCES
+
+ // Detect any that were on the previous transform list that are no longer active;
+ // we should remove them from the interpolate list.
+
+ for (const RID &rid : *_interpolation_data.instance_transform_update_list_prev) {
+ Instance *instance = instance_owner.get_or_null(rid);
+
+ bool active = true;
+
+ // No longer active? (Either the instance deleted or no longer being transformed.)
+ if (instance && !instance->on_interpolate_transform_list) {
+ active = false;
+ instance->on_interpolate_list = false;
+
+ // Make sure the most recent transform is set...
+ instance->transform = instance->transform_curr;
+
+ // ... and that both prev and current are the same, just in case of any interpolations.
+ instance->transform_prev = instance->transform_curr;
+
+ // Make sure instances are updated one more time to ensure the AABBs are correct.
+ _instance_queue_update(instance, true);
+ }
+
+ if (!instance) {
+ active = false;
+ }
+
+ if (!active) {
+ _interpolation_data.instance_interpolate_update_list.erase(rid);
+ }
+ }
+
+ // Now for any in the transform list (being actively interpolated), keep the previous transform
+ // value up to date, ready for the next tick.
+ if (p_process) {
+ for (const RID &rid : *_interpolation_data.instance_transform_update_list_curr) {
+ Instance *instance = instance_owner.get_or_null(rid);
+ if (instance) {
+ instance->transform_prev = instance->transform_curr;
+ instance->transform_checksum_prev = instance->transform_checksum_curr;
+ instance->on_interpolate_transform_list = false;
+ }
+ }
+ }
+
+ // We maintain a mirror list for the transform updates, so we can detect when an instance
+ // is no longer being transformed, and remove it from the interpolate list.
+ SWAP(_interpolation_data.instance_transform_update_list_curr, _interpolation_data.instance_transform_update_list_prev);
+
+ // Prepare for the next iteration.
+ _interpolation_data.instance_transform_update_list_curr->clear();
+}
+
+void RendererSceneCull::update_interpolation_frame(bool p_process) {
+ // TODO (MultiMesh): Update interpolation in storage.
+
+ if (p_process) {
+ real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
+
+ for (const RID &rid : _interpolation_data.instance_interpolate_update_list) {
+ Instance *instance = instance_owner.get_or_null(rid);
+ if (instance) {
+ TransformInterpolator::interpolate_transform_3d_via_method(instance->transform_prev, instance->transform_curr, instance->transform, f, instance->interpolation_method);
+
+#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
+ print_line("\t\tinterpolated: " + rtos(instance->transform.origin.x) + "\t( prev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x) + " ) on tick " + itos(Engine::get_singleton()->get_physics_frames()));
+#endif
+
+ // Make sure AABBs are constantly up to date through the interpolation.
+ _instance_queue_update(instance, true);
+ }
+ }
+ }
+}
+
+void RendererSceneCull::set_physics_interpolation_enabled(bool p_enabled) {
+ _interpolation_data.interpolation_enabled = p_enabled;
+}
+
+void RendererSceneCull::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) {
+ r_instance.on_interpolate_list = false;
+ r_instance.on_interpolate_transform_list = false;
+
+ if (!interpolation_enabled) {
+ return;
+ }
+
+ // If the instance was on any of the lists, remove.
+ instance_interpolate_update_list.erase_multiple_unordered(p_rid);
+ instance_transform_update_list_curr->erase_multiple_unordered(p_rid);
+ instance_transform_update_list_prev->erase_multiple_unordered(p_rid);
+}
+
RendererSceneCull::RendererSceneCull() {
render_pass = 1;
singleton = this;
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 0039d14475..53f1f2d246 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -32,6 +32,7 @@
#define RENDERER_SCENE_CULL_H
#include "core/math/dynamic_bvh.h"
+#include "core/math/transform_interpolator.h"
#include "core/templates/bin_sorted_array.h"
#include "core/templates/local_vector.h"
#include "core/templates/paged_allocator.h"
@@ -66,6 +67,11 @@ public:
static RendererSceneCull *singleton;
+ /* EVENT QUEUING */
+
+ void tick();
+ void pre_draw(bool p_will_draw);
+
/* CAMERA API */
struct Camera {
@@ -406,8 +412,16 @@ public:
RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
+ // This is the main transform to be drawn with ...
