diff --git a/doc/translations/es.po b/doc/translations/es.po index f0fc382f8df8..c3b87f20bf02 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -2008,16 +2008,6 @@ msgstr "" "Notifica cuando las cachés se han limpiado, ya sea automáticamente o " "manualmente a través del [method clear_caches]." -msgid "" -"Process animation during the physics process. This is especially useful when " -"animating physics bodies." -msgstr "" -"Animación del proceso durante el proceso de la física. Esto es especialmente " -"útil cuando se animan los cuerpos físicos." - -msgid "Process animation during the idle process." -msgstr "Animación del proceso durante el proceso de inactividad." - msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." @@ -2053,20 +2043,6 @@ msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." msgstr "" "El nodo de animación raíz de este [AnimationTree]. Ver [AnimationNode]." -msgid "" -"The animations will progress during the physics frame (i.e. [method Node." -"_physics_process])." -msgstr "" -"Las animaciones progresarán durante el fotograma de la física (es decir, " -"[method Node._physics_process])." - -msgid "" -"The animations will progress during the idle frame (i.e. [method Node." -"_process])." -msgstr "" -"Las animaciones progresarán durante el fotograma inactivo (es decir, [method " -"Node._process])." - msgid "The animations will only progress manually (see [method advance])." msgstr "Las animaciones sólo progresarán manualmente (ver [method advance])." @@ -4184,12 +4160,6 @@ msgstr "" "La posición de la cámara tiene en cuenta los desplazamientos verticales/" "horizontales y el tamaño de la pantalla." -msgid "The camera updates with the [code]_physics_process[/code] callback." -msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]." - -msgid "The camera updates with the [code]_process[/code] callback." -msgstr "La cámara se actualiza con la llamada de [code]_process[/code]." - msgid "Camera node, displays from a point of view." msgstr "Nodo de cámara, muestra desde un punto de vista." @@ -6410,13 +6380,6 @@ msgstr "" "haciendo que el toro parezca redondeado. Si [code]false[/code] el toro " "tendrá un aspecto de sombra plana." -msgid "" -"A script implemented in the C# programming language (Mono-enabled builds " -"only)." -msgstr "" -"Un script implementado en el lenguaje de programación C# (sólo para " -"construcciones habilitadas en mono)." - 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.\n" @@ -14796,22 +14759,6 @@ msgstr "" msgid "Returns the center of the plane." msgstr "Devuelve el centro del avión." -msgid "Returns a copy of the plane, normalized." -msgstr "Devuelve una copia del plano, normalizado." - -msgid "" -"The distance from the origin to the plane, in the direction of [member " -"normal]. This value is typically non-negative.\n" -"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " -"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented " -"by the [member normal] property." -msgstr "" -"La distancia desde el origen hasta el plano, en la dirección de [member " -"normal]. Este valor es típicamente no negativo.\n" -"En la ecuación escalar del plano [code]ax + por + cz = d[/code], esto es " -"[code]d[/code], mientras que las coordenadas [code](a, b, c)[/code] están " -"representadas por la propiedad [member normal]." - msgid "The X component of the plane's [member normal] vector." msgstr "El componente X del vector [member normal] del plano." @@ -15626,15 +15573,6 @@ msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]." msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "Habilita [member Viewport.physics_object_picking] en el viewport raíz." -msgid "" -"Thread model for rendering. Rendering on a thread can vastly improve " -"performance, but synchronizing to the main thread can cause a bit more " -"jitter." -msgstr "" -"Modelo de hilo para la representación. El renderizado en un hilo puede " -"mejorar enormemente el rendimiento, pero la sincronización con el hilo " -"principal puede causar un poco más de temblor." - msgid "" "Subdivision quadrant size for shadow mapping. See shadow mapping " "documentation." @@ -16688,9 +16626,6 @@ msgstr "Clasifica las partículas según su distancia a la cámara." msgid "Number of objects drawn in a single frame." msgstr "Número de objetos dibujados en un solo fotograma." -msgid "Number of vertices drawn in a single frame." -msgstr "Número de vértices dibujados en un solo fotograma." - msgid "Number of draw calls during this frame." msgstr "Número de llamadas de dibujo durante este fotograma." @@ -17308,13 +17243,6 @@ msgstr "Devuelve una lista de todos los nodos asignados al grupo dado." msgid "Returns [code]true[/code] if the given group exists." msgstr "Devuelve [code]true[/code] si el grupo dado existe." -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to after the current frame." -msgstr "" -"Pone en cola el objeto dado para su eliminación, retrasando la llamada al " -"[method Object.free] hasta después del fotograma actual." - msgid "" "Reloads the currently active scene.\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " @@ -17515,28 +17443,6 @@ msgstr "La posición del segundo punto del segmento." msgid "The ray's length." msgstr "La longitud del rayo." -msgid "A custom shader program." -msgstr "Un programa shader personalizado." - -msgid "" -"This class allows you to define a custom shader program that can be used by " -"a [ShaderMaterial]. Shaders allow you to write your own custom behavior for " -"rendering objects or updating particle information. For a detailed " -"explanation and usage, please see the tutorials linked below." -msgstr "" -"Esta clase permite definir un programa de shader personalizado que puede ser " -"usado por un [ShaderMaterial]. Los sombreadores le permiten escribir su " -"propio comportamiento personalizado para renderizar objetos o actualizar la " -"información de las partículas. Para una explicación detallada y el uso, por " -"favor vea los tutoriales enlazados a continuación." - -msgid "" -"Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], " -"[constant MODE_SPATIAL] or [constant MODE_PARTICLES]." -msgstr "" -"Devuelve el modo shader para el shader, ya sea [constant MODE_CANVAS_ITEM], " -"[constant MODE_SPATIAL] o [constant MODE_PARTICLES]." - msgid "" "Returns the shader's code as the user has written it, not the full generated " "code used internally." @@ -19063,17 +18969,6 @@ msgstr "" "Si [code]true[/code], el temporizador se pausa y no se procesará hasta que " "no se vuelva a pausar, incluso si se llama a [method start]." -msgid "" -"Update the timer during the physics step at each frame (fixed framerate " -"processing)." -msgstr "" -"Actualizar el temporizador durante el paso de la física en cada fotograma " -"(procesamiento de cuadros fijos)." - -msgid "Update the timer during the idle time at each frame." -msgstr "" -"Actualiza el temporizador durante el tiempo de inactividad en cada fotograma." - msgid "Returns [code]true[/code] if this button is currently pressed." msgstr "Devuelve [code]true[/code] si este botón está actualmente pulsado." @@ -22193,9 +22088,6 @@ msgstr "" "Especifica que los mensajes de WebSockets deben ser transferidos como carga " "binaria (se permite cualquier combinación de bytes)." -msgid "The line's distance from the origin." -msgstr "La distancia de la línea desde el origen." - msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index f773bf07cec2..f0ca1b4ece1e 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -70,13 +70,14 @@ # Alexis Robin , 2023. # "Dimitri A." , 2023. # EGuillemot , 2023. +# Antonia Carrier , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-05-20 02:55+0000\n" -"Last-Translator: EGuillemot \n" +"PO-Revision-Date: 2023-06-26 09:54+0000\n" +"Last-Translator: Antonia Carrier \n" "Language-Team: French \n" "Language: fr\n" @@ -84,7 +85,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Description" msgstr "Description" @@ -188,6 +189,9 @@ msgstr "" "Cette méthode décrit un opérateur valide à utiliser avec ce type comme " "membre de droite." +msgid "Built-in GDScript constants, functions, and annotations." +msgstr "Constantes, fonctions et annotations intégrées à GDScript." + msgid "" "A list of GDScript-specific utility functions and annotations accessible " "from any script.\n" @@ -423,6 +427,56 @@ msgstr "" "[, res://test.gd, bar]\n" "[/codeblock]" +msgid "" +"Returns [code]true[/code] if [param value] is an instance of [param type]. " +"The [param type] value must be one of the following:\n" +"- A constant from the [enum Variant.Type] enumeration, for example [constant " +"TYPE_INT].\n" +"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" +"- A [Script] (you can use any class, including inner one).\n" +"Unlike the right operand of the [code]is[/code] operator, [param type] can " +"be a non-constant value. The [code]is[/code] operator supports more features " +"(such as typed arrays) and is more performant. Use the operator instead of " +"this method if you do not need dynamic type checking.\n" +"Examples:\n" +"[codeblock]\n" +"print(is_instance_of(a, TYPE_INT))\n" +"print(is_instance_of(a, Node))\n" +"print(is_instance_of(a, MyClass))\n" +"print(is_instance_of(a, MyClass.InnerClass))\n" +"[/codeblock]\n" +"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " +"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " +"above options, this method will raise a runtime error.\n" +"See also [method @GlobalScope.typeof], [method type_exists], [method Array." +"is_same_typed] (and other [Array] methods)." +msgstr "" +"Renvoie [code]true[/code] si [param value] est une instance de [param type]. " +"La valeur de [param type] doit être l'une des suivantes :\n" +"- Une constante de l'énumération [enum Variant.Type], par exemple [constant " +"TYPE_INT].\n" +"- Une classe dérivée de [Object] qui existe dans [ClassDB], par exemple " +"[Node].\n" +"- Un [Script] (vous pouvez utiliser n'importe quelle classe, y compris une " +"classe interne).\n" +"Contrairement à l'opérande droit de l'opérateur [code]is[/code], [param " +"type] peut être une valeur non constante. L'opérateur [code]is[/code] prend " +"en charge davantage de fonctionnalités (telles que les tableaux typés) et " +"est plus performant. Utilisez l'opérateur au lieu de cette méthode si vous " +"n'avez pas besoin d'une vérification dynamique des types.\n" +"Exemples :\n" +"[codeblock]\n" +"print(is_instance_of(a, TYPE_INT))\n" +"print(is_instance_of(a, Node))\n" +"print(is_instance_of(a, MyClass))\n" +"print(is_instance_of(a, MyClass.InnerClass))\n" +"[/codeblock]\n" +"[b]Note :[/b] Si [param value] et/ou [param type] sont des objets libérés " +"(voir [method @GlobalScope.is_instance_valid]), ou si [param type] n'est pas " +"l'une des options ci-dessus, cette méthode lèvera une erreur d'exécution.\n" +"Voir aussi [method @GlobalScope.typeof], [method type_exists], [method Array." +"is_same_typed] (et autres méthodes [Array])." + msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String], the element count of any array type or the " @@ -448,6 +502,70 @@ msgstr "" "len(a) # Renvoie 6\n" "[/codeblock]" +msgid "" +"Returns a [Resource] from the filesystem located at the absolute [param " +"path]. Unless it's already referenced elsewhere (such as in another script " +"or in the scene), the resource is loaded from disk on function call, which " +"might cause a slight delay, especially when loading large scenes. To avoid " +"unnecessary delays when loading something multiple times, either store the " +"resource in a variable or use [method preload].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " +"from the FileSystem dock into the current script.\n" +"[codeblock]\n" +"# Load a scene called \"main\" located in the root of the project directory " +"and cache it in a variable.\n" +"var main = load(\"res://main.tscn\") # main will contain a PackedScene " +"resource.\n" +"[/codeblock]\n" +"[b]Important:[/b] The path must be absolute. A relative path will always " +"return [code]null[/code].\n" +"This function is a simplified version of [method ResourceLoader.load], which " +"can be used for more advanced scenarios.\n" +"[b]Note:[/b] Files have to be imported into the engine first to load them " +"using this function. If you want to load [Image]s at run-time, you may use " +"[method Image.load]. If you want to import audio files, you can use the " +"snippet described in [member AudioStreamMP3.data].\n" +"[b]Note:[/b] If [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." +"load] will not be able to read converted files in an exported project. If " +"you rely on run-time loading of files present within the PCK, set [member " +"ProjectSettings.editor/export/convert_text_resources_to_binary] to " +"[code]false[/code]." +msgstr "" +"Retourne une [Resource] depuis le système de fichiers localisé au chemin " +"absolu [param path]. Sauf si cela est déjà référencé autre part (comme dans " +"un autre script ou dans une scène), la ressource est chargée depuis le " +"disque sur un appel de fonction, qui peut causer un petit délai, en " +"particulier pendant le chargement de larges scènes. Pour éviter des délais " +"inutiles lorsque vous chargez quelque chose plusieurs fois, vous pouvez " +"stocker la ressource dans une variable ou utiliser [method preload].\n" +"[b]Note :[/b] Les chemins des ressources peuvent être obtenus en faisant un " +"clic droit sur une ressource dans la barre d'outils du système de fichiers " +"et en choisissant \"Copier le chemin\", ou en déplaçant le fichier du " +"système de fichiers vers le script actuel.\n" +"[codeblock]\n" +"# Charge une scène appelée \"main\" située dans la racine du répertoire du " +"projet et la stocke dans une variable.\n" +"var main = load(\"res://main.tscn\") # main contiendra une ressource " +"PackedScene.\n" +"[/codeblock]\n" +"[b]Important :[/b] Le chemin doit être absolu. Un chemin relatif retournera " +"toujours [code]null[/code].\n" +"Cette fonction est une version simplifiée de [method ResourceLoader.load], " +"qui peut être utilisée pour des scénarios plus avancés.\n" +"[b]Note :[/b] Les fichiers doivent être importés dans le moteur de jeu en " +"premier pour qu'ils soient chargés en utilisant cette fonction. Si vous " +"voulez importer des [Image]s au run-time vous pouvez utiliser [method Image." +"load]. Si vous voulez importer des fichiers audios, vous pouvez utiliser " +"l'extrait décrit dans [member AudioStreamMP3.data].\n" +"[b]Note :[/b] Si [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] est [code]true[/code], [method @GDScript." +"load] ne pourra pas lire les fichiers convertis dans un projet exporté. Si " +"vous comptez sur le chargement au moment de l'exécution des fichiers " +"présents dans le PCK, définissez [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] sur [code]false[/code]." + msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " @@ -731,6 +849,76 @@ msgstr "" "@export_flags_2d_render var render_layers: int\n" "[/codeblock]" +msgid "" +"Export an integer property as a bit flag field for 3D navigation layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/3d_navigation/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_3d_navigation var navigation_layers: int\n" +"[/codeblock]" +msgstr "" +"Exporte une propriété [int] en tant que champ de bits pour des couches de " +"navigation 3D. Le widget dans le dock Inspecteur utilisera les noms de " +"couche définis dans [member ProjectSettings.layer_names/3d_navigation/" +"layer_1].\n" +"Voir aussi [constant PROPERTY_HINT_LAYDERS_3D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_3d_navigation var navigation_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 3D physics layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/3d_physics/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" +"[codeblock]\n" +"@export_flags_3d_physics var physics_layers: int\n" +"[/codeblock]" +msgstr "" +"Exporte une propriété [int] en tant que champ de bits pour couches physiques " +"3D. Le widget dans le dock Inspecteur utilisera les noms de couches définis " +"dans [member ProjectSettings.layer_names/3d_physics/layer_1].\n" +"Voir aussi [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" +"[codeblock]\n" +"@export_flags_3d_physics var physics_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 3D render layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/3d_render/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" +"[codeblock]\n" +"@export_flags_3d_render var render_layers: int\n" +"[/codeblock]" +msgstr "" +"Exporte une propriété [int] en tant que champ de bits pour des couches de " +"rendu 3D. Le widget dans le dock Inspecteur utilisera les noms de couches " +"définis dans [member ProjectSettings.layer_names/3d_render/layer_1].\n" +"Voir aussi [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" +"[codeblock]\n" +"@export_flags_3d_render var render_layers: int\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as an absolute path to a directory. The path can " +"be picked from the entire filesystem. See [annotation @export_dir] to limit " +"it to the project folder and its subfolders.\n" +"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" +"[codeblock]\n" +"@export_global_dir var sprite_folder_path: String\n" +"[/codeblock]" +msgstr "" +"Exporte une propriété [String] en tant que chemin absolu vers un dossier. Le " +"chemin peut être sélectionné depuis l'entièreté du système de fichiers. Voir " +"[annotation @export_dir] pour le limiter au dossier du projet et ses sous-" +"dossiers.\n" +"Voir aussi [constant PROPERTY_HINT_GLOBAL_DIR].\n" +"[codeblock]\n" +"@export_global_dir var sprite_folder_path: String\n" +"[/codeblock]" + msgid "" "Export a [String] property with a large [TextEdit] widget instead of a " "[LineEdit]. This adds support for multiline content and makes it easier to " @@ -2709,16 +2897,6 @@ msgstr "" "Notifie quand les caches ont été effacées, soit automatiquement ou soit " "manuellement par [méthode clear_caches]." -msgid "" -"Process animation during the physics process. This is especially useful when " -"animating physics bodies." -msgstr "" -"Met à jour l'animation durant les trames de physique. C'est particulièrement " -"utile pour animer les corps physiques." - -msgid "Process animation during the idle process." -msgstr "Met à jour l'animation durant les trames de repos." - msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." @@ -2745,20 +2923,6 @@ msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." msgstr "" "Le nœud d'animation racine de cet [AnimationTree]. Voir [AnimationNode]." -msgid "" -"The animations will progress during the physics frame (i.e. [method Node." -"_physics_process])." -msgstr "" -"Les animations progresseront pendant les trames physiques (dans [méthode " -"Node._physics_process)]." - -msgid "" -"The animations will progress during the idle frame (i.e. [method Node." -"_process])." -msgstr "" -"Les animations progresseront pendant les trames d'inactivité (dans [method " -"Node._process])." - msgid "The animations will only progress manually (see [method advance])." msgstr "" "Les animations devront être mises à jour manuellement (voir [method " @@ -3002,23 +3166,6 @@ msgstr "" "chaque fois qu'elle est appelée. Plus le tableau est grand et plus la " "position de l'élément enlevé, plus [method push_front] sera lent." -msgid "" -"Removes an element from the array by index. If the index does not exist in " -"the array, nothing happens. To remove an element by searching for its value, " -"use [method erase] instead.\n" -"[b]Note:[/b] This method acts in-place and doesn't return a value.\n" -"[b]Note:[/b] On large arrays, this method will be slower if the removed " -"element is close to the beginning of the array (index 0). This is because " -"all elements placed after the removed element have to be reindexed." -msgstr "" -"Retire un élément du tableau par index. Si l'index n'existe pas dans le " -"tableau, rien ne se passe. Pour supprimer un élément en recherchant sa " -"valeur, utilisez plutôt [method erase].\n" -"[b]Note :[/b] Cette méthode ne renvoie pas une valeur.\n" -"[b]Note :[/b] Sur de grands tableaux, cette méthode sera plus lente si " -"l'élément enlevé est proche du début du tableau (index 0). C'est parce que " -"tous les éléments placés après l'élément enlevé doivent être réindexés." - msgid "" "Resizes the array to contain a different number of elements. If the array " "size is smaller, elements are cleared, if bigger, new elements are " @@ -4859,12 +5006,6 @@ msgstr "" "La position de la caméra prend en compte le décalage vertical et horizontal, " "et la taille de l'écran." -msgid "The camera updates with the [code]_physics_process[/code] callback." -msgstr "La caméra se met à jour avec le rappel [code]_physics_process[/code]." - -msgid "The camera updates with the [code]_process[/code] callback." -msgstr "La caméra se met à jour durant l'appel de [code]_process[/code]." - msgid "Camera node, displays from a point of view." msgstr "Un nœud de caméra ; affichage d'un point de vue." @@ -7609,13 +7750,6 @@ msgstr "" "lisse donnant l'impression que le tore est arrondis. Si [code]false[/code] " "le tore aura un aspect de rendu plat." -msgid "" -"A script implemented in the C# programming language (Mono-enabled builds " -"only)." -msgstr "" -"Un script implémenté en langage C# (uniquement pour les versions où Mono est " -"activé)." - 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.\n" @@ -12865,9 +12999,6 @@ msgid "The maximum slope that is considered walkable, in degrees." msgstr "" "La pente maximale qui est considérée comme pouvant être traversée, en degrés." -msgid "The Y axis cell size to use for fields." -msgstr "La taille de la cellule suivant l'axe Y pour les champs." - msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "" @@ -13126,9 +13257,6 @@ msgstr "" msgid "Create a new map." msgstr "Crée une nouvelle carte." -msgid "Returns the map cell size." -msgstr "Retourne la taille des cellules de la carte." - msgid "" "Returns the owner region RID for the point returned by [method " "map_get_closest_point]." @@ -13146,11 +13274,6 @@ msgstr "" msgid "Sets the map active." msgstr "Définit la carte comme active." -msgid "Set the map cell size used to weld the navigation mesh polygons." -msgstr "" -"Définit la taille de la cellule de carte utilisée pour souder les polygones " -"de maillage de navigation." - msgid "" "Set the map edge connection margin used to weld the compatible region edges." msgstr "" @@ -14851,9 +14974,6 @@ msgstr "Crée un plan à partir de trois points, spécifiés dans le sens horair msgid "Returns the center of the plane." msgstr "Retourne le centre du plan." -msgid "Returns a copy of the plane, normalized." -msgstr "Retourne une copie du plan, normalisé." - msgid "The X component of the plane's [member normal] vector." msgstr "Le composant X du vecteur de la [member normal] du plan." @@ -16608,9 +16728,6 @@ msgstr "Trier les particules suivant leur distance à la caméra." msgid "Number of objects drawn in a single frame." msgstr "Le nombre d'objets affichés en une seule trame." -msgid "Number of vertices drawn in a single frame." -msgstr "Le nombre de sommets affichés en une seule trame." - msgid "Number of draw calls during this frame." msgstr "Nombre d'appels d'affichage pour cette trame." @@ -16942,13 +17059,6 @@ msgstr "Retourne la liste de tous les nœuds associés au groupe spécifié." msgid "Returns [code]true[/code] if the given group exists." msgstr "Retourne [code]true[/code] si le groupe donné existe." -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to after the current frame." -msgstr "" -"Marque l'objet donné pour être supprimé, l'appel [method Object.free] se " -"fera après la trame actuelle." - msgid "The current scene." msgstr "La scène actuelle." @@ -17083,9 +17193,6 @@ msgstr "Position du deuxième point du segment." msgid "The ray's length." msgstr "La longueur du rayon." -msgid "A custom shader program." -msgstr "Un programme de shader personnalisé." - msgid "Mode used to draw all 3D objects." msgstr "Le mode utilise pour afficher tous les objets 3D." @@ -18754,9 +18861,6 @@ msgstr "Retourne [code]true[/code] si le minuteur est arrêté." msgid "Stops the timer." msgstr "Arrête la minuterie." -msgid "Update the timer during the idle time at each frame." -msgstr "Met à jour le minuteur durant un moment inoccupé de chaque trame." - msgid "Returns [code]true[/code] if this button is currently pressed." msgstr "Retourne [code]true[/code] si le bouton est actuelle pressé." @@ -20925,9 +21029,6 @@ msgstr "Émis lorsque [member visibility_state] modifié." msgid "The icon for the close button." msgstr "L'icône personnalisée pour le bouton de fermeture." -msgid "The line's distance from the origin." -msgstr "La distance de la ligne à l'origine." - msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 118cc6f05cba..05388452a518 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -81,8 +81,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-06-12 12:27+0000\n" -"Last-Translator: Haoyu Qiu \n" +"PO-Revision-Date: 2023-06-26 09:54+0000\n" +"Last-Translator: 风青山 \n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" @@ -90,7 +90,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Description" msgstr "描述" @@ -184,6 +184,9 @@ msgid "" "operand." msgstr "本方法描述的是使用本类型作为左操作数的有效操作符。" +msgid "Built-in GDScript constants, functions, and annotations." +msgstr "内置 GDScript 常量、函数、注解。" + msgid "" "A list of GDScript-specific utility functions and annotations accessible " "from any script.\n" @@ -583,6 +586,101 @@ msgstr "" "器的情况下,以调试模式导出的项目。\n" "[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将改为打印线程 ID。" +msgid "" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" +"[codeblock]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" +"[/codeblock]\n" +"To iterate over an [Array] backwards, use:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size() - 1, -1, -1):\n" +" print(array[i])\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"To iterate over [float], convert them in the loop.\n" +"[codeblock]\n" +"for i in range (3, 0, -1):\n" +" print(i / 10.0)\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock]\n" +"0.3\n" +"0.2\n" +"0.1\n" +"[/codeblock]" +msgstr "" +"返回具有给定范围的数组。[method range] 可以通过三种方式调用:\n" +"[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之" +"前[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n" +"[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 " +"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]" +"参数 [code]n[/code]。\n" +"[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,以 " +"[code]s[/code] 为步长递增/递减,在到达 [code]n[/code] [i]之前[/i]停止。[b]包" +"含[/b]参数 [code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/" +"code] [b]可以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 " +"[code]0[/code],则会输出一条错误消息。\n" +"[method range] 会先将所有参数转换为 [int] 再进行处理。\n" +"[b]注意:[/b]如果没有满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)[/" +"code] 和 [code]range(5, 5, 1)[/code])。\n" +"示例:\n" +"[codeblock]\n" +"print(range(4)) # 输出 [0, 1, 2, 3]\n" +"print(range(2, 5)) # 输出 [2, 3, 4]\n" +"print(range(0, 6, 2)) # 输出 [0, 2, 4]\n" +"print(range(4, 1, -1)) # 输出 [4, 3, 2]\n" +"[/codeblock]\n" +"要反向遍历 [Array],请使用:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size() - 1, -1, -1):\n" +" print(array[i])\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"要遍历 [float],请在循环中进行转换。\n" +"[codeblock]\n" +"for i in range (3, 0, -1):\n" +" print(i / 10.0)\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"0.3\n" +"0.2\n" +"0.1\n" +"[/codeblock]" + msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" @@ -632,6 +730,27 @@ msgstr "" "[b]警告:[/b]数值无穷大只是浮点数的一个概念,对于整数来说没有对应的概念。将整" "数除以 [code]0[/code] 不会产生 [constant INF],而是会产生一个运行时错误。" +msgid "" +"\"Not a Number\", an invalid floating-point value. [constant NAN] has " +"special properties, including that [code]!=[/code] always returns " +"[code]true[/code], while other comparison operators always return " +"[code]false[/code]. This is true even when comparing with itself ([code]NAN " +"== NAN[/code] returns [code]false[/code] and [code]NAN != NAN[/code] returns " +"[code]true[/code]). It is returned by some invalid operations, such as " +"dividing floating-point [code]0.0[/code] by [code]0.0[/code].\n" +"[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " +"numbers, and has no equivalent for integers. Dividing an integer [code]0[/" +"code] by [code]0[/code] will not result in [constant NAN] and will result in " +"a run-time error instead." +msgstr "" +"“Not a Number”(非数),一个无效的浮点数值。[constant NAN] 有许多特殊的性质," +"比如 [code]!=[/code] 始终返回 [code]true[/code],而其他比较运算符都始终返回 " +"[code]false[/code]。即便是和自己比较也是如此([code]NAN == NAN[/code] 返回 " +"[code]false[/code],而 [code]NAN != NAN[/code] 返回 [code]true[/code])。部分" +"无效运算会返回这个值,例如将浮点数 [code]0.0[/code] 除以 [code]0.0[/code]。\n" +"[b]警告:[/b]“非数”只是浮点数的概念,整数中没有对应的概念。将整数 [code]0[/" +"code] 除以 [code]0[/code] 不会得到 [constant NAN],而是会产生运行时错误。" + msgid "" "Mark the following property as exported (editable in the Inspector dock and " "saved to disk). To control the type of the exported property, use the type " @@ -944,6 +1063,22 @@ msgstr "" "@export_flags_3d_render var render_layers: int\n" "[/codeblock]" +msgid "" +"Export an integer property as a bit flag field for navigation avoidance " +"layers. The widget in the Inspector dock will use the layer names defined in " +"[member ProjectSettings.layer_names/avoidance/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" +"[codeblock]\n" +"@export_flags_avoidance var avoidance_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为导航避障层的位标志字段。检查器停靠面板中的小工具,将使用在 " +"[member ProjectSettings.layer_names/avoidance/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_AVOIDANCE]。\n" +"[codeblock]\n" +"@export_flags_avoidance var avoidance_layers: int\n" +"[/codeblock]" + msgid "" "Export a [String] property as an absolute path to a directory. The path can " "be picked from the entire filesystem. See [annotation @export_dir] to limit " @@ -1211,6 +1346,14 @@ msgstr "" "@onready var character_name: Label = $Label\n" "[/codeblock]" +msgid "" +"Make a script with static variables to not persist after all references are " +"lost. If the script is loaded again the static variables will revert to " +"their default values." +msgstr "" +"使具有静态变量的脚本在所有引用丢失之后不会持久化。当该脚本再次加载时,这些静" +"态变量将恢复为它们的默认值。" + msgid "" "Mark the current script as a tool script, allowing it to be loaded and " "executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" @@ -1505,6 +1648,63 @@ msgstr "" "向上舍入 [param x](朝正无穷大),返回不小于 [param x] 的最小整数。\n" "[method ceil] 的类型安全版本,返回一个 [int]。" +msgid "" +"Clamps the [param value], returning a [Variant] not less than [param min] " +"and not more than [param max]. Any values that can be compared with the less " +"than and greater than operators will work.\n" +"[codeblock]\n" +"var a = clamp(-10, -1, 5)\n" +"# a is -1\n" +"\n" +"var b = clamp(8.1, 0.9, 5.5)\n" +"# b is 5.5\n" +"\n" +"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n" +"# c is (-3.2, -2)\n" +"\n" +"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n" +"# d is (2, 6)\n" +"\n" +"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, " +"-4.1))\n" +"# e is (-3, -2, 5.4)\n" +"\n" +"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, " +"-6))\n" +"# f is (-4, -5, -6)\n" +"[/codeblock]\n" +"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " +"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " +"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " +"[method Color.clamp]." +msgstr "" +"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 " +"[Variant]。可以使用任何能够用小于和大于运算符进行比较的值。\n" +"[codeblock]\n" +"var a = clamp(-10, -1, 5)\n" +"# a 是 -1\n" +"\n" +"var b = clamp(8.1, 0.9, 5.5)\n" +"# b 是 5.5\n" +"\n" +"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n" +"# c 是 (-3.2, -2)\n" +"\n" +"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n" +"# d 是 (2, 6)\n" +"\n" +"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, " +"-4.1))\n" +"# e 是 (-3, -2, 5.4)\n" +"\n" +"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, " +"-6))\n" +"# f 是 (-4, -5, -6)\n" +"[/codeblock]\n" +"[b]注意:[/b]为了更好的类型安全,请使用 [method clampf]、[method clampi]、" +"[method Vector2.clamp]、[method Vector2i.clamp]、[method Vector3.clamp]、" +"[method Vector3i.clamp ]、[method Vector4.clamp] 或 [method Vector4i.clamp]。" + msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" @@ -2245,23 +2445,6 @@ msgstr "" "mini(-3, -4) # 返回 -4\n" "[/codeblock]" -msgid "" -"Moves [param from] toward [param to] by the [param delta] value.\n" -"Use a negative [param delta] value to move away.\n" -"[codeblock]\n" -"move_toward(5, 10, 4) # Returns 9\n" -"move_toward(10, 5, 4) # Returns 6\n" -"move_toward(10, 5, -1.5) # Returns 11.5\n" -"[/codeblock]" -msgstr "" -"将 [param from] 向 [param to] 移动,移动的长度是 [param delta]。\n" -"使用负的 [param delta] 值则向远离的方向移动。\n" -"[codeblock]\n" -"move_toward(5, 10, 4) # 返回 9\n" -"move_toward(10, 5, 4) # 返回 6\n" -"move_toward(10, 5, -1.5) # 返回 11.5\n" -"[/codeblock]" - msgid "" "Returns the nearest equal or larger power of 2 for the integer [param " "value].\n" @@ -2416,6 +2599,76 @@ msgstr "" "误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调" "试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。" +msgid "" +"Converts one or more arguments of any type to string in the best way " +"possible and prints them to the console.\n" +"The following BBCode tags are supported: [code]b[/code], [code]i[/code], " +"[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " +"[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" +"code], [code]bgcolor[/code], [code]fgcolor[/code].\n" +"Color tags only support the following named colors: [code]black[/code], " +"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/" +"code], [code]magenta[/code], [code]pink[/code], [code]purple[/code], " +"[code]cyan[/code], [code]white[/code], [code]orange[/code], [code]gray[/" +"code]. Hexadecimal color codes are not supported.\n" +"URL tags only support URLs wrapped by a URL tag, not URLs with a different " +"title.\n" +"When printing to standard output, the supported subset of BBCode is " +"converted to ANSI escape codes for the terminal emulator to display. Support " +"for ANSI escape codes varies across terminal emulators, especially for " +"italic and strikethrough. In standard output, [code]code[/code] is " +"represented with faint text but without any font change. Unsupported tags " +"are left as-is in standard output.\n" +"[codeblocks]\n" +"[gdscript]\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out " +"\"Hello world!\" in green with a bold font\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out " +"\"Hello world!\" in green with a bold font\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " +"print error and warning messages instead of [method print] or [method " +"print_rich]. This distinguishes them from print messages used for debugging " +"purposes, while also displaying a stack trace when an error or warning is " +"printed.\n" +"[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI " +"escape codes in standard output." +msgstr "" +"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制" +"台。\n" +"支持以下 BBCode 标签: [code]b[/code]、[code]i[/code]、[code]u[/code]、" +"[code]s[/code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、" +"[code]center[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/" +"code]、[code]fgcolor[/code]。\n" +"颜色标签仅支持以下颜色名称:[code]black[/code]、[code]red[/code]、" +"[code]green[/code]、[code]yellow[/code]、[code]blue[/code]、[code]magenta[/" +"code]、[code]pink[/code]、[code]purple[/code]、[code]cyan[/code]、" +"[code]white[/code]、[code]orange[/code]、[code]gray[/code]。不支持十六进制颜" +"色代码。\n" +"URL 标签仅支持在 URL 标签中包含 URL,不支持使用不同标题的 URL。\n" +"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显" +"示。对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜体和删除线。在标准输出" +"中,[code]code[/code] 会使用较弱的文本表示,但字体不变。不支持的标签在标准输" +"出中会原样保留。\n" +"[codeblocks]\n" +"[gdscript]\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # 输出绿色的粗" +"体“Hello world!”\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // 输出绿色的粗" +"体“Hello world!”\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" +"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调" +"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n" +"[b]注意:[/b]在 Windows 中,只有 Windows 10 及后续版本能够在标准输出中正确显" +"示 ANSI 转义码。" + msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " @@ -3230,47 +3483,6 @@ msgstr "" "将 [Variant] 值编码为字节数组。允许对对象进行编码(并且可能包括可执行代码)。" "反序列化可以使用 [method bytes_to_var_with_objects] 来完成。" -msgid "" -"Converts a [Variant] [param variable] to a formatted [String] that can then " -"be parsed using [method str_to_var].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var a = { \"a\": 1, \"b\": 2 }\n" -"print(var_to_str(a))\n" -"[/gdscript]\n" -"[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" -"GD.Print(GD.VarToStr(a));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Prints:\n" -"[codeblock]\n" -"{\n" -" \"a\": 1,\n" -" \"b\": 2\n" -"}\n" -"[/codeblock]" -msgstr "" -"将 [Variant] [param variable] 转换为格式化的 [String],然后可以使用 [method " -"str_to_var] 对其进行解析。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var a = { \"a\": 1, \"b\": 2 }\n" -"print(var_to_str(a))\n" -"[/gdscript]\n" -"[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" -"GD.Print(GD.VarToStr(a));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"输出:\n" -"[codeblock]\n" -"{\n" -" \"a\": 1,\n" -" \"b\": 2\n" -"}\n" -"[/codeblock]" - msgid "" "Returns a weak reference to an object, or [code]null[/code] if [param obj] " "is invalid.\n" @@ -4918,6 +5130,11 @@ msgid "" "navigation layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 导航层。" +msgid "" +"Hints that an integer property is a bitmask using the optionally named " +"avoidance layers." +msgstr "提示整数属性为位掩码,表示可命名的避障层。" + msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " @@ -4978,37 +5195,6 @@ msgid "" msgstr "" "提示一个 [Color] 属性在编辑时不能影响其透明度([member Color.a] 不可编辑)。" -msgid "" -"Hint that a property represents a particular type. If a property is " -"[constant TYPE_STRING], allows to set a type from the create dialog. If you " -"need to create an [Array] to contain elements of a specific type, the " -"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " -"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n" -"[codeblock]\n" -"hint_string = \"%s:\" % [TYPE_INT] # Array of integers.\n" -"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array " -"of floats.\n" -"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of " -"resources.\n" -"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] " -"# Two-dimensional array of resources.\n" -"[/codeblock]\n" -"[b]Note:[/b] The final colon is required for properly detecting built-in " -"types." -msgstr "" -"提示一个属性代表特定的类型。如果属性为 [constant TYPE_STRING],则可以通过创建" -"对话框设置其类型。如果你需要创建一个 [Array] 来放置特定类型的元素,则 " -"[code]hint_string[/code] 必须使用 [code]\":\"[/code] 来编码嵌套类型,使用 " -"[code]\"/\"[/code] 来指定 [Resource] 类型。例如:\n" -"[codeblock]\n" -"hint_string = \"%s:\" % [TYPE_INT] # 整数数组。\n" -"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # 浮点数二维数组。\n" -"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # 资源数组。\n" -"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] " -"# 资源二维数组。\n" -"[/codeblock]\n" -"[b]注意:[/b]最后的冒号是必须的,否则无法正确检测内置类型。" - msgid "" "Hints that a string property is a locale code. Editing it will show a locale " "dialog for picking language and country." @@ -5107,6 +5293,12 @@ msgstr "只有在支持现代渲染器(不包含 GLES3)的情况下该属性 msgid "The property is read-only in the [EditorInspector]." msgstr "该属性在 [EditorInspector] 中只读。" +msgid "" +"An export preset property with this flag contains confidential information " +"and is stored separately from the rest of the export preset configuration." +msgstr "" +"具有该标志的导出预设属性包含机密信息,并与导出预设配置的其余部分分开存储。" + msgid "Default usage (storage and editor)." msgstr "默认用法(存储和编辑器)。" @@ -5336,6 +5528,9 @@ msgstr "逻辑 IN 运算符([code]in[/code])。" msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "代表 [enum Variant.Operator] 枚举的大小。" +msgid "A 3D axis-aligned bounding box." +msgstr "3D 轴对齐包围盒。" + msgid "" "[AABB] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" @@ -5576,6 +5771,19 @@ msgstr "" "[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" "靠。" +msgid "A base dialog used for user notification." +msgstr "用于用户通知的基本对话框。" + +msgid "" +"The default use of [AcceptDialog] is to allow it to only be accepted or " +"closed, with the same result. However, the [signal confirmed] and [signal " +"canceled] signals allow to make the two actions different, and the [method " +"add_button] method allows to add custom buttons and actions." +msgstr "" +"[AcceptDialog] 的默认用途是允许它只被接受或关闭,结果相同。但是,[signal " +"confirmed] 和 [signal canceled] 信号允许使两个动作不同,[method add_button] " +"方法允许添加自定义按钮和动作。" + msgid "" "Adds a button with label [param text] and a custom [param action] to the " "dialog and returns the created button. [param action] will be passed to the " @@ -5693,6 +5901,171 @@ msgstr "对话框内容和按钮行之间的垂直空间的大小。" msgid "The panel that fills the background of the window." msgstr "填充窗口背景的面板。" +msgid "Provides access to AES encryption/decryption of raw data." +msgstr "提供对原始数据的 AES 加密/解密的访问。" + +msgid "" +"This class holds the context information required for encryption and " +"decryption operations with AES (Advanced Encryption Standard). Both AES-ECB " +"and AES-CBC modes are supported.\n" +"[codeblocks]\n" +"[gdscript]\n" +"extends Node\n" +"\n" +"var aes = AESContext.new()\n" +"\n" +"func _ready():\n" +" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" +" var data = \"My secret text!!\" # Data size must be multiple of 16 " +"bytes, apply padding if needed.\n" +" # Encrypt ECB\n" +" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" +" var encrypted = aes.update(data.to_utf8_buffer())\n" +" aes.finish()\n" +" # Decrypt ECB\n" +" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" +" var decrypted = aes.update(encrypted)\n" +" aes.finish()\n" +" # Check ECB\n" +" assert(decrypted == data.to_utf8_buffer())\n" +"\n" +" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" +" # Encrypt CBC\n" +" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv." +"to_utf8_buffer())\n" +" encrypted = aes.update(data.to_utf8_buffer())\n" +" aes.finish()\n" +" # Decrypt CBC\n" +" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv." +"to_utf8_buffer())\n" +" decrypted = aes.update(encrypted)\n" +" aes.finish()\n" +" # Check CBC\n" +" assert(decrypted == data.to_utf8_buffer())\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"using System.Diagnostics;\n" +"\n" +"public partial class MyNode : Node\n" +"{\n" +" private AesContext _aes = new AesContext();\n" +"\n" +" public override void _Ready()\n" +" {\n" +" string key = \"My secret key!!!\"; // Key must be either 16 or 32 " +"bytes.\n" +" string data = \"My secret text!!\"; // Data size must be multiple of " +"16 bytes, apply padding if needed.\n" +" // Encrypt ECB\n" +" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" +" byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" +" _aes.Finish();\n" +" // Decrypt ECB\n" +" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" +" byte[] decrypted = _aes.Update(encrypted);\n" +" _aes.Finish();\n" +" // Check ECB\n" +" Debug.Assert(decrypted == data.ToUtf8Buffer());\n" +"\n" +" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 " +"bytes.\n" +" // Encrypt CBC\n" +" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv." +"ToUtf8Buffer());\n" +" encrypted = _aes.Update(data.ToUtf8Buffer());\n" +" _aes.Finish();\n" +" // Decrypt CBC\n" +" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv." +"ToUtf8Buffer());\n" +" decrypted = _aes.Update(encrypted);\n" +" _aes.Finish();\n" +" // Check CBC\n" +" Debug.Assert(decrypted == data.ToUtf8Buffer());\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"这个类存放的是进行 AES(Advanced Encryption Standard,高级加密标准)加解密所" +"需的上下文信息。支持 AES-ECB 和 AES-CBC 两种模式。\n" +"[codeblocks]\n" +"[gdscript]\n" +"extends Node\n" +"\n" +"var aes = AESContext.new()\n" +"\n" +"func _ready():\n" +" var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n" +" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添" +"加补白。\n" +" # ECB 加密\n" +" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" +" var encrypted = aes.update(data.to_utf8_buffer())\n" +" aes.finish()\n" +" # ECB 解密\n" +" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" +" var decrypted = aes.update(encrypted)\n" +" aes.finish()\n" +" # ECB 校验\n" +" assert(decrypted == data.to_utf8_buffer())\n" +"\n" +" var iv = \"My secret iv!!!!\" # IV 必须是 16 字节。\n" +" # CBC 加密\n" +" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv." +"to_utf8_buffer())\n" +" encrypted = aes.update(data.to_utf8_buffer())\n" +" aes.finish()\n" +" # CBC 解密\n" +" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv." +"to_utf8_buffer())\n" +" decrypted = aes.update(encrypted)\n" +" aes.finish()\n" +" # CBC 校验\n" +" assert(decrypted == data.to_utf8_buffer())\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"using System.Diagnostics;\n" +"\n" +"public partial class MyNode : Node\n" +"{\n" +" private AesContext _aes = new AesContext();\n" +"\n" +" public override void _Ready()\n" +" {\n" +" string key = \"My secret key!!!\"; // 密钥必须是 16 或 32 字节。\n" +" string data = \"My secret text!!\"; // 数据大小必须是 16 字节的倍数," +"需要时添加补白。\n" +" // ECB 加密\n" +" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" +" byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" +" _aes.Finish();\n" +" // ECB 解密\n" +" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" +" byte[] decrypted = _aes.Update(encrypted);\n" +" _aes.Finish();\n" +" // ECB 校验\n" +" Debug.Assert(decrypted == data.ToUtf8Buffer());\n" +"\n" +" string iv = \"My secret iv!!!!\"; // IV 必须是 16 字节。\n" +" // CBC 加密\n" +" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv." +"ToUtf8Buffer());\n" +" encrypted = _aes.Update(data.ToUtf8Buffer());\n" +" _aes.Finish();\n" +" // CBC 解密\n" +" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv." +"ToUtf8Buffer());\n" +" decrypted = _aes.Update(encrypted);\n" +" _aes.Finish();\n" +" // CBC 校验\n" +" Debug.Assert(decrypted == data.ToUtf8Buffer());\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Close this AES context so it can be started again. See [method start]." msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。" @@ -5743,6 +6116,28 @@ msgstr "AES 密码封锁器链式解密模式。" msgid "Maximum value for the mode enum." msgstr "模式列举的最大值。" +msgid "" +"A 2D physics body that can't be moved by external forces. When moved " +"manually, it affects other bodies in its path." +msgstr "" +"无法被外力移动的 2D 物理物体。当手动移动时,它会影响其路径中的其他物体。" + +msgid "" +"An animatable 2D physics body. It can't be moved by external forces or " +"contacts, but can be moved manually by other means such as code, " +"[AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set " +"to [code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform2D].\n" +"When [AnimatableBody2D] is moved, its linear and angular velocity are " +"estimated and used to affect other physics bodies in its path. This makes it " +"useful for moving platforms, doors, and other moving objects." +msgstr "" +"可动画的 2D 物理物体。它不能被外力或接触移动,但可以通过其他方式手动移动,例" +"如通过代码、[AnimationPlayer]([member AnimationPlayer." +"playback_process_mode] 设置为 [code]ANIMATION_PROCESS_PHYSICS[/code])、以及 " +"[ RemoteTransform2D]。\n" +"当 [AnimatableBody2D] 被移动时,它的线速度和角速度被估算并用于影响其路径中的" +"其他物理物体。这使得它可用于移动的平台、门、和其他移动的对象。" + msgid "" "If [code]true[/code], the body's movement will be synchronized to the " "physics frame. This is useful when animating movement via [AnimationPlayer], " @@ -5753,6 +6148,28 @@ msgstr "" "[AnimationPlayer] 为运动设置动画时,例如在移动的平台上,这个功能很有用。[b]不" "要[/b]与[method PhysicsBody2D.move_and_collide]一起使用。" +msgid "" +"A 3D physics body that can't be moved by external forces. When moved " +"manually, it affects other bodies in its path." +msgstr "" +"无法被外力移动的 3D 物理物体。当手动移动时,它会影响其路径中的其他物体。" + +msgid "" +"An animatable 3D physics body. It can't be moved by external forces or " +"contacts, but can be moved manually by other means such as code, " +"[AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set " +"to [code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform3D].\n" +"When [AnimatableBody3D] is moved, its linear and angular velocity are " +"estimated and used to affect other physics bodies in its path. This makes it " +"useful for moving platforms, doors, and other moving objects." +msgstr "" +"可动画的 3D 物理物体。它不能被外力或接触移动,但可以通过其他方式手动移动,例" +"如通过代码、[AnimationPlayer]([member AnimationPlayer." +"playback_process_mode] 设置为 [code]ANIMATION_PROCESS_PHYSICS[/code])、以及 " +"[ RemoteTransform3D]。\n" +"当 [AnimatableBody3D] 被移动时,它的线速度和角速度被估算并用于影响其路径中的" +"其他物理物体。 这使得它可用于移动的平台、门、和其他移动的对象。" + msgid "3D Physics Tests Demo" msgstr "3D 物理测试演示" @@ -5989,6 +6406,39 @@ msgstr "2D 精灵动画(也适用于 3D)" msgid "Proxy texture for simple frame-based animations." msgstr "用于简单帧动画的代理纹理。" +msgid "" +"[AnimatedTexture] is a resource format for frame-based animations, where " +"multiple textures can be chained automatically with a predefined delay for " +"each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " +"[Node], but has the advantage of being usable anywhere a [Texture2D] " +"resource can be used, e.g. in a [TileSet].\n" +"The playback of the animation is controlled by the [member speed_scale] " +"property, as well as each frame's duration (see [method " +"set_frame_duration]). The animation loops, i.e. it will restart at frame 0 " +"automatically after playing the last frame.\n" +"[AnimatedTexture] currently requires all frame textures to have the same " +"size, otherwise the bigger ones will be cropped to match the smallest one.\n" +"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " +"frame needs to be a separate [Texture2D].\n" +"[b]Warning:[/b] The current implementation is not efficient for the modern " +"renderers.\n" +"[i]Deprecated.[/i] This class is deprecated, and might be removed in a " +"future release." +msgstr "" +"[AnimatedTexture] 是一种用于基于帧的动画的资源格式,其中多个纹理可以自动链" +"接,每个帧都有预定义的延迟。与 [AnimationPlayer] 或 [AnimatedSprite2D] 不同," +"它不是 [Node],但具有可在任何可以使用 [Texture2D] 资源的地方使用的优势,例如 " +"在 [TileSet] 中。\n" +"动画的播放由 [member speed_scale] 属性以及每帧的持续时间(参见 [method " +"set_frame_duration])控制。动画是循环播放的,即它会在播放完最后一帧后自动从" +"第 0 帧重新开始。\n" +"[AnimatedTexture] 目前要求所有帧的纹理具有相同的大小,否则较大的纹理将被裁剪" +"以匹配最小的纹理。\n" +"[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。 每个帧都需要是一个单" +"独的 [Texture2D]。\n" +"[b]警告:[/b]当前的实现对于现代渲染器来说效率不高。\n" +"[b]警告:[/b]该类已废弃,可能在未来的版本中移除。" + msgid "Returns the given [param frame]'s duration, in seconds." msgstr "返回给定的 [param frame] 的持续时间,以秒为单位。" @@ -6062,6 +6512,9 @@ msgstr "" "[AnimatedTexture] 支持的最大帧数。如果动画需要更多帧,请使用 " "[AnimationPlayer] 或 [AnimatedSprite2D]。" +msgid "Holds data that can be used to animate anything in the engine." +msgstr "存放数据,可用于在引擎中将任何对象进行动画处理。" + msgid "Animation documentation index" msgstr "动画教程索引" @@ -6693,11 +7146,58 @@ msgstr "与筛选器匹配的路径将被混合(根据混合值)。" msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中加法地混合两个动画。" +msgid "" +"A resource to add to an [AnimationNodeBlendTree]. Blends two animations " +"additively based on the amount value.\n" +"If the amount is greater than [code]1.0[/code], the animation connected to " +"\"in\" port is blended with the amplified animation connected to \"add\" " +"port.\n" +"If the amount is less than [code]0.0[/code], the animation connected to " +"\"in\" port is blended with the inverted animation connected to \"add\" port." +msgstr "" +"可添加到 [AnimationNodeBlendTree] 的资源。根据取值将两个动画加法混合在一" +"起。\n" +"如果取值大于 [code]1.0[/code],则与“in”端口相连的动画相混合的是放大后的" +"与“add”端口相连的动画。\n" +"如果取值小于 [code]0.0[/code],则与“in”端口相连的动画相混合的是反转后的" +"与“add”端口相连的动画。" + msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个动画相加。" +msgid "" +"A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " +"of three additively out of three based on the amounmt value.\n" +"This animation node has three inputs:\n" +"- The base animation to add to\n" +"- A \"-add\" animation to blend with when the blend amount is negative\n" +"- A \"+add\" animation to blend with when the blend amount is positive\n" +"If the absolute value of the amount is greater than [code]1.0[/code], the " +"animation connected to \"in\" port is blended with the amplified animation " +"connected to \"-add\"/\"+add\" port." +msgstr "" +"可添加到 [AnimationNodeBlendTree] 的资源。根据取值将三个动画中的两个进行加法" +"混合。\n" +"这个动画节点有三个输入:\n" +"- 加法混合的基础动画\n" +"- 取值为负时进行混合的“-add”动画\n" +"- 取值为正时进行混合的“+add”动画\n" +"如果取值的绝对值大于 [code]1.0[/code],则与“in”端口相连的动画相混合的是放大后" +"的与“-add”/“+add”端口相连的动画。" + +msgid "An input animation for an [AnimationNodeBlendTree]." +msgstr "[AnimationNodeBlendTree] 的输入动画。" + +msgid "" +"A resource to add to an [AnimationNodeBlendTree]. Only has one output port " +"using the [member animation] property. Used as an input for [AnimationNode]s " +"that blend animations together." +msgstr "" +"一种添加到 [AnimationNodeBlendTree] 的资源。只有一个输出端口,使用的是 " +"[member animation] 属性。可用作 [AnimationNode] 的输入,将动画混合在一起。" + msgid "3D Platformer Demo" msgstr "3D 平台跳跃演示" @@ -6724,6 +7224,35 @@ msgid "" "[AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个进行线性混合。" +msgid "" +"A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " +"of three linearly out of three based on the amounmt value.