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-rw-r--r--doc/translations/zh_CN.po2667
1 files changed, 1334 insertions, 1333 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index ad3572f5bb..f6aa33476a 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -1,7 +1,8 @@
-# Chinese (Simplified) translation of the Godot Engine class reference.
+# Chinese (Simplified) translation of the Redot Engine class reference.
+# Copyright (c) 2024-present Redot Engine contributors.
# 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.
+# This file is distributed under the same license as the Redot source code.
#
# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022, 2023, 2024.
# fangxvan <2661712415@qq.com>, 2020.
@@ -92,7 +93,7 @@
# HoshuChiu <wo_shily@163.com>, 2024.
msgid ""
msgstr ""
-"Project-Id-Version: Godot Engine class reference\n"
+"Project-Id-Version: Redot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2024-08-23 10:34+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
@@ -3096,7 +3097,7 @@ msgid ""
"print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
-"var a = new Godot.Collections.Array { 1, 2, 3 };\n"
+"var a = new Redot.Collections.Array { 1, 2, 3 };\n"
"GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -3114,7 +3115,7 @@ msgstr ""
"print(\"a\", \"b\", a) # 输出 ab[1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
-"var a = new Godot.Collections.Array { 1, 2, 3 };\n"
+"var a = new Redot.Collections.Array { 1, 2, 3 };\n"
"GD.Print(\"a\", \"b\", a); // 输出 ab[1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -3234,7 +3235,7 @@ msgid ""
"terminal. Unlike [method print], no newline is automatically added at the "
"end.\n"
"[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output "
-"dock. The output sent to the OS terminal can be seen when running Godot from "
+"dock. The output sent to the OS terminal can be seen when running Redot from "
"a terminal. On Windows, this requires using the [code]console.exe[/code] "
"executable.\n"
"[codeblocks]\n"
@@ -3254,7 +3255,7 @@ msgid ""
msgstr ""
"以尽可能最佳的方式将一个或多个参数作为字符串输出到操作系统终端。与 [method "
"print] 不同的是,最后不会自动添加换行符。\n"
-"[b]注意:[/b]操作系统终端与编辑器的“输出”面板[i]不同[/i]。从终端运行 Godot 时"
+"[b]注意:[/b]操作系统终端与编辑器的“输出”面板[i]不同[/i]。从终端运行 Redot 时"
"可以看到发送至操作系统终端的输出。在 Windows 上,需要用到 [code]console.exe[/"
"code] 可执行文件。\n"
"[codeblocks]\n"
@@ -3317,7 +3318,7 @@ msgstr ""
"[/codeblocks]"
msgid ""
-"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n"
+"Pushes an error message to Redot's built-in debugger and to the OS terminal.\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
@@ -3332,7 +3333,7 @@ msgid ""
"error message and pause project execution in debug builds, use "
"[code]assert(false, \"test error\")[/code] instead."
msgstr ""
-"将错误消息推送到 Godot 的内置调试器和 OS 终端。\n"
+"将错误消息推送到 Redot 的内置调试器和 OS 终端。\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_error(\"test error\") # 向调试器和终端打印 “test error” 作为错误调用\n"
@@ -3346,7 +3347,7 @@ msgstr ""
"行,请改用 [code]assert(false, \"test error\")[/code]。"
msgid ""
-"Pushes a warning message to Godot's built-in debugger and to the OS "
+"Pushes a warning message to Redot's built-in debugger and to the OS "
"terminal.\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -3359,7 +3360,7 @@ msgid ""
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
-"将警告消息推送到 Godot 的内置调试器和 OS 终端。\n"
+"将警告消息推送到 Redot 的内置调试器和 OS 终端。\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_warning(\"test warning\") # 以警告的形式向调试器和终端输出 “test "
@@ -3648,7 +3649,7 @@ msgid ""
"functions.\n"
"[codeblocks]\n"
"[gdscript]\n"
-"var my_seed = \"Godot Rocks\".hash()\n"
+"var my_seed = \"Redot Rocks\".hash()\n"
"seed(my_seed)\n"
"var a = randf() + randi()\n"
"seed(my_seed)\n"
@@ -3656,7 +3657,7 @@ msgid ""
"# a and b are now identical\n"
"[/gdscript]\n"
"[csharp]\n"
-"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n"
+"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n"
"GD.Seed(mySeed);\n"
"var a = GD.Randf() + GD.Randi();\n"
"GD.Seed(mySeed);\n"
@@ -3669,7 +3670,7 @@ msgstr ""
"结果一致、可重复。\n"
"[codeblocks]\n"
"[gdscript]\n"
-"var my_seed = \"Godot Rocks\".hash()\n"
+"var my_seed = \"Redot Rocks\".hash()\n"
"seed(my_seed)\n"
"var a = randf() + randi()\n"
"seed(my_seed)\n"
@@ -3677,7 +3678,7 @@ msgstr ""
"# a 和 b 现在是一样的\n"
"[/gdscript]\n"
"[csharp]\n"
-"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n"
+"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n"
"GD.Seed(mySeed);\n"
"var a = GD.Randf() + GD.Randi();\n"
"GD.Seed(mySeed);\n"
@@ -3965,7 +3966,7 @@ msgid ""
"[csharp]\n"
"string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a "
"string\n"
-"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n"
+"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict is a Dictionary\n"
"GD.Print(dict[\"a\"]); // Prints 1\n"
"[/csharp]\n"
"[/codeblocks]"
@@ -3981,7 +3982,7 @@ msgstr ""
"[csharp]\n"
"string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data 是一个 "
"string\n"
-"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict 是一个 Dictionary\n"
+"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict 是一个 Dictionary\n"
"GD.Print(dict[\"a\"]); // 输出 1\n"
"[/csharp]\n"
"[/codeblocks]"
@@ -4121,7 +4122,7 @@ msgid ""
"print(var_to_str(a))\n"
"[/gdscript]\n"
"[csharp]\n"
-"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
+"var a = new Redot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
"GD.Print(GD.VarToStr(a));\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -4143,7 +4144,7 @@ msgstr ""
"print(var_to_str(a))\n"
"[/gdscript]\n"
"[csharp]\n"
-"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
+"var a = new Redot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
"GD.Print(GD.VarToStr(a));\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -6621,7 +6622,7 @@ msgid ""
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] It's recommended to use this method when [member size] is "
-"negative, as most other methods in Godot assume that the [member size]'s "
+"negative, as most other methods in Redot assume that the [member size]'s "
"components are greater than [code]0[/code]."
msgstr ""
"返回一个与该边界框等效的 [AABB],其宽度、高度和深度被修改为非负值。\n"
@@ -6639,7 +6640,7 @@ msgstr ""
"GD.Print(absolute.Size); // 打印 (20, 10, 5)\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其"
+"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Redot 中的大多数其"
"他方法都假设 [member size] 的分量大于 [code]0[/code]。"
msgid ""
@@ -7083,14 +7084,14 @@ msgid ""
"The bounding box's width, height, and depth starting from [member position]. "
"Setting this value also affects the [member end] point.\n"
"[b]Note:[/b] It's recommended setting the width, height, and depth to non-"
-"negative values. This is because most methods in Godot assume that the "
+"negative values. This is because most methods in Redot assume that the "
"[member position] is the bottom-left-back corner, and the [member end] is the "
"top-right-forward corner. To get an equivalent bounding box with non-negative "
"size, use [method abs]."
msgstr ""
"边界框的宽度、高度、深度,相对于 [member position]。设置该值会影响终点 "
"[member end]。\n"
-"[b]注意:[/b]建议将宽度、高度、深度设置为非负数,因为 Godot 中的大多数方法假"
+"[b]注意:[/b]建议将宽度、高度、深度设置为非负数,因为 Redot 中的大多数方法假"
"设 [member position] 为背面的左下角、[member end] 为正面的右上角。要获取等价且"
"大小非负的边界框,请使用 [method abs]。"
@@ -7321,7 +7322,7 @@ msgid ""
" assert(decrypted == data.to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
@@ -7401,7 +7402,7 @@ msgstr ""
" assert(decrypted == data.to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
@@ -8611,8 +8612,8 @@ 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 "Migrating Animations from Redot 4.0 to 4.3"
+msgstr "将动画从 Redot 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。"
@@ -11910,7 +11911,7 @@ msgid ""
"print(array[-3]) # Prints \"Second\"\n"
"[/gdscript]\n"
"[csharp]\n"
-"var array = new Godot.Collections.Array{\"First\", 2, 3, \"Last\"};\n"
+"var array = new Redot.Collections.Array{\"First\", 2, 3, \"Last\"};\n"
"GD.Print(array[0]); // Prints \"First\"\n"
"GD.Print(array[2]); // Prints 3\n"
"GD.Print(array[array.Count - 1]); // Prints \"Last\"\n"
@@ -11949,7 +11950,7 @@ msgstr ""
"print(array[-3]) # 输出 \"Second\"\n"
"[/gdscript]\n"
"[csharp]\n"
-"var array = new Godot.Collections.Array{\"First\", 2, 3, \"Last\"};\n"
+"var array = new Redot.Collections.Array{\"First\", 2, 3, \"Last\"};\n"
"GD.Print(array[0]); // 输出 \"First\"\n"
"GD.Print(array[2]); // 输出 3\n"
"GD.Print(array[array.Count - 1]); // 输出 \"Last\"\n"
@@ -12112,19 +12113,19 @@ msgid ""
"public override void _Ready()\n"
"{\n"
" // Prints true (3/3 elements evaluate to true).\n"
-" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }."
+" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }."
"All(GreaterThan5));\n"
" // Prints false (1/3 elements evaluate to true).\n"
-" GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }."
+" GD.Print(new Redot.Collections.Array>int< { 4, 10, 4 }."
"All(GreaterThan5));\n"
" // Prints false (0/3 elements evaluate to true).\n"
-" GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }."
+" GD.Print(new Redot.Collections.Array>int< { 4, 4, 4 }."
"All(GreaterThan5));\n"
" // Prints true (0/0 elements evaluate to true).\n"
-" GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n"
+" GD.Print(new Redot.Collections.Array>int< { }.All(GreaterThan5));\n"
"\n"
" // Same as the first line above, but using a lambda function.\n"
-" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => "
+" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }.All(element => "
"element > 5)); // Prints true\n"
"}\n"
"[/csharp]\n"
@@ -12168,19 +12169,19 @@ msgstr ""
"public override void _Ready()\n"
"{\n"
" // 输出 true (3/3 元素被评估为真)。\n"
-" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }."
+" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }."
"All(GreaterThan5));\n"
" // 输出 false (1/3 元素被评估为真)。\n"
-" GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }."
+" GD.Print(new Redot.Collections.Array>int< { 4, 10, 4 }."
"All(GreaterThan5));\n"
" // 输出 false (0/3 元素被评估为真)。\n"
-" GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }."
+" GD.Print(new Redot.Collections.Array>int< { 4, 4, 4 }."
"All(GreaterThan5));\n"
" // 输出 true (0/0 元素被评估为真)。\n"
-" GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n"
+" GD.Print(new Redot.Collections.Array>int< { }.All(GreaterThan5));\n"
"\n"
" // 与上面的第一行相同,但使用 lambda 函数。\n"
-" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => "
+" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }.All(element => "
"element > 5)); // 输出 true\n"
"}\n"
"[/csharp]\n"
@@ -12439,7 +12440,7 @@ msgid ""
"print(array) # Prints [2, 2, 2, 2, 2]\n"
"[/gdscript]\n"
"[csharp]\n"
-"var array = new Godot.Collections.Array();\n"
+"var array = new Redot.Collections.Array();\n"
"array.Resize(5);\n"
"array.Fill(2);\n"
"GD.Print(array); // Prints [2, 2, 2, 2, 2]\n"
@@ -12460,7 +12461,7 @@ msgstr ""
"print(array) # 输出 [2, 2, 2, 2, 2]\n"
"[/gdscript]\n"
"[csharp]\n"
-"var array = new Godot.Collections.Array();\n"
+"var array = new Redot.Collections.Array();\n"
"array.Resize(5);\n"
"array.Fill(2);\n"
"GD.Print(array); // 输出 [2, 2, 2, 2, 2]\n"
@@ -12569,7 +12570,7 @@ msgid ""
"print([\"inside\", 7].has(\"7\")) # Prints false\n"
"[/gdscript]\n"
"[csharp]\n"
-"var arr = new Godot.Collections.Array { \"inside\", 7 };\n"
+"var arr = new Redot.Collections.Array { \"inside\", 7 };\n"
"// By C# convention, this method is renamed to `Contains`.\n"
"GD.Print(arr.Contains(\"inside\")); // Prints true\n"
"GD.Print(arr.Contains(\"outside\")); // Prints false\n"
@@ -12595,7 +12596,7 @@ msgstr ""
"print([\"inside\", 7].has(\"7\")) # 输出 false\n"
"[/gdscript]\n"
"[csharp]\n"
-"var arr = new Godot.Collections.Array { \"inside\", 7 };\n"
+"var arr = new Redot.Collections.Array { \"inside\", 7 };\n"
"// 按照 C# 惯例,该方法重命名为 `Contains`。\n"
"GD.Print(arr.Contains(\"inside\")); // 输出 true\n"
"GD.Print(arr.Contains(\"outside\")); // 输出 false\n"
@@ -12754,7 +12755,7 @@ msgid ""
"print([1, 2, 3.25, \"Hi\"].pick_random())\n"
"[/gdscript]\n"
"[csharp]\n"
-"var array = new Godot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n"
+"var array = new Redot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n"
"GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -12771,7 +12772,7 @@ msgstr ""
"print([1, 2, 3.25, \"Hi\"].pick_random())\n"
"[/gdscript]\n"
"[csharp]\n"
-"var array = new Godot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n"
+"var array = new Redot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n"
"GD.Print(array.PickRandom()); // 可能输出 1、2、3.25、或 \"Hi\"。\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -13013,7 +13014,7 @@ msgid ""
"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"
+"var numbers = new Redot.Collections.Array { 10, 5, 2.5, 8 };\n"
"numbers.Sort();\n"
"GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n"
"[/csharp]\n"
@@ -13031,7 +13032,7 @@ msgstr ""
"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"
+"var numbers = new Redot.Collections.Array { 10, 5, 2.5, 8 };\n"
"numbers.Sort();\n"
"GD.Print(numbers); // 输出 [2.5, 5, 8, 10]\n"
"[/csharp]\n"
@@ -13057,8 +13058,8 @@ msgid ""
"[/gdscript]\n"
"[csharp]\n"
"// Note that concatenation is not possible with C#'s native Array type.\n"
-"var array1 = new Godot.Collections.Array{\"One\", 2};\n"
-"var array2 = new Godot.Collections.Array{3, \"Four\"};\n"
+"var array1 = new Redot.Collections.Array{\"One\", 2};\n"
+"var array2 = new Redot.Collections.Array{3, \"Four\"};\n"
"GD.Print(array1 + array2); // Prints [\"One\", 2, 3, \"Four\"]\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -13075,8 +13076,8 @@ msgstr ""
"[/gdscript]\n"
"[csharp]\n"
"// 请注意,C# 的原生数组类型无法进行拼接。\n"
-"var array1 = new Godot.Collections.Array{\"One\", 2};\n"
-"var array2 = new Godot.Collections.Array{3, \"Four\"};\n"
+"var array1 = new Redot.Collections.Array{\"One\", 2};\n"
+"var array2 = new Redot.Collections.Array{3, \"Four\"};\n"
"GD.Print(array1 + array2); // 输出 [\"One\", 2, 3, \"Four\"]\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -13206,7 +13207,7 @@ msgid ""
"\n"
"// Initialize the ArrayMesh.\n"
"var arrMesh = new ArrayMesh();\n"
-"var arrays = new Godot.Collections.Array();\n"
+"var arrays = new Redot.Collections.Array();\n"
"arrays.Resize((int)Mesh.ArrayType.Max);\n"
"arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n"
"\n"
@@ -13219,7 +13220,7 @@ msgid ""
"The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n"
"See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural "
"geometry generation.\n"
-"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive "
"modes."
msgstr ""
@@ -13253,7 +13254,7 @@ msgstr ""
"\n"
"// 初始化 ArrayMesh。\n"
"var arrMesh = new ArrayMesh();\n"
-"var arrays = new Godot.Collections.Array();\n"
+"var arrays = new Redot.Collections.Array();\n"
"arrays.Resize((int)Mesh.ArrayType.Max);\n"
"arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n"
"\n"
@@ -13265,7 +13266,7 @@ msgstr ""
"[/codeblocks]\n"
"这个 [MeshInstance3D] 就可以添加到要显示的 [SceneTree] 中了。\n"
"程序几何体生成请参阅 [ImmediateMesh]、[MeshDataTool]、[SurfaceTool]。\n"
-"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-"
+"[b]注意:[/b]Redot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-"
"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序[/url]。"
msgid "Procedural geometry using the ArrayMesh"
@@ -13803,7 +13804,7 @@ msgid ""
"A* (A star) is a computer algorithm used in pathfinding and graph traversal, "
"the process of plotting short paths among vertices (points), passing through "
"a given set of edges (segments). It enjoys widespread use due to its "
-"performance and accuracy. Godot's A* implementation uses points in 3D space "
+"performance and accuracy. Redot's A* implementation uses points in 3D space "
"and Euclidean distances by default.\n"
"You must add points manually with [method add_point] and create segments "
"manually with [method connect_points]. Once done, you can test if there is a "
@@ -13856,7 +13857,7 @@ msgid ""
"then this equals the sum of Euclidean distances of all segments in the path."
msgstr ""
"A*(A 星)是一种计算机算法,用于寻路和图遍历,即穿过一组给定的边(线段),在顶"
-"点(点)之间绘制短路径的过程。由于其性能和准确性,它被广泛使用。Godot 的 A* 实"
+"点(点)之间绘制短路径的过程。由于其性能和准确性,它被广泛使用。Redot 的 A* 实"
"现默认使用 3D 空间中的点和欧几里德距离。\n"
"你需要使用 [method add_point] 手动添加点,并使用 [method connect_points] 手动"
"创建线段。完成后,可以使用 [method are_points_connected] 函数,测试两点之间是"
@@ -15381,7 +15382,7 @@ msgstr "用于录制来自音频总线的声音的音频效果。"
msgid ""
"Allows the user to record the sound from an audio bus into an "
"[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all "
-"audio output by Godot.\n"
+"audio output by Redot.\n"
"Unlike [AudioEffectCapture], this effect encodes the recording with the given "
"format (8-bit, 16-bit, or compressed) instead of giving access to the raw "
"audio samples.\n"
@@ -15392,7 +15393,7 @@ msgid ""
"settings."
msgstr ""
"允许用户将音频总线的声音录制到 [AudioStreamWAV] 中。当在“主”音频总线上使用时,"
-"这包括 Godot 的所有音频输出。\n"
+"这包括 Redot 的所有音频输出。\n"
"与 [AudioEffectCapture] 不同,该效果以给定格式(8 位、16 位或压缩)对录音进行"
"编码,而不是提供对原始音频样本的访问。\n"
"可被用于(与 [AudioStreamMicrophone] 一起)从麦克风进行录音。\n"
@@ -16217,8 +16218,8 @@ msgid ""
"generated audio in real-time."
msgstr "此类旨在与 [AudioStreamGenerator] 一起使用以实时播放生成的音频。"
-msgid "Godot 3.2 will get new audio features"
-msgstr "Godot 3.2 将获得新的音频功能"
+msgid "Redot 3.2 will get new audio features"
+msgstr "Redot 3.2 将获得新的音频功能"
msgid ""
"Returns [code]true[/code] if a buffer of the size [param amount] can be "
@@ -18131,7 +18132,7 @@ msgid ""
"[member detail_normal] texture only uses the red and green channels; the blue "
"and alpha channels are ignored. The normal read from [member detail_normal] "
"is oriented around the surface normal provided by the [Mesh].\n"
-"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
+"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a "
"comparison of normal map coordinates expected by popular engines."
@@ -18139,7 +18140,7 @@ msgstr ""
"用于指定细节覆盖层逐像素法线的纹理。[member detail_normal] 纹理只使用红色和绿"
"色通道;会忽略蓝色和 alpha 通道。从 [member detail_normal] 读取的法线是围绕 "
"[Mesh] 所提供的表面法线的进行朝向的。\n"
-"[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的"
+"[b]注意:[/b]Redot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的"
"法线贴图坐标系见[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。"
@@ -18322,14 +18323,14 @@ msgid ""
"If [code]true[/code], interprets the height map texture as a depth map, with "
"brighter values appearing to be \"lower\" in altitude compared to darker "
"values.\n"
-"This can be enabled for compatibility with some materials authored for Godot "
+"This can be enabled for compatibility with some materials authored for Redot "
"3.x. This is not necessary if the Invert import option was used to invert the "
-"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should "
+"depth map in Redot 3.x, in which case [member heightmap_flip_texture] should "
"remain [code]false[/code]."
msgstr ""
"如果为 [code]true[/code],则将高度图纹理解释为深度图,与较暗的值相比,较亮的值"
"在高度上显得“更低”。\n"
-"可以启用该功能以与为 Godot 3.x 编写的某些材质兼容。如果在 Godot 3.x 中使用反转"
+"可以启用该功能以与为 Redot 3.x 编写的某些材质兼容。如果在 Redot 3.x 中使用反转"
"导入选项来反转深度图,则不需要这样做,在这种情况下,[member "
"heightmap_flip_texture] 应该保持为 [code]false[/code]。"
@@ -18491,7 +18492,7 @@ msgid ""
"you can use [method SurfaceTool.generate_normals] and [method SurfaceTool."
"generate_tangents] to automatically generate normals and tangents "
"respectively.\n"
-"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
+"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a "
"comparison of normal map coordinates expected by popular engines.\n"
@@ -18507,7 +18508,7 @@ msgstr ""
"确渲染,只会使整个表面变暗。如果使用 [SurfaceTool] 创建几何体,可以使用 "
"[method SurfaceTool.generate_normals] 和 [method SurfaceTool."
"generate_tangents] 分别自动生成法线和切线。\n"
-"[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的"
+"[b]注意:[/b]Redot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的"
"法线贴图坐标系见[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。\n"
"[b]注意:[/b]如果 [member detail_enabled] 为 [code]true[/code],则 [member "
@@ -19485,7 +19486,7 @@ msgid ""
"not distorted.\n"
"For a general introduction, see the [url=$DOCS_URL/tutorials/math/"
"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n"
-"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-"
+"[b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-"
"hand_rule]right-handed coordinate system[/url], which is a common standard. "
"For directions, the convention for built-in types like [Camera3D] is for -Z "
"to point forward (+X is right, +Y is up, and +Z is back). Other objects may "
@@ -19512,7 +19513,7 @@ msgstr ""
"的[/b],这确保了它不被扭曲。\n"
"通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]《矩"
"阵与变换》[/url]。\n"
-"[b]注意:[/b]Godot 使用[url=https://zh.wikipedia.org/zh-cn/"
+"[b]注意:[/b]Redot 使用[url=https://zh.wikipedia.org/zh-cn/"
"%E5%8F%B3%E6%89%8B%E5%AE%9A%E5%89%87]右手坐标系[/url],这是一种普遍标准。方向"
"方面,[Camera3D] 等内置类型的约定是 -Z 指向前方(+X 为右、+Y 为上、+Z 为后)。"
"其他对象可能使用不同的方向约定。更多信息见教程[url=$DOCS_URL/tutorials/"
@@ -22798,16 +22799,16 @@ msgstr "通过相机源,你可以访问连接到设备的单个物理相机。
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
-"device. When enabled, Godot will start capturing frames from the camera which "
+"device. When enabled, Redot will start capturing frames from the camera which "
"can then be used. See also [CameraServer].\n"
"[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
-"textures and need to be combined in a shader. Godot does this automatically "
+"textures and need to be combined in a shader. Redot does this automatically "
"for you if you set the environment to show the camera image in the background."
msgstr ""
-"通过相机源,你可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕获"
+"通过相机源,你可以访问连接到设备的单个物理相机。启用后,Redot 将开始从相机捕获"
"帧,然后使用。另请参阅 [CameraServer]。\n"
"[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器中"
-"组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。"
+"组合。如果你将环境设置为在背景中显示相机图像,Redot 会自动为将执行此操作。"
msgid "Returns feed image data type."
msgstr "返回源图像的数据类型。"
@@ -22850,11 +22851,11 @@ msgstr "相机安装在了设备前部。"
msgid "Camera is mounted at the back of the device."
msgstr "相机安装在了设备后部。"
-msgid "Server keeping track of different cameras accessible in Godot."
-msgstr "跟踪 Godot 中可访问的不同摄像头的服务器。"
+msgid "Server keeping track of different cameras accessible in Redot."
+msgstr "跟踪 Redot 中可访问的不同摄像头的服务器。"
msgid ""
-"The [CameraServer] keeps track of different cameras accessible in Godot. "
+"The [CameraServer] keeps track of different cameras accessible in Redot. "
"These are external cameras such as webcams or the cameras on your phone.\n"
"It is notably used to provide AR modules with a video feed from the camera.\n"
"[b]Note:[/b] This class is currently only implemented on macOS and iOS. To "
@@ -22862,7 +22863,7 @@ msgid ""
"godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required. On other "
"platforms, no [CameraFeed]s will be available."
msgstr ""
-"[CameraServer] 记录了 Godot 中可访问的不同相机。此处的相机指外部相机,例如网络"
+"[CameraServer] 记录了 Redot 中可访问的不同相机。此处的相机指外部相机,例如网络"
"摄像头或手机上的摄像头。\n"
"主要用于为 AR 模块提供来自相机的视频源。\n"
"[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。要在 iOS 上获取 "
@@ -24315,14 +24316,14 @@ msgstr "要使用的漫反射(颜色)纹理。这是你在大多数情况下
msgid ""
"The normal map texture to use. Only has a visible effect if [Light2D]s are "
"affecting this [CanvasTexture].\n"
-"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
+"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a "
"comparison of normal map coordinates expected by popular engines."
msgstr ""
"要使用的法线贴图纹理。仅在有 [Light2D] 影响该 [CanvasTexture] 时才有可见的效"
"果。\n"
-"[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的"
+"[b]注意:[/b]Redot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的"
"法线贴图坐标系见[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。"
@@ -25898,8 +25899,8 @@ msgstr "将该选项标记为类。"
msgid "Marks the option as a function."
msgstr "将该选项标记为函数。"
-msgid "Marks the option as a Godot signal."
-msgstr "将该选项标记为 Godot 信号。"
+msgid "Marks the option as a Redot signal."
+msgstr "将该选项标记为 Redot 信号。"
msgid "Marks the option as a variable."
msgstr "将该选项标记为变量。"
@@ -25913,8 +25914,8 @@ msgstr "将该选项标记为枚举条目。"
msgid "Marks the option as a constant."
msgstr "将该选项标记为常量。"
-msgid "Marks the option as a Godot node path."
-msgstr "将该选项标记为 Godot 节点路径。"
+msgid "Marks the option as a Redot node path."
+msgstr "将该选项标记为 Redot 节点路径。"
msgid "Marks the option as a file path."
msgstr "将该选项标记为文件路径。"
@@ -27583,7 +27584,7 @@ msgstr ""
msgid ""
"Returns the color converted to a 32-bit integer in RGBA format (each "
-"component is 8 bits). RGBA is Godot's default format. This method is the "
+"component is 8 bits). RGBA is Redot's default format. This method is the "
"inverse of [method hex].\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -27596,7 +27597,7 @@ msgid ""
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
-"返回转换为 RGBA 格式(每个分量为 8 位)的 32 位整数的颜色。RGBA 是 Godot 的默"
+"返回转换为 RGBA 格式(每个分量为 8 位)的 32 位整数的颜色。RGBA 是 Redot 的默"
"认格式。该方法是 [method hex] 的逆方法。\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -27611,7 +27612,7 @@ msgstr ""
msgid ""
"Returns the color converted to a 64-bit integer in RGBA format (each "
-"component is 16 bits). RGBA is Godot's default format. This method is the "
+"component is 16 bits). RGBA is Redot's default format. This method is the "
"inverse of [method hex64].\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -27624,7 +27625,7 @@ msgid ""
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
-"返回转换为 RGBA 格式(每个分量为 16 位)的 64 位整数的颜色。RGBA 是 Godot 的默"
+"返回转换为 RGBA 格式(每个分量为 16 位)的 64 位整数的颜色。RGBA 是 Redot 的默"
"认格式。该方法是 [method hex64] 的逆方法。\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -28670,7 +28671,7 @@ msgstr "可选压缩的 [Cubemap] 。"
msgid ""
"A cubemap that is loaded from a [code].ccube[/code] file. This file format is "
-"internal to Godot; it is created by importing other image formats with the "
+"internal to Redot; it is created by importing other image formats with the "
"import system. [CompressedCubemap] can use one of 4 compression methods:\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
"- Lossy (WebP, uncompressed on the GPU)\n"
@@ -28688,7 +28689,7 @@ msgid ""
"intended to be used for 3D rendering, not 2D.\n"
"See [Cubemap] for a general description of cubemaps."
msgstr ""
-"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使用"
+"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Redot 内部使用"
"的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 种"
"压缩方法中的一种:\n"
"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n"
@@ -28710,7 +28711,7 @@ msgstr "一个可选压缩的 [CubemapArray] 。"
msgid ""
"A cubemap array that is loaded from a [code].ccubearray[/code] file. This "
-"file format is internal to Godot; it is created by importing other image "
+"file format is internal to Redot; it is created by importing other image "
"formats with the import system. [CompressedCubemapArray] can use one of 4 "
"compression methods:\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
@@ -28730,7 +28731,7 @@ msgid ""
"See [CubemapArray] for a general description of cubemap arrays."
msgstr ""
"一种从 [code].ccubearray[/code] 文件加载的立方体贴图数组。这种文件格式是 "
-"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。"
+"Redot 内部使用的;它是通过导入系统导入其他图像格式创建的。"
"[CompressedCubemapArray] 可以使用 4 种压缩方法中的一种:\n"
"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n"
"- 有损(WebP,在 GPU 上不压缩)\n"
@@ -28751,7 +28752,7 @@ msgstr "二维纹理,可选择压缩。"
msgid ""
"A texture that is loaded from a [code].ctex[/code] file. This file format is "
-"internal to Godot; it is created by importing other image formats with the "
+"internal to Redot; it is created by importing other image formats with the "
"import system. [CompressedTexture2D] can use one of 4 compression methods "
"(including a lack of any compression):\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
@@ -28769,7 +28770,7 @@ msgid ""
"compression. VRAM compression can exhibit noticeable artifacts and is "
"intended to be used for 3D rendering, not 2D."
msgstr ""
-"一种从 [code].ctex[/code] 文件加载的纹理。这种文件格式是 Godot 内部使用的;它"
+"一种从 [code].ctex[/code] 文件加载的纹理。这种文件格式是 Redot 内部使用的;它"
"是通过导入系统导入其他图像格式创建的。[CompressedTexture2D] 可以使用 4 种压缩"
"方法中的一种(包括没有任何压缩):\n"
"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n"
@@ -28796,7 +28797,7 @@ msgstr "二维纹理的数组,可选择压缩。"
msgid ""
"A texture array that is loaded from a [code].ctexarray[/code] file. This file "
-"format is internal to Godot; it is created by importing other image formats "
+"format is internal to Redot; it is created by importing other image formats "
"with the import system. [CompressedTexture2DArray] can use one of 4 "
"compression methods:\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
@@ -28815,7 +28816,7 @@ msgid ""
"intended to be used for 3D rendering, not 2D.\n"
"See [Texture2DArray] for a general description of texture arrays."
msgstr ""
-"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部使"
+"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Redot 内部使"
"用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可以"
"使用 4 种压缩方法中的一种:\n"
"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n"
@@ -28838,7 +28839,7 @@ msgstr "三维纹理,可选择压缩。"
msgid ""
"[CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. "
"The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. "
-"This file format is internal to Godot; it is created by importing other image "
+"This file format is internal to Redot; it is created by importing other image "
"formats with the import system.\n"
"[CompressedTexture3D] uses VRAM compression, which allows to reduce memory "
"usage on the GPU when rendering the texture. This also improves loading "
@@ -28849,7 +28850,7 @@ msgid ""
msgstr ""
"[CompressedTexture3D] 是 [ImageTexture3D] 的 VRAM 压缩对应物。"
"[CompressedTexture3D] 文件的文件扩展名为 [code].ctex3d[/code]。这种文件格式是 "
-"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。\n"
+"Redot 内部使用的;它是通过导入系统导入其他图像格式创建的。\n"
"[CompressedTexture3D] 使用 VRAM 压缩,这可以在渲染纹理时减少 GPU 的内存使用"
"量。这也缩短了加载时间,因为与使用无损压缩的纹理相比,VRAM 压缩的纹理加载速度"
"更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲染,而不是 2D。\n"
@@ -29130,7 +29131,7 @@ msgid ""
" score_data[player_name] = player_score\n"
"[/gdscript]\n"
"[csharp]\n"
-"var score_data = new Godot.Collections.Dictionary();\n"
+"var score_data = new Redot.Collections.Dictionary();\n"
"var config = new ConfigFile();\n"
"\n"
"// Load data from a file.\n"
@@ -29167,7 +29168,7 @@ msgid ""
"impact on its formatting or behavior. By convention, the [code].cfg[/code] "
"extension is used here, but any other extension such as [code].ini[/code] is "
"also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are "
-"standardized, Godot's ConfigFile formatting may differ from files written by "
+"standardized, Redot's ConfigFile formatting may differ from files written by "
"other programs."
msgstr ""
"该辅助类可用于使用 INI 样式格式在文件系统上存储 [Variant] 值。存储的值由一个小"
@@ -29230,7 +29231,7 @@ msgstr ""
" score_data[player_name] = player_score\n"
"[/gdscript]\n"
"[csharp]\n"
-"var score_data = new Godot.Collections.Dictionary();\n"
+"var score_data = new Redot.Collections.Dictionary();\n"
"var config = new ConfigFile();\n"
"\n"
"// 从文件加载数据。\n"
@@ -29262,7 +29263,7 @@ msgstr ""
"件仍然很有用,如果没有明确的用户操作,这些文件通常永远不会被覆盖。\n"
"[b]注意:[/b]为 ConfigFile 指定的文件扩展名对其格式或行为没有任何影响。按照惯"
"例,此处使用 [code].cfg[/code] 扩展名,但 [code].ini[/code] 等任何其他扩展名也"
-"有效。由于 [code].cfg[/code] 和 [code].ini[/code] 都不是标准化的格式,Godot "
+"有效。由于 [code].cfg[/code] 和 [code].ini[/code] 都不是标准化的格式,Redot "
"的 ConfigFile 格式可能与其他程序编写的文件不同。"
msgid "Removes the entire contents of the config."
@@ -29512,11 +29513,11 @@ msgid ""
"or the current viewport, and offsets relative to the anchor. The offsets "
"update automatically when the node, any of its parents, or the screen size "
"change.\n"
-"For more information on Godot's UI system, anchors, offsets, and containers, "
+"For more information on Redot's UI system, anchors, offsets, and containers, "
"see the related tutorials in the manual. To build flexible UIs, you'll need a "
"mix of UI elements that inherit from [Control] and [Container] nodes.\n"
"[b]User Interface nodes and input[/b]\n"
-"Godot propagates input events via viewports. Each [Viewport] is responsible "
+"Redot propagates input events via viewports. Each [Viewport] is responsible "
"for propagating [InputEvent]s to their child nodes. As the [member SceneTree."
"root] is a [Window], this already happens automatically for all UI elements "
"in your game.\n"
@@ -29548,11 +29549,11 @@ msgstr ""
"所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形,相对于父控件或当前"
"视口的锚点位置,以及相对于锚点的偏移。当节点、任何父节点或屏幕尺寸发生变化时,"
"偏移就会自动更新。\n"
-"更多关于 Godot 的 UI 系统、锚点、偏移和容器的信息,请参阅手册中的相关教程。要"
+"更多关于 Redot 的 UI 系统、锚点、偏移和容器的信息,请参阅手册中的相关教程。要"
"构建灵活的 UI,你需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元"
"素。\n"
"[b]用户界面节点与输入[/b]\n"
-"Godot 使用视口来传播输入事件。视口负责将 [InputEvent] 传播给它的子节点。因为 "
+"Redot 使用视口来传播输入事件。视口负责将 [InputEvent] 传播给它的子节点。因为 "
"[member SceneTree.root] 是 [Window],所以游戏中的所有 UI 元素都会自动进行传"
"播。\n"
"输入事件通过调用 [method Node._input] 在 [SceneTree] 中传播,从根节点传播到所"
@@ -29587,7 +29588,7 @@ msgid "All GUI Demos"
msgstr "所有 GUI 演示"
msgid ""
-"Godot calls this method to test if [param data] from a control's [method "
+"Redot calls this method to test if [param data] from a control's [method "
"_get_drag_data] can be dropped at [param at_position]. [param at_position] is "
"local to this control.\n"
"This method should only be used to test the data. Process the data in [method "
@@ -29605,12 +29606,12 @@ msgid ""
" // Check position if it is relevant to you\n"
" // Otherwise, just check data\n"
" return data.VariantType == Variant.Type.Dictionary && data."
-"AsGodotDictionary().ContainsKey(\"expected\");\n"
+"AsRedotDictionary().ContainsKey(\"expected\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
-"Godot 调用这个方法来检查是否能够将来自某个控件 [method _get_drag_data] 方法的 "
+"Redot 调用这个方法来检查是否能够将来自某个控件 [method _get_drag_data] 方法的 "
"[param data] 拖放到 [param at_position]。[param at_position] 使用的是这个控件"
"的局部坐标系。\n"
"这个方法应该只用于检查数据。请在 [method _drop_data] 中处理数据。\n"
@@ -29627,14 +29628,14 @@ msgstr ""
" // 如果和位置相关就检查 position\n"
" // 否则只检查 data 即可\n"
" return data.VariantType == Variant.Type.Dictionary && data."
-"AsGodotDictionary().ContainsKey(\"expected\");\n"
+"AsRedotDictionary().ContainsKey(\"expected\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
-"Godot calls this method to pass you the [param data] from a control's [method "
-"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if "
+"Redot calls this method to pass you the [param data] from a control's [method "
+"_get_drag_data] result. Redot first calls [method _can_drop_data] to test if "
"[param data] is allowed to drop at [param at_position] where [param "
"at_position] is local to this control.\n"
"[codeblocks]\n"
@@ -29649,18 +29650,18 @@ msgid ""
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" return data.VariantType == Variant.Type.Dictionary && dict."
-"AsGodotDictionary().ContainsKey(\"color\");\n"
+"AsRedotDictionary().ContainsKey(\"color\");\n"
"}\n"
"\n"
"public override void _DropData(Vector2 atPosition, Variant data)\n"
"{\n"
-" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n"
+" Color color = data.AsRedotDictionary()[\"color\"].AsColor();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
-"Godot 调用该方法把 [param data] 传给你,这是从某个控件的 [method "
-"_get_drag_data] 获得的结果。Godot 首先会调用 [method _can_drop_data] 来检查是"
+"Redot 调用该方法把 [param data] 传给你,这是从某个控件的 [method "
+"_get_drag_data] 获得的结果。Redot 首先会调用 [method _can_drop_data] 来检查是"
"否允许把 [param data] 拖放到 [param at_position],这里的 [param at_position] "
"使用的是这个控件的局部坐标系。\n"
"[codeblocks]\n"
@@ -29675,18 +29676,18 @@ msgstr ""
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" return data.VariantType == Variant.Type.Dictionary && dict."
-"AsGodotDictionary().ContainsKey(\"color\");\n"
+"AsRedotDictionary().ContainsKey(\"color\");\n"
"}\n"
"\n"
"public override void _DropData(Vector2 atPosition, Variant data)\n"
"{\n"
-" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n"
+" Color color = data.AsRedotDictionary()[\"color\"].AsColor();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
-"Godot calls this method to get data that can be dragged and dropped onto "
+"Redot calls this method to get data that can be dragged and dropped onto "
"controls that expect drop data. Returns [code]null[/code] if there is no data "
"to drag. Controls that want to receive drop data should implement [method "
"_can_drop_data] and [method _drop_data]. [param at_position] is local to this "
@@ -29715,7 +29716,7 @@ msgid ""
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
-"Godot 调用该方法来获取数据,这个数据将用于拖动操作,放置到期望放置数据的控件"
+"Redot 调用该方法来获取数据,这个数据将用于拖动操作,放置到期望放置数据的控件"
"上。如果没有要拖动的数据,则返回 [code]null[/code]。想要接收拖放数据的控件应该"
"实现 [method _can_drop_data] 和 [method _drop_data]。[param at_position] 是该"
"控件的局部位置。可以使用 [method force_drag] 强制拖动。\n"
@@ -30989,76 +30990,76 @@ msgstr ""
"键盘、手柄以及鼠标的信号。"
msgid ""
-"Tells Godot which node it should give focus to if the user presses the down "
+"Tells Redot which node it should give focus to if the user presses the down "
"arrow on the keyboard or down on a gamepad by default. You can change the key "
"by editing the [member ProjectSettings.input/ui_down] input action. The node "
-"must be a [Control]. If this property is not set, Godot will give focus to "
+"must be a [Control]. If this property is not set, Redot will give focus to "
"the closest [Control] to the bottom of this one."
msgstr ""
-"告诉 Godot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点"
+"告诉 Redot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点"
"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_down] "
-"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot 会将焦点移"
+"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Redot 会将焦点移"
"交给该节点下方距离最近的 [Control]。"
msgid ""
-"Tells Godot which node it should give focus to if the user presses the left "
+"Tells Redot which node it should give focus to if the user presses the left "
"arrow on the keyboard or left on a gamepad by default. You can change the key "
"by editing the [member ProjectSettings.input/ui_left] input action. The node "
-"must be a [Control]. If this property is not set, Godot will give focus to "
+"must be a [Control]. If this property is not set, Redot will give focus to "
"the closest [Control] to the left of this one."
msgstr ""
-"告诉 Godot 当用户按下键盘上的左方向键或游戏手柄上的左方向键时,默认应该将焦点"
+"告诉 Redot 当用户按下键盘上的左方向键或游戏手柄上的左方向键时,默认应该将焦点"
"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_left] "
-"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot 会将焦点移"
+"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Redot 会将焦点移"
"交给该节点左侧距离最近的 [Control]。"
msgid ""
-"Tells Godot which node it should give focus to if the user presses the right "
+"Tells Redot which node it should give focus to if the user presses the right "
"arrow on the keyboard or right on a gamepad by default. You can change the "
"key by editing the [member ProjectSettings.input/ui_right] input action. The "
-"node must be a [Control]. If this property is not set, Godot will give focus "
+"node must be a [Control]. If this property is not set, Redot will give focus "
"to the closest [Control] to the right of this one."
msgstr ""
-"告诉 Godot 当用户按下键盘上的右方向键或游戏手柄上的右方向键时,默认应该将焦点"
+"告诉 Redot 当用户按下键盘上的右方向键或游戏手柄上的右方向键时,默认应该将焦点"
"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/"
-"ui_right] 来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot "
+"ui_right] 来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Redot "
"会将焦点移交给该节点右侧距离最近的 [Control]。"
msgid ""
-"Tells Godot which node it should give focus to if the user presses the top "
+"Tells Redot which node it should give focus to if the user presses the top "
"arrow on the keyboard or top on a gamepad by default. You can change the key "
"by editing the [member ProjectSettings.input/ui_up] input action. The node "
-"must be a [Control]. If this property is not set, Godot will give focus to "
+"must be a [Control]. If this property is not set, Redot will give focus to "
"the closest [Control] to the top of this one."
msgstr ""
-"告诉 Godot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点"
+"告诉 Redot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点"
"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_up] 来"
-"修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Godot 会将焦点移交"
+"修改具体的按键。该节点必须为 [Control]。如果未设置这个属性,Redot 会将焦点移交"
"给该节点上方距离最近的 [Control]。"
msgid ""
-"Tells Godot which node it should give focus to if the user presses [kbd]Tab[/"
+"Tells Redot which node it should give focus to if the user presses [kbd]Tab[/"
"kbd] on a keyboard by default. You can change the key by editing the [member "
"ProjectSettings.input/ui_focus_next] input action.\n"
-"If this property is not set, Godot will select a \"best guess\" based on "
+"If this property is not set, Redot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
-"告诉 Godot 在默认情况下,当用户按下键盘上的 [kbd]Tab[/kbd] 时,应将焦点交给哪"
+"告诉 Redot 在默认情况下,当用户按下键盘上的 [kbd]Tab[/kbd] 时,应将焦点交给哪"
"个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_next] 的输入动作"
"来更改按键。\n"
-"如果未设置此属性,则 Godot 会将根据场景树中的附近节点选择一个“最佳猜测”。"
+"如果未设置此属性,则 Redot 会将根据场景树中的附近节点选择一个“最佳猜测”。"
msgid ""
-"Tells Godot which node it should give focus to if the user presses [kbd]Shift "
+"Tells Redot which node it should give focus to if the user presses [kbd]Shift "
"+ Tab[/kbd] on a keyboard by default. You can change the key by editing the "
"[member ProjectSettings.input/ui_focus_prev] input action.\n"
-"If this property is not set, Godot will select a \"best guess\" based on "
+"If this property is not set, Redot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
-"告诉 Godot 在默认情况下,当用户按下键盘上的 [kbd]Shift + Tab[/kbd] 时,应将焦"
+"告诉 Redot 在默认情况下,当用户按下键盘上的 [kbd]Shift + Tab[/kbd] 时,应将焦"
"点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_prev] 的"
"输入动作来更改按键。\n"
-"如果未设置此属性,则 Godot 会将根据场景树中的附近节点选择一个“最佳猜测”。"
+"如果未设置此属性,则 Redot 会将根据场景树中的附近节点选择一个“最佳猜测”。"
msgid ""
"The node's global position, relative to the world (usually to the "
@@ -31101,12 +31102,12 @@ msgstr ""
"format_number] 手动转换。"
msgid ""
-"The default cursor shape for this control. Useful for Godot plugins and "
+"The default cursor shape for this control. Useful for Redot plugins and "
"applications or games that use the system's mouse cursors.\n"
"[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
"system."
msgstr ""
-"此控件的默认光标形状。对于 Godot 插件和使用系统鼠标光标的应用程序或游戏很有"
+"此控件的默认光标形状。对于 Redot 插件和使用系统鼠标光标的应用程序或游戏很有"
"用。\n"
"[b]注意:[/b]在 Linux 上,形状可能会有所不同,具体取决于系统的光标主题。"
@@ -33025,7 +33026,7 @@ msgid ""
"assert(data.to_utf8_buffer() == decrypted)\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"using System.Diagnostics;\n"
"\n"
"Crypto crypto = new Crypto();\n"
@@ -33100,7 +33101,7 @@ msgstr ""
"assert(data.to_utf8_buffer() == decrypted)\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"using System.Diagnostics;\n"
"\n"
"Crypto crypto = new Crypto();\n"
@@ -33655,13 +33656,13 @@ msgstr "CSG 基类。"
msgid ""
"This is the CSG base class that provides CSG operation support to the various "
-"CSG nodes in Godot.\n"
+"CSG nodes in Redot.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
-"这是为 Godot 中的各种 CSG 节点提供 CSG 操作支持的 CSG 基类。\n"
+"这是为 Redot 中的各种 CSG 节点提供 CSG 操作支持的 CSG 基类。\n"
"[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 "
"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在一个 CSG 节点中移动"
"另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似的操"
@@ -33847,10 +33848,10 @@ msgstr ""
msgid ""
"This class represents a C# script. It is the C# equivalent of the [GDScript] "
-"class and is only available in Mono-enabled Godot builds."
+"class and is only available in Mono-enabled Redot builds."
msgstr ""
"这个类表示 C# 脚本,是 [GDScript] 类在 C# 中的对等体,仅在启用了 Mono 的 "
-"Godot 版本中可用。"
+"Redot 版本中可用。"
msgid "C# documentation index"
msgstr "C# 文档索引"
@@ -33869,10 +33870,10 @@ msgid ""
"used to make an object look as if it's reflecting its surroundings. This "
"usually delivers much better performance than other reflection methods.\n"
"This resource is typically used as a uniform in custom shaders. Few core "
-"Godot methods make use of [Cubemap] resources.\n"
+"Redot methods make use of [Cubemap] resources.\n"
"To create such a texture file yourself, reimport your image files using the "
-"Godot Editor import presets.\n"
-"[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. "
+"Redot Editor import presets.\n"
+"[b]Note:[/b] Redot doesn't support using cubemaps in a [PanoramaSkyMaterial]. "
"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."