+ // This will either be the interpolated transform (when using fixed timestep interpolation)
+ // or the ONLY transform (when not using FTI).
Transform3D transform;
+ // For interpolation we store the current transform (this physics tick)
+ // and the transform in the previous tick.
+ Transform3D transform_curr;
+ Transform3D transform_prev;
+
float lod_bias;
bool ignore_occlusion_culling;
@@ -418,13 +432,23 @@ public:
RS::ShadowCastingSetting cast_shadows;
uint32_t layer_mask;
- //fit in 32 bits
- bool mirror : 8;
- bool receive_shadows : 8;
- bool visible : 8;
- bool baked_light : 2; //this flag is only to know if it actually did use baked light
- bool dynamic_gi : 2; //same above for dynamic objects
- bool redraw_if_visible : 4;
+ // Fit in 32 bits.
+ bool mirror : 1;
+ bool receive_shadows : 1;
+ bool visible : 1;
+ bool baked_light : 1; // This flag is only to know if it actually did use baked light.
+ bool dynamic_gi : 1; // Same as above for dynamic objects.
+ bool redraw_if_visible : 1;
+
+ bool on_interpolate_list : 1;
+ bool on_interpolate_transform_list : 1;
+ bool interpolated : 1;
+ TransformInterpolator::Method interpolation_method : 3;
+
+ // For fixed timestep interpolation.
+ // Note 32 bits is plenty for checksum, no need for real_t
+ float transform_checksum_curr;
+ float transform_checksum_prev;
Instance *lightmap = nullptr;
Rect2 lightmap_uv_scale;
@@ -574,6 +598,14 @@ public:
baked_light = true;
dynamic_gi = false;
redraw_if_visible = false;
+
+ on_interpolate_list = false;
+ on_interpolate_transform_list = false;
+ interpolated = true;
+ interpolation_method = TransformInterpolator::INTERP_LERP;
+ transform_checksum_curr = 0.0;
+ transform_checksum_prev = 0.0;
+
lightmap_slice_index = 0;
lightmap = nullptr;
lightmap_cull_index = 0;
@@ -1027,6 +1059,8 @@ public:
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
+ virtual void instance_set_interpolated(RID p_instance, bool p_interpolated);
+ virtual void instance_reset_physics_interpolation(RID p_instance);
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
@@ -1393,6 +1427,22 @@ public:
virtual void update_visibility_notifiers();
+ /* INTERPOLATION */
+
+ void update_interpolation_tick(bool p_process = true);
+ void update_interpolation_frame(bool p_process = true);
+ virtual void set_physics_interpolation_enabled(bool p_enabled);
+
+ struct InterpolationData {
+ void notify_free_instance(RID p_rid, Instance &r_instance);
+ LocalVector<RID> instance_interpolate_update_list;
+ LocalVector<RID> instance_transform_update_lists[2];
+ LocalVector<RID> *instance_transform_update_list_curr = &instance_transform_update_lists[0];
+ LocalVector<RID> *instance_transform_update_list_prev = &instance_transform_update_lists[1];
+
+ bool interpolation_enabled = false;
+ } _interpolation_data;
+
RendererSceneCull();
virtual ~RendererSceneCull();
};
diff --git a/servers/rendering/rendering_method.h b/servers/rendering/rendering_method.h
index aa5e7d83cc..57fbf97d8c 100644
--- a/servers/rendering/rendering_method.h
+++ b/servers/rendering/rendering_method.h
@@ -83,6 +83,8 @@ public:
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
+ virtual void instance_set_interpolated(RID p_instance, bool p_interpolated) = 0;
+ virtual void instance_reset_physics_interpolation(RID p_instance) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
@@ -350,6 +352,16 @@ public:
virtual bool free(RID p_rid) = 0;
+ /* Physics interpolation */
+
+ virtual void update_interpolation_tick(bool p_process = true) = 0;
+ virtual void set_physics_interpolation_enabled(bool p_enabled) = 0;
+
+ /* Event queueing */
+
+ virtual void tick() = 0;