\n" +"This animation node has three inputs:\n" +"- The base animation to blend with\n" +"- A \"-blend\" animation to blend with when the blend amount is negative " +"value\n" +"- A \"+blend\" animation to blend with when the blend amount is positive " +"value\n" +"In general, the blend value should be in the [code][-1.0, 1.0][/code] range. " +"Values outside of this range can blend amplified animations, however, " +"[AnimationNodeAdd3] works better for this purpose." +msgstr "" +"可添加到 [AnimationNodeBlendTree] 的资源。根据取值将三个动画中的两个进行线性" +"混合。\n" +"这个动画节点有三个输入:\n" +"- 加法混合的基础动画\n" +"- 取值为负时进行混合的“-blend”动画\n" +"- 取值为正时进行混合的“+blend”动画\n" +"一般而言,混合值应该在 [code][-1.0, 1.0][/code] 的范围内。在此范围外的取值能" +"够混合放大后的动画,然而这种场景 [AnimationNodeAdd3] 使用更合适。" + +msgid "" +"A set of [AnimationRootNode]s placed on a virtual axis, crossfading between " +"the two adjacent ones. Used by [AnimationTree]." +msgstr "" +"一组放置在一个虚拟轴上的 [AnimationRootNode],在两个相邻节点之间交叉淡化。被 " +"[AnimationTree] 使用。" + msgid "" "Adds a new point that represents a [param node] on the virtual axis at a " "given position set by [param pos]. You can insert it at a specific index " @@ -6795,6 +7324,13 @@ msgstr "" "类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动" "画。" +msgid "" +"A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between " +"the three adjacent ones. Used by [AnimationTree]." +msgstr "" +"一组放置在 2D 坐标上的 [AnimationRootNode],在三个相邻节点之间交叉淡化。被 " +"[AnimationTree] 使用。" + msgid "" "Adds a new point that represents a [param node] at the position set by " "[param pos]. You can insert it at a specific index using the [param " @@ -6873,6 +7409,12 @@ msgid "" "one of their vertices changes position." msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。" +msgid "" +"A sub-tree of many type [AnimationNode]s used for complex animations. Used " +"by [AnimationTree]." +msgstr "" +"用于复杂动画的许多类型 [AnimationNode] 的子树。由 [AnimationTree] 使用。" + msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [param input_index]." @@ -6950,6 +7492,11 @@ msgstr "混合两个动画。另请参见 [AnimationNodeBlend2]。" msgid "Blends two animations additively. See also [AnimationNodeAdd2]." msgstr "以相加方式混合两个动画。另请参阅 [AnimationNodeAdd2]。" +msgid "" +"A node created automatically in an [AnimationNodeBlendTree] that outputs the " +"final animation." +msgstr "在输出最终动画的 [AnimationNodeBlendTree] 中自动创建的节点。" + msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "返回图的绘制偏移。用于在编辑器中显示。" @@ -6977,6 +7524,9 @@ msgstr "按索引删除给定的过渡。" msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "设置图形的绘制偏移。用于在编辑器中显示。" +msgid "Sets the animation node's coordinates. Used for display in the editor." +msgstr "设置动画节点的坐标。用于在编辑器中显示。" + msgid "" "If [code]true[/code], allows teleport to the self state with [method " "AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled " @@ -6989,6 +7539,50 @@ msgstr "" "travel] 中启用重置选项时,动画将重新启动。如果为 [code]false[/code],传送到当" "前状态时不会发生任何事情。" +msgid "" +"If [code]true[/code], treat the cross-fade to the start and end nodes as a " +"blend with the RESET animation.\n" +"In most cases, when additional cross-fades are performed in the parent " +"[AnimationNode] of the state machine, setting this property to [code]false[/" +"code] and matching the cross-fade time of the parent [AnimationNode] and the " +"state machine's start node and end node gives good results." +msgstr "" +"如果为 [code]true[/code],则将与开始和结束节点的淡入淡出视为与 RESET 动画的混" +"合。\n" +"大多数情况下,状态机的父级 [AnimationNode] 执行额外的淡入淡出时,将这个属性设" +"置为 [code]false[/code] 并将父 [AnimationNode] 和该状态机的开始和结束节点的淡" +"入淡出时间设为相同的值能够得到不错的效果。" + +msgid "" +"This property can define the process of transitions for different use cases. " +"See also [enum AnimationNodeStateMachine.StateMachineType]." +msgstr "" +"该属性可以为不同用例定义过渡过程。另见 [enum AnimationNodeStateMachine." +"StateMachineType]。" + +msgid "" +"Seeking to the beginning is treated as playing from the start state. " +"Transition to the end state is treated as exiting the state machine." +msgstr "寻道到开头被视为从开始状态开始播放。过渡到结束状态被视为退出状态机。" + +msgid "" +"Seeking to the beginning is treated as seeking to the beginning of the " +"animation in the current state. Transition to the end state, or the absence " +"of transitions in each state, is treated as exiting the state machine." +msgstr "" +"寻道到开头被视为在当前状态下寻道到动画的开头。过渡到结束状态,或每个状态的过" +"渡都缺失,被视为退出状态机。" + +msgid "" +"This is a grouped state machine that can be controlled from a parent state " +"machine. It does not work on standalone. There must be a state machine with " +"[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " +"[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." +msgstr "" +"这是一个可以从父状态机控制的编组的状态机。它不能独立运行。父级或祖先中必须有" +"一个 [member state_machine_type] 为 [constant STATE_MACHINE_TYPE_ROOT] 或 " +"[constant STATE_MACHINE_TYPE_NESTED] 的状态机。" + msgid "" "Returns the current state length.\n" "[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as " @@ -7052,6 +7646,11 @@ msgstr "" "如果 [param reset_on_teleport] 为 [code]true[/code],当行进导致传送时,该动画" "将从头开始播放。" +msgid "" +"A transition within an [AnimationNodeStateMachine] connecting two " +"[AnimationRootNode]s." +msgstr "[AnimationNodeStateMachine] 中连接两个 [AnimationRootNode] 的过渡。" + msgid "" "The path generated when using [method AnimationNodeStateMachinePlayback." "travel] is limited to the nodes connected by " @@ -7176,6 +7775,13 @@ msgstr "" msgid "AnimationTree" msgstr "AnimationTree" +msgid "" +"An animation node used to combine, mix, or blend two or more animations " +"together while keeping them synchronized within an [AnimationTree]." +msgstr "" +"一种动画节点,用于将两个或多个动画组合、混合、或混合在一起,同时使它们在 " +"[AnimationTree] 中保持同步。" + msgid "" "Returns whether the animation restarts when the animation transitions from " "the other animation." @@ -7474,14 +8080,6 @@ msgstr "" "当缓存被清除时通知,可以是自动清除,也可以是通过 [method clear_caches] 手动清" "除。" -msgid "" -"Process animation during the physics process. This is especially useful when " -"animating physics bodies." -msgstr "在物理过程中处理动画。在为物理物体设置动画时,这特别有用。" - -msgid "Process animation during the idle process." -msgstr "在空闲过程中处理动画。" - msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." @@ -7498,6 +8096,37 @@ msgstr "" msgid "Make method calls immediately when reached in the animation." msgstr "在动画中达到时立即进行方法调用。" +msgid "" +"Base class for [AnimationNode]s that hold one or multiple composite " +"animations. Usually used for [member AnimationTree.tree_root]." +msgstr "" +"包含一个或多个复合动画的 [AnimationNode] 的基类。通常用于 [member " +"AnimationTree.tree_root]。" + +msgid "" +"[AnimationRootNode] is a base class for [AnimationNode]s that hold a " +"complete animation. A complete animation refers to the output of an " +"[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of " +"another [AnimationRootNode]. Used for [member AnimationTree.tree_root] or in " +"other [AnimationRootNode]s.\n" +"Examples of built-in root nodes include [AnimationNodeBlendTree] (allows " +"blending nodes between each other using various modes), " +"[AnimationNodeStateMachine] (allows to configure blending and transitions " +"between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] " +"(allows linear blending between [b]three[/b] [AnimationNode]s), " +"[AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] " +"[AnimationNode]s)." +msgstr "" +"[AnimationRootNode] 是存放完整动画的 [AnimationNode] 的基类。完整动画指的是 " +"[AnimationNodeBlendTree] 中 [AnimationNodeOutput] 的输出,或者其他 " +"[AnimationRootNode] 的输出。可以在 [member AnimationTree.tree_root] 或其他 " +"[AnimationRootNode] 中使用。\n" +"内置根节点有 [AnimationNodeBlendTree](能够使用不同的模式将节点进行混合)、" +"[AnimationNodeStateMachine](能够使用状态机模式配置节点之间的混合和过渡)、" +"[AnimationNodeBlendSpace2D](能够在[b]三个[/b] [AnimationNode] 之间进行线性混" +"合)、[AnimationNodeBlendSpace1D](能够在[b]两个[/b] [AnimationNode] 之间进行" +"线性混合)等。" + msgid "Manually advance the animations by the specified time (in seconds)." msgstr "手动将动画前进指定的时间(单位为秒)。" @@ -7882,18 +8511,28 @@ msgstr "" "[b]注意:[/b]如果动画需要循环或者是被中止的,则不会发出该信号。另外请意识到可" "能存在同步和过渡所导致的不可见的播放。" -msgid "" -"The animations will progress during the physics frame (i.e. [method Node." -"_physics_process])." -msgstr "在物理帧期间进行动画(即 [method Node._physics_process])。" +msgid "The animations will only progress manually (see [method advance])." +msgstr "只能手动行进动画(见 [method advance])。" msgid "" -"The animations will progress during the idle frame (i.e. [method Node." -"_process])." -msgstr "在空闲帧期间进行动画(即 [method Node._process])。" +"A region of 2D space that detects other [CollisionObject2D]s entering or " +"exiting it." +msgstr "2D 空间的一个区块,用于检测其他 [CollisionObject2D] 进入或退出它。" -msgid "The animations will only progress manually (see [method advance])." -msgstr "只能手动行进动画(见 [method advance])。" +msgid "" +"[Area2D] is a region of 2D space defined by one or multiple " +"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when " +"other [CollisionObject2D]s enter or exit it, and it also keeps track of " +"which collision objects haven't exited it yet (i.e. which one are " +"overlapping it).\n" +"This node can also locally alter or override physics parameters (gravity, " +"damping) and route audio to custom audio buses." +msgstr "" +"[Area2D] 是 2D 空间中的一个区域,由一个或多个 [CollisionShape2D] 或 " +"[CollisionPolygon2D] 子节点定义,能够检测到其他 [CollisionObject2D] 进入或退" +"出该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" +"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频" +"总线。" msgid "Using Area2D" msgstr "使用 Area2D" @@ -8247,6 +8886,39 @@ msgstr "" "这个区域取代了到目前为止计算出的任何重力/阻尼(按 [member priority] 顺序)," "但继续计算其余的区域。" +msgid "" +"A region of 3D space that detects other [CollisionObject3D]s entering or " +"exiting it." +msgstr "3D 空间的一个区块,用于检测其他 [CollisionObject3D] 进入或退出它。" + +msgid "" +"[Area3D] is a region of 3D space defined by one or multiple " +"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when " +"other [CollisionObject3D]s enter or exit it, and it also keeps track of " +"which collision objects haven't exited it yet (i.e. which one are " +"overlapping it).\n" +"This node can also locally alter or override physics parameters (gravity, " +"damping) and route audio to custom audio buses.\n" +"[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " +"child of this node (created e.g. by using the [i]Create Trimesh Collision " +"Sibling[/i] option in the [i]Mesh[/i] menu that appears when selecting a " +"[MeshInstance3D] node) may give unexpected results, since this collision " +"shape is hollow. If this is not desired, it has to be split into multiple " +"[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " +"cases it may be replaceable by a [CollisionPolygon3D]." +msgstr "" +"[Area3D] 是 3D 空间中的一个区域,由一个或多个 [CollisionShape3D] 或 " +"[CollisionPolygon3D] 子节点定义,能够检测到其他 [CollisionObject3D] 进入或退" +"出该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" +"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频" +"总线。\n" +"[b]警告:[/b]在这个节点的 [CollisionShape3D] 子节点中使用 " +"[ConcavePolygonShape3D](创建方法是在选中 [MeshInstance3D] 节点后,在出现的 " +"[i]Mesh[/i] 菜单中选择[i]创建三角网格碰撞同级[/i]选项)可能得到意外的结果,因" +"为碰撞形状是空心的。如果不想要这种行为,则应该将其拆分为多个 " +"[ConvexPolygonShape3D] 或 [BoxShape3D] 等基础网格,有些情况下也可以用 " +"[CollisionPolygon3D] 代替。" + msgid "GUI in 3D Demo" msgstr "3D GUI 演示" @@ -8539,6 +9211,9 @@ msgstr "" "[code]true[/code]。\n" "另见 [signal body_shape_entered]。" +msgid "A built-in data structure that holds a sequence of elements." +msgstr "一种内置数据结构,包含一系列元素。" + msgid "Constructs an empty [Array]." msgstr "构造空的 [Array]。" @@ -9223,21 +9898,6 @@ msgstr "" "[/codeblock]\n" "另见 [method map]、[method filter]、[method any]、[method all]。" -msgid "" -"Removes an element from the array by index. If the index does not exist in " -"the array, nothing happens. To remove an element by searching for its value, " -"use [method erase] instead.\n" -"[b]Note:[/b] This method acts in-place and doesn't return a value.\n" -"[b]Note:[/b] On large arrays, this method will be slower if the removed " -"element is close to the beginning of the array (index 0). This is because " -"all elements placed after the removed element have to be reindexed." -msgstr "" -"按索引从数组中移除一个元素。如果索引在数组中不存在,则什么也不会发生。要通过" -"搜索一个元素的值来移除它,请使用 [method erase] 来代替。\n" -"[b]注意:[/b]这个方法是就地操作,不返回值。\n" -"[b]注意:[/b]在大数组中,如果被删除的元素靠近数组的开头(索引 0),这个方法会" -"比较慢。这是因为所有放置在被移除元素之后的元素都要被重新索引。" - msgid "" "Resizes the array to contain a different number of elements. If the array " "size is smaller, elements are cleared, if bigger, new elements are " @@ -9790,6 +10450,50 @@ msgstr "" "这类似于 [ArrayMesh],但适用于遮挡物。\n" "有关设置遮挡剔除的说明,请参阅 [OccluderInstance3D] 的文档。" +msgid "" +"Sets [member indices] and [member vertices], while updating the final " +"occluder only once after both values are set." +msgstr "" +"设置 [member indices] 和 [member vertices],同时会在两个值都被设置后仅更新一" +"次最终遮挡物。" + +msgid "" +"The occluder's index position. Indices determine which points from the " +"[member vertices] array should be drawn, and in which order.\n" +"[b]Note:[/b] The occluder is always updated after setting this value. If " +"creating occluders procedurally, consider using [method set_arrays] instead " +"to avoid updating the occluder twice when it's created." +msgstr "" +"该遮挡物的索引位置。索引确定 [member vertices] 数组中的哪些点应被绘制,以及以" +"哪种顺序绘制。\n" +"[b]注意:[/b]该遮挡物总是在设置这个值后更新。如果程序化创建遮挡物,请考虑改" +"用 [method set_arrays] 来避免在创建时更新遮挡物两次。" + +msgid "" +"The occluder's vertex positions in local 3D coordinates.\n" +"[b]Note:[/b] The occluder is always updated after setting this value. If " +"creating occluders procedurally, consider using [method set_arrays] instead " +"to avoid updating the occluder twice when it's created." +msgstr "" +"该遮挡物在局部 3D 坐标中的顶点位置。\n" +"[b]注意:[/b]该遮挡物总是在设置这个值后更新。如果程序化创建遮挡物,请考虑改" +"用 [method set_arrays] 来避免在创建时更新遮挡物两次。" + +msgid "A container that preserves the proportions of its child controls." +msgstr "保留子控件长宽比的容器。" + +msgid "" +"A container type that arranges its child controls in a way that preserves " +"their proportions automatically when the container is resized. Useful when a " +"container has a dynamic size and the child nodes must adjust their sizes " +"accordingly without losing their aspect ratios." +msgstr "" +"一种容器类型,它以一种在调整容器大小时自动保持其比例的方式排列其子控件。当容" +"器具有动态大小,并且子节点必须相应地调整其大小而不丢失其长宽比时很有用。" + +msgid "Using Containers" +msgstr "使用容器" + msgid "Specifies the horizontal relative position of child controls." msgstr "指定子控件的水平相对位置。" @@ -9844,6 +10548,36 @@ msgstr "使子控件与容器的中心对齐。" msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "将子控件与容器的末端对齐(右侧或底部)。" +msgid "" +"An implementation of A* for finding the shortest path between two vertices " +"on a connected graph in 2D space." +msgstr "A* 的一种实现,用于查找 2D 空间中连通图上两个顶点之间的最短路径。" + +msgid "" +"An implementation of the A* algorithm, used to find the shortest path " +"between two vertices on a connected graph in 2D space.\n" +"See [AStar3D] for a more thorough explanation on how to use this class. " +"[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates." +msgstr "" +"A* 算法的一种实现,用于在 2D 空间中的连通图上找到两个顶点之间的最短路径。\n" +"有关如何使用该类的更详尽的解释,请参阅 [AStar3D]。[AStar2D] 是 [AStar3D] 的包" +"装器,它强制执行 2D 坐标。" + +msgid "" +"Called when computing the cost between two connected points.\n" +"Note that this function is hidden in the default [AStar2D] class." +msgstr "" +"计算两个连接点之间的成本时调用。\n" +"注意这个函数隐藏在默认的 [AStar2D] 类中。" + +msgid "" +"Called when estimating the cost between a point and the path's ending " +"point.\n" +"Note that this function is hidden in the default [AStar2D] class." +msgstr "" +"估计一个点和路径终点之间的成本时调用。\n" +"注意这个函数隐藏在默认的 [AStar2D] 类中。" + msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " @@ -10500,6 +11234,75 @@ msgstr "" "该函数为 [param num_nodes] 个点内部预留空间。如果您一次添加了大量已知数量的" "点,例如网格上的点,则此函数很有用。新的容量必须大于或等于旧的容量。" +msgid "" +"An implementation of A* for finding the shortest path between two points on " +"a partial 2D grid." +msgstr "A* 的一种实现,用于寻找疏松 2D 网格中两点之间的最短路径。" + +msgid "" +"[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " +"grids. It is simpler to use because it doesn't require you to manually " +"create points and connect them together. This class also supports multiple " +"types of heuristics, modes for diagonal movement, and a jumping mode to " +"speed up calculations.\n" +"To use [AStarGrid2D], you only need to set the [member region] of the grid, " +"optionally set the [member cell_size], and then call the [method update] " +"method:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var astar_grid = AStarGrid2D.new()\n" +"astar_grid.region = Rect2i(0, 0, 32, 32)\n" +"astar_grid.cell_size = Vector2(16, 16)\n" +"astar_grid.update()\n" +"print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " +"0), (1, 1), (2, 2), (3, 3), (3, 4)\n" +"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints " +"(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" +"[/gdscript]\n" +"[csharp]\n" +"AStarGrid2D astarGrid = new AStarGrid2D();\n" +"astarGrid.Size = new Vector2I(32, 32);\n" +"astarGrid.CellSize = new Vector2I(16, 16);\n" +"astarGrid.Update();\n" +"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints " +"(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n" +"GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " +"prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"To remove a point from the pathfinding grid, it must be set as \"solid\" " +"with [method set_point_solid]." +msgstr "" +"[AStarGrid2D] 是 [AStar2D] 的变种,针对疏松 2D 网格进行了优化。因为不需要手动" +"创建点并进行连接,所以用起来更加简单。这个类还支持使用不同的启发方法、斜向移" +"动模式、跳跃模式,从而加速运算。\n" +"要使用 [AStarGrid2D],你只需要设置网格的 [member region],[member cell_size] " +"可以不设置,最后调用 [method update] 方法即可:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var astar_grid = AStarGrid2D.new()\n" +"astar_grid.region = Rect2i(0, 0, 32, 32)\n" +"astar_grid.cell_size = Vector2(16, 16)\n" +"astar_grid.update()\n" +"print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # 输出 (0, 0), " +"(1, 1), (2, 2), (3, 3), (3, 4)\n" +"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # 输出 (0, " +"0), (16, 16), (32, 32), (48, 48), (48, 64)\n" +"[/gdscript]\n" +"[csharp]\n" +"AStarGrid2D astarGrid = new AStarGrid2D();\n" +"astarGrid.Size = new Vector2I(32, 32);\n" +"astarGrid.CellSize = new Vector2I(16, 16);\n" +"astarGrid.Update();\n" +"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 " +"(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n" +"GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 " +"(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" +"[/csharp]\n" +"[/codeblocks]\n" +"要从寻路网格中移除某个点,必须使用 [method set_point_solid] 将其设置为“实" +"心”。" + msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [code]AStarGrid2D[/code] " @@ -10517,6 +11320,11 @@ msgstr "" "当估算一个点和路径结束点之间的代价时,调用该函数。\n" "请注意,该函数在默认的 [code]AStarGrid2D[/code] 类中是隐藏的。" +msgid "" +"Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/" +"code]." +msgstr "清空网格并将 [member region] 设置为 [code]Rect2i(0, 0, 0, 0)[/code]。" + msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " @@ -11760,9 +12568,6 @@ msgid "" msgstr "" "返回分配给给定总线和效果索引(以及可选的通道)的[AudioEffectInstance]。" -msgid "Returns the index of the bus with the name [param bus_name]." -msgstr "返回名称为 [param bus_name] 的总线的索引。" - msgid "Returns the name of the bus with the index [param bus_idx]." msgstr "返回索引为 [param bus_idx] 的总线的名称。" @@ -12608,12 +13413,6 @@ msgstr "" msgid "Disables doppler tracking." msgstr "禁用多普勒跟踪。" -msgid "Executes doppler tracking in idle step." -msgstr "在空闲步骤中执行多普勒跟踪。" - -msgid "Executes doppler tracking in physics step." -msgstr "在物理步骤中执行多普勒跟踪。" - msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player." @@ -15008,12 +15807,28 @@ msgstr "" "如果节点没有父节点,返回节点的 [member rest] [code]Transform2D[/code],或者返" "回它相对于父节点的放松姿势。" +msgid "Sets the length of the bone in the [Bone2D]." +msgstr "设置该 [Bone2D] 中骨骼的长度。" + msgid "" "Rest transform of the bone. You can reset the node's transforms to this " "value using [method apply_rest]." msgstr "" "骨骼的放松变换。您可以使用 [method apply_rest] 将节点的变换重置为这个值。" +msgid "" +"А node that dynamically copies or overrides the 3D transform of a bone in " +"its parent [Skeleton3D]." +msgstr "对父级 [Skeleton3D] 中某个骨骼的 3D 变换进行复制或覆盖的节点。" + +msgid "" +"This node selects a bone in a [Skeleton3D] and attaches to it. This means " +"that the [BoneAttachment3D] node will either dynamically copy or override " +"the 3D transform of the selected bone." +msgstr "" +"这个节点能够选中 [Skeleton3D] 中的某个骨骼并附加到这个骨骼上。这样 " +"[BoneAttachment3D] 节点就能够动态复制或覆盖所选骨骼的 3D 变换。" + msgid "" "Returns the [NodePath] to the external [Skeleton3D] node, if one has been " "set." @@ -15070,6 +15885,23 @@ msgstr "" "[code]true[/code] 时,BoneAttachment3D 节点可以改变骨骼的姿势。当设置为 " "[code]false[/code] 时,BoneAttachment3D 将始终被设置为骨骼的变换。" +msgid "" +"Describes a mapping of bone names for retargeting [Skeleton3D] into common " +"names defined by a [SkeletonProfile]." +msgstr "" +"描述骨骼名称的映射,用于将 [Skeleton3D] 重定向至 [SkeletonProfile] 中定义的通" +"用名称。" + +msgid "" +"This class contains a dictionary that uses a list of bone names in " +"[SkeletonProfile] as key names.\n" +"By assigning the actual [Skeleton3D] bone name as the key value, it maps the " +"[Skeleton3D] to the [SkeletonProfile]." +msgstr "" +"这个类中有一个字典,使用 [SkeletonProfile] 中的骨骼名称作为键名。\n" +"将实际的 [Skeleton3D] 骨骼名称赋为键值后,就会将 [Skeleton3D] 映射到 " +"[SkeletonProfile]。" + msgid "Retargeting 3D Skeletons" msgstr "重定向 3D 骨架" @@ -15119,12 +15951,118 @@ msgstr "" "配置中的值发生改变或配置的引用发生改变时发出此信号。用于更新 [BoneMap] 中的键" "名、重绘 [BoneMap] 编辑器。" +msgid "A built-in boolean type." +msgstr "内置布尔类型。" + +msgid "" +"A [bool] is always one of two values: [code]true[/code] or [code]false[/" +"code], similar to a switch that is either on or off. Booleans are used in " +"programming for logic in condition statements.\n" +"Booleans can be directly used in [code]if[/code] and [code]elif[/code] " +"statements. You don't need to add [code]== true[/code] or [code]== false[/" +"code]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"if can_shoot:\n" +" launch_bullet()\n" +"[/gdscript]\n" +"[csharp]\n" +"if (canShoot)\n" +"{\n" +" launchBullet();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Many common methods and operations return [bool]s, for example, " +"[code]shooting_cooldown <= 0.0[/code] may evaluate to [code]true[/code] or " +"[code]false[/code] depending on the number's value.\n" +"[bool]s are usually used with the logical operators [code]and[/code], " +"[code]or[/code], and [code]not[/code] to create complex conditions:\n" +"[codeblocks]\n" +"[gdscript]\n" +"if bullets > 0 and not is_reloading:\n" +" launch_bullet()\n" +"\n" +"if bullets == 0 or is_reloading:\n" +" play_clack_sound()\n" +"[/gdscript]\n" +"[csharp]\n" +"if (bullets > 0 && !isReloading)\n" +"{\n" +" launchBullet();\n" +"}\n" +"\n" +"if (bullets == 0 || isReloading)\n" +"{\n" +" playClackSound();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"[bool] 只有两个值:[code]true[/code] 和 [code]false[/code],类似于开关只有开" +"和关两种状态。编程领域中,布尔值用于实现条件语句的逻辑。\n" +"[code]if[/code] 和 [code]elif[/code] 语句中可以直接使用布尔值,不必加上 " +"[code]== true[/code] 或 [code]== false[/code]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"if can_shoot:\n" +" launch_bullet()\n" +"[/gdscript]\n" +"[csharp]\n" +"if (canShoot)\n" +"{\n" +" launchBullet();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"很多常见的方法和运算符返回的都是 [bool],例如 [code]shooting_cooldown <= " +"0.0[/code] 的值就是布尔类型,[code]true[/code] 或 [code]false[/code] 取决于具" +"体的变量值。\n" +"[bool] 常用于逻辑运算符 [code]and[/code]、[code]or[/code]、[code]not[/code]," +"可以组合出复杂的条件:\n" +"[codeblocks]\n" +"[gdscript]\n" +"if bullets > 0 and not is_reloading:\n" +" launch_bullet()\n" +"\n" +"if bullets == 0 or is_reloading:\n" +" play_clack_sound()\n" +"[/gdscript]\n" +"[csharp]\n" +"if (bullets > 0 && !isReloading)\n" +"{\n" +" launchBullet();\n" +"}\n" +"\n" +"if (bullets == 0 || isReloading)\n" +"{\n" +" playClackSound();\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Constructs a default-initialized [bool] set to [code]false[/code]." msgstr "构造默认初始化为 [code]false[/code] 的 [bool]。" msgid "Constructs a [bool] as a copy of the given [bool]." msgstr "构造给定 [bool] 的副本。" +msgid "" +"Cast a [float] value to a boolean value. This method will return " +"[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] " +"for all other values." +msgstr "" +"将 [float] 值转换为布尔值。如果传入 [code]0.0[/code],本方法将返回 " +"[code]false[/code],传入其他值则返回 [code]true[/code]。" + +msgid "" +"Cast an [int] value to a boolean value. This method will return [code]false[/" +"code] if [code]0[/code] is passed in, and [code]true[/code] for all other " +"values." +msgstr "" +"将 [int] 值转换为布尔值。如果传入 [code]0[/code],本方法将返回 [code]false[/" +"code],传入其他值则返回 [code]true[/code]。" + msgid "" "Returns [code]true[/code] if two bools are different, i.e. one is " "[code]true[/code] and the other is [code]false[/code]." @@ -15153,6 +16091,16 @@ msgstr "" "如果左操作数为 [code]true[/code] 且右操作数为 [code]false[/code],则返回 " "[code]true[/code]。" +msgid "" +"A container that arranges its child controls horizontally or vertically." +msgstr "将子控件水平或垂直排列的容器。" + +msgid "" +"A container that arranges its child controls horizontally or vertically, " +"rearranging them automatically when their minimum size changes." +msgstr "" +"将子控件水平或垂直排列的容器,会在这些控件的最小尺寸发生改变时自动重排。" + msgid "" "Adds a [Control] node to the box as a spacer. If [param begin] is " "[code]true[/code], it will insert the [Control] node in front of all other " @@ -15249,9 +16197,86 @@ msgstr "" msgid "The box's size in 3D units." msgstr "以 3D 单位表示的盒子大小。" +msgid "A 3D box shape used for physics collision." +msgstr "用于物理碰撞的 3D 盒形资源。" + msgid "3D Kinematic Character Demo" msgstr "3D 动力学角色演示" +msgid "A themed button that can contain text and an icon." +msgstr "按钮,支持主题,能够包含文本和图标。" + +msgid "" +"[Button] is the standard themed button. It can contain text and an icon, and " +"it will display them according to the current [Theme].\n" +"[b]Example of creating a button and assigning an action when pressed by code:" +"[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" var button = Button.new()\n" +" button.text = \"Click me\"\n" +" button.pressed.connect(self._button_pressed)\n" +" add_child(button)\n" +"\n" +"func _button_pressed():\n" +" print(\"Hello world!\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" var button = new Button();\n" +" button.Text = \"Click me\";\n" +" button.Pressed += ButtonPressed;\n" +" AddChild(button);\n" +"}\n" +"\n" +"private void ButtonPressed()\n" +"{\n" +" GD.Print(\"Hello world!\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"See also [BaseButton] which contains common properties and methods " +"associated with this node.\n" +"[b]Note:[/b] Buttons do not interpret touch input and therefore don't " +"support multitouch, since mouse emulation can only press one button at a " +"given time. Use [TouchScreenButton] for buttons that trigger gameplay " +"movement or actions." +msgstr "" +"[Button] 是标准的主题按钮,可以包含文字和图标,显示样式会根据当前的 [Theme] " +"改变。\n" +"[b]示例:通过代码创建按钮并指定在按下时的动作[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" var button = Button.new()\n" +" button.text = \"Click me\"\n" +" button.pressed.connect(self._button_pressed)\n" +" add_child(button)\n" +"\n" +"func _button_pressed():\n" +" print(\"Hello world!\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" var button = new Button();\n" +" button.Text = \"Click me\";\n" +" button.Pressed += ButtonPressed;\n" +" AddChild(button);\n" +"}\n" +"\n" +"private void ButtonPressed()\n" +"{\n" +" GD.Print(\"Hello world!\");\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]\n" +"另请参阅 [BaseButton],其中包含与此节点相关联的通用属性和方法。\n" +"[b]注意:[/b]按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间只" +"能按下一个按钮。请用 [TouchScreenButton] 制作触发游戏移动或动作的按钮。" + msgid "OS Test Demo" msgstr "操作系统测试演示" @@ -15356,6 +16381,15 @@ msgid "" msgstr "" "[Button] 的图标和文本之间的水平间距。使用时会将负值当作 [code]0[/code]。" +msgid "" +"The maximum allowed width of the [Button]'s icon. This limit is applied on " +"top of the default size of the icon, or its expanded size if [member " +"expand_icon] is [code]true[/code]. The height is adjusted according to the " +"icon's ratio." +msgstr "" +"[Button] 图标的最大允许宽度。如果 [member expand_icon] 为 [code]true[/code]," +"则该限制适用于图标的默认大小或扩展大小。高度将根据图标的比例进行调整。" + msgid "" "The size of the text outline.\n" "[b]Note:[/b] If using a font with [member FontFile." @@ -15404,6 +16438,25 @@ msgstr "该 [Button] 的默认 [StyleBox]。" msgid "[StyleBox] used when the [Button] is being pressed." msgstr "该 [Button] 处于按下状态时使用的 [StyleBox]。" +msgid "" +"A group of buttons that doesn't allow more than one button to be pressed at " +"a time." +msgstr "不允许同时按下多个按钮的按钮的一个分组。" + +msgid "" +"A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are " +"treated like radio buttons: No more than one button can be pressed at a " +"time. Some types of buttons (such as [CheckBox]) may have a special " +"appearance in this state.\n" +"Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] " +"set to [code]true[/code]." +msgstr "" +"[BaseButton] 派生按钮的分组。[ButtonGroup] 中的按钮被视为单选按钮:同一时间最" +"多只能按下一个按钮。某些类型的按钮(例如 [CheckBox])在该状态下可能会有特殊的" +"外观。\n" +"[ButtonGroup] 的每个成员都应该将 [member BaseButton.toggle_mode] 设置为 " +"[code]true[/code]。" + msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.button_group])." @@ -15414,113 +16467,17 @@ msgstr "" msgid "Returns the current pressed button." msgstr "返回当前按下的按钮。" +msgid "" +"If [code]true[/code], it is possible to unpress all buttons in this " +"[ButtonGroup]." +msgstr "" +"如果为 [code]true[/code],则可以取消按下该 [ButtonGroup] 中的所有按钮。" + msgid "Emitted when one of the buttons of the group is pressed." msgstr "当该组中的一个按钮被按下时触发。" -msgid "" -"[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " -"commonly used for signal callbacks.\n" -"[b]Example:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func print_args(arg1, arg2, arg3 = \"\"):\n" -" prints(arg1, arg2, arg3)\n" -"\n" -"func test():\n" -" var callable = Callable(self, \"print_args\")\n" -" callable.call(\"hello\", \"world\") # Prints \"hello world \".\n" -" callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(node." -"gd)::print_args\".\n" -" callable.call(\"invalid\") # Invalid call, should have at least 2 " -"arguments.\n" -"[/gdscript]\n" -"[csharp]\n" -"// Default parameter values are not supported.\n" -"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" -"{\n" -" GD.PrintS(arg1, arg2, arg3);\n" -"}\n" -"\n" -"public void Test()\n" -"{\n" -" // Invalid calls fail silently.\n" -" Callable callable = new Callable(this, MethodName.PrintArgs);\n" -" callable.Call(\"hello\", \"world\"); // Default parameter values are not " -"supported, should have 3 arguments.\n" -" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 " -"Node(Node.cs)::PrintArgs\".\n" -" callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"In GDScript, it's possible to create lambda functions within a method. " -"Lambda functions are custom callables that are not associated with an " -"[Object] instance. Optionally, lambda functions can also be named. The name " -"will be displayed in the debugger, or when calling [method get_method].\n" -"[codeblock]\n" -"func _init():\n" -" var my_lambda = func (message):\n" -" print(message)\n" -"\n" -" # Prints Hello everyone!\n" -" my_lambda.call(\"Hello everyone!\")\n" -"\n" -" # Prints \"Attack!\", when the button_pressed signal is emitted.\n" -" button_pressed.connect(func(): print(\"Attack!\"))\n" -"[/codeblock]" -msgstr "" -"可调用体 [Callable] 是内置的 [Variant] 类型,代表某个函数。可以是 [Object] 实" -"例中的某个方法,也可以是与对象无关的独立函数,比如 lambda 函数。和所有 " -"[Variant] 类型一样可以保存在变量里,传递给其他函数。最常用于信号回调。\n" -"[b]示例:[/b]\n" -"[codeblocks]\n" -"[gdscript]\n" -"func print_args(arg1, arg2, arg3 = \"\"):\n" -" prints(arg1, arg2, arg3)\n" -"\n" -"func test():\n" -" var callable = Callable(self, \"print_args\")\n" -" callable.call(\"hello\", \"world\") # 输出 \"hello world \".\n" -" callable.call(Vector2.UP, 42, callable) # 输出 \"(0, -1) 42 Node(node." -"gd)::print_args\".\n" -" callable.call(\"invalid\") # 无效调用,应当至少有 2 个参数。\n" -"[/gdscript]\n" -"[csharp]\n" -"// 不支持参数默认值。\n" -"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n" -"{\n" -" GD.PrintS(arg1, arg2, arg3);\n" -"}\n" -"\n" -"public void Test()\n" -"{\n" -" // Invalid calls fail silently.\n" -" Callable callable = new Callable(this, MethodName.PrintArgs);\n" -" callable.Call(\"hello\", \"world\"); // 不支持参数默认值,应当有 3 个参" -"数。\n" -" callable.Call(Vector2.Up, 42, callable); // 输出 \"(0, -1) 42 Node(Node." -"cs)::PrintArgs\".\n" -" callable.Call(\"invalid\"); // 无效调用,应当有 3 个参数。\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"GDScript 中可以在方法里创建 lambda 函数。Lambda 函数是自定义的可调用体,不与 " -"[Object] 实例关联。也可以为 Lambda 函数命名。该名称会显示在调试器中,也会在 " -"[method get_method] 中使用。\n" -"[codeblock]\n" -"func _init():\n" -" var my_lambda = func (message):\n" -" print(message)\n" -"\n" -" # 输出 大家好呀!\n" -" my_lambda.call(\"大家好呀!\")\n" -"\n" -" # 发出 button_pressed 信号时输出 \"全军出击!\"。\n" -" button_pressed.connect(func(): print(\"全军出击!\"))\n" -"[/codeblock]" +msgid "A built-in type representing a method or a standalone function." +msgstr "代表一个方法或一个独立函数的内置类型。" msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "构造空的 [Callable],没有绑定对象和方法。" @@ -15566,22 +16523,6 @@ msgid "" msgstr "" "调用该 [Callable] 所代表的方法。可以传递参数,必须与该方法的签名相匹配。" -msgid "" -"Calls the method represented by this [Callable] in deferred mode, i.e. " -"during the idle frame. Arguments can be passed and should match the method's " -"signature.\n" -"[codeblock]\n" -"func _ready():\n" -" grab_focus.call_deferred()\n" -"[/codeblock]" -msgstr "" -"使用延迟模式调用该 [Callable] 所代表的方法,即在空闲帧中调用。可以传递参数," -"必须与该方法的签名相匹配。\n" -"[codeblock]\n" -"func _ready():\n" -" grab_focus.call_deferred()\n" -"[/codeblock]" - msgid "" "Calls the method represented by this [Callable]. Unlike [method call], this " "method expects all arguments to be contained inside the [param arguments] " @@ -16118,12 +17059,6 @@ msgid "" "screen size." msgstr "相机的位置要考虑垂直/水平偏移和屏幕尺寸。" -msgid "The camera updates with the [code]_physics_process[/code] callback." -msgstr "相机通过 [code]_physics_process[/code] 回调进行更新。" - -msgid "The camera updates with the [code]_process[/code] callback." -msgstr "相机通过 [code]_process[/code] 回调进行更新。" - msgid "Camera node, displays from a point of view." msgstr "相机节点,会从某个角度进行显示。" @@ -16320,6 +17255,37 @@ msgstr "" msgid "The [CameraAttributes] to use for this camera." msgstr "该相机所使用的 [CameraAttributes]。" +msgid "" +"The culling mask that describes which [member VisualInstance3D.layers] are " +"rendered by this camera. By default, all 20 user-visible layers are " +"rendered.\n" +"[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored " +"in total, there are an additional 12 layers that are only used internally by " +"the engine and aren't exposed in the editor. Setting [member cull_mask] " +"using a script allows you to toggle those reserved layers, which can be " +"useful for editor plugins.\n" +"To adjust [member cull_mask] more easily using a script, use [method " +"get_cull_mask_value] and [method set_cull_mask_value].\n" +"[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " +"into account to determine what contributes to global illumination. If this " +"is an issue, set [member GeometryInstance3D.gi_mode] to [constant " +"GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D." +"light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " +"them from global illumination." +msgstr "" +"剔除掩码,描述该相机渲染了哪些 [member VisualInstance3D.layers]。默认情况下," +"20 个用户可见层全都被渲染。\n" +"[b]注意:[/b]由于 [member cull_mask] 允许总共存储 32 个层,因此另外 12 个层仅" +"供引擎内部使用,不会在编辑器中公开。使用脚本设置 [member cull_mask] 允许您切" +"换那些保留层,这对编辑器插件很有用。\n" +"要使用脚本更轻松地调整 [member cull_mask],请使用 [method " +"get_cull_mask_value] 和 [method set_cull_mask_value]。\n" +"[b]注意:[/b][VoxelGI]、SDFGI 和 [LightmapGI] 将始终考虑所有层以确定对全局光" +"照有贡献的内容。如果这是一个问题,请将网格的 [member GeometryInstance3D." +"gi_mode] 设置为 [constant GeometryInstance3D.GI_MODE_DISABLED],并将灯光的 " +"[member Light3D.light_bake_mode] 设置为 [constant Light3D.BAKE_DISABLED],以" +"将它们从全局光照中排除。" + msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this " "camera.\n" @@ -16347,6 +17313,15 @@ msgstr "" msgid "The [Environment] to use for this camera." msgstr "此相机要使用的 [Environment]。" +msgid "" +"The distance to the far culling boundary for this camera relative to its " +"local Z axis. Higher values allow the camera to see further away, while " +"decreasing [member far] can improve performance if it results in objects " +"being partially or fully culled." +msgstr "" +"该相机相对于其局部 Z 轴到远剔除边界的距离。较高的值允许相机看得更远,而减少 " +"[member far] 如果会导致对象被部分或完全剔除,则可以提高性能。" + msgid "" "The camera's field of view angle (in degrees). Only applicable in " "perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/" @@ -16388,6 +17363,15 @@ msgstr "" "在 [member fov]/[member size] 调整时要锁定的轴。可以是 [constant KEEP_WIDTH] " "或 [constant KEEP_HEIGHT]。" +msgid "" +"The distance to the near culling boundary for this camera relative to its " +"local Z axis. Lower values allow the camera to see objects more up close to " +"its origin, at the cost of lower precision across the [i]entire[/i] range. " +"Values lower than the default can lead to increased Z-fighting." +msgstr "" +"该相机相对于其局部 Z 轴到近剔除边界的距离。较低的值允许相机看到更靠近其原点的" +"对象,但代价是[i]整个[/i]范围内的精度较低。低于默认值的值会导致 Z 冲突增加。" + msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " "objects' Z distance from the camera's local space scales their perceived " @@ -17934,6 +18918,9 @@ msgstr "将材质渲染成没有光的样子。" msgid "Render the material as if there were only light." msgstr "将材质渲染成只有光的样子。" +msgid "A node used for independent rendering of objects within a 2D scene." +msgstr "用于 2D 场景中的对象的独立渲染的节点。" + msgid "Canvas layers" msgstr "画布层" @@ -18015,6 +19002,17 @@ msgstr "" msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "当该层的可见性发生变化时触发。请参阅 [member visible]。" +msgid "A node that applies a color tint to a canvas." +msgstr "将一种色调应用于一张画布的节点。" + +msgid "" +"[CanvasModulate] applies a color tint to all nodes on a canvas. Only one can " +"be used to tint a canvas, but [CanvasLayer]s can be used to render things " +"independently." +msgstr "" +"[CanvasModulate] 将一种色调应用于一张画布上的所有节点。一张画布只有一个可用于" +"为画布着色,但 [CanvasLayer] 可用于独立渲染事物。" + msgid "The tint color to apply." msgstr "要应用的色调颜色。" @@ -18107,18 +19105,56 @@ msgstr "胶囊网格的半径。" msgid "Number of rings along the height of the capsule." msgstr "沿胶囊高度的环数。" +msgid "A 2D capsule shape used for physics collision." +msgstr "用于物理碰撞的 2D 胶囊形状。" + +msgid "" +"A 2D capsule shape, intended for use in physics. Usually used to provide a " +"shape for a [CollisionShape2D].\n" +"[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, " +"but it is slower than [RectangleShape2D] and [CircleShape2D]." +msgstr "" +"2D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape2D] 提供一个形状。\n" +"[b]性能:[/b][CapsuleShape2D] 可以快速检查碰撞,但比 [RectangleShape2D] 和 " +"[CircleShape2D] 慢。" + msgid "The capsule's height." msgstr "胶囊体的高度。" msgid "The capsule's radius." msgstr "胶囊体的半径。" +msgid "A 3D capsule shape used for physics collision." +msgstr "用于物理碰撞的 3D 胶囊形状。" + +msgid "" +"A 3D capsule shape, intended for use in physics. Usually used to provide a " +"shape for a [CollisionShape3D].\n" +"[b]Performance:[/b] [CapsuleShape3D] is fast to check collisions against. It " +"is faster than [CylinderShape3D], but slower than [SphereShape3D] and " +"[BoxShape3D]." +msgstr "" +"3D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供一个形状。\n" +"[b]性能:[/b][CapsuleShape3D] 可以快速检查碰撞。它比 [CylinderShape3D] 快,但" +"比 [SphereShape3D] 和 [BoxShape3D] 慢。" + +msgid "A container that keeps child controls in its center." +msgstr "将子控件保持在其中心的容器。" + +msgid "" +"[CenterContainer] is a container that keeps all of its child controls in its " +"center at their minimum size." +msgstr "[CenterContainer] 是一种容器,它将其所有子控件以最小尺寸保持在其中心。" + msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" "如果为 [code]true[/code],会将子节点相对于 [CenterContainer] 的左上角居中。" +msgid "A 2D physics body specialized for characters moved by script." +msgstr "专门用于通过脚本移动的角色的 2D 物理物体。" + msgid "Kinematic character (2D)" msgstr "运动学角色(2D)" @@ -19217,6 +20253,15 @@ msgstr "" "将选定的条目插入文本中。如果 [param replace] 为真,任何现有的文本都会被替换," "而不是合并。" +msgid "" +"Converts the indents of lines between [param from_line] and [param to_line] " +"to tabs or spaces as set by [member indent_use_spaces].\n" +"Values of [code]-1[/code] convert the entire text." +msgstr "" +"将 [param from_line] 和 [param to_line] 之间的行缩进,转换为 [member " +"indent_use_spaces] 设置的制表符或空格。\n" +"值均为 [code]-1[/code] 将转换整个文本。" + msgid "" "Perform an indent as if the user activated the \"ui_text_indent\" action." msgstr "执行一个缩进,就像用户触发了“ui_text_indent”动作一样。" @@ -19542,6 +20587,15 @@ msgstr "将该选项标记为文件路径。" msgid "Marks the option as unclassified or plain text." msgstr "将该选项标记为未分类或纯文本。" +msgid "" +"The option is local to the location of the code completion query - e.g. a " +"local variable. Subsequent value of location represent options from the " +"outer class, the exact value represent how far they are (in terms of inner " +"classes)." +msgstr "" +"该选项是相对于代码补全查询位置的 - 例如局部变量。位置的后续值表示选项来自外部" +"类,确切的值表示它们的距离(就内部类而言)。" + msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " @@ -19733,6 +20787,17 @@ msgstr "设置该 [StyleBox]。" msgid "Sets the [StyleBox] when [member TextEdit.editable] is disabled." msgstr "设置 [member TextEdit.editable] 处于禁用状态时的 [StyleBox]。" +msgid "A syntax highlighter intended for code." +msgstr "用于代码的语法高亮器。" + +msgid "" +"By adjusting various properties of this resource, you can change the colors " +"of strings, comments, numbers, and other text patterns inside a [TextEdit] " +"control." +msgstr "" +"通过调整该资源的各种属性,可以更改 [TextEdit] 控件内的字符串、注释、数字、和" +"其他文本图案的颜色。" + msgid "" "Adds a color region such as comments or strings.\n" "Both the start and end keys must be symbols. Only the start key has to be " @@ -20369,6 +21434,11 @@ msgstr "" "[ConcavePolygonShape2D] 相同,其中(第一条以后的)每条线段都从上一条的终点开" "始,最后一条线段在第一条的起点结束(构成闭合但中空的多边形)。" +msgid "" +"A node that provides a thickened polygon shape (a prism) to a " +"[CollisionObject3D] parent." +msgstr "向 [CollisionObject3D] 父级提供加厚多边形形状(角柱体)的节点。" + msgid "" "Length that the resulting collision extends in either direction " "perpendicular to its 2D polygon." @@ -20395,6 +21465,17 @@ msgstr "" "边形。要修改该多边形的属性,请先将其赋值给临时变量,修改完成后再重新赋值给 " "[code]polygon[/code] 成员。" +msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent." +msgstr "向 [CollisionObject2D] 父级提供 [Shape2D] 的节点。" + +msgid "" +"A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows " +"to edit it. This can give a detection shape to an [Area2D] or turn a " +"[PhysicsBody2D] into a solid object." +msgstr "" +"向 [CollisionObject2D] 父级提供 [Shape2D] 并允许对其进行编辑的节点。这可以为 " +"[Area2D] 提供检测形状或将 [PhysicsBody2D] 转变为实体对象。" + msgid "Physics introduction" msgstr "物理介绍" @@ -20437,6 +21518,9 @@ msgstr "" msgid "The actual shape owned by this collision shape." msgstr "该碰撞形状拥有的实际形状。" +msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent." +msgstr "向 [CollisionObject3D] 父级提供 [Shape3D] 的节点。" + msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." @@ -20450,6 +21534,9 @@ msgstr "如果脚本中存在此方法,则只要修改形状资源,就会调 msgid "A disabled collision shape has no effect in the world." msgstr "禁用的碰撞形状对世界没有任何影响。" +msgid "A color represented in RGBA format." +msgstr "以 RGBA 格式表示的颜色。" + msgid "2D GD Paint Demo" msgstr "2D GD 画图演示" @@ -21680,6 +22767,9 @@ msgstr "" "r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]。与 [method inverted] 不同,[member a] " "分量也将被反转。" +msgid "A widget that provides an interface for selecting or modifying a color." +msgstr "提供用于选择或修改颜色的界面的小工具。" + msgid "" "Adds the given color to a list of color presets. The presets are displayed " "in the color picker and the user will be able to select them.\n" @@ -21811,6 +22901,11 @@ msgid "" "selected from the shapes popup." msgstr "色彩空间形状和形状选择按钮被隐藏。不能从形状弹出窗口中选择。" +msgid "" +"Overrides the [theme_item HSlider.center_grabber] theme property of the " +"sliders." +msgstr "覆盖滑块的 [theme_item HSlider.center_grabber] 主题属性。" + msgid "The width of the hue selection slider." msgstr "色相选择滑块的宽度。" @@ -21976,6 +23071,19 @@ msgstr "该 [ColorPickerButton] 的默认 [StyleBox]。" msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." msgstr "该 [ColorPickerButton] 处于按下状态时使用的 [StyleBox]。" +msgid "A control that displays a solid color rectangle." +msgstr "显示单色矩形的控件。" + +msgid "" +"Displays a rectangle filled with a solid [member color]. If you need to " +"display the border alone, consider using a [Panel] instead." +msgstr "" +"显示一个用纯色 [member color] 填充的矩形。如果你需要单独显示边框,请考虑改用 " +"[Panel]。" + +msgid "The fill color of the rectangle." +msgstr "该矩形的填充颜色。" + msgid "6-sided texture typically used in 3D rendering, optionally compressed." msgstr "6 面纹理,通常用于 3D 渲染,可选择压缩。" @@ -22188,6 +23296,9 @@ msgstr "加载位于 [param path] 的纹理。" msgid "The path the texture should be loaded from." msgstr "加载纹理所使用的路径。" +msgid "A 2D polyline shape used for physics collision." +msgstr "用于物理碰撞的 2D 多线段形状。" + msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line " "segments. The array (of length divisible by two) is naturally divided into " @@ -22197,6 +23308,9 @@ msgstr "" "顶点数组,构成 [ConcavePolygonShape2D] 的线段。该(长度能被二整除的)数组自然" "两两分组(每组代表一条线段);每组都由一条线段的起点和终点构成。" +msgid "A 3D trimesh shape used for physics collision." +msgstr "用于物理碰撞的 3D 三角网格形状。" + msgid "" "Returns the faces of the trimesh shape as an array of vertices. The array " "(of length divisible by three) is naturally divided into triples; each " @@ -22220,6 +23334,11 @@ msgstr "" "如果设置为 [code]true[/code],则碰撞会发生在凹形面的两侧。否则,它们只会沿着" "面法线发生。" +msgid "" +"A physics joint that connects two 3D physics bodies in a way that simulates " +"a ball-and-socket joint." +msgstr "以模拟球窝关节的方式连接两个 3D 物理物体的物理关节。" + msgid "Returns the value of the specified parameter." msgstr "返回指定参数的值。" @@ -22658,6 +23777,11 @@ msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "对子节点进行排序时的通知,必须立即服从。" +msgid "" +"Base class for all GUI controls. Adapts its position and size based on its " +"parent control." +msgstr "所有 GUI 控件的基类。根据其父控件调整其位置和大小。" + msgid "" "Base class for all UI-related nodes. [Control] features a bounding rectangle " "that defines its extents, an anchor position relative to its parent control " @@ -26431,8 +27555,8 @@ msgid "" "effect making the sphere seem rounded. If [code]false[/code] the sphere will " "have a flat shaded look." msgstr "" -"如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来" -"是圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。" +"如果为 [code]true[/code],则将球体的法线设置为具有平滑效果,使球体看起来是圆" +"形的。如果为 [code]false[/code],则球体将具有平坦的阴影表现。" msgid "A CSG Torus shape." msgstr "CSG 圆环形状。" @@ -26473,11 +27597,6 @@ msgstr "" "如果 [code]true[/code] 设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。" "如果为 [code]false[/code],则圆环将具有平坦的阴影表现。" -msgid "" -"A script implemented in the C# programming language (Mono-enabled builds " -"only)." -msgstr "用 C# 编程语言实现的脚本(仅 Mono 版本中存在)。" - 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.\n" @@ -26804,24 +27923,6 @@ msgstr "" "[code]false[/code],则该插值是线性插值。\n" "立方插值往往能更好地跟随曲线,但线性插值速度更快(而且通常足够精确)。" -msgid "" -"Similar to [method sample_baked], but returns [Transform2D] that includes a " -"rotation along the curve. Returns empty transform if length of the curve is " -"[code]0[/code].\n" -"[codeblock]\n" -"var transform = curve.sample_baked_with_rotation(offset)\n" -"position = transform.get_origin()\n" -"rotation = transform.get_rotation()\n" -"[/codeblock]" -msgstr "" -"类似于 [method sample_baked],但返回 [Transform2D],其中包含沿曲线的旋转。如" -"果曲线的长度为 [code]0[/code],则返回空变换。\n" -"[codeblock]\n" -"var transform = curve.sample_baked_with_rotation(offset)\n" -"position = transform.get_origin()\n" -"rotation = transform.get_rotation()\n" -"[/codeblock]" - msgid "" "Returns the position at the vertex [param fofs]. It calls [method sample] " "using the integer part of [param fofs] as [code]idx[/code], and its " @@ -27216,12 +28317,27 @@ msgstr "" "圆柱体的顶部半径。如果设置为 [code]0.0[/code],则不会生成顶面,呈圆锥状。另" "见 [member cap_top]。" +msgid "A 3D cylinder shape used for physics collision." +msgstr "用于物理碰撞的 3D 圆柱体形状。" + msgid "The cylinder's height." msgstr "圆柱体的高度。" msgid "The cylinder's radius." msgstr "圆柱体的半径。" +msgid "" +"A physics joint that connects two 2D physics bodies with a spring-like force." +msgstr "通过类似弹簧的力连接两个 2D 物理物体的物理关节。" + +msgid "" +"A physics joint that connects two 2D physics bodies with a spring-like " +"force. This resembles a spring that always wants to stretch to a given " +"length." +msgstr "" +"通过类似弹簧的力连接两个 2D 物理物体的物理关节。这就像一个总是想拉伸到给定长" +"度的弹簧。" + msgid "" "The spring joint's damping ratio. A value between [code]0[/code] and " "[code]1[/code]. When the two bodies move into different directions the " @@ -27601,6 +28717,9 @@ msgstr "与 [member texture_emission] 对应的 [Texture2D]。" msgid "Max size of [enum DecalTexture] enum." msgstr "[enum DecalTexture] 枚举的最大大小。" +msgid "A built-in data structure that holds key-value pairs." +msgstr "包含键值对的内置数据结构。" + msgid "GDScript basics: Dictionary" msgstr "GDScript 基础:字典" @@ -28349,6 +29468,12 @@ msgstr "" "返回应渲染交互式控件的显示器的未遮挡区域。另请参见 [method " "get_display_cutouts]。" +msgid "" +"Returns the index of the screen containing the window with the keyboard " +"focus, or the primary screen if there's no focused window." +msgstr "" +"返回包含具有键盘焦点的窗口的屏幕索引,如果没有被聚焦的窗口,则返回主屏幕。" + msgid "" "Returns the name of the [DisplayServer] currently in use. Most operating " "systems only have a single [DisplayServer], but Linux has access to more " @@ -29279,6 +30404,10 @@ msgstr "" "显示服务器支持将窗口内容扩展到标题。见 [constant " "WINDOW_FLAG_EXTEND_TO_TITLE]。[b]macOS[/b]" +msgid "" +"Display server supports reading screen pixels. See [method screen_get_pixel]." +msgstr "显示服务器支持读取屏幕像素。见 [method screen_get_pixel]。" + msgid "Makes the mouse cursor visible if it is hidden." msgstr "如果鼠标光标处于隐藏状态,则使其可见。" @@ -29301,6 +30430,12 @@ msgstr "将鼠标光标限制在游戏窗口内,并使其可见。" msgid "Confines the mouse cursor to the game window, and make it hidden." msgstr "将鼠标光标限制在游戏窗口内,并使其隐藏。" +msgid "Represents the screen containing the mouse pointer." +msgstr "代表包含鼠标指针的屏幕。" + +msgid "Represents the screen containing the window with the keyboard focus." +msgstr "代表包含具有键盘焦点的窗口的屏幕。" + msgid "Represents the primary screen." msgstr "代表主屏幕。" @@ -30389,6 +31524,105 @@ msgstr "" "细信息,请参阅 [method EditorExportPlugin._begin_customize_scenes] 和 " "[method EditorExportPlugin._begin_customize_resources]。" +msgid "Exporter for Android." +msgstr "适用于 Android 的导出器。" + +msgid "Exporting for Android" +msgstr "为 Android 导出" + +msgid "Custom builds for Android" +msgstr "适用于 Android 的自定义构建" + +msgid "" +"Array of random bytes that the licensing Policy uses to create an " +"[url=https://developer.android.com/google/play/licensing/adding-" +"licensing#impl-Obfuscator]Obfuscator[/url]." +msgstr "" +"许可政策用于创建 [url=https://developer.android.com/google/play/licensing/" +"adding-licensing#impl-Obfuscator]Obfuscator[/url] 的随机字节数组。" + +msgid "" +"If [code]true[/code], project resources are stored in the separate APK " +"expansion file, instead APK.\n" +"[b]Note:[/b] APK expansion should be enabled to use PCK encryption." +msgstr "" +"如果为 [code]true[/code],则项目资源被存储在单独的 APK 扩展文件中,而不是 " +"APK。\n" +"[b]注意:[/b]APK 扩展应被启用才能使用 PCK 加密。" + +msgid "" +"Base64 encoded RSA public key for your publisher account, available from the " +"profile page on the \"Play Console\"." +msgstr "" +"你的发布者帐户的 Base64 编码的 RSA 公钥,可从“Play 管理中心”的个人资料页面获" +"取。" + +msgid "" +"If [code]true[/code], [code]arm64[/code] binaries are included into exported " +"project." +msgstr "" +"如果为 [code]true[/code],[code]arm64[/code] 二进制文件将包含在导出的项目中。" + +msgid "" +"If [code]true[/code], [code]arm32[/code] binaries are included into exported " +"project." +msgstr "" +"如果为 [code]true[/code],[code]arm32[/code] 二进制文件将包含在导出的项目中。" + +msgid "" +"If [code]true[/code], [code]x86_32[/code] binaries are included into " +"exported project." +msgstr "" +"如果为 [code]true[/code],[code]x86_32[/code] 二进制文件将包含在导出的项目" +"中。" + +msgid "" +"If [code]true[/code], [code]x86_64[/code] binaries are included into " +"exported project." +msgstr "" +"如果为 [code]true[/code],[code]x86_64[/code] 二进制文件将包含在导出的项目" +"中。" + +msgid "" +"A list of additional command line arguments, exported project will receive " +"when started." +msgstr "附加命令行参数的列表,导出的项目将在启动时收到该列表。" + +msgid "" +"Path to the custom export template. If left empty, default template is used." +msgstr "到自定义导出模板的路径。如果留空,则默认模板将被使用。" + +msgid "Export format for Gradle build." +msgstr "Gradle 构建的导出格式。" + +msgid "Minimal Android SDK version for Gradle build." +msgstr "Gradle 构建的最低 Android SDK 版本。" + +msgid "Target Android SDK version for Gradle build." +msgstr "Gradle 构建的目标 Android SDK 版本。" + +msgid "If [code]true[/code], Gradle build is used instead of pre-built APK." +msgstr "如果为 [code]true[/code],则使用 Gradle 构建而不是预构建的 APK。" + +msgid "" +"If [code]true[/code], OpenGL ES debug context will be created (additional " +"runtime checking, validation, and logging)." +msgstr "" +"如果为 [code]true[/code],则将创建 OpenGL ES 调试上下文(额外的运行时检查、验" +"证、和日志记录)。" + +msgid "" +"Path of the debug keystore file.\n" +"Can be overridden with the environment variable " +"[code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code].\n" +"Fallbacks to [code]EditorSettings.export/android/debug_keystore[/code] if " +"empty." +msgstr "" +"调试密钥库文件的路径。\n" +"可以被环境变量 [code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code] 覆盖。\n" +"如果为空,则回退到 [code]EditorSettings.export/android/debug_keystore[/" +"code]。" + msgid "A script that is executed when exporting the project." msgstr "在导出项目时执行的脚本。" @@ -33425,6 +34659,18 @@ msgstr "" "将该 [InputEvent] 传递给除主 [Node3D] 插件之外的其他编辑器插件。这可用于防止" "节点选择更改并且改为使用子小工具。" +msgid "" +"Custom control for editing properties that can be added to the " +"[EditorInspector]." +msgstr "用于编辑属性的自定义控件,可以添加到 [EditorInspector] 中。" + +msgid "" +"A custom control for editing properties that can be added to the " +"[EditorInspector]. It is added via [EditorInspectorPlugin]." +msgstr "" +"用于编辑属性的自定义控件,可以添加到 [EditorInspector] 中。通过 " +"[EditorInspectorPlugin] 添加。" + msgid "" "Called when the read-only status of the property is changed. It may be used " "to change custom controls into a read-only or modifiable state." @@ -34664,28 +35910,6 @@ msgstr "" "在 3D 编辑器中使用的栅格划分偏差。