Updated the translation from godot master.

This commit is contained in:
Relintai 2022-12-22 19:26:59 +01:00
parent 848d31bfdb
commit 09ad2db471
2 changed files with 209 additions and 70 deletions

View File

@ -495,7 +495,8 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Returns an array of dictionaries representing the current call stack.\n"
"Returns an array of dictionaries representing the current call stack. See "
"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
@ -510,7 +511,11 @@ msgid ""
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]"
"[/codeblock]\n"
"[b]Note:[/b] [method get_stack] only works if the running instance is "
"connected to a debugging server (i.e. an editor instance). [method "
"get_stack] will not work in projects exported in release mode, or in "
"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@ -883,12 +888,16 @@ msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
msgid ""
"Prints a stack track at code location, only works when running with debugger "
"turned on.\n"
"Prints a stack trace at the current code location. See also [method "
"get_stack].\n"
"Output in the console would look something like this:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]"
"[/codeblock]\n"
"[b]Note:[/b] [method print_stack] only works if the running instance is "
"connected to a debugging server (i.e. an editor instance). [method "
"print_stack] will not work in projects exported in release mode, or in "
"projects exported in debug mode if not connected to a debugging server."
msgstr ""
#: modules/gdscript/doc_classes/@GDScript.xml
@ -3498,6 +3507,26 @@ msgstr ""
msgid "Hints that an image is compressed using lossless compression."
msgstr ""
#: doc/classes/@GlobalScope.xml
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 inteters.\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 to specify for properly detecting "
"built-in types."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The property is serialized and saved in the scene file (default)."
msgstr ""
@ -4183,8 +4212,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
#: doc/classes/InputEventAction.xml doc/classes/Label.xml
#: doc/classes/Particles2D.xml doc/classes/Timer.xml
#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
#: doc/classes/VisibilityNotifier2D.xml
msgid "2D Dodge The Creeps Demo"
msgstr ""
@ -7101,7 +7129,10 @@ msgid ""
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
"[/codeblock]"
"[/codeblock]\n"
"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
"[Array], [Dictionary], etc.) then the array is filled with the references to "
"the same object, i.e. no duplicates are created."
msgstr ""
#: doc/classes/Array.xml doc/classes/PoolByteArray.xml
@ -7286,6 +7317,9 @@ msgstr ""
#: doc/classes/Array.xml
msgid ""
"Sorts the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of "
"strings ending with a sequence of numbers. Consider the following example:\n"
@ -7305,9 +7339,13 @@ msgid ""
"For two elements [code]a[/code] and [code]b[/code], if the given method "
"returns [code]true[/code], element [code]b[/code] will be after element "
"[code]a[/code] in the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
"considered equal may have their order changed when using [method "
"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
"expects a deterministic result. Doing so will result in unexpected "
"behavior.\n"
"expects a deterministic result. Randomizing the return value will result in "
"unexpected behavior.\n"
"[codeblock]\n"
"class MyCustomSorter:\n"
" static func sort_ascending(a, b):\n"
@ -9945,10 +9983,9 @@ msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
msgid ""
"Returns the number of audio data frames left to play. If this returned "
"number reaches [code]0[/code], the audio will stop playing until frames are "
"added again. Therefore, make sure your script can always generate and push "
"new audio frames fast enough to avoid audio cracking."
"Returns the number of frames that can be pushed to the audio sample data "
"buffer without overflowing it. If the result is [code]0[/code], the buffer "
"is full."
msgstr ""
#: doc/classes/AudioStreamGeneratorPlayback.xml
@ -10480,14 +10517,14 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined "
"in the BackBufferCopy node is buffered with the content of the screen it "
"in the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the copy mode set. Use the "
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
"access the buffer.\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can "
"be problematic when resizing the window. To avoid this, add [Control]-"
"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
"adding them as children."
msgstr ""
@ -10497,22 +10534,22 @@ msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid ""
"Disables the buffering mode. This means the BackBufferCopy node will "
"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid "BackBufferCopy buffers a rectangular region."