@@ -33880,11 +33881,11 @@ msgstr ""
"单个立方体贴图是由 6 个纹理分层组织的纹理组成的。它们通常用于在 3D 渲染中伪造"
"反射(参见 [ReflectionProbe])。可以用来让对象看起来像是在反射它的周围环境。与"
"其他反射方法相比,这通常能提供更好的性能。\n"
-"这种资源通常在自定义着色器中用作一个 uniform。很少有 Godot 的核心方法会使用 "
+"这种资源通常在自定义着色器中用作一个 uniform。很少有 Redot 的核心方法会使用 "
"[Cubemap] 资源。\n"
-"要想自己创建这样的纹理文件,请使用 Godot 编辑器的导入预设重新导入你的图像文"
+"要想自己创建这样的纹理文件,请使用 Redot 编辑器的导入预设重新导入你的图像文"
"件。\n"
-"[b]注意:[/b]Godot 不支持在 [PanoramaSkyMaterial] 中使用立方体贴图。可以使用"
+"[b]注意:[/b]Redot 不支持在 [PanoramaSkyMaterial] 中使用立方体贴图。可以使用"
"[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]这个工具[/url]将立方体贴图转换为等距柱状天空贴图。"
@@ -33903,7 +33904,7 @@ msgid ""
"[Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are "
"allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s "
"the most efficient way to store multiple [Cubemap]s.\n"
-"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, "
+"[b]Note:[/b] Redot uses [CubemapArray]s internally for many effects, "
"including the [Sky] if you set [member ProjectSettings.rendering/reflections/"
"sky_reflections/texture_array_reflections] to [code]true[/code]. To create "
"such a texture file yourself, reimport your image files using the import "
@@ -33918,7 +33919,7 @@ msgstr ""
"在 GPU 上相邻的缓存区块中。这使得 [CubemapArray] 成为存储多个 [Cubemap] 的最有"
"效方式。\n"
"[b]注意:[/b]如果将 [member ProjectSettings.rendering/reflections/"
-"sky_reflections/texture_array_reflections] 设置为 [code]true[/code],Godot 在"
+"sky_reflections/texture_array_reflections] 设置为 [code]true[/code],Redot 在"
"内部会将 [CubemapArray] 用于多种效果,包括 [Sky]。要想自己创建这样的纹理文件,"
"请使用文件系统停靠面板的导入预设重新导入你的图像文件。\n"
"[b]注意:[/b][CubemapArray] 在 OpenGL 3 渲染后端中不受支持。"
@@ -34655,7 +34656,7 @@ msgid ""
"projected down (i.e. from positive Y to negative Y).\n"
"The [Texture2D]s associated with the Decal are automatically stored in a "
"texture atlas which is used for drawing the decals so all decals can be drawn "
-"at once. Godot uses clustered decals, meaning they are stored in cluster data "
+"at once. Redot uses clustered decals, meaning they are stored in cluster data "
"and drawn when the mesh is drawn, they are not drawn as a post-processing "
"effect after.\n"
"[b]Note:[/b] Decals cannot affect an underlying material's transparency, "
@@ -34682,7 +34683,7 @@ msgstr ""
"度)和自发光的 [Texture2D] 组成。贴花在其 [AABB] 内投影,因此改变贴花的朝向会"
"影响它们投影的方向。默认情况下,贴花向下投影(即从正 Y 到负 Y)。\n"
"与贴花关联的 [Texture2D] 会自动存储在用于绘制贴花的纹理图集中,因此可以一次绘"
-"制所有贴花。Godot 使用集群贴花,这意味着贴花是存储在集群数据中的,会在绘制网格"
+"制所有贴花。Redot 使用集群贴花,这意味着贴花是存储在集群数据中的,会在绘制网格"
"时绘制,而不是作为后期处理效果在此之后进行绘制。\n"
"[b]注意:[/b]贴花不会影响底层材质的透明度,无论其透明度模式如何(Alpha 混合、"
"Alpha 剪切、Alpha 哈希、不透明预通)。这意味着材质的半透明或透明区域将保持半透"
@@ -35019,9 +35020,9 @@ msgid ""
"}\n"
"[/gdscript]\n"
"[csharp]\n"
-"var myDict = new Godot.Collections.Dictionary(); // Creates an empty "
+"var myDict = new Redot.Collections.Dictionary(); // Creates an empty "
"dictionary.\n"
-"var pointsDict = new Godot.Collections.Dictionary\n"
+"var pointsDict = new Redot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
@@ -35046,7 +35047,7 @@ msgid ""
"[csharp]\n"
"[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n"
"public string MyColor { get; set; }\n"
-"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections."
+"private Redot.Collections.Dictionary _pointsDict = new Redot.Collections."
"Dictionary\n"
"{\n"
" {\"White\", 50},\n"
@@ -35070,9 +35071,9 @@ msgid ""
"}\n"
"[/gdscript]\n"
"[csharp]\n"
-"var myDict = new Godot.Collections.Dictionary\n"
+"var myDict = new Redot.Collections.Dictionary\n"
"{\n"
-" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n"
+" {\"First Array\", new Redot.Collections.Array{1, 2, 3, 4}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -35085,7 +35086,7 @@ msgid ""
"value.\n"
"[/gdscript]\n"
"[csharp]\n"
-"var pointsDict = new Godot.Collections.Dictionary\n"
+"var pointsDict = new Redot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
@@ -35112,13 +35113,13 @@ msgid ""
"[/gdscript]\n"
"[csharp]\n"
"// This is a valid dictionary.\n"
-"// To access the string \"Nested value\" below, use `((Godot.Collections."
+"// To access the string \"Nested value\" below, use `((Redot.Collections."
"Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n"
-"var myDict = new Godot.Collections.Dictionary {\n"
+"var myDict = new Redot.Collections.Dictionary {\n"
" {\"String Key\", 5},\n"
-" {4, new Godot.Collections.Array{1,2,3}},\n"
+" {4, new Redot.Collections.Array{1,2,3}},\n"
" {7, \"Hello\"},\n"
-" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested "
+" {\"sub_dict\", new Redot.Collections.Dictionary{{\"sub_key\", \"Nested "
"value\"}}}\n"
"};\n"
"[/csharp]\n"
@@ -35131,7 +35132,7 @@ msgid ""
" var amount = groceries[fruit]\n"
"[/gdscript]\n"
"[csharp]\n"
-"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, "
+"var groceries = new Redot.Collections.Dictionary{{\"Orange\", 20}, "
"{\"Apple\", 2}, {\"Banana\", 4}};\n"
"foreach (var (fruit, amount) in groceries)\n"
"{\n"
@@ -35172,8 +35173,8 @@ msgstr ""
"}\n"
"[/gdscript]\n"
"[csharp]\n"
-"var myDict = new Godot.Collections.Dictionary(); // 创建空字典。\n"
-"var pointsDict = new Godot.Collections.Dictionary\n"
+"var myDict = new Redot.Collections.Dictionary(); // 创建空字典。\n"
+"var pointsDict = new Redot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
@@ -35196,7 +35197,7 @@ msgstr ""
"[csharp]\n"
"[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n"
"public string MyColor { get; set; }\n"
-"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections."
+"private Redot.Collections.Dictionary _pointsDict = new Redot.Collections."
"Dictionary\n"
"{\n"
" {\"White\", 50},\n"
@@ -35220,9 +35221,9 @@ msgstr ""
"}\n"
"[/gdscript]\n"
"[csharp]\n"
-"var myDict = new Godot.Collections.Dictionary\n"
+"var myDict = new Redot.Collections.Dictionary\n"
"{\n"
-" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n"
+" {\"First Array\", new Redot.Collections.Array{1, 2, 3, 4}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -35233,7 +35234,7 @@ msgstr ""
"points_dict[\"Blue\"] = 150 # 将 \"Blue\" 添加为键,并将 150 赋为它的值。\n"
"[/gdscript]\n"
"[csharp]\n"
-"var pointsDict = new Godot.Collections.Dictionary\n"
+"var pointsDict = new Redot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
@@ -35258,13 +35259,13 @@ msgstr ""
"[/gdscript]\n"
"[csharp]\n"
"// 这是有效的字典。\n"
-"// 要访问下面的 \"Nested value\",请使用 `((Godot.Collections."
+"// 要访问下面的 \"Nested value\",请使用 `((Redot.Collections."
"Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`。\n"
-"var myDict = new Godot.Collections.Dictionary {\n"
+"var myDict = new Redot.Collections.Dictionary {\n"
" {\"String Key\", 5},\n"
-" {4, new Godot.Collections.Array{1,2,3}},\n"
+" {4, new Redot.Collections.Array{1,2,3}},\n"
" {7, \"Hello\"},\n"
-" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested "
+" {\"sub_dict\", new Redot.Collections.Dictionary{{\"sub_key\", \"Nested "
"value\"}}}\n"
"};\n"
"[/csharp]\n"
@@ -35277,7 +35278,7 @@ msgstr ""
" var amount = groceries[fruit]\n"
"[/gdscript]\n"
"[csharp]\n"
-"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, "
+"var groceries = new Redot.Collections.Dictionary{{\"Orange\", 20}, "
"{\"Apple\", 2}, {\"Banana\", 4}};\n"
"foreach (var (fruit, amount) in groceries)\n"
"{\n"
@@ -35357,29 +35358,29 @@ msgid ""
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
-" \"Godot\" : 4,\n"
+" \"Redot\" : 4,\n"
" 210 : null,\n"
"}\n"
"\n"
-"print(my_dict.has(\"Godot\")) # Prints true\n"
+"print(my_dict.has(\"Redot\")) # Prints true\n"
"print(my_dict.has(210)) # Prints true\n"
"print(my_dict.has(4)) # Prints false\n"
"[/gdscript]\n"
"[csharp]\n"
-"var myDict = new Godot.Collections.Dictionary\n"
+"var myDict = new Redot.Collections.Dictionary\n"
"{\n"
-" { \"Godot\", 4 },\n"
+" { \"Redot\", 4 },\n"
" { 210, default },\n"
"};\n"
"\n"
-"GD.Print(myDict.ContainsKey(\"Godot\")); // Prints true\n"
+"GD.Print(myDict.ContainsKey(\"Redot\")); // Prints true\n"
"GD.Print(myDict.ContainsKey(210)); // Prints true\n"
"GD.Print(myDict.ContainsKey(4)); // Prints false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In GDScript, this is equivalent to the [code]in[/code] operator:\n"
"[codeblock]\n"
-"if \"Godot\" in {\"Godot\": 4}:\n"
+"if \"Redot\" in {\"Redot\": 4}:\n"
" print(\"The key is here!\") # Will be printed.\n"
"[/codeblock]\n"
"[b]Note:[/b] This method returns [code]true[/code] as long as the [param key] "
@@ -35389,29 +35390,29 @@ msgstr ""
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
-" \"Godot\" : 4,\n"
+" \"Redot\" : 4,\n"
" 210 : null,\n"
"}\n"
"\n"
-"print(my_dict.has(\"Godot\")) # 输出 true\n"
+"print(my_dict.has(\"Redot\")) # 输出 true\n"
"print(my_dict.has(210)) # 输出 true\n"
"print(my_dict.has(4)) # 输出 false\n"
"[/gdscript]\n"
"[csharp]\n"
-"var myDict = new Godot.Collections.Dictionary\n"
+"var myDict = new Redot.Collections.Dictionary\n"
"{\n"
-" { \"Godot\", 4 },\n"
+" { \"Redot\", 4 },\n"
" { 210, default },\n"
"};\n"
"\n"
-"GD.Print(myDict.ContainsKey(\"Godot\")); // 输出 true\n"
+"GD.Print(myDict.ContainsKey(\"Redot\")); // 输出 true\n"
"GD.Print(myDict.ContainsKey(210)); // 输出 true\n"
"GD.Print(myDict.ContainsKey(4)); // 输出 false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在 GDScript 中等价于 [code]in[/code] 运算符:\n"
"[codeblock]\n"
-"if \"Godot\" in {\"Godot\": 4}:\n"
+"if \"Redot\" in {\"Redot\": 4}:\n"
" print(\"这个键存在!\") # 会进行输出。\n"
"[/codeblock]\n"
"[b]注意:[/b]只要键 [param key] 存在,该方法就会返回 [code]true[/code],即便这"
@@ -35441,10 +35442,10 @@ msgid ""
"print(dict1.hash() == dict2.hash()) # Prints true\n"
"[/gdscript]\n"
"[csharp]\n"
-"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
-"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
+"var dict1 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
+"var dict2 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"\n"
-"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n"
+"// Redot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n"
"GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -35463,10 +35464,10 @@ msgstr ""
"print(dict1.hash() == dict2.hash()) # 输出 true\n"
"[/gdscript]\n"
"[csharp]\n"
-"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
-"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
+"var dict1 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
+"var dict2 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"\n"
-"// Godot.Collections.Dictionary 没有 Hash() 方法。请改用 GD.Hash()。\n"
+"// Redot.Collections.Dictionary 没有 Hash() 方法。请改用 GD.Hash()。\n"
"GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // 输出 true\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -35519,13 +35520,13 @@ msgid ""
"\"silver\" }\n"
"[/gdscript]\n"
"[csharp]\n"
-"var dict = new Godot.Collections.Dictionary\n"
+"var dict = new Redot.Collections.Dictionary\n"
"{\n"
" [\"item\"] = \"sword\",\n"
" [\"quantity\"] = 2,\n"
"};\n"
"\n"
-"var otherDict = new Godot.Collections.Dictionary\n"
+"var otherDict = new Redot.Collections.Dictionary\n"
"{\n"
" [\"quantity\"] = 15,\n"
" [\"color\"] = \"silver\",\n"
@@ -35564,13 +35565,13 @@ msgstr ""
"\"silver\" }\n"
"[/gdscript]\n"
"[csharp]\n"
-"var dict = new Godot.Collections.Dictionary\n"
+"var dict = new Redot.Collections.Dictionary\n"
"{\n"
" [\"item\"] = \"sword\",\n"
" [\"quantity\"] = 2,\n"
"};\n"
"\n"
-"var otherDict = new Godot.Collections.Dictionary\n"
+"var otherDict = new Redot.Collections.Dictionary\n"
"{\n"
" [\"quantity\"] = 15,\n"
" [\"color\"] = \"silver\",\n"
@@ -36674,10 +36675,10 @@ msgstr ""
"[/codeblock]"
msgid ""
-"Returns the list of Godot window IDs belonging to this process.\n"
+"Returns the list of Redot window IDs belonging to this process.\n"
"[b]Note:[/b] Native dialogs are not included in this list."
msgstr ""
-"返回属于该进程的 Godot 窗口 ID 列表。\n"
+"返回属于该进程的 Redot 窗口 ID 列表。\n"
"[b]注意:[/b]这个列表中不含原生对话框。"
msgid "Use [NativeMenu] or [PopupMenu] instead."
@@ -37618,12 +37619,12 @@ msgid ""
"rendered too, beyond normal windows. The [Object] is only used as an "
"identifier, which can be later passed to [method "
"unregister_additional_output].\n"
-"This can be used to prevent Godot from skipping rendering when no normal "
+"This can be used to prevent Redot from skipping rendering when no normal "
"windows are visible."
msgstr ""
"注册一个 [Object],表示除了普通窗口之外还将渲染的额外输出。[Object] 仅用作标识"
"符,稍后可将其传递给 [method unregister_additional_output]。\n"
-"这可用于防止 Godot 在没有可见普通窗口时跳过渲染。"
+"这可用于防止 Redot 在没有可见普通窗口时跳过渲染。"
msgid ""
"Returns the dots per inch density of the specified screen. If [param screen] "
@@ -37955,11 +37956,11 @@ msgid ""
"The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 "
"standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-"
"dependent string describing country, region or/and dialect.\n"
-"Note that Godot depends on system libraries for text-to-speech functionality. "
+"Note that Redot depends on system libraries for text-to-speech functionality. "
"These libraries are installed by default on Windows and macOS, but not on all "
"Linux distributions. If they are not present, this method will return an "
-"empty list. This applies to both Godot users on Linux, as well as end-users "
-"on Linux running Godot games that use text-to-speech.\n"
+"empty list. This applies to both Redot users on Linux, as well as end-users "
+"on Linux running Redot games that use text-to-speech.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/"
"Wayland), macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
@@ -37973,10 +37974,10 @@ msgstr ""
"[code]lang[/code] 部分是小写的基于 ISO-639 标准的 2 或 3 字母代码。而 [code "
"skip-lint]Variant[/code] 部分是一个依赖于引擎的字符串,描述国家、地区或/和方"
"言。\n"
-"请注意,Godot 依赖于系统库来实现文本到语音的功能。这些库在 Windows 和 MacOS 上"
+"请注意,Redot 依赖于系统库来实现文本到语音的功能。这些库在 Windows 和 MacOS 上"
"是默认安装的,但并非安装在所有 Linux 发行版上。如果它们不存在,此方法将返回一"
-"个空列表。这适用于 Linux 上的 Godot 用户,以及在 Linux 上运行使用文本到语音的 "
-"Godot 游戏的最终用户。\n"
+"个空列表。这适用于 Linux 上的 Redot 用户,以及在 Linux 上运行使用文本到语音的 "
+"Redot 游戏的最终用户。\n"
"[b]注意:[/b]这个方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 和 "
"Windows 上实现。\n"
"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应当为 "
@@ -38738,11 +38739,11 @@ msgstr ""
msgid ""
"Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input "
"Method Editor[/url], which is commonly used for inputting Chinese/Japanese/"
-"Korean text. This is handled by the operating system, rather than by Godot. "
+"Korean text. This is handled by the operating system, rather than by Redot. "
"[b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"显示服务器支持 [url=https://en.wikipedia.org/wiki/Input_method]输入法[/url],"
-"它通常用于输入中文、日文和韩文文本。这由操作系统处理,而不是由 Godot 处理。"
+"它通常用于输入中文、日文和韩文文本。这由操作系统处理,而不是由 Redot 处理。"
"[b]Windows, macOS, Linux (X11)[/b]"
msgid ""
@@ -39464,13 +39465,13 @@ msgid ""
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private DtlsServer _dtls = new DtlsServer();\n"
" private UdpServer _server = new UdpServer();\n"
-" private Godot.Collections.Array<PacketPeerDtls> _peers = new Godot."
+" private Redot.Collections.Array<PacketPeerDtls> _peers = new Redot."
"Collections.Array<PacketPeerDtls>();\n"
"\n"
" public override void _Ready()\n"
@@ -39541,7 +39542,7 @@ msgid ""
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
-"using Godot;\n"
+"using Redot;\n"
"using System.Text;\n"
"\n"
"public partial class ClientNode : Node\n"
@@ -39618,13 +39619,13 @@ msgstr ""
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private DtlsServer _dtls = new DtlsServer();\n"
" private UdpServer _server = new UdpServer();\n"
-" private Godot.Collections.Array<PacketPeerDtls> _peers = new Godot."
+" private Redot.Collections.Array<PacketPeerDtls> _peers = new Redot."
"Collections.Array<PacketPeerDtls>();\n"
"\n"
" public override void _Ready()\n"
@@ -39693,7 +39694,7 @@ msgstr ""
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
-"using Godot;\n"
+"using Redot;\n"
"using System.Text;\n"
"\n"
"public partial class ClientNode : Node\n"
@@ -39751,8 +39752,8 @@ msgstr ""
"PacketPeerDTLS.STATUS_HANDSHAKING],因为正常情况下,50% 的新连接会因为 cookie "
"交换而无效。"
-msgid "Godot editor's command palette."
-msgstr "Godot 编辑器的命令面板。"
+msgid "Redot editor's command palette."
+msgstr "Redot 编辑器的命令面板。"
msgid ""
"Object that holds all the available Commands and their shortcuts text. These "
@@ -40075,8 +40076,8 @@ msgstr ""
"信息,请参阅 [method EditorExportPlugin._begin_customize_scenes] 和 [method "
"EditorExportPlugin._begin_customize_resources]。"
-msgid "Console support in Godot"
-msgstr "Godot 中的控制台支持"
+msgid "Console support in Redot"
+msgstr "Redot 中的控制台支持"
msgid ""
"Returns the name of the export operating system handled by this "
@@ -41588,12 +41589,12 @@ msgid ""
"If [code]true[/code], exports iOS project files without building an XCArchive "
"or [code].ipa[/code] file. If [code]false[/code], exports iOS project files "
"and builds an XCArchive and [code].ipa[/code] file at the same time. When "
-"combining Godot with Fastlane or other build pipelines, you may want to set "
+"combining Redot with Fastlane or other build pipelines, you may want to set "
"this to [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则导出 iOS 项目文件而不构建一份 XCArchive 或 [code]."
"ipa[/code] 文件。如果为 [code]false[/code],则导出 iOS 项目文件并同时构建一份 "
-"XCArchive 和 [code].ipa[/code] 文件。将 Godot 与 Fastlane 或其他构建管道结合使"
+"XCArchive 和 [code].ipa[/code] 文件。将 Redot 与 Fastlane 或其他构建管道结合使"
"用时,你可能需要将其设置为 [code]true[/code]。"
msgid ""
@@ -42780,8 +42781,8 @@ msgstr "macOS 导出器。"
msgid "Exporting for macOS"
msgstr "为 macOS 导出"
-msgid "Running Godot apps on macOS"
-msgstr "在 macOS 上运行 Godot 应用"
+msgid "Running Redot apps on macOS"
+msgstr "在 macOS 上运行 Redot 应用"
msgid "Application category for the App Store."
msgstr "App Store 的应用程序分类。"
@@ -43347,13 +43348,13 @@ msgstr "Web 导出器。"
msgid ""
"The Web exporter customizes how a web build is handled. In the editor's "
"\"Export\" window, it is created when adding a new \"Web\" preset.\n"
-"[b]Note:[/b] Godot on Web is rendered inside a [code]<canvas>[/code] tag. "
+"[b]Note:[/b] Redot on Web is rendered inside a [code]<canvas>[/code] tag. "
"Normally, the canvas cannot be positioned or resized manually, but otherwise "
"acts as the main [Window] of the application."
msgstr ""
"Web 导出器能够自定义 web 构建的处理方式。在编辑器的“导出”窗口中,添加“Web”预设"
"时会创建这个导出器。\n"
-"[b]注意:[/b]Web 上的 Godot 是在一个 [code]<canvas>[/code] 标签中渲染的。这个"
+"[b]注意:[/b]Web 上的 Redot 是在一个 [code]<canvas>[/code] 标签中渲染的。这个"
"画布是作为程序的主 [Window] 使用的,但是一般没有办法手动调整位置和大小。"
msgid "Exporting for the Web"
@@ -43373,14 +43374,14 @@ msgid ""
msgstr "用于发布版本的自定义导出模板的文件路径。如果留空,则默认模板将被使用。"
msgid ""
-"Determines how the canvas should be resized by Godot.\n"
+"Determines how the canvas should be resized by Redot.\n"
"- [b]None:[/b] The canvas is not automatically resized.\n"
"- [b]Project:[/b] The size of the canvas is dependent on the "
"[ProjectSettings].\n"
"- [b]Adaptive:[/b] The canvas is automatically resized to fit as much of the "
"web page as possible."
msgstr ""
-"决定 Godot 应如何调整画布的大小。\n"
+"决定 Redot 应如何调整画布的大小。\n"
"- [b]None:[/b]画布不会自动调整大小。\n"
"- [b]Project:[/b]画布的大小由 [ProjectSettings] 决定。\n"
"- [b]Adaptive:[/b]画布自动调整到尽可能覆盖 Web 页面的大小。"
@@ -43893,7 +43894,7 @@ msgid ""
"Virtual method to be overridden by the user. This is called to retrieve the "
"local paths of the Android libraries archive (AAR) files provided by this "
"plugin.\n"
-"[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://"
+"[b]Note:[/b] Relative paths [b]must[/b] be relative to Redot's [code]res://"
"addons/[/code] directory. For example, an AAR file located under [code]res://"
"addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an "
"absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release."
@@ -43904,7 +43905,7 @@ msgid ""
msgstr ""
"由用户覆盖的虚方法。调用该函数是为了检索该插件提供的 Android 库存档(AAR)文件"
"的本地路径。\n"
-"[b]注意:[/b]相对路径[b]必须[/b]相对于 Godot 的 [code]res://addons/[/code] 目"
+"[b]注意:[/b]相对路径[b]必须[/b]相对于 Redot 的 [code]res://addons/[/code] 目"
"录。例如,位于 [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/"
"code] 下的 AAR 文件,可以使用 [code]res://addons/hello_world_plugin/"
"HelloWorld.release.aar[/code] 作为绝对路径,或使用 [code]hello_world_plugin/"
@@ -44154,7 +44155,7 @@ msgstr "编辑器功能配置,可用于禁用特定功能。"
msgid ""
"An editor feature profile can be used to disable specific features of the "
-"Godot editor. When disabled, the features won't appear in the editor, which "
+"Redot editor. When disabled, the features won't appear in the editor, which "
"makes the editor less cluttered. This is useful in education settings to "
"reduce confusion or when working in a team. For example, artists and level "
"designers could use a feature profile that disables the script editor to "
@@ -44162,7 +44163,7 @@ msgid ""
"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
"Profiles...[/b] at the top of the editor window."
msgstr ""
-"编辑器功能配置可以用来禁用 Godot 编辑器的特定功能。当禁用时,这些功能将不会出"
+"编辑器功能配置可以用来禁用 Redot 编辑器的特定功能。当禁用时,这些功能将不会出"
"现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工作时。"
"例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置,以避免意外地对他们"
"不应该编辑的文件进行更改。\n"
@@ -44786,7 +44787,7 @@ msgid ""
" return ResourceSaver.save(mesh, filename)\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"public partial class MySpecialPlugin : EditorImportPlugin\n"
"{\n"
@@ -44825,12 +44826,12 @@ msgid ""
" return \"Default\";\n"
" }\n"
"\n"
-" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
+" public override Redot.Collections.Array<Redot.Collections.Dictionary> "
"_GetImportOptions(string path, int presetIndex)\n"
" {\n"
-" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n"
+" return new Redot.Collections.Array<Redot.Collections.Dictionary>\n"
" {\n"
-" new Godot.Collections.Dictionary\n"
+" new Redot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"myOption\" },\n"
" { \"default_value\", false },\n"
@@ -44838,9 +44839,9 @@ msgid ""
" };\n"
" }\n"
"\n"
-" public override Error _Import(string sourceFile, string savePath, Godot."
-"Collections.Dictionary options, Godot.Collections.Array<string> "
-"platformVariants, Godot.Collections.Array<string> genFiles)\n"
+" public override Error _Import(string sourceFile, string savePath, Redot."
+"Collections.Dictionary options, Redot.Collections.Array<string> "
+"platformVariants, Redot.Collections.Array<string> genFiles)\n"
" {\n"
" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags."
"Read);\n"
@@ -44910,7 +44911,7 @@ msgstr ""
" return ResourceSaver.save(mesh, filename)\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"public partial class MySpecialPlugin : EditorImportPlugin\n"
"{\n"
@@ -44949,12 +44950,12 @@ msgstr ""
" return \"Default\";\n"
" }\n"
"\n"
-" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
+" public override Redot.Collections.Array<Redot.Collections.Dictionary> "
"_GetImportOptions(string path, int presetIndex)\n"
" {\n"
-" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n"
+" return new Redot.Collections.Array<Redot.Collections.Dictionary>\n"
" {\n"
-" new Godot.Collections.Dictionary\n"
+" new Redot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"myOption\" },\n"
" { \"default_value\", false },\n"
@@ -44962,9 +44963,9 @@ msgstr ""
" };\n"
" }\n"
"\n"
-" public override Error _Import(string sourceFile, string savePath, Godot."
-"Collections.Dictionary options, Godot.Collections.Array<string> "
-"platformVariants, Godot.Collections.Array<string> genFiles)\n"
+" public override Error _Import(string sourceFile, string savePath, Redot."
+"Collections.Dictionary options, Redot.Collections.Array<string> "
+"platformVariants, Redot.Collections.Array<string> genFiles)\n"
" {\n"
" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags."
"Read);\n"
@@ -45041,7 +45042,7 @@ msgid ""
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
-"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary "
+"public void _GetOptionVisibility(string option, Redot.Collections.Dictionary "
"options)\n"
"{\n"
" // Only show the lossy quality setting if the compression mode is set to "
@@ -45073,7 +45074,7 @@ msgstr ""
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
-"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary "
+"public void _GetOptionVisibility(string option, Redot.Collections.Dictionary "
"options)\n"
"{\n"
" // 仅在压缩模式设为“Lossy”时显示有损压缩质量设置。\n"
@@ -45116,10 +45117,10 @@ msgstr ""
"code]。"
msgid ""
-"Gets the Godot resource type associated with this loader. e.g. "
+"Gets the Redot resource type associated with this loader. e.g. "
"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
msgstr ""
-"获取与此加载程序关联的 Godot 资源类型,例如 [code]\"Mesh\"[/code] 或 "
+"获取与此加载程序关联的 Redot 资源类型,例如 [code]\"Mesh\"[/code] 或 "
"[code]\"Animation\"[/code]。"
msgid ""
@@ -45379,11 +45380,11 @@ msgid ""
msgstr ""
"添加能够修改多个属性的编辑器。[param editor] 控件必须扩展 [EditorProperty]。"
-msgid "Godot editor's interface."
-msgstr "Godot 编辑器的接口。"
+msgid "Redot editor's interface."
+msgstr "Redot 编辑器的接口。"
msgid ""
-"[EditorInterface] gives you control over Godot editor's window. It allows "
+"[EditorInterface] gives you control over Redot editor's window. It allows "
"customizing the window, saving and (re-)loading scenes, rendering mesh "
"previews, inspecting and editing resources and objects, and provides access "
"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
@@ -45400,7 +45401,7 @@ msgid ""
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
-"[EditorInterface] 允许控制 Godot 编辑器的窗口,包括自定义窗口,保存和重新加载"
+"[EditorInterface] 允许控制 Redot 编辑器的窗口,包括自定义窗口,保存和重新加载"
"场景,渲染网格预览,检查和编辑资源和对象,并提供对 [EditorSettings] , "
"[EditorFileSystem] , [EditorResourcePreview] , [ScriptEditor] ,编辑器视口以"
"及场景信息的访问。\n"
@@ -45436,13 +45437,13 @@ msgstr ""
"用户为该脚本的语言所配置,可能是外部编辑器。"
msgid ""
-"Returns the main container of Godot editor's window. For example, you can use "
+"Returns the main container of Redot editor's window. For example, you can use "
"it to retrieve the size of the container and place your controls "
"accordingly.\n"
"[b]Warning:[/b] Removing and freeing this node will render the editor useless "
"and may cause a crash."
msgstr ""
-"返回 Godot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你"
+"返回 Redot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你"
"的控件。\n"
"[b]警告:[/b]删除和释放这个节点将使编辑器失效,并可能导致崩溃。"
@@ -46387,7 +46388,7 @@ msgid ""
"as the singleton won't be declared. To prevent script errors in exported "
"projects, use [method Engine.has_singleton] to check whether the singleton is "
"available before using it.\n"
-"[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://"
+"[b]Note:[/b] On the Linux/BSD platform, Redot complies with the [url=https://"
"specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base "
"Directory Specification[/url]. You can override environment variables "
"following the specification to change the editor and project data paths."
@@ -46397,12 +46398,12 @@ msgstr ""
"[b]注意:[/b]这个单例在导出的项目中是不可访问的。尝试在导出的项目中访问它会产"
"生脚本错误,因为该单例没有被声明。为防止导出项目中出现脚本错误,请使用 "
"[method Engine.has_singleton] 检查单例是否可用后再使用该单例。\n"
-"[b]注意:[/b]在 Linux/BSD 平台上,Godot 遵守 [url=https://specifications."
+"[b]注意:[/b]在 Linux/BSD 平台上,Redot 遵守 [url=https://specifications."
"freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG 基本目录规范[/url]。"
"可以按照规范覆盖环境变量,来更改编辑器和项目数据路径。"
-msgid "File paths in Godot projects"
-msgstr "Godot 项目中的文件路径"
+msgid "File paths in Redot projects"
+msgstr "Redot 项目中的文件路径"
msgid ""
"Returns the absolute path to the user's cache folder. This folder should be "
@@ -46410,8 +46411,8 @@ msgid ""
"closed (such as generated resource thumbnails).\n"
"[b]Default paths per platform:[/b]\n"
"[codeblock lang=text]\n"
-"- Windows: %LOCALAPPDATA%\\Godot\\\n"
-"- macOS: ~/Library/Caches/Godot/\n"
+"- Windows: %LOCALAPPDATA%\\Redot\\\n"
+"- macOS: ~/Library/Caches/Redot/\n"
"- Linux: ~/.cache/godot/\n"
"[/codeblock]"
msgstr ""
@@ -46419,8 +46420,8 @@ msgstr ""
"全地移除这些数据(例如生成的资源预览图)。\n"
"[b]各平台的默认路径:[/b]\n"
"[codeblock lang=text]\n"
-"- Windows: %LOCALAPPDATA%\\Godot\\\n"
-"- macOS: ~/Library/Caches/Godot/\n"
+"- Windows: %LOCALAPPDATA%\\Redot\\\n"
+"- macOS: ~/Library/Caches/Redot/\n"
"- Linux: ~/.cache/godot/\n"
"[/codeblock]"
@@ -46429,16 +46430,16 @@ msgid ""
"should be used for [i]persistent[/i] user configuration files.\n"
"[b]Default paths per platform:[/b]\n"
"[codeblock lang=text]\n"
-"- Windows: %APPDATA%\\Godot\\ (same as `get_data_dir()`)\n"
-"- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)\n"
+"- Windows: %APPDATA%\\Redot\\ (same as `get_data_dir()`)\n"
+"- macOS: ~/Library/Application Support/Redot/ (same as `get_data_dir()`)\n"
"- Linux: ~/.config/godot/\n"
"[/codeblock]"
msgstr ""
"返回用户配置文件夹的绝对路径。该文件夹应该用于[i]持久化[/i]的用户配置文件。\n"
"[b]各平台的默认路径:[/b]\n"
"[codeblock lang=text]\n"
-"- Windows: %APPDATA%\\Godot\\ (同 `get_data_dir()`)\n"
-"- macOS: ~/Library/Application Support/Godot/ (同 `get_data_dir()`)\n"
+"- Windows: %APPDATA%\\Redot\\ (同 `get_data_dir()`)\n"
+"- macOS: ~/Library/Application Support/Redot/ (同 `get_data_dir()`)\n"
"- Linux: ~/.config/godot/\n"
"[/codeblock]"
@@ -46448,9 +46449,9 @@ msgid ""
"templates.\n"
"[b]Default paths per platform:[/b]\n"
"[codeblock lang=text]\n"
-"- Windows: %APPDATA%\\Godot\\ (same as "
+"- Windows: %APPDATA%\\Redot\\ (same as "
"`get_config_dir()`)\n"
-"- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)\n"
+"- macOS: ~/Library/Application Support/Redot/ (same as `get_config_dir()`)\n"
"- Linux: ~/.local/share/godot/\n"
"[/codeblock]"
msgstr ""
@@ -46458,8 +46459,8 @@ msgstr ""
"如已安装的导出模板。\n"
"[b]各平台的默认路径:[/b]\n"
"[codeblock lang=text]\n"
-"- Windows:%APPDATA%\\Godot\\ (同 `get_config_dir()` )\n"
-"- macOS:~/Library/Application Support/Godot/ (同 `get_config_dir()` )\n"
+"- Windows:%APPDATA%\\Redot\\ (同 `get_config_dir()` )\n"
+"- macOS:~/Library/Application Support/Redot/ (同 `get_config_dir()` )\n"
"- Linux:~/.local/share/godot/\n"
"[/codeblock]"
@@ -46473,12 +46474,12 @@ msgstr ""
msgid ""
"Returns the absolute path to the self-contained file that makes the current "
-"Godot editor instance be considered as self-contained. Returns an empty "
-"string if the current Godot editor instance isn't self-contained. See also "
+"Redot editor instance be considered as self-contained. Returns an empty "
+"string if the current Redot editor instance isn't self-contained. See also "
"[method is_self_contained]."
msgstr ""
-"返回自包含文件的绝对路径,该文件会使当前 Godot 编辑器实例被视为是自包含的。如"
-"果当前 Godot 编辑器实例不是自包含的,则返回一个空字符串。另见 [method "
+"返回自包含文件的绝对路径,该文件会使当前 Redot 编辑器实例被视为是自包含的。如"
+"果当前 Redot 编辑器实例不是自包含的,则返回一个空字符串。另见 [method "
"is_self_contained]。"
msgid ""
@@ -46486,7 +46487,7 @@ msgid ""
"[code]false[/code] otherwise. When self-contained mode is enabled, user "
"configuration, data and cache files are saved in an [code]editor_data/[/code] "
"folder next to the editor binary. This makes portable usage easier and "
-"ensures the Godot editor minimizes file writes outside its own folder. Self-"
+"ensures the Redot editor minimizes file writes outside its own folder. Self-"
"contained mode is not available for exported projects.\n"
"Self-contained mode can be enabled by creating a file named [code]._sc_[/"
"code] or [code]_sc_[/code] in the same folder as the editor binary or macOS ."
@@ -46498,11 +46499,11 @@ msgid ""
"[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside ."
"app bundle will break digital signature and make it non-portable, consider "
"placing it in the same folder as the .app bundle instead.\n"
-"[b]Note:[/b] The Steam release of Godot uses self-contained mode by default."
+"[b]Note:[/b] The Steam release of Redot uses self-contained mode by default."
msgstr ""
"如果编辑器被标记为是自包含的,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。启用自包含模式后,用户配置、数据和缓存文件将保被存在编辑器二进制文件旁"
-"边的 [code]editor_data/[/code] 文件夹中。这使得便携使用更容易,并确保 Godot 编"
+"边的 [code]editor_data/[/code] 文件夹中。这使得便携使用更容易,并确保 Redot 编"
"辑器最大限度地减少将文件写入到它自己的文件夹之外的情况。自包含模式不适用于导出"
"的项目。\n"
"当编辑器未运行时,可以通过在与编辑器二进制文件或 macOS .app 捆绑包相同的文件夹"
@@ -46514,7 +46515,7 @@ msgstr ""
"[b]注意:[/b]在 macOS 上,将 [code]_sc_[/code] 或任何其他文件放入 .app 捆绑包"
"中会破坏其数字签名,使其不再便携,请考虑改为放在与 .app 捆绑包相同的文件夹"
"中。\n"
-"[b]注意:[/b]Godot 的 Steam 版本默认使用自包含模式。"
+"[b]注意:[/b]Redot 的 Steam 版本默认使用自包含模式。"
msgid "Used by the editor to extend its functionality."
msgstr "由编辑器使用,用于扩展其功能。"
@@ -46995,11 +46996,11 @@ msgstr ""
msgid ""
"Override this method in your plugin to provide the name of the plugin when "
-"displayed in the Godot editor.\n"
+"displayed in the Redot editor.\n"
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
msgstr ""
-"在插件中覆盖该方法,以在 Godot 编辑器中显示时提供该插件的名称。\n"
+"在插件中覆盖该方法,以在 Redot 编辑器中显示时提供该插件的名称。\n"
"对于主屏幕插件,它显示在屏幕顶部,在“2D”“3D”“脚本”“AssetLib”按钮的右侧。"
msgid ""
@@ -47990,8 +47991,8 @@ msgid ""
"target resource type by this plugin."
msgstr "调用以确定特定 [Resource] 是否可以通过该插件转换为目标资源类型。"
-msgid "Godot editor's control for selecting [Resource] type properties."
-msgstr "Godot 编辑器用于选择 [Resource] 类型属性的控件。"
+msgid "Redot editor's control for selecting [Resource] type properties."
+msgstr "Redot 编辑器用于选择 [Resource] 类型属性的控件。"
msgid ""
"This [Control] node is used in the editor's Inspector dock to allow editing "
@@ -48384,14 +48385,14 @@ msgid ""
" iterate(child)\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"// This sample changes all node names.\n"
"// Called right after the scene is imported and gets the root node.\n"
"[Tool]\n"
"public partial class NodeRenamer : EditorScenePostImport\n"
"{\n"
-" public override GodotObject _PostImport(Node scene)\n"
+" public override RedotObject _PostImport(Node scene)\n"
" {\n"
" // Change all node names to \"modified_[oldnodename]\"\n"
" Iterate(scene);\n"
@@ -48436,14 +48437,14 @@ msgstr ""
" iterate(child)\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"// 该示例更改所有节点名称。\n"
"// 在导入场景并获取根节点后立即调用。\n"
"[Tool]\n"
"public partial class NodeRenamer : EditorScenePostImport\n"
"{\n"
-" public override GodotObject _PostImport(Node scene)\n"
+" public override RedotObject _PostImport(Node scene)\n"
" {\n"
" // 将所有节点名称更改为 “modified_[oldnodename]”\n"
" Iterate(scene);\n"
@@ -48556,7 +48557,7 @@ msgid ""
"Scripts extending this class and implementing its [method _run] method can be "
"executed from the Script Editor's [b]File > Run[/b] menu option (or by "
"pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is "
-"useful for adding custom in-editor functionality to Godot. For more complex "
+"useful for adding custom in-editor functionality to Redot. For more complex "
"additions, consider using [EditorPlugin]s instead.\n"
"[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n"
"[b]Example script:[/b]\n"
@@ -48566,31 +48567,31 @@ msgid ""
"extends EditorScript\n"
"\n"
"func _run():\n"
-" print(\"Hello from the Godot Editor!\")\n"
+" print(\"Hello from the Redot Editor!\")\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"[Tool]\n"
"public partial class HelloEditor : EditorScript\n"
"{\n"
" public override void _Run()\n"
" {\n"
-" GD.Print(\"Hello from the Godot Editor!\");\n"
+" GD.Print(\"Hello from the Redot Editor!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
-"the usual Godot [b]Output[/b] dock.\n"
+"the usual Redot [b]Output[/b] dock.\n"
"[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when "
"nothing references it. This can cause errors during asynchronous operations "
"if there are no references to the script."
msgstr ""
"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的[b]"
"文件 > 运行[/b]菜单选项(或按 [kbd]Ctrl + Shift + X[/kbd])执行。这对于向 "
-"Godot 添加自定义的编辑内功能很有用。对于更复杂的添加,请考虑改用 "
+"Redot 添加自定义的编辑内功能很有用。对于更复杂的添加,请考虑改用 "
"[EditorPlugin]。\n"
"[b]注意:[/b]扩展脚本需要启用 [code]tool[/code] 工具模式。\n"
"[b]示例脚本:[/b]\n"
@@ -48600,23 +48601,23 @@ msgstr ""
"extends EditorScript\n"
"\n"
"func _run():\n"
-" print(\"Hello from the Godot Editor!\")\n"
+" print(\"Hello from the Redot Editor!\")\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"[Tool]\n"
"public partial class HelloEditor : EditorScript\n"
"{\n"
" public override void _Run()\n"
" {\n"
-" GD.Print(\"Hello from the Godot Editor!\");\n"
+" GD.Print(\"Hello from the Redot Editor!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]脚本在编辑器上下文中运行,这意味着输出在使用编辑器(stdout)启动"
-"的控制台窗口中可见,而不是通常的 Godot [b]输出[/b]停靠面板。\n"
+"的控制台窗口中可见,而不是通常的 Redot [b]输出[/b]停靠面板。\n"
"[b]注意:[/b]EditorScript 是 [RefCounted],这意味着它不再被引用时会被销毁。如"
"果没有对脚本的引用,这可能会在异步操作期间导致错误。"
@@ -48639,10 +48640,10 @@ msgstr ""
"get_edited_scene_root]。"
msgid ""
-"Godot editor's control for selecting the [code]script[/code] property of a "
+"Redot editor's control for selecting the [code]script[/code] property of a "
"[Node]."
msgstr ""
-"Godot 编辑器的控件,用于选择节点 [Node] 的脚本 [code]script[/code] 属性。"
+"Redot 编辑器的控件,用于选择节点 [Node] 的脚本 [code]script[/code] 属性。"
msgid ""
"Similar to [EditorResourcePicker] this [Control] node is used in the editor's "
@@ -48713,7 +48714,7 @@ msgid ""
"generally visible in the [b]Editor > Editor Settings[/b] menu.\n"
"Property names use slash delimiters to distinguish sections. Setting values "
"can be of any [Variant] type. It's recommended to use [code]snake_case[/code] "
-"for editor settings to be consistent with the Godot editor itself.\n"
+"for editor settings to be consistent with the Redot editor itself.\n"
"Accessing the settings can be done using the following methods, such as:\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -48734,7 +48735,7 @@ msgid ""
"// `settings.get(\"some/property\", value)` also works as this class "
"overrides `_get()` internally.\n"
"settings.GetSetting(\"some/property\");\n"
-"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = "
+"Redot.Collections.Array<Redot.Collections.Dictionary> listOfSettings = "
"settings.GetPropertyList();\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -48744,7 +48745,7 @@ msgstr ""
"保存编辑器设置的对象,这些设置与项目无关,通常在[b]编辑器 > 编辑器设置[/b]菜单"
"中可见。\n"
"属性名称中使用斜线分隔符来区分不同的部分。设置的值可以是任何 [Variant] 类型。"
-"编辑器设置的名称建议使用 [code]snake_case[/code] 形式,与 Godot 编辑器本身保持"
+"编辑器设置的名称建议使用 [code]snake_case[/code] 形式,与 Redot 编辑器本身保持"
"一致。\n"
"可以使用以下方法访问设置,例如:\n"
"[codeblocks]\n"
@@ -48766,7 +48767,7 @@ msgstr ""
"// 也可以写 `settings.get(\"some/property\")` ,因为这个类内部覆盖了 "
"`_get()`。\n"
"settings.GetSetting(\"some/property\");\n"
-"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = "
+"Redot.Collections.Array<Redot.Collections.Dictionary> listOfSettings = "
"settings.GetPropertyList();\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -48798,7 +48799,7 @@ msgid ""
"var settings = GetEditorInterface().GetEditorSettings();\n"
"settings.Set(\"category/property_name\", 0);\n"
"\n"
-"var propertyInfo = new Godot.Collections.Dictionary\n"
+"var propertyInfo = new Redot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", Variant.Type.Int},\n"
@@ -48834,7 +48835,7 @@ msgstr ""
"var settings = GetEditorInterface().GetEditorSettings();\n"
"settings.Set(\"category/property_name\", 0);\n"
"\n"
-"var propertyInfo = new Godot.Collections.Dictionary\n"
+"var propertyInfo = new Redot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", Variant.Type.Int},\n"
@@ -48955,10 +48956,10 @@ msgstr ""
msgid ""
"If [code]true[/code], enables collection of profiling data from non-GDScript "
-"Godot functions, such as engine class methods. Enabling this slows execution "
+"Redot functions, such as engine class methods. Enabling this slows execution "
"while profiling further."
msgstr ""
-"如果为 [code]true[/code],则启用从非 GDScript Godot 函数(例如引擎类方法)收集"
+"如果为 [code]true[/code],则启用从非 GDScript Redot 函数(例如引擎类方法)收集"
"分析数据。启用该功能会减慢执行速度,同时进一步进行分析。"
msgid ""
@@ -49211,13 +49212,13 @@ msgid ""
"shortcut ([kbd]Shift + F[/kbd] by default) is always available.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
-"time. This means Godot will not see the modifier key as being pressed."
+"time. This means Redot will not see the modifier key as being pressed."
msgstr ""
"用于在 3D 编辑器中启用自由观看的修饰键(在按下鼠标右键的同时)。\n"
"[b]注意:[/b]无论该设置如何,自由观看切换键盘快捷键(默认为 [kbd]Shift + F[/"
"kbd])始终可用。\n"
"[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时单击鼠标按钮"
-"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。"
+"时会被窗口管理器拦截。这意味着 Redot 不会看到该修饰键被按下。"
msgid ""
"The base 3D freelook speed in units per second. This can be adjusted by using "
@@ -49386,7 +49387,7 @@ msgid ""
"The navigation scheme to use in the 3D editor. Changing this setting will "
"affect the mouse buttons that must be held down to perform certain operations "
"in the 3D editor viewport.\n"
-"- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse "
+"- [b]Redot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse "
"button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.\n"
"- [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse "
"button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times "
@@ -49397,11 +49398,11 @@ msgid ""
"See also [member editors/3d/freelook/freelook_navigation_scheme].\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
-"time. This means Godot will not see the modifier key as being pressed."
+"time. This means Redot will not see the modifier key as being pressed."
msgstr ""
"在 3D 编辑器中使用的导航方案。更改该设置将影响鼠标按钮,这些鼠标按钮必须被按住"
"才能在 3D 编辑器视口中执行某些操作。\n"
-"- [b]Godot[/b]鼠标中键进行视轨,[kbd]Shift + 鼠标中键[/kbd]进行平移。[kbd]鼠标"
+"- [b]Redot[/b]鼠标中键进行视轨,[kbd]Shift + 鼠标中键[/kbd]进行平移。[kbd]鼠标"
"滚轮[/kbd]进行缩放。\n"
"- [b]Maya:[/b][kbd]Alt + 鼠标左键[/kbd]进行视轨。[kbd]鼠标中键[/kbd]进行平"
"移,[kbd]Shift + 鼠标中键[/kbd] 平移速度提高 10 倍。[kbd]鼠标滚轮[/kbd]进行缩"
@@ -49410,7 +49411,7 @@ msgstr ""
"[/kbd]进行平移。 [kbd]Ctrl + Alt + 鼠标左键[/kbd]进行缩放。\n"
"另请参阅 [member editors/3d/freelook/freelook_navigation_scheme]。\n"
"[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮"
-"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。"
+"时会被窗口管理器拦截。这意味着 Redot 不会看到该修饰键被按下。"
msgid ""
"The modifier key that must be held to orbit in the 3D editor.\n"
@@ -49419,23 +49420,23 @@ msgid ""
"improve usability with graphics tablets.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
-"time. This means Godot will not see the modifier key as being pressed."