负值会使小的栅格划分出现得更早,而正值会使" "小的栅格划分出现得更晚。" -msgid "" -"The smallest grid division to use in the 3D editor, specified as a power of " -"2. The grid will not be able to get larger than [code]1 ^ " -"grid_division_level_max[/code] units. By default, this means grid divisions " -"cannot get smaller than 100 units each, no matter how far away the camera is " -"from the grid." -msgstr "" -"在 3D 编辑器中使用的最大栅格划分,指定为 2 的幂。该栅格不能大于 [code]2 ^ " -"grid_division_level_max[/code] 个单位。默认情况下,这意味着无论相机离栅格有多" -"远,每个栅格划分都不能大于 4 个单位。" - -msgid "" -"The smallest grid division to use in the 3D editor, specified as a power of " -"2. The grid will not be able to get smaller than [code]1 ^ " -"grid_division_level_min[/code] units. By default, this means grid divisions " -"cannot get smaller than 1 unit each, no matter how close the camera is from " -"the grid." -msgstr "" -"在 3D 编辑器中使用的最小栅格划分,指定为 2 的幂。该栅格不能小于 [code]2 ^ " -"grid_division_level_min[/code] 个单位。默认情况下,这意味着无论相机离栅格有多" -"近,每个栅格划分都不能小于 1 个单位。" - msgid "" "The grid size in units. Higher values prevent the grid from appearing \"cut " "off\" at certain angles, but make the grid more demanding to render. " @@ -35448,6 +36672,11 @@ msgstr "" "局菜单。\n" "专用于 macOS 平台。" +msgid "" +"Base speed for increasing/decreasing float values by dragging them in the " +"inspector." +msgstr "在检查器中通过拖动来调整浮点数大小时的基础变化速度。" + msgid "" "The number of [Array] or [Dictionary] items to display on each \"page\" in " "the inspector. Higher values allow viewing more values per page, but take " @@ -35465,6 +36694,36 @@ msgstr "" "如果为 [code]true[/code],则在 [Font] 编辑器中,显示被字体文件标记为 " "[code]hidden[/code] 的 OpenType 特性。" +msgid "" +"If [code]true[/code], the multi window support in editor is enabled. The " +"following panels can become dedicated windows (made floating): Docks, Script " +"editor, and Shader editor.\n" +"[b]Note:[/b] When [member interface/editor/single_window_mode] is " +"[code]true[/code], the multi window support is always disabled." +msgstr "" +"如果为 [code]true[/code],将启用编辑器的多窗口支持。以下面板可以成为独立窗口" +"(浮动):停靠面板、脚本编辑器、着色器编辑器。\n" +"[b]注意:[/b][member interface/editor/single_window_mode] 为 [code]true[/" +"code] 时,多窗口支持始终处于禁用状态。" + +msgid "" +"If [code]true[/code], when panels are made floating they will be maximized.\n" +"If [code]false[/code], when panels are made floating their position and size " +"will match the ones when they are attached (excluding window border) to the " +"editor window." +msgstr "" +"如果为 [code]true[/code],则将面板设为浮动时会将其最大化。\n" +"如果为 [code]false[/code],则将面板设为浮动时,位置和大小会和编辑器窗口中的状" +"态一致(不含窗口边框)。" + +msgid "" +"If [code]true[/code], the floating panel position, size, and screen will be " +"saved on editor exit. On next launch the panels that were floating will be " +"made floating in the saved positions, sizes and screens, if possible." +msgstr "" +"如果为 [code]true[/code],则编辑器在退出时会保存浮动面板的位置、大小、屏幕。" +"下次启动时,会尽可能让浮动面板在保存的位置、大小、屏幕处保持浮动。" + msgid "" "Controls when the Close (X) button is displayed on scene tabs at the top of " "the editor." @@ -36742,24 +38001,6 @@ msgstr "" "提交该动作。如果 [param execute] 为真(默认值),则该函数被调用时所有“做”方" "法/属性将被调用/设置。" -msgid "" -"Create a new action. After this is called, do all your calls to [method " -"add_do_method], [method add_undo_method], [method add_do_property], and " -"[method add_undo_property], then commit the action with [method " -"commit_action].\n" -"The way actions are merged is dictated by the [param merge_mode] argument. " -"See [enum UndoRedo.MergeMode] for details.\n" -"If [param custom_context] object is provided, it will be used for deducing " -"target history (instead of using the first operation)." -msgstr "" -"创建一个新的动作。在这个动作被调用后,执行对 [method add_do_method]、[method " -"add_undo_method]、[method add_do_property] 和 [method add_undo_property] 的所" -"有调用,然后用 [method commit_action] 提交这个动作。\n" -"动作的合并方式由 [param merge_mode] 参数决定。有关详细信息,请参阅 [enum " -"UndoRedo.MergeMode]。\n" -"如果提供了 [param custom_context] 对象,则它将被用于推断目标历史(而不是使用" -"第一个操作)。" - msgid "" "Returns the [UndoRedo] object associated with the given history [param id].\n" "[param id] above [code]0[/code] are mapped to the opened scene tabs (but it " @@ -41439,20 +42680,6 @@ msgstr "" msgid "A script implemented in the GDScript programming language." msgstr "用 GDScript 编程语言实现的脚本。" -msgid "" -"A script implemented in the GDScript programming language. The script " -"extends the functionality of all objects that instantiate it.\n" -"Calling [method new] creates a new instance of the script. [method Object." -"set_script] extends an existing object, if that object's class matches one " -"of the script's base classes.\n" -"If you are looking for GDScript's built-in functions, see [@GDScript] " -"instead." -msgstr "" -"用 GDScript 编程语言实现的脚本。该脚本扩展了将其实例化的所有对象的功能。\n" -"调用 [method new] 会创建该脚本的全新实例。如果现有对象的类与该脚本的基类相匹" -"配,那么 [method Object.set_script] 就能够扩展该对象。\n" -"如果你想要查看 GDScript 的内置函数,请移步 [@GDScript]。" - msgid "GDScript documentation index" msgstr "GDScript 文档索引" @@ -43125,6 +44352,9 @@ msgstr "" "GLTF 节点相对于其父节点的变换。由于通常首选位置、旋转和缩放属性,因此不使用该" "属性。" +msgid "OMI_collider GLTF extension" +msgstr "OMI_collider GLTF 扩展" + msgid "Archived GLTF extension for specular/glossy materials." msgstr "已归档的 GLTF 扩展,用于镜面/光泽材质。" @@ -46294,6 +47524,12 @@ msgstr "" "HTTP 状态码 [code]304 Not Modified[/code]。收到了条件 GET 或者 HEAD,并且要不" "是因为该条件为 [code]false[/code] 就会返回 200 OK 响应。" +msgid "[i]Deprecated.[/i] HTTP status code [code]305 Use Proxy[/code]." +msgstr "[i]已废弃。[/i]HTTP 状态码 [code]305 Use Proxy[/code]。" + +msgid "[i]Deprecated.[/i] HTTP status code [code]306 Switch Proxy[/code]." +msgstr "[i]已废弃。[/i]HTTP 状态码 [code]306 Switch Proxy[/code]。" + msgid "" "HTTP status code [code]307 Temporary Redirect[/code]. The target resource " "resides temporarily under a different URI and the user agent MUST NOT change " @@ -49189,6 +50425,24 @@ msgstr "" "态,否则复合字符和复杂文字的 Unicode 字符代码可能不可用。有关详细信息,请参" "阅 [method Window.set_ime_active]。" +msgid "Represents a magnifying touch gesture." +msgstr "代表放大触摸手势。" + +msgid "" +"Stores the factor of a magnifying touch gesture. This is usually performed " +"when the user pinches the touch screen and used for zooming in/out." +msgstr "" +"存储放大触摸手势的系数。通常用户在触摸屏上将双指捏合,就执行了放大手势,可用" +"于缩放。" + +msgid "" +"The amount (or delta) of the event. This value is closer to [code]1.0[/code] " +"the slower the gesture is performed." +msgstr "事件的量(或增量)。这个值越接近 [code]1.0[/code],手势执行地越快。" + +msgid "Represents an input event from a MIDI device, such as a piano." +msgstr "代表来自 MIDI 设备的输入事件,例如钢琴。" + msgid "MIDI Message Status Byte List" msgstr "MIDI 消息状态字节列表" @@ -50726,91 +51980,6 @@ msgstr "" msgid "Helper class for creating and parsing JSON data." msgstr "用于创建和解析 JSON 数据的辅助类。" -msgid "" -"The [JSON] enables all data types to be converted to and from a JSON string. " -"This useful for serializing data to save to a file or send over the " -"network.\n" -"[method stringify] is used to convert any data type into a JSON string.\n" -"[method parse] is used to convert any existing JSON data into a [Variant] " -"that can be used within Godot. If successfully parsed, use [member data] to " -"retrieve the [Variant], and use [code]typeof[/code] to check if the " -"Variant's type is what you expect. JSON Objects are converted into a " -"[Dictionary], but JSON data can be used to store [Array]s, numbers, " -"[String]s and even just a boolean.\n" -"[b]Example[/b]\n" -"[codeblock]\n" -"var data_to_send = [\"a\", \"b\", \"c\"]\n" -"var json_string = JSON.stringify(data_to_send)\n" -"# Save data\n" -"# ...\n" -"# Retrieve data\n" -"var error = json.parse(json_string)\n" -"if error == OK:\n" -" var data_received = json.data\n" -" if typeof(data_received) == TYPE_ARRAY:\n" -" print(data_received) # Prints array\n" -" else:\n" -" print(\"Unexpected data\")\n" -"else:\n" -" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", " -"json_string, \" at line \", json.get_error_line())\n" -"[/codeblock]\n" -"Alternatively, you can parse string using the static [method parse_string] " -"method, but it doesn't allow to handle errors.\n" -"[codeblock]\n" -"var data = JSON.parse_string(json_string) # Returns null if parsing failed.\n" -"[/codeblock]\n" -"[b]Note:[/b] Both parse methods do not fully comply with the JSON " -"specification:\n" -"- Trailing commas in arrays or objects are ignored, instead of causing a " -"parser error.\n" -"- New line and tab characters are accepted in string literals, and are " -"treated like their corresponding escape sequences [code]\\n[/code] and " -"[code]\\t[/code].\n" -"- Numbers are parsed using [method String.to_float] which is generally more " -"lax than the JSON specification.\n" -"- Certain errors, such as invalid Unicode sequences, do not cause a parser " -"error. Instead, the string is cleansed and an error is logged to the console." -msgstr "" -"[JSON] 允许所有数据类型与 JSON 字符串相互转换。 这对于序列化数据以保存到文件" -"或通过网络发送很有用。\n" -"[method stringify] 用于将任何数据类型转换为 JSON 字符串。\n" -"[method parse] 用于将任何现有的 JSON 数据转换为可以在 Godot 中使用的 " -"[Variant]。如果解析成功,使用 [member data] 检索 [Variant],并使用 " -"[code]typeof[/code] 检查 Variant 的类型是否符合您的预期。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" -"尔值。\n" -"[b]示例[/b]\n" -"[codeblock]\n" -"var data_to_send = [\"a\", \"b\", \"c\"]\n" -"var json_string = JSON.stringify(data_to_send)\n" -"# 保存数据\n" -"# ...\n" -"# 检索数据\n" -"var error = json.parse(json_string)\n" -"if error == OK:\n" -" var data_received = json.data\n" -" if typeof(data_received) == TYPE_ARRAY:\n" -" print(data_received) # 输出 array\n" -" else:\n" -" print(\"Unexpected data\")\n" -"else:\n" -" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", " -"json_string, \" at line \", json.get_error_line())\n" -"[/codeblock]\n" -"或者,您可以使用静态 [method parse_string] 方法解析字符串,但它不允许处理错" -"误。\n" -"[codeblock]\n" -"var data = JSON.parse_string(json_string) # 如果解析失败则返回 null。\n" -"[/codeblock]\n" -"[b]注意:[/b]两种解析方式都不完全符合 JSON 规范:\n" -"- 数组或对象中的尾随逗号将被忽略,而不是引起解析器错误。\n" -"- 换行符和制表符在字符串文字中被接受,并被视为它们相应的转义序列 [code]\\n[/" -"code] 和 [code]\\t[/code]。\n" -"- 使用 [method String.to_float] 解析数字,这通常比 JSON 规范更宽松。\n" -"- 某些错误,例如无效的 Unicode 序列,不会导致解析器错误。相反,该字符串会被清" -"理并将错误记录到控制台。" - msgid "" "Returns [code]0[/code] if the last call to [method parse] was successful, or " "the line number where the parse failed." @@ -51536,7 +52705,7 @@ msgid "" msgstr "该模式绘制时会截断所有低于空间确定性阈值的值,其余值将保持不透明。" msgid "[Font] used for the text." -msgstr "文本使用的字体。" +msgstr "文本使用的 [Font]。" msgid "Color of the text." msgstr "文本的颜色。" @@ -56314,12 +57483,6 @@ msgid "" "VisibilityUpdateMode] for options)." msgstr "指定何时更新可见性过滤器(有关选项见 [enum VisibilityUpdateMode])。" -msgid "Visibility filters are updated every idle process frame." -msgstr "每个空闲处理帧都会更新可见性过滤器。" - -msgid "Visibility filters are updated every physics process frame." -msgstr "每个物理处理帧都会更新可见性过滤器。" - msgid "" "Visibility filters are not updated automatically, and must be updated " "manually by calling [method update_visibility]." @@ -56340,17 +57503,6 @@ msgstr "" "锁定此 [Mutex],直到被当前所有者解锁为止。\n" "[b]注意:[/b]如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。" -msgid "" -"Tries locking this [Mutex], but does not block. Returns [code]true[/code] on " -"success, [code]false[/code] otherwise.\n" -"[b]Note:[/b] This function returns [constant OK] if the thread already has " -"ownership of the mutex." -msgstr "" -"尝试锁定该 [Mutex],但不会阻塞。成功时返回 [code]true[/code],否则返回 " -"[code]false[/code]。\n" -"[b]注意:[/b]如果该线程已经拥有了该 Mutex 的所有权,则函数返回 [constant " -"OK]。" - msgid "Using NavigationAgents" msgstr "使用 NavigationAgent" @@ -56426,6 +57578,13 @@ msgstr "返回这个代理在 [NavigationServer2D] 上的 [RID]。" msgid "Returns true if the navigation path's final position has been reached." msgstr "如果到达了导航路径的终点位置,则返回 true。" +msgid "" +"Returns true if [member target_position] is reachable. The target position " +"is set using [member target_position]." +msgstr "" +"如果可到达 [member target_position],则返回 true。目标位置由 [member " +"target_position] 设置。" + msgid "" "Returns true if [member target_position] is reached. It may not always be " "possible to reach the target position. It should always be possible to reach " @@ -56434,6 +57593,22 @@ msgstr "" "如果已到达 [member target_position],则返回 true。目标位置并不总是可达。终点" "位置应该总是可达的。见 [method get_final_position]。" +msgid "" +"Based on [param value], enables or disables the specified layer in the " +"[member avoidance_layers] bitmask, given a [param layer_number] between 1 " +"and 32." +msgstr "" +"根据 [param value] 启用或禁用 [member avoidance_layers] 位掩码中指定的层,给" +"定的 [param layer_number] 应在 1 和 32 之间。" + +msgid "" +"Based on [param value], enables or disables the specified mask in the " +"[member avoidance_mask] bitmask, given a [param mask_number] between 1 and " +"32." +msgstr "" +"根据 [param value] 启用或禁用 [member avoidance_mask] 位掩码中指定的掩码,给" +"定的 [param mask_number] 应在 1 和 32 之间。" + msgid "" "Based on [param value], enables or disables the specified layer in the " "[member navigation_layers] bitmask, given a [param layer_number] between 1 " @@ -56449,6 +57624,15 @@ msgstr "" "设置这个 NavigationAgent 节点所应使用的导航地图的 [RID],同时还会更新 " "NavigationServer 上的代理 [code]agent[/code]。" +msgid "" +"Replaces the internal velocity in the collision avoidance simulation with " +"[param velocity]. When an agent is teleported to a new position this " +"function should be used in the same frame. If called frequently this " +"function can get agents stuck." +msgstr "" +"将防撞仿真的内部速度替换为 [param velocity]。代理传送到新的位置之后,应该在同" +"一帧里使用这个函数。如果频繁调用这个函数,可能会让代理卡住。" + msgid "If [code]true[/code] shows debug visuals for this agent." msgstr "如果为 [code]true[/code],则为该代理显示调试内容。" @@ -56821,12 +58005,6 @@ msgstr "" "侵蚀/缩小远离障碍物的高度场的可行走区域距离。\n" "[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。" -msgid "The Y axis cell size to use for fields." -msgstr "用于字段 Y 轴单元的尺寸。" - -msgid "The XZ plane cell size to use for fields." -msgstr "用于字段的 XZ 平面单元尺寸。" - msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "生成细分网格时使用的采样距离,以单元格为单位。" @@ -57068,19 +58246,6 @@ msgstr "" "念,这是有意为之的。根据当前的烘焙参数,一旦障碍网格足够大,大到足以在内部容" "纳一个导航网格区域,则烘焙时将生成位于障碍源几何体网格内部的导航网格区域。" -msgid "" -"Bakes navigation data to the provided [param navigation_mesh] by parsing " -"child nodes under the provided [param root_node] or a specific group of " -"nodes for potential source geometry. The parse behavior can be controlled " -"with the [member NavigationMesh.geometry_parsed_geometry_type] and [member " -"NavigationMesh.geometry_source_geometry_mode] properties on the " -"[NavigationMesh] resource." -msgstr "" -"通过解析所提供的 [param root_node] 下的子节点或潜在源几何体的一组特定节点,将" -"导航数据烘焙到提供的 [param navigation_mesh]。可以使用 [NavigationMesh] 资源" -"上的 [member NavigationMesh.geometry_parsed_geometry_type] 和 [member " -"NavigationMesh.geometry_source_geometry_mode] 属性控制该解析行为。" - msgid "" "Removes all polygons and vertices from the provided [param navigation_mesh] " "resource." @@ -57379,6 +58544,10 @@ msgstr "" "map_get_closest_point_owner] 可用于识别合并导航地图上离某点最近的 " "[NavigationRegion2D]。" +msgid "" +"A bitfield determining all avoidance layers for the avoidance constrain." +msgstr "位域,确定避障约束的所有避障层。" + msgid "Determines if the [NavigationRegion2D] is enabled or disabled." msgstr "决定该 [NavigationRegion2D] 是启用还是禁用。" @@ -57590,9 +58759,6 @@ msgid "" "requested navigation [param map]." msgstr "返回所有与请求的导航地图 [param map] 关联的导航代理的 [RID]。" -msgid "Returns the map cell size." -msgstr "返回地图的单元格大小。" - msgid "" "Returns the point closest to the provided [param to_point] on the navigation " "mesh surface." @@ -57634,9 +58800,6 @@ msgstr "如果地图处于活动状态,则返回 true。" msgid "Sets the map active." msgstr "设置地图的激活态。" -msgid "Set the map cell size used to weld the navigation mesh polygons." -msgstr "设置用于焊接导航网格多边形的地图单元格大小。" - msgid "" "Set the map edge connection margin used to weld the compatible region edges." msgstr "设置用于焊接兼容地区边界的地图边界连接边距。" @@ -57958,6 +59121,9 @@ msgstr "" "能会导致纹理扭曲,但少于 [constant AXIS_STRETCH_MODE_STRETCH]。纹理必须是无缝" "的,这样才能在边缘之间不显示伪影。" +msgid "Base class for all scene objects." +msgstr "所有场景对象的基类。" + msgid "" "Nodes are Godot's building blocks. They can be assigned as the child of " "another node, resulting in a tree arrangement. A given node can contain any " @@ -59050,6 +60216,12 @@ msgstr "" "[b]注意:[/b]内部子节点只能在其期望的“内部范围”内移动(参见 [method " "add_child] 中的 [code]internal[/code] 参数)。" +msgid "Similar to [method call_deferred_thread_group], but for notifications." +msgstr "类似于 [method call_deferred_thread_group],但针对的是通知。" + +msgid "Similar to [method call_thread_safe], but for notifications." +msgstr "类似于 [method call_thread_safe],但针对的是通知。" + msgid "" "Prints all orphan nodes (nodes outside the [SceneTree]). Used for " "debugging.\n" @@ -59221,39 +60393,6 @@ msgstr "" "[code]get_multiplayer().peer.get_connection_status() == " "CONNECTION_CONNECTED[/code] 来跟踪。" -msgid "" -"Changes the RPC mode for the given [param method] with the given [param " -"config] which should be [code]null[/code] (to disable) or a [Dictionary] in " -"the form:\n" -"[codeblock]\n" -"{\n" -" rpc_mode = MultiplayerAPI.RPCMode,\n" -" transfer_mode = MultiplayerPeer.TranferMode,\n" -" call_local = false,\n" -" channel = 0,\n" -"}\n" -"[/codeblock]\n" -"See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. " -"An alternative is annotating methods and properties with the corresponding " -"[annotation @GDScript.@rpc] annotation ([code]@rpc(\"any_peer\")[/code], " -"[code]@rpc(\"authority\")[/code]). By default, methods are not exposed to " -"networking (and RPCs)." -msgstr "" -"将给定的 [param method] 的 RPC 模式更改为给定的配置 [param config]。配置应该" -"是 [code]null[/code](表示禁用)或者是以下形式的 [Dictionary]:\n" -"[codeblock]\n" -"{\n" -"rpc_mode = MultiplayerAPI.RPCMode,\n" -"transfer_mode = MultiplayerPeer.TranferMode,\n" -"call_local = false,\n" -"channel = 0,\n" -"}\n" -"[/codeblock]\n" -"见 [enum MultiplayerAPI.RPCMode] 和 [enum MultiplayerPeer.TransferMode]。另一" -"种选择是使用相应的 [annotation @GDScript.@rpc] 注解对方法和属性进行注解(例" -"如 [code]@rpc(\"any_peer\")[/code]、[code]@rpc(\"authority\")[/code])。默认" -"情况下,方法不会被暴露给网络(和 RPC)。" - msgid "" "Sends a [method rpc] to a specific peer identified by [param peer_id] (see " "[method MultiplayerPeer.set_target_peer]). Returns [code]null[/code]." @@ -59261,6 +60400,10 @@ msgstr "" "向指定的对等体发送 [method rpc],对等体由 [param peer_id] 标识(见 [method " "MultiplayerPeer.set_target_peer])。返回 [code]null[/code]。" +msgid "" +"Similar to [method call_deferred_thread_group], but for setting properties." +msgstr "类似于 [method call_deferred_thread_group],但针对的是设置属性。" + msgid "" "Sets the folded state of the node in the Scene dock. This method is only " "intended for use with editor tooling." @@ -59273,19 +60416,6 @@ msgstr "" "设置 [param node] 相对于这个节点的可编辑子节点状态。这个方法仅适用于编辑器工" "具。" -msgid "" -"Sets the node's multiplayer authority to the peer with the given peer ID. " -"The multiplayer authority is the peer that has authority over the node on " -"the network. Useful in conjunction with [method rpc_config] and the " -"[MultiplayerAPI]. Inherited from the parent node by default, which " -"ultimately defaults to peer ID 1 (the server). If [param recursive], the " -"given peer is recursively set as the authority for all children of this node." -msgstr "" -"将该节点的多人游戏授权端设置为具有给定对等体 ID 的对等体。多人游戏授权端是对" -"网络上的节点具有权限的对等体。与 [method rpc_config] 和 [MultiplayerAPI] 结合" -"使用很有用。默认从父节点继承,最终默认为对等体 ID 1(服务器)。如果 [param " -"recursive],则给定的对等体被递归设置为该节点所有子节点的授权端。" - msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " @@ -59459,6 +60589,14 @@ msgstr "" "可用于暂停或取消暂停该节点,也可以让该节点根据 [SceneTree] 来暂停,还可以让它" "继承父级的处理模式(默认)。" +msgid "" +"Similar to [member process_priority] but for [constant " +"NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal " +"version." +msgstr "" +"与 [member process_priority] 类似,但是作用于 [constant " +"NOTIFICATION_PHYSICS_PROCESS]、[method _physics_process] 以及内部版本。" + msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " @@ -59470,6 +60608,24 @@ msgstr "" "NOTIFICATION_PHYSICS_PROCESS] 及其内部对应物)的执行顺序中的优先级。进程优先" "级值[i]较低[/i]的节点将首先执行其处理回调。" +msgid "" +"Change the process thread group order. Groups with a lesser order will " +"process before groups with a greater order. This is useful when a large " +"amount of nodes process in sub thread and, afterwards, another group wants " +"to collect their result in the main thread, as an example." +msgstr "" +"修改处理线程组的顺序。顺序取值较小的分组会在较大的分组前处理。例如,可以让大" +"量的节点先在子线程中处理,然后另一组节点要在主线程中获取它们的处理结果。" + +msgid "" +"Set whether the current thread group will process messages (calls to [method " +"call_deferred_thread_group] on threads, and whether it wants to receive them " +"during regular process or physics process callbacks." +msgstr "" +"设置当前线程组是否会在线程中处理消息(调用 [method " +"call_deferred_thread_group]),以及是否需要在常规处理和物理处理回调中接收消" +"息。" + msgid "" "If a scene is instantiated from a file, its topmost node contains the " "absolute file path from which it was loaded in [member scene_file_path] (e." @@ -59516,6 +60672,11 @@ msgstr "" "当收到这个信号时,子 [param node] 仍然在树中并且有效。该信号在子节点自己的 " "[signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之后[/i]发出。" +msgid "" +"Emitted when the list of children is changed. This happens when child nodes " +"are added, moved or removed." +msgstr "子节点列表发生改变时发出。发生在添加、移动、移除子节点时。" + msgid "" "Emitted when the node is ready. Comes after [method _ready] callback and " "follows the same rules." @@ -59559,6 +60720,13 @@ msgstr "" "当该节点即将退出 [SceneTree] 时收到的通知。\n" "这个通知会在相关的 [signal tree_exiting] [i]之后[/i]发出。" +msgid "" +"[i]Deprecated.[/i] This notification is no longer emitted. Use [constant " +"NOTIFICATION_CHILD_ORDER_CHANGED] instead." +msgstr "" +"[i]已废弃。[/i]不会再发出这个通知。请改用 [constant " +"NOTIFICATION_CHILD_ORDER_CHANGED]。" + msgid "Notification received when the node is ready. See [method _ready]." msgstr "当该节点就绪时接收到通知。见 [method _ready]。" @@ -59695,30 +60863,6 @@ msgstr "" "当鼠标离开游戏窗口时,从操作系统收到的通知。\n" "在桌面和 Web 平台上实现。" -msgid "" -"Notification received from the OS when the node's parent [Window] is " -"focused. This may be a change of focus between two windows of the same " -"engine instance, or from the OS desktop or a third-party application to a " -"window of the game (in which case [constant " -"NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted)." -msgstr "" -"当该节点的父 [Window] 获得焦点时,从操作系统收到该通知。焦点变化可能发生在同" -"一引擎实例的两个窗口之间,也可能发生在从操作系统桌面、或第三方应用程序切换到" -"游戏窗口(在这种情况下,还会发出 [constant " -"NOTIFICATION_APPLICATION_FOCUS_IN])。" - -msgid "" -"Notification received from the OS when the node's parent [Window] is " -"defocused. This may be a change of focus between two windows of the same " -"engine instance, or from a window of the game to the OS desktop or a third-" -"party application (in which case [constant " -"NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted)." -msgstr "" -"当该节点的父 [Window] 失去焦点时,从操作系统收到该通知。焦点变化可能发生在同" -"一引擎实例的两个窗口之间,或发生在从游戏窗口切换到操作系统桌面、或第三方应用" -"程序(在这种情况下,还会发出 [constant " -"NOTIFICATION_APPLICATION_FOCUS_OUT])。" - msgid "" "Notification received from the OS when a close request is sent (e.g. closing " "the window with a \"Close\" button or [kbd]Alt + F4[/kbd]).\n" @@ -61269,43 +62413,6 @@ msgstr "" "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]。" -msgid "" -"Calls the [param method] on the object during idle time. This method " -"supports a variable number of arguments, so parameters can be passed as a " -"comma separated list.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node3D.new()\n" -"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node3D();\n" -"node.CallDeferred(Node3D.MethodName.Rotate, 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 " -"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " -"call." -msgstr "" -"在空闲时间调用对象的 [param method]。该方法支持可变数量的参数,因此参数可以作" -"为逗号分隔的列表传递。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node3D.new()\n" -"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node3D();\n" -"node.CallDeferred(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] 必须是 " -"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]。" - msgid "" "Calls the [param method] on the object and returns the result. Unlike " "[method call], this method expects all parameters to be contained inside " @@ -62182,65 +63289,6 @@ msgstr "" "如果设置为 [code]true[/code],这该对象将无法发出信号。因此,[method " "emit_signal] 和信号连接将不起作用,直到该属性被设置为 [code]false[/code]。" -msgid "" -"Assigns [param value] to the given [param property], after the current " -"frame's physics step. This is equivalent to calling [method set] through " -"[method call_deferred].\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"add_child(node)\n" -"\n" -"node.rotation = 45.0\n" -"node.set_deferred(\"rotation\", 90.0)\n" -"print(node.rotation) # Prints 45.0\n" -"\n" -"await get_tree().process_frame\n" -"print(node.rotation) # Prints 90.0\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Rotation = 45f;\n" -"node.SetDeferred(\"rotation\", 90f);\n" -"GD.Print(node.Rotation); // Prints 45.0\n" -"\n" -"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n" -"GD.Print(node.Rotation); // Prints 90.0\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " -"built-in Godot properties. Prefer using the names exposed in the " -"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " -"each call." -msgstr "" -"在当前帧的物理步骤后,将给定属性 [param property] 的值分配为 [param value]。" -"等价于通过 [method call_deferred] 调用 [method set]。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var node = Node2D.new()\n" -"add_child(node)\n" -"\n" -"node.rotation = 45.0\n" -"node.set_deferred(\"rotation\", 90.0)\n" -"print(node.rotation) # 输出 45.0\n" -"\n" -"await get_tree().process_frame\n" -"print(node.rotation) # 输出 90.0\n" -"[/gdscript]\n" -"[csharp]\n" -"var node = new Node2D();\n" -"node.Rotation = 45f;\n" -"node.SetDeferred(\"rotation\", 90f);\n" -"GD.Print(node.Rotation); // 输出 45.0\n" -"\n" -"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n" -"GD.Print(node.Rotation); // 输出 90.0\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 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]。" - msgid "" "Assigns a new [param value] to the property identified by the [param " "property_path]. The path should be a [NodePath] relative to this object, and " @@ -62381,11 +63429,6 @@ msgid "" "deconstructor of some programming languages." msgstr "该对象即将被删除时收到的通知。可以当作其他编程语言中的析构函数。" -msgid "" -"Deferred connections trigger their [Callable]s on idle time, rather than " -"instantly." -msgstr "延迟连接会在空闲时触发 [Callable],不会立即触发。" - msgid "" "Persisting connections are stored when the object is serialized (such as " "when using [method PackedScene.pack]). In the editor, connections created " @@ -64877,11 +65920,6 @@ msgid "" "Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]." msgstr "构造给定 [PackedColorArray] 的副本。" -msgid "" -"Constructs a new [PackedColorArray]. Optionally, you can pass in a generic " -"[Array] that will be converted." -msgstr "构造新 [PackedColorArray]。你还可以传入通用 [Array] 进行转换。" - msgid "Appends a [PackedColorArray] at the end of this array." msgstr "在该数组的末尾追加一个 [PackedColorArray]。" @@ -65606,11 +66644,6 @@ msgid "" "[PackedVector2Array]." msgstr "构造给定 [PackedVector2Array] 的副本。" -msgid "" -"Constructs a new [PackedVector2Array]. Optionally, you can pass in a generic " -"[Array] that will be converted." -msgstr "构造新 [PackedVector2Array]。你还可以传入通用 [Array] 进行转换。" - msgid "Appends a [PackedVector2Array] at the end of this array." msgstr "在该数组的末尾追加一个 [PackedVector2Array]。" @@ -65687,11 +66720,6 @@ msgid "" "[PackedVector3Array]." msgstr "构造给定 [PackedVector3Array] 的副本。" -msgid "" -"Constructs a new [PackedVector3Array]. Optionally, you can pass in a generic " -"[Array] that will be converted." -msgstr "构造新 [PackedVector3Array]。你还可以传入通用 [Array] 进行转换。" - msgid "Appends a [PackedVector3Array] at the end of this array." msgstr "在该数组的末尾追加一个 [PackedVector3Array]。" @@ -71400,34 +72428,10 @@ msgstr "" msgid "Returns [code]true[/code] if [param point] is located above the plane." msgstr "如果 [param point] 位于平面上方,则返回 [code]true[/code]。" -msgid "Returns a copy of the plane, normalized." -msgstr "返回平面的一个标准化副本。" - msgid "" "Returns the orthogonal projection of [param point] into a point in the plane." msgstr "返回 [param point] 在该平面中的正交投影。" -msgid "" -"The distance from the origin to the plane, in the direction of [member " -"normal]. This value is typically non-negative.\n" -"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " -"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented " -"by the [member normal] property." -msgstr "" -"从原点到平面的距离,沿 [member normal] 方向。这个值通常是非负的。\n" -"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是 [code]d[/code],而 " -"[code](a, b, c)[/code] 坐标由 [member normal] 属性表示。" - -msgid "" -"The normal of the plane, which must be a unit vector.\n" -"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is " -"the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] " -"property." -msgstr "" -"该平面的法线,必须为单位向量。\n" -"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是向量 [code](a, b, c)[/" -"code],其中 [code]d[/code] 是 [member d] 属性。" - msgid "The X component of the plane's [member normal] vector." msgstr "平面法向量 [member normal] 的 X 分量。" @@ -72982,6 +73986,46 @@ msgstr "" "返回具有给定索引的 [Projection] 的列。\n" "索引按以下顺序排列:x、y、z、w。" +msgid "Stores globally-accessible variables." +msgstr "存储全局变量。" + +msgid "" +"Stores variables that can be accessed from everywhere. Use [method " +"get_setting], [method set_setting] or [method has_setting] to access them. " +"Variables stored in [code]project.godot[/code] are also loaded into " +"[ProjectSettings], making this object very useful for reading custom game " +"configuration options.\n" +"When naming a Project Settings property, use the full path to the setting " +"including the category. For example, [code]\"application/config/name\"[/" +"code] for the project name. Category and property names can be viewed in the " +"Project Settings dialog.\n" +"[b]Feature tags:[/b] Project settings can be overridden for specific " +"platforms and configurations (debug, release, ...) using [url=$DOCS_URL/" +"tutorials/export/feature_tags.html]feature tags[/url].\n" +"[b]Overriding:[/b] Any project setting can be overridden by creating a file " +"named [code]override.cfg[/code] in the project's root directory. This can " +"also be used in exported projects by placing this file in the same directory " +"as the project binary. Overriding will still take the base project " +"settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/" +"url] in account. Therefore, make sure to [i]also[/i] override the setting " +"with the desired feature tags if you want them to override base project " +"settings on all platforms and configurations." +msgstr "" +"储存可以从任何地方访问的变量。请使用 [method get_setting]、[method " +"set_setting]、[method has_setting] 访问。存储在 [code]project.godot[/code] 中" +"的变量也会被加载到 [ProjectSettings] 中,因此这个对象常用于读取自定义游戏配置" +"选项。\n" +"指定“项目设置”的属性时,请使用设置的完整路径,包括类别。例如项目名称应使用 " +"[code]\"application/config/name\"[/code]。类别和属性名称可以在“项目设置”对话" +"框中查看。\n" +"[b]特性标签:[/b]可以使用[url=$DOCS_URL/tutorials/export/feature_tags.html]特" +"性标签[/url]来针对特定的平台和配置(调试、发布……)做项目设置的覆盖。\n" +"[b]覆盖:[/b]在项目的根目录下创建名为 [code]override.cfg[/code] 的文件,就可" +"以对任意项目设置进行覆盖。对于已导出的项目,把这个文件放在与项目二进制文件相" +"同的目录下,也可以达到覆盖的目的。覆盖时仍会考虑基础项目设置的[url=$DOCS_URL/" +"tutorials/export/feature_tags.html]特性标签[/url]。因此,如果你想让它们在所有" +"平台和配置上覆盖基础项目设置,请确保[i]也用[/i]所需的特性标签覆盖该设置。" + msgid "Clears the whole configuration (not recommended, may break things)." msgstr "清除整个配置(不推荐,可能会弄坏东西)。" @@ -74117,6 +75161,132 @@ msgstr "" "出的项目中也是如此。另见 [method OS.is_stdout_verbose] and [method " "@GlobalScope.print_verbose]。" +msgid "" +"When set to [code]true[/code], produces a warning when the shader exceeds " +"certain device limits. Currently, the only device limit checked is the limit " +"on uniform buffer size. More device limits will be added in the future." +msgstr "" +"设为 [code]true[/code] 时,当着色器超出设备极限时会产生警告。目前唯一检测的设" +"备极限是 Uniform 缓冲的大小。未来会加入更多设备极限。" + +msgid "" +"If [code]true[/code], enables specific shader warnings (see [code]debug/" +"shader_language/warnings/*[/code] settings). If [code]false[/code], disables " +"all shader warnings." +msgstr "" +"如果为 [code]true[/code],则启用特定的着色器警告(请参阅 [code]debug/" +"shader_language/warnings/*[/code] 设置)。如果为 [code]false[/code],则禁用所" +"有着色器警告。" + +msgid "" +"When set to [code]true[/code], produces a warning when two floating point " +"numbers are compared directly with the [code]==[/code] operator or the " +"[code]!=[/code] operator." +msgstr "" +"设为 [code]true[/code] 时,当使用 [code]==[/code] 或 [code]!=[/code] 运算符直" +"接比较两个浮点数时,会产生警告。" + +msgid "" +"When set to [code]true[/code], produces a warning upon encountering certain " +"formatting errors. Currently this only checks for empty statements. More " +"formatting errors may be added over time." +msgstr "" +"设为 [code]true[/code] 时,当遇到格式错误时会产生警告。目前唯一检测的是空语" +"句。未来可能加入更多格式错误。" + +msgid "When set to [code]true[/code], warnings are treated as errors." +msgstr "设为 [code]true[/code] 时,会将警告作为错误对待。" + +msgid "" +"When set to [code]true[/code], produces a warning when a constant is never " +"used." +msgstr "设为 [code]true[/code] 时,当从未使用某个常量时会产生警告。" + +msgid "" +"When set to [code]true[/code], produces a warning when a function is never " +"used." +msgstr "设为 [code]true[/code] 时,当从未使用某个函数时会产生警告。" + +msgid "" +"When set to [code]true[/code], produces a warning when a local variable is " +"never used." +msgstr "设为 [code]true[/code] 时,当从未使用某个局部变量时会产生警告。" + +msgid "" +"When set to [code]true[/code], produces a warning when a struct is never " +"used." +msgstr "设为 [code]true[/code] 时,当从未使用某个结构体时会产生警告。" + +msgid "" +"When set to [code]true[/code], produces a warning when a uniform is never " +"used." +msgstr "设为 [code]true[/code] 时,当从未使用某个 uniform 时会产生警告。" + +msgid "" +"When set to [code]true[/code], produces a warning when a varying is never " +"used." +msgstr "设为 [code]true[/code] 时,当从未使用某个 varying 时会产生警告。" + +msgid "" +"Color of the avoidance agents radius, visible when \"Visible Avoidance\" is " +"enabled in the Debug menu." +msgstr "避障代理半径的颜色,在“调试”菜单中启用“显示避障”时可见。" + +msgid "" +"If enabled, displays avoidance agents radius when \"Visible Avoidance\" is " +"enabled in the Debug menu." +msgstr "" +"如果处于启用状态,会在启用“调试”菜单中的“显示避障”时显示避障代理的半径。" + +msgid "" +"If enabled, displays avoidance obstacles radius when \"Visible Avoidance\" " +"is enabled in the Debug menu." +msgstr "" +"如果处于启用状态,会在启用“调试”菜单中的“显示避障”时显示避障障碍物的半径。" + +msgid "" +"If enabled, displays static avoidance obstacles when \"Visible Avoidance\" " +"is enabled in the Debug menu." +msgstr "" +"如果处于启用状态,会在启用“调试”菜单中的“显示避障”时显示静态避障障碍物。" + +msgid "" +"Color of the avoidance obstacles radius, visible when \"Visible Avoidance\" " +"is enabled in the Debug menu." +msgstr "静态障碍物半径的颜色,在调试菜单中启用“显示避障”时可见。" + +msgid "" +"Color of the static avoidance obstacles edges when their vertices are winded " +"in order to push agents in, visible when \"Visible Avoidance\" is enabled in " +"the Debug menu." +msgstr "" +"静态障碍物的顶点缠绕顺序会将代理推入时,障碍物边的颜色,在调试菜单中启用“显示" +"避障”时可见。" + +msgid "" +"Color of the static avoidance obstacles edges when their vertices are winded " +"in order to push agents out, visible when \"Visible Avoidance\" is enabled " +"in the Debug menu." +msgstr "" +"静态障碍物的顶点缠绕顺序会将代理推出时,障碍物边的颜色,在调试菜单中启用“显示" +"避障”时可见。" + +msgid "" +"Color of the static avoidance obstacles faces when their vertices are winded " +"in order to push agents in, visible when \"Visible Avoidance\" is enabled in " +"the Debug menu." +msgstr "" +"静态障碍物的顶点缠绕顺序会将代理推入时,障碍物面的颜色,在调试菜单中启用“显示" +"避障”时可见。" + +msgid "" +"Color of the static avoidance obstacles faces when their vertices are winded " +"in order to push agents out, visible when \"Visible Avoidance\" is enabled " +"in the Debug menu." +msgstr "" +"静态障碍物的顶点缠绕顺序会将代理推出时,障碍物面的颜色,在调试菜单中启用“显示" +"避障”时可见。" + msgid "" "Color of the contact points between collision shapes, visible when \"Visible " "Collision Shapes\" is enabled in the Debug menu." @@ -75671,6 +76841,23 @@ msgstr "" "多个物理帧的设备中,因为它们无法以目标帧速率运行。\n" "[b]注意:[/b]目前只在 Android 上实现。" +msgid "" +"If [code]true[/code], [method Input.is_action_just_pressed] and [method " +"Input.is_action_just_released] will only return [code]true[/code] if the " +"action is still in the respective state, i.e. an action that is pressed " +"[i]and[/i] released on the same frame will be missed.\n" +"If [code]false[/code], no input will be lost.\n" +"[b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] " +"setting. The legacy behavior is to enable supporting old projects that rely " +"on the old logic, without changes to script." +msgstr "" +"如果为 [code]true[/code],则 [method Input.is_action_just_pressed] 和 " +"[method Input.is_action_just_released] 只有在动作仍然处于相应状态时返回 " +"[code]true[/code],也就是说,会忽略在同一帧按下[i]并[/i]释放的动作。\n" +"如果为 [code]false[/code],则不会丢失任何输入。\n" +"[b]注意:[/b]几乎所有情况下都应该优先设置为 [code]false[/code]。旧有行为的用" +"途是支持老项目,这样不需要修改脚本就可以使用以前的逻辑。" + msgid "" "Specifies the tablet driver to use. If left empty, the default driver will " "be used.\n" @@ -76662,6 +77849,166 @@ msgid "" "display as \"Layer 20\"." msgstr "3D 渲染层 20 的可选名称。留空则会显示为“层 20”。" +msgid "" +"Optional name for the navigation avoidance layer 1. If left empty, the layer " +"will display as \"Layer 1\"." +msgstr "导航避障层 1 的可选名称。留空则会显示为“层 1”。" + +msgid "" +"Optional name for the navigation avoidance layer 2. If left empty, the layer " +"will display as \"Layer 2\"." +msgstr "导航避障层 2 的可选名称。留空则会显示为“层 2”。" + +msgid "" +"Optional name for the navigation avoidance layer 3. If left empty, the layer " +"will display as \"Layer 3\"." +msgstr "导航避障层 3 的可选名称。留空则会显示为“层 3”。" + +msgid "" +"Optional name for the navigation avoidance layer 4. If left empty, the layer " +"will display as \"Layer 4\"." +msgstr "导航避障层 4 的可选名称。留空则会显示为“层 4”。" + +msgid "" +"Optional name for the navigation avoidance layer 5. If left empty, the layer " +"will display as \"Layer 5\"." +msgstr "导航避障层 5 的可选名称。留空则会显示为“层 5”。" + +msgid "" +"Optional name for the navigation avoidance layer 6. If left empty, the layer " +"will display as \"Layer 6\"." +msgstr "导航避障层 6 的可选名称。留空则会显示为“层 6”。" + +msgid "" +"Optional name for the navigation avoidance layer 7. If left empty, the layer " +"will display as \"Layer 7\"." +msgstr "导航避障层 7 的可选名称。留空则会显示为“层 7”。" + +msgid "" +"Optional name for the navigation avoidance layer 8. If left empty, the layer " +"will display as \"Layer 8\"." +msgstr "导航避障层 8 的可选名称。留空则会显示为“层 8”。" + +msgid "" +"Optional name for the navigation avoidance layer 9. If left empty, the layer " +"will display as \"Layer 9\"." +msgstr "导航避障层 9 的可选名称。留空则会显示为“层 9”。" + +msgid "" +"Optional name for the navigation avoidance layer 10. If left empty, the " +"layer will display as \"Layer 10\"." +msgstr "导航避障层 10 的可选名称。留空则会显示为“层 10”。" + +msgid "" +"Optional name for the navigation avoidance layer 11. If left empty, the " +"layer will display as \"Layer 11\"." +msgstr "导航避障层 11 的可选名称。留空则会显示为“层 11”。" + +msgid "" +"Optional name for the navigation avoidance layer 12. If left empty, the " +"layer will display as \"Layer 12\"." +msgstr "导航避障层 12 的可选名称。留空则会显示为“层 12”。" + +msgid "" +"Optional name for the navigation avoidance layer 13. If left empty, the " +"layer will display as \"Layer 13\"." +msgstr "导航避障层 13 的可选名称。留空则会显示为“层 13”。" + +msgid "" +"Optional name for the navigation avoidance layer 14. If left empty, the " +"layer will display as \"Layer 14\"." +msgstr "导航避障层 14 的可选名称。留空则会显示为“层 14”。" + +msgid "" +"Optional name for the navigation avoidance layer 15. If left empty, the " +"layer will display as \"Layer 15\"." +msgstr "导航避障层 15 的可选名称。留空则会显示为“层 15”。" + +msgid "" +"Optional name for the navigation avoidance layer 16. If left empty, the " +"layer will display as \"Layer 16\"." +msgstr "导航避障层 16 的可选名称。留空则会显示为“层 16”。" + +msgid "" +"Optional name for the navigation avoidance layer 17. If left empty, the " +"layer will display as \"Layer 17\"." +msgstr "导航避障层 17 的可选名称。留空则会显示为“层 17”。" + +msgid "" +"Optional name for the navigation avoidance layer 18. If left empty, the " +"layer will display as \"Layer 18\"." +msgstr "导航避障层 18 的可选名称。留空则会显示为“层 18”。" + +msgid "" +"Optional name for the navigation avoidance layer 19. If left empty, the " +"layer will display as \"Layer 19\"." +msgstr "导航避障层 19 的可选名称。留空则会显示为“层 19”。" + +msgid "" +"Optional name for the navigation avoidance layer 20. If left empty, the " +"layer will display as \"Layer 20\"." +msgstr "导航避障层 20 的可选名称。留空则会显示为“层 20”。" + +msgid "" +"Optional name for the navigation avoidance layer 21. If left empty, the " +"layer will display as \"Layer 21\"." +msgstr "导航避障层 21 的可选名称。留空则会显示为“层 21”。" + +msgid "" +"Optional name for the navigation avoidance layer 22. If left empty, the " +"layer will display as \"Layer 22\"." +msgstr "导航避障层 22 的可选名称。留空则会显示为“层 22”。" + +msgid "" +"Optional name for the navigation avoidance layer 23. If left empty, the " +"layer will display as \"Layer 23\"." +msgstr "导航避障层 23 的可选名称。留空则会显示为“层 23”。" + +msgid "" +"Optional name for the navigation avoidance layer 24. If left empty, the " +"layer will display as \"Layer 24\"." +msgstr "导航避障层 24 的可选名称。留空则会显示为“层 24”。" + +msgid "" +"Optional name for the navigation avoidance layer 25. If left empty, the " +"layer will display as \"Layer 25\"." +msgstr "导航避障层 25 的可选名称。留空则会显示为“层 25”。" + +msgid "" +"Optional name for the navigation avoidance layer 26. If left empty, the " +"layer will display as \"Layer 26\"." +msgstr "导航避障层 26 的可选名称。留空则会显示为“层 26”。" + +msgid "" +"Optional name for the navigation avoidance layer 27. If left empty, the " +"layer will display as \"Layer 27\"." +msgstr "导航避障层 27 的可选名称。留空则会显示为“层 27”。" + +msgid "" +"Optional name for the navigation avoidance layer 28. If left empty, the " +"layer will display as \"Layer 28\"." +msgstr "导航避障层 28 的可选名称。留空则会显示为“层 28”。" + +msgid "" +"Optional name for the navigation avoidance layer 29. If left empty, the " +"layer will display as \"Layer 29\"." +msgstr "导航避障层 29 的可选名称。留空则会显示为“层 29”。" + +msgid "" +"Optional name for the navigation avoidance layer 30. If left empty, the " +"layer will display as \"Layer 30\"." +msgstr "导航避障层 30 的可选名称。留空则会显示为“层 30”。" + +msgid "" +"Optional name for the navigation avoidance layer 31. If left empty, the " +"layer will display as \"Layer 31\"." +msgstr "导航避障层 31 的可选名称。留空则会显示为“层 31”。" + +msgid "" +"Optional name for the navigation avoidance layer 32. If left empty, the " +"layer will display as \"Layer 32\"." +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 " "space on it (you will see an error), you can increase the size here." @@ -77399,14 +78746,6 @@ msgstr "" "[b]注意:[/b]前置深度阶段仅在使用 Forward+ 或 Compatibility 渲染方法时支持。" "使用 Mobile 渲染方法时,不会执行前置深度阶段。" -msgid "" -"Thread model for rendering. Rendering on a thread can vastly improve " -"performance, but synchronizing to the main thread can cause a bit more " -"jitter." -msgstr "" -"渲染的线程模型。在线程上进行渲染可以极大地提高性能,但同步到主线程上会导致更" -"多的抖动。" - msgid "" "Default background clear color. Overridable per [Viewport] using its " "[Environment]. See [member Environment.background_mode] and [member " @@ -78369,26 +79708,6 @@ msgstr "" "如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使" "用 WebP。" -msgid "" -"If [code]true[/code], the texture importer will import VRAM-compressed " -"textures using the S3 Texture Compression algorithm (DXT1-5) for lower " -"quality textures and the BPTC algorithm (BC6H and BC7) for high quality " -"textures. This algorithm is only supported on PC desktop platforms and " -"consoles.\n" -"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " -"already imported before. To make this setting apply to textures that were " -"already imported, exit the editor, remove the [code].godot/imported/[/code] " -"folder located inside the project folder then restart the editor (see " -"[member application/config/use_hidden_project_data_directory])." -msgstr "" -"如果为 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法(DXT1-5)导入 " -"VRAM 压缩纹理以获得较低质量的纹理;并使用 BPTC 算法(BC6H 和 BC7)导入高质量" -"纹理。该算法仅在 PC 桌面平台和主机平台上受支持。\n" -"[b]注意:[/b]更改该设置[i]不会[/i]影响之前已经导入的纹理。要使该设置应用于已" -"导入的纹理,请退出编辑器,移除位于项目文件夹内的 [code].godot/imported/[/" -"code] 文件夹,然后重新启动编辑器(请参阅 [member application/config/" -"use_hidden_project_data_directory])。" - msgid "" "The default compression method for WebP. Affects both lossy and lossless " "WebP. A higher value results in smaller files at the cost of compression " @@ -78856,6 +80175,29 @@ msgstr "" "返回该 [Quaternion] 的负值。和写 [code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/" "code] 相同。这个操作得到的是代表相同旋转的四元数。" +msgid "" +"RandomNumberGenerator is a class for generating pseudo-random numbers. It " +"currently uses [url=https://www.pcg-random.org/]PCG32[/url].\n" +"[b]Note:[/b] The underlying algorithm is an implementation detail and should " +"not be depended upon.\n" +"To generate a random float number (within a given range) based on a time-" +"dependant seed:\n" +"[codeblock]\n" +"var rng = RandomNumberGenerator.new()\n" +"func _ready():\n" +" var my_random_number = rng.randf_range(-10.0, 10.0)\n" +"[/codeblock]" +msgstr "" +"RandomNumberGenerator 是一个用于生成伪随机数的类。它目前使用 [url=https://" +"www.pcg-random.org/]PCG32[/url]。\n" +"[b]注意:[/b]底层算法属于实现细节,不应该对此产生依赖。\n" +"要根据时间相关种子生成(给定范围内的)随机浮点数:\n" +"[codeblock]\n" +"var rng = RandomNumberGenerator.new()\n" +"func _ready():\n" +" var my_random_number = rng.randf_range(-10.0, 10.0)\n" +"[/codeblock]" + msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " "(inclusive)." @@ -85206,6 +86548,20 @@ msgid "" "moving objects." msgstr "反射探针将每帧更新。这种模式对于捕捉移动物体是必要的。" +msgid "Albedo texture slot in a decal ([member Decal.texture_albedo])." +msgstr "贴花中的反照率纹理([member Decal.texture_albedo])。" + +msgid "Normal map texture slot in a decal ([member Decal.texture_normal])." +msgstr "贴花中的法线贴图纹理([member Decal.texture_normal])。" + +msgid "" +"Occlusion/Roughness/Metallic texture slot in a decal ([member Decal." +"texture_orm])." +msgstr "贴花中的遮蔽/粗糙度/金属性纹理([member Decal.texture_orm])。" + +msgid "Emission texture slot in a decal ([member Decal.texture_emission])." +msgstr "贴花中的自发光纹理([member Decal.texture_orm])。" + msgid "Represents the size of the [enum DecalTexture] enum." msgstr "代表 [enum DecalTexture] 枚举的大小。" @@ -85447,9 +86803,6 @@ msgstr "代表 [enum ViewportScreenSpaceAA] 枚举的大小。" msgid "Number of objects drawn in a single frame." msgstr "在单帧中绘制的对象的数量。" -msgid "Number of vertices drawn in a single frame." -msgstr "在单个帧中绘制的顶点数。" - msgid "Number of draw calls during this frame." msgstr "此帧期间的绘制调用数。" @@ -86050,19 +87403,6 @@ msgstr "代表 [enum GlobalShaderParameterType] 枚举的大小。" msgid "Texture memory used (in bytes)." msgstr "纹理内存的使用量(单位为字节)。" -msgid "Buffer memory used (in bytes)." -msgstr "缓冲内存的使用量(单位为字节)。" - -msgid "" -"Video memory used (in bytes). This is always greater than the sum of " -"[constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant " -"RENDERING_INFO_BUFFER_MEM_USED], since there is miscellaneous data not " -"accounted for by those two metrics." -msgstr "" -"显存的使用量(单位为字节)。始终比 [constant " -"RENDERING_INFO_TEXTURE_MEM_USED] 与 [constant " -"RENDERING_INFO_BUFFER_MEM_USED] 的总和要大,因为这两项之外还有一些杂项数据。" - msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "硬件支持着色器。这个枚举目前在 Godot 3.x 中没有使用。" @@ -86782,6 +88122,12 @@ msgstr "" "用于无效 UID 的值,例如无法加载的资源。\n" "对应的文本表示为 [code]uid://[/code]。" +msgid "3D Particle trails" +msgstr "3D 粒子拖尾" + +msgid "Particle systems (3D)" +msgstr "粒子系统(3D)" + msgid "" "Override this method to modify properties in [param char_fx]. The method " "must return [code]true[/code] if the character could be transformed " @@ -86831,9 +88177,6 @@ msgstr "" "个 BBCode 会比较慢。如果您绝对需要在接下来的方法调用中关闭标签,请追加 " "[member text] 而不是使用 [method append_text]。" -msgid "Clears the tag stack and sets [member text] to an empty string." -msgstr "清空标签堆栈,并将 [member text] 设置为空字符串。" - msgid "" "Returns the line number of the character position provided.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " @@ -88704,94 +90047,6 @@ msgstr "SceneTree" msgid "Multiple resolutions" msgstr "多分辨率" -msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members. To wait for one frame after [method call_group] was " -"called, use [method call_group_flags] with the [constant " -"GROUP_CALL_DEFERRED] flag." -msgstr "" -"对给定分组的每个成员调用 [param method]。可以通过在方法调用结束时指定参数,来" -"将参数传递给 [param method]。如果该节点没有给定的方法或参数列表不匹配(无论是" -"计数还是类型),它将被跳过。\n" -"[b]注意:[/b][method call_group] 将立即对所有成员调用一次方法,如果对大量成员" -"调用昂贵的方法,这可能会导致卡顿。要在调用 [method call_group] 后等待一帧,请" -"将 [method call_group_flags] 和 [constant GROUP_CALL_DEFERRED] 标志一起使用。" - -msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" -"[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" -"[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called with a one-" -"frame delay in a way similar to [method Object.set_deferred]." -msgstr "" -"调用给定分组中每个成员的 [param method] 方法,遵循给定的 [enum " -"GroupCallFlags]。你可以在方法调用末尾指定要传递给 [param method] 的参数。如果" -"某个节点没有给定的方法,或者方法的参数列表不匹配(无论是数量还是类型不匹" -"配),则会跳过这个节点。\n" -"[codeblock]\n" -"# 使用延迟方式逆序调用该方法。\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" -"[/codeblock]\n" -"[b]注意:[/b]分组调用标志可用于控制方法调用的行为。默认情况下方法是立即调用" -"的,与 [method call_group] 类似。但是如果在 [param flags] 中存在 [constant " -"GROUP_CALL_DEFERRED] 标志,则方法会在延迟一帧后调用,与 [method Object." -"set_deferred] 类似。" - -msgid "" -"Changes the running scene to the one at the given [param path], after " -"loading it into a [PackedScene] and creating a new instance.\n" -"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " -"path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " -"if that scene cannot be instantiated.\n" -"[b]Note:[/b] The scene change is deferred, which means that the new scene " -"node is added on the next idle frame. This ensures that both scenes are " -"never loaded at the same time, which can exhaust system resources if the " -"scenes are too large or if running in a memory constrained environment. As " -"such, you won't be able to access the loaded scene immediately after the " -"[method change_scene_to_file] call." -msgstr "" -"将位于给定路径 [param path] 的场景加载进一个 [PackedScene] 并新建其实例,然后" -"将正在运行的场景修改为这个场景。\n" -"成功时返回 [constant OK],如果 [param path] 不能被加载到一个 [PackedScene] " -"中,则返回 [constant ERR_CANT_OPEN];如果该场景无法被实例化,则返回 " -"[constant ERR_CANT_CREATE]。\n" -"[b]注意:[/b]场景改变是延迟的,即新的场景节点是在下一个空闲帧中添加的。这确保" -"了两个场景永远不会同时加载,如果场景太大或在内存受限的环境中运行,这会耗尽系" -"统资源。因此,无法在 [method change_scene_to_file] 调用后,立即访问该加载的场" -"景。" - -msgid "" -"Changes the running scene to a new instance of the given [PackedScene] " -"(which must be valid).\n" -"Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " -"cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " -"invalid.\n" -"[b]Note:[/b] The scene change is deferred, which means that the new scene " -"node is added on the next idle frame. You won't be able to access it " -"immediately after the [method change_scene_to_packed] call." -msgstr "" -"将正在运行的场景改变为给定 [PackedScene] (必须有效)的一个新实例。\n" -"成功时返回 [constant OK],场景无法实例化时返回 [constant ERR_CANT_CREATE],场" -"景无效时返回 [constant ERR_INVALID_PARAMETER]。\n" -"[b]注意:[/b]场景改变是延迟的,即新的场景节点是在下一个空闲帧中添加的。无法" -"在 [method change_scene_to_packed] 调用后立即访问它。" - msgid "" "Creates and returns a new [Tween]. The Tween will start automatically on the " "next process frame or physics frame (depending on [enum Tween." @@ -88811,13 +90066,6 @@ msgid "" "application started." msgstr "返回当前的帧数,即自应用程序启动以来的总帧数。" -msgid "" -"Return the [MultiplayerAPI] configured for the given path, or the default " -"one if [param for_path] is empty." -msgstr "" -"返回为给定路径配置的 [MultiplayerAPI],如果 [param for_path] 为空,则返回默认" -"值。" - msgid "Returns the number of nodes in this [SceneTree]." msgstr "返回此 [SceneTree] 中的节点数。" @@ -88833,40 +90081,6 @@ msgstr "" msgid "Returns [code]true[/code] if the given group exists." msgstr "如果给定的组存在,返回 [code]true[/code]。" -msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification lots of members. To wait for one frame, " -"use [method notify_group_flags] with the [constant GROUP_CALL_DEFERRED] flag." -msgstr "" -"向 [param group] 中的所有成员发送给定的通知。\n" -"[b]注意:[/b][method notify_group] 通知所有成员,如果这样导致在很多成员上调用" -"消耗较高的方法,则会导致卡顿。如果想等待一帧,可以使用 [constant " -"GROUP_CALL_DEFERRED] 标志调用 [method set_group_flags]。" - -msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent with a one-frame delay in a way similar to using " -"[code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" -"将给定的通知发送到 [param group] 中的所有成员,同时遵循给定的 [enum " -"GroupCallFlags]。\n" -"[b]注意:[/b]分组调用标志用于控制通知发送的行为。默认情况下通知会立即发送,类" -"似于 [method notify_group]。但是,如果 [param call_flags] 参数中包含 " -"[constant GROUP_CALL_DEFERRED] 标志,则通知将被延迟一帧发送,类似于使用 " -"[code]Object.call_deferred(\"notification\", ...)[/code]。" - -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to after the current frame." -msgstr "将给定的对象排队准备删除,即在当前帧之后调用 [method Object.free] 。" - msgid "" "Quits the application at the end of the current iteration. Argument [param " "exit_code] can optionally be given (defaulting to 0) to customize the exit " @@ -88899,43 +90113,6 @@ msgstr "" "[PackedScene] 中,则返回 [constant ERR_CANT_OPEN],如果场景无法加载,则返回 " "[constant ERR_CANT_CREATE]。" -msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members. To wait for one frame, use [method " -"set_group_flags] with the [constant GROUP_CALL_DEFERRED] flag." -msgstr "" -"将给定分组中所有成员的 [param property] 设置为 [param value]。\n" -"[b]注意:[/b][method set_group] 会立即在所有成员上设置属性,如果对许多成员设" -"置具有大量耗费的 setter 的属性,则可能会导致卡顿。如果想等待一帧后再设置属" -"性,可以在 [constant GROUP_CALL_DEFERRED] 调用 [method set_group_flags]。" - -msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set with a " -"one-frame delay in a way similar to [method Object.call_deferred]." -msgstr "" -"将给定分组中所有成员的 [param property] 设置为 [param value],设置时会考虑给" -"定的 [enum GroupCallFlags]。\n" -"[b]注意:[/b]分组调用标志可用于控制属性设置的行为。默认情况下会立即设置属性," -"类似于 [method set_group]。