msgid "[BackBufferCopy] buffers a rectangular region."
msgstr ""
#: doc/classes/BackBufferCopy.xml
msgid "BackBufferCopy buffers the entire screen."
msgid "[BackBufferCopy] buffers the entire screen."
msgstr ""
#: doc/classes/BakedLightmap.xml
@ -19291,6 +19328,14 @@ msgstr ""
msgid "Cylinder shape for collisions."
msgstr ""
#: doc/classes/CylinderShape.xml
msgid ""
"Cylinder shape for collisions.\n"
"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
"engine, there are several known bugs with cylinder collision shapes. Using "
"[CapsuleShape] or [BoxShape] instead is recommended."
msgstr ""
#: doc/classes/CylinderShape.xml
msgid "The cylinder's height."
msgstr ""
@ -22124,7 +22169,10 @@ msgid ""
"[/codeblock]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
"the usual Godot [b]Output[/b] dock."
"the usual Godot [b]Output[/b] dock.\n"
"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
"nothing references it. This can cause errors during asynchronous operations "
"if there are no references to the script."
msgstr ""
#: doc/classes/EditorScript.xml
@ -32836,7 +32884,9 @@ msgid ""
"The size of the light in Godot units. Only considered in baked lightmaps and "
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
"this value will make the shadows appear blurrier. This can be used to "
"simulate area lights to an extent."
"simulate area lights to an extent.\n"
"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/Light.xml
@ -36134,7 +36184,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
"the agent's parent Node."
"the agent's parent Node.\n"
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
"in a thread. In HTML5 exports without thread support, they will be done on "
"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@ -36382,7 +36435,10 @@ msgid ""
"use the [method get_next_location] function once every physics frame to "
"update the internal path logic of the NavigationAgent. The returned vector "
"position from this function should be used as the next movement position for "
"the agent's parent Node."
"the agent's parent Node.\n"
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
"in a thread. In HTML5 exports without thread support, they will be done on "
"the main thread, which can lead to performance issues."
msgstr ""
#: doc/classes/NavigationAgent2D.xml
@ -37092,6 +37148,9 @@ msgid ""
"modified velocity as-is might lead to pushing and agent outside of a "
"navigable area. This is a limitation of the collision avoidance system, any "
"more complex situation may require the use of the physics engine.\n"
"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
"in a thread. In HTML5 exports without thread support, they will be done on "
"the main thread, which can lead to performance issues.\n"
"This server keeps tracks of any call and executes them during the sync "
"phase. This means that you can request any change to the map, using any "
"thread, without worrying."
@ -39898,7 +39957,9 @@ msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything "
"outside this radius."
"outside this radius.\n"
"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/OmniLight.xml
@ -40409,11 +40470,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
"system's standards. On desktop platforms, this path can be overridden by "
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
"Godot projects[/url] in the documentation for more information. See also "
"[method get_config_dir] and [method get_data_dir].\n"
"system's standards. On Linux, this path can be overridden by setting the "
"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
"projects[/url] in the documentation for more information. See also [method "
"get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@ -40447,11 +40508,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
"operating system's standards. On desktop platforms, this path can be "
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
"html]File paths in Godot projects[/url] in the documentation for more "
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
"operating system's standards. On Linux, this path can be overridden by "
"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
"paths in Godot projects[/url] in the documentation for more information. See "
"also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@ -40473,11 +40534,11 @@ msgstr ""
#: doc/classes/OS.xml
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
"system's standards. On desktop platforms, this path can be overridden by "
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
"Godot projects[/url] in the documentation for more information. See also "
"[method get_cache_dir] and [method get_config_dir].\n"
"system's standards. On Linux, this path can be overridden by setting the "
"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
"projects[/url] in the documentation for more information. See also [method "
"get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
@ -42323,6 +42384,16 @@ msgstr ""
msgid "Particle systems (2D)"
msgstr ""
#: doc/classes/Particles2D.xml
msgid "2D Particles Demo"
msgstr ""
#: doc/classes/Particles2D.xml
msgid ""
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
"player)"
msgstr ""
#: doc/classes/Particles2D.xml
msgid "Returns a rectangle containing the positions of all existing particles."
