Added back the translations from godot.

This commit is contained in:
Relintai 2023-10-02 20:03:52 +02:00
parent 13f981c684
commit 23a71e54e5
113 changed files with 4841984 additions and 128 deletions

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<?xml version="1.0" encoding="UTF-8" ?>
<xs:schema attributeFormDefault="unqualified" elementFormDefault="qualified" xmlns:xs="http://www.w3.org/2001/XMLSchema">
<xs:element name="class">
<xs:complexType>
<xs:sequence>
<xs:element type="xs:string" name="brief_description" />
<xs:element type="xs:string" name="description" />
<xs:element name="tutorials">
<xs:complexType>
<xs:sequence>
<xs:element name="link" maxOccurs="unbounded" minOccurs="0">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:string">
<xs:attribute type="xs:string" name="title" use="optional" />
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="methods" minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:element name="method" maxOccurs="unbounded" minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:element name="return" minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:sequence />
</xs:sequence>
<xs:attribute type="xs:string" name="type" />
<xs:attribute type="xs:string" name="enum" use="optional" />
</xs:complexType>
</xs:element>
<xs:element name="returns_error" maxOccurs="unbounded" minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:sequence />
</xs:sequence>
<xs:attribute type="xs:byte" name="number" />
</xs:complexType>
</xs:element>
<xs:element name="argument" maxOccurs="unbounded" minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:sequence />
</xs:sequence>
<xs:attribute type="xs:byte" name="index" />
<xs:attribute type="xs:string" name="name" />
<xs:attribute type="xs:string" name="type" />
<xs:attribute type="xs:string" name="enum" use="optional" />
<xs:attribute type="xs:string" name="default" use="optional" />
</xs:complexType>
</xs:element>
<xs:element type="xs:string" name="description" />
</xs:sequence>
<xs:attribute type="xs:string" name="name" use="optional" />
<xs:attribute type="xs:string" name="qualifiers" use="optional" />
</xs:complexType>
</xs:element>
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="members" minOccurs="0">
<xs:complexType>
<xs:choice maxOccurs="unbounded" minOccurs="0">
<xs:element name="member">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:string">
<xs:attribute type="xs:string" name="name" />
<xs:attribute type="xs:string" name="type" />
<xs:attribute type="xs:string" name="setter" />
<xs:attribute type="xs:string" name="getter" />
<xs:attribute type="xs:string" name="overrides" use="optional" />
<xs:attribute type="xs:string" name="enum" use="optional" />
<xs:attribute type="xs:string" name="default" use="optional" />
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
</xs:choice>
</xs:complexType>
</xs:element>
<xs:element name="signals" minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:element name="signal" maxOccurs="unbounded" minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:element name="argument" maxOccurs="unbounded" minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:sequence />
</xs:sequence>
<xs:attribute type="xs:byte" name="index" />
<xs:attribute type="xs:string" name="name" />
<xs:attribute type="xs:string" name="type" />
</xs:complexType>
</xs:element>
<xs:element type="xs:string" name="description" />
</xs:sequence>
<xs:attribute type="xs:string" name="name" use="optional" />
</xs:complexType>
</xs:element>
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="constants" minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:element name="constant" maxOccurs="unbounded" minOccurs="0">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:string">
<xs:attribute type="xs:string" name="name" />
<xs:attribute type="xs:string" name="value" />
<xs:attribute type="xs:string" name="enum" use="optional" />
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
</xs:sequence>
</xs:complexType>
</xs:element>
<xs:element name="theme_items" minOccurs="0">
<xs:complexType>
<xs:sequence>
<xs:element name="theme_item" maxOccurs="unbounded" minOccurs="0">
<xs:complexType>
<xs:simpleContent>
<xs:extension base="xs:string">
<xs:attribute type="xs:string" name="name" />
<xs:attribute type="xs:string" name="data_type" />
<xs:attribute type="xs:string" name="type" />
<xs:attribute type="xs:string" name="default" use="optional" />
</xs:extension>
</xs:simpleContent>
</xs:complexType>
</xs:element>
</xs:sequence>
</xs:complexType>
</xs:element>
</xs:sequence>
<xs:attribute type="xs:string" name="name" />
<xs:attribute type="xs:string" name="inherits" />
<xs:attribute type="xs:string" name="category" />
<xs:attribute type="xs:float" name="version" />
</xs:complexType>
</xs:element>
</xs:schema>