+"time. This means Redot will not see the modifier key as being pressed."
msgstr ""
"必须被按住以在 3D 编辑器中进行视轨的修饰键。\n"
"[b]注意:[/b]如果 [member editors/3d/navigation/emulate_3_button_mouse] 为 "
"[code]true[/code],则 [kbd]Alt[/kbd] 将始终可用于视轨以提高绘图板的可用性。\n"
"[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮"
-"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。"
+"时会被窗口管理器拦截。这意味着 Redot 不会看到该修饰键被按下。"
msgid ""
"The modifier key that must be held to pan in the 3D editor.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
-"time. This means Godot will not see the modifier key as being pressed."
+"time. This means Redot will not see the modifier key as being pressed."
msgstr ""
"必须被按住以在 3D 编辑器中进行平移的修饰键。\n"
"[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮"
-"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。"
+"时会被窗口管理器拦截。这意味着 Redot 不会看到该修饰键被按下。"
msgid ""
"If [code]true[/code], warps the mouse around the 3D viewport while panning in "
@@ -49449,11 +49450,11 @@ msgid ""
"The modifier key that must be held to zoom in the 3D editor.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
-"time. This means Godot will not see the modifier key as being pressed."
+"time. This means Redot will not see the modifier key as being pressed."
msgstr ""
"必须被按住以在 3D 编辑器中进行放大的修饰键。\n"
"[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮"
-"时会被窗口管理器拦截。这意味着 Godot 不会看到该修改键被按下。"
+"时会被窗口管理器拦截。这意味着 Redot 不会看到该修改键被按下。"
msgid ""
"The mouse cursor movement direction to use when zooming by moving the mouse. "
@@ -49855,7 +49856,7 @@ msgid ""
"context menu action in the FileSystem dock. You can enter an absolute path to "
"a program binary, or a path to a program that is present in the [code]PATH[/"
"code] environment variable.\n"
-"If left empty, Godot will use the default terminal emulator for the system:\n"
+"If left empty, Redot will use the default terminal emulator for the system:\n"
"- [b]Windows:[/b] PowerShell\n"
"- [b]macOS:[/b] Terminal.app\n"
"- [b]Linux:[/b] The first terminal found on the system in this order: gnome-"
@@ -49874,7 +49875,7 @@ msgstr ""
"执行文件系统面板的[b]在终端中打开[/b]上下文菜单动作时使用的终端模拟器程序。可"
"以输入可执行文件的绝对路径,也可以输入存在于 [code]PATH[/code] 环境变量中的程"
"序路径。\n"
-"留空时 Godot 会使用系统的默认终端模拟器:\n"
+"留空时 Redot 会使用系统的默认终端模拟器:\n"
"- [b]Windows:[/b]PowerShell\n"
"- [b]macOS:[/b]Terminal.app\n"
"- [b]Linux:[/b]按以下顺序找到的第一个终端:gnome-terminal、konsole、xfce4-"
@@ -49894,14 +49895,14 @@ msgid ""
"replaced by the absolute path to the directory that is being opened in the "
"terminal.\n"
"[b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, "
-"Godot will automatically prepend arguments to this list, as these terminals "
+"Redot will automatically prepend arguments to this list, as these terminals "
"require nonstandard arguments to open in the correct folder."
msgstr ""
"执行文件系统面板的[b]在终端中打开[/b]上下文菜单动作时传递给终端模拟器的命令行"
"参数。另见 [member filesystem/external_programs/terminal_emulator]。\n"
"留空时默认的标志是 [code]{directory}[/code],会替换为要在终端中打开的目录的绝"
"对路径。\n"
-"[b]注意:[/b]终端模拟器为 PowerShell、cmd、Konsole 时,Godot 会自动在这个列表"
+"[b]注意:[/b]终端模拟器为 PowerShell、cmd、Konsole 时,Redot 会自动在这个列表"
"前加入一些额外的参数,因为这些终端需要非标准的参数才能够在正确的文件夹中打开。"
msgid ""
@@ -49954,21 +49955,21 @@ msgstr ""
msgid ""
"The port number used for Remote Procedure Call (RPC) communication with "
-"Godot's created process of the blender executable.\n"
-"Setting this to 0 effectively disables communication with Godot and the "
+"Redot's created process of the blender executable.\n"
+"Setting this to 0 effectively disables communication with Redot and the "
"blender process, making performance slower."
msgstr ""
-"用于与 Godot 创建的 Blender 可执行文件进程进行远程过程调用(RPC)通信的端口"
+"用于与 Redot 创建的 Blender 可执行文件进程进行远程过程调用(RPC)通信的端口"
"号。\n"
-"将其设置为 0 会有效禁用与 Godot 的通信和 Blender 进程,从而降低性能。"
+"将其设置为 0 会有效禁用与 Redot 的通信和 Blender 进程,从而降低性能。"
msgid ""
"The maximum idle uptime (in seconds) of the Blender process.\n"
-"This prevents Godot from having to create a new process for each import "
+"This prevents Redot from having to create a new process for each import "
"within the given seconds."
msgstr ""
"Blender 进程的最大空闲运行时间(单位为秒)。\n"
-"能够在给定的秒数内,防止 Godot 每次导入都创建一个新的进程。"
+"能够在给定的秒数内,防止 Redot 每次导入都创建一个新的进程。"
msgid ""
"The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene "
@@ -50046,8 +50047,8 @@ msgstr ""
msgid ""
"How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. "
"Different platforms have different standard behaviors for this, which can be "
-"overridden using this setting. This is useful if you use Godot both on "
-"Windows and macOS/Linux and your Godot muscle memory is stronger than your OS "
+"overridden using this setting. This is useful if you use Redot both on "
+"Windows and macOS/Linux and your Redot muscle memory is stronger than your OS "
"specific one.\n"
"- [b]Auto[/b] follows the platform convention: Cancel first on macOS and "
"Linux, OK first on Windows.\n"
@@ -50055,8 +50056,8 @@ msgid ""
"- [b]OK First[/b] forces the ordering OK/Cancel."
msgstr ""
"如何在编辑器的 [AcceptDialog] 中定位取消和确定按钮。不同的平台有不同的标准行"
-"为,可以用这个设置来覆盖。如果你在 Windows 和 macOS/Linux 上都使用 Godot,而且"
-"你的 Godot 肌肉记忆比你的操作系统记忆更强,那么这一点很有用。\n"
+"为,可以用这个设置来覆盖。如果你在 Windows 和 macOS/Linux 上都使用 Redot,而且"
+"你的 Redot 肌肉记忆比你的操作系统记忆更强,那么这一点很有用。\n"
"- [b]Auto[/b] 遵守平台约定:在 macOS 和 Linux 上取消在前,在 Windows 上确定在"
"前。\n"
"- [b]Cancel First[/b] 强制为取消/确定的顺序。\n"
@@ -50740,11 +50741,11 @@ msgid ""
msgstr "界面元素的圆角半径(单位为像素)。[code]0[/code] 则为正方形。"
msgid ""
-"The custom theme resource to use for the editor. Must be a Godot theme "
+"The custom theme resource to use for the editor. Must be a Redot theme "
"resource in [code].tres[/code] or [code].res[/code] format."
msgstr ""
"用于编辑器的自定义主题资源。必须是 [code].tres[/code] 或 [code].res[/code] 格"
-"式的 Godot 主题资源。"
+"式的 Redot 主题资源。"
msgid ""
"If [code]true[/code], draws additional borders around interactive UI elements "
@@ -50780,13 +50781,13 @@ msgstr ""
msgid ""
"The saturation to use for editor icons. Higher values result in more vibrant "
"colors.\n"
-"[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot "
-"4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/"
+"[b]Note:[/b] The default editor icon saturation was increased by 30% in Redot "
+"4.0 and later. To get Redot 3.x's icon saturation back, set [member interface/"
"theme/icon_saturation] to [code]0.77[/code]."
msgstr ""
"用于编辑器图标的饱和度。值越高,颜色越鲜艳。\n"
-"[b]注意:[/b]在 Godot 4.0 及更高版本中,默认编辑器图标饱和度增加了 30%。要恢复"
-"为 Godot 3.x 的图标饱和度,请将 [member interface/theme/icon_saturation] 设置"
+"[b]注意:[/b]在 Redot 4.0 及更高版本中,默认编辑器图标饱和度增加了 30%。要恢复"
+"为 Redot 3.x 的图标饱和度,请将 [member interface/theme/icon_saturation] 设置"
"为 [code]0.77[/code]。"
msgid "The editor theme preset to use."
@@ -50856,8 +50857,8 @@ msgid ""
"version, but only within the same minor version. E.g. if your version is "
"[code]4.3.stable[/code], you will be notified about [code]4.3.1.stable[/"
"code], but not [code]4.4.stable[/code].\n"
-"All update modes will ignore builds with different major versions (e.g. Godot "
-"4 -> Godot 5)."
+"All update modes will ignore builds with different major versions (e.g. Redot "
+"4 -> Redot 5)."
msgstr ""
"指定引擎检查更新的方式。\n"
"- [b]Disable Update Checks[/b] 阻止引擎进行更新检查(另见 [member network/"
@@ -50867,17 +50868,17 @@ msgstr ""
"- [b]Check Newest Patch[/b] 检查最新的稳定版本,但次版本号必须相同。例如你的版"
"本为 [code]4.3.stable[/code],则会通知 [code]4.3.1.stable[/code],不会通知 "
"[code]4.4.stable[/code]。\n"
-"所有更新模式均会忽略主版本号不同的构建(例如 Godot 4 -> Godot 5)。"
+"所有更新模式均会忽略主版本号不同的构建(例如 Redot 4 -> Redot 5)。"
msgid ""
"Determines whether online features are enabled in the editor, such as the "
"Asset Library or update checks. Disabling these online features helps "
"alleviate privacy concerns by preventing the editor from making HTTP requests "
-"to the Godot website or third-party platforms hosting assets from the Asset "
+"to the Redot website or third-party platforms hosting assets from the Asset "
"Library."
msgstr ""
"决定编辑器中是否启用资产库、更新检查等在线功能。禁用这些在线功能可以防止编辑器"
-"向 Godot 网站和托管资产库中资产的第三方平台发出 HTTP 请求,有助于减轻对隐私的"
+"向 Redot 网站和托管资产库中资产的第三方平台发出 HTTP 请求,有助于减轻对隐私的"
"担忧。"
msgid ""
@@ -50891,35 +50892,35 @@ msgstr ""
"接)。"
msgid ""
-"The port to listen to when starting the remote debugger. Godot will try to "
+"The port to listen to when starting the remote debugger. Redot will try to "
"use port numbers above the configured number if the configured number is "
"already taken by another application."
msgstr ""
-"启动远程调试器时要监听的端口。如果配置的数字已被另一个应用程序占用,Godot 将尝"
+"启动远程调试器时要监听的端口。如果配置的数字已被另一个应用程序占用,Redot 将尝"
"试使用高于该配置数字的端口号。"
msgid ""
"The host to use to contact the HTTP and HTTPS proxy in the editor (for the "
"asset library and export template downloads). See also [member network/"
"http_proxy/port].\n"
-"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, "
+"[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, "
"so you have to enter them manually here if needed."
msgstr ""
"用于在编辑器中联系 HTTP 和 HTTPS 代理的主机(用于资产库和导出模板下载)。另见 "
"[member network/http_proxy/port]。\n"
-"[b]注意:[/b]Godot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动"
+"[b]注意:[/b]Redot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动"
"输入。"
msgid ""
"The port number to use to contact the HTTP and HTTPS proxy in the editor (for "
"the asset library and export template downloads). See also [member network/"
"http_proxy/host].\n"
-"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, "
+"[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, "
"so you have to enter them manually here if needed."
msgstr ""
"用于在编辑器中联系 HTTP 和 HTTPS 代理的端口号(用于资产库和导出模板下载)。另"
"请参阅 [member network/http_proxy/host]。\n"
-"[b]注意:[/b]Godot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动"
+"[b]注意:[/b]Redot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动"
"输入。"
msgid ""
@@ -51764,8 +51765,8 @@ msgstr ""
"在编辑器设置改变后触发。它被各种编辑器插件使用,以在主题更改时更新视觉效果,或"
"在配置更改时更新逻辑。"
-msgid "Godot editor's control for editing numeric values."
-msgstr "Godot 编辑器用于编辑数值的控件。"
+msgid "Redot editor's control for editing numeric values."
+msgstr "Redot 编辑器用于编辑数值的控件。"
msgid ""
"This [Control] node is used in the editor's Inspector dock to allow editing "
@@ -51877,13 +51878,13 @@ msgid ""
" return [\"csv\"]\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"[Tool]\n"
"public partial class CustomParser : EditorTranslationParserPlugin\n"
"{\n"
-" public override void _ParseFile(string path, Godot.Collections."
-"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> "
+" public override void _ParseFile(string path, Redot.Collections."
+"Array<string> msgids, Redot.Collections.Array<Redot.Collections.Array> "
"msgidsContextPlural)\n"
" {\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
@@ -51922,15 +51923,15 @@ msgid ""
"[csharp]\n"
"// This will add a message with msgid \"Test 1\", msgctxt \"context\", and "
"msgid_plural \"test 1 plurals\".\n"
-"msgidsContextPlural.Add(new Godot.Collections.Array{\"Test 1\", \"context\", "
+"msgidsContextPlural.Add(new Redot.Collections.Array{\"Test 1\", \"context\", "
"\"test 1 Plurals\"});\n"
"// This will add a message with msgid \"A test without context\" and "
"msgid_plural \"plurals\".\n"
-"msgidsContextPlural.Add(new Godot.Collections.Array{\"A test without "
+"msgidsContextPlural.Add(new Redot.Collections.Array{\"A test without "
"context\", \"\", \"plurals\"});\n"
"// This will add a message with msgid \"Only with context\" and msgctxt \"a "
"friendly context\".\n"
-"msgidsContextPlural.Add(new Godot.Collections.Array{\"Only with context\", "
+"msgidsContextPlural.Add(new Redot.Collections.Array{\"Only with context\", "
"\"a friendly context\", \"\"});\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -51950,8 +51951,8 @@ msgid ""
" return [\"gd\"]\n"
"[/gdscript]\n"
"[csharp]\n"
-"public override void _ParseFile(string path, Godot.Collections.Array<string> "
-"msgids, Godot.Collections.Array<Godot.Collections.Array> "
+"public override void _ParseFile(string path, Redot.Collections.Array<string> "
+"msgids, Redot.Collections.Array<Redot.Collections.Array> "
"msgidsContextPlural)\n"
"{\n"
" var res = ResourceLoader.Load<Script>(path, \"Script\");\n"
@@ -51998,13 +51999,13 @@ msgstr ""
" return [\"csv\"]\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"[Tool]\n"
"public partial class CustomParser : EditorTranslationParserPlugin\n"
"{\n"
-" public override void _ParseFile(string path, Godot.Collections."
-"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> "
+" public override void _ParseFile(string path, Redot.Collections."
+"Array<string> msgids, Redot.Collections.Array<Redot.Collections.Array> "
"msgidsContextPlural)\n"
" {\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
@@ -52041,15 +52042,15 @@ msgstr ""
"[csharp]\n"
"// 这将添加一条消息,其中 msgid 为“测试 1”、msgctxt 为“上下文”,以及 "
"msgid_plural 为“测试 1 复数形式”。\n"
-"msgidsContextPlural.Add(new Godot.Collections.Array{\"测试 1\", \"上下文\", "
+"msgidsContextPlural.Add(new Redot.Collections.Array{\"测试 1\", \"上下文\", "
"\"测试 1 复数形式\"});\n"
"// 这将添加一条消息,其中 msgid 为“一个没有上下文的测试”、msgid_plural 为 “复"
"数形式”。\n"
-"msgidsContextPlural.Add(new Godot.Collections.Array{\"一个没有上下文的测试\", "
+"msgidsContextPlural.Add(new Redot.Collections.Array{\"一个没有上下文的测试\", "
"\"\", \"复数形式\"});\n"
"// 这将添加一条消息,其中 msgid 为“仅带有上下文”、msgctxt 为 “一条友好的上下"
"文”。\n"
-"msgidsContextPlural.Add(new Godot.Collections.Array{\"仅带有上下文\", \"一条友"
+"msgidsContextPlural.Add(new Redot.Collections.Array{\"仅带有上下文\", \"一条友"
"好的上下文\", \"\"});\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -52068,8 +52069,8 @@ msgstr ""
" return [\"gd\"]\n"
"[/gdscript]\n"
"[csharp]\n"
-"public override void _ParseFile(string path, Godot.Collections.Array<string> "
-"msgids, Godot.Collections.Array<Godot.Collections.Array> "
+"public override void _ParseFile(string path, Redot.Collections.Array<string> "
+"msgids, Redot.Collections.Array<Redot.Collections.Array> "
"msgidsContextPlural)\n"
"{\n"
" var res = ResourceLoader.Load<Script>(path, \"Script\");\n"
@@ -52115,7 +52116,7 @@ msgid ""
"- If the object is external resource or anything else, use global history.\n"
"This guessing can sometimes yield false results, so you can provide a custom "
"context object when creating an action.\n"
-"[EditorUndoRedoManager] is intended to be used by Godot editor plugins. You "
+"[EditorUndoRedoManager] is intended to be used by Redot editor plugins. You "
"can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses "
"or plugins that don't need to integrate with the editor's undo history, use "
"[UndoRedo] instead.\n"
@@ -52134,7 +52135,7 @@ msgstr ""
"- 如果该对象为内置资源,则使用其路径上的场景;\n"
"- 如果该对象为外部资源或任何其他对象,则使用全局历史。\n"
"推断的结果有时并不准确,所以在创建动作时你可以提供自定义的上下文对象。\n"
-"[EditorUndoRedoManager] 是为 Godot 编辑器插件使用而设计的。你可以使用 [method "
+"[EditorUndoRedoManager] 是为 Redot 编辑器插件使用而设计的。你可以使用 [method "
"EditorPlugin.get_undo_redo] 获取。对于非编辑器使用场景或者不需要与编辑器撤销历"
"史记录集成的插件,请改用 [UndoRedo]。\n"
"管理器的 API 与 [UndoRedo] 基本一致,它的文档中有更多示例。主要区别在于 "
@@ -52665,7 +52666,7 @@ msgid "Destroys the host and all resources associated with it."
msgstr "销毁主机和与其关联的所有资源。"
msgid ""
-"Configure this ENetHost to use the custom Godot extension allowing DTLS "
+"Configure this ENetHost to use the custom Redot extension allowing DTLS "
"encryption for ENet clients. Call this before [method connect_to_host] to "
"have ENet connect using DTLS validating the server certificate against [param "
"hostname]. You can pass the optional [param client_options] parameter to "
@@ -52673,19 +52674,19 @@ msgid ""
"verification. See [method TLSOptions.client] and [method TLSOptions."
"client_unsafe]."
msgstr ""
-"配置此 ENetHost 以使用允许对 ENet 客户端进行 DTLS 加密的自定义 Godot 扩展。在 "
+"配置此 ENetHost 以使用允许对 ENet 客户端进行 DTLS 加密的自定义 Redot 扩展。在 "
"[method connect_to_host] 之前调用它,让 ENet 连接使用 DTLS 根据 [param "
"hostname] 验证服务器证书。可以通过可选的 [param client_options] 参数来自定义受"
"信任的证书颁发机构,或禁用通用名称验证。见 [method TLSOptions.client] 和 "
"[method TLSOptions.client_unsafe]。"
msgid ""
-"Configure this ENetHost to use the custom Godot extension allowing DTLS "
+"Configure this ENetHost to use the custom Redot extension allowing DTLS "
"encryption for ENet servers. Call this right after [method create_host_bound] "
"to have ENet expect peers to connect using DTLS. See [method TLSOptions."
"server]."
msgstr ""
-"配置该 ENetHost 以使用允许对 ENet 服务器进行 DTLS 加密的自定义 Godot 扩展。在 "
+"配置该 ENetHost 以使用允许对 ENet 服务器进行 DTLS 加密的自定义 Redot 扩展。在 "
"[method create_host_bound] 之后立即调用该方法,以让 ENet 期望对等体使用 DTLS "
"进行连接。请参阅 [method TLSOptions.server]。"
@@ -53299,13 +53300,13 @@ msgstr "提供对引擎属性的访问。"
msgid ""
"The [Engine] singleton allows you to query and modify the project's run-time "
"parameters, such as frames per second, time scale, and others. It also stores "
-"information about the current build of Godot, such as the current version."
+"information about the current build of Redot, such as the current version."
msgstr ""
"[Engine] 单例使你可以查询和修改项目的运行时参数,例如每秒帧数,时间缩放等。它"
-"还存储有关 Godot 当前构建的信息,例如当前版本。"
+"还存储有关 Redot 当前构建的信息,例如当前版本。"
msgid ""
-"Returns the name of the CPU architecture the Godot binary was built for. "
+"Returns the name of the CPU architecture the Redot binary was built for. "
"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/"
"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/code], "
"[code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], "
@@ -53315,23 +53316,23 @@ msgid ""
"[codeblocks]\n"
"[gdscript]\n"
"if \"64\" in Engine.get_architecture_name():\n"
-" print(\"Running a 64-bit build of Godot.\")\n"
+" print(\"Running a 64-bit build of Redot.\")\n"
"else:\n"
-" print(\"Running a 32-bit build of Godot.\")\n"
+" print(\"Running a 32-bit build of Redot.\")\n"
"[/gdscript]\n"
"[csharp]\n"
"if (Engine.GetArchitectureName().Contains(\"64\"))\n"
-" GD.Print(\"Running a 64-bit build of Godot.\");\n"
+" GD.Print(\"Running a 64-bit build of Redot.\");\n"
"else\n"
-" GD.Print(\"Running a 32-bit build of Godot.\");\n"
+" GD.Print(\"Running a 32-bit build of Redot.\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU "
"architecture (like [method OS.get_processor_name]). For example, when running "
-"an [code]x86_32[/code] Godot binary on an [code]x86_64[/code] system, the "
+"an [code]x86_32[/code] Redot binary on an [code]x86_64[/code] system, the "
"returned value will still be [code]\"x86_32\"[/code]."
msgstr ""
-"返回构建 Godot 二进制文件所针对的 CPU 架构的名称。可能的返回值有 "
+"返回构建 Redot 二进制文件所针对的 CPU 架构的名称。可能的返回值有 "
"[code]\"x86_64\"[/code]、[code]\"x86_32\"[/code]、[code]\"arm64\"[/code]、"
"[code]\"arm32\"[/code]、[code]\"rv64\"[/code]、[code]\"riscv\"[/code]、"
"[code]\"ppc64\"[/code]、[code]\"ppc\"[/code]、[code]\"wasm64\"[/code] 和 "
@@ -53341,35 +53342,35 @@ msgstr ""
"[codeblocks]\n"
"[gdscript]\n"
"if \"64\" in Engine.get_architecture_name():\n"
-" print(\"正在运行 64 位 Godot。\")\n"
+" print(\"正在运行 64 位 Redot。\")\n"
"else:\n"
-" print(\"正在运行 32 位 Godot。\")\n"
+" print(\"正在运行 32 位 Redot。\")\n"
"[/gdscript]\n"
"[csharp]\n"
"if (Engine.GetArchitectureName().Contains(\"64\"))\n"
-" GD.Print(\"正在运行 64 位 Godot。\");\n"
+" GD.Print(\"正在运行 64 位 Redot。\");\n"
"else\n"
-" GD.Print(\"正在运行 32 位 Godot。\");\n"
+" GD.Print(\"正在运行 32 位 Redot。\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]该方法[i]不返回[/i]系统 CPU 架构的名称(如 [method OS."
"get_processor_name])。例如在 [code]x86_64[/code] 系统上运行 [code]x86_32[/"
-"code] Godot 二进制文件时,返回值仍为 [code]\"x86_32\"[/code]。"
+"code] Redot 二进制文件时,返回值仍为 [code]\"x86_32\"[/code]。"
msgid ""
"Returns the engine author information as a [Dictionary], where each entry is "
-"an [Array] of strings with the names of notable contributors to the Godot "
+"an [Array] of strings with the names of notable contributors to the Redot "
"Engine: [code]lead_developers[/code], [code]founders[/code], "
"[code]project_managers[/code], and [code]developers[/code]."
msgstr ""
"以 [Dictionary] 形式返回引擎作者信息,其中每个条目都是一个字符串 [Array],其中"
-"包含 Godot 引擎著名贡献者的姓名:[code]lead_developers[/code]、"
+"包含 Redot 引擎著名贡献者的姓名:[code]lead_developers[/code]、"
"[code]founders[/code]、[code]project_managers[/code] 和 [code]developers[/"
"code]。"
msgid ""
"Returns an [Array] of dictionaries with copyright information for every "
-"component of Godot's source code.\n"
+"component of Redot's source code.\n"
"Every [Dictionary] contains a [code]name[/code] identifier, and a "
"[code]parts[/code] array of dictionaries. It describes the component in "
"detail with the following entries:\n"
@@ -53381,7 +53382,7 @@ msgid ""
"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://"
"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")."
msgstr ""
-"返回包含 Godot 源码组件版权信息的字典的 [Array]。\n"
+"返回包含 Redot 源码组件版权信息的字典的 [Array]。\n"
"每个 [Dictionary] 中都包含了名称标识符 [code]name[/code] 以及另一个字典数组 "
"[code]parts[/code]。后者详细描述了对应的组件,包含的字段如下:\n"
"- [code]files[/code] - 受到该组件影响的源码文件路径 [Array];\n"
@@ -53421,17 +53422,17 @@ msgid ""
msgstr "返回每秒渲染的平均帧数(FPS),也被称为帧速率。"
msgid ""
-"Returns a [Dictionary] of licenses used by Godot and included third party "
+"Returns a [Dictionary] of licenses used by Redot and included third party "
"components. Each entry is a license name (such as \"[url=https://en.wikipedia."
"org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its associated "
"text."
msgstr ""
-"返回 Godot 和包含的第三方组件使用的许可证的 [Dictionary]。每个条目都是一个许可"
+"返回 Redot 和包含的第三方组件使用的许可证的 [Dictionary]。每个条目都是一个许可"
"证名称(例如 \"[url=https://en.wikipedia.org/wiki/"
"MIT_License#Ambiguity_and_variants]Expat[/url]\")及其关联的文本。"
-msgid "Returns the full Godot license text."
-msgstr "返回完整的 Godot 许可证文本。"
+msgid "Returns the full Redot license text."
+msgstr "返回完整的 Redot 许可证文本。"
msgid ""
"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] "
@@ -53913,7 +53914,7 @@ msgstr ""
msgid ""
"The number of fixed iterations per second. This controls how often physics "
"simulation and [method Node._physics_process] methods are run. This value "
-"should generally always be set to [code]60[/code] or above, as Godot doesn't "
+"should generally always be set to [code]60[/code] or above, as Redot doesn't "
"interpolate the physics step. As a result, values lower than [code]60[/code] "
"will look stuttery. This value can be increased to make input more reactive "
"or work around collision tunneling issues, but keep in mind doing so will "
@@ -53928,7 +53929,7 @@ msgid ""
"significantly above its default value."
msgstr ""
"每秒执行的固定迭代次数。用于控制物理仿真和 [method Node._physics_process] 的执"
-"行频率。因为 Godot 不会进行物理步骤的插值,所以通常应该总是将其设成大于等于 "
+"行频率。因为 Redot 不会进行物理步骤的插值,所以通常应该总是将其设成大于等于 "
"[code]60[/code] 的值。因此,如果值小于 [code]60[/code] 就会看起来卡顿。提高该"
"值可以让输入变得更加灵敏、也可以绕过碰撞隧道问题,但请记得这么做也会提升 CPU "
"的占用率。另请参阅 [member max_fps] 和 [member ProjectSettings.physics/common/"
@@ -54820,7 +54821,7 @@ msgid ""
"This darkens objects' corners and cavities to simulate ambient light not "
"reaching the entire object as in real life. This works well for small, "
"dynamic objects, but baked lighting or ambient occlusion textures will do a "
-"better job at displaying ambient occlusion on large static objects. Godot "
+"better job at displaying ambient occlusion on large static objects. Redot "
"uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is "
"itself a form of Horizon Based Ambient Occlusion.\n"
"[b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not "
@@ -54828,7 +54829,7 @@ msgid ""
msgstr ""
"如果为 [code]true[/code],则启用屏幕空间环境光遮蔽效果。这会使物体的角落和空腔"
"变暗,以模拟环境光像现实生活中那样不会到达整个物体。这适用于小型动态对象,但烘"
-"焙照明或环境光遮蔽纹理,在大型静态对象上显示环境光遮蔽方面效果更好。Godot 使用"
+"焙照明或环境光遮蔽纹理,在大型静态对象上显示环境光遮蔽方面效果更好。Redot 使用"
"一种称为自适应屏幕空间环境光遮蔽的 SSAO 形式,它本身就是一种基于地平线的环境光"
"遮蔽形式。\n"
"[b]注意:[/b]SSAO 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。"
@@ -54981,11 +54982,11 @@ msgstr "色调映射的默认曝光。值越高,图像越亮。另见 [member
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR "
-"values to be suitable for rendering on an LDR display. (Godot doesn't support "
+"values to be suitable for rendering on an LDR display. (Redot doesn't support "
"rendering on HDR displays yet.)"
msgstr ""
"要使用的色调映射模式。色调映射是对 HDR 值进行“转换”的过程,转换后的值适合在 "
-"LDR 显示器上渲染。(Godot 尚不支持在 HDR 显示器上进行渲染。)"
+"LDR 显示器上渲染。(Redot 尚不支持在 HDR 显示器上进行渲染。)"
msgid ""
"The white reference value for tonemapping (also called \"whitepoint\"). "
@@ -55262,13 +55263,13 @@ msgid ""
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and "
"[constant TONE_MAPPER_FILMIC].\n"
-"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
+"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Redot 3.x."
msgstr ""
"使用学院色彩编码系统(Academy Color Encoding System)色调映射器。ACES 比其他选"
"项消耗略高,但对于较亮光照的处理更真实,越亮饱和度越低。ACES 的输出在对比度方"
"面通常比 [constant TONE_MAPPER_REINHARDT] 和 [constant TONE_MAPPER_FILMIC] 更"
"高。\n"
-"[b]注意:[/b]Godot 3.x 将该色调映射运算符称为“ACES Fitted”。"
+"[b]注意:[/b]Redot 3.x 将该色调映射运算符称为“ACES Fitted”。"
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
@@ -56140,13 +56141,13 @@ msgid ""
"Creates a new [FileAccess] object and opens a compressed file for reading or "
"writing.\n"
"[b]Note:[/b] [method open_compressed] can only read files that were saved by "
-"Godot, not third-party compression formats. See [url=https://github.com/"
+"Redot, not third-party compression formats. See [url=https://github.com/"
"godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.\n"
"Returns [code]null[/code] if opening the file failed. You can use [method "
"get_open_error] to check the error that occurred."
msgstr ""
"创建一个新的 [FileAccess] 对象,并打开一个压缩文件以进行读取或写入。\n"
-"[b]注意:[/b][method open_compressed] 只能读取 Godot 保存的文件,不能读取第三"
+"[b]注意:[/b][method open_compressed] 只能读取 Redot 保存的文件,不能读取第三"
"方压缩格式。有关解决方法,请参阅 [url=https://github.com/godotengine/godot/"
"issues/28999]GitHub 问题 #28999[/url]。\n"
"如果打开文件失败,则返回 [code]null[/code]。可以使用 [method get_open_error] "
@@ -56751,8 +56752,8 @@ msgstr "重新加载按钮的自定义图标。"
msgid "Custom icon for the toggle hidden button."
msgstr "切换隐藏按钮的自定义图标。"
-msgid "Godot editor's dock for managing files in the project."
-msgstr "Godot 编辑器中用于管理项目文件的停靠面板。"
+msgid "Redot editor's dock for managing files in the project."
+msgstr "Redot 编辑器中用于管理项目文件的停靠面板。"
msgid ""
"This class is available only in [EditorPlugin]s and can't be instantiated. "
@@ -56824,8 +56825,8 @@ msgid ""
"Many methods and properties in the engine use 32-bit single-precision "
"floating-point numbers instead, equivalent to [code skip-lint]float[/code] in "
"C++, which have 6 reliable decimal digits of precision. For data structures "
-"such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by "
-"default, but it can be changed to use 64-bit doubles if Godot is compiled "
+"such as [Vector2] and [Vector3], Redot uses 32-bit floating-point numbers by "
+"default, but it can be changed to use 64-bit doubles if Redot is compiled "
"with the [code]precision=double[/code] option.\n"
"Math done using the [float] type is not guaranteed to be exact and will often "
"result in small errors. You should usually use the [method @GlobalScope."
@@ -56836,8 +56837,8 @@ msgstr ""
"个类型有 14 个可靠的十进制小数位精度。[float] 的最大值约为 [code]1.79769e308[/"
"code],最小值约为 [code]-1.79769e308[/code]。\n"
"不过引擎中的许多方法和属性默认使用的都是 32 位单精度浮点数,相当于 C++ 中的 "
-"[code skip-lint]float[/code],有 6 位可靠的十进制小数位精度。Godot 在 "
-"[Vector2] 和 [Vector3] 等数据结构中默认使用 32 位浮点数,但如果 Godot 编译时使"
+"[code skip-lint]float[/code],有 6 位可靠的十进制小数位精度。Redot 在 "
+"[Vector2] 和 [Vector3] 等数据结构中默认使用 32 位浮点数,但如果 Redot 编译时使"
"用了 [code]precision=double[/code] 选项,就会改为 64 位的 double。\n"
"使用 [float] 类型进行的数学运算无法保证精确与稳定,经常会产生较小的误差。你通"
"常应该使用 [method @GlobalScope.is_equal_approx] 和 [method @GlobalScope."
@@ -60026,14 +60027,14 @@ msgstr "GLTF 相机规格和示例文件"
msgid "Creates a new GLTFCamera instance by parsing the given [Dictionary]."
msgstr "通过解析给定的 [Dictionary] 新建 GLTFCamera 实例。"
-msgid "Create a new GLTFCamera instance from the given Godot [Camera3D] node."
-msgstr "从给定的 Godot [Camera3D] 节点新建 GLTFCamera 实例。"
+msgid "Create a new GLTFCamera instance from the given Redot [Camera3D] node."
+msgstr "从给定的 Redot [Camera3D] 节点新建 GLTFCamera 实例。"
msgid "Serializes this GLTFCamera instance into a [Dictionary]."
msgstr "将这个 GLTFCamera 实例序列化为 [Dictionary]。"
-msgid "Converts this GLTFCamera instance into a Godot [Camera3D] node."
-msgstr "将这个 GLTFCamera 实例转换为 Godot [Camera3D] 节点。"
+msgid "Converts this GLTFCamera instance into a Redot [Camera3D] node."
+msgstr "将这个 GLTFCamera 实例转换为 Redot [Camera3D] 节点。"
msgid ""
"The distance to the far culling boundary for this camera relative to its "
@@ -60051,11 +60052,11 @@ msgstr ""
msgid ""
"The FOV of the camera. This class and GLTF define the camera FOV in radians, "
-"while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. "
+"while Redot uses degrees. This maps to GLTF's [code]yfov[/code] property. "
"This value is only used for perspective cameras, when [member perspective] is "
"true."
msgstr ""
-"该相机的 FOV。这个类和 GLTF 在定义相机 FOV 时使用的都是弧度,但 Godot 使用的是"
+"该相机的 FOV。这个类和 GLTF 在定义相机 FOV 时使用的都是弧度,但 Redot 使用的是"
"度。映射到 GLTF 的 [code]yfov[/code] 属性。只在透视相机中使用,即 [member "
"perspective] 为 true 时。"
@@ -60070,21 +60071,21 @@ msgstr ""
msgid ""
"The size of the camera. This class and GLTF define the camera size magnitude "
-"as a radius in meters, while Godot defines it as a diameter in meters. This "
+"as a radius in meters, while Redot defines it as a diameter in meters. This "
"maps to GLTF's [code]ymag[/code] property. This value is only used for "
"orthographic/orthogonal cameras, when [member perspective] is false."
msgstr ""
"该相机的大小。这个类和 GLTF 在定义相机大小尺度时使用的都是半径的米数,但 "
-"Godot 使用的是直径的米数。映射到 GLTF 的 [code]ymag[/code] 属性。只在正交相机"
+"Redot 使用的是直径的米数。映射到 GLTF 的 [code]ymag[/code] 属性。只在正交相机"
"中使用,即 [member perspective] 为 false 时。"
-msgid "Class for importing and exporting glTF files in and out of Godot."
-msgstr "用于在 Godot 中导入和导出 glTF 文件的类。"
+msgid "Class for importing and exporting glTF files in and out of Redot."
+msgstr "用于在 Redot 中导入和导出 glTF 文件的类。"
msgid ""
-"GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. "
+"GLTFDocument supports reading data from a glTF file, buffer, or Redot scene. "
"This data can then be written to the filesystem, buffer, or used to create a "
-"Godot scene.\n"
+"Redot scene.\n"
"All of the data in a GLTF scene is stored in the [GLTFState] class. "
"GLTFDocument processes state objects, but does not contain any scene data "
"itself. GLTFDocument has member variables to store export configuration "
@@ -60096,8 +60097,8 @@ msgid ""
"[method register_gltf_document_extension]. This allows for custom data to be "
"imported and exported."
msgstr ""
-"GLTFDocument 支持从 glTF 文件、缓冲区或 Godot 场景中读取数据。然后可以将该数据"
-"写入文件系统、缓冲区或用于创建 Godot 场景。\n"
+"GLTFDocument 支持从 glTF 文件、缓冲区或 Redot 场景中读取数据。然后可以将该数据"
+"写入文件系统、缓冲区或用于创建 Redot 场景。\n"
"GLTF 场景中的所有数据都存储在 [GLTFState] 类中。GLTFDocument 处理状态对象,但"
"本身不包含任何场景数据。GLTFDocument 有成员变量来存储如图像格式等导出配置设"
"置,但在其他方面是无状态的。可以使用相同的 GLTFDocument 对象和不同的 "
@@ -60135,10 +60136,10 @@ msgstr ""
"路径,可以为空。"
msgid ""
-"Takes a Godot Engine scene node and exports it and its descendants to the "
+"Takes a Redot Engine scene node and exports it and its descendants to the "
"given [GLTFState] object through the [param state] parameter."
msgstr ""
-"接收一个 Godot 引擎的场景节点,并通过 [param state] 参数将其及其后代导出到给定"
+"接收一个 Redot 引擎的场景节点,并通过 [param state] 参数将其及其后代导出到给定"
"的 [GLTFState] 对象。"
msgid ""
@@ -60150,10 +60151,10 @@ msgstr ""
msgid ""
"Takes a [GLTFState] object through the [param state] parameter and returns a "
-"Godot Engine scene node.\n"
+"Redot Engine scene node.\n"
"The [param bake_fps] parameter overrides the bake_fps in [param state]."
msgstr ""
-"通过 [param state] 参数接收一个 [GLTFState] 对象,并返回一个 Godot 引擎的场景"
+"通过 [param state] 参数接收一个 [GLTFState] 对象,并返回一个 Redot 引擎的场景"
"节点。\n"
"[param bake_fps] 参数会覆盖 [param state] 中的 bake_fps。"
@@ -60190,13 +60191,13 @@ msgid ""
"The user-friendly name of the export image format. This is used when "
"exporting the GLTF file, including writing to a file and writing to a byte "
"array.\n"
-"By default, Godot allows the following options: \"None\", \"PNG\", \"JPEG\", "
+"By default, Redot allows the following options: \"None\", \"PNG\", \"JPEG\", "
"\"Lossless WebP\", and \"Lossy WebP\". Support for more image formats can be "
"added in [GLTFDocumentExtension] classes."
msgstr ""
"导出图像格式的用户友好名称。这被用于导出 GLTF 文件,包括写入文件和写入字节数"
"组。\n"
-"默认情况下,Godot 允许以下选项:“无”、“PNG”、“JPEG”、“无损 WebP”和“有损 "
+"默认情况下,Redot 允许以下选项:“无”、“PNG”、“JPEG”、“无损 WebP”和“有损 "
"WebP”。可以使用 [GLTFDocumentExtension] 类添加对更多图像格式的支持。"
msgid ""
@@ -60223,34 +60224,34 @@ msgstr ""
"设置选项卡中被覆盖。"
msgid ""
-"Treat the Godot scene's root node as the root node of the glTF file, and mark "
+"Treat the Redot scene's root node as the root node of the glTF file, and mark "
"it as the single root node via the [code]GODOT_single_root[/code] glTF "
"extension. This will be parsed the same as [constant "
"ROOT_NODE_MODE_KEEP_ROOT] if the implementation does not support "
"[code]GODOT_single_root[/code]."
msgstr ""
-"将 Godot 场景的根节点视为 glTF 文件的根节点,并通过 [code]GODOT_single_root[/"
+"将 Redot 场景的根节点视为 glTF 文件的根节点,并通过 [code]GODOT_single_root[/"
"code] glTF 扩展将其标记为单根节点。如果实现不支持 [code]GODOT_single_root[/"
"code],这将与 [constant ROOT_NODE_MODE_KEEP_ROOT] 进行相同的解析。"
msgid ""
-"Treat the Godot scene's root node as the root node of the glTF file, but do "
+"Treat the Redot scene's root node as the root node of the glTF file, but do "
"not mark it as anything special. An extra root node will be generated when "
-"importing into Godot. This uses only vanilla glTF features. This is "
-"equivalent to the behavior in Godot 4.1 and earlier."
+"importing into Redot. This uses only vanilla glTF features. This is "
+"equivalent to the behavior in Redot 4.1 and earlier."
msgstr ""
-"将 Godot 场景的根节点视为 glTF 文件的根节点,但不要将其标记为任何特殊的东西。"
-"导入 Godot 时会生成一个额外的根节点。这仅使用普通 glTF 功能。这相当于 Godot "
+"将 Redot 场景的根节点视为 glTF 文件的根节点,但不要将其标记为任何特殊的东西。"
+"导入 Redot 时会生成一个额外的根节点。这仅使用普通 glTF 功能。这相当于 Redot "
"4.1 及更早版本中的行为。"
msgid ""
-"Treat the Godot scene's root node as the name of the glTF scene, and add all "
+"Treat the Redot scene's root node as the name of the glTF scene, and add all "
"of its children as root nodes of the glTF file. This uses only vanilla glTF "
-"features. This avoids an extra root node, but only the name of the Godot "
+"features. This avoids an extra root node, but only the name of the Redot "
"scene's root node will be preserved, as it will not be saved as a node."
msgstr ""
-"将 Godot 场景的根节点视为 glTF 场景的名称,并将其所有子节点添加为 glTF 文件的"
-"根节点。这仅使用普通 glTF 功能。这避免了额外的根节点,但只会保留 Godot 场景根"
+"将 Redot 场景的根节点视为 glTF 场景的名称,并将其所有子节点添加为 glTF 文件的"
+"根节点。这仅使用普通 glTF 功能。这避免了额外的根节点,但只会保留 Redot 场景根"
"节点的名称,因为它不会被保存为节点。"
msgid "[GLTFDocument] extension class."
@@ -60279,13 +60280,13 @@ msgstr ""
msgid ""
"Part of the export process. This method is run after [method "
"_export_preflight] and before [method _export_preserialize].\n"
-"Runs when converting the data from a Godot scene node. This method can be "
-"used to process the Godot scene node data into a format that can be used by "
+"Runs when converting the data from a Redot scene node. This method can be "
+"used to process the Redot scene node data into a format that can be used by "
"[method _export_node]."
msgstr ""
"导出过程的一部分。该方法在 [method _export_preflight] 之后和 [method "
"_export_preserialize] 之前运行。\n"
-"在转换来自 Godot 场景节点的数据时运行。该方法可用于将 Godot 场景节点的数据,处"
+"在转换来自 Redot 场景节点的数据时运行。该方法可用于将 Redot 场景节点的数据,处"
"理成可以被 [method _export_node] 使用的格式。"
msgid ""
@@ -60295,16 +60296,16 @@ msgid ""
"_serialize_texture_json].\n"
"This method can be used to modify the final JSON of each node. Data should be "
"primarily stored in [param gltf_node] prior to serializing the JSON, but the "
-"original Godot [param node] is also provided if available. The node may be "
+"original Redot [param node] is also provided if available. The node may be "
"null if not available, such as when exporting GLTF data not generated from a "
-"Godot scene."
+"Redot scene."
msgstr ""
"导出过程的一部分。该方法在 [method _get_saveable_image_formats] 之后 [method "
"_export_post] 之前运行。如果该 [GLTFDocumentExtension] 用于导出图像,则会在 "
"[method _serialize_texture_json] 之后运行。\n"
"该方法可用于修改每个节点的最终 JSON。在序列化 JSON 之前,数据应主要被存储在 "
-"[param gltf_node] 中,但如果原始 Godot [param node] 可用,它也将被提供。如果该"
-"节点不可用,例如当导出不是从 Godot 场景生成的 GLTF 数据时,该节点可能为 null。"
+"[param gltf_node] 中,但如果原始 Redot [param node] 可用,它也将被提供。如果该"
+"节点不可用,例如当导出不是从 Redot 场景生成的 GLTF 数据时,该节点可能为 null。"
msgid ""
"Part of the export process. This method is run last, after all other parts of "
@@ -60344,7 +60345,7 @@ msgstr ""
msgid ""
"Part of the import process. This method is run after [method "
"_import_post_parse] and before [method _import_node].\n"
-"Runs when generating a Godot scene node from a GLTFNode. The returned node "
+"Runs when generating a Redot scene node from a GLTFNode. The returned node "
"will be added to the scene tree. Multiple nodes can be generated in this step "
"if they are added as a child of the returned node.\n"
"[b]Note:[/b] The [param scene_parent] parameter may be null if this is the "
@@ -60352,7 +60353,7 @@ msgid ""
msgstr ""
"导入过程的一部分。该方法在 [method _import_post_parse] 之后 [method "
"_import_node] 之前运行。\n"
-"当从 GLTFNode 生成一个 Godot 场景节点时运行。返回的节点将被添加到场景树中。如"
+"当从 GLTFNode 生成一个 Redot 场景节点时运行。返回的节点将被添加到场景树中。如"
"果将多个节点添加为返回节点的子节点,则可以在该步骤中生成这些节点。\n"
"[b]注意:[/b]如果这是单个根节点,则 [param scene_parent] 参数可以为 null。"
@@ -60362,12 +60363,12 @@ msgid ""
"images, and the images are saved to a separate file, the image bytes will be "
"copied to a file with this extension. If this is set, there should be a "
"[ResourceImporter] class able to import the file. If not defined or empty, "
-"Godot will save the image into a PNG file."
+"Redot will save the image into a PNG file."
msgstr ""
"返回用于保存图像数据的文件的文件扩展名,例如 [code]\".png\"[/code]。如果定义"
"了,当使用该扩展名处理图像并将图像保存到单独的文件时,图像字节将被复制到具有该"
"扩展名的文件中。如果设置了该选项,则应该有一个能够导入该文件的 "
-"[ResourceImporter] 类。如果未定义或为空,则 Godot 会将该图像保存到 PNG 文件"
+"[ResourceImporter] 类。如果未定义或为空,则 Redot 会将该图像保存到 PNG 文件"
"中。"
msgid ""
@@ -60405,21 +60406,21 @@ msgstr ""
msgid ""
"Part of the import process. This method is run after [method "
"_generate_scene_node] and before [method _import_post].\n"
-"This method can be used to make modifications to each of the generated Godot "
+"This method can be used to make modifications to each of the generated Redot "
"scene nodes."
msgstr ""
"导入过程的一部分。该方法在 [method _generate_scene_node] 之后 [method "
"_import_post] 之前运行。\n"
-"该方法可用于对生成的每个 Godot 场景节点进行修改。"
+"该方法可用于对生成的每个 Redot 场景节点进行修改。"
msgid ""
"Part of the import process. This method is run last, after all other parts of "
"the import process.\n"
-"This method can be used to modify the final Godot scene generated by the "
+"This method can be used to modify the final Redot scene generated by the "
"import process."
msgstr ""
"导入过程的一部分。该方法在最后运行,在导入过程的所有其他部分之后。\n"
-"该方法可用于修改导入过程生成的最终 Godot 场景。"
+"该方法可用于修改导入过程生成的最终 Redot 场景。"
msgid ""
"Part of the import process. This method is run after [method "
@@ -60548,14 +60549,14 @@ msgstr "KHR_lights_punctual GLTF 扩展规格"
msgid "Creates a new GLTFLight instance by parsing the given [Dictionary]."
msgstr "通过解析给定的 [Dictionary] 新建 GLTFLight 实例。"
-msgid "Create a new GLTFLight instance from the given Godot [Light3D] node."
-msgstr "从给定的 Godot [Light3D] 节点新建 GLTFLight 实例。"
+msgid "Create a new GLTFLight instance from the given Redot [Light3D] node."
+msgstr "从给定的 Redot [Light3D] 节点新建 GLTFLight 实例。"
msgid "Serializes this GLTFLight instance into a [Dictionary]."
msgstr "将这个 GLTFLight 实例序列化为 [Dictionary]。"
-msgid "Converts this GLTFLight instance into a Godot [Light3D] node."
-msgstr "将这个 GLTFLight 实例转换为 Godot [Light3D] 节点。"
+msgid "Converts this GLTFLight instance into a Redot [Light3D] node."