+ virtual void pre_draw(bool p_will_draw) = 0;
+
RenderingMethod();
virtual ~RenderingMethod();
};
diff --git a/servers/rendering/rendering_server_constants.h b/servers/rendering/rendering_server_constants.h
new file mode 100644
index 0000000000..6d27a3a022
--- /dev/null
+++ b/servers/rendering/rendering_server_constants.h
@@ -0,0 +1,48 @@
+/**************************************************************************/
+/* rendering_server_constants.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef RENDERING_SERVER_CONSTANTS_H
+#define RENDERING_SERVER_CONSTANTS_H
+
+// Use for constants etc. that need not be included as often as rendering_server.h
+// to reduce dependencies and prevent slow compilation.
+
+// This is a "cheap" include, and can be used from scene side code as well as servers.
+
+// N.B. ONLY allow these defined in DEV_ENABLED builds, they will slow
+// performance, and are only necessary to use for debugging.
+#ifdef DEV_ENABLED
+
+// Uncomment this define to produce debugging output for physics interpolation.
+//#define RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
+
+#endif // DEV_ENABLED
+
+#endif // RENDERING_SERVER_CONSTANTS_H
diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp
index 51ff009eaf..86efccef9a 100644
--- a/servers/rendering/rendering_server_default.cpp
+++ b/servers/rendering/rendering_server_default.cpp
@@ -381,12 +381,9 @@ void RenderingServerDefault::_thread_loop() {
/* INTERPOLATION */
-void RenderingServerDefault::tick() {
- RSG::canvas->tick();
-}
-
void RenderingServerDefault::set_physics_interpolation_enabled(bool p_enabled) {
RSG::canvas->set_physics_interpolation_enabled(p_enabled);
+ RSG::scene->set_physics_interpolation_enabled(p_enabled);
}
/* EVENT QUEUING */
@@ -411,6 +408,15 @@ void RenderingServerDefault::draw(bool p_swap_buffers, double frame_step) {
}
}
+void RenderingServerDefault::tick() {
+ RSG::canvas->tick();
+ RSG::scene->tick();
+}
+
+void RenderingServerDefault::pre_draw(bool p_will_draw) {
+ RSG::scene->pre_draw(p_will_draw);
+}
+
void RenderingServerDefault::_call_on_render_thread(const Callable &p_callable) {
p_callable.call();
}
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 164ec3cc09..6e195a8002 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -802,6 +802,8 @@ public:
FUNC2(instance_set_layer_mask, RID, uint32_t)
FUNC3(instance_set_pivot_data, RID, float, bool)
FUNC2(instance_set_transform, RID, const Transform3D &)
+ FUNC2(instance_set_interpolated, RID, bool)
+ FUNC1(instance_reset_physics_interpolation, RID)
FUNC2(instance_attach_object_instance_id, RID, ObjectID)
FUNC3(instance_set_blend_shape_weight, RID, int, float)
FUNC3(instance_set_surface_override_material, RID, int, RID)
@@ -1048,7 +1050,6 @@ public:
/* INTERPOLATION */
- virtual void tick() override;
virtual void set_physics_interpolation_enabled(bool p_enabled) override;
/* EVENT QUEUING */
@@ -1060,6 +1061,8 @@ public:
virtual bool has_changed() const override;
virtual void init() override;
virtual void finish() override;
+ virtual void tick() override;
+ virtual void pre_draw(bool p_will_draw) override;
virtual bool is_on_render_thread() override {
return Thread::get_caller_id() == server_thread;
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 0235d72cfa..431dca0ad4 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -9217,6 +9217,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
tk = _get_token();
if (tk.type == TK_IDENTIFIER) {
current_uniform_group_name = tk.text;
+ current_uniform_subgroup_name = "";
tk = _get_token();
if (tk.type == TK_PERIOD) {
tk = _get_token();