但是,如果在 [param call_flags] 参数中存在 " -"[constant GROUP_CALL_DEFERRED] 标志,则属性将延迟一帧再设置,类似于 [method " -"Object.call_deferred]。" - -msgid "" -"Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling " -"also the relative subpaths), or override the default one if [param " -"root_path] is empty." -msgstr "" -"用给定的 [param root_path] 设置自定义的 [MultiplayerAPI](同时控制相对的子路" -"径),如果 [param root_path] 为空,则会覆盖默认值。" - msgid "If a current scene is loaded, calling this method will unload it." msgstr "如果当前场景已加载,调用此方法将进行卸载。" @@ -89074,9 +90251,6 @@ msgstr "对分组进行调用时,不使用标志(默认)。" msgid "Call a group in reverse scene order." msgstr "对分组进行调用时,使用逆场景序。" -msgid "Call a group with a one-frame delay (idle frame, not physics)." -msgstr "延迟一帧对分组进行调用(空闲帧,不是物理帧)。" - msgid "" "Call a group only once even if the call is executed many times.\n" "[b]Note:[/b] Arguments are not taken into account when deciding whether the " @@ -89090,54 +90264,6 @@ msgstr "" msgid "One-shot timer." msgstr "一次性定时器。" -msgid "" -"A one-shot timer managed by the scene tree, which emits [signal timeout] on " -"completion. See also [method SceneTree.create_timer].\n" -"As opposed to [Timer], it does not require the instantiation of a node. " -"Commonly used to create a one-shot delay timer as in the following example:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func some_function():\n" -" print(\"Timer started.\")\n" -" await get_tree().create_timer(1.0).timeout\n" -" print(\"Timer ended.\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public async Task SomeFunction()\n" -"{\n" -" GD.Print(\"Timer started.\");\n" -" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName." -"Timeout);\n" -" GD.Print(\"Timer ended.\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"The timer will be dereferenced after its time elapses. To preserve the " -"timer, you can keep a reference to it. See [RefCounted]." -msgstr "" -"由场景树管理的一次性定时器,完成时会发出 [signal timeout]。另见 [method " -"SceneTree.create_timer]。\n" -"与 [Timer] 不同,它不需要实例化节点。通常用于创建一次性的延迟定时器,如下例所" -"示:\n" -"[codeblocks]\n" -"[gdscript]\n" -"func some_function():\n" -" print(\"计时开始。\")\n" -" await get_tree().create_timer(1.0).timeout\n" -" print(\"计时结束。\")\n" -"[/gdscript]\n" -"[csharp]\n" -"public async void SomeFunction()\n" -"{\n" -" GD.Print(\"计时开始。\");\n" -" await ToSignal(GetTree().CreateTimer(1.0f), \"timeout\");\n" -" GD.Print(\"计时结束。\");\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"该计时器将在计时结束后取消引用。要保留该计时器,可以保留对它的引用。见 " -"[RefCounted]。" - msgid "The time remaining (in seconds)." msgstr "剩余时间(单位为秒)。" @@ -89508,19 +90634,6 @@ msgstr "" "如果为 [code]true[/code],则该形状可以返回正确的法线,并在任何方向上分离,允" "许在斜坡上滑动。" -msgid "A custom shader program." -msgstr "自定义着色器程序。" - -msgid "" -"This class allows you to define a custom shader program that can be used by " -"a [ShaderMaterial]. Shaders allow you to write your own custom behavior for " -"rendering objects or updating particle information. For a detailed " -"explanation and usage, please see the tutorials linked below." -msgstr "" -"此类允许您定义一个 [ShaderMaterial] 可以使用的自定义着色器程序。着色器允许您" -"编写自己的自定义行为来渲染对象或更新粒子信息。有关详细说明和用法,请参阅下面" -"链接的教程。" - msgid "Shaders documentation index" msgstr "着色器文档索引" @@ -89535,13 +90648,6 @@ msgstr "" "[b]注意:[/b][param name] 必须与代码中的 uniform 名称完全匹配。\n" "[b]注意:[/b]如果使用采样器数组,则使用 [param index] 访问指定的纹理。" -msgid "" -"Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], " -"[constant MODE_SPATIAL] or [constant MODE_PARTICLES]." -msgstr "" -"返回着色器的着色器模式,[constant MODE_CANVAS_ITEM]、[constant MODE_SPATIAL] " -"或 [constant MODE_PARTICLES]。" - msgid "" "Get the list of shader uniforms that can be assigned to a [ShaderMaterial], " "for use with [method ShaderMaterial.set_shader_parameter] and [method " @@ -90394,6 +91500,75 @@ msgstr "" "当该 Skeleton3D 节点中的任一骨骼,改变了它们的姿势时,就会发出这个信号。这用" "于通知依赖骨骼位置的节点,Skeleton3D 中的任一骨骼已经改变了它们的变换/姿势。" +msgid "" +"A node used to rotate all bones of a [Skeleton3D] bone chain a way that " +"places the end bone at a desired 3D position." +msgstr "" +"可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放置在正确的 " +"3D 位置的节点。" + +msgid "" +"SkeletonIK3D is used to rotate all bones of a [Skeleton3D] bone chain a way " +"that places the end bone at a desired 3D position. A typical scenario for IK " +"in games is to place a character's feet on the ground or a character's hands " +"on a currently held object. SkeletonIK uses FabrikInverseKinematic " +"internally to solve the bone chain and applies the results to the " +"[Skeleton3D] [code]bones_global_pose_override[/code] property for all " +"affected bones in the chain. If fully applied, this overwrites any bone " +"transform from [Animation]s or bone custom poses set by users. The applied " +"amount can be controlled with the [member interpolation] property.\n" +"[codeblock]\n" +"# Apply IK effect automatically on every new frame (not the current)\n" +"skeleton_ik_node.start()\n" +"\n" +"# Apply IK effect only on the current frame\n" +"skeleton_ik_node.start(true)\n" +"\n" +"# Stop IK effect and reset bones_global_pose_override on Skeleton\n" +"skeleton_ik_node.stop()\n" +"\n" +"# Apply full IK effect\n" +"skeleton_ik_node.set_interpolation(1.0)\n" +"\n" +"# Apply half IK effect\n" +"skeleton_ik_node.set_interpolation(0.5)\n" +"\n" +"# Apply zero IK effect (a value at or below 0.01 also removes " +"bones_global_pose_override on Skeleton)\n" +"skeleton_ik_node.set_interpolation(0.0)\n" +"[/codeblock]\n" +"[i]Deprecated.[/i] This class is deprecated, and might be removed in a " +"future release." +msgstr "" +"SkeletonIK3D 可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放" +"置在正确的 3D 位置。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的" +"手放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨" +"骼链,并将结果应用于 [Skeleton3D] [code]bones_global_pose_override[/code] 属" +"性中所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换" +"或用户设置的骨骼自定义姿势。应用量可以用 [member interpolation] 属性来控" +"制。\n" +"[codeblock]\n" +"# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n" +"skeleton_ik_node.start()\n" +"\n" +"# 只在当前帧上应用 IK 效果\n" +"skeleton_ik_node.start(true)\n" +"\n" +"# 停止 IK 效果并重置骨骼上的 bones_global_pose_override\n" +"skeleton_ik_node.stop()\n" +"\n" +"# 应用完整的 IK 效果\n" +"skeleton_ik_node.set_interpolation(1.0)\n" +"\n" +"# 应用一半的 IK 效果\n" +"skeleton_ik_node.set_interpolation(0.5)\n" +"\n" +"# 应用零 IK 效果(数值为 0.01 或低于 0.01 也会移除 Skeleton 上的 " +"bones_global_pose_override)。\n" +"skeleton_ik_node.set_interpolation(0.0)\n" +"[/codeblock]\n" +"[i]已弃用。[/i]这个类已废弃,可能在后续版本中移除。" + msgid "" "Returns the parent [Skeleton3D] Node that was present when SkeletonIK " "entered the [SceneTree]. Returns null if the parent node was not a " @@ -92148,8 +93323,8 @@ msgid "" msgstr "" "如果给定位置的像素不透明,则返回 [code]true[/code],其他情况下返回 " "[code]false[/code]。\n" -"[b]注意:[/b]如果精灵的纹理为[code]null[/code]或者给定的位置无效,它也会返回 " -"[code]false[/code]。" +"[b]注意:[/b]如果精灵的纹理为 [code]null[/code] 或者给定的位置无效,它也会返" +"回 [code]false[/code]。" msgid "If [code]true[/code], texture is centered." msgstr "如果为 [code]true[/code],纹理居中。" @@ -93187,24 +94362,6 @@ msgstr "" "var file = \"/path/to/icon.png\".get_file() # file 为 \"icon.png\"\n" "[/codeblock]" -msgid "" -"Splits the string using a [param delimiter] and returns the substring at " -"index [param slice]. Returns an empty string if the [param slice] does not " -"exist.\n" -"This is faster than [method split], if you only need one substring.\n" -"[b]Example:[/b]\n" -"[codeblock]\n" -"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n" -"[/codeblock]" -msgstr "" -"使用分隔符 [param delimiter] 拆分该字符串,返回索引为 [param slice] 的子串。" -"如果 [param slice] 不存在则返回空字符串。\n" -"只需要一个子串时这个方法比 [method split] 快。\n" -"[b]示例:[/b]\n" -"[codeblock]\n" -"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # 输出 \"example\"\n" -"[/codeblock]" - msgid "" "Returns the total number of slices when the string is split with the given " "[param delimiter] (see [method split])." @@ -94381,6 +95538,24 @@ msgstr "" "从给定的 [String] 创建 [StringName]。在 GDScript 中," "[code]StringName(\"example\")[/code] 与 [code]&\"example\"[/code] 等价。" +msgid "" +"Splits the string using a [param delimiter] and returns the substring at " +"index [param slice]. Returns an empty string if the [param slice] does not " +"exist.\n" +"This is faster than [method split], if you only need one substring.\n" +"[b]Example:[/b]\n" +"[codeblock]\n" +"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n" +"[/codeblock]" +msgstr "" +"使用分隔符 [param delimiter] 拆分该字符串,返回索引为 [param slice] 的子串。" +"如果 [param slice] 不存在则返回空字符串。\n" +"只需要一个子串时这个方法比 [method split] 快。\n" +"[b]示例:[/b]\n" +"[codeblock]\n" +"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # 输出 \"example\"\n" +"[/codeblock]" + msgid "" "Decodes the string from its URL-encoded format. This method is meant to " "properly decode the parameters in a URL when receiving an HTTP request.\n" @@ -100360,6 +101535,14 @@ msgstr "" "返回给定物理物体 RID 对应图块的坐标。与图块发生碰撞时,可以通过 [method " "KinematicCollision2D.get_collider_rid] 获取该 RID。" +msgid "" +"Returns the tilemap layer of the tile for given physics body RID. Such RID " +"can be retrieved from [method KinematicCollision2D.get_collider_rid], when " +"colliding with a tile." +msgstr "" +"返回给定物理物体 RID 对应图块的 TileMap 图层。与图块发生碰撞时,可以通过 " +"[method KinematicCollision2D.get_collider_rid] 获取该 RID。" + msgid "Returns a TileMap layer's modulate." msgstr "返回 TileMap 图层的调制颜色。" @@ -100529,6 +101712,49 @@ msgstr "" "的无效值,即 [code]-1[/code]、[code]Vector2i(-1, -1)[/code] 和 [code]-1[/" "code]。" +msgid "" +"Update all the cells in the [param cells] coordinates array so that they use " +"the given [param terrain] for the given [param terrain_set]. If an updated " +"cell has the same terrain as one of its neighboring cells, this function " +"tries to join the two. This function might update neighboring tiles if " +"needed to create correct terrain transitions.\n" +"If [param ignore_empty_terrains] is true, empty terrains will be ignored " +"when trying to find the best fitting tile for the given terrain " +"constraints.\n" +"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet " +"to have terrains set up with all required terrain combinations. Otherwise, " +"it may produce unexpected results." +msgstr "" +"更新 [param cells] 坐标数组中的所有单元格,以便它们将给定的 [param terrain] " +"用于给定的 [param terrain_set]。如果一个更新的单元格与其相邻单元格之一具有相" +"同的地形,则该函数会尝试将两者连接起来。如果需要创建正确的地形过渡,该函数可" +"能会更新相邻的图块。\n" +"如果 [param ignore_empty_terrains] 为真,则在尝试为给定地形约束找到最合适的图" +"块时,空地形将被忽略。\n" +"[b]注意:[/b]要正常工作,这个方法需要 TileMap 的 TileSet 设置了具有所有必需地" +"形组合的地形。否则,可能会产生意想不到的结果。" + +msgid "" +"Update all the cells in the [param path] coordinates array so that they use " +"the given [param terrain] for the given [param terrain_set]. The function " +"will also connect two successive cell in the path with the same terrain. " +"This function might update neighboring tiles if needed to create correct " +"terrain transitions.\n" +"If [param ignore_empty_terrains] is true, empty terrains will be ignored " +"when trying to find the best fitting tile for the given terrain " +"constraints.\n" +"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet " +"to have terrains set up with all required terrain combinations. Otherwise, " +"it may produce unexpected results." +msgstr "" +"更新 [param path] 坐标数组中的所有单元格,以便它们将给定的 [param terrain] 用" +"于给定的 [param terrain_set]。该函数还将连接路径中具有相同地形的两个连续单元" +"格。如果需要创建正确的地形过渡,该函数可能会更新相邻的图块。\n" +"如果 [param ignore_empty_terrains] 为真,则在尝试为给定地形约束找到最合适的图" +"块时将忽略空地形。\n" +"[b]注意:[/b]要正常工作,这个方法需要 TileMap 的 TileSet 设置了具有所有必需地" +"形组合的地形。否则,可能会产生意想不到的结果。" + msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " "processed at all (no rendering, no physics, etc...).\n" @@ -100538,6 +101764,54 @@ msgstr "" "等)。\n" "如果 [param layer] 为负数,则从最后一个图层开始访问。" +msgid "" +"Sets a layer's color. It will be multiplied by tile's color and TileMap's " +"modulate.\n" +"If [param layer] is negative, the layers are accessed from the last one." +msgstr "" +"设置图层的颜色。该颜色会与图块的颜色以及 TileMap 的调制色相乘。\n" +"如果 [param layer] 为负,则逆序访问图层。" + +msgid "" +"Sets a layer's name. This is mostly useful in the editor.\n" +"If [param layer] is negative, the layers are accessed from the last one." +msgstr "" +"设置图层的名称。主要在编辑器中使用。\n" +"如果 [param layer] 为负,则逆序访问图层。" + +msgid "" +"Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer " +"will behave as a CanvasItem node where each of its tile gets Y-sorted.\n" +"Y-sorted layers should usually be on different Z-index values than not Y-" +"sorted layers, otherwise, each of those layer will be Y-sorted as whole with " +"the Y-sorted one. This is usually an undesired behavior.\n" +"If [param layer] is negative, the layers are accessed from the last one." +msgstr "" +"启用或禁用图层的 Y 排序。如果进行了 Y 排序,则该图层和 CanvasItem 节点的行为" +"一致,会将其中的每个图块都进行 Y 排序。\n" +"Y 排序图层的 Z 索引一般应该和未 Y 排序的图层不同,否则未 Y 排序的图层会作为一" +"个整体,和 Y 排序图层一起进行 Y 排序。通常不希望发生这样的行为。\n" +"如果 [param layer] 为负,则逆序访问图层。" + +msgid "" +"Sets a layer's Y-sort origin value. This Y-sort origin value is added to " +"each tile's Y-sort origin value.\n" +"This allows, for example, to fake a different height level on each layer. " +"This can be useful for top-down view games.\n" +"If [param layer] is negative, the layers are accessed from the last one." +msgstr "" +"设置图层的 Y 排序原点。各个图块的 Y 排序原点值都会加上这个 Y 排序原点值。\n" +"用例是为图层冒充不同的高度级别。俯视角游戏比较有用。\n" +"如果 [param layer] 为负,则逆序访问图层。" + +msgid "" +"Sets a layers Z-index value. This Z-index is added to each tile's Z-index " +"value.\n" +"If [param layer] is negative, the layers are accessed from the last one." +msgstr "" +"设置图层的 Z 索引值。各个图块的 Z 索引值都会加上这个 Z 索引。\n" +"如果 [param layer] 为负,则逆序访问图层。" + msgid "" "Assigns a [NavigationServer2D] navigation map [RID] to the specified TileMap " "[param layer].\n" @@ -100567,6 +101841,19 @@ msgid "" "this size." msgstr "该 TileMap 的象限大小。会使用这个大小的区块对绘制进行批处理优化。" +msgid "" +"If enabled, the TileMap will see its collisions synced to the physics tick " +"and change its collision type from static to kinematic. This is required to " +"create TileMap-based moving platform.\n" +"[b]Note:[/b] Enabling [member collision_animatable] may have a small " +"performance impact, only do it if the TileMap is moving and has colliding " +"tiles." +msgstr "" +"如果启用,TileMap 将看到它的碰撞同步到物理周期并将其碰撞类型从静态更改为运动" +"学。这是创建基于 TileMap 的移动的平台所必需的。\n" +"[b]注意:[/b]启用 [member collision_animatable] 可能会对性能产生一个很小的影" +"响,只有在该 TileMap 正在移动并且有碰撞的图块时才这样做。" + msgid "" "Show or hide the TileMap's collision shapes. If set to [constant " "VISIBILITY_MODE_DEFAULT], this depends on the show collision debug settings." @@ -100717,17 +102004,6 @@ msgstr "" "[param to_position] 为 -1,则会将其添加到数组的末尾。\n" "物理层能够为图集图块分配碰撞多边形。" -msgid "" -"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] " -"is not -1, also set its source ID. Otherwise, a unique identifier is " -"automatically generated.\n" -"The function returns the added source ID or -1 if the source could not be " -"added." -msgstr "" -"在 TileSet 中添加 [TileSetSource]。如果 [param atlas_source_id_override] 不" -"为 -1,则还会设置其源 ID。否则会自动生成唯一标识符。\n" -"函数返回添加的源 ID,如果无法添加源则返回 -1。" - msgid "" "Adds a new terrain to the given terrain set [param terrain_set] at the given " "position [param to_position] in the array. If [param to_position] is -1, " @@ -101583,29 +102859,6 @@ msgstr "" msgid "Exposes a set of tiles for a [TileSet] resource." msgstr "向 [TileSet] 资源暴露一组图块。" -msgid "" -"Exposes a set of tiles for a [TileSet] resource.\n" -"Tiles in a source are indexed with two IDs, coordinates ID (of type " -"Vector2i) and an alternative ID (of type int), named according to their use " -"in the [TileSetAtlasSource] class.\n" -"Depending on the TileSet source type, those IDs might have restrictions on " -"their values, this is why the base [TileSetSource] class only exposes " -"getters for them.\n" -"You can iterate over all tiles exposed by a TileSetSource by first iterating " -"over coordinates IDs using [method get_tiles_count] and [method " -"get_tile_id], then over alternative IDs using [method " -"get_alternative_tiles_count] and [method get_alternative_tile_id]." -msgstr "" -"向 [TileSet] 资源暴露一组图块。\n" -"源中的图块具有索引,索引为两个 ID,分别是坐标 ID(类型为 Vector2i)和备选 ID" -"(类型为 int),名称反映了在 [TileSetAtlasSource] 中的使用方法。\n" -"根据 TileSet 源类型的不同,对这些 ID 的值可能有不同的限制,这就是 " -"[TileSetSource] 基类仅暴露了 getter 的原因。\n" -"要遍历 TileSetSource 中暴露的所有图块,你可以首先使用 [method " -"get_tiles_count] 和 [method get_tile_id] 遍历坐标 ID,然后使用 [method " -"get_alternative_tiles_count] 和 [method get_alternative_tile_id] 遍历备选 " -"ID。" - msgid "" "Returns the alternative ID for the tile with coordinates ID [param " "atlas_coords] at index [param index]." @@ -102065,14 +103318,6 @@ msgstr "" "Timer 节点。计时器会受 [member Engine.time_scale] 的影响,缩放值越高意味着超" "时越快,反之亦然。" -msgid "" -"Update the timer during the physics step at each frame (fixed framerate " -"processing)." -msgstr "在每一帧的物理运算步骤中更新定时器,即固定帧率处理。" - -msgid "Update the timer during the idle time at each frame." -msgstr "在每一帧空闲时间内更新定时器。" - msgid "TLS configuration for clients and servers." msgstr "客户端与服务器的 TLS 配置。" @@ -103732,264 +104977,6 @@ msgid "" "[Tweener]s." msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。" -msgid "" -"Tweens are mostly useful for animations requiring a numerical property to be " -"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" -"betweening[/i], an animation technique where you specify [i]keyframes[/i] " -"and the computer interpolates the frames that appear between them. Animating " -"something with a [Tween] is called tweening.\n" -"[Tween] is more suited than [AnimationPlayer] for animations where you don't " -"know the final values in advance. For example, interpolating a dynamically-" -"chosen camera zoom value is best done with a [Tween]; it would be difficult " -"to do the same thing with an [AnimationPlayer] node. Tweens are also more " -"light-weight than [AnimationPlayer], so they are very much suited for simple " -"animations or general tasks that don't require visual tweaking provided by " -"the editor. They can be used in a fire-and-forget manner for some logic that " -"normally would be done by code. You can e.g. make something shoot " -"periodically by using a looped [CallbackTweener] with a delay.\n" -"A [Tween] can be created by using either [method SceneTree.create_tween] or " -"[method Node.create_tween]. [Tween]s created manually (i.e. by using " -"[code]Tween.new()[/code]) are invalid and can't be used for tweening " -"values.\n" -"A tween animation is created by adding [Tweener]s to the [Tween] object, " -"using [method tween_property], [method tween_interval], [method " -"tween_callback] or [method tween_method]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, " -"before finally calling [method Node.queue_free] to free the sprite. " -"[Tweener]s are executed one after another by default. This behavior can be " -"changed using [method parallel] and [method set_parallel].\n" -"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a " -"chained method call can be used to tweak the properties of this [Tweener]. " -"For example, if you want to set a different transition type in the above " -"example, you can use [method set_trans]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." -"TRANS_SINE)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." -"TRANS_BOUNCE)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." -"SetTrans(Tween.TransitionType.Sine);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." -"SetTrans(Tween.TransitionType.Bounce);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Most of the [Tween] methods can be chained this way too. In the following " -"example the [Tween] is bound to the running script's node and a default " -"transition is set for its [Tweener]s:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." -"TRANS_ELASTIC)\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." -"TransitionType.Elastic);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Another interesting use for [Tween]s is animating arbitrary sets of " -"objects:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = create_tween()\n" -"for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = CreateTween();\n" -"foreach (Node sprite in GetChildren())\n" -" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"In the example above, all children of a node are moved one after another to " -"position (0, 0).\n" -"You should avoid using more than one [Tween] per object's property. If two " -"or more tweens animate one property at the same time, the last one created " -"will take priority and assign the final value. If you want to interrupt and " -"restart an animation, consider assigning the [Tween] to a variable:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween\n" -"func animate():\n" -" if tween:\n" -" tween.kill() # Abort the previous animation.\n" -" tween = create_tween()\n" -"[/gdscript]\n" -"[csharp]\n" -"private Tween _tween;\n" -"\n" -"public void Animate()\n" -"{\n" -" if (_tween != null)\n" -" _tween.Kill(); // Abort the previous animation\n" -" _tween = CreateTween();\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"Some [Tweener]s use transitions and eases. The first accepts a [enum " -"TransitionType] constant, and refers to the way the timing of the animation " -"is handled (see [url=https://easings.net/]easings.net[/url] for some " -"examples). The second accepts an [enum EaseType] constant, and controls " -"where the [code]trans_type[/code] is applied to the interpolation (in the " -"beginning, the end, or both). If you don't know which transition and easing " -"to pick, you can try different [enum TransitionType] constants with " -"[constant EASE_IN_OUT], and use the one that looks best.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" -"[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " -"results in an undefined behavior. Create a new Tween for each animation and " -"every time you replay an animation from start. Keep in mind that Tweens " -"start immediately, so only create a Tween when you want to start animating.\n" -"[b]Note:[/b] Tweens are processing after all of nodes in the current frame, " -"i.e. after [method Node._process] or [method Node._physics_process] " -"(depending on [enum TweenProcessMode])." -msgstr "" -"Tween 主要用于需要将一个数值属性插值到一系列值的动画。[i]tween[/i] 这个名字来" -"自 [i]in-betweening[/i],这是一种动画技术,可以在其中指定 [i]关键帧[/i],然后" -"计算机会插入出现在它们之间的帧。使用 [Tween] 制作动画被称为补间动画。\n" -"[Tween] 比 [AnimationPlayer] 更适合事先不知道最终值的动画。例如,插入动态选择" -"的相机缩放值最好使用 [Tween] 完成;很难使用 [AnimationPlayer] 节点做同样的事" -"情。Tween 也比 [AnimationPlayer] 更轻量级,因此它们非常适合简单的动画,或不需" -"要编辑器提供的视觉调整的通用任务。对于通常由代码完成的某些逻辑,它们可以以即" -"用即弃的方式使用。例如,可以使用带延迟的循环 [CallbackTweener] 定期射击。\n" -"可以使用 [method SceneTree.create_tween] 或 [method Node.create_tween] 创建 " -"[Tween]。手动创建的 [Tween](即使用 [code]Tween.new()[/code])无效,不能用于" -"对值进行补间。\n" -"通过使用 [method tween_property]、[method tween_interval]、[method " -"tween_callback]、或 [method tween_method],可将 [Tweener] 添加到 [Tween] 对象" -"来创建一个补间动画:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"该序列将使 [code]$Sprite[/code] 节点变红,然后缩小,最后调用 [method Node." -"queue_free] 来释放该精灵。默认情况下,[Tweener] 一个接一个地执行。这种行为可" -"以使用 [method parallel] 和 [method set_parallel] 来更改。\n" -"当使用 [code]tween_*[/code] 方法之一创建 [Tweener] 时,可以使用链式方法调用来" -"调整该 [Tweener] 的属性。例如,如果想在上面的例子中设置一个不同的过渡类型,可" -"以使用 [method set_trans]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween()\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween." -"TRANS_SINE)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." -"TRANS_BOUNCE)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = GetTree().CreateTween();\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)." -"SetTrans(Tween.TransitionType.Sine);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)." -"SetTrans(Tween.TransitionType.Bounce);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"大多数 [Tween] 方法也可以这样链式调用。在下面的示例中,[Tween] 被绑定到运行脚" -"本的节点,并为其 [Tweener] 设置了默认过渡:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." -"TRANS_ELASTIC)\n" -"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n" -"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" -"tween.tween_callback($Sprite.queue_free)\n" -"[/gdscript]\n" -"[csharp]\n" -"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween." -"TransitionType.Elastic);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n" -"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n" -"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[Tween] 的另一个有趣用途是动画化任意对象集:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween = create_tween()\n" -"for sprite in get_children():\n" -" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" -"[/gdscript]\n" -"[csharp]\n" -"Tween tween = CreateTween();\n" -"foreach (Node sprite in GetChildren())\n" -" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"在上面的示例中,一个节点的所有子节点都被依次移动到位置 (0, 0)。\n" -"应该避免为对象的同一属性使用多个 [Tween]。如果两个或多个补间同时为同一个属性" -"设置动画,则最后创建的补间将优先使用,并分配最终值。如果要中断并重新启动动" -"画,请考虑将 [Tween] 赋给变量:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var tween\n" -"func animate():\n" -" if tween:\n" -" tween.kill() # 终止之前的补间动画。\n" -" tween = create_tween()\n" -"[/gdscript]\n" -"[csharp]\n" -"private Tween _tween;\n" -"\n" -"public void Animate()\n" -"{\n" -" if (_tween != null)\n" -" _tween.Kill(); // 终止之前的补间动画。\n" -" _tween = CreateTween();\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"一些 [Tweener] 会使用过渡和缓动。第一个接受一个 [enum TransitionType] 常量," -"指的是处理动画时间的方式(有关示例,请参见 [url=https://easings.net/]easings." -"net[/url])。第二个接受一个 [enum EaseType] 常量,并控制 [code]trans_type[/" -"code] 应用于插值的位置(在开头、结尾、或两者)。如果不知道该选择哪种过渡和缓" -"动,可以尝试使用 [constant EASE_IN_OUT] 并配合不同 [enum TransitionType] 常" -"量,并使用看起来最好的那个。\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"tween_cheatsheet.png]补间缓动与过渡类型速查表[/url]\n" -"[b]注意:[/b]Tween 并不是针对重用设计的,尝试重用会造成未定义行为。每次从头开" -"始重新播放每个动画都请新建一个 Tween。请记住,Tween 是会立即开始的,所以请只" -"在需要开始动画时创建 Tween。\n" -"[b]注意:[/b]Tween 在当前帧中的所有节点之后处理,即在 [method Node._process] " -"或 [method Node._physics_process] 之后(取决于 [enum TweenProcessMode])。" - msgid "" "Binds this [Tween] with the given [param node]. [Tween]s are processed " "directly by the [SceneTree], so they run independently of the animated " @@ -104212,15 +105199,6 @@ msgstr "" "TweenPauseMode]。\n" "默认值为 [constant TWEEN_PAUSE_BOUND]。" -msgid "" -"Determines whether the [Tween] should run during idle frame (see [method " -"Node._process]) or physics frame (see [method Node._physics_process].\n" -"Default value is [constant TWEEN_PROCESS_IDLE]." -msgstr "" -"决定该 [Tween] 应当在空闲帧(见 [method Node._process])还是物理帧(见 " -"[method Node._physics_process])执行。\n" -"默认值为 [constant TWEEN_PROCESS_IDLE]。" - msgid "" "Scales the speed of tweening. This affects all [Tweener]s and their delays." msgstr "补间的速度缩放。影响所有 [Tweener] 及其延迟。" @@ -104600,12 +105578,6 @@ msgstr "" "完成该 [Tween] 的一步完成后触发,会提供这一步的索引号。一步指的是单个 " "[Tweener] 或一组并行执行的 [Tweener]。" -msgid "The [Tween] updates during the physics frame." -msgstr "该 [Tween] 在物理帧期间更新。" - -msgid "The [Tween] updates during the idle frame." -msgstr "该 [Tween] 在空闲帧期间更新。" - msgid "" "If the [Tween] has a bound node, it will process when that node can process " "(see [member Node.process_mode]). Otherwise it's the same as [constant " @@ -105085,19 +106057,6 @@ msgstr "" "提交动作。如果 [param execute] 为 [code]true[/code](默认情况),则会在调用此" "函数时调用/设置所有“执行(do)”方法/属性。" -msgid "" -"Create a new action. After this is called, do all your calls to [method " -"add_do_method], [method add_undo_method], [method add_do_property], and " -"[method add_undo_property], then commit the action with [method " -"commit_action].\n" -"The way actions are merged is dictated by [param merge_mode]. See [enum " -"MergeMode] for details." -msgstr "" -"新建动作。调用此方法后,请执行所有对 [method add_do_method]、[method " -"add_undo_method]、[method add_do_property]、[method add_undo_property] 的调" -"用,然后使用 [method commit_action] 提交这个动作。\n" -"合并操作的方式由 [param merge_mode] 决定。详情见 [enum MergeMode]。" - msgid "" "Stops marking operations as to be processed even if the action gets merged " "with another in the [constant MERGE_ENDS] mode. See [method " @@ -113129,13 +114088,6 @@ msgstr "" msgid "Moves the [Window] on top of other windows and focuses it." msgstr "将该 [Window] 移动到其他窗口的顶部并聚焦。" -msgid "" -"Popups the [Window] centered inside its parent [Window] and sets its size as " -"a [param ratio] of parent's size." -msgstr "" -"在父 [Window] 中居中弹出该 [Window],并按照父节点大小的 [param ratio] 比例设" -"置其大小。" - msgid "" "Tells the OS that the [Window] needs an attention. This makes the window " "stand out in some way depending on the system, e.g. it might blink on the " @@ -113240,6 +114192,23 @@ msgstr "" "的顶部,会阻止所有输入到达父级 [Window]。\n" "需要启用 [member transient] 才能正常工作。" +msgid "" +"If [code]true[/code], the [Window] contents is expanded to the full size of " +"the window, window title bar is transparent.\n" +"[b]Note:[/b] This property is implemented only on macOS.\n" +"[b]Note:[/b] This property only works with native windows." +msgstr "" +"如果为 [code]true[/code],则 [Window] 的内容将会扩展到窗口的完整大小,窗口标" +"题栏是透明的。\n" +"[b]注意:[/b]这个属性仅在 macOS 上实现。\n" +"[b]注意:[/b]这个属性仅对原生窗口有效。" + +msgid "" +"Specifies the initial type of position for the [Window]. See [enum " +"WindowInitialPosition] constants." +msgstr "" +"指定该 [Windows] 的初始位置类型。见 [enum WindowInitialPosition] 常量。" + msgid "" "If non-zero, the [Window] can't be resized to be bigger than this size.\n" "[b]Note:[/b] This property will be ignored if the value is lower than " @@ -113258,6 +114227,32 @@ msgstr "" "[b]注意:[/b] 如果启用了 [member wrap_controls] 并且 [method " "get_contents_minimum_size] 更大,则此属性将被忽略。" +msgid "" +"Set's the window's current mode.\n" +"[b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and " +"Linux.\n" +"[b]Note:[/b] This method only works with native windows, i.e. the main " +"window and [Window]-derived nodes when [member Viewport." +"gui_embed_subwindows] is disabled in the main viewport." +msgstr "" +"设置该窗口的当前模式。\n" +"[b]注意:[/b]在 Windows 和 Linux 上,全屏与独占全屏是不同的模式。\n" +"[b]注意:[/b]这个方法仅对原生窗口有效,即主窗口和禁用主视口 [member Viewport." +"gui_embed_subwindows] 时的 [Window] 派生节点。" + +msgid "" +"If [code]true[/code], all mouse events will be passed to the underlying " +"window of the same application. See also [member " +"mouse_passthrough_polygon].\n" +"[b]Note:[/b] This property is implemented on Linux (X11), macOS and " +"Windows.\n" +"[b]Note:[/b] This property only works with native windows." +msgstr "" +"如果为 [code]true[/code],则所有鼠标事件都会传递给同一应用的底层窗口。另见 " +"[member mouse_passthrough_polygon]。\n" +"[b]注意:[/b]这个属性在 Linux(X11)、macOS 和 Windows 上实现。\n" +"[b]注意:[/b]这个属性仅对原生窗口有效。" + msgid "" "Sets a polygonal region of the window which accepts mouse events. Mouse " "events outside the region will be passed through.\n" @@ -113325,6 +114320,22 @@ msgstr "" "和 macOS 上则会被绘制。\n" "[b]注意:[/b]该属性在 Linux (X11)、macOS 和 Windows 上实现。" +msgid "" +"The window's position in pixels.\n" +"If [member ProjectSettings.display/window/subwindows/embed_subwindows] is " +"[code]false[/code], the position is in absolute screen coordinates. This " +"typically applies to editor plugins. If the setting is [code]true[/code], " +"the window's position is in the coordinates of its parent [Viewport].\n" +"[b]Note:[/b] This property only works if [member initial_position] is set to " +"[constant WINDOW_INITIAL_POSITION_ABSOLUTE]." +msgstr "" +"该窗口的位置,单位为像素。\n" +"如果 [member ProjectSettings.display/window/subwindows/embed_subwindows] 为 " +"[code]false[/code],则该位置使用屏幕绝对坐标。通常适用于编辑器插件。如果该设" +"置项为 [code]true[/code],则该窗口的位置使用其父 [Viewport] 中的坐标。\n" +"[b]注意:[/b]这个属性仅在 [member initial_position] 为 [constant " +"WINDOW_INITIAL_POSITION_ABSOLUTE] 时有效。" + msgid "The window's size in pixels." msgstr "该窗口的大小,单位为像素。" @@ -113335,6 +114346,12 @@ msgstr "" "此 [Window] 用于查找其自己的主题项目的主题类型变体的名称。详情见 [member " "Control.theme_type_variation]。" +msgid "" +"The window's title. If the [Window] is native, title styles set in [Theme] " +"will have no effect." +msgstr "" +"该窗口的标题。如果 [Window] 是原生的,则 [Theme] 中设置的标题样式无效。" + msgid "" "If [code]true[/code], the [Window] is transient, i.e. it's considered a " "child of another [Window]. The transient window will be destroyed with its " @@ -113348,6 +114365,24 @@ msgstr "" "窗口显示在非独占全屏父窗口之上。临时窗口无法进入全屏模式。\n" "请注意,不同平台可能由不同的行为。" +msgid "" +"If [code]true[/code], the [Window]'s background can be transparent. This is " +"best used with embedded windows.\n" +"[b]Note:[/b] Transparency support is implemented on Linux, macOS and " +"Windows, but availability might vary depending on GPU driver, display " +"manager, and compositor capabilities.\n" +"[b]Note:[/b] This property has no effect if either [member ProjectSettings." +"display/window/per_pixel_transparency/allowed], or the window's [member " +"Viewport.transparent_bg] is set to [code]false[/code]." +msgstr "" +"如果为 [code]true[/code],则 [Window] 的背景可以是透明的。最好用在嵌入式窗口" +"中。\n" +"[b]注意:[/b]透明度支持已在 Linux、macOS 和 Windows 上实现,但可用性可能因 " +"GPU 驱动程序、显示管理器和合成器的能力而异。\n" +"[b]注意:[/b]如果 [member ProjectSettings.display/window/" +"per_pixel_transparency/allowed] 或该窗口的 [member Viewport.transparent_bg] " +"为 [code]false[/code],则这个属性无效。" + msgid "" "If [code]true[/code], the [Window] can't be focused nor interacted with. It " "can still be visible." @@ -113399,6 +114434,33 @@ msgstr "" "Retina 屏幕移动到了更低分辨率的屏幕)。\n" "[b]注意:[/b]仅在 macOS 上实现。" +msgid "" +"Emitted when files are dragged from the OS file manager and dropped in the " +"game window. The argument is a list of file paths.\n" +"Note that this method only works with native windows, i.e. the main window " +"and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is " +"disabled in the main viewport.\n" +"Example usage:\n" +"[codeblock]\n" +"func _ready():\n" +" get_viewport().files_dropped.connect(on_files_dropped)\n" +"\n" +"func on_files_dropped(files):\n" +" print(files)\n" +"[/codeblock]" +msgstr "" +"将文件从操作系统文件管理器拖放到游戏窗口时发出。参数为文件路径列表。\n" +"请注意,这个方法仅适用于原生窗口,即主窗口和禁用主视口 [member Viewport." +"gui_embed_subwindows] 时的 [Window] 派生节点。\n" +"示例用法:\n" +"[codeblock]\n" +"func _ready():\n" +" get_viewport().files_dropped.connect(on_files_dropped)\n" +"\n" +"func on_files_dropped(files):\n" +" print(files)\n" +"[/codeblock]" + msgid "Emitted when the [Window] gains focus." msgstr "当该 [Window] 获得焦点时发出。" @@ -113524,6 +114586,17 @@ msgstr "" "该窗口漂浮在所有其他窗口之上。全屏窗口会忽略该标志。由 [member " "always_on_top] 设置。" +msgid "" +"The window background can be transparent. Set with [member transparent].\n" +"[b]Note:[/b] This flag has no effect if either [member ProjectSettings." +"display/window/per_pixel_transparency/allowed], or the window's [member " +"Viewport.transparent_bg] is set to [code]false[/code]." +msgstr "" +"该窗口的背景可以是透明的。使用 [member transparent] 设置。\n" +"[b]注意:[/b]如果 [member ProjectSettings.display/window/" +"per_pixel_transparency/allowed] 或该窗口的 [member Viewport.transparent_bg] " +"为 [code]false[/code],则这个标志无效。" + msgid "" "The window can't be focused. No-focus window will ignore all input, except " "mouse clicks. Set with [member unfocusable]." @@ -113531,6 +114604,44 @@ msgstr "" "该窗口无法被聚焦。无焦点窗口会忽略除鼠标点击之外的所有输入。由 [member " "unfocusable] 设置。" +msgid "" +"Window is part of menu or [OptionButton] dropdown. This flag can't be " +"changed when the window is visible. An active popup window will exclusively " +"receive all input, without stealing focus from its parent. Popup windows are " +"automatically closed when uses click outside it, or when an application is " +"switched. Popup window must have transient parent set (see [member " +"transient]).\n" +"[b]Note:[/b] This flag has no effect in embedded windows (unless said window " +"is a [Popup])." +msgstr "" +"窗口为菜单或 [OptionButton] 下拉菜单的一部分。窗口可见时无法更改这个标志。活" +"动的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。用户在区域" +"外点击或切换应用程序时,弹出窗口会自动关闭。弹出窗口必须设置临时父级(见 " +"[member transient])。\n" +"[b]注意:[/b]这个标志在嵌入式窗口中无效(除非该窗口是 [Popup])。" + +msgid "" +"Window content is expanded to the full size of the window. Unlike borderless " +"window, the frame is left intact and can be used to resize the window, title " +"bar is transparent, but have minimize/maximize/close buttons. Set with " +"[member extend_to_title].\n" +"[b]Note:[/b] This flag is implemented only on macOS.\n" +"[b]Note:[/b] This flag has no effect in embedded windows." +msgstr "" +"窗口内容扩展到窗口的全部尺寸。与无边框窗口不同,框架保持不变,可以用来调整窗" +"口的大小,标题栏是透明的,但有最小/最大/关闭按钮。用 [member " +"extend_to_title] 设置。\n" +"[b]注意:[/b]这个标志在 macOS 上实现。\n" +"[b]注意:[/b]这个标志在嵌入式窗口中无效。" + +msgid "" +"All mouse events are passed to the underlying window of the same " +"application.\n" +"[b]Note:[/b] This flag has no effect in embedded windows." +msgstr "" +"所有鼠标事件都被传递到同一应用程序的底层窗口。\n" +"[b]注意:[/b]这个标志在嵌入式窗口中无效。" + msgid "Max value of the [enum Flags]." msgstr "[enum Flags] 的最大值。" @@ -113851,11 +114962,36 @@ msgstr "该 World3D 的可视场景。" msgid "The World3D's physics space." msgstr "该 World3D 的物理空间。" -msgid "The line's distance from the origin." -msgstr "该直线与原点的距离。" +msgid "A 2D world boundary (half-plane) shape used for physics collision." +msgstr "用于物理碰撞的 2D 空间边界(半平面)形状。" -msgid "The line's normal. Defaults to [code]Vector2.UP[/code]." -msgstr "该直线的法线。默认为 [code]Vector2.UP[/code]。" +msgid "" +"A 2D world boundary shape, intended for use in physics. " +"[WorldBoundaryShape2D] works like an infinite straight line that forces all " +"physics bodies to stay above it. The line's normal determines which " +"direction is considered as \"above\" and in the editor, the smaller line " +"over it represents this direction. It can for example be used for endless " +"flat floors." +msgstr "" +"2D 世界边界形状,应当用于物理用途。[WorldBoundaryShape2D] 本质上和无限直线类" +"似,能够强制所有物理体都保持在它的上方。哪个方向是“上方”由该直线的法线确定," +"这个方向在编辑器中由直线上方的一条段线表示。用例是无限的平坦地面。" + +msgid "A 3D world boundary (half-space) shape used for physics collision." +msgstr "用于物理碰撞的 3D 空间边界(半空间)形状。" + +msgid "" +"A 3D world boundary shape, intended for use in physics. " +"[WorldBoundaryShape3D] works like an infinite plane that forces all physics " +"bodies to stay above it. The [member plane]'s normal determines which " +"direction is considered as \"above\" and in the editor, the line over the " +"plane represents this direction. It can for example be used for endless flat " +"floors." +msgstr "" +"3D 世界边界形状,应当用于物理用途。[WorldBoundaryShape3D] 本质上和无限平面类" +"似,能够强制所有物理体都保持在它的上方。哪个方向是“上方”由该平面 [member " +"plane] 的法线确定,这个方向在编辑器中由平面上方的一条线表示。用例是无限的平坦" +"地面。" msgid "The [Plane] used by the [WorldBoundaryShape3D] for collision." msgstr "该 [WorldBoundaryShape3D] 用于碰撞的 [Plane]。" @@ -113911,10 +115047,35 @@ msgstr "" msgid "Loads a certificate from [param path] (\"*.crt\" file)." msgstr "从路径 [param path] 加载证书(“*.crt”文件)。" +msgid "Loads a certificate from the given [param string]." +msgstr "从给定的字符串 [param string] 加载证书。" + msgid "" "Saves a certificate to the given [param path] (should be a \"*.crt\" file)." msgstr "将证书保存到给定的路径 [param path](应该是“*.crt”文件)。" +msgid "" +"Returns a string representation of the certificate, or an empty string if " +"the certificate is invalid." +msgstr "返回证书的字符串表示,如果证书无效则返回空字符串。" + +msgid "" +"Provides a low-level interface for creating parsers for XML files.\n" +"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/" +"XML]XML[/url] files." +msgstr "" +"提供创建 XML 文件解析器的底层接口。\n" +"用于创建 [url=https://zh.wikipedia.org/zh-cn/XML]XML[/url] 文件解析器的底层" +"类。" + +msgid "" +"Provides a low-level interface for creating parsers for [url=https://en." +"wikipedia.org/wiki/XML]XML[/url] files. This class can serve as base to make " +"custom XML parsers." +msgstr "" +"提供创建 [url=https://zh.wikipedia.org/zh-cn/XML]XML[/url] 文件解析器的底层接" +"口。创建自定义 XML 解析器时,可以用这个类作为基类。" + msgid "Gets the number of attributes in the current element." msgstr "获取当前元素中属性的数量。" @@ -114214,6 +115375,19 @@ msgid "" msgstr "" "返回支持的环境混合模式数组,见 [enum XRInterface.EnvironmentBlendMode]。" +msgid "" +"Returns a [Dictionary] with extra system info. Interfaces are expected to " +"return [code]XRRuntimeName[/code] and [code]XRRuntimeVersion[/code] " +"providing info about the used XR runtime. Additional entries may be provided " +"specific to an interface.\n" +"[b]Note:[/b]This information may only be available after [method initialize] " +"was successfully called." +msgstr "" +"返回包含额外系统信息的 [Dictionary]。接口应该返回 [code]XRRuntimeName[/code] " +"和 [code]XRRuntimeVersion[/code],表示所使用的 XR 运行时信息。还可以额外提供" +"关于特定接口的条目。\n" +"[b]注意:[/b]这个信息可能只在成功调用 [method initialize] 后可用。" + msgid "" "If supported, returns the status of our tracking. This will allow you to " "provide feedback to the user whether there are issues with positional " @@ -114543,6 +115717,10 @@ msgstr "" "返回一个 [PackedStringArray],其中包含由此接口配置的追踪器名称。请注意,用户" "的配置可以覆盖此列表。" +msgid "" +"Returns a [Dictionary] with system informationr elated to this interface." +msgstr "返回包含与这个接口相关的系统信息的 [Dictionary]。" + msgid "" "Returns a [enum XRInterface.TrackingStatus] specifying the current status of " "our tracking." @@ -115185,6 +116363,17 @@ msgstr "" "将给定的 [param data] 写到文件中。\n" "需要在 [method start_file] 之后调用。" +msgid "Create a new zip archive at the given path." +msgstr "在给定的路径新建 Zip 归档文件。" + +msgid "" +"Append a new zip archive to the end of the already existing file at the " +"given path." +msgstr "在位于给定路径的已有文件的末尾追加新的 Zip 归档文件。" + +msgid "Add new files to the existing zip archive at the given path." +msgstr "在位于给定路径的已有 Zip 归档文件中添加新文件。" + msgid "Allows reading the content of a zip file." msgstr "允许读取 zip 文件的内容。" diff --git a/editor/translations/editor/ar.po b/editor/translations/editor/ar.po index 44b5a49495c9..152f0c652342 100644 --- a/editor/translations/editor/ar.po +++ b/editor/translations/editor/ar.po @@ -85,7 +85,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-11 23:11+0000\n" +"PO-Revision-Date: 2023-06-20 03:05+0000\n" "Last-Translator: بسام العوفي \n" "Language-Team: Arabic \n" @@ -95,7 +95,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 " "&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "غير محدد" @@ -3083,6 +3083,9 @@ msgstr "إدارة ميّزات المحرّر…" msgid "Manage Export Templates..." msgstr "إدارة قوالب التصدير..." +msgid "Configure FBX Importer..." +msgstr "تجهيز مستورِد FBX..." + msgid "Help" msgstr "المساعدة" @@ -3095,6 +3098,12 @@ msgstr "أسئلة وإجابات" msgid "Report a Bug" msgstr "بلِّغْ عن خلل برمجي" +msgid "Copy System Info" +msgstr "نسخ معلومات الجهاز" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "ينسخ معلومات الجهاز في سطر واحد إلى الحافظة." + msgid "Suggest a Feature" msgstr "اقترح ميزة" @@ -3111,16 +3120,19 @@ msgid "Support Godot Development" msgstr "ادعم تطوير جَوْدَتْ" msgid "Choose a renderer." -msgstr "اخترْ نظام التكوين" +msgstr "اخترْ نظام التكوين." + +msgid "Forward+" +msgstr "المتقدم" msgid "Mobile" -msgstr "المحمول (كالجوال والأجهزة اللوحية والحواسب المحمولة الضعيفة)" +msgstr "المتنقل (كالجوال والأجهزة اللوحية والحواسب المحمولة الضعيفة)" msgid "Compatibility" -msgstr "التوافق" +msgstr "المتوافق" msgid "Changing the renderer requires restarting the editor." -msgstr "تغييرنظام التكوين يتطلب استئناف المحرر" +msgstr "تغييرنظام التكوين يتطلب استئناف المحرر." msgid "Update Continuously" msgstr "تحديث متواصل" @@ -4090,7 +4102,7 @@ msgid "Toggle Favorite" msgstr "أظهر المُفضلة" msgid "Toggle Mode" -msgstr "أظهر المود" +msgstr "أظهر الوضع" msgid "Focus Path" msgstr "مسار التركيز" @@ -4261,9 +4273,6 @@ msgstr "اسم عُقدة غير صالح، إن الأحرف التالية غ msgid "Another node already uses this unique name in the scene." msgstr "عقدة أخرى في المشهد تستعمل هذا الاسم الفريد سابقا." -msgid "Rename Node" -msgstr "إعادة تسمية العُقدة" - msgid "Scene Tree (Nodes):" msgstr "شجرة المشهد (العُقد):" @@ -5595,7 +5604,7 @@ msgid "Show Bones" msgstr "إظهار العظام" msgid "View" -msgstr "أظهر" +msgstr "الرؤية" msgid "Hide" msgstr "اخفاء" @@ -6292,6 +6301,12 @@ msgstr "تم تعطيل تعيين المفاتيح (لم يتم إدخال أي msgid "Animation Key Inserted." msgstr "أُدخل مفتاح الرسوم المتحركة." +msgid "Objects: %d\n" +msgstr "العناصر: %d\n" + +msgid "Draw Calls: %d" +msgstr "دعوات الرسم: %d" + msgid "CPU Time: %s ms" msgstr "وقت المعالِج: %s جزء ثانية" @@ -6427,8 +6442,7 @@ msgstr "تدوير الرؤية مقفول" msgid "" "To zoom further, change the camera's clipping planes (View -> Settings...)" msgstr "" -"للتكبير بشكل أكبر ، قم بتغيير مستويات اقتصاص (clipping planes) للكاميرا (عرض " -"-> الإعدادات ...)" +"للتكبير أكبر من هذا، غيِّرْ حد \"قص الأسطح\" للكَمِرة من (الرؤية -> الإعدادات ...)" msgid "XForm Dialog" msgstr "نافذة XForm" @@ -6456,12 +6470,32 @@ msgstr "لا يوجد أرضية صلبة لمحاذاة المختار إليه msgid "Add Preview Sun to Scene" msgstr "إضافة معاينة الشمس إلى المشهد" +msgid "Add Preview Environment to Scene" +msgstr "أضِفْ معاينة البيئة للمشهد" + +msgid "" +"Scene contains\n" +"WorldEnvironment.\n" +"Preview disabled." +msgstr "" +"المشهد يحوي\n" +"بيئة-العالم.\n" +"المعاينة معطلة." + msgid "Use Local Space" msgstr "استخدام الحيّز المحلي" msgid "Use Snap" msgstr "استخدام المحاذاة" +msgid "" +"Toggle preview environment.\n" +"If a WorldEnvironment node is added to the scene, preview environment is " +"disabled." +msgstr "" +"تبديل معاينة البيئة.\n" +"إذا كانت عقدة \"بيئة-العالم\" قد أُضِيفتْ إلى المشهد؛ فإن معاينة البيئة تتعطل." + msgid "Bottom View" msgstr "المنظر السُّفلي" @@ -6556,7 +6590,7 @@ msgid "View Grid" msgstr "إظهار الشبكة" msgid "Settings..." -msgstr "اعدادات..." +msgstr "الإعدادات..." msgid "Snap Settings" msgstr "إعدادات المحاذاة" @@ -6609,9 +6643,31 @@ msgstr "اتجاه الشمس" msgid "Sun Color" msgstr "لون الشمس" +msgid "" +"Adds a DirectionalLight3D node matching the preview sun settings to the " +"current scene.\n" +"Hold Shift while clicking to also add the preview environment to the current " +"scene." +msgstr "" +"يُضيف عقدة \"ضوء-توجيهي-ثلاثي\" تطابق هذه العقدةُ إعداداتِ معاينة الشمس مع " +"المشهد الحالي.\n" +"علّقْ على زر المناوبة Shift + هذا؛ لإضافة معاينة البيئة إلى المشهد الحالي." + +msgid "Preview Environment" +msgstr "معاينة البيئة" + msgid "Tonemap" msgstr "خريطة تناغم الألوان" +msgid "" +"Adds a WorldEnvironment node matching the preview environment settings to " +"the current scene.\n" +"Hold Shift while clicking to also add the preview sun to the current scene." +msgstr "" +"يُضيف عقدة بيئة-العالم تطابق هذه العقدةُ إعداداتٍ معاينة البيئة إلى المشهد " +"الحالي.\n" +"علقْ على زر المناوبة Shift + هذا؛ لإضافة معاينة الشمس إلى المشهد الحالى." + msgid "Remove Point from Curve" msgstr "إزالة النقطة من المنحنى" @@ -7883,9 +7939,6 @@ msgstr "" msgid "Yes" msgstr "نعم" -msgid "No TileSet source selected. Select or create a TileSet source." -msgstr "لا طقم-بلاط هنا. اخترْ أو أنشئْ مصدرًا لطقم-البلاط." - msgid "Add new patterns in the TileMap editing mode." msgstr "أضف عينات جديدة من خريطة-البلاط." @@ -8727,6 +8780,15 @@ msgstr "" msgid "Are you sure to run %d projects at once?" msgstr "هل أنت متأكد من فتح %d مشاريع مرّة واحدة؟" +msgid "Tag name can't contain spaces." +msgstr "اسم الوسم لا يصح أن يكون فيه فراغات." + +msgid "These characters are not allowed in tags: %s." +msgstr "هذه الرموز أو الأحرف غير مسموح بها في الأوسمة: %s." + +msgid "Tag name must be lowercase." +msgstr "اسم الوسم يجب أن يكتب بأحرف صغيرة." + msgid "Remove %d projects from the list?" msgstr "أتريد إزالة %d مشروع من القائمة؟" @@ -8777,6 +8839,9 @@ msgstr "يُحمّل، انتظرْ..." msgid "Last Edited" msgstr "المعدل آخِرا" +msgid "Tags" +msgstr "الأوسمة" + msgid "New Project" msgstr "مشروع جديد" @@ -8792,6 +8857,9 @@ msgstr "البحث في المشاريع" msgid "Edit Project" msgstr "تعديل المشروع" +msgid "Manage Tags" +msgstr "إدارة الأوسمة" + msgid "Remove Project" msgstr "حذف المشروع" @@ -8826,6 +8894,27 @@ msgstr "" "لا تملك حالياً أية مشاريع.\n" "هل ترغب في استكشاف مشاريع الأمثلة الرسمية في مكتبة المُلحقات؟" +msgid "Manage Project Tags" +msgstr "إدارة أوسمة المشروع" + +msgid "Project Tags" +msgstr "أوسمة المشروع" + +msgid "Click tag to remove it from the project." +msgstr "اضغط على وسم لإزالته من المشروع." + +msgid "All Tags" +msgstr "كل الأوسمة" + +msgid "Click tag to add it to the project." +msgstr "اضغط وسما لإضافته إلى المشروع." + +msgid "Create New Tag" +msgstr "إنشاء وسم جديد" + +msgid "Tags are capitalized automatically when displayed." +msgstr "الأوسمة مكبرة الصادر (الحرف الأول) تلقائيا عند عرضها." + msgid "Add Project Setting" msgstr "إضافة إعدادات مشروع" @@ -9115,8 +9204,7 @@ msgid "" "Disabling \"editable_instance\" will cause all properties of the node to be " "reverted to their default." msgstr "" -"سيسبب تعطيل خاصية \"النمذجة_المُحررة\" \"editable_instance\" عودة قيم العُقد " -"إلى القيم الافتراضية لها." +"تعطيل \"المثيل_المُحرر\" سيجعل كل خصائص العقدة ترجع إلى الحالة الافتراضية." msgid "" "Enabling \"Load As Placeholder\" will disable \"Editable Children\" and " @@ -9581,45 +9669,6 @@ msgstr "اطبخ شبكة ملاحة" msgid "Clear the navigation mesh." msgstr "إخلاء ميش المحاور." -msgid "Setting up Configuration..." -msgstr "يُجهز الإعدادات..." - -msgid "Calculating grid size..." -msgstr "يحسب حجم الشبكة..." - -msgid "Creating heightfield..." -msgstr "إنشاء مجال الإرتفاع..." - -msgid "Marking walkable triangles..." -msgstr "تعليم مثلثات التحرك..." - -msgid "Constructing compact heightfield..." -msgstr "يبني مجال الإرتفاع المدمج..." - -msgid "Eroding walkable area..." -msgstr "تقويض منطقة السير..." - -msgid "Partitioning..." -msgstr "تجزئة..." - -msgid "Creating contours..." -msgstr "إنشاء المحيط..." - -msgid "Creating polymesh..." -msgstr "إنشاء نموذج الميش..." - -msgid "Converting to native navigation mesh..." -msgstr "يحول إلي ميش التنقل المحلي..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "منشئ تثبيت ميش التنقل:" - -msgid "Parsing Geometry..." -msgstr "توزيع الأشكال الهندسية..." - -msgid "Done!" -msgstr "تم!" - msgid "Package name is missing." msgstr "اسم الرُزمة مفقود." @@ -10103,6 +10152,15 @@ msgstr "تخطيط المجسمات" msgid "Finishing Plot" msgstr "الانتهاء من التخطيط" +msgid "" +"To have any visible effect, WorldEnvironment requires its \"Environment\" " +"property to contain an Environment, its \"Camera Attributes\" property to " +"contain a CameraAttributes resource, or both." +msgstr "" +"لتحصل على أي تأثير بصري في \"بيئة-العالم\"؛ لابد من إضافة خاصية \"بيئة\" في " +"خصائصها، أو إضافة خاصية \"بيئة\" في خصائص عقدة \"الكامرة-الثلاثية\"، أو " +"فيهما معا." + msgid "On BlendTree node '%s', animation not found: '%s'" msgstr "" "في عقدة/شبكة خليط-الشجرة (BlendTree) '%s'، لم يتم العثور على الرسوم " diff --git a/editor/translations/editor/bg.po b/editor/translations/editor/bg.po index de1294121cac..d3f8aa8b671e 100644 --- a/editor/translations/editor/bg.po +++ b/editor/translations/editor/bg.po @@ -5333,18 +5333,6 @@ msgstr "Изпичане на NavMesh" msgid "Clear the navigation mesh." msgstr "Изчистване на навигационната полигонна мрежа." -msgid "Creating polymesh..." -msgstr "Създаване на полигонна мрежа…" - -msgid "Converting to native navigation mesh..." -msgstr "Преобразуване на навигационната полигонна мрежа в собствения формат…" - -msgid "Navigation Mesh Generator Setup:" -msgstr "Настройка на генератора на навигационни полигонни мрежи:" - -msgid "Done!" -msgstr "Готово!" - msgid "Error loading %s: %s." msgstr "Грешка при зареждането на %s: %s." diff --git a/editor/translations/editor/ca.po b/editor/translations/editor/ca.po index e55a40feb80f..cc705ed8b4a1 100644 --- a/editor/translations/editor/ca.po +++ b/editor/translations/editor/ca.po @@ -3385,9 +3385,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "El Nom del node no és vàlid. No es permeten els caràcters següents:" -msgid "Rename Node" -msgstr "Reanomena el Node" - msgid "Scene Tree (Nodes):" msgstr "Arbre d'Escenes (Nodes):" @@ -6582,45 +6579,6 @@ msgstr "" msgid "Clear the navigation mesh." msgstr "Reestableix la malla de navegació." -msgid "Setting up Configuration..." -msgstr "Establint la Configuració..." - -msgid "Calculating grid size..." -msgstr "Calculant la mida de la quadrícula..." - -msgid "Creating heightfield..." -msgstr "Creant un camp de desplaçaments verticals..." - -msgid "Marking walkable triangles..." -msgstr "Marcant els triangles transitables..." - -msgid "Constructing compact heightfield..." -msgstr "Construcció d'un camp compacte de desplaçaments verticals..." - -msgid "Eroding walkable area..." -msgstr "Erosionant l'àrea transitable..." - -msgid "Partitioning..." -msgstr "Establint Particions..." - -msgid "Creating contours..." -msgstr "Creant els contorns..." - -msgid "Creating polymesh..." -msgstr "creant la polyMesh..." - -msgid "Converting to native navigation mesh..." -msgstr "Convertint-ho en una malla de navegació nativa..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Configuració del Generador de Malles de Navegació:" - -msgid "Parsing Geometry..." -msgstr "Analitzant la Geometria..." - -msgid "Done!" -msgstr "Fet!" - msgid "Package name is missing." msgstr "El nom del paquet falta." diff --git a/editor/translations/editor/cs.po b/editor/translations/editor/cs.po index 591fe4d7d872..47dd45eac281 100644 --- a/editor/translations/editor/cs.po +++ b/editor/translations/editor/cs.po @@ -3446,9 +3446,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "Neplatný název uzlu, následující znaky nejsou povoleny:" -msgid "Rename Node" -msgstr "Přejmenovat uzel" - msgid "Scene Tree (Nodes):" msgstr "Strom scény (uzly):" @@ -7738,45 +7735,6 @@ msgstr "Zapéct NavMesh" msgid "Clear the navigation mesh." msgstr "Vymazat navigační model." -msgid "Setting up Configuration..." -msgstr "Nastavuji konfiguraci..." - -msgid "Calculating grid size..." -msgstr "Počítám velikost mřížky..." - -msgid "Creating heightfield..." -msgstr "Vytvářím výškové pole..." - -msgid "Marking walkable triangles..." -msgstr "Vyznačuji průchozí trojúhelníky..." - -msgid "Constructing compact heightfield..." -msgstr "Konstruuji kompaktní výškové pole..." - -msgid "Eroding walkable area..." -msgstr "Eroduji průchozí oblast..." - -msgid "Partitioning..." -msgstr "Rozděluji..." - -msgid "Creating contours..." -msgstr "Vytvářím kontury..." - -msgid "Creating polymesh..." -msgstr "Vytvářím polymesh..." - -msgid "Converting to native navigation mesh..." -msgstr "Převádím na nativní navigační mřížku..