From 41a916deb8b553bae1a28c2db1dc742be1fb8718 Mon Sep 17 00:00:00 2001 From: Relintai Date: Sun, 9 Oct 2022 11:59:57 +0200 Subject: [PATCH] Update hungarian translation from godot. --- doc/translations/classes.pot | 7669 +++++++++++++----- doc/translations/hu.po | 7151 ++++++++++++----- editor/translations/hu.po | 14080 +++++++++++++++++++++++++++++++-- 3 files changed, 24548 insertions(+), 4352 deletions(-) diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index a0440048c..0a56b4340 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -1,4 +1,4 @@ -# LANGUAGE translation of the Pandemonium Engine class reference. +# 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). # This file is distributed under the same license as the Godot source code. @@ -8,7 +8,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Pandemonium Engine class reference\n" +"Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -329,7 +329,7 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in " -"Pandemonium 4.0, please use [method move_toward] instead.\n" +"Godot 4.0, please use [method move_toward] instead.\n" "Returns the result of [code]value[/code] decreased by [code]step[/code] * " "[code]amount[/code].\n" "[codeblock]\n" @@ -340,7 +340,7 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Compares two values by checking their actual contents, recursing into any " -"`Array` or `Dictionary` up to its deepest level.\n" +"[Array] or [Dictionary] up to its deepest level.\n" "This compares to [code]==[/code] in a number of ways:\n" "- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" "code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] " @@ -387,7 +387,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -533,8 +533,9 @@ msgid "" "[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " "[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " "located outside this range, then an extrapolation factor will be returned " -"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" -"code]).\n" +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). " +"Use [method clamp] on the result of [method inverse_lerp] if this is not " +"desired.\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" @@ -544,7 +545,8 @@ msgid "" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" "[/codeblock]\n" -"See also [method lerp] which performs the reverse of this operation." +"See also [method lerp] which performs the reverse of this operation, and " +"[method range_lerp] to map a continuous series of values to another." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -598,7 +600,8 @@ msgid "" "[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " "between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " "outside this range are allowed and can be used to perform [i]extrapolation[/" -"i].\n" +"i]. Use [method clamp] on the result of [method lerp] if this is not " +"desired.\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -610,7 +613,8 @@ msgid "" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " -"ease] or [method smoothstep]." +"ease] or [method smoothstep]. See also [method range_lerp] to map a " +"continuous series of values to another." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -628,7 +632,13 @@ msgid "" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This method lerps through the shortest path between [code]from[/" +"code] and [code]to[/code]. However, when these two angles are approximately " +"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " +"obvious which way they lerp due to floating-point precision errors. For " +"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " +"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -752,7 +762,7 @@ msgid "" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, parsing a JSON text will convert " "all numerical values to [float] types.\n" -"[b]Note:[/b] JSON objects do not preserve key order like Pandemonium dictionaries, " +"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, " "thus, you should not rely on keys being in a certain order if a dictionary " "is constructed from JSON. In contrast, JSON arrays retain the order of their " "elements:\n" @@ -834,7 +844,14 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml -msgid "Like [method print], but prints only when used in debug mode." +msgid "" +"Like [method print], but includes the current stack frame when running with " +"the debugger turned on.\n" +"Output in the console would look something like this:\n" +"[codeblock]\n" +"Test print\n" +" At: res://test.gd:15:_process()\n" +"[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -865,7 +882,7 @@ msgid "" "printraw(\"B\")\n" "# Prints AB\n" "[/codeblock]\n" -"[b]Note:[/b] Due to limitations with Pandemonium's built-in console, this only " +"[b]Note:[/b] Due to limitations with Godot's built-in console, this only " "prints to the terminal. If you need to print in the editor, use another " "method, such as [method print]." msgstr "" @@ -890,7 +907,7 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Pushes an error message to Pandemonium's built-in debugger and to the OS " +"Pushes an error message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblock]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " @@ -903,7 +920,7 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Pushes a warning message to Pandemonium's built-in debugger and to the OS " +"Pushes a warning message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblock]\n" "push_warning(\"test warning\") # Prints \"test warning\" to debugger and " @@ -921,11 +938,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -969,37 +987,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" +"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))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\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" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1012,10 +1029,15 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]" -"[ostart, ostop][/code].\n" +"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If " +"[code]value[/code] is outside [code][istart, istop][/code], then the " +"resulting value will also be outside [code][ostart, ostop][/code]. Use " +"[method clamp] on the result of [method range_lerp] if this is not desired.\n" "[codeblock]\n" "range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n" -"[/codeblock]" +"[/codeblock]\n" +"For complex use cases where you need multiple ranges, consider using [Curve] " +"or [Gradient] instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1034,7 +1056,7 @@ msgstr "" msgid "" "Sets seed for the random number generator.\n" "[codeblock]\n" -"my_seed = \"Pandemonium Rocks\"\n" +"my_seed = \"Godot Rocks\"\n" "seed(my_seed.hash())\n" "[/codeblock]" msgstr "" @@ -1088,7 +1110,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -1503,7 +1525,7 @@ msgid "The [VisualScriptEditor] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [RenderingServer] singleton." +msgid "The [VisualServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3019,25 +3041,25 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI system exclusive message. This has behavior exclusive to the device " -"you're receiving input from. Getting this data is not implemented in Pandemonium." +"you're receiving input from. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI quarter frame message. Contains timing information that is used to " -"synchronize MIDI devices. Getting this data is not implemented in Pandemonium." +"synchronize MIDI devices. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI song position pointer message. Gives the number of 16th notes since the " -"start of the song. Getting this data is not implemented in Pandemonium." +"start of the song. Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " -"Getting this data is not implemented in Pandemonium." +"Getting this data is not implemented in Godot." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3316,8 +3338,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer, float or string property is an enumerated value to " -"pick in a list specified via a hint string such as [code]\"Hello,Something," -"Else\"[/code]." +"pick in a list specified via a hint string.\n" +"The hint string is a comma separated list of names such as [code]\"Hello," +"Something,Else\"[/code]. For integer and float properties, the first name in " +"the list has value 0, the next 1, and so on. Explicit values can also be " +"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero," +"One,Three:3,Four,Six:6\"[/code]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3360,6 +3386,12 @@ msgid "" "physics layers." msgstr "" +#: doc/classes/@GlobalScope.xml +msgid "" +"Hints that an integer property is a bitmask using the optionally named 2D " +"navigation layers." +msgstr "" + #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " @@ -3372,6 +3404,12 @@ msgid "" "physics layers." msgstr "" +#: doc/classes/@GlobalScope.xml +msgid "" +"Hints that an integer property is a bitmask using the optionally named 3D " +"navigation layers." +msgstr "" + #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a path to a file. Editing it will show a " @@ -3458,7 +3496,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3560,7 +3598,7 @@ msgid "Variable is of type [Plane]." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Variable is of type [Quaternion]." +msgid "Variable is of type [Quat]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4090,17 +4128,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4128,9 +4173,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4154,8 +4199,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4207,6 +4255,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4637,7 +4695,7 @@ msgstr "" msgid "" "Returns the interpolated value of a transform track at a given time (in " "seconds). An array consisting of 3 elements: position ([Vector3]), rotation " -"([Quaternion]) and scale ([Vector3])." +"([Quat]) and scale ([Vector3])." msgstr "" #: doc/classes/Animation.xml @@ -4722,11 +4780,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -4790,19 +4848,21 @@ msgid "" msgstr "" #: doc/classes/AnimationNode.xml -msgid "Gets the text caption for this node (used by some editors)." +msgid "" +"When inheriting from [AnimationRootNode], implement this virtual method to " +"override the text caption for this node." msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Gets a child node by index (used by editors inheriting from " -"[AnimationRootNode])." +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return a child node by its [code]name[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Gets all children nodes in order as a [code]name: node[/code] dictionary. " -"Only useful when inheriting [AnimationRootNode]." +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return all children nodes in order as a [code]name: node[/code] dictionary." msgstr "" #: doc/classes/AnimationNode.xml @@ -4823,21 +4883,25 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Gets the default value of a parameter. Parameters are custom local memory " -"used for your nodes, given a resource can be reused in multiple trees." +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return the default value of parameter \"[code]name[/code]\". Parameters are " +"custom local memory used for your nodes, given a resource can be reused in " +"multiple trees." msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Gets the property information for parameter. Parameters are custom local " +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return a list of the properties on this node. Parameters are custom local " "memory used for your nodes, given a resource can be reused in multiple " "trees. Format is similar to [method Object.get_property_list]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Returns [code]true[/code] whether you want the blend tree editor to display " -"filter editing on this node." +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return whether the blend tree editor should display filter editing on this " +"node." msgstr "" #: doc/classes/AnimationNode.xml @@ -4846,9 +4910,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"User-defined callback called when a custom node is processed. The " -"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is " -"[code]true[/code], in which case it is absolute.\n" +"When inheriting from [AnimationRootNode], implement this virtual method to " +"run some code when this node is processed. The [code]time[/code] parameter " +"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which " +"case it is absolute.\n" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" @@ -4955,12 +5020,12 @@ msgstr "" #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml #: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml #: doc/classes/Camera.xml doc/classes/CollisionShape.xml -#: doc/classes/CylinderShape.xml doc/classes/Environment3D.xml +#: doc/classes/CylinderShape.xml doc/classes/Environment.xml #: doc/classes/GIProbe.xml doc/classes/GIProbeData.xml #: doc/classes/KinematicBody.xml doc/classes/Light.xml doc/classes/Material.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml -#: doc/classes/Quaternion.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml -#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment3D.xml +#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml +#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml msgid "Third Person Shooter Demo" msgstr "" @@ -5229,8 +5294,11 @@ msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" -"This node may contain a sub-tree of any other blend type nodes, such as mix, " -"blend2, blend3, one shot, etc. This is one of the most commonly used roots." +"This node may contain a sub-tree of any other blend type nodes, such as " +"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], " +"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n" +"An [AnimationNodeOutput] node named [code]output[/code] is created by " +"default." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml @@ -5497,9 +5565,9 @@ msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=$DOCS_URL/tutorials/animation/animation_tree." -"html#controlling-from-code][/url]). For example, if [member AnimationTree." -"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] " -"is set to [code]\"idle\"[/code]:\n" +"html#controlling-from-code]Using AnimationTree[/url]). For example, if " +"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and " +"[member advance_condition] is set to [code]\"idle\"[/code]:\n" "[codeblock]\n" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " "(linear_velocity.x == 0)\n" @@ -5673,8 +5741,8 @@ msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" -"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if " -"not found." +"Returns the [Animation] with the key [code]name[/code]. If the animation " +"does not exist, [code]null[/code] is returned and an error is logged." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -5758,7 +5826,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6382,7 +6453,12 @@ msgstr "" msgid "" "3D area that detects [CollisionObject] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " -"damping) and route audio to custom audio buses." +"damping) and route audio to a custom audio bus.\n" +"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] " +"node as a [i]direct[/i] child (or add multiple such nodes as direct " +"children) of the area.\n" +"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a " +"warning about possibly unexpected behavior when using that shape for an area." msgstr "" #: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml @@ -6619,7 +6695,12 @@ msgstr "" msgid "" "2D area that detects [CollisionObject2D] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " -"damping) and route audio to a custom audio bus." +"damping) and route audio to a custom audio bus.\n" +"To give the area its shape, add a [CollisionShape2D] or a " +"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such " +"nodes as direct children) of the area.\n" +"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly " +"unexpected behavior when using that shape for an area." msgstr "" #: doc/classes/Area2D.xml @@ -6948,7 +7029,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -6972,8 +7056,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] 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 " @@ -6982,8 +7067,24 @@ msgstr "" #: doc/classes/Array.xml msgid "" +"Assigns the given value to all elements in the array. This can typically be " +"used together with [method resize] to create an array with a given size and " +"initialized elements:\n" +"[codeblock]\n" +"var array = []\n" +"array.resize(10)\n" +"array.fill(0) # Initialize the 10 elements to 0.\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7121,11 +7222,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -7217,7 +7322,7 @@ msgid "" "The [MeshInstance] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateGeometry], [MeshDataTool] and [SurfaceTool] for " "procedural geometry generation.\n" -"[b]Note:[/b] Pandemonium uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" @@ -7243,7 +7348,15 @@ msgid "" "mode\" where the vertex and other arrays become the sources of data and the " "index array defines the vertex order. All sub-arrays must have the same " "length as the vertex array or be empty, except for [constant ARRAY_INDEX] if " -"it is used." +"it is used.\n" +"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] " +"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n" +"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh." +"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned " +"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)" +"[/code] and reduce their precision. To store HDR vertex colors, remove the " +"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ " +"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]." msgstr "" #: doc/classes/ArrayMesh.xml @@ -7335,7 +7448,7 @@ msgid "" msgstr "" #: doc/classes/ArrayMesh.xml -msgid "Default value used for index_array_len when no indices are present." +msgid "Value used internally when no indices are present." msgstr "" #: doc/classes/ArrayMesh.xml @@ -7393,7 +7506,7 @@ msgid "" "the start and end of each line." msgstr "" -#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Represents the size of the [enum ArrayType] enum." msgstr "" @@ -7570,7 +7683,7 @@ msgstr "" msgid "" "Returns the ID of the joystick object bound to this. Every controller " "tracked by the [ARVRServer] that has buttons and axis will also be " -"registered as a joystick within Pandemonium. This means that all the normal " +"registered as a joystick within Godot. This means that all the normal " "joystick tracking and input mapping will work for buttons and axis found on " "the AR/VR controllers. This ID is purely offered as information so you can " "link up the controller with its joystick entry." @@ -7605,8 +7718,8 @@ msgstr "" #: doc/classes/ARVRController.xml msgid "" "The degree to which the controller vibrates. Ranges from [code]0.0[/code] to " -"[code]1.0[/code] with precision [code].01[/code]. If changed, updates " -"[member ARVRPositionalTracker.rumble] accordingly.\n" +"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] " +"accordingly.\n" "This is a useful property to animate if you want the controller to vibrate " "for a limited duration." msgstr "" @@ -7633,7 +7746,7 @@ msgstr "" #: doc/classes/ARVRInterface.xml msgid "" "This class needs to be implemented to make an AR or VR platform available to " -"Pandemonium and these should be implemented as C++ modules or GDNative modules " +"Godot and these should be implemented as C++ modules or GDNative modules " "(note that for GDNative the subclass ARVRScriptInterface should be used). " "Part of the interface is exposed to GDScript so you can detect, enable and " "configure an AR or VR platform.\n" @@ -7680,9 +7793,9 @@ msgid "" "After initializing the interface you want to use you then need to enable the " "AR/VR mode of a viewport and rendering should commence.\n" "[b]Note:[/b] You must enable the AR/VR mode on the main viewport for any " -"device that uses the main output of Pandemonium, such as for mobile VR.\n" +"device that uses the main output of Godot, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " -"Pandemonium will show just one eye without distortion on screen. Alternatively, " +"Godot will show just one eye without distortion on screen. Alternatively, " "you can add a separate viewport node to your scene and enable AR/VR on that " "viewport. It will be used to output to the HMD, leaving you free to do " "anything you like in the main window, such as using a separate camera as a " @@ -7994,7 +8107,7 @@ msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of " -"the AR/VR eyes to [RenderingServer]. The value comes from an internal call to " +"the AR/VR eyes to [VisualServer]. The value comes from an internal call to " "[method OS.get_ticks_usec]." msgstr "" @@ -8124,6 +8237,16 @@ msgid "" "accordingly without losing proportions." msgstr "" +#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml +#: doc/classes/CenterContainer.xml doc/classes/Container.xml +#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml +#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml +#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml +#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml +#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml +msgid "GUI containers" +msgstr "" + #: doc/classes/AspectRatioContainer.xml msgid "Specifies the horizontal relative position of child controls." msgstr "" @@ -8194,7 +8317,7 @@ msgid "" "A* (A star) is a computer algorithm that is widely used in pathfinding and " "graph traversal, the process of plotting short paths among vertices " "(points), passing through a given set of edges (segments). It enjoys " -"widespread use due to its performance and accuracy. Pandemonium's A* " +"widespread use due to its performance and accuracy. Godot's A* " "implementation uses points in three-dimensional space and Euclidean " "distances by default.\n" "You must add points manually with [method add_point] and create segments " @@ -8250,7 +8373,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8289,7 +8412,7 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/AStar.xml +#: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Deletes the segment between the given points. If [code]bidirectional[/code] " "is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/" @@ -8472,7 +8595,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8488,7 +8611,10 @@ msgid "" msgstr "" #: doc/classes/AStar2D.xml -msgid "Returns whether there is a connection/segment between the given points." +msgid "" +"Returns whether there is a connection/segment between the given points. If " +"[code]bidirectional[/code] is [code]false[/code], returns whether movement " +"from [code]id[/code] to [code]to_id[/code] is possible through this segment." msgstr "" #: doc/classes/AStar2D.xml @@ -8504,10 +8630,6 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/AStar2D.xml -msgid "Deletes the segment between the given points." -msgstr "" - #: doc/classes/AStar2D.xml msgid "" "Returns the closest position to [code]to_position[/code] that resides inside " @@ -8640,8 +8762,9 @@ msgid "" "resource is applied on." msgstr "" -#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml -#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml +#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml +#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml +#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml #: doc/classes/AudioStreamPlayer.xml msgid "Audio Mic Record Demo" msgstr "" @@ -8692,8 +8815,20 @@ msgid "" "attached audio effect bus into its internal ring buffer.\n" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " -"data from a microphone, implement application defined effects, or to " -"transmit audio over the network." +"data from an [AudioStreamMicrophone], implement application-defined effects, " +"or to transmit audio over the network. When capturing audio data from a " +"microphone, the format of the samples will be stereo 32-bit floating point " +"PCM.\n" +"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " +"[code]true[/code] for audio input to work. See also that setting's " +"description for caveats related to permissions and operating system privacy " +"settings." +msgstr "" + +#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml +#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml +#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml +msgid "Audio buses" msgstr "" #: doc/classes/AudioEffectCapture.xml @@ -8935,12 +9070,6 @@ msgid "" "coming from some saturated device or speaker very efficiently." msgstr "" -#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml -#: doc/classes/AudioEffectHighShelfFilter.xml -#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml -msgid "Audio buses" -msgstr "" - #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." msgstr "" @@ -9323,7 +9452,7 @@ msgstr "" #: doc/classes/AudioEffectRecord.xml msgid "" "Allows the user to record the sound from an audio bus. This can include all " -"audio output by Pandemonium when used on the \"Master\" audio bus.\n" +"audio output by Godot when used on the \"Master\" audio bus.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "It sets and gets the format in which the audio file will be recorded (8-bit, " "16-bit, or compressed). It checks whether or not the recording is active, " @@ -9434,7 +9563,7 @@ msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml #: doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml -msgid "Pandemonium 3.2 will get new audio features" +msgid "Godot 3.2 will get new audio features" msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml @@ -9486,7 +9615,12 @@ msgid "" msgstr "" #: doc/classes/AudioServer.xml -msgid "Returns the names of all audio input devices detected on the system." +msgid "" +"Returns the names of all audio input devices detected on the system.\n" +"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " +"[code]true[/code] for audio input to work. See also that setting's " +"description for caveats related to permissions and operating system privacy " +"settings." msgstr "" #: doc/classes/AudioServer.xml @@ -9647,12 +9781,16 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "" -"Name of the current device for audio input (see [method get_device_list]). " -"On systems with multiple audio inputs (such as analog, USB and HDMI audio), " -"this can be used to select the audio input device. The value " -"[code]\"Default\"[/code] will record audio on the system-wide default audio " -"input. If an invalid device name is set, the value will be reverted back to " -"[code]\"Default\"[/code]." +"Name of the current device for audio input (see [method " +"capture_get_device_list]). On systems with multiple audio inputs (such as " +"analog, USB and HDMI audio), this can be used to select the audio input " +"device. The value [code]\"Default\"[/code] will record audio on the system-" +"wide default audio input. If an invalid device name is set, the value will " +"be reverted back to [code]\"Default\"[/code].\n" +"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " +"[code]true[/code] for audio input to work. See also that setting's " +"description for caveats related to permissions and operating system privacy " +"settings." msgstr "" #: doc/classes/AudioServer.xml @@ -9800,6 +9938,21 @@ msgid "" "GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript." msgstr "" +#: doc/classes/AudioStreamMicrophone.xml +msgid "Plays real-time audio input data." +msgstr "" + +#: doc/classes/AudioStreamMicrophone.xml +msgid "" +"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] " +"plays back microphone input in real-time. This can be used in conjunction " +"with [AudioEffectCapture] to process the data or save it.\n" +"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " +"[code]true[/code] for audio input to work. See also that setting's " +"description for caveats related to permissions and operating system privacy " +"settings." +msgstr "" + #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "MP3 audio stream driver." msgstr "" @@ -9875,7 +10028,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml -msgid "Bus on which this audio is playing." +msgid "" +"Bus on which this audio is playing.\n" +"[b]Note:[/b] When setting this property, keep in mind that no validation is " +"performed to see if the given name matches an existing bus. This is because " +"audio bus layouts might be loaded after this property is set. If this given " +"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" +"code]." msgstr "" #: doc/classes/AudioStreamPlayer.xml @@ -9934,7 +10093,10 @@ msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" -"Plays audio that dampens with distance from screen center.\n" +"Plays audio that dampens with distance from a given position.\n" +"By default, audio is heard from the screen center. This can be changed by " +"adding a [Listener2D] node to the scene and enabling it by calling [method " +"Listener2D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set " @@ -10040,7 +10202,13 @@ msgid "" msgstr "" #: doc/classes/AudioStreamPlayer3D.xml -msgid "The bus on which this audio is playing." +msgid "" +"The bus on which this audio is playing.\n" +"[b]Note:[/b] When setting this property, keep in mind that no validation is " +"performed to see if the given name matches an existing bus. This is because " +"audio bus layouts might be loaded after this property is set. If this given " +"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" +"code]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml @@ -10349,8 +10517,15 @@ msgstr "" #: doc/classes/BakedLightmap.xml msgid "" -"When enabled, the lightmapper will merge the textures for all meshes into a " -"single large layered texture. Not supported in GLES2." +"If [code]true[/code], the lightmapper will merge the textures for all meshes " +"into one or several large layered textures. If [code]false[/code], every " +"mesh will get its own lightmap texture, which is less efficient.\n" +"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] " +"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If " +"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is " +"[code]true[/code], consider baking lightmaps with [member atlas_generate] " +"set to [code]false[/code] so that the resulting lightmap is visible in both " +"GLES3 and GLES2." msgstr "" #: doc/classes/BakedLightmap.xml @@ -10651,7 +10826,7 @@ msgstr "" #: doc/classes/BaseButton.xml msgid "" "[i]Deprecated.[/i] This property has been deprecated due to redundancy and " -"will be removed in Pandemonium 4.0. This property no longer has any effect when " +"will be removed in Godot 4.0. This property no longer has any effect when " "set. Please use [member Control.focus_mode] instead." msgstr "" @@ -10772,7 +10947,7 @@ msgstr "" msgid "Matrices and transforms" msgstr "" -#: doc/classes/Basis.xml doc/classes/Quaternion.xml doc/classes/Transform.xml +#: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml msgid "Using 3D transforms" msgstr "" @@ -10807,14 +10982,14 @@ msgid "" "Constructs a pure rotation basis matrix from the given Euler angles (in the " "YXZ convention: when *composing*, first Y, then X, and Z last), given in the " "vector format as (X angle, Y angle, Z angle).\n" -"Consider using the [Quaternion] constructor instead, which uses a quaternion " +"Consider using the [Quat] constructor instead, which uses a quaternion " "instead of Euler angles." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a pure rotation basis matrix, rotated around the given " -"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a " +"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a " "normalized vector." msgstr "" @@ -10838,7 +11013,7 @@ msgid "" "vector contains the rotation angles in the format (X angle, Y angle, Z " "angle).\n" "Consider using the [method get_rotation_quat] method instead, which returns " -"a [Quaternion] quaternion instead of Euler angles." +"a [Quat] quaternion instead of Euler angles." msgstr "" #: doc/classes/Basis.xml @@ -10847,7 +11022,7 @@ msgid "" "sphere, lying along the vectors (x,y,z) with each component being either -1, " "0, or 1, and returns the index of the point best representing the " "orientation of the object. It is mainly used by the [GridMap] editor. For " -"further details, refer to the Pandemonium source code." +"further details, refer to the Godot source code." msgstr "" #: doc/classes/Basis.xml @@ -10884,8 +11059,8 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"Introduce an additional rotation around the given axis by phi (radians). The " -"axis must be a normalized vector." +"Introduce an additional rotation around the given axis by [code]angle[/code] " +"(in radians). The axis must be a normalized vector." msgstr "" #: doc/classes/Basis.xml @@ -11475,6 +11650,29 @@ msgstr "" msgid "Emitted when one of the buttons of the group is pressed." msgstr "" +#: doc/classes/CallbackTweener.xml +msgid "Calls the specified method after optional delay." +msgstr "" + +#: doc/classes/CallbackTweener.xml +msgid "" +"[CallbackTweener] is used to call a method in a tweening sequence. See " +"[method SceneTreeTween.tween_callback] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way " +"to create [CallbackTweener]. Any [CallbackTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/CallbackTweener.xml +msgid "" +"Makes the callback call delayed by given time in seconds. Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() " +"after 2 seconds\n" +"[/codeblock]" +msgstr "" + #: doc/classes/Camera.xml msgid "Camera node, displays from a point of view." msgstr "" @@ -11498,7 +11696,7 @@ msgid "" msgstr "" #: doc/classes/Camera.xml -msgid "Returns the camera's RID from the [RenderingServer]." +msgid "Returns the camera's RID from the [VisualServer]." msgstr "" #: doc/classes/Camera.xml @@ -11553,17 +11751,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -11576,7 +11774,7 @@ msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/" "code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in " -"world space units." +"world space units. See also [member frustum_offset]." msgstr "" #: doc/classes/Camera.xml @@ -11621,7 +11819,12 @@ msgstr "" #: doc/classes/Camera.xml msgid "" -"If [code]true[/code], the ancestor [Viewport] is currently using this camera." +"If [code]true[/code], the ancestor [Viewport] is currently using this " +"camera.\n" +"If multiple cameras are in the scene, one will always be made current. For " +"example, if two [Camera] nodes are present in the scene and only one is " +"current, setting one camera's [member current] to [code]false[/code] will " +"cause the other camera to be made current." msgstr "" #: doc/classes/Camera.xml @@ -11638,7 +11841,7 @@ msgid "" msgstr "" #: doc/classes/Camera.xml -msgid "The [Environment3D3D] to use for this camera." +msgid "The [Environment] to use for this camera." msgstr "" #: doc/classes/Camera.xml @@ -11664,7 +11867,9 @@ msgstr "" msgid "" "The camera's frustum offset. This can be changed from the default to create " "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-" -"shearing[/url]." +"shearing[/url].\n" +"[b]Note:[/b] Only effective if [member projection] is [constant " +"PROJECTION_FRUSTUM]." msgstr "" #: doc/classes/Camera.xml @@ -11692,9 +11897,9 @@ msgstr "" #: doc/classes/Camera.xml msgid "" -"The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"The camera's size in meters measured as the diameter of the width or height, " +"depending on [member keep_aspect]. Only applicable in orthogonal and frustum " +"modes." msgstr "" #: doc/classes/Camera.xml @@ -11782,8 +11987,8 @@ msgstr "" msgid "2D Isometric Demo" msgstr "" -#: doc/classes/Camera2D.xml doc/classes/Environment3D.xml -#: doc/classes/WorldEnvironment3D.xml +#: doc/classes/Camera2D.xml doc/classes/Environment.xml +#: doc/classes/WorldEnvironment.xml msgid "2D HDR Demo" msgstr "" @@ -12019,10 +12224,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -12035,10 +12242,10 @@ msgstr "" #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Pandemonium will start capturing frames from the camera " +"device. When enabled, Godot will start capturing frames from the camera " "which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " -"textures and need to be combined in a shader. Pandemonium does this automatically " +"textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " "background." msgstr "" @@ -12094,12 +12301,12 @@ msgid "Camera is mounted at the back of the device." msgstr "" #: doc/classes/CameraServer.xml -msgid "Server keeping track of different cameras accessible in Pandemonium." +msgid "Server keeping track of different cameras accessible in Godot." msgstr "" #: doc/classes/CameraServer.xml msgid "" -"The [CameraServer] keeps track of different cameras accessible in Pandemonium. " +"The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera.\n" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " @@ -12189,13 +12396,14 @@ msgid "" "inherit and extend their parent's transform. [CanvasItem] is extended by " "[Control] for anything GUI-related, and by [Node2D] for anything related to " "the 2D engine.\n" -"Any [CanvasItem] can draw. For this, [method update] must be called, then " -"[constant NOTIFICATION_DRAW] will be received on idle time to request " -"redraw. Because of this, canvas items don't need to be redrawn on every " -"frame, improving the performance significantly. Several functions for " +"Any [CanvasItem] can draw. For this, [method update] is called by the " +"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " +"request redraw. Because of this, canvas items don't need to be redrawn on " +"every frame, improving the performance significantly. Several functions for " "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] " -"functions). However, they can only be used inside the [method Object." -"_notification], signal or [method _draw] virtual functions.\n" +"functions). However, they can only be used inside [method _draw], its " +"corresponding [method Object._notification] or methods connected to the " +"[signal draw] signal.\n" "Canvas items are drawn in tree order. By default, children are on top of " "their parents so a root [CanvasItem] will be drawn behind everything. This " "behavior can be changed on a per-item basis.\n" @@ -12221,15 +12429,26 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Overridable function called by the engine (if defined) to draw the canvas " -"item." +"Called when [CanvasItem] has been requested to redraw (when [method update] " +"is called, either manually or by the engine).\n" +"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method " +"Object._notification]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a unfilled arc between the given angles. The larger the value of " "[code]point_count[/code], the smoother the curve. See also [method " -"draw_circle]." +"draw_circle].\n" +"[b]Note:[/b] Line drawing is not accelerated by batching if " +"[code]antialiased[/code] is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedRegularPolygon2D node. That node relies on a texture with custom " +"mipmaps to perform antialiasing. 2D batching is also still supported with " +"those antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12240,22 +12459,42 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " -"draw_polyline] and [method draw_polygon]." +"Draws a colored, filled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon].\n" +"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " +"As a workaround, install the [url=https://github.com/godot-extended-" +"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then " +"create an AntialiasedRegularPolygon2D node. That node relies on a texture " +"with custom mipmaps to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored polygon of any amount of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole " -"polygon." +"polygon.\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased. See also [method draw_multiline] and [method " -"draw_polyline]." +"draw_polyline].\n" +"[b]Note:[/b] Line drawing is not accelerated by batching if " +"[code]antialiased[/code] is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " +"perform antialiasing. 2D batching is also still supported with those " +"antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12271,7 +12510,12 @@ msgid "" "draw_line] calls. To draw interconnected lines, use [method draw_polyline] " "instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " -"not implemented and have no effect." +"not implemented and have no effect. As a workaround, install the " +"[url=https://github.com/godot-extended-libraries/godot-antialiased-" +"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " +"node. That node relies on a texture with custom mipmaps to perform " +"antialiasing. 2D batching is also still supported with those antialiased " +"lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12283,7 +12527,12 @@ msgid "" "calls. To draw interconnected lines, use [method draw_polyline_colors] " "instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " -"not implemented and have no effect." +"not implemented and have no effect. As a workaround, install the " +"[url=https://github.com/godot-extended-libraries/godot-antialiased-" +"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " +"node. That node relies on a texture with custom mipmaps to perform " +"antialiasing. 2D batching is also still supported with those antialiased " +"lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12297,7 +12546,13 @@ msgid "" "Draws a solid polygon of any amount of points, convex or concave. Unlike " "[method draw_colored_polygon], each point's color can be changed " "individually. See also [method draw_polyline] and [method " -"draw_polyline_colors]." +"draw_polyline_colors].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12306,7 +12561,13 @@ msgid "" "[code]width[/code] and optional antialiasing. When drawing large amounts of " "lines, this is faster than using individual [method draw_line] calls. To " "draw disconnected lines, use [method draw_multiline] instead. See also " -"[method draw_polygon]." +"[method draw_polygon].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12316,7 +12577,13 @@ msgid "" "line segments match by index between [code]points[/code] and [code]colors[/" "code]. When drawing large amounts of lines, this is faster than using " "individual [method draw_line] calls. To draw disconnected lines, use [method " -"draw_multiline_colors] instead. See also [method draw_polygon]." +"draw_multiline_colors] instead. See also [method draw_polygon].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12334,10 +12601,16 @@ msgid "" "rectangle will be filled with the [code]color[/code] specified. If " "[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a " "stroke with the [code]color[/code] and [code]width[/code] specified. If " -"[code]antialiased[/code] is [code]true[/code], the lines will be " -"antialiased.\n" +"[code]antialiased[/code] is [code]true[/code], the lines will attempt to " +"perform antialiasing using OpenGL line smoothing.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only " -"effective if [code]filled[/code] is [code]false[/code]." +"effective if [code]filled[/code] is [code]false[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12404,7 +12677,7 @@ msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Returns the canvas item RID used by [RenderingServer] for this item." +msgid "Returns the canvas item RID used by [VisualServer] for this item." msgstr "" #: doc/classes/CanvasItem.xml @@ -12472,12 +12745,12 @@ msgid "" "to children." msgstr "" -#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml +#: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and all its antecedents are " "also visible. If any antecedent is hidden, this node will not be visible in " -"the scene tree." +"the scene tree, and is consequently not drawn (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml @@ -12492,20 +12765,24 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], children will be updated with " -"local transform data." +"If [code]enable[/code] is [code]true[/code], this node will receive " +"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform " +"changes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], children will be updated with " -"global transform data." +"If [code]enable[/code] is [code]true[/code], this node will receive " +"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" #: doc/classes/CanvasItem.xml @@ -12518,8 +12795,10 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be " -"called on idle time to request redraw." +"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " +"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " +"This only occurs [b]once[/b] per frame, even if this method has been called " +"multiple times." msgstr "" #: doc/classes/CanvasItem.xml @@ -12567,8 +12846,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Emitted when the [CanvasItem] must redraw. This can only be connected " -"realtime, as deferred will not allow drawing." +"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related " +"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] " +"is called.\n" +"[b]Note:[/b] Deferred connections do not allow drawing through the " +"[code]draw_*[/code] methods." msgstr "" #: doc/classes/CanvasItem.xml @@ -12619,13 +12901,18 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"The [CanvasItem]'s transform has changed. This notification is only received " -"if enabled by [method set_notify_transform] or [method " -"set_notify_local_transform]." +"The [CanvasItem]'s global transform has changed. This notification is only " +"received if enabled by [method set_notify_transform]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "The [CanvasItem] is requested to draw." +msgid "" +"The [CanvasItem]'s local transform has changed. This notification is only " +"received if enabled by [method set_notify_local_transform]." +msgstr "" + +#: doc/classes/CanvasItem.xml +msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml @@ -12750,7 +13037,10 @@ msgstr "" #: doc/classes/CanvasLayer.xml msgid "" -"Sets the layer to follow the viewport in order to simulate a pseudo 3D " +"If enabled, the [CanvasLayer] will use the viewport's transform, so it will " +"move when camera moves instead of being anchored in a fixed position on the " +"screen.\n" +"Together with [member follow_viewport_scale] it can be used for a pseudo 3D " "effect." msgstr "" @@ -13434,8 +13724,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml -#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13456,17 +13745,17 @@ msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" -"code] in the the [member collision_layer].\n" +"code] in the [member collision_layer].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" -"code] in the the [member collision_layer]." +"code] in the [member collision_layer]." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" -"code] in the the [member collision_mask].\n" +"code] in the [member collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" -"code] in the the [member collision_mask]." +"code] in the [member collision_mask]." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml @@ -13576,7 +13865,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -13737,7 +14029,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13768,12 +14062,13 @@ msgstr "" #: doc/classes/CollisionShape.xml msgid "" -"Editor facility for creating and editing collision shapes in 3D space. You " -"can use this node to represent all sorts of collision shapes, for example, " -"add this to an [Area] to give it a detection shape, or add it to a " -"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-" -"only helper to create shapes, use [method CollisionObject." -"shape_owner_get_shape] to get the actual shape." +"Editor facility for creating and editing collision shapes in 3D space. Set " +"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this " +"is an Editor-only helper to create shapes, use [method CollisionObject." +"shape_owner_get_shape] to get the actual shape.\n" +"You can use this node to represent all sorts of collision shapes, for " +"example, add this to an [Area] to give it a detection shape, or add it to a " +"[PhysicsBody] to create a solid object." msgstr "" #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml @@ -13810,12 +14105,13 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" -"Editor facility for creating and editing collision shapes in 2D space. You " -"can use this node to represent all sorts of collision shapes, for example, " -"add this to an [Area2D] to give it a detection shape, or add it to a " -"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an " -"Editor-only helper to create shapes, use [method CollisionObject2D." -"shape_owner_get_shape] to get the actual shape." +"Editor facility for creating and editing collision shapes in 2D space. Set " +"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this " +"is an Editor-only helper to create shapes, use [method CollisionObject2D." +"shape_owner_get_shape] to get the actual shape.\n" +"You can use this node to represent all sorts of collision shapes, for " +"example, add this to an [Area2D] to give it a detection shape, or add it to " +"a [PhysicsBody2D] to create a solid object." msgstr "" #: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml @@ -13833,7 +14129,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -13896,7 +14194,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -13934,9 +14232,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -13955,8 +14253,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -13972,8 +14270,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14064,16 +14362,16 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each byte " -"represents a color channel). RGBA is Pandemonium's default format.\n" +"represents a color channel). RGBA is Godot's default format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Prints 4286526463\n" @@ -14083,7 +14381,7 @@ msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each word " -"represents a color channel). RGBA is Pandemonium's default format.\n" +"represents a color channel). RGBA is Godot's default format.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # Prints -140736629309441\n" @@ -14973,7 +15271,15 @@ msgid "" "area. This shape is created by feeding a list of triangles.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to " "work with static [PhysicsBody] nodes like [StaticBody] and will not work " -"with [KinematicBody] or [RigidBody] with a mode other than Static." +"with [KinematicBody] or [RigidBody] with a mode other than Static.\n" +"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] 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 [MeshInstance] node) may " +"give unexpected results: when using Godot Physics, the area will only detect " +"collisions with the triangle faces in the [ConcavePolygonShape] (and not " +"with any \"inside\" of the shape, for example), and when using Bullet " +"Physics the area will not detect any collisions with the concave shape at " +"all (this is a known bug)." msgstr "" #: doc/classes/ConcavePolygonShape.xml @@ -14999,7 +15305,11 @@ msgid "" "The main difference between a [ConvexPolygonShape2D] and a " "[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and " "uses a more complex method of collision detection, and a convex one forces " -"itself to be convex in order to speed up collision detection." +"itself to be convex in order to speed up collision detection.\n" +"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] " +"node) may give unexpected results: the area will only detect collisions with " +"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of " +"the shape, for example)." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml @@ -15128,7 +15438,7 @@ msgid "" "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " -"standardized, Pandemonium's ConfigFile formatting may differ from files written by " +"standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" @@ -15304,11 +15614,11 @@ msgid "" "or the current viewport, and margins that represent an offset to the anchor. " "The margins update automatically when the node, any of its parents, or the " "screen size change.\n" -"For more information on Pandemonium's UI system, anchors, margins, and containers, " +"For more information on Godot's UI system, anchors, margins, and containers, " "see the related tutorials in the manual. To build flexible UIs, you'll need " "a mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]User Interface nodes and input[/b]\n" -"Pandemonium sends input events to the scene's root node first, by calling [method " +"Godot sends input events to the scene's root node first, by calling [method " "Node._input]. [method Node._input] forwards the event down the node tree to " "the nodes under the mouse cursor, or on keyboard focus. To do so, it calls " "[method MainLoop._input_event]. Call [method accept_event] so no other node " @@ -15329,7 +15639,7 @@ msgid "" "[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you " "can't access their values using [method Object.get] and [method Object.set]. " "Instead, use [method get_color], [method get_constant], [method get_font], " -"[method get_theme_icon], [method get_theme_stylebox], and the [code]add_*_override[/" +"[method get_icon], [method get_stylebox], and the [code]add_*_override[/" "code] methods provided by this class." msgstr "" @@ -15514,7 +15824,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Pandemonium calls this method to test if [code]data[/code] from a control's " +"Godot calls this method to test if [code]data[/code] from a control's " "[method get_drag_data] can be dropped at [code]position[/code]. " "[code]position[/code] is local to this control.\n" "This method should only be used to test the data. Process the data in " @@ -15529,8 +15839,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Pandemonium calls this method to pass you the [code]data[/code] from a control's " -"[method get_drag_data] result. Pandemonium first calls [method can_drop_data] to " +"Godot calls this method to pass you the [code]data[/code] from a control's " +"[method get_drag_data] result. Godot first calls [method can_drop_data] to " "test if [code]data[/code] is allowed to drop at [code]position[/code] where " "[code]position[/code] is local to this control.\n" "[codeblock]\n" @@ -15621,7 +15931,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Pandemonium calls this method to get data that can be dragged and dropped onto " +"Godot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no " "data to drag. Controls that want to receive drop data should implement " "[method can_drop_data] and [method drop_data]. [code]position[/code] is " @@ -15740,7 +16050,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Steal the focus from another control and become the focused control (see " -"[member focus_mode])." +"[member focus_mode]).\n" +"[b]Note[/b]: Using this method together with [method Object.call_deferred] " +"makes it more reliable, especially when called inside [method Node._ready]." msgstr "" #: doc/classes/Control.xml @@ -15841,6 +16153,13 @@ msgid "" "See [method add_stylebox_override]." msgstr "" +#: doc/classes/Control.xml +msgid "" +"Returns [code]true[/code] if a drag operation is successful. Alternative to " +"[method Viewport.gui_is_drag_successful].\n" +"Best used with [constant Node.NOTIFICATION_DRAG_END]." +msgstr "" + #: doc/classes/Control.xml msgid "" "Invalidates the size cache in this node and in parent nodes up to toplevel. " @@ -16089,55 +16408,55 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Pandemonium which node it should give keyboard focus to if the user presses " +"Tells Godot which node it should give keyboard focus to if the user presses " "the down arrow on the keyboard or down on a gamepad by default. You can " "change the key by editing the [code]ui_down[/code] input action. The node " -"must be a [Control]. If this property is not set, Pandemonium will give focus to " +"must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Pandemonium which node it should give keyboard focus to if the user presses " +"Tells Godot which node it should give keyboard focus to if the user presses " "the left arrow on the keyboard or left on a gamepad by default. You can " "change the key by editing the [code]ui_left[/code] input action. The node " -"must be a [Control]. If this property is not set, Pandemonium will give focus to " +"must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the left of this one." msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Pandemonium which node it should give keyboard focus to if the user presses " +"Tells Godot which node it should give keyboard focus to if the user presses " "the right arrow on the keyboard or right on a gamepad by default. You can " "change the key by editing the [code]ui_right[/code] input action. The node " -"must be a [Control]. If this property is not set, Pandemonium will give focus to " +"must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Pandemonium which node it should give keyboard focus to if the user presses " +"Tells Godot which node it should give keyboard focus to if the user presses " "the top arrow on the keyboard or top on a gamepad by default. You can change " "the key by editing the [code]ui_top[/code] input action. The node must be a " -"[Control]. If this property is not set, Pandemonium will give focus to the closest " +"[Control]. If this property is not set, Godot will give focus to the closest " "[Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Pandemonium which node it should give keyboard focus to if the user presses " +"Tells Godot which node it should give keyboard focus to if the user presses " "Tab on a keyboard by default. You can change the key by editing the " "[code]ui_focus_next[/code] input action.\n" -"If this property is not set, Pandemonium will select a \"best guess\" based on " +"If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Pandemonium which node it should give keyboard focus to if the user presses " +"Tells Godot which node it should give keyboard focus to if the user presses " "Shift+Tab on a keyboard by default. You can change the key by editing the " "[code]ui_focus_prev[/code] input action.\n" -"If this property is not set, Pandemonium will select a \"best guess\" based on " +"If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" @@ -16224,7 +16543,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"The default cursor shape for this control. Useful for Pandemonium plugins and " +"The default cursor shape for this control. Useful for Godot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." @@ -16262,8 +16581,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "By default, the node's pivot is its top-left corner. When you change its " -"[member rect_scale], it will scale around this pivot. Set this property to " -"[member rect_size] / 2 to center the pivot in the node's rectangle." +"[member rect_rotation] or [member rect_scale], it will rotate or scale " +"around this pivot. Set this property to [member rect_size] / 2 to pivot " +"around the Control's center." msgstr "" #: doc/classes/Control.xml @@ -16446,7 +16766,7 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Sent when the node's [member theme] changes, right before Pandemonium redraws the " +"Sent when the node's [member theme] changes, right before Godot redraws the " "control. Happens when you call one of the [code]add_*_override[/code] " "methods." msgstr "" @@ -16491,14 +16811,14 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Show the system's wait mouse cursor, often an hourglass, when the user " -"hovers the node." +"Show the system's wait mouse cursor when the user hovers the node. Often an " +"hourglass." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " -"hourglass." +"arrow with a small hourglass." msgstr "" #: doc/classes/Control.xml @@ -17482,7 +17802,7 @@ msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml msgid "" "Normal map to be used for the [member texture] property.\n" -"[b]Note:[/b] Pandemonium expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." @@ -17525,7 +17845,7 @@ msgstr "" #: doc/classes/Crypto.xml msgid "" "The Crypto class allows you to access some more advanced cryptographic " -"functionalities in Pandemonium.\n" +"functionalities in Godot.\n" "For now, this includes generating cryptographically secure random bytes, RSA " "keys and self-signed X509 certificates generation, asymmetric key encryption/" "decryption, and signing/verification.\n" @@ -17652,8 +17972,7 @@ msgid "" "saved like any other [Resource].\n" "They can be used to generate a self-signed [X509Certificate] via [method " "Crypto.generate_self_signed_certificate] and as private key in [method " -"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n" -"[b]Note:[/b] Not available in HTML5 exports." +"StreamPeerSSL.accept_stream] along with the appropriate certificate." msgstr "" #: doc/classes/CryptoKey.xml @@ -18020,7 +18339,7 @@ msgstr "" #: modules/csg/doc_classes/CSGShape.xml msgid "" "This is the CSG base class that provides CSG operation support to the " -"various CSG nodes in Pandemonium.\n" +"various CSG nodes in Godot.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG " @@ -18199,6 +18518,23 @@ msgid "" "have a flat shaded look." msgstr "" +#: modules/mono/doc_classes/CSharpScript.xml +msgid "" +"A script implemented in the C# programming language (Mono-enabled builds " +"only)." +msgstr "" + +#: modules/mono/doc_classes/CSharpScript.xml +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" +"See also [GodotSharp]." +msgstr "" + +#: modules/mono/doc_classes/CSharpScript.xml +#: modules/gdnative/doc_classes/PluginScript.xml +msgid "Returns a new instance of the script." +msgstr "" #: doc/classes/CubeMap.xml msgid "A CubeMap is a 6-sided 3D texture." @@ -18441,7 +18777,9 @@ msgstr "" msgid "" "A curve that can be saved and re-used for other objects. By default, it " "ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions " -"points relative to the [code]0.5[/code] Y position." +"points relative to the [code]0.5[/code] Y position.\n" +"See also [Gradient] which is designed for color interpolation. See also " +"[Curve2D] and [Curve3D]." msgstr "" #: doc/classes/Curve.xml @@ -18592,14 +18930,15 @@ msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" -"Adds a point to a curve at [code]position[/code], with control points " -"[code]in[/code] and [code]out[/code].\n" -"If [code]at_position[/code] is given, the point is inserted before the point " -"number [code]at_position[/code], moving that point (and every point after) " -"after the inserted point. If [code]at_position[/code] is not given, or is an " -"illegal value ([code]at_position <0[/code] or [code]at_position >= [method " -"get_point_count][/code]), the point will be appended at the end of the point " -"list." +"Adds a point with the specified [code]position[/code] relative to the " +"curve's own position, with control points [code]in[/code] and [code]out[/" +"code]. Appends the new point at the end of the point list.\n" +"If [code]index[/code] is given, the new point is inserted before the " +"existing point identified by index [code]index[/code]. Every existing point " +"starting from [code]index[/code] is shifted further down the list of points. " +"The index must be greater than or equal to [code]0[/code] and must not " +"exceed the number of existing points in the line. See [method " +"get_point_count]." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml @@ -18867,11 +19206,14 @@ msgid "" msgstr "" #: doc/classes/CurveTexture.xml -msgid "The [code]curve[/code] rendered onto the texture." +msgid "The [Curve] that is rendered onto the texture." msgstr "" #: doc/classes/CurveTexture.xml -msgid "The width of the texture." +msgid "" +"The width of the texture (in pixels). Higher values make it possible to " +"represent high-frequency data better (such as sudden direction changes), at " +"the cost of increased generation time and memory usage." msgstr "" #: doc/classes/CylinderMesh.xml @@ -19015,7 +19357,7 @@ msgid "" "accessing the dictionary with isn't a fixed string (such as a number or " "variable).\n" "[codeblock]\n" -"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n" +"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "func _ready():\n" " # We can't use dot syntax here as `my_color` is a variable.\n" @@ -19156,6 +19498,13 @@ msgstr "" msgid "Returns the list of keys in the [Dictionary]." msgstr "" +#: doc/classes/Dictionary.xml +msgid "" +"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, " +"duplicate keys will not be copied over, unless [code]overwrite[/code] is " +"[code]true[/code]." +msgstr "" + #: doc/classes/Dictionary.xml msgid "Returns the number of keys in the dictionary." msgstr "" @@ -19180,13 +19529,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Amount of extra bias for shadow splits that are far away. If self-shadowing " -"occurs only on the splits far away, increasing this value can fix them." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19196,7 +19549,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19213,23 +19570,23 @@ msgstr "" msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 1 to split 2. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 2 to split 3. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19432,9 +19789,11 @@ msgstr "" #: doc/classes/Directory.xml msgid "" -"Deletes the target file or an empty directory. The argument can be relative " -"to the current directory, or an absolute path. If the target directory is " -"not empty, the operation will fail.\n" +"Permanently deletes the target file or an empty directory. The argument can " +"be relative to the current directory, or an absolute path. If the target " +"directory is not empty, the operation will fail.\n" +"If you don't want to delete the file/directory permanently, use [method OS." +"move_to_trash] instead.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" @@ -19549,9 +19908,8 @@ msgid "" "main font.\n" "DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library " "for rasterization. Supported formats are TrueType ([code].ttf[/code]), " -"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/" -"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] " -"supported.\n" +"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), " +"and Web Open Font Format 2 ([code].woff2[/code]).\n" "[codeblock]\n" "var dynamic_font = DynamicFont.new()\n" "dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" @@ -19844,7 +20202,7 @@ msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "An editor feature profile can be used to disable specific features of the " -"Pandemonium editor. When disabled, the features won't appear in the editor, which " +"Godot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " @@ -19897,7 +20255,7 @@ msgstr "" msgid "" "Saves the editor feature profile to a file in JSON format. It can then be " "imported using the feature profile manager's [b]Import[/b] button or the " -"[method load_from_file] button." +"[method load_from_file] method." msgstr "" #: doc/classes/EditorFeatureProfile.xml @@ -20143,7 +20501,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml -msgid "Returns [code]true[/code] of the filesystem is being scanned." +msgid "Returns [code]true[/code] if the filesystem is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml @@ -20156,7 +20514,7 @@ msgstr "" #: doc/classes/EditorFileSystem.xml msgid "" -"Update a file information. Call this if an external program (not Pandemonium) " +"Update a file information. Call this if an external program (not Godot) " "modified the file." msgstr "" @@ -20391,7 +20749,7 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"Gets the Pandemonium resource type associated with this loader. e.g. " +"Gets the Godot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" @@ -20418,18 +20776,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -20546,12 +20920,12 @@ msgid "" msgstr "" #: doc/classes/EditorInterface.xml -msgid "Pandemonium editor's interface." +msgid "Godot editor's interface." msgstr "" #: doc/classes/EditorInterface.xml msgid "" -"EditorInterface gives you control over Pandemonium editor's window. It allows " +"EditorInterface gives you control over Godot editor's window. It allows " "customizing the window, saving and (re-)loading scenes, rendering mesh " "previews, inspecting and editing resources and objects, and provides access " "to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], " @@ -20581,7 +20955,7 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "" -"Returns the main container of Pandemonium editor's window. For example, you can " +"Returns the main container of Godot editor's window. For example, you can " "use it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor " @@ -21038,7 +21412,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Returns the [EditorInterface] object that gives you control over Pandemonium " +"Returns the [EditorInterface] object that gives you control over Godot " "editor's window and its functionalities." msgstr "" @@ -21063,14 +21437,14 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Override this method in your plugin to provide the name of the plugin when " -"displayed in the Pandemonium editor.\n" +"displayed in the Godot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -21078,9 +21452,23 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the state of your plugin editor. This is used when saving the scene (so " -"state is kept when opening it again) and for switching tabs (so state can be " -"restored when the tab returns)." +"Override this method to provide a state data you want to be saved, like view " +"position, grid settings, folding, etc. This is used when saving the scene " +"(so state is kept when opening it again) and for switching tabs (so state " +"can be restored when the tab returns). This data is automatically saved for " +"each scene in an [code]editstate[/code] file in the editor metadata folder. " +"If you want to store global (scene-independent) editor data for your plugin, " +"you can use [method get_window_layout] instead.\n" +"Use [method set_state] to restore your saved state.\n" +"[b]Note:[/b] This method should not be used to save important settings that " +"should persist with the project.\n" +"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be " +"stored and restored correctly.\n" +"[codeblock]\n" +"func get_state():\n" +" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" +" return state\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml @@ -21091,9 +21479,18 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the GUI layout of the plugin. This is used to save the project's editor " -"layout when [method queue_save_layout] is called or the editor layout was " -"changed(For example changing the position of a dock)." +"Override this method to provide the GUI layout of the plugin or any other " +"data you want to be stored. This is used to save the project's editor layout " +"when [method queue_save_layout] is called or the editor layout was changed " +"(for example changing the position of a dock). The data is stored in the " +"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n" +"Use [method set_window_layout] to restore your saved layout.\n" +"[codeblock]\n" +"func get_window_layout(configuration):\n" +" configuration.set_value(\"MyPlugin\", \"window_position\", $Window." +"position)\n" +" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml @@ -21206,11 +21603,30 @@ msgid "" msgstr "" #: doc/classes/EditorPlugin.xml -msgid "Restore the state saved by [method get_state]." +msgid "" +"Restore the state saved by [method get_state]. This method is called when " +"the current scene tab is changed in the editor.\n" +"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise " +"it will not be recognized and this method will not be called.\n" +"[codeblock]\n" +"func set_state(data):\n" +" zoom = data.get(\"zoom\", 1.0)\n" +" preferred_color = data.get(\"my_color\", Color.white)\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml -msgid "Restore the plugin GUI layout saved by [method get_window_layout]." +msgid "" +"Restore the plugin GUI layout and data saved by [method get_window_layout]. " +"This method is called for every plugin on editor startup. Use the provided " +"[code]configuration[/code] file to read your saved data.\n" +"[codeblock]\n" +"func set_window_layout(configuration):\n" +" $Window.position = configuration.get_value(\"MyPlugin\", " +"\"window_position\", Vector2())\n" +" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " +"Color.white)\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml @@ -21377,7 +21793,7 @@ msgid "Emitted when selected. Used internally." msgstr "" #: doc/classes/EditorResourcePicker.xml -msgid "Pandemonium editor's control for selecting [Resource] type properties." +msgid "Godot editor's control for selecting [Resource] type properties." msgstr "" #: doc/classes/EditorResourcePicker.xml @@ -21604,6 +22020,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -21660,7 +22084,7 @@ msgid "" "Scripts extending this class and implementing its [method _run] method can " "be executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is " -"useful for adding custom in-editor functionality to Pandemonium. For more complex " +"useful for adding custom in-editor functionality to Godot. For more complex " "additions, consider using [EditorPlugin]s instead.\n" "[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n" "[b]Example script:[/b]\n" @@ -21669,11 +22093,11 @@ msgid "" "extends EditorScript\n" "\n" "func _run():\n" -" print(\"Hello from the Pandemonium Editor!\")\n" +" print(\"Hello from the Godot Editor!\")\n" "[/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 Pandemonium [b]Output[/b] dock." +"the usual Godot [b]Output[/b] dock." msgstr "" #: doc/classes/EditorScript.xml @@ -21696,7 +22120,7 @@ msgstr "" #: doc/classes/EditorScriptPicker.xml msgid "" -"Pandemonium editor's control for selecting the [code]script[/code] property of a " +"Godot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" @@ -21768,7 +22192,7 @@ msgid "" "are generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Property names use slash delimiters to distinguish sections. Setting values " "can be of any [Variant] type. It's recommended to use [code]snake_case[/" -"code] for editor settings to be consistent with the Pandemonium editor itself.\n" +"code] for editor settings to be consistent with the Godot editor itself.\n" "Accessing the settings can be done using the following methods, such as:\n" "[codeblock]\n" "# `settings.set(\"some/property\", value)` also works as this class " @@ -22167,7 +22591,7 @@ msgid "" msgstr "" #: doc/classes/EditorSpinSlider.xml -msgid "Pandemonium editor's control for editing numeric values." +msgid "Godot editor's control for editing numeric values." msgstr "" #: doc/classes/EditorSpinSlider.xml @@ -22177,6 +22601,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -22341,12 +22769,13 @@ msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a commit [Dictionary] item. [code]msg[/code] is " -"the commit message of the commit. [code]author[/code] is a human-readable " -"string containing the author's details, e.g. the email and name configured " -"in the VCS. [code]id[/code] is the identifier of the commit, in whichever " -"format your VCS may provide an identifier to commits. [code]date[/code] is " -"directly added to the commit item and displayed in the editor, and hence, it " -"shall be a well-formatted, human-readable date string." +"the commit message of the commit. [code]author[/code] is a single human-" +"readable string containing all the author's details, e.g. the email and name " +"configured in the VCS. [code]id[/code] is the identifier of the commit, in " +"whichever format your VCS may provide an identifier to commits. " +"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was " +"created. [code]offset_minutes[/code] is the timezone offset in minutes, " +"recorded from the system timezone where the commit was created." msgstr "" #: doc/classes/EditorVCSInterface.xml @@ -22507,12 +22936,12 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Pandemonium and included third party " +"Returns Dictionary of licenses used by Godot and included third party " "components." msgstr "" #: doc/classes/Engine.xml -msgid "Returns Pandemonium license text." +msgid "Returns Godot license text." msgstr "" #: doc/classes/Engine.xml @@ -22543,7 +22972,7 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns a global singleton with given [code]name[/code]. Often used for " -"plugins, e.g. [code]PandemoniumPayment[/code] on Android." +"plugins, e.g. [code]GodotPayment[/code] on Android." msgstr "" #: doc/classes/Engine.xml @@ -22602,7 +23031,7 @@ msgid "" "else:\n" " simulate_physics()\n" "[/codeblock]\n" -"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running " +"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" "[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " "(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the " @@ -22616,17 +23045,17 @@ msgstr "" msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " -"should generally always be set to [code]60[/code] or above, as Pandemonium doesn't " +"should generally always be set to [code]60[/code] or above, as Godot doesn't " "interpolate the physics step. As a result, values lower than [code]60[/code] " "will look stuttery. This value can be increased to make input more reactive " "or work around collision tunneling issues, but keep in mind doing so will " "increase CPU usage. See also [member target_fps] and [member ProjectSettings." -"physics/common/physics_ticks_per_second].\n" +"physics/common/physics_fps].\n" "[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at " "most. If more than 8 physics ticks have to be simulated per rendered frame " "to keep up with rendering, the game will appear to slow down (even if " "[code]delta[/code] is used consistently in physics calculations). Therefore, " -"it is recommended not to increase [member Engine.physics_ticks_per_second] " +"it is recommended not to increase [member Engine.iterations_per_second] " "above 240. Otherwise, the game will slow down when the rendering framerate " "goes below 30 FPS." msgstr "" @@ -22674,15 +23103,15 @@ msgid "" "speed." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" -"Resource for environment nodes (like [WorldEnvironment3D3D]) that define " +"Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" -"Resource for environment nodes (like [WorldEnvironment3D3D]) that define " +"Resource for environment nodes (like [WorldEnvironment]) that define " "multiple environment operations (such as background [Sky] or [Color], " "ambient light, fog, depth-of-field...). These parameters affect the final " "render of the scene. The order of these operations is:\n" @@ -22704,26 +23133,26 @@ msgid "" "the same time affects the screen display on mobile devices." msgstr "" -#: doc/classes/Environment3D.xml doc/classes/WorldEnvironment3D.xml -msgid "Environment3D and post-processing" +#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml +msgid "Environment and post-processing" msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Light transport in game engines" msgstr "" -#: doc/classes/Environment3D.xml doc/classes/Material.xml doc/classes/Mesh.xml -#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment3D.xml +#: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml +#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml msgid "3D Material Testers Demo" msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Enables or disables the glow level at index [code]idx[/code]. Each level " "relies on the previous level. This means that enabling higher glow levels " @@ -22731,26 +23160,26 @@ msgid "" "enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Applies the provided [Texture] resource to affect the global color aspect of " "the rendered scene. Effective only if [code]adjustment_enabled[/code] is " "[code]true[/code]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The global contrast value of the rendered scene (default value is 1). " "Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], enables the [code]adjustment_*[/code] properties " "provided by this resource. If [code]false[/code], modifications to the " @@ -22758,22 +23187,22 @@ msgid "" "scene." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The global color saturation value of the rendered scene (default value is " "1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The ambient light's [Color]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Defines the amount of light that the sky brings on the scene. A value of " "[code]0.0[/code] means that the sky's light emission has no effect on the " @@ -22785,7 +23214,7 @@ msgid "" "between [code]0.0[/code] and [code]1.0[/code] (inclusive)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the " "scene renderer. If [code]true[/code], the renderer will automatically " @@ -22793,156 +23222,156 @@ msgid "" "observed light." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The maximum luminance value for the auto exposure." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The minimum luminance value for the auto exposure." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The ID of the camera feed to show in the background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The [Color] displayed for clear areas of the scene. Only effective when " "using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The power of the light emitted by the background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The background mode. See [enum BGMode] for possible values." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The [Sky] resource defined as background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The [Sky] resource's custom field of view." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as a [Basis]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as Euler angles in radians." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as Euler angles in degrees." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The amount of far blur for the depth-of-field effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The distance from the camera where the far blur effect affects the rendering." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], enables the depth-of-field far blur effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The depth-of-field far blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The length of the transition between the no-blur area and far blur." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The amount of near blur for the depth-of-field effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Distance from the camera where the near blur effect affects the rendering." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], enables the depth-of-field near blur effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The depth-of-field near blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The length of the transition between the near blur and no-blur area." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The fog's [Color]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The fog's depth starting distance from the camera." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The fog depth's intensity curve. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the depth fog effect is enabled. When enabled, fog " "will appear in the distance (relative to the camera)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The fog's depth end distance from the camera. If this value is set to 0, it " "will be equal to the current camera's [member Camera.far] value." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], fog effects are enabled. [member fog_height_enabled] " "and/or [member fog_depth_enabled] must be set to [code]true[/code] to " "actually display fog." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The height fog's intensity. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the height fog effect is enabled. When enabled, fog " "will appear in a defined height range, regardless of the distance from the " @@ -22950,44 +23379,44 @@ msgid "" "performance cost compared to a dedicated shader." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The Y coordinate where the height fog will be the most intense. If this " "value is greater than [member fog_height_min], fog will be displayed from " "bottom to top. Otherwise, it will be displayed from top to bottom." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The Y coordinate where the height fog will be the least intense. If this " "value is greater than [member fog_height_max], fog will be displayed from " "top to bottom. Otherwise, it will be displayed from bottom to top." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The intensity of the depth fog color transition when looking towards the " "sun. The sun's direction is determined automatically using the " "DirectionalLight node in the scene." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The depth fog's [Color] when looking towards the sun." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The intensity of the fog light transmittance effect. Amount of light that " "the fog transmits." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Enables fog's light transmission effect. If [code]true[/code], light will be " "more visible in the fog to simulate light scattering as in real life." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Smooths out the blockiness created by sampling higher levels, at the cost of " "performance.\n" @@ -22995,17 +23424,17 @@ msgid "" "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The glow blending mode." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the glow effect is enabled.\n" "[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/" @@ -23024,24 +23453,24 @@ msgid "" "override." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The bleed scale of the HDR glow." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The lower threshold of the HDR glow. When using the GLES2 renderer (which " "doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be " "visible. A value of [code]0.9[/code] works well in this case." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Takes more samples during downsample pass of glow. This ensures that single " "pixels are captured by glow which makes the glow look smoother and more " @@ -23049,55 +23478,55 @@ msgid "" "post process take twice as long." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The glow intensity. When using the GLES2 renderer, this should be increased " "to 1.5 to compensate for the lack of HDR rendering." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 1st level of glow is enabled. This is the most " "\"local\" level (least blurry)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The glow strength. When using the GLES2 renderer, this should be increased " "to 1.3 to compensate for the lack of HDR rendering." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The depth tolerance for screen-space reflections." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], screen-space reflections are enabled. Screen-space " "reflections are more accurate than reflections from [GIProbe]s or " @@ -23105,58 +23534,58 @@ msgid "" "others." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " "reflected material to the screen-space reflection)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The fade-out distance for screen-space reflections. Affects the area from " "the screen-space reflection to the \"global\" reflection." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " "texture defined. Values higher than [code]0[/code] will make the SSAO effect " "visible in areas darkened by AO textures." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion bias. This should be kept high enough to " "prevent \"smooth\" curves from being affected by ambient occlusion." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The screen-space ambient occlusion color." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The screen-space ambient occlusion edge sharpness." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the screen-space ambient occlusion effect is enabled. " "This darkens objects' corners and cavities to simulate ambient light not " @@ -23167,19 +23596,19 @@ msgid "" "issues." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The primary screen-space ambient occlusion intensity. See also [member " "ssao_radius]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion intensity in direct light. In real life, " "ambient occlusion only applies to indirect light, which means its effects " @@ -23187,17 +23616,17 @@ msgid "" "the SSAO effect visible in direct light." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion quality. Higher qualities will make " "better use of small objects for ambient occlusion, but are slower." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The primary screen-space ambient occlusion radius." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The secondary screen-space ambient occlusion radius. If set to a value " "higher than [code]0[/code], enables the secondary screen-space ambient " @@ -23205,46 +23634,49 @@ msgid "" "the cost of performance)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The default exposure used for tonemapping." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " -"HDR values to be suitable for rendering on a LDR display. (Pandemonium doesn't " +"HDR values to be suitable for rendering on a SDR display. (Godot doesn't " "support rendering on HDR displays yet.)" msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The white reference value for tonemapping. Only effective if the [member " "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" -"Keeps on screen every pixel drawn in the background. This is the fastest " -"background mode, but it can only be safely used in fully-interior scenes (no " -"visible sky or sky reflections). If enabled in a scene where the background " -"is visible, \"ghost trail\" artifacts will be visible when moving the camera." +"Keeps on screen every pixel drawn in the background. Only select this mode " +"if you really need to keep the old data. On modern GPUs it will generally " +"not be faster than clearing the background, and can be significantly slower, " +"particularly on mobile.\n" +"It can only be safely used in fully-interior scenes (no visible sky or sky " +"reflections). If enabled in a scene where the background is visible, \"ghost " +"trail\" artifacts will be visible when moving the camera." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Clears the background using a custom clear color." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Displays a user-defined sky in the background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Clears the background using a custom clear color and allows defining a sky " "for shading and reflection. This mode is slightly faster than [constant " @@ -23252,112 +23684,122 @@ msgid "" "but the sky itself never is (e.g. top-down camera)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Displays a [CanvasLayer] in the background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Displays a camera feed in the background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Represents the size of the [enum BGMode] enum." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Replace glow blending mode. Replaces all pixels' color by the glow value. " "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " -"unmodified." +"unmodified. This can cause bright lighting to look blown out, with " +"noticeable clipping in the output colors." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " -"colors by this formula: [code]color = color / (1 + color)[/code]." +"colors by this formula: [code]color = color / (1 + color)[/code]. This " +"avoids clipping bright highlights, but the resulting image can look a bit " +"dull." msgstr "" -#: doc/classes/Environment3D.xml -msgid "Filmic tonemapper operator." -msgstr "" - -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" -"Academy Color Encoding System tonemapper operator. Performs an approximation " -"of the ACES tonemapping curve." +"Filmic tonemapper operator. This avoids clipping bright highlights, with a " +"resulting image that usually looks more vivid than [constant " +"TONE_MAPPER_REINHARDT]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" -"High quality Academy Color Encoding System tonemapper operator that matches " -"the industry standard. Performs a more physically accurate curve fit which " -"better simulates how light works in the real world. The color of lights and " -"emissive materials will become lighter as the emissive energy increases, and " -"will eventually become white if the light is bright enough to saturate the " -"camera sensor." +"Use the legacy Godot version of the Academy Color Encoding System " +"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES " +"does not handle bright lighting in a physically accurate way. ACES typically " +"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " +"and [constant TONE_MAPPER_FILMIC].\n" +"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " +"of the more accurate [constant TONE_MAPPER_ACES_FITTED]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml +msgid "" +"Use the Academy Color Encoding System tonemapper. ACES is slightly more " +"expensive than other options, but it handles bright lighting in a more " +"realistic fashion by desaturating it as it becomes brighter. ACES typically " +"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " +"and [constant TONE_MAPPER_FILMIC]." +msgstr "" + +#: doc/classes/Environment.xml msgid "Low depth-of-field blur quality (fastest)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Medium depth-of-field blur quality." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "High depth-of-field blur quality (slowest)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" -#: doc/classes/Environment3D.xml -msgid "Low quality for the screen-space ambient occlusion effect." +#: doc/classes/Environment.xml +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment3D.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +#: doc/classes/Environment.xml +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -23544,8 +23986,12 @@ msgstr "" #: doc/classes/File.xml msgid "" -"Returns the whole file as a [String].\n" -"Text is interpreted as being UTF-8 encoded." +"Returns the whole file as a [String]. Text is interpreted as being UTF-8 " +"encoded.\n" +"If [code]skip_cr[/code] is [code]true[/code], carriage return characters " +"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only " +"line feed characters ([code]\\n[/code], LF) represent a new line (Unix " +"convention)." msgstr "" #: doc/classes/File.xml @@ -23662,7 +24108,7 @@ msgstr "" msgid "" "Opens a compressed file for reading or writing.\n" "[b]Note:[/b] [method open_compressed] can only read files that were saved by " -"Pandemonium, not third-party compression formats. See [url=https://github.com/" +"Godot, not third-party compression formats. See [url=https://github.com/" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround." msgstr "" @@ -23892,7 +24338,7 @@ msgid "" "match any string. Filters starting with [code].[/code] (i.e. empty " "filenames) are not allowed.\n" "Example filters: [code]\"*.png ; PNG Images\"[/code], [code]\"project." -"godot ; Pandemonium Project\"[/code]." +"godot ; Godot Project\"[/code]." msgstr "" #: doc/classes/FileDialog.xml @@ -24072,7 +24518,7 @@ msgid "" "Most methods and properties in the engine use 32-bit single-precision " "floating-point numbers instead, equivalent to [code]float[/code] in C++, " "which have 6 reliable decimal digits of precision. For data structures such " -"as [Vector2] and [Vector3], Pandemonium uses 32-bit floating-point numbers.\n" +"as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers.\n" "Math done using the [float] type is not guaranteed to be exact or " "deterministic, and will often result in small errors. You should usually use " "the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] " @@ -24146,7 +24592,7 @@ msgid "" "character in the string.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " -"characters instead. This will be resolved in Pandemonium 4.0." +"characters instead. This will be resolved in Godot 4.0." msgstr "" #: doc/classes/Font.xml @@ -24165,13 +24611,28 @@ msgid "" "[code]next[/code] is passed. clipping the width. [code]position[/code] " "specifies the baseline, not the top. To draw from the top, [i]ascent[/i] " "must be added to the Y axis. The width used by the character is returned, " -"making this function useful for drawing strings character by character." +"making this function useful for drawing strings character by character.\n" +"If [code]outline[/code] is [code]true[/code], the outline of the character " +"is drawn instead of the character itself." msgstr "" #: doc/classes/Font.xml msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "" +#: doc/classes/Font.xml +msgid "" +"Returns outline contours of the glyph as a [code]Dictionary[/code] with the " +"following contents:\n" +"[code]points[/code] - [PoolVector3Array], containing outline points. " +"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is " +"the type of the point, using the [enum ContourPointTag] values.\n" +"[code]contours[/code] - [PoolIntArray], containing indices the end " +"points of each contour.\n" +"[code]orientation[/code] - [bool], contour orientation. If [code]true[/" +"code], clockwise contours must be filled." +msgstr "" + #: doc/classes/Font.xml msgid "" "Returns the size of a character, optionally taking kerning into account if " @@ -24179,6 +24640,26 @@ msgid "" "height (see [method get_height]) and has no relation to the glyph height." msgstr "" +#: doc/classes/Font.xml +msgid "Returns resource id of the cache texture containing the char." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns size of the cache texture containing the char." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns char offset from the baseline." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns size of the char." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns rectangle in the cache texture containing the char." +msgstr "" + #: doc/classes/Font.xml msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" @@ -24210,6 +24691,22 @@ msgid "" "function to propagate changes to controls that might use it." msgstr "" +#: doc/classes/Font.xml +msgid "Contour point is on the curve." +msgstr "" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a conic " +"(quadratic) Bézier arc." +msgstr "" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a cubic " +"Bézier arc." +msgstr "" + #: doc/classes/FuncRef.xml msgid "Reference to a function in an object." msgstr "" @@ -24255,7 +24752,7 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" -"An external library containing functions or script classes to use in Pandemonium." +"An external library containing functions or script classes to use in Godot." msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -24286,10 +24783,10 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" -"If [code]true[/code], Pandemonium loads only one copy of the library and each " +"If [code]true[/code], Godot loads only one copy of the library and each " "script that references the library will share static data like static or " "global variables.\n" -"If [code]false[/code], Pandemonium loads a separate copy of the library into " +"If [code]false[/code], Godot loads a separate copy of the library into " "memory for each script that references it." msgstr "" @@ -24297,7 +24794,7 @@ msgstr "" msgid "" "If [code]true[/code], the editor will temporarily unload the library " "whenever the user switches away from the editor window, allowing the user to " -"recompile the library without restarting Pandemonium.\n" +"recompile the library without restarting Godot.\n" "[b]Note:[/b] If the library defines tool scripts that run inside the editor, " "[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor " "will attempt to unload the tool scripts while they're in use and crash." @@ -24305,11 +24802,11 @@ msgstr "" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" -"If [code]true[/code], Pandemonium loads the library at startup rather than the " +"If [code]true[/code], Godot loads the library at startup rather than the " "first time a script uses the library, calling [code]{prefix}" "gdnative_singleton[/code] after initializing the library (where [code]" "{prefix}[/code] is the value of [member symbol_prefix]). The library remains " -"loaded as long as Pandemonium is running.\n" +"loaded as long as Godot is running.\n" "[b]Note:[/b] A singleton library cannot be [member reloadable]." msgstr "" @@ -24974,14 +25471,14 @@ msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " "point of intersection as [Vector2]. If no intersection takes place, returns " -"an empty [Variant].\n" +"[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" #: doc/classes/Geometry.xml msgid "" "Given an array of [Vector2]s representing tiles, builds an atlas. The " -"returned dictionary has two keys: [code]points[/code] is a vector of " +"returned dictionary has two keys: [code]points[/code] is an array of " "[Vector2] that specifies the positions of each tile, [code]size[/code] " "contains the overall size of the whole atlas as [Vector2]." msgstr "" @@ -25085,8 +25582,8 @@ msgstr "" msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " -"of intersection as [Vector2]. If no intersection takes place, returns an " -"empty [Variant]." +"of intersection as [Vector2]. If no intersection takes place, returns " +"[code]null[/code]." msgstr "" #: doc/classes/Geometry.xml @@ -25338,7 +25835,7 @@ msgstr "" #: doc/classes/GeometryInstance.xml msgid "" -"Unused in this class, exposed for consistency with [enum RenderingServer." +"Unused in this class, exposed for consistency with [enum VisualServer." "InstanceFlags]." msgstr "" @@ -25494,6 +25991,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25506,7 +26047,7 @@ msgid "" "the outer cone angle.\n" "Within this angle, the light is at full brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " -"brightness. When creating a Pandemonium [SpotLight], the ratio between the inner " +"brightness. When creating a Godot [SpotLight], the ratio between the inner " "and outer cone angles is used to calculate the attenuation of the light." msgstr "" @@ -25514,7 +26055,7 @@ msgstr "" msgid "" "The intensity of the light. This is expressed in candelas (lumens per " "steradian) for point and spot lights, and lux (lumens per m²) for " -"directional lights. When creating a Pandemonium light, this value is converted to " +"directional lights. When creating a Godot light, this value is converted to " "a unitless multiplier." msgstr "" @@ -25525,7 +26066,7 @@ msgid "" "At this angle, the light drops off to zero brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. If this angle is a half turn, then the spotlight emits in all " -"directions. When creating a Pandemonium [SpotLight], the outer cone angle is used " +"directions. When creating a Godot [SpotLight], the outer cone angle is used " "as the angle of the spotlight." msgstr "" @@ -25533,16 +26074,120 @@ msgstr "" msgid "" "The range of the light, beyond which the light has no effect. GLTF lights " "with no range defined behave like physical lights (which have infinite " -"range). When creating a Pandemonium light, the range is clamped to 4096." +"range). When creating a Godot light, the range is clamped to 4096." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" -"The type of the light. The values accepted by Pandemonium are \"point\", \"spot\", " -"and \"directional\", which correspond to Pandemonium's [OmniLight], [SpotLight], " +"The type of the light. The values accepted by Godot are \"point\", \"spot\", " +"and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], " "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + +#: modules/mono/doc_classes/GodotSharp.xml +msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." +msgstr "" + +#: modules/mono/doc_classes/GodotSharp.xml +msgid "" +"This class is a bridge between Godot and the Mono runtime. It exposes " +"several low-level operations and is only available in Mono-enabled Godot " +"builds.\n" +"See also [CSharpScript]." +msgstr "" + +#: modules/mono/doc_classes/GodotSharp.xml +msgid "Attaches the current thread to the Mono runtime." +msgstr "" + +#: modules/mono/doc_classes/GodotSharp.xml +msgid "Detaches the current thread from the Mono runtime." +msgstr "" + +#: modules/mono/doc_classes/GodotSharp.xml +msgid "" +"Returns the current MonoDomain ID.\n" +"[b]Note:[/b] The Mono runtime must be initialized for this method to work " +"(use [method is_runtime_initialized] to check). If the Mono runtime isn't " +"initialized at the time this method is called, the engine will crash." +msgstr "" + +#: modules/mono/doc_classes/GodotSharp.xml +msgid "" +"Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as " +"[method get_domain_id], unless the scripts domain isn't loaded.\n" +"[b]Note:[/b] The Mono runtime must be initialized for this method to work " +"(use [method is_runtime_initialized] to check). If the Mono runtime isn't " +"initialized at the time this method is called, the engine will crash." +msgstr "" + +#: modules/mono/doc_classes/GodotSharp.xml +msgid "" +"Returns [code]true[/code] if the domain is being finalized, [code]false[/" +"code] otherwise." +msgstr "" + +#: modules/mono/doc_classes/GodotSharp.xml +msgid "" +"Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/" +"code] otherwise." +msgstr "" + +#: modules/mono/doc_classes/GodotSharp.xml +msgid "" +"Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/" +"code] otherwise." +msgstr "" + +#: modules/mono/doc_classes/GodotSharp.xml +msgid "" +"Returns [code]true[/code] if the scripts domain is loaded, [code]false[/" +"code] otherwise." +msgstr "" + #: doc/classes/Gradient.xml msgid "" "A color interpolator resource which can be used to generate colors between " @@ -25552,10 +26197,13 @@ msgstr "" #: doc/classes/Gradient.xml msgid "" "Given a set of colors, this resource will interpolate them in order. This " -"means that if you have color 1, color 2 and color 3, the ramp will " -"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp " -"will initially have 2 colors (black and white), one (black) at ramp lower " -"offset 0 and the other (white) at the ramp higher offset 1." +"means that if you have color 1, color 2 and color 3, the gradient will " +"interpolate from color 1 to color 2 and from color 2 to color 3. The " +"gradient will initially have 2 colors (black and white), one (black) at " +"gradient lower offset 0 and the other (white) at the gradient higher offset " +"1.\n" +"See also [Curve] which supports more complex easing methods, but does not " +"support colors." msgstr "" #: doc/classes/Gradient.xml @@ -25595,10 +26243,23 @@ msgstr "" msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + #: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -25609,7 +26270,8 @@ msgid "" "will be filled from left to right using colors obtained from the gradient. " "This means the texture does not necessarily represent an exact copy of the " "gradient, but instead an interpolation of samples obtained from the gradient " -"at fixed steps (see [member width])." +"at fixed steps (see [member width]). See also [GradientTexture2D] and " +"[CurveTexture]." msgstr "" #: doc/classes/GradientTexture.xml @@ -25631,7 +26293,8 @@ msgid "" "repeat] types using colors obtained from the gradient. The texture does not " "necessarily represent an exact copy of the gradient, but instead an " "interpolation of samples obtained from the gradient at fixed steps (see " -"[member width] and [member height])." +"[member width] and [member height]). See also [GradientTexture] and " +"[CurveTexture]." msgstr "" #: doc/classes/GradientTexture2D.xml @@ -25671,7 +26334,7 @@ msgstr "" msgid "" "If [code]true[/code], the generated texture will support high dynamic range " "([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work " -"if [member Environment3D.glow_enabled] is [code]true[/code]. If [code]false[/" +"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/" "code], the generated texture will use low dynamic range; overbright colors " "will be clamped ([constant Image.FORMAT_RGBA8] format)." msgstr "" @@ -25905,7 +26568,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]." msgstr "" #: doc/classes/GraphEdit.xml -msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit." +msgid "" +"Emitted when a GraphNode is attempted to be removed from the GraphEdit. " +"Provides a list of node names to be removed (all selected nodes, excluding " +"nodes without closing button)." msgstr "" #: doc/classes/GraphEdit.xml @@ -26433,6 +27099,12 @@ msgid "" "[code]pos[/code] should be in the GridMap's local coordinate space." msgstr "" +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" +"If [code]true[/code], this GridMap uses cell navmesh resources to create " +"navigation regions." +msgstr "" + #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" @@ -26483,6 +27155,10 @@ msgstr "" msgid "The assigned [MeshLibrary]." msgstr "" +#: modules/gridmap/doc_classes/GridMap.xml +msgid "The navigation layers the GridMap generates its navigation regions in." +msgstr "" + #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Overrides the default friction and bounce physics properties for the whole " @@ -26558,8 +27234,7 @@ msgid "" " var res = ctx.finish()\n" " # Print the result as hex string and array.\n" " printt(res.hex_encode(), Array(res))\n" -"[/codeblock]\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[/codeblock]" msgstr "" #: doc/classes/HashingContext.xml @@ -26617,14 +27292,14 @@ msgstr "" #: doc/classes/HeightMapShape.xml msgid "" -"Depth of the height map data. Changing this will resize the [member " -"map_data]." +"Number of vertices in the depth of the height map. Changing this will resize " +"the [member map_data]." msgstr "" #: doc/classes/HeightMapShape.xml msgid "" -"Width of the height map data. Changing this will resize the [member " -"map_data]." +"Number of vertices in the width of the height map. Changing this will resize " +"the [member map_data]." msgstr "" #: doc/classes/HFlowContainer.xml @@ -26646,7 +27321,8 @@ msgid "" "[Generic6DOFJoint]." msgstr "" -#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml +#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml +#: doc/classes/SpriteBase3D.xml msgid "Returns the value of the specified flag." msgstr "" @@ -26737,7 +27413,7 @@ msgid "" "[/codeblock]\n" "And in C# we can use the following.\n" "[codeblock]\n" -"using Pandemonium;\n" +"using Godot;\n" "using System;\n" "using System.Diagnostics;\n" "\n" @@ -26934,8 +27610,8 @@ msgstr "" msgid "" "Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used " "to make HTTP requests to download web content, upload files and other data " -"or to communicate with various services, among other use cases. [b]See the " -"[HTTPRequest] node for a higher-level alternative.[/b]\n" +"or to communicate with various services, among other use cases.\n" +"See the [HTTPRequest] node for a higher-level alternative.\n" "[b]Note:[/b] This client only needs to connect to a host once (see [method " "connect_to_host]) to send multiple requests. Because of this, methods that " "take URLs usually take just the part after the host instead of the full URL, " @@ -27707,7 +28383,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -27811,7 +28487,11 @@ msgid "" msgstr "" #: doc/classes/HTTPRequest.xml -msgid "Maximum allowed size for response bodies." +msgid "" +"Maximum allowed size for response bodies ([code]-1[/code] means no limit). " +"When only small files are expected, this can be used to prevent disallow " +"receiving files that are too large, preventing potential denial of service " +"attacks." msgstr "" #: doc/classes/HTTPRequest.xml @@ -27823,11 +28503,33 @@ msgid "" msgstr "" #: doc/classes/HTTPRequest.xml -msgid "The file to download into. Will output any received file into it." +msgid "" +"The file to download into. If set to a non-empty string, the request output " +"will be written to the file located at the path. If a file already exists at " +"the specified location, it will be overwritten as soon as body data begins " +"to be received.\n" +"[b]Note:[/b] Folders are not automatically created when the file is created. " +"If [member download_file] points to a subfolder, it's recommended to create " +"the necessary folders beforehand using [method Directory.make_dir_recursive] " +"to ensure the file can be written." msgstr "" #: doc/classes/HTTPRequest.xml -msgid "Maximum number of allowed redirects." +msgid "" +"Maximum number of allowed redirects. This is used to prevent endless " +"redirect loops." +msgstr "" + +#: doc/classes/HTTPRequest.xml +msgid "" +"If set to a value greater than [code]0.0[/code] before the request starts, " +"the HTTP request will time out after [code]timeout[/code] seconds have " +"passed and the request is not [i]completed[/i] yet. For small HTTP requests " +"such as REST API usage, set [member timeout] to a value between [code]10.0[/" +"code] and [code]30.0[/code] to prevent the application from getting stuck if " +"the request fails to get a response in a timely manner. For file downloads, " +"leave this to [code]0.0[/code] to prevent the download from failing if it " +"takes too much time." msgstr "" #: doc/classes/HTTPRequest.xml @@ -27906,34 +28608,42 @@ msgstr "" #: doc/classes/Image.xml msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " -"at coordinates [code]dest[/code]." +"at coordinates [code]dest[/code], clipped accordingly to both image bounds. " +"This image and [code]src[/code] image [b]must[/b] have the same format. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " -"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha " -"channels are required for both [code]src[/code] and [code]mask[/code]. " -"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the " -"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and " -"[code]mask[/code] image [b]must[/b] have the same size (width and height) " -"but they can have different formats." +"using [code]mask[/code] image at coordinates [code]dst[/code], clipped " +"accordingly to both image bounds. Alpha channels are required for both " +"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and " +"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha " +"value is not 0. This image and [code]src[/code] image [b]must[/b] have the " +"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] " +"have the same size (width and height) but they can have different formats. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " -"coordinates [code]dst[/code]." +"coordinates [code]dst[/code], clipped accordingly to both image bounds. This " +"image and [code]src[/code] image [b]must[/b] have the same format. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Blits [code]src_rect[/code] area from [code]src[/code] image to this image " -"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is " -"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's " -"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image " -"[b]must[/b] have the same size (width and height) but they can have " -"different formats." +"at the coordinates given by [code]dst[/code], clipped accordingly to both " +"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the " +"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and " +"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] " +"image and [code]mask[/code] image [b]must[/b] have the same size (width and " +"height) but they can have different formats. [code]src_rect[/code] with not " +"positive size is treated as empty." msgstr "" #: doc/classes/Image.xml @@ -28122,7 +28832,7 @@ msgstr "" #: doc/classes/Image.xml msgid "" "Loads an image from the binary contents of a BMP file.\n" -"[b]Note:[/b] Pandemonium's BMP module doesn't support 16-bit per pixel images. " +"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. " "Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported." msgstr "" @@ -28186,7 +28896,7 @@ msgid "" "Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/" "code] is [code]true[/code] and the image has only one channel, it will be " "saved explicitly as monochrome rather than one red channel. This function " -"will return [constant ERR_UNAVAILABLE] if Pandemonium was compiled without the " +"will return [constant ERR_UNAVAILABLE] if Godot was compiled without the " "TinyEXR module.\n" "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which " "means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is " @@ -28690,7 +29400,7 @@ msgstr "" #: doc/classes/ImageTexture.xml msgid "" "Loads an image from a file path and creates a texture from it.\n" -"[b]Note:[/b] This method is deprecated and will be removed in Pandemonium 4.0, use " +"[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use " "[method Image.load] and [method create_from_image] instead." msgstr "" @@ -28707,7 +29417,7 @@ msgid "" "new texture each time." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/RenderingServer.xml +#: doc/classes/ImageTexture.xml doc/classes/VisualServer.xml msgid "Resizes the texture to the specified dimensions." msgstr "" @@ -28746,7 +29456,7 @@ msgid "" "data that change every frame. It will be slow when handling large amounts of " "mesh data. If mesh data doesn't change often, use [ArrayMesh], " "[MeshDataTool] or [SurfaceTool] instead.\n" -"[b]Note:[/b] Pandemonium uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes.\n" "[b]Note:[/b] In case of missing points when handling large amounts of mesh " @@ -28841,7 +29551,7 @@ msgstr "" msgid "" "Sends all input events which are in the current buffer to the game loop. " "These events may have been buffered as a result of accumulated input " -"([method set_use_accumulated_input]) or agile input flushing ([member " +"([member use_accumulated_input]) or agile input flushing ([member " "ProjectSettings.input_devices/buffering/agile_event_flushing]).\n" "The engine will already do this itself at key execution points (at least " "once per frame). However, this can be useful in advanced cases where you " @@ -28866,9 +29576,9 @@ msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use " "[method get_action_strength] instead.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -28878,9 +29588,9 @@ msgid "" "or L2, R2 triggers) is from the dead zone, the closer the value will be to " "1. If the action is mapped to a control that has no axis as the keyboard, " "the value returned will be 0 or 1.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -28989,10 +29699,6 @@ msgid "" "the same time, the bits are added together." msgstr "" -#: doc/classes/Input.xml -msgid "Returns the mouse mode. See the constants for more information." -msgstr "" - #: doc/classes/Input.xml msgid "" "Gets an input vector by specifying four actions for the positive and " @@ -29013,9 +29719,9 @@ msgid "" "the button.\n" "This is useful for code that needs to run only once when an action is " "pressed, instead of every frame while it's pressed.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events.\n" +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " "return [code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -29027,9 +29733,9 @@ msgid "" "Returns [code]true[/code] when the user stops pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user released the " "button.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -29038,9 +29744,9 @@ msgid "" "an action has multiple buttons assigned and more than one of them is " "pressed, releasing one button will release the action, even if some other " "button assigned to this action is still pressed.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events.\n" +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -29186,24 +29892,6 @@ msgid "" "sensor value on Android and iOS." msgstr "" -#: doc/classes/Input.xml -msgid "Sets the mouse mode. See the constants for more information." -msgstr "" - -#: doc/classes/Input.xml -msgid "" -"Enables or disables the accumulation of similar input events sent by the " -"operating system. When input accumulation is enabled, all input events " -"generated during a frame will be merged and emitted when the frame is done " -"rendering. Therefore, this limits the number of input method calls per " -"second to the rendering FPS.\n" -"Input accumulation is enabled by default. It can be disabled to get slightly " -"more precise/reactive input at the cost of increased CPU usage. In " -"applications where drawing freehand lines is required, input accumulation " -"should generally be disabled while the user is drawing the line to get " -"results that closely follow the actual input." -msgstr "" - #: doc/classes/Input.xml msgid "" "Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " @@ -29223,9 +29911,14 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Vibrate Android and iOS devices.\n" -"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export " -"settings. iOS does not support duration." +"Vibrate handheld devices.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n" +"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] " +"permission in the export preset.\n" +"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and " +"later.\n" +"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not " +"support this method." msgstr "" #: doc/classes/Input.xml @@ -29237,6 +29930,27 @@ msgid "" "MOUSE_MODE_CONFINED]." msgstr "" +#: doc/classes/Input.xml +msgid "Controls the mouse mode. See [enum MouseMode] for more information." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"If [code]true[/code], similar input events sent by the operating system are " +"accumulated. When input accumulation is enabled, all input events generated " +"during a frame will be merged and emitted when the frame is done rendering. " +"Therefore, this limits the number of input method calls per second to the " +"rendering FPS.\n" +"Input accumulation can be disabled to get slightly more precise/reactive " +"input at the cost of increased CPU usage. In applications where drawing " +"freehand lines is required, input accumulation should generally be disabled " +"while the user is drawing the line to get results that closely follow the " +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is " +"recommended to keep it enabled for games which don't require very reactive " +"input, as this will decrease CPU usage." +msgstr "" + #: doc/classes/Input.xml msgid "Emitted when a joypad device has been connected or disconnected." msgstr "" @@ -29286,15 +30000,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"This cursor shape denotes that the application isn't usable during the " +"operation (e.g. something is blocking its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"This cursor shape denotes that the application is still usable during the " +"operation." msgstr "" #: doc/classes/Input.xml @@ -29390,18 +30104,18 @@ msgstr "" msgid "" "Returns a value between 0.0 and 1.0 depending on the given actions' state. " "Useful for getting the value of events of type [InputEventJoypadMotion].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event matches a pre-defined action " "of any type.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml @@ -29410,9 +30124,9 @@ msgid "" "an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is " "[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] " "or [InputEventScreenDrag].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events.\n" +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -29424,9 +30138,9 @@ msgid "" "Returns [code]true[/code] if the given action is released (i.e. not " "pressed). Not relevant for events of type [InputEventMouseMotion] or " "[InputEventScreenDrag].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml @@ -29457,9 +30171,9 @@ msgid "" "event. Only valid for action events i.e key ([InputEventKey]), button " "([InputEventMouseButton] or [InputEventJoypadButton]), axis " "[InputEventJoypadMotion] or action ([InputEventAction]) events.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml @@ -29545,8 +30259,8 @@ msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "" -"Represents the pressure the user puts on the button with his finger, if the " -"controller supports it. Ranges from [code]0[/code] to [code]1[/code]." +"Represents the pressure the user puts on the button with their finger, if " +"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]." msgstr "" #: doc/classes/InputEventJoypadMotion.xml @@ -29654,8 +30368,8 @@ msgid "" "To receive input events from MIDI devices, you need to call [method OS." "open_midi_inputs]. You can check which devices are detected using [method OS." "get_connected_midi_inputs].\n" -"Note that Pandemonium does not currently support MIDI output, so there is no way " -"to emit MIDI signals from Pandemonium. Only MIDI input works." +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." msgstr "" #: doc/classes/InputEventMIDI.xml @@ -29808,10 +30522,14 @@ msgstr "" msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input].\n" -"[b]Note:[/b] By default, this event is only emitted once per frame rendered " -"at most. If you need more precise input reporting, call [method Input." -"set_use_accumulated_input] with [code]false[/code] to make events emitted as " -"often as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] The behavior of this event is affected by the value of [member " +"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/" +"pen motion events received from the OS will be merged to emit an accumulated " +"event only once per frame rendered at most. When set to [code]false[/code], " +"the events will be emitted as received, which means that they can be emitted " +"multiple times per frame rendered, allowing for precise input reporting at " +"the expense of CPU usage.\n" +"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider " "implementing [url=https://en.wikipedia.org/wiki/" "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to " "avoid visible gaps in lines if the user is moving the mouse quickly." @@ -29821,6 +30539,12 @@ msgstr "" msgid "Mouse and input coordinates" msgstr "" +#: doc/classes/InputEventMouseMotion.xml +msgid "" +"Returns [code]true[/code] when using the eraser end of a stylus pen.\n" +"[b]Note:[/b] This property is implemented on Linux, macOS and Windows." +msgstr "" + #: doc/classes/InputEventMouseMotion.xml msgid "" "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/" @@ -29989,13 +30713,18 @@ msgid "" "This method ignores keyboard modifiers if the given [InputEvent] is not " "pressed (for proper release detection). See [method action_has_event] if you " "don't want this behavior.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputMap.xml -msgid "Returns an array of [InputEvent]s associated with a given action." +msgid "" +"Returns an array of [InputEvent]s associated with a given action.\n" +"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), " +"this method will return events for the editor action. If you want to access " +"your project's input binds from the editor, read the [code]input/*[/code] " +"settings from [ProjectSettings]." msgstr "" #: doc/classes/InputMap.xml @@ -30034,7 +30763,11 @@ msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "" -"Not thread-safe. Use [method Object.call_deferred] if calling from a thread." +"Call this method to actually load in the node. The created node will be " +"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene " +"tree. The [Node]'s reference is also returned for convenience.\n" +"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object." +"call_deferred] if calling from a thread." msgstr "" #: doc/classes/InstancePlaceholder.xml @@ -30044,6 +30777,16 @@ msgid "" "Object.call_deferred] if calling from a thread." msgstr "" +#: doc/classes/InstancePlaceholder.xml +msgid "" +"Returns the list of properties that will be applied to the node when [method " +"create_instance] is called.\n" +"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/" +"code] (note the leading period) is added to the dictionary. This [code]." +"order[/code] key is an [Array] of [String] property names specifying the " +"order in which properties will be applied (with index 0 being the first)." +msgstr "" + #: doc/classes/InstancePlaceholder.xml msgid "" "Replaces this placeholder by the scene handed as an argument, or the " @@ -30110,7 +30853,7 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" -"[i]Deprecated (will be removed in Pandemonium 4.0).[/i] InterpolatedCamera is a " +"[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a " "[Camera] which smoothly moves to match a target node's position and " "rotation.\n" "If it is not [member enabled] or does not have a valid target set, " @@ -30127,6 +30870,11 @@ msgid "" "automatically." msgstr "" +#: doc/classes/InterpolatedCamera.xml +msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + #: doc/classes/InterpolatedCamera.xml msgid "" "How quickly the camera moves toward its target. Higher values will result in " @@ -30137,6 +30885,19 @@ msgstr "" msgid "The target's [NodePath]." msgstr "" +#: doc/classes/IntervalTweener.xml +msgid "Creates an idle interval in a [SceneTreeTween] animation." +msgstr "" + +#: doc/classes/IntervalTweener.xml +msgid "" +"[IntervalTweener] is used to make delays in a tweening sequence. See [method " +"SceneTreeTween.tween_interval] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way " +"to create [IntervalTweener]. Any [IntervalTweener] created manually will not " +"function correctly." +msgstr "" + #: doc/classes/IP.xml msgid "Internet protocol (IP) support functions such as DNS resolution." msgstr "" @@ -30280,7 +31041,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -31008,7 +31780,7 @@ msgid "" "[b]Note:[/b] The JSON specification does not define integer or float types, " "but only a [i]number[/i] type. Therefore, parsing a JSON text will convert " "all numerical values to [float] types.\n" -"[b]Note:[/b] JSON objects do not preserve key order like Pandemonium dictionaries, " +"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, " "thus, you should not rely on keys being in a certain order if a dictionary " "is constructed from JSON. In contrast, JSON arrays retain the order of their " "elements:\n" @@ -31584,7 +32356,7 @@ msgid "" "mouse filter.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " -"characters instead. This will be resolved in Pandemonium 4.0." +"characters instead. This will be resolved in Godot 4.0." msgstr "" #: doc/classes/Label.xml @@ -31643,11 +32415,11 @@ msgid "" "screen. Useful to animate the text in a dialog box." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "The text to display on screen." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "" @@ -31661,35 +32433,35 @@ msgstr "" msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows centered." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the right." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Expand row whitespaces to fit the width." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the top." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the center." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the bottom." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text by spreading the rows." msgstr "" @@ -31731,6 +32503,192 @@ msgstr "" msgid "Background [StyleBox] for the [Label]." msgstr "" +#: doc/classes/Label3D.xml +msgid "Displays plain text in a 3D world." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Label3D displays plain text in a 3D world. It gives you control over the " +"horizontal and vertical alignment." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Returns a [TriangleMesh] with the label's vertices following its current " +"configuration (such as its [member pixel_size])." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], the specified flag will be enabled. See [enum Label3D." +"DrawFlags] for a list of flags." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " +"possible values." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +msgid "Threshold at which the alpha scissor will discard values." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "If [code]true[/code], wraps the text to the [member width]." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"The billboard mode to use for the label. See [enum SpatialMaterial." +"BillboardMode] for possible values." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], text can be seen from the back as well, if " +"[code]false[/code], it is invisible when looking at it from behind." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], the label is rendered at the same size regardless of " +"distance." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "[Font] used for the [Label3D]'s text." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Controls the text's horizontal alignment. Supports left, center, right. Set " +"it to one of the [enum Align] constants." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Vertical space between lines in multiline [Label3D]." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Text [Color] of the [Label3D]." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], depth testing is disabled and the object will be drawn " +"in render order." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The text drawing offset (in pixels)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The tint of [Font]'s outline." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Sets the render priority for the text outline. Higher priority objects will " +"be sorted in front of lower priority objects.\n" +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The size of one pixel's width on the label to scale it in 3D." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Sets the render priority for the text. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], the [Light] in the [Environment] has effects on the " +"label." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Controls the text's vertical alignment. Supports top, center, bottom. Set it " +"to one of the [enum VAlign] constants." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Text width (in pixels), used for autowrap and fill alignment." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "If set, lights in the environment affect the label." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If set, text can be seen from the back as well. If not, the text is " +"invisible when looking at it from behind." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"Disables the depth test, so this object is drawn on top of all others. " +"However, objects drawn after it in the draw order may cover it." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Label is scaled by depth so that it always appears the same size on screen." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +msgid "Represents the size of the [enum DrawFlags] enum." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode performs standard alpha blending. It can display translucent " +"areas, but transparency sorting issues may be visible when multiple " +"transparent materials are overlapping." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode only allows fully transparent or fully opaque pixels. This mode is " +"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n" +"[b]Note:[/b] This mode might have issues with anti-aliased fonts and " +"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode draws fully opaque pixels in the depth prepass. This is slower " +"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " +"allows displaying translucent areas and smooth edges while using proper " +"sorting.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" + #: doc/classes/LargeTexture.xml msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " @@ -31739,7 +32697,7 @@ msgstr "" #: doc/classes/LargeTexture.xml msgid "" -"[i]Deprecated (will be removed in Pandemonium 4.0).[/i] A [Texture] capable of " +"[i]Deprecated (will be removed in Godot 4.0).[/i] A [Texture] capable of " "storing many smaller textures with offsets.\n" "You can dynamically add pieces ([Texture]s) to this [LargeTexture] using " "different offsets." @@ -31848,7 +32806,7 @@ msgstr "" #: doc/classes/Light.xml msgid "" -"The size of the light in Pandemonium units. Only considered in baked lightmaps and " +"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." @@ -32177,8 +33135,9 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"A line through several points in 2D space.\n" -"[b]Note:[/b] By default, Pandemonium can only draw up to 4,096 polygon points at a " +"A line through several points in 2D space. Supports varying width and color " +"over the line's length, texturing, and several cap/joint types.\n" +"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " "[member ProjectSettings.rendering/limits/buffers/" @@ -32187,14 +33146,14 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"Adds a point at the [code]position[/code]. Appends the point at the end of " -"the line.\n" -"If [code]at_position[/code] is given, the point is inserted before the point " -"number [code]at_position[/code], moving that point (and every point after) " -"after the inserted point. If [code]at_position[/code] is not given, or is an " -"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method " -"get_point_count][/code]), the point will be appended at the end of the point " -"list." +"Adds a point with the specified [code]position[/code] relative to the line's " +"own position. Appends the new point at the end of the point list.\n" +"If [code]index[/code] is given, the new point is inserted before the " +"existing point identified by index [code]index[/code]. Every existing point " +"starting from [code]index[/code] is shifted further down the list of points. " +"The index must be greater than or equal to [code]0[/code] and must not " +"exceed the number of existing points in the line. See [method " +"get_point_count]." msgstr "" #: doc/classes/Line2D.xml @@ -32202,27 +33161,36 @@ msgid "Removes all points from the line." msgstr "" #: doc/classes/Line2D.xml -msgid "Returns the Line2D's amount of points." +msgid "Returns the amount of points in the line." msgstr "" #: doc/classes/Line2D.xml -msgid "Returns point [code]i[/code]'s position." +msgid "Returns the position of the point at index [code]index[/code]." msgstr "" #: doc/classes/Line2D.xml -msgid "Removes the point at index [code]i[/code] from the line." +msgid "Removes the point at index [code]index[/code] from the line." msgstr "" #: doc/classes/Line2D.xml msgid "" -"Overwrites the position in point [code]i[/code] with the supplied " -"[code]position[/code]." +"Overwrites the position of the point at index [code]index[/code] with the " +"supplied [code]position[/code]." msgstr "" #: doc/classes/Line2D.xml msgid "" -"If [code]true[/code], the line's border will be anti-aliased.\n" -"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased." +"If [code]true[/code], the line's border will attempt to perform antialiasing " +"by drawing thin OpenGL smooth lines on the line's edges.\n" +"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] " +"is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " +"perform antialiasing. 2D batching is also still supported with those " +"antialiased lines." msgstr "" #: doc/classes/Line2D.xml @@ -32395,7 +33363,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32414,6 +33382,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -32463,6 +33443,13 @@ msgstr "" msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml +#: doc/classes/TextEdit.xml +msgid "" +"If [code]true[/code], the selected text will be deselected when focus is " +"lost." +msgstr "" + #: doc/classes/LineEdit.xml msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " @@ -32498,6 +33485,13 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "" +"If [code]false[/code], using middle mouse button to paste clipboard will be " +"disabled.\n" +"[b]Note:[/b] This method is only implemented on Linux." +msgstr "" + #: doc/classes/LineEdit.xml msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" @@ -32828,9 +33822,9 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" -"[MainLoop] is the abstract base class for a Pandemonium project's game loop. It is " +"[MainLoop] is the abstract base class for a Godot project's game loop. It is " "inherited by [SceneTree], which is the default game loop implementation used " -"in Pandemonium projects, though it is also possible to write and use one's own " +"in Godot projects, though it is also possible to write and use one's own " "[MainLoop] subclass instead of the scene tree.\n" "Upon the application start, a [MainLoop] implementation must be provided to " "the OS; otherwise, the application will exit. This happens automatically " @@ -32909,7 +33903,7 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" "Deprecated callback, does not do anything. Use [method _input_event] to " -"parse text input. Will be removed in Pandemonium 4.0." +"parse text input. Will be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml @@ -32925,37 +33919,37 @@ msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _finalize] instead. Will be " -"removed in Pandemonium 4.0." +"removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _idle] instead. Will be " -"removed in Pandemonium 4.0." +"removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _initialize] instead. Will " -"be removed in Pandemonium 4.0." +"be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_event] instead. Will " -"be removed in Pandemonium 4.0." +"be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _input_text] instead. Will " -"be removed in Pandemonium 4.0." +"be removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml msgid "" "Should not be called manually, override [method _iteration] instead. Will be " -"removed in Pandemonium 4.0." +"removed in Godot 4.0." msgstr "" #: doc/classes/MainLoop.xml @@ -33031,7 +34025,7 @@ msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" -"Notification received from Pandemonium's crash handler when the engine is about to " +"Notification received from Godot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" @@ -33393,11 +34387,11 @@ msgstr "" msgid "Render array as triangle fans." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are normalized." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are relative to base weight." msgstr "" @@ -33445,53 +34439,57 @@ msgid "" "values. Do not use." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) vertex array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) normal array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) tangent array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml -msgid "Flag used to mark a compressed (half float) color array." +#: doc/classes/Mesh.xml +msgid "" +"Flag used to mark a compressed (half float) color array.\n" +"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit " +"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, " +"1)[/code] and reduce colors' precision." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) UV coordinates array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" "Flag used to mark a compressed (half float) UV coordinates array for the " "second UV coordinates." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed bone array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) weight array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed index array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array contains 2D vertices." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" "Flag used to mark that the array uses an octahedral representation of normal " "and tangent vectors rather than cartesian." @@ -33503,7 +34501,10 @@ msgid "" "ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant " "ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant " "ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant " -"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." +"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n" +"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex " +"colors will be stored as 8-bit unsigned integers. This will clamp overbright " +"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision." msgstr "" #: doc/classes/Mesh.xml @@ -33576,7 +34577,7 @@ msgid "" "[/codeblock]\n" "See also [ArrayMesh], [ImmediateGeometry] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Pandemonium uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" @@ -33758,9 +34759,9 @@ msgid "" "MeshInstance is a node that takes a [Mesh] resource and adds it to the " "current scenario by creating an instance of it. This is the class most often " "used to get 3D geometry rendered and can be used to instance a single [Mesh] " -"in many places. This allows to reuse geometry and save on resources. When a " -"[Mesh] has to be instanced more than thousands of times at close proximity, " -"consider using a [MultiMesh] in a [MultiMeshInstance] instead." +"in many places. This allows reusing geometry, which can save on resources. " +"When a [Mesh] has to be instanced more than thousands of times at close " +"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead." msgstr "" #: doc/classes/MeshInstance.xml @@ -33805,15 +34806,56 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns [code]true[/code] if this [MeshInstance] can be merged with the " +"specified [code]other_mesh_instance[/code], using the [method MeshInstance." +"merge_meshes] function.\n" +"In order to be mergeable, properties of the [MeshInstance] must match, and " +"each surface must match, in terms of material, attributes and vertex format." +msgstr "" + +#: doc/classes/MeshInstance.xml +msgid "" +"This function can merge together the data from several source " +"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance " +"the function is called from). This is primarily useful for improving " +"performance by reducing the number of drawcalls and [Node]s.