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@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
@ -468,7 +468,8 @@ 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"
@ -483,7 +484,11 @@ 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
@ -856,12 +861,16 @@ 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
@ -1521,7 +1530,7 @@ msgid "The [TranslationServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [VisualEditorScriptEditor] singleton."
msgid "The [VisualScriptEditor] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
@ -3471,6 +3480,26 @@ 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 ""
@ -4156,8 +4185,7 @@ 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 ""
@ -7074,7 +7102,10 @@ 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
@ -7259,6 +7290,9 @@ 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"
@ -7278,9 +7312,13 @@ 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"
@ -9918,10 +9956,9 @@ 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
@ -10453,14 +10490,14 @@ 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 ""
@ -10470,22 +10507,22 @@ 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
@ -19264,6 +19301,14 @@ 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 ""
@ -20929,7 +20974,7 @@ msgid ""
"customizing the window, saving and (re-)loading scenes, rendering mesh "
"previews, inspecting and editing resources and objects, and provides access "
"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
"[EditorScriptEditor], the editor viewport, and information about scenes.\n"
"[ScriptEditor], the editor viewport, and information about scenes.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorPlugin.get_editor_interface]."
msgstr ""
@ -21027,7 +21072,7 @@ msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the editor's [EditorScriptEditor] instance.\n"
"Returns the editor's [ScriptEditor] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
@ -22097,7 +22142,10 @@ 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
@ -29852,7 +29900,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
"compression mode can't be used for custom cursors."
"compression mode can't be used for custom cursors.\n"
"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
"128×128. Cursor images larger than 32×32 will also only be displayed if the "
"mouse cursor image is entirely located within the page for [url=https://"
"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
@ -32809,7 +32861,9 @@ 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
@ -36107,7 +36161,10 @@ 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
@ -36290,7 +36347,7 @@ msgstr ""
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_distance]).\n"
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
@ -36355,7 +36412,10 @@ 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
@ -36401,7 +36461,7 @@ msgstr ""
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_distance]).\n"
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
@ -37065,6 +37125,9 @@ 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."
@ -39871,7 +39934,9 @@ 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
@ -40382,11 +40447,11 @@ 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 ""
@ -40420,11 +40485,11 @@ 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 ""
@ -40446,11 +40511,11 @@ 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 ""
@ -42296,6 +42361,16 @@ 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 ""
@ -49889,15 +49964,22 @@ 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
@ -51493,17 +51575,28 @@ 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
@ -51512,8 +51605,14 @@ 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
@ -54228,7 +54327,11 @@ 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
@ -54821,50 +54924,50 @@ msgstr ""
msgid "Emitted when the user clicks the OK button."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid "Godot editor's script editor."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_script_editor]."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid "Returns a [Script] that is currently active in editor."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"Returns an array with all [Script] objects which are currently open in "
"editor."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid "Goes to the specified line in the current script."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"Opens the script create dialog. The script will extend [code]base_name[/"
"code]. The file extension can be omitted from [code]base_path[/code]. It "
"will be added based on the selected scripting language."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"Reload all currently opened scripts from disk in case the file contents are "
"newer."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"Emitted when user changed active script. Argument is a freshly activated "
"[Script]."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"Emitted when editor is about to close the active script. Argument is a "
"[Script] that is going to be closed."
@ -56065,7 +56168,9 @@ 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
@ -57443,7 +57548,10 @@ 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
@ -57459,7 +57567,9 @@ 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
@ -66696,10 +66806,15 @@ 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 ""
@ -66710,8 +66825,8 @@ 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
@ -66863,7 +66978,9 @@ 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."
@ -67395,6 +67512,22 @@ 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 ""
@ -68182,19 +68315,19 @@ msgstr ""
msgid "The type to deconstruct."
msgstr ""
#: modules/visual_script/doc_classes/VisualEditorScriptEditor.xml
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid ""
"Add a custom Visual Script node to the editor. It'll be placed under "
"\"Custom Nodes\" with the [code]category[/code] as the parameter."
msgstr ""
#: modules/visual_script/doc_classes/VisualEditorScriptEditor.xml
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid ""
"Remove a custom Visual Script node from the editor. Custom nodes already "
"placed on scripts won't be removed."
msgstr ""
#: modules/visual_script/doc_classes/VisualEditorScriptEditor.xml
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid "Emitted when a custom Visual Script node is added or removed."
msgstr ""