+msgstr "将这个 GLTFLight 实例转换为 Redot [Light3D] 节点。"
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
@@ -60567,28 +60568,28 @@ msgid ""
"outer cone angle.\n"
"Within this angle, the light is at full brightness. Between the inner and "
"outer cone angles, there is a transition from full brightness to zero "
-"brightness. When creating a Godot [SpotLight3D], the ratio between the inner "
+"brightness. When creating a Redot [SpotLight3D], the ratio between the inner "
"and outer cone angles is used to calculate the attenuation of the light."
msgstr ""
"聚光灯下圆锥体的内角。必须小于等于外锥角。\n"
"在这个角度内,光线处于全亮状态。在内锥角和外锥角之间,存在一个从全亮度到零亮度"
-"的过渡。创建 Godot [SpotLight3D] 时,内外锥角之间的比率将被来计算光的衰减。"
+"的过渡。创建 Redot [SpotLight3D] 时,内外锥角之间的比率将被来计算光的衰减。"
msgid ""
"The intensity of the light. This is expressed in candelas (lumens per "
"steradian) for point and spot lights, and lux (lumens per m²) for directional "
-"lights. When creating a Godot light, this value is converted to a unitless "
+"lights. When creating a Redot light, this value is converted to a unitless "
"multiplier."
msgstr ""
"光的强度。对于点光和聚光,用烛光(流明/立体光)表示;对于平行光,用勒克斯(流"
-"明/平方米)表示。在创建 Godot 灯光时,这个值会被转换为无单位的乘数。"
+"明/平方米)表示。在创建 Redot 灯光时,这个值会被转换为无单位的乘数。"
msgid ""
-"The type of the light. The values accepted by Godot are \"point\", \"spot\", "
-"and \"directional\", which correspond to Godot's [OmniLight3D], "
+"The type of the light. The values accepted by Redot are \"point\", \"spot\", "
+"and \"directional\", which correspond to Redot's [OmniLight3D], "
"[SpotLight3D], and [DirectionalLight3D] respectively."
msgstr ""
-"灯光的类型。Godot接受的值有“point”、“spot”、“directional”,分别对应 Godot 的 "
+"灯光的类型。Redot接受的值有“point”、“spot”、“directional”,分别对应 Redot 的 "
"[OmniLight3D]、[SpotLight3D]、[DirectionalLight3D]。"
msgid ""
@@ -60597,21 +60598,21 @@ msgid ""
"At this angle, the light drops off to zero brightness. Between the inner and "
"outer cone angles, there is a transition from full brightness to zero "
"brightness. If this angle is a half turn, then the spotlight emits in all "
-"directions. When creating a Godot [SpotLight3D], the outer cone angle is used "
+"directions. When creating a Redot [SpotLight3D], the outer cone angle is used "
"as the angle of the spotlight."
msgstr ""
"聚光灯下圆锥体的外角。必须大于等于内锥角。\n"
"在这个角度,光线会下降到零亮度。在内锥角和外锥角之间,存在一个从全亮度到零亮度"
-"的过渡。如果这个角度是一个半圆,那么聚光灯会向所有方向发射。创建一个 Godot "
+"的过渡。如果这个角度是一个半圆,那么聚光灯会向所有方向发射。创建一个 Redot "
"[SpotLight3D] 时,外锥角被用作聚光灯的角度。"
msgid ""
"The range of the light, beyond which the light has no effect. GLTF lights "
"with no range defined behave like physical lights (which have infinite "
-"range). When creating a Godot light, the range is clamped to 4096."
+"range). When creating a Redot light, the range is clamped to 4096."
msgstr ""
"灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的物"
-"理灯光一样。当创建 Godot 灯光时,范围限制在 4096。"
+"理灯光一样。当创建 Redot 灯光时,范围限制在 4096。"
msgid "GLTFMesh represents a GLTF mesh."
msgstr "GLTFMesh 代表 GLTF 网格。"
@@ -60794,11 +60795,11 @@ msgstr "代表 GLTF 物理体。"
msgid ""
"Represents a physics body as an intermediary between the "
-"[code]OMI_physics_body[/code] GLTF data and Godot's nodes, and it's "
+"[code]OMI_physics_body[/code] GLTF data and Redot's nodes, and it's "
"abstracted in a way that allows adding support for different GLTF physics "
"extensions in the future."
msgstr ""
-"代表物理体作为 [code]OMI_physics_body[/code] GLTF 数据和 Godot 节点之间的中"
+"代表物理体作为 [code]OMI_physics_body[/code] GLTF 数据和 Redot 节点之间的中"
"介,并且它的抽象方式允许在未来添加对不同 GLTF 物理扩展的支持。"
msgid "OMI_physics_body GLTF extension"
@@ -60812,9 +60813,9 @@ msgstr ""
"建新的 GLTFPhysicsBody 实例。"
msgid ""
-"Creates a new GLTFPhysicsBody instance from the given Godot "
+"Creates a new GLTFPhysicsBody instance from the given Redot "
"[CollisionObject3D] node."
-msgstr "从给定的 Godot [CollisionObject3D] 节点新建 GLTFPhysicsBody 实例。"
+msgstr "从给定的 Redot [CollisionObject3D] 节点新建 GLTFPhysicsBody 实例。"
msgid ""
"Serializes this GLTFPhysicsBody instance into a [Dictionary]. It will be in "
@@ -60824,8 +60825,8 @@ msgstr ""
"[code]OMI_physics_body[/code] GLTF 扩展所需要的格式。"
msgid ""
-"Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node."
-msgstr "将这个 GLTFPhysicsBody 实例转换为 Godot [CollisionObject3D] 节点。"
+"Converts this GLTFPhysicsBody instance into a Redot [CollisionObject3D] node."
+msgstr "将这个 GLTFPhysicsBody 实例转换为 Redot [CollisionObject3D] 节点。"
msgid ""
"The angular velocity of the physics body, in radians per second. This is only "
@@ -60835,12 +60836,12 @@ msgstr ""
msgid ""
"The type of the body. When importing, this controls what type of "
-"[CollisionObject3D] node Godot should generate. Valid values are \"static\", "
+"[CollisionObject3D] node Redot should generate. Valid values are \"static\", "
"\"animatable\", \"character\", \"rigid\", \"vehicle\", and \"trigger\". When "
"exporting, this will be squashed down to one of \"static\", \"kinematic\", or "
"\"dynamic\" motion types, or the \"trigger\" property."
msgstr ""
-"该物体的类型。导入时,控制 Godot 应该生成哪种类型的 [CollisionObject3D] 节点。"
+"该物体的类型。导入时,控制 Redot 应该生成哪种类型的 [CollisionObject3D] 节点。"
"有效值有 “static”、“animatable”、“character”、“rigid”、“vehicle”、“trigger”。"
"导出时,这将被压缩为 “static”、“kinematic” 或 “dynamic” 运动类型之一,或为 "
"“trigger” 属性。"
@@ -60856,12 +60857,12 @@ msgid ""
"This represents the inertia around the principle axes, the diagonal of the "
"inertia tensor matrix. This is only used when the body type is \"rigid\" or "
"\"vehicle\".\n"
-"When converted to a Godot [RigidBody3D] node, if this value is zero, then the "
+"When converted to a Redot [RigidBody3D] node, if this value is zero, then the "
"inertia will be calculated automatically."
msgstr ""
"物理体的惯性强度,单位为千克平方米(kg⋅m²)。这表示绕主轴的惯性,而该轴为惯性"
"张量矩阵的对角线。仅在物体类型为 “rigid” 或 “vehicle” 时使用。\n"
-"当转换为 Godot [RigidBody3D] 节点时,如果该值为零,则会自动计算惯性。"
+"当转换为 Redot [RigidBody3D] 节点时,如果该值为零,则会自动计算惯性。"
msgid ""
"The inertia orientation of the physics body. This defines the rotation of the "
@@ -60875,12 +60876,12 @@ msgstr ""
msgid ""
"The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). "
"This is only used when the body type is \"rigid\" or \"vehicle\".\n"
-"When converted to a Godot [RigidBody3D] node, if this value is zero, then the "
+"When converted to a Redot [RigidBody3D] node, if this value is zero, then the "
"inertia will be calculated automatically."
msgstr ""
"该物理体的惯性张量,单位为千克平方米(kg⋅m²)。仅在物体类型"
"为“rigid”或“vehicle”时使用。\n"
-"转换为 Godot [RigidBody3D] 节点时,如果该值为零,则会自动计算该惯量。"
+"转换为 Redot [RigidBody3D] 节点时,如果该值为零,则会自动计算该惯量。"
msgid ""
"The linear velocity of the physics body, in meters per second. This is only "
@@ -60899,11 +60900,11 @@ msgstr "代表 GLTF 物理形状。"
msgid ""
"Represents a physics shape as defined by the [code]OMI_physics_shape[/code] "
"or [code]OMI_collider[/code] GLTF extensions. This class is an intermediary "
-"between the GLTF data and Godot's nodes, and it's abstracted in a way that "
+"between the GLTF data and Redot's nodes, and it's abstracted in a way that "
"allows adding support for different GLTF physics extensions in the future."
msgstr ""
"代表由 [code]OMI_physics_shape[/code] 或 [code]OMI_collider[/code] GLTF 扩展定"
-"义的物理形状。这个类是 GLTF 数据与 Godot 节点的中介,并且经过了抽象,支持将来"
+"义的物理形状。这个类是 GLTF 数据与 Redot 节点的中介,并且经过了抽象,支持将来"
"添加不同 GLTF 物理扩展。"
msgid "OMI_physics_shape GLTF extension"
@@ -60917,14 +60918,14 @@ msgid ""
msgstr "通过解析给定的 [Dictionary] 新建 GLTFPhysicsShape 实例。"
msgid ""
-"Creates a new GLTFPhysicsShape instance from the given Godot "
+"Creates a new GLTFPhysicsShape instance from the given Redot "
"[CollisionShape3D] node."
-msgstr "根据给定的 Godot [CollisionShape3D] 节点新建 GLTFPhysicsShape 实例。"
+msgstr "根据给定的 Redot [CollisionShape3D] 节点新建 GLTFPhysicsShape 实例。"
msgid ""
-"Creates a new GLTFPhysicsShape instance from the given Godot [Shape3D] "
+"Creates a new GLTFPhysicsShape instance from the given Redot [Shape3D] "
"resource."
-msgstr "根据给定的 Godot [Shape3D] 节点新建 GLTFPhysicsShape 实例。"
+msgstr "根据给定的 Redot [Shape3D] 节点新建 GLTFPhysicsShape 实例。"
msgid ""
"Serializes this GLTFPhysicsShape instance into a [Dictionary] in the format "
@@ -60934,11 +60935,11 @@ msgstr ""
"[code]OMI_physics_shape[/code] 定义。"
msgid ""
-"Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node."
-msgstr "将这个 GLTFPhysicsShape 实例转换为 Godot [CollisionShape3D] 节点。"
+"Converts this GLTFPhysicsShape instance into a Redot [CollisionShape3D] node."
+msgstr "将这个 GLTFPhysicsShape 实例转换为 Redot [CollisionShape3D] 节点。"
-msgid "Converts this GLTFPhysicsShape instance into a Godot [Shape3D] resource."
-msgstr "将这个 GLTFPhysicsShape 实例转换为 Godot [Shape3D] 节点。"
+msgid "Converts this GLTFPhysicsShape instance into a Redot [Shape3D] resource."
+msgstr "将这个 GLTFPhysicsShape 实例转换为 Redot [Shape3D] 节点。"
msgid ""
"The height of the shape, in meters. This is only used when the shape type is "
@@ -60956,13 +60957,13 @@ msgstr ""
"格)时使用。"
msgid ""
-"If [code]true[/code], indicates that this shape is a trigger. For Godot, this "
+"If [code]true[/code], indicates that this shape is a trigger. For Redot, this "
"means that the shape should be a child of an Area3D node.\n"
"This is the only variable not used in the [method to_node] method, it's "
"intended to be used alongside when deciding where to add the generated node "
"as a child."
msgstr ""
-"如果为 [code]true[/code],则表示这个形状是触发器。对于 Godot 而言,这意味着该"
+"如果为 [code]true[/code],则表示这个形状是触发器。对于 Redot 而言,这意味着该"
"形状应当是 Area3D 节点的子节点。\n"
"这是 [method to_node] 方法中唯一没有用到的变量,应该单独用来确定要将生成的节点"
"添加到哪个节点之下。"
@@ -60999,19 +61000,19 @@ msgstr ""
msgid ""
"Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF "
"nodes. This property is unused during import, and only set during export. In "
-"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes."
+"a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes."
msgstr ""
"返回将骨架的骨骼索引映射到 GLTF 节点索引的 [Dictionary]。导入时不使用该属性,"
-"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换"
+"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Redot 将骨架中的骨骼转换"
"为 GLTF 节点。"
msgid ""
"Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF "
"nodes. This property is unused during import, and only set during export. In "
-"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes."
+"a GLTF file, a bone is a node, so Redot converts skeleton bones to GLTF nodes."
msgstr ""
"设置将骨架的骨骼索引映射到 GLTF 节点索引的 [Dictionary]。导入时不使用该属性,"
-"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换"
+"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Redot 将骨架中的骨骼转换"
"为 GLTF 节点。"
msgid "Archived GLTF extension for specular/glossy materials."
@@ -61051,19 +61052,19 @@ msgid ""
"[GLTFDocument] as data storage, which allows [GLTFDocument] and all "
"[GLTFDocumentExtension] classes to remain stateless.\n"
"GLTFState can be populated by [GLTFDocument] reading a file or by converting "
-"a Godot scene. Then the data can either be used to create a Godot scene or "
-"save to a GLTF file. The code that converts to/from a Godot scene can be "
+"a Redot scene. Then the data can either be used to create a Redot scene or "
+"save to a GLTF file. The code that converts to/from a Redot scene can be "
"intercepted at arbitrary points by [GLTFDocumentExtension] classes. This "
"allows for custom data to be stored in the GLTF file or for custom data to be "
-"converted to/from Godot nodes."
+"converted to/from Redot nodes."
msgstr ""
"包含 GLTF 文件中的所有节点和资源。用于 [GLTFDocument] 的数据存储,能够让 "
"[GLTFDocument] 和所有 [GLTFDocumentExtension] 类保持无状态。\n"
-"GLTFState 的填写可以通过 [GLTFDocument] 读取文件进行,也可以通过转换 Godot 场"
-"景进行。填写完成后,可以将数据用于 Godot 场景的创建或者 GLTF 文件的保存。与 "
-"Godot 场景之间进行转换的代码可以通过 [GLTFDocumentExtension] 类在任意时刻拦"
-"截。这样就能够在 GLTF 文件中存储自定义数据,也可以将自定义数据保存到 Godot 节"
-"点或者从 Godot 节点读取。"
+"GLTFState 的填写可以通过 [GLTFDocument] 读取文件进行,也可以通过转换 Redot 场"
+"景进行。填写完成后,可以将数据用于 Redot 场景的创建或者 GLTF 文件的保存。与 "
+"Redot 场景之间进行转换的代码可以通过 [GLTFDocumentExtension] 类在任意时刻拦"
+"截。这样就能够在 GLTF 文件中存储自定义数据,也可以将自定义数据保存到 Redot 节"
+"点或者从 Redot 节点读取。"
msgid "GLTF asset header schema"
msgstr "GLTF 资产头的模式"
@@ -61107,27 +61108,27 @@ msgstr ""
msgid ""
"Returns the [AnimationPlayer] node with the given index. These nodes are only "
-"used during the export process when converting Godot [AnimationPlayer] nodes "
+"used during the export process when converting Redot [AnimationPlayer] nodes "
"to GLTF animations."
msgstr ""
-"返回具有给定索引的 [AnimationPlayer] 节点。这些节点仅在将 Godot "
+"返回具有给定索引的 [AnimationPlayer] 节点。这些节点仅在将 Redot "
"[AnimationPlayer] 节点转换为 GLTF 动画时的导出过程中使用。"
msgid ""
"Returns the number of [AnimationPlayer] nodes in this [GLTFState]. These "
-"nodes are only used during the export process when converting Godot "
+"nodes are only used during the export process when converting Redot "
"[AnimationPlayer] nodes to GLTF animations."
msgstr ""
-"返回该 [GLTFState] 中 [AnimationPlayer] 节点的数量。这些节点仅在将 Godot "
+"返回该 [GLTFState] 中 [AnimationPlayer] 节点的数量。这些节点仅在将 Redot "
"[AnimationPlayer] 节点转换为 GLTF 动画时的导出过程中使用。"
msgid ""
"Returns an array of all [GLTFAnimation]s in the GLTF file. When importing, "
"these will be generated as animations in an [AnimationPlayer] node. When "
-"exporting, these will be generated from Godot [AnimationPlayer] nodes."
+"exporting, these will be generated from Redot [AnimationPlayer] nodes."
msgstr ""
"返回 GLTF 文件中所有 [GLTFAnimation] 的数组。导入时,这些将在一个 "
-"[AnimationPlayer] 节点生成为动画。导出时,这些将从 Godot [AnimationPlayer] 节"
+"[AnimationPlayer] 节点生成为动画。导出时,这些将从 Redot [AnimationPlayer] 节"
"点生成。"
msgid ""
@@ -61159,40 +61160,40 @@ msgstr ""
"的网格。"
msgid ""
-"Returns the index of the [GLTFNode] corresponding to this Godot scene node. "
+"Returns the index of the [GLTFNode] corresponding to this Redot scene node. "
"This is the inverse of [method get_scene_node]. Useful during the export "
"process.\n"
-"[b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], "
+"[b]Note:[/b] Not every Redot scene node will have a corresponding [GLTFNode], "
"and not every [GLTFNode] will have a scene node generated. If there is no "
"[GLTFNode] index for this scene node, [code]-1[/code] is returned."
msgstr ""
-"返回与该 Godot 场景节点对应的 [GLTFNode] 的索引。这个方法与 [method "
+"返回与该 Redot 场景节点对应的 [GLTFNode] 的索引。这个方法与 [method "
"get_scene_node] 互逆。可以在导出过程中使用。\n"
-"[b]注意:[/b]并不是所有 Godot 场景节点都有对应的 [GLTFNode],也并不是所有 "
+"[b]注意:[/b]并不是所有 Redot 场景节点都有对应的 [GLTFNode],也并不是所有 "
"[GLTFNode] 都会生成场景节点。如果该场景节点没有 [GLTFNode] 索引,则会返回 "
"[code]-1[/code]。"
msgid ""
"Returns an array of all [GLTFNode]s in the GLTF file. These are the nodes "
"that [member GLTFNode.children] and [member root_nodes] refer to. This "
-"includes nodes that may not be generated in the Godot scene, or nodes that "
-"may generate multiple Godot scene nodes."
+"includes nodes that may not be generated in the Redot scene, or nodes that "
+"may generate multiple Redot scene nodes."
msgstr ""
"返回 GLTF 文件中所有 [GLTFNode] 的数组。这些是 [member GLTFNode.children] 和 "
-"[member root_nodes] 引用的节点。这包括可能不会在 Godot 场景中生成的节点,或者"
-"可能生成多个 Godot 场景节点的节点。"
+"[member root_nodes] 引用的节点。这包括可能不会在 Redot 场景中生成的节点,或者"
+"可能生成多个 Redot 场景节点的节点。"
msgid ""
-"Returns the Godot scene node that corresponds to the same index as the "
+"Returns the Redot scene node that corresponds to the same index as the "
"[GLTFNode] it was generated from. This is the inverse of [method "
"get_node_index]. Useful during the import process.\n"
"[b]Note:[/b] Not every [GLTFNode] will have a scene node generated, and not "
"every generated scene node will have a corresponding [GLTFNode]. If there is "
"no scene node for this [GLTFNode] index, [code]null[/code] is returned."
msgstr ""
-"返回指定索引的 [GLTFNode] 对应生成的 Godot 场景节点。这个方法与 [method "
+"返回指定索引的 [GLTFNode] 对应生成的 Redot 场景节点。这个方法与 [method "
"get_node_index] 互逆。可以在导入过程中使用。\n"
-"[b]注意:[/b]并不是所有 [GLTFNode] 都会生成场景节点,也并不是所有 Godot 场景节"
+"[b]注意:[/b]并不是所有 [GLTFNode] 都会生成场景节点,也并不是所有 Redot 场景节"
"点都有对应的 [GLTFNode]。如果该 [GLTFNode] 索引没有场景节点,则会返回 "
"[code]null[/code]。"
@@ -61242,10 +61243,10 @@ msgstr ""
msgid ""
"Sets the [GLTFAnimation]s in the state. When importing, these will be "
"generated as animations in an [AnimationPlayer] node. When exporting, these "
-"will be generated from Godot [AnimationPlayer] nodes."
+"will be generated from Redot [AnimationPlayer] nodes."
msgstr ""
"设置该状态中的 [GLTFAnimation]。导入时,这些将在 [AnimationPlayer] 节点中生成"
-"为动画。导出时,这些将由 Godot [AnimationPlayer] 节点生成。"
+"为动画。导出时,这些将由 Redot [AnimationPlayer] 节点生成。"
msgid ""
"Sets the [GLTFCamera]s in the state. These are the cameras that the [member "
@@ -61276,12 +61277,12 @@ msgstr ""
msgid ""
"Sets the [GLTFNode]s in the state. These are the nodes that [member GLTFNode."
"children] and [member root_nodes] refer to. Some of the nodes set here may "
-"not be generated in the Godot scene, or may generate multiple Godot scene "
+"not be generated in the Redot scene, or may generate multiple Redot scene "
"nodes."
msgstr ""
"设置该状态中的 [GLTFNode]。这些是 [member GLTFNode.children] 和 [member "
-"root_nodes] 引用的节点。这里设置的一些节点在 Godot 场景中可能不会生成,也可能"
-"会生成多个 Godot 场景节点。"
+"root_nodes] 引用的节点。这里设置的一些节点在 Redot 场景中可能不会生成,也可能"
+"会生成多个 Redot 场景节点。"
msgid ""
"Sets the [GLTFSkeleton]s in the state. These are the skeletons that the "
@@ -61346,8 +61347,8 @@ msgstr "附加到 .glb 文件的二进制缓冲区。"
msgid ""
"True to force all GLTFNodes in the document to be bones of a single "
-"Skeleton3D godot node."
-msgstr "True 则强制文档中的所有 GLTFNode 成为单个 Skeleton3D godot 节点的骨骼。"
+"Skeleton3D redot node."
+msgstr "True 则强制文档中的所有 GLTFNode 成为单个 Skeleton3D redot 节点的骨骼。"
msgid "The original raw JSON document corresponding to this GLTFState."
msgstr "与该 GLTFState 对应的原始 JSON 文档。"
@@ -61356,11 +61357,11 @@ msgid ""
"The root nodes of the GLTF file. Typically, a GLTF file will only have one "
"scene, and therefore one root node. However, a GLTF file may have multiple "
"scenes and therefore multiple root nodes, which will be generated as siblings "
-"of each other and as children of the root node of the generated Godot scene."
+"of each other and as children of the root node of the generated Redot scene."
msgstr ""
"GLTF 文件的根节点。通常,一个 GLTF 文件只有一个场景,因此只有一个根节点。然"
"而,一个 GLTF 文件可能有多个场景,因此可以有多个根节点,它们将作为彼此的同级节"
-"点生成,并作为生成的 Godot 场景的根节点的子节点生成。"
+"点生成,并作为生成的 Redot 场景的根节点的子节点生成。"
msgid ""
"The name of the scene. When importing, if not specified, this will be the "
@@ -63842,10 +63843,10 @@ msgstr ""
msgid ""
"Returns one of 24 possible rotations that lie along the vectors (x,y,z) with "
"each component being either -1, 0, or 1. For further details, refer to the "
-"Godot source code."
+"Redot source code."
msgstr ""
"返回沿向量 (x,y,z) 的 24 种可能旋转中的一种,每个分量为 -1、0 或 1。有关详细信"
-"息,请参阅 Godot 源代码。"
+"息,请参阅 Redot 源代码。"
msgid ""
"The [MeshLibrary] item index located at the given grid coordinates. If the "
@@ -63887,11 +63888,11 @@ msgid ""
"sphere, lying along the vectors (x,y,z) with each component being either -1, "
"0, or 1, and returns the index (in the range from 0 to 23) of the point best "
"representing the orientation of the object. For further details, refer to the "
-"Godot source code."
+"Redot source code."
msgstr ""
"该函数考虑将旋转离散化为单位球体上的 24 个点,沿向量 (x,y,z) 放置,每个分量为 "
"-1、0 或 1,并返回索引(在 0 到 23 的范围内 ) 最能代表物体方向的点。 有关详细"
-"信息,请参阅 Godot 源代码。"
+"信息,请参阅 Redot 源代码。"
msgid ""
"Returns an array of [Vector3] with the non-empty cell coordinates in the grid "
@@ -64402,7 +64403,7 @@ msgid ""
"\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
@@ -64449,7 +64450,7 @@ msgstr ""
"\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
@@ -64703,7 +64704,7 @@ msgid ""
"# Returns \"username=user&password=pass\"\n"
"[/gdscript]\n"
"[csharp]\n"
-"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
+"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// Returns \"username=user&password=pass\"\n"
@@ -64720,11 +64721,11 @@ msgid ""
"# Returns \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/gdscript]\n"
"[csharp]\n"
-"var fields = new Godot.Collections.Dictionary\n"
+"var fields = new Redot.Collections.Dictionary\n"
"{\n"
" { \"single\", 123 },\n"
" { \"notValued\", default },\n"
-" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n"
+" { \"multiple\", new Redot.Collections.Array { 22, 33, 44 } },\n"
"};\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// Returns \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
@@ -64740,7 +64741,7 @@ msgstr ""
"# 返回 \"username=user&password=pass\"\n"
"[/gdscript]\n"
"[csharp]\n"
-"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
+"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// 返回 \"username=user&password=pass\"\n"
@@ -64756,11 +64757,11 @@ msgstr ""
"# 返回 \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/gdscript]\n"
"[csharp]\n"
-"var fields = new Godot.Collections.Dictionary\n"
+"var fields = new Redot.Collections.Dictionary\n"
"{\n"
" { \"single\", 123 },\n"
" { \"notValued\", default },\n"
-" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n"
+" { \"multiple\", new Redot.Collections.Array { 22, 33, 44 } },\n"
"};\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// 返回 \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
@@ -64791,7 +64792,7 @@ msgid ""
"headers, query_string)\n"
"[/gdscript]\n"
"[csharp]\n"
-"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
+"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = new HttpClient().QueryStringFromDict(fields);\n"
"string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $"
@@ -64823,7 +64824,7 @@ msgstr ""
"headers, query_string)\n"
"[/gdscript]\n"
"[csharp]\n"
-"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
+"var fields = new Redot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = new HttpClient().QueryStringFromDict(fields);\n"
"string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $"
@@ -65565,7 +65566,7 @@ msgid ""
" // Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" // The snippet below is provided for reference only.\n"
-" string body = new Json().Stringify(new Godot.Collections.Dictionary\n"
+" string body = new Json().Stringify(new Redot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"Godette\" }\n"
" });\n"
@@ -65583,11 +65584,11 @@ msgid ""
"{\n"
" var json = new Json();\n"
" json.Parse(body.GetStringFromUtf8());\n"
-" var response = json.GetData().AsGodotDictionary();\n"
+" var response = json.GetData().AsRedotDictionary();\n"
"\n"
" // Will print the user agent string used by the HTTPRequest node (as "
"recognized by httpbin.org).\n"
-" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n"
+" GD.Print((response[\"headers\"].AsRedotDictionary())[\"User-Agent\"]);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -65728,7 +65729,7 @@ msgstr ""
" // 执行一个 POST 请求。 以下 URL 会将写入作为 JSON 返回。\n"
" // 注意:不要使用单个 HTTPRequest 节点同时发出请求。\n"
" // 下面的代码片段仅供参考。\n"
-" string body = new Json().Stringify(new Godot.Collections.Dictionary\n"
+" string body = new Json().Stringify(new Redot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"Godette\" }\n"
" });\n"
@@ -65746,10 +65747,10 @@ msgstr ""
"{\n"
" var json = new Json();\n"
" json.Parse(body.GetStringFromUtf8());\n"
-" var response = json.GetData().AsGodotDictionary();\n"
+" var response = json.GetData().AsRedotDictionary();\n"
"\n"
" // 将打印 HTTPRequest 节点使用的用户代理字符串(由 httpbin.org 识别)。\n"
-" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n"
+" GD.Print((response[\"headers\"].AsRedotDictionary())[\"User-Agent\"]);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -66365,14 +66366,14 @@ msgstr ""
msgid ""
"Loads an image from the binary contents of a BMP file.\n"
-"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only "
+"[b]Note:[/b] Redot's BMP module doesn't support 16-bit per pixel images. Only "
"1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.\n"
"[b]Note:[/b] This method is only available in engine builds with the BMP "
"module enabled. By default, the BMP module is enabled, but it can be disabled "
"at build-time using the [code]module_bmp_enabled=no[/code] SCons option."
msgstr ""
"从 BMP 文件的二进制内容加载图像。\n"
-"[b]注意:[/b]Godot 的 BMP 模块不支持每像素 16 位的图像。仅支持每像素 1 位、4 "
+"[b]注意:[/b]Redot 的 BMP 模块不支持每像素 16 位的图像。仅支持每像素 1 位、4 "
"位、8 位、24 位和 32 位的图像。\n"
"[b]注意:[/b]该方法仅在启用了 BMP 模块的引擎版本中可用。默认情况下,BMP 模块是"
"启用的,但可以在构建时使用 [code]module_bmp_enabled=no[/code] SCons 选项禁用"
@@ -66388,7 +66389,7 @@ msgid ""
"Loads an image from the binary contents of a [url=https://github.com/"
"KhronosGroup/KTX-Software]KTX[/url] file. Unlike most image formats, KTX can "
"store VRAM-compressed data and embed mipmaps.\n"
-"[b]Note:[/b] Godot's libktx implementation only supports 2D images. Cubemaps, "
+"[b]Note:[/b] Redot's libktx implementation only supports 2D images. Cubemaps, "
"texture arrays, and de-padding are not supported.\n"
"[b]Note:[/b] This method is only available in engine builds with the KTX "
"module enabled. By default, the KTX module is enabled, but it can be disabled "
@@ -66396,7 +66397,7 @@ msgid ""
msgstr ""
"从 [url=https://github.com/KhronosGroup/KTX-Software]KTX[/url] 文件的二进制内"
"容加载图像。与大多数图像格式不同,KTX 可以存储 VRAM 压缩数据并嵌入 mipmap。\n"
-"[b]注意:[/b]Godot 的 libktx 实现仅支持 2D 图像。不支持立方体贴图、纹理数组和"
+"[b]注意:[/b]Redot 的 libktx 实现仅支持 2D 图像。不支持立方体贴图、纹理数组和"
"去填充。\n"
"[b]注意:[/b]该方法仅在启用了 KTX 模块的引擎版本中可用。默认情况下,KTX 模块是"
"启用的,但可以在构建时使用 [code]module_ktx_enabled=no[/code] SCons 选项禁用"
@@ -66501,7 +66502,7 @@ msgid ""
"Saves the image as an EXR file to [param path]. If [param grayscale] is "
"[code]true[/code] and the image has only one channel, it will be saved "
"explicitly as monochrome rather than one red channel. This function will "
-"return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR "
+"return [constant ERR_UNAVAILABLE] if Redot was compiled without the TinyEXR "
"module.\n"
"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means "
"[method save_exr] will return [constant ERR_UNAVAILABLE] when it is called "
@@ -66509,7 +66510,7 @@ msgid ""
msgstr ""
"将图像作为 EXR 文件保存到 [param path]。如果 [param grayscale] 为 [code]true[/"
"code],并且图像只有一个通道,它将被明确地保存为单色而不是一个红色通道。如果 "
-"Godot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回 [constant "
+"Redot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回 [constant "
"ERR_UNAVAILABLE]。\n"
"[b]注意:[/b]TinyEXR 模块在非编辑器构建中被禁用,这意味着当 [method save_exr] "
"从导出的项目中被调用时将返回 [constant ERR_UNAVAILABLE]。"
@@ -66518,14 +66519,14 @@ msgid ""
"Saves the image as an EXR file to a byte array. If [param grayscale] is "
"[code]true[/code] and the image has only one channel, it will be saved "
"explicitly as monochrome rather than one red channel. This function will "
-"return an empty byte array if Godot was compiled without the TinyEXR module.\n"
+"return an empty byte array if Redot was compiled without the TinyEXR module.\n"
"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means "
"[method save_exr] will return an empty byte array when it is called from an "
"exported project."
msgstr ""
"将图像作为 EXR 文件保存到一个字节数组。如果 [param grayscale] 为 [code]true[/"
"code] 并且图像只有一个通道,它将被明确地保存为单色而不是一个红色通道。如果 "
-"Godot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回一个空字节数组。\n"
+"Redot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回一个空字节数组。\n"
"[b]注意:[/b]TinyEXR 模块在非编辑器构建中被禁用,这意味着当 [method save_exr] "
"从导出的项目中被调用时将返回一个空字节数组。"
@@ -67784,13 +67785,13 @@ msgstr "返回给定索引(参见 [enum JoyAxis])处的游戏手柄轴的当
msgid ""
"Returns an SDL2-compatible device GUID on platforms that use gamepad "
"remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns "
-"[code]\"Default Gamepad\"[/code] otherwise. Godot uses the [url=https://"
+"[code]\"Default Gamepad\"[/code] otherwise. Redot uses the [url=https://"
"github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] "
"to determine gamepad names and mappings based on this GUID."
msgstr ""
"如果平台使用游戏手柄重映射,则返回设备的 GUID,与 SDL2 兼容,例如 "
"[code]030000004c050000c405000000010000[/code]。否则返回 [code]\"Default "
-"Gamepad\"[/code]。Godot 会根据这个 GUI 使用 [url=https://github.com/gabomdq/"
+"Gamepad\"[/code]。Redot 会根据这个 GUI 使用 [url=https://github.com/gabomdq/"
"SDL_GameControllerDB]SDL2 游戏控制器数据库[/url]来确定游戏手柄的名称和映射。"
msgid ""
@@ -67800,7 +67801,7 @@ msgid ""
"[code]xinput_index[/code]: The index of the controller in the XInput system.\n"
"On Linux:\n"
"[code]raw_name[/code]: The name of the controller as it came from the OS, "
-"before getting renamed by the godot controller database.\n"
+"before getting renamed by the redot controller database.\n"
"[code]vendor_id[/code]: The USB vendor ID of the device.\n"
"[code]product_id[/code]: The USB product ID of the device.\n"
"[code]steam_input_index[/code]: The Steam Input gamepad index, if the device "
@@ -67811,7 +67812,7 @@ msgstr ""
"在 Windows 上,该字典包含如下字段:\n"
"[code]xinput_index[/code]:控制器在 XInput 系统中的索引。\n"
"在 Linux 上:\n"
-"[code]raw_name[/code]:从操作系统获取的控制器名称,未经 Godot 控制器数据库重命"
+"[code]raw_name[/code]:从操作系统获取的控制器名称,未经 Redot 控制器数据库重命"
"名。\n"
"[code]vendor_id[/code]:设备的 USB 供应商 ID。\n"
"[code]product_id[/code]:设备的 USB 产品 ID。\n"
@@ -67820,11 +67821,11 @@ msgstr ""
msgid ""
"Returns the name of the joypad at the specified device index, e.g. [code]PS4 "
-"Controller[/code]. Godot uses the [url=https://github.com/gabomdq/"
+"Controller[/code]. Redot uses the [url=https://github.com/gabomdq/"
"SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad "
"names."
msgstr ""
-"返回位于指定设备索引的游戏手柄名称,例如 [code]PS4 Controller[/code]。Godot 使"
+"返回位于指定设备索引的游戏手柄名称,例如 [code]PS4 Controller[/code]。Redot 使"
"用 [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 游戏控制器数据库"
"[/url]来确定游戏手柄的名称。"
@@ -69007,7 +69008,7 @@ msgid ""
"MIDI messages can be received over a 5-pin MIDI connector or over USB. If "
"your device supports both be sure to check the settings in the device to see "
"which output it is using.\n"
-"By default, Godot does not detect MIDI devices. You need to call [method OS."
+"By default, Redot does not detect MIDI devices. You need to call [method OS."
"open_midi_inputs], first. You can check which devices are detected with "
"[method OS.get_connected_midi_inputs], and close the connection with [method "
"OS.close_midi_inputs].\n"
@@ -69061,14 +69062,14 @@ msgid ""
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]Note:[/b] Godot does not support MIDI output, so there is no way to emit "
-"MIDI messages from Godot. Only MIDI input is supported."
+"[b]Note:[/b] Redot does not support MIDI output, so there is no way to emit "
+"MIDI messages from Redot. Only MIDI input is supported."
msgstr ""
"InputEventMIDI 存储有关来自 [url=https://en.wikipedia.org/wiki/MIDI]MIDI[/url]"
"(乐器数字接口)设备的消息的信息。这些设备可能包括音乐键盘、合成器和鼓机。\n"
"MIDI 消息可以通过 5 针 MIDI 连接器或 USB 接收。如果你的设备支持这两种方式,请"
"务必检查设备中的设置以查看它正在使用哪种输出。\n"
-"默认情况下,Godot 不检测 MIDI 设备。需要首先调用 [method OS."
+"默认情况下,Redot 不检测 MIDI 设备。需要首先调用 [method OS."
"open_midi_inputs]。可以使用 [method OS.get_connected_midi_inputs] 检查检测到哪"
"些设备,并使用 [method OS.close_midi_inputs] 关闭连接。\n"
"[codeblocks]\n"
@@ -69121,7 +69122,7 @@ msgstr ""
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]Godot 不支持 MIDI 输出,因此无法从 Godot 发出 MIDI 消息。仅支持 "
+"[b]注意:[/b]Redot 不支持 MIDI 输出,因此无法从 Redot 发出 MIDI 消息。仅支持 "
"MIDI 输入。"
msgid "MIDI Message Status Byte List"
@@ -70808,23 +70809,23 @@ msgid "Provides access to the Java Native Interface."
msgstr "提供对 Java 原生接口的访问。"
msgid ""
-"The JavaClassWrapper singleton provides a way for the Godot application to "
+"The JavaClassWrapper singleton provides a way for the Redot application to "
"send and receive data through the [url=https://developer.android.com/training/"
"articles/perf-jni]Java Native Interface[/url] (JNI).\n"
"[b]Note:[/b] This singleton is only available in Android builds."
msgstr ""
-"JavaClassWrapper 单例为 Godot 应用程序提供了一种通过 [url=https://developer."
+"JavaClassWrapper 单例为 Redot 应用程序提供了一种通过 [url=https://developer."
"android.com/training/articles/perf-jni]Java 原生接口[/url](JNI)发送和接收数"
"据的方法。\n"
"[b]注意:[/b]该单例仅适用于 Android 版本。"
msgid ""
"Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type "
-"that Godot can interact with.\n"
+"that Redot can interact with.\n"
"[b]Note:[/b] This method only works on Android. On every other platform, this "
"method does nothing and returns an empty [JavaClass]."
msgstr ""
-"包装 Java 中定义的类,并将其作为 Godot 可以与之交互的 [JavaClass] [Object] 类"
+"包装 Java 中定义的类,并将其作为 Redot 可以与之交互的 [JavaClass] [Object] 类"
"型返回。\n"
"[b]注意:[/b]该方法仅适用于 Android。在其他所有平台上,该方法不执行任何操作并"
"返回一个空的 [JavaClass]。"
@@ -71143,7 +71144,7 @@ msgid ""
"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 "
+"that can be used within Redot. 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 "
@@ -71187,7 +71188,7 @@ msgstr ""
"[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 "
+"[method parse] 用于将任何现有的 JSON 数据转换为可以在 Redot 中使用的 "
"[Variant]。如果解析成功,使用 [member data] 检索 [Variant],并使用 "
"[code]typeof[/code] 检查 Variant 的类型是否符合你的预期。JSON 对象被转换为 "
"[Dictionary],但 JSON 数据可用于存储 [Array]、数字、[String],甚至只是一个布尔"
@@ -72429,7 +72430,7 @@ msgstr ""
"Compatibility。"
msgid ""
-"The size of the light in Godot units. Only available for [OmniLight3D]s and "
+"The size of the light in Redot units. Only available for [OmniLight3D]s and "
"[SpotLight3D]s. Increasing this value will make the light fade out slower and "
"shadows appear blurrier (also called percentage-closer soft shadows, or "
"PCSS). This can be used to simulate area lights to an extent. Increasing this "
@@ -72440,7 +72441,7 @@ msgid ""
"[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and "
"Mobile rendering methods, not Compatibility."
msgstr ""
-"灯光的大小,使用 Godot 的单位。仅适用于 [OmniLight3D] 和 [SpotLight3D]。增加此"
+"灯光的大小,使用 Redot 的单位。仅适用于 [OmniLight3D] 和 [SpotLight3D]。增加此"
"值将使光线淡出速度变慢,并且阴影看起来更模糊(也称为百分比接近软阴影或 "
"PCSS)。这可用于在一定程度上模拟区域光。对于启用了阴影的灯光,将此值增加到 "
"[code]0.0[/code] 以上,将由于 PCSS 而产生明显的性能成本。\n"
@@ -73013,9 +73014,9 @@ msgid ""
msgstr "光照贴图烘焙失败,原因是光照贴图数据嵌入在外部资源之中。"
msgid ""
-"Lightmap baking failed as there is no lightmapper available in this Godot "
+"Lightmap baking failed as there is no lightmapper available in this Redot "
"build."
-msgstr "光照贴图烘焙失败,原因是这个 Godot 构建中没有可用的光照贴图器。"
+msgstr "光照贴图烘焙失败,原因是这个 Redot 构建中没有可用的光照贴图器。"
msgid ""
"Lightmap baking failed as the [LightmapGIData] save path isn't configured in "
@@ -73041,8 +73042,8 @@ msgstr ""
msgid ""
"Lightmap baking failed as the resulting image couldn't be saved or imported "
-"by Godot after it was saved."
-msgstr "光照贴图烘焙失败,原因是最终的图像无法保存,或保存后无法被 Godot 导入。"
+"by Redot after it was saved."
+msgstr "光照贴图烘焙失败,原因是最终的图像无法保存,或保存后无法被 Redot 导入。"
msgid ""
"The user aborted the lightmap baking operation (typically by clicking the "
@@ -73155,12 +73156,12 @@ msgid ""
"This class should be extended by custom lightmapper classes. Lightmappers can "
"then be used with [LightmapGI] to provide fast baked global illumination in "
"3D.\n"
-"Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses "
+"Redot contains a built-in GPU-based lightmapper [LightmapperRD] that uses "
"compute shaders, but custom lightmappers can be implemented by C++ modules."
msgstr ""
"此类应由自定义光照贴图器类扩展。然后可以将光照贴图器与 [LightmapGI] 一起使用,"
"以提供快速烘焙的 3D 全局光照。\n"
-"Godot 包含一个基于 GPU 的内置光照贴图器 [LightmapperRD],它使用计算着色器,但"
+"Redot 包含一个基于 GPU 的内置光照贴图器 [LightmapperRD],它使用计算着色器,但"
"自定义光照贴图器可以由 C++ 模块实现。"
msgid "The built-in GPU-based lightmapper for use with [LightmapGI]."
@@ -74206,14 +74207,14 @@ msgid "Abstract base class for the game's main loop."
msgstr "游戏主循环的抽象基类。"
msgid ""
-"[MainLoop] is the abstract base class for a Godot project's game loop. It is "
+"[MainLoop] is the abstract base class for a Redot project's game loop. It is "
"inherited by [SceneTree], which is the default game loop implementation used "
-"in Godot projects, though it is also possible to write and use one's own "
+"in Redot projects, though it is also possible to write and use one's own "
"[MainLoop] subclass instead of the scene tree.\n"
"Upon the application start, a [MainLoop] implementation must be provided to "
"the OS; otherwise, the application will exit. This happens automatically (and "
"a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the "
-"command line (with e.g. [code]godot -s my_loop.gd[/code]) or the \"Main Loop "
+"command line (with e.g. [code]redot -s my_loop.gd[/code]) or the \"Main Loop "
"Type\" project setting is overwritten.\n"
"Here is an example script implementing a simple [MainLoop]:\n"
"[codeblocks]\n"
@@ -74238,7 +74239,7 @@ msgid ""
" print(\" End time: %s\" % str(time_elapsed))\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"[GlobalClass]\n"
"public partial class CustomMainLoop : MainLoop\n"
@@ -74268,12 +74269,12 @@ msgid ""
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
-"[MainLoop] 是 Godot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承,"
-"[SceneTree] 是 Godot 项目中使用的默认游戏循环的实现,不过也可以编写和使用自己"
+"[MainLoop] 是 Redot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承,"
+"[SceneTree] 是 Redot 项目中使用的默认游戏循环的实现,不过也可以编写和使用自己"
"的 [MainLoop] 子类,来代替场景树。\n"
"在应用程序启动时,必须向操作系统提供一个 [MainLoop] 实现;否则,应用程序将退"
"出。这会自动发生(并创建一个 [SceneTree]),除非从命令行提供一个 [MainLoop] "
-"[Script](例如 [code]godot -s my_loop.gd[/code]),或“主循环类型(Main Loop "
+"[Script](例如 [code]redot -s my_loop.gd[/code]),或“主循环类型(Main Loop "
"Type)”项目设置被覆盖。\n"
"有一个实现简单 [MainLoop] 的示例脚本:\n"
"[codeblocks]\n"
@@ -74298,7 +74299,7 @@ msgstr ""
" print(\" End time: %s\" % str(time_elapsed))\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"[GlobalClass]\n"
"public partial class CustomMainLoop : MainLoop\n"
@@ -74389,11 +74390,11 @@ msgstr ""
"仅限 macOS 平台。"
msgid ""
-"Notification received from Godot's crash handler when the engine is about to "
+"Notification received from Redot's crash handler when the engine is about to "
"crash.\n"
"Implemented on desktop platforms if the crash handler is enabled."
msgstr ""
-"当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。\n"
+"当引擎即将崩溃时,从Redot的崩溃处理程序收到的通知。\n"
"如果崩溃处理程序被启用,这只会在桌面平台上实现。"
msgid ""
@@ -74427,20 +74428,20 @@ msgstr ""
msgid ""
"Notification received from the OS when the application is focused, i.e. when "
"changing the focus from the OS desktop or a thirdparty application to any "
-"open window of the Godot instance.\n"
+"open window of the Redot instance.\n"
"Implemented on desktop and mobile platforms."
msgstr ""
"当应用程序获得焦点时从操作系统收到的通知,即焦点将从操作系统桌面或第三方应用程"
-"序更改为 Godot 实例的任何一个打开窗口时。\n"
+"序更改为 Redot 实例的任何一个打开窗口时。\n"
"在桌面和移动平台上实现。"
msgid ""
"Notification received from the OS when the application is defocused, i.e. "
-"when changing the focus from any open window of the Godot instance to the OS "
+"when changing the focus from any open window of the Redot instance to the OS "
"desktop or a thirdparty application.\n"
"Implemented on desktop and mobile platforms."
msgstr ""
-"当应用程序失去焦点时从操作系统收到通知,即焦点将从 Godot 实例的任何一个打开窗"
+"当应用程序失去焦点时从操作系统收到通知,即焦点将从 Redot 实例的任何一个打开窗"
"口,更改为操作系统桌面或第三方应用程序时。\n"
"在桌面和移动平台上实现。"
@@ -74847,12 +74848,12 @@ msgstr "点击后会弹出 [PopupMenu] 的按钮。"
msgid ""
"A button that brings up a [PopupMenu] when clicked. To create new items "
"inside this [PopupMenu], use [code]get_popup().add_item(\"My Item Name\")[/"
-"code]. You can also create them directly from Godot editor's inspector.\n"
+"code]. You can also create them directly from Redot editor's inspector.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node."
msgstr ""
"点击后会弹出 [PopupMenu] 的按钮。可以使用 [code]get_popup().add_item(\"菜单项"
-"名称\")[/code] 在这个 [PopupMenu] 中创建新的菜单项,也可以直接从 Godot 编辑器"
+"名称\")[/code] 在这个 [PopupMenu] 中创建新的菜单项,也可以直接从 Redot 编辑器"
"的检查器中创建。\n"
"另见 [BaseButton],提供了与该节点相关的常用属性和方法。"
@@ -75513,7 +75514,7 @@ msgid ""
"[/codeblocks]\n"
"See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural "
"geometry generation.\n"
-"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive "
"modes."
msgstr ""
@@ -75566,7 +75567,7 @@ msgstr ""
"[/codeblocks]\n"
"另请参阅 [ArrayMesh]、[ImmediateMesh] 和 [SurfaceTool],以了解程序化几何生"
"成。\n"
-"[b]注意:[/b]对于三角形基元模式的前面,Godot 使用顺时针[url=https://"
+"[b]注意:[/b]对于三角形基元模式的前面,Redot 使用顺时针[url=https://"
"learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。"
msgid "Using the MeshDataTool"
@@ -76275,20 +76276,20 @@ msgid "Abstract class for non-real-time video recording encoders."
msgstr "非实时视频录制编码器的抽象类。"
msgid ""
-"Godot can record videos with non-real-time simulation. Like the [code]--fixed-"
+"Redot can record videos with non-real-time simulation. Like the [code]--fixed-"
"fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command "
"line argument[/url], this forces the reported [code]delta[/code] in [method "
"Node._process] functions to be identical across frames, regardless of how "
"long it actually took to render the frame. This can be used to record high-"
"quality videos with perfect frame pacing regardless of your hardware's "
"capabilities.\n"
-"Godot has 2 built-in [MovieWriter]s:\n"
+"Redot 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 "
+"viewing on the web or by Redot 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 "
@@ -76316,16 +76317,16 @@ msgid ""
"such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www."
"maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead."
msgstr ""
-"Godot 能够使用非实时模拟技术录制视频。与 [code]--fixed-fps[/code] "
+"Redot 能够使用非实时模拟技术录制视频。与 [code]--fixed-fps[/code] "
"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/url]类"
"似,会强制让 [method Node._process] 等函数每一帧都收到相同的 [code]delta[/"
"code],无论实际渲染花费了多长的时间。这个技术可用于录制高画质的视频,无论你的"
"硬件性能如何,帧率始终都是恒定的。\n"
-"Godot 内置的 [MovieWriter] 有两个:\n"
+"Redot 内置的 [MovieWriter] 有两个:\n"
"- 使用 MJPEG 视频和未压缩音频的 AVI 容器(文件扩展名为 [code].avi[/code])。有"
"损压缩、文件大小中等、编码速度较快。有损压缩质量可以通过修改 [member "
"ProjectSettings.editor/movie_writer/mjpeg_quality] 来调整。生成的文件可以使用"
-"大多数视频播放器查看,但如果要在 Web 上查看或者用 Godot 的 "
+"大多数视频播放器查看,但如果要在 Web 上查看或者用 Redot 的 "
"[VideoStreamPlayer] 查看,则必须先进行格式的转换。MJPEG 不支持透明度。AVI 输出"
"的文件目前最多为 4 GB 大小。\n"
"- 视频使用 PNG 图像序列、音频使用 WAV(文件扩展名为 [code].png[/code])。无损"
@@ -77123,7 +77124,7 @@ msgid ""
"Manages the connection with one or more remote peers acting as server or "
"client and assigning unique IDs to each of them. See also [MultiplayerAPI].\n"
"[b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and "
-"isn't meant to be used by non-Godot servers. It may change without notice.\n"
+"isn't meant to be used by non-Redot servers. It may change without notice.\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 "
@@ -77131,7 +77132,7 @@ msgid ""
msgstr ""
"管理与一个或多个作为服务器或客户端的远程对等体的连接,并为每个对等体分配唯一"
"的 ID。另请参阅 [MultiplayerAPI]。\n"
-"[b]注意:[/b][MultiplayerAPI] 协议是一个实现细节,并不打算由非 Godot 服务器使"
+"[b]注意:[/b][MultiplayerAPI] 协议是一个实现细节,并不打算由非 Redot 服务器使"
"用。它可能会更改,恕不另行通知。\n"
"[b]注意:[/b]当导出到 Android 时,在导出项目或使用一键部署之前,确保在 "
"Android 导出预设中启用了 [code]INTERNET[/code] 权限。否则,任何类型的网络通信"
@@ -82056,13 +82057,13 @@ msgid "Base class for all scene objects."
msgstr "所有场景对象的基类。"
msgid ""
-"Nodes are Godot's building blocks. They can be assigned as the child of "
+"Nodes are Redot's building blocks. They can be assigned as the child of "
"another node, resulting in a tree arrangement. A given node can contain any "
"number of nodes as children with the requirement that all siblings (direct "
"children of a node) should have unique names.\n"
"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and "
"then instantiated into other scenes. This allows for very high flexibility in "
-"the architecture and data model of Godot projects.\n"
+"the architecture and data model of Redot projects.\n"
"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a "
"node is added to the scene tree, it receives the [constant "
"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback "
@@ -82109,18 +82110,18 @@ msgid ""
"procedure call) system to communicate over the network. By calling [method "
"rpc] with a method name, it will be called locally and in all connected peers "
"(peers = clients and the server that accepts connections). To identify which "
-"node receives the RPC call, Godot will use its [NodePath] (make sure node "
+"node receives the RPC call, Redot will use its [NodePath] (make sure node "
"names are the same on all peers). Also, take a look at the high-level "
"networking tutorial and corresponding demos.\n"
"[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, "
"not [Node]. It isn't exposed like most properties but does have a setter and "
"getter (see [method Object.set_script] and [method Object.get_script])."
msgstr ""
-"节点是 Godot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排"
+"节点是 Redot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排"
"列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有同级节点(即该节点"
"的直接子节点)的名字唯一。\n"
"节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景中。这"
-"使得 Godot 项目的架构和数据模型具有非常高的灵活性。\n"
+"使得 Redot 项目的架构和数据模型具有非常高的灵活性。\n"
"[b]场景树:[/b][SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,它"
"将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method _enter_tree] "
"回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method _enter_tree] "
@@ -82155,7 +82156,7 @@ msgstr ""
"[ENetMultiplayerPeer])之后,可以使用内置的 RPC(远程过程调用)系统在网络上进"
"行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体中调用对"
"应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 RPC 调用,"
-"Godot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请参阅"
+"Redot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请参阅"
"高级网络教程和相应的演示。\n"
"[b]注意:[/b][code]script[/code] 属性是 [Object] 类的一部分,不属于 [Node]。这"
"个属性暴露的方式和其他属性不同,但提供了 setter 和 getter(见 [method Object."
@@ -84308,18 +84309,18 @@ msgstr ""
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 "
+"editor. This notification is only sent in the Redot editor and will not occur "
"in exported projects."
msgstr ""
-"在编辑器中保存有节点的场景之前收到的通知。这个通知只在 Godot 编辑器中发送,不"
+"在编辑器中保存有节点的场景之前收到的通知。这个通知只在 Redot 编辑器中发送,不"
"会出现在导出的项目中。"
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 "
+"editor. This notification is only sent in the Redot editor and will not occur "
"in exported projects."
msgstr ""
-"在编辑器中保存有节点的场景后立即收到通知。这个通知只在 Godot 编辑器中发送,在"
+"在编辑器中保存有节点的场景后立即收到通知。这个通知只在 Redot 编辑器中发送,在"
"导出的项目中不会出现。"
msgid ""
@@ -84471,11 +84472,11 @@ msgstr ""
"仅在 macOS 上被实现。"
msgid ""
-"Notification received from Godot's crash handler when the engine is about to "
+"Notification received from Redot's crash handler when the engine is about to "
"crash.\n"
"Implemented on desktop platforms, if the crash handler is enabled."
msgstr ""
-"当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。\n"
+"当引擎即将崩溃时,从Redot的崩溃处理程序收到的通知。\n"
"如果崩溃处理程序被启用,则在桌面平台上被实现。"
msgid ""
@@ -84774,12 +84775,12 @@ 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 "
+"transformation matrices in Redot, 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 ""
"该节点的缩放。未缩放值:[code](1, 1)[/code]。\n"
-"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变换"
+"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Redot 中使用变换"
"矩阵来表示缩放,X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度的旋"
"转。"
@@ -84810,8 +84811,8 @@ msgid ""
"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."
+"starting with Redot 4. Any Redot 3.x references to \"Spatial\" nodes refer to "
+"\"Node3D\" in Redot 4."
msgstr ""
"最基本的 3D 游戏对象,具有 [Transform3D] 和可见性设置。所有其他的 3D 游戏对象"
"都继承自 [Node3D]。在 3D 项目中,请使用 [Node3D] 作为父节点对子节点进行移动、"
@@ -84822,8 +84823,8 @@ msgstr ""
"对象本地坐标系。\n"
"[b]注意:[/b]除非另有规定,所有有角度参数的方法必须将角度指定为[i]弧度[/i]。请"
"使用 [method @GlobalScope.deg_to_rad] 将度数转换为弧度。\n"
-"[b]注意:[/b]请注意,从 Godot 4 开始,“Spatial”节点现在被称为“Node3D”。Godot "
-"3.x 中指的“Spatial”节点,均指的是 Godot 4 中的“Node3D”。"
+"[b]注意:[/b]请注意,从 Redot 4 开始,“Spatial”节点现在被称为“Node3D”。Redot "
+"3.x 中指的“Spatial”节点,均指的是 Redot 4 中的“Node3D”。"
msgid "Introduction to 3D"
msgstr "3D 简介"
@@ -85142,13 +85143,13 @@ 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 "
+"transformation matrices in Redot, 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 ""
"局部变换的缩放部分。\n"
-"[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变"
+"[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Redot 中使用变"
"换矩阵来表示缩放,得到的缩放值要么全正、要么全负。\n"
"[b]注意:[/b]并不是所有节点的外观都会被 [member scale] 属性缩放。例如,"
"[Light3D] 的外观就不受 [member scale] 影响。"
@@ -85928,7 +85929,7 @@ msgid ""
"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"
+"[code]new RedotObject[/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 "
@@ -85943,7 +85944,7 @@ msgid ""
"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, "
+"Redot 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 "
@@ -85981,7 +85982,7 @@ msgstr ""
"属性、方法或信号,并且这些对所有继承的类都可用。例如,一个 [Sprite2D] 实例能够"
"调用 [method Node.add_child] 因为它继承自 [Node]。\n"
"可以使用 GDScript 中的 [code]Object.new()[/code] 或 C# 中的 [code]new "
-"GodotObject[/code] 来创建新实例。\n"
+"RedotObject[/code] 来创建新实例。\n"
"要删除一个 Object 实例,请调用 [method free]。这对于大多数继承 Object 的类来说"
"是必须的,因为它们本身并不管理内存,如果不调用该方法的话,在不再使用时会造成内"
"存泄漏。有几个类会执行内存管理。例如,[RefCounted](以及扩展的 [Resource])在"
@@ -85992,7 +85993,7 @@ msgstr ""
"义属性。这允许它们对编辑器可用,显示为选项列表,细分为组,保存在磁盘上,等等。"
"脚本语言提供更简单的方式来自定义属性,例如使用 [annotation @GDScript.@export] "
"注解。\n"
-"Godot 是非常动态的。一个对象的脚本,以及它的属性、方法和信号,都可以在运行时改"
+"Redot 是非常动态的。一个对象的脚本,以及它的属性、方法和信号,都可以在运行时改"
"变。正因为如此,可能会出现这样的情况,例如,一个方法所需的属性可能不存在。为了"
"防止运行时出错,可以参考 [method set]、[method get]、[method call]、[method "
"has_method]、[method has_signal] 等方法。请注意,这些方法比直接引用慢[b]得多[/"
@@ -86059,12 +86060,12 @@ msgid ""
" return default;\n"
"}\n"
"\n"
-"public override Godot.Collections.Array<Godot.Collections.Dictionary> "
+"public override Redot.Collections.Array<Redot.Collections.Dictionary> "
"_GetPropertyList()\n"
"{\n"
-" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n"
+" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n"
" {\n"
-" new Godot.Collections.Dictionary()\n"
+" new Redot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"FakeProperty\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
@@ -86102,12 +86103,12 @@ msgstr ""
" return default;\n"
"}\n"
"\n"
-"public override Godot.Collections.Array<Godot.Collections.Dictionary> "
+"public override Redot.Collections.Array<Redot.Collections.Dictionary> "
"_GetPropertyList()\n"
"{\n"
-" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n"
+" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n"
" {\n"
-" new Godot.Collections.Dictionary()\n"
+" new Redot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"FakeProperty\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
@@ -86120,7 +86121,7 @@ msgstr ""
msgid ""
"Called when the object's script is instantiated, oftentimes after the object "
"is initialized in memory (through [code]Object.new()[/code] in GDScript, or "
-"[code]new GodotObject[/code] in C#). It can be also defined to take in "
+"[code]new RedotObject[/code] in C#). It can be also defined to take in "
"parameters. This method is similar to a constructor in most programming "
"languages.\n"
"[b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, "
@@ -86129,7 +86130,7 @@ msgid ""
"script's initialization will fail."
msgstr ""
"实例化对象的脚本时调用,通常是在对象在内存中初始化之后(通过 GDScript 中的 "
-"[code]Object.new()[/code] 或 C# 中的 [code]new GodotObject[/code])。也可以将"
+"[code]Object.new()[/code] 或 C# 中的 [code]new RedotObject[/code])。也可以将"
"其定义为接受参数的形式。该方法类似于大多数编程语言中的构造函数。\n"
"[b]注意:[/b]如果为 [method _init] 定义了[i]必填的[/i]参数,则带脚本的 Object "
"只能直接创建。使用任何其他方式(例如 [method PackedScene.instantiate] 或 "
@@ -86235,7 +86236,7 @@ msgid ""
" ]\n"
"[/gdscript]\n"
"[csharp]\n"
-"private Godot.Collections.Dictionary _internalData = new Godot.Collections."
+"private Redot.Collections.Dictionary _internalData = new Redot.Collections."
"Dictionary();\n"
"\n"
"public override bool _Set(StringName property, Variant value)\n"
@@ -86250,12 +86251,12 @@ msgid ""
" return false;\n"
"}\n"
"\n"
-"public override Godot.Collections.Array<Godot.Collections.Dictionary> "
+"public override Redot.Collections.Array<Redot.Collections.Dictionary> "
"_GetPropertyList()\n"
"{\n"
-" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n"
+" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n"
" {\n"
-" new Godot.Collections.Dictionary()\n"
+" new Redot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"FakeProperty\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
@@ -86289,7 +86290,7 @@ msgstr ""
" ]\n"
"[/gdscript]\n"
"[csharp]\n"
-"private Godot.Collections.Dictionary _internalData = new Godot.Collections."
+"private Redot.Collections.Dictionary _internalData = new Redot.Collections."
"Dictionary();\n"
"\n"
"public override bool _Set(StringName property, Variant value)\n"
@@ -86304,12 +86305,12 @@ msgstr ""
" return false;\n"
"}\n"
"\n"
-"public override Godot.Collections.Array<Godot.Collections.Dictionary> "
+"public override Redot.Collections.Array<Redot.Collections.Dictionary> "
"_GetPropertyList()\n"
"{\n"
-" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n"
+" return new Redot.Collections.Array<Redot.Collections.Dictionary>()\n"
" {\n"
-" new Godot.Collections.Dictionary()\n"
+" new Redot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"FakeProperty\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
@@ -86324,22 +86325,22 @@ msgid ""
"therefore the object's representation as a [String].\n"
"[codeblock]\n"
"func _to_string():\n"
-" return \"Welcome to Godot 4!\"\n"
+" return \"Welcome to Redot 4!\"\n"
"\n"
"func _init():\n"
-" print(self) # Prints Welcome to Godot 4!\"\n"
-" var a = str(self) # a is \"Welcome to Godot 4!\"\n"
+" print(self) # Prints Welcome to Redot 4!\"\n"
+" var a = str(self) # a is \"Welcome to Redot 4!\"\n"
"[/codeblock]"
msgstr ""
"覆盖该方法以自定义 [method to_string] 的返回值,从而将对象表示为一个 "
"[String]。\n"
"[codeblock]\n"
"func _to_string():\n"
-" return \"欢迎来到 Godot 4!\"\n"
+" return \"欢迎来到 Redot 4!\"\n"
"\n"
"func _init():\n"
-" print(self) # 输出“欢迎来到 Godot 4!”\n"
-" var a = str(self) # a 是“欢迎来到 Godot 4!”\n"
+" print(self) # 输出“欢迎来到 Redot 4!”\n"
+" var a = str(self) # a 是“欢迎来到 Redot 4!”\n"
"[/codeblock]"
msgid ""
@@ -86382,7 +86383,7 @@ msgid ""
" [Export]\n"
" public int Number { get; set; }\n"
"\n"
-" public override void _ValidateProperty(Godot.Collections.Dictionary "
+" public override void _ValidateProperty(Redot.Collections.Dictionary "
"property)\n"
" {\n"
" if (property[\"name\"].AsStringName() == PropertyName.Number && !"
@@ -86435,7 +86436,7 @@ msgstr ""
" [Export]\n"
" public int Number { get; set; }\n"
"\n"
-" public override void _ValidateProperty(Godot.Collections.Dictionary "
+" public override void _ValidateProperty(Redot.Collections.Dictionary "
"property)\n"
" {\n"
" if (property[\"name\"].AsStringName() == PropertyName.Number && !"
@@ -86463,14 +86464,14 @@ msgid ""
"])\n"
"[/gdscript]\n"
"[csharp]\n"
-"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n"
+"AddUserSignal(\"Hurt\", new Redot.Collections.Array()\n"
"{\n"
-" new Godot.Collections.Dictionary()\n"
+" new Redot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"damage\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" },\n"
-" new Godot.Collections.Dictionary()\n"
+" new Redot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"source\" },\n"
" { \"type\", (int)Variant.Type.Object }\n"
@@ -86491,14 +86492,14 @@ msgstr ""
"])\n"
"[/gdscript]\n"
"[csharp]\n"
-"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n"
+"AddUserSignal(\"Hurt\", new Redot.Collections.Array()\n"
"{\n"
-" new Godot.Collections.Dictionary()\n"
+" new Redot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"damage\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" },\n"
-" new Godot.Collections.Dictionary()\n"
+" new Redot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"source\" },\n"
" { \"type\", (int)Variant.Type.Object }\n"
@@ -86522,7 +86523,7 @@ msgid ""
"[/csharp]\n"
"[/codeblocks]\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 "
+"built-in Redot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
@@ -86538,7 +86539,7 @@ msgstr ""
"node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param method] 必须为 "
+"[b]注意:[/b]在 C# 中,在引用 Redot 内置方法时,[param method] 必须为 "
"snake_case 格式。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次"
"调用时分配新的 [StringName]。"
@@ -86566,7 +86567,7 @@ msgid ""
"[/codeblocks]\n"
"See also [method Callable.call_deferred].\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 "
+"built-in Redot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call.\n"
"[b]Note:[/b] If you're looking to delay the function call by a frame, refer "
@@ -86602,7 +86603,7 @@ msgstr ""
"[/csharp]\n"
"[/codeblocks]\n"
"另见 [method Callable.call_deferred]。\n"
-"[b]注意:[/b]在 C# 中,[param method] 引用内置的 Godot 方法时必须使用 "
+"[b]注意:[/b]在 C# 中,[param method] 引用内置的 Redot 方法时必须使用 "
"snake_case 的形式。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次"
"调用都分配一个新的 [StringName]。\n"
"[b]注意:[/b]如果你想要延迟一帧再调用函数,请使用 [signal SceneTree."
@@ -86627,12 +86628,12 @@ msgid ""
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
-"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new "
+"node.Callv(Node3D.MethodName.Rotate, new Redot.Collections.Array { new "
"Vector3(1f, 0f, 0f), 1.571f });\n"
"[/csharp]\n"
"[/codeblocks]\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 "
+"built-in Redot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
@@ -86645,11 +86646,11 @@ msgstr ""
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
-"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new "
+"node.Callv(Node3D.MethodName.Rotate, new Redot.Collections.Array { new "
"Vector3(1f, 0f, 0f), 1.571f });\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]在 C# 中,[param method] 在引用 Godot 内置方法时必须是 "
+"[b]注意:[/b]在 C# 中,[param method] 在引用 Redot 内置方法时必须是 "
"snake_case。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次调用"
"时分配新的 [StringName]。"
@@ -86681,7 +86682,7 @@ msgid ""
"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 "
+"Connecting signals is one of the most common operations in Redot 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"
@@ -86766,11 +86767,11 @@ msgid ""
" // 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 "
+" // Option 2: RedotObject.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 "
+" // Option 3: RedotObject.Connect() with a constructed Callable using a "
"target object and method name.\n"
" button.Connect(Button.SignalName.ButtonDown, new Callable(this, "
"MethodName.OnButtonDown));\n"
@@ -86855,7 +86856,7 @@ msgstr ""
"is_connected] 检查已存在的连接。\n"
"如果 [param callable] 的对象被释放,则该连接将会丢失。\n"
"[b]推荐语法的示例:[/b]\n"
-"连接信号是 Godot 中最常见的操作之一,API 提供了许多这样做的选项,这些选项将在"
+"连接信号是 Redot 中最常见的操作之一,API 提供了许多这样做的选项,这些选项将在"
"下面进一步介绍。下面的代码块显示了推荐的方法。\n"
"[codeblocks]\n"
"[gdscript]\n"
@@ -86930,10 +86931,10 @@ msgstr ""
" var button = new Button();\n"
" // 选项 1:在 C# 中,我们可以将信号用作事件并使用以下惯用语法进行连接:\n"
" button.ButtonDown += OnButtonDown;\n"
-" // 选项 2:GodotObject.Connect() 并使用从方法组构造的 Callable。\n"
+" // 选项 2:RedotObject.Connect() 并使用从方法组构造的 Callable。\n"
" button.Connect(Button.SignalName.ButtonDown, Callable."
"From(OnButtonDown));\n"
-" // 选项 3:GodotObject.Connect() 并使用由目标对象和方法名称构造的 "
+" // 选项 3:RedotObject.Connect() 并使用由目标对象和方法名称构造的 "
"Callable。\n"
" button.Connect(Button.SignalName.ButtonDown, new Callable(this, "
"MethodName.OnButtonDown));\n"
@@ -87028,7 +87029,7 @@ msgid ""
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
-"built-in Godot signals. Prefer using the names exposed in the "
+"built-in Redot signals. Prefer using the names exposed in the "
"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
@@ -87046,7 +87047,7 @@ msgstr ""
"EmitSignal(SignalName.GameOver);\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]在C#中,在引用内置 Godot 信号时,[param signal] 必须是 "
+"[b]注意:[/b]在C#中,在引用内置 Redot 信号时,[param signal] 必须是 "
"snake_case。最好使用 [code]SignalName[/code] 类中公开的名称,以避免在每次调用"
"时分配一个新的 [StringName]。"
@@ -87076,7 +87077,7 @@ msgid ""
"[/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 "
+"built-in Redot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
@@ -87094,7 +87095,7 @@ msgstr ""
"var a = node.Get(Node2D.PropertyName.Rotation); // a 为 1.5\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]在 C# 中,在引用 Godot 内置属性时,[param property] 必须是 "
+"[b]注意:[/b]在 C# 中,在引用 Redot 内置属性时,[param property] 必须是 "
"snake_case。最好使用 [code]PropertyName[/code] 类中公开的名称,以避免在每次调"
"用时分配一个新的 [StringName]。"
@@ -87143,7 +87144,7 @@ msgid ""
"[/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 "
+"referring to built-in Redot 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 "
@@ -87169,7 +87170,7 @@ msgstr ""
"var b = node.GetIndexed(\"position:y\"); // b 为 -10\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property_path] 必须为 "
+"[b]注意:[/b]在 C# 中引用内置 Redot 属性时 [param property_path] 必须为 "
"snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避"
"免每次调用都重新分配一个 [StringName]。\n"
"[b]注意:[/b]这个方法不支持指向 [SceneTree] 中节点的路径,仅支持子属性路径。在"
@@ -87213,12 +87214,12 @@ msgstr "将该对象的元数据作为 [PackedStringArray] 返回。"
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 "
+"built-in Redot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"根据名称返回给定 [param method] 的参数数量。\n"
-"[b]注意:[/b]在 C# 中引用内置 Godot 方法时,[param method] 必须采用 "
+"[b]注意:[/b]在 C# 中引用内置 Redot 方法时,[param method] 必须采用 "
"snake_case 蛇形命名法。请优先使用 [code]MethodName[/code] 类中公开的名称,以避"
"免在每次调用时分配一个新的 [StringName]。"
@@ -87262,7 +87263,7 @@ msgid ""
"- [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."
+"Redot properties using decorators or attributes."
msgstr ""
"以字典 [Array] 的形式返回该对象的属性列表。每个 [Dictionary] 中都包含如下条"
"目:\n"
@@ -87274,7 +87275,7 @@ msgstr ""
"- [code]hint_string[/code] 取决于 hint(见 [enum PropertyHint]);\n"
"- [code]usage[/code] 是 [enum PropertyUsageFlags] 的组合。\n"
"[b]注意:[/b]在 GDScript 中,类的所有成员都被视为属性。在 C# 和 GDExtension "
-"中,则需要使用装饰器或特性将类的成员显式标记为 Godot 属性。"
+"中,则需要使用装饰器或特性将类的成员显式标记为 Redot 属性。"
msgid ""
"Returns the object's [Script] instance, or [code]null[/code] if no script is "
@@ -87327,12 +87328,12 @@ 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 "
+"built-in Redot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"如果该对象中存在给定的方法名 [param method],则返回 [code]true[/code]。\n"
-"[b]注意:[/b]在 C# 中引用内置 Godot 方法时 [param method] 必须为 snake_case 蛇"
+"[b]注意:[/b]在 C# 中引用内置 Redot 方法时 [param method] 必须为 snake_case 蛇"
"形大小写。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次调用都重"
"新分配一个 [StringName]。"
@@ -87340,12 +87341,12 @@ 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 "
+"built-in Redot methods. Prefer using the names exposed in the "
"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"如果该对象中存在给定的信号名 [param signal],则返回 [code]true[/code]。\n"
-"[b]注意:[/b]在 C# 中引用内置 Godot 信号时 [param signal] 必须为 snake_case 蛇"
+"[b]注意:[/b]在 C# 中引用内置 Redot 信号时 [param signal] 必须为 snake_case 蛇"
"形大小写。请优先使用 [code]SignalName[/code] 类中暴露的名称,避免每次调用都重"
"新分配一个 [StringName]。"
@@ -87406,13 +87407,13 @@ 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 "
+"built-in Redot methods. Prefer using the names exposed in the "
"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"如果给定的 [param signal] 名称和 [param callable] 之间存在连接,则返回 "
"[code]true[/code]。\n"
-"[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param signal] 必须是 "
+"[b]注意:[/b]在 C# 中,在引用 Redot 内置方法时,[param signal] 必须是 "
"snake_case。最好使用 [code]SignalName[/code] 类中公开的名称,以避免在每次调用"
"时分配一个新的 [StringName]。"
@@ -87443,10 +87444,10 @@ msgid ""
"player.SetScript(GD.Load(\"res://player.gd\"));\n"
"\n"
"player.Notification(NotificationEnterTree);\n"
-"// The call order is GodotObject -> Node -> Node2D -> player.gd.\n"
+"// The call order is RedotObject -> Node -> Node2D -> player.gd.\n"
"\n"
"player.Notification(NotificationEnterTree, true);\n"
-"// The call order is player.gd -> Node2D -> Node -> GodotObject.\n"
+"// The call order is player.gd -> Node2D -> Node -> RedotObject.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
@@ -87469,10 +87470,10 @@ msgstr ""
"player.SetScript(GD.Load(\"res://player.gd\"));\n"
"\n"
"player.Notification(NotificationEnterTree);\n"
-"// 调用顺序是 GodotObject -> Node -> Node2D -> player.gd。\n"
+"// 调用顺序是 RedotObject -> Node -> Node2D -> player.gd。\n"
"\n"
"player.Notification(NotificationEnterTree, true);\n"
-"// 调用顺序是 player.gd -> Node2D -> Node -> GodotObject。\n"
+"// 调用顺序是 player.gd -> Node2D -> Node -> RedotObject。\n"
"[/csharp]\n"
"[/codeblocks]"
@@ -87555,7 +87556,7 @@ msgid ""
"[/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 "
+"built-in Redot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
@@ -87573,7 +87574,7 @@ msgstr ""
"GD.Print(node.GlobalScale); // 输出 Vector2(8, 2.5)\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 snake_case "
+"[b]注意:[/b]在 C# 中引用内置 Redot 属性时 [param property] 必须为 snake_case "
"蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避免每次调用"
"都重新分配一个 [StringName]。"
@@ -87612,7 +87613,7 @@ msgid ""
"[/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 "
+"built-in Redot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
@@ -87640,7 +87641,7 @@ msgstr ""
"GD.Print(node.Rotation); // 输出 3.0\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 snake_case "
+"[b]注意:[/b]在 C# 中引用内置 Redot 属性时 [param property] 必须为 snake_case "
"蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避免每次调用"
"都重新分配一个 [StringName]。"
@@ -87663,7 +87664,7 @@ msgid ""
"[/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 "
+"referring to built-in Redot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
@@ -87684,7 +87685,7 @@ msgstr ""
"GD.Print(node.Position); // 输出 (42, -10)\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property_path] 必须为 "
+"[b]注意:[/b]在 C# 中引用内置 Redot 属性时 [param property_path] 必须为 "
"snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避"
"免每次调用都重新分配一个 [StringName]。"
@@ -88216,9 +88217,9 @@ msgstr ""
"集。"
msgid ""
-"OpenXR uses an action system similar to Godots Input map system to bind "
+"OpenXR uses an action system similar to Redots Input map system to bind "
"inputs and outputs on various types of XR controllers to named actions. "
-"OpenXR specifies more detail on these inputs and outputs than Godot "
+"OpenXR specifies more detail on these inputs and outputs than Redot "
"supports.\n"
"Another important distinction is that OpenXR offers no control over these "
"bindings. The bindings we register are suggestions, it is up to the XR "
@@ -88227,8 +88228,8 @@ msgid ""
"The action map therefore needs to be loaded at startup and can't be changed "
"afterwards. This resource is a container for the entire action map."
msgstr ""
-"OpenXR 使用类似于 Godots 输入映射系统的动作系统,将各种类型的 XR 控制器上的输"
-"入和输出绑定到命名的动作。OpenXR 规范了比 Godot 支持的更多关于这些输入和输出的"
+"OpenXR 使用类似于 Redots 输入映射系统的动作系统,将各种类型的 XR 控制器上的输"
+"入和输出绑定到命名的动作。OpenXR 规范了比 Redot 支持的更多关于这些输入和输出的"
"细节。\n"
"另一个重要的区别是 OpenXR 不提供对这些绑定的控制。我们注册的绑定是建议,取决"
"于 XR 运行时是否为用户提供更改这些绑定的能力。如果有新硬件可用,这允许 XR 运行"
@@ -88539,15 +88540,15 @@ msgid ""
"Enables a technique called \"hole punching\", which allows putting the "
"composition layer behind the main projection layer (i.e. setting [member "
"sort_order] to a negative value) while \"punching a hole\" through everything "
-"rendered by Godot so that the layer is still visible.\n"
+"rendered by Redot so that the layer is still visible.\n"
"This can be used to create the illusion that the composition layer exists in "
-"the same 3D space as everything rendered by Godot, allowing objects to appear "
+"the same 3D space as everything rendered by Redot, allowing objects to appear "
"to pass both behind or in front of the composition layer."
msgstr ""
"启用一种称为“打孔”的技术,该技术允许将合成层置于主投影层后面(即将 [member "
-"sort_order] 设置为负值),同时在 Godot 渲染的所有内容上“打一个洞”,以便该层仍"
+"sort_order] 设置为负值),同时在 Redot 渲染的所有内容上“打一个洞”,以便该层仍"
"然可见。\n"
-"这可用于创建合成层与 Godot 渲染的所有内容存在于同一 3D 空间中的幻觉,使对象看"
+"这可用于创建合成层与 Redot 渲染的所有内容存在于同一 3D 空间中的幻觉,使对象看"
"起来既从合成层的后面又从合成层的前面经过。"
msgid "The [SubViewport] to render on the composition layer."
@@ -89037,29 +89038,29 @@ msgid "Our OpenXR interface."
msgstr "OpenXR 接口。"
msgid ""
-"The OpenXR interface allows Godot to interact with OpenXR runtimes and make "
+"The OpenXR interface allows Redot to interact with OpenXR runtimes and make "
"it possible to create XR experiences and games.\n"
"Due to the needs of OpenXR this interface works slightly different than other "
-"plugin based XR interfaces. It needs to be initialized when Godot starts. You "
+"plugin based XR interfaces. It needs to be initialized when Redot starts. You "
"need to enable OpenXR, settings for this can be found in your games project "
"settings under the XR heading. You do need to mark a viewport for use with XR "
-"in order for Godot to know which render result should be output to the "
+"in order for Redot to know which render result should be output to the "
"headset."
msgstr ""
-"OpenXR 接口允许 Godot 与 OpenXR 运行时进行交互,并使创建 XR 体验和游戏成为可"
+"OpenXR 接口允许 Redot 与 OpenXR 运行时进行交互,并使创建 XR 体验和游戏成为可"
"能。\n"
"由于 OpenXR 的需要,该接口的工作方式与其他基于插件的 XR 接口略有不同。它需要"
-"在 Godot 启动时被初始化。若需要启用 OpenXR,相关设置可以在游戏项目设置中的 XR "
-"标题下找到。你确实需要标记一个视口以与 XR 一起使用,以便 Godot 知道应该将哪个"
+"在 Redot 启动时被初始化。若需要启用 OpenXR,相关设置可以在游戏项目设置中的 XR "
+"标题下找到。你确实需要标记一个视口以与 XR 一起使用,以便 Redot 知道应该将哪个"
"渲染结果输出到头戴式设备。"
msgid "Setting up XR"
msgstr "设置 XR"
msgid ""
-"Returns a list of action sets registered with Godot (loaded from the action "
+"Returns a list of action sets registered with Redot (loaded from the action "
"map at runtime)."
-msgstr "返回向 Godot 注册的动作集的列表(在运行时从动作映射加载)。"
+msgstr "返回向 Redot 注册的动作集的列表(在运行时从动作映射加载)。"
msgid ""
"Returns display refresh rates supported by the current HMD. Only returned if "
@@ -89706,14 +89707,14 @@ 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, "
+"[b]Note:[/b] In Redot 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 ""
"[OS] 类封装了与主机操作系统通信的最常见功能,例如视频驱动、延时、环境变量、二"
"进制文件的执行、命令行等。\n"
-"[b]注意:[/b]在 Godot 4 中,与窗口管理、剪贴板和 TTS 相关的 [OS] 函数已被移至 "
+"[b]注意:[/b]在 Redot 4 中,与窗口管理、剪贴板和 TTS 相关的 [OS] 函数已被移至 "
"[DisplayServer] 单例(和 [Window] 类)。与时间相关的函数已被移除,并且仅在 "
"[Time] 类中可用。"
@@ -89724,12 +89725,12 @@ msgstr ""
"使用主机平台的实现显示一个模式对话框。引擎执行将被阻塞,直到该对话框被关闭。"
msgid ""
-"Shuts down the system MIDI driver. Godot will no longer receive "
+"Shuts down the system MIDI driver. Redot 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 ""
-"关闭系统 MIDI 驱动程序。Godot 将不再接收 [InputEventMIDI]。另请参阅 [method "
+"关闭系统 MIDI 驱动程序。Redot 将不再接收 [InputEventMIDI]。另请参阅 [method "
"open_midi_inputs] 和 [method get_connected_midi_inputs]。\n"
"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。"
@@ -89748,7 +89749,7 @@ msgstr ""
"@GlobalScope.push_error]、[method alert]。"
msgid ""
-"Creates a new instance of Godot that runs independently. The [param "
+"Creates a new instance of Redot 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 "
@@ -89757,7 +89758,7 @@ msgid ""
"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 ""
-"创建一个独立运行的 Godot 新实例。[param arguments] 按给定顺序使用,并以空格分"
+"创建一个独立运行的 Redot 新实例。[param arguments] 按给定顺序使用,并以空格分"
"隔。\n"
"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视该进程(并可能使"
"用 [method kill] 终止它)。如果进程无法创建,则该方法将返回 [code]-1[/"
@@ -89766,8 +89767,8 @@ msgstr ""
"[b]注意:[/b]该方法在 Android、Linux、macOS 和 Windows 上实现。"
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 "
+"Creates a new process that runs independently of Redot. It will not terminate "
+"when Redot 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"
@@ -89793,7 +89794,7 @@ msgid ""
"embedded helper executables, specified during export or system .app bundle, "
"system .app bundles will ignore arguments."
msgstr ""
-"创建一个独立于 Godot 运行的新进程。Godot 终止时它也不会终止。[param path] 中指"
+"创建一个独立于 Redot 运行的新进程。Redot 终止时它也不会终止。[param path] 中指"
"定的路径必须存在,并且是可执行文件或 macOS 的 [code].app[/code] 捆绑包。将使用"
"平台路径解析。[param arguments] 按给定顺序使用,并以空格分隔。\n"
"在 Windows 上,如果 [param open_console] 为 [code]true[/code] 并且该进程是一个"
@@ -89892,7 +89893,7 @@ msgid ""
"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
-"var output = new Godot.Collections.Array();\n"
+"var output = new Redot.Collections.Array();\n"
"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -89904,7 +89905,7 @@ msgid ""
"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
-"var output = new Godot.Collections.Array();\n"
+"var output = new Redot.Collections.Array();\n"
"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, "
"output);\n"
"[/csharp]\n"
@@ -89943,7 +89944,7 @@ msgstr ""
"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
-"var output = new Godot.Collections.Array();\n"
+"var output = new Redot.Collections.Array();\n"
"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n"
"[/csharp]\n"
"[/codeblocks]\n"
@@ -89955,7 +89956,7 @@ msgstr ""
"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
-"var output = new Godot.Collections.Array();\n"
+"var output = new Redot.Collections.Array();\n"
"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, "
"output);\n"
"[/csharp]\n"
@@ -89975,8 +89976,8 @@ msgstr ""
"运行。"
msgid ""
-"Creates a new process that runs independently of Godot with redirected IO. It "
-"will not terminate when Godot terminates. The path specified in [param path] "
+"Creates a new process that runs independently of Redot with redirected IO. It "
+"will not terminate when Redot 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"
@@ -90003,7 +90004,7 @@ msgid ""
"embedded helper executables, specified during export or system .app bundle, "
"system .app bundles will ignore arguments."
msgstr ""
-"创建一个独立于 Godot 运行的新进程并重定向 IO。Godot 终止时它也不会终止。"
+"创建一个独立于 Redot 运行的新进程并重定向 IO。Redot 终止时它也不会终止。"
"[param path] 中指定的路径必须存在,并且是可执行文件或 macOS 的 [code].app[/"
"code] 捆绑包。将使用平台路径解析。[param arguments] 按给定顺序使用,并以空格分"
"隔。\n"
@@ -90077,7 +90078,7 @@ msgid ""
"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[/"
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/"
"url] in the documentation for more information. See also [method "
"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
@@ -90086,7 +90087,7 @@ msgstr ""
"根据操作系统的标准返回[i]全局[/i]缓存数据目录。\n"
"在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_CACHE_HOME[/code] 环"
"境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/"
-"data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method "
+"data_paths.html]《Redot 项目中的文件路径》[/url]。另请参阅 [method "
"get_config_dir] 和 [method get_data_dir]。\n"
"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目特定的[/i]用户数据路"
"径。"
@@ -90188,8 +90189,8 @@ msgid ""
"[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"
+"# Redot has been executed with the following command:\n"
+"# redot --fullscreen -- --level=2 --hardcore\n"
"\n"
"OS.get_cmdline_args() # Returns [\"--fullscreen\", \"--level=2\", \"--"
"hardcore\"]\n"
@@ -90201,8 +90202,8 @@ msgstr ""
"数在双横杠 [code]--[/code] 之后指定。如果其他程序会拦截 [code]--[/code](例如 "
"[code]startx[/code]),那么也可以使用 [code]++[/code]。\n"
"[codeblock]\n"
-"# Godot 使用以下命令执行:\n"
-"# godot --fullscreen -- --level=2 --hardcore\n"
+"# Redot 使用以下命令执行:\n"
+"# redot --fullscreen -- --level=2 --hardcore\n"
"\n"
"OS.get_cmdline_args() # 返回 [\"--fullscreen\", \"--level=2\", \"--"
"hardcore\"]\n"
@@ -90215,7 +90216,7 @@ msgid ""
"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=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot "
"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 "
@@ -90224,7 +90225,7 @@ msgstr ""
"根据操作系统的标准,返回[i]全局[/i]用户配置目录。\n"
"在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_CONFIG_HOME[/code] "
"环境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/"
-"data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method "
+"data_paths.html]《Redot 项目中的文件路径》[/url]。另请参阅 [method "
"get_cache_dir] 和 [method get_data_dir]。\n"
"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路"
"径。"
@@ -90245,7 +90246,7 @@ msgid ""
"system's standards.\n"
"On the Linux/BSD platform, this path can be overridden by setting the "
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
-"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/"
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Redot projects[/"
"url] in the documentation for more information. See also [method "
"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
@@ -90254,7 +90255,7 @@ msgstr ""
"根据操作系统的标准返回[i]全局[/i]用户数据目录。\n"
"在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_DATA_HOME[/code] 环"
"境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/"
-"data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method "
+"data_paths.html]《Redot 项目中的文件路径》[/url]。另请参阅 [method "
"get_cache_dir] 和 [method get_config_dir]。\n"
"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路"
"径。"
@@ -90302,11 +90303,11 @@ msgstr ""
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, "
+"[b]Note:[/b] On macOS, if you want to launch another instance of Redot, "
"always use [method create_instance] instead of relying on the executable path."
msgstr ""
"返回当前引擎可执行文件的文件路径。\n"
-"[b]注意:[/b]如果想要在 macOS 上运行新的 Godot 实例,请始终使用 [method "
+"[b]注意:[/b]如果想要在 macOS 上运行新的 Redot 实例,请始终使用 [method "
"create_instance],不要依赖可执行文件的路径。"
msgid ""
@@ -90738,13 +90739,13 @@ msgstr ""
msgid ""
"Returns the absolute directory path where user data is written (the "
-"[code]user://[/code] directory in Godot). The path depends on the project "
+"[code]user://[/code] directory in Redot). 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][/"
+"- On Windows, this is [code]%AppData%\\Redot\\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/"
+"- On macOS, this is [code]~/Library/Application Support/Redot/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/"
@@ -90758,14 +90759,14 @@ msgid ""
"Not to be confused with [method get_data_dir], which returns the [i]global[/"
"i] (non-project-specific) user home directory."
msgstr ""
-"返回写入用户数据的绝对目录路径(Godot 中的 [code]user://[/code] 目录)。该路径"
+"返回写入用户数据的绝对目录路径(Redot 中的 [code]user://[/code] 目录)。该路径"
"取决于项目名称和 [member ProjectSettings.application/config/"
"use_custom_user_dir]。\n"
-"- 在 Windows 上,这是 [code]%AppData%\\Godot\\app_userdata\\[project_name][/"
+"- 在 Windows 上,这是 [code]%AppData%\\Redot\\app_userdata\\[project_name][/"
"code];如果已设置 [code]use_custom_user_dir[/code],则为 [code]%AppData%"
"\\[custom_name][/code]。[code]%AppData%[/code] 扩展为 [code]%UserProfile%"
"\\AppData\\Roaming[/code]。\n"
-"- 在 macOS 上,这是 [code]~/Library/Application Support/Godot/app_userdata/"
+"- 在 macOS 上,这是 [code]~/Library/Application Support/Redot/app_userdata/"
"[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 "
"[code]~/Library/Application Support/[custom_name][/code] 。\n"
"- 在 Linux 和 BSD 上,这是 [code]~/.local/share/godot/app_userdata/"
@@ -90865,19 +90866,19 @@ msgstr ""
"code] 的其中之一,表示宿主平台。"
msgid ""
-"Returns [code]true[/code] if the Godot binary used to run the project is a "
+"Returns [code]true[/code] if the Redot 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 "
+"Returns [code]false[/code] if the Redot 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 "
+"[b]Note:[/b] To check whether the Redot binary used to run the project is an "
"export template (debug or release), use [code]OS.has_feature(\"template\")[/"
"code] instead."
msgstr ""
-"如果用于运行项目的 Godot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行"
+"如果用于运行项目的 Redot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行"
"时,则返回 [code]true[/code]。\n"
-"如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 [code]false[/"
+"如果用于运行项目的 Redot 二进制文件是[i]发布[/i]导出模板,则返回 [code]false[/"
"code]。\n"
-"[b]注意:[/b]要检查用于运行项目的 Godot 二进制文件是否是导出模板(调试或发"
+"[b]注意:[/b]要检查用于运行项目的 Redot 二进制文件是否是导出模板(调试或发"
"布),请改用 [code]OS.has_feature(\"template\")[/code]。"
msgid ""
@@ -91020,12 +91021,12 @@ msgstr ""
"[b]注意:[/b]如果用户在其系统上禁用了回收站,则该文件将被永久删除。"
msgid ""
-"Initializes the singleton for the system MIDI driver, allowing Godot to "
+"Initializes the singleton for the system MIDI driver, allowing Redot to "
"receive [InputEventMIDI]. See also [method get_connected_midi_inputs] and "
"[method close_midi_inputs].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
-"初始化系统 MIDI 驱动的单例,允许 Godot 接收 [InputEventMIDI]。另请参阅 "
+"初始化系统 MIDI 驱动的单例,允许 Redot 接收 [InputEventMIDI]。另请参阅 "
"[method get_connected_midi_inputs] and [method close_midi_inputs]。\n"
"[b]注意:[/b]该方法在 Linux、macOS、Windows 上实现。"
@@ -91082,9 +91083,9 @@ msgstr ""
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 "
+"The environment variable will be set for the Redot 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 "
+"environment variable will [i]not[/i] persist to processes run after the Redot "
"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 "
@@ -91094,8 +91095,8 @@ msgid ""
"environment block."
msgstr ""
"将环境变量 [param variable] 的值设置为 [param value]。运行 [method "
-"set_environment] 后,会为 Godot 进程和任何用 [method execute] 执行的进程设置该"
-"环境变量。该环境变量[i]不会[/i]持续存在于 Godot 进程终止后运行的进程中。\n"
+"set_environment] 后,会为 Redot 进程和任何用 [method execute] 执行的进程设置该"
+"环境变量。该环境变量[i]不会[/i]持续存在于 Redot 进程终止后运行的进程中。\n"
"[b]注意:[/b]环境变量的名称在除 Windows 外的所有平台上都是区分大小写的。名称 "
"[param variable] 不能为空,也不能包含 [code]=[/code] 字符。在 Windows 上,在环"
"境块中注册的 [param variable]、[param value]、[code]=[/code] 以及 null 终止符"
@@ -91141,11 +91142,11 @@ msgid ""
"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."
+"antiviruses, text editors, or even the Redot editor itself."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],那么在以写模式打开文件时,会使用在"
"同一位置打开的临时文件。关闭时会自动将其应用至目标文件。\n"
-"适用于文件可能被杀毒软件、文本编辑器、甚至 Godot 编辑器自己等其他程序打开的场"
+"适用于文件可能被杀毒软件、文本编辑器、甚至 Redot 编辑器自己等其他程序打开的场"
"景。"
msgid ""
@@ -91154,7 +91155,7 @@ msgid ""
"- [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"
+"web browser on the official Redot 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 "
@@ -91173,7 +91174,7 @@ msgstr ""
"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] 在 Windows 上会"
"用资源管理器打开用户的 Downloads 文件夹。\n"
"- [code]OS.shell_open(\"https://godotengine.org\")[/code] 会使用默认网页浏览器"
-"打开 Godot 官方网站。\n"
+"打开 Redot 官方网站。\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 会打开默认电子邮"
"件客户端并将“收件人”字段设置为 [code]example@example.com[/code]。其他支持自定"
"义的字段见 [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - "
@@ -91213,17 +91214,17 @@ msgstr ""
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 "
+"code] character. The environment variable will be removed for the Redot "
"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"
+"persist to processes run after the Redot process was terminated.\n"
"[b]Note:[/b] Environment variable names are case-sensitive on all platforms "
"except Windows."
msgstr ""
"如果给定的环境变量存在,则从当前环境中移除。[param variable] 名称不能为空或包"
-"含 [code]=[/code] 字符。在运行 [method unset_environment] 后,将为 Godot 进程"
+"含 [code]=[/code] 字符。在运行 [method unset_environment] 后,将为 Redot 进程"
"和使用 [method execute] 执行的任何进程移除环境变量。环境变量的移除并[i]不会[/"
-"i]持续到 Godot 进程终止后运行的进程。\n"
+"i]持续到 Redot 进程终止后运行的进程。\n"
"[b]注意:[/b]环境变量名称在除 Windows 以外的所有平台上都区分大小写。"
msgid ""
@@ -91479,13 +91480,13 @@ msgid ""
"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 "
+"by Redot, for example if data compressed with the deflate compression mode "
"lacks a checksum or header."
msgstr ""
"返回新的 [PackedByteArray],其中的数据已解压。请将 [param buffer_size] 设置为"
"数据解压后的大小。请将压缩模式设置为 [enum FileAccess.CompressionMode] 常"
"量。\n"
-"[b]注意:[/b]不保证解压缩可以处理未经 Godot 压缩的数据,例如,如果使用 "
+"[b]注意:[/b]不保证解压缩可以处理未经 Redot 压缩的数据,例如,如果使用 "
"deflate 压缩模式压缩的数据缺少校验和或标头。"
msgid ""
@@ -91502,7 +91503,7 @@ msgid ""
"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 "
+"by Redot, for example if data compressed with the deflate compression mode "
"lacks a checksum or header."
msgstr ""
"返回新的 [PackedByteArray],其中的数据已解压。请将压缩模式设置为 [enum "
@@ -91514,7 +91515,7 @@ msgstr ""
"出。为了防止这种情况,你可以通过 [param max_output_size] 提供允许这个函数分配"
"的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会返回错"
"误。\n"
-"[b]注意:[/b]不保证解压缩可以处理未经 Godot 压缩的数据,例如,如果使用 "
+"[b]注意:[/b]不保证解压缩可以处理未经 Redot 压缩的数据,例如,如果使用 "
"deflate 压缩模式压缩的数据缺少校验和或标头。"
msgid "Creates a copy of the array, and returns it."