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 70b585d683..9fc67b04b1 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -3116,6 +3116,8 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask);
ClassDB::bind_method(D_METHOD("instance_set_pivot_data", "instance", "sorting_offset", "use_aabb_center"), &RenderingServer::instance_set_pivot_data);
ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &RenderingServer::instance_set_transform);
+ ClassDB::bind_method(D_METHOD("instance_set_interpolated", "instance", "interpolated"), &RenderingServer::instance_set_interpolated);
+ ClassDB::bind_method(D_METHOD("instance_reset_physics_interpolation", "instance"), &RenderingServer::instance_reset_physics_interpolation);
ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &RenderingServer::instance_attach_object_instance_id);
ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight);
ClassDB::bind_method(D_METHOD("instance_set_surface_override_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_override_material);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 693c822488..8450cb0198 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -1334,6 +1334,8 @@ public:
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
+ virtual void instance_set_interpolated(RID p_instance, bool p_interpolated) = 0;
+ virtual void instance_reset_physics_interpolation(RID p_instance) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
@@ -1647,7 +1649,6 @@ public:
/* INTERPOLATION */
- virtual void tick() = 0;
virtual void set_physics_interpolation_enabled(bool p_enabled) = 0;
/* EVENT QUEUING */
@@ -1659,6 +1660,8 @@ public:
virtual bool has_changed() const = 0;
virtual void init();
virtual void finish() = 0;
+ virtual void tick() = 0;
+ virtual void pre_draw(bool p_will_draw) = 0;
/* STATUS INFORMATION */
diff --git a/tests/core/object/test_class_db.h b/tests/core/object/test_class_db.h
index c1aa39031d..d2d7b6a8b2 100644
--- a/tests/core/object/test_class_db.h
+++ b/tests/core/object/test_class_db.h
@@ -139,6 +139,7 @@ struct NamesCache {
StringName vector2_type = StaticCString::create("Vector2");
StringName rect2_type = StaticCString::create("Rect2");
StringName vector3_type = StaticCString::create("Vector3");
+ StringName vector4_type = StaticCString::create("Vector4");
// Object not included as it must be checked for all derived classes
static constexpr int nullable_types_count = 18;
@@ -247,6 +248,8 @@ bool arg_default_value_is_assignable_to_type(const Context &p_context, const Var
case Variant::VECTOR2:
case Variant::RECT2:
case Variant::VECTOR3:
+ case Variant::VECTOR4:
+ case Variant::PROJECTION:
case Variant::RID:
case Variant::ARRAY:
case Variant::DICTIONARY:
@@ -274,13 +277,15 @@ bool arg_default_value_is_assignable_to_type(const Context &p_context, const Var
case Variant::VECTOR3I:
return p_arg_type.name == p_context.names_cache.vector3_type ||
p_arg_type.name == Variant::get_type_name(p_val.get_type());
- default:
- if (r_err_msg) {
- *r_err_msg = "Unexpected Variant type: " + itos(p_val.get_type());
- }
+ case Variant::VECTOR4I:
+ return p_arg_type.name == p_context.names_cache.vector4_type ||
+ p_arg_type.name == Variant::get_type_name(p_val.get_type());
+ case Variant::VARIANT_MAX:
break;
}
-
+ if (r_err_msg) {
+ *r_err_msg = "Unexpected Variant type: " + itos(p_val.get_type());
+ }
return false;
}
diff --git a/thirdparty/README.md b/thirdparty/README.md
index 9a56f6baa4..47618d675b 100644
--- a/thirdparty/README.md
+++ b/thirdparty/README.md
@@ -845,7 +845,7 @@ Files extracted from upstream source:
Some downstream changes have been made and are identified by
`// -- GODOT begin --` and `// -- GODOT end --` comments.