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Nastavení generátoru navigační sítě:" - -msgid "Parsing Geometry..." -msgstr "Parsuji geometrii..." - -msgid "Done!" -msgstr "Hotovo!" - msgid "Package name is missing." msgstr "Chybí jméno balíčku." diff --git a/editor/translations/editor/de.po b/editor/translations/editor/de.po index a39143ec2d7d..7787d9ccd33e 100644 --- a/editor/translations/editor/de.po +++ b/editor/translations/editor/de.po @@ -106,8 +106,8 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-03 17:28+0000\n" -"Last-Translator: Benedikt Wicklein \n" +"PO-Revision-Date: 2023-06-24 13:53+0000\n" +"Last-Translator: Least Significant Bite \n" "Language-Team: German \n" "Language: de\n" @@ -115,7 +115,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "Nicht gesetzt" @@ -264,6 +264,9 @@ msgstr "Joypad Taste %d" msgid "Pressure:" msgstr "Druck:" +msgid "canceled" +msgstr "abgebrochen" + msgid "touched" msgstr "berührt" @@ -1145,9 +1148,91 @@ msgstr "Skalierungsverhältnis:" msgid "Select Transition and Easing" msgstr "Übergang und Glättung auswählen" +msgctxt "Transition Type" +msgid "Linear" +msgstr "Linear" + +msgctxt "Transition Type" +msgid "Sine" +msgstr "Sinus" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "Quint" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "Quart" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "Quad" + +msgctxt "Transition Type" +msgid "Expo" +msgstr "Expo" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Elastisch" + +msgctxt "Transition Type" +msgid "Cubic" +msgstr "Kubisch" + +msgctxt "Transition Type" +msgid "Circ" +msgstr "Kreis" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "Hüpfen" + +msgctxt "Transition Type" +msgid "Back" +msgstr "Rück" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "Feder" + +msgctxt "Ease Type" +msgid "In" +msgstr "Ein" + +msgctxt "Ease Type" +msgid "Out" +msgstr "Aus" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "EinAus" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "Aus" + +msgid "Transition Type:" +msgstr "Übergangstyp:" + +msgid "Ease Type:" +msgstr "Glättungstyp:" + +msgid "FPS:" +msgstr "FPS:" + msgid "Animation Baker" msgstr "Animationsbäcker" +msgid "3D Pos/Rot/Scl Track:" +msgstr "3D-Pos/Rot/Ska-Spur:" + +msgid "Blendshape Track:" +msgstr "Formmischungsspur:" + +msgid "Value Track:" +msgstr "Wertespur:" + msgid "Select Tracks to Copy" msgstr "Zu kopierende Spuren auswählen" @@ -1437,6 +1522,27 @@ msgstr "" msgid "Toggle Visibility" msgstr "Sichtbarkeit umschalten" +msgid "Updating assets on target device:" +msgstr "Aktualisiere Assets auf Zielgerät:" + +msgid "Syncing headers" +msgstr "Synchronisiere Header" + +msgid "Getting remote file system" +msgstr "Lade Fern-Dateisystem" + +msgid "Decompressing remote file system" +msgstr "Dekomprimiere Fern-Dateisystem" + +msgid "Scanning for local changes" +msgstr "Suche nach lokalen Änderungen" + +msgid "Sending list of changed files:" +msgstr "Sende Liste geänderter Dateien:" + +msgid "Sending file:" +msgstr "Sende Datei:" + msgid "ms" msgstr "ms" @@ -1698,6 +1804,11 @@ msgstr "Abhängigkeiteneditor" msgid "Search Replacement Resource:" msgstr "Ersatzressource suchen:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "Szene öffnen" +msgstr[1] "Szenen öffnen" + msgid "Open" msgstr "Öffnen" @@ -1770,9 +1881,30 @@ msgstr "Besitzt" msgid "Resources Without Explicit Ownership:" msgstr "Ressource ohne direkte Zugehörigkeit:" +msgid "Folder name cannot be empty." +msgstr "Ordnername darf nicht leer sein." + +msgid "Folder name contains invalid characters." +msgstr "Ordnername enthält ungültige Zeichen." + +msgid "File with that name already exists." +msgstr "Datei mit gegebenem Namen existiert bereits." + +msgid "Folder with that name already exists." +msgstr "Ordner mit gegebenem Namen existiert bereits." + +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "Schrägstriche in Ordnernamen erzeugen automatisch Unterordner." + +msgid "Folder name is valid." +msgstr "Ordnername ist gültig." + msgid "Could not create folder." msgstr "Ordner konnte nicht erstellt werden." +msgid "Create new folder in %s:" +msgstr "Erzeuge neuen Ordner in %s:" + msgid "Create Folder" msgstr "Ordner erstellen" @@ -2732,6 +2864,11 @@ msgstr "" msgid "Open Documentation" msgstr "Dokumentation öffnen" +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d Änderung)" +msgstr[1] "(%d Änderungen)" + msgid "Add element to property array with prefix %s." msgstr "Element zu Eigenschaften-Array mit Präfix %s hinzufügen." @@ -3288,6 +3425,9 @@ msgstr "Verlauf leeren" msgid "There is no defined scene to run." msgstr "Es ist keine abzuspielende Szene definiert." +msgid "%s - Godot Engine" +msgstr "%s - Godot-Engine" + msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3531,6 +3671,13 @@ msgstr "Fragen & Antworten" msgid "Report a Bug" msgstr "Fehler berichten" +msgid "Copy System Info" +msgstr "Systeminformationen kopieren" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "" +"Kopiert die Systeminformationen als einzeiliger Text in die Zwischenablage." + msgid "Suggest a Feature" msgstr "Neue Funktionalität vorschlagen" @@ -3848,6 +3995,9 @@ msgstr "Lokalisierbare Zeichenkette (Größe %d)" msgid "Add Translation" msgstr "Übersetzung hinzufügen" +msgid "Lock/Unlock Component Ratio" +msgstr "Komponentenverhältnis sperren/entsperren" + msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." @@ -3911,6 +4061,12 @@ msgstr "" "Editor-Skript konnte nicht ausgeführt werden, wurde möglicherweise vergessen " "die ‚_run‘-Methode zu überschreiben?" +msgid "Undo: %s" +msgstr "Rückgängig: %s" + +msgid "Redo: %s" +msgstr "Wiederherstellen: %s" + msgid "Edit Built-in Action" msgstr "Eingebaute Aktion bearbeiten" @@ -4331,6 +4487,9 @@ msgstr "Zu exportierende Ressourcen:" msgid "Delete preset '%s'?" msgstr "Vorlage ‚%s‘ löschen?" +msgid "(Inherited)" +msgstr "(geerbt)" + msgid "%s Export" msgstr "%s-Export" @@ -4581,6 +4740,15 @@ msgstr "Laden der Ressource von %s fehlgeschlagen: %s" msgid "Unable to update dependencies:" msgstr "Fehler beim Aktualisieren der Abhängigkeiten:" +msgid "" +"This filename begins with a dot rendering the file invisible to the editor.\n" +"If you want to rename it anyway, use your operating system's file manager." +msgstr "" +"Dieser Dateiname beginnt mit einem Punkt und würde die Datei für den Editor " +"unsichtbar machen.\n" +"Sollte die Datei wirklich entsprechend umbenannt werden, kann dafür die " +"Dateiverwaltung des Betriebssystems verwendet werden." + msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" @@ -4596,6 +4764,19 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Es existiert bereits eine Datei oder ein Ordner mit diesem Namen." +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "" +"Die folgenden Dateien oder Ordner stehen im Konflikt mit Objekten im " +"Zielpfad ‚%s‘:" + +msgid "Do you wish to overwrite them or rename the copied files?" +msgstr "Sollen die kopierten Dateien überschrieben oder umbenannt werden?" + +msgid "Do you wish to overwrite them or rename the moved files?" +msgstr "Sollen die verschobenen Dateien überschrieben oder umbenannt werden?" + msgid "Duplicating file:" msgstr "Dupliziere Datei:" @@ -4620,6 +4801,9 @@ msgstr "Abhängigkeiten bearbeiten..." msgid "View Owners..." msgstr "Besitzer anzeigen…" +msgid "Create New" +msgstr "Neu erstellen" + msgid "Folder..." msgstr "Ordner…" @@ -4635,6 +4819,18 @@ msgstr "Ressource…" msgid "TextFile..." msgstr "Textdatei…" +msgid "Expand Folder" +msgstr "Ordner aufklappen" + +msgid "Expand Hierarchy" +msgstr "Hierarchie aufklappen" + +msgid "Collapse Hierarchy" +msgstr "Hierarchie einklappen" + +msgid "Move/Duplicate To..." +msgstr "Verschieben/Duplizieren nach…" + msgid "Add to Favorites" msgstr "Zu Favoriten hinzufügen" @@ -4720,8 +4916,11 @@ msgstr "" msgid "Overwrite" msgstr "Überschreiben" +msgid "Keep Both" +msgstr "Beide behalten" + msgid "Create Script" -msgstr "Erstelle Skript" +msgstr "Skript erstellen" msgid "Find in Files" msgstr "In Dateien suchen" @@ -4819,6 +5018,9 @@ msgstr "" msgid "Choose a Directory" msgstr "Wähle ein Verzeichnis" +msgid "Copy File(s)" +msgstr "Datei(en) kopieren" + msgid "Network" msgstr "Netzwerk" @@ -5114,9 +5316,6 @@ msgid "Another node already uses this unique name in the scene." msgstr "" "Ein anderer Node nutzt schon diesen einzigartigen Namen in dieser Szene." -msgid "Rename Node" -msgstr "Node umbenennen" - msgid "Scene Tree (Nodes):" msgstr "Szenenbaum (Nodes):" @@ -7270,12 +7469,27 @@ msgstr "Erzeuge Emissionspunkte aus Node" msgid "Load Curve Preset" msgstr "Kurvenvorlage laden" +msgid "Add Curve Point" +msgstr "Kurvenpunkt hinzufügen" + msgid "Remove Curve Point" msgstr "Kurvenpunkt entfernen" msgid "Modify Curve Point" msgstr "Kurvenpunkt ändern" +msgid "Modify Curve Point's Tangents" +msgstr "Kurventangente bearbeiten" + +msgid "Modify Curve Point's Left Tangent" +msgstr "Linke Kurventangente bearbeiten" + +msgid "Modify Curve Point's Right Tangent" +msgstr "Rechte Kurventangente bearbeiten" + +msgid "Toggle Linear Curve Point's Tangent" +msgstr "Lineare Kurventangente umschalten" + msgid "Hold Shift to edit tangents individually" msgstr "Umsch halten um Tangenten einzeln zu bearbeiten" @@ -7360,6 +7574,16 @@ msgstr "" "Navigation Meshes und Polygone werden im laufenden Projekt angezeigt, wenn " "diese Option gewählt ist." +msgid "Visible Avoidance" +msgstr "Sichtbare Vermeidung" + +msgid "" +"When this option is enabled, avoidance objects shapes, radius and velocities " +"will be visible in the running project." +msgstr "" +"Wenn diese Option aktiviert ist, werden Vermeidungs-Objektformen, -Radien " +"und -Geschwindigkeiten im laufenden Projekt sichtbar sein." + msgid "Synchronize Scene Changes" msgstr "Szenenänderungen synchronisieren" @@ -7407,6 +7631,12 @@ msgid_plural "Run %d Instances" msgstr[0] "%d Instanz ausführen" msgstr[1] "%d Instanzen ausführen" +msgid "Size: %s" +msgstr "Größe: %s" + +msgid "Type: %s" +msgstr "Typ: %s" + msgid "Overrides (%d)" msgstr "Überschreibungen (%d)" @@ -7613,6 +7843,9 @@ msgstr "Gradient bearbeitet" msgid "Reverse/mirror gradient." msgstr "Gradient spiegeln/umkehren." +msgid "Move GradientTexture2D Fill Point" +msgstr "GrandientTexture2D Füllpunkte verschieben" + msgid "Swap GradientTexture2D Fill Points" msgstr "GrandientTexture2D Füllpunkte vertauschen" @@ -7962,6 +8195,12 @@ msgstr "start_position festlegen" msgid "Set end_position" msgstr "end_position festlegen" +msgid "Set NavigationObstacle3D Vertices" +msgstr "NavigationObstacle3D-Vertizes festlegen" + +msgid "Edit Vertices" +msgstr "Vertizes bearbeiten" + msgid "Edit Poly" msgstr "Polygon bearbeiten" @@ -8064,9 +8303,6 @@ msgstr "Größe: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Objekte: %d\n" -msgid "Primitive Indices: %d\n" -msgstr "Grundindizes: %d\n" - msgid "Draw Calls: %d" msgstr "Zeichenaufrufe: %d" @@ -9072,6 +9308,9 @@ msgstr "Springe zum zuvor bearbeiteten Dokument." msgid "Go to next edited document." msgstr "Springe zum nächsten bearbeiteten Dokument." +msgid "Make the script editor floating." +msgstr "Skripteditor-Fenster schweben lassen." + msgid "Discard" msgstr "Verwerfen" @@ -9188,6 +9427,9 @@ msgstr "Alle Zeilen aufklappen" msgid "Evaluate Selection" msgstr "Springe zum vorigen Haltepunkt" +msgid "Toggle Word Wrap" +msgstr "Zeilenumbruch umschalten" + msgid "Trim Trailing Whitespace" msgstr "Kürze Leerraum am Zeilenende" @@ -9239,6 +9481,9 @@ msgstr "Springe zum nächsten Haltepunkt" msgid "Go to Previous Breakpoint" msgstr "Springe zum vorigen Haltepunkt" +msgid "Shader Editor" +msgstr "Shader-Editor" + msgid "New Shader Include" msgstr "Neues Shader-Include" @@ -9260,8 +9505,8 @@ msgstr "Datei im Inspektor öffnen" msgid "Close File" msgstr "Datei schließen" -msgid "Shader Editor" -msgstr "Shader-Editor" +msgid "Make the shader editor floating." +msgstr "Das Shader-Editor-Fenster schweben lassen." msgid "No valid shader stages found." msgstr "Keine gültigen Shader-Stufen gefunden." @@ -9496,6 +9741,9 @@ msgstr "Animationen filtern" msgid "Delete Animation" msgstr "Animation löschen" +msgid "This resource does not have any animations." +msgstr "Diese Ressource hat keine Animationen." + msgid "Animation Frames:" msgstr "Animationsbilder:" @@ -9532,9 +9780,63 @@ msgstr "Frame nach rechts verschieben" msgid "Select Frames" msgstr "Frames auswählen" +msgid "Frame Order" +msgstr "Frame-Reihenfolge" + +msgid "As Selected" +msgstr "Wie ausgewählt" + +msgid "By Row" +msgstr "Nach Zeile" + +msgid "Left to Right, Top to Bottom" +msgstr "Links nach Rechts, Oben nach Unten" + +msgid "Left to Right, Bottom to Top" +msgstr "Links nach Rechts, Unten nach Oben" + +msgid "Right to Left, Top to Bottom" +msgstr "Rechts nach Links, Oben nach Unten" + +msgid "Right to Left, Bottom to Top" +msgstr "Rechts nach Links, Unten nach Oben" + +msgid "By Column" +msgstr "Nach Spalte" + +msgid "Top to Bottom, Left to Right" +msgstr "Oben nach Unten, Links nach Rechts" + +msgid "Top to Bottom, Right to Left" +msgstr "Oben nach Unten, Rechts nach Links" + +msgid "Bottom to Top, Left to Right" +msgstr "Unten nach Oben, Links nach Rechts" + +msgid "Bottom to Top, Right to Left" +msgstr "Unten nach Oben, Rechts nach Links" + +msgid "Select None" +msgstr "Nichts auswählen" + +msgid "Toggle Settings Panel" +msgstr "Einstellungsleiste umschalten" + +msgid "Horizontal" +msgstr "Horizontal" + +msgid "Vertical" +msgstr "Vertikal" + msgid "Size" msgstr "Größe" +msgid "Separation" +msgstr "Trennung" + +msgid "Offset" +msgstr "Versatz" + msgid "Create Frames from Sprite Sheet" msgstr "Frames aus Sprite-Sheet erzeugen" @@ -10236,6 +10538,12 @@ msgstr "Horizontal spiegeln" msgid "Flip Vertically" msgstr "Vertikal spiegeln" +msgid "Disable Snap" +msgstr "Einrasten deaktivieren" + +msgid "Half-Pixel Snap" +msgstr "Halbpixel-Einrasten" + msgid "Painting Tiles Property" msgstr "Zeichenkachel-Eigenschaft" @@ -10272,12 +10580,18 @@ msgstr "TileSet-Muster hinzufügen" msgid "Remove TileSet patterns" msgstr "TileSet-Muster entfernen" +msgid "Index: %d" +msgstr "Index: %d" + msgid "Tile with Invalid Scene" msgstr "Kachel mit ungültiger Szene" msgid "Delete tiles" msgstr "Kacheln löschen" +msgid "Drawing Rect:" +msgstr "Zeichenrechteck:" + msgid "Change selection" msgstr "Auswahl ändern" @@ -10339,13 +10653,6 @@ msgstr "Streuung:" msgid "Tiles" msgstr "Kacheln" -msgid "" -"This TileMap's TileSet has no source configured. Edit the TileSet resource " -"to add one." -msgstr "" -"Für das TileSet dieses TileMaps wurde keine Quelle konfiguriert. Bitte die " -"TileSet-Ressource bearbeiten um eine hinzuzufügen." - msgid "Sort sources" msgstr "Quellen sortieren" @@ -10422,9 +10729,6 @@ msgstr "Sichtbarkeit des Gitters umschalten." msgid "Automatically Replace Tiles with Proxies" msgstr "Automatisch Kacheln mit Stellvertretern ersetzen" -msgid "The edited TileMap node has no TileSet resource." -msgstr "Das bearbeitete TileMap-Node hat keine TileSet-Ressource." - msgid "Remove Tile Proxies" msgstr "Kachel-Stellvertreter entfernen" @@ -10642,11 +10946,6 @@ msgstr "Werkzeug zum Zusammenführen von Atlanten öffnen" msgid "Manage Tile Proxies" msgstr "Kachel-Stellvertreter verwalten" -msgid "No TileSet source selected. Select or create a TileSet source." -msgstr "" -"Keine TileSet-Quelle ausgewählt. Bitte eine TileSet-Quelle auswählen oder " -"erstellen." - msgid "Add new patterns in the TileMap editing mode." msgstr "Neue Muster im TileMap-Bearbeitungsmodus hinzufügen." @@ -12238,6 +12537,11 @@ msgstr "Metadaten der Versionsverwaltung:" msgid "Git" msgstr "Git" +msgid "The project uses features unsupported by the current build:" +msgstr "" +"Dieses Projekt verwendet Funktionen die von dieser Godot-Version nicht " +"unterstützt werden:" + msgid "Error: Project is missing on the filesystem." msgstr "Fehler: Projekt ist nicht im Dateisystem vorhanden." @@ -12431,6 +12735,18 @@ msgstr "" msgid "Are you sure to run %d projects at once?" msgstr "Sollen wirklich %d Projekte gleichzeitig ausgeführt werden?" +msgid "Tag name can't be empty." +msgstr "Tag-Namen dürfen nicht leer sein." + +msgid "Tag name can't contain spaces." +msgstr "Tag-Name darf keine Leerzeichen enthalten." + +msgid "These characters are not allowed in tags: %s." +msgstr "Diese Zeichen sind in Tags nicht gestattet: %s." + +msgid "Tag name must be lowercase." +msgstr "Tag-Name muss aus Kleinbuchstaben bestehen." + msgid "Remove %d projects from the list?" msgstr "%d Projekte aus Liste entfernen?" @@ -12482,6 +12798,9 @@ msgstr "Projekte werden geladen, bitte warten..." msgid "Last Edited" msgstr "Zuletzt bearbeitet" +msgid "Tags" +msgstr "Tags" + msgid "New Project" msgstr "Neues Projekt" @@ -12497,6 +12816,9 @@ msgstr "Nach Projekten suchen" msgid "Edit Project" msgstr "Projekt bearbeiten" +msgid "Manage Tags" +msgstr "Tags verwalten" + msgid "Remove Project" msgstr "Projekt entfernen" @@ -12555,6 +12877,27 @@ msgstr "" "Sollen offizielle Beispielprojekte aus der Nutzerinhaltesammlung angezeigt " "werden?" +msgid "Manage Project Tags" +msgstr "Projekt-Tags verwalten" + +msgid "Project Tags" +msgstr "Projekt-Tags" + +msgid "Click tag to remove it from the project." +msgstr "Tag klicken um es von Projekt zu entfernen." + +msgid "All Tags" +msgstr "Alle Tags" + +msgid "Click tag to add it to the project." +msgstr "Tag klicken um es zu Projekt hinzuzufügen." + +msgid "Create New Tag" +msgstr "Neuen Tag erstellen" + +msgid "Tags are capitalized automatically when displayed." +msgstr "Tags werden bei Anzeige automatisch groß geschrieben." + msgid "Add Project Setting" msgstr "Projekteinstellung hinzufügen" @@ -12843,6 +13186,9 @@ msgstr "Node „%s“ und seine Unterelemente löschen?" msgid "Delete node \"%s\"?" msgstr "Node „%s“ löschen?" +msgid "Some nodes are referenced by animation tracks." +msgstr "Einige Nodes werden aus Animationsspuren referenziert." + msgid "" "Saving the branch as a scene requires having a scene open in the editor." msgstr "" @@ -13012,6 +13358,9 @@ msgstr "Als Platzhalter laden" msgid "Auto Expand to Selected" msgstr "Automatisch auf Auswahl vergrößern" +msgid "All Scene Sub-Resources" +msgstr "Alle Unterressourcen der Szene" + msgid "Filters" msgstr "Filter" @@ -13045,6 +13394,12 @@ msgstr "Einfügen des Wurzel-Nodes in dieselbe Szene nicht möglich." msgid "Paste Node(s)" msgstr "Node(s) einfügen" +msgid " at %s" +msgstr " bei %s" + +msgid "(used %d times)" +msgstr "(%d mal verwendet)" + msgid "Add Child Node" msgstr "Node anhängen" @@ -13098,6 +13453,9 @@ msgstr "" "Für bessere Geschwindigkeit sollte diese Option auf Lokaler Szenenbaum " "gestellt werden." +msgid "Delete Related Animation Tracks" +msgstr "Zugehörige Animationsspuren löschen" + msgid "Clear Inheritance? (No Undo!)" msgstr "Vererbung wirklich lösen? (Lässt sich nicht rückgängig machen!)" @@ -13276,6 +13634,19 @@ msgstr "Der Name ‚%s‘ ist ein reserviertes Schlüsselwort der Shader-Sprache msgid "Add Shader Global Parameter" msgstr "Globalen Parameter für Shader hinzufügen" +msgid "Make this panel floating in the screen %d." +msgstr "Diese Leiste schwebend machen auf Bildschirm %d." + +msgid "" +"Make this panel floating.\n" +"Right click to open the screen selector." +msgstr "" +"Lässt diese Leiste schweben.\n" +"Rechtsklicken für Bildschirmauswahl." + +msgid "Select Screen" +msgstr "Bildschirm auswählen" + msgid "Change Cylinder Radius" msgstr "Zylinderradius ändern" @@ -13631,6 +14002,9 @@ msgstr "Aus Pfad hinzufügen" msgid "Spawn" msgstr "Spawn" +msgid "Watch" +msgstr "Beobachten" + msgid "" "Add properties using the buttons above or\n" "drag them them from the inspector and drop them here." @@ -13644,18 +14018,30 @@ msgstr "Bitte zuerst MultiplayerSynchronizer auswählen." msgid "The MultiplayerSynchronizer needs a root path." msgstr "Der MultiplayerSynchronizer benötigt einen Wurzelpfad." +msgid "" +"Each MultiplayerSynchronizer can have no more than 64 watched properties." +msgstr "" +"Jeder MultiplayerSynchronizer kann nicht mehr als 64 beobachtete " +"Eigenschaften haben." + msgid "Set spawn property" msgstr "Spawn-Eigenschaft festlegen" msgid "Set sync property" msgstr "Sync-Eigenschaft festlegen" +msgid "Set watch property" +msgstr "Eigenschaft zum Beobachten auswählen" + msgid "Delete Property?" msgstr "Eigenschaft löschen?" msgid "Remove Property" msgstr "Eigenschaft entfernen" +msgid "Property of this type not supported." +msgstr "Eigenschaften dieses Typs werden nicht unterstützt." + msgid "" "A valid NodePath must be set in the \"Spawn Path\" property in order for " "MultiplayerSpawner to be able to spawn Nodes." @@ -13702,45 +14088,6 @@ msgstr "NavMesh backen" msgid "Clear the navigation mesh." msgstr "Navigations-Mesh löschen." -msgid "Setting up Configuration..." -msgstr "Konfiguration wird erstellt..." - -msgid "Calculating grid size..." -msgstr "Gittergröße wird berechnet..." - -msgid "Creating heightfield..." -msgstr "Höhenmodell erstellen..." - -msgid "Marking walkable triangles..." -msgstr "Begehbare Dreiecke markieren..." - -msgid "Constructing compact heightfield..." -msgstr "Kompaktes Höhenmodell wir konstruiert..." - -msgid "Eroding walkable area..." -msgstr "Begehbare Gebiete werden erodiert..." - -msgid "Partitioning..." -msgstr "Einteilen..." - -msgid "Creating contours..." -msgstr "Konturen erzeugen..." - -msgid "Creating polymesh..." -msgstr "Polymesh erzeugen..." - -msgid "Converting to native navigation mesh..." -msgstr "In natives Navigation-Mesh konvertieren..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Navigation-Mesh-Generatoreinstellungen:" - -msgid "Parsing Geometry..." -msgstr "Parse Geometrie…" - -msgid "Done!" -msgstr "Abgeschlossen!" - msgid "Toggles whether the noise preview is computed in 3D space." msgstr "Legt fest ob die Rauschen-Vorschau im 3D-Raum berechnet werden soll." @@ -14169,6 +14516,9 @@ msgstr "Richte APK aus..." msgid "Could not unzip temporary unaligned APK." msgstr "Temporäres unausgerichtetes APK konnte nicht entpackt werden." +msgid "App Store Team ID not specified." +msgstr "App-Store-Team-ID nicht angegeben." + msgid "Invalid Identifier:" msgstr "Ungültiger Bezeichner:" @@ -14216,9 +14566,6 @@ msgstr "Skript-Export debuggen" msgid "Could not open file \"%s\"." msgstr "Datei „%s“ konnte nicht geöffnet werden." -msgid "Could not create console script." -msgstr "Konsolenskript konnte nicht erstellt werden." - msgid "Failed to open executable file \"%s\"." msgstr "Fehler beim Öffnen von ausführbarer Datei „%s“." @@ -14323,6 +14670,34 @@ msgstr "Unbekannter Objekttyp." msgid "Invalid bundle identifier:" msgstr "Ungültiger Bundle-Bezeichner:" +msgid "App Store distribution with ad-hoc code signing is not supported." +msgstr "" +"App-Store-Bereitstellung mit Ad-Hoc-Signaturen werden nicht unterstützt." + +msgid "Notarization with an ad-hoc signature is not supported." +msgstr "Beglaubigungen von Ad-hoc-Signaturen werden nicht unterstützt." + +msgid "Apple Team ID is required for App Store distribution." +msgstr "Apple-Team-ID wird benötigt für App-Store-Verteilung." + +msgid "Apple Team ID is required for notarization." +msgstr "Apple-Team-ID wird benötigt für Beglaubigung." + +msgid "Provisioning profile is required for App Store distribution." +msgstr "Provisioning-Profil wird benötigt für App-Store-Verteilung." + +msgid "Installer signing identity is required for App Store distribution." +msgstr "Installer-Signing-Identity wird benötigt für App-Store-Verteilung." + +msgid "App sandbox is required for App Store distribution." +msgstr "App-Sandbox wird benötigt für App-Store-Verteilung." + +msgid "Code signing is required for App Store distribution." +msgstr "Code-Signatur wird benötigt für App-Store-Verteilung." + +msgid "Code signing is required for notarization." +msgstr "Code-Signierung wird zur Beglaubigung benötigt." + msgid "" "Neither Apple ID name nor App Store Connect issuer ID name not specified." msgstr "" @@ -14345,6 +14720,34 @@ msgstr "App-Store-Connect-API-Schlüssel-ID nicht angegeben." msgid "App Store Connect issuer ID name not specified." msgstr "App-Store-Connect-Aussteller-ID nicht angegeben." +msgid "Microphone access is enabled, but usage description is not specified." +msgstr "" +"Mikrophonzugriff ist aktiviert, aber keine Nutzungsbeschreibung angegeben." + +msgid "Camera access is enabled, but usage description is not specified." +msgstr "" +"Kamerazugriff ist aktiviert, aber keine Nutzungsbeschreibung angegeben." + +msgid "" +"Location information access is enabled, but usage description is not " +"specified." +msgstr "" +"Standortzugriff ist aktiviert, aber keine Nutzungsbeschreibung angegeben." + +msgid "Address book access is enabled, but usage description is not specified." +msgstr "" +"Adressbuchzugriff ist aktiviert, aber keine Nutzungsbeschreibung angegeben." + +msgid "Calendar access is enabled, but usage description is not specified." +msgstr "" +"Kalenderzugriff ist aktiviert, aber keine Nutzungsbeschreibung angegeben." + +msgid "" +"Photo library access is enabled, but usage description is not specified." +msgstr "" +"Photobibliothekszugriff ist aktiviert, aber keine Nutzungsbeschreibung " +"angegeben." + msgid "Icon Creation" msgstr "Symbolbilderzeugung" @@ -14429,6 +14832,15 @@ msgstr "" "Relative symbolische Links werden nicht unterstützt, exportiertes „%s“ " "könnte fehlerhaft sein!" +msgid "PKG Creation" +msgstr "PKG-Erzeugung" + +msgid "Could not start productbuild executable." +msgstr "productbuild-Anwendung konnte nicht gestartet werden." + +msgid "`productbuild` failed." +msgstr "`productbuild` ist fehlgeschlagen." + msgid "DMG Creation" msgstr "DMG-Erzeugung" @@ -14504,6 +14916,9 @@ msgstr "Erstelle DMG" msgid "Code signing DMG" msgstr "Codesignierendes DMG" +msgid "Making PKG installer" +msgstr "Erzeuge PKG-Installer" + msgid "Making ZIP" msgstr "Erstelle ZIP" @@ -14649,6 +15064,15 @@ msgstr "Icon-Größe „%d“ fehlt." msgid "Failed to rename temporary file \"%s\"." msgstr "Temporäre Datei „%s“ konnte nicht umbenannt werden." +msgid "Invalid icon path." +msgstr "Ungültiger Icon-Pfad." + +msgid "Invalid file version." +msgstr "Ungültige Dateiversion." + +msgid "Invalid product version." +msgstr "Ungültige Produktversion." + msgid "Could not find rcedit executable at \"%s\"." msgstr "Anwendung rcedit konnte nicht gefunden werden in „%s“." @@ -14776,10 +15200,11 @@ msgstr "" "benötigt." msgid "" -"The One Way Collision property will be ignored when the parent is an Area2D." +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." msgstr "" -"Die Eigenschaft der Einwegkollision wird ignoriert, wenn das übergeordnete " -"Element ein Area2D ist." +"Die Eigenschaft „One Way Collision“ wird ignoriert, wenn das Kollisions-" +"Objekt ein Area2D ist." msgid "" "CollisionShape2D only serves to provide a collision shape to a " @@ -15569,6 +15994,9 @@ msgstr "" "Farbe: #%s\n" "LMT: Farbe anwenden" +msgid "Pick a color from the screen." +msgstr "Eine Farbe vom Bildschirm auswählen." + msgid "Pick a color from the application window." msgstr "Eine Farbe innerhalb des Anwendungsfensters auswählen." @@ -15785,6 +16213,14 @@ msgstr "" "Dieser Node ist als experimentell markiert und könnte in zukünftigen " "Versionen entfernt oder stark umgeändert werden." +msgid "" +"Default Environment as specified in the project setting \"rendering/" +"environment/defaults/default_environment\" could not be loaded." +msgstr "" +"Das Standard-Environment wie festgelegt in den Projekteinstellungen " +"(Rendering→Environment→Standards→Standard-Environment) konnte nicht geladen " +"werden." + msgid "" "ShaderGlobalsOverride is not active because another node of the same type is " "in the scene." @@ -16575,6 +17011,9 @@ msgstr "Ungültiges ifdef." msgid "Invalid ifndef." msgstr "Ungültiges ifndef." +msgid "Shader include file does not exist:" +msgstr "Shader-Include-Datei existiert nicht:" + msgid "" "Shader include load failed. Does the shader include exist? Is there a cyclic " "dependency?" @@ -16585,6 +17024,9 @@ msgstr "" msgid "Shader include resource type is wrong." msgstr "Ressourcentyp des Shader-Includes ist falsch." +msgid "Cyclic include found" +msgstr "Zyklisches Include erkannt" + msgid "Shader max include depth exceeded." msgstr "Maximale include-Tiefe des Shaders wurde überschritten." diff --git a/editor/translations/editor/el.po b/editor/translations/editor/el.po index 1db4ecfa23da..464194a3261a 100644 --- a/editor/translations/editor/el.po +++ b/editor/translations/editor/el.po @@ -3015,9 +3015,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "Άκυρο όνομα κόμβου, οι ακόλουθοι χαρακτήρες δεν επιτρέπονται:" -msgid "Rename Node" -msgstr "Μετονομασία κόμβου" - msgid "Scene Tree (Nodes):" msgstr "Δέντρο σκηνής (Κόμβοι):" @@ -6888,45 +6885,6 @@ msgstr "Ψήσιμο NavMesh" msgid "Clear the navigation mesh." msgstr "Εκκαθάριση του πλέγματος πλοήγησης." -msgid "Setting up Configuration..." -msgstr "Ρύθμιση παραμέτρων..." - -msgid "Calculating grid size..." -msgstr "Υπολογισμός μεγέθους πλέγματος..." - -msgid "Creating heightfield..." -msgstr "Δημιουργία πεδίου ύψους..." - -msgid "Marking walkable triangles..." -msgstr "Επισήμανση βατών τριγώνων..." - -msgid "Constructing compact heightfield..." -msgstr "Δημιουργία συμπυκνωμένου πεδίου ύψους..." - -msgid "Eroding walkable area..." -msgstr "Διάβρωση βατής περιοχής..." - -msgid "Partitioning..." -msgstr "Διαμερισμός..." - -msgid "Creating contours..." -msgstr "Δημιουργία περιγραμμάτων..." - -msgid "Creating polymesh..." -msgstr "Δημιουργία πολύ-πλέγματος..." - -msgid "Converting to native navigation mesh..." -msgstr "Μετατροπή σε εγγενή πλέγμα πλοήγησης..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Ρύθμιση γενήτριας πλέγματος πλοήγησης:" - -msgid "Parsing Geometry..." -msgstr "Ανάλυση γεωμετρίας..." - -msgid "Done!" -msgstr "Τέλος!" - msgid "Package name is missing." msgstr "Το όνομα του πακέτου λείπει." diff --git a/editor/translations/editor/eo.po b/editor/translations/editor/eo.po index 5302852b4f26..4c8acd3f69e7 100644 --- a/editor/translations/editor/eo.po +++ b/editor/translations/editor/eo.po @@ -18,11 +18,12 @@ # Isaac Iverson , 2023. # Blua Punkto , 2023. # Omicron , 2023. +# aligator , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-05-26 01:16+0000\n" +"PO-Revision-Date: 2023-06-20 03:05+0000\n" "Last-Translator: Omicron \n" "Language-Team: Esperanto \n" @@ -30,11 +31,14 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "malŝalti" +msgid "Physical" +msgstr "Fizika" + msgid "Left Mouse Button" msgstr "Maldekstra Musbutono" @@ -45,16 +49,16 @@ msgid "Middle Mouse Button" msgstr "Meza Musbutono" msgid "Mouse Wheel Up" -msgstr "Musa Rado Supren" +msgstr "Musa Radeto Supren" msgid "Mouse Wheel Down" -msgstr "Musa Rado Malsupren" +msgstr "Musa Radeto Malsupren" msgid "Mouse Wheel Left" -msgstr "Musa Rado Maldekstre" +msgstr "Musa Radeto Maldekstre" msgid "Mouse Wheel Right" -msgstr "Musa Rado Dekstre" +msgstr "Musa Radeto Dekstre" msgid "Mouse Thumb Button 1" msgstr "Musa Dikfingra Butono 1" @@ -71,6 +75,27 @@ msgstr "Duobla alklako" msgid "Mouse motion at position (%s) with velocity (%s)" msgstr "Musmovo ĉe pozicio (%s) kun rapideco (%s)" +msgid "Joystick 3 X-Axis" +msgstr "X-Akso de stirstango 3" + +msgid "Joystick 3 Y-Axis" +msgstr "Y-Akso de stirstango 3" + +msgid "Joystick 4 X-Axis" +msgstr "X-Akso de stirstango 4" + +msgid "Joystick 4 Y-Axis" +msgstr "Y-Akso de stirstango 4" + +msgid "Unknown Joypad Axis" +msgstr "Nekonata Stirstanga Akso" + +msgid "Joypad Motion on Axis %d (%s) with Value %.2f" +msgstr "Stirstanga moviĝo sur akso %d (%s) kun valoro %.2f" + +msgid "Joypad Button %d" +msgstr "Butono de ludstrilo %d" + msgid "Select" msgstr "Elekti" @@ -2187,6 +2212,9 @@ msgstr "Ĝenerala" msgid "The editor must be restarted for changes to take effect." msgstr "La redaktilon devas rekomencigi por ŝanĝoj efektiviĝus." +msgid "Joypad Axis %d %s (%s)" +msgstr "Stirstanga akso %d %s (%s)" + msgid "All Devices" msgstr "Ĉiuj aparatoj" @@ -2357,6 +2385,13 @@ msgstr "Ne eblas ĝisdatigi dependojn:" msgid "A file or folder with this name already exists." msgstr "Dosiero aŭ dosierujo kun ĉi tiu nomo jam ekzistas." +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "" +"La jenaj dosieroj aŭ dosierujoj konfliktas kun elementoj en la cela loko " +"'%s':" + msgid "Duplicating file:" msgstr "Duplikatas dosieron:" @@ -2634,9 +2669,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "Malvalida nomo de nodo, la jenaj signoj ne permesas:" -msgid "Rename Node" -msgstr "Renomi nodon" - msgid "Scene Tree (Nodes):" msgstr "Scenoarbo (nodoj):" @@ -2698,6 +2730,9 @@ msgid "Changing the type of an imported file requires editor restart." msgstr "" "Ŝanĝado de la tipo de enportita dosiero postulas redaktilan rekomencon." +msgid "Joypad Axes" +msgstr "Stirstangaj aksoj" + msgid "Device:" msgstr "Aparato:" @@ -3967,12 +4002,21 @@ msgstr "Kunteksta Helpo" msgid "Delete Animation?" msgstr "Forigi animacion?" +msgid "Filter Animations" +msgstr "Filtrili animacioj" + +msgid "Delete Animation" +msgstr "Forigi animacion" + msgid "Zoom Reset" msgstr "Rekomencigi zomon" msgid "Size" msgstr "Grando" +msgid "Updating the editor" +msgstr "Eliras la editilo" + msgid "Yes" msgstr "Jes" @@ -4169,6 +4213,15 @@ msgstr "3D Sceno" msgid "User Interface" msgstr "Uzanta Interfaco" +msgid "Delete %d nodes and any children?" +msgstr "Forigi %d nodoj kaj ĉiuj infanoj?" + +msgid "Delete %d nodes?" +msgstr "Forigi %d nodoj?" + +msgid "Delete node \"%s\"?" +msgstr "Forigi nodo \"%s\"?" + msgid "Save New Scene As..." msgstr "Konservi novan scenon kiel..." @@ -4335,6 +4388,9 @@ msgstr "Elira RPC" msgid "Network Profiler" msgstr "Reta Profililo" +msgid "Delete Property?" +msgstr "Forigi atributon?" + msgid "Run in Browser" msgstr "Ruli en foliumilo" diff --git a/editor/translations/editor/es.po b/editor/translations/editor/es.po index 9813ce1ae290..6caa41672c05 100644 --- a/editor/translations/editor/es.po +++ b/editor/translations/editor/es.po @@ -104,13 +104,15 @@ # Joinner Medina , 2023. # Pedro Torcatt , 2023. # Pedro Zebenzui Ortega Diaz , 2023. +# Santiago Valencia , 2023. +# Ghislain , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-05-23 01:52+0000\n" -"Last-Translator: Javier Ocampos \n" +"PO-Revision-Date: 2023-06-23 12:52+0000\n" +"Last-Translator: Ghislain \n" "Language-Team: Spanish \n" "Language: es\n" @@ -118,7 +120,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "Desactivar" @@ -267,6 +269,9 @@ msgstr "Botón del Mando %d" msgid "Pressure:" msgstr "Presión:" +msgid "canceled" +msgstr "Cancelado" + msgid "touched" msgstr "tocado" @@ -1145,6 +1150,42 @@ msgstr "Relación de Escala:" msgid "Select Transition and Easing" msgstr "Seleccione Transición y Easing" +msgctxt "Transition Type" +msgid "Sine" +msgstr "Seno" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "Quíntica" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "Cuártica" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "Cuadrática" + +msgctxt "Transition Type" +msgid "Expo" +msgstr "Exponencial" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Elástico" + +msgctxt "Transition Type" +msgid "Cubic" +msgstr "Cúbica" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "Rebote" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "Resorte" + msgid "Animation Baker" msgstr "Baker de Animación" @@ -5104,9 +5145,6 @@ msgstr "" msgid "Another node already uses this unique name in the scene." msgstr "Otro nodo ya utiliza este nombre único en la escena." -msgid "Rename Node" -msgstr "Renombrar Nodo" - msgid "Scene Tree (Nodes):" msgstr "Árbol de Escenas (Nodos):" @@ -8070,9 +8108,6 @@ msgstr "Tamaño: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Objetos: %d\n" -msgid "Primitive Indices: %d\n" -msgstr "Índices Primitivos: %d\n" - msgid "Draw Calls: %d" msgstr "Llamadas de Dibujado: %d" @@ -9189,6 +9224,9 @@ msgstr "Ir al Siguiente Punto de Ruptura" msgid "Go to Previous Breakpoint" msgstr "Ir al Anterior Punto de Ruptura" +msgid "Shader Editor" +msgstr "Editor de Shader" + msgid "New Shader Include" msgstr "Nueva Inclusión de Shader" @@ -9210,9 +9248,6 @@ msgstr "Abrir Archivo en el Inspector" msgid "Close File" msgstr "Cerrar Archivo" -msgid "Shader Editor" -msgstr "Editor de Shader" - msgid "No valid shader stages found." msgstr "No se encontraron etapas de shader válidas." @@ -10192,13 +10227,6 @@ msgstr "Dispersión:" msgid "Tiles" msgstr "Tiles" -msgid "" -"This TileMap's TileSet has no source configured. Edit the TileSet resource " -"to add one." -msgstr "" -"El TileSet de este TileMap no tiene una fuente configurada. Edita el recurso " -"de TileSet para agregar una." - msgid "Sort sources" msgstr "Ordenar recursos" @@ -10275,9 +10303,6 @@ msgstr "Cambiar visibilidad de la cuadrícula." msgid "Automatically Replace Tiles with Proxies" msgstr "Reemplazar Automáticamente los Tiles con Proxies" -msgid "The edited TileMap node has no TileSet resource." -msgstr "El nodo TileMap editado no tiene un recurso TileSet." - msgid "Remove Tile Proxies" msgstr "Eliminar Proxies de Tiles" @@ -13287,45 +13312,6 @@ msgstr "Bakear NavMesh" msgid "Clear the navigation mesh." msgstr "Limpiar la malla de navegación." -msgid "Setting up Configuration..." -msgstr "Estableciendo la configuración..." - -msgid "Calculating grid size..." -msgstr "Calculando tamaño la cuadrícula..." - -msgid "Creating heightfield..." -msgstr "Creando campo de alturas..." - -msgid "Marking walkable triangles..." -msgstr "Marcando triángulos transitables..." - -msgid "Constructing compact heightfield..." -msgstr "Construyendo heightfield compacto..." - -msgid "Eroding walkable area..." -msgstr "Erosionando área transitable..." - -msgid "Partitioning..." -msgstr "Particionando..." - -msgid "Creating contours..." -msgstr "Creando contornos..." - -msgid "Creating polymesh..." -msgstr "Creando polymesh..." - -msgid "Converting to native navigation mesh..." -msgstr "Convertir a malla de navegación nativa..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Configuración del Generador de Mallas de Navegación:" - -msgid "Parsing Geometry..." -msgstr "Analizando geometría..." - -msgid "Done!" -msgstr "¡Hecho!" - msgid "Rename Action" msgstr "Renombrar Acción" @@ -13744,9 +13730,6 @@ msgstr "Exportación de Script de Depuración" msgid "Could not open file \"%s\"." msgstr "No se ha podido abrir el archivo \"%s\"." -msgid "Could not create console script." -msgstr "No se pudo crear el script de consola." - msgid "Failed to open executable file \"%s\"." msgstr "Fallo al abrir el archivo ejecutable \"%s\"." @@ -14144,12 +14127,6 @@ msgstr "" "Polígono inválido. Se necesitan al menos 2 puntos en modo de construcción " "'Segments'." -msgid "" -"The One Way Collision property will be ignored when the parent is an Area2D." -msgstr "" -"La propiedad Colisión en Una Dirección será ignorada cuando el padre sea un " -"Area2D." - msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" diff --git a/editor/translations/editor/es_AR.po b/editor/translations/editor/es_AR.po index 1c917f1a7eef..3bb87f94f7cf 100644 --- a/editor/translations/editor/es_AR.po +++ b/editor/translations/editor/es_AR.po @@ -3093,9 +3093,6 @@ msgid "Invalid node name, the following characters are not allowed:" msgstr "" "Nombre de nodo inválido, los siguientes caracteres no están permitidos:" -msgid "Rename Node" -msgstr "Renombrar Nodo" - msgid "Scene Tree (Nodes):" msgstr "Arbol de Escenas (Nodos):" @@ -7701,45 +7698,6 @@ msgstr "Bake NavMesh" msgid "Clear the navigation mesh." msgstr "Restablecer mesh de navegación." -msgid "Setting up Configuration..." -msgstr "Seteando Configuración..." - -msgid "Calculating grid size..." -msgstr "Calculando tamaño de grilla..." - -msgid "Creating heightfield..." -msgstr "Creando campo de alturas..." - -msgid "Marking walkable triangles..." -msgstr "Marcando triangulos caminables..." - -msgid "Constructing compact heightfield..." -msgstr "Construyendo campo de alturas compacto..." - -msgid "Eroding walkable area..." -msgstr "Erocionando area caminable..." - -msgid "Partitioning..." -msgstr "Particionando..." - -msgid "Creating contours..." -msgstr "Creando contornos..." - -msgid "Creating polymesh..." -msgstr "Creando polymesh..." - -msgid "Converting to native navigation mesh..." -msgstr "Convirtiendo a mesh de navegación nativo..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Configuración del Generador de Meshes de Navegación:" - -msgid "Parsing Geometry..." -msgstr "Parseando Geometría..." - -msgid "Done!" -msgstr "Hecho!" - msgid "Package name is missing." msgstr "Nombre de paquete faltante." diff --git a/editor/translations/editor/fa.po b/editor/translations/editor/fa.po index 390f615166be..2c9d087433ec 100644 --- a/editor/translations/editor/fa.po +++ b/editor/translations/editor/fa.po @@ -2477,9 +2477,6 @@ msgstr "گشودن در ویرایشگر" msgid "Open Script:" msgstr "باز کردن اسکریپت:" -msgid "Rename Node" -msgstr "تغییر نام گره" - msgid "Select a Node" msgstr "انتخاب یک گره" @@ -3909,9 +3906,6 @@ msgstr "پیکربندی" msgid "A NavigationMesh resource must be set or created for this node to work." msgstr "یک منبع NavigationMesh باید برای یک گره تنظیم یا ایجاد شود تا کار کند." -msgid "Done!" -msgstr "انجام شد!" - msgid "Unknown" msgstr "ناشناخته" diff --git a/editor/translations/editor/fi.po b/editor/translations/editor/fi.po index 31a8cb579427..380293f2461e 100644 --- a/editor/translations/editor/fi.po +++ b/editor/translations/editor/fi.po @@ -3040,9 +3040,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "Virheellinen solmun nimi, seuraavat merkit eivät ole sallittuja:" -msgid "Rename Node" -msgstr "Nimeä solmu uudelleen" - msgid "Scene Tree (Nodes):" msgstr "Kohtauspuu (solmut):" @@ -7664,45 +7661,6 @@ msgstr "Kehitä NavMesh" msgid "Clear the navigation mesh." msgstr "Tyhjennä navigointiverkko." -msgid "Setting up Configuration..." -msgstr "Luodaan konfiguraatiota..." - -msgid "Calculating grid size..." -msgstr "Lasketaan ruudukon kokoa..." - -msgid "Creating heightfield..." -msgstr "Luodaan korkeuskenttää..." - -msgid "Marking walkable triangles..." -msgstr "Merkitään kuljettavat kolmiot..." - -msgid "Constructing compact heightfield..." -msgstr "Rakennetaan tiivistä korkeuskenttää..." - -msgid "Eroding walkable area..." -msgstr "Syövytetään kuljettavaa aluetta..." - -msgid "Partitioning..." -msgstr "Ositetaan..." - -msgid "Creating contours..." -msgstr "Luodaan korkeuskäyriä..." - -msgid "Creating polymesh..." -msgstr "Luodaan polymesh..." - -msgid "Converting to native navigation mesh..." -msgstr "Muunnetaan alkuperäiseksi navigointiverkoksi..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Navigointiverkon generaattorin asetukset:" - -msgid "Parsing Geometry..." -msgstr "Jäsentää geometriaa…" - -msgid "Done!" -msgstr "Valmis!" - msgid "Package name is missing." msgstr "Paketin nimi puuttuu." diff --git a/editor/translations/editor/fr.po b/editor/translations/editor/fr.po index 78d18c9f337e..da8956c1fa73 100644 --- a/editor/translations/editor/fr.po +++ b/editor/translations/editor/fr.po @@ -128,13 +128,14 @@ # Donovan Cartier , 2023. # Rémi Verschelde , 2023. # Nifou , 2023. +# Antonia Carrier , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-11 23:11+0000\n" -"Last-Translator: Nifou \n" +"PO-Revision-Date: 2023-06-26 09:54+0000\n" +"Last-Translator: Antonia Carrier \n" "Language-Team: French \n" "Language: fr\n" @@ -142,7 +143,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "Non défini" @@ -291,6 +292,9 @@ msgstr "Bouton de joystick %d" msgid "Pressure:" msgstr "Pression :" +msgid "canceled" +msgstr "annulé" + msgid "touched" msgstr "Touché" @@ -666,22 +670,22 @@ msgid "Animation Change %s" msgstr "Changement d'animation %s" msgid "Animation Change Keyframe Value" -msgstr "Changer la valeur de la trame-clé d’animation" +msgstr "Changer la valeur de l'image clé d’animation" msgid "Animation Change Call" msgstr "Changer l’appel d'animation" msgid "Animation Multi Change Transition" -msgstr "Changer les multiples transitions d’animation" +msgstr "Changer plusieurs transitions d’animation" msgid "Animation Multi Change %s" -msgstr "Changer les multiples animations %s" +msgstr "Changer plusieurs animations %s" msgid "Animation Multi Change Keyframe Value" -msgstr "Changer la valeur des trames clé d’animation" +msgstr "Changer la valeur de plusieurs images clés d’animation" msgid "Animation Multi Change Call" -msgstr "Changer les multiples appels d'animation" +msgstr "Changer plusieurs appels d'en animation" msgid "Change Animation Length" msgstr "Modifier la durée de l’animation" @@ -1176,6 +1180,61 @@ msgstr "Ratio d'échelle :" msgid "Select Transition and Easing" msgstr "Sélectionner transition et fondu" +msgctxt "Transition Type" +msgid "Linear" +msgstr "Linéaire" + +msgctxt "Transition Type" +msgid "Sine" +msgstr "Sinus" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "Quintique" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "Quartique" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "Quadratique" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Élastique" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "Rebondissement" + +msgctxt "Transition Type" +msgid "Back" +msgstr "Recul" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "Ressort" + +msgctxt "Ease Type" +msgid "In" +msgstr "Entrant" + +msgctxt "Ease Type" +msgid "Out" +msgstr "Sortant" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "EntrantSortant" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "SortantEntrant" + +msgid "Transition Type:" +msgstr "Type de transition :" + msgid "Animation Baker" msgstr "Précalcul de l'animation" @@ -1213,8 +1272,8 @@ msgstr[1] "%d correspondances trouvées" msgid "%d of %d match" msgid_plural "%d of %d matches" -msgstr[0] "%d de %d correspondance trouvée" -msgstr[1] "%d de %d correspondances trouvées" +msgstr[0] "%d de %d correspondance" +msgstr[1] "%d de %d correspondances" msgid "Match Case" msgstr "Sensible à la casse" @@ -3412,7 +3471,7 @@ msgid "Dock Position" msgstr "Position du dock" msgid "Make Floating" -msgstr "Faire un Flottant" +msgstr "Rendre flottant" msgid "Add a new scene." msgstr "Ajouter une nouvelle scène." @@ -3977,7 +4036,7 @@ msgid "Left Stick Left, Joystick 0 Left" msgstr "Stick gauche direction gauche, Joystick 0 direction gauche" msgid "Left Stick Right, Joystick 0 Right" -msgstr "Stick droit direction gauche, Joystick 0 direction droite" +msgstr "Stick gauche direction droite, Joystick 0 direction droite" msgid "Left Stick Up, Joystick 0 Up" msgstr "Stick gauche direction haut, Joystick 0 direction haut" @@ -5134,9 +5193,6 @@ msgstr "Nom de nœud invalide, les caractères suivants ne sont pas autorisés : msgid "Another node already uses this unique name in the scene." msgstr "Un autre Nœud utilise ce nom unique dans la scène." -msgid "Rename Node" -msgstr "Renommer le nœud" - msgid "Scene Tree (Nodes):" msgstr "Arbre de scène (nœuds) :" @@ -7729,14 +7785,14 @@ msgstr "Créer une forme convexe unique" msgid "Can't create multiple convex collision shapes for the scene root." msgstr "" -"Impossible de créer des formes de collision convexes multiples pour la " -"racine de la scène." +"Impossible de créer de multiples formes de collision convexes pour la racine " +"de la scène." msgid "Couldn't create any collision shapes." msgstr "Impossible de créer des formes de collision." msgid "Create Multiple Convex Shapes" -msgstr "Créer des formes convexes multiples" +msgstr "Créer plusieurs formes convexes" msgid "Create Navigation Mesh" msgstr "Créer un maillage de navigation" @@ -7771,8 +7827,7 @@ msgstr "" msgid "UV Unwrap failed, mesh may not be manifold?" msgstr "" -"Le dépliage UV a échoué, le maillage n'est peut-être pas multiple " -"(« manifold ») ?" +"Le dépliage UV a échoué, le maillage n'est peut-être pas (« manifold ») ?" msgid "Unwrap UV2" msgstr "Déplier les UV2" @@ -8112,9 +8167,6 @@ msgstr "Taille : %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Objets : %d\n" -msgid "Primitive Indices: %d\n" -msgstr "Indices de primitives : %d\n" - msgid "Draw Calls: %d" msgstr "Appels de dessin : %d" @@ -9282,6 +9334,9 @@ msgstr "Aller au point d'arrêt suivant" msgid "Go to Previous Breakpoint" msgstr "Aller au point d'arrêt précédent" +msgid "Shader Editor" +msgstr "Éditeur de shader" + msgid "New Shader Include" msgstr "Nouveau fichier shader include" @@ -9303,9 +9358,6 @@ msgstr "Ouvrir fichier dans l'Inspecteur" msgid "Close File" msgstr "Fermer le fichier" -msgid "Shader Editor" -msgstr "Éditeur de shader" - msgid "No valid shader stages found." msgstr "Aucune étape valide de shader trouvée." @@ -10179,13 +10231,6 @@ msgstr "Effaceur" msgid "Tiles" msgstr "Tuiles" -msgid "" -"This TileMap's TileSet has no source configured. Edit the TileSet resource " -"to add one." -msgstr "" -"La TileSet de cette TileMap n'a pas de source configurée. Modifier la " -"ressource TileSet pour en ajouter une." - msgid "Drag and drop or paste a TileMap selection here to store a pattern." msgstr "" "Glisser et déposer ou copier une sélection TileMap ici pour stocker un " @@ -12034,45 +12079,6 @@ msgstr "Calculer le NavMesh" msgid "Clear the navigation mesh." msgstr "Effacer le maillage de navigation." -msgid "Setting up Configuration..." -msgstr "Initialisation de la configuration..." - -msgid "Calculating grid size..." -msgstr "Calcul de la taille de la grille..." - -msgid "Creating heightfield..." -msgstr "Création du champ de hauteur…" - -msgid "Marking walkable triangles..." -msgstr "Marquage des triangles parcourables..." - -msgid "Constructing compact heightfield..." -msgstr "Construction d'un champ de hauteur compact..." - -msgid "Eroding walkable area..." -msgstr "Réduction de la zone parcourable..." - -msgid "Partitioning..." -msgstr "Partitionnement..." - -msgid "Creating contours..." -msgstr "Création des contours..." - -msgid "Creating polymesh..." -msgstr "Création d'un maillage de contour…" - -msgid "Converting to native navigation mesh..." -msgstr "Conversion en maillage de navigation natif…" - -msgid "Navigation Mesh Generator Setup:" -msgstr "Paramétrage du générateur de navigation dans la grille :" - -msgid "Parsing Geometry..." -msgstr "Analyse de la géométrie..." - -msgid "Done!" -msgstr "C'est fait !" - msgid "Error loading %s: %s." msgstr "Erreur de chargement %s : %s." @@ -12758,12 +12764,6 @@ msgstr "" "Polygone non valide. Il doit y avoir au moins 2 points en mode de " "construction 'Segments'." -msgid "" -"The One Way Collision property will be ignored when the parent is an Area2D." -msgstr "" -"La propriété Collision à sens unique est ignorée lorsque le parent est un " -"Area2D." - msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" diff --git a/editor/translations/editor/gl.po b/editor/translations/editor/gl.po index ca59d4c43240..2ef4c8594e63 100644 --- a/editor/translations/editor/gl.po +++ b/editor/translations/editor/gl.po @@ -2343,9 +2343,6 @@ msgstr "Desbloquear Nodo" msgid "Node configuration warning:" msgstr "Aviso sobre a configuración do nodo:" -msgid "Rename Node" -msgstr "Renomear Nodo" - msgid "Select a Node" msgstr "Seleccione un Nodo" @@ -4134,12 +4131,6 @@ msgstr "RPC Saínte" msgid "Network Profiler" msgstr "Analítica de Rendemento de Rede" -msgid "Partitioning..." -msgstr "Particionando..." - -msgid "Done!" -msgstr "Feito!" - msgid "Debug keystore not configured in the Editor Settings nor in the preset." msgstr "" "Non está configurado o Keystore de depuración nin na configuración do " diff --git a/editor/translations/editor/he.po b/editor/translations/editor/he.po index 1bb8a1cecb98..9bd331a19812 100644 --- a/editor/translations/editor/he.po +++ b/editor/translations/editor/he.po @@ -2430,9 +2430,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "שם מפרק לא חוקי, התווים הבאים אינם מותרים:" -msgid "Rename Node" -msgstr "שינוי שם מפרק" - msgid "Scene Tree (Nodes):" msgstr "עץ סצינה (מפרקים):" @@ -3808,45 +3805,6 @@ msgstr "אפיית NavMesh" msgid "Clear the navigation mesh." msgstr "ניקוי רשת הניווט." -msgid "Setting up Configuration..." -msgstr "הגדרת תצורה..." - -msgid "Calculating grid size..." -msgstr "חישוב גודל רשת..." - -msgid "Creating heightfield..." -msgstr "יצירת שדה גובה..." - -msgid "Marking walkable triangles..." -msgstr "סימון משולשים הניתנים להליכה..." - -msgid "Constructing compact heightfield..." -msgstr "בונה שדה גובה קומפקטי..." - -msgid "Eroding walkable area..." -msgstr "שחיקת השטח הניתן להליכה..." - -msgid "Partitioning..." -msgstr "יצירת מחיצות..." - -msgid "Creating contours..." -msgstr "יצירת קווי מתאר..." - -msgid "Creating polymesh..." -msgstr "יצירת polymesh..." - -msgid "Converting to native navigation mesh..." -msgstr "המרה לרשת ניווט מקומית..