@@ -91805,7 +91806,7 @@ msgstr ""
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"
+"code], Redot [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 "
@@ -91835,7 +91836,7 @@ msgstr ""
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"
+"[code]int64_t[/code], Redot [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 "
@@ -93750,7 +93751,7 @@ msgid ""
"[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 "
+"reflections. Redot 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 "
@@ -93758,7 +93759,7 @@ msgid ""
msgstr ""
"在 [Sky] 中引用的用于绘制背景的资源。[PanoramaSkyMaterial] 的功能类似于其他引"
"擎的天空盒,区别在于它使用的是等距圆柱投影的天空贴图而不是 [Cubemap]。\n"
-"强烈建议使用 HDR 全景图,能够得到准确、高质量的反射。为此,Godot 支持 "
+"强烈建议使用 HDR 全景图,能够得到准确、高质量的反射。为此,Redot 支持 "
"Radiance HDR([code].hdr[/code])和 OpenEXR([code].exr[/code])图像格式。\n"
"你可以使用[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]这个工具[/url]将立方体贴图转换为等距圆柱投影的天空贴"
@@ -95484,10 +95485,10 @@ msgstr ""
msgid ""
"Returns a boolean that indicates whether the [PhysicalBone2D] is running and "
-"simulating using the Godot 2D physics engine. When [code]true[/code], the "
+"simulating using the Redot 2D physics engine. When [code]true[/code], the "
"PhysicalBone2D node is using physics."
msgstr ""
-"返回一个布尔值,表示 [PhysicalBone2D] 节点是否处于运行状态,正在使用 Godot 2D "
+"返回一个布尔值,表示 [PhysicalBone2D] 节点是否处于运行状态,正在使用 Redot 2D "
"物理引擎进行仿真。为 [code]true[/code] 时,该 PhysicalBone2D 节点正在使用物"
"理。"
@@ -98710,31 +98711,31 @@ msgid ""
"Constant to set/get how fast the joint pulls the bodies back to satisfy the "
"joint constraint. The lower the value, the more the two bodies can pull on "
"the joint. The default value of this parameter is [code]0.0[/code].\n"
-"[b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and "
+"[b]Note:[/b] In Redot Physics, this parameter is only used for pin joints and "
"groove joints."
msgstr ""
"常量,用于设置/获取该关节将实体拉回以满足关节约束的速度。值越低,两个物体对关"
"节的拉动就越大。该参数的默认值为 [code]0.0[/code]。\n"
-"[b]注意:[/b]在 Godot 物理中,这个参数只用于销关节和槽关节。"
+"[b]注意:[/b]在 Redot 物理中,这个参数只用于销关节和槽关节。"
msgid ""
"Constant to set/get the maximum speed with which the joint can apply "
"corrections. The default value of this parameter is [code]3.40282e+38[/"
"code].\n"
-"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints."
+"[b]Note:[/b] In Redot Physics, this parameter is only used for groove joints."
msgstr ""
"常量,用于设置/获取关节可以应用校正的最大速度。该参数的默认值为 "
"[code]3.40282e+38[/code]。\n"
-"[b]注意:[/b]在 Godot 物理中,这个参数只用于槽关节。"
+"[b]注意:[/b]在 Redot 物理中,这个参数只用于槽关节。"
msgid ""
"Constant to set/get the maximum force that the joint can use to act on the "
"two bodies. The default value of this parameter is [code]3.40282e+38[/code].\n"
-"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints."
+"[b]Note:[/b] In Redot Physics, this parameter is only used for groove joints."
msgstr ""
"常量,用于设置/获取关节可用于作用于两个实体的最大力。该参数的默认值为 "
"[code]3.40282e+38[/code]。\n"
-"[b]注意:[/b]在 Godot 物理中,这个参数只用于槽关节。"
+"[b]注意:[/b]在 Redot 物理中,这个参数只用于槽关节。"
msgid ""
"Constant to set/get a how much the bond of the pin joint can flex. The "
@@ -99049,12 +99050,12 @@ msgstr "[method PhysicsServer2D.body_get_constant_torque] 的可覆盖版本。"
msgid ""
"Overridable version of [PhysicsServer2D]'s internal "
"[code]body_get_contacts_reported_depth_threshold[/code] method.\n"
-"[b]Note:[/b] This method is currently unused by Godot's default physics "
+"[b]Note:[/b] This method is currently unused by Redot's default physics "
"implementation."
msgstr ""
"[PhysicsServer2D] 内部 [code]body_get_contacts_reported_depth_threshold[/"
"code] 方法的可覆盖版本。\n"
-"[b]注意:[/b]Godot 的默认物理实现目前未使用该方法。"
+"[b]注意:[/b]Redot 的默认物理实现目前未使用该方法。"
msgid ""
"Overridable version of [method PhysicsServer2D."
@@ -99139,12 +99140,12 @@ msgstr "[method PhysicsServer2D.body_set_constant_torque] 的可覆盖版本。"
msgid ""
"Overridable version of [PhysicsServer2D]'s internal "
"[code]body_set_contacts_reported_depth_threshold[/code] method.\n"
-"[b]Note:[/b] This method is currently unused by Godot's default physics "
+"[b]Note:[/b] This method is currently unused by Redot's default physics "
"implementation."
msgstr ""
"[PhysicsServer2D] 内部 [code]body_set_contacts_reported_depth_threshold[/"
"code] 方法的可覆盖版本。\n"
-"[b]注意:[/b]Godot 的默认物理实现目前未使用该方法。"
+"[b]注意:[/b]Redot 的默认物理实现目前未使用该方法。"
msgid ""
"Overridable version of [method PhysicsServer2D."
@@ -99516,13 +99517,13 @@ msgid ""
"[PhysicsServer2DManager] is the API for registering [PhysicsServer2D] "
"implementations and for setting the default implementation.\n"
"[b]Note:[/b] It is not possible to switch physics servers at runtime. This "
-"class is only used on startup at the server initialization level, by Godot "
+"class is only used on startup at the server initialization level, by Redot "
"itself and possibly by GDExtensions."
msgstr ""
"[PhysicsServer2DManager] 是用于注册 [PhysicsServer2D] 实现、设置默认实现的 "
"API。\n"
"[b]注意:[/b]无法在运行时切换物理服务器。这个类只在启动时在服务器初始化级别使"
-"用,可能由 Godot 本身使用,也可能由 GDExtension 使用。"
+"用,可能由 Redot 本身使用,也可能由 GDExtension 使用。"
msgid ""
"Register a [PhysicsServer2D] implementation by passing a [param name] and a "
@@ -100143,11 +100144,11 @@ msgstr "返回形状数据。"
msgid ""
"Returns the collision margin for the shape.\n"
-"[b]Note:[/b] This is not used in Godot Physics, so will always return "
+"[b]Note:[/b] This is not used in Redot Physics, so will always return "
"[code]0[/code]."
msgstr ""
"返回形状的碰撞边距。\n"
-"[b]注意:[/b]Godot Physics 中并未使用,所以始终返回 [code]0[/code]。"
+"[b]注意:[/b]Redot Physics 中并未使用,所以始终返回 [code]0[/code]。"
msgid "Returns the type of shape (see [enum ShapeType] constants)."
msgstr "返回形状的类型(见 [enum ShapeType] 常量)。"
@@ -100161,10 +100162,10 @@ msgstr ""
msgid ""
"Sets the collision margin for the shape.\n"
-"[b]Note:[/b] This is not used in Godot Physics."
+"[b]Note:[/b] This is not used in Redot Physics."
msgstr ""
"设置形状的碰撞边距。\n"
-"[b]注意:[/b]这在 Godot 物理中未被使用。"
+"[b]注意:[/b]这在 Redot 物理中未被使用。"
msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
msgstr "获取 slider_joint 参数(见 [enum SliderJointParam] 常量)。"
@@ -100210,13 +100211,13 @@ msgstr "返回分配给给定柔性物体的空间的 [RID]。"
msgid ""
"Returns the given soft body state (see [enum BodyState] constants).\n"
-"[b]Note:[/b] Godot's default physics implementation does not support "
+"[b]Note:[/b] Redot'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 ""
"返回给定的柔性物体状态(见 [enum BodyState] 常量)。\n"
-"[b]注意:[/b]Godot 的默认物理实现不支持 [constant "
+"[b]注意:[/b]Redot 的默认物理实现不支持 [constant "
"BODY_STATE_LINEAR_VELOCITY]、[constant BODY_STATE_ANGULAR_VELOCITY]、"
"[constant BODY_STATE_SLEEPING] 或 [constant BODY_STATE_CAN_SLEEP]。"
@@ -100260,11 +100261,11 @@ msgstr ""
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 "
+"[b]Note:[/b] This value is currently unused by Redot's default physics "
"implementation."
msgstr ""
"设置给定柔性物体的阻力系数。较高的值会增加该物体的空气阻力。\n"
-"[b]注意:[/b]Godot 的默认物理实现当前未使用该值。"
+"[b]注意:[/b]Redot 的默认物理实现当前未使用该值。"
msgid ""
"Sets the linear stiffness of the given soft body. Higher values will result "
@@ -100303,13 +100304,13 @@ msgstr "为给定的柔性物体分配一个空间(请参阅 [method space_cre
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 "
+"[b]Note:[/b] Redot'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 ""
"设置给定物体的给定物体状态(见 [enum BodyState] 常量)。\n"
-"[b]注意:[/b]Godot 的默认物理实现不支持 [constant "
+"[b]注意:[/b]Redot 的默认物理实现不支持 [constant "
"BODY_STATE_LINEAR_VELOCITY]、[constant BODY_STATE_ANGULAR_VELOCITY]、"
"[constant BODY_STATE_SLEEPING] 或 [constant BODY_STATE_CAN_SLEEP]。"
@@ -100780,13 +100781,13 @@ msgid ""
"[PhysicsServer3DManager] is the API for registering [PhysicsServer3D] "
"implementations and for setting the default implementation.\n"
"[b]Note:[/b] It is not possible to switch physics servers at runtime. This "
-"class is only used on startup at the server initialization level, by Godot "
+"class is only used on startup at the server initialization level, by Redot "
"itself and possibly by GDExtensions."
msgstr ""
"[PhysicsServer3DManager] 是用于注册 [PhysicsServer3D] 实现、设置默认实现的 "
"API。\n"
"[b]注意:[/b]无法在运行时切换物理服务器。这个类只在启动时在服务器初始化级别使"
-"用,可能由 Godot 本身使用,也可能由 GDExtension 使用。"
+"用,可能由 Redot 本身使用,也可能由 GDExtension 使用。"
msgid ""
"Register a [PhysicsServer3D] implementation by passing a [param name] and a "
@@ -100818,22 +100819,22 @@ msgid ""
"Called by the [PhysicsServer3D] to set the normal for the [SoftBody3D] vertex "
"at the index specified by [param vertex_id].\n"
"[b]Note:[/b] The [param normal] parameter used to be of type [code]const "
-"void*[/code] prior to Godot 4.2."
+"void*[/code] prior to Redot 4.2."
msgstr ""
"由 [PhysicsServer3D] 调用,以在 [param vertex_id] 指定的索引处设置 "
"[SoftBody3D] 顶点的法线。\n"
-"[b]注意:[/b]在 Godot 4.2 之前,[param normal] 参数的类型为 [code]const "
+"[b]注意:[/b]在 Redot 4.2 之前,[param normal] 参数的类型为 [code]const "
"void*[/code]。"
msgid ""
"Called by the [PhysicsServer3D] to set the position for the [SoftBody3D] "
"vertex at the index specified by [param vertex_id].\n"
"[b]Note:[/b] The [param vertex] parameter used to be of type [code]const "
-"void*[/code] prior to Godot 4.2."
+"void*[/code] prior to Redot 4.2."
msgstr ""
"由 [PhysicsServer3D] 调用,以在 [param vertex_id] 指定的索引处设置 "
"[SoftBody3D] 顶点的位置。\n"
-"[b]注意:[/b]在 Godot 4.2 之前,[param vertex] 参数的类型为 [code]const "
+"[b]注意:[/b]在 Redot 4.2 之前,[param vertex] 参数的类型为 [code]const "
"void*[/code]。"
msgid "Sets the bounding box for the [SoftBody3D]."
@@ -101751,13 +101752,13 @@ msgstr "[PlaneMesh] 将面向 X 轴正方向。"
msgid ""
"[PlaneMesh] will face the positive Y-axis. This matches the behavior of the "
-"[PlaneMesh] in Godot 3.x."
-msgstr "[PlaneMesh] 将面向 Y 轴正方向。与 Godot 3.x 中 [PlaneMesh] 的行为一致。"
+"[PlaneMesh] in Redot 3.x."
+msgstr "[PlaneMesh] 将面向 Y 轴正方向。与 Redot 3.x 中 [PlaneMesh] 的行为一致。"
msgid ""
"[PlaneMesh] will face the positive Z-axis. This matches the behavior of the "
-"QuadMesh in Godot 3.x."
-msgstr "[PlaneMesh] 将面向 Z 轴正方向。与 Godot 3.x 中 QuadMesh 的行为一致。"
+"QuadMesh in Redot 3.x."
+msgstr "[PlaneMesh] 将面向 Z 轴正方向。与 Redot 3.x 中 QuadMesh 的行为一致。"
msgid "Positional 2D light source."
msgstr "位置性 2D 光源。"
@@ -103459,11 +103460,11 @@ 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."
+"[code]is_equal_approx[/code] method may be added in a future version of Redot."
msgstr ""
"如果投影不相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点精度误差,即使投影实际上相等,也可能会返回 [code]true[/"
-"code] 。可能会在 Godot 的未来版本中添加 [code]is_equal_approx[/code] 方法。"
+"code] 。可能会在 Redot 的未来版本中添加 [code]is_equal_approx[/code] 方法。"
msgid ""
"Returns a [Projection] that applies the combined transformations of this "
@@ -103478,11 +103479,11 @@ 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."
+"[code]is_equal_approx[/code] method may be added in a future version of Redot."
msgstr ""
"如果投影相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点精度错误,即使投影实际上相等,也可能会返回 [code]false[/"
-"code]。可能会在 Godot 的未来版本中添加 [code]is_equal_approx[/code] 方法。"
+"code]。可能会在 Redot 的未来版本中添加 [code]is_equal_approx[/code] 方法。"
msgid ""
"Returns the column of the [Projection] with the given index.\n"
@@ -103554,7 +103555,7 @@ msgid ""
"[csharp]\n"
"ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n"
"\n"
-"var propertyInfo = new Godot.Collections.Dictionary\n"
+"var propertyInfo = new Redot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", (int)Variant.Type.Int},\n"
@@ -103588,7 +103589,7 @@ msgstr ""
"[csharp]\n"
"ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n"
"\n"
-"var propertyInfo = new Godot.Collections.Dictionary\n"
+"var propertyInfo = new Redot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", (int)Variant.Type.Int},\n"
@@ -103710,7 +103711,7 @@ msgid ""
"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=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
-"Godot projects[/url] to see what those paths convert to. See also [method "
+"Redot projects[/url] to see what those paths convert to. See also [method "
"localize_path].\n"
"[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work "
"in an exported project. Instead, prepend the executable's base directory to "
@@ -103734,7 +103735,7 @@ msgid ""
msgstr ""
"返回与本地化 [param path](以 [code]res://[/code] 或 [code]user://[/code] 开"
"头)相对应的绝对原生 OS 路径。返回的路径将因操作系统和用户首选项而异。 请参阅"
-"[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》[/url]以"
+"[url=$DOCS_URL/tutorials/io/data_paths.html]《Redot 项目中的文件路径》[/url]以"
"查看这些路径转换成的内容。另请参阅 [method localize_path]。\n"
"[b]注意:[/b]对 [code]res://[/code] 调用 [method globalize_path] 在导出的项目"
"中不会起作用。而是,当从导出的项目运行时,将可执行文件的基目录添加到路径中:\n"
@@ -103898,7 +103899,7 @@ msgstr ""
"长宽比)。如果为 [code]false[/code],引擎将保持其默认像素大小。"
msgid ""
-"Path to an image used as the boot splash. If left empty, the default Godot "
+"Path to an image used as the boot splash. If left empty, the default Redot "
"Engine splash will be displayed instead.\n"
"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is "
"[code]true[/code].\n"
@@ -103908,7 +103909,7 @@ msgid ""
"If you want to display the default splash image in the editor, add an empty "
"override for [code]editor_hint[/code] feature."
msgstr ""
-"图像的路径,会作为启动画面使用。留空时将使用默认的 Godot 引擎启动画面。\n"
+"图像的路径,会作为启动画面使用。留空时将使用默认的 Redot 引擎启动画面。\n"
"[b]注意:[/b]仅在 [member application/boot_splash/show_image] 为 [code]true[/"
"code] 时有效。\n"
"[b]注意:[/b]只支持 PNG 格式。使用其他图像格式会导致出错。\n"
@@ -103946,7 +103947,7 @@ 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 Redot 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 "
@@ -103955,7 +103956,7 @@ msgid ""
msgstr ""
"该用户目录用于存储持久数据([code]user://[/code] 文件系统)。如果定义了自定义"
"目录名称,则该名称将被追加到系统特定的用户数据目录(与 [method OS."
-"get_user_data_dir] 中记录的 Godot 配置文件夹相同的父文件夹)。\n"
+"get_user_data_dir] 中记录的 Redot 配置文件夹相同的父文件夹)。\n"
"[member application/config/use_custom_user_dir] 设置必须被启用,该设置才能生"
"效。\n"
"[b]注意:[/b]如果 [member application/config/custom_user_dir_name] 以英文句点"
@@ -104031,18 +104032,18 @@ msgid ""
"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"
+"directory>/Redot/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 "
+"user-data-user]File paths in Redot projects[/url]. This setting is only "
"effective on desktop platforms."
msgstr ""
"如果为 [code]true[/code],项目会将用户数据保存到它自己的用户目录中。如果 "
"[member application/config/custom_user_dir_name] 为空,将使用 [code]<操作系统"
"用户数据目录>/<项目名称>[/code] 目录。如果为 [code]false[/code],项目会将用户"
-"数据保存到 [code]<操作系统用户数据目录>/Godot/app_userdata/<项目名称>[/"
+"数据保存到 [code]<操作系统用户数据目录>/Redot/app_userdata/<项目名称>[/"
"code]。\n"
"另见 [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-"
-"data-user]Godot 项目中的文件路径[/url]。该设置仅在桌面平台上有效。"
+"data-user]Redot 项目中的文件路径[/url]。该设置仅在桌面平台上有效。"
msgid ""
"If [code]true[/code], the project will use a hidden directory ([code].godot[/"
@@ -104341,7 +104342,7 @@ msgid ""
"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 "
+"output latency then Redot 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 "
@@ -104352,7 +104353,7 @@ msgstr ""
"指定音频的首选输出延迟,单位为毫秒。较低的值将导致较低的音频延迟,但会增加 "
"CPU 使用率。低值可能会导致在较慢的硬件上发出可听见的破裂声。\n"
"音频输出延迟可能会受到主机操作系统和音频硬件驱动程序的限制。如果主机无法提供指"
-"定的音频输出延迟,那么 Godot 将尝试使用主机允许的最近延迟。因此,应该始终使用 "
+"定的音频输出延迟,那么 Redot 将尝试使用主机允许的最近延迟。因此,应该始终使用 "
"[method AudioServer.get_output_latency] 来确定实际的音频输出延迟。\n"
"音频输出延迟可以使用 [code]--audio-output-latency <ms>[/code] 命令行参数覆"
"盖。\n"
@@ -104803,9 +104804,9 @@ msgstr ""
msgid ""
"When enabled, using a property, enum, or function that was renamed since "
-"Godot 3 will produce a hint if an error occurs."
+"Redot 3 will produce a hint if an error occurs."
msgstr ""
-"启用后,使用自 Godot 3 以来重命名的属性、枚举或函数,将在发生错误时产生一个提"
+"启用后,使用自 Redot 3 以来重命名的属性、枚举或函数,将在发生错误时产生一个提"
"示。"
msgid ""
@@ -105079,12 +105080,12 @@ msgstr ""
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 "
+"Redot 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 ""
"当设置为 [code]true[/code] 时,如果着色器包含 [code]POSITION = vec4(vertex,[/"
-"code],则会产生警告,因为这是在 Godot 4.2 及更早版本中编写的非常常见的代码,"
+"code],则会产生警告,因为这是在 Redot 4.2 及更早版本中编写的非常常见的代码,"
"与 QuadMesh 配对以产生一个全屏后期处理阶段。在 4.3 中切换到反转 z 后,该技巧不"
"再有效,因为它隐式依赖于 [code]VERTEX.z[/code] 为 0。"
@@ -105755,7 +105756,7 @@ msgid ""
"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 "
+"are multiple [code].csproj[/code]. Keep in mind that the Redot 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."
@@ -105763,7 +105764,7 @@ msgstr ""
"包含 [code].sln[/code] 文件的目录。默认情况下,[code].sln[/code] 文件在项目目"
"录的根部,和 [code]project.godot[/code] 和 [code].csproj[/code] 文件在同一个目"
"录。\n"
-"改变这个值可以设置包含多个 [code].csproj[/code] 的多项目方案。请记住,Godot 项"
+"改变这个值可以设置包含多个 [code].csproj[/code] 的多项目方案。请记住,Redot 项"
"目被认为是工作空间中的 C# 项目之一,根目录应该包含 [code]project.godot[/code] "
"和[code].csproj[/code]。"
@@ -105861,13 +105862,13 @@ msgstr ""
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"
+"Redot 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 "
+"viewing on the web or by Redot 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 "
@@ -105886,11 +105887,11 @@ msgid ""
"[code]/tmp/hello.wav[/code]."
msgstr ""
"影片的输出路径。文件扩展名决定要使用的 [MovieWriter]。\n"
-"Godot 有两个内置的 [MovieWriter]:\n"
+"Redot 有两个内置的 [MovieWriter]:\n"
"- AVI 容器,视频使用 MJPEG、音频未压缩(文件扩展名为 [code].avi[/code])。有损"
"压缩,文件大小中等,编码较快。有损压缩质量可以通过 [member ProjectSettings."
"editor/movie_writer/mjpeg_quality] 调整。得到的文件可以使用大多数视频播放器查"
-"看,但必须转换成其他格式才能在 Web 或 Godot 的 [VideoStreamPlayer] 中播放。"
+"看,但必须转换成其他格式才能在 Web 或 Redot 的 [VideoStreamPlayer] 中播放。"
"MJPEG 不支持透明度。AVI 输出目前有单文件 4 GB 的大小限制。\n"
"- 视频使用 PNG 图像序列,音频使用 WAV(文件扩展名为 [code].png[/code])。无损"
"压缩,文件大小较大,编码较慢。旨在录制后使用 [url=https://ffmpeg.org/]FFmpeg[/"
@@ -105955,12 +105956,12 @@ msgstr ""
"根据所选节点生成脚本文件名称时,该项目所使用的大小写类型。主要是编辑器设置。"
msgid ""
-"The command-line arguments to append to Godot's own command line when running "
+"The command-line arguments to append to Redot'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 "
+"It is possible to make another executable run Redot 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 "
+"Redot's own command line. Program-specific arguments should be placed "
+"[i]before[/i] the placeholder, whereas Redot-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"
@@ -105968,9 +105969,9 @@ msgid ""
"prime-run %command%\n"
"[/codeblock]"
msgstr ""
-"运行项目时附加到 Godot 自己的命令行的命令行参数。这不会影响编辑器本身。\n"
-"可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Godot。占位符将替"
-"换为 Godot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Godot 特"
+"运行项目时附加到 Redot 自己的命令行的命令行参数。这不会影响编辑器本身。\n"
+"可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Redot。占位符将替"
+"换为 Redot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Redot 特"
"定参数应该放在[i]占位符之后[/i]。\n"
"例如,这可用于强制项目在 Linux 上的 NVIDIA Optimus 系统中的专用 GPU 上运行:\n"
"[codeblock lang=text]\n"
@@ -105988,11 +105989,11 @@ msgstr ""
"中序列化的内置脚本。"
msgid ""
-"Search path for project-specific script templates. Godot will search for "
+"Search path for project-specific script templates. Redot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
msgstr ""
-"对于项目特定的脚本模板的搜索路径。Godot 将在编辑器的特定路径和此项目的路径中搜"
+"对于项目特定的脚本模板的搜索路径。Redot 将在编辑器的特定路径和此项目的路径中搜"
"索。"
msgid ""
@@ -106009,16 +106010,16 @@ msgstr ""
msgid ""
"Override for [member filesystem/import/blender/enabled] on Android where "
-"Blender can't easily be accessed from Godot."
+"Blender can't easily be accessed from Redot."
msgstr ""
-"[member filesystem/import/blender/enabled] 在 Android 上的覆盖项,Godot 无法轻"
+"[member filesystem/import/blender/enabled] 在 Android 上的覆盖项,Redot 无法轻"
"易访问到 Blender。"
msgid ""
"Override for [member filesystem/import/blender/enabled] on the Web where "
-"Blender can't easily be accessed from Godot."
+"Blender can't easily be accessed from Redot."
msgstr ""
-"[member filesystem/import/blender/enabled] 在 Web 上的覆盖项,Godot 无法轻易访"
+"[member filesystem/import/blender/enabled] 在 Web 上的覆盖项,Redot 无法轻易访"
"问到 Blender。"
msgid ""
@@ -106034,17 +106035,17 @@ msgstr ""
msgid ""
"Override for [member filesystem/import/fbx2gltf/enabled] on Android where "
-"FBX2glTF can't easily be accessed from Godot."
+"FBX2glTF can't easily be accessed from Redot."
msgstr ""
"[member filesystem/import/fbx2gltf/enabled] 在 Android 上的覆盖项,在 Android "
-"上 Godot 无法轻易访问到 FBX2glTF。"
+"上 Redot 无法轻易访问到 FBX2glTF。"
msgid ""
"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where "
-"FBX2glTF can't easily be accessed from Godot."
+"FBX2glTF can't easily be accessed from Redot."
msgstr ""
"[member filesystem/import/fbx2gltf/enabled] 在 Web 上的覆盖项,在 Web 上 "
-"Godot 无法轻易访问到 FBX2glTF。"
+"Redot 无法轻易访问到 FBX2glTF。"
msgid ""
"Default value for [member ScrollContainer.scroll_deadzone], which will be "
@@ -108159,10 +108160,10 @@ msgid ""
msgstr "导航避障层 32 的可选名称。留空则会显示为“层 32”。"
msgid ""
-"Godot uses a message queue to defer some function calls. If you run out of "
+"Redot 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 使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错"
+"Redot 使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错"
"误),你可以在这里增加大小。"
msgid ""
@@ -108293,11 +108294,11 @@ msgstr ""
"停滞。"
msgid ""
-"Default size of packet peer stream for deserializing Godot data (in bytes, "
+"Default size of packet peer stream for deserializing Redot 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 ""
-"用于反序列化 Godot 数据的数据包对等流 (stream) 的默认大小(以字节为单位,指定"
+"用于反序列化 Redot 数据的数据包对等流 (stream) 的默认大小(以字节为单位,指定"
"为 2 的幂)。默认值 [code]16[/code] 等于 65,536 字节。超过此大小,数据将被丢"
"弃。"
@@ -108309,13 +108310,13 @@ msgstr "[WebRTCDataChannel] 输入缓冲区的最大尺寸(单位为 kiB)。
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://"
+"non-empty value, this will [i]override[/i] Redot'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 ""
-"用于 TLS 连接的 CA 证书包。如果设置为非空值,这将[i]覆盖[/i] Godot 默认的 "
+"用于 TLS 连接的 CA 证书包。如果设置为非空值,这将[i]覆盖[/i] Redot 默认的 "
"[url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-"
"certificates.crt]Mozilla 证书包[/url]。如果留空,将使用默认的证书包。\n"
"如果有疑问,请将此设置留空。"
@@ -108330,17 +108331,17 @@ msgid ""
"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 "
+"[b]Note:[/b] Redot 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 "
+"During each physics tick, Redot 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 "
+"[b]Warning:[/b] Redot'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 "
@@ -108353,14 +108354,14 @@ msgstr ""
"象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期"
"([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会"
"停下来。\n"
-"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就"
+"[b]注意:[/b]Redot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就"
"越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物"
"体会以相同的比例损失速度。\n"
-"每个物理周期中,Godot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / "
+"每个物理周期中,Redot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / "
"physics_ticks_per_second[/code]。默认情况下,物体的合并阻尼系数 "
"[code]combined_damp[/code] 是该物体所有阻尼值与这个值或物体所处区域阻尼值之"
"和。见 [enum RigidBody2D.DampMode]。\n"
-"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/"
+"[b]警告:[/b]Redot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/"
"physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的"
"阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例,"
"需要根据实际情况调整。"
@@ -108441,17 +108442,17 @@ msgid ""
"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 "
+"[b]Note:[/b] Redot 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 "
+"During each physics tick, Redot 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 "
+"[b]Warning:[/b] Redot'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 "
@@ -108464,25 +108465,25 @@ msgstr ""
"象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期"
"([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会"
"停下来。\n"
-"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就"
+"[b]注意:[/b]Redot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就"
"越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物"
"体会以相同的比例损失速度。\n"
-"每个物理周期中,Godot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / "
+"每个物理周期中,Redot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / "
"physics_ticks_per_second[/code],其中 [code]combined_damp[/code] 是该物体线性"
"阻尼值与这个值或物体所处区域阻尼值之和。这些都以物体默认合并阻尼值为前提。见 "
"[enum RigidBody2D.DampMode]。\n"
-"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/"
+"[b]警告:[/b]Redot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/"
"physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的"
"阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例,"
"需要根据实际情况调整。"
msgid ""
"Sets which physics engine to use for 2D physics.\n"
-"\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no "
+"\"DEFAULT\" and \"RedotPhysics2D\" are the same, as there is currently no "
"alternative 2D physics server implemented."
msgstr ""
"设置 2D 物理使用哪个物理引擎。\n"
-"“DEFAULT”和“GodotPhysics2D”是相同的,因为目前尚未实现备选 2D 物理服务器。"
+"“DEFAULT”和“RedotPhysics2D”是相同的,因为目前尚未实现备选 2D 物理服务器。"
msgid ""
"If [code]true[/code], the 2D physics server runs on a separate thread, making "
@@ -108583,17 +108584,17 @@ msgid ""
"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 "
+"[b]Note:[/b] Redot 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 "
+"During each physics tick, Redot 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 "
+"[b]Warning:[/b] Redot'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 "
@@ -108606,14 +108607,14 @@ msgstr ""
"象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期"
"([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会"
"停下来。\n"
-"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就"
+"[b]注意:[/b]Redot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就"
"越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物"
"体会以相同的比例损失速度。\n"
-"每个物理周期中,Godot 会将 RigidBody 的角速度乘以 [code]1.0 - combined_damp / "
+"每个物理周期中,Redot 会将 RigidBody 的角速度乘以 [code]1.0 - combined_damp / "
"physics_ticks_per_second[/code]。默认情况下,物体的合并阻尼系数 "
"[code]combined_damp[/code] 是该物体所有阻尼值与这个值或物体所处区域阻尼值之"
"和。见 [enum RigidBody3D.DampMode]。\n"
-"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/"
+"[b]警告:[/b]Redot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/"
"physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的"
"阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例,"
"需要根据实际情况调整。"
@@ -108694,17 +108695,17 @@ msgid ""
"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 "
+"[b]Note:[/b] Redot 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 "
+"During each physics tick, Redot 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 "
+"[b]Warning:[/b] Redot'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 "
@@ -108717,25 +108718,25 @@ msgstr ""
"象会使用相同的速度持续移动。值越大、物体停得越快。如果大于等于物理周期"
"([member physics/common/physics_ticks_per_second]),那么对象进行一次迭代就会"
"停下来。\n"
-"[b]注意:[/b]Godot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就"
+"[b]注意:[/b]Redot 中的阻尼计算与速度相关,即物体移动得越快、静止所需的时间就"
"越长,不会对惯性、摩擦力、空气阻力进行仿真。因此,较重较大的物体和较轻较小的物"
"体会以相同的比例损失速度。\n"
-"每个物理周期中,Godot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / "
+"每个物理周期中,Redot 会将 RigidBody 的线速度乘以 [code]1.0 - combined_damp / "
"physics_ticks_per_second[/code],默认情况下,物体的合并阻尼系数 "
"[code]combined_damp[/code] 是该物体线性阻尼值与这个值或物体所处区域阻尼值之"
"和。这些都以物体默认合并阻尼值为前提。见 [enum RigidBody3D.DampMode]。\n"
-"[b]警告:[/b]Godot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/"
+"[b]警告:[/b]Redot 中的阻尼计算与仿真周期率相关。修改 [member physics/common/"
"physics_ticks_per_second] 可能对仿真的结果和感觉造成显著影响。只要是大于 0 的"
"阻尼值都会有这种现象。要恢复此前的感觉,就需要修改阻尼值。修改多少并不成比例,"
"需要根据实际情况调整。"
msgid ""
"Sets which physics engine to use for 3D physics.\n"
-"\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no "
+"\"DEFAULT\" and \"RedotPhysics3D\" are the same, as there is currently no "
"alternative 3D physics server implemented."
msgstr ""
"设置 3D 物理使用哪个物理引擎。\n"
-"“DEFAULT”和“GodotPhysics3D”是相同的,因为目前尚未实现备选 3D 物理服务器。"
+"“DEFAULT”和“RedotPhysics3D”是相同的,因为目前尚未实现备选 3D 物理服务器。"
msgid ""
"If [code]true[/code], the 3D physics server runs on a separate thread, making "
@@ -109885,22 +109886,22 @@ msgstr ""
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 "
+"units tend to be much larger than the arbitrary units used by Redot, but they "
+"can be used to match lighting within Redot to real-world lighting. Due to the "
+"large dynamic range of lighting conditions present in nature, Redot 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 "
+"range. At run time, Redot will automatically reconcile the baked exposure "
"with the active exposure to ensure lighting remains consistent."
msgstr ""
-"允许对光源使用基于物理的单位。基于物理的单位往往比 Godot 使用的任意单位大得"
-"多,但它们可用于将 Godot 内的照明与真实世界的照明相匹配。由于自然界中照明条件"
-"的动态范围很大,Godot 在渲染之前会将曝光量烘焙到各种照明量中。大多数光源在运行"
+"允许对光源使用基于物理的单位。基于物理的单位往往比 Redot 使用的任意单位大得"
+"多,但它们可用于将 Redot 内的照明与真实世界的照明相匹配。由于自然界中照明条件"
+"的动态范围很大,Redot 在渲染之前会将曝光量烘焙到各种照明量中。大多数光源在运行"
"时根据活动的 [CameraAttributes] 资源自动烘焙曝光,但 [LightmapGI] 和 "
"[VoxelGI] 需要在烘焙时设置 [CameraAttributes] 资源以减少动态范围。在运行时,"
-"Godot 将自动协调烘焙的曝光与活动的曝光,以确保照明保持一致。"
+"Redot 将自动协调烘焙的曝光与活动的曝光,以确保照明保持一致。"
msgid ""
"The maximum number of clustered elements ([OmniLight3D] + [SpotLight3D] + "
@@ -110712,8 +110713,8 @@ msgstr "[WorkerThreadPool] 所使用的最大线程数。[code]-1[/code] 表示
msgid "Action map configuration to load by default."
msgstr "默认加载的动作映射配置。"
-msgid "If [code]true[/code], Godot will setup and initialize OpenXR on startup."
-msgstr "如果为 [code]true[/code],Godot 将在启动时设置并初始化 OpenXR。"
+msgid "If [code]true[/code], Redot will setup and initialize OpenXR on startup."
+msgstr "如果为 [code]true[/code],Redot 将在启动时设置并初始化 OpenXR。"
msgid ""
"Specify how OpenXR should blend in the environment. This is specific to "
@@ -110765,20 +110766,20 @@ msgid "Specify the default reference space."
msgstr "指定默认参照空间。"
msgid ""
-"If [code]true[/code], Godot will display an alert modal when OpenXR "
+"If [code]true[/code], Redot will display an alert modal when OpenXR "
"initialization fails on startup."
msgstr ""
-"如果为 [code]true[/code],则启动时如果 OpenXR 初始化失败,Godot 就会显示警告弹"
+"如果为 [code]true[/code],则启动时如果 OpenXR 初始化失败,Redot 就会显示警告弹"
"框。"
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 "
+"runtime. Note that some rendering features in Redot can't be used with this "
"feature."
msgstr ""
"如果为 [code]true[/code],则 OpenXR 会管理深度缓冲区,使用深度缓冲区进行高级再"
-"投影,前提是 XR 运行时支持。请注意,Godot 中的部分渲染特性无法与该特性一同使"
+"投影,前提是 XR 运行时支持。请注意,Redot 中的部分渲染特性无法与该特性一同使"
"用。"
msgid ""
@@ -110786,8 +110787,8 @@ msgid ""
"either Mono or Stereo rendering."
msgstr "指定视图配置,用于配置 OpenXR 设置单视场或立体渲染。"
-msgid "If [code]true[/code], Godot will compile shaders required for XR."
-msgstr "如果为 [code]true[/code],Godot 将编译 XR 所需的着色器。"
+msgid "If [code]true[/code], Redot will compile shaders required for XR."
+msgstr "如果为 [code]true[/code],Redot 将编译 XR 所需的着色器。"
msgid "Emitted when any setting is changed, up to once per process frame."
msgstr "任何设置项发生改变的时候发出,每个处理帧最多一次。"
@@ -110961,7 +110962,7 @@ msgid ""
"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 "
+"the math behind quaternions, as Redot 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 "
@@ -110982,7 +110983,7 @@ msgstr ""
"本相比也更快。\n"
"四元数的入门知识请观看 [url=https://www.bilibili.com/video/"
"BV1SW411y7W1/]3Blue1Brown 的这个视频[/url]。四元数背后的数学原理并不需要理解,"
-"因为 Godot 提供了一些辅助方法能够帮你处理相关的情况。其中包含 [method slerp]、"
+"因为 Redot 提供了一些辅助方法能够帮你处理相关的情况。其中包含 [method slerp]、"
"[method spherical_cubic_interpolate] 以及 [code]*[/code] 运算符。\n"
"[b]注意:[/b]用于旋转前,必须将四元数归一化(见 [method normalized])。\n"
"[b]注意:[/b]与 [Vector2] 和 [Vector3] 类似,四元数的分量默认使用的是 32 位精"
@@ -111453,7 +111454,7 @@ msgid ""
"a placeholder, and not the actual default seed.\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
-"rng.seed = hash(\"Godot\")\n"
+"rng.seed = hash(\"Redot\")\n"
"rng.state = 100 # Restore to some previously saved state.\n"
"[/codeblock]"
msgstr ""
@@ -111467,7 +111468,7 @@ msgstr ""
"档中记录的 [code]0[/code] 是占位符,不是实际的默认种子。\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
-"rng.seed = hash(\"Godot\")\n"
+"rng.seed = hash(\"Redot\")\n"
"rng.state = 100 # 恢复到之前保存的一些状态。\n"
"[/codeblock]"
@@ -112061,7 +112062,7 @@ msgid ""
"Controls how blending between source and destination fragments is performed "
"when using [RenderingDevice].\n"
"For reference, this is how common user-facing blend modes are implemented in "
-"Godot's 2D renderer:\n"
+"Redot's 2D renderer:\n"
"[b]Mix:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
@@ -112123,7 +112124,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"控制使用 [RenderingDevice] 时如何在来源和目标片段之间进行混合。\n"
-"以下是常见面向用户的混合模式在 Godot 的 2D 渲染器中的实现方法,仅供参考:\n"
+"以下是常见面向用户的混合模式在 Redot 的 2D 渲染器中的实现方法,仅供参考:\n"
"[b]混合:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
@@ -112320,12 +112321,12 @@ msgid ""
"If [code]true[/code], enables depth testing which allows objects to be "
"automatically occluded by other objects based on their depth. This also "
"allows objects to be partially occluded by other objects. If [code]false[/"
-"code], objects will appear in the order they were drawn (like in Godot's 2D "
+"code], objects will appear in the order they were drawn (like in Redot's 2D "
"renderer)."
msgstr ""
"如果为 [code]true[/code],则会启用深度测试,能够让对象根据深度自动被其他对象遮"
"挡。这样对象就能够被其他对象部分遮挡。如果为 [code]false[/code],则对象会按照"
-"绘制顺序显示(类似 Godot 的 2D 渲染器)。"
+"绘制顺序显示(类似 Redot 的 2D 渲染器)。"
msgid ""
"If [code]true[/code], writes to the depth buffer whenever the depth test "
@@ -112660,21 +112661,21 @@ msgstr "如果为 [code]true[/code],则执行各向异性采样。"
msgid ""
"Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be "
-"confused with Godot's own [Shader]."
+"confused with Redot's own [Shader]."
msgstr ""
-"编译后的 SPIR-V 形式的着色器文件(由 [RenderingDevice] 使用)。请勿与 Godot 自"
+"编译后的 SPIR-V 形式的着色器文件(由 [RenderingDevice] 使用)。请勿与 Redot 自"
"身的 [Shader] 混淆。"
msgid ""
"Compiled shader file in SPIR-V form.\n"
"See also [RDShaderSource]. [RDShaderFile] is only meant to be used with the "
-"[RenderingDevice] API. It should not be confused with Godot's own [Shader] "
-"resource, which is what Godot's various nodes use for high-level shader "
+"[RenderingDevice] API. It should not be confused with Redot's own [Shader] "
+"resource, which is what Redot's various nodes use for high-level shader "
"programming."
msgstr ""
"编译后的 SPIR-V 形式的着色器文件。\n"
"另见 [RDShaderSource]。[RDShaderFile] 应该仅用于 [RenderingDevice] API。不应"
-"与 Godot 自身的 [Shader] 资源混淆,后者是 Godot 诸多节点所使用的资源,用于高阶"
+"与 Redot 自身的 [Shader] 资源混淆,后者是 Redot 诸多节点所使用的资源,用于高阶"
"着色器编程。"
msgid ""
@@ -112705,13 +112706,13 @@ msgstr "着色器源代码(由 [RenderingDevice] 使用)。"
msgid ""
"Shader source code in text form.\n"
"See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the "
-"[RenderingDevice] API. It should not be confused with Godot's own [Shader] "
-"resource, which is what Godot's various nodes use for high-level shader "
+"[RenderingDevice] API. It should not be confused with Redot's own [Shader] "
+"resource, which is what Redot's various nodes use for high-level shader "
"programming."
msgstr ""
"文本形式的着色器源代码。\n"
"另见 [RDShaderFile]。[RDShaderSource] 应该仅用于 [RenderingDevice] API。不应将"
-"其与 Godot 自己的 [Shader] 资源,Godot 的各种节点会使用后者来进行高阶着色器编"
+"其与 Redot 自己的 [Shader] 资源,Redot 的各种节点会使用后者来进行高阶着色器编"
"程。"
msgid ""
@@ -112839,39 +112840,39 @@ msgstr "顶点着色器阶段的 SPIR-V 字节码。"
msgid ""
"The compilation error message for the compute shader stage (set by the SPIR-V "
-"compiler and Godot). If empty, shader compilation was successful."
+"compiler and Redot). If empty, shader compilation was successful."
msgstr ""
-"计算着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着"
+"计算着色器阶段的编译错误信息(由 SPIR-V 编译器和 Redot 设置)。如果为空,则着"
"色器成功编译。"
msgid ""
"The compilation error message for the fragment shader stage (set by the SPIR-"
-"V compiler and Godot). If empty, shader compilation was successful."
+"V compiler and Redot). If empty, shader compilation was successful."
msgstr ""
-"片段着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着"
+"片段着色器阶段的编译错误信息(由 SPIR-V 编译器和 Redot 设置)。如果为空,则着"
"色器成功编译。"
msgid ""
"The compilation error message for the tessellation control shader stage (set "
-"by the SPIR-V compiler and Godot). If empty, shader compilation was "
+"by the SPIR-V compiler and Redot). If empty, shader compilation was "
"successful."
msgstr ""
-"曲面细分控制着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为"
+"曲面细分控制着色器阶段的编译错误信息(由 SPIR-V 编译器和 Redot 设置)。如果为"
"空,则着色器成功编译。"
msgid ""
"The compilation error message for the tessellation evaluation shader stage "
-"(set by the SPIR-V compiler and Godot). If empty, shader compilation was "
+"(set by the SPIR-V compiler and Redot). If empty, shader compilation was "
"successful."
msgstr ""
-"曲面细分求值着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为"
+"曲面细分求值着色器阶段的编译错误信息(由 SPIR-V 编译器和 Redot 设置)。如果为"
"空,则着色器成功编译。"
msgid ""
"The compilation error message for the vertex shader stage (set by the SPIR-V "
-"compiler and Godot). If empty, shader compilation was successful."
+"compiler and Redot). If empty, shader compilation was successful."
msgstr ""
-"顶点着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着"
+"顶点着色器阶段的编译错误信息(由 SPIR-V 编译器和 Redot 设置)。如果为空,则着"
"色器成功编译。"
msgid "Texture format (used by [RenderingDevice])."
@@ -113023,7 +113024,7 @@ msgid ""
"[/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 "
+"negative, as most other methods in Redot assume that the [member position] is "
"the top-left corner, and the [member end] is the bottom-right corner."
msgstr ""
"返回一个与该矩形等效的 [Rect2],其宽度和高度被修改为非负值,其 [member "
@@ -113038,7 +113039,7 @@ msgstr ""
"var absolute = rect.Abs(); // 绝对值为 Rect2(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其"
+"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Redot 中的大多数其"
"他方法都假设 [member position] 是左上角,[member end] 是右下角。"
msgid ""
@@ -113238,12 +113239,12 @@ 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-"
+"values, as most methods in Redot 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 ""
"矩形的宽和高,相对于 [member position]。设置该值会影响终点 [member end]。\n"
-"[b]注意:[/b]建议将宽和高设置为非负数,因为 Godot 中的大多数方法假设 [member "
+"[b]注意:[/b]建议将宽和高设置为非负数,因为 Redot 中的大多数方法假设 [member "
"position] 为左上角、[member end] 为右下角。要获取等价且大小非负的矩形,请使用 "
"[method abs]。"
@@ -113353,7 +113354,7 @@ msgid ""
"[/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 "
+"negative, as most other methods in Redot assume that the [member position] is "
"the top-left corner, and the [member end] is the bottom-right corner."
msgstr ""
"返回一个与该矩形等效的 [Rect2i],其宽度和高度被修改为非负值,其 [member "
@@ -113368,7 +113369,7 @@ msgstr ""
"var absolute = rect.Abs(); // 绝对值为 Rect2I(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其"
+"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Redot 中的大多数其"
"他方法都假设 [member position] 是左上角,[member end] 是右下角。"
msgid ""
@@ -113942,7 +113943,7 @@ msgid ""
" results.push_back(result.get_string())\n"
"# The `results` array now contains \"One\", \"Two\", \"Three\".\n"
"[/codeblock]\n"
-"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www."
+"[b]Note:[/b] Redot's regex implementation is based on the [url=https://www."
"pcre.org/]PCRE2[/url] library. You can view the full pattern reference "
"[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n"
"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular "
@@ -114001,7 +114002,7 @@ msgstr ""
" results.push_back(result.get_string())\n"
"# `results` 数组包含 \"One\"、\"Two\"、\"Three\"。\n"
"[/codeblock]\n"
-"[b]注意:[/b]Godot 的 regex 实现基于的是 [url=https://www.pcre.org/]PCRE2[/"
+"[b]注意:[/b]Redot 的 regex 实现基于的是 [url=https://www.pcre.org/]PCRE2[/"
"url]。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/"
"pcre2pattern.html]这里[/url]。\n"
"[b]提示:[/b]你可以使用 [url=https://regexr.com/]Regexr[/url] 来在线测试正则表"
@@ -114319,14 +114320,14 @@ msgstr "用于处理现代低阶图形 API 的抽象。"
msgid ""
"[RenderingDevice] is an abstraction for working with modern low-level "
"graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with "
-"Godot's own rendering subsystems), [RenderingDevice] is much lower-level and "
+"Redot's own rendering subsystems), [RenderingDevice] is much lower-level and "
"allows working more directly with the underlying graphics APIs. "
-"[RenderingDevice] is used in Godot to provide support for several modern low-"
+"[RenderingDevice] is used in Redot to provide support for several modern low-"
"level graphics APIs while reducing the amount of code duplication required. "
"[RenderingDevice] can also be used in your own projects to perform things "
"that are not exposed by [RenderingServer] or high-level nodes, such as using "
"compute shaders.\n"
-"On startup, Godot creates a global [RenderingDevice] which can be retrieved "
+"On startup, Redot creates a global [RenderingDevice] which can be retrieved "
"using [method RenderingServer.get_rendering_device]. This global "
"[RenderingDevice] performs drawing to the screen.\n"
"[b]Local RenderingDevices:[/b] Using [method RenderingServer."
@@ -114345,12 +114346,12 @@ msgid ""
"or when using the Compatibility rendering method."
msgstr ""
"[RenderingDevice] 是用来使用 Vulkan 等现代低阶图形 API 的抽象。与(适用于 "
-"Godot 自有渲染子系统的)[RenderingServer] 相比,[RenderingDevice] 所处的层级更"
-"低,能够更加直接地使用底层图形 API。Godot 使用 [RenderingDevice] 来支持部分现"
+"Redot 自有渲染子系统的)[RenderingServer] 相比,[RenderingDevice] 所处的层级更"
+"低,能够更加直接地使用底层图形 API。Redot 使用 [RenderingDevice] 来支持部分现"
"代低阶图形 API,能够减少所需的重复代码。你也可以在自己的项目中使用 "
"[RenderingDevice],从而执行 [RenderingServer] 和高阶节点未暴露的功能,例如使用"
"计算着色器。\n"
-"启动时,Godot 会创建一个全局的 [RenderingDevice],可以使用 [method "
+"启动时,Redot 会创建一个全局的 [RenderingDevice],可以使用 [method "
"RenderingServer.get_rendering_device] 获取。这个全局的 [RenderingDevice] 进行"
"的是屏幕绘图。\n"
"[b]局部 RenderingDevice:[/b]你可以使用 [method RenderingServer."