\n" +"Merging should only be attempted for simple meshes that do not contain " +"animation.\n" +"The final vertices can either be returned in global space, or in local space " +"relative to the destination [MeshInstance] global transform (the destination " +"Node must be inside the [SceneTree] for local space to work).\n" +"The function will make a final check for compatibility between the " +"[MeshInstance]s by default, this should always be used unless you have " +"previously checked for compatibility using [method MeshInstance." +"is_mergeable_with]. If the compatibility check is omitted and the meshes are " +"merged, you may see rendering errors.\n" +"[b]Note:[/b] The requirements for similarity between meshes are quite " +"stringent. They can be checked using the [method MeshInstance." +"is_mergeable_with] function prior to calling [method MeshInstance." +"merge_meshes].\n" +"Also note that any initial data in the destination [MeshInstance] data will " +"be discarded." +msgstr "" + +#: doc/classes/MeshInstance.xml +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -33844,9 +34886,10 @@ msgstr "" #: doc/classes/MeshInstance2D.xml msgid "" -"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing " -"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert " -"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"." +"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be " +"automatically created from an existing [Sprite] via a tool in the editor " +"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to " +"MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" #: doc/classes/MeshInstance2D.xml @@ -33856,7 +34899,7 @@ msgstr "" #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml msgid "" "The normal map that will be used if using the default [CanvasItemMaterial].\n" -"[b]Note:[/b] Pandemonium expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." @@ -34001,6 +35044,41 @@ msgstr "" msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" +#: doc/classes/MethodTweener.xml +msgid "" +"Interpolates an abstract value and supplies it to a method called over time." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"[MethodTweener] is similar to a combination of [CallbackTweener] and " +"[PropertyTweener]. It calls a method providing an interpolated value as a " +"parameter. See [method SceneTreeTween.tween_method] for more usage " +"information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to " +"create [MethodTweener]. Any [MethodTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"Sets the time in seconds after which the [MethodTweener] will start " +"interpolating. By default there's no delay." +msgstr "" + +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml +msgid "" +"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " +"default easing is used from the [SceneTreeTween] that contains this Tweener." +msgstr "" + +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml +msgid "" +"Sets the type of used transition from [enum Tween.TransitionType]. If not " +"set, the default transition is used from the [SceneTreeTween] that contains " +"this Tweener." +msgstr "" + #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "Generic mobile VR implementation." msgstr "" @@ -34142,7 +35220,9 @@ msgid "" "existing vertex colors.\n" "For the color to take effect, ensure that [member color_format] is non-" "[code]null[/code] on the [MultiMesh] and [member SpatialMaterial." -"vertex_color_use_as_albedo] is [code]true[/code] on the material." +"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the " +"color doesn't look as expected, make sure the material's albedo color is set " +"to pure white ([code]Color(1, 1, 1)[/code])." msgstr "" #: doc/classes/MultiMesh.xml @@ -34300,7 +35380,7 @@ msgid "" "Nodes by setting the [member Node.custom_multiplayer] property, effectively " "allowing to run both client and server in the same scene.\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " -"detail and isn't meant to be used by non-Pandemonium servers. It may change " +"detail and isn't meant to be used by non-Godot servers. It may change " "without notice." msgstr "" @@ -34569,6 +35649,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -34608,8 +35691,15 @@ msgid "" "found, the one closest to the segment start point is returned." msgstr "" +#: doc/classes/Navigation.xml +msgid "Returns the [RID] of the navigation map on the [NavigationServer]." +msgstr "" + #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -34629,18 +35719,33 @@ msgid "" "This value is used to detect the near edges to connect compatible regions." msgstr "" +#: doc/classes/Navigation.xml +msgid "" +"A bitfield determining all navigation map layers the navigation can use on a " +"[method Navigation.get_simple_path] path query." +msgstr "" + #: doc/classes/Navigation.xml msgid "" "Defines which direction is up. By default, this is [code](0, 1, 0)[/code], " "which is the world's \"up\" direction." msgstr "" +#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationServer.xml +msgid "" +"Emitted when a navigation map is updated, when a region moves or is modified." +msgstr "" + #: doc/classes/Navigation2D.xml msgid "2D navigation and pathfinding node." msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -34660,6 +35765,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -34669,6 +35777,12 @@ msgstr "" msgid "The XY plane cell size to use for fields." msgstr "" +#: doc/classes/Navigation2D.xml +msgid "" +"A bitfield determining all navigation map layers the navigation can use on a " +"[method Navigation2D.get_simple_path] path query." +msgstr "" + #: doc/classes/Navigation2DServer.xml msgid "Server interface for low-level 2D navigation access." msgstr "" @@ -34678,11 +35792,19 @@ msgid "" "Navigation2DServer is the server responsible for all 2D navigation. It " "handles several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation polygons. " -"Together, they define the navigable areas in the 2D world. For two regions " -"to be connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"Together, they define the navigable areas in the 2D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than navigation map [code]edge_connection_margin[/" +"code] to the respective other edge's vertex.\n" +"You may assign navigation layers to regions with [method Navigation2DServer." +"region_set_navigation_layers], which then can be checked upon when " +"requesting a path with [method Navigation2DServer.map_get_path]. This allows " +"allowing or forbidding some areas to 2D objects.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -34699,12 +35821,28 @@ msgstr "" msgid "Creates the agent." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -msgid "Callback called at the end of the RVO process." +msgid "" +"Callback called at the end of the RVO process. If a callback is created " +"manually and the agent is placed on a navigation map it will calculate " +"avoidance for the agent and dispatch the calculated [code]safe_velocity[/" +"code] to the [code]receiver[/code] object with a signal to the chosen " +"[code]method[/code] name.\n" +"[b]Note:[/b] Created callbacks are always processed independently of the " +"SceneTree state as long as the agent is on a navigation map and not freed. " +"To disable the dispatch of a callback from an agent use [method " +"agent_set_callback] again with a [code]null[/code] object as the " +"[code]receiver[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml @@ -34758,10 +35896,56 @@ msgstr "" msgid "Destroys the given RID." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation agents [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -34785,7 +35969,16 @@ msgid "" msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -msgid "Returns the navigation path to reach the destination from the origin." +msgid "" +"Returns the navigation path to reach the destination from the origin. " +"[code]navigation_layers[/code] is a bitmask of all region layers that are " +"allowed to be in the path." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation regions [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml @@ -34796,6 +35989,12 @@ msgstr "" msgid "Sets the map active." msgstr "" +#: doc/classes/Navigation2DServer.xml +msgid "" +"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/" +"b] Currently not implemented." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Set the map cell size used to weld the navigation mesh polygons." msgstr "" @@ -34809,10 +36008,75 @@ msgstr "" msgid "Creates a new region." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the ending point of a connection door. [code]connection[/code] is an " +"index between 0 and the return value of [method " +"region_get_connections_count]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the starting point of a connection door. [code]connection[/code] is " +"an index between 0 and the return value of [method " +"region_get_connections_count]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns how many connections this [code]region[/code] has with other regions " +"in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]region[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the region's navigation layers." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" +#: doc/classes/Navigation2DServer.xml +msgid "" +"Set the region's navigation layers. This allows selecting regions from a " +"path request (when using [method Navigation2DServer.map_get_path])." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the navigation mesh for the region." msgstr "" @@ -34821,6 +36085,10 @@ msgstr "" msgid "Sets the global transformation for the region." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]." +msgstr "" + #: doc/classes/NavigationAgent.xml msgid "3D agent used in navigation for collision avoidance." msgstr "" @@ -34830,9 +36098,16 @@ msgid "" "3D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " -"navigation data to work correctly. This can be done by having the agent as a " -"child of a [Navigation] node, or using [method set_navigation]. " -"[NavigationAgent] is physics safe." +"navigation data to work correctly. By default this node will register to the " +"default [World] navigation map. If this node is a child of a [Navigation] " +"node it will register to the navigation map of the navigation node or the " +"function [method set_navigation] can be used to set the navigation node " +"directly. [NavigationAgent] is physics safe.\n" +"[b]Note:[/b] After [method set_target_location] is used it is required to " +"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." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -34850,7 +36125,15 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "Returns the path from start to finish in global coordinates." +msgid "" +"Returns this agent's current path from start to finish in global " +"coordinates. The path only updates when the target location is changed or " +"the agent requires a repath. The path array is not intended to be used in " +"direct path movement as the agent has its own internal path logic that would " +"get corrupted by changing the path array manually. Use the intended [method " +"get_next_location] once every physics frame to receive the next path point " +"for the agents movement as this function also updates the internal path " +"logic." msgstr "" #: doc/classes/NavigationAgent.xml @@ -34865,11 +36148,28 @@ msgid "" "system." msgstr "" -#: doc/classes/NavigationAgent.xml +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Returns a [Vector3] in global coordinates, that can be moved to, making sure " -"that there are no static objects in the way. If the agent does not have a " -"navigation path, it will return the origin of the agent's parent." +"Returns the [RID] of the navigation map for this NavigationAgent node. This " +"function returns always the map set on the NavigationAgent node and not the " +"map of the abstract agent on the NavigationServer. If the agent map is " +"changed directly with the NavigationServer API the NavigationAgent node will " +"not be aware of the map change. Use [method set_navigation_map] to change " +"the navigation map for the NavigationAgent and also update the agent on the " +"NavigationServer." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the next location in global coordinates that can be moved to, making " +"sure that there are no static objects in the way. If the agent does not have " +"a navigation path, it will return the position of the agent's parent. The " +"use of this function once every physics frame is required to update the " +"internal path logic of the NavigationAgent." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "Returns the [RID] of this agent on the [NavigationServer]." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -34904,6 +36204,12 @@ msgid "" "make the agent a child of a [Navigation] node." msgstr "" +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [RID] of the navigation map this NavigationAgent node should use " +"and also updates the [code]agent[/code] on the NavigationServer." +msgstr "" + #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Sets the user desired final location. This will clear the current navigation " @@ -34918,7 +36224,23 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent.xml -msgid "The agent height offset to match the navigation mesh height." +msgid "" +"The NavigationAgent height offset is subtracted from the y-axis value of any " +"vector path position for this NavigationAgent. The NavigationAgent height " +"offset does not change or influence the navigation mesh or pathfinding query " +"result. Additional navigation maps that use regions with navigation meshes " +"that the developer baked with appropriate agent radius or height values are " +"required to support different-sized agents." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [NavigationServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector3 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." msgstr "" #: doc/classes/NavigationAgent.xml @@ -34935,10 +36257,28 @@ msgstr "" msgid "The maximum speed that an agent can move." msgstr "" +#: doc/classes/NavigationAgent.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationAgent] " +"belongs to. On path requests the agent will ignore navmeshes without at " +"least one matching layer." +msgstr "" + #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "The distance to search for other agents." msgstr "" +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "The maximum distance the agent is allowed away from the ideal path to the " @@ -34946,15 +36286,24 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +#: doc/classes/NavigationAgent.xml +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_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." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -34985,7 +36334,7 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Notifies when the collision avoidance velocity is calculated after a call to " -"[method set_velocity]." +"[method set_velocity]. Only emitted when [member avoidance_enabled] is true." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -34997,9 +36346,16 @@ msgid "" "2D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " -"navigation data to work correctly. This can be done by having the agent as a " -"child of a [Navigation2D] node, or using [method set_navigation]. " -"[NavigationAgent2D] is physics safe." +"navigation data to work correctly. By default this node will register to the " +"default [World2D] navigation map. If this node is a child of a " +"[Navigation2D] node it will register to the navigation map of the navigation " +"node or the function [method set_navigation] can be used to set the " +"navigation node directly. [NavigationAgent2D] is physics safe.\n" +"[b]Note:[/b] After [method set_target_location] is used it is required to " +"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." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -35015,10 +36371,7 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent2D.xml -msgid "" -"Returns a [Vector2] in global coordinates, that can be moved to, making sure " -"that there are no static objects in the way. If the agent does not have a " -"navigation path, it will return the position of the agent's parent." +msgid "Returns the [RID] of this agent on the [Navigation2DServer]." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -35027,6 +36380,31 @@ msgid "" "to make the agent a child of a [Navigation2D] node." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [Navigation2DServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector2 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationAgent2D] " +"belongs to. On path requests the agent will ignore navmeshes without at " +"least one matching layer." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +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_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -35057,8 +36435,8 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"Returns whether the specified [code]bit[/code] of the [member geometry/" -"collision_mask] is set." +"Returns whether the specified [code]bit[/code] of the [member " +"geometry_collision_mask] is set." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml @@ -35080,9 +36458,9 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" -"code] in the [member geometry/collision_mask].\n" +"code] in the [member geometry_collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" -"code] in the [member geometry/collision_mask]." +"code] in the [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml @@ -35096,14 +36474,14 @@ msgid "" "The minimum floor to ceiling height that will still allow the floor area to " "be considered walkable.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/height]." +"multiple of [member cell_height]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The minimum ledge height that is considered to still be traversable.\n" "[b]Note:[/b] While baking, this value will be rounded down to the nearest " -"multiple of [member cell/height]." +"multiple of [member cell_height]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35115,7 +36493,7 @@ msgid "" "The distance to erode/shrink the walkable area of the heightfield away from " "obstructions.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/size]." +"multiple of [member cell_size]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35143,13 +36521,17 @@ msgstr "" msgid "" "The maximum allowed length for contour edges along the border of the mesh.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/size]." +"multiple of [member cell_size]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"If [code]true[/code], marks walkable spans as not walkable if the clearance " -"above the span is less than [member agent/height]." +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35159,13 +36541,19 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "If [code]true[/code], marks non-walkable spans as walkable if their maximum " -"is within [member agent/max_climb] of a walkable neighbor." +"is within [member agent_max_climb] of a walkable neighbor." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "" +"If [code]true[/code], marks walkable spans as not walkable if the clearance " +"above the span is less than [member agent_height]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The physics layers to scan for static colliders.\n" -"Only used when [member geometry/parsed_geometry_type] is [constant " +"Only used when [member geometry_parsed_geometry_type] is [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" @@ -35184,7 +36572,7 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The name of the group to scan for geometry.\n" -"Only used when [member geometry/source_geometry_mode] is [constant " +"Only used when [member geometry_source_geometry_mode] is [constant " "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT]." msgstr "" @@ -35247,7 +36635,7 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Parses [StaticBody] colliders as geometry. The collider should be in any of " -"the layers specified by [member geometry/collision_mask]." +"the layers specified by [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35268,13 +36656,13 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Scans nodes in a group and their child nodes recursively for geometry. The " -"group is specified by [member geometry/source_group_name]." +"group is specified by [member geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Uses nodes in a group for geometry. The group is specified by [member " -"geometry/source_group_name]." +"geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35282,17 +36670,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] 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 "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35302,25 +36738,76 @@ msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" "An instance of a [NavigationMesh]. It tells the [Navigation] node what can " -"be navigated and what cannot, based on the [NavigationMesh] resource. This " -"should be a child of a [Navigation] node." +"be navigated and what cannot, based on the [NavigationMesh] resource.\n" +"By default this node will register to the default [World] navigation map. If " +"this node is a child of a [Navigation] node it will register to the " +"navigation map of the navigation node.\n" +"Two regions can be connected to each other if they share a similar edge. You " +"can set the minimum distance between two vertices required to connect two " +"edges by using [method NavigationServer.map_set_edge_connection_margin].\n" +"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting " +"two regions. They must share a similar edge.\n" +"The cost of entering this region from another region can be controlled with " +"the [member enter_cost] value.\n" +"[b]Note:[/b] This value is not added to the path cost when the start " +"position is already inside this region.\n" +"The cost of traveling distances inside this region can be controlled with " +"the [member travel_cost] multiplier." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"Bakes the [NavigationMesh]. The baking is done in a separate thread because " -"navigation baking is not a cheap operation. This can be done at runtime. " -"When it is completed, it automatically sets the new [NavigationMesh]." +"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/" +"code] (default), the baking is done on a separate thread. Baking on separate " +"thread is useful because navigation baking is not a cheap operation. When it " +"is completed, it automatically sets the new [NavigationMesh]. Please note " +"that baking on separate thread may be very slow if geometry is parsed from " +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"Returns the [RID] of this region on the [NavigationServer]. Combined with " +"[method NavigationServer.map_get_closest_point_owner] can be used to " +"identify the [NavigationMeshInstance] closest to a point on the merged " +"navigation map." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" +#: doc/classes/NavigationMeshInstance.xml +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"When pathfinding enters this region's navmesh from another regions navmesh " +"the [code]enter_cost[/code] value is added to the path distance for " +"determining the shortest path." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationMesh] " +"belongs to. On path requests with [method NavigationServer.map_get_path] " +"navmeshes without matching layers will be ignored and the navigation map " +"will only proximity merge different navmeshes with matching layers." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml msgid "The [NavigationMesh] resource to use." msgstr "" +#: doc/classes/NavigationMeshInstance.xml +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"When pathfinding moves inside this region's navmesh the traveled distances " +"are multiplied with [code]travel_cost[/code] for determining the shortest " +"path." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml msgid "Notifies when the navigation mesh bake operation is completed." msgstr "" @@ -35338,7 +36825,9 @@ msgid "" "3D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " "as a child of a [Navigation] node, or using [method set_navigation]. " -"[NavigationObstacle] is physics safe." +"[NavigationObstacle] is physics safe.\n" +"[b]Note:[/b] Obstacles are intended as a last resort option for constantly " +"moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle.xml @@ -35347,6 +36836,10 @@ msgid "" "system." msgstr "" +#: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + #: doc/classes/NavigationObstacle.xml msgid "" "Sets the [Navigation] node used by the obstacle. Useful when you don't want " @@ -35374,7 +36867,9 @@ msgid "" "2D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " "as a child of a [Navigation2D] node, or using [method set_navigation]. " -"[NavigationObstacle2D] is physics safe." +"[NavigationObstacle2D] is physics safe.\n" +"[b]Note:[/b] Obstacles are intended as a last resort option for constantly " +"moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle2D.xml @@ -35383,6 +36878,10 @@ msgid "" "navigation system." msgstr "" +#: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + #: doc/classes/NavigationObstacle2D.xml msgid "" "Sets the [Navigation2D] node used by the obstacle. Useful when you don't " @@ -35448,6 +36947,14 @@ msgid "" "vertices." msgstr "" +#: doc/classes/NavigationPolygon.xml +msgid "" +"Returns the [NavigationMesh] resulting from this navigation polygon. This " +"navmesh can be used to update the navmesh of a region with the [method " +"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server " +"behind the scene)." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "Returns a [PoolVector2Array] containing the vertices of an outline that was " @@ -35485,6 +36992,54 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationPolygonInstance.xml +msgid "A region of the 2D navigation map." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"A region of the navigation map. It tells the [Navigation2DServer] what can " +"be navigated and what cannot, based on its [NavigationPolygon] resource.\n" +"By default this node will register to the default [World2D] navigation map. " +"If this node is a child of a [Navigation2D] node it will register to the " +"navigation map of the navigation node.\n" +"Two regions can be connected to each other if they share a similar edge. You " +"can set the minimum distance between two vertices required to connect two " +"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n" +"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting " +"two regions. They must share a similar edge.\n" +"The pathfinding cost of entering this region from another region can be " +"controlled with the [member enter_cost] value.\n" +"[b]Note:[/b] This value is not added to the path cost when the start " +"position is already inside this region.\n" +"The pathfinding cost of traveling distances inside this region can be " +"controlled with the [member travel_cost] multiplier." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"Returns the [RID] of this region on the [Navigation2DServer]. Combined with " +"[method Navigation2DServer.map_get_closest_point_owner] can be used to " +"identify the [NavigationPolygonInstance] closest to a point on the merged " +"navigation map." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationPolygon] " +"belongs to. On path requests with [method Navigation2DServer.map_get_path] " +"navmeshes without matching layers will be ignored and the navigation map " +"will only proximity merge different navmeshes with matching layers." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "The [NavigationPolygon] resource to use." +msgstr "" + #: doc/classes/NavigationServer.xml msgid "Server interface for low-level 3D navigation access." msgstr "" @@ -35494,11 +37049,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. For two regions to be " -"connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -35555,10 +37114,74 @@ msgstr "" msgid "Bakes the navigation mesh." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "" +"Set the region's navigation layers. This allows selecting regions from a " +"path request (when using [method NavigationServer.map_get_path])." +msgstr "" + #: doc/classes/NavigationServer.xml msgid "Control activation of this server." msgstr "" +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"A [NetworkedMultiplayerPeer] implementation that can be controlled from a " +"script." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"A [NetworkedMultiplayerPeer] implementation that can be used as a [member " +"MultiplayerAPI.network_peer] and controlled from a script.\n" +"Its purpose is to allow adding a new backend for the high-Level multiplayer " +"API without needing to use GDNative." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Deliver a packet to the local [MultiplayerAPI].\n" +"When your script receives a packet from other peers over the network " +"(originating from the [signal packet_generated] signal on the sending peer), " +"passing it to this method will deliver it locally." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Initialize the peer with the given [code]peer_id[/code] (must be between 1 " +"and 2147483647).\n" +"Can only be called if the connection status is [constant " +"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method " +"set_connection_status]." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Set the state of the connection. See [enum NetworkedMultiplayerPeer." +"ConnectionStatus].\n" +"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], " +"[signal NetworkedMultiplayerPeer.connection_failed] or [signal " +"NetworkedMultiplayerPeer.server_disconnected] signals depending on the " +"status and if the peer has the unique network id of [code]1[/code].\n" +"You can only change to [constant NetworkedMultiplayerPeer." +"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer." +"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer." +"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer." +"CONNECTION_CONNECTING]." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "Set the max packet size that this peer can handle." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Emitted when the local [MultiplayerAPI] generates a packet.\n" +"Your script should take this packet and send it to the requested peer over " +"the network (which should call [method deliver_packet] with the data when " +"it's received)." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -35719,7 +37342,7 @@ msgid "" "[b]Note:[/b] [member compression_mode] must be set to the same value on both " "the server and all its clients. Clients will fail to connect if the [member " "compression_mode] set on the client differs from the one set on the server. " -"Prior to Pandemonium 3.4, the default [member compression_mode] was [constant " +"Prior to Godot 3.4, the default [member compression_mode] was [constant " "COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and " "server is not recommended and not officially supported." msgstr "" @@ -35734,7 +37357,7 @@ msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" -"Enable or disable certificate verification when [member use_dtls] " +"Enable or disable certificate verification when [member use_dtls] is " "[code]true[/code]." msgstr "" @@ -35812,7 +37435,7 @@ msgid "" "Manages the connection to network peers. Assigns unique IDs to each client " "connected to the server. See also [MultiplayerAPI].\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " -"detail and isn't meant to be used by non-Pandemonium servers. It may change " +"detail and isn't meant to be used by non-Godot servers. It may change " "without notice." msgstr "" @@ -36052,13 +37675,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Nodes are Pandemonium's building blocks. They can be assigned as the child of " +"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 " "number of nodes as children with the requirement that all siblings (direct " "children of a node) should have unique names.\n" "A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk " "and then instanced into other scenes. This allows for very high flexibility " -"in the architecture and data model of Pandemonium projects.\n" +"in the architecture and data model of Godot projects.\n" "[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a " "node is added to the scene tree, it receives the [constant " "NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback " @@ -36106,7 +37729,7 @@ msgid "" "(remote procedure call) system to communicate over the network. By calling " "[method rpc] with a method name, it will be called locally and in all " "connected peers (peers = clients and the server that accepts connections). " -"To identify which node receives the RPC call, Pandemonium will use its [NodePath] " +"To identify which node receives the RPC call, Godot will use its [NodePath] " "(make sure node names are the same on all peers). Also, take a look at the " "high-level networking tutorial and corresponding demos." msgstr "" @@ -36265,12 +37888,12 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/" -"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://" -"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor " -"plugins[/url]. If [method add_child] is called without setting [member " -"owner], the newly added [Node] will not be visible in the scene tree, though " -"it will be visible in the 2D/3D view." +"typically relevant for [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " +"add_child] is called without setting [member owner], the newly added [Node] " +"will not be visible in the scene tree, though it will be visible in the " +"2D/3D view." msgstr "" #: doc/classes/Node.xml @@ -36304,6 +37927,15 @@ msgid "" "tree." msgstr "" +#: doc/classes/Node.xml +msgid "" +"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent " +"of doing:\n" +"[codeblock]\n" +"get_tree().create_tween().bind_node(self)\n" +"[/codeblock]" +msgstr "" + #: doc/classes/Node.xml msgid "" "Duplicates the node, returning a new node.\n" @@ -36472,7 +38104,7 @@ msgid "" "Returns the time elapsed (in seconds) since the last physics-bound frame " "(see [method _physics_process]). This is always a constant value in physics " "processing unless the frames per second is changed via [member Engine." -"physics_ticks_per_second]." +"iterations_per_second]." msgstr "" #: doc/classes/Node.xml @@ -36551,16 +38183,16 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" -"[b]Note:[/b] Interpolation will only be active is both the flag is set " +"Node (see [member physics_interpolation_mode]).\n" +"[b]Note:[/b] Interpolation will only be active if both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -36760,8 +38392,8 @@ msgid "" "will only be received by nodes with the same [NodePath], including the exact " "same node name. Behaviour depends on the RPC configuration for the given " "method, see [method rpc_config]. Methods are not exposed to RPCs by default. " -"See also [method rset] and [method rset_config] for properties. Returns an " -"empty [Variant].\n" +"See also [method rset] and [method rset_config] for properties. Returns " +"[code]null[/code].\n" "[b]Note:[/b] You can only safely use RPCs on clients after you received the " "[code]connected_to_server[/code] signal from the [SceneTree]. You also need " "to keep track of the connection state, either by the [SceneTree] signals " @@ -36783,21 +38415,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " -"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty " -"[Variant]." +"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" +"code]." msgstr "" #: doc/classes/Node.xml msgid "" -"Sends a [method rpc] using an unreliable protocol. Returns an empty " -"[Variant]." +"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." -"set_target_peer]). Returns an empty [Variant]." +"set_target_peer]). Returns [code]null[/code]." msgstr "" #: doc/classes/Node.xml @@ -36852,20 +38483,12 @@ msgid "" "peer is recursively set as the master for all children of this node." msgstr "" -#: doc/classes/Node.xml -msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - #: doc/classes/Node.xml msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." -"physics_ticks_per_second] to change) interval (and the [method " +"iterations_per_second] to change) interval (and the [method " "_physics_process] callback will be called if exists). Enabled automatically " "if [method _physics_process] is overridden. Any calls to this before [method " "_ready] will be ignored." @@ -36977,13 +38600,30 @@ msgid "" "valid parent, grandparent, etc. ascending in the tree). When saving a node " "(using [PackedScene]), all the nodes it owns will be saved with it. This " "allows for the creation of complex [SceneTree]s, with instancing and " -"subinstancing." +"subinstancing.\n" +"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " +"must set [member owner] in addition to calling [method add_child]. This is " +"typically relevant for [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " +"add_child] is called without setting [member owner], the newly added [Node] " +"will not be visible in the scene tree, though it will be visible in the " +"2D/3D view." msgstr "" #: doc/classes/Node.xml msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "" +#: doc/classes/Node.xml +msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + #: doc/classes/Node.xml msgid "" "The node's priority in the execution order of the enabled processing " @@ -36995,14 +38635,29 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"Sets this node's name as a unique name in its [member owner]. This allows " +"the node to be accessed as [code]%Name[/code] instead of the full path, from " +"any node within that scene.\n" +"If another node with the same owner already had that name declared as " +"unique, that other node's name will no longer be set as having a unique name." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node enters the scene tree, either because it entered " +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -37014,7 +38669,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -37024,15 +38682,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -37080,11 +38744,18 @@ msgid "Notification received when the node is instanced." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when a drag begins." +msgid "" +"Notification received when a drag operation begins. All nodes receive this " +"notification, not only the dragged one.\n" +"Can be triggered either by dragging a [Control] that provides drag data (see " +"[method Control.get_drag_data]) or using [method Control.force_drag].\n" +"Use [method Viewport.gui_get_drag_data] to get the dragged data." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when a drag ends." +msgid "" +"Notification received when a drag operation ends.\n" +"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded." msgstr "" #: doc/classes/Node.xml @@ -37130,6 +38801,24 @@ msgstr "" msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" +#: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + #: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -37268,7 +38957,13 @@ msgid "Rotation in degrees, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml -msgid "The node's scale. Unscaled value: [code](1, 1)[/code]." +msgid "" +"The node's scale. Unscaled value: [code](1, 1)[/code].\n" +"[b]Note:[/b] Negative X scales in 2D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, negative scales on the X axis will be " +"changed to negative scales on the Y axis and a rotation of 180 degrees when " +"decomposed." msgstr "" #: doc/classes/Node2D.xml @@ -37286,7 +38981,7 @@ msgstr "" msgid "" "Z index. Controls the order in which the nodes render. A node with a higher " "Z index will display in front of others. Must be between [constant " -"RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer." +"VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer." "CANVAS_ITEM_Z_MAX] (inclusive)." msgstr "" @@ -37392,7 +39087,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -37573,7 +39268,13 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Called when the object is initialized." +msgid "" +"Called when the object is initialized in memory. Can be defined to take in " +"parameters, that are passed in when constructing.\n" +"[b]Note:[/b] If [method _init] is defined with required parameters, then " +"explicit construction is the only valid means of creating an Object of the " +"class. If any other means (such as [method PackedScene.instance]) is used, " +"then initialization will fail." msgstr "" #: doc/classes/Object.xml @@ -37618,7 +39319,7 @@ msgid "" "call(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Note:[/b] In C#, the method name must be specified as snake_case if it is " -"defined by a built-in Pandemonium node. This doesn't apply to user-defined methods " +"defined by a built-in Godot node. This doesn't apply to user-defined methods " "where you should use the same convention as in the C# source (typically " "PascalCase)." msgstr "" @@ -37632,7 +39333,7 @@ msgid "" "call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n" "[/codeblock]\n" "[b]Note:[/b] In C#, the method name must be specified as snake_case if it is " -"defined by a built-in Pandemonium node. This doesn't apply to user-defined methods " +"defined by a built-in Godot node. This doesn't apply to user-defined methods " "where you should use the same convention as in the C# source (typically " "PascalCase)." msgstr "" @@ -37661,7 +39362,7 @@ msgid "" "parameter used in the call to [method emit_signal]. Use [code]flags[/code] " "to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n" "A [code]signal[/code] can only be connected once to a [code]method[/code]. " -"It will throw an error if already connected, unless the signal was connected " +"It will print an error if already connected, unless the signal was connected " "with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method " "is_connected] to check for existing connections.\n" "If the [code]target[/code] is destroyed in the game's lifecycle, the " @@ -37692,7 +39393,7 @@ msgid "" "Disconnects a [code]signal[/code] from a [code]method[/code] on the given " "[code]target[/code].\n" "If you try to disconnect a connection that does not exist, the method will " -"throw an error. Use [method is_connected] to ensure that the connection " +"print an error. Use [method is_connected] to ensure that the connection " "exists." msgstr "" @@ -37725,7 +39426,7 @@ msgid "" "Returns the [Variant] value of the given [code]property[/code]. If the " "[code]property[/code] doesn't exist, this will return [code]null[/code].\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " -"is defined by a built-in Pandemonium node. This doesn't apply to user-defined " +"is defined by a built-in Godot node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" @@ -37769,7 +39470,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -37880,7 +39584,7 @@ msgid "" "Assigns a new value to the given property. If the [code]property[/code] does " "not exist or the given value's type doesn't match, nothing will happen.\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " -"is defined by a built-in Pandemonium node. This doesn't apply to user-defined " +"is defined by a built-in Godot node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" @@ -37895,7 +39599,7 @@ msgid "" "step. This is equivalent to calling [method set] via [method call_deferred], " "i.e. [code]call_deferred(\"set\", property, value)[/code].\n" "[b]Note:[/b] In C#, the property name must be specified as snake_case if it " -"is defined by a built-in Pandemonium node. This doesn't apply to user-defined " +"is defined by a built-in Godot node. This doesn't apply to user-defined " "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" @@ -38175,7 +39879,13 @@ msgid "See [enum ShadowDetail]." msgstr "" #: doc/classes/OmniLight.xml -msgid "See [enum ShadowMode]." +msgid "" +"The shadow rendering mode to use for this [OmniLight]. See [enum " +"ShadowMode].\n" +"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that " +"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 " +"series don't support cubemap shadows and will fall back to dual paraboloid " +"shadows as a result." msgstr "" #: doc/classes/OmniLight.xml @@ -38187,7 +39897,8 @@ msgstr "" #: doc/classes/OmniLight.xml msgid "" "Shadows are rendered to a cubemap. Slower than [constant " -"SHADOW_DUAL_PARABOLOID], but higher-quality." +"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that " +"feature support for depth cubemaps." msgstr "" #: doc/classes/OmniLight.xml @@ -38356,9 +40067,13 @@ msgstr "" msgid "Returns the text of the item at index [code]idx[/code]." msgstr "" +#: doc/classes/OptionButton.xml +msgid "Returns the tooltip of the item at index [code]idx[/code]." +msgstr "" + #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38380,7 +40095,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -38409,6 +40125,10 @@ msgstr "" msgid "Sets the text of the item at index [code]idx[/code]." msgstr "" +#: doc/classes/OptionButton.xml +msgid "Sets the tooltip of the item at index [code]idx[/code]." +msgstr "" + #: doc/classes/OptionButton.xml msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " @@ -38602,12 +40322,12 @@ msgid "" "shell.\n" "This method has slightly different behavior based on whether the " "[code]blocking[/code] mode is enabled.\n" -"If [code]blocking[/code] is [code]true[/code], the Pandemonium thread will pause " +"If [code]blocking[/code] is [code]true[/code], the Godot thread will pause " "its execution while waiting for the process to terminate. The shell output " "of the process will be written to the [code]output[/code] array as a single " -"string. When the process terminates, the Pandemonium thread will resume " +"string. When the process terminates, the Godot thread will resume " "execution.\n" -"If [code]blocking[/code] is [code]false[/code], the Pandemonium thread will " +"If [code]blocking[/code] is [code]false[/code], the Godot thread will " "continue while the new process runs. It is not possible to retrieve the " "shell output in non-blocking mode, so [code]output[/code] will be empty.\n" "On Windows, if [code]open_console[/code] is [code]true[/code] and process is " @@ -38665,7 +40385,7 @@ msgid "" "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=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Pandemonium projects[/url] in the documentation for more information. See also " +"Godot projects[/url] in the documentation for more information. See also " "[method get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." @@ -38690,6 +40410,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -38699,7 +40423,7 @@ msgid "" "operating system's standards. On desktop platforms, this path can be " "overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable " "before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths." -"html]File paths in Pandemonium projects[/url] in the documentation for more " +"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." @@ -38725,7 +40449,7 @@ msgid "" "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 " -"Pandemonium projects[/url] in the documentation for more information. See also " +"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." @@ -38758,6 +40482,16 @@ msgid "" "the epoch." msgstr "" +#: doc/classes/OS.xml +msgid "" +"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a " +"display cutout or notch. These are non-functional areas on edge-to-edge " +"screens used by cameras and sensors. Returns an empty array if the device " +"does not have cutouts. See also [method get_window_safe_area].\n" +"[b]Note:[/b] Currently only implemented on Android. Other platforms will " +"return an empty array even if they do have display cutouts or notches." +msgstr "" + #: doc/classes/OS.xml msgid "Returns the total amount of dynamic memory used (only works in debug)." msgstr "" @@ -38766,7 +40500,7 @@ msgstr "" msgid "" "Returns the value of an environment variable. Returns an empty string if the " "environment variable doesn't exist.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -38964,6 +40698,23 @@ msgid "" "used." msgstr "" +#: doc/classes/OS.xml +msgid "" +"Returns the current refresh rate of the specified screen. If [code]screen[/" +"code] is [code]-1[/code] (the default value), the current screen will be " +"used.\n" +"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh " +"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] " +"will always return [code]-1.0[/code] as there is no way to retrieve the " +"refresh rate on that platform.\n" +"To fallback to a default refresh rate if the method fails, try:\n" +"[codeblock]\n" +"var refresh_rate = OS.get_screen_refresh_rate()\n" +"if refresh_rate < 0:\n" +" refresh_rate = 60.0\n" +"[/codeblock]" +msgstr "" + #: doc/classes/OS.xml msgid "" "Return the scale factor of the specified screen by index. If [code]screen[/" @@ -39080,7 +40831,9 @@ msgid "" "are also subject to automatic adjustments by the operating system. [b]Always " "use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time " "calculation instead, since they are guaranteed to be monotonic (i.e. never " -"decrease)." +"decrease).\n" +"[b]Note:[/b] To get a floating point timestamp with sub-second precision, " +"use [method Time.get_unix_time_from_system]." msgstr "" #: doc/classes/OS.xml @@ -39104,10 +40857,10 @@ msgid "" "On Linux, this is [code]~/.local/share/godot/app_userdata/[project_name][/" "code], or [code]~/.local/share/[custom_name][/code] if " "[code]use_custom_user_dir[/code] is set.\n" -"On macOS, this is [code]~/Library/Application Support/Pandemonium/app_userdata/" +"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" "[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" "code] if [code]use_custom_user_dir[/code] is set.\n" -"On Windows, this is [code]%APPDATA%\\Pandemonium\\app_userdata\\[project_name][/" +"On Windows, this is [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/" "code], or [code]%APPDATA%\\[custom_name][/code] if " "[code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to " "[code]%USERPROFILE%\\AppData\\Roaming[/code].\n" @@ -39174,7 +40927,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the environment variable with the name " "[code]variable[/code] exists.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -39206,11 +40959,11 @@ msgstr "" #: doc/classes/OS.xml msgid "" -"Returns [code]true[/code] if the Pandemonium binary used to run the project is a " +"Returns [code]true[/code] if the Godot binary used to run the project is a " "[i]debug[/i] export template, or when running in the editor.\n" -"Returns [code]false[/code] if the Pandemonium binary used to run the project is a " +"Returns [code]false[/code] if the Godot binary used to run the project is a " "[i]release[/i] export template.\n" -"To check whether the Pandemonium binary used to run the project is an export " +"To check whether the Godot binary used to run the project is an export " "template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] " "instead." msgstr "" @@ -39221,6 +40974,15 @@ msgid "" "and [b]Cancel[/b] on the right." msgstr "" +#: doc/classes/OS.xml +msgid "" +"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is " +"still running or [code]false[/code] if it has terminated.\n" +"Must be a valid ID generated from [method execute].\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" + #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " @@ -39303,6 +41065,21 @@ msgid "" "Windows." msgstr "" +#: doc/classes/OS.xml +msgid "" +"Moves the file or directory to the system's recycle bin. See also [method " +"Directory.remove].\n" +"The method takes only global paths, so you may need to use [method " +"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/" +"code] as it will not work in exported project.\n" +"[b]Note:[/b] If the user has disabled the recycle bin on their system, the " +"file will be permanently deleted instead.\n" +"[codeblock]\n" +"var file_to_remove = \"user://slot1.sav\"\n" +"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" +"[/codeblock]" +msgstr "" + #: doc/classes/OS.xml msgid "" "Moves the window to the front.\n" @@ -39388,11 +41165,11 @@ msgstr "" #: doc/classes/OS.xml msgid "" "Sets the value of the environment variable [code]variable[/code] to " -"[code]value[/code]. The environment variable will be set for the Pandemonium " +"[code]value[/code]. The environment variable will be set for the Godot " "process and any process executed with [method execute] after running [method " "set_environment]. The environment variable will [i]not[/i] persist to " -"processes run after the Pandemonium process was terminated.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " +"processes run after the Godot process was terminated.\n" +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -39480,12 +41257,12 @@ msgid "" "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows " "opens the file explorer at the user's Downloads folder.\n" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default " -"web browser on the official Pandemonium website.\n" +"web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -39952,6 +41729,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -40262,11 +42047,11 @@ msgstr "" #: doc/classes/PanoramaSky.xml msgid "" -"A resource referenced in an [Environment3D3D] that is used to draw a background. " +"A resource referenced in an [Environment] that is used to draw a background. " "The Panorama sky functions similar to skyboxes in other engines, except it " "uses an equirectangular sky map instead of a cube map.\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " -"reflections. Pandemonium supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " +"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR " "([code].exr[/code]) image formats for this purpose.\n" "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cube map to an " @@ -41173,20 +42958,20 @@ msgstr "" msgid "Draw calls per frame." msgstr "" -#: doc/classes/Performance.xml doc/classes/RenderingServer.xml +#: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "The amount of video memory used, i.e. texture and vertex memory combined." msgstr "" -#: doc/classes/Performance.xml doc/classes/RenderingServer.xml +#: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of texture memory used." msgstr "" -#: doc/classes/Performance.xml doc/classes/RenderingServer.xml +#: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of vertex memory used." msgstr "" -#: doc/classes/Performance.xml doc/classes/RenderingServer.xml +#: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0." msgstr "" @@ -42792,7 +44577,10 @@ msgid "" msgstr "" #: doc/classes/PhysicsServer.xml -msgid "Returns an Info defined by the [enum ProcessInfo] input given." +msgid "" +"Returns information about the current state of the 3D physics engine. See " +"[enum ProcessInfo] for a list of available states. Only implemented for " +"Godot Physics." msgstr "" #: doc/classes/PhysicsServer.xml @@ -42880,7 +44668,7 @@ msgid "" "collisions will be. However, a greater amount of iterations requires more " "CPU power, which can decrease performance. The default value is [code]8[/" "code].\n" -"[b]Note:[/b] Only has an effect when using the PandemoniumPhysics engine, not the " +"[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the " "default Bullet physics engine." msgstr "" @@ -43446,7 +45234,7 @@ msgid "" "next, with the final point being connected to the first, resulting in a " "closed polygon. Polygon2Ds can be filled with color (solid or gradient) or " "filled with a given texture.\n" -"[b]Note:[/b] By default, Pandemonium can only draw up to 4,096 polygon points at a " +"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " "[member ProjectSettings.rendering/limits/buffers/" @@ -43487,7 +45275,15 @@ msgid "Sets the weight values for the specified bone." msgstr "" #: doc/classes/Polygon2D.xml -msgid "If [code]true[/code], polygon edges will be anti-aliased." +msgid "" +"If [code]true[/code], attempts to perform antialiasing for polygon edges by " +"drawing a thin OpenGL smooth line on the edges.\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/Polygon2D.xml @@ -43562,14 +45358,31 @@ msgid "" msgstr "" #: doc/classes/PoolByteArray.xml -msgid "A pooled [Array] of bytes." +msgid "A pooled array of bytes." msgstr "" #: doc/classes/PoolByteArray.xml msgid "" -"An [Array] specifically designed to hold bytes. Optimized for memory usage, " +"An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolByteArray] or " +"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"array[0].push_back(123)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(123)\n" +"array[0] = pool_array\n" +"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolByteArray.xml @@ -43613,6 +45426,16 @@ msgid "" "decompression exceeds that amount in bytes, then an error will be returned." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Assigns the given value to all elements in the array. This can typically be " +"used together with [method resize] to create an array with a given size and " +"initialized elements." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a copy of the array's contents as [String]. Fast alternative to " @@ -43630,6 +45453,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -43672,6 +45504,13 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "Sorts the elements of the array in ascending order." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -43680,14 +45519,32 @@ msgid "" msgstr "" #: doc/classes/PoolColorArray.xml -msgid "A pooled [Array] of [Color]." +msgid "A pooled array of [Color]s." msgstr "" #: doc/classes/PoolColorArray.xml msgid "" -"An [Array] specifically designed to hold [Color]. Optimized for memory " -"usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"An array specifically designed to hold [Color]. Optimized for memory usage, " +"does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolColorArray] or " +"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"array[0] = pool_array\n" +"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element " +"inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolColorArray.xml @@ -43717,14 +45574,31 @@ msgid "Changes the [Color] at the given index." msgstr "" #: doc/classes/PoolIntArray.xml -msgid "A pooled [Array] of integers ([int])." +msgid "A pooled array of integers ([int])." msgstr "" #: doc/classes/PoolIntArray.xml msgid "" -"An [Array] specifically designed to hold integer values ([int]). Optimized " -"for memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\n" +"An array specifically designed to hold integer values ([int]). Optimized for " +"memory usage, does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolIntArray] or " +"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be " +"lost:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(1234)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(1234)\n" +"array[0] = pool_array\n" +"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n" +"[/codeblock]\n" "[b]Note:[/b] This type is limited to signed 32-bit integers, which means it " "can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. " "[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap " @@ -43753,14 +45627,31 @@ msgid "Changes the int at the given index." msgstr "" #: doc/classes/PoolRealArray.xml -msgid "A pooled [Array] of reals ([float])." +msgid "A pooled array of real numbers ([float])." msgstr "" #: doc/classes/PoolRealArray.xml msgid "" -"An [Array] specifically designed to hold floating-point values. Optimized " -"for memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\n" +"An array specifically designed to hold floating-point values. Optimized for " +"memory usage, does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolRealArray] or " +"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"array[0].push_back(12.34)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(12.34)\n" +"array[0] = pool_array\n" +"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n" +"[/codeblock]\n" "[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in " "[PoolRealArray] are 32-bit floats. This means values stored in " "[PoolRealArray] have lower precision compared to primitive [float]s. If you " @@ -43785,14 +45676,31 @@ msgid "Changes the float at the given index." msgstr "" #: doc/classes/PoolStringArray.xml -msgid "A pooled [Array] of [String]." +msgid "A pooled array of [String]s." msgstr "" #: doc/classes/PoolStringArray.xml msgid "" -"An [Array] specifically designed to hold [String]s. Optimized for memory " +"An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolStringArray] or " +"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"array[0].push_back(\"hello\")\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(\"hello\")\n" +"array[0] = pool_array\n" +"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolStringArray.xml @@ -43820,14 +45728,32 @@ msgid "Changes the [String] at the given index." msgstr "" #: doc/classes/PoolVector2Array.xml -msgid "A pooled [Array] of [Vector2]." +msgid "A pooled array of [Vector2]s." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "" -"An [Array] specifically designed to hold [Vector2]. Optimized for memory " +"An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector2Array] or " +"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"array[0].push_back(Vector2(12, 34))\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector2(12, 34))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml @@ -43854,14 +45780,32 @@ msgid "Changes the [Vector2] at the given index." msgstr "" #: doc/classes/PoolVector3Array.xml -msgid "A pooled [Array] of [Vector3]." +msgid "A pooled array of [Vector3]." msgstr "" #: doc/classes/PoolVector3Array.xml msgid "" -"An [Array] specifically designed to hold [Vector3]. Optimized for memory " +"An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector3Array] or " +"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"array[0].push_back(Vector3(12, 34, 56))\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector3(12, 34, 56))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolVector3Array.xml @@ -43979,7 +45923,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -44185,8 +46140,7 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"Returns the tooltip associated with the specified index index [code]idx[/" -"code]." +"Returns the tooltip associated with the specified index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml @@ -44243,7 +46197,9 @@ msgid "" msgstr "" #: doc/classes/PopupMenu.xml -msgid "Sets the currently focused item as the given [code]index[/code]." +msgid "" +"Sets the currently focused item as the given [code]index[/code].\n" +"Passing [code]-1[/code] as the index makes so that no item is focused." msgstr "" #: doc/classes/PopupMenu.xml @@ -44422,6 +46378,10 @@ msgstr "" msgid "[Font] used for the menu items." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -44478,7 +46438,9 @@ msgstr "" msgid "" "Class for displaying popups with a panel background. In some cases it might " "be simpler to use than [Popup], since it provides a configurable background. " -"If you are making windows, better check [WindowDialog]." +"If you are making windows, better check [WindowDialog].\n" +"If any [Control] node is added as a child of this [PopupPanel], it will be " +"stretched to fit the panel's size (similar to how [PanelContainer] works)." msgstr "" #: doc/classes/PopupPanel.xml @@ -44866,7 +46828,7 @@ msgid "" "[code]path[/code] (starting with [code]res://[/code] or [code]user://[/" "code]). The returned path will vary depending on the operating system and " "user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths " -"in Pandemonium projects[/url] to see what those paths convert to. See also [method " +"in Godot projects[/url] to see what those paths convert to. See also [method " "localize_path].\n" "[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work " "in an exported project. Instead, prepend the executable's base directory to " @@ -44973,11 +46935,11 @@ msgid "" "in the Android export templates) using their Java package path, e.g. " "[code]\"org/godotengine/godot/MyCustomSingleton,com/example/foo/" "FrenchFriesFactory\"[/code].\n" -"[b]Note:[/b] Since Pandemonium 3.2.2, the [code]org/godotengine/godot/" -"PandemoniumPaymentV3[/code] module was deprecated and replaced by the " -"[code]PandemoniumPayment[/code] plugin which should be enabled in the Android " +"[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/" +"GodotPaymentV3[/code] module was deprecated and replaced by the " +"[code]GodotPayment[/code] plugin which should be enabled in the Android " "export preset under [code]Plugins[/code] section. The singleton to access in " -"code was also renamed to [code]PandemoniumPayment[/code]." +"code was also renamed to [code]GodotPayment[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -44993,7 +46955,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Path to an image used as the boot splash. If left empty, the default Pandemonium " +"Path to an image used as the boot splash. If left empty, the default Godot " "Engine splash will be displayed instead.\n" "[b]Note:[/b] Only effective if [member application/boot_splash/show_image] " "is [code]true[/code]." @@ -45018,10 +46980,10 @@ msgstr "" msgid "" "This user directory is used for storing persistent data ([code]user://[/" "code] filesystem). If left empty, [code]user://[/code] resolves to a project-" -"specific folder in Pandemonium's own configuration folder (see [method OS." +"specific folder in Godot's own configuration folder (see [method OS." "get_user_data_dir]). If a custom directory name is defined, this name will " "be used instead and appended to the system-specific user data directory " -"(same parent folder as the Pandemonium configuration folder documented in [method " +"(same parent folder as the Godot configuration folder documented in [method " "OS.get_user_data_dir]).\n" "The [member application/config/use_custom_user_dir] setting must be enabled " "for this to take effect." @@ -45075,7 +47037,7 @@ msgid "" "setting is only effective on desktop platforms. A name must be set in the " "[member application/config/custom_user_dir_name] setting for this to take " "effect. If [code]false[/code], the project will save user data to [code](OS " -"user data directory)/Pandemonium/app_userdata/(project name)[/code]." +"user data directory)/Godot/app_userdata/(project name)[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45207,7 +47169,11 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], microphone input will be allowed. This requires " -"appropriate permissions to be set when exporting to Android or iOS." +"appropriate permissions to be set when exporting to Android or iOS.\n" +"[b]Note:[/b] If the operating system blocks access to audio input devices " +"(due to the user's privacy settings), audio capture will only return " +"silence. On Windows 10 and later, make sure that apps are allowed to access " +"the microphone in the OS' privacy settings." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45230,7 +47196,7 @@ msgid "" "usage. Low values may result in audible cracking on slower hardware.\n" "Audio output latency may be constrained by the host operating system and " "audio hardware drivers. If the host can not provide the specified audio " -"output latency then Pandemonium will attempt to use the nearest latency allowed by " +"output latency then Godot will attempt to use the nearest latency allowed by " "the host. As such you should always use [method AudioServer." "get_output_latency] to determine the actual audio output latency.\n" "[b]Note:[/b] This setting is ignored on Windows." @@ -45292,8 +47258,8 @@ msgstr "" msgid "" "If [code]true[/code], displays getters and setters in autocompletion results " "in the script editor. This setting is meant to be used when porting old " -"projects (Pandemonium 2), as using member variables is the preferred style from " -"Pandemonium 3 onwards." +"projects (Godot 2), as using member variables is the preferred style from " +"Godot 3 onwards." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45320,6 +47286,12 @@ msgid "" "not generate warnings." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"If [code]true[/code], enables warnings when the type of the default value " +"set to an exported variable is different than the specified export type." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a function is declared with the " @@ -45477,14 +47449,23 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Message to be displayed before the backtrace when the engine crashes." +msgid "" +"Message to be displayed before the backtrace when the engine crashes. By " +"default, this message is only used in exported projects due to the editor-" +"only override applied to this setting." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Editor-only override for [member debug/settings/crash_handler/message]. Does " +"not affect exported projects in debug or release mode." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Maximum number of frames per second allowed. The actual number of frames per " "second may still be below this value if the game is lagging. See also " -"[member physics/common/physics_ticks_per_second].\n" +"[member physics/common/physics_fps].\n" "If [member display/window/vsync/use_vsync] is enabled, it takes precedence " "and the forced FPS number cannot exceed the monitor's refresh rate.\n" "This setting is therefore mostly relevant for lowering the maximum FPS below " @@ -45498,6 +47479,16 @@ msgstr "" msgid "Maximum call stack allowed for debugging GDScript." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"If [code]true[/code], enables warnings which can help pinpoint where nodes " +"are being incorrectly updated, which will result in incorrect interpolation " +"and visual glitches.\n" +"When a node is being interpolated, it is essential that the transform is set " +"during [method Node._physics_process] (during a physics tick) rather than " +"[method Node._process] (during a frame)." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "Maximum amount of functions per frame allowed when profiling." msgstr "" @@ -45646,7 +47637,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45696,12 +47687,12 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The command-line arguments to append to Pandemonium's own command line when " +"The command-line arguments to append to Godot's own command line when " "running the project. This doesn't affect the editor itself.\n" -"It is possible to make another executable run Pandemonium by using the " +"It is possible to make another executable run Godot by using the " "[code]%command%[/code] placeholder. The placeholder will be replaced with " -"Pandemonium's own command line. Program-specific arguments should be placed " -"[i]before[/i] the placeholder, whereas Pandemonium-specific arguments should be " +"Godot's own command line. Program-specific arguments should be placed " +"[i]before[/i] the placeholder, whereas Godot-specific arguments should be " "placed [i]after[/i] the placeholder.\n" "For example, this can be used to force the project to run on the dedicated " "GPU in a NVIDIA Optimus system on Linux:\n" @@ -45712,7 +47703,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Search path for project-specific script templates. Pandemonium will search for " +"Default naming style for scene files to infer from their root nodes. " +"Possible options are:\n" +"- [code]0[/code] (Auto): Uses the scene root name as is without changing its " +"casing.\n" +"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase " +"casing.\n" +"- [code]2[/code] (snake_case): Converts the scene root name to snake_case " +"casing." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Search path for project-specific script templates. Godot will search for " "script templates both in the editor-specific path and in this project-" "specific path." msgstr "" @@ -45743,6 +47746,19 @@ msgid "" "used for all [ScrollContainer]s unless overridden." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"If enabled, the moment [member Viewport.gui_disable_input] is set to " +"[code]false[/code] to disable GUI input in a viewport, current mouse over " +"and mouse focus will be dropped.\n" +"That behavior helps to keep a robust GUI state, with no surprises when input " +"is resumed regardless what has happened in the meantime.\n" +"If disabled, the legacy behavior is used, which consists in just not doing " +"anything besides the GUI input disable itself.\n" +"[b]Note:[/b] This is set to [code]true[/code] by default for new projects " +"and is the recommended setting." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " @@ -45923,6 +47939,198 @@ msgstr "" msgid "Default delay for touch events. This only affects iOS devices." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 1. If left empty, the layer will " +"display as \"Layer 1\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 10. If left empty, the layer will " +"display as \"Layer 10\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 11. If left empty, the layer will " +"display as \"Layer 11\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 12. If left empty, the layer will " +"display as \"Layer 12\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 13. If left empty, the layer will " +"display as \"Layer 13\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 14. If left empty, the layer will " +"display as \"Layer 14\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 15. If left empty, the layer will " +"display as \"Layer 15\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 16. If left empty, the layer will " +"display as \"Layer 16\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 17. If left empty, the layer will " +"display as \"Layer 17\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 18. If left empty, the layer will " +"display as \"Layer 18\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 19. If left empty, the layer will " +"display as \"Layer 19\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 2. If left empty, the layer will " +"display as \"Layer 2\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 20. If left empty, the layer will " +"display as \"Layer 20\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 21. If left empty, the layer will " +"display as \"Layer 21\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 22. If left empty, the layer will " +"display as \"Layer 22\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 23. If left empty, the layer will " +"display as \"Layer 23\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 24. If left empty, the layer will " +"display as \"Layer 24\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 25. If left empty, the layer will " +"display as \"Layer 25\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 26. If left empty, the layer will " +"display as \"Layer 26\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 27. If left empty, the layer will " +"display as \"Layer 27\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 28. If left empty, the layer will " +"display as \"Layer 28\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 29. If left empty, the layer will " +"display as \"Layer 29\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 3. If left empty, the layer will " +"display as \"Layer 3\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 30. If left empty, the layer will " +"display as \"Layer 30\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 31. If left empty, the layer will " +"display as \"Layer 31\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 32. If left empty, the layer will " +"display as \"Layer 32\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 4. If left empty, the layer will " +"display as \"Layer 4\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 5. If left empty, the layer will " +"display as \"Layer 5\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 6. If left empty, the layer will " +"display as \"Layer 6\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 7. If left empty, the layer will " +"display as \"Layer 7\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 8. If left empty, the layer will " +"display as \"Layer 8\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 9. If left empty, the layer will " +"display as \"Layer 9\"." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 1." msgstr "" @@ -46131,6 +48339,198 @@ msgstr "" msgid "Optional name for the 2D render layer 9." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 1. If left empty, the layer will " +"display as \"Layer 1\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 10. If left empty, the layer will " +"display as \"Layer 10\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 11. If left empty, the layer will " +"display as \"Layer 11\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 12. If left empty, the layer will " +"display as \"Layer 12\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 13. If left empty, the layer will " +"display as \"Layer 13\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 14. If left empty, the layer will " +"display as \"Layer 14\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 15. If left empty, the layer will " +"display as \"Layer 15\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 16. If left empty, the layer will " +"display as \"Layer 16\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 17. If left empty, the layer will " +"display as \"Layer 17\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 18. If left empty, the layer will " +"display as \"Layer 18\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 19. If left empty, the layer will " +"display as \"Layer 19\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 2. If left empty, the layer will " +"display as \"Layer 2\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 20. If left empty, the layer will " +"display as \"Layer 20\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 21. If left empty, the layer will " +"display as \"Layer 21\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 22. If left empty, the layer will " +"display as \"Layer 22\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 23. If left empty, the layer will " +"display as \"Layer 23\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 24. If left empty, the layer will " +"display as \"Layer 24\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 25. If left empty, the layer will " +"display as \"Layer 25\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 26. If left empty, the layer will " +"display as \"Layer 26\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 27. If left empty, the layer will " +"display as \"Layer 27\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 28. If left empty, the layer will " +"display as \"Layer 28\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 29. If left empty, the layer will " +"display as \"Layer 29\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 3. If left empty, the layer will " +"display as \"Layer 3\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 30. If left empty, the layer will " +"display as \"Layer 30\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 31. If left empty, the layer will " +"display as \"Layer 31\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 32. If left empty, the layer will " +"display as \"Layer 32\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 4. If left empty, the layer will " +"display as \"Layer 4\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 5. If left empty, the layer will " +"display as \"Layer 5\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 6. If left empty, the layer will " +"display as \"Layer 6\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 7. If left empty, the layer will " +"display as \"Layer 7\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 8. If left empty, the layer will " +"display as \"Layer 8\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 9. If left empty, the layer will " +"display as \"Layer 9\"." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 1." msgstr "" @@ -46280,7 +48680,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46373,7 +48773,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Pandemonium uses a message queue to defer some function calls. If you run out of " +"Godot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" @@ -46397,6 +48797,49 @@ msgid "" "within the editor as well as editor plugin code." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell height for 2D navigation maps. See [method Navigation2DServer." +"map_set_cell_height].\n" +"[b]Note:[/b] Currently not implemented." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell size for 2D navigation maps. See [method Navigation2DServer." +"map_set_cell_size]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default edge connection margin for 2D navigation maps. See [method " +"Navigation2DServer.map_set_edge_connection_margin]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell height for 3D navigation maps. See [method NavigationServer." +"map_set_cell_height]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell size for 3D navigation maps. See [method NavigationServer." +"map_set_cell_size]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default edge connection margin for 3D navigation maps. See [method " +"NavigationServer.map_set_edge_connection_margin]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default map up vector for 3D navigation maps. See [method NavigationServer." +"map_set_up]." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "Maximum amount of characters allowed to send as output from the debugger. " @@ -46427,7 +48870,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Default size of packet peer stream for deserializing Pandemonium data (in bytes, " +"Default size of packet peer stream for deserializing Godot data (in bytes, " "specified as a power of two). The default value [code]16[/code] is equal to " "65,536 bytes. Over this size, data is dropped." msgstr "" @@ -46485,7 +48928,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The CA certificates bundle to use for SSL connections. If this is set to a " -"non-empty value, this will [i]override[/i] Pandemonium's default [url=https://" +"non-empty value, this will [i]override[/i] Godot's default [url=https://" "github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates." "crt]Mozilla certificate bundle[/url]. If left empty, the default certificate " "bundle will be used.\n" @@ -46539,7 +48982,7 @@ msgid "" "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a " +"common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" @@ -46576,7 +49019,7 @@ msgid "" "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a " +"common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" @@ -46591,7 +49034,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets which physics engine to use for 2D physics.\n" -"\"DEFAULT\" and \"PandemoniumPhysics\" are the same, as there is currently no " +"\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no " "alternative 2D physics server implemented." msgstr "" @@ -46614,7 +49057,7 @@ msgid "" "Sets whether physics is run on the main thread or a separate one. Running " "the server on a thread increases performance, but restricts API access to " "only physics process.\n" -"[b]Warning:[/b] As of Pandemonium 3.2, there are mixed reports about the use of a " +"[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a " "Multi-Threaded thread model for physics. Be sure to assess whether it does " "give you extra performance and no regressions when using it." msgstr "" @@ -46646,7 +49089,7 @@ msgid "" "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a " +"common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" @@ -46657,7 +49100,7 @@ msgid "" "the default gravity at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity strength to 9.8.\n" -"PhysicsServer.area_set_param(get_viewport().find_world_3d().get_space(), " +"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" msgstr "" @@ -46669,7 +49112,7 @@ msgid "" "the default gravity vector at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity direction to `Vector3(0, -1, 0)`.\n" -"PhysicsServer.area_set_param(get_viewport().find_world_3d().get_space(), " +"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n" "[/codeblock]" msgstr "" @@ -46683,7 +49126,7 @@ msgid "" "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a " +"common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" @@ -46709,10 +49152,20 @@ msgstr "" msgid "" "Sets which physics engine to use for 3D physics.\n" "\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] " -"physics engine. The \"PandemoniumPhysics\" engine is still supported as an " +"physics engine. The \"GodotPhysics\" engine is still supported as an " "alternative." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"If [code]true[/code], smooths out collision with trimesh shapes " +"([ConcavePolygonShape]) by telling the Bullet physics engine to generate " +"internal edge information for every trimesh shape created.\n" +"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to " +"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/" +"code]." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "" @@ -46737,13 +49190,13 @@ msgid "" "simulation and [method Node._physics_process] methods are run. See also " "[member debug/settings/fps/force_fps].\n" "[b]Note:[/b] This property is only read when the project starts. To change " -"the physics FPS at runtime, set [member Engine.physics_ticks_per_second] " +"the physics FPS at runtime, set [member Engine.iterations_per_second] " "instead.\n" "[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at " "most. If more than 8 physics ticks have to be simulated per rendered frame " "to keep up with rendering, the game will appear to slow down (even if " "[code]delta[/code] is used consistently in physics calculations). Therefore, " -"it is recommended not to increase [member physics/common/physics_ticks_per_second] above " +"it is recommended not to increase [member physics/common/physics_fps] above " "240. Otherwise, the game will slow down when the rendering framerate goes " "below 30 FPS." msgstr "" @@ -46996,14 +49449,14 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default background clear color. Overridable per [Viewport] using its " -"[Environment3D3D]. See [member Environment3D.background_mode] and [member " -"Environment3D.background_color] in particular. To change this default color " -"programmatically, use [method RenderingServer.set_default_clear_color]." +"[Environment]. See [member Environment.background_mode] and [member " +"Environment.background_color] in particular. To change this default color " +"programmatically, use [method VisualServer.set_default_clear_color]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"[Environment3D3D] that will be used as a fallback environment in case a scene " +"[Environment] that will be used as a fallback environment in case a scene " "does not specify its own environment. The default environment is loaded in " "at scene load time regardless of whether you have set an environment or not. " "If you do not rely on the fallback environment, it is best to delete " @@ -47062,20 +49515,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47083,19 +49544,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47125,6 +49595,22 @@ msgid "" "[code]Asynchronous[/code] or [code]Asynchronous + Cache[/code]." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" +"You may want to do that since mobile GPUs generally won't support " +"ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " @@ -47288,7 +49774,7 @@ msgid "" "If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " "dynamic range. High dynamic range allows the use of [Color] values greater " "than 1. This must be set to [code]true[/code] for glow rendering to work if " -"[member Environment3D.glow_hdr_threshold] is greater than or equal to " +"[member Environment.glow_hdr_threshold] is greater than or equal to " "[code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47297,7 +49783,7 @@ msgstr "" msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " "devices, due to performance concerns or driver support. This must be set to " -"[code]true[/code] for glow rendering to work if [member Environment3D." +"[code]true[/code] for glow rendering to work if [member Environment." "glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47368,8 +49854,19 @@ msgstr "" msgid "" "Maximum anisotropic filter level used for textures with anisotropy enabled. " "Higher values will result in sharper textures when viewed from oblique " -"angles, at the cost of performance. Only power-of-two values are valid (2, " -"4, 8, 16)." +"angles, at the cost of performance. With the exception of [code]1[/code], " +"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/" +"code], [code]16[/code]). A value of [code]1[/code] forcibly disables " +"anisotropic filtering, even on textures where it is enabled.\n" +"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not " +"enabled by default[/i] on textures. For this setting to have an effect, " +"anisotropic texture filtering can be enabled by selecting a texture in the " +"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] " +"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is " +"rarely useful in 2D, so only enable it for textures in 2D if it makes a " +"meaningful visual difference.\n" +"[b]Note:[/b] This property is only read when the project starts. There is " +"currently no way to change this setting at run-time." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47429,7 +49926,7 @@ msgid "" "Without Sampling\" or \"3D Without Effects\", sample buffers will not be " "allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/" "code] will not be available in shaders and post-processing effects such as " -"glow will not be available in [Environment3D3D]." +"glow will not be available in [Environment]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47532,16 +50029,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47572,8 +50077,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47680,7 +50185,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], a thread safe version of BVH (bounding volume " -"hierarchy) will be used in rendering and Pandemonium physics.\n" +"hierarchy) will be used in rendering and Godot physics.\n" "Try enabling this option if you see any visual anomalies in 3D (such as " "incorrect object visibility)." msgstr "" @@ -47758,8 +50263,181 @@ msgid "" "situations where a change has been made." msgstr "" +#: doc/classes/PropertyTweener.xml +msgid "Interpolates an [Object]'s property over time." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"[PropertyTweener] is used to interpolate a property in an object. See " +"[method SceneTreeTween.tween_property] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way " +"to create [PropertyTweener]. Any [PropertyTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"When called, the final value will be used as a relative value instead. " +"Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)." +"as_relative() #the node will move by 100 pixels to the right\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets a custom initial value to the [PropertyTweener]. Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(Vector2(100, 100) #this will move the node from position (100, 100) to " +"(200, 100)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Makes the [PropertyTweener] use the current property value (i.e. at the time " +"of creating this [PropertyTweener]) as a starting point. This is equivalent " +"of using [method from] with the current value. These two calls will do the " +"same:\n" +"[codeblock]\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(position)\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from_current()\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets the time in seconds after which the [PropertyTweener] will start " +"interpolating. By default there's no delay." +msgstr "" + #: doc/classes/ProximityGroup.xml -msgid "General-purpose proximity detection node." +msgid "General-purpose 3D proximity detection node." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"General-purpose proximity detection node. [ProximityGroup] can be used for " +"[i]approximate[/i] distance checks, which are faster than exact distance " +"checks using [method Vector3.distance_to] or [method Vector3." +"distance_squared_to].\n" +"[ProximityGroup] nodes are automatically grouped together, as long as they " +"share the same [member group_name] and intersect with each other. By calling " +"the [method broadcast], you can invoke a specified method with various " +"parameters to all intersecting members.\n" +"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] " +"coordinates. The coordinates are automatically calculated by calling [member " +"grid_radius]. To allow [ProximityGroup] to find its peers (and perform " +"automatic grouping), you need to define its [member group_name] to a non-" +"empty [String]. As soon as this object's shape intersects with another " +"[ProximityGroup] object' shape, and both share the same [member group_name], " +"they will belong together for as long as they intersect.\n" +"Since [ProximityGroup] doesn't rely the physics engine, you don't need to " +"add any other node as a child (unlike [PhysicsBody]).\n" +"The [ProximityGroup] uses the [SceneTree] groups in the background by " +"calling the method [method Node.add_to_group] internally. The [SceneTree] " +"group names are constructed by combining the [member group_name] with its " +"coordinates, which are calculated using the [member grid_radius] you defined " +"beforehand.\n" +"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] " +"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to " +"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)" +"[/code] will create the following [SceneTree] group names:\n" +"[codeblock]\n" +"- \"planets|5|4|3\"\n" +"- \"planets|5|4|4\"\n" +"- \"planets|5|4|5\"\n" +"- \"planets|5|4|6\"\n" +"- \"planets|5|4|7\"\n" +"- \"planets|5|4|8\"\n" +"- \"planets|5|4|9\"\n" +"- ...\n" +"[/codeblock]\n" +"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with " +"group name [code]\"planets\"[/code], and one of its coordinates is " +"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] " +"group called [code]\"planets|5|4|7\"[/code]. However, since this group name " +"already exists, this [ProximityGroup] object will be [i]added[/i] to the " +"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long " +"as both nodes don't change their transform and stop intersecting (or exit " +"the scene tree), they are grouped together. As long as this intersection " +"exists, any call to [method broadcast] will affect [i]both[/i] " +"[ProximityGroup] nodes.\n" +"There are 3 caveats to keep in mind when using [ProximityGroup]:\n" +"- The larger the grid radius, the more coordinates and the more [SceneTree] " +"groups are created. This can have a performance impact if too many groups " +"are created.\n" +"- If the [ProximityGroup] node is transformed in any way (or is removed from " +"the scene tree), the groupings will have to be recalculated. This can also " +"have a performance impact.\n" +"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/" +"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, " +"small grid radius values may lead to unwanted groupings.\n" +"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more " +"effective and faster [VisibilityNotifier] functionality. For most use cases, " +"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are " +"fast enough too, especially if you call them less often using a [Timer] node." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Calls on all intersecting [ProximityGroup] the given method and parameters.\n" +"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), " +"all calls are delegated to their respective parent [Node]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Specifies which node gets contacted on a call of method [method broadcast]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"The size of the space in 3D units. This also sets the amount of coordinates " +"required to calculate whether two [ProximityGroup] nodes are intersecting or " +"not. Smaller [member grid_radius] values can be used for more precise " +"proximity checks at the cost of performance, since more groups will be " +"created." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Specify the common group name, to let other [ProximityGroup] nodes know, if " +"they should be auto-grouped with this node in case they intersect with each " +"other.\n" +"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/" +"code] and another called [code]\"Mars\"[/code], with both nodes having " +"[code]\"planet\"[/code] as their [member group_name]. Give both planets a " +"significantly larger [member grid_radius] than their actual radius, position " +"them close enough and they'll be automatically grouped." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Emitted when the user calls the [method broadcast] method and has set " +"[member dispatch_mode] to [constant MODE_SIGNAL].\n" +"The given method and its parameters are passed on to the listeners who " +"connected to this signal of this object, as well as any [ProximityGroup] " +"node this node is grouped together with.\n" +"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default " +"[member dispatch_mode] is [constant MODE_PROXY]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "This [ProximityGroup]'s parent will be target of [method broadcast]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when " +"calling the [method broadcast] [i]method[/i]." msgstr "" #: doc/classes/QuadMesh.xml @@ -47787,44 +50465,44 @@ msgstr "" msgid "Size on the X and Y axes." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Quaternion." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "A unit quaternion used for representing 3D rotations. Quaternions need to be " "normalized to be used for rotation.\n" "It is similar to Basis, which implements matrix representation of rotations, " "and can be parametrized using both an axis-angle pair or Euler angles. Basis " -"stores rotation, scale, and shearing, while Quaternion only stores rotation.\n" +"stores rotation, scale, and shearing, while Quat only stores rotation.\n" "Due to its compactness and the way it is stored in memory, certain " "operations (obtaining axis-angle and performing SLERP, in particular) are " "more efficient and robust against floating-point errors." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Constructs a quaternion from the given [Basis]." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Constructs a quaternion that will perform a rotation specified by Euler " "angles (in the YXZ convention: when decomposing, first Z, then X, and Y " "last), given in the vector format as (X angle, Y angle, Z angle)." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Constructs a quaternion that will rotate around the given axis by the " "specified angle. The axis must be a normalized vector." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Constructs a quaternion defined by the given values." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Returns the angle between this quaternion and [code]to[/code]. This is the " "magnitude of the angle you would need to rotate by to get from one to the " @@ -47834,18 +50512,18 @@ msgid "" "reliably." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Performs a cubic spherical interpolation between quaternions [code]pre_a[/" "code], this vector, [code]b[/code], and [code]post_b[/code], by the given " "amount [code]weight[/code]." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns the dot product of two quaternions." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Returns Euler angles (in the YXZ convention: when decomposing, first Z, then " "X, and Y last) corresponding to the rotation represented by the unit " @@ -47853,89 +50531,89 @@ msgid "" "angle, Y angle, Z angle)." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns the inverse of the quaternion." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Returns [code]true[/code] if this quaternion and [code]quat[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns whether the quaternion is normalized or not." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns the length of the quaternion." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns the length of the quaternion, squared." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Sets the quaternion to a rotation which rotates around axis by the specified " "angle, in radians. The axis must be a normalized vector." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Sets the quaternion to a rotation specified by Euler angles (in the YXZ " "convention: when decomposing, first Z, then X, and Y last), given in the " "vector format as (X angle, Y angle, Z angle)." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Returns the result of the spherical linear interpolation between this " "quaternion and [code]to[/code] by amount [code]weight[/code].\n" "[b]Note:[/b] Both quaternions must be normalized." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Returns the result of the spherical linear interpolation between this " "quaternion and [code]to[/code] by amount [code]weight[/code], but without " "checking if the rotation path is not bigger than 90 degrees." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns a vector transformed (multiplied) by this quaternion." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "W component of the quaternion (real part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "X component of the quaternion (imaginary [code]i[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Y component of the quaternion (imaginary [code]j[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Z component of the quaternion (imaginary [code]k[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "The identity quaternion, representing no rotation. Equivalent to an identity " "[Basis] matrix. If a vector is transformed by an identity quaternion, it " @@ -47952,7 +50630,7 @@ msgid "" "currently uses [url=http://www.pcg-random.org/]PCG32[/url].\n" "[b]Note:[/b] The underlying algorithm is an implementation detail. As a " "result, it should not be depended upon for reproducible random streams " -"across Pandemonium versions.\n" +"across Godot versions.\n" "To generate a random float number (within a given range) based on a time-" "dependant seed:\n" "[codeblock]\n" @@ -48019,11 +50697,11 @@ msgid "" "modifying the [member state]:\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" -"rng.seed = hash(\"Pandemonium\")\n" +"rng.seed = hash(\"Godot\")\n" "rng.state = 100 # Restore to some previously saved state.\n" "[/codeblock]\n" "[b]Warning:[/b] the getter of this property returns the previous [member " -"state], and not the initial seed value, which is going to be fixed in Pandemonium " +"state], and not the initial seed value, which is going to be fixed in Godot " "4.0." msgstr "" @@ -48053,19 +50731,20 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml msgid "" -"Binds two ranges together along with any ranges previously grouped with " +"Binds two [Range]s together along with any ranges previously grouped with " "either of them. When any of range's member variables change, it will share " "the new value with all other ranges in its group." msgstr "" #: doc/classes/Range.xml -msgid "Stops range from sharing its member variables with any other." +msgid "Stops the [Range] from sharing its member variables with any other." msgstr "" #: doc/classes/Range.xml @@ -48132,7 +50811,14 @@ msgid "" msgstr "" #: doc/classes/Range.xml -msgid "Emitted when [member value] changes." +msgid "" +"Emitted when [member value] changes. When used on a [Slider], this is called " +"continuously while dragging (potentially every frame). If you are performing " +"an expensive operation in a function connected to [signal value_changed], " +"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n" +"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal " +"value_changed] is also emitted when [code]value[/code] is set directly via " +"code." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml @@ -48572,17 +51258,17 @@ msgid "" "performance cost (when [member update_mode] is [constant UPDATE_ONCE]). " "[ReflectionProbe]s can be blended together and with the rest of the scene " "smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-" -"space reflections ([member Environment3D.ss_reflections_enabled]) to get more " +"space reflections ([member Environment.ss_reflections_enabled]) to get more " "accurate reflections in specific areas. [ReflectionProbe]s render all " "objects within their [member cull_mask], so updating them can be quite " "expensive. It is best to update them once with the important static objects " "and then leave them as-is.\n" "[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their " -"environment from a [WorldEnvironment3D3D] node. If you specify an [Environment3D3D] " +"environment from a [WorldEnvironment] node. If you specify an [Environment] " "resource within a [Camera] node, it will be ignored by the " "[ReflectionProbe]. This can lead to incorrect lighting within the " "[ReflectionProbe].\n" -"[b]Note:[/b] By default, Pandemonium will only render 16 reflection probes. If you " +"[b]Note:[/b] By default, Godot will only render 16 reflection probes. If you " "need more, increase the number of atlas subdivisions. This setting can be " "found in [member ProjectSettings.rendering/quality/reflections/" "atlas_subdiv].\n" @@ -48766,7 +51452,7 @@ msgid "" " results.push_back(result.get_string())\n" "# The `results` array now contains \"One\", \"Two\", \"Three\".\n" "[/codeblock]\n" -"[b]Note:[/b] Pandemonium's regex implementation is based on the [url=https://www." +"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." "pcre.org/]PCRE2[/url] library. You can view the full pattern reference " "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" "[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test " @@ -48967,7 +51653,7 @@ msgstr "" #: doc/classes/Resource.xml msgid "" -"Resource is the base class for all Pandemonium-specific resource types, serving " +"Resource is the base class for all Godot-specific resource types, serving " "primarily as data containers. Since they inherit from [Reference], resources " "are reference-counted and freed when no longer in use. They are also cached " "once loaded from disk, so that any further attempts to load a resource from " @@ -49088,7 +51774,7 @@ msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "" -"Pandemonium loads resources in the editor or in exported games using " +"Godot loads resources in the editor or in exported games using " "ResourceFormatLoaders. They are queried automatically via the " "[ResourceLoader] singleton, or when a resource with internal dependencies is " "loaded. Each file type may load as a different resource type, so multiple " @@ -49100,7 +51786,7 @@ msgid "" "resources of its handled type(s). You may also implement a " "[ResourceFormatSaver].\n" "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type " -"you need exists but Pandemonium is unable to load its format. Choosing one way " +"you need exists but Godot is unable to load its format. Choosing one way " "over another depends on if the format is suitable or not for the final " "exported game. For example, it's better to import [code].png[/code] textures " "as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with " @@ -49163,7 +51849,7 @@ msgid "" "use the [ResourceSaver] singleton. This is accomplished thanks to multiple " "[ResourceFormatSaver]s, each handling its own format and called " "automatically by the engine.\n" -"By default, Pandemonium saves resources as [code].tres[/code] (text-based), [code]." +"By default, Godot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " "return types and values. You should give it a global class name with " @@ -49403,12 +52089,12 @@ msgid "" msgstr "" #: doc/classes/ResourceSaver.xml -msgid "Singleton for saving Pandemonium-specific resource types." +msgid "Singleton for saving Godot-specific resource types." msgstr "" #: doc/classes/ResourceSaver.xml msgid "" -"Singleton for saving Pandemonium-specific resource types to the filesystem.\n" +"Singleton for saving Godot-specific resource types to the filesystem.\n" "It uses the many [ResourceFormatSaver] classes registered in the engine " "(either built-in or from a plugin) to save engine-specific resource data to " "text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files " @@ -49519,7 +52205,7 @@ msgid "" "on anchors/containers and the [member fit_content_height] property.\n" "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most " "emoji) are [i]not[/i] supported on Windows. They will display as unknown " -"characters instead. This will be resolved in Pandemonium 4.0." +"characters instead. This will be resolved in Godot 4.0." msgstr "" #: doc/classes/RichTextLabel.xml @@ -49544,14 +52230,15 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns " -"the result of the parsing, [constant OK] if successful.\n" +"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n" "[b]Note:[/b] Using this method, you can't close a tag that was opened in a " "previous [method append_bbcode] call. This is done to improve performance, " "especially when updating large RichTextLabels since rebuilding the whole " "BBCode every time would be slower. If you absolutely need to close a tag in " "a future method call, append the [member bbcode_text] instead of using " -"[method append_bbcode]." +"[method append_bbcode].\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml @@ -49568,6 +52255,10 @@ msgid "" "wrapped text as one line." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " @@ -49591,8 +52282,9 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " -"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] " -"successfully." +"inserts the new content.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml @@ -49833,6 +52525,22 @@ msgstr "" msgid "Makes text fill width." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "Aligns top of the inline image to the top of the text." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "Aligns center of the inline image to the center of the text." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "Aligns bottom of the inline image to the baseline of the text." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "Aligns bottom of the inline image to the bottom of the text." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "Each list item has a number marker." msgstr "" @@ -49910,7 +52618,7 @@ msgid "The default text font." msgstr "" #: doc/classes/RichTextLabel.xml -msgid "The background The background used when the [RichTextLabel] is focused." +msgid "The background used when the [RichTextLabel] is focused." msgstr "" #: doc/classes/RichTextLabel.xml @@ -49926,7 +52634,7 @@ msgid "" "The RID type is used to access the unique integer ID of a resource. They are " "opaque, which means they do not grant access to the associated resource by " "themselves. They are used by and with the low-level Server classes such as " -"[RenderingServer]." +"[VisualServer]." msgstr "" #: doc/classes/RID.xml @@ -49962,7 +52670,7 @@ msgid "" "If you need to override the default physics behavior, you can write a custom " "force integration function. See [member custom_integrator].\n" "With Bullet physics (the default), the center of mass is the RigidBody3D " -"center. With PandemoniumPhysics, the center of mass is the average of the " +"center. With GodotPhysics, the center of mass is the average of the " "[CollisionShape] centers." msgstr "" @@ -50043,7 +52751,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -50142,8 +52851,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " -"from -1.0, any linear damp derived from the world or areas will be " -"overridden.\n" +"from -1.0 it will be added to any linear damp derived from the world or " +"areas.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" @@ -50357,7 +53066,8 @@ msgstr "" msgid "" "Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project " -"Settings > Physics > 2d[/b].\n" +"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be " +"added to the default project value.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" @@ -50439,7 +53149,8 @@ msgstr "" msgid "" "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > " -"Physics > 2d[/b].\n" +"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the " +"default project value.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" @@ -50708,7 +53419,7 @@ msgid "" "appending a suffix to the portal name, which should be the name of the room " "you intend to link to. For example [i]'Portal_lounge'[/i] will attempt to " "link to the room named [i]'Room_lounge'[/i].\n" -"There is a special case here - Pandemonium does not allow two nodes to share the " +"There is a special case here - Godot does not allow two nodes to share the " "same name. What if you want to manually have more than one portal leading " "into the same room? Surely they will need to both be called, e.g. " "[i]'Portal_lounge'[/i]?\n" @@ -50731,11 +53442,15 @@ msgstr "" msgid "" "Switches the portal culling system on and off.\n" "It is important to note that when portal culling is active, it is " -"responsible for [b]all[/b] the 3d culling. Some editor functionality may be " -"more difficult to use, so switching the active flag is intended to be used " -"to make sure your [Room] / [Portal] layout works within the editor.\n" +"responsible for [b]all[/b] the 3d culling. Some editor visual debugging " +"helpers may not be available when active, so switching the active flag is " +"intended to be used to ensure your [Room] / [Portal] layout works within the " +"editor.\n" "Switching to [code]active[/code] will have no effect when the [code]room " -"graph[/code] is unloaded (the rooms have not yet been converted)." +"graph[/code] is unloaded (the rooms have not yet been converted).\n" +"[b]Note:[/b] For efficiency, the portal system is designed to work with only " +"the core visual object types. In particular, only nodes derived from " +"[VisualInstance] are expected to show when the system is active." msgstr "" #: doc/classes/RoomManager.xml @@ -51172,7 +53887,9 @@ msgid "" "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. You won't be able to access it " -"immediately after the [method change_scene_to] call." +"immediately after the [method change_scene_to] call.\n" +"[b]Note:[/b] Passing a value of [code]null[/code] into the method will " +"unload the current scene without loading a new one." msgstr "" #: doc/classes/SceneTree.xml @@ -51191,6 +53908,10 @@ msgid "" "The timer will be automatically freed after its time elapses." msgstr "" +#: doc/classes/SceneTree.xml +msgid "Creates and returns a new [SceneTreeTween]." +msgstr "" + #: doc/classes/SceneTree.xml msgid "" "Returns the current frame number, i.e. the total frame count since the " @@ -51215,6 +53936,12 @@ msgstr "" msgid "Returns a list of all nodes assigned to the given group." msgstr "" +#: doc/classes/SceneTree.xml +msgid "" +"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] " +"(both running and paused)." +msgstr "" + #: doc/classes/SceneTree.xml msgid "Returns the sender's peer ID for the most recently received RPC call." msgstr "" @@ -51271,13 +53998,6 @@ msgid "" "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" -#: doc/classes/SceneTree.xml -msgid "" -"If [code]true[/code], the application automatically accepts quitting. " -"Enabled by default.\n" -"For mobile platforms, see [method set_quit_on_go_back]." -msgstr "" - #: doc/classes/SceneTree.xml msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " @@ -51296,16 +54016,14 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the application quits automatically on going back (e." -"g. on Android). Enabled by default.\n" -"To handle 'Go Back' button when this option is disabled, use [constant " -"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +"Configures screen stretching to the given [enum StretchMode], [enum " +"StretchAspect], minimum size and [code]scale[/code]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Configures screen stretching to the given [enum StretchMode], [enum " -"StretchAspect], minimum size and [code]scale[/code]." +"If [code]true[/code], the application automatically accepts quitting.\n" +"For mobile platforms, see [member quit_on_go_back]." msgstr "" #: doc/classes/SceneTree.xml @@ -51315,13 +54033,19 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], collision shapes will be visible when running the game " -"from the editor for debugging purposes." +"from the editor for debugging purposes.\n" +"[b]Note:[/b] This property is not designed to be changed at run-time. " +"Changing the value of [member debug_collisions_hint] while the project is " +"running will not have the desired effect." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], navigation polygons will be visible when running the " -"game from the editor for debugging purposes." +"game from the editor for debugging purposes.\n" +"[b]Note:[/b] This property is not designed to be changed at run-time. " +"Changing the value of [member debug_navigation_hint] while the project is " +"running will not have the desired effect." msgstr "" #: doc/classes/SceneTree.xml @@ -51371,6 +54095,14 @@ msgid "" "property allows control over interpolation at runtime." msgstr "" +#: doc/classes/SceneTree.xml +msgid "" +"If [code]true[/code], the application quits automatically on going back (e." +"g. on Android).\n" +"To handle 'Go Back' button when this option is disabled, use [constant " +"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +msgstr "" + #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " @@ -51559,7 +54291,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be dereferenced after its time elapses. To preserve the " +"timer, you can keep a reference to it. See [Reference]." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -51570,6 +54303,421 @@ msgstr "" msgid "Emitted when the timer reaches 0." msgstr "" +#: doc/classes/SceneTreeTween.xml +msgid "" +"Lightweight object used for general-purpose animation via script, using " +"[Tweener]s." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"[SceneTreeTween] is a tween managed by the scene tree. As opposed to " +"[Tween], it does not require the instantiation of a node.\n" +"[SceneTreeTween]s are 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 [SceneTreeTween] can be created by using either [method SceneTree." +"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created " +"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " +"used for tweening values, but you can do manual interpolation with [method " +"interpolate_value].\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" +"[codeblock]\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($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"This sequence will make the [code]$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" +"[codeblock]\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($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " +"objects:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" +"[/codeblock]\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 [SceneTreeTween] 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 [SceneTreeTween] " +"to a variable:\n" +"[codeblock]\n" +"var tween\n" +"func animate():\n" +" if tween:\n" +" tween.kill() # Abort the previous animation.\n" +" tween = create_tween()\n" +"[/codeblock]\n" +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." +"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 Tween.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 Tween.TransitionType] constants " +"with [constant Tween.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] All [SceneTreeTween]s will automatically start by default. To " +"prevent a [SceneTreeTween] from autostarting, you can call [method stop] " +"immediately after it is created.\n" +"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the " +"current frame, i.e. after [method Node._process] or [method Node." +"_physics_process] (depending on [enum Tween.TweenProcessMode])." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Binds this [SceneTreeTween] with the given [code]node[/code]. " +"[SceneTreeTween]s are processed directly by the [SceneTree], so they run " +"independently of the animated nodes. When you bind a [Node] with the " +"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the " +"object is not inside tree and the [SceneTreeTween] will be automatically " +"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] " +"will make the pausing behavior dependent on the bound node.\n" +"For a shorter way to create and bind a [SceneTreeTween], you can use [method " +"Node.create_tween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Used to chain two [Tweener]s after [method set_parallel] is called with " +"[code]true[/code].\n" +"[codeblock]\n" +"var tween = create_tween().set_parallel(true)\n" +"tween.tween_property(...)\n" +"tween.tween_property(...) # Will run parallelly with above.\n" +"tween.chain().tween_property(...) # Will run after two above are finished.\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" +"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " +"haven't finished.\n" +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns the total time in seconds the [SceneTreeTween] has been animating (i." +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" +"[b]Note:[/b] As it results from accumulating frame deltas, the time returned " +"after the [SceneTreeTween] has finished animating will be slightly greater " +"than the actual [SceneTreeTween] duration." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"This method can be used for manual interpolation of a value, when you don't " +"want [SceneTreeTween] to do animating for you. It's similar to [method " +"@GDScript.lerp], but with support for custom transition and easing.\n" +"[code]initial_value[/code] is the starting value of the interpolation.\n" +"[code]delta_value[/code] is the change of the value in the interpolation, i." +"e. it's equal to [code]final_value - initial_value[/code].\n" +"[code]elapsed_time[/code] is the time in seconds that passed after the " +"interpolation started and it's used to control the position of the " +"interpolation. E.g. when it's equal to half of the [code]duration[/code], " +"the interpolated value will be halfway between initial and final values. " +"This value can also be greater than [code]duration[/code] or lower than 0, " +"which will extrapolate the value.\n" +"[code]duration[/code] is the total time of the interpolation.\n" +"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method " +"will always return the final value, regardless of [code]elapsed_time[/code] " +"provided." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't " +"paused and it's not finished." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " +"[SceneTreeTween] contained by the scene tree (i.e. the array from [method " +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use " +"[method interpolate_value]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Makes the next [Tweener] run parallelly to the previous one. Example:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"[/codeblock]\n" +"All [Tweener]s in the example will run at the same time.\n" +"You can make the [SceneTreeTween] parallel by default by using [method " +"set_parallel]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Pauses the tweening. The animation can be resumed by using [method play]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "Resumes a paused or stopped [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s " +"animated by this [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the number of times the tweening sequence will be repeated, i.e. " +"[code]set_loops(2)[/code] will run the animation twice.\n" +"Calling this method without arguments will make the [SceneTreeTween] run " +"infinitely, until either it is killed with [method kill], the " +"[SceneTreeTween]'s bound node is freed, or all the animated objects have " +"been freed (which makes further animation impossible).\n" +"[b]Warning:[/b] Make sure to always add some duration/delay when using " +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a " +"[SceneTreeTween]'s lifetime depends on some node, always use [method " +"bind_node]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after " +"this method will by default run simultaneously, as opposed to sequentially." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is " +"paused. Check [enum TweenPauseMode] for options.\n" +"Default value is [constant TWEEN_PAUSE_BOUND]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Determines whether the [SceneTreeTween] should run during idle frame (see " +"[method Node._process]) or physics frame (see [method Node." +"_physics_process].\n" +"Default value is [constant Tween.TWEEN_PROCESS_IDLE]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Scales the speed of tweening. This affects all [Tweener]s and their delays." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s " +"animated by this [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Stops the tweening and resets the [SceneTreeTween] to its initial state. " +"This will not remove any appended [Tweener]s." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [CallbackTweener]. This method can be used to call an " +"arbitrary method in any object. Use [code]binds[/code] to bind additional " +"arguments for the call.\n" +"Example: object that keeps shooting every 1 second.\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().set_loops()\n" +"tween.tween_callback(self, \"shoot\").set_delay(1)\n" +"[/codeblock]\n" +"Example: turning a sprite red and then blue, with 2 second delay.\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends an [IntervalTweener]. This method can be used to create " +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" +"Example: creating an interval in code execution.\n" +"[codeblock]\n" +"# ... some code\n" +"yield(create_tween().tween_interval(2), \"finished\")\n" +"# ... more code\n" +"[/codeblock]\n" +"Example: creating an object that moves back and forth and jumps every few " +"seconds.\n" +"[codeblock]\n" +"var tween = create_tween().set_loops()\n" +"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n" +"tween.tween_callback(self, \"jump\")\n" +"tween.tween_interval(2)\n" +"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n" +"tween.tween_callback(self, \"jump\")\n" +"tween.tween_interval(2)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [MethodTweener]. This method is similar to a " +"combination of [method tween_callback] and [method tween_property]. It calls " +"a method over time with a tweened value provided as an argument. The value " +"is tweened between [code]from[/code] and [code]to[/code] over the time " +"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to " +"bind additional arguments for the call. You can use [method MethodTweener." +"set_ease] and [method MethodTweener.set_trans] to tweak the easing and " +"transition of the value or [method MethodTweener.set_delay] to delay the " +"tweening.\n" +"Example: making a 3D object look from one point to another point.\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), " +"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n" +"[/codeblock]\n" +"Example: setting a text of a [Label], using an intermediate method and after " +"a delay.\n" +"[codeblock]\n" +"func _ready():\n" +" var tween = create_tween()\n" +" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n" +"\n" +"func set_label_text(value: int):\n" +" $Label.text = \"Counting \" + str(value)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [PropertyTweener]. This method tweens a " +"[code]property[/code] of an [code]object[/code] between an initial value and " +"[code]final_val[/code] in a span of time equal to [code]duration[/code], in " +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" +"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n" +"[/codeblock]\n" +"will move the sprite to position (100, 200) and then to (200, 300). If you " +"use [method PropertyTweener.from] or [method PropertyTweener.from_current], " +"the starting position will be overwritten by the given value instead. See " +"other methods in [PropertyTweener] to see how the tweening can be tweaked " +"further.\n" +"[b]Note:[/b] You can find the correct property name by hovering over the " +"property in the Inspector. You can also provide the components of a property " +"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/" +"code]), where it would only apply to that particular component.\n" +"Example: moving object twice from the same position, with different " +"transition types.\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().set_trans(Tween.TRANS_SINE)\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " +"when the [SceneTreeTween] is set to infinite looping (see [method " +"set_loops]).\n" +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when a full loop is complete (see [method set_loops]), providing the " +"loop index. This signal is not emitted after the final loop, use [signal " +"finished] instead for this case." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when one step of the [SceneTreeTween] is complete, providing the " +"step index. One step is either a single [Tweener] or a group of [Tweener]s " +"running in parallel." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"If the [SceneTreeTween] has a bound node, it will process when that node can " +"process (see [member Node.pause_mode]). Otherwise it's the same as [constant " +"TWEEN_PAUSE_STOP]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"The [SceneTreeTween] will process regardless of whether [SceneTree] is " +"paused." +msgstr "" + #: doc/classes/Script.xml msgid "A class stored as a resource." msgstr "" @@ -51674,7 +54822,7 @@ msgid "Emitted when the user clicks the OK button." msgstr "" #: doc/classes/ScriptEditor.xml -msgid "Pandemonium editor's script editor." +msgid "Godot editor's script editor." msgstr "" #: doc/classes/ScriptEditor.xml @@ -51860,14 +55008,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -51930,10 +55087,10 @@ msgstr "" #: doc/classes/Shader.xml msgid "" -"Returns the shader's custom defines. Custom defines can be used in Pandemonium to " +"Returns the shader's custom defines. Custom defines can be used in Godot to " "add GLSL preprocessor directives (e.g: extensions) required for the shader " "logic.\n" -"[b]Note:[/b] Custom defines are not validated by the Pandemonium shader parser, so " +"[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so " "care should be taken when using them." msgstr "" @@ -52038,8 +55195,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -52060,8 +55224,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " @@ -52072,13 +55244,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled " +"Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled " "with the specified [code]color[/code]. The exact drawing method is specific " "for each shape and cannot be configured." msgstr "" #: doc/classes/Shape2D.xml -msgid "The shape's custom solver bias." +msgid "" +"The shape's custom solver bias. Defines how much bodies react to enforce " +"contact separation when this shape is involved.\n" +"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used." msgstr "" #: doc/classes/ShortCut.xml @@ -52644,7 +55819,7 @@ msgstr "" #: doc/classes/Spatial.xml msgid "" -"Returns the current [World3D] resource this [Spatial] node is registered to." +"Returns the current [World] resource this [Spatial] node is registered to." msgstr "" #: doc/classes/Spatial.xml @@ -52695,6 +55870,14 @@ msgid "" "changes. [Spatial] will not propagate this by default." msgstr "" +#: doc/classes/Spatial.xml +msgid "" +"Returns [code]true[/code] if the node is present in the [SceneTree], its " +"[member visible] property is [code]true[/code] and all its antecedents are " +"also visible. If any antecedent is hidden, this node will not be visible in " +"the scene tree." +msgstr "" + #: doc/classes/Spatial.xml msgid "" "Rotates the node so that the local forward axis (-Z) points toward the " @@ -52834,10 +56017,29 @@ msgid "" "as custom visualization and editing handles in Editor." msgstr "" +#: doc/classes/Spatial.xml +msgid "" +"Rotation part of the global transformation in radians, specified in terms of " +"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n" +"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " +"vector. The three Euler angles, which are the three independent parameters " +"of the Euler-angle parametrization of the rotation matrix, are stored in a " +"[Vector3] data structure not because the rotation is a vector, but only " +"because [Vector3] exists as a convenient data-structure to store 3 floating-" +"point numbers. Therefore, applying affine operations on the rotation " +"\"vector\" is not meaningful." +msgstr "" + #: doc/classes/Spatial.xml msgid "World space (global) [Transform] of this node." msgstr "" +#: doc/classes/Spatial.xml +msgid "" +"Global position of this node. This is equivalent to [code]global_transform." +"origin[/code]." +msgstr "" + #: doc/classes/Spatial.xml msgid "" "Rotation part of the local transformation in radians, specified in terms of " @@ -52858,7 +56060,12 @@ msgid "" msgstr "" #: doc/classes/Spatial.xml -msgid "Scale part of the local transformation." +msgid "" +"Scale part of the local transformation.\n" +"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, the scale values will either be all " +"positive or all negative." msgstr "" #: doc/classes/Spatial.xml @@ -52905,13 +56112,13 @@ msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification when they are registered to new " -"[World3D] resource." +"[World] resource." msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification when they are unregistered from " -"current [World3D] resource." +"current [World] resource." msgstr "" #: doc/classes/Spatial.xml @@ -53007,7 +56214,9 @@ msgid "" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " "texture filtering. Anisotropic texture filtering can be enabled by selecting " "a texture in the FileSystem dock, going to the Import dock, checking the " -"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic " +"filtering level can be changed by adjusting [member ProjectSettings." +"rendering/quality/filters/anisotropic_filter_level]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53181,7 +56390,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "Texture that specifies the per-pixel normal of the detail overlay.\n" -"[b]Note:[/b] Pandemonium expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." @@ -53256,6 +56465,10 @@ msgid "" "space." msgstr "" +#: doc/classes/SpatialMaterial.xml +msgid "Enables signed distance field rendering shader." +msgstr "" + #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "" @@ -53279,12 +56492,6 @@ msgid "" "distance." msgstr "" -#: doc/classes/SpatialMaterial.xml -msgid "" -"If [code]true[/code], depth testing is disabled and the object will be drawn " -"in render order." -msgstr "" - #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " @@ -53313,7 +56520,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53379,16 +56600,12 @@ msgid "" "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" -"[b]Note:[/b] Pandemonium expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." msgstr "" -#: doc/classes/SpatialMaterial.xml -msgid "Threshold at which the alpha scissor will discard values." -msgstr "" - #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " @@ -53440,7 +56657,7 @@ msgid "Grows object vertices in the direction of their normals." msgstr "" #: doc/classes/SpatialMaterial.xml -msgid "Currently unimplemented in Pandemonium." +msgid "Currently unimplemented in Godot." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53843,12 +57060,6 @@ msgid "" "increase the speed of the shader at the cost of quality." msgstr "" -#: doc/classes/SpatialMaterial.xml -msgid "" -"Disables the depth test, so this object is drawn on top of all others. " -"However, objects drawn after it in the draw order may cover it." -msgstr "" - #: doc/classes/SpatialMaterial.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" @@ -54117,7 +57328,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -54377,7 +57591,7 @@ msgstr "" #: doc/classes/Sprite.xml msgid "" "The normal map gives depth to the Sprite.\n" -"[b]Note:[/b] Pandemonium expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." @@ -54435,7 +57649,7 @@ msgstr "" #: doc/classes/Sprite3D.xml msgid "" "[Texture] object to draw. If [member GeometryInstance.material_override] is " -"used, this will be overridden." +"used, this will be overridden. The size information is still used." msgstr "" #: doc/classes/SpriteBase3D.xml @@ -54497,7 +57711,19 @@ msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" -"If [code]true[/code], the [Light] in the [Environment3D3D] has effects on the " +"Sets the render priority for the sprite. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "" @@ -54524,7 +57750,8 @@ msgid "" msgstr "" #: doc/classes/SpriteBase3D.xml -msgid "Represents the size of the [enum DrawFlags] enum." +msgid "" +"Sprite is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/SpriteFrames.xml @@ -55092,7 +58319,7 @@ msgid "Constructs a new String from the given [Plane]." msgstr "" #: doc/classes/String.xml -msgid "Constructs a new String from the given [Quaternion]." +msgid "Constructs a new String from the given [Quat]." msgstr "" #: doc/classes/String.xml @@ -55281,7 +58508,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -55352,7 +58603,7 @@ msgid "" "Escapes (encodes) a string to URL friendly format. Also referred to as 'URL " "encode'.\n" "[codeblock]\n" -"print(\"https://example.org/?escaped=\" + \"Pandemonium Engine:'docs'\"." +"print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"." "http_escape())\n" "[/codeblock]" msgstr "" @@ -55362,7 +58613,7 @@ msgid "" "Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL " "decode'.\n" "[codeblock]\n" -"print(\"https://example.org/?escaped=\" + \"Pandemonium%20Engine%3A%27docs%27\"." +"print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"." "http_unescape())\n" "[/codeblock]" msgstr "" @@ -55432,11 +58683,10 @@ msgid "" "Returns [code]true[/code] if this string contains a valid float. This is " "inclusive of integers, and also supports exponents:\n" "[codeblock]\n" -"print(\"1.7\".is_valid_float()) # Prints \"true\"\n" -"print(\"24\".is_valid_float()) # Prints \"true\"\n" -"print(\"7e3\".is_valid_float()) # Prints \"true\"\n" -"print(\"24\".is_valid_float()) # Prints \"true\"\n" -"print(\"Hello\".is_valid_float()) # Prints \"false\"\n" +"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" +"print(\"24\".is_valid_float()) # Prints \"True\"\n" +"print(\"7e3\".is_valid_float()) # Prints \"True\"\n" +"print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55462,9 +58712,9 @@ msgid "" "identifier may contain only letters, digits and underscores ([code]_[/code]) " "and the first character may not be a digit.\n" "[codeblock]\n" -"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n" -"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n" -"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n" +"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n" +"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n" +"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55472,11 +58722,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"true\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"false\"\n" -"print(\"L\".is_valid_int()) # Prints \"false\"\n" -"print(\"+3\".is_valid_int()) # Prints \"true\"\n" -"print(\"-12\".is_valid_int()) # Prints \"true\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -55664,6 +58914,9 @@ msgid "" "the substrings, starting from right.\n" "The splits in the returned array are sorted in the same order as the " "original string, from left to right.\n" +"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent " +"delimiters in the string, it will add an empty string to the array of " +"substrings at this position.\n" "If [code]maxsplit[/code] is specified, it defines the number of splits to do " "from the right up to [code]maxsplit[/code]. The default value of 0 means " "that all items are split, thus giving the same result as [method split].\n" @@ -55672,8 +58925,8 @@ msgid "" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.rsplit(\",\", true, 1)\n" "print(some_array.size()) # Prints 2\n" -"print(some_array[0]) # Prints \"Four\"\n" -"print(some_array[1]) # Prints \"Three,Two,One\"\n" +"print(some_array[0]) # Prints \"One,Two,Three\"\n" +"print(some_array[1]) # Prints \"Four\"\n" "[/codeblock]" msgstr "" @@ -55706,9 +58959,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -55725,6 +58978,9 @@ msgstr "" msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "the substrings. The [code]delimiter[/code] can be of any length.\n" +"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent " +"delimiters in the string, it will add an empty string to the array of " +"substrings at this position.\n" "If [code]maxsplit[/code] is specified, it defines the number of splits to do " "from the left up to [code]maxsplit[/code]. The default value of [code]0[/" "code] means that all items are split.\n" @@ -55747,7 +59003,10 @@ msgid "" "Splits the string in floats by using a delimiter string and returns an array " "of the substrings.\n" "For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if " -"split by [code]\",\"[/code]." +"split by [code]\",\"[/code].\n" +"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent " +"delimiters in the string, it will add an empty string to the array of " +"substrings at this position." msgstr "" #: doc/classes/String.xml @@ -55879,9 +59138,11 @@ msgstr "" #: doc/classes/StyleBox.xml msgid "" -"Draws this stylebox using a [CanvasItem] with given [RID].\n" -"You can get a [RID] value using [method Object.get_instance_id] on a " -"[CanvasItem]-derived node." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -56068,7 +59329,7 @@ msgstr "" msgid "" "Antialiasing draws a small ring around the edges, which fades to " "transparency. As a result, edges look much smoother. This is only noticeable " -"when using rounded corners.\n" +"when using rounded corners or [member skew].\n" "[b]Note:[/b] When using beveled corners with 45-degree angles ([member " "corner_detail] = 1), it is recommended to set [member anti_aliasing] to " "[code]false[/code] to ensure crisp visuals and avoid possible visual " @@ -56152,28 +59413,47 @@ msgstr "" msgid "" "Expands the stylebox outside of the control rect on the bottom edge. Useful " "in combination with [member border_width_bottom] to draw a border outside " -"the control rect." +"the control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member " +"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area " +"for [Control]s. This can negatively impact usability if used wrong, as the " +"user may try to click an area of the StyleBox that cannot actually receive " +"clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the left edge. Useful in " "combination with [member border_width_left] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member " +"expand_margin_left] does [i]not[/i] affect the size of the clickable area " +"for [Control]s. This can negatively impact usability if used wrong, as the " +"user may try to click an area of the StyleBox that cannot actually receive " +"clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the right edge. Useful " "in combination with [member border_width_right] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member " +"expand_margin_right] does [i]not[/i] affect the size of the clickable area " +"for [Control]s. This can negatively impact usability if used wrong, as the " +"user may try to click an area of the StyleBox that cannot actually receive " +"clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the top edge. Useful in " "combination with [member border_width_top] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member " +"expand_margin_top] does [i]not[/i] affect the size of the clickable area for " +"[Control]s. This can negatively impact usability if used wrong, as the user " +"may try to click an area of the StyleBox that cannot actually receive clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml @@ -56192,6 +59472,21 @@ msgstr "" msgid "The shadow size in pixels." msgstr "" +#: doc/classes/StyleBoxFlat.xml +msgid "" +"If set to a non-zero value on either axis, [member skew] distorts the " +"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-" +"style UIs. Positive values skew the StyleBox towards the right (X axis) and " +"upwards (Y axis), while negative values skew the StyleBox towards the left " +"(X axis) and downwards (Y axis).\n" +"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider " +"increasing the [StyleBox]'s content margin (see [member StyleBox." +"content_margin_bottom]). It is preferable to increase the content margin " +"instead of the expand margin (see [member expand_margin_bottom]), as " +"increasing the expand margin does not increase the size of the clickable " +"area for [Control]s." +msgstr "" + #: doc/classes/StyleBoxLine.xml msgid "[StyleBox] that displays a single line." msgstr "" @@ -56338,7 +59633,7 @@ msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "The normal map to use when drawing this style box.