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "הגדרת מחולל רשת ניווט:" - -msgid "Parsing Geometry..." -msgstr "ניתוח גיאומטרי..." - -msgid "Done!" -msgstr "בוצע!" - msgid "Pose" msgstr "פוזה" diff --git a/editor/translations/editor/hu.po b/editor/translations/editor/hu.po index c9ceb7664870..93015b2568ec 100644 --- a/editor/translations/editor/hu.po +++ b/editor/translations/editor/hu.po @@ -4552,45 +4552,6 @@ msgstr "Hálózati profilkészítő" msgid "Clear the navigation mesh." msgstr "Navigációs háló törlése." -msgid "Setting up Configuration..." -msgstr "Konfiguráció beállítása…" - -msgid "Calculating grid size..." -msgstr "Rácsméret kiszámítása…" - -msgid "Creating heightfield..." -msgstr "Magasságmező létrehozása…" - -msgid "Marking walkable triangles..." -msgstr "Járható háromszögek megjelölése…" - -msgid "Constructing compact heightfield..." -msgstr "Kompakt magasságmező kiépítése…" - -msgid "Eroding walkable area..." -msgstr "Járható terület lepusztítása…" - -msgid "Partitioning..." -msgstr "Particionálás…" - -msgid "Creating contours..." -msgstr "Kontúrok létrehozása…" - -msgid "Creating polymesh..." -msgstr "Polymesh létrehozása…" - -msgid "Converting to native navigation mesh..." -msgstr "Átkonvertálás natív navigációs hálóra…" - -msgid "Navigation Mesh Generator Setup:" -msgstr "Navigációs Háló Generátor Beállítás:" - -msgid "Parsing Geometry..." -msgstr "Geometria Elemzése…" - -msgid "Done!" -msgstr "Kész!" - msgid "Invalid package name:" msgstr "Érvénytelen csomagnév:" diff --git a/editor/translations/editor/id.po b/editor/translations/editor/id.po index 1adcc596f67a..9b7044a63728 100644 --- a/editor/translations/editor/id.po +++ b/editor/translations/editor/id.po @@ -49,13 +49,14 @@ # EngageIndo , 2023. # Septian Kurniawan , 2023. # Septian Ganendra Savero Kurniawan , 2023. +# Septian Ganendra Savero Kurniawan , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-08 10:53+0000\n" -"Last-Translator: Septian Ganendra Savero Kurniawan \n" +"PO-Revision-Date: 2023-06-23 12:52+0000\n" +"Last-Translator: Septian Ganendra Savero Kurniawan \n" "Language-Team: Indonesian \n" "Language: id\n" @@ -63,7 +64,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "Batal disetel" @@ -212,6 +213,9 @@ msgstr "Tombol Joystick %d" msgid "Pressure:" msgstr "Tekanan:" +msgid "canceled" +msgstr "dibatalkan" + msgid "touched" msgstr "disentuh" @@ -1083,6 +1087,13 @@ msgstr "Rasio Skala:" msgid "Select Transition and Easing" msgstr "Pilih Transisi dan Pelonggaran" +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Elastis" + +msgid "FPS:" +msgstr "FPS:" + msgid "Animation Baker" msgstr "Animasi Baker" @@ -1701,6 +1712,9 @@ msgstr "Memiliki" msgid "Resources Without Explicit Ownership:" msgstr "Sumber Tanpa Kepemilikan yang Jelas:" +msgid "Folder name cannot be empty." +msgstr "Nama folder tidak boleh kosong." + msgid "Could not create folder." msgstr "Tidak dapat membuat folder." @@ -4952,9 +4966,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "Nama node tidak valid, karakter berikut tidak diperbolehkan:" -msgid "Rename Node" -msgstr "Ubah Nama Node" - msgid "Scene Tree (Nodes):" msgstr "Pohon Skena (Node):" @@ -7871,9 +7882,6 @@ msgstr "Ukuran: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Objek: %d\n" -msgid "Primitive Indices: %d\n" -msgstr "Indeks Primitif: %d\n" - msgid "Draw Calls: %d" msgstr "Menarik Panggilan: %d" @@ -10849,45 +10857,6 @@ msgstr "Panggang NavMesh" msgid "Clear the navigation mesh." msgstr "Bersihkan mesh navigasi." -msgid "Setting up Configuration..." -msgstr "Menyiapkan Konfigurasi..." - -msgid "Calculating grid size..." -msgstr "Menghitung ukuran kisi..." - -msgid "Creating heightfield..." -msgstr "Membuat bidang ketinggian..." - -msgid "Marking walkable triangles..." -msgstr "Segitiga penanda walkable..." - -msgid "Constructing compact heightfield..." -msgstr "Membangun dataran tinggi..." - -msgid "Eroding walkable area..." -msgstr "Mengikis area jalan..." - -msgid "Partitioning..." -msgstr "Mempartisi..." - -msgid "Creating contours..." -msgstr "Membuat kontur..." - -msgid "Creating polymesh..." -msgstr "Membuat polymesh..." - -msgid "Converting to native navigation mesh..." -msgstr "Mengkonversi ke mesh navigasi native..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Pengaturan Generator Navigasi Mesh:" - -msgid "Parsing Geometry..." -msgstr "Mengurai Geometri..." - -msgid "Done!" -msgstr "Selesai!" - msgid "Pose" msgstr "Pose" diff --git a/editor/translations/editor/it.po b/editor/translations/editor/it.po index b8e625ba32e5..bf5ed039f081 100644 --- a/editor/translations/editor/it.po +++ b/editor/translations/editor/it.po @@ -4902,9 +4902,6 @@ msgstr "Nome nodo invalido, i caratteri seguenti non sono consentiti:" msgid "Another node already uses this unique name in the scene." msgstr "Un altro nodo sta già usando questo nome unico nella scena." -msgid "Rename Node" -msgstr "Rinomina Nodo" - msgid "Scene Tree (Nodes):" msgstr "Scene Tree (Nodi):" @@ -7697,9 +7694,6 @@ msgstr "Dimensioni: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Oggetti: %d\n" -msgid "Primitive Indices: %d\n" -msgstr "Indici primitivi: %d\n" - msgid "Draw Calls: %d" msgstr "Chiamate di disegno: %d" @@ -8842,6 +8836,9 @@ msgstr "Vai al punto di interruzione successivo" msgid "Go to Previous Breakpoint" msgstr "Vai al punto di interruzione precedente" +msgid "Shader Editor" +msgstr "Editor degli shader" + msgid "Load Shader File" msgstr "Carica un file shader" @@ -8857,9 +8854,6 @@ msgstr "Apri il file nell'ispettore" msgid "Close File" msgstr "Chiudi il file" -msgid "Shader Editor" -msgstr "Editor degli shader" - msgid "" "File structure for '%s' contains unrecoverable errors:\n" "\n" @@ -9831,9 +9825,6 @@ msgstr "Seleziona il livello della mappa dei tasselli selezionata" msgid "Toggle grid visibility." msgstr "Commuta la visibilità della griglia." -msgid "The edited TileMap node has no TileSet resource." -msgstr "Il nodo TileMap modificato non ha alcuna risorsa TileSet." - msgid "Atlas" msgstr "Atlas" @@ -9949,10 +9940,6 @@ msgstr "Ordina i sorgenti" msgid "Open Atlas Merging Tool" msgstr "Apri lo strumento di fusione degli atlas" -msgid "No TileSet source selected. Select or create a TileSet source." -msgstr "" -"Nessuna sorgente TileSet selezionata. Selezionare o creare una fonte TileSet." - msgid "Add a Scene Tile" msgstr "Aggiungi un tassello scena" @@ -12686,45 +12673,6 @@ msgstr "Preprocessa NavMesh" msgid "Clear the navigation mesh." msgstr "Cancella mesh di navigazione." -msgid "Setting up Configuration..." -msgstr "Impostando la Configurazione..." - -msgid "Calculating grid size..." -msgstr "Calcolando dimensioni griglia..." - -msgid "Creating heightfield..." -msgstr "Creazione heightfield..." - -msgid "Marking walkable triangles..." -msgstr "Segnando triangoli percorribili..." - -msgid "Constructing compact heightfield..." -msgstr "Costruendo heightfield compatto..." - -msgid "Eroding walkable area..." -msgstr "Erodendo area percorribile..." - -msgid "Partitioning..." -msgstr "Partizionando..." - -msgid "Creating contours..." -msgstr "Creazione contorni..." - -msgid "Creating polymesh..." -msgstr "Creando polymesh..." - -msgid "Converting to native navigation mesh..." -msgstr "Convertendo a Mesh di Navigazione nativa..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Impostazioni Generatore Mesh di Navigazione:" - -msgid "Parsing Geometry..." -msgstr "Elaborazione Geometria..." - -msgid "Done!" -msgstr "Fatto!" - msgid "Rename Action" msgstr "Rinomina un'azione" @@ -13196,9 +13144,6 @@ msgstr "Esportazione di debug degli script" msgid "Could not open file \"%s\"." msgstr "Impossibile aprire il file \"%s\"." -msgid "Could not create console script." -msgstr "Impossibile creare lo script dei console." - msgid "Failed to open executable file \"%s\"." msgstr "Impossibile aprire l'eseguibile \"%s\"." diff --git a/editor/translations/editor/ja.po b/editor/translations/editor/ja.po index d66afe16ce55..649f3b28d315 100644 --- a/editor/translations/editor/ja.po +++ b/editor/translations/editor/ja.po @@ -56,13 +56,14 @@ # "Takefumi \"abell\" Ota" , 2023. # Septian Kurniawan , 2023. # 上城肇 , 2023. +# hl , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-11 23:11+0000\n" -"Last-Translator: 上城肇 \n" +"PO-Revision-Date: 2023-06-26 17:31+0000\n" +"Last-Translator: hl \n" "Language-Team: Japanese \n" "Language: ja\n" @@ -70,7 +71,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "未設定" @@ -1090,6 +1091,18 @@ msgstr "スケール比:" msgid "Select Transition and Easing" msgstr "トランジションとイージングを選択" +msgctxt "Ease Type" +msgid "In" +msgstr "In" + +msgctxt "Ease Type" +msgid "Out" +msgstr "Out" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "InOut" + msgid "Animation Baker" msgstr "アニメーションベイカー:" @@ -4514,6 +4527,9 @@ msgstr "依存関係の編集..." msgid "View Owners..." msgstr "オーナーを見る..." +msgid "Create New" +msgstr "新規作成" + msgid "Folder..." msgstr "フォルダー..." @@ -4982,9 +4998,6 @@ msgstr "無効なノード名。以下の文字は使えません:" msgid "Another node already uses this unique name in the scene." msgstr "既にシーン中の他のノードにこの固有名が使われています。" -msgid "Rename Node" -msgstr "ノードの名前を変更" - msgid "Scene Tree (Nodes):" msgstr "シーンツリー(ノード):" @@ -7865,9 +7878,6 @@ msgstr "サイズ: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "オブジェクト数: %d\n" -msgid "Primitive Indices: %d\n" -msgstr "プリミティブ インデックス数: %d\n" - msgid "Draw Calls: %d" msgstr "ドローコール数: %d" @@ -9029,6 +9039,9 @@ msgstr "次のブレークポイントに移動" msgid "Go to Previous Breakpoint" msgstr "前のブレークポイントに移動" +msgid "Shader Editor" +msgstr "シェーダーエディタ" + msgid "New Shader Include" msgstr "新しいシェーダーインクルード" @@ -9050,9 +9063,6 @@ msgstr "インスペクターでファイルを開く" msgid "Close File" msgstr "ファイルを閉じる" -msgid "Shader Editor" -msgstr "シェーダーエディタ" - msgid "No valid shader stages found." msgstr "有効なシェーダー ステージが見つかりません。" @@ -10071,13 +10081,6 @@ msgstr "拡散:" msgid "Tiles" msgstr "タイル" -msgid "" -"This TileMap's TileSet has no source configured. Edit the TileSet resource " -"to add one." -msgstr "" -"このTileMapのTileSetにはソースが構成されていません。 TileSetリソースを編集し" -"てソースを追加してください。" - msgid "Sort sources" msgstr "ソースの並べ替え" @@ -10153,9 +10156,6 @@ msgstr "グリッドの表示を切り替え" msgid "Automatically Replace Tiles with Proxies" msgstr "タイルを自動的にプロキシに置き換える" -msgid "The edited TileMap node has no TileSet resource." -msgstr "編集された TileMap ノードには TileSet リソースがありません。" - msgid "Remove Tile Proxies" msgstr "タイルプロキシを削除" @@ -10360,9 +10360,6 @@ msgstr "アトラスのマージツールを開く" msgid "Manage Tile Proxies" msgstr "タイルプロキシの管理" -msgid "No TileSet source selected. Select or create a TileSet source." -msgstr "TileSetソース未選択。TileSetソースを選択または作成してください。" - msgid "Add new patterns in the TileMap editing mode." msgstr "TileMap 編集モードで新しいパターンを追加します。" @@ -12279,45 +12276,6 @@ msgstr "NavMeshを焼き込む" msgid "Clear the navigation mesh." msgstr "ナビゲーションメッシュの消去。" -msgid "Setting up Configuration..." -msgstr "設定中..." - -msgid "Calculating grid size..." -msgstr "グリッドサイズ計算中..." - -msgid "Creating heightfield..." -msgstr "ハイトフィールド生成中..." - -msgid "Marking walkable triangles..." -msgstr "移動可能なポリゴンを記録中..." - -msgid "Constructing compact heightfield..." -msgstr "ハイトフィールド圧縮中..." - -msgid "Eroding walkable area..." -msgstr "移動可能な領域を作成中..." - -msgid "Partitioning..." -msgstr "分割中..." - -msgid "Creating contours..." -msgstr "輪郭を生成中..." - -msgid "Creating polymesh..." -msgstr "ポリメッシュを作成しています..." - -msgid "Converting to native navigation mesh..." -msgstr "ネイティブナビゲーションメッシュに変換しています..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "ナビゲーションメッシュ生成設定:" - -msgid "Parsing Geometry..." -msgstr "ジオメトリを解析しています..." - -msgid "Done!" -msgstr "完了!" - msgid "Rename Action" msgstr "アクション名を変更" diff --git a/editor/translations/editor/ko.po b/editor/translations/editor/ko.po index 6a93c4d6efb7..2a6097498f5c 100644 --- a/editor/translations/editor/ko.po +++ b/editor/translations/editor/ko.po @@ -51,13 +51,14 @@ # coolkid , 2023. # asdfer-1234 , 2023. # Overdue - , 2023. +# 최시현 , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-12 06:42+0000\n" -"Last-Translator: Overdue - \n" +"PO-Revision-Date: 2023-06-23 13:10+0000\n" +"Last-Translator: 최시현 \n" "Language-Team: Korean \n" "Language: ko\n" @@ -65,7 +66,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "설정 해제" @@ -214,6 +215,9 @@ msgstr "조이패드 버튼 %d" msgid "Pressure:" msgstr "압력:" +msgid "canceled" +msgstr "취소된" + msgid "touched" msgstr "터치" @@ -309,6 +313,9 @@ msgstr "뉴라인(위로)" msgid "Indent" msgstr "들여쓰기" +msgid "Dedent" +msgstr "내어 쓰기" + msgid "Backspace" msgstr "백스페이스" @@ -324,12 +331,48 @@ msgstr "삭제" msgid "Delete Word" msgstr "단어 삭제" +msgid "Delete all to Right" +msgstr "오른쪽으로 모두 지우기" + +msgid "Caret Left" +msgstr "왼쪽 ^" + +msgid "Caret Word Left" +msgstr "왼쪽 단어 ^" + msgid "Caret Right" msgstr "^ 오른쪽" +msgid "Caret Word Right" +msgstr "오른쪽 단어 ^" + +msgid "Caret Up" +msgstr "^" + +msgid "Caret Down" +msgstr "아래 캐럿" + +msgid "Caret Line Start" +msgstr "줄 시작 캐럿" + +msgid "Caret Line End" +msgstr "줄 마침 캐럿" + +msgid "Caret Page Up" +msgstr "페이지 올리기 캐럿" + +msgid "Caret Page Down" +msgstr "페이지 다운 캐럿" + +msgid "Caret Document Start" +msgstr "문서 시작 캐럿" + msgid "Caret Document End" msgstr "문서 종료" +msgid "Caret Add Below" +msgstr "아래에 캐럿 추가" + msgid "Caret Add Above" msgstr "위에 캐럿 추가" @@ -348,6 +391,12 @@ msgstr "캐럿 아래에서 단어 선택" msgid "Add Selection for Next Occurrence" msgstr "다음 발생을 위한 선택 항목 추가" +msgid "Clear Carets and Selection" +msgstr "캐럿과 선택 영역 지우기" + +msgid "Toggle Insert Mode" +msgstr "입력 모드 전환" + msgid "Submit Text" msgstr "텍스트 제출" @@ -363,6 +412,12 @@ msgstr "한 단계 위로 이동" msgid "Refresh" msgstr "새로고침" +msgid "Show Hidden" +msgstr "숨긴 항목" + +msgid "Swap Input Direction" +msgstr "입력 방향 변환" + msgid "Invalid input %d (not passed) in expression" msgstr "표현식의 입력 %d (전달되지 않음) 이(가) 올바르지 않습니다" @@ -379,7 +434,7 @@ msgid "Invalid named index '%s' for base type %s" msgstr "타입 '%s'의 인덱스 이름이 기본 타입 %s에 올바르지 않습니다" msgid "Invalid arguments to construct '%s'" -msgstr "'%s' 를 생성하기 위한 인수가 올바르지 않습니다" +msgstr "'%s'을(를) 생성하기 위한 인수가 올바르지 않습니다" msgid "On call to '%s':" msgstr "'%s'을(를) 호출 시:" @@ -431,12 +486,33 @@ msgstr "이름 '%s'을(를) 가진 액션이 이미 있습니다." msgid "Cannot Revert - Action is same as initial" msgstr "되돌릴 수 없음 - 동작이 초기값과 동일합니다" +msgid "Revert Action" +msgstr "작업 복원" + msgid "Add Event" msgstr "이벤트 추가" +msgid "Remove Action" +msgstr "액션 제거" + msgid "Cannot Remove Action" msgstr "액션을 제거할 수 없음" +msgid "Edit Event" +msgstr "이벤트 수정" + +msgid "Remove Event" +msgstr "이벤트 제거" + +msgid "Filter by name..." +msgstr "이름으로 필터링..." + +msgid "Clear All" +msgstr "모두 지우기" + +msgid "Add New Action" +msgstr "새로운 액션 추가" + msgid "Add" msgstr "추가" @@ -455,6 +531,9 @@ msgstr "시간:" msgid "Value:" msgstr "값:" +msgid "Update Selected Key Handles" +msgstr "선택한 키 핸들 수정" + msgid "Insert Key Here" msgstr "여기에 키 삽입" @@ -464,6 +543,9 @@ msgstr "선택한 키 복제" msgid "Delete Selected Key(s)" msgstr "선택한 키 삭제" +msgid "Make Handles Free" +msgstr "핸들 자유 설정" + msgid "Make Handles Linear" msgstr "핸들 선형 만들기" @@ -485,9 +567,36 @@ msgstr "베지어 점 추가" msgid "Move Bezier Points" msgstr "베지어 점 이동" +msgid "Animation Duplicate Keys" +msgstr "애니메이션 키프레임 복제" + +msgid "Animation Delete Keys" +msgstr "애니메이션 키프레임 삭제" + +msgid "Select All Keys" +msgstr "모든 키 선택" + +msgid "Deselect All Keys" +msgstr "모든 키 선택 해제" + +msgid "Animation Change Transition" +msgstr "애니메이션 변경 전환" + msgid "Animation Change %s" msgstr "애니메이션 변경 %s" +msgid "Animation Multi Change Transition" +msgstr "애니메이션 다중 변경 전환" + +msgid "Animation Multi Change %s" +msgstr "애니메이션 다중 변경" + +msgid "Animation Multi Change Keyframe Value" +msgstr "애니메이션 다중 키프레임 값 변경" + +msgid "Animation Multi Change Call" +msgstr "애니메이션 다중 호출 바꾸기" + msgid "Change Animation Length" msgstr "애니메이션 길이 바꾸기" @@ -504,6 +613,15 @@ msgstr "다른 장면에 임베드된 애니메이션의 루프 모드를 변경 msgid "Property Track" msgstr "속성 트랙" +msgid "3D Position Track" +msgstr "3D 위치 트래킹" + +msgid "3D Rotation Track" +msgstr "3D 회전 트래킹" + +msgid "3D Scale Track" +msgstr "3D 크기 트래킹" + msgid "Blend Shape Track" msgstr "블렌드 모양 트랙" @@ -570,6 +688,9 @@ msgstr "회전:" msgid "Scale:" msgstr "스케일:" +msgid "Blend Shape:" +msgstr "블렌드 쉐이프:" + msgid "Type:" msgstr "타입:" @@ -670,6 +791,12 @@ msgstr "" msgid "Remove Anim Track" msgstr "애니메이션 트랙 제거" +msgid "Create new track for %s and insert key?" +msgstr "\"%s\"을(를) 위한 새로운 트랙을 생성하고 키를 삽입하시겠습니까?" + +msgid "Create %d new tracks and insert keys?" +msgstr "%d개의 새로운 트랙을 생성하고 키를 삽입하시겠습니까?" + msgid "Create" msgstr "만들기" @@ -693,6 +820,12 @@ msgstr "애니메이션 단계 바꾸기" msgid "Rearrange Tracks" msgstr "트랙 다시 정렬" +msgid "Blend Shape tracks only apply to MeshInstance3D nodes." +msgstr "Blend Shape 트랙은 MeshInstance3D 노드에만 적용됩니다." + +msgid "Position/Rotation/Scale 3D tracks only apply to 3D-based nodes." +msgstr "변형 트랙은 3D 기반 노드에만 적용됩니다." + msgid "" "Audio tracks can only point to nodes of type:\n" "-AudioStreamPlayer\n" @@ -719,6 +852,18 @@ msgstr "베지어 트랙 추가" msgid "Track path is invalid, so can't add a key." msgstr "트랙 경로가 올바르지 않아 키를 추가할 수 없습니다." +msgid "Track is not of type Node3D, can't insert key" +msgstr "트랙이 3D 노드 타입이 아니므로 키를 추가할 수 없습니다" + +msgid "Add Position Key" +msgstr "위치 키 추가" + +msgid "Add Rotation Key" +msgstr "회전 키 추가" + +msgid "Add Scale Key" +msgstr "스케일 키 추가" + msgid "Add Track Key" msgstr "트랙 키 추가" @@ -853,6 +998,22 @@ msgstr "스케일 비율:" msgid "Select Transition and Easing" msgstr "전환 및 완화 선택" +msgctxt "Transition Type" +msgid "Sine" +msgstr "사인" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "퀸텟트" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "쿼트" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "쿼드" + msgid "Animation Baker" msgstr "애니메이션 베이커" @@ -3961,9 +4122,6 @@ msgstr "잘못된 노드 이름입니다. 다음 문자는 허용하지 않습 msgid "Another node already uses this unique name in the scene." msgstr "다른 노드가 이미 장면에서 이 고유한 이름을 사용하고 있습니다." -msgid "Rename Node" -msgstr "노드 이름 바꾸기" - msgid "Scene Tree (Nodes):" msgstr "씬 트리 (노드):" @@ -8962,45 +9120,6 @@ msgstr "NavMesh 굽기" msgid "Clear the navigation mesh." msgstr "내비게이션 메시를 지웁니다." -msgid "Setting up Configuration..." -msgstr "구성 설정 중..." - -msgid "Calculating grid size..." -msgstr "그리드 크기 계산 중..." - -msgid "Creating heightfield..." -msgstr "Heightfield 만드는 중..." - -msgid "Marking walkable triangles..." -msgstr "걷기 가능한 삼각형 표시 중..." - -msgid "Constructing compact heightfield..." -msgstr "압축된 Heightfield를 구성 중..." - -msgid "Eroding walkable area..." -msgstr "걷기 가능한 영역 계산 중..." - -msgid "Partitioning..." -msgstr "파티션 중..." - -msgid "Creating contours..." -msgstr "윤곽선 만드는 중..." - -msgid "Creating polymesh..." -msgstr "Polymesh 만드는 중..." - -msgid "Converting to native navigation mesh..." -msgstr "네이티브 내비게이션 메시로 변환 중..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "내비게이션 메시 생성기 설정:" - -msgid "Parsing Geometry..." -msgstr "지오메트리 분석 중..." - -msgid "Done!" -msgstr "완료!" - msgid "Pose" msgstr "자세" diff --git a/editor/translations/editor/lv.po b/editor/translations/editor/lv.po index 5673c5a53d05..33530df6d562 100644 --- a/editor/translations/editor/lv.po +++ b/editor/translations/editor/lv.po @@ -3429,9 +3429,6 @@ msgstr "Ienākošs RPC" msgid "Outgoing RPC" msgstr "Izejošs RPC" -msgid "Done!" -msgstr "Darīts!" - msgid "Invalid package name:" msgstr "Nederīgs paketes nosaukums:" diff --git a/editor/translations/editor/nb.po b/editor/translations/editor/nb.po index ffa748461b7a..2a167a2b7580 100644 --- a/editor/translations/editor/nb.po +++ b/editor/translations/editor/nb.po @@ -3157,18 +3157,6 @@ msgstr "%s/s" msgid "Config" msgstr "konfigurer" -msgid "Calculating grid size..." -msgstr "Regner ut rutenettstørrelse…" - -msgid "Partitioning..." -msgstr "Partisjonerer..." - -msgid "Creating contours..." -msgstr "Lager konturer..." - -msgid "Done!" -msgstr "Ferdig" - msgid "Pose" msgstr "Positur" diff --git a/editor/translations/editor/nl.po b/editor/translations/editor/nl.po index 4c37b06365ba..7af9d42f8186 100644 --- a/editor/translations/editor/nl.po +++ b/editor/translations/editor/nl.po @@ -69,7 +69,7 @@ msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-04-22 20:51+0000\n" +"PO-Revision-Date: 2023-06-16 02:06+0000\n" "Last-Translator: Robbe Vanslambrouck \n" "Language-Team: Dutch \n" @@ -78,7 +78,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1-dev\n" msgid "Unset" msgstr "Niet ingesteld" @@ -218,6 +218,9 @@ msgstr "Xbox Paddle 3" msgid "Xbox Paddle 4" msgstr "Xbox Paddle 4" +msgid "PS4/5 Touchpad" +msgstr "PS4/5 Touchpad" + msgid "Joypad Button %d" msgstr "Controllerknop %d" @@ -3314,9 +3317,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "Ongeldige knoopnaam, deze karakters zijn niet toegestaan:" -msgid "Rename Node" -msgstr "Knoop hernoemen" - msgid "Scene Tree (Nodes):" msgstr "Scèneboom (knopen):" @@ -7244,45 +7244,6 @@ msgstr "Bak NavMesh" msgid "Clear the navigation mesh." msgstr "Navigatiemesh wissen." -msgid "Setting up Configuration..." -msgstr "Configuratie aan het instellen..." - -msgid "Calculating grid size..." -msgstr "Raster groote uitrekenen..." - -msgid "Creating heightfield..." -msgstr "Hoogteveld aan het creëeren..." - -msgid "Marking walkable triangles..." -msgstr "begaanbaare driehoeken markeren..." - -msgid "Constructing compact heightfield..." -msgstr "Bezig met opbouw van compact hoogteveld..." - -msgid "Eroding walkable area..." -msgstr "Wandelbaar gebied aan het eroderen..." - -msgid "Partitioning..." -msgstr "Partitioneren..." - -msgid "Creating contours..." -msgstr "Contouren aan het creëeren..." - -msgid "Creating polymesh..." -msgstr "Polymesh aan het creëeren..." - -msgid "Converting to native navigation mesh..." -msgstr "Naar navigatie mesh aan het converteren..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Navigatie Mesh Generator Setup:" - -msgid "Parsing Geometry..." -msgstr "Geometrie aan het ontleden..." - -msgid "Done!" -msgstr "Klaar!" - msgid "Package name is missing." msgstr "Package naam ontbreekt." diff --git a/editor/translations/editor/pl.po b/editor/translations/editor/pl.po index 414f6edd3799..b799f91a518d 100644 --- a/editor/translations/editor/pl.po +++ b/editor/translations/editor/pl.po @@ -78,13 +78,15 @@ # "Janusz G." <400@poczta.fm>, 2023. # Michał Biernat , 2023. # stereopolex , 2023. +# Lena , 2023. +# Eryk Michalak , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-10 02:19+0000\n" -"Last-Translator: stereopolex \n" +"PO-Revision-Date: 2023-06-20 03:05+0000\n" +"Last-Translator: Tomek \n" "Language-Team: Polish \n" "Language: pl\n" @@ -93,7 +95,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " "|| n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "Wymaż" @@ -242,6 +244,9 @@ msgstr "Przycisk joysticka %d" msgid "Pressure:" msgstr "Nacisk:" +msgid "canceled" +msgstr "anulowany" + msgid "touched" msgstr "dotknięty" @@ -1117,9 +1122,91 @@ msgstr "Współczynnik skali:" msgid "Select Transition and Easing" msgstr "Wybierz przejście i łagodzenie" +msgctxt "Transition Type" +msgid "Linear" +msgstr "Liniowe" + +msgctxt "Transition Type" +msgid "Sine" +msgstr "Sinusoidalne" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "Piątego stopnia" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "Ćwierć" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "Czwartego stopnia" + +msgctxt "Transition Type" +msgid "Expo" +msgstr "Wykładnicze" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Elastyczne" + +msgctxt "Transition Type" +msgid "Cubic" +msgstr "Sześcienne" + +msgctxt "Transition Type" +msgid "Circ" +msgstr "Kołowe" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "Odbicie" + +msgctxt "Transition Type" +msgid "Back" +msgstr "Wsteczne" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "Sprężyna" + +msgctxt "Ease Type" +msgid "In" +msgstr "Wejściowe" + +msgctxt "Ease Type" +msgid "Out" +msgstr "Wyjściowe" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "We-Wy" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "Wy-We" + +msgid "Transition Type:" +msgstr "Typ przejścia:" + +msgid "Ease Type:" +msgstr "Typ wygładzania:" + +msgid "FPS:" +msgstr "FPS:" + msgid "Animation Baker" msgstr "Wypiekacz animacji" +msgid "3D Pos/Rot/Scl Track:" +msgstr "Ścieżka Poz/Obr/Skl 3D:" + +msgid "Blendshape Track:" +msgstr "Ścieżka mieszania kształtu:" + +msgid "Value Track:" +msgstr "Ścieżka wartości:" + msgid "Select Tracks to Copy" msgstr "Wybierz ścieżki do skopiowania" @@ -1408,6 +1495,27 @@ msgstr "" msgid "Toggle Visibility" msgstr "Przełącz widoczność" +msgid "Updating assets on target device:" +msgstr "Aktualizowanie zasobów na urządzeniu docelowym:" + +msgid "Syncing headers" +msgstr "Synchronizowanie nagłówków" + +msgid "Getting remote file system" +msgstr "Pobieram zdalny system plików" + +msgid "Decompressing remote file system" +msgstr "Dekompresuję zdalny system plików" + +msgid "Scanning for local changes" +msgstr "Skanuję w poszukiwaniu lokalnych zmian" + +msgid "Sending list of changed files:" +msgstr "Wysyłam listę zmienionych plików:" + +msgid "Sending file:" +msgstr "Wysyłam plik:" + msgid "ms" msgstr "ms" @@ -1668,6 +1776,12 @@ msgstr "Edytor zależnośći" msgid "Search Replacement Resource:" msgstr "Szukaj zastępczego zasobu:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "Otwórz scenę" +msgstr[1] "Otwórz sceny" +msgstr[2] "Otwórz scen" + msgid "Open" msgstr "Otwórz" @@ -1737,9 +1851,30 @@ msgstr "Posiada" msgid "Resources Without Explicit Ownership:" msgstr "Zasoby bez jawnych właścicieli:" +msgid "Folder name cannot be empty." +msgstr "Nazwa folderu nie może być pusta." + +msgid "Folder name contains invalid characters." +msgstr "Nazwa folderu zawiera niedozwolone znaki." + +msgid "File with that name already exists." +msgstr "Plik o tej nazwie już istnieje." + +msgid "Folder with that name already exists." +msgstr "Folder o tej nazwie już istnieje." + +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "Użycie ukośników w nazwach folderów automatycznie utworzy podfoldery." + +msgid "Folder name is valid." +msgstr "Nazwa folderu jest prawidłowa." + msgid "Could not create folder." msgstr "Nie można utworzyć katalogu." +msgid "Create new folder in %s:" +msgstr "Utwórz nowy folder w %s:" + msgid "Create Folder" msgstr "Utwórz katalog" @@ -2674,6 +2809,12 @@ msgstr "" msgid "Open Documentation" msgstr "Otwórz dokumentację" +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d zmiana)" +msgstr[1] "(%d zmiany)" +msgstr[2] "(%d zmian)" + msgid "Add element to property array with prefix %s." msgstr "Dodaj element do tablicy właściwości z przedrostkiem %s." @@ -3222,6 +3363,9 @@ msgstr "Wyczyść listę ostatnio otwieranych scen" msgid "There is no defined scene to run." msgstr "Nie ma zdefiniowanej sceny do uruchomienia." +msgid "%s - Godot Engine" +msgstr "%s - Silnik Godot" + msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3459,6 +3603,12 @@ msgstr "Pytania i odpowiedzi" msgid "Report a Bug" msgstr "Zgłoś błąd" +msgid "Copy System Info" +msgstr "Skopiuj informacje o systemie" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "Kopiuje do schowka informacje o systemie jako jednolinijkowy tekst." + msgid "Suggest a Feature" msgstr "Zasugeruj funkcjonalność" @@ -3772,6 +3922,9 @@ msgstr "Lokalizowalny ciąg znaków (rozmiar %d)" msgid "Add Translation" msgstr "Dodaj tłumaczenie" +msgid "Lock/Unlock Component Ratio" +msgstr "Zablokuj/odblokuj proporcje komponentów" + msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." @@ -3836,6 +3989,12 @@ msgstr "" "Nie udało się uruchomić skryptu edytora, zapomniałeś przeładować metodę " "`_run`?" +msgid "Undo: %s" +msgstr "Cofnij: %s" + +msgid "Redo: %s" +msgstr "Ponów: %s" + msgid "Edit Built-in Action" msgstr "Wbudowana akcja edytora" @@ -4251,6 +4410,9 @@ msgstr "Zasoby do eksportu:" msgid "Delete preset '%s'?" msgstr "Usunąć profil \"%s\"?" +msgid "(Inherited)" +msgstr "(dziedziczone)" + msgid "%s Export" msgstr "Eksport %s" @@ -4499,13 +4661,21 @@ msgstr "Nie udało się wczytać zasobu z %s: %s" msgid "Unable to update dependencies:" msgstr "Nie można zaktualizować zależności:" +msgid "" +"This filename begins with a dot rendering the file invisible to the editor.\n" +"If you want to rename it anyway, use your operating system's file manager." +msgstr "" +"Ta nazwa pliku zaczyna się kropką, czyniąc plik niewidzialnym w edytorze.\n" +"Jeśli chcesz zmienić nazwę tak czy inaczej, użyj menedżera plików swojego " +"systemu operacyjnego." + msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" "After renaming to an unknown extension, the file won't be shown in the " "editor anymore." msgstr "" -"Te rozszerzenie pliku nie zostało rozpoznane przez edytor.\n" +"To rozszerzenie pliku nie zostało rozpoznane przez edytor.\n" "Jeśli mimo tego chcesz zmienić jego nazwę, użyj menedżera plików swojego " "systemu operacyjnego.\n" "Po zmienieniu na nieznane rozszerzenie, plik nie będzie już widoczny w " @@ -4514,6 +4684,19 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Plik lub katalog o tej nazwie już istnieje." +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "" +"Następujące pliki lub foldery konfliktują z pozycjami w lokalizacji " +"docelowej \"%s\":" + +msgid "Do you wish to overwrite them or rename the copied files?" +msgstr "Czy chcesz je nadpisać, czy zmienić nazwę kopiowanych plików?" + +msgid "Do you wish to overwrite them or rename the moved files?" +msgstr "Czy chcesz je nadpisać, czy zmienić nazwę przeniesionych plików?" + msgid "Duplicating file:" msgstr "Duplikowanie pliku:" @@ -4538,6 +4721,9 @@ msgstr "Edytuj zależności..." msgid "View Owners..." msgstr "Pokaż właścicieli..." +msgid "Create New" +msgstr "Utwórz nowy" + msgid "Folder..." msgstr "Folder..." @@ -4553,6 +4739,18 @@ msgstr "Zasób..." msgid "TextFile..." msgstr "Plik tekstowy..." +msgid "Expand Folder" +msgstr "Rozwiń folder" + +msgid "Expand Hierarchy" +msgstr "Rozwiń hierarchię" + +msgid "Collapse Hierarchy" +msgstr "Zwiń hierarchię" + +msgid "Move/Duplicate To..." +msgstr "Przenieś/duplikuj do..." + msgid "Add to Favorites" msgstr "Dodaj do ulubionych" @@ -4638,6 +4836,9 @@ msgstr "" msgid "Overwrite" msgstr "Nadpisz" +msgid "Keep Both" +msgstr "Zachowaj oba" + msgid "Create Script" msgstr "Utwórz Skrypt" @@ -4735,6 +4936,9 @@ msgstr "Nie można utworzyć folderu. Istnieje już plik o tej nazwie." msgid "Choose a Directory" msgstr "Wybierz katalog" +msgid "Copy File(s)" +msgstr "Skopiuj plik(i)" + msgid "Network" msgstr "Sieć" @@ -5027,9 +5231,6 @@ msgstr "Nieprawidłowa nazwa węzła, następujące znaki są niedozwolone:" msgid "Another node already uses this unique name in the scene." msgstr "Inny węzeł używa już tej unikalnej nazwy w scenie." -msgid "Rename Node" -msgstr "Zmień nazwę węzła" - msgid "Scene Tree (Nodes):" msgstr "Drzewo sceny (węzły):" @@ -7168,12 +7369,27 @@ msgstr "Twórz punkty emisji z węzła" msgid "Load Curve Preset" msgstr "Wczytaj predefiniowaną krzywą" +msgid "Add Curve Point" +msgstr "Dodaj punkt krzywej" + msgid "Remove Curve Point" msgstr "Usuń punkt krzywej" msgid "Modify Curve Point" msgstr "Zmodyfikuj punkt krzywej" +msgid "Modify Curve Point's Tangents" +msgstr "Modyfikuj styczne punktu krzywej" + +msgid "Modify Curve Point's Left Tangent" +msgstr "Modyfikuj lewą styczną punktu krzywej" + +msgid "Modify Curve Point's Right Tangent" +msgstr "Modyfikuj prawą styczną punktu krzywej" + +msgid "Toggle Linear Curve Point's Tangent" +msgstr "Przełącz styczną liniową punktu krzywej" + msgid "Hold Shift to edit tangents individually" msgstr "Przytrzymaj Shift aby edytować styczne indywidualnie" @@ -7257,6 +7473,16 @@ msgstr "" "Jeśli ta opcja jest zaznaczona, siatki i wielokąty nawigacyjne będą widoczne " "w uruchomionym projekcie." +msgid "Visible Avoidance" +msgstr "Widoczne omijanie" + +msgid "" +"When this option is enabled, avoidance objects shapes, radius and velocities " +"will be visible in the running project." +msgstr "" +"Jeśli ta opcja jest zaznaczona, kształty obiektów omijania, promienie i " +"prędkości będą widoczne w uruchomionym projekcie." + msgid "Synchronize Scene Changes" msgstr "Synchronizuj zmiany na scenie" @@ -7304,6 +7530,12 @@ msgstr[0] "Uruchom %d instancję" msgstr[1] "Uruchom %d instancje" msgstr[2] "Uruchom %d instancji" +msgid "Size: %s" +msgstr "Rozmiar: %s" + +msgid "Type: %s" +msgstr "Typ: %s" + msgid "Overrides (%d)" msgstr "Nadpisania (%d)" @@ -7509,6 +7741,9 @@ msgstr "Gradient edytowany" msgid "Reverse/mirror gradient." msgstr "Gradient odwrócony/lustrzany." +msgid "Move GradientTexture2D Fill Point" +msgstr "Przesuń punkt wypełnienia GradientTexture2D" + msgid "Swap GradientTexture2D Fill Points" msgstr "Zamień punkty wypełnienia GradientTexture2D" @@ -7856,6 +8091,12 @@ msgstr "Ustaw start_position" msgid "Set end_position" msgstr "Ustaw end_position" +msgid "Set NavigationObstacle3D Vertices" +msgstr "Ustaw wierzchołki NavigationObstacle3D" + +msgid "Edit Vertices" +msgstr "Edytuj wierzchołki" + msgid "Edit Poly" msgstr "Edytuj wielokąt" @@ -7958,9 +8199,6 @@ msgstr "Rozmiar: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Obiektów: %d\n" -msgid "Primitive Indices: %d\n" -msgstr "Indeksy prymitywów: %d\n" - msgid "Draw Calls: %d" msgstr "Wywołania rysowania: %d" @@ -8957,6 +9195,9 @@ msgstr "Przejdź do poprzednio edytowanego dokumentu." msgid "Go to next edited document." msgstr "Przejdź do następnego edytowanego dokumentu." +msgid "Make the script editor floating." +msgstr "Uczyń edytor skryptów pływającym." + msgid "Discard" msgstr "Odrzucić" @@ -9073,6 +9314,9 @@ msgstr "Rozwiń wszystkie linie" msgid "Evaluate Selection" msgstr "Wylicz wyrażenie" +msgid "Toggle Word Wrap" +msgstr "Przełącz zawijanie wierszy" + msgid "Trim Trailing Whitespace" msgstr "Przytnij końcowe białe znaki" @@ -9124,6 +9368,9 @@ msgstr "Przejdź do następnego punktu wstrzymania" msgid "Go to Previous Breakpoint" msgstr "Przejdź do poprzedniego punktu wstrzymania" +msgid "Shader Editor" +msgstr "Edytor shaderów" + msgid "New Shader Include" msgstr "Nowe załączenie shadera" @@ -9145,8 +9392,8 @@ msgstr "Otwórz plik w inspektorze" msgid "Close File" msgstr "Zamknij plik" -msgid "Shader Editor" -msgstr "Edytor shaderów" +msgid "Make the shader editor floating." +msgstr "Uczyń edytor shaderów pływającym." msgid "No valid shader stages found." msgstr "Nie znaleziono prawidłowych etapów shadera." @@ -9374,6 +9621,9 @@ msgstr "Filtruj animacje" msgid "Delete Animation" msgstr "Usuń animację" +msgid "This resource does not have any animations." +msgstr "Ten zasób nie ma żadnych animacji." + msgid "Animation Frames:" msgstr "Klatki animacji:" @@ -9410,9 +9660,63 @@ msgstr "Przesuń klatkę w prawo" msgid "Select Frames" msgstr "Zaznacz klatki" +msgid "Frame Order" +msgstr "Kolejność klatek" + +msgid "As Selected" +msgstr "Jak wybrane" + +msgid "By Row" +msgstr "Po rzędzie" + +msgid "Left to Right, Top to Bottom" +msgstr "Lewo do prawej, góra do dołu" + +msgid "Left to Right, Bottom to Top" +msgstr "Lewo do prawej, dół to góry" + +msgid "Right to Left, Top to Bottom" +msgstr "Prawo do lewej, góra do dołu" + +msgid "Right to Left, Bottom to Top" +msgstr "Prawo do lewej, dół do góry" + +msgid "By Column" +msgstr "Po kolumnie" + +msgid "Top to Bottom, Left to Right" +msgstr "Góra do dołu, lewo do prawej" + +msgid "Top to Bottom, Right to Left" +msgstr "Góra do dołu, prawo do lewej" + +msgid "Bottom to Top, Left to Right" +msgstr "Dół do góry, lewo do prawej" + +msgid "Bottom to Top, Right to Left" +msgstr "Dół do góry, prawo do lewej" + +msgid "Select None" +msgstr "Wybierz nic" + +msgid "Toggle Settings Panel" +msgstr "Przełącz panel ustawień" + +msgid "Horizontal" +msgstr "Poziomo" + +msgid "Vertical" +msgstr "Pionowo" + msgid "Size" msgstr "Rozmiar" +msgid "Separation" +msgstr "Odstęp" + +msgid "Offset" +msgstr "Przesunięcie" + msgid "Create Frames from Sprite Sheet" msgstr "Utwórz klatki ze Sprite Sheeta" @@ -9460,7 +9764,7 @@ msgid "Step:" msgstr "Krok:" msgid "Separation:" -msgstr "Separacja:" +msgstr "Odstęp:" msgid "Region Editor" msgstr "Edytor regionu" @@ -10117,6 +10421,12 @@ msgstr "Odbij poziomo" msgid "Flip Vertically" msgstr "Odbij pionowo" +msgid "Disable Snap" +msgstr "Wyłącz przyciąganie" + +msgid "Half-Pixel Snap" +msgstr "Przyciągaj do połowy piksela" + msgid "Painting Tiles Property" msgstr "Malowanie właściwości kafelków" @@ -10153,6 +10463,9 @@ msgstr "Dodaj wzór TileSet" msgid "Remove TileSet patterns" msgstr "Usuń wzory TileSet" +msgid "Index: %d" +msgstr "Indeks: %d" + msgid "Tile with Invalid Scene" msgstr "Kafelek z nieprawidłową sceną" @@ -10223,13 +10536,6 @@ msgstr "Rozproszenie:" msgid "Tiles" msgstr "Kafelki" -msgid "" -"This TileMap's TileSet has no source configured. Edit the TileSet resource " -"to add one." -msgstr "" -"TileSet tej TileMapy nie ma skonfigurowanych źródeł. Edytuj zasób TileSet, " -"by jakieś dodać." - msgid "Sort sources" msgstr "Sortuj źródła" @@ -10306,9 +10612,6 @@ msgstr "Przełącz widoczność siatki." msgid "Automatically Replace Tiles with Proxies" msgstr "Automatycznie zastąp kafelki zamiennikami" -msgid "The edited TileMap node has no TileSet resource." -msgstr "Edytowany węzeł TileMap nie posiada zasobu TileSet." - msgid "Remove Tile Proxies" msgstr "Usuń zamienniki kafelków" @@ -10527,9 +10830,6 @@ msgstr "Otwórz narzędzie scalania atlasów" msgid "Manage Tile Proxies" msgstr "Zarządzaj zamiennikami kafelków" -msgid "No TileSet source selected. Select or create a TileSet source." -msgstr "Nie wybrano źródła TileSet. Wybierz lub utwórz źródło TileSet." - msgid "Add new patterns in the TileMap editing mode." msgstr "Dodaj nowe wzory w trybie edycji TileMap." @@ -12018,7 +12318,7 @@ msgid "Fastest rendering of simple scenes." msgstr "Najszybsze renderowanie prostych scen." msgid "Invalid project path (changed anything?)." -msgstr "Niepoprawna ścieżka projektu (zmienić cokolwiek?)." +msgstr "Niepoprawna ścieżka projektu (coś się zmieniło?)." msgid "" "Couldn't load project at '%s' (error %d). It may be missing or corrupted." @@ -12102,6 +12402,11 @@ msgstr "Metadane kontroli wersji:" msgid "Git" msgstr "Git" +msgid "The project uses features unsupported by the current build:" +msgstr "" +"Ten projekt używa funkcjonalności niewspieranych przez aktualnie używaną " +"wersję:" + msgid "Error: Project is missing on the filesystem." msgstr "Błąd: Projekt nieobecny w systemie plików." @@ -12289,6 +12594,18 @@ msgstr "" msgid "Are you sure to run %d projects at once?" msgstr "Czy na pewno chcesz uruchomić %d projektów na raz?" +msgid "Tag name can't be empty." +msgstr "Nazwa tagu nie może być pusta." + +msgid "Tag name can't contain spaces." +msgstr "Nazwa tagu nie może zawierać spacji." + +msgid "These characters are not allowed in tags: %s." +msgstr "Te znaki nie są dozwolone w tagach: %s." + +msgid "Tag name must be lowercase." +msgstr "Nazwa tagu musi składać się z małych liter." + msgid "Remove %d projects from the list?" msgstr "Usunąć %d projektów z listy?" @@ -12339,6 +12656,9 @@ msgstr "Wczytywanie, proszę czekać..." msgid "Last Edited" msgstr "Ostatnia modyfikacja" +msgid "Tags" +msgstr "Tagi" + msgid "New Project" msgstr "Nowy projekt" @@ -12354,6 +12674,9 @@ msgstr "Skanuj projekty" msgid "Edit Project" msgstr "Edytuj projekt" +msgid "Manage Tags" +msgstr "Zarządzaj tagami" + msgid "Remove Project" msgstr "Usuń projekt" @@ -12410,6 +12733,27 @@ msgstr "" "Nie posiadasz obecnie żadnych projektów.\n" "Czy chcesz zobaczyć oficjalne przykładowe projekty w Bibliotece Zasobów?" +msgid "Manage Project Tags" +msgstr "Zarządzaj tagami projektu" + +msgid "Project Tags" +msgstr "Tagi projektu" + +msgid "Click tag to remove it from the project." +msgstr "Kliknij tag, by usunąć go z projektu." + +msgid "All Tags" +msgstr "Wszystkie tagi" + +msgid "Click tag to add it to the project." +msgstr "Kliknij tag, by dodać go do projektu." + +msgid "Create New Tag" +msgstr "Utwórz nowy tag" + +msgid "Tags are capitalized automatically when displayed." +msgstr "Wyświetlane tagi są pisane wielkimi literami." + msgid "Add Project Setting" msgstr "Dodaj ustawienie projektu" @@ -12694,6 +13038,9 @@ msgstr "Usunąć węzeł \"%s\" oraz jego węzły potomne?" msgid "Delete node \"%s\"?" msgstr "Usunąć węzeł \"%s\"?" +msgid "Some nodes are referenced by animation tracks." +msgstr "Niektóre węzły są odwoływane przez ścieżki animacji." + msgid "" "Saving the branch as a scene requires having a scene open in the editor." msgstr "Zapisane gałęzi jako scena wymaga, aby scena była otwarta w edytorze." @@ -12852,6 +13199,9 @@ msgstr "Wczytaj jako zastępczy" msgid "Auto Expand to Selected" msgstr "Automatycznie rozwijaj do wybranego" +msgid "All Scene Sub-Resources" +msgstr "Wszystkie podzasoby sceny" + msgid "Filters" msgstr "Filtry" @@ -12886,6 +13236,12 @@ msgstr "Nie można wkleić korzenia do tej samej sceny." msgid "Paste Node(s)" msgstr "Wklej węzeł/y" +msgid " at %s" +msgstr " w %s" + +msgid "(used %d times)" +msgstr "(używany %d razy)" + msgid "Add Child Node" msgstr "Dodaj węzeł" @@ -12938,6 +13294,9 @@ msgstr "" "każdym razem, gdy się aktualizuje.\n" "Zmień z powrotem na drzewo lokalne, by zwiększyć wydajność." +msgid "Delete Related Animation Tracks" +msgstr "Usuń powiązane ścieżki animacji" + msgid "Clear Inheritance? (No Undo!)" msgstr "Wyczyścić dziedziczenie? (Nie można cofnąć!)" @@ -13116,6 +13475,19 @@ msgstr "Nazwa \"%s\" jest zarezerwowanym słowem kluczowym języka shaderów." msgid "Add Shader Global Parameter" msgstr "Dodaj parametr globalny shadera" +msgid "Make this panel floating in the screen %d." +msgstr "Uczyń ten panel pływającym na ekranie %d." + +msgid "" +"Make this panel floating.\n" +"Right click to open the screen selector." +msgstr "" +"Uczyń ten panel pływającym\n" +"Kliknij prawym, by otworzyć wybór ekranu." + +msgid "Select Screen" +msgstr "Wybierz ekran" + msgid "Change Cylinder Radius" msgstr "Zmień promień cylindra" @@ -13471,6 +13843,9 @@ msgstr "Dodaj ze ścieżki" msgid "Spawn" msgstr "Tworzenie" +msgid "Watch" +msgstr "Obserwuj" + msgid "" "Add properties using the buttons above or\n" "drag them them from the inspector and drop them here." @@ -13484,18 +13859,30 @@ msgstr "Najpierw wybierz MultiplayerSynchronizer." msgid "The MultiplayerSynchronizer needs a root path." msgstr "MultiplayerSynchronizer potrzebuje ścieżki głównej." +msgid "" +"Each MultiplayerSynchronizer can have no more than 64 watched properties." +msgstr "" +"Każdy węzeł MultiplayerSynchronizer może mieć nie więcej niż 64 obserwowane " +"właściwości." + msgid "Set spawn property" msgstr "Ustaw właściwość odradzania" msgid "Set sync property" msgstr "Ustaw właściwość synchronizacji" +msgid "Set watch property" +msgstr "Ustaw obserwowanie właściwości" + msgid "Delete Property?" msgstr "Usunąć właściwość?" msgid "Remove Property" msgstr "Usuń właściwość" +msgid "Property of this type not supported." +msgstr "Właściwość tego typu nie jest obsługiwana." + msgid "" "A valid NodePath must be set in the \"Spawn Path\" property in order for " "MultiplayerSpawner to be able to spawn Nodes." @@ -13542,45 +13929,6 @@ msgstr "Przygotuj NavMesh" msgid "Clear the navigation mesh." msgstr "Wyczyść siatkę nawigacji." -msgid "Setting up Configuration..." -msgstr "Ustawianie konfiguracji..." - -msgid "Calculating grid size..." -msgstr "Obliczanie wielkości siatki..." - -msgid "Creating heightfield..." -msgstr "Tworzenie pola wysokości..." - -msgid "Marking walkable triangles..." -msgstr "Zaznaczanie możliwych do przejścia trójkątów ..." - -msgid "Constructing compact heightfield..." -msgstr "Konstruowanie zwartego pola wysokości..." - -msgid "Eroding walkable area..." -msgstr "Erodowanie osiągalnego obszaru..." - -msgid "Partitioning..." -msgstr "Rozdzielanie..." - -msgid "Creating contours..." -msgstr "Tworzenie konturów..." - -msgid "Creating polymesh..." -msgstr "Tworzenie siatki wielokątnej..." - -msgid "Converting to native navigation mesh..." -msgstr "Konwertowanie do natywnej siatki nawigacyjnej..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Ustawienia generatora siatek nawigacyjnych:" - -msgid "Parsing Geometry..." -msgstr "Parsowanie Geometrii..." - -msgid "Done!" -msgstr "Gotowe!" - msgid "Toggles whether the noise preview is computed in 3D space." msgstr "Przełącza, czy podgląd szumu jest obliczany w przestrzeni 3D." @@ -13996,6 +14344,9 @@ msgstr "Uzgadnianie APK..." msgid "Could not unzip temporary unaligned APK." msgstr "Nie udało się rozpakować tymczasowego niewyrównanego APK." +msgid "App Store Team ID not specified." +msgstr "Nie podano App Store Team ID." + msgid "Invalid Identifier:" msgstr "Niepoprawny identyfikator:" @@ -14045,9 +14396,6 @@ msgstr "Eksport skryptu debugowania" msgid "Could not open file \"%s\"." msgstr "Nie można otworzyć pliku \"%s\"." -msgid "Could not create console script." -msgstr "Nie można utworzyć skryptu konsoli." - msgid "Failed to open executable file \"%s\"." msgstr "Nie udało się otworzyć pliku wykonywalnego \"%s\"." @@ -14150,6 +14498,35 @@ msgstr "Nieznany typ obiektu." msgid "Invalid bundle identifier:" msgstr "Nieprawidłowy identyfikator paczki:" +msgid "App Store distribution with ad-hoc code signing is not supported." +msgstr "Dystrybucja na App Store z podpisem ad hoc nie jest obsługiwane." + +msgid "Notarization with an ad-hoc signature is not supported." +msgstr "Poświadczenie z podpisem ad hoc nie jest obsługiwane." + +msgid "Apple Team ID is required for App Store distribution." +msgstr "Apple Team ID jest wymagane do dystrybucji na App Store." + +msgid "Apple Team ID is required for notarization." +msgstr "Apple Team ID jest wymagane dla poświadczenia." + +msgid "Provisioning profile is required for App Store distribution." +msgstr "Profil udostępniania jest wymagany do dystrybucji na App Store." + +msgid "Installer signing identity is required for App Store distribution." +msgstr "" +"Tożsamość podpisywania instalatora jest wymagana dla dystrybucji na App " +"Store." + +msgid "App sandbox is required for App Store distribution." +msgstr "Piaskownica aplikacji jest wymagana do dystrybucji w App Store." + +msgid "Code signing is required for App Store distribution." +msgstr "Podpisanie kodu jest wymagane do dystrybucji w App Store." + +msgid "Code signing is required for notarization." +msgstr "Podpisywanie kodu jest wymagane dla poświadczenia." + msgid "" "Neither Apple ID name nor App Store Connect issuer ID name not specified." msgstr "Nie podano ani nazwy Apple ID, ani nazwy ID wydawcy App Store Connect." @@ -14170,6 +14547,36 @@ msgstr "Nie podano identyfikatora klucza interfejsu API App Store Connect." msgid "App Store Connect issuer ID name not specified." msgstr "Nie określono nazwy identyfikatora wystawcy usługi App Store Connect." +msgid "Microphone access is enabled, but usage description is not specified." +msgstr "" +"Dostęp do mikrofonu jest włączony, ale opis użytkowania nie został określony." + +msgid "Camera access is enabled, but usage description is not specified." +msgstr "" +"Dostęp do kamery jest włączony, ale opis użytkowania nie został określony." + +msgid "" +"Location information access is enabled, but usage description is not " +"specified." +msgstr "" +"Dostęp do lokalizacji jest włączony, ale opis użytkowania nie jest określony." + +msgid "Address book access is enabled, but usage description is not specified." +msgstr "" +"Dostęp do książki adresowej jest włączony, ale opis użytkowania nie został " +"określony." + +msgid "Calendar access is enabled, but usage description is not specified." +msgstr "" +"Dostęp do kalendarza jest włączony, ale opis użytkowania nie został " +"określony." + +msgid "" +"Photo library access is enabled, but usage description is not specified." +msgstr "" +"Dostęp do biblioteki zdjęć jest włączony, ale opis użytkowania nie został " +"określony." + msgid "Icon Creation" msgstr "Tworzenie ikon" @@ -14255,6 +14662,15 @@ msgstr "" "Względne dowiązania symboliczne nie są obsługiwane, eksportowane \"%s\" mogą " "być uszkodzone!" +msgid "PKG Creation" +msgstr "Tworzenie PKG" + +msgid "Could not start productbuild executable." +msgstr "Nie można uruchomić pliku wykonywalnego productbuild." + +msgid "`productbuild` failed." +msgstr "`productbuild` nie powiodło się." + msgid "DMG Creation" msgstr "Tworzenie DMG" @@ -14330,6 +14746,9 @@ msgstr "Tworzenie DMG" msgid "Code signing DMG" msgstr "DMG podpisywania kodu" +msgid "Making PKG installer" +msgstr "Tworzenie instalatora PKG" + msgid "Making ZIP" msgstr "Tworzenie ZIP" @@ -14481,6 +14900,15 @@ msgstr "Brak rozmiaru ikony \"%d\"." msgid "Failed to rename temporary file \"%s\"." msgstr "Nie udało się zmienić nazwy pliku tymczasowego \"%s\"." +msgid "Invalid icon path." +msgstr "Niepoprawna ścieżka do ikony." + +msgid "Invalid file version." +msgstr "Niepoprawna wersja pliku." + +msgid "Invalid product version." +msgstr "Nieprawidłowa wersja produktu." + msgid "Could not find rcedit executable at \"%s\"." msgstr "Nie można znaleźć pliku wykonywalnego rcedit w \"%s\"." @@ -14605,9 +15033,10 @@ msgstr "" "\"Segments\"." msgid "" -"The One Way Collision property will be ignored when the parent is an Area2D." +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." msgstr "" -"Właściwość kolizji jednokierunkowej zostanie zignorowana, gdy rodzicem jest " +"Właściwość One Way Collision zostanie zignorowana, gdy obiektem kolizji jest " "Area2D." msgid "" @@ -15375,6 +15804,9 @@ msgstr "" "Kolor: #%s\n" "LPM: Ustaw ten kolor" +msgid "Pick a color from the screen." +msgstr "Pobierz kolor z ekranu." + msgid "Pick a color from the application window." msgstr "Pobierz kolor z okna aplikacji." @@ -15585,6 +16017,13 @@ msgstr "" "Ten węzeł jest oznaczony jako eksperymentalny i może podlegać usunięciu lub " "poważnym zmianom w przyszłych wersjach." +msgid "" +"Default Environment as specified in the project setting \"rendering/" +"environment/defaults/default_environment\" could not be loaded." +msgstr "" +"Domyślne środowisko określone w ustawieniu projektu \"rendering/environment/" +"defaults/default_environment\" nie mogło zostać załadowane." + msgid "" "ShaderGlobalsOverride is not active because another node of the same type is " "in the scene." @@ -16369,6 +16808,9 @@ msgstr "Nieprawidłowy ifdef." msgid "Invalid ifndef." msgstr "Nieprawidłowy ifndef." +msgid "Shader include file does not exist:" +msgstr "Plik include shadera nie istnieje:" + msgid "" "Shader include load failed. Does the shader include exist? Is there a cyclic " "dependency?" @@ -16379,6 +16821,9 @@ msgstr "" msgid "Shader include resource type is wrong." msgstr "Typ zasobu dołączanego shadera jest nieprawidłowy." +msgid "Cyclic include found" +msgstr "Znaleziono cykliczne załączenie" + msgid "Shader max include depth exceeded." msgstr "Przekroczona maksymalna głębokość załączenia shadera." diff --git a/editor/translations/editor/pt.po b/editor/translations/editor/pt.po index 886bebd26996..301edc643120 100644 --- a/editor/translations/editor/pt.po +++ b/editor/translations/editor/pt.po @@ -36,13 +36,14 @@ # SamuelPatrickMeneses , 2023. # matdeluis , 2023. # thegamerman88 , 2023. +# Hevinis , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-11 23:11+0000\n" -"Last-Translator: thegamerman88 \n" +"PO-Revision-Date: 2023-06-17 10:48+0000\n" +"Last-Translator: Hevinis \n" "Language-Team: Portuguese \n" "Language: pt\n" @@ -50,7 +51,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "Desativar" @@ -199,6 +200,9 @@ msgstr "Botão do Joypad %d" msgid "Pressure:" msgstr "Toque:" +msgid "canceled" +msgstr "cancelado" + msgid "touched" msgstr "tocado" @@ -1073,6 +1077,22 @@ msgstr "Proporção de Escala:" msgid "Select Transition and Easing" msgstr "Selecione a Transição e Suavização" +msgctxt "Transition Type" +msgid "Sine" +msgstr "Seno" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Elástico" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "Entrada-Saída" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "Saída-Entrada" + msgid "Animation Baker" msgstr "Gerar Animação" @@ -1363,6 +1383,12 @@ msgstr "" msgid "Toggle Visibility" msgstr "Alternar visibilidade" +msgid "Updating assets on target device:" +msgstr "Atualizando assets no dispositivo alvo:" + +msgid "Sending list of changed files:" +msgstr "Enviando lista de arquivos mudados:" + msgid "ms" msgstr "ms" @@ -1693,6 +1719,10 @@ msgstr "Possui" msgid "Resources Without Explicit Ownership:" msgstr "Recursos sem posse explícita:" +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "" +"Usando barras em nomes de arquivos irá criar sub-arquivos recursivamente." + msgid "Could not create folder." msgstr "Não consegui criar pasta." @@ -3419,6 +3449,11 @@ msgstr "Perguntas & Respostas" msgid "Report a Bug" msgstr "Denunciar um Bug" +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "" +"Copia a informação do sistema como um texto de uma linha para a área de " +"transferência." + msgid "Suggest a Feature" msgstr "Proponha uma Funcionalidade" @@ -3734,6 +3769,9 @@ msgstr "Traduções da String (quantidade: %d)" msgid "Add Translation" msgstr "Adicionar Tradução" +msgid "Lock/Unlock Component Ratio" +msgstr "Trancar/Destrancar Razão do Componente" + msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." @@ -4486,6 +4524,12 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Um Ficheiro ou diretoria já existe com este nome." +msgid "Do you wish to overwrite them or rename the copied files?" +msgstr "Você deseja substituir eles ou renomear os arquivos copiados?" + +msgid "Do you wish to overwrite them or rename the moved files?" +msgstr "Você deseja substituir eles ou renomear os arquivos movidos?" + msgid "Duplicating file:" msgstr "A duplicar Ficheiro:" @@ -4997,9 +5041,6 @@ msgstr "Nome de nó inválido, os caracteres seguintes não são permitidos:" msgid "Another node already uses this unique name in the scene." msgstr "Outro nó já usa esse nome exclusivo na cena." -msgid "Rename Node" -msgstr "Renomear Nó" - msgid "Scene Tree (Nodes):" msgstr "Árvore de Cena (Nós):" @@ -7809,6 +7850,9 @@ msgstr "Definir start_position" msgid "Set end_position" msgstr "Definir end_position" +msgid "Set NavigationObstacle3D Vertices" +msgstr "Definir Vértices do NavigationObstacle3D" + msgid "Edit Poly" msgstr "Editar Polígono" @@ -7911,9 +7955,6 @@ msgstr "Tamanho: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Objetos: %d\n" -msgid "Primitive Indices: %d\n" -msgstr "Índices Primitivos: %d\n" - msgid "Draw Calls: %d" msgstr "Chamadas de Desenho: %d" @@ -9075,6 +9116,9 @@ msgstr "Ir para Próximo Breakpoint" msgid "Go to Previous Breakpoint" msgstr "Ir para Breakpoint Anterior" +msgid "Shader Editor" +msgstr "Editor Shader" + msgid "New Shader Include" msgstr "Incluir Novo Shader" @@ -9096,9 +9140,6 @@ msgstr "Abrir Ficheiro no Inspetor" msgid "Close File" msgstr "Fechar Ficheiro" -msgid "Shader Editor" -msgstr "Editor Shader" - msgid "No valid shader stages found." msgstr "Não foi encontrado estágio válido de Shader." @@ -9325,8 +9366,11 @@ msgstr "Filtrar Animações" msgid "Delete Animation" msgstr "Apagar Animação" +msgid "This resource does not have any animations." +msgstr "Esse recurso não tem nenhuma animação." + msgid "Animation Frames:" -msgstr "Frames da Animação:" +msgstr "Quadros da Animação:" msgid "Frame Duration:" msgstr "Duração do Quadro:" @@ -9359,7 +9403,28 @@ msgid "Move Frame Right" msgstr "Mover Quadro para Direita" msgid "Select Frames" -msgstr "Selecionar Frames" +msgstr "Selecionar Quadros" + +msgid "Frame Order" +msgstr "Ordem dos Quadros" + +msgid "By Row" +msgstr "Por Linha" + +msgid "Left to Right, Top to Bottom" +msgstr "Esquerda para Direita, Cima para Baixo" + +msgid "Left to Right, Bottom to Top" +msgstr "Esquerda para Direita, Baixo para Cima" + +msgid "Right to Left, Top to Bottom" +msgstr "Direita para Esquerda, Cima para Baixo" + +msgid "Right to Left, Bottom to Top" +msgstr "Direita para Esquerda, Baixo para Cima" + +msgid "By Column" +msgstr "Por Coluna" msgid "Size" msgstr "Tamanho" @@ -10166,13 +10231,6 @@ msgstr "Espalhamento:" msgid "Tiles" msgstr "Tiles" -msgid "" -"This TileMap's TileSet has no source configured. Edit the TileSet resource " -"to add one." -msgstr "" -"Esse TileSet do TileMap não tem fonte configurada. Edite o recurso TileSet " -"para adicionar uma." - msgid "Sort sources" msgstr "Classificar fontes" @@ -10248,9 +10306,6 @@ msgstr "Alterna visibilidade da grade." msgid "Automatically Replace Tiles with Proxies" msgstr "Automaticamente Substitui Tiles com Proxies" -msgid "The edited TileMap node has no TileSet resource." -msgstr "O nó TileMap editado não tem recurso de TileSet." - msgid "Remove Tile Proxies" msgstr "Remover Proxies de Tile" @@ -10468,10 +10523,6 @@ msgstr "Abrir Ferramenta de Mesclagem do Atlas" msgid "Manage Tile Proxies" msgstr "Gerir Proxies Tile" -msgid "No TileSet source selected. Select or create a TileSet source." -msgstr "" -"Nenhuma fonte TileSet selecionada. Selecione ou crie uma fonte TileSet." - msgid "Add new patterns in the TileMap editing mode." msgstr "Adicione novos padrões no modo de edição TileMap." @@ -13488,45 +13539,6 @@ msgstr "Consolidar NavMesh" msgid "Clear the navigation mesh." msgstr "Limpar a malha de navegação." -msgid "Setting up Configuration..." -msgstr "A ajustar configuração..." - -msgid "Calculating grid size..." -msgstr "A calcular tamanho da grelha..." - -msgid "Creating heightfield..." -msgstr "A criar heightfield..." - -msgid "Marking walkable triangles..." -msgstr "A marcar triângulos caminháveis..." - -msgid "Constructing compact heightfield..." -msgstr "A construir heightfield compacto..." - -msgid "Eroding walkable area..." -msgstr "A corroer a área caminhável..." - -msgid "Partitioning..." -msgstr "A segmentar..." - -msgid "Creating contours..." -msgstr "A criar contornos..." - -msgid "Creating polymesh..." -msgstr "A criar polymesh..." - -msgid "Converting to native navigation mesh..." -msgstr "A converter para malha de navegação nativa..