msgstr ""
@ -49916,15 +49987,22 @@ msgstr ""
#: doc/classes/ProjectSettings.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible. In some cases, debanding may introduce a "
"slightly noticeable dithering pattern. It's recommended to enable debanding "
"only when actually needed since the dithering pattern will make lossless-"
"compressed screenshots larger.\n"
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
"debanding unless the [member Environment.background_mode] is [constant "
"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
"In some cases, debanding may introduce a slightly noticeable dithering "
"pattern. It's recommended to enable debanding only when actually needed "
"since the dithering pattern will make lossless-compressed screenshots "
"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
"mobile platforms. Due to this, it is recommended to leave this option "
"disabled when targeting mobile platforms."
"disabled when targeting mobile platforms.\n"
"[b]Note:[/b] This property is only read when the project starts. To set "
"debanding at run-time, set [member Viewport.debanding] on the root "
"[Viewport] instead."
msgstr ""
#: doc/classes/ProjectSettings.xml
@ -51520,17 +51598,28 @@ msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
"of the first matching result if found, otherwise [code]null[/code]. The "
"region to search within can be specified without modifying where the start "
"and end anchor would be."
"of the first matching result if found, otherwise [code]null[/code].\n"
"The region to search within can be specified with [code]offset[/code] and "
"[code]end[/code]. This is useful when searching for another match in the "
"same [code]subject[/code] by calling this method again after a previous "
"success. Setting these parameters differs from passing over a shortened "
"string. For example, the start anchor [code]^[/code] is not affected by "
"[code]offset[/code], and the character before [code]offset[/code] will be "
"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
"empty array is returned instead. The region to search within can be "
"specified without modifying where the start and end anchor would be."
"empty array is returned instead.\n"
"The region to search within can be specified with [code]offset[/code] and "
"[code]end[/code]. This is useful when searching for another match in the "
"same [code]subject[/code] by calling this method again after a previous "
"success. Setting these parameters differs from passing over a shortened "
"string. For example, the start anchor [code]^[/code] is not affected by "
"[code]offset[/code], and the character before [code]offset[/code] will be "
"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegEx.xml
@ -51539,8 +51628,14 @@ msgid ""
"specified string. Escapes and backreferences such as [code]$1[/code] and "
"[code]$name[/code] are expanded and resolved. By default, only the first "
"instance is replaced, but it can be changed for all instances (global "
"replacement). The region to search within can be specified without modifying "
"where the start and end anchor would be."
"replacement).\n"
"The region to search within can be specified with [code]offset[/code] and "
"[code]end[/code]. This is useful when searching for another match in the "
"same [code]subject[/code] by calling this method again after a previous "
"success. Setting these parameters differs from passing over a shortened "
"string. For example, the start anchor [code]^[/code] is not affected by "
"[code]offset[/code], and the character before [code]offset[/code] will be "
"checked for the word boundary [code]\\b[/code]."
msgstr ""
#: modules/regex/doc_classes/RegExMatch.xml
@ -54255,7 +54350,11 @@ msgid "Call a group immediately (calls are normally made on idle)."
msgstr ""
#: doc/classes/SceneTree.xml
msgid "Call a group only once even if the call is executed many times."
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 "
"call is unique or not. Therefore when the same method is called with "
"different arguments, only the first call will be performed."
msgstr ""
#: doc/classes/SceneTree.xml
@ -56092,7 +56191,9 @@ msgid ""
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
"positive or all negative."
"positive or all negative.\n"
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
"property. For example, [Light]s are not visually affected by [member scale]."
msgstr ""
#: doc/classes/Spatial.xml
@ -57470,7 +57571,10 @@ msgid ""
msgstr ""
#: doc/classes/SpotLight.xml
msgid "The spotlight's angle in degrees."
msgid ""
"The spotlight's angle in degrees.\n"
"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpotLight.xml
@ -57486,7 +57590,9 @@ msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
"the light will never reach anything outside this range."