\n" -"[b]Note:[/b] Pandemonium expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." @@ -56407,7 +59702,7 @@ msgid "" "vertex, you cannot add color to any of the subsequent vertices.\n" "See also [ArrayMesh], [ImmediateGeometry] and [MeshDataTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Pandemonium uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" @@ -56847,6 +60142,10 @@ msgstr "" msgid "Returns [code]true[/code] if select with right mouse button is enabled." msgstr "" +#: doc/classes/Tabs.xml +msgid "Returns the button icon from the tab at index [code]tab_idx[/code]." +msgstr "" + #: doc/classes/Tabs.xml msgid "Returns the number of hidden tabs offsetted to the left." msgstr "" @@ -56876,6 +60175,10 @@ msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." msgstr "" +#: doc/classes/Tabs.xml +msgid "Sets the button icon from the tab at index [code]tab_idx[/code]." +msgstr "" + #: doc/classes/Tabs.xml msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." msgstr "" @@ -56918,7 +60221,9 @@ msgid "" msgstr "" #: doc/classes/Tabs.xml -msgid "Emitted when a tab is right-clicked." +msgid "" +"Emitted when a tab's right button is pressed. See [method " +"set_tab_button_icon]." msgstr "" #: doc/classes/Tabs.xml @@ -57031,7 +60336,7 @@ msgid "" "undo/redo.\n" "[b]Note:[/b] When holding down [code]Alt[/code], the vertical scroll wheel " "will scroll 5 times as fast as it would normally do. This also works in the " -"Pandemonium script editor." +"Godot script editor." msgstr "" #: doc/classes/TextEdit.xml @@ -57178,10 +60483,6 @@ msgid "" "side." msgstr "" -#: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - #: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57190,10 +60491,6 @@ msgstr "" msgid "Returns the text inside the selection." msgstr "" -#: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - #: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -57262,6 +60559,12 @@ msgstr "" msgid "Returns if the given line is wrapped." msgstr "" +#: doc/classes/TextEdit.xml +msgid "" +"Returns whether the mouse is over selection. If [code]edges[/code] is " +"[code]true[/code], the edges are considered part of the selection." +msgstr "" + #: doc/classes/TextEdit.xml msgid "Returns [code]true[/code] if the selection is active." msgstr "" @@ -57320,8 +60623,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes " -"the bookmark if [code]bookmark[/code] is false.\n" +"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/" +"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n" "Bookmarks are shown in the [member breakpoint_gutter]." msgstr "" @@ -57385,6 +60688,10 @@ msgstr "" msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" +#: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " @@ -57616,6 +60923,50 @@ msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" +#: doc/classes/TextMesh.xml +msgid "Generate an [PrimitiveMesh] from the text." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Generate an [PrimitiveMesh] from the text.\n" +"TextMesh can be generated only when using dynamic fonts with vector glyph " +"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType " +"containers, like color emoji fonts) are not supported.\n" +"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the " +"height for the front face, 40% for the back face, 10% for the outer edges " +"and 10% for the inner edges." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "Step (in pixels) used to approximate Bézier curves." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Depths of the mesh, if set to [code]0.0[/code] only front surface, is " +"generated, and UV layout is changed to use full texture for the front face " +"only." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "[Font] used for the [TextMesh]'s text." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Controls the text's horizontal alignment. Supports left, center and right. " +"Set it to one of the [enum Align] constants." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "The size of one pixel's width on the text to scale it in 3D." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "The text to generate mesh from." +msgstr "" + #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." msgstr "" @@ -57633,22 +60984,22 @@ msgstr "" #: doc/classes/Texture.xml msgid "" -"Draws the texture using a [CanvasItem] with the [RenderingServer] API at the " -"specified [code]position[/code]. Equivalent to [method RenderingServer." +"Draws the texture using a [CanvasItem] with the [VisualServer] API at the " +"specified [code]position[/code]. Equivalent to [method VisualServer." "canvas_item_add_texture_rect] with a rect at [code]position[/code] and the " "size of this [Texture]." msgstr "" #: doc/classes/Texture.xml msgid "" -"Draws the texture using a [CanvasItem] with the [RenderingServer] API. " -"Equivalent to [method RenderingServer.canvas_item_add_texture_rect]." +"Draws the texture using a [CanvasItem] with the [VisualServer] API. " +"Equivalent to [method VisualServer.canvas_item_add_texture_rect]." msgstr "" #: doc/classes/Texture.xml msgid "" -"Draws a part of the texture using a [CanvasItem] with the [RenderingServer] " -"API. Equivalent to [method RenderingServer.canvas_item_add_texture_rect_region]." +"Draws a part of the texture using a [CanvasItem] with the [VisualServer] " +"API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]." msgstr "" #: doc/classes/Texture.xml @@ -57685,7 +61036,7 @@ msgid "" "FLAG_FILTER] are enabled." msgstr "" -#: doc/classes/Texture.xml doc/classes/RenderingServer.xml +#: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "" "Generates mipmaps, which are smaller versions of the same texture to use " "when zoomed out, keeping the aspect ratio." @@ -57698,19 +61049,19 @@ msgid "" "repetition." msgstr "" -#: doc/classes/Texture.xml doc/classes/RenderingServer.xml +#: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "Uses a magnifying filter, to enable smooth zooming in of the texture." msgstr "" #: doc/classes/Texture.xml doc/classes/TextureLayered.xml -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Uses anisotropic mipmap filtering. Generates smaller versions of the same " "texture with different aspect ratios.\n" "This results in better-looking textures when viewed from oblique angles." msgstr "" -#: doc/classes/Texture.xml doc/classes/RenderingServer.xml +#: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "Converts the texture to the sRGB color space." msgstr "" @@ -57721,7 +61072,7 @@ msgid "" "repetition." msgstr "" -#: doc/classes/Texture.xml doc/classes/RenderingServer.xml +#: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "Texture is a video surface." msgstr "" @@ -57805,7 +61156,7 @@ msgstr "" #: doc/classes/TextureButton.xml msgid "" "[TextureButton] has the same functionality as [Button], except it uses " -"sprites instead of Pandemonium's [Theme] resource. It is faster to create, but it " +"sprites instead of Godot's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" @@ -57997,7 +61348,7 @@ msgstr "" #: doc/classes/TextureProgress.xml msgid "" "TextureProgress works like [ProgressBar], but uses up to 3 textures instead " -"of Pandemonium's [Theme] resource. It can be used to create horizontal, vertical " +"of Godot's [Theme] resource. It can be used to create horizontal, vertical " "and radial progress bars." msgstr "" @@ -58007,7 +61358,7 @@ msgstr "" #: doc/classes/TextureProgress.xml msgid "" -"If [code]true[/code], Pandemonium treats the bar's textures like in " +"If [code]true[/code], Godot treats the bar's textures like in " "[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like " "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When " "using a radial [member fill_mode], this setting will enable stretching." @@ -58208,43 +61559,52 @@ msgid "" "theme[/code] file, see the documentation for more information." msgstr "" +#: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + #: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" #: doc/classes/Theme.xml msgid "" -"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/" +"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" -"Clears the constant at [code]name[/code] if the theme has [code]node_type[/" +"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" -"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/" +"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" -"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]." +"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml msgid "" -"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/" +"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Clears the theme item of [code]data_type[/code] at [code]name[/code] if the " -"theme has [code]node_type[/code]." +"theme has [code]theme_type[/code]." msgstr "" #: doc/classes/Theme.xml @@ -58263,14 +61623,15 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/" +"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s " -"name, for use in [method get_color], if the theme has [code]node_type[/code]." +"name, for use in [method get_color], if the theme has [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml @@ -58281,14 +61642,14 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Returns the constant at [code]name[/code] if the theme has [code]node_type[/" +"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the constants as a [PoolStringArray] filled with each constant's " -"name, for use in [method get_constant], if the theme has [code]node_type[/" +"name, for use in [method get_constant], if the theme has [code]theme_type[/" "code]." msgstr "" @@ -58301,7 +61662,7 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/" +"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/" "code]. If such item does not exist and [member default_font] is set on the " "theme, the default font will be returned." msgstr "" @@ -58309,7 +61670,7 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s " -"name, for use in [method get_font], if the theme has [code]node_type[/code]." +"name, for use in [method get_font], if the theme has [code]theme_type[/code]." msgstr "" #: doc/classes/Theme.xml @@ -58321,13 +61682,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns the icon [Texture] at [code]name[/code] if the theme has " -"[code]node_type[/code]." +"[code]theme_type[/code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the icons as a [PoolStringArray] filled with each [Texture]'s " -"name, for use in [method get_icon], if the theme has [code]node_type[/code]." +"name, for use in [method get_icon], if the theme has [code]theme_type[/code]." msgstr "" #: doc/classes/Theme.xml @@ -58339,17 +61700,19 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns the [StyleBox] at [code]name[/code] if the theme has " -"[code]node_type[/code].\n" +"[code]theme_type[/code].\n" "Valid [code]name[/code]s may be found using [method get_stylebox_list]. " -"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]." +"Valid [code]theme_type[/code]s may be found using [method " +"get_stylebox_types]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [StyleBox]s as a [PoolStringArray] filled with each " "[StyleBox]'s name, for use in [method get_stylebox], if the theme has " -"[code]node_type[/code].\n" -"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]." +"[code]theme_type[/code].\n" +"Valid [code]theme_type[/code]s may be found using [method " +"get_stylebox_types]." msgstr "" #: doc/classes/Theme.xml @@ -58362,9 +61725,9 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns the theme item of [code]data_type[/code] at [code]name[/code] if the " -"theme has [code]node_type[/code].\n" +"theme has [code]theme_type[/code].\n" "Valid [code]name[/code]s may be found using [method get_theme_item_list] or " -"a data type specific method. Valid [code]node_type[/code]s may be found " +"a data type specific method. Valid [code]theme_type[/code]s may be found " "using [method get_theme_item_types] or a data type specific method." msgstr "" @@ -58372,8 +61735,8 @@ msgstr "" msgid "" "Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] " "filled with each theme items's name, for use in [method get_theme_item] or a " -"data type specific method, if the theme has [code]node_type[/code].\n" -"Valid [code]node_type[/code]s may be found using [method " +"data type specific method, if the theme has [code]theme_type[/code].\n" +"Valid [code]theme_type[/code]s may be found using [method " "get_theme_item_types] or a data type specific method." msgstr "" @@ -58388,7 +61751,7 @@ msgstr "" msgid "" "Returns all the theme types as a [PoolStringArray] filled with unique type " "names, for use in other [code]get_*[/code] functions of this theme.\n" -"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in " +"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in " "future version." msgstr "" @@ -58406,15 +61769,17 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " -"[code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if constant with [code]name[/code] is in " -"[code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml @@ -58426,29 +61791,33 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if [Font] with [code]name[/code] is in " -"[code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in " -"[code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in " -"[code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if a theme item of [code]data_type[/code] with " -"[code]name[/code] is in [code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]name[/code] is in [code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml @@ -58466,90 +61835,97 @@ msgid "" "merge the other two into it one after another." msgstr "" +#: doc/classes/Theme.xml +msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + #: doc/classes/Theme.xml msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " -"theme has [code]node_type[/code]. If [code]name[/code] is already taken, " +"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the constant at [code]old_name[/code] to [code]name[/code] if the " -"theme has [code]node_type[/code]. If [code]name[/code] is already taken, " +"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the " -"theme has [code]node_type[/code]. If [code]name[/code] is already taken, " +"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme " -"has [code]node_type[/code]. If [code]name[/code] is already taken, this " +"has [code]theme_type[/code]. If [code]name[/code] is already taken, this " "method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the " -"theme has [code]node_type[/code]. If [code]name[/code] is already taken, " +"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to " -"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/" +"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/" "code] is already taken, this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in " -"[code]node_type[/code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"[code]theme_type[/code].\n" +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's constant to [code]constant[/code] at [code]name[/code] in " -"[code]node_type[/code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"[code]theme_type[/code].\n" +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in " -"[code]node_type[/code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"[code]theme_type[/code].\n" +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] " -"in [code]node_type[/code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"in [code]theme_type[/code].\n" +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in " -"[code]node_type[/code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"[code]theme_type[/code].\n" +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme item of [code]data_type[/code] to [code]value[/code] at " -"[code]name[/code] in [code]node_type[/code].\n" +"[code]name[/code] in [code]theme_type[/code].\n" "Does nothing if the [code]value[/code] type does not match [code]data_type[/" "code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml @@ -58850,6 +62226,10 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/TileMap.xml +msgid "If [code]true[/code], this TileMap bakes a navigation region." +msgstr "" + #: doc/classes/TileMap.xml msgid "If [code]true[/code], the cell's UVs will be clipped." msgstr "" @@ -58937,7 +62317,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"If [code]true[/code], the compatibility with the tilemaps made in Pandemonium 3.1 " +"If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 " "or earlier is maintained (textures move when the tile origin changes and " "rotate if the texture size is not homogeneous). This mode presents problems " "when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/" @@ -58956,6 +62336,10 @@ msgstr "" msgid "The TileMap orientation mode. See [enum Mode] for possible values." msgstr "" +#: doc/classes/TileMap.xml +msgid "The navigation layers the TileMap generates its navigation regions in." +msgstr "" + #: doc/classes/TileMap.xml msgid "" "The light mask assigned to all light occluders in the TileMap. The TileSet's " @@ -59309,7 +62693,7 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" "Sets the tile's normal map texture.\n" -"[b]Note:[/b] Pandemonium expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." @@ -59423,7 +62807,9 @@ msgid "" "[code]weekday[/code], [code]hour[/code], [code]minute[/code], and " "[code]second[/code].\n" "If [code]weekday[/code] is false, then the [code]weekday[/code] entry is " -"excluded (the calculation is relatively expensive)." +"excluded (the calculation is relatively expensive).\n" +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" #: doc/classes/Time.xml @@ -59476,6 +62862,13 @@ msgid "" "the middle." msgstr "" +#: doc/classes/Time.xml +msgid "" +"Converts the given timezone offset in minutes to a timezone offset string. " +"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns " +"\"+00:00\"." +msgstr "" + #: doc/classes/Time.xml msgid "" "Returns the amount of time passed in milliseconds since the engine started.\n" @@ -59546,14 +62939,18 @@ msgid "" "string can contain a date only, a time only, or both.\n" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " "timezone conversion, so the timestamp will be in the same timezone as the " -"given datetime string." +"given datetime string.\n" +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current Unix timestamp in seconds based on the system time in " "UTC. This method is implemented by the operating system and always returns " -"the time in UTC." +"the time in UTC.\n" +"[b]Note:[/b] Unlike other methods that use integer timestamps, this method " +"returns the timestamp as a [float] for sub-second precision." msgstr "" #: doc/classes/Time.xml @@ -59895,7 +63292,7 @@ msgstr "" #: doc/classes/Transform.xml msgid "" -"Constructs a Transform from a [Quaternion]. The origin will be [code]Vector3(0, 0, " +"Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, " "0)[/code]." msgstr "" @@ -59948,20 +63345,21 @@ msgstr "" #: doc/classes/Transform.xml msgid "" -"Rotates the transform around the given axis by the given angle (in radians), " -"using matrix multiplication. The axis must be a normalized vector." +"Returns a copy of the transform rotated around the given [code]axis[/code] " +"by the given [code]angle[/code] (in radians), using matrix multiplication. " +"The [code]axis[/code] must be a normalized vector." msgstr "" #: doc/classes/Transform.xml msgid "" -"Scales basis and origin of the transform by the given scale factor, using " -"matrix multiplication." +"Returns a copy of the transform with its basis and origin scaled by the " +"given [code]scale[/code] factor, using matrix multiplication." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Translates the transform by the given offset, relative to the transform's " -"basis vectors.\n" +"Returns a copy of the transform translated by the given [code]offset[/code], " +"relative to the transform's basis vectors.\n" "Unlike [method rotated] and [method scaled], this does not use matrix " "multiplication." msgstr "" @@ -60067,13 +63465,19 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Rotates the transform by the given angle (in radians), using matrix " -"multiplication." +"Returns a copy of the transform rotated by the given [code]angle[/code] (in " +"radians), using matrix multiplication." msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Scales the transform by the given scale factor, using matrix multiplication." +"Returns a copy of the transform scaled by the given [code]scale[/code] " +"factor, using matrix multiplication.\n" +"[b]Note:[/b] Negative X scales in 2D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, negative scales on the X axis will be " +"changed to negative scales on the Y axis and a rotation of 180 degrees when " +"decomposed." msgstr "" #: doc/classes/Transform2D.xml @@ -60228,7 +63632,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml @@ -60303,7 +63718,7 @@ msgid "" "get the item that was modified.\n" "[codeblock]\n" "func _ready():\n" -" $Tree.item_edited.connect(on_Tree_item_edited)\n" +" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n" "\n" "func on_Tree_item_edited():\n" " print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" @@ -60842,13 +64257,14 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the next TreeItem in the tree or a null object if there is none." +"Returns the next sibling TreeItem in the tree or a null object if there is " +"none." msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the next visible TreeItem in the tree or a null object if there is " -"none.\n" +"Returns the next visible sibling TreeItem in the tree or a null object if " +"there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the first " "visible element in the tree when called on the last visible element, " "otherwise it returns [code]null[/code]." @@ -60860,13 +64276,14 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the previous TreeItem in the tree or a null object if there is none." +"Returns the previous sibling TreeItem in the tree or a null object if there " +"is none." msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the previous visible TreeItem in the tree or a null object if there " -"is none.\n" +"Returns the previous visible sibling TreeItem in the tree or a null object " +"if there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the last " "visible element in the tree when called on the first visible element, " "otherwise it returns [code]null[/code]." @@ -61135,7 +64552,9 @@ msgid "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tween methods will return [code]false[/code] if the requested " -"operation cannot be completed." +"operation cannot be completed.\n" +"[b]Note:[/b] For an alternative method of tweening, that doesn't require " +"using nodes, see [SceneTreeTween]." msgstr "" #: doc/classes/Tween.xml @@ -61229,7 +64648,7 @@ msgstr "" msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " -"are removed, unless [code]key[/code] is specified." +"are reset, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml @@ -61412,6 +64831,22 @@ msgid "" "interpolation is fastest at both ends." msgstr "" +#: doc/classes/Tweener.xml +msgid "Abstract class for all Tweeners used by [SceneTreeTween]." +msgstr "" + +#: doc/classes/Tweener.xml +msgid "" +"Tweeners are objects that perform a specific animating task, e.g. " +"interpolating a property or calling a method at a given time. A [Tweener] " +"can't be created manually, you need to use a dedicated method from " +"[SceneTreeTween]." +msgstr "" + +#: doc/classes/Tweener.xml +msgid "Emitted when the [Tweener] has just finished its job." +msgstr "" + #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." msgstr "" @@ -61534,7 +64969,7 @@ msgid "" "works by registering methods and property changes inside \"actions\".\n" "Common behavior is to create an action, then add do/undo calls to functions " "or property changes, then committing the action.\n" -"Here's an example on how to add an action to the Pandemonium editor's own " +"Here's an example on how to add an action to the Godot editor's own " "[UndoRedo], from a plugin:\n" "[codeblock]\n" "var undo_redo = get_undo_redo() # Method of EditorPlugin.\n" @@ -61663,21 +65098,25 @@ msgid "Makes subsequent actions with the same name be merged into one." msgstr "" #: modules/upnp/doc_classes/UPNP.xml -msgid "UPNP network functions." +msgid "" +"Universal Plug and Play (UPnP) functions for network device discovery, " +"querying and port forwarding." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" -"Provides UPNP functionality to discover [UPNPDevice]s on the local network " -"and execute commands on them, like managing port mappings (port forwarding) " -"and querying the local and remote network IP address. Note that methods on " -"this class are synchronous and block the calling thread.\n" -"To forward a specific port:\n" +"This class can be used to discover compatible [UPNPDevice]s on the local " +"network and execute commands on them, like managing port mappings (for port " +"forwarding/NAT traversal) and querying the local and remote network IP " +"address. Note that methods on this class are synchronous and block the " +"calling thread.\n" +"To forward a specific port (here [code]7777[/code], note both [method " +"discover] and [method add_port_mapping] can return errors that should be " +"checked):\n" "[codeblock]\n" -"const PORT = 7777\n" "var upnp = UPNP.new()\n" -"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" -"upnp.add_port_mapping(port)\n" +"upnp.discover()\n" +"upnp.add_port_mapping(7777)\n" "[/codeblock]\n" "To close a specific port (e.g. after you have finished using it):\n" "[codeblock]\n" @@ -61690,7 +65129,7 @@ msgid "" "or failure).\n" "signal upnp_completed(error)\n" "\n" -"# Replace this with your own server port number between 1025 and 65535.\n" +"# Replace this with your own server port number between 1024 and 65535.\n" "const SERVER_PORT = 3928\n" "var thread = null\n" "\n" @@ -61719,7 +65158,39 @@ msgid "" " # Wait for thread finish here to handle game exit while the thread is " "running.\n" " thread.wait_to_finish()\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or " +"\"internet gateway device\", short IGD) refers to network devices that allow " +"computers in the local network to access the internet (\"wide area " +"network\", WAN). These gateways are often also called \"routers\".\n" +"[b]Pitfalls:[/b]\n" +"- As explained above, these calls are blocking and shouldn't be run on the " +"main thread, especially as they can block for multiple seconds at a time. " +"Use threading!\n" +"- Networking is physical and messy. Packets get lost in transit or get " +"filtered, addresses, free ports and assigned mappings change, and devices " +"may leave or join the network at any time. Be mindful of this, be diligent " +"when checking and handling errors, and handle these gracefully if you can: " +"add clear error UI, timeouts and re-try handling.\n" +"- Port mappings may change (and be removed) at any time, and the remote/" +"external IP address of the gateway can change likewise. You should consider " +"re-querying the external IP and try to update/refresh the port mapping " +"periodically (for example, every 5 minutes and on networking failures).\n" +"- Not all devices support UPnP, and some users disable UPnP support. You " +"need to handle this (e.g. documenting and requiring the user to manually " +"forward ports, or adding alternative methods of NAT traversal, like a relay/" +"mirror server, or NAT hole punching, STUN/TURN, etc.).\n" +"- Consider what happens on mapping conflicts. Maybe multiple users on the " +"same network would like to play your game at the same time, or maybe another " +"application uses the same port. Make the port configurable, and optimally " +"choose a port automatically (re-trying with a different port on failure).\n" +"[b]Further reading:[/b] If you want to know more about UPnP (and the " +"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), " +"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] " +"is a good first stop, the specification can be found at the [url=https://" +"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " +"Connectivity Foundation[/url] and Godot's implementation is based on the " +"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml @@ -61729,22 +65200,35 @@ msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Adds a mapping to forward the external [code]port[/code] (between 1 and " -"65535) on the default gateway (see [method get_gateway]) to the " -"[code]internal_port[/code] on the local machine for the given protocol " -"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP " -"being the default). If a port mapping for the given port and protocol " -"combination already exists on that gateway device, this method tries to " -"overwrite it. If that is not desired, you can retrieve the gateway manually " -"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n" +"65535, although recommended to use port 1024 or above) on the default " +"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the " +"local machine for the given protocol [code]proto[/code] (either [code]TCP[/" +"code] or [code]UDP[/code], with UDP being the default). If a port mapping " +"for the given port and protocol combination already exists on that gateway " +"device, this method tries to overwrite it. If that is not desired, you can " +"retrieve the gateway manually with [method get_gateway] and call [method " +"add_port_mapping] on it, if any. Note that forwarding a well-known port " +"(below 1024) with UPnP may fail depending on the device.\n" +"Depending on the gateway device, if a mapping for that port already exists, " +"it will either be updated or it will refuse this command due to that " +"conflict, especially if the existing mapping for that port wasn't created " +"via UPnP or points to a different network address (or device) than this " +"one.\n" "If [code]internal_port[/code] is [code]0[/code] (the default), the same port " "number is used for both the external and the internal port (the [code]port[/" "code] value).\n" -"The description ([code]desc[/code]) is shown in some router UIs and can be " -"used to point out which application added the mapping. The mapping's lease " -"duration can be limited by specifying a [code]duration[/code] (in seconds). " -"However, some routers are incompatible with one or both of these, so use " -"with caution and add fallback logic in case of errors to retry without them " -"if in doubt.\n" +"The description ([code]desc[/code]) is shown in some routers management UIs " +"and can be used to point out which application added the mapping.\n" +"The mapping's lease [code]duration[/code] can be limited by specifying a " +"duration in seconds. The default of [code]0[/code] means no duration, i.e. a " +"permanent lease and notably some devices only support these permanent " +"leases. Note that whether permanent or not, this is only a request and the " +"gateway may still decide at any point to remove the mapping (which usually " +"happens on a reboot of the gateway, when its external IP address changes, or " +"on some models when it detects a port mapping has become inactive, i.e. had " +"no traffic for multiple minutes). If not [code]0[/code] (permanent), the " +"allowed range according to spec is between [code]120[/code] (2 minutes) and " +"[code]86400[/code] seconds (24 hours).\n" "See [enum UPNPResult] for possible return values." msgstr "" @@ -61757,8 +65241,10 @@ msgid "" "Deletes the port mapping for the given port and protocol combination on the " "default gateway (see [method get_gateway]) if one exists. [code]port[/code] " "must be a valid port between 1 and 65535, [code]proto[/code] can be either " -"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible " -"return values." +"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing " +"to addresses other than this one, for well-known ports (below 1024), or for " +"mappings not added via UPnP. See [enum UPNPResult] for possible return " +"values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml @@ -61956,16 +65442,16 @@ msgid "Unknown error." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml -msgid "UPNP device." +msgid "Universal Plug and Play (UPnP) device." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" -"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides " -"low-level access to UPNP control commands. Allows to manage port mappings " -"(port forwarding) and to query network information of the device (like local " -"and external IP address and status). Note that methods on this class are " -"synchronous and block the calling thread." +"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and " +"utility functions. Provides low-level access to UPNP control commands. " +"Allows to manage port mappings (port forwarding) and to query network " +"information of the device (like local and external IP address and status). " +"Note that methods on this class are synchronous and block the calling thread." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml @@ -62051,7 +65537,7 @@ msgid "Memory allocation error." msgstr "" #: doc/classes/Variant.xml -msgid "The most important data type in Pandemonium." +msgid "The most important data type in Godot." msgstr "" #: doc/classes/Variant.xml @@ -62068,7 +65554,7 @@ msgid "" "var bar: int = 2 # bar is a statically typed integer.\n" "# bar = \"Uh oh! I can't make static variables become a different type!\"\n" "[/codeblock]\n" -"Pandemonium tracks all scripting API variables within Variants. Without even " +"Godot tracks all scripting API variables within Variants. Without even " "realizing it, you use Variants all the time. When a particular language " "enforces its own rules for keeping data typed, then that language is " "applying its own custom logic over the base Variant scripting API.\n" @@ -62079,12 +65565,12 @@ msgid "" "static typing. The GUI interface enforces that properties have a particular " "type that doesn't change over time.\n" "- C# is statically typed, but uses the Mono [code]object[/code] type in " -"place of Pandemonium's Variant class when it needs to represent a dynamic value. " +"place of Godot's Variant class when it needs to represent a dynamic value. " "[code]object[/code] is the Mono runtime's equivalent of the same concept.\n" "- The statically-typed language NativeScript C++ does not define a built-in " -"Variant-like class. Pandemonium's GDNative bindings provide their own godot::" +"Variant-like class. Godot's GDNative bindings provide their own godot::" "Variant class for users; Any point at which the C++ code starts interacting " -"with the Pandemonium runtime is a place where you might have to start wrapping " +"with the Godot runtime is a place where you might have to start wrapping " "data inside Variant objects.\n" "The global [method @GDScript.typeof] function returns the enumerated value " "of the Variant type stored in the current variable (see [enum Variant." @@ -62113,16 +65599,16 @@ msgid "" "inside of it. Variants are rarely used to hold information for long periods " "of time. Instead, they are used mainly for communication, editing, " "serialization and moving data around.\n" -"Pandemonium has specifically invested in making its Variant class as flexible as " +"Godot has specifically invested in making its Variant class as flexible as " "possible; so much so that it is used for a multitude of operations to " -"facilitate communication between all of Pandemonium's systems.\n" +"facilitate communication between all of Godot's systems.\n" "A Variant:\n" "- Can store almost any datatype.\n" "- Can perform operations between many variants. GDScript uses Variant as its " "atomic/native datatype.\n" "- Can be hashed, so it can be compared quickly to other variants.\n" "- Can be used to convert safely between datatypes.\n" -"- Can be used to abstract calling methods and their arguments. Pandemonium exports " +"- Can be used to abstract calling methods and their arguments. Godot exports " "all its functions through variants.\n" "- Can be used to defer calls or move data between threads.\n" "- Can be serialized as binary and stored to disk, or transferred via " @@ -62204,7 +65690,7 @@ msgstr "" msgid "" "Returns the angle between the line connecting the two points and the X axis, " "in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" @@ -62364,8 +65850,8 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the vector rotated by [code]phi[/code] radians. See also [method " -"@GDScript.deg2rad]." +"Returns the vector rotated by [code]angle[/code] (in radians). See also " +"[method @GDScript.deg2rad]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -62463,7 +65949,7 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" "3-element structure that can be used to represent positions in 3D space or " -"any other pair of numeric values.\n" +"any other triplet of numeric values.\n" "[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/" "code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 " "will always evaluate to [code]true[/code]." @@ -62545,8 +66031,8 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Rotates this vector around a given axis by [code]phi[/code] radians. The " -"axis must be a normalized vector." +"Rotates this vector around a given axis by [code]angle[/code] (in radians). " +"The axis must be a normalized vector." msgstr "" #: doc/classes/Vector3.xml @@ -62656,11 +66142,11 @@ msgstr "" #: doc/classes/VehicleBody.xml msgid "" "Accelerates the vehicle by applying an engine force. The vehicle is only " -"speed up if the wheels that have [member VehicleWheel.use_as_traction] set " -"to [code]true[/code] and are in contact with a surface. The [member " -"RigidBody.mass] of the vehicle has an effect on the acceleration of the " -"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 " -"range for acceleration.\n" +"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to " +"[code]true[/code] and are in contact with a surface. The [member RigidBody." +"mass] of the vehicle has an effect on the acceleration of the vehicle. For a " +"vehicle with a mass set to 1000, try a value in the 25 - 50 range for " +"acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the vehicle reversing." @@ -62740,8 +66226,8 @@ msgstr "" #: doc/classes/VehicleWheel.xml msgid "" -"Accelerates the wheel by applying an engine force. The wheel is only speed " -"up if it is in contact with a surface. The [member RigidBody.mass] of the " +"Accelerates the wheel by applying an engine force. The wheel is only sped up " +"if it is in contact with a surface. The [member RigidBody.mass] of the " "vehicle has an effect on the acceleration of the vehicle. For a vehicle with " "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " @@ -62772,7 +66258,7 @@ msgstr "" #: doc/classes/VehicleWheel.xml msgid "" -"This is the distance the suspension can travel. As Pandemonium units are " +"This is the distance the suspension can travel. As Godot units are " "equivalent to meters, keep this setting relatively low. Try a value between " "0.1 and 0.3 depending on the type of car." msgstr "" @@ -62810,7 +66296,7 @@ msgstr "" msgid "" "This is the distance in meters the wheel is lowered from its origin point. " "Don't set this to 0.0 and move the wheel into position, instead move the " -"origin point of your wheel (the gizmo in Pandemonium) to the position the wheel " +"origin point of your wheel (the gizmo in Godot) to the position the wheel " "will take when bottoming out, then use the rest length to move the wheel " "down to the position it should be in when the car is in rest." msgstr "" @@ -62938,12 +66424,12 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml -msgid "[VideoStream] resource for for video formats implemented via GDNative." +msgid "[VideoStream] resource for video formats implemented via GDNative." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" -"[VideoStream] resource for for video formats implemented via GDNative.\n" +"[VideoStream] resource for video formats implemented via GDNative.\n" "It can be used via [url=https://github.com/KidRigger/godot-" "videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg." "org]FFmpeg[/url] library." @@ -62972,7 +66458,7 @@ msgid "" "resources to decode. The Theora codec is decoded on the CPU.\n" "[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] " "extension, you will have to rename the extension to [code].ogv[/code] to use " -"those videos within Pandemonium." +"those videos within Godot." msgstr "" #: modules/theora/doc_classes/VideoStreamTheora.xml @@ -63001,7 +66487,7 @@ msgid "" "The video will always appear to have a black background, even if it " "originally contains an alpha channel.\n" "[b]Note:[/b] There are known bugs and performance issues with WebM video " -"playback in Pandemonium. If you run into problems, try using the Ogg Theora format " +"playback in Godot. If you run into problems, try using the Ogg Theora format " "instead: [VideoStreamTheora]" msgstr "" @@ -63034,7 +66520,7 @@ msgid "" "have multiple screens.\n" "Finally, viewports can also behave as render targets, in which case they " "will not be visible unless the associated texture is used to draw.\n" -"[b]Note:[/b] By default, a newly created Viewport in Pandemonium 3.x will appear " +"[b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear " "to be upside down. Enabling [member render_target_v_flip] will display the " "Viewport with the correct orientation." msgstr "" @@ -63061,7 +66547,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"Returns the first valid [World3D] for this viewport, searching the [member " +"Returns the first valid [World] for this viewport, searching the [member " "world] property of itself and any Viewport ancestor." msgstr "" @@ -63114,7 +66600,7 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "Returns the viewport's RID from the [RenderingServer]." +msgid "Returns the viewport's RID from the [VisualServer]." msgstr "" #: doc/classes/Viewport.xml @@ -63131,10 +66617,16 @@ msgstr "" msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "" +#: doc/classes/Viewport.xml +msgid "Returns [code]true[/code] if the drag operation is successful." +msgstr "" + #: doc/classes/Viewport.xml msgid "" "Returns [code]true[/code] if the viewport is currently performing a drag " -"operation." +"operation.\n" +"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node." +"NOTIFICATION_DRAG_END] when you prefer polling the value." msgstr "" #: doc/classes/Viewport.xml @@ -63252,7 +66744,7 @@ msgstr "" msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Pandemonium, HDR uses half floating-" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" "point precision (16-bit) by default. To use full floating-point precision " "(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " @@ -63282,8 +66774,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World3D] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -63298,7 +66790,7 @@ msgid "" "to the root viewport. Only available in GLES2. This is a low-level " "optimization and should not be used in most cases. If used, reading from the " "Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more " -"information see [method RenderingServer.viewport_set_render_direct_to_screen]." +"information see [method VisualServer.viewport_set_render_direct_to_screen]." msgstr "" #: doc/classes/Viewport.xml @@ -63314,7 +66806,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the result of rendering will be flipped vertically. " -"Since Viewports in Pandemonium 3.x render upside-down, it's recommended to set " +"Since Viewports in Godot 3.x render upside-down, it's recommended to set " "this to [code]true[/code] in most situations." msgstr "" @@ -63338,9 +66830,10 @@ msgstr "" msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value will " "be rounded up to the nearest power of 2.\n" -"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-" -"created viewports default to a value of 0, this value must be set above 0 " -"manually." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -63369,7 +66862,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\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." msgstr "" #: doc/classes/Viewport.xml @@ -63385,7 +66882,7 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The custom [World3D] which can be used as 3D environment source." +msgid "The custom [World] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml @@ -63720,11 +67217,12 @@ msgid "This enabler will stop [Particles2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml -msgid "This enabler will stop the parent's _process function." +msgid "This enabler will stop the parent's [method Node._process] function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml -msgid "This enabler will stop the parent's _physics_process function." +msgid "" +"This enabler will stop the parent's [method Node._physics_process] function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml @@ -63763,6 +67261,16 @@ msgstr "" msgid "The VisibilityNotifier's bounding box." msgstr "" +#: doc/classes/VisibilityNotifier.xml +msgid "" +"In addition to checking whether a node is on screen or within a [Camera]'s " +"view, VisibilityNotifier can also optionally check whether a node is within " +"a specified maximum distance when using a [Camera] with perspective " +"projection. This is useful for throttling the performance requirements of " +"nodes that are far away.\n" +"[b]Note:[/b] This feature will be disabled if set to 0.0." +msgstr "" + #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." msgstr "" @@ -63832,7 +67340,7 @@ msgid "" "general, you should not access the [VisualInstance] properties directly as " "they are accessed and managed by the nodes that inherit from " "[VisualInstance]. [VisualInstance] is the node representation of the " -"[RenderingServer] instance." +"[VisualServer] instance." msgstr "" #: doc/classes/VisualInstance.xml @@ -63851,8 +67359,8 @@ msgstr "" #: doc/classes/VisualInstance.xml msgid "" "Returns the RID of this instance. This RID is the same as the RID returned " -"by [method RenderingServer.instance_create]. This RID is needed if you want to " -"call [RenderingServer] functions directly on this [VisualInstance]." +"by [method VisualServer.instance_create]. This RID is needed if you want to " +"call [VisualServer] functions directly on this [VisualInstance]." msgstr "" #: doc/classes/VisualInstance.xml @@ -63873,7 +67381,7 @@ msgstr "" msgid "" "Sets the resource that is instantiated by this [VisualInstance], which " "changes how the engine handles the [VisualInstance] under the hood. " -"Equivalent to [method RenderingServer.instance_set_base]." +"Equivalent to [method VisualServer.instance_set_base]." msgstr "" #: doc/classes/VisualInstance.xml @@ -65621,11 +69129,11 @@ msgstr "" msgid "A signal from an instanced node with the given type will be used." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Server for anything visible." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Server for anything visible. The visual server is the API backend for " "everything visible. The whole scene system mounts on it to display.\n" @@ -65655,62 +69163,62 @@ msgid "" "eventually attached to the canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets images to be rendered in the window margin." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets margin size, where black bars (or images, if [method " "black_bars_set_images] was used) are rendered." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a camera and adds it to the RenderingServer. It can be accessed with " +"Creates a camera and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]camera_*[/code] " -"RenderingServer functions.\n" +"VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the cull mask associated with this camera. The cull mask describes " "which 3D layers are rendered by this camera. Equivalent to [member Camera." "cull_mask]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the environment used by this camera. Equivalent to [member Camera." "environment]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets camera to use frustum projection. This mode allows adjusting the " "[code]offset[/code] argument to create \"tilted frustum\" effects." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets camera to use orthogonal projection, also known as orthographic " "projection. Objects remain the same size on the screen no matter how far " "away they are." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets [Transform] of camera." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], preserves the horizontal aspect ratio which is " "equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves " @@ -65718,493 +69226,493 @@ msgid "" "KEEP_HEIGHT]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Creates a canvas and returns the assigned [RID]. It can be accessed with the " "RID that is returned. This RID will be used in all [code]canvas_*[/code] " -"RenderingServer functions.\n" +"VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a circle command to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"If ignore is [code]true[/code], the RenderingServer does not perform clipping." +"If ignore is [code]true[/code], the VisualServer does not perform clipping." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a line command to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a mesh command to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its " "aabb at the moment." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a nine patch image to the [CanvasItem]'s draw commands.\n" "See [NinePatchRect] for more explanation." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a particle system to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a polygon to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a polyline, which is a line from multiple points with a width, to the " "[CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a primitive to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a rectangle to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a [Transform2D] command to the [CanvasItem]'s draw commands.\n" "This sets the extra_matrix uniform when executed. This affects the later " "commands of the canvas item." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a textured rect to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a texture rect with region setting to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a triangle array to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Creates a new [CanvasItem] and returns its [RID]. It can be accessed with " "the RID that is returned. This RID will be used in all [code]canvas_item_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets clipping for the [CanvasItem]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Defines a custom drawing rectangle for the [CanvasItem]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Enables the use of distance fields for GUI elements that are rendering " "distance field based fonts." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets [CanvasItem] to be drawn behind its parent." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the index for the [CanvasItem]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a new material to the [CanvasItem]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the color that modulates the [CanvasItem] and its children." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the parent for the [CanvasItem]. The parent can be another canvas item, " "or it can be the root canvas that is attached to the viewport." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the color that modulates the [CanvasItem] without children." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets if [CanvasItem]'s children should be sorted by y-position." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem]'s [Transform2D]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets if the canvas item (including its children) is visible." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If this is enabled, the Z index of the parent will be added to the " "children's Z index." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " "drawn first)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a canvas light and adds it to the RenderingServer. It can be accessed " +"Creates a canvas light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " -"[code]canvas_light_*[/code] RenderingServer functions.\n" +"[code]canvas_light_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a light occluder and adds it to the RenderingServer. It can be accessed " +"Creates a light occluder and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " -"[code]canvas_light_ocluder_*[/code] RenderingServer functions.\n" +"[code]canvas_light_ocluder_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Enables or disables light occluder." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a light occluder's polygon." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a light occluder's [Transform2D]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the color for a light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Enables or disables a canvas light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a canvas light's energy." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a canvas light's height." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "The binary mask used to determine which layers this canvas light's shadows " "affects. See [LightOccluder2D] for more information on light masks." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The layer range that gets rendered with this light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The mode of the light, see [enum CanvasLightMode] constants." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the texture's scale factor of the light. Equivalent to [member Light2D." "texture_scale]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the width of the shadow buffer, size gets scaled to the next power of " "two for this." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the color of the canvas light's shadow." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Enables or disables the canvas light's shadow." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] " "constants." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the length of the shadow's gradient." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Smoothens the shadow. The lower, the smoother." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets texture to be used by light. Equivalent to [member Light2D.texture]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the offset of the light's texture. Equivalent to [member Light2D." "offset]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the canvas light's [Transform2D]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the Z range of objects that will be affected by this light. Equivalent " "to [member Light2D.range_z_min] and [member Light2D.range_z_max]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a new light occluder polygon and adds it to the RenderingServer. It can " +"Creates a new light occluder polygon and adds it to the VisualServer. It can " "be accessed with the RID that is returned. This RID will be used in all " -"[code]canvas_occluder_polygon_*[/code] RenderingServer functions.\n" +"[code]canvas_occluder_polygon_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets an occluder polygons cull mode. See [enum " "CanvasOccluderPolygonCullMode] constants." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the shape of the occluder polygon." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the shape of the occluder polygon as lines." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "A copy of the canvas item will be drawn with a local offset of the mirroring " "[Vector2]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Modulates all colors in the given canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a directional light and adds it to the RenderingServer. It can be " +"Creates a directional light and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID can be used in most " -"[code]light_*[/code] RenderingServer functions.\n" +"[code]light_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this directional light to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Draws a frame. [i]This method is deprecated[/i], please use [method " "force_draw] instead." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an environment and adds it to the RenderingServer. It can be accessed " +"Creates an environment and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " -"[code]environment_*[/code] RenderingServer functions.\n" +"[code]environment_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " -"[Environment3D3D] for more details." +"[Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Sets the ambient light parameters. See [Environment3D3D] for more details." +#: doc/classes/VisualServer.xml +msgid "Sets the ambient light parameters. See [Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment3D." +"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." "background_mode]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Color displayed for clear areas of the scene (if using Custom color or " "Color+Sky background modes)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the intensity of the background color." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"DoF Far Blur\" post-process effect. " -"See [Environment3D3D] for more details." +"See [Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"DoF Near Blur\" post-process effect. " -"See [Environment3D3D] for more details." +"See [Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Sets the variables to be used with the scene fog. See [Environment3D3D] for more " +"Sets the variables to be used with the scene fog. See [Environment] for more " "details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Sets the variables to be used with the fog depth effect. See [Environment3D3D] " +"Sets the variables to be used with the fog depth effect. See [Environment] " "for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Sets the variables to be used with the fog height effect. See [Environment3D3D] " +"Sets the variables to be used with the fog height effect. See [Environment] " "for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"glow\" post-process effect. See " -"[Environment3D3D] for more details." +"[Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [Sky] to be used as the environment's background when using " -"[i]BGMode[/i] sky. Equivalent to [member Environment3D.background_sky]." +"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a custom field of view for the background [Sky]. Equivalent to [member " -"Environment3D.background_sky_custom_fov]." +"Environment.background_sky_custom_fov]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " -"to [member Environment3D.background_sky_orientation]." +"to [member Environment.background_sky_orientation]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"Screen Space Ambient Occlusion " -"(SSAO)\" post-process effect. See [Environment3D3D] for more details." +"(SSAO)\" post-process effect. See [Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" -"process effect. See [Environment3D3D] for more details." +"process effect. See [Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " -"[Environment3D3D] for more details." +"[Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Removes buffers and clears testcubes." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Forces a frame to be drawn when the function is called. Drawing a frame " "updates all [Viewport]s that are set to update. Use with extreme caution." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Synchronizes threads." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Tries to free an object in the RenderingServer." +#: doc/classes/VisualServer.xml +msgid "Tries to free an object in the VisualServer." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a certain information, see [enum RenderInfo] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the id of the test cube. Creates one if none exists." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the id of the test texture. Creates one if none exists." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" "SSE2\").\n" @@ -66212,169 +69720,169 @@ msgid "" "an empty string." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the id of a white texture. Creates one if none exists." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a GI probe and adds it to the RenderingServer. It can be accessed with " +"Creates a GI probe and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]gi_probe_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this GI probe to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the bias value for the GI probe. Bias is used to avoid self " "occlusion. Equivalent to [member GIProbeData.bias]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the axis-aligned bounding box that covers the full extent of the GI " "probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the cell size set by [method gi_probe_set_cell_size]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the data used by the GI probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the dynamic range set for this GI probe. Equivalent to [member " "GIProbe.dynamic_range]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the energy multiplier for this GI probe. Equivalent to [member " "GIProbe.energy]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the normal bias for this GI probe. Equivalent to [member GIProbe." "normal_bias]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the propagation value for this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if the GI probe data associated with this GI probe " "is compressed. Equivalent to [member GIProbe.compress]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if the GI probe is set to interior, meaning it " "does not account for sky light. Equivalent to [member GIProbe.interior]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe." "bias]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the axis-aligned bounding box that covers the extent of the GI probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the size of individual cells within the GI probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the compression setting for the GI probe data. Compressed data will " "take up less space but may look worse. Equivalent to [member GIProbe." "compress]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the data to be used in the GI probe for lighting calculations. Normally " "this is created and called internally within the [GIProbe] node. You should " "not try to set this yourself." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the dynamic range of the GI probe. Dynamic range sets the limit for how " "bright lights can be. A smaller range captures greater detail but limits how " "bright lights can be. Equivalent to [member GIProbe.dynamic_range]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this GI probe. A higher energy makes the " "indirect light from the GI probe brighter. Equivalent to [member GIProbe." "energy]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the interior value of this GI probe. A GI probe set to interior does " "not include the sky when calculating lighting. Equivalent to [member GIProbe." "interior]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the normal bias for this GI probe. Normal bias behaves similar to the " "other form of bias and may help reduce self-occlusion. Equivalent to [member " "GIProbe.normal_bias]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the propagation of light within this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the to cell [Transform] for this GI probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Returns [code]true[/code] if changes have been made to the RenderingServer's " +"Returns [code]true[/code] if changes have been made to the VisualServer's " "data. [method draw] is usually called if this happens.\n" "As changes are registered as either high or low priority (e.g. dynamic " "shaders), this function takes an optional argument to query either low or " "high priority changes, or any changes." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Not yet implemented. Always returns [code]false[/code]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if the OS supports a certain feature. Features " "might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], " @@ -66384,322 +69892,322 @@ msgid "" "default GPU skinning process." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to " "[method ImmediateGeometry.begin]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Clears everything that was set up between [method immediate_begin] and " "[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the color to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_color]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an immediate geometry and adds it to the RenderingServer. It can be " +"Creates an immediate geometry and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]immediate_*[/code] RenderingServer functions.\n" +"[code]immediate_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this immediate geometry to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method " "ImmediateGeometry.end]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the material assigned to the [ImmediateGeometry]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the normal to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_normal]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the material to be used to draw the [ImmediateGeometry]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the tangent to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_tangent]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the UV to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the UV2 to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv2]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds the next vertex using the information provided in advance. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds the next vertex using the information provided in advance. This is a " "helper class that calls [method immediate_vertex] under the hood. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Initializes the visual server. This function is called internally by " "platform-dependent code during engine initialization. If called from a " "running game, it will not do anything." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Attaches a unique Object ID to instance. Object ID must be attached to " "instance for proper culling with [method instances_cull_aabb], [method " "instances_cull_convex], and [method instances_cull_ray]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a visual instance and adds it to the RenderingServer. It can be " +"Creates a visual instance and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]instance_*[/code] RenderingServer functions.\n" +"[code]instance_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "An instance is a way of placing a 3D object in the scenario. Objects like " "particles, meshes, and reflection probes need to be associated with an " "instance to be visible in the scenario using [method instance_set_base]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a visual instance, adds it to the RenderingServer, and sets both base " +"Creates a visual instance, adds it to the VisualServer, and sets both base " "and scenario. It can be accessed with the RID that is returned. This RID " -"will be used in all [code]instance_*[/code] RenderingServer functions.\n" +"will be used in all [code]instance_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Not implemented in Pandemonium 3.x." +#: doc/classes/VisualServer.xml +msgid "Not implemented in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance.cast_shadow]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a material that will be rendered for all surfaces on top of active " "materials for the mesh associated with this instance. Equivalent to [member " "GeometryInstance.material_overlay]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a material that will override the material for all surfaces on the mesh " "associated with this instance. Equivalent to [member GeometryInstance." "material_override]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the base of the instance. A base can be any of the 3D objects that are " -"created in the RenderingServer that can be displayed. For example, any of the " +"created in the VisualServer that can be displayed. For example, any of the " "light types, mesh, multimesh, immediate geometry, particle system, " "reflection probe, lightmap capture, and the GI probe are all types that can " "be set as the base of an instance in order to be displayed in the scenario." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the weight for a given blend shape associated with this instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a custom AABB to use when culling objects from the view frustum. " "Equivalent to [method GeometryInstance.set_custom_aabb]." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Function not implemented in Pandemonium 3.x." +#: doc/classes/VisualServer.xml +msgid "Function not implemented in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a margin to increase the size of the AABB when culling objects from the " "view frustum. This allows you to avoid culling objects that fall outside the " "view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance.layers]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the scenario that the instance is in. The scenario is the 3D world that " "the objects will be displayed in." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the material of a specific surface. Equivalent to [method MeshInstance." "set_surface_material]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the world space transform of the instance. Equivalent to [member " "Spatial.transform]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the lightmap to use with this instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets whether an instance is drawn or not. Equivalent to [member Spatial." "visible]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns an array of object IDs intersecting with the provided AABB. Only " "visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " -"[World3D] you want to query. This forces an update for all resources queued to " +"[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns an array of object IDs intersecting with the provided convex shape. " "Only visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " -"[World3D] you want to query. This forces an update for all resources queued to " +"[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns an array of object IDs intersecting with the provided 3D ray. Only " "visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " -"[World3D] you want to query. This forces an update for all resources queued to " +"[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], this directional light will blend between shadow map " "splits resulting in a smoother transition between them. Equivalent to " "[member DirectionalLight.directional_shadow_blend_splits]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the shadow depth range mode for this directional light. Equivalent to " "[member DirectionalLight.directional_shadow_depth_range]. See [enum " "LightDirectionalShadowDepthRangeMode] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the shadow mode for this directional light. Equivalent to [member " "DirectionalLight.directional_shadow_mode]. See [enum " "LightDirectionalShadowMode] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets whether to use vertical or horizontal detail for this omni light. This " "can be used to alleviate artifacts in the shadow map. Equivalent to [member " "OmniLight.omni_shadow_detail]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual " "paraboloid is faster but may suffer from artifacts. Equivalent to [member " "OmniLight.omni_shadow_mode]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the bake mode for this light, see [enum LightBakeMode] for options. The " "bake mode affects how the light will be baked in [BakedLightmap]s and " "[GIProbe]s." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the color of the light. Equivalent to [member Light.light_color]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the cull mask for this Light. Lights only affect objects in the " "selected layers. Equivalent to [member Light.light_cull_mask]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], light will subtract light instead of adding light. " "Equivalent to [member Light.light_negative]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the specified light parameter. See [enum LightParam] for options. " "Equivalent to [method Light.set_param]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], reverses the backface culling of the mesh. This can be " "useful when you have a flat mesh that has a light behind it. If you need to " @@ -66708,19 +70216,19 @@ msgid "" "to [member Light.shadow_reverse_cull_face]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light." "shadow_enabled]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the color of the shadow cast by the light. Equivalent to [member Light." "shadow_color]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets whether GI probes capture light information from this light. " "[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This " @@ -66730,243 +70238,243 @@ msgid "" "given parameter." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a lightmap capture and adds it to the RenderingServer. It can be " +"Creates a lightmap capture and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]lightmap_capture_*[/code] RenderingServer functions.\n" +"[code]lightmap_capture_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this lightmap capture to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the size of the lightmap capture area." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the energy multiplier used by the lightmap capture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the octree used by the lightmap capture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the cell subdivision amount used by this lightmap capture's octree." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the cell transform for this lightmap capture's octree." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns [code]true[/code] if capture is in \"interior\" mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the size of the area covered by the lightmap capture. Equivalent to " "[member BakedLightmapData.bounds]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this lightmap capture. Equivalent to [member " "BakedLightmapData.energy]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the \"interior\" mode for this lightmap capture. Equivalent to [member " "BakedLightmapData.interior]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the octree to be used by this lightmap capture. This function is " "normally used by the [BakedLightmap] node. Equivalent to [member " "BakedLightmapData.octree]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the subdivision level of this lightmap capture's octree. Equivalent to " "[member BakedLightmapData.cell_subdiv]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the octree cell transform for this lightmap capture's octree. " "Equivalent to [member BakedLightmapData.cell_space_transform]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns a mesh of a sphere with the given amount of horizontal and vertical " "subdivisions." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an empty material and adds it to the RenderingServer. It can be " +"Creates an empty material and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]material_*[/code] RenderingServer functions.\n" +"[code]material_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the value of a certain material's parameter." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Returns the default value for the param if available. Otherwise returns an " -"empty [Variant]." +"Returns the default value for the param if available. Returns [code]null[/" +"code] otherwise." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the shader of a certain material's shader. Returns an empty RID if " "the material doesn't have a shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a material's line width." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets an object's next material." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a material's parameter." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a material's render priority." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a shader material's shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] " "constants for types." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Removes all surfaces from a mesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a new mesh and adds it to the RenderingServer. It can be accessed with " +"Creates a new mesh and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]mesh_*[/code] " -"RenderingServer functions.\n" +"VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this mesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's blend shape count." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's blend shape mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's custom aabb." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's number of surfaces." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Removes a mesh's surface." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a mesh's blend shape count." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a mesh's blend shape mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a mesh's custom aabb." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's aabb." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's vertex buffer." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's amount of indices." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's amount of vertices." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's buffer arrays." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's arrays for blend shapes." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the format of a mesh's surface." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Function is unused in Pandemonium 3.x." +#: doc/classes/VisualServer.xml +msgid "Function is unused in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's index buffer." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's material." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the primitive type of a mesh's surface." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the aabb of a mesh's surface's skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a mesh's surface's material." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Updates a specific region of a vertex buffer for the specified surface. " "Warning: this function alters the vertex buffer directly with no safety " "mechanisms, you can easily corrupt your mesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Allocates space for the multimesh data. Format parameters determine how the " "data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum " @@ -66974,80 +70482,80 @@ msgid "" "Equivalent to [member MultiMesh.instance_count]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a new multimesh on the RenderingServer and returns an [RID] handle. " -"This RID will be used in all [code]multimesh_*[/code] RenderingServer " +"Creates a new multimesh on the VisualServer and returns an [RID] handle. " +"This RID will be used in all [code]multimesh_*[/code] VisualServer " "functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this multimesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the number of instances allocated for this multimesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the number of visible instances for this multimesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the color by which the specified instance will be modulated." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the custom data associated with the specified instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the [Transform] of the specified instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the custom data for this instance. Custom data is passed as a [Color], " "but is interpreted as a [code]vec4[/code] in the shader. Equivalent to " "[method MultiMesh.set_instance_custom_data]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] for this instance. Equivalent to [method MultiMesh." "set_instance_transform]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [Transform2D] for this instance. For use when multimesh is used in " "2D. Equivalent to [method MultiMesh.set_instance_transform_2d]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets all data related to the instances in one go. This is especially useful " "when loading the data from disk or preparing the data from GDNative.\n" @@ -67062,58 +70570,58 @@ msgid "" "code] is stored as 4 floats." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the number of instances visible at a given time. If -1, all instances " "that have been allocated are drawn. Equivalent to [member MultiMesh." "visible_instance_count]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a new omni light and adds it to the RenderingServer. It can be accessed " +"Creates a new omni light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this omni light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a particle system and adds it to the RenderingServer. It can be " +"Creates a particle system and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]particles_*[/code] RenderingServer functions.\n" +"[code]particles_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach these particles to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " "particles. Equivalent to [method Particles.capture_aabb]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns [code]true[/code] if particles are currently set to emitting." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Add particle system to list of particle systems that need to be updated. " "Update will take place on the next frame, or on the next call to [method " @@ -67121,181 +70629,181 @@ msgid "" "instances_cull_ray]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Reset the particles on the next update. Equivalent to [method Particles." "restart]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the number of particles to be drawn and allocates the memory for them. " "Equivalent to [member Particles.amount]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a custom axis-aligned bounding box for the particle system. Equivalent " "to [member Particles.visibility_aabb]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the draw order of the particles to one of the named enums from [enum " "ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent " "to [member Particles.draw_order]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the mesh to be used for the specified draw pass. Equivalent to [member " "Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles." "draw_pass_3], and [member Particles.draw_pass_4]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the number of draw passes to use. Equivalent to [member Particles." "draw_passes]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] that will be used by the particles when they first emit." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], particles will emit over time. Setting to false does " "not reset the particles, but only stops their emission. Equivalent to " "[member Particles.emitting]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the frame rate that the particle system rendering will be fixed to. " "Equivalent to [member Particles.fixed_fps]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of " "the particles. Equivalent to [member Particles.fract_delta]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the lifetime of each particle in the system. Equivalent to [member " "Particles.lifetime]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " "[member Particles.one_shot]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the preprocess time for the particles' animation. This lets you delay " "starting an animation until after the particles have begun emitting. " "Equivalent to [member Particles.preprocess]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the material for processing the particles.\n" "[b]Note:[/b] This is not the material used to draw the materials. Equivalent " "to [member Particles.process_material]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the emission randomness ratio. This randomizes the emission of " "particles within their phase. Equivalent to [member Particles.randomness]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the speed scale of the particle system. Equivalent to [member Particles." "speed_scale]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], particles use local coordinates. If [code]false[/code] " "they use global coordinates. Equivalent to [member Particles.local_coords]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a reflection probe and adds it to the RenderingServer. It can be " +"Creates a reflection probe and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]reflection_probe_*[/code] RenderingServer functions.\n" +"[code]reflection_probe_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this reflection probe to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the render cull mask for this reflection probe. Only instances with a " "matching cull mask will be rendered by this probe. Equivalent to [member " "ReflectionProbe.cull_mask]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], uses box projection. This can make reflections look " "more correct in certain situations. Equivalent to [member ReflectionProbe." "box_projection]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection much slower to compute. Equivalent to [member ReflectionProbe." "enable_shadows]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the size of the area that the reflection probe will capture. Equivalent " "to [member ReflectionProbe.extents]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the ambient light color for this reflection probe when set to interior " "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this reflection probes ambient light " "contribution when set to interior mode. Equivalent to [member " "ReflectionProbe.interior_ambient_energy]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the contribution value for how much the reflection affects the ambient " "light for this reflection probe when set to interior mode. Useful so that " @@ -67303,25 +70811,25 @@ msgid "" "ReflectionProbe.interior_ambient_contrib]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the max distance away from the probe an object can be before it is " "culled. Equivalent to [member ReflectionProbe.max_distance]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode. Equivalent to [member ReflectionProbe.origin_offset]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets how often the reflection probe updates. Can either be once or every " "frame. See [enum ReflectionProbeUpdateMode] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Schedules a callback to the corresponding named [code]method[/code] on " "[code]where[/code] after a frame has been drawn.\n" @@ -67329,40 +70837,40 @@ msgid "" "[code]userdata[/code]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a scenario and adds it to the RenderingServer. It can be accessed with " +"Creates a scenario and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]scenario_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "The scenario is the 3D world that all the visual instances exist in." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the environment that will be used with this scenario." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the fallback environment to be used by this scenario. The fallback " "environment is used if no environment is set. Internally, this is used by " "the editor to provide a default environment." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the size of the reflection atlas shared by all reflection probes in " "this scenario." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a boot image. The color defines the background color. If [code]scale[/" "code] is [code]true[/code], the image will be scaled to fit the screen size. " @@ -67371,19 +70879,19 @@ msgid "" "the image will be scaled with nearest-neighbor interpolation." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the engine will generate wireframes for use with the " "wireframe debug mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the default clear color which is used when a specific clear color has " "not been selected." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If asynchronous shader compilation is enabled, this controls whether " "[constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed.\n" @@ -67394,7 +70902,7 @@ msgid "" "regardless the shaders are ready or not." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the scale to apply to the passage of time for the shaders' [code]TIME[/" "code] builtin.\n" @@ -67402,202 +70910,228 @@ msgid "" "count the real time as it goes by, without narrowing or stretching it." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Enables or disables occlusion culling." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an empty shader and adds it to the RenderingServer. It can be accessed " +"Creates an empty shader and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]shader_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a shader's code." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a default texture from a shader searched by name." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the parameters of a shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a shader's code." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a shader's default texture. Overwrites the texture given by name." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Allocates the GPU buffers for this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the [Transform] set for a specific bone of this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the [Transform] for a specific bone of this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a skeleton and adds it to the RenderingServer. It can be accessed with " +"Creates a skeleton and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]skeleton_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the number of bones allocated for this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an empty sky and adds it to the RenderingServer. It can be accessed " +"Creates an empty sky and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]sky_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a sky's texture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a spot light and adds it to the RenderingServer. It can be accessed " +"Creates a spot light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this spot light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Allocates the GPU memory for the texture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Binds the texture to a texture slot." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an empty texture and adds it to the RenderingServer. It can be accessed " +"Creates an empty texture and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]texture_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Creates a texture, allocates the space for an image, and fills in the image." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a list of all the textures and their information." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns a copy of a texture's image unless it's a CubeMap, in which case it " "returns the [RID] of the image at one of the cubes sides." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the depth of the texture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the flags of a texture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the format of the texture's image." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the texture's height." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the texture's path." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the opengl id of the texture's image." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the type of the texture, can be any of the [enum TextureType]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the texture's width." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the texture's image data. If it's a CubeMap, it sets the image data at " "a cube side." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a part of the data for a texture. Warning: this function calls the " "underlying graphics API directly and may corrupt your texture if used " "improperly." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the texture's flags. See [enum TextureFlags] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the texture's path." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml +msgid "" +"Creates an update link between two textures, similar to how " +"[ViewportTexture]s operate. When the base texture is the texture of a " +"[Viewport], every time the viewport renders a new frame, the proxy texture " +"automatically receives an update.\n" +"For example, this code links a generic [ImageTexture] to the texture output " +"of the [Viewport] using the VisualServer API:\n" +"[codeblock]\n" +"func _ready():\n" +" var viewport_rid = get_viewport().get_viewport_rid()\n" +" var viewport_texture_rid = VisualServer." +"viewport_get_texture(viewport_rid)\n" +"\n" +" var proxy_texture = ImageTexture.new()\n" +" var viewport_texture_image_data = VisualServer." +"texture_get_data(viewport_texture_rid)\n" +"\n" +" proxy_texture.create_from_image(viewport_texture_image_data)\n" +" var proxy_texture_rid = proxy_texture.get_rid()\n" +" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n" +"\n" +" $TextureRect.texture = proxy_texture\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], sets internal processes to shrink all image data to " "half the size." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the image will be stored in the texture's images array " "if overwritten." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a viewport's camera." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a viewport's canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Copies viewport to a region of the screen specified by [code]rect[/code]. If " "[member Viewport.render_direct_to_screen] is [code]true[/code], then " @@ -67615,97 +71149,101 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an empty viewport and adds it to the RenderingServer. It can be " +"Creates an empty viewport and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]viewport_*[/code] RenderingServer functions.\n" +"[code]viewport_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Detaches the viewport from the screen." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the viewport's last rendered frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Detaches a viewport from a canvas and vice versa." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the stacking order for a viewport's canvas.\n" "[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] " "specifies the stacking order of the canvas among those in the same layer." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the transformation of a viewport's canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "If [code]true[/code], a viewport's 3D rendering is disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the viewport's global transformation matrix." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "If [code]true[/code], the viewport renders to hdr." +#: doc/classes/VisualServer.xml +msgid "" +"If [code]true[/code], the viewport renders to high dynamic range (HDR) " +"instead of standard dynamic range (SDR). See also [method " +"viewport_set_use_32_bpc_depth].\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Currently unimplemented in Pandemonium 3.x." +#: doc/classes/VisualServer.xml +msgid "Currently unimplemented in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the viewport's parent to another viewport." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], render the contents of the viewport directly to " "screen. This allows a low-level optimization where you can skip drawing a " @@ -67721,24 +71259,24 @@ msgid "" "significantly larger than the window size." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a viewport's scenario.\n" "The scenario contains information about the [enum ScenarioDebugMode], " "environment information, reflection atlas etc." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the shadow atlas quadrant's subdivision." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the size of the shadow atlas's images (used for omni and spot lights). " "The value will be rounded up to the nearest power of 2." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If " "set to a value greater than [code]0.0[/code], contrast-adaptive sharpening " @@ -67748,34 +71286,43 @@ msgid "" "viewport_set_use_fxaa]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the viewport's width and height." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used " +"on the same [Viewport] to set HDR to [code]true[/code].\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.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 " @@ -67786,7 +71333,7 @@ msgid "" "also be [code]true[/code] for debanding to be effective." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Enables fast approximate antialiasing for this viewport. FXAA is a popular " "screen-space antialiasing method, which is fast but will make the image look " @@ -67796,208 +71343,212 @@ msgid "" "viewport_set_sharpen_intensity])." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's rendering is flipped vertically." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]false[/code], disables rendering completely, but the engine logic " "is still being processed. You can call [method force_draw] to draw a frame " "even with rendering disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Emitted at the end of the frame, after the RenderingServer has finished " +"Emitted at the end of the frame, after the VisualServer has finished " "updating all the Viewports." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Emitted at the beginning of the frame, before the RenderingServer updates all " +"Emitted at the beginning of the frame, before the VisualServer updates all " "the Viewports." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks an error that shows that the index array is empty." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of weights/bones per vertex." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The minimum Z-layer for canvas items." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The maximum Z-layer for canvas items." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Max number of glow levels that can be used with glow post-process effect." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Unused enum in Pandemonium 3.x." +#: doc/classes/VisualServer.xml +msgid "Unused enum in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The minimum renderpriority of all materials." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The maximum renderpriority of all materials." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the left side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the right side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the bottom side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the top side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the front side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the back side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Normal texture with 2 dimensions, width and height." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Texture made up of six faces, can be looked up with a [code]vec3[/code] in " "shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "An array of 2-dimensional textures." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "A 3-dimensional texture with width, height, and depth." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Repeats the texture (instead of clamp to edge)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Repeats the texture with alternate sections mirrored." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant " "TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Shader is a 3D shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Shader is a 2D shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Shader is a particle shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ShaderMode] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is a vertex array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is a normal array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is a tangent array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is a color array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array for the second UV coordinates." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array contains bone information." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is weight information." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is index array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a vertex array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a normal array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a tangent array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a color array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark an UV coordinates array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Flag used to mark an UV coordinates array for the second UV coordinates." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a bone information array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a weights array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark an index array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml +msgid "Flag used to mark a compressed (half float) color array." +msgstr "" + +#: doc/classes/VisualServer.xml msgid "" "Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant " "ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant " @@ -68006,688 +71557,718 @@ msgid "" "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Primitive to draw consists of points." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Primitive to draw consists of lines." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Primitive to draw consists of a line strip from start to end." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a line loop (a line strip with a line between " "the last and the first vertex)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Primitive to draw consists of triangles." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a triangle strip (the last 3 vertices are " "always combined to make a triangle)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a triangle strip (the last 2 vertices are " "always combined with the first to make a triangle)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum PrimitiveType] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Is a directional (sun) light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Is an omni light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Is a spot light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light's energy." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Secondary multiplier used with indirect light (light bounces)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "The light's size, currently only used for soft shadows in baked lightmaps." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light's influence on specularity." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light's range." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light's attenuation." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The spotlight's angle." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The spotlight's attenuation." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Scales the shadow color." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Max distance that shadows will be rendered." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Proportion of shadow atlas occupied by the first split." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Proportion of shadow atlas occupied by the second split." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Proportion of shadow atlas occupied by the third split. The fourth split " "occupies the rest." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Normal bias used to offset shadow lookup by object normal. Can be used to " "fix self-shadowing artifacts." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Bias the shadow lookup to fix self-shadowing artifacts." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Increases bias on further splits to fix self-shadowing that only occurs far " "away from the camera." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum LightParam] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use a dual paraboloid shadow map for omni lights." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Use a cubemap shadow map for omni lights. Slower but better quality than " "dual paraboloid." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use more detail vertically when computing shadow map." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use more detail horizontally when computing shadow map." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use orthogonal shadow projection for directional light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use 2 splits for shadow projection when using directional light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use 4 splits for shadow projection when using directional light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Keeps shadows stable as camera moves but has lower effective resolution." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Optimize use of shadow maps, increasing the effective resolution. But may " "result in shadows moving or flickering slightly." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Do not update the viewport." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Update the viewport once then set to disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Update the viewport whenever it is visible." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Always update the viewport." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The viewport is always cleared before drawing." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The viewport is never cleared before drawing." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Multisample antialiasing is disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 2×." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 4×." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 8×." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 16×." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Multisample antialiasing is set to 2× on external texture. Special mode for " "GLES2 Android VR (Oculus Quest and Go)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Multisample antialiasing is set to 4× on external texture. Special mode for " "GLES2 Android VR (Oculus Quest and Go)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The Viewport does not render 3D but samples." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The Viewport does not render 3D and does not sample." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The Viewport renders 3D with effects." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The Viewport renders 3D but without effects." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of objects drawn in a single frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of vertices drawn in a single frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of material changes during this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of shader changes during this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of surface changes during this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of draw calls during this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of 2d items drawn this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of 2d draw calls during this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Debug draw is disabled. Default setting." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Debug draw sets objects to unshaded." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Overwrites clear color to [code](0,0,0,0)[/code]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Debug draw draws objects in wireframe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Do not use a debug mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Draw all objects as wireframe models." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Draw all objects in a way that displays how much overdraw is occurring. " "Overdraw occurs when a section of pixels is drawn and shaded and then " "another object covers it up. To optimize a scene, you should reduce overdraw." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Draw all objects without shading. Equivalent to setting all objects shaders " "to [code]unshaded[/code]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance does not have a type." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a mesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a multimesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is an immediate geometry." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a particle emitter." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a reflection probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a GI probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a lightmap capture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceType] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "A combination of the flags of geometry instances (mesh, multimesh, immediate " "and particles)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Allows the instance to be used in baked lighting." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "When set, manually requests to draw geometry on next frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Disable shadows from this instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Cast shadows from this instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The nine patch gets stretched where needed." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The nine patch gets filled with tiles where needed." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds light color additive to the canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds light color subtractive to the canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light adds color depending on transparency." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light adds color depending on mask." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Do not apply a filter to canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use PCF3 filtering to filter canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use PCF5 filtering to filter canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use PCF7 filtering to filter canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use PCF9 filtering to filter canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use PCF13 filtering to filter canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is clockwise." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is counterclockwise." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of objects in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of vertices in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of modified materials in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of shader rebinds in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml +msgid "" +"The peak amount of shaders that have been under compilation in the frame.\n" +"This is useful to know when asynchronous shader compilation has finished for " +"the current shaders on screen.\n" +"[b]Note:[/b] For complete certainty, only assume there are no outstanding " +"compilations when this value is zero for at least two frames in a row.\n" +"Unimplemented in the GLES2 rendering backend, always returns 0." +msgstr "" + +#: doc/classes/VisualServer.xml msgid "The amount of surface changes in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of draw calls in frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of 2d items in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of 2d draw calls in frame." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Hardware supports shaders. This enum is currently unused in Pandemonium 3.x." +#: doc/classes/VisualServer.xml +msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Hardware supports multithreading. This enum is currently unused in Pandemonium 3.x." +"Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use [Transform2D] to store MultiMesh transform." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use [Transform] to store MultiMesh transform." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "MultiMesh does not use per-instance color." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "MultiMesh color uses 8 bits per component. This packs the color into a " "single float." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "MultiMesh color uses a float per channel." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "MultiMesh does not use custom data." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "MultiMesh custom data uses 8 bits per component. This packs the 4-component " "custom data into a single float." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "MultiMesh custom data uses a float per component." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Reflection probe will update reflections once and then stop." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Draw particles in the order that they appear in the particles array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sort particles based on their lifetime." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sort particles based on their distance to the camera." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use the clear color as background." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use a specified color as the background." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use a sky resource for the background." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Use a custom color for background, but use a sky for shading and reflections." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Use a specified canvas layer as the background. This can be useful for " "instantiating a 2D scene in a 3D world." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Represents the size of the [enum Environment3DBG] enum." +#: doc/classes/VisualServer.xml +msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use lowest blur quality. Fastest, but may look bad." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use medium blur quality." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Used highest blur quality. Looks the best, but is the slowest." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Add the effect of the glow on top of the scene." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Blends the glow effect with the screen. Does not get as bright as additive." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Produces a subtle color disturbance around objects." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Shows the glow effect by itself without the underlying scene." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Output color as they came in." +#: doc/classes/VisualServer.xml +msgid "" +"Output color as they came in. This can cause bright lighting to look blown " +"out, with noticeable clipping in the output colors." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Use the Reinhard tonemapper." +#: doc/classes/VisualServer.xml +msgid "" +"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors " +"by this formula: [code]color = color / (1 + color)[/code]. This avoids " +"clipping bright highlights, but the resulting image can look a bit dull." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Use the filmic tonemapper." +#: doc/classes/VisualServer.xml +msgid "" +"Use the filmic tonemapper. This avoids clipping bright highlights, with a " +"resulting image that usually looks more vivid than [constant " +"ENV_TONE_MAPPER_REINHARD]." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Use the ACES tonemapper." +#: doc/classes/VisualServer.xml +msgid "" +"Use the legacy Godot version of the Academy Color Encoding System " +"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of " +"ACES does not handle bright lighting in a physically accurate way. ACES " +"typically has a more contrasted output compared to [constant " +"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n" +"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " +"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Use the ACES Fitted tonemapper." +#: doc/classes/VisualServer.xml +msgid "" +"Use the Academy Color Encoding System tonemapper. ACES is slightly more " +"expensive than other options, but it handles bright lighting in a more " +"realistic fashion by desaturating it as it becomes brighter. ACES typically " +"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " +"and [constant ENV_TONE_MAPPER_FILMIC]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Lowest quality of screen space ambient occlusion." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Medium quality screen space ambient occlusion." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Highest quality screen space ambient occlusion." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Disables the blur set for SSAO. Will make SSAO look noisier." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Perform a 1x1 blur on the SSAO output." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Performs a 2x2 blur on the SSAO output." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Used to query for any changes that request a redraw, whatever the priority." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Registered changes which have low priority can be optionally prevented from " "causing editor redraws. Examples might include dynamic shaders (typically " "using the [code]TIME[/code] built-in)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Registered changes which can cause a redraw default to high priority." msgstr "" @@ -69392,12 +72973,12 @@ msgstr "" #: doc/classes/VisualShaderNodeExpression.xml msgid "" -"A custom visual shader graph expression written in Pandemonium Shading Language." +"A custom visual shader graph expression written in Godot Shading Language." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml msgid "" -"Custom Pandemonium Shading Language expression, with a custom amount of input and " +"Custom Godot Shading Language expression, with a custom amount of input and " "output ports.\n" "The provided code is directly injected into the graph's matching shader " "function ([code]vertex[/code], [code]fragment[/code], or [code]light[/" @@ -69408,7 +72989,7 @@ msgstr "" #: doc/classes/VisualShaderNodeExpression.xml msgid "" -"An expression in Pandemonium Shading Language, which will be injected at the start " +"An expression in Godot Shading Language, which will be injected at the start " "of the graph's matching shader function ([code]vertex[/code], " "[code]fragment[/code], or [code]light[/code]), and thus cannot be used to " "declare functions, varyings, uniforms, or global constants." @@ -69442,13 +73023,13 @@ msgstr "" #: doc/classes/VisualShaderNodeGlobalExpression.xml msgid "" -"A custom global visual shader graph expression written in Pandemonium Shading " +"A custom global visual shader graph expression written in Godot Shading " "Language." msgstr "" #: doc/classes/VisualShaderNodeGlobalExpression.xml msgid "" -"Custom Pandemonium Shader Language expression, which is placed on top of the " +"Custom Godot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " "later in [VisualShaderNodeExpression]s (which are injected in the main " "shader functions). You can also declare varyings, uniforms and global " @@ -70504,7 +74085,9 @@ msgid "" msgstr "" #: doc/classes/WeakRef.xml -msgid "Returns the [Object] this weakref is referring to." +msgid "" +"Returns the [Object] this weakref is referring to. Returns [code]null[/code] " +"if that object no longer exists." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml @@ -70583,13 +74166,13 @@ msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Tells the channel to send data over this channel as text. An external peer " -"(non-Pandemonium) would receive this as a string." +"(non-Godot) would receive this as a string." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" "Tells the channel to send data over this channel as binary. An external peer " -"(non-Pandemonium) would receive this as array buffer or blob." +"(non-Godot) would receive this as array buffer or blob." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml @@ -70909,7 +74492,7 @@ msgid "" "requested.\n" "If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will " "behave like a network peer for the [MultiplayerAPI], connections to non-" -"Pandemonium servers will not work, and [signal data_received] will not be " +"Godot servers will not work, and [signal data_received] will not be " "emitted.\n" "If [code]false[/code] is passed instead (default), you must call " "[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], " @@ -71019,7 +74602,7 @@ msgstr "" msgid "" "Emitted when a packet is received from a peer.\n" "[b]Note:[/b] This signal is only emitted when the client or server is " -"configured to use Pandemonium multiplayer API." +"configured to use Godot multiplayer API." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml @@ -71140,7 +74723,7 @@ msgid "" "list empty (default), no sub-protocol will be requested.\n" "If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will " "behave like a network peer for the [MultiplayerAPI], connections from non-" -"Pandemonium clients will not work, and [signal data_received] will not be " +"Godot clients will not work, and [signal data_received] will not be " "emitted.\n" "If [code]false[/code] is passed instead (default), you must call " "[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], " @@ -71149,6 +74732,11 @@ msgid "" "[code]get_peer(id).get_available_packet_count[/code])." msgstr "" +#: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71245,6 +74833,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71301,7 +74892,7 @@ msgid "" "\n" "func _webxr_session_started():\n" " $Button.visible = false\n" -" # This tells Pandemonium to start rendering to the headset.\n" +" # This tells Godot to start rendering to the headset.\n" " get_viewport().arvr = true\n" " # This will be the reference space type you ultimately got, out of the\n" " # types that you requested above. This is useful if you want the game " @@ -71312,7 +74903,7 @@ msgid "" "\n" "func _webxr_session_ended():\n" " $Button.visible = true\n" -" # If the user exits immersive mode, then we tell Pandemonium to render to the " +" # If the user exits immersive mode, then we tell Godot to render to the " "web\n" " # page again.\n" " get_viewport().arvr = false\n" @@ -71323,7 +74914,7 @@ msgid "" "There are several ways to handle \"controller\" input:\n" "- Using [ARVRController] nodes and their [signal ARVRController." "button_pressed] and [signal ARVRController.button_release] signals. This is " -"how controllers are typically handled in AR/VR apps in Pandemonium, however, this " +"how controllers are typically handled in AR/VR apps in Godot, however, this " "will only work with advanced VR controllers like the Oculus Touch or Index " "controllers, for example. The buttons codes are defined by [url=https://" "immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-" @@ -71345,7 +74936,7 @@ msgid "" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml -msgid "How to make a VR game for WebXR with Pandemonium" +msgid "How to make a VR game for WebXR with Godot" msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -71468,6 +75059,13 @@ msgid "" "blurred\"[/code]." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted to indicate that the reference space has been reset or " @@ -71505,7 +75103,7 @@ msgid "" "Emitted when the user ends the WebXR session (which can be done using UI " "from the browser or device).\n" "At this point, you should do [code]get_viewport().arvr = false[/code] to " -"instruct Pandemonium to resume rendering to the screen." +"instruct Godot to resume rendering to the screen." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -71520,7 +75118,7 @@ msgid "" "Emitted by [method ARVRInterface.initialize] if the session is successfully " "started.\n" "At this point, it's safe to do [code]get_viewport().arvr = true[/code] to " -"instruct Pandemonium to start rendering to the AR/VR device." +"instruct Godot to start rendering to the AR/VR device." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -71555,7 +75153,7 @@ msgid "Emitted when [member visibility_state] has changed." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml -msgid "We don't know the the target ray mode." +msgid "We don't know the target ray mode." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -71644,8 +75242,8 @@ msgstr "" #: doc/classes/World.xml msgid "" "Class that has everything pertaining to a world. A physics space, a visual " -"scenario and a sound space. Spatial nodes register their resources into the " -"current world." +"scenario, a navigation map and a sound space. Spatial nodes register their " +"resources into the current world." msgstr "" #: doc/classes/World.xml @@ -71655,13 +75253,18 @@ msgid "" msgstr "" #: doc/classes/World.xml -msgid "The World's [Environment3D3D]." +msgid "The World's [Environment]." msgstr "" #: doc/classes/World.xml msgid "" -"The World's fallback_environment will be used if the World's [Environment3D3D] " -"fails or is missing." +"The World's fallback environment will be used if [member environment] fails " +"or is missing." +msgstr "" + +#: doc/classes/World.xml +msgid "" +"The [RID] of this world's navigation map. Used by the [NavigationServer]." msgstr "" #: doc/classes/World.xml @@ -71679,13 +75282,13 @@ msgstr "" #: doc/classes/World2D.xml msgid "" "Class that has everything pertaining to a 2D world. A physics space, a " -"visual scenario and a sound space. 2D nodes register their resources into " -"the current 2D world." +"visual scenario, a navigation map and a sound space. 2D nodes register their " +"resources into the current 2D world." msgstr "" #: doc/classes/World2D.xml msgid "" -"The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D " +"The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D " "drawing." msgstr "" @@ -71696,35 +75299,40 @@ msgid "" "is limited to [code]_physics_process(delta)[/code] in the main thread." msgstr "" +#: doc/classes/World2D.xml +msgid "" +"The [RID] of this world's navigation map. Used by the [Navigation2DServer]." +msgstr "" + #: doc/classes/World2D.xml msgid "" "The [RID] of this world's physics space resource. Used by the " "[Physics2DServer] for 2D physics, treating it as both a space and an area." msgstr "" -#: doc/classes/WorldEnvironment3D.xml +#: doc/classes/WorldEnvironment.xml msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" -#: doc/classes/WorldEnvironment3D.xml +#: doc/classes/WorldEnvironment.xml msgid "" -"The [WorldEnvironment3D3D] node is used to configure the default [Environment3D3D] " +"The [WorldEnvironment] node is used to configure the default [Environment] " "for the scene.\n" -"The parameters defined in the [WorldEnvironment3D3D] can be overridden by an " -"[Environment3D3D] node set on the current [Camera]. Additionally, only one " -"[WorldEnvironment3D3D] may be instanced in a given scene at a time.\n" -"The [WorldEnvironment3D3D] allows the user to specify default lighting " +"The parameters defined in the [WorldEnvironment] can be overridden by an " +"[Environment] node set on the current [Camera]. Additionally, only one " +"[WorldEnvironment] may be instanced in a given scene at a time.\n" +"The [WorldEnvironment] allows the user to specify default lighting " "parameters (e.g. ambient lighting), various post-processing effects (e.g. " "SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, " "skybox). Usually, these are added in order to improve the realism/color " "balance of the scene." msgstr "" -#: doc/classes/WorldEnvironment3D.xml +#: doc/classes/WorldEnvironment.xml msgid "" -"The [Environment3D3D] resource used by this [WorldEnvironment3D3D], defining the " +"The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." msgstr "" @@ -71739,8 +75347,7 @@ msgid "" "They can be used as the server certificate in [method StreamPeerSSL." "accept_stream] (along with the proper [CryptoKey]), and to specify the only " "certificate that should be accepted when connecting to an SSL server via " -"[method StreamPeerSSL.connect_to_stream].\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[method StreamPeerSSL.connect_to_stream]." msgstr "" #: doc/classes/X509Certificate.xml diff --git a/doc/translations/hu.po b/doc/translations/hu.po index 3c145596a..a962de15e 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -10,12 +10,14 @@ # balintmaci , 2021. # Balázs Püspök-Kiss , 2021. # Szevin , 2022. +# 6Leoo6 , 2022. +# thekeymethod , 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-01-26 23:53+0000\n" -"Last-Translator: Szevin \n" +"PO-Revision-Date: 2022-09-12 01:18+0000\n" +"Last-Translator: thekeymethod \n" "Language-Team: Hungarian \n" "Language: hu\n" @@ -23,7 +25,7 @@ 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 4.11-dev\n" +"X-Generator: Weblate 4.14.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -47,7 +49,7 @@ msgstr "Téma Tulajdonságai" #: doc/tools/make_rst.py msgid "Signals" -msgstr "Jelzések" +msgstr "jelek" #: doc/tools/make_rst.py msgid "Enumerations" @@ -365,7 +367,7 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Compares two values by checking their actual contents, recursing into any " -"`Array` or `Dictionary` up to its deepest level.\n" +"[Array] or [Dictionary] up to its deepest level.\n" "This compares to [code]==[/code] in a number of ways:\n" "- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" "code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] " @@ -412,7 +414,7 @@ msgid "" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." @@ -558,8 +560,9 @@ msgid "" "[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " "[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " "located outside this range, then an extrapolation factor will be returned " -"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" -"code]).\n" +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). " +"Use [method clamp] on the result of [method inverse_lerp] if this is not " +"desired.\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" @@ -569,7 +572,8 @@ msgid "" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" "[/codeblock]\n" -"See also [method lerp] which performs the reverse of this operation." +"See also [method lerp] which performs the reverse of this operation, and " +"[method range_lerp] to map a continuous series of values to another." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -623,7 +627,8 @@ msgid "" "[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " "between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " "outside this range are allowed and can be used to perform [i]extrapolation[/" -"i].\n" +"i]. Use [method clamp] on the result of [method lerp] if this is not " +"desired.\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -635,7 +640,8 @@ msgid "" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " -"ease] or [method smoothstep]." +"ease] or [method smoothstep]. See also [method range_lerp] to map a " +"continuous series of values to another." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -653,7 +659,13 @@ msgid "" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This method lerps through the shortest path between [code]from[/" +"code] and [code]to[/code]. However, when these two angles are approximately " +"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " +"obvious which way they lerp due to floating-point precision errors. For " +"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " +"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -859,7 +871,14 @@ msgid "" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml -msgid "Like [method print], but prints only when used in debug mode." +msgid "" +"Like [method print], but includes the current stack frame when running with " +"the debugger turned on.\n" +"Output in the console would look something like this:\n" +"[codeblock]\n" +"Test print\n" +" At: res://test.gd:15:_process()\n" +"[/codeblock]" msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -946,11 +965,12 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Random range, any floating point value between [code]from[/code] and " -"[code]to[/code].\n" +"Returns a random floating point value between [code]from[/code] and " +"[code]to[/code] (both endpoints inclusive).\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -994,37 +1014,36 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns an array with the given range. Range can be 1 argument [code]N[/" -"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], " -"[code]final - 1[/code]) or three arguments ([code]initial[/code], " -"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if " -"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, " -"5, 1)[/code]).\n" -"Returns an array with the given range. [code]range()[/code] can have 1 " -"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments " -"([code]initial[/code], [code]final - 1[/code]) or three arguments " -"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). " -"[code]increment[/code] can be negative. If [code]increment[/code] is " -"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, " -"the initial value must be greater than the final value for the loop to run.\n" +"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))\n" -"print(range(2, 5))\n" -"print(range(0, 6, 2))\n" -"[/codeblock]\n" -"Output:\n" -"[codeblock]\n" -"[0, 1, 2, 3]\n" -"[2, 3, 4]\n" -"[0, 2, 4]\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" -"var i := array.size() - 1\n" -"while i >= 0:\n" -" print(array[i])\n" -" i -= 1\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" @@ -1037,10 +1056,15 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]" -"[ostart, ostop][/code].\n" +"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If " +"[code]value[/code] is outside [code][istart, istop][/code], then the " +"resulting value will also be outside [code][ostart, ostop][/code]. Use " +"[method clamp] on the result of [method range_lerp] if this is not desired.\n" "[codeblock]\n" "range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n" -"[/codeblock]" +"[/codeblock]\n" +"For complex use cases where you need multiple ranges, consider using [Curve] " +"or [Gradient] instead." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1113,7 +1137,7 @@ msgid "" "[method smoothstep] returns the smoothest possible curve with no sudden " "changes in the derivative. If you need to perform more advanced transitions, " "use [Tween] or [AnimationPlayer].\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" @@ -1528,7 +1552,7 @@ msgid "The [VisualScriptEditor] singleton." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "The [RenderingServer] singleton." +msgid "The [VisualServer] singleton." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3341,8 +3365,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer, float or string property is an enumerated value to " -"pick in a list specified via a hint string such as [code]\"Hello,Something," -"Else\"[/code]." +"pick in a list specified via a hint string.\n" +"The hint string is a comma separated list of names such as [code]\"Hello," +"Something,Else\"[/code]. For integer and float properties, the first name in " +"the list has value 0, the next 1, and so on. Explicit values can also be " +"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero," +"One,Three:3,Four,Six:6\"[/code]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3385,6 +3413,12 @@ msgid "" "physics layers." msgstr "" +#: doc/classes/@GlobalScope.xml +msgid "" +"Hints that an integer property is a bitmask using the optionally named 2D " +"navigation layers." +msgstr "" + #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer property is a bitmask using the optionally named 3D " @@ -3397,6 +3431,12 @@ msgid "" "physics layers." msgstr "" +#: doc/classes/@GlobalScope.xml +msgid "" +"Hints that an integer property is a bitmask using the optionally named 3D " +"navigation layers." +msgstr "" + #: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a path to a file. Editing it will show a " @@ -3483,7 +3523,7 @@ msgid "The property is a translatable string." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Used to group properties together in the editor." +msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3585,7 +3625,7 @@ msgid "Variable is of type [Plane]." msgstr "" #: doc/classes/@GlobalScope.xml -msgid "Variable is of type [Quaternion]." +msgid "Variable is of type [Quat]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4115,17 +4155,24 @@ msgid "Maximum value for the mode enum." msgstr "" #: doc/classes/AnimatedSprite.xml -msgid "Sprite node that can use multiple textures for animation." +msgid "" +"Sprite node that contains multiple textures as frames to play for animation." msgstr "" #: doc/classes/AnimatedSprite.xml msgid "" -"Animations are created using a [SpriteFrames] resource, which can be " -"configured in the editor via the SpriteFrames panel.\n" -"[b]Note:[/b] You can associate a set of normal maps by creating additional " -"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " -"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" -"code] will make it so the [code]run[/code] animation uses the normal map." +"[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " +"textures as animation frames. Animations are created using a [SpriteFrames] " +"resource, which allows you to import image files (or a folder containing " +"said files) to provide the animation frames for the sprite. The " +"[SpriteFrames] resource can be configured in the editor via the SpriteFrames " +"bottom panel.\n" +"[b]Note:[/b] You can associate a set of normal or specular maps by creating " +"additional [SpriteFrames] resources with a [code]_normal[/code] or " +"[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] " +"resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/" +"code] will make it so the [code]run[/code] animation uses normal and " +"specular maps." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml @@ -4153,9 +4200,9 @@ msgstr "" msgid "Stops the current animation (does not reset the frame counter)." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml +#: doc/classes/AnimatedSprite.xml msgid "" -"The current animation from the [code]frames[/code] resource. If this value " +"The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" @@ -4179,8 +4226,11 @@ msgstr "" msgid "The displayed animation frame's index." msgstr "" -#: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml -msgid "The [SpriteFrames] resource containing the animation(s)." +#: doc/classes/AnimatedSprite.xml +msgid "" +"The [SpriteFrames] resource containing the animation(s). Allows you the " +"option to load, edit, clear, make unique and save the states of the " +"[SpriteFrames] resource." msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml @@ -4232,6 +4282,16 @@ msgid "" "provided, the current animation is played." msgstr "" +#: doc/classes/AnimatedSprite3D.xml +msgid "" +"The current animation from the [code]frames[/code] resource. If this value " +"changes, the [code]frame[/code] counter is reset." +msgstr "" + +#: doc/classes/AnimatedSprite3D.xml +msgid "The [SpriteFrames] resource containing the animation(s)." +msgstr "" + #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." msgstr "" @@ -4662,7 +4722,7 @@ msgstr "" msgid "" "Returns the interpolated value of a transform track at a given time (in " "seconds). An array consisting of 3 elements: position ([Vector3]), rotation " -"([Quaternion]) and scale ([Vector3])." +"([Quat]) and scale ([Vector3])." msgstr "" #: doc/classes/Animation.xml @@ -4747,11 +4807,11 @@ msgstr "" msgid "No interpolation (nearest value)." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Linear interpolation." msgstr "" -#: doc/classes/Animation.xml +#: doc/classes/Animation.xml doc/classes/Gradient.xml msgid "Cubic interpolation." msgstr "" @@ -4815,19 +4875,21 @@ msgid "" msgstr "" #: doc/classes/AnimationNode.xml -msgid "Gets the text caption for this node (used by some editors)." +msgid "" +"When inheriting from [AnimationRootNode], implement this virtual method to " +"override the text caption for this node." msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Gets a child node by index (used by editors inheriting from " -"[AnimationRootNode])." +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return a child node by its [code]name[/code]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Gets all children nodes in order as a [code]name: node[/code] dictionary. " -"Only useful when inheriting [AnimationRootNode]." +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return all children nodes in order as a [code]name: node[/code] dictionary." msgstr "" #: doc/classes/AnimationNode.xml @@ -4848,21 +4910,25 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Gets the default value of a parameter. Parameters are custom local memory " -"used for your nodes, given a resource can be reused in multiple trees." +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return the default value of parameter \"[code]name[/code]\". Parameters are " +"custom local memory used for your nodes, given a resource can be reused in " +"multiple trees." msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Gets the property information for parameter. Parameters are custom local " +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return a list of the properties on this node. Parameters are custom local " "memory used for your nodes, given a resource can be reused in multiple " "trees. Format is similar to [method Object.get_property_list]." msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Returns [code]true[/code] whether you want the blend tree editor to display " -"filter editing on this node." +"When inheriting from [AnimationRootNode], implement this virtual method to " +"return whether the blend tree editor should display filter editing on this " +"node." msgstr "" #: doc/classes/AnimationNode.xml @@ -4871,9 +4937,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"User-defined callback called when a custom node is processed. The " -"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is " -"[code]true[/code], in which case it is absolute.\n" +"When inheriting from [AnimationRootNode], implement this virtual method to " +"run some code when this node is processed. The [code]time[/code] parameter " +"is a relative delta, unless [code]seek[/code] is [code]true[/code], in which " +"case it is absolute.\n" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" @@ -4980,12 +5047,12 @@ msgstr "" #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml #: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml #: doc/classes/Camera.xml doc/classes/CollisionShape.xml -#: doc/classes/CylinderShape.xml doc/classes/Environment3D.xml +#: doc/classes/CylinderShape.xml doc/classes/Environment.xml #: doc/classes/GIProbe.xml doc/classes/GIProbeData.xml #: doc/classes/KinematicBody.xml doc/classes/Light.xml doc/classes/Material.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml -#: doc/classes/Quaternion.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml -#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment3D.xml +#: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml +#: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml msgid "Third Person Shooter Demo" msgstr "" @@ -5254,8 +5321,11 @@ msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" -"This node may contain a sub-tree of any other blend type nodes, such as mix, " -"blend2, blend3, one shot, etc. This is one of the most commonly used roots." +"This node may contain a sub-tree of any other blend type nodes, such as " +"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], " +"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n" +"An [AnimationNodeOutput] node named [code]output[/code] is created by " +"default." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml @@ -5522,9 +5592,9 @@ msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=$DOCS_URL/tutorials/animation/animation_tree." -"html#controlling-from-code][/url]). For example, if [member AnimationTree." -"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] " -"is set to [code]\"idle\"[/code]:\n" +"html#controlling-from-code]Using AnimationTree[/url]). For example, if " +"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and " +"[member advance_condition] is set to [code]\"idle\"[/code]:\n" "[codeblock]\n" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " "(linear_velocity.x == 0)\n" @@ -5698,8 +5768,8 @@ msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" -"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if " -"not found." +"Returns the [Animation] with the key [code]name[/code]. If the animation " +"does not exist, [code]null[/code] is returned and an error is logged." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -5783,7 +5853,10 @@ msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " "otherwise it updates at process time. Events between the current frame and " -"[code]seconds[/code] are skipped." +"[code]seconds[/code] are skipped.\n" +"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " +"animation_finished]. If you want to skip animation and emit the signal, use " +"[method advance]." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -6407,7 +6480,12 @@ msgstr "" msgid "" "3D area that detects [CollisionObject] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " -"damping) and route audio to custom audio buses." +"damping) and route audio to a custom audio bus.\n" +"To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] " +"node as a [i]direct[/i] child (or add multiple such nodes as direct " +"children) of the area.\n" +"[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a " +"warning about possibly unexpected behavior when using that shape for an area." msgstr "" #: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml @@ -6644,7 +6722,12 @@ msgstr "" msgid "" "2D area that detects [CollisionObject2D] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " -"damping) and route audio to a custom audio bus." +"damping) and route audio to a custom audio bus.\n" +"To give the area its shape, add a [CollisionShape2D] or a " +"[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such " +"nodes as direct children) of the area.\n" +"[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly " +"unexpected behavior when using that shape for an area." msgstr "" #: doc/classes/Area2D.xml @@ -6973,7 +7056,10 @@ msgid "" "[code]0[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "Returns the number of times an element is in the array." msgstr "" @@ -6997,8 +7083,9 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. To remove an element " -"by index, use [method remove] instead.\n" +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " +"[method remove] 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 " @@ -7007,8 +7094,24 @@ msgstr "" #: doc/classes/Array.xml msgid "" +"Assigns the given value to all elements in the array. This can typically be " +"used together with [method resize] to create an array with a given size and " +"initialized elements:\n" +"[codeblock]\n" +"var array = []\n" +"array.resize(10)\n" +"array.fill(0) # Initialize the 10 elements to 0.\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml +msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " -"not found. Optionally, the initial search index can be passed." +"not found. Optionally, the initial search index can be passed. Returns " +"[code]-1[/code] if [code]from[/code] is out of bounds." msgstr "" #: doc/classes/Array.xml @@ -7146,11 +7249,15 @@ msgid "" "[code]null[/code]." msgstr "" -#: doc/classes/Array.xml +#: doc/classes/Array.xml doc/classes/PoolByteArray.xml +#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml +#: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml +#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " -"the array." +"the array. If the adjusted start index is out of bounds, this method " +"searches from the end of the array." msgstr "" #: doc/classes/Array.xml @@ -7268,7 +7375,15 @@ msgid "" "mode\" where the vertex and other arrays become the sources of data and the " "index array defines the vertex order. All sub-arrays must have the same " "length as the vertex array or be empty, except for [constant ARRAY_INDEX] if " -"it is used." +"it is used.\n" +"[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] " +"values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n" +"[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh." +"ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned " +"integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)" +"[/code] and reduce their precision. To store HDR vertex colors, remove the " +"vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ " +"Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]." msgstr "" #: doc/classes/ArrayMesh.xml @@ -7360,7 +7475,7 @@ msgid "" msgstr "" #: doc/classes/ArrayMesh.xml -msgid "Default value used for index_array_len when no indices are present." +msgid "Value used internally when no indices are present." msgstr "" #: doc/classes/ArrayMesh.xml @@ -7418,7 +7533,7 @@ msgid "" "the start and end of each line." msgstr "" -#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Represents the size of the [enum ArrayType] enum." msgstr "" @@ -7630,8 +7745,8 @@ msgstr "" #: doc/classes/ARVRController.xml msgid "" "The degree to which the controller vibrates. Ranges from [code]0.0[/code] to " -"[code]1.0[/code] with precision [code].01[/code]. If changed, updates " -"[member ARVRPositionalTracker.rumble] accordingly.\n" +"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] " +"accordingly.\n" "This is a useful property to animate if you want the controller to vibrate " "for a limited duration." msgstr "" @@ -8019,7 +8134,7 @@ msgstr "" #: doc/classes/ARVRServer.xml msgid "" "Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of " -"the AR/VR eyes to [RenderingServer]. The value comes from an internal call to " +"the AR/VR eyes to [VisualServer]. The value comes from an internal call to " "[method OS.get_ticks_usec]." msgstr "" @@ -8149,6 +8264,16 @@ msgid "" "accordingly without losing proportions." msgstr "" +#: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml +#: doc/classes/CenterContainer.xml doc/classes/Container.xml +#: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml +#: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml +#: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml +#: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml +#: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml +msgid "GUI containers" +msgstr "" + #: doc/classes/AspectRatioContainer.xml msgid "Specifies the horizontal relative position of child controls." msgstr "" @@ -8275,7 +8400,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8314,7 +8439,7 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/AStar.xml +#: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" "Deletes the segment between the given points. If [code]bidirectional[/code] " "is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/" @@ -8497,7 +8622,7 @@ msgstr "" msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " -"be 1 or larger.\n" +"be 0.0 or greater.\n" "The [code]weight_scale[/code] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " @@ -8513,7 +8638,10 @@ msgid "" msgstr "" #: doc/classes/AStar2D.xml -msgid "Returns whether there is a connection/segment between the given points." +msgid "" +"Returns whether there is a connection/segment between the given points. If " +"[code]bidirectional[/code] is [code]false[/code], returns whether movement " +"from [code]id[/code] to [code]to_id[/code] is possible through this segment." msgstr "" #: doc/classes/AStar2D.xml @@ -8529,10 +8657,6 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/AStar2D.xml -msgid "Deletes the segment between the given points." -msgstr "" - #: doc/classes/AStar2D.xml msgid "" "Returns the closest position to [code]to_position[/code] that resides inside " @@ -8665,8 +8789,9 @@ msgid "" "resource is applied on." msgstr "" -#: doc/classes/AudioEffect.xml doc/classes/AudioEffectRecord.xml -#: doc/classes/AudioServer.xml doc/classes/AudioStream.xml +#: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml +#: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml +#: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml #: doc/classes/AudioStreamPlayer.xml msgid "Audio Mic Record Demo" msgstr "" @@ -8717,8 +8842,20 @@ msgid "" "attached audio effect bus into its internal ring buffer.\n" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " -"data from a microphone, implement application defined effects, or to " -"transmit audio over the network." +"data from an [AudioStreamMicrophone], implement application-defined effects, " +"or to transmit audio over the network. When capturing audio data from a " +"microphone, the format of the samples will be stereo 32-bit floating point " +"PCM.\n" +"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " +"[code]true[/code] for audio input to work. See also that setting's " +"description for caveats related to permissions and operating system privacy " +"settings." +msgstr "" + +#: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml +#: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml +#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml +msgid "Audio buses" msgstr "" #: doc/classes/AudioEffectCapture.xml @@ -8960,12 +9097,6 @@ msgid "" "coming from some saturated device or speaker very efficiently." msgstr "" -#: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml -#: doc/classes/AudioEffectHighShelfFilter.xml -#: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml -msgid "Audio buses" -msgstr "" - #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." msgstr "" @@ -9511,7 +9642,12 @@ msgid "" msgstr "" #: doc/classes/AudioServer.xml -msgid "Returns the names of all audio input devices detected on the system." +msgid "" +"Returns the names of all audio input devices detected on the system.\n" +"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " +"[code]true[/code] for audio input to work. See also that setting's " +"description for caveats related to permissions and operating system privacy " +"settings." msgstr "" #: doc/classes/AudioServer.xml @@ -9672,12 +9808,16 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "" -"Name of the current device for audio input (see [method get_device_list]). " -"On systems with multiple audio inputs (such as analog, USB and HDMI audio), " -"this can be used to select the audio input device. The value " -"[code]\"Default\"[/code] will record audio on the system-wide default audio " -"input. If an invalid device name is set, the value will be reverted back to " -"[code]\"Default\"[/code]." +"Name of the current device for audio input (see [method " +"capture_get_device_list]). On systems with multiple audio inputs (such as " +"analog, USB and HDMI audio), this can be used to select the audio input " +"device. The value [code]\"Default\"[/code] will record audio on the system-" +"wide default audio input. If an invalid device name is set, the value will " +"be reverted back to [code]\"Default\"[/code].\n" +"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " +"[code]true[/code] for audio input to work. See also that setting's " +"description for caveats related to permissions and operating system privacy " +"settings." msgstr "" #: doc/classes/AudioServer.xml @@ -9825,6 +9965,21 @@ msgid "" "GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript." msgstr "" +#: doc/classes/AudioStreamMicrophone.xml +msgid "Plays real-time audio input data." +msgstr "" + +#: doc/classes/AudioStreamMicrophone.xml +msgid "" +"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] " +"plays back microphone input in real-time. This can be used in conjunction " +"with [AudioEffectCapture] to process the data or save it.\n" +"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be " +"[code]true[/code] for audio input to work. See also that setting's " +"description for caveats related to permissions and operating system privacy " +"settings." +msgstr "" + #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "MP3 audio stream driver." msgstr "" @@ -9900,7 +10055,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml -msgid "Bus on which this audio is playing." +msgid "" +"Bus on which this audio is playing.\n" +"[b]Note:[/b] When setting this property, keep in mind that no validation is " +"performed to see if the given name matches an existing bus. This is because " +"audio bus layouts might be loaded after this property is set. If this given " +"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" +"code]." msgstr "" #: doc/classes/AudioStreamPlayer.xml @@ -9959,7 +10120,10 @@ msgstr "" #: doc/classes/AudioStreamPlayer2D.xml msgid "" -"Plays audio that dampens with distance from screen center.\n" +"Plays audio that dampens with distance from a given position.\n" +"By default, audio is heard from the screen center. This can be changed by " +"adding a [Listener2D] node to the scene and enabling it by calling [method " +"Listener2D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set " @@ -10065,7 +10229,13 @@ msgid "" msgstr "" #: doc/classes/AudioStreamPlayer3D.xml -msgid "The bus on which this audio is playing." +msgid "" +"The bus on which this audio is playing.\n" +"[b]Note:[/b] When setting this property, keep in mind that no validation is " +"performed to see if the given name matches an existing bus. This is because " +"audio bus layouts might be loaded after this property is set. If this given " +"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" +"code]." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml @@ -10374,8 +10544,15 @@ msgstr "" #: doc/classes/BakedLightmap.xml msgid "" -"When enabled, the lightmapper will merge the textures for all meshes into a " -"single large layered texture. Not supported in GLES2." +"If [code]true[/code], the lightmapper will merge the textures for all meshes " +"into one or several large layered textures. If [code]false[/code], every " +"mesh will get its own lightmap texture, which is less efficient.\n" +"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] " +"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If " +"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is " +"[code]true[/code], consider baking lightmaps with [member atlas_generate] " +"set to [code]false[/code] so that the resulting lightmap is visible in both " +"GLES3 and GLES2." msgstr "" #: doc/classes/BakedLightmap.xml @@ -10797,7 +10974,7 @@ msgstr "" msgid "Matrices and transforms" msgstr "" -#: doc/classes/Basis.xml doc/classes/Quaternion.xml doc/classes/Transform.xml +#: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml msgid "Using 3D transforms" msgstr "" @@ -10832,14 +11009,14 @@ msgid "" "Constructs a pure rotation basis matrix from the given Euler angles (in the " "YXZ convention: when *composing*, first Y, then X, and Z last), given in the " "vector format as (X angle, Y angle, Z angle).\n" -"Consider using the [Quaternion] constructor instead, which uses a quaternion " +"Consider using the [Quat] constructor instead, which uses a quaternion " "instead of Euler angles." msgstr "" #: doc/classes/Basis.xml msgid "" "Constructs a pure rotation basis matrix, rotated around the given " -"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a " +"[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a " "normalized vector." msgstr "" @@ -10863,7 +11040,7 @@ msgid "" "vector contains the rotation angles in the format (X angle, Y angle, Z " "angle).\n" "Consider using the [method get_rotation_quat] method instead, which returns " -"a [Quaternion] quaternion instead of Euler angles." +"a [Quat] quaternion instead of Euler angles." msgstr "" #: doc/classes/Basis.xml @@ -10909,8 +11086,8 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"Introduce an additional rotation around the given axis by phi (radians). The " -"axis must be a normalized vector." +"Introduce an additional rotation around the given axis by [code]angle[/code] " +"(in radians). The axis must be a normalized vector." msgstr "" #: doc/classes/Basis.xml @@ -11500,6 +11677,29 @@ msgstr "" msgid "Emitted when one of the buttons of the group is pressed." msgstr "" +#: doc/classes/CallbackTweener.xml +msgid "Calls the specified method after optional delay." +msgstr "" + +#: doc/classes/CallbackTweener.xml +msgid "" +"[CallbackTweener] is used to call a method in a tweening sequence. See " +"[method SceneTreeTween.tween_callback] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way " +"to create [CallbackTweener]. Any [CallbackTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/CallbackTweener.xml +msgid "" +"Makes the callback call delayed by given time in seconds. Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() " +"after 2 seconds\n" +"[/codeblock]" +msgstr "" + #: doc/classes/Camera.xml msgid "Camera node, displays from a point of view." msgstr "" @@ -11523,7 +11723,7 @@ msgid "" msgstr "" #: doc/classes/Camera.xml -msgid "Returns the camera's RID from the [RenderingServer]." +msgid "Returns the camera's RID from the [VisualServer]." msgstr "" #: doc/classes/Camera.xml @@ -11578,17 +11778,17 @@ msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a normal vector in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml msgid "" "Returns a 3D position in world space, that is the result of projecting a " -"point on the [Viewport] rectangle by the camera projection. This is useful " -"for casting rays in the form of (origin, normal) for object intersection or " -"picking." +"point on the [Viewport] rectangle by the inverse camera projection. This is " +"useful for casting rays in the form of (origin, normal) for object " +"intersection or picking." msgstr "" #: doc/classes/Camera.xml @@ -11601,7 +11801,7 @@ msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/" "code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in " -"world space units." +"world space units. See also [member frustum_offset]." msgstr "" #: doc/classes/Camera.xml @@ -11646,7 +11846,12 @@ msgstr "" #: doc/classes/Camera.xml msgid "" -"If [code]true[/code], the ancestor [Viewport] is currently using this camera." +"If [code]true[/code], the ancestor [Viewport] is currently using this " +"camera.\n" +"If multiple cameras are in the scene, one will always be made current. For " +"example, if two [Camera] nodes are present in the scene and only one is " +"current, setting one camera's [member current] to [code]false[/code] will " +"cause the other camera to be made current." msgstr "" #: doc/classes/Camera.xml @@ -11663,7 +11868,7 @@ msgid "" msgstr "" #: doc/classes/Camera.xml -msgid "The [Environment3D3D] to use for this camera." +msgid "The [Environment] to use for this camera." msgstr "" #: doc/classes/Camera.xml @@ -11689,7 +11894,9 @@ msgstr "" msgid "" "The camera's frustum offset. This can be changed from the default to create " "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-" -"shearing[/url]." +"shearing[/url].\n" +"[b]Note:[/b] Only effective if [member projection] is [constant " +"PROJECTION_FRUSTUM]." msgstr "" #: doc/classes/Camera.xml @@ -11717,9 +11924,9 @@ msgstr "" #: doc/classes/Camera.xml msgid "" -"The camera's size measured as 1/2 the width or height. Only applicable in " -"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " -"sets the other axis' size length." +"The camera's size in meters measured as the diameter of the width or height, " +"depending on [member keep_aspect]. Only applicable in orthogonal and frustum " +"modes." msgstr "" #: doc/classes/Camera.xml @@ -11807,8 +12014,8 @@ msgstr "" msgid "2D Isometric Demo" msgstr "" -#: doc/classes/Camera2D.xml doc/classes/Environment3D.xml -#: doc/classes/WorldEnvironment3D.xml +#: doc/classes/Camera2D.xml doc/classes/Environment.xml +#: doc/classes/WorldEnvironment.xml msgid "2D HDR Demo" msgstr "" @@ -12044,10 +12251,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -12214,13 +12423,14 @@ msgid "" "inherit and extend their parent's transform. [CanvasItem] is extended by " "[Control] for anything GUI-related, and by [Node2D] for anything related to " "the 2D engine.\n" -"Any [CanvasItem] can draw. For this, [method update] must be called, then " -"[constant NOTIFICATION_DRAW] will be received on idle time to request " -"redraw. Because of this, canvas items don't need to be redrawn on every " -"frame, improving the performance significantly. Several functions for " +"Any [CanvasItem] can draw. For this, [method update] is called by the " +"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " +"request redraw. Because of this, canvas items don't need to be redrawn on " +"every frame, improving the performance significantly. Several functions for " "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] " -"functions). However, they can only be used inside the [method Object." -"_notification], signal or [method _draw] virtual functions.\n" +"functions). However, they can only be used inside [method _draw], its " +"corresponding [method Object._notification] or methods connected to the " +"[signal draw] signal.\n" "Canvas items are drawn in tree order. By default, children are on top of " "their parents so a root [CanvasItem] will be drawn behind everything. This " "behavior can be changed on a per-item basis.\n" @@ -12246,15 +12456,26 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Overridable function called by the engine (if defined) to draw the canvas " -"item." +"Called when [CanvasItem] has been requested to redraw (when [method update] " +"is called, either manually or by the engine).\n" +"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method " +"Object._notification]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a unfilled arc between the given angles. The larger the value of " "[code]point_count[/code], the smoother the curve. See also [method " -"draw_circle]." +"draw_circle].\n" +"[b]Note:[/b] Line drawing is not accelerated by batching if " +"[code]antialiased[/code] is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedRegularPolygon2D node. That node relies on a texture with custom " +"mipmaps to perform antialiasing. 2D batching is also still supported with " +"those antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12265,22 +12486,42 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " -"draw_polyline] and [method draw_polygon]." +"Draws a colored, filled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon].\n" +"[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " +"As a workaround, install the [url=https://github.com/godot-extended-" +"libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then " +"create an AntialiasedRegularPolygon2D node. That node relies on a texture " +"with custom mipmaps to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored polygon of any amount of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole " -"polygon." +"polygon.\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased. See also [method draw_multiline] and [method " -"draw_polyline]." +"draw_polyline].\n" +"[b]Note:[/b] Line drawing is not accelerated by batching if " +"[code]antialiased[/code] is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " +"perform antialiasing. 2D batching is also still supported with those " +"antialiased lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12296,7 +12537,12 @@ msgid "" "draw_line] calls. To draw interconnected lines, use [method draw_polyline] " "instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " -"not implemented and have no effect." +"not implemented and have no effect. As a workaround, install the " +"[url=https://github.com/godot-extended-libraries/godot-antialiased-" +"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " +"node. That node relies on a texture with custom mipmaps to perform " +"antialiasing. 2D batching is also still supported with those antialiased " +"lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12308,7 +12554,12 @@ msgid "" "calls. To draw interconnected lines, use [method draw_polyline_colors] " "instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " -"not implemented and have no effect." +"not implemented and have no effect. As a workaround, install the " +"[url=https://github.com/godot-extended-libraries/godot-antialiased-" +"line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D " +"node. That node relies on a texture with custom mipmaps to perform " +"antialiasing. 2D batching is also still supported with those antialiased " +"lines." msgstr "" #: doc/classes/CanvasItem.xml @@ -12322,7 +12573,13 @@ msgid "" "Draws a solid polygon of any amount of points, convex or concave. Unlike " "[method draw_colored_polygon], each point's color can be changed " "individually. See also [method draw_polyline] and [method " -"draw_polyline_colors]." +"draw_polyline_colors].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12331,7 +12588,13 @@ msgid "" "[code]width[/code] and optional antialiasing. When drawing large amounts of " "lines, this is faster than using individual [method draw_line] calls. To " "draw disconnected lines, use [method draw_multiline] instead. See also " -"[method draw_polygon]." +"[method draw_polygon].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12341,7 +12604,13 @@ msgid "" "line segments match by index between [code]points[/code] and [code]colors[/" "code]. When drawing large amounts of lines, this is faster than using " "individual [method draw_line] calls. To draw disconnected lines, use [method " -"draw_multiline_colors] instead. See also [method draw_polygon]." +"draw_multiline_colors] instead. See also [method draw_polygon].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12359,10 +12628,16 @@ msgid "" "rectangle will be filled with the [code]color[/code] specified. If " "[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a " "stroke with the [code]color[/code] and [code]width[/code] specified. If " -"[code]antialiased[/code] is [code]true[/code], the lines will be " -"antialiased.\n" +"[code]antialiased[/code] is [code]true[/code], the lines will attempt to " +"perform antialiasing using OpenGL line smoothing.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only " -"effective if [code]filled[/code] is [code]false[/code]." +"effective if [code]filled[/code] is [code]false[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/CanvasItem.xml @@ -12429,7 +12704,7 @@ msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "" #: doc/classes/CanvasItem.xml -msgid "Returns the canvas item RID used by [RenderingServer] for this item." +msgid "Returns the canvas item RID used by [VisualServer] for this item." msgstr "" #: doc/classes/CanvasItem.xml @@ -12497,12 +12772,12 @@ msgid "" "to children." msgstr "" -#: doc/classes/CanvasItem.xml doc/classes/Spatial.xml +#: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and all its antecedents are " "also visible. If any antecedent is hidden, this node will not be visible in " -"the scene tree." +"the scene tree, and is consequently not drawn (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml @@ -12517,20 +12792,24 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], the node won't inherit its " -"transform from parent canvas items." +"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/" +"i] inherit its transform from parent [CanvasItem]s. Its draw order will also " +"be changed to make it draw on top of other [CanvasItem]s that are not set as " +"top-level. The [CanvasItem] will effectively act as if it was placed as a " +"child of a bare [Node]. See also [method is_set_as_toplevel]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], children will be updated with " -"local transform data." +"If [code]enable[/code] is [code]true[/code], this node will receive " +"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform " +"changes." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]enable[/code] is [code]true[/code], children will be updated with " -"global transform data." +"If [code]enable[/code] is [code]true[/code], this node will receive " +"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" #: doc/classes/CanvasItem.xml @@ -12543,8 +12822,10 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be " -"called on idle time to request redraw." +"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " +"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " +"This only occurs [b]once[/b] per frame, even if this method has been called " +"multiple times." msgstr "" #: doc/classes/CanvasItem.xml @@ -12592,8 +12873,11 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Emitted when the [CanvasItem] must redraw. This can only be connected " -"realtime, as deferred will not allow drawing." +"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related " +"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] " +"is called.\n" +"[b]Note:[/b] Deferred connections do not allow drawing through the " +"[code]draw_*[/code] methods." msgstr "" #: doc/classes/CanvasItem.xml @@ -12644,13 +12928,18 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"The [CanvasItem]'s transform has changed. This notification is only received " -"if enabled by [method set_notify_transform] or [method " -"set_notify_local_transform]." +"The [CanvasItem]'s global transform has changed. This notification is only " +"received if enabled by [method set_notify_transform]." msgstr "" #: doc/classes/CanvasItem.xml -msgid "The [CanvasItem] is requested to draw." +msgid "" +"The [CanvasItem]'s local transform has changed. This notification is only " +"received if enabled by [method set_notify_local_transform]." +msgstr "" + +#: doc/classes/CanvasItem.xml +msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml @@ -12775,7 +13064,10 @@ msgstr "" #: doc/classes/CanvasLayer.xml msgid "" -"Sets the layer to follow the viewport in order to simulate a pseudo 3D " +"If enabled, the [CanvasLayer] will use the viewport's transform, so it will " +"move when camera moves instead of being anchored in a fixed position on the " +"screen.\n" +"Together with [member follow_viewport_scale] it can be used for a pseudo 3D " "effect." msgstr "" @@ -13459,8 +13751,7 @@ msgid "" msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml -#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "" @@ -13481,17 +13772,17 @@ msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" -"code] in the the [member collision_layer].\n" +"code] in the [member collision_layer].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" -"code] in the the [member collision_layer]." +"code] in the [member collision_layer]." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" -"code] in the the [member collision_mask].\n" +"code] in the [member collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" -"code] in the the [member collision_mask]." +"code] in the [member collision_mask]." msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml @@ -13601,7 +13892,10 @@ msgid "" "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape " "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape " "owners are not nodes and do not appear in the editor, but are accessible " -"through code using the [code]shape_owner_*[/code] methods." +"through code using the [code]shape_owner_*[/code] methods.\n" +"[b]Note:[/b] Only collisions between objects within the same canvas " +"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " +"collisions between objects in different canvases is undefined." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -13762,7 +14056,9 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" "If [code]true[/code], only edges that face up, relative to " -"[CollisionPolygon2D]'s rotation, will collide with other objects." +"[CollisionPolygon2D]'s rotation, will collide with other objects.\n" +"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionPolygon2D.xml @@ -13793,12 +14089,13 @@ msgstr "" #: doc/classes/CollisionShape.xml msgid "" -"Editor facility for creating and editing collision shapes in 3D space. You " -"can use this node to represent all sorts of collision shapes, for example, " -"add this to an [Area] to give it a detection shape, or add it to a " -"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-" -"only helper to create shapes, use [method CollisionObject." -"shape_owner_get_shape] to get the actual shape." +"Editor facility for creating and editing collision shapes in 3D space. Set " +"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this " +"is an Editor-only helper to create shapes, use [method CollisionObject." +"shape_owner_get_shape] to get the actual shape.\n" +"You can use this node to represent all sorts of collision shapes, for " +"example, add this to an [Area] to give it a detection shape, or add it to a " +"[PhysicsBody] to create a solid object." msgstr "" #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml @@ -13835,12 +14132,13 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" -"Editor facility for creating and editing collision shapes in 2D space. You " -"can use this node to represent all sorts of collision shapes, for example, " -"add this to an [Area2D] to give it a detection shape, or add it to a " -"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an " -"Editor-only helper to create shapes, use [method CollisionObject2D." -"shape_owner_get_shape] to get the actual shape." +"Editor facility for creating and editing collision shapes in 2D space. Set " +"the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this " +"is an Editor-only helper to create shapes, use [method CollisionObject2D." +"shape_owner_get_shape] to get the actual shape.\n" +"You can use this node to represent all sorts of collision shapes, for " +"example, add this to an [Area2D] to give it a detection shape, or add it to " +"a [PhysicsBody2D] to create a solid object." msgstr "" #: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml @@ -13858,7 +14156,9 @@ msgstr "" #: doc/classes/CollisionShape2D.xml msgid "" "Sets whether this collision shape should only detect collision on one side " -"(top or bottom)." +"(top or bottom).\n" +"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " +"child of an [Area2D] node." msgstr "" #: doc/classes/CollisionShape2D.xml @@ -13921,7 +14221,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -13959,9 +14259,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -13980,8 +14280,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -13997,8 +14297,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14089,9 +14389,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -14998,7 +15298,15 @@ msgid "" "area. This shape is created by feeding a list of triangles.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to " "work with static [PhysicsBody] nodes like [StaticBody] and will not work " -"with [KinematicBody] or [RigidBody] with a mode other than Static." +"with [KinematicBody] or [RigidBody] with a mode other than Static.\n" +"[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] 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 [MeshInstance] node) may " +"give unexpected results: when using Godot Physics, the area will only detect " +"collisions with the triangle faces in the [ConcavePolygonShape] (and not " +"with any \"inside\" of the shape, for example), and when using Bullet " +"Physics the area will not detect any collisions with the concave shape at " +"all (this is a known bug)." msgstr "" #: doc/classes/ConcavePolygonShape.xml @@ -15024,7 +15332,11 @@ msgid "" "The main difference between a [ConvexPolygonShape2D] and a " "[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and " "uses a more complex method of collision detection, and a convex one forces " -"itself to be convex in order to speed up collision detection." +"itself to be convex in order to speed up collision detection.\n" +"[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] " +"node) may give unexpected results: the area will only detect collisions with " +"the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of " +"the shape, for example)." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml @@ -15765,7 +16077,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Steal the focus from another control and become the focused control (see " -"[member focus_mode])." +"[member focus_mode]).\n" +"[b]Note[/b]: Using this method together with [method Object.call_deferred] " +"makes it more reliable, especially when called inside [method Node._ready]." msgstr "" #: doc/classes/Control.xml @@ -15866,6 +16180,13 @@ msgid "" "See [method add_stylebox_override]." msgstr "" +#: doc/classes/Control.xml +msgid "" +"Returns [code]true[/code] if a drag operation is successful. Alternative to " +"[method Viewport.gui_is_drag_successful].\n" +"Best used with [constant Node.NOTIFICATION_DRAG_END]." +msgstr "" + #: doc/classes/Control.xml msgid "" "Invalidates the size cache in this node and in parent nodes up to toplevel. " @@ -16287,8 +16608,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "By default, the node's pivot is its top-left corner. When you change its " -"[member rect_scale], it will scale around this pivot. Set this property to " -"[member rect_size] / 2 to center the pivot in the node's rectangle." +"[member rect_rotation] or [member rect_scale], it will rotate or scale " +"around this pivot. Set this property to [member rect_size] / 2 to pivot " +"around the Control's center." msgstr "" #: doc/classes/Control.xml @@ -16516,14 +16838,14 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Show the system's wait mouse cursor, often an hourglass, when the user " -"hovers the node." +"Show the system's wait mouse cursor when the user hovers the node. Often an " +"hourglass." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " -"hourglass." +"arrow with a small hourglass." msgstr "" #: doc/classes/Control.xml @@ -17677,8 +17999,7 @@ msgid "" "saved like any other [Resource].\n" "They can be used to generate a self-signed [X509Certificate] via [method " "Crypto.generate_self_signed_certificate] and as private key in [method " -"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n" -"[b]Note:[/b] Not available in HTML5 exports." +"StreamPeerSSL.accept_stream] along with the appropriate certificate." msgstr "" #: doc/classes/CryptoKey.xml @@ -18224,6 +18545,24 @@ msgid "" "have a flat shaded look." msgstr "" +#: modules/mono/doc_classes/CSharpScript.xml +msgid "" +"A script implemented in the C# programming language (Mono-enabled builds " +"only)." +msgstr "" + +#: modules/mono/doc_classes/CSharpScript.xml +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" +"See also [GodotSharp]." +msgstr "" + +#: modules/mono/doc_classes/CSharpScript.xml +#: modules/gdnative/doc_classes/PluginScript.xml +msgid "Returns a new instance of the script." +msgstr "" + #: doc/classes/CubeMap.xml msgid "A CubeMap is a 6-sided 3D texture." msgstr "" @@ -18465,7 +18804,9 @@ msgstr "" msgid "" "A curve that can be saved and re-used for other objects. By default, it " "ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions " -"points relative to the [code]0.5[/code] Y position." +"points relative to the [code]0.5[/code] Y position.\n" +"See also [Gradient] which is designed for color interpolation. See also " +"[Curve2D] and [Curve3D]." msgstr "" #: doc/classes/Curve.xml @@ -18616,14 +18957,15 @@ msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" -"Adds a point to a curve at [code]position[/code], with control points " -"[code]in[/code] and [code]out[/code].\n" -"If [code]at_position[/code] is given, the point is inserted before the point " -"number [code]at_position[/code], moving that point (and every point after) " -"after the inserted point. If [code]at_position[/code] is not given, or is an " -"illegal value ([code]at_position <0[/code] or [code]at_position >= [method " -"get_point_count][/code]), the point will be appended at the end of the point " -"list." +"Adds a point with the specified [code]position[/code] relative to the " +"curve's own position, with control points [code]in[/code] and [code]out[/" +"code]. Appends the new point at the end of the point list.\n" +"If [code]index[/code] is given, the new point is inserted before the " +"existing point identified by index [code]index[/code]. Every existing point " +"starting from [code]index[/code] is shifted further down the list of points. " +"The index must be greater than or equal to [code]0[/code] and must not " +"exceed the number of existing points in the line. See [method " +"get_point_count]." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml @@ -18891,11 +19233,14 @@ msgid "" msgstr "" #: doc/classes/CurveTexture.xml -msgid "The [code]curve[/code] rendered onto the texture." +msgid "The [Curve] that is rendered onto the texture." msgstr "" #: doc/classes/CurveTexture.xml -msgid "The width of the texture." +msgid "" +"The width of the texture (in pixels). Higher values make it possible to " +"represent high-frequency data better (such as sudden direction changes), at " +"the cost of increased generation time and memory usage." msgstr "" #: doc/classes/CylinderMesh.xml @@ -19039,7 +19384,7 @@ msgid "" "accessing the dictionary with isn't a fixed string (such as a number or " "variable).\n" "[codeblock]\n" -"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n" +"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "func _ready():\n" " # We can't use dot syntax here as `my_color` is a variable.\n" @@ -19180,6 +19525,13 @@ msgstr "" msgid "Returns the list of keys in the [Dictionary]." msgstr "" +#: doc/classes/Dictionary.xml +msgid "" +"Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, " +"duplicate keys will not be copied over, unless [code]overwrite[/code] is " +"[code]true[/code]." +msgstr "" + #: doc/classes/Dictionary.xml msgid "Returns the number of keys in the dictionary." msgstr "" @@ -19204,13 +19556,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "Amount of extra bias for shadow splits that are far away. If self-shadowing " -"occurs only on the splits far away, increasing this value can fix them." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19220,7 +19576,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19237,23 +19597,23 @@ msgstr "" msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 1 to split 2. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "The distance from shadow split 2 to split 3. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19456,9 +19816,11 @@ msgstr "" #: doc/classes/Directory.xml msgid "" -"Deletes the target file or an empty directory. The argument can be relative " -"to the current directory, or an absolute path. If the target directory is " -"not empty, the operation will fail.\n" +"Permanently deletes the target file or an empty directory. The argument can " +"be relative to the current directory, or an absolute path. If the target " +"directory is not empty, the operation will fail.\n" +"If you don't want to delete the file/directory permanently, use [method OS." +"move_to_trash] instead.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" @@ -19573,9 +19935,8 @@ msgid "" "main font.\n" "DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library " "for rasterization. Supported formats are TrueType ([code].ttf[/code]), " -"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/" -"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] " -"supported.\n" +"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), " +"and Web Open Font Format 2 ([code].woff2[/code]).\n" "[codeblock]\n" "var dynamic_font = DynamicFont.new()\n" "dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" @@ -19921,7 +20282,7 @@ msgstr "" msgid "" "Saves the editor feature profile to a file in JSON format. It can then be " "imported using the feature profile manager's [b]Import[/b] button or the " -"[method load_from_file] button." +"[method load_from_file] method." msgstr "" #: doc/classes/EditorFeatureProfile.xml @@ -20167,7 +20528,7 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml -msgid "Returns [code]true[/code] of the filesystem is being scanned." +msgid "Returns [code]true[/code] if the filesystem is being scanned." msgstr "" #: doc/classes/EditorFileSystem.xml @@ -20442,18 +20803,34 @@ msgid "" msgstr "" #: doc/classes/EditorInspector.xml -msgid "A tab used to edit properties of the selected node." +msgid "A control used to edit properties of an object." msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"The editor inspector is by default located on the right-hand side of the " -"editor. It's used to edit the properties of the selected node. For example, " -"you can select a node such as [Sprite] then edit its transform through the " -"inspector tool. The editor inspector is an essential tool in the game " -"development workflow.\n" -"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " -"the singleton using [method EditorInterface.get_inspector]." +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"[EditorInspector] will show properties in the same order as the array " +"returned by [method Object.get_property_list].\n" +"If a property's name is path-like (i.e. if it contains forward slashes), " +"[EditorInspector] will create nested sections for \"directories\" along the " +"path. For example, if a property is named [code]highlighting/gdscript/" +"node_path_color[/code], it will be shown as \"Node Path Color\" inside the " +"\"GDScript\" section nested inside the \"Highlighting\" section.\n" +"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it " +"will group subsequent properties whose name starts with the property's hint " +"string. The group ends when a property does not start with that hint string " +"or when a new group starts. An empty group name effectively ends the current " +"group. [EditorInspector] will create a top-level section for each group. For " +"example, if a property with group usage is named [code]Collide With[/code] " +"and its hint string is [code]collide_with_[/code], a subsequent " +"[code]collide_with_area[/code] property will be shown as \"Area\" inside the " +"\"Collide With\" section.\n" +"[b]Note:[/b] Unlike sections created from path-like property names, " +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -21094,7 +21471,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -21102,9 +21479,23 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the state of your plugin editor. This is used when saving the scene (so " -"state is kept when opening it again) and for switching tabs (so state can be " -"restored when the tab returns)." +"Override this method to provide a state data you want to be saved, like view " +"position, grid settings, folding, etc. This is used when saving the scene " +"(so state is kept when opening it again) and for switching tabs (so state " +"can be restored when the tab returns). This data is automatically saved for " +"each scene in an [code]editstate[/code] file in the editor metadata folder. " +"If you want to store global (scene-independent) editor data for your plugin, " +"you can use [method get_window_layout] instead.\n" +"Use [method set_state] to restore your saved state.\n" +"[b]Note:[/b] This method should not be used to save important settings that " +"should persist with the project.\n" +"[b]Note:[/b] You must implement [method get_plugin_name] for the state to be " +"stored and restored correctly.\n" +"[codeblock]\n" +"func get_state():\n" +" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" +" return state\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml @@ -21115,9 +21506,18 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the GUI layout of the plugin. This is used to save the project's editor " -"layout when [method queue_save_layout] is called or the editor layout was " -"changed(For example changing the position of a dock)." +"Override this method to provide the GUI layout of the plugin or any other " +"data you want to be stored. This is used to save the project's editor layout " +"when [method queue_save_layout] is called or the editor layout was changed " +"(for example changing the position of a dock). The data is stored in the " +"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n" +"Use [method set_window_layout] to restore your saved layout.\n" +"[codeblock]\n" +"func get_window_layout(configuration):\n" +" configuration.set_value(\"MyPlugin\", \"window_position\", $Window." +"position)\n" +" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml @@ -21230,11 +21630,30 @@ msgid "" msgstr "" #: doc/classes/EditorPlugin.xml -msgid "Restore the state saved by [method get_state]." +msgid "" +"Restore the state saved by [method get_state]. This method is called when " +"the current scene tab is changed in the editor.\n" +"[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise " +"it will not be recognized and this method will not be called.\n" +"[codeblock]\n" +"func set_state(data):\n" +" zoom = data.get(\"zoom\", 1.0)\n" +" preferred_color = data.get(\"my_color\", Color.white)\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml -msgid "Restore the plugin GUI layout saved by [method get_window_layout]." +msgid "" +"Restore the plugin GUI layout and data saved by [method get_window_layout]. " +"This method is called for every plugin on editor startup. Use the provided " +"[code]configuration[/code] file to read your saved data.\n" +"[codeblock]\n" +"func set_window_layout(configuration):\n" +" $Window.position = configuration.get_value(\"MyPlugin\", " +"\"window_position\", Vector2())\n" +" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " +"Color.white)\n" +"[/codeblock]" msgstr "" #: doc/classes/EditorPlugin.xml @@ -21628,6 +22047,14 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [EditorSceneImporterGLTF] within a script will cause an error in an " +"exported project." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "" @@ -22201,6 +22628,10 @@ msgid "" "same behavior." msgstr "" +#: doc/classes/EditorSpinSlider.xml +msgid "If [code]true[/code], the slider is hidden." +msgstr "" + #: doc/classes/EditorVCSInterface.xml msgid "" "Version Control System (VCS) interface, which reads and writes to the local " @@ -22365,12 +22796,13 @@ msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" "Helper function to create a commit [Dictionary] item. [code]msg[/code] is " -"the commit message of the commit. [code]author[/code] is a human-readable " -"string containing the author's details, e.g. the email and name configured " -"in the VCS. [code]id[/code] is the identifier of the commit, in whichever " -"format your VCS may provide an identifier to commits. [code]date[/code] is " -"directly added to the commit item and displayed in the editor, and hence, it " -"shall be a well-formatted, human-readable date string." +"the commit message of the commit. [code]author[/code] is a single human-" +"readable string containing all the author's details, e.g. the email and name " +"configured in the VCS. [code]id[/code] is the identifier of the commit, in " +"whichever format your VCS may provide an identifier to commits. " +"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was " +"created. [code]offset_minutes[/code] is the timezone offset in minutes, " +"recorded from the system timezone where the commit was created." msgstr "" #: doc/classes/EditorVCSInterface.xml @@ -22626,7 +23058,7 @@ msgid "" "else:\n" " simulate_physics()\n" "[/codeblock]\n" -"See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running " +"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" "[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " "(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the " @@ -22645,12 +23077,12 @@ msgid "" "will look stuttery. This value can be increased to make input more reactive " "or work around collision tunneling issues, but keep in mind doing so will " "increase CPU usage. See also [member target_fps] and [member ProjectSettings." -"physics/common/physics_ticks_per_second].\n" +"physics/common/physics_fps].\n" "[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at " "most. If more than 8 physics ticks have to be simulated per rendered frame " "to keep up with rendering, the game will appear to slow down (even if " "[code]delta[/code] is used consistently in physics calculations). Therefore, " -"it is recommended not to increase [member Engine.physics_ticks_per_second] " +"it is recommended not to increase [member Engine.iterations_per_second] " "above 240. Otherwise, the game will slow down when the rendering framerate " "goes below 30 FPS." msgstr "" @@ -22698,15 +23130,15 @@ msgid "" "speed." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" -"Resource for environment nodes (like [WorldEnvironment3D3D]) that define " +"Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" -"Resource for environment nodes (like [WorldEnvironment3D3D]) that define " +"Resource for environment nodes (like [WorldEnvironment]) that define " "multiple environment operations (such as background [Sky] or [Color], " "ambient light, fog, depth-of-field...). These parameters affect the final " "render of the scene. The order of these operations is:\n" @@ -22728,26 +23160,26 @@ msgid "" "the same time affects the screen display on mobile devices." msgstr "" -#: doc/classes/Environment3D.xml doc/classes/WorldEnvironment3D.xml -msgid "Environment3D and post-processing" +#: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml +msgid "Environment and post-processing" msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Light transport in game engines" msgstr "" -#: doc/classes/Environment3D.xml doc/classes/Material.xml doc/classes/Mesh.xml -#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment3D.xml +#: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml +#: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml msgid "3D Material Testers Demo" msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Enables or disables the glow level at index [code]idx[/code]. Each level " "relies on the previous level. This means that enabling higher glow levels " @@ -22755,26 +23187,26 @@ msgid "" "enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Applies the provided [Texture] resource to affect the global color aspect of " "the rendered scene. Effective only if [code]adjustment_enabled[/code] is " "[code]true[/code]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The global contrast value of the rendered scene (default value is 1). " "Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], enables the [code]adjustment_*[/code] properties " "provided by this resource. If [code]false[/code], modifications to the " @@ -22782,22 +23214,22 @@ msgid "" "scene." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The global color saturation value of the rendered scene (default value is " "1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The ambient light's [Color]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The ambient light's energy. The higher the value, the stronger the light." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Defines the amount of light that the sky brings on the scene. A value of " "[code]0.0[/code] means that the sky's light emission has no effect on the " @@ -22809,7 +23241,7 @@ msgid "" "between [code]0.0[/code] and [code]1.0[/code] (inclusive)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the " "scene renderer. If [code]true[/code], the renderer will automatically " @@ -22817,156 +23249,156 @@ msgid "" "observed light." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The maximum luminance value for the auto exposure." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The minimum luminance value for the auto exposure." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The scale of the auto exposure effect. Affects the intensity of auto " "exposure." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The speed of the auto exposure effect. Affects the time needed for the " "camera to perform auto exposure." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The ID of the camera feed to show in the background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The maximum layer ID to display. Only effective when using the [constant " "BG_CANVAS] background mode." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The [Color] displayed for clear areas of the scene. Only effective when " "using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The power of the light emitted by the background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The background mode. See [enum BGMode] for possible values." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The [Sky] resource defined as background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The [Sky] resource's custom field of view." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as a [Basis]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as Euler angles in radians." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as Euler angles in degrees." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The amount of far blur for the depth-of-field effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The distance from the camera where the far blur effect affects the rendering." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], enables the depth-of-field far blur effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The depth-of-field far blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The length of the transition between the no-blur area and far blur." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The amount of near blur for the depth-of-field effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Distance from the camera where the near blur effect affects the rendering." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], enables the depth-of-field near blur effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The depth-of-field near blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The length of the transition between the near blur and no-blur area." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The fog's [Color]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The fog's depth starting distance from the camera." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The fog depth's intensity curve. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the depth fog effect is enabled. When enabled, fog " "will appear in the distance (relative to the camera)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The fog's depth end distance from the camera. If this value is set to 0, it " "will be equal to the current camera's [member Camera.far] value." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], fog effects are enabled. [member fog_height_enabled] " "and/or [member fog_depth_enabled] must be set to [code]true[/code] to " "actually display fog." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The height fog's intensity. A number of presets are available in the " "[b]Inspector[/b] by right-clicking the curve." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the height fog effect is enabled. When enabled, fog " "will appear in a defined height range, regardless of the distance from the " @@ -22974,44 +23406,44 @@ msgid "" "performance cost compared to a dedicated shader." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The Y coordinate where the height fog will be the most intense. If this " "value is greater than [member fog_height_min], fog will be displayed from " "bottom to top. Otherwise, it will be displayed from top to bottom." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The Y coordinate where the height fog will be the least intense. If this " "value is greater than [member fog_height_max], fog will be displayed from " "top to bottom. Otherwise, it will be displayed from bottom to top." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The intensity of the depth fog color transition when looking towards the " "sun. The sun's direction is determined automatically using the " "DirectionalLight node in the scene." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The depth fog's [Color] when looking towards the sun." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The intensity of the fog light transmittance effect. Amount of light that " "the fog transmits." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Enables fog's light transmission effect. If [code]true[/code], light will be " "more visible in the fog to simulate light scattering as in real life." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Smooths out the blockiness created by sampling higher levels, at the cost of " "performance.\n" @@ -23019,17 +23451,17 @@ msgid "" "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The glow blending mode." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the glow effect is enabled.\n" "[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/" @@ -23048,24 +23480,24 @@ msgid "" "override." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The bleed scale of the HDR glow." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The lower threshold of the HDR glow. When using the GLES2 renderer (which " "doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be " "visible. A value of [code]0.9[/code] works well in this case." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Takes more samples during downsample pass of glow. This ensures that single " "pixels are captured by glow which makes the glow look smoother and more " @@ -23073,55 +23505,55 @@ msgid "" "post process take twice as long." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The glow intensity. When using the GLES2 renderer, this should be increased " "to 1.5 to compensate for the lack of HDR rendering." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 1st level of glow is enabled. This is the most " "\"local\" level (least blurry)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The glow strength. When using the GLES2 renderer, this should be increased " "to 1.3 to compensate for the lack of HDR rendering." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The depth tolerance for screen-space reflections." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], screen-space reflections are enabled. Screen-space " "reflections are more accurate than reflections from [GIProbe]s or " @@ -23129,58 +23561,58 @@ msgid "" "others." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " "reflected material to the screen-space reflection)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The fade-out distance for screen-space reflections. Affects the area from " "the screen-space reflection to the \"global\" reflection." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " "texture defined. Values higher than [code]0[/code] will make the SSAO effect " "visible in areas darkened by AO textures." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion bias. This should be kept high enough to " "prevent \"smooth\" curves from being affected by ambient occlusion." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The screen-space ambient occlusion color." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The screen-space ambient occlusion edge sharpness." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "If [code]true[/code], the screen-space ambient occlusion effect is enabled. " "This darkens objects' corners and cavities to simulate ambient light not " @@ -23191,19 +23623,19 @@ msgid "" "issues." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The primary screen-space ambient occlusion intensity. See also [member " "ssao_radius]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion intensity in direct light. In real life, " "ambient occlusion only applies to indirect light, which means its effects " @@ -23211,17 +23643,17 @@ msgid "" "the SSAO effect visible in direct light." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The screen-space ambient occlusion quality. Higher qualities will make " "better use of small objects for ambient occlusion, but are slower." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The primary screen-space ambient occlusion radius." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The secondary screen-space ambient occlusion radius. If set to a value " "higher than [code]0[/code], enables the secondary screen-space ambient " @@ -23229,46 +23661,49 @@ msgid "" "the cost of performance)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "The default exposure used for tonemapping." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " -"HDR values to be suitable for rendering on a LDR display. (Godot doesn't " +"HDR values to be suitable for rendering on a SDR display. (Godot doesn't " "support rendering on HDR displays yet.)" msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "The white reference value for tonemapping. Only effective if the [member " "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" -"Keeps on screen every pixel drawn in the background. This is the fastest " -"background mode, but it can only be safely used in fully-interior scenes (no " -"visible sky or sky reflections). If enabled in a scene where the background " -"is visible, \"ghost trail\" artifacts will be visible when moving the camera." +"Keeps on screen every pixel drawn in the background. Only select this mode " +"if you really need to keep the old data. On modern GPUs it will generally " +"not be faster than clearing the background, and can be significantly slower, " +"particularly on mobile.\n" +"It can only be safely used in fully-interior scenes (no visible sky or sky " +"reflections). If enabled in a scene where the background is visible, \"ghost " +"trail\" artifacts will be visible when moving the camera." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Clears the background using a custom clear color." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Displays a user-defined sky in the background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Clears the background using a custom clear color and allows defining a sky " "for shading and reflection. This mode is slightly faster than [constant " @@ -23276,112 +23711,122 @@ msgid "" "but the sky itself never is (e.g. top-down camera)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Displays a [CanvasLayer] in the background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Displays a camera feed in the background." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Represents the size of the [enum BGMode] enum." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Replace glow blending mode. Replaces all pixels' color by the glow value. " "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " -"unmodified." +"unmodified. This can cause bright lighting to look blown out, with " +"noticeable clipping in the output colors." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " -"colors by this formula: [code]color = color / (1 + color)[/code]." +"colors by this formula: [code]color = color / (1 + color)[/code]. This " +"avoids clipping bright highlights, but the resulting image can look a bit " +"dull." msgstr "" -#: doc/classes/Environment3D.xml -msgid "Filmic tonemapper operator." -msgstr "" - -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" -"Academy Color Encoding System tonemapper operator. Performs an approximation " -"of the ACES tonemapping curve." +"Filmic tonemapper operator. This avoids clipping bright highlights, with a " +"resulting image that usually looks more vivid than [constant " +"TONE_MAPPER_REINHARDT]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "" -"High quality Academy Color Encoding System tonemapper operator that matches " -"the industry standard. Performs a more physically accurate curve fit which " -"better simulates how light works in the real world. The color of lights and " -"emissive materials will become lighter as the emissive energy increases, and " -"will eventually become white if the light is bright enough to saturate the " -"camera sensor." +"Use the legacy Godot version of the Academy Color Encoding System " +"tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES " +"does not handle bright lighting in a physically accurate way. ACES typically " +"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " +"and [constant TONE_MAPPER_FILMIC].\n" +"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " +"of the more accurate [constant TONE_MAPPER_ACES_FITTED]." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml +msgid "" +"Use the Academy Color Encoding System tonemapper. ACES is slightly more " +"expensive than other options, but it handles bright lighting in a more " +"realistic fashion by desaturating it as it becomes brighter. ACES typically " +"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " +"and [constant TONE_MAPPER_FILMIC]." +msgstr "" + +#: doc/classes/Environment.xml msgid "Low depth-of-field blur quality (fastest)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Medium depth-of-field blur quality." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "High depth-of-field blur quality (slowest)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." msgstr "" -#: doc/classes/Environment3D.xml +#: doc/classes/Environment.xml msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" -#: doc/classes/Environment3D.xml -msgid "Low quality for the screen-space ambient occlusion effect." +#: doc/classes/Environment.xml +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" -#: doc/classes/Environment3D.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +#: doc/classes/Environment.xml +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -23568,8 +24013,12 @@ msgstr "" #: doc/classes/File.xml msgid "" -"Returns the whole file as a [String].\n" -"Text is interpreted as being UTF-8 encoded." +"Returns the whole file as a [String]. Text is interpreted as being UTF-8 " +"encoded.\n" +"If [code]skip_cr[/code] is [code]true[/code], carriage return characters " +"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only " +"line feed characters ([code]\\n[/code], LF) represent a new line (Unix " +"convention)." msgstr "" #: doc/classes/File.xml @@ -24189,13 +24638,28 @@ msgid "" "[code]next[/code] is passed. clipping the width. [code]position[/code] " "specifies the baseline, not the top. To draw from the top, [i]ascent[/i] " "must be added to the Y axis. The width used by the character is returned, " -"making this function useful for drawing strings character by character." +"making this function useful for drawing strings character by character.\n" +"If [code]outline[/code] is [code]true[/code], the outline of the character " +"is drawn instead of the character itself." msgstr "" #: doc/classes/Font.xml msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "" +#: doc/classes/Font.xml +msgid "" +"Returns outline contours of the glyph as a [code]Dictionary[/code] with the " +"following contents:\n" +"[code]points[/code] - [PoolVector3Array], containing outline points. " +"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is " +"the type of the point, using the [enum ContourPointTag] values.\n" +"[code]contours[/code] - [PoolIntArray], containing indices the end " +"points of each contour.\n" +"[code]orientation[/code] - [bool], contour orientation. If [code]true[/" +"code], clockwise contours must be filled." +msgstr "" + #: doc/classes/Font.xml msgid "" "Returns the size of a character, optionally taking kerning into account if " @@ -24203,6 +24667,26 @@ msgid "" "height (see [method get_height]) and has no relation to the glyph height." msgstr "" +#: doc/classes/Font.xml +msgid "Returns resource id of the cache texture containing the char." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns size of the cache texture containing the char." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns char offset from the baseline." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns size of the char." +msgstr "" + +#: doc/classes/Font.xml +msgid "Returns rectangle in the cache texture containing the char." +msgstr "" + #: doc/classes/Font.xml msgid "Returns the font descent (number of pixels below the baseline)." msgstr "" @@ -24234,6 +24718,22 @@ msgid "" "function to propagate changes to controls that might use it." msgstr "" +#: doc/classes/Font.xml +msgid "Contour point is on the curve." +msgstr "" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a conic " +"(quadratic) Bézier arc." +msgstr "" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a cubic " +"Bézier arc." +msgstr "" + #: doc/classes/FuncRef.xml msgid "Reference to a function in an object." msgstr "" @@ -24998,14 +25498,14 @@ msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " "point of intersection as [Vector2]. If no intersection takes place, returns " -"an empty [Variant].\n" +"[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" #: doc/classes/Geometry.xml msgid "" "Given an array of [Vector2]s representing tiles, builds an atlas. The " -"returned dictionary has two keys: [code]points[/code] is a vector of " +"returned dictionary has two keys: [code]points[/code] is an array of " "[Vector2] that specifies the positions of each tile, [code]size[/code] " "contains the overall size of the whole atlas as [Vector2]." msgstr "" @@ -25109,8 +25609,8 @@ msgstr "" msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " -"of intersection as [Vector2]. If no intersection takes place, returns an " -"empty [Variant]." +"of intersection as [Vector2]. If no intersection takes place, returns " +"[code]null[/code]." msgstr "" #: doc/classes/Geometry.xml @@ -25362,7 +25862,7 @@ msgstr "" #: doc/classes/GeometryInstance.xml msgid "" -"Unused in this class, exposed for consistency with [enum RenderingServer." +"Unused in this class, exposed for consistency with [enum VisualServer." "InstanceFlags]." msgstr "" @@ -25518,6 +26018,50 @@ msgstr "" msgid "Represents the size of the [enum Subdiv] enum." msgstr "" +#: modules/gltf/doc_classes/GLTFAccessor.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAccessor] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFAnimation] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFBufferView.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFBufferView] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFCamera.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFCamera] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFDocument.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFDocument] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFLight.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFLight] within a script will cause an error in an exported project." +msgstr "" + #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The [Color] of the light. Defaults to white. A black color causes the light " @@ -25567,6 +26111,49 @@ msgid "" "and [DirectionalLight] respectively." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFMesh] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFNode] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSkeleton.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSkeleton] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFSpecGloss.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFSpecGloss] within a script will cause an error in an exported " +"project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFState] within a script will cause an error in an exported project." +msgstr "" + +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [GLTFTexture] within a script will cause an error in an exported project." +msgstr "" + #: modules/mono/doc_classes/GodotSharp.xml msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)." msgstr "" @@ -25637,10 +26224,13 @@ msgstr "" #: doc/classes/Gradient.xml msgid "" "Given a set of colors, this resource will interpolate them in order. This " -"means that if you have color 1, color 2 and color 3, the ramp will " -"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp " -"will initially have 2 colors (black and white), one (black) at ramp lower " -"offset 0 and the other (white) at the ramp higher offset 1." +"means that if you have color 1, color 2 and color 3, the gradient will " +"interpolate from color 1 to color 2 and from color 2 to color 3. The " +"gradient will initially have 2 colors (black and white), one (black) at " +"gradient lower offset 0 and the other (white) at the gradient higher offset " +"1.\n" +"See also [Curve] which supports more complex easing methods, but does not " +"support colors." msgstr "" #: doc/classes/Gradient.xml @@ -25680,10 +26270,23 @@ msgstr "" msgid "Gradient's colors returned as a [PoolColorArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Defines how the colors between points of the gradient are interpolated. See " +"[enum InterpolationMode] for available modes." +msgstr "" + #: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." msgstr "" +#: doc/classes/Gradient.xml +msgid "" +"Constant interpolation, color changes abruptly at each point and stays " +"uniform between. This might cause visible aliasing when used for a gradient " +"texture in some cases." +msgstr "" + #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." msgstr "" @@ -25694,7 +26297,8 @@ msgid "" "will be filled from left to right using colors obtained from the gradient. " "This means the texture does not necessarily represent an exact copy of the " "gradient, but instead an interpolation of samples obtained from the gradient " -"at fixed steps (see [member width])." +"at fixed steps (see [member width]). See also [GradientTexture2D] and " +"[CurveTexture]." msgstr "" #: doc/classes/GradientTexture.xml @@ -25716,7 +26320,8 @@ msgid "" "repeat] types using colors obtained from the gradient. The texture does not " "necessarily represent an exact copy of the gradient, but instead an " "interpolation of samples obtained from the gradient at fixed steps (see " -"[member width] and [member height])." +"[member width] and [member height]). See also [GradientTexture] and " +"[CurveTexture]." msgstr "" #: doc/classes/GradientTexture2D.xml @@ -25756,7 +26361,7 @@ msgstr "" msgid "" "If [code]true[/code], the generated texture will support high dynamic range " "([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work " -"if [member Environment3D.glow_enabled] is [code]true[/code]. If [code]false[/" +"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/" "code], the generated texture will use low dynamic range; overbright colors " "will be clamped ([constant Image.FORMAT_RGBA8] format)." msgstr "" @@ -25990,7 +26595,10 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]." msgstr "" #: doc/classes/GraphEdit.xml -msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit." +msgid "" +"Emitted when a GraphNode is attempted to be removed from the GraphEdit. " +"Provides a list of node names to be removed (all selected nodes, excluding " +"nodes without closing button)." msgstr "" #: doc/classes/GraphEdit.xml @@ -26518,6 +27126,12 @@ msgid "" "[code]pos[/code] should be in the GridMap's local coordinate space." msgstr "" +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" +"If [code]true[/code], this GridMap uses cell navmesh resources to create " +"navigation regions." +msgstr "" + #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the X axis." msgstr "" @@ -26568,6 +27182,10 @@ msgstr "" msgid "The assigned [MeshLibrary]." msgstr "" +#: modules/gridmap/doc_classes/GridMap.xml +msgid "The navigation layers the GridMap generates its navigation regions in." +msgstr "" + #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Overrides the default friction and bounce physics properties for the whole " @@ -26643,8 +27261,7 @@ msgid "" " var res = ctx.finish()\n" " # Print the result as hex string and array.\n" " printt(res.hex_encode(), Array(res))\n" -"[/codeblock]\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[/codeblock]" msgstr "" #: doc/classes/HashingContext.xml @@ -26702,14 +27319,14 @@ msgstr "" #: doc/classes/HeightMapShape.xml msgid "" -"Depth of the height map data. Changing this will resize the [member " -"map_data]." +"Number of vertices in the depth of the height map. Changing this will resize " +"the [member map_data]." msgstr "" #: doc/classes/HeightMapShape.xml msgid "" -"Width of the height map data. Changing this will resize the [member " -"map_data]." +"Number of vertices in the width of the height map. Changing this will resize " +"the [member map_data]." msgstr "" #: doc/classes/HFlowContainer.xml @@ -26731,7 +27348,8 @@ msgid "" "[Generic6DOFJoint]." msgstr "" -#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml +#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml +#: doc/classes/SpriteBase3D.xml msgid "Returns the value of the specified flag." msgstr "" @@ -27019,8 +27637,8 @@ msgstr "" msgid "" "Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used " "to make HTTP requests to download web content, upload files and other data " -"or to communicate with various services, among other use cases. [b]See the " -"[HTTPRequest] node for a higher-level alternative.[/b]\n" +"or to communicate with various services, among other use cases.\n" +"See the [HTTPRequest] node for a higher-level alternative.\n" "[b]Note:[/b] This client only needs to connect to a host once (see [method " "connect_to_host]) to send multiple requests. Because of this, methods that " "take URLs usually take just the part after the host instead of the full URL, " @@ -27792,7 +28410,7 @@ msgid "" " # Note: Don't make simultaneous requests using a single HTTPRequest " "node.\n" " # The snippet below is provided for reference only.\n" -" var body = {\"name\": \"Godette\"}\n" +" var body = to_json({\"name\": \"Godette\"})\n" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" @@ -27896,7 +28514,11 @@ msgid "" msgstr "" #: doc/classes/HTTPRequest.xml -msgid "Maximum allowed size for response bodies." +msgid "" +"Maximum allowed size for response bodies ([code]-1[/code] means no limit). " +"When only small files are expected, this can be used to prevent disallow " +"receiving files that are too large, preventing potential denial of service " +"attacks." msgstr "" #: doc/classes/HTTPRequest.xml @@ -27908,11 +28530,33 @@ msgid "" msgstr "" #: doc/classes/HTTPRequest.xml -msgid "The file to download into. Will output any received file into it." +msgid "" +"The file to download into. If set to a non-empty string, the request output " +"will be written to the file located at the path. If a file already exists at " +"the specified location, it will be overwritten as soon as body data begins " +"to be received.\n" +"[b]Note:[/b] Folders are not automatically created when the file is created. " +"If [member download_file] points to a subfolder, it's recommended to create " +"the necessary folders beforehand using [method Directory.make_dir_recursive] " +"to ensure the file can be written." msgstr "" #: doc/classes/HTTPRequest.xml -msgid "Maximum number of allowed redirects." +msgid "" +"Maximum number of allowed redirects. This is used to prevent endless " +"redirect loops." +msgstr "" + +#: doc/classes/HTTPRequest.xml +msgid "" +"If set to a value greater than [code]0.0[/code] before the request starts, " +"the HTTP request will time out after [code]timeout[/code] seconds have " +"passed and the request is not [i]completed[/i] yet. For small HTTP requests " +"such as REST API usage, set [member timeout] to a value between [code]10.0[/" +"code] and [code]30.0[/code] to prevent the application from getting stuck if " +"the request fails to get a response in a timely manner. For file downloads, " +"leave this to [code]0.0[/code] to prevent the download from failing if it " +"takes too much time." msgstr "" #: doc/classes/HTTPRequest.xml @@ -27991,34 +28635,42 @@ msgstr "" #: doc/classes/Image.xml msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " -"at coordinates [code]dest[/code]." +"at coordinates [code]dest[/code], clipped accordingly to both image bounds. " +"This image and [code]src[/code] image [b]must[/b] have the same format. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " -"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha " -"channels are required for both [code]src[/code] and [code]mask[/code]. " -"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the " -"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and " -"[code]mask[/code] image [b]must[/b] have the same size (width and height) " -"but they can have different formats." +"using [code]mask[/code] image at coordinates [code]dst[/code], clipped " +"accordingly to both image bounds. Alpha channels are required for both " +"[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and " +"[code]src[/code] pixels will blend if the corresponding mask pixel's alpha " +"value is not 0. This image and [code]src[/code] image [b]must[/b] have the " +"same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] " +"have the same size (width and height) but they can have different formats. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " -"coordinates [code]dst[/code]." +"coordinates [code]dst[/code], clipped accordingly to both image bounds. This " +"image and [code]src[/code] image [b]must[/b] have the same format. " +"[code]src_rect[/code] with not positive size is treated as empty." msgstr "" #: doc/classes/Image.xml msgid "" "Blits [code]src_rect[/code] area from [code]src[/code] image to this image " -"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is " -"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's " -"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image " -"[b]must[/b] have the same size (width and height) but they can have " -"different formats." +"at the coordinates given by [code]dst[/code], clipped accordingly to both " +"image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the " +"corresponding [code]mask[/code] pixel's alpha value is not 0. This image and " +"[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] " +"image and [code]mask[/code] image [b]must[/b] have the same size (width and " +"height) but they can have different formats. [code]src_rect[/code] with not " +"positive size is treated as empty." msgstr "" #: doc/classes/Image.xml @@ -28792,7 +29444,7 @@ msgid "" "new texture each time." msgstr "" -#: doc/classes/ImageTexture.xml doc/classes/RenderingServer.xml +#: doc/classes/ImageTexture.xml doc/classes/VisualServer.xml msgid "Resizes the texture to the specified dimensions." msgstr "" @@ -28926,7 +29578,7 @@ msgstr "" msgid "" "Sends all input events which are in the current buffer to the game loop. " "These events may have been buffered as a result of accumulated input " -"([method set_use_accumulated_input]) or agile input flushing ([member " +"([member use_accumulated_input]) or agile input flushing ([member " "ProjectSettings.input_devices/buffering/agile_event_flushing]).\n" "The engine will already do this itself at key execution points (at least " "once per frame). However, this can be useful in advanced cases where you " @@ -28951,9 +29603,9 @@ msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use " "[method get_action_strength] instead.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -28963,9 +29615,9 @@ msgid "" "or L2, R2 triggers) is from the dead zone, the closer the value will be to " "1. If the action is mapped to a control that has no axis as the keyboard, " "the value returned will be 0 or 1.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -29074,10 +29726,6 @@ msgid "" "the same time, the bits are added together." msgstr "" -#: doc/classes/Input.xml -msgid "Returns the mouse mode. See the constants for more information." -msgstr "" - #: doc/classes/Input.xml msgid "" "Gets an input vector by specifying four actions for the positive and " @@ -29098,9 +29746,9 @@ msgid "" "the button.\n" "This is useful for code that needs to run only once when an action is " "pressed, instead of every frame while it's pressed.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events.\n" +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " "return [code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -29112,9 +29760,9 @@ msgid "" "Returns [code]true[/code] when the user stops pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user released the " "button.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/Input.xml @@ -29123,9 +29771,9 @@ msgid "" "an action has multiple buttons assigned and more than one of them is " "pressed, releasing one button will release the action, even if some other " "button assigned to this action is still pressed.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events.\n" +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -29271,24 +29919,6 @@ msgid "" "sensor value on Android and iOS." msgstr "" -#: doc/classes/Input.xml -msgid "Sets the mouse mode. See the constants for more information." -msgstr "" - -#: doc/classes/Input.xml -msgid "" -"Enables or disables the accumulation of similar input events sent by the " -"operating system. When input accumulation is enabled, all input events " -"generated during a frame will be merged and emitted when the frame is done " -"rendering. Therefore, this limits the number of input method calls per " -"second to the rendering FPS.\n" -"Input accumulation is enabled by default. It can be disabled to get slightly " -"more precise/reactive input at the cost of increased CPU usage. In " -"applications where drawing freehand lines is required, input accumulation " -"should generally be disabled while the user is drawing the line to get " -"results that closely follow the actual input." -msgstr "" - #: doc/classes/Input.xml msgid "" "Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " @@ -29308,9 +29938,14 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Vibrate Android and iOS devices.\n" -"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export " -"settings. iOS does not support duration." +"Vibrate handheld devices.\n" +"[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n" +"[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] " +"permission in the export preset.\n" +"[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and " +"later.\n" +"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not " +"support this method." msgstr "" #: doc/classes/Input.xml @@ -29322,6 +29957,27 @@ msgid "" "MOUSE_MODE_CONFINED]." msgstr "" +#: doc/classes/Input.xml +msgid "Controls the mouse mode. See [enum MouseMode] for more information." +msgstr "" + +#: doc/classes/Input.xml +msgid "" +"If [code]true[/code], similar input events sent by the operating system are " +"accumulated. When input accumulation is enabled, all input events generated " +"during a frame will be merged and emitted when the frame is done rendering. " +"Therefore, this limits the number of input method calls per second to the " +"rendering FPS.\n" +"Input accumulation can be disabled to get slightly more precise/reactive " +"input at the cost of increased CPU usage. In applications where drawing " +"freehand lines is required, input accumulation should generally be disabled " +"while the user is drawing the line to get results that closely follow the " +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is " +"recommended to keep it enabled for games which don't require very reactive " +"input, as this will decrease CPU usage." +msgstr "" + #: doc/classes/Input.xml msgid "Emitted when a joypad device has been connected or disconnected." msgstr "" @@ -29371,15 +30027,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"This cursor shape denotes that the application isn't usable during the " +"operation (e.g. something is blocking its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"This cursor shape denotes that the application is still usable during the " +"operation." msgstr "" #: doc/classes/Input.xml @@ -29475,18 +30131,18 @@ msgstr "" msgid "" "Returns a value between 0.0 and 1.0 depending on the given actions' state. " "Useful for getting the value of events of type [InputEventJoypadMotion].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event matches a pre-defined action " "of any type.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml @@ -29495,9 +30151,9 @@ msgid "" "an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is " "[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] " "or [InputEventScreenDrag].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events.\n" +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -29509,9 +30165,9 @@ msgid "" "Returns [code]true[/code] if the given action is released (i.e. not " "pressed). Not relevant for events of type [InputEventMouseMotion] or " "[InputEventScreenDrag].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml @@ -29542,9 +30198,9 @@ msgid "" "event. Only valid for action events i.e key ([InputEventKey]), button " "([InputEventMouseButton] or [InputEventJoypadButton]), axis " "[InputEventJoypadMotion] or action ([InputEventAction]) events.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputEvent.xml @@ -29630,8 +30286,8 @@ msgstr "" #: doc/classes/InputEventJoypadButton.xml msgid "" -"Represents the pressure the user puts on the button with his finger, if the " -"controller supports it. Ranges from [code]0[/code] to [code]1[/code]." +"Represents the pressure the user puts on the button with their finger, if " +"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]." msgstr "" #: doc/classes/InputEventJoypadMotion.xml @@ -29893,10 +30549,14 @@ msgstr "" msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input].\n" -"[b]Note:[/b] By default, this event is only emitted once per frame rendered " -"at most. If you need more precise input reporting, call [method Input." -"set_use_accumulated_input] with [code]false[/code] to make events emitted as " -"often as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] The behavior of this event is affected by the value of [member " +"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/" +"pen motion events received from the OS will be merged to emit an accumulated " +"event only once per frame rendered at most. When set to [code]false[/code], " +"the events will be emitted as received, which means that they can be emitted " +"multiple times per frame rendered, allowing for precise input reporting at " +"the expense of CPU usage.\n" +"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider " "implementing [url=https://en.wikipedia.org/wiki/" "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to " "avoid visible gaps in lines if the user is moving the mouse quickly." @@ -29906,6 +30566,12 @@ msgstr "" msgid "Mouse and input coordinates" msgstr "" +#: doc/classes/InputEventMouseMotion.xml +msgid "" +"Returns [code]true[/code] when using the eraser end of a stylus pen.\n" +"[b]Note:[/b] This property is implemented on Linux, macOS and Windows." +msgstr "" + #: doc/classes/InputEventMouseMotion.xml msgid "" "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/" @@ -30074,13 +30740,18 @@ msgid "" "This method ignores keyboard modifiers if the given [InputEvent] is not " "pressed (for proper release detection). See [method action_has_event] if you " "don't want this behavior.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" #: doc/classes/InputMap.xml -msgid "Returns an array of [InputEvent]s associated with a given action." +msgid "" +"Returns an array of [InputEvent]s associated with a given action.\n" +"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), " +"this method will return events for the editor action. If you want to access " +"your project's input binds from the editor, read the [code]input/*[/code] " +"settings from [ProjectSettings]." msgstr "" #: doc/classes/InputMap.xml @@ -30119,7 +30790,11 @@ msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "" -"Not thread-safe. Use [method Object.call_deferred] if calling from a thread." +"Call this method to actually load in the node. The created node will be " +"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene " +"tree. The [Node]'s reference is also returned for convenience.\n" +"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object." +"call_deferred] if calling from a thread." msgstr "" #: doc/classes/InstancePlaceholder.xml @@ -30129,6 +30804,16 @@ msgid "" "Object.call_deferred] if calling from a thread." msgstr "" +#: doc/classes/InstancePlaceholder.xml +msgid "" +"Returns the list of properties that will be applied to the node when [method " +"create_instance] is called.\n" +"If [code]with_order[/code] is [code]true[/code], a key named [code].order[/" +"code] (note the leading period) is added to the dictionary. This [code]." +"order[/code] key is an [Array] of [String] property names specifying the " +"order in which properties will be applied (with index 0 being the first)." +msgstr "" + #: doc/classes/InstancePlaceholder.xml msgid "" "Replaces this placeholder by the scene handed as an argument, or the " @@ -30212,6 +30897,11 @@ msgid "" "automatically." msgstr "" +#: doc/classes/InterpolatedCamera.xml +msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + #: doc/classes/InterpolatedCamera.xml msgid "" "How quickly the camera moves toward its target. Higher values will result in " @@ -30222,6 +30912,19 @@ msgstr "" msgid "The target's [NodePath]." msgstr "" +#: doc/classes/IntervalTweener.xml +msgid "Creates an idle interval in a [SceneTreeTween] animation." +msgstr "" + +#: doc/classes/IntervalTweener.xml +msgid "" +"[IntervalTweener] is used to make delays in a tweening sequence. See [method " +"SceneTreeTween.tween_interval] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way " +"to create [IntervalTweener]. Any [IntervalTweener] created manually will not " +"function correctly." +msgstr "" + #: doc/classes/IP.xml msgid "Internet protocol (IP) support functions such as DNS resolution." msgstr "" @@ -30365,7 +31068,18 @@ msgid "" "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is " "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to " "fully fit its content by default. You need to set [member " -"fixed_column_width] greater than zero to wrap the text." +"fixed_column_width] greater than zero to wrap the text.\n" +"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/ItemList.xml @@ -31728,11 +32442,11 @@ msgid "" "screen. Useful to animate the text in a dialog box." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "The text to display on screen." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "" @@ -31746,35 +32460,35 @@ msgstr "" msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows centered." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the right." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Expand row whitespaces to fit the width." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the top." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the center." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the bottom." msgstr "" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text by spreading the rows." msgstr "" @@ -31816,6 +32530,192 @@ msgstr "" msgid "Background [StyleBox] for the [Label]." msgstr "" +#: doc/classes/Label3D.xml +msgid "Displays plain text in a 3D world." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Label3D displays plain text in a 3D world. It gives you control over the " +"horizontal and vertical alignment." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Returns a [TriangleMesh] with the label's vertices following its current " +"configuration (such as its [member pixel_size])." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], the specified flag will be enabled. See [enum Label3D." +"DrawFlags] for a list of flags." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " +"possible values." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +msgid "Threshold at which the alpha scissor will discard values." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "If [code]true[/code], wraps the text to the [member width]." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"The billboard mode to use for the label. See [enum SpatialMaterial." +"BillboardMode] for possible values." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], text can be seen from the back as well, if " +"[code]false[/code], it is invisible when looking at it from behind." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], the label is rendered at the same size regardless of " +"distance." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "[Font] used for the [Label3D]'s text." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Controls the text's horizontal alignment. Supports left, center, right. Set " +"it to one of the [enum Align] constants." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Vertical space between lines in multiline [Label3D]." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Text [Color] of the [Label3D]." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], depth testing is disabled and the object will be drawn " +"in render order." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The text drawing offset (in pixels)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The tint of [Font]'s outline." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Sets the render priority for the text outline. Higher priority objects will " +"be sorted in front of lower priority objects.\n" +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "The size of one pixel's width on the label to scale it in 3D." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Sets the render priority for the text. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], the [Light] in the [Environment] has effects on the " +"label." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Controls the text's vertical alignment. Supports top, center, bottom. Set it " +"to one of the [enum VAlign] constants." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "Text width (in pixels), used for autowrap and fill alignment." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "If set, lights in the environment affect the label." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"If set, text can be seen from the back as well. If not, the text is " +"invisible when looking at it from behind." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"Disables the depth test, so this object is drawn on top of all others. " +"However, objects drawn after it in the draw order may cover it." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"Label is scaled by depth so that it always appears the same size on screen." +msgstr "" + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +msgid "Represents the size of the [enum DrawFlags] enum." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode performs standard alpha blending. It can display translucent " +"areas, but transparency sorting issues may be visible when multiple " +"transparent materials are overlapping." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode only allows fully transparent or fully opaque pixels. This mode is " +"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n" +"[b]Note:[/b] This mode might have issues with anti-aliased fonts and " +"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" + +#: doc/classes/Label3D.xml +msgid "" +"This mode draws fully opaque pixels in the depth prepass. This is slower " +"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " +"allows displaying translucent areas and smooth edges while using proper " +"sorting.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" + #: doc/classes/LargeTexture.xml msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " @@ -32262,7 +33162,8 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"A line through several points in 2D space.\n" +"A line through several points in 2D space. Supports varying width and color " +"over the line's length, texturing, and several cap/joint types.\n" "[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a " "time. To increase this limit, open the Project Settings and increase [member " "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and " @@ -32272,14 +33173,14 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"Adds a point at the [code]position[/code]. Appends the point at the end of " -"the line.\n" -"If [code]at_position[/code] is given, the point is inserted before the point " -"number [code]at_position[/code], moving that point (and every point after) " -"after the inserted point. If [code]at_position[/code] is not given, or is an " -"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method " -"get_point_count][/code]), the point will be appended at the end of the point " -"list." +"Adds a point with the specified [code]position[/code] relative to the line's " +"own position. Appends the new point at the end of the point list.\n" +"If [code]index[/code] is given, the new point is inserted before the " +"existing point identified by index [code]index[/code]. Every existing point " +"starting from [code]index[/code] is shifted further down the list of points. " +"The index must be greater than or equal to [code]0[/code] and must not " +"exceed the number of existing points in the line. See [method " +"get_point_count]." msgstr "" #: doc/classes/Line2D.xml @@ -32287,27 +33188,36 @@ msgid "Removes all points from the line." msgstr "" #: doc/classes/Line2D.xml -msgid "Returns the Line2D's amount of points." +msgid "Returns the amount of points in the line." msgstr "" #: doc/classes/Line2D.xml -msgid "Returns point [code]i[/code]'s position." +msgid "Returns the position of the point at index [code]index[/code]." msgstr "" #: doc/classes/Line2D.xml -msgid "Removes the point at index [code]i[/code] from the line." +msgid "Removes the point at index [code]index[/code] from the line." msgstr "" #: doc/classes/Line2D.xml msgid "" -"Overwrites the position in point [code]i[/code] with the supplied " -"[code]position[/code]." +"Overwrites the position of the point at index [code]index[/code] with the " +"supplied [code]position[/code]." msgstr "" #: doc/classes/Line2D.xml msgid "" -"If [code]true[/code], the line's border will be anti-aliased.\n" -"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased." +"If [code]true[/code], the line's border will attempt to perform antialiasing " +"by drawing thin OpenGL smooth lines on the line's edges.\n" +"[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] " +"is [code]true[/code].\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent lines and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedLine2D node. That node relies on a texture with custom mipmaps to " +"perform antialiasing. 2D batching is also still supported with those " +"antialiased lines." msgstr "" #: doc/classes/Line2D.xml @@ -32480,7 +33390,7 @@ msgid "" "be within the text's length." msgstr "" -#: doc/classes/LineEdit.xml +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml msgid "Clears the current selection." msgstr "" @@ -32499,6 +33409,18 @@ msgid "" "characters." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection begin column." +msgstr "" + +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "Returns the selection end column." +msgstr "" + +#: doc/classes/LineEdit.xml +msgid "Returns [code]true[/code] if the user has selected text." +msgstr "" + #: doc/classes/LineEdit.xml msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "" @@ -32548,6 +33470,13 @@ msgstr "" msgid "If [code]true[/code], the context menu will appear when right-clicked." msgstr "" +#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml +#: doc/classes/TextEdit.xml +msgid "" +"If [code]true[/code], the selected text will be deselected when focus is " +"lost." +msgstr "" + #: doc/classes/LineEdit.xml msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " @@ -32583,6 +33512,13 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml +msgid "" +"If [code]false[/code], using middle mouse button to paste clipboard will be " +"disabled.\n" +"[b]Note:[/b] This method is only implemented on Linux." +msgstr "" + #: doc/classes/LineEdit.xml msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" @@ -33478,11 +34414,11 @@ msgstr "" msgid "Render array as triangle fans." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are normalized." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are relative to base weight." msgstr "" @@ -33530,53 +34466,57 @@ msgid "" "values. Do not use." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) vertex array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) normal array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) tangent array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml -msgid "Flag used to mark a compressed (half float) color array." +#: doc/classes/Mesh.xml +msgid "" +"Flag used to mark a compressed (half float) color array.\n" +"[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit " +"unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, " +"1)[/code] and reduce colors' precision." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) UV coordinates array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" "Flag used to mark a compressed (half float) UV coordinates array for the " "second UV coordinates." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed bone array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) weight array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed index array." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array contains 2D vertices." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit." msgstr "" -#: doc/classes/Mesh.xml doc/classes/RenderingServer.xml +#: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" "Flag used to mark that the array uses an octahedral representation of normal " "and tangent vectors rather than cartesian." @@ -33588,7 +34528,10 @@ msgid "" "ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant " "ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant " "ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant " -"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." +"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n" +"[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex " +"colors will be stored as 8-bit unsigned integers. This will clamp overbright " +"colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision." msgstr "" #: doc/classes/Mesh.xml @@ -33843,9 +34786,9 @@ msgid "" "MeshInstance is a node that takes a [Mesh] resource and adds it to the " "current scenario by creating an instance of it. This is the class most often " "used to get 3D geometry rendered and can be used to instance a single [Mesh] " -"in many places. This allows to reuse geometry and save on resources. When a " -"[Mesh] has to be instanced more than thousands of times at close proximity, " -"consider using a [MultiMesh] in a [MultiMeshInstance] instead." +"in many places. This allows reusing geometry, which can save on resources. " +"When a [Mesh] has to be instanced more than thousands of times at close " +"proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead." msgstr "" #: doc/classes/MeshInstance.xml @@ -33890,15 +34833,56 @@ msgid "" msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns the override [Material] for a surface of the [Mesh] resource.\n" +"[b]Note:[/b] This function only returns [i]override[/i] materials associated " +"with this [MeshInstance]. Consider using [method get_active_material] or " +"[method Mesh.surface_get_material] to get materials associated with the " +"[Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Returns the number of surface materials." +msgid "Returns the number of surface override materials." msgstr "" #: doc/classes/MeshInstance.xml -msgid "Sets the [Material] for a surface of the [Mesh] resource." +msgid "" +"Returns [code]true[/code] if this [MeshInstance] can be merged with the " +"specified [code]other_mesh_instance[/code], using the [method MeshInstance." +"merge_meshes] function.\n" +"In order to be mergeable, properties of the [MeshInstance] must match, and " +"each surface must match, in terms of material, attributes and vertex format." +msgstr "" + +#: doc/classes/MeshInstance.xml +msgid "" +"This function can merge together the data from several source " +"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance " +"the function is called from). This is primarily useful for improving " +"performance by reducing the number of drawcalls and [Node]s.\n" +"Merging should only be attempted for simple meshes that do not contain " +"animation.\n" +"The final vertices can either be returned in global space, or in local space " +"relative to the destination [MeshInstance] global transform (the destination " +"Node must be inside the [SceneTree] for local space to work).\n" +"The function will make a final check for compatibility between the " +"[MeshInstance]s by default, this should always be used unless you have " +"previously checked for compatibility using [method MeshInstance." +"is_mergeable_with]. If the compatibility check is omitted and the meshes are " +"merged, you may see rendering errors.\n" +"[b]Note:[/b] The requirements for similarity between meshes are quite " +"stringent. They can be checked using the [method MeshInstance." +"is_mergeable_with] function prior to calling [method MeshInstance." +"merge_meshes].\n" +"Also note that any initial data in the destination [MeshInstance] data will " +"be discarded." +msgstr "" + +#: doc/classes/MeshInstance.xml +msgid "" +"Sets the override [Material] for the specified surface of the [Mesh] " +"resource. This material is associated with this [MeshInstance] rather than " +"with the [Mesh] resource." msgstr "" #: doc/classes/MeshInstance.xml @@ -33929,9 +34913,10 @@ msgstr "" #: doc/classes/MeshInstance2D.xml msgid "" -"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing " -"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert " -"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"." +"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be " +"automatically created from an existing [Sprite] via a tool in the editor " +"toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to " +"MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" #: doc/classes/MeshInstance2D.xml @@ -34086,6 +35071,41 @@ msgstr "" msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices." msgstr "" +#: doc/classes/MethodTweener.xml +msgid "" +"Interpolates an abstract value and supplies it to a method called over time." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"[MethodTweener] is similar to a combination of [CallbackTweener] and " +"[PropertyTweener]. It calls a method providing an interpolated value as a " +"parameter. See [method SceneTreeTween.tween_method] for more usage " +"information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to " +"create [MethodTweener]. Any [MethodTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/MethodTweener.xml +msgid "" +"Sets the time in seconds after which the [MethodTweener] will start " +"interpolating. By default there's no delay." +msgstr "" + +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml +msgid "" +"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " +"default easing is used from the [SceneTreeTween] that contains this Tweener." +msgstr "" + +#: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml +msgid "" +"Sets the type of used transition from [enum Tween.TransitionType]. If not " +"set, the default transition is used from the [SceneTreeTween] that contains " +"this Tweener." +msgstr "" + #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "Generic mobile VR implementation." msgstr "" @@ -34227,7 +35247,9 @@ msgid "" "existing vertex colors.\n" "For the color to take effect, ensure that [member color_format] is non-" "[code]null[/code] on the [MultiMesh] and [member SpatialMaterial." -"vertex_color_use_as_albedo] is [code]true[/code] on the material." +"vertex_color_use_as_albedo] is [code]true[/code] on the material. If the " +"color doesn't look as expected, make sure the material's albedo color is set " +"to pure white ([code]Color(1, 1, 1)[/code])." msgstr "" #: doc/classes/MultiMesh.xml @@ -34654,6 +35676,9 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " @@ -34693,8 +35718,15 @@ msgid "" "found, the one closest to the segment start point is returned." msgstr "" +#: doc/classes/Navigation.xml +msgid "Returns the [RID] of the navigation map on the [NavigationServer]." +msgstr "" + #: doc/classes/Navigation.xml msgid "" +"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"NavigationServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " @@ -34714,18 +35746,33 @@ msgid "" "This value is used to detect the near edges to connect compatible regions." msgstr "" +#: doc/classes/Navigation.xml +msgid "" +"A bitfield determining all navigation map layers the navigation can use on a " +"[method Navigation.get_simple_path] path query." +msgstr "" + #: doc/classes/Navigation.xml msgid "" "Defines which direction is up. By default, this is [code](0, 1, 0)[/code], " "which is the world's \"up\" direction." msgstr "" +#: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationServer.xml +msgid "" +"Emitted when a navigation map is updated, when a region moves or is modified." +msgstr "" + #: doc/classes/Navigation2D.xml msgid "2D navigation and pathfinding node." msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " "automatically collected from child [NavigationPolygonInstance] nodes." @@ -34745,6 +35792,9 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "" +"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are " +"deprecated and will be removed in a future version. Use [method " +"Navigation2DServer.map_get_path] instead.\n" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " "is smoothed by merging path segments where possible." @@ -34754,6 +35804,12 @@ msgstr "" msgid "The XY plane cell size to use for fields." msgstr "" +#: doc/classes/Navigation2D.xml +msgid "" +"A bitfield determining all navigation map layers the navigation can use on a " +"[method Navigation2D.get_simple_path] path query." +msgstr "" + #: doc/classes/Navigation2DServer.xml msgid "Server interface for low-level 2D navigation access." msgstr "" @@ -34763,11 +35819,19 @@ msgid "" "Navigation2DServer is the server responsible for all 2D navigation. It " "handles several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation polygons. " -"Together, they define the navigable areas in the 2D world. For two regions " -"to be connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"Together, they define the navigable areas in the 2D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than navigation map [code]edge_connection_margin[/" +"code] to the respective other edge's vertex.\n" +"You may assign navigation layers to regions with [method Navigation2DServer." +"region_set_navigation_layers], which then can be checked upon when " +"requesting a path with [method Navigation2DServer.map_get_path]. This allows " +"allowing or forbidding some areas to 2D objects.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -34784,12 +35848,28 @@ msgstr "" msgid "Creates the agent." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]agent[/code] is " +"currently assigned to." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -msgid "Callback called at the end of the RVO process." +msgid "" +"Callback called at the end of the RVO process. If a callback is created " +"manually and the agent is placed on a navigation map it will calculate " +"avoidance for the agent and dispatch the calculated [code]safe_velocity[/" +"code] to the [code]receiver[/code] object with a signal to the chosen " +"[code]method[/code] name.\n" +"[b]Note:[/b] Created callbacks are always processed independently of the " +"SceneTree state as long as the agent is on a navigation map and not freed. " +"To disable the dispatch of a callback from an agent use [method " +"agent_set_callback] again with a [code]null[/code] object as the " +"[code]receiver[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml @@ -34843,10 +35923,56 @@ msgstr "" msgid "Destroys the given RID." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all created navigation map [RID]s on the NavigationServer. This " +"returns both 2D and 3D created navigation maps as there is technically no " +"distinction between them." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Create a new map." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"This function immediately forces synchronization of the specified navigation " +"[code]map[/code] [RID]. By default navigation maps are only synchronized at " +"the end of each physics frame. This function can be used to immediately " +"(re)calculate all the navigation meshes and region connections of the " +"navigation map. This makes it possible to query a navigation path for a " +"changed map immediately and in the same frame (multiple times if needed).\n" +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " +"navigation meshes and region connections of a map will only be done for the " +"specified map. Other maps will receive the normal synchronization at the end " +"of the physics frame. Should the specified map receive changes after the " +"forced update it will update again as well when the other maps receive their " +"update.\n" +"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals " +"is untouched by this function and continues to happen for all maps and " +"agents at the end of the physics frame.\n" +"[b]Note:[/b] With great power comes great responsibility. This function " +"should only be used by users that really know what they are doing and have a " +"good reason for it. Forcing an immediate update of a navigation map requires " +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation agents [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml +msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." msgstr "" @@ -34870,7 +35996,16 @@ msgid "" msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -msgid "Returns the navigation path to reach the destination from the origin." +msgid "" +"Returns the navigation path to reach the destination from the origin. " +"[code]navigation_layers[/code] is a bitmask of all region layers that are " +"allowed to be in the path." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns all navigation regions [RID]s that are currently assigned to the " +"requested navigation [code]map[/code]." msgstr "" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml @@ -34881,6 +36016,12 @@ msgstr "" msgid "Sets the map active." msgstr "" +#: doc/classes/Navigation2DServer.xml +msgid "" +"Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/" +"b] Currently not implemented." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Set the map cell size used to weld the navigation mesh polygons." msgstr "" @@ -34894,10 +36035,75 @@ msgstr "" msgid "Creates a new region." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the ending point of a connection door. [code]connection[/code] is an " +"index between 0 and the return value of [method " +"region_get_connections_count]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the starting point of a connection door. [code]connection[/code] is " +"an index between 0 and the return value of [method " +"region_get_connections_count]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns how many connections this [code]region[/code] has with other regions " +"in the map." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the navigation map [RID] the requested [code]region[/code] is " +"currently assigned to." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the region's navigation layers." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns [code]true[/code] if the provided [code]point[/code] in world space " +"is currently owned by the provided navigation [code]region[/code]. Owned in " +"this context means that one of the region's navigation mesh polygon faces " +"has a possible position at the closest distance to this point compared to " +"all other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" +"[b]Note:[/b] If navigation meshes from different navigation regions overlap " +"(which should be avoided in general) the result might not be what is " +"expected." +msgstr "" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." msgstr "" +#: doc/classes/Navigation2DServer.xml +msgid "" +"Set the region's navigation layers. This allows selecting regions from a " +"path request (when using [method Navigation2DServer.map_get_path])." +msgstr "" + #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the navigation mesh for the region." msgstr "" @@ -34906,6 +36112,10 @@ msgstr "" msgid "Sets the global transformation for the region." msgstr "" +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]." +msgstr "" + #: doc/classes/NavigationAgent.xml msgid "3D agent used in navigation for collision avoidance." msgstr "" @@ -34915,9 +36125,16 @@ msgid "" "3D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " -"navigation data to work correctly. This can be done by having the agent as a " -"child of a [Navigation] node, or using [method set_navigation]. " -"[NavigationAgent] is physics safe." +"navigation data to work correctly. By default this node will register to the " +"default [World] navigation map. If this node is a child of a [Navigation] " +"node it will register to the navigation map of the navigation node or the " +"function [method set_navigation] can be used to set the navigation node " +"directly. [NavigationAgent] is physics safe.\n" +"[b]Note:[/b] After [method set_target_location] is used it is required to " +"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." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -34935,7 +36152,15 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "Returns the path from start to finish in global coordinates." +msgid "" +"Returns this agent's current path from start to finish in global " +"coordinates. The path only updates when the target location is changed or " +"the agent requires a repath. The path array is not intended to be used in " +"direct path movement as the agent has its own internal path logic that would " +"get corrupted by changing the path array manually. Use the intended [method " +"get_next_location] once every physics frame to receive the next path point " +"for the agents movement as this function also updates the internal path " +"logic." msgstr "" #: doc/classes/NavigationAgent.xml @@ -34950,11 +36175,28 @@ msgid "" "system." msgstr "" -#: doc/classes/NavigationAgent.xml +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"Returns a [Vector3] in global coordinates, that can be moved to, making sure " -"that there are no static objects in the way. If the agent does not have a " -"navigation path, it will return the origin of the agent's parent." +"Returns the [RID] of the navigation map for this NavigationAgent node. This " +"function returns always the map set on the NavigationAgent node and not the " +"map of the abstract agent on the NavigationServer. If the agent map is " +"changed directly with the NavigationServer API the NavigationAgent node will " +"not be aware of the map change. Use [method set_navigation_map] to change " +"the navigation map for the NavigationAgent and also update the agent on the " +"NavigationServer." +msgstr "" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the next location in global coordinates that can be moved to, making " +"sure that there are no static objects in the way. If the agent does not have " +"a navigation path, it will return the position of the agent's parent. The " +"use of this function once every physics frame is required to update the " +"internal path logic of the NavigationAgent." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "Returns the [RID] of this agent on the [NavigationServer]." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -34989,6 +36231,12 @@ msgid "" "make the agent a child of a [Navigation] node." msgstr "" +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [RID] of the navigation map this NavigationAgent node should use " +"and also updates the [code]agent[/code] on the NavigationServer." +msgstr "" + #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Sets the user desired final location. This will clear the current navigation " @@ -35003,7 +36251,23 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent.xml -msgid "The agent height offset to match the navigation mesh height." +msgid "" +"The NavigationAgent height offset is subtracted from the y-axis value of any " +"vector path position for this NavigationAgent. The NavigationAgent height " +"offset does not change or influence the navigation mesh or pathfinding query " +"result. Additional navigation maps that use regions with navigation meshes " +"that the developer baked with appropriate agent radius or height values are " +"required to support different-sized agents." +msgstr "" + +#: doc/classes/NavigationAgent.xml +msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [NavigationServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector3 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." msgstr "" #: doc/classes/NavigationAgent.xml @@ -35020,10 +36284,28 @@ msgstr "" msgid "The maximum speed that an agent can move." msgstr "" +#: doc/classes/NavigationAgent.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationAgent] " +"belongs to. On path requests the agent will ignore navmeshes without at " +"least one matching layer." +msgstr "" + #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "The distance to search for other agents." msgstr "" +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The distance threshold before a path point is considered to be reached. This " +"will allow an agent to not have to hit a path point on the path exactly, but " +"in the area. If this value is set to high the NavigationAgent will skip " +"points on the path which can lead to leaving the navigation mesh. If this " +"value is set to low the NavigationAgent will be stuck in a repath loop cause " +"it will constantly overshoot or undershoot the distance to the next point on " +"each physics frame update." +msgstr "" + #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "The maximum distance the agent is allowed away from the ideal path to the " @@ -35031,15 +36313,24 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -msgid "The radius of the agent." +#: doc/classes/NavigationAgent.xml +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_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." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" -"The distance threshold before a target is considered to be reached. This " -"will allow an agent to not have to hit a point on the path exactly, but in " -"the area." +"The distance threshold before the final target point is considered to be " +"reached. This will allow an agent to not have to hit the point of the final " +"target exactly, but only the area. If this value is set to low the " +"NavigationAgent will be stuck in a repath loop cause it will constantly " +"overshoot or undershoot the distance to the final target point on each " +"physics frame update." msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml @@ -35070,7 +36361,7 @@ msgstr "" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Notifies when the collision avoidance velocity is calculated after a call to " -"[method set_velocity]." +"[method set_velocity]. Only emitted when [member avoidance_enabled] is true." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -35082,9 +36373,16 @@ msgid "" "2D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " -"navigation data to work correctly. This can be done by having the agent as a " -"child of a [Navigation2D] node, or using [method set_navigation]. " -"[NavigationAgent2D] is physics safe." +"navigation data to work correctly. By default this node will register to the " +"default [World2D] navigation map. If this node is a child of a " +"[Navigation2D] node it will register to the navigation map of the navigation " +"node or the function [method set_navigation] can be used to set the " +"navigation node directly. [NavigationAgent2D] is physics safe.\n" +"[b]Note:[/b] After [method set_target_location] is used it is required to " +"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." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -35100,10 +36398,7 @@ msgid "" msgstr "" #: doc/classes/NavigationAgent2D.xml -msgid "" -"Returns a [Vector2] in global coordinates, that can be moved to, making sure " -"that there are no static objects in the way. If the agent does not have a " -"navigation path, it will return the position of the agent's parent." +msgid "Returns the [RID] of this agent on the [Navigation2DServer]." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -35112,6 +36407,31 @@ msgid "" "to make the agent a child of a [Navigation2D] node." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [Navigation2DServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector2 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationAgent2D] " +"belongs to. On path requests the agent will ignore navmeshes without at " +"least one matching layer." +msgstr "" + +#: doc/classes/NavigationAgent2D.xml +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_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -35142,8 +36462,8 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"Returns whether the specified [code]bit[/code] of the [member geometry/" -"collision_mask] is set." +"Returns whether the specified [code]bit[/code] of the [member " +"geometry_collision_mask] is set." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml @@ -35165,9 +36485,9 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" -"code] in the [member geometry/collision_mask].\n" +"code] in the [member geometry_collision_mask].\n" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" -"code] in the [member geometry/collision_mask]." +"code] in the [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml @@ -35181,14 +36501,14 @@ msgid "" "The minimum floor to ceiling height that will still allow the floor area to " "be considered walkable.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/height]." +"multiple of [member cell_height]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The minimum ledge height that is considered to still be traversable.\n" "[b]Note:[/b] While baking, this value will be rounded down to the nearest " -"multiple of [member cell/height]." +"multiple of [member cell_height]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35200,7 +36520,7 @@ msgid "" "The distance to erode/shrink the walkable area of the heightfield away from " "obstructions.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/size]." +"multiple of [member cell_size]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35228,13 +36548,17 @@ msgstr "" msgid "" "The maximum allowed length for contour edges along the border of the mesh.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " -"multiple of [member cell/size]." +"multiple of [member cell_size]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"If [code]true[/code], marks walkable spans as not walkable if the clearance " -"above the span is less than [member agent/height]." +"If the baking [AABB] has a volume the navigation mesh baking will be " +"restricted to its enclosing area." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "The position offset applied to the [member filter_baking_aabb] [AABB]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35244,13 +36568,19 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "If [code]true[/code], marks non-walkable spans as walkable if their maximum " -"is within [member agent/max_climb] of a walkable neighbor." +"is within [member agent_max_climb] of a walkable neighbor." +msgstr "" + +#: doc/classes/NavigationMesh.xml +msgid "" +"If [code]true[/code], marks walkable spans as not walkable if the clearance " +"above the span is less than [member agent_height]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The physics layers to scan for static colliders.\n" -"Only used when [member geometry/parsed_geometry_type] is [constant " +"Only used when [member geometry_parsed_geometry_type] is [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" @@ -35269,7 +36599,7 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "The name of the group to scan for geometry.\n" -"Only used when [member geometry/source_geometry_mode] is [constant " +"Only used when [member geometry_source_geometry_mode] is [constant " "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT]." msgstr "" @@ -35332,7 +36662,7 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Parses [StaticBody] colliders as geometry. The collider should be in any of " -"the layers specified by [member geometry/collision_mask]." +"the layers specified by [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35353,13 +36683,13 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Scans nodes in a group and their child nodes recursively for geometry. The " -"group is specified by [member geometry/source_group_name]." +"group is specified by [member geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" "Uses nodes in a group for geometry. The group is specified by [member " -"geometry/source_group_name]." +"geometry_source_group_name]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -35367,17 +36697,65 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "This class is responsible for creating and clearing navigation meshes." +msgid "Helper class for creating and clearing navigation meshes." msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"Bakes the navigation mesh. This will allow you to use pathfinding with the " -"navigation system." +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" +"The entire navigation mesh baking is best done in a separate thread as the " +"voxelization, collision tests and mesh optimization steps involved are very " +"performance and time hungry operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or " +"various [CollisionObject]s, some operations to collect geometry data can " +"trigger [VisualServer] and [PhysicsServer] synchronizations. Server " +"synchronization can have a negative effect on baking time or framerate as it " +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total amount " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" +"The finalized navigation mesh is then returned and stored inside the " +"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] " +"nodes.\n" +"[b]Note:[/b] Using meshes to not only define walkable surfaces but also " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " +"geometry and this is intentional. Depending on current baking parameters, as " +"soon as the obstructing mesh is large enough to fit a navigation mesh area " +"inside, the baking will generate navigation mesh areas that are inside the " +"obstructing source geometry mesh." msgstr "" #: doc/classes/NavigationMeshGenerator.xml -msgid "Clears the navigation mesh." +msgid "" +"Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " +"nodes under the provided [code]root_node[/code] 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 "" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Removes all polygons and vertices from the provided [code]nav_mesh[/code] " +"resource." msgstr "" #: doc/classes/NavigationMeshInstance.xml @@ -35387,25 +36765,76 @@ msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" "An instance of a [NavigationMesh]. It tells the [Navigation] node what can " -"be navigated and what cannot, based on the [NavigationMesh] resource. This " -"should be a child of a [Navigation] node." +"be navigated and what cannot, based on the [NavigationMesh] resource.\n" +"By default this node will register to the default [World] navigation map. If " +"this node is a child of a [Navigation] node it will register to the " +"navigation map of the navigation node.\n" +"Two regions can be connected to each other if they share a similar edge. You " +"can set the minimum distance between two vertices required to connect two " +"edges by using [method NavigationServer.map_set_edge_connection_margin].\n" +"[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting " +"two regions. They must share a similar edge.\n" +"The cost of entering this region from another region can be controlled with " +"the [member enter_cost] value.\n" +"[b]Note:[/b] This value is not added to the path cost when the start " +"position is already inside this region.\n" +"The cost of traveling distances inside this region can be controlled with " +"the [member travel_cost] multiplier." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "" -"Bakes the [NavigationMesh]. The baking is done in a separate thread because " -"navigation baking is not a cheap operation. This can be done at runtime. " -"When it is completed, it automatically sets the new [NavigationMesh]." +"Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/" +"code] (default), the baking is done on a separate thread. Baking on separate " +"thread is useful because navigation baking is not a cheap operation. When it " +"is completed, it automatically sets the new [NavigationMesh]. Please note " +"that baking on separate thread may be very slow if geometry is parsed from " +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as HTML5 with threads " +"disabled)." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"Returns the [RID] of this region on the [NavigationServer]. Combined with " +"[method NavigationServer.map_get_closest_point_owner] can be used to " +"identify the [NavigationMeshInstance] closest to a point on the merged " +"navigation map." msgstr "" #: doc/classes/NavigationMeshInstance.xml msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." msgstr "" +#: doc/classes/NavigationMeshInstance.xml +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"When pathfinding enters this region's navmesh from another regions navmesh " +"the [code]enter_cost[/code] value is added to the path distance for " +"determining the shortest path." +msgstr "" + +#: doc/classes/NavigationMeshInstance.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationMesh] " +"belongs to. On path requests with [method NavigationServer.map_get_path] " +"navmeshes without matching layers will be ignored and the navigation map " +"will only proximity merge different navmeshes with matching layers." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml msgid "The [NavigationMesh] resource to use." msgstr "" +#: doc/classes/NavigationMeshInstance.xml +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"When pathfinding moves inside this region's navmesh the traveled distances " +"are multiplied with [code]travel_cost[/code] for determining the shortest " +"path." +msgstr "" + #: doc/classes/NavigationMeshInstance.xml msgid "Notifies when the navigation mesh bake operation is completed." msgstr "" @@ -35423,7 +36852,9 @@ msgid "" "3D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " "as a child of a [Navigation] node, or using [method set_navigation]. " -"[NavigationObstacle] is physics safe." +"[NavigationObstacle] is physics safe.\n" +"[b]Note:[/b] Obstacles are intended as a last resort option for constantly " +"moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle.xml @@ -35432,6 +36863,10 @@ msgid "" "system." msgstr "" +#: doc/classes/NavigationObstacle.xml +msgid "Returns the [RID] of this obstacle on the [NavigationServer]." +msgstr "" + #: doc/classes/NavigationObstacle.xml msgid "" "Sets the [Navigation] node used by the obstacle. Useful when you don't want " @@ -35459,7 +36894,9 @@ msgid "" "2D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " "as a child of a [Navigation2D] node, or using [method set_navigation]. " -"[NavigationObstacle2D] is physics safe." +"[NavigationObstacle2D] is physics safe.\n" +"[b]Note:[/b] Obstacles are intended as a last resort option for constantly " +"moving objects that cannot be (re)baked to a navigation mesh efficiently." msgstr "" #: doc/classes/NavigationObstacle2D.xml @@ -35468,6 +36905,10 @@ msgid "" "navigation system." msgstr "" +#: doc/classes/NavigationObstacle2D.xml +msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." +msgstr "" + #: doc/classes/NavigationObstacle2D.xml msgid "" "Sets the [Navigation2D] node used by the obstacle. Useful when you don't " @@ -35533,6 +36974,14 @@ msgid "" "vertices." msgstr "" +#: doc/classes/NavigationPolygon.xml +msgid "" +"Returns the [NavigationMesh] resulting from this navigation polygon. This " +"navmesh can be used to update the navmesh of a region with the [method " +"NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server " +"behind the scene)." +msgstr "" + #: doc/classes/NavigationPolygon.xml msgid "" "Returns a [PoolVector2Array] containing the vertices of an outline that was " @@ -35570,6 +37019,54 @@ msgid "" "[method make_polygons_from_outlines] for the polygons to update." msgstr "" +#: doc/classes/NavigationPolygonInstance.xml +msgid "A region of the 2D navigation map." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"A region of the navigation map. It tells the [Navigation2DServer] what can " +"be navigated and what cannot, based on its [NavigationPolygon] resource.\n" +"By default this node will register to the default [World2D] navigation map. " +"If this node is a child of a [Navigation2D] node it will register to the " +"navigation map of the navigation node.\n" +"Two regions can be connected to each other if they share a similar edge. You " +"can set the minimum distance between two vertices required to connect two " +"edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n" +"[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting " +"two regions. They must share a similar edge.\n" +"The pathfinding cost of entering this region from another region can be " +"controlled with the [member enter_cost] value.\n" +"[b]Note:[/b] This value is not added to the path cost when the start " +"position is already inside this region.\n" +"The pathfinding cost of traveling distances inside this region can be " +"controlled with the [member travel_cost] multiplier." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"Returns the [RID] of this region on the [Navigation2DServer]. Combined with " +"[method Navigation2DServer.map_get_closest_point_owner] can be used to " +"identify the [NavigationPolygonInstance] closest to a point on the merged " +"navigation map." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "" +"A bitfield determining all navigation map layers the [NavigationPolygon] " +"belongs to. On path requests with [method Navigation2DServer.map_get_path] " +"navmeshes without matching layers will be ignored and the navigation map " +"will only proximity merge different navmeshes with matching layers." +msgstr "" + +#: doc/classes/NavigationPolygonInstance.xml +msgid "The [NavigationPolygon] resource to use." +msgstr "" + #: doc/classes/NavigationServer.xml msgid "Server interface for low-level 3D navigation access." msgstr "" @@ -35579,11 +37076,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. For two regions to be " -"connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -35640,10 +37141,74 @@ msgstr "" msgid "Bakes the navigation mesh." msgstr "" +#: doc/classes/NavigationServer.xml +msgid "" +"Set the region's navigation layers. This allows selecting regions from a " +"path request (when using [method NavigationServer.map_get_path])." +msgstr "" + #: doc/classes/NavigationServer.xml msgid "Control activation of this server." msgstr "" +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"A [NetworkedMultiplayerPeer] implementation that can be controlled from a " +"script." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"A [NetworkedMultiplayerPeer] implementation that can be used as a [member " +"MultiplayerAPI.network_peer] and controlled from a script.\n" +"Its purpose is to allow adding a new backend for the high-Level multiplayer " +"API without needing to use GDNative." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Deliver a packet to the local [MultiplayerAPI].\n" +"When your script receives a packet from other peers over the network " +"(originating from the [signal packet_generated] signal on the sending peer), " +"passing it to this method will deliver it locally." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Initialize the peer with the given [code]peer_id[/code] (must be between 1 " +"and 2147483647).\n" +"Can only be called if the connection status is [constant " +"NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method " +"set_connection_status]." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Set the state of the connection. See [enum NetworkedMultiplayerPeer." +"ConnectionStatus].\n" +"This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], " +"[signal NetworkedMultiplayerPeer.connection_failed] or [signal " +"NetworkedMultiplayerPeer.server_disconnected] signals depending on the " +"status and if the peer has the unique network id of [code]1[/code].\n" +"You can only change to [constant NetworkedMultiplayerPeer." +"CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer." +"CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer." +"CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer." +"CONNECTION_CONNECTING]." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "Set the max packet size that this peer can handle." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Emitted when the local [MultiplayerAPI] generates a packet.\n" +"Your script should take this packet and send it to the requested peer over " +"the network (which should call [method deliver_packet] with the data when " +"it's received)." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -35819,7 +37384,7 @@ msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" -"Enable or disable certificate verification when [member use_dtls] " +"Enable or disable certificate verification when [member use_dtls] is " "[code]true[/code]." msgstr "" @@ -36350,12 +37915,12 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/" -"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://" -"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor " -"plugins[/url]. If [method add_child] is called without setting [member " -"owner], the newly added [Node] will not be visible in the scene tree, though " -"it will be visible in the 2D/3D view." +"typically relevant for [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " +"add_child] is called without setting [member owner], the newly added [Node] " +"will not be visible in the scene tree, though it will be visible in the " +"2D/3D view." msgstr "" #: doc/classes/Node.xml @@ -36389,6 +37954,15 @@ msgid "" "tree." msgstr "" +#: doc/classes/Node.xml +msgid "" +"Creates a new [SceneTreeTween] and binds it to this node. This is equivalent " +"of doing:\n" +"[codeblock]\n" +"get_tree().create_tween().bind_node(self)\n" +"[/codeblock]" +msgstr "" + #: doc/classes/Node.xml msgid "" "Duplicates the node, returning a new node.\n" @@ -36557,7 +38131,7 @@ msgid "" "Returns the time elapsed (in seconds) since the last physics-bound frame " "(see [method _physics_process]). This is always a constant value in physics " "processing unless the frames per second is changed via [member Engine." -"physics_ticks_per_second]." +"iterations_per_second]." msgstr "" #: doc/classes/Node.xml @@ -36636,16 +38210,16 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " -"Node (see [method set_physics_interpolated]).\n" -"[b]Note:[/b] Interpolation will only be active is both the flag is set " +"Node (see [member physics_interpolation_mode]).\n" +"[b]Note:[/b] Interpolation will only be active if both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if physics interpolation is enabled (see [method " -"set_physics_interpolated]) [b]and[/b] enabled in the [SceneTree].\n" +"Returns [code]true[/code] if physics interpolation is enabled (see [member " +"physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" "This is a convenience version of [method is_physics_interpolated] that also " "checks whether physics interpolation is enabled globally.\n" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." @@ -36845,8 +38419,8 @@ msgid "" "will only be received by nodes with the same [NodePath], including the exact " "same node name. Behaviour depends on the RPC configuration for the given " "method, see [method rpc_config]. Methods are not exposed to RPCs by default. " -"See also [method rset] and [method rset_config] for properties. Returns an " -"empty [Variant].\n" +"See also [method rset] and [method rset_config] for properties. Returns " +"[code]null[/code].\n" "[b]Note:[/b] You can only safely use RPCs on clients after you received the " "[code]connected_to_server[/code] signal from the [SceneTree]. You also need " "to keep track of the connection state, either by the [SceneTree] signals " @@ -36868,21 +38442,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " -"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty " -"[Variant]." +"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" +"code]." msgstr "" #: doc/classes/Node.xml msgid "" -"Sends a [method rpc] using an unreliable protocol. Returns an empty " -"[Variant]." +"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "" #: doc/classes/Node.xml msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." -"set_target_peer]). Returns an empty [Variant]." +"set_target_peer]). Returns [code]null[/code]." msgstr "" #: doc/classes/Node.xml @@ -36937,20 +38510,12 @@ msgid "" "peer is recursively set as the master for all children of this node." msgstr "" -#: doc/classes/Node.xml -msgid "" -"Enables or disables physics interpolation per node, offering a finer grain " -"of control than turning physics interpolation on and off globally.\n" -"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " -"interpolation can sometimes give superior results." -msgstr "" - #: doc/classes/Node.xml msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine." -"physics_ticks_per_second] to change) interval (and the [method " +"iterations_per_second] to change) interval (and the [method " "_physics_process] callback will be called if exists). Enabled automatically " "if [method _physics_process] is overridden. Any calls to this before [method " "_ready] will be ignored." @@ -37062,13 +38627,30 @@ msgid "" "valid parent, grandparent, etc. ascending in the tree). When saving a node " "(using [PackedScene]), all the nodes it owns will be saved with it. This " "allows for the creation of complex [SceneTree]s, with instancing and " -"subinstancing." +"subinstancing.\n" +"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " +"must set [member owner] in addition to calling [method add_child]. This is " +"typically relevant for [url=$DOCS_URL/tutorials/plugins/" +"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " +"add_child] is called without setting [member owner], the newly added [Node] " +"will not be visible in the scene tree, though it will be visible in the " +"2D/3D view." msgstr "" #: doc/classes/Node.xml msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "" +#: doc/classes/Node.xml +msgid "" +"Allows enabling or disabling physics interpolation per node, offering a " +"finer grain of control than turning physics interpolation on and off " +"globally.\n" +"[b]Note:[/b] This can be especially useful for [Camera]s, where custom " +"interpolation can sometimes give superior results." +msgstr "" + #: doc/classes/Node.xml msgid "" "The node's priority in the execution order of the enabled processing " @@ -37080,14 +38662,29 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node enters the scene tree, either because it entered " -"on its own or because this node entered with it." +"Sets this node's name as a unique name in its [member owner]. This allows " +"the node to be accessed as [code]%Name[/code] instead of the full path, from " +"any node within that scene.\n" +"If another node with the same owner already had that name declared as " +"unique, that other node's name will no longer be set as having a unique name." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when a child node exits the scene tree, either because it exited on " -"its own or because this node exited." +"Emitted when a child node enters the scene tree, either because it entered " +"on its own or because this node entered with it.\n" +"This signal is emitted [i]after[/i] the child node's own [constant " +"NOTIFICATION_ENTER_TREE] and [signal tree_entered]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Emitted when a child node is about to exit the scene tree, either because it " +"is being removed or freed directly, or because this node is exiting the " +"tree.\n" +"When this signal is received, the child [code]node[/code] is still in the " +"tree and valid. This signal is emitted [i]after[/i] the child node's own " +"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." msgstr "" #: doc/classes/Node.xml @@ -37099,7 +38696,10 @@ msgid "Emitted when the node is renamed." msgstr "" #: doc/classes/Node.xml -msgid "Emitted when the node enters the tree." +msgid "" +"Emitted when the node enters the tree.\n" +"This signal is emitted [i]after[/i] the related [constant " +"NOTIFICATION_ENTER_TREE] notification." msgstr "" #: doc/classes/Node.xml @@ -37109,15 +38709,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the node is still active but about to exit the tree. This is " -"the right place for de-initialization (or a \"destructor\", if you will)." +"the right place for de-initialization (or a \"destructor\", if you will).\n" +"This signal is emitted [i]before[/i] the related [constant " +"NOTIFICATION_EXIT_TREE] notification." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node enters a [SceneTree]." +msgid "" +"Notification received when the node enters a [SceneTree].\n" +"This notification is emitted [i]before[/i] the related [signal tree_entered]." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when the node is about to exit a [SceneTree]." +msgid "" +"Notification received when the node is about to exit a [SceneTree].\n" +"This notification is emitted [i]after[/i] the related [signal tree_exiting]." msgstr "" #: doc/classes/Node.xml @@ -37165,11 +38771,18 @@ msgid "Notification received when the node is instanced." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when a drag begins." +msgid "" +"Notification received when a drag operation begins. All nodes receive this " +"notification, not only the dragged one.\n" +"Can be triggered either by dragging a [Control] that provides drag data (see " +"[method Control.get_drag_data]) or using [method Control.force_drag].\n" +"Use [method Viewport.gui_get_drag_data] to get the dragged data." msgstr "" #: doc/classes/Node.xml -msgid "Notification received when a drag ends." +msgid "" +"Notification received when a drag operation ends.\n" +"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded." msgstr "" #: doc/classes/Node.xml @@ -37215,6 +38828,24 @@ msgstr "" msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "" +#: doc/classes/Node.xml +msgid "" +"Inherits physics interpolation mode from the node's parent. For the root " +"node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn off physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Turn on physics interpolation in this node and children set to [constant " +"PHYSICS_INTERPOLATION_MODE_INHERIT]." +msgstr "" + #: doc/classes/Node.xml msgid "Duplicate the node's signals." msgstr "" @@ -37353,7 +38984,13 @@ msgid "Rotation in degrees, relative to the node's parent." msgstr "" #: doc/classes/Node2D.xml -msgid "The node's scale. Unscaled value: [code](1, 1)[/code]." +msgid "" +"The node's scale. Unscaled value: [code](1, 1)[/code].\n" +"[b]Note:[/b] Negative X scales in 2D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, negative scales on the X axis will be " +"changed to negative scales on the Y axis and a rotation of 180 degrees when " +"decomposed." msgstr "" #: doc/classes/Node2D.xml @@ -37371,7 +39008,7 @@ msgstr "" msgid "" "Z index. Controls the order in which the nodes render. A node with a higher " "Z index will display in front of others. Must be between [constant " -"RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer." +"VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer." "CANVAS_ITEM_Z_MAX] (inclusive)." msgstr "" @@ -37477,7 +39114,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -37658,7 +39295,13 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Called when the object is initialized." +msgid "" +"Called when the object is initialized in memory. Can be defined to take in " +"parameters, that are passed in when constructing.\n" +"[b]Note:[/b] If [method _init] is defined with required parameters, then " +"explicit construction is the only valid means of creating an Object of the " +"class. If any other means (such as [method PackedScene.instance]) is used, " +"then initialization will fail." msgstr "" #: doc/classes/Object.xml @@ -37746,7 +39389,7 @@ msgid "" "parameter used in the call to [method emit_signal]. Use [code]flags[/code] " "to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n" "A [code]signal[/code] can only be connected once to a [code]method[/code]. " -"It will throw an error if already connected, unless the signal was connected " +"It will print an error if already connected, unless the signal was connected " "with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method " "is_connected] to check for existing connections.\n" "If the [code]target[/code] is destroyed in the game's lifecycle, the " @@ -37777,7 +39420,7 @@ msgid "" "Disconnects a [code]signal[/code] from a [code]method[/code] on the given " "[code]target[/code].\n" "If you try to disconnect a connection that does not exist, the method will " -"throw an error. Use [method is_connected] to ensure that the connection " +"print an error. Use [method is_connected] to ensure that the connection " "exists." msgstr "" @@ -37854,7 +39497,10 @@ msgid "" msgstr "" #: doc/classes/Object.xml -msgid "Returns the object's metadata entry for the given [code]name[/code]." +msgid "" +"Returns the object's metadata entry for the given [code]name[/code].\n" +"Throws error if the entry does not exist, unless [code]default[/code] is not " +"[code]null[/code] (in which case the default value will be returned)." msgstr "" #: doc/classes/Object.xml @@ -38260,7 +39906,13 @@ msgid "See [enum ShadowDetail]." msgstr "" #: doc/classes/OmniLight.xml -msgid "See [enum ShadowMode]." +msgid "" +"The shadow rendering mode to use for this [OmniLight]. See [enum " +"ShadowMode].\n" +"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that " +"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 " +"series don't support cubemap shadows and will fall back to dual paraboloid " +"shadows as a result." msgstr "" #: doc/classes/OmniLight.xml @@ -38272,7 +39924,8 @@ msgstr "" #: doc/classes/OmniLight.xml msgid "" "Shadows are rendered to a cubemap. Slower than [constant " -"SHADOW_DUAL_PARABOLOID], but higher-quality." +"SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that " +"feature support for depth cubemaps." msgstr "" #: doc/classes/OmniLight.xml @@ -38441,9 +40094,13 @@ msgstr "" msgid "Returns the text of the item at index [code]idx[/code]." msgstr "" +#: doc/classes/OptionButton.xml +msgid "Returns the tooltip of the item at index [code]idx[/code]." +msgstr "" + #: doc/classes/OptionButton.xml msgid "" -"Returns the ID of the selected item, or [code]0[/code] if no item is " +"Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." msgstr "" @@ -38465,7 +40122,8 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Selects an item by index and makes it the current item. This will work even " -"if the item is disabled." +"if the item is disabled.\n" +"Passing [code]-1[/code] as the index deselects any currently selected item." msgstr "" #: doc/classes/OptionButton.xml @@ -38494,6 +40152,10 @@ msgstr "" msgid "Sets the text of the item at index [code]idx[/code]." msgstr "" +#: doc/classes/OptionButton.xml +msgid "Sets the tooltip of the item at index [code]idx[/code]." +msgstr "" + #: doc/classes/OptionButton.xml msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " @@ -38775,6 +40437,10 @@ msgid "" " if argument.find(\"=\") > -1:\n" " var key_value = argument.split(\"=\")\n" " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n" +" else:\n" +" # Options without an argument will be present in the dictionary,\n" +" # with the value set to an empty string.\n" +" arguments[argument.lstrip(\"--\")] = \"\"\n" "[/codeblock]" msgstr "" @@ -38843,6 +40509,16 @@ msgid "" "the epoch." msgstr "" +#: doc/classes/OS.xml +msgid "" +"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a " +"display cutout or notch. These are non-functional areas on edge-to-edge " +"screens used by cameras and sensors. Returns an empty array if the device " +"does not have cutouts. See also [method get_window_safe_area].\n" +"[b]Note:[/b] Currently only implemented on Android. Other platforms will " +"return an empty array even if they do have display cutouts or notches." +msgstr "" + #: doc/classes/OS.xml msgid "Returns the total amount of dynamic memory used (only works in debug)." msgstr "" @@ -38851,7 +40527,7 @@ msgstr "" msgid "" "Returns the value of an environment variable. Returns an empty string if the " "environment variable doesn't exist.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -39049,6 +40725,23 @@ msgid "" "used." msgstr "" +#: doc/classes/OS.xml +msgid "" +"Returns the current refresh rate of the specified screen. If [code]screen[/" +"code] is [code]-1[/code] (the default value), the current screen will be " +"used.\n" +"[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh " +"rate for the specified screen. On HTML5, [method get_screen_refresh_rate] " +"will always return [code]-1.0[/code] as there is no way to retrieve the " +"refresh rate on that platform.\n" +"To fallback to a default refresh rate if the method fails, try:\n" +"[codeblock]\n" +"var refresh_rate = OS.get_screen_refresh_rate()\n" +"if refresh_rate < 0:\n" +" refresh_rate = 60.0\n" +"[/codeblock]" +msgstr "" + #: doc/classes/OS.xml msgid "" "Return the scale factor of the specified screen by index. If [code]screen[/" @@ -39165,7 +40858,9 @@ msgid "" "are also subject to automatic adjustments by the operating system. [b]Always " "use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time " "calculation instead, since they are guaranteed to be monotonic (i.e. never " -"decrease)." +"decrease).\n" +"[b]Note:[/b] To get a floating point timestamp with sub-second precision, " +"use [method Time.get_unix_time_from_system]." msgstr "" #: doc/classes/OS.xml @@ -39259,7 +40954,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if the environment variable with the name " "[code]variable[/code] exists.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -39306,6 +41001,15 @@ msgid "" "and [b]Cancel[/b] on the right." msgstr "" +#: doc/classes/OS.xml +msgid "" +"Returns [code]true[/code] if the child process ID ([code]pid[/code]) is " +"still running or [code]false[/code] if it has terminated.\n" +"Must be a valid ID generated from [method execute].\n" +"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " +"Windows." +msgstr "" + #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " @@ -39388,6 +41092,21 @@ msgid "" "Windows." msgstr "" +#: doc/classes/OS.xml +msgid "" +"Moves the file or directory to the system's recycle bin. See also [method " +"Directory.remove].\n" +"The method takes only global paths, so you may need to use [method " +"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/" +"code] as it will not work in exported project.\n" +"[b]Note:[/b] If the user has disabled the recycle bin on their system, the " +"file will be permanently deleted instead.\n" +"[codeblock]\n" +"var file_to_remove = \"user://slot1.sav\"\n" +"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" +"[/codeblock]" +msgstr "" + #: doc/classes/OS.xml msgid "" "Moves the window to the front.\n" @@ -39477,7 +41196,7 @@ msgid "" "process and any process executed with [method execute] after running [method " "set_environment]. The environment variable will [i]not[/i] persist to " "processes run after the Godot process was terminated.\n" -"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment3D " +"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment " "variable names are case-sensitive on all platforms except Windows." msgstr "" @@ -39568,9 +41287,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -40037,6 +41756,14 @@ msgid "" "[b]Note:[/b] Only available in editor builds." msgstr "" +#: modules/gltf/doc_classes/PackedSceneGLTF.xml +msgid "" +"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF " +"loading and saving is [i]not[/i] available in exported projects. References " +"to [PackedSceneGLTF] within a script will cause an error in an exported " +"project." +msgstr "" + #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." msgstr "" @@ -40347,7 +42074,7 @@ msgstr "" #: doc/classes/PanoramaSky.xml msgid "" -"A resource referenced in an [Environment3D3D] that is used to draw a background. " +"A resource referenced in an [Environment] that is used to draw a background. " "The Panorama sky functions similar to skyboxes in other engines, except it " "uses an equirectangular sky map instead of a cube map.\n" "Using an HDR panorama is strongly recommended for accurate, high-quality " @@ -41258,20 +42985,20 @@ msgstr "" msgid "Draw calls per frame." msgstr "" -#: doc/classes/Performance.xml doc/classes/RenderingServer.xml +#: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "The amount of video memory used, i.e. texture and vertex memory combined." msgstr "" -#: doc/classes/Performance.xml doc/classes/RenderingServer.xml +#: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of texture memory used." msgstr "" -#: doc/classes/Performance.xml doc/classes/RenderingServer.xml +#: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "The amount of vertex memory used." msgstr "" -#: doc/classes/Performance.xml doc/classes/RenderingServer.xml +#: doc/classes/Performance.xml doc/classes/VisualServer.xml msgid "" "Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0." msgstr "" @@ -42877,7 +44604,10 @@ msgid "" msgstr "" #: doc/classes/PhysicsServer.xml -msgid "Returns an Info defined by the [enum ProcessInfo] input given." +msgid "" +"Returns information about the current state of the 3D physics engine. See " +"[enum ProcessInfo] for a list of available states. Only implemented for " +"Godot Physics." msgstr "" #: doc/classes/PhysicsServer.xml @@ -43572,7 +45302,15 @@ msgid "Sets the weight values for the specified bone." msgstr "" #: doc/classes/Polygon2D.xml -msgid "If [code]true[/code], polygon edges will be anti-aliased." +msgid "" +"If [code]true[/code], attempts to perform antialiasing for polygon edges by " +"drawing a thin OpenGL smooth line on the edges.\n" +"[b]Note:[/b] Due to how it works, built-in antialiasing will not look " +"correct for translucent polygons and may not work on certain platforms. As a " +"workaround, install the [url=https://github.com/godot-extended-libraries/" +"godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an " +"AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps " +"to perform antialiasing." msgstr "" #: doc/classes/Polygon2D.xml @@ -43647,14 +45385,31 @@ msgid "" msgstr "" #: doc/classes/PoolByteArray.xml -msgid "A pooled [Array] of bytes." +msgid "A pooled array of bytes." msgstr "" #: doc/classes/PoolByteArray.xml msgid "" -"An [Array] specifically designed to hold bytes. Optimized for memory usage, " +"An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolByteArray] or " +"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"array[0].push_back(123)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(123)\n" +"array[0] = pool_array\n" +"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolByteArray.xml @@ -43698,6 +45453,16 @@ msgid "" "decompression exceeds that amount in bytes, then an error will be returned." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Assigns the given value to all elements in the array. This can typically be " +"used together with [method resize] to create an array with a given size and " +"initialized elements." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a copy of the array's contents as [String]. Fast alternative to " @@ -43715,6 +45480,15 @@ msgid "" "should always be preferred." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "" +"Returns [code]true[/code] if the array contains the given value.\n" +"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns a hexadecimal representation of this array as a [String].\n" @@ -43757,6 +45531,13 @@ msgstr "" msgid "Changes the byte at the given index." msgstr "" +#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml +#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml +#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml +#: doc/classes/PoolVector3Array.xml +msgid "Sorts the elements of the array in ascending order." +msgstr "" + #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -43765,14 +45546,32 @@ msgid "" msgstr "" #: doc/classes/PoolColorArray.xml -msgid "A pooled [Array] of [Color]." +msgid "A pooled array of [Color]s." msgstr "" #: doc/classes/PoolColorArray.xml msgid "" -"An [Array] specifically designed to hold [Color]. Optimized for memory " -"usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"An array specifically designed to hold [Color]. Optimized for memory usage, " +"does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolColorArray] or " +"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"array[0] = pool_array\n" +"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element " +"inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolColorArray.xml @@ -43802,14 +45601,31 @@ msgid "Changes the [Color] at the given index." msgstr "" #: doc/classes/PoolIntArray.xml -msgid "A pooled [Array] of integers ([int])." +msgid "A pooled array of integers ([int])." msgstr "" #: doc/classes/PoolIntArray.xml msgid "" -"An [Array] specifically designed to hold integer values ([int]). Optimized " -"for memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\n" +"An array specifically designed to hold integer values ([int]). Optimized for " +"memory usage, does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolIntArray] or " +"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be " +"lost:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(1234)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(1234)\n" +"array[0] = pool_array\n" +"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n" +"[/codeblock]\n" "[b]Note:[/b] This type is limited to signed 32-bit integers, which means it " "can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. " "[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap " @@ -43838,14 +45654,31 @@ msgid "Changes the int at the given index." msgstr "" #: doc/classes/PoolRealArray.xml -msgid "A pooled [Array] of reals ([float])." +msgid "A pooled array of real numbers ([float])." msgstr "" #: doc/classes/PoolRealArray.xml msgid "" -"An [Array] specifically designed to hold floating-point values. Optimized " -"for memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\n" +"An array specifically designed to hold floating-point values. Optimized for " +"memory usage, does not fragment the memory.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolRealArray] or " +"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"array[0].push_back(12.34)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(12.34)\n" +"array[0] = pool_array\n" +"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n" +"[/codeblock]\n" "[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in " "[PoolRealArray] are 32-bit floats. This means values stored in " "[PoolRealArray] have lower precision compared to primitive [float]s. If you " @@ -43870,14 +45703,31 @@ msgid "Changes the float at the given index." msgstr "" #: doc/classes/PoolStringArray.xml -msgid "A pooled [Array] of [String]." +msgid "A pooled array of [String]s." msgstr "" #: doc/classes/PoolStringArray.xml msgid "" -"An [Array] specifically designed to hold [String]s. Optimized for memory " +"An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolStringArray] or " +"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"array[0].push_back(\"hello\")\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(\"hello\")\n" +"array[0] = pool_array\n" +"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolStringArray.xml @@ -43905,14 +45755,32 @@ msgid "Changes the [String] at the given index." msgstr "" #: doc/classes/PoolVector2Array.xml -msgid "A pooled [Array] of [Vector2]." +msgid "A pooled array of [Vector2]s." msgstr "" #: doc/classes/PoolVector2Array.xml msgid "" -"An [Array] specifically designed to hold [Vector2]. Optimized for memory " +"An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector2Array] or " +"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"array[0].push_back(Vector2(12, 34))\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector2(12, 34))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml @@ -43939,14 +45807,32 @@ msgid "Changes the [Vector2] at the given index." msgstr "" #: doc/classes/PoolVector3Array.xml -msgid "A pooled [Array] of [Vector3]." +msgid "A pooled array of [Vector3]." msgstr "" #: doc/classes/PoolVector3Array.xml msgid "" -"An [Array] specifically designed to hold [Vector3]. Optimized for memory " +"An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector3Array] or " +"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"array[0].push_back(Vector3(12, 34, 56))\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector3(12, 34, 56))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" #: doc/classes/PoolVector3Array.xml @@ -44064,7 +45950,18 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "[PopupMenu] is a [Control] that displays a list of options. They are popular " -"in toolbars or context menus." +"in toolbars or context menus.\n" +"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/PopupMenu.xml @@ -44270,8 +46167,7 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"Returns the tooltip associated with the specified index index [code]idx[/" -"code]." +"Returns the tooltip associated with the specified index [code]idx[/code]." msgstr "" #: doc/classes/PopupMenu.xml @@ -44328,7 +46224,9 @@ msgid "" msgstr "" #: doc/classes/PopupMenu.xml -msgid "Sets the currently focused item as the given [code]index[/code]." +msgid "" +"Sets the currently focused item as the given [code]index[/code].\n" +"Passing [code]-1[/code] as the index makes so that no item is focused." msgstr "" #: doc/classes/PopupMenu.xml @@ -44507,6 +46405,10 @@ msgstr "" msgid "[Font] used for the menu items." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "[Font] used for the labeled separator." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." msgstr "" @@ -44563,7 +46465,9 @@ msgstr "" msgid "" "Class for displaying popups with a panel background. In some cases it might " "be simpler to use than [Popup], since it provides a configurable background. " -"If you are making windows, better check [WindowDialog]." +"If you are making windows, better check [WindowDialog].\n" +"If any [Control] node is added as a child of this [PopupPanel], it will be " +"stretched to fit the panel's size (similar to how [PanelContainer] works)." msgstr "" #: doc/classes/PopupPanel.xml @@ -45292,7 +47196,11 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], microphone input will be allowed. This requires " -"appropriate permissions to be set when exporting to Android or iOS." +"appropriate permissions to be set when exporting to Android or iOS.\n" +"[b]Note:[/b] If the operating system blocks access to audio input devices " +"(due to the user's privacy settings), audio capture will only return " +"silence. On Windows 10 and later, make sure that apps are allowed to access " +"the microphone in the OS' privacy settings." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45405,6 +47313,12 @@ msgid "" "not generate warnings." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"If [code]true[/code], enables warnings when the type of the default value " +"set to an exported variable is different than the specified export type." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a function is declared with the " @@ -45562,14 +47476,23 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Message to be displayed before the backtrace when the engine crashes." +msgid "" +"Message to be displayed before the backtrace when the engine crashes. By " +"default, this message is only used in exported projects due to the editor-" +"only override applied to this setting." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Editor-only override for [member debug/settings/crash_handler/message]. Does " +"not affect exported projects in debug or release mode." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Maximum number of frames per second allowed. The actual number of frames per " "second may still be below this value if the game is lagging. See also " -"[member physics/common/physics_ticks_per_second].\n" +"[member physics/common/physics_fps].\n" "If [member display/window/vsync/use_vsync] is enabled, it takes precedence " "and the forced FPS number cannot exceed the monitor's refresh rate.\n" "This setting is therefore mostly relevant for lowering the maximum FPS below " @@ -45583,6 +47506,16 @@ msgstr "" msgid "Maximum call stack allowed for debugging GDScript." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"If [code]true[/code], enables warnings which can help pinpoint where nodes " +"are being incorrectly updated, which will result in incorrect interpolation " +"and visual glitches.\n" +"When a node is being interpolated, it is essential that the transform is set " +"during [method Node._physics_process] (during a physics tick) rather than " +"[method Node._process] (during a frame)." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "Maximum amount of functions per frame allowed when profiling." msgstr "" @@ -45731,7 +47664,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Allows the window to be resizable by default.\n" -"[b]Note:[/b] This setting is ignored on iOS and Android." +"[b]Note:[/b] This setting is ignored on iOS." msgstr "" #: doc/classes/ProjectSettings.xml @@ -45795,6 +47728,18 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"Default naming style for scene files to infer from their root nodes. " +"Possible options are:\n" +"- [code]0[/code] (Auto): Uses the scene root name as is without changing its " +"casing.\n" +"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase " +"casing.\n" +"- [code]2[/code] (snake_case): Converts the scene root name to snake_case " +"casing." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "Search path for project-specific script templates. Godot will search for " @@ -45828,6 +47773,19 @@ msgid "" "used for all [ScrollContainer]s unless overridden." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"If enabled, the moment [member Viewport.gui_disable_input] is set to " +"[code]false[/code] to disable GUI input in a viewport, current mouse over " +"and mouse focus will be dropped.\n" +"That behavior helps to keep a robust GUI state, with no surprises when input " +"is resumed regardless what has happened in the meantime.\n" +"If disabled, the legacy behavior is used, which consists in just not doing " +"anything besides the GUI input disable itself.\n" +"[b]Note:[/b] This is set to [code]true[/code] by default for new projects " +"and is the recommended setting." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " @@ -46008,6 +47966,198 @@ msgstr "" msgid "Default delay for touch events. This only affects iOS devices." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 1. If left empty, the layer will " +"display as \"Layer 1\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 10. If left empty, the layer will " +"display as \"Layer 10\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 11. If left empty, the layer will " +"display as \"Layer 11\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 12. If left empty, the layer will " +"display as \"Layer 12\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 13. If left empty, the layer will " +"display as \"Layer 13\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 14. If left empty, the layer will " +"display as \"Layer 14\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 15. If left empty, the layer will " +"display as \"Layer 15\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 16. If left empty, the layer will " +"display as \"Layer 16\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 17. If left empty, the layer will " +"display as \"Layer 17\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 18. If left empty, the layer will " +"display as \"Layer 18\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 19. If left empty, the layer will " +"display as \"Layer 19\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 2. If left empty, the layer will " +"display as \"Layer 2\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 20. If left empty, the layer will " +"display as \"Layer 20\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 21. If left empty, the layer will " +"display as \"Layer 21\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 22. If left empty, the layer will " +"display as \"Layer 22\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 23. If left empty, the layer will " +"display as \"Layer 23\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 24. If left empty, the layer will " +"display as \"Layer 24\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 25. If left empty, the layer will " +"display as \"Layer 25\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 26. If left empty, the layer will " +"display as \"Layer 26\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 27. If left empty, the layer will " +"display as \"Layer 27\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 28. If left empty, the layer will " +"display as \"Layer 28\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 29. If left empty, the layer will " +"display as \"Layer 29\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 3. If left empty, the layer will " +"display as \"Layer 3\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 30. If left empty, the layer will " +"display as \"Layer 30\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 31. If left empty, the layer will " +"display as \"Layer 31\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 32. If left empty, the layer will " +"display as \"Layer 32\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 4. If left empty, the layer will " +"display as \"Layer 4\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 5. If left empty, the layer will " +"display as \"Layer 5\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 6. If left empty, the layer will " +"display as \"Layer 6\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 7. If left empty, the layer will " +"display as \"Layer 7\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 8. If left empty, the layer will " +"display as \"Layer 8\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 2D navigation layer 9. If left empty, the layer will " +"display as \"Layer 9\"." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 1." msgstr "" @@ -46216,6 +48366,198 @@ msgstr "" msgid "Optional name for the 2D render layer 9." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 1. If left empty, the layer will " +"display as \"Layer 1\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 10. If left empty, the layer will " +"display as \"Layer 10\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 11. If left empty, the layer will " +"display as \"Layer 11\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 12. If left empty, the layer will " +"display as \"Layer 12\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 13. If left empty, the layer will " +"display as \"Layer 13\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 14. If left empty, the layer will " +"display as \"Layer 14\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 15. If left empty, the layer will " +"display as \"Layer 15\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 16. If left empty, the layer will " +"display as \"Layer 16\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 17. If left empty, the layer will " +"display as \"Layer 17\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 18. If left empty, the layer will " +"display as \"Layer 18\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 19. If left empty, the layer will " +"display as \"Layer 19\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 2. If left empty, the layer will " +"display as \"Layer 2\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 20. If left empty, the layer will " +"display as \"Layer 20\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 21. If left empty, the layer will " +"display as \"Layer 21\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 22. If left empty, the layer will " +"display as \"Layer 22\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 23. If left empty, the layer will " +"display as \"Layer 23\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 24. If left empty, the layer will " +"display as \"Layer 24\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 25. If left empty, the layer will " +"display as \"Layer 25\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 26. If left empty, the layer will " +"display as \"Layer 26\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 27. If left empty, the layer will " +"display as \"Layer 27\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 28. If left empty, the layer will " +"display as \"Layer 28\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 29. If left empty, the layer will " +"display as \"Layer 29\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 3. If left empty, the layer will " +"display as \"Layer 3\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 30. If left empty, the layer will " +"display as \"Layer 30\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 31. If left empty, the layer will " +"display as \"Layer 31\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 32. If left empty, the layer will " +"display as \"Layer 32\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 4. If left empty, the layer will " +"display as \"Layer 4\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 5. If left empty, the layer will " +"display as \"Layer 5\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 6. If left empty, the layer will " +"display as \"Layer 6\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 7. If left empty, the layer will " +"display as \"Layer 7\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 8. If left empty, the layer will " +"display as \"Layer 8\"." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Optional name for the 3D navigation layer 9. If left empty, the layer will " +"display as \"Layer 9\"." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 1." msgstr "" @@ -46365,7 +48707,7 @@ msgid "Optional name for the 3D render layer 13." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "Optional name for the 3D render layer 14" +msgid "Optional name for the 3D render layer 14." msgstr "" #: doc/classes/ProjectSettings.xml @@ -46482,6 +48824,49 @@ msgid "" "within the editor as well as editor plugin code." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell height for 2D navigation maps. See [method Navigation2DServer." +"map_set_cell_height].\n" +"[b]Note:[/b] Currently not implemented." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell size for 2D navigation maps. See [method Navigation2DServer." +"map_set_cell_size]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default edge connection margin for 2D navigation maps. See [method " +"Navigation2DServer.map_set_edge_connection_margin]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell height for 3D navigation maps. See [method NavigationServer." +"map_set_cell_height]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default cell size for 3D navigation maps. See [method NavigationServer." +"map_set_cell_size]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default edge connection margin for 3D navigation maps. See [method " +"NavigationServer.map_set_edge_connection_margin]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Default map up vector for 3D navigation maps. See [method NavigationServer." +"map_set_up]." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "Maximum amount of characters allowed to send as output from the debugger. " @@ -46624,7 +49009,7 @@ msgid "" "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a " +"common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" @@ -46661,7 +49046,7 @@ msgid "" "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a " +"common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" @@ -46731,7 +49116,7 @@ msgid "" "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a " +"common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" @@ -46742,7 +49127,7 @@ msgid "" "the default gravity at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity strength to 9.8.\n" -"PhysicsServer.area_set_param(get_viewport().find_world_3d().get_space(), " +"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" msgstr "" @@ -46754,7 +49139,7 @@ msgid "" "the default gravity vector at runtime, use the following code sample:\n" "[codeblock]\n" "# Set the default gravity direction to `Vector3(0, -1, 0)`.\n" -"PhysicsServer.area_set_param(get_viewport().find_world_3d().get_space(), " +"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), " "PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n" "[/codeblock]" msgstr "" @@ -46768,7 +49153,7 @@ msgid "" "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim " "to reduce the velocity to [code]0[/code] in half a second. A value equal to " "or greater than the physics frame rate ([member ProjectSettings.physics/" -"common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a " +"common/physics_fps], [code]60[/code] by default) will bring the object to a " "stop in one iteration." msgstr "" @@ -46798,6 +49183,16 @@ msgid "" "alternative." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"If [code]true[/code], smooths out collision with trimesh shapes " +"([ConcavePolygonShape]) by telling the Bullet physics engine to generate " +"internal edge information for every trimesh shape created.\n" +"[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to " +"[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/" +"code]." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "" @@ -46822,13 +49217,13 @@ msgid "" "simulation and [method Node._physics_process] methods are run. See also " "[member debug/settings/fps/force_fps].\n" "[b]Note:[/b] This property is only read when the project starts. To change " -"the physics FPS at runtime, set [member Engine.physics_ticks_per_second] " +"the physics FPS at runtime, set [member Engine.iterations_per_second] " "instead.\n" "[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at " "most. If more than 8 physics ticks have to be simulated per rendered frame " "to keep up with rendering, the game will appear to slow down (even if " "[code]delta[/code] is used consistently in physics calculations). Therefore, " -"it is recommended not to increase [member physics/common/physics_ticks_per_second] above " +"it is recommended not to increase [member physics/common/physics_fps] above " "240. Otherwise, the game will slow down when the rendering framerate goes " "below 30 FPS." msgstr "" @@ -47081,14 +49476,14 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Default background clear color. Overridable per [Viewport] using its " -"[Environment3D3D]. See [member Environment3D.background_mode] and [member " -"Environment3D.background_color] in particular. To change this default color " -"programmatically, use [method RenderingServer.set_default_clear_color]." +"[Environment]. See [member Environment.background_mode] and [member " +"Environment.background_color] in particular. To change this default color " +"programmatically, use [method VisualServer.set_default_clear_color]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"[Environment3D3D] that will be used as a fallback environment in case a scene " +"[Environment] that will be used as a fallback environment in case a scene " "does not specify its own environment. The default environment is loaded in " "at scene load time regardless of whether you have set an environment or not. " "If you do not rely on the fallback environment, it is best to delete " @@ -47147,20 +49542,28 @@ msgid "" "cause.\n" "The default value is a conservative one, so you are advised to tweak it " "according to the hardware you are targeting.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The default is a very conservative override for [code]rendering/gles3/" -"shaders/max_concurrent_compiles[/code].\n" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" "Depending on the specific devices you are targeting, you may want to raise " "it.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"The default is a very conservative override for [member rendering/gles3/" +"shaders/max_simultaneous_compiles].\n" +"Depending on the specific browsers you are targeting, you may want to raise " +"it.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47168,19 +49571,28 @@ msgid "" "The maximum size, in megabytes, that the ubershader cache can grow up to. On " "startup, the least recently used entries will be deleted until the total " "size is within bounds.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/" -"code], so a smaller maximum size can be configured for mobile platforms, " -"where storage space is more limited.\n" -"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/" -"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" -"code]." +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for mobile platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a " +"smaller maximum size can be configured for web platforms, where storage " +"space is more limited.\n" +"[b]Note:[/b] Currently, shader caching is generally unavailable on web " +"platforms.\n" +"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/" +"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47210,6 +49622,22 @@ msgid "" "[code]Asynchronous[/code] or [code]Asynchronous + Cache[/code]." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on mobile platforms.\n" +"You may want to do that since mobile GPUs generally won't support " +"ubershaders due to their complexity." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"An override for [member rendering/gles3/shaders/shader_compilation_mode], so " +"asynchronous compilation can be disabled on web platforms.\n" +"You may want to do that since certain browsers (especially on mobile " +"platforms) generally won't support ubershaders due to their complexity." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " @@ -47373,7 +49801,7 @@ msgid "" "If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " "dynamic range. High dynamic range allows the use of [Color] values greater " "than 1. This must be set to [code]true[/code] for glow rendering to work if " -"[member Environment3D.glow_hdr_threshold] is greater than or equal to " +"[member Environment.glow_hdr_threshold] is greater than or equal to " "[code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47382,7 +49810,7 @@ msgstr "" msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " "devices, due to performance concerns or driver support. This must be set to " -"[code]true[/code] for glow rendering to work if [member Environment3D." +"[code]true[/code] for glow rendering to work if [member Environment." "glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" @@ -47453,8 +49881,19 @@ msgstr "" msgid "" "Maximum anisotropic filter level used for textures with anisotropy enabled. " "Higher values will result in sharper textures when viewed from oblique " -"angles, at the cost of performance. Only power-of-two values are valid (2, " -"4, 8, 16)." +"angles, at the cost of performance. With the exception of [code]1[/code], " +"only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/" +"code], [code]16[/code]). A value of [code]1[/code] forcibly disables " +"anisotropic filtering, even on textures where it is enabled.\n" +"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not " +"enabled by default[/i] on textures. For this setting to have an effect, " +"anisotropic texture filtering can be enabled by selecting a texture in the " +"FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] " +"checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is " +"rarely useful in 2D, so only enable it for textures in 2D if it makes a " +"meaningful visual difference.\n" +"[b]Note:[/b] This property is only read when the project starts. There is " +"currently no way to change this setting at run-time." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47514,7 +49953,7 @@ msgid "" "Without Sampling\" or \"3D Without Effects\", sample buffers will not be " "allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/" "code] will not be available in shaders and post-processing effects such as " -"glow will not be available in [Environment3D3D]." +"glow will not be available in [Environment]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47617,16 +50056,24 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], forces vertex shading for all rendering. This can " -"increase performance a lot, but also reduces quality immensely. Can be used " -"to optimize performance on low-end mobile devices." +"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and " +"[ShaderMaterial] rendering. This can be used to improve performance on low-" +"end mobile devices. The downside is that shading becomes much less accurate, " +"with visible linear interpolation between vertices that are joined together. " +"This can be compensated by ensuring meshes have a sufficient level of " +"subdivision (but not too much, to avoid reducing performance). Some material " +"features are also not supported when vertex shading is enabled.\n" +"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to " +"enable vertex shading on specific materials only.\n" +"[b]Note:[/b] This setting does not affect unshaded materials." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " -"driver support." +"driver support. If lighting looks broken after exporting the project to a " +"mobile platform, try disabling this setting." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47657,8 +50104,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -47843,8 +50290,181 @@ msgid "" "situations where a change has been made." msgstr "" +#: doc/classes/PropertyTweener.xml +msgid "Interpolates an [Object]'s property over time." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"[PropertyTweener] is used to interpolate a property in an object. See " +"[method SceneTreeTween.tween_property] for more usage information.\n" +"[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way " +"to create [PropertyTweener]. Any [PropertyTweener] created manually will not " +"function correctly." +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"When called, the final value will be used as a relative value instead. " +"Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)." +"as_relative() #the node will move by 100 pixels to the right\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets a custom initial value to the [PropertyTweener]. Example:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(Vector2(100, 100) #this will move the node from position (100, 100) to " +"(200, 100)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Makes the [PropertyTweener] use the current property value (i.e. at the time " +"of creating this [PropertyTweener]) as a starting point. This is equivalent " +"of using [method from] with the current value. These two calls will do the " +"same:\n" +"[codeblock]\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from(position)\n" +"tween.tween_property(self, \"position\", Vector2(200, 100), 1)." +"from_current()\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/PropertyTweener.xml +msgid "" +"Sets the time in seconds after which the [PropertyTweener] will start " +"interpolating. By default there's no delay." +msgstr "" + #: doc/classes/ProximityGroup.xml -msgid "General-purpose proximity detection node." +msgid "General-purpose 3D proximity detection node." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"General-purpose proximity detection node. [ProximityGroup] can be used for " +"[i]approximate[/i] distance checks, which are faster than exact distance " +"checks using [method Vector3.distance_to] or [method Vector3." +"distance_squared_to].\n" +"[ProximityGroup] nodes are automatically grouped together, as long as they " +"share the same [member group_name] and intersect with each other. By calling " +"the [method broadcast], you can invoke a specified method with various " +"parameters to all intersecting members.\n" +"[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] " +"coordinates. The coordinates are automatically calculated by calling [member " +"grid_radius]. To allow [ProximityGroup] to find its peers (and perform " +"automatic grouping), you need to define its [member group_name] to a non-" +"empty [String]. As soon as this object's shape intersects with another " +"[ProximityGroup] object' shape, and both share the same [member group_name], " +"they will belong together for as long as they intersect.\n" +"Since [ProximityGroup] doesn't rely the physics engine, you don't need to " +"add any other node as a child (unlike [PhysicsBody]).\n" +"The [ProximityGroup] uses the [SceneTree] groups in the background by " +"calling the method [method Node.add_to_group] internally. The [SceneTree] " +"group names are constructed by combining the [member group_name] with its " +"coordinates, which are calculated using the [member grid_radius] you defined " +"beforehand.\n" +"[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] " +"at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to " +"[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)" +"[/code] will create the following [SceneTree] group names:\n" +"[codeblock]\n" +"- \"planets|5|4|3\"\n" +"- \"planets|5|4|4\"\n" +"- \"planets|5|4|5\"\n" +"- \"planets|5|4|6\"\n" +"- \"planets|5|4|7\"\n" +"- \"planets|5|4|8\"\n" +"- \"planets|5|4|9\"\n" +"- ...\n" +"[/codeblock]\n" +"If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with " +"group name [code]\"planets\"[/code], and one of its coordinates is " +"[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] " +"group called [code]\"planets|5|4|7\"[/code]. However, since this group name " +"already exists, this [ProximityGroup] object will be [i]added[/i] to the " +"existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long " +"as both nodes don't change their transform and stop intersecting (or exit " +"the scene tree), they are grouped together. As long as this intersection " +"exists, any call to [method broadcast] will affect [i]both[/i] " +"[ProximityGroup] nodes.\n" +"There are 3 caveats to keep in mind when using [ProximityGroup]:\n" +"- The larger the grid radius, the more coordinates and the more [SceneTree] " +"groups are created. This can have a performance impact if too many groups " +"are created.\n" +"- If the [ProximityGroup] node is transformed in any way (or is removed from " +"the scene tree), the groupings will have to be recalculated. This can also " +"have a performance impact.\n" +"- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/" +"code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, " +"small grid radius values may lead to unwanted groupings.\n" +"[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more " +"effective and faster [VisibilityNotifier] functionality. For most use cases, " +"[method Vector3.distance_to] or [method Vector3.distance_squared_to] are " +"fast enough too, especially if you call them less often using a [Timer] node." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Calls on all intersecting [ProximityGroup] the given method and parameters.\n" +"If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), " +"all calls are delegated to their respective parent [Node]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Specifies which node gets contacted on a call of method [method broadcast]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"The size of the space in 3D units. This also sets the amount of coordinates " +"required to calculate whether two [ProximityGroup] nodes are intersecting or " +"not. Smaller [member grid_radius] values can be used for more precise " +"proximity checks at the cost of performance, since more groups will be " +"created." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Specify the common group name, to let other [ProximityGroup] nodes know, if " +"they should be auto-grouped with this node in case they intersect with each " +"other.\n" +"For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/" +"code] and another called [code]\"Mars\"[/code], with both nodes having " +"[code]\"planet\"[/code] as their [member group_name]. Give both planets a " +"significantly larger [member grid_radius] than their actual radius, position " +"them close enough and they'll be automatically grouped." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"Emitted when the user calls the [method broadcast] method and has set " +"[member dispatch_mode] to [constant MODE_SIGNAL].\n" +"The given method and its parameters are passed on to the listeners who " +"connected to this signal of this object, as well as any [ProximityGroup] " +"node this node is grouped together with.\n" +"[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default " +"[member dispatch_mode] is [constant MODE_PROXY]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "This [ProximityGroup]'s parent will be target of [method broadcast]." +msgstr "" + +#: doc/classes/ProximityGroup.xml +msgid "" +"This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when " +"calling the [method broadcast] [i]method[/i]." msgstr "" #: doc/classes/QuadMesh.xml @@ -47872,44 +50492,44 @@ msgstr "" msgid "Size on the X and Y axes." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Quaternion." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "A unit quaternion used for representing 3D rotations. Quaternions need to be " "normalized to be used for rotation.\n" "It is similar to Basis, which implements matrix representation of rotations, " "and can be parametrized using both an axis-angle pair or Euler angles. Basis " -"stores rotation, scale, and shearing, while Quaternion only stores rotation.\n" +"stores rotation, scale, and shearing, while Quat only stores rotation.\n" "Due to its compactness and the way it is stored in memory, certain " "operations (obtaining axis-angle and performing SLERP, in particular) are " "more efficient and robust against floating-point errors." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Constructs a quaternion from the given [Basis]." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Constructs a quaternion that will perform a rotation specified by Euler " "angles (in the YXZ convention: when decomposing, first Z, then X, and Y " "last), given in the vector format as (X angle, Y angle, Z angle)." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Constructs a quaternion that will rotate around the given axis by the " "specified angle. The axis must be a normalized vector." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Constructs a quaternion defined by the given values." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Returns the angle between this quaternion and [code]to[/code]. This is the " "magnitude of the angle you would need to rotate by to get from one to the " @@ -47919,18 +50539,18 @@ msgid "" "reliably." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Performs a cubic spherical interpolation between quaternions [code]pre_a[/" "code], this vector, [code]b[/code], and [code]post_b[/code], by the given " "amount [code]weight[/code]." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns the dot product of two quaternions." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Returns Euler angles (in the YXZ convention: when decomposing, first Z, then " "X, and Y last) corresponding to the rotation represented by the unit " @@ -47938,89 +50558,89 @@ msgid "" "angle, Y angle, Z angle)." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns the inverse of the quaternion." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Returns [code]true[/code] if this quaternion and [code]quat[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns whether the quaternion is normalized or not." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns the length of the quaternion." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns the length of the quaternion, squared." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns a copy of the quaternion, normalized to unit length." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Sets the quaternion to a rotation which rotates around axis by the specified " "angle, in radians. The axis must be a normalized vector." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Sets the quaternion to a rotation specified by Euler angles (in the YXZ " "convention: when decomposing, first Z, then X, and Y last), given in the " "vector format as (X angle, Y angle, Z angle)." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Returns the result of the spherical linear interpolation between this " "quaternion and [code]to[/code] by amount [code]weight[/code].\n" "[b]Note:[/b] Both quaternions must be normalized." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Returns the result of the spherical linear interpolation between this " "quaternion and [code]to[/code] by amount [code]weight[/code], but without " "checking if the rotation path is not bigger than 90 degrees." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "Returns a vector transformed (multiplied) by this quaternion." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "W component of the quaternion (real part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "X component of the quaternion (imaginary [code]i[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Y component of the quaternion (imaginary [code]j[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "Z component of the quaternion (imaginary [code]k[/code] axis part).\n" "Quaternion components should usually not be manipulated directly." msgstr "" -#: doc/classes/Quaternion.xml +#: doc/classes/Quat.xml msgid "" "The identity quaternion, representing no rotation. Equivalent to an identity " "[Basis] matrix. If a vector is transformed by an identity quaternion, it " @@ -48138,19 +50758,20 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml msgid "" -"Binds two ranges together along with any ranges previously grouped with " +"Binds two [Range]s together along with any ranges previously grouped with " "either of them. When any of range's member variables change, it will share " "the new value with all other ranges in its group." msgstr "" #: doc/classes/Range.xml -msgid "Stops range from sharing its member variables with any other." +msgid "Stops the [Range] from sharing its member variables with any other." msgstr "" #: doc/classes/Range.xml @@ -48217,7 +50838,14 @@ msgid "" msgstr "" #: doc/classes/Range.xml -msgid "Emitted when [member value] changes." +msgid "" +"Emitted when [member value] changes. When used on a [Slider], this is called " +"continuously while dragging (potentially every frame). If you are performing " +"an expensive operation in a function connected to [signal value_changed], " +"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n" +"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal " +"value_changed] is also emitted when [code]value[/code] is set directly via " +"code." msgstr "" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml @@ -48657,13 +51285,13 @@ msgid "" "performance cost (when [member update_mode] is [constant UPDATE_ONCE]). " "[ReflectionProbe]s can be blended together and with the rest of the scene " "smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-" -"space reflections ([member Environment3D.ss_reflections_enabled]) to get more " +"space reflections ([member Environment.ss_reflections_enabled]) to get more " "accurate reflections in specific areas. [ReflectionProbe]s render all " "objects within their [member cull_mask], so updating them can be quite " "expensive. It is best to update them once with the important static objects " "and then leave them as-is.\n" "[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their " -"environment from a [WorldEnvironment3D3D] node. If you specify an [Environment3D3D] " +"environment from a [WorldEnvironment] node. If you specify an [Environment] " "resource within a [Camera] node, it will be ignored by the " "[ReflectionProbe]. This can lead to incorrect lighting within the " "[ReflectionProbe].\n" @@ -49629,14 +52257,15 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns " -"the result of the parsing, [constant OK] if successful.\n" +"Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n" "[b]Note:[/b] Using this method, you can't close a tag that was opened in a " "previous [method append_bbcode] call. This is done to improve performance, " "especially when updating large RichTextLabels since rebuilding the whole " "BBCode every time would be slower. If you absolutely need to close a tag in " "a future method call, append the [member bbcode_text] instead of using " -"[method append_bbcode]." +"[method append_bbcode].\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml @@ -49653,6 +52282,10 @@ msgid "" "wrapped text as one line." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "Returns the current selection text. Does not include BBCodes." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of characters from text tags. Does not include " @@ -49676,8 +52309,9 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " -"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] " -"successfully." +"inserts the new content.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/RichTextLabel.xml @@ -49918,6 +52552,22 @@ msgstr "" msgid "Makes text fill width." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "Aligns top of the inline image to the top of the text." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "Aligns center of the inline image to the center of the text." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "Aligns bottom of the inline image to the baseline of the text." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "Aligns bottom of the inline image to the bottom of the text." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "Each list item has a number marker." msgstr "" @@ -49995,7 +52645,7 @@ msgid "The default text font." msgstr "" #: doc/classes/RichTextLabel.xml -msgid "The background The background used when the [RichTextLabel] is focused." +msgid "The background used when the [RichTextLabel] is focused." msgstr "" #: doc/classes/RichTextLabel.xml @@ -50011,7 +52661,7 @@ msgid "" "The RID type is used to access the unique integer ID of a resource. They are " "opaque, which means they do not grant access to the associated resource by " "themselves. They are used by and with the low-level Server classes such as " -"[RenderingServer]." +"[VisualServer]." msgstr "" #: doc/classes/RID.xml @@ -50128,7 +52778,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -50227,8 +52878,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " -"from -1.0, any linear damp derived from the world or areas will be " -"overridden.\n" +"from -1.0 it will be added to any linear damp derived from the world or " +"areas.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" @@ -50442,7 +53093,8 @@ msgstr "" msgid "" "Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project " -"Settings > Physics > 2d[/b].\n" +"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be " +"added to the default project value.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" @@ -50524,7 +53176,8 @@ msgstr "" msgid "" "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > " -"Physics > 2d[/b].\n" +"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the " +"default project value.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" @@ -50816,11 +53469,15 @@ msgstr "" msgid "" "Switches the portal culling system on and off.\n" "It is important to note that when portal culling is active, it is " -"responsible for [b]all[/b] the 3d culling. Some editor functionality may be " -"more difficult to use, so switching the active flag is intended to be used " -"to make sure your [Room] / [Portal] layout works within the editor.\n" +"responsible for [b]all[/b] the 3d culling. Some editor visual debugging " +"helpers may not be available when active, so switching the active flag is " +"intended to be used to ensure your [Room] / [Portal] layout works within the " +"editor.\n" "Switching to [code]active[/code] will have no effect when the [code]room " -"graph[/code] is unloaded (the rooms have not yet been converted)." +"graph[/code] is unloaded (the rooms have not yet been converted).\n" +"[b]Note:[/b] For efficiency, the portal system is designed to work with only " +"the core visual object types. In particular, only nodes derived from " +"[VisualInstance] are expected to show when the system is active." msgstr "" #: doc/classes/RoomManager.xml @@ -51257,7 +53914,9 @@ msgid "" "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. You won't be able to access it " -"immediately after the [method change_scene_to] call." +"immediately after the [method change_scene_to] call.\n" +"[b]Note:[/b] Passing a value of [code]null[/code] into the method will " +"unload the current scene without loading a new one." msgstr "" #: doc/classes/SceneTree.xml @@ -51276,6 +53935,10 @@ msgid "" "The timer will be automatically freed after its time elapses." msgstr "" +#: doc/classes/SceneTree.xml +msgid "Creates and returns a new [SceneTreeTween]." +msgstr "" + #: doc/classes/SceneTree.xml msgid "" "Returns the current frame number, i.e. the total frame count since the " @@ -51300,6 +53963,12 @@ msgstr "" msgid "Returns a list of all nodes assigned to the given group." msgstr "" +#: doc/classes/SceneTree.xml +msgid "" +"Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] " +"(both running and paused)." +msgstr "" + #: doc/classes/SceneTree.xml msgid "Returns the sender's peer ID for the most recently received RPC call." msgstr "" @@ -51356,13 +54025,6 @@ msgid "" "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" -#: doc/classes/SceneTree.xml -msgid "" -"If [code]true[/code], the application automatically accepts quitting. " -"Enabled by default.\n" -"For mobile platforms, see [method set_quit_on_go_back]." -msgstr "" - #: doc/classes/SceneTree.xml msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " @@ -51381,16 +54043,14 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the application quits automatically on going back (e." -"g. on Android). Enabled by default.\n" -"To handle 'Go Back' button when this option is disabled, use [constant " -"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +"Configures screen stretching to the given [enum StretchMode], [enum " +"StretchAspect], minimum size and [code]scale[/code]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Configures screen stretching to the given [enum StretchMode], [enum " -"StretchAspect], minimum size and [code]scale[/code]." +"If [code]true[/code], the application automatically accepts quitting.\n" +"For mobile platforms, see [member quit_on_go_back]." msgstr "" #: doc/classes/SceneTree.xml @@ -51400,13 +54060,19 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], collision shapes will be visible when running the game " -"from the editor for debugging purposes." +"from the editor for debugging purposes.\n" +"[b]Note:[/b] This property is not designed to be changed at run-time. " +"Changing the value of [member debug_collisions_hint] while the project is " +"running will not have the desired effect." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], navigation polygons will be visible when running the " -"game from the editor for debugging purposes." +"game from the editor for debugging purposes.\n" +"[b]Note:[/b] This property is not designed to be changed at run-time. " +"Changing the value of [member debug_navigation_hint] while the project is " +"running will not have the desired effect." msgstr "" #: doc/classes/SceneTree.xml @@ -51456,6 +54122,14 @@ msgid "" "property allows control over interpolation at runtime." msgstr "" +#: doc/classes/SceneTree.xml +msgid "" +"If [code]true[/code], the application quits automatically on going back (e." +"g. on Android).\n" +"To handle 'Go Back' button when this option is disabled, use [constant " +"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +msgstr "" + #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " @@ -51644,7 +54318,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be dereferenced after its time elapses. To preserve the " +"timer, you can keep a reference to it. See [Reference]." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -51655,6 +54330,421 @@ msgstr "" msgid "Emitted when the timer reaches 0." msgstr "" +#: doc/classes/SceneTreeTween.xml +msgid "" +"Lightweight object used for general-purpose animation via script, using " +"[Tweener]s." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"[SceneTreeTween] is a tween managed by the scene tree. As opposed to " +"[Tween], it does not require the instantiation of a node.\n" +"[SceneTreeTween]s are 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 [SceneTreeTween] can be created by using either [method SceneTree." +"create_tween] or [method Node.create_tween]. [SceneTreeTween]s created " +"manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be " +"used for tweening values, but you can do manual interpolation with [method " +"interpolate_value].\n" +"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] " +"object, using [method tween_property], [method tween_interval], [method " +"tween_callback] or [method tween_method]:\n" +"[codeblock]\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($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"This sequence will make the [code]$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" +"[codeblock]\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($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"Most of the [SceneTreeTween] methods can be chained this way too. In the " +"following example the [SceneTreeTween] is bound to the running script's node " +"and a default transition is set for its [Tweener]s:\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of " +"objects:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" +"[/codeblock]\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 [SceneTreeTween] 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 [SceneTreeTween] " +"to a variable:\n" +"[codeblock]\n" +"var tween\n" +"func animate():\n" +" if tween:\n" +" tween.kill() # Abort the previous animation.\n" +" tween = create_tween()\n" +"[/codeblock]\n" +"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween." +"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 Tween.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 Tween.TransitionType] constants " +"with [constant Tween.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] All [SceneTreeTween]s will automatically start by default. To " +"prevent a [SceneTreeTween] from autostarting, you can call [method stop] " +"immediately after it is created.\n" +"[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the " +"current frame, i.e. after [method Node._process] or [method Node." +"_physics_process] (depending on [enum Tween.TweenProcessMode])." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Binds this [SceneTreeTween] with the given [code]node[/code]. " +"[SceneTreeTween]s are processed directly by the [SceneTree], so they run " +"independently of the animated nodes. When you bind a [Node] with the " +"[SceneTreeTween], the [SceneTreeTween] will halt the animation when the " +"object is not inside tree and the [SceneTreeTween] will be automatically " +"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] " +"will make the pausing behavior dependent on the bound node.\n" +"For a shorter way to create and bind a [SceneTreeTween], you can use [method " +"Node.create_tween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Used to chain two [Tweener]s after [method set_parallel] is called with " +"[code]true[/code].\n" +"[codeblock]\n" +"var tween = create_tween().set_parallel(true)\n" +"tween.tween_property(...)\n" +"tween.tween_property(...) # Will run parallelly with above.\n" +"tween.chain().tween_property(...) # Will run after two above are finished.\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in " +"seconds. This is mostly useful for manual control when the [SceneTreeTween] " +"is paused. It can also be used to end the [SceneTreeTween] animation " +"immediately, by setting [code]delta[/code] longer than the whole duration of " +"the [SceneTreeTween] animation.\n" +"Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that " +"haven't finished.\n" +"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing " +"frame after its animation finishes. Calling [method stop] after performing " +"[method custom_step] instead keeps and resets the [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns the total time in seconds the [SceneTreeTween] has been animating (i." +"e. the time since it started, not counting pauses etc.). The time is " +"affected by [method set_speed_scale], and [method stop] will reset it to " +"[code]0[/code].\n" +"[b]Note:[/b] As it results from accumulating frame deltas, the time returned " +"after the [SceneTreeTween] has finished animating will be slightly greater " +"than the actual [SceneTreeTween] duration." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"This method can be used for manual interpolation of a value, when you don't " +"want [SceneTreeTween] to do animating for you. It's similar to [method " +"@GDScript.lerp], but with support for custom transition and easing.\n" +"[code]initial_value[/code] is the starting value of the interpolation.\n" +"[code]delta_value[/code] is the change of the value in the interpolation, i." +"e. it's equal to [code]final_value - initial_value[/code].\n" +"[code]elapsed_time[/code] is the time in seconds that passed after the " +"interpolation started and it's used to control the position of the " +"interpolation. E.g. when it's equal to half of the [code]duration[/code], " +"the interpolated value will be halfway between initial and final values. " +"This value can also be greater than [code]duration[/code] or lower than 0, " +"which will extrapolate the value.\n" +"[code]duration[/code] is the total time of the interpolation.\n" +"[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method " +"will always return the final value, regardless of [code]elapsed_time[/code] " +"provided." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't " +"paused and it's not finished." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " +"[SceneTreeTween] contained by the scene tree (i.e. the array from [method " +"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A " +"[SceneTreeTween] might become invalid when it has finished tweening, is " +"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid " +"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use " +"[method interpolate_value]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Makes the next [Tweener] run parallelly to the previous one. Example:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"[/codeblock]\n" +"All [Tweener]s in the example will run at the same time.\n" +"You can make the [SceneTreeTween] parallel by default by using [method " +"set_parallel]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Pauses the tweening. The animation can be resumed by using [method play]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "Resumes a paused or stopped [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s " +"animated by this [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the number of times the tweening sequence will be repeated, i.e. " +"[code]set_loops(2)[/code] will run the animation twice.\n" +"Calling this method without arguments will make the [SceneTreeTween] run " +"infinitely, until either it is killed with [method kill], the " +"[SceneTreeTween]'s bound node is freed, or all the animated objects have " +"been freed (which makes further animation impossible).\n" +"[b]Warning:[/b] Make sure to always add some duration/delay when using " +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a " +"[SceneTreeTween]'s lifetime depends on some node, always use [method " +"bind_node]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after " +"this method will by default run simultaneously, as opposed to sequentially." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Determines the behavior of the [SceneTreeTween] when the [SceneTree] is " +"paused. Check [enum TweenPauseMode] for options.\n" +"Default value is [constant TWEEN_PAUSE_BOUND]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Determines whether the [SceneTreeTween] should run during idle frame (see " +"[method Node._process]) or physics frame (see [method Node." +"_physics_process].\n" +"Default value is [constant Tween.TWEEN_PROCESS_IDLE]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Scales the speed of tweening. This affects all [Tweener]s and their delays." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s " +"animated by this [SceneTreeTween]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Stops the tweening and resets the [SceneTreeTween] to its initial state. " +"This will not remove any appended [Tweener]s." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [CallbackTweener]. This method can be used to call an " +"arbitrary method in any object. Use [code]binds[/code] to bind additional " +"arguments for the call.\n" +"Example: object that keeps shooting every 1 second.\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().set_loops()\n" +"tween.tween_callback(self, \"shoot\").set_delay(1)\n" +"[/codeblock]\n" +"Example: turning a sprite red and then blue, with 2 second delay.\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends an [IntervalTweener]. This method can be used to create " +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] " +"acts as a timer). [code]time[/code] is the length of the interval, in " +"seconds.\n" +"Example: creating an interval in code execution.\n" +"[codeblock]\n" +"# ... some code\n" +"yield(create_tween().tween_interval(2), \"finished\")\n" +"# ... more code\n" +"[/codeblock]\n" +"Example: creating an object that moves back and forth and jumps every few " +"seconds.\n" +"[codeblock]\n" +"var tween = create_tween().set_loops()\n" +"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n" +"tween.tween_callback(self, \"jump\")\n" +"tween.tween_interval(2)\n" +"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n" +"tween.tween_callback(self, \"jump\")\n" +"tween.tween_interval(2)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [MethodTweener]. This method is similar to a " +"combination of [method tween_callback] and [method tween_property]. It calls " +"a method over time with a tweened value provided as an argument. The value " +"is tweened between [code]from[/code] and [code]to[/code] over the time " +"specified by [code]duration[/code], in seconds. Use [code]binds[/code] to " +"bind additional arguments for the call. You can use [method MethodTweener." +"set_ease] and [method MethodTweener.set_trans] to tweak the easing and " +"transition of the value or [method MethodTweener.set_delay] to delay the " +"tweening.\n" +"Example: making a 3D object look from one point to another point.\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), " +"1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n" +"[/codeblock]\n" +"Example: setting a text of a [Label], using an intermediate method and after " +"a delay.\n" +"[codeblock]\n" +"func _ready():\n" +" var tween = create_tween()\n" +" tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n" +"\n" +"func set_label_text(value: int):\n" +" $Label.text = \"Counting \" + str(value)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Creates and appends a [PropertyTweener]. This method tweens a " +"[code]property[/code] of an [code]object[/code] between an initial value and " +"[code]final_val[/code] in a span of time equal to [code]duration[/code], in " +"seconds. The initial value by default is the property's value at the time " +"the tweening of the [PropertyTweener] starts. For example:\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" +"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n" +"[/codeblock]\n" +"will move the sprite to position (100, 200) and then to (200, 300). If you " +"use [method PropertyTweener.from] or [method PropertyTweener.from_current], " +"the starting position will be overwritten by the given value instead. See " +"other methods in [PropertyTweener] to see how the tweening can be tweaked " +"further.\n" +"[b]Note:[/b] You can find the correct property name by hovering over the " +"property in the Inspector. You can also provide the components of a property " +"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/" +"code]), where it would only apply to that particular component.\n" +"Example: moving object twice from the same position, with different " +"transition types.\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().set_trans(Tween.TRANS_SINE)\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted " +"when the [SceneTreeTween] is set to infinite looping (see [method " +"set_loops]).\n" +"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next " +"processing frame after this signal is emitted. Calling [method stop] inside " +"the signal callback will prevent the [SceneTreeTween] from being removed." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when a full loop is complete (see [method set_loops]), providing the " +"loop index. This signal is not emitted after the final loop, use [signal " +"finished] instead for this case." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"Emitted when one step of the [SceneTreeTween] is complete, providing the " +"step index. One step is either a single [Tweener] or a group of [Tweener]s " +"running in parallel." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"If the [SceneTreeTween] has a bound node, it will process when that node can " +"process (see [member Node.pause_mode]). Otherwise it's the same as [constant " +"TWEEN_PAUSE_STOP]." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause." +msgstr "" + +#: doc/classes/SceneTreeTween.xml +msgid "" +"The [SceneTreeTween] will process regardless of whether [SceneTree] is " +"paused." +msgstr "" + #: doc/classes/Script.xml msgid "A class stored as a resource." msgstr "" @@ -51945,14 +55035,23 @@ msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] " -"on success, [constant ERR_BUSY] otherwise." +"Lowers the [Semaphore], allowing one more thread in.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Semaphore.xml msgid "" -"Tries to wait for the [Semaphore], if its value is zero, blocks until non-" -"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise." +"Like [method wait], but won't block, so if the value is zero, fails " +"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " +"[constant OK] to report success." +msgstr "" + +#: doc/classes/Semaphore.xml +msgid "" +"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n" +"[b]Note:[/b] This method internals' can't possibly fail, but an error code " +"is returned for backwards compatibility, which will always be [constant OK]." msgstr "" #: doc/classes/Separator.xml @@ -52123,8 +55222,15 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape touches another. If there are " -"no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape touches another.\n" +"If there are no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the shape to check collisions with " "([code]with_shape[/code]), and the transformation matrix of that shape " @@ -52145,8 +55251,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Returns a list of the points where this shape would touch another, if a " -"given movement was applied. If there are no collisions the list is empty.\n" +"Returns a list of contact point pairs where this shape would touch another, " +"if a given movement was applied.\n" +"If there would be no collisions, the returned list is empty. Otherwise, the " +"returned list contains contact points arranged in pairs, with entries " +"alternating between points on the boundary of this shape and points on the " +"boundary of [code]with_shape[/code].\n" +"A collision pair A, B can be used to calculate the collision normal with " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " +"particularly in collision solvers.\n" "This method needs the transformation matrix for this shape " "([code]local_xform[/code]), the movement to test on this shape " "([code]local_motion[/code]), the shape to check collisions with " @@ -52157,13 +55271,16 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled " +"Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled " "with the specified [code]color[/code]. The exact drawing method is specific " "for each shape and cannot be configured." msgstr "" #: doc/classes/Shape2D.xml -msgid "The shape's custom solver bias." +msgid "" +"The shape's custom solver bias. Defines how much bodies react to enforce " +"contact separation when this shape is involved.\n" +"When set to [code]0.0[/code], the default value of [code]0.3[/code] is used." msgstr "" #: doc/classes/ShortCut.xml @@ -52729,7 +55846,7 @@ msgstr "" #: doc/classes/Spatial.xml msgid "" -"Returns the current [World3D] resource this [Spatial] node is registered to." +"Returns the current [World] resource this [Spatial] node is registered to." msgstr "" #: doc/classes/Spatial.xml @@ -52780,6 +55897,14 @@ msgid "" "changes. [Spatial] will not propagate this by default." msgstr "" +#: doc/classes/Spatial.xml +msgid "" +"Returns [code]true[/code] if the node is present in the [SceneTree], its " +"[member visible] property is [code]true[/code] and all its antecedents are " +"also visible. If any antecedent is hidden, this node will not be visible in " +"the scene tree." +msgstr "" + #: doc/classes/Spatial.xml msgid "" "Rotates the node so that the local forward axis (-Z) points toward the " @@ -52919,10 +56044,29 @@ msgid "" "as custom visualization and editing handles in Editor." msgstr "" +#: doc/classes/Spatial.xml +msgid "" +"Rotation part of the global transformation in radians, specified in terms of " +"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n" +"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " +"vector. The three Euler angles, which are the three independent parameters " +"of the Euler-angle parametrization of the rotation matrix, are stored in a " +"[Vector3] data structure not because the rotation is a vector, but only " +"because [Vector3] exists as a convenient data-structure to store 3 floating-" +"point numbers. Therefore, applying affine operations on the rotation " +"\"vector\" is not meaningful." +msgstr "" + #: doc/classes/Spatial.xml msgid "World space (global) [Transform] of this node." msgstr "" +#: doc/classes/Spatial.xml +msgid "" +"Global position of this node. This is equivalent to [code]global_transform." +"origin[/code]." +msgstr "" + #: doc/classes/Spatial.xml msgid "" "Rotation part of the local transformation in radians, specified in terms of " @@ -52943,7 +56087,12 @@ msgid "" msgstr "" #: doc/classes/Spatial.xml -msgid "Scale part of the local transformation." +msgid "" +"Scale part of the local transformation.\n" +"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, the scale values will either be all " +"positive or all negative." msgstr "" #: doc/classes/Spatial.xml @@ -52990,13 +56139,13 @@ msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification when they are registered to new " -"[World3D] resource." +"[World] resource." msgstr "" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification when they are unregistered from " -"current [World3D] resource." +"current [World] resource." msgstr "" #: doc/classes/Spatial.xml @@ -53092,7 +56241,9 @@ msgid "" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " "texture filtering. Anisotropic texture filtering can be enabled by selecting " "a texture in the FileSystem dock, going to the Import dock, checking the " -"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic " +"filtering level can be changed by adjusting [member ProjectSettings." +"rendering/quality/filters/anisotropic_filter_level]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53341,6 +56492,10 @@ msgid "" "space." msgstr "" +#: doc/classes/SpatialMaterial.xml +msgid "Enables signed distance field rendering shader." +msgstr "" + #: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "" @@ -53364,12 +56519,6 @@ msgid "" "distance." msgstr "" -#: doc/classes/SpatialMaterial.xml -msgid "" -"If [code]true[/code], depth testing is disabled and the object will be drawn " -"in render order." -msgstr "" - #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " @@ -53398,7 +56547,21 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], lighting is calculated per vertex rather than per " -"pixel. This may increase performance on low-end devices." +"pixel. This may increase performance on low-end devices, especially for " +"meshes with a lower polygon count. The downside is that shading becomes much " +"less accurate, with visible linear interpolation between vertices that are " +"joined together. This can be compensated by ensuring meshes have a " +"sufficient level of subdivision (but not too much, to avoid reducing " +"performance). Some material features are also not supported when vertex " +"shading is enabled.\n" +"See also [member ProjectSettings.rendering/quality/shading/" +"force_vertex_shading] which can globally enable vertex shading on all " +"materials.\n" +"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by " +"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s " +"[code]mobile[/code] override.\n" +"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member " +"flags_unshaded] is [code]true[/code]." msgstr "" #: doc/classes/SpatialMaterial.xml @@ -53470,10 +56633,6 @@ msgid "" "a comparison of normal map coordinates expected by popular engines." msgstr "" -#: doc/classes/SpatialMaterial.xml -msgid "Threshold at which the alpha scissor will discard values." -msgstr "" - #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " @@ -53928,12 +57087,6 @@ msgid "" "increase the speed of the shader at the cost of quality." msgstr "" -#: doc/classes/SpatialMaterial.xml -msgid "" -"Disables the depth test, so this object is drawn on top of all others. " -"However, objects drawn after it in the draw order may cover it." -msgstr "" - #: doc/classes/SpatialMaterial.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "" @@ -54202,7 +57355,10 @@ msgid "" "the text alignment to right.\n" "See [Range] class for more options over the [SpinBox].\n" "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a " -"[SpinBox]'s background, add theme items for [LineEdit] and customize them." +"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n" +"[b]Note:[/b] If you want to implement drag and drop for the underlying " +"[LineEdit], you can use [method Control.set_drag_forwarding] on the node " +"returned by [method get_line_edit]." msgstr "" #: doc/classes/SpinBox.xml @@ -54520,7 +57676,7 @@ msgstr "" #: doc/classes/Sprite3D.xml msgid "" "[Texture] object to draw. If [member GeometryInstance.material_override] is " -"used, this will be overridden." +"used, this will be overridden. The size information is still used." msgstr "" #: doc/classes/SpriteBase3D.xml @@ -54582,7 +57738,19 @@ msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" -"If [code]true[/code], the [Light] in the [Environment3D3D] has effects on the " +"Sets the render priority for the sprite. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" + +#: doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "" @@ -54609,7 +57777,8 @@ msgid "" msgstr "" #: doc/classes/SpriteBase3D.xml -msgid "Represents the size of the [enum DrawFlags] enum." +msgid "" +"Sprite is scaled by depth so that it always appears the same size on screen." msgstr "" #: doc/classes/SpriteFrames.xml @@ -55177,7 +58346,7 @@ msgid "Constructs a new String from the given [Plane]." msgstr "" #: doc/classes/String.xml -msgid "Constructs a new String from the given [Quaternion]." +msgid "Constructs a new String from the given [Quat]." msgstr "" #: doc/classes/String.xml @@ -55366,7 +58535,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -55517,11 +58710,10 @@ msgid "" "Returns [code]true[/code] if this string contains a valid float. This is " "inclusive of integers, and also supports exponents:\n" "[codeblock]\n" -"print(\"1.7\".is_valid_float()) # Prints \"true\"\n" -"print(\"24\".is_valid_float()) # Prints \"true\"\n" -"print(\"7e3\".is_valid_float()) # Prints \"true\"\n" -"print(\"24\".is_valid_float()) # Prints \"true\"\n" -"print(\"Hello\".is_valid_float()) # Prints \"false\"\n" +"print(\"1.7\".is_valid_float()) # Prints \"True\"\n" +"print(\"24\".is_valid_float()) # Prints \"True\"\n" +"print(\"7e3\".is_valid_float()) # Prints \"True\"\n" +"print(\"Hello\".is_valid_float()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55547,9 +58739,9 @@ msgid "" "identifier may contain only letters, digits and underscores ([code]_[/code]) " "and the first character may not be a digit.\n" "[codeblock]\n" -"print(\"good_ident_1\".is_valid_identifier()) # Prints \"true\"\n" -"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"false\"\n" -"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"false\"\n" +"print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n" +"print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n" +"print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n" "[/codeblock]" msgstr "" @@ -55557,11 +58749,11 @@ msgstr "" msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # Prints \"true\"\n" -"print(\"14.6\".is_valid_int()) # Prints \"false\"\n" -"print(\"L\".is_valid_int()) # Prints \"false\"\n" -"print(\"+3\".is_valid_int()) # Prints \"true\"\n" -"print(\"-12\".is_valid_int()) # Prints \"true\"\n" +"print(\"7\".is_valid_integer()) # Prints \"True\"\n" +"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n" +"print(\"L\".is_valid_integer()) # Prints \"False\"\n" +"print(\"+3\".is_valid_integer()) # Prints \"True\"\n" +"print(\"-12\".is_valid_integer()) # Prints \"True\"\n" "[/codeblock]" msgstr "" @@ -55749,6 +58941,9 @@ msgid "" "the substrings, starting from right.\n" "The splits in the returned array are sorted in the same order as the " "original string, from left to right.\n" +"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent " +"delimiters in the string, it will add an empty string to the array of " +"substrings at this position.\n" "If [code]maxsplit[/code] is specified, it defines the number of splits to do " "from the right up to [code]maxsplit[/code]. The default value of 0 means " "that all items are split, thus giving the same result as [method split].\n" @@ -55757,8 +58952,8 @@ msgid "" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.rsplit(\",\", true, 1)\n" "print(some_array.size()) # Prints 2\n" -"print(some_array[0]) # Prints \"Four\"\n" -"print(some_array[1]) # Prints \"Three,Two,One\"\n" +"print(some_array[0]) # Prints \"One,Two,Three\"\n" +"print(some_array[1]) # Prints \"Four\"\n" "[/codeblock]" msgstr "" @@ -55791,9 +58986,9 @@ msgstr "" #: doc/classes/String.xml msgid "" "Returns the similarity index ([url=https://en.wikipedia.org/wiki/" -"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this " -"string compared to another. 1.0 means totally similar and 0.0 means totally " -"dissimilar.\n" +"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of " +"this string compared to another. A result of 1.0 means totally similar, " +"while 0.0 means totally dissimilar.\n" "[codeblock]\n" "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n" "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n" @@ -55810,6 +59005,9 @@ msgstr "" msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "the substrings. The [code]delimiter[/code] can be of any length.\n" +"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent " +"delimiters in the string, it will add an empty string to the array of " +"substrings at this position.\n" "If [code]maxsplit[/code] is specified, it defines the number of splits to do " "from the left up to [code]maxsplit[/code]. The default value of [code]0[/" "code] means that all items are split.\n" @@ -55832,7 +59030,10 @@ msgid "" "Splits the string in floats by using a delimiter string and returns an array " "of the substrings.\n" "For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if " -"split by [code]\",\"[/code]." +"split by [code]\",\"[/code].\n" +"If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent " +"delimiters in the string, it will add an empty string to the array of " +"substrings at this position." msgstr "" #: doc/classes/String.xml @@ -55964,9 +59165,11 @@ msgstr "" #: doc/classes/StyleBox.xml msgid "" -"Draws this stylebox using a [CanvasItem] with given [RID].\n" -"You can get a [RID] value using [method Object.get_instance_id] on a " -"[CanvasItem]-derived node." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -56153,7 +59356,7 @@ msgstr "" msgid "" "Antialiasing draws a small ring around the edges, which fades to " "transparency. As a result, edges look much smoother. This is only noticeable " -"when using rounded corners.\n" +"when using rounded corners or [member skew].\n" "[b]Note:[/b] When using beveled corners with 45-degree angles ([member " "corner_detail] = 1), it is recommended to set [member anti_aliasing] to " "[code]false[/code] to ensure crisp visuals and avoid possible visual " @@ -56237,28 +59440,47 @@ msgstr "" msgid "" "Expands the stylebox outside of the control rect on the bottom edge. Useful " "in combination with [member border_width_bottom] to draw a border outside " -"the control rect." +"the control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member " +"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area " +"for [Control]s. This can negatively impact usability if used wrong, as the " +"user may try to click an area of the StyleBox that cannot actually receive " +"clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the left edge. Useful in " "combination with [member border_width_left] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member " +"expand_margin_left] does [i]not[/i] affect the size of the clickable area " +"for [Control]s. This can negatively impact usability if used wrong, as the " +"user may try to click an area of the StyleBox that cannot actually receive " +"clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the right edge. Useful " "in combination with [member border_width_right] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member " +"expand_margin_right] does [i]not[/i] affect the size of the clickable area " +"for [Control]s. This can negatively impact usability if used wrong, as the " +"user may try to click an area of the StyleBox that cannot actually receive " +"clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the top edge. Useful in " "combination with [member border_width_top] to draw a border outside the " -"control rect." +"control rect.\n" +"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member " +"expand_margin_top] does [i]not[/i] affect the size of the clickable area for " +"[Control]s. This can negatively impact usability if used wrong, as the user " +"may try to click an area of the StyleBox that cannot actually receive clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml @@ -56277,6 +59499,21 @@ msgstr "" msgid "The shadow size in pixels." msgstr "" +#: doc/classes/StyleBoxFlat.xml +msgid "" +"If set to a non-zero value on either axis, [member skew] distorts the " +"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-" +"style UIs. Positive values skew the StyleBox towards the right (X axis) and " +"upwards (Y axis), while negative values skew the StyleBox towards the left " +"(X axis) and downwards (Y axis).\n" +"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider " +"increasing the [StyleBox]'s content margin (see [member StyleBox." +"content_margin_bottom]). It is preferable to increase the content margin " +"instead of the expand margin (see [member expand_margin_bottom]), as " +"increasing the expand margin does not increase the size of the clickable " +"area for [Control]s." +msgstr "" + #: doc/classes/StyleBoxLine.xml msgid "[StyleBox] that displays a single line." msgstr "" @@ -56932,6 +60169,10 @@ msgstr "" msgid "Returns [code]true[/code] if select with right mouse button is enabled." msgstr "" +#: doc/classes/Tabs.xml +msgid "Returns the button icon from the tab at index [code]tab_idx[/code]." +msgstr "" + #: doc/classes/Tabs.xml msgid "Returns the number of hidden tabs offsetted to the left." msgstr "" @@ -56961,6 +60202,10 @@ msgid "" "If [code]true[/code], enables selecting a tab with the right mouse button." msgstr "" +#: doc/classes/Tabs.xml +msgid "Sets the button icon from the tab at index [code]tab_idx[/code]." +msgstr "" + #: doc/classes/Tabs.xml msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." msgstr "" @@ -57003,7 +60248,9 @@ msgid "" msgstr "" #: doc/classes/Tabs.xml -msgid "Emitted when a tab is right-clicked." +msgid "" +"Emitted when a tab's right button is pressed. See [method " +"set_tab_button_icon]." msgstr "" #: doc/classes/Tabs.xml @@ -57263,10 +60510,6 @@ msgid "" "side." msgstr "" -#: doc/classes/TextEdit.xml -msgid "Returns the selection begin column." -msgstr "" - #: doc/classes/TextEdit.xml msgid "Returns the selection begin line." msgstr "" @@ -57275,10 +60518,6 @@ msgstr "" msgid "Returns the text inside the selection." msgstr "" -#: doc/classes/TextEdit.xml -msgid "Returns the selection end column." -msgstr "" - #: doc/classes/TextEdit.xml msgid "Returns the selection end line." msgstr "" @@ -57347,6 +60586,12 @@ msgstr "" msgid "Returns if the given line is wrapped." msgstr "" +#: doc/classes/TextEdit.xml +msgid "" +"Returns whether the mouse is over selection. If [code]edges[/code] is " +"[code]true[/code], the edges are considered part of the selection." +msgstr "" + #: doc/classes/TextEdit.xml msgid "Returns [code]true[/code] if the selection is active." msgstr "" @@ -57405,8 +60650,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes " -"the bookmark if [code]bookmark[/code] is false.\n" +"Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/" +"code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n" "Bookmarks are shown in the [member breakpoint_gutter]." msgstr "" @@ -57470,6 +60715,10 @@ msgstr "" msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" +#: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " @@ -57701,6 +60950,50 @@ msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "" +#: doc/classes/TextMesh.xml +msgid "Generate an [PrimitiveMesh] from the text." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Generate an [PrimitiveMesh] from the text.\n" +"TextMesh can be generated only when using dynamic fonts with vector glyph " +"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType " +"containers, like color emoji fonts) are not supported.\n" +"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the " +"height for the front face, 40% for the back face, 10% for the outer edges " +"and 10% for the inner edges." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "Step (in pixels) used to approximate Bézier curves." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Depths of the mesh, if set to [code]0.0[/code] only front surface, is " +"generated, and UV layout is changed to use full texture for the front face " +"only." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "[Font] used for the [TextMesh]'s text." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "" +"Controls the text's horizontal alignment. Supports left, center and right. " +"Set it to one of the [enum Align] constants." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "The size of one pixel's width on the text to scale it in 3D." +msgstr "" + +#: doc/classes/TextMesh.xml +msgid "The text to generate mesh from." +msgstr "" + #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." msgstr "" @@ -57718,22 +61011,22 @@ msgstr "" #: doc/classes/Texture.xml msgid "" -"Draws the texture using a [CanvasItem] with the [RenderingServer] API at the " -"specified [code]position[/code]. Equivalent to [method RenderingServer." +"Draws the texture using a [CanvasItem] with the [VisualServer] API at the " +"specified [code]position[/code]. Equivalent to [method VisualServer." "canvas_item_add_texture_rect] with a rect at [code]position[/code] and the " "size of this [Texture]." msgstr "" #: doc/classes/Texture.xml msgid "" -"Draws the texture using a [CanvasItem] with the [RenderingServer] API. " -"Equivalent to [method RenderingServer.canvas_item_add_texture_rect]." +"Draws the texture using a [CanvasItem] with the [VisualServer] API. " +"Equivalent to [method VisualServer.canvas_item_add_texture_rect]." msgstr "" #: doc/classes/Texture.xml msgid "" -"Draws a part of the texture using a [CanvasItem] with the [RenderingServer] " -"API. Equivalent to [method RenderingServer.canvas_item_add_texture_rect_region]." +"Draws a part of the texture using a [CanvasItem] with the [VisualServer] " +"API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]." msgstr "" #: doc/classes/Texture.xml @@ -57770,7 +61063,7 @@ msgid "" "FLAG_FILTER] are enabled." msgstr "" -#: doc/classes/Texture.xml doc/classes/RenderingServer.xml +#: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "" "Generates mipmaps, which are smaller versions of the same texture to use " "when zoomed out, keeping the aspect ratio." @@ -57783,19 +61076,19 @@ msgid "" "repetition." msgstr "" -#: doc/classes/Texture.xml doc/classes/RenderingServer.xml +#: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "Uses a magnifying filter, to enable smooth zooming in of the texture." msgstr "" #: doc/classes/Texture.xml doc/classes/TextureLayered.xml -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Uses anisotropic mipmap filtering. Generates smaller versions of the same " "texture with different aspect ratios.\n" "This results in better-looking textures when viewed from oblique angles." msgstr "" -#: doc/classes/Texture.xml doc/classes/RenderingServer.xml +#: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "Converts the texture to the sRGB color space." msgstr "" @@ -57806,7 +61099,7 @@ msgid "" "repetition." msgstr "" -#: doc/classes/Texture.xml doc/classes/RenderingServer.xml +#: doc/classes/Texture.xml doc/classes/VisualServer.xml msgid "Texture is a video surface." msgstr "" @@ -58293,43 +61586,52 @@ msgid "" "theme[/code] file, see the documentation for more information." msgstr "" +#: doc/classes/Theme.xml +msgid "" +"Adds an empty theme type for every valid data type.\n" +"[b]Note:[/b] Empty types are not saved with the theme. This method only " +"exists to perform in-memory changes to the resource. Use available " +"[code]set_*[/code] methods to add theme items." +msgstr "" + #: doc/classes/Theme.xml msgid "Clears all values on the theme." msgstr "" #: doc/classes/Theme.xml msgid "" -"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/" +"Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" -"Clears the constant at [code]name[/code] if the theme has [code]node_type[/" +"Clears the constant at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" -"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/" +"Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" -"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]." +"Clears the icon at [code]name[/code] if the theme has [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml msgid "" -"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/" +"Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Clears the theme item of [code]data_type[/code] at [code]name[/code] if the " -"theme has [code]node_type[/code]." +"theme has [code]theme_type[/code]." msgstr "" #: doc/classes/Theme.xml @@ -58348,14 +61650,15 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/" +"Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s " -"name, for use in [method get_color], if the theme has [code]node_type[/code]." +"name, for use in [method get_color], if the theme has [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml @@ -58366,14 +61669,14 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Returns the constant at [code]name[/code] if the theme has [code]node_type[/" +"Returns the constant at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the constants as a [PoolStringArray] filled with each constant's " -"name, for use in [method get_constant], if the theme has [code]node_type[/" +"name, for use in [method get_constant], if the theme has [code]theme_type[/" "code]." msgstr "" @@ -58386,7 +61689,7 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/" +"Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/" "code]. If such item does not exist and [member default_font] is set on the " "theme, the default font will be returned." msgstr "" @@ -58394,7 +61697,7 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s " -"name, for use in [method get_font], if the theme has [code]node_type[/code]." +"name, for use in [method get_font], if the theme has [code]theme_type[/code]." msgstr "" #: doc/classes/Theme.xml @@ -58406,13 +61709,13 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns the icon [Texture] at [code]name[/code] if the theme has " -"[code]node_type[/code]." +"[code]theme_type[/code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the icons as a [PoolStringArray] filled with each [Texture]'s " -"name, for use in [method get_icon], if the theme has [code]node_type[/code]." +"name, for use in [method get_icon], if the theme has [code]theme_type[/code]." msgstr "" #: doc/classes/Theme.xml @@ -58424,17 +61727,19 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns the [StyleBox] at [code]name[/code] if the theme has " -"[code]node_type[/code].\n" +"[code]theme_type[/code].\n" "Valid [code]name[/code]s may be found using [method get_stylebox_list]. " -"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]." +"Valid [code]theme_type[/code]s may be found using [method " +"get_stylebox_types]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns all the [StyleBox]s as a [PoolStringArray] filled with each " "[StyleBox]'s name, for use in [method get_stylebox], if the theme has " -"[code]node_type[/code].\n" -"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]." +"[code]theme_type[/code].\n" +"Valid [code]theme_type[/code]s may be found using [method " +"get_stylebox_types]." msgstr "" #: doc/classes/Theme.xml @@ -58447,9 +61752,9 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns the theme item of [code]data_type[/code] at [code]name[/code] if the " -"theme has [code]node_type[/code].\n" +"theme has [code]theme_type[/code].\n" "Valid [code]name[/code]s may be found using [method get_theme_item_list] or " -"a data type specific method. Valid [code]node_type[/code]s may be found " +"a data type specific method. Valid [code]theme_type[/code]s may be found " "using [method get_theme_item_types] or a data type specific method." msgstr "" @@ -58457,8 +61762,8 @@ msgstr "" msgid "" "Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] " "filled with each theme items's name, for use in [method get_theme_item] or a " -"data type specific method, if the theme has [code]node_type[/code].\n" -"Valid [code]node_type[/code]s may be found using [method " +"data type specific method, if the theme has [code]theme_type[/code].\n" +"Valid [code]theme_type[/code]s may be found using [method " "get_theme_item_types] or a data type specific method." msgstr "" @@ -58473,7 +61778,7 @@ msgstr "" msgid "" "Returns all the theme types as a [PoolStringArray] filled with unique type " "names, for use in other [code]get_*[/code] functions of this theme.\n" -"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in " +"[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in " "future version." msgstr "" @@ -58491,15 +61796,17 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " -"[code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if constant with [code]name[/code] is in " -"[code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml @@ -58511,29 +61818,33 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if [Font] with [code]name[/code] is in " -"[code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in " -"[code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in " -"[code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml msgid "" "Returns [code]true[/code] if a theme item of [code]data_type[/code] with " -"[code]name[/code] is in [code]node_type[/code].\n" -"Returns [code]false[/code] if the theme does not have [code]node_type[/code]." +"[code]name[/code] is in [code]theme_type[/code].\n" +"Returns [code]false[/code] if the theme does not have [code]theme_type[/" +"code]." msgstr "" #: doc/classes/Theme.xml @@ -58551,90 +61862,97 @@ msgid "" "merge the other two into it one after another." msgstr "" +#: doc/classes/Theme.xml +msgid "" +"Removes the theme type, gracefully discarding defined theme items. If the " +"type is a variation, this information is also erased. If the type is a base " +"for type variations, those variations lose their base." +msgstr "" + #: doc/classes/Theme.xml msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " -"theme has [code]node_type[/code]. If [code]name[/code] is already taken, " +"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the constant at [code]old_name[/code] to [code]name[/code] if the " -"theme has [code]node_type[/code]. If [code]name[/code] is already taken, " +"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the " -"theme has [code]node_type[/code]. If [code]name[/code] is already taken, " +"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme " -"has [code]node_type[/code]. If [code]name[/code] is already taken, this " +"has [code]theme_type[/code]. If [code]name[/code] is already taken, this " "method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the " -"theme has [code]node_type[/code]. If [code]name[/code] is already taken, " +"theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to " -"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/" +"[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/" "code] is already taken, this method fails." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in " -"[code]node_type[/code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"[code]theme_type[/code].\n" +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's constant to [code]constant[/code] at [code]name[/code] in " -"[code]node_type[/code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"[code]theme_type[/code].\n" +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in " -"[code]node_type[/code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"[code]theme_type[/code].\n" +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] " -"in [code]node_type[/code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"in [code]theme_type[/code].\n" +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in " -"[code]node_type[/code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"[code]theme_type[/code].\n" +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml msgid "" "Sets the theme item of [code]data_type[/code] to [code]value[/code] at " -"[code]name[/code] in [code]node_type[/code].\n" +"[code]name[/code] in [code]theme_type[/code].\n" "Does nothing if the [code]value[/code] type does not match [code]data_type[/" "code].\n" -"Creates [code]node_type[/code] if the theme does not have it." +"Creates [code]theme_type[/code] if the theme does not have it." msgstr "" #: doc/classes/Theme.xml @@ -58935,6 +62253,10 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/TileMap.xml +msgid "If [code]true[/code], this TileMap bakes a navigation region." +msgstr "" + #: doc/classes/TileMap.xml msgid "If [code]true[/code], the cell's UVs will be clipped." msgstr "" @@ -59041,6 +62363,10 @@ msgstr "" msgid "The TileMap orientation mode. See [enum Mode] for possible values." msgstr "" +#: doc/classes/TileMap.xml +msgid "The navigation layers the TileMap generates its navigation regions in." +msgstr "" + #: doc/classes/TileMap.xml msgid "" "The light mask assigned to all light occluders in the TileMap. The TileSet's " @@ -59508,7 +62834,9 @@ msgid "" "[code]weekday[/code], [code]hour[/code], [code]minute[/code], and " "[code]second[/code].\n" "If [code]weekday[/code] is false, then the [code]weekday[/code] entry is " -"excluded (the calculation is relatively expensive)." +"excluded (the calculation is relatively expensive).\n" +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" #: doc/classes/Time.xml @@ -59561,6 +62889,13 @@ msgid "" "the middle." msgstr "" +#: doc/classes/Time.xml +msgid "" +"Converts the given timezone offset in minutes to a timezone offset string. " +"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns " +"\"+00:00\"." +msgstr "" + #: doc/classes/Time.xml msgid "" "Returns the amount of time passed in milliseconds since the engine started.\n" @@ -59631,14 +62966,18 @@ msgid "" "string can contain a date only, a time only, or both.\n" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " "timezone conversion, so the timestamp will be in the same timezone as the " -"given datetime string." +"given datetime string.\n" +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" #: doc/classes/Time.xml msgid "" "Returns the current Unix timestamp in seconds based on the system time in " "UTC. This method is implemented by the operating system and always returns " -"the time in UTC." +"the time in UTC.\n" +"[b]Note:[/b] Unlike other methods that use integer timestamps, this method " +"returns the timestamp as a [float] for sub-second precision." msgstr "" #: doc/classes/Time.xml @@ -59980,7 +63319,7 @@ msgstr "" #: doc/classes/Transform.xml msgid "" -"Constructs a Transform from a [Quaternion]. The origin will be [code]Vector3(0, 0, " +"Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, " "0)[/code]." msgstr "" @@ -60033,20 +63372,21 @@ msgstr "" #: doc/classes/Transform.xml msgid "" -"Rotates the transform around the given axis by the given angle (in radians), " -"using matrix multiplication. The axis must be a normalized vector." +"Returns a copy of the transform rotated around the given [code]axis[/code] " +"by the given [code]angle[/code] (in radians), using matrix multiplication. " +"The [code]axis[/code] must be a normalized vector." msgstr "" #: doc/classes/Transform.xml msgid "" -"Scales basis and origin of the transform by the given scale factor, using " -"matrix multiplication." +"Returns a copy of the transform with its basis and origin scaled by the " +"given [code]scale[/code] factor, using matrix multiplication." msgstr "" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Translates the transform by the given offset, relative to the transform's " -"basis vectors.\n" +"Returns a copy of the transform translated by the given [code]offset[/code], " +"relative to the transform's basis vectors.\n" "Unlike [method rotated] and [method scaled], this does not use matrix " "multiplication." msgstr "" @@ -60152,13 +63492,19 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Rotates the transform by the given angle (in radians), using matrix " -"multiplication." +"Returns a copy of the transform rotated by the given [code]angle[/code] (in " +"radians), using matrix multiplication." msgstr "" #: doc/classes/Transform2D.xml msgid "" -"Scales the transform by the given scale factor, using matrix multiplication." +"Returns a copy of the transform scaled by the given [code]scale[/code] " +"factor, using matrix multiplication.\n" +"[b]Note:[/b] Negative X scales in 2D are not decomposable from the " +"transformation matrix. Due to the way scale is represented with " +"transformation matrices in Godot, negative scales on the X axis will be " +"changed to negative scales on the Y axis and a rotation of 180 degrees when " +"decomposed." msgstr "" #: doc/classes/Transform2D.xml @@ -60313,7 +63659,18 @@ msgid "" "To iterate over all the [TreeItem] objects in a [Tree] object, use [method " "TreeItem.get_next] and [method TreeItem.get_children] after getting the root " "through [method get_root]. You can use [method Object.free] on a [TreeItem] " -"to remove it from the [Tree]." +"to remove it from the [Tree].\n" +"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports " +"searching within the list while the control is focused. Press a key that " +"matches the first letter of an item's name to select the first item starting " +"with the given letter. After that point, there are two ways to perform " +"incremental search: 1) Press the same key again before the timeout duration " +"to select the next item starting with the same letter. 2) Press letter keys " +"that match the rest of the word before the timeout duration to match to " +"select the item in question directly. Both of these actions will be reset to " +"the beginning of the list if the timeout duration has passed since the last " +"keystroke was registered. You can adjust the timeout duration by changing " +"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]." msgstr "" #: doc/classes/Tree.xml @@ -60388,7 +63745,7 @@ msgid "" "get the item that was modified.\n" "[codeblock]\n" "func _ready():\n" -" $Tree.item_edited.connect(on_Tree_item_edited)\n" +" $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n" "\n" "func on_Tree_item_edited():\n" " print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" @@ -60927,13 +64284,14 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the next TreeItem in the tree or a null object if there is none." +"Returns the next sibling TreeItem in the tree or a null object if there is " +"none." msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the next visible TreeItem in the tree or a null object if there is " -"none.\n" +"Returns the next visible sibling TreeItem in the tree or a null object if " +"there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the first " "visible element in the tree when called on the last visible element, " "otherwise it returns [code]null[/code]." @@ -60945,13 +64303,14 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the previous TreeItem in the tree or a null object if there is none." +"Returns the previous sibling TreeItem in the tree or a null object if there " +"is none." msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the previous visible TreeItem in the tree or a null object if there " -"is none.\n" +"Returns the previous visible sibling TreeItem in the tree or a null object " +"if there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the last " "visible element in the tree when called on the first visible element, " "otherwise it returns [code]null[/code]." @@ -61220,7 +64579,9 @@ msgid "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tween methods will return [code]false[/code] if the requested " -"operation cannot be completed." +"operation cannot be completed.\n" +"[b]Note:[/b] For an alternative method of tweening, that doesn't require " +"using nodes, see [SceneTreeTween]." msgstr "" #: doc/classes/Tween.xml @@ -61314,7 +64675,7 @@ msgstr "" msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " -"are removed, unless [code]key[/code] is specified." +"are reset, unless [code]key[/code] is specified." msgstr "" #: doc/classes/Tween.xml @@ -61497,6 +64858,22 @@ msgid "" "interpolation is fastest at both ends." msgstr "" +#: doc/classes/Tweener.xml +msgid "Abstract class for all Tweeners used by [SceneTreeTween]." +msgstr "" + +#: doc/classes/Tweener.xml +msgid "" +"Tweeners are objects that perform a specific animating task, e.g. " +"interpolating a property or calling a method at a given time. A [Tweener] " +"can't be created manually, you need to use a dedicated method from " +"[SceneTreeTween]." +msgstr "" + +#: doc/classes/Tweener.xml +msgid "Emitted when the [Tweener] has just finished its job." +msgstr "" + #: doc/classes/UDPServer.xml msgid "Helper class to implement a UDP server." msgstr "" @@ -61748,21 +65125,25 @@ msgid "Makes subsequent actions with the same name be merged into one." msgstr "" #: modules/upnp/doc_classes/UPNP.xml -msgid "UPNP network functions." +msgid "" +"Universal Plug and Play (UPnP) functions for network device discovery, " +"querying and port forwarding." msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" -"Provides UPNP functionality to discover [UPNPDevice]s on the local network " -"and execute commands on them, like managing port mappings (port forwarding) " -"and querying the local and remote network IP address. Note that methods on " -"this class are synchronous and block the calling thread.\n" -"To forward a specific port:\n" +"This class can be used to discover compatible [UPNPDevice]s on the local " +"network and execute commands on them, like managing port mappings (for port " +"forwarding/NAT traversal) and querying the local and remote network IP " +"address. Note that methods on this class are synchronous and block the " +"calling thread.\n" +"To forward a specific port (here [code]7777[/code], note both [method " +"discover] and [method add_port_mapping] can return errors that should be " +"checked):\n" "[codeblock]\n" -"const PORT = 7777\n" "var upnp = UPNP.new()\n" -"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" -"upnp.add_port_mapping(port)\n" +"upnp.discover()\n" +"upnp.add_port_mapping(7777)\n" "[/codeblock]\n" "To close a specific port (e.g. after you have finished using it):\n" "[codeblock]\n" @@ -61775,7 +65156,7 @@ msgid "" "or failure).\n" "signal upnp_completed(error)\n" "\n" -"# Replace this with your own server port number between 1025 and 65535.\n" +"# Replace this with your own server port number between 1024 and 65535.\n" "const SERVER_PORT = 3928\n" "var thread = null\n" "\n" @@ -61804,7 +65185,39 @@ msgid "" " # Wait for thread finish here to handle game exit while the thread is " "running.\n" " thread.wait_to_finish()\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or " +"\"internet gateway device\", short IGD) refers to network devices that allow " +"computers in the local network to access the internet (\"wide area " +"network\", WAN). These gateways are often also called \"routers\".\n" +"[b]Pitfalls:[/b]\n" +"- As explained above, these calls are blocking and shouldn't be run on the " +"main thread, especially as they can block for multiple seconds at a time. " +"Use threading!\n" +"- Networking is physical and messy. Packets get lost in transit or get " +"filtered, addresses, free ports and assigned mappings change, and devices " +"may leave or join the network at any time. Be mindful of this, be diligent " +"when checking and handling errors, and handle these gracefully if you can: " +"add clear error UI, timeouts and re-try handling.\n" +"- Port mappings may change (and be removed) at any time, and the remote/" +"external IP address of the gateway can change likewise. You should consider " +"re-querying the external IP and try to update/refresh the port mapping " +"periodically (for example, every 5 minutes and on networking failures).\n" +"- Not all devices support UPnP, and some users disable UPnP support. You " +"need to handle this (e.g. documenting and requiring the user to manually " +"forward ports, or adding alternative methods of NAT traversal, like a relay/" +"mirror server, or NAT hole punching, STUN/TURN, etc.).\n" +"- Consider what happens on mapping conflicts. Maybe multiple users on the " +"same network would like to play your game at the same time, or maybe another " +"application uses the same port. Make the port configurable, and optimally " +"choose a port automatically (re-trying with a different port on failure).\n" +"[b]Further reading:[/b] If you want to know more about UPnP (and the " +"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), " +"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] " +"is a good first stop, the specification can be found at the [url=https://" +"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " +"Connectivity Foundation[/url] and Godot's implementation is based on the " +"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml @@ -61814,22 +65227,35 @@ msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" "Adds a mapping to forward the external [code]port[/code] (between 1 and " -"65535) on the default gateway (see [method get_gateway]) to the " -"[code]internal_port[/code] on the local machine for the given protocol " -"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP " -"being the default). If a port mapping for the given port and protocol " -"combination already exists on that gateway device, this method tries to " -"overwrite it. If that is not desired, you can retrieve the gateway manually " -"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n" +"65535, although recommended to use port 1024 or above) on the default " +"gateway (see [method get_gateway]) to the [code]internal_port[/code] on the " +"local machine for the given protocol [code]proto[/code] (either [code]TCP[/" +"code] or [code]UDP[/code], with UDP being the default). If a port mapping " +"for the given port and protocol combination already exists on that gateway " +"device, this method tries to overwrite it. If that is not desired, you can " +"retrieve the gateway manually with [method get_gateway] and call [method " +"add_port_mapping] on it, if any. Note that forwarding a well-known port " +"(below 1024) with UPnP may fail depending on the device.\n" +"Depending on the gateway device, if a mapping for that port already exists, " +"it will either be updated or it will refuse this command due to that " +"conflict, especially if the existing mapping for that port wasn't created " +"via UPnP or points to a different network address (or device) than this " +"one.\n" "If [code]internal_port[/code] is [code]0[/code] (the default), the same port " "number is used for both the external and the internal port (the [code]port[/" "code] value).\n" -"The description ([code]desc[/code]) is shown in some router UIs and can be " -"used to point out which application added the mapping. The mapping's lease " -"duration can be limited by specifying a [code]duration[/code] (in seconds). " -"However, some routers are incompatible with one or both of these, so use " -"with caution and add fallback logic in case of errors to retry without them " -"if in doubt.\n" +"The description ([code]desc[/code]) is shown in some routers management UIs " +"and can be used to point out which application added the mapping.\n" +"The mapping's lease [code]duration[/code] can be limited by specifying a " +"duration in seconds. The default of [code]0[/code] means no duration, i.e. a " +"permanent lease and notably some devices only support these permanent " +"leases. Note that whether permanent or not, this is only a request and the " +"gateway may still decide at any point to remove the mapping (which usually " +"happens on a reboot of the gateway, when its external IP address changes, or " +"on some models when it detects a port mapping has become inactive, i.e. had " +"no traffic for multiple minutes). If not [code]0[/code] (permanent), the " +"allowed range according to spec is between [code]120[/code] (2 minutes) and " +"[code]86400[/code] seconds (24 hours).\n" "See [enum UPNPResult] for possible return values." msgstr "" @@ -61842,8 +65268,10 @@ msgid "" "Deletes the port mapping for the given port and protocol combination on the " "default gateway (see [method get_gateway]) if one exists. [code]port[/code] " "must be a valid port between 1 and 65535, [code]proto[/code] can be either " -"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible " -"return values." +"[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing " +"to addresses other than this one, for well-known ports (below 1024), or for " +"mappings not added via UPnP. See [enum UPNPResult] for possible return " +"values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml @@ -62041,16 +65469,16 @@ msgid "Unknown error." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml -msgid "UPNP device." +msgid "Universal Plug and Play (UPnP) device." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" -"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides " -"low-level access to UPNP control commands. Allows to manage port mappings " -"(port forwarding) and to query network information of the device (like local " -"and external IP address and status). Note that methods on this class are " -"synchronous and block the calling thread." +"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and " +"utility functions. Provides low-level access to UPNP control commands. " +"Allows to manage port mappings (port forwarding) and to query network " +"information of the device (like local and external IP address and status). " +"Note that methods on this class are synchronous and block the calling thread." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml @@ -62289,7 +65717,7 @@ msgstr "" msgid "" "Returns the angle between the line connecting the two points and the X axis, " "in radians.\n" -"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" @@ -62449,8 +65877,8 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the vector rotated by [code]phi[/code] radians. See also [method " -"@GDScript.deg2rad]." +"Returns the vector rotated by [code]angle[/code] (in radians). See also " +"[method @GDScript.deg2rad]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -62548,7 +65976,7 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" "3-element structure that can be used to represent positions in 3D space or " -"any other pair of numeric values.\n" +"any other triplet of numeric values.\n" "[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/" "code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 " "will always evaluate to [code]true[/code]." @@ -62630,8 +66058,8 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Rotates this vector around a given axis by [code]phi[/code] radians. The " -"axis must be a normalized vector." +"Rotates this vector around a given axis by [code]angle[/code] (in radians). " +"The axis must be a normalized vector." msgstr "" #: doc/classes/Vector3.xml @@ -62741,11 +66169,11 @@ msgstr "" #: doc/classes/VehicleBody.xml msgid "" "Accelerates the vehicle by applying an engine force. The vehicle is only " -"speed up if the wheels that have [member VehicleWheel.use_as_traction] set " -"to [code]true[/code] and are in contact with a surface. The [member " -"RigidBody.mass] of the vehicle has an effect on the acceleration of the " -"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 " -"range for acceleration.\n" +"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to " +"[code]true[/code] and are in contact with a surface. The [member RigidBody." +"mass] of the vehicle has an effect on the acceleration of the vehicle. For a " +"vehicle with a mass set to 1000, try a value in the 25 - 50 range for " +"acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the vehicle reversing." @@ -62825,8 +66253,8 @@ msgstr "" #: doc/classes/VehicleWheel.xml msgid "" -"Accelerates the wheel by applying an engine force. The wheel is only speed " -"up if it is in contact with a surface. The [member RigidBody.mass] of the " +"Accelerates the wheel by applying an engine force. The wheel is only sped up " +"if it is in contact with a surface. The [member RigidBody.mass] of the " "vehicle has an effect on the acceleration of the vehicle. For a vehicle with " "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " @@ -63023,12 +66451,12 @@ msgid "" msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml -msgid "[VideoStream] resource for for video formats implemented via GDNative." +msgid "[VideoStream] resource for video formats implemented via GDNative." msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" -"[VideoStream] resource for for video formats implemented via GDNative.\n" +"[VideoStream] resource for video formats implemented via GDNative.\n" "It can be used via [url=https://github.com/KidRigger/godot-" "videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg." "org]FFmpeg[/url] library." @@ -63146,7 +66574,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"Returns the first valid [World3D] for this viewport, searching the [member " +"Returns the first valid [World] for this viewport, searching the [member " "world] property of itself and any Viewport ancestor." msgstr "" @@ -63199,7 +66627,7 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "Returns the viewport's RID from the [RenderingServer]." +msgid "Returns the viewport's RID from the [VisualServer]." msgstr "" #: doc/classes/Viewport.xml @@ -63216,10 +66644,16 @@ msgstr "" msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "" +#: doc/classes/Viewport.xml +msgid "Returns [code]true[/code] if the drag operation is successful." +msgstr "" + #: doc/classes/Viewport.xml msgid "" "Returns [code]true[/code] if the viewport is currently performing a drag " -"operation." +"operation.