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Configuração do Gerador da Malha de Navegação:" - -msgid "Parsing Geometry..." -msgstr "A analisar geometria..." - -msgid "Done!" -msgstr "Feito!" - msgid "Toggles whether the noise preview is computed in 3D space." msgstr "Alterna se a visualização do ruído é computada no espaço 3D." @@ -13993,9 +14005,6 @@ msgstr "Exportar Script de Depuração" msgid "Could not open file \"%s\"." msgstr "Não foi possível abrir o ficheiro \"%s\"." -msgid "Could not create console script." -msgstr "Não foi possível criar o script do console." - msgid "Failed to open executable file \"%s\"." msgstr "Falha ao abrir o ficheiro executável \"%s\"." @@ -14553,11 +14562,6 @@ msgstr "" "Polígono inválido. São precisos pelo menos 2 pontos no modo de construção " "'Segmentos'." -msgid "" -"The One Way Collision property will be ignored when the parent is an Area2D." -msgstr "" -"A propriedade 'One Way Collision' será ignorada quando o pai for um Area2D." - msgid "" "CollisionShape2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " diff --git a/editor/translations/editor/pt_BR.po b/editor/translations/editor/pt_BR.po index a1efcf9196c6..79855c83032d 100644 --- a/editor/translations/editor/pt_BR.po +++ b/editor/translations/editor/pt_BR.po @@ -143,7 +143,7 @@ # Kaycke , 2022. # Ednaldo Pereira Confia , 2022. # Mauricio , 2022. -# Felipe Kinoshita , 2022. +# Felipe Kinoshita , 2022, 2023. # TLAliceDev , 2022. # Mr.Albino , 2022. # Jaide Alonso Ambrosio , 2022. @@ -165,13 +165,14 @@ # "Márcio A. M. Reyes" , 2023. # Fernando Lopes , 2023. # Daniel Mucciolo , 2023. +# Guilherme , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2023-04-17 06:03+0000\n" -"Last-Translator: Elizandro Baldin \n" +"PO-Revision-Date: 2023-06-14 03:00+0000\n" +"Last-Translator: Felipe Kinoshita \n" "Language-Team: Portuguese (Brazil) \n" "Language: pt_BR\n" @@ -179,10 +180,10 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.17-dev\n" +"X-Generator: Weblate 4.18-dev\n" msgid "Unset" -msgstr "Desativar" +msgstr "Restaurar" msgid "Physical" msgstr "Físico" @@ -328,6 +329,9 @@ msgstr "Botão do Joypad %d" msgid "Pressure:" msgstr "Toque:" +msgid "canceled" +msgstr "Cancelado" + msgid "touched" msgstr "tocado" @@ -1203,6 +1207,25 @@ msgstr "Razão de Escala:" msgid "Select Transition and Easing" msgstr "Selecione a Transição e Suavização" +msgctxt "Transition Type" +msgid "Sine" +msgstr "Seno" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Elástico" + +msgctxt "Transition Type" +msgid "Cubic" +msgstr "Cúbica" + +msgctxt "Transition Type" +msgid "Back" +msgstr "Voltar" + +msgid "Transition Type:" +msgstr "Tipo de Transição:" + msgid "Animation Baker" msgstr "Gerar Animação" @@ -1492,6 +1515,15 @@ msgstr "" msgid "Toggle Visibility" msgstr "Alternar Visibilidade" +msgid "Scanning for local changes" +msgstr "Procurando por mudanças locais" + +msgid "Sending list of changed files:" +msgstr "Enviando lista de arquivos alterados:" + +msgid "Sending file:" +msgstr "Enviando arquivo:" + msgid "ms" msgstr "ms" @@ -1752,6 +1784,11 @@ msgstr "Editor de Dependências" msgid "Search Replacement Resource:" msgstr "Buscar Recurso para Substituição:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "Abrir Cena" +msgstr[1] "Abrir Cenas" + msgid "Open" msgstr "Abrir" @@ -1822,9 +1859,30 @@ msgstr "Vínculos" msgid "Resources Without Explicit Ownership:" msgstr "Recursos Sem Vínculo Explícito:" +msgid "Folder name cannot be empty." +msgstr "Nome da pasta não poder ser vazio." + +msgid "Folder name contains invalid characters." +msgstr "O nome da pasta contém caracteres inválidos." + +msgid "File with that name already exists." +msgstr "Um arquivo com esse nome já existe." + +msgid "Folder with that name already exists." +msgstr "Uma pasta com esse nome já existe." + +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "Usar barras em nome de pastas irá criar subpastas recursivamente." + +msgid "Folder name is valid." +msgstr "O nome da pasta é válido." + msgid "Could not create folder." msgstr "Não foi possível criar a pasta." +msgid "Create new folder in %s:" +msgstr "Criar nova pasta em %s:" + msgid "Create Folder" msgstr "Criar Pasta" @@ -2765,6 +2823,11 @@ msgstr "" msgid "Open Documentation" msgstr "Abrir Documentação" +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d alteração)" +msgstr[1] "(%d alterações)" + msgid "Add element to property array with prefix %s." msgstr "Adicionar o elemento para a matriz de propriedades com prefixo %s." @@ -3558,6 +3621,14 @@ msgstr "Perguntas & Respostas" msgid "Report a Bug" msgstr "Reportar um Bug" +msgid "Copy System Info" +msgstr "Copiar Informações do Sistema" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "" +"Copia as informações do sistema como um texto de linha única para a área de " +"transferência." + msgid "Suggest a Feature" msgstr "Sugira uma Funcionalidade" @@ -4356,6 +4427,9 @@ msgstr "" "Todas as predefinições devem ter um caminho de exportação definido para que " "Exportar Tudo funcione." +msgid "Resources to exclude:" +msgstr "Recursos para excluir:" + msgid "Resources to export:" msgstr "Recursos para exportar:" @@ -4629,6 +4703,12 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Um arquivo ou pasta com esse nome já existe." +msgid "Do you wish to overwrite them or rename the copied files?" +msgstr "Você deseja sobrescreve-los ou renomear os arquivos copiados?" + +msgid "Do you wish to overwrite them or rename the moved files?" +msgstr "Você deseja sobrescreve-los ou renomear os arquivos movidos?" + msgid "Duplicating file:" msgstr "Duplicando arquivo:" @@ -4668,6 +4748,12 @@ msgstr "Recurso..." msgid "TextFile..." msgstr "Arquivo de Texto..." +msgid "Expand Folder" +msgstr "Expandir Pasta" + +msgid "Expand Hierarchy" +msgstr "Expandir Hierarquia" + msgid "Add to Favorites" msgstr "Adicionar aos Favoritos" @@ -4753,6 +4839,9 @@ msgstr "" msgid "Overwrite" msgstr "Sobrescrever" +msgid "Keep Both" +msgstr "Manter Ambos" + msgid "Create Script" msgstr "Criar Script" @@ -4850,6 +4939,9 @@ msgstr "Não foi possível criar a pasta. Já existe uma com esse nome." msgid "Choose a Directory" msgstr "Escolha um Diretório" +msgid "Copy File(s)" +msgstr "Copiar Arquivo(s)" + msgid "Network" msgstr "Rede" @@ -5140,9 +5232,6 @@ msgstr "Nome de nó inválido, os seguintes caracteres não são permitidos:" msgid "Another node already uses this unique name in the scene." msgstr "Outro nó já está usando este nome único na cena atual." -msgid "Rename Node" -msgstr "Renomear Nó" - msgid "Scene Tree (Nodes):" msgstr "Árvore de Cena (Nós):" @@ -7415,6 +7504,12 @@ msgid_plural "Run %d Instances" msgstr[0] "Executando %d Instância" msgstr[1] "Executando %d Instâncias" +msgid "Size: %s" +msgstr "Tamanho: %s" + +msgid "Type: %s" +msgstr "Tipo: %s" + msgid "Overrides (%d)" msgstr "Sobrescreveu (%d)" @@ -7966,6 +8061,9 @@ msgstr "Definir start_position" msgid "Set end_position" msgstr "Definir end_position" +msgid "Edit Vertices" +msgstr "Editar Vértices" + msgid "Edit Poly" msgstr "Editar Polígono" @@ -8068,9 +8166,6 @@ msgstr "Tamanho: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Objetos: %d\n" -msgid "Primitive Indices: %d\n" -msgstr "Índices Primitivos: %d\n" - msgid "Draw Calls: %d" msgstr "Chamadas de Desenho: %d" @@ -9236,6 +9331,9 @@ msgstr "Vá para o Próximo Ponto de Interrupção" msgid "Go to Previous Breakpoint" msgstr "Ir para Ponto de Interrupção Anterior" +msgid "Shader Editor" +msgstr "Editor Shader" + msgid "New Shader Include" msgstr "Incluir Novo Shader" @@ -9257,9 +9355,6 @@ msgstr "Abrir Arquivo no Inspetor" msgid "Close File" msgstr "Fechar Arquivo" -msgid "Shader Editor" -msgstr "Editor Shader" - msgid "No valid shader stages found." msgstr "Não foi encontrado estágio válido de Shader." @@ -9523,6 +9618,24 @@ msgstr "Mover Quadro para Direita" msgid "Select Frames" msgstr "Selecionar Quadros" +msgid "By Row" +msgstr "Por Linha" + +msgid "Left to Right, Top to Bottom" +msgstr "Esquerda para Direita, Cima para Baixo" + +msgid "Left to Right, Bottom to Top" +msgstr "Esquerda para Direita, Baixo para Cima" + +msgid "Right to Left, Top to Bottom" +msgstr "Direita para Esquerda, Cima para Baixo" + +msgid "Right to Left, Bottom to Top" +msgstr "Direita para Esquerda, Baixo para Cima" + +msgid "By Column" +msgstr "Por Coluna" + msgid "Size" msgstr "Tamanho" @@ -10326,13 +10439,6 @@ msgstr "Espalhamento:" msgid "Tiles" msgstr "Tiles" -msgid "" -"This TileMap's TileSet has no source configured. Edit the TileSet resource " -"to add one." -msgstr "" -"Esse TileSet do TileMap não tem fonte configurada. Edite o recurso TileSet " -"para adicionar uma." - msgid "Sort sources" msgstr "Classificar fontes" @@ -10408,9 +10514,6 @@ msgstr "Alterna visibilidade da grade." msgid "Automatically Replace Tiles with Proxies" msgstr "Automaticamente Substitui Tiles com Proxies" -msgid "The edited TileMap node has no TileSet resource." -msgstr "O nó TileMap editado não tem recurso de TileSet." - msgid "Remove Tile Proxies" msgstr "Remover Proxies de Tile" @@ -10628,10 +10731,6 @@ msgstr "Abrir Ferramenta de Mesclagem do Atlas" msgid "Manage Tile Proxies" msgstr "Gerenciar Proxies Tile" -msgid "No TileSet source selected. Select or create a TileSet source." -msgstr "" -"Nenhuma fonte TileSet selecionada. Selecione ou crie uma fonte TileSet." - msgid "Add new patterns in the TileMap editing mode." msgstr "Adicione novos padrões no modo de edição TileMap." @@ -13649,45 +13748,6 @@ msgstr "Gerar Malha de Navegação" msgid "Clear the navigation mesh." msgstr "Apagar a malha de navegação." -msgid "Setting up Configuration..." -msgstr "Preparando Configuração..." - -msgid "Calculating grid size..." -msgstr "Calculando tamanho da grade..." - -msgid "Creating heightfield..." -msgstr "Criando mapa de altura..." - -msgid "Marking walkable triangles..." -msgstr "Marcando triângulos caminháveis..." - -msgid "Constructing compact heightfield..." -msgstr "Construindo um mapa de altura compacto..." - -msgid "Eroding walkable area..." -msgstr "Erodindo área caminhável..." - -msgid "Partitioning..." -msgstr "Particionando..." - -msgid "Creating contours..." -msgstr "Criando contornos..." - -msgid "Creating polymesh..." -msgstr "Criando polimalha..." - -msgid "Converting to native navigation mesh..." -msgstr "Convertendo para malha de navegação nativa..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Configuração do Gerador de Malha de Navegação:" - -msgid "Parsing Geometry..." -msgstr "Analisando Geometria..." - -msgid "Done!" -msgstr "Pronto!" - msgid "Toggles whether the noise preview is computed in 3D space." msgstr "Alterna se a visualização do ruído é computada no espaço 3D." @@ -14160,9 +14220,6 @@ msgstr "Exportar Script de Depuração" msgid "Could not open file \"%s\"." msgstr "Não foi possível abrir o arquivo \"%s\"." -msgid "Could not create console script." -msgstr "Não foi possível criar o script do console." - msgid "Failed to open executable file \"%s\"." msgstr "Falha ao abrir o arquivo executável \"%s\"." @@ -14715,11 +14772,6 @@ msgstr "" "Polígono inválido. Pelo menos 2 pontos são necessários no modo de construção " "de 'Segmentos'." -msgid "" -"The One Way Collision property will be ignored when the parent is an Area2D." -msgstr "" -"A propriedade 'One Way Collision' será ignorada quando o pai for um Area2D." - msgid "" "CollisionShape2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " diff --git a/editor/translations/editor/ro.po b/editor/translations/editor/ro.po index 14ffe4bc1a9d..124dbe712e42 100644 --- a/editor/translations/editor/ro.po +++ b/editor/translations/editor/ro.po @@ -3734,45 +3734,6 @@ msgstr "Analizator Network" msgid "Clear the navigation mesh." msgstr "Curăță mesh-ul de navigare." -msgid "Setting up Configuration..." -msgstr "Inițializarea configurației..." - -msgid "Calculating grid size..." -msgstr "Calcularea mărimii grilei..." - -msgid "Creating heightfield..." -msgstr "Crearea câmpului de înălțare..." - -msgid "Marking walkable triangles..." -msgstr "Marcarea triunghiurilor traversabile..." - -msgid "Constructing compact heightfield..." -msgstr "Construcție câmp de înălțare compact..." - -msgid "Eroding walkable area..." -msgstr "Reducerea zonei traversabile..." - -msgid "Partitioning..." -msgstr "Partiționare..." - -msgid "Creating contours..." -msgstr "Crearea conturilor..." - -msgid "Creating polymesh..." -msgstr "Crearea plasei de contur..." - -msgid "Converting to native navigation mesh..." -msgstr "Se convertește în mesh nativ de navigare..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Setup Generare Mesh de Navigare:" - -msgid "Parsing Geometry..." -msgstr "Analiza geometriei..." - -msgid "Done!" -msgstr "Efectuat!" - msgid "Invalid package name:" msgstr "Nume pachet nevalid:" diff --git a/editor/translations/editor/ru.po b/editor/translations/editor/ru.po index 2987378c5bc8..3a2f98ab588b 100644 --- a/editor/translations/editor/ru.po +++ b/editor/translations/editor/ru.po @@ -144,13 +144,16 @@ # Кордис Ди , 2023. # W Red , 2023. # Nikita , 2023. +# Don Miguel , 2023. +# Mmaxum , 2023. +# ZIP2020 , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-03 17:28+0000\n" -"Last-Translator: Nikita \n" +"PO-Revision-Date: 2023-06-23 12:52+0000\n" +"Last-Translator: ZIP2020 \n" "Language-Team: Russian \n" "Language: ru\n" @@ -159,7 +162,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "Не задано" @@ -308,6 +311,9 @@ msgstr "Кнопка джойстика %d" msgid "Pressure:" msgstr "Сила нажатия:" +msgid "canceled" +msgstr "отменил" + msgid "touched" msgstr "коснулся" @@ -1182,8 +1188,62 @@ msgstr "Коэффициент масштабирования:" msgid "Select Transition and Easing" msgstr "Выбрать переход и ослабление" -msgid "Animation Baker" -msgstr "Запекатель анимации" +msgctxt "Transition Type" +msgid "Sine" +msgstr "Синусоидальный" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "Квинт" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "Кварт" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "Квад" + +msgctxt "Transition Type" +msgid "Expo" +msgstr "Экспоненциальный" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "Эластичный" + +msgctxt "Transition Type" +msgid "Circ" +msgstr "По окружности" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "Отскок" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "Пружина" + +msgctxt "Ease Type" +msgid "Out" +msgstr "Выход" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "Вход и выход" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "Выход и вход" + +msgid "Ease Type:" +msgstr "Сглаживание:" + +msgid "FPS:" +msgstr "Кадр. в сек.:" + +msgid "3D Pos/Rot/Scl Track:" +msgstr "3D поз./Поворот/Масштаб:" msgid "Select Tracks to Copy" msgstr "Выбрать дорожки для копирования" @@ -1474,6 +1534,12 @@ msgstr "" msgid "Toggle Visibility" msgstr "Переключить видимость" +msgid "Updating assets on target device:" +msgstr "Обновление ассетов на целевом устройстве:" + +msgid "Sending list of changed files:" +msgstr "Отправка списка измененных файлов:" + msgid "ms" msgstr "мс" @@ -1804,6 +1870,11 @@ msgstr "Кол-во" msgid "Resources Without Explicit Ownership:" msgstr "Ресурсы без явного владения:" +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "" +"Использование косой черты в именах папок приведет к рекурсивному созданию " +"подпапок." + msgid "Could not create folder." msgstr "Невозможно создать папку." @@ -3291,6 +3362,9 @@ msgstr "Очистить недавние сцены" msgid "There is no defined scene to run." msgstr "Не определена сцена для запуска." +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3529,6 +3603,13 @@ msgstr "Вопросы и ответы" msgid "Report a Bug" msgstr "Сообщить об ошибке" +msgid "Copy System Info" +msgstr "Копировать системную информацию" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "" +"Копирует системную информацию в виде однострочного текста в буфер обмена." + msgid "Suggest a Feature" msgstr "Предложить функцию" @@ -3844,6 +3925,9 @@ msgstr "Локализуемая строка (размер %d)" msgid "Add Translation" msgstr "Добавить перевод" +msgid "Lock/Unlock Component Ratio" +msgstr "Блокировка/разблокировка соотношения компонентов" + msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." @@ -4587,6 +4671,12 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "Файл или папка с таким именем уже существует." +msgid "Do you wish to overwrite them or rename the copied files?" +msgstr "Вы хотите перезаписать их или переименовать скопированные файлы?" + +msgid "Do you wish to overwrite them or rename the moved files?" +msgstr "Вы хотите перезаписать их или переименовать перемещенные файлы?" + msgid "Duplicating file:" msgstr "Дублирование файла:" @@ -5099,9 +5189,6 @@ msgstr "Некорректное имя узла, следующие симво msgid "Another node already uses this unique name in the scene." msgstr "Данное уникальное имя уже использовано у другого узла в сцене." -msgid "Rename Node" -msgstr "Переименовать узел" - msgid "Scene Tree (Nodes):" msgstr "Дерево сцены (Узлы):" @@ -7913,6 +8000,9 @@ msgstr "Установить start_position" msgid "Set end_position" msgstr "Задать end_position" +msgid "Set NavigationObstacle3D Vertices" +msgstr "Установить вершины NavigationObstacle3D" + msgid "Edit Poly" msgstr "Редактировать полигон" @@ -8015,9 +8105,6 @@ msgstr "Размер: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Объекты: %d\n" -msgid "Primitive Indices: %d\n" -msgstr "Показатели примитивов: %d\n" - msgid "Draw Calls: %d" msgstr "Вызовы отрисовки: %d" @@ -9114,6 +9201,9 @@ msgstr "Переход к следующей точке останова" msgid "Go to Previous Breakpoint" msgstr "Перейти к предыдущей точке останова" +msgid "Shader Editor" +msgstr "Редактор шейдеров" + msgid "Load Shader File" msgstr "Открыть файл шейдера" @@ -9132,8 +9222,8 @@ msgstr "Открыть файл в инспекторе" msgid "Close File" msgstr "Закрыть файл" -msgid "Shader Editor" -msgstr "Редактор шейдеров" +msgid "Make the shader editor floating." +msgstr "Сделать окно редактора шейдеров плавающим." msgid "No valid shader stages found." msgstr "Допустимых этапов шейдера не найдено." @@ -9353,8 +9443,11 @@ msgstr "Фильтр анимации" msgid "Delete Animation" msgstr "Удалить анимацию" +msgid "This resource does not have any animations." +msgstr "В этом ресурсе нет анимаций." + msgid "Animation Frames:" -msgstr "Кадры анимации:" +msgstr "Кадры Анимации:" msgid "Frame Duration:" msgstr "Длительность кадра:" @@ -9362,6 +9455,9 @@ msgstr "Длительность кадра:" msgid "Zoom Reset" msgstr "Сбросить масштабирование" +msgid "Add frame from file" +msgstr "Добавить кадр из файла" + msgid "Add frames from sprite sheet" msgstr "Добавить кадры из спрайт-листа" @@ -9380,17 +9476,62 @@ msgstr "Переместить кадр вправо" msgid "Select Frames" msgstr "Выбрать кадры" +msgid "Frame Order" +msgstr "Порядок кадров" + +msgid "Left to Right, Top to Bottom" +msgstr "Слева направо, сверху вниз" + +msgid "Left to Right, Bottom to Top" +msgstr "Слева направо, снизу вверх" + +msgid "Right to Left, Top to Bottom" +msgstr "Справа налево, сверху вниз" + +msgid "Right to Left, Bottom to Top" +msgstr "Справа налево, снизу вверх" + +msgid "Top to Bottom, Left to Right" +msgstr "Сверху вниз, слева направо" + +msgid "Top to Bottom, Right to Left" +msgstr "Сверху вниз, справа налево" + +msgid "Bottom to Top, Left to Right" +msgstr "Снизу вверх, слева направо" + +msgid "Bottom to Top, Right to Left" +msgstr "Снизу вверх, справа налево" + +msgid "Select None" +msgstr "Выбрать Ничего" + +msgid "Toggle Settings Panel" +msgstr "Переключить панель настроек" + +msgid "Horizontal" +msgstr "Горизонтально" + +msgid "Vertical" +msgstr "Вертикально" + msgid "Size" msgstr "Размер" +msgid "Separation" +msgstr "Разделение" + +msgid "Offset" +msgstr "Отступ" + msgid "Create Frames from Sprite Sheet" msgstr "Создать кадры из спрайт-листа" msgid "SpriteFrames" -msgstr "Кадровая анимация" +msgstr "Кадры анимации" msgid "Warnings should be fixed to prevent errors." -msgstr "Предупреждения должны быть устранены для предотвращения ошибок." +msgstr "Предупреждения должны быть исправлены, чтобы предотвратить ошибки." msgid "" "This shader has been modified on disk.\n" @@ -9432,6 +9573,12 @@ msgstr "Шаг:" msgid "Separation:" msgstr "Разделение:" +msgid "Region Editor" +msgstr "Редактор Области" + +msgid "Edit Region" +msgstr "Редактировать область" + msgid "Styleboxes" msgstr "Стили" @@ -10079,9 +10226,6 @@ msgstr "Выделить выбранный TileMap" msgid "Toggle grid visibility." msgstr "Отображение сетки." -msgid "The edited TileMap node has no TileSet resource." -msgstr "Редактируемый узел TileMap не имеет ресурса TileSet." - msgid "Create Alternative-level Tile Proxy" msgstr "Создание прокси Тайл альтернативного уровня" @@ -10111,6 +10255,9 @@ msgstr "" "Координаты атласа: %s\n" "Альтернативный: %d" +msgid "Rendering" +msgstr "*Рендеринг*" + msgid "Physics" msgstr "Физика" @@ -10183,9 +10330,6 @@ msgstr "Добавить новый исходник атласа" msgid "Open Atlas Merging Tool" msgstr "Открыть инструмент слияния атласов" -msgid "No TileSet source selected. Select or create a TileSet source." -msgstr "Ресурс TileSet не выбран. Выберите или создайте ресурс TileSet." - msgid "Add new patterns in the TileMap editing mode." msgstr "Добавляйте новые шаблоны в режиме редактирования тайловой карты." @@ -12534,45 +12678,6 @@ msgstr "Запечь NavMesh" msgid "Clear the navigation mesh." msgstr "Очистить меш навигации." -msgid "Setting up Configuration..." -msgstr "Настройка конфигурации..." - -msgid "Calculating grid size..." -msgstr "Расчёт размера сетки..." - -msgid "Creating heightfield..." -msgstr "Создание карты высот..." - -msgid "Marking walkable triangles..." -msgstr "Маркировка проходимых треугольников..." - -msgid "Constructing compact heightfield..." -msgstr "Построение компактной карты высот..." - -msgid "Eroding walkable area..." -msgstr "Размытие проходимого района..." - -msgid "Partitioning..." -msgstr "Разбиение..." - -msgid "Creating contours..." -msgstr "Создание контуров..." - -msgid "Creating polymesh..." -msgstr "Создание полимеша..." - -msgid "Converting to native navigation mesh..." -msgstr "Преобразование в собственный навигационный меш..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Настройка генератора меша навигации:" - -msgid "Parsing Geometry..." -msgstr "Анализ геометрии..." - -msgid "Done!" -msgstr "Сделано!" - msgid "Toggles whether the noise preview is computed in 3D space." msgstr "" "Задаёт, будет ли предварительный просмотр шума вычисляться в трехмерном " @@ -13435,12 +13540,6 @@ msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." msgstr "" "Недопустимый полигон. В режиме 'Segments' необходимо по крайней мере 2 точки." -msgid "" -"The One Way Collision property will be ignored when the parent is an Area2D." -msgstr "" -"Свойство One Way Collision будет игнорироваться, если родителем является " -"Area2D." - msgid "" "A shape must be provided for CollisionShape2D to function. Please create a " "shape resource for it!" @@ -14205,17 +14304,75 @@ msgstr "Ошибка вычисления условия." msgid "Unmatched else." msgstr "Без других совпадений." +msgid "Invalid else." +msgstr "Недопустимый else." + +msgid "Unmatched endif." +msgstr "Непарный endif." + +msgid "Invalid endif." +msgstr "Недопустимый endif." + +msgid "Invalid ifdef." +msgstr "Недопустимый ifdef." + +msgid "Invalid ifndef." +msgstr "Недопустимый ifndef." + +msgid "Shader include file does not exist:" +msgstr "Файл включенный в шейдер не существует:" + +msgid "" +"Shader include load failed. Does the shader include exist? Is there a cyclic " +"dependency?" +msgstr "" +"Не удалось загрузить шейдер. Существует ли шейдер? Есть ли циклическая " +"зависимость?" + +msgid "Shader include resource type is wrong." +msgstr "Шейдер включает неверный тип ресурса." + +msgid "Cyclic include found" +msgstr "Обнаружено циклическое включение" + +msgid "Shader max include depth exceeded." +msgstr "Превышена максимальная глубина include для шейдера." + +msgid "Invalid pragma directive." +msgstr "Недопустимая директива прагмы." + +msgid "Invalid undef." +msgstr "Неопределенное имя." + +msgid "Macro expansion limit exceeded." +msgstr "Превышен предел расширения макроса." + +msgid "Invalid macro argument list." +msgstr "Некорректный список аргументов макроса." + +msgid "Invalid macro argument." +msgstr "Некорректный аргумент макроса." + msgid "Invalid macro argument count." msgstr "Недопустимое количество аргументов макроса." +msgid "Can't find matching branch directive." +msgstr "Не удается найти соответствующую директиву ветки." + +msgid "Invalid symbols placed before directive." +msgstr "Недопустимые символы перед директивой." + +msgid "Unmatched conditional statement." +msgstr "Не парный условный оператор." + msgid "" "Direct floating-point comparison (this may not evaluate to `true` as you " "expect). Instead, use `abs(a - b) < 0.0001` for an approximate but " "predictable comparison." msgstr "" -"Точное сравнение с плавающей точкой (может быть не совсем `тем`, чего вы " -"ожидаете). Вместо этого, используйте `abs(a - b) < 0.0001` для " -"приблизительного, но предсказуемого, сравнения." +"Прямое сравнение с плавающей запятой (это может не дать 'true', как вы " +"ожидаете). Вместо этого используйте «abs(a - b) < 0,0001» для " +"приблизительного, но предсказуемого сравнения." msgid "The const '%s' is declared but never used." msgstr "Константа '%s' объявлена, но не используется." @@ -14229,6 +14386,9 @@ msgstr "Структура '%s' объявлена, но не используе msgid "The uniform '%s' is declared but never used." msgstr "Юниформа '%s' объявлена, но не используется." +msgid "The varying '%s' is declared but never used." +msgstr "Varying '%s' объявлен, но никогда не используется." + msgid "The local variable '%s' is declared but never used." msgstr "Локальная переменная '%s' объявлена, но не используется." diff --git a/editor/translations/editor/sv.po b/editor/translations/editor/sv.po index 61b15fef38cc..a857872e72da 100644 --- a/editor/translations/editor/sv.po +++ b/editor/translations/editor/sv.po @@ -2669,9 +2669,6 @@ msgstr "Spela den redigerade scenen." msgid "Open Script:" msgstr "Öppna Skript:" -msgid "Rename Node" -msgstr "Byt namn på Node" - msgid "Scene Tree (Nodes):" msgstr "Scenträd (Noder):" @@ -3577,15 +3574,6 @@ msgstr "Utgående RPC" msgid "Network Profiler" msgstr "Nätverksprofilerare" -msgid "Partitioning..." -msgstr "Partitionerar..." - -msgid "Creating contours..." -msgstr "Skapar konturer..." - -msgid "Done!" -msgstr "Klar!" - msgid "Invalid package name:" msgstr "Ogiltigt paket namn:" diff --git a/editor/translations/editor/th.po b/editor/translations/editor/th.po index 2fdcefffe7c0..55c5694f3b0e 100644 --- a/editor/translations/editor/th.po +++ b/editor/translations/editor/th.po @@ -3056,9 +3056,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "ชื่อโหนดไม่ถูกต้อง ใช้ตัวอักษรต่อไปนี้ไม่ได้:" -msgid "Rename Node" -msgstr "เปลี่ยนชื่อโหนด" - msgid "Scene Tree (Nodes):" msgstr "ผังฉาก (โหนด):" @@ -6846,45 +6843,6 @@ msgstr "Bake NavMesh" msgid "Clear the navigation mesh." msgstr "ล้าง Mesh นำทาง" -msgid "Setting up Configuration..." -msgstr "กำลังจัดการโครงร่าง..." - -msgid "Calculating grid size..." -msgstr "กำลังคำนวณขนาดกริด..." - -msgid "Creating heightfield..." -msgstr "กำลังสร้างสนามความสูง..." - -msgid "Marking walkable triangles..." -msgstr "กำลังกำหนดพื้นผิวที่เดินผ่านได้..." - -msgid "Constructing compact heightfield..." -msgstr "กำลังบีบอัดสนามความสูง..." - -msgid "Eroding walkable area..." -msgstr "บีบแคบส่วนที่เดินผ่านได้..." - -msgid "Partitioning..." -msgstr "กำลังแบ่งส่วน..." - -msgid "Creating contours..." -msgstr "กำลังสร้างคอนทัวร์..." - -msgid "Creating polymesh..." -msgstr "กำลังสร้าง Polymesh..." - -msgid "Converting to native navigation mesh..." -msgstr "กำลังแปลงกลับเป็น Mesh นำทาง..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "การตั้งค่าการสร้างพื้นผิวนำทาง:" - -msgid "Parsing Geometry..." -msgstr "วิเคราะห์พื้นผิว..." - -msgid "Done!" -msgstr "เสร็จสิ้น!" - msgid "Package name is missing." msgstr "ชื่อแพ็คเกจหายไป" diff --git a/editor/translations/editor/tr.po b/editor/translations/editor/tr.po index aa90dfb898b8..050efd857e35 100644 --- a/editor/translations/editor/tr.po +++ b/editor/translations/editor/tr.po @@ -98,13 +98,14 @@ # Black , 2023. # Yılmaz Durmaz , 2023. # ErcanPasha , 2023. +# Yoldaş Ulaş , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-04-18 16:55+0000\n" -"Last-Translator: ErcanPasha \n" +"PO-Revision-Date: 2023-06-23 12:52+0000\n" +"Last-Translator: Black \n" "Language-Team: Turkish \n" "Language: tr\n" @@ -112,7 +113,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.17\n" +"X-Generator: Weblate 4.18.1\n" msgid "Unset" msgstr "Atamayı Kaldır" @@ -193,25 +194,25 @@ msgid "Joypad Motion on Axis %d (%s) with Value %.2f" msgstr "%.2f Değerinde %d (%s) Ekseninde Oyun Kolu Hareketi" msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B" -msgstr "Alt Aksiyon, Sony Çarpı, Xbox A, Nintendo B" +msgstr "Alt Eylem, Sony Çarpı, Xbox A, Nintendo B" msgid "Right Action, Sony Circle, Xbox B, Nintendo A" -msgstr "Sağ Aksiyon, Sony Daire, Xbox B, Nintendo A" +msgstr "Sağ Eylem, Sony Daire, Xbox B, Nintendo A" msgid "Left Action, Sony Square, Xbox X, Nintendo Y" -msgstr "Sol Aksiyon, Sony Kare, Xbox X, Nintendo Y" +msgstr "Sol Eylem, Sony Kare, Xbox X, Nintendo Y" msgid "Top Action, Sony Triangle, Xbox Y, Nintendo X" -msgstr "Üst Aksiyon, Sony Üçgen, Xbox Y, Nintendo X" +msgstr "Üst Eylem, Sony Üçgen, Xbox Y, Nintendo X" msgid "Back, Sony Select, Xbox Back, Nintendo -" msgstr "Geri, Sony Select, Xbox Back, Nintendo -" msgid "Guide, Sony PS, Xbox Home" -msgstr "Kılavuz, Sony PS, Xbox Ana Sayfası" +msgstr "Rehber, Sony PS, Xbox Ana Sayfası" msgid "Start, Nintendo +" -msgstr "Start, Nintendo +" +msgstr "Başlat, Nintendo +" msgid "Left Stick, Sony L3, Xbox L/LS" msgstr "Sol Çubuk, Sony L3, Xbox L/LS" @@ -240,12 +241,30 @@ msgstr "D-pad Sağ" msgid "Xbox Share, PS5 Microphone, Nintendo Capture" msgstr "Xbox Share, PS5 Mikrofon, Nintendo Capture" +msgid "Xbox Paddle 1" +msgstr "Xbox Pedal 1" + +msgid "Xbox Paddle 2" +msgstr "Xbox Pedal 2" + +msgid "Xbox Paddle 3" +msgstr "Xbox Pedal 3" + +msgid "Xbox Paddle 4" +msgstr "Xbox Pedal 4" + +msgid "PS4/5 Touchpad" +msgstr "PS4/5 Dokunmatik Alan" + msgid "Joypad Button %d" msgstr "Oyun Kolu Düğmesi %d" msgid "Pressure:" msgstr "Basınç:" +msgid "canceled" +msgstr "vazgeçildi" + msgid "touched" msgstr "dokunuldu" @@ -321,6 +340,9 @@ msgstr "Yukarıya Yeni Satır" msgid "Indent" msgstr "Girintile" +msgid "Dedent" +msgstr "Çıkıntıla" + msgid "Delete" msgstr "Sil" @@ -1173,6 +1195,11 @@ msgstr "Bağımlılık Düzenleyicisi" msgid "Search Replacement Resource:" msgstr "Yerine Geçecek Kaynak Ara:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "Sahneyi Aç" +msgstr[1] "Sahneleri Aç" + msgid "Open" msgstr "Aç" @@ -1774,7 +1801,7 @@ msgid "default:" msgstr "varsayılan:" msgid "Constructors" -msgstr "Yapıcı methodlar" +msgstr "Kurucular" msgid "Operators" msgstr "Operatörler" @@ -1890,6 +1917,29 @@ msgstr "" msgid "Open Documentation" msgstr "Klavuzu Aç" +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d değişen)" +msgstr[1] "(%d değişen)" + +msgid "Add element to property array with prefix %s." +msgstr "Elemanı, %s ön ekli özellik dizisine ekle." + +msgid "Remove element %d from property array with prefix %s." +msgstr "%d elemanını, %s ön ekli özellik dizisinden kaldır." + +msgid "Move element %d to position %d in property array with prefix %s." +msgstr "%d elemanını %d konumuna taşı (%s ön ekli özellik dizisi içinde)." + +msgid "Clear property array with prefix %s." +msgstr "%s ön ekli özellik dizisini temizle." + +msgid "Resize property array with prefix %s." +msgstr "%s ön ekli özellik dizisini boyutlandır." + +msgid "Element %d: %s%d*" +msgstr "Eleman %d: %s%d*" + msgid "Move Up" msgstr "Yukarı Taşı" @@ -3551,9 +3601,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "Geçersiz düğüm adı, aşağıdaki karakterlere izin verilmiyor:" -msgid "Rename Node" -msgstr "Düğümü Yeniden Adlandır" - msgid "Scene Tree (Nodes):" msgstr "Sahne Ağacı (Düğümler):" @@ -6990,6 +7037,9 @@ msgstr "Bölümlenme" msgid "Light" msgstr "Işık" +msgid "Process" +msgstr "İşlem" + msgid "Sky" msgstr "Gökyüzü" @@ -8294,44 +8344,8 @@ msgstr "NavMesh'i Sabitle" msgid "Clear the navigation mesh." msgstr "Yönlendirici örüntüsünü temizle." -msgid "Setting up Configuration..." -msgstr "Konfigürasyon Ayarlanıyor..." - -msgid "Calculating grid size..." -msgstr "Izgara boyutu hesaplanıyor..." - -msgid "Creating heightfield..." -msgstr "Yükseklik-alanı Oluşturuluyor..." - -msgid "Marking walkable triangles..." -msgstr "Yürünebilir üçgenler işaretleniyor..." - -msgid "Constructing compact heightfield..." -msgstr "Aralıksız yükseklialanı inşa ediliyor..." - -msgid "Eroding walkable area..." -msgstr "Yürünebilir alan aşındırılıyor..." - -msgid "Partitioning..." -msgstr "Bölümleniyor..." - -msgid "Creating contours..." -msgstr "Konturlar oluşturuluyor..." - -msgid "Creating polymesh..." -msgstr "Çoklu-örüntü oluşturuluyor..." - -msgid "Converting to native navigation mesh..." -msgstr "Yerli yönlendirici örüntüsüne dönüştürülüyor..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Navigasyon Örüntüsü Üreteci Kurulumu:" - -msgid "Parsing Geometry..." -msgstr "Geometri Ayrıştırılıyor..." - -msgid "Done!" -msgstr "Oldu!" +msgid "Pose" +msgstr "Duruş" msgid "Package name is missing." msgstr "Paket ismi eksik." @@ -8617,6 +8631,9 @@ msgstr "Dosya yazılamadı: \"%s\"." msgid "Could not read file: \"%s\"." msgstr "Dosya okunamadı: \"%s\"." +msgid "PWA" +msgstr "PWA" + msgid "Could not read HTML shell: \"%s\"." msgstr "HTML kabuğu okunamadı: \"%s\"." diff --git a/editor/translations/editor/uk.po b/editor/translations/editor/uk.po index 3cbfbc4849fe..6e3815ac9868 100644 --- a/editor/translations/editor/uk.po +++ b/editor/translations/editor/uk.po @@ -4852,9 +4852,6 @@ msgstr "Некоректна назва вузла. Не можна викори msgid "Another node already uses this unique name in the scene." msgstr "Цю унікальну назву у сцені вже використано іншим вузлом." -msgid "Rename Node" -msgstr "Перейменувати вузол" - msgid "Scene Tree (Nodes):" msgstr "Дерево сцени (вузли):" @@ -7745,9 +7742,6 @@ msgstr "Розмір: %s (%.1fMP)\n" msgid "Objects: %d\n" msgstr "Об'єкти: %d\n" -msgid "Primitive Indices: %d\n" -msgstr "Індекси примітивів: %d\n" - msgid "Draw Calls: %d" msgstr "Виклики малювання: %d" @@ -8894,6 +8888,9 @@ msgstr "Перейти до наступної точки зупинки" msgid "Go to Previous Breakpoint" msgstr "Перейти до попередньої точки зупинки" +msgid "Shader Editor" +msgstr "Редактор шейдера" + msgid "New Shader Include" msgstr "Новий шейдер у комплекті" @@ -8915,9 +8912,6 @@ msgstr "Відкрити файл в Інспекторі" msgid "Close File" msgstr "Закрити файл" -msgid "Shader Editor" -msgstr "Редактор шейдера" - msgid "No valid shader stages found." msgstr "Допустимих етапів шейдера не знайдено." @@ -9961,13 +9955,6 @@ msgstr "Розсіювання:" msgid "Tiles" msgstr "Плитки" -msgid "" -"This TileMap's TileSet has no source configured. Edit the TileSet resource " -"to add one." -msgstr "" -"Набір плиток цієї Карти плиток не має налаштованого джерела. Відредагуйте " -"ресурс Набору плиток, щоб додати його." - msgid "Sort sources" msgstr "Сортувати джерела" @@ -10043,9 +10030,6 @@ msgstr "Перемкнути видимість ґратки." msgid "Automatically Replace Tiles with Proxies" msgstr "Автоматична заміна плиток на проксі" -msgid "The edited TileMap node has no TileSet resource." -msgstr "Відредагований вузол Карти плиток не має ресурсу TileSet." - msgid "Remove Tile Proxies" msgstr "Видалити проксі плиток" @@ -10249,11 +10233,6 @@ msgstr "Відкрити інструмент злиття атласів" msgid "Manage Tile Proxies" msgstr "Керівник проксі плиток" -msgid "No TileSet source selected. Select or create a TileSet source." -msgstr "" -"Не вибрано джерело Набору плиток. Виберіть або створіть джерело Набору " -"плиток." - msgid "Add new patterns in the TileMap editing mode." msgstr "Додати нові візерунки в режимі редагування Карти плиток." @@ -13214,45 +13193,6 @@ msgstr "Запекти NavMesh" msgid "Clear the navigation mesh." msgstr "Очистити навігаційну сітку." -msgid "Setting up Configuration..." -msgstr "Налаштування конфігурації..." - -msgid "Calculating grid size..." -msgstr "Розрахунок розміру сітки..." - -msgid "Creating heightfield..." -msgstr "Створення карти висот..." - -msgid "Marking walkable triangles..." -msgstr "Позначення прохідних трикутників..." - -msgid "Constructing compact heightfield..." -msgstr "Створення компактної карти висот..." - -msgid "Eroding walkable area..." -msgstr "Розмиття прохідної ділянки..." - -msgid "Partitioning..." -msgstr "Розбиття..." - -msgid "Creating contours..." -msgstr "Створення контурів..." - -msgid "Creating polymesh..." -msgstr "Створення сітки..." - -msgid "Converting to native navigation mesh..." -msgstr "Перетворення на власну навігаційну сітку..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Налаштування генератора навігаційної сітки:" - -msgid "Parsing Geometry..." -msgstr "Аналіз геометрії..." - -msgid "Done!" -msgstr "Зроблено!" - msgid "Toggles whether the noise preview is computed in 3D space." msgstr "Перемикає попередній перегляд вирахуваного шуму в 3D просторі." @@ -13713,9 +13653,6 @@ msgstr "Експорт скрипту налагодження" msgid "Could not open file \"%s\"." msgstr "Не вдалося відкрити файл \"%s\"." -msgid "Could not create console script." -msgstr "Не вдалося створити консольний скрипт." - msgid "Failed to open executable file \"%s\"." msgstr "Не вдалося відкрити виконуваний файл \"%s\"." @@ -14244,11 +14181,6 @@ msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." msgstr "" "Некоректний полігон. У режимі збирання «Segments» потрібні принаймні 2 точки." -msgid "" -"The One Way Collision property will be ignored when the parent is an Area2D." -msgstr "" -"Властивість One Way Collision буде ігноруватися, якщо батьком є Area2D." - msgid "" "CollisionShape2D only serves to provide a collision shape to a " "CollisionObject2D derived node. Please only use it as a child of Area2D, " diff --git a/editor/translations/editor/vi.po b/editor/translations/editor/vi.po index f8737528eec2..99c8bc7ce2fd 100644 --- a/editor/translations/editor/vi.po +++ b/editor/translations/editor/vi.po @@ -27,13 +27,14 @@ # Trần Văn Luyện , 2023. # Bế Trọng Nghĩa , 2023. # Ky Bui Van , 2023. +# Schuetzer , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-05-19 06:49+0000\n" -"Last-Translator: Ky Bui Van \n" +"PO-Revision-Date: 2023-06-13 15:35+0000\n" +"Last-Translator: Schuetzer \n" "Language-Team: Vietnamese \n" "Language: vi\n" @@ -375,7 +376,7 @@ msgid "" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" msgstr "" -"Các bản âm thanh chỉ có thể trỏ đến các loại:\n" +"Các đường âm thanh chỉ có thể trỏ đến các loại:\n" "-AudioStreamPlayer\n" "-AudioStreamPlayer2D\n" "-AudioStreamPlayer3D" @@ -2738,9 +2739,6 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "Tên nút không hợp lệ, các ký tự sau bị cấm:" -msgid "Rename Node" -msgstr "Đổi tên nút" - msgid "Scene Tree (Nodes):" msgstr "Cây (nút):" @@ -5575,30 +5573,6 @@ msgstr "Phải tạo hoặc đặt một NavigationMesh cho nút này thì nó m msgid "Clear the navigation mesh." msgstr "Xóa lưới điều hướng." -msgid "Setting up Configuration..." -msgstr "Thiết lập cấu hình ..." - -msgid "Calculating grid size..." -msgstr "Tính kích thước lưới ..." - -msgid "Marking walkable triangles..." -msgstr "Đánh dấu tam giác có thể đi được..." - -msgid "Eroding walkable area..." -msgstr "Làm xói mòn vùng đi được..." - -msgid "Partitioning..." -msgstr "Phân vùng ..." - -msgid "Creating contours..." -msgstr "Tạo đường viền ..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "Thiết lập trình tạo lưới điều hướng:" - -msgid "Done!" -msgstr "Xong!" - msgid "Package name is missing." msgstr "Thiếu tên gói." diff --git a/editor/translations/editor/zh_CN.po b/editor/translations/editor/zh_CN.po index a344d90ab6c3..ce638cdfb62f 100644 --- a/editor/translations/editor/zh_CN.po +++ b/editor/translations/editor/zh_CN.po @@ -96,7 +96,7 @@ msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2023-06-10 02:19+0000\n" +"PO-Revision-Date: 2023-06-14 03:00+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" @@ -254,6 +254,9 @@ msgstr "手柄按钮 %d" msgid "Pressure:" msgstr "压力:" +msgid "canceled" +msgstr "取消" + msgid "touched" msgstr "按下" @@ -1110,9 +1113,91 @@ msgstr "缩放比率:" msgid "Select Transition and Easing" msgstr "选择过渡和缓动" +msgctxt "Transition Type" +msgid "Linear" +msgstr "线性" + +msgctxt "Transition Type" +msgid "Sine" +msgstr "正弦" + +msgctxt "Transition Type" +msgid "Quint" +msgstr "五次方" + +msgctxt "Transition Type" +msgid "Quart" +msgstr "四次方" + +msgctxt "Transition Type" +msgid "Quad" +msgstr "二次方" + +msgctxt "Transition Type" +msgid "Expo" +msgstr "指数" + +msgctxt "Transition Type" +msgid "Elastic" +msgstr "弹性" + +msgctxt "Transition Type" +msgid "Cubic" +msgstr "三次方" + +msgctxt "Transition Type" +msgid "Circ" +msgstr "平方根" + +msgctxt "Transition Type" +msgid "Bounce" +msgstr "反弹" + +msgctxt "Transition Type" +msgid "Back" +msgstr "后退" + +msgctxt "Transition Type" +msgid "Spring" +msgstr "弹簧" + +msgctxt "Ease Type" +msgid "In" +msgstr "缓入" + +msgctxt "Ease Type" +msgid "Out" +msgstr "缓出" + +msgctxt "Ease Type" +msgid "InOut" +msgstr "缓入缓出" + +msgctxt "Ease Type" +msgid "OutIn" +msgstr "缓出缓入" + +msgid "Transition Type:" +msgstr "过渡类型:" + +msgid "Ease Type:" +msgstr "缓动类型:" + +msgid "FPS:" +msgstr "FPS:" + msgid "Animation Baker" msgstr "动画烘焙器" +msgid "3D Pos/Rot/Scl Track:" +msgstr "3D 位置/旋转/缩放轨道:" + +msgid "Blendshape Track:" +msgstr "混合形状轨道:" + +msgid "Value Track:" +msgstr "值轨道:" + msgid "Select Tracks to Copy" msgstr "选择要复制的轨道" @@ -1394,6 +1479,27 @@ msgstr "" msgid "Toggle Visibility" msgstr "切换可见性" +msgid "Updating assets on target device:" +msgstr "正在更新目标设备上的资产:" + +msgid "Syncing headers" +msgstr "正在同步报头" + +msgid "Getting remote file system" +msgstr "正在获取远程文件系统" + +msgid "Decompressing remote file system" +msgstr "正在解压远程文件系统" + +msgid "Scanning for local changes" +msgstr "正在扫描本地修改" + +msgid "Sending list of changed files:" +msgstr "正在发送改动文件列表:" + +msgid "Sending file:" +msgstr "正在发送文件:" + msgid "ms" msgstr "ms" @@ -1653,6 +1759,10 @@ msgstr "依赖编辑器" msgid "Search Replacement Resource:" msgstr "查找替换资源:" +msgid "Open Scene" +msgid_plural "Open Scenes" +msgstr[0] "打开场景" + msgid "Open" msgstr "打开" @@ -1720,9 +1830,30 @@ msgstr "拥有" msgid "Resources Without Explicit Ownership:" msgstr "没有显式从属关系的资源:" +msgid "Folder name cannot be empty." +msgstr "文件夹名称不能为空。" + +msgid "Folder name contains invalid characters." +msgstr "文件夹名称中存在无效字符。" + +msgid "File with that name already exists." +msgstr "已经存在同名文件。" + +msgid "Folder with that name already exists." +msgstr "已经存在同名文件夹。" + +msgid "Using slashes in folder names will create subfolders recursively." +msgstr "在文件夹名称中使用斜杠会递归创建子文件夹。" + +msgid "Folder name is valid." +msgstr "文件夹名称有效。" + msgid "Could not create folder." msgstr "无法创建文件夹。" +msgid "Create new folder in %s:" +msgstr "在 %s 中新建文件夹:" + msgid "Create Folder" msgstr "创建文件夹" @@ -2636,6 +2767,10 @@ msgstr "将值固定会强制保存这个值,即便它与默认值相等。" msgid "Open Documentation" msgstr "打开文档" +msgid "(%d change)" +msgid_plural "(%d changes)" +msgstr[0] "(%d 处改动)" + msgid "Add element to property array with prefix %s." msgstr "向前缀为 %s 的属性数组添加元素。" @@ -3149,6 +3284,9 @@ msgstr "清除近期的场景" msgid "There is no defined scene to run." msgstr "没有设置要运行的场景。" +msgid "%s - Godot Engine" +msgstr "%s - Godot Engine" + msgid "" "No main scene has ever been defined, select one?\n" "You can change it later in \"Project Settings\" under the 'application' " @@ -3384,6 +3522,12 @@ msgstr "问与答" msgid "Report a Bug" msgstr "报告问题" +msgid "Copy System Info" +msgstr "复制系统信息" + +msgid "Copies the system info as a single-line text into the clipboard." +msgstr "将系统信息作为一行文本复制到剪贴板。" + msgid "Suggest a Feature" msgstr "提交新特性建议" @@ -3692,6 +3836,9 @@ msgstr "可本地化字符串(大小 %d)" msgid "Add Translation" msgstr "添加翻译" +msgid "Lock/Unlock Component Ratio" +msgstr "加锁/解锁分量比例" + msgid "" "The selected resource (%s) does not match any type expected for this " "property (%s)." @@ -3751,6 +3898,12 @@ msgid "" "Couldn't run editor script, did you forget to override the '_run' method?" msgstr "无法运行编辑器脚本,你是否忘了覆盖“_run”方法?" +msgid "Undo: %s" +msgstr "撤销:%s" + +msgid "Redo: %s" +msgstr "重做:%s" + msgid "Edit Built-in Action" msgstr "编辑内置动作" @@ -4154,6 +4307,9 @@ msgstr "导出的资源:" msgid "Delete preset '%s'?" msgstr "是否删除预设 “%s”?" +msgid "(Inherited)" +msgstr "(继承)" + msgid "%s Export" msgstr "%s 导出" @@ -4394,6 +4550,13 @@ msgstr "加载位于 %s 的资源失败:%s" msgid "Unable to update dependencies:" msgstr "无法更新依赖:" +msgid "" +"This filename begins with a dot rendering the file invisible to the editor.\n" +"If you want to rename it anyway, use your operating system's file manager." +msgstr "" +"这个文件名以点开头,会导致在编辑器中隐藏改文件。\n" +"如果你仍要重命名,请使用操作系统的文件管理器。" + msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" @@ -4407,6 +4570,17 @@ msgstr "" msgid "A file or folder with this name already exists." msgstr "已经存在同名的文件或文件夹。" +msgid "" +"The following files or folders conflict with items in the target location " +"'%s':" +msgstr "下列文件或文件夹与目标位置“%s”中的项目冲突:" + +msgid "Do you wish to overwrite them or rename the copied files?" +msgstr "你想要覆盖还是重命名复制的文件?" + +msgid "Do you wish to overwrite them or rename the moved files?" +msgstr "你想要覆盖还是重命名移动的文件?" + msgid "Duplicating file:" msgstr "复制文件:" @@ -4431,6 +4605,9 @@ msgstr "编辑依赖..." msgid "View Owners..." msgstr "查看所有者..." +msgid "Create New" +msgstr "新建" + msgid "Folder..." msgstr "文件夹..." @@ -4446,6 +4623,18 @@ msgstr "资源..." msgid "TextFile..." msgstr "文本文件..." +msgid "Expand Folder" +msgstr "展开文件夹" + +msgid "Expand Hierarchy" +msgstr "展开层级结构" + +msgid "Collapse Hierarchy" +msgstr "折叠层级结构" + +msgid "Move/Duplicate To..." +msgstr "移动/复制到..." + msgid "Add to Favorites" msgstr "添加到收藏" @@ -4531,6 +4720,9 @@ msgstr "" msgid "Overwrite" msgstr "覆盖" +msgid "Keep Both" +msgstr "保留两者" + msgid "Create Script" msgstr "创建脚本" @@ -4626,6 +4818,9 @@ msgstr "无法创建文件夹。同名文件已存在。" msgid "Choose a Directory" msgstr "选择目录" +msgid "Copy File(s)" +msgstr "复制文件" + msgid "Network" msgstr "网络" @@ -4907,9 +5102,6 @@ msgstr "节点名称无效,不允许包含以下字符:" msgid "Another node already uses this unique name in the scene." msgstr "该场景中已有使用该唯一名称的节点。" -msgid "Rename Node" -msgstr "重命名节点" - msgid "Scene Tree (Nodes):" msgstr "场景树(节点):" @@ -6967,12 +7159,27 @@ msgstr "从节点创建发射点" msgid "Load Curve Preset" msgstr "加载曲线预设" +msgid "Add Curve Point" +msgstr "添加曲线点" + msgid "Remove Curve Point" msgstr "移除曲线点" msgid "Modify Curve Point" msgstr "修改曲线点" +msgid "Modify Curve Point's Tangents" +msgstr "修改曲线点切线" + +msgid "Modify Curve Point's Left Tangent" +msgstr "修改曲线点左切线" + +msgid "Modify Curve Point's Right Tangent" +msgstr "修改曲线点右切线" + +msgid "Toggle Linear Curve Point's Tangent" +msgstr "切换线性曲线点切线" + msgid "Hold Shift to edit tangents individually" msgstr "按住 Shift 可单独编辑切线" @@ -7047,6 +7254,14 @@ msgid "" "in the running project." msgstr "启用该选项时,导航网格和多边形将在项目运行时可见。" +msgid "Visible Avoidance" +msgstr "显示避障" + +msgid "" +"When this option is enabled, avoidance objects shapes, radius and velocities " +"will be visible in the running project." +msgstr "启用该选项时,避障对象的形状、半径、速度都将在项目运行时可见。" + msgid "Synchronize Scene Changes" msgstr "同步场景修改" @@ -7088,6 +7303,12 @@ msgid "Run %d Instance" msgid_plural "Run %d Instances" msgstr[0] "运行 %d 个实例" +msgid "Size: %s" +msgstr "大小:%s" + +msgid "Type: %s" +msgstr "类型:%s" + msgid "Overrides (%d)" msgstr "覆盖(%d)" @@ -7289,6 +7510,9 @@ msgstr "编辑渐变" msgid "Reverse/mirror gradient." msgstr "反转/镜像渐变。" +msgid "Move GradientTexture2D Fill Point" +msgstr "移动 GradientTexture2D 填充点" + msgid "Swap GradientTexture2D Fill Points" msgstr "交换 GradientTexture2D 填充点" @@ -7619,6 +7843,12 @@ msgstr "设置 start_position" msgid "Set end_position" msgstr "设置 end_position" +msgid "Set NavigationObstacle3D Vertices" +msgstr "设置 NavigationObstacle3D 顶点" + +msgid "Edit Vertices" +msgstr "编辑顶点" + msgid "Edit Poly" msgstr "编辑多边形" @@ -7721,9 +7951,6 @@ msgstr "大小:%s(%.1fMP)\n" msgid "Objects: %d\n" msgstr "对象数:%d\n" -msgid "Primitive Indices: %d\n" -msgstr "图元索引:%d\n" - msgid "Draw Calls: %d" msgstr "绘制调用:%d" @@ -8704,6 +8931,9 @@ msgstr "前往上一个编辑文档。" msgid "Go to next edited document." msgstr "前往下一个编辑文档。" +msgid "Make the script editor floating." +msgstr "让脚本编辑器浮动。" + msgid "Discard" msgstr "忽略" @@ -8817,6 +9047,9 @@ msgstr "展开所有行" msgid "Evaluate Selection" msgstr "所选内容求值" +msgid "Toggle Word Wrap" +msgstr "切换自动换行" + msgid "Trim Trailing Whitespace" msgstr "移除行尾空格" @@ -8868,6 +9101,9 @@ msgstr "转到下一个断点" msgid "Go to Previous Breakpoint" msgstr "转到上一个断点" +msgid "Shader Editor" +msgstr "着色器编辑器" + msgid "New Shader Include" msgstr "新建着色器头文件" @@ -8884,13 +9120,13 @@ msgid "Save File As" msgstr "另存为" msgid "Open File in Inspector" -msgstr "在检查器中打开" +msgstr "在检查器中打开文件" msgid "Close File" msgstr "关闭" -msgid "Shader Editor" -msgstr "着色器编辑器" +msgid "Make the shader editor floating." +msgstr "让着色器编辑器浮动。" msgid "No valid shader stages found." msgstr "没有找到有效的着色器阶段。" @@ -9116,6 +9352,9 @@ msgstr "筛选动画" msgid "Delete Animation" msgstr "删除动画" +msgid "This resource does not have any animations." +msgstr "这个资源中没有动画。" + msgid "Animation Frames:" msgstr "动画帧:" @@ -9152,9 +9391,63 @@ msgstr "向右移动帧" msgid "Select Frames" msgstr "选择帧" +msgid "Frame Order" +msgstr "帧序" + +msgid "As Selected" +msgstr "按选中顺序" + +msgid "By Row" +msgstr "按行" + +msgid "Left to Right, Top to Bottom" +msgstr "从左到右、从上到下" + +msgid "Left to Right, Bottom to Top" +msgstr "从左到右、从下到上" + +msgid "Right to Left, Top to Bottom" +msgstr "从右到左、从上到下" + +msgid "Right to Left, Bottom to Top" +msgstr "从右到左、从下到上" + +msgid "By Column" +msgstr "按列" + +msgid "Top to Bottom, Left to Right" +msgstr "从上到下、从左到右" + +msgid "Top to Bottom, Right to Left" +msgstr "从上到下、从右到左" + +msgid "Bottom to Top, Left to Right" +msgstr "从下到上、从左到右" + +msgid "Bottom to Top, Right to Left" +msgstr "从下到上、从右到左" + +msgid "Select None" +msgstr "全都不选" + +msgid "Toggle Settings Panel" +msgstr "开关设置面板" + +msgid "Horizontal" +msgstr "水平" + +msgid "Vertical" +msgstr "垂直" + msgid "Size" msgstr "大小" +msgid "Separation" +msgstr "间距" + +msgid "Offset" +msgstr "偏移" + msgid "Create Frames from Sprite Sheet" msgstr "从精灵表中创建帧" @@ -9833,6 +10126,12 @@ msgstr "水平翻转" msgid "Flip Vertically" msgstr "垂直翻转" +msgid "Disable Snap" +msgstr "禁用吸附" + +msgid "Half-Pixel Snap" +msgstr "半像素吸附" + msgid "Painting Tiles Property" msgstr "绘制图块属性" @@ -9869,6 +10168,9 @@ msgstr "添加 TileSet 图案" msgid "Remove TileSet patterns" msgstr "移除 TileSet 图案" +msgid "Index: %d" +msgstr "索引:%d" + msgid "Tile with Invalid Scene" msgstr "包含无效场景的图块" @@ -9937,12 +10239,6 @@ msgstr "散布:" msgid "Tiles" msgstr "图块" -msgid "" -"This TileMap's TileSet has no source configured. Edit the TileSet resource " -"to add one." -msgstr "" -"这个 TileMap 的 TileSet 中没有配置任何源。请编辑 TileSet 资源进行添加。" - msgid "Sort sources" msgstr "源排序" @@ -10013,9 +10309,6 @@ msgstr "切换栅格可见性。" msgid "Automatically Replace Tiles with Proxies" msgstr "自动将图块替换为代理" -msgid "The edited TileMap node has no TileSet resource." -msgstr "编辑的 TileMap 节点没有 TileSet 资源。" - msgid "Remove Tile Proxies" msgstr "移除图块代理" @@ -10231,9 +10524,6 @@ msgstr "打开图集合并工具" msgid "Manage Tile Proxies" msgstr "管理图块代理" -msgid "No TileSet source selected. Select or create a TileSet source." -msgstr "未选择 TileSet 源。请选择或创建 TileSet 源。" - msgid "Add new patterns in the TileMap editing mode." msgstr "请在 TileMap 编辑模式中添加新的图案。" @@ -11713,6 +12003,9 @@ msgstr "版本控制元数据:" msgid "Git" msgstr "Git" +msgid "The project uses features unsupported by the current build:" +msgstr "这个项目使用了如下该 Godot 构建不支持的功能:" + msgid "Error: Project is missing on the filesystem." msgstr "错误:文件系统上缺失项目。" @@ -11887,6 +12180,18 @@ msgstr "" msgid "Are you sure to run %d projects at once?" msgstr "确定要同时运行 %d 个项目吗?" +msgid "Tag name can't be empty." +msgstr "标签名称不能为空。" + +msgid "Tag name can't contain spaces." +msgstr "标签名称不能包含空格。" + +msgid "These characters are not allowed in tags: %s." +msgstr "标签中不允许使用以下字符:%s。" + +msgid "Tag name must be lowercase." +msgstr "标签名称必须为小写。" + msgid "Remove %d projects from the list?" msgstr "是否从列表中移除 %d 个项目?" @@ -11935,6 +12240,9 @@ msgstr "正在加载,请稍候……" msgid "Last Edited" msgstr "最近编辑" +msgid "Tags" +msgstr "标签" + msgid "New Project" msgstr "新建项目" @@ -11950,6 +12258,9 @@ msgstr "扫描项目" msgid "Edit Project" msgstr "编辑项目" +msgid "Manage Tags" +msgstr "管理标签" + msgid "Remove Project" msgstr "移除项目" @@ -12004,6 +12315,27 @@ msgstr "" "目前没有任何项目。\n" "是否查看资产库中的官方示例项目?" +msgid "Manage Project Tags" +msgstr "管理项目标签" + +msgid "Project Tags" +msgstr "项目标签" + +msgid "Click tag to remove it from the project." +msgstr "点击标签会将其从该项目中移除。" + +msgid "All Tags" +msgstr "所有标签" + +msgid "Click tag to add it to the project." +msgstr "点击标签会将其加入到该项目。" + +msgid "Create New Tag" +msgstr "新建标签" + +msgid "Tags are capitalized automatically when displayed." +msgstr "显示时会自动将标签的首字母大写。" + msgid "Add Project Setting" msgstr "添加项目设置" @@ -12284,6 +12616,9 @@ msgstr "是否删除节点 “%s” 及其子节点?" msgid "Delete node \"%s\"?" msgstr "是否删除节点 “%s”?" +msgid "Some nodes are referenced by animation tracks." +msgstr "部分节点在动画轨道中使用。" + msgid "" "Saving the branch as a scene requires having a scene open in the editor." msgstr "将分支保存为场景需要编辑器打开场景。" @@ -12434,6 +12769,9 @@ msgstr "加载为占位符" msgid "Auto Expand to Selected" msgstr "自动展开至选定项" +msgid "All Scene Sub-Resources" +msgstr "所有场景子资源" + msgid "Filters" msgstr "过滤" @@ -12467,6 +12805,12 @@ msgstr "不能将根节点粘贴进相同场景。" msgid "Paste Node(s)" msgstr "粘贴节点" +msgid " at %s" +msgstr "%s 中的 <未命名>" + +msgid "(used %d times)" +msgstr "(使用 %d 次)" + msgid "Add Child Node" msgstr "添加子节点" @@ -12516,6 +12860,9 @@ msgstr "" "选中后,远程场景树面板在更新时会造成项目的卡顿。\n" "切回本地场景树面板可以提升性能。" +msgid "Delete Related Animation Tracks" +msgstr "删除相关动画轨道" + msgid "Clear Inheritance? (No Undo!)" msgstr "是否清除继承?(无法撤销!)" @@ -12688,6 +13035,19 @@ msgstr "名称“%s”是为着色器语言保留的关键字。" msgid "Add Shader Global Parameter" msgstr "添加着色器全局参数" +msgid "Make this panel floating in the screen %d." +msgstr "让这个面板在屏幕 %d 中浮动。" + +msgid "" +"Make this panel floating.\n" +"Right click to open the screen selector." +msgstr "" +"让这个面板浮动。\n" +"右键点击打开屏幕选择器。" + +msgid "Select Screen" +msgstr "选择屏幕" + msgid "Change Cylinder Radius" msgstr "修改圆柱体半径" @@ -13029,6 +13389,9 @@ msgstr "从路径添加" msgid "Spawn" msgstr "出生" +msgid "Watch" +msgstr "监视" + msgid "" "Add properties using the buttons above or\n" "drag them them from the inspector and drop them here." @@ -13042,18 +13405,28 @@ msgstr "请先选择一个 MultiplayerSynchronizer。" msgid "The MultiplayerSynchronizer needs a root path." msgstr "该 MultiplayerSynchronizer 需要根路径。" +msgid "" +"Each MultiplayerSynchronizer can have no more than 64 watched properties." +msgstr "单个 MultiplayerSynchronizer 最多只能监视 64 个属性。" + msgid "Set spawn property" msgstr "设置出生属性" msgid "Set sync property" msgstr "设置同步属性" +msgid "Set watch property" +msgstr "设置监视属性" + msgid "Delete Property?" msgstr "删除属性?" msgid "Remove Property" msgstr "移除属性" +msgid "Property of this type not supported." +msgstr "不支持这种类型的属性。" + msgid "" "A valid NodePath must be set in the \"Spawn Path\" property in order for " "MultiplayerSpawner to be able to spawn Nodes." @@ -13092,45 +13465,6 @@ msgstr "烘焙导航网格" msgid "Clear the navigation mesh." msgstr "清除导航网格。" -msgid "Setting up Configuration..." -msgstr "正在设置配置..." - -msgid "Calculating grid size..." -msgstr "正在计算栅格大小..." - -msgid "Creating heightfield..." -msgstr "正在创建高度图..." - -msgid "Marking walkable triangles..." -msgstr "标记可移动三角形..." - -msgid "Constructing compact heightfield..." -msgstr "构建紧凑高度图..." - -msgid "Eroding walkable area..." -msgstr "正在计算可行区域..." - -msgid "Partitioning..." -msgstr "分区中..." - -msgid "Creating contours..." -msgstr "正在创建轮廓..." - -msgid "Creating polymesh..." -msgstr "创建多边形网格..." - -msgid "Converting to native navigation mesh..." -msgstr "转换为导航网格..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "导航网格生成器设置:" - -msgid "Parsing Geometry..." -msgstr "解析多边形中..." - -msgid "Done!" -msgstr "完成!" - msgid "Toggles whether the noise preview is computed in 3D space." msgstr "切换是否在 3D 空间中计算噪声预览。" @@ -13510,6 +13844,9 @@ msgstr "正在对齐 APK……" msgid "Could not unzip temporary unaligned APK." msgstr "无法解压未对齐的临时 APK。" +msgid "App Store Team ID not specified." +msgstr "未指定 App Store 团队 ID。" + msgid "Invalid Identifier:" msgstr "无效的标识符:" @@ -13551,9 +13888,6 @@ msgstr "调试脚本导出" msgid "Could not open file \"%s\"." msgstr "无法打开文件“%s”。" -msgid "Could not create console script." -msgstr "无法创建命令行脚本。" - msgid "Failed to open executable file \"%s\"." msgstr "打开可执行文件“%s”失败。" @@ -13656,6 +13990,33 @@ msgstr "未知对象类型。" msgid "Invalid bundle identifier:" msgstr "无效的包标识符:" +msgid "App Store distribution with ad-hoc code signing is not supported." +msgstr "不支持使用 ad-hoc 签名进行 App Store 分发。" + +msgid "Notarization with an ad-hoc signature is not supported." +msgstr "不支持使用 ad-hoc 签名进行公证。" + +msgid "Apple Team ID is required for App Store distribution." +msgstr "App Store 分发时,Apple 团队 ID 是必填项。" + +msgid "Apple Team ID is required for notarization." +msgstr "公证时,Apple 团队 ID 是必填项。" + +msgid "Provisioning profile is required for App Store distribution." +msgstr "App Store 分发时,预置描述文件是必填项。" + +msgid "Installer signing identity is required for App Store distribution." +msgstr "App Store 分发时,安装程序签名身份是必填项。" + +msgid "App sandbox is required for App Store distribution." +msgstr "App Store 分发时,App 沙盒是必选项。" + +msgid "Code signing is required for App Store distribution." +msgstr "App Store 分发时,代码签名是必选项。" + +msgid "Code signing is required for notarization." +msgstr "公证时,代码签名是必选项。" + msgid "" "Neither Apple ID name nor App Store Connect issuer ID name not specified." msgstr "Apple ID 名称和 App Store Connect 发行者 ID 名称均未指定。" @@ -13676,6 +14037,27 @@ msgstr "未指定 App Store Connect API 密钥 ID。" msgid "App Store Connect issuer ID name not specified." msgstr "未指定 App Store Connect 发行者 ID 名称。" +msgid "Microphone access is enabled, but usage description is not specified." +msgstr "已启用麦克风访问,但未指定用途描述。" + +msgid "Camera access is enabled, but usage description is not specified." +msgstr "已启用相机访问,但未指定用途描述。" + +msgid "" +"Location information access is enabled, but usage description is not " +"specified." +msgstr "已启用位置信息访问,但未指定用途描述。" + +msgid "Address book access is enabled, but usage description is not specified." +msgstr "已启用地址簿访问,但未指定用途描述。" + +msgid "Calendar access is enabled, but usage description is not specified." +msgstr "已启用日历访问,但未指定用途描述。" + +msgid "" +"Photo library access is enabled, but usage description is not specified." +msgstr "已启用照片库访问,但未指定用途描述。" + msgid "Icon Creation" msgstr "图标创建" @@ -13749,6 +14131,15 @@ msgstr "无法签名文件 %s。" msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" msgstr "不支持相对符号链接,导出的“%s”可能损坏!" +msgid "PKG Creation" +msgstr "PKG 创建" + +msgid "Could not start productbuild executable." +msgstr "无法启动 productbuild 可执行文件。" + +msgid "`productbuild` failed." +msgstr "`productbuild` 失败。" + msgid "DMG Creation" msgstr "DMG 创建" @@ -13818,6 +14209,9 @@ msgstr "正在制作 DMG" msgid "Code signing DMG" msgstr "正在对 DMG 进行代码签名" +msgid "Making PKG installer" +msgstr "正在制作 PKG 安装程序" + msgid "Making ZIP" msgstr "正在制作 ZIP" @@ -13955,6 +14349,15 @@ msgstr "缺少图标尺寸“%d”。" msgid "Failed to rename temporary file \"%s\"." msgstr "重命名临时文件“%s”失败。" +msgid "Invalid icon path." +msgstr "图标路径无效。" + +msgid "Invalid file version." +msgstr "文件版本无效。" + +msgid "Invalid product version." +msgstr "产品版本无效。" + msgid "Could not find rcedit executable at \"%s\"." msgstr "无法在“%s”找到 rcedit 可执行文件。" @@ -14070,8 +14473,9 @@ msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." msgstr "多边形无效。“Segments”构建模式需要至少两个点。" msgid "" -"The One Way Collision property will be ignored when the parent is an Area2D." -msgstr "父节点为 Area2D 时将忽略 One Way Collision 属性。" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "碰撞对象为 Area2D 时将忽略 One Way Collision 属性。" msgid "" "CollisionShape2D only serves to provide a collision shape to a " @@ -14733,8 +15137,11 @@ msgstr "" "颜色:#%s\n" "鼠标左键:应用颜色" +msgid "Pick a color from the screen." +msgstr "从屏幕中拾取颜色。" + msgid "Pick a color from the application window." -msgstr "从应用程序窗口中选择一种颜色。" +msgstr "从应用程序窗口中拾取颜色。" msgid "Select a picker shape." msgstr "选择选取器形状。" @@ -14930,6 +15337,13 @@ msgid "" "changes in future versions." msgstr "此节点标记为实验性节点,可能会在将来的版本中删除或进行重大更改。" +msgid "" +"Default Environment as specified in the project setting \"rendering/" +"environment/defaults/default_environment\" could not be loaded." +msgstr "" +"无法加载项目设置“rendering/environment/defaults/default_environment”中指定的" +"默认环境。" + msgid "" "ShaderGlobalsOverride is not active because another node of the same type is " "in the scene." @@ -15646,6 +16060,9 @@ msgstr "无效的 ifdef。" msgid "Invalid ifndef." msgstr "无效的 ifndef。" +msgid "Shader include file does not exist:" +msgstr "着色器头文件的不存在:" + msgid "" "Shader include load failed. Does the shader include exist? Is there a cyclic " "dependency?" @@ -15654,6 +16071,9 @@ msgstr "着色器头文件加载失败。该头文件是否存在?是否存在 msgid "Shader include resource type is wrong." msgstr "着色器头文件的资源类型错误。" +msgid "Cyclic include found" +msgstr "发现循环包含" + msgid "Shader max include depth exceeded." msgstr "超出着色器最大包含深度。" diff --git a/editor/translations/editor/zh_TW.po b/editor/translations/editor/zh_TW.po index b8a14ef67daa..49de884da478 100644 --- a/editor/translations/editor/zh_TW.po +++ b/editor/translations/editor/zh_TW.po @@ -41,13 +41,14 @@ # Edison Lee , 2023. # abcabcc , 2023. # leo , 2023. +# adenpun , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor interface\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-03-31 00:59+0000\n" -"Last-Translator: leo \n" +"PO-Revision-Date: 2023-06-13 15:35+0000\n" +"Last-Translator: adenpun \n" "Language-Team: Chinese (Traditional) \n" "Language: zh_TW\n" @@ -55,7 +56,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.17-dev\n" +"X-Generator: Weblate 4.18-dev\n" msgid "Unset" msgstr "未設定" @@ -204,6 +205,9 @@ msgstr "搖桿按鈕 %d" msgid "Pressure:" msgstr "感壓:" +msgid "canceled" +msgstr "已取消" + msgid "touched" msgstr "按下" @@ -3536,9 +3540,6 @@ msgstr "無效的節點名稱,名稱不可包含下列字元:" msgid "Another node already uses this unique name in the scene." msgstr "另一個節點已在該場景中使用了這個不可重複的名稱。" -msgid "Rename Node" -msgstr "重新命名節點" - msgid "Scene Tree (Nodes):" msgstr "場景樹(節點):" @@ -8188,45 +8189,6 @@ msgstr "製作 NavMesh" msgid "Clear the navigation mesh." msgstr "清除導航網格。" -msgid "Setting up Configuration..." -msgstr "正在設定組態..." - -msgid "Calculating grid size..." -msgstr "正在計算網格大小..." - -msgid "Creating heightfield..." -msgstr "正在建立 Heightfield..." - -msgid "Marking walkable triangles..." -msgstr "正在標記可移動的三角形..." - -msgid "Constructing compact heightfield..." -msgstr "正在建置緊湊 Heightfield..." - -msgid "Eroding walkable area..." -msgstr "正在建立可移動區域..." - -msgid "Partitioning..." -msgstr "正在分割..." - -msgid "Creating contours..." -msgstr "正在建立輪廓..." - -msgid "Creating polymesh..." -msgstr "正在建立多邊形網格..." - -msgid "Converting to native navigation mesh..." -msgstr "正在轉換為原生導航網格..." - -msgid "Navigation Mesh Generator Setup:" -msgstr "導航網格產生器設定:" - -msgid "Parsing Geometry..." -msgstr "正在解析多邊形..." - -msgid "Done!" -msgstr "完成!" - msgid "Package name is missing." msgstr "缺少套件名稱。" diff --git a/editor/translations/properties/de.po b/editor/translations/properties/de.po index b6641dcf5eba..f9dfbe37399e 100644 --- a/editor/translations/properties/de.po +++ b/editor/translations/properties/de.po @@ -94,13 +94,14 @@ # Roman Wanner , 2023. # Ettore Atalan , 2023. # Lars Bollmann , 2023. +# Benedikt Wicklein , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-10 02:19+0000\n" -"Last-Translator: Lars Bollmann \n" +"PO-Revision-Date: 2023-06-26 17:31+0000\n" +"Last-Translator: Least Significant Bite \n" "Language-Team: German \n" "Language: de\n" @@ -108,7 +109,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Application" msgstr "Anwendung" @@ -147,7 +148,7 @@ msgid "Custom User Dir Name" msgstr "Eigener Nutzerverzeichnisname" msgid "Project Settings Override" -msgstr "Projekteinstellungsüberbrückung" +msgstr "Projekteinstellungen überschreiben" msgid "Main Loop Type" msgstr "Typ der Hauptschleife" @@ -227,6 +228,9 @@ msgstr "Standard Bus Layout" msgid "General" msgstr "Allgemein" +msgid "Text to Speech" +msgstr "Text zu Sprache" + msgid "2D Panning Strength" msgstr "Stärke der 2D-Verschiebung" @@ -350,6 +354,9 @@ msgstr "Maximales Intervall für inkrementelle Suche in ms" msgid "Common" msgstr "Allgemein" +msgid "Snap Controls to Pixels" +msgstr "Kontrollpunkte auf Pixeln einrasten" + msgid "Fonts" msgstr "Schriftarten" @@ -374,6 +381,9 @@ msgstr "Maximale Größe (MB)" msgid "Texture Upload Region Size Px" msgstr "Größe Texturuploadbereich in Px" +msgid "Save Chunk Size (MB)" +msgstr "Speicher-Chunk-Größe (MB)" + msgid "Vulkan" msgstr "Vulkan" @@ -404,6 +414,9 @@ msgstr "Physik Ticks pro Sekunde" msgid "Max Physics Steps per Frame" msgstr "Max Physik Schritte pro Frame" +msgid "Max FPS" +msgstr "Max. FPS" + msgid "Time Scale" msgstr "Zeitskalierung" @@ -419,6 +432,9 @@ msgstr "Kumulierte Eingabe verwenden" msgid "Input Devices" msgstr "Eingabegeräte" +msgid "Compatibility" +msgstr "Kompatibilität" + msgid "Device" msgstr "Gerät" @@ -446,6 +462,9 @@ msgstr "Keycode" msgid "Physical Keycode" msgstr "Physischer Keycode" +msgid "Key Label" +msgstr "Tastenbeschreibung" + msgid "Unicode" msgstr "Unicode" @@ -467,6 +486,9 @@ msgstr "Faktor" msgid "Button Index" msgstr "Tastenindex" +msgid "Canceled" +msgstr "Abgebrochen" + msgid "Double Click" msgstr "Doppelklick" @@ -581,6 +603,12 @@ msgstr "Status" msgid "Network" msgstr "Netzwerk" +msgid "TCP" +msgstr "TCP" + +msgid "Packet Peer Stream" +msgstr "Paket-Peer-Stream" + msgid "Locale" msgstr "Gebietsschema" @@ -596,6 +624,9 @@ msgstr "Pseudo-Lokalisierung" msgid "Use Pseudolocalization" msgstr "Verwende Pseudo-Lokalisierung" +msgid "Double Vowels" +msgstr "Doppelvokale" + msgid "Override" msgstr "Überschreiben" @@ -644,15 +675,6 @@ msgstr "Glätten Ein-Aus" msgid "Remote Port" msgstr "Fern-Port" -msgid "Debugger" -msgstr "Debugger" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "Fernszenenbaum-Aktualisierungsintervall" - -msgid "Remote Inspect Refresh Interval" -msgstr "Ferninspektor-Aktualisierungsintervall" - msgid "FileSystem" msgstr "Dateisystem" @@ -665,9 +687,6 @@ msgstr "Port" msgid "Password" msgstr "Passwort" -msgid "Profiler Frame Max Functions" -msgstr "Profile-Frame Maximale Funktionen" - msgid "Default Feature Profile" msgstr "Standardfunktionsprofil" @@ -1250,9 +1269,21 @@ msgstr "Schriftgröße" msgid "Remote Host" msgstr "Fern-Hostname" +msgid "Debugger" +msgstr "Debugger" + msgid "Profiler Frame History Size" msgstr "Profiler-Frame-Verlaufsgröße" +msgid "Profiler Frame Max Functions" +msgstr "Profile-Frame Maximale Funktionen" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "Fernszenenbaum-Aktualisierungsintervall" + +msgid "Remote Inspect Refresh Interval" +msgstr "Ferninspektor-Aktualisierungsintervall" + msgid "HTTP Proxy" msgstr "HTTP-Proxy" @@ -1385,9 +1416,6 @@ msgstr "Eigene Vorlage" msgid "Release" msgstr "Release" -msgid "Export Console Script" -msgstr "Konsolenskript exportieren" - msgid "Binary Format" msgstr "Binärformat" diff --git a/editor/translations/properties/es.po b/editor/translations/properties/es.po index 8a1bae6f9755..e17e58715755 100644 --- a/editor/translations/properties/es.po +++ b/editor/translations/properties/es.po @@ -572,15 +572,6 @@ msgstr "Suavizar" msgid "Remote Port" msgstr "Puerto Remoto" -msgid "Debugger" -msgstr "Depurador" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "Intervalo de Refresco del Árbol de Escenas Remoto" - -msgid "Remote Inspect Refresh Interval" -msgstr "Intervalo de Refresco de la Inspección Remota" - msgid "FileSystem" msgstr "Sistema de Archivos" @@ -593,9 +584,6 @@ msgstr "Puerto" msgid "Password" msgstr "Contraseña" -msgid "Profiler Frame Max Functions" -msgstr "Máximo de Funciones del Cuadro del Profiler" - msgid "Default Feature Profile" msgstr "Perfil de Características Predeterminado" @@ -1163,9 +1151,21 @@ msgstr "Tamaño de Fuente" msgid "Remote Host" msgstr "Host Remoto" +msgid "Debugger" +msgstr "Depurador" + msgid "Profiler Frame History Size" msgstr "Tamaño del Historial del Perfilador de Fotogramas" +msgid "Profiler Frame Max Functions" +msgstr "Máximo de Funciones del Cuadro del Profiler" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "Intervalo de Refresco del Árbol de Escenas Remoto" + +msgid "Remote Inspect Refresh Interval" +msgstr "Intervalo de Refresco de la Inspección Remota" + msgid "HTTP Proxy" msgstr "Proxy HTTP" diff --git a/editor/translations/properties/fr.po b/editor/translations/properties/fr.po index 8c6dada262ba..21ea48552af1 100644 --- a/editor/translations/properties/fr.po +++ b/editor/translations/properties/fr.po @@ -40,7 +40,7 @@ # Tommy Melançon-Roy , 2017-2018. # Willow , 2018. # Xananax , 2017-2018. -# Perrier Mathis , 2018, 2022. +# Perrier Mathis , 2018, 2022, 2023. # Ewan Lehnebach , 2018. # Hugo Locurcio , 2018, 2019, 2020, 2021. # Grigore Antoniuc , 2018. @@ -117,8 +117,8 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-05-03 11:49+0000\n" -"Last-Translator: \"Dimitri A.\" \n" +"PO-Revision-Date: 2023-06-13 15:35+0000\n" +"Last-Translator: Perrier Mathis \n" "Language-Team: French \n" "Language: fr\n" @@ -245,6 +245,9 @@ msgstr "Disposition de bus par défaut" msgid "General" msgstr "Général" +msgid "Text to Speech" +msgstr "Synthèse vocale" + msgid "2D Panning Strength" msgstr "Intensité du panoramique audio en 2D" @@ -725,18 +728,6 @@ msgstr "Délai de requête expiré (Timeout)" msgid "Sync Breakpoints" msgstr "Synchroniser les point d'arrêts" -msgid "Debugger" -msgstr "Débogueur" - -msgid "Auto Switch to Remote Scene Tree" -msgstr "Basculer automatiquement vers l'arborescence de scène distante" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "Intervalle de rafraîchissement de l'arborescence distante" - -msgid "Remote Inspect Refresh Interval" -msgstr "Intervalle de rafraîchissement d'inspection distante" - msgid "FileSystem" msgstr "Système de fichiers" @@ -749,9 +740,6 @@ msgstr "Port" msgid "Password" msgstr "Mot de passe" -msgid "Profiler Frame Max Functions" -msgstr "Nombre maximum de fonctions par trame de profileur" - msgid "Default Feature Profile" msgstr "Profil de fonctionalités par défaut" @@ -1484,9 +1472,24 @@ msgstr "Hôte distant" msgid "Editor TLS Certificates" msgstr "Certificats TLS de l’éditeur" +msgid "Debugger" +msgstr "Débogueur" + +msgid "Auto Switch to Remote Scene Tree" +msgstr "Basculer automatiquement vers l'arborescence de scène distante" + msgid "Profiler Frame History Size" msgstr "Taille de l'historique de la trame du profileur" +msgid "Profiler Frame Max Functions" +msgstr "Nombre maximum de fonctions par trame de profileur" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "Intervalle de rafraîchissement de l'arborescence distante" + +msgid "Remote Inspect Refresh Interval" +msgstr "Intervalle de rafraîchissement d'inspection distante" + msgid "HTTP Proxy" msgstr "Proxy HTTP" diff --git a/editor/translations/properties/id.po b/editor/translations/properties/id.po index 20fb58fa2bb3..7ea3673ab0cc 100644 --- a/editor/translations/properties/id.po +++ b/editor/translations/properties/id.po @@ -698,18 +698,6 @@ msgstr "Permintaan diluar Batas Waktu" msgid "Sync Breakpoints" msgstr "Sinkronisasi Breakpoint" -msgid "Debugger" -msgstr "Pengawakutu" - -msgid "Auto Switch to Remote Scene Tree" -msgstr "Beralih Otomatis Ke Pohon Adegan Remot" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "Interval Refresg Pohon Adegan Remot" - -msgid "Remote Inspect Refresh Interval" -msgstr "Interval Refresh Pemeriksaan Remot" - msgid "FileSystem" msgstr "Berkas Sistem" @@ -722,9 +710,6 @@ msgstr "Port" msgid "Password" msgstr "Kata Sandi" -msgid "Profiler Frame Max Functions" -msgstr "Fungsi Maks Frame Profiler" - msgid "Default Feature Profile" msgstr "Profil Fitur Default" @@ -1109,6 +1094,9 @@ msgstr "Lipat Kode" msgid "Word Wrap" msgstr "Bungkus Kata" +msgid "Autowrap Mode" +msgstr "Mode Bungkus Otomatis" + msgid "Whitespace" msgstr "Spasi" @@ -1487,9 +1475,24 @@ msgstr "Host Jarak Jauh" msgid "Editor TLS Certificates" msgstr "Sertifikat Editor TLS" +msgid "Debugger" +msgstr "Pengawakutu" + +msgid "Auto Switch to Remote Scene Tree" +msgstr "Beralih Otomatis Ke Pohon Adegan Remot" + msgid "Profiler Frame History Size" msgstr "Ukuran Riwayat Frame Profiler" +msgid "Profiler Frame Max Functions" +msgstr "Fungsi Maks Frame Profiler" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "Interval Refresg Pohon Adegan Remot" + +msgid "Remote Inspect Refresh Interval" +msgstr "Interval Refresh Pemeriksaan Remot" + msgid "HTTP Proxy" msgstr "Proksi HTTP" @@ -1622,9 +1625,6 @@ msgstr "Template Kustom" msgid "Release" msgstr "Rilis" -msgid "Export Console Script" -msgstr "Ekspor Skrip Konsol" - msgid "Binary Format" msgstr "Format Biner" @@ -5303,9 +5303,6 @@ msgstr "Penjajaran Vertikal" msgid "Uppercase" msgstr "Huruf Besar" -msgid "Autowrap Mode" -msgstr "Mode Bungkus Otomatis" - msgid "BiDi" msgstr "BiDi" diff --git a/editor/translations/properties/it.po b/editor/translations/properties/it.po index e4f364d4d460..ae6e8174dc04 100644 --- a/editor/translations/properties/it.po +++ b/editor/translations/properties/it.po @@ -490,15 +490,6 @@ msgstr "Allentamento" msgid "Remote Port" msgstr "Porta Remota" -msgid "Debugger" -msgstr "Debugger" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "Intervallo di Refresh dello Scene Tree Remoto" - -msgid "Remote Inspect Refresh Interval" -msgstr "Intervallo Aggiornamento Ispettore Remoto" - msgid "FileSystem" msgstr "Filesystem" @@ -511,9 +502,6 @@ msgstr "Porta" msgid "Password" msgstr "Password" -msgid "Profiler Frame Max Functions" -msgstr "Quantità Massima Funzioni Riquadro del Profiler" - msgid "Default Feature Profile" msgstr "Profilo di Funzionalità Predefinito" @@ -1060,9 +1048,21 @@ msgstr "Dimensione Carattere" msgid "Remote Host" msgstr "Host Remoto" +msgid "Debugger" +msgstr "Debugger" + msgid "Profiler Frame History Size" msgstr "Dimensione Cronologia Riquadro del Profiler" +msgid "Profiler Frame Max Functions" +msgstr "Quantità Massima Funzioni Riquadro del Profiler" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "Intervallo di Refresh dello Scene Tree Remoto" + +msgid "Remote Inspect Refresh Interval" +msgstr "Intervallo Aggiornamento Ispettore Remoto" + msgid "HTTP Proxy" msgstr "Proxy HTTP" diff --git a/editor/translations/properties/ja.po b/editor/translations/properties/ja.po index 46a4f707c9c3..b227cd5e9c40 100644 --- a/editor/translations/properties/ja.po +++ b/editor/translations/properties/ja.po @@ -596,15 +596,6 @@ msgstr "イージング" msgid "Remote Port" msgstr "リモートポート" -msgid "Debugger" -msgstr "デバッガー" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "リモートシーンツリーの更新間隔" - -msgid "Remote Inspect Refresh Interval" -msgstr "リモートインスペクトのリフレッシュ間隔" - msgid "FileSystem" msgstr "ファイルシステム" @@ -617,9 +608,6 @@ msgstr "ポート" msgid "Password" msgstr "パスワード" -msgid "Profiler Frame Max Functions" -msgstr "プロファイラーフレームの関数の上限" - msgid "Default Feature Profile" msgstr "デフォルト機能プロファイル" @@ -1220,9 +1208,21 @@ msgstr "フォントサイズ" msgid "Remote Host" msgstr "リモートホスト" +msgid "Debugger" +msgstr "デバッガー" + msgid "Profiler Frame History Size" msgstr "プロファイラーフレームの履歴サイズ" +msgid "Profiler Frame Max Functions" +msgstr "プロファイラーフレームの関数の上限" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "リモートシーンツリーの更新間隔" + +msgid "Remote Inspect Refresh Interval" +msgstr "リモートインスペクトのリフレッシュ間隔" + msgid "HTTP Proxy" msgstr "HTTPプロキシ" diff --git a/editor/translations/properties/ko.po b/editor/translations/properties/ko.po index 1a908b29899a..b497c5270794 100644 --- a/editor/translations/properties/ko.po +++ b/editor/translations/properties/ko.po @@ -540,15 +540,6 @@ msgstr "속도 완화" msgid "Remote Port" msgstr "원격 포트" -msgid "Debugger" -msgstr "디버거" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "원격 장면 트리 새로 고침 간격" - -msgid "Remote Inspect Refresh Interval" -msgstr "원격 검사 새로 고침 간격" - msgid "FileSystem" msgstr "파일시스템" @@ -561,9 +552,6 @@ msgstr "포트" msgid "Password" msgstr "비밀번호" -msgid "Profiler Frame Max Functions" -msgstr "프로파일러 프레임 최대 함수 개수" - msgid "Default Feature Profile" msgstr "기본 기능 프로필" @@ -1188,9 +1176,21 @@ msgstr "원격 호스트" msgid "Editor TLS Certificates" msgstr "에디터 TLS 인증서" +msgid "Debugger" +msgstr "디버거" + msgid "Profiler Frame History Size" msgstr "프로파일러 프레임 기록 크기" +msgid "Profiler Frame Max Functions" +msgstr "프로파일러 프레임 최대 함수 개수" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "원격 장면 트리 새로 고침 간격" + +msgid "Remote Inspect Refresh Interval" +msgstr "원격 검사 새로 고침 간격" + msgid "HTTP Proxy" msgstr "HTTP 프록시" diff --git a/editor/translations/properties/pl.po b/editor/translations/properties/pl.po index 5b9feb30bc93..a3c5ad9d5aad 100644 --- a/editor/translations/properties/pl.po +++ b/editor/translations/properties/pl.po @@ -77,8 +77,8 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-10 02:20+0000\n" -"Last-Translator: stereopolex \n" +"PO-Revision-Date: 2023-06-16 02:06+0000\n" +"Last-Translator: Tomek \n" "Language-Team: Polish \n" "Language: pl\n" @@ -87,7 +87,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 " "|| n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1-dev\n" msgid "Application" msgstr "Aplikacja" @@ -557,9 +557,6 @@ msgstr "Wygładzanie" msgid "Remote Port" msgstr "Zdalny port" -msgid "Debugger" -msgstr "Debugger" - msgid "FileSystem" msgstr "System plików" @@ -572,9 +569,6 @@ msgstr "Port" msgid "Password" msgstr "Hasło" -msgid "Profiler Frame Max Functions" -msgstr "Maksymalna ilość funkcji klatki profilera" - msgid "Default Feature Profile" msgstr "Profil domyślnych funkcji" @@ -1139,9 +1133,15 @@ msgstr "Rozmiar czcionki" msgid "Remote Host" msgstr "Zdalny host" +msgid "Debugger" +msgstr "Debugger" + msgid "Profiler Frame History Size" msgstr "Rozmiar historii klatek profilera" +msgid "Profiler Frame Max Functions" +msgstr "Maksymalna ilość funkcji klatki profilera" + msgid "HTTP Proxy" msgstr "Proxy HTTP" @@ -1268,9 +1268,6 @@ msgstr "Własny szablon" msgid "Release" msgstr "Wydanie" -msgid "Export Console Script" -msgstr "Eksportuj skrypt konsoli" - msgid "Binary Format" msgstr "Format binarny" @@ -1638,7 +1635,7 @@ msgid "Texture" msgstr "Tekstura" msgid "Separation" -msgstr "Separacja" +msgstr "Odstęp" msgid "Texture Region Size" msgstr "Rozmiar obszaru tekstury" diff --git a/editor/translations/properties/pt.po b/editor/translations/properties/pt.po index 22c42709b62e..0a7b3660e97c 100644 --- a/editor/translations/properties/pt.po +++ b/editor/translations/properties/pt.po @@ -33,13 +33,14 @@ # Isaque Mendes , 2022. # Alex Bruno Boiniak , 2022. # Deolindo , 2023. +# Hevinis , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-04-20 17:02+0000\n" -"Last-Translator: Deolindo \n" +"PO-Revision-Date: 2023-06-18 13:52+0000\n" +"Last-Translator: Hevinis \n" "Language-Team: Portuguese \n" "Language: pt\n" @@ -47,7 +48,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Application" msgstr "Aplicação" @@ -160,15 +161,39 @@ msgstr "Áudio" msgid "Buses" msgstr "Barramento" +msgid "Default Bus Layout" +msgstr "Esquema Padrão de Bus" + +msgid "General" +msgstr "Geral" + +msgid "Text to Speech" +msgstr "Texto para Fala" + +msgid "2D Panning Strength" +msgstr "Força de Panning 2D" + +msgid "3D Panning Strength" +msgstr "Força de Panning 3D" + msgid "Editor" msgstr "Editor" +msgid "Script" +msgstr "Script" + +msgid "Search in File Extensions" +msgstr "Pesquisar em Extensões de Arquivo" + msgid "Physics" msgstr "Física" msgid "2D" msgstr "2D" +msgid "Run on Separate Thread" +msgstr "Rodar em Sequência Separada" + msgid "3D" msgstr "3D" @@ -490,15 +515,6 @@ msgstr "Flexibilização" msgid "Remote Port" msgstr "Porta Remota" -msgid "Debugger" -msgstr "Depurador" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "Intervalo de Atualização da Árvore de Cena Remota" - -msgid "Remote Inspect Refresh Interval" -msgstr "Intervalo de Atualização de Inspeção Remota" - msgid "FileSystem" msgstr "Sistema de Ficheiros" @@ -511,9 +527,6 @@ msgstr "Porta" msgid "Password" msgstr "Senha" -msgid "Profiler Frame Max Functions" -msgstr "Profiler Frame Max Funções" - msgid "Default Feature Profile" msgstr "Perfil de Funcionalidades padrão" @@ -1117,9 +1130,21 @@ msgstr "Tamanho da Fonte" msgid "Remote Host" msgstr "Host Remoto" +msgid "Debugger" +msgstr "Depurador" + msgid "Profiler Frame History Size" msgstr "Tamanho do Histórico do Perfilador de Quadro" +msgid "Profiler Frame Max Functions" +msgstr "Profiler Frame Max Funções" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "Intervalo de Atualização da Árvore de Cena Remota" + +msgid "Remote Inspect Refresh Interval" +msgstr "Intervalo de Atualização de Inspeção Remota" + msgid "HTTP Proxy" msgstr "Proxy HTTP" diff --git a/editor/translations/properties/pt_BR.po b/editor/translations/properties/pt_BR.po index 90feb96103e3..f6512c1f6bd9 100644 --- a/editor/translations/properties/pt_BR.po +++ b/editor/translations/properties/pt_BR.po @@ -143,7 +143,7 @@ # Kaycke , 2022. # Ednaldo Pereira Confia , 2022. # Mauricio , 2022. -# Felipe Kinoshita , 2022. +# Felipe Kinoshita , 2022, 2023. # TLAliceDev , 2022. # Mr.Albino , 2022. # Jaide Alonso Ambrosio , 2022. @@ -163,7 +163,7 @@ msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2016-05-30\n" -"PO-Revision-Date: 2023-04-13 04:06+0000\n" +"PO-Revision-Date: 2023-06-26 09:55+0000\n" "Last-Translator: Daniel Mucciolo \n" "Language-Team: Portuguese (Brazil) \n" @@ -172,7 +172,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.17-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Application" msgstr "Aplicação" @@ -789,15 +789,6 @@ msgstr "Porta Remota" msgid "Sync Breakpoints" msgstr "Pontos de Quebra de Sincronismo" -msgid "Debugger" -msgstr "Depurador" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "Intervalo de Atualização da Árvore Remota" - -msgid "Remote Inspect Refresh Interval" -msgstr "Intervalo de Atualização da Inspeção Remota" - msgid "FileSystem" msgstr "Arquivos" @@ -810,9 +801,6 @@ msgstr "Porta" msgid "Password" msgstr "Senha" -msgid "Profiler Frame Max Functions" -msgstr "Máximo de funções por quadro no \"Profiler\"" - msgid "Default Feature Profile" msgstr "Perfil de funcionalidade Padrão" @@ -1494,9 +1482,21 @@ msgstr "Hospedeiro Remoto" msgid "Editor TLS Certificates" msgstr "Editor de Certificados TLS" +msgid "Debugger" +msgstr "Depurador" + msgid "Profiler Frame History Size" msgstr "Tamanho de histórico disponível no \"Profiler\"" +msgid "Profiler Frame Max Functions" +msgstr "Máximo de funções por quadro no \"Profiler\"" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "Intervalo de Atualização da Árvore Remota" + +msgid "Remote Inspect Refresh Interval" +msgstr "Intervalo de Atualização da Inspeção Remota" + msgid "HTTP Proxy" msgstr "Proxy HTTP" @@ -1626,9 +1626,6 @@ msgstr "Modelo Customizado" msgid "Release" msgstr "Lançamento" -msgid "Export Console Script" -msgstr "Exportar Script de Console" - msgid "Binary Format" msgstr "Formato Binário" @@ -2149,7 +2146,7 @@ msgid "Handle Colors" msgstr "Manusear Cores" msgid "Unset" -msgstr "Desativar" +msgstr "Restaurar" msgid "Set" msgstr "Definir" @@ -5568,6 +5565,9 @@ msgstr "ID do Feed da Câmera" msgid "Sky" msgstr "Céu" +msgid "Ambient Light" +msgstr "Luz ambiente" + msgid "Source" msgstr "Fonte" @@ -5610,6 +5610,9 @@ msgstr "1" msgid "2" msgstr "2" +msgid "3" +msgstr "3" + msgid "4" msgstr "4" @@ -5644,7 +5647,7 @@ msgid "Anisotropy" msgstr "Anisotrópico" msgid "Adjustments" -msgstr "Ajustamentos" +msgstr "Ajustes" msgid "Saturation" msgstr "Separação" @@ -5994,9 +5997,15 @@ msgstr "Porta de Saída para Preview" msgid "Modes" msgstr "Modos" +msgid "Varyings" +msgstr "Variações" + msgid "Parameter Name" msgstr "Nome do Parâmetro" +msgid "Qualifier" +msgstr "Qualificador" + msgid "Constant" msgstr "Constante" diff --git a/editor/translations/properties/ru.po b/editor/translations/properties/ru.po index 5ef6de9836fd..0ecbd86331f7 100644 --- a/editor/translations/properties/ru.po +++ b/editor/translations/properties/ru.po @@ -140,13 +140,16 @@ # W Red , 2023. # Plizik , 2023. # Nikita , 2023. +# Don Miguel , 2023. +# Mmaxum , 2023. +# ZIP2020 , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-03 17:28+0000\n" -"Last-Translator: Nikita \n" +"PO-Revision-Date: 2023-06-23 12:55+0000\n" +"Last-Translator: ZIP2020 \n" "Language-Team: Russian \n" "Language: ru\n" @@ -155,7 +158,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Application" msgstr "Приложение" @@ -203,7 +206,7 @@ msgid "Auto Accept Quit" msgstr "Автоподтверждение выхода" msgid "Quit on Go Back" -msgstr "Выход на \"Вернуться\"" +msgstr "Вернуться" msgid "Display" msgstr "Дисплей" @@ -218,7 +221,7 @@ msgid "Viewport Width" msgstr "Ширина окна предпросмотра" msgid "Viewport Height" -msgstr "Высота окна" +msgstr "Высота экрана" msgid "Mode" msgstr "Режим" @@ -265,9 +268,15 @@ msgstr "Не выключать экран" msgid "Audio" msgstr "Аудио" +msgid "Default Bus Layout" +msgstr "Значение по умолчанию включено" + msgid "General" msgstr "Основное" +msgid "Text to Speech" +msgstr "Синтез речи" + msgid "2D Panning Strength" msgstr "Сила панорамирования 2D" @@ -326,19 +335,19 @@ msgid "Message" msgstr "Сообщение" msgid "Rendering" -msgstr "Рендеринг" +msgstr "*Рендеринг*" msgid "Memory" msgstr "Память" msgid "Limits" -msgstr "Лимиты" +msgstr "Ограничения" msgid "Internationalization" msgstr "Интернационализация" msgid "GUI" -msgstr "ГПИ" +msgstr "GUI (Графический интерфейс пользователя)" msgid "Common" msgstr "Общий" @@ -506,7 +515,7 @@ msgid "Region" msgstr "Регион" msgid "Offset" -msgstr "Смещение" +msgstr "Отступ" msgid "Cell Size" msgstr "Размер ячейки" @@ -574,15 +583,6 @@ msgstr "Облегчение" msgid "Remote Port" msgstr "Удалённый порт" -msgid "Debugger" -msgstr "Отладчик" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "Интервал обновления удалённого дерева сцены" - -msgid "Remote Inspect Refresh Interval" -msgstr "Интервал обновления удалённого инспектора" - msgid "FileSystem" msgstr "Файловая система" @@ -595,9 +595,6 @@ msgstr "Порт" msgid "Password" msgstr "Пароль" -msgid "Profiler Frame Max Functions" -msgstr "Максимум функций в кадре профайлера" - msgid "Default Feature Profile" msgstr "Профиль возможностей по умолчанию" @@ -1153,9 +1150,21 @@ msgstr "Размер шрифта" msgid "Remote Host" msgstr "Удалённый хост" +msgid "Debugger" +msgstr "Отладчик" + msgid "Profiler Frame History Size" msgstr "Размер истории кадров профайлера" +msgid "Profiler Frame Max Functions" +msgstr "Максимум функций в кадре профайлера" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "Интервал обновления удалённого дерева сцены" + +msgid "Remote Inspect Refresh Interval" +msgstr "Интервал обновления удалённого инспектора" + msgid "HTTP Proxy" msgstr "HTTP-прокси" @@ -1382,10 +1391,10 @@ msgid "Slices" msgstr "Нарезчик" msgid "Horizontal" -msgstr "Горизонталь" +msgstr "Горизонтально" msgid "Vertical" -msgstr "Вертикаль" +msgstr "Вертикально" msgid "Layout" msgstr "Макет" @@ -2198,7 +2207,7 @@ msgid "Write Mode" msgstr "Режим записи" msgid "WebRTC" -msgstr "WebRTC" +msgstr "WebRTС" msgid "Handshake Timeout" msgstr "Таймаут рукопожатия" @@ -2359,6 +2368,12 @@ msgstr "macOS" msgid "Copyright" msgstr "Авторские права" +msgid "Xcode" +msgstr "Xcоde" + +msgid "Provisioning Profile" +msgstr "Профиль предоставления" + msgid "Custom File" msgstr "Пользовательский файл" @@ -2647,6 +2662,9 @@ msgstr "Вправо" msgid "Bottom" msgstr "Внизу" +msgid "Tweaks" +msgstr "Tweaks (надстройки)" + msgid "Input" msgstr "Вход" @@ -3985,6 +4003,9 @@ msgstr "Максимальное количество слоёв" msgid "Subsurface Scattering" msgstr "Подповерхностное рассеяние" +msgid "Refraction" +msgstr "Преломление (рефрацкция)" + msgid "UV Layer" msgstr "UV Слой" @@ -4153,6 +4174,9 @@ msgstr "Транспонировать" msgid "Modes" msgstr "Режимы" +msgid "Varyings" +msgstr "Varуings" + msgid "Input Name" msgstr "Название входа" diff --git a/editor/translations/properties/tr.po b/editor/translations/properties/tr.po index b3e7889ca570..1a47b89f1c64 100644 --- a/editor/translations/properties/tr.po +++ b/editor/translations/properties/tr.po @@ -90,13 +90,14 @@ # alpdenthedev , 2022. # Muhammed Said Gülberk , 2022. # Yılmaz Durmaz , 2023. +# Black , 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-06-01 11:34+0000\n" -"Last-Translator: Emir Tunahan Alim \n" +"PO-Revision-Date: 2023-06-23 12:55+0000\n" +"Last-Translator: Yılmaz Durmaz \n" "Language-Team: Turkish \n" "Language: tr\n" @@ -104,7 +105,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.18-dev\n" +"X-Generator: Weblate 4.18.1\n" msgid "Application" msgstr "Uygulama" @@ -571,9 +572,6 @@ msgstr "Yumuşatma" msgid "Remote Port" msgstr "Uzak Port" -msgid "Debugger" -msgstr "Hata Ayıklayıcı" - msgid "FileSystem" msgstr "DosyaSistemi" @@ -586,9 +584,6 @@ msgstr "Port" msgid "Password" msgstr "Şifre" -msgid "Profiler Frame Max Functions" -msgstr "Profil Oluşturucu Çerçeve Maksimum Fonksiyon Sayısı" - msgid "Default Feature Profile" msgstr "Varsayılan Özellik Profili" @@ -1120,9 +1115,15 @@ msgstr "Yazı Tipi Boyutu" msgid "Remote Host" msgstr "Uzak Ana Bilgisayar" +msgid "Debugger" +msgstr "Hata Ayıklayıcı" + msgid "Profiler Frame History Size" msgstr "Profil Oluşturucu Çerçeve Geçmişi Boyutu" +msgid "Profiler Frame Max Functions" +msgstr "Profil Oluşturucu Çerçeve Maksimum Fonksiyon Sayısı" + msgid "HTTP Proxy" msgstr "HTTP Proxy" @@ -1294,6 +1295,9 @@ msgstr "Kaydırıcıyı Gizle" msgid "Multichannel Signed Distance Field" msgstr "Çokkanallı İşaretli Uzaklık Alanı" +msgid "Hinting" +msgstr "İpucu" + msgid "Oversampling" msgstr "Sıkörnekleme" @@ -1411,6 +1415,9 @@ msgstr "İsimlendirilmiş Kaplamaları Kullan" msgid "FPS" msgstr "FPS" +msgid "Process" +msgstr "İşlem" + msgid "Normal Map Invert Y" msgstr "Normal Haritası Y Eksenini Ters Çevir" @@ -1582,6 +1589,9 @@ msgstr "Sahne Adı" msgid "Animations" msgstr "Animasyonlar" +msgid "FBX" +msgstr "FBX" + msgid "Count" msgstr "Sayma" @@ -1867,6 +1877,9 @@ msgstr "Seyahat" msgid "End" msgstr "Bitiş" +msgid "Pose" +msgstr "Duruş" + msgid "World Scale" msgstr "Dünya Ölçeği" @@ -2188,6 +2201,9 @@ msgstr "Vuruş 1" msgid "Tap 2" msgstr "Vuruş 2" +msgid "Drive" +msgstr "Sürücü" + msgid "Soft Clip dB" msgstr "Yumuşak Kesme dB" diff --git a/editor/translations/properties/uk.po b/editor/translations/properties/uk.po index 19cd2a2f660c..f469cc813ff8 100644 --- a/editor/translations/properties/uk.po +++ b/editor/translations/properties/uk.po @@ -654,18 +654,6 @@ msgstr "Час очікування запиту минув" msgid "Sync Breakpoints" msgstr "Точки розриву синхронізації" -msgid "Debugger" -msgstr "Засіб діагностики" - -msgid "Auto Switch to Remote Scene Tree" -msgstr "Автоматичний перехід до віддаленого Дерева Сцен" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "Інтервал оновлення ієрархії віддаленої сцени" - -msgid "Remote Inspect Refresh Interval" -msgstr "Інтервал оновлення віддаленого інспектування" - msgid "FileSystem" msgstr "Файлова система" @@ -678,9 +666,6 @@ msgstr "Порт" msgid "Password" msgstr "Пароль" -msgid "Profiler Frame Max Functions" -msgstr "Перейменувати функцію" - msgid "Default Feature Profile" msgstr "Типовий профіль можливостей" @@ -1445,9 +1430,24 @@ msgstr "Віддалений вузол" msgid "Editor TLS Certificates" msgstr "Сертифікати TLS редактора" +msgid "Debugger" +msgstr "Засіб діагностики" + +msgid "Auto Switch to Remote Scene Tree" +msgstr "Автоматичний перехід до віддаленого Дерева Сцен" + msgid "Profiler Frame History Size" msgstr "Розмір журналу панелі засобу профілювання" +msgid "Profiler Frame Max Functions" +msgstr "Перейменувати функцію" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "Інтервал оновлення ієрархії віддаленої сцени" + +msgid "Remote Inspect Refresh Interval" +msgstr "Інтервал оновлення віддаленого інспектування" + msgid "HTTP Proxy" msgstr "HTTP-проксі" @@ -1580,9 +1580,6 @@ msgstr "Нетиповий шаблон" msgid "Release" msgstr "Випуск" -msgid "Export Console Script" -msgstr "Експортувати скрипт консолі" - msgid "Binary Format" msgstr "Двійковий формат" diff --git a/editor/translations/properties/zh_CN.po b/editor/translations/properties/zh_CN.po index 197a7abd551a..52c8f35e7137 100644 --- a/editor/translations/properties/zh_CN.po +++ b/editor/translations/properties/zh_CN.po @@ -93,8 +93,8 @@ msgstr "" "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: 2018-01-20 12:15+0200\n" -"PO-Revision-Date: 2023-06-08 10:53+0000\n" -"Last-Translator: dmit-225 \n" +"PO-Revision-Date: 2023-06-13 15:35+0000\n" +"Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" @@ -221,6 +221,9 @@ msgstr "默认总线布局" msgid "General" msgstr "常规" +msgid "Text to Speech" +msgstr "文本转语音" + msgid "2D Panning Strength" msgstr "2D 声像强度" @@ -374,6 +377,12 @@ msgstr "最大大小(MB)" msgid "Texture Upload Region Size Px" msgstr "纹理上传区域像素大小" +msgid "Pipeline Cache" +msgstr "管线缓存" + +msgid "Save Chunk Size (MB)" +msgstr "保存区块大小(MB)" + msgid "Vulkan" msgstr "Vulkan" @@ -398,6 +407,9 @@ msgstr "低处理器使用模式" msgid "Low Processor Usage Mode Sleep (µsec)" msgstr "低处理器使用模式睡眠(微秒)" +msgid "Delta Smoothing" +msgstr "增量平滑" + msgid "Print Error Messages" msgstr "打印错误消息" @@ -425,6 +437,12 @@ msgstr "使用累积输入" msgid "Input Devices" msgstr "输入设备" +msgid "Compatibility" +msgstr "兼容" + +msgid "Legacy Just Pressed Behavior" +msgstr "旧有刚刚按下行为" + msgid "Device" msgstr "设备" @@ -479,6 +497,9 @@ msgstr "系数" msgid "Button Index" msgstr "按钮索引" +msgid "Canceled" +msgstr "取消" + msgid "Double Click" msgstr "双击" @@ -740,18 +761,6 @@ msgstr "请求超时" msgid "Sync Breakpoints" msgstr "同步断点" -msgid "Debugger" -msgstr "调试器" - -msgid "Auto Switch to Remote Scene Tree" -msgstr "自动切换到远程场景树" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "远程场景树刷新间隔" - -msgid "Remote Inspect Refresh Interval" -msgstr "远程检查器刷新间隔" - msgid "FileSystem" msgstr "文件系统" @@ -764,12 +773,15 @@ msgstr "端口" msgid "Password" msgstr "密码" -msgid "Profiler Frame Max Functions" -msgstr "性能分析器帧最大函数数" - msgid "Default Feature Profile" msgstr "默认功能配置" +msgid "Version Hash" +msgstr "版本哈希" + +msgid "Classes" +msgstr "类" + msgid "Text Editor" msgstr "文本编辑器" @@ -803,6 +815,9 @@ msgstr "可删除" msgid "Distraction Free Mode" msgstr "专注模式" +msgid "Movie Maker Enabled" +msgstr "启用 Movie Maker" + msgid "Interface" msgstr "界面" @@ -872,6 +887,12 @@ msgstr "编辑器语言" msgid "Display Scale" msgstr "显示缩放" +msgid "Editor Screen" +msgstr "编辑器屏幕" + +msgid "Project Manager Screen" +msgstr "项目管理器屏幕" + msgid "Enable Pseudolocalization" msgstr "启用伪本地化" @@ -950,6 +971,9 @@ msgstr "每页最大数组字典条目数" msgid "Show Low Level OpenType Features" msgstr "显示低阶 OpenType 特性" +msgid "Float Drag Speed" +msgstr "浮点数拖动速度" + msgid "Theme" msgstr "主题" @@ -1001,6 +1025,9 @@ msgstr "启用将长按作为右键" msgid "Enable Pan and Scale Gestures" msgstr "启用平移及缩放手势" +msgid "Scale Gizmo Handles" +msgstr "缩放小工具控制柄" + msgid "Display Close Button" msgstr "显示关闭按钮" @@ -1013,9 +1040,18 @@ msgstr "最大宽度" msgid "Show Script Button" msgstr "显示脚本按钮" +msgid "Multi Window" +msgstr "多窗口" + msgid "Enable" msgstr "启用" +msgid "Restore Windows on Load" +msgstr "加载时恢复窗口" + +msgid "Maximize Window" +msgstr "最大化窗口" + msgid "External Programs" msgstr "外部程序" @@ -1076,6 +1112,9 @@ msgstr "自动展开至选定项" msgid "Always Show Folders" msgstr "总是显示文件夹" +msgid "TextFile Extensions" +msgstr "文本文件扩展名" + msgid "Property Editor" msgstr "属性编辑器" @@ -1151,6 +1190,9 @@ msgstr "代码折叠" msgid "Word Wrap" msgstr "自动换行" +msgid "Autowrap Mode" +msgstr "自动换行模式" + msgid "Whitespace" msgstr "空格" @@ -1475,6 +1517,12 @@ msgstr "洋葱层过去颜色" msgid "Onion Layers Future Color" msgstr "洋葱层未来颜色" +msgid "Shader Editor" +msgstr "着色器编辑器" + +msgid "Restore Shaders on Load" +msgstr "加载时恢复着色器" + msgid "Visual Editors" msgstr "可视化编辑器" @@ -1502,6 +1550,9 @@ msgstr "矩形自定义位置" msgid "Screen" msgstr "屏幕" +msgid "Android Window" +msgstr "Android 窗口" + msgid "Auto Save" msgstr "自动保存" @@ -1529,9 +1580,24 @@ msgstr "远程主机" msgid "Editor TLS Certificates" msgstr "编辑器 TLS 证书" +msgid "Debugger" +msgstr "调试器" + +msgid "Auto Switch to Remote Scene Tree" +msgstr "自动切换到远程场景树" + msgid "Profiler Frame History Size" msgstr "性能分析器帧历史大小" +msgid "Profiler Frame Max Functions" +msgstr "性能分析器帧最大函数数" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "远程场景树刷新间隔" + +msgid "Remote Inspect Refresh Interval" +msgstr "远程检查器刷新间隔" + msgid "HTTP Proxy" msgstr "HTTP 代理" @@ -1664,9 +1730,6 @@ msgstr "自定义模板" msgid "Release" msgstr "发布" -msgid "Export Console Script" -msgstr "导出命令行脚本" - msgid "Binary Format" msgstr "二进制格式" @@ -2411,6 +2474,9 @@ msgstr "显示场景树根选择" msgid "Derive Script Globals by Name" msgstr "按全局脚本名称派生" +msgid "Ask Before Deleting Related Animation Tracks" +msgstr "删除相关动画轨道前询问" + msgid "Use Favorites Root Selection" msgstr "使用收藏根选择" @@ -2819,6 +2885,18 @@ msgstr "线性速度" msgid "Angular Velocity" msgstr "角速度" +msgid "Inertia Tensor" +msgstr "惯性张量" + +msgid "Is Trigger" +msgstr "是否为触发器" + +msgid "Mesh Index" +msgstr "网格索引" + +msgid "Importer Mesh" +msgstr "导入器网格" + msgid "Json" msgstr "JSON" @@ -2985,7 +3063,7 @@ msgid "Xform" msgstr "变换" msgid "Skin" -msgstr "蒙皮" +msgstr "皮肤" msgid "Children" msgstr "子节点" @@ -3170,6 +3248,9 @@ msgstr "根路径" msgid "Replication Interval" msgstr "复制间隔" +msgid "Delta Interval" +msgstr "间隔增量" + msgid "Visibility Update Mode" msgstr "可见性更新模式" @@ -3191,6 +3272,12 @@ msgstr "拒绝新连接" msgid "Server Relay" msgstr "服务器接力" +msgid "Max Sync Packet Size" +msgstr "最大同步数据包大小" + +msgid "Max Delta Packet Size" +msgstr "最大增量数据包大小" + msgid "Noise Type" msgstr "噪声类型" @@ -3290,6 +3377,9 @@ msgstr "交互配置路径" msgid "Display Refresh Rate" msgstr "显示刷新率" +msgid "Render Target Size Multiplier" +msgstr "渲染目标大小倍数" + msgid "Hand" msgstr "手别" @@ -3740,18 +3830,48 @@ msgstr "macOS" msgid "rcodesign" msgstr "rcodesign" +msgid "Distribution Type" +msgstr "分发类型" + msgid "Copyright" msgstr "版权" msgid "Copyright Localized" msgstr "版权本地化" +msgid "Min macOS Version" +msgstr "最低 macOS 版本" + msgid "High Res" msgstr "高分辨率" +msgid "Xcode" +msgstr "Xcode" + +msgid "Platform Build" +msgstr "平台构建" + +msgid "SDK Version" +msgstr "SDK 版本" + +msgid "SDK Build" +msgstr "SDK 构建" + +msgid "SDK Name" +msgstr "SDK 名称" + +msgid "Xcode Version" +msgstr "Xcode 版本" + +msgid "Xcode Build" +msgstr "Xcode 构建" + msgid "Codesign" msgstr "代码签名" +msgid "Installer Identity" +msgstr "安装程序身份" + msgid "Apple Team ID" msgstr "Apple 团队 ID" @@ -3764,6 +3884,9 @@ msgstr "证书文件" msgid "Certificate Password" msgstr "证书密码" +msgid "Provisioning Profile" +msgstr "预置描述文件" + msgid "Entitlements" msgstr "授权" @@ -4664,9 +4787,24 @@ msgstr "邻接距离" msgid "Max Neighbors" msgstr "最大相邻数" +msgid "Time Horizon Agents" +msgstr "代理时间下限" + +msgid "Time Horizon Obstacles" +msgstr "障碍时间下限" + msgid "Max Speed" msgstr "最大速度" +msgid "Avoidance Layers" +msgstr "避障层" + +msgid "Avoidance Mask" +msgstr "避障掩码" + +msgid "Avoidance Priority" +msgstr "避障优先级" + msgid "Use Custom" msgstr "使用自定义" @@ -4694,9 +4832,18 @@ msgstr "进入消耗" msgid "Travel Cost" msgstr "移动消耗" +msgid "Vertices" +msgstr "顶点" + msgid "Navigation Polygon" msgstr "导航多边形" +msgid "Use Edge Connections" +msgstr "使用边界连接" + +msgid "Constrain Avoidance" +msgstr "约束避障" + msgid "Skew" msgstr "偏斜" @@ -5345,9 +5492,6 @@ msgstr "垂直对齐" msgid "Uppercase" msgstr "大写" -msgid "Autowrap Mode" -msgstr "自动换行模式" - msgid "Justification Flags" msgstr "调整标志" @@ -5489,6 +5633,12 @@ msgstr "光照数据" msgid "Surface Material Override" msgstr "表面材质覆盖" +msgid "Path Height Offset" +msgstr "路径高度偏移" + +msgid "Use 3D Avoidance" +msgstr "使用 3D 避障" + msgid "Navigation Mesh" msgstr "导航网格" @@ -5522,6 +5672,9 @@ msgstr "烘焙" msgid "Rotation Mode" msgstr "旋转模式" +msgid "Use Model Front" +msgstr "使用模型正面" + msgid "Tilt Enabled" msgstr "启用倾斜" @@ -5870,9 +6023,15 @@ msgstr "混合模式" msgid "Fadein Time" msgstr "淡入时间" +msgid "Fadein Curve" +msgstr "淡入曲线" + msgid "Fadeout Time" msgstr "淡出时间" +msgid "Fadeout Curve" +msgstr "淡出曲线" + msgid "Auto Restart" msgstr "自动重启" @@ -5903,12 +6062,18 @@ msgstr "请求" msgid "Active" msgstr "激活" +msgid "Internal Active" +msgstr "内部激活" + msgid "Add Amount" msgstr "叠加量" msgid "Blend Amount" msgstr "混合量" +msgid "Sub Amount" +msgstr "减去量" + msgid "Seek Request" msgstr "检索请求" @@ -5939,6 +6104,12 @@ msgstr "条件" msgid "Expression" msgstr "表达式" +msgid "State Machine Type" +msgstr "状态机类型" + +msgid "Reset Ends" +msgstr "重置端点" + msgid "Libraries" msgstr "库" @@ -6023,6 +6194,9 @@ msgstr "工具提示显示快捷键" msgid "Button Shortcut Feedback Highlight Time" msgstr "按钮快捷键反馈高亮时间" +msgid "Allow Unpress" +msgstr "允许取消按下" + msgid "Text Behavior" msgstr "文本行为" @@ -6038,6 +6212,9 @@ msgstr "图标行为" msgid "Icon Alignment" msgstr "图标对齐" +msgid "Vertical Icon Alignment" +msgstr "图标垂直对齐" + msgid "Expand Icon" msgstr "扩展图标" @@ -6359,6 +6536,9 @@ msgstr "固定图标大小" msgid "Label Settings" msgstr "标签设置" +msgid "Tab Stops" +msgstr "制表位" + msgid "Displayed Text" msgstr "文本显示" @@ -6584,6 +6764,12 @@ msgstr "自定义步长" msgid "Follow Focus" msgstr "跟随焦点" +msgid "Horizontal Custom Step" +msgstr "自定义水平步长" + +msgid "Vertical Custom Step" +msgstr "自定义垂直步长" + msgid "Horizontal Scroll Mode" msgstr "水平滚动模式" @@ -6686,6 +6872,9 @@ msgstr "适配内容高度" msgid "Draw" msgstr "绘制" +msgid "Draw When Editable Disabled" +msgstr "不可编辑时绘制" + msgid "Move on Right Click" msgstr "右键点击时移动" @@ -6854,6 +7043,21 @@ msgstr "节点名称编号分隔符" msgid "Node Name Casing" msgstr "节点名称大小写" +msgid "Physics Priority" +msgstr "物理优先级" + +msgid "Thread Group" +msgstr "线程组" + +msgid "Group" +msgstr "分组" + +msgid "Group Order" +msgstr "分组顺序" + +msgid "Messages" +msgstr "消息" + msgid "Editor Description" msgstr "编辑器描述" @@ -7292,6 +7496,9 @@ msgstr "图标禁用颜色" msgid "H Separation" msgstr "水平间距" +msgid "Icon Max Width" +msgstr "图标最大宽度" + msgid "Underline Spacing" msgstr "下划线间距" @@ -7475,6 +7682,9 @@ msgstr "手柄禁用" msgid "Tick" msgstr "刻度" +msgid "Center Grabber" +msgstr "抓取器居中" + msgid "Grabber Offset" msgstr "抓取器偏移" @@ -7718,15 +7928,42 @@ msgstr "滚动边框" msgid "Scroll Speed" msgstr "滚动速度" +msgid "Scrollbar Margin Left" +msgstr "滚动条左边距" + +msgid "Scrollbar Margin Top" +msgstr "滚动条上边距" + +msgid "Scrollbar Margin Right" +msgstr "滚动条右边距" + +msgid "Scrollbar Margin Bottom" +msgstr "滚动条下边距" + +msgid "Scrollbar H Separation" +msgstr "滚动条水平间距" + +msgid "Scrollbar V Separation" +msgstr "滚动条垂直间距" + msgid "Icon Margin" msgstr "图标边距" msgid "Line Separation" msgstr "行间距" +msgid "Font Hovered Color" +msgstr "字体悬停颜色" + +msgid "Hovered" +msgstr "悬停" + msgid "Tab Selected" msgstr "选项卡已选" +msgid "Tab Hovered" +msgstr "选项卡悬停" + msgid "Tab Unselected" msgstr "选项卡未选" @@ -7775,6 +8012,9 @@ msgstr "H 宽度" msgid "Label Width" msgstr "标签宽度" +msgid "Center Slider Grabbers" +msgstr "滑块居中" + msgid "Folded Arrow" msgstr "折叠箭头" @@ -8165,6 +8405,9 @@ msgstr "字重" msgid "Font Stretch" msgstr "字体拉伸" +msgid "Color Space" +msgstr "色彩空间" + msgid "Raw Data" msgstr "原始数据" @@ -8351,6 +8594,12 @@ msgstr "MSDF" msgid "Pixel Range" msgstr "像素范围" +msgid "Convex Hull Downsampling" +msgstr "凸包降采样" + +msgid "Convex Hull Approximation" +msgstr "凸包近似" + msgid "Lightmap Size Hint" msgstr "光照贴图大小提示" @@ -9087,7 +9336,7 @@ msgid "Keep Hf Hz" msgstr "保留高通滤波 Hz" msgid "Drive" -msgstr "驱动" +msgstr "驱动;盘;驾驶" msgid "Post Gain" msgstr "后增益" @@ -9212,6 +9461,12 @@ msgstr "默认边界连接边距" msgid "Default Link Connection Radius" msgstr "默认链接连接半径" +msgid "Avoidance Use Multiple Threads" +msgstr "避障使用多线程" + +msgid "Avoidance Use High Priority Threads" +msgstr "避障使用高优先级线程" + msgid "Edge Connection Color" msgstr "边界连接颜色" @@ -9266,6 +9521,33 @@ msgstr "启用代理路径 X 光" msgid "Agent Path Point Size" msgstr "代理路径点大小" +msgid "Agents Radius Color" +msgstr "代理半径颜色" + +msgid "Obstacles Radius Color" +msgstr "障碍半径颜色" + +msgid "Obstacles Static Face Pushin Color" +msgstr "静态障碍物推入面颜色" + +msgid "Obstacles Static Edge Pushin Color" +msgstr "静态障碍物推入边颜色" + +msgid "Obstacles Static Face Pushout Color" +msgstr "静态障碍物推出面颜色" + +msgid "Obstacles Static Edge Pushout Color" +msgstr "静态障碍物推出边颜色" + +msgid "Enable Agents Radius" +msgstr "启用代理半径" + +msgid "Enable Obstacles Radius" +msgstr "启用障碍物半径" + +msgid "Enable Obstacles Static" +msgstr "启用静态障碍物" + msgid "Inverse Mass" msgstr "逆转质量" @@ -9452,6 +9734,9 @@ msgstr "Alpha 为覆盖面" msgid "Alpha to Coverage and One" msgstr "Alpha 为覆盖并置一" +msgid "Debug Shadow Splits" +msgstr "调试阴影切分" + msgid "Light Only" msgstr "仅灯光" diff --git a/editor/translations/properties/zh_TW.po b/editor/translations/properties/zh_TW.po index 444f6b0e5143..dd5efab46606 100644 --- a/editor/translations/properties/zh_TW.po +++ b/editor/translations/properties/zh_TW.po @@ -427,15 +427,6 @@ msgstr "緩入緩出" msgid "Remote Port" msgstr "遠端阜" -msgid "Debugger" -msgstr "除錯工具" - -msgid "Remote Scene Tree Refresh Interval" -msgstr "遠端場景樹重新整理間隔" - -msgid "Remote Inspect Refresh Interval" -msgstr "遠端檢查重新整理間隔" - msgid "FileSystem" msgstr "檔案系統" @@ -448,9 +439,6 @@ msgstr "連接埠" msgid "Password" msgstr "密碼" -msgid "Profiler Frame Max Functions" -msgstr "分析工具影格最大函式數" - msgid "Default Feature Profile" msgstr "預設功能設定檔" @@ -1024,9 +1012,21 @@ msgstr "字體大小" msgid "Remote Host" msgstr "遠端主機" +msgid "Debugger" +msgstr "除錯工具" + msgid "Profiler Frame History Size" msgstr "分析工具影格歷史大小" +msgid "Profiler Frame Max Functions" +msgstr "分析工具影格最大函式數" + +msgid "Remote Scene Tree Refresh Interval" +msgstr "遠端場景樹重新整理間隔" + +msgid "Remote Inspect Refresh Interval" +msgstr "遠端檢查重新整理間隔" + msgid "HTTP Proxy" msgstr "HTTP 代理程式"