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@ -8,8 +8,8 @@ from collections import OrderedDict
EXTRACT_TAGS = ["description", "brief_description", "member", "constant", "theme_item", "link"]
HEADER = """\
# LANGUAGE translation of the Godot Engine class reference.
# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
@ -18,7 +18,7 @@ HEADER = """\
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\\n"
"Report-Msgid-Bugs-To: https://github.com/Relintai/pandemonium\\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\\n"
"MIME-Version: 1.0\\n"
"Content-Type: text/plain; charset=UTF-8\\n"
"Content-Transfer-Encoding: 8-bit\\n"

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@ -1557,7 +1557,7 @@ msgid "The [TranslationServer] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
msgid "The [VisualEditorScriptEditor] singleton."
msgid "The [VisualScriptEditor] singleton."
msgstr ""
#: doc/classes/@GlobalScope.xml
@ -21001,7 +21001,7 @@ msgid ""
"customizing the window, saving and (re-)loading scenes, rendering mesh "
"previews, inspecting and editing resources and objects, and provides access "
"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
"[EditorScriptEditor], the editor viewport, and information about scenes.\n"
"[ScriptEditor], the editor viewport, and information about scenes.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorPlugin.get_editor_interface]."
msgstr ""
@ -21099,7 +21099,7 @@ msgstr ""
#: doc/classes/EditorInterface.xml
msgid ""
"Returns the editor's [EditorScriptEditor] instance.\n"
"Returns the editor's [ScriptEditor] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
@ -29927,7 +29927,11 @@ msgid ""
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
"compression mode can't be used for custom cursors."
"compression mode can't be used for custom cursors.\n"
"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
"128×128. Cursor images larger than 32×32 will also only be displayed if the "
"mouse cursor image is entirely located within the page for [url=https://"
"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
#: doc/classes/Input.xml
@ -36370,7 +36374,7 @@ msgstr ""
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_distance]).\n"
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
@ -36484,7 +36488,7 @@ msgstr ""
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_distance]).\n"
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
@ -54947,50 +54951,50 @@ msgstr ""
msgid "Emitted when the user clicks the OK button."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid "Godot editor's script editor."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_script_editor]."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid "Returns a [Script] that is currently active in editor."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"Returns an array with all [Script] objects which are currently open in "
"editor."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid "Goes to the specified line in the current script."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"Opens the script create dialog. The script will extend [code]base_name[/"
"code]. The file extension can be omitted from [code]base_path[/code]. It "
"will be added based on the selected scripting language."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"Reload all currently opened scripts from disk in case the file contents are "
"newer."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"Emitted when user changed active script. Argument is a freshly activated "
"[Script]."
msgstr ""
#: doc/classes/EditorScriptEditor.xml
#: doc/classes/ScriptEditor.xml
msgid ""
"Emitted when editor is about to close the active script. Argument is a "
"[Script] that is going to be closed."
@ -68338,19 +68342,19 @@ msgstr ""
msgid "The type to deconstruct."
msgstr ""
#: modules/visual_script/doc_classes/VisualEditorScriptEditor.xml
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid ""
"Add a custom Visual Script node to the editor. It'll be placed under "
"\"Custom Nodes\" with the [code]category[/code] as the parameter."
msgstr ""
#: modules/visual_script/doc_classes/VisualEditorScriptEditor.xml
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid ""
"Remove a custom Visual Script node from the editor. Custom nodes already "
"placed on scripts won't be removed."
msgstr ""
#: modules/visual_script/doc_classes/VisualEditorScriptEditor.xml
#: modules/visual_script/doc_classes/VisualScriptEditor.xml
msgid "Emitted when a custom Visual Script node is added or removed."
msgstr ""