\n" +"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node." +"NOTIFICATION_DRAG_END] when you prefer polling the value." msgstr "" #: doc/classes/Viewport.xml @@ -63367,8 +66801,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World3D] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -63383,7 +66817,7 @@ msgid "" "to the root viewport. Only available in GLES2. This is a low-level " "optimization and should not be used in most cases. If used, reading from the " "Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more " -"information see [method RenderingServer.viewport_set_render_direct_to_screen]." +"information see [method VisualServer.viewport_set_render_direct_to_screen]." msgstr "" #: doc/classes/Viewport.xml @@ -63423,9 +66857,10 @@ msgstr "" msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value will " "be rounded up to the nearest power of 2.\n" -"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-" -"created viewports default to a value of 0, this value must be set above 0 " -"manually." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -63454,7 +66889,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\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." msgstr "" #: doc/classes/Viewport.xml @@ -63470,7 +66909,7 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The custom [World3D] which can be used as 3D environment source." +msgid "The custom [World] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml @@ -63805,11 +67244,12 @@ msgid "This enabler will stop [Particles2D] nodes." msgstr "" #: doc/classes/VisibilityEnabler2D.xml -msgid "This enabler will stop the parent's _process function." +msgid "This enabler will stop the parent's [method Node._process] function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml -msgid "This enabler will stop the parent's _physics_process function." +msgid "" +"This enabler will stop the parent's [method Node._physics_process] function." msgstr "" #: doc/classes/VisibilityEnabler2D.xml @@ -63848,6 +67288,16 @@ msgstr "" msgid "The VisibilityNotifier's bounding box." msgstr "" +#: doc/classes/VisibilityNotifier.xml +msgid "" +"In addition to checking whether a node is on screen or within a [Camera]'s " +"view, VisibilityNotifier can also optionally check whether a node is within " +"a specified maximum distance when using a [Camera] with perspective " +"projection. This is useful for throttling the performance requirements of " +"nodes that are far away.\n" +"[b]Note:[/b] This feature will be disabled if set to 0.0." +msgstr "" + #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." msgstr "" @@ -63917,7 +67367,7 @@ msgid "" "general, you should not access the [VisualInstance] properties directly as " "they are accessed and managed by the nodes that inherit from " "[VisualInstance]. [VisualInstance] is the node representation of the " -"[RenderingServer] instance." +"[VisualServer] instance." msgstr "" #: doc/classes/VisualInstance.xml @@ -63936,8 +67386,8 @@ msgstr "" #: doc/classes/VisualInstance.xml msgid "" "Returns the RID of this instance. This RID is the same as the RID returned " -"by [method RenderingServer.instance_create]. This RID is needed if you want to " -"call [RenderingServer] functions directly on this [VisualInstance]." +"by [method VisualServer.instance_create]. This RID is needed if you want to " +"call [VisualServer] functions directly on this [VisualInstance]." msgstr "" #: doc/classes/VisualInstance.xml @@ -63958,7 +67408,7 @@ msgstr "" msgid "" "Sets the resource that is instantiated by this [VisualInstance], which " "changes how the engine handles the [VisualInstance] under the hood. " -"Equivalent to [method RenderingServer.instance_set_base]." +"Equivalent to [method VisualServer.instance_set_base]." msgstr "" #: doc/classes/VisualInstance.xml @@ -65706,11 +69156,11 @@ msgstr "" msgid "A signal from an instanced node with the given type will be used." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Server for anything visible." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Server for anything visible. The visual server is the API backend for " "everything visible. The whole scene system mounts on it to display.\n" @@ -65740,62 +69190,62 @@ msgid "" "eventually attached to the canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets images to be rendered in the window margin." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets margin size, where black bars (or images, if [method " "black_bars_set_images] was used) are rendered." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a camera and adds it to the RenderingServer. It can be accessed with " +"Creates a camera and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]camera_*[/code] " -"RenderingServer functions.\n" +"VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the cull mask associated with this camera. The cull mask describes " "which 3D layers are rendered by this camera. Equivalent to [member Camera." "cull_mask]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the environment used by this camera. Equivalent to [member Camera." "environment]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets camera to use frustum projection. This mode allows adjusting the " "[code]offset[/code] argument to create \"tilted frustum\" effects." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets camera to use orthogonal projection, also known as orthographic " "projection. Objects remain the same size on the screen no matter how far " "away they are." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets [Transform] of camera." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], preserves the horizontal aspect ratio which is " "equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves " @@ -65803,493 +69253,493 @@ msgid "" "KEEP_HEIGHT]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Creates a canvas and returns the assigned [RID]. It can be accessed with the " "RID that is returned. This RID will be used in all [code]canvas_*[/code] " -"RenderingServer functions.\n" +"VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a circle command to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"If ignore is [code]true[/code], the RenderingServer does not perform clipping." +"If ignore is [code]true[/code], the VisualServer does not perform clipping." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a line command to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a mesh command to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its " "aabb at the moment." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a nine patch image to the [CanvasItem]'s draw commands.\n" "See [NinePatchRect] for more explanation." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a particle system to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a polygon to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a polyline, which is a line from multiple points with a width, to the " "[CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a primitive to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a rectangle to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a [Transform2D] command to the [CanvasItem]'s draw commands.\n" "This sets the extra_matrix uniform when executed. This affects the later " "commands of the canvas item." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a textured rect to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a texture rect with region setting to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds a triangle array to the [CanvasItem]'s draw commands." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Creates a new [CanvasItem] and returns its [RID]. It can be accessed with " "the RID that is returned. This RID will be used in all [code]canvas_item_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets clipping for the [CanvasItem]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Defines a custom drawing rectangle for the [CanvasItem]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Enables the use of distance fields for GUI elements that are rendering " "distance field based fonts." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets [CanvasItem] to be drawn behind its parent." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the index for the [CanvasItem]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a new material to the [CanvasItem]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the color that modulates the [CanvasItem] and its children." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the parent for the [CanvasItem]. The parent can be another canvas item, " "or it can be the root canvas that is attached to the viewport." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the color that modulates the [CanvasItem] without children." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets if [CanvasItem]'s children should be sorted by y-position." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the [CanvasItem]'s [Transform2D]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets if the canvas item (including its children) is visible." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If this is enabled, the Z index of the parent will be added to the " "children's Z index." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " "drawn first)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a canvas light and adds it to the RenderingServer. It can be accessed " +"Creates a canvas light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " -"[code]canvas_light_*[/code] RenderingServer functions.\n" +"[code]canvas_light_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a light occluder and adds it to the RenderingServer. It can be accessed " +"Creates a light occluder and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " -"[code]canvas_light_ocluder_*[/code] RenderingServer functions.\n" +"[code]canvas_light_ocluder_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Enables or disables light occluder." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a light occluder's polygon." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a light occluder's [Transform2D]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the color for a light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Enables or disables a canvas light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a canvas light's energy." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a canvas light's height." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "The binary mask used to determine which layers this canvas light's shadows " "affects. See [LightOccluder2D] for more information on light masks." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The layer range that gets rendered with this light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The mode of the light, see [enum CanvasLightMode] constants." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the texture's scale factor of the light. Equivalent to [member Light2D." "texture_scale]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the width of the shadow buffer, size gets scaled to the next power of " "two for this." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the color of the canvas light's shadow." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Enables or disables the canvas light's shadow." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] " "constants." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the length of the shadow's gradient." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Smoothens the shadow. The lower, the smoother." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets texture to be used by light. Equivalent to [member Light2D.texture]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the offset of the light's texture. Equivalent to [member Light2D." "offset]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the canvas light's [Transform2D]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the Z range of objects that will be affected by this light. Equivalent " "to [member Light2D.range_z_min] and [member Light2D.range_z_max]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a new light occluder polygon and adds it to the RenderingServer. It can " +"Creates a new light occluder polygon and adds it to the VisualServer. It can " "be accessed with the RID that is returned. This RID will be used in all " -"[code]canvas_occluder_polygon_*[/code] RenderingServer functions.\n" +"[code]canvas_occluder_polygon_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets an occluder polygons cull mode. See [enum " "CanvasOccluderPolygonCullMode] constants." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the shape of the occluder polygon." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the shape of the occluder polygon as lines." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "A copy of the canvas item will be drawn with a local offset of the mirroring " "[Vector2]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Modulates all colors in the given canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a directional light and adds it to the RenderingServer. It can be " +"Creates a directional light and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID can be used in most " -"[code]light_*[/code] RenderingServer functions.\n" +"[code]light_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this directional light to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Draws a frame. [i]This method is deprecated[/i], please use [method " "force_draw] instead." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an environment and adds it to the RenderingServer. It can be accessed " +"Creates an environment and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " -"[code]environment_*[/code] RenderingServer functions.\n" +"[code]environment_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " -"[Environment3D3D] for more details." +"[Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Sets the ambient light parameters. See [Environment3D3D] for more details." +#: doc/classes/VisualServer.xml +msgid "Sets the ambient light parameters. See [Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment3D." +"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." "background_mode]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Color displayed for clear areas of the scene (if using Custom color or " "Color+Sky background modes)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the intensity of the background color." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"DoF Far Blur\" post-process effect. " -"See [Environment3D3D] for more details." +"See [Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the values to be used with the \"DoF Near Blur\" post-process effect. " -"See [Environment3D3D] for more details." +"See [Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Sets the variables to be used with the scene fog. See [Environment3D3D] for more " +"Sets the variables to be used with the scene fog. See [Environment] for more " "details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Sets the variables to be used with the fog depth effect. See [Environment3D3D] " +"Sets the variables to be used with the fog depth effect. See [Environment] " "for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Sets the variables to be used with the fog height effect. See [Environment3D3D] " +"Sets the variables to be used with the fog height effect. See [Environment] " "for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"glow\" post-process effect. See " -"[Environment3D3D] for more details." +"[Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [Sky] to be used as the environment's background when using " -"[i]BGMode[/i] sky. Equivalent to [member Environment3D.background_sky]." +"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a custom field of view for the background [Sky]. Equivalent to [member " -"Environment3D.background_sky_custom_fov]." +"Environment.background_sky_custom_fov]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " -"to [member Environment3D.background_sky_orientation]." +"to [member Environment.background_sky_orientation]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"Screen Space Ambient Occlusion " -"(SSAO)\" post-process effect. See [Environment3D3D] for more details." +"(SSAO)\" post-process effect. See [Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" -"process effect. See [Environment3D3D] for more details." +"process effect. See [Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " -"[Environment3D3D] for more details." +"[Environment] for more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Removes buffers and clears testcubes." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Forces a frame to be drawn when the function is called. Drawing a frame " "updates all [Viewport]s that are set to update. Use with extreme caution." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Synchronizes threads." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Tries to free an object in the RenderingServer." +#: doc/classes/VisualServer.xml +msgid "Tries to free an object in the VisualServer." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a certain information, see [enum RenderInfo] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the id of the test cube. Creates one if none exists." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the id of the test texture. Creates one if none exists." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" "SSE2\").\n" @@ -66297,169 +69747,169 @@ msgid "" "an empty string." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the id of a white texture. Creates one if none exists." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a GI probe and adds it to the RenderingServer. It can be accessed with " +"Creates a GI probe and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]gi_probe_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this GI probe to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the bias value for the GI probe. Bias is used to avoid self " "occlusion. Equivalent to [member GIProbeData.bias]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the axis-aligned bounding box that covers the full extent of the GI " "probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the cell size set by [method gi_probe_set_cell_size]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the data used by the GI probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the dynamic range set for this GI probe. Equivalent to [member " "GIProbe.dynamic_range]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the energy multiplier for this GI probe. Equivalent to [member " "GIProbe.energy]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the normal bias for this GI probe. Equivalent to [member GIProbe." "normal_bias]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the propagation value for this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if the GI probe data associated with this GI probe " "is compressed. Equivalent to [member GIProbe.compress]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if the GI probe is set to interior, meaning it " "does not account for sky light. Equivalent to [member GIProbe.interior]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe." "bias]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the axis-aligned bounding box that covers the extent of the GI probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the size of individual cells within the GI probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the compression setting for the GI probe data. Compressed data will " "take up less space but may look worse. Equivalent to [member GIProbe." "compress]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the data to be used in the GI probe for lighting calculations. Normally " "this is created and called internally within the [GIProbe] node. You should " "not try to set this yourself." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the dynamic range of the GI probe. Dynamic range sets the limit for how " "bright lights can be. A smaller range captures greater detail but limits how " "bright lights can be. Equivalent to [member GIProbe.dynamic_range]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this GI probe. A higher energy makes the " "indirect light from the GI probe brighter. Equivalent to [member GIProbe." "energy]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the interior value of this GI probe. A GI probe set to interior does " "not include the sky when calculating lighting. Equivalent to [member GIProbe." "interior]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the normal bias for this GI probe. Normal bias behaves similar to the " "other form of bias and may help reduce self-occlusion. Equivalent to [member " "GIProbe.normal_bias]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the propagation of light within this GI probe. Equivalent to [member " "GIProbe.propagation]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the to cell [Transform] for this GI probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Returns [code]true[/code] if changes have been made to the RenderingServer's " +"Returns [code]true[/code] if changes have been made to the VisualServer's " "data. [method draw] is usually called if this happens.\n" "As changes are registered as either high or low priority (e.g. dynamic " "shaders), this function takes an optional argument to query either low or " "high priority changes, or any changes." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Not yet implemented. Always returns [code]false[/code]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if the OS supports a certain feature. Features " "might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], " @@ -66469,322 +69919,322 @@ msgid "" "default GPU skinning process." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to " "[method ImmediateGeometry.begin]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Clears everything that was set up between [method immediate_begin] and " "[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the color to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_color]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an immediate geometry and adds it to the RenderingServer. It can be " +"Creates an immediate geometry and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]immediate_*[/code] RenderingServer functions.\n" +"[code]immediate_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this immediate geometry to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method " "ImmediateGeometry.end]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the material assigned to the [ImmediateGeometry]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the normal to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_normal]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the material to be used to draw the [ImmediateGeometry]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the tangent to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_tangent]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the UV to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the UV2 to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv2]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds the next vertex using the information provided in advance. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds the next vertex using the information provided in advance. This is a " "helper class that calls [method immediate_vertex] under the hood. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Initializes the visual server. This function is called internally by " "platform-dependent code during engine initialization. If called from a " "running game, it will not do anything." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Attaches a unique Object ID to instance. Object ID must be attached to " "instance for proper culling with [method instances_cull_aabb], [method " "instances_cull_convex], and [method instances_cull_ray]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a visual instance and adds it to the RenderingServer. It can be " +"Creates a visual instance and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]instance_*[/code] RenderingServer functions.\n" +"[code]instance_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "An instance is a way of placing a 3D object in the scenario. Objects like " "particles, meshes, and reflection probes need to be associated with an " "instance to be visible in the scenario using [method instance_set_base]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a visual instance, adds it to the RenderingServer, and sets both base " +"Creates a visual instance, adds it to the VisualServer, and sets both base " "and scenario. It can be accessed with the RID that is returned. This RID " -"will be used in all [code]instance_*[/code] RenderingServer functions.\n" +"will be used in all [code]instance_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Not implemented in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance.cast_shadow]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a material that will be rendered for all surfaces on top of active " "materials for the mesh associated with this instance. Equivalent to [member " "GeometryInstance.material_overlay]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a material that will override the material for all surfaces on the mesh " "associated with this instance. Equivalent to [member GeometryInstance." "material_override]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the base of the instance. A base can be any of the 3D objects that are " -"created in the RenderingServer that can be displayed. For example, any of the " +"created in the VisualServer that can be displayed. For example, any of the " "light types, mesh, multimesh, immediate geometry, particle system, " "reflection probe, lightmap capture, and the GI probe are all types that can " "be set as the base of an instance in order to be displayed in the scenario." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the weight for a given blend shape associated with this instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a custom AABB to use when culling objects from the view frustum. " "Equivalent to [method GeometryInstance.set_custom_aabb]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Function not implemented in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a margin to increase the size of the AABB when culling objects from the " "view frustum. This allows you to avoid culling objects that fall outside the " "view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance.layers]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the scenario that the instance is in. The scenario is the 3D world that " "the objects will be displayed in." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the material of a specific surface. Equivalent to [method MeshInstance." "set_surface_material]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the world space transform of the instance. Equivalent to [member " "Spatial.transform]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the lightmap to use with this instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets whether an instance is drawn or not. Equivalent to [member Spatial." "visible]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns an array of object IDs intersecting with the provided AABB. Only " "visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " -"[World3D] you want to query. This forces an update for all resources queued to " +"[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns an array of object IDs intersecting with the provided convex shape. " "Only visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " -"[World3D] you want to query. This forces an update for all resources queued to " +"[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns an array of object IDs intersecting with the provided 3D ray. Only " "visual 3D nodes are considered, such as [MeshInstance] or " "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the " "actual nodes. A scenario RID must be provided, which is available in the " -"[World3D] you want to query. This forces an update for all resources queued to " +"[World] you want to query. This forces an update for all resources queued to " "update.\n" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], this directional light will blend between shadow map " "splits resulting in a smoother transition between them. Equivalent to " "[member DirectionalLight.directional_shadow_blend_splits]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the shadow depth range mode for this directional light. Equivalent to " "[member DirectionalLight.directional_shadow_depth_range]. See [enum " "LightDirectionalShadowDepthRangeMode] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the shadow mode for this directional light. Equivalent to [member " "DirectionalLight.directional_shadow_mode]. See [enum " "LightDirectionalShadowMode] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets whether to use vertical or horizontal detail for this omni light. This " "can be used to alleviate artifacts in the shadow map. Equivalent to [member " "OmniLight.omni_shadow_detail]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual " "paraboloid is faster but may suffer from artifacts. Equivalent to [member " "OmniLight.omni_shadow_mode]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the bake mode for this light, see [enum LightBakeMode] for options. The " "bake mode affects how the light will be baked in [BakedLightmap]s and " "[GIProbe]s." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the color of the light. Equivalent to [member Light.light_color]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the cull mask for this Light. Lights only affect objects in the " "selected layers. Equivalent to [member Light.light_cull_mask]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], light will subtract light instead of adding light. " "Equivalent to [member Light.light_negative]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the specified light parameter. See [enum LightParam] for options. " "Equivalent to [method Light.set_param]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], reverses the backface culling of the mesh. This can be " "useful when you have a flat mesh that has a light behind it. If you need to " @@ -66793,19 +70243,19 @@ msgid "" "to [member Light.shadow_reverse_cull_face]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light." "shadow_enabled]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the color of the shadow cast by the light. Equivalent to [member Light." "shadow_color]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets whether GI probes capture light information from this light. " "[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This " @@ -66815,243 +70265,243 @@ msgid "" "given parameter." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a lightmap capture and adds it to the RenderingServer. It can be " +"Creates a lightmap capture and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]lightmap_capture_*[/code] RenderingServer functions.\n" +"[code]lightmap_capture_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this lightmap capture to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the size of the lightmap capture area." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the energy multiplier used by the lightmap capture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the octree used by the lightmap capture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the cell subdivision amount used by this lightmap capture's octree." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the cell transform for this lightmap capture's octree." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns [code]true[/code] if capture is in \"interior\" mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the size of the area covered by the lightmap capture. Equivalent to " "[member BakedLightmapData.bounds]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this lightmap capture. Equivalent to [member " "BakedLightmapData.energy]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the \"interior\" mode for this lightmap capture. Equivalent to [member " "BakedLightmapData.interior]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the octree to be used by this lightmap capture. This function is " "normally used by the [BakedLightmap] node. Equivalent to [member " "BakedLightmapData.octree]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the subdivision level of this lightmap capture's octree. Equivalent to " "[member BakedLightmapData.cell_subdiv]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the octree cell transform for this lightmap capture's octree. " "Equivalent to [member BakedLightmapData.cell_space_transform]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns a mesh of a sphere with the given amount of horizontal and vertical " "subdivisions." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an empty material and adds it to the RenderingServer. It can be " +"Creates an empty material and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]material_*[/code] RenderingServer functions.\n" +"[code]material_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the value of a certain material's parameter." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Returns the default value for the param if available. Otherwise returns an " -"empty [Variant]." +"Returns the default value for the param if available. Returns [code]null[/" +"code] otherwise." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the shader of a certain material's shader. Returns an empty RID if " "the material doesn't have a shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a material's line width." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets an object's next material." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a material's parameter." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a material's render priority." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a shader material's shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] " "constants for types." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Removes all surfaces from a mesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a new mesh and adds it to the RenderingServer. It can be accessed with " +"Creates a new mesh and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]mesh_*[/code] " -"RenderingServer functions.\n" +"VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this mesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's blend shape count." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's blend shape mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's custom aabb." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's number of surfaces." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Removes a mesh's surface." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a mesh's blend shape count." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a mesh's blend shape mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a mesh's custom aabb." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's aabb." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's vertex buffer." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's amount of indices." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's amount of vertices." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's buffer arrays." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's arrays for blend shapes." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the format of a mesh's surface." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Function is unused in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's index buffer." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a mesh's surface's material." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the primitive type of a mesh's surface." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the aabb of a mesh's surface's skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a mesh's surface's material." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Updates a specific region of a vertex buffer for the specified surface. " "Warning: this function alters the vertex buffer directly with no safety " "mechanisms, you can easily corrupt your mesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Allocates space for the multimesh data. Format parameters determine how the " "data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum " @@ -67059,80 +70509,80 @@ msgid "" "Equivalent to [member MultiMesh.instance_count]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a new multimesh on the RenderingServer and returns an [RID] handle. " -"This RID will be used in all [code]multimesh_*[/code] RenderingServer " +"Creates a new multimesh on the VisualServer and returns an [RID] handle. " +"This RID will be used in all [code]multimesh_*[/code] VisualServer " "functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this multimesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the number of instances allocated for this multimesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the number of visible instances for this multimesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the color by which the specified instance will be modulated." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the custom data associated with the specified instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the [Transform] of the specified instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the custom data for this instance. Custom data is passed as a [Color], " "but is interpreted as a [code]vec4[/code] in the shader. Equivalent to " "[method MultiMesh.set_instance_custom_data]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] for this instance. Equivalent to [method MultiMesh." "set_instance_transform]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [Transform2D] for this instance. For use when multimesh is used in " "2D. Equivalent to [method MultiMesh.set_instance_transform_2d]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets all data related to the instances in one go. This is especially useful " "when loading the data from disk or preparing the data from GDNative.\n" @@ -67147,58 +70597,58 @@ msgid "" "code] is stored as 4 floats." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the number of instances visible at a given time. If -1, all instances " "that have been allocated are drawn. Equivalent to [member MultiMesh." "visible_instance_count]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a new omni light and adds it to the RenderingServer. It can be accessed " +"Creates a new omni light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this omni light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a particle system and adds it to the RenderingServer. It can be " +"Creates a particle system and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]particles_*[/code] RenderingServer functions.\n" +"[code]particles_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach these particles to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " "particles. Equivalent to [method Particles.capture_aabb]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns [code]true[/code] if particles are currently set to emitting." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Add particle system to list of particle systems that need to be updated. " "Update will take place on the next frame, or on the next call to [method " @@ -67206,181 +70656,181 @@ msgid "" "instances_cull_ray]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Reset the particles on the next update. Equivalent to [method Particles." "restart]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the number of particles to be drawn and allocates the memory for them. " "Equivalent to [member Particles.amount]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a custom axis-aligned bounding box for the particle system. Equivalent " "to [member Particles.visibility_aabb]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the draw order of the particles to one of the named enums from [enum " "ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent " "to [member Particles.draw_order]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the mesh to be used for the specified draw pass. Equivalent to [member " "Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles." "draw_pass_3], and [member Particles.draw_pass_4]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the number of draw passes to use. Equivalent to [member Particles." "draw_passes]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [Transform] that will be used by the particles when they first emit." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], particles will emit over time. Setting to false does " "not reset the particles, but only stops their emission. Equivalent to " "[member Particles.emitting]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the frame rate that the particle system rendering will be fixed to. " "Equivalent to [member Particles.fixed_fps]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of " "the particles. Equivalent to [member Particles.fract_delta]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the lifetime of each particle in the system. Equivalent to [member " "Particles.lifetime]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " "[member Particles.one_shot]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the preprocess time for the particles' animation. This lets you delay " "starting an animation until after the particles have begun emitting. " "Equivalent to [member Particles.preprocess]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the material for processing the particles.\n" "[b]Note:[/b] This is not the material used to draw the materials. Equivalent " "to [member Particles.process_material]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the emission randomness ratio. This randomizes the emission of " "particles within their phase. Equivalent to [member Particles.randomness]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the speed scale of the particle system. Equivalent to [member Particles." "speed_scale]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], particles use local coordinates. If [code]false[/code] " "they use global coordinates. Equivalent to [member Particles.local_coords]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a reflection probe and adds it to the RenderingServer. It can be " +"Creates a reflection probe and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]reflection_probe_*[/code] RenderingServer functions.\n" +"[code]reflection_probe_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this reflection probe to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the render cull mask for this reflection probe. Only instances with a " "matching cull mask will be rendered by this probe. Equivalent to [member " "ReflectionProbe.cull_mask]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], uses box projection. This can make reflections look " "more correct in certain situations. Equivalent to [member ReflectionProbe." "box_projection]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection much slower to compute. Equivalent to [member ReflectionProbe." "enable_shadows]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the size of the area that the reflection probe will capture. Equivalent " "to [member ReflectionProbe.extents]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the ambient light color for this reflection probe when set to interior " "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the energy multiplier for this reflection probes ambient light " "contribution when set to interior mode. Equivalent to [member " "ReflectionProbe.interior_ambient_energy]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the contribution value for how much the reflection affects the ambient " "light for this reflection probe when set to interior mode. Useful so that " @@ -67388,25 +70838,25 @@ msgid "" "ReflectionProbe.interior_ambient_contrib]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the max distance away from the probe an object can be before it is " "culled. Equivalent to [member ReflectionProbe.max_distance]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode. Equivalent to [member ReflectionProbe.origin_offset]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets how often the reflection probe updates. Can either be once or every " "frame. See [enum ReflectionProbeUpdateMode] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Schedules a callback to the corresponding named [code]method[/code] on " "[code]where[/code] after a frame has been drawn.\n" @@ -67414,40 +70864,40 @@ msgid "" "[code]userdata[/code]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a scenario and adds it to the RenderingServer. It can be accessed with " +"Creates a scenario and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]scenario_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "The scenario is the 3D world that all the visual instances exist in." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the environment that will be used with this scenario." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the fallback environment to be used by this scenario. The fallback " "environment is used if no environment is set. Internally, this is used by " "the editor to provide a default environment." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the size of the reflection atlas shared by all reflection probes in " "this scenario." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a boot image. The color defines the background color. If [code]scale[/" "code] is [code]true[/code], the image will be scaled to fit the screen size. " @@ -67456,19 +70906,19 @@ msgid "" "the image will be scaled with nearest-neighbor interpolation." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the engine will generate wireframes for use with the " "wireframe debug mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the default clear color which is used when a specific clear color has " "not been selected." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If asynchronous shader compilation is enabled, this controls whether " "[constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed.\n" @@ -67479,7 +70929,7 @@ msgid "" "regardless the shaders are ready or not." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the scale to apply to the passage of time for the shaders' [code]TIME[/" "code] builtin.\n" @@ -67487,202 +70937,228 @@ msgid "" "count the real time as it goes by, without narrowing or stretching it." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Enables or disables occlusion culling." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an empty shader and adds it to the RenderingServer. It can be accessed " +"Creates an empty shader and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]shader_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a shader's code." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a default texture from a shader searched by name." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the parameters of a shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a shader's code." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a shader's default texture. Overwrites the texture given by name." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Allocates the GPU buffers for this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the [Transform] set for a specific bone of this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the [Transform] for a specific bone of this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a skeleton and adds it to the RenderingServer. It can be accessed with " +"Creates a skeleton and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]skeleton_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the number of bones allocated for this skeleton." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an empty sky and adds it to the RenderingServer. It can be accessed " +"Creates an empty sky and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]sky_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a sky's texture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates a spot light and adds it to the RenderingServer. It can be accessed " +"Creates a spot light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" +"VisualServer's [method free_rid] static method.\n" "To place in a scene, attach this spot light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Allocates the GPU memory for the texture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Binds the texture to a texture slot." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an empty texture and adds it to the RenderingServer. It can be accessed " +"Creates an empty texture and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]texture_*[/" -"code] RenderingServer functions.\n" +"code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Creates a texture, allocates the space for an image, and fills in the image." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns a list of all the textures and their information." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns a copy of a texture's image unless it's a CubeMap, in which case it " "returns the [RID] of the image at one of the cubes sides." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the depth of the texture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the flags of a texture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the format of the texture's image." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the texture's height." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the texture's path." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the opengl id of the texture's image." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the type of the texture, can be any of the [enum TextureType]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the texture's width." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the texture's image data. If it's a CubeMap, it sets the image data at " "a cube side." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a part of the data for a texture. Warning: this function calls the " "underlying graphics API directly and may corrupt your texture if used " "improperly." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the texture's flags. See [enum TextureFlags] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the texture's path." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml +msgid "" +"Creates an update link between two textures, similar to how " +"[ViewportTexture]s operate. When the base texture is the texture of a " +"[Viewport], every time the viewport renders a new frame, the proxy texture " +"automatically receives an update.\n" +"For example, this code links a generic [ImageTexture] to the texture output " +"of the [Viewport] using the VisualServer API:\n" +"[codeblock]\n" +"func _ready():\n" +" var viewport_rid = get_viewport().get_viewport_rid()\n" +" var viewport_texture_rid = VisualServer." +"viewport_get_texture(viewport_rid)\n" +"\n" +" var proxy_texture = ImageTexture.new()\n" +" var viewport_texture_image_data = VisualServer." +"texture_get_data(viewport_texture_rid)\n" +"\n" +" proxy_texture.create_from_image(viewport_texture_image_data)\n" +" var proxy_texture_rid = proxy_texture.get_rid()\n" +" VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n" +"\n" +" $TextureRect.texture = proxy_texture\n" +"[/codeblock]" +msgstr "" + +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], sets internal processes to shrink all image data to " "half the size." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the image will be stored in the texture's images array " "if overwritten." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a viewport's camera." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets a viewport's canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Copies viewport to a region of the screen specified by [code]rect[/code]. If " "[member Viewport.render_direct_to_screen] is [code]true[/code], then " @@ -67700,97 +71176,101 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Creates an empty viewport and adds it to the RenderingServer. It can be " +"Creates an empty viewport and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " -"[code]viewport_*[/code] RenderingServer functions.\n" +"[code]viewport_*[/code] VisualServer functions.\n" "Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." +"VisualServer's [method free_rid] static method." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Detaches the viewport from the screen." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Returns the viewport's last rendered frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Detaches a viewport from a canvas and vice versa." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the stacking order for a viewport's canvas.\n" "[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] " "specifies the stacking order of the canvas among those in the same layer." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the transformation of a viewport's canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "If [code]true[/code], a viewport's 3D rendering is disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the viewport's global transformation matrix." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "If [code]true[/code], the viewport renders to hdr." +#: doc/classes/VisualServer.xml +msgid "" +"If [code]true[/code], the viewport renders to high dynamic range (HDR) " +"instead of standard dynamic range (SDR). See also [method " +"viewport_set_use_32_bpc_depth].\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Currently unimplemented in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the viewport's parent to another viewport." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], render the contents of the viewport directly to " "screen. This allows a low-level optimization where you can skip drawing a " @@ -67806,24 +71286,24 @@ msgid "" "significantly larger than the window size." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets a viewport's scenario.\n" "The scenario contains information about the [enum ScenarioDebugMode], " "environment information, reflection atlas etc." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the shadow atlas quadrant's subdivision." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the size of the shadow atlas's images (used for omni and spot lights). " "The value will be rounded up to the nearest power of 2." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If " "set to a value greater than [code]0.0[/code], contrast-adaptive sharpening " @@ -67833,34 +71313,43 @@ msgid "" "viewport_set_use_fxaa]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sets the viewport's width and height." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used " +"on the same [Viewport] to set HDR to [code]true[/code].\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" + +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.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 " @@ -67871,7 +71360,7 @@ msgid "" "also be [code]true[/code] for debanding to be effective." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Enables fast approximate antialiasing for this viewport. FXAA is a popular " "screen-space antialiasing method, which is fast but will make the image look " @@ -67881,208 +71370,212 @@ msgid "" "viewport_set_sharpen_intensity])." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's rendering is flipped vertically." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "If [code]false[/code], disables rendering completely, but the engine logic " "is still being processed. You can call [method force_draw] to draw a frame " "even with rendering disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Emitted at the end of the frame, after the RenderingServer has finished " +"Emitted at the end of the frame, after the VisualServer has finished " "updating all the Viewports." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" -"Emitted at the beginning of the frame, before the RenderingServer updates all " +"Emitted at the beginning of the frame, before the VisualServer updates all " "the Viewports." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks an error that shows that the index array is empty." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of weights/bones per vertex." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The minimum Z-layer for canvas items." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The maximum Z-layer for canvas items." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Max number of glow levels that can be used with glow post-process effect." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Unused enum in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The minimum renderpriority of all materials." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The maximum renderpriority of all materials." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the left side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the right side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the bottom side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the top side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the front side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Marks the back side of a cubemap." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Normal texture with 2 dimensions, width and height." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Texture made up of six faces, can be looked up with a [code]vec3[/code] in " "shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "An array of 2-dimensional textures." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "A 3-dimensional texture with width, height, and depth." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Repeats the texture (instead of clamp to edge)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Repeats the texture with alternate sections mirrored." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant " "TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Shader is a 3D shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Shader is a 2D shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Shader is a particle shader." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ShaderMode] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is a vertex array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is a normal array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is a tangent array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is a color array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array for the second UV coordinates." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array contains bone information." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is weight information." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Array is index array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a vertex array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a normal array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a tangent array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a color array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark an UV coordinates array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Flag used to mark an UV coordinates array for the second UV coordinates." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a bone information array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark a weights array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Flag used to mark an index array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml +msgid "Flag used to mark a compressed (half float) color array." +msgstr "" + +#: doc/classes/VisualServer.xml msgid "" "Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant " "ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant " @@ -68091,688 +71584,718 @@ msgid "" "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Primitive to draw consists of points." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Primitive to draw consists of lines." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Primitive to draw consists of a line strip from start to end." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a line loop (a line strip with a line between " "the last and the first vertex)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Primitive to draw consists of triangles." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a triangle strip (the last 3 vertices are " "always combined to make a triangle)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Primitive to draw consists of a triangle strip (the last 2 vertices are " "always combined with the first to make a triangle)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum PrimitiveType] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Is a directional (sun) light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Is an omni light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Is a spot light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light's energy." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Secondary multiplier used with indirect light (light bounces)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "The light's size, currently only used for soft shadows in baked lightmaps." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light's influence on specularity." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light's range." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light's attenuation." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The spotlight's angle." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The spotlight's attenuation." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Scales the shadow color." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Max distance that shadows will be rendered." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Proportion of shadow atlas occupied by the first split." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Proportion of shadow atlas occupied by the second split." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Proportion of shadow atlas occupied by the third split. The fourth split " "occupies the rest." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Normal bias used to offset shadow lookup by object normal. Can be used to " "fix self-shadowing artifacts." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Bias the shadow lookup to fix self-shadowing artifacts." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Increases bias on further splits to fix self-shadowing that only occurs far " "away from the camera." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum LightParam] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use a dual paraboloid shadow map for omni lights." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Use a cubemap shadow map for omni lights. Slower but better quality than " "dual paraboloid." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use more detail vertically when computing shadow map." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use more detail horizontally when computing shadow map." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use orthogonal shadow projection for directional light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use 2 splits for shadow projection when using directional light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use 4 splits for shadow projection when using directional light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Keeps shadows stable as camera moves but has lower effective resolution." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Optimize use of shadow maps, increasing the effective resolution. But may " "result in shadows moving or flickering slightly." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Do not update the viewport." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Update the viewport once then set to disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Update the viewport whenever it is visible." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Always update the viewport." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The viewport is always cleared before drawing." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The viewport is never cleared before drawing." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Multisample antialiasing is disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 2×." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 4×." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 8×." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Multisample antialiasing is set to 16×." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Multisample antialiasing is set to 2× on external texture. Special mode for " "GLES2 Android VR (Oculus Quest and Go)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Multisample antialiasing is set to 4× on external texture. Special mode for " "GLES2 Android VR (Oculus Quest and Go)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The Viewport does not render 3D but samples." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The Viewport does not render 3D and does not sample." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The Viewport renders 3D with effects." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The Viewport renders 3D but without effects." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of objects drawn in a single frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of vertices drawn in a single frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of material changes during this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of shader changes during this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of surface changes during this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of draw calls during this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of 2d items drawn this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Number of 2d draw calls during this frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Debug draw is disabled. Default setting." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Debug draw sets objects to unshaded." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Overwrites clear color to [code](0,0,0,0)[/code]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Debug draw draws objects in wireframe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Do not use a debug mode." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Draw all objects as wireframe models." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Draw all objects in a way that displays how much overdraw is occurring. " "Overdraw occurs when a section of pixels is drawn and shaded and then " "another object covers it up. To optimize a scene, you should reduce overdraw." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Draw all objects without shading. Equivalent to setting all objects shaders " "to [code]unshaded[/code]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance does not have a type." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a mesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a multimesh." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is an immediate geometry." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a particle emitter." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a light." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a reflection probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a GI probe." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The instance is a lightmap capture." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceType] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "A combination of the flags of geometry instances (mesh, multimesh, immediate " "and particles)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Allows the instance to be used in baked lighting." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "When set, manually requests to draw geometry on next frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Disable shadows from this instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Cast shadows from this instance." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The nine patch gets stretched where needed." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The nine patch gets filled with tiles where needed." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds light color additive to the canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Adds light color subtractive to the canvas." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light adds color depending on transparency." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The light adds color depending on mask." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Do not apply a filter to canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use PCF3 filtering to filter canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use PCF5 filtering to filter canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use PCF7 filtering to filter canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use PCF9 filtering to filter canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use PCF13 filtering to filter canvas light shadows." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is disabled." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is clockwise." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Culling of the canvas occluder is counterclockwise." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of objects in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of vertices in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of modified materials in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of shader rebinds in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml +msgid "" +"The peak amount of shaders that have been under compilation in the frame.\n" +"This is useful to know when asynchronous shader compilation has finished for " +"the current shaders on screen.\n" +"[b]Note:[/b] For complete certainty, only assume there are no outstanding " +"compilations when this value is zero for at least two frames in a row.\n" +"Unimplemented in the GLES2 rendering backend, always returns 0." +msgstr "" + +#: doc/classes/VisualServer.xml msgid "The amount of surface changes in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of draw calls in frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of 2d items in the frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "The amount of 2d draw calls in frame." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use [Transform2D] to store MultiMesh transform." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use [Transform] to store MultiMesh transform." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "MultiMesh does not use per-instance color." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "MultiMesh color uses 8 bits per component. This packs the color into a " "single float." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "MultiMesh color uses a float per channel." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "MultiMesh does not use custom data." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "MultiMesh custom data uses 8 bits per component. This packs the 4-component " "custom data into a single float." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "MultiMesh custom data uses a float per component." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Reflection probe will update reflections once and then stop." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Draw particles in the order that they appear in the particles array." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sort particles based on their lifetime." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Sort particles based on their distance to the camera." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use the clear color as background." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use a specified color as the background." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use a sky resource for the background." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Use a custom color for background, but use a sky for shading and reflections." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Use a specified canvas layer as the background. This can be useful for " "instantiating a 2D scene in a 3D world." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Represents the size of the [enum Environment3DBG] enum." +#: doc/classes/VisualServer.xml +msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use lowest blur quality. Fastest, but may look bad." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Use medium blur quality." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Used highest blur quality. Looks the best, but is the slowest." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Add the effect of the glow on top of the scene." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Blends the glow effect with the screen. Does not get as bright as additive." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Produces a subtle color disturbance around objects." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Shows the glow effect by itself without the underlying scene." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Output color as they came in." +#: doc/classes/VisualServer.xml +msgid "" +"Output color as they came in. This can cause bright lighting to look blown " +"out, with noticeable clipping in the output colors." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Use the Reinhard tonemapper." +#: doc/classes/VisualServer.xml +msgid "" +"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors " +"by this formula: [code]color = color / (1 + color)[/code]. This avoids " +"clipping bright highlights, but the resulting image can look a bit dull." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Use the filmic tonemapper." +#: doc/classes/VisualServer.xml +msgid "" +"Use the filmic tonemapper. This avoids clipping bright highlights, with a " +"resulting image that usually looks more vivid than [constant " +"ENV_TONE_MAPPER_REINHARD]." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Use the ACES tonemapper." +#: doc/classes/VisualServer.xml +msgid "" +"Use the legacy Godot version of the Academy Color Encoding System " +"tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of " +"ACES does not handle bright lighting in a physically accurate way. ACES " +"typically has a more contrasted output compared to [constant " +"ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n" +"[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor " +"of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]." msgstr "" -#: doc/classes/RenderingServer.xml -msgid "Use the ACES Fitted tonemapper." +#: doc/classes/VisualServer.xml +msgid "" +"Use the Academy Color Encoding System tonemapper. ACES is slightly more " +"expensive than other options, but it handles bright lighting in a more " +"realistic fashion by desaturating it as it becomes brighter. ACES typically " +"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " +"and [constant ENV_TONE_MAPPER_FILMIC]." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Lowest quality of screen space ambient occlusion." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Medium quality screen space ambient occlusion." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Highest quality screen space ambient occlusion." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Disables the blur set for SSAO. Will make SSAO look noisier." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Perform a 1x1 blur on the SSAO output." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Performs a 2x2 blur on the SSAO output." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Used to query for any changes that request a redraw, whatever the priority." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "" "Registered changes which have low priority can be optionally prevented from " "causing editor redraws. Examples might include dynamic shaders (typically " "using the [code]TIME[/code] built-in)." msgstr "" -#: doc/classes/RenderingServer.xml +#: doc/classes/VisualServer.xml msgid "Registered changes which can cause a redraw default to high priority." msgstr "" @@ -70589,7 +74112,9 @@ msgid "" msgstr "" #: doc/classes/WeakRef.xml -msgid "Returns the [Object] this weakref is referring to." +msgid "" +"Returns the [Object] this weakref is referring to. Returns [code]null[/code] " +"if that object no longer exists." msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml @@ -71234,6 +74759,11 @@ msgid "" "[code]get_peer(id).get_available_packet_count[/code])." msgstr "" +#: modules/websocket/doc_classes/WebSocketServer.xml +msgid "" +"Sets additional headers to be sent to clients during the HTTP handshake." +msgstr "" + #: modules/websocket/doc_classes/WebSocketServer.xml msgid "Stops the server and clear its state." msgstr "" @@ -71330,6 +74860,9 @@ msgid "" "\n" " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" " if webxr_interface:\n" +" # Map to the standard button/axis ids when possible.\n" +" webxr_interface.xr_standard_mapping = true\n" +"\n" " # WebXR uses a lot of asynchronous callbacks, so we connect to " "various\n" " # signals in order to receive them.\n" @@ -71553,6 +75086,13 @@ msgid "" "blurred\"[/code]." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"If set to true, the button and axes ids will be converted to match the " +"standard ids used by other AR/VR interfaces, when possible.\n" +"Otherwise, the ids will be passed through unaltered from WebXR." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Emitted to indicate that the reference space has been reset or " @@ -71640,7 +75180,7 @@ msgid "Emitted when [member visibility_state] has changed." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml -msgid "We don't know the the target ray mode." +msgid "We don't know the target ray mode." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -71729,8 +75269,8 @@ msgstr "" #: doc/classes/World.xml msgid "" "Class that has everything pertaining to a world. A physics space, a visual " -"scenario and a sound space. Spatial nodes register their resources into the " -"current world." +"scenario, a navigation map and a sound space. Spatial nodes register their " +"resources into the current world." msgstr "" #: doc/classes/World.xml @@ -71740,13 +75280,18 @@ msgid "" msgstr "" #: doc/classes/World.xml -msgid "The World's [Environment3D3D]." +msgid "The World's [Environment]." msgstr "" #: doc/classes/World.xml msgid "" -"The World's fallback_environment will be used if the World's [Environment3D3D] " -"fails or is missing." +"The World's fallback environment will be used if [member environment] fails " +"or is missing." +msgstr "" + +#: doc/classes/World.xml +msgid "" +"The [RID] of this world's navigation map. Used by the [NavigationServer]." msgstr "" #: doc/classes/World.xml @@ -71764,13 +75309,13 @@ msgstr "" #: doc/classes/World2D.xml msgid "" "Class that has everything pertaining to a 2D world. A physics space, a " -"visual scenario and a sound space. 2D nodes register their resources into " -"the current 2D world." +"visual scenario, a navigation map and a sound space. 2D nodes register their " +"resources into the current 2D world." msgstr "" #: doc/classes/World2D.xml msgid "" -"The [RID] of this world's canvas resource. Used by the [RenderingServer] for 2D " +"The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D " "drawing." msgstr "" @@ -71781,35 +75326,40 @@ msgid "" "is limited to [code]_physics_process(delta)[/code] in the main thread." msgstr "" +#: doc/classes/World2D.xml +msgid "" +"The [RID] of this world's navigation map. Used by the [Navigation2DServer]." +msgstr "" + #: doc/classes/World2D.xml msgid "" "The [RID] of this world's physics space resource. Used by the " "[Physics2DServer] for 2D physics, treating it as both a space and an area." msgstr "" -#: doc/classes/WorldEnvironment3D.xml +#: doc/classes/WorldEnvironment.xml msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" -#: doc/classes/WorldEnvironment3D.xml +#: doc/classes/WorldEnvironment.xml msgid "" -"The [WorldEnvironment3D3D] node is used to configure the default [Environment3D3D] " +"The [WorldEnvironment] node is used to configure the default [Environment] " "for the scene.\n" -"The parameters defined in the [WorldEnvironment3D3D] can be overridden by an " -"[Environment3D3D] node set on the current [Camera]. Additionally, only one " -"[WorldEnvironment3D3D] may be instanced in a given scene at a time.\n" -"The [WorldEnvironment3D3D] allows the user to specify default lighting " +"The parameters defined in the [WorldEnvironment] can be overridden by an " +"[Environment] node set on the current [Camera]. Additionally, only one " +"[WorldEnvironment] may be instanced in a given scene at a time.\n" +"The [WorldEnvironment] allows the user to specify default lighting " "parameters (e.g. ambient lighting), various post-processing effects (e.g. " "SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, " "skybox). Usually, these are added in order to improve the realism/color " "balance of the scene." msgstr "" -#: doc/classes/WorldEnvironment3D.xml +#: doc/classes/WorldEnvironment.xml msgid "" -"The [Environment3D3D] resource used by this [WorldEnvironment3D3D], defining the " +"The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." msgstr "" @@ -71824,8 +75374,7 @@ msgid "" "They can be used as the server certificate in [method StreamPeerSSL." "accept_stream] (along with the proper [CryptoKey]), and to specify the only " "certificate that should be accepted when connecting to an SSL server via " -"[method StreamPeerSSL.connect_to_stream].\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[method StreamPeerSSL.connect_to_stream]." msgstr "" #: doc/classes/X509Certificate.xml @@ -71988,3 +75537,5 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." diff --git a/editor/translations/hu.po b/editor/translations/hu.po index bd6067df3..996249e61 100644 --- a/editor/translations/hu.po +++ b/editor/translations/hu.po @@ -22,13 +22,15 @@ # Andras Virag , 2021. # balintmaci , 2021. # Balázs Püspök-Kiss , 2021. +# Mr.Catfood , 2022. +# 6Leoo6 , 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine editor\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2021-12-23 15:30+0000\n" -"Last-Translator: Balázs Püspök-Kiss \n" +"PO-Revision-Date: 2022-06-19 11:52+0000\n" +"Last-Translator: 6Leoo6 \n" "Language-Team: Hungarian \n" "Language: hu\n" @@ -36,7 +38,311 @@ 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 4.10.1\n" +"X-Generator: Weblate 4.13.1-dev\n" + +#: core/bind/core_bind.cpp main/main.cpp +msgid "Tablet Driver" +msgstr "" + +#: core/bind/core_bind.cpp +msgid "Clipboard" +msgstr "Vágólap" + +#: core/bind/core_bind.cpp +msgid "Current Screen" +msgstr "Aktuális képernyő" + +#: core/bind/core_bind.cpp +msgid "Exit Code" +msgstr "" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "V-Sync Enabled" +msgstr "Engedélyezés" + +#: core/bind/core_bind.cpp main/main.cpp +msgid "V-Sync Via Compositor" +msgstr "" + +#: core/bind/core_bind.cpp main/main.cpp +msgid "Delta Smoothing" +msgstr "" + +#: core/bind/core_bind.cpp +msgid "Low Processor Usage Mode" +msgstr "Alacsony processzorhasználati mód" + +#: core/bind/core_bind.cpp +msgid "Low Processor Usage Mode Sleep (µsec)" +msgstr "" + +#: core/bind/core_bind.cpp main/main.cpp platform/uwp/os_uwp.cpp +#, fuzzy +msgid "Keep Screen On" +msgstr "Hibakereső Nyitva Tartása" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Min Window Size" +msgstr "Körvonal Mérete:" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Max Window Size" +msgstr "Körvonal Mérete:" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Screen Orientation" +msgstr "Dokumentáció megnyitása" + +#: core/bind/core_bind.cpp core/project_settings.cpp main/main.cpp +#: platform/uwp/os_uwp.cpp +#, fuzzy +msgid "Window" +msgstr "Új ablak" + +#: core/bind/core_bind.cpp core/project_settings.cpp +msgid "Borderless" +msgstr "" + +#: core/bind/core_bind.cpp +msgid "Per Pixel Transparency Enabled" +msgstr "" + +#: core/bind/core_bind.cpp core/project_settings.cpp +#, fuzzy +msgid "Fullscreen" +msgstr "Teljes Képernyő" + +#: core/bind/core_bind.cpp +msgid "Maximized" +msgstr "" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Minimized" +msgstr "Inicializálás" + +#: core/bind/core_bind.cpp core/project_settings.cpp scene/gui/dialogs.cpp +#: scene/gui/graph_node.cpp +msgid "Resizable" +msgstr "" + +#: core/bind/core_bind.cpp core/os/input_event.cpp scene/2d/node_2d.cpp +#: scene/2d/physics_body_2d.cpp scene/2d/remote_transform_2d.cpp +#: scene/3d/physics_body.cpp scene/3d/remote_transform.cpp +#: scene/gui/control.cpp scene/gui/line_edit.cpp +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Position" +msgstr "Dokk Pozíció" + +#: core/bind/core_bind.cpp core/project_settings.cpp editor/editor_settings.cpp +#: main/main.cpp modules/gridmap/grid_map.cpp +#: modules/visual_script/visual_script_nodes.cpp scene/2d/tile_map.cpp +#: scene/3d/camera.cpp scene/3d/light.cpp scene/gui/control.cpp +#: scene/gui/graph_edit.cpp scene/main/viewport.cpp +#: scene/resources/dynamic_font.cpp scene/resources/navigation_mesh.cpp +#: scene/resources/primitive_meshes.cpp scene/resources/sky.cpp +#: scene/resources/style_box.cpp scene/resources/texture.cpp +#: scene/resources/visual_shader.cpp servers/visual_server.cpp +#, fuzzy +msgid "Size" +msgstr "Méret: " + +#: core/bind/core_bind.cpp +msgid "Endian Swap" +msgstr "" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Editor Hint" +msgstr "Szerkesztő" + +#: core/bind/core_bind.cpp +msgid "Print Error Messages" +msgstr "" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Iterations Per Second" +msgstr "Interpolálás Módja" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Target FPS" +msgstr "Cél Felület:" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Time Scale" +msgstr "Időskála Node" + +#: core/bind/core_bind.cpp main/main.cpp +#, fuzzy +msgid "Physics Jitter Fix" +msgstr "Fizika Keret %" + +#: core/bind/core_bind.cpp editor/plugins/version_control_editor_plugin.cpp +msgid "Error" +msgstr "" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Error String" +msgstr "Hiba a mentéskor" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Error Line" +msgstr "Hiba a mentéskor" + +#: core/bind/core_bind.cpp +#, fuzzy +msgid "Result" +msgstr "Keresési eredmények" + +#: core/command_queue_mt.cpp core/message_queue.cpp main/main.cpp +msgid "Memory" +msgstr "" + +#: core/command_queue_mt.cpp core/message_queue.cpp +#: core/register_core_types.cpp drivers/gles2/rasterizer_canvas_base_gles2.cpp +#: drivers/gles2/rasterizer_scene_gles2.cpp +#: drivers/gles3/rasterizer_canvas_base_gles3.cpp +#: drivers/gles3/rasterizer_scene_gles3.cpp +#: drivers/gles3/rasterizer_storage_gles3.cpp main/main.cpp +#: modules/webrtc/webrtc_data_channel.h modules/websocket/websocket_macros.h +#: servers/visual_server.cpp +msgid "Limits" +msgstr "" + +#: core/command_queue_mt.cpp +#, fuzzy +msgid "Command Queue" +msgstr "Command: Forgatás" + +#: core/command_queue_mt.cpp +msgid "Multithreading Queue Size (KB)" +msgstr "" + +#: core/func_ref.cpp modules/visual_script/visual_script_builtin_funcs.cpp +#: modules/visual_script/visual_script_func_nodes.cpp +#: modules/visual_script/visual_script_nodes.cpp +#: scene/resources/visual_shader_nodes.cpp +#, fuzzy +msgid "Function" +msgstr "Függvények" + +#: core/image.cpp core/packed_data_container.cpp scene/2d/polygon_2d.cpp +#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp +msgid "Data" +msgstr "" + +#: core/io/file_access_network.cpp core/register_core_types.cpp +#: editor/editor_file_dialog.cpp editor/editor_settings.cpp main/main.cpp +#: modules/gdscript/language_server/gdscript_language_server.cpp +#: modules/webrtc/webrtc_data_channel.h modules/websocket/websocket_macros.h +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "Network" +msgstr "Hálózati profilkészítő" + +#: core/io/file_access_network.cpp +#, fuzzy +msgid "Remote FS" +msgstr "Eltávolítás" + +#: core/io/file_access_network.cpp +#, fuzzy +msgid "Page Size" +msgstr "Oldal: " + +#: core/io/file_access_network.cpp +msgid "Page Read Ahead" +msgstr "" + +#: core/io/http_client.cpp +msgid "Blocking Mode Enabled" +msgstr "" + +#: core/io/http_client.cpp +#, fuzzy +msgid "Connection" +msgstr "Csatlakoztatás" + +#: core/io/http_client.cpp +msgid "Read Chunk Size" +msgstr "" + +#: core/io/marshalls.cpp +#, fuzzy +msgid "Object ID" +msgstr "Rajzolt objektumok" + +#: core/io/multiplayer_api.cpp core/io/packet_peer.cpp +#, fuzzy +msgid "Allow Object Decoding" +msgstr "Másolópapír Mód Bekapcsolása" + +#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp +msgid "Refuse New Network Connections" +msgstr "" + +#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp +#, fuzzy +msgid "Network Peer" +msgstr "Hálózati profilkészítő" + +#: core/io/multiplayer_api.cpp scene/animation/animation_player.cpp +#, fuzzy +msgid "Root Node" +msgstr "Gyökér Node Létrehozása:" + +#: core/io/networked_multiplayer_peer.cpp +#, fuzzy +msgid "Refuse New Connections" +msgstr "Csatlakoztatás" + +#: core/io/networked_multiplayer_peer.cpp +#, fuzzy +msgid "Transfer Mode" +msgstr "Pásztázás Mód" + +#: core/io/packet_peer.cpp +msgid "Encode Buffer Max Size" +msgstr "" + +#: core/io/packet_peer.cpp +msgid "Input Buffer Max Size" +msgstr "" + +#: core/io/packet_peer.cpp +msgid "Output Buffer Max Size" +msgstr "" + +#: core/io/packet_peer.cpp +msgid "Stream Peer" +msgstr "" + +#: core/io/stream_peer.cpp +msgid "Big Endian" +msgstr "" + +#: core/io/stream_peer.cpp +msgid "Data Array" +msgstr "" + +#: core/io/stream_peer_ssl.cpp +msgid "Blocking Handshake" +msgstr "" + +#: core/io/udp_server.cpp +#, fuzzy +msgid "Max Pending Connections" +msgstr "Kapcsolat szerkesztése:" #: core/math/expression.cpp modules/gdscript/gdscript_functions.cpp #: modules/visual_script/visual_script_builtin_funcs.cpp @@ -55,12 +361,13 @@ msgid "Not enough bytes for decoding bytes, or invalid format." msgstr "Nincs elég bájt a bájtok dekódolására, vagy hibás formátum." #: core/math/expression.cpp -msgid "Invalid input %i (not passed) in expression" +#, fuzzy +msgid "Invalid input %d (not passed) in expression" msgstr "Érvénytelen bemenet %i (nem átadott) a kifejezésben" #: core/math/expression.cpp msgid "self can't be used because instance is null (not passed)" -msgstr "self nem használható, mert a példány null (nincs átadva)" +msgstr "Nem használható self mivel nincs megadva" #: core/math/expression.cpp msgid "Invalid operands to operator %s, %s and %s." @@ -82,7 +389,613 @@ msgstr "Érvénytelen argumentumok a(z) '%s' építőben" msgid "On call to '%s':" msgstr "'%s' hívásánál:" -#: core/ustring.cpp +#: core/math/random_number_generator.cpp +#: modules/opensimplex/open_simplex_noise.cpp +msgid "Seed" +msgstr "" + +#: core/math/random_number_generator.cpp +#, fuzzy +msgid "State" +msgstr "Forgató Mód" + +#: core/message_queue.cpp +msgid "Message Queue" +msgstr "" + +#: core/message_queue.cpp +msgid "Max Size (KB)" +msgstr "" + +#: core/os/input.cpp +#, fuzzy +msgid "Mouse Mode" +msgstr "Mozgató Mód" + +#: core/os/input.cpp +#, fuzzy +msgid "Use Accumulated Input" +msgstr "Bemenet Törlése" + +#: core/os/input_event.cpp editor/project_settings_editor.cpp +#: servers/audio_server.cpp +msgid "Device" +msgstr "Eszköz" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Alt" +msgstr "Mind" + +#: core/os/input_event.cpp +msgid "Shift" +msgstr "" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Control" +msgstr "Verziókezelés" + +#: core/os/input_event.cpp +msgid "Meta" +msgstr "" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Command" +msgstr "Közösség" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Physical" +msgstr "Fizika Keret %" + +#: core/os/input_event.cpp scene/2d/touch_screen_button.cpp +#: scene/gui/base_button.cpp scene/gui/texture_button.cpp +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Pressed" +msgstr "Előre beállított" + +#: core/os/input_event.cpp +msgid "Scancode" +msgstr "beolvasási kód" + +#: core/os/input_event.cpp +msgid "Physical Scancode" +msgstr "" + +#: core/os/input_event.cpp +msgid "Unicode" +msgstr "Unicode" + +#: core/os/input_event.cpp +msgid "Echo" +msgstr "" + +#: core/os/input_event.cpp scene/gui/base_button.cpp +#, fuzzy +msgid "Button Mask" +msgstr "Gomb" + +#: core/os/input_event.cpp scene/2d/node_2d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Global Position" +msgstr "Állandó" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Factor" +msgstr "Vektor" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Button Index" +msgstr "Egérgomb index:" + +#: core/os/input_event.cpp +msgid "Doubleclick" +msgstr "" + +#: core/os/input_event.cpp +msgid "Tilt" +msgstr "" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Pressure" +msgstr "Előre beállított" + +#: core/os/input_event.cpp +msgid "Pen Inverted" +msgstr "" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Relative" +msgstr "Relatív Illesztés" + +#: core/os/input_event.cpp scene/2d/camera_2d.cpp scene/2d/cpu_particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/interpolated_camera.cpp +#: scene/animation/animation_player.cpp scene/resources/environment.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Speed" +msgstr "Skála:" + +#: core/os/input_event.cpp editor/project_settings_editor.cpp +#: scene/3d/sprite_3d.cpp +msgid "Axis" +msgstr "Tengely" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Axis Value" +msgstr "(érték)" + +#: core/os/input_event.cpp modules/visual_script/visual_script_func_nodes.cpp +#, fuzzy +msgid "Index" +msgstr "Index:" + +#: core/os/input_event.cpp editor/project_settings_editor.cpp +#: modules/visual_script/visual_script_nodes.cpp +#: scene/2d/touch_screen_button.cpp +msgid "Action" +msgstr "Művelet" + +#: core/os/input_event.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Strength" +msgstr "" + +#: core/os/input_event.cpp +msgid "Delta" +msgstr "" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Channel" +msgstr "Változtatás" + +#: core/os/input_event.cpp main/main.cpp +msgid "Message" +msgstr "" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Pitch" +msgstr "Skála:" + +#: core/os/input_event.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics_body_2d.cpp scene/3d/cpu_particles.cpp +#: scene/3d/physics_body.cpp scene/resources/particles_material.cpp +#, fuzzy +msgid "Velocity" +msgstr "Inicializálás" + +#: core/os/input_event.cpp +msgid "Instrument" +msgstr "" + +#: core/os/input_event.cpp +#, fuzzy +msgid "Controller Number" +msgstr "Sorszám:" + +#: core/os/input_event.cpp +msgid "Controller Value" +msgstr "" + +#: core/project_settings.cpp editor/editor_node.cpp main/main.cpp +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Application" +msgstr "Művelet" + +#: core/project_settings.cpp main/main.cpp +#, fuzzy +msgid "Config" +msgstr "Illesztés Beállítása" + +#: core/project_settings.cpp +#, fuzzy +msgid "Project Settings Override" +msgstr "Projekt beállítások..." + +#: core/project_settings.cpp core/resource.cpp +#: editor/animation_track_editor.cpp editor/editor_autoload_settings.cpp +#: editor/editor_help_search.cpp editor/editor_plugin_settings.cpp +#: editor/editor_profiler.cpp editor/plugins/tile_set_editor_plugin.cpp +#: editor/project_manager.cpp editor/settings_config_dialog.cpp +#: modules/gdnative/nativescript/nativescript.cpp +#: platform/android/export/export_plugin.cpp platform/iphone/export/export.cpp +#: platform/osx/export/export.cpp scene/2d/area_2d.cpp scene/3d/area.cpp +#: scene/3d/skeleton.cpp scene/main/node.cpp scene/resources/mesh_library.cpp +#: scene/resources/skin.cpp +msgid "Name" +msgstr "Név" + +#: core/project_settings.cpp editor/editor_help.cpp +#: modules/visual_script/visual_script_nodes.cpp platform/uwp/export/export.cpp +#: platform/windows/export/export.cpp +msgid "Description" +msgstr "Leírás" + +#: core/project_settings.cpp editor/editor_node.cpp editor/editor_settings.cpp +#: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp +#: main/main.cpp platform/android/export/export_plugin.cpp +#: platform/javascript/export/export.cpp +msgid "Run" +msgstr "Futtatás" + +#: core/project_settings.cpp editor/editor_node.cpp +#: editor/run_settings_dialog.cpp main/main.cpp +msgid "Main Scene" +msgstr "Fő Jelenet" + +#: core/project_settings.cpp +#, fuzzy +msgid "Disable stdout" +msgstr "Letiltott gomb" + +#: core/project_settings.cpp +#, fuzzy +msgid "Disable stderr" +msgstr "Letiltott elem" + +#: core/project_settings.cpp +msgid "Use Hidden Project Data Directory" +msgstr "" + +#: core/project_settings.cpp +msgid "Use Custom User Dir" +msgstr "" + +#: core/project_settings.cpp +msgid "Custom User Dir Name" +msgstr "" + +#: core/project_settings.cpp main/main.cpp +#: platform/javascript/export/export.cpp platform/osx/export/export.cpp +#: platform/uwp/os_uwp.cpp +#, fuzzy +msgid "Display" +msgstr "Az összes megjelenítése" + +#: core/project_settings.cpp main/main.cpp modules/csg/csg_shape.cpp +#: modules/opensimplex/noise_texture.cpp scene/2d/line_2d.cpp +#: scene/3d/label_3d.cpp scene/gui/text_edit.cpp scene/resources/texture.cpp +msgid "Width" +msgstr "" + +#: core/project_settings.cpp main/main.cpp modules/csg/csg_shape.cpp +#: modules/gltf/gltf_node.cpp modules/opensimplex/noise_texture.cpp +#: scene/2d/light_2d.cpp scene/resources/capsule_shape.cpp +#: scene/resources/capsule_shape_2d.cpp scene/resources/cylinder_shape.cpp +#: scene/resources/font.cpp scene/resources/navigation_mesh.cpp +#: scene/resources/primitive_meshes.cpp scene/resources/texture.cpp +msgid "Height" +msgstr "" + +#: core/project_settings.cpp +msgid "Always On Top" +msgstr "" + +#: core/project_settings.cpp +msgid "Test Width" +msgstr "" + +#: core/project_settings.cpp +#, fuzzy +msgid "Test Height" +msgstr "Tesztelés" + +#: core/project_settings.cpp editor/animation_track_editor.cpp +#: editor/editor_audio_buses.cpp main/main.cpp servers/audio_server.cpp +msgid "Audio" +msgstr "Hang" + +#: core/project_settings.cpp +#, fuzzy +msgid "Default Bus Layout" +msgstr "Betölti az alapértelmezett Busz Elrendezést." + +#: core/project_settings.cpp editor/editor_export.cpp +#: editor/editor_file_system.cpp editor/editor_node.cpp +#: editor/editor_settings.cpp editor/script_create_dialog.cpp +#: scene/2d/camera_2d.cpp scene/3d/light.cpp scene/main/node.cpp +msgid "Editor" +msgstr "Szerkesztő" + +#: core/project_settings.cpp +#, fuzzy +msgid "Main Run Args" +msgstr "Fő Jelenet Argumentumok:" + +#: core/project_settings.cpp +#, fuzzy +msgid "Scene Naming" +msgstr "Scene elérési Út:" + +#: core/project_settings.cpp +msgid "Search In File Extensions" +msgstr "" + +#: core/project_settings.cpp +msgid "Script Templates Search Path" +msgstr "" + +#: core/project_settings.cpp +#, fuzzy +msgid "Version Control Autoload On Startup" +msgstr "Verziókezelés" + +#: core/project_settings.cpp +#, fuzzy +msgid "Version Control Plugin Name" +msgstr "Verziókezelés" + +#: core/project_settings.cpp scene/2d/collision_object_2d.cpp +#: scene/3d/collision_object.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Bemenet Hozzáadása" + +#: core/project_settings.cpp +msgid "UI Accept" +msgstr "" + +#: core/project_settings.cpp +#, fuzzy +msgid "UI Select" +msgstr "Kiválasztás" + +#: core/project_settings.cpp +#, fuzzy +msgid "UI Cancel" +msgstr "Mégse" + +#: core/project_settings.cpp +#, fuzzy +msgid "UI Focus Next" +msgstr "Elérési Út Fókuszálása" + +#: core/project_settings.cpp +#, fuzzy +msgid "UI Focus Prev" +msgstr "Elérési Út Fókuszálása" + +#: core/project_settings.cpp +#, fuzzy +msgid "UI Left" +msgstr "Bal felső" + +#: core/project_settings.cpp +#, fuzzy +msgid "UI Right" +msgstr "Jobb felső" + +#: core/project_settings.cpp +msgid "UI Up" +msgstr "" + +#: core/project_settings.cpp +#, fuzzy +msgid "UI Down" +msgstr "Le" + +#: core/project_settings.cpp +#, fuzzy +msgid "UI Page Up" +msgstr "Oldal: " + +#: core/project_settings.cpp +msgid "UI Page Down" +msgstr "" + +#: core/project_settings.cpp +msgid "UI Home" +msgstr "" + +#: core/project_settings.cpp +#, fuzzy +msgid "UI End" +msgstr "A végén" + +#: core/project_settings.cpp main/main.cpp modules/bullet/register_types.cpp +#: modules/bullet/space_bullet.cpp scene/2d/physics_body_2d.cpp +#: scene/3d/physics_body.cpp scene/main/scene_tree.cpp scene/main/viewport.cpp +#: scene/resources/world.cpp scene/resources/world_2d.cpp +#: servers/physics/space_sw.cpp servers/physics_2d/physics_2d_server_sw.cpp +#: servers/physics_2d/physics_2d_server_wrap_mt.h +#: servers/physics_2d/space_2d_sw.cpp servers/physics_2d_server.cpp +#: servers/physics_server.cpp +#, fuzzy +msgid "Physics" +msgstr "Fizika Keret %" + +#: core/project_settings.cpp editor/editor_settings.cpp +#: editor/import/resource_importer_layered_texture.cpp +#: editor/import/resource_importer_texture.cpp +#: editor/plugins/spatial_editor_plugin.cpp main/main.cpp +#: modules/bullet/register_types.cpp modules/bullet/space_bullet.cpp +#: scene/3d/physics_body.cpp scene/resources/world.cpp +#: servers/physics/space_sw.cpp servers/physics_server.cpp +msgid "3D" +msgstr "" + +#: core/project_settings.cpp +#, fuzzy +msgid "Smooth Trimesh Collision" +msgstr "Trimesh Ütközési Testvér Létrehozása" + +#: core/project_settings.cpp drivers/gles2/rasterizer_canvas_base_gles2.cpp +#: drivers/gles2/rasterizer_scene_gles2.cpp +#: drivers/gles2/rasterizer_storage_gles2.cpp +#: drivers/gles3/rasterizer_canvas_base_gles3.cpp +#: drivers/gles3/rasterizer_scene_gles3.cpp +#: drivers/gles3/rasterizer_storage_gles3.cpp main/main.cpp +#: modules/lightmapper_cpu/register_types.cpp scene/main/scene_tree.cpp +#: scene/main/viewport.cpp servers/visual/visual_server_scene.cpp +#: servers/visual_server.cpp +msgid "Rendering" +msgstr "" + +#: core/project_settings.cpp drivers/gles2/rasterizer_storage_gles2.cpp +#: drivers/gles3/rasterizer_scene_gles3.cpp +#: drivers/gles3/rasterizer_storage_gles3.cpp main/main.cpp +#: modules/lightmapper_cpu/register_types.cpp scene/3d/baked_lightmap.cpp +#: scene/main/scene_tree.cpp scene/resources/environment.cpp +#: scene/resources/multimesh.cpp servers/visual/visual_server_scene.cpp +#: servers/visual_server.cpp +msgid "Quality" +msgstr "" + +#: core/project_settings.cpp scene/gui/file_dialog.cpp +#: scene/main/scene_tree.cpp scene/resources/navigation_mesh.cpp +#: servers/visual_server.cpp +#, fuzzy +msgid "Filters" +msgstr "Szűrők:" + +#: core/project_settings.cpp scene/main/viewport.cpp +msgid "Sharpen Intensity" +msgstr "" + +#: core/project_settings.cpp editor/editor_export.cpp editor/editor_node.cpp +#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp +#: editor/project_export.cpp main/main.cpp modules/gdscript/gdscript.cpp +#: modules/visual_script/visual_script.cpp +#: platform/android/export/export_plugin.cpp platform/iphone/export/export.cpp +#: platform/javascript/export/export.cpp platform/osx/export/export.cpp +#: platform/uwp/export/export.cpp scene/3d/room_manager.cpp +#: scene/main/scene_tree.cpp scene/resources/shape_2d.cpp +#: servers/visual_server.cpp +msgid "Debug" +msgstr "Hibakeresés" + +#: core/project_settings.cpp main/main.cpp modules/gdscript/gdscript.cpp +#: modules/visual_script/visual_script.cpp scene/resources/dynamic_font.cpp +#, fuzzy +msgid "Settings" +msgstr "Beállítások:" + +#: core/project_settings.cpp editor/script_editor_debugger.cpp main/main.cpp +#: modules/mono/mono_gd/gd_mono.cpp +msgid "Profiler" +msgstr "" + +#: core/project_settings.cpp +#, fuzzy +msgid "Max Functions" +msgstr "Függvények" + +#: core/project_settings.cpp scene/3d/vehicle_body.cpp +#, fuzzy +msgid "Compression" +msgstr "Kifejezés beállítása" + +#: core/project_settings.cpp +msgid "Formats" +msgstr "" + +#: core/project_settings.cpp +msgid "Zstd" +msgstr "" + +#: core/project_settings.cpp +msgid "Long Distance Matching" +msgstr "" + +#: core/project_settings.cpp +msgid "Compression Level" +msgstr "" + +#: core/project_settings.cpp +msgid "Window Log Size" +msgstr "" + +#: core/project_settings.cpp +msgid "Zlib" +msgstr "" + +#: core/project_settings.cpp +msgid "Gzip" +msgstr "" + +#: core/project_settings.cpp platform/android/export/export.cpp +msgid "Android" +msgstr "" + +#: core/project_settings.cpp +msgid "Modules" +msgstr "" + +#: core/register_core_types.cpp +msgid "TCP" +msgstr "" + +#: core/register_core_types.cpp +#, fuzzy +msgid "Connect Timeout Seconds" +msgstr "Kapcsolatok a metódushoz:" + +#: core/register_core_types.cpp +msgid "Packet Peer Stream" +msgstr "" + +#: core/register_core_types.cpp +msgid "Max Buffer (Power of 2)" +msgstr "" + +#: core/register_core_types.cpp editor/editor_settings.cpp main/main.cpp +msgid "SSL" +msgstr "" + +#: core/register_core_types.cpp main/main.cpp +#, fuzzy +msgid "Certificates" +msgstr "Részecskék" + +#: core/resource.cpp editor/dependency_editor.cpp +#: editor/editor_resource_picker.cpp +#: modules/visual_script/visual_script_nodes.cpp +msgid "Resource" +msgstr "Forrás" + +#: core/resource.cpp +#, fuzzy +msgid "Local To Scene" +msgstr "Jelenet bezárása" + +#: core/resource.cpp editor/dependency_editor.cpp +#: editor/editor_autoload_settings.cpp editor/plugins/path_editor_plugin.cpp +#: editor/project_manager.cpp editor/project_settings_editor.cpp +#: modules/visual_script/visual_script_nodes.cpp +msgid "Path" +msgstr "Útvonal" + +#: core/script_language.cpp +#, fuzzy +msgid "Source Code" +msgstr "Forrás" + +#: core/translation.cpp editor/project_settings_editor.cpp +msgid "Locale" +msgstr "" + +#: core/translation.cpp +#, fuzzy +msgid "Test" +msgstr "Tesztelés" + +#: core/translation.cpp scene/resources/font.cpp +msgid "Fallback" +msgstr "" + +#: core/ustring.cpp scene/resources/segment_shape_2d.cpp msgid "B" msgstr "B" @@ -110,6 +1023,121 @@ msgstr "PiB" msgid "EiB" msgstr "EiB" +#: drivers/gles2/rasterizer_canvas_base_gles2.cpp +#: drivers/gles2/rasterizer_scene_gles2.cpp +#: drivers/gles3/rasterizer_canvas_base_gles3.cpp +#: drivers/gles3/rasterizer_scene_gles3.cpp +#: drivers/gles3/rasterizer_storage_gles3.cpp modules/gltf/gltf_state.cpp +msgid "Buffers" +msgstr "" + +#: drivers/gles2/rasterizer_canvas_base_gles2.cpp +#: drivers/gles3/rasterizer_canvas_base_gles3.cpp +msgid "Canvas Polygon Buffer Size (KB)" +msgstr "" + +#: drivers/gles2/rasterizer_canvas_base_gles2.cpp +#: drivers/gles3/rasterizer_canvas_base_gles3.cpp +msgid "Canvas Polygon Index Buffer Size (KB)" +msgstr "" + +#: drivers/gles2/rasterizer_canvas_base_gles2.cpp +#: drivers/gles3/rasterizer_canvas_base_gles3.cpp editor/editor_settings.cpp +#: editor/import/resource_importer_layered_texture.cpp +#: editor/import/resource_importer_texture.cpp main/main.cpp +#: scene/2d/physics_body_2d.cpp scene/resources/world_2d.cpp +#: servers/physics_2d/physics_2d_server_sw.cpp +#: servers/physics_2d/physics_2d_server_wrap_mt.h +#: servers/physics_2d/space_2d_sw.cpp servers/physics_2d_server.cpp +#: servers/visual_server.cpp +msgid "2D" +msgstr "" + +#: drivers/gles2/rasterizer_canvas_base_gles2.cpp +#: drivers/gles3/rasterizer_canvas_base_gles3.cpp +#, fuzzy +msgid "Snapping" +msgstr "Intelligens illesztés" + +#: drivers/gles2/rasterizer_canvas_base_gles2.cpp +#: drivers/gles3/rasterizer_canvas_base_gles3.cpp +#, fuzzy +msgid "Use GPU Pixel Snap" +msgstr "Pixelhez Illesztés" + +#: drivers/gles2/rasterizer_scene_gles2.cpp +#: drivers/gles3/rasterizer_scene_gles3.cpp +msgid "Immediate Buffer Size (KB)" +msgstr "" + +#: drivers/gles2/rasterizer_storage_gles2.cpp +#: drivers/gles3/rasterizer_storage_gles3.cpp +#, fuzzy +msgid "Lightmapping" +msgstr "Fény Besütése" + +#: drivers/gles2/rasterizer_storage_gles2.cpp +#: drivers/gles3/rasterizer_storage_gles3.cpp +msgid "Use Bicubic Sampling" +msgstr "" + +#: drivers/gles3/rasterizer_scene_gles3.cpp +msgid "Max Renderable Elements" +msgstr "" + +#: drivers/gles3/rasterizer_scene_gles3.cpp +msgid "Max Renderable Lights" +msgstr "" + +#: drivers/gles3/rasterizer_scene_gles3.cpp +#, fuzzy +msgid "Max Renderable Reflections" +msgstr "Kijelölés középre" + +#: drivers/gles3/rasterizer_scene_gles3.cpp +msgid "Max Lights Per Object" +msgstr "" + +#: drivers/gles3/rasterizer_scene_gles3.cpp +msgid "Subsurface Scattering" +msgstr "" + +#: drivers/gles3/rasterizer_scene_gles3.cpp editor/animation_track_editor.cpp +#: editor/import/resource_importer_texture.cpp +#: editor/plugins/spatial_editor_plugin.cpp modules/gltf/gltf_node.cpp +#: modules/gridmap/grid_map.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/node_2d.cpp scene/2d/parallax_layer.cpp scene/2d/polygon_2d.cpp +#: scene/2d/remote_transform_2d.cpp scene/3d/cpu_particles.cpp +#: scene/3d/remote_transform.cpp scene/3d/spatial.cpp +#: scene/animation/animation_blend_tree.cpp scene/gui/control.cpp +#: scene/main/canvas_layer.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp scene/resources/particles_material.cpp +#, fuzzy +msgid "Scale" +msgstr "Skála:" + +#: drivers/gles3/rasterizer_scene_gles3.cpp +#, fuzzy +msgid "Follow Surface" +msgstr "Felület Kitöltése" + +#: drivers/gles3/rasterizer_scene_gles3.cpp +msgid "Weight Samples" +msgstr "" + +#: drivers/gles3/rasterizer_scene_gles3.cpp +msgid "Voxel Cone Tracing" +msgstr "" + +#: drivers/gles3/rasterizer_scene_gles3.cpp scene/resources/environment.cpp +msgid "High Quality" +msgstr "" + +#: drivers/gles3/rasterizer_storage_gles3.cpp +msgid "Blend Shape Max Buffer Size (KB)" +msgstr "" + +#. TRANSLATORS: Adjective, refers to the mode for Bezier handles (Free, Balanced, Mirror). #: editor/animation_bezier_editor.cpp msgid "Free" msgstr "Szabad" @@ -126,7 +1154,7 @@ msgstr "Tükör" msgid "Time:" msgstr "Idő:" -#: editor/animation_bezier_editor.cpp +#: editor/animation_bezier_editor.cpp editor/animation_track_editor.cpp msgid "Value:" msgstr "Érték:" @@ -178,6 +1206,96 @@ msgstr "Animáció - Kulcskép Érték Változtatása" msgid "Anim Change Call" msgstr "Animáció - Hívás Változtatása" +#: editor/animation_track_editor.cpp scene/2d/animated_sprite.cpp +#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Frame" +msgstr "Keret %" + +#: editor/animation_track_editor.cpp editor/editor_profiler.cpp +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +#: scene/resources/particles_material.cpp servers/visual_server.cpp +msgid "Time" +msgstr "Idő" + +#: editor/animation_track_editor.cpp editor/import/resource_importer_scene.cpp +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Location" +msgstr "Lokalizáció" + +#: editor/animation_track_editor.cpp modules/gltf/gltf_node.cpp +#: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp +#: scene/3d/remote_transform.cpp scene/3d/spatial.cpp scene/gui/control.cpp +#, fuzzy +msgid "Rotation" +msgstr "Forgatási Léptetés:" + +#: editor/animation_track_editor.cpp editor/script_editor_debugger.cpp +#: modules/visual_script/visual_script_nodes.cpp scene/gui/range.cpp +msgid "Value" +msgstr "" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "Arg Count" +msgstr "Mennyiség:" + +#: editor/animation_track_editor.cpp main/main.cpp +#: modules/mono/mono_gd/gd_mono.cpp +msgid "Args" +msgstr "" + +#: editor/animation_track_editor.cpp editor/editor_settings.cpp +#: editor/script_editor_debugger.cpp modules/gltf/gltf_accessor.cpp +#: modules/gltf/gltf_light.cpp modules/visual_script/visual_script_nodes.cpp +#: scene/3d/physics_body.cpp scene/resources/visual_shader_nodes.cpp +msgid "Type" +msgstr "" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "In Handle" +msgstr "Fogantyú Beállítása" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "Out Handle" +msgstr "Fogantyú Beállítása" + +#: editor/animation_track_editor.cpp +#: editor/import/resource_importer_texture.cpp +#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp +#: scene/audio/audio_stream_player.cpp scene/gui/video_player.cpp +msgid "Stream" +msgstr "" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "Start Offset" +msgstr "Rács Eltolás:" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "End Offset" +msgstr "Rács Eltolás:" + +#: editor/animation_track_editor.cpp editor/editor_settings.cpp +#: editor/import/resource_importer_scene.cpp +#: editor/plugins/animation_player_editor_plugin.cpp editor/scene_tree_dock.cpp +#: scene/2d/animated_sprite.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/sprite.cpp scene/3d/cpu_particles.cpp scene/3d/sprite_3d.cpp +#: scene/animation/animation_blend_tree.cpp +#: scene/resources/particles_material.cpp +msgid "Animation" +msgstr "Animáció" + +#: editor/animation_track_editor.cpp +msgid "Easing" +msgstr "" + #: editor/animation_track_editor.cpp msgid "Anim Multi Change Keyframe Time" msgstr "Animáció - Több Kulcskép Idő Változtatása" @@ -272,7 +1390,7 @@ msgstr "Jelen sáv ki/be kapcsolása." msgid "Update Mode (How this property is set)" msgstr "Frissítés Módja (Hogyan van ez a tulajdonság beállítva)" -#: editor/animation_track_editor.cpp +#: editor/animation_track_editor.cpp scene/resources/gradient.cpp msgid "Interpolation Mode" msgstr "Interpolálás Módja" @@ -285,9 +1403,73 @@ msgid "Remove this track." msgstr "Jelen sáv eltávolítása." #: editor/animation_track_editor.cpp -msgid "Time (s): " +#, fuzzy +msgid "Time (s):" msgstr "Idő (mp): " +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "Position:" +msgstr "Dokk Pozíció" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "Rotation:" +msgstr "Forgatási Léptetés:" + +#: editor/animation_track_editor.cpp +#: editor/plugins/animation_tree_player_editor_plugin.cpp +#: editor/plugins/multimesh_editor_plugin.cpp +msgid "Scale:" +msgstr "Skála:" + +#: editor/animation_track_editor.cpp +#: editor/plugins/resource_preloader_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp +#: editor/scene_tree_editor.cpp editor/script_editor_debugger.cpp +#: modules/visual_script/visual_script_editor.cpp +msgid "Type:" +msgstr "Típus:" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "(Invalid, expected type: %s)" +msgstr "Érvénytelen kiterjesztés." + +#: editor/animation_track_editor.cpp +msgid "Easing:" +msgstr "" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "In-Handle:" +msgstr "Fogantyú Beállítása" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "Out-Handle:" +msgstr "Fogantyú Beállítása" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "Stream:" +msgstr "Rádió Elem" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "Start (s):" +msgstr "Újraindítás (mp):" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "End (s):" +msgstr "Előtűnés (mp):" + +#: editor/animation_track_editor.cpp +#, fuzzy +msgid "Animation Clip:" +msgstr "Animációk:" + #: editor/animation_track_editor.cpp msgid "Toggle Track Enabled" msgstr "Sáv Engedélyezés Kapcsolása" @@ -304,7 +1486,7 @@ msgstr "Pontozott" msgid "Trigger" msgstr "Érzékelő" -#: editor/animation_track_editor.cpp +#: editor/animation_track_editor.cpp scene/3d/baked_lightmap.cpp msgid "Capture" msgstr "Felvétel" @@ -313,7 +1495,8 @@ msgid "Nearest" msgstr "Legközelebbi" #: editor/animation_track_editor.cpp editor/plugins/curve_editor_plugin.cpp -#: editor/property_editor.cpp +#: editor/property_editor.cpp scene/2d/physics_body_2d.cpp +#: scene/3d/physics_body.cpp msgid "Linear" msgstr "Lineáris" @@ -362,6 +1545,22 @@ msgstr "Animáció Összefűzés Módjának Változtatása" msgid "Remove Anim Track" msgstr "Animáció Sáv Eltávolítása" +#: editor/animation_track_editor.cpp editor/editor_settings.cpp +#: editor/plugins/path_editor_plugin.cpp +#: editor/plugins/polygon_2d_editor_plugin.cpp +#: editor/plugins/spatial_editor_plugin.cpp +#: editor/plugins/tile_map_editor_plugin.cpp editor/scene_tree_dock.cpp +#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp +#: modules/gridmap/grid_map_editor_plugin.cpp +#, fuzzy +msgid "Editors" +msgstr "Szerkesztő" + +#: editor/animation_track_editor.cpp editor/editor_settings.cpp +#, fuzzy +msgid "Confirm Insert Track" +msgstr "Animáció - Sáv és Kulcs Beszúrása" + #. TRANSLATORS: %s will be replaced by a phrase describing the target of track. #: editor/animation_track_editor.cpp msgid "Create NEW track for %s and insert key?" @@ -488,13 +1687,30 @@ msgid "Add Method Track Key" msgstr "Metódus Sáv Kulcs Hozzáadása" #: editor/animation_track_editor.cpp -msgid "Method not found in object: " +#, fuzzy +msgid "Method not found in object:" msgstr "A metódus nem található az objektumban: " #: editor/animation_track_editor.cpp msgid "Anim Move Keys" msgstr "Animáció - Kulcsok Mozgatása" +#: editor/animation_track_editor.cpp editor/plugins/spatial_editor_plugin.cpp +#: editor/plugins/visual_shader_editor_plugin.cpp scene/2d/node_2d.cpp +#: scene/3d/spatial.cpp scene/main/canvas_layer.cpp +#: servers/camera/camera_feed.cpp servers/physics_2d_server.cpp +#: servers/physics_server.cpp +msgid "Transform" +msgstr "" + +#: editor/animation_track_editor.cpp editor/editor_help.cpp +msgid "Methods" +msgstr "Metódusok" + +#: editor/animation_track_editor.cpp +msgid "Bezier" +msgstr "" + #: editor/animation_track_editor.cpp #: modules/visual_script/visual_script_editor.cpp msgid "Clipboard is empty!" @@ -572,13 +1788,14 @@ msgstr "Animáció lépés értéke." msgid "Seconds" msgstr "Másodperc" -#: editor/animation_track_editor.cpp -#: editor/plugins/sprite_frames_editor_plugin.cpp +#: editor/animation_track_editor.cpp editor/import/resource_importer_scene.cpp +#: editor/plugins/sprite_frames_editor_plugin.cpp main/main.cpp +#: scene/resources/texture.cpp msgid "FPS" msgstr "FPS" #: editor/animation_track_editor.cpp editor/editor_plugin_settings.cpp -#: editor/editor_resource_picker.cpp +#: editor/editor_resource_picker.cpp editor/import/resource_importer_wav.cpp #: editor/plugins/polygon_2d_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp @@ -666,7 +1883,8 @@ msgstr "Maximum szög hiba:" msgid "Max Optimizable Angle:" msgstr "Maximum optimalizálható szög:" -#: editor/animation_track_editor.cpp +#: editor/animation_track_editor.cpp scene/3d/room_manager.cpp +#: servers/visual_server.cpp msgid "Optimize" msgstr "Optimalizálás" @@ -802,7 +2020,7 @@ msgstr "Kicsinyítés" msgid "Reset Zoom" msgstr "Nagyítás visszaállítása" -#: editor/code_editor.cpp +#: editor/code_editor.cpp modules/gdscript/gdscript.cpp msgid "Warnings" msgstr "Figyelmeztetések" @@ -843,7 +2061,9 @@ msgid "Scene does not contain any script." msgstr "A jelenet nem tartalmaz szkriptet." #: editor/connections_dialog.cpp editor/editor_autoload_settings.cpp -#: editor/groups_editor.cpp editor/plugins/item_list_editor_plugin.cpp +#: editor/groups_editor.cpp +#: editor/plugins/animation_tree_player_editor_plugin.cpp +#: editor/plugins/item_list_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp msgid "Add" msgstr "Hozzáadás" @@ -870,7 +2090,8 @@ msgstr "További hívási argumentumok:" msgid "Receiver Method:" msgstr "Fogadó metódus:" -#: editor/connections_dialog.cpp +#: editor/connections_dialog.cpp scene/3d/room_manager.cpp +#: servers/visual_server.cpp msgid "Advanced" msgstr "Speciális" @@ -884,7 +2105,7 @@ msgid "" msgstr "" "Késlelteti a jelzést, amit egy sorban tárol és csak holtidőben adja ki." -#: editor/connections_dialog.cpp +#: editor/connections_dialog.cpp scene/resources/texture.cpp msgid "Oneshot" msgstr "Egyszeri" @@ -907,6 +2128,7 @@ msgstr "Nem lehet csatlakoztatni a jelet" #: editor/project_settings_editor.cpp editor/property_editor.cpp #: editor/run_settings_dialog.cpp editor/settings_config_dialog.cpp #: modules/visual_script/visual_script_editor.cpp +#: scene/resources/default_theme/default_theme.cpp msgid "Close" msgstr "Bezárás" @@ -953,7 +2175,7 @@ msgstr "Biztosan eltávolítja az összes kapcsolatot a(z) \"%s\" jelzésről?" #: editor/connections_dialog.cpp editor/editor_help.cpp editor/node_dock.cpp msgid "Signals" -msgstr "Jelzések" +msgstr "jelek" #: editor/connections_dialog.cpp msgid "Filter signals" @@ -1004,14 +2226,15 @@ msgstr "Kedvencek:" msgid "Recent:" msgstr "Legutóbbi:" -#: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp -#: editor/property_selector.cpp editor/quick_open.cpp editor/rename_dialog.cpp +#: editor/create_dialog.cpp editor/editor_quick_open.cpp +#: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp +#: editor/rename_dialog.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Search:" msgstr "Keresés:" -#: editor/create_dialog.cpp editor/plugins/script_editor_plugin.cpp -#: editor/property_selector.cpp editor/quick_open.cpp +#: editor/create_dialog.cpp editor/editor_quick_open.cpp +#: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: modules/visual_script/visual_script_property_selector.cpp msgid "Matches:" msgstr "Egyezések:" @@ -1053,15 +2276,6 @@ msgstr "" msgid "Dependencies" msgstr "Függőségek" -#: editor/dependency_editor.cpp editor/editor_resource_picker.cpp -msgid "Resource" -msgstr "Forrás" - -#: editor/dependency_editor.cpp editor/editor_autoload_settings.cpp -#: editor/project_manager.cpp editor/project_settings_editor.cpp -msgid "Path" -msgstr "Útvonal" - #: editor/dependency_editor.cpp msgid "Dependencies:" msgstr "Függőségek:" @@ -1080,8 +2294,8 @@ msgstr "Csere Forrás Keresése:" #: editor/dependency_editor.cpp editor/editor_file_dialog.cpp #: editor/editor_help_search.cpp editor/editor_node.cpp -#: editor/filesystem_dock.cpp editor/plugins/script_editor_plugin.cpp -#: editor/property_selector.cpp editor/quick_open.cpp +#: editor/editor_quick_open.cpp editor/filesystem_dock.cpp +#: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp #: modules/visual_script/visual_script_property_selector.cpp #: scene/gui/file_dialog.cpp @@ -1089,8 +2303,8 @@ msgid "Open" msgstr "Megnyitás" #: editor/dependency_editor.cpp -msgid "Owners Of:" -msgstr "Tulajdonosai:" +msgid "Owners of: %s (Total: %d)" +msgstr "" #: editor/dependency_editor.cpp msgid "" @@ -1200,11 +2414,11 @@ msgid "Lead Developer" msgstr "Vezető Fejlesztő" #. TRANSLATORS: This refers to a job title. -#. The trailing space is used to distinguish with the project list application, -#. you do not have to keep it in your translation. #: editor/editor_about.cpp -msgid "Project Manager " -msgstr "Projekt Kezelő " +#, fuzzy +msgctxt "Job Title" +msgid "Project Manager" +msgstr "Projektkezelő" #: editor/editor_about.cpp msgid "Developers" @@ -1392,7 +2606,7 @@ msgid "Bus Options" msgstr "Busz Beállítások" #: editor/editor_audio_buses.cpp editor/filesystem_dock.cpp -#: editor/scene_tree_dock.cpp +#: editor/project_export.cpp editor/scene_tree_dock.cpp msgid "Duplicate" msgstr "Megkettőzés" @@ -1404,10 +2618,6 @@ msgstr "Hangerő Visszállítása" msgid "Delete Effect" msgstr "Effektus Törlése" -#: editor/editor_audio_buses.cpp -msgid "Audio" -msgstr "Hang" - #: editor/editor_audio_buses.cpp msgid "Add Audio Bus" msgstr "Hangbusz Hozzáadása" @@ -1448,8 +2658,9 @@ msgstr "Hangbusz Elrendezés Megnyitása" msgid "There is no '%s' file." msgstr "Nincs '%s' fájl." -#: editor/editor_audio_buses.cpp editor/plugins/canvas_item_editor_plugin.cpp -msgid "Layout" +#: editor/editor_audio_buses.cpp +#, fuzzy +msgid "Layout:" msgstr "Elrendezés" #: editor/editor_audio_buses.cpp @@ -1553,6 +2764,11 @@ msgid "Remove Autoload" msgstr "AutoLoad Eltávolítása" #: editor/editor_autoload_settings.cpp editor/editor_plugin_settings.cpp +#: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp +#: platform/osx/export/export.cpp platform/windows/export/export.cpp +#: scene/2d/polygon_2d.cpp scene/3d/area.cpp scene/3d/physics_joint.cpp +#: scene/3d/reflection_probe.cpp scene/main/canvas_layer.cpp +#: scene/resources/material.cpp servers/visual_server.cpp msgid "Enable" msgstr "Engedélyezés" @@ -1589,12 +2805,6 @@ msgstr "Útvonal:" msgid "Node Name:" msgstr "Node neve:" -#: editor/editor_autoload_settings.cpp editor/editor_help_search.cpp -#: editor/editor_plugin_settings.cpp editor/editor_profiler.cpp -#: editor/project_manager.cpp editor/settings_config_dialog.cpp -msgid "Name" -msgstr "Név" - #: editor/editor_autoload_settings.cpp msgid "Global Variable" msgstr "Globális Változó" @@ -1656,6 +2866,25 @@ msgstr "Nem sikerült létrehozni a mappát." msgid "Choose" msgstr "Kiválaszt" +#: editor/editor_export.cpp +msgid "Project export for platform:" +msgstr "" + +#: editor/editor_export.cpp +#, fuzzy +msgid "Completed with warnings." +msgstr "Node Útvonal Másolása" + +#: editor/editor_export.cpp +#, fuzzy +msgid "Completed successfully." +msgstr "A csomag telepítése sikeres volt!" + +#: editor/editor_export.cpp +#, fuzzy +msgid "Failed." +msgstr "Sikertelen:" + #: editor/editor_export.cpp msgid "Storing File:" msgstr "Tároló Fájl:" @@ -1668,6 +2897,31 @@ msgstr "Nem található export sablon a várt útvonalon:" msgid "Packing" msgstr "Csomagolás" +#: editor/editor_export.cpp +#, fuzzy +msgid "Save PCK" +msgstr "Mentés Másként" + +#: editor/editor_export.cpp +#, fuzzy +msgid "Cannot create file \"%s\"." +msgstr "Nem sikerült létrehozni a mappát." + +#: editor/editor_export.cpp +#, fuzzy +msgid "Failed to export project files." +msgstr "Az alprocesszt nem lehetett elindítani!" + +#: editor/editor_export.cpp +#, fuzzy +msgid "Can't open file to read from path \"%s\"." +msgstr "Nem lehet megnyitni a fájlt írásra:" + +#: editor/editor_export.cpp +#, fuzzy +msgid "Save ZIP" +msgstr "Mentés Másként" + #: editor/editor_export.cpp msgid "" "Target platform requires 'ETC' texture compression for GLES2. Enable 'Import " @@ -1724,6 +2978,58 @@ msgstr "" "Engedélyezze az 'Import Pvrtc' beállítást a Projekt Beállításokban, vagy " "kapcsolja ki a 'Driver Fallback Enabled' beállítást." +#: editor/editor_export.cpp platform/android/export/export_plugin.cpp +#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp +#: platform/osx/export/export.cpp platform/uwp/export/export.cpp +#, fuzzy +msgid "Custom Template" +msgstr "Téma szerkesztése" + +#: editor/editor_export.cpp editor/project_export.cpp +#: platform/android/export/export_plugin.cpp platform/iphone/export/export.cpp +#: platform/javascript/export/export.cpp platform/osx/export/export.cpp +#: platform/uwp/export/export.cpp +msgid "Release" +msgstr "" + +#: editor/editor_export.cpp +#, fuzzy +msgid "Binary Format" +msgstr "Színállandó." + +#: editor/editor_export.cpp +msgid "64 Bits" +msgstr "" + +#: editor/editor_export.cpp +msgid "Embed PCK" +msgstr "" + +#: editor/editor_export.cpp platform/osx/export/export.cpp +#, fuzzy +msgid "Texture Format" +msgstr "Vonalzó mód" + +#: editor/editor_export.cpp +msgid "BPTC" +msgstr "" + +#: editor/editor_export.cpp platform/osx/export/export.cpp +msgid "S3TC" +msgstr "" + +#: editor/editor_export.cpp platform/osx/export/export.cpp +msgid "ETC" +msgstr "" + +#: editor/editor_export.cpp platform/osx/export/export.cpp +msgid "ETC2" +msgstr "" + +#: editor/editor_export.cpp +msgid "No BPTC Fallbacks" +msgstr "" + #: editor/editor_export.cpp platform/android/export/export_plugin.cpp #: platform/iphone/export/export.cpp platform/javascript/export/export.cpp #: platform/osx/export/export.cpp platform/uwp/export/export.cpp @@ -1736,14 +3042,39 @@ msgstr "Az egyéni hibakeresési sablon nem található." msgid "Custom release template not found." msgstr "Az egyéni kiadási sablon nem található." +#: editor/editor_export.cpp +#, fuzzy +msgid "Prepare Template" +msgstr "Sablonok kezelése" + +#: editor/editor_export.cpp platform/osx/export/export.cpp +#, fuzzy +msgid "The given export path doesn't exist." +msgstr "A megadott útvonal nem létezik." + #: editor/editor_export.cpp platform/javascript/export/export.cpp -msgid "Template file not found:" +#, fuzzy +msgid "Template file not found: \"%s\"." msgstr "Sablon fájl nem található:" +#: editor/editor_export.cpp +#, fuzzy +msgid "Failed to copy export template." +msgstr "Nem nyitható meg az export sablon zip." + +#: editor/editor_export.cpp platform/windows/export/export.cpp +#: platform/x11/export/export.cpp +msgid "PCK Embedding" +msgstr "" + #: editor/editor_export.cpp msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB." msgstr "32-bites exportokon a beágyazott PCK nem lehet nagyobb mint 4 GiB." +#: editor/editor_export.cpp +msgid "Convert Text Resources To Binary On Export" +msgstr "" + #: editor/editor_feature_profile.cpp msgid "3D Editor" msgstr "3D szerkesztő" @@ -1753,6 +3084,7 @@ msgid "Script Editor" msgstr "Szkript szerkesztő" #: editor/editor_feature_profile.cpp +#: editor/plugins/asset_library_editor_plugin.cpp editor/project_manager.cpp msgid "Asset Library" msgstr "Eszköz könyvtár" @@ -1907,11 +3239,16 @@ msgid "Make Current" msgstr "Tegye jelenlegivé" #: editor/editor_feature_profile.cpp editor/editor_node.cpp +#: editor/import/resource_importer_scene.cpp #: editor/plugins/theme_editor_plugin.cpp editor/project_manager.cpp +#: modules/fbx/editor_scene_importer_fbx.cpp msgid "Import" msgstr "Importálás" #: editor/editor_feature_profile.cpp editor/project_export.cpp +#: platform/android/export/export.cpp platform/android/export/export_plugin.cpp +#: platform/javascript/export/export.cpp platform/osx/export/export.cpp +#: platform/uwp/export/export.cpp platform/windows/export/export.cpp msgid "Export" msgstr "Exportálás" @@ -1949,6 +3286,11 @@ msgstr "Profil exportálása" msgid "Manage Editor Feature Profiles" msgstr "A szerkesztő funkcióprofiljainak kezelése" +#: editor/editor_feature_profile.cpp +#, fuzzy +msgid "Default Feature Profile" +msgstr "Godot funkcióprofil" + #: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp msgid "Select Current Folder" msgstr "Aktuális Mappa Kiválasztása" @@ -2019,6 +3361,56 @@ msgstr "Mentés" msgid "Save a File" msgstr "Fájl Mentése" +#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#, fuzzy +msgid "Access" +msgstr "Siker!" + +#: editor/editor_file_dialog.cpp editor/editor_settings.cpp +#, fuzzy +msgid "Display Mode" +msgstr "Lejátszási mód:" + +#: editor/editor_file_dialog.cpp +#: editor/import/resource_importer_layered_texture.cpp +#: editor/import/resource_importer_texture.cpp +#: editor/import/resource_importer_wav.cpp main/main.cpp +#: modules/csg/csg_shape.cpp modules/visual_script/visual_script_nodes.cpp +#: scene/2d/light_2d.cpp scene/2d/physics_body_2d.cpp scene/2d/tile_map.cpp +#: scene/3d/baked_lightmap.cpp scene/3d/light.cpp scene/3d/physics_body.cpp +#: scene/gui/control.cpp scene/gui/file_dialog.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp +#: scene/resources/visual_shader.cpp +#: servers/audio/effects/audio_effect_distortion.cpp +#, fuzzy +msgid "Mode" +msgstr "Pásztázás Mód" + +#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#, fuzzy +msgid "Current Dir" +msgstr "Jelenlegi:" + +#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#, fuzzy +msgid "Current File" +msgstr "Jelenlegi profil:" + +#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#, fuzzy +msgid "Current Path" +msgstr "Jelenlegi:" + +#: editor/editor_file_dialog.cpp editor/editor_settings.cpp +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "Show Hidden Files" +msgstr "Rejtett fálok megjelenítése/elrejtése" + +#: editor/editor_file_dialog.cpp +msgid "Disable Overwrite Warning" +msgstr "" + #: editor/editor_file_dialog.cpp msgid "Go Back" msgstr "Ugrás Vissza" @@ -2039,7 +3431,8 @@ msgstr "Rejtett fálok megjelenítése/elrejtése" msgid "Toggle Favorite" msgstr "Kedvencek Mutatása/Elrejtése" -#: editor/editor_file_dialog.cpp +#: editor/editor_file_dialog.cpp editor/editor_resource_picker.cpp +#: scene/gui/base_button.cpp msgid "Toggle Mode" msgstr "Mód váltása" @@ -2115,7 +3508,13 @@ msgstr "" msgid "(Re)Importing Assets" msgstr "Eszközök (Újra) Betöltése" -#: editor/editor_help.cpp +#: editor/editor_file_system.cpp +msgid "Reimport Missing Imported Files" +msgstr "" + +#: editor/editor_help.cpp scene/2d/camera_2d.cpp scene/gui/control.cpp +#: scene/gui/nine_patch_rect.cpp scene/resources/dynamic_font.cpp +#: scene/resources/style_box.cpp scene/resources/texture.cpp msgid "Top" msgstr "Eleje" @@ -2132,10 +3531,6 @@ msgstr "Örököl:" msgid "Inherited by:" msgstr "Őt örökli:" -#: editor/editor_help.cpp -msgid "Description" -msgstr "Leírás" - #: editor/editor_help.cpp msgid "Online Tutorials" msgstr "Online oktatóanyagok" @@ -2153,15 +3548,13 @@ msgstr "felülírja:" msgid "default:" msgstr "alapértelmezett:" -#: editor/editor_help.cpp -msgid "Methods" -msgstr "Metódusok" - #: editor/editor_help.cpp msgid "Theme Properties" msgstr "Téma Tulajdonságai" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/gradient.cpp #, fuzzy msgid "Colors" msgstr "Szín" @@ -2176,6 +3569,7 @@ msgid "Fonts" msgstr "Betűtípus" #: editor/editor_help.cpp editor/plugins/theme_editor_plugin.cpp +#: platform/iphone/export/export.cpp #, fuzzy msgid "Icons" msgstr "Ikon" @@ -2217,6 +3611,24 @@ msgstr "" "Ennek a metódusnak jelenleg nincs leírása. Segítsen minket azzal, hogy " "[color=$color][url=$url]hozzájárul eggyel[/url][/color]!" +#: editor/editor_help.cpp editor/editor_settings.cpp +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/script_text_editor.cpp +#: modules/gdscript/editor/gdscript_highlighter.cpp +#: modules/gdscript/gdscript_editor.cpp +#, fuzzy +msgid "Text Editor" +msgstr "Szerkesztő megnyitása" + +#: editor/editor_help.cpp editor/editor_node.cpp editor/editor_settings.cpp +#: editor/plugins/shader_editor_plugin.cpp +msgid "Help" +msgstr "Súgó" + +#: editor/editor_help.cpp +msgid "Sort Functions Alphabetically" +msgstr "" + #: editor/editor_help_search.cpp editor/editor_node.cpp #: editor/plugins/script_editor_plugin.cpp msgid "Search Help" @@ -2271,14 +3683,18 @@ msgid "Method" msgstr "Metódus" #: editor/editor_help_search.cpp editor/plugins/script_text_editor.cpp +#: modules/visual_script/visual_script_func_nodes.cpp +#: modules/visual_script/visual_script_yield_nodes.cpp msgid "Signal" msgstr "Jelzés" #: editor/editor_help_search.cpp modules/visual_script/visual_script_nodes.cpp +#: scene/resources/visual_shader_nodes.cpp msgid "Constant" msgstr "Állandó" #: editor/editor_help_search.cpp +#: modules/visual_script/visual_script_func_nodes.cpp msgid "Property" msgstr "Tulajdonság" @@ -2290,6 +3706,36 @@ msgstr "Téma tulajdonság" msgid "Property:" msgstr "Tulajdonság:" +#: editor/editor_inspector.cpp editor/editor_spin_slider.cpp +msgid "Label" +msgstr "" + +#: editor/editor_inspector.cpp editor/editor_spin_slider.cpp +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Read Only" +msgstr "Csak metódusok" + +#: editor/editor_inspector.cpp editor/plugins/item_list_editor_plugin.cpp +msgid "Checkable" +msgstr "" + +#: editor/editor_inspector.cpp editor/plugins/item_list_editor_plugin.cpp +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Checked" +msgstr "Kijelölés zárolása" + +#: editor/editor_inspector.cpp +#, fuzzy +msgid "Draw Red" +msgstr "Hívások" + +#: editor/editor_inspector.cpp +#, fuzzy +msgid "Keying" +msgstr "Játék" + #: editor/editor_inspector.cpp #, fuzzy msgid "Pin value" @@ -2304,7 +3750,9 @@ msgstr "" msgid "Pin value [Disabled because '%s' is editor-only]" msgstr "" -#: editor/editor_inspector.cpp editor/scene_tree_dock.cpp +#: editor/editor_inspector.cpp +#: editor/plugins/gradient_texture_2d_editor_plugin.cpp +#: editor/scene_tree_dock.cpp #: modules/visual_script/visual_script_func_nodes.cpp #: modules/visual_script/visual_script_nodes.cpp #: modules/visual_script/visual_script_property_selector.cpp @@ -2352,7 +3800,7 @@ msgstr "Kijelölés másolása" #: editor/property_editor.cpp editor/scene_tree_dock.cpp #: editor/script_editor_debugger.cpp #: modules/gdnative/gdnative_library_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/text_edit.cpp +#: scene/gui/text_edit.cpp scene/resources/default_theme/default_theme.cpp msgid "Clear" msgstr "Töröl" @@ -2383,6 +3831,7 @@ msgid "Up" msgstr "Fel" #: editor/editor_network_profiler.cpp editor/editor_node.cpp +#: scene/main/node.cpp scene/resources/default_theme/default_theme.cpp msgid "Node" msgstr "Node" @@ -2406,6 +3855,10 @@ msgstr "Kimenő RSET" msgid "New Window" msgstr "Új ablak" +#: editor/editor_node.cpp editor/project_manager.cpp +msgid "Unnamed Project" +msgstr "Névtelen projekt" + #: editor/editor_node.cpp msgid "" "Spins when the editor window redraws.\n" @@ -2651,6 +4104,16 @@ msgstr "Jelenet Gyors Megnyitása..." msgid "Quick Open Script..." msgstr "Szkript Gyors Megnyitás..." +#: editor/editor_node.cpp +#, fuzzy +msgid "Save & Reload" +msgstr "Mentés és újraindítás" + +#: editor/editor_node.cpp +#, fuzzy +msgid "Save changes to '%s' before reloading?" +msgstr "Bezárás előtt menti a '%s'-n végzett módosításokat?" + #: editor/editor_node.cpp msgid "Save & Close" msgstr "Mentés és Bezárás" @@ -2766,6 +4229,12 @@ msgstr "Kilép a szerkesztőből?" msgid "Open Project Manager?" msgstr "Megnyitja a Projektkezelőt?" +#: editor/editor_node.cpp +#, fuzzy +msgid "Save changes to the following scene(s) before reloading?" +msgstr "" +"Elmenti a következő jelenet(ek)en végzett változtatásokat kilépés előtt?" + #: editor/editor_node.cpp msgid "Save & Quit" msgstr "Mentés és kilépés" @@ -2954,11 +4423,158 @@ msgstr "%d további mappa" msgid "%d more files" msgstr "%d további fájl" +#: editor/editor_node.cpp +msgid "" +"Unable to write to file '%s', file in use, locked or lacking permissions." +msgstr "" + +#: editor/editor_node.cpp editor/editor_settings.cpp editor/scene_tree_dock.cpp +#: servers/arvr/arvr_interface.cpp +#, fuzzy +msgid "Interface" +msgstr "Felhasználói Felület" + +#: editor/editor_node.cpp editor/editor_settings.cpp +#, fuzzy +msgid "Scene Tabs" +msgstr "Scene fül váltás" + +#: editor/editor_node.cpp +#, fuzzy +msgid "Always Show Close Button" +msgstr "Rács megjelenítése mindig" + +#: editor/editor_node.cpp editor/editor_settings.cpp +msgid "Resize If Many Tabs" +msgstr "" + +#: editor/editor_node.cpp editor/editor_settings.cpp +msgid "Minimum Width" +msgstr "" + +#: editor/editor_node.cpp editor/editor_settings.cpp +msgid "Output" +msgstr "Kimenet" + +#: editor/editor_node.cpp editor/editor_settings.cpp +#, fuzzy +msgid "Always Clear Output On Play" +msgstr "Kimenet törlése" + +#: editor/editor_node.cpp editor/editor_settings.cpp +msgid "Always Open Output On Play" +msgstr "" + +#: editor/editor_node.cpp editor/editor_settings.cpp +msgid "Always Close Output On Stop" +msgstr "" + +#: editor/editor_node.cpp +msgid "Save On Focus Loss" +msgstr "" + +#: editor/editor_node.cpp editor/editor_settings.cpp +#, fuzzy +msgid "Save Each Scene On Quit" +msgstr "Jelenet Mentése" + +#: editor/editor_node.cpp editor/editor_settings.cpp +#, fuzzy +msgid "Quit Confirmation" +msgstr "Animáció beállítása" + +#: editor/editor_node.cpp +#, fuzzy +msgid "Show Update Spinner" +msgstr "Frissítési forgó elrejtése" + +#: editor/editor_node.cpp +msgid "Update Continuously" +msgstr "Folyamatos frissítés" + +#: editor/editor_node.cpp +#, fuzzy +msgid "Update Vital Only" +msgstr "A paraméter megváltozott" + +#: editor/editor_node.cpp +#, fuzzy +msgid "Localize Settings" +msgstr "Lokalizáció" + +#: editor/editor_node.cpp +#, fuzzy +msgid "Restore Scenes On Load" +msgstr "IdőKereső Node" + +#: editor/editor_node.cpp editor/editor_settings.cpp +msgid "Show Thumbnail On Hover" +msgstr "" + +#: editor/editor_node.cpp editor/editor_settings.cpp +msgid "Inspector" +msgstr "Megfigyelő" + +#: editor/editor_node.cpp +#, fuzzy +msgid "Default Property Name Style" +msgstr "Előnézet frissítése" + +#: editor/editor_node.cpp +msgid "Default Float Step" +msgstr "" + +#: editor/editor_node.cpp scene/gui/tree.cpp +#, fuzzy +msgid "Disable Folding" +msgstr "Letiltott gomb" + +#: editor/editor_node.cpp +msgid "Auto Unfold Foreign Scenes" +msgstr "" + +#: editor/editor_node.cpp +msgid "Horizontal Vector2 Editing" +msgstr "" + +#: editor/editor_node.cpp +msgid "Horizontal Vector Types Editing" +msgstr "" + +#: editor/editor_node.cpp +msgid "Open Resources In Current Inspector" +msgstr "" + +#: editor/editor_node.cpp +msgid "Resources To Open In New Inspector" +msgstr "" + +#: editor/editor_node.cpp +msgid "Default Color Picker Mode" +msgstr "" + +#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp +msgid "Version Control" +msgstr "Verziókezelés" + +#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp +#, fuzzy +msgid "Username" +msgstr "Átnevezés" + +#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp +msgid "SSH Public Key Path" +msgstr "" + +#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp +msgid "SSH Private Key Path" +msgstr "" + #: editor/editor_node.cpp msgid "Dock Position" msgstr "Dokk Pozíció" -#: editor/editor_node.cpp +#: editor/editor_node.cpp editor/editor_plugin.cpp msgid "Distraction Free Mode" msgstr "Zavarmentes Mód" @@ -3045,7 +4661,8 @@ msgid "Miscellaneous project or scene-wide tools." msgstr "Egyéb projekt- vagy Scene-szintű eszközök." #: editor/editor_node.cpp editor/project_manager.cpp -#: editor/script_create_dialog.cpp +#: editor/script_create_dialog.cpp modules/mono/editor/csharp_project.cpp +#: modules/mono/godotsharp_dirs.cpp msgid "Project" msgstr "Projekt" @@ -3053,10 +4670,6 @@ msgstr "Projekt" msgid "Project Settings..." msgstr "Projekt beállítások..." -#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp -msgid "Version Control" -msgstr "Verziókezelés" - #: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp msgid "Set Up Version Control" msgstr "Verziókezelés beállítása" @@ -3078,7 +4691,8 @@ msgstr "" msgid "Open User Data Folder" msgstr "Szerkesztő Adatmappájának Megnyitása" -#: editor/editor_node.cpp editor/plugins/tile_set_editor_plugin.cpp +#: editor/editor_node.cpp editor/editor_settings.cpp +#: editor/plugins/tile_set_editor_plugin.cpp msgid "Tools" msgstr "Eszközök" @@ -3095,11 +4709,6 @@ msgstr "Projekt átnevezése" msgid "Quit to Project List" msgstr "Kilépés a projektlistába" -#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp -#: editor/project_export.cpp -msgid "Debug" -msgstr "Hibakeresés" - #: editor/editor_node.cpp msgid "Deploy with Remote Debug" msgstr "Indítás Távoli Teszteléssel" @@ -3204,10 +4813,6 @@ msgstr "" "Távoli eszköz használatakor hatékonyabb, ha a hálózati fájlrendszer opció " "engedélyezve van." -#: editor/editor_node.cpp editor/script_create_dialog.cpp -msgid "Editor" -msgstr "Szerkesztő" - #: editor/editor_node.cpp msgid "Editor Settings..." msgstr "Szerkesztő beállításai..." @@ -3248,10 +4853,6 @@ msgstr "A Szerkesztő funkcióinak kezelése ..." msgid "Manage Export Templates..." msgstr "Exportálási sablonok kezelése..." -#: editor/editor_node.cpp editor/plugins/shader_editor_plugin.cpp -msgid "Help" -msgstr "Súgó" - #: editor/editor_node.cpp #, fuzzy msgid "Online Documentation" @@ -3332,10 +4933,6 @@ msgstr "" msgid "Save & Restart" msgstr "Mentés és újraindítás" -#: editor/editor_node.cpp -msgid "Update Continuously" -msgstr "Folyamatos frissítés" - #: editor/editor_node.cpp #, fuzzy msgid "Update All Changes" @@ -3350,22 +4947,16 @@ msgstr "A paraméter megváltozott" msgid "Hide Update Spinner" msgstr "Frissítési forgó elrejtése" -#: editor/editor_node.cpp +#: editor/editor_node.cpp editor/editor_settings.cpp +#: editor/fileserver/editor_file_server.cpp +#: modules/fbx/editor_scene_importer_fbx.cpp msgid "FileSystem" msgstr "Fájlrendszer" -#: editor/editor_node.cpp -msgid "Inspector" -msgstr "Megfigyelő" - #: editor/editor_node.cpp msgid "Expand Bottom Panel" msgstr "Alsó panel kinyitása" -#: editor/editor_node.cpp -msgid "Output" -msgstr "Kimenet" - #: editor/editor_node.cpp msgid "Don't Save" msgstr "Nincs Mentés" @@ -3447,6 +5038,7 @@ msgstr "" #: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp #: editor/plugins/shader_editor_plugin.cpp +#: scene/resources/default_theme/default_theme.cpp msgid "Reload" msgstr "Újratöltés" @@ -3531,10 +5123,13 @@ msgid "Installed Plugins:" msgstr "Telepített Bővítmények:" #: editor/editor_plugin_settings.cpp editor/plugin_config_dialog.cpp +#: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform.cpp msgid "Update" msgstr "Frissítés" -#: editor/editor_plugin_settings.cpp +#: editor/editor_plugin_settings.cpp platform/android/export/export_plugin.cpp +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +#: platform/uwp/export/export.cpp #, fuzzy msgid "Version" msgstr "Verzió:" @@ -3593,23 +5188,37 @@ msgstr "" msgid "Frame #:" msgstr "Keret #:" -#: editor/editor_profiler.cpp -msgid "Time" -msgstr "Idő" - #: editor/editor_profiler.cpp msgid "Calls" msgstr "Hívások" +#: editor/editor_profiler.cpp editor/plugins/script_editor_plugin.cpp +#: editor/script_editor_debugger.cpp +msgid "Debugger" +msgstr "Hibakereső" + +#: editor/editor_profiler.cpp +msgid "Profiler Frame History Size" +msgstr "" + +#: editor/editor_profiler.cpp +#, fuzzy +msgid "Profiler Frame Max Functions" +msgstr "Függvény átnevezése" + #: editor/editor_properties.cpp msgid "Edit Text:" msgstr "Szöveg szerkesztése:" #: editor/editor_properties.cpp editor/script_create_dialog.cpp +#: scene/resources/default_theme/default_theme.cpp msgid "On" msgstr "Be" -#: editor/editor_properties.cpp +#: editor/editor_properties.cpp modules/gridmap/grid_map.cpp +#: scene/2d/collision_object_2d.cpp scene/2d/tile_map.cpp +#: scene/3d/collision_object.cpp scene/3d/soft_body.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Réteg" @@ -3652,11 +5261,15 @@ msgid "Selected node is not a Viewport!" msgstr "" #: editor/editor_properties_array_dict.cpp -msgid "Size: " +#: editor/plugins/spatial_editor_plugin.cpp +#: editor/plugins/sprite_frames_editor_plugin.cpp +#, fuzzy +msgid "Size:" msgstr "Méret: " #: editor/editor_properties_array_dict.cpp -msgid "Page: " +#, fuzzy +msgid "Page:" msgstr "Oldal: " #: editor/editor_properties_array_dict.cpp @@ -3713,6 +5326,26 @@ msgstr "Átalakítás erre: %s" msgid "New %s" msgstr "Új %s" +#: editor/editor_resource_picker.cpp editor/plugins/theme_editor_plugin.cpp +#: modules/visual_script/visual_script_flow_control.cpp +#: modules/visual_script/visual_script_func_nodes.cpp +#: modules/visual_script/visual_script_nodes.cpp +#: modules/visual_script/visual_script_yield_nodes.cpp +#, fuzzy +msgid "Base Type" +msgstr "Alaptípus módosítása:" + +#: editor/editor_resource_picker.cpp +#, fuzzy +msgid "Edited Resource" +msgstr "Erőforrás Hozzáadása" + +#: editor/editor_resource_picker.cpp scene/gui/line_edit.cpp +#: scene/gui/slider.cpp scene/gui/spin_box.cpp +#, fuzzy +msgid "Editable" +msgstr "Szerkeszthető elem" + #: editor/editor_resource_picker.cpp editor/property_editor.cpp msgid "New Script" msgstr "Új szkript" @@ -3721,6 +5354,11 @@ msgstr "Új szkript" msgid "Extend Script" msgstr "Szkript kinyitása" +#: editor/editor_resource_picker.cpp +#, fuzzy +msgid "Script Owner" +msgstr "Szkript neve:" + #: editor/editor_run_native.cpp msgid "" "No runnable export preset found for this platform.