They can be reapplied using the patches included in the `patches`
-folder.
+folder, in order.
## squish
diff --git a/thirdparty/spirv-reflect/patches/specialization-constants.patch b/thirdparty/spirv-reflect/patches/1-specialization-constants.patch
index ff11841451..ff11841451 100644
--- a/thirdparty/spirv-reflect/patches/specialization-constants.patch
+++ b/thirdparty/spirv-reflect/patches/1-specialization-constants.patch
diff --git a/thirdparty/spirv-reflect/patches/2-zero-size-for-sc-sized-arrays.patch b/thirdparty/spirv-reflect/patches/2-zero-size-for-sc-sized-arrays.patch
new file mode 100644
index 0000000000..dbf6069d07
--- /dev/null
+++ b/thirdparty/spirv-reflect/patches/2-zero-size-for-sc-sized-arrays.patch
@@ -0,0 +1,18 @@
+diff --git a/thirdparty/spirv-reflect/spirv_reflect.c b/thirdparty/spirv-reflect/spirv_reflect.c
+index c96dd85439..2ca9c8580d 100644
+--- a/thirdparty/spirv-reflect/spirv_reflect.c
++++ b/thirdparty/spirv-reflect/spirv_reflect.c
+@@ -2692,6 +2692,13 @@ static SpvReflectResult ParseDescriptorBlockVariableSizes(SpvReflectPrvParser* p
+ // ...then array
+ uint32_t element_count = (p_member_var->array.dims_count > 0 ? 1 : 0);
+ for (uint32_t i = 0; i < p_member_var->array.dims_count; ++i) {
++// -- GODOT begin --
++ if (p_member_var->array.spec_constant_op_ids[i] != (uint32_t)INVALID_VALUE) {
++ // Force size to be reported as 0 to effectively disable buffer size validation, since
++ // the value is unreliable anyway as only valid for the default values of the SCs involved.
++ element_count = 0;
++ }
++// -- GODOT end --
+ element_count *= p_member_var->array.dims[i];
+ }
+ p_member_var->size = element_count * p_member_var->array.stride;
diff --git a/thirdparty/spirv-reflect/spirv_reflect.c b/thirdparty/spirv-reflect/spirv_reflect.c
index c96dd85439..d6c926b40a 100644
--- a/thirdparty/spirv-reflect/spirv_reflect.c
+++ b/thirdparty/spirv-reflect/spirv_reflect.c
@@ -2692,6 +2692,13 @@ static SpvReflectResult ParseDescriptorBlockVariableSizes(SpvReflectPrvParser* p
// ...then array
uint32_t element_count = (p_member_var->array.dims_count > 0 ? 1 : 0);
for (uint32_t i = 0; i < p_member_var->array.dims_count; ++i) {
+// -- GODOT begin --
+ if (p_member_var->array.spec_constant_op_ids[i] != (uint32_t)INVALID_VALUE) {
+ // Force size to be reported as 0 to effectively disable buffer size validation, since
+ // the value is unreliable anyway as only valid for the default values of the SCs involved.
+ element_count = 0;
+ }
+// -- GODOT end --
element_count *= p_member_var->array.dims[i];
}
p_member_var->size = element_count * p_member_var->array.stride;
diff --git a/version.py b/version.py
index 0430bddb71..22704a08cb 100644
--- a/version.py
+++ b/version.py
@@ -1,9 +1,9 @@
short_name = "godot"
name = "Godot Engine"
major = 4
-minor = 3
+minor = 4
patch = 0
-status = "rc"
+status = "dev"
module_config = ""
website = "https://godotengine.org"
docs = "latest"