@@ -114496,22 +114497,22 @@ msgstr ""
msgid ""
"Tells the GPU what compute pipeline to use when processing the compute list. "
-"If the shader has changed since the last time this function was called, Godot "
+"If the shader has changed since the last time this function was called, Redot "
"will unbind all descriptor sets and will re-bind them inside [method "
"compute_list_dispatch]."
msgstr ""
"告诉 GPU 在处理计算列表时使用什么计算管道。如果自上次调用该函数以来着色器发生"
-"了更改,Godot 将取消绑定所有描述符集,并在 [method compute_list_dispatch] 中重"
+"了更改,Redot 将取消绑定所有描述符集,并在 [method compute_list_dispatch] 中重"
"新绑定它们。"
msgid ""
-"Binds the [param uniform_set] to this [param compute_list]. Godot ensures "
+"Binds the [param uniform_set] to this [param compute_list]. Redot ensures "
"that all textures in the uniform set have the correct Vulkan access masks. If "
-"Godot had to change access masks of textures, it will raise a Vulkan image "
+"Redot had to change access masks of textures, it will raise a Vulkan image "
"memory barrier."
msgstr ""
-"将 [param uniform_set] 绑定到该 [param compute_list]。Godot 确保统一集中的所有"
-"纹理都具有正确的 Vulkan 访问蒙版。如果 Godot 必须更改纹理的访问蒙版,则会引发 "
+"将 [param uniform_set] 绑定到该 [param compute_list]。Redot 确保统一集中的所有"
+"纹理都具有正确的 Vulkan 访问蒙版。如果 Redot 必须更改纹理的访问蒙版,则会引发 "
"Vulkan 图像内存障碍。"
msgid ""
@@ -115077,18 +115078,18 @@ msgid ""
"directly by GPUs until compiled into a binary shader using [method "
"shader_compile_binary_from_spirv].\n"
"If [param allow_cache] is [code]true[/code], make use of the shader cache "
-"generated by Godot. This avoids a potentially lengthy shader compilation step "
+"generated by Redot. This avoids a potentially lengthy shader compilation step "
"if the shader is already in cache. If [param allow_cache] is [code]false[/"
-"code], Godot's shader cache is ignored and the shader will always be "
+"code], Redot's shader cache is ignored and the shader will always be "
"recompiled."
msgstr ""
"将 [param shader_source] 中的着色器源代码编译为 [RDShaderSPIRV] 形式的 SPIR-"
"V。这种中间语言的着色器可以在不同 GPU 型号和驱动版本之间移植,但无法直接在 "
"GPU 上运行,需要先使用 [method shader_compile_binary_from_spirv] 编译为二进制"
"着色器。\n"
-"如果 [param allow_cache] 为 [code]true[/code],则会使用 Godot 生成的着色器缓"
+"如果 [param allow_cache] 为 [code]true[/code],则会使用 Redot 生成的着色器缓"
"存。如果着色器已经在缓存中,这样就可能避免冗长的着色器编译步骤。[param "
-"allow_cache] 为 [code]false[/code],则会忽略 Godot 的着色器缓存,始终重新编译"
+"allow_cache] 为 [code]false[/code],则会忽略 Redot 的着色器缓存,始终重新编译"
"着色器。"
msgid ""
@@ -115247,23 +115248,23 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method.\n"
"[b]Note:[/b] Not to be confused with [method RenderingServer."
-"texture_2d_create], which creates the Godot-specific [Texture2D] resource as "
+"texture_2d_create], which creates the Redot-specific [Texture2D] resource as "
"opposed to the graphics API's own texture type."
msgstr ""
"新建纹理。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]请勿与 [method RenderingServer.texture_2d_create] 混淆,后者创建"
-"的是 Godot 专属的 [Texture2D] 资源,不是图形 API 自己的纹理类型。"
+"的是 Redot 专属的 [Texture2D] 资源,不是图形 API 自己的纹理类型。"
msgid ""
"Returns an RID for an existing [param image] ([code]VkImage[/code]) with the "
"given [param type], [param format], [param samples], [param usage_flags], "
"[param width], [param height], [param depth], and [param layers]. This can be "
-"used to allow Godot to render onto foreign images."
+"used to allow Redot to render onto foreign images."
msgstr ""
"使用给定的 [param type]、[param format]、[param samples]、[param "
"usage_flags]、[param width]、[param height]、[param depth] 和 [param layers] "
-"返回已有 [param image]([code]VkImage[/code])的 RID。这可被用于允许 Godot 渲"
+"返回已有 [param image]([code]VkImage[/code])的 RID。这可被用于允许 Redot 渲"
"染到外部图像上。"
msgid ""
@@ -117816,13 +117817,13 @@ msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-lists-with-adjacency]Line list rendering primitive with "
"adjacency.[/url]\n"
-"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does "
+"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does "
"not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-lists-with-adjacency]渲染线段列表的图元,提供邻接数据。[/"
"url]\n"
-"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。"
+"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Redot 并没有暴露。"
msgid ""
"Line strip rendering primitive. Lines drawn are connected to the previous "
@@ -117833,13 +117834,13 @@ msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-strips-with-adjacency]Line strip rendering primitive with "
"adjacency.[/url]\n"
-"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does "
+"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does "
"not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-strips-with-adjacency]渲染线段条带的图元,提供邻接数据。[/"
"url]\n"
-"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。"
+"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Redot 并没有暴露。"
msgid ""
"Triangle list rendering primitive. Triangles are drawn separated from each "
@@ -117850,13 +117851,13 @@ msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-lists-with-adjacency]Triangle list rendering primitive "
"with adjacency.[/url]\n"
-" [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot "
+" [b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot "
"does not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-lists-with-adjacency]渲染三角形列表的图元,提供邻接数"
"据。[/url]\n"
-"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。"
+"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Redot 并没有暴露。"
msgid ""
"Triangle strip rendering primitive. Triangles drawn are connected to the "
@@ -117867,13 +117868,13 @@ msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-strips-with-adjacency]Triangle strip rendering "
"primitive with adjacency.[/url]\n"
-"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does "
+"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Redot does "
"not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-strips-with-adjacency]渲染三角形条带的图元,提供邻接数"
"据。[/url]\n"
-"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。"
+"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Redot 并没有暴露。"
msgid ""
"Triangle strip rendering primitive with [i]primitive restart[/i] enabled. "
@@ -118303,9 +118304,9 @@ msgstr "计算着色器阶段位(另见 [constant SHADER_STAGE_COMPUTE])。"
msgid ""
"Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is "
-"the language used for core Godot shaders."
+"the language used for core Redot shaders."
msgstr ""
-"Khronos 的 GLSL 着色语言(OpenGL 和 Vulkan 原生使用)。这是核心 Godot 着色器所"
+"Khronos 的 GLSL 着色语言(OpenGL 和 Vulkan 原生使用)。这是核心 Redot 着色器所"
"使用的语言。"
msgid ""
@@ -119871,14 +119872,14 @@ msgid ""
"Returns the version of the graphics video adapter [i]currently in use[/i] (e."
"g. \"1.2.189\" for Vulkan, \"3.3.0 NVIDIA 510.60.02\" for OpenGL). This "
"version may be different from the actual latest version supported by the "
-"hardware, as Godot may not always request the latest version. See also "
+"hardware, as Redot may not always request the latest version. See also "
"[method OS.get_video_adapter_driver_info].\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
"返回[i]当前使用的[/i]图形视频适配器的版本(例如,Vulkan 为“1.2.189”,OpenGL "
"为“3.3.0 NVIDIA 510.60.02”)。该版本可能与硬件支持的实际最新版本不同,因为 "
-"Godot 可能并不总是要求最新版本。另见 [method OS."
+"Redot 可能并不总是要求最新版本。另见 [method OS."
"get_video_adapter_driver_info]。\n"
"[b]注意:[/b]当运行无头或服务器可执行文件时,该函数返回一个空字符串。"
@@ -120034,8 +120035,8 @@ msgstr ""
"如果对 RenderingServer 的数据进行了更改,则返回 [code]true[/code]。如果发生这"
"种情况,通常会调用 [method force_draw]。"
-msgid "This method has not been used since Godot 3.0."
-msgstr "从 Godot 3.0 开始就没有使用过这个方法了。"
+msgid "This method has not been used since Redot 3.0."
+msgstr "从 Redot 3.0 开始就没有使用过这个方法了。"
msgid "This method does nothing and always returns [code]false[/code]."
msgstr "该方法不执行任何操作,并且始终返回 [code]false[/code]。"
@@ -121522,7 +121523,7 @@ msgid ""
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Texture2D].\n"
"[b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], "
-"which creates the graphics API's own texture type as opposed to the Godot-"
+"which creates the graphics API's own texture type as opposed to the Redot-"
"specific [Texture2D] resource."
msgstr ""
"创建二维纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
@@ -121530,7 +121531,7 @@ msgstr ""
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价资源为 [Texture2D]。\n"
"[b]注意:[/b]请勿与 [method RenderingDevice.texture_create] 混淆,后者创建的是"
-"图形 API 自己的纹理类型,并非 Godot 专属的 [Texture2D] 资源。"
+"图形 API 自己的纹理类型,并非 Redot 专属的 [Texture2D] 资源。"
msgid ""
"Returns an [Image] instance from the given [param texture] [RID].\n"
@@ -121660,8 +121661,8 @@ msgstr "返回该纹理的格式。"
msgid "Returns a texture [RID] that can be used with [RenderingDevice]."
msgstr "返回可用于 [RenderingDevice] 的纹理 [RID]。"
-msgid "ProxyTexture was removed in Godot 4."
-msgstr "ProxyTexture 已在 Godot 4 中移除。"
+msgid "ProxyTexture was removed in Redot 4."
+msgstr "ProxyTexture 已在 Redot 4 中移除。"
msgid "This method does nothing and always returns an invalid [RID]."
msgstr "这个方法不起任何作用,始终返回无效的 [RID]。"
@@ -123684,13 +123685,13 @@ msgid ""
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
"and [constant ENV_TONE_MAPPER_FILMIC].\n"
-"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
+"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Redot 3.x."
msgstr ""
"使用Academy 颜色编码系统色调映射器。ACES 比其他选项稍贵一些,但它通过在光线变"
"亮时对其进行去饱和处理,以更逼真的方式处理明亮的光线。与 [constant "
"ENV_TONE_MAPPER_REINHARD] 和 [constant ENV_TONE_MAPPER_FILMIC] 相比,ACES 通常"
"具有对比度更高的输出。\n"
-"[b]注意:[/b]这个色调映射运算符在 Godot 3.x 中被称为“ACES Fitted”。"
+"[b]注意:[/b]这个色调映射运算符在 Redot 3.x 中被称为“ACES Fitted”。"
msgid ""
"Lowest quality of roughness filter for screen-space reflections. Rough "
@@ -124361,8 +124362,8 @@ msgstr ""
"于 [constant RENDERING_INFO_TEXTURE_MEM_USED] 与 [constant "
"RENDERING_INFO_BUFFER_MEM_USED] 之和。"
-msgid "This constant has not been used since Godot 3.0."
-msgstr "Godot 3.0 起不再使用这个常量。"
+msgid "This constant has not been used since Redot 3.0."
+msgstr "Redot 3.0 起不再使用这个常量。"
msgid ""
"Abstract scene buffers object, created for each viewport for which 3D "
@@ -124709,11 +124710,11 @@ msgid "Base class for serializable objects."
msgstr "可序列化对象的基类。"
msgid ""
-"Resource is the base class for all Godot-specific resource types, serving "
+"Resource is the base class for all Redot-specific resource types, serving "
"primarily as data containers. Since they inherit from [RefCounted], resources "
"are reference-counted and freed when no longer in use. They can also be "
"nested within other resources, and saved on disk. [PackedScene], one of the "
-"most common [Object]s in a Godot project, is also a resource, uniquely "
+"most common [Object]s in a Redot project, is also a resource, uniquely "
"capable of storing and instantiating the [Node]s it contains as many times as "
"desired.\n"
"In GDScript, resources can loaded from disk by their [member resource_path] "
@@ -124728,9 +124729,9 @@ msgid ""
"free resources that are no longer in use. This means that unused resources "
"will remain in memory for a while before being removed."
msgstr ""
-"资源是所有 Godot 特定资源类型的基类,主要作为数据容器。因为资源继承自 "
+"资源是所有 Redot 特定资源类型的基类,主要作为数据容器。因为资源继承自 "
"[RefCounted],所以进行了引用计数,不再使用时会被释放。资源也可以嵌套到其他资源"
-"里、保存到磁盘上。[PackedScene] 也是一种资源,它是 Godot 项目中最常用的 "
+"里、保存到磁盘上。[PackedScene] 也是一种资源,它是 Redot 项目中最常用的 "
"[Object] 之一,独特的能力是可以将若干 [Node] 保存起来、随意进行实例化。\n"
"在 GDScript 中,可以根据 [member resource_path] 从磁盘上加载资源,使用 "
"[method @GDScript.load] 或 [method @GDScript.preload] 即可。\n"
@@ -124979,7 +124980,7 @@ msgid "Loads a specific resource type from a file."
msgstr "从文件中加载特定资源类型。"
msgid ""
-"Godot loads resources in the editor or in exported games using "
+"Redot loads resources in the editor or in exported games using "
"ResourceFormatLoaders. They are queried automatically via the "
"[ResourceLoader] singleton, or when a resource with internal dependencies is "
"loaded. Each file type may load as a different resource type, so multiple "
@@ -124990,13 +124991,13 @@ msgid ""
"ResourceFormatLoaders, it will be called automatically when loading resources "
"of its handled type(s). You may also implement a [ResourceFormatSaver].\n"
"[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type "
-"you need exists but Godot is unable to load its format. Choosing one way over "
+"you need exists but Redot is unable to load its format. Choosing one way over "
"another depends on if the format is suitable or not for the final exported "
"game. For example, it's better to import [code].png[/code] textures as [code]."
"ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better "
"efficiency on the graphics card."
msgstr ""
-"Godot 在编辑器或导出的游戏中使用 ResourceFormatLoaders 来加载资源。它们通过 "
+"Redot 在编辑器或导出的游戏中使用 ResourceFormatLoaders 来加载资源。它们通过 "
"[ResourceLoader] 单例自动查询,或在加载具有内部依赖项的资源时自动查询。每种文"
"件类型可以作为不同的资源类型加载,因此在引擎中注册多个 "
"ResourceFormatLoaders。\n"
@@ -125004,7 +125005,7 @@ msgstr ""
"用 [code]class_name[/code] 给它一个全局类名以进行注册。像内置的 "
"ResourceFormatLoaders 一样,当加载其处理的类型的资源时,它将自动被调用。你还可"
"以实现 [ResourceFormatSaver]。\n"
-"[b]注意:[/b]如果你需要的资源类型存在,但 Godot 无法加载其格式,则也可以扩展 "
+"[b]注意:[/b]如果你需要的资源类型存在,但 Redot 无法加载其格式,则也可以扩展 "
"[EditorImportPlugin]。选择哪种方法取决于该格式是否适用于最终导出的游戏。例如,"
"最好首先将 [code].png[/code] 纹理作为 [code].ctex[/code]"
"([CompressedTexture2D])导入,以便在图形卡上能更高效的加载它们。"
@@ -125140,7 +125141,7 @@ msgid ""
"the [ResourceSaver] singleton. This is accomplished thanks to multiple "
"[ResourceFormatSaver]s, each handling its own format and called automatically "
"by the engine.\n"
-"By default, Godot saves resources as [code].tres[/code] (text-based), [code]."
+"By default, Redot saves resources as [code].tres[/code] (text-based), [code]."
"res[/code] (binary) or another built-in format, but you can choose to create "
"your own format by extending this class. Be sure to respect the documented "
"return types and values. You should give it a global class name with "
@@ -125150,7 +125151,7 @@ msgid ""
msgstr ""
"当你从编辑器执行此操作或使用 [ResourceSaver] 单例时,引擎可以节省资源。这要归"
"功于多个 [ResourceFormatSaver],每个都处理自己的格式并由引擎自动调用。\n"
-"默认情况下,Godot 将资源保存为 [code].tres[/code](基于文本)、[code].res[/"
+"默认情况下,Redot 将资源保存为 [code].tres[/code](基于文本)、[code].res[/"
"code](二进制)或其他内置格式,但你可以选择通过扩展这个类来创建自己的格式。请"
"务必遵守记录的返回类型和值。你应该给它一个全局类名 [code]class_name[/code] 以"
"便它被注册。与内置的 ResourceFormatSaver 一样,它会在保存其识别类型的资源时自"
@@ -125199,10 +125200,10 @@ msgid "Base class for resource importers."
msgstr "资源导入器的基类。"
msgid ""
-"This is the base class for Godot's resource importers. To implement your own "
+"This is the base class for Redot's resource importers. To implement your own "
"resource importers using editor plugins, see [EditorImportPlugin]."
msgstr ""
-"这是 Godot 资源导入器的基类。要使用编辑器插件实现你自己的资源导入器,请参考 "
+"这是 Redot 资源导入器的基类。要使用编辑器插件实现你自己的资源导入器,请参考 "
"[EditorImportPlugin]。"
msgid "The default import order."
@@ -126217,7 +126218,7 @@ msgid ""
"each bone's name (if [member skins/use_named_skins] is [code]true[/code]), or "
"the bone's index within the [Skeleton3D] list (if [member skins/"
"use_named_skins] is [code]false[/code]).\n"
-"Together, this information is enough to tell Godot how to use the bone poses "
+"Together, this information is enough to tell Redot how to use the bone poses "
"in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note "
"that each [MeshInstance3D] may share binds, as is common in models exported "
"from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as "
@@ -126234,13 +126235,13 @@ msgstr ""
"为 IBM 的矩阵。其次,该 [Skin] 包含每个骨骼的名称(如果 [member skins/"
"use_named_skins] 为 [code]true[/code]),或者骨骼在 [Skeleton3D] 列表中的索引"
"(如果 [member skins/use_named_skins] 为 [code]false[/code])。\n"
-"总之,这些信息足以告诉 Godot 如何使用 [Skeleton3D] 节点中的骨骼姿势来渲染每个 "
+"总之,这些信息足以告诉 Redot 如何使用 [Skeleton3D] 节点中的骨骼姿势来渲染每个 "
"[MeshInstance3D] 的网格。请注意,每个 [MeshInstance3D] 可以共享绑定,这在从 "
"Blender 导出的模型中很常见;或者每个 [MeshInstance3D] 可以使用单独的 [Skin] 对"
"象,这在从其他工具(例如 Maya)导出的模型中很常见。"
-msgid "Imports native GLSL shaders (not Godot shaders) as a [RDShaderFile]."
-msgstr "将原生 GLSL 着色器(不是 Godot 着色器)导入为 [RDShaderFile]。"
+msgid "Imports native GLSL shaders (not Redot shaders) as a [RDShaderFile]."
+msgstr "将原生 GLSL 着色器(不是 Redot 着色器)导入为 [RDShaderFile]。"
msgid ""
"This imports native GLSL shaders as [RDShaderFile] resources, for use with "
@@ -126279,7 +126280,7 @@ msgid ""
"When using a texture as normal map, only the red and green channels are "
"required. Given regular texture compression algorithms produce artifacts that "
"don't look that nice in normal maps, the RGTC compression format is the best "
-"fit for this data. Forcing this option to Enable will make Godot import the "
+"fit for this data. Forcing this option to Enable will make Redot import the "
"image as RGTC compressed. By default, it's set to Detect. This means that if "
"the texture is ever detected to be used as a normal map, it will be changed "
"to Enable and reimported automatically.\n"
@@ -126290,7 +126291,7 @@ msgid ""
msgstr ""
"当使用纹理作为法线贴图时,仅需要红色和绿色通道。鉴于常规纹理压缩算法会产生在法"
"线贴图中看起来不太好的伪像,因此 RGTC 压缩格式最适合该数据。 强制该选项启用将"
-"使 Godot 以 RGTC 压缩形式导入图像。默认情况下,它被设置为“检测”。这意味着,如"
+"使 Redot 以 RGTC 压缩形式导入图像。默认情况下,它被设置为“检测”。这意味着,如"
"果纹理被检测到用作法线贴图,它将被更改为“启用”并自动重新导入。\n"
"请注意,RGTC 压缩会影响生成的法线贴图图像。你必须调整使用法线贴图的蓝色通道的"
"自定义着色器才能考虑到这一点。内置材质着色器已经忽略法线贴图中的蓝色通道(无论"
@@ -126313,7 +126314,7 @@ msgid ""
"If [code]true[/code], converts the imported image's colors to match [member "
"EditorSettings.interface/theme/icon_and_font_color]. This assumes the image "
"uses the exact same colors as [url=$DOCS_URL/contributing/development/editor/"
-"creating_icons.html]Godot's own color palette for editor icons[/url], with "
+"creating_icons.html]Redot's own color palette for editor icons[/url], with "
"the source file designed for a dark editor theme. This should be enabled for "
"editor plugin icons and custom class icons, but should be left disabled "
"otherwise.\n"
@@ -126321,7 +126322,7 @@ msgid ""
msgstr ""
"如果为 [code]true[/code],则转换导入图像的颜色以匹配 [member EditorSettings."
"interface/theme/icon_and_font_color]。这假设该图像使用与 [url=$DOCS_URL/"
-"contributing/development/editor/creating_icons.html]Godot 自己的编辑器图标调色"
+"contributing/development/editor/creating_icons.html]Redot 自己的编辑器图标调色"
"板[/url]完全相同的颜色,源文件是为深色编辑器主题设计的。应该为编辑器插件图标和"
"自定义类图标启用该功能,否则应保持禁用状态。\n"
"[b]注意:[/b]仅适用于 SVG 图像。"
@@ -126399,7 +126400,7 @@ msgid ""
"Some HDR panorama images you can find online may contain extremely bright "
"pixels, due to being taken from real life sources without any clipping.\n"
"While these HDR panorama images are accurate to real life, this can cause the "
-"radiance map generated by Godot to contain sparkles when used as a background "
+"radiance map generated by Redot to contain sparkles when used as a background "
"sky. This can be seen in material reflections (even on rough materials in "
"extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this."
msgstr ""
@@ -126407,20 +126408,20 @@ msgstr ""
"(而不引入[i]可见的[/i]裁剪)。\n"
"你在网上可以找到的一些 HDR 全景图像可能包含非常明亮的像素,因为这些图像取自现"
"实生活来源,没有任何裁剪。\n"
-"虽然这些 HDR 全景图像准确反映现实生活,但这可能会导致 Godot 生成的辐射图在用作"
+"虽然这些 HDR 全景图像准确反映现实生活,但这可能会导致 Redot 生成的辐射图在用作"
"背景天空时包含闪光。这可以在材质反射中看到(即使在极端情况下的粗糙材质上)。启"
"用 [member process/hdr_clamp_exposure] 可以解决该问题。"
msgid ""
"If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ "
"(OpenGL-style) by inverting its green color channel. This is the normal map "
-"convention expected by Godot.\n"
+"convention expected by Redot.\n"
"More information about normal maps (including a coordinate order table for "
"popular engines) can be found [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details]here[/url]."
msgstr ""
"如果为 [code]true[/code],则通过反转其绿色通道将法线贴图从 Y-(DirectX 风格)"
-"转换为 Y+(OpenGL 风格)。这是 Godot 所期望的法线贴图约定。\n"
+"转换为 Y+(OpenGL 风格)。这是 Redot 所期望的法线贴图约定。\n"
"有关法线贴图(包括流行引擎的坐标顺序表)的更多信息,可以在[url=http://wiki."
"polycount.com/wiki/Normal_Map_Technical_Details]这里[/url]找到。"
@@ -129115,7 +129116,7 @@ msgstr "高阶多人游戏 API 实现。"
msgid ""
"This class is the default implementation of [MultiplayerAPI], used to provide "
-"multiplayer functionalities in Godot Engine.\n"
+"multiplayer functionalities in Redot Engine.\n"
"This implementation supports RPCs via [method Node.rpc] and [method Node."
"rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it "
"will fail for other object types).\n"
@@ -129123,19 +129124,19 @@ msgid ""
"[MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the "
"[SceneReplicationConfig] resource.\n"
"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
-"detail and isn't meant to be used by non-Godot servers. It may change without "
+"detail and isn't meant to be used by non-Redot servers. It may change without "
"notice.\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 ""
-"这个类是 [MultiplayerAPI] 的默认实现,用于在 Godot 引擎中提供多人游戏功能。\n"
+"这个类是 [MultiplayerAPI] 的默认实现,用于在 Redot 引擎中提供多人游戏功能。\n"
"该实现通过 [method Node.rpc] 和 [method Node.rpc_id] 来支持 RPC,需要向 "
"[method MultiplayerAPI.rpc] 传递一个 [Node](传入其他对象类型会导致失败)。\n"
"该实现还提供了 [SceneTree] 复制功能,使用的是 [MultiplayerSpawner] 和 "
"[MultiplayerSynchronizer] 节点,以及 [SceneReplicationConfig] 资源,。\n"
-"[b]注意:[/b]高阶多人游戏 API 协议属于实现细节,并不打算提供给非 Godot 服务器"
+"[b]注意:[/b]高阶多人游戏 API 协议属于实现细节,并不打算提供给非 Redot 服务器"
"使用。对协议的更改可能不会进行提前通知。\n"
"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署之前,请务必在安卓导出"
"预设中开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 Android "
@@ -129635,7 +129636,7 @@ msgid ""
"[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 "
+"built-in Redot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
@@ -129645,7 +129646,7 @@ msgstr ""
"[method notify_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。\n"
-"[b]注意:[/b]在 C# 中,当引用内置的 Godot 方法时,[param method] 必须使用 "
+"[b]注意:[/b]在 C# 中,当引用内置的 Redot 方法时,[param method] 必须使用 "
"snake_case。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次调用"
"时分配新的 [StringName]。"
@@ -129664,7 +129665,7 @@ msgid ""
" \"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 "
+"built-in Redot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
@@ -129678,7 +129679,7 @@ msgstr ""
" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n"
" \"enemies\", \"hide\")\n"
"[/codeblock]\n"
-"[b]注意:[/b]在 C# 中,当引用内置的 Godot 方法时,[param method] 必须使用 "
+"[b]注意:[/b]在 C# 中,当引用内置的 Redot 方法时,[param method] 必须使用 "
"snake_case。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次调用"
"时分配新的 [StringName]。"
@@ -129861,14 +129862,14 @@ 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] "
+"tutorials/best_practices/godot_notifications.html]Redot 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 "
+"godot_notifications.html]Redot 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。"
@@ -129931,7 +129932,7 @@ msgid ""
"[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 "
+"built-in Redot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
@@ -129940,7 +129941,7 @@ msgstr ""
"和 [method notify_group]。\n"
"[b]注意:[/b]该方法立即作用于所有选定的节点上,这可能会在某些性能密集型的情况"
"下导致卡顿。\n"
-"[b]注意:[/b]在 C# 中,在引用 Godot 内置属性时,[param property] 必须是 "
+"[b]注意:[/b]在 C# 中,在引用 Redot 内置属性时,[param property] 必须是 "
"snake_case。最好使用 [code]PropertyName[/code] 类中公开的名称,以避免在每次调"
"用时分配一个新的 [StringName]。"
@@ -129950,14 +129951,14 @@ msgid ""
"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 "
+"built-in Redot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
"将该树内被添加到给定 [param group] 的所有节点上的给定 [param property] 设置为 "
"[param value]。没有 [param property] 的节点将被忽略。使用 [param call_flags] "
"自定义该方法的行为(请参阅 [enum GroupCallFlags])。\n"
-"[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param property] 必须是 "
+"[b]注意:[/b]在 C# 中,在引用 Redot 内置方法时,[param property] 必须是 "
"snake_case。最好使用 [code]SignalName[/code] 类中公开的名称,以避免在每次调用"
"时分配一个新的 [StringName]。"
@@ -130281,7 +130282,7 @@ msgid ""
"extends Node\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"[GlobalClass]\n"
"public partial class MyNode : Node\n"
@@ -130299,7 +130300,7 @@ msgstr ""
"extends Node\n"
"[/gdscript]\n"
"[csharp]\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"[GlobalClass]\n"
"public partial class MyNode : Node\n"
@@ -130371,8 +130372,8 @@ msgstr ""
"脚本的源代码,如果源代码不可用,则为空字符串。当设置时,不会自动重新加载类的实"
"现。"
-msgid "Godot editor's popup dialog for creating new [Script] files."
-msgstr "Godot 编辑器用于创建新 [Script] 文件的弹出对话框。"
+msgid "Redot editor's popup dialog for creating new [Script] files."
+msgstr "Redot 编辑器用于创建新 [Script] 文件的弹出对话框。"
msgid ""
"The [ScriptCreateDialog] creates script files according to a given template "
@@ -130428,15 +130429,15 @@ msgstr "预填必填字段以配置 ScriptCreateDialog 以供使用。"
msgid "Emitted when the user clicks the OK button."
msgstr "当用户点击确定按钮时发出。"
-msgid "Godot editor's script editor."
-msgstr "Godot 编辑器的脚本编辑器。"
+msgid "Redot editor's script editor."
+msgstr "Redot 编辑器的脚本编辑器。"
msgid ""
-"Godot editor's script editor.\n"
+"Redot editor's script editor.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_script_editor]."
msgstr ""
-"Godot 编辑器的脚本编辑器。\n"
+"Redot 编辑器的脚本编辑器。\n"
"[b]注意:[/b]这个类不应该被直接实例化。请使用 [method EditorInterface."
"get_script_editor] 来访问这个单例。"
@@ -131004,17 +131005,17 @@ msgstr ""
"分隔线的样式。与 [StyleBoxLine] 一起使用效果最好(请记住为 [VSeparator] 启用 "
"[member StyleBoxLine.vertical])。"
-msgid "A shader implemented in the Godot shading language."
-msgstr "用 Godot 着色语言实现的着色器。"
+msgid "A shader implemented in the Redot shading language."
+msgstr "用 Redot 着色语言实现的着色器。"
msgid ""
-"A custom shader program implemented in the Godot shading language, saved with "
+"A custom shader program implemented in the Redot 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 ""
-"用 Godot 着色语言实现的自定义着色器程序,使用 [code].gdshader[/code] 扩展名保"
+"用 Redot 着色语言实现的自定义着色器程序,使用 [code].gdshader[/code] 扩展名保"
"存。\n"
"这个类由 [ShaderMaterial] 使用,能够让你编写渲染可视项目或更新粒子信息时的自定"
"义行为。详细解释和用法请参考下列教程链接。"
@@ -131343,14 +131344,14 @@ msgstr ""
"solver/default_contact_bias]。"
msgid ""
-"The collision margin for the shape. This is not used in Godot Physics.\n"
+"The collision margin for the shape. This is not used in Redot 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 ""
-"该形状的碰撞边距。Godot Physics 中未使用。\n"
+"该形状的碰撞边距。Redot Physics 中未使用。\n"
"碰撞边距允许通过在形状周围添加额外的外壳来使碰撞检测更有效。当物体重叠的部分超"
"过其边距时,碰撞算法的成本会更高,所以边距的数值越高对性能越好,但代价是边缘的"
"精度会降低,因为会让边缘的锐度降低。"
@@ -132412,23 +132413,23 @@ 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 "
+"This is used to provide Redot with a flexible and powerful Inverse Kinematics "
"solution that can be adapted for many different uses."
msgstr ""
"该资源提供了一个可以扩展的接口,因此在 [Skeleton2D] 中的 [Bone2D] 节点上运行的"
"代码可以被混合并匹配在一起,以创建复杂的交互。\n"
-"这用于为 Godot 提供一套灵活而强大的反向运动学解决方案,该解决方案可以适用许多"
+"这用于为 Redot 提供一套灵活而强大的反向运动学解决方案,该解决方案可以适用许多"
"不同的用途。"
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 "
+"only be called in the Redot 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 ""
-"用于绘制[b]编辑器专用[/b]的修改器小工具。此函数只会在 Godot 编辑器中调用,并且"
+"用于绘制[b]编辑器专用[/b]的修改器小工具。此函数只会在 Redot 编辑器中调用,并且"
"可以被覆盖,来绘制自定义小工具。\n"
"[b]注意:[/b]你需要使用来自 [method SkeletonModificationStack2D.get_skeleton] "
"的 Skeleton2D 及其绘制函数,因为 [SkeletonModification2D] 资源本身无法进行绘"
@@ -132454,9 +132455,9 @@ msgstr ""
msgid ""
"Returns whether this modification will call [method _draw_editor_gizmo] in "
-"the Godot editor to draw modification-specific gizmos."
+"the Redot editor to draw modification-specific gizmos."
msgstr ""
-"返回这个修改器是否会在 Godot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对"
+"返回这个修改器是否会在 Redot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对"
"修改器的小工具。"
msgid "Returns whether this modification has been successfully setup or not."
@@ -132472,9 +132473,9 @@ msgstr ""
msgid ""
"Sets whether this modification will call [method _draw_editor_gizmo] in the "
-"Godot editor to draw modification-specific gizmos."
+"Redot editor to draw modification-specific gizmos."
msgstr ""
-"设置这个修改器是否会在 Godot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对"
+"设置这个修改器是否会在 Redot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对"
"修改器的小工具。"
msgid ""
@@ -134172,11 +134173,11 @@ msgstr "物体的阻尼系数。当施加力时,较高的值会更明显地减
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 "
+"[b]Note:[/b] This value is currently unused by Redot's default physics "
"implementation."
msgstr ""
"物体的阻力系数。较高的值会增加该物体的空气阻力。\n"
-"[b]注意:[/b]Godot 的默认物理实现当前未使用该值。"
+"[b]注意:[/b]Redot 的默认物理实现当前未使用该值。"
msgid ""
"Higher values will result in a stiffer body, while lower values will increase "
@@ -136059,14 +136060,14 @@ msgid ""
"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 "
+"# Prints \"Waiting for Redot is a play by Samuel Beckett, and Redot 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"
+"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n"
"\n"
-"# Prints \"User 42 is Godot.\"\n"
-"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"# Prints \"User 42 is Redot.\"\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\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 "
@@ -136074,10 +136075,10 @@ msgid ""
"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"
+"# Prints \"User 42 is Redot.\"\n"
+"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
-"\"Godot\"]]))\n"
+"\"Redot\"]]))\n"
"[/codeblock]\n"
"See also the [url=$DOCS_URL/tutorials/scripting/gdscript/"
"gdscript_format_string.html]GDScript format string[/url] tutorial.\n"
@@ -136107,23 +136108,23 @@ msgstr ""
"[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下"
"划线将被预先被替换为对应的键。数组元素使用它们的索引作为键。\n"
"[codeblock]\n"
-"# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n"
+"# 输出:Waiting for Redot 是 Samuel Beckett 的戏剧,Redot 引擎由此得名。\n"
"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得名。\"\n"
-"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n"
"\n"
-"# 输出:第 42 号用户是 Godot。\n"
+"# 输出:第 42 号用户是 Redot。\n"
"print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": "
-"\"Godot\"}))\n"
+"\"Redot\"}))\n"
"[/codeblock]\n"
"当 [param values] 是 [Array] 时还会执行一些额外的处理。 如果 [param "
"placeholder] 不包含下划线,则 [param values] 数组的元素将用于按顺序替换出现的"
"占位符;如果 [param values] 的元素是另一个 2 元素数组,则它将被解释为键值"
"对。\n"
"[codeblock]\n"
-"# 输出:第 42 号用户是 Godot。\n"
-"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n"
+"# 输出:第 42 号用户是 Redot。\n"
+"print(\"第 {} 号用户是 {}。\".format([42, \"Redot\"], \"{}\"))\n"
"print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", "
-"\"Godot\"]]))\n"
+"\"Redot\"]]))\n"
"[/codeblock]\n"
"另见 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string."
"html]GDScript 格式化字符串[/url]教程。\n"
@@ -137363,12 +137364,12 @@ msgid ""
"also [method uri_encode].\n"
"[codeblocks]\n"
"[gdscript]\n"
-"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
-"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
+"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
+"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Redot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
-"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
-"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:"
+"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
+"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Redot Engine:"
"docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
@@ -137377,12 +137378,12 @@ msgstr ""
"中的参数。另见 [method uri_encode]。\n"
"[codeblocks]\n"
"[gdscript]\n"
-"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
-"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
+"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
+"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
-"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
-"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
+"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
+"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
@@ -137393,15 +137394,15 @@ msgid ""
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
-"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
+"var url = prefix + \"Redot Engine:docs\".uri_encode()\n"
"\n"
-"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"print(url) # Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
-"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
+"var url = prefix + \"Redot Engine:docs\".URIEncode();\n"
"\n"
-"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
@@ -137410,15 +137411,15 @@ msgstr ""
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
-"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
+"var url = prefix + \"Redot Engine:docs\".uri_encode()\n"
"\n"
-"print(url) # 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"print(url) # 输出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
-"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
+"var url = prefix + \"Redot Engine:docs\".URIEncode();\n"
"\n"
-"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
@@ -137642,14 +137643,14 @@ msgid ""
"placeholder] will be replaced with the corresponding keys in advance. Array "
"elements use their index as keys.\n"
"[codeblock]\n"
-"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"# Prints \"Waiting for Redot is a play by Samuel Beckett, and Redot Engine is "
"named after it.\"\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
-"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n"
"\n"
-"# Prints \"User 42 is Godot.\"\n"
-"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"# Prints \"User 42 is Redot.\"\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Redot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [param values] is an [Array]. If "
"[param placeholder] does not contain an underscore, the elements of the "
@@ -137657,10 +137658,10 @@ msgid ""
"placeholder in order; If an element of [param values] is another 2-element "
"array, it'll be interpreted as a key-value pair.\n"
"[codeblock]\n"
-"# Prints \"User 42 is Godot.\"\n"
-"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"# Prints \"User 42 is Redot.\"\n"
+"print(\"User {} is {}.\".format([42, \"Redot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
-"\"Godot\"]]))\n"
+"\"Redot\"]]))\n"
"[/codeblock]\n"
"See also the [url=$DOCS_URL/tutorials/scripting/gdscript/"
"gdscript_format_string.html]GDScript format string[/url] tutorial.\n"
@@ -137673,23 +137674,23 @@ msgstr ""
"[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下"
"划线将被预先被替换为对应的键。数组元素使用它们的索引作为键。\n"
"[codeblock]\n"
-"# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n"
+"# 输出:Waiting for Redot 是 Samuel Beckett 的戏剧,Redot 引擎由此得名。\n"
"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得名。\"\n"
-"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"print(use_array_values.format([\"Redot\", \"Samuel Beckett\"]))\n"
"\n"
-"# 输出:第 42 号用户是 Godot。\n"
+"# 输出:第 42 号用户是 Redot。\n"
"print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": "
-"\"Godot\"}))\n"
+"\"Redot\"}))\n"
"[/codeblock]\n"
"当 [param values] 是 [Array] 时还会执行一些额外的处理。 如果 [param "
"placeholder] 不包含下划线,则 [param values] 数组的元素将用于按顺序替换出现的"
"占位符;如果 [param values] 的元素是另一个 2 元素数组,则它将被解释为键值"
"对。\n"
"[codeblock]\n"
-"# 输出:第 42 号用户是 Godot。\n"
-"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n"
+"# 输出:第 42 号用户是 Redot。\n"
+"print(\"第 {} 号用户是 {}。\".format([42, \"Redot\"], \"{}\"))\n"
"print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", "
-"\"Godot\"]]))\n"
+"\"Redot\"]]))\n"
"[/codeblock]\n"
"另请参阅 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string."
"html]GDScript 格式化字符串[/url]教程。\n"
@@ -137785,12 +137786,12 @@ msgid ""
"properly decode the parameters in a URL when receiving an HTTP request.\n"
"[codeblocks]\n"
"[gdscript]\n"
-"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
-"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
+"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
+"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Redot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
-"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
-"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:"
+"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
+"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Redot Engine:"
"docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
@@ -137799,12 +137800,12 @@ msgstr ""
"中的参数。\n"
"[codeblocks]\n"
"[gdscript]\n"
-"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
-"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
+"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
+"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
-"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
-"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
+"var url = \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
+"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Redot Engine:docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
@@ -137814,15 +137815,15 @@ msgid ""
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
-"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
+"var url = prefix + \"Redot Engine:docs\".uri_encode()\n"
"\n"
-"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"print(url) # Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
-"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
+"var url = prefix + \"Redot Engine:docs\".URIEncode();\n"
"\n"
-"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
@@ -137831,15 +137832,15 @@ msgstr ""
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
-"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
+"var url = prefix + \"Redot Engine:docs\".uri_encode()\n"
"\n"
-"print(url) # 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"print(url) # 输出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
-"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
+"var url = prefix + \"Redot Engine:docs\".URIEncode();\n"
"\n"
-"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
+"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Redot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
@@ -138694,7 +138695,7 @@ msgid ""
"you cannot add color to any of the subsequent vertices.\n"
"See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural "
"geometry generation.\n"
-"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive "
"modes."
msgstr ""
@@ -138725,7 +138726,7 @@ msgstr ""
"另外,添加第一个顶点前所使用的属性会用来确定网格的格式。例如,如果你只为第一个"
"顶点添加了 UV,那么你就无法为后续的顶点添加颜色。\n"
"程序式几何体生成另见 [ArrayMesh]、[ImmediateMesh] 以及 [MeshDataTool]。\n"
-"[b]注意:[/b]Godot 中三角形图元模式的正面使用顺时针 [url=https://learnopengl-"
+"[b]注意:[/b]Redot 中三角形图元模式的正面使用顺时针 [url=https://learnopengl-"
"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]缠绕顺序[/url]。"
msgid "Using the SurfaceTool"
@@ -140009,7 +140010,7 @@ msgid ""
"[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 "
+"scroll 5 times as fast as it would normally do. This also works in the Redot "
"script editor."
msgstr ""
"多行文本编辑器。它还有少量用于编辑代码的功能,例如语法高亮支持。更多针对编辑代"
@@ -140019,7 +140020,7 @@ msgstr ""
"标,[code]0[/code] 用于主光标,大于 [code]0[/code] 按照其创建顺序用于辅助光"
"标。\n"
"[b]注意:[/b]当按住 [kbd]Alt[/kbd] 时,垂直滚轮的滚动速度将是正常速度的 5 倍。"
-"这也适用于 Godot 脚本编辑器。"
+"这也适用于 Redot 脚本编辑器。"
msgid ""
"Override this method to define what happens when the user presses the "
@@ -142634,15 +142635,15 @@ msgid ""
"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, "
+"print(ts.string_get_word_breaks(\"The Redot 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 "
+"\"Redot\", \"Engine\", \"4\"\n"
+"print(ts.string_get_word_breaks(\"The Redot 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)) # "
+"\"The\", \"Redot\", \"Engin\", \"e, 4\"\n"
+"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 10)) # "
"Prints [0, 9, 10, 19], which corresponds to the following substrings: \"The "
-"Godot\", \"Engine, 4\"\n"
+"Redot\", \"Engine, 4\"\n"
"[/codeblock]"
msgstr ""
"返回分词边界的数组。返回数组中的元素是单词的起点和终点偏移量。因此,该数组的长"
@@ -142650,13 +142651,13 @@ msgstr ""
"[param chars_per_line] 大于零时,返回的是分行边界。\n"
"[codeblock]\n"
"var ts = TextServerManager.get_primary_interface()\n"
-"print(ts.string_get_word_breaks(\"The Godot Engine, 4\")) # 输出 [0, 3, 4, 9, "
-"10, 16, 18, 19],对应以下子字符串: \"The\"、\"Godot\"、\"Engine\"、\"4\"\n"
-"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 5)) # 输出 "
+"print(ts.string_get_word_breaks(\"The Redot Engine, 4\")) # 输出 [0, 3, 4, 9, "
+"10, 16, 18, 19],对应以下子字符串: \"The\"、\"Redot\"、\"Engine\"、\"4\"\n"
+"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 5)) # 输出 "
"[0, 3, 4, 9, 10, 15, 15, 19],对应以下子字符串:"
-"\"The\"、\"Godot\"、\"Engin\"、\"e, 4\"\n"
-"print(ts.string_get_word_breaks(\"The Godot Engine, 4\", \"en\", 10)) # 输出 "
-"[0, 9, 10, 19],对应以下子字符串:\"The Godot\"、\"Engine, 4\"\n"
+"\"The\"、\"Redot\"、\"Engin\"、\"e, 4\"\n"
+"print(ts.string_get_word_breaks(\"The Redot Engine, 4\", \"en\", 10)) # 输出 "
+"[0, 9, 10, 19],对应以下子字符串:\"The Redot\"、\"Engine, 4\"\n"
"[/codeblock]"
msgid ""
@@ -143177,18 +143178,18 @@ msgstr "位图字体被缩放为任意(分数)大小。这是非像素艺术
msgid ""
"An advanced text server with support for BiDi, complex text layout, and "
-"contextual OpenType features. Used in Godot by default."
+"contextual OpenType features. Used in Redot by default."
msgstr ""
"高阶文本服务器,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂排版和上下"
-"文 OpenType 特性。Godot 默认使用。"
+"文 OpenType 特性。Redot 默认使用。"
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."
+"Redot's default primary [TextServer] interface."
msgstr ""
"[TextServer] 的一种实现,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂"
-"排版和上下文 OpenType 特性。这是 Godot 的默认主 [TextServer] 接口。"
+"排版和上下文 OpenType 特性。这是 Redot 的默认主 [TextServer] 接口。"
msgid "A dummy text server that can't render text or manage fonts."
msgstr "虚设的文本服务器,无法渲染文本或管理字体。"
@@ -144836,21 +144837,21 @@ msgstr ""
"将 OpenType 标签转换为可读的特性、变体、文字或语言的名称。"
msgid ""
-"A fallback implementation of Godot's text server, without support for BiDi "
+"A fallback implementation of Redot's text server, without support for BiDi "
"and complex text layout."
-msgstr "Godot 文本服务器的回退实现,不支持双向排版和复杂排版。"
+msgstr "Redot 文本服务器的回退实现,不支持双向排版和复杂排版。"
msgid ""
-"A fallback implementation of Godot's text server. This fallback is faster "
+"A fallback implementation of Redot'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 "
+"[b]Note:[/b] This text server is not part of official Redot binaries. If you "
"want to use it, compile the engine with the option "
"[code]module_text_server_fb_enabled=yes[/code]."
msgstr ""
-"Godot 文本服务器的回退实现。回退版本在处理大量文本时比 [TextServerAdvanced] "
+"Redot 文本服务器的回退实现。回退版本在处理大量文本时比 [TextServerAdvanced] "
"快,但是不支持双向排版和复杂排版。\n"
-"[b]注意:[/b]官方 Godot 二进制文件中不包含该文本服务器。如果想要使用,请使用 "
+"[b]注意:[/b]官方 Redot 二进制文件中不包含该文本服务器。如果想要使用,请使用 "
"[code]module_text_server_fb_enabled=yes[/code] 选项编译引擎。"
msgid "A singleton for managing [TextServer] implementations."
@@ -145051,7 +145052,7 @@ msgid ""
"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."
+"Redot Editor import presets."
msgstr ""
"Texture2DArray 与 Texture3D 不同:Texture2DArray 不支持在 [Image] 之间进行三线"
"性插值,即不会进行混合。另见 [Cubemap] 和 [CubemapArray],这些纹理数组具有针对"
@@ -145060,7 +145061,7 @@ msgstr ""
"的。而在图集中,区域(即单张图像)的大小可以不同。此外,你通常会需要围绕区域添"
"加边距,防止 UV 映射意外进入多个区域。多级渐远纹理 mipmap 也是一样:每一层的 "
"mipmap 链都是单独处理的。而在图集中,需要在片段着色器中手动切片。\n"
-"要自己创建这样的纹理文件,请使用 Godot 编辑器导入预设重新导入图像文件。"
+"要自己创建这样的纹理文件,请使用 Redot 编辑器导入预设重新导入图像文件。"
msgid ""
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
@@ -145102,13 +145103,13 @@ msgid ""
"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."