\n" @@ -3730,6 +5368,11 @@ msgstr "" "Nem található futtatható exportállomány ehhez a platformhoz.\n" "Kérem adjon hozzá egy futtatható exportállományt az export menüben." +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Project Run" +msgstr "Projekt" + #: editor/editor_run_script.cpp msgid "Write your logic in the _run() method." msgstr "Írja a logikát a _run() metódusba." @@ -3754,10 +5397,1044 @@ msgstr "Nem sikerült a szkript futtatása:" msgid "Did you forget the '_run' method?" msgstr "Elfelejtette a '_run' metódust?" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Editor Language" +msgstr "Szerkesztő Elrendezés" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Display Scale" +msgstr "Az összes megjelenítése" + +#: editor/editor_settings.cpp +msgid "Custom Display Scale" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Main Font Size" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Code Font Size" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Font Antialiased" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Font Hinting" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Main Font" +msgstr "Fő Jelenet" + +#: editor/editor_settings.cpp +msgid "Main Font Bold" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Code Font" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Dim Editor On Dialog Popup" +msgstr "" + +#: editor/editor_settings.cpp main/main.cpp +msgid "Low Processor Mode Sleep (µsec)" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Unfocused Low Processor Mode Sleep (µsec)" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Separate Distraction Mode" +msgstr "Zavarmentes Mód" + +#: editor/editor_settings.cpp +msgid "Automatically Open Screenshots" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Max Array Dictionary Items Per Page" +msgstr "" + +#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp scene/gui/control.cpp +#: scene/register_scene_types.cpp +msgid "Theme" +msgstr "" + +#: editor/editor_settings.cpp editor/import_dock.cpp +msgid "Preset" +msgstr "Előre beállított" + +#: editor/editor_settings.cpp +msgid "Icon And Font Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Base Color" +msgstr "Szín" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Accent Color" +msgstr "Szín Választása" + +#: editor/editor_settings.cpp scene/resources/environment.cpp +msgid "Contrast" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Relationship Line Opacity" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Highlight Tabs" +msgstr "Fénytérképek Létrehozása" + +#: editor/editor_settings.cpp +msgid "Border Size" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Use Graph Node Headers" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Additional Spacing" +msgstr "Animáció Ismétlése" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Custom Theme" +msgstr "Téma szerkesztése" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Show Script Button" +msgstr "Felfelé görgetés gomb" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Directories" +msgstr "Irányok" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Autoscan Project Path" +msgstr "Projektek" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Default Project Path" +msgstr "Előnézet frissítése" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "On Save" +msgstr "Mentés" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Compress Binary Resources" +msgstr "Erőforrás Másolása" + +#: editor/editor_settings.cpp +msgid "Safe Save On Backup Then Rename" +msgstr "" + +#: editor/editor_settings.cpp +msgid "File Dialog" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Thumbnail Size" +msgstr "Indexkép..." + +#: editor/editor_settings.cpp +msgid "Docks" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scene Tree" +msgstr "Jelenetfa szerkesztése" + +#: editor/editor_settings.cpp +msgid "Start Create Dialog Fully Expanded" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Always Show Folders" +msgstr "Rács megjelenítése mindig" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Property Editor" +msgstr "Csoportszerkesztő" + +#: editor/editor_settings.cpp +msgid "Auto Refresh Interval" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Subresource Hue Tint" +msgstr "Al-Erőforrások" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Theme" +msgstr "Téma szerkesztése" + +#: editor/editor_settings.cpp scene/3d/label_3d.cpp +#: scene/resources/default_theme/default_theme.cpp +msgid "Line Spacing" +msgstr "" + +#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp +#: modules/gdscript/editor/gdscript_highlighter.cpp +#, fuzzy +msgid "Highlighting" +msgstr "Közvetlen megvilágítás" + +#: editor/editor_settings.cpp scene/gui/text_edit.cpp +#, fuzzy +msgid "Syntax Highlighting" +msgstr "Közvetett megvilágítás" + +#: editor/editor_settings.cpp scene/gui/text_edit.cpp +msgid "Highlight All Occurrences" +msgstr "" + +#: editor/editor_settings.cpp scene/gui/text_edit.cpp +msgid "Highlight Current Line" +msgstr "" + +#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp +msgid "Highlight Type Safe Lines" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Indent" +msgstr "Behúzás Balra" + +#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp +msgid "Auto Indent" +msgstr "Automatikus Behúzás" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Convert Indent On Save" +msgstr "Behúzás átalakítása szóközökké" + +#: editor/editor_settings.cpp scene/gui/text_edit.cpp +#, fuzzy +msgid "Draw Tabs" +msgstr "Hívások" + +#: editor/editor_settings.cpp scene/gui/text_edit.cpp +#, fuzzy +msgid "Draw Spaces" +msgstr "Hívások" + +#: editor/editor_settings.cpp editor/plugins/spatial_editor_plugin.cpp +#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/tile_map.cpp +#: scene/main/scene_tree.cpp scene/resources/world.cpp +#: scene/resources/world_2d.cpp +msgid "Navigation" +msgstr "Navigáció" + +#: editor/editor_settings.cpp scene/gui/text_edit.cpp +msgid "Smooth Scrolling" +msgstr "" + +#: editor/editor_settings.cpp scene/gui/text_edit.cpp +msgid "V Scroll Speed" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Show Minimap" +msgstr "Origó Megjelenítése" + +#: editor/editor_settings.cpp +msgid "Minimap Width" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Mouse Extra Buttons Navigate History" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Drag And Drop Selection" +msgstr "Kijelölés Keretezése" + +#: editor/editor_settings.cpp +msgid "Stay In Script Editor On Node Selected" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Appearance" +msgstr "" + +#: editor/editor_settings.cpp scene/gui/text_edit.cpp +#, fuzzy +msgid "Show Line Numbers" +msgstr "Sorszám:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Line Numbers Zero Padded" +msgstr "Sorszám:" + +#: editor/editor_settings.cpp +msgid "Show Bookmark Gutter" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Show Breakpoint Gutter" +msgstr "Töréspontok kihagyása" + +#: editor/editor_settings.cpp +msgid "Show Info Gutter" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Code Folding" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Word Wrap" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Show Line Length Guidelines" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Line Length Guideline Soft Column" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Line Length Guideline Hard Column" +msgstr "" + +#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp +#, fuzzy +msgid "Script List" +msgstr "Szkript szerkesztő" + +#: editor/editor_settings.cpp +msgid "Show Members Overview" +msgstr "" + +#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp +#, fuzzy +msgid "Files" +msgstr "Fájl" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Trim Trailing Whitespace On Save" +msgstr "Sorvégi Szóközök Lenyírása" + +#: editor/editor_settings.cpp +msgid "Autosave Interval Secs" +msgstr "" + +#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp +msgid "Restore Scripts On Load" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Auto Reload And Parse Scripts On Save" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Auto Reload Scripts On External Change" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Create Signal Callbacks" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Sort Members Outline Alphabetically" +msgstr "" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Cursor" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Scroll Past End Of File" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Block Caret" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Caret Blink" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Caret Blink Speed" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Right Click Moves Caret" +msgstr "Kattintson a jobb gombbal a pont hozzáadásához" + +#: editor/editor_settings.cpp modules/gdscript/gdscript.cpp +#: modules/gdscript/gdscript_editor.cpp +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Completion" +msgstr "Kijelölés másolása" + +#: editor/editor_settings.cpp +msgid "Idle Parse Delay" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Auto Brace Complete" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Code Complete Delay" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Put Callhint Tooltip Below Current Line" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Callhint Tooltip Offset" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Complete File Paths" +msgstr "Node Útvonal Másolása" + +#: editor/editor_settings.cpp modules/gdscript/gdscript_editor.cpp +#, fuzzy +msgid "Add Type Hints" +msgstr "Node típus keresése" + +#: editor/editor_settings.cpp +msgid "Use Single Quotes" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Show Help Index" +msgstr "Segítők megjelenítése" + +#: editor/editor_settings.cpp +msgid "Help Font Size" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Help Source Font Size" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Help Title Font Size" +msgstr "" + +#: editor/editor_settings.cpp modules/gridmap/grid_map_editor_plugin.cpp +msgid "Grid Map" +msgstr "" + +#: editor/editor_settings.cpp modules/gridmap/grid_map_editor_plugin.cpp +#, fuzzy +msgid "Pick Distance" +msgstr "Válasszon egy Fő Jelenetet" + +#: editor/editor_settings.cpp editor/plugins/tile_map_editor_plugin.cpp +#, fuzzy +msgid "Preview Size" +msgstr "Előnézet" + +#: editor/editor_settings.cpp +msgid "Primary Grid Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Secondary Grid Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Selection Box Color" +msgstr "Csak kijelölés" + +#: editor/editor_settings.cpp editor/plugins/path_editor_plugin.cpp +#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp +msgid "3D Gizmos" +msgstr "" + +#: editor/editor_settings.cpp editor/plugins/path_editor_plugin.cpp +#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp +#, fuzzy +msgid "Gizmo Colors" +msgstr "Kibocsátási színek" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Instanced" +msgstr "Példány" + +#: editor/editor_settings.cpp modules/gltf/gltf_node.cpp +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Joint" +msgstr "Pont" + +#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp +#: scene/2d/cpu_particles_2d.cpp scene/2d/touch_screen_button.cpp +#: scene/3d/collision_shape.cpp scene/3d/cpu_particles.cpp +#: scene/3d/occluder.cpp scene/3d/spring_arm.cpp +#: scene/resources/particles_material.cpp servers/physics_2d_server.cpp +#: servers/physics_server.cpp +msgid "Shape" +msgstr "Alakzat" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Primary Grid Steps" +msgstr "Rács Léptetés:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Grid Size" +msgstr "Rács Léptetés:" + +#: editor/editor_settings.cpp +msgid "Grid Division Level Max" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Grid Division Level Min" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Grid Division Level Bias" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Grid XZ Plane" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Grid XY Plane" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Grid YZ Plane" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Default FOV" +msgstr "Alapértelmezett" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Default Z Near" +msgstr "Alapértelmezett" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Default Z Far" +msgstr "Alapértelmezett" + +#: editor/editor_settings.cpp +msgid "Lightmap Baking Number Of CPU Threads" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Navigation Scheme" +msgstr "Navigációs mód" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Invert Y Axis" +msgstr "Átalakítás erre: %s" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Invert X Axis" +msgstr "Átalakítás erre: %s" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Zoom Style" +msgstr "Kicsinyítés" + +#: editor/editor_settings.cpp +msgid "Emulate Numpad" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Emulate 3 Button Mouse" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Orbit Modifier" +msgstr "Módosított" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Pan Modifier" +msgstr "Pásztázás Mód" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Zoom Modifier" +msgstr "Módosított" + +#: editor/editor_settings.cpp editor/plugins/spatial_editor_plugin.cpp +msgid "Warped Mouse Panning" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Navigation Feel" +msgstr "Navigációs mód" + +#: editor/editor_settings.cpp +msgid "Orbit Sensitivity" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Orbit Inertia" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Translation Inertia" +msgstr "Fordítások" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Zoom Inertia" +msgstr "Nagyítás" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Freelook" +msgstr "Szabad" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Freelook Navigation Scheme" +msgstr "Navigációs Háló Létrehozása" + +#: editor/editor_settings.cpp +msgid "Freelook Sensitivity" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Freelook Inertia" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Freelook Base Speed" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Freelook Activation Modifier" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Freelook Speed Zoom Link" +msgstr "" + +#: editor/editor_settings.cpp editor/plugins/tile_map_editor_plugin.cpp +#, fuzzy +msgid "Grid Color" +msgstr "Szín Választása" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Guides Color" +msgstr "Szín Választása" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Smart Snapping Line Color" +msgstr "Intelligens illesztés" + +#: editor/editor_settings.cpp +msgid "Bone Width" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Bone Color 1" +msgstr "Elem eltávolítása" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Bone Color 2" +msgstr "Elem eltávolítása" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Bone Selected Color" +msgstr "Jelenlegi profil:" + +#: editor/editor_settings.cpp +msgid "Bone IK Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Bone Outline Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Bone Outline Size" +msgstr "Körvonal Mérete:" + +#: editor/editor_settings.cpp +msgid "Viewport Border Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Constrain Editor View" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Simple Panning" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Scroll To Pan" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Pan Speed" +msgstr "" + +#: editor/editor_settings.cpp editor/plugins/polygon_2d_editor_plugin.cpp +#, fuzzy +msgid "Poly Editor" +msgstr "2D UV Sokszög Szerkesztő" + +#: editor/editor_settings.cpp +msgid "Point Grab Radius" +msgstr "" + +#: editor/editor_settings.cpp editor/plugins/polygon_2d_editor_plugin.cpp +#, fuzzy +msgid "Show Previous Outline" +msgstr "Előző Sík" + +#: editor/editor_settings.cpp editor/scene_tree_dock.cpp +#, fuzzy +msgid "Autorename Animation Tracks" +msgstr "Animáció Átnevezése" + +#: editor/editor_settings.cpp +msgid "Default Create Bezier Tracks" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Default Create Reset Tracks" +msgstr "Sávok beillesztése" + +#: editor/editor_settings.cpp +msgid "Onion Layers Past Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Onion Layers Future Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Visual Editors" +msgstr "Csoportszerkesztő" + +#: editor/editor_settings.cpp +msgid "Minimap Opacity" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Window Placement" +msgstr "" + +#: editor/editor_settings.cpp scene/2d/back_buffer_copy.cpp scene/2d/sprite.cpp +#: scene/2d/visibility_notifier_2d.cpp scene/3d/sprite_3d.cpp +#: scene/gui/control.cpp +#, fuzzy +msgid "Rect" +msgstr "Teljes Téglalap" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Rect Custom Position" +msgstr "Ki-Görbe Pozíció Beállítása" + +#: editor/editor_settings.cpp platform/android/export/export_plugin.cpp +msgid "Screen" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Save" +msgstr "Nincs Mentés" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Save Before Running" +msgstr "Futtatás előtt mentse a jelenetet..." + +#: editor/editor_settings.cpp +msgid "Font Size" +msgstr "" + +#: editor/editor_settings.cpp +#: modules/gdscript/language_server/gdscript_language_server.cpp +#, fuzzy +msgid "Remote Host" +msgstr "Eltávolítás" + +#: editor/editor_settings.cpp +#: modules/gdscript/language_server/gdscript_language_server.cpp +#, fuzzy +msgid "Remote Port" +msgstr "Pont eltávolítása" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Editor SSL Certificates" +msgstr "Szerkesztő Beállítások" + +#: editor/editor_settings.cpp +msgid "HTTP Proxy" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Host" +msgstr "" + +#: editor/editor_settings.cpp editor/fileserver/editor_file_server.cpp +#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp +#: scene/resources/default_theme/default_theme.cpp +msgid "Port" +msgstr "" + +#. TRANSLATORS: Project Manager here refers to the tool used to create/manage Godot projects. +#: editor/editor_settings.cpp +msgid "Project Manager" +msgstr "Projektkezelő" + +#. TRANSLATORS: Project Manager here refers to the tool used to create/manage Godot projects. +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sorting Order" +msgstr "Mappa átnevezése:" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Symbol Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Keyword Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Control Flow Keyword Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Base Type Color" +msgstr "Alaptípus módosítása:" + +#: editor/editor_settings.cpp +msgid "Engine Type Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "User Type Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Comment Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "String Color" +msgstr "Tároló Fájl:" + +#: editor/editor_settings.cpp platform/javascript/export/export.cpp +#: platform/uwp/export/export.cpp +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Background Color" +msgstr "Érvénytelen háttérszín." + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Completion Background Color" +msgstr "Érvénytelen háttérszín." + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Completion Selected Color" +msgstr "Scene importálás" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Completion Existing Color" +msgstr "" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Completion Scroll Color" +msgstr "" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Completion Font Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Text Color" +msgstr "Következő koordináta" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Line Number Color" +msgstr "Sorszám:" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Safe Line Number Color" +msgstr "Sorszám:" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Caret Color" +msgstr "" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Caret Background Color" +msgstr "Érvénytelen háttérszín." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Text Selected Color" +msgstr "Kiválasztottak törlése" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Selection Color" +msgstr "Csak kijelölés" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Brace Mismatch Color" +msgstr "" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Current Line Color" +msgstr "Jelenlegi Jelenet" + +#: editor/editor_settings.cpp +msgid "Line Length Guideline Color" +msgstr "" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Word Highlighted Color" +msgstr "" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Number Color" +msgstr "" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Function Color" +msgstr "Függvények" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Member Variable Color" +msgstr "Változó átnevezése" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Mark Color" +msgstr "Szín Választása" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Bookmark Color" +msgstr "" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Breakpoint Color" +msgstr "Töréspontok" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Executing Line Color" +msgstr "" + +#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp +msgid "Code Folding Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Search Result Color" +msgstr "Keresési eredmények" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Search Result Border Color" +msgstr "Keresési eredmények" + #: editor/editor_spin_slider.cpp msgid "Hold %s to round to integers. Hold Shift for more precise changes." msgstr "" +#: editor/editor_spin_slider.cpp scene/gui/button.cpp +#, fuzzy +msgid "Flat" +msgstr "Lapos 0" + +#: editor/editor_spin_slider.cpp +#, fuzzy +msgid "Hide Slider" +msgstr "Ütközési mód" + #: editor/editor_sub_scene.cpp msgid "Select Node(s) to Import" msgstr "Válassza ki az importálandó Node-okat" @@ -4064,6 +6741,16 @@ msgid "" "You may experience a short editor freeze when they finish." msgstr "" +#: editor/fileserver/editor_file_server.cpp +msgid "File Server" +msgstr "" + +#: editor/fileserver/editor_file_server.cpp +#: editor/plugins/version_control_editor_plugin.cpp +#: platform/uwp/export/export.cpp platform/windows/export/export.cpp +msgid "Password" +msgstr "" + #: editor/filesystem_dock.cpp msgid "Favorites" msgstr "Kedvencek" @@ -4341,14 +7028,6 @@ msgstr "Csere..." msgid "Replace in Files" msgstr "Összes cseréje" -#: editor/find_in_files.cpp -msgid "Find: " -msgstr "Keres: " - -#: editor/find_in_files.cpp -msgid "Replace: " -msgstr "Csere: " - #: editor/find_in_files.cpp #, fuzzy msgid "Replace All (NO UNDO)" @@ -4423,6 +7102,130 @@ msgstr "Csoportszerkesztő" msgid "Manage Groups" msgstr "Csoportok kezelése" +#: editor/import/editor_import_collada.cpp +msgid "Collada" +msgstr "" + +#: editor/import/editor_import_collada.cpp +msgid "Use Ambient" +msgstr "" + +#: editor/import/resource_importer_bitmask.cpp +#, fuzzy +msgid "Create From" +msgstr "Mappa Létrehozása" + +#: editor/import/resource_importer_bitmask.cpp +#: servers/audio/effects/audio_effect_compressor.cpp +msgid "Threshold" +msgstr "" + +#: editor/import/resource_importer_csv_translation.cpp +#: editor/import/resource_importer_layered_texture.cpp +#: editor/import/resource_importer_scene.cpp +#: editor/import/resource_importer_texture.cpp +#: editor/import/resource_importer_wav.cpp scene/3d/gi_probe.cpp +#, fuzzy +msgid "Compress" +msgstr "Összetevők" + +#: editor/import/resource_importer_csv_translation.cpp +msgid "Delimiter" +msgstr "" + +#: editor/import/resource_importer_layered_texture.cpp +#, fuzzy +msgid "ColorCorrect" +msgstr "Szín függvény." + +#: editor/import/resource_importer_layered_texture.cpp +msgid "No BPTC If RGB" +msgstr "" + +#: editor/import/resource_importer_layered_texture.cpp +#: editor/import/resource_importer_texture.cpp scene/2d/cpu_particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp +#: scene/resources/material.cpp scene/resources/particles_material.cpp +#: scene/resources/texture.cpp scene/resources/visual_shader.cpp +msgid "Flags" +msgstr "" + +#: editor/import/resource_importer_layered_texture.cpp +#: editor/import/resource_importer_texture.cpp scene/animation/tween.cpp +#: scene/resources/texture.cpp +msgid "Repeat" +msgstr "" + +#: editor/import/resource_importer_layered_texture.cpp +#: editor/import/resource_importer_texture.cpp scene/2d/light_2d.cpp +#: scene/gui/control.cpp +#, fuzzy +msgid "Filter" +msgstr "Szűrők:" + +#: editor/import/resource_importer_layered_texture.cpp +#: editor/import/resource_importer_texture.cpp +#, fuzzy +msgid "Mipmaps" +msgstr "Jelzések" + +#: editor/import/resource_importer_layered_texture.cpp +#: editor/import/resource_importer_texture.cpp +msgid "Anisotropic" +msgstr "" + +#: editor/import/resource_importer_layered_texture.cpp +#: editor/import/resource_importer_texture.cpp +msgid "sRGB" +msgstr "sRGB" + +#: editor/import/resource_importer_layered_texture.cpp +#, fuzzy +msgid "Slices" +msgstr "Minden eszköz" + +#: editor/import/resource_importer_layered_texture.cpp +#: scene/gui/aspect_ratio_container.cpp scene/gui/control.cpp +#: scene/gui/nine_patch_rect.cpp scene/gui/scroll_container.cpp +#: scene/resources/style_box.cpp +#, fuzzy +msgid "Horizontal" +msgstr "Vízszintes segédvonal mozgatása" + +#: editor/import/resource_importer_layered_texture.cpp +#: scene/gui/aspect_ratio_container.cpp scene/gui/control.cpp +#: scene/gui/nine_patch_rect.cpp scene/gui/scroll_container.cpp +#: scene/resources/style_box.cpp +#, fuzzy +msgid "Vertical" +msgstr "Függőleges segédvonal mozgatása" + +#: editor/import/resource_importer_obj.cpp +#, fuzzy +msgid "Generate Tangents" +msgstr "Generált Pontok Száma:" + +#: editor/import/resource_importer_obj.cpp +#, fuzzy +msgid "Scale Mesh" +msgstr "Méretezési mód" + +#: editor/import/resource_importer_obj.cpp +#, fuzzy +msgid "Offset Mesh" +msgstr "Rács Eltolás:" + +#: editor/import/resource_importer_obj.cpp +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Octahedral Compression" +msgstr "Kifejezés beállítása" + +#: editor/import/resource_importer_obj.cpp +#, fuzzy +msgid "Optimize Mesh Flags" +msgstr "Méret: " + #: editor/import/resource_importer_scene.cpp msgid "Import as Single Scene" msgstr "Importálás Egyetlen Jelenetként" @@ -4463,6 +7266,152 @@ msgstr "Importálás Több Jelenetként" msgid "Import as Multiple Scenes+Materials" msgstr "Importálás Több Jelentként és Anyagokként" +#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Nodes" +msgstr "Node" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Root Type" +msgstr "Tag típusa" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Root Name" +msgstr "Node neve:" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Root Scale" +msgstr "Skála:" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Custom Script" +msgstr "Node-ok kivágása" + +#: editor/import/resource_importer_scene.cpp scene/resources/texture.cpp +#, fuzzy +msgid "Storage" +msgstr "Tároló Fájl:" + +#: editor/import/resource_importer_scene.cpp +msgid "Use Legacy Names" +msgstr "" + +#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +#, fuzzy +msgid "Materials" +msgstr "A paraméter megváltozott" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Keep On Reimport" +msgstr "Újraimportálás" + +#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +#, fuzzy +msgid "Meshes" +msgstr "Mesh" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Ensure Tangents" +msgstr "Görbe Érintőjének Módosítása" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Light Baking" +msgstr "Fény Besütése" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Lightmap Texel Size" +msgstr "Fény Besütése" + +#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Skins" +msgstr "" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Use Named Skins" +msgstr "Jelzések" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "External Files" +msgstr "Fálj Megnyitása" + +#: editor/import/resource_importer_scene.cpp +msgid "Store In Subdir" +msgstr "" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Filter Script" +msgstr "Szkriptek szűrése" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Keep Custom Tracks" +msgstr "Globális Transzformáció Megtartása" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Optimizer" +msgstr "Optimalizálás" + +#: editor/import/resource_importer_scene.cpp +#: editor/plugins/item_list_editor_plugin.cpp main/main.cpp +#: modules/mono/mono_gd/gd_mono.cpp platform/javascript/export/export.cpp +#: platform/osx/export/export.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/navigation_polygon.cpp scene/2d/ray_cast_2d.cpp scene/2d/sprite.cpp +#: scene/2d/y_sort.cpp scene/3d/audio_stream_player_3d.cpp +#: scene/3d/baked_lightmap.cpp scene/3d/interpolated_camera.cpp +#: scene/3d/light.cpp scene/3d/navigation_mesh_instance.cpp +#: scene/3d/physics_joint.cpp scene/3d/ray_cast.cpp scene/3d/skeleton.cpp +#: scene/3d/sprite_3d.cpp scene/gui/graph_edit.cpp +#: scene/gui/rich_text_label.cpp scene/resources/curve.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp +#, fuzzy +msgid "Enabled" +msgstr "Engedélyezés" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Max Linear Error" +msgstr "Maximum lineáris hiba:" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Max Angular Error" +msgstr "Maximum szög hiba:" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Érték:" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Remove Unused Tracks" +msgstr "Animáció Sáv Eltávolítása" + +#: editor/import/resource_importer_scene.cpp +#, fuzzy +msgid "Clips" +msgstr "Animáció klipek" + +#: editor/import/resource_importer_scene.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/particles_2d.cpp scene/3d/area.cpp scene/3d/cpu_particles.cpp +#: scene/3d/particles.cpp scene/resources/environment.cpp +#, fuzzy +msgid "Amount" +msgstr "Mennyiség:" + #: editor/import/resource_importer_scene.cpp #: editor/plugins/mesh_library_editor_plugin.cpp msgid "Import Scene" @@ -4477,7 +7426,8 @@ msgid "Generating Lightmaps" msgstr "Fénytérképek Létrehozása" #: editor/import/resource_importer_scene.cpp -msgid "Generating for Mesh: " +#, fuzzy +msgid "Generating for Mesh:" msgstr "Létrehozás a Következő Hálóhoz: " #: editor/import/resource_importer_scene.cpp @@ -4505,6 +7455,164 @@ msgstr "" msgid "Saving..." msgstr "Mentés..." +#: editor/import/resource_importer_texture.cpp +msgid "" +"%s: Texture detected as used as a normal map in 3D. Enabling red-green " +"texture compression to reduce memory usage (blue channel is discarded)." +msgstr "" + +#: editor/import/resource_importer_texture.cpp +msgid "" +"%s: Texture detected as used in 3D. Enabling filter, repeat, mipmap " +"generation and VRAM texture compression." +msgstr "" + +#: editor/import/resource_importer_texture.cpp +msgid "2D, Detect 3D" +msgstr "" + +#: editor/import/resource_importer_texture.cpp +msgid "2D Pixel" +msgstr "" + +#: editor/import/resource_importer_texture.cpp scene/resources/texture.cpp +msgid "Lossy Quality" +msgstr "" + +#: editor/import/resource_importer_texture.cpp +#, fuzzy +msgid "HDR Mode" +msgstr "Kiválasztó Mód" + +#: editor/import/resource_importer_texture.cpp +msgid "BPTC LDR" +msgstr "" + +#: editor/import/resource_importer_texture.cpp +#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/mesh_instance_2d.cpp scene/2d/multimesh_instance_2d.cpp +#: scene/2d/particles_2d.cpp scene/2d/sprite.cpp scene/resources/style_box.cpp +msgid "Normal Map" +msgstr "" + +#: editor/import/resource_importer_texture.cpp +#, fuzzy +msgid "Process" +msgstr "Utófeldolgozás" + +#: editor/import/resource_importer_texture.cpp +msgid "Fix Alpha Border" +msgstr "" + +#: editor/import/resource_importer_texture.cpp +#, fuzzy +msgid "Premult Alpha" +msgstr "Sokszög Szerkesztése" + +#: editor/import/resource_importer_texture.cpp +msgid "Hdr As Srgb" +msgstr "" + +#: editor/import/resource_importer_texture.cpp +#, fuzzy +msgid "Invert Color" +msgstr "Következő koordináta" + +#: editor/import/resource_importer_texture.cpp +#, fuzzy +msgid "Normal Map Invert Y" +msgstr "Véletlenszerű Skálázás:" + +#: editor/import/resource_importer_texture.cpp +#, fuzzy +msgid "Size Limit" +msgstr "Méret: " + +#: editor/import/resource_importer_texture.cpp +msgid "Detect 3D" +msgstr "" + +#: editor/import/resource_importer_texture.cpp +msgid "SVG" +msgstr "" + +#: editor/import/resource_importer_texture.cpp +msgid "" +"Warning, no suitable PC VRAM compression enabled in Project Settings. This " +"texture will not display correctly on PC." +msgstr "" + +#: editor/import/resource_importer_texture_atlas.cpp +#, fuzzy +msgid "Atlas File" +msgstr "Körvonal Mérete:" + +#: editor/import/resource_importer_texture_atlas.cpp +#, fuzzy +msgid "Import Mode" +msgstr "Dock importálása" + +#: editor/import/resource_importer_texture_atlas.cpp +#, fuzzy +msgid "Crop To Region" +msgstr "Régió" + +#: editor/import/resource_importer_texture_atlas.cpp +msgid "Trim Alpha Border From Region" +msgstr "" + +#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp +#, fuzzy +msgid "Force" +msgstr "Forrás Mesh:" + +#: editor/import/resource_importer_wav.cpp +msgid "8 Bit" +msgstr "" + +#: editor/import/resource_importer_wav.cpp main/main.cpp +#: modules/mono/editor/csharp_project.cpp modules/mono/godotsharp_dirs.cpp +#: modules/mono/mono_gd/gd_mono.cpp +msgid "Mono" +msgstr "" + +#: editor/import/resource_importer_wav.cpp +#, fuzzy +msgid "Max Rate" +msgstr "Mixelő Node" + +#: editor/import/resource_importer_wav.cpp +#, fuzzy +msgid "Max Rate Hz" +msgstr "Mixelő Node" + +#: editor/import/resource_importer_wav.cpp +msgid "Trim" +msgstr "" + +#: editor/import/resource_importer_wav.cpp +#, fuzzy +msgid "Normalize" +msgstr "Véletlenszerű Skálázás:" + +#: editor/import/resource_importer_wav.cpp +#: scene/resources/audio_stream_sample.cpp +#, fuzzy +msgid "Loop Mode" +msgstr "Mozgató Mód" + +#: editor/import/resource_importer_wav.cpp +#: scene/resources/audio_stream_sample.cpp +#, fuzzy +msgid "Loop Begin" +msgstr "Mozgató Mód" + +#: editor/import/resource_importer_wav.cpp +#: scene/resources/audio_stream_sample.cpp +#, fuzzy +msgid "Loop End" +msgstr "Mozgató Mód" + #: editor/import_defaults_editor.cpp msgid "Select Importer" msgstr "Importer Kiválasztása" @@ -4549,10 +7657,6 @@ msgstr "" msgid "Import As:" msgstr "Importálás Mint:" -#: editor/import_dock.cpp -msgid "Preset" -msgstr "Előre beállított" - #: editor/import_dock.cpp msgid "Save Scenes, Re-Import, and Restart" msgstr "Jelenetek mentése, újraimportálás és újraindítás" @@ -4579,6 +7683,29 @@ msgstr "" msgid "Failed to load resource." msgstr "Nem sikerült betölteni az erőforrást." +#: editor/inspector_dock.cpp +#, fuzzy +msgid "Property Name Style" +msgstr "Projekt neve:" + +#: editor/inspector_dock.cpp scene/gui/color_picker.cpp +msgid "Raw" +msgstr "" + +#: editor/inspector_dock.cpp +#, fuzzy +msgid "Capitalized" +msgstr "Szó Eleji Nagybetű" + +#: editor/inspector_dock.cpp +#, fuzzy +msgid "Localized" +msgstr "Véletlenszerű Skálázás:" + +#: editor/inspector_dock.cpp +msgid "Localization not available for current language." +msgstr "" + #: editor/inspector_dock.cpp #, fuzzy msgid "Copy Properties" @@ -4760,6 +7887,14 @@ msgstr "Sokszög és pont eltávolítása" msgid "Add Animation" msgstr "Animáció Hozzáadása" +#: editor/plugins/animation_blend_space_1d_editor.cpp +#: editor/plugins/animation_blend_space_2d_editor.cpp +#: editor/plugins/animation_state_machine_editor.cpp +#: editor/plugins/canvas_item_editor_plugin.cpp +#: modules/visual_script/visual_script_func_nodes.cpp +msgid "Add %s" +msgstr "%s Hozzáadása" + #: editor/plugins/animation_blend_space_1d_editor.cpp #: editor/plugins/animation_blend_space_2d_editor.cpp #: editor/plugins/animation_blend_tree_editor_plugin.cpp @@ -5015,10 +8150,19 @@ msgstr "Új Animáció Neve:" msgid "New Anim" msgstr "Új Animáció" +#: editor/plugins/animation_player_editor_plugin.cpp +msgid "Create New Animation" +msgstr "Új Animáció Létrehozása" + #: editor/plugins/animation_player_editor_plugin.cpp msgid "Change Animation Name:" msgstr "Animáció Nevének Megváltoztatása:" +#: editor/plugins/animation_player_editor_plugin.cpp +#: editor/plugins/sprite_frames_editor_plugin.cpp +msgid "Rename Animation" +msgstr "Animáció Átnevezése" + #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Delete Animation?" @@ -5037,11 +8181,6 @@ msgstr "Érvénytelen animáció név!" msgid "Animation name already exists!" msgstr "Az animáció név már létezik!" -#: editor/plugins/animation_player_editor_plugin.cpp -#: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Rename Animation" -msgstr "Animáció Átnevezése" - #: editor/plugins/animation_player_editor_plugin.cpp msgid "Duplicate Animation" msgstr "Animáció Megkettőzése" @@ -5058,10 +8197,6 @@ msgstr "Keverési Idő Módosítása" msgid "Load Animation" msgstr "Animáció Betöltése" -#: editor/plugins/animation_player_editor_plugin.cpp -msgid "No animation to copy!" -msgstr "Nincs másolható animáció!" - #: editor/plugins/animation_player_editor_plugin.cpp msgid "No animation resource on clipboard!" msgstr "Nincs animációs erőforrás a vágólapon!" @@ -5074,10 +8209,6 @@ msgstr "Animáció Beillesztve" msgid "Paste Animation" msgstr "Animáció Beillesztése" -#: editor/plugins/animation_player_editor_plugin.cpp -msgid "No animation to edit!" -msgstr "Nincs animáció szerkesztésre!" - #: editor/plugins/animation_player_editor_plugin.cpp msgid "Play selected animation backwards from current pos. (A)" msgstr "" @@ -5111,15 +8242,16 @@ msgstr "Animáció lejátszás skálázása globálisan a Node-nak." msgid "Animation Tools" msgstr "Animációs Eszközök" -#: editor/plugins/animation_player_editor_plugin.cpp -msgid "Animation" -msgstr "Animáció" - #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp msgid "New" msgstr "Új" +#: editor/plugins/animation_player_editor_plugin.cpp +#, fuzzy +msgid "Paste As Reference" +msgstr "Erőforrás Beillesztése" + #: editor/plugins/animation_player_editor_plugin.cpp msgid "Edit Transitions..." msgstr "Átmenetek szerkesztése..." @@ -5148,15 +8280,20 @@ msgstr "" msgid "Directions" msgstr "Irányok" +#. TRANSLATORS: Opposite of "Future", refers to a direction in animation onion skinning. #: editor/plugins/animation_player_editor_plugin.cpp msgid "Past" msgstr "Múlt" +#. TRANSLATORS: Opposite of "Past", refers to a direction in animation onion skinning. #: editor/plugins/animation_player_editor_plugin.cpp msgid "Future" msgstr "Jövő" -#: editor/plugins/animation_player_editor_plugin.cpp +#: editor/plugins/animation_player_editor_plugin.cpp modules/csg/csg_shape.cpp +#: scene/3d/collision_polygon.cpp scene/main/scene_tree.cpp +#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Mélység" @@ -5188,10 +8325,6 @@ msgstr "Kihatás Gizmókra Is (3D)" msgid "Pin AnimationPlayer" msgstr "" -#: editor/plugins/animation_player_editor_plugin.cpp -msgid "Create New Animation" -msgstr "Új Animáció Létrehozása" - #: editor/plugins/animation_player_editor_plugin.cpp msgid "Animation Name:" msgstr "Animáció Neve:" @@ -5241,6 +8374,7 @@ msgid "Immediate" msgstr "Azonnal" #: editor/plugins/animation_state_machine_editor.cpp +#: scene/animation/animation_blend_tree.cpp msgid "Sync" msgstr "Szinkronizálás" @@ -5249,6 +8383,8 @@ msgid "At End" msgstr "A végén" #: editor/plugins/animation_state_machine_editor.cpp +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#: scene/3d/vehicle_body.cpp msgid "Travel" msgstr "Utazás" @@ -5300,7 +8436,8 @@ msgid "Set the end animation. This is useful for sub-transitions." msgstr "" #: editor/plugins/animation_state_machine_editor.cpp -msgid "Transition: " +#, fuzzy +msgid "Transition:" msgstr "Átmenet: " #: editor/plugins/animation_state_machine_editor.cpp @@ -5316,11 +8453,6 @@ msgstr "AnimációFa" msgid "New name:" msgstr "Új név:" -#: editor/plugins/animation_tree_player_editor_plugin.cpp -#: editor/plugins/multimesh_editor_plugin.cpp -msgid "Scale:" -msgstr "Skála:" - #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Fade In (s):" msgstr "Előtűnés (mp):" @@ -5330,13 +8462,10 @@ msgid "Fade Out (s):" msgstr "Elhalványulás (mp):" #: editor/plugins/animation_tree_player_editor_plugin.cpp +#: scene/resources/style_box.cpp scene/resources/visual_shader.cpp msgid "Blend" msgstr "Keverés" -#: editor/plugins/animation_tree_player_editor_plugin.cpp -msgid "Mix" -msgstr "Mixelés" - #: editor/plugins/animation_tree_player_editor_plugin.cpp msgid "Auto Restart:" msgstr "Automatikus Újraindítás:" @@ -5370,10 +8499,6 @@ msgstr "Keverés 1:" msgid "X-Fade Time (s):" msgstr "Áttűnési Idő (mp):" -#: editor/plugins/animation_tree_player_editor_plugin.cpp -msgid "Current:" -msgstr "Jelenlegi:" - #: editor/plugins/animation_tree_player_editor_plugin.cpp #: editor/plugins/visual_shader_editor_plugin.cpp #: modules/visual_script/visual_script_editor.cpp @@ -5448,6 +8573,10 @@ msgstr "Node szűrők szerkesztés" msgid "Filters..." msgstr "Szűrők..." +#: editor/plugins/asset_library_editor_plugin.cpp scene/main/http_request.cpp +msgid "Use Threads" +msgstr "" + #: editor/plugins/asset_library_editor_plugin.cpp msgid "Contents:" msgstr "Tartalom:" @@ -5574,6 +8703,11 @@ msgstr "Újra" msgid "Download Error" msgstr "Letöltési Hiba" +#: editor/plugins/asset_library_editor_plugin.cpp +#, fuzzy +msgid "Available URLs" +msgstr "Elérhető profilok:" + #: editor/plugins/asset_library_editor_plugin.cpp msgid "Download for this asset is already in progress!" msgstr "Ennek az eszköznek a letöltése már folyamatban van!" @@ -5603,18 +8737,30 @@ msgid "License (Z-A)" msgstr "Licenc (Z-A)" #: editor/plugins/asset_library_editor_plugin.cpp +msgid "Loading..." +msgstr "Betöltés..." + +#: editor/plugins/asset_library_editor_plugin.cpp +#, fuzzy +msgctxt "Pagination" msgid "First" msgstr "Első" #: editor/plugins/asset_library_editor_plugin.cpp +#, fuzzy +msgctxt "Pagination" msgid "Previous" msgstr "Előző" #: editor/plugins/asset_library_editor_plugin.cpp +#, fuzzy +msgctxt "Pagination" msgid "Next" msgstr "Következő" #: editor/plugins/asset_library_editor_plugin.cpp +#, fuzzy +msgctxt "Pagination" msgid "Last" msgstr "Utolsó" @@ -5663,8 +8809,8 @@ msgid "Testing" msgstr "Tesztelés" #: editor/plugins/asset_library_editor_plugin.cpp -msgid "Loading..." -msgstr "Betöltés..." +msgid "Failed to get repository configuration." +msgstr "" #: editor/plugins/asset_library_editor_plugin.cpp msgid "Assets ZIP File" @@ -5730,7 +8876,7 @@ msgid "Select lightmap bake file:" msgstr "Válasszon fénytérkép sablonfájlt:" #: editor/plugins/camera_editor_plugin.cpp -#: editor/plugins/spatial_editor_plugin.cpp +#: editor/plugins/spatial_editor_plugin.cpp scene/resources/mesh_library.cpp msgid "Preview" msgstr "Előnézet" @@ -5863,19 +9009,19 @@ msgid "" "margins." msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/canvas_item_editor_plugin.cpp scene/resources/style_box.cpp msgid "Top Left" msgstr "Bal felső" -#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/canvas_item_editor_plugin.cpp scene/resources/style_box.cpp msgid "Top Right" msgstr "Jobb felső" -#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/canvas_item_editor_plugin.cpp scene/resources/style_box.cpp msgid "Bottom Right" msgstr "Jobb alsó" -#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/canvas_item_editor_plugin.cpp scene/resources/style_box.cpp msgid "Bottom Left" msgstr "Bal alsó" @@ -6019,7 +9165,8 @@ msgid "Zoom Reset" msgstr "Nagyítás visszaállítása" #: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/spatial_editor_plugin.cpp +#: editor/plugins/spatial_editor_plugin.cpp scene/gui/item_list.cpp +#: scene/gui/tree.cpp msgid "Select Mode" msgstr "Kiválasztó Mód" @@ -6225,14 +9372,35 @@ msgstr "" msgid "Clear Custom Bones" msgstr "Egyéni csontok törlése" +#. TRANSLATORS: Noun, name of the 2D/3D View menus. #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/spatial_editor_plugin.cpp msgid "View" msgstr "Nézet" #: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Always Show Grid" -msgstr "Rács megjelenítése mindig" +#, fuzzy +msgid "Show" +msgstr "Rács Megjelenítése" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Show When Snapping" +msgstr "Intelligens illesztés" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Hide" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Toggle Grid" +msgstr "Mód váltása" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/polygon_2d_editor_plugin.cpp +msgid "Grid" +msgstr "Rács" #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Show Helpers" @@ -6270,6 +9438,10 @@ msgstr "Kijelölés Keretezése" msgid "Preview Canvas Scale" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Layout" +msgstr "Elrendezés" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Translation mask for inserting keys." msgstr "" @@ -6382,11 +9554,6 @@ msgstr "Kicsinyítés" msgid "Zoom to 1600%" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -#: modules/visual_script/visual_script_func_nodes.cpp -msgid "Add %s" -msgstr "%s Hozzáadása" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Adding %s..." msgstr "%s Hozzáadása..." @@ -6452,7 +9619,7 @@ msgstr "Kibocsátási Maszk Törlése" #: editor/plugins/cpu_particles_2d_editor_plugin.cpp #: editor/plugins/particles_2d_editor_plugin.cpp -#: editor/plugins/particles_editor_plugin.cpp +#: editor/plugins/particles_editor_plugin.cpp editor/spatial_editor_gizmos.cpp msgid "Particles" msgstr "Részecskék" @@ -6581,6 +9748,44 @@ msgstr "GI Szonda Besütése" msgid "Gradient Edited" msgstr "Színátmenet szerkesztve" +#: editor/plugins/gradient_texture_2d_editor_plugin.cpp +msgid "Swap GradientTexture2D Fill Points" +msgstr "" + +#: editor/plugins/gradient_texture_2d_editor_plugin.cpp +msgid "Swap Gradient Fill Points" +msgstr "" + +#: editor/plugins/gradient_texture_2d_editor_plugin.cpp +#, fuzzy +msgid "Toggle Grid Snap" +msgstr "Mód váltása" + +#: editor/plugins/item_list_editor_plugin.cpp editor/project_export.cpp +#: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/dialogs.cpp +#: scene/gui/label.cpp scene/gui/line_edit.cpp scene/gui/link_button.cpp +#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/primitive_meshes.cpp +msgid "Text" +msgstr "" + +#: editor/plugins/item_list_editor_plugin.cpp +#: editor/plugins/tile_set_editor_plugin.cpp main/main.cpp +#: platform/osx/export/export.cpp platform/windows/export/export.cpp +#: scene/gui/button.cpp scene/gui/item_list.cpp +msgid "Icon" +msgstr "Ikon" + +#: editor/plugins/item_list_editor_plugin.cpp +msgid "ID" +msgstr "" + +#: editor/plugins/item_list_editor_plugin.cpp +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Separator" +msgstr "Felsorolások:" + #: editor/plugins/item_list_editor_plugin.cpp msgid "Item %d" msgstr "%d elem" @@ -6688,7 +9893,12 @@ msgstr "Körvonalkészítés sikertelen!" msgid "Create Outline" msgstr "Körvonal Készítése" -#: editor/plugins/mesh_instance_editor_plugin.cpp +#: editor/plugins/mesh_instance_editor_plugin.cpp modules/csg/csg_shape.cpp +#: modules/gltf/gltf_mesh.cpp modules/gltf/gltf_node.cpp +#: scene/2d/mesh_instance_2d.cpp scene/3d/cpu_particles.cpp +#: scene/3d/mesh_instance.cpp scene/resources/mesh_library.cpp +#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/texture.cpp msgid "Mesh" msgstr "Mesh" @@ -6795,7 +10005,8 @@ msgstr "" "%s" #: editor/plugins/mesh_library_editor_plugin.cpp -msgid "Mesh Library" +#, fuzzy +msgid "MeshLibrary" msgstr "MeshLibrary" #: editor/plugins/mesh_library_editor_plugin.cpp @@ -6820,6 +10031,16 @@ msgstr "Importálás Jelenetből" msgid "Update from Scene" msgstr "Frissítés Jelenetből" +#: editor/plugins/mesh_library_editor_plugin.cpp +#, fuzzy +msgid "Apply without Transforms" +msgstr "Animáció - Transzformáció Változtatása" + +#: editor/plugins/mesh_library_editor_plugin.cpp +#, fuzzy +msgid "Apply with Transforms" +msgstr "Animáció - Transzformáció Változtatása" + #: editor/plugins/multimesh_editor_plugin.cpp msgid "No mesh source specified (and no MultiMesh set in node)." msgstr "" @@ -6980,12 +10201,13 @@ msgstr "Felületi Pontok" msgid "Surface Points+Normal (Directed)" msgstr "Felületi Pontok + Normálok (Irányított)" -#: editor/plugins/particles_editor_plugin.cpp +#: editor/plugins/particles_editor_plugin.cpp scene/gui/video_player.cpp msgid "Volume" msgstr "Mennyiség" #: editor/plugins/particles_editor_plugin.cpp -msgid "Emission Source: " +#, fuzzy +msgid "Emission Source:" msgstr "Kibocsátási Forrás: " #: editor/plugins/particles_editor_plugin.cpp @@ -7080,6 +10302,7 @@ msgstr "Görbe Lezárása" #: editor/plugins/path_editor_plugin.cpp #: editor/plugins/theme_editor_preview.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/project_export.cpp +#: main/main.cpp servers/visual_server.cpp msgid "Options" msgstr "" @@ -7202,19 +10425,23 @@ msgstr "2D UV sokszög szerkesztő megnyitása." msgid "Polygon 2D UV Editor" msgstr "2D UV Sokszög Szerkesztő" -#: editor/plugins/polygon_2d_editor_plugin.cpp +#: editor/plugins/polygon_2d_editor_plugin.cpp scene/2d/polygon_2d.cpp msgid "UV" msgstr "" -#: editor/plugins/polygon_2d_editor_plugin.cpp +#: editor/plugins/polygon_2d_editor_plugin.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/line_2d.cpp scene/3d/cpu_particles.cpp scene/3d/portal.cpp +#: scene/3d/room.cpp scene/resources/convex_polygon_shape.cpp +#: scene/resources/convex_polygon_shape_2d.cpp msgid "Points" msgstr "Pontok" -#: editor/plugins/polygon_2d_editor_plugin.cpp +#: editor/plugins/polygon_2d_editor_plugin.cpp scene/2d/polygon_2d.cpp +#: scene/resources/navigation_mesh.cpp msgid "Polygons" msgstr "Sokszögek" -#: editor/plugins/polygon_2d_editor_plugin.cpp +#: editor/plugins/polygon_2d_editor_plugin.cpp scene/3d/skeleton.cpp msgid "Bones" msgstr "Csontok" @@ -7292,7 +10519,8 @@ msgstr "UV Törlése" msgid "Grid Settings" msgstr "Rács beállításai" -#: editor/plugins/polygon_2d_editor_plugin.cpp +#: editor/plugins/polygon_2d_editor_plugin.cpp modules/csg/csg_shape.cpp +#: scene/resources/default_theme/default_theme.cpp msgid "Snap" msgstr "Illesztés" @@ -7300,10 +10528,6 @@ msgstr "Illesztés" msgid "Enable Snap" msgstr "Illesztés Engedélyezése" -#: editor/plugins/polygon_2d_editor_plugin.cpp -msgid "Grid" -msgstr "Rács" - #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "Show Grid" msgstr "Rács Megjelenítése" @@ -7332,6 +10556,10 @@ msgstr "" msgid "Sync Bones to Polygon" msgstr "Csontok Szinkronizálása Sokszögre" +#: editor/plugins/ray_cast_2d_editor_plugin.cpp +msgid "Set cast_to" +msgstr "" + #: editor/plugins/resource_preloader_editor_plugin.cpp msgid "ERROR: Couldn't load resource!" msgstr "HIBA: Nem sikerült betölteni az erőforrást!" @@ -7362,13 +10590,6 @@ msgstr "Erőforrás Beillesztése" msgid "Instance:" msgstr "Példány:" -#: editor/plugins/resource_preloader_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp editor/project_settings_editor.cpp -#: editor/scene_tree_editor.cpp editor/script_editor_debugger.cpp -#: modules/visual_script/visual_script_editor.cpp -msgid "Type:" -msgstr "Típus:" - #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp msgid "Open in Editor" @@ -7378,10 +10599,6 @@ msgstr "Megnyitás Szerkesztőben" msgid "Load Resource" msgstr "Erőforrás Betöltése" -#: editor/plugins/resource_preloader_editor_plugin.cpp -msgid "ResourcePreloader" -msgstr "ForrásElőtöltö" - #: editor/plugins/room_manager_editor_plugin.cpp msgid "Flip Portals" msgstr "" @@ -7525,7 +10742,7 @@ msgstr "Ábécészerinti rendezés változtatása a metóduslistában." msgid "Filter methods" msgstr "Metódusok szűrése" -#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/script_editor_plugin.cpp scene/2d/y_sort.cpp msgid "Sort" msgstr "Rendezés" @@ -7552,6 +10769,7 @@ msgid "Previous Script" msgstr "Előző Szkript" #: editor/plugins/script_editor_plugin.cpp +#: scene/resources/default_theme/default_theme.cpp msgid "File" msgstr "Fájl" @@ -7583,11 +10801,6 @@ msgstr "Előző előzmény" msgid "History Next" msgstr "Következő Előzmény" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Téma importálása..." @@ -7608,10 +10821,6 @@ msgstr "Mind Bezárása" msgid "Close Docs" msgstr "Dokumentációs Lapok Bezárása" -#: editor/plugins/script_editor_plugin.cpp editor/project_manager.cpp -msgid "Run" -msgstr "Futtatás" - #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/script_text_editor.cpp #: editor/plugins/shader_editor_plugin.cpp editor/plugins/text_editor.cpp @@ -7678,14 +10887,65 @@ msgstr "" "A alábbi fájlok újabbak a lemezen.\n" "Mit szeretne lépni?:" -#: editor/plugins/script_editor_plugin.cpp editor/script_editor_debugger.cpp -msgid "Debugger" -msgstr "Hibakereső" - #: editor/plugins/script_editor_plugin.cpp msgid "Search Results" msgstr "Keresési eredmények" +#: editor/plugins/script_editor_plugin.cpp +msgid "Open Dominant Script On Scene Change" +msgstr "" + +#: editor/plugins/script_editor_plugin.cpp +msgid "External" +msgstr "" + +#: editor/plugins/script_editor_plugin.cpp +#, fuzzy +msgid "Use External Editor" +msgstr "Hibakeresés külső szerkesztővel" + +#: editor/plugins/script_editor_plugin.cpp +#, fuzzy +msgid "Exec Path" +msgstr "Exportálási Útvonal" + +#: editor/plugins/script_editor_plugin.cpp +#, fuzzy +msgid "Script Temperature Enabled" +msgstr "Válasszon sablonfájlt" + +#: editor/plugins/script_editor_plugin.cpp +msgid "Highlight Current Script" +msgstr "" + +#: editor/plugins/script_editor_plugin.cpp +msgid "Script Temperature History Size" +msgstr "" + +#: editor/plugins/script_editor_plugin.cpp +#, fuzzy +msgid "Current Script Background Color" +msgstr "Érvénytelen háttérszín." + +#: editor/plugins/script_editor_plugin.cpp +#, fuzzy +msgid "Group Help Pages" +msgstr "Kijelöltek csoportosítása" + +#: editor/plugins/script_editor_plugin.cpp +#, fuzzy +msgid "Sort Scripts By" +msgstr "Szkript Létrehozása" + +#: editor/plugins/script_editor_plugin.cpp +#, fuzzy +msgid "List Script Names As" +msgstr "Szkript neve:" + +#: editor/plugins/script_editor_plugin.cpp +msgid "Exec Flags" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Clear Recent Scripts" msgstr "Legutóbbi szkriptek törlése" @@ -7695,10 +10955,12 @@ msgid "Connections to method:" msgstr "Kapcsolatok a metódushoz:" #: editor/plugins/script_text_editor.cpp editor/script_editor_debugger.cpp +#: scene/resources/visual_shader_nodes.cpp msgid "Source" msgstr "Forrás" -#: editor/plugins/script_text_editor.cpp +#: editor/plugins/script_text_editor.cpp platform/uwp/export/export.cpp +#: scene/3d/interpolated_camera.cpp scene/animation/skeleton_ik.cpp msgid "Target" msgstr "" @@ -7741,6 +11003,8 @@ msgid "Convert Case" msgstr "Kis- és Nagybetűk Konvertálása" #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp +#: scene/3d/label_3d.cpp scene/gui/label.cpp +#: scene/resources/primitive_meshes.cpp msgid "Uppercase" msgstr "Mind Nagybetű" @@ -7828,10 +11092,6 @@ msgstr "Behúzás átalakítása szóközökké" msgid "Convert Indent to Tabs" msgstr "Behúzás átalakítása tabokra" -#: editor/plugins/script_text_editor.cpp -msgid "Auto Indent" -msgstr "Automatikus Behúzás" - #: editor/plugins/script_text_editor.cpp msgid "Find in Files..." msgstr "Keresés a fájlokban..." @@ -7892,7 +11152,7 @@ msgid "" "What action should be taken?" msgstr "" -#: editor/plugins/shader_editor_plugin.cpp +#: editor/plugins/shader_editor_plugin.cpp scene/resources/material.cpp msgid "Shader" msgstr "Árnyaló" @@ -7926,7 +11186,9 @@ msgstr "Felülírás" msgid "Create physical bones" msgstr "Fizikai csontok létrehozása" -#: editor/plugins/skeleton_editor_plugin.cpp +#: editor/plugins/skeleton_editor_plugin.cpp editor/spatial_editor_gizmos.cpp +#: modules/gltf/gltf_node.cpp modules/gltf/gltf_skin.cpp +#: scene/2d/polygon_2d.cpp scene/3d/mesh_instance.cpp msgid "Skeleton" msgstr "Csontváz" @@ -7942,7 +11204,7 @@ msgstr "" msgid "Orthogonal" msgstr "Ortogonális" -#: editor/plugins/spatial_editor_plugin.cpp +#: editor/plugins/spatial_editor_plugin.cpp modules/gltf/gltf_camera.cpp msgid "Perspective" msgstr "Perspektíva" @@ -8042,7 +11304,7 @@ msgstr "Megnéz a Síklap transzformációját." msgid "None" msgstr "" -#: editor/plugins/spatial_editor_plugin.cpp +#: editor/plugins/spatial_editor_plugin.cpp scene/2d/path_2d.cpp #, fuzzy msgid "Rotate" msgstr "Forgató Mód" @@ -8053,18 +11315,17 @@ msgstr "Forgató Mód" msgid "Translate" msgstr "Fordítások" +#. TRANSLATORS: Refers to changing the scale of a node in the 3D editor. #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy -msgid "Scale" +msgid "Scaling:" msgstr "Skála:" +#. TRANSLATORS: Refers to changing the position of a node in the 3D editor. #: editor/plugins/spatial_editor_plugin.cpp -msgid "Scaling: " -msgstr "" - -#: editor/plugins/spatial_editor_plugin.cpp -msgid "Translating: " -msgstr "" +#, fuzzy +msgid "Translating:" +msgstr "Fordítások:" #: editor/plugins/spatial_editor_plugin.cpp msgid "Rotating %s degrees." @@ -8086,11 +11347,6 @@ msgstr "" msgid "Yaw:" msgstr "" -#: editor/plugins/spatial_editor_plugin.cpp -#, fuzzy -msgid "Size:" -msgstr "Méret: " - #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Objects Drawn:" @@ -8190,7 +11446,7 @@ msgid "Display Unshaded" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp -msgid "View Environment3D" +msgid "View Environment" msgstr "" #: editor/plugins/spatial_editor_plugin.cpp @@ -8209,7 +11465,7 @@ msgstr "" msgid "Half Resolution" msgstr "" -#: editor/plugins/spatial_editor_plugin.cpp +#: editor/plugins/spatial_editor_plugin.cpp scene/main/viewport.cpp msgid "Audio Listener" msgstr "" @@ -8313,7 +11569,7 @@ msgstr "" msgid "Use Local Space" msgstr "" -#: editor/plugins/spatial_editor_plugin.cpp +#: editor/plugins/spatial_editor_plugin.cpp scene/gui/graph_edit.cpp msgid "Use Snap" msgstr "Illesztés Használata" @@ -8398,11 +11654,6 @@ msgstr "" msgid "Reset Field of View to Default" msgstr "Visszaállítás Alapértelmezettre" -#: editor/plugins/spatial_editor_plugin.cpp -#: editor/plugins/visual_shader_editor_plugin.cpp -msgid "Transform" -msgstr "" - #: editor/plugins/spatial_editor_plugin.cpp msgid "Snap Object to Floor" msgstr "Objektum illesztése a padlóhoz" @@ -8520,6 +11771,19 @@ msgstr "" msgid "Post" msgstr "" +#: editor/plugins/spatial_editor_plugin.cpp +msgid "Manipulator Gizmo Size" +msgstr "" + +#: editor/plugins/spatial_editor_plugin.cpp +msgid "Manipulator Gizmo Opacity" +msgstr "" + +#: editor/plugins/spatial_editor_plugin.cpp +#, fuzzy +msgid "Show Viewport Rotation Gizmo" +msgstr "Nézet Megjelenítése" + #: editor/plugins/spatial_editor_plugin.cpp #, fuzzy msgid "Unnamed Gizmo" @@ -8570,8 +11834,9 @@ msgid "Invalid geometry, can't replace by mesh." msgstr "" #: editor/plugins/sprite_editor_plugin.cpp -msgid "Convert to Mesh2D" -msgstr "" +#, fuzzy +msgid "Convert to MeshInstance2D" +msgstr "Konvertálás CPUParticles2D-re" #: editor/plugins/sprite_editor_plugin.cpp msgid "Invalid geometry, can't create polygon." @@ -8602,15 +11867,16 @@ msgid "Sprite" msgstr "" #: editor/plugins/sprite_editor_plugin.cpp -msgid "Simplification: " +#, fuzzy +msgid "Simplification:" +msgstr "Művelet" + +#: editor/plugins/sprite_editor_plugin.cpp +msgid "Shrink (Pixels):" msgstr "" #: editor/plugins/sprite_editor_plugin.cpp -msgid "Shrink (Pixels): " -msgstr "" - -#: editor/plugins/sprite_editor_plugin.cpp -msgid "Grow (Pixels): " +msgid "Grow (Pixels):" msgstr "" #: editor/plugins/sprite_editor_plugin.cpp @@ -8673,11 +11939,21 @@ msgstr "Animációk:" msgid "New Animation" msgstr "Új animáció" +#: editor/plugins/sprite_frames_editor_plugin.cpp +#, fuzzy +msgid "Filter animations" +msgstr "Metódusok szűrése" + #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Speed:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp +#: modules/gltf/gltf_animation.cpp modules/minimp3/audio_stream_mp3.cpp +#: modules/minimp3/resource_importer_mp3.cpp +#: modules/stb_vorbis/audio_stream_ogg_vorbis.cpp +#: modules/stb_vorbis/resource_importer_ogg_vorbis.cpp scene/2d/path_2d.cpp +#: scene/3d/path.cpp scene/resources/animation.cpp scene/resources/material.cpp msgid "Loop" msgstr "Ciklus" @@ -8721,6 +11997,17 @@ msgstr "" msgid "Vertical:" msgstr "" +#: editor/plugins/sprite_frames_editor_plugin.cpp +#: editor/plugins/texture_region_editor_plugin.cpp +#, fuzzy +msgid "Separation:" +msgstr "Felsorolások:" + +#: editor/plugins/sprite_frames_editor_plugin.cpp +#: editor/plugins/texture_region_editor_plugin.cpp +msgid "Offset:" +msgstr "" + #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Select/Clear All Frames" msgstr "" @@ -8757,19 +12044,10 @@ msgstr "" msgid "Auto Slice" msgstr "" -#: editor/plugins/texture_region_editor_plugin.cpp -msgid "Offset:" -msgstr "" - #: editor/plugins/texture_region_editor_plugin.cpp msgid "Step:" msgstr "" -#: editor/plugins/texture_region_editor_plugin.cpp -#, fuzzy -msgid "Separation:" -msgstr "Felsorolások:" - #: editor/plugins/texture_region_editor_plugin.cpp msgid "TextureRegion" msgstr "" @@ -8976,6 +12254,11 @@ msgid "" "Close anyway?" msgstr "" +#: editor/plugins/theme_editor_plugin.cpp +#, fuzzy +msgid "Remove Type" +msgstr "Csempe eltávolítása" + #: editor/plugins/theme_editor_plugin.cpp msgid "" "Select a theme type from the list to edit its items.\n" @@ -9018,6 +12301,16 @@ msgid "" "Add more items to it manually or by importing from another theme." msgstr "" +#: editor/plugins/theme_editor_plugin.cpp +#, fuzzy +msgid "Add Theme Type" +msgstr "Elem Hozzáadása" + +#: editor/plugins/theme_editor_plugin.cpp +#, fuzzy +msgid "Remove Theme Type" +msgstr "Elem eltávolítása" + #: editor/plugins/theme_editor_plugin.cpp #, fuzzy msgid "Add Color Item" @@ -9246,11 +12539,6 @@ msgstr "felülírja:" msgid "Override all default type items." msgstr "" -#: editor/plugins/theme_editor_plugin.cpp -#, fuzzy -msgid "Base Type" -msgstr "Alaptípus módosítása:" - #: editor/plugins/theme_editor_plugin.cpp msgid "Select the variation base type from a list of available types." msgstr "" @@ -9304,7 +12592,7 @@ msgstr "Váltógomb" msgid "Disabled Button" msgstr "Letiltott gomb" -#: editor/plugins/theme_editor_preview.cpp +#: editor/plugins/theme_editor_preview.cpp scene/resources/mesh_library.cpp msgid "Item" msgstr "" @@ -9333,6 +12621,7 @@ msgid "Named Separator" msgstr "" #: editor/plugins/theme_editor_preview.cpp +#: scene/resources/default_theme/default_theme.cpp msgid "Submenu" msgstr "" @@ -9494,6 +12783,56 @@ msgstr "" msgid "Clear Transform" msgstr "" +#: editor/plugins/tile_map_editor_plugin.cpp +msgid "Tile Map" +msgstr "" + +#: editor/plugins/tile_map_editor_plugin.cpp +#: modules/gridmap/grid_map_editor_plugin.cpp +msgid "Palette Min Width" +msgstr "" + +#: editor/plugins/tile_map_editor_plugin.cpp +#, fuzzy +msgid "Palette Item H Separation" +msgstr "Kijelölés Törlése" + +#: editor/plugins/tile_map_editor_plugin.cpp +#, fuzzy +msgid "Show Tile Names" +msgstr "Megjelenítés a Fájlkezelőben" + +#: editor/plugins/tile_map_editor_plugin.cpp +#, fuzzy +msgid "Show Tile Ids" +msgstr "Vonalzók Megjelenítése" + +#: editor/plugins/tile_map_editor_plugin.cpp +#, fuzzy +msgid "Sort Tiles By Name" +msgstr "Fájlok keresése" + +#: editor/plugins/tile_map_editor_plugin.cpp +#, fuzzy +msgid "Bucket Fill Preview" +msgstr "Kitöltés egy színnel" + +#: editor/plugins/tile_map_editor_plugin.cpp +#: modules/gridmap/grid_map_editor_plugin.cpp +#, fuzzy +msgid "Editor Side" +msgstr "Szerkesztő" + +#: editor/plugins/tile_map_editor_plugin.cpp +#, fuzzy +msgid "Display Grid" +msgstr "Az összes megjelenítése" + +#: editor/plugins/tile_map_editor_plugin.cpp +#, fuzzy +msgid "Axis Color" +msgstr "Szín Választása" + #: editor/plugins/tile_set_editor_plugin.cpp msgid "Add Texture(s) to TileSet." msgstr "" @@ -9538,11 +12877,17 @@ msgstr "Előző koordináta" msgid "Select the previous shape, subtile, or Tile." msgstr "" -#: editor/plugins/tile_set_editor_plugin.cpp +#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/sprite.cpp +#: scene/3d/sprite_3d.cpp scene/resources/texture.cpp msgid "Region" msgstr "Régió" -#: editor/plugins/tile_set_editor_plugin.cpp +#: editor/plugins/tile_set_editor_plugin.cpp modules/csg/csg_shape.cpp +#: modules/gridmap/grid_map.cpp scene/2d/collision_object_2d.cpp +#: scene/2d/physics_body_2d.cpp scene/2d/tile_map.cpp +#: scene/3d/collision_object.cpp scene/3d/physics_body.cpp +#: scene/3d/physics_joint.cpp scene/3d/soft_body.cpp scene/main/scene_tree.cpp +#: scene/resources/shape_2d.cpp msgid "Collision" msgstr "Ütközés" @@ -9550,23 +12895,17 @@ msgstr "Ütközés" msgid "Occlusion" msgstr "" -#: editor/plugins/tile_set_editor_plugin.cpp -msgid "Navigation" -msgstr "Navigáció" - -#: editor/plugins/tile_set_editor_plugin.cpp +#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/touch_screen_button.cpp msgid "Bitmask" msgstr "Bitmaszk" -#: editor/plugins/tile_set_editor_plugin.cpp +#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/area_2d.cpp +#: scene/3d/area.cpp scene/3d/physics_joint.cpp +#: scene/animation/animation_node_state_machine.cpp msgid "Priority" msgstr "Prioritás" -#: editor/plugins/tile_set_editor_plugin.cpp -msgid "Icon" -msgstr "Ikon" - -#: editor/plugins/tile_set_editor_plugin.cpp +#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/node_2d.cpp msgid "Z Index" msgstr "Z index" @@ -9594,7 +12933,7 @@ msgstr "" msgid "Priority Mode" msgstr "Prioritás mód" -#: editor/plugins/tile_set_editor_plugin.cpp +#: editor/plugins/tile_set_editor_plugin.cpp scene/gui/item_list.cpp msgid "Icon Mode" msgstr "Ikon mód" @@ -9810,6 +13149,140 @@ msgstr "" msgid "This property can't be changed." msgstr "" +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Snap Options" +msgstr "Illesztési beállítások" + +#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/animated_sprite.cpp +#: scene/2d/camera_2d.cpp scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp +#: 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 +#, fuzzy +msgid "Offset" +msgstr "Rács Eltolás:" + +#: editor/plugins/tile_set_editor_plugin.cpp editor/rename_dialog.cpp +#: scene/gui/range.cpp scene/resources/animation.cpp +#: scene/resources/visual_shader_nodes.cpp servers/physics_2d_server.cpp +#: servers/physics_server.cpp +msgid "Step" +msgstr "Lépés" + +#: editor/plugins/tile_set_editor_plugin.cpp +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Separation" +msgstr "Felsorolások:" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Selected Tile" +msgstr "Kiválasztás" + +#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/light_2d.cpp scene/2d/line_2d.cpp scene/2d/mesh_instance_2d.cpp +#: scene/2d/multimesh_instance_2d.cpp scene/2d/particles_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite.cpp scene/3d/sprite_3d.cpp +#: scene/gui/nine_patch_rect.cpp scene/gui/texture_rect.cpp +#: scene/resources/material.cpp scene/resources/sky.cpp +#: scene/resources/style_box.cpp scene/resources/visual_shader_nodes.cpp +#, fuzzy +msgid "Texture" +msgstr "Textúra eltávolítása" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Tex Offset" +msgstr "Rács Eltolás:" + +#: editor/plugins/tile_set_editor_plugin.cpp modules/csg/csg_shape.cpp +#: scene/2d/canvas_item.cpp scene/2d/particles_2d.cpp +#: scene/3d/mesh_instance.cpp scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Material" +msgstr "A paraméter megváltozott" + +#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/canvas_item.cpp +#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp scene/resources/style_box.cpp +#, fuzzy +msgid "Modulate" +msgstr "Kitöltés" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Tile Mode" +msgstr "Mód váltása" + +#: editor/plugins/tile_set_editor_plugin.cpp +msgid "Autotile Bitmask Mode" +msgstr "" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Subtile Size" +msgstr "Körvonal Mérete:" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Subtile Spacing" +msgstr "Animáció Ismétlése" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Occluder Offset" +msgstr "Árnyékoló Sokszög Létrehozása" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Navigation Offset" +msgstr "Navigációs mód" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Shape Offset" +msgstr "Rács Eltolás:" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Shape Transform" +msgstr "Megnéz a Síklap transzformációját." + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Selected Collision" +msgstr "Ütközés" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Selected Collision One Way" +msgstr "Csak kijelölés" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Selected Collision One Way Margin" +msgstr "Ütközési mód" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Selected Navigation" +msgstr "Látható Navigáció" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Selected Occlusion" +msgstr "Kiválasztás" + +#: editor/plugins/tile_set_editor_plugin.cpp +#, fuzzy +msgid "Tileset Script" +msgstr "Szkriptek szűrése" + #: editor/plugins/tile_set_editor_plugin.cpp msgid "TileSet" msgstr "Csempekészlet" @@ -9818,10 +13291,6 @@ msgstr "Csempekészlet" msgid "No VCS plugins are available." msgstr "" -#: editor/plugins/version_control_editor_plugin.cpp -msgid "Error" -msgstr "" - #: editor/plugins/version_control_editor_plugin.cpp msgid "" "Remote settings are empty. VCS features that use the network may not work." @@ -9886,34 +13355,17 @@ msgstr "Inicializálás" msgid "Remote Login" msgstr "Pont eltávolítása" -#: editor/plugins/version_control_editor_plugin.cpp -#, fuzzy -msgid "Username" -msgstr "Átnevezés" - -#: editor/plugins/version_control_editor_plugin.cpp -msgid "Password" -msgstr "" - -#: editor/plugins/version_control_editor_plugin.cpp -msgid "SSH Public Key Path" -msgstr "" - #: editor/plugins/version_control_editor_plugin.cpp msgid "Select SSH public key path" msgstr "" -#: editor/plugins/version_control_editor_plugin.cpp -msgid "SSH Private Key Path" -msgstr "" - #: editor/plugins/version_control_editor_plugin.cpp msgid "Select SSH private key path" msgstr "" #: editor/plugins/version_control_editor_plugin.cpp msgid "SSH Passphrase" -msgstr "" +msgstr "SSH Passphrase" #: editor/plugins/version_control_editor_plugin.cpp msgid "Detect new changes" @@ -10156,7 +13608,8 @@ msgstr "" msgid "Fragment" msgstr "" -#: editor/plugins/visual_shader_editor_plugin.cpp +#: editor/plugins/visual_shader_editor_plugin.cpp modules/gltf/gltf_node.cpp +#: scene/3d/light.cpp msgid "Light" msgstr "" @@ -10867,38 +14320,25 @@ msgstr "" msgid "Runnable" msgstr "" +#: editor/project_export.cpp +msgid "Export the project for all the presets defined." +msgstr "" + +#: editor/project_export.cpp +msgid "All presets must have an export path defined for Export All to work." +msgstr "" + #: editor/project_export.cpp msgid "Delete preset '%s'?" msgstr "" -#: editor/project_export.cpp -msgid "" -"Failed to export the project for platform '%s'.\n" -"Export templates seem to be missing or invalid." -msgstr "" - -#: editor/project_export.cpp -msgid "" -"Failed to export the project for platform '%s'.\n" -"This might be due to a configuration issue in the export preset or your " -"export settings." -msgstr "" - -#: editor/project_export.cpp -msgid "Release" -msgstr "" - #: editor/project_export.cpp msgid "Exporting All" msgstr "Összes exportálása" #: editor/project_export.cpp -msgid "The given export path doesn't exist:" -msgstr "" - -#: editor/project_export.cpp -msgid "Export templates for this platform are missing/corrupted:" -msgstr "" +msgid "Export Path" +msgstr "Exportálási Útvonal" #: editor/project_export.cpp msgid "Presets" @@ -10914,10 +14354,6 @@ msgid "" "Only one preset per platform may be marked as runnable." msgstr "" -#: editor/project_export.cpp -msgid "Export Path" -msgstr "Exportálási Útvonal" - #: editor/project_export.cpp msgid "Resources" msgstr "" @@ -10975,10 +14411,6 @@ msgstr "Szkript" msgid "GDScript Export Mode:" msgstr "Szkript Exportálás Mód:" -#: editor/project_export.cpp -msgid "Text" -msgstr "" - #: editor/project_export.cpp msgid "Compiled Bytecode (Faster Loading)" msgstr "" @@ -10996,19 +14428,38 @@ msgid "GDScript Encryption Key (256-bits as hexadecimal):" msgstr "" #: editor/project_export.cpp -msgid "Export PCK/Zip" +msgid "" +"Note: Encryption key needs to be stored in the binary,\n" +"you need to build the export templates from source." msgstr "" #: editor/project_export.cpp -msgid "Export Project" +#, fuzzy +msgid "More Info..." +msgstr "Áthelyezés..." + +#: editor/project_export.cpp +#, fuzzy +msgid "Export PCK/Zip..." +msgstr "Összes exportálása" + +#: editor/project_export.cpp +#, fuzzy +msgid "Export Project..." msgstr "Projekt Exportálása" #: editor/project_export.cpp -msgid "Export mode?" -msgstr "Exportálási mód?" +msgid "Export All" +msgstr "Összes exportálása" #: editor/project_export.cpp -msgid "Export All" +#, fuzzy +msgid "Choose an export mode:" +msgstr "Válasszon egy Könyvtárat" + +#: editor/project_export.cpp +#, fuzzy +msgid "Export All..." msgstr "Összes exportálása" #: editor/project_export.cpp editor/project_manager.cpp @@ -11016,13 +14467,19 @@ msgid "ZIP File" msgstr "ZIP fájl" #: editor/project_export.cpp -msgid "Godot Game Pack" -msgstr "" +#, fuzzy +msgid "Godot Project Pack" +msgstr "Projekt Exportálása" #: editor/project_export.cpp msgid "Export templates for this platform are missing:" msgstr "" +#: editor/project_export.cpp +#, fuzzy +msgid "Project Export" +msgstr "Projekt Alapítói" + #: editor/project_export.cpp msgid "Manage Export Templates" msgstr "Export Sablonok Kezelése" @@ -11187,10 +14644,6 @@ msgstr "" msgid "Renderer can be changed later, but scenes may need to be adjusted." msgstr "" -#: editor/project_manager.cpp -msgid "Unnamed Project" -msgstr "Névtelen projekt" - #: editor/project_manager.cpp msgid "Missing Project" msgstr "Hiányzó projekt" @@ -11199,6 +14652,20 @@ msgstr "Hiányzó projekt" msgid "Error: Project is missing on the filesystem." msgstr "" +#: editor/project_manager.cpp editor/scene_tree_dock.cpp +msgid "Local" +msgstr "" + +#: editor/project_manager.cpp +#, fuzzy +msgid "Local Projects" +msgstr "Projektek" + +#: editor/project_manager.cpp +#, fuzzy +msgid "Asset Library Projects" +msgstr "Eszköz könyvtár" + #: editor/project_manager.cpp msgid "Can't open project at '%s'." msgstr "A projekt nem nyitható meg a(z) %s helyen." @@ -11285,22 +14752,19 @@ msgstr "" #. TRANSLATORS: This refers to the application where users manage their Godot projects. #: editor/project_manager.cpp +#, fuzzy +msgctxt "Application" msgid "Project Manager" msgstr "Projektkezelő" #: editor/project_manager.cpp -#, fuzzy -msgid "Local Projects" -msgstr "Projektek" +msgid "Last Modified" +msgstr "" #: editor/project_manager.cpp msgid "Loading, please wait..." msgstr "Betöltés, kérem várjon..." -#: editor/project_manager.cpp -msgid "Last Modified" -msgstr "" - #: editor/project_manager.cpp #, fuzzy msgid "Edit Project" @@ -11346,11 +14810,6 @@ msgstr "Hiányzó eltávolítása" msgid "About" msgstr "Névjegy" -#: editor/project_manager.cpp -#, fuzzy -msgid "Asset Library Projects" -msgstr "Eszköz könyvtár" - #: editor/project_manager.cpp msgid "Restart Now" msgstr "Újraindítás most" @@ -11431,10 +14890,6 @@ msgstr "" msgid "All Devices" msgstr "Minden eszköz" -#: editor/project_settings_editor.cpp -msgid "Device" -msgstr "Eszköz" - #: editor/project_settings_editor.cpp msgid " (Physical)" msgstr "" @@ -11487,10 +14942,6 @@ msgstr "" msgid "Joypad Axis Index:" msgstr "" -#: editor/project_settings_editor.cpp -msgid "Axis" -msgstr "Tengely" - #: editor/project_settings_editor.cpp msgid "Joypad Button Index:" msgstr "" @@ -11508,6 +14959,7 @@ msgid "Add Event" msgstr "" #: editor/project_settings_editor.cpp +#: scene/resources/default_theme/default_theme.cpp msgid "Button" msgstr "Gomb" @@ -11638,11 +15090,7 @@ msgstr "" msgid "Action:" msgstr "" -#: editor/project_settings_editor.cpp -msgid "Action" -msgstr "Művelet" - -#: editor/project_settings_editor.cpp +#: editor/project_settings_editor.cpp scene/gui/scroll_container.cpp msgid "Deadzone" msgstr "" @@ -11678,10 +15126,6 @@ msgstr "" msgid "Remaps by Locale:" msgstr "" -#: editor/project_settings_editor.cpp -msgid "Locale" -msgstr "" - #: editor/project_settings_editor.cpp msgid "Locales Filter" msgstr "" @@ -11706,7 +15150,8 @@ msgstr "" msgid "AutoLoad" msgstr "" -#: editor/project_settings_editor.cpp +#: editor/project_settings_editor.cpp platform/android/export/export_plugin.cpp +#: platform/iphone/export/export.cpp msgid "Plugins" msgstr "Bővítmények" @@ -11833,10 +15278,6 @@ msgstr "" msgid "Initial value for the counter" msgstr "" -#: editor/rename_dialog.cpp -msgid "Step" -msgstr "Lépés" - #: editor/rename_dialog.cpp msgid "Amount by which counter is incremented for each node" msgstr "" @@ -11884,7 +15325,7 @@ msgstr "Kisbetűssé" msgid "To Uppercase" msgstr "Nagybetűssé" -#: editor/rename_dialog.cpp +#: editor/rename_dialog.cpp scene/resources/default_theme/default_theme.cpp msgid "Reset" msgstr "Visszaállítás" @@ -11916,15 +15357,11 @@ msgstr "Új szülő hozzárendelése" msgid "Run Mode:" msgstr "Futás Mód:" -#: editor/run_settings_dialog.cpp +#: editor/run_settings_dialog.cpp scene/main/scene_tree.cpp #, fuzzy msgid "Current Scene" msgstr "Jelenlegi Jelenet" -#: editor/run_settings_dialog.cpp -msgid "Main Scene" -msgstr "Fő Jelenet" - #: editor/run_settings_dialog.cpp msgid "Main Scene Arguments:" msgstr "Fő Jelenet Argumentumok:" @@ -12085,6 +15522,21 @@ msgstr "" msgid "Make Local" msgstr "" +#: editor/scene_tree_dock.cpp +#, fuzzy +msgid "Enable Scene Unique Name(s)" +msgstr "Node neve:" + +#: editor/scene_tree_dock.cpp +#, fuzzy +msgid "Unique names already used by another node in the scene:" +msgstr "A nevet már használja egy függvény/változó/jelzés:" + +#: editor/scene_tree_dock.cpp +#, fuzzy +msgid "Disable Scene Unique Name(s)" +msgstr "Node neve:" + #: editor/scene_tree_dock.cpp msgid "New Scene Root" msgstr "" @@ -12155,6 +15607,10 @@ msgstr "" msgid "Sub-Resources" msgstr "Al-Erőforrások" +#: editor/scene_tree_dock.cpp +msgid "Access as Scene Unique Name" +msgstr "" + #: editor/scene_tree_dock.cpp msgid "Clear Inheritance" msgstr "" @@ -12240,13 +15696,23 @@ msgid "" msgstr "" #: editor/scene_tree_dock.cpp -msgid "Local" +msgid "Clear Inheritance? (No Undo!)" msgstr "" #: editor/scene_tree_dock.cpp -msgid "Clear Inheritance? (No Undo!)" +#, fuzzy +msgid "Show Scene Tree Root Selection" +msgstr "Kijelölés középre" + +#: editor/scene_tree_dock.cpp +msgid "Derive Script Globals By Name" msgstr "" +#: editor/scene_tree_dock.cpp +#, fuzzy +msgid "Use Favorites Root Selection" +msgstr "Kijelölés Keretezése" + #: editor/scene_tree_editor.cpp msgid "Toggle Visible" msgstr "" @@ -12259,6 +15725,11 @@ msgstr "Node feloldása" msgid "Button Group" msgstr "Gombcsoport" +#: editor/scene_tree_editor.cpp +#, fuzzy +msgid "Disable Scene Unique Name" +msgstr "Node neve:" + #: editor/scene_tree_editor.cpp msgid "(Connecting From)" msgstr "(Csatlakozás Innen)" @@ -12267,6 +15738,13 @@ msgstr "(Csatlakozás Innen)" msgid "Node configuration warning:" msgstr "" +#: editor/scene_tree_editor.cpp +msgid "" +"This node can be accessed from within anywhere in the scene by preceding it " +"with the '%s' prefix in a node path.\n" +"Click to disable this." +msgstr "" + #: editor/scene_tree_editor.cpp msgid "" "Node has %s connection(s) and %s group(s).\n" @@ -12315,6 +15793,10 @@ msgstr "" msgid "Invalid node name, the following characters are not allowed:" msgstr "" +#: editor/scene_tree_editor.cpp +msgid "Another node already uses this unique name in the scene." +msgstr "" + #: editor/scene_tree_editor.cpp msgid "Rename Node" msgstr "" @@ -12460,8 +15942,9 @@ msgid "Attach Node Script" msgstr "" #: editor/script_editor_debugger.cpp -msgid "Remote " -msgstr "" +#, fuzzy +msgid "Remote %s:" +msgstr "Eltávolítás" #: editor/script_editor_debugger.cpp msgid "Bytes:" @@ -12541,7 +16024,15 @@ msgid "Filter stack variables" msgstr "Csempék szűrése" #: editor/script_editor_debugger.cpp -msgid "Profiler" +msgid "Auto Switch To Remote Scene Tree" +msgstr "" + +#: editor/script_editor_debugger.cpp +msgid "Remote Scene Tree Refresh Interval" +msgstr "" + +#: editor/script_editor_debugger.cpp +msgid "Remote Inspect Refresh Interval" msgstr "" #: editor/script_editor_debugger.cpp @@ -12552,10 +16043,6 @@ msgstr "Hálózati profilkészítő" msgid "Monitor" msgstr "" -#: editor/script_editor_debugger.cpp -msgid "Value" -msgstr "" - #: editor/script_editor_debugger.cpp msgid "Monitors" msgstr "" @@ -12581,19 +16068,16 @@ msgstr "" msgid "Resource Path" msgstr "" -#: editor/script_editor_debugger.cpp -msgid "Type" -msgstr "" - -#: editor/script_editor_debugger.cpp +#: editor/script_editor_debugger.cpp scene/resources/audio_stream_sample.cpp +#: servers/audio/effects/audio_effect_record.cpp msgid "Format" msgstr "" -#: editor/script_editor_debugger.cpp +#: editor/script_editor_debugger.cpp scene/main/viewport.cpp msgid "Usage" msgstr "" -#: editor/script_editor_debugger.cpp +#: editor/script_editor_debugger.cpp servers/visual_server.cpp msgid "Misc" msgstr "" @@ -12645,10 +16129,20 @@ msgstr "" msgid "Change Light Radius" msgstr "" +#: editor/spatial_editor_gizmos.cpp +msgid "Stream Player 3D" +msgstr "" + #: editor/spatial_editor_gizmos.cpp msgid "Change AudioStreamPlayer3D Emission Angle" msgstr "" +#: editor/spatial_editor_gizmos.cpp modules/gltf/gltf_node.cpp +#: platform/osx/export/export.cpp +#: scene/resources/default_theme/default_theme.cpp +msgid "Camera" +msgstr "" + #: editor/spatial_editor_gizmos.cpp msgid "Change Camera FOV" msgstr "" @@ -12657,6 +16151,10 @@ msgstr "" msgid "Change Camera Size" msgstr "" +#: editor/spatial_editor_gizmos.cpp +msgid "Visibility Notifier" +msgstr "" + #: editor/spatial_editor_gizmos.cpp msgid "Change Notifier AABB" msgstr "" @@ -12665,10 +16163,25 @@ msgstr "" msgid "Change Particles AABB" msgstr "" +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "Reflection Probe" +msgstr "Csak kijelölés" + #: editor/spatial_editor_gizmos.cpp msgid "Change Probe Extents" msgstr "" +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "GI Probe" +msgstr "GI Szonda Besütése" + +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "Baked Indirect Light" +msgstr "Közvetett megvilágítás" + #: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp msgid "Change Sphere Shape Radius" msgstr "" @@ -12697,16 +16210,79 @@ msgstr "" msgid "Change Ray Shape Length" msgstr "" +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "Navigation Edge" +msgstr "Navigációs mód" + +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "Navigation Edge Disabled" +msgstr "Navigációs mód" + +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "Navigation Solid" +msgstr "Navigációs mód" + +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "Navigation Solid Disabled" +msgstr "Navigációs mód" + +#: editor/spatial_editor_gizmos.cpp +msgid "Joint Body A" +msgstr "" + +#: editor/spatial_editor_gizmos.cpp +msgid "Joint Body B" +msgstr "" + +#: editor/spatial_editor_gizmos.cpp +msgid "Room Edge" +msgstr "" + +#: editor/spatial_editor_gizmos.cpp +msgid "Room Overlap" +msgstr "" + #: editor/spatial_editor_gizmos.cpp #, fuzzy msgid "Set Room Point Position" msgstr "Görbe Pont Pozíció Beállítása" +#: editor/spatial_editor_gizmos.cpp scene/3d/portal.cpp +#, fuzzy +msgid "Portal Margin" +msgstr "Margó Beállítása" + +#: editor/spatial_editor_gizmos.cpp +msgid "Portal Edge" +msgstr "" + +#: editor/spatial_editor_gizmos.cpp +msgid "Portal Arrow" +msgstr "" + #: editor/spatial_editor_gizmos.cpp #, fuzzy msgid "Set Portal Point Position" msgstr "Görbe Pont Pozíció Beállítása" +#: editor/spatial_editor_gizmos.cpp +msgid "Portal Front" +msgstr "" + +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "Portal Back" +msgstr "Ugrás Vissza" + +#: editor/spatial_editor_gizmos.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/tile_map.cpp +msgid "Occluder" +msgstr "" + #: editor/spatial_editor_gizmos.cpp msgid "Set Occluder Sphere Radius" msgstr "" @@ -12726,6 +16302,430 @@ msgstr "Görbe Pont Pozíció Beállítása" msgid "Set Occluder Hole Point Position" msgstr "Görbe Pont Pozíció Beállítása" +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "Occluder Polygon Front" +msgstr "Árnyékoló Sokszög Létrehozása" + +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "Occluder Polygon Back" +msgstr "Árnyékoló Sokszög Létrehozása" + +#: editor/spatial_editor_gizmos.cpp +#, fuzzy +msgid "Occluder Hole" +msgstr "Árnyékoló Sokszög Létrehozása" + +#: main/main.cpp +msgid "Godot Physics" +msgstr "" + +#: main/main.cpp servers/physics_2d/physics_2d_server_sw.cpp +#: servers/visual/visual_server_scene.cpp +msgid "Use BVH" +msgstr "" + +#: main/main.cpp servers/physics_2d/physics_2d_server_sw.cpp +#: servers/visual/visual_server_scene.cpp +#, fuzzy +msgid "BVH Collision Margin" +msgstr "Ütközési mód" + +#: main/main.cpp +#, fuzzy +msgid "Crash Handler" +msgstr "Fogantyú Beállítása" + +#: main/main.cpp +#, fuzzy +msgid "Multithreaded Server" +msgstr "MultiNode Beállítás" + +#: main/main.cpp +msgid "RID Pool Prealloc" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "Debugger stdout" +msgstr "Hibakereső" + +#: main/main.cpp +msgid "Max Chars Per Second" +msgstr "" + +#: main/main.cpp +msgid "Max Messages Per Frame" +msgstr "" + +#: main/main.cpp +msgid "Max Errors Per Second" +msgstr "" + +#: main/main.cpp +msgid "Max Warnings Per Second" +msgstr "" + +#: main/main.cpp +msgid "Flush stdout On Print" +msgstr "" + +#: main/main.cpp servers/visual_server.cpp +msgid "Logging" +msgstr "" + +#: main/main.cpp +msgid "File Logging" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "Enable File Logging" +msgstr "Szűrés engedélyezése" + +#: main/main.cpp +#, fuzzy +msgid "Log Path" +msgstr "Útvonal Másolása" + +#: main/main.cpp +msgid "Max Log Files" +msgstr "" + +#: main/main.cpp +msgid "Driver" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "Driver Name" +msgstr "Szkript neve:" + +#: main/main.cpp +msgid "Fallback To GLES2" +msgstr "" + +#: main/main.cpp +msgid "Use Nvidia Rect Flicker Workaround" +msgstr "" + +#: main/main.cpp +msgid "DPI" +msgstr "" + +#: main/main.cpp +msgid "Allow hiDPI" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "V-Sync" +msgstr "Szinkronizálás" + +#: main/main.cpp +#, fuzzy +msgid "Use V-Sync" +msgstr "Illesztés Használata" + +#: main/main.cpp +msgid "Per Pixel Transparency" +msgstr "" + +#: main/main.cpp +msgid "Allowed" +msgstr "" + +#: main/main.cpp +msgid "Intended Usage" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "Framebuffer Allocation" +msgstr "Kijelölés Keretezése" + +#: main/main.cpp platform/uwp/os_uwp.cpp +#, fuzzy +msgid "Energy Saving" +msgstr "Hiba a mentéskor" + +#: main/main.cpp +msgid "Threads" +msgstr "" + +#: main/main.cpp servers/physics_2d/physics_2d_server_wrap_mt.h +#, fuzzy +msgid "Thread Model" +msgstr "Mód váltása" + +#: main/main.cpp +msgid "Thread Safe BVH" +msgstr "" + +#: main/main.cpp +msgid "Handheld" +msgstr "" + +#: main/main.cpp platform/javascript/export/export.cpp +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Orientation" +msgstr "Dokumentáció megnyitása" + +#: main/main.cpp scene/gui/scroll_container.cpp scene/gui/text_edit.cpp +#: scene/main/scene_tree.cpp scene/register_scene_types.cpp +#, fuzzy +msgid "Common" +msgstr "Közösség" + +#: main/main.cpp +#, fuzzy +msgid "Physics FPS" +msgstr "Fizika Keret %" + +#: main/main.cpp +#, fuzzy +msgid "Force FPS" +msgstr "Forrás Mesh:" + +#: main/main.cpp +msgid "Enable Pause Aware Picking" +msgstr "" + +#: main/main.cpp scene/gui/item_list.cpp scene/gui/popup_menu.cpp +#: scene/gui/scroll_container.cpp scene/gui/text_edit.cpp scene/gui/tree.cpp +#: scene/main/viewport.cpp scene/register_scene_types.cpp +msgid "GUI" +msgstr "" + +#: main/main.cpp +msgid "Drop Mouse On GUI Input Disabled" +msgstr "" + +#: main/main.cpp +msgid "stdout" +msgstr "" + +#: main/main.cpp +msgid "Print FPS" +msgstr "" + +#: main/main.cpp +msgid "Verbose stdout" +msgstr "" + +#: main/main.cpp scene/main/scene_tree.cpp scene/resources/multimesh.cpp +#, fuzzy +msgid "Physics Interpolation" +msgstr "Interpolálás Módja" + +#: main/main.cpp +#, fuzzy +msgid "Enable Warnings" +msgstr "Szűrés engedélyezése" + +#: main/main.cpp +#, fuzzy +msgid "Frame Delay Msec" +msgstr "Kijelölés Keretezése" + +#: main/main.cpp +msgid "Low Processor Mode" +msgstr "" + +#: main/main.cpp +msgid "Delta Sync After Draw" +msgstr "" + +#: main/main.cpp +msgid "iOS" +msgstr "" + +#: main/main.cpp +msgid "Hide Home Indicator" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "Input Devices" +msgstr "Minden eszköz" + +#: main/main.cpp +#, fuzzy +msgid "Pointing" +msgstr "Pont" + +#: main/main.cpp +msgid "Touch Delay" +msgstr "" + +#: main/main.cpp servers/visual_server.cpp +msgid "GLES3" +msgstr "" + +#: main/main.cpp servers/visual_server.cpp +#, fuzzy +msgid "Shaders" +msgstr "Árnyaló" + +#: main/main.cpp +msgid "Debug Shader Fallbacks" +msgstr "" + +#: main/main.cpp scene/3d/baked_lightmap.cpp scene/3d/camera.cpp +#: scene/3d/world_environment.cpp scene/main/scene_tree.cpp +#: scene/resources/world.cpp +#, fuzzy +msgid "Environment" +msgstr "Környezet előkészítése" + +#: main/main.cpp +msgid "Default Clear Color" +msgstr "" + +#: main/main.cpp +msgid "Boot Splash" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "Show Image" +msgstr "Csontok Mutatása" + +#: main/main.cpp +msgid "Image" +msgstr "" + +#: main/main.cpp +msgid "Fullsize" +msgstr "" + +#: main/main.cpp scene/resources/dynamic_font.cpp +#, fuzzy +msgid "Use Filter" +msgstr "Szűrők:" + +#: main/main.cpp scene/resources/style_box.cpp +#, fuzzy +msgid "BG Color" +msgstr "Szín" + +#: main/main.cpp +msgid "macOS Native Icon" +msgstr "" + +#: main/main.cpp +msgid "Windows Native Icon" +msgstr "" + +#: main/main.cpp +msgid "Buffering" +msgstr "" + +#: main/main.cpp +msgid "Agile Event Flushing" +msgstr "" + +#: main/main.cpp +msgid "Emulate Touch From Mouse" +msgstr "" + +#: main/main.cpp +msgid "Emulate Mouse From Touch" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "Mouse Cursor" +msgstr "Egérgomb" + +#: main/main.cpp +#, fuzzy +msgid "Custom Image" +msgstr "Node-ok kivágása" + +#: main/main.cpp +msgid "Custom Image Hotspot" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "Tooltip Position Offset" +msgstr "Forgatási Eltolás:" + +#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp +#, fuzzy +msgid "Debugger Agent" +msgstr "Hibakereső" + +#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp +#, fuzzy +msgid "Wait For Debugger" +msgstr "Hibakereső" + +#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp +#, fuzzy +msgid "Wait Timeout" +msgstr "Időtúllépés." + +#: main/main.cpp +msgid "Runtime" +msgstr "" + +#: main/main.cpp +msgid "Unhandled Exception Policy" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "Main Loop Type" +msgstr "Node típus keresése" + +#: main/main.cpp scene/gui/texture_progress.cpp +#: scene/gui/viewport_container.cpp +msgid "Stretch" +msgstr "" + +#: main/main.cpp +#, fuzzy +msgid "Aspect" +msgstr "Megfigyelő" + +#: main/main.cpp +msgid "Shrink" +msgstr "" + +#: main/main.cpp scene/main/scene_tree.cpp +msgid "Auto Accept Quit" +msgstr "" + +#: main/main.cpp scene/main/scene_tree.cpp +#, fuzzy +msgid "Quit On Go Back" +msgstr "Ugrás Vissza" + +#: main/main.cpp scene/main/viewport.cpp +#, fuzzy +msgid "Snap Controls To Pixels" +msgstr "Illesztés node oldalakhoz" + +#: main/main.cpp +msgid "Dynamic Fonts" +msgstr "" + +#: main/main.cpp +msgid "Use Oversampling" +msgstr "" + +#: modules/bullet/register_types.cpp modules/bullet/space_bullet.cpp +msgid "Active Soft World" +msgstr "" + +#: modules/csg/csg_gizmos.cpp +msgid "CSG" +msgstr "" + #: modules/csg/csg_gizmos.cpp msgid "Change Cylinder Radius" msgstr "" @@ -12742,6 +16742,216 @@ msgstr "" msgid "Change Torus Outer Radius" msgstr "" +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Operation" +msgstr "Felsorolások:" + +#: modules/csg/csg_shape.cpp +msgid "Calculate Tangents" +msgstr "" + +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Use Collision" +msgstr "Ütközés" + +#: modules/csg/csg_shape.cpp servers/physics_2d_server.cpp +#, fuzzy +msgid "Collision Layer" +msgstr "Ütközési mód" + +#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp +#: scene/3d/ray_cast.cpp scene/3d/spring_arm.cpp +#: scene/resources/navigation_mesh.cpp servers/physics_server.cpp +#, fuzzy +msgid "Collision Mask" +msgstr "Ütközési mód" + +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Invert Faces" +msgstr "Kis- és Nagybetűk Konvertálása" + +#: modules/csg/csg_shape.cpp scene/2d/navigation_agent_2d.cpp +#: scene/2d/navigation_obstacle_2d.cpp scene/3d/navigation_agent.cpp +#: scene/3d/navigation_obstacle.cpp scene/3d/vehicle_body.cpp +#: scene/animation/root_motion_view.cpp scene/resources/capsule_shape.cpp +#: scene/resources/capsule_shape_2d.cpp scene/resources/circle_shape_2d.cpp +#: scene/resources/cylinder_shape.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/sphere_shape.cpp +msgid "Radius" +msgstr "" + +#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Radial Segments" +msgstr "Fő Jelenet Argumentumok:" + +#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Rings" +msgstr "Figyelmeztetések" + +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Smooth Faces" +msgstr "Simított Lépés" + +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Sides" +msgstr "Vezetővonalak Megjelenítése" + +#: modules/csg/csg_shape.cpp +msgid "Cone" +msgstr "" + +#: modules/csg/csg_shape.cpp +msgid "Inner Radius" +msgstr "" + +#: modules/csg/csg_shape.cpp +msgid "Outer Radius" +msgstr "" + +#: modules/csg/csg_shape.cpp +msgid "Ring Sides" +msgstr "" + +#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp +#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/collision_polygon.cpp +msgid "Polygon" +msgstr "Sokszög" + +#: modules/csg/csg_shape.cpp +msgid "Spin Degrees" +msgstr "" + +#: modules/csg/csg_shape.cpp +msgid "Spin Sides" +msgstr "" + +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Path Node" +msgstr "Node-ok beillesztése" + +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Path Interval Type" +msgstr "Belső csúcspont létrehozása" + +#: modules/csg/csg_shape.cpp +msgid "Path Interval" +msgstr "" + +#: modules/csg/csg_shape.cpp +msgid "Path Simplify Angle" +msgstr "" + +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Path Rotation" +msgstr "Véletlenszerű Forgatás:" + +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Path Local" +msgstr "Az útvonal nem helyi." + +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Path Continuous U" +msgstr "Folyamatos" + +#: modules/csg/csg_shape.cpp +msgid "Path U Distance" +msgstr "" + +#: modules/csg/csg_shape.cpp +#, fuzzy +msgid "Path Joined" +msgstr "Véletlenszerű Forgatás:" + +#: modules/enet/networked_multiplayer_enet.cpp +#, fuzzy +msgid "Compression Mode" +msgstr "Ütközési mód" + +#: modules/enet/networked_multiplayer_enet.cpp +#, fuzzy +msgid "Transfer Channel" +msgstr "Pásztázás Mód" + +#: modules/enet/networked_multiplayer_enet.cpp +#, fuzzy +msgid "Channel Count" +msgstr "Példány" + +#: modules/enet/networked_multiplayer_enet.cpp +#, fuzzy +msgid "Always Ordered" +msgstr "Rács megjelenítése mindig" + +#: modules/enet/networked_multiplayer_enet.cpp +msgid "Server Relay" +msgstr "" + +#: modules/enet/networked_multiplayer_enet.cpp +msgid "DTLS Verify" +msgstr "" + +#: modules/enet/networked_multiplayer_enet.cpp +msgid "DTLS Hostname" +msgstr "" + +#: modules/enet/networked_multiplayer_enet.cpp +#, fuzzy +msgid "Use DTLS" +msgstr "Illesztés Használata" + +#: modules/fbx/editor_scene_importer_fbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor_scene_importer_fbx.cpp +msgid "Use FBX" +msgstr "" + +#: modules/gdnative/gdnative.cpp +#, fuzzy +msgid "Config File" +msgstr "Tároló Fájl:" + +#: modules/gdnative/gdnative.cpp +#, fuzzy +msgid "Load Once" +msgstr "Erőforrás Betöltése" + +#: modules/gdnative/gdnative.cpp +#: modules/visual_script/visual_script_func_nodes.cpp +#, fuzzy +msgid "Singleton" +msgstr "Csontváz" + +#: modules/gdnative/gdnative.cpp +msgid "Symbol Prefix" +msgstr "" + +#: modules/gdnative/gdnative.cpp +#, fuzzy +msgid "Reloadable" +msgstr "Újratöltés" + +#: modules/gdnative/gdnative.cpp +#: modules/gdnative/gdnative_library_singleton_editor.cpp +#: modules/gdnative/nativescript/nativescript.cpp +msgid "Library" +msgstr "" + #: modules/gdnative/gdnative_library_editor_plugin.cpp msgid "Select the dynamic library for this entry" msgstr "" @@ -12787,17 +16997,59 @@ msgid "Disabled GDNative Singleton" msgstr "" #: modules/gdnative/gdnative_library_singleton_editor.cpp -msgid "Library" +msgid "Libraries:" msgstr "" -#: modules/gdnative/gdnative_library_singleton_editor.cpp -msgid "Libraries: " -msgstr "" +#: modules/gdnative/nativescript/nativescript.cpp +#, fuzzy +msgid "Class Name" +msgstr "Osztálynév:" + +#: modules/gdnative/nativescript/nativescript.cpp +#, fuzzy +msgid "Script Class" +msgstr "Szkript neve:" + +#: modules/gdnative/nativescript/nativescript.cpp +#, fuzzy +msgid "Icon Path" +msgstr "Elérési Út Fókuszálása" #: modules/gdnative/register_types.cpp msgid "GDNative" msgstr "" +#: modules/gdscript/editor/gdscript_highlighter.cpp +#: modules/gdscript/gdscript.cpp +#, fuzzy +msgid "GDScript" +msgstr "Szkript" + +#: modules/gdscript/editor/gdscript_highlighter.cpp +msgid "Function Definition Color" +msgstr "" + +#: modules/gdscript/editor/gdscript_highlighter.cpp +#, fuzzy +msgid "Node Path Color" +msgstr "Node Útvonal Másolása" + +#: modules/gdscript/gdscript.cpp modules/visual_script/visual_script.cpp +msgid "Max Call Stack" +msgstr "" + +#: modules/gdscript/gdscript.cpp +msgid "Treat Warnings As Errors" +msgstr "" + +#: modules/gdscript/gdscript.cpp +msgid "Exclude Addons" +msgstr "" + +#: modules/gdscript/gdscript.cpp +msgid "Autocomplete Setters And Getters" +msgstr "" + #: modules/gdscript/gdscript_functions.cpp msgid "Step argument is zero!" msgstr "" @@ -12836,6 +17088,24 @@ msgstr "Érvénytelen példány szótár (érvénytelen alosztályok)" msgid "Object can't provide a length." msgstr "" +#: modules/gdscript/language_server/gdscript_language_server.cpp +#, fuzzy +msgid "Language Server" +msgstr "Nyelv:" + +#: modules/gdscript/language_server/gdscript_language_server.cpp +#, fuzzy +msgid "Enable Smart Resolve" +msgstr "Nem Megoldható" + +#: modules/gdscript/language_server/gdscript_language_server.cpp +msgid "Show Native Symbols In Editor" +msgstr "" + +#: modules/gdscript/language_server/gdscript_language_server.cpp +msgid "Use Thread" +msgstr "" + #: modules/gltf/editor_scene_exporter_gltf_plugin.cpp #, fuzzy msgid "Export Mesh GLTF2" @@ -12846,6 +17116,370 @@ msgstr "Mesh könyvtár exportálás" msgid "Export GLTF..." msgstr "Exportálás..." +#: modules/gltf/gltf_accessor.cpp +msgid "Buffer View" +msgstr "" + +#: modules/gltf/gltf_accessor.cpp modules/gltf/gltf_buffer_view.cpp +#, fuzzy +msgid "Byte Offset" +msgstr "Rács Eltolás:" + +#: modules/gltf/gltf_accessor.cpp +#, fuzzy +msgid "Component Type" +msgstr "Összetevők" + +#: modules/gltf/gltf_accessor.cpp +#, fuzzy +msgid "Normalized" +msgstr "Véletlenszerű Skálázás:" + +#: modules/gltf/gltf_accessor.cpp +#, fuzzy +msgid "Count" +msgstr "Mennyiség:" + +#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp +#, fuzzy +msgid "Min" +msgstr "MiB" + +#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp +#, fuzzy +msgid "Max" +msgstr "Mixelés" + +#: modules/gltf/gltf_accessor.cpp +#, fuzzy +msgid "Sparse Count" +msgstr "Példány" + +#: modules/gltf/gltf_accessor.cpp +msgid "Sparse Indices Buffer View" +msgstr "" + +#: modules/gltf/gltf_accessor.cpp +msgid "Sparse Indices Byte Offset" +msgstr "" + +#: modules/gltf/gltf_accessor.cpp +#, fuzzy +msgid "Sparse Indices Component Type" +msgstr "Geometria Elemzése…" + +#: modules/gltf/gltf_accessor.cpp +msgid "Sparse Values Buffer View" +msgstr "" + +#: modules/gltf/gltf_accessor.cpp +msgid "Sparse Values Byte Offset" +msgstr "" + +#: modules/gltf/gltf_buffer_view.cpp +msgid "Buffer" +msgstr "" + +#: modules/gltf/gltf_buffer_view.cpp +#, fuzzy +msgid "Byte Length" +msgstr "Alapértelmezett" + +#: modules/gltf/gltf_buffer_view.cpp +msgid "Byte Stride" +msgstr "" + +#: modules/gltf/gltf_buffer_view.cpp +#, fuzzy +msgid "Indices" +msgstr "Minden eszköz" + +#: modules/gltf/gltf_camera.cpp +#, fuzzy +msgid "FOV Size" +msgstr "Méret: " + +#: modules/gltf/gltf_camera.cpp +msgid "Zfar" +msgstr "" + +#: modules/gltf/gltf_camera.cpp +#, fuzzy +msgid "Znear" +msgstr "Lineáris" + +#: modules/gltf/gltf_light.cpp scene/2d/canvas_modulate.cpp +#: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/light.cpp +#: scene/animation/root_motion_view.cpp scene/gui/color_picker.cpp +#: scene/gui/color_rect.cpp scene/gui/rich_text_effect.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp +#: scene/resources/particles_material.cpp scene/resources/sky.cpp +#: scene/resources/style_box.cpp +#, fuzzy +msgid "Color" +msgstr "Szín" + +#: modules/gltf/gltf_light.cpp scene/3d/reflection_probe.cpp +#: scene/resources/environment.cpp +msgid "Intensity" +msgstr "" + +#: modules/gltf/gltf_light.cpp scene/2d/light_2d.cpp scene/3d/light.cpp +#, fuzzy +msgid "Range" +msgstr "Változtatás" + +#: modules/gltf/gltf_light.cpp +msgid "Inner Cone Angle" +msgstr "" + +#: modules/gltf/gltf_light.cpp +msgid "Outer Cone Angle" +msgstr "" + +#: modules/gltf/gltf_mesh.cpp +#, fuzzy +msgid "Blend Weights" +msgstr "Fény Besütése" + +#: modules/gltf/gltf_mesh.cpp +#, fuzzy +msgid "Instance Materials" +msgstr "A paraméter megváltozott" + +#: modules/gltf/gltf_node.cpp scene/3d/skeleton.cpp +#, fuzzy +msgid "Parent" +msgstr "Új szülő hozzárendelése" + +#: modules/gltf/gltf_node.cpp +msgid "Xform" +msgstr "" + +#: modules/gltf/gltf_node.cpp scene/3d/mesh_instance.cpp +msgid "Skin" +msgstr "" + +#: modules/gltf/gltf_node.cpp scene/3d/spatial.cpp +#, fuzzy +msgid "Translation" +msgstr "Fordítások" + +#: modules/gltf/gltf_node.cpp +msgid "Children" +msgstr "" + +#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_skin.cpp +#, fuzzy +msgid "Joints" +msgstr "Pont" + +#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_skin.cpp +msgid "Roots" +msgstr "" + +#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_state.cpp +msgid "Unique Names" +msgstr "" + +#: modules/gltf/gltf_skeleton.cpp +#, fuzzy +msgid "Godot Bone Node" +msgstr "IdőKereső Node" + +#: modules/gltf/gltf_skin.cpp +msgid "Skin Root" +msgstr "" + +#: modules/gltf/gltf_skin.cpp +#, fuzzy +msgid "Joints Original" +msgstr "Origó Megjelenítése" + +#: modules/gltf/gltf_skin.cpp +msgid "Inverse Binds" +msgstr "" + +#: modules/gltf/gltf_skin.cpp +#, fuzzy +msgid "Non Joints" +msgstr "Pontok mozgatása" + +#: modules/gltf/gltf_skin.cpp +msgid "Joint I To Bone I" +msgstr "" + +#: modules/gltf/gltf_skin.cpp +msgid "Joint I To Name" +msgstr "" + +#: modules/gltf/gltf_skin.cpp +msgid "Godot Skin" +msgstr "" + +#: modules/gltf/gltf_spec_gloss.cpp +msgid "Diffuse Img" +msgstr "" + +#: modules/gltf/gltf_spec_gloss.cpp +msgid "Diffuse Factor" +msgstr "" + +#: modules/gltf/gltf_spec_gloss.cpp +msgid "Gloss Factor" +msgstr "" + +#: modules/gltf/gltf_spec_gloss.cpp +#, fuzzy +msgid "Specular Factor" +msgstr "Skalár operátor." + +#: modules/gltf/gltf_spec_gloss.cpp +msgid "Spec Gloss Img" +msgstr "" + +#: modules/gltf/gltf_state.cpp +msgid "Json" +msgstr "" + +#: modules/gltf/gltf_state.cpp +#, fuzzy +msgid "Major Version" +msgstr "Verzió:" + +#: modules/gltf/gltf_state.cpp +#, fuzzy +msgid "Minor Version" +msgstr "Verzió:" + +#: modules/gltf/gltf_state.cpp +msgid "GLB Data" +msgstr "" + +#: modules/gltf/gltf_state.cpp +msgid "Use Named Skin Binds" +msgstr "" + +#: modules/gltf/gltf_state.cpp +msgid "Buffer Views" +msgstr "" + +#: modules/gltf/gltf_state.cpp +msgid "Accessors" +msgstr "" + +#: modules/gltf/gltf_state.cpp +#, fuzzy +msgid "Scene Name" +msgstr "Scene elérési Út:" + +#: modules/gltf/gltf_state.cpp +#, fuzzy +msgid "Root Nodes" +msgstr "Gyökér Node Létrehozása:" + +#: modules/gltf/gltf_state.cpp scene/2d/particles_2d.cpp +#: scene/gui/texture_button.cpp scene/gui/texture_progress.cpp +#, fuzzy +msgid "Textures" +msgstr "Funkciók" + +#: modules/gltf/gltf_state.cpp platform/uwp/export/export.cpp +msgid "Images" +msgstr "" + +#: modules/gltf/gltf_state.cpp +msgid "Cameras" +msgstr "" + +#: modules/gltf/gltf_state.cpp servers/visual_server.cpp +#, fuzzy +msgid "Lights" +msgstr "Fény Besütése" + +#: modules/gltf/gltf_state.cpp +#, fuzzy +msgid "Unique Animation Names" +msgstr "Új Animáció Neve:" + +#: modules/gltf/gltf_state.cpp +#, fuzzy +msgid "Skeletons" +msgstr "Csontváz" + +#: modules/gltf/gltf_state.cpp +#, fuzzy +msgid "Skeleton To Node" +msgstr "Csontváz" + +#: modules/gltf/gltf_state.cpp +#, fuzzy +msgid "Animations" +msgstr "Animációk:" + +#: modules/gltf/gltf_texture.cpp +#, fuzzy +msgid "Src Image" +msgstr "Csontok Mutatása" + +#: modules/gridmap/grid_map.cpp +msgid "Mesh Library" +msgstr "MeshLibrary" + +#: modules/gridmap/grid_map.cpp +#, fuzzy +msgid "Physics Material" +msgstr "Fizika Keret %" + +#: modules/gridmap/grid_map.cpp scene/3d/visual_instance.cpp +#, fuzzy +msgid "Use In Baked Light" +msgstr "Fény Besütése" + +#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp +msgid "Cell" +msgstr "" + +#: modules/gridmap/grid_map.cpp +#, fuzzy +msgid "Octant Size" +msgstr "Körvonal Mérete:" + +#: modules/gridmap/grid_map.cpp +#, fuzzy +msgid "Center X" +msgstr "Középre" + +#: modules/gridmap/grid_map.cpp +#, fuzzy +msgid "Center Y" +msgstr "Középre" + +#: modules/gridmap/grid_map.cpp +#, fuzzy +msgid "Center Z" +msgstr "Középre" + +#: modules/gridmap/grid_map.cpp scene/2d/collision_object_2d.cpp +#: scene/2d/tile_map.cpp scene/3d/collision_object.cpp scene/3d/soft_body.cpp +#: scene/resources/material.cpp +msgid "Mask" +msgstr "" + +#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp +#, fuzzy +msgid "Bake Navigation" +msgstr "Navigáció" + +#: modules/gridmap/grid_map.cpp scene/2d/navigation_2d.cpp +#: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_polygon.cpp +#: scene/2d/tile_map.cpp scene/3d/navigation.cpp scene/3d/navigation_agent.cpp +#: scene/3d/navigation_mesh_instance.cpp +#, fuzzy +msgid "Navigation Layers" +msgstr "Navigációs mód" + #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Next Plane" msgstr "Következő Síklap" @@ -12891,10 +17525,6 @@ msgstr "" msgid "GridMap Selection" msgstr "Kijelölés Keretezése" -#: modules/gridmap/grid_map_editor_plugin.cpp -msgid "Grid Map" -msgstr "" - #: modules/gridmap/grid_map_editor_plugin.cpp msgid "Snap View" msgstr "" @@ -13007,6 +17637,94 @@ msgstr "Utófeldolgozás" msgid "Plotting lightmaps" msgstr "Fénytérképek Ábrázolása" +#: modules/lightmapper_cpu/register_types.cpp +#, fuzzy +msgid "CPU Lightmapper" +msgstr "Fény Besütése" + +#: modules/lightmapper_cpu/register_types.cpp +msgid "Low Quality Ray Count" +msgstr "" + +#: modules/lightmapper_cpu/register_types.cpp +msgid "Medium Quality Ray Count" +msgstr "" + +#: modules/lightmapper_cpu/register_types.cpp +msgid "High Quality Ray Count" +msgstr "" + +#: modules/lightmapper_cpu/register_types.cpp +msgid "Ultra Quality Ray Count" +msgstr "" + +#: modules/minimp3/audio_stream_mp3.cpp +#: modules/minimp3/resource_importer_mp3.cpp +#: modules/stb_vorbis/audio_stream_ogg_vorbis.cpp +#: modules/stb_vorbis/resource_importer_ogg_vorbis.cpp +#, fuzzy +msgid "Loop Offset" +msgstr "Rács Eltolás:" + +#: modules/mobile_vr/mobile_vr_interface.cpp +msgid "Eye Height" +msgstr "" + +#: modules/mobile_vr/mobile_vr_interface.cpp +msgid "IOD" +msgstr "" + +#: modules/mobile_vr/mobile_vr_interface.cpp +#, fuzzy +msgid "Display Width" +msgstr "Az összes megjelenítése" + +#: modules/mobile_vr/mobile_vr_interface.cpp +#, fuzzy +msgid "Display To Lens" +msgstr "Az összes megjelenítése" + +#: modules/mobile_vr/mobile_vr_interface.cpp +msgid "Oversample" +msgstr "" + +#: modules/mobile_vr/mobile_vr_interface.cpp +msgid "K1" +msgstr "" + +#: modules/mobile_vr/mobile_vr_interface.cpp +msgid "K2" +msgstr "" + +#: modules/mono/csharp_script.cpp +msgid "Class name can't be a reserved keyword" +msgstr "" + +#: modules/mono/csharp_script.cpp +#, fuzzy +msgid "Build Solution" +msgstr "Kijelölés kitöltése" + +#: modules/mono/editor/csharp_project.cpp +#, fuzzy +msgid "Auto Update Project" +msgstr "Névtelen projekt" + +#: modules/mono/godotsharp_dirs.cpp +#, fuzzy +msgid "Assembly Name" +msgstr "Az összes megjelenítése" + +#: modules/mono/godotsharp_dirs.cpp +#, fuzzy +msgid "Solution Directory" +msgstr "Válasszon egy Könyvtárat" + +#: modules/mono/godotsharp_dirs.cpp +#, fuzzy +msgid "C# Project Directory" +msgstr "Válasszon egy Könyvtárat" + #: modules/mono/mono_gd/gd_mono_utils.cpp msgid "End of inner exception stack trace" msgstr "" @@ -13076,6 +17794,97 @@ msgstr "Geometria Elemzése…" msgid "Done!" msgstr "Kész!" +#: modules/opensimplex/noise_texture.cpp +msgid "Seamless" +msgstr "" + +#: modules/opensimplex/noise_texture.cpp +#, fuzzy +msgid "As Normal Map" +msgstr "Véletlenszerű Skálázás:" + +#: modules/opensimplex/noise_texture.cpp +msgid "Bump Strength" +msgstr "" + +#: modules/opensimplex/noise_texture.cpp +msgid "Noise" +msgstr "" + +#: modules/opensimplex/noise_texture.cpp +#, fuzzy +msgid "Noise Offset" +msgstr "Rács Eltolás:" + +#: modules/opensimplex/open_simplex_noise.cpp +msgid "Octaves" +msgstr "" + +#: modules/opensimplex/open_simplex_noise.cpp +msgid "Period" +msgstr "" + +#: modules/opensimplex/open_simplex_noise.cpp +#, fuzzy +msgid "Persistence" +msgstr "Perspektíva" + +#: modules/opensimplex/open_simplex_noise.cpp +msgid "Lacunarity" +msgstr "" + +#: modules/regex/regex.cpp +msgid "Subject" +msgstr "" + +#: modules/regex/regex.cpp +#, fuzzy +msgid "Names" +msgstr "Név" + +#: modules/regex/regex.cpp +#, fuzzy +msgid "Strings" +msgstr "Beállítások:" + +#: modules/upnp/upnp.cpp +msgid "Discover Multicast If" +msgstr "" + +#: modules/upnp/upnp.cpp +msgid "Discover Local Port" +msgstr "" + +#: modules/upnp/upnp.cpp +msgid "Discover IPv6" +msgstr "" + +#: modules/upnp/upnp_device.cpp +#, fuzzy +msgid "Description URL" +msgstr "Leírás" + +#: modules/upnp/upnp_device.cpp +#, fuzzy +msgid "Service Type" +msgstr "Alaptípus módosítása:" + +#: modules/upnp/upnp_device.cpp +msgid "IGD Control URL" +msgstr "" + +#: modules/upnp/upnp_device.cpp +msgid "IGD Service Type" +msgstr "" + +#: modules/upnp/upnp_device.cpp +msgid "IGD Our Addr" +msgstr "" + +#: modules/upnp/upnp_device.cpp +msgid "IGD Status" +msgstr "" + #: modules/visual_script/visual_script.cpp msgid "" "A node yielded without working memory, please read the docs on how to yield " @@ -13101,7 +17910,8 @@ msgstr "" "értéke! Javítsa ki a node-ját." #: modules/visual_script/visual_script.cpp -msgid "Node returned an invalid sequence output: " +#, fuzzy +msgid "Node returned an invalid sequence output:" msgstr "Node egy érvénytelen szekvencia kimenettel tért vissza: " #: modules/visual_script/visual_script.cpp @@ -13109,9 +17919,14 @@ msgid "Found sequence bit but not the node in the stack, report bug!" msgstr "" #: modules/visual_script/visual_script.cpp -msgid "Stack overflow with stack depth: " +msgid "Stack overflow with stack depth:" msgstr "" +#: modules/visual_script/visual_script.cpp +#, fuzzy +msgid "Visual Script" +msgstr "Előző Szkript" + #: modules/visual_script/visual_script_editor.cpp msgid "Change Signal Arguments" msgstr "" @@ -13222,6 +18037,14 @@ msgstr "Kimeneti port eltávolítása" msgid "Change Expression" msgstr "Kifejezés változtatása" +#: modules/visual_script/visual_script_editor.cpp +msgid "Can't copy the function node." +msgstr "" + +#: modules/visual_script/visual_script_editor.cpp +msgid "Paste VisualScript Nodes" +msgstr "" + #: modules/visual_script/visual_script_editor.cpp msgid "Remove VisualScript Nodes" msgstr "" @@ -13321,14 +18144,6 @@ msgstr "" msgid "Resize Comment" msgstr "" -#: modules/visual_script/visual_script_editor.cpp -msgid "Can't copy the function node." -msgstr "" - -#: modules/visual_script/visual_script_editor.cpp -msgid "Paste VisualScript Nodes" -msgstr "" - #: modules/visual_script/visual_script_editor.cpp msgid "Can't create function with a function node." msgstr "" @@ -13426,6 +18241,7 @@ msgid "Edit Member" msgstr "Tag szerkesztése" #: modules/visual_script/visual_script_expression.cpp +#: scene/resources/visual_shader.cpp #, fuzzy msgid "Expression" msgstr "Kifejezés beállítása" @@ -13436,6 +18252,17 @@ msgstr "" #: modules/visual_script/visual_script_flow_control.cpp #, fuzzy +msgid "Return Enabled" +msgstr "Jelek szűrése" + +#: modules/visual_script/visual_script_flow_control.cpp +#, fuzzy +msgid "Return Type" +msgstr "Tag típusa" + +#: modules/visual_script/visual_script_flow_control.cpp +#: scene/resources/visual_shader_nodes.cpp +#, fuzzy msgid "Condition" msgstr "animáció" @@ -13445,7 +18272,7 @@ msgstr "" #: modules/visual_script/visual_script_flow_control.cpp msgid "While" -msgstr "" +msgstr "Amíg" #: modules/visual_script/visual_script_flow_control.cpp msgid "while (cond):" @@ -13460,7 +18287,8 @@ msgid "for (elem) in (input):" msgstr "" #: modules/visual_script/visual_script_flow_control.cpp -msgid "Input type not iterable: " +#, fuzzy +msgid "Input type not iterable:" msgstr "Beviteli típus nem iterálható: " #: modules/visual_script/visual_script_flow_control.cpp @@ -13468,7 +18296,8 @@ msgid "Iterator became invalid" msgstr "Az iterátor érvénytelenné vált" #: modules/visual_script/visual_script_flow_control.cpp -msgid "Iterator became invalid: " +#, fuzzy +msgid "Iterator became invalid:" msgstr "Az iterátor érvénytelenné vált: " #: modules/visual_script/visual_script_flow_control.cpp @@ -13480,6 +18309,11 @@ msgstr "" msgid "in order:" msgstr "Mappa átnevezése:" +#: modules/visual_script/visual_script_flow_control.cpp +#, fuzzy +msgid "Steps" +msgstr "Lépés" + #: modules/visual_script/visual_script_flow_control.cpp msgid "Switch" msgstr "" @@ -13497,6 +18331,12 @@ msgstr "Típus:" msgid "Is %s?" msgstr "" +#: modules/visual_script/visual_script_flow_control.cpp +#: modules/visual_script/visual_script_func_nodes.cpp +#, fuzzy +msgid "Base Script" +msgstr "Új szkript" + #: modules/visual_script/visual_script_func_nodes.cpp msgid "On %s" msgstr "" @@ -13506,6 +18346,40 @@ msgstr "" msgid "On Self" msgstr "Saját" +#: modules/visual_script/visual_script_func_nodes.cpp +#: modules/visual_script/visual_script_yield_nodes.cpp +#, fuzzy +msgid "Call Mode" +msgstr "Méretezési mód" + +#: modules/visual_script/visual_script_func_nodes.cpp +#: modules/visual_script/visual_script_nodes.cpp +#, fuzzy +msgid "Basic Type" +msgstr "Alaptípus módosítása:" + +#: modules/visual_script/visual_script_func_nodes.cpp +#: modules/visual_script/visual_script_nodes.cpp +#: modules/visual_script/visual_script_yield_nodes.cpp +#, fuzzy +msgid "Node Path" +msgstr "Node Útvonal Másolása" + +#: modules/visual_script/visual_script_func_nodes.cpp +#, fuzzy +msgid "Use Default Args" +msgstr "Visszaállítás Alapértelmezettre" + +#: modules/visual_script/visual_script_func_nodes.cpp +#, fuzzy +msgid "Validate" +msgstr "Érvényes karakterek:" + +#: modules/visual_script/visual_script_func_nodes.cpp +#, fuzzy +msgid "RPC Call Mode" +msgstr "Méretezési mód" + #: modules/visual_script/visual_script_func_nodes.cpp #, fuzzy msgid "Subtract %s" @@ -13545,6 +18419,16 @@ msgstr "" msgid "BitXor %s" msgstr "" +#: modules/visual_script/visual_script_func_nodes.cpp +#, fuzzy +msgid "Set Mode" +msgstr "Kiválasztó Mód" + +#: modules/visual_script/visual_script_func_nodes.cpp +#, fuzzy +msgid "Assign Op" +msgstr "Hozzárendelés..." + #: modules/visual_script/visual_script_func_nodes.cpp #: modules/visual_script/visual_script_nodes.cpp #: modules/visual_script/visual_script_property_selector.cpp @@ -13560,7 +18444,8 @@ msgid "Base object is not a Node!" msgstr "Az alap objektum nem egy node!" #: modules/visual_script/visual_script_func_nodes.cpp -msgid "Path does not lead Node!" +#, fuzzy +msgid "Path does not lead to Node!" msgstr "Az út nem vezeti a csomópontot!" #: modules/visual_script/visual_script_func_nodes.cpp @@ -13571,22 +18456,24 @@ msgstr "Érvénytelen index tulajdonság név: '%s' a(z) %s node-ban." msgid "Emit %s" msgstr "" -#: modules/visual_script/visual_script_nodes.cpp -#, fuzzy -msgid "Function" -msgstr "Függvények" - #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Compose Array" msgstr "Tömb átméretezése" +#: modules/visual_script/visual_script_nodes.cpp scene/resources/material.cpp +#: scene/resources/visual_shader_nodes.cpp +msgid "Operator" +msgstr "" + #: modules/visual_script/visual_script_nodes.cpp -msgid ": Invalid argument of type: " +#, fuzzy +msgid "Invalid argument of type:" msgstr ": Érvénytelen típusargumentum: " #: modules/visual_script/visual_script_nodes.cpp -msgid ": Invalid arguments: " +#, fuzzy +msgid "Invalid arguments:" msgstr ": Érvénytelen argumentumok: " #: modules/visual_script/visual_script_nodes.cpp @@ -13594,11 +18481,18 @@ msgid "a if cond, else b" msgstr "" #: modules/visual_script/visual_script_nodes.cpp -msgid "VariableGet not found in script: " +#, fuzzy +msgid "Var Name" +msgstr "Név" + +#: modules/visual_script/visual_script_nodes.cpp +#, fuzzy +msgid "VariableGet not found in script:" msgstr "VariableGet nem található a szkriptben: " #: modules/visual_script/visual_script_nodes.cpp -msgid "VariableSet not found in script: " +#, fuzzy +msgid "VariableSet not found in script:" msgstr "VariableSet nem található a szkriptben: " #: modules/visual_script/visual_script_nodes.cpp @@ -13675,6 +18569,10 @@ msgstr "" msgid "SubCall" msgstr "Hívások" +#: modules/visual_script/visual_script_nodes.cpp scene/gui/graph_node.cpp +msgid "Title" +msgstr "" + #: modules/visual_script/visual_script_nodes.cpp #, fuzzy msgid "Construct %s" @@ -13703,7 +18601,7 @@ msgstr "" #: modules/visual_script/visual_script_yield_nodes.cpp msgid "Yield" -msgstr "" +msgstr "hozam" #: modules/visual_script/visual_script_yield_nodes.cpp msgid "Wait" @@ -13723,6 +18621,11 @@ msgstr "Fizika Keret %" msgid "%s sec(s)" msgstr "" +#: modules/visual_script/visual_script_yield_nodes.cpp scene/main/timer.cpp +#, fuzzy +msgid "Wait Time" +msgstr "Idő" + #: modules/visual_script/visual_script_yield_nodes.cpp #, fuzzy msgid "WaitSignal" @@ -13738,6 +18641,154 @@ msgstr "Jelzés" msgid "WaitInstanceSignal" msgstr "Példány" +#: modules/webrtc/webrtc_data_channel.cpp +#, fuzzy +msgid "Write Mode" +msgstr "Prioritás mód" + +#: modules/webrtc/webrtc_data_channel.h +msgid "WebRTC" +msgstr "" + +#: modules/webrtc/webrtc_data_channel.h +msgid "Max Channel In Buffer (KB)" +msgstr "" + +#: modules/websocket/websocket_client.cpp +msgid "Verify SSL" +msgstr "" + +#: modules/websocket/websocket_client.cpp +msgid "Trusted SSL Certificate" +msgstr "" + +#: modules/websocket/websocket_macros.h +#, fuzzy +msgid "WebSocket Client" +msgstr "Hálózati profilkészítő" + +#: modules/websocket/websocket_macros.h +msgid "Max In Buffer (KB)" +msgstr "" + +#: modules/websocket/websocket_macros.h +msgid "Max In Packets" +msgstr "" + +#: modules/websocket/websocket_macros.h +msgid "Max Out Buffer (KB)" +msgstr "" + +#: modules/websocket/websocket_macros.h +msgid "Max Out Packets" +msgstr "" + +#: modules/websocket/websocket_macros.h +#, fuzzy +msgid "WebSocket Server" +msgstr "Hálózati profilkészítő" + +#: modules/websocket/websocket_server.cpp +msgid "Bind IP" +msgstr "" + +#: modules/websocket/websocket_server.cpp +msgid "Private Key" +msgstr "" + +#: modules/websocket/websocket_server.cpp platform/javascript/export/export.cpp +msgid "SSL Certificate" +msgstr "" + +#: modules/websocket/websocket_server.cpp +#, fuzzy +msgid "CA Chain" +msgstr "IK Lánc Törlése" + +#: modules/websocket/websocket_server.cpp +#, fuzzy +msgid "Handshake Timeout" +msgstr "Időtúllépés." + +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Session Mode" +msgstr "Ütközési mód" + +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Required Features" +msgstr "Funkciók" + +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Optional Features" +msgstr "Funkciók" + +#: modules/webxr/webxr_interface.cpp +msgid "Requested Reference Space Types" +msgstr "" + +#: modules/webxr/webxr_interface.cpp +msgid "Reference Space Type" +msgstr "" + +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Visibility State" +msgstr "Láthatósági Téglalap Generálása" + +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Bounds Geometry" +msgstr "Újra" + +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "XR Standard Mapping" +msgstr "Intelligens illesztés" + +#: platform/android/export/export.cpp +msgid "Android SDK Path" +msgstr "" + +#: platform/android/export/export.cpp +#, fuzzy +msgid "Debug Keystore" +msgstr "Hibakereső" + +#: platform/android/export/export.cpp +msgid "Debug Keystore User" +msgstr "" + +#: platform/android/export/export.cpp +msgid "Debug Keystore Pass" +msgstr "" + +#: platform/android/export/export.cpp +msgid "Force System User" +msgstr "" + +#: platform/android/export/export.cpp +msgid "Shutdown ADB On Exit" +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "Launcher Icons" +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "Main 192 X 192" +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "Adaptive Foreground 432 X 432" +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "Adaptive Background 432 X 432" +msgstr "" + #: platform/android/export/export_plugin.cpp msgid "Package name is missing." msgstr "" @@ -13762,6 +18813,199 @@ msgstr "" msgid "The package must have at least one '.' separator." msgstr "" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Custom Build" +msgstr "Node-ok kivágása" + +#: platform/android/export/export_plugin.cpp +msgid "Use Custom Build" +msgstr "" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Export Format" +msgstr "Exportálási Útvonal" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Min SDK" +msgstr "Körvonal Mérete:" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Target SDK" +msgstr "Cél Felület:" + +#: platform/android/export/export_plugin.cpp platform/iphone/export/export.cpp +msgid "Architectures" +msgstr "" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Keystore" +msgstr "Hibakereső" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Debug User" +msgstr "Hibakereső" + +#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp +msgid "Debug Password" +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "Release User" +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "Release Password" +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "One Click Deploy" +msgstr "" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Clear Previous Install" +msgstr "Előző lap" + +#: platform/android/export/export_plugin.cpp +msgid "Code" +msgstr "" + +#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp +#, fuzzy +msgid "Package" +msgstr "Csomagolás" + +#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp +#, fuzzy +msgid "Unique Name" +msgstr "Node neve:" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Signed" +msgstr "Jelzés" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Classify As Game" +msgstr "Osztálynév:" + +#: platform/android/export/export_plugin.cpp +msgid "Retain Data On Uninstall" +msgstr "" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Exclude From Recents" +msgstr "Node-ok törlése" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Graphics" +msgstr "Rács Eltolás:" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "OpenGL Debug" +msgstr "Megnyitás" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "XR Features" +msgstr "Funkciók" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "XR Mode" +msgstr "Pásztázás Mód" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Hand Tracking" +msgstr "Csomagolás" + +#: platform/android/export/export_plugin.cpp +msgid "Hand Tracking Frequency" +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "Passthrough" +msgstr "" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Immersive Mode" +msgstr "Prioritás mód" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Support Small" +msgstr "Támogatás" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Support Normal" +msgstr "Támogatás" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Support Large" +msgstr "Támogatás" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Support Xlarge" +msgstr "Támogatás" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "User Data Backup" +msgstr "Felhasználói Felület" + +#: platform/android/export/export_plugin.cpp +msgid "Allow" +msgstr "" + +#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp +#, fuzzy +msgid "Command Line" +msgstr "Közösség" + +#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp +#, fuzzy +msgid "Extra Args" +msgstr "További hívási argumentumok:" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "APK Expansion" +msgstr "Kifejezés beállítása" + +#: platform/android/export/export_plugin.cpp +msgid "Salt" +msgstr "" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Public Key" +msgstr "Kulcs(ok) Megkettőzése" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Permissions" +msgstr "Kibocsátási Maszk" + +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Custom Permissions" +msgstr "Tetszőleges jelenet lejátszása" + #: platform/android/export/export_plugin.cpp msgid "Select device from the list" msgstr "Válasszon készüléket a listából" @@ -13800,10 +19044,6 @@ msgstr "Tetszőleges Szkript Futtatása..." msgid "Could not execute on device." msgstr "Nem sikerült létrehozni a mappát." -#: platform/android/export/export_plugin.cpp -msgid "Unable to find the 'apksigner' tool." -msgstr "" - #: platform/android/export/export_plugin.cpp msgid "" "Android build template not installed in the project. Install it from the " @@ -13881,12 +19121,12 @@ msgstr "" #: platform/android/export/export_plugin.cpp msgid "" -"\"Hand Tracking\" is only valid when \"Xr Mode\" is \"Oculus Mobile VrApi\" " +"\"Hand Tracking\" is only valid when \"XR Mode\" is \"Oculus Mobile VrApi\" " "or \"OpenXR\"." msgstr "" #: platform/android/export/export_plugin.cpp -msgid "\"Passthrough\" is only valid when \"Xr Mode\" is \"OpenXR\"." +msgid "\"Passthrough\" is only valid when \"XR Mode\" is \"OpenXR\"." msgstr "" #: platform/android/export/export_plugin.cpp @@ -13895,25 +19135,49 @@ msgstr "" #: platform/android/export/export_plugin.cpp msgid "" -"Changing the \"Min Sdk\" is only valid when \"Use Custom Build\" is enabled." +"\"Min SDK\" can only be overridden when \"Use Custom Build\" is enabled." +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid." msgstr "" #: platform/android/export/export_plugin.cpp msgid "" -"Changing the \"Target Sdk\" is only valid when \"Use Custom Build\" is " -"enabled." -msgstr "" - -#: platform/android/export/export_plugin.cpp -msgid "\"Target Sdk\" version must be greater or equal to \"Min Sdk\" version." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the " +"Godot library." msgstr "" #: platform/android/export/export_plugin.cpp msgid "" -"'apksigner' could not be found.\n" -"Please check the command is available in the Android SDK build-tools " -"directory.\n" -"The resulting %s is unsigned." +"\"Target SDK\" can only be overridden when \"Use Custom Build\" is enabled." +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid." +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "" +"\"Target SDK\" %d is higher than the default version %d. This may work, but " +"wasn't tested and may be unstable." +msgstr "" + +#: platform/android/export/export_plugin.cpp +msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version." +msgstr "" + +#: platform/android/export/export_plugin.cpp platform/osx/export/export.cpp +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Code Signing" +msgstr "Jelzés" + +#: platform/android/export/export_plugin.cpp +msgid "" +"'apksigner' could not be found. Please check that the command is available " +"in the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" #: platform/android/export/export_plugin.cpp @@ -13931,6 +19195,11 @@ msgstr "" msgid "Could not find keystore, unable to export." msgstr "" +#: platform/android/export/export_plugin.cpp +#, fuzzy +msgid "Could not start apksigner executable." +msgstr "Az alprocesszt nem lehetett elindítani!" + #: platform/android/export/export_plugin.cpp msgid "'apksigner' returned with error #%d" msgstr "" @@ -13962,7 +19231,7 @@ msgid "Invalid filename! Android APK requires the *.apk extension." msgstr "" #: platform/android/export/export_plugin.cpp -msgid "Unsupported export format!\n" +msgid "Unsupported export format!" msgstr "" #: platform/android/export/export_plugin.cpp @@ -13973,20 +19242,19 @@ msgstr "" #: platform/android/export/export_plugin.cpp msgid "" -"Android build version mismatch:\n" -" Template installed: %s\n" -" Godot Version: %s\n" +"Android build version mismatch: Template installed: %s, Godot version: %s. " "Please reinstall Android build template from 'Project' menu." msgstr "" #: platform/android/export/export_plugin.cpp msgid "" -"Unable to overwrite res://android/build/res/*.xml files with project name" +"Unable to overwrite res://android/build/res/*.xml files with project name." msgstr "" #: platform/android/export/export_plugin.cpp -msgid "Could not export project files to gradle project\n" -msgstr "" +#, fuzzy +msgid "Could not export project files to gradle project." +msgstr "Az alprocesszt nem lehetett elindítani!" #: platform/android/export/export_plugin.cpp msgid "Could not write expansion package file!" @@ -13998,7 +19266,7 @@ msgstr "" #: platform/android/export/export_plugin.cpp msgid "" -"Building of Android project failed, check output for the error.\n" +"Building of Android project failed, check output for the error. " "Alternatively visit docs.godotengine.org for Android build documentation." msgstr "" @@ -14014,7 +19282,7 @@ msgstr "" #: platform/android/export/export_plugin.cpp #, fuzzy -msgid "Package not found: %s" +msgid "Package not found: \"%s\"." msgstr "Az animáció nem található: '%s'" #: platform/android/export/export_plugin.cpp @@ -14023,15 +19291,13 @@ msgid "Creating APK..." msgstr "Kontúrok létrehozása…" #: platform/android/export/export_plugin.cpp -msgid "" -"Could not find template APK to export:\n" -"%s" -msgstr "" +#, fuzzy +msgid "Could not find template APK to export: \"%s\"." +msgstr "Az alprocesszt nem lehetett elindítani!" #: platform/android/export/export_plugin.cpp msgid "" -"Missing libraries in the export template for the selected architectures: " -"%s.\n" +"Missing libraries in the export template for the selected architectures: %s. " "Please build a template with all required libraries, or uncheck the missing " "architectures in the export preset." msgstr "" @@ -14043,7 +19309,7 @@ msgstr "%s Hozzáadása..." #: platform/android/export/export_plugin.cpp #, fuzzy -msgid "Could not export project files" +msgid "Could not export project files." msgstr "Az alprocesszt nem lehetett elindítani!" #: platform/android/export/export_plugin.cpp @@ -14062,6 +19328,245 @@ msgstr "" msgid "The character '%s' is not allowed in Identifier." msgstr "" +#: platform/iphone/export/export.cpp +msgid "Landscape Launch Screens" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPhone 2436 X 1125" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPhone 2208 X 1242" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPad 1024 X 768" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPad 2048 X 1536" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "Portrait Launch Screens" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPhone 640 X 960" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPhone 640 X 1136" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPhone 750 X 1334" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPhone 1125 X 2436" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPad 768 X 1024" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPad 1536 X 2048" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPhone 1242 X 2208" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "App Store Team ID" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "Provisioning Profile UUID Debug" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "Code Sign Identity Debug" +msgstr "" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Export Method Debug" +msgstr "Exportálási mód?" + +#: platform/iphone/export/export.cpp +msgid "Provisioning Profile UUID Release" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "Code Sign Identity Release" +msgstr "" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Export Method Release" +msgstr "Exportálási mód?" + +#: platform/iphone/export/export.cpp +msgid "Targeted Device Family" +msgstr "" + +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +msgid "Info" +msgstr "" + +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +#, fuzzy +msgid "Identifier" +msgstr "Érvénytelen azonosító:" + +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +#, fuzzy +msgid "Signature" +msgstr "Jelzés" + +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +#, fuzzy +msgid "Short Version" +msgstr "Verzió:" + +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Copyright" +msgstr "Jobb felső" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Capabilities" +msgstr "Tulajdonságok" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Access Wi-Fi" +msgstr "Siker!" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Push Notifications" +msgstr "Véletlenszerű Forgatás:" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "User Data" +msgstr "Felhasználói Felület" + +#: platform/iphone/export/export.cpp +msgid "Accessible From Files App" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "Accessible From iTunes Sharing" +msgstr "" + +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +msgid "Privacy" +msgstr "" + +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +#, fuzzy +msgid "Camera Usage Description" +msgstr "Leírás" + +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +#, fuzzy +msgid "Microphone Usage Description" +msgstr "Tulajdonság leírásai" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Photolibrary Usage Description" +msgstr "Tulajdonság leírásai" + +#: platform/iphone/export/export.cpp +msgid "iPhone 120 X 120" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPhone 180 X 180" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPad 76 X 76" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPad 152 X 152" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "iPad 167 X 167" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "App Store 1024 X 1024" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "Spotlight 40 X 40" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "Spotlight 80 X 80" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "Storyboard" +msgstr "" + +#: platform/iphone/export/export.cpp +msgid "Use Launch Screen Storyboard" +msgstr "" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Image Scale Mode" +msgstr "Méretezési mód" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Custom Image @2x" +msgstr "Node-ok kivágása" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Custom Image @3x" +msgstr "Node-ok kivágása" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Use Custom BG Color" +msgstr "Node-ok kivágása" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Custom BG Color" +msgstr "Node-ok kivágása" + +#: platform/iphone/export/export.cpp +#, fuzzy +msgid "Export Icons" +msgstr "Összes kinyitása" + +#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Prepare Templates" +msgstr "Sablonok kezelése" + +#: platform/iphone/export/export.cpp platform/osx/export/export.cpp +#, fuzzy +msgid "Export template not found." +msgstr "Az egyéni kiadási sablon nem található." + #: platform/iphone/export/export.cpp msgid "App Store Team ID not specified - cannot configure the project." msgstr "" @@ -14082,38 +19587,145 @@ msgstr "" msgid "Run exported HTML in the system's default browser." msgstr "" -#: platform/javascript/export/export.cpp -msgid "Could not open template for export:" -msgstr "" - -#: platform/javascript/export/export.cpp -msgid "Invalid export template:" -msgstr "" - -#: platform/javascript/export/export.cpp -msgid "Could not write file:" -msgstr "" - #: platform/javascript/export/export.cpp #, fuzzy -msgid "Could not read file:" +msgid "Could not open template for export: \"%s\"." msgstr "Nem sikerült létrehozni a mappát." #: platform/javascript/export/export.cpp #, fuzzy -msgid "Could not read HTML shell:" +msgid "Invalid export template: \"%s\"." +msgstr "Érvénytelen kiterjesztés." + +#: platform/javascript/export/export.cpp +#, fuzzy +msgid "Could not write file: \"%s\"." +msgstr "Nem sikerült létrehozni a mappát." + +#: platform/javascript/export/export.cpp platform/osx/export/export.cpp +#, fuzzy +msgid "Icon Creation" +msgstr "Margó Beállítása" + +#: platform/javascript/export/export.cpp +#, fuzzy +msgid "Could not read file: \"%s\"." +msgstr "Nem sikerült létrehozni a mappát." + +#: platform/javascript/export/export.cpp +msgid "PWA" +msgstr "" + +#: platform/javascript/export/export.cpp +#, fuzzy +msgid "Variant" +msgstr "Felsorolások:" + +#: platform/javascript/export/export.cpp +#, fuzzy +msgid "Export Type" +msgstr "Exportálás" + +#: platform/javascript/export/export.cpp +#, fuzzy +msgid "VRAM Texture Compression" +msgstr "Kifejezés beállítása" + +#: platform/javascript/export/export.cpp +msgid "For Desktop" +msgstr "" + +#: platform/javascript/export/export.cpp +msgid "For Mobile" +msgstr "" + +#: platform/javascript/export/export.cpp +msgid "HTML" +msgstr "" + +#: platform/javascript/export/export.cpp +#, fuzzy +msgid "Export Icon" +msgstr "Összes kinyitása" + +#: platform/javascript/export/export.cpp +#, fuzzy +msgid "Custom HTML Shell" +msgstr "Node-ok kivágása" + +#: platform/javascript/export/export.cpp +msgid "Head Include" +msgstr "" + +#: platform/javascript/export/export.cpp +msgid "Canvas Resize Policy" +msgstr "" + +#: platform/javascript/export/export.cpp +msgid "Focus Canvas On Start" +msgstr "" + +#: platform/javascript/export/export.cpp +#, fuzzy +msgid "Experimental Virtual Keyboard" +msgstr "Jelek szűrése" + +#: platform/javascript/export/export.cpp +msgid "Progressive Web App" +msgstr "" + +#: platform/javascript/export/export.cpp +msgid "Offline Page" +msgstr "" + +#: platform/javascript/export/export.cpp +msgid "Icon 144 X 144" +msgstr "" + +#: platform/javascript/export/export.cpp +msgid "Icon 180 X 180" +msgstr "" + +#: platform/javascript/export/export.cpp +msgid "Icon 512 X 512" +msgstr "" + +#: platform/javascript/export/export.cpp +#, fuzzy +msgid "Could not read HTML shell: \"%s\"." msgstr "Nem sikerült létrehozni a mappát." #: platform/javascript/export/export.cpp #, fuzzy -msgid "Could not create HTTP server directory:" +msgid "Could not create HTTP server directory: %s." msgstr "Nem sikerült létrehozni a mappát." #: platform/javascript/export/export.cpp #, fuzzy -msgid "Error starting HTTP server:" +msgid "Error starting HTTP server: %d." msgstr "Hiba TileSet mentésekor!" +#: platform/javascript/export/export.cpp +msgid "Web" +msgstr "" + +#: platform/javascript/export/export.cpp +msgid "HTTP Host" +msgstr "" + +#: platform/javascript/export/export.cpp +msgid "HTTP Port" +msgstr "" + +#: platform/javascript/export/export.cpp +#, fuzzy +msgid "Use SSL" +msgstr "Illesztés Használata" + +#: platform/javascript/export/export.cpp +msgid "SSL Key" +msgstr "" + #: platform/osx/export/codesign.cpp msgid "Can't get filesystem access." msgstr "" @@ -14193,10 +19805,224 @@ msgstr "" msgid "Unknown object type." msgstr "" +#: platform/osx/export/export.cpp +#, fuzzy +msgid "App Category" +msgstr "Kategória:" + +#: platform/osx/export/export.cpp +msgid "High Res" +msgstr "" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Location Usage Description" +msgstr "Leírás" + +#: platform/osx/export/export.cpp +msgid "Address Book Usage Description" +msgstr "" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Calendar Usage Description" +msgstr "Leírás" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Photos Library Usage Description" +msgstr "Tulajdonság leírásai" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Desktop Folder Usage Description" +msgstr "Metódus leírások" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Documents Folder Usage Description" +msgstr "Metódus leírások" + +#: platform/osx/export/export.cpp +msgid "Downloads Folder Usage Description" +msgstr "" + +#: platform/osx/export/export.cpp +msgid "Network Volumes Usage Description" +msgstr "" + +#: platform/osx/export/export.cpp +msgid "Removable Volumes Usage Description" +msgstr "" + +#: platform/osx/export/export.cpp platform/windows/export/export.cpp +#, fuzzy +msgid "Codesign" +msgstr "Node" + +#: platform/osx/export/export.cpp platform/uwp/export/export.cpp +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Identity" +msgstr "Behúzás Balra" + +#: platform/osx/export/export.cpp platform/windows/export/export.cpp +#, fuzzy +msgid "Timestamp" +msgstr "Idő" + +#: platform/osx/export/export.cpp +msgid "Hardened Runtime" +msgstr "" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Replace Existing Signature" +msgstr "Összes cseréje" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Entitlements" +msgstr "Tartalom:" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Custom File" +msgstr "Node-ok kivágása" + +#: platform/osx/export/export.cpp +msgid "Allow JIT Code Execution" +msgstr "" + +#: platform/osx/export/export.cpp +msgid "Allow Unsigned Executable Memory" +msgstr "" + +#: platform/osx/export/export.cpp +msgid "Allow Dyld Environment Variables" +msgstr "" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Disable Library Validation" +msgstr "Letiltott gomb" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Audio Input" +msgstr "Bemenet Hozzáadása" + +#: platform/osx/export/export.cpp +msgid "Address Book" +msgstr "" + +#: platform/osx/export/export.cpp +msgid "Calendars" +msgstr "" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Photos Library" +msgstr "Könyvtár Exportálása" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Apple Events" +msgstr "Visszaállítás" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Debugging" +msgstr "Hibakeresés" + +#: platform/osx/export/export.cpp +msgid "App Sandbox" +msgstr "" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Network Server" +msgstr "Hálózati profilkészítő" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Network Client" +msgstr "Hálózati profilkészítő" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Device USB" +msgstr "Eszköz" + +#: platform/osx/export/export.cpp +msgid "Device Bluetooth" +msgstr "" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Files Downloads" +msgstr "Letöltés" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Files Pictures" +msgstr "Funkciók" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Files Music" +msgstr "Fájl" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Files Movies" +msgstr "Csempék szűrése" + +#: platform/osx/export/export.cpp platform/windows/export/export.cpp +#, fuzzy +msgid "Custom Options" +msgstr "Busz Beállítások" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Notarization" +msgstr "Lokalizáció" + +#: platform/osx/export/export.cpp +msgid "Apple ID Name" +msgstr "" + +#: platform/osx/export/export.cpp +msgid "Apple ID Password" +msgstr "" + +#: platform/osx/export/export.cpp +msgid "Apple Team ID" +msgstr "" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Could not open icon file \"%s\"." +msgstr "Az alprocesszt nem lehetett elindítani!" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Could not start xcrun executable." +msgstr "Az alprocesszt nem lehetett elindítani!" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Notarization failed." +msgstr "Lokalizáció" + +#: platform/osx/export/export.cpp +msgid "Notarization request UUID: \"%s\"" +msgstr "" + #: platform/osx/export/export.cpp msgid "" -"Note: The notarization process generally takes less than an hour. When the " -"process is completed, you'll receive an email." +"The notarization process generally takes less than an hour. When the process " +"is completed, you'll receive an email." msgstr "" #: platform/osx/export/export.cpp @@ -14212,18 +20038,74 @@ msgid "" msgstr "" #: platform/osx/export/export.cpp +msgid "Timestamping is not compatible with ad-hoc signature, and was disabled!" +msgstr "" + +#: platform/osx/export/export.cpp +msgid "" +"Hardened Runtime is not compatible with ad-hoc signature, and was disabled!" +msgstr "" + +#: platform/osx/export/export.cpp +msgid "Built-in CodeSign failed with error \"%s\"." +msgstr "" + +#: platform/osx/export/export.cpp +msgid "Built-in CodeSign require regex module." +msgstr "" + +#: platform/osx/export/export.cpp +msgid "" +"Could not start codesign executable, make sure Xcode command line tools are " +"installed." +msgstr "" + +#: platform/osx/export/export.cpp platform/windows/export/export.cpp #, fuzzy msgid "No identity found." msgstr "Nincs Találat!" +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Cannot sign file %s." +msgstr "Hiba a fájl mentésekor: %s" + +#: platform/osx/export/export.cpp +msgid "Relative symlinks are not supported, exported \"%s\" might be broken!" +msgstr "" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "DMG Creation" +msgstr "Irányok" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Could not start hdiutil executable." +msgstr "Az alprocesszt nem lehetett elindítani!" + +#: platform/osx/export/export.cpp +msgid "`hdiutil create` failed - file exists." +msgstr "" + +#: platform/osx/export/export.cpp +msgid "`hdiutil create` failed." +msgstr "" + #: platform/osx/export/export.cpp #, fuzzy msgid "Creating app bundle" msgstr "Indexkép Létrehozása" #: platform/osx/export/export.cpp -msgid "Could not find template app to export:" -msgstr "" +#, fuzzy +msgid "Could not find template app to export: \"%s\"." +msgstr "Az alprocesszt nem lehetett elindítani!" + +#: platform/osx/export/export.cpp +#, fuzzy +msgid "Invalid export format." +msgstr "Érvénytelen Alapútvonal." #: platform/osx/export/export.cpp msgid "" @@ -14233,7 +20115,7 @@ msgstr "" #: platform/osx/export/export.cpp msgid "" -"Requested template binary '%s' not found. It might be missing from your " +"Requested template binary \"%s\" not found. It might be missing from your " "template archive." msgstr "" @@ -14273,6 +20155,15 @@ msgstr "" msgid "Sending archive for notarization" msgstr "" +#: platform/osx/export/export.cpp +#, fuzzy +msgid "ZIP Creation" +msgstr "Projekt" + +#: platform/osx/export/export.cpp +msgid "Could not open file to read from path \"%s\"." +msgstr "" + #: platform/osx/export/export.cpp #, fuzzy msgid "Invalid bundle identifier:" @@ -14377,6 +20268,149 @@ msgid "" "specified." msgstr "" +#: platform/osx/export/export.cpp +msgid "macOS" +msgstr "" + +#: platform/osx/export/export.cpp +msgid "Force Builtin Codesign" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Architecture" +msgstr "" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Display Name" +msgstr "Az összes megjelenítése" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Short Name" +msgstr "Szkript neve:" + +#: platform/uwp/export/export.cpp +msgid "Publisher" +msgstr "" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Publisher Display Name" +msgstr "Érvénytelen csomagközzétevő megjelenítendő neve." + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Product GUID" +msgstr "Érvénytelen termék GUID." + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Publisher GUID" +msgstr "Segédvonalak törlése" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Signing" +msgstr "Jelzés" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Certificate" +msgstr "Részecskék" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Algorithm" +msgstr "Hibakereső" + +#: platform/uwp/export/export.cpp +msgid "Major" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Minor" +msgstr "" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Build" +msgstr "Vonalzó mód" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Revision" +msgstr "Kifejezés beállítása" + +#: platform/uwp/export/export.cpp +msgid "Landscape" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Portrait" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Landscape Flipped" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Portrait Flipped" +msgstr "" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Store Logo" +msgstr "Méretezési mód" + +#: platform/uwp/export/export.cpp +msgid "Square 44 X 44 Logo" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Square 71 X 71 Logo" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Square 150 X 150 Logo" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Square 310 X 310 Logo" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Wide 310 X 150 Logo" +msgstr "" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Splash Screen" +msgstr "Hívások" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Tiles" +msgstr "Fájl" + +#: platform/uwp/export/export.cpp +msgid "Show Name On Square 150 X 150" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Show Name On Wide 310 X 150" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "Show Name On Square 310 X 310" +msgstr "" + +#: platform/uwp/export/export.cpp +msgid "" +"Godot's Mono version does not support the UWP platform. Use the standard " +"build (no C# support) if you wish to target UWP." +msgstr "" + #: platform/uwp/export/export.cpp msgid "Invalid package short name." msgstr "Érvénytelen rövid csomagnév." @@ -14429,6 +20463,136 @@ msgstr "" msgid "Invalid splash screen image dimensions (should be 620x300)." msgstr "" +#: platform/uwp/export/export.cpp +msgid "UWP" +msgstr "" + +#: platform/uwp/export/export.cpp platform/windows/export/export.cpp +#, fuzzy +msgid "Signtool" +msgstr "Jelzés" + +#: platform/uwp/export/export.cpp +msgid "Debug Certificate" +msgstr "" + +#: platform/uwp/export/export.cpp +#, fuzzy +msgid "Debug Algorithm" +msgstr "Hibakereső" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Failed to rename temporary file \"%s\"." +msgstr "Az ideiglenes fájl nem távolítható el:" + +#: platform/windows/export/export.cpp +msgid "Identity Type" +msgstr "" + +#: platform/windows/export/export.cpp +msgid "Timestamp Server URL" +msgstr "" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Digest Algorithm" +msgstr "Hibakereső" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Modify Resources" +msgstr "Erőforrás Másolása" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "File Version" +msgstr "Verzió:" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Product Version" +msgstr "Érvénytelen termék GUID." + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Company Name" +msgstr "Node neve:" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Product Name" +msgstr "Projekt neve:" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "File Description" +msgstr "Leírás" + +#: platform/windows/export/export.cpp +msgid "Trademarks" +msgstr "" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Resources Modification" +msgstr "Véletlenszerű Forgatás:" + +#: platform/windows/export/export.cpp +msgid "Could not find rcedit executable at \"%s\"." +msgstr "" + +#: platform/windows/export/export.cpp +msgid "Could not find wine executable at \"%s\"." +msgstr "" + +#: platform/windows/export/export.cpp +msgid "" +"Could not start rcedit executable. Configure rcedit path in the Editor " +"Settings (Export > Windows > Rcedit), or disable \"Application > Modify " +"Resources\" in the export preset." +msgstr "" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "rcedit failed to modify executable: %s." +msgstr "Érvénytelen kiterjesztés." + +#: platform/windows/export/export.cpp +msgid "Could not find signtool executable at \"%s\"." +msgstr "" + +#: platform/windows/export/export.cpp +msgid "Could not find osslsigncode executable at \"%s\"." +msgstr "" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Invalid identity type." +msgstr "Érvénytelen azonosító:" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Invalid timestamp server." +msgstr "Érvénytelen név." + +#: platform/windows/export/export.cpp +msgid "" +"Could not start signtool executable. Configure signtool path in the Editor " +"Settings (Export > Windows > Signtool), or disable \"Codesign\" in the " +"export preset." +msgstr "" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Signtool failed to sign executable: %s." +msgstr "Érvénytelen kiterjesztés." + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Failed to remove temporary file \"%s\"." +msgstr "Az ideiglenes fájl nem távolítható el:" + #: platform/windows/export/export.cpp msgid "" "The rcedit tool must be configured in the Editor Settings (Export > Windows " @@ -14450,12 +20614,363 @@ msgstr "Érvénytelen kiterjesztés." msgid "Invalid product version:" msgstr "Érvénytelen termék GUID." +#: platform/windows/export/export.cpp +msgid "Windows executables cannot be >= 4 GiB." +msgstr "" + +#: platform/windows/export/export.cpp platform/x11/export/export.cpp +#, fuzzy +msgid "Failed to open executable file \"%s\"." +msgstr "Érvénytelen kiterjesztés." + +#: platform/windows/export/export.cpp platform/x11/export/export.cpp +msgid "Executable file header corrupted." +msgstr "" + +#: platform/windows/export/export.cpp platform/x11/export/export.cpp +msgid "Executable \"pck\" section not found." +msgstr "" + +#: platform/windows/export/export.cpp +#, fuzzy +msgid "Windows" +msgstr "Új ablak" + +#: platform/windows/export/export.cpp +msgid "Rcedit" +msgstr "" + +#: platform/windows/export/export.cpp +msgid "Osslsigncode" +msgstr "" + +#: platform/windows/export/export.cpp +msgid "Wine" +msgstr "" + +#: platform/x11/export/export.cpp +msgid "32-bit executables cannot have embedded data >= 4 GiB." +msgstr "" + +#: scene/2d/animated_sprite.cpp scene/3d/sprite_3d.cpp +#: scene/resources/texture.cpp +#, fuzzy +msgid "Frames" +msgstr "Keret %" + #: scene/2d/animated_sprite.cpp msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " "order for AnimatedSprite to display frames." msgstr "" +#: scene/2d/animated_sprite.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/particles_2d.cpp scene/3d/cpu_particles.cpp scene/3d/particles.cpp +#, fuzzy +msgid "Speed Scale" +msgstr "Skála:" + +#: scene/2d/animated_sprite.cpp scene/2d/audio_stream_player_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/sprite_3d.cpp +#: scene/audio/audio_stream_player.cpp +#, fuzzy +msgid "Playing" +msgstr "Játék" + +#: scene/2d/animated_sprite.cpp scene/2d/sprite.cpp scene/3d/sprite_3d.cpp +#, fuzzy +msgid "Centered" +msgstr "Középre" + +#: scene/2d/animated_sprite.cpp scene/2d/sprite.cpp scene/3d/sprite_3d.cpp +#: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp +msgid "Flip H" +msgstr "" + +#: scene/2d/animated_sprite.cpp scene/2d/sprite.cpp scene/3d/sprite_3d.cpp +#: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp +msgid "Flip V" +msgstr "" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +#, fuzzy +msgid "Physics Overrides" +msgstr "Fizika Keret %" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +#, fuzzy +msgid "Space Override" +msgstr "felülírja:" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +#, fuzzy +msgid "Gravity Point" +msgstr "Generált Pontok Száma:" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +#, fuzzy +msgid "Gravity Distance Scale" +msgstr "Példány" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +#, fuzzy +msgid "Gravity Vec" +msgstr "Előnézet frissítése" + +#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area.cpp +#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp +msgid "Gravity" +msgstr "" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineáris" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Hangbusz Hozzáadása" + +#: scene/2d/area_2d.cpp scene/3d/area.cpp +#, fuzzy +msgid "Override" +msgstr "Felülírás" + +#: scene/2d/audio_stream_player_2d.cpp scene/audio/audio_stream_player.cpp +#: scene/gui/video_player.cpp servers/audio/effects/audio_effect_amplify.cpp +#, fuzzy +msgid "Volume dB" +msgstr "Mennyiség" + +#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp +#: scene/audio/audio_stream_player.cpp +#: servers/audio/effects/audio_effect_pitch_shift.cpp +#, fuzzy +msgid "Pitch Scale" +msgstr "Skála:" + +#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp +#: scene/audio/audio_stream_player.cpp scene/gui/video_player.cpp +#, fuzzy +msgid "Autoplay" +msgstr "Automatikus Lejátszás Váltása" + +#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp +#: scene/audio/audio_stream_player.cpp +msgid "Stream Paused" +msgstr "" + +#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp +#: scene/3d/light.cpp scene/3d/reflection_probe.cpp +#: scene/3d/visibility_notifier.cpp scene/3d/visual_instance.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Max Distance" +msgstr "Példány" + +#: scene/2d/audio_stream_player_2d.cpp scene/3d/light.cpp +#, fuzzy +msgid "Attenuation" +msgstr "Animáció" + +#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp +#: scene/audio/audio_stream_player.cpp scene/gui/video_player.cpp +#, fuzzy +msgid "Bus" +msgstr "Busz Hozzáadása" + +#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp +msgid "Area Mask" +msgstr "" + +#: scene/2d/back_buffer_copy.cpp +#, fuzzy +msgid "Copy Mode" +msgstr "Node-ok Másolása" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Anchor Mode" +msgstr "Ikon mód" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Rotating" +msgstr "Forgatási Léptetés:" + +#: scene/2d/camera_2d.cpp scene/2d/listener_2d.cpp scene/3d/camera.cpp +#: scene/3d/listener.cpp scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Current" +msgstr "Jelenlegi:" + +#: scene/2d/camera_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Zoom" +msgstr "Nagyítás" + +#: scene/2d/camera_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Custom Viewport" +msgstr "Nézet Megjelenítése" + +#: scene/2d/camera_2d.cpp scene/3d/camera.cpp scene/3d/interpolated_camera.cpp +#: scene/animation/animation_player.cpp scene/animation/animation_tree.cpp +#: scene/animation/animation_tree_player.cpp scene/main/timer.cpp +#, fuzzy +msgid "Process Mode" +msgstr "Mozgató Mód" + +#: scene/2d/camera_2d.cpp +msgid "Limit" +msgstr "" + +#: scene/2d/camera_2d.cpp scene/gui/control.cpp scene/gui/nine_patch_rect.cpp +#: scene/resources/style_box.cpp scene/resources/texture.cpp +#, fuzzy +msgid "Left" +msgstr "Bal felső" + +#: scene/2d/camera_2d.cpp scene/gui/control.cpp scene/gui/nine_patch_rect.cpp +#: scene/resources/style_box.cpp scene/resources/texture.cpp +#, fuzzy +msgid "Right" +msgstr "Jobb felső" + +#: scene/2d/camera_2d.cpp scene/gui/control.cpp scene/gui/nine_patch_rect.cpp +#: scene/resources/dynamic_font.cpp scene/resources/style_box.cpp +#: scene/resources/texture.cpp +#, fuzzy +msgid "Bottom" +msgstr "Bal alsó" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Smoothed" +msgstr "Simított Lépés" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Draw Margin" +msgstr "Margó Beállítása" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Drag Margin H Enabled" +msgstr "Margó Beállítása" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Drag Margin V Enabled" +msgstr "Margó Beállítása" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Smoothing" +msgstr "Simított Lépés" + +#: scene/2d/camera_2d.cpp +msgid "H" +msgstr "" + +#: scene/2d/camera_2d.cpp +msgid "V" +msgstr "" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Drag Margin" +msgstr "Margó Beállítása" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Draw Screen" +msgstr "Hívások" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Draw Limits" +msgstr "Hívások" + +#: scene/2d/camera_2d.cpp +#, fuzzy +msgid "Draw Drag Margin" +msgstr "Margó Beállítása" + +#: scene/2d/canvas_item.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Blend Mode" +msgstr "Keverés2 Node" + +#: scene/2d/canvas_item.cpp +#, fuzzy +msgid "Light Mode" +msgstr "Navigációs mód" + +#: scene/2d/canvas_item.cpp +#, fuzzy +msgid "Particles Animation" +msgstr "Részecskék" + +#: scene/2d/canvas_item.cpp +msgid "Particles Anim H Frames" +msgstr "" + +#: scene/2d/canvas_item.cpp +msgid "Particles Anim V Frames" +msgstr "" + +#: scene/2d/canvas_item.cpp +#, fuzzy +msgid "Particles Anim Loop" +msgstr "Részecskék" + +#: scene/2d/canvas_item.cpp scene/3d/spatial.cpp +msgid "Visibility" +msgstr "" + +#: scene/2d/canvas_item.cpp scene/3d/spatial.cpp scene/gui/progress_bar.cpp +#: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Visible" +msgstr "Legutóbbi Fájlok Törlése" + +#: scene/2d/canvas_item.cpp +#, fuzzy +msgid "Self Modulate" +msgstr "Kitöltés" + +#: scene/2d/canvas_item.cpp +msgid "Show Behind Parent" +msgstr "" + +#: scene/2d/canvas_item.cpp +msgid "Show On Top" +msgstr "Megjelenítés felül" + +#: scene/2d/canvas_item.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/tile_map.cpp +msgid "Light Mask" +msgstr "" + +#: scene/2d/canvas_item.cpp +msgid "Use Parent Material" +msgstr "" + #: scene/2d/canvas_modulate.cpp msgid "" "Only one visible CanvasModulate is allowed per scene (or set of instanced " @@ -14469,6 +20984,10 @@ msgid "" "define its shape." msgstr "" +#: scene/2d/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + #: scene/2d/collision_polygon_2d.cpp msgid "" "CollisionPolygon2D only serves to provide a collision shape to a " @@ -14488,6 +21007,34 @@ msgstr "" msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." msgstr "" +#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the parent is an Area2D." +msgstr "" + +#: scene/2d/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Vonalzó mód" + +#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp +#: scene/3d/collision_polygon.cpp scene/3d/collision_shape.cpp +#: scene/animation/animation_node_state_machine.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Letiltott elem" + +#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Ütközési sokszög létrehozása" + +#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Ütközési sokszög létrehozása" + #: scene/2d/collision_shape_2d.cpp msgid "" "CollisionShape2D only serves to provide a collision shape to a " @@ -14513,6 +21060,280 @@ msgid "" "\"Particles Animation\" enabled." msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +#, fuzzy +msgid "Emitting" +msgstr "Beállítások:" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +msgid "Lifetime" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp scene/main/timer.cpp +#, fuzzy +msgid "One Shot" +msgstr "Egyszeri Node" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +#, fuzzy +msgid "Preprocess" +msgstr "Utófeldolgozás" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +msgid "Explosiveness" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +#, fuzzy +msgid "Randomness" +msgstr "Véletlenszerű Újraindítás (mp):" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +msgid "Lifetime Randomness" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +msgid "Fixed FPS" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +msgid "Fract Delta" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +msgid "Drawing" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +#, fuzzy +msgid "Local Coords" +msgstr "Projektek" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp +msgid "Draw Order" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Emission Shape" +msgstr "Kibocsátási Maszk" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Sphere Radius" +msgstr "Kibocsátási Forrás: " + +#: scene/2d/cpu_particles_2d.cpp +msgid "Rect Extents" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#, fuzzy +msgid "Normals" +msgstr "Véletlenszerű Skálázás:" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Align Y" +msgstr "Hozzárendelés..." + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Direction" +msgstr "Irányok" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#: servers/audio/effects/audio_effect_reverb.cpp +msgid "Spread" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Initial Velocity" +msgstr "Inicializálás" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Velocity Random" +msgstr "Inicializálás" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp servers/physics_2d_server.cpp +#: servers/physics_server.cpp +msgid "Angular Velocity" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Velocity Curve" +msgstr "Inicializálás" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +msgid "Orbit Velocity" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Linear Accel" +msgstr "Lineáris" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Accel" +msgstr "Siker!" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +msgid "Accel Random" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Accel Curve" +msgstr "Görbe Lezárása" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +msgid "Radial Accel" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +msgid "Tangential Accel" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/2d/joints_2d.cpp +#: scene/3d/cpu_particles.cpp scene/3d/physics_body.cpp +#: scene/3d/physics_joint.cpp scene/3d/vehicle_body.cpp +#: scene/resources/particles_material.cpp +#: servers/audio/effects/audio_effect_reverb.cpp +msgid "Damping" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +msgid "Damping Random" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Damping Curve" +msgstr "Görbe Lezárása" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp scene/3d/light.cpp +#: scene/resources/particles_material.cpp +msgid "Angle" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +msgid "Angle Random" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Angle Curve" +msgstr "Görbe Lezárása" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#, fuzzy +msgid "Scale Amount" +msgstr "Mennyiség:" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +msgid "Scale Amount Random" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#, fuzzy +msgid "Scale Amount Curve" +msgstr "Nyújtás a Kurzortól" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Color Ramp" +msgstr "Szín" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +msgid "Color Initial Ramp" +msgstr "" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Hue Variation" +msgstr "Felsorolások:" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Variation" +msgstr "Felsorolások:" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Variation Random" +msgstr "Felsorolások:" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Variation Curve" +msgstr "Felsorolások:" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Speed Random" +msgstr "Skála:" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Speed Curve" +msgstr "Aktuális Mappa Kiválasztása" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Offset Random" +msgstr "Rács Eltolás:" + +#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Offset Curve" +msgstr "Görbe Lezárása" + #: scene/2d/joints_2d.cpp msgid "Node A and Node B must be PhysicsBody2Ds" msgstr "" @@ -14533,12 +21354,122 @@ msgstr "" msgid "Node A and Node B must be different PhysicsBody2Ds" msgstr "" +#: scene/2d/joints_2d.cpp scene/3d/physics_joint.cpp +#, fuzzy +msgid "Node A" +msgstr "Node" + +#: scene/2d/joints_2d.cpp scene/3d/physics_joint.cpp +#, fuzzy +msgid "Node B" +msgstr "Node" + +#: scene/2d/joints_2d.cpp scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp +#: scene/3d/light.cpp scene/3d/physics_body.cpp scene/3d/physics_joint.cpp +#: scene/resources/environment.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/joints_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Letiltott gomb" + +#: scene/2d/joints_2d.cpp scene/3d/physics_body.cpp scene/3d/physics_joint.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/joints_2d.cpp scene/resources/animation.cpp +#: scene/resources/ray_shape.cpp scene/resources/segment_shape_2d.cpp +msgid "Length" +msgstr "" + +#: scene/2d/joints_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Inicializálás" + +#: scene/2d/joints_2d.cpp scene/3d/vehicle_body.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/joints_2d.cpp scene/3d/physics_joint.cpp scene/3d/vehicle_body.cpp +msgid "Stiffness" +msgstr "" + #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " "property." msgstr "" +#: scene/2d/light_2d.cpp scene/3d/light.cpp scene/gui/reference_rect.cpp +#, fuzzy +msgid "Editor Only" +msgstr "Szerkesztő" + +#: scene/2d/light_2d.cpp +msgid "Texture Scale" +msgstr "" + +#: scene/2d/light_2d.cpp scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp +#: scene/3d/light.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp scene/resources/sky.cpp +msgid "Energy" +msgstr "" + +#: scene/2d/light_2d.cpp +msgid "Z Min" +msgstr "" + +#: scene/2d/light_2d.cpp +msgid "Z Max" +msgstr "" + +#: scene/2d/light_2d.cpp +#, fuzzy +msgid "Layer Min" +msgstr "Réteg" + +#: scene/2d/light_2d.cpp +#, fuzzy +msgid "Layer Max" +msgstr "Réteg" + +#: scene/2d/light_2d.cpp +msgid "Item Cull Mask" +msgstr "" + +#: scene/2d/light_2d.cpp scene/3d/light.cpp scene/resources/style_box.cpp +#, fuzzy +msgid "Shadow" +msgstr "Árnyaló" + +#: scene/2d/light_2d.cpp +#, fuzzy +msgid "Buffer Size" +msgstr "Méret: " + +#: scene/2d/light_2d.cpp +#, fuzzy +msgid "Gradient Length" +msgstr "Színátmenet szerkesztve" + +#: scene/2d/light_2d.cpp +#, fuzzy +msgid "Filter Smooth" +msgstr "Metódusok szűrése" + +#: scene/2d/light_occluder_2d.cpp +#, fuzzy +msgid "Closed" +msgstr "Bezárás" + +#: scene/2d/light_occluder_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Cull Mode" +msgstr "Vonalzó mód" + #: scene/2d/light_occluder_2d.cpp msgid "" "An occluder polygon must be set (or drawn) for this occluder to take effect." @@ -14548,10 +21479,142 @@ msgstr "" msgid "The occluder polygon for this occluder is empty. Please draw a polygon." msgstr "" -#: scene/2d/navigation_agent_2d.cpp -msgid "The NavigationAgent2D can be used only under a Node2D node." +#: scene/2d/line_2d.cpp +msgid "Width Curve" msgstr "" +#: scene/2d/line_2d.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Default Color" +msgstr "Alapértelmezett" + +#: scene/2d/line_2d.cpp scene/resources/texture.cpp +msgid "Fill" +msgstr "" + +#: scene/2d/line_2d.cpp scene/resources/texture.cpp +#, fuzzy +msgid "Gradient" +msgstr "Színátmenet szerkesztve" + +#: scene/2d/line_2d.cpp +#, fuzzy +msgid "Texture Mode" +msgstr "Vonalzó mód" + +#: scene/2d/line_2d.cpp +msgid "Capping" +msgstr "" + +#: scene/2d/line_2d.cpp +#, fuzzy +msgid "Joint Mode" +msgstr "Ikon mód" + +#: scene/2d/line_2d.cpp +msgid "Begin Cap Mode" +msgstr "" + +#: scene/2d/line_2d.cpp +#, fuzzy +msgid "End Cap Mode" +msgstr "Pásztázás Mód" + +#: scene/2d/line_2d.cpp scene/2d/polygon_2d.cpp scene/resources/style_box.cpp +#, fuzzy +msgid "Border" +msgstr "Mappa átnevezése:" + +#: scene/2d/line_2d.cpp +msgid "Sharp Limit" +msgstr "" + +#: scene/2d/line_2d.cpp +msgid "Round Precision" +msgstr "" + +#: scene/2d/line_2d.cpp scene/2d/polygon_2d.cpp +#: scene/resources/dynamic_font.cpp +#, fuzzy +msgid "Antialiased" +msgstr "Inicializálás" + +#: scene/2d/multimesh_instance_2d.cpp scene/3d/multimesh_instance.cpp +msgid "Multimesh" +msgstr "" + +#: scene/2d/navigation_2d.cpp scene/3d/baked_lightmap.cpp +#: scene/3d/navigation.cpp scene/animation/root_motion_view.cpp +#: scene/resources/world_2d.cpp servers/physics_2d/physics_2d_server_sw.cpp +msgid "Cell Size" +msgstr "" + +#: scene/2d/navigation_2d.cpp scene/3d/navigation.cpp +#, fuzzy +msgid "Edge Connection Margin" +msgstr "Kapcsolat szerkesztése:" + +#: scene/2d/navigation_2d.cpp +msgid "" +"'Navigation2D' node and 'Navigation2D.get_simple_path()' are deprecated and " +"will be removed in a future version. Use 'Navigation2DServer.map_get_path()' " +"instead." +msgstr "" + +#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp +#, fuzzy +msgid "Pathfinding" +msgstr "Véletlenszerű Forgatás:" + +#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp +#, fuzzy +msgid "Path Desired Distance" +msgstr "Válasszon egy Fő Jelenetet" + +#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp +msgid "Target Desired Distance" +msgstr "" + +#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp +msgid "Path Max Distance" +msgstr "" + +#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp +#, fuzzy +msgid "Avoidance" +msgstr "Speciális" + +#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp +#, fuzzy +msgid "Avoidance Enabled" +msgstr "Engedélyezés" + +#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp +msgid "Neighbor Dist" +msgstr "" + +#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp +msgid "Max Neighbors" +msgstr "" + +#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp +msgid "Time Horizon" +msgstr "" + +#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp +msgid "Max Speed" +msgstr "" + +#: scene/2d/navigation_agent_2d.cpp +msgid "" +"The NavigationAgent2D can be used only under a Node2D inheriting parent node." +msgstr "" + +#: scene/2d/navigation_obstacle_2d.cpp scene/3d/navigation_obstacle.cpp +#, fuzzy +msgid "Estimate Radius" +msgstr "Jobb alsó" + #: scene/2d/navigation_obstacle_2d.cpp msgid "" "The NavigationObstacle2D only serves to provide collision avoidance to a " @@ -14565,9 +21628,75 @@ msgid "" msgstr "" #: scene/2d/navigation_polygon.cpp -msgid "" -"NavigationPolygonInstance must be a child or grandchild to a Navigation2D " -"node. It only provides navigation data." +msgid "Navpoly" +msgstr "" + +#: scene/2d/navigation_polygon.cpp scene/3d/navigation_mesh_instance.cpp +#, fuzzy +msgid "Enter Cost" +msgstr "Középre lent" + +#: scene/2d/navigation_polygon.cpp scene/3d/navigation_mesh_instance.cpp +#, fuzzy +msgid "Travel Cost" +msgstr "Utazás" + +#: scene/2d/node_2d.cpp scene/2d/polygon_2d.cpp scene/3d/spatial.cpp +#: scene/main/canvas_layer.cpp +#, fuzzy +msgid "Rotation Degrees" +msgstr "Forgatási Léptetés:" + +#: scene/2d/node_2d.cpp scene/3d/spatial.cpp +#, fuzzy +msgid "Global Rotation" +msgstr "Állandó" + +#: scene/2d/node_2d.cpp +msgid "Global Rotation Degrees" +msgstr "" + +#: scene/2d/node_2d.cpp +#, fuzzy +msgid "Global Scale" +msgstr "Véletlenszerű Skálázás:" + +#: scene/2d/node_2d.cpp scene/3d/spatial.cpp +#, fuzzy +msgid "Global Transform" +msgstr "Globális Transzformáció Megtartása" + +#: scene/2d/node_2d.cpp +#, fuzzy +msgid "Z As Relative" +msgstr "Relatív Illesztés" + +#: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp +#: scene/resources/default_theme/default_theme.cpp +msgid "Scroll" +msgstr "" + +#: scene/2d/parallax_background.cpp +#, fuzzy +msgid "Base Offset" +msgstr "Rács Eltolás:" + +#: scene/2d/parallax_background.cpp +#, fuzzy +msgid "Base Scale" +msgstr "Új szkript" + +#: scene/2d/parallax_background.cpp +msgid "Limit Begin" +msgstr "" + +#: scene/2d/parallax_background.cpp +#, fuzzy +msgid "Limit End" +msgstr "A végén" + +#: scene/2d/parallax_background.cpp +msgid "Ignore Camera Zoom" msgstr "" #: scene/2d/parallax_layer.cpp @@ -14575,6 +21704,18 @@ msgid "" "ParallaxLayer node only works when set as child of a ParallaxBackground node." msgstr "" +#: scene/2d/parallax_layer.cpp scene/2d/physics_body_2d.cpp +#: scene/3d/physics_body.cpp scene/3d/vehicle_body.cpp +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Motion" +msgstr "Művelet" + +#: scene/2d/parallax_layer.cpp +#, fuzzy +msgid "Mirroring" +msgstr "Tükör" + #: scene/2d/particles_2d.cpp msgid "" "GPU-based particles are not supported by the GLES2 video driver.\n" @@ -14603,10 +21744,84 @@ msgid "" "\"Particles Animation\" enabled." msgstr "" +#: scene/2d/particles_2d.cpp +#, fuzzy +msgid "Visibility Rect" +msgstr "Prioritás mód" + +#: scene/2d/particles_2d.cpp scene/3d/particles.cpp +msgid "Process Material" +msgstr "" + +#: scene/2d/path_2d.cpp scene/3d/path.cpp scene/resources/sky.cpp +#: scene/resources/texture.cpp +#, fuzzy +msgid "Curve" +msgstr "Görbe Lezárása" + #: scene/2d/path_2d.cpp msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" +#: scene/2d/path_2d.cpp scene/3d/path.cpp +#, fuzzy +msgid "Unit Offset" +msgstr "Rács Eltolás:" + +#: scene/2d/path_2d.cpp scene/3d/camera.cpp scene/3d/path.cpp +#, fuzzy +msgid "H Offset" +msgstr "Rács Eltolás:" + +#: scene/2d/path_2d.cpp scene/3d/camera.cpp scene/3d/path.cpp +#, fuzzy +msgid "V Offset" +msgstr "Rács Eltolás:" + +#: scene/2d/path_2d.cpp scene/3d/path.cpp +msgid "Cubic Interp" +msgstr "" + +#: scene/2d/path_2d.cpp +msgid "Lookahead" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/visual_instance.cpp +#, fuzzy +msgid "Layers" +msgstr "Réteg" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Inicializálás" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Inicializálás" + +#: scene/2d/physics_body_2d.cpp scene/2d/tile_map.cpp scene/3d/physics_body.cpp +#: scene/resources/physics_material.cpp +#, fuzzy +msgid "Friction" +msgstr "Függvények" + +#: scene/2d/physics_body_2d.cpp scene/2d/tile_map.cpp scene/3d/physics_body.cpp +#: scene/resources/physics_material.cpp +msgid "Bounce" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Physics Material Override" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#: scene/resources/world.cpp scene/resources/world_2d.cpp +#, fuzzy +msgid "Default Gravity" +msgstr "Előnézet frissítése" + #: scene/2d/physics_body_2d.cpp msgid "" "Size changes to RigidBody2D (in character or rigid modes) will be overridden " @@ -14614,10 +21829,200 @@ msgid "" "Change the size in children collision shapes instead." msgstr "" +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Mass" +msgstr "" + +#: scene/2d/physics_body_2d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Weight" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#, fuzzy +msgid "Custom Integrator" +msgstr "Node-ok kivágása" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#, fuzzy +msgid "Continuous CD" +msgstr "Folyamatos" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Contacts Reported" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#, fuzzy +msgid "Contact Monitor" +msgstr "Szín Választása" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Sleeping" +msgstr "Intelligens illesztés" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics_body_2d.cpp +msgid "Applied Forces" +msgstr "" + +#: scene/2d/physics_body_2d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Margó Beállítása" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#, fuzzy +msgid "Sync To Physics" +msgstr "Fizika Keret %" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Apply Velocity On Leave" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/2d/touch_screen_button.cpp +#: scene/3d/physics_body.cpp scene/gui/texture_button.cpp +#: scene/resources/default_theme/default_theme.cpp +#: scene/resources/line_shape_2d.cpp scene/resources/material.cpp +msgid "Normal" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Remainder" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#, fuzzy +msgid "Local Shape" +msgstr "Véletlenszerű Skálázás:" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Collider" +msgstr "Ütközési mód" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#: servers/physics_2d_server.cpp servers/physics_server.cpp +msgid "Collider ID" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#: servers/physics_2d_server.cpp servers/physics_server.cpp +msgid "Collider RID" +msgstr "" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Collider Shape" +msgstr "Ütközési mód" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#, fuzzy +msgid "Collider Shape Index" +msgstr "Ütközési mód" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Collider Velocity" +msgstr "Inicializálás" + +#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp +msgid "Collider Metadata" +msgstr "" + +#: scene/2d/polygon_2d.cpp +msgid "Invert" +msgstr "" + +#: scene/2d/polygon_2d.cpp +#, fuzzy +msgid "Vertex Colors" +msgstr "Következő koordináta" + +#: scene/2d/polygon_2d.cpp +#, fuzzy +msgid "Internal Vertex Count" +msgstr "Belső csúcspont létrehozása" + +#: scene/2d/position_2d.cpp +msgid "Gizmo Extents" +msgstr "" + +#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp +msgid "Cast To" +msgstr "" + +#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp scene/3d/ray_cast.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp scene/3d/ray_cast.cpp +msgid "Bodies" +msgstr "" + #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" +#: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform.cpp +#, fuzzy +msgid "Remote Path" +msgstr "Pont eltávolítása" + +#: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform.cpp +#, fuzzy +msgid "Use Global Coordinates" +msgstr "Következő koordináta" + +#: scene/2d/skeleton_2d.cpp scene/3d/skeleton.cpp +#, fuzzy +msgid "Rest" +msgstr "Újraindítás" + +#: scene/2d/skeleton_2d.cpp +#, fuzzy +msgid "Default Length" +msgstr "Alapértelmezett" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -14631,6 +22036,24 @@ msgid "" "This bone lacks a proper REST pose. Go to the Skeleton2D node and set one." msgstr "" +#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp +msgid "Hframes" +msgstr "" + +#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp +msgid "Vframes" +msgstr "" + +#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp +#, fuzzy +msgid "Frame Coords" +msgstr "Keret %" + +#: scene/2d/sprite.cpp scene/resources/texture.cpp +#, fuzzy +msgid "Filter Clip" +msgstr "Szkriptek szűrése" + #: scene/2d/tile_map.cpp msgid "" "TileMap with Use Parent on needs a parent CollisionObject2D to give shapes " @@ -14638,16 +22061,138 @@ msgid "" "KinematicBody2D, etc. to give them a shape." msgstr "" +#: scene/2d/tile_map.cpp +#, fuzzy +msgid "Tile Set" +msgstr "Csempekészlet" + +#: scene/2d/tile_map.cpp +#, fuzzy +msgid "Quadrant Size" +msgstr "Körvonal Mérete:" + +#: scene/2d/tile_map.cpp +#, fuzzy +msgid "Custom Transform" +msgstr "Globális Transzformáció Megtartása" + +#: scene/2d/tile_map.cpp +#, fuzzy +msgid "Half Offset" +msgstr "Inicializálás" + +#: scene/2d/tile_map.cpp +#, fuzzy +msgid "Tile Origin" +msgstr "Origó Megjelenítése" + +#: scene/2d/tile_map.cpp +#, fuzzy +msgid "Y Sort" +msgstr "Rendezés" + +#: scene/2d/tile_map.cpp +#, fuzzy +msgid "Show Collision" +msgstr "Ütközés" + +#: scene/2d/tile_map.cpp +#, fuzzy +msgid "Compatibility Mode" +msgstr "Prioritás mód" + +#: scene/2d/tile_map.cpp +#, fuzzy +msgid "Centered Textures" +msgstr "Funkciók" + +#: scene/2d/tile_map.cpp +msgid "Cell Clip UV" +msgstr "" + +#: scene/2d/tile_map.cpp +#, fuzzy +msgid "Use Parent" +msgstr "Ütközési mód" + +#: scene/2d/tile_map.cpp +msgid "Use Kinematic" +msgstr "" + +#: scene/2d/touch_screen_button.cpp +#, fuzzy +msgid "Shape Centered" +msgstr "Illesztés node középponthoz" + +#: scene/2d/touch_screen_button.cpp +#, fuzzy +msgid "Shape Visible" +msgstr "Legutóbbi Fájlok Törlése" + +#: scene/2d/touch_screen_button.cpp +msgid "Passby Press" +msgstr "" + +#: scene/2d/touch_screen_button.cpp +#, fuzzy +msgid "Visibility Mode" +msgstr "Prioritás mód" + #: scene/2d/visibility_notifier_2d.cpp msgid "" "VisibilityEnabler2D works best when used with the edited scene root directly " "as parent." msgstr "" +#: scene/2d/visibility_notifier_2d.cpp scene/3d/visibility_notifier.cpp +#, fuzzy +msgid "Pause Animations" +msgstr "Animáció Beillesztése" + +#: scene/2d/visibility_notifier_2d.cpp scene/3d/visibility_notifier.cpp +msgid "Freeze Bodies" +msgstr "" + +#: scene/2d/visibility_notifier_2d.cpp +#, fuzzy +msgid "Pause Particles" +msgstr "Részecskék" + +#: scene/2d/visibility_notifier_2d.cpp +#, fuzzy +msgid "Pause Animated Sprites" +msgstr "Animáció Beillesztése" + +#: scene/2d/visibility_notifier_2d.cpp +#, fuzzy +msgid "Process Parent" +msgstr "Prioritás Engedélyezése" + +#: scene/2d/visibility_notifier_2d.cpp +msgid "Physics Process Parent" +msgstr "" + +#: scene/3d/area.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/area.cpp +#, fuzzy +msgid "Uniformity" +msgstr "UniformRef Név Megváltozott" + #: scene/3d/arvr_nodes.cpp msgid "ARVRCamera must have an ARVROrigin node as its parent." msgstr "" +#: scene/3d/arvr_nodes.cpp +msgid "Controller ID" +msgstr "" + +#: scene/3d/arvr_nodes.cpp servers/arvr/arvr_positional_tracker.cpp +msgid "Rumble" +msgstr "" + #: scene/3d/arvr_nodes.cpp msgid "ARVRController must have an ARVROrigin node as its parent." msgstr "" @@ -14658,6 +22203,11 @@ msgid "" "actual controller." msgstr "" +#: scene/3d/arvr_nodes.cpp +#, fuzzy +msgid "Anchor ID" +msgstr "Csak Horgonyok" + #: scene/3d/arvr_nodes.cpp msgid "ARVRAnchor must have an ARVROrigin node as its parent." msgstr "" @@ -14672,6 +22222,77 @@ msgstr "" msgid "ARVROrigin requires an ARVRCamera child node." msgstr "" +#: scene/3d/arvr_nodes.cpp servers/arvr_server.cpp +#, fuzzy +msgid "World Scale" +msgstr "Véletlenszerű Skálázás:" + +#: scene/3d/audio_stream_player_3d.cpp +#, fuzzy +msgid "Attenuation Model" +msgstr "Animáció Node" + +#: scene/3d/audio_stream_player_3d.cpp +msgid "Unit dB" +msgstr "" + +#: scene/3d/audio_stream_player_3d.cpp +msgid "Unit Size" +msgstr "" + +#: scene/3d/audio_stream_player_3d.cpp +msgid "Max dB" +msgstr "" + +#: scene/3d/audio_stream_player_3d.cpp +msgid "Out Of Range Mode" +msgstr "" + +#: scene/3d/audio_stream_player_3d.cpp +#, fuzzy +msgid "Emission Angle" +msgstr "Kibocsátási színek" + +#: scene/3d/audio_stream_player_3d.cpp +#, fuzzy +msgid "Degrees" +msgstr "Forgatási Léptetés:" + +#: scene/3d/audio_stream_player_3d.cpp +#, fuzzy +msgid "Filter Attenuation dB" +msgstr "Animáció" + +#: scene/3d/audio_stream_player_3d.cpp +msgid "Attenuation Filter" +msgstr "" + +#: scene/3d/audio_stream_player_3d.cpp +#: servers/audio/effects/audio_effect_chorus.cpp +#: servers/audio/effects/audio_effect_filter.cpp +msgid "Cutoff Hz" +msgstr "" + +#: scene/3d/audio_stream_player_3d.cpp +#: servers/audio/effects/audio_effect_filter.cpp +#, fuzzy +msgid "dB" +msgstr "B" + +#: scene/3d/audio_stream_player_3d.cpp +msgid "Doppler" +msgstr "" + +#: scene/3d/audio_stream_player_3d.cpp +#, fuzzy +msgid "Tracking" +msgstr "Csomagolás" + +#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp +#: scene/3d/reflection_probe.cpp +msgid "Interior" +msgstr "" + #: scene/3d/baked_lightmap.cpp msgid "Finding meshes and lights" msgstr "" @@ -14698,6 +22319,159 @@ msgstr "Fénytérképek Létrehozása" msgid "Done" msgstr "Kész" +#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp +#: scene/3d/reflection_probe.cpp scene/resources/box_shape.cpp +#: scene/resources/rectangle_shape_2d.cpp +#, fuzzy +msgid "Extents" +msgstr "Tartalom:" + +#: scene/3d/baked_lightmap.cpp +msgid "Tweaks" +msgstr "" + +#: scene/3d/baked_lightmap.cpp +msgid "Bounces" +msgstr "" + +#: scene/3d/baked_lightmap.cpp +msgid "Bounce Indirect Energy" +msgstr "" + +#: scene/3d/baked_lightmap.cpp +#, fuzzy +msgid "Use Denoiser" +msgstr "Szűrők:" + +#: scene/3d/baked_lightmap.cpp scene/resources/texture.cpp +msgid "Use HDR" +msgstr "" + +#: scene/3d/baked_lightmap.cpp +#, fuzzy +msgid "Use Color" +msgstr "Szín" + +#: scene/3d/baked_lightmap.cpp +#, fuzzy +msgid "Default Texels Per Unit" +msgstr "Alapértelmezett" + +#: scene/3d/baked_lightmap.cpp scene/resources/texture.cpp +msgid "Atlas" +msgstr "" + +#: scene/3d/baked_lightmap.cpp +#, fuzzy +msgid "Generate" +msgstr "Általános" + +#: scene/3d/baked_lightmap.cpp +#, fuzzy +msgid "Max Size" +msgstr "Méret: " + +#: scene/3d/baked_lightmap.cpp +#, fuzzy +msgid "Custom Sky" +msgstr "Node-ok kivágása" + +#: scene/3d/baked_lightmap.cpp +#, fuzzy +msgid "Custom Sky Rotation Degrees" +msgstr "Forgatási Léptetés:" + +#: scene/3d/baked_lightmap.cpp scene/3d/ray_cast.cpp +#, fuzzy +msgid "Custom Color" +msgstr "Node-ok kivágása" + +#: scene/3d/baked_lightmap.cpp +#, fuzzy +msgid "Custom Energy" +msgstr "Busz Effektus Áthelyezése" + +#: scene/3d/baked_lightmap.cpp +#, fuzzy +msgid "Min Light" +msgstr "Behúzás Jobbra" + +#: scene/3d/baked_lightmap.cpp scene/3d/gi_probe.cpp +#, fuzzy +msgid "Propagation" +msgstr "Navigáció" + +#: scene/3d/baked_lightmap.cpp +msgid "Image Path" +msgstr "" + +#: scene/3d/baked_lightmap.cpp +msgid "Light Data" +msgstr "" + +#: scene/3d/bone_attachment.cpp scene/3d/physics_body.cpp +#, fuzzy +msgid "Bone Name" +msgstr "Node neve:" + +#: scene/3d/camera.cpp +msgid "Keep Aspect" +msgstr "" + +#: scene/3d/camera.cpp scene/3d/light.cpp scene/3d/reflection_probe.cpp +msgid "Cull Mask" +msgstr "" + +#: scene/3d/camera.cpp +#, fuzzy +msgid "Doppler Tracking" +msgstr "Tulajdonság Sáv" + +#: scene/3d/camera.cpp +#, fuzzy +msgid "Projection" +msgstr "Projekt" + +#: scene/3d/camera.cpp +msgid "FOV" +msgstr "" + +#: scene/3d/camera.cpp +#, fuzzy +msgid "Frustum Offset" +msgstr "Rács Eltolás:" + +#: scene/3d/camera.cpp +#, fuzzy +msgid "Near" +msgstr "Legközelebbi" + +#: scene/3d/camera.cpp +msgid "Far" +msgstr "" + +#: scene/3d/camera.cpp scene/3d/collision_polygon.cpp scene/3d/spring_arm.cpp +#: scene/gui/control.cpp scene/resources/default_theme/default_theme.cpp +#: scene/resources/shape.cpp scene/resources/style_box.cpp +#: scene/resources/texture.cpp servers/physics_2d_server.cpp +#: servers/physics_server.cpp +#, fuzzy +msgid "Margin" +msgstr "Margó Beállítása" + +#: scene/3d/camera.cpp +msgid "Clip To" +msgstr "" + +#: scene/3d/collision_object.cpp scene/3d/soft_body.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/collision_object.cpp +#, fuzzy +msgid "Capture On Drag" +msgstr "Felvétel" + #: scene/3d/collision_object.cpp msgid "" "This node has no shape, so it can't collide or interact with other objects.\n" @@ -14750,6 +22524,67 @@ msgid "" "Billboard Mode is set to \"Particle Billboard\"." msgstr "" +#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp +#, fuzzy +msgid "Box Extents" +msgstr "Tartalom:" + +#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp +#, fuzzy +msgid "Ring Radius" +msgstr "Kibocsátási Maszk" + +#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp +#, fuzzy +msgid "Ring Inner Radius" +msgstr "Kibocsátási Forrás: " + +#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp +#, fuzzy +msgid "Ring Height" +msgstr "Forgatás jobbra" + +#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp +#, fuzzy +msgid "Ring Axis" +msgstr "Figyelmeztetések" + +#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp +#, fuzzy +msgid "Rotate Y" +msgstr "Forgató Mód" + +#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp +#, fuzzy +msgid "Disable Z" +msgstr "Letiltott elem" + +#: scene/3d/cpu_particles.cpp scene/resources/particles_material.cpp +msgid "Flatness" +msgstr "" + +#: scene/3d/cull_instance.cpp servers/visual_server.cpp +msgid "Portals" +msgstr "" + +#: scene/3d/cull_instance.cpp +#, fuzzy +msgid "Portal Mode" +msgstr "Prioritás mód" + +#: scene/3d/cull_instance.cpp +msgid "Include In Bound" +msgstr "" + +#: scene/3d/cull_instance.cpp +msgid "Allow Merging" +msgstr "" + +#: scene/3d/cull_instance.cpp +#, fuzzy +msgid "Autoplace Priority" +msgstr "Prioritás Engedélyezése" + #: scene/3d/gi_probe.cpp msgid "Plotting Meshes" msgstr "" @@ -14771,24 +22606,230 @@ msgid "" "To remove this warning, disable the GIProbe's Compress property." msgstr "" +#: scene/3d/gi_probe.cpp +msgid "Subdiv" +msgstr "" + +#: scene/3d/gi_probe.cpp +msgid "Dynamic Range" +msgstr "" + +#: scene/3d/gi_probe.cpp scene/3d/light.cpp +msgid "Normal Bias" +msgstr "" + +#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp +#: scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Pixel Size" +msgstr "Körvonal Mérete:" + +#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp +msgid "Billboard" +msgstr "" + +#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp +#, fuzzy +msgid "Shaded" +msgstr "Árnyaló" + +#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp +msgid "Double Sided" +msgstr "" + +#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp scene/resources/material.cpp +msgid "No Depth Test" +msgstr "" + +#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Fixed Size" +msgstr "Körvonal Mérete:" + +#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp +msgid "Alpha Cut" +msgstr "" + +#: scene/3d/label_3d.cpp scene/resources/material.cpp +msgid "Alpha Scissor Threshold" +msgstr "" + +#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Render Priority" +msgstr "Prioritás Engedélyezése" + +#: scene/3d/label_3d.cpp +#, fuzzy +msgid "Outline Render Priority" +msgstr "Prioritás Engedélyezése" + +#: scene/3d/label_3d.cpp +#, fuzzy +msgid "Outline Modulate" +msgstr "Fehérmoduláció Kierőltetése" + +#: scene/3d/label_3d.cpp scene/resources/default_theme/default_theme.cpp +#: scene/resources/dynamic_font.cpp scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Font" +msgstr "Betűtípus" + +#: scene/3d/label_3d.cpp scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Horizontal Alignment" +msgstr "Jelek szűrése" + +#: scene/3d/label_3d.cpp +#, fuzzy +msgid "Vertical Alignment" +msgstr "Jelek szűrése" + +#: scene/3d/label_3d.cpp scene/gui/dialogs.cpp scene/gui/label.cpp +#, fuzzy +msgid "Autowrap" +msgstr "Automatikus Lejátszás Váltása" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Indirect Energy" +msgstr "Kibocsátási színek" + +#: scene/3d/light.cpp +msgid "Negative" +msgstr "" + +#: scene/3d/light.cpp scene/resources/material.cpp +#: scene/resources/visual_shader.cpp +#, fuzzy +msgid "Specular" +msgstr "Vonalzó mód" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Bake Mode" +msgstr "Forgató Mód" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Contact" +msgstr "Szín Választása" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Reverse Cull Face" +msgstr "Busz Hangerő Visszaállítása" + +#: scene/3d/light.cpp servers/visual_server.cpp +#, fuzzy +msgid "Directional Shadow" +msgstr "Irányok" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Split 1" +msgstr "Útvonal Felosztása" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Split 2" +msgstr "Útvonal Felosztása" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Split 3" +msgstr "Útvonal Felosztása" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Blend Splits" +msgstr "Keverési Idők:" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Bias Split Scale" +msgstr "Új szkript" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Depth Range" +msgstr "Mélység" + +#: scene/3d/light.cpp +msgid "Omni" +msgstr "" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Shadow Mode" +msgstr "Árnyaló" + +#: scene/3d/light.cpp +#, fuzzy +msgid "Shadow Detail" +msgstr "Alapértelmezett Betöltése" + #: scene/3d/light.cpp msgid "A SpotLight with an angle wider than 90 degrees cannot cast shadows." msgstr "" -#: scene/3d/navigation_agent.cpp -msgid "The NavigationAgent can be used only under a spatial node." +#: scene/3d/light.cpp +msgid "Spot" msgstr "" -#: scene/3d/navigation_mesh_instance.cpp -msgid "" -"NavigationMeshInstance must be a child or grandchild to a Navigation node. " -"It only provides navigation data." +#: scene/3d/light.cpp +#, fuzzy +msgid "Angle Attenuation" +msgstr "Animáció" + +#: scene/3d/mesh_instance.cpp +msgid "Software Skinning" msgstr "" +#: scene/3d/mesh_instance.cpp +#, fuzzy +msgid "Transform Normals" +msgstr "Átalakítás Megszakítva." + +#: scene/3d/navigation.cpp +msgid "" +"'Navigation' node and 'Navigation.get_simple_path()' are deprecated and will " +"be removed in a future version. Use 'NavigationServer.map_get_path()' " +"instead." +msgstr "" + +#: scene/3d/navigation.cpp scene/resources/curve.cpp +#, fuzzy +msgid "Up Vector" +msgstr "Vektor" + +#: scene/3d/navigation.cpp +#, fuzzy +msgid "Cell Height" +msgstr "Tesztelés" + +#: scene/3d/navigation_agent.cpp +msgid "Agent Height Offset" +msgstr "" + +#: scene/3d/navigation_agent.cpp +msgid "Ignore Y" +msgstr "" + +#: scene/3d/navigation_agent.cpp +msgid "" +"The NavigationAgent can be used only under a Spatial inheriting parent node." +msgstr "" + +#: scene/3d/navigation_mesh_instance.cpp scene/resources/mesh_library.cpp +#, fuzzy +msgid "NavMesh" +msgstr "Mesh" + #: scene/3d/navigation_obstacle.cpp msgid "" "The NavigationObstacle only serves to provide collision avoidance to a " -"spatial object." +"Spatial inheriting parent object." msgstr "" #: scene/3d/occluder.cpp @@ -14825,6 +22866,21 @@ msgid "" "Mode is set to \"Particle Billboard\"." msgstr "" +#: scene/3d/particles.cpp +#, fuzzy +msgid "Visibility AABB" +msgstr "Láthatósági AABB Generálása" + +#: scene/3d/particles.cpp +#, fuzzy +msgid "Draw Passes" +msgstr "Hívások" + +#: scene/3d/particles.cpp +#, fuzzy +msgid "Passes" +msgstr "Hívások" + #: scene/3d/path.cpp msgid "PathFollow only works when set as a child of a Path node." msgstr "" @@ -14835,6 +22891,11 @@ msgid "" "parent Path's Curve resource." msgstr "" +#: scene/3d/path.cpp +#, fuzzy +msgid "Rotation Mode" +msgstr "Forgató Mód" + #: scene/3d/physics_body.cpp msgid "" "Size changes to RigidBody (in character or rigid modes) will be overridden " @@ -14842,6 +22903,225 @@ msgid "" "Change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Tengely" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics_body.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics_body.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Motion X" +msgstr "Művelet" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Motion Y" +msgstr "Művelet" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Motion Z" +msgstr "Művelet" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Joint Constraints" +msgstr "Állandók" + +#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Scene mentése" + +#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp +#: scene/3d/vehicle_body.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Felsorolások:" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Limit Enabled" +msgstr "Jelek szűrése" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Limit Upper" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Limit Lower" +msgstr "Maximum szög hiba:" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Limit Bias" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Limit Softness" +msgstr "Animáció" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Limit Relaxation" +msgstr "Animáció" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Limit Upper" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Limit Lower" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Limit Softness" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Limit Restitution" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Limit Damping" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Limit Restitution" +msgstr "Animáció" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Limit Damping" +msgstr "Animáció" + +#: scene/3d/physics_body.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics_body.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics_body.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Limit Enabled" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Spring Enabled" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Spring Stiffness" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Spring Damping" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Equilibrium Point" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Restitution" +msgstr "Leírás" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Linear Damping" +msgstr "Lineáris" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Restitution" +msgstr "Leírás" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Damping" +msgstr "Animáció" + +#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Angular Spring Enabled" +msgstr "Jelek szűrése" + +#: scene/3d/physics_body.cpp +msgid "Angular Spring Stiffness" +msgstr "" + +#: scene/3d/physics_body.cpp +msgid "Angular Spring Damping" +msgstr "" + +#: scene/3d/physics_body.cpp +msgid "Angular Equilibrium Point" +msgstr "" + +#: scene/3d/physics_body.cpp +#, fuzzy +msgid "Body Offset" +msgstr "Rács Eltolás:" + #: scene/3d/physics_joint.cpp msgid "Node A and Node B must be PhysicsBodies" msgstr "" @@ -14862,6 +23142,188 @@ msgstr "" msgid "Node A and Node B must be different PhysicsBodies" msgstr "" +#: scene/3d/physics_joint.cpp +msgid "Solver" +msgstr "" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Exclude Nodes" +msgstr "Node-ok törlése" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Params" +msgstr "A paraméter megváltozott" + +#: scene/3d/physics_joint.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Upper" +msgstr "Mind Nagybetű" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Lower" +msgstr "Mind Kisbetű" + +#: scene/3d/physics_joint.cpp +msgid "Motor" +msgstr "" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Inicializálás" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Érték:" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineáris" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Példány" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Példány" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Restitution" +msgstr "Leírás" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Inicializálás" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Ortogonális" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Mind Nagybetű" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Mind Kisbetű" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animáció" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Maximum szög hiba:" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Limit X" +msgstr "Lineáris" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Motor X" +msgstr "Inicializálás" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Hívások" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Spring X" +msgstr "Lineáris" + +#: scene/3d/physics_joint.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics_joint.cpp +msgid "Angular Limit X" +msgstr "" + +#: scene/3d/physics_joint.cpp +msgid "Angular Motor X" +msgstr "" + +#: scene/3d/physics_joint.cpp +msgid "Angular Spring X" +msgstr "" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Limit Y" +msgstr "Lineáris" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Motor Y" +msgstr "Inicializálás" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Spring Y" +msgstr "Lineáris" + +#: scene/3d/physics_joint.cpp +msgid "Angular Limit Y" +msgstr "" + +#: scene/3d/physics_joint.cpp +msgid "Angular Motor Y" +msgstr "" + +#: scene/3d/physics_joint.cpp +msgid "Angular Spring Y" +msgstr "" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Limit Z" +msgstr "Lineáris" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Motor Z" +msgstr "Inicializálás" + +#: scene/3d/physics_joint.cpp +#, fuzzy +msgid "Linear Spring Z" +msgstr "Lineáris" + +#: scene/3d/physics_joint.cpp +msgid "Angular Limit Z" +msgstr "" + +#: scene/3d/physics_joint.cpp +msgid "Angular Motor Z" +msgstr "" + +#: scene/3d/physics_joint.cpp +msgid "Angular Spring Z" +msgstr "" + #: scene/3d/portal.cpp msgid "The RoomManager should not be a child or grandchild of a Portal." msgstr "" @@ -14874,6 +23336,82 @@ msgstr "" msgid "A RoomGroup should not be a child or grandchild of a Portal." msgstr "" +#: scene/3d/portal.cpp +#, fuzzy +msgid "Portal Active" +msgstr "Ugrás Vissza" + +#: scene/3d/portal.cpp scene/resources/occluder_shape_polygon.cpp +msgid "Two Way" +msgstr "" + +#: scene/3d/portal.cpp +msgid "Linked Room" +msgstr "" + +#: scene/3d/portal.cpp +#, fuzzy +msgid "Use Default Margin" +msgstr "Alapértelmezett" + +#: scene/3d/proximity_group.cpp +#, fuzzy +msgid "Group Name" +msgstr "Csoportok" + +#: scene/3d/proximity_group.cpp +msgid "Dispatch Mode" +msgstr "" + +#: scene/3d/proximity_group.cpp +#, fuzzy +msgid "Grid Radius" +msgstr "Jobb felső" + +#: scene/3d/ray_cast.cpp +#, fuzzy +msgid "Debug Shape" +msgstr "Hibakereső" + +#: scene/3d/ray_cast.cpp scene/resources/style_box.cpp +msgid "Thickness" +msgstr "" + +#: scene/3d/reflection_probe.cpp scene/main/viewport.cpp +#, fuzzy +msgid "Update Mode" +msgstr "Forgató Mód" + +#: scene/3d/reflection_probe.cpp +#, fuzzy +msgid "Origin Offset" +msgstr "Rács Eltolás:" + +#: scene/3d/reflection_probe.cpp +#, fuzzy +msgid "Box Projection" +msgstr "Projekt" + +#: scene/3d/reflection_probe.cpp +#, fuzzy +msgid "Enable Shadows" +msgstr "Illesztés Engedélyezése" + +#: scene/3d/reflection_probe.cpp +#, fuzzy +msgid "Ambient Color" +msgstr "Szín Választása" + +#: scene/3d/reflection_probe.cpp +#, fuzzy +msgid "Ambient Energy" +msgstr "Kibocsátási színek" + +#: scene/3d/reflection_probe.cpp +#, fuzzy +msgid "Ambient Contrib" +msgstr "Behúzás Jobbra" + #: scene/3d/remote_transform.cpp msgid "" "The \"Remote Path\" property must point to a valid Spatial or Spatial-" @@ -14898,6 +23436,23 @@ msgid "" "Consider simplifying the room bound in order to increase performance." msgstr "" +#: scene/3d/room.cpp +msgid "Use Default Simplify" +msgstr "" + +#: scene/3d/room.cpp scene/3d/room_manager.cpp +msgid "Room Simplify" +msgstr "" + +#: scene/3d/room.cpp +msgid "Bound" +msgstr "" + +#: scene/3d/room_group.cpp +#, fuzzy +msgid "Roomgroup Priority" +msgstr "Prioritás" + #: scene/3d/room_group.cpp msgid "The RoomManager should not be placed inside a RoomGroup." msgstr "" @@ -14920,6 +23475,87 @@ msgstr "" msgid "There should only be one RoomManager in the SceneTree." msgstr "" +#: scene/3d/room_manager.cpp +msgid "Main" +msgstr "" + +#: scene/3d/room_manager.cpp scene/animation/animation_blend_tree.cpp +#: scene/animation/animation_player.cpp scene/animation/animation_tree.cpp +#: scene/animation/animation_tree_player.cpp +#: servers/audio/effects/audio_effect_delay.cpp +#, fuzzy +msgid "Active" +msgstr "Művelet" + +#: scene/3d/room_manager.cpp +msgid "Roomlist" +msgstr "" + +#: scene/3d/room_manager.cpp servers/visual_server.cpp +#, fuzzy +msgid "PVS" +msgstr "FPS" + +#: scene/3d/room_manager.cpp +#, fuzzy +msgid "PVS Mode" +msgstr "Pásztázás Mód" + +#: scene/3d/room_manager.cpp +#, fuzzy +msgid "PVS Filename" +msgstr "ZIP fájl" + +#: scene/3d/room_manager.cpp servers/visual_server.cpp +msgid "Gameplay" +msgstr "" + +#: scene/3d/room_manager.cpp +msgid "Gameplay Monitor" +msgstr "" + +#: scene/3d/room_manager.cpp +msgid "Use Secondary PVS" +msgstr "" + +#: scene/3d/room_manager.cpp +#, fuzzy +msgid "Merge Meshes" +msgstr "Mesh" + +#: scene/3d/room_manager.cpp +#, fuzzy +msgid "Show Margins" +msgstr "Origó Megjelenítése" + +#: scene/3d/room_manager.cpp +#, fuzzy +msgid "Debug Sprawl" +msgstr "Hibakeresés" + +#: scene/3d/room_manager.cpp +msgid "Overlap Warning Threshold" +msgstr "" + +#: scene/3d/room_manager.cpp +#, fuzzy +msgid "Preview Camera" +msgstr "Előnézet" + +#: scene/3d/room_manager.cpp +msgid "Portal Depth Limit" +msgstr "" + +#: scene/3d/room_manager.cpp +#, fuzzy +msgid "Default Portal Margin" +msgstr "Margó Beállítása" + +#: scene/3d/room_manager.cpp +#, fuzzy +msgid "Roaming Expansion Margin" +msgstr "Összes kinyitása" + #: scene/3d/room_manager.cpp msgid "" "RoomList path is invalid.\n" @@ -14956,6 +23592,82 @@ msgid "" "Ensure all rooms contain geometry or manual bounds." msgstr "" +#: scene/3d/skeleton.cpp scene/resources/skin.cpp +#, fuzzy +msgid "Pose" +msgstr "Póz Másolása" + +#: scene/3d/skeleton.cpp +#, fuzzy +msgid "Bound Children" +msgstr "Érvénytelen háttérszín." + +#: scene/3d/soft_body.cpp +#, fuzzy +msgid "Pinned Points" +msgstr "Pontok mozgatása" + +#: scene/3d/soft_body.cpp +#, fuzzy +msgid "Attachments" +msgstr "Tartalom:" + +#: scene/3d/soft_body.cpp +#, fuzzy +msgid "Point Index" +msgstr "Z index" + +#: scene/3d/soft_body.cpp +msgid "Spatial Attachment Path" +msgstr "" + +#: scene/3d/soft_body.cpp +#, fuzzy +msgid "Physics Enabled" +msgstr "Fizika Keret %" + +#: scene/3d/soft_body.cpp +#, fuzzy +msgid "Parent Collision Ignore" +msgstr "Ütközési sokszög létrehozása" + +#: scene/3d/soft_body.cpp +#, fuzzy +msgid "Simulation Precision" +msgstr "Az animációs fa érvénytelen." + +#: scene/3d/soft_body.cpp +msgid "Total Mass" +msgstr "" + +#: scene/3d/soft_body.cpp +msgid "Linear Stiffness" +msgstr "" + +#: scene/3d/soft_body.cpp +msgid "Areaangular Stiffness" +msgstr "" + +#: scene/3d/soft_body.cpp +msgid "Volume Stiffness" +msgstr "" + +#: scene/3d/soft_body.cpp +msgid "Pressure Coefficient" +msgstr "" + +#: scene/3d/soft_body.cpp +msgid "Damping Coefficient" +msgstr "" + +#: scene/3d/soft_body.cpp +msgid "Drag Coefficient" +msgstr "" + +#: scene/3d/soft_body.cpp +msgid "Pose Matching Coefficient" +msgstr "" + #: scene/3d/soft_body.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -14967,6 +23679,37 @@ msgid "" "Change the size in children collision shapes instead." msgstr "" +#: scene/3d/spatial.cpp +#, fuzzy +msgid "Global Translation" +msgstr "Globális Transzformáció Megtartása" + +#: scene/3d/spatial.cpp +msgid "Matrix" +msgstr "" + +#: scene/3d/spatial.cpp +msgid "Gizmo" +msgstr "" + +#: scene/3d/spatial_velocity_tracker.cpp +#, fuzzy +msgid "Track Physics Step" +msgstr "Fizika Keret %" + +#: scene/3d/spring_arm.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/sprite_3d.cpp scene/gui/graph_edit.cpp +msgid "Opacity" +msgstr "" + +#: scene/3d/sprite_3d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Transparent" +msgstr "Transzpozálás" + #: scene/3d/sprite_3d.cpp msgid "" "A SpriteFrames resource must be created or set in the \"Frames\" property in " @@ -14979,20 +23722,134 @@ msgid "" "it as a child of a VehicleBody." msgstr "" -#: scene/3d/world_environment.cpp -msgid "" -"WorldEnvironment3D requires its \"Environment3D\" property to contain an " -"Environment3D to have a visible effect." +#: scene/3d/vehicle_body.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Lefelé görgetés gomb" + +#: scene/3d/vehicle_body.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Online Dokumentáció" + +#: scene/3d/vehicle_body.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/vehicle_body.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/vehicle_body.cpp +msgid "VehicleBody Motion" +msgstr "" + +#: scene/3d/vehicle_body.cpp +#, fuzzy +msgid "Use As Traction" +msgstr "Felsorolások:" + +#: scene/3d/vehicle_body.cpp +msgid "Use As Steering" +msgstr "" + +#: scene/3d/vehicle_body.cpp +#, fuzzy +msgid "Wheel" +msgstr "Felfelé Görgetés." + +#: scene/3d/vehicle_body.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/vehicle_body.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Függvények" + +#: scene/3d/vehicle_body.cpp +#, fuzzy +msgid "Suspension" +msgstr "Kifejezés beállítása" + +#: scene/3d/vehicle_body.cpp +#, fuzzy +msgid "Max Force" +msgstr "Hiba!" + +#: scene/3d/visibility_notifier.cpp +msgid "AABB" +msgstr "" + +#: scene/3d/visual_instance.cpp scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Geometry" +msgstr "Újra" + +#: scene/3d/visual_instance.cpp +msgid "Material Override" +msgstr "" + +#: scene/3d/visual_instance.cpp +#, fuzzy +msgid "Material Overlay" +msgstr "A paraméter megváltozott" + +#: scene/3d/visual_instance.cpp +msgid "Cast Shadow" +msgstr "" + +#: scene/3d/visual_instance.cpp +#, fuzzy +msgid "Extra Cull Margin" +msgstr "További hívási argumentumok:" + +#: scene/3d/visual_instance.cpp +#, fuzzy +msgid "Baked Light" +msgstr "Fény Besütése" + +#: scene/3d/visual_instance.cpp +#, fuzzy +msgid "Generate Lightmap" +msgstr "Fénytérképek Létrehozása" + +#: scene/3d/visual_instance.cpp +msgid "Lightmap Scale" +msgstr "" + +#: scene/3d/visual_instance.cpp +msgid "LOD" +msgstr "" + +#: scene/3d/visual_instance.cpp scene/animation/skeleton_ik.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Min Distance" +msgstr "Példány" + +#: scene/3d/visual_instance.cpp +msgid "Min Hysteresis" +msgstr "" + +#: scene/3d/visual_instance.cpp +msgid "Max Hysteresis" msgstr "" #: scene/3d/world_environment.cpp msgid "" -"Only one WorldEnvironment3D is allowed per scene (or set of instanced scenes)." +"WorldEnvironment requires its \"Environment\" property to contain an " +"Environment to have a visible effect." msgstr "" #: scene/3d/world_environment.cpp msgid "" -"This WorldEnvironment3D is ignored. Either add a Camera (for 3D scenes) or set " +"Only one WorldEnvironment is allowed per scene (or set of instanced scenes)." +msgstr "" + +#: scene/3d/world_environment.cpp +msgid "" +"This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set " "this environment's Background Mode to Canvas (for 2D scenes)." msgstr "" @@ -15004,10 +23861,123 @@ msgstr "" msgid "Animation not found: '%s'" msgstr "Az animáció nem található: '%s'" +#: scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Mix Mode" +msgstr "Mixelő Node" + +#: scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Fadein Time" +msgstr "Áttűnési Idő (mp):" + +#: scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Fadeout Time" +msgstr "Áttűnési Idő (mp):" + +#: scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Auto Restart" +msgstr "Automatikus Újraindítás:" + +#: scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Autorestart" +msgstr "Automatikus Újraindítás:" + +#: scene/animation/animation_blend_tree.cpp +msgid "Delay" +msgstr "" + +#: scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Random Delay" +msgstr "Véletlenszerű Billentés:" + +#: scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Add Amount" +msgstr "Mennyiség:" + +#: scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Blend Amount" +msgstr "Mennyiség:" + +#: scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Seek Position" +msgstr "Be-Görbe Pozíció Beállítása" + +#: scene/animation/animation_blend_tree.cpp +#, fuzzy +msgid "Input Count" +msgstr "Bemeneti port hozzáadása" + +#: scene/animation/animation_blend_tree.cpp +#: scene/animation/animation_node_state_machine.cpp +#, fuzzy +msgid "Xfade Time" +msgstr "Áttűnési Idő (mp):" + +#: scene/animation/animation_node_state_machine.cpp +#, fuzzy +msgid "Switch Mode" +msgstr "Méretezési mód" + +#: scene/animation/animation_node_state_machine.cpp +#, fuzzy +msgid "Auto Advance" +msgstr "Automatikus Léptetés Beállítása" + +#: scene/animation/animation_node_state_machine.cpp +#, fuzzy +msgid "Advance Condition" +msgstr "Haladó beállítások" + #: scene/animation/animation_player.cpp msgid "Anim Apply Reset" msgstr "" +#: scene/animation/animation_player.cpp +#, fuzzy +msgid "Current Animation" +msgstr "Animáció beállítása" + +#: scene/animation/animation_player.cpp +#, fuzzy +msgid "Assigned Animation" +msgstr "Animáció Hozzáadása" + +#: scene/animation/animation_player.cpp +msgid "Reset On Save" +msgstr "" + +#: scene/animation/animation_player.cpp +#, fuzzy +msgid "Current Animation Length" +msgstr "Animáció Hosszának Változtatása" + +#: scene/animation/animation_player.cpp +#, fuzzy +msgid "Current Animation Position" +msgstr "Görbe Pont Pozíció Beállítása" + +#: scene/animation/animation_player.cpp +#, fuzzy +msgid "Playback Options" +msgstr "Osztály beállítások:" + +#: scene/animation/animation_player.cpp +#, fuzzy +msgid "Default Blend Time" +msgstr "Alapértelmezett" + +#: scene/animation/animation_player.cpp +msgid "Method Call Mode" +msgstr "" + #: scene/animation/animation_tree.cpp msgid "In node '%s', invalid animation: '%s'." msgstr "" @@ -15036,10 +24006,172 @@ msgstr "" msgid "The AnimationPlayer root node is not a valid node." msgstr "" +#: scene/animation/animation_tree.cpp +#, fuzzy +msgid "Tree Root" +msgstr "Gyökér Node Létrehozása:" + +#: scene/animation/animation_tree.cpp +#, fuzzy +msgid "Anim Player" +msgstr "Animáció - Beszúrás" + +#: scene/animation/animation_tree.cpp +msgid "Root Motion" +msgstr "" + +#: scene/animation/animation_tree.cpp +#, fuzzy +msgid "Track" +msgstr "Sáv Hozzáadása" + #: scene/animation/animation_tree_player.cpp msgid "This node has been deprecated. Use AnimationTree instead." msgstr "" +#: scene/animation/animation_tree_player.cpp +#, fuzzy +msgid "Playback" +msgstr "Játék" + +#: scene/animation/animation_tree_player.cpp +#, fuzzy +msgid "Master Player" +msgstr "Paraméterek Beillesztése" + +#: scene/animation/animation_tree_player.cpp +#, fuzzy +msgid "Base Path" +msgstr "Exportálási Útvonal" + +#: scene/animation/root_motion_view.cpp +#, fuzzy +msgid "Animation Path" +msgstr "Animáció" + +#: scene/animation/root_motion_view.cpp +msgid "Zero Y" +msgstr "" + +#: scene/animation/skeleton_ik.cpp +#, fuzzy +msgid "Root Bone" +msgstr "Gyökér Node Létrehozása:" + +#: scene/animation/skeleton_ik.cpp +#, fuzzy +msgid "Tip Bone" +msgstr "Csontok" + +#: scene/animation/skeleton_ik.cpp +#, fuzzy +msgid "Interpolation" +msgstr "Interpolálás Módja" + +#: scene/animation/skeleton_ik.cpp +#, fuzzy +msgid "Override Tip Basis" +msgstr "felülírja:" + +#: scene/animation/skeleton_ik.cpp +msgid "Use Magnet" +msgstr "" + +#: scene/animation/skeleton_ik.cpp +msgid "Magnet" +msgstr "" + +#: scene/animation/skeleton_ik.cpp +#, fuzzy +msgid "Target Node" +msgstr "Node új szülőhöz rendelése" + +#: scene/animation/skeleton_ik.cpp +#, fuzzy +msgid "Max Iterations" +msgstr "Függvények" + +#: scene/animation/tween.cpp +msgid "Playback Process Mode" +msgstr "" + +#: scene/animation/tween.cpp +#, fuzzy +msgid "Playback Speed" +msgstr "Scene Futtatása" + +#: scene/audio/audio_stream_player.cpp +msgid "Mix Target" +msgstr "" + +#: scene/gui/aspect_ratio_container.cpp scene/gui/range.cpp +#: servers/audio/effects/audio_effect_compressor.cpp +#, fuzzy +msgid "Ratio" +msgstr "Arány megtartása" + +#: scene/gui/aspect_ratio_container.cpp scene/gui/texture_button.cpp +#: scene/gui/texture_rect.cpp +#, fuzzy +msgid "Stretch Mode" +msgstr "Kiválasztó Mód" + +#: scene/gui/aspect_ratio_container.cpp scene/gui/box_container.cpp +msgid "Alignment" +msgstr "" + +#: scene/gui/base_button.cpp +#, fuzzy +msgid "Shortcut In Tooltip" +msgstr "Origó Megjelenítése" + +#: scene/gui/base_button.cpp +#, fuzzy +msgid "Action Mode" +msgstr "Ikon mód" + +#: scene/gui/base_button.cpp +msgid "Enabled Focus Mode" +msgstr "" + +#: scene/gui/base_button.cpp +msgid "Keep Pressed Outside" +msgstr "" + +#: scene/gui/base_button.cpp scene/gui/shortcut.cpp +#, fuzzy +msgid "Shortcut" +msgstr "Gyorsbillentyű törlése" + +#: scene/gui/base_button.cpp +#, fuzzy +msgid "Group" +msgstr "Csoportok" + +#: scene/gui/button.cpp scene/gui/label.cpp +#, fuzzy +msgid "Clip Text" +msgstr "Szöveg másolása" + +#: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp +#: scene/gui/spin_box.cpp +msgid "Align" +msgstr "" + +#: scene/gui/button.cpp +msgid "Icon Align" +msgstr "" + +#: scene/gui/button.cpp +#, fuzzy +msgid "Expand Icon" +msgstr "Összes kinyitása" + +#: scene/gui/center_container.cpp +#, fuzzy +msgid "Use Top Left" +msgstr "Bal felső" + #: scene/gui/color_picker.cpp msgid "" "Color: #%s\n" @@ -15047,6 +24179,36 @@ msgid "" "RMB: Remove preset" msgstr "" +#: scene/gui/color_picker.cpp +#, fuzzy +msgid "Edit Alpha" +msgstr "Sokszög Szerkesztése" + +#: scene/gui/color_picker.cpp +#, fuzzy +msgid "HSV Mode" +msgstr "Kiválasztó Mód" + +#: scene/gui/color_picker.cpp +#, fuzzy +msgid "Raw Mode" +msgstr "Pásztázás Mód" + +#: scene/gui/color_picker.cpp +#, fuzzy +msgid "Deferred Mode" +msgstr "Elhalasztott" + +#: scene/gui/color_picker.cpp +#, fuzzy +msgid "Presets Enabled" +msgstr "Engedélyezés" + +#: scene/gui/color_picker.cpp +#, fuzzy +msgid "Presets Visible" +msgstr "Legutóbbi Fájlok Törlése" + #: scene/gui/color_picker.cpp msgid "Pick a color from the editor window." msgstr "" @@ -15055,10 +24217,6 @@ msgstr "" msgid "HSV" msgstr "" -#: scene/gui/color_picker.cpp -msgid "Raw" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" @@ -15074,12 +24232,121 @@ msgid "" "If you don't intend to add a script, use a plain Control node instead." msgstr "" +#: scene/gui/control.cpp +#, fuzzy +msgid "Theme Overrides" +msgstr "Téma Tulajdonságai" + #: scene/gui/control.cpp msgid "" "The Hint Tooltip won't be displayed as the control's Mouse Filter is set to " "\"Ignore\". To solve this, set the Mouse Filter to \"Stop\" or \"Pass\"." msgstr "" +#: scene/gui/control.cpp +#, fuzzy +msgid "Anchor" +msgstr "Csak Horgonyok" + +#: scene/gui/control.cpp +#, fuzzy +msgid "Grow Direction" +msgstr "Irányok" + +#: scene/gui/control.cpp scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Min Size" +msgstr "Körvonal Mérete:" + +#: scene/gui/control.cpp +#, fuzzy +msgid "Pivot Offset" +msgstr "Rács Eltolás:" + +#: scene/gui/control.cpp +#, fuzzy +msgid "Clip Content" +msgstr "Állandó" + +#: scene/gui/control.cpp scene/resources/visual_shader_nodes.cpp +msgid "Hint" +msgstr "" + +#: scene/gui/control.cpp +#, fuzzy +msgid "Tooltip" +msgstr "Eszközök" + +#: scene/gui/control.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Focus" +msgstr "Elérési Út Fókuszálása" + +#: scene/gui/control.cpp +msgid "Neighbour Left" +msgstr "" + +#: scene/gui/control.cpp +msgid "Neighbour Top" +msgstr "" + +#: scene/gui/control.cpp +msgid "Neighbour Right" +msgstr "" + +#: scene/gui/control.cpp +#, fuzzy +msgid "Neighbour Bottom" +msgstr "Középre lent" + +#: scene/gui/control.cpp +msgid "Next" +msgstr "Következő" + +#: scene/gui/control.cpp +msgid "Previous" +msgstr "Előző" + +#: scene/gui/control.cpp +msgid "Mouse" +msgstr "" + +#: scene/gui/control.cpp +#, fuzzy +msgid "Default Cursor Shape" +msgstr "Betölti az alapértelmezett Busz Elrendezést." + +#: scene/gui/control.cpp +msgid "Pass On Modal Close Click" +msgstr "" + +#: scene/gui/control.cpp +#, fuzzy +msgid "Size Flags" +msgstr "Méret: " + +#: scene/gui/control.cpp +#, fuzzy +msgid "Stretch Ratio" +msgstr "Kiválasztó Mód" + +#: scene/gui/control.cpp +#, fuzzy +msgid "Theme Type Variation" +msgstr "Téma Tulajdonságai" + +#: scene/gui/dialogs.cpp +msgid "Window Title" +msgstr "" + +#: scene/gui/dialogs.cpp +msgid "Dialog" +msgstr "" + +#: scene/gui/dialogs.cpp +msgid "Hide On OK" +msgstr "" + #: scene/gui/dialogs.cpp msgid "Alert!" msgstr "Figyelem!" @@ -15088,14 +24355,263 @@ msgstr "Figyelem!" msgid "Please Confirm..." msgstr "Kérjük erősítse meg..." +#: scene/gui/file_dialog.cpp +#, fuzzy +msgid "Mode Overrides Title" +msgstr "Felülírás" + #: scene/gui/file_dialog.cpp msgid "Must use a valid extension." msgstr "Használjon érvényes kiterjesztést." +#: scene/gui/graph_edit.cpp +#, fuzzy +msgid "Right Disconnects" +msgstr "Leválasztás" + +#: scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Rács Eltolás:" + +#: scene/gui/graph_edit.cpp +#, fuzzy +msgid "Snap Distance" +msgstr "Példány" + +#: scene/gui/graph_edit.cpp +#, fuzzy +msgid "Zoom Min" +msgstr "Nagyítás" + +#: scene/gui/graph_edit.cpp +#, fuzzy +msgid "Zoom Max" +msgstr "Nagyítás" + +#: scene/gui/graph_edit.cpp +#, fuzzy +msgid "Zoom Step" +msgstr "Kicsinyítés" + +#: scene/gui/graph_edit.cpp +#, fuzzy +msgid "Show Zoom Label" +msgstr "Csontok Mutatása" + +#: scene/gui/graph_edit.cpp scene/gui/text_edit.cpp +#: scene/resources/default_theme/default_theme.cpp +msgid "Minimap" +msgstr "" + #: scene/gui/graph_edit.cpp msgid "Enable grid minimap." msgstr "Rács kistérkép engedélyezése." +#: scene/gui/graph_node.cpp +#, fuzzy +msgid "Show Close" +msgstr "Csontok Mutatása" + +#: scene/gui/graph_node.cpp scene/gui/option_button.cpp +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Selected" +msgstr "Kiválasztás" + +#: scene/gui/graph_node.cpp scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Comment" +msgstr "Közösség" + +#: scene/gui/graph_node.cpp +msgid "Overlay" +msgstr "" + +#: scene/gui/grid_container.cpp scene/gui/item_list.cpp scene/gui/tree.cpp +#, fuzzy +msgid "Columns" +msgstr "Mennyiség" + +#: scene/gui/item_list.cpp scene/gui/popup_menu.cpp scene/gui/text_edit.cpp +#: scene/gui/tree.cpp scene/main/viewport.cpp +#, fuzzy +msgid "Timers" +msgstr "Idő" + +#: scene/gui/item_list.cpp scene/gui/popup_menu.cpp scene/gui/tree.cpp +msgid "Incremental Search Max Interval Msec" +msgstr "" + +#: scene/gui/item_list.cpp scene/gui/tree.cpp +#, fuzzy +msgid "Allow Reselect" +msgstr "Visszaállítás" + +#: scene/gui/item_list.cpp scene/gui/tree.cpp +#, fuzzy +msgid "Allow RMB Select" +msgstr "Kijelölés kitöltése" + +#: scene/gui/item_list.cpp +msgid "Max Text Lines" +msgstr "" + +#: scene/gui/item_list.cpp +#, fuzzy +msgid "Auto Height" +msgstr "Tesztelés" + +#: scene/gui/item_list.cpp +msgid "Max Columns" +msgstr "" + +#: scene/gui/item_list.cpp +msgid "Same Column Width" +msgstr "" + +#: scene/gui/item_list.cpp +msgid "Fixed Column Width" +msgstr "" + +#: scene/gui/item_list.cpp +#, fuzzy +msgid "Icon Scale" +msgstr "Véletlenszerű Skálázás:" + +#: scene/gui/item_list.cpp +#, fuzzy +msgid "Fixed Icon Size" +msgstr "Körvonal Mérete:" + +#: scene/gui/label.cpp +#, fuzzy +msgid "V Align" +msgstr "Hozzárendelés..." + +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp +#, fuzzy +msgid "Visible Characters" +msgstr "Érvényes karakterek:" + +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp +#, fuzzy +msgid "Percent Visible" +msgstr "Legutóbbi Fájlok Törlése" + +#: scene/gui/label.cpp +msgid "Lines Skipped" +msgstr "" + +#: scene/gui/label.cpp +msgid "Max Lines Visible" +msgstr "" + +#: scene/gui/line_edit.cpp scene/resources/navigation_mesh.cpp +msgid "Max Length" +msgstr "" + +#: scene/gui/line_edit.cpp +msgid "Secret" +msgstr "" + +#: scene/gui/line_edit.cpp +#, fuzzy +msgid "Secret Character" +msgstr "Érvényes karakterek:" + +#: scene/gui/line_edit.cpp +msgid "Expand To Text Length" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#, fuzzy +msgid "Context Menu Enabled" +msgstr "Kontextusérzékeny Súgó" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#, fuzzy +msgid "Virtual Keyboard Enabled" +msgstr "Jelek szűrése" + +#: scene/gui/line_edit.cpp +#, fuzzy +msgid "Clear Button Enabled" +msgstr "Jelek szűrése" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Shortcut Keys Enabled" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#, fuzzy +msgid "Middle Mouse Paste Enabled" +msgstr "Jelek szűrése" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#, fuzzy +msgid "Selecting Enabled" +msgstr "Csak kijelölés" + +#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp +#: scene/gui/text_edit.cpp +msgid "Deselect On Focus Loss Enabled" +msgstr "" + +#: scene/gui/line_edit.cpp +#, fuzzy +msgid "Right Icon" +msgstr "Jobb gomb" + +#: scene/gui/line_edit.cpp +msgid "Placeholder" +msgstr "" + +#: scene/gui/line_edit.cpp +msgid "Alpha" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Caret" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +msgid "Blink" +msgstr "" + +#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#, fuzzy +msgid "Blink Speed" +msgstr "Scene Futtatása" + +#: scene/gui/link_button.cpp +msgid "Underline" +msgstr "" + +#: scene/gui/menu_button.cpp +#, fuzzy +msgid "Switch On Hover" +msgstr "Méretezési mód" + +#: scene/gui/nine_patch_rect.cpp scene/resources/style_box.cpp +#, fuzzy +msgid "Draw Center" +msgstr "Középre" + +#: scene/gui/nine_patch_rect.cpp scene/resources/style_box.cpp +#, fuzzy +msgid "Region Rect" +msgstr "Régió" + +#: scene/gui/nine_patch_rect.cpp +#, fuzzy +msgid "Patch Margin" +msgstr "Margó Beállítása" + +#: scene/gui/nine_patch_rect.cpp scene/resources/style_box.cpp +msgid "Axis Stretch" +msgstr "" + #: scene/gui/nine_patch_rect.cpp msgid "" "The Tile and Tile Fit options for Axis Stretch properties are only effective " @@ -15104,6 +24620,16 @@ msgid "" "instead." msgstr "" +#: scene/gui/popup.cpp +#, fuzzy +msgid "Popup" +msgstr "Kitöltés" + +#: scene/gui/popup.cpp +#, fuzzy +msgid "Exclusive" +msgstr "Befoglaló" + #: scene/gui/popup.cpp msgid "" "Popups will hide by default unless you call popup() or any of the popup*() " @@ -15111,10 +24637,151 @@ msgid "" "running." msgstr "" +#: scene/gui/popup_menu.cpp +#, fuzzy +msgid "Hide On Item Selection" +msgstr "Kijelölés középre" + +#: scene/gui/popup_menu.cpp +#, fuzzy +msgid "Hide On Checkable Item Selection" +msgstr "Kijelölés Törlése" + +#: scene/gui/popup_menu.cpp +#, fuzzy +msgid "Hide On State Item Selection" +msgstr "Kijelölés Törlése" + +#: scene/gui/popup_menu.cpp +msgid "Submenu Popup Delay" +msgstr "" + +#: scene/gui/popup_menu.cpp +#, fuzzy +msgid "Allow Search" +msgstr "Keresés" + +#: scene/gui/progress_bar.cpp +#, fuzzy +msgid "Percent" +msgstr "Legutóbbi:" + #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" +#: scene/gui/range.cpp scene/resources/curve.cpp +#, fuzzy +msgid "Min Value" +msgstr "(érték)" + +#: scene/gui/range.cpp scene/resources/curve.cpp +#, fuzzy +msgid "Max Value" +msgstr "Érték:" + +#: scene/gui/range.cpp +#, fuzzy +msgid "Page" +msgstr "Oldal: " + +#: scene/gui/range.cpp +#, fuzzy +msgid "Exp Edit" +msgstr "Szerkesztés" + +#: scene/gui/range.cpp +#, fuzzy +msgid "Rounded" +msgstr "Csoportok" + +#: scene/gui/range.cpp +msgid "Allow Greater" +msgstr "" + +#: scene/gui/range.cpp +msgid "Allow Lesser" +msgstr "" + +#: scene/gui/reference_rect.cpp +#, fuzzy +msgid "Border Color" +msgstr "Elem eltávolítása" + +#: scene/gui/reference_rect.cpp scene/resources/style_box.cpp +msgid "Border Width" +msgstr "" + +#: scene/gui/rich_text_effect.cpp +#, fuzzy +msgid "Relative Index" +msgstr "Z index" + +#: scene/gui/rich_text_effect.cpp +#, fuzzy +msgid "Absolute Index" +msgstr "Automatikus Behúzás" + +#: scene/gui/rich_text_effect.cpp +#, fuzzy +msgid "Elapsed Time" +msgstr "Keverési Idők:" + +#: scene/gui/rich_text_effect.cpp +msgid "Env" +msgstr "" + +#: scene/gui/rich_text_effect.cpp +#, fuzzy +msgid "Character" +msgstr "Érvényes karakterek:" + +#: scene/gui/rich_text_label.cpp +msgid "BBCode" +msgstr "" + +#: scene/gui/rich_text_label.cpp +msgid "Meta Underlined" +msgstr "" + +#: scene/gui/rich_text_label.cpp +#, fuzzy +msgid "Tab Size" +msgstr "Méret: " + +#: scene/gui/rich_text_label.cpp +#, fuzzy +msgid "Fit Content Height" +msgstr "Tesztelés" + +#: scene/gui/rich_text_label.cpp +msgid "Scroll Active" +msgstr "" + +#: scene/gui/rich_text_label.cpp +msgid "Scroll Following" +msgstr "" + +#: scene/gui/rich_text_label.cpp +#, fuzzy +msgid "Selection Enabled" +msgstr "Csak kijelölés" + +#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#, fuzzy +msgid "Override Selected Font Color" +msgstr "Jelenlegi profil:" + +#: scene/gui/rich_text_label.cpp +#, fuzzy +msgid "Custom Effects" +msgstr "Busz Effektus Áthelyezése" + +#: scene/gui/scroll_bar.cpp +#, fuzzy +msgid "Custom Step" +msgstr "Node-ok kivágása" + #: scene/gui/scroll_container.cpp msgid "" "ScrollContainer is intended to work with a single child control.\n" @@ -15122,16 +24789,503 @@ msgid "" "minimum size manually." msgstr "" +#: scene/gui/scroll_container.cpp +#, fuzzy +msgid "Follow Focus" +msgstr "Felület Kitöltése" + +#: scene/gui/scroll_container.cpp +#, fuzzy +msgid "Horizontal Enabled" +msgstr "Jelek szűrése" + +#: scene/gui/scroll_container.cpp +#, fuzzy +msgid "Vertical Enabled" +msgstr "Jelek szűrése" + +#: scene/gui/scroll_container.cpp +msgid "Default Scroll Deadzone" +msgstr "" + +#: scene/gui/slider.cpp +msgid "Scrollable" +msgstr "" + +#: scene/gui/slider.cpp +#, fuzzy +msgid "Tick Count" +msgstr "Szín Választása" + +#: scene/gui/slider.cpp +#, fuzzy +msgid "Ticks On Borders" +msgstr "Mappa átnevezése:" + +#: scene/gui/spin_box.cpp +msgid "Prefix" +msgstr "" + +#: scene/gui/spin_box.cpp +msgid "Suffix" +msgstr "" + +#: scene/gui/split_container.cpp +#, fuzzy +msgid "Split Offset" +msgstr "Rács Eltolás:" + +#: scene/gui/split_container.cpp scene/gui/tree.cpp +#, fuzzy +msgid "Collapsed" +msgstr "Összes becsukása" + +#: scene/gui/split_container.cpp +#, fuzzy +msgid "Dragger Visibility" +msgstr "Láthatósági Téglalap Generálása" + +#: scene/gui/tab_container.cpp scene/gui/tabs.cpp +msgid "Tab Align" +msgstr "" + +#: scene/gui/tab_container.cpp scene/gui/tabs.cpp +#, fuzzy +msgid "Current Tab" +msgstr "Jelenlegi:" + +#: scene/gui/tab_container.cpp +msgid "Tabs Visible" +msgstr "" + +#: scene/gui/tab_container.cpp +msgid "All Tabs In Front" +msgstr "" + +#: scene/gui/tab_container.cpp scene/gui/tabs.cpp +#, fuzzy +msgid "Drag To Rearrange Enabled" +msgstr "Az átrendezéshez húzza át." + +#: scene/gui/tab_container.cpp +msgid "Use Hidden Tabs For Min Size" +msgstr "" + +#: scene/gui/tabs.cpp +msgid "Tab Close Display Policy" +msgstr "" + +#: scene/gui/tabs.cpp +msgid "Scrolling Enabled" +msgstr "" + +#: scene/gui/text_edit.cpp +msgid "Readonly" +msgstr "" + +#: scene/gui/text_edit.cpp +msgid "Bookmark Gutter" +msgstr "" + +#: scene/gui/text_edit.cpp +#, fuzzy +msgid "Breakpoint Gutter" +msgstr "Töréspontok kihagyása" + +#: scene/gui/text_edit.cpp +#, fuzzy +msgid "Fold Gutter" +msgstr "Mappa:" + +#: scene/gui/text_edit.cpp +#, fuzzy +msgid "Drag And Drop Selection Enabled" +msgstr "Csak kijelölés" + +#: scene/gui/text_edit.cpp +#, fuzzy +msgid "Hiding Enabled" +msgstr "Engedélyezés" + +#: scene/gui/text_edit.cpp +#, fuzzy +msgid "Wrap Enabled" +msgstr "Engedélyezés" + +#: scene/gui/text_edit.cpp +#, fuzzy +msgid "Scroll Vertical" +msgstr "Függőleges segédvonal mozgatása" + +#: scene/gui/text_edit.cpp +#, fuzzy +msgid "Scroll Horizontal" +msgstr "Vízszintes segédvonal mozgatása" + +#: scene/gui/text_edit.cpp +#, fuzzy +msgid "Draw" +msgstr "Hívások" + +#: scene/gui/text_edit.cpp +#, fuzzy +msgid "Block Mode" +msgstr "Node feloldása" + +#: scene/gui/text_edit.cpp +msgid "Moving By Right Click" +msgstr "" + +#: scene/gui/text_edit.cpp +msgid "Text Edit Idle Detect (sec)" +msgstr "" + +#: scene/gui/text_edit.cpp +msgid "Text Edit Undo Stack Max Size" +msgstr "" + +#: scene/gui/texture_button.cpp scene/resources/default_theme/default_theme.cpp +msgid "Hover" +msgstr "" + +#: scene/gui/texture_button.cpp +#, fuzzy +msgid "Focused" +msgstr "Elérési Út Fókuszálása" + +#: scene/gui/texture_button.cpp +#, fuzzy +msgid "Click Mask" +msgstr "Ütközési mód" + +#: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp +#: scene/gui/video_player.cpp +#, fuzzy +msgid "Expand" +msgstr "Összes kinyitása" + +#: scene/gui/texture_progress.cpp +msgid "Under" +msgstr "" + +#: scene/gui/texture_progress.cpp +#, fuzzy +msgid "Over" +msgstr "Felülírás" + +#: scene/gui/texture_progress.cpp +#, fuzzy +msgid "Progress" +msgstr "Téma Tulajdonságai" + +#: scene/gui/texture_progress.cpp +msgid "Progress Offset" +msgstr "" + +#: scene/gui/texture_progress.cpp +#, fuzzy +msgid "Fill Mode" +msgstr "Lejátszási mód:" + +#: scene/gui/texture_progress.cpp scene/resources/material.cpp +msgid "Tint" +msgstr "" + +#: scene/gui/texture_progress.cpp +msgid "Radial Fill" +msgstr "" + +#: scene/gui/texture_progress.cpp +#, fuzzy +msgid "Initial Angle" +msgstr "Inicializálás" + +#: scene/gui/texture_progress.cpp +#, fuzzy +msgid "Fill Degrees" +msgstr "Forgatási Léptetés:" + +#: scene/gui/texture_progress.cpp scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Center Offset" +msgstr "Bal közép" + +#: scene/gui/texture_progress.cpp +#, fuzzy +msgid "Nine Patch Stretch" +msgstr "Interpolálás Módja" + +#: scene/gui/texture_progress.cpp +#, fuzzy +msgid "Stretch Margin Left" +msgstr "Margó Beállítása" + +#: scene/gui/texture_progress.cpp +#, fuzzy +msgid "Stretch Margin Top" +msgstr "Margó Beállítása" + +#: scene/gui/texture_progress.cpp +#, fuzzy +msgid "Stretch Margin Right" +msgstr "Margó Beállítása" + +#: scene/gui/texture_progress.cpp +#, fuzzy +msgid "Stretch Margin Bottom" +msgstr "Kiválasztó Mód" + +#: scene/gui/tree.cpp +msgid "Custom Minimum Height" +msgstr "" + #: scene/gui/tree.cpp msgid "(Other)" msgstr "(Más)" +#: scene/gui/tree.cpp +msgid "Column Titles Visible" +msgstr "" + +#: scene/gui/tree.cpp +#, fuzzy +msgid "Hide Folding" +msgstr "Letiltott gomb" + +#: scene/gui/tree.cpp +#, fuzzy +msgid "Hide Root" +msgstr "Gyökér Node Létrehozása:" + +#: scene/gui/tree.cpp +msgid "Drop Mode Flags" +msgstr "" + +#: scene/gui/video_player.cpp +#, fuzzy +msgid "Audio Track" +msgstr "Sáv Hozzáadása" + +#: scene/gui/video_player.cpp scene/main/scene_tree.cpp scene/main/timer.cpp +msgid "Paused" +msgstr "" + +#: scene/gui/video_player.cpp +#, fuzzy +msgid "Buffering Msec" +msgstr "Méret: " + +#: scene/gui/video_player.cpp +#, fuzzy +msgid "Stream Position" +msgstr "Be-Görbe Pozíció Beállítása" + +#: scene/gui/viewport_container.cpp +#, fuzzy +msgid "Stretch Shrink" +msgstr "Kiválasztó Mód" + +#: scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Nézet Megjelenítése" + +#: scene/main/http_request.cpp +#, fuzzy +msgid "Download File" +msgstr "Letöltés" + +#: scene/main/http_request.cpp +#, fuzzy +msgid "Download Chunk Size" +msgstr "Letöltés" + +#: scene/main/http_request.cpp +msgid "Body Size Limit" +msgstr "" + +#: scene/main/http_request.cpp +msgid "Max Redirects" +msgstr "" + +#: scene/main/http_request.cpp +#, fuzzy +msgid "Timeout" +msgstr "Időtúllépés." + +#: scene/main/node.cpp +msgid "" +"Setting node name '%s' to be unique within scene for '%s', but it's already " +"claimed by '%s'. This node is no longer set unique." +msgstr "" + +#: scene/main/node.cpp +msgid "Name Num Separator" +msgstr "" + +#: scene/main/node.cpp +msgid "Name Casing" +msgstr "" + +#: scene/main/node.cpp +#, fuzzy +msgid "Editor Description" +msgstr "Leírás" + +#: scene/main/node.cpp +#, fuzzy +msgid "Pause Mode" +msgstr "Pásztázás Mód" + +#: scene/main/node.cpp +#, fuzzy +msgid "Physics Interpolation Mode" +msgstr "Interpolálás Módja" + +#: scene/main/node.cpp +#, fuzzy +msgid "Display Folded" +msgstr "Az összes megjelenítése" + +#: scene/main/node.cpp +#, fuzzy +msgid "Filename" +msgstr "Átnevezés" + +#: scene/main/node.cpp +#, fuzzy +msgid "Owner" +msgstr "Tulajdonosai:" + +#: scene/main/node.cpp scene/main/scene_tree.cpp +#, fuzzy +msgid "Multiplayer" +msgstr "Többszörös beállítása:" + +#: scene/main/node.cpp +#, fuzzy +msgid "Custom Multiplayer" +msgstr "Többszörös beállítása:" + +#: scene/main/node.cpp +#, fuzzy +msgid "Process Priority" +msgstr "Prioritás Engedélyezése" + +#: scene/main/scene_tree.cpp scene/main/timer.cpp +#, fuzzy +msgid "Time Left" +msgstr "Bal felső" + +#: scene/main/scene_tree.cpp +#, fuzzy +msgid "Debug Collisions Hint" +msgstr "Ütközési mód" + +#: scene/main/scene_tree.cpp +#, fuzzy +msgid "Debug Navigation Hint" +msgstr "Navigációs mód" + +#: scene/main/scene_tree.cpp +msgid "Use Font Oversampling" +msgstr "" + +#: scene/main/scene_tree.cpp +msgid "Edited Scene Root" +msgstr "" + +#: scene/main/scene_tree.cpp +msgid "Root" +msgstr "" + +#: scene/main/scene_tree.cpp +#, fuzzy +msgid "Multiplayer Poll" +msgstr "Többszörös beállítása:" + +#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/resources/shape_2d.cpp +msgid "Shapes" +msgstr "" + +#: scene/main/scene_tree.cpp +msgid "Shape Color" +msgstr "" + +#: scene/main/scene_tree.cpp +#, fuzzy +msgid "Contact Color" +msgstr "Szín Választása" + +#: scene/main/scene_tree.cpp +msgid "Geometry Color" +msgstr "" + +#: scene/main/scene_tree.cpp +#, fuzzy +msgid "Disabled Geometry Color" +msgstr "Letiltott elem" + +#: scene/main/scene_tree.cpp +msgid "Max Contacts Displayed" +msgstr "" + +#: scene/main/scene_tree.cpp scene/resources/shape_2d.cpp +#, fuzzy +msgid "Draw 2D Outlines" +msgstr "Körvonal Készítése" + +#: scene/main/scene_tree.cpp servers/visual_server.cpp +#, fuzzy +msgid "Reflections" +msgstr "Irányok" + +#: scene/main/scene_tree.cpp +#, fuzzy +msgid "Atlas Size" +msgstr "Körvonal Mérete:" + +#: scene/main/scene_tree.cpp +msgid "Atlas Subdiv" +msgstr "" + +#: scene/main/scene_tree.cpp scene/main/viewport.cpp +msgid "MSAA" +msgstr "" + +#: scene/main/scene_tree.cpp +msgid "Use FXAA" +msgstr "" + +#: scene/main/scene_tree.cpp +msgid "Use Debanding" +msgstr "" + +#: scene/main/scene_tree.cpp scene/main/viewport.cpp +msgid "HDR" +msgstr "" + +#: scene/main/scene_tree.cpp scene/main/viewport.cpp +msgid "Use 32 BPC Depth" +msgstr "" + +#: scene/main/scene_tree.cpp +#, fuzzy +msgid "Default Environment" +msgstr "Környezet előkészítése" + #: scene/main/scene_tree.cpp msgid "" -"Default Environment3D as specified in Project Settings (Rendering -> " -"Environment3D -> Default Environment3D) could not be loaded." +"Default Environment as specified in Project Settings (Rendering -> " +"Environment -> Default Environment) could not be loaded." msgstr "" +#: scene/main/scene_tree.cpp +#, fuzzy +msgid "Enable Object Picking" +msgstr "Másolópapír Mód Bekapcsolása" + #: scene/main/timer.cpp msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " @@ -15140,17 +25294,15 @@ msgid "" "very low wait times." msgstr "" +#: scene/main/timer.cpp +#, fuzzy +msgid "Autostart" +msgstr "Automatikus Újraindítás:" + #: scene/main/viewport.cpp -msgid "" -"This viewport is not set as render target. If you intend for it to display " -"its contents directly to the screen, make it a child of a Control so it can " -"obtain a size. Otherwise, make it a RenderTarget and assign its internal " -"texture to some node for display." -msgstr "" -"Ez a nézetablak nincs beállítva leképezési célnak. Ha azt szeretné, hogy a " -"tartalma közvetlenül a képernyőn jelenjen meg, tegye azt egy Control " -"gyermekévé, hogy így kapjon méretet. Ellenkező esetben tegye RenderTarget-" -"té, és állítsa hozzá a belső textúráját valamilyen node-hoz kirajzolásra." +#, fuzzy +msgid "Viewport Path" +msgstr "Exportálási Útvonal" #: scene/main/viewport.cpp msgid "" @@ -15158,10 +25310,2124 @@ msgid "" "dimensions to render anything." msgstr "" +#: scene/main/viewport.cpp +msgid "" +"This Viewport has HDR enabled, but its Usage is set to 2D or 2D No-" +"Sampling.\n" +"HDR is only supported in Viewports that have their Usage set to 3D or 3D No-" +"Effects.\n" +"HDR will be disabled for this Viewport." +msgstr "" + +#: scene/main/viewport.cpp +msgid "ARVR" +msgstr "" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Size Override Stretch" +msgstr "Felülírás" + +#: scene/main/viewport.cpp +msgid "Own World" +msgstr "" + +#: scene/main/viewport.cpp scene/resources/world_2d.cpp +msgid "World" +msgstr "" + +#: scene/main/viewport.cpp +msgid "World 2D" +msgstr "" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Transparent BG" +msgstr "Transzpozálás" + +#: scene/main/viewport.cpp +msgid "Handle Input Locally" +msgstr "" + +#: scene/main/viewport.cpp +msgid "FXAA" +msgstr "" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Debanding" +msgstr "Árnyaló" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Disable 3D" +msgstr "Letiltott elem" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Keep 3D Linear" +msgstr "Bal lineáris" + +#: scene/main/viewport.cpp +msgid "Render Direct To Screen" +msgstr "" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Debug Draw" +msgstr "Hibakeresés" + +#: scene/main/viewport.cpp +msgid "Render Target" +msgstr "" + +#: scene/main/viewport.cpp +msgid "V Flip" +msgstr "" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Clear Mode" +msgstr "Vonalzó mód" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Enable 2D" +msgstr "Engedélyezés" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Enable 3D" +msgstr "Engedélyezés" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Object Picking" +msgstr "Másolópapír Mód Bekapcsolása" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Disable Input" +msgstr "Letiltott elem" + +#: scene/main/viewport.cpp servers/visual_server.cpp +msgid "Shadow Atlas" +msgstr "" + +#: scene/main/viewport.cpp +msgid "Quad 0" +msgstr "" + +#: scene/main/viewport.cpp +msgid "Quad 1" +msgstr "" + +#: scene/main/viewport.cpp +msgid "Quad 2" +msgstr "" + +#: scene/main/viewport.cpp +msgid "Quad 3" +msgstr "" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Canvas Transform" +msgstr "Animáció - Transzformáció Változtatása" + +#: scene/main/viewport.cpp +#, fuzzy +msgid "Global Canvas Transform" +msgstr "Globális Transzformáció Megtartása" + +#: scene/main/viewport.cpp +msgid "Tooltip Delay (sec)" +msgstr "" + +#: scene/register_scene_types.cpp +#, fuzzy +msgid "Swap OK Cancel" +msgstr "Mégse" + +#: scene/register_scene_types.cpp +#, fuzzy +msgid "Layer Names" +msgstr "Név" + +#: scene/register_scene_types.cpp +msgid "2D Render" +msgstr "" + +#: scene/register_scene_types.cpp +msgid "3D Render" +msgstr "" + +#: scene/register_scene_types.cpp +#, fuzzy +msgid "2D Physics" +msgstr "Fizika Keret %" + +#: scene/register_scene_types.cpp +#, fuzzy +msgid "3D Physics" +msgstr "Fizika Keret %" + +#: scene/register_scene_types.cpp +#, fuzzy +msgid "2D Navigation" +msgstr "Navigáció" + +#: scene/register_scene_types.cpp +#, fuzzy +msgid "3D Navigation" +msgstr "Navigáció" + +#: scene/register_scene_types.cpp +msgid "Use hiDPI" +msgstr "" + +#: scene/register_scene_types.cpp +#, fuzzy +msgid "Custom" +msgstr "Node-ok kivágása" + +#: scene/register_scene_types.cpp +#, fuzzy +msgid "Custom Font" +msgstr "Node-ok kivágása" + +#: scene/resources/audio_stream_sample.cpp +#: servers/audio/effects/audio_stream_generator.cpp servers/audio_server.cpp +#, fuzzy +msgid "Mix Rate" +msgstr "Mixelő Node" + +#: scene/resources/audio_stream_sample.cpp +msgid "Stereo" +msgstr "" + +#: scene/resources/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Fő Jelenet Argumentumok:" + +#: scene/resources/curve.cpp +#, fuzzy +msgid "Bake Resolution" +msgstr "Kijelölés kitöltése" + +#: scene/resources/curve.cpp +msgid "Bake Interval" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Panel" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Color" +msgstr "Szín Választása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Color Pressed" +msgstr "Elem eltávolítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Color Hover" +msgstr "Elem eltávolítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Color Focus" +msgstr "Felület Kitöltése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Color Disabled" +msgstr "(A szerkesztő le van tiltva)" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "H Separation" +msgstr "Felsorolások:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Underline Spacing" +msgstr "Animáció Ismétlése" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Arrow" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Arrow Margin" +msgstr "Margó Beállítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Hover Pressed" +msgstr "Előre beállított" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Checked Disabled" +msgstr "Letiltott elem" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Unchecked" +msgstr "Kijelölés zárolása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Unchecked Disabled" +msgstr "Letiltott elem" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Radio Checked" +msgstr "Kijelölés zárolása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Radio Checked Disabled" +msgstr "(A szerkesztő le van tiltva)" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Radio Unchecked" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Radio Unchecked Disabled" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Font Color Hover Pressed" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Check V Adjust" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "On Disabled" +msgstr "Letiltott elem" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Off" +msgstr "Rács Eltolás:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Off Disabled" +msgstr "Letiltott elem" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Color Shadow" +msgstr "Elem eltávolítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Outline Modulate" +msgstr "Fehérmoduláció Kierőltetése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Shadow Offset X" +msgstr "Rács X eltolása:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Shadow Offset Y" +msgstr "Rács Y eltolása:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Shadow As Outline" +msgstr "Előző Sík" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Color Selected" +msgstr "Kijelölés feloldása" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Font Color Uneditable" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Cursor Color" +msgstr "Node-ok kivágása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Clear Button Color" +msgstr "Jelek szűrése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Clear Button Color Pressed" +msgstr "Jelek szűrése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Minimum Spaces" +msgstr "Fő Jelenet" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "BG" +msgstr "B" + +#: scene/resources/default_theme/default_theme.cpp +msgid "FG" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Tab" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#: scene/resources/dynamic_font.cpp scene/resources/world.cpp +#: scene/resources/world_2d.cpp +#, fuzzy +msgid "Space" +msgstr "Fő Jelenet" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Folded" +msgstr "Mappa:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Fold" +msgstr "Mappa:" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Font Color Readonly" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Completion Lines" +msgstr "Kijelölés másolása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Completion Max Width" +msgstr "Kijelölés másolása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Completion Scroll Width" +msgstr "Scene importálás" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Scroll Focus" +msgstr "Felület Kitöltése" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Grabber" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Grabber Highlight" +msgstr "Közvetlen megvilágítás" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Grabber Pressed" +msgstr "Előre beállított" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Increment" +msgstr "Környezet előkészítése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Increment Highlight" +msgstr "Behúzás Jobbra" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Increment Pressed" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Decrement" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Decrement Highlight" +msgstr "Közvetett megvilágítás" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Decrement Pressed" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Slider" +msgstr "Ütközési mód" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Grabber Area" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Grabber Area Highlight" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Grabber Disabled" +msgstr "Letiltott elem" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Tick" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Updown" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Scaleborder Size" +msgstr "Méretezési mód" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Title Font" +msgstr "Fő Jelenet" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Title Color" +msgstr "Következő koordináta" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Title Height" +msgstr "Tesztelés" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Close Highlight" +msgstr "Közvetlen megvilágítás" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Close H Offset" +msgstr "Rács Eltolás:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Close V Offset" +msgstr "Rács Eltolás:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Parent Folder" +msgstr "Mappa Létrehozása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Toggle Hidden" +msgstr "Rejtett fálok megjelenítése/elrejtése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Panel Disabled" +msgstr "Letiltott elem" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Labeled Separator Left" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Labeled Separator Right" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Separator" +msgstr "Felsorolások:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Color Accel" +msgstr "Elem eltávolítása" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Font Color Separator" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "V Separation" +msgstr "Felsorolások:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Selected Frame" +msgstr "Kiválasztás" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Default Frame" +msgstr "Alapértelmezett" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Default Focus" +msgstr "Alapértelmezett" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Comment Focus" +msgstr "Közösség" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Breakpoint" +msgstr "Töréspontok" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Resizer" +msgstr "Tömb átméretezése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Close Color" +msgstr "Szín" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Resizer Color" +msgstr "Szín" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Title Offset" +msgstr "Rács Eltolás:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Close Offset" +msgstr "Rács Eltolás:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Port Offset" +msgstr "Rács Eltolás:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "BG Focus" +msgstr "Elérési Út Fókuszálása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Selected Focus" +msgstr "Kiválasztás" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Cursor Unfocused" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Button Pressed" +msgstr "Előre beállított" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Title Button Normal" +msgstr "Váltógomb" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Title Button Pressed" +msgstr "Váltógomb" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Title Button Hover" +msgstr "Váltógomb" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Custom Button" +msgstr "Node-ok kivágása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Custom Button Pressed" +msgstr "Busz Beállítások" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Custom Button Hover" +msgstr "Node-ok kivágása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Select Arrow" +msgstr "Összes Kijelölése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Arrow Collapsed" +msgstr "Összes becsukása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Title Button Font" +msgstr "Váltógomb" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Title Button Color" +msgstr "Csak kijelölés" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Guide Color" +msgstr "Szín Választása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Drop Position Color" +msgstr "Dokk Pozíció" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Relationship Line Color" +msgstr "Jelenlegi Jelenet" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Custom Button Font Highlight" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Item Margin" +msgstr "Margó Beállítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Button Margin" +msgstr "Gomb" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Draw Relationship Lines" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Draw Guides" +msgstr "Vezetővonalak Megjelenítése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Scroll Border" +msgstr "Függőleges segédvonal mozgatása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Scroll Speed" +msgstr "Rács Eltolás:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Icon Margin" +msgstr "Margó Beállítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Line Separation" +msgstr "Felsorolások:" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Tab FG" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Tab BG" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Tab Disabled" +msgstr "Letiltott elem" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Menu" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Menu Highlight" +msgstr "Közvetlen megvilágítás" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Color FG" +msgstr "Elem eltávolítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Font Color BG" +msgstr "Elem eltávolítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Side Margin" +msgstr "Margó Beállítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Top Margin" +msgstr "Margó Beállítása" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Label V Align FG" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Label V Align BG" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Large" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Folder" +msgstr "Mappa:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Folder Icon Modulate" +msgstr "Fehérmoduláció Kierőltetése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "File Icon Modulate" +msgstr "Ikon mód" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Files Disabled" +msgstr "Letiltott elem" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "SV Width" +msgstr "Az összes megjelenítése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "SV Height" +msgstr "Tesztelés" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "H Width" +msgstr "Az összes megjelenítése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Label Width" +msgstr "Az összes megjelenítése" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Screen Picker" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Add Preset" +msgstr "Beállítás Betöltése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Color Hue" +msgstr "Téma szerkesztése" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Color Sample" +msgstr "Szín" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Preset BG" +msgstr "Előre beállított" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Overbright Indicator" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Preset FG" +msgstr "Előre beállított" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Preset BG Icon" +msgstr "Előre beállított" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Normal Font" +msgstr "Véletlenszerű Skálázás:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Bold Font" +msgstr "Betűtípus" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Italics Font" +msgstr "Fő Jelenet" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Bold Italics Font" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Mono Font" +msgstr "Fő Jelenet" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Table H Separation" +msgstr "Felsorolások:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Table V Separation" +msgstr "Felsorolások:" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Margin Left" +msgstr "Margó Beállítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Margin Top" +msgstr "Margó Beállítása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Margin Right" +msgstr "Behúzás Jobbra" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Margin Bottom" +msgstr "Kiválasztó Mód" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Autohide" +msgstr "Automatikus Behúzás" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Minus" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "More" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Grid Minor" +msgstr "Szín Választása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Grid Major" +msgstr "Szín Választása" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Selection Fill" +msgstr "Csak kijelölés" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Selection Stroke" +msgstr "Csak kijelölés" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Activity" +msgstr "Művelet" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Bezier Len Pos" +msgstr "Bézier Pontok Mozgatása" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Bezier Len Neg" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +msgid "Port Grab Distance Horizontal" +msgstr "" + +#: scene/resources/default_theme/default_theme.cpp +#, fuzzy +msgid "Port Grab Distance Vertical" +msgstr "Példány" + +#: scene/resources/dynamic_font.cpp +msgid "Hinting" +msgstr "" + +#: scene/resources/dynamic_font.cpp +#, fuzzy +msgid "Override Oversampling" +msgstr "Felülírás" + +#: scene/resources/dynamic_font.cpp +#, fuzzy +msgid "Font Path" +msgstr "Elérési Út Fókuszálása" + +#: scene/resources/dynamic_font.cpp +#, fuzzy +msgid "Outline Size" +msgstr "Körvonal Mérete:" + +#: scene/resources/dynamic_font.cpp +#, fuzzy +msgid "Outline Color" +msgstr "Függvények" + +#: scene/resources/dynamic_font.cpp +#, fuzzy +msgid "Use Mipmaps" +msgstr "Jelzések" + +#: scene/resources/dynamic_font.cpp +#, fuzzy +msgid "Extra Spacing" +msgstr "Osztály beállítások:" + +#: scene/resources/dynamic_font.cpp +#, fuzzy +msgid "Char" +msgstr "Érvényes karakterek:" + +#: scene/resources/dynamic_font.cpp +msgid "Font Data" +msgstr "" + +#: scene/resources/environment.cpp +msgid "Background" +msgstr "" + +#: scene/resources/environment.cpp scene/resources/sky.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Sky Custom FOV" +msgstr "Node-ok kivágása" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Sky Orientation" +msgstr "Dokumentáció megnyitása" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Sky Rotation" +msgstr "Forgatási Léptetés:" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Sky Rotation Degrees" +msgstr "Forgatási Léptetés:" + +#: scene/resources/environment.cpp +msgid "Canvas Max Layer" +msgstr "" + +#: scene/resources/environment.cpp scene/resources/texture.cpp +msgid "Camera Feed ID" +msgstr "" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Ambient Light" +msgstr "Behúzás Jobbra" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Sky Contribution" +msgstr "animáció" + +#: scene/resources/environment.cpp +msgid "Fog" +msgstr "" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Sun Color" +msgstr "Tároló Fájl:" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Sun Amount" +msgstr "Mennyiség:" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Depth Enabled" +msgstr "Mélység" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Depth Begin" +msgstr "Mélység" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Depth End" +msgstr "Mélység" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Depth Curve" +msgstr "Görbe Lezárása" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Transmit Enabled" +msgstr "Jelek szűrése" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Transmit Curve" +msgstr "Átmenet eltávolítva" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Height Enabled" +msgstr "Jelek szűrése" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Height Min" +msgstr "Jobb lineáris" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Height Max" +msgstr "Navigációs mód" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Height Curve" +msgstr "Görbe Lezárása" + +#: scene/resources/environment.cpp +msgid "Tonemap" +msgstr "" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Exposure" +msgstr "Exportálás" + +#: scene/resources/environment.cpp +msgid "White" +msgstr "" + +#: scene/resources/environment.cpp +msgid "Auto Exposure" +msgstr "" + +#: scene/resources/environment.cpp +msgid "Min Luma" +msgstr "" + +#: scene/resources/environment.cpp +msgid "Max Luma" +msgstr "" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "SS Reflections" +msgstr "Kijelölés Nyújtása" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Max Steps" +msgstr "Lépés" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Fade In" +msgstr "Előtűnés (mp):" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Fade Out" +msgstr "Elhalványulás (mp):" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Depth Tolerance" +msgstr "Mélység" + +#: scene/resources/environment.cpp scene/resources/material.cpp +msgid "Roughness" +msgstr "" + +#: scene/resources/environment.cpp +msgid "SSAO" +msgstr "" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Radius 2" +msgstr "Jobb felső" + +#: scene/resources/environment.cpp +msgid "Intensity 2" +msgstr "" + +#: scene/resources/environment.cpp scene/resources/material.cpp +#, fuzzy +msgid "Light Affect" +msgstr "Navigációs mód" + +#: scene/resources/environment.cpp +msgid "AO Channel Affect" +msgstr "" + +#: scene/resources/environment.cpp +msgid "Blur" +msgstr "" + +#: scene/resources/environment.cpp +msgid "Edge Sharpness" +msgstr "" + +#: scene/resources/environment.cpp +msgid "DOF Far Blur" +msgstr "" + +#: scene/resources/environment.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Példány" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Transition" +msgstr "Átmenet: " + +#: scene/resources/environment.cpp +msgid "DOF Near Blur" +msgstr "" + +#: scene/resources/environment.cpp +msgid "Glow" +msgstr "" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Levels" +msgstr "Fejlesztők" + +#: scene/resources/environment.cpp +#: servers/audio/effects/audio_effect_chorus.cpp +msgid "1" +msgstr "" + +#: scene/resources/environment.cpp +#: servers/audio/effects/audio_effect_chorus.cpp +msgid "2" +msgstr "" + +#: scene/resources/environment.cpp +#: servers/audio/effects/audio_effect_chorus.cpp +msgid "3" +msgstr "" + +#: scene/resources/environment.cpp +#: servers/audio/effects/audio_effect_chorus.cpp +msgid "4" +msgstr "" + +#: scene/resources/environment.cpp +msgid "5" +msgstr "" + +#: scene/resources/environment.cpp +msgid "6" +msgstr "" + +#: scene/resources/environment.cpp +msgid "7" +msgstr "" + +#: scene/resources/environment.cpp +msgid "Bloom" +msgstr "" + +#: scene/resources/environment.cpp +msgid "HDR Threshold" +msgstr "" + +#: scene/resources/environment.cpp +msgid "HDR Luminance Cap" +msgstr "" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "HDR Scale" +msgstr "Skála:" + +#: scene/resources/environment.cpp +msgid "Bicubic Upscale" +msgstr "" + +#: scene/resources/environment.cpp +msgid "Adjustments" +msgstr "" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Brightness" +msgstr "Fény Besütése" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Saturation" +msgstr "Felsorolások:" + +#: scene/resources/environment.cpp +#, fuzzy +msgid "Color Correction" +msgstr "Szín függvény." + +#: scene/resources/font.cpp +#, fuzzy +msgid "Ascent" +msgstr "Legutóbbi:" + +#: scene/resources/font.cpp +#, fuzzy +msgid "Distance Field" +msgstr "Zavarmentes Mód" + +#: scene/resources/gradient.cpp +#, fuzzy +msgid "Raw Data" +msgstr "Mélység" + +#: scene/resources/gradient.cpp +#, fuzzy +msgid "Offsets" +msgstr "Rács Eltolás:" + +#: scene/resources/height_map_shape.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/height_map_shape.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Mélység" + +#: scene/resources/height_map_shape.cpp +#, fuzzy +msgid "Map Data" +msgstr "Mélység" + +#: scene/resources/line_shape_2d.cpp +msgid "D" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Next Pass" +msgstr "Következő Síklap" + +#: scene/resources/material.cpp +msgid "Use Shadow To Opacity" +msgstr "" + +#: scene/resources/material.cpp +msgid "Unshaded" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Vertex Lighting" +msgstr "Közvetlen megvilágítás" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Use Point Size" +msgstr "Körvonal Mérete:" + +#: scene/resources/material.cpp +msgid "World Triplanar" +msgstr "" + +#: scene/resources/material.cpp +msgid "Albedo Tex Force sRGB" +msgstr "" + +#: scene/resources/material.cpp +msgid "Do Not Receive Shadows" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Disable Ambient Light" +msgstr "Behúzás Jobbra" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Ensure Correct Normals" +msgstr "Átalakítás Megszakítva." + +#: scene/resources/material.cpp +msgid "Albedo Tex MSDF" +msgstr "" + +#: scene/resources/material.cpp +msgid "Vertex Color" +msgstr "" + +#: scene/resources/material.cpp +msgid "Use As Albedo" +msgstr "" + +#: scene/resources/material.cpp +msgid "Is sRGB" +msgstr "" + +#: scene/resources/material.cpp servers/visual_server.cpp +#, fuzzy +msgid "Parameters" +msgstr "A paraméter megváltozott" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Diffuse Mode" +msgstr "Pásztázás Mód" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Specular Mode" +msgstr "Vonalzó mód" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Depth Draw Mode" +msgstr "Interpolálás Módja" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Line Width" +msgstr "Az összes megjelenítése" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Point Size" +msgstr "Körvonal Mérete:" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Billboard Mode" +msgstr "Vonalzó mód" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Billboard Keep Scale" +msgstr "Vonalzó mód" + +#: scene/resources/material.cpp +msgid "Grow" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Grow Amount" +msgstr "Mennyiség:" + +#: scene/resources/material.cpp +msgid "Use Alpha Scissor" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Particles Anim" +msgstr "Részecskék" + +#: scene/resources/material.cpp +#, fuzzy +msgid "H Frames" +msgstr "Keret %" + +#: scene/resources/material.cpp +#, fuzzy +msgid "V Frames" +msgstr "Keret %" + +#: scene/resources/material.cpp +msgid "Albedo" +msgstr "" + +#: scene/resources/material.cpp +msgid "Metallic" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Texture Channel" +msgstr "Vonalzó mód" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Emission" +msgstr "Kibocsátási Maszk" + +#: scene/resources/material.cpp +msgid "On UV2" +msgstr "" + +#: scene/resources/material.cpp +msgid "NormalMap" +msgstr "" + +#: scene/resources/material.cpp +msgid "Rim" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Clearcoat" +msgstr "Töröl" + +#: scene/resources/material.cpp +msgid "Gloss" +msgstr "" + +#: scene/resources/material.cpp +msgid "Anisotropy" +msgstr "" + +#: scene/resources/material.cpp +msgid "Flowmap" +msgstr "" + +#: scene/resources/material.cpp +msgid "Ambient Occlusion" +msgstr "" + +#: scene/resources/material.cpp +msgid "Deep Parallax" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Min Layers" +msgstr "Réteg" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Max Layers" +msgstr "Réteg" + +#: scene/resources/material.cpp +msgid "Flip Tangent" +msgstr "" + +#: scene/resources/material.cpp +msgid "Flip Binormal" +msgstr "" + +#: scene/resources/material.cpp +msgid "Subsurf Scatter" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Transmission" +msgstr "Átmenet: " + +#: scene/resources/material.cpp +#, fuzzy +msgid "Refraction" +msgstr "Felsorolások:" + +#: scene/resources/material.cpp +msgid "Detail" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "UV Layer" +msgstr "Réteg" + +#: scene/resources/material.cpp +msgid "UV1" +msgstr "" + +#: scene/resources/material.cpp +msgid "Triplanar" +msgstr "" + +#: scene/resources/material.cpp +msgid "Triplanar Sharpness" +msgstr "" + +#: scene/resources/material.cpp +msgid "UV2" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Proximity Fade" +msgstr "Prioritás mód" + +#: scene/resources/material.cpp +msgid "Distance Fade" +msgstr "" + +#: scene/resources/material.cpp +#, fuzzy +msgid "Async Mode" +msgstr "Pásztázás Mód" + +#: scene/resources/mesh.cpp +#, fuzzy +msgid "Lightmap Size Hint" +msgstr "Fény Besütése" + +#: scene/resources/mesh.cpp scene/resources/primitive_meshes.cpp +msgid "Custom AABB" +msgstr "" + +#: scene/resources/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Globális Transzformáció Megtartása" + +#: scene/resources/mesh_library.cpp +#, fuzzy +msgid "NavMesh Transform" +msgstr "Animáció - Transzformáció Változtatása" + +#: scene/resources/multimesh.cpp +#, fuzzy +msgid "Color Format" +msgstr "Színállandó." + +#: scene/resources/multimesh.cpp +#, fuzzy +msgid "Transform Format" +msgstr "Átalakítás Megszakítva." + +#: scene/resources/multimesh.cpp +msgid "Custom Data Format" +msgstr "" + +#: scene/resources/multimesh.cpp +#, fuzzy +msgid "Instance Count" +msgstr "Példány" + +#: scene/resources/multimesh.cpp +msgid "Visible Instance Count" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Sampling" +msgstr "Skála:" + +#: scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Partition Type" +msgstr "Alaptípus módosítása:" + +#: scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Parsed Geometry Type" +msgstr "Geometria Elemzése…" + +#: scene/resources/navigation_mesh.cpp +msgid "Source Geometry Mode" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Source Group Name" +msgstr "Forrás" + +#: scene/resources/navigation_mesh.cpp +msgid "Cells" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Agents" +msgstr "Fő Jelenet Argumentumok:" + +#: scene/resources/navigation_mesh.cpp +msgid "Max Climb" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +msgid "Max Slope" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Regions" +msgstr "Régió" + +#: scene/resources/navigation_mesh.cpp +msgid "Merge Size" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +msgid "Edges" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Max Error" +msgstr "Hiba!" + +#: scene/resources/navigation_mesh.cpp +msgid "Verts Per Poly" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Details" +msgstr "Alapértelmezett Betöltése" + +#: scene/resources/navigation_mesh.cpp +msgid "Sample Distance" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +msgid "Sample Max Error" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +msgid "Low Hanging Obstacles" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +msgid "Ledge Spans" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +msgid "Walkable Low Height Spans" +msgstr "" + +#: scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Baking AABB" +msgstr "AABB Generálása" + +#: scene/resources/navigation_mesh.cpp +#, fuzzy +msgid "Baking AABB Offset" +msgstr "Rács Eltolás:" + +#: scene/resources/occluder_shape.cpp +msgid "Spheres" +msgstr "" + #: scene/resources/occluder_shape.cpp msgid "OccluderShapeSphere Set Spheres" msgstr "" +#: scene/resources/occluder_shape_polygon.cpp +#, fuzzy +msgid "Polygon Points" +msgstr "Sokszögek" + +#: scene/resources/occluder_shape_polygon.cpp +#, fuzzy +msgid "Hole Points" +msgstr "Pontok mozgatása" + +#: scene/resources/packed_scene.cpp +msgid "Bundled" +msgstr "" + +#: scene/resources/particles_material.cpp +msgid "Trail" +msgstr "" + +#: scene/resources/particles_material.cpp +msgid "Divisor" +msgstr "" + +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Size Modifier" +msgstr "Módosított" + +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Color Modifier" +msgstr "Módosított" + +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Point Texture" +msgstr "Kibocsátási Pontok:" + +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Normal Texture" +msgstr "Kibocsátási Forrás: " + +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Color Texture" +msgstr "Téma szerkesztése" + +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Point Count" +msgstr "Bemeneti port hozzáadása" + +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Scale Random" +msgstr "Méretezési arány:" + +#: scene/resources/particles_material.cpp +#, fuzzy +msgid "Scale Curve" +msgstr "Görbe Lezárása" + +#: scene/resources/physics_material.cpp +msgid "Rough" +msgstr "" + +#: scene/resources/physics_material.cpp +msgid "Absorbent" +msgstr "" + +#: scene/resources/plane_shape.cpp +#, fuzzy +msgid "Plane" +msgstr "Következő Síklap" + +#: scene/resources/primitive_meshes.cpp +msgid "Flip Faces" +msgstr "" + +#: scene/resources/primitive_meshes.cpp +msgid "Mid Height" +msgstr "" + +#: scene/resources/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Jobb felső" + +#: scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Jobb alsó" + +#: scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Left To Right" +msgstr "Jobb felső" + +#: scene/resources/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Görbe Lezárása" + +#: scene/resources/ray_shape.cpp scene/resources/segment_shape_2d.cpp +msgid "Slips On Slope" +msgstr "" + +#: scene/resources/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/shape_2d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Bemeneti port hozzáadása" + +#: scene/resources/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Csontok" + +#: scene/resources/sky.cpp +#, fuzzy +msgid "Radiance Size" +msgstr "Körvonal Mérete:" + +#: scene/resources/sky.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/sky.cpp +#, fuzzy +msgid "Top Color" +msgstr "Következő koordináta" + +#: scene/resources/sky.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Tároló Fájl:" + +#: scene/resources/sky.cpp +#, fuzzy +msgid "Ground" +msgstr "Csoportok" + +#: scene/resources/sky.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Szín Választása" + +#: scene/resources/sky.cpp +#, fuzzy +msgid "Sun" +msgstr "Futtatás" + +#: scene/resources/sky.cpp +msgid "Latitude" +msgstr "" + +#: scene/resources/sky.cpp +msgid "Longitude" +msgstr "" + +#: scene/resources/sky.cpp +msgid "Angle Min" +msgstr "" + +#: scene/resources/sky.cpp +msgid "Angle Max" +msgstr "" + +#: scene/resources/style_box.cpp +#, fuzzy +msgid "Content Margin" +msgstr "Margó Beállítása" + +#: scene/resources/style_box.cpp +#, fuzzy +msgid "Expand Margin" +msgstr "Összes kinyitása" + +#: scene/resources/style_box.cpp +msgid "Skew" +msgstr "" + +#: scene/resources/style_box.cpp +msgid "Corner Radius" +msgstr "" + +#: scene/resources/style_box.cpp +msgid "Corner Detail" +msgstr "" + +#: scene/resources/style_box.cpp +msgid "Anti Aliasing" +msgstr "" + +#: scene/resources/style_box.cpp +msgid "Grow Begin" +msgstr "" + +#: scene/resources/style_box.cpp +msgid "Grow End" +msgstr "" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Load Path" +msgstr "Beállítás Betöltése" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Base Texture" +msgstr "Textúra eltávolítása" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Image Size" +msgstr "Oldal: " + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Side" +msgstr "Vezetővonalak Megjelenítése" + +#: scene/resources/texture.cpp +msgid "Front" +msgstr "" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Back" +msgstr "Ugrás Vissza" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Storage Mode" +msgstr "Méretezési mód" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Lossy Storage Quality" +msgstr "Felvétel" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "From" +msgstr "Lejátszási mód:" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "To" +msgstr "Eleje" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Base" +msgstr "Alaptípus módosítása:" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Current Frame" +msgstr "Jelenlegi jelenet neve" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Pause" +msgstr "Pásztázás Mód" + +#: scene/resources/texture.cpp +msgid "Which Feed" +msgstr "" + +#: scene/resources/texture.cpp +#, fuzzy +msgid "Camera Is Active" +msgstr "Pontos Egyezés" + +#: scene/resources/theme.cpp +#, fuzzy +msgid "Default Font" +msgstr "Alapértelmezett" + +#: scene/resources/visual_shader.cpp +msgid "Output Port For Preview" +msgstr "" + +#: scene/resources/visual_shader.cpp +#, fuzzy +msgid "Depth Draw" +msgstr "Interpolálás Módja" + +#: scene/resources/visual_shader.cpp +#, fuzzy +msgid "Cull" +msgstr "Vonalzó mód" + +#: scene/resources/visual_shader.cpp +#, fuzzy +msgid "Diffuse" +msgstr "Pásztázás Mód" + +#: scene/resources/visual_shader.cpp +#, fuzzy +msgid "Async" +msgstr "Pásztázás Mód" + +#: scene/resources/visual_shader.cpp +#, fuzzy +msgid "Modes" +msgstr "Pásztázás Mód" + +#: scene/resources/visual_shader.cpp +#, fuzzy +msgid "Input Name" +msgstr "Bemeneti paraméter." + +#: scene/resources/visual_shader.cpp +#, fuzzy +msgid "Uniform Name" +msgstr "UniformRef Név Megváltozott" + #: scene/resources/visual_shader_nodes.cpp msgid "" "The sampler port is connected but not used. Consider changing the source to " @@ -15176,23 +27442,472 @@ msgstr "Érvénytelen forrás az előnézethez." msgid "Invalid source for shader." msgstr "" +#: scene/resources/visual_shader_nodes.cpp +#, fuzzy +msgid "Texture Type" +msgstr "Alaptípus módosítása:" + +#: scene/resources/visual_shader_nodes.cpp +msgid "Cube Map" +msgstr "" + +#: scene/resources/visual_shader_nodes.cpp +#, fuzzy +msgid "Default Value Enabled" +msgstr "Godot funkcióprofil" + +#: scene/resources/visual_shader_nodes.cpp +#, fuzzy +msgid "Default Value" +msgstr "Bemenet Törlése" + +#: scene/resources/visual_shader_nodes.cpp +#, fuzzy +msgid "Color Default" +msgstr "Alapértelmezett Betöltése" + #: scene/resources/visual_shader_nodes.cpp msgid "Invalid comparison function for that type." msgstr "" +#: scene/resources/world.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/world.cpp +#, fuzzy +msgid "Scenario" +msgstr "Jelenet" + +#: scene/resources/world.cpp scene/resources/world_2d.cpp +#, fuzzy +msgid "Navigation Map" +msgstr "Navigáció" + +#: scene/resources/world.cpp scene/resources/world_2d.cpp +msgid "Direct Space State" +msgstr "" + +#: scene/resources/world.cpp scene/resources/world_2d.cpp +#, fuzzy +msgid "Default Gravity Vector" +msgstr "Előnézet frissítése" + +#: scene/resources/world.cpp scene/resources/world_2d.cpp +#, fuzzy +msgid "Default Linear Damp" +msgstr "Bal lineáris" + +#: scene/resources/world.cpp scene/resources/world_2d.cpp +msgid "Default Angular Damp" +msgstr "" + +#: scene/resources/world.cpp +#, fuzzy +msgid "Default Map Up" +msgstr "Alapértelmezett" + +#: scene/resources/world.cpp scene/resources/world_2d.cpp +#, fuzzy +msgid "Default Cell Size" +msgstr "Előnézet frissítése" + +#: scene/resources/world.cpp scene/resources/world_2d.cpp +#, fuzzy +msgid "Default Cell Height" +msgstr "Tesztelés" + +#: scene/resources/world.cpp scene/resources/world_2d.cpp +#, fuzzy +msgid "Default Edge Connection Margin" +msgstr "Kapcsolat szerkesztése:" + +#: scene/resources/world_2d.cpp +msgid "Canvas" +msgstr "" + +#: servers/arvr/arvr_interface.cpp +msgid "Is Primary" +msgstr "" + +#: servers/arvr/arvr_interface.cpp +#, fuzzy +msgid "Is Initialized" +msgstr "Inicializálás" + +#: servers/arvr/arvr_interface.cpp +msgid "AR" +msgstr "" + +#: servers/arvr/arvr_interface.cpp +msgid "Is Anchor Detection Enabled" +msgstr "" + +#: servers/arvr_server.cpp +#, fuzzy +msgid "Primary Interface" +msgstr "Felhasználói Felület" + +#: servers/audio/audio_stream.cpp +#, fuzzy +msgid "Audio Stream" +msgstr "Rádió Elem" + +#: servers/audio/audio_stream.cpp +#, fuzzy +msgid "Random Pitch" +msgstr "Véletlenszerű Billentés:" + +#: servers/audio/effects/audio_effect_capture.cpp +#: servers/audio/effects/audio_effect_spectrum_analyzer.cpp +#: servers/audio/effects/audio_stream_generator.cpp +msgid "Buffer Length" +msgstr "" + +#: servers/audio/effects/audio_effect_chorus.cpp +msgid "Voice Count" +msgstr "" + +#: servers/audio/effects/audio_effect_chorus.cpp +#: servers/audio/effects/audio_effect_delay.cpp +#: servers/audio/effects/audio_effect_reverb.cpp +msgid "Dry" +msgstr "" + +#: servers/audio/effects/audio_effect_chorus.cpp +#: servers/audio/effects/audio_effect_reverb.cpp +msgid "Wet" +msgstr "" + +#: servers/audio/effects/audio_effect_chorus.cpp +msgid "Voice" +msgstr "" + +#: servers/audio/effects/audio_effect_chorus.cpp +#: servers/audio/effects/audio_effect_delay.cpp +msgid "Delay (ms)" +msgstr "" + +#: servers/audio/effects/audio_effect_chorus.cpp +#: servers/audio/effects/audio_effect_phaser.cpp +msgid "Rate Hz" +msgstr "" + +#: servers/audio/effects/audio_effect_chorus.cpp +#, fuzzy +msgid "Depth (ms)" +msgstr "Mélység" + +#: servers/audio/effects/audio_effect_chorus.cpp +#: servers/audio/effects/audio_effect_delay.cpp +msgid "Level dB" +msgstr "" + +#: servers/audio/effects/audio_effect_chorus.cpp +#: servers/audio/effects/audio_effect_delay.cpp +#: servers/audio/effects/audio_effect_panner.cpp +#, fuzzy +msgid "Pan" +msgstr "Csomagolás" + +#: servers/audio/effects/audio_effect_compressor.cpp +#: servers/audio/effects/audio_effect_filter.cpp +msgid "Gain" +msgstr "" + +#: servers/audio/effects/audio_effect_compressor.cpp +msgid "Attack (µs)" +msgstr "" + +#: servers/audio/effects/audio_effect_compressor.cpp +msgid "Release (ms)" +msgstr "" + +#: servers/audio/effects/audio_effect_compressor.cpp +msgid "Mix" +msgstr "Mixelés" + +#: servers/audio/effects/audio_effect_compressor.cpp +msgid "Sidechain" +msgstr "" + +#: servers/audio/effects/audio_effect_delay.cpp +msgid "Tap 1" +msgstr "" + +#: servers/audio/effects/audio_effect_delay.cpp +msgid "Tap 2" +msgstr "" + +#: servers/audio/effects/audio_effect_delay.cpp +#: servers/audio/effects/audio_effect_phaser.cpp +#: servers/audio/effects/audio_effect_reverb.cpp +#, fuzzy +msgid "Feedback" +msgstr "Visszajelzé Küldése s A Dokumentumokról" + +#: servers/audio/effects/audio_effect_delay.cpp +#, fuzzy +msgid "Low-pass" +msgstr "Kitérés" + +#: servers/audio/effects/audio_effect_distortion.cpp +msgid "Pre Gain" +msgstr "" + +#: servers/audio/effects/audio_effect_distortion.cpp +msgid "Keep Hf Hz" +msgstr "" + +#: servers/audio/effects/audio_effect_distortion.cpp +msgid "Drive" +msgstr "" + +#: servers/audio/effects/audio_effect_distortion.cpp +msgid "Post Gain" +msgstr "" + +#: servers/audio/effects/audio_effect_filter.cpp +#, fuzzy +msgid "Resonance" +msgstr "Forrás" + +#: servers/audio/effects/audio_effect_limiter.cpp +msgid "Ceiling dB" +msgstr "" + +#: servers/audio/effects/audio_effect_limiter.cpp +msgid "Threshold dB" +msgstr "" + +#: servers/audio/effects/audio_effect_limiter.cpp +msgid "Soft Clip dB" +msgstr "" + +#: servers/audio/effects/audio_effect_limiter.cpp +msgid "Soft Clip Ratio" +msgstr "" + +#: servers/audio/effects/audio_effect_phaser.cpp +msgid "Range Min Hz" +msgstr "" + +#: servers/audio/effects/audio_effect_phaser.cpp +msgid "Range Max Hz" +msgstr "" + +#: servers/audio/effects/audio_effect_pitch_shift.cpp +msgid "Oversampling" +msgstr "" + +#: servers/audio/effects/audio_effect_pitch_shift.cpp +#: servers/audio/effects/audio_effect_spectrum_analyzer.cpp +#, fuzzy +msgid "FFT Size" +msgstr "Méret: " + +#: servers/audio/effects/audio_effect_reverb.cpp +msgid "Predelay" +msgstr "" + +#: servers/audio/effects/audio_effect_reverb.cpp +msgid "Msec" +msgstr "" + +#: servers/audio/effects/audio_effect_reverb.cpp +msgid "Room Size" +msgstr "" + +#: servers/audio/effects/audio_effect_reverb.cpp +#, fuzzy +msgid "High-pass" +msgstr "Kitérés" + +#: servers/audio/effects/audio_effect_spectrum_analyzer.cpp +msgid "Tap Back Pos" +msgstr "" + +#: servers/audio/effects/audio_effect_stereo_enhance.cpp +msgid "Pan Pullout" +msgstr "" + +#: servers/audio/effects/audio_effect_stereo_enhance.cpp +#, fuzzy +msgid "Time Pullout (ms)" +msgstr "Időtúllépés." + +#: servers/audio/effects/audio_effect_stereo_enhance.cpp +msgid "Surround" +msgstr "" + +#: servers/audio_server.cpp +#, fuzzy +msgid "Enable Audio Input" +msgstr "Hangbusz Átnevezése" + +#: servers/audio_server.cpp +#, fuzzy +msgid "Output Latency" +msgstr "Kimenet" + +#: servers/audio_server.cpp +msgid "Channel Disable Threshold dB" +msgstr "" + +#: servers/audio_server.cpp +#, fuzzy +msgid "Channel Disable Time" +msgstr "Keverési Idő Módosítása" + +#: servers/audio_server.cpp +msgid "Video Delay Compensation (ms)" +msgstr "" + +#: servers/audio_server.cpp +#, fuzzy +msgid "Bus Count" +msgstr "Bemeneti port hozzáadása" + +#: servers/audio_server.cpp +#, fuzzy +msgid "Capture Device" +msgstr "Kinyerés Pixelből" + +#: servers/audio_server.cpp +#, fuzzy +msgid "Global Rate Scale" +msgstr "Globális Változó" + +#: servers/camera/camera_feed.cpp +msgid "Feed" +msgstr "" + +#: servers/camera/camera_feed.cpp +#, fuzzy +msgid "Is Active" +msgstr "Perspektíva" + +#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp +msgid "Sleep Threshold Linear" +msgstr "" + +#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp +msgid "Sleep Threshold Angular" +msgstr "" + +#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp +msgid "Time Before Sleep" +msgstr "" + +#: servers/physics_2d/physics_2d_server_sw.cpp +#, fuzzy +msgid "BP Hash Table Size" +msgstr "Méret: " + +#: servers/physics_2d/physics_2d_server_sw.cpp +msgid "Large Object Surface Threshold In Cells" +msgstr "" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +msgid "Inverse Mass" +msgstr "" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +msgid "Inverse Inertia" +msgstr "" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +msgid "Total Angular Damp" +msgstr "" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Total Linear Damp" +msgstr "Lineáris" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Total Gravity" +msgstr "Előnézet frissítése" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Linear Velocity" +msgstr "Inicializálás" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +msgid "Exclude" +msgstr "" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +msgid "Shape RID" +msgstr "" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Collide With Bodies" +msgstr "Ütközési mód" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +msgid "Collide With Areas" +msgstr "" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +msgid "Motion Remainder" +msgstr "" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Collision Point" +msgstr "Ütközési mód" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Collision Normal" +msgstr "Ütközési mód" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Collision Depth" +msgstr "Ütközési mód" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Collision Safe Fraction" +msgstr "Ütközési mód" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Collision Unsafe Fraction" +msgstr "Ütközési mód" + +#: servers/physics_2d_server.cpp servers/physics_server.cpp +#, fuzzy +msgid "Physics Engine" +msgstr "Fizika Keret %" + +#: servers/physics_server.cpp +#, fuzzy +msgid "Center Of Mass" +msgstr "Bal közép" + +#: servers/physics_server.cpp +msgid "Principal Inertia Axes" +msgstr "" + #: servers/visual/shader_language.cpp msgid "Varying may not be assigned in the '%s' function." msgstr "" #: servers/visual/shader_language.cpp msgid "" -"Varyings which assigned in 'vertex' function may not be reassigned in " +"Varyings which were assigned in 'vertex' function may not be reassigned in " "'fragment' or 'light'." msgstr "" #: servers/visual/shader_language.cpp msgid "" -"Varyings which assigned in 'fragment' function may not be reassigned in " +"Varyings which were assigned in 'fragment' function may not be reassigned in " "'vertex' or 'light'." msgstr "" @@ -15207,3 +27922,326 @@ msgstr "" #: servers/visual/shader_language.cpp msgid "Constants cannot be modified." msgstr "" + +#: servers/visual/visual_server_scene.cpp +#, fuzzy +msgid "Spatial Partitioning" +msgstr "Particionálás…" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Render Loop Enabled" +msgstr "Jelek szűrése" + +#: servers/visual_server.cpp +#, fuzzy +msgid "VRAM Compression" +msgstr "Kifejezés beállítása" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Import BPTC" +msgstr "Importálás" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Import S3TC" +msgstr "Importálás" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Import ETC" +msgstr "Importálás" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Import ETC2" +msgstr "Importálás" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Import PVRTC" +msgstr "Téma Importálása" + +#: servers/visual_server.cpp +msgid "Lossless Compression" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Force PNG" +msgstr "Forrás Mesh:" + +#: servers/visual_server.cpp +msgid "WebP Compression Level" +msgstr "" + +#: servers/visual_server.cpp +msgid "Time Rollover Secs" +msgstr "" + +#: servers/visual_server.cpp +msgid "Cubemap Size" +msgstr "" + +#: servers/visual_server.cpp +msgid "Quadrant 0 Subdiv" +msgstr "" + +#: servers/visual_server.cpp +msgid "Quadrant 1 Subdiv" +msgstr "" + +#: servers/visual_server.cpp +msgid "Quadrant 2 Subdiv" +msgstr "" + +#: servers/visual_server.cpp +msgid "Quadrant 3 Subdiv" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Shadows" +msgstr "Árnyaló" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Filter Mode" +msgstr "Node-ok szűrése" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Texture Array Reflections" +msgstr "Kijelölés középre" + +#: servers/visual_server.cpp +msgid "High Quality GGX" +msgstr "" + +#: servers/visual_server.cpp +msgid "Irradiance Max Size" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Shading" +msgstr "Árnyaló" + +#: servers/visual_server.cpp +msgid "Force Vertex Shading" +msgstr "" + +#: servers/visual_server.cpp +msgid "Force Lambert Over Burley" +msgstr "" + +#: servers/visual_server.cpp +msgid "Force Blinn Over GGX" +msgstr "" + +#: servers/visual_server.cpp +msgid "Mesh Storage" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Split Stream" +msgstr "Útvonal Felosztása" + +#: servers/visual_server.cpp +msgid "Use Physical Light Attenuation" +msgstr "" + +#: servers/visual_server.cpp +msgid "Depth Prepass" +msgstr "" + +#: servers/visual_server.cpp +msgid "Disable For Vendors" +msgstr "" + +#: servers/visual_server.cpp +msgid "Anisotropic Filter Level" +msgstr "" + +#: servers/visual_server.cpp +msgid "Use Nearest Mipmap Filter" +msgstr "" + +#: servers/visual_server.cpp +msgid "Skinning" +msgstr "" + +#: servers/visual_server.cpp +msgid "Software Skinning Fallback" +msgstr "" + +#: servers/visual_server.cpp +msgid "Force Software Skinning" +msgstr "" + +#: servers/visual_server.cpp +msgid "Use Software Skinning" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Ninepatch Mode" +msgstr "Interpolálás Módja" + +#: servers/visual_server.cpp +#, fuzzy +msgid "OpenGL" +msgstr "Megnyitás" + +#: servers/visual_server.cpp +msgid "Batching Send Null" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Batching Stream" +msgstr "Csoportos átnevezés" + +#: servers/visual_server.cpp +msgid "Legacy Orphan Buffers" +msgstr "" + +#: servers/visual_server.cpp +msgid "Legacy Stream" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Batching" +msgstr "Keresés…" + +#: servers/visual_server.cpp +msgid "Use Batching" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Use Batching In Editor" +msgstr "Kilép a szerkesztőből?" + +#: servers/visual_server.cpp +msgid "Single Rect Fallback" +msgstr "" + +#: servers/visual_server.cpp +msgid "Max Join Item Commands" +msgstr "" + +#: servers/visual_server.cpp +msgid "Colored Vertex Format Threshold" +msgstr "" + +#: servers/visual_server.cpp +msgid "Scissor Area Threshold" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Max Join Items" +msgstr "Exportálási sablonok kezelése..." + +#: servers/visual_server.cpp +msgid "Batch Buffer Size" +msgstr "" + +#: servers/visual_server.cpp +msgid "Item Reordering Lookahead" +msgstr "" + +#: servers/visual_server.cpp +msgid "Flash Batching" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Diagnose Frame" +msgstr "Keret mozgatása" + +#: servers/visual_server.cpp +msgid "GLES2" +msgstr "" + +#: servers/visual_server.cpp +msgid "Compatibility" +msgstr "" + +#: servers/visual_server.cpp +msgid "Disable Half Float" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Enable High Float" +msgstr "Prioritás Engedélyezése" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Precision" +msgstr "Kifejezés beállítása" + +#: servers/visual_server.cpp +msgid "UV Contract" +msgstr "" + +#: servers/visual_server.cpp +msgid "UV Contract Amount" +msgstr "" + +#: servers/visual_server.cpp +msgid "Use Simple PVS" +msgstr "" + +#: servers/visual_server.cpp +msgid "PVS Logging" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Use Signals" +msgstr "Jelzések" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Remove Danglers" +msgstr "Csempe eltávolítása" + +#: servers/visual_server.cpp +msgid "Flip Imported Portals" +msgstr "" + +#: servers/visual_server.cpp +msgid "Occlusion Culling" +msgstr "" + +#: servers/visual_server.cpp +msgid "Max Active Spheres" +msgstr "" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Max Active Polygons" +msgstr "Sokszög Mozgatása" + +#: servers/visual_server.cpp +#, fuzzy +msgid "Shader Compilation Mode" +msgstr "Interpolálás Módja" + +#: servers/visual_server.cpp +msgid "Max Simultaneous Compiles" +msgstr "" + +#: servers/visual_server.cpp +msgid "Log Active Async Compiles Count" +msgstr "" + +#: servers/visual_server.cpp +msgid "Shader Cache Size (MB)" +msgstr ""