"the light will never reach anything outside this range.\n"
"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
#: doc/classes/SpringArm.xml
@ -66723,10 +66829,15 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible. In some cases, debanding may introduce a "
"slightly noticeable dithering pattern. It's recommended to enable debanding "
"only when actually needed since the dithering pattern will make lossless-"
"compressed screenshots larger.\n"
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
"debanding unless the [member Environment.background_mode] is [constant "
"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
"filters/use_debanding].\n"
"In some cases, debanding may introduce a slightly noticeable dithering "
"pattern. It's recommended to enable debanding only when actually needed "
"since the dithering pattern will make lossless-compressed screenshots "
"larger.\n"
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
"[code]true[/code] for debanding to be effective."
msgstr ""
@ -66737,8 +66848,8 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"If [code]true[/code], the viewport will disable 3D rendering. For actual "
"disabling use [code]usage[/code]."
"If [code]true[/code], the viewport will disable 3D rendering. To actually "
"disable allocation of 3D buffers, set [member usage] instead."
msgstr ""
#: doc/classes/Viewport.xml
@ -66890,7 +67001,9 @@ msgstr ""
#: doc/classes/Viewport.xml
msgid ""
"The rendering mode of viewport.\n"
"The viewport's rendering mode. This controls which buffers are allocated for "
"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
"and improve performance slightly, especially on low-end devices.\n"
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
@ -67422,6 +67535,22 @@ msgid ""
"render object this [VisualInstance] is set to."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
"value will make the [VisualInstance] reliably draw on top of other "
"[VisualInstance]s that are otherwise positioned at the same spot."
msgstr ""
#: doc/classes/VisualInstance.xml
msgid ""
"If [code]true[/code], the object is sorted based on the [AABB] center. "
"Sorted based on the global position otherwise.\n"
"The [AABB] center based sorting is generally more accurate for 3D models. "
"The position based sorting instead allows to better control the drawing "
"order when working with [Particles] and [CPUParticles]."
msgstr ""
#: modules/visual_script/doc_classes/VisualScript.xml
msgid "A script implemented in the Visual Script programming environment."
msgstr ""

View File

@ -13160,9 +13160,10 @@ msgstr "Illesztési beállítások"
#: scene/2d/path_2d.cpp scene/2d/polygon_2d.cpp scene/2d/sprite.cpp
#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/path.cpp
#: scene/3d/physics_body.cpp scene/3d/soft_body.cpp scene/3d/sprite_3d.cpp
#: scene/gui/graph_node.cpp scene/gui/rich_text_effect.cpp
#: scene/main/canvas_layer.cpp scene/resources/material.cpp
#: scene/resources/particles_material.cpp scene/resources/style_box.cpp
#: scene/3d/visual_instance.cpp scene/gui/graph_node.cpp
#: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp
#: scene/resources/material.cpp scene/resources/particles_material.cpp
#: scene/resources/style_box.cpp
#, fuzzy
msgid "Offset"
msgstr "Rács Eltolás:"
@ -14544,13 +14545,13 @@ msgstr ""
#: editor/project_manager.cpp
msgid ""
"Couldn't load project.godot in project path (error %d). It may be missing or "
"corrupted."
"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
msgstr ""
#: editor/project_manager.cpp
msgid "Couldn't edit project.godot in project path."
msgstr ""
#, fuzzy
msgid "Couldn't save project at '%s' (error %d)."
msgstr "A projekt nem nyitható meg a(z) %s helyen."
#: editor/project_manager.cpp
msgid "Couldn't create project.godot in project path."
@ -23781,6 +23782,15 @@ msgstr "Hiba!"
msgid "AABB"
msgstr ""
#: scene/3d/visual_instance.cpp
#, fuzzy
msgid "Sorting"
msgstr "Rendezés"
#: scene/3d/visual_instance.cpp
msgid "Use AABB Center"
msgstr ""
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
#, fuzzy
msgid "Geometry"