+"Redot Editor import presets."
msgstr ""
"[ImageTexture3D] 和 [CompressedTexture3D] 的基类。无法直接使用,但包含所有访问"
"派生资源类型所需的函数。[Texture3D] 是所有三维纹理类型的基类。另见 "
"[TextureLayered]。\n"
"所有图像都需要有相同的宽度、高度和 mipmap 层数。\n"
-"要自己创建这样的纹理文件,请使用 Godot 编辑器的导入预设重新导入你的图像文件。"
+"要自己创建这样的纹理文件,请使用 Redot 编辑器的导入预设重新导入你的图像文件。"
msgid "Called when the [Texture3D]'s data is queried."
msgstr "查询该 [Texture3D] 的数据时被调用。"
@@ -145181,14 +145182,14 @@ msgstr "基于纹理的按钮。支持按下、悬停、停用和焦点状态。
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 "
+"sprites instead of Redot'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] 的功能与 [Button] 相同,只是它使用精灵而不是 Godot 的 [Theme] "
+"[TextureButton] 的功能与 [Button] 相同,只是它使用精灵而不是 Redot 的 [Theme] "
"主题资源。它的创建速度更快,但它不像更复杂的 [Control] 那样支持本地化。\n"
"“正常”状态必须包含一个纹理([member texture_normal]);其他纹理是可选的。\n"
"也请参阅 [BaseButton],它包含了与该节点相关的通用属性和方法。"
@@ -145323,7 +145324,7 @@ msgid ""
"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 "
+"Internally, Redot maps these files to their respective counterparts in the "
"target rendering driver (Vulkan, OpenGL3)."
msgstr ""
"[ImageTextureLayered] 和 [CompressedTextureLayered] 的基类。不能直接使用,但包"
@@ -145331,7 +145332,7 @@ msgstr ""
"数据是按层设置的。对于 [Texture2DArray],层指定的是数组层。\n"
"所有图像都需要具有相同的宽度、高度和 mipmap 级别数。\n"
"[TextureLayered] 可以用 [method ResourceLoader.load] 加载。\n"
-"在内部,Godot 将这些文件映射到目标渲染驱动程序(Vulkan、OpenGL3)中的对应文"
+"在内部,Redot 将这些文件映射到目标渲染驱动程序(Vulkan、OpenGL3)中的对应文"
"件。"
msgid "Called when the [TextureLayered]'s format is queried."
@@ -145408,11 +145409,11 @@ msgstr "基于纹理的进度条。适用于加载屏幕和生命或体力条。
msgid ""
"TextureProgressBar works like [ProgressBar], but uses up to 3 textures "
-"instead of Godot's [Theme] resource. It can be used to create horizontal, "
+"instead of Redot's [Theme] resource. It can be used to create horizontal, "
"vertical and radial progress bars."
msgstr ""
"TextureProgressBar 的工作方式类似于 [ProgressBar],但最多使用 3 个纹理,不使"
-"用 Godot 的 [Theme] 资源。可用于创建水平、垂直和径向进度条。"
+"用 Redot 的 [Theme] 资源。可用于创建水平、垂直和径向进度条。"
msgid ""
"Returns the stretch margin with the specified index. See [member "
@@ -145425,12 +145426,12 @@ msgid ""
msgstr "设置给定索引的拉伸边距。见 [member stretch_margin_bottom] 及相关属性。"
msgid ""
-"If [code]true[/code], Godot treats the bar's textures like in "
+"If [code]true[/code], Redot 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 ""
-"如果为 [code]true[/code],Godot 会像在 [NinePatchRect] 中那样处理条形纹理。使"
+"如果为 [code]true[/code],Redot 会像在 [NinePatchRect] 中那样处理条形纹理。使"
"用 [code]stretch_margin_*[/code] 属性,如 [member stretch_margin_bottom] 来设"
"置九宫格的 3×3 网格。当使用径向的 [member fill_mode] 时,这个设置将启用拉伸功"
"能。"
@@ -150248,7 +150249,7 @@ msgid ""
"[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-"
+"[b]Note:[/b] Redot 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 "
@@ -150262,7 +150263,7 @@ msgstr ""
"自身还提供了 [member origin],这样就能够表示平移。\n"
"通用的介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]"
"《矩阵和变换》[/url]。\n"
-"[b]注意:[/b]Godot 使用[url=https://zh.wikipedia.org/zh-cn/"
+"[b]注意:[/b]Redot 使用[url=https://zh.wikipedia.org/zh-cn/"
"%E5%8F%B3%E6%89%8B%E5%AE%9A%E5%89%87]右手坐标系[/url],这是一种普遍标准。方向"
"方面,[Camera3D] 等内置类型的约定是 -Z 指向前方(+X 为右、+Y 为上、+Z 为后)。"
"其他对象可能使用不同的方向约定。更多信息见教程[url=$DOCS_URL/tutorials/"
@@ -153362,7 +153363,7 @@ msgid ""
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
-"using Godot;\n"
+"using Redot;\n"
"using System.Collections.Generic;\n"
"\n"
"public partial class ServerNode : Node\n"
@@ -153420,7 +153421,7 @@ msgid ""
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
@@ -153486,7 +153487,7 @@ msgstr ""
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
-"using Godot;\n"
+"using Redot;\n"
"using System.Collections.Generic;\n"
"\n"
"public partial class ServerNode : Node\n"
@@ -153544,7 +153545,7 @@ msgstr ""
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
-"using Godot;\n"
+"using Redot;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
@@ -154130,7 +154131,7 @@ msgid ""
"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] is "
"a good first stop, the specification can be found at the [url=https://"
"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
-"Connectivity Foundation[/url] and Godot's implementation is based on the "
+"Connectivity Foundation[/url] and Redot's implementation is based on the "
"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
"这个类可用于在本地网络中发现兼容的 [UPNPDevice] 并在这些设备上执行命令,如管理"
@@ -154205,7 +154206,7 @@ msgstr ""
"(IGD)和 Port Control Protocol(PCP)),可以首先查看[url=https://en."
"wikipedia.org/wiki/Universal_Plug_and_Play]维基百科[/url],技术规范可以在 "
"[url=https://openconnectivity.org/developer/specifications/upnp-resources/"
-"upnp/]Open Connectivity 基金会[/url]找到,Godot 的实现基于的是 [url=https://"
+"upnp/]Open Connectivity 基金会[/url]找到,Redot 的实现基于的是 [url=https://"
"github.com/miniupnp/miniupnp]MiniUPnP 客户端[/url]。"
msgid "Adds the given [UPNPDevice] to the list of discovered devices."
@@ -154544,8 +154545,8 @@ msgstr "无效控制。"
msgid "Memory allocation error."
msgstr "内存分配错误。"
-msgid "The most important data type in Godot."
-msgstr "Godot 中最重要的数据类型。"
+msgid "The most important data type in Redot."
+msgstr "Redot 中最重要的数据类型。"
msgid ""
"In computer programming, a Variant class is a class that is designed to store "
@@ -154574,15 +154575,15 @@ msgid ""
"var ref = new RefCounted(); // var is especially useful when used together "
"with a constructor.\n"
"\n"
-"// Godot also provides a Variant type that works like a union of all the "
+"// Redot also provides a Variant type that works like a union of all the "
"Variant-compatible types.\n"
"Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` "
"in the Variant type).\n"
"fooVar = \"Now fooVar is a string!\";\n"
-"fooVar = new RefCounted(); // fooVar is a GodotObject.\n"
+"fooVar = new RefCounted(); // fooVar is a RedotObject.\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"Godot tracks all scripting API variables within Variants. Without even "
+"Redot tracks all scripting API variables within Variants. Without even "
"realizing it, you use Variants all the time. When a particular language "
"enforces its own rules for keeping data typed, then that language is applying "
"its own custom logic over the base Variant scripting API.\n"
@@ -154590,7 +154591,7 @@ msgid ""
"Variants by default and then optionally enforces custom static typing rules "
"on variable types.\n"
"- C# is statically typed, but uses its own implementation of the Variant type "
-"in place of Godot's [Variant] class when it needs to represent a dynamic "
+"in place of Redot's [Variant] class when it needs to represent a dynamic "
"value. C# Variant can be assigned any compatible type implicitly but "
"converting requires an explicit cast.\n"
"The global [method @GlobalScope.typeof] function returns the enumerated value "
@@ -154627,9 +154628,9 @@ msgid ""
" break;\n"
" case Variant.Type.Object:\n"
" // Note that Objects are their own special category.\n"
-" // You can convert a Variant to a GodotObject and use reflection to "
+" // You can convert a Variant to a RedotObject and use reflection to "
"get its name.\n"
-" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n"
+" GD.Print($\"foo is a(n) {foo.AsRedotObject().GetType().Name}\");\n"
" break;\n"
"}\n"
"[/csharp]\n"
@@ -154638,16 +154639,16 @@ msgid ""
"inside of it. Variants are rarely used to hold information for long periods "
"of time. Instead, they are used mainly for communication, editing, "
"serialization and moving data around.\n"
-"Godot has specifically invested in making its Variant class as flexible as "
+"Redot has specifically invested in making its Variant class as flexible as "
"possible; so much so that it is used for a multitude of operations to "
-"facilitate communication between all of Godot's systems.\n"
+"facilitate communication between all of Redot's systems.\n"
"A Variant:\n"
"- Can store almost any datatype.\n"
"- Can perform operations between many variants. GDScript uses Variant as its "
"atomic/native datatype.\n"
"- Can be hashed, so it can be compared quickly to other variants.\n"
"- Can be used to convert safely between datatypes.\n"
-"- Can be used to abstract calling methods and their arguments. Godot exports "
+"- Can be used to abstract calling methods and their arguments. Redot exports "
"all its functions through variants.\n"
"- Can be used to defer calls or move data between threads.\n"
"- Can be serialized as binary and stored to disk, or transferred via "
@@ -154684,19 +154685,19 @@ msgstr ""
"var boo = \"boo 是字符串!\";\n"
"var ref = new RefCounted(); // var 非常适合与构造函数配合使用。\n"
"\n"
-"// Godot 也提供了 Variant 类,类似于一个与所有 Variant 兼容类型的联合体。\n"
+"// Redot 也提供了 Variant 类,类似于一个与所有 Variant 兼容类型的联合体。\n"
"Variant fooVar = 2; // fooVar 是动态类型的整数(在 Variant 类型中存储为 "
"`long`)。\n"
"fooVar = \"现在 fooVar 是字符串!\";\n"
-"fooVar = new RefCounted(); // fooVar 是 GodotObject。\n"
+"fooVar = new RefCounted(); // fooVar 是 RedotObject。\n"
"[/csharp]\n"
"[/codeblocks]\n"
-"Godot 在 Variant 中跟踪所有脚本 API 变量。你一直在无意中使用 Variant。某种语言"
+"Redot 在 Variant 中跟踪所有脚本 API 变量。你一直在无意中使用 Variant。某种语言"
"为保持数据类型而执行自己的规则时,那么就是该语言在基础 Variant 脚本 API 上应用"
"了自定义的逻辑。\n"
"- GDScript 会自动将数值进行包装。默认情况下会将所有数据保存在普通的 Variant "
"中,也可以选择对变量类型执行自定义的静态类型规则。\n"
-"- C# 是静态类型的,但是当它需要表示动态值时,就会在需要 Godot 的 Variant 类的"
+"- C# 是静态类型的,但是当它需要表示动态值时,就会在需要 Redot 的 Variant 类的"
"地方使用它自己实现的 [Variant] 类型。C# Variant 可以用任意兼容类型隐式赋值,但"
"反之则需要显式类型转换。\n"
"全局函数 [method @GlobalScope.typeof] 返回的是枚举类型的值,表示当前变量中所存"
@@ -154730,15 +154731,15 @@ msgstr ""
" break;\n"
" case Variant.Type.Object:\n"
" // 请注意,Object 有自己的特殊分类。\n"
-" // 可以将 Variant 转换为 GodotObject,通过反射获取名称。\n"
-" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n"
+" // 可以将 Variant 转换为 RedotObject,通过反射获取名称。\n"
+" GD.Print($\"foo is a(n) {foo.AsRedotObject().GetType().Name}\");\n"
" break;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Variant 只占 20 个字节,可以在其中存储几乎所有的引擎数据类型。Variant 很少用于"
"长期保存信息,主要还是用于通信、编辑、序列化和移动数据。\n"
-"Godot 特别致力于使其 Variant 类尽可能灵活;以使它可被用于各种操作,促进 Godot "
+"Redot 特别致力于使其 Variant 类尽可能灵活;以使它可被用于各种操作,促进 Redot "
"所有系统之间的联系。\n"
"Variant:\n"
"- 可以存储几乎任何数据类型。\n"
@@ -154746,7 +154747,7 @@ msgstr ""
"型。\n"
"- 可以被哈希,所以可以快速与其他 Variant 进行比较。\n"
"- 可以用于数据类型之间的安全转换。\n"
-"- 可以用来抽象调用方法和它们的参数。Godot 通过 Variant 导出所有函数。\n"
+"- 可以用来抽象调用方法和它们的参数。Redot 通过 Variant 导出所有函数。\n"
"- 可以用来推迟调用或在线程之间移动数据。\n"
"- 可以序列化为二进制并存储到磁盘,或通过网络传输。\n"
"- 可以序列化为文本,用于打印数值和可编辑设置项。\n"
@@ -155171,14 +155172,14 @@ msgid ""
"[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 "
+"perpendicular to the line. In Redot, you specify the direction of the line "
"directly. See also [method bounce] which does what most engines call [code "
"skip-lint]reflect()[/code]."
msgstr ""
"返回从给定方向向量 [param line] 定义的线反射向量的结果。\n"
"[b]注意:[/b][method reflect] 与其他引擎和框架调用的 [code skip-lint]reflect()"
"[/code] 不同。在其他引擎中,[code skip-lint]reflect()[/code] 采用法线方向,即"
-"垂直于线的方向。在 Godot 中,你可以直接指定线的方向。另请参阅 [method "
+"垂直于线的方向。在 Redot 中,你可以直接指定线的方向。另请参阅 [method "
"bounce],它执行大多数引擎调用的 [code skip-lint]reflect()[/code]。"
msgid ""
@@ -155901,7 +155902,7 @@ msgid ""
"[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 "
+"plane. The reflection thus passes through the given normal. While in Redot "
"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]."
@@ -155909,7 +155910,7 @@ msgstr ""
"返回通过给定法线向量 [param n] 定义的平面反射向量的结果。\n"
"[b]注意:[/b][method reflect] 与其他引擎和框架调用的 [code skip-lint]reflect()"
"[/code] 不同。在其他引擎中,[code skip-lint]reflect()[/code] 返回由给定平面反"
-"射的向量的结果。因此反射穿过给定的法线。而在 Godot 中,反射穿过平面,可以被认"
+"射的向量的结果。因此反射穿过给定的法线。而在 Redot 中,反射穿过平面,可以被认"
"为是从法线反弹。另请参阅 [method bounce],它执行大多数引擎调用的 [code skip-"
"lint]reflect()[/code]。"
@@ -157188,11 +157189,11 @@ msgstr ""
"级方程式赛车则尝试 200 左右的值。"
msgid ""
-"This is the distance the suspension can travel. As Godot units are equivalent "
+"This is the distance the suspension can travel. As Redot 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 ""
-"这是悬架可以移动的距离。由于Godot 的单位相当于米,所以保持这个设置相对较低。根"
+"这是悬架可以移动的距离。由于Redot 的单位相当于米,所以保持这个设置相对较低。根"
"据汽车的类型,试试 0.1 和 0.3 之间的值。"
msgid ""
@@ -157233,12 +157234,12 @@ msgstr "轮子的半径,单位是米。"
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 "
+"origin point of your wheel (the gizmo in Redot) 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 ""
"这是轮子从原点下降的距离,以米为单位。不要把这个设置为 0.0,然后把车轮移到位置"
-"上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余长度"
+"上,而是把车轮的原点(Redot 中的小工具)移到车轮触底时的位置,然后使用剩余长度"
"将轮子向下移动到汽车静止时它应该所处位置。"
msgid ""
@@ -157405,12 +157406,12 @@ msgstr ""
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 "
+"by Redot), 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 ""
"当前流的长度,单位:秒。\n"
-"[b]注意:[/b]对于 [VideoStreamTheora] 流(Godot 支持的内置格式),该值将始终为"
+"[b]注意:[/b]对于 [VideoStreamTheora] 流(Redot 支持的内置格式),该值将始终为"
"零,因为获取流长度尚未实现。GDExtension 插件实现的视频格式可能会支持该功能。"
msgid ""
@@ -157498,12 +157499,12 @@ msgid ""
"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."
+"those videos within Redot."
msgstr ""
"[VideoStream] 资源处理带有 [code].ogv[/code] 扩展名的 [url=https://www.theora."
"org/]Ogg Theora[/url] 视频格式。Theora 编解码器在 CPU 上进行解码。\n"
"[b]注意:[/b]虽然 Ogg Theora 视频也可以具有一个 [code].ogg[/code] 扩展名,但必"
-"须将该扩展名重命名为 [code].ogv[/code],才能在 Godot 中使用这些视频。"
+"须将该扩展名重命名为 [code].ogv[/code],才能在 Redot 中使用这些视频。"
msgid ""
"Abstract base class for viewports. Encapsulates drawing and interaction with "
@@ -159602,8 +159603,8 @@ msgstr ""
msgid ""
"This property only exists to preserve data authored in earlier versions of "
-"Godot. It has currently no function."
-msgstr "该属性仅用于保存在早期版本的 Godot 中编写的数据。它目前没有任何作用。"
+"Redot. It has currently no function."
+msgstr "该属性仅用于保存在早期版本的 Redot 中编写的数据。它目前没有任何作用。"
msgid "A comparison function for common types within the visual shader graph."
msgstr "可视化着色器图内常见类型的比较函数。"
@@ -160150,29 +160151,29 @@ msgid "Translates to [code]dot(a, b)[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]dot(a, b)[/code]。"
msgid ""
-"A custom visual shader graph expression written in Godot Shading Language."
-msgstr "用Godot着色语言编写的自定义可视化着色器图形表达式。"
+"A custom visual shader graph expression written in Redot Shading Language."
+msgstr "用Redot着色语言编写的自定义可视化着色器图形表达式。"
msgid ""
-"Custom Godot Shading Language expression, with a custom number of input and "
+"Custom Redot 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 ""
-"自定义 Godot 着色器语言表达式,有自定义数量的输入和输出端口。\n"
+"自定义 Redot 着色器语言表达式,有自定义数量的输入和输出端口。\n"
"所提供的代码会直接注入到着色器图中匹配的着色器函数中([code]vertex[/code]、"
"[code]fragment[/code] 或 [code]light[/code]),所以不能用于声明函数、varying、"
"uniform 或全局常量。这种全局定义见 [VisualShaderNodeGlobalExpression]。"
msgid ""
-"An expression in Godot Shading Language, which will be injected at the start "
+"An expression in Redot 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 ""
-"Godot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数([code]vertex[/"
+"Redot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数([code]vertex[/"
"code]、[code]fragment[/code] 或 [code]light[/code])的开头,因此不能用于声明函"
"数、varying、uniform 或全局常量。"
@@ -160220,114 +160221,114 @@ msgstr "要应用于该标量的函数。可选项见 [enum Function]。"
msgid ""
"Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the "
-"Godot Shader Language."
+"Redot Shader Language."
msgstr ""
-"返回参数的正弦值。在 Godot 着色器语言中,会被翻译为 [code]sin(x)[/code]。"
+"返回参数的正弦值。在 Redot 着色器语言中,会被翻译为 [code]sin(x)[/code]。"
msgid ""
"Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the "
-"Godot Shader Language."
+"Redot Shader Language."
msgstr ""
-"返回参数的余弦值。在 Godot 着色器语言中,会被翻译为 [code]cos(x)[/code]。"
+"返回参数的余弦值。在 Redot 着色器语言中,会被翻译为 [code]cos(x)[/code]。"
msgid ""
"Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in "
-"the Godot Shader Language."
+"the Redot Shader Language."
msgstr ""
-"返回参数的正切值。在 Godot 着色器语言中,会被翻译为 [code]tan(x)[/code]。"
+"返回参数的正切值。在 Redot 着色器语言中,会被翻译为 [code]tan(x)[/code]。"
msgid ""
"Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in "
-"the Godot Shader Language."
+"the Redot Shader Language."
msgstr ""
-"返回参数的反正弦值。在 Godot 着色器语言中,会被翻译为 [code]asin(x)[/code]。"
+"返回参数的反正弦值。在 Redot 着色器语言中,会被翻译为 [code]asin(x)[/code]。"
msgid ""
"Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] "
-"in the Godot Shader Language."
+"in the Redot Shader Language."
msgstr ""
-"返回参数的反余弦值。在 Godot 着色器语言中,会被翻译为 [code]acos(x)[/code]。"
+"返回参数的反余弦值。在 Redot 着色器语言中,会被翻译为 [code]acos(x)[/code]。"
msgid ""
"Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] "
-"in the Godot Shader Language."
+"in the Redot Shader Language."
msgstr ""
-"返回参数的反正切值。在 Godot 着色器语言中,会被翻译为 [code]atan(x)[/code]。"
+"返回参数的反正切值。在 Redot 着色器语言中,会被翻译为 [code]atan(x)[/code]。"
msgid ""
"Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"返回参数的双曲正弦值。在 Godot 着色器语言中,会被翻译为 [code]sinh(x)[/code]。"
+"返回参数的双曲正弦值。在 Redot 着色器语言中,会被翻译为 [code]sinh(x)[/code]。"
msgid ""
"Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"返回参数的双曲余弦值。在 Godot 着色器语言中,会被翻译为 [code]cosh(x)[/code]。"
+"返回参数的双曲余弦值。在 Redot 着色器语言中,会被翻译为 [code]cosh(x)[/code]。"
msgid ""
"Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"返回参数的双曲正切值。在 Godot 着色器语言中,会被翻译为 [code]tanh(x)[/code]。"
+"返回参数的双曲正切值。在 Redot 着色器语言中,会被翻译为 [code]tanh(x)[/code]。"
msgid ""
"Returns the natural logarithm of the parameter. Translates to [code]log(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"返回参数的自然对数。在 Godot 着色器语言中,会被翻译为 [code]log(x)[/code]。"
+"返回参数的自然对数。在 Redot 着色器语言中,会被翻译为 [code]log(x)[/code]。"
msgid ""
"Returns the natural exponentiation of the parameter. Translates to "
-"[code]exp(x)[/code] in the Godot Shader Language."
+"[code]exp(x)[/code] in the Redot Shader Language."
msgstr ""
-"返回该参数的自然指数。在 Godot 着色器语言中,会被翻译为 [code]exp(x)[/code]。"
+"返回该参数的自然指数。在 Redot 着色器语言中,会被翻译为 [code]exp(x)[/code]。"
msgid ""
"Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] "
-"in the Godot Shader Language."
+"in the Redot Shader Language."
msgstr ""
-"返回参数的平方根。在 Godot 着色器语言中,会被翻译为 [code]sqrt(x)[/code]。"
+"返回参数的平方根。在 Redot 着色器语言中,会被翻译为 [code]sqrt(x)[/code]。"
msgid ""
"Returns the absolute value of the parameter. Translates to [code]abs(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"返回参数的绝对值。在 Godot 着色器语言中,会被翻译为 [code]abs(x)[/code]。"
+"返回参数的绝对值。在 Redot 着色器语言中,会被翻译为 [code]abs(x)[/code]。"
msgid ""
"Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the "
-"Godot Shader Language."
+"Redot Shader Language."
msgstr ""
-"提取参数的符号。在 Godot 着色器语言中,会被翻译为 [code]sign(x)[/code]。"
+"提取参数的符号。在 Redot 着色器语言中,会被翻译为 [code]sign(x)[/code]。"
msgid ""
"Finds the nearest integer less than or equal to the parameter. Translates to "
-"[code]floor(x)[/code] in the Godot Shader Language."
+"[code]floor(x)[/code] in the Redot Shader Language."
msgstr ""
-"查找小于或等于参数的最接近的整数。在 Godot 着色器语言中,会被翻译为 "
+"查找小于或等于参数的最接近的整数。在 Redot 着色器语言中,会被翻译为 "
"[code]floor(x)[/code]。"
msgid ""
"Finds the nearest integer to the parameter. Translates to [code]round(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"查找最接近参数的整数。在 Godot 着色器语言中,会被翻译为 [code]round(x)[/"
+"查找最接近参数的整数。在 Redot 着色器语言中,会被翻译为 [code]round(x)[/"
"code]。"
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter. "
-"Translates to [code]ceil(x)[/code] in the Godot Shader Language."
+"Translates to [code]ceil(x)[/code] in the Redot Shader Language."
msgstr ""
-"查找大于或等于参数的最接近的整数。在 Godot 着色器语言中,会被翻译为 "
+"查找大于或等于参数的最接近的整数。在 Redot 着色器语言中,会被翻译为 "
"[code]ceil(x)[/code]。"
msgid ""
"Computes the fractional part of the argument. Translates to [code]fract(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"计算参数的小数部分。在 Godot 着色器语言中,会被翻译为 [code]fract(x)[/code]。"
+"计算参数的小数部分。在 Redot 着色器语言中,会被翻译为 [code]fract(x)[/code]。"
msgid ""
"Clamps the value between [code]0.0[/code] and [code]1.0[/code] using "
@@ -160341,57 +160342,57 @@ msgstr "使用 [code]-(x)[/code],对 [code]x[/code] 求反。"
msgid ""
"Returns the arc-hyperbolic-cosine of the parameter. Translates to "
-"[code]acosh(x)[/code] in the Godot Shader Language."
+"[code]acosh(x)[/code] in the Redot Shader Language."
msgstr ""
-"返回参数的反双曲余弦值。在 Godot 着色器语言中,会被翻译为 [code]acosh(x)[/"
+"返回参数的反双曲余弦值。在 Redot 着色器语言中,会被翻译为 [code]acosh(x)[/"
"code]。"
msgid ""
"Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)"
-"[/code] in the Godot Shader Language."
+"[/code] in the Redot Shader Language."
msgstr ""
-"返回参数的反双曲正弦值。在 Godot 着色器语言中,会被翻译为 [code]asinh(x)[/"
+"返回参数的反双曲正弦值。在 Redot 着色器语言中,会被翻译为 [code]asinh(x)[/"
"code]。"
msgid ""
"Returns the arc-hyperbolic-tangent of the parameter. Translates to "
-"[code]atanh(x)[/code] in the Godot Shader Language."
+"[code]atanh(x)[/code] in the Redot Shader Language."
msgstr ""
-"返回参数的反双曲正切值。在 Godot 着色器语言中,会被翻译为 [code]atanh(x)[/"
+"返回参数的反双曲正切值。在 Redot 着色器语言中,会被翻译为 [code]atanh(x)[/"
"code]。"
msgid ""
"Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"将弧度数转换为度数。在 Godot 着色器语言中,会被翻译为 [code]degrees(x)[/"
+"将弧度数转换为度数。在 Redot 着色器语言中,会被翻译为 [code]degrees(x)[/"
"code]。"
msgid ""
"Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"返回 2 的参数次幂。在 Godot 着色器语言中,会被翻译为 [code]exp2(x)[/code]。"
+"返回 2 的参数次幂。在 Redot 着色器语言中,会被翻译为 [code]exp2(x)[/code]。"
msgid ""
"Returns the inverse of the square root of the parameter. Translates to "
-"[code]inversesqrt(x)[/code] in the Godot Shader Language."
+"[code]inversesqrt(x)[/code] in the Redot Shader Language."
msgstr ""
-"返回参数平方根的倒数。在 Godot 着色器语言中,会被翻译为 [code]inversesqrt(x)[/"
+"返回参数平方根的倒数。在 Redot 着色器语言中,会被翻译为 [code]inversesqrt(x)[/"
"code]。"
msgid ""
"Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"返回参数的以 2 为底的对数。在 Godot 着色器语言中,会被翻译为 [code]log2(x)[/"
+"返回参数的以 2 为底的对数。在 Redot 着色器语言中,会被翻译为 [code]log2(x)[/"
"code]。"
msgid ""
"Convert a quantity in degrees to radians. Translates to [code]radians(x)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"将度数转换为弧度。在 Godot 着色器语言中,会被翻译为 [code]radians(x)[/code]。"
+"将度数转换为弧度。在 Redot 着色器语言中,会被翻译为 [code]radians(x)[/code]。"
msgid ""
"Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/"
@@ -160400,18 +160401,18 @@ msgstr "求 1 除以 [code]x[/code] 得到的倒数(即 [code]1 / x[/code])
msgid ""
"Finds the nearest even integer to the parameter. Translates to "
-"[code]roundEven(x)[/code] in the Godot Shader Language."
+"[code]roundEven(x)[/code] in the Redot Shader Language."
msgstr ""
-"查找最接近参数的偶数。在 Godot 着色器语言中,会被翻译为 [code]roundEven(x)[/"
+"查找最接近参数的偶数。在 Redot 着色器语言中,会被翻译为 [code]roundEven(x)[/"
"code]。"
msgid ""
"Returns a value equal to the nearest integer to [code]x[/code] whose absolute "
"value is not larger than the absolute value of [code]x[/code]. Translates to "
-"[code]trunc(x)[/code] in the Godot Shader Language."
+"[code]trunc(x)[/code] in the Redot Shader Language."
msgstr ""
"返回与 [code]x[/code] 的最接近整数的值,其绝对值不大于 [code]x[/code] 绝对值。"
-"在 Godot 着色器语言中,会被翻译为 [code]trunc(x)[/code]。"
+"在 Redot 着色器语言中,会被翻译为 [code]trunc(x)[/code]。"
msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])."
msgstr "从 1 中减去标量 [code]x[/code](即 [code]1 - x[/code])。"
@@ -160440,47 +160441,47 @@ msgstr "使用 [code]a / b[/code] 将两个数字相除。"
msgid ""
"Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] "
-"in the Godot Shader Language."
+"in the Redot Shader Language."
msgstr ""
-"计算两个数的余数。在 Godot 着色器语言中,会被翻译为 [code]mod(a, b)[/code]。"
+"计算两个数的余数。在 Redot 着色器语言中,会被翻译为 [code]mod(a, b)[/code]。"
msgid ""
"Raises the [code]a[/code] to the power of [code]b[/code]. Translates to "
-"[code]pow(a, b)[/code] in the Godot Shader Language."
+"[code]pow(a, b)[/code] in the Redot Shader Language."
msgstr ""
-"将 [code]a[/code] 提高到 [code]b[/code] 次幂。在 Godot 着色器语言中,会被翻译"
+"将 [code]a[/code] 提高到 [code]b[/code] 次幂。在 Redot 着色器语言中,会被翻译"
"为 [code]pow(a, b)[/code]。"
msgid ""
"Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in "
-"the Godot Shader Language."
+"the Redot Shader Language."
msgstr ""
-"返回两个数中的较大者。在 Godot 着色器语言中,会被翻译为 [code]max(a, b)[/"
+"返回两个数中的较大者。在 Redot 着色器语言中,会被翻译为 [code]max(a, b)[/"
"code]。"
msgid ""
"Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in "
-"the Godot Shader Language."
+"the Redot Shader Language."
msgstr ""
-"返回两个数中的较小者。在 Godot 着色器语言中,会被翻译为 [code]min(a, b)[/"
+"返回两个数中的较小者。在 Redot 着色器语言中,会被翻译为 [code]min(a, b)[/"
"code]。"
msgid ""
"Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/"
-"code] in the Godot Shader Language."
+"code] in the Redot Shader Language."
msgstr ""
-"返回参数的反正切值。在 Godot 着色器语言中,会被翻译为 [code]atan(a, b)[/"
+"返回参数的反正切值。在 Redot 着色器语言中,会被翻译为 [code]atan(a, b)[/"
"code]。"
msgid ""
"Generates a step function by comparing [code]b[/code](x) to [code]a[/code]"
"(edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] and "
-"otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot Shader "
+"otherwise 1.0. Translates to [code]step(a, b)[/code] in the Redot Shader "
"Language."
msgstr ""
"通过将 [code]b[/code](x)与 [code]a[/code](edge)进行比较来生成 step 函数。"
"如果 [code]x[/code] 小于 [code]edge[/code] 则返回 0.0,否则返回 1.0。翻译为 "
-"Godot 着色器语言中的 [code]step(a, b)[/code]。"
+"Redot 着色器语言中的 [code]step(a, b)[/code]。"
msgid "A scalar float parameter to be used within the visual shader graph."
msgstr "标量浮点数参数,在可视化着色器图中使用。"
@@ -160595,17 +160596,17 @@ msgid ""
msgstr "返回基于表面法线和相机视角方向的点积的衰减,将相关输入传给它。"
msgid ""
-"A custom global visual shader graph expression written in Godot Shading "
+"A custom global visual shader graph expression written in Redot Shading "
"Language."
-msgstr "用Godot着色器语言编写的自定义全局可视化着色器图形表达式。"
+msgstr "用Redot着色器语言编写的自定义全局可视化着色器图形表达式。"
msgid ""
-"Custom Godot Shader Language expression, which is placed on top of the "
+"Custom Redot Shader Language expression, which is placed on top of the "
"generated shader. You can place various function definitions inside to call "
"later in [VisualShaderNodeExpression]s (which are injected in the main shader "
"functions). You can also declare varyings, uniforms and global constants."
msgstr ""
-"自定义Godot着色器语言表达式,位于生成的着色器之上。你可以在内部放置各种函数定"
+"自定义Redot着色器语言表达式,位于生成的着色器之上。你可以在内部放置各种函数定"
"义,以便以后在[VisualShaderNodeExpression]中调用,这些函数被注入到主着色器函数"
"中。你还可以声明varyings、uniforms 和全局常量。"
@@ -160753,11 +160754,11 @@ msgid "Shading reference index"
msgstr "着色参考索引"
msgid ""
-"Returns a translated name of the current constant in the Godot Shader "
+"Returns a translated name of the current constant in the Redot Shader "
"Language. E.g. [code]\"ALBEDO\"[/code] if the [member input_name] equal to "
"[code]\"albedo\"[/code]."
msgstr ""
-"返回当前常量名称翻译至 Godot 着色器语言后的名称。例如,如果 [member "
+"返回当前常量名称翻译至 Redot 着色器语言后的名称。例如,如果 [member "
"input_name] 等于 [code]\"albedo\"[/code],则返回 [code]\"ALBEDO\"[/code]。"
msgid ""
@@ -160791,9 +160792,9 @@ msgstr ""
msgid ""
"Returns the result of bitwise [code]NOT[/code] operation on the integer. "
-"Translates to [code]~a[/code] in the Godot Shader Language."
+"Translates to [code]~a[/code] in the Redot Shader Language."
msgstr ""
-"返回对该整数进行按位 [code]NOT[/code] 运算的结果。在 Godot 着色器语言中会被翻"
+"返回对该整数进行按位 [code]NOT[/code] 运算的结果。在 Redot 着色器语言中会被翻"
"译为 [code]~a[/code]。"
msgid "An integer scalar operator to be used within the visual shader graph."
@@ -160810,44 +160811,44 @@ msgstr "使用 [code]a % b[/code] 计算两个数字的余数。"
msgid ""
"Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in "
-"the Godot Shader Language."
+"the Redot Shader Language."
msgstr ""
-"返回两个数字中的较小者。在 Godot 着色器语言中会被翻译为 [code]min(a, b)[/"
+"返回两个数字中的较小者。在 Redot 着色器语言中会被翻译为 [code]min(a, b)[/"
"code]。"
msgid ""
"Returns the result of bitwise [code]AND[/code] operation on the integer. "
-"Translates to [code]a & b[/code] in the Godot Shader Language."
+"Translates to [code]a & b[/code] in the Redot Shader Language."
msgstr ""
-"返回对该整数进行按位与 [code]AND[/code] 运算的结果。在 Godot 着色器语言中会被"
+"返回对该整数进行按位与 [code]AND[/code] 运算的结果。在 Redot 着色器语言中会被"
"翻译为 [code]a & b[/code]。"
msgid ""
"Returns the result of bitwise [code]OR[/code] operation for two integers. "
-"Translates to [code]a | b[/code] in the Godot Shader Language."
+"Translates to [code]a | b[/code] in the Redot Shader Language."
msgstr ""
-"返回对该整数进行按位或 [code]OR[/code] 运算的结果。在 Godot 着色器语言中会被翻"
+"返回对该整数进行按位或 [code]OR[/code] 运算的结果。在 Redot 着色器语言中会被翻"
"译为 [code]a | b[/code]。"
msgid ""
"Returns the result of bitwise [code]XOR[/code] operation for two integers. "
-"Translates to [code]a ^ b[/code] in the Godot Shader Language."
+"Translates to [code]a ^ b[/code] in the Redot Shader Language."
msgstr ""
-"返回对该整数进行按位异或 [code]XOR[/code] 运算的结果。在 Godot 着色器语言中会"
+"返回对该整数进行按位异或 [code]XOR[/code] 运算的结果。在 Redot 着色器语言中会"
"被翻译为 [code]a ^ b[/code]。"
msgid ""
"Returns the result of bitwise left shift operation on the integer. Translates "
-"to [code]a << b[/code] in the Godot Shader Language."
+"to [code]a << b[/code] in the Redot Shader Language."
msgstr ""
-"返回对该整数进行按位左移运算的结果。在 Godot 着色器语言中会被翻译为 [code]a "
+"返回对该整数进行按位左移运算的结果。在 Redot 着色器语言中会被翻译为 [code]a "
"<< b[/code]。"
msgid ""
"Returns the result of bitwise right shift operation on the integer. "
-"Translates to [code]a >> b[/code] in the Godot Shader Language."
+"Translates to [code]a >> b[/code] in the Redot Shader Language."
msgstr ""
-"返回对该整数进行按位右移运算的结果。在 Godot 着色器语言中会被翻译为 [code]a "
+"返回对该整数进行按位右移运算的结果。在 Redot 着色器语言中会被翻译为 [code]a "
">> b[/code]。"
msgid "A visual shader node for shader parameter (uniform) of type [int]."
@@ -162636,16 +162637,16 @@ msgstr "发送出去数据包时要使用的传输模式。可以是文本或二
msgid ""
"Tells the channel to send data over this channel as text. An external peer "
-"(non-Godot) would receive this as a string."
+"(non-Redot) would receive this as a string."
msgstr ""
-"告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Godot)会以字符串的形式"
+"告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Redot)会以字符串的形式"
"接收。"
msgid ""
"Tells the channel to send data over this channel as binary. An external peer "
-"(non-Godot) would receive this as array buffer or blob."
+"(non-Redot) would receive this as array buffer or blob."
msgstr ""
-"告诉通道以二进制形式在此通道上发送数据。外部对等体(非 Godot)将以数组缓冲区"
+"告诉通道以二进制形式在此通道上发送数据。外部对等体(非 Redot)将以数组缓冲区"
"或 blob 的形式接收。"
msgid "The channel was created, but it's still trying to connect."
@@ -163583,7 +163584,7 @@ msgid ""
"\n"
"func _webxr_session_started():\n"
" $Button.visible = false\n"
-" # This tells Godot to start rendering to the headset.\n"
+" # This tells Redot to start rendering to the headset.\n"
" get_viewport().use_xr = true\n"
" # This will be the reference space type you ultimately got, out of the\n"
" # types that you requested above. This is useful if you want the game to\n"
@@ -163595,7 +163596,7 @@ msgid ""
"\n"
"func _webxr_session_ended():\n"
" $Button.visible = true\n"
-" # If the user exits immersive mode, then we tell Godot to render to the "
+" # If the user exits immersive mode, then we tell Redot to render to the "
"web\n"
" # page again.\n"
" get_viewport().use_xr = false\n"
@@ -163606,7 +163607,7 @@ msgid ""
"There are a couple ways to handle \"controller\" input:\n"
"- Using [XRController3D] nodes and their [signal XRController3D."
"button_pressed] and [signal XRController3D.button_released] signals. This is "
-"how controllers are typically handled in XR apps in Godot, however, this will "
+"how controllers are typically handled in XR apps in Redot, however, this will "
"only work with advanced VR controllers like the Oculus Touch or Index "
"controllers, for example.\n"
"- Using the [signal select], [signal squeeze] and related signals. This "
@@ -163688,7 +163689,7 @@ msgstr ""
"\n"
"func _webxr_session_started():\n"
" $Button.visible = false\n"
-" # 这告诉 Godot 开始渲染到头戴设备。\n"
+" # 这告诉 Redot 开始渲染到头戴设备。\n"
" get_viewport().use_xr = true\n"
" # 这将是你最终获得的参考空间类型,与你在上面请求的类型不同。\n"
" # 如果你希望游戏在 “bounded-floor” 和 “local-floor”\n"
@@ -163700,7 +163701,7 @@ msgstr ""
"\n"
"func _webxr_session_ended():\n"
" $Button.visible = true\n"
-" # 如果用户退出沉浸式模式,那么我们会告诉 Godot\n"
+" # 如果用户退出沉浸式模式,那么我们会告诉 Redot\n"
" # 再次渲染到网页。\n"
" get_viewport().use_xr = false\n"
"\n"
@@ -163709,7 +163710,7 @@ msgstr ""
"[/codeblock]\n"
"有几种方法可以处理“控制器”输入:\n"
"- 使用 [XRController3D] 节点及其 [signal XRController3D.button_pressed] 和 "
-"[signal XRController3D.button_released] 信号。这是 Godot 中 XR 应用程序通常处"
+"[signal XRController3D.button_released] 信号。这是 Redot 中 XR 应用程序通常处"
"理控制器的方式,但是,这仅适用于高级 VR 控制器,例如 Oculus Touch 或 Index 控"
"制器。\n"
"- 使用 [signal select]、[signal squeeze] 和其他相关信号。这种方法适用于高级 "
@@ -163717,8 +163718,8 @@ msgstr ""
"你可以使用这两种方法来让你的游戏或应用程序支持更多或更窄的设备和输入法集,或者"
"允许与更高级的设备进行更高级的交互。"
-msgid "How to make a VR game for WebXR with Godot 4"
-msgstr "如何使用 Godot 4 制作 WebXR 的 VR 游戏"
+msgid "How to make a VR game for WebXR with Redot 4"
+msgstr "如何使用 Redot 4 制作 WebXR 的 VR 游戏"
msgid ""
"Returns display refresh rates supported by the current HMD. Only returned if "
@@ -163979,10 +163980,10 @@ 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."
+"instruct Redot to resume rendering to the screen."
msgstr ""
"用户结束 WebXR 会话时发出(可以使用浏览器或设备的 UI 结束会话)。\n"
-"此时,你应该执行 [code]get_viewport().use_xr = false[/code],让 Godot 继续渲染"
+"此时,你应该执行 [code]get_viewport().use_xr = false[/code],让 Redot 继续渲染"
"至屏幕。"
msgid ""
@@ -163997,10 +163998,10 @@ 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."
+"instruct Redot to start rendering to the XR device."
msgstr ""
"由 [method XRInterface.initialize] 在该会话启动成功时发出。\n"
-"此时,可以安全地执行 [code]get_viewport().use_xr = true[/code],让 Godot 开始"
+"此时,可以安全地执行 [code]get_viewport().use_xr = true[/code],让 Redot 开始"
"渲染至 XR 设备。"
msgid ""
@@ -165615,7 +165616,7 @@ msgid ""
" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n"
" {\n"
" var nodeName = parser.GetNodeName();\n"
-" var attributesDict = new Godot.Collections.Dictionary();\n"
+" var attributesDict = new Redot.Collections.Dictionary();\n"
" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n"
" {\n"
" attributesDict[parser.GetAttributeName(idx)] = parser."
@@ -165656,7 +165657,7 @@ msgstr ""
" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n"
" {\n"
" var nodeName = parser.GetNodeName();\n"
-" var attributesDict = new Godot.Collections.Dictionary();\n"
+" var attributesDict = new Redot.Collections.Dictionary();\n"
" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n"
" {\n"
" attributesDict[parser.GetAttributeName(idx)] = parser."
@@ -165898,12 +165899,12 @@ msgstr "XR 中跟踪的身体。"
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] "
+"it to the Redot Humanoid skeleton and store this data on the [XRBodyTracker] "
"object.\n"
"Use [XRBodyModifier3D] to animate a body mesh using body tracking data."
msgstr ""
"身体跟踪系统将创建该对象的实例并将其添加到 [XRServer]。然后,该跟踪系统将获取"
-"骨架数据,将其转换为 Godot 类人型骨架,并将该数据存储在 [XRBodyTracker] 对象"
+"骨架数据,将其转换为 Redot 类人型骨架,并将该数据存储在 [XRBodyTracker] 对象"
"上。\n"
"使用 [XRBodyModifier3D] 通过身体跟踪数据来动画化身体网格。"
@@ -166817,12 +166818,12 @@ msgstr "XR 中追踪的手。"
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 "
+"it to the Redot Humanoid hand skeleton and store this data on the "
"[XRHandTracker] object.\n"
"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data."
msgstr ""
"手部跟踪系统将创建该对象的实例并将其添加到 [XRServer]。然后,该跟踪系统将获取"
-"骨骼数据,将其转换为 Godot 人形手部骨骼,并将该数据存储在 [XRHandTracker] 对象"
+"骨骼数据,将其转换为 Redot 人形手部骨骼,并将该数据存储在 [XRHandTracker] 对象"
"上。\n"
"使用 [XRHandModifier3D] 通过手部跟踪数据动画化手部网格。"
@@ -166982,14 +166983,14 @@ msgstr "XR 接口实现的基类。"
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. "
+"Redot 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 ""
-"需要实现该类以使 Godot 可以使用 AR 或 VR 平台,并且这些应作为 C++ 模块或 "
+"需要实现该类以使 Redot 可以使用 AR 或 VR 平台,并且这些应作为 C++ 模块或 "
"GDExtension 模块实现。部分接口公开给 GDScript,因此可以检测、启用和配置 AR 或 "
"VR 平台。\n"
"接口应该以这样一种方式编写,只要简单地启用它们就会提供一个工作设置。可以通过 "
@@ -167085,9 +167086,9 @@ msgid ""
"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"
+"that uses the main output of Redot, 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 "
+"Redot 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 "
@@ -167099,9 +167100,9 @@ msgstr ""
"调用它来初始化这个接口。被初始化的第一个接口被识别为主接口,它将用于渲染输"
"出。\n"
"初始化想要使用的接口后,需要启用视口的 AR/VR 模式,并且渲染应该开始。\n"
-"[b]注意:[/b]对于任何使用 Godot 主输出的设备,例如移动 VR,必须在主视口上启用 "
+"[b]注意:[/b]对于任何使用 Redot 主输出的设备,例如移动 VR,必须在主视口上启用 "
"XR 模式。\n"
-"如果为处理自己输出的平台(例如 OpenVR)执行该操作,则 Godot 将只显示一只眼睛而"
+"如果为处理自己输出的平台(例如 OpenVR)执行该操作,则 Redot 将只显示一只眼睛而"
"不会在屏幕上失真。或者,可以将单独的视口节点添加到场景并在该视口上启用 AR/VR。"
"它将被用于输出到 HMD,让你可以在主窗口中自由地做任何你喜欢的事情,例如使用单独"
"的相机作为旁观者相机或渲染完全不同的东西。\n"
@@ -167276,8 +167277,8 @@ msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的
msgid "This interface supports stereoscopic rendering."
msgstr "该接口支持立体渲染。"
-msgid "This interface supports quad rendering (not yet supported by Godot)."
-msgstr "该接口支持四边形渲染(Godot 尚不支持)。"
+msgid "This interface supports quad rendering (not yet supported by Redot)."
+msgstr "该接口支持四边形渲染(Redot 尚不支持)。"
msgid "This interface supports VR."
msgstr "该接口支持 VR。"
@@ -167566,11 +167567,11 @@ msgstr ""
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 "
+"Redot 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 ""
"我们绑定到的姿势的名称。设计时并不知道跟踪器支持哪些姿势。\n"
-"Godot 定义了许多标准姿势名称,例如 [code]aim[/code] 和 [code]grip[/code],但也"
+"Redot 定义了许多标准姿势名称,例如 [code]aim[/code] 和 [code]grip[/code],但也"
"可以在给定的 [XRInterface] 中配置其他名称。"
msgid ""
@@ -167581,12 +167582,12 @@ msgstr "启用在跟踪开始时显示节点,并在跟踪丢失时隐藏节点
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] "
+"Redot 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 ""
"我们绑定到的追踪器的名称。设计时并不知道有哪些跟踪器可用。\n"
-"Godot 定义了许多标准跟踪器,例如 [code]left_hand[/code] 和 [code]right_hand[/"
+"Redot 定义了许多标准跟踪器,例如 [code]left_hand[/code] 和 [code]right_hand[/"
"code],但也可以在给定的 [XRInterface] 中配置其他跟踪器。"
msgid ""
@@ -167676,7 +167677,7 @@ msgstr "该姿势的线速度。"
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 "
+"the user. Redot 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"
@@ -167687,7 +167688,7 @@ msgid ""
"placed when using hand tracking and the animated skeleton supplied by the XR "
"runtime."
msgstr ""
-"这个姿势的名称。姿势名称通常由用户设置的动作映射来驱动。Godot 确实给出了一些姿"
+"这个姿势的名称。姿势名称通常由用户设置的动作映射来驱动。Redot 确实给出了一些姿"
"势名称的建议,希望 [XRInterface] 能够实现:\n"
"-[code]root[/code] 定义根的位置,通常用于没有其他节点的被追踪物体。\n"
"-[code]aim[/code] 定义控制器的顶端,方向朝外,例如:可以将你要投射的射线加到这"
@@ -168044,7 +168045,7 @@ msgstr "此追踪器的描述。"
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 "
+"between various XR runtimes and can often be configured by the user. Redot "
"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"
@@ -168062,7 +168063,7 @@ msgid ""
"players face"
msgstr ""
"该追踪器的唯一名称。可用的追踪器因各种 XR 运行时而异,并且通常可以由用户配置。"
-"Godot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 实现这些名称:\n"
+"Redot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 实现这些名称:\n"
"- [code]head[/code] 标识玩家头部的 [XRPositionalTracker]\n"
"- [code]left_hand[/code] 标识玩家左手的 [XRControllerTracker]\n"
"- [code]right_hand[/code] 标识玩家右手的 [XRControllerTracker]\n"