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@ -79,7 +79,7 @@ if env["tools"]:
# Editor translations
to_include = (
"hu"
"bg,ca,cs,de,el,eo,es_AR,es,fi,fr,gl,hu,id,it,ja,ko,lv,ms,nb,nl,pl,pt_BR,pt,ro,ru,sk,sv,th,tr,uk,vi,zh_CN,zh_TW"
).split(",")
tlist = [env.Dir("#editor/translations").abspath + "/" + f + ".po" for f in to_include]
env.Depends("#editor/editor_translations.gen.h", tlist)
@ -88,7 +88,7 @@ if env["tools"]:
)
# Documentation translations
to_include = "hu".split(",")
to_include = "de,es,fr,hu,ja,zh_CN".split(",")
tlist = [env.Dir("#doc/translations").abspath + "/" + f + ".po" for f in to_include]
env.Depends("#editor/doc_translations.gen.h", tlist)
env.CommandNoCache(

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@ -25,7 +25,7 @@ check:
# First number can be 0, second and third numbers are only present if non-zero.
include-list:
@list=""; \
threshold=0.30; \
threshold=0.20; \
exclude_ctl="ar bn fa he hi ml si ta te ur"; \
for po in $(POFILES); do \
lang=`basename $$po .po`; \

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@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine editor.
# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
@ -10564,7 +10564,7 @@ msgstr ""
msgid " [auto]"
msgstr ""
#. TRANSLATORS: This will be appended to the view name when Portal Occulusion is enabled.
#. TRANSLATORS: This will be appended to the view name when Portal Occlusion is enabled.
#: editor/plugins/spatial_editor_plugin.cpp
msgid " [portals active]"
msgstr ""
@ -12352,9 +12352,10 @@ msgstr ""
#: 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
msgid "Offset"
msgstr ""
@ -13683,12 +13684,11 @@ 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."
msgid "Couldn't save project at '%s' (error %d)."
msgstr ""
#: editor/project_manager.cpp
@ -22180,6 +22180,14 @@ msgstr ""
msgid "AABB"
msgstr ""
#: scene/3d/visual_instance.cpp
msgid "Sorting"
msgstr ""
#: scene/3d/visual_instance.cpp
msgid "Use AABB Center"
msgstr ""
#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp
msgid "Geometry"
msgstr ""

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@ -3,6 +3,7 @@
import enum
import fnmatch
import os
import os.path
import re
import shutil
import subprocess
@ -61,17 +62,23 @@ matches.sort()
remaps = {}
remap_re = re.compile(r'^\t*capitalize_string_remaps\["(?P<from>.+)"\] = (String::utf8\()?"(?P<to>.+)"')
stop_words = set()
stop_words_re = re.compile(r'^\t*stop_words\.push_back\("(?P<word>.+)"\)')
with open("editor/editor_property_name_processor.cpp") as f:
for line in f:
m = remap_re.search(line)
if m:
remaps[m.group("from")] = m.group("to")
else:
m = stop_words_re.search(line)
if m:
stop_words.add(m.group("word"))
main_po = """
# LANGUAGE translation of the Pandemonium Engine editor.
# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
# LANGUAGE translation of the Godot Engine editor.
# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md).
# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
@ -79,8 +86,8 @@ main_po = """
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Pandemonium Engine editor\\n"
"Report-Msgid-Bugs-To: https://github.com/Relintai/pandemonium_engine\\n"
"Project-Id-Version: Godot Engine editor\\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\\n"
"MIME-Version: 1.0\\n"
"Content-Type: text/plain; charset=UTF-8\\n"
"Content-Transfer-Encoding: 8-bit\\n"\n
@ -99,15 +106,22 @@ message_patterns = {
re.compile(r'TTR\("(?P<message>([^"\\]|\\.)*)"(, "(?P<context>([^"\\]|\\.)*)")?\)'): ExtractType.TEXT,
re.compile(r'TTRC\("(?P<message>([^"\\]|\\.)*)"\)'): ExtractType.TEXT,
re.compile(r'_initial_set\("(?P<message>[^"]+?)",'): ExtractType.PROPERTY_PATH,
re.compile(r'GLOBAL_DEF(_RST)?(_NOVAL)?\("(?P<message>[^".]+?)",'): ExtractType.PROPERTY_PATH,
re.compile(r'GLOBAL_DEF(_RST)?(_NOVAL)?\("(?P<message>[^"]+?)",'): ExtractType.PROPERTY_PATH,
re.compile(r'EDITOR_DEF(_RST)?\("(?P<message>[^"]+?)",'): ExtractType.PROPERTY_PATH,
re.compile(
r'(ADD_PROPERTYI?|ImportOption|ExportOption)\(PropertyInfo\(Variant::[_A-Z0-9]+, "(?P<message>[^"]+?)"[,)]'
r"(ADD_PROPERTYI?|ImportOption|ExportOption)\(PropertyInfo\("
+ r"Variant::[_A-Z0-9]+" # Name
+ r', "(?P<message>[^"]+)"' # Type
+ r'(, [_A-Z0-9]+(, "([^"\\]|\\.)*"(, (?P<usage>[_A-Z0-9]+))?)?|\))' # [, hint[, hint string[, usage]]].
): ExtractType.PROPERTY_PATH,
re.compile(
r"(?!#define )LIMPL_PROPERTY(_RANGE)?\(Variant::[_A-Z0-9]+, (?P<message>[^,]+?),"
): ExtractType.PROPERTY_PATH,
re.compile(r'ADD_GROUP\("(?P<message>[^"]+?)", "(?P<prefix>[^"]*?)"\)'): ExtractType.GROUP,
re.compile(r'(ADD_GROUP|GNAME)\("(?P<message>[^"]+)", "(?P<prefix>[^"]*)"\)'): ExtractType.GROUP,
re.compile(r'PNAME\("(?P<message>[^"]+)"\)'): ExtractType.PROPERTY_PATH,
}
theme_property_patterns = {
re.compile(r'set_(constant|font|stylebox|color|icon)\("(?P<message>[^"]+)", '): ExtractType.PROPERTY_PATH,
}
@ -118,9 +132,12 @@ capitalize_re = re.compile(r"(?<=\D)(?=\d)|(?<=\d)(?=\D([a-z]|\d))")
def _process_editor_string(name):
# See EditorPropertyNameProcessor::process_string().
capitalized_parts = []
for segment in name.split("_"):
if not segment:
parts = list(filter(bool, name.split("_"))) # Non-empty only.
for i, segment in enumerate(parts):
if i > 0 and i + 1 < len(parts) and segment in stop_words:
capitalized_parts.append(segment)
continue
remapped = remaps.get(segment)
if remapped:
capitalized_parts.append(remapped)
@ -181,6 +198,10 @@ def process_file(f, fname):
translator_comment = ""
current_group = ""
patterns = message_patterns
if os.path.basename(fname) == "default_theme.cpp":
patterns = {**message_patterns, **theme_property_patterns}
while l:
# Detect translator comments.
@ -198,7 +219,7 @@ def process_file(f, fname):
translator_comment = translator_comment[:-1] # Remove extra \n at the end.
if not reading_translator_comment:
for pattern, extract_type in message_patterns.items():
for pattern, extract_type in patterns.items():
for m in pattern.finditer(l):
location = os.path.relpath(fname).replace("\\", "/")
if line_nb:
@ -211,11 +232,19 @@ def process_file(f, fname):
if extract_type == ExtractType.TEXT:
_add_message(msg, msgctx, location, translator_comment)
elif extract_type == ExtractType.PROPERTY_PATH:
if captures.get("usage") == "PROPERTY_USAGE_NOEDITOR":
continue
if current_group:
if msg.startswith(current_group):
msg = msg[len(current_group) :]
elif current_group.startswith(msg):
pass # Keep this as-is. See EditorInspector::update_tree().
else:
current_group = ""
if "." in msg: # Strip feature tag.
msg = msg.split(".", 1)[0]
for part in msg.split("/"):
_add_message(_process_editor_string(part), msgctx, location, translator_comment)
elif extract_type == ExtractType.GROUP:

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@ -11273,7 +11273,7 @@ msgstr "Perspektíva"
msgid " [auto]"
msgstr ""
#. TRANSLATORS: This will be appended to the view name when Portal Occulusion is enabled.
#. TRANSLATORS: This will be appended to the view name when Portal Occlusion is enabled.
#: editor/plugins/spatial_editor_plugin.cpp
msgid " [portals